[Rel] DoD_Stuttgart_b2


[AoS]Albatros
03-22-2007, 06:30 AM
Hi again,

Beta 2 is ready for some fragging.

Changelog:

- fixed the two displacement bugs that allowed people to hide within them and shoot outside.
- reduced the siren even further, hopefully eliminated the party-siren (siren going crazy), if not I'll need to contact valve and ask them what the heck is going on there.
- fixed the annoying glares of the street lights. In b1 I simply forgot to set a fade-out point... stupid me :)
- added the cellar flag again for more vertical gameplay.
- added a passage from the market hall (axis 2nd) to the cellars, as well as a passage from the hall to the allied 1st through the Kaufhaus which is now accessible - you can see it by the illuminated second storey.
- fixed bugs all around the map, e.g. cap zone at the stairhouse, balconies near axis spawn, sun position in the sky
- reworked city hall, retextured it and redesigned the tower
- smoothed model fade outs, hopefully increased fps a bit
- added the central station to the 3d-skybox (stuttgart visitors will probably know it since it still exists today)
- important: I've spent an extended weekend to get this running and, frankly, I don't know how it will work out. BOTH TEAMS can use their det-packs to blow up a trapdoor in the city hall and a gate near the cellars. Behind the first there is an axis weapons chamber, behind the latter there's the allied equivalent. Players can pick up MG42s, 30 cals, Bazookas and all that stuff, but with the limitation of each gun or rocket launcher only having one magazine to keep it smooth and balanced. In case the dropped primary weapon of a player disappears too soon, he'll be able to use a one-mag SMG at any time to defend himself until he can pick up a fully loaded primary weapon again.
This has given me some headache, but I hope it works out well and will be a big improvement to the gameplay. Thanks Colonel Krust for the documents idea - it's a little different now, but hopefully still a gain. :)
- added passage from allied spawn to the City Hall through a window, relocated the majority of allied spawns out of the "wee corridor" into the Kaufhaus.
- brightened up the scenery a tiny little bit.

Hope you'll like it!

Screens:

http://www.albatros44.de/stb2/stb2big1.jpg
http://www.albatros44.de/stb2/stb2big2.jpg
http://www.albatros44.de/stb2/stb2big3.jpg
http://www.albatros44.de/stb2/stb2big4.jpg
http://www.albatros44.de/stb2/stb2big5.jpg
http://www.albatros44.de/stb2/stb2big6.jpg
http://www.albatros44.de/stb2/stb2big7.jpg
http://www.albatros44.de/stb2/stb2big8.jpg
http://www.albatros44.de/stb2/stb2big9.jpg
http://www.albatros44.de/stb2/stb2big10.jpg
http://www.albatros44.de/stb2/stb2big11.jpg


Thanks once again to piu piu for the excellent overview + skybox... giving it a very special touch ._.

Download:

http://www.albatros44.de/stb2/dod_stuttgart_ldr_b2.zip

Youtube:

This one: http://www.youtube.com/watch?v=V15bCO1DHbI
and related ones.

Cheers to Pvt. Snail and Rosie for the movie input, though there's none finished yet. Colonel Krust has offered me to make one, I hope my demos will be good enuff :D.

Pistoleer
03-22-2007, 06:56 AM
:O :) Mate ye better watch out or we will come to expect miracles from ye from now on ;) We appreciate the time ye have spent on this..just remember to take toilet breaks and have someone throw you food and beer now and again :P

Brilliant work and well done on the feedback (wee passageway... lol). Im also looking forward to finding out how the weapon pack idea works out!

Updated List of DoDNet Map Makers (http://www.dayofdefeat.net/forums/showthread.php?t=71714) Cheers!

[AoS]Albatros
03-22-2007, 08:01 AM
:O :) Mate ye better watch out or we will come to expect miracles from ye from now on ;) We appreciate the time ye have spent on this..just remember to take toilet breaks and have someone throw you food and beer now and again :P

Brilliant work and well done on the feedback (wee passageway... lol). Im also looking forward to finding out how the weapon pack idea works out!

Updated List of DoDNet Map Makers (http://www.dayofdefeat.net/forums/showthread.php?t=71714) Cheers!

Hi Pistoleer!

loool @ the toilet breaks, just that you mention it - I have a 3 hour car trip in front of me RIGHT NOW and releasing b2 really took enough time to keep me from visiting the throne... gonna be travelling at it's best, argh... :D

By the way: great job on that list, there aren't many people as dedicated as you, pistoleer :). Increases the motivation to go mapping by 100% :D.

I'll be back on monday, probably Piu Piu will be able to answer a few questions (e.g. problems that we already know about).

Cheers,

Til / Albatros

P.S.: miracles take a little longer. We'll see about that later :D.

RosietheRiveter
03-22-2007, 09:53 AM
Mirror (http://www.sunlitgames.net/index.php?module=ExDownloads&func=details&fid=450)
playing on Futurama

Watevaman
03-22-2007, 10:59 AM
Great job Albatross, glad to see you fixed basically the only problem b1 had. :D

RA7
03-22-2007, 12:36 PM
Nice will add mirror asap.

coldair
03-23-2007, 09:35 PM
i dont know what to say .
the city i was born in and spend 21 years living in .

very very well done man not even valve would have done a better job they need to get u a job up in seattle .

great work buddy hit me up on xfire when u get a free min thanks will be on servers tonight

Price|BigEz
03-23-2007, 11:58 PM
Looks surreal, brilliant!

Colonel_Krust
03-24-2007, 06:56 AM
Much harder to get up the rubble to the high window on the town hall/to the platforms. not sure if that was intentional.

[SAS]==Colster==
03-24-2007, 04:55 PM
Uploaded to [SAS] - nice work m8

JohnnyBeverage
04-15-2007, 07:13 AM
This is one of the most impressive maps i've ever seen. Outstanding job. The only thing that I thought was out of place was the long, tall ladders to buildings. They look out of place.

I spent some time acting like a tourist and just walking around looking at everything. Once again just WOW.

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