Preview: DoD_Hill_Classic


NC17
05-05-2003, 07:59 AM
Well guys here is some more non-creativeness for ya!

Screens from the wip dod_hill_classic (original by helvan)

The structure of the map is complete and i am now adding the point entities so play testing should not be far off

The current wpolys are around 750 and the epolys dont reach 7000

NOTE: All screen shots have been moved to page 7 of this thread and all further screenshot updates will also be placed on page 7 in the same post

El Capitan
05-05-2003, 08:06 AM
mmmm, looking good.

Suggestions....maybe add a bit more texture variety

NC17
05-05-2003, 08:07 AM
Originally posted by El Capitan
mmmm, looking good.

Suggestions....maybe add a bit more texture variety

I plan on doing so once i get the basic layout complete

05-05-2003, 08:26 AM
I must admit I didn't like this map when i first started DOD but it grew on me. Now with the Mgs, the BAR, and other weapon additions and modifications this map would own.

I feel axis grenadiers would need a limit set on their numbers and cover at the axis end needs to be made fairly scarce to help the allied soldiers.

Bazookas as well to take out the tower perhaps and breach the walls. Wouldn't it be great to blow up the sniper nes?

Jello_Biafra
05-05-2003, 01:06 PM
I think you should hold off on previewing the map until the hill is built.

05-05-2003, 01:11 PM
allies spawn needs more protection than the original hill

Ginger Lord
05-05-2003, 01:20 PM
I would do 1 map at a time..


other than that i think Hill should stay where its best 1.3b. Thats where it belongs, when it was fun

05-05-2003, 01:49 PM
don't make the terrain so freekin blockie i h8 that:mad:

Miasmatic
05-05-2003, 01:50 PM
I'm thinkin'..... more trees for Allied cover. I agree with jcoquillon's bazooka idea... taking out the walls (maybe make them higher than in the original) and the sniper tower with bazookas would be great.

If done right this map could be very fun.

NC17
05-05-2003, 01:55 PM
I am still not decided on the objectives but i would like to have the bazookas for taking out the tower i might also add a few other little things to blow up

But the main objectives will still be capturing the bunkers and ultimately the hill

Smallpox
05-05-2003, 02:27 PM
Originally posted by Briggers
allies spawn needs more protection than the original hill

maybe one of those spawn protecting mg's (like avalanche) would be nice.

05-05-2003, 03:00 PM
Looks nice, you definately should make more trees and stuff. Maybe make a farm at the bottom, the houses could be farmhouse and bar, there could be some fields, whatnot. Anyways, keep it up, its a noble objective. :)

2ltben
05-05-2003, 03:22 PM
Originally posted by NC17
Well guys here is some more non-creativeness for ya!

Screens from the wip dod_hill_classic (original by helvan) the basic layout is close to 50 percent complete, i have only been working on it for a few days

I am using the original dod_hill as reference

Dod_hill_classic will probly be ready for release before dod_caen_classic and will feature the fallowing improvements/changes: New anti-spawn-camp system, Usable mortars replacing the old button controlled airstrike system and support for MGs among others

The current wpolys are around 400 and the epolys are also very low the map should be around 750 wpolys by the time it is complete so cross your fingers

Remember it is still very early in development!


New spawn area
http://www.dodstudios.net/uploads/uploads/DoD_Hill_Classic1.jpg

View from allied side of the map
http://www.dodstudios.net/uploads/uploads/DoD_Hill_Classic2.jpg

Inside the spawn area house
http://www.dodstudios.net/uploads/uploads/DoD_Hill_Classic3.jpg

Keep and eye on this thread for more updates!
Looking good. For the new folk among us, it's not sposta be a replicated hill, but rather a heavily modified and better looking version of that map. I can't wait for it, but one question still lingers, US or Brit? This is most definetly a grand and noble undertaking. Godspeed to you sahr.

RA7
05-05-2003, 03:23 PM
I always liked DOD_HILL, and this remake also looks very nice indeed

05-05-2003, 03:59 PM
original dod_hill was crap, never understood why people liked it

NC17
05-05-2003, 04:05 PM
Originally posted by 2ltben
Looking good. For the new folk among us, it's not sposta be a replicated hill, but rather a heavily modified and better looking version of that map. I can't wait for it, but one question still lingers, US or Brit? This is most definetly a grand and noble undertaking. Godspeed to you sahr.

It just would not be right unless it was americans vs germans but i could release another version with brits just for fun ;)

NC17
05-05-2003, 04:09 PM
Originally posted by thekingofbums
maybe one of those spawn protecting mg's (like avalanche) would be nice.

I will be using my own anti-spawn camp system

When an enemy enters your spawn area they respawn back at their spawn and i also set up the spawn areas so you wont get gunned down right when you spawn by someone waiting right outside of the spawn area

Sturmtruppe
05-05-2003, 04:10 PM
dude thats no where near large enough for dod_hill.. it was much bigger than that

NC17
05-05-2003, 04:11 PM
Originally posted by Whoopy42
Looks nice, you definately should make more trees and stuff. Maybe make a farm at the bottom, the houses could be farmhouse and bar, there could be some fields, whatnot. Anyways, keep it up, its a noble objective. :)

I will add as much detail as possible without changing the basic layout to much while also keeping the r_speeds as low as possible

NC17
05-05-2003, 04:12 PM
Originally posted by Sturmtruppe
dude thats no where near large enough for dod_hill.. it was much bigger than that

It is actually a little bigger then dod_hill was... i will post a picture later that shows the actual scale the pics i posted only show about a quarter of the whole map

Bo0stBo0st
05-05-2003, 05:18 PM
:D We love you NC17! Hill was the best, but did lack graphics and needed tunning, that is exactally what you are doing. When this is released ppl will cry tears of joy, you will get not one negitive response from anyone, if they do, flame them! But what you are doing is great, a beautiful classic map for us ventage type!:D

Plato
05-05-2003, 05:22 PM
Originally posted by NC17
I will add as much detail as possible without changing the basic layout to much while also keeping the r_speeds as low as possible

Layout is why Hill had such high r_speeds

05-05-2003, 06:11 PM
Originally posted by NC17
I will be using my own anti-spawn camp system

When an enemy enters your spawn area they respawn back at their spawn and i also set up the spawn areas so you wont get gunned down right when you spawn by someone waiting right outside of the spawn area
that wont stop the axis up on the hills kar sniping the allies as they go through the door or spawn outside

GeraldDuval
05-05-2003, 06:34 PM
this looks so hardcore, I loved hill...I cant wait for you to release it.

ender
05-05-2003, 08:09 PM
Your hills are a bit blocky. In the original hill helvan made those out of 1 huge brush. I think your gonna have a hard time keeping r_speeds down also.

05-05-2003, 08:43 PM
is there gonna be that huge gun on top of the axis spawn ??? :D

NC17
05-06-2003, 01:36 AM
Originally posted by Plato
Layout is why Hill had such high r_speeds

It had nothing to do with the layout the high r_speeds in dod_hill could have been prevented with some better brushwork

The wpolys are currently around 450 unvised looking at the entire map and i have the grass texture scaled to 3 i can scale it to 4 without much visual difference

There will also be better vis blocking and optimization then the original hill had

NC17
05-06-2003, 01:40 AM
Originally posted by Briggers
that wont stop the axis up on the hills kar sniping the allies as they go through the door or spawn outside

The way i have set up the new spawn areas it will not be hard to take out and potential spawn area campers

The way it is set up you can not be killed by the enemy right when you spawn so you will have time to come up with a stratagy to take out spawn area campers

If you can not be shot at right when you spawn then spawn camping is useless ;)

NC17
05-06-2003, 01:42 AM
Originally posted by ender
Your hills are a bit blocky. In the original hill helvan made those out of 1 huge brush. I think your gonna have a hard time keeping r_speeds down also.

I wanted to keep the hills sort of blocky to keep the feel of dod_hill

The terrain around the hills however will be a little more smoothed out


Progress report:

I have almost half of the map's layout complete and will have some updated pics very soon

NC17
05-06-2003, 01:44 AM
Originally posted by bLaCkIcE
is there gonna be that huge gun on top of the axis spawn ??? :D

I will figure out something to replace it with without changing it to much

Strafe
05-06-2003, 03:26 AM
Originally posted by NC17
I will figure out something to replace it with without changing it to much

How about a tank that has to be destroyed?

I loved Hill. I hope this turns out to be a real winner and a lot of servers carry it. Good Luck.

Zealot
05-06-2003, 06:08 AM
in my opinion, try and steer as far away from the original hill as possible while retaining the gameplay as much as 1.0 supports and is fun.

i frown upon the fact that it looks just like a replica and just simply adding some extras and some 1.0 features, it seems kinda novelty only.

also hilll was a good map at the time, but compared to the maps we have now the blocky like hills, whcih i know are like that for r_speeds dont' come close.

make'em brits i'd say, so they can get some enfield action against the kar


and yeah, in a large open maps i reckon bazooka's will be great fun, preferably being able to destry most of the bunnkers and houses, and also maybe blowing up rubble which are blocking mountain passes to give the allies extra routes.

oh and on that note, i think blowing up the various sections on the hill is better then capturing it, maybe blowing up the radar center, the mortars, any artillary pieces, and being able to take out the bridge with a couple of hits from a bazooka i'd always imagined to be good fun :D

and maybe allies can set up some quick mortars to shell the hills and the main base, nothign which'll kill people, but keep'em on their toes

with whats said above i think a tank sitting where the artillary would be good, and set up the turret so that it can shoot at people, but of course the turret would be slow moving and not very accurate, but will cause a lot of splash damage which'll keep campers from sitting around in view of the hill too much.

oh yeah and one last thing just came up, if you could use model hills outside the actual gameplay area like kalt does that would be great, it'd really improve the map, make it feel not boxed in and more realistic

05-06-2003, 07:13 AM
idk about that zealot

hill was my favorite map back then, and the reason for that was the sniping. that map had the best layout for sniping i have ever seen, and going around changing everything could ruin the very gameplay which made hill popular in the first place. if i were you, i would spiff up the looks and add more sprites, but leave the basic layout alone. also i wouldn't mess around with the objectives too much, hill was good because the combat often ended in a stalemate, unlike other maps where a round can end in a few minutes.

it all is your decision though, just be careful with it

05-06-2003, 07:57 AM
this might have been asked before, but i dont think i have the time to read 3 pages of posts right now... will there be a usable cannon :D

kleinluka
05-06-2003, 08:12 AM
NC17:
small suggestion (without wanting to screw this thread up)

use the edit function. you dont need to make 4 posts in a row :D

NC17
05-06-2003, 03:11 PM
Originally posted by kleinluka
NC17:
small suggestion (without wanting to screw this thread up)

use the edit function. you dont need to make 4 posts in a row :D

Yea i know... i was in a hurry so i just quoted each of them :rolleyes:

2ltben
05-06-2003, 04:13 PM
You should have a Pak at the top of the hill that works like a mortar. But also have some Granatwerfers set up in the Axis courtyard that fire off rounds faster, but are weaker than the Pak shells in blast radius(say the Allied team is moving in a large group, a single Pak shell could wipe out the entire team where it would take multiple Granatwerfer shells to wipe them all out because their blast radius is much smaller)

Wittman80
05-06-2003, 05:02 PM
my God, make your own maps Xeven, I mean NC17

2ltben
05-06-2003, 05:19 PM
Seems you're the only one who thinks that...

NC17
05-06-2003, 05:55 PM
Originally posted by Wittman80
my God, make your own maps Xeven, I mean NC17


One of my own maps a** hole, I mean WittMan :rolleyes:

http://www.dayofdefeat.net/forums/showthread.php?s=&postid=33677#post33677

HeadHunter
05-06-2003, 08:11 PM
Please behave - both of you.

Wittman80
05-06-2003, 08:12 PM
alright, I'll leave Xeven alone

dreek
05-07-2003, 06:01 AM
dod_hill so ruled during 1.3, but you need to keep in mind that during 1.3 there were no MGs in the game so allies definitely need more cover now.

NC17
05-07-2003, 08:11 AM
Originally posted by dreek
dod_hill so ruled during 1.3, but you need to keep in mind that during 1.3 there were no MGs in the game so allies definitely need more cover now.

Both teams will have all the cover/balance they need to keep the map fun for everyone have no worries ;)

Inch
05-07-2003, 11:29 AM
looks vewwy good!! I remember hill :) I loved to play that map. It was actually loads of fun. especially if you started using the mortars. :)

I think you should make trenches for the allies. Not the hill itself but the surroundings should contain those trenches... and some MG nests. So that allied MG's can give advancing allied grunts some cover with surpressing fire on the hill itself.
The axis should have some mortars so they can use them to bombard the trenches :)
I'm not very keen on bazookas in this map tho. I think they are of little use since you have to aim on a soldier dead on to make a kill. Perhaps you wanna implemt them to take out axis bunkers on the hill itself??

Just some suggestions!

NC17
05-07-2003, 12:30 PM
I do not like the idea of using launchers as anti-infantry weapons so if they are available in dod_hill_clasic then they will be for blowing objectives (sniper tower, walls, bridge ect.) i am still undecieded as to weither or not to make them available though

SnotRocket123
05-07-2003, 05:50 PM
You sir, should be crowned king. Ah, the nostalgia.

I really loved hill (along with snowtown, caen, and the old d-day map)

I remember being axis with that semi-auto sniper rifle, aiming the old cannnon at the allies, and watching the gibs fly :D

Thanks for this... I have been waiting since 2.0 came out for another hill... that was the one thing i HATED about 2.0... taking out the best map of DoD

HS The Whap
05-07-2003, 07:35 PM
Originally posted by Briggers
allies spawn needs more protection than the original hill NO! Thats what made Hill great. Going and sitting on the house with the MP-40 and killing 100+ people.

NC17
05-07-2003, 08:10 PM
Originally posted by SnotRocket123
You sir, should be crowned king. Ah, the nostalgia.

I really loved hill (along with snowtown, caen, and the old d-day map)

I remember being axis with that semi-auto sniper rifle, aiming the old cannnon at the allies, and watching the gibs fly :D

Thanks for this... I have been waiting since 2.0 came out for another hill... that was the one thing i HATED about 2.0... taking out the best map of DoD

Raz`
05-08-2003, 09:06 AM
Originally posted by Jello_Biafra
I think you should hold off on previewing the map until the hill is built.

exactly

NC17
05-08-2003, 10:29 AM
Originally posted by Raz`
exactly

The axis hill is almost complete

Still havnt come close to 800 wpolys though so i might just haveto add some more detail :rolleyes:

05-08-2003, 09:46 PM
PWNED

this is like the highlight of the year, I loved playing Hill, behind the bushes with Gewehr 43 :D

NC17
05-08-2003, 11:22 PM
Originally posted by Selbstmord
PWNED

this is like the highlight of the year, I loved playing Hill, behind the bushes with Gewehr 43 :D

Wil be even better sniper map because of the foliage models instead of the old sprites ;)

Liebgott
05-10-2003, 05:30 PM
sexy, very sexy, makes me wanna kiss you, but i won't since i am not a homo.


just keep up the good work

Colonel Forbin
05-10-2003, 06:23 PM
I think this would be a better map for brits than US for the allies. In 1.3, the Garand pwned, it was way better than the KAR and everyone used it. There were allot of riflemen in 1.3, and I think the gameplay worked well with strong allied rifles.

Plus, the allies don't need an MG, and there aren't enough brit maps out there.

If you set up the axis gun, you could have it destroyable by bazookas.

bmanc
05-10-2003, 06:24 PM
hey, i didnt like hill when i first played it but after playin a few times, it was really fun, cant wait...

and you should make a remake of dod_omaha too :D hat was my favorite for a while

Colonel Forbin
05-10-2003, 06:32 PM
Originally posted by bmanc
... and you should make a remake of dod_omaha too :D hat was my favorite for a while

heh, that's what overlord was sorta, and now Charlie. The original Omaha wasn't very balanced at all, and with the addition of MGs it would be even more of a slaughter.

05-10-2003, 07:49 PM
Hill was the first ever map i played dod on, very good but also very frustrating i hope the allies spawn point is changed or fixed.

BUT WAT ABOUT OSLO (best map ever in my books)

05-10-2003, 08:11 PM
Originally posted by DrAyC( 8)N
BUT WAT ABOUT OSLO (best map ever in my books)
YES!

NC17
05-10-2003, 08:40 PM
Well i plan on doing a classic map pack that will have remakes of hill, caen, omaha and a few other classic maps

As far as oslo goes i think the mapper is still "alive" and is planning to do an updated version of that great map but if he is not then i might add that to my list of projects

Also making omaha balanced would be fairly easy without changing the layout to much

I will not release any map unless i find it to be fairly balanced so dont worry about that

Miasmatic
05-10-2003, 09:51 PM
So.... when are we gonna get a couple more screenies? :D

NC17
05-10-2003, 10:38 PM
Originally posted by Am-ne-si-ac
So.... when are we gonna get a couple more screenies? :D

VERY soon the structural layout is almost complete ;)

Colonel Forbin
05-11-2003, 10:38 AM
There was a version of oslo that I played on 3.1 and it still played really well. I think it should still work. Oslo was an awesome map.

[!$$ueS]
05-11-2003, 10:50 AM
Oslo was redone for beta 2/3 by Arcturus, he is alive he did Forest for version 1.0, and he also did Cherbourg so i hope he updates it.

Not sure if Oslo is compatiable with version 1.0, not tested.

NC17
05-11-2003, 11:27 AM
Originally posted by [!$$ueS]
Oslo was redone for beta 2/3 by Arcturus, he is alive he did Forest for version 1.0, and he also did Cherbourg so i hope he updates it.

Not sure if Oslo is compatiable with version 1.0, not tested.

YEa so post a request for him to bring back oslo if you really want it so badly ;)

Black Op
05-11-2003, 01:56 PM
I loved playing Hill back in 1.3, it was fun sniping the allies until they found you or just simply blast them away with that cannon. Can't wait to see this finished.

EDIT: Please no bazookas, piats or anything else like that. But demo packs should remain and they should be able to blow up the cannon, tower and bunkers. Also, don't have that motar map. Tis was annoying when you have a Allied solider in your sights when a blast disorients your view, even more so if FF is on and you got killed. Other than that, give the Allied side (I think it should be the British) cover and make their spawn hard to snipe from.

Colonel Forbin
05-11-2003, 03:54 PM
Man bazookas would rock. The game's changed so much since beta 1.3 that you can't say that rockets would ruin the map.

Miasmatic
05-11-2003, 04:40 PM
Looks a little darker than the dod_hill I remember. Still nice though. You know I always though that dod_hill set at night with controllable searchlights would be awesome. But that's another map. :)

05-11-2003, 04:58 PM
i suggest a mild mist but kinda ending as you go up the hill, like its above it, thatd be sweet

Dodge
05-11-2003, 10:06 PM
wow that looks incredibly good.

Corporal Rossi
05-12-2003, 04:59 AM
Originally posted by Black Op
I loved playing Hill back in 1.3, it was fun sniping the allies until they found you or just simply blast them away with that cannon. Can't wait to see this finished.

EDIT: Other than that, give the Allied side (I think it should be the British) cover and make their spawn hard to snipe from.

Big negative on British, this should definately be American man, thats what it was in 1.3 and 1.2 so thats what is should remain now, hence dod_hill_classic!!!! And excellent work man can't wait for this.

Craftos
05-12-2003, 05:41 AM
Note from the Dark Side:
with such rifles we have in 1.0 this map will be 100% unplayable/camping all the time. Snipers/Riflemaps will camp for each other and (poor, stupid) players which will try to assault. Just look at gameplay beach maps now, on hill it will be much worse.

Colonel Forbin
05-12-2003, 05:47 AM
Originally posted by Craftos
Note from the Dark Side:
with such rifles we have in 1.0 this map will be 100% unplayable/camping all the time. Snipers/Riflemaps will camp for each other and (poor, stupid) players which will try to assault. Just look at gameplay beach maps now, on hill it will be much worse.

The rifles in 1.3 were way more accurate and powerfull. The garand used to be crazy.

Colonel Forbin
05-12-2003, 05:51 AM
Originally posted by Corporal Rossi
Big negative on British, this should definately be American man, thats what it was in 1.3 and 1.2 so thats what is should remain now, hence dod_hill_classic!!!! And excellent work man can't wait for this.

The brits are a better representation of the allies in 1.3 that the US are. Brits would work really well on this map, and the allies need their accurate weapons to even up with the axis.

Corporal Rossi
05-12-2003, 01:18 PM
Originally posted by Colonel Forbin
The brits are a better representation of the allies in 1.3 that the US are. Brits would work really well on this map, and the allies need their accurate weapons to even up with the axis.

well why not take an existing map now, say forest, and mold that into hill? Thats about the same as taking the classic Hill, ie US vs Krauts and making it British vs Krauts. Besides it's a custom map, if it doesn't work out well it can always be updated. But I think most people will play this map because hill was a classic, and they kind of want that old feeling back, besides I do not really remember any long range shooting in the old hill except for snipers, most of the close battles were in the bunkers and that bridge. So finally, for nostalgias sake, make it US vs Krauts


(Besides guys I'm sure if we asked nicely anyways he could make two versions, dod_hill_us and dod_hill_uk I don't think it would be that hard, seeing as he would just need to edit the teams.)

NC17
05-12-2003, 06:50 PM
The americans will stay and all balance issues will be resolved

If dod_hill_classic does well i might make another version just for fun with a few extras/changes including british instead of americans

urseus
05-12-2003, 09:22 PM
Hill was cool. One time when i was drunk, i got on the cannon and shot anything that moved, including my own team.

When they yelled at me, i said "sorry i thought you were a hostage"

Oslo is another very proffesional map, and i sometimes wonder what the dod team is thinking when they cut maps like oslo, cherberg and stuka in favor of avalanche and anzio.

05-12-2003, 09:39 PM
You have to be able to spawn camp the axis though, i always remembered how hard it was to get down there, but once you did you got a real sense of accomplishment...atleast let us shoot into the area...

NC17
05-12-2003, 10:02 PM
You will be able to enter the axis spawn bunker to a certain extend but not more then will allow for the axis to not be killed right when they spawn

Miasmatic
05-12-2003, 10:08 PM
So, are you gonna need some testers when this is almost done? :cool:

05-12-2003, 11:00 PM
This map is looking good.

Hey Am-ne-si-ac, who is that fine looking specimen in your sig?
If I find out I'm writing her name in my "To Stalk" list.

Miasmatic
05-12-2003, 11:27 PM
Salma Hayek :D

NC17
05-13-2003, 02:05 AM
Originally posted by Am-ne-si-ac
So, are you gonna need some testers when this is almost done? :cool:

I will be asking for play testers once it nears completion which shouldnt be long

GeraldDuval
05-13-2003, 05:15 PM
I'd love to betatest for you, when you need testers let me know

Miasmatic
05-13-2003, 06:15 PM
Looks super sexy. Hope we get some bazooka action on those walls.

Are you gonna add a cannon?

Smallpox
05-13-2003, 06:36 PM
the grass tex = uglee.

Corporal Rossi
05-13-2003, 06:55 PM
Great man, add that cannon, and YES you rock for making it US!!!!!

Can I playtest?

Black Op
05-13-2003, 07:02 PM
Is it just me or does the map look smaller than the orginal Hill? And I think the grass and hills could need some touch-up work as well so they don't seem so blocky.

Dances w Wolves
05-14-2003, 03:53 AM
dont u think it looks a bit... sparse??? ;) j/k hehe looks GORGEOUS :) if u are short of testers which i doubt u are, but always happy to lend a hand.

or in a more childish way of putting it.... MEMEMEMEME! :D

oh yes im very dissapointed to chose to make it an american map :( but i hope u will release a british version.

05-14-2003, 04:38 AM
Very nice job man (memories rushing back)

Any chance you want to remake VN61 or Mainz when you finish your current projects?

Originally posted by GeraldDuval
I'd love to betatest for you, when you need testers let me know

Pinhead
05-14-2003, 05:23 AM
I love the new textures. They arent as um, bright, :P as in the old hill.

Couldn't you just add a few more polies to the hills? Just to make them a bit rounder.

Unless you are planning on using some incredible looking cannon i hope your going to keep it out. Sure it was fun, but it was ugly as hell. :p

Looks very nice! I'm gonna demand my clans server to run this. :D

05-14-2003, 06:51 AM
It looks nice man, can't wait to play! :D

CptMuppet
05-14-2003, 08:03 AM
Looks great! One bugger though- the farm buildings I made for a map I'm working on look very similar (DOH!) so once I finish and release my map I might be accused of stealing :(

Keep up the good work! :)

Some suggestions: Sort out the grass texture- looks like the grass in a field after a 10 day rock concert (ie long grass totally flattenned) Use a texture which looks like short grass.
The river looks like its glowing- make it more transparent.
Finally- some of the lighting in buildings is very yellow (half life seems to get a nasty yellow for some reason with its coloured lighting)

Colonel Forbin
05-14-2003, 04:02 PM
Originally posted by CptMuppet
Some suggestions: Sort out the grass texture- looks like the grass in a field after a 10 day rock concert

lol, very true. Maybe you could throw in a few of those grassmodels (or sprites whatever they are) that they have in dod_forest.

05-14-2003, 06:08 PM
I don't care what this map looks like, I'll play it cuz it is one of my favorite maps, as long as it has the set up... All I need is a bush in the hills and a sniper rifle :)

Colonel Forbin
05-14-2003, 07:39 PM
Seriously man, it's looking really good. I really hope you release the version with the rocket launchers and brits soon too.

I think you should start editing the first post you made so all the pics and stuff are in one place. These new pics are sweet and people have to dig deep to see them.

[DoD]Agent~0
05-15-2003, 04:15 AM
I'd test too if you like my ICQ # is on my profile.

DKM Bismarck
05-15-2003, 10:39 AM
Panzerschreck and bazooka should be added to take out the bunkesr, they should be destroyable, also there should be a more elaborate trench system(more places to hide for the axis) cause it was like a turkey shoot for the allies

Smallpox
05-15-2003, 02:18 PM
if the tower is to be made blow-upable, then there has to be some thing that the axis can blow up in return. you could put some sandbag bunker type things on top of the hills or something.

Colonel Forbin
05-17-2003, 02:42 PM
Allies could have mortars set up, then the axis could blow them up. Or just a few key sandbag emplacements that could be destroyed.

I know you want to do a classic version, and a revamped one. You should take advantage of allot of the 1.0 stuff for the new one.

NC17
05-17-2003, 07:44 PM
Alright here are some updated pics for yall the map's structure is pretty much complete and i have started adding all of the point entities so play testing should not be to far off i will put all of the picture links in this post and remove them from all of my other posts for easy access to all of them



-Newest pics

http://www.dodstudios.net/uploads/uploads/DoD_Hill_Classic14.jpg

http://www.dodstudios.net/uploads/uploads/DoD_Hill_Classic15.jpg

http://www.dodstudios.net/uploads/uploads/DoD_Hill_Classic16.jpg

http://www.dodstudios.net/uploads/uploads/DoD_Hill_Classic17.jpg

http://www.dodstudios.net/uploads/uploads/DoD_Hill_Classic18.jpg

http://www.dodstudios.net/uploads/uploads/DoD_Hill_Classic19.jpg



-Old pics

http://www.dodstudios.net/uploads/uploads/DoD_Hill_Classic1.jpg

http://www.dodstudios.net/uploads/uploads/DoD_Hill_Classic2.jpg

http://www.dodstudios.net/uploads/uploads/DoD_Hill_Classic3.jpg

http://www.dodstudios.net/uploads/uploads/DoD_Hill_Classic4.jpg

http://www.dodstudios.net/uploads/uploads/DoD_Hill_Classic5.jpg

http://www.dodstudios.net/uploads/uploads/DoD_Hill_Classic6.jpg

http://www.dodstudios.net/uploads/uploads/DoD_Hill_classic7.jpg

http://www.dodstudios.net/uploads/uploads/DoD_Hill_Classic8.jpg

http://www.dodstudios.net/uploads/uploads/DoD_Hill_Classic9.jpg

http://www.dodstudios.net/uploads/uploads/DoD_Hill_Classic10.jpg

http://www.dodstudios.net/uploads/uploads/DoD_Hill_Classic11.jpg

http://www.dodstudios.net/uploads/uploads/DoD_Hill_Classic12.jpg

http://www.dodstudios.net/uploads/uploads/DoD_Hill_Classic13.jpg

Colonel Forbin
05-17-2003, 08:16 PM
very nice

G-Banger
05-17-2003, 08:40 PM
GOD BLESS YOU, THANK YOU MATE PLEASE RELEASE IT SOON,

Miasmatic
05-17-2003, 09:52 PM
Looks fantastic, one thing I was thinking of though... make sure the roof of the Allied spawn cannot be jumped on. And maybe make another path out, like underground or something? Cause now with MGers it will be near impossible to get out if you're camped, unless you put AI MGs near the building.

And

Originally posted by [DoD]Agent~0
I'd test too if you like my ICQ # is on my profile.

You've got the support of a dev team member. It doesn't get much better than that!

NC17
05-18-2003, 12:24 AM
Originally posted by Am-ne-si-ac
Looks fantastic, one thing I was thinking of though... make sure the roof of the Allied spawn cannot be jumped on. And maybe make another path out, like underground or something? Cause now with MGers it will be near impossible to get out if you're camped, unless you put AI MGs near the building.

And



You've got the support of a dev team member. It doesn't get much better than that!

Hehe yea everyone is a bit more supportive of remaking hill then caen and for good reason i guess since caen was just updated for 1.0

I will let yall know when the map is ready for play testing and i might need someone to run a test server unless i can get in touch with one of the people that usto host my projects

RPGreg2600
05-18-2003, 12:57 AM
I see a major mistke, I'm gonna get a screenshot to show ya, if you don't fix it then my favorite sniper spot will be ruined.

RPGreg2600
05-18-2003, 01:16 AM
Alright I've attached the pic.

I would also like to suggest that you add a big gun like in the origional. Use a func_tank_mortar instead of a func_tank, it may not be quite as cool, but it works. also, I'd like to strongly suggest that you don't remove the mortar table from the axis base!

One other thing, I think I know a really easy way to do the initial spawns like the origional hill had. If you'd liek me to send you an example map I can.

05-18-2003, 01:25 AM
Can you write out what you wrote on the pic? The jpg compression garbled it.

RPGreg2600
05-18-2003, 01:30 AM
Crap, didn't even notice that, yeah, I'll type it out. On the left I said that that's the best sniper spot ever and that I once got 103 kills there (actually says 303 on the pic but that's a typo)

And on the right it says that the sniper spot is ruied because the slope that's there in the origional map is no longer there and it's instead flat which would put the sniper too low.

And nm about the initial spawn thing, I just tested my idea and it didn't work :( oh well.

NC17
05-18-2003, 03:48 AM
Originally posted by RPGreg2600
Alright I've attached the pic.

I would also like to suggest that you add a big gun like in the origional. Use a func_tank_mortar instead of a func_tank, it may not be quite as cool, but it works. also, I'd like to strongly suggest that you don't remove the mortar table from the axis base!

One other thing, I think I know a really easy way to do the initial spawns like the origional hill had. If you'd liek me to send you an example map I can.

Have no worries that spot is still just about as effective as it usto be and has just about the same field of view as the original hill did it nows has better cover also

I have already set up the initial spawns :rolleyes:

Zealot
05-18-2003, 04:11 AM
is it just me or are the trees a little too big?

Bishop
05-18-2003, 04:20 AM
I must applaud this fine effort to restore dod_hill....

thank you NC17 for making a beautiful replica of dod_hill.

A question, shall there be motars for axis to use?


-Bishop

05-18-2003, 04:51 AM
this map looks awsome man, good job :D

NC17
05-18-2003, 06:03 AM
Originally posted by Bishop
I must applaud this fine effort to restore dod_hill....

thank you NC17 for making a beautiful replica of dod_hill.

A question, shall there be motars for axis to use?


-Bishop

Yes there will be mortars for the axis to use and they will replace the old 'button targeting" contraption but will have the same delay before reset and targeted areas as the old system did

Dead
05-18-2003, 01:00 PM
Originally posted by NC17
Hehe yea everyone is a bit more supportive of remaking hill then caen and for good reason i guess since caen was just updated for 1.0

I will let yall know when the map is ready for play testing and i might need someone to run a test server unless i can get in touch with one of the people that usto host my projects

I can eventually get the dodmaps.com/dodmaps.de server. Contact me at icq: 154567796

-iNw-Andy
05-18-2003, 01:51 PM
This is looking quite good; however, I have one small suggestion. You really should use a different grass texture, one that won't look quite as bad when scaled up.

05-18-2003, 03:04 PM
I was wondering, the map doesn't look as big as the original hill in those pics, whats the scaling?

05-18-2003, 04:17 PM
me cant wait

G-Banger
05-18-2003, 06:52 PM
mmm are the allies going to be able to walk on the side of the map,

NC17
05-18-2003, 06:59 PM
Originally posted by G-Banger
mmm are the allies going to be able to walk on the side of the map,

The allies will be able to go everywhere thye could in dod_hill so yes they can go on the sides of the map . . .

Smallpox
05-19-2003, 05:02 PM
HOLY ****TY TEXTURES BATMAN!!!!

that aside, i think this map looks wonderful. ah the memories of being an uber-garand and going 47-7 w/ it.

NC17
05-19-2003, 06:40 PM
Alright all the entities are in place and the scoring system is finished

I am now setting up the anti-spawn-camp system and tweaking a few things then it should be ready forplay testing


This is how scoring will work in dod_hill_classic

Allies must capture 4 flag areas (bunker1, bunker2, bunker3 and The Hill) it will take 5 seconds to capture each area and the hill will take 2 people to capture

The allied team will score 1 point every time they capture all 4 areas (not just throwing around points but showing how many times each team has won) and each player will get 1 point for every flag they capture (so you will know how many flags you have captured total)

The axis have 10 minutes to defend the hill once that 10 minutes is up thye axis team will get one point (again not throwing around points but showing how many times each team has won)

Some of this might change if any issues are found while play testing

05-20-2003, 01:32 AM
only 1 point for axis??

im sorry but i think its better if you give them 5 points.. also because THEY hold the flags and because the allies will get AT LEAST 1 or 2 points..

NC17
05-20-2003, 01:50 AM
Originally posted by Devilmorfose
only 1 point for axis??

im sorry but i think its better if you give them 5 points.. also because THEY hold the flags and because the allies will get AT LEAST 1 or 2 points..

Each team will get 1 point every time they complete all of their objectives

Just throwing points around makes no sense doing it this way will make the points have meaning they will allow you to see how many teams each team has won instead of just showing a meaningless bunch of numbers

Corporal Rossi
05-20-2003, 07:11 AM
Ooo it's getting good, I can feel that release coming up on me. I like the scoring their man good job.

Colonel Forbin
05-20-2003, 03:59 PM
Yeah, I like that scoring system. It'll let you know if the map is unbalanced at all, and if it ever gets played competitively, people will know how to weight it properly.

Smallpox
05-21-2003, 03:29 PM
[bump]


this scoring system is good, and as Col. Forbin said, it will tell you if the map is unbalanced at all.

05-21-2003, 04:13 PM
i mean i luv they way this map is looking, but personal i still h8 that terrain its is stall and always has been the most gay look terrain i have ever see, no offense to orginal mapper or the guys redoing this.

-iNw-Andy
05-21-2003, 04:38 PM
Well...you try and make a map that large and have nice looking terrain with low wpoly.

Ralfst3r
05-21-2003, 05:02 PM
Yay, Hill is back! Looking forward to it! :cool:

NC17
05-21-2003, 06:44 PM
Yea i could have made the terrain much more smooth but i wanted to keep most of the look and feel from the original hill also better looking terrain = higher r_speeds

I have managed to keep r_speeds in most parts of the map pretty low the wpoly**** 1300 in the corners of the map which are low traffic areas most of the rest of the map the wpolys stay around 700 the epolys are around 6000 from any point in the map

But the r_speeds dont come near those of dod_charlie which is still very playable though it has small lagg problems

Playtesting will start soon so get ready ;)

05-21-2003, 07:44 PM
Ill be more than happy to be a playtester.

PM me

or e-mail

Crashxdjp@hotmail.com

BTW The map looks awsome great job! Much better than the original Hill.

NC17
05-21-2003, 10:29 PM
Alright RPGreg2600 i fixed your favorite sniper spot and made afew adjustments and will be doing the final compile before play testing tonight

Fullmetaljacket
05-21-2003, 10:33 PM
sweet... let me know if you need host...

Dead
05-21-2003, 10:52 PM
Originally posted by Fullmetaljacket
sweet... let me know if you need host...

05-22-2003, 03:20 AM
Originally posted by Colonel Forbin
Yeah, I like that scoring system. It'll let you know if the map is unbalanced at all, and if it ever gets played competitively, people will know how to weight it properly.

it won't get played competively with that pointing system, clan matches go on points, and when on one map you can score says 300 odd points, then on hill you score like 1 point for holding out, the system is hardly balanced is it?

it should be the same as other objective maps, 50 points for completing the objective, if it ever hopes to be played in clan matches

although objective maps don't get played anyway, for the simple fact one team is defending while the other is attacking, and then vice versa so they usually end in draws.

[noclan]Operator
05-22-2003, 09:18 PM
I can only say this:
Oh boy, oh boy, oh boy!
This brings back so many mempories.

Smallpox
05-22-2003, 10:18 PM
I'd Also like to playtest it w/ sturmbots or ppl. i dont mind.


pm or email me
\/ \/ \/ \/ \/ \/ \/ \/

05-22-2003, 11:45 PM
nc17, how do you know hill2 isnt being made?

NC17
05-22-2003, 11:45 PM
Originally posted by Safeh
nc17, how do you know hill2 isnt being made?

I have asked around

05-22-2003, 11:47 PM
Originally posted by NC17
I have asked around

heh k, dont be supprised in a week or 2

05-23-2003, 12:12 AM
WOW looks awesome; my only thing is i dont remember the left hand side of the left hill being an almost str8 drop (porlly just me + it doesnt really matter). anyways and like someone said make sure the allies have another way outta base cuz otherwise they'll get mad spawn camped. also some protective cover by the bushes on the hills would be great cuz also with the MG's now ppl will just spray the bushline and hope for the best in effect taking out one of the few ways for the allies to attack the hill and hold the axis back for the rush for the control point (atleast that is what id do as a axis). my other questions is what teams will be in play; an ol bout between the germans and americans would be cool but it would also be intresting to see how the british weapons would affect the flow of the map. gr8 work on the map cant wait to be playin it maybe after this you could remake DoD_seg3 another oldie but goodie

NC17
05-23-2003, 04:10 AM
Originally posted by Safeh
heh k, dont be supprised in a week or 2

http://www.fileplanet.com/files/110000/112102.shtml

;)

Besides i dont see any version being better then mine :p

ender
05-23-2003, 01:04 PM
Originally posted by NC17
http://www.fileplanet.com/files/110000/112102.shtml

That's a horrible remake (not yours). The r_speeds are 1000+ mostly everywhere. Doesn't even have the feel of the old dod_hill.

disclaimer: for people who skim through posts, I'm not talking about NC17's hill. I'm talking about the url he posted.

Gorbachev
05-23-2003, 01:07 PM
I don't want to wait 35 mins for a craptacular version of hill, what does that other one look like?

05-23-2003, 03:34 PM
Originally posted by NC17
[url]
Besides i dont see any version being better then mine :p

i dunno, i would consider a updated version of hill better than a remake of hill, but hey thats just me

NC17
05-23-2003, 06:40 PM
Originally posted by Safeh
i dunno, i would consider a updated version of hill better than a remake of hill, but hey thats just me

Unless you are using the original .rmf then an update is not a good idea for many reasons especially if you are using a decom .map file

I dont care what you do though suite yourself :cool:

05-23-2003, 06:54 PM
everyone knows using a decompiled .map would never decompile correctly and would have insane r_speeds

Bishop
05-23-2003, 09:09 PM
NC17, contact information? I'd love to discuss somethings with you if you don't mind ;D

ender
05-23-2003, 10:49 PM
Safeh, Those are some big words. It's kinda hard to believe Helvan is back and creating a new hill though...

NC17
05-24-2003, 02:50 AM
Originally posted by ender
Safeh, Those are some big words. It's kinda hard to believe Helvan is back and creating a new hill though...

I dont recall sefah ever saying he was helvan

Also sefeh why dont you post some pics of hill2?

NC17
05-24-2003, 07:04 AM
Originally posted by Fullmetaljacket
sweet... let me know if you need host...

Check your PMs i PMed you

05-24-2003, 10:17 AM
Originally posted by NC17

Also sefeh why dont you post some pics of hill2?

...soon...

kleinluka
05-24-2003, 11:17 AM
oh no, not another helvan wannabe :(

ender
05-24-2003, 01:10 PM
Originally posted by NC17
I dont recall sefah ever saying he was helvan

Also sefeh why dont you post some pics of hill2?

I didn't believe Safeh was saying he was helvan. I was going on the thought he knew something about Helvan making hill2 that we didn't.

Also, you can't really "update" a map unless you are the original author. Thus you are not, so it's a "remake" just like NC17's "remake"

05-24-2003, 01:35 PM
im not helvan and i guess in a sense it is a remake but im just updating the original hill

HeadHunter
05-24-2003, 06:20 PM
NC-17, since you have disregarded my request by PM, I'll say it again.

Your sig is too large. Get it down under 150 pixels high or your sig privileges will be revoked.

Thank you for your cooperation.

NC17
05-24-2003, 07:53 PM
Originally posted by HeadHunter
NC-17, since you have disregarded my request by PM, I'll say it again.

Your sig is too large. Get it down under 150 pixels high or your sig privileges will be revoked.

Thank you for your cooperation.

I have tryed 3 times to change the link for my sig but every time i click SUBMIT CHANGES it give me an error what should i do ?

HeadHunter
05-24-2003, 08:14 PM
Make sure it's in the proper format. I believe that's 150 pixels by 450 max.

The error tends to happen when the sig size or format is outside the guidelines. Don't worry, it happened to me too :)

Colonel Forbin
05-25-2003, 03:10 PM
Safeh, i don't see why you have to give NC17 trouble. It seems he's allot farther ahead than you are, so it's not like he stole your idea or anything.

Plus, he has said he was considering releasing an updated version with Brits and rockets and stuff.

05-25-2003, 03:32 PM
im not, just thought i would tell him

btw, you do notice that NC17's version is praportionally alot different from the original, thats the only things that compelled me to update the original hill

Bishop
05-25-2003, 03:46 PM
Originally posted by Safeh
im not, just thought i would tell him

btw, you do notice that NC17's version is praportionally alot different from the original, thats the only things that compelled me to update the original hill

Uh, you havent played it so therefore cannot say anything of the map.

It plays and feels just like the ol' dod_hill and has a few little extra things that I won't reveal.

-Bishop

05-25-2003, 08:08 PM
he did post lots of pics so i can say that it is proportionally different from the original

05-25-2003, 08:11 PM
Originally posted by -iNw-Andy
Well...you try and make a map that large and have nice looking terrain with low wpoly.

rgr i have done it b4 and i will do it agian ;)

NC17
05-25-2003, 08:51 PM
Post some pics sefah

NC17
05-25-2003, 08:55 PM
The map is finished and ready for release but i need a host

I am still waiting for hulk from houstondod to reply so i can send him the file

If anyone knows a good host that i can send it to RIGHT NOW let me know

05-25-2003, 09:33 PM
come on, give the man a quality host!!

NC17
05-25-2003, 11:25 PM
*Sniffle*

05-25-2003, 11:56 PM
we will mirror it, send the file to gurangaroadtrain@compuserve.de , or put the first download link in my icq :D

NC17
05-26-2003, 01:46 AM
Here is the link for all of your enjoyment i hope you like it!

If there are any bugs or problems PM me

I will add more mirrors when they become available

DoD_Hill_Classic.zip (http://us.f1.yahoofs.com/users/bbd0285f/bc/Maps/DoD_Hill_Classic.zip?bcqjc0.AeSkJ5.ht)

G-Banger
05-26-2003, 04:25 AM
mm the link doesnt work

05-26-2003, 04:27 AM
Check the release thread, lots of links there

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.