03-16-2007, 03:27 PM
Finally it's done. Has been quite some work....... !
Thanks again to Piu Piu for the excellent support.
Stuttgart in 1945 - the largest city in south-west Germany had to be taken by US troops during their march to the east and the Wehrmacht prepared itself by blowing up all major bridges in and around the city.
Promised to be an explosive mixture.....
- 25 MB edit: .zip size, not .bsp!!
- 32 player spawns
- average fps of 50 - 60 on my 7600 GT with a Venice 3500 installed
- 350 hours of work
- relates to 20 crates of beer ;P ;P ;P
More info and HDR version to follow SOON!
Cheers & enjoy!!
03-16-2007, 03:30 PM
Thanks as always for your works of art Albatros. On our server! Thanks.
03-16-2007, 03:32 PM
Thanks as always for your works of art Albatros. On our server! Thanks.
Among the "more to follow" section, the OFAB/SunLit's movie is meant aswell. It's just incredibly much work, I never figured it'd be that hard to do... o well. Thanks! :)
03-16-2007, 03:38 PM
Excellent! Ill do by best to get it up and around as much as possible as well.
btw... that is equal to 2 months of full time work of 8 hours a day...!!
Just played it thanks to Snails quick upload onto his server.... it is gorgeous!
Jimmy Crack Corn
03-16-2007, 03:40 PM
We'll be playing this on the  server.
03-16-2007, 05:20 PM
Woohoo! We've been waiting
and some new flag positions you devil ;)
03-16-2007, 05:26 PM
Someone get this man beer on tap to his house!
03-16-2007, 06:26 PM
Now playing on
220.127.116.11:27025 [SAS] Clan Public Server #1 *CoF Plugin*
03-16-2007, 08:28 PM
has it even been 350 hours since you released your last crazy map?
03-16-2007, 08:38 PM
If you need help on video editing I have a bit of experience.
Can't wait to play this...loved beta testing it!!!
03-16-2007, 10:27 PM
Stuck it up on one of our servers
eXeTeL DoDS [ExR] - [eXeTeL Regulars]
03-17-2007, 07:51 AM
Great map but there are a few problems that I noticed when I ran around it. Here are some screenshots of the problem:
from the outside everything looks fine.
from the inside you can see thru the wall and the ramp.
Now I am inside the rubble.
This is the only problem I found with the map everything else look grand!! It is a sweet map, Great work as always!!
03-17-2007, 08:41 AM
Looks amazing man, cant wait to play this thing. It's going up on the TCO pub ASAP. Will let you know how it plays after we test it.
03-17-2007, 08:48 AM
Thanks a lot already for the feedback.
Lol, you shouldn't even be able to get into this building - there's nodraw-textures inside, that explains the see-through effect. Will be fixed for b2. I'll release b2 as soon as I get enough bugfix comments (there are some more which I'm working on right now), might even still happen today since those getting-behind-displacement bugs can under circumstances be a total fun killer.
Hope you can enjoy the map nonetheless! :)
Waiting for your feedback,
03-17-2007, 12:01 PM
just one quick comment for ye - allies spawn.. i asked Snail and a couple of other guys as well as me spawning there each time, and it appears we do.... does everyone spawn in that wee corridor inside? It appears they do..just wondering if it can be spaced out a bit more? Would there be a risk of people spawning on top of each other and getting stuck as it is a small zone?
Beautiful map, loads of options...love it.
Added to List of DoDNet Map Makers (http://www.dayofdefeat.net/forums/showthread.php?t=71714)
03-17-2007, 01:25 PM
03-18-2007, 05:30 AM
albatros...I was going to add something but it already turns out someone mentioned it. the noclipping in the building and rubble by the axis 1. Also the lights seem a bit obscuring in their brightness...but maybe that is the intended effect?
This is awesome!! I love the addition of the building to the right of the allies spawn (2 flag). the change to that stairway for the 2 man makes for a faster playing more centralized map. The basement feels a bit neglected though.
I wish there where objective codes.....nothing like some secret axis documents to steal from that building by the axis church for a few extra points.....=).
03-18-2007, 06:04 AM
The glaring lights (axis spawn and plaza) are hard on the eyes and obscure the map.At the axis spawn exit, it is impossible to see the allies running for the flag until they are on top of it (see pics)
No sparkly fuse sprite on det packs once they are counting down ( do you like my hi tech mapper jargon ? ;) )
The air raid siren loop :(
Piu Piu said it was a glitch but ouch on the ears
The new 2 flag placement is great but agree with Krust that we miss the flag in the townhall basement. Need something to draw the players down there and take advantage of the wonderful multi-level nature of the map.
03-18-2007, 06:43 AM
@ Colonel Krust:
Damn... that documents idea is too sweet.
Actually I planned something like that before even starting the brushwork of the map, but canceled that again because I feared players wouldn't accept it if it were an objective.
But the extra point idea... amazing. There is this generator that can be used to switch off some of the streetlights, remember? I could take that as a bonus objective for allies to gain, say... 20 points.
The bonus objective for the Wehrmacht could be to rush for documents hidden in the City Hall... something like that? : )))
@Rosie: I just managed to get rid of the nasty glare (forgot to set a fade-out point - it's true, sometimes two eyes see less than a dozen :D).
The jargon is awesome, but I don't get the point.. lol. Hrrrm, actually there *should* be a few sparks visible on the det packs - maybe I placed them too close to the objectives? I'll have a look at that :).
I feared that the cellar flag would be too far away from the main action spots, but piu piu also said he missed it.
It'll be back for beta 2 since I added a connection between the market hall and the cellars to prevent any kind of deadly choke point down there. I remember setting up an MG at the stairs made it pretty hard for the other team to cap that flag.
B2 will also feature some other stuff and surprises - more buildings can be entered, so there will be more ways that *can* be taken, but without the danger of the map becoming too large and complex and confusing :P.
I'm working high speed on it right now, so expect the release to be soon! :)
Cheers & thanks for the helpful feedback,
03-18-2007, 11:18 AM
One of my biggest gripes, is that all of your stairs have no body underneath them, and come to a point at the top and bottom. It looks very unrealistic. I'll pull a screenshot later.
Other than a few of the bugs that people have already mentioned. This has to be the best WWII themed doom and gloom yet. I instantly fell in love with it. Nice work Albatros!
03-18-2007, 12:48 PM
Yeah albatros....many of us would love to see some sort of mission like that in a map.
If the axis were to get something it would need to be placed somewhere that the allies would have some chance of defending.
It should be a relatively difficult objective to justify the points. documents next to the body of an allied paratrooper officer or something like that. Or part of an allied bomber with a norden bomb site. conceivably there could be part of a bomber that crashed into the top of one of the buildings.....both would fit with the theme of the map... Course to my knowledge there is no code for picking up objects that can then be dropped and picked up again like the old maps.... you could also do a destroyable object...maybe one of those allied airborne pathfinder lights......
The generator is a great idea...you might make it need to take 2 charges (only allies) and be worth like 10 or 20 points or something like that.
03-18-2007, 04:24 PM
way to go albatross, looks awesome :D
03-19-2007, 06:41 AM
Very nice. Great work.
Klasse Map Albatros :)
DOWNLOAD MIRROR (http://www.dodskins.com/index.php?showfile=1&fid=289&p=downloads&area=1&categ=48)
03-19-2007, 07:03 AM
Hi and thanks :D
Don't spread it too far, beta 2 is on it's way - and it's going to be a good deal better + bugfixed. Can't promise anything, but it should be finished by tonight.
03-21-2007, 07:22 AM
played this for the first time last night and i must say it's an extremely impressive piece of work. died a fair few times whilst looking at the scenery. good show!
03-21-2007, 04:50 PM
any update on the b2 ? :D
03-21-2007, 06:37 PM
Yeah - unfortunately I had another 2 bugs in it ;) I just can't deliver anything with errors in it :D.
Had a version sent out to [yrNME.de] Piu Piu and Hupe, included their bug spottings and feedback into the new version and I'm running the final compile right now over night. You'll definately get b2 tomorrow :)
Cheers and thanks,
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.