
DoW2 Map Beta
#6034 posted by
- on 2009/08/27 02:03:28
Screenshots:
http://h.imagehost.org/0820/MirageDetail1.jpg
http://h.imagehost.org/0386/MirageDetail2.jpg
http://h.imagehost.org/0679/MiageDetail3.jpg
http://h.imagehost.org/0580/MirageDetail4.jpg
DOWNLOAD!
http://www.mediafire.com/file/qmgnjmemjqz/2p_mirage.zip
To play the map, follow these installation instructions:
Download the Zip file.
Extract the contained 2p_mirage.sga file to:
C:\Program Files\Steam\steamapps\common\dawn of war 2\GameAssets\Mods\
Make a new shortcut to play Dawn of War 2 (in steam, right click on DoW2 and go to 'Desktop Shortcut')
Go to the properties of the shortcut and add
-mod 2p_mirage
to the end of Target section.
Play the game with this shortcut and you will see the map in the drop down list when creating a game.
A few notes:
Base areas are not detailed yet, I'm lazy.
Much of the surrounding terrain isn't detailed yet either.
Haven't done an optimization pass or a fully baked lighting pass yet, which may increase the framerate of the map, but shouldn't really matter much since it's not that bad at the moment anyway (that I've noticed!)
Minimap needs some work.
Not sure how many radical changes I'd be willing to make, but it'll likely be few. Most of the time I hope to spend between now and the Sunday night deadline is cleaning up major issues, finishing up detail work, and baking lighting.

Didn't The Competition Rules
#6035 posted by
ijed on 2009/08/27 03:20:28
State 'no sharing this outside of relic' or similar?

No
#6036 posted by
- on 2009/08/27 04:48:23
The rule was clarified to be "Any map published and shared previous to the annoucement of this contest isn't allowed".
They fully expected and wanted people to have their maps tested. What they didn't want was anyone taking an already finished map previous to the contest and entering it.

Full Circle
#6038 posted by
sock on 2009/08/27 16:35:01
@scampie, The screenshots look really cool with all the plants and cliff sections but I have to confess not having played the game (DOW) I have no clue what stuff in those screenshots are your creation. Which nicely brings me to a nice tangent or 'shoe on the other foot' situation.
I recently posted screenshots of map stuff on an art portal/site, they branded me a cheat for posting stuff which they thought belonged to others and cast me out. Fair enough I suppose because they did not understand or could not work out easily from my screenshots what was my stuff. It is certainly strange seeing this situation from their perspective with your DOW screenshots.

Scampie
#6039 posted by bear on 2009/08/28 10:24:31
that razor sharp waterline hurts my eyes but I guess there's nothing you can do about it? never played dow.

Awkward Angles
#6043 posted by
sock on 2009/08/31 18:07:21

Sock
#6045 posted by
pjw on 2009/08/31 19:02:23
The cracked, semi-dry ground in that second shot is awesome. Haven't seen that look pulled off so well in Q3 before.

Litter Problem
#6046 posted by
sock on 2009/09/01 09:28:14
Another update on detail:
http://www.simonoc.com/images/design/maps_q3/moteof1bw4l.jpg
@zwiffle, the textures are mostly standard ID, nothing special.
@pjw, thanks :D

Upstairs Downstairs
#6048 posted by
sock on 2009/09/01 20:49:30
#6049 posted by
inertia on 2009/09/02 00:20:49
Given the aesthetic quality of the rest of the map, that brick / diagonal cutoff as the floor wraps around the octagonal hole bugs me a lot.

Well...
#6050 posted by
metlslime on 2009/09/02 00:23:15
there is trim there. Maybe it should be raised up to imply the diagonal-cut stones are covered by a strip of wood.
On the other hand, go map!

Stone Alignment
#6051 posted by
grahf on 2009/09/02 06:15:23
That sort of minor misalignment used to bug me too, then I looked at laid stone in the real world and realized that it almost never matches up perfectly like a power of 2 sized texture... It's not that hard to cut stone to fit.

Cool
#6053 posted by
inertia on 2009/09/02 10:29:13
Just make sure to clip it :D
#6054 posted by
necros on 2009/09/02 10:38:54
it's amazing how little things like that end up looking awesome. :)

Oh My Gosh
#6055 posted by
spy on 2009/09/02 13:30:00
i wish that would be converted to q1sp
#6056 posted by
necros on 2009/09/03 02:24:52

Criminally Underused Textures
#6058 posted by
grahf on 2009/09/03 03:15:21
But you've done them justice with some very clean angular curvy brushwork. I can visualize how it all fits together and it is a thing of beauty. The grating in the middle is a nice touch, even if its color does clash a little with the muted speedbz trim around it. I would love to see another sublevel below where the floor of cabling is now, just to really drive home the feeling of vertigo, but perhaps that would be pushing the portal count a bit. ;) The only thing I don't understand is the square rods seemingly coming off the ceiling; maybe they make more sense from a different angle, I just can't see what they are doing.
Altogether, it looks sexy and I want to play it. You are a mapping machine, necros, and I'm glad someone is still holding the torch for q1sp in 2009.
Also, it's my new desktop background.