dod_embensee


SLi-WooDy
10-07-2007, 09:44 AM
hi guys its SLi-WooDy here.
I would like to introduce you guys to my new creation dod_ebensee_b1.
Based around an Austrian dock & loading bay with an underground tunnel & munitions warehousing, this capture the flag map focuses on mid to close combat skirmishes

http://i60.photobucket.com/albums/h18/wood250/ebenseepromo.png

http://i60.photobucket.com/albums/h18/wood250/dod_embenseeb10050.jpg

http://i60.photobucket.com/albums/h18/wood250/dod_embenseeb10048.jpg

http://i60.photobucket.com/albums/h18/wood250/dod_embenseeb10017.jpg





it still in b1 stage at mo and is being played on TABUs dods server as of today.

www.tabuclan.co.uk

but you guys are more than welcome to download and play.

http://www.mediafire.com/?9zz9mdh97y0


minimap missing at the minute but will be ready for B2.




i would like to thank all the community and all the modellers out there, ive tried to use as many custom models - prefabs as possible to help promote . so thx everyone. thx also to TOLK on takin the time to OPtimize my shody brush work LOL.


any comments plz contact me. or post thx

can an admin add [REL] to title as it will not let me edit this. sry.

RA7
10-08-2007, 04:09 AM
Got sum more and bigger screens??

SLi-WooDy
10-08-2007, 05:12 AM
for sure here are some more;

allies 1st flag

http://i60.photobucket.com/albums/h18/wood250/dod_ebensee_b10014.jpg

courtyard

http://i60.photobucket.com/albums/h18/wood250/dod_ebensee_b10015.jpg

far warehouse

http://i60.photobucket.com/albums/h18/wood250/dod_ebensee_b10011.jpg

near warehouse

http://i60.photobucket.com/albums/h18/wood250/dod_ebensee_b10012.jpg

overview

http://i60.photobucket.com/albums/h18/wood250/dod_ebensee_b10013.jpg

railway line with mortars

http://i60.photobucket.com/albums/h18/wood250/dod_ebensee_b10001.jpg

axis 1 st flag

http://i60.photobucket.com/albums/h18/wood250/dod_ebensee_b10008.jpg

dry dock

http://i60.photobucket.com/albums/h18/wood250/dod_ebensee_b10010.jpg

sercet tunnels

http://i60.photobucket.com/albums/h18/wood250/dod_ebensee_b10020.jpg

http://i60.photobucket.com/albums/h18/wood250/dod_ebensee_b10019.jpg


thx to surgeon for the excellent OPEL truck models.

Pvt.Snail
10-08-2007, 06:25 AM
Thanks SLi-WooDy! Added to server...Cheers.

RA7
10-08-2007, 03:26 PM
pretty sweet indded, thnx for the bigger pics. :)

Also added mirror at LanmaniaX

SLi-WooDy
10-08-2007, 04:31 PM
no prob guys, let us know how it plays for you. hopefully b2 in a couple of weeks with minimap and a few more tweaks. thx for the replies.

Fozzy the bear
10-10-2007, 11:34 PM
Very nice. Looks like Omaha. I like the maps that don't look like spitting images of Donner.

Darklord2003
10-13-2007, 01:27 PM
Here is a Highspeed Mirror.

No Registration needed.


Mirror (http://www.dodmap.com/index.php?option=com_remository&Itemid=26&func=fileinfo&id=963)


Mirror sponsored by dodmap.com (http://www.dodmap.com)

goodshotz
10-15-2007, 01:12 AM
Nice map. Got it on both of the -=[House of Noobs]=- Servers, and in our Downloads Section. No registration needed!!!

SLi-WooDy
10-15-2007, 04:35 AM
thx everyone , hopefully some updates very soon coming for ebensee [minimap etc ] thx

Cpt Ukulele
10-17-2007, 05:04 AM
Looking forward to b2 because that's the kind of map that could really benefits from a mini-map.

Some comments after 30 minutes on it (around 26 players):

- the mortars reach the middle too quickly. There's barely a second between the moment you fire them and the moment they blow up anyone at the middle flag. It's not "realistic-ish", but more importantly it has an implication in terms of gameplay: you can have someone camping the mortars (prone from what I've seen), relatively safe at the rear, and waiting for the enemy to start the mid cap to blow them up and stop the cap every time. Not sure if that's what you wanted, but personally I don't like the idea of breaking a cap at the press of a button, away from the action.

- you have an inverted texture on this side of the warehouse:



- you can see the backface culling on this model. It should be pushed into the ground a bit more:



- same type of problem all along the railway side with those rocks:



- because you used only the crates on a group of models that was supposed to include the engine on top of them, you can see the baked-in shadows on them. A bit odd because there's nothing casting the shadow there. If you really want I could send you a clean version without the shadows. Also the bomb models on that picture weren't created with repetition in mind, so they look a bit odd here. (note: I increased the contrast in the pic because it was a bit dark to show that stuff).



- the roots on the ground texture are not centered with the models of the trees:



- here, near the Allies' spawn, you can jump on top of the wall, via the sandbag. From there, you have an unobstructed view of the whole left side, with a huge viewdistance, so huge that in fact it gets screwed up at the other end, with some clipping (?) appearing. It amounts to a great spot for a sniper because they can see just about everything that could possibly be coming at them in one scope field, and they also benefit from a clear cut contrast between the bright rock and the darker silhouette of any Axis appearing over there:





- in the same vein, this spot is kind of annoying as well (left-peaking and without equivalent for the other side):



There was an Allied sniper using those two spots that ended up with a fairly nice score, especially for someone with a K/D around 0.8 usually.



Axis never made it past mid on that flank (not true for Allies). So you might want to look at those spots.

- generally speaking the map has some very long ranges (train track side, subterranean tracks, beach). It's a bit at odds with your statement that the map focuses on "mid to close combat skirmishes".

- the sound played every time a door is opened seems a bit loud to me. Since it happens a lot (lots of doors to open!) and the sound is already not very pleasing to the ear (very squeaky), it's tends to become a bit annoying. It's so loud that gameplay-wise, it fails at signaling access: you don't really know where to turn when your hear it; is it from this door, or that one a bit father away? It was loud so it must be close, but I know it's a bit on the loud side anyway, it could be farther than I think... if I didn't second-guess me... hmmmm... It was kinda loud though... Uuuuhhh... :D

- a bit of a lighting problem on those big rocks it seems:



- here the signal's red light seems way too strong to cast its tint that strongly around it in broad daylight.



Well that's all I got for now, just a few comments. It's an interesting map with a fairly unique feel. Thanks for making it and keep it up. Looking forward to the next version(s). :)

SLi-WooDy
10-17-2007, 09:47 AM
cheers Cpt Ukulele , thx for the great models!
and thx for taking the time to go over the map. you def see things others dont. N1

the mortar timing hasnt been changed yet on b2, but it was intentional that the mortars stop the flag cap, it adds a bit of fun to the map, and makes for interesting game play knowing that your probably going to get campers in this area.
after playing the map for a long period, players start to realise that the best way to cap this flag is to 1st flank the mortars at other end.




b2 almost finished. with these fixes and more.

minimap added.
door noise [ squeaking] has been removed, and replaced.
allies sniper position clipped
models repositioned.
lighting improved on track flag

ill take alook at all the other issues you raised, and decide what way to go.

as for the crates without the engines, i thought they were soo good on there own i couldnt leave them out. if you could send me some "cleaned up" ones that'll be excellent.
im also looking for some more models to be implemented into the map but i'm yet to learn modeling [thts next]
if you could help with any of the following or anyone for that matter get in touch:

warehouse racking, to me the warehouse looks too " neat" would like an alternative to the gun barrel racking...

more "axis " props, at the minute the warehouse is lacking character,

the pallets with tyres on isnt the best model and would like to change to something better.

thx again for the comments , ill keep you posted.

Pappy_O'Daniel
10-18-2007, 06:51 AM
This map has only 14 spawn points for Allies. We put it on, on our 32 man pub and two players could not join. Aside from that, it plays pretty decently.

SLi-WooDy
10-18-2007, 10:11 AM
tht'll be fixed too... thx.

Scooby
10-18-2007, 10:28 AM
Like the layout of the map and look forward to playing it on a full server.
One historical accuracy point. Your beach obstacles are pointing in the wrong direction. The slope part faced out to the water so landing craft would ride up them and tip over.

Juno Beach website with beach obstacle reconnaissance photo (http://members.shaw.ca/junobeach/juno-5.htm)

The picture on this website gives you a good idea. :)

SLi-WooDy
10-18-2007, 12:08 PM
thx m8, thats unbelievable. thats where they went wrong, if only they had turned them round like i done. DOH

thx for the info. and i best go change em....

watch now, all the peeps saying ive got them the wrong way. i best save that link.

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