[REL] DoD_Edelweiss_S2 (right version)


[AoS]Albatros
01-08-2007, 06:00 PM
Hey Folks,

Finally got a version of Edelweiss finished that works correctly as it is supposed to.

PLEASE don't download and distribute the old versions (b1/s1) except you like the assault-style of b1 better than the CTF-mode.

In any case please don't use S1 any longer, players won't enjoy it due to the major advancing spawn issue.

Also big! request to the Moderators: could you kind of put the three release threads for Edelweiss into one/this one and melt them together? In fact it's still the first beta, more or less... that would rock.

Anyway, so here's the new Download:

http://www.albatros44.de/edelweiss/dod_edelweiss_s2.zip

Images:

http://www.albatros44.de/edelweiss/s101.jpg

http://www.albatros44.de/edelweiss/edb4.jpg

Cheers & have a good time playing it,

Albatros

P.S.: Here's the changelog.

- fixed spawn exit error - 16 transporter exits for 16 spawns on axis side instead of 2 exits for 14 spawns...
- improved car movement again by a bit
- added several new passages for axis to get a better balancing
- added non-penetratable camouflage net on the bridge aswell as several crates and other cover to reduce the Sniper-Fest-Factor
- changed & improved optics & fps
- totally changed ropeway car distribution:
instead of cars running in this manner..

....X..X.............X..X........X......X......... ...............

... they now run like this...

..X.........X.........X..........X..........X..... ...X..........

- added two ladders leading from Axis train car hall up to #1 axis flag
- placed crates in front of sniper windows overlooking bridge to counter snipers
- clipping in and around both spawns to make moving through the map smoother
- eliminated about 40 more or less harmless error messages on load up of map (thanks to the helpful person in S1 thread who gave me a hint on this).
- added clipping at the bridge


That would be about it!


EDIT: ... and, mods, while you're at it, please... move this into "releases"... been working 20 hours a day for the last week on studying and mapping, takes it's toll right now... lol. Sorry.

Thanks for moving it :)

Ca-Chicken-Soup
01-08-2007, 07:30 PM
awww poor albatros. Get some sleep!

Pvt.Snail
01-09-2007, 04:40 AM
Good work Albatros, now relax...we need to keep the mappers healthy. :)

TheSurgeon
01-09-2007, 03:53 PM
i haven't had a chance to try out the map yet so i don't know if this model would fit properly, but if you want to use this instead of the brush-based cable cars, i can send the files to you once i get fix a few problems with the skin (and delete the japanese on the front).

http://img299.imageshack.us/img299/9703/l4dyama0010da3.jpg

spawndriven
01-10-2007, 01:29 AM
Very nice, uploaded to my server.

Jimmy Crack Corn
01-10-2007, 08:13 AM
Fun map! Tough battle at the middle flag. We still had an occasional problem in the axis spawn with 2 people spawning in the same spot and sticking together. It didn't happen all of the time but it did happen.

Even so, we had a great time with it. 60 minutes of hard fought fraggin.

JCC

[AoS]Albatros
01-10-2007, 07:42 PM
Hey there!

@Surgeon:

<3 you for that idea. There's two problems though - I'll send you a PM later with detailled info why it could be complicated to use these models instead of the brush-based cars.

Probably we can get them working - would rock!

@ JCC

I promise to get this fixed asap.

Thanks for the info :)

McJewels
01-10-2007, 08:14 PM
Surgeon, what did you make that for?

TheSurgeon
01-10-2007, 08:38 PM
a Left4Dead map, but I'm making a smaller CS:S map based on the same place for now. The actual place I'm using references of (a cablecar station in Mt Kumotori) has been abandoned for years so these shouldn't look out of place in a dod:s map, style-wise, if they'll work with the map at all.

ShootMe
01-14-2007, 02:58 PM
looks nice from screenshots - will try it next week on WQ1 Server ;)

Here is also a Download Mirror (http://uploads.hell.or.at/download.php?file=1bf6f26996d0f2edfca035928055913e )

</HMT\>Knoxville
01-15-2007, 05:50 AM
This map is the best map I have seen in dod source!! It seems big, but really it isn't. we were having a blast just 5 on 5!! Soo many different routes, places to hide and get back into the battle. Only thing that sucks is when people camp on it, but every map has campers. Great job man!! Running on HOTT - Home of the Testicle 8.9.36.168:27015

Ol' Noodle Head
01-15-2007, 11:09 AM
Finally some serious verticality in a map!!

We had fun on this one last night.

Freudt
01-20-2007, 10:58 AM
N1

GERMAN MIRROR | FAST DOWNLOAD (http://www.dodskins.com/index.php?showfile=1&fid=235&p=downloads&area=1&categ=48)

:D

Beta~Thanatos
01-23-2007, 11:15 PM
great map.. a few comments:

1) there doesn't seem to be enough spawn points in the middle. it seems like at least twice a few players (up to 3) spawned in the same place

2) there are a lot of places where you can get stuck. Off the top of my mind: the low level bridge on the axis side where there is a destroyed cannon, at the first axis flag where the car makes a turn to get to the middle flag people can get stuck between a car and the wall and then end up stuck in the wall.

3) there is one spot (see screen shot) where a sniper can get at least part of his body into the corner of a wall and not be seen while he (the sniper) has perfect vision of the axis side

Jah_Bless
01-24-2007, 12:29 AM
Just played it. Great map. Love the grated floors and long-shot capabilities.

JakeParlay
01-24-2007, 11:17 AM
woot woot. dying to try this one out :D

straybullet
01-25-2007, 09:27 AM
Very fun map, great for rifles. Well done Albatros.

Beta~Thanatos
01-25-2007, 08:53 PM
One thing I'd like you to consider is changing the 3 map flag in the middle to a 2 man flag. the fact that whoever gets it first spawn just above it makes it nearly impossible for 3 enemies to make it close enough to cap it (fact is I don't think I've seen it happen yet...)

Beta~Thanatos
01-28-2007, 11:36 PM
found a small exploit:

if a player drops from the side of the US upper floor windows (where the cars are making the u turn), you can drop on a ledge at bridge level then run on the side of the bridge (see SS) and then setup on the Axis side of the bridge (see SS) - with an MG there it's pretty efficient

Beta~Thanatos
01-28-2007, 11:39 PM
2nd ss

[AoS]Albatros
01-29-2007, 07:38 AM
Hey guys :D

Thanks for the great feedback, especially about the flags, sniper problem and exploit issues.

I finally got most of my stuff running again after two weeks, so I'll be able to release a new version by next week... hopefully :).

Cheers,

Albatros

Beta~Thanatos
01-29-2007, 08:29 PM
one last glitch that I just remembered:

on the axis side, just above the 2nd flag, if you stand on the box where the cars are turning to get into the main german station (where middle flag is) you can basically get stuck in the cars (by the head) and then hang from the bottom of the car until someone kills you....

Pan
01-29-2007, 08:45 PM
Great map, on our perm. rotation.


One thing I don't get about some of these maps with moving objects (eg. things you can get inside of) is why the soldiers are constantly moving.

Depending on the speed of the object, they look like they run or walk on the spot.


Anyway, nice map :)

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.