[Rel] dod_base


Sly Assassin
11-06-2004, 12:39 AM
Right dod_base is ready for a beta release to the masses, I'll continue working on the map but I want people to play it and give me feed back.

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dod_base

Created by Ricky 'Sly Assassin' Williams

Somewhere in France 1944.

American Paratroopers have been dispatched to attempt an airborne raid on what is believed to be an Axis underground research facility into developing the v2 rocket system. The raid must succeed or the Axis may develop better rocket systems and cost us many more men and equipment.
The only available landing zone is one mile from the base's enterance, you and your men must fight through the defences and capture all the defence sectors along the way and finally capture the enterance to the underground research facility. Also if you are able to destroy the Radar site fighter-bombers will be able to assist your efforts.

Objectives:

Allies:

- Capture all the flags within 15 minutes
- Destroy the radar site to allow the fighter-bombers to attack

Axis:

- Capture all the flags
- Or Defend the Base for 15 minutes

Notes:

- When the Radar is destroyed Allied Fighter-bombers will attack
- Some walls can be blown up using tnt to access areas in order to flank some sectors
- Mortars are useable by Axis players and fire into the sector they point toward

Credits:

Models:

- Tolchock, Flo_matic, Trp Jed, dod dev team

Textures:

- Mikezilla, Kleinluka, Watchtower, inw, Tolchock, Fuzzdad

General Credits:

I'd like to thank everyone at the WWW.Dayofdefeat.net offical forums mapping section for all the help along the way and I'd also like to thank Chris (Unreal*) for all his help for my many thousand of newbie Q's. I doubt I'd be here mapping if it wasn't for him.
Also Random, for hosting my screenies and map. The .|OC|. OverCooked boys for ideas, comments and so on (visit them at http://www.gpforums.co.nz/forumdisplay.php?s=&forumid=7650 ).

Contact details:

All enquires and bug reports should be emailed to Racktor@hotmail.com

Good luck and frag on Ladies and Gents....
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Download Link:

http://www.overcooked.shyper.com/my...se/dod_base.zip
http://expesports.com/files/pafiledb.php?action=file&id=1

Screenshots:

http://sly.expesports.com/screenies

Res file

dod_base.wad
models/mapmodels/jed_deciduous_trees01.mdl
models/mapmodels/ae_medbush.mdl
models/mapmodels/ae_smallbush.mdl
models/mapmodels/cindergibs.mdl
models/mapmodels/tol_hanomag2.mdl
models/mapmodels/flo_hawk_opel.mdl
models/mapmodels/jeep1.mdl
models/mapmodels/tol_cckw1b.mdl
models/mapmodels/jed_kwagen_camo_dmg.mdl
models/mapmodels/flo_radio.mdl
sound/ambience/alarm.wav
models/mapmodels/p51.mdl

Any constructive crit is welcome and also some more hosts.

Thanks alot guys

RA7
11-06-2004, 04:26 AM
It needs more work.
The road and the hedges look a bit too blocky and unrealistic.
The rest looks ok.

Neutrino
11-06-2004, 07:32 AM
I would add the hill models behind the hedges with a few bushes *in* the hedges to make it looks a little more...real? Smoke needs to be less dense or whatever (because it looks like youve got a lagger), and I would give a quicker fading time, because it looks like a water streak going, up of blackness. not a lot of cover either.

ill download it now and respond more later

Inch
11-06-2004, 10:37 AM
Back in the prehistory. When DoD was far from grown (okay, it was back in august 2002) I released a map called dod_v2base.

When I read your map info it feels like an exact copy of what I did.

Then again: your screenshots are far from what I did. My v2base was in a ravine and there was an axis HQ in a mansion with axis V2 plans and some 'secret' hallways between them. There was even a cave that led to the base.

Anywayz. It's been a long time. I hoped to rework the v2 map but irl stuff and steam only made me turn away from steam.

Would be great to see how this map evolves...

Sly Assassin
11-06-2004, 03:14 PM
Thanks alot for the feedback guys, Like I said its still being worked on and I want all the feebabck on things as it progresses.

I'm currently working on adding more cover, making the hedges look less 'blocky' and a few other bits and pieces.

Keep the feedback coming in and I'll see how it evolves from here :)

SWK
11-06-2004, 05:27 PM
I got an error when I tried to load the map:

Mod_NumForName: models/mapmodels/tol_hanomag2.mdl not found

Sly Assassin
11-07-2004, 12:25 AM
Originally posted by Star Wars Kid
I got an error when I tried to load the map:

Mod_NumForName: models/mapmodels/tol_hanomag2.mdl not found

I'm working on fixing the problem now just used ripents to start finding the offending model

Sly Assassin
11-07-2004, 04:26 AM
Ok the problem with the map not finding a certain model namely the tol_hanomag2 model have been fixed in the zip file. If you've already downloaded the map copy the tol_hanomag3.mdl file are rename it to tol_hanomag2 and your problems will be solved.
Sorry about the trouble with it.

Omni One
11-07-2004, 08:23 AM
I've tried Firefox & IE, neither browser will open the sight where your map and pics are. Can anyone provide a mirror link?

Neutrino
11-07-2004, 08:39 AM
playing the map, there are some odd things and problems

1. lol. man is that smoke ever pug fugly. It looks like a spiral of water when its moving. Fiddle with its properties.

2. U should have a horizontal path cutting through all 3 main roads, because those roads are way too long without any choices to get off. It can be dominated by either sniper or mg.

3. Add more cover. rocks, trees, vehicles, small houses...ect

I have yet to play in a server with people yet, so ill comment on that later.

Sly Assassin
11-07-2004, 02:35 PM
Originally posted by Neutrino
playing the map, there are some odd things and problems

1. lol. man is that smoke ever pug fugly. It looks like a spiral of water when its moving. Fiddle with its properties.

2. U should have a horizontal path cutting through all 3 main roads, because those roads are way too long without any choices to get off. It can be dominated by either sniper or mg.

3. Add more cover. rocks, trees, vehicles, small houses...ect

I have yet to play in a server with people yet, so ill comment on that later.

1. Fiddling with the smoke for v2 of the map, I didn't like it either but I wanted the map out for testing and comments

2. I'm considering shortening the longer roads, plus I'm going to add alot more side paths aswell.

3. More cover is in the workings, ie ditches, trees, rocks, craters, etc but no small houses are this is meant to be a secret base area and civilians wouldn't be allowed to live in the area.

Thanks for the comments there Neutrino, this is the kind of stuff I need as its my first map release and I want to get things working right.

Sly Assassin
11-07-2004, 02:37 PM
Originally posted by Omni One
I've tried Firefox & IE, neither browser will open the sight where your map and pics are. Can anyone provide a mirror link?

Mmm they're still working for me atm, though I think tomorow it may well be down due to Random shifting hosts or something.

Sly Assassin
11-11-2004, 11:31 PM
Heres a link for downloading dod_base_v1 the original link has gone down due to the server changing hosts of something like that.

http://www.overcooked.shyper.com/my...se/dod_base.zip

site may also go down from time to time aswell.

Also I was wondering if I'd be able to find a mirror for my map?

travis
11-11-2004, 11:34 PM
yeah as i sadi to you i am changing hosts, so i wont have anything online for a couple of weeks as im renting my own box ;)

travis
11-16-2004, 12:07 AM
nice to see this one on the kettle ;D! gw bro

Gorbachev
11-16-2004, 01:46 AM
What's the deal with that anyway...it's sort of but not really on the kettle.

travis
11-16-2004, 02:22 AM
hmmmmm download disabled - perhaps a last minute problem with the map?

swordzkof
11-16-2004, 08:48 AM
Yeah, the Allies can't spawn after the Axis capture the center flag . . .

travis
11-16-2004, 09:11 AM
well i do know sir sly assasin is on dialup so maybe there wasnt other people there during tests.

Sly Assassin
11-16-2004, 11:36 PM
Originally posted by swordzkof
Yeah, the Allies can't spawn after the Axis capture the center flag . . .

errm ok thats werid I never found that problem, I'll recheck that later on tonight and see if it works fine or not, I'm pretty sure it was fine.

travis
11-17-2004, 10:49 AM
finally had a chance to have a good run round, ummm here goes a bit of constructive critticism i hope ;)

Some pretty bad and very noticeable vis errors going on here :O
i can see how you have done these bunkers but i think the brushwork needs to be improved slightly, you can always tie the brushes to func_wall's and they wont affect vis - generally you get little or no vis errors doing it this way - of course they wont cast shadows but that can be fixed by a null brush which is invisible to players also i dont know if it was your intension or not but you can get up on the edges of the bunkers.
http://ice.prohosting.com/anotrav/base2.jpg
http://ice.prohosting.com/anotrav/base3.jpg
http://ice.prohosting.com/anotrav/base9.jpg

ummm textural issues, drop these func_illusionary brushes dwon by a unit or 2 to avoid the start of the tile showing ;)
http://ice.prohosting.com/anotrav/base6.jpg
http://ice.prohosting.com/anotrav/base7.jpg

house of mirrors, pretty obvious ;) refer to minimap for position
http://ice.prohosting.com/anotrav/base2.jpg

another vis error
http://ice.prohosting.com/anotrav/base5.jpg

okay in this screenshot i dont think i did a very good job of showing it but at this bunker there is something invisible you can walk up - i walked into and around it and i must say its not a simple brush its pretty complex, very nasty.
http://ice.prohosting.com/anotrav/base8.jpg

ummm also another thing which i think could use improving would be the ability to cap the flags when your inside the tank, i cant see why you wouldnt tbh.

i hope this helps bro, keep at it and it can only get better. I'll refrain from commenting on the size :O

travis
11-17-2004, 10:52 AM
i hope these pics work for you, some people had trouble viewing the second time - if you rightclick -- > save as you can get em, damn free hosts :P couple more weeks and ill be back in business thank god.

Sly Assassin
11-17-2004, 11:43 PM
Originally posted by RaNd0M
finally had a chance to have a good run round, ummm here goes a bit of constructive critticism i hope ;)

Some pretty bad and very noticeable vis errors going on here :O
i can see how you have done these bunkers but i think the brushwork needs to be improved slightly, you can always tie the brushes to func_wall's and they wont affect vis - generally you get little or no vis errors doing it this way - of course they wont cast shadows but that can be fixed by a null brush which is invisible to players also i dont know if it was your intension or not but you can get up on the edges of the bunkers.
http://ice.prohosting.com/anotrav/base2.jpg
http://ice.prohosting.com/anotrav/base3.jpg
http://ice.prohosting.com/anotrav/base9.jpg

ummm textural issues, drop these func_illusionary brushes dwon by a unit or 2 to avoid the start of the tile showing ;)
http://ice.prohosting.com/anotrav/base6.jpg
http://ice.prohosting.com/anotrav/base7.jpg

house of mirrors, pretty obvious ;) refer to minimap for position
http://ice.prohosting.com/anotrav/base2.jpg

another vis error
http://ice.prohosting.com/anotrav/base5.jpg

okay in this screenshot i dont think i did a very good job of showing it but at this bunker there is something invisible you can walk up - i walked into and around it and i must say its not a simple brush its pretty complex, very nasty.
http://ice.prohosting.com/anotrav/base8.jpg

ummm also another thing which i think could use improving would be the ability to cap the flags when your inside the tank, i cant see why you wouldnt tbh.

i hope this helps bro, keep at it and it can only get better. I'll refrain from commenting on the size :O

Cheers for the feedback bro, I know theres alot of smallish vis errors, like on the tower how it sticks out abit I'll fix those in the next release been working on some of those things.

I've redone the func_illusionarys from scratch and I think that problems sorted.

House of Mirrors is fixed

As for getting on the edge of the bunkers that due to the compiling process unfortuantly, I may try converting them to func_walls and see if that stops the issue of getting into the air abit on them. But before I covered the top of the bunkers in clip you could actually walk right up onto the very top of the dam things.

v2 of base is looking alot better already, alot of the small vis issues are fixed, added some new areas, added textures to areas where you could see null texture - ie on hill near radar site and second flag from allied spawn.
I'm trying like crazy to figure out the best placing for hint brushes as theres one spot over by the radar site that spikes very high 1000+ wpoly :(
And of course I'm looking into fixing that stupid spawning problem.

thanks for the feeback anyway Travis I like constructive crit it helps me iron problems out :)

travis
11-17-2004, 11:46 PM
i think youw ill find no vis errors with func_walling all the bunkers, if you wanna stop players getting up there just use clip brushes, also find that weird spot where there is some invisible something that you can walk up!

Hummer
11-19-2004, 01:21 AM
Whoo, I'd like to see those pictures too!

Try www.imageshack.us for free image hosting and upload them, it's free ;)

Sly Assassin
11-19-2004, 08:27 PM
pics and links are working again :)

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