Dod_enemy_01 Release!


Unreal*
12-05-2003, 03:41 PM
Well here it is. dod_enemy, I had originally hoped this would become official dod (like my other map kraftstoff) but unfortunately this didn't happen. So after it sitting finished on my hdd for 6 months I finally decided to spend a day getting it together for a release.. frankly it hasn't been playtested a whole lot.. So that’s where I will need a little help :p

also big thanks for MikeZilla for the AWESOME custom textures and skybox, and for making every obscure thing that I asked for :)

agent~0 for the "custom" hud icons

telnets/wacko/other people who helped me out with stuff :)

and last but not least rotkopf/whoopy42 for hosting the files for me!

The Screens:
http://www.dodmaps.com/images/news/dod_enemy_01_01.jpg
http://www.dodmaps.com/images/news/dod_enemy_01_02.jpg
http://www.dodmaps.com/images/news/dod_enemy_01_03.jpg

Downloads:
www.dodmaps.com (http://www.dodmaps.com/pafiledb/pafiledb.php?action=file&id=240)
www.dodhq.net (http://downloads.dodhq.net/?action=file&id=267)
www.dod.daddeln.de (http://dod.daddeln.de/download.php?fileid=218)
www.lanmaniax.com (http://www.lanmaniax.com/maps/html/dod_enemy.htm)
www.kustomkettles.com (http://www.kustomkettles.com/maps/)
www.dssgr.net (http://dssgr.net/pafiledb/pafiledb.php?action=category&id=22)

*Also check out www.dodmaps.com for info on a server where you can play it!*

The Objectives!
------------------------------------------------------
Allied Objectives:
- Destroy the Lighthouse
- Destroy the Watch Tower
- Destroy the Guard Tower
- Destroy the Guard Tower

Axis Objectives:
- Defend the Lighthouse
- Defend the Watch Tower
- Defend the Guard Tower
- Defend the Guard Tower

(Objectives must be defended for 12 mins)
------------------------------------------------------

(also worth noting here you have to hit the objectives 3-4 times, and its best to aim at the top half of them!)

xerent
12-05-2003, 03:46 PM
Is this the same map I found bor.. *cough* played a year ago? :D

12-05-2003, 03:49 PM
This map is the pwn

Thats all I have to say, its beautiful, unique, well made. Sad that such a great map won't make it official.

Rotkopf
12-05-2003, 04:01 PM
Yep. Indeed... a shame... but well, after all and thanks to a very splendid unreal it´s avaible for free for us custom map lovers ;)

Ifrit
12-05-2003, 04:12 PM
Looks like another great job unreal. Im gonna fire it up, see if i can get it on some servers.

slurm
12-05-2003, 04:24 PM
File mirror on www.dodhq.net

dod_enemy_01.zip (http://downloads.dodhq.net/?action=file&id=267)

Rotkopf
12-05-2003, 04:24 PM
*Also check out www.dodmaps.com for info on a server where you can play it!*

Or in other words : 213.202.195.128:27015 CCS | DodMaps World [FF on]

The next 24 hours dod_enemy ONLY. :D

J69L
12-05-2003, 04:37 PM
looks cool and unique
but a few pics remind me a bit of rtcw or et...
anyway...cool map

Unreal*
12-05-2003, 04:39 PM
funny you mention that - i have been out of gaming for a little being busy with other stuff.. i havn't even really played rtcw.. also this map pretty much looked how it did now over 1 year ago :) only real changes are some ent stuff as well as the addition of the new model trees/foliage =o)

TheNomad
12-05-2003, 05:07 PM
a light house!! base!! towerss!!! its a winner!:p

slurm
12-05-2003, 05:34 PM
It was pretty fun, It will be cool if we can get more than 8 people in the server

Jix
12-05-2003, 05:37 PM
This is a great map! I really enjoyed what I've played so far. I really like the objectives.

Jix

Jello_Biafra
12-05-2003, 06:16 PM
How is this map "not DoD material?"

MasterChiefRulZ
12-05-2003, 06:34 PM
Anybody have any waypoints for this map, for use in Lan games? Would be great.

12-05-2003, 06:49 PM
How is this map "not DoD material?"

Oh, it is. But there's certain "conflicts" which make it not so.

Zeb
12-06-2003, 01:11 AM
Beautiful map... It differs from most maps as well...

RA7
12-06-2003, 01:21 AM
Looks very good, will add mirror asap.

Quakah
12-06-2003, 01:37 AM
looks cool :D good job!

Godcha
12-06-2003, 03:58 AM
wow

eyecandy

Craftos
12-06-2003, 06:00 AM
Originally posted by Whoopy42
Oh, it is. But there's certain "conflicts" which make it not so. errrrm, what ?

Apu
12-06-2003, 06:16 AM
Another mirror by dayofdefeat.de (http://dod.daddeln.de/download.php?fileid=218)

RA7
12-06-2003, 06:33 AM
MIRROR (http://www.lanmaniax.com) Added. :cool:

Cranbarry
12-06-2003, 10:12 AM
Question on the objectives....

Do you need to hit them 3 times??? or is there just special spots to hit them???

Unreal*
12-06-2003, 01:36 PM
yeah around 3 times, pretty much any part of the top half the lighthouse/towers can be hit without it having much trouble reconising the shots the damage is roughly set to aroudn 2.5 times that which the rockets do.. so yeah.. :)

*adding the new mirrors to the post thanks guys :)*

Sly Assassin
12-06-2003, 04:10 PM
wow Unreal* gotta hand it to ya dam nice map bro :) looks sweet :) I'll have to get my comp back up and running and download this :)

I'll chat to ya on msn once I've got it :)

Sly Assassin
12-06-2003, 04:10 PM
wow Unreal* gotta hand it to ya dam nice map bro :) looks sweet :) I'll have to get my comp back up and running and download this :)

I'll chat to ya on msn once I've got it :)

Howitzer
12-06-2003, 07:03 PM
I ran around this map on LAN and I have to say it is graphical one of the best I have seen in dod. I don't quite know how the actual gameplay plays out so I won't comment. The map has a very unique style compared to other dod maps; I call it a mix between a village and a militaristic installation.

The few complaints I have stem with the guard towers. They could probably use some mg deploy spots on the sill. Also at the base of the 3rd and 4th towers there seems to be some glitchy brushes/textures/clips(?) at the base. I'm not a mapper so I don't quite know what is wrong or if anything.

Good job Unreal!

slurm
12-06-2003, 11:55 PM
yeah, i agree about having the top be a spot to deploy mg's

And it seems like the textures are weird because it's going to break, so it's sort of two towers in one. (i think)

travis
12-07-2003, 06:31 AM
speechless. all i can say is WOW

Ginger Lord
12-07-2003, 09:45 AM
I always meant to put a lighthouse in one of my maps, this has inspired me to do it now after seeing that one. Now where can i fit it in!

12-07-2003, 09:47 AM
Put 1 in bierville

MasterChiefRulZ
12-07-2003, 01:32 PM
Originally posted by Howitzer
I ran around this map on LAN and I have to say it is graphical one of the best I have seen in dod.....

Good job Unreal!

Since Howitzer also uses DoD in Lan gaming, I think I can speak for both of us that we would greatly appreciate any soul with the talent for waypointing maps for bots to do this map.

This has been a sp/Co-op Lan gaming service announcement. Thank you. :D

(shaking) this...ma..mapp..looks..awe..some...must play...

Unreal*
12-07-2003, 01:53 PM
i would also like waypoints seeing as i live in new zealand and there are no custom dod map servers so i will never get to play it online :\

speaking of sp/co-op i was origionally/still am considering releasing it for sven co-op i always thought it would suite that well =o)

Howitzer
12-07-2003, 05:58 PM
I don't know if this is a beta map, to be improved on in later versions, but I think you should release in the General Forum. It might get more views/ feedback/ playtime considering there seems to be a bigger audience in those forums. And since you're a moderator you can just move your thread. Just a suggestion.

mikezilla
12-08-2003, 12:23 AM
I remember this map! it's that one where we did all that work for like weeks, and then got [comment deleted by mikezilla because he doesn't want to make people TOO mad. Although I'm sure you can guess.]

12-08-2003, 01:18 AM
Ouch. So you worked real hard on something only to get told...

That's why constructive criticisim should always try to include the good the bad, and the ugly. Because then at least you have a little good, right?

mikezilla
12-08-2003, 10:50 AM
you could deconstruct anything i work on, all you want and I'd never be mad if you didn't like it. Our beef is with... lets call them... zee management.

Ginger Lord
12-08-2003, 12:09 PM
Oh do tell ol' bean...:D

Fullmetaljacket
12-08-2003, 12:17 PM
Mirror will be added shortly. www.fullmetaljacketshof.com

izuno
12-08-2003, 12:31 PM
unreal + mikezilla = kickass map.

if you are this far into this thread and haven't downloaded it yet, what are you waiting for? play it. you will like it. if you don't like it, then it means you're probably stupid and destined to have a career in fast food or office sanitation.

izuno
12-08-2003, 12:37 PM
ok this may sound like a shameless plug...so bite me.

if you are this far into this thread and have not downloaded this map yet, what are you waiting for? don't read anything into why this map is custom and not official. bottom line, its really good and you should play it.

if you operate a server, do the DoD community a favor and pick this map up and pimp it on your site. just do it. don't wait. do it now.

Howitzer
12-08-2003, 01:17 PM
pimp the map in general as well y0.

Zyndrone
12-08-2003, 03:02 PM
I played the map on a server with some friends. First we used like 20 min to figure out the mission.
Very anoying, since the info file was blank. But the gameplay seemed to be good.

I've writen my comments by negative and postive.

Negatve:

- First when I saw the screens I thought it was a cs map. Mostly because of the lighttower, and the lack of WW2 elements.
I understand why it got dropped, you need to add more things that makes it look like a war is going on, or a war is prepared.
The only place it looks like dod, is at the allies town.
- The lighttower dosn't fit in WW2 (my opinion).
- The brushwork looks blocky.
- The towers could be made 4 years ago.
- Why is the ground totally flat?
- You could have made the mountains much higher, too get some more deep.
- Sky is missing (I downloaded the map from a server, maby that's why?).

Positive:

- Gameplay was easy too learn
- Some nice textures, and some was 'dull'.
- Brushwork is good, but as said previous it's blocky
- Realistic? Nahh.. Medium I will say. Allies town looks ok, but the towers make it so unrealistic (stated previous).

That's it. I'm not trying to rack down on you or something, just saying my opinion.

MasterChiefRulZ
12-08-2003, 03:51 PM
Originally posted by Unreal*
i would also like waypoints seeing as i live in new zealand and there are no custom dod map servers so i will never get to play it online :\

speaking of sp/co-op i was origionally/still am considering releasing it for sven co-op i always thought it would suite that well =o)

I have satellite internet so I can't play Fps games online, period. Totally rely on bot supported content, and thats why Sturmbot is such a lovely thing to me, my precious.

Lan games are where its at for me, with the bots.

godcha, we need your expert abilities kind sir!

Godcha
12-08-2003, 11:13 PM
ohhh... :eek:

ok..

a really kickin map. nice layout... very well used textures... really nice one!

@Zyndrone
The lighttower dosn't fit in WW2

90% from the lighttowers on the german coast looks like the lighttower that unreal used. and i know a lots of them in the netherlands too. it fits very well in ww2

---

about the waypoints...

i created some waypoints for this great map. but as most of you guys known the bots do not work so fine with bazzoka objectives. tested the wpts for around 2 hours and brits try to destroy the lighthouse. sometimes it works fine and brits destroy the lighthouse but get stuck on the the first "breakable" wall. its hard to manage this! ill try to get the bots really good to work...

@Unreal
from new zealand... nice ... lord of the rings :cool:

i havent got so much mapping experiences and i know it takes some hours to compile a map. but is it perhaps possible to add also some satchels to the map? so you can use bazooka and/or satchels. like fuzzdad did it with dod_glider! as xample... you need 2 or 3 satchels to destroy one building?! bots work really fine with satchels... coz i think ill get not the bots for 100 percent to work with bazooka objectives until sturmbot 1.7 arrives.

sorry, but thats not my fault!

greetz,

Gorbachev
12-08-2003, 11:45 PM
Howcome there isn't a Custom Map Release forum? Maybe under general where all the non-mappers would look. Just a thought...Considering the heading on the Editing forums only says "Previews and mapping questions can all be answered here" so wouldn't it be nice to have a release subcategory in General and/or Mapping?

TuNa
12-09-2003, 03:27 AM
This Map is being run and played on our servers at www.kustomkettles.com. You can grab the map download from there too if needed.

P.S. Great map...played last night with a full server and had alot of positive feedback. Nice 1

DSettahr
12-09-2003, 07:20 PM
I just got out of a game at KK, and I have a few comments.

First of all, nice job... the map is definately eye candy.

- The first two objectives seem to be too easy to blow, while the last two seem too hard. The choke point at the 1st tower is the main cause of this.

- The axis base (2nd place the axis troops spawn) is too big and too complex.

- The town looks pretty nice, but unfortunately hardly any action takes place in it, so its kind of a waste.

Smitty
12-09-2003, 07:36 PM
I agree with Godcha, satchels for the walls would be great. I'm having trouble getting the bots to blast the walls and targets consistently with the piats. Is it possible to make walls and objectives blastable by both satchels and piats? That might be cool.

Unreal*
12-09-2003, 08:49 PM
i have taken the comments into account and may release another update/final version in future.. that would be a few months away though - for now i would just like to see this getting some play so if i do update it im in a better position to make it better :)

Ifrit
12-09-2003, 08:50 PM
GREAT MAP.

Reminds me of RTCW:ET, which I can see how that dosen't fit DoD, but, nice one.

Liebgott
12-09-2003, 09:41 PM
sexy

MasterChiefRulZ
12-10-2003, 03:48 PM
Originally posted by Godcha

i havent got so much mapping experiences and i know it takes some hours to compile a map. but is it perhaps possible to add also some satchels to the map? so you can use bazooka and/or satchels. like fuzzdad did it with dod_glider! as xample... you need 2 or 3 satchels to destroy one building?! bots work really fine with satchels... coz i think ill get not the bots for 100 percent to work with bazooka objectives until sturmbot 1.7 arrives.

sorry, but thats not my fault!

greetz,


@ godcha

Whoops! I wasn't insisting on you to make waypoints, I hope you didn't take it that way godcha. I appreciate you work, and its some of the finest. My request was made in the most repectable tone possible!

Its because of people like you that my friends and I can even play some of these new maps. :D For this I thank you.

@ Unreal*

gocha says it would help in your update if you add satchels.

Originally posted by Unreal*
i have taken the comments into account and may release another update/final version in future.. that would be a few months away though -

A few MONTHS away??? ACK!!:eek: Your're killin' me here!!!;) I'm dying to play this map! oh well, its your call Unreal*.

oh how my heart breaks.

Unreal*
12-10-2003, 03:56 PM
lol.. maby not that long.. its more that i dont like the idea of releasing a new beta everytime someone has a idea if you know what i mean, i like to wait a while give the map a chance to get played/tested then do one big update :)

Howitzer
12-10-2003, 05:00 PM
hey I thought this thread was in general for good...

Unreal*
12-10-2003, 05:16 PM
i decided to bring it back.. i dont like the general forums... :P

Godcha
12-10-2003, 11:08 PM
Originally posted by MasterChiefRulZ
@ godcha

Whoops! I wasn't insisting on you to make waypoints, I hope you didn't take it that way godcha. I appreciate you work, and its some of the finest. My request was made in the most repectable tone possible!

Its because of people like you that my friends and I can even play some of these new maps. :D For this I thank you.


ohh.. no problem!

but it´s enough if you say thanx to all this great mappers outthere, which support us with all this new maps! i only try to help the mappers a little bit by creating exclusive wpts for testing her maps, help to make her maps more public and for all the offline players outthere!

i wanted to create waypoints for this map... and i thinked that unreal wants some too, coz of not so much new zealand custom map servers?!

for maps like dod_enemy_01 ... it is a must to create some waypoints!

my offer stands for every mapper here in this mapping forum! if you need wpts to test your map feel free to "pm" me.

@Unreal
take your time, if you create an updated version from your map!

...got the chance yesterday to play it (only) for a short time on dodmaps.com! it was still pfun to play it... :)

travis
12-11-2003, 05:39 PM
*BUMP*

leet map needs bumping.

DEvIL-K
12-12-2003, 07:02 AM
Yeah i played the map on the dodmaps server too ;)

The atmosphere is qute nice and gameplay is some kind of encouraging -> "aargh ->GOGOGO!!! blow the f***in' towaaa!!!!" ^^ but as it has been said before the third one is quite hard to blow if you have even teams :/ if this one falls once its júst a matter of seconds till the tank can be blown but till that its very annoying...i would like to see the objectives with less hitpoints, like 2 shots of the zo0ka...that would be enough :>

Also you could add some more detail like a few more models

The brushwork looks nice in my eyes ;)..i like how u embeded the bunker in the cliffs of the axis base :> Maybe change some crates to other cover cause you used quite a lot of them!

Thats it from my side :> good luck with your map!

Speed Bean
12-12-2003, 11:07 PM
Ok, we just play tested it with 30 people on the DSSG server and there has to be another way around that bottleneck at the first guard tower. We can blow it up all right but neither team could advance past it as the British. We have taken the map off our rotation until the bottleneck at the first guard tower is addressed. The German MGs and snipers have to many places to spread out and shoot from as the British try to charge through the blown wall next to the first guard tower. Other then that it is a wonderful looking map and the defense for the last two towers looks like a whole lot of fun.

Unreal*
12-13-2003, 02:34 AM
thanks heaps for the comments and testing guys, i might release a new build (that hopefully fixes all of the problems people have found) in the next 1-2 weeks.. i just want a few more comments first so i can attempt to fix as many things as possiable at once.. so far im planning on

1) extending the mineshaft so that a enterance can be blown in the first tunnel creating a alternate route around the first guard tower. (this might include a path from the mine shaft underground to the enterance to the bunker looking directly at the two final towers)

2) make it so that breakable walls/objectives can be destroyed with the use of satchels.

3) making the axis base smaller (partly to make it less confusing, partly to give me the required planes/patchs to add the additional route (atm the map is on 99.2% planes) i will most likely just remove the bunkroom/showers areas.

4) add mg deploy points on towers

5) fix glitching textures on the first tower

6) ??? any other suggestions ?

Zyndrone
12-13-2003, 03:12 AM
Add some sprite grass on the ground.

Speed Bean
12-13-2003, 04:25 AM
you might want to add another objective at teh end. I think once oyu bust through the first tower and you can start shooting at the 2 towers it will be real easy to knock them out because of that bunker that over looks the axis base. Maybe make it where you have to destroy the tank and put the tank some where so you can't hit it from the bunker.

Unreal*
12-13-2003, 02:45 PM
i will see if i can do something about the tank.. probally cant though..

i do want to add some grass sprites though - does anyone know how to extract stuff or at least browse the steam cashe file(s) ? i cant find any information on this.

Zyndrone
12-13-2003, 03:16 PM
i have a zip with all the sprites and models that comes with 1.1. I found it at this forum..

Faceman
12-13-2003, 06:16 PM
Originally posted by Unreal*
6) ??? any other suggestions ?

7) Replace kraftstoff with this map in the DoD install files.

Billie|Joe
12-13-2003, 06:26 PM
8) end world hunger

kleinluka
12-14-2003, 04:42 AM
Originally posted by Unreal*
i will see if i can do something about the tank.. probally cant though..

i do want to add some grass sprites though - does anyone know how to extract stuff or at least browse the steam cashe file(s) ? i cant find any information on this.


not possible....YET. Piu mentioned they were working on something. But dunno...

As for the grass sprites make sure you z-lock them.

Shane
12-14-2003, 11:02 AM
If you could do anything at all, please move the Allied spawn a bit closer after the first 2 objectives.

I finally got to play this for a couple hours yesterday w/ a full server. The teams were pretty even and it bore out that it was incredibly easy for the D to lock down the map after the first 2 objectives are blown. Its too much space for the Allies to cover and too many places for the Axis to defend from. Maybe make it so the Allies only have to complete 1 of the final 2 objectives? Maybe make the final objective the tank rather than the 2 towers?

Good god, please don't give them more objectives.

Other than that it looks very nice and has a lot of potential.

CoJ Mirror (http://coj.spies.com/downloads/pafiledb/pafiledb.php?action=file&id=32)

Speed Bean
12-19-2003, 03:15 PM
Mirror with STEAM friendly auto filepath searching installer:

http://dssgr.net/pafiledb/pafiledb.php?action=category&id=22

MasterChiefRulZ
12-24-2003, 10:54 AM
How much longer till the next release Unreal*? I am highly anticipating it. :)

Unreal*
12-25-2003, 12:29 AM
umm whenever really.. i just wanted to see if people had anything more to add for me to fix, then it should only take me a day to make the changes and release.. maby sometime in the next week

German Killa
12-26-2003, 12:50 PM
i add a mirror at www.dodmaps.de
Mirror: DodMaps.de CUSTOM MAPS (http://dodmaps.ngz-network.de/index.php?site=custommaps.php) @ NEW MAPS

swordzkof
12-26-2003, 01:13 PM
You may now download and play this map on the:

-=[ Kustom Kettle ]=- (STEAM) : 69.56.230.170:27015


:cool:

Unreal*
01-04-2004, 02:01 AM
ok im working on the new build now.. release in this thread sometime this week.. honestly..

Howitzer
01-04-2004, 05:16 PM
What are you going to change and fix in this new build?

Unreal*
01-04-2004, 06:57 PM
see the first post on page 5 :)

01-05-2004, 02:15 PM
Why use sprite grass, just use model grass, ie flomatic's.

Unreal*
01-06-2004, 04:31 PM
because in cs 1.6 there is a new sort of code generated sprite bassed grass that looks awesome (the same code used in cs:cz i believe)

i was hoping dod supported this but upon asking mugsy yesterday i found it doesn't so yeah.. looks like no grass, i might use afew model ones but having enough models to actually create the effect of proper grass would cause a lot of lag :\

MasterChiefRulZ
01-10-2004, 05:33 PM
Its the new release!!! HOORAY! :D

Now where is godcha and his satchel charges? ;)

PMonkey
01-14-2004, 02:25 AM
if any one is intrested i am waypointing this map.
they should be done by the end of the week (hopefully).

*are the Axis spawn points in one location? iv tried waypointing the Axis spawn and i've spawned in two different locations (if im right)???

this map is amazing. one question, how do you capture the lighthouse?

www.geocities.com\surf247_2003

MasterChiefRulZ
01-22-2004, 06:54 PM
Originally posted by PMonkey
if any one is intrested i am waypointing this map.


HOORAY!! :D


this map is amazing. one question, how do you capture the lighthouse?

www.geocities.com\surf247_2003

er...Anybody got any tips? :confused:

Craftos
01-23-2004, 12:46 AM
You have to cap it with tnt for 3 seconds.

PMonkey
01-23-2004, 04:55 AM
i know the first set of waypoints were pretty crap
(if anyone tried them please let me know how crap they were).

so iv finaly iv got the BOTs nearly working properly
(i think somone else said they were waypointing and had the same problem with BOTs not blowing S*** up).

www.geocities.com/surf247_2003

i should have them up by the weekend, if not i promise no later than wednesday:D

MasterChiefRulZ
02-02-2004, 05:43 PM
Originally posted by PMonkey
i should have them up by the weekend, if not i promise no later than wednesday:D

*cough* *cough* ~bump~ ;)

ummm.....

Which wednesday?

Unreal*
02-03-2004, 03:45 PM
new verions of the map are being tested on spies.com if anyone wants to join in :)

mikezilla
02-04-2004, 10:27 AM
didn't you retire?

Ginger Lord
02-04-2004, 11:43 AM
Xerent did...allegedly

:p

PMonkey
02-05-2004, 08:42 AM
Originally posted by MasterChiefRulZ
*cough* *cough* ~bump~ ;)

ummm.....

Which wednesday?


Greatest apolagies MasterChiefRulZ, sorry i lied i dint mean to :P

i must have forgot, i had a lot of college work to do.
this time i will post when they are up so there is no confusion :)

once again sorry

MasterChiefRulZ
02-05-2004, 05:55 PM
No problem PMonkey, we all get caught up in that thing called daily life. I have a BF42 map I was supposed to have done last month, but I keep putting it off. ;)

I just can't wait to play this map with bots, seeing how I can't play online with my satellite internet connection. I am just very eager, thats all. :D

Sly Assassin
02-29-2004, 02:09 PM
Hey Chris whens the next release of enemy coming out? Been awhile since you released it :)

Day of Defeat Forum Archive created by Neil Jedrzejewski.

This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.