[rel] Dod_opo_liberer_b3


[oap]Agent_S
11-02-2005, 10:10 AM
DOD_OPO_LIBERER_B3

A beach based map, close fighting, designed to be a real fight to get off the beach for the allies.

Support for up to 40 players, working overview map, working defence gun, aa gun, many fixes / updates including a new 3rd route for allies, 3d skybox (still work to do), Allies spawn protection on beach, you can no longer climb the cliff (I hope!)

Allies there are 3 "weakpoints" on the bunkers, to destroy them shoot the targets at their bases.

Axis just defend like hell! timer will be added as / when an FGD is out.

get it here

http://www.jamesdon.plus.com/dod/Liberer/dod_opo_liberer_b3.zip
OR
http://www.msportcam.co.uk/Media/dod_opo_liberer_b3.zip

Self extracting zip, simply point it to your C:\Program Files\Valve\Steam\SteamApps\USERID\day of defeat source\
and it will unzip to all the right folders.

** RES FILE INCLUDED FOR SERVER OPERATORS **

Thanks to KwC for the bunkers, Sly Assassin for the 155mm Casemate and Ranson for his 88

SCREENSHOTS
http://www.jamesdon.plus.com/dod/Liberer/dod_opo_liberer_b30025.jpg
http://www.jamesdon.plus.com/dod/Liberer/dod_opo_liberer_b30024.jpg
http://www.jamesdon.plus.com/dod/Liberer/dod_opo_liberer_b30023.jpg
http://www.jamesdon.plus.com/dod/Liberer/dod_opo_liberer_b30043.jpg
http://www.jamesdon.plus.com/dod/Liberer/dod_opo_liberer_b30041.jpg
http://www.jamesdon.plus.com/dod/Liberer/dod_opo_liberer_b30039.jpg
http://www.jamesdon.plus.com/dod/Liberer/dod_opo_liberer_b30037.jpg
http://www.jamesdon.plus.com/dod/Liberer/dod_opo_liberer_b30036.jpg
http://www.jamesdon.plus.com/dod/Liberer/dod_opo_liberer_b30035.jpg
http://www.jamesdon.plus.com/dod/Liberer/dod_opo_liberer_b30033.jpg
http://www.jamesdon.plus.com/dod/Liberer/dod_opo_liberer_b30030.jpg

Servers running this map

OFAB 195.242.236.137:27015
Land of Ozz 66.208.102.215:27015
82nd Rangers 70.84.38.84:27018
42nd HighLanders 70.84.38.89:27016
DOMC 213.202.208.177:27015
dod2xs.co.uk:#1 193.238.84.10:27015
=A82A= DoD:S 69.31.7.86:27015
[Me109] 216.55.133.45:27018
My thanks to those who are running this map on their servers.

plenty more to be added when the full fgd is available, please post comments / criticisms below or mail liberer@jamesdon.plus.com

theozzmancometh
11-02-2005, 10:26 AM
Looks GREAT man, we'll toss it on the Ozz server this afternoon (3 pmish)!!!!



Keep it up!!


--Ozz

(4THIDUSA) SSG
11-02-2005, 11:29 AM
will be on both my source servers soon

xXMaverickXx
11-02-2005, 01:49 PM
lookin good, sadly we are in the middle of changing server providers so this version wont be up on our server anytime soon but i will look at it on the 82nd (i spend time there already anyways)

[oap]Agent_S
11-02-2005, 02:10 PM
thanks m8, post your IP when you do and I will add it to the list, I've been dropping in and out of the servers running this map and it seems well balanced and as intended fast paced so im pretty happy at the moment.

all suggestions still welcome as the next version will probably be the final and I can move onto something a bit more imagianative :)

Sneaks
11-02-2005, 03:40 PM
Added to our server rotation , looks and plays great :D thx

193.238.84.10:27015 dod2xs.co.uk:#1

=A82A=WhataMack
11-02-2005, 05:05 PM
Thanks for adding the targets on the bunkers. :) The map will be added to our vote-able map list ASAP.

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

[oap]Agent_S
11-02-2005, 05:22 PM
Originally posted by =A82A=WhataMack
Thanks for adding the targets on the bunkers. :) The map will be added to our vote-able map list ASAP.

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

Great thanks, server added to list

And if that dosent work im going to go wait in a bunker and save myself from the moron invasion :D

im still sat here kind of pleased that there havent been any suggestions on improvments as it means I can move onto another map soon

Pvt.Snail
11-03-2005, 04:50 AM
It is a GREAT map!
Now pump out some more.;) Keep up the great work, it is appreciated!

Cartor
11-03-2005, 11:13 AM
Looks very nice!
However there is a thing that comes strange across.
On picture:
http://www.jamesdon.plus.com/dod/Liberer/dod_opo_liberer_b30033.jpg

There are doors visible, which in itself is not bad of course, but the styling is. The doors have a distinct 60's 70's feeling over them. Maybe its better to replace them with more contemporary doors of the time.

(4THIDUSA) SSG
11-03-2005, 11:46 AM
the two source server I host for groups

70.84.38.84:27018 82nd Rangers Day of Defeat: Source Server

70.84.38.89:27016 42nd HighLanders

Private Dyin
11-04-2005, 04:02 AM
Map is on our server in place of beta2.

Did you intend for that file dod_opo_liberer_b3.log in the maps folder to be dod_opo_liberer_b3.txt ? That way it shows up on the description screen when you pick sides. You should also include it in the .res file if that is the case.


edit - strange on the server it said it was .log but i just looked at it on my comp and its .txt . Oh well, should still be in .res file. :D

[oap]Agent_S
11-04-2005, 04:32 AM
Originally posted by Private Dyin
Map is on our server in place of beta2.

Did you intend for that file dod_opo_liberer_b3.log in the maps folder to be dod_opo_liberer_b3.txt ? That way it shows up on the description screen when you pick sides. You should also include it in the .res file if that is the case.

edit - strange on the server it said it was .log but i just looked at it on my comp and its .txt . Oh well, should still be in .res file. :D

Damn that res maker, your quite right it is missing from their will make a note of it for the next release and get it right :cool:

haircut
11-05-2005, 03:19 AM
Originally posted by [oap]Agent_S
Damn that res maker, your quite right it is missing from their will make a note of it for the next release and get it right :cool:

I noted a problem with resMaker.

You have to make the sure the maps folder has a capital M

Maps not maps.

Otherwise it misses all the files in that folder.

[oap]Agent_S
11-05-2005, 06:08 AM
Originally posted by haircut
I noted a problem with resMaker.

You have to make the sure the maps folder has a capital M

Maps not maps.

Otherwise it misses all the files in that folder.

Top man thanks for that, ill see how it goes, now if we could just get the FGD id be on easy street :D

quint
11-06-2005, 09:34 AM
dont see the weak points on the bunkers ? how do i find them, cant seem to shoot thru anything

josh_u[RR]
11-06-2005, 12:59 PM
dude, you've got to lose those ships out in the water. they just look awful. I know you need to add some detail of some sort, but just delete them until you get something better.

I like the progress that the map is making, so I am putting it on our server, but I really hope you keep working on it. there are still some obvious problems that need to be fixed. I'll try and provide more feedback and pics when I get some time.

[oap]Agent_S
11-06-2005, 03:09 PM
Originally posted by quint
dont see the weak points on the bunkers ? how do i find them, cant seem to shoot thru anything

You should be able to see a red target at the base of the bunkers, it requires one full garand clip.

http://www.jamesdon.plus.com/dod/Liberer/dod_opo_liberer_b30035.jpg

the red target on the bunker in that pic. there are 3 in total one on each bunker, also look at your minimap should be a little explosion marker.

Originally posted by josh_u[RR]
dude, you've got to lose those ships out in the water. they just look awful. I know you need to add some detail of some sort, but just delete them until you get something better.


I thought I had put that on the to do list on the first post, anyway yes the skybox is still requiring work its normally the last thing I do, I havent got any small hedgehog models so its brush based ones in the skybox now and some landing craft coming from the ships.

I've fixed some of the lighting issues like the red windows in the barracks and the models that are too dark.

the ladders in the bunkers now have enough space on both sides to get round.

And I've started work on clipping and performance work.

thats all I can remember right now but if you have a list of things you want looked at it would be much appreciated.

josh_u[RR]
11-06-2005, 04:49 PM
Originally posted by [oap]Agent_S
if you have a list of things you want looked at it would be much appreciated.

I'll try and get some pics to you soon.

=A82A=WhataMack
11-07-2005, 06:49 PM
Was playing the map (version b3) on our server last night, but no one could see the weak point targets on the front of the bunkers. Also, I was peppering the front of the bunkers with a BAR and could never get an opening to show up. :(

Private Dyin
11-07-2005, 08:31 PM
Well the red targets are visible by players on our server. Though some went "Oh so that's what those are for!!" when I told them about them. :rolleyes: Maybe cracks in the structure would work better? Or instead of the red targets just print in big red letters "Shoot here!!" :D

Maybe a little more room around the bottom of the ladders up into the bunkers. I noticed some people trying to get around the ladder on the closer wall side and get momentarily stuck. Also maybe some way to make it harder to spawn camp the axis spawn exit? One mg setup facing their exit locks them down.

=A82A=WhataMack
11-07-2005, 10:06 PM
Originally posted by Private Dyin:
Well the red targets are visible by players on our server. Though some went "Oh so that's what those are for!!" when I told them about them. :rolleyes: Maybe cracks in the structure would work better?Yeah, I'd have to agree. That's pretty much always been the tip-off in DoD that you can blow open a spot in a wall (e.g., in dod_charlie and dod_caen). I think you'd wind up getting a better map if people had something like that, which is more familiar to them.

[oap]Agent_S
11-08-2005, 02:40 AM
Originally posted by Private Dyin

Maybe a little more room around the bottom of the ladders up into the bunkers. I noticed some people trying to get around the ladder on the closer wall side and get momentarily stuck. Also maybe some way to make it harder to spawn camp the axis spawn exit? One mg setup facing their exit locks them down.

The Ladder thing is done already so room on either side, the Axis are slated to get a 2nd exit from their spawn to help with MG camping.

=A82A=WhataMack

Yeah, I'd have to agree. That's pretty much always been the tip-off in DoD that you can blow open a spot in a wall (e.g., in dod_charlie and dod_caen). I think you'd wind up getting a better map if people had something like that, which is more familiar to them.


I will make a crack in the wall then if people are still having problems, maybe a flashing neon sign :D

173D
11-09-2005, 01:33 PM
Have the big gun fire on the beach, random and maybe have those ships fire on the hill randomly.....

[oap]Agent_S
11-09-2005, 02:19 PM
Originally posted by 173D
Have the big gun fire on the beach, random and maybe have those ships fire on the hill randomly.....

A good suggestion but not possible yet thanks to the FGD, defo something I will think about, as in a scripted sequence where the ships in the distance fire a salvo every now and then.

The Axis will be getting mortars to fire on the beach but as for the Def Gun its ment to be firing out to sea not down on the beach.

173D
11-09-2005, 06:26 PM
Yeah but, the krauts are scared shirtless and they have depressed the muzzle as far down as it will go so that they can blow the Allied attacks off the cliffs using beehive rounds.! What they didn't expect was a small tactical nuke fired from one of the ships that knock out the gun and all the Allies can now lounge around in the kraut barracks looking at stuff in their footlockers and eatin donuts!!

[oap]Agent_S
11-10-2005, 07:02 AM
Originally posted by 173D
Yeah but, the krauts are scared shirtless and they have depressed the muzzle as far down as it will go so that they can blow the Allied attacks off the cliffs using beehive rounds.! What they didn't expect was a small tactical nuke fired from one of the ships that knock out the gun and all the Allies can now lounge around in the kraut barracks looking at stuff in their footlockers and eatin donuts!!

LOL someone get this guy a sedative :)

Map is not at the stage where I can do no more till the FGD, and by the looks of it thats not too far away either.

So I have started on a few little concepts that will be the next in the "OPO" series.

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