[REL]dod_pacific_b1


cheese-sarnie
01-02-2006, 09:35 AM
hi
---------------------------
Near the end of the war,
an elite band of axis troops are taking a dismantled ME262,
using a specially converted cargo u-boat, to
their japanese allies when they stop for
supplies on a pacific island...

...meanwhile on the opposite side of the island
the allies are landing on what they think is a
deserted island...

capture the flags to win.
----------------------------

i made this as an experiment to see if
an open bf1942 style island map would work in dods.
if it's not too laggy i'll update it with more detail.

download (http://www.armoured-llama.com/maps/dods/dod_pacific_b1.zip)

mirror (http://mapmonger.com/hosting.php) thx travis

pic1 (http://www.armoured-llama.com/modules/coppermine/albums/userpics/10000/dod_pacific_b11.jpg)
pic2 (http://www.armoured-llama.com/modules/coppermine/albums/userpics/10000/dod_pacific_b12.jpg)
pic3 (http://www.armoured-llama.com/modules/coppermine/albums/userpics/10000/dod_pacific_b13.jpg)

supports up to 64 players (i live in hope)

install: just unzip dod_pacific_b1.bsp into your maps folder
here: c:/program files/valve/steam/steamapps/your email/
day of defeat source/dod/maps

custom foliage, SBD and chicken models by the cheroke team.
website: http://www.cheroketeam.savana.cz

custom textures by cheese sarnie

everything else by dod dev team / valve.

any bugs / comments please post below.

have fun :)

Koblentz
01-02-2006, 09:46 AM
Vegetation looks beautiful. Now I just have to wait to see how it plays on a pub.

DjBourgeoisie
01-02-2006, 09:57 AM
can you post an overhead? curious about the layout

edit

Ok I just ran around your map, nice work on the foliage, and the coconuts ;)

Things that need to be improved on, the fog blending from the map to the 3d skybox could be alot better. There doesnt seem to be any real time put into the layout though, it felt more like a deathmatch map than a tdm with any real flow to it. I think if you maybe reworked the island and had actual routes divided up by steep hills that you cant go up it would make it alot better. Maybe even a rope bridge linking 2 areas would be nice with a ravine underneath people could sneak along. Not sure how complicated you are wanting to make this but its a good start. The biggest drawback though I think is the layout, just doesnt fit in with tdm style of dod imo. But good work on the foliage etc.

Devils Rear
01-02-2006, 10:15 AM
looks lovely - very nice work

up and running on our public server NOW!!

Is it ok to include this in the next map pack??

theozzmancometh
01-02-2006, 10:34 AM
Looks awesome, cheese........ Hope it plays great too!!!

ultranew_b
01-02-2006, 10:54 AM
Looks great !!

:D

cheese-sarnie
01-02-2006, 11:27 AM
Originally posted by Devils Rear
looks lovely - very nice work

up and running on our public server NOW!!

Is it ok to include this in the next map pack??

hi
yeah go for it :)

DjBourgeoisie some good points / ideas there.
the 3dskybox is a bit rude :rolleyes:
i thought it would be ok for a b1.
it's almost seemless when the fog is off, maybe i've missed something.

i wanted the "layout" to be as open as possible for that lost in the jungle feel, but having played it, it could do with a more focussed design.

once i'm sure the fps isn't an issue i'll change the layout a bit and maybe add some more detail.
if nothing else it definately needs some bananas :)

travis
01-02-2006, 11:39 AM
I've mirrored the file on mapmonger~

http://mapmonger.com/hosting.php

Bocasean
01-02-2006, 11:54 AM
I dunno if you can do it without destroying the FPS, but it would be cool if there was one main central path that met in the center. And in the center would be a rope bridge over a ravine, kinda like in Missing in Action 2 with Chuck Norris. Obviously, since it's a small island, the bridge wouldn't be as long, but it would still be a cool concept.

That'd be a sweet central battle area, and if people ever felt lost on the map, they'd only have to find the central pathway and they'd regain their bearings.

In general, I would agree that the map looks and feels great, but it needs a bit of direction and flow.

cheese-sarnie
01-02-2006, 11:54 AM
thx travis nice one :)

fAn
01-02-2006, 12:05 PM
looks nice, why not supporting dodpacific.com team with this map?

Dunn0
01-02-2006, 01:13 PM
Installing on our servers now..

Looks good!!

Thanks!!

Jibba-Jabba
01-02-2006, 02:07 PM
Cool foliage, map needs a lot of work though.

2ltben
01-02-2006, 04:53 PM
Holy crap, excellent work. Any plans on adding a U-Boat visible offshore?

Just a little bit of CC. The plane in pic3, unless that's really soft soil, couldn't survive a crash like that intact. It could, however, land horizontally and slide in, creating a nice path of destroyed foliage in it's path.

Bocasean
01-02-2006, 05:31 PM
When you start to tweak the approaches and the flow, I would seriously consider making the flag caps have an identity.

For example, I'd move that crashed plane to one of the side flags, so that people can call out "I'm capping the plane" or whatever. That will give people a clearer idea of where they are on the map.

I would also cut a pathway through the rock wall on the right side of the map (from the Axis perspective). Maybe tie that in with the possible ravine.

And many people got irritated by dying in the enemy spawn, so maybe mark those out with natural rock formations or something like that. Also, consider allowing people to swim in the ocean, since people just beg to go for a swim and it kills them.

INsane_dod
01-02-2006, 05:40 PM
This is a nice change from broken rubble, tight laneways maps.

The one thing I noticed the most was it does have some "no go.. or you die" spawn areas... but no warning when you get to them, maybe some barbed wire, like on charlie? Just to define a "no go area"

You could also consider some tunnels and / or small "make shift" bunkers?

http://www.thewarpage.com/ww2/pacinland/inland28.jpg

http://www.pacificwrecks.com/provinces/nauru/radiobunker.jpg

Nice, I like it :)

cheese-sarnie
01-03-2006, 09:10 AM
hi
thx for all the feedback. :)

i'll have to work on a b2 version to address some of the comments.
it does seem to play better on bigger servers.

nice bunker pics there INsane_dod

Neutrino
01-03-2006, 07:00 PM
i was playing about 6 vs 6 just now. its fun, but its also very random.
there needs to be better spawn warning, and identify them more clearly. identify them on the minimap, add some text messaging, and maybe some barbed wire or something. i didnt notice any.
nice looking map!

tdhainaut
01-03-2006, 11:26 PM
Looks nice...

Are you playing with japanese models ??
Can't try it with germans...

mumblyjoe
01-04-2006, 04:22 AM
Very nice!!

Deceiver
01-04-2006, 03:43 PM
Visuals are very nice ^_^ though you would need to work on the water boundaries and such. You also have some great atmosphere to really get you into the Pacific feel! And like some people have said, gameplay israndom. We need things leading to a major choke point. Oh we do need something to designate spawn points.

Also, you should consider maybe submitting/showing the map to the Day of Defeat: Pacific Theatre mod! I'm sure they'd like it after you sort out the gameplay ^_^.

http://www.dodpacific.com/

Wile E Coyote
01-05-2006, 10:40 PM
Wow, I was really impressed how well you pulled off this type of enviroment with relatively low FPS, even with many backgrounds sounds at once.

This map is absolute proof a full forest map CAN be made that will NOT bring servers and video cards to their knees.

As far as the island / nazi / submarine theme goes, I kept half expecting to find the Ark of the Covenant and a fedora wearing fellow in the bushes somewhere. That or special agent Jack Carver. (Let's see if anyone gets that reference) At firist I thought this must be some beta technology test map for a Pacific war mod for DOD, but I guess not.

Still, the map is visually astounding. The only problem I had with it was absolutely no warning you were intering a spawn, and punishment for that was instant death. It got real annoying real quick

Jimmy Crack Corn
01-06-2006, 08:21 AM
The gameplay can be and is extremely fast paced on this map. Would you consider making the flags either 2 player caps or have longer capping times on them(sorry if I'm not using the correct terminology). I would also like to see a version where the flags are a little more spread out and the submarine has flag cap on it.

Very nice looking map by the way. Love the jungle sounds as well

Thanks,

JCC

cheese-sarnie
01-08-2006, 05:31 AM
hi
thx again for the feedback.
i agree with you Neutrino, it is a bit random on small servers.

Wile E Coyote your post made my day :)
i actually redid the skybox on my last build and doubled the fps which should give me scope to add some more detail :cool:

i've just joined the Shores of Glory dev team (formerly DoDPacific) so i'm about to embark on a different project.

http://www.shoresofglory.com/

S i D
01-08-2006, 09:28 AM
looks beautiful

Neutrino
01-08-2006, 11:22 AM
Originally posted by cheese-sarnie
i've just joined the Shores of Glory dev team (formerly DoDPacific) so i'm about to embark on a different project.

http://www.shoresofglory.com/

cool. good luck!

Tonedef
01-10-2006, 12:42 AM
Well I just played this map and it was surprisingly great! I have full settings and I ran with GREAT fps.

The only problems I could see you have already mentioned yourself.

I love the lighting in the map, makes my test weapon ref maps look beautiful! Great work with those Cubemaps too :).

I seriously (for a beta 1) give this map a big A!!!

ColKlink
01-10-2006, 08:19 AM
cheese-sarnie: Great work!

I saw this map pop up sometime last week and jumped on the server to test it out. Unfortunately, nobody else was on the server. This turned out to be a good thing as I had time to explore. Great work with the vegetation and overall feel to the map.

Anybody know any server that rotate dod_pacific in? I'd love to see this map in action.

ultranew_b
01-10-2006, 02:47 PM
Ya, the dudes at cherokee team did a great job on the vegetation. :)

You can see all servers running this map here:

http://www.game-monitor.com/search.php?map=dod_pacific&game=all&country=&showFull=&showEmpty=

:)

Dunn0
01-10-2006, 02:52 PM
We have it in our rotation..

You need a semi- full server to appreciate the map.. Stop by in the evenings.

Looks great for 1st release..

Very Nice change!!

[SAS]==Colster==
01-10-2006, 05:52 PM
Ever loyal to the sarnie for the cracking job he did for us on dod_runoff, it is in rotation on our dod:s and dod:c servers

195.242.238.15:27025 - [SAS] Clan Public Server #3

195.242.238.15:27035 - [SAS] Clan Public Server #4 (DoD:C)

cheese-sarnie
01-13-2006, 04:06 AM
hi
thx for the server info :)

i thought i'd better find some info about u-boats in the pacific during ww2, as i did base this map on at least a tiny shred of truth, although the island combat never took place.

click here (http://www.ess.uwe.ac.uk/genocide/reviewsw54.htm)

-=SS=- Kurt
01-16-2006, 08:08 AM
Hi cheese-sarnie,

Another wonderful map, need to address axis side. Unbalanced map, allies win big every time. After a week players lost interest due to allies spawn camping at axis spawn and no hope in life for axis making it out.

Axis players try to join allies, no one want to play on axis. It’s disappoint to remove the map from rotation, but had to do it. When map is running, server empty out quickly.

My advice to you is some tunnels, 2 or 3 men cap flags and alternate route. Snipers and riflemen just own the frontline soldiers.

Regards, Kurt

Devils Rear
01-18-2006, 01:50 AM
got a problem with this map....

everytime i switch it on the server resets??

anyone any ideas?? It was working fine for a while.... now it is not working!!

cheese-sarnie
01-18-2006, 10:30 AM
Originally posted by Devils Rear
got a problem with this map....

everytime i switch it on the server resets??

anyone any ideas?? It was working fine for a while.... now it is not working!!

spooky.
got any more info Devils Rear?
error logs or any console messages. i guess if it just resets there will be no error log.
have you tried deleting it and reinstalling it on the server?
maybe something's got corrupted.

anyone else having server reset problems with this map?

Matrixis
02-17-2006, 12:31 AM
Fantastic Map, this shows an other way to fight against the enimies. This alternative location rulez.

www.day-of-defeat-source.de

ratty
02-18-2006, 08:37 PM
How's b2 coming? :)
I want to run this map, but from the comments about it being unbalanced with the allies winning always I'm reluctant to put it on despite it being so beutiful.

cheese-sarnie
02-19-2006, 02:34 AM
Originally posted by ratty
How's b2 coming? :)
I want to run this map, but from the comments about it being unbalanced with the allies winning always I'm reluctant to put it on despite it being so beutiful.

i haven't found it to be too unbalanced on 32 players servers, i think that comment may be down to one team being better than the other. :p
i've found it generally ends in a stalemate at the first axis flag.
i'd suggest trying it out a couple of times and see how it goes.

i am working on a newer verson, but i'm afraid it's for a different mod, which i obviously wouldn't dream of spamming on this forum. ;)

Semjonov
03-08-2006, 01:49 PM
Well, played it for three minutes and then quit after just dying without reason, guess some very clever spawn protection design. Seriously, you MUST mark the spawn kill zone someway. I just get bloody pissed for dying for no reason. It locked okay, and the framerates seemed good.

ratty
03-12-2006, 02:55 AM
So will there be a final, or is b1 the final for dod:s?

cheese-sarnie
03-12-2006, 05:46 AM
Originally posted by ratty
So will there be a final, or is b1 the final for dod:s?

not sure tbh.

i've been working on a b2 version, but i don't know if i'm gunna release it for dod:s

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