dod_stronghold Release


Cracker
06-13-2003, 02:24 PM
Here is the updated version of my map Stronghold for DOD 1.0

This is my first attempt at mapping, but I'm pretty happy with the whole thing. Things not shown in these screen shots are the Allies and Axis Spawns, and the tunnel network leading to a large supply of weapons.

r_speeds spike to 1600 in a couple areas in the wide open spaces, but the average r_speed is around 900-1000. we play tested it with highend comps and lowend comps with no problems. I really want to thank the DOD mapping community for all of the tutorials and replys to my questions and other mappers questions.

http://downloads.bcbud.net/dod_stronghold_v1.exe

http://downloads.bcbud.net/images/sh1.gif

http://downloads.bcbud.net/images/sh2.gif

http://downloads.bcbud.net/images/sh3.gif

http://downloads.bcbud.net/images/sh4.gif

http://downloads.bcbud.net/images/sh6.gif

http://downloads.bcbud.net/images/sh7.gif

Spork
06-13-2003, 02:44 PM
Wow looks real good from the pictures ill download it when i get home, good work !

TheNomad
06-13-2003, 03:24 PM
arnt r_speeds supposed to be lower than 700

06-13-2003, 03:40 PM
i've played this map and know its okay, but 900-1000 r_speeds average is ridiculous. maybe do a revision and try to cut down on your r_speeds.

Cracker
06-13-2003, 04:09 PM
900-1000 average in the big open areas. 400-800 in the other areas, and 50-200 in the tunnels.

06-13-2003, 05:53 PM
That looks great man, good work!

ender
06-13-2003, 08:02 PM
Those r_speeds are great considering the amount of detail and brushwork you have put into the map.

I've seen horrible...horrible looking maps with barely any detail that have r_speeds above 1000

Godcha
06-13-2003, 11:49 PM
woahh.. looks really good

especially the bridge :eek:

.c.l.i.c.k.

me downloads

Fullmetaljacket
06-14-2003, 12:52 AM
ill add a mirror shortly at house of files...

Quakah
06-14-2003, 12:58 AM
yeah dude, looks really nice, about those r_speeds, there are official maps that goes over 1200 and anyone who plays dod can handle that so i guess it's ok! GJ anyway!!!

Cracker
06-14-2003, 02:23 AM
Thanks guys. I was just playing it on Kustom Kettle with 20 people, and everything worked great, so there is no r_speed issue at all.

Quakah
06-14-2003, 02:53 AM
great!!! me downloads and plays :D

happyernst
06-14-2003, 04:09 AM
this map looks like a mohaa spearhead map ..with this tanks/train
i like the screens


but
http://downloads.bcbud.net/images/sh3.gif
..the door and bunkerwall textures from Mohaa ( i think this )?

06-14-2003, 04:23 AM
Originally posted by TheNomad
arnt r_speeds supposed to be lower than 700

For offical-quality maps yes.

900 in not visited corners (except on the odd occasion) can be acceptible at the highest.......

PolyHead84
06-14-2003, 05:31 AM
there a lot of textures from mohaa...

but the map is god anyway...

hey I found the easteregg !!!

in the attached file...

RA7
06-14-2003, 05:47 AM
Looks nice, will DL.

Cracker
06-14-2003, 11:01 AM
I think I used 7 textures from MOHAA, the rest are Kami-Platnum, Zilla Final, and my own. I've never understood why some people have a problem with textures being used in different games. Mappers make maps for MOHAA, and RTCW using the exact same textures, and the mappers did'nt make those textures. DOD mappers use Kami-Platnum, Zilla final and a ton of other textures they did'nt create. If I was making a map specifically for a MOD team you'd better believe I would make 100% of all textures used. Mapping should be fun, so unless I'm getting paid I'll have fun exploring all options.

[!$$ueS]
06-14-2003, 11:58 AM
I think it's for copyright issues. My clan leader has been working on a map that's the same as the RTCW beach map, but he used the textures from RTCW, so i basically told him not too show it on here as i thought textures from other games aren't allowed.

I remember on the old textures a few threads of previews were gonna be shut unless the mapper replaced the textures from other games with different ones, from the HL world.

Cracker
06-14-2003, 12:40 PM
I think if the majority of your map involves another games textures there could be a problem, but a map like mine uses 7 textures from another game out of 60 total textures. Either way I'm just doing this to have fun, and I think everyone else should do the same.

Faceman
06-14-2003, 07:18 PM
It's a shame this is a multiplayer map. It would be a better justice to have this as a single player map. Too bad we can't do that yet. Something like this would be more fitting to even have a co-op single player mission. (this assumption is just from the pics, I haven't seen the layout. from the pics I can tell you could make a very good single player map.)

06-14-2003, 10:58 PM
some bits seem empty. buts a GREAT improvement from the original. (or a map that looks VERY VERY like this) the r_speeds a tiny bit to high, but I wont hold that against you GJ. I'm gonna playtest it now

FuzzDad
06-14-2003, 11:07 PM
Excellent detail work...not sure how it'll play but i get the feeling you've mapped for a while because you use classic HL and quake techniques on stuff like wall joins...the ceilings...the support braces...the electrical room...the use of textured lighting...

some of the pathways are extremely long and empty and will not translate very well in the dod environement...but that's nothing to work out. You could reduce speeds probably by cutting out every other light post in the railyard area...your work reminds me of narby...

Great work but do yourself a favor and test this sucker in the MP environment quickly...you need to see if the layout works...maybe get the map to Godcha so he can make sturmbot waypoints...regardless...excellent stuff here so far

Cracker
06-15-2003, 12:15 AM
Thanks FuzzDad, coming from you that means alot. I've always loved Glider, and the latest version is awesome!

As for the gameplay everything seems to work great, I've played it a couple times on Kustom Kettle, and there were no problems at all. Funny you mentioned the light posts, just before I hit the compile button I thought about cutting every other post, but I'll do that in the update.

As far as mapping goes, I've been mapping for 6 months, and this is an update of an earlier version, but It's still my first map. I'm gonna start another project soon I have no idea what that will be but I really enjoy mapping.

06-15-2003, 12:32 AM
r_speeds spike to 1600
What do you mean by spike exactly? like just for 1 second or 10 ft.? Either way great looking map.

Cracker
06-15-2003, 12:47 AM
Thanks. If you're in the open area where the bridge is coming from the tunnel or the axis spawn heading to the bridge, you'll get a quick jump then reduction in r_speeds. It's a long view from those spots.

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