RELEASE: dod_passage_b1


StreamlineData
03-15-2005, 01:09 AM
Hey!
After 5-6 days of tiring work and hair-pulling, I finally finished my map!

This map is a set in a town, at night. There's 5 flags to capture, and many ways to get to them.

You can see pics of it here:
http://pics.livejournal.com/streamlinedata/gallery/00006tb7

And you can download it here:
http://members.shaw.ca/anguscheng/DOD/dod_passage_b1.zip

IF anyone finds any bugs (besides the texture alignment on the big grey building near the center and the crate on the roof - i'll fix those in the next release), PLEASE let me know.

Constructive criticism would be appreciated!
Thanks!

P.S. For those people who hate the default sky - don't worry, I changed it.
P.S.S. IF anyone is having problems with "master.wad", PLEASE let me know! And if anyone IS NOT having a problem with the "master.wad" file, PLEASE let me know, still!!

Update - March 16th,
I updated it. Refer to this post (http://www.dayofdefeat.com/forums/showthread.php?s=&postid=648974#post648974) for more info.

Colonel Forbin
03-15-2005, 01:25 AM
"Warning couldn't open master.wad"

Craftos
03-15-2005, 01:47 AM
You could save one day with using models for street lamps and sandbags instead of these brushes.

PS. In Europe there are no towns with houses like ones in Black Mesa military testing grounds.

StreamlineData
03-15-2005, 01:54 AM
Forbin: Thanks, fixing wad problem right now.

Craftos: I suppose I could use models for the lamposts, I guess I could change that in the next release, but using models for the sandbags isn't really an issue since many other maps have brushes for sandbags.
Actually, I've never seen Black Mesa =P... Just think of it as a very weird town. ;)

travis
03-15-2005, 03:34 AM
doesnt look too bad, lighting looks a touch odd tho

Lewis
03-15-2005, 06:54 AM
does it work now before I download it and host it?

StreamlineData
03-15-2005, 10:05 AM
Unfortunately no (*sigh*) I keep on getting this error:
"Missing frame 0 of -1_stal_owl3" everytime I load the map.

All the textures are in the wad... I just don't understand it.
Edit: ok. found the problem and fixed it. it is currently 8:02AM, my map takes ~35 min to compile. so should be ready by 8:40AM.

haircut
03-15-2005, 10:33 AM
FYI

For anyone else that wants to know the problem see here:

http://www.slackiller.com/tommy14/hltexture.htm

Randomly Tiling Textures.

josh_u[RR]
03-15-2005, 10:39 AM
good post haircut. I ran into that one awhile back too. tough one to figure out on your own.

for those of you that don't follow that link, if you use a randomly tiling texture in your map, you need to get all of the textures in the series or it won't work.

StreamlineData
03-15-2005, 10:59 AM
Ok.. after much pain and agony, I finally fixed the wad problem. There shoud be no further problems regarding it.

You can download it here:
http://members.shaw.ca/streamlinedata/FinishedMaps/dod_passage_b1.zip

Lewis
03-15-2005, 12:07 PM
Nope. Couldn't Open master.wad

StreamlineData
03-15-2005, 02:08 PM
Oh! I forgot to upload it. *slaps head*. ok. should work now... sorry =o\

The filesize of the zip should be 4,960 kb
The filesize of the map should be 5,649 kb
The filesize of the wad should be 3,655 kb

Lewis
03-15-2005, 03:12 PM
master.wad still won't open :(

StreamlineData
03-15-2005, 03:22 PM
wtfh?!?!?! are you sure you installed it correctly?

i took out all the other wads and files that are unrelated to the map (including master.wad)... only to leave the map, the about file, the overview stuff and dod_passage.wad

and mine works perfectly.

here's how i set it up:

dayofdefeat\dod\dod_passage.wad
dayofdefeat\dod\maps\dod_passage_b1.wad
dayofdefeat\dod\maps\dod_passage_b1.txt
dayofdefeat\dod\overviews\dod_passage.bmp
dayofdefeat\dod\overviews\dod_passage_b1.txt
dayofdefeat\dod\sound\passage_allywin.wav
dayofdefeat\dod\sound\passage_axiswin.wav

do you have it set up like this?

Lewis
03-15-2005, 03:55 PM
yes and it might be working for you cause you have the master.wad in your dod folder.. :D

StreamlineData
03-15-2005, 05:25 PM
Originally posted by Lewis
yes and it might be working for you cause you have the master.wad in your dod folder.. :D

Actually, I don't have it in my folder.. it doesn't exist anymore.

There's a few reasons why this is really stupid:
1) I renamed "master.wad" awhile ago.

2) I created a new wad file (dod_passage.wad) and recompiled the map to look for "dod_passage.wad" instead of "master.wad".

3) Referring to my last post, I took out ALL the files from the dod folder except for the essential files and the files needed for dod_passage (NOT master.wad).

After doing those three things (as well as some other stuff), I then created the new zip file straight from the dod directory, and then I deleted the original files in the dod directory, and then unzipped and re-installed the map.

It works fine for me.

edit: Ok. Is anyone else besides Lewis having this problem? PLEASE let me know! And if anyone IS NOT having a problem with the "master.wad" file, PLEASE let me know!!

[SoS]Schlex
03-16-2005, 05:32 AM
Picture Site Down ? I need some pics for a news article @ www.schlex.net (http://www.schlex.net) .. .thx

Scuzz
03-16-2005, 06:31 AM
Why dont you just recompile the map and use -wadinclude so you dont need any separate wad files?

haircut
03-16-2005, 06:43 AM
I can't run the map at the moment but here are a few things that will caues problems:

From Resgen:

gfx/env/dod_passageup.tga
gfx/env/dod_passagedn.tga
gfx/env/dod_passagelf.tga
gfx/env/dod_passagert.tga
gfx/env/dod_passageft.tga
gfx/env/dod_passagebk.tga
sound/dod_ac_fortress/alliescap.wav
sound/dod_ac_fortress/axiscap.wav



Non standard sky not packaged with the map.
Non standard cap sounds not package with the map.

StreamlineData
03-16-2005, 12:35 PM
Schlex: It is? Ok. I'll host the pictures on my website instead, then. Thanks for letting me know.

Scuzz: You can do that?!?!?!?!?!??!!?

Haircut: Thanks! I totally forgot about including the sky! I have no idea why it's trying to find those sounds though.

I'll get working on those problems right away!

Scuzz
03-16-2005, 12:50 PM
Yup, you certainly can.. heres a good article on it: http://collective.valve-erc.com/index.php?doc=1015283010-58181000

Make sure you dont add any standard wads to you bsp (e.g. dod_avalanche.wad) as its entirely pointless.

haircut
03-16-2005, 01:26 PM
Originally posted by StreamlineData
Haircut: Thanks! I totally forgot about including the sky! I have no idea why it's trying to find those sounds though.


You have them as your Flag-Capping sounds.

josh_u[RR]
03-16-2005, 01:42 PM
I took a look too. nice with complicated routes. the moveable boxes in the sewer are a nice touch, although I was under the impression that it would cause lag when played with a full server...I might be wrong though.

its just a personal preference, but I don't like area's that are completely dark. I'd lighten up some of those rooms, or set the minimum light value a little higher.

Scuzz
03-16-2005, 03:24 PM
Ive just downloaded the map and tried it... my thoughts:

Some areas look good and are quite imaginative, but theres a lot to work on. The main problem is the r_speeds. wpoly should idealy stay below 1000 but yours go way above that in some areas. Also the view distance needs increasing or it looks strange, but this will increase r_speeds even more. You need to look into how to block vis effectively.

Did you use any func_walls?

It would be better if you used the lamp post models rather than building them out of brushes (they look better and will give lower r_speeds). Sames goes for the sandbags.

Also, set any textures that the player cant see to NULL.

There are a number of small bugs to sort out, like the floating axis spawn ramp, places you can see through the floor, texture alignments etc.

The overview file points to dod_passage.bmp, slight problem with that as the overview in the zip is dod_points_b1.bmp :confused:

The textures you use look like standard dod textures to me, which means there is no need to have a separate wad file for your map. You dont even need to bother with -wadinclude, just set the wad paths up correctly in hammer.

You have 2 flickering lights (that ive found), it would probably be best to turn them into normal lights as flickerling lights can cause a low fps.

Sewers are very bright!

Oh yeah and the big black void at the allies start is um... scary... :kitty:

Youve obviously put a lot of work into this map but you still have a lot of learning to do :)

StreamlineData
03-16-2005, 06:45 PM
Scuzz: Thanks for the suggestions!
+ The reason why I reduced the view distance was because of the r_speeds. But r_speeds can also be lowered by applying the null texture to more non-visible surfaces, right? (also using models for the lamps and sandbags, etc).
> I just increased the view distance from 3000 to 3500, do you think it would be good enough? I also replaced the lamp and sandbag brushes with models. It does look better!

+ "Did you use any func_walls?"
> I did for ladders.... why?

+ "places you can see through the floor"
> Huh? Where's that?

+ "the overview in the zip is dod_points_b1.bmp"
> Oh sorry, I included the wrong overview. heh.

+ "You dont even need to bother with -wadinclude, just set the wad paths up correctly in hammer"
> What do you mean by "just set up the wad paths?

Gorbachev
03-16-2005, 08:26 PM
Originally posted by StreamlineData
I just increased the view distance from 3000 to 3500, do you think it would be good enough?

This doesn't cut off rendering. Just put it to 10,000 or something high enough that it will never cut out view of parts of the map. This instantly detracts from the visuals and will give you no performance benefit.

josh_u[RR]
03-16-2005, 09:23 PM
What do you mean by "just set up the wad paths?

he means that if you set the standard .wads up correctly and get the textures from there then you do not need to include them since everyone already has them.

if you don't know how to set them up correctly, check out the mapping setup tutorials over on mardymouse.
http://www.mardymouse.co.uk/modules.php?name=Content&pa=list_pages_categories&cid=4

Neutrino
03-16-2005, 09:48 PM
Originally posted by StreamlineData
+ "the overview in the zip is dod_points_b1.bmp"
> Oh sorry, I included the wrong overview. heh.


i think hes trying to claim dod_points! :p
...go ahead. tis no classic :eek: (SHOCKER)

StreamlineData
03-17-2005, 12:30 AM
I just finished updating dod_passage_b1

+ Replaced sandbags and lampost brushes with models
+ Fixed some texture alignments
+ Attempted to tweak a bit for better r_speeds
+ Increased the view distance
+ Increased height of a building
+ Embedded dod_passage.wad into map
+ Added a few models: 2 bushes and a medic truck
+ Fixed lighting in sewers
+ Fixed missing sounds
+ Fixed missing overview

You can download it from the same site:
http://members.shaw.ca/streamlinedata/FinishedMaps/dod_passage_b1.zip

IF there is any problems (like before - but I hope to god that there isn't) PLEASE let me know!

Thanks for all the testing and suggestions!

IMPORTANT: When you're about to download the file, MAKE SURE that the filesize is 5.05 MB and NOT 4.84MB

Gorbachev
03-17-2005, 01:03 AM
Hey, a fellow Shaw user :p

Scuzz
03-17-2005, 02:16 AM
Func_walls will help you reduce r_speeds if used correctly. Its best to understand r_speeds first so you have an idea how to use func_walls effectively. Have a look at these:
http://www.vlatitude.com/tutorials.php?tutID=35
http://www.frankclan.ca/maps/map_resources/engine2.html


What wads do you have in your hammer setup? you only need a separate wad/embed your wad file if you are using custom textures.

You didnt need to rename the sky you used to dod_passage. The sky is fullmoon... set fullmoon as they sky is hammer and you wont have to include the sky in the zip.

I just downloaded it again, but it doesnt work. It looks for models in mapmodels/dod_passage. There arent any models in the zip file tho. If youre using standard models then do not copy them to a separate folder... use them from the mapmodels folder and no-one will have to download a second copy of a model they already have.


Texturing faces the player will never see with NULL will only reduce r_speeds if you use it on brushes that are tied to entities (like func_walls). It is still good to texture every face the player cant see with NULL tho, the least it will do is reduce compile time and make the .bsp file smaller.

haircut
03-17-2005, 02:32 AM
fullmoon sky ain't standard anymore, you will find it's dashnight256 now.

As Gorbachev says, reducing the render distance doesn't reduce r_speeds.


EDIT:

From resgen:
models/dod_passage/streetlight1.mdl
models/dod_passage/sandbags.mdl
models/dod_passage/arc_bush.mdl
models/dod_passage/paposo_medic-truck.mdl

Not in the download.

StreamlineData
03-17-2005, 03:10 AM
omg. i KNEW i was gonna forget something again!
*sigh*

the models i used are non-standard (some are, but a few arent).

i'll include them now and re-upload it.... again.

EDIT:
OK! So... I included the models.. and now the zip file should read 5.32 (or 5.33) MB. It should work now.

Scuzz: technically, I have many wads. "master.wad" is a wad that i created (for some reason, i've forgotten why now) that is a combination of all the wads that I have... making it a 56mb file.

so do i make all "standard" walls a "func_wall"?

scuzz & haircut: so do i change the sky texture name or should i keep it to the way it is right now?

P.S. thanks very much for all you people's patience (and experienced wisdom). this is my first officially released map (as you could plainly see) and if you're experiencing any kind of frustration or annoyance, then i'm just experiencing 500x that amount.

Scuzz
03-17-2005, 03:28 AM
Originally posted by StreamlineData

so do i make all "standard" walls a "func_wall"?


No, you should only make small/insignificant brushes into func_walls as they dont block VIS. Turning all your walls into func walls would make r_speeds worse.

Originally posted by StreamlineData
so do i change the sky texture name or should i keep it to the way it is right now?

Change the sky name to dashnight256

Scuzz
03-17-2005, 03:31 AM
btw... the download isnt working now :D

StreamlineData
03-17-2005, 03:33 AM
(I'm taking down and changing all stuff I need to change as time progresses - and I'm very thankful for the feedback - but........)

How's the map overall? aside from r_speeds (which I know I need to fix...), how's the gameplay and the layout? etc..

scuzz:
huh? *checks*..
wth?! this is the third time i've uploaded it and it suddenly disappears!

ok... i uploaded it to a different location:
http://members.shaw.ca/anguscheng/DOD/dod_passage_b1.zip
it should work now.

haircut
03-17-2005, 06:34 AM
Sky names.

You might know this but here goes. The name of the sky you use relates the sky pictures (sky map) used, these are in the dod GCF file. Get Nem’s GCFScape and take a look. Look in the dod/gfx/env folder, you will see a load of picture files.

Here is a list of the current dod 1.3 sky names: (UPDATED)

ava
dashnight256
dmcw
gnrplsnt
jagd
killertomato
kraftstoff
morningdew
morningdew_
rubble
sildom2
snowcliff
st

NOTE: I’ll double check this tonight as I don’t have Steam on this PC. I don’t know if morningdew_ is still valid, same as the other one but in the past it was duplicated. (Checked and list updated)

This is the name you put into Hammer’s environment map (Sky Name) property box in the Map > Map properties menu option.

It’s up to you what you use but I believe you took someone else sky map and changed the name, if this is so I’d change it back to the original name. If it’s a custom sky then package it with your map, if it’s a standard one then there is no need to package it with the map.

Please correct me if I’m wrong.

NOTE: don’t worry about it, I made a few mistakes packaging my first maps as well, I might even have mistakes in some of the maps available on our webby as well :D

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.