[REL]dod_narbeth_b2


cheese-sarnie
10-22-2005, 10:45 AM
hi all

dod_narbeth_b2

install:
just unzip the file dod_narbeth_b2.bsp into your maps folder here:

c/program files/valve/steam/steamapps/your e-mail address/day of defeat source/dod/maps

thanks to Ranson for the superb flak18 and bf109g models

sherman model from dod 1.3 by dod dev team, dodgy source conversion by cheese sarnie...sorry.

stained glass window texture by BerneyBoy from his photorealistic texture pack:

http://www.planetquake.com/berneyboy/textures.htm

other repeating custom textures by cheese sarnie, built from hl2 textures.

changes include:

fixed axis scoring bug
made the lighting brighter
changed textures
added dod 1.3 sherman model
slightly bigger central area to map
made one of the edge alleyways wider
extended what was the butchers yard area and added flak 88
added / crashed Ranson's bf109g model into the church roof
removed all the flags near spawns
added a new 2 man 5 second timed flag in the center of the map
optimised model / world drawing for better fps.

pics:

http://armoured-llama.com/images/maps/dod_narbeth_b21001.jpg

http://armoured-llama.com/images/maps/dod_narbeth_b21000.jpg

http://armoured-llama.com/images/maps/dod_narbeth_b21002.jpg

dod_narbeth_b2 (http://www.armoured-llama.com/maps/dods/dod_narbeth_b2.zip)

*edit*
updated version with different flags and less physics mortars
dod_narbeth_b21 (http://www.armoured-llama.com/maps/dods/dod_narbeth_b21.zip)

happyernst
10-22-2005, 10:52 AM
looks good and thx for the texture pack info ...

"added dod 1.3 sherman model " --- ähm what?

Saust
10-22-2005, 10:55 AM
Looks very nice indeed, good work! :)

Is there any good servers in the UK that run all the decent custom maps that have come out lately? Can anyone advise a server that runs this one?

edit: Oh btw I love the cannon in the first pic (Flak18?)

quint
10-22-2005, 12:21 PM
Good work mate

Yeah we try all the customs out but so far dont have any in strict rotation

but this is going in, i like the b1 a hell of a lot

hopefully anvil will be out this weekend which will also go into rotation + looking forward to a stable blitzkreig.

Things definately looking up in the Mapping Stakes, theres some really impressive maps starting to filter through.

Anyways we are at

195.62.10.69:27035

www.theoc-clan.com

[SAS]==Colster==
10-22-2005, 01:48 PM
Now gonna put this on, Anvil will join it as soon as poss, Blitzkrieg is on there too as the problem only affects some people, we also play Poolday on there too which I like to think is to Source what Marijuana was to 1.3, ok so its not the best looking map but it does play really well


195.242.238.15:27025 [SAS] Clan Public Server #3

Neutrino
10-22-2005, 01:51 PM
very nice work. i ran through it, and it looks 10x better. it should improve firefights with the little more open grounds.

Ca-Chicken-Soup
10-22-2005, 02:14 PM
:o Goarsh shes purdy

cornes
10-22-2005, 02:20 PM
Nice map.

running on

193.222.62.142:27025

FrostbiteX92
10-22-2005, 02:21 PM
nice =)

haircut
10-22-2005, 03:40 PM
Originally posted by happyernst
looks good and thx for the texture pack info ...

"added dod 1.3 sherman model " --- ähm what?

We need a good Source Sherman model ... I think that's what cheese-sarnie is saying.

@ Saust ... cheese-sarnie (BoB) run one of the best UK servers ever ... ask him about it :D

theozzmancometh
10-22-2005, 03:55 PM
Looks good, cheese!! I have replaced the in-rotation _b1 with _b2 on the Land of Ozz Day of Defeat Source Custom Map server (http://www.landofozz.net), and it is also in our DL section.



Keep up the good work cheese!

--Ozz

RA7
10-22-2005, 04:19 PM
very nice , i'll add mirror asap.

prometheuz_de_B
10-22-2005, 04:25 PM
This is a big improvement on beta 1. The only problem I felt is that the rounds are too short because there are now only 3 flags. Maybe the cap time could be increased, or make all the flags 2 man caps to make it a bit more difficult. Still, this is one of only two custom maps I've wanted to play more than once, the other being blitzkrieg.

Private Dyin
10-22-2005, 05:08 PM
Nice!! :) Replacing b1 on our server with it right now.

TheMiede
10-22-2005, 05:31 PM
wheres a pic of the crashed plane or the sherman tank. i wanna see pics of the additions.

cheese-sarnie
10-23-2005, 02:28 AM
hi
thx for the comments so far :)

The only problem I felt is that the rounds are too short because there are now only 3 flags

i thought i'd try 3 flags first, i may well either add 2 more flags, probably at the rear exit from spawns, or make the 88 and graveyard flags timed or possibly 2 ppl, not sure yet.

"added dod 1.3 sherman model " --- ähm what?

as there's no source sherman model yet, i thought i'd slap the old stock sherman from dod 1.3 in.

Is there any good servers in the UK that run all the decent custom maps

83.142.52.154:27015 Band-Of-Beavers -64bit [DoD:Source]

i wanna see pics of the additions.

some more pics:

http://www.armoured-llama.com/images/maps/dod_narbeth_b20003s.jpg

http://www.armoured-llama.com/images/maps/dod_narbeth_b20004s.jpg

Ranson
10-23-2005, 08:01 AM
Just played the map for some minutes. You were on the server yourself actually, but I didn't want to babble there.

So from what I've seen it's a great map. Very atmospheric. I'd say it's the first good dark map for DoD Source. No fps issues on my end. Good job on the sound selection too. The artillery strikes rock. Can't really judge the gameplay part, but the 10 minutes I played were fun. Probably my team was lacking skill, but you better check if it's biased towards the Allies on the long run.

It's true, that the rounds are a bit short as the map is rather small. Adding 2 more flags or making all 3 two men caps would be worth a try IMHO.

Keep it up man.

cheese-sarnie
10-23-2005, 08:11 AM
Just played the map for some minutes. You were on the server yourself actually, but I didn't want to babble there.

hehe thx, i wondered if that was you.
top work on the models btw.
i'll have to do some testing with different flag layouts before i release a final / hdr / official sherman model updated version ish.

=A82A=WhataMack
10-23-2005, 10:13 AM
Originally posted by Ranson It's true, that the rounds are a bit short as the map is rather small. Adding 2 more flags or making all 3 two men caps would be worth a try IMHO.First off, the map really is a lot of fun. Nice touches in many different places. :D

I'd also agree that the current 3 flag config makes the rounds a little too quick. I'd add more to make the gameplay a little more deliberate, especially with an eye towards two-man caps, or slower timed caps. If it encourages teamplay, then that's a good thing IMO. ;)

Nice job!

Ranson
10-23-2005, 10:35 AM
Oh btw Cheesie you can use this (home.tiscali.de/cryogen/maps/models/flak_obj_icons.zip) 88 objective icon in your next beta, if you want.

And I realized you use the "cheap" water for the puddles. Ever considered using normal water with a lod control entity. Your map runs very well fps wise, so I don't expect the normal water puddles to drain much of the fps.

Again I have to say the artillery strikes are very well done. Your map has definitely the best war atmosphere so far.

Rolk
10-23-2005, 11:10 AM
cheese-sarnie you have a PM. Cheers bud.

Stuka
10-23-2005, 11:11 AM
I love this map, it looks good, and i can get 60-80 fps on low when I normally get 20 on the stock maps..

b2 is much better..some intense battles for that 88....excellent work

I wouldn't make 88/grave flags 2 people..then every flag would need 2..

I personally like the three flags, it fits perfectly...and gives more intense battles in those 3 areas that more flags would take away from

josh_u[RR]
10-23-2005, 04:24 PM
beta 2 is much better than b1, good work! I haven't played it yet, but it will go on our server.

one quick suggestion. the walls/hedges around the outside of the map are too high. the contribute to that "in a box" feel. you've done a good job on the 3dskybox, lower the walls a bit an show it off. add a gate or something somewhere so you can see through. I'm not talking about adding game area, just let us see into the skybox more so it FEELS bigger. if I'm being unclear here I can provide screenshots of what I mean.

CoolHand
10-23-2005, 04:44 PM
We tested the map yesterday and I see 2 problem over the previous version.

First you have made very naice addition. But the flag are not working righ now. We would cap out every 2 minutes. You need to either add 2 flags like you said and review time to cap and number of ppl to cap it.

Second, the start of round are very laggy. I beleive the mortar may be causing it. I wonder if you could remove some of them to make it less laggy. It's also frustating to see mortar on round start that hit you. I personnally would prefer to only have mortar that hit building, not where we walk.

Other then this the map llok really good. But because of the 2 reason mentionned, we decided the map was not ready to be put in rotation.

I sure hope you can address those 2 points.

cheese-sarnie
10-24-2005, 09:30 AM
hi
thx again for the feedback, it's invaluable and i've learned a huge amount whilst doing this map.

Cheesie you can use this 88 objective icon in your next beta

thx Ranson nice one :)

i used the cheap water in this version for performance and looks, tho' since i made the map brighter it does look a bit sad now.
i wanted a real muddy water not a crystal clear brown texture.
i tried a few different textures and the map does have a water lod ent, so i guess i'll change that.

cheese-sarnie you have a PM. Cheers bud

i replied to that the same day m8, maybe it got lost, if it did please pm me again.

the start of round are very laggy. I beleive the mortar may be causing it

i'll have to look into that, i should be able to tweak it so they don't all go off at the round start and maybe optimise it. i may move or remove some of the exploding barrels too, so they don't go off at the same time as the mortars.

also i think the jury is still out on the flag situation. they will change slightly in the next version, but 3 does seem to focus the battle where it should be. i'm now thinking 3 man timed center cap with 2 ppl timed caps for the other 2 flags.

one quick suggestion. the walls/hedges around the outside of the map are too high

spookilly i did chop down most of the walls. ie. i had the road that the sherman is on, going into the distance etc. but personally i don't think the 3d skybox was upto it. i'll have to improve it.

-=PHX=- WW2-WARDOG
11-09-2005, 12:52 PM
Played this on a our 32 man server. Just like to say that the fixes make the map much better. The atmosphere and playabillity are great.I would like to see an extra flag though, but nice job anyway.

However the server took a hit with performance when full. The map needs a bit more optimization. Perhaps all the mortar sounds going off was the cause, don't know. \

The sound precaching seems to affect servers over 24 people. The more sounds to render, the laggier it gets. Hope Valve fixes the server code and optimizes this soon.

I did have an Idea though,would making the sounds in a lower quallity, like 22hrz instead of 44, reduce this problem without affecting quallity of map?

Unk
11-09-2005, 01:07 PM
make trigger_waterydeath it makes the water move like in lost cost it rocks

cheese-sarnie
11-09-2005, 01:24 PM
hi
thx for the comments :)
i think the lag at round start is caused by too many events all at once, including too many sounds, so well spotted.

i've got a "quick fix" version that has fewer more optimised mortars plus the flags have been altered to two 2 player timed flags and a 3 player timed center flag.

i wasn't going to release this version, but it does address performance issues and i'd like to know what you all think about the different flag layout.

dod_narbeth_b21 (http://www.armoured-llama.com/maps/dods/dod_narbeth_b21.zip)

teflon{the_truth}
11-09-2005, 01:46 PM
we at gun runners have already played the new version and i must say it is a improvement it almost seems like the new version inforces teamwork, which i like very much.

I have 1 thought, could u add more snow or make the snow fall at a thicker or quicker pace?

And why did you take the snow out?

dumptruck
11-09-2005, 03:54 PM
looking forward to playing an updated version tonight... if youi haven't played this map - DO IT...

cheesy... I'd second the notion of adding two more flags or making all three 2 man caps... would you be opposed to some height changes as well? say a balcony or open window?

overall a fun map.

Slackiller
11-09-2005, 04:02 PM
looks good :D
submit it to http://csm2.net/

haircut
11-09-2005, 04:06 PM
Originally posted by cheese-sarnie
hi
thx for the comments :)
i think the lag at round start is caused by too many events all at once, including too many sounds, so well spotted.

i've got a "quick fix" version that has fewer more optimised mortars plus the flags have been altered to two 2 player timed flags and a 3 player timed center flag.

i wasn't going to release this version, but it does address performance issues and i'd like to know what you all think about the different flag layout.

dod_narbeth_b21 (http://www.armoured-llama.com/maps/dods/dod_narbeth_b21.zip)


Nice.

The 3 man flags are always a problem on Pub servers. Maybe not on your 32 man server but mine is :D

-=PHX=- WW2-WARDOG
11-09-2005, 07:00 PM
We will give it a shot, post replies back.:cool:

kimball
11-09-2005, 09:03 PM
looking good.

cheese-sarnie
11-10-2005, 09:11 AM
The 3 man flags are always a problem on Pub servers

yep i should know better :)
i used to run a 12 player server and i spent many happy hours kicking it off with 1 or 2 players a side with no hope of anyone winning on 2 player flag maps.
oh well, i can feel a 5 flag version coming on.

And why did you take the snow out?

it was more a case of putting the snow in.
the original dod 1.3 betas were both rain maps, the snow version happened because it started snowing as i updated it with better clips.
when i converted it to source i reverted back to rain, but the weather fx in hl2 are not as good as dod 1.3, so it's now a post rainy, misty day ish. :)

hopefully the new fdg will have some proper weather sprites as in dod 1.3 so it can resume it's gloomy rainy atmosphere.

would you be opposed to some height changes as well? say a balcony or open window?

not sure, it would be tricky to keep it balanced, i will look into that tho' :)

btw shouldn't this thread be moved to the new release forum?

-=PHX=- WW2-WARDOG
11-10-2005, 11:21 AM
Originally posted by cheese-sarnie
yep i should know better :)
i used to run a 12 player server and i spent many happy hours kicking it off with 1 or 2 players a side with no hope of anyone winning on 2 player flag maps.
oh well, i can feel a 5 flag version coming on.



it was more a case of putting the snow in.
the original dod 1.3 betas were both rain maps, the snow version happened because it started snowing as i updated it with better clips.
when i converted it to source i reverted back to rain, but the weather fx in hl2 are not as good as dod 1.3, so it's now a post rainy, misty day ish. :)

hopefully the new fdg will have some proper weather sprites as in dod 1.3 so it can resume it's gloomy rainy atmosphere.



not sure, it would be tricky to keep it balanced, i will look into that tho' :)

btw shouldn't this thread be moved to the new release forum?

Yeah, it really could use an extra flag. Suggestion , put one inside a center building upstairs. Although it played well, love the atmosphere and the lighting.

The map was fun though, had 16 people on the server, is this version 32 supported?.

It was a major frag battle in the center 3 man cap. Bodies were flying, lol.

The reduced sounds seam to help cut back on server resources and lag a bit. I did have on guy complain on the german side, that the mortar noise lagged him every time it went off though. Even though he had a good ping.

And yes, some body put this mans work up in the releases please.

cheese-sarnie
11-10-2005, 11:59 AM
hi
thx for the info -=PHX=- WW2-WARDOG

is this version 32 supported?.

it actually has 68 player spawns in case valve repent and up the max players again.

Private Dyin
11-10-2005, 06:41 PM
Every time I join the server when on narbeth_b21 it tries to download dod_narbeth_b21.ain.bz2 and then dod_narbeth_b21.ain and never succeeds. So if I try to join again it tries to dl them again. I know its not something specific to narbeth but I thought I would bring it up anyways in case it is.

I usually check a map out on a listenserver on my comp before I install on our server so usually I'll have the ain files on my comp. The files are automatically generated I believe? This time with narbeth_b21 I just installed it to the server so I don't have the ain file on my comp. Anyone know why the ain file doesn't download or why its not generated on my comp?

Shane
11-10-2005, 07:04 PM
Originally posted by cheese-sarnie
hi
thx for the info -=PHX=- WW2-WARDOG



it actually has 68 player spawns in case valve repent and up the max players again.

I'll probably put this on CoJ... but not if b3 is imminent. Do you have a rough idea of when that will be available?

[SAS]==Colster==
11-10-2005, 11:07 PM
Originally posted by Private Dyin
Every time I join the server when on narbeth_b21 it tries to download dod_narbeth_b21.ain.bz2 and then dod_narbeth_b21.ain and never succeeds. So if I try to join again it tries to dl them again. I know its not something specific to narbeth but I thought I would bring it up anyways in case it is.

I usually check a map out on a listenserver on my comp before I install on our server so usually I'll have the ain files on my comp. The files are automatically generated I believe? This time with narbeth_b21 I just installed it to the server so I don't have the ain file on my comp. Anyone know why the ain file doesn't download or why its not generated on my comp?


It isn't necessarily the ain file causing the problem, the downloader looks for a zipped version then an upzipped version and then continues with loading the game, however no updated information is sent to your console at this stage so it looks like it is still downloading the ain file, the next thing you see if successful is the message about client info.

Sorry this doesnt solve your problem but I think it is unlikely to be the ain file as these are not essential to getting a map to run.

cheese-sarnie
11-11-2005, 08:30 AM
hi
thx for putting this thread in the release forum, i was starting to develop all kinds of paranoid conspiracy theories. :)

Originally posted by Shane
I'll probably put this on CoJ... but not if b3 is imminent. Do you have a rough idea of when that will be available?

thx Shane.
b3 will be at least 2 weeks after the updated sdk / fgd are released.

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