eGO Realism Map: dod_blackout !

Dr. Mallori

Rookie
Joined
Mar 16, 2010
Messages
39
Map Name: dod_blackout
Stage: Alpha, as of April 3, 2010
Playable Demo: dod_blackout.bsp (6.35 MB)


Briefing:
So, this essentially was an idea I had after my first few realism nights. I wanted to play a campaign that required some stealth, strategy, and would integrate well with the Realism gameplay system we have set up.

I found an abandoned Map in Progress on FPSBanana (http://www.fpsbanana.com/mips/1049) which really fit the bill and provided some realistic close-quarters combat. It was about 50% done.

However, to add a realistic and strategically nightmarish scenario, I made it into a night-time map and cut out all the lights, as if the power to the little town had been cut (hence the name, Blackout!)

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The Mission:
So, the premise of the map is that the Allies are infiltrating this little German town by night.
  • Allied Primary Objective: SECURE the town by eliminating any enemy resistance you come across. This, of course, involves going through these *gulp* scary, dark houses and killing the badies!
  • Allied Secondary Objective: DESTROY the Axis radio tower (which I borrowed from dod_strand :)) using the top-secret, experimental explosives that the Axis has stockpiled in the near-by church.
  • Axis Primary Objective: ELIMINATE the Allied forces and secure the town in the name of the fatherland!

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The tower, for the sake of realism, can be partially destroyed by gunfire alone, so no cover is too safe!
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Soldiers will have to carefully choose if, when, and where to use their flashlights, because danger might be lurking right around the corner!
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===========================================

So that's about all I got so far. There's plenty of bugs to work out, textures to be fixed, and the whole town needs to be about twice as big. I'm very inexperienced in mapping (only had some AutoCAD experience in high school) so if any of our mappers want to pitch in and help, please get in touch!

This is my first map ever so any tips, comments, questions, and concerns are appreciated!

For your health!
Dr. Mallori
 
it would be a great map to add to our Realism night, but first you might want to ask leadership, first before finishing it, and well put it in drop box and see what they say about it, sounds like a fun map when it gets done.
 
Looks good Ducky, can't wait to see the finished product.
 
I like how its dark. That would be fun and hard at the same time.
 
it would be a great map to add to our Realism night, but first you might want to ask leadership, first before finishing it, and well put it in drop box and see what they say about it, sounds like a fun map when it gets done.

Yeah I figured I'd do that once the map is more complete or ready to be tested. Right now I need to finish the other half of the town, fix some bugs, etc.
 
I really like the look of that map, and cutting the lights can make it more intense. However, IMHO, I think light is a good thing. After all, unlike pubbing, in realism people are hiding out more, lurking in evil places :) It's hard enough to nab them in the light....

That's my only comment, I play some night maps in realisms, but I don't like them too much because I just can't see.
 
I really like the look of that map, and cutting the lights can make it more intense. However, IMHO, I think light is a good thing. After all, unlike pubbing, in realism people are hiding out more, lurking in evil places :) It's hard enough to nab them in the light....

That's my only comment, I play some night maps in realisms, but I don't like them too much because I just can't see.

Yeah that's one of my major concern.. like how dark is too dark? I'll probably have to play around with some ideas, like fires or breakable/moveable lights or something. Maybe Axis will have set up generators to power lights in certain sectors.

Good tip though, I REALLY appreciate the feedback, I want to make this a really fun map for all of us! :)
 
Well if you need to see how dark it is, feel free to test it and call me to help you Ducky.
 
Yeah that's one of my major concern.. like how dark is too dark? I'll probably have to play around with some ideas, like fires or breakable/moveable lights or something. Maybe Axis will have set up generators to power lights in certain sectors.

Good tip though, I REALLY appreciate the feedback, I want to make this a really fun map for all of us! :)

That'd probably do it. I went back over it, the streets are fine. It's dim, but totally light enough to see. Now it's just buildings. I don't know anything about map making so I don't know how lighting works. I know I've seen maps where the buildings are lit and everything else is darker, but I think that looks tacky. But if there are fires, small lights here and there in buildings (maybe ones that look at tactical locations, or key crossing points for the enemy) then I feel that both teams benefit. One team will still be able to lurk on defense, but offense will be able to see those lurking in some of the more important spots.

Good luck and happy map making though! Again, I really like the look of it, and as soon as my desktop gets going again I'm gonna try it out.
 
Ok, I messed around with some light ideas, and I think a few generators would look really nice. Example:

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I'd also have to use lights in the new and improved Allied spawn, cuz otherwise it's a pitch black house. :P
 

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