[REL] dod_claviers


otF yetihw
03-16-2006, 10:30 AM
Current version: dod_claviers_b1a

Huzzah. After so long I don't even want to think about it, here is a beta1 of dod_claviers. Ive been through a lot with this map, having to totally rebuild it from scratch at one point. Unfortunately I have ever so slightly rushed a few areas, including the 3d skybox, due to the deadline being up on the SS competition. But it's playable (hopefully) so enjoy!

DOWNLOAD 1 (http://www.mapmonger.com/files/dod_claviers_b1a.rar) - Mapmonger

DOWNLOAD 2 (http://www.landofozz.net/pafiledb/p...download&id=297 ) - landofozz.net courtesy of ozzman

DOWNLOAD 3 (http://www.dod-federation.com/file.php?id=548) - DOD Federation

Screenshots:

Overview: http://img294.imageshack.us/img294/2278/dodclaviersb14so.jpg (http://imageshack.us)
http://img526.imageshack.us/img526/3379/screen19yl.jpg (http://imageshack.us)
http://img381.imageshack.us/img381/3821/screen27ah.jpg (http://imageshack.us)
http://img529.imageshack.us/img529/9100/screen38jv.jpg (http://imageshack.us)
http://img466.imageshack.us/img466/2520/screen41oc.jpg (http://imageshack.us)
http://img466.imageshack.us/img466/6483/screen56sc.jpg (http://imageshack.us)
http://img466.imageshack.us/img466/3086/screen62wf.jpg (http://imageshack.us)
http://img529.imageshack.us/img529/4376/screen74ce.jpg (http://imageshack.us)
http://img64.imageshack.us/img64/3388/screen88nk.jpg (http://imageshack.us)
http://img64.imageshack.us/img64/5791/screen93wa.jpg (http://imageshack.us)
http://img64.imageshack.us/img64/8089/screen109lq.jpg (http://imageshack.us)

Also thought you guys might find this interesting. It's the original sketch I did for the map before I started, all those months ago:

http://img469.imageshack.us/img469/4057/dodclaviersrl0io.jpg (http://imageshack.us)

As you can see it's changed a bit but the basic centre is there. The right hand side has been cut off completely (maybe to make an appearance in a later version if the map is considered to be too small).

As I mentioned I did rush some of it, and I just hope that it doesn't ruin it. Basically the walls around the city are too blocky and the skybox isnt exactly perfect. Also some missing details such as windows/doors on some buildings, but I'm too tired to care now :D It is, after all, a B1.

At first it may appear a little unbalanced but I have tested it out and the time it takes for each team to get to each teams 1st and 2nd flags are identical bar a second or two either way. It is also quite open but there is cover to be used from snipers and there are alternative routes.

It is compiled in Full HDR and should run adequately on all but the worst machines. I realise that there are still some issues with FPS in certain areas.

Anyway look, play, criticise, and above all enjoy.

*This map is dedicated to the memory of Fred Gregory, the greatest cat the world has ever known. Died 9th March, 2006

Known Errors
[list=1]
Weird orange window lighting in upper street
Slight gap between floor of house and ground in upper street
In b1a I accidentally managed to replace a wall texture with a roof texture when trying to fix a NODRAW on displacement error :-/
Roofclipping errors noted and will be fixed for next release. Thanks to UPA for finding them :D
Some cover needed badly in the alleyway leading to axis 1st, I will add maybe 2 sandbags at different points along it for avoiding machine gunners
Spawn protection didnt go down too well, will change it to classic style high wall exits
Slight texture problem on roof of house coming out of allied spawn
[/list=1]

For up-to-date work and changelog go to http://yetihw.dod-federation.com

theozzmancometh
03-16-2006, 10:50 AM
Cool, we'll check it out, whitey!!



Here's a download mirror for you: http://www.landofozz.net/pafiledb/pafiledb.php?action=download&id=297


--Ozz

El Capitan
03-16-2006, 10:58 AM
Nice job! I'll check it out in a bit!

otF yetihw
03-16-2006, 01:01 PM
Quick playtest on SS server reveals a gaping hole into the abyss which I managed to miss. Im recompiling now, should be ready in 4 hours or so.

HellStar
03-16-2006, 04:31 PM
Looks nice, I'll hold off uploading it to our servers until you fix it ;)

otF yetihw
03-16-2006, 08:13 PM
Well I just got back in and its still compiling, probably not long left but I have to go to bed as I need to be up in the morning so it wont be ready till tomorrow Im afraid.

To Kurt: Ill upload it to the server the moment I awake tomorrow

-=SS=- Kurt
03-16-2006, 08:29 PM
Hi otF yetihw,

OK thanks!!!

Cheers, Kurt

otF yetihw
03-16-2006, 08:37 PM
Sometimes I just want to pull my hair out over compling. I just dont understand it. The last compile I did, the VIS time was 3 hours and 2 minutes. Now I have blocked up that gap, added 1 sandbag model and added a texture to one side of a brush, and the VIS is currently on 9.. after about 4 and a half hours. It makes.....no sense. Anyway bed time.

Zao
03-16-2006, 08:43 PM
The layout looks good. Rather spartan looking map, but I reckon it'll play nice. I'll give it a go soon. :)

ultranew_b
03-16-2006, 10:35 PM
Looks very nice !!

Downloading now !

:)

otF yetihw
03-17-2006, 05:08 AM
Actually dont bother downloading this pleaaasee im still compiling the fixed version, taking ages should be ready in about an hour. Trouble im going to have now is 2 versions floating around.

theozzmancometh
03-17-2006, 05:14 AM
Then rename it _b1a or _b2



--Ozz

otF yetihw
03-17-2006, 05:24 AM
Yeah thats what I was thinking. b1a I suppose, not really worthy of a b2 seeing as I hardly changed anything :P

*btw ozz cheers for the mirror

theozzmancometh
03-17-2006, 11:02 AM
Np man, anytime.



Mirror is still the same link: http://www.landofozz.net/pafiledb/pafiledb.php?action=download&id=297

This is version _b1a

--Ozz

Bocasean
03-17-2006, 11:31 AM
Anyone who wants to check this out, I'm going to playtest this on our Competitive Server tonight (Friday) at 9pm Eastern.

That way, you'll know where and when to find it if you haven't had a chance to play it yet.

8.9.3.197:27015 -|UPA|- Competitive Teamplay 100 Tickrate

Friday at 9pm Eastern

otF yetihw
03-17-2006, 12:34 PM
Cheers mate. I think thats 2am my time, Ill be there.

otF yetihw
03-17-2006, 04:15 PM
Well that I really enjoyed. Map just got played on SS server for god knows how long, about 2 hours I think. I was particularly happy with the team balance, which can be seen by the round wins in this screenshot:

http://img397.imageshack.us/img397/1971/dodclaviersb1a00246up.jpg (http://imageshack.us)

Bocasean
03-17-2006, 05:10 PM
I'm sure you're aware, due to the speed with which you had to release the map, but it's extremely easy to exploit at this point in time.

otF yetihw
03-17-2006, 07:06 PM
Well yeah Im sure there are problems but thats the point of a beta1+playtesting, to find them. Anything in particular?

Bocasean
03-17-2006, 07:17 PM
Mainly roof access and falling off/under the map. We're running it now if you want to stop by.

8.9.3.197:27015 -|UPA|- Competitive Teamplay 100 Tickrate!!!!

otF yetihw
03-17-2006, 09:27 PM
Yeah thanks for that it was useful. Can sort both of the roof problems with a couple of clips, which to be honest I thought Id already done but obviously not :D

The under the map thing, I think you are refering to when you fall off of the wall. Well theres not much I can do about that Ive put the trigger_hurt which is there as low as possible but beneath that is the underside of the map and then the rest you can see is all part of the 3dsb. But generally no one falls off there anyway unless intentionally, its mainly there for aesthetic reasons, maintaining the walled city look.

Bocasean
03-17-2006, 09:33 PM
I agree with the wall, as it looks fine. For going under the map, you have to get way up on the far right roof, opposite of where I was that one time.

Personally, I hope you clip everything except that one roofline where you shot me off of that one time, since it makes a great spot to Sentry the 2cap. Clip the rest, but leave access to that one area if you will.

otF yetihw
03-17-2006, 09:45 PM
Just remembered something you guys might find interesting. A little while back I was playing around with Google Earth and I did a search for Claviers, not expecting to be able to see it being a small village. But for some reason there it was in high res. I did a quick sketch thing from which you can see where I got the basic layout of the map.

Image of Claviers:
http://img229.imageshack.us/img229/8452/claviersabove12ab.jpg (http://imageshack.us)

Edited image:
http://img211.imageshack.us/img211/9152/claviersabove26oq.jpg (http://imageshack.us)

The upper road/church/overlook areas are all visible there. The allied side of the map is made up, as is the courtyard.

otF yetihw
03-18-2006, 08:12 AM
Could you be more specific? I didnt even realise you were playing, did you have a different name or something ...

Bocasean
03-18-2006, 08:27 AM
-|UPA|- Leader is my in-game name, and I shot a few guys in the mid before you shot me and my body hung off the edge of the roof. That spot isn't cheap in my opinion, as long as the areas behind it are clipped.

I'll post some screens later.

otF yetihw
03-18-2006, 08:49 AM
OOh you were leader. Didnt realise heh. I still couldnt get up on that window, I dont know why.... what were you doing other than crouch jumping.

Yeah the thing is there is a skybox brush on top of the building going up to the roof of the skybox which I thought would act as a clip but apparantly not, Ill clip it all thoroughly for next release.

Kid-A
03-18-2006, 09:57 AM
I just played this and it was pretty good fun. One problem for me was that you get a real bad FPS hit when looking down the street by axis spawn. This meant that it was difficult to get people with the K98 as they come off the 2 man cap.

CoolHand
03-20-2006, 07:16 PM
Next version can you make sure the flags will score point. We would like to add it into our internal 907th RISK type campaign but as it is it does not score points so it's not possible to really determine a clear winner all the time in league type match.

Can't wait to see the next version. keep up the good work.

otF yetihw
03-20-2006, 08:33 PM
Ah yes I will, sorry about that didnt really think about that field (as it doesnt mean much to me). Ill add to my list...

CoolHand
03-20-2006, 10:38 PM
Thank you, Trouble, one of our member wanted to add the map to our Risk campaign so much because he simply love the way the map plays. I have not had the time to play it yet. I told him I would do my best to get this point to the mapper. He played it the other night on SS server for two hours in a row and I think he his hook to the map :)

I appreciate it.

otF yetihw
03-21-2006, 09:17 AM
Ah well thats great to hear. I am looking to release a b2 next weekend, after the competition ends.

Bocasean
03-23-2006, 05:05 PM
Having played this a few more times, I have found a real problem area: The Allies do not have good enough access to the middle.

The Axis have 2 routes, and neither of them have a direct line of sight, downhill as the Allied route does. The Allies have to travel uphill, through a very narrow corridor. Most pubbers will not do this, so the Allied team almost ALWAYS loses, unless some people on Allied know how to get them to work as a team.

Even then, it's too narrow and predictable. Either widen it, or cut some access paths that don't take so long to flank. As of now, by the time the Allies flank, the Axis have had the middle for a full 30 seconds or so.

otF yetihw
03-23-2006, 07:11 PM
Yeah Im very aware of this, and I have fixed it. There is now a secondary route into the hotel next to the allied spawn, so the allies dont have to go right into the alleyway to get inside where they are vunerable to axis machine gunners at the top. There is also now cover in the form of sandbags up the alley. I am also in the process of adding a route through the houses to the left of the centre path up to the middle flag, so the allies dont have to go all the way around to axis2. I have also moved the axis spawn area further back and the axis 1st flag back to where the spawn area currently is, so it takes the same amount of time for them to reach middle as allies and the axis 1st isnt so close to the centre flag. Hopefully this should sort out the bias.

*Am aiming to release b2 by the weekend, maybe monday depending on how long it takes, as I have a busy weekend ahead.

otF yetihw
03-23-2006, 10:01 PM
Well heres a bit of a taster of the new stuff which should improve to the dynamic of the map and solve some of the bias towards axis.

Alley protection:

http://yetihw.dod-federation.com/images/new/alleypro1.jpg
http://yetihw.dod-federation.com/images/new/alleypro2.jpg
http://yetihw.dod-federation.com/images/new/alleypro3.jpg

Allied spawn changes:

http://yetihw.dod-federation.com/images/new/alliedspawn1.jpg
http://yetihw.dod-federation.com/images/new/alliedspawn2.jpg
http://yetihw.dod-federation.com/images/new/alliedspawn3.jpg
http://yetihw.dod-federation.com/images/new/alliedspawn4.jpg

New passage through the hotel:

http://yetihw.dod-federation.com/images/new/hotel1.jpg
http://yetihw.dod-federation.com/images/new/hotel2.jpg
http://yetihw.dod-federation.com/images/new/hotel3.jpg
http://yetihw.dod-federation.com/images/new/hotel4.jpg

New passage from allied 1st to centre flag:

http://yetihw.dod-federation.com/images/new/newpassage1.jpg
http://yetihw.dod-federation.com/images/new/newpassage2.jpg
http://yetihw.dod-federation.com/images/new/newpassage3.jpg
http://yetihw.dod-federation.com/images/new/newpassage4.jpg
http://yetihw.dod-federation.com/images/new/newpassage5.jpg
http://yetihw.dod-federation.com/images/new/newpassage6.jpg
http://yetihw.dod-federation.com/images/new/newpassage7.jpg

Obviously none of this is final yet, I only just made the route through the houses a minute ago so its all lacking in detail.

Ol' Noodle Head
03-24-2006, 06:37 AM
Lookin' nice.

Bocasean
03-24-2006, 10:11 AM
Indeed. Great updates so far.

Captain Spartacus
03-24-2006, 05:57 PM
Looking good!

/download

THe hAXis
03-25-2006, 09:13 AM
I played this, and love it looking forward to downloading those changes. Are you planning on opening up any more buildings? I think that would make for a really good game on this map lots of routes:)

otF yetihw
03-25-2006, 10:29 AM
Yeah Im trying my best to open up a few more buildings. Not been easy though and Im having to cut into bits of the map which were just filled in with nodraw brushes and its getting confusing at times, but its all fun. Also trying to make sure that the fps is not affected. Still looking for a b2 release by monday though.

theozzmancometh
03-25-2006, 10:30 AM
I think we'd all understand if you delayed a little to make sure it was right.


--Ozz

THe hAXis
03-25-2006, 12:35 PM
Alright I assume you will have a link to dl . I look forward to seeing the changes you made on Monday

otF yetihw
03-27-2006, 01:22 PM
Just about finished with the updates I wanted to include in b2, but Im going to try and get a playtest of the changes before releasing it.

Heres a few more screens and a list of changes

http://yetihw.dod-federation.com/maps_claviers_inprogress.html

THe hAXis
03-27-2006, 02:35 PM
Very nice this is going to be very popular map. I like what you have done, and can't wait to try out all the changes. The spawn barriers were needed. I still love the cliff you can leap off of to avoid the after win slaughter if you lose:D

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