preview: dod_commando (finally)


06-27-2003, 08:14 AM
Hopefully you have all beeing following my desperate battle in order to get the advancing spawns in my map to work. Well, now I finally did, so I feel I can show screenshots to you all.

There has been very little playtesting, so I don't yet know how the balance will work in the map, but I'm pretty sure it will work just fine. If not - I'll just make some adjustments.

without further ado, here you go:

the paradrop area (allied advancing spawns)
http://koti.mbnet.fi/tibe9mm/dod_commando01.jpg

the second flag area
http://koti.mbnet.fi/tibe9mm/dod_commando02.jpg

the second 88
http://koti.mbnet.fi/tibe9mm/dod_commando03.jpg

the first 88
http://koti.mbnet.fi/tibe9mm/dod_commando04.jpg

just some scenery
http://koti.mbnet.fi/tibe9mm/dod_commando05.jpg

the warehouse (first flag area)
http://koti.mbnet.fi/tibe9mm/dod_commando06.jpg

the cableway (allied initial spawns)
http://koti.mbnet.fi/tibe9mm/dod_commando07.jpg

the surroundings of the bunker where the documents are (also a flag area)
http://koti.mbnet.fi/tibe9mm/dod_commando08.jpg


So this is the deal with the scoring:

There are five control points. All of them give one point to team every 20 seconds. Two of them are 88 cannons as you can see. The canons are initially under axis control and if allies destroy them, they naturally move to allies' control (axis can't seize them back). The other three control points are normal flags which are initially neutral.

When allies destroy both 88 cannons, they get advancing spawns (since air-defence is destroyed, paratroopers can be sent)

The objective in the map is the documents that are held in the bunker that is shown in the last picture. Allies have to take those documents back to the cableway, and when they do, the round restarts and allies get 50 points. There is also a round timer, which is now set to 07:20. If the timer expires, the axis win and get 50 points.

I didn't include a download link for the map, since it hasn't been playtested yet. I don't want to start spreading out an unfinished map. The playtests should be done soon and then I can also give the download link. Meanwhile, comments on the pictures and the scoring system are appreciated.

RA7
06-27-2003, 08:45 AM
looks nice but it has a bit blue_ish glow, sort of...

TheNomad
06-27-2003, 09:03 AM
Me likes it :D

Trail_Duck
06-27-2003, 09:45 AM
Looks nice enough, but it seems a little bland somehow. Maybe because of the aforementioned color.

Kampfer/Burns
06-27-2003, 09:51 AM
Very good, cant wait to play it.

06-27-2003, 10:24 AM
yes a bit to blue! but overall looking verny n1ce !!! ;)

06-27-2003, 10:28 AM
Nice job, looks like a fun map.

06-27-2003, 11:14 AM
look interesting and orriginial! I like the blue.

Cheeto
06-27-2003, 11:16 AM
Great terrain, mano. Though your man made structures are rather bland, and the blue glow gives it an odd light. The blue would be good for an evening map, but not for a full daytime map.

Pinhead
06-27-2003, 11:59 AM
Looks very nice!

06-27-2003, 01:24 PM
the blue is not intentional

There is no blue in the environment_light... it must come from the cliffs, which are a bit blue.

AFG
06-27-2003, 01:32 PM
couple of suggestions:

1. 88s - are the 88s only hold points? or are the allies required to bring tnt with them? i suggest giving them satchel charges and a bazooka to take the 88s out. you can have the allies wait 5 secs if you plant the charge or let it blow up with a rocket shell (as seen in glider).

2. the tank - i have an idea. why dont you make the tank block a path and give it the ability to shoot MGs and shells at the allies? the allies have to take it out with bazookas or somehow get behind and use the satchels. i remember in one snow map, the tanks fired at the enemy (bastogne?!) if u capped the tank flag.

GJ, i hope all goes well playtesting.

kleinluka
06-27-2003, 01:46 PM
Originally posted by Tiberian
the blue is not intentional

There is no blue in the environment_light... it must come from the cliffs, which are a bit blue.

its the "diffuse brightness" setting in your light_environment settings. go check that and change it to something brownish

Cheeto
06-27-2003, 02:10 PM
Actually I'd just change it to a very light color of blue. As it is it's a bit too deep a tone, just move it up the scale towards white somewhat.

06-27-2003, 05:05 PM
wow, very nice, only complaint is the sky brush around those 88's. But besides that, very nice. Like that tree fallin over too for some reason. Good job.

Faceman
06-27-2003, 09:35 PM
I'd like to playtest it if you're looking for volunteers. Good job.

06-27-2003, 10:15 PM
I actually say keep that tiny blue thinge. it adds a real frosted feel to the map that would be stunning if you could get heavier snow. GJ mate. and was it my suggestion that fixed it?

Craftos
06-28-2003, 01:29 AM
Looks good. :)
Some things to improve IMHO:
1) Some cover on road (bushes, sandbags etc.) . Meeting with Kar-man here means death no matter what you would do.
2) Change 'end-of-the-world' in 88 area. It looks really bad if map ends with instant cut-off of the ground.
3) make 88 nest a little more realistic - not 'black hole in white ground' make it less boxy, add some sandbags, maybe little camo net. With current look blind Allie pilot would spot it in 1 second.
4) Make cable wagon more rounded. It looks really ugly now. It may be minor importance are but it's sharp edges really hurts eyes. ;)

06-28-2003, 04:07 AM
to AFG:

The 88s are destroyable, as I said earlier. Not only hold points. Once allies destroy them, the axis can't take back those points.

to Craftos:

1) The cover is done with a few rocks and the terrain itself. Since the story of the map is that it's not really a warzone, but a scenario of a commando-mission, there is no reason for sandbags to be lying around.

2) It's not the end of the world as it may seem in the picture. It's a cliff.

3) I tried that, but my modeler wasn't able to give a snowy look to the sandbags and camo net. (and I don't know anything about modeling) But I was indeed thinking of making some camofloage from world brushes.

4) Maybe I will...

06-28-2003, 06:39 AM
alright, I did all that... It should look a lot better now.

And I forgot to mention: The allies are Brits. So meeting a kar-man doesn't automatically mean death.

06-28-2003, 01:39 PM
I love it, dodmaps will gladly preview it.

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.