dod_Vigilance, thoughts?


Ca-Chicken-Soup
03-14-2007, 10:12 PM
I've started working on the final for Vigilance, and it doesn't look like there's a lot more to do. Are there any bugs, exploits, even texture mis-alignments that anyone has spotted? Which flags should be 2 person cap and which should be 1 person? Any suggestions are welcome.

Pistoleer
03-14-2007, 10:24 PM
Nice one :) As ye say, there isnt much left to do, you have rolled out good releases on this map.

If there is one thing id offer, and its minor..is if ye may consider a way to alter the angle of the allies main spawn exit point..? Maybe extend the wall across a bit more or something?

The only reason being if ye angled it somehow so that people couldnt simply setup an mg in/on the edge of the spawn and cover their 1st flag. I know some people/servers dont care about shooting from or into spawns.. but i think that we should do all we can to make it harder to carry out spawn shooting.

Its not like it impossible to capout even if someone does this, but it does mean that axis tend to shoot into spawn pre emtively a bit more as concerned about allies shooting out of it.

Also Maybe possibly move axis 1st flag jeep forward a very little bit..towards the middle of the map (only a matter of feet) Again, gives that little bit more chance of rushing out and capping it if there are axis camping on their spawn exits windows.

I like that the 3 flags are all 2 man ones, id keep it that way. Maybe, maybe increase the time to cap the 2nd flags for each side..maybe by 1 second..? Not sure on this point tbh. But part of the real fun on this map is keeping yer eyes open all around watching for enemy about to try and block yer cap :) Another second would add to that drama :P

Lovely looking map and plays well. Ive found that this map tends to differentiate very good players and average/not so good players, tactically. I like the fact it allows for a lot of good and different tactics. Great work mate!

Ca-Chicken-Soup
03-14-2007, 11:12 PM
Cheers mate that's just the advice I need :D
Keep it coming!

Dustin Diamond
03-15-2007, 08:45 AM
I think you did an excellent job with the previous release. I cant find any major bugs with it, but I'll run through it tonight looking for stuff. Actually, the only glaring problem I have is that not enough servers are running it :)

Cpt Ukulele
03-15-2007, 09:24 AM
The only reason being if ye angled it somehow so that people couldnt simply setup an mg in/on the edge of the spawn and cover their 1st flag. I know some people/servers dont care about shooting from or into spawns.. but i think that we should do all we can to make it harder to carry out spawn shooting.

Its not like it impossible to capout even if someone does this, but it does mean that axis tend to shoot into spawn pre emtively a bit more as concerned about allies shooting out of it.


You can't shoot into spawn as it is right now, can you? Not where people actually spawn. Mgs on the spawn ramp are a minor issue since you can't use nades against them (lest you run the risk of blowing up half their spawning team), but it's only a minor inconvenience.

I find Axis 1st already just a bit easier to cap than Allied 1st (which is more in the open), I don't think it needs to be moved toward the middle even more.

To be honest, I'd say don't change anything, other than possible texture errors, stuff like that. As far as gameplay goes (routes, flag placements, number of men to cap, etc.), it's damn near perfect as it is. I don't know if you'd want to mess with it in a final release either.

Great, great map.

RosietheRiveter
03-15-2007, 09:30 AM
The axis/ally first flags 1 man and the rest 2 man are good as is the times needed to cap

You mentioned a different skybox earlier?
How would this effect fps?

To be honest, I'd say don't change anything, other than possible texture errors, stuff like that. As far as gameplay goes (routes, flag placements, number of men to cap, etc.), it's damn near perfect as it is. I don't know if you'd want to mess with it in a final release either.

Agreed :)

[SAS]==Dirty_Harry
03-15-2007, 11:21 AM
To be honest I can't see that anything needs to be changed for the final release, this has to be one of my favourite custom maps, so I would suggest just fixing any texture problems that there may be not that i've spotted any myself.

Good job first time around m8 ;)

Jimmy Crack Corn
03-15-2007, 03:28 PM
Great map, teams need to communicate to win.

I'm gonna throw this out though. If each team were to spawn directly behind the flags and have exits on both sides of the spawn point it might take the worry of shooting/nading into spawn away. See pics below;

S= spawn point
E= spawn exit

http://img.photobucket.com/albums/v47/JimmyCrackCorn/dod_vigilance_rc20000.jpg
^^you would probably have to fill in the windows here X^^

http://img.photobucket.com/albums/v47/JimmyCrackCorn/dod_vigilance_rc20001.jpg

Might want to release an rc3 version first in case it doesn't play well.

nave
03-15-2007, 04:30 PM
The axis/ally first flags 1 man and the rest 2 man are good as is the times needed to cap

Yes. This map could very easily become a run back and forth game of flags being capped and recapped, but it's right at the perfect point where it's hard enough to cap the flags so it doesn't feel like that and easy enough to where people don't disregard the flags.

I'd say that the 3d skybox and spawn exits are the weakest aspect of the map. Everything else is near perfect, in my opinion.

Ca-Chicken-Soup
03-15-2007, 06:20 PM
Ok I'm just fixing up some dark spots around the place, fixing the skybox, a bit of clipping here and there. I did move the axis first ever so slightly, it seems a lot more similar to the allies first, in terms of distances and cover now. I added one second to both side routes, so now all 3 middle ones are 5 second, 2 person, caps.

gozo
05-30-2007, 02:17 PM
Just been running rc2 on our server and we think its great only minor complaint is some people are complaining flags are pink - suspicion is that if you lower graphics settings it goes but dont have to do that on other maps

Neutrino
05-30-2007, 02:44 PM
Just been running rc2 on our server and we think its great only minor complaint is some people are complaining flags are pink - suspicion is that if you lower graphics settings it goes but dont have to do that on other maps

theres a final version out now. it came from the CAMP pack download, advertised here and on steam.
heres the thread
http://www.dayofdefeat.net/forums/announcement.php?f=10
it also includes the final versions of dod_coire and dod_strand

Ol' Noodle Head
05-30-2007, 05:11 PM
I don't understand...I thought having a Community Assembled map meant that it's gone final already.

ultranew_b
05-30-2007, 06:20 PM
I have a feeling gozo wasn't aware of the CAMP thing when he responded to this old thread.

I did a find a small bug in the CAMP version though:

http://img251.imageshack.us/img251/2938/dodvigilance0001bugsl1.jpg

:)

Ca-Chicken-Soup
05-30-2007, 11:30 PM
Well I don't know what sort of dictionary you are using but down here in New Zealand our dictionary says that it's supposed to be spelt that way.

ultranew_b
05-31-2007, 05:43 AM
In New Zealand "Situation" is spelt "Situatipn"?

:O

gozo
05-31-2007, 09:07 AM
Sorry guys - thanks got it all sorted now - excellent map

Sly Assassin
05-31-2007, 02:15 PM
Well I don't know what sort of dictionary you are using but down here in New Zealand our dictionary says that it's supposed to be spelt that way.


HAHA you must be using the latest fob edition then lol

Ol' Noodle Head
05-31-2007, 05:20 PM
Oh doh. I didn't realize this was an old thread.

Let it be said I love this map. And it's not just because my friend's beer cart made it in the map.

(bragging rights goes to the person who can find Bone's Beer Cart in the Band of Brothers series)

Dustin Diamond
06-01-2007, 06:13 PM
To clear up the situation, it's not spelled incorrectly. It only looks like a "p" because one of the random dirt flecks added to the overview ended up below the "o", making it appear to look like a "p". :)

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