Release: Northbound Beta 1


skdr
12-12-2003, 11:15 AM
Back the attack, soldiers!

Northbound is ready for first public playtest! We've been playtesting this map 2 times (Thx Shane and all playtesters) and its ready to check it out in the public stress test.

________________________________
January 20, 1945, Northern Front

After the succesful operation in the western front,
allied troops called for more backup to the north.
Forces have to capture unknown urban
area and advance through a countryside
town to the center of the city.

Allied Objectives:
- Capture all 5 points

Axis Objectives:
- Capture all 5 points
________________________________

Pictures:
http://skdr.dodfi.net/northbound/

Download locations:
http://skdr.dodfi.net/dod_northbound_b1.zip
http://coj.spies.com/downloads/pafiledb/pafiledb.php?action=file&id=30
http://www.lanmaniax.com/
http://www.dodmaps.com/pafiledb/pafiledb.php?action=file&id=243

Updated Sturmbot Waypoints:
http://www.godcha.de/waypoints/dod_northbound_wpt-god.zip
By Godcha. Thanks much m8!

Insta
12-12-2003, 11:27 AM
Good job with the map, I'm 99.9% sure we will see it in a future DoD update ;)

Cranbarry
12-12-2003, 11:37 AM
No - Thank you skdr!!! Great Fun!

Great Map - its S W E E T !!!

Great Game play for any style Player.... MG, Snipers you have your spots... Runners and Gunners, you have your ways around the map also!!!

Great Job!

Kraut-Killer
12-12-2003, 11:42 AM
You are really one of the best DoD mappers out there.:)

Godcha
12-12-2003, 11:42 AM
yes... its a very great map... lots of fun to play it :D

and thanks to include also my waypoints skdr... hope it help to test this great map a little bit too?

Steel Blade
12-12-2003, 11:49 AM
This map looks so nice, I wanna test it too :p :D

Zyndrome
12-12-2003, 11:54 AM
¯\(o_º)/¯ wootness!

FuzzDad
12-12-2003, 12:29 PM
We've had a couple of GREAT playtests in the last few days and this map is easily great fun and beautiful at the same time...it's more polished than a lot of the official maps (mine included)...great great job skdr...wonderful!

Shane
12-12-2003, 12:33 PM
CoJ Mirror (http://coj.spies.com/downloads/pafiledb/pafiledb.php?action=file&id=30) (West Coast USA)

skdr
12-12-2003, 12:35 PM
Thanks all.

Mirrors updated (Thx shane)

Godcha: oh yeah, you're in the readme file :D Thanks.

kleinluka
12-12-2003, 12:48 PM
nice map, i hope you fixed the giant interiors and the other things we pointed out during our little 3-man-scrimage :)

Quakah
12-12-2003, 01:21 PM
skdr has always been my favourite mapper and now he has proven why he is :D

RA7
12-12-2003, 02:29 PM
Added MIRROR (http://www.lanmaniax.com).
Good Work, SKDR!!!

12-12-2003, 02:38 PM
This map is the roxor. It'd better get official, imo.

AFG
12-12-2003, 03:06 PM
the boys at dodmaps spoke highly of you and ur map. i ll see if i can get kustom kettles to run it for you :D

Godcha
12-12-2003, 04:06 PM
uppss...

the included waypoints in the .zip file from the map are not the actual ones. thats the northbound alpha wpts. sorry for this mistake... :(

here you can crap the new and 100% working waypoints for dod_northbound_b1

dod_northbound.wpt (http://www.godcha.de/waypoints/dod_northbound_wpt-god.zip)

enjoy

skdr
12-12-2003, 04:15 PM
Sweet Godcha. Thanks much :D

I'll add the download link to the main post.

Quakah
12-12-2003, 04:17 PM
better late then never :mad:








jk ;) verry good job, I like what people do so much to please a community :) thank you, now I can play this map myself for the first time because no server running it :/ it's really a shame

MasterChiefRulZ
12-12-2003, 04:18 PM
A great map, with WAYPOINTS! wOOt!!

Thanks skdr and godcha!!! More Lan gaming goodness. :)

Darkwing
12-12-2003, 05:17 PM
Out release me skdr!! grrr... just had to release a map 50 times better and nicer with great quality and refinement, that pwnz all over my map, just 5 hours after i release it. your so mean. :p

greenhorn
12-12-2003, 08:51 PM
uber clean brush/texture work
very "official" looking , execellent work dude

Howitzer
12-13-2003, 07:50 PM
Great map skdr!:D

Only things that I'd like to see: put furniture and stuff in the interiors; some of them just seem too empty. And secondly put in some bazookas to knock out some of the sniper/mg positions.

I hope to see this one in the official "rotation":cool:

Silverghost
12-14-2003, 12:20 AM
Add spawn warning.

I was walking around enjoying the map then all-of-a-sudden *BLAH* I died. To close to enemy spawn :P

Quakah
12-14-2003, 12:29 AM
I think the spawn warning is there, only there is a bug in dod, my pegasus map has the same thing, my warning doesn't pop up either on the screen.

skdr
12-14-2003, 05:12 AM
Yep its there. I think its a bug 'cos it doesnt appear on screen.

Darkwing
12-14-2003, 04:29 PM
do you use game_text or env_message ?

game_text works ten millions times better.

skdr
12-15-2003, 06:33 AM
Originally posted by Darkwing
do you use game_text or env_message ?

game_text works ten millions times better.

env_message for me.

Gotta change it to game_text0r

Thanks much ;)

FuzzDad
12-15-2003, 07:29 AM
Yea...I would suggest for all custom maps you use the game_text...it's too hard for the average player to know how to create or edit the titles.txt file...and until we get a cache viewer/editor it's the smart thing to do.

Great map...a few minor changes and we should submit:

1) The edge of the world gate in axis spawn...put a "T" road juncture behind there or take out the gate and leave a wall...looks like you're on a mountaintop or something

2) The allied and axis iniital views from spawn....use the rotate tool and point each spawn into the direction they should travel...so nobody is looking at a wall or pointing backwards

3) Every window should have a MG position...and make them ultra wide...instead of the default 45 degree's make those suckers 90 or 180 degree's...so the gunner can setup any angle forward, left, or right at the window

4) You should not require a jump by the axis to leave their spawn on the right side...I like the gate but either have a gap or a ramp or something (like flug...put a few boxes they can run up-n-over)

5) In addition to text messages...use color or something else to identify each spawn...I like the red guard stuff on the axis side...maybe have another one like that on the other side. In flug if you get too close to each others spawn I did two things...the smoke grenades of course but since some folks turn off particle smoke I also had verbal clues ("FALL BACK!!") tied to the same trigger that activated the env_message "Gas! Gas! Gas!"

6) It is harder to get to the first allied flags as allied when compared to getting to the first axis flags as axis. I'm not sure what to do here...the hard thing would be to close up the map somewhat and move the allied spawns a bit closer to the flags...or move the flags back...either way is going to radically change gameplay so if you're satisfied with it for now and if server statistics show it's still fairly even then don't listen to me...but watch those statistics...my hunch is that the map slightly favors the axis.

7) If you run around in LAN you're struck by two things...how pretty everything is (great job there) and the wind noise...If it were me I'd restrict the wind to the tunnels or tone it down a bit so it's bearly audible in the background.

But...by far one of the most professional maps I've seen.

skdr
12-15-2003, 09:16 AM
Thanks Fuzzdad.

I've fixed all those problems (except axis favored side) and I have a build for you to check out in a few days.

Btw. It seems that you dont have the final beta 1 of the map I released. I redid that axis "jump puzzle" there (near spawn gate).

btw2. We've had few clan games on this map and Allies capped many times. Even one round was point win to Allies. But I'll watch the stats.

Fuzzdad: your private message folder is full. Can't send any messages.

FuzzDad
12-15-2003, 09:28 AM
Yea...my sent items was HUGE...i just deleted so you guys can PM me now....one more thing I forgot on my list above: Make all buildings on the minimap white that are enterable...this is a standard deal on the official maps so let's do that and it'll be as finished as it can be.

Cranbarry
12-15-2003, 09:51 AM
Speaking of Northbound...

It has made it into the CAL preseason along with Falaise....


Great Job Guys!!!

Fullmetaljacket
12-15-2003, 10:00 AM
Mirror going up in just a few. www.fullmetaljacketshof.com nice map.

DEvIL-K
12-15-2003, 10:52 AM
http://www.esprit-online-shop.com/Shop/PicDestStyleProduct/Y66413_616.jpg

Shane
12-15-2003, 11:11 AM
Originally posted by FuzzDad
6) It is harder to get to the first allied flags as allied when compared to getting to the first axis flags as axis. I'm not sure what to do here...the hard thing would be to close up the map somewhat and move the allied spawns a bit closer to the flags...or move the flags back...either way is going to radically change gameplay so if you're satisfied with it for now and if server statistics show it's still fairly even then don't listen to me...but watch those statistics...my hunch is that the map slightly favors the axis.

I would agree but for a different reason. The axis has an advantage in that their #2 flag MUST be passed. A studious axis team needs to just plant an mg or mg/sniper combo and they can easily hold their back 2 flags just by holding the intersection at their 2, which can be done easily by camping the angles looking across the 2.

The opposite is not true. One of the best strats for the axis is to slip by the Allied #2 on the right.

Anyway, I brought all this up on the CoJ threads, so I'm pretty sure that skdr is happy w/ it as is.

I don't think this problem greatly unbalances it against the allies, but I think as people become more familiar w/ the map you'll see a statistical edge to the axis, how great I'm not sure.

This map is a lot of fun and I'm glad to see CAL's gonna use it in their pre-season matches (Falaise too!). :)

skdr
12-15-2003, 01:17 PM
Originally posted by DEvIL-K
http://www.esprit-online-shop.com/Shop/PicDestStyleProduct/Y66413_616.jpg

hahah! I want that shirt :D!

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

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

kleinluka
12-20-2003, 05:57 AM
this map is getting a facelift.
More soon =)

skdr
12-20-2003, 12:14 PM
Originally posted by kleinluka
this map is getting a facelift.
More soon =)

Everybody loves klein ;)

floMatic
12-20-2003, 12:43 PM
No not everybody just me :cool:

Bert2546
12-22-2003, 01:56 PM
nice map but this kinda bugs me

dod_northbound0000.jpg (http://bdodd.home.mindspring.com/dod_northbound0000.jpg)

FuzzDad
12-22-2003, 04:09 PM
That's been fixed (was one of the things on my list of requested changes)...not sure when skdr will reelase a new version of the map...prolly when kliener's finishes the re-texture.

Darkwing
12-22-2003, 04:44 PM
get a new bush-outline texture, (or 2) to mix it up a bit. im tired of seeing that same one everywhere. =/

keep up the good work. its good to see different people helping out to make this map even better.

German Killa
12-26-2003, 12:48 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

map is running on our server :D

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:

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.