[REL-1.3] dod_villa_b2


Taien
07-02-2006, 06:55 AM
All links are to my clan's forums, where I host the map files.
Map Download Thread: http://forums.handsomeboys.org/viewtopic.php?t=3563
Map Pictures Thread: http://forums.handsomeboys.org/viewtopic.php?t=3412

This is a remake of a map I started a long time ago when I first started mapping for DoD and had pretty much no idea what I was doing with regard to complex entities or r_speeds or clipping, and which has turned out pretty well so far. The first version was a bit buggy, but this one is far better and is mostly complete. I'll be adding new details to the final version, as well as additional text message updates during play, and various other improvements.

This is an attack/defense map, done in pseudo-schwetz style(read next paragraph), set around a three-story villa, with 6 flags that take 10 seconds each to cap. I made custom icons to indicate the floor of the flags, because people were having trouble locating them in the b1 version. Each flag is indicative of 2 spawn points, plus there are 6 spawn points in the initial spawns for each team. Attackers only need one man to capture a flag, but defenders need 2 to recapture, and the rounds are a bit shorter than most maps' rounds(7 minutes instead of 10 or 12). This is mostly because this is a fast-paced map. There are also no spawn protections for the most part(except a couple of push brushes on the side routes), because with the dynamic spawns providing so many locations for players to appear, there really is no need, and the respawn time is reduced to only 3 seconds. There are many hidden passages, and the map is set up to allow players to reach just about any point on the map they can conceivably get to, excepting those that would allow spawn camping and those which are at the very edge of the map.

If the defenders successfully defend at least one flag until the timer is up, they defend again. However, if the attackers capture all 6 flags before the end of the round, then they become the defenders and the previous defenders become the attackers.

I will be performing various tweaks over the course of the next month before I release the final version, which should be pretty much spotless. Any suggestions or bug reports are appreciated, as is CONSTRUCTIVE criticism. A few people(i.e. stat-w***es) have had problems with this map, because it is often so crazy during play that people often get a lower ratio than they would like. And with the fast respawn time, you can expect to be dying more often and as such coming back to life more often.

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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.