» Killing Bugs and Solving Problems
» News Posted July 16, 2010

So 1-year army service over and whole summer ahead! I'm happy to show you some of the alpha footage recorded from the fun alphatesting sessions. Lot's of stuff have changed since then but hopefully it gives you some impression what to expect from the mod!

Some of the changes made after the video was recorded:
-Better hitregistration
-Player icons to see other players from longer distances.
-Slightly increased speed of the airplanes
-Map progress

Sadly broken SDK has ceased the map development for a while but it seems to work now.
-Ztormi

» Level Design for Dogfight
» Posted May 7, 2010

Leveldesign for Dogfight is something new for source engine. Having airplanes scaled down from real size has benefits aswell as some drawbacks. However the solution is simple let's just scale down the whole world!

Mapping
Scaling of dogfight mod: notice the small aircraft next to the player model.

Using the Source engine's automatic detailprop and -sprite system making maps for Dogfight is quick and fun. Adjusting the detail.vbsp values to just right making some realistic environments is easier than ever.

Making farmlands will generate bushes and trees around the farm. Making displacements with forest texture generates woods and using texture for urban areas detailprop system generates random house props.
Mapping
Detailprop system in DF

I have coded in a particle entity for clouds. This brush entity generates chosen types of clouds from thin to heavy rainclouds inside the brush. Using this entity you can easily add some nice details to your map and maybe use it ingame for some cover from enemy sight!
Clouds
Flying in clouds

Using these techniques in mapping you can easily create nice looking maps for the mod.
Finally here is a wip map called df_artois. In hammer and ingame:

And btw, Dogfight mod is now looking for talented webdesigners, link to recruitment post here: Moddb.com