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Topic: [Preview] Tournieres, France |
| Andrew_Myers |
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General Member Since: May 26, 2006 Posts: 100 Last: Feb 3, 2008 [view latest posts] |
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Category: CoD2 Map + Mod Releases Posted: Sunday, Jul. 16, 2006 08:44 pm |
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Please remember this is my first map, and as such some things will probably be a bit sloppy, or not right, as i'm still learning radiant
Anyway this map will be based around Tournieres, France a little village south of Bayeux where Gen. Eisenhower set up his first headquarters on the continent of Europe, following D- day
The map is currently nightime, but i might chnage it, if asked, teams are currently british- german, and i plan to add all gametypes, any comments or suggestion are more than welcome, thanks
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| Mystic |
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General Member Since: Apr 10, 2004 Posts: 6147 Last: Apr 15, 2018 [view latest posts] |
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| HyBr!d |
General Member Since: Sep 26, 2004 Posts: 560 Last: Sep 25, 2015 [view latest posts] |
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| ClaireClaws |
General Member Since: Oct 22, 2005 Posts: 106 Last: Oct 26, 2009 [view latest posts] |
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| Andrew_Myers |
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General Member Since: May 26, 2006 Posts: 100 Last: Feb 3, 2008 [view latest posts] |
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| ClaireClaws |
General Member Since: Oct 22, 2005 Posts: 106 Last: Oct 26, 2009 [view latest posts] |
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Category: CoD2 Map + Mod Releases Posted: Monday, Jul. 17, 2006 12:53 pm |
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Think that scenery you have now blends in verry nice with that sky and horizon.
Think a forrest was often used to gather in and rest. And the Germans knew this.
I would go for ( and that from expecting to find that when walking in the real scene) for few thiny little streams with high gras, low bushes and small rocks and small walk routes
Some natural trenches ( few fresh mortar holes with tree damage and few 'dried up' streams trenches )
Overal surface little bit up and down (not as flat as a pancake) with lots of trees, bushes and dark green and blackish surface.
And think one can expect to find hidden campsites from soldiers in that forrest. So they used excisting natural hiding places or digged themselfs deeper. And some munition crates, camouflage nets etc. mark sucha place.
Any leftovers of manmade buildings can be found on edges of this forrest or near that road.
To get your map natural 'edged' on some sides use low wire fenches and place those a bit before your map surface ends so view on the horizon can be saved because the forrest continues beyond fench and noone can get to the 'fall of the map' edge.
So CTF can be played perfectly using this scenery. Allies have a main hidden base and Germans have a checkpoint near main road, through that forrest.
Oops srry.... made up a whole scenery here... well I hope it helps you a bit.
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| Skyguy |
General Member Since: Feb 8, 2006 Posts: 144 Last: Apr 25, 2009 [view latest posts] |
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| Andrew_Myers |
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General Member Since: May 26, 2006 Posts: 100 Last: Feb 3, 2008 [view latest posts] |
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Category: CoD2 Map + Mod Releases Posted: Monday, Jul. 17, 2006 05:02 pm |
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ClaireClaws writes...Quote: Think that scenery you have now blends in verry nice with that sky and horizon.
thanks, may try changing it to the newvillers sky texture though
Think a forrest was often used to gather in and rest. And the Germans knew this.
yeah im going for a forest, though when i am adding models now, some earlier ones disappear, which is limiting my scope a wee bit
I would go for ( and that from expecting to find that when walking in the real scene) for few thiny little streams with high gras, low bushes and small rocks and small walk routes
yeah... was thinking streams mebe like the one at the start of the sp silotown level
Some natural trenches ( few fresh mortar holes with tree damage and few 'dried up' streams trenches )
trenches are always a faviourite yeah
To get your map natural 'edged' on some sides use low wire fenches and place those a bit before your map surface ends so view on the horizon can be saved because the forrest continues beyond fench and noone can get to the 'fall of the map' edge.
...standard mapping technique then :P
thanks for the comments tho
edited on Jul. 17, 2006 01:05 pm by Andrew_Myers |
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| Andrew_Myers |
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General Member Since: May 26, 2006 Posts: 100 Last: Feb 3, 2008 [view latest posts] |
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| Warr!or |
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General Member Since: Jun 21, 2005 Posts: 257 Last: Feb 9, 2008 [view latest posts] |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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