[WIP]dod_hachau (dod_heutau remake)


Sly Assassin
07-11-2007, 01:30 AM
I decided about a month ago that it was time for the good old heutau to make a come back from the past and make a reappearance on source.

I got in contact with the original level designer (Sector-Effector), gained permission and the original rmf file from him to start this little project. I've also been working closely with Sector-Effector about his original veiws for how the map was meant to be etc.
So far so good, things have been progressing solidly. I've got around 1/4 of the layout remade, basically that means from the Allied spawn through to the Allied second flag area.

I've redesigned some buildings like the one where the Allied first flag original was, it's now replaced with two Row-houses and a courtyard inbetween where the Flag will be placed.

Anyway, enough of me chatting away time for some pictures. Please remember these are very early alpha shots and that the entire thing is still a work in progress.

Link to newest screens

All newest screens at bottom of page

http://homepages.slingshot.co.nz/~rkwill/

Older screens

Allied Second Flag area



Looking out from Destroyed building at Allied Second Flag





At the Allied First flag area





Looking out from one of the Allied First Flag buildings toward the Allied Spawn



*UPDATED* New pictures below






Panteror
07-11-2007, 01:50 AM
After cherbourg, nice to see old 3.1 map coming back, who will make zafod ? :)

screens looks good for only one month of work, keep the good job.

I don't know if "advanced spawns" like zafod on 3.1 are possibles on source, but you probably think about that because heutau is very big.

Sly Assassin
07-11-2007, 02:05 AM
After cherbourg, nice to see old 3.1 map coming back, who will make zafod ? :)

screens looks good for only one month of work, keep the good job.

I don't know if "advanced spawns" like zafod on 3.1 are possibles on source, but you probably think about that because heutau is very big.

Advancing spawns are doable on source, I think they're in Anvil (fuzzdads source version of falaise). I will be putting those in seeing this is a large map :)

Ol' Noodle Head
07-11-2007, 09:46 AM
I don't think advancing spawns are in Anvil anymore....but at any rate yes they are doable and in many maps. dod_foy, dod_twin_rivers, and a few others.

Guyver
07-11-2007, 01:05 PM
I really like the way the first shot looks. :)

Rolk
07-11-2007, 08:57 PM
Map sounds like a sneeze....

Good stuff so far...

Sly Assassin
07-12-2007, 03:47 AM
Map sounds like a sneeze....

Good stuff so far...

haha yer it does, infact the name hachau is of the village closest to heutau in Germany. I was talking to Sector-Effector about the map name and he suggested it as he'd based the original map off his hometown of heutau, so it's got a bit of a personal history for him and I felt it was a good idea to name it hachau as it would still have links to his home.

Morry
07-12-2007, 09:38 AM
SS looking verry promising m8 keep it up ;)

[slhr]jack
07-13-2007, 03:36 AM
I loved this map back in the day. Nice to see it making a return. Good work.

Ol' Noodle Head
07-13-2007, 05:03 AM
Ahh, St. Oswald's. Looks like before the bombing.

ozzerer
07-13-2007, 05:44 AM
flomatic did the original one. I am not sure if the map style crew also working on a remake. you may contact him: http://www.flomatic.de.tc/

happyernst
07-13-2007, 08:36 AM
Sorry ozz, but flo is not the orginal heutau designer.
Sly has the permission from Sector Effector, so its all okay!

McJewels
07-13-2007, 09:31 AM
some really great looking buildings!

love the church tower.

but the top of the whole in the brick wall would totally fall down. :cool:

Sly Assassin
07-13-2007, 09:54 AM
flomatic did the original one. I am not sure if the map style crew also working on a remake. you may contact him: http://www.flomatic.de.tc/

Flomatic did a remake called dod_hc1 of heutau with permission from Sector-Effector.

floMatic
07-13-2007, 05:36 PM
No it was dod_heutau_b1 hc1 was from another one:)

ozzerer
07-13-2007, 11:24 PM
with all these different dod and map versions it gets complicated after some years.
But so I know that the mapstylecrew doesn't work on dod_heutau ;)

Sly Assassin
07-14-2007, 12:39 AM
Yes it does get confusing after awhile, I always google a name now before I try naming my map.

Sly Assassin
07-14-2007, 02:52 AM
Heres a couple more screenshots of the map, I've got basically the allied half of the layout completed. I just need to go back through and add details and fully optimize it. So far FPS is 80-130 in all areas.






Sector-Effector
07-14-2007, 05:57 AM
Itīs good to see the Project is in good hands. Keep it up Sly :-]

Oh and hi all! :)

Sword
07-14-2007, 08:56 AM
I like the new look and feel to this, it's something different.
The architecture is refreshingly new also, keep up the good work.

Ca-Chicken-Soup
07-17-2007, 01:16 AM
Porno ;)

Smoke nades and rifle nades will help out a lot, I bet the long spawn runs will take a harsh work from the community.. I'm wondering what the changes are ;)

Sly Assassin
07-19-2007, 01:48 AM
Just a small update, I've finished pretty much the first half of the map, all I need to do is add some destruction to a couple of buildings, more details like debris, flags/cap points and some more interior lighting and then I'll be moving onto the Axis half of the map.

These are all from the allied first and second flag area.







shteve
07-19-2007, 01:14 PM
Heatau was always my favourite dod map, so good luck getting this finished - it might even rekindle my source playing...

Pvt.Snail
07-19-2007, 02:39 PM
Thank you for taking on a map that many discarded. This map always had a soft spot in my DoD playing, this map was 'THE' map...it will definitely be in our server cycle. Thanks.

Sly Assassin
07-19-2007, 03:11 PM
Thanks for the comments fellas, this is for me one of the main dod maps that was underrated by most people due to the fact you had to walk a minor (And it really is only a minor distance) distance into battle. It also features some IMO good chokepoints (Think Allied and Axis first flag areas), though it can be very hard to cap out. I am looking later on into alternative routes to make it easier to break the stalemate that evolves around these chokepoints, but I want to test without them for a start and see how the map plays.

HellStar
07-19-2007, 03:12 PM
Heatau, THE map that got me hooked on dod many years ago, I only ever played this map back then, really looking forward to this release ! :)

happyernst
07-19-2007, 06:11 PM
Yes Heatau/Heytau/Hautau but never Hameau, is also the most wrongly written mapname !

good thats now Hachau.

:D :p

Sly Assassin
09-07-2007, 03:46 AM
Just a small update, things are progressing slowly but surely. Maps still looking bare in the main areas, going to detail it out with rubble etc in the next week or two if time permits.

http://homepages.slingshot.co.nz/~rkwill/

The newest screens are at the bottom of the page.

Also any help with models, textures and sounds would be great :)

Sly Assassin
01-21-2008, 03:42 AM
just to revive a dead thread, I've started working on this map again after a sebatical from mapping/texturing in general and will post some new screenshots soon :)

shteve
01-23-2008, 03:09 AM
Hurrah!

RosietheRiveter
01-23-2008, 06:50 AM
Nice to hear Sly
A classic that deserves to be ported

1825 views to this thread !

HuXx
01-24-2008, 11:24 AM
1825 views to this thread !

Indeed, it most are like me, i subscribe and post after a playable version is out ;)

Sly Assassin
01-24-2008, 12:23 PM
Good to see some interest in this old map still. I'm around 3/4 done with the port, just remaking sum buildings etc.

Sector-Effector
01-25-2008, 04:39 AM
Yo Sly! Glad to see the map is making progress. Iīve got something to show ya as well ^^

Sly Assassin
01-27-2008, 01:47 AM
Sounds good Micheal, will get skype back on the comp to chat to ya mate :)

Cpl. Punishment
01-27-2008, 06:17 AM
........Screenshots.......

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