[REL] dod_battlebridge_b5


[SAS]==Dirty_Harry
05-20-2006, 05:19 AM
dod_battlebridge is now available for public play!

This is a large town map which is more than capable of holding 32 players.

A big thanks to CoolHand from the Dod Federation for his countless hours he spent optimising my map, which resulted in a huge increase in FPS., without his help this map would never have been released.

Also a big thanks to the guys at the Dod Federation who playtested the map, hopefully bug reports will be few.

A big thanks to the [SAS] guys who helped test it as well especially [SAS]==Colster=={DCL} who put up with me running on about it on MSN on many occasions

You can download the map from here:-

http://www.sas-clan.inx-gaming.co.uk/download.php?dl=a6f80e175d5371896e5bf6d3a18ac93f

And here are some screen shots

http://i19.photobucket.com/albums/b178/Dirty_Harry/dod_battlebridge_b50017.jpg

http://i19.photobucket.com/albums/b178/Dirty_Harry/dod_battlebridge_b50016.jpg

http://i19.photobucket.com/albums/b178/Dirty_Harry/dod_battlebridge_b50015.jpg

http://i19.photobucket.com/albums/b178/Dirty_Harry/dod_battlebridge_b50014.jpg

http://i19.photobucket.com/albums/b178/Dirty_Harry/dod_battlebridge_b50012.jpg

http://i19.photobucket.com/albums/b178/Dirty_Harry/dod_battlebridge_b50011.jpg

http://i19.photobucket.com/albums/b178/Dirty_Harry/dod_battlebridge_b50010.jpg

http://i19.photobucket.com/albums/b178/Dirty_Harry/dod_battlebridge_b50009.jpg

http://i19.photobucket.com/albums/b178/Dirty_Harry/dod_battlebridge_b50008.jpg

http://i19.photobucket.com/albums/b178/Dirty_Harry/dod_battlebridge_b50007.jpg

http://i19.photobucket.com/albums/b178/Dirty_Harry/dod_battlebridge_b50006.jpg

http://i19.photobucket.com/albums/b178/Dirty_Harry/dod_battlebridge_b50005.jpg

http://i19.photobucket.com/albums/b178/Dirty_Harry/dod_battlebridge_b50003.jpg

Hope you enjoy it !

p.s. the screenshots appear a little darker than the map actually is for some reason

[SAS]==Colster==
05-20-2006, 05:44 AM
Awesome map m8, good job, although I have to say ur screenies look way darker than the map actually is

Gameplay is spot on though, camping is kept to an absolute minimum due to clever use of routes through and across the map

[SAS] Clan Server 4 will be running the map all day for anyone who wants to dip in and "ave it!"

Pvt.Snail
05-20-2006, 06:11 AM
:D If Colster says its ok...It's OK!
Thanks Dirty_Harry! :crown:

cheese-sarnie
05-20-2006, 06:48 AM
for a first dods map it's excelent.
good fps and i like your use of sounds, very ambient.
gj Dirty_Harry! :)

CoolHand
05-20-2006, 07:45 AM
It was really fun to help you out with the FPS. For you first map, you have a lot of talent. It's really look very good.

It's mirroded on DODF and 907th download section as well and in rotation on both pubs.

Nice map Harry :)

RosietheRiveter
05-20-2006, 08:31 AM
Mirror (http://www.sunlitgames.net/dods_mapgallery.php#B)
Nice first effort with high stable fps and minimap to boot :)
Running on both SunLit servers today

teflon{the_truth}
05-20-2006, 08:45 AM
Ur screnns lok great and from what i can tell gameplay is also the same

Great work, Cheers!!

Defpotec
05-20-2006, 12:57 PM
I'm not really liking the fact that the spikes near the bridge will cause harm, but otherwise this is an excellent map.

JakeParlay
05-20-2006, 02:22 PM
was a lot of fun to play during the tests. looking forward to some pub action!

Moe
05-20-2006, 02:38 PM
Originally posted by OuChTrOnX
looks interesting, thanks for posting!

theozzmancometh
05-20-2006, 02:59 PM
Looking good so far, Harry, hoping to see some good detail work in the final release!


Download Mirror: http://landofozz.net/pafiledb/pafiledb.php?action=download&id=322


Thanks!

[SAS]==Dirty_Harry
05-20-2006, 03:03 PM
Sorry to disapppoint Ozzman but there won't be any more work on this baby, other than bug fixing if any are reported it's finished. Spent far too long on it already :D

RA7
05-20-2006, 03:26 PM
very nice, will add mirror asap.

Unk
05-20-2006, 04:28 PM
nice map one thing use pakrat-095

so you dont have to make a res file

Mr-Softy
05-21-2006, 09:43 AM
Excellent map m8y, great ambience and good use of routes ;)

[SAS]==Dirty_Harry
05-21-2006, 03:41 PM
Thanks for the comments guys very much appreciated.

Well Mr Softy I've yet to see the map get locked down by an MG or sniper :) which was what I wanted to achieve with the multiple routes.

I just love it when an axis MG gets set up in the broken building and I come up behind him and punch him in the head ;)

Hope you enjoy :)

Wile E Coyote
05-21-2006, 08:05 PM
Played this for 50 minutes tonight. This is one kickin' map. A definite must for custom servers.

FPS was good.

complaints: flags could be a bit better marked on the minimap. Also I got stuck on the sandbags wall not too far from the stable flag point, right after you go through the archway. Wasn't doing anything fancy, just running by it and got stuck

Dunn0
05-22-2006, 02:04 PM
Great Map!!

Added to OWS & DODCC Servers..

And here is Self Installer.

Added to DODCustomContent..

Download (http://www.oneworldsyndicate.com/owsdownloads/index.php?act=view&id=143)

Devils Rear
05-24-2006, 12:11 PM
very good map :) excellent comments from our members

Defpotec
05-24-2006, 01:10 PM
on a full 32 person server, trying to get everyone out the spawn gate (on axis side, but probably allies too) on the start of an match can be a headache.

[SAS]==Colster==
05-24-2006, 02:17 PM
That's cos no one seems to spot the other route out of spawn, always surprises me... dead handy when u get pegged back to your last

[SAS]==Dirty_Harry
05-24-2006, 02:39 PM
As Colster rightly said there is a second spawn exit on both Allie and Axis side of the map.

It's the one big problem with map building especially in source, how do you build the spawn exits so that you can get out but the enemy can't get in, or nade them, or camp them for cheap kills.

Plus us [SAS] boys are british and use to queueing ;)

CoolHand
05-24-2006, 05:42 PM
I definitly think the spawns exits could have been made more evidient and still is possible to do so. I have to agree that the second one is not evident enough and not many use it. Also the gate could have been repace with the famous dod ramp that always work. Also easier to prevent being killed inside the spawn area. I had also suggested a third spawn exit that could reach the sewer.

I can imagine the British queueing with their tee cup in one hand ;)

[SAS]==Colster==
05-25-2006, 12:07 AM
Did someone mention tea?

Right lads, drop your weapons!

[SAS]==Dirty_Harry
05-25-2006, 03:54 AM
Both spawn exits do now have the famous Dod ramp which was added to the map before the b5 release.

As for the second exit not being obvious I can't see how it's not obvious but maybe it's just because I built the map but it's not as if it's hidden. Perhaps if people didn't go in gunho and blinkered they would have spotted it ;)

As for adding other spawn exits. I am not keen on doing this as I feel there are enough routes through the map already and if there is a problem then it is a balanced problem, so if Allies have problems getting out of spawn then so do Axis as the spawn areas are identical. The problems would only arise if the numbers are high such as a full 32 man server and then if both exits are used there wouldn't be a problem :D

Wile E Coyote
05-25-2006, 05:47 AM
they are not obvious as they are not within your vision as you spawn, and the first one is right in front of you.

[SAS]==Dirty_Harry
05-25-2006, 10:31 AM
Well they wouldn't be as you spawn well before both exits, the alternative exit is to the right of the exit ramp on both allies and axis ;)

Defpotec
05-25-2006, 12:34 PM
I'm not talking about the actual spawn exit ramps (which btw, the 2nd exit is off to the side and not obvious for most) I'm talking about the square area where you spawn. There is the spawn area and then there is a gate which leads to the spawn exit area. I'm saying that the gate chokepoint in order to get to the spawn exit area is where people are getting bunched together and clustered, slowing everything down.

[SAS]==Dirty_Harry
05-25-2006, 01:05 PM
Sorry Defpotec I misunderstood where you meant at first but now I understand where you mean. Perhaps I can look at loosing the gates as they don't really serve any purpose.

As for the second exit not being obvious to most, perhaps if they took 5 minutes to learn the map it would become more apparent, or maybe I should add a big exit sign and an arrow so they don't have to put too much effort into it :D

p.s. Thanks for makng it clear where you meant in the first place :D

Cpt Ukulele
06-05-2006, 12:04 PM
There is one problem that I find quite annoying. I'm sure you must be aware of it by now, but since I didn't see it mentioned in this thread, I thought I'd go ahead.

If you sprint in many (if not all) of the stairways, you'll just bump high and down. This will make you advance very slowly, which is unfortunate since what you wanted to do was sprint.

Someone mentioned it had to do with the height of the stairs that was right at the limit for what the engine considers can be walked/sprinted over. I don't know how accurate this is, but the problem is real. I'm not sure how much of a pain it would be if you have to decrease those heights and basically redo the stairs. Since your map is beta, it is however the sort of bugs that should get ironed out at this stage - that is, if you want to spend some more time to have a polished final release.

Thanks for your time and effort in making the map.

[SAS]==Colster==
06-05-2006, 12:43 PM
I know what you mean, although it happens in avalanche too for me

[SAS]==Dirty_Harry
06-05-2006, 02:15 PM
It's nothing to do with the height of the stairs.

You don't actually walk on the stairs as they have been clipped as they are in all the official maps. So, you are actually running up a player clip slope set just under the treads of the stairs. For some reason the engine doesn't like you sprinting up a player clip so I guess its a bug within the Source engine.

Cpt Ukulele
06-05-2006, 02:20 PM
All right. I was bringing this up because I've never noticed it in any other map, official or custom (at least those I've played).

Thanks for the quick reply.

[SAS]==Dirty_Harry
06-05-2006, 02:30 PM
I'll have a look at it before the final release perhaps lowering the player clip will improve it, thanks for bringing it to my attention as although I had experienced it, I had forgotten to look into it.

HellStar
06-05-2006, 03:53 PM
Nice map, just enough choke points to keep it interesting.

:)

FuzzDad
06-05-2006, 04:57 PM
I played a for a while the other day and I have to say it's a good piece of work, the detail is nice, the fps is really good...but it's so big that my game consisted of run, run, run, run, shoot, die. The average DoD server runs at a 8x8 or less clip and at those numbers you could stay in one or two positions the entire time and not see a soul. For me I think it's because there's no funnelling of gameplay except at the big bridge. Combat was disjointed with the common occurrence of each side capturing the other sides one and two flags at the same time never seeing each other as we navigated across the map.

That said...at 16x16 I think it's probably OK because at that density you'll get a much better chance at a meeting engagement

ShootMe
06-07-2006, 01:16 PM
it's running now in day-cycle on my 32 slot server and the players like it - you have several ways and many different positions with heavy fight so it's very interesting map.

the bridge is heavy and hard to take, so the name for the map is perfect ;)

the map is realy not for less then 20 players because then it's too big, but for a 32 slot server it's very good.

[SAS]==Dirty_Harry
06-07-2006, 02:05 PM
I have to agree with you ShootMe that the more players the more involving the map becomes. I don't think it's down to so much the size of the map as the fact that there are several routes across the map. Having said that i've had some great games with under 20 I think alot depends on the mentality of the people on the server at the time.

As for the problem with sprinting up the stairs which Cpt Ukulele raised that is now fixed so I will give it another couple of weeks or so and if no further bugs are reported I will make the final release.

Cpt Ukulele
06-07-2006, 07:13 PM
Great! Thanks a lot for fixing it.

Shane
06-13-2006, 09:05 PM
Am I nuts or is it missing a flag on the Axis side?

[SAS]==Dirty_Harry
06-14-2006, 06:06 AM
I'm not going to answer that one incase you feel offended

Lets just say that no its not missing a flag on the Axis side it's in the stable in the far corner as shown on the minimap :D

Shane
06-14-2006, 10:43 AM
Originally posted by [SAS]==Dirty_Harry
I'm not going to answer that one incase you feel offended

Lets just say that no its not missing a flag on the Axis side it's in the stable in the far corner as shown on the minimap :D

I don't see it on the minimap or the maximap, that's part of the problem.

But, I'll try and find it now. :)

[SAS]==Colster==
06-14-2006, 11:33 AM
http://195.242.238.15/images/dod_battlebridge_b50001.jpg


There ya go!

Shane
06-14-2006, 04:20 PM
Originally posted by [SAS]==Colster==
http://195.242.238.15/images/dod_battlebridge_b50001.jpg


There ya go!

ROFL, that shows up as well as the flag I'm trying to find. :)

(it times out)

[SAS]==Colster==
06-14-2006, 04:43 PM
Hehe, yeh typical, our server is getting moved tonight (I presume our GSP meant physically rather than a spiritual thing) so that including the webserver I stuck the photo on is down until they are done shifting 1U's about - but trust me it is there along with its 4 fellow flags.

Moose[Dog]
06-15-2006, 10:42 AM
This map was a huge success for a battle in VIE. Some minor things came up though. The axis side sniper loft... seems it is a nice place to hide and not easy to hit him there. The axis building just before the bridge could that have some more obstruction to slow the axis down... noticed an mg could get there and set up as allies were rounding the corner for the bridge.

Last think, no idea if you intended this but if you hoop out the windows of the above mention room towards the river and stick to the wall you can get to the far right corner high up. I wish i took a screen shot to show you... if you want one because you don't know where i am talking about just ask... i can get one quick.

[SAS]==Colster==
06-15-2006, 12:24 PM
Cant say I have found the axis nest over the bridge a problem as they cant see either water route from there, dead easy to either come from there along the wall and nade them out or go stables/sewer and rabbit punch them

Moose[Dog]
06-15-2006, 10:56 PM
I was trying to say it was a annoying problem to only see a peice of helmut and then be shot. Life goes on but thanks for bring up the sewers.

You gave the axis two routes to access the allied second flag yet only gave the allies one easily watched route? Were you aiming for an axis bias map? If you could add an addition route for the allies because they have 3 huge choke points when they attack and the axis have 4 choke points when attacking.

These are things that was noticed in 5 straight hours of play and found that these did cause some game play issues.

Again all my comments here are to help you even game play if that is what your trying to do. If not disregard.... awesome map though and hope you continue making maps.

[SAS]==Colster==
06-16-2006, 11:00 AM
Its a fair point although there are 2 routes to the axis second, when u go through the gates instead of turning right towards stables, continue up the road and go into house on left, this gives u access to the tunnels and u can come up the stairs into the stable.

Also any axis guarding second is an easy target for some SAS style room clearance - toss a primed nade in first!

Moose[Dog]
06-16-2006, 12:13 PM
Originally posted by [SAS]==Colster==
Its a fair point although there are 2 routes to the axis second, when u go through the gates instead of turning right towards stables, continue up the road and go into house on left, this gives u access to the tunnels and u can come up the stairs into the stable.

Also any axis guarding second is an easy target for some SAS style room clearance - toss a primed nade in first!

You think in ViE they don't do that. It requires the allies to cross a huge open road to get to those doors. Axis cross a river enter a room and have a hall way and a set of stairs up. So one side has cover and the other doesn't.

Your axis sniper loft is high over the bridge as well as the windows on the building building for on the right side from the axis give a high ground advantage and the allies have nothing to combat that kind of advantage.

Again if this is ment to be axis bias so be it but 5 hours for a battle, all coordinated and played non pub style... it is harder for the allies to gain easy advantages. Axis just have to be axis to gain some key points to hold key area's and outside of the allied last flag can do it with alot of cover, from the wagon on the main street as your running toward the stairs to the sewer route to the second which total avoids any main force of the allies. Just seems to be axis bias... maybe you wanted it that way. But if not that was what was discovered and commented on from the map commitee for my tourney.

Thanks again for your responses... we really love your map but that was a huge problem we had lack of sort of equal stuff for both sides.

[SAS]==Colster==
06-16-2006, 03:37 PM
Originally posted by Moose[Dog]
You think in ViE they don't do that. dunno, nvr heard of ViE It requires the allies to cross a huge open road hardly huge and it has a vehicle for cover to get to those doors. Axis cross a river enter a room and have a hall way and a set of stairs up. then have to cross the same size road with smaller cover So one side has cover and the other doesn't. sry i don't agree

Your i didnt make this map, just giving my opinion on your views axis sniper loft is high over the bridge as well as the windows on the building building for on the right side from the axis give a high ground advantage and the allies have nothing to combat that kind of advantage. they have building at their end of bridge, a sniper/mg that lays on the table by the window is just as hard to shift, they also have building near their first with high level windows for defence

Again if this is ment to be axis bias so be it but 5 hours for a battle, all coordinated and played non pub style... it is harder for the allies to gain easy advantages. Axis just have to be axis to gain some key points to hold key area's and outside of the allied last flag can do it with alot of cover, from the wagon on the main street as your running toward the stairs to the sewer route to the second which total avoids any main force of the allies. Just seems to be axis bias... maybe you wanted it that way. But if not that was what was discovered and commented on from the map commitee for my tourney.

Thanks again for your responses... we really love your map but that was a huge problem we had lack of sort of equal stuff for both sides.

I too think this is a great map but having pubbed and scrimmed it a helluva lot (and ok been there for the prelim playtests too), I would have to say that whilst I admit full caps are hard fought I dont think it favours either side. The struggle for full caps I would just put down to its sheer size, but the quest for balance was something that was (I feel) addressed in the playtests and solved - like I say just my view and I guess it is maybe subjective, and don't take this as in any way aggressive but if you guys wanna scrim it sometime, I'm sure we'd love to fix something up

We have a great clanmatch plugin which unlike the map I would take credit for ;)


[SAS]==Colster==

Moose[Dog]
06-16-2006, 08:35 PM
Originally posted by [SAS]==Colster==
I too think this is a great map but having pubbed and scrimmed it a helluva lot (and ok been there for the prelim playtests too), I would have to say that whilst I admit full caps are hard fought I dont think it favours either side. The struggle for full caps I would just put down to its sheer size, but the quest for balance was something that was (I feel) addressed in the playtests and solved - like I say just my view and I guess it is maybe subjective, and don't take this as in any way aggressive but if you guys wanna scrim it sometime, I'm sure we'd love to fix something up

We have a great clanmatch plugin which unlike the map I would take credit for ;)


[SAS]==Colster==

Scrim... we are no clan. We are a tournery that plays this map 12 on 12 for a total of 5 straight hours. Give my tourney two more times and we will find any or all bugs on this release because people want to gain any possible advantage they can. That being said stop think that this is some clan responding. This is a source tourney that has 125 people play twice a week over a 10 hour period. Any suggestions i made is because that is what the high up have heard from our community and decided we would start posting our thoughts to the makers. You want to scrim, come sign up for the tourney and play. You might realize that cal scrim and our style play have some similarities but overall are different because when you play for the whole 5 hours you got to bring it the whole time... no breaks.

Thanks again for the map, seems any or all suggestions made just aren't something you want to hear as you feel it is perfect the way it is. So great map and looking forward to a final version when it gets there.

[SAS]==Dirty_Harry
06-17-2006, 05:30 AM
Well just so you know the problem you raised in your first post regarding the windows to the house axis side of the bridge has been fixed for the final release as it had been brought to my attention in an earlier post.

As for axis bias i'm afraid I don't agree with that as there are many routes through the map and both sides of the map are almost identical, i've yet to see the map locked down by either side, that even goes for the bridge. As proof of this have a look at this link http://www.dayofdefeat.com/stats/maps.html#2 the map has been played for a total of 18 days 24/7 to get to No19 in the custom map chart and axis have won 54.89% as opposed to allies wins of 45.11% so I wouldn't call that weighted towards one team or another.

I will give it another few weeks for any other bugs to be reported before I make the final release but as far as changing the map is concerned I will be leaving it as it is as the feedback I have had from a wide section of the community has been very positive, and no-one else has commented on the map being bias towards one team or the other.

I appreciate your comments and hope you continue to enjoy playing the map.

ultranew_b
06-17-2006, 04:01 PM
Looks like some of the buildings were copy/pasted from dod_sora.

Your welcome I guess.

[SAS]==Colster==
06-18-2006, 12:47 PM
I don't see it myself - having both maps in my top10 list of faves - which ones?

ultranew_b
06-20-2006, 09:10 AM
I can take pictures, but i'm not going to. The guy who made this map knows which buildings. It's not cool to rip off custom mappers buildings and then use the map on a resume for getting a job in the "biz". It's quite shameful, really.

If I was asked in the first place I would have no problem, but I wasn't and credit was not given where it's due.

I will be protecting all my bsps from now on though.

[SAS]==Colster==
06-20-2006, 10:24 AM
Its also not cool to throw unsubstanstiated accusations about in a public forum.

If you have proof then show it but don't just go slagging people off without it.

Personally, whilst I respect you as a mapper of great talent, on this occasion I think you are wrong and you shouldn't go badmouthing someone unless you have proof.

ultranew_b
06-20-2006, 10:07 PM
http://img76.imageshack.us/img76/8239/comparisonpic3rz.jpg


It's not that big of a deal. It's just not nice to not ask first !

I like this map tbh. It looks decent and runs well.

:)

Strafe
06-20-2006, 10:31 PM
Originally posted by [SAS]==Colster==
Its also not cool to throw unsubstanstiated accusations about in a public forum.

If you have proof then show it but don't just go slagging people off without it.

Personally, whilst I respect you as a mapper of great talent, on this occasion I think you are wrong and you shouldn't go badmouthing someone unless you have proof.

I'm a bystander in this and you guys can keep hashing it out if you feel the need. IMO mapping is like art.. and I seriously doubt he would have "accused" anyone of wrongdoing if he wasnt 99% sure, simply because artists know their work.

To me, as by the proof he did provide, he's right... and said it wasnt that big of a deal. Hence, if alls well between everyone..I'd let this go guys. IMO, it will now lead to nothing productive and more accusations.

CoolHand
06-21-2006, 02:31 AM
Originally posted by ultranew_b
http://img76.imageshack.us/img76/8239/comparisonpic3rz.jpg


It's not that big of a deal. It's just not nice to not ask first !

I like this map tbh. It looks decent and runs well.

:)

I like this map too. This map was his first, maybe he did copy and I agree with you it's better to ask first or build your own. In all case I work with him to optimise the map. This map would probably never had seen day light if I would not have help. One thing I know, he does have talent. He came out with a great new unique layout. Far more better to try a new map then simply remaking other ppl map like some do.

If he did copy some building, I can tell you I am sure he did learn his lesson and won't do it again. But I come back to the fact that everyone has to start somewhere and yes some might do mistake. But we are a small community and I rather see ppl help themself I think we become more productive. With my help Dirty Harry has learn a lot in the process and can't wait to see the next map he will do. He now learn how to optimise a map and how to do building. I am sure his next map will definitly be legit from A to Z.

So let drop this, let accept that maybe some will sometime copy stuff and it's ok to bring it on so the person can learn it's better to ask then steal. But I see no reason to drag this on.

Like you say the map is fun and in the end we all benifit from his work, the fact I help him and "MAYBE" the fact he "MIGHT" have been inspired by you. In all case if he did steal stuff, it's wrong. If he did, he learned his lesson. TBH I did ask him on teamspeak and he did answer no. Now is that the truth? Maybe not. I think he might have steal some and just lied to me. But let me assure you that I made a speach to him that he has the talent to do his own building and should not do it in the future for many reason I gave him.

I just think we will never know for sure but I do understand you brought it up. Now lets just turn the page and move on this one. I think the lesson is learned and it will not happen in the future with him.

We need good mapper in the community and he will become one. We make mistake, we are all human but we can also forgive ;)

Enemy1
06-27-2006, 08:20 AM
We noticed some players who have found a bug.
I hope that you all server-admins take a look at it so you can watch out for cheaters:(
http://www.teaterljud.se/download/battlebridge_b5-miss.bmp

Try this:
second floor on axis side, jump right window, jump over fence to right, here you can hide behind the "waterdoor" and shot without being seen.
Then you can fall down and shot into buildings .......:mad:

[SAS]==Dirty_Harry
06-27-2006, 10:56 AM
Thanks for that but the problem had already been reported and I have fixed it for the final release.

Thanks for taking the time to bring it to my attention it's appreciated.

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.