[WIP] dod_strand


Dustin Diamond
05-24-2006, 03:38 PM
dod_strand is a true port of the original dod_charlie. I know that a "remake" has been done already, but I felt it strayed a bit too much from the original. I liked the old charlie and I wanted to play the old charlie. So I figured, hell, I'll do it myself, and dod_strand was born. Yes, this is my first attempt at mapping. No, I don't think that excuses me if I make a crappy map. So please, criticize away.

The goal of this map is to revive the feel of the original charlie map. Whoever said beach maps weren't possible in source was dead wrong.

So there you go. I'm still plugging away at it, so feel free to offer up whatever comments/suggestions/Ihateyou/thissucks/tooblocky and other remarks you want.

and now, PICS!!!

===== added 09/06 ==========
http://img46.imageshack.us/img46/24/dodstrandoverview2vr3.jpg overview

===== added 09/01 ==========
http://www.unc.edu/~alricha5/dodpics/dod_strand0032.jpg new elevator

===== added 08/27 ==========
pic from playtest (http://img100.imageshack.us/img100/8995/dodstrandb10003cu7.jpg) (taken by SilentSteps)

===== added 08/26 ==========
dod_strand_b1 pics:
http://www.unc.edu/~alricha5/dodpics/dod_strand_b10002.jpg beach with poles/mines
http://www.unc.edu/~alricha5/dodpics/dod_strand_b10003.jpg underground passage
http://www.unc.edu/~alricha5/dodpics/dod_strand_b10005.jpg steam room

===== added 08/12 ==========
http://www.unc.edu/~alricha5/dodpics/dod_strand0027.jpg outside top area
http://www.unc.edu/~alricha5/dodpics/dod_strand0029.jpg new mortar model and beach pic

===== added 07/26 ==========
http://www.unc.edu/~alricha5/dodpics/dod_strand0025.jpg bomb on flak gun
http://www.unc.edu/~alricha5/dodpics/dod_strand0026.jpg destroyed flak

===== added 06/28 ==========
http://www.unc.edu/~alricha5/dodpics/dod_strand0022.jpg top area
http://www.unc.edu/~alricha5/dodpics/dod_strand0023.jpg axis kitchen

===== added 05/29 ==========
http://www.unc.edu/~alricha5/dodpics/dod_strand0021.jpg new sand

===== added 05/27 ==========
http://www.unc.edu/~alricha5/dodpics/dod_strand30000.jpg higher tide water test + new sky
http://www.unc.edu/~alricha5/dodpics/dod_strand30001.jpg another pic from same series

===== added 05/26 ==========
http://www.unc.edu/~alricha5/dodpics/dod_strand0020.jpg right flak gun

===== added 05/24 ==========
http://www.unc.edu/~alricha5/dodpics/dod_strand0007.jpg view from allies spawn
http://www.unc.edu/~alricha5/dodpics/dod_strand0008.jpg front of beach
http://www.unc.edu/~alricha5/dodpics/dod_strand0009.jpg the hill
http://www.unc.edu/~alricha5/dodpics/dod_strand0010.jpg top of the hill, looking left
http://www.unc.edu/~alricha5/dodpics/dod_strand0011.jpg top of hill, looking right
http://www.unc.edu/~alricha5/dodpics/dod_strand0012.jpg view from back
http://www.unc.edu/~alricha5/dodpics/dod_strand0013.jpg left flak gun
http://www.unc.edu/~alricha5/dodpics/dod_strand0014.jpg back cannon
http://www.unc.edu/~alricha5/dodpics/dod_strand0015.jpg tunnel to right flak gun
http://www.unc.edu/~alricha5/dodpics/dod_strand0016.jpg tunnel
http://www.unc.edu/~alricha5/dodpics/dod_strand0017.jpg destroyed shingle and mg nest
http://www.unc.edu/~alricha5/dodpics/dod_strand0019.jpg view from bunker

===== added 5/16 ===========
http://www.unc.edu/~alricha5/dodpics/dod_strand0000.jpg
http://www.unc.edu/~alricha5/dodpics/dod_strand0001.jpg
http://www.unc.edu/~alricha5/dodpics/dod_strand0002.jpg
http://www.unc.edu/~alricha5/dodpics/dod_strand0003.jpg
http://www.unc.edu/~alricha5/dodpics/dod_strand0004.jpg
http://www.unc.edu/~alricha5/dodpics/dod_strand0005.jpg
http://www.unc.edu/~alricha5/dodpics/dod_strand0006.jpg

Johnny Mo
05-24-2006, 06:00 PM
YES! Thank you very much! This sticks to the original very nicely. My only requests are that you ditch those shrubs on the beach and make it cloudy, with no sun. Thank you so very much!

I'm still waiting for my beloved dogsector though.

ultranew_b
05-24-2006, 07:36 PM
Looks quite good !!! If you can maintain good fps with 32 ppl, you'll have a hit !!

:)

Neutrino
05-24-2006, 07:47 PM
Originally posted by ultranew_b
Looks quite good !!! If you can maintain good fps with 32 ppl, you'll have a hit !!

:)

im a little worried. i mean, some shots have about 125 fps (pic11, 14, 16...ect)
but from the starting of the beach, it shows 64 fps (pic7)
not that 64 fps is bad or anything, but i can say that when i roam some high fps parts of my own maps, i dont get over 100 fps. know what im saying?
thats a huge decrease. most shots on the beach are high 80ish though.
i guess we will have to wait and see how she plays with people

Dustin Diamond
05-24-2006, 08:57 PM
I too am curious about the fps. I havent optimized to the max yet, though. I've tried to test it by comparing my fps in this level to the fps from official valve levels, and mine is comparable. Namely i've used anzio, which runs the worst on my computer, and fps on my level dont go below what i get on anzio. I started another thread about the fps testing and I've gotten several good suggestions. Also, this was a fast vvis build. Now the problem will come when all 32, or close to it, are visible on the screen at once. Picture 16 axis lined at the top of the hill shooting at 16 allies running off the beach. Bad news for sure, but there's only one way to find out...I'm almost to the point where i can test these kinds of things in an alpha test run. I'll keep my fingers crossed and keep plugging away.

McJewels
05-25-2006, 03:08 AM
You do have to be careful because by the the time you really start to detail this map out, the framerate could go down a whole lot. But, a full vvis run can make a HUGE differance.

I've got my fingers crossed, your map looks fun.

RA7
05-25-2006, 05:08 AM
Nice work :-)

Ca-Chicken-Soup
05-25-2006, 03:41 PM
Looks nicely close to the origional charlie, well done sourcifying it. I agree with johnny it should be couldy, rain would be choice but probaly not necesary... and those bush scrub on the beach is just the wrong colour, it's weird.

Bocasean
05-25-2006, 04:39 PM
One of the great things about dod_charlie was the color of the environment. The ridge and even the sky helped to conceal the Axis, which helped them out greatly.

Dustin Diamond
05-25-2006, 04:43 PM
Sun is gone. I've even got someone working on making a really cloudy and overcast sky. Isn't there a way to add moving clouds too? maybe dark overcast ones? I seem to remember something like this in CSS. I'll go back and check. Oh, those shrubs are now gone too.

Dash
05-25-2006, 04:51 PM
The sand you used on the beach is used for placing under water, because its shape is kinda impossible to maintain without water (making waves, shaping the sand this certain way)

SilentSteps
05-25-2006, 05:06 PM
Originally posted by Dash
The sand you used on the beach is used for placing under water, because its shape is kinda impossible to maintain without water (making waves, shaping the sand this certain way)

And you should look for a gray sand texture. I think it would look much better. Or at least a more desaturated one. I don't know how realistic that would be, but the other games with the beach map have them.

Neutrino
05-25-2006, 05:12 PM
Originally posted by Dash
The sand you used on the beach is used for placing under water, because its shape is kinda impossible to maintain without water (making waves, shaping the sand this certain way)

im not 100% sure, but im sure that kind of texture (or at least something similar) can be created by wind. take this image for example: http://img462.imageshack.us/img462/2776/g02gobidesertsanddunes4pu.jpg

however, i get your point. it doesnt really look like smooth beach sand that most of us would expect

Johnny Mo
05-25-2006, 05:13 PM
I agree. (with silent, not neutrino)

Also, I think you remember the moving clouds from cs_office. Noclip straight up until you reach the skybox and you will see this is done with a large moving sphere of a cloud texture in the 3d skybox.

Ca-Chicken-Soup
05-25-2006, 05:55 PM
there's a cloud model that does the trick. http://developer.valvesoftware.com/wiki/Moving_Clouds

Neutrino
05-25-2006, 07:01 PM
Originally posted by Johnny Mo
I agree. (with silent, not neutrino)

my post wasnt really on topic of which sand texture is better for the map. i just said that i think it is possible for sand to take the form of shape without water

Johnny Mo
05-25-2006, 07:19 PM
I know. It's just that silent was the last person to reply, and then I made a message, but you beat me and posted before I could. So I wanted to clarify that.

nave
05-25-2006, 11:41 PM
Yea, a dull desaturated sand would look way awesome. Even maybe if it were just one of the ones thats already there and then just played with in photoshop or something. And moving clouds. Rad. I'm excited.

TheMiede
05-26-2006, 01:29 AM
I think the beach area would look a little better if the large mounds of sand, where the shingles are, had grass blend on top of it. Only the top of the mounds would have the grass then when you get back to low elevation its sand again.

permanent667
05-26-2006, 06:15 AM
hi this sand looks not very realistic because sand on normandy beaches have been wet - it was tide an there have been some rain. what i can remember from my trip to normandy is, that there was not only sand but a lot of pebbles too.

i found a photo from omaha beach where you can see the coloure difference between the wet sand and the upper areas with the dry sand:


http://www.francemonthly.com/n/0504/images/omaha-beach.jpg

Dustin Diamond
05-26-2006, 03:29 PM
ok ladies, next update.

I ran a full vvis compile, along with removing some superfluous models (weeds, extra rocks, etc). Good news is, fps rates went up across the board. Now I can't get below high 70s. Average on the beach is generally around 90fps. Looking out from the top of the hill is mid 90s, a 15fps increase from previously. Bad news is...well, there is no bad news, not yet. Unless you really loved those weeds, and in that case, too bad.

Oh thanks for all the suggestions for the sand. I agree it looks too light, but I'm trying to use the textures already available. That's about as dark as it gets. In fact, that IS the dark sand texture. There is an even lighter one that was used in the coast levels of HL2 (also in dod_omaha or whatever it's called). I'm no photoshop expert, but I'll see what I can do about darkening it, though I can't say it's a very high priority. It'll get dark enough with the blood of the allied forces :)

Currently I'm trying to decide on a texturing scheme for the inside of the bunkers. I'm just not very satisfied with any of the included textures. None of them seem to look right to me. Like I said earlier, I really hate doing the inside stuff. My calling was definitely not to be an interior decorator.

Lastly, here's a little something to reward you for reading this whole damn thing:
http://www.unc.edu/~alricha5/dodpics/dod_strand0020.jpg right flak gun (barbed wire coming soon)

nave
05-26-2006, 04:32 PM
From the pictures it looks like you are using sandfloor007b as the sand.

The texture sandfloor010a is a very dark brown version (probably too dark) of the same sand. If you made your own vmt blending them, if there isn't already, you could alpha paint your own shade in between the two and not even have to make any new textures. Select paint alpha brush size of 5 with the picture of the black circle (which is the only size I could get to work with Raise To) and set the value to like 150 or somewhere around there to get a medium brown.

I'd brown up the whole water line, make under the water a bit darker, and then obviously add inconsistencies to the fade and make it look gradual.

Also, not only does that omaha photo have a more gradual water line, with much more shallow water... the engine itself renders inch deep water really well in my opinion. It'd be so damn epic running up through all this shallow water with ragdolls being tossed about. It'd probably be nice to do showbudget or whatever and see how much the water is costing you and see if it'd be possible.

:PARROT:

Dustin Diamond
05-26-2006, 05:48 PM
Originally posted by nave
From the pictures it looks like you are using sandfloor007b as the sand.

The texture sandfloor010a is a very dark brown version (probably too dark) of the same sand. If you made your own vmt blending them, if there isn't already, you could alpha paint your own shade in between the two and not even have to make any new textures. Select paint alpha brush size of 5 with the picture of the black circle (which is the only size I could get to work with Raise To) and set the value to like 150 or somewhere around there to get a medium brown.

I'd brown up the whole water line, make under the water a bit darker, and then obviously add inconsistencies to the fade and make it look gradual.

Also, not only does that omaha photo have a more gradual water line, with much more shallow water... the engine itself renders inch deep water really well in my opinion. It'd be so damn epic running up through all this shallow water with ragdolls being tossed about. It'd probably be nice to do showbudget or whatever and see how much the water is costing you and see if it'd be possible.

:PARROT:

Excellent ideas! I definitely forgot about the sandfloor010a texture. I think I saw it at the beginning and tossed it out because it was too black. But blending is an excellent idea. Also, I like the idea of the waterline coming up further and being very shallow (sort of like tide pools, etc). This would indeed be really cool. I'm using cheap water so the performance hit isnt as bad. At some point this weekend I'll try to make the changes in a separate version to see what it looks like.

nave
05-26-2006, 05:55 PM
I'm looking forward to seeing an updated screenshot.

Tom Covenant
05-26-2006, 07:16 PM
Very nice job Dustin! That looks like it will play nicely along as the FPS is all set. Really looks sharp as hell. Looking forward to playing it.

mn9500
05-26-2006, 07:27 PM
wow man, this looks really awesome. nice job.

Johnny Mo
05-26-2006, 09:41 PM
I think the tide pool idea is good. I suggest making the beach longer and about half water, so you get that Saving Private Ryan we-have-to-move-up-but-it's-safer-back-here feel.

Dustin Diamond
05-27-2006, 01:19 AM
Here's an initial test I did with having the tide pools, etc. All i did here was raise (and extend) the water level. Mainly I wanted to see what the fps hit was. Seems fps went down 15-20 on avg, which isn't so good. I'm guessing a big reason for this is the fact that every single one of those models that touches water has to be rendered twice (this still applies to cheap water, right?). Plus, there are several areas where you cant crouch/prone because you'll be underwater, so I'd have to relandscape the beach, which I'm not going to do yet. Then I'd have to reconsider my model placement for optimal performance. I'll think more on this later, for now it's going back to the way it was, if only for the precious fps.

as a side note, check out the cool overcast skymap that SilentSteps made for me.
pic1 (http://www.unc.edu/~alricha5/dodpics/dod_strand30000.jpg)
pic2 (http://www.unc.edu/~alricha5/dodpics/dod_strand30001.jpg)

haha, you can see those idiot bots running around. They sure love to play in that water.

RA7
05-27-2006, 03:03 AM
I like the new pics :-)

Bolteh
05-27-2006, 05:12 AM
Some parts need more variation in texturing/details.. Especially the area around the left flakgun.. The ground looks plain, causing the dragonteeth to look out of place.. you should add a clearly visible road there and some bushes/rocks/sandbags/trees/stuff..


But it looks promising! :)

Johnny Mo
05-27-2006, 08:31 AM
Hmm... 15-20 fps? The effect is awesome though!

EDIT: Here's an idea. Move the LCVPs bach a bit from the beach so that you have to wade through water to get to the beach; you're not just right there automatically. Make the back edge of the LCVP the end of the water brush and put the rest in the skybox.

nave
05-27-2006, 11:45 AM
In my opinion the player shouldn't even be able to go in non-walkable water. There's not a swimming animation is there? Source is all about being pro and swimming around awkwardly wouldn't be pro... hah and realisticly they would take the boats as far as they can until they beach themselves, and from that point it wouldn't be swimmable water. All the deep water should be in the skybox.

SilentSteps
05-27-2006, 12:55 PM
Originally posted by nave
In my opinion the player shouldn't even be able to go in non-walkable water. There's not a swimming animation is there? Source is all about being pro and swimming around awkwardly wouldn't be pro... hah and realisticly they would take the boats as far as they can until they beach themselves, and from that point it wouldn't be swimmable water. All the deep water should be in the skybox.

I think this is a good point. I like how it is in Anzio, with the whole water deal. They clip off where the players can "swim".

twitch
05-27-2006, 01:46 PM
nice looking map

nave
05-27-2006, 02:02 PM
Originally posted by SilentSteps
I think this is a good point. I like how it is in Anzio, with the whole water deal. They clip off where the players can "swim".

Yes, I get the same feeling from doors and ladders. Climbing ladders in intense combat feels so awkward as well as doors that can get people stuck and everything. I love how they avoided awkward stuff all togather in Source, aside from unavoidable cases like kalt sewers or whatever. Even crawling to get to a crucial game spot (1.3 anzio middle)... and I don't think the gamer even notices them all being gone.

Dustin Diamond
05-27-2006, 02:35 PM
I think I've got some schemes that could get arounf the fps hike. Like i said, that was a quick and dirty attempt to see what it would look like.

In the current set-up, i DO want allies to be able to swim if they want. That's the only way to be "invisible" from the axis (that and, as axis, it's really fun to mg people underwater). I currently have a player clip so the allies can't get too far back anyway.

I've been thinking about the whole player spawn issue though. If you've read my thread about drowning/water damage, you'll understand there might be an issue with axis actually seeing allies respawn. It's easy to shoot allied soldiers when you see them magically appear, before they really have a chance to move. I've thought about what i could do about this and one thing i might try is the following. I could scoot allied spawns back even further, just beyond the fog limit, so you cant see where they respawn from the axis hill/bunkers. Then i could make all that water really shallow, so there's no need to start underwater, etc. Then i wouldn't have to add extra water, i could just use the brush that I've got. That way i could incorporate the shallow water idea as well.

Dustin Diamond
05-27-2006, 02:43 PM
Originally posted by Bolteh
Some parts need more variation in texturing/details.. Especially the area around the left flakgun.. The ground looks plain, causing the dragonteeth to look out of place.. you should add a clearly visible road there and some bushes/rocks/sandbags/trees/stuff..


Agreed. It looks even worse from up on that hill, since all the grass sprites have disappeared at that distance. I still need to add barbed wire to this section as well.

SilentSteps
05-27-2006, 03:06 PM
How about spawning the Germans away from the bunkers and sandbags, kinda like dod_charlie from 1.3? That way, the Americans at least have some time to get to the covers up the beach.

Ginger Lord
05-27-2006, 03:12 PM
Log ramps are wrong way around.

Dustin Diamond
05-27-2006, 03:12 PM
Originally posted by SilentSteps
How about spawning the Germans away from the bunkers and sandbags, kinda like dod_charlie from 1.3? That way, the Americans at least have some time to get to the covers up the beach.
That would work, but only for the round starts. I'm talking about players respawning.

Dustin Diamond
05-27-2006, 03:26 PM
Originally posted by Ginger Lord
Log ramps are wrong way around.
You know, I wondered the same thing, but I've seen pictures of them both ways, even simultaneously. Some of them even had mines attached to the ends or along the shafts. I'll probably switch them up then.

here's an interesting diagram i found through google that shows them your way:
http://www.unc.edu/~alricha5/dodpics/onormay228a4_164.jpg

Johnny Mo
05-27-2006, 07:58 PM
Originally posted by nave
Source is all about being pro and swimming around awkwardly wouldn't be pro... hah and realisticly they would take the boats as far as they can until they beach themselves, and from that point it wouldn't be swimmable water.

They weren't able to pull the boats far enough in to beach them, because the log things and hedgehogs underwater were mined. They had to stay a bit further out and the most guys had to swim to the beach.

GoGurt
05-27-2006, 08:17 PM
<333History Channel<333

Scooby
05-27-2006, 08:22 PM
Here's a picture taken of Juno Beach showing the way the ramps were positioned. SPR has them facing the wrong way around which is where some of the misconceptions come in.

Dustin Diamond
05-27-2006, 10:41 PM
Originally posted by Scooby
Here's a picture taken of Juno Beach showing the way the ramps were positioned. SPR has them facing the wrong way around which is where some of the misconceptions come in.

Well logically it makes sense to have them that way. I mean the whole purpose is to have the boats run up the ramps and hit the mines or metal spikes that were at the top. I'll fix the ones in my map. The only reason i had them that way is because that's the way they were in the original dod_charlie. I didnt even think about it until you guys mentioned it. And you're right about SPR having them backwards, but I think they also had them the correct way. It was all mixed up. I'll see if I can't add some of the other beach obstacles as well - regular poles and iron triangles and whatnot. Thanks for the picture!

nave
05-28-2006, 12:56 AM
Originally posted by Johnny Mo
They weren't able to pull the boats far enough in to beach them, because the log things and hedgehogs underwater were mined. They had to stay a bit further out and the most guys had to swim to the beach.

Sounds good to me.

Dustin Diamond
05-29-2006, 04:47 AM
How do you guys feel about this blend of sand? I tried to use the existing texture and just darken it up a bit. Then I faded it with the original to try to give the wet sand/dry sand look. This look any better?
new sand pic (http://www.unc.edu/~alricha5/dodpics/dod_strand0021.jpg)

McJewels
05-29-2006, 05:12 AM
I think lits looks much better, but i think its very crucial that you make the blend have a higher range and variety of values. Use a lighter value on the alpha blend tool, so vertices have more ranging values, giving a more dynamic feeling.

a larger amount of sand could have a value in between the dark and light parts, and it will only take a few minutes to add plenty of variety.

Vetrox
05-29-2006, 08:31 AM
You've made a very nice map, it reminds me of d-day, I actually think it would be great if you created the d-day battlefield, like the first level of MOH:Frontline, and put RPG's in those bunkers, intense battle it would be.

Ginger Lord
05-29-2006, 08:43 AM
Originally posted by Dustin Diamond
Well logically it makes sense to have them that way. I mean the whole purpose is to have the boats run up the ramps and hit the mines or metal spikes that were at the top. I'll fix the ones in my map. The only reason i had them that way is because that's the way they were in the original dod_charlie. I didnt even think about it until you guys mentioned it. And you're right about SPR having them backwards, but I think they also had them the correct way. It was all mixed up. I'll see if I can't add some of the other beach obstacles as well - regular poles and iron triangles and whatnot. Thanks for the picture!

I've never seen them the other way in any WW2 photos, they were designed for the boat to run up them and either be beached, have their hulls ripped open with metal spikes on the end or hit mines on top of them.

Colonel_Krust
05-29-2006, 03:20 PM
and why they went at low-tide.



Krusty

Hendy
05-30-2006, 04:20 PM
Screens are lookin good. I like that dark sand, at the start of the beach... gives the impression of wet sand e.g. waves crashing on the beach.

Only thing I would request is: more cover available on the beach. Nothing over the top but maybe more craters or something.

nave
05-31-2006, 12:05 AM
Originally posted by Dustin Diamond
How do you guys feel about this blend of sand? I tried to use the existing texture and just darken it up a bit. Then I faded it with the original to try to give the wet sand/dry sand look. This look any better?
new sand pic (http://www.unc.edu/~alricha5/dodpics/dod_strand0021.jpg)

Looks great man.

I'm still bummed on those tidepools not working. I think it'd be great if you just brought it up a little so the shore was just like 5-6 feet closer.

Right now is it just visuals that you're finishing up or other stuff too?

Dustin Diamond
05-31-2006, 10:14 PM
Originally posted by nave
Looks great man.

I'm still bummed on those tidepools not working. I think it'd be great if you just brought it up a little so the shore was just like 5-6 feet closer.

Right now is it just visuals that you're finishing up or other stuff too?

Well I have all the geometry laid out, so i'm laying textures now. I've got the topside nearly finished, so now I'm working on the tunnels. Soon i'll be ready to alpha test the map, meaning I'll test the layout to make sure that gameplay is still good.

Devils Rear
06-07-2006, 07:48 AM
If you are looking for a server we will be more than happy to accomodate.

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Dustin Diamond
06-18-2006, 10:48 PM
I figured it's time to give a little update so you all don't lose heart :)

I've been working on the map, just more slowly than before. The reason being that I've been on vacation for a few weeks. Also, Hammer is sort of on the fritz after that other update to the engine a few weeks back and it makes getting any work done on my map unbelievably frustrating, so I can only handle a little bit at a time. I'm also a bit anxious for the new update to come out, which, disappointingly, isn't until the 28th. I can't believe it's taking this long, but at least it finally has a date. No new screens, as most of the changes have been texturing the tunnels and adding lights, which just isn't that exciting.

Dustin Diamond
06-28-2006, 06:19 PM
Proof that I'm not dead. But I'm still waiting for the update before I do a testrun.

another of the top area (http://www.unc.edu/~alricha5/dodpics/dod_strand0022.jpg)
axis kitchen in tunnels (http://www.unc.edu/~alricha5/dodpics/dod_strand0023.jpg)

Johnny Mo
06-29-2006, 09:06 AM
Update is out! Testrun, testrun!

Oh, by the way, I was playing around with the alpha. It looks really good. My only major concern is that the Allies don't have enough beach obstacles to hide behind. It's really bare. They would be gunned down in seconds. Jagd has snow-less shermans now. Use those.

SilentSteps
06-29-2006, 10:06 AM
You should add a slight blue tone to the whole map to make it look like Saving Private Ryan. :p

Looking great.

Dustin Diamond
06-29-2006, 02:54 PM
Originally posted by SilentSteps
You should add a slight blue tone to the whole map to make it look like Saving Private Ryan. :p

lol, yeah, and I should force film grain to be on the entire time. I bet that would be challenging. :)

As a side note about lighting. I forgot that I jacked it up for my testing, to be able to see texture alignment clearly, etc. Obviously an overcast day is not so bright, so that will be adjusted in the end. I nearly forgot though...

EnjoyTheSilence
07-18-2006, 12:55 PM
Hows it coming along, any progress? Looking forward to its release.

tdhainaut
07-20-2006, 11:35 PM
"Strand" is dead like "Dog sector"...
the same desease...
no beach map for DOD source.
I'm so sad.

outlive
07-21-2006, 02:35 AM
how do you know that ?

last time i checked, he made awesome progress

russybabes
07-21-2006, 06:08 AM
i've got my fingers crossed for this.

Dustin Diamond
07-21-2006, 09:57 AM
I'm still going. I had to take a break for a couple weeks though. I went on vacation for one week, and I'm busy moving to a new apartment this week.

I've added the detonation packs. It's a little odd, since axis can defuse them. Also, the fuse time is way too long for some spots. Hopefully, if and when Valve ever updates the SDK, there will be more options available.

I've also been working with Ranson on making a destroyable flak18. He had it nearly finished before the update, and now we are just working out a few kinks.

I'm still not sure how smooth the game will run with 16 or so allied players running along the beach at the same time.

Rommels
07-21-2006, 10:50 AM
There are a few ideas on howto avoid the axis from defusing HERE (http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=66631)

My favorite is the last one but you could also modify that so a trigger_hurt moves into place around the defuse zone that only hurts axis this way they can't defuse.

Dustin Diamond
07-21-2006, 02:51 PM
Thanks for that link. In reading that, I came up with a few ideas of my own that might work out nicely too. I'll try to test them out early next week. I'll be out of town again this weekend.

outlive
07-22-2006, 02:13 AM
just take you time man - take your time

i'd really like to help you making this baby as awesome as it can be...
i'm a professional texture artist, working as freelancer in the industry

so if you want it to really set itself apart from other maps, we can work out all custom textures :cool:

- pm me if you are interested

nave
07-23-2006, 02:42 PM
Maybe something could be worked out with the sand issues we were talking about earlier in the thread.

Outlive, read the beginning portion of this thread if you haven't yet.

Dustin Diamond
07-28-2006, 02:42 PM
"I feel the need - the need for SPEED!"

OK so what have I been up to? Well dod_strand is now fully an objective map. Fun times. There's nothing like blowing up that flak18. In your face Jerries! Also, I've discovered a way to make the non-objective bomb fuses shorter, so you wont have to wait a needless 20 seconds to blow the shingle/wall/mg-nest.

The dreaded mortars have been added. There are random ones that bomb the beach, as well as the same old usable ones from charlie.

Next, optimization! I've been optimizing my prop choice and placement, as well as adding some useful hints. I keep cranking up those FPS. I've done a pretty damn good job if I say so myself. FPS on the beach (lowest in the map) dont really dip below 70 for me, which is stellar (and more than I can say about anzio).

I've still got some more lighting to add in the tunnels, as well as more props here and there.

Overall I'm pretty pleased. I took a long break from all this for travels and whatnot, but I'm getting back into it.

A bomb on the flak gun. (http://www.unc.edu/~alricha5/dodpics/dod_strand0025.jpg)
Booyah, one flak18 down! (http://www.unc.edu/~alricha5/dodpics/dod_strand0026.jpg)

Rommels
07-28-2006, 03:30 PM
Originally posted by Dustin Diamond
I've discovered a way to make the non-objective bomb fuses shorter, so you wont have to wait a needless 20 seconds to blow the shingle/wall/mg-nest.

Do you think you can create a small tut map (box map with an example inside) along with a post to explain this?

ultranew_b
07-28-2006, 05:24 PM
Looks good Dustin !!

Where did you get the destroyed Flak Model? I was looking for one. Any chance you could share it?\

I've got the tiger tank to blow up nicely too.

:)

Ol' Noodle Head
07-28-2006, 05:36 PM
Yeah Dustin, I'm waiting on that destroyed Flak as well. :)

Dustin Diamond
07-28-2006, 06:24 PM
Originally posted by ultranew_b

Where did you get the destroyed Flak Model? I was looking for one. Any chance you could share it?


Ranson and I are ironing out the last few bugs with it. I should be able to test it more thoroughly this weekend and we'll go from there. It's practically finished now, but it's best to be sure.

Dustin Diamond
07-29-2006, 04:53 PM
Originally posted by Rommels
Do you think you can create a small tut map (box map with an example inside) along with a post to explain this?
yes, http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=67293

Dustin Diamond
08-12-2006, 03:48 PM
Well I've made some changes to the outside out this map a bit. More rocks and cliffs. It looks a little more natural and helps me out with optimization. You can see some of it in this first picture. Also I've added all the new models (Surgeon's new mortar, and the kickass flak18 that Ranson finally finished for me). I'm just tinkering with stuff now. I really need to set up a playtest at dod-fed. Expect that within the next week.

pic1 (http://www.unc.edu/~alricha5/dodpics/dod_strand0027.jpg)
pic2 (http://www.unc.edu/~alricha5/dodpics/dod_strand0029.jpg)

ultranew_b
08-12-2006, 04:05 PM
Cool !

Both pics you posted are the same !

:)

Dustin Diamond
08-12-2006, 04:39 PM
Originally posted by ultranew_b
Cool !

Both pics you posted are the same !

:)
lol, fixed. thanks :)

outlive
08-13-2006, 05:19 AM
coming along nicly !

Panteror
08-13-2006, 05:26 AM
nice pictures, I 'm waiting for a public release, I always loved playing charlie !

Dwin
08-13-2006, 08:41 AM
I think you should get rid of the cliffs at the back of the map. It's an obviously cheap, easy, and unbelievable way to block off the ends of your map and define paths.

twitch
08-13-2006, 09:35 AM
Originally posted by Dwin
I think you should get rid of the cliffs at the back of the map. It's an obviously cheap, easy, and unbelievable way to block off the ends of your map and define paths.

I think they look great

SilentSteps
08-13-2006, 10:12 AM
Originally posted by Dwin
I think you should get rid of the cliffs at the back of the map. It's an obviously cheap, easy, and unbelievable way to block off the ends of your map and define paths.

I agree with this. I personally think that, depending on how accurate this is, and how much of an effort is requried, you should either put a village behind it, with impenetrable fencing.

nave
08-13-2006, 01:29 PM
This thing's got to get playing as soon as possible. I think it could wait till a future build to get a new village behind the map. All rock could be kind of cheesy, but I think it could be cool be different in different parts. Argentan is th best example of having a bunch of different "visual boundaries" and immersing the map into the larger environment... rather than just "buildings".

Dwin
08-13-2006, 02:33 PM
Charlie in 1.3 used hedges, which is also an easy, but realistic way to seal off your map. Considering that beyond the Normandy beaches was just flat farmland, cliffs aren't very realistic.

Dustin Diamond
08-13-2006, 03:23 PM
Interesting suggestions, here's my thoughts:

I'm not as concerned about historical accuracy as much as I am with making it fun. And to be fun, it has to run fast, hence the cliffs.

But to be truthful, cliffs are (or at least, could be) realistic. Many parts of the Normandy coastline are essentially cliff walls, most notably the area of Pointe du Hoc (http://en.wikipedia.org/wiki/Pointe_du_Hoc). Even then, like I said, fun-factor comes first.

I'm trying to make it a little more interesting than a straight wall with a "hedge" texture on it (ala 1.3) :). I tried using the hedge models, but it looked dumb, plus the cost (in performance) was too high for lining the entire side with hedge props. Yes, cliffs are the easy way out. It's not entirely cliffs though, I made a road out :D.

Optimization is my number one goal here, and considering the funny elevations in this map, it's easy for things to get out of control. I might try out adding a village or something in later iterations once I know gameplay is solid, but then again, isnt a high impenetrable fence just as cheap as a wall of cliffs? We'll see. I might try it out. It's a good idea. Keep em coming.

ultranew_b
08-13-2006, 06:22 PM
Valve created a panning overcast sky cloud texture (for bsp) for Jagd.

Simply make a 1 unit thick func_brush (disable shadows) at the top of your skybox(covering the whole top). Apply this texture, Voila, moving clouds.

:)

Dwin
08-13-2006, 06:27 PM
Could we get a name for this texture?

Dustin Diamond
08-13-2006, 06:54 PM
Originally posted by ultranew_b
Valve created a panning overcast sky cloud texture (for bsp) for Jagd.

Simply make a 1 unit thick func_brush (disable shadows) at the top of your skybox(covering the whole top). Apply this texture, Voila, moving clouds.

:)

Nice, I'll check it out.

I tried using Jagd's skybox texture also, since it's overcast as well, but it's waaaay too blue and bright. I like the dark one I've got now. Too bad, since the Jagd one wouldve had HDR...

SilentSteps
08-13-2006, 07:18 PM
Originally posted by Dustin Diamond
Nice, I'll check it out.

I tried using Jagd's skybox texture also, since it's overcast as well, but it's waaaay too blue and bright. I like the dark one I've got now. Too bad, since the Jagd one wouldve had HDR...

By the way, I made those sky textures HDR-capable. Would you like me to send them over e-mail?

Dustin Diamond
08-13-2006, 07:25 PM
Originally posted by SilentSteps
By the way, I made those sky textures HDR-capable. Would you like me to send them over e-mail?
heck yeah. I havent added HDR yet (meaning i havent compiled it), but it's on the to do list.

SilentSteps
08-13-2006, 07:26 PM
Oh, and which sky set was it again? Was it the completely overcast sky, or was it the one with the overstretched sunrise on the side?

Dustin Diamond
08-26-2006, 05:50 PM
PLAYTEST!! Sunday night Aug 27th. 8:00 p.m. EST

For the first time, I'm going to load this up with a full server. Head on over to dod-fed and register to test it.

I'm mainly looking to see if gameplay still flows and if everyone's computers can handle it.

Playtest signup: http://www.dod-federation.com/forum/showthread.php?t=444

SilentSteps
08-26-2006, 07:44 PM
Is it an open playtest, or is a password given to those that sign up?

Dustin Diamond
08-26-2006, 08:15 PM
Originally posted by SilentSteps
Is it an open playtest, or is a password given to those that sign up?
It's on a server that does not allow auto-download of the map. A link to DL the map is given out 30min-1hr before the start. Signing up is as hard as entering an email address to be notified of the test, and making an agreement to not distribute the map.

Regardless, the site is fantastic and a very useful resource. I highly suggest registering anyways. Check it out http://www.dod-federation.com

Dustin Diamond
08-26-2006, 08:55 PM
Some more screenshots:

beach with poles/mines (http://www.unc.edu/~alricha5/dodpics/dod_strand_b10002.jpg)
underground passage (http://www.unc.edu/~alricha5/dodpics/dod_strand_b10003.jpg)
steam room (http://www.unc.edu/~alricha5/dodpics/dod_strand_b10005.jpg)

SilentSteps
08-27-2006, 07:37 PM
Alright, playtesting went well. Still some kinks to work out, like crashing from detonation of objectives, but the map is great. Performance is better than that of stock maps. Machine guns from German sandbags can spray all they want, because it looks so kickass.

Screenshot, with Dustin Diamond's permission :):


nave
08-27-2006, 08:30 PM
How close to classic charlie it felt was great. The fog worked out great... wonderful distancing - seeing guys slowly come into view on the beach. The only things that I really suggest, is to clean up some of the clipping around some of the little cement lookout things. I think it's kind of awkward hopping onto the lip but then not really being able to go further.

Anxiousness. :D

Dustin Diamond
08-27-2006, 08:39 PM
Originally posted by nave
The only things that I really suggest, is to clean up some of the clipping around some of the little cement lookout things. I think it's kind of awkward hopping onto the lip but then not really being able to go further.

That was already fixed in the version that didnt make it onto the server in time. :(

Same for a possible bomb-plant crash. I had a better version to test, but some confusion led to it not being put onto the server.

Neutrino
08-28-2006, 07:27 AM
nice screenshot

Cranbarry
08-28-2006, 07:46 AM
Dustin - Give a go at fixing some of the things that were discussed during and after the test..

I will see if we can get another test together Wednesday/Thursday???

Completely up to you :) - Would like to see this one done - its very close in my opinion! ! ! !

Congrats Sir

Dustin Diamond
08-29-2006, 12:25 AM
Second playtest TODAY!!!! - Tuesday, August 29th

I fixed the crash-on-bomb-plant problem, so now we can get a real match going.

check here for details:
http://www.dod-federation.com/forum/showthread.php?t=454

wickit
08-29-2006, 03:08 PM
Originally posted by Dustin Diamond
Second playtest TODAY!!!! - Tuesday, August 29th

I fixed the crash-on-bomb-plant problem, so now we can get a real match going.

HOW pls tell me its driving me mad

ultranew_b
08-29-2006, 11:03 PM
This map is big and looks really good !! Nice detailing !!

It ran ok on my crapbox with 14 ppl, curious to see how it runs with 32 ppl.

Minimap is necessary (You know this anyway :)) Since I'm not familiar with dod_charlie I was lost for the first 1/2 hour.

Overall great work 8/10 from me!!

:)

RosietheRiveter
08-30-2006, 06:13 AM
80+ fps, and the perception of it being a huge map. It felt like charlie.
Very much looking forward to seeing it released Dustin.
Great work !
Suggestions: mini map and timer

Westies3000
08-30-2006, 06:22 AM
I cannot wait to play this

Neutrino
08-30-2006, 07:06 AM
i cant wait! too bad I missed the test. i lost track of time :(

JBF
08-30-2006, 10:56 PM
The map plays pretty good. Dustin, myself, Cran, Ultranew and others have been playtesting it recently and it's shaping up quite nice. :)


-JBF aka ( . Y . )Barbara Payton of the Buxom Bombshells

quint
08-31-2006, 11:56 AM
pleeeeeeeeeassse release me let me gooooooooooooo

Coopz
08-31-2006, 09:21 PM
Release and Valve make it official!!

oxygencube
09-01-2006, 02:49 PM
Open this puppy up for Beta! That is the best way to test it out. You will get TONS of feedback from us! :dog:

213
09-01-2006, 04:26 PM
like they said, change the sand. get rid of the orange smoke clouds please(smg can deploy their own)

the sand should be make shiney and put at the front of the landing craft and the rest of the sand texture should be grey and smooth with pores

wickit
09-01-2006, 04:28 PM
Originally posted by JBF
The map plays pretty good. Dustin, myself, Cran, Ultranew and others have been playtesting it recently and it's shaping up quite nice. :)


-JBF aka ( . Y . )Barbara Payton of the Buxom Bombshells
i also agree
this map rocks
solid fps on a open map, cant wait for the released version

V.C. Sniper
09-01-2006, 06:27 PM
Originally posted by Coopz
Release and Valve make it official!! Release dod_foxgreen and make it official.

Deceiver
09-01-2006, 06:37 PM
Originally posted by 213
like they said, change the sand. get rid of the orange smoke clouds please(smg can deploy their own)

the sand should be make shiney and put at the front of the landing craft and the rest of the sand texture should be grey and smooth with pores

First, those are old screenshots and the orange smoke clouds aren't there anymore. Also, those aren't for cover :rolleyes:. It's to indicate where you blow up the shingles... >.>

Second, if you don't like that sound, you probably hate all the other sand in dods, because that's like almost the only kind of texture for it short of creating your own.

Dustin Diamond
09-01-2006, 06:42 PM
I've been making slow, but steady progress fixing all the issues from the playtest. I've done most of the minor things. Mainly the 3d skybox and minimap are left.

Here's a pic of the new elevator. That other piece of crap is finally gone. I hated that damn thing. You can also see the timer running, which, i might add, is really annoying when I'm running around testing things... :)

new elevator (http://www.unc.edu/~alricha5/dodpics/dod_strand0032.jpg)

oh by the way, those pics on the front page are pretty old. I'll go and update it in a little bit with all the new pics that have been lost within the pages. That old orange smoke has been gone for some time now.

Ginger Lord
09-02-2006, 04:07 AM
This will never be as good as charlie due to the fact you can't get a FG42....

JBF
09-02-2006, 10:27 PM
The new elevator looks great. :)

-JBF aka Barbara Payton

straybullet
09-03-2006, 05:28 PM
Originally posted by Ginger Lord
This will never be as good as charlie due to the fact you can't get a FG42....

So surprised the first time I saw it...ahh, the memories.:)

Dustin Diamond
09-05-2006, 03:07 AM
here's the overview i've thrown together today. I still need to add the tunnels to it. I've been trying to figure out an effective way of doing that...


quint
09-05-2006, 05:50 AM
looking very good, how long do you reckon for a public beta ?

SilentSteps
09-05-2006, 06:18 AM
The overview looks great. :)

Dustin Diamond
09-05-2006, 10:02 PM
Final overview, with tunnels


I'm working on the 3d skybox as I type this. I'll *try* to get a releasable beta ready within a week.

Dash
09-05-2006, 10:36 PM
This smells like an official map :D

mmmmm official mappppp /drool

ultranew_b
09-05-2006, 10:39 PM
Nice Overhead Map !

How does the map run with 32 ppl? The night I played there was 14, just curious.

:)

Dustin Diamond
09-05-2006, 11:16 PM
Originally posted by ultranew_b
How does the map run with 32 ppl? The night I played there was 14, just curious.

We'll find out soon enough :)

Playtests have all been successful in the fps field, but we can't ever seem to round up enough people for a full test. I think public beta might be the only way to go. The old 1.3 map used to eat computers for breakfast when it came out. I used to rock 20 fps and i loved it.

Price|BigEz
09-08-2006, 06:15 PM
Anymore updates? I cant wait to play this when its released.

Dustin Diamond
09-08-2006, 07:12 PM
I've added a 3d skybox and it looks pretty good, except for the water. I'm having trouble getting the 3d skybox water to look right, even though i found a fix for my original problem. I'm just playing around with the settings until it looks just right.

After that i need to polish off some of the detailing, like adding more props and I'm done. Unfortunately, my grad school workload is picking up, so I'm trying to squeeze in mapping time when i can. I'm still looking to release next week though.

Francotiradorr
09-10-2006, 02:30 AM
map is looking sweet!

SilentSteps
09-10-2006, 06:45 AM
Make people sign up for an even bigger playtest. :D

Deceiver
09-10-2006, 08:55 AM
Originally posted by SilentSteps
Make people sign up for an even bigger playtest. :D

A 16 vs 16 playtest would be great to test out it's performance at that load.

Flashy[-NL-]
09-11-2006, 05:55 AM
Very nice map. Always loved it in DoD :eek:

Neutrino
09-11-2006, 11:50 AM
nice overview

Dustin Diamond
09-11-2006, 02:51 PM
PLAYTEST THIS THURSDAY!!! 10PM EST

Want to have a sneak preview before the release? Want to be involved in changes that are made? Come out to the playtest. I'm trying to get in one last test to see how balanced the map is before I make it public. I'd like to get a full 32 people for this one, so tell everyone!

Head to dod-federation (http://www.dod-federation.com/forum/showthread.php?t=495) to sign up for the test. Yes, you have to register, but it takes about 10 seconds, and you have to agree not to distribute the map outside of the test.
http://www.dod-federation.com/forum/showthread.php?t=495

Ahhh, the release is so close I can feel it! I just need this one last test. So come out and be a part of it!

Prepare to storm the beach (or alternatively, to fight off the invaders)!
http://img118.imageshack.us/img118/9351/strandpic6dv3.jpg
http://img118.imageshack.us/img118/5133/strandpic5fe9.jpg
http://img118.imageshack.us/img118/8595/strandpic2tk4.jpg
http://img118.imageshack.us/img118/2969/strandpic7wg0.jpg
http://img118.imageshack.us/img118/6500/strandpic1wu3.jpg

crazy__crash
09-11-2006, 03:24 PM
Signed up!

teflon{the_truth}
09-11-2006, 04:19 PM
Hey dustin are you a tarheel fan?

Oh, btw Can't wait for this 1, I say to you, my friend GREAT JOB!!!!

Dustin Diamond
09-11-2006, 09:14 PM
Originally posted by teflon{the_truth}
Hey dustin are you a tarheel fan?

I'm there (UNC) for grad school right now (biomedical engineering), so I suppose that means yes, though my true allegiance lies with Clemson (my undergrad). Well, until basketball season, that is. But that's off-topic, so let's get back on track.

Everyone go sign up for the playtest! Go back one page (p.9) if you missed the info about it.

01dabreoo
09-12-2006, 01:07 PM
when are you releasing it?

Dustin Diamond
09-12-2006, 03:49 PM
Originally posted by 01dabreoo
when are you releasing it?
Very soon. I will say it depends on how the playtest this Thursday (http://www.dod-federation.com/forum/showthread.php?t=495) goes. If a lot of people show up and the level plays out smoothly, it'll be very soon. If the level doesnt pan out so well, I'll probably take a tad bit longer to make some changes. I'll release it eventually either way, seeing as how i've put too much work into it for it to sit idle.

Cranbarry
09-14-2006, 09:16 PM
Great Map!

Great Test!

I would like to thank everyone that showed up for this test! It was great

Couple minor changes to scoring / timing and maybe an additional det for the 2 guns... Crate and prepare for Shipment!!!!

Dustin Diamond
09-14-2006, 10:12 PM
After the playtest thoughts:

Good news - 24 or so people, no one had ANY fps problems. Having MG fire rained upon you while trying to run up the beach is awesome.

Bad news - several tiny changes need to be made to adjust for source's gameplay speed. I'll be gone this weekend, so expect it in a week.

Overall the test was a blast. Thanks to everyone who made it happen!

Hendy
09-15-2006, 12:54 PM
Glad to here and I can't wait. :D

FMPONE
09-15-2006, 04:32 PM
Dustin's made a very impressive and very faithful re-make of dod_charlie. Storming up the beach in the playtests was a blast. I can already see it being played constantly, strand is going to be the quintessential beach map for sure :D

caboose
09-19-2006, 03:01 AM
very nice work.
question for you. are the front of the bunkers in any way destructable, by rockets etc

Cranbarry
09-19-2006, 06:58 AM
Originally posted by caboose
very nice work.
question for you. are the front of the bunkers in any way destructable, by rockets etc

No Sir! - They weren't in the original, unlikely that he would do it here - although that is an interesting thought!

caboose
09-19-2006, 07:39 AM
true but i would love to have small chunks fly off from rocket hits :-)

Hendy
09-19-2006, 10:17 AM
Any idea when these final touches will be done and this sucker is ready for release?

Dustin Diamond
09-19-2006, 11:46 AM
I'm trying to do everything this week (though i keep getting distracted by playing Frets on Fire).

I'm adding the sweet 150mm model that TheSurgeon released, but since it is larger than the other gun i was using, I'm redoing the back bunker.

Also, I'm adding more enclosed areas for axis to spawn so they aren't out in the open (since we discovered it doesnt work so well in source). At the same time, I'm trying out a method of "retreating" spawns. I want the axis team to spawn along the ridge at the start of the round, and then move the spawns back into the bunkers once allies breach the shingle.

Hendy
09-19-2006, 11:58 AM
Sounds interesting, well keep plugging away and gogogogogo!

Guyver
09-19-2006, 02:43 PM
I can't wait for this....It really looks good.:)

Dustin Diamond
09-19-2006, 09:57 PM
Originally posted by Dustin Diamond
Also, I'm adding more enclosed areas for axis to spawn so they aren't out in the open (since we discovered it doesnt work so well in source). At the same time, I'm trying out a method of "retreating" spawns.
ok so this part is finished. Retreating spawns work pretty well. At the round start, all axis start right on the ridge. This way, they are prepared as the allies try to run up the beach. The minute the shingle is blown (signified by the alarm), the axis spawn locations retreat to the closed areas of the tunnels. This should eliminate the problem of spawn camping and sudden respawning that occured during the playtest.

Also, i added a new axis spawn location on the right side of the map.

Now i just have to polish off the back bunker that i changed and it should be good to go. Thanks again to TheSurgeon for making his sweet 150mm cannon model available to use!

oxygencube
09-19-2006, 10:22 PM
Thanks for making this map!
Can't wait for the release!

Dustin Diamond
09-21-2006, 12:18 AM
Ok, everything's done. I'm going to do a full compile tonight and see how everything works. Odds are I'll forget something and have to recompile, which is no big deal since compile time is right at an hour. Then I'll pack everything up and test that out. Lastly, I'll stick a fork in it and call it done.

I'm shooting for Friday release.

Nubbits
09-21-2006, 08:32 AM
Sounds great!

Can't wait to play this one :D

Dustin Diamond
09-22-2006, 03:13 PM
First public beta is RELEASED!!
http://www.dayofdefeat.com/forums/showthread.php?s=&threadid=68560

(sorry to any of you Europeans for waiting until this late today...)

mettisch
09-22-2006, 08:50 PM
8.2.121.123:27015
[TL] ThatsLife: Source |Strand_b4 (Charlie) fastdownload


I got the map on it, and will stay here for atleast 24hours

If other mappers need testers just email me

admin@thats-life.be

Steve

PS: good map/good remake

Price|BigEz
09-22-2006, 10:39 PM
Just uploaded to the =82nd Rangers= US Server - 8.3.6.28:27015

We definately will be playin it alot now that it has been publicly released

Scooby
09-23-2006, 09:41 AM
Just finished playing around on Sunlit
Very very very impressive.
Blowing the BG and the shingle brought back great memories.
Nice use of fog and the tweaks you've added just add to game play (new spawn exits for Axis for example)

KUDOS!

Francotiradorr
09-23-2006, 12:47 PM
i played this last night man i was so excited such a good remake of charlie thanks!!!!!!

twitch
09-23-2006, 01:27 PM
Very nice map. Thanks for all of the hard work put into making this map

musenross
09-26-2006, 09:11 AM
Excellent work, indeed! I just played a couple of hours and had a really fun time. Thank you so much! I would like to share a little idea I had but not sure if it really works out. It really bothered me then and still bothers me now that as Axis you cannot stupid over the stone wall fortification on the far right hand side. You have to stick to the path and go around the flak cannon to be able to go down the trail to the beach. I would like to be able to jump down (but of course not jump up or in), so you can take a shortcut without losing precious time. How is that for an idea?

Keep up the good work! And thank you so much again!

p.s.: Now only the CoF code needs to be fixed so I can score real hits instead of having to shoot three times to knock some allied sniper down. ;-)

Dustin Diamond
09-26-2006, 12:17 PM
Originally posted by musenross
I would like to share a little idea I had but not sure if it really works out. It really bothered me then and still bothers me now that as Axis you cannot stupid over the stone wall fortification on the far right hand side. You have to stick to the path and go around the flak cannon to be able to go down the trail to the beach. I would like to be able to jump down (but of course not jump up or in), so you can take a shortcut without losing precious time. How is that for an idea?

So what you're saying is that you want me to add a shortcut so you can more easily camp the beach? i think not :)

I understand your frustration with having to run around, but axis should be setting up defensive positions, not sniping the allies from behind the shingle as they respawn.

musenross
09-26-2006, 01:36 PM
well it was worth a try. ;-) played some more, i am really liking it. too bad you cannot animate the mortars or the flak cannons shooting/reloading that would be really cool (but heavy fps wise i am thinking). cheers!

outlive
09-27-2006, 01:59 AM
the flak are animated while shooting, they even drop out big physics enabled shell casings...
what are you talking about :)

twitch
09-27-2006, 10:14 AM
The map is awesome and I wouldn't change it

musenross
10-01-2006, 02:37 AM
I noticed on a couple of occasions that people on the axis team would get stuck in the sliding door while opening it at the quarters spawn point.

p.s.: make that both doors in that area

Mjolnir
10-01-2006, 08:43 AM
Very nice map sir,

I was able to play this map on the 907th. I really enjoyed this beach map. Reminded me of the atmosphere of dod_dog1 back in the day.;)

Dustin Diamond
10-01-2006, 11:36 AM
Originally posted by musenross
I noticed on a couple of occasions that people on the axis team would get stuck in the sliding door while opening it at the quarters spawn point.

p.s.: make that both doors in that area

alrighty, i'll try to fix that for the next version. thanks for letting me know!

Roostergold
10-03-2006, 10:54 PM
i hate u guys for that shore effect, its so awesome lol, how u do that?
i know its a custom VMT, but HOW???
fiesty.
:crown:
:vader:

Dustin Diamond
10-04-2006, 10:31 AM
Well i've been playing around with the lighting and i thought i'd share my preliminary results. In the following pictures, you'll see the huge difference that a new skybox/fog makes. I did NOT change the brightness of the light, only the color of the light itself. In fact, I increased the ambient light. This was just my initial attempt. I think that this is a bit too dark, but i thought it looked neat, so i'll share it.

Before ==> After


nave
10-04-2006, 01:30 PM
That looks so much better. :eek:

I don't think it looks too dark at all... the only thing that would really affect gameplay is that it's more similar to the color of the uniforms... which I really don't think is an issue though... makes everything fall into the environment.

Hendy
10-04-2006, 02:52 PM
Yeah I actually like the color a lot.

Someth|ngW|cked
10-04-2006, 03:37 PM
Looks better, i would compromise between the 2 tones and you should really add a 3d sky box

=A82A=WhataMack
10-04-2006, 03:46 PM
Well, the second sky looks way too dark to me...like, with a sky that dark you'd either have a wicked nasty thunderstorm going on, or it'd be almost midnight. ;)

In keeping with efforts at realism, there's no way the Allies would attempt a beach landing when the weather looks that bad!

ultranew_b
10-04-2006, 03:50 PM
Just thought I would mention that you need to add some player clips around the 4 legs on the flak 88s. I got stuck on them a couple times, while crouch/crawling around them. I simply added some a simple triangle shape around the base legs on the flak 88 in dod_sora and it worked great.

The second sky is too dark, somewhere in between the 2 would be best.

:)

Deceiver
10-04-2006, 04:02 PM
Yeah, something closer to jagd would be nice.

Dustin Diamond
10-04-2006, 04:16 PM
Originally posted by ultranew_b
Just thought I would mention that you need to add some player clips around the 4 legs on the flak 88s. I got stuck on them a couple times, while crouch/crawling around them.

Man tell me about it. That annoyed the crap out of me the other night when i was playing...

I know the sky is too dark. I'm redoing several other version as i type this. Just thought I'd show it off though. Midnight beach raid, anyone? :) yeah right.

Dustin Diamond
10-04-2006, 04:22 PM
Originally posted by deceiver
Yeah, something closer to jagd would be nice.

Heck no. Check out jagd's next time you're playing it. It's bright and blue. Maybe not as bright and blue as the other maps, but still too much for my liking.

Deceiver
10-04-2006, 05:16 PM
Well something of an overcast then =0. Someone had posted here the weather info on D-Day and it was overcast as it were.

Dustin Diamond
10-04-2006, 05:43 PM
Here are two more sky options. I'll probably go with the 1st new one (middle).

Old ==> New



Deceiver
10-04-2006, 06:02 PM
Middle one is perfect!

FMPONE
10-04-2006, 06:13 PM
Gameplay wise the middle is obviously the best compromise, but I think the right end shots are so much more moody and stylish :P

You really can't lose though.

Lappy
10-04-2006, 07:03 PM
Originally posted by deceiver
Middle one is perfect!

:)

Splinter
10-04-2006, 09:36 PM
I like the original one but the middle one sure feels SPRish.

President Shrub
10-04-2006, 10:22 PM
Are you gonna add a custom ambience with people screaming and hectic stuff going around like in dod_charlie? I don't think natural ambience from player weaponry is enough to make this map rightfully intense..

Wile E Coyote
10-04-2006, 11:39 PM
Absolutely hate the new versions. Just my opinion.

EDIT:
Okay I'll elaborate. I don't see very much difference between the current version of strand and the original version of Charlie EXCEPT for the color of the sand on the beach. Ironically you talked about how the DOD:S textures were much brighter - but that is NOT always true. Just look at the bunkers and grass :) Just the middle version looks more dark overall than the original to me. Skybox is WAAAAY too dark. So there are different textures from the original. So what :) Source is supposed to make things more pretty - not gray them out until they look like Quake 1.

IMHO you nailed it right on the head with your current version. Don't screw with perfection.


Zao
10-05-2006, 01:14 AM
I'll have to throw in a vote for the new skyboxes looking better. Sorry, Wile E, but I can't agree that B4 was perfection. It was a great step towards recreating Charlie, and most people felt it was too bright in comparison.

*shrug*

This way, if he releases a slightly darkened version, if it's too dark he can throttle it back a bit. Such is the benefit of beta versions of custom maps. :)

Personally, I think the darker lighting value is a good move. Just from those screenshots, I can tell it will be harder to pick off MG's and snipers in the bunkers, which is the entire purpose of the bunkers in the first place. Before, it was just too easy to pinpoint them. I like the middle pics and I'm sticking with that.

nave
10-05-2006, 02:31 AM
Charlie has been successfully remade and I think now is the point where it should be put out of our minds for comparisons. It should all be taken lightly since this is an entirely new game... for example with the 0.0 accuracy ironsight of the garand...poppin peoples heads since they're sitting still... while axis are trying to shoot allies that are running faster (since all of source is faster).

I'm rambling, but the point of what I'm trying to say is that the axis need all the help they can get for holding back the allies... If the darker atmosphere makes it more difficult for the allies to get up the beach for not being able to see their little heads and take down MGs and snipers, then I think the darkness is a must. And it looks sweet and it's a change and change is fun and, like zao said, a compromise can later be taken if need be.

=A82A=WhataMack
10-05-2006, 06:58 AM
Originally posted by Wile E Coyote IMHO you nailed it right on the head with your current version.I'll agree with Wile E. that of the three skies, the first is my favorite.

Oh, and btw Dustin Diamond...an overdue THANK YOU for your great work on bringing a decent beach map to DoD:S! :cool:

Wile E Coyote
10-05-2006, 09:47 AM
ENOUGH OF THE MADNESS

I'm beginning to think all these 'suggestions' are a subversive plot. Up until now it's been "Need more timer! Too hard for allies!" Now that we have moved past that, and another aspect of the map is in review, suddenly - and without 1 single change having been done to the map yet - it's "The Axis need all the help they can get! We can't make it too easy for the Allies!" Okay, it CAN'T be both. Obviously somebody is wrong.

Also, certain types of suggestions are almost as predictable as clockwork. "Make it darker/gloomier" has been in literally at least %50 of all the map threads here. The other %50 were already dark and gloomy ROFL. It is highly unlikely that out of 365 days in a year EVERY single day and battle in WW2 was dark and gloomy.

Seems to me that just like in politics, people are bending reality to suit their own desires/goals. Just stop it! :p ROFL

RosietheRiveter
10-05-2006, 10:02 AM
IMHO you nailed it right on the head with your current version. Don't screw with perfection.
Omg, Im agreeing with Wile ! ;)

musenross
10-05-2006, 10:13 AM
Originally posted by ultranew_b
[B]Just thought I would mention that you need to add some player clips around the 4 legs on the flak 88s. I got stuck on them a couple times, while crouch/crawling around them.

I have to second that. I nearly posted abtout that but then I refrained because I posted so much already. :-)

Another area of interest might be the allies tank (the one on fire) at the allies spawn. I somehow have the feeling that the clippings could use some revising, because imho it is nearly impossible to kill an allied sniper who is lying on the tank because the shots always seem to get "gobbled" up by the tank.

Btw how random is the beach bombardment? And what about adding planes that fly over? I found that an interesting idea with dod_charlie_source. That and the flying shrapnel/shells. :-D

Again, great work!

p.s.: one more thing - the big crates in the 'steam room' at the axis spawn are not destructable (while the small ones are) - is that intentional?

Dwin
10-05-2006, 04:24 PM
I actually think the lighting in the HL1 version of Charlie is the best.

Dustin Diamond
10-05-2006, 06:37 PM
For the sake of a true comparison, here is the old sky/fog with the new lighting that was in the other pictures. Compare it with the "Before" pictures from above to see the effect of a more desaturated light. I could really go with either one. I do think the new lighting makes it look a lot better regardless of the sky.



Dwin
10-05-2006, 08:39 PM
It's too dull, IMO. Though it is overcast, it should maintain a certain level of brightness. Again, Charlie's lighting (or even better, MOHAA Omaha's) are good examples.

nave
10-05-2006, 11:13 PM
Aight, whatever ends up happening... whatever you do... make sure the sand itself is more grey. If that means the original lighting but a new texture it's entirely worth it.

SilentSteps
10-06-2006, 01:59 PM
MoH:AA's sand color and brightness was pretty good. This was my edit from a long time ago, and I am only posting because other people are :D. The color edit on the sand was rushed but I covered most of it. :p


=A82A=WhataMack
10-06-2006, 04:23 PM
Originally posted by SilentSteps The color edit on the sand was rushed but I covered most of it. :pLooks good to me! :cool:

Formologic23
10-12-2006, 04:13 PM
Ok, I was wary of trying this map out because of the bad flavor from the Omaha series that are out there.

First off, this map is awesome. Love the map. Love the motars, love the blowing up stuff to get off the beach. Love the 88's firing and the shells falling out. It's great.

My 2 complaints are this, and excuse me since I haven't read through all 14 pages, but this is what I thought:

1. When playing with fewer numbers, then time seems to be too short when the allies blow up an objective. Not sure if that number has already been tweaked, and I have yet to play it on a full server. A couple of us were idling on our new server to see if we could get any action, without any luck.

2. It would be cool to have a few more options going into the areas of the objectives, such as the 88's. I am not talking about routes, but like all the barbwire that is surrounding the stuff. I know that's it's there for a reason, but it just seemed to make it a little harder for the allies, and it was hard enough as it is.

Take these comments lightly, as I said, I haven't played on a full server yet. But I do love it so far. The concept is great. Keep up the good work man. This should set the standard for beach maps.

oxygencube
10-13-2006, 01:48 AM
Originally posted by -=magnet guy=-
Are you gonna add a custom ambience with people screaming and hectic stuff going around like in dod_charlie? I don't think natural ambience from player weaponry is enough to make this map rightfully intense..


This is a super idea. If you follow this idea I would have the sounds start as soon as the round starts. Screaming and yelling more ambient noises sound good to me.

Mjolnir
10-14-2006, 02:29 PM
This map is great, outstanding job!

Would you consider remaking dod_dog1 for source? Do you remember that map from 3 or 4 years ago? Was the best beach map ever made IMO. And you sir are about the best custom beach map maker Ive seen to date.

Hat's off to you sir. ;)

Dustin Diamond
10-14-2006, 03:49 PM
Originally posted by Mjolnir
Would you consider remaking dod_dog1 for source?
I cant honestly say I ever remember playing that map. I'll have to go back and check it out.

I know that I do want to make a smaller beach map. One more suitable for the average server (~16 players). dod_strand is just too big unless the server is full. Something smaller (and original) would be fun.

Dustin Diamond
10-14-2006, 03:55 PM
Originally posted by oxygencube
Screaming and yelling more ambient noises sound good to me.

Anyone care to volunteer .wavs or .mp3s of themselves yelling/screaming? :) If it sounds good (clear and not muffled/echoed, etc.), I'll put it in. PM me.

Mjolnir
10-14-2006, 05:41 PM
D.D., I am going to go see if anyone still has it available for download. If I can find it I will provide a link to the map download. I think if you walked thru this map, you would be impressed with the layout.

It was the most balanced beach map I ever played in dod for the past 5+ years of playing. Was around beta 2.0 or 3.0 I believe. I cant remember which. I also believe it was made by the Invasion map team. Not sure though. :)

Mjolnir
10-14-2006, 06:10 PM
Its at the 907th website in there dod maps downloads section if your interested in checkign it out. Might be worth your time.

http://www.907th.com

Someth|ngW|cked
10-14-2006, 06:25 PM
Well, what i did for my map WN71 is added current dod voice commands and death sounds as playrandoms in my soundscape so everyone once in a while you hear someone scream MEDIC! or whatever

=A82A=WhataMack
10-14-2006, 06:45 PM
I can't say that dod_dog1 was a small beach map, but I always loved playing it. :)

Mjolnir
10-14-2006, 07:43 PM
I totally agree Mack, but its playability was #1 when it came to any beach map I ever played.

The only beach map, where both teams never complained about being over run easily.

Layout made me feel like I was really there. I lvoed it. Brings back memories.

Dustin Diamond
10-14-2006, 11:10 PM
Originally posted by Someth|ngW|cked
Well, what i did for my map WN71 is added current dod voice commands and death sounds...so once in a while you hear someone scream MEDIC! or whatever
Sounds good. I was planning on using the medic one for sure. I'll have to check out the others as well. Haha, it'd be hilarious to hear "Wiskey! Tango! Foxtrot!" randomly... :)

Mjolnir
10-15-2006, 11:46 AM
Guys I miss the old maps, where mappers would use the WWII era music clips in buildings when you got near record players in the rooms. Those sounds also gave a map its own sense of uniqueness as well as victory music that was particular to custom maps. Like dod_stuka's victory music. Those kinds of sounds really help a map be remembered and noted too.

Cpt.Joe Stevens
02-21-2007, 08:34 PM
I was wondering if you could help me.(Distin Diamond). I've been trying to put together a medic mod , mostly for use on the allies , on dod_strand. Now , who ever helped you with the coding (if any was needed ) , or if you know anyone , could you ask them to help with the mod? Thanks alot.

Also , to make things more realistic on the map , I was thinking , I doubt this is possible , but , make a landing sequence at the beginning of a round , you know , the landing craft moving up , the ramp drops , with the soldier running out.

Also , maybe , if possible , replace the allied sniper with a flame thrower , and the TNT with a bangalore torpedo.


- Just a few ways to make this map super-realistic , and really fun.

-Joe

Cpt.Joe Stevens
02-21-2007, 08:36 PM
Also , one thing I forgot , up the time for the allies maybe?

to 10 , or , if you ever put the few things I listed in , maybe 20?

-Joe

ultranew_b
02-21-2007, 10:17 PM
Holy Thread Resurrection Batman !

:P

Dirt Nap
02-24-2007, 11:53 AM
First off i need to say EXCELLENT WORK on this map. Very nice job. I only just discovered this map last week and it is a wonderful remake of Charlie.

I'm in the clan Resistance Platoon and just last night we switched our Source server to be 24\7 Strand. What i was wanting to ask though is which version is the most up to date? I've seen one labeled as RC1 and another labeled B4.

Personally i thought RC1 was the latest but one of our server admins set our server to the B4 version so i just wanted to make absolutely sure.

TheSurgeon
02-24-2007, 01:56 PM
RC (release candidate) comes after beta, so unless there's an RC2 I haven't seen, this should be the newest release.

Dustin Diamond
02-27-2007, 11:15 PM
TheSurgeon is correct, rc1 is the newest, though i'm thinking about wrapping things up and making a final sometime soon, since there aren't too many tweaks to be made.

For future reference, dod_strand_rc1 can be found here (http://dayofdefeat.net/forums/showthread.php?t=69774) in the release thread.

Dirt Nap
03-03-2007, 12:28 PM
Thanks guys. We switched it over to RC1.

iVeDAkiLLa
03-30-2007, 07:42 PM
Hi Dustin,

when does comes the Final Version of the Map?? Our very populary Server is waiting to have the Final Version in the "End of Map vote" :)

Look at our Page www.kodclan.org (http://www.kodclan.org/)

Dustin Diamond
03-31-2007, 12:47 AM
Hi Dustin,
when does comes the Final Version of the Map??

Soon... ;)

viel Spaß!

iVeDAkiLLa
03-31-2007, 03:17 AM
Hehe and when is soon? :D

Ca-Chicken-Soup
03-31-2007, 07:42 PM
"When it's ready" lol

Dustin Diamond
04-26-2007, 12:42 PM
Ok, now it's ready.

The final version of dod_strand can be found within CAMP1 Pack.
see here:
http://dayofdefeat.com/forums/showthread.php?p=1049995

|TCO| ZoSo
04-30-2007, 07:54 AM
I noticed last night when I was playing, that I spawned on someone and got stuck as the Axis. It was right behind the plant point that allows the Allies to get up on the hill and into the trenches. Right behind there at that T-junction, in the bunker. I didn't get any screen shots of it because I was shoveled before I had a chance to hit the ss button.

Ol' Noodle Head
04-30-2007, 02:09 PM
That's happened to me before - but someone was afk and the server was full. I'm just guessing but I bet it was the same situation with you.

LionelQueripel
05-01-2007, 04:51 AM
I get stuck to things in stock maps all the time. God bless the old kill in console trick.

|TCO| ZoSo
05-01-2007, 07:34 AM
That's happened to me before - but someone was afk and the server was full. I'm just guessing but I bet it was the same situation with you.

We had a full server, 32 players, but it was right at the beginning of a round, so 16 people was spawned at the same time. This is on the final that came out with CAMP1, btw.

Dustin Diamond
05-01-2007, 11:13 AM
crazy, at round start everyone *should* spawn to a different location. Maybe Steam had a brain fart.

After the round starts, I can see how it would be possible to spawn OVER someone, since the spawn locations are out in the open like that. But once the allied break through the shingle, the axis spawns move back anyway, so then it would become impossible.

I suppose this could happen on any map if people dilly dally around the spawn area until the next respawn wave.

Ah well, you win some and you lose some. :)

ultranew_b
05-01-2007, 05:44 PM
I've had this problem on U471 as well. Seems to be an unfortunate side effect of using teleporters.

Edit: I was on a server yesterday playing strand, and someone got underneath the map. No idea how this was done, sorry. A dude at steam forums requested your email, so I gave it him. I suspect it has to do with this error.

Dustin Diamond
05-01-2007, 10:55 PM
I've had this problem on U471 as well. Seems to be an unfortunate side effect of using teleporters.

Edit: I was on a server yesterday playing strand, and someone got underneath the map. No idea how this was done, sorry. A dude at steam forums requested your email, so I gave it him. I suspect it has to do with this error.

I've already made a fix and have been distributing it to select server admins. It will be included in CAMP2. Do you happend to remember what server it was? Can you IM or PM me about this?

[FFF]Rom1
02-02-2008, 08:04 AM
Hello, I have a strange problem with dod_strand. The server tickrate is just falling down ...

Up to 18 players it's ok. After this limit the tickrate just go down and down ...
I've the same problem with colmar. Other maps are ok (even ones with timer like jagd). Do you have any idea ?

Thanks for your help.
Rom1

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.