dod_dog1


haircut
02-05-2005, 06:37 AM
Steam exe install:
http://www.mardymouse.co.uk/modules.php?name=FatalQuery&op=map_dl&map=dod_dog1

Worked on our server ok but needs more testing though.

NOTE: Map version from DoD b2.0 and the map was edited by me.

Watchtower
02-05-2005, 08:20 AM
tell me you fixed that brush on the beachline....

Ginger Lord
02-05-2005, 08:22 AM
Yeah, I don't want to download 12mb on my 56k to find its still there :P

Pic?

Watchtower
02-05-2005, 08:25 AM
Ok...Downloaded it and the "bug" or whatever the hell that brush was is gone now.

Sad, that its taken this much time (years?) to fix something that insignificant probably took the all of 30 seconds to do. The map worked fine with dod 1.3 except that damn brush (probably a vis blocker) was annoying.

Haircut, would you care to fill us in on what you did, etc etc?


Ill see you on the beach!
http://voodoo.dssghq.net/dog1beach.JPG

Dwin
02-05-2005, 09:12 AM
Originally posted by Watchtower
except that damn brush (probably a vis blocker) was annoying.


I thought that brush was used to extend the map further than the grid would allow.

Godcha
02-05-2005, 12:44 PM
WoW :cool:

nice 1

thanks a lot haircut :)

{GL}DoubleD
02-05-2005, 02:51 PM
whee. :dog: 1

BLU-82
02-06-2005, 05:24 AM
:eek:

haircut
02-06-2005, 05:32 AM
Yea, it wasn't to difficult to fix.

The problem was the original map is it used func_tracktrain to extend the beach and sea out when the map loaded. These would then “flick” up at the very start of the first round.

I just made them func_train instead, the only really problem is the shape of the bushes, they weren't square. The func_tracktrain brushes would follow the track, the front of the brush would move to always point to the next path_track entity.

The func_train doesn't do this it just follows the path_corner entity.

What does this mean then? It means if you look at how the brushes line up, they don't actually line up to well, but hay, small price to pay I guess.


The thing that really needs checking is the flag captures, spawn text, and other stuff that is happening on the map. I checked as much as I could and fixed as much as I could think about. I think I've sorted everything but there was a bunch of stuff that looked really weired. The PAK gun in the bunker had a load of entities “attached” to it. Looks like you were supposed to fetch shells to use it at one point. Wh the way it was all set up it was never going to work, so I removed and fixed the entities for that, along with capture areas and HUD sprites as well.

If you spot anything stupid then let me know.

Ginger Lord
02-06-2005, 05:46 AM
Originally posted by haircut
The PAK gun in the bunker had a load of entities “attached” to it. Looks like you were supposed to fetch shells to use it at one point. Wh the way it was all set up it was never going to work, so I removed and fixed the entities for that, along with capture areas and HUD sprites as well.


Yeah, I think it was either a radio or shells you took from the underground bunker, to the PAK cannon to make the beach have more explosions.

haircut
02-06-2005, 06:11 AM
The radio works. It was the shells that didn't.

Khakiass
02-06-2005, 01:06 PM
Haircut, thanks for bringing back the best beach map in DoD history.

While you are fixing entities and such...any chance of changing the flag cap areas, making them "permanent" until a full cap?

One of the biggest complaints when this map came out was that it was near impossible for the allies to cap out, because of the number of flags (one of them being a 3 person, no less) and the fact that the axis could cap these areas back.

josh_u[RR]
02-06-2005, 03:07 PM
nice work haircut. I never played the original, but it looks fun. we are going to be putting it up on our server (rogans heroes 64.62.246.221), I'll let you know if we run into anything wierd. BTW it does look like it will be very difficult for allies to win if the flags don't stay capped. we'll have to see how it plays.

Ginger Lord
02-06-2005, 04:47 PM
Woo.

I finally downloaded it, whacked 31 bots on it and played it for an hour. Brings back all the old memories, but it still requires a huge amount of teamwork and the flags need to stay capped. Im not sure if Dim Reaper updated that in a later version or not.

haircut
02-07-2005, 02:30 AM
I left the map how I remember it.

The flag captures can be fix so they can only be captured by Allies. I edited the map using ripent and it's just a few entity changes to do this, so if anyone wants to try it go ahead.

NOTE: ripent will error if you don't use the -texdata key. Maybe try EntEd if you have problems using ripnet.

Ginger Lord
02-07-2005, 12:28 PM
Also, theres an invisible block, just on the shoreline I keep getting snagged on as an Allie up the beach, its just as you come out of the water. Don't know if its a invisible func_wall or something.

haircut
02-07-2005, 12:40 PM
hummm ... maybe I screwed up one of the hedgehogs


EDIT: do you know the approx. co-ords?

[WTF]hakenspit
02-07-2005, 08:55 PM
ok back left hand corner is attackingt as us the ladder at the bunker back there you cant climb more than 2 steps before invisible entity blocks you. been a while since I have played dog1 but thought you could climb up there.

apart from that everything is pretty much as I remember it.

GW

haircut
02-08-2005, 02:31 AM
I didn't touch anything on that ladder and I don't remember being able to get up that ladder anyway.

josh_u[RR]
02-08-2005, 10:56 AM
Originally posted by [WTF]hakenspit
ok back left hand corner is attackingt as us the ladder at the bunker back there you cant climb more than 2 steps before invisible entity blocks you. been a while since I have played dog1 but thought you could climb up there.

apart from that everything is pretty much as I remember it.

GW

looking at the ladder texture, it appears as if the ladder is broken. so I don't think you were ever supposed to get up there.

haircut
02-11-2005, 05:05 AM
Originally posted by Ginger Lord
Also, theres an invisible block, just on the shoreline I keep getting snagged on as an Allie up the beach, its just as you come out of the water. Don't know if its a invisible func_wall or something.

There is a func_push along the whole of the sea ... pushing you away from the sea ... do you think it might be that?

Ginger Lord
02-11-2005, 12:38 PM
No its not that, I'll go get a pic.

Edit:



Definatly a hedgehog model has been removed and left the button behind to trigger the "ping" sound.

INsane_dod
02-14-2005, 07:09 AM
What a great map haircut.

It's one of those "must have" DoD experiences... cap out as Allies on this map.

Have not had the pleasure as yet but we came so close a couple of times :p

Not all maps are equally balanced and that is a good thing... dod_mainz_classic capping as Axis, holding off the Allies to no capped flags on dod_hill_classic while camping their spawn.

Victory is so sweet when you had to work for it.

dod_dog1 has been put on Internode's Classic server (Australia), (http://games.internode.on.net/gameservers.php?page=gameservers&game=HLSdod-2.games.internode.on.net:27015) it's getting good support and "map extend votes".

Thanks for bringing this back :D

haircut
02-19-2005, 04:03 AM
Originally posted by Ginger Lord
No its not that, I'll go get a pic.

Definatly a hedgehog model has been removed and left the button behind to trigger the "ping" sound.

I got it now GL. I did mess up a headgehog :(

The download has been updated and SHOULD have the model showing now.

If you still see a problem then let me know.

Sproily
02-19-2005, 01:14 PM
Looks good! Keep up the good work!

Ol' Noodle Head
02-21-2005, 12:23 PM
Been having great fun with this on FNF DoD.

Very frustrating with all the recapping! But fun, great teamworking map.

Some axis were frustrated with the spawns being hard to get out of...but I think they need to get to know the map better.


Question: Was it originally a much darker map? Seems less moody and dark to me.

Anyway, I love it.

mumblyjoe
02-22-2005, 04:43 AM
Sweet. Great to hear that this map is up and running. Pitty though you don't have the Beta 2 German nade limits! (Nothing better than tosing 4 nades down onto the allies below!)

josh_u[RR]
02-22-2005, 11:31 AM
Originally posted by Ol' Noodle Head

Very frustrating with all the recapping!

I have an editted version where the 3 man capture areas cannot be recapped. if you are interested I can make it avaliable once I'm sure that it is working correctly.

josh_u[RR]
02-24-2005, 10:05 PM
we finally got it put up on our server today. lots of fun, but a question. there was no clock, can axis win?

another thing, when someone goes into the radio room, the whole team gets the message that they are in there...very confusing.

haircut
02-25-2005, 02:58 AM
That's how the map was, no timer for Axis, one can be added though but I leave that up to other people to do.

The measage needs editing then, and the "spawnflags" setting correctly to stop it, my bad.

Watchtower
02-25-2005, 04:41 AM
I commend your faithful recreation Haircut, but honestly, I think the gameplay needs tweaking. The allies should be able to take and hold their flags, just my opinion. Having axis take them back after all that running is very frustrating. Schwetz & Charlie also require a lot of running, but the flags cant be taken back by the opposing team as a balance.

I think it should be an assualt map, because thats what it is if you think about it. The allies 'assualting' the beachhead.

Also, the cannon bunker requires 3 allies to capture, but only 2 Axis to take back. Not fair, and simply annoying. If nothing else, change that so its equal.

I was in a full server the other day w/32 players, and the whole allied team got on the mics and said "not cool" (put very nicely for forum).

josh_u[RR]
02-25-2005, 10:58 AM
thanks haircut. if you can fix those text messages that would help a lot.

WT: I think he should probably leave the gameplay as is so that if someone wants the dog1 they remember they can have it. its pretty easy to tweak it the way you want it for your own server. like I said, I made it so that the axis cannot recap the 3 man flags, and I will be adding a timer so that the axis can win in the next few days. I'll post a link in this thread when I'm done, if anyone is interested.

haircut
02-25-2005, 04:47 PM
Yea ... the download on my webby will only fix the text, as I can see a few bugs in them.

Anything else will be down to you guys to do, as your server sees fit.


It wasn't my map to mess with, all I did was the easy bit ... get it to work right :kitty:

Day of Defeat Forum Archive created by Neil Jedrzejewski.

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