Release: dod_tobruk (beta)


Bleibringer
01-28-2004, 10:24 AM
Hi mates! :D

I have finished the first beta of dod_tobruk.
Pics can be found here:
http://dodmaps.ngz-network.de/?site=news/shownews.php&news_id=310
or in the Wip-Thread:
http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=14124

Mapdescription:

Background: coming with dod_tobruk final version...

Hint: Objectives are divided in TWO phases !

Axis Objectives:
-Phase I- Destroy the 2 tanks to capture the allied
Defense-Line by using the "Sprengladung"
located in the OPEL-Truck.
You have 10 minutes to accomplish "Phase I".
-Phase II- Locate the entrance to the
village .
Capture and hold all flags to defeat "Desert Rats".
Prevent Allies from destroying the gate near the
bunkers [gate can be destroyed by bombing the two columns].

Allied Objectives:
-Phase I- Defend the D-Line for 10 minutes by preventing
Axis from bombing the 2 tanks.
-Phase II- If you lose the D-Line fall back to the village.
Locate the TNT [marked on map] and destroy the gate near
Axis bunkers to cut off "Afrika Korps"
supply [gate can be destroyed by bombing the two columns].
Slow-down Axis advance by re-capturing the flags
[Note: Allies canīt win by capturing flags !].

Notes:
Axis: Use radio - during "Phase I" - to call air-support.
Allies: Use mortar in the trenches during "Phase I"



Note:
-Sturmbot waypoints (thx to Godcha ;) ) are included.
Map will not be running well with dod 3.1, so when playing with bots, make sure using bots with steam.


Allready changed for next version:

-swapping german Tigers with crusaders [crusaders not available yet] (made by Flomatic :) )
-some high_poly models replayced by lower ones. This will increase the fps.
-added a 2 man Flag in the middle of the Village (2. Phase).
-added more tnt for brits and Geballte Ladung for axis.
-added bigger marking (tnt location for brits) in the overview
-Tanks and Collums take longer to blow, plant time 3-5 secs.
-More cover at axis start (Phase 1)

More changes will come, depends on how much u guys are criticizing.

Download: (thx for Mirror)
www.dodmaps.de (http://dodmaps.ngz-network.de/pafiledb/pafiledb.php?action=file&id=204)
www.lanmaniax.com (http://lanmaniax.punkassfraggers.com/maps/html/dod_tobruk.htm)
www.dssgr.net (http://dssgr.net/pafiledb/pafiledb.php?action=file&id=126)


U can play the map on [u]213.202.195.128:27015 CCS | DOD CustomMaps World [FF on] by NGZ-Server.de

ThX @ GermanKilla and dodmaps.de for hosting and running map on server :D ;)

Comments are welcome

greetz
Blei :)

Bleibringer
01-28-2004, 10:26 AM
Credits and ThX:
----------------

======================
Waypoints:
by Godcha
======================

======================
Sounds:
by RonnieJamesDio and me
======================

Models:

======================
opel, radio
by flomatic
Wip: palms, tanks
======================


======================
Geballte Ladung:
by Flammenwerfer
======================


======================
Anderson's Armored 88
Model Name: desertamored88
Standard 88 Stock Model: DOD Team
Armor: Unknown
Additions and Tweaks to stock 88:Anderson
Skin: Division_Azul
======================


======================
Stuka_Skins
Skin: Division_Azul
======================


======================
Palms (for this beta):
by Ginsengavenger
======================

======================
Table:
by DK
======================

======================
P4 and Marder-reskin:
gtnw|Baldrun
======================

======================
custom-Object_icons:
by gtnw|Baldrun
======================


======================
sky
by Blade
======================

Special ThX to:

gtnw|Baldrun for Background-Infos and inspiration

www.dodmaps.de, [DM]German Killa and Community, ccs-Clan, for betatesting my maps and running the Server
www.dodmaps.com (Rotkopf)
the Community of www.dayofdefeat.com
www.lanmaniax.com

Greetz to:
the Community of www.kustomkettle.com
the Community of www.dayofdefeat.de
Division_Azul and www.dodrules.net
Trail|Duck (Ducky, i hate u alte Sau :D )

Quakah
01-28-2004, 10:26 AM
sweeeeeeet /downloading

RA7
01-28-2004, 10:41 AM
SWEEET!!! DL ING and adding mirror asap !!

Apoc
01-28-2004, 10:45 AM
SWEEEET!!:D

swordzkof
01-28-2004, 12:13 PM
Excellent!

Speed Bean
01-28-2004, 12:24 PM
State side mirror:

http://dssgr.net/pafiledb/pafiledb.php?action=file&id=126

Don't have to worry about knowing where to install the installer finds it for you.

Draft Dodger
01-28-2004, 12:59 PM
RELEASE!! Ooh, gotta have a lan party on Fri/Sat now...

Ginger Lord
01-28-2004, 01:12 PM
15mb!

/56k Modem dies

mXed.dk
01-28-2004, 01:19 PM
ahh... nice
gotta play it

ps. its nice to some can get the palm trees working, hehe
because i cant

mXed.dk
01-28-2004, 01:23 PM
uhh... and a nice installer

Howitzer
01-28-2004, 01:49 PM
Wow great work Bleibringer and Company! You certainly accomplished what is probably the most ambitious Half-life map ever. And the beta2 additions sound really good as well.:)


Go official! Go Go Go Go Go Go! ;D

BTW- does the Geballte Ladung = the Potato Masher Cluster?:confused:

Neutrino
01-28-2004, 02:00 PM
yah, this map sweeps all the others. I love the ambiences, and the stuka dives are amazing, especially the one in the back during phase 2. The atmosphere is CRAZY!

Speed Bean
01-28-2004, 02:19 PM
We are now running dod_tobruk_b1 all day on DSSG Server7 208.255.181.185:27015 !!! Been waiting for this map for some time now!! YAY!! It is finally here!!

Cheating Death is need to get on our Server 7. The rest of our servers don't use cheating death.

J69L
01-28-2004, 02:39 PM
whoooooweeee...
great work blei...but my sound isnt includet yet....:(

VoodooChild
01-28-2004, 03:11 PM
Cant wait to play, and Congrats on finishing it. Ive been looking forward to your map for awhile.

VoodooChild

Speed Bean
01-28-2004, 03:15 PM
I found only one thing wrong so far. I think you mean defend the columns not prefend.

VoodooChild
01-28-2004, 05:20 PM
Feedback:

I enjoyed the map, with few concerns Id like to address.

1. The ambience in the beginning is very loud, and somewhat obtrusive to gameplay as it is a wee bit distracting. More and more, I find myself using 'stopsound' on almost any map. Pehaps lowering the amount of sounds going on would be better.

2. I found the tunnels somewhat uneasy to navigate, even though there are green lights for exits, the darker areas are so pitch black that you can get lost very easy. Perhaps making a line of lights found in mine shafts or tunnels would be good.

3. Swap the tanks like you mentioned.

4. The axis can wipe out the british holding the line WAY too easy with the air strikes. It doesnt seem that the british artillery/bombs hitting the axis area do much. Perhaps making the target area around the Marder tank with the radio would be more effective.

just suggestions. Good map.

Voodoo

mXed.dk
01-29-2004, 06:01 AM
i played it for a houre and non of the teams have captured the flags in village

is it just me or i this map big ??
i couldnt find the flags ?

can i use your palm trees ?

but a very good map

go official !! :p :p :D

travis
01-29-2004, 06:18 AM
been waiting for this a long time, it looks damn sexy - i only hope that gameplay lives up to everyones expectation, GW!

swordzkof
01-29-2004, 07:50 AM
You may now play this map on the Kustom Kettle . . .


:cool:

Cpl.1nsane
01-29-2004, 08:21 AM
Yay its out fianlly. Ive been waiting ages for this to be released. I'll dl when i get home from school :)

Bleibringer
01-29-2004, 08:48 AM
Hi.

Thank u all for comments so far.

@ Howitzer
lol... yes, u can use it for mashing potatos or destroying tanks

@ J69L
Your sounds come with the next version...thats for sure ;)

@Speeds Bean
Damnit... me and my english :D . I mean "prevent" Allies from destroying...

@ VoodooChild and all
If the ambience sound is to loud, swap the "bl_tob_ambst.wav" with a "singin' birds" sound of your choice hrhr :p ; serious: maybe I should decrease loudness !?!

@mXed.dk
I think thereīs no problem using the palm-mdls; but donīt forget to give credits to the creator "ginsengavenger"...

@all
The "D-line-job" must be hard for the Brits.
It was my intention that Axis capture the D-Line quite often...of course I tried/will try to balance "Phase II" as much as possible.
So, if U find any unbalancing during "Phase II" please report here...

mXed.dk
01-29-2004, 09:07 AM
the model i got from ginsengavenger
aint the same as the once u are using
in tobruk

and i cant get the once i got form gins
to work, no model is shown in hammer
and yes i have 3.5, and the newest
fgd

Quakah
01-29-2004, 09:36 AM
if you've downloaded this map, you'll have the models(duh), maybe they are submodels, try to check for submodels.

mXed.dk
01-29-2004, 10:13 AM
there is no submodels in the palm model bleibringer is using
and it still dont work

and if i try to compile and play it says Mod_NumForName C:/programmer/Games/Steam/......

floMatic
01-29-2004, 11:38 AM
or you wait for the tobruk b2 palms ;)

travis
01-29-2004, 05:08 PM
the left tank dissapears as you get to the trench on the left hand side, HL bug. i expected this map to have major FPS issues but it ran awesome for me. well done mate you have proved yourself a great mapper.

Strider
01-29-2004, 09:01 PM
Question, why are their Tigers Protecting the D-Line?

Godcha
01-29-2004, 10:54 PM
Originally posted by Canuck
Question, why are their Tigers Protecting the D-Line?

this is still a beta!

there will be british tanks in the final version.

the tiger tanks have about the same e-poly size like the new ones.

flomatic is still working on the new tanks!

:)

Darkwing
01-30-2004, 02:55 AM
a good salute to the brave aussies that held Tobruk for many months, encircled by Rommels africa corps, with a lack of ammo, supplies and food. If only there was an australian class in dod. :)

i love it.

Draft Dodger
01-30-2004, 01:47 PM
I did a quick search and found some Africa player models:

German Afrika Korps by Preston
thread (http://www.dayofdefeat.com/forums/showthread.php?s=&threadid=12791)
Picture 1 (http://home.comcast.net/~palatin/collage2.jpg) 2 (http://home.comcast.net/~palatin/dak.jpg)
Download (http://home.comcast.net/~palatin/DAK.rar)

German Afrika Korps by ||held||bOnd
link (http://dodec.hlgaming.com/filedb/pafiledb.php?action=file&id=820)
Picture (http://dodec.hlgaming.com/images/afrika_cor.jpg)

British North Africa Commandos by Canuck
Thread (http://www.dayofdefeat.com/forums/showthread.php?s=&threadid=15493)
Picture (http://dodec.hlgaming.com/images/5thcomCC.GIF)
Download (http://dodec.hlgaming.com/filedb/pafiledb.php?action=file&id=786)

There was also a nice looking [WIP]Desert Rats by John Doe, but no download. Thread here (http://www.dayofdefeat.com/forums/showthread.php?s=&threadid=13029).

Strider
01-30-2004, 02:39 PM
I will update my North Africa player models soon...

Howitzer
02-01-2004, 11:15 AM
Couple suggestions:
-Reduce the ambience volume in phase 1 slightly
-in the passage way from phase 1 to phase 2 eliminate the flashing lights... I swear I was watching a japanese animation while having seizures :/ or atleast put a warning in the readme
-maybe put some .30 cals on the D-line for the Brits to use since they lack a good mg to hold out the Germans

Never the less great map, can't wait till beta2!

Capt Winter
02-01-2004, 12:15 PM
MGs are a good idea, the lights i liked my opinion is keep em. Why are the tanks tigers, someone prob ask this but why?

mXed.dk
02-02-2004, 12:42 AM
Originally posted by Capt Winter
MGs are a good idea, the lights i liked my opinion is keep em. Why are the tanks tigers, someone prob ask this but why?

form Godcha:

this is still a beta!

there will be british tanks in the final version.

the tiger tanks have about the same e-poly size like the new ones.

flomatic is still working on the new tanks!

Bleibringer
02-02-2004, 08:42 AM
Hi!

Firstly, nice to hear about working on afrikamodels, mates ! thx 4 the links...

I'm already working on a different Version of Tobruk (2. Phase)
-Phase II will be changed COMPLETELY !

Moreover:
-modifying [2loud ?] background-sounds
-deleting flickering red light :*(
-etc.

luv u all
Blei :D

RA7
02-02-2004, 08:51 AM
GO GO GO !!..:-)

mXed.dk
02-02-2004, 09:10 AM
blei !!!
look in the models thread !!
i have posted somthing

Shane
02-02-2004, 11:14 AM
Originally posted by Bleibringer
Hi!

Firstly, nice to hear about working on afrikamodels, mates ! thx 4 the links...

I'm already working on a different Version of Tobruk (2. Phase)
-Phase II will be changed COMPLETELY !

Moreover:
-modifying [2loud ?] background-sounds
-deleting flickering red light :*(
-etc.

luv u all
Blei :D

Blei, hope you don't change it too much! :) We just put it on the server and I was going to do a test for it on ~ Wednesday, at this point, should I just forget it?

Some brief comments:
*Please please please do not make instructions to the player lay on the same line as the crosshair.
*One thing, if you were to alter it a lot (and I'm not saying you should, rather, "if") you could make it an assault map (Glider/Charlie) where the Germans have to take 4-5 objectives.
*I agree on the red lights, but you don't need to remove them, just get rid of the strobe effect, like the "red tunnel" on Glider.
*The grenade-thing (sorry, forget the proper name) that the Germans need to det the tanks.... Can you provide more or up the respawn rate? When playing w/ large numbers its sucks to have 3 people who don't know what they're doing take them and die in some remote place or w/out sharing where they are. That's a great model BTW. I'm not too versed in WWII ordnance, but if that's based on a real weapon, I'd hope the DoD team would use that model to replace the generic "TNT" model they use for the Germans.

I've only gotten to play it a couple hours so far, but it's a lot of fun and everyone really liked it.

I know its not polite to ask for dates, but maybe you can tell us the % complete on b2?

Bleibringer
02-03-2004, 08:54 AM
Hi!

Blei, hope you don't change it too much! We just put it on the server and I was going to do a test for it on ~ Wednesday, at this point, should I just forget it?
Changes for the next version are quite big; changed complete objectives for PhaseII - itīs up to you if itīs worth making a playtest with the first beta...

Please please please do not make instructions to the player lay on the same line as the crosshair.
Already changed/fixed :)

*One thing, if you were to alter it a lot (and I'm not saying you should, rather, "if") you could make it an assault map (Glider/Charlie) where the Germans have to take 4-5 objectives.
Yep, thatīs my plan 4 the next version... ;)

*The grenade-thing (sorry, forget the proper name) that the Germans need to det the tanks.... Can you provide more or up the respawn rate? When playing w/ large numbers its sucks to have 3 people who don't know what they're doing take them and die in some remote place or w/out sharing where they are. That's a great model BTW. I'm not too versed in WWII ordnance, but if that's based on a real weapon, I'd hope the DoD team would use that model to replace the generic "TNT" model they use for the Germans.
The grenade-thing is called "Geballte Ladung"; Axis bundled up several "Stiel-Granaten" used 4 anti-tank-weapons or 4 blowing massive targets.
At this time I canīt place more of them, sorry. One model alone has about 2300 e_polys, probably thats why the DevTeam will not include īem into dod.
But flomatic is already modelling some low-poly ones, as soon as I get īem I will place more "Geballte Ladungen" at Axis spawn.

I've only gotten to play it a couple hours so far, but it's a lot of fun and everyone really liked it.
THX - nice to hear :)

I know its not polite to ask for dates, but maybe you can tell us the % complete on b2?
Yes, roundabout 90%.

greetz
Blei

Shane
02-03-2004, 10:55 AM
Great reply Blei! :)

I'll wait for b2 and we'll test that for you. I'm very stoked you're going the Assault route. That's definitely my favorite style of map and there just aren't enough of them!

Can't wait to see b2!

Silverghost
02-03-2004, 02:43 PM
When the tanks fire, the smoke sprites comes from the middle of the tank, not the barrel tip. When thats fixed, find a better sprite :)

Tunnels are confusing at first, but I kinda figuered them out. And make the red light pulsate slowly, not flicker.

Ginger Lord
02-03-2004, 04:04 PM
Lovely map but:

Red and Green lights give me seizures everytime I'm in the tunnels

:o

I would like to keep my hearing intact for the first 10 minutes, I shouldnt have to use stopsound. Lovely atmosphere but a tad to loud. Maybe half the mortar fire rate but they do double the damage?

Gurkha
02-04-2004, 05:41 PM
I seem to be dying an a random basis...
Presumably this is an anti-spawncamping measure.

Can we have a message to tell us that we're about to get killed if we take another step?

-Gurkha

Shane
02-05-2004, 11:23 AM
Blei, maybe some of this stuff is no longer relavent for the b2 version, but a few more comments...

1. The Brit TNT on the 2nd half of the map... more of it please or make it respawn more quickly.

2. Please make it clearer where the axis CAN'T go as they approach the British spawn area. I think this is Gurka's problem as well.

Again, looking forward to b2. :)

Bleibringer
02-08-2004, 11:03 AM
Latest news:

I intend to release a 2nd Beta within the next few days.

Some changes to mention:
- changed the redlight-thing
- changed sound on the battlefield [Phase1]
- (@ Shane :) )Brits donīt have to destroy a target any more; changed Phase2-objectives
- added spawn protection warning
- replaced some high-poly models with low-poly ones
- still not implemented british tanks; still waiting for the "right"-ones

greetz
Blei :)

Shane
02-18-2004, 12:45 AM
Blei, had just played this a couple times lately, so a few more thoughts...

1. If you still have the basic architecture of the 2nd part, consider removing the chain link fences. It may be accurate to the war, but it doesn't "feel" like it. Sorry, I can't offer any ideas as far as alternatives.

ok, well, that was all, lol. :)

Can't wait for the next beta.

[HF]Spider
02-27-2004, 05:22 PM
I intend to release a 2nd Beta within the next few days.

Status Update Request



Spider Asks Politely

Bleibringer
03-08-2004, 07:43 AM
Hi Mates,

dod_tobruk_b2 is out now.
I have made several [massive] changes compared to the first beta.
For detailed changelist read text below and threads above.

Axis Objectives:
-Phase I- Destroy the 2 tanks to capture the allied
Defense-Line by using the "Sprengladung"
located in the OPEL-Truck.
You have 8 minutes to accomplish "Phase I".
-Phase II- Locate the entrance to the
village [underground].
Capture and hold all flags to defeat "Desert Rats".
You have 12 minutes to accomplish "Phase II".

Allied Objectives:
-Phase I- Defend the D-Line for 8 minutes by preventing
Axis from bombing the 2 tanks.
-Phase II- If you lose the D-Line fall back to the village.
Prevent Axis from gaining control of the village.
Slow-down Axis advance by re-capturing the flag located in
the shed; itīs the only flag captureable by Allies.
You have 12 minutes to accomplish "Phase II".
[Note: Allies canīt win by capturing flags !].


Waypoints are included, thx to Godcha :)

Pictures and download:

http://dodmaps.ngz-network.de/?site=news/shownews.php&news_id=341

thx 2 GermanKilla @ dodmaps.de 4 hosting and running map on server !

Server - IP: 213.202.195.128:27015

Comments and suggestions for improvement are welcome - thx :) .

Greetz Bleibringer

VoodooChild
03-08-2004, 07:48 AM
Blei --

thought B1 was really great. Very nice and very different, which is ub3r cool in my book.

My only real 2 complaints where that it was really really loud (wich is cool and warlike, but after awhile just gets a bit distracting) and was a bit too easy for brits to pick axis off on the way up.

These look to be fixed and should turn out to be a solid map.

Ill download the map and check back with ya.

Voodoo

mXed.dk
03-08-2004, 07:56 AM
yyyaaaa !!
great !

RA7
03-08-2004, 10:15 AM
GREAT !!, adding mirror NOW !!!....

Godcha
03-08-2004, 10:51 AM
here a short info about the included waypoints:

In Phase I
- axis bots pick up the tnt and blow up both tanks
- axis bots call for an air-stricke
- no sniper- & guard-spots for the axis
- brit bots use many sniper- & guard-spots
- brit bots defend very well
- brit bots use the mortar
- both teams use a lot of routes

In Phase II
- axis bots capture all flags
- axis bots use some sniper- & guard-spots
- brit bots defend very well
- brit bots use many sniper- & guard-spots
- both teams use a lot of routes

i recommand it, to play it with "formsquad off" ---> open console and type "formsquad 0"

enjoy ;)

p.s.: thanx to Bleibringer for let me creating some exclusive waypoints :D

Cyber-Surfer
03-10-2004, 04:42 AM
Adding to:

Mutual-Destruction 24 Player DoD Server
69.41.241.247:27016


(Using sv_urldownload for custom map downloads.. :) )

Cyber-Surfer
03-29-2004, 09:13 PM
Well B2 of this is runing.. Gotten a few bit of play, not alot.. Not sure I like the objective changes from B1.. any news on updates or whatnot for it?

Day of Defeat Forum Archive created by Neil Jedrzejewski.

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