[Release] dod_anvil-B12


FuzzDad
10-23-2005, 09:33 PM
Here you go guys...I appreciate all the help today getting this out (Josh! and Shane!) and kudos to CoJ, Waldo, PIU, Mugsy, and the rest of the dev team for helping w/playtesting (and other things).

Remember...this is a BETA release and once Valve puts out the HDR code there will be a final release. I'll setup a bug thread for you all to answer too as well.

NOTE: There are conflicting reports as to whether or not the included res files will work. Server admins please give it a shot and if not let's get the right one posted.

Links:
Boring Old Fart Zip (From Josh) (http://mysite.verizon.net/warewind/files/dod_anvil-b12.zip)
Boring Old Fart Executable (From Josh) (http://mysite.verizon.net/warewind/files/dod_anvil-b12.exe)
RogansHeros Executable (http://josh.whatsupslc.com/rogansheroes/maps/source_maps/dod_anvil-b12.exe)
RogansHero Zip (http://josh.whatsupslc.com/rogansheroes/maps/source_maps/dod_anvil-b12.zip)

eckseid
10-23-2005, 09:34 PM
from what iv seen and heard, this is gonna be an awesome map.. dling now, cant wait to play :D

edit: just got done playing and i gotta say.. awesome work man :D

WolfeR
10-23-2005, 09:35 PM
YAY!

StreamlineData
10-23-2005, 09:35 PM
AWESOME!!!

nike
10-23-2005, 09:38 PM
Hey fuzz theres a user error in your files.

"resource/overviews/dod_anvil-b12.txt" "file"

you have this resources folder located INSIDE the materials folder. Just thought id let you know cause in the res file its pointing to the above, but in the structure its under materials.

E.B. Sledge
10-23-2005, 09:43 PM
yay!

josh_u[RR]
10-23-2005, 09:44 PM
Originally posted by nike
Hey fuzz theres a user error in your files.

"resource/overviews/dod_anvil-b12.txt" "file"

you have this resources folder located INSIDE the materials folder. Just thought id let you know cause in the res file its pointing to the above, but in the structure its under materials.

sorry about that, my bad. the res file has the correct structure. it should NOT be in the materials folder. I am creating a new .zip file as I type.

Jibba-Jabba
10-23-2005, 09:46 PM
Have fun, guys :D

Ca-Chicken-Soup
10-23-2005, 09:48 PM
Bug thread up yet? I've found a few :D

Mike the Zombie
10-23-2005, 09:55 PM
Extremely nice thanks for sharing

Bocasean
10-23-2005, 09:56 PM
Thanks FD! I've been uploading it to our server for the past few minutes. Everyone is so excited that they don't even mind the lag its causing.

Sweet.

zhaoyun
10-23-2005, 10:00 PM
Hey FD, is there a difference in putting the sound clip that was packaged in your map in the folder ambient instead of Ambient? I'm running a linux server, so those two folders are considered two different folders.

FuzzDad
10-23-2005, 10:02 PM
Originally posted by zhaoyun
Hey FD, is there a difference in putting the sound clip that was packaged in your map in the folder ambient instead of Ambient? I'm running a linux server, so those two folders are considered two different folders.

Not sure...I need to brush up on my syntax consistency.

WolfeR
10-23-2005, 10:05 PM
Some tables and stuff on the map have a gray shading on them like cubemaps have not been built. I typed buildcubemaps in console and then it said map differs from server when trying to join one.

*NVM* I read the info on the teams.

shomizu9
10-23-2005, 10:06 PM
I think the res file would need to be edited to reflect the actual path, zhaoyun

josh_u[RR]
10-23-2005, 10:07 PM
Originally posted by nike
Hey fuzz theres a user error in your files.

"resource/overviews/dod_anvil-b12.txt" "file"

you have this resources folder located INSIDE the materials folder. Just thought id let you know cause in the res file its pointing to the above, but in the structure its under materials.

the rogansheroes .zip and .exe now have the correct file structure. sorry about the mix up.

Unk
10-23-2005, 10:14 PM
kick ass:cool:

mulletgut
10-23-2005, 10:19 PM
Downloaded - installed. It looks beautiful FuzzDad.

Lets play Anvil!!!!!!!!!!

Private Dyin
10-23-2005, 10:29 PM
Downloaded and installed thanks Fuzzdad. :D Thanks to Josh too. ;)

Maybe a stupid question but why is the .vtf file for the overview 5.5 MB? :confused:

Petey
10-23-2005, 10:47 PM
simply amazing FuzzDad!!:D

Ca-Chicken-Soup
10-23-2005, 10:50 PM
Heh that was an intense game on COJ, the axis seemed to get held up a lot at the first flag tank area though.

FuzzDad
10-23-2005, 10:57 PM
Originally posted by Ca-Chicken-Soup
Heh that was an intense game on COJ, the axis seemed to get held up a lot at the first flag tank area though.

That's because of the insane talent on your team...between insane and cuban and the others...I was getting whacked at range w/bar's and garands...i do think i'll end up redesigning the axis spawn exit and give them another one or push it farther back.

Dark Dog
10-23-2005, 11:05 PM
I love it.. the mg42 is very useful since there is tons of fun spots to deploy :D

Had the problem with the missing textures..but I think that was the .res file problem.. Anyway great job FD

E.B. Sledge
10-23-2005, 11:07 PM
i loved the map. it looks great and plays well too. but i got bad frame rates in most of the open areas.

other than optimizations (i hope) my only concern of the map are the doorways with sandbags. they're a pain to jump through.

otherwise, great work FD.

Mutty
10-23-2005, 11:10 PM
The map looks great and plays great. I thought the rifles might take a hit on the re-design, but I was wrong. They play fine. Nice job FuzzDad!

xXMaverickXx
10-23-2005, 11:17 PM
woohoo, i look forward to putting this on our server, now u go take a break till the hdr code is released fuzzdad, u deserve it

RosietheRiveter
10-23-2005, 11:19 PM
Excellent work FuzzDad :D
Thanks

Shane
10-23-2005, 11:29 PM
FOR THE LOVE OF GOD

Can someone please post the VERBATIM .res file?

Secondly, in the server.cfg redirect, what dir level do you aim it at?

DoDMovies
10-23-2005, 11:35 PM
post pics!!!

theozzmancometh
10-23-2005, 11:46 PM
Pics here:

http://www.landofozz.net/forums/viewtopic.php?t=234&start=0&postdays=0&postorder=asc&highlight=

Whoopy42
10-23-2005, 11:55 PM
I was playing this map for about 45 minutes tonight, excellent map, I was very impressed. The learning curve is decent, not much more than 15 minutes or so, layout is well designed, brushwork is fabulous. Graphics are very good. The gameplay is excellent, much faster paced than any official map imo, very easy to get into the action, its well balanced, though at times I got a nagging feeling the allies had a slight advantage, idk what would cause that though, probably was just talent mismatch. Down the road I think this would be a great map for a league to use, there's a lot of potential for strategy and teamwork. If the dev team is smart they'll pick it up for the next update, it would be a great addition to the official map rotation. Congratulations on a great map fuzzdad, good luck with it.

Melchizedek
10-24-2005, 12:18 AM
Wow seriously a GREAT map! I love maps that really feel like WWII (there are well-done holes in the walls, rubble, etc). I'm sure it's gonna be official once it's finalized.

[SAS]==Colster==
10-24-2005, 12:27 AM
I used Josh's zip and noticed that you have to change Scripts to scripts and Ambient to ambient for Linux Servers, as they would create new folders if not, dont forget to change it in the res file too.

OK so not a bug as it would still work but you would end up with two S(s)cript folders and two A(a)mbient folders.

Dead
10-24-2005, 12:46 AM
Downloading.

Nice work, fuzzdad - as allways. :)

Tonedef
10-24-2005, 12:57 AM
Just...wow...!

As you know FD I have played an earlier beta of yours (B7) by accident, but I am glad I did cause I have something to make a comparison with.

I was in awe when played B7...Falaise is one of my favorite maps...though it seemed a little...bland. But this release is just fantastic!! There is a lot more detail, the sandbags are wonderful and most importantly the Falaise gameplay we all love is still there if not better!

I love the touches you added. At one point I even noticed the end of a powerline falling the the ground after an explosion. The immersion is just unbelievable! I know this is a beta and I know that there is still some work ahead, but this already rivals the stock maps!

Thank you for the hot map and keep up the good work!

RA7
10-24-2005, 01:29 AM
Very nice, FuzzDad, adding mirror now ! ;)

Ubiquitous
10-24-2005, 01:35 AM
I hate raining on a parade, but:

It looks very nice, but unlike others I wasn't as impressed as far as gameplay goes. It seems like there are just too many flanks and too many places where people can shoot you in the back from. I hate having to think about someone coming from all different directions. I played it for a few hours on a server with 7 on 7, which after playing with that many people I came to the conclusion that it was probably ideal for a 10 on 10. It's a very noob friendly map. There were lots of tommys and bazookas (err carbines and autopistols) just running through the houses to get to each flag. Hardly anyone went through the streets which pretty much screwed over rifles and snipers.

Like I said it looks nice, but my experience on it was more frustrating than any other dod:s map I've played on (including that omaha map). The map certainly belongs in dod:s though, as in it's very easy for someone to play it for the first time and do well if they just pick a tommy and run around holding the trigger.

As far as everything else, it looks like you worked very hard making it look pretty, and I commend you for that.

Jammydodger
10-24-2005, 02:10 AM
Good job and thanks for the time and effort you have put into this for us ;)

Tonedef
10-24-2005, 03:15 AM
@Ubiquitos: Here is a quote from another Anvil thread by FD...might answer some things for you :)

A vast majority of our gaming public likes easy, simple CQ-based maps. I am diometrically opposed to that from a mapping perspective so my stuff tends to be complicated, involving, detailed and nice to look at. That doesn't usually translate to a lot of players. But...that's OK because as most independent mappers, I build what I like, not what I think others will like.

Ubiquitous
10-24-2005, 03:27 AM
Originally posted by totally_tonedef
@Ubiquitos: Here is a quote from another Anvil thread by FD...might answer some things for you :)

yeah i know. he holds his map to his own standards without letting others influences his artistic decisions and i truly respect that. my favorite musician, trent reznor does the same thing with his music.

notice that i didn't ask or beg fuzzdad to make changes. i was just stating my opinion of the map in regards to class balance and overall fun level. it could have easily just have been the server i was on but it just wasn't fun at all, though aesthetically pleasing. i'll give it another go later in the week and see if i feel any different.

on a brighter note, im usually among the first to notice a bug or exploit in any given map, but in his i found none. there are other things i liked such as the round start thing carried over from falaise. it makes for a very interesting start to the map.

EDIT: and 1 other really impressive thing: i get roughly 35-60 (usually 40-50) FPS running the map without any people in it. on the stock maps i usually get around 30-40.

d3lux3
10-24-2005, 03:50 AM
i was bzipped the map and all the materials, sounds.. download ok but at finish i get a error "missing file maps/dod_anvil-b12.bsp" and the file dod_anvil-b12.bsp.bz2 is my maps download folder why?

Gunfreak
10-24-2005, 05:21 AM
i get these black and purple chekkers thing all over the map werry triping..

bozo
10-24-2005, 06:05 AM
please add all your custom content files to your BSP file

use the bspzip tool (http://developer.valvesoftware.com/wiki/BSPZIP) or WinBSPZip (http://www.chaosincarnate.net/cannonfodder/cftools.php?program=winbspzip)

I think it's much better, when there is only the .bsp file than alot of this small files all over the place

TheMiede
10-24-2005, 07:44 AM
For the finalized version you might want to get rid of sky_wasteland since it is a buggy sky(a big green box is in he sky).

Also i havent played falaise before so when i played this mpa for the first time i was COMPLETELY lost. I recall leaving my spawn right after the other team had won and being bombarded by grenaides instantly. It seemed like grenades were the way to win the map. Every corner i turned i blew up by a grenade. Maybe its just me but i didnt like the gameplay but i went roaming around the map on my own and loved the detail.

Supa
10-24-2005, 07:48 AM
Originally posted by d3lux3
i was bzipped the map and all the materials, sounds.. download ok but at finish i get a error "missing file maps/dod_anvil-b12.bsp" and the file dod_anvil-b12.bsp.bz2 is my maps download folder why?

because the map name is
dod_anvil-B12.bsp

case matters

FuzzDad
10-24-2005, 08:08 AM
Originally posted by Ubiquitous
I hate raining on a parade, but:

It looks very nice, but unlike others I wasn't as impressed as far as gameplay goes. It seems like there are just too many flanks and too many places where people can shoot you in the back from. I hate having to think about someone coming from all different directions. I played it for a few hours on a server with 7 on 7, which after playing with that many people I came to the conclusion that it was probably ideal for a 10 on 10. It's a very noob friendly map. There were lots of tommys and bazookas (err carbines and autopistols) just running through the houses to get to each flag. Hardly anyone went through the streets which pretty much screwed over rifles and snipers.

Understandable, but you're also describing DoDS gameplay in a nutshell (SMG dominated). This map, however, offers a chance to be effective with all weapons to some degree. On every server I played rifles, STG's and BAR's were the predominate weapon...not Tommyguns and MP 40's. You also equate realistic environments w/"noob" friendly which is a mistake. There are no "noob-friendly" maps...there are only noobs.

That said. I'm working with CAL to produce a CAL version of the map that basically removes almost all the side routes, closes off the hotel, etc...so you can have a go at a map that's more or less a big circle w/two routes only to each flag if that's your cup of tea.

Cranbarry
10-24-2005, 08:17 AM
The map looks amazing, plays amazing... It runs "Smoother" than the stock maps.

It can be a bit confusing at first, but once you learn the routes and pathways its a GREAT map - for teamplay.

It was made for "Teamplay" - some people are going to love it for that... some are going to hate it.

I wish I could make stuff like this - I'm amazed at how this map has transformed. I believe I have almost every version of this map (that we were allowed to test) on my computer, and its ever changing layout/pathways has made it (What I believe) a GREAT all around map. You can be sucessful with ANY weapon. Every class has an opportunity to do what it is meant to do.

Instant combat spawn at roundstart has got to be one of the best features utilized on this map (Same as Falaise). Makes life "Interesting" to say the least.

The map has alot of "Routes", alot of "Campers Specials" and takes GREAT EFFORT and TEAMPLAY to overcome and win!

This is the way DOD was MEANT to be played. One player is NOT going to make the difference. Its going to take teamwork to win this one!!!!! My Kind of Game!

More maps like this might actually keep the game going.

Great Work Fuzz - You know I got your back on this one!!!!!

P.S. - Whats NEXT!!!!???????

=A82A=WhataMack
10-24-2005, 08:24 AM
Map's now installed on our server:

=A82A= DoD:S - Play as a Team
69.31.7.86:27015

Really looking forward to playing. Falaise was my favorite of all the maps in DoD 1.3.

THANKS, FUZZDAD!

cobaltgrc
10-24-2005, 08:58 AM
Thanks fuzzdad, great map!

Apollo
10-24-2005, 08:58 AM
Fuzzdad did a lot to simplify the map to as basic a route that he could, and did a pretty good job of it. I'm looking foward to it in CAL, especially since it's something new.

Ubiquitous
10-24-2005, 09:16 AM
Originally posted by FuzzDad
Understandable, but you're also describing DoDS gameplay in a nutshell (SMG dominated). This map, however, offers a chance to be effective with all weapons to some degree. On every server I played rifles, STG's and BAR's were the predominate weapon...not Tommyguns and MP 40's. You also equate realistic environments w/"noob" friendly which is a mistake. There are no "noob-friendly" maps...there are only noobs.

That said. I'm working with CAL to produce a CAL version of the map that basically removes almost all the side routes, closes off the hotel, etc...so you can have a go at a map that's more or less a big circle w/two routes only to each flag if that's your cup of tea.

while i disagree with the last few statements in your first paragraph, and am tempted to respond, i'll just not go there as to avoid an e-debate.

i think it's very considerate of you to make a CAL-friendly (so to speak) version of your map. essentially, i was just worried that CAL might put the current anvil in the rotation. but it's good to know now that a mapper cares enough about the community to release different versions of his map. the described CAL version layout sounds a bit anzio-ish if i read it correctly, which is ideal for clanplay IMO.

once again, i didn't mean to make it sound like i was ripping on your map. it is probably the nicest looking map i've seen on the HL2 engine and it has phenomenal FPS too. it boggles my mind as to how you were able to do that.

Saust
10-24-2005, 09:46 AM
Wow, from the responses on here, I can't wait to play this map later! I am really looking forward to it.

Things are looking up, with a good few custom maps out in server rotations breaking up the stock four. Whooo :D

Go Fuzzdad!

FuzzDad
10-24-2005, 09:55 AM
Originally posted by Ubiquitous
while i disagree with the last few statements in your first paragraph, and am tempted to respond, i'll just not go there as to avoid an e-debate.

i think it's very considerate of you to make a CAL-friendly (so to speak) version of your map. essentially, i was just worried that CAL might put the current anvil in the rotation. but it's good to know now that a mapper cares enough about the community to release different versions of his map. the described CAL version layout sounds a bit anzio-ish if i read it correctly, which is ideal for clanplay IMO.

once again, i didn't mean to make it sound like i was ripping on your map. it is probably the nicest looking map i've seen on the HL2 engine and it has phenomenal FPS too. it boggles my mind as to how you were able to do that.

Dude...you're fine and I completely understand where you are coming from. I build maps from two points of view...what I like to see and what I like to see. :) That puts me in contentionable terriotory from time-to-time but there's nothing wrong with an adult debate. I also like to hear dissenting opinion because it's through that process where good change can take place. Having a bunch of "yes" men serves no purpose IMO.

That said I'm also way too open to adapting change if enough people want a change in the map. So, I had chats w/a few CAL guys and others and they took the time to produce a series of screen shots explaining what sections of the map to close off. It's not what I would do of course but since I've never made maps w/CAL in mind I thought "Why not?" and in a week or so I should have a CAL version to beta test as well. Toys for all!

Propaganda
10-24-2005, 10:53 AM
Any chance of zipping the extras into the bsp on the next release?

FuzzDad
10-24-2005, 10:58 AM
Originally posted by Propaganda
Any chance of zipping the extras into the bsp on the next release?

When the time comes I'll probably ask you or someone to do so...I'm fond of zip files because that's just the way I do things. I like to see all the files.

Ginger Lord
10-24-2005, 11:34 AM
I had a quick play around of it on a few servers and quickly got frustrated with being forced to use the SMG's as everyone else was using them, I was the only person not using them on a 12 v 12 server.

It ended up just people running blindly around auto-spamming people in the face with a lowest ping wins first situation. I waited in the streets with my MG and rifles and nobody came :(

I hope it was just those servers that were like that.

CryptFiend
10-24-2005, 11:47 AM
Great map....really beautiful (oh and it plays well too).

Any other DoD maps on the backburner we can expect?

R3G1m3nT4L
10-24-2005, 12:30 PM
Love the map i dled asap but others cant dl off server HELLLLLPPPPPPP any one please i have two servers and followed all the right paths and the other server was set up by another ad min and it does the same.


Apart from that roxing map lov eit well done good work and frag ass

R3G :confused:

FuzzDad
10-24-2005, 12:31 PM
Originally posted by CryptFiend
Great map....really beautiful (oh and it plays well too).

Any other DoD maps on the backburner we can expect?

Actually, I fully expect to see GL and Insta's maps out fairly soon and you'll soon see a special version of dod_anvil just for CAL.

Stosin
10-24-2005, 12:45 PM
Umm this will sound like a noob question but, where do I upload the map to?
I went to the ftp and all but have no idea where to put the folders or what to do

Ace_McGirk
10-24-2005, 01:16 PM
Maybe I should have created a new post , but I thought I would try in here.

Let me set the stage.I enter anvil_b12 (and it happened on b7,sorry didnt know it wasnt released generally)and everything looks sweet.After I take a shot at the gound/buildings,I get this

http://www.acemcgirk.com/anvil_error.jpg

It only appears after I take a shot ,not someone else.I can then go and shoot each patch of this funny stuff and have it switch back to normal(except for most walls cant seem to make them switch back by shooting) and it remains normal for the rest of the timelimit.


9800 pro,vid card with no crazy settings in my cfg,no other map does this to me.


Any ideas?

FuzzDad
10-24-2005, 01:24 PM
:) That's your video card interpreting the specular lighting (or lack therof) on the textures that have bumpmapping and other visual highlights to them. Nobody in the test group reported it so I have to assume it's on your end. Try different video settings is all I can suggest.

josh_u[RR]
10-24-2005, 01:36 PM
Originally posted by R3G1m3nT4L
Love the map i dled asap but others cant dl off server

I'm having the same problem. I'm thinking we screwed up the .res file. ppl can DL everything but the .bsp...wierd.

Dogface
10-24-2005, 01:37 PM
Great map FD. very pretty and gameplay aint bad either.
My problem is now all the maps have the same txt file at the beginning.

R3G1m3nT4L
10-24-2005, 01:45 PM
i got two maps one zip one exe and another server admin loaded the other dods server and its the same problem :( boohoo well i say boohoo fact is i hace it lol :D but its the punters that dont :confused:

R3G

FuzzDad
10-24-2005, 01:58 PM
Originally posted by Dogface
Great map FD. very pretty and gameplay aint bad either.
My problem is now all the maps have the same txt file at the beginning.

Yea...that's really screwy. I think the res file must have had something to do w/that. Shows you how crappy distributing these things can be. The map text file with the map description is in the maps directory. Look for it...(dod_anvil-B12.txt). Perhaps the res file d/l or renamed something. Try this: Rename your maps directory and reinstall from a zip file and see if that clears it.

Dogface
10-24-2005, 02:00 PM
ok Ill try that when I get home. I used the .exe file. Ill get the zip and try again.

HellStar
10-24-2005, 02:03 PM
Very nice map :)

Do you have plans to increase player amounts to 32 in the next version?

Got a load of spectators moaning they can't play :D

Blue[)evil
10-24-2005, 02:05 PM
Uploaded on my clans server and only 22 players can join. We have a 32 player server...Did you make it like this on purpose?

FuzzDad
10-24-2005, 02:07 PM
Originally posted by HellStar
Very nice map :)

Do you have plans to increase player amounts to 32 in the next version?

Got a load of spectators moaning they can't play :D

Yea...i was afraid of that. The map can handle 32 players but these spawns can't...it's the one thing about the map that's weak...the spawns. I have to redesign them and make it so to cap a flag doesn't mean firing into spawn exits.

One of the "problems" about testing on a great server like CoJ is they play by a loosly defined set of "rules" which make it verbooten to shoot into spawns. However, we all know that on pubs spawn-shooting is a way of life, so I need to address that in my final release.

Shane
10-24-2005, 02:10 PM
Originally posted by FuzzDad
One of the "problems" about testing on a great server like CoJ is they play by a loosly defined set of "rules" which make it verbooten to shoot into spawns. However, we all know that on pubs spawn-shooting is a way of life, so I need to address that in my final release.

Or, like I prefer to put it, "purposeful". I'll shoot into the spawn, but only if necessary, if serving a direct and obvious game purpose.

So, yeah, I don't like the layout that, at times, forces me into that choice.

bozo
10-24-2005, 02:12 PM
.res and server-dl probs:

why not kick that old and error-prone .res style in the trash
and use the better source engine handling -> store all files in the .bsp????

Mucko
10-24-2005, 02:18 PM
Very nice map! Its very refreshing to have a map that fits with the new engine. Its just the right size and plays perfect! Now this is what the veteran DoD players want. Not Anzio and Avalanche. Keep up the great work!!!

It would be nice if steam would have released this map for you so everyone would play this as a default. Its the best map by far.

Its sad they got that lame ragdoll kungfu out pretty quick though.

Bocasean
10-24-2005, 02:23 PM
Indeed. I replaced Avalanche with Anvil in my server's mapcycle.

=A82A=WhataMack
10-24-2005, 02:46 PM
Originally posted by FuzzDad NOTE: There are conflicting reports as to whether or not the included res files will work. Server admins please give it a shot and if not let's get the right one posted.The .res file(s) I've downloaded result in a lot of purple and black textures.

FD, just curious...why do you use some upper-case folder names (Sounds, Ambient, Scripts) when the existing, corresponding folder names (on my server, at least) are lower-case? And why the upper-case in filenames (e.g., the "B" in "dod_anvil-B12.bsp" and the "F" in "Falaise_blend2.vmt")? Why aren't all the map's folder and filenames lower-case? I think this is part of the problem with the .res file. :confused:

FuzzDad
10-24-2005, 02:57 PM
I'll work up two things tonight: A classic minimap and pack all items into the bsp (as per suggestions). It'll take a few hours.

=A82A=WhataMack
10-24-2005, 03:09 PM
FD, don't want to sound like a nag, but while you're doing that, can you please drop the uppercase characters? please-oh-please? :cool:

(edit: ah, sounds like with the .bsp file, that won't be an issue. Sorry, FD, but I've just had a very frustrating afternoon, trying to get the map to work correctly on our server)

Dark Dog
10-24-2005, 03:40 PM
Will those who have the bsp and all the files, Have to redownload the ziped bsp with all the files in it?

[A5th]Kermit
10-24-2005, 03:48 PM
played it for an hour or so strait and it is just great! really feels like the 1.3 version.

my only gripe is the sandbags leading into the main building from all directions. seems weird seeing people crouching through to get into it. it can also be a little annoying trying to find the spot to actually get in the hole. anyone else notice this?

A+:D

Private Dyin
10-24-2005, 04:07 PM
Originally posted by FuzzDad
Yea...i was afraid of that. The map can handle 32 players but these spawns can't...it's the one thing about the map that's weak...the spawns. I have to redesign them and make it so to cap a flag doesn't mean firing into spawn exits.

One of the "problems" about testing on a great server like CoJ is they play by a loosly defined set of "rules" which make it verbooten to shoot into spawns. However, we all know that on pubs spawn-shooting is a way of life, so I need to address that in my final release.

How soon do you think we can expect a 32 player friendly version? On other maps I've used EndEd to add some spawn points but I don't want to do that with Anvil since I don't know how that would affect your instant battle spawns. You can't imagine how angry some people get on a 32 man server and 10 people have to sit in spectator. I'd rather not lose potential regular players when they run off to play somewhere else.

Also I don't think spawn-shooting is a way of life on pubs. Spawn-shooting or spawn camping isn't allowed on our servers. With Source's removal of all spawn protection its made more work for our admins. :D

-=PHX=- WW2-WARDOG
10-24-2005, 04:21 PM
Fuzzdad, I love your work man, but I do have one problem. Could you guys making these maps please make the server admins aware that you only allowed for 22 or less people to join them when you release the map, not after?

It's annoying as hell to install all this stuff, bzip2 all the files, to find out we can't fill up our 32 man server, and 10 people are stuck in spectate.

Other than that, nice map, but can't use it on our server because of player cap = :( .

Disciple
10-24-2005, 04:47 PM
Granny still hasn't lost her mad skillz I see. :D

SWK
10-24-2005, 06:34 PM
Finally a map where rifles can shine!

FuzzDad
10-24-2005, 06:35 PM
If you want a traditional minimap d/l this and put into your day of defeat source folder (use folder names):

http://mysite.verizon.net/warewind/files/anvil_minimap.zip

http://mysite.verizon.net/warewind/images/mini.jpg

lol...it's crude and I can't draw contour lines to save my life...but it's far easier to see what's going on w/this one.

Maj. Kreuger
10-24-2005, 06:37 PM
Did a run-through on the map today after I downloaded. Looking good.

I can't believe no one has mentioned the 'message from Fuzzdad' when you play the radio in the axis spawn

At least you're slow, Fuzzdad...ha

Deceiver
10-24-2005, 06:40 PM
Originally posted by FuzzDad
If you want a traditional minimap d/l this and put into your day of defeat source folder (use folder names):

http://mysite.verizon.net/warewind/files/anvil_minimap.zip

http://mysite.verizon.net/warewind/images/mini.jpg

lol...it's crude and I can't draw contour lines to save my life...but it's far easier to see what's going on w/this one.

way better than the old one ^_^

FuzzDad
10-24-2005, 06:40 PM
Originally posted by -=PHX=- WW2-WARDOG
Fuzzdad, I love your work man, but I do have one problem. Could you guys making these maps please make the server admins aware that you only allowed for 22 or less people to join them when you release the map, not after?

It's annoying as hell to install all this stuff, bzip2 all the files, to find out we can't fill up our 32 man server, and 10 people are stuck in spectate. Other than that, nice map, but can't use it on our server because of player cap = :( .

Look, I can't tell server admins everything...it's 22 players because that's what I tested it on...a 22 person server. Remember...I'm a mapper and do not know of these things. :)

When I go final you'll get a 32 person version with better spawn protection and all reported bugs fixed. Final will be a few days after (I hope) the dev team releases the code to do HDR. Also, for years I've used the zip method to distribute beta files. I will do the bkzip (or whatever it's called deal) for the final version.

Deceiver
10-24-2005, 06:42 PM
ah crap >_< only 22 spawn spots? not gonna go good for the 32 man TMH server =\

josh_u[RR]
10-24-2005, 06:44 PM
Originally posted by FuzzDad

lol...it's crude and I can't draw contour lines to save my life...but it's far easier to see what's going on w/this one.

yeah, crude, but still better than mine :P

btw, we no longer have problems DL the map from the server. turns out we just had our DL url wrong.

ultranew_b
10-24-2005, 06:48 PM
Originally posted by FuzzDad
Also, for years I've used the zip method to distribute beta files. I will do the bkzip (or whatever it's called deal) for the final version.

An alternative to the "not fun to use" BSPZIP, is a much easier to use BSPZIP program called PAKRAT (http://www.geocities.com/cofrdrbob/pakrat.html) . Same as BSPZIP, except it has a G.U.I.

Makes this process loads easier.

:D

Brooker
10-24-2005, 08:00 PM
Fuzzdad, you b****** !! I was just going to bed, and I caught sight of this thread - so I downloaded the map and just spent half an hour exploring it... it's 3am and I've got work in the morning; being an old man I need my sleep - I'll be a zombie

This is your fault! :p

Great map, can't wait to play it with actual people to shoot at ;)

Propaganda
10-24-2005, 08:56 PM
Just played it. Looks good, very few flaws. This one's a keeper. Good job Fuzzdad, thanks for the effort.

Remy
10-24-2005, 10:48 PM
I just Downloaded the one off Rogans, and loaded it to the server only to find abunch of missing textures in the form of purple and black checks... I have re-downloaded the map again from FD 's site and found it loaded with a bunch of folders not in the Rogans one, so who ever set up the mirror might want to check the file content....


PS, FD disreguard the PM I sent about the textures, didn't know I was missing so many files in the first download ...

FuzzDad
10-24-2005, 11:37 PM
Look carefully....

http://www.fileplanet.com/half_life.shtml

StreamlineData
10-25-2005, 01:06 AM
Originally posted by Brooker
being an old man I need my sleep - I'll be a zombielol.. not that it really matters.. but FD is older than you :P

GREAT job on the map!!!

Must be a bit of an honour to see your map show up on the front page of fileplanet... and the only map listed in their DODS map list ;)

Someth|ngW|cked
10-25-2005, 03:33 AM
Wait, wait, wait, B12, as in Beta 12?

Private Dyin
10-25-2005, 05:58 AM
Originally posted by FuzzDad
If you want a traditional minimap d/l this and put into your day of defeat source folder (use folder names):

http://mysite.verizon.net/warewind/files/anvil_minimap.zip

http://mysite.verizon.net/warewind/images/mini.jpg

lol...it's crude and I can't draw contour lines to save my life...but it's far easier to see what's going on w/this one.

The vtf file in your zip is named dod_anvil.vtf shouldn't it be dod_anvil-b12.vtf or does it matter. :D Thanks for all your hard work Fuzzdad. :cool:

FuzzDad
10-25-2005, 07:01 AM
Originally posted by Private Dyin
The vtf file in your zip is named dod_anvil.vtf shouldn't it be dod_anvil-b12.vtf or does it matter. :D Thanks for all your hard work Fuzzdad. :cool:
No...that's what I intended. It's the first step in going final and I can start my normal naming convention on some files. If anyone decides to incorporate this in their server downloads they'll need to adjust their res file.

For the next release (which will be final) I'll vet the entire res and packaging plan first and then have a few of you server admins out there verify the process works before I release the map. I got caught up in holding myself to a end-of-the-weekend deadline and didn't check the file structure closely enough.
Originally posted by Someth|ngW|cked
Wait, wait, wait, B12, as in Beta 12?

Yep...been testing it for WEEKS w/a new version every other day the last week. I'll start internal testing the final release by this weekend. I'll also post a changelog up on my webbie when I get a chance in the next week or so.

Dradz
10-25-2005, 10:35 AM
Originally posted by FuzzDad
Yep...been testing it for WEEKS w/a new version every other day the last week. I'll start internal testing the final release by this weekend. I'll also post a changelog up on my webbie when I get a chance in the next week or so.

whew...now you can get some SLEEP and lay off the CAFFEINE!

Awesome work!

Ruroni
10-25-2005, 12:30 PM
We cal players do need more maps. Its a nice map, and if you're gonna cut back on the routes for the cal version it will be great. The layout is awesome though.

Brooker
10-25-2005, 05:57 PM
I played it quite a bit tonight, and the overriding impression is so many people saying it's the best map they've played in DOD:S

Is there any chance it'll become an official map? It certainly deserves to as far as I'm concerned, if for no reason that 'the more the merrier' (and that's really the smallest reason!). Once again - thanks FD :)

dackz
10-25-2005, 07:05 PM
Here's a version of the map with all of the extra files bspzipped into the bsp. The only file in the archive is the bsp itself. I really hope you release the final version in this form, FuzzDad.

http://dackz.net/misc/files/dod_anvil-b12a.rar

Neutrino
10-25-2005, 07:07 PM
Originally posted by FuzzDad
Look carefully....

http://www.fileplanet.com/half_life.shtml

i think i looked too carefully. i was looking for something smaller, hehe.

Jibba-Jabba
10-25-2005, 07:17 PM
Wow, hittin' the big sites, congrats.

FuzzDad
10-25-2005, 08:08 PM
Originally posted by Brooker
I played it quite a bit tonight, and the overriding impression is so many people saying it's the best map they've played in DOD:S

Is there any chance it'll become an official map? It certainly deserves to as far as I'm concerned, if for no reason that 'the more the merrier' (and that's really the smallest reason!). Once again - thanks FD :)

I don't think so...but it will be played internally at Valve so I will get some feedback from them. I do happen to know the devs are working on a remake of at least one of the DoD 1.3 maps and a few new maps (not sure on the count or what they are). PIU made a comment in a game I was playing that one of the new maps was a "rifle map" so I suspect that means it will be a "outside" map.

FuzzDad
10-25-2005, 08:11 PM
Originally posted by dackz
Here's a version of the map with all of the extra files bspzipped into the bsp. The only file in the archive is the bsp itself. I really hope you release the final version in this form, FuzzDad.

http://dackz.net/misc/files/dod_anvil-b12a.rar

How about when the time comes I look you up? We have a few server admins set to do testing of the res files and other things and when we're ready to go I'll let you know.

=A82A=WhataMack
10-25-2005, 09:12 PM
Originally posted by dackz:
Here's a version of the map with all of the extra files bspzipped into the bsp. The only file in the archive is the bsp itself. I really hope you release the final version in this form, FuzzDad.dackz...
thank you thank you thank you!!!

:D :D :D

We now *finally* have Anvil running on our server...what a sweet map, and kudos to FD for the excellent work, and to dackz for packaging it all up. It's in our regular rotation, fer sure. :cool:

Pfarrer
10-26-2005, 01:32 AM
Great map! Very good in detail. But I think it's a bit too sunny :cool: while falaise had this nice, a bit more dark - read: threatening - atmosphere.

Nevertheless: better to play on 5 maps then on 4. GJ.

Darkwing
10-26-2005, 04:45 AM
great map.

one thing that stands out visually for me was the flatish streets and sidewalks. Especially from the allied first tank flag towards the middle tank flag, even though it dips down and up again. Its just... i dunno... straight and flat... It looks dull. If you look carefully at anzio, the roads have displacement maps to make them more bumpy. But even better is the road that runs through flash, much more realistic, it looks superb.

Flat straight roads with flat straight footpaths.... its just not sourcey enough. Try breaking up those straight flat roads with some more displacement craters and rubble slopes. In fact, displace it with just minor channels and slopes in the road, very subtle divots and bumps. I think that would really work in adding an extra layer of effect to those roads.

FuzzDad
10-26-2005, 09:55 AM
yea...i had a version w/undulating streets but it ran worse...to do so means creating false-bottom streets w/null and then placing displacement on top. I don't argue that it looks better...but the solid (flat) streets blocked vis better and on most machines when running across displacement terrain you get a screen shudder when you strafe. There are a few displacement streets in the map though...the roads leading from both spawns to off-map are displacement.

That said, I've added enough fps-saver stuff that I might be able to return to that look...I'll probably try a version with one street set that way and the other remains flat to get my testers reaction. My over-riding concern at the moment is performance and so I judge all changes against that standard first.

pedroleum
10-26-2005, 02:49 PM
great map!

i've played it yesterday on a bigger server, and it was a lot of fun :)

i think it has a good mix of close and medium range combat!

also, it looks amazing! you really put a lot of effort into details!

so, thank you for making it! :)

dackz
10-28-2005, 06:27 PM
Originally posted by FuzzDad
How about when the time comes I look you up? We have a few server admins set to do testing of the res files and other things and when we're ready to go I'll let you know.

Sure thing. Just send me an IM or a PM when you need the help. Contact information is in my profile.

BRITISHBULLDOG
10-29-2005, 11:40 AM
A big thank you FD from the goldengunners clan ,very nice work ! i hope to see a fabrik remake would like to try myself but anit got a clue where to start:D again thank you for your time and effort!

S|-|AGGY
10-29-2005, 04:20 PM
I tried to play on COJ the other night and it said i didnt have Beta 13?

FuzzDad
10-29-2005, 06:04 PM
Originally posted by S|-|AGGY
I tried to play on COJ the other night and it said i didnt have Beta 13?

That's because I released version 12...we were testing version 13. I'm at close final...I should release the "final" version a few days after the release of the sdk.

Kampfer/Burns
11-02-2005, 06:27 PM
I just played. Very nice work, definately worth checking out if bored with the current maps. I've no real comment except the Tigers, yeah, too many Tigers and I doubt the Germans would just happen to leave them lying everyone. They weren't, generally common tanks based on their production numbers. Maybe later on if new vehicles models are made you should try adding some variety there. Good work on the map its great fun.

Antigen
11-03-2005, 02:15 AM
I like this map. But I have to say I'd rather see a more original idea from one as talented as you. Anvil seems to play alot like the 4 officially released source maps. A main flat street, a few token side entrances, alleys, and alternate routes, and tanks for cap points. Could be Donner or Flash. This map is beautiful but I hate to say its more of the same stale, predictable, exclusivly close quarters gameplay. How about something like Koln, Caen, Cherbourg? Maps like those favor no weapon or play style.

Just a suggestion, an idea.

Regardless, keep up the quality mapping.

FuzzDad
11-03-2005, 07:01 AM
Originally posted by Antigen
I like this map. But I have to say I'd rather see a more original idea from one as talented as you. Anvil seems to play alot like the 4 officially released source maps. A main flat street, a few token side entrances, alleys, and alternate routes, and tanks for cap points. Could be Donner or Flash. This map is beautiful but I hate to say its more of the same stale, predictable, exclusivly close quarters gameplay. How about something like Koln, Caen, Cherbourg? Maps like those favor no weapon or play style.

Just a suggestion, an idea.

Regardless, keep up the quality mapping.

Well...I understand the desire to have "new" maps that might be more atmospheric but remember that anvil is a remake of Falaise and my intent was to take a good map and push gameplay to be more kenitic and faster and I've achieved that goal. Gameplay is actually quite solid in great part just because it's "stale and predictable". It's also entirely intentional on my part to create a map that has set rules about gameplay (Main path, several alternate routes per objective, bright, no atmospheric effects, etc). As to CQ...that's just not true...most of the games we played had various combinations of snipers, MG,s bazooka guys, etc. Of the four official maps Donner is by far my favorite and this map compares favorably in terms of layout and combat as that does.

Those other three maps you mentioned all had one thing in common...they were all way too big. Several were also impossibly out of scale and all the revisionist history buffs in the world can't escape the fact that they were among the least-played maps in the bunch. I did like Koln very much but I, like you, were part of a very small minority. Since I already have several of the least played and most artistic maps (glider, flugplatz, falaise) in the 1.3 bunch I've decided to go over to the dark side and make a pedestrian map that appeals to a wider variety of players than something that's dark, moody, and atmospheric.

Those other maps? Part of our history and although they illicit fond memories from some, the memories are jaded by the "original experience" factor. It's like capturing lightning in a bottle or your first true love...you just can't escape the desire to have that again even though you know it's probably never going to happen again.

As to anvil, part of me likes to make really nice looking maps but there's a part of me that want's to build a map people actually want to play in greater than single-digit numbers. I think I've succeeded with both objectives so although you might think I should try something more daring, I'm very comfortable with the results of my "pedestrian" year-long effort. :)

Maybe my next map should be an artsy-fartsy map...

Watchtower
11-03-2005, 07:40 AM
I hope in the future you say "damn the man, screw the norm, etc" and try something a little less down your safe-zone.

FuzzDad
11-03-2005, 07:43 AM
Originally posted by Watchtower
I hope in the future you say "damn the man, screw the norm, etc" and try something a little less down your safe-zone.

Dude...I want both the liberal vote (ohhh...looks really pretty and is unique) and the republican vote (MEAT AND POTATOES!!! CQ SMG...KILL, KILL, KILL!!!). So call me a fence straddler. :)

BTW...I have been approaced to make an objective-style map ala glider/jagd...so mebbie I'll come back to the Jedi again...

DjBourgeoisie
11-03-2005, 07:54 AM
Fuzzdad, is there a snowballs chance in hell this map will go official? I mean the quality is obviously there, and from what I can tell the balance seems good. Minus the hdr (not sure if you plan on implimenting into the final) I dont see why it cant be an official release via steam. Just curious.

R3G1m3nT4L
11-03-2005, 09:11 AM
pft next time dont waste valuable time trying to help those poor gamers that have only dispare at the thought oh no not ava again syndrom.

The map is playable and evenly sided good all round action and considering some of the poor quality maps out there your should be taken as a god send o mighty map designer ;) .

just one thing not jagd never did like it.

Glider always popular and interesting. good objectives and game play good luck with that any way and cheers for falaise

R3G

United Warriors of Europe

pop by some time and say hi.

83.142.52.14:28025 -UWE-Clan.co.uk||DoD Source Server #uwe FF on | :eek: dont ask dont get :)

FuzzDad
11-03-2005, 09:39 AM
Originally posted by DjBourgeoisie
Fuzzdad, is there a snowballs chance in hell this map will go official? I mean the quality is obviously there, and from what I can tell the balance seems good. Minus the hdr (not sure if you plan on implimenting into the final) I dont see why it cant be an official release via steam. Just curious.

My guess is no given that Valve is now using internal HL2 and CS mappers to produce levels. It's really difficult to push outside contractor work through companies like Valve...there's so much paperwork and legal stuff required that it's very difficult to sustain relationships w/outside contractors.

That said, a few of us (w/some internal assistance) are trying to get Valve to open up Steam distribution to a process where we can get the very best custom maps distributed via Steam on a pull system (if you want the map you "pull" it off Steam) instead of us having to sell our souls to all sorts of folks to host the maps. There should be a way where Valve, owners of gobs of bandwidth, can open up a server to host custom maps and build a simple interface to go get them. Mappers don't get reimbursed financially but they get their product "out there" to a point where distribution is not an issue. I'm sure there would be a rule set regarding this so idiot four-walls-and-a-door maps couldn't get posted (some kind of review process would be required) and that alone might be problematic...but there has to be a way for custom mappers to work w/Valve to get additional content out...I have to think there's room for that under the umbrella.

DjBourgeoisie
11-03-2005, 09:50 AM
Thx for the response, regardless great job on the map, I will have it in rotation when the final releases.

I remember valve in one interview stating they planned on doing this down the road, and also having a database of custom models etc for mappers to use. Both are great ideas and I hope they happen eventually.

Tonedef
11-03-2005, 10:37 AM
Originally posted by FuzzDad
That said, a few of us (w/some internal assistance) are trying to get Valve to open up Steam distribution to a process where we can get the very best custom maps distributed via Steam...

Little conceited there are we :p. J/K. The map is very nice, keep up the usual good work FD!

quint
11-03-2005, 12:09 PM
excellent map , have it in Rotation at The O.C Clan
195.62.10.69:27035

Could easily be an official map, plays and looks superb. Easily the best of the customs so far ( and a few nice ones are popping up) and will take some beating for some time to come.

Praise indeed when a man of DjBourgeoisie's talents has great things to say about it.

DjBourgeoisie any chance of a DOD S map ? i know your busy with VIP mod at the moment which im really looking forward to :)

FuzzDad
11-03-2005, 12:46 PM
Originally posted by totally_tonedef
Little conceited there are we :p. J/K. The map is very nice, keep up the usual good work FD!

Well...the truth is most custom maps are crap...pure unadulterated crap. You'd either have to allow anyone to post a map or be selective. Selective means a semi-official relationship would have to be executed which by itself could be problematic. I'm not sure what the answer is...I just know that to get widespread distribution of a custom map requires either a herculean effort in terms of hosts and luck or a map that's so freaking good it sells itself...and over the last few years we've only seen a few of these in the "good" category and the remainder in the "crapola".

DjBourgeoisie
11-03-2005, 12:56 PM
Originally posted by quint
DjBourgeoisie any chance of a DOD S map ? i know your busy with VIP mod at the moment which im really looking forward to :)

Eventually I will dive into dodsource mapping, I am preoccupied with my mod atm. Vip mod will be out really soon, my work on that project is done.

Brooker
11-03-2005, 05:35 PM
FD I'd guess if you want to be the author of a truly popular map, small seems to be the way to go - minimizing the distance to run from spawn to action seems to be the key for lots of people. I think most people would find running across (for exampe) Caen to get the last flag, and getting popped as you round the last corner without firing a shot, gets tiring if it happens more than twice in a row...
But people can survive some frustration if that run is shorter. Kalt and Flash are, I guess, popular because there is a short direct run end-to-end, and longer + safer alternative route(s) to take. That combination = teh winzorzxz*!

(* sorry - not good at 'l33t'.. too old)

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.