[WiP] DoD_Ryan (title pending)


Pages : [1] 2

VoodooChild
12-20-2003, 10:39 PM
Hey all,

Long time work in progress for me, in fact, since 3.1 was still out.
This is the culmination of 2 years, off and on. And its almost done. Now that things are on the stable side (please god, stay stable) I've gotten back to work on my maps and here is one of them.

The famous ramelle battle. without further ado: Screenshots (2)
They are a tad on the dark side right now. Still messing with lighting, skys, everything.

Outside the Church (http://www.geocities.com/pdrourk/dod_ryan_alpha_csa2.html?1073059028634)
Inside the Church (http://www.geocities.com/pdrourk/dod_ryan_alpha_csa2_02.html?1073058862986)

Special thanks to my help:
Mexikilla, Splinter, Klienluka, Hairy, Small Sumo, Speed Bean
--VoodooChild

Axis Approach (http://www.geocities.com/pdrourk/dod_ryan_alpha_srwg_02.html)

End of town (http://www.geocities.com/pdrourk/dod_ryan_alpha_srwg_01.html)

End of town as well (http://www.geocities.com/pdrourk/dod_ryan_alpha_srwg_03.html)

Screenshots: 1/26/04
DoD_Ryan_B1 Screenshots (10+) (http://www.geocities.com/pdrourk/DoD_Ryan_B1_February_2004.html?1075169741116)

Screenshots: 1/28/04
Bridge Overhead (http://www.geocities.com/pdrourk/DoD_Ryan_Bridge_Pictures.html?1075282493299)

Screenshots 2/4/2004
http://voodoo.dssgr.net/newchurch.JPG

RA7
12-21-2003, 01:47 AM
Looks good, but plees post in_game pics.

TheNomad
12-21-2003, 05:43 AM
looks good, iys about time someone made a proper remelle (merderet isnt true to SPR, bridge should be the fallback point, and the tower is rarely used(not that i dont like it, its a good map))

looks pretty nice so far, see if u can get the SUZE texture to match the wall its on.

12-21-2003, 06:50 AM
Looks good, but plees post in_game pics.

Ditto

Priest`
12-21-2003, 10:55 AM
omg - im very impressed - i honestly cant wait to see the finished product - plz keep us informed! it looks great!

CptMuppet
12-21-2003, 12:28 PM
Hmm... shouldn't only pics from compiled maps be placed in here?

From what I can see, this looks like it will be r_speed HELL!
Hack away at the number of polies, with so many, it'll probably be unplayable in HL. Back up your RMF for HL2, should you wish to bring your map to HL2.

DSettahr
12-21-2003, 10:33 PM
I'm guessing that a lot of those rubble brushes are going to cause clipping hell...

Glidias
12-22-2003, 06:08 AM
r_speed hell?

Nah...not if you ensure world brushes don't touch one another on faces and split (ie. brushes shoudl always meet contact on edges...not on faces). Not if you func_wall certain brushes. Not if u replaced certain additional detailed brushwork with .mdl meshes.

And if you want even more r_speeds reduction, do the 240x240 splitting rule. Use 256x256 textures (or any other base 2 textures), but ensure the environment faces (your facades and such) are kept at 240x240 size everytime! And hint brushes so you only get to see the entire map from the sniper tower.

You can't tell whether there'll be clipping hell or not unlesss you compiled the map and tried it. Sometimes, extremely bumpy terrain can play very smoothly while strangely enough some smoother-looking terrain can have sticky spots. It's paradoxical sometimes...the HL engine.

However, if you want to be accruate to SPR, your terrain is way too bumpy. Simplifying the terrain would improve accruacy and reduce r_speeds.

Anyway, most importantly is to get the tnesion of the gameplay right. Here's HOW: Too bad, we can't have moving tanks and such 'cause the MoveWith code in DOD is faulty. However, a usable stationary tank destroyer (with a rotatable turret), may be worth experimenting with together with a King Tiger....and should take an extremely long time to reload. Molotov cocktails can be thrown from the building balconies to take out the tanks below or you could use stickibombs and get upclose to the tanks or you could try and grab the bazooka at that spot in SPR and use it on the tanks. You could have a .mdl travelling along a fixed path via a lagless animation sequence, and once the .mdl finishes its animation (ie. screech to a stop), it performs a trigger that activates the func_tank's availability in the map, and then the tank is now destroyable and active and stationery. Note that not everyting might be implemntable. Allies spawn upfront initially at the trench area. But once their upfront flag is taken (directly in front of their trenches), they'll forced to fall back towards the bridge area and they'll respawn behind the bridge. Normally, during this time, alive players that are still in the trench areas would usually physically fall back into the buildings, 'cause if they continue holding positions and dying in the trench area, they respawn waaaay further back behind the bridge, which is counterproductive as it deprives them a chance of taking up positions in the middle buildings, which also have anti tank equipment and that bazooka and windows to shoot out from.. The Allied fall back is extremely crucial in ensuring the Axis are delayed long enough. If the fall back is seuccessful and the majority of the surviving Allies are now encamped in the middle buildings with AT equipemtn and well fortified positions, they can seriously delay the Axis. However, if eveyrone dies in teh trench area, then everyone respawns way further behind....behind the bridge!! This provides the Axis a quick thrust through the street with hardly any resistance....obviousoly not what the Allies want. The alarmo has explosives detonator and if enemies are foudn on the bridge, you could activate the explosives on the bridge and blow the bridge. Thus, it is often smart to have a guy camping inside the alarmo, ready to blow the explosives if necessary. The Germans would then have to use bridge-laying equipment (pickable) to rebuild the bridge. Sometimes, a well tossed grenade into the Alarmo can get rid of the guy inside, and the Germans could cross it and win immediatley. Anytime the Axis cross over the bridge with at least 2 men, the Axis win! Thus, the Allies must delay the Axis for as long as possible thorugh strong resistance in the upfront trench area, a decisisve fall back into the middle buildings for further resistance, and an emergency blow-up-bridge plan!

Steel Blade
12-22-2003, 06:44 AM
Looks really really cool. Can't wait for ingame pics and the final version. Keep up the good work :D

TheNomad
12-22-2003, 06:58 AM
ask mythic kruger, he is the daddy at scripting tanks :)

Mortar
12-22-2003, 07:03 AM
Looking HOT!

I really wanna see it out... and on servers.

12-22-2003, 08:19 AM
Originally posted by TheNomad
ask mythic kruger, he is the daddy at scripting tanks :)

Yes, he's darn good at it (dod_mythic) but it takes more than half the entities.

Glidias
12-22-2003, 09:49 AM
Yea...it seems "tweening" keyframe animation has problems in DoD with the moveWIth property in v1.0 that is faulty! WHY CAN"T THEY FIX IT? As a result, he had to do a "frame by frame" animation for dod v1.0. You know how much keyframes u need to use for that? ......GASP!! IN fact, because of it being faulty in v1.0, dod_zalec couldn't had a planned feature.

If only monster_generic had a "Bazooka kill only" flag! But from what i see with monster_generic, it produces a swirling vortex of yellow dots...kinda weird.

Mexikilla
12-22-2003, 06:04 PM
I wish you the best of luck in finishing this difficult task. I and many others before me have attempted in trying to re-create one of the most memorable battle sequences in cinema history in the greatest game ever made but the hearts of men are easily corrupted... We get to a successful point, then actually think we can keep adding detail, then BOOM! the peril that is the restrictions in the HL engine fall upon us. We failed... It was in this moment, when all hope had faded, that VoodooChild, took up Hammer and started mapping for his own. But Lo! Could VoodooChild complete the impossible quest of not only creating the battlefield but also making it playable on-line? For that is the true difficulty in mapping this battle. I can honestly say that I have seen far better looking Ramelles than this, but where they have failed you could succeed. If you do get the r_speeds low enough, I commend you. But until then... I await in the other battlefields from Anzio to Zalec, struggling to survive, to perhaps one day scream Alamo! in this map. Good luck...

;)

TheNomad
12-22-2003, 06:13 PM
Originally posted by Mexikilla
I wish you the best of luck in finishing this difficult task. I and many others before me have attempted in trying to re-create one of the most memorable battle sequences in cinema history in the greatest game ever made but the hearts of men are easily corrupted... We get to a successful point, then actually think we can keep adding detail, then BOOM! the peril that is the restrictions in the HL engine fall upon us. We failed... It was in this moment, when all hope had faded, that VoodooChild, took up Hammer and started mapping for his own. But Lo! Could VoodooChild complete the impossible quest of not only creating the battlefield but also making it playable on-line? For that is the true difficulty in mapping this battle. I can honestly say that I have seen far better looking Ramelles than this, but where they have failed you could succeed. If you do get the r_speeds low enough, I commend you. But until then... I await in the other battlefields from Anzio to Zalec, struggling to survive, to perhaps one day scream Alamo! in this map. Good luck...

;)


wow, great speach :cool:

VoodooChild
12-22-2003, 07:21 PM
Thank you for your well wishing on the completion, and yes, you may think this will be r_speed hell, but it isnt. Ive play tested this on a network in my office building, a 6 human playtest with about 14 bots. So maxed out about 20 ppl.

As far as the terrain goes, its been molded to perfection. 3 sided polygons done by hand and through hours of vertex manipulation fixed all the parts we got stuck on in playtesting.

We noticed that anyone who didnt have a GF 3 ti200 and at least 256mb of ram would not be able to play this map well. And im afraid that may be bad news to alot of you, but to the majority, if you have a good system, even the highest points of w_polys, which in the belltower looking out as far as possible reached 1200, but in DOD 1.0 This we found was acceptable for the time, considering you will have this kind of poly count in charlie.

And we all know that this map is not possible for HL1 to be accurate to perfection we all want. This is my artistic recreation, some will like it, some wont. But, my friends and I have tons of fun sniping.

VoodooChild

ill post in game pics asap

VoodooChild
12-23-2003, 05:28 AM
Anyone have a reccomendation for a sky background? Keep in mind the map.

Mexikilla
12-23-2003, 12:27 PM
For the sky, use a dull greyish background, jagd would be perfect if it was a little less pink.

Anyways I thought I'd give you these just to give you someone else's takes on the buildings.

Heres the suze building( that's the only building that I think needs work really from the pics you've shown so far): (kleiny wad mainly)

plus the hotel, and vin's liquors are in there too.

P.S. Get some ingame screenies please

Good Job, keep it up, oh and I'd also think the buildings could use some retexturing. Good Job.

Mexikilla
12-24-2003, 11:12 AM
New Pic looks good, I like the Vins texture. Here is a pic if you didn't have the right .wads just to show you what I think needs changed in suze building. Here's yours 1st, I think the top part on the roof needs work, where I sprayed the red needs to be the same stone texture as the foundation, plus the suze needs to be pushed down.

Mexikilla
12-24-2003, 11:18 AM
And heres a pic of mine to help you get what I mean.

kleinluka
12-24-2003, 11:45 AM
mmm suze, i made one like that a couple months ago. You can use it but you need to resize it to 256 I guess.

http://kleinluka.dodfi.net/misc/kl_suze1c.jpg
http://kleinluka.dodfi.net/misc/kl_suze1d.jpg

VoodooChild
12-24-2003, 05:19 PM
..working working working on it. Thanks for useful info Mexikilla. Klienluka, ty, im honored to recieve help from you guys. Compiled a version, and low and behold, even looking all the way down the street, r_speeds never even reached 1000!!!! (Yet)

VooDooChild

2 different versions planned will be CTF and Obj. If requests come, then Ill release a DM and TDM as well.

Steel Blade
12-25-2003, 04:31 AM
Sweet keep up the good work :D

Priest`
12-25-2003, 09:19 AM
ctf is better :D hint hint hint - i personally see alot of potential in this creation of yours and would like to see it used in leagues ( with your permission ) - so make it ctf - no leagues use objective :x

Mexikilla
12-25-2003, 09:29 PM
Originally posted by VoodooChild
..working working working on it. Thanks for useful info Mexikilla. Klienluka, ty, im honored to recieve help from you guys. Compiled a version, and low and behold, even looking all the way down the street, r_speeds never even reached 1000!!!! (Yet)

VooDooChild

2 different versions planned will be CTF and Obj. If requests come, then Ill release a DM and TDM as well.

Wow, that sounds promising, hopefully they stay that low! Oh and BTW can we get some in-game pics now since you have a working compile? GJ

Oh and check your PM Voodoo ;D

VoodooChild
12-25-2003, 10:24 PM
lol....I have a bsp in dod 1.0 format. But..... I cant seem to get it to load up now. Perhaps a senior member and someone trustworthy could try it out.

Email me, Klienluka, Mexikilla. See my sig below.

Zao
12-29-2003, 11:29 PM
This looks awesome, Voodoo. I've been waiting a while to play a good version of Ramelle. Not that Ir's was crap or anything, but it's just nothing like the movie. Best of luck with completing it. I can't wait to see some in-game shots. ;)

Billie|Joe
12-30-2003, 12:50 AM
can't wait to be in the ingame shots:D

R3aveR
01-01-2004, 04:56 PM
This should replace merderet. Use a moving spawn point as well :)

01-01-2004, 06:20 PM
Originally posted by R3aveR
This should replace merderet. Use a moving spawn point as well :)

Its a good start but wait to see the finished product before you say that.

VoodooChild
01-02-2004, 09:03 AM
New in game pics on 1st page. Ill post more screenshots in game today. (1-2-03)

Thats where they will be when I edit. Im looking at a beta test in about 2 weeks (jan 12.) Depending on a few outside factors.

Im gonna try and see if I can get a host server and a website to d/l it from. Never done this before.

VoodooChild

Zao
01-02-2004, 10:42 AM
Hit the edit reply button and check the "delete this post" button. And it's VB code ;) Btw, those screens look really nice.

Mexikilla
01-02-2004, 11:34 AM
looks good voodoochild!

P.S. check your email(the charter one)

Mythic_Kruger
01-02-2004, 11:59 AM
This is a map that many, many of us want to play. Send PM if you wish ;)

Forral
01-03-2004, 03:48 AM
Any news on this map?

VoodooChild
01-03-2004, 11:01 AM
Posted more pics, hope you like em. I wont be updating this again for awhile, but ill be around if you guys have some questions.

Voodoo

Zao
01-03-2004, 12:16 PM
Those look good, too... I especially like the pic with the rifle in it, the surrounding area has great atmosphere and looks much more like the movie than er.. previous mapper's interpretations. Reminds me of the area where Upham shot steamboat willie.

My sig is back! Yaaaayyy!!!

Splinter
01-03-2004, 08:09 PM
Can i suggest a new texture for the church? The white seems to kill it.Maybe kinda like a dark gray?
Other than that GJ keep it up. Been waiting for a map like this

Priest`
01-04-2004, 09:12 AM
nah - it all looks great - post some new pics :D

VoodooChild
01-08-2004, 12:05 AM
Hey guys, wanted some community feedback on gameplay, as your opinions I hold in the highest regard.

I have 4 gameplay types, overviews if you will. Here they are, reply to which one you think best and why, --OR-- type your own in the manner in which I do, clear and to the point.

--- Game Play Types ---

1. CtF -- Self explanitory. 5-6 flags, 1 or 2 capture points within those 5-6 flags.

2. CtF/Obj v2 -- Allies start with the 5-6 flags and/or 1-2 capture points. Allies must hold all the flags by the end of the round. Time limit will be in effect. Allies will have advanced spawning until the first point is captured.

Objective

3. Objective Type 1 will be based around the capture or defense of the bridge. Time limit will be in effect.

Allies v1 -- Allies will be responsible for holding the bridge from axis capture. Time limit. Default Allied victory for holding.

Axis v1 -- Axis must capture the bridge with 2 people. Time limit.

4. Objective Type 2 will have both teams defending and attacking constantly. This would base intense action for the bridge. NO time limit.

Allies v2 -- Allies will be both responsible for holding bridge and finding satchel charges in enemy territory. Upon bringing 3 satchel charges to the base of the bridge supports, detonation will occur. Possible working tnt plunger, or similar.

Axis v2 -- Axis will have to prevent allies from retrieving satchel charges deep in their territory, by maintaining constant attack and trying to capture the bridge with 2 people.

hope to hear your opinions.
VoodooChild

R3aveR
01-08-2004, 01:06 AM
is one of them my suggestions? i cant remeber if mine in there i think it is i choose that one

Craftos
01-08-2004, 02:13 AM
IMO you should release 2 versions
1) CTF for clan whiners whose refuse to play all other gameplay types.
2) Strictly movie scenario based. Allies have to defend bridge until specified time. Some extra objectives would be fine. But don't make it too much dod_escape-like.

Steel Blade
01-08-2004, 08:07 AM
How about Schwetz style? Where there are 2/3 flags and the bridge to capture. Sort of like Merderet BUT with the Axis defending and the Allies capping. When the Allies full cap it switches around and the Axis have to cap and Allies have to defend. That IMO would rule :D

Mortar
01-08-2004, 08:10 AM
i say or CTF or what sb suggested... i love that gameplay :-)

Quakah
01-08-2004, 08:16 AM
Make the axis attack, not to much maps like that in here.

TheNomad
01-08-2004, 10:46 AM
My idea.

Objective map

Axis must capture the bridge.

Allies:

Blow up the tank using sticky bombs. (tank turret can be controlled by a kraut)

destroy the controllable 20mm flak.

defend bridge.

Also, have the mines that can be triggered, like in the film.

basically just like the film.

Priest`
01-08-2004, 11:24 AM
ctf all the way - that way i can get it used in leagues :D

R3aveR
01-08-2004, 02:26 PM
to many ctf already.

Billie|Joe
01-08-2004, 05:23 PM
yah obj maps are better

Steel Blade
01-09-2004, 07:05 AM
Oh yeah, you must not forget (if you already haven't included it) the gramaphone player with the music 3.1 Ramelle stylee, to me it's a very important part of any ramelle map :D I'm sure (and I hope) others will agree ;)

Speed Bean
01-09-2004, 03:00 PM
I noticed that you have your stuff hosted on geocities with all ther little adds. I could have you set up over at www.dssgr.net if you like. We are a large gaming commnuity with a lot of interest in DOD. We can host your website and provide an exellent place for people to download your maps for free. We can also offer you servers to play test your maps. We have a bunch of players who would gladdly show up and help you find problems. We can have you setup up with ftp access and everything. Just PM me if you are interested.

Priest`
01-09-2004, 03:09 PM
wtf is wrong with you ppl - objective maps blow....

Ginger Lord
01-09-2004, 03:23 PM
Objectives maps do not blow.

The only people that do not like them are Clanners and personally I think they are stupid for not playing objective's maps as they take much more skill to win.

Insta
01-09-2004, 05:04 PM
Here we go again.... ;/

VoodooChild
01-09-2004, 06:24 PM
The music? Uhh, dont think Ill be putting that in. Why not, ill give you 2 good reasons.

1. IR did a good job with that in his map, Merderet. Im going for a Ramelle map, but not to duplicate everything he did. Trying to show a little respect in that manner. Respecting what others have done before is very high in my list. Ive enjoyed that map for a long time. Its my inspiration.

2. That music, is annoying. I usually hit stopsound win those kinda of sounds are going on. Very distracting. Besides, they stopped the music right before the battle. :D

As for gameplay...
My decision is that I will 100 percent make a CtF version of this map. That is for sure. The obj version may be released either with or soon after the CtF. I want to make both, cuz I love both gameplay types, and I'll feel that Im cheating myself if I dont.

And thank you SpeedBean for your offer. I will probably take you up on it. Please check your PM's

Voodoo

Glidias
01-09-2004, 10:33 PM
Here's a suggestion:

Situation:
________________________

Axis are attacking the town of Ramelle. Allies are defending initially from the frontal outskirts of the town in their trench position. Only when the Axis manage to secure the trench position, then the Allies would have their spawns pushed far back behind the bridge, waaay far behind. Thus, it is often wise for the Allies to fall back when necessary from the trench positions and take up positions in the middle buildings, suze house, cafe, sniper tower and rubble at the middle street in order to resist the Axis advance rather than give them a free pass through the middle street. Furthermore, these buildings at the middle street contain important objects to stop Axis tanks from coming in if they wish to do so.

Objectives:
________________________

Allies:
Prevent the Axis from getting past the bridge.

Axis:
Get at least 2 men pass the bridge!

If time runs out, the Allies win. Their planes and tanks will come to save the day.


Information:
_________________________

Allies:

We have:
-1 bazooka hidden under wooden table at ruined section at front outskirts. It can only be used when a particular Tiger tank arrive on location.
-2 molotov cocktails in rooms that can be used on balconies once certain tanks arrive underneath them!
-Stickybombs in some houses and at our spawn to use directly on tanks.
-Explosive plunger in Alarmo building near bridge to collapse bridge. (plunger can only be used if at least 2 Axis is found at the bridge or 1 Axis is found over the bridge). The bridge that collapse would delay the Axis, making it harder to get pass, forcing them to climb up the sloped down collapsed bridge and killing anyone on it upon detonation.

Axis:

After securing the Allied front outskirts trench position, we can call for these as long as traffic isn't blocked by anyone:
-1 King Tiger Tank that will arrive in the center of the street almost facing bridge.
-1 Marder Tank destroyer that will arrive and station behind the Tiger tank.
-Another King Tiger tank that will arrive over piles of rubble facing bridge.
-Another Tank destroyer that can arrive outside the outskirts.

Make these calls from the captured Allied trench position.


Other notes:
_____________________________

-If any Axis player is blocking tank traffic, a "(/)" no-entry icon would be shown on their HuD. For the Axis, good communication is necessary if someone wishes to bring in a tank, ensuring all Axis soldiers do not obstruct any releavant paths which that particular tank might need to go through. Once a tank wishes to be brought in, a short 3-5 sec cutscene plays as the tank rushes in and all players are frozen as the tank enters the zone. Upon screeching to a stop, control is restored back to players. Also note that during the "rushing in" of the tank, it will take out any visible Allies along the way...and there's nothing Allies can do about it. Thus, it is advisable for the Allies to take up hidden positions in houses and craters, 'cause staying directly on the middle street or blocking the tank's path will get them killed or run over. A "tank rumbling" sound can be heard prior to the tank entering the scene and would act as a warning for the Allies to take cover.

Priest`
01-10-2004, 03:59 PM
when do you expect this map to be released ? and more screenies plz :D

[MikeB]
01-12-2004, 08:03 PM
I have been thinking about starting up mapping publicly again, its been about a half year since my last map, i have been practicing quite a bit and have gotten alot better since dod_suze > http://halflife.multiplayer.it/dodlife/screeen/dod_suze.jpg I know everything there is to know about ramelle lol...so if ya need any help just ask, oh by the way everything in that pic was made by me, including textures u see in there. GOOD LUCK!

Priest`
01-13-2004, 12:10 PM
very nice textures!

VoodooChild
01-14-2004, 02:18 AM
Mexikilla and I have been working on this project for awhile now, and we've come closer every day to getting this map done.

MikeB and I had a discussion, and we now have an agreement that he will be providing custom textures and creative advise for the map. As he is back in business. Its real good news for me, and anyone who knows about MikeB's ill fated map, Dod_Suze knew the textures were great. I hope you guys understand the talent from now a good variety of sources going into this map.

Just a little development for ya. With the pending arrival of new textures and a map model or two, the delay will be longer before this is released, but Mexi and I promise that it will be well worth the wait.

Voodoo

Priest`
01-14-2004, 10:10 AM
to be honest - i dont like too many custom maps - but i REALLY look forward to yours voodoo! :D

Mexikilla
01-14-2004, 02:11 PM
Originally posted by Priest`
to be honest - i dont like too many custom maps - but i REALLY look forward to yours voodoo! :D

Once this map starts getting very close to completion, you are going to look forward to it even more! Even at it's stage now, I admit this map is awesome, but I have to say that there is still a lot of work to be done. There is so much potential in this map, and Voodoo, and I will continue to make it even better than it already is plus MIKEB's textures will make it look very nice!

Keep an eye out for new pics in a few days.

Priest`
01-14-2004, 03:06 PM
dont post them in the front tho plz :P

DeltaBoy
01-16-2004, 10:24 PM
So anything new?:confused:

Mexikilla
01-17-2004, 10:13 AM
Yes, we're still alive. We will have something new to show in the next couple of days.

Smallpox
01-17-2004, 04:05 PM
^^that made me so happy.

Priest`
01-17-2004, 07:36 PM
lol - sadly me too :D

01-17-2004, 09:22 PM
lol, They know we're feinin..... how bout a sample of what is to come in the next few days???? lol :p

01-19-2004, 09:19 AM
Bump????

Ginger Lord
01-19-2004, 11:32 AM
Bumping doesnt make things happen quicker, it makes people get angry.

VoodooChild
01-20-2004, 10:00 AM
Ill have some new screenshots around sooner or later. Going through alot texture changes and debates (or should I say, good productive discussions) as to additional paths in the map. Thus it's been slow going, since its done on the internet between me and Mexi (who are on opposite coasts) and especially since Im having to borrow a monitor every couple days until I can afford a new one. So my time on my computer is very limited for now.

Expanding the map has been my main concern as of now, the tightness of the map would be felt with 16 on 16 people. (not that any custom servers will even have 32) As of now, the middle is shear madness and terror against the insanely-inhuman, incalcuable speed and ferocity of our friendly neighborhood sturm-bots. lol.

Thus im trying to expand the area behind the church *(yes, there is a 'flank') and possibly adding more areas to the opposite side. Thats up in the air, until answers regarding the areas we want (or I want, hehehe mex) players to have access to are hammered out 100% and the gameplay is focused where we want it to be.

check on this thread this week for updated screenies.
voodoochild

Mexikilla
01-23-2004, 08:35 PM
Voodoo is going to be getting a new moniter very soon. In the mean time MikeB has been working hard on new textures, which, from what I have seen so far, look excellent. We have had plenty of discussion this week, but not much has been done to the map. This weekend we will probably get back on track so expect new pics of areas other than the church and axis approach "soon". I guess I could show a little of what has changed though from areas you have already seen. The suze building and church have gotten a definite face lift. With Voodoo and I both working on this project, I think it looks a lot better than previous versions.

Note: We probably won't be using the jagd sky, I was just experimenting.

Silverghost
01-24-2004, 12:33 AM
Make the tower usefull, unlike Merderet..

Billie|Joe
01-24-2004, 02:30 AM
extend the tower and make it higher :X

Quakah
01-24-2004, 02:40 AM
add some fooliage and trees behind those walls where the map would end

Priest`
01-24-2004, 07:45 AM
yes - foliage would be very much needed and plz - for the love of god - if you are trying to represent the town used in the movie - make the tower usefull - there are far too many maps with towers that sit at the 1st flags and serve not purpose! keep up the amazing work tho

Mexikilla
01-24-2004, 12:19 PM
@Priest: Don't worry the church is right smack in the center of the town where it's meant to be. It is a great sniper spot!

@Quakah: We were going to put some trees where u suggested to put them, b/c there were actually some trees there in the movie, but there is probably going be another street on that side so a back of a building would take up that empty spot. (The street that Jackson yells to parker "Pincer move Parker,targets eight o'clock low!")

Priest`
01-25-2004, 09:31 AM
aight cool - so when do you guys think youll have it done - and would you allow leagues to use it ?

01-25-2004, 01:52 PM
Dont ask when it should be finished....just be patient and let them work...:cool:

Splinter
01-25-2004, 03:54 PM
I dont know if u guys already did the bridge/alamo area but im very interested in that area rather than the church on all ur screenies. But if its possible can u show us the bridge, Which i think is the most important area in the map, rather than showing us just the church :p

Keep up the splendid work, I hope this will be an official map and replace that "other" map. :)

Can wait to play this. I hope it feels like "Dog1",the feeling like you were there fighting alongside Cpt.Miller.

Good Luck,

kleinluka
01-25-2004, 04:09 PM
you haven't even played the map and are already hoping it gets official ? people are very narrow-minded these days...

sigh

Splinter
01-25-2004, 06:14 PM
Keep ur comments to urself. This will start into a flame war,..i just like this map. and FYI iam not narrow minded bud. :p

Eagle
01-25-2004, 06:16 PM
kk guys... lets calm it down...

Klien has a point... but didnt need to add the narrow minded.. and no one needs to resort to argueing.. if you do, use PM sys

Mexikilla
01-25-2004, 06:32 PM
thx for that Eagle ;). Don't post unless you have something worth saying about this map. Enough of the bantering please.

@Priest: Dunno when it will be done, I think it is going to end up on when Mike is done with the textures. We have gone a long way with the brushwork, but textures, entities(which type of gameplay: ctf of obj, ect.), still need a lot of work. Plus when we have most of that done, we're going to do several big playtests to iron out all the little things. So I can't really give even an approximate length of time before release. We'll try to keep you updated though.

@Splinter:Bridge/alamo area is pretty far along, dunno when we will show pics of it though. Maybe that'll be the new area we show when there is an update. Oh and even at its stage now, in the playtests I already feel a little like I am one of the rangers fighting alongside Miller. When we get all the ambience and stuff done, I am positive it will be even more like you're fighting in the movie. :)

01-26-2004, 10:21 AM
Awsome..Good to hear... Keep it up guys:D

Insta
01-26-2004, 10:31 AM
How will the gameplay be in the map? I mean, in the movie, you had some people sit in designated spots for god knows how long, while being overrun, then run back. Its not like there was a critical path or any main/secondary paths to follow, just a open town. How will you balance this towards dod gameplay, while still keeping that movie-feeling?

Kudos if you can pull it off, but I dont believe it until I see it :P

Zao
01-26-2004, 11:19 AM
Regarding the positioning and it being an open town with germans inbound on fixed g.i. positions, I have an idea/suggestion. I talked to Fuzzdad about this sort of thing this summer, but I never got around to finishing the map I was trying to get it to work in. You want people to spawn in set locations for defense and not have to take 5 minutes to get them to where they're supposed to be as mentioned above regarding said DoD-style routes and paths? Put seperate spawn points in set defensive locations, throw a couple grenades, maybe an mg, and extra ammo in the area they're supposed to defend, and wall them in there with breakables that only break after a pre-determined amount of time based on gameplay tests. Maybe you don't even need to wall them in, but the idea is that they spawn where you want them to. Post one or two spawn points in a given location and then move on to your next defensive position. About getting the right weapons in the right positions, spawn them into a weapon strip entity and provide the weapons they'll need right there. For instance, in the church tower. Two allied spawn entities, one mg next to one, a sniper rifle next to the other, spare ammo for the mg, and grenades and pistols. Bar the lower entrance to the tower because nobody should reach the sniper/mg nest short of blowing up the tower. Keep class limits strictly to riflemen, and sergeants, and k98's/mp40's for the germans (or whatever weapons you see on them in the movie ). Provide the weapons of the movie at the spawns, and there you have it. In short, you pick where you want your first firefights and checkpoints to be, then when the germans reach a certain position, you have your fallback spawn point as a collective, perhaps. Then the objective would no longer be to hold those primary positions, but to puch the germans back and defend, of course, the bridge. I don't know where or why this mentality of the team having to spawn together and then move out came into the picture, but it's quite limiting and pretty damn stale. Can't it be possible that a situation occured before the map "started?" I know people don't like to have things chosen for them, but if you wanted to keep a strict re-enactment of the action in the movie, then there's a way it might work. On a side note, I got about half done with my map and lost it in a virus-induced emergency reformat and the copy I had saved was messed up so I never got around to finishing it. Just and idea, and I think it's worth somebody looking into. Totally up in the air for anyone to run with, and I would love for it to happen first in this map ;)

Edit - Apologies for editing this 20 times, but I kept coming up with ideas, so...

VoodooChild
01-26-2004, 12:01 PM
Ok guys, some big, big changes have now been implemented into the map. Trust Mexikila and I when we say this map will blow your socks off. In dod 1.0, this map is running at a 60fps level, with r_speeds kept to about 1001 at its absolute peak I could find while running on the ground as a player. The only thing holding this map back is the fps issues of steam and dod 1.1x. When these are fixed, expect a smooth performance.

Im not gonna speculate on rspeeds, wpolys or ent polys. If it doesnt run on your computer, too bad. If you have at least a GF3, 256mb of ram and a 1.2 ghz machine like I do, this map will run amazing. Believe.....

To address your questions and concerns: The bell tower, like Mexi said, is right in the middle of town. There is no avoiding the church, because it’s the largest structure in the town, a capture/flag point, and If a mg or sniper is in there, your ass will be smacked. Hard.

To answer a few questions about what is in the map, [SPLINTER] and what isn’t: The Alamo, sandbags, barbed wire, bridge, arches, everything is there. Everything. Trust us, this map is so ****ing dead on, your going to be amazed that DoD is running it.

All the basic principles of the movie are there. Every building that you see for more than a glancing moment is there. The craters, the statue, the mg spot in the café, its all there. Period. We are not going to show you the entire map in screenshots. Very few NEW areas will be shown until a release, if any. We'll give you updated and revised pictures of what you've seen most likely.

This maps construction I can honestly say is about 90 percent done. Brushwork is smoothed out, refined, and looking as detailed as possible. At this point, the spawns and axis approach are the only things that need to be completed, since they have to be original creations, they take longer to kink out and match the surroundings. Lighting is still buggy, but that is being worked on as you read this.

Everything else is done as far as I’m concerned. I’ve been mapping this thing for the better part of 2003. And almost every day in 2004 so far. It’s very near completion. When you say? When it’s done. Don’t ask, don’t tell. I can’t tell what’s going to happen tomorrow, or the next day after that. Sufficed to say, It’ll be here on the forums ready to download when that time comes.

Custom sprites for the flags/obj’s are done, custom ambience is in the process of completion. Im a pro mixer and recording musician, and the ambience will be all new, fresh and realistic.

More textures are on the way, and the only thing we are waiting on besides steam fixes, and we won’t be waiting too long for them. If they don’t get done by a reasonable date, then the ones in place now will be used.

Gameplay will be announced on completion. No official decision on what gameplay mode it will be considering the fact that I’m infatuated with every version I can think of. Sorry.

I have in know way implied or insinuated that this map will be official. I have no intention of submitting it as an official map for DoD in its HL1 stage. If its becomes official, it will be by invitation from the team and no way else. This is my baby, and as of now, no one owns it but me. The texture memory allocated to the map is well beyond anything the team would accept as official. Please drop any and all conversation about this in my thread, please. This is for feedback, comments, concerns, questions, etc.

And finally, thank you for the feedback. I appreciate it and the attention this WiP has received thus far. The foliage behind the walls has been added as Quakah and Priest recommended. That area between the Church and Suze building has been redone, and it looks so much like the movie, I’ve pissed my pants several times. I’m sorry I haven’t been able to respond more, but I’ve been busy with a moving, and haven’t got my comp wired yet.

I will check back with you guys if you have more questions this week. I apologize again for not answering q's more quickly, this will be fixed shortly.

VoodooChild

01-26-2004, 01:05 PM
Woah lol. Awsome Voodoo. Cannot wait to see this map.

Priest`
01-26-2004, 01:11 PM
voodoo your baby is mine! like i said i dont really like that many custom maps - but by far - this one LOOKS like pure sex! cant wait man!

Insta
01-26-2004, 02:48 PM
Originally posted by Priest`
voodoo your baby is mine! like i said i dont really like that many custom maps - but by far - this one LOOKS like pure sex! cant wait man!

How can you say that, there have only been posted like 2-3 pictures, showing off the same 2 buildings ?

skdr
01-26-2004, 02:50 PM
Originally posted by Instacrome
How can you say that, there have only been posted like 2-3 pictures, showing off the same 2 buildings ?

VoodooChild
01-26-2004, 06:54 PM
Believe....

Update in the works. These upcoming pictures will silence the critics once and for all.

Edit: New Screenshots below!

syl
01-26-2004, 07:07 PM
cannot wait vodoo!! :rolleyes: :rolleyes:

VoodooChild
01-26-2004, 07:18 PM
Without Further delay, I give you DoD_Ryan_B1 screen shots.

Thank you to all who have made this possible. This map will be out in February 2004

"I'll believe it when I see it..."

The Screenshots of DoD_Ryan_b1 (http://www.geocities.com/pdrourk/DoD_Ryan_B1_February_2004.html?1075169741116)

ps, Thanks Priest for your comments, feedback and support, even if we've never talked, thank you. You will have the first copy of DoD_Ryan_b1

syl
01-26-2004, 07:22 PM
wow, great job and great update. just one quesiton. where is the main fights going to be held?/ will it be on the bridge?



btw, AMAZING MAP :D

VoodooChild
01-26-2004, 07:29 PM
guess youll have to download it and find out :)

Splinter
01-26-2004, 10:18 PM
WoW! looks great,

But i have only one concern with the bridge area, can u guys rubble around it, looks too plain.
other than that, this map is awesome, Cant wait! :)

EDIT: I thought the water was higher in the movie,? but thats just me :)
And, a new water texture would be nicer :)

Man you guys are the best

Eagle
01-26-2004, 11:23 PM
I liek the map... you might wanna tamper with lighting.

Good idea so far... keep going wiht it.

gabagoo
01-27-2004, 06:37 AM
is the bridge in middle of the map like in meredet/ramelle or is it the fall back point for the allies ? ALAMO ALAMO!

Howitzer
01-27-2004, 10:31 AM
Good work so far Voodoo Child and Company. But as Eagle said work with the lighting more. Can't wait ;D

Mortar
01-27-2004, 03:18 PM
I think the bridge should be the allied 2nd flag and the main fights will be in the middle, just like in the movie the bridge was in the movie, i don't think it should be another merderet/ramelle but anyway im sure it's gonna rock and your new screenshots look amazing!

01-27-2004, 10:06 PM
Yo VooDoo.....one thing bout these screenies....

you HAVE TO make both sides on the bridge open. It doesnt have the movie feel at all with a wall with hedges on the top there...that was one of the most annoying things on ramelle/merderette...

VoodooChild
01-28-2004, 02:36 AM
Is the Alamo the fallback point.........

YESSSSS!!! You bet your ass that it is.

Are both sides of the bridge open......

YESSSSSS!!! The water and bridge area is nice and open.

Bridge Overhead (http://www.geocities.com/pdrourk/DoD_Ryan_Bridge_Pictures.html?1075282493299)

Thanks for the q's

VoodooChild

The Scatman
01-28-2004, 03:49 AM
looking good, I may put it on my UK server :)

travis
01-28-2004, 05:01 AM
this map should so be released with the next dod update to take over merderet

01-28-2004, 05:26 AM
looking good, looking good.....though some more sand bags on the bridge would look good.

Priest`
01-28-2004, 07:17 AM
ya some more sand bag and maybe some barbed wire baracades? other than that - the map looks like pure sex :D GJ

Priest`
01-28-2004, 08:52 AM
have you decided to make it CTF ??? And 1 other question - will the MG spot in the SUZE building that was used in the movie (the blow out hole in the wall ) be there and a usefull flank mg area?

Mexikilla
01-28-2004, 09:07 AM
Voodoo and I had a quick playtest last night, wonder if anyone saw us and tried to guess the password hehe.

It was pretty damn fun, I was snipin up the bots in the belltower with voodoo on the MG. At one point I was pinned up against the cafe wall. As I screamed fall back to the bots, I chucked a grenade by the Vins building, ran across the street to the hotel, firing wildly with my garand, hoping to hit one of the several axis soldiers moving up the street. As my comrades were falling back to the alamo, my grenade exploded sending two axis infantry to their deaths. I reloaded my garand, and strafed back the other way back fleeding madly towards the bridge. Bullets wizzed by my head as I frantically made the sprint across the bridge. Sand was flying up all around me from bullets hitting the sandbags. Then it hit me, a kar 43 bullet right through the chest... I wanted to get up, as Horvath had done, but I was dead...

This map is becoming more and more like the movie! I can't wait till Voodoo and I get this finished so we can let other people have similar experiences to the film!

Oh and@ Priest: They were not in the suze building, they were in the cafe. The mg spot is there.

Priest`
01-28-2004, 09:41 AM
ah - ok good!

lol - omg - i just thought of a name for this map :P dod_alamo :D

Steel Blade
01-28-2004, 10:10 AM
Originally posted by Mexikilla
Voodoo and I had a quick playtest last night, wonder if anyone saw us and tried to guess the password hehe.

It was pretty damn fun, I was snipin up the bots in the belltower with voodoo on the MG. At one point I was pinned up against the cafe wall. As I screamed fall back to the bots, I chucked a grenade by the Vins building, ran across the street to the hotel, firing wildly with my garand, hoping to hit one of the several axis soldiers moving up the street. As my comrades were falling back to the alamo, my grenade exploded sending two axis infantry to their deaths. I reloaded my garand, and strafed back the other way back fleeding madly towards the bridge. Bullets wizzed by my head as I frantically made the sprint across the bridge. Sand was flying up all around me from bullets hitting the sandbags. Then it hit me, a kar 43 bullet right through the chest... I wanted to get up, as Horvath had done, but I was dead...

This map is becoming more and more like the movie! I can't wait till Voodoo and I get this finished so we can let other people have similar experiences to the film!

Oh and@ Priest: They were not in the suze building, they were in the cafe. The mg spot is there.

Argh SHUT UP!

Stop teasing us its horrible :p This sounds great I really really really can't wait. Hope you guys have had fun makin it too :D

The Scatman
01-28-2004, 12:16 PM
M...U...S...T... P...L...A...Y...

Splinter
01-28-2004, 11:30 PM
Hmm, I dont know if its just me but it kinda lost its "Dark&Grity" style. Looking at ur bridge and the colorful building to the left of the Recent Picture u posted.

*Will that be the final look?*

Maybe more sandbags/rubble on the bridge?.
LOVE THE MAP!

Splinter
01-28-2004, 11:37 PM
BTW will these be the final texture for all the buildings when released?...Cause the one onthe pic that I have attached looks out of place,

Stare at it for a moment, what does a nice&clean stone brick wall doin in a bomb out ( war-torn) city like this beautiful map? :D

VoodooChild
01-29-2004, 01:49 AM
Splinter:

We are currently hard at work finding and making new textures for the map. In fact, the Cafe, the building you are refering to, is the number 1 priority. Mexikilla and I are worked hard on it earlier today to get the textures right. Our new, originally created cafe texture looks right out of the movie (not shown) and is nearly complete.

Regarding the bridge sandbags, Alamo area: It has been updated, there is PLENTY of cover on the bridge. Plus you could always bail over it if things arent going well. Smoke pours out of the Alamo, and I feel this it is now at a point where were everyone will be very very happy with the way this map looks.

Thanks for the q's
VoodooChild

Glidias
01-29-2004, 04:26 AM
1. Cafe building is nice...but incorrect. Guess you'll fix that.

2. Sharp corners at bridge isn't the case. It's curved corners. Guess you'll fix that.

3. Some textures incorrect don't really match the movie. Overall pretty okay but not very accruate.

4. Can replace water with flat plane .mdl. Will save close to 200 wpoly on that, and provide more interesting detail. (edit: bold)

5. Some slight loose hangig brushes from bell tower view. Guess would improve on that so....

6. I dun remember a tilted phone pole, but very nice though....adds to the war ton atsmophere.

7. Can replace bulding top stray bits with .mdls. Clip cover those areas to save up on clip nodes as no one would go there anyway.

8. Yr Geocities always exceed data transfer. Please get something else like http://www.domaindlx.com....

Speed Bean
01-29-2004, 10:57 AM
I can say we are supplying the solution to #8.

In the mean time here are those screen shots hosted through us:
Link to pictures (http://dssgr.net/~download/dod_ryan/index.htm)

Quakah
01-29-2004, 11:24 AM
nice looking map, but wasn't the movie bright daylight then this grey-looking atmosphere?

Smallpox
01-29-2004, 03:34 PM
i think that's the fog.

Mexikilla
01-29-2004, 06:09 PM
@Glidias: 1. As Voodoo said, cafe has been completely redone, looks MUCH better, and will soon have Mike's perty textures on it.
2. Check this out, http://www.trasksdad.com/PrivateRyan/ianfilm8.jpg I think they are sharp and not curved...

3. Most textures will be eventually replaced by custom ones. Even though most textures will be replaced, we are still messing around with texture application so thanks for commenting on it anyway.

4. what .mdl do mean here?

5.working on it thx

6. tilted phone polls were around the town, not in that exact spot, but we think it looks nice there anyway.

@Speed Bean: thx for hostin the pics

travis
01-29-2004, 08:32 PM
MORE PICS! plus make light a bit duller, maybe change diffuse colour a bit O_o?

Splinter
01-29-2004, 09:34 PM
Thats good to hear,
And BTW, yeah the map kinda looks weird having that grayish look to it, make it like its "lunch time" or somethin :D

* The Sun is out, Birds ar chripin. That sortha type. :p *
Like the one in ur recent pic Maxikilla.

Glidias
01-30-2004, 09:27 AM
Originally posted by Mexikilla


4. what .mdl do mean here?



I meant a .mdl for the water: Convert the water brushwork to an mdl. If you're not sure how, you can send me the water texture you're using and an .rmf containing the water brushwork with the env_model point entity so I know exactly where the origin of the model should be. I suggest you COPY the env_model point entity and water brush solid in your ramelle.rmf, and PASTE them into a new .rmf. Send me that .rmf. I'll send you back the .mdl only. To display the model correctly, just go to the env_model in yr ramelle.rmf, provide a file path to the .mdl and give a pitch of -90. (I'm too lazy to rotate it in Milkshape 3D....). Everything should fit perfectly. Note that by doing an .mdl, you've got to sacrifice shadows under the bridge (lighting doesn't affect the model's patches/individual polies). Of course, you can easily fake this with a texture..........or use 2 diff .mdls with 1 .mdl having its origin underneath the bridge, and that .mdl will appear darker than the rest outside the bridge....not that easy to orchestrate.

VoodooChild
01-30-2004, 11:52 AM
Wow, never felt so nit-picked in my life. Now I know what the official mappers feel like. (fuzzdad, IR, Waldo...omg) Ill never complain again. Lol.

-- How about, instead of telling us to change the lighting, give us lighting settings you think will match.

-- Or a skybox that you found that looks like Ramelle's.

-- A bridge or Church texture that matches perfectly that we missed, tell us what its called and where we can find it.

Ill gladly except any contribution I feel will help. My email & AIM is in my sig. This is not an exclusive country club unlike other mappers who get butt hurt at the very notion of outside help.

Go back to the first couple of pages in this thread. Mexikilla said my Suze building sucked, and he submitted a few of his buildings for reference, and now, hes my full time partner. Kleinluka said my Suze texture sucked, and gave me a high detail version he did.

Last July, Small Sumo said the horse statue was a stupid idea, and he sent me the awesome angel model. MikeB remembered how much he loved this map, and sent us a few of his own custom textures. Speed Bean said, I hate those annoying geocities pop-ups, and offered to host a web site and pics for me.

Everyone one of these people made critisism's in this post, but they took an extra step (maybe just 5 minutes of their time) and did something to help. This is how DoD has made it this long and this far.

Voodoo

VoodooChild
01-30-2004, 01:25 PM
Im hoping to do an alpha/early beta playtest this weekend or early next week.

What Ill do is post a 'playtest tonight, or in progress' along with a server ip, name, and password. What day, dont know, dont ask. Sign ups, none.

Since I like most of you guys, I'll just leave it open to whoever can get in there. Make sure you have steam optimized for peak performance. As always, theres been trouble running 1024x768 and 32 bit color without losing all your fps, even if the rspeeds are fine (fix this!!!) I always use 800x600 even though my system is good.

It will most likely have a few bugs and what not, so keep that in mind. It will most defineately not be final.

Anywho, hope to see you guys there: Preist, Splinter, Glidias, contributers, etc. and use your forum name so I can recogize who is playing and ttyl about it.

Later.

Mexikilla
01-30-2004, 07:43 PM
Had a small playtest tonight. It was a lot of fun. Thanks a bunch to Speed Bean and Editor321 for playing with Voodoo and I!

Steel Blade
01-31-2004, 02:09 AM
Voodoo I'll be there if I can get in :)

VoodooChild
01-31-2004, 02:27 AM
Check it out!!! VHE, but you get the point. Thanks bro, I picked up on what you were doing in Photoshop, and Im texturing like a madman now.

The list of contributers keeps growing and growing. Thanks, your help last night was invaluable!

Voodoo

Woot there it is:
http://voodoo.dssgr.net/cafe.JPG

Ginger Lord
01-31-2004, 04:21 AM
Looks good so far

Keep it up!

Editor321
01-31-2004, 08:19 AM
great map guys, that playtest was great!

travis
01-31-2004, 08:39 AM
ALAMO! ALAMO!

Bert2546
01-31-2004, 09:57 AM
I had a great time playtesting with you the other day, real nice guy and takes any suggestion into account. Keep up the good work and I'll look forward to playing it!

01-31-2004, 10:28 AM
Ahh new cafe textures....lovely, just lovely. lol. I like guys, I like, keep this shizzle up.

DeltaBoy
01-31-2004, 04:57 PM
Im open for some playtesting. :D keep up the good work!

Priest`
01-31-2004, 06:57 PM
if theres another playtest - plz email me @ studd_muffin911@hotmail.com and tell me plz - or contact me in IRC on gamesnet #38thip.

ty

FuzzDad
01-31-2004, 07:40 PM
Honestly...the best thing you can do is concentrate on making the best map you can and avoid this forum like the plague...get the changes in YOU want and test it w/friends...repeat that cycle until you feel the map plays well...then get Godcha or another waypoint guy to make waypoints for you and let the bots play for a few hours...see if there's any stupendous bias w/bots. I could care less what the map looks like if it plays like crap.

Always...always...always do your layout and pathways first. In this case who cares if the map doesn't follow the layout of the movie set...movie sets are not maps...as a point of fact that little village was used for all the village scenes...so if anyone in here (I have not read all...my apologies) is complaining that it's not "right" then they have no clue and you should immediately disregard their comments (sorry for the harshness here...too many glasses of a sweet Merlot...I'm feeling no pain)

Keep testing w/friends and/or a server you are friendly with and only when you feel comfortable should you post here...good luck and remember gameplay above all...all that other "cool" stuff means nothing if the map plays like crap.

Mexikilla
01-31-2004, 08:19 PM
Thanks for the advise FuzzDad, will keep all of that in mind. Layout is pretty much complete, and so far the few playtests we've had with bots and a few actual players have gone great. This is definitely not just a map that is supposed to look like a movie set. The goal of Voodoo and I is to have an amazingly fun map, while at the same time giving the people that want to have similar experiences to a great WWII film the chance to do it. A lot of people have been asking for a map like this ever since DOD was released, and a few people had tried to answer their pleads, but failed. Most of the community simply said that this type of map could not be done in the HL engine, and moreover would not be any fun. This map will silence any of the critics...

Glidias
01-31-2004, 09:17 PM
True, avoid the forum like the plaque.

AFG
01-31-2004, 09:30 PM
Voodoo, on the bridge overview pic (http://www.geocities.com/pdrourk/DoD_Ryan_Bridge_Pictures.html?1075282493299)

i think u should move the 2nd sandbag so the first sandbag isnt blocking it :D

Ginger Lord
02-01-2004, 03:06 AM
Thats a pretty wide bridge, plus theres some texturing erroros in the little alcoves, need to be rotated 90/270 degree's to be in line with the main bridge texture.

Speed Bean
02-01-2004, 12:55 PM
Ginger Lord, your map Beirville has some allied spawn problems. You spawn in the ground!! Just thought I would let you know. As for ryan it looks like it is coming along great. They have been taking all your comments on changes and making it that much better. I have to say in game it looks great and the game play was fast and fun.

kleinluka
02-01-2004, 06:13 PM
see picture...

DeltaBoy
02-01-2004, 09:09 PM
Originally posted by kleinluka
see picture...
Um....I dont know whether to laugh or throw up?

Eagle
02-01-2004, 09:45 PM
Do both :D

BeyondSalvage
02-02-2004, 10:55 PM
I just read all ten pages. And I'm pissed, cause you just ruined my keyboard! My jaw went through the floor at least once, and i'm getting strange chills running up and down my spine. Best of luck finishing it up, and i cant wait to play it :)

VoodooChild
02-03-2004, 12:54 AM
OK, ok, ty for continuing to check in ppl

Your all being nice, so

I guess heres a new pic

its not even done yet, so before you post a reply saying it needs work, yes, I know.

But as you can see, this map is looking better and better each time I post pics. The capture points are in, things are going very well. I hurt my shoulder so my time on my keyboard is limited, so itll be slow for a week.

A WiP thread with ''progress''ive Screenshots....

http://voodoo.dssgr.net/newchurch.JPG

not done, but u can see how well its heading. Even more detail is planned the textures. After all, thats the best place for the detail in a dod map!

Oh yeah, the texture is done by none other than: SPLINTER!
is there anything this man cant do?

Voodoo
ps, dont asnwer that

travis
02-03-2004, 01:53 AM
remember in the movie there were small windows all the way up the tower? if you want i can take screenshots
would look nice i think

TheNomad
02-03-2004, 10:48 AM
pls make the top of the tower have a solid property (darker), it looks so wierd it being a bright redish, and it imo spoils the map.

Mexikilla
02-03-2004, 01:34 PM
@Nomad: don't worry mikeb is on top of it with the blown tower texture. I could show u a pic now of the church with that texture on it but it's hammer and I don't wanna ruin it, it's an awesome texture and it'll look the best in an in-game shot. You'll see it soon enough though.


@Random: Yes we know the windows were there, but it really would just be adding unneccesary brushes where the gameplay needs to be as smooth as possible. The texture guys(heh) might be working on actually putting some windows on the stone texture there, not positive. Thanks for commenting though.

VoodooChild
02-06-2004, 01:22 PM
Forum members, especially mappers, come play!

Trying to do a playtest tonight, probably around 6-7pm pacific time (west coast US) time isnt set in stone, things get delayed, etc.

Email me with subject Playtest, include your DoD Forum name, email, and AIM screen name if you have one. AIM works way better for me.

Ill try to get as many people as I can in the server, but its not mine so how many that can join will not be up to me, however, those who email me will at least be notified if your in. No 'ViP's, no non Forum members. I trust registered peeps here far more.

youll be provided with a link to d/l it later today. Be patient, you will get a response.

The map isnt done, there are some ugly spots, but the gameplay is about where I want it, and thats what we are testing, gameplay. Trying to find any lag issues, exploits, etc. If your willing to come check it out, then cool. So far I've eliminated most of the exploits, now its basically to see how well the gameplay and smoothness on a dedicated web server is.

The last playtest, I recieved no reports of any lag on anyones computer, that was 12 ppl though. So we'll see.

This map will not be available to distribute, or be played on any other server. However, you will be able to keep it for yourself if you so desire.

(friday, Feb 06 12:30pm)

VoodooChild

VoodooChild
02-07-2004, 12:16 AM
Well we had some technical difficulties, but we managed to get a few people in. Those who werent and got a bad error message, I dont know what happened. Those who did had a good time.

We will have ANOTHER playtest Saturday night (feb7), so, those of you who have emailed me will be welcome tommorrow, and I could prob fit a few more in, just depends on when you email me.

So... contact me tommorrow if your interested, Id love to use AIM as a way to talk to all of you but Its very difficult. So be patient. Thanks to everyone who came, hope you had fun and thanks for the tips. After Saturdays playtest, another wont be held for about 2 weeks.

Any feedback from the playtest is welcomed.

See ya Saturday night...
VoodooChild

Bert2546
02-07-2004, 09:06 AM
The map is coming along great. Those little changes make a difference, keep it up. Check our forums for my suggestions.


[DSSGR]Bert

Maj*Winters
02-07-2004, 02:04 PM
i missed the test last night due to the error in the exe but hopefully ill make it tonite :D

Priest`
02-07-2004, 02:37 PM
where the link for the map?

Bert2546
02-07-2004, 02:44 PM
It's not being given out to the public untill the map is finished..

Priest`
02-07-2004, 04:13 PM
im one of the testers tho and no one gave it to me - voodoo can you email it to me plz

VoodooChild
02-07-2004, 05:33 PM
like I said, technical difficulties....

Anyways,

@bert, we are trying your foward spawn suggestion tonight, we'll see how it works.

@priest, I need to you grab AIM or it will be hard to communicate with you whats going on


Voodoo

Maj*Winters
02-08-2004, 04:15 PM
I was at the play test last night. The map is looking really nice thus far, excepty for some minor errors here and there I really love it :D

The Curse
02-08-2004, 11:44 PM
Everything looks really good thus far. I think a CTF approach would be best, but trying both would certainly answer that.

VoodooChild
02-09-2004, 05:15 AM
I hate the prep work that goes into playtesting....Makes me wonder how in the lords name anyone ever releases a map.

My apologies for the bugs in the playtest on Sat (feb6th) didnt realize that tweaking the lighting the way we did would do such a dramatic change for the bad. The change was in the batch compile settings, not a actual lighting change. As for release...looks like itll be longer than expected, sucky as it is, we are trying to hammer out the bugs.

Still trying to find some good ambience sounds....anyone have a link or suggestions let me know. Could use a few things: A tank engine sound (no rips from other games), a background artillery explosions (like artyhit.wav, but higher quality) and a basic ambience.

Let us know if you find anything. Playtest again on Saturday (hopefully at a reasonable time)

New Pic:
http://voodoo.dssgr.net/hotel.jpg

--Voodoo out

travis
02-09-2004, 05:44 AM
this map looks great, only one problem ive had is that the rublle is a bit steep ;\

Priest`
02-12-2004, 03:21 PM
update?

Mexikilla
02-12-2004, 06:20 PM
Sorry we haven't shown much recently, it's coming very soon, probably tomorrow unless something comes up so keep your eyes out.

schnozzletov
02-12-2004, 07:43 PM
DUDe...this looks really fun...cant wait to try it out

VoodooChild
02-13-2004, 03:05 AM
Check this out:

I made a new map with that terrain I released here in the mapping forum.

I added grass to the top, made a background, and added a bot to the map with a garand. Took a screenshot, and edited it in photoshop.

perhaps Ill make a few more pictures :)

EDIT: CRAFTOS: Completed in 20 minutes, thank you anyways.

Edit 2: New and Improved version, i think its smokin hot!!!
Check it:
http://voodoo.dssgr.net/ryan_poster_final.jpg
picture by voodoochild & splinter

Voodoo

Craftos
02-13-2004, 03:33 AM
Map not finished yet, but Originally posted by VoodooChild
... i was bored ...
:confused:

Mexikilla
02-16-2004, 06:00 PM
we're still working hard on the map, got a lot of stuff to show, for now here's just a little pic of some of the things we've edited that you've already seen.

Steel Blade
02-17-2004, 08:54 AM
Looking great... no wait... looking BEAUTIFUL :D

Keep up the VERY good work

The Curse
02-19-2004, 07:19 PM
That pic looks great.

Priest`
02-19-2004, 07:31 PM
the pics great - now where the map

gabagoo
02-19-2004, 09:22 PM
Originally posted by Priest`
the pics great - now where the map
!!!!!!!!oneoenoen

VoodooChild
02-19-2004, 10:42 PM
Thanks for the compliments guys, I really appreciate it.

Wheres the map, where's the map??? Well, Im trying to add some more stuff, more routes, spawn exits, etc.

One of the only complaints I got was that there was not enough exits for the spawns, not an easy way for allies to get down off the bridge, so thats what Im working on. Im also working on expanding it just a wee bit more...see what I can do without killing computers.

I also wanted to add a few buildings I previously didnt have in there, such as the arch building in front of the bridge...

Heres a render of it in the works. No, its not a model.
http://voodoo.dssgr.net/arch_bldg.jpg

Gorbachev
02-19-2004, 11:15 PM
I swear Steam makes maps look worse than they should...

Splinter
02-19-2004, 11:49 PM
Splendid work Both Mexi and Voodoo.
Im really satisfied with the lighting now, GJ!

This map is coming along together. I cant wait to play the final version.
Voodoo those are some nice textures you got !

CptMuppet
02-20-2004, 12:58 AM
Looks good -but in the last screenshot posted, the grey building on the right has a slightly dodgy texture (is that an Halflife.wad texture?), and on the hotel, the door model sticks out like a sore thumb.

But I suppose I'm nit picking, and I'm looking forward to playing this map.

VoodooChild
02-20-2004, 05:27 AM
Cpt Muppet,

I saw that pic when everyone else did. Your right about the texture...its an old Kami texture, I didnt like it at all and its gone. Its not a bad texture, just old and looks out of place. Replaced with a newer, orginal texture that is nice and fits the bill. Woot.

As for the door, well, lets just say that the hotel is only using 4 brushes for the main bldg. I could just paste a door on the front textures, but that would look worse. I wish I had a better door selection to choose from, but thats just not the case. I work with what I have. Maybe I'll make some door and window models.

Splinter, what can I say, those textures are great. If only I knew who made them. ;)

Voodoo

Quakah
02-20-2004, 08:28 AM
Originally posted by VoodooChild
Thanks for the compliments guys, I really appreciate it.

Wheres the map, where's the map??? Well, Im trying to add some more stuff, more routes, spawn exits, etc.

One of the only complaints I got was that there was not enough exits for the spawns, not an easy way for allies to get down off the bridge, so thats what Im working on. Im also working on expanding it just a wee bit more...see what I can do without killing computers.

I also wanted to add a few buildings I previously didnt have in there, such as the arch building in front of the bridge...

Heres a render of it in the works. No, its not a model.
http://voodoo.dssgr.net/arch_bldg.jpg

isn't this the building where Captain Miller trows 60mm grenades to?

VoodooChild
02-20-2004, 08:30 AM
:) it sure is! Check the right hand side of the pic: Tell me what you think :) Obviously its not gonna be exactly like it, but it looks pretty good IMO. OF course, everything is subject to change.


Compare:
http://voodoo.dssgr.net/ramelle-06-large.jpg


Voodoo

Steel Blade
02-20-2004, 09:15 AM
Sweetness, looks pretty damn good to me :D

kING-tIGER
02-22-2004, 08:46 AM
Wow man, I can't wait until this comes out!

The Curse
02-22-2004, 11:37 AM
From the looks of that movie pic, it appears the bridge looks either a touch smaller in the movie or that it appears smaller because there's a lot more stuff on the bridge in the movie.

Just don't want the bridge to appear empty and boring because it's to big.

Splinter
02-22-2004, 03:01 PM
Here is a recent pic of the map.
Water is a WIP at the moment, Iam very satisfied with the Pernod Fils texture i did. :)

It coming all together.

Good Day-

Cole
02-22-2004, 03:12 PM
Just a lil sugestion on the broken roof on church id darken up the wood texture a bit it looks kinda wierd compared to the rest of the textures.

VoodooChild
02-22-2004, 03:17 PM
....Was working on that very problem last night, good suggestion. I'll eventually fix that.

Rusty Bolts
02-24-2004, 02:32 PM
I can't wait to try it out, awesome looking map guys.

Priest`
03-01-2004, 03:35 PM
you guys still alive?

VoodooChild
03-01-2004, 09:56 PM
yes....Working on it dont worry Priest. Thanks for checking in on it.

I have a scheduled playtest this weekend with Dssgr.Net, Saturday March 6th. I want a public playtest this time so that maybe we can fill the server up to capacity.

It all depends on how we feel about our newest version once we compile it up. We dont want too many people having a map with errors on it, as it is bound to be. So a "maybe" is all i can say for that.

As far as completion goes, Id say we are about there. I wanted to release earlier but have held on to it to get last minute touch ups done. Just got a model edit done by Trp Jed (thanks again). Its those small but important details we are working on at this point.

Ill post some a screenshot or two this week :)


EDIT: 3/3/2004

Please Check http://voodoo.dssgr.net/ for news on the playtest.
Thank you and hope to see some of you there!
Thanks
Voodoo

Pvt.Jackson
03-04-2004, 04:50 PM
maybe the tanks should be drivable!

so you can use sticky bombs!...lol

add a new stickybomb mod for the servers when playing this map!

Howitzer
03-04-2004, 06:06 PM
Originally posted by Pvt.Jackson
maybe the tanks should be drivable!

so you can use sticky bombs!...lol

add a new stickybomb mod for the servers when playing this map!

Day of Defeat is WWII online action powered by Half-Life technology.

CptMuppet
03-05-2004, 04:08 AM
I think he means that although Tanks are drivable in CS, and considerably better in GUNMAN CHRONICLES (they use models in that too); moving Tanks aren't coded into Day of Defeat.

They are possible though.

As are sticky bombs (even Quake 1 mods had them).

BUT - they aren't coded into DOD. Therefore, they aren't there.
Oh, and the only major "mod for a mod" about is WC3 for Counter Strike (does that have tripmines now?).


Is it me or is much of this topic...

Ermm

Spam?

VoodooChild
03-05-2004, 07:39 AM
-- yeah its a bit off topic. BUT, I dont mind.

I think I could proudly say, that if any one could put in well balanced, well thought out working vehicles in a mod, then
I'd say none other than the Day of Defeat mappers & Team would do it just that. Without a any doubt.

This is the coolest online game, even if it is HL1 Nothing's touched DoD's gameplay in the genre :)

voodoo.

CptMuppet
03-05-2004, 12:56 PM
LOL now ur tempting me to spam... :p
oh wait.........!

Yeah I remember when the 1.0 FGD came out prior to release, the entities weren't explained at first, and people were hoping the func_tank might be something special.

I suggested the slightly RTCW-E.T. idea of drivable tanks to destroy an objective; whilst the other team would try and destroy the tank to win the round. Sadly, I doubt we'll be seeing such a thing... I think valve are keen to hold back on anything too revolutionary, as to give people extra incentive to buy HL2.


I've been toying with the idea of a Vietnam mod or Commando mod (possibly SAS ops circa 1955-1974, when they were officially Black OPs); with stuff like escort, sabotage, sniper missions (camper fest :p), etc. This maybe something for HL2 ;)

Pvt.Jackson
03-05-2004, 12:58 PM
Originally posted by CptMuppet
I've been toying with the idea of a Vietnam mod or Commando mod (possibly SAS ops circa 1955-1974, when they were officially Black OPs); with stuff like escort, sabotage, sniper missions (camper fest :p), etc. This maybe something for HL2 ;) thats a good idea!

CptMuppet
03-05-2004, 01:14 PM
Really? Cool... maybe I should start up a mod team, before we see 6 million various war mods appearing for HL2.

My only worry would be that Vietnam is becoming rather popular for game design... then again there weren't many (well not known) SAS ops from around then which could translate into a game (although there would be a LOT of variety in scenery, and the FN FAL!). Actually fictional modern day Commando missions would probably work - with plenty of variety (e.g. "enemy forces are moving in on a Power Station with a Tank, take out the tank...").

Sorry I'm really steering this discussion away from topic...

EEK!

Mod dev isn't allowed on here either! (right?)


So urm err... I know, VC, you could use the monster_barney entity, but provide a TANK model as a replacement for the barney model - then you have a Moving Tank! Admittedly, it would be a tank with just a glock...

Perhaps the monster could have the bazooka only flag - so only bazookas could destroy it; set the flags to "pre disaster" so it can't be ordered by troops (LOL). Get the Barney-Tank to follow a set Path (info_path I think). Basically TEAM-A (either Allies or Axis - in this case just AXIS) must defend the tank en-route to its destination, whilst the other team must destroy it.

Using more that one tank would mean that the rounds wouldn't quickly deviate to repetitive strategies.

I mused with that idea for (what is currently just on paper) my next map dod_dunkirk (after my current WIP).

mistiq
03-09-2004, 01:05 PM
this is one of the sweetest maps i have ever seen, i mean i know its in the beta stage and still needs work but it is something that has needed to be worked on since the release of ramelle in 3.0
I cant wait for the realease of it and do have a few questions...

will you guys post the link to download it here on this thread? or will it be on another site we should know about? I will not ask when it will be released but i do want to know when the next testing is gonna be and how i can get a chance to test it?

Keep up the great work fellas and thank you for making this happen

VoodooChild
03-10-2004, 04:20 AM
Thanks, much appreciated mistiq. From now on though, the map updates, pics, etc will be posted on my personal web site http://voodoo.dssgr.net

Yeah, we'll post a release thread here when its done.

I personally want to wait until 1.2 comes out to see if a certain request of mine I made to Mugsy is carried through, as he said its on his "to do list". If that ends up taking too long then we'll just update it afterwards.

Just gonna be fine tuning to make sure the first release is solid, enjoyable and playable map on the grand total of 5 custom map servers (sarcasm). Our current build is nice, but not ready for a few small but rather annoying reasons.

On another note, Im very happy to see that the stats for th HL2 survey. They are very promising to me as a mapper, and even though theres a few rough spots r_speed wise for this map, Im more than confident it will play just fine for the "majority" of users, seeing as how the largest percentages of people have as good or better computer specs than me.

keep the peace,
Voodoo

gabagoo
03-10-2004, 08:40 AM
whats the objective of the map ? just cap flags ?

can you make it so you have to protect a certain paratrooper ? :D

Steel Blade
03-11-2004, 08:53 AM
Originally posted by gabagoo
whats the objective of the map ? just cap flags ?

can you make it so you have to protect a certain paratrooper ? :D

Can his name be Private Bryan?

Dying Robot
03-11-2004, 11:56 PM
wow, love the looks of it so far...hope to get to try it out soon.

travis
03-12-2004, 09:29 AM
release! release! release!

cLouTieR
03-14-2004, 04:55 PM
o my ... this looks absolutely astonishing! please release some more pictures or the actual map :)

fess
03-18-2004, 03:32 PM
beautiful map, any ideas of what kind of day/sky its gonna be? sunny preferbly like the film:p

cLouTieR
03-18-2004, 04:49 PM
any updates?

syl
03-18-2004, 09:27 PM
omg, i just tested this map out. it is so hot. theres one part where some fighter planes fly over the bridge. and theres another part where a tank crashes through like a wall and shoots open this ither wall. it was great fun ans shear brilliance.

{GL}DoubleD
03-18-2004, 10:31 PM
been watching this map's development for some time... really looking forward to it.... wish I could manage a playtest. lol... but.. I think I like the suspence of waiting. =b

[DF]Panzershrek
03-22-2004, 08:41 AM
I've been watching this map grow and change so much--all I have to say is, "wow".

Coming from a very odd clan-base, on behalf of the II 2.SS II, (all of which now includes me, myself, and I), we would like to congradulate you:

Congradulate You!

This map is looking so good--and for a mapper, Voodoo, I'm very proud you did not relent to certain pressures. (I.e., making this map not true to the movie, but making it true to the "omgz liek this mapis @ll liek, nto balanced!!1e").

Live your dreams mate--and you make everybody live them! :)

Oh yea, do you need someone in the sound department? For the axis victory, I could make circus music for you--or per...

Well I'm just bored. But if you need anything, plz ask kthx :)

Congradulate You!

Hehe Good work...again...

Congradulate You!

cLouTieR
03-22-2004, 03:51 PM
will there be any new pics or the actual release soon?

mistiq
03-24-2004, 02:58 PM
still around and still waiting patiently!

Golden Maven
03-28-2004, 03:31 PM
Will the "Tu Es Partout" song be playing out of the record player?

Mexikilla
03-28-2004, 05:16 PM
@Golden Maven: No, b/c they turned off the song when they prepared for battle.

@ Everyone else, please keep waiting patiently, we will update when we are ready so do not post on this thread unless it is a legitimite question like Golden Maven's.

Thanks for the support this WIP had gotten though ;)

Mr. Dig
03-28-2004, 06:15 PM
Originally posted by VoodooChild
Hey all,

Long time work in progress for me, in fact, since 3.1 was still out.
This is the culmination of 2 years, off and on. And its almost done. Now that things are on the stable side (please god, stay stable) I've gotten back to work on my maps and here is one of them.

The famous ramelle battle. without further ado: Screenshots (2)
They are a tad on the dark side right now. Still messing with lighting, skys, everything.

Outside the Church (http://www.geocities.com/pdrourk/dod_ryan_alpha_csa2.html?1073059028634)
Inside the Church (http://www.geocities.com/pdrourk/dod_ryan_alpha_csa2_02.html?1073058862986)

Special thanks to my help:
Mexikilla, Splinter, Klienluka, Hairy, Small Sumo, Speed Bean
--VoodooChild

Axis Approach (http://www.geocities.com/pdrourk/dod_ryan_alpha_srwg_02.html)

End of town (http://www.geocities.com/pdrourk/dod_ryan_alpha_srwg_01.html)

End of town as well (http://www.geocities.com/pdrourk/dod_ryan_alpha_srwg_03.html)

Screenshots: 1/26/04
DoD_Ryan_B1 Screenshots (10+) (http://www.geocities.com/pdrourk/DoD_Ryan_B1_February_2004.html?1075169741116)

Screenshots: 1/28/04
Bridge Overhead (http://www.geocities.com/pdrourk/DoD_Ryan_Bridge_Pictures.html?1075282493299)

Screenshots 2/4/2004
http://voodoo.dssgr.net/newchurch.JPG

Please make it so that we can jump off of this church.

fess
03-29-2004, 02:21 AM
hope its not too late, but will there be that hole in the wall, where they take the mg (where mellish gets stabbed in the room), and make it mg deployable if included. cause that part of the town/battle is quite a big part

VoodooChild
03-29-2004, 03:39 AM
eh, i dont like the idea of letting people jump out of the church, it allows certain views that I dont want people to have, even if it is "more accurate". It also creates a whole other serious of problems that I dont want to deal with.

Speirs,

lol, thats one of my favorite spots, of course the hole is there and yes you can deploy a MG ;)

And please people, when I have news, believe me Ill let everyone know. If you have specific questions that you want an answer to, you can just PM me.

Gameplay is similar to my fav custom map DoD_Push, once axis have taken a flag, then it cant be taken back, until the bridge is the last one and axis gain momentum, pushing the allies back to the base of the bridge "alamo". So far in the playtests, everyone liked the gameplay and map, but flag locations and balance are an current issue.

Im sorry its taking so long but theres a lot of expectations and feedback coming in and Im trying to address them as best as possible. But I am busy making my own custom textures for it, with "life" and other projects and its gonna just be a bit longer.

Thanks
Voodoo

Edit: The pics you see in the thread no longer resemble the map....IMO, its way F'n better. MUHAHAHHAHAH, im almost done.

cLouTieR
03-29-2004, 12:33 PM
will there be alot of impact crators and rubble piles to manovor in and our of?

Mexikilla
03-29-2004, 02:25 PM
not many, but I think the "main" craters that u see in the movie are there

[noclan]Operator
03-29-2004, 05:46 PM
I just saw this thread, the map looks polished. Good work.

Silverghost
03-30-2004, 01:37 AM
This map is looking great :D

fess
03-30-2004, 03:44 AM
ok voodoo, once the maps ready for release send it to me: speirs@dodec.hlgaming.com and i ll put it up

Zao
04-01-2004, 04:40 PM
Haven't checked this thread in ages, and I just saw that last pic of the outside of the church and I have to say the lighting is just perfect. Keep up the good work, and I'm looking forward to reinstalling Steam and DoD just to play this when it comes out ;)

Lonewolf_45100
04-02-2004, 03:36 PM
Cool statue.


<--Easily amused.

cLouTieR
04-13-2004, 09:20 AM
any news?

{GL}DoubleD
04-13-2004, 12:42 PM
I love the washed-out look the lighting gives the map, along with the high-contrast shadows, it actually makes it look like it's from a war movie. ^^

Mexikilla
04-13-2004, 01:32 PM
Originally posted by Mexikilla

Everyone else, please keep waiting patiently, we will update when we are ready so do not post on this thread unless it is a legitimite question like Golden Maven's.

Thanks for the support this WIP had gotten though ;)

Originally posted by Voodoo Child
And please people, when I have news, believe me Ill let everyone know. If you have specific questions that you want an answer to, you can just PM me.

Splinter
04-13-2004, 08:36 PM
Voodoo child where are you? Glad to see you and Mexikilla are still alive. :)

travis
04-13-2004, 09:53 PM
yes its about time you released that sexy map of yours :)

Cheeto
04-14-2004, 09:15 AM
Apparently no one noticed that Voodoo Child was banned...

Howitzer
04-14-2004, 10:59 AM
Originally posted by Cheeto
Apparently no one noticed that Voodoo Child was banned...

can I ask why?:confused:

Mexikilla
04-15-2004, 01:45 PM
From VoodooChild:

"I have been banned, I dont know why, and this has
prohibited me from updating news on dod_ryan, and will
continue to do so.

No administrator, moderator, etc, EVER informed me
what it was that I did wrong and why I am banned. Nor
did they ever reply to my emails asking for a
statement. Im sorry for whatever it is they think I
did for getting banned, and would really like to know
why.

Im sorry to the people checking on dod_ryan and my
friends here on the forums, and the private messages I
have recieved but unable to check.

I will update my website, http://voodoo.dssgr.net, and
unless my ban is lifted, all communication about
dod_ryan is going to have to be from Mexikilla.

Thanks,
VoodooChild"

We are currently trying to get in touch with the web staff to discover the details of why Voodoo was banned. Until then I know only the above information. Thanks for the continuing support this thread has gotten...

Rob
04-15-2004, 03:11 PM
Voodoo was removed after a complaint of racist comments in a PM argument. Leave it at that.

Insta
04-15-2004, 03:45 PM
Oh that Voodoo, always up to his tricks I tell you!

Quakah
04-15-2004, 03:59 PM
and when does he get unbanned? :D

Mortar
04-15-2004, 11:08 PM
First kiff, now voodoo ;[
/me is sad.

Splinter
04-16-2004, 12:39 AM
*Sigh* Iam very disappointed with VooDoo getting banned. I mean he contributed alot to the community and he is probobly sorry for his actions in the past.

I dont know why ***** decided to inform the Admins because i thought they worked it out along time ago. He said he was sorry in the first place for their little arguement and banning him for something he did in the past is like punishing an Adult for their actions when they were a child. :rolleyes:

But thats all i know about the banning, maybe im right or maybe im wrong. I dont know but i hope the admins and all their wisdom will decide to unban one of the greatest contributer to the community. :)

Hope to see ya soon Voodoo :)

EDIT: ***** means the person's name, not smething bad.
So i hope u guys didnt take it the wrong way :)

Silverghost
04-16-2004, 02:10 AM
...

PM's are just that. Private messages.

But oh well. Voodoo abused and got what he deserved. Good job Voodoo :rolleyes:

S-Bolt--
04-16-2004, 04:28 AM
i just think a bazd thing about dod, but that was actually the truth, so they banned him -_-


thats usually how it goes these days :s




too bad, was looking forward to this map :(

Craftos
04-16-2004, 04:33 AM
So, who ****** is, hm ?

Insta
04-16-2004, 06:09 AM
Originally posted by Craftos
So, who ****** is, hm ?

The knights of the round table?
I'm bad at guessing :(

Zao
04-16-2004, 08:02 AM
Originally posted by Mortar
First kiff, now voodoo ;[
/me is sad.

Kiff wanted to be banned and as much as said so. If you saw what he was posting then you wouldn't be quite so sad. I think he snapped.

Mythic_Kruger
04-16-2004, 08:21 AM
Hmmm private messages are supposed to be private.

Zao
04-16-2004, 08:37 AM
Originally posted by Mythic_Kruger
Hmmm private messages are supposed to be private.

Not if they're harassing, inappropriate unwelcome PM's. I've had this happen to me and the user who was perpetrating it did, in fact, get some heavy flak over it and had to undergo an identity change so to speak. We get along just fine now, and to see him post, you'd never know he was acting like a 'tard to people when he first got here.

fess
04-16-2004, 08:49 AM
well this is ****ing great is'nt it, finally a decent spr map is on the verge of being released and then the mapper gets banned :mad:

Zao
04-16-2004, 08:54 AM
Doesn't mean he can't work on it, or even that it won't be released here. Relax, man. When it's done, I'm 100% sure we'll get the word :)

fess
04-16-2004, 05:46 PM
well, i hope your right, i ve been waiting for this map like its christmas :(

syl
04-20-2004, 05:33 PM
ITS A CONSPIRACY!! the dod offical mappers thought that this map would destroy all of theirs so just to keep their reputation they BANNED voodoo.


lol, ya nevr know

[DF]Panzershrek
04-25-2004, 12:55 AM
Wow...poor Voodoo. Well, I'll enjoy what I can! :)

Oh yes. Mexikilla; how are things? Map or otherwise?

Mythic_Kruger
04-27-2004, 08:34 AM
It's time to get one of us banned! KliKulachild is not a kraut he's an *******! racism oh yeah

cLouTieR
04-27-2004, 12:04 PM
ive been checking this site and the voodoo map site - and not update on either. is it still coming along? and when will it be released?

kleinluka
04-27-2004, 12:38 PM
Originally posted by Mythic_Kruger
It's time to get one of us banned! KliKulachild is not a kraut he's an *******! racism oh yeah

I also chain babies to my bed when nobody is watching. :D

fess
05-14-2004, 09:04 AM
any of voodoos team, can you tell me if this map is going to be released? cheers

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.