[REL] dod_fuel_b2 (kraftstoff remake)


Nubbits
11-06-2006, 03:17 AM
I've been working on this for quite some time now and here it is, the first public beta release of my dod_kraftstoff remake, dod_fuel_b2.

For those who don't know, dod_kraftstoff was one of the official maps for dod 1.3 (and earlier versions). It's a time based map in which the axis has ten minutes to capture two objectives.

Get it here:
http://files.filefront.com/dod_fuel_b2_rar/;6138270;;/fileinfo.html Filefront
Download (http://www.sunlitgames.net/index.php?module=ExDownloads&func=details&fid=401&cid=2) Sunlit Games(requires registration)
DOWNLOAD HERE (http://www.oneworldsyndicate.com/owsdownloads/index.php?act=view&id=241) One World Syndicate

direct download for server admins:
http://www.eurosquad.net/downloads/maps/dod_fuel_b2.bsp.bz2 Eurosquad

Screenshots:
[img=http://img299.imageshack.us/img299/4733/dodfuelb201vi1.th.jpg] (http://img299.imageshack.us/my.php?image=dodfuelb201vi1.jpg)[img=http://img215.imageshack.us/img215/8266/dodfuelb202ob6.th.jpg] (http://img215.imageshack.us/my.php?image=dodfuelb202ob6.jpg)[img=http://img241.imageshack.us/img241/5087/dodfuelb203in9.th.jpg] (http://img241.imageshack.us/my.php?image=dodfuelb203in9.jpg)[img=http://img80.imageshack.us/img80/672/dodfuelb204yo3.th.jpg] (http://img80.imageshack.us/my.php?image=dodfuelb204yo3.jpg)[img=http://img241.imageshack.us/img241/3344/dodfuelb205rs4.th.jpg] (http://img241.imageshack.us/my.php?image=dodfuelb205rs4.jpg)
[img=http://img80.imageshack.us/img80/3834/dodfuelb207ww7.th.jpg] (http://img80.imageshack.us/my.php?image=dodfuelb207ww7.jpg)[img=http://img241.imageshack.us/img241/2826/dodfuelb208jm0.th.jpg] (http://img241.imageshack.us/my.php?image=dodfuelb208jm0.jpg)

Fr3t
11-06-2006, 03:26 AM
Thx ! dod_kraftstoff was so sweet !

Pvt.Snail
11-06-2006, 04:47 AM
If this is as enjoyable as the original then you have a winner. Thanks.
Putting it on our server now...much appreciated.

RosietheRiveter
11-06-2006, 06:10 AM
Great way to start off the week!
Running on SunLits

Download (http://www.sunlitgames.net/index.php?module=ExDownloads&func=details&fid=401&cid=2)
(requires registration)

Maxey
11-06-2006, 06:50 AM
Great job on the map, it is almost flawless, although I have a couple of things to point out:

It is possible as an allied to climb the tree on the left axis exit and get on this roof and the mg balcony. (http://img153.imageshack.us/img153/8734/dodfuelb20000do5.jpg)
Small texture corruption near the Axis MG balcony. (http://img179.imageshack.us/img179/387/dodfuelb20001xn2.jpg)
Grass goes through the bench on left Axis exit. (http://img295.imageshack.us/img295/5978/dodfuelb20002ic6.jpg)
It is possible to get on this spot right in front of left Axis exit. (http://img151.imageshack.us/img151/5054/dodfuelb20003me7.jpg)
Noticeable FPS drops in here (http://img165.imageshack.us/img165/3801/dodfuelb20004ek8.jpg) and here (http://img167.imageshack.us/img167/6994/dodfuelb20005ql2.jpg), although I'm sure the latter one is caused by the water stream.

Haven't noticed any more problems so far, maybe just increase the details on the interiors, but other than that, this is a great release. :)

ESD|Preston
11-06-2006, 06:52 AM
direct download for server admins:
http://www.eurosquad.net/downloads/maps/dod_fuel_b2.bsp.bz2

Nubbits
11-06-2006, 12:57 PM
Thanks for the downloads, added to the top.

Good game earlier Pvt.Snail, glad you guys liked it :)

Great feedback Maxey! That's exactly the kind of stuff I want to hear. I will try to fix as many of those things as possible until the next release. I haven't gotten around to adding interiors in all rooms yet, but that is one of the things I will do before the next release.

ultranew_b
11-06-2006, 01:33 PM
Looks good Nubbits !!

The only odd thing that stood out to me was the amount of rubble with no damaged buildings/ground around the debris, where is this debris from?

Other than that cool !

:)

Nubbits
11-06-2006, 02:12 PM
Hehe, yeah I know ultranew_b. I added the rubble after making most of the buildings mainly to make the ground closer to the original. But you're definitely right, it is really strange :)

I will try to fix this in some way before the final release, probably just by making holes and stuff in the buildings, as long as the fps allows it.

cheese-sarnie
11-06-2006, 03:08 PM
cool remake. :)

one of my favourite 1.3 maps
stays true to the original.

i spotted a couple of plants poking through the walls and
please make the player shadows black (they are purple atm), but apart from that gj!

NotAgOat
11-06-2006, 03:36 PM
Hey sounds neat, I hope its running right now.

HellStar
11-06-2006, 04:19 PM
Great remake apart from the few minor flaws as mentioned above.

A plus for his map is its size when bzipped, 4.8mb, this will ensure players will stick around to give it a try.

Good work! ;)

Jackass101
11-06-2006, 08:01 PM
GREAT REMAKE!!!!! Its one of my favorites in classic, now lets see how it plays in source..... Should be great!!! I hope soo.

RosietheRiveter
11-07-2006, 06:23 AM
Maxey is very observant - what he said ;)

One point was brought up repeatedly on the servers yesterday.
The room with tables and chairs at base of collapsed clock tower is far too dark even with mat_monitorgamma 1.6. It was appearing flat black for those with dx8.0.
Something to think about for the next version.

Nubbits
11-07-2006, 01:30 PM
Originally posted by cheese-sarnie
i spotted a couple of plants poking through the walls and
please make the player shadows black (they are purple atm), but apart from that gj!
Ok, I'll try to find those plants and fix them. Good comment about the shadows too, I'll see what I can do with them, more of a greyish color and perhaps a bit lighter might do it.

Originally posted by HellStar
A plus for his map is its size when bzipped, 4.8mb, this will ensure players will stick around to give it a try.

The filesize was really just a fluke, probably cause I don't have any custom stuff in the map. Might get a bit bigger if I manage to find a modeller to make me a fueltruck, or if I do one myself (but that would probably take ages :/).

Originally posted by RosietheRiveter
One point was brought up repeatedly on the servers yesterday.
The room with tables and chairs at base of collapsed clock tower is far too dark even with mat_monitorgamma 1.6. It was appearing flat black for those with dx8.0.
Something to think about for the next version.
Thanks for telling me Roasie, don't even remember why I decided not to put a light in there. But it's an extremely easy thing to fix :)

coldair
11-07-2006, 02:52 PM
looks great ty:)

DOWNLOAD HERE (http://www.oneworldsyndicate.com/owsdownloads/index.php?act=view&id=241)

Panteror
11-08-2006, 05:38 AM
Great map but I think you should do it a TNT/Detonation version !

BulletFilledVest
11-09-2006, 05:19 PM
i have said this before- excellent maps- and so few servers with them...this one is a great conversion and great map in its own

Nubbits
11-10-2006, 02:30 AM
Thanks for the download coldair, added to the top. :)

Originally posted by Panteror
Great map but I think you should do it a TNT/Detonation version ! Yes, I've gotten this suggestions many times before and am considering making a det version once the original version is completely done. I'm having some thoughts about making that version a bit more pub friendly since the original requires quite alot of teamwork for the axis to win which seems to be an even bigger problem now than it used to be on the original. This might just be due to the amount of players who don't know the map yet.

Originally posted by BulletFilledVest
i have said this before- excellent maps- and so few servers with them...this one is a great conversion and great map in its own Thank you :)
I know about the problem with finding servers who host it, just like it used to be with dod_kraftstoff. We'll just have to wait and see how it turns out, it has only been out for a few days. As I wrote above, I might do a more pub friendly det version later on. And in the worst case (if it doesn't get played at all) I might have to do some changes to the objectives in this version (shorter cap times, moving the barrel objective further back into the alley or moving the allied spawns a bit further back). Would love to know what the comunity thinks about this. Although it might be a bit early to make any decisions.

War is Hell
11-10-2006, 10:04 AM
Running on our Server

The Sanctuary

64.34.212.182:27015

Warlord-Sco-
11-10-2006, 03:30 PM
Excellent remake, looks and plays great! I was one of the select bunch of players that enjoyed this map immensely in 1.3 and hopefully more servers will pick up on your fine source version.

Thanks:)

Jackass101
11-10-2006, 05:44 PM
Alot of people say its too dark, I think it does need to be lightened up just a tad, then u have an awsome kraftsoff remake!!

I try to put this on our servers all the time but the best we get on this map is like 4 on 4 maybe 5 if were lucky.

This isn't because of the map I think. I just have noticed the player count keeps going DOWN for dod source......

B@D
11-11-2006, 01:30 PM
Exellent job Nubbits

We played it last night on our server for the first time with about 10-15 players it was great !
everyone loved it and we had a few people mention they would love a det version as well as this one and I have to agree .

Im going to run it solo in our map cycle for a awhile to get it noticed more thanks again ! :D

Nubbits
11-13-2006, 12:56 AM
Thanks for putting it on your servers guys :), glad you like it Warlord.

Originally posted by Jackass101
Alot of people say its too dark, I think it does need to be lightened up just a tad, then u have an awsome kraftsoff remake!!
I must say I'm surprised that it took so long before someone mentioned the dark setting of the map, thougt it was the first complaint I would get. I'll try to do something about this, hopefully I can just make it a tad bit brighter as you said, or I'll have to change it entirely into a day time map (I personally kinda liked the evening setting and would like to keep it :/).

ShootMe
11-14-2006, 11:40 AM
i hope this map will be distributed fast to the community - very nice that this map has been ported to Source in such a good way.

maybe team-balancing could be a little bit improved but all in all its a good map :D

Jedi_Master
11-15-2006, 03:13 PM
I personally would like to maybe see something added, which the original made this one of the most frustrating maps for axis ever played. This map would of been alot better in the original game if it had the following:

*Fog effect. Alot of times the axis cant even get out of the spawn without dealing with deployed mgs( weither 1 or 2, but when allies start picking up dead mg42's and 30 cals it is horrible). Adding fog effect would atleast mask the axis zones and allie cap zones. This lacks some serious cover for axis, while the allies will easilly defend this map no matter what most times.

I think if you added some fog, light up the windows a little bit, and add some cover for axis this could become a really popular map. But left the way it is I see alot of frustration.

Good luck either way, it is a hell of a great job for a remake. :D

Guyver
11-18-2006, 03:27 PM
I've had ths map since release, but just got to play it with real people for the first time on SunLit last night.

Originally posted by Panteror
Great map but I think you should do it a TNT/Detonation version !



I think it plays great, I really think it shouldn't be demolition. Keep it like the original kraftstoff.:)

Wile E Coyote
12-09-2006, 12:08 PM
Okay I've tried it....

Normally if you can't say anything nice, don't say anything at all... but that won't help here.

I've tried to like it. Heck, it's a remake of Kraftstoff! But I refuse to play it ever again. I HATE unlit maps. Even most night maps are more lit than this. I simply think this is a huge mistake on the mapmakers part, and one that cannot be overlooked. It casts an ugly veil over all the good work he may have done.

Hey, if you want to make it a night map, fine, but ADD SOME LIGHT, so those of us NOT playing in a dark basement with an ultra-bright monitor can actually see the difference between textures, let alone players.

RosietheRiveter
12-09-2006, 02:30 PM
Umm
The mapper has already stated that he would be reworking the light levels in the ally tunnel and the cafe next to the clock tower.
He is aware of the purple shadows.
so those of us NOT playing in a dark basement with an ultra-bright monitor can actually see the difference between textures, let alone players.
As to the darkness, reports are that some people find the map very dark but to others it is merely twilight.
Suggests game settings or drivers.
Its the same ambience as library, elden , eagles, abbey and coire. Not nearly as dark as flashatnight_rc3 or even smallhill

Ca-Chicken-Soup
12-09-2006, 04:11 PM
I don't think this map is too dark at all, but it would look nicer with a bit more brightness. I had a good play on this map, almost exactly the same as the original, though I think more models for door frames and such would be nice, there is just a little too much brush details.

Propaganda
12-09-2006, 05:44 PM
The shadow problems I think are caused by the lack of a shadow control entity, I have similar issue with dod expire.

I like this map, I think it's an excellent remake. I agree it could be a bit brighter, but overall it looks pretty good. As far as accuracy to the original I think it's bang on.

Defpotec
12-09-2006, 09:57 PM
I can't help but think this should be a demolition map, I haven't seen Axis win it yet.

Wile E Coyote
12-09-2006, 10:12 PM
Originally posted by RosietheRiveter
As to the darkness, reports are that some people find the map very dark but to others it is merely twilight. Suggests game settings or drivers. Its the same ambience as library, elden , eagles, abbey and coire. Not nearly as dark as flashatnight_rc3 or even smallhill And you have just named a bunch of maps that are likewise under-lit. I have even made comments on this very subject about abbey if I recall correctly.

Night maps can appear to be dark, without actually being too dark to see. dod_colmar is a perfect example. It's not settings or drivers; The map is too dark :)

Guyver
12-09-2006, 10:51 PM
I played it with you one night Wile, it didn't seem too dark to me.

Now, Pier? That map is WAY too dark. I installed it, ran around by myself a few times and thought "This is really cool"...then a few days later, I got a chance to play it with people. Awful. I could not see Jack (or Jill for that matter).

Wile E Coyote
12-09-2006, 11:59 PM
Allright, before what I said boils into a flame war.......

Since dod_pier was mentioned, it is the example I will use. Yes it is dark, and has shadowy areas. Just like dod_colmar. But it also has tons of primary ambient lighting and bright secondary light sources as well. Look at the pictures for reference.

Oddly enough, the phong shaders on this weapon PERFECTLY illustrate what I am talking about - ambient lighting. In the Fuel screenshot, you can see almost no perceptable reflection from the phong shaders - because there is almost no perceptable ambient lighting, period. Phong shaders reflect light, and as you can see from the Fuel screenshot no light is being reflected. The end result is that models, which are subject to the effects of lighting, are not outlined nearly as well and have a tendancy to meld with the background. On dod_pier, I can readily identify my enemy from the enviroment background because I can see light shining on the model, just like real life.

http://img244.imageshack.us/img244/2457/fuel1tp6.jpg

Second example is the understrength secondary lighting, such as eletrical lamps. Once again using dod_pier as an example, well hell the screenshot really speaks for itself. I'm not saying a room light needs to be as powerful as a street lamp, but seriously what is that - a 7 watt bulb in there? :D

http://img221.imageshack.us/img221/1258/fuel2fu3.jpg

It is my belief that the author mistakenly thought that because this was early dawn / dusk, that all ambient light source would be coming from the direction of the sun. However in real life it does not work exactly like that, because the sky itself reflects a huge amount of light downwards toward the earth's surface during sunrise / sunset, hence the reason it still remains light outside LONG after the sun has gone over the horizon.

I stand by my original assesment; He drastically needs to improve his light sources.

1) make the sun as bright as you feel, but you still need an overhead light source no matter WHERE the sun is positioned or what time of day/night it is
2) make all the secondary light sources actually produce believable amounts of light.

Guyver
12-13-2006, 03:43 PM
Hmm...I just loaded up the map and ran through it and you defintely have a point about the rooms, Wile.

I guess I just never noticed it when we played because I didn't go in them much (if at all).

I stayed outdoors alot even on the original.:D

Nubbits
02-10-2007, 09:37 AM
Hi everyone,

I've been away from dod:s for a while, which is why there haven't been any updates to dod_fuel. But now I'm back playing, and have started to feel the urge to fix the lighting issue in the map.

For those wondering, I've decided to take the easy way out and turn it into a day time map. Due to a lack of time there won't be any other major changes in the next version.

The next version will hopefully be done pretty soon, I just have a few things to fix first. Here's a pic of the new lighting:

http://img169.imageshack.us/img169/5791/dodfuelb30000kx2.jpg (http://imageshack.us)

Wile E Coyote
02-10-2007, 10:03 AM
Originally posted by Nubbits
I've been away from dod:s for a while, which is why there haven't been any updates to dod_fuel. But now I'm back playing, and have started to feel the urge........ Good to see you back! And believe me, you're not the only one who does that. Almost all of us get burnt out for a short time or have real life intrude :)

Price|BigEz
02-10-2007, 12:04 PM
Looks good in the light!

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