Map ideas thread


xerent
04-26-2003, 05:07 AM
Post your maps ideas in this thread. :)

04-26-2003, 07:51 AM
1:1 Scale Map of Europe :p

There's all kinds of stuff that needs to be made:

-More beach maps for sure, maybe dod_sword?
-Neuville
-St. Lo (with thunder gone)
-Market Garden

Then there's all kinds of maps not in France and that area, all the Italian campaigne, crete, Norway, all that stuff would make good maps.

DANZA
04-26-2003, 07:57 AM
DANZA MAP IDEA

The map is in building which is real big. There is smaller buildings too. All The fighting is in building, and bazooka is used to blow some walls.

Quakah
04-26-2003, 08:01 AM
Originally posted by Whoopy42
1-More beach maps for sure, maybe dod_sword?


lol, i'm working on that, prolly a weak after the release of 1.0 i'll release this baby. It has a hotel and villa instead of bunkers :p historicaly correct, objective: allies: take both buildings in 10 minutes, if that succeeds the axis need to put up a counter attack to recap these buildings in 10 minutes fighting from over the dunes. if that succeeds the axis win, if the allies cant cap these buildings the axis win. piat will be included to blow up walls and a parked car just for animation :D

Eklund
04-26-2003, 08:14 AM
One big open field, Crissed crossed by hedges to lower R_speeds. Paths inside the hedges are full of tons of foliage so they can't be camped. Allies and Axis start in opposite farmhouses. Entire sections of field between hedges are single person capture areas. Once the enemy in the area is eliminated the flag would start to be capped. This would hold true for all accept the first and last flag, they would be normal flag caps guarded by a func_tank. You could destroy the tanks with bazookas or Panzerschreks. Plenty of foliage to hide behind.

Try to make this map as non-linear as possible.

04-26-2003, 08:22 AM
dod_patrol

Earlier in the morning, an Allied patrol was sent into town to capture POWs from a Nazi outpost. Heavy resistance scattered the patrol and forced them to take cover among the buildings. Many of the squad members were killed, but a few got away.

Allies: Intelligence says that the remainder of the patrol is taking cover in a church in town. Find the patrol, and bring them back to our check point. The outpost needs to be destroyed, so if you get a chance, plant some timed charges in the outpost.

Axis: There are reports that an Allied patrol tried to infiltrate one of our outposts. They are believed to be hiding in a local church. Capture them, and bring them back to base to be interrogated.

I think I'm going to try and take a stab at this. But it probably will never get released, so anyone else can try it.

04-26-2003, 08:57 AM
Originally posted by Whoopy42
1:1 Scale Map of Europe :p

There's all kinds of stuff that needs to be made:

-More beach maps for sure, maybe dod_sword?
-Neuville
-St. Lo (with thunder gone)
-Market Garden

Then there's all kinds of maps not in France and that area, all the Italian campaigne, crete, Norway, all that stuff would make good maps.

You are nuts. Operation flashpoint can't even handle that amount of size. And Operation flashpoint is the only game to date that has the largest land area of all.

But some typical realistic HL campaigns for singleplayer + multiplayer (think of Quake II style where bsps can play as multi player competition or singleplayer adventure or multiplayer cooperative,) The whole length of Normandy requires 800 bsps. Good luck on your hard disk. GOod luck on your brain. But certain regions can be made i guess and zones.

Start working now guys!!

Airborne506
04-26-2003, 09:14 AM
I like Speirs' map idea and Market Garden with brit and amer. paras sounds good too. A Sword beach with the brits is a must and how about some hedgerow fighting? Those maps with obj. like destroy tanks or 88's (like in para_hedgerow, farewell to that map). It would make for good surprise attacks with panzerschrecks.

04-26-2003, 09:17 AM
Originally posted by Spiers
dod_patrol

Earlier in the morning, an Allied patrol was sent into town to capture POWs from a Nazi outpost. Heavy resistance scattered the patrol and forced them to take cover among the buildings. Many of the squad members were killed, but a few got away.

Allies: Intelligence says that the remainder of the patrol is taking cover in a church in town. Find the patrol, and bring them back to our check point. The outpost needs to be destroyed, so if you get a chance, plant some timed charges in the outpost.

Axis: There are reports that an Allied patrol tried to infiltrate one of our outposts. They are believed to be hiding in a local church. Capture them, and bring them back to base to be interrogated.

I think I'm going to try and take a stab at this. But it probably will never get released, so anyone else can try it.

How are you going to make that gameplay?? This isn't singleplayer where you can create scripted sequences of AI that cooperates with the player.

I have a Patrol scenerio framework for DoD (i have as well Assault, Ambush, Advance, Push, Push Assault, Push Retreat, Block clearing, Raid, etc.) . For Patrol, both sides must capture *their own* series of points in order. If 1 patrol sustains too much casualties, (eg. depletes to less than 4 men),then that team loses. This is because the last checkpoint requires at least 4 men to assemble there in order to have a successful patrol. For player no. restrictions, if, the game has less than 8 men in any team, it would revert to standard territorial control or pure deathmatch. But once the Patrol scenerio is online, teamwork is a plus but isn't a must. A team without teamwork can still win by going out alone and killing as much enemies as possible of the opposition as possible (think ambushing), cripping the enemy patrol. But a good team with good teamwork can easily complete their patrol succesffuly. There are disadvantages/advantages in using both methods. Whatever it is, the gameplay of a Patrol is fast, furious, and quick. There is hardly any much waiting time or "waiting for the last irritating camper to die....",, unlike other horrid para maps. As long as a team sustains too much casualties, that team loses.

For yrs however, its different. Perhaps, you can create a church with a capture_area requiring 5-8 Allied men to secure. Currently, there are only 4 Allied men stranded in that church (4 randomly chosen men that justs happened to spawn in there at the early sec of the round). THe rest of the Allies spawn elsewhere. Enough substancial Allied pple must reach the church to reinforce the church position. Once the church position is safe with enough Allies, then the entire no. of pple in that group must make it back home to another checkpoint in some specially designated extraction zone, requiring quite a number of guys (perhaps this can be randomly assigned so that no one can abuse or camp at the extraction zone cause they dont know which one issit..don't worry if Axis may camp at the extraction area, perhaps, that area can deploy some Allied tanks with AI controlled sentry turrets to help support/cover the extraction). As for the Axis, they must surround the church (capture all pts around the church), before the church area can be reinforced by Allies. The church is very hard to breach into, so chances are the Axis would have to resort to surrouding the church. If they do so successfuly, then they must hold the circle parameter around the church for a short interval before they become victorious. At any time, the Allies must try and interrupt the Axis circle capture aura around the church. The gameplay might end fast, might last long and bitter, it all depends......Even after the Allies secure the church position and prepare to get out, the Germans still hasn't lost, and has a chance of hampering the Allied advance to the till time runs out for the Allies. At the same time, even if Germans successfully surround the whole place and seize all cap point, they must hold a newly aura circled area for some a short period, which of course (due to the objective hud meter showing it), would cause a lot of frantic Allied rushes to interrupt the German seizing. LOL.

04-26-2003, 09:35 AM
have you ever played festung? or saving private bryan? either of those gameplays would work...

I was thinking more along the lines of putting a dod_object of a wounded soldier or something, or if you don't like that then try a festung style map. This is only a base story, you can edit it to your likings.

04-26-2003, 09:58 AM
Jeeze Glidias, I was just joking :p

Dodge
04-26-2003, 01:19 PM
TURKEY BURGERS AND RATSXL!!!

04-26-2003, 06:40 PM
dod_rothenburg

There's a beautiful german town called Rothenburg, I was looking for inspiration for a dod map and came across it.

A skilled mapper could replicate the main part of the town which I think would make an amazing dod map.

Here's some pics:

Rothenburg 01 (http://www.hemp-blog.com/monkeyoboy/rothen1.jpg)
Rothenburg 02 (http://www.hemp-blog.com/monkeyoboy/rothen2.jpg)
Rothenburg 03 (http://www.autobusoberbayern.de/panorama/tagesausfluege/img/rothenburg.jpg)

Plenty more here (http://images.google.com/images?q=rothenburg&ie=UTF-8&oe=UTF-8&hl=en&btnG=Google+Search)

Nucleus
04-27-2003, 02:11 PM
dod_surrounded

Axis start in the church, which is on the square. Allied spawns are all around that sqare, so axis are surrounded, and need to hold the church for 10 minutes (a-la schwetz style flag-capping). There should be a churchtower, which would be good sniping spot (and destructible with bazooka). There would be 1 flag, of the first floor of the church, which would need 3 ppl to cap.

offtopic: spiers, are you the spiers that i know?

Eklund
04-27-2003, 03:35 PM
This isn't much of a suggestion, but we need more attack and defend maps rather than the push back and forth maps that seem so common. I don't think too many battles in WWII had both sides attacking at the same time.

04-27-2003, 04:05 PM
THis ahs to be a new one. A request for Ideas.

I'm currently working on an axis castle that some british engineers are attacking. I need random ideas for random bits of my map. I have enough of a skeleton for gameplay BUT I just have flow diagrms of some areas and need ideas of what to flesh it out with.

04-27-2003, 04:21 PM
I was going to do a castle like thing beaver, but you do it. I was thinking maybe like 3 ways to get in, 1 directly in over a draw bridge,(the hardest way with traps that castles commanly have). A tunnel before the drawr bridge that goes under a moat, that leads to the inside of the castle, and maybe just a way to blow a hole in the side of the wall with enough TNT. Either way, after you get in, you spawn in there.

04-27-2003, 04:24 PM
Oh and ill try to do teh rothenburg one, looks really neat. If anyone else wants it, no-problemo, be better anyways, just say it.

04-27-2003, 06:00 PM
This is totally hypotethical map would be beach map with AXIS attacking! You know, if Britain had lost Battle of Britain, Hitler would have stormed the beaches of british isles. Now with Brits in 1.0 this even makes sense!

I've been waiting for a forest map that is more like a real forest. Not a dark and gloomy as the dod_forest in 1.0 or the dod_forestfront, but airy and bright. This aint probably possible because of the limitations of HL engine :(.

I've also waited for a map with VERY big cap zones, like a whole building of 3-6 rooms and maybe 2 stores! Only one man needed to cap (maybe 2) and instant cap, but the size of it makes it easy to camp and stop the cap.

04-27-2003, 06:05 PM
This isn't much of a suggestion, but we need more attack and defend maps rather than the push back and forth maps that seem so common. I don't think too many battles in WWII had both sides attacking at the same time.

Yup, indeed we do Ecklund my friend. Indeed we do. I think there's a bit more of that in official 1.0 maps, if you read the descriptions in the manual, then there seems to be more of that.

This is totally hypotethical map would be beach map with AXIS attacking! You know, if Britain had lost Battle of Britain, Hitler would have stormed the beaches of british isles. Now with Brits in 1.0 this even makes sense!

dod_sealion, Yeah, that would be a pretty funny map actually. I saw some picture of a moh:aa map like that, but no dod one. It would be pretty fun, at the very least it would be a map that breaks away from the usual style of beach maps with shingles and bunkers, it would have to be a town or something right beyond the beach.

Psycho ranger
04-27-2003, 09:37 PM
Back on the old WW2 movies & books forum (sob) there was a thread about what films would make good maps. I can't remember many of them but I seem to remember that Von Ryan's Express was a popular suggestion. I also posited A Bridge Too Far. It would have to be set at night to prevent it being a total sniperfest, and maybe put a curve in the bridge, so it reaches its highest point in the middle, steep enough that proned soldiers are not visible from the opposite bank. A couple of bunkers in the middle as capture points, maybe some superstructure under the bridge that players could clamber across. It might be hard to get the balance of gameplay right.
Also, how about a map based on the disabling of the three `88s in BoB? A nice rural map would be a change from always fighting in towns and factories. Again, varying the elevation of the land could provide cover for crouching / prone soldiers, along with trenches, woodland etc. I even came up with a rough sketch for a map of this type but I can't remember where I've put it.
Finally, I always thought the level of Hidden & Dangerous that took place on a sinking battleship was cool. Could have a team of allies going aboard to retrieve an Enigma machine (there's your objective) with Axis trying to repel them. Obviously DoD doesn't cater for Kriegsmarine uniforms but how much does that matter in the end? Could have flooded compartments of the ship, with action below decks favouring SMGs and mp44s while above decks you'd have long range rifle fights.

Go83
04-28-2003, 04:38 PM
I've always wanted to see DOD place more emphasis on the Carbine and the GreaseGun (the Carbine was the most produced American firearm in the war, the Greasegun was far more used than the Thompson, but both these weapons see little to no use in DOD. Statistics on all servers show people get more kills with the grenade alone, than both weapons combined. This testifies to the weapons' extreme lack of use.)

So, I thought it'd be a cool idea to see a map where the map maker placed severe limits on the Thompson and BAR, forcing players to use the Carbine and GreaseGun. Limits would probably have to be on the Mp44 to make sure the Allies don't get raped, but on the other hand, you could specifically make the map to where the Axis are biased AGAINST in the map, with only their superior weapons to see them through.

I've never seen the Carbine or GreaseGun used in large numbers, and this is just historically wrong. It would also be interesting to see an Axis situation where the Axis are "MG centric" like their strategy was historically.

Of course, if the map's gimmick failed to impress players, there would be nothing keeping server admins from changing the weapon limits themselves. But I still think it's an experiment worth trying.

------------

From the DOD 1.0 manual describing the Carbine:

"The basic premise of the weapon was to arm rear-echelon troops (normally only armed with pistols, if anything) who could not be bothered to carry heavier rifles and machineguns. This was especially important considering World War II was so much more mobile than World War I - troops behind the front line could be assaulted by the enemy without any notice. "

This is another situation. Since historically, rear troops were mostly armed with the Carbine, you could make a map where Germans attack the supply lines of the Allies, and the Allies have to defend their supply trucks or whatever with mostly Carbines. The map could be VERY biased in favor of the Allies, but the Axis would have their better weapons.

04-30-2003, 12:32 PM
NEVER DONE IDEA MAP

I was thinking in sea war in mediterranean and/or atlantic....

1.- An axis cargo/oil transporter, aborded by allies. Allies has to capture captain bridge and/or blow motors. Axis has to broke the allied ships that are atteched to their ship.

2.- An U-Boat, mainly U-571 and a Allie ship aboarding it. It could be a timer map: N minutes to get into the U-Boat and recover the Enigma Machine. In 2nd phase, Axis has to get the Allie captain bridge so they can escape back to Germany from their shinking U-Boat. Currently I am talking with a worl expert in U Boats. He is givim me details about size and rooms in real U-571 boat and a allied ship...

04-30-2003, 08:08 PM
reason never done the HL engine, it would be fuggin impossibel to get decent enough r_speeds on the top of the deck to make the map look nice. yes the insides of the ships could eb easily done. but it would require some very trick brush work and some fog effect up top.

Hoju
04-30-2003, 10:57 PM
Ever been suggested?

Italian paratrooper maps. My grandfather was one of the Allied Paratrooper Ski divisions that was dropped on to the top of the alps (i think, its late here) and they would ski down into the Italian towns with their 60 lb packs... I think this premise could really kick ass. Heres my idea, maybe I'll draw up a layout of the map idea, but here goes!
Allies have dropped paratroopers into the hills surrounding an Italian village and the Axis forces are defending, think Shwetz, except Allies are always attacking, Axis are defending...
15 minute time limit before Axis reinforcement arrive and the Allied invasion is crushed... have there be spawn points for allies on all sides of the town (if possible) with six objectives to be captured... 4 on the outside of the village, 2 on the inside,
Anyone like the idea? I think it'd kick ass, but I'd hate it to be a sniper/MG stalemate like so many maps have become

05-02-2003, 07:15 PM
Now that there are British troops, I would like to see some north Afrika maps.

2ltben
05-03-2003, 11:56 AM
dod_trenches
I think I might put this into production myself, but if a more experienced mapper wants to pick it up be my guest. It's a WWI-ish Brit map that's sort of like dod_forest. The British start out in their forward trenches, complete with a small little sidetrench with 5 working mortars. They must charge across a very short No Man's Land, including a parapet(a second-level of the trench, so you'd have the bottom of the trench, climb up a ladder and you're on the second level of the trench, then you climb up THAT ladder and you're in No Man's Land), and then capture the German Forward Trench. Then you have to push back to the German Command Center(the end of the trenches where it comes out to a field camp with radioroom, etc.) and must plant a satchel on the radio antenna and destroy the radio(which can be completed by emptying a Sten mag into it or by tossing a grenade in the room), and then capture the German motor pool by standing in the small, open motor pool for a full minute.

covert-
05-03-2003, 08:57 PM
Here's my suggestions:

- dieppe, 1942
a map that covers the disasterous raid. Allies must push forward, off the beaches, and take the town. Axis must defend.

-or-

British commandos must take the Radar equipment from the radar installation, and return to the beach for a getaway. Axis must defend the beach and/or destroy the landing craft so that commandos are stranded (done using artillery, such as mortars, 88s or something along those lines, no Axis soldiers on the beaches.

- falaise, 1944
one of the bloodiest campaigns that could've ended the war. Allies must push to complete the encirclement of the Germans in France. Axis must force a breakout and keep the encirclement from happening so they may escape. Could have a capture the flag element or more of a 'destroy the bunker' theme.

- juno beach
The 2nd bloodiest beach of Overlord. Same idea as Charlie but with Commonwealth troops in place of Americans.

- Market-Garden
Some sort of 'destroy the tank' theme for both sides. Allies must destroy the SS-panzer tanks, Germans must destroy Allied tanks. Could be done using paras, or British armoured troops.

- Germany, 1945
On the outskirts of a German city, Allies are fighting dug in and extremely determined Axis defenders. Capture the flag theme.

- Dunkirk, 1940
The Axis must eliminate the British on the shores of Dunkirk. Allies must survive and hold the beachead so that as many troops as possible can be evacuated. A destroy the bunker theme.

Glidias
05-04-2003, 07:32 AM
Originally posted by Go83


From the DOD 1.0 manual describing the Carbine:

"The basic premise of the weapon was to arm rear-echelon troops (normally only armed with pistols, if anything) who could not be bothered to carry heavier rifles and machineguns. This was especially important considering World War II was so much more mobile than World War I - troops behind the front line could be assaulted by the enemy without any notice. "

This is another situation. Since historically, rear troops were mostly armed with the Carbine, you could make a map where Germans attack the supply lines of the Allies, and the Allies have to defend their supply trucks or whatever with mostly Carbines. The map could be VERY biased in favor of the Allies, but the Axis would have their better weapons.

player_weaponstrip THere you go. Create your own weapon dump.

2ltben
05-04-2003, 10:25 AM
God bless the weapondrop system, that way the team doesn't walk off with every weapon in DoD leaving his team with nothing. But with a weapon dump on a long round, the allies would be left with no weapons since the weapons don't respawn(do they?) and the weapons disappear after death.

The easiest way to do this would be to limit the classes to Staff Sergeants only.

Gurkha [OwP]
05-04-2003, 01:42 PM
Originally posted by covert-
Here's my suggestions:

- dieppe, 1942
a map that covers the disasterous raid. Allies must push forward, off the beaches, and take the town. Axis must defend.



I posted an idea like this in the original boards, (not that it matters but dieppe was canadian).

my idea however was make two dieppe maps,

Dieppe 1 would be the failed raid in 42

Dieppe 2 would be from a different perspective set in 44 as the town was taken from the germans

another british bassed map idea is St Nazire, a raid that crippled german naval operations for several large ships


For a non historical idea would be a capture the documents, then cap and hold a flag or flags. Where the flag(s), situated in the center of the playing area, would not be activated till the
documents were returned to a specific area. The documents would NOT be team specific and which ever team brought them back would get points, the flag caps would determine the winner of the map. Or they could be team specific and the team would not win till their flags were capped. Kinda like seg3, but with out the suicide run at the end for the axis.

covert-
05-04-2003, 03:40 PM
Originally posted by Gurkha [OwP]
I posted an idea like this in the original boards, (not that it matters but dieppe was canadian).

my idea however was make two dieppe maps,

Dieppe 1 would be the failed raid in 42

Dieppe 2 would be from a different perspective set in 44 as the town was taken from the germans

another british bassed map idea is St Nazire, a raid that crippled german naval operations for several large ships


For a non historical idea would be a capture the documents, then cap and hold a flag or flags. Where the flag(s), situated in the center of the playing area, would not be activated till the
documents were returned to a specific area. The documents would NOT be team specific and which ever team brought them back would get points, the flag caps would determine the winner of the map. Or they could be team specific and the team would not win till their flags were capped. Kinda like seg3, but with out the suicide run at the end for the axis.

Actually, the Dieppe raid was primarily Canadian (I know, I am Canadian and the RHLI are from my hometown) but there were British Commandos and some American Rangers there too.

Since the DOD team isn't changing the name of the British to Commonwealth (an idea that should be used!) I just used the British as the example. The Commando part though would make a good map as well, methinks.

05-04-2003, 07:21 PM
Originally posted by covert-


BLAH.

All of those ideas are good :D

how about adding pegasus bridge to that lot? :D

covert-
05-04-2003, 07:47 PM
Originally posted by Pod
All of those ideas are good :D

how about adding pegasus bridge to that lot? :D

That's funny, I don't remember saying BLAH ;) :p

But I appreciate the compliment.

Only reason I didn't mention pegasus bridge was that I thought it would turn into a sniper/mg-fest, and ruin the teamplay. There's really no way to get around it that I can see.

But if those problems could be solved, I'd be all for it!:)

Glidias
05-04-2003, 10:11 PM
The minimap will provide new avenues for maps that require extensive use of 2d top view maps.

I somehow feel the minimap gives WAYY to much information sometimes! But the fact is: Reporting my position by typing or voice-comming would be REDUNDANT in a fast paced game in DoD. So, yea......it's quite okay..'cause DoD is 4 times faster than in real life.

Eg. Patrol maps.
A team would lose if they sustain casualties down to 4 men! THis is because they need to secure the final checkpoint back home that requires 5 men! Anything less would mean failure! THis is less frustrating than Para no-respawn maps that always end up with few remaining campers! Chances are, the map will end fast. 2 Patrols go along their own patrol route, capturing the patrol checkpts in order with the necessarily need group of 3 men. THey must follow the arrows and directions on the Minimap!! The map can be very confusing so ALWAYS follow the directions on the map to avoid getting lose. So, in hedgerow levles, you won't be so utterly confused. You can have a extremely complicated hedgerow layout....but no worries. The patrol routes will be designed in such a way where 2 patrols will end up meeting at a chokepoint or choketube. When the 2 opposing patrols meet, all hell breaks lose and you can either try to shoot down as much enemies as possible, or move quick to complete the patrol! In a patrol, it's like scouting, and neither party is interested in exterminating the other. However, if a patrol happens to reach the chokepoint (marked possible danger zone in the minimapp) and find no other enemy patrol, then that patrol can decide to dig in and prepare an ambush if they assume that the other patrol is later than them, or continue on their patrol to hopefully win the game. Then again, if the reason why they don't find any enemy patrol is because the enemy has already passed that area, then they are in deep trouble and must either rush forward to kill them, or rush forward to complete their patrol. It's liek a race except you can exterminate each other! For cohesive teams in clan games or serious public players, chances are both squads would move equally very fast along their patrol route, and they'll end up meeting in one deadly conflict!

Maze/Labrinth maps
For fun. WIth a maze+ minimap, you have some control and navigation! Maybe can visit the Minotaur!

Ambush maps
The advancing team have to follow the arrows on the map. It can mark down convoy paths to ensure the advancing team can escort the convoy down the valley. The ambushing team can plan an ambush!

Commando maps
Maps for tactical planning beforehand. Choose yr entry of insertion. Choose yr entry of extraction. Mark it on the map to remind yourselves!

Hunt down that lone sniper, Sniper kill as many pple as possible. These pple can respawn so becareful!
Auto-team balance must be turned off on the server. Also, you must turn off deathcam and make everything "blacked out" like one of the v1.0 servers i played on. At the beginning, everyone can spawn in a certain Sniper Audition room (if they join the sniping team) and 1 fortunate fella can get to enter a special door to becum the lone sniper. The rest of the guys are stuck in that room and must join the hunting team (whose respawn points are now active after the sniper is avaiable in the game). What's the pt of the minimap!??? Mark down the sniper's position if you spotted him! . Another variation (but won't aid in any form of teamwork), WHen the lone sniper dies, then the killer earns lotsa points while the rest of the teammates earn a good amount of points each. At the end of the game, the player with the highest points is the ultimate winner (so, it can either be a hunter or the sniper!). But this would turn soldiers into selfish Bounty Hunters....but for fun.....LOL.....if I spot the lone sniper, I must get 'em first and NO NO one is gonna steal my kill! Kinda like a treasure hunt. I will not shoot my gun if it will alert my friends to the sniper's position! LOL, i can imagine Bounty hunters TKinG to get the sniper!! <- must turn off Friendly fire. Can u imagine pple racing to kill that sniper that has been compromised?? And since weapon_strip is implemented, bounty hunters will be racing to get the best guns at the beginning of the game!! LOL. Coder: please add this: Points awarded to player responsible for eliminating the opposition!

2ltben
05-05-2003, 03:16 PM
Originally posted by Pod
All of those ideas are good :D

how about adding pegasus bridge to that lot? :D
We already have it, bridge and bridge2. It's LOOSELY based off Major Howard's attack on the Orne River Bridge(which was named Pegasus after the 6th Airborne's logo)

05-07-2003, 07:08 AM
A map I've always dreamed about would be a italy styled map with 5 flags in it. The whole city part is placed on a hill and there would be like 2 paralel roads running up the hill and the hill would be filled with buildings and the center flag should be placed on top of the hill and then the other team is placed on the opposite side of the hill also 2 roads running up to the center flag. kinda like Kalt/Flash on a hill. that would own :D

SnotRocket123
05-07-2003, 05:45 PM
HILL 2!!! WE NEED HILL BACK!!!!!!!!
(I miss the old button artillery thing and the big artillery gun)

05-08-2003, 12:08 PM
Originally posted by 2ltben
We already have it, bridge and bridge2. It's LOOSELY based off Major Howard's attack on the Orne River Bridge(which was named Pegasus after the 6th Airborne's logo)

last time i played bridge it was set in a town / urban setting with a bridge near axis spawn....

the area around the Canal Bridge was mostly fields :D

05-09-2003, 04:46 PM
Originally posted by Glidias
You are nuts. Operation flashpoint can't even handle that amount of size. And Operation flashpoint is the only game to date that has the largest land area of all.

But some typical realistic HL campaigns for singleplayer + multiplayer (think of Quake II style where bsps can play as multi player competition or singleplayer adventure or multiplayer cooperative,) The whole length of Normandy requires 800 bsps. Good luck on your hard disk. GOod luck on your brain. But certain regions can be made i guess and zones.

Start working now guys!!

Sarcasm, gotta love it.

Delta Force Series has the largest map size to date.




As for the map of europe. Do what bf1942 did with wake island, the map was one medium sized island, but in the shape of the real Wake Island with Air Bases in the right areas.

05-10-2003, 11:55 AM
Originally posted by 2ltben
God bless the weapondrop system, that way the team doesn't walk off with every weapon in DoD leaving his team with nothing. But with a weapon dump on a long round, the allies would be left with no weapons since the weapons don't respawn(do they?) and the weapons disappear after death.

The easiest way to do this would be to limit the classes to Staff Sergeants only.

how are the Piats et al done then? :D

gintheplacetobe
05-10-2003, 01:27 PM
An interesting idea would be to have maps where destroying certian objects would give a handicap to the enemy team (kind of simulating guerrilla warfare, but not really). For example, destroying a bridge could slow down the rate the enemy team gets reinforcements, or destroying a radio tower would disable voice communication, or certian alleyways would be able to be blocked, etc. There are many other possibilites for this idea. What do you think?

05-11-2003, 10:56 AM
Afrika maps, please... ;)

chuwawa
05-11-2003, 08:57 PM
Originally posted by gintheplacetobe
An interesting idea would be to have maps where destroying certian objects would give a handicap to the enemy team (kind of simulating guerrilla warfare, but not really). For example, destroying a bridge could slow down the rate the enemy team gets reinforcements, or destroying a radio tower would disable voice communication, or certian alleyways would be able to be blocked, etc. There are many other possibilites for this idea. What do you think?

That would be interesting indeed. I don't think its possible to change the reinforcement time though.

05-12-2003, 08:38 AM
More maps on the eastern front. Use the historic battles of Kursk, kiev, and stalingrad.

Miasmatic
05-12-2003, 11:25 PM
Well I had a great idea that I was going to map, but I guess I've realized that I'm never going to get around to learning how to do it. (map that is)

Essentially I was thinking of a snowy map with a narrow frozen river, a little forest, a small town, a boatlaunch (where the river would start), and a chateau (behind another forest) with an underground radio room that would also have a hidden tunnel (behind a wall breakable with TNT or bazooka) that leads to the forest near the Allied spawn.

I made a very basic layout of it. It's probably pretty unbalanced, considering the Axis spawn doesn't have as many spawn exits as the Allies, so you can add on to that I guess. The red dots are flags.

05-13-2003, 01:42 AM
Am, I'll actually try and do that map based on layout of yours. Expect some pics this week.

Miasmatic
05-13-2003, 08:33 AM
Hooray for me! :cool:

Hope you're good... :D

BTW the grey parts are roads (or snow in some cases). That town is really rough, I just drew boxes as you can see. Alleyways behind the buildings would be nice.

05-13-2003, 06:03 PM
Not really a map idea, but an idea that can be implement in maps. How about using tnt and rpgs to close off routes, in addition to opening them up? Somthing like a target area that triggers a func breakable, so when its tnt/rpg'd, the floor above the target collapses down, blocking the route off. This would add a new and interesting aspect to many maps.

Die Schlampfe
05-14-2003, 07:28 PM
This has probably been suggested as an idea before, or even made for 3.1, and I know the idea may sound lame at first but I was thinking a map to represent the battle for Carentan in Band of Brothers.

I was thinking of a layout similiar, but not exactly to Zalec, the American paratroopers start outside the city, leading to the hill going into the town (as seen in BoB Episode 3), the first objective would be to capture the warehouse (which they did in BoB).

Then their next objective would be to either capture another point in the town, or some other objective that I haven't came up with yet.

There are some suprises that the particle engine would allow that I'm not specifically going to post here, else it wouldn't be a suprise now would it?

If someone has already taken the name or idea for dod_carentan, I will rework my idea to fit something else, but with the same 'stuff' that I wanted for this one.

Please do not rip off my idea either without permission, I want to try and make this map myself. Also if it becomes decidely too hard for me to figure out myself, I'll let one of you experienced mappers in on the 'secrets' that I wanted into the map.

Yeah.

Plato
05-18-2003, 08:32 PM
Originally posted by Die Schlampfe
Please do not rip off my idea either without permission, I want to try and make this map myself. Also if it becomes decidely too hard for me to figure out myself, I'll let one of you experienced mappers in on the 'secrets' that I wanted into the map.

Yeah.


It's not really your idea. Tons of other people have thought of this before. Infact, i'm making a map that is inspired by that epidosde. Look on www.dodmaps.com later for pics. But making a map based off of BoB is impossible on the HL engine. You can get close and possibly have a resemblance of the movie but you will never get the same product. Good luck on your mapping.

-Plato

G-Banger
05-18-2003, 11:14 PM
TRENCH WARFARE.. go to link http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=5330&perpage=15&pagenumber=1


please somebody look at it

Die Schlampfe
05-19-2003, 04:20 AM
Sorry Plato, I didn't mean to word it like that. I somewhat meant that as in 'my idea' being the layout I discussed and such, not exactly the BoB environment or name.

05-21-2003, 06:08 PM
Now, I cannot make maps but I normally have good ideas for maps and heres one.

The allies and axis start in trenchs, with their first flag just outside the trench and then when the map starts they pile out and runs through a stretch of forest while mortars rain down from mortars on the the othe side and capture their second flag, then there is another huge forest with mortars falling from randow all over and the middle flag is in a trench with camo overhead and postions for snipers and machine guns. The map could be snow or forest green. Just a idea for a cool map.

Effexx
05-24-2003, 06:23 AM
Originally posted by DSettahr
Not really a map idea, but an idea that can be implement in maps. How about using tnt and rpgs to close off routes, in addition to opening them up? Somthing like a target area that triggers a func breakable, so when its tnt/rpg'd, the floor above the target collapses down, blocking the route off. This would add a new and interesting aspect to many maps.


I'd like to see this implemented as well.. I know Zalec sort of does that now, but it would be cool if an objective would be to stop the flow of enemies from one direction, and channel them down another direction...


...

Ch1ck3n
05-27-2003, 07:33 AM
Simply:
A map in normandie, american paratroopers, DURING NIGHT TIME , And with lots of AA effects and airplanes (almost like the first mission in Spearhead)

Darkwing
06-02-2003, 09:39 PM
i really like the way zalec works, and i think more maps need to use this style. My idea could be reworked into an all new merderet / ramelle map. Its kinda a mix between zalec and schwertz, where the spawn positions move along, but the team that is attacking changes as well.

Firstly, lets say the allies spawn next to a bridge, on the city side, and the germans down the road on the other side of the bridge, in some farmland. The germans must capture the bridge ( ala the fountain in zalec) in a certain time period.

When this occurs, the germans then spawn next to teh bridge on the farmland side, and the allies spawn down the road into the city (still like zalec) but then, now its the allies turn to take an objective (like schwertz) and tehy must take some tnt and destroy the bridge.

The difference between this and schwertz is that the map is not just the same map with the teams swapped around, but a more like zalec with 2 different parts of the map. I was reading teh review of merderet on www.dodmaps.com and also believe that merderet would be better if it was more like the movie.

Sly Assassin
06-05-2003, 08:58 PM
I've had a resonable idea for a map or series of maps more then anything.

My idea goes like this,

Firstly start with say a beach map, with various objectives ranging from destroying 88's to bunkers and so forth.

Then once thats done make another map that continues on from the one you previously made. So that its basically another section of the map you couldn't get to but could roughly see and so forth.

I've currently started making my own maps under this idea and its progressing well :D

Psycho ranger
06-07-2003, 04:22 PM
Just an idea. I don't know too much about the actual operation itself, but what about a map where Fallschmirjaeger have to try and rescue Mussolini?

06-11-2003, 08:41 AM
Ok, this map would be based off of the movie

The Thin Red Line

The huge fight in the Grassy Meadow.

the lines and the dashes and the white stars are mortars for shelling the center posistions.

the green lines are small trenches and they run symmetriclly around every hill. for those who havent scene the thin red line, this map is EXTREMELY grassy, so grassy Very extreemly grassy. grass EVERYWHERE and very high grass and extremely thick. this is why I chose this battle field, going prone would make complete stealth! to shoot just simplydo quick pop ups liek they did in the movie. shelling artillery will oblivirate any infantry securing the middle. axis side ONLY has bunker in main hill because int he movie it was the japs, but they had astone bunker and at the top where some rocks to take cover behind all around it. spaced out pretty well. they had mg'ers in this bunker.

but I wish someone would make this map because it would be awesome. so plz someone give it a whack :D it would be one helluva map if made good. strategical fight too.

Kampfer/Burns
06-11-2003, 10:29 PM
Ive been thinking of a map where the entire battle takes place over a span of a bridge. The case I use here is when in Spring 1945 the Allies began the Rhine crossing operation. However what happened is that a company accidently secured a bridge even before the operation was sheduled to launch at Remagen.

Aside from the historical info. I imagine this map to be taking place on a large bridge with destroyed railings and vehicles to provide cover. The map would have three areas of approach. The main route over the bridge, a dangerous path over the bridge railings and finally a path to the side/ under the bridge. This map could be either mission or flag capture based. If mission based then allies have limited time to disarm the bombs set to detonate on the bridge while the axis try to prevent it. A flag cappin game would have flags for both ends of the bridge as well as a 2 or 3 person middle flag cap. Anyways it would be cool if DoD had a map like this.

Jordan
06-13-2003, 07:08 PM
my ideas that were posted in suggestion forum by accident (http://www.dayofdefeat.net/forums/showthread.php?s=&postid=110542#post110542)

06-13-2003, 07:13 PM
I know someone wanted sword, and I want to give my request for Juno. Given this year was the start of the Juno Foundation, I think it's a good addition, and tribute.

2ltben
06-13-2003, 07:41 PM
Juno would be impossible, as the Canadians relatively strolled up the beach.

Jordan
06-13-2003, 08:00 PM
I want sword :(

06-15-2003, 12:36 AM
Juno would be impossible, as the Canadians relatively strolled up the beach.

Who cares.:)

2ltben
06-15-2003, 11:08 AM
I think the Germans did, and quite a bit if I can recall correctly, the whole being invaded, starting a second front and all that:D

General Zuhkov
06-15-2003, 05:39 PM
Need a map about the assualt on Fort Driant, outside of Metz, in Alsace-Lorraine. It was a huge fort occupied by Germans. It had a hugely complex tunnel system, allowing the Germans to pop up behind the American lines and set up all sorts of ambushes. Lots of pillboxes etc. I guess it would be alot like the old Hill, but with tunnels going everywhere. See CH.5 of Stephen Ambrose's Citizen Soldiers if anyone wants more info about it.

Vandal
06-16-2003, 08:19 PM
Let me ask you something.

Why, in the vast scheme of things, is there no map representing one of the largest, longest and most brutal battles in the history of the world?

We need a battle of the bulge map, folks! think forest with snow. Lots of makeshift trenches, snow, and hidden spots for snipers and MGs. have snow blankets, that is polygons that your charecter could lay under, without being seen and ambush the enemy, lots and lots of trees....maybe even a way to climb some for sniper nests. Perhaps have it so you don't need flags, just a time limit and slaughter. Or if you need an objective, have only one flag. The germans have to keep the allies out. The allies have to go in and own them.

Just an idea.

06-16-2003, 10:15 PM
its in teh making skullz ;). Forget who was making it, they've been working on it for a while now, but be patient! these things take time!

06-17-2003, 06:42 AM
Originally posted by Skullz_Vandal
Let me ask you something.

Why, in the vast scheme of things, is there no map representing one of the largest, longest and most brutal battles in the history of the world?

We need a battle of the bulge map, folks! think forest with snow. Lots of makeshift trenches, snow, and hidden spots for snipers and MGs. have snow blankets, that is polygons that your charecter could lay under, without being seen and ambush the enemy, lots and lots of trees....maybe even a way to climb some for sniper nests. Perhaps have it so you don't need flags, just a time limit and slaughter. Or if you need an objective, have only one flag. The germans have to keep the allies out. The allies have to go in and own them.

Just an idea.

Stoffer is making such a map, dod_coldline, which shouldn't be much longer now.

Glidias
06-17-2003, 09:14 AM
a

Vandal
06-17-2003, 09:42 AM
Gil......Wazzthat?

And I'm VERY happy someone is doing a BB map, when its released will it be posted here?

PrawN
06-26-2003, 06:08 AM
I was thinking that with the release of hl2 and DoD2 the engine would open up a HUGE varity of new things posible when mapping. Im hoping that this will make it posible to have maps that are open for a change as I find I need a change from all the street fighting that is in most of the maps. I personaly would like 2 see a mape that is trench warfare with ppl getting owned all over the place. another thing I would like to see is a bigger varity of paths to choose to get from point A to B. I know that to do this you would need a small map otherwise you would have 2 hard a time finding ppl.

ZUZU
06-27-2003, 09:24 PM
Originally posted by G-Banger
TRENCH WARFARE.. go to link http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=5330&perpage=15&pagenumber=1


please somebody look at it

I think Trench maps would be a nice add to DoD there is a map called frad3 thats a trench map so it can be done ..

Here are some pic' o don't mind the dead soldiers
GO HERE!! (http://www.picturetrail.com/gallery/view?p=12&uid=1054556&gid=2244846&)

06-27-2003, 10:03 PM
one trench doesnt qualify as a trench map...Its been attempted, but i dont think ever succesfully done

CptMuppet
06-29-2003, 03:24 PM
Trench maps are really.. hmm... no-no.

2ltben
06-29-2003, 09:02 PM
3trenches was very successful, although not played very much.
dod_desertfox
Based off the Commando operation to kill Rommel on the eve of a British offensive in Africa to releive the boys at Tobruk. You start out on submarines and take 2 rubber dinghies to the secured beach(it'd operate like the charlie elevator), and you'd have to make your way through enemy territory to kill the Desert Fox. Of course the operation was a failure from the start, and that every man going on the operation was doomed to death(but the troops were never informed of that, but always knew that every Commando operation was like that when they volunteered). It's a Brit map, preferably played if you can get skins for Middle East Group.

06-30-2003, 12:56 AM
Originally posted by CptMuppet
Trench maps are really.. hmm... no-no.

Why do you say that?

CptMuppet
06-30-2003, 05:08 AM
Because u spend a long time moving from point-to-point crouching for fear of being sniped!

However- Glider made good use of trenches, Charlie does too. :)

But Overlord and alostbu (I think?) have horrible trecnches.

Quakah
06-30-2003, 05:43 AM
people never use trenches, just look at forest, they only use it to cap it, otherwise they're just running in the open to the next flag

06-30-2003, 03:48 PM
Originally posted by CptMuppet
Because u spend a long time moving from point-to-point crouching for fear of being sniped!

However- Glider made good use of trenches, Charlie does too. :)

But Overlord and alostbu (I think?) have horrible trecnches.

Ok, that statement was hipocritical. You just stated before that trenches were a no-no and didnt specify anything.

Overlord didnt really have good trenches anyway. They werent any good(except for that one on the far left) and didnt hold any tactical meaning. I've never played that alu... map.

But you cant just take an example of a map with bad trenches, then render all trenches stupid(especially when you bash all of them in one post,then compliment them on some maps in anouther). If you ever played verdun, it had a good use of trenches, where team work was required to take out the snipers so your people in the trenches could advance.

I like trench maps like that because they require a lot more team work than usuall. And people never use the trenches in forest because its almost suicide to do so(unless your anywhere in the axis trench below the mortar, I've gotten really good from that trench and have stopped whole allied advances by myself.) The allied trench is stuck way up in the middle of no where where if you put your head out you die.

Sly Assassin
06-30-2003, 11:20 PM
I think a trench map could be done very nicely if there was enuff cover given in no mans land etc for quick short rushes to cover ground and hide in craters etc.

Choke points in trenchs would be a major issue I think, cause if you made the trench to thin and people couldn't move past each other it would turn into a nightmare.

But it could be done effectivly I think.

CptMuppet
07-01-2003, 12:03 PM
I suppose its unfair to say that all trenches suck.. I just like Glider's because they make up a miniscule portion of the map.

If someone could make a good trench map, I'll be impressed.
I'm not writing them off forever!

(BTW I don't want this to turn into a flame war).

07-09-2003, 03:56 PM
:confused: Yea sounds like a good idea to under take,

Mythic_Kruger
07-09-2003, 05:23 PM
Here is something I'd like to see : the team has a flag (a dod_object), and it must plant it somewhere (ala Iwo-Jama). If the carrier of the flag dies, the others can take it.
That would be fun with a lot of teamplay.

Once the flag is planted, the team can pick up a new object-flag located behind the position and go to the next position.

07-10-2003, 12:37 AM
Originally posted by Whoopy42
1:1 Scale Map of Europe :p

There's all kinds of stuff that needs to be made:

-More beach maps for sure, maybe dod_sword?
-Neuville
-St. Lo (with thunder gone)
-Market Garden

Then there's all kinds of maps not in France and that area, all the Italian campaigne, crete, Norway, all that stuff would make good maps.


Ey, dude didnt know that dod_donner is like St. Lo?

07-10-2003, 12:41 AM
Originally posted by Quakah
lol, i'm working on that, prolly a weak after the release of 1.0 i'll release this baby. It has a hotel and villa instead of bunkers :p historicaly correct, objective: allies: take both buildings in 10 minutes, if that succeeds the axis need to put up a counter attack to recap these buildings in 10 minutes fighting from over the dunes. if that succeeds the axis win, if the allies cant cap these buildings the axis win. piat will be included to blow up walls and a parked car just for animation :D

:D That was a really good idea. hhheheheeehe special the car. I really want it now.
Hehehee

07-22-2003, 11:00 PM
i don't know any mappers out there but i would like to make a formal request for a mapper to make a map called Ortona. It a was a major battle between the Canadian's and the Germans...the unique part about iit is that in Italy at the time the streets were basically covered from side to side by large 2-3 story townhouses. so the Canadians devised a way to seek out the ememy which they named "mouse holing" basically u went in to a house...and u literally blew holes in the wall to get to the next house to move down a street and drop in on the germans...i think this would be an awesome map...and of course the germans did the same when they learned of the Canadians tactics. There was also a huge open air market that the Canadians nicked named "killer square" becuase the German's had it intensely defened mostly by snipers and mgs in just about every window

Now the thing is that i would like to have this map linear...now i know most poeple say linear maps are boring...but if u add more that one street and couple that with the "mouse holing" technique you have a)multiple path ways and b) multiple levels with the aids of ladders and broken furniture and what not to climb into the attics and drop down on people. you too could have certain buildings roof access. Also i have a problem with most maps now a days that are too complex. Now it isn't that fun when out of no where 5 axis or say 5 allies jump ur spawn beacuse there are 20 different routes to take to 5 main areas. its just no fun to able to out flank and ememy that easy and to be flanked that easy...in real combat...there was whats known as a front line....and this is almost always represented in most semi-linear maps.
The second thing i would like...is this map sounds like it is sniper and mg haven...which im sure it will be...it will be alot better than being sniped or mged from every direct physically possible like in alot of current kk maps. it could be solved again by the "front line" notion...that once u pass ur teams front line, you are now in enemy territory and must watch out for snipers wich can only be directly infront of u on a roof say....or infront of you and to the left or right...in say a bombed out wall or window...none of this sniped from like some crazy angle buy 3 different snipers and 2 different mgs from all angles possible. Now this map doesn't nessicarily have to be completely linear like a ruler...when i mean linear i mean there are maybe 6-7 routes to take to maybe 3-4 main battle areas...for arguments sake lets say, 3 main streets...which lead (and intersect at other points) to the main sqaure..the housing routes where you "mouse hole" ur way through with sacthel charges and RPGs. (the square being the Main battle area....if you cap the square u basically cap the map...it is a pivitle, strategic area)
also i know another main downfall to linear maps is the walk time to get back to battle...this could also be solved by movinf spawn points near strategic captured areas..

PLus u have this "killer Square" which would acts like a a central battle point and the side streets and multiple layers of houses that act as close quater combat(to me is the most intense and the most fun).

now my vison of this map if you are still unclear, think of stadtkampf or better yet Rouen yet slighty smaller streets, more houses and with the added house to house combat.

IF u have any questions, quarrels or additions or comments please post i would appreciate it or e-mail me at

pop_can_man@hotmail.com

Doug

Whiskas
07-27-2003, 02:37 AM
Originally posted by Kampfer/Burns
Ive been thinking of a map where the entire battle takes place over a span of a bridge. The case I use here is when in Spring 1945 the Allies began the Rhine crossing operation. However what happened is that a company accidently secured a bridge even before the operation was sheduled to launch at Remagen.

Aside from the historical info. I imagine this map to be taking place on a large bridge with destroyed railings and vehicles to provide cover. The map would have three areas of approach. The main route over the bridge, a dangerous path over the bridge railings and finally a path to the side/ under the bridge. This map could be either mission or flag capture based. If mission based then allies have limited time to disarm the bombs set to detonate on the bridge while the axis try to prevent it. A flag cappin game would have flags for both ends of the bridge as well as a 2 or 3 person middle flag cap. Anyways it would be cool if DoD had a map like this.


I finished a similar map a few weeks ago, its called dod_brume

Vandal
07-30-2003, 02:33 PM
I made up a game with a few friends that I call "JOUST!!" what you do is pick two landmarks with flat land between (buildings and trees work well.) all talk must be on. You count down from three and charge eachother with kar/enfields and see who can bayonet who. Its a joust! its loads of fun, and with some coding a cool map can be done with it.

If it could be set up so everyone on both teams start out unarmed, that would work best (ive seen this done in cstrike.) have it so only one person from each team can get down to the joust area at once, they pick up a kar there. Maybe there can be some kind of a door that opens when both teams have a person in the kar room, the two rush each other and joust it out! Both guys are put at the end of the line.

The map itself should be two towers that overlook the area where people can watch from, the kar holding areas and a long strip of walled in land for the joust arena.

Call the map dod_joust

2ltben
07-30-2003, 04:49 PM
I really want a map of the parking lot from the movie Office Space. I can imagine an ambush on that grassy dip. Make the Allied team the IT guys, the Axis team computers, turn on knives only and replace the knives with bats:D

Howitzer
07-30-2003, 05:38 PM
Originally posted by 2ltben
I really want a map of the parking lot from the movie Office Space. I can imagine an ambush on that grassy dip. Make the Allied team the IT guys, the Axis team computers, turn on knives only and replace the knives with bats:D
Lmao I finally got around to watching that movie 2 days ago. It was pretty hi-larious especially Milton:p Just steal some of the textures from cs_office and you could have some sweet cubicule fighting going on.:D

AnimeLord
08-19-2003, 09:57 PM
Too lazy to read the other suggestions but I have 2 from BoB, Carantan and Foy (sp?)

Although it might be hard to make them look correct, the only suggestion I would have is to watch both episodes noting down some important areas, and fill in the areas you don't really see, but would guess that they might be there. For instance, in Carantan, make the axis spawn point somewhere a little passed the area where the 30.cal w/o bipod was shooting retreating axis. I just always thought these would make very nice maps, considering if the creator makes a lot of buildings enterable. Plus, the windows = more fun with mgs :D

AnimeLord
08-19-2003, 10:06 PM
Originally posted by Skullz_Vandal
I made up a game with a few friends that I call "JOUST!!" what you do is pick two landmarks with flat land between (buildings and trees work well.) all talk must be on. You count down from three and charge eachother with kar/enfields and see who can bayonet who. Its a joust! its loads of fun, and with some coding a cool map can be done with it.

If it could be set up so everyone on both teams start out unarmed, that would work best (ive seen this done in cstrike.) have it so only one person from each team can get down to the joust area at once, they pick up a kar there. Maybe there can be some kind of a door that opens when both teams have a person in the kar room, the two rush each other and joust it out! Both guys are put at the end of the line.

The map itself should be two towers that overlook the area where people can watch from, the kar holding areas and a long strip of walled in land for the joust arena.

Call the map dod_joust

I just thought of something! If anyone here has played MOH:AA and has played on the custom map called Training Arena, you will understand this. Someone make a map just like it. It has a target range, ammo all over the place. Plus, my old clan and I made up this great game. There is this long hall indoors, you have 2 axis snipers at one end. The other guy is an allied sniper who starts on the same side. He runs down the hall trying to get to the end, but the axis cannot start firing until he passes a certain door, so it gave the allie a chance. Great fun. Then, there was the Pistol Whip Arena. Very fun, I dunno how this guy made it. A big arena, with seats and such. 2 People step in, pistols holstered. Then someone pulls a switch that raises these glass walls so the contestants cannot escape. Then the others watch and take turns. The most run thing about this is that the glass is NOT bulletproof, so if the audience is not liking the fight they break out their rifles and snipe the contestants. My point is that since their is no pistol whipping in DoD (:( ) someone make a map similar to this and have the pistol whip arena turned into a jousting/knifing arena. That would prove much fun in private servers, and just for some good ol' clan fun. The site I got it from is down now, but when it goes back up I will take some screens, or take some in-game screens myself.

Poopy Butt
08-23-2003, 06:38 PM
I feel the people who are always complaining about the Axis always defending, the Allies always attacking. But not anymore...

Everyone knows about the Battle of Britain, and that if the RAF had failed the Germans would have invaded England. So, It would be neat if someone made a beach map with the Axis attacking and the British defending. I'm not familiar with the English coast, but I think a few cliffs would not be out of place. :)

Tommy Vercetti
08-24-2003, 04:52 PM
Now I for one like CS (hate me all you want!) but I especially like de_dust. Its a challenging map, if you have ever played it. How about a dod para map with the same layout. It doesnt have to be a desert fortress/hideout of sorts. At the very least it could be a snowcave area. but cmon, Use your imagination! Instead it could be a town. The main tunnel could be the street of a town, complete with extra camping/sniping spots, or the inside of a building. The underground tunnel could be sewers or a river. terrorist bombsites could be replaced with supply tanks that the allies or axis have to destroy. The archway could be the outskirts, with a grassy field, forest, or beach right outside the town. There are so many things you can do with the de_dust layout, to make a challenging and very enjoyable custom map.

GhostBear
08-25-2003, 04:05 PM
After watching A Bridge too Far (God knows how many times now ;)) last night i saw a particularly good action scene witch i thought would make a nice DOD map. Im not sure on its historical accuracies but might be good none the less.

Troops
British Troops
German Heer Troops

Setting
The British armoured coloumn is trying to reach Arnhem and relieve the Red devils stuck holding the area. The road their is long and thin, only wide enough for one tank.

The German Heer have set up several Pak AT guns in a forrest overlooking the road the British tanks are going to drive through.

Map Layout
The map will basically consist of a long road passing through it. On one side of it will be the edge of a forrest where the axis shall spawn. On the outskirts of the forrest their shall be 2 Pak AT gun emplacements and behind them 2 Mortar dug outs. On the road their will be two British tanks, Shermans, Cromwells anything would do and also 2 British halftracks if the model is available. Inbetween all of this is various debrey for cover. Ive included a small diagram as to help show you what i mean .. its no master piece ..infact it looks quite disgraceful but it gives you the idea of it. Shoddy Diagram (http://www.dodstudios.net/uploads/uploads/mymapidea.jpeg)

Objectives
The British will spawn beside the Halftrack model probably to the north of it over the ditch to prevent spawn killing. Their objectives are to destroy the two PAK AT Guns. I think it would be best if they are only given Satchel charges to do this so they dont just sit back at long range to Piat them. The axis objective is to destroy the two british tanks on the road. Once again probably better to use satchels but maybe the panzershrek if the mapper can find a way to stop them just firing at it from their spawn point. (im aware it doesnt make too much sense the Germans using shreks to destroy tanks when they have a Pak AT gun .. but just for gameplays sake)

Thats basically the jist of my idea, im sure those who have seen the film know what bit i am referring to that its based upon. Im sure the mapper could add his own ideas in not to make the map so bland, possibley a small town with three or four houses inbetween the road and the forrest for instance. I personally think it would make for a good map, i think it would be great if someone could bring it to life as i have to mapping skills what so ever. Just watch the film for inspiration and im sure someone will like to pick up this project. I also want to emphasise the fact that their would be lots of cover between the forest and the road, just incase anyone looking at the diagram thinks it will be totally bland. :)

Thanks for listening, all feedback is welcome. (Except those of you that make fun of my MS Paint skills;) )

09-13-2003, 03:14 PM
Don't know if this idea has been posted before, but I think it would be interesting for a new style of gameplay to be introduced, based on Market Garden. Here we go:

First, the map design should be based on the maps around the crucial bridges in the operation, in Arnhem, etc. I believe that the maps should be made more historically accurate than emphasizing too much on the all hailed "balance", but that's my opinion.

Here's where it gets interesting: Make it so that the teams are numerically unbalanced; the initial teams are say, 9 allies vs. 6 axis, or the same type of ratio for larger numbers. Then, make it so that for the first few minutes (let's say 3-4 minutes) the allies CANNOT respawn, althought the Germans can. Also depending on the map (and the corresponding brige that is the focus of the map) it would be either the Americans or the British that the allies start as. Then, after the several minute period is up, the allies can respawn again, but only as the British (to represent XXX corps 'arrival).

The way the map would work, is the allies would start holding a large deal of the map, with the Germans holding the last part, and the bridge as well. This means that the allies would have to constantly be falling back to prevent the entire team from getting killed, and prevented from fighting until the respawn, but still having to retain some capture points, including most importantly, their landing zone. Should the landing zone fall, the axis wins.

Then, once XXX corps arives, and the allies can respawn, they will need to push back, and try to take the bridge within, say, 5 minutes, and capture all the other capture points in between the LZ and the said bridge.

Thanks for reading, and feedback (not flames) are greatly appreciated.

mumblyjoe
10-22-2003, 04:02 AM
From my original thread
Create a Para style map based off the raid on St Nazaire using a real tactical map. It will feature:
- Submarines
- An airraid with AA fire
- Low level lighting to create the suspense of the real things
- Advance spawn interface
- Non-linear level design (eg not set route to get around)

Here's the map:
http://www.ausmodders.com/albums/album09/map3.gif

BE WARNED!! It's a big image! And also it would be a very large area to map, hence if it was mapped you would have to greatly cut down the area.

I'm probably not going to do this map at the mo but if anyone wants to start a recreation of this famous raid, feel free. I also have some other maps from a few British mission. They include:
- Operation Market Garden (plus pic of Mk V Sten)
- Operation Frankton (attack plan and escape map)
- Pic from the raid at Dieppe

Another idea is that you are a bomber pilot and your plane(s) are shot down. You parachute it like dod_dirtydozen and have to escape the city. Players appear in random places on map.
That's all I have!
Cheers,
<mod.au|mumblyjoe>

TheNemesis
10-25-2003, 06:26 AM
I have changed my mind with alot of maps I was about to do.

If someone is a newbie like me and wants to map something send me a private message and we can perhaps team up and build some damn level :)

TheNemesis
10-25-2003, 06:28 AM
sorry for my crap english :P

The Scatman
10-26-2003, 05:16 PM
heres my idea, you get permision off a dev team member to make a modded version of a current map but after alo more fighting and bombing

mumblyjoe
10-28-2003, 02:46 AM
Enders man, you can't do it as its all property of Valve LLC blah blah. I asked Xerent about remaking Donner and making it into the orginal Thunder. I was also going to ask about Charlie but after the response from Xerent I decided not. But an idea is to ask ex mappers and see if they wont you to clean up there maps (eg dod_dog1)

Sly Assassin
10-28-2003, 05:15 AM
I've been thinking about another map to make, once the one i'm doing is done.

It would be passed on a mountain pass, or mountain side road, most likely the road. Maybe in the likes of Italy.

The road will wind along the side of the mountain with enough space on one side for there to be enough cover for either team to run along in cover etc. The other side of the road would be a slight cliff with an area you can run around on etc.

The map would be a objective one more then likely with say a couple of convoy trucks for one side to destroy and one side to protect etc. Maybe there could be a destroyed tank or something at the front and rear of the convoy to simulate an ambush.

Possible downsides to the map will be big r_speeds due to the higher area and reasonable epoly. Game play would be campy, but with the feeling of catching Jerry with his pants down so to say ;)

Upsides, a differetn type of map with an out door country side feel to it, which we're starting to see abit more of lately :D

10-30-2003, 03:06 PM
Hi, I had an idea of a slightly different map: a stop-the-rush map.

It would work this way: axis have a limited number of respawns and are on a well positioned position (haha). Their respawn time would be quite longer than usual, say, 20 sec.

On the other hand, allies would need to overrun the axis. They would have infinite respanws and little delay time.

Weapons would be: axis would have only knives and bazookas (with 10 rockets) and allies would have only knives and pistols (with infinite ammunition).

It would work fine.

The Scatman
10-30-2003, 04:11 PM
Originally posted by mumblyjoe
Enders man, you can't do it as its all property of Valve LLC blah blah. I asked Xerent about remaking Donner and making it into the orginal Thunder. I was also going to ask about Charlie but after the response from Xerent I decided not. But an idea is to ask ex mappers and see if they wont you to clean up there maps (eg dod_dog1)

maybe I should PM one of the devs about making a map pack, I'll probably wait till after 1.1 though.

It should be posible and easey to release with steam.

Capt Winter
11-02-2003, 06:52 PM
I thought up an idea for a map, now before u say why don't u make it, im busy trying to make another map and im not expert mapper anyway, but this idea pop in my head and i thought maybe someone else might like it.

Now the map is Bastogne, allies spawn in the town of bastogne in the middle and have trench lines surrounding the town. The axis spawn in fields ahead of the town. The whole map is round and axis can enter from any side of the town.


If anyone can tell me how to post a paint picture of this map let me know and ill do it. The paint picture is in bitmap form.

[=]Semaj
11-18-2003, 03:06 PM
To make the bazooka a more important weapon in DOD....

how about using them to destroy static armoured vehicles that are situated in key positions around a map. These armoured vehicles could auto fire at anyone in their field of view similar to the way the spawn guns work except not as deadly.

These automated defences need to have a clumsy cone of fire so that they dont kill within seconds of turning the corner but still create a challenge for anyone trying to cap the nearby flags and although the auto fire would be avoidable by anyone sprinting between cover it will be fatal for anyone that hangs around in the open too long.

Bazooka's should be the only way of putting these obstacles out of action for the remainder of the round giving them a real purpose and leaving the team an easier job with capping the flags

The static defences could include armoured machine gun firing vehicles, tanks maybe even heavy weapons situated in sealed bunkers, the list is endless! :D

Spiner
11-18-2003, 04:16 PM
It'd make Charlie a lot more challenging to the allies at the least.

Although I would like it so that they have a hitbox as well so covering fire can shut them down temporarily.

Trigger
11-18-2003, 07:08 PM
I'd love to see something like that, you always see abandoned vehicles in DoD maps, it'd be nice to see one actually doing something.

next_ghost
11-19-2003, 11:13 AM
Please proceed to the mapping forum. This is mappers' job and I think all of this can be done easily.

11-19-2003, 02:24 PM
Very easily just make sure you include it in the mapping sugestion thread to stop getting people annoyed at you.

Loco
11-19-2003, 04:25 PM
[=]Semaj I've merged your thread idea into this thread m8.

Would seem the best course of action.;)

11-20-2003, 01:42 AM
I have 0 mapping experience but I thought I'd give it a shot and see how it goes.

Anyway I wanted to recreate the Brecourt Manor 105 field, straight out of Band of Brothers Ep 2 day of days where they storm the field and take out the 105 guns.

It would have a bit of trench warefare and the big open field in the middle.

1) Has this been attempted before?
2) Would the big open field space in the middle pose a problem performance wise? (I wouldnt really know seeing i havent mapped before but overlord and that was fairly open and large at the beach so i imagine it cant be any worse than that)
3) The map itself could end up a bit small, but we'll see :)
4) Still not sure on the spawn points... comments?

The plan was to make the outside boundary about a head/shoulder high inpenatrable hedge.

The tree lines depicted in the overview will be a combination of trees and walk through shrubbery/bushes. Probably throw in some shrubs and craters n stuff in the middle scattered around so it doesnt look too bare

The weird looking empty tree I want to make climbable up to a branch you can sit on, thats where Lipton was sitting in the bob episode :)

The 105 guns will be sort of entrenched with a light mesh netting over the top surrounded with sandbags which will be MG deployable areas. Each of the MG42 positions will be dug in with surrounding sandbags MG deployable too of course.


Things I still havent decided are the style of map like continuous respawn or cs style once you are dead you gotta wait for the next round. Personally I hate those maps so I think it will be continuous. Would like some comments on this too.


Naturally the objective is for the allies to blow up all 4 105 guns and they win, axis must defend the guns.

So really I need to know whether this could work with the HL engine to start with, if not I guess I'll have to wait for DOD2 for brecourt :D

It's also probably going to need too realistic gameplay rather than rambo in and try to shoot everyone like a lot of maps and I can see it failing to be popular, but i really liked the brecourt battle and am more of a realism fan myself and wanted to see if it was actually possible to recreate it.

Sooo... comments! :)

Anyway heres the overview i got together:

{SPQR}Decius
11-25-2003, 05:04 PM
I agree With The Foward Spawn Points that are activated after you cap the middle. would help alot as I tend to spend a lot of time running back to the front lines just to find poor ol' johnny and jimmy have been shot dead and surrounded by the other team. I have seen Switch capped out, but rarly and only when I have a good team or just a real lousy team on the other side.

{SPQR}Decius
11-25-2003, 05:05 PM
wow the post i responed to seams to have dissappered, the above post is about Switch

Go83
11-27-2003, 10:00 PM
first off, my map complaints about DOD 1.0+'s maps. In 3.1, the map scoring system was that holding flags got you points, and capping the full map got you LOTS of points. In 1.0, the scoring system is all-or-nothing, and I think this is far too simplistic and offers no advantages over 3.1's system. It was done to appease the Counter-strike crowd. -- With 1.0's system, you could full cap the map once, then take it easy for the rest of the game, and camp just your final flag..... and still win the game at mapchange. This seems silly. 3.1's system, meanwhile, encourages players to keep moving forward so as to continue to hold the upperhand. Also, 3.1's system offers things that just can't be done in 1.0's system. Such as... my first idea.

1) While few, if any, of custom maps using the 3.1 system have done this.... I do remember seeing some maps have flags which were worth more points than others. This is a great feature that is totally removed from 1.0's stock maps. It's a great feature because you can design the map to be non-linear, and put a "hard to defend but valuable" flag somewhere... worth 5 points per minute, for example. Then, the other flags are spread around, and are easier to defend, but are worth 2 points per minute. So in this way, players can approach the map in various ways. With the super-linear, all-or-nothing approach of 1.0's stock maps.... this aspect isn't possible. So I hope a custom mapper comes up with a map someday, where certain parts of the map are very valuable... but difficult to hold, costly in manpower. While others are unimportant but easy to hold. Kinda like the various "territorial control" board games, like Axis and Allies.

2) This next idea isn't so much as an idea for a specific map, but a suggestion to all map makers. Please make maps more like the game of Football. Let me explain :) From what i can tell, most Football fans find Football the most exciting when the offensive team is just 10 or 20 yards away from a touchdown. That's when it's the most tense, and most interesting. Not when the game is just slugging it out at the 50 yard line. Let's carry this concept to DOD. In most stock DOD maps, the central area of the map is the focal point, and perhaps 70-85% of all deaths occur in the central area, far far away from "touchdown" areas. I think this is the wrong way to approach the game, and results in less exciting matches, and more repetitive combat. Instead of central areas being the focus, maps should make it to where each team's base is where all the large battles occur. Central areas should be very difficult to hold, defend, camp, etc. Instead, they should be always pro-offense, pro-movement. This way, players can easily break into enemy territory.... where most players have more fun. Players want to be near that touchdown. They want to see that final flag... they want to smell victory. I think most players love being able to say "Damn! I was so close!" "Almost had it!" and so forth. And the defending team loves smashing their tables when they lose (cuz it's fun!).... and loves it even more when they manage to push the enemy back. It's a sense of triumph that people seek, not repetitious deaths to push the front line a few yards forward (think WW1's trenches).

So each team's base needs to be approached with the following gameplay in mind: Easy to defend and break OUT (pushing enemy forces out), difficult to attack and break IN (capping last flag). A defending team should always have a significant advantage at their home base, which can be done by ensuring they have excellently designed cover, a large number of ways/routes/angles to attack from. Meanwhile, the attacking team, laying siege to the enemy base, needs to have a significant disadvantage...... less effective cover, and the inability to cover most flanks. (This doesn't mean the battles should be short though. Laying siege to the enemy base should be the focus of maps.. and the combat should be drawn out here more than anywhere else. Perhaps with the help of forward-respawn points, the offensive side can more quickly reinforce the siege. Meanwhile, the defenders still have the clear advantage in terrain...)

Much of DOD's stock maps have the same kind of gameplay throughout the whole map. Cover is often equally effective in every part of the map, which often results in identical combat approaches at every inch of the map. This leads to stagnant gameplay, and often the central area is where all the action is. When the central area is broken through by one side, often the offensive team is easily beaten back (or quickly sneaks in a full cap). Which leads the game back to the stagnant battles of the central area again.

So I hope DOD maps figure out a way to adopt what's exciting about sports and other competitive games. People are most entertained by sporting events where both teams are constantly swapping sides as the "sure winner". Then, when the losing side pushes back in a big way, people are amazed. Games like that are much more liked than when both teams are repeatedly one-upping each other by slight margins.... (which is what central area-focused DOD maps mimic.)

11-28-2003, 08:54 AM
Utilizing the ideas from Fire Arms where you start out inside the aircraft, grab a parashute and jump out of the airplane...yes folks you actually get to do what the 82nd and 101st did back in 1944, although I do not have the mapping capability, I would like to see my idea one day become part of the DOD map rotations on clan servers and such....although it would be German ground vs American Airborne I still think the idea of grabbing a shute and actually jumping from the aircraft using E to deploy your shute and using the mouse to guide your landing would be sweet.

2ltben
11-29-2003, 06:16 PM
How about a more unique beach map, the invasion of Mehdia during Operation Torch. The troops land, come ashore, and then catch hell at the Kasbah. For an order of battle, click here (http://www.anarmyatdawn.com/interactivemap.htm) and go to Mehdia-Rabat.

Also, that's a damn good map idea for Brecourt, hope someone picks it up.

Also, what about paratroopers in Sicily where you could actually jump out of the plane. It is possible, I've done it in a test map before, you have a stationary plane away from the map and some smoke/fog entities set to move so it seems like it's the plane cutting through fog or something. The player then steps on a gravity trigger before leaving the plane, and there's a set of teleports set up above some fog entities to make it seem like the paratrooper is jumping through some clouds or something. Each teleport sends the paratrooper to jump in a different location, and once the first trooper hits the ground have a trigger set to activate a secondary spawn at the dropzones. Have a regroup area set on a flag, then once it's captured the paratroopers spawn in the same area instead of being scattered everywhere.

Howitzer
11-30-2003, 11:15 AM
Originally posted by 2ltben
How about a more unique beach map, the invasion of Mehdia during Operation Torch. The troops land, come ashore, and then catch hell at the Kasbah. For an order of battle, click here (http://www.anarmyatdawn.com/interactivemap.htm) and go to Mehdia-Rabat.


Seems like a very interesting scenario for a dod map I must say. Although historically inaccurate you would have to replace the Vichy French with the Germans.

Another scenario would have the American commandos from the USS Dallas taking the airport northwest of Kasbah. Either way we need more Africa maps.

schnozzletov
11-30-2003, 07:38 PM
Does everyone remember the old map Schwetz. That was probably one of the most fun maps i have played. I think it would be awsome, if someone maybe re-made this map, but with 1.0 features.

Please, some feedback would be awsome thank you...

GLiO
11-30-2003, 08:05 PM
I can't map, but I think I have a great idea for a map..

dod_claustrophobia (long name, but fitting, read on)

The map's entire area is about as large as dod_caen.
You that huge open courtyard in caen? Yeah, none of that. Open space is very scarce in this map.

A quick run-through from the Allies spawn to the Axis spawn...
There will be a main road that turns and has sub-branches. Along the main road and branches you will pass small shops, cafes, apartment buildings, and markets. But in between every few buildings, there will be alleyways that go behind the shops and what-not, you can even take a rear entrance into the cafe.

The alleys...
The alleyways will have all sorts of stuff, pipes, boxes, and fire escapes that go to the tops of the buildings. Maybe a few gates, and some doors leading into small storage areas and into the stores themselves. In every few alleys, there may be a sewer opening.

You say, yes we have tons of maps like this already. But the catch is, every building is open. This town had very little bombing, and it's not in complete ruins. Everything is very close together, the roads aren't extremely wide, just enough for five or so people to stand side by side.

I've seen maybe two custom maps that were very close to this, but each had it's flaws. I think a map like this would be awesome.

You could walk through the city and it would make sense. And it be very CQB, with all the different passages it would be quite fun. Anyways, mappers, feel free to try this out.

2ltben
12-02-2003, 04:49 PM
Originally posted by Howitzer
Seems like a very interesting scenario for a dod map I must say. Although historically inaccurate you would have to replace the Vichy French with the Germans.

Another scenario would have the American commandos from the USS Dallas taking the airport northwest of Kasbah. Either way we need more Africa maps.
But remember, up until retail we had to use Americans in caen:D
Yeah, we do need more Africa maps though. Once Tobruk releases we should see more of them. If only we had sandstorm weather effects.

Woolley
12-04-2003, 07:59 AM
how about an enemy of the gates. A map which has only snipers. Complete ruins. Small numbers for teams. Possibility of 1 on 1 matches. Guess itd have to be deathmatch though

Billie|Joe
12-05-2003, 04:34 PM
hmmm. how about remaking dod_crossroads;)

2ltben
12-24-2003, 01:43 PM
With my current favorite movie being A Bridge Too Far, we need more maps based on it. I particularly want the river crossing at Nijmegan or the standout in Arnhem(in both the fields around whatever the place was called, Oust something, and in the city).

Plato
01-08-2004, 07:32 PM
Originally posted by Pvt.Malarkey
hmmm. how about remaking dod_crossroads;)

That'd be cool.

:p

Grain
01-16-2004, 12:04 AM
Does anyone remember the movie To Hell and Back? There is this one scene where they are trying to take a farm house in the middle of a field. I think this would make a cool map.

Have a House with 3 floors in the middle of the map with each team spawning on opposites sided of the field. There could be trenches and other small structures to provide cover. The house could be the only cap point maybe a 3 or 4 man point. The map would have to be on a timer and the team that holds the house when time runs out wins. Or it could be the timer start when you cap the house and you have to hold it for a certain length of time to win. Or it could give you points for every second you hold it.

Sp3c-BuLLeT
02-01-2004, 09:30 AM
Here is my map idea (very short summary):

Allies side: Snow covered forest with foxholes (you can deploy MGs in these. The spawn is a headquarters tent. Various parts of the woods will be breakable so when mortars hit them they will break.

Axis side: a small town with a river in front of it (have to get across a bridge or climb up ropes out of the river. Axis will hae nebelwerfers to shell the allies


Allies: Objective is to defend the woods from the axis (timer will be set) AND/OR (haven't decided yet) capture documents within the town.

Axis objective is to get past the allied defenses... most likely there will be a flag or two for them to cap


If anyone is interested in helping me on this please let me know..... suggestions welcomed too

Silverghost
02-09-2004, 08:38 PM
thats a big "NEGATIVE" on the nebelwerfers :p

Jimmy Crack Corn
02-10-2004, 04:31 PM
There is a newer map out called Kampf. I like how it changes pathways depending on who has control of the middle flag.

I would also like to see maps where both sides need to find an object and get it back to their base and if it is possible make it so a team can't win unless they have control of a majority of the flags as well. it would be pretty cool also if when the object was captured the pathways would change. Thats probably asking for alot though huh?

Is there a way to make a map so that as you shoot the enemy and kill him then that player spawns in a jail so and the only they can continue playing is to be released by a team mate? Mabye also have flags or some other objective as well?

how about a map where both sides spawn side by side and then it is a race to get to a certain building and hold it for a certain amount of time?

just some thoughts. what do you think?

CptMuppet
02-22-2004, 08:41 AM
Originally posted by schnozzletov
Does everyone remember the old map Schwetz. That was probably one of the most fun maps i have played. I think it would be awsome, if someone maybe re-made this map, but with 1.0 features.

Please, some feedback would be awsome thank you...

This map still works with 1.1. I still think its great as it is! But to make it even better, the Allies should have another access point to the bridge (other than through the window).

^Those who were posting about the French - that might be a bit iffy, since Free France soldiers fought with the Allies; and the French army fought against the Germans at the start of the war.


^ Jimmy - yeah I'd like to see a Jailbreak style map! That was one of my favourite mods for Quake 3 (at the time).

Personally, I want to see some GB Commando maps (Crete, St Naizare, etc) and Like 2ndLtBen, AB2F maps would be cool.

03-12-2004, 05:39 AM
DOD_Catacombs

there would be dark ...well....catacombs modeled after the ones in europe, with skeletons stacked and skulls facing out of the dark passage ways. Is there flashlight capability in DOD? this could be implemented or you could have unique lighting from torches on the walls here and there.

Jaco Pastorius
03-14-2004, 01:19 PM
A map where this is both English and Allies against the Axis.

SWK
03-16-2004, 02:57 PM
Originally posted by Grain
Does anyone remember the movie To Hell and Back? There is this one scene where they are trying to take a farm house in the middle of a field. I think this would make a cool map.

Have a House with 3 floors in the middle of the map with each team spawning on opposites sided of the field. There could be trenches and other small structures to provide cover. The house could be the only cap point maybe a 3 or 4 man point. The map would have to be on a timer and the team that holds the house when time runs out wins. Or it could be the timer start when you cap the house and you have to hold it for a certain length of time to win. Or it could give you points for every second you hold it.

I want this too!

Grain
03-18-2004, 10:46 PM
Originally posted by Star Wars Kid
I want this too! Yay someone agrees with me. Now somebody run off and make it.

debugu
03-26-2004, 06:33 AM
dod_bazooka?

hmm i have this fun map idea and i hope some good mappers can create this map =)



You guys may have seen the dod_awp_map. Why not make a dod_bazooka with almost similar style as dod_awp_map?.

It will be madness to try to kill each other just using rockets! lol, To add further more fun, you can also add like blownable walls around the area.

[4thR]HyPeR
03-27-2004, 03:38 PM
hmm, that would be nice. a beach map with the british assaulting (dod_sword). im not a big fan of beach maps, maybe this would change my mind.

StreamlineData
04-27-2004, 04:39 AM
Originally posted by debugu
dod_bazooka?

hmm i have this fun map idea and i hope some good mappers can create this map =)



You guys may have seen the dod_awp_map. Why not make a dod_bazooka with almost similar style as dod_awp_map?.

It will be madness to try to kill each other just using rockets! lol, To add further more fun, you can also add like blownable walls around the area.

i'm actually making a map *kinda* like that... called dod_acbacker (i put my real initials in all my map names)...

..although it would be like a regular CTF map... and u still have all the regular guns... but bazookas, piats, and panzerschreks can be found all over the map along with blowable walls, ceilings, floors and entire buildings!

check it out here if you want:
members.shaw.ca/streamlinedata/WIP/dod_acbacker.html (http://members.shaw.ca/streamlinedata/WIP/dod_acbacker.html)

[26th]Tropical
05-16-2004, 06:49 PM
SERIOUS REQUEST

SOMEONE RE TEXTURE CHERBOURG PLZ!


Its a real fun map, but looks really really dated now :/

Sunshine
05-17-2004, 10:47 PM
http://www.dayofdefeat.net/forums/showthread.php?postid=429821#post429821

plase read first few posts :)

[4thR]HyPeR
06-04-2004, 04:01 PM
A sunny autumn village :D

brainz
06-14-2004, 09:51 PM
do_oneohone:
Allies: The date is 4 June, 1944. In preparation for Operation Overlord, you have jumped from a plane flying over Normandy, but because of unpredictable winds your squad has landed scattered over a wide area. Your first objective is to regroup in the field you were expected to land in. Then go on to take out a two Flak 88s, and the ammo supply.

Axis: Allied paratroopers have been spotted in the area. This is an important area, and the flak guns here are critical for defence against bombers in the area. Do not allow them to be destroyed.

This map does not really have an allied spawn zone, they spawn somewhere in a network of fields, and have to head for a central point, where two or three people have to cap a 1 or 2 second zone. once they have captured that can they move on to destroy the other objectives, using satchel charges in glider house style crates.
Possible options: if possible, have allies spawn above the battlefield, and drop down with parachutes, give them some control over the landing point, and the ability to fire to protect themselves. The axis get maybe three roads and/or buildings to spawn in, and have to hold out for a certain amount of time.

The number of 88s is the most easily changed thing to modify the balance.

allow bazookas to destroy the other objectives at any point in the match. However, this could make it too easy for the allies: destroy the objs with bazookas in mid air, then cap field.

I can see the map being a mixture of field & hedge, terrain and trench combat, and optionally some indoors urban, if the ammo dump is underground, keeping all classes happy.

z_e_12_o
06-20-2004, 05:42 PM
Ok, heres the idea. Allies spawn in a plane, that is just made of some nice brushwork :-D. The plane has a nice movement to it, kinda shaky, like turbelance, and ambience sounds to make it all go together. When you jump out, a trigger_gravity sets your gravity low, and you fall all the way to another trigger_gravity with a delay, so you cant touch it on ground. Allies parachute onto a rooftop of a large church or something, that has rooftop access, and work their way down. Once they have taken the church, they have to take the small town around it. Axis just sit back and defend.

cLouTieR
07-11-2004, 11:04 AM
i would like to see:

market garden
caretan
neuville
paris
a train yard
allied landings after dday - like dday+1 town and situations
a pow camp

Eklund
07-11-2004, 05:28 PM
Dod_nonlinear

A map in a town with all buildings completely enterable and structured with windowns and the like, placed around a street with spaces between almost every building. Axis spawn in a church with a cemetery, Allies spawn in some trenches defended by turrets that only fire to a certain range. Enforce map limits with turrets or kill zones.

The idea is to make a completely nonlinear environment where teams either stick together or die separated.

MillerTime85
07-11-2004, 05:56 PM
sounds cool

uspen
07-13-2004, 03:04 PM
maps like dod_stalingrad, dod_bastogne, dod_adennes, dod_normandie (behind dday further in france) and more.

maybe dod_utah, dod_omaha, dod_sword, dod_gold for each country...

Gorbachev
07-13-2004, 03:20 PM
Originally posted by StreamlineData
i'm actually making a map *kinda* like that... called dod_acbacker (i put my real initials in all my map names)...

..although it would be like a regular CTF map... and u still have all the regular guns... but bazookas, piats, and panzerschreks can be found all over the map along with blowable walls, ceilings, floors and entire buildings!

check it out here if you want:
members.shaw.ca/streamlinedata/WIP/dod_acbacker.html (http://members.shaw.ca/streamlinedata/WIP/dod_acbacker.html)

I noticed in a map description that it said the map was too big and was causing your computer to freeze...but I think this might actually be because you're compiling in Hammer, which does this anyway and ends up "Not Responding" although it is actually working in the background. Search on google for "Nem's Batch Compiler" read the tutorials and you'll be compiling maps of much larger size and it'll respond the whole time.

Torpedo
07-23-2004, 08:23 PM
I just read "The Eagle has landed" by Jack Higgins and thought it'd make a hell of a map.

It's about a group of fallschirmjäger sent to a small village in England to kidnap Churchill. They are spotted by the locals before they have a chance to get close to him and are forced to hole up in the village while U.S. rangers from a nearby base move in to attack them. Several structures play a part in the ensuing combat, among them a bridge, a church and a watermill.

My idea is to have the Axis team defend these and for the U.S. to capture them. Like dod_charlie, only with less objectives.
I think it would rock because;

1. It's in England for a change.

2. The buildings are intact.

3. The rural setting allows for trees and creeks as well as some urban fighting.


If anyone is interested in creating a map like this, I suggest you read the book, actually I'd suggest reading the book to anyone who's interested in WW2.

Cheers.

siron
08-14-2004, 02:28 PM
i wanted to make a windmill in my recent map but couldnt find any textures for it :(

Eklund
08-15-2004, 04:41 PM
dod_hill400

Hill 400 was a 400 meter tall hill in the eastern-most part of the hurtgen forest. The 2nd ranger battalion sent three companies(very depleted) against the hill which was defended by German infantry in bunkers made of wood with a few feet of dirt on top. There were also trenches and foxholes on the hill. The rangers charged through a field to the german positions at the edge of the field and then up to the top, once they reached the top artillery came down on them but nevertheless they took out a bunker on the reverse slope. The Germans charged back up the hill, but after a pitched fight the rangers drove them back down.

This would be a defend-attack map. Allies start off in trenches or foxholes(I've never seen one in DoD) and must take the german first flag at the edge of the field, a second farther up near the crest of the hill, and a third in the bunker. If it is possible then make the Germans have to take the bunker back before a certain ammount of time. The allies would be under a time limit to achieve their objectives.

This battle took place during the winter and the hill was wooded. I would put tree tops between the second line of defence and the field so that the axis are forced to defend from their positions at the bottom. The Germans would either spawn at the second to front-most flag or in the bunker and given time to set up defences. The allied spawn would prefferably advance to the first german line once the second line is taken and so on. Once the hilltop is taken the germans would move down to the base of the hill.

The german counter-attack would make this map unique and provide for interesting gameplay. I incourage you to keep this map as close to how I have described it as possible(ie don't add in a town at any point) or as close as you can to what is described in history books. It would make a great map and depart from the, Normandy-Market-Garden-Battle of the Bulge drone of the other maps already in play.

sgtkevin
09-01-2004, 04:34 AM
i want a killer map so map makers look. i want a map where the brittish start in a trench then, they go into no mans land where there are barracades and sniper plates and stuff, then they head in to a forest and have to go up a hill which would have good sniping and mg spots. then there would be a couple of fox holes and stuff at the top and there would be mortars which fire at no mans land. there would be trees with little tree forts and there would be a flag at the bottom of the hill and one at the top of the hill and, one by the trench. in no mans land put little holes that brits can hide in. make sure there are tons of mortars pounding the trench and nomans land. put lots of time into it to make it really good.

Maxey
09-01-2004, 05:27 AM
This is more likely for Source, but I would like an urban objective map, where the Axis have to drive a tank through a city and the Allies have to destroy it.

Just like the final battle in SPR.

[HF]Spider
09-22-2004, 05:14 PM
Landmines are generally bad in game, but......

Has any though been given to the subject of landmines, dod:S and the following:

Such as (shooting for the sky here) generating random mine placements in a predefined part of a map at the beginning of each round.

Implementation:

Allies job is to either send players through the minefield until all the mines are blown creating a path or they can opt for option #2: capture a map which would show the location or each mine on everones mini-map.

How do you think a landmine map might be done right?

Spider's mine

Col Rubberduck
10-15-2004, 08:52 AM
Here's an idea: dod_hellenstein (castle of my home town).
Open areas, house-to-house fighting, knive-and-nades...that would be fun!

Here are some pics... (http://www.burgenwelt.de/hellenstein/bilie.htm)

...one more pic (front view)... (http://community.webshots.com/photo/51683009/51752394lAAuKa)

...and a plan (http://www.burgenwelt.de/hellenstein/grlie.htm)

I could supply more pics if someone would try to map it (I would try myself but the result would be horrible...)

Unknown Soldier
10-15-2004, 01:05 PM
I was watching the History Channel last night and found out something about the Omaha beach landing that I never knew before.

About an hour or so before the scheduled landing of the invasion allied rangers were sent on a mission to knock out 6 big guns. They had to land on a small beach and scale a 100ft cliff where the guns were supposed to be. Only, the guns weren't there anymore and the Germans knew they were coming. They fought their way up the cliff only to find the guns had been moved inland. So, they had to find the guns so they could destroy them. They found them about a mile and a half inland in an orchard and there were only 5 (one had been destroyed by allied bombing prior to the invasion). They were able to blow up the guns and only 90 of the 225 men that started the mission came back.

I was thinking that could be a cool 1st and second stage to a 3 stage map.

The first stage would be to land on the beach, get up the cliff and secure the bunker(s) where the guns were supposed to be.

The second stage would be trying to locate the guns and engaging the defending german troops and destroying the guns.

The 3rd stage could then be Charlie, only if the 2nd stage of the map was won by the Germans there would be much more lethal mortar fire for the allies making it more difficult to get up the beach and complete the objectives for that map.

I guess if the First stage were also won by the Germans then stage 2 would be skipped with stage 3 being the same as above, but maybe some additional advantages for the Germans (maybe more advanced spawn points or an extra objective for the allies to complete to win the map).

What do you guys think?

Thera
10-29-2004, 11:56 PM
Hey I am looking for someone with more talent in their little finger for mapping than i do for my whole self(wouldnt be hard).

My Idea is a small map about half to three-Quarter's the size of Flash. To host small games on i.e. 3v3. The current stock maps are a bit big for this.

Any way the premise for this could be a small plain with a bridge with an intact tank(think forest axis number 1 trench), and a building at each end of the map. It would probably need to be the width of that area of forest aswell. The buildings at either end, mask the team spawn behind them with instant kill in the passages to the spawn for the opposite team. Exit routes through building (i.e. the tunnel near allies first on heutau), around the sides, and a ladder to each buildings roof. plenty of scrub, rubble mounds(cover in general) to hide behind and the tank is a 3 man 20 sec cap zone(The only cap point in the map).

I would try but in all honesty, by the time i got it done it would be fore dod:5.

Thanks for reading my drivel.

travis
10-30-2004, 12:12 AM
whats dod:5?

SWSK.Cpt.Leeter
11-11-2004, 09:49 PM
Some sort of map based on an Ally invasion of a concentration camp would be nice.

LucaZone
11-26-2004, 05:14 AM
Anyone seen the black and white Burt Lancaster film 'The Train'

This is going to be my inspiration to get back into ampping for HL2. Should get some dam fine setups and recreations with Source :)

LucaZone
Akz-Mapper

Pvt. Stephenson
11-28-2004, 06:27 PM
they should have D-Day Jump with the 101st Airborne. Allies start out at a field near St. Mere Eglise, and the Germans start out in St. Mere Eglise. Have the American objective be to take out anti-aircraft weapons stationed there. The Germans is to protect the anti-aircraft and overrun the dropzone.

Maxey
11-28-2004, 06:54 PM
Originally posted by Lt. Stephenson
they should have D-Day Jump with the 101st Airborne. Allies start out at a field near St. Mere Eglise, and the Germans start out in St. Mere Eglise. Have the American objective be to take out anti-aircraft weapons stationed there. The Germans is to protect the anti-aircraft and overrun the dropzone.
I bet that map will surely be made in DoD: Source. Official or not.

Ol' Noodle Head
11-29-2004, 12:56 PM
Why is it that so few mappers seem to be taking cues from Band of Brothers? Tell me if I'm living in a bubble, but my impression is that there is tons of SPR inspired maps, and so little BoB.

Talk to me mappers talk to me
:vader:

Glidias
12-07-2004, 02:08 AM
Originally posted by Eklund
dod_hill400

Hill 400 was a 400 meter tall hill in the eastern-most part of the hurtgen forest. The 2nd ranger battalion sent three companies(very depleted) against the hill which was defended by German infantry in bunkers made of wood with a few feet of dirt on top. There were also trenches and foxholes on the hill. The rangers charged through a field to the german positions at the edge of the field and then up to the top, once they reached the top artillery came down on them but nevertheless they took out a bunker on the reverse slope. The Germans charged back up the hill, but after a pitched fight the rangers drove them back down.
.

This battle took place during the winter and the hill was wooded. I would put tree tops between the second line of defence and the field so that the axis are forced to defend from their positions at the bottom. The Germans would either spawn at the second to front-most flag or in the bunker and given time to set up defences. The allied spawn would prefferably advance to the first german line once the second line is taken and so on. Once the hilltop is taken the germans would move down to the base of the hill. .

If i'm not wrong Pointe Du Hoc's was 2nd Ranger's (D, E and F companies), first taste of battle and Hill 400 was their last. Which was worse? According to Lt Lomell from Company D, it was definitely Hill 400 in the Hurtgen Forest at December 1944 which was his longest day....not D-day. Both battles involved a constant staying awake against counterattacks which lasted all the way from early morning, beyond midnight to the next dawn. No food. No sleep.

Hurtgen forest wasn't just snow. It's a mixture of snow, sleet, and rain and slushy ground. Note that at winter, the ground was as hard as stone, impossible to dig in.

If i'm not wrong, there's a castle on top of Hill 400. Hill 400 is also known as Castle Hill. But there's no 1944-era pics of it nor any historical mention of it especially considering the possible tactical nature of such a structure. Can someone confirm this? If i'm mistaken, the castle only existed on another hill, not on Hill 400.

Also note that there's a town called Bergstein just below Hill 400. Bradenburg is a further located 2 -3 kliks away and obviously won't be spotted at all (or at least clearly) in a foggy environment. The houses at Bergstein can make up the 3d skybox in HL2, while the main hill component can make up the game area.

And Hill 400 was heavily wooded everywhere. Yes, everywhere.

For more information go to:
http://home.pi.be/~cv920172/indexenglish.htm
Remember also to check the interactive maps and search for the areas around Hill 400.

Pvt. Stephenson
12-07-2004, 09:00 PM
Alright, I think you guys should do the level Foy from Band of Brothers. You could have the Allies start out in the forest and charge the Germans, but the Germans should have some team to set up MG's and snipers, or you could do it like Zalec.

Ol' Noodle Head
12-09-2004, 04:42 PM
Hello mappers, check out this great website on church architecture. I thought it might be helpful for ya. LOTS of European examples, of course, and a really nice Galleries section.

Good for bookmarking, even if you can't look at it in-depth now.
http://www.dellachiesa.com/

Pvt. Stephenson
12-10-2004, 06:55 PM
alright this just came in my head. We can do Carentan like in BoB, the Germans can start out behind the house were the mg's were in BoB, the allies can start in a field. The objectives could be to blow up a anti-tank gun and flags.

Pvt. Stephenson
12-14-2004, 10:33 PM
dod_cliffs
It is June 6,1944. You are part of the 2nd Ranger Division. Your objective is to scale the cliffs of Pointe du Hoc, and take out the German fortified guns.

In this map there will be a number of ropes and ladders. You have to climb up these ropes and ladders to get to the top of the cliff. When you make it to the top of the cliff there is a German bunker,(if any of you have seen The Longest Day you will no what I'm talking about).

The bunker. The bunker is a main thing to take out. Use grenades to clear it out, our pick up a satchel charge from the beach and blow it up. Once you complete this you will respawn on top of the cliffs.

The Guns. There are two types of guns on Pointe du Hoc. The first one: you will have to take a trench to reach it. Use satchel charges to blow it up. The second one is located by three German bunkers. Clear out the bunkers with grenades, and then place a satchel charge on the gun.

If you think this is a good level then I suggest you to make it.

P.S. the Germans start off at the bunker first, once the Allies take it they start off in by the guns. Also the Germans could use their shovels to cut down the ropes. That will leave some soldiers to fall very far.

I'll also post up pictures for what I'm talking about.

Pvt. Stephenson
12-15-2004, 04:43 PM
http://img153.exs.cx/img153/2545/picture0215zi.jpg
heres one of the machine gun bunker which must be destroyed by satchel charges, and the other is the 60ft cliff that you must climb up with the ropes or ladders.

SWK
12-15-2004, 05:36 PM
There weren't any guns at Point du Hoc.
The germans had moved them before the invasion. The only thing the rangers found at the top of the cliff was several telephone poles.

Pvt. Stephenson
12-15-2004, 06:07 PM
ya i know that, but then will just have them destroy the bunkers.

StreamlineData
01-09-2005, 07:56 AM
I like your idea, Lt. Stephenson.
I've started a make a map like you've described... sounds alot like dod_navarone (great map) though. Hopefully it'll be the first map I've actually finished :P

I've named it dod_pointeduhoc

Schtoogie
01-16-2005, 11:26 PM
Market Garden, something where there's a big trench in the middle and the two sides have to fight for it and hold it for a long period of time... I know there's already a map out there that is like this but I can't find it! I'm going to go look on kustom kettle... :-\

No1Knows
01-19-2005, 06:15 PM
How about a DoD_Ortona?

Im new here so im not sure if it has been made already. We can try to put that mouse-holeing technique into the map as well.

??

BlackRat
02-06-2005, 04:06 AM
id likee to see a soruce version of seg3 and hill when dod soruce gets here or how about dod_Guernsey soruce map





:D

TheSurgeon
02-07-2005, 11:34 AM
http://www.edwards124.pwp.blueyonder.co.uk/Normandy.htm


there's a page of some of the 500 photos i took last august when i went to normandy. pointe du hoc is at the very bottom. today it's basically just a big field full of craters, with a few destroyed or collapsed bunkers around and underground bunkers, aswell as a few casemates. there were some tobruk bunkers but apart from that there were no machine gun bunkers. just underground sleeping quarters mainly. it'd also be a bit hard for allies, just climbing huge cliffs, then being killed by axis camping on the top.


but anyway, maybe that link will also give some other mappers here some ideas. there's not much on there of the architecture in normandy but there's a few photos of bunkers and towns on there, aswell as most of the beaches to give anyone an idea of the landscape there.
i might upload some more later, those were just a few i uploaded months ago when i still had dial-up.

Ol' Noodle Head
02-11-2005, 09:47 PM
Let's see some nice churches, mappers.

Think old Europe, Catholic, ornate. Not these pseudo-baptist protestant chapels that seem to abound. Give us some high altars and tabernacles and statues and vary the stain glass work for Pete's sake! :)

Even the best dod_churches have such appalling interiors.

This site, http://www.dellachiesa.com/ has a great galleries section. It's a church architecture site, and it might make a good resource for ya's.

Pvt. Stephenson
02-12-2005, 12:13 AM
I'd like to see a map just like Ramalle in SPR.

TheSurgeon
02-12-2005, 07:44 AM
churches are my favourite thing to make in maps, usually because i get to show off and create the most complex thing i can in the game. making the interiors isn't always easy though, it's hard making the curved beams in the ceilings, all the complex pillars and supports etc, especially when most games don't have the right models or textures to do it properly.

the best church i ever made was for a map called Melancourt for a moh:aa WW1 mod that never got released. this is the only screenshot i can find of it though. there was a complex interior and a huge section at the back destroyed with one of the collapsed towers lying on the ground
http://img151.exs.cx/img151/2259/villagechurch33hc.jpg

like most of my stuff, i based it off something in real life - Yorkminster, which is a huge cathedral in York that i went to a few years ago. it's a lot easier to create stuff you've seen in real life or got photos of, so that link should also be useful. the only problem is in dod with the way the maps are set out, you don't get a chance really to make complex churches like this, they're usually joined up to other buildings (like avalanche) or have to be small to fit in with the map (like anzio). in mohaa which i made that map for, you just basically put buildings anywhere, whilst at least trying to keep some sort of layout and gameplay. so i could just put a church there and make it as big and detailed as i wanted to.

Ol' Noodle Head
02-12-2005, 06:53 PM
Now that's what I'm talking about. I'd love to see the interior.

Don't want to drag things off topic.

I hope you check out that Traditional church architecture site.

Cap.Spartacus
03-01-2005, 04:20 PM
OK, here goes.

I've been mapping for a short amount of time now and I want to test how far my skills can take me. So I was thinking making something like this:

DoD_Foy (Yeah, dude I know. 324642 other guys have done it, but who cares? Not me).

The U.S. Army starts in the inner forest, by two trucks and one jeep (for the officers, you know). For you who have seen Band of Brothers (who have not seen it on this forum?) know what I'm talking 'bout.

There is a big open field with smaller obstacles like, stables, garage, and broken stuff. Plus some bigger holes in the ground to take cover in. With DoD:S the whole Mortar issue really comes in handy. - For both sides of the war.

The U.S. have to capture the village and secure it. But first, they must make it pass the field of DEATH! (That did almost sound cool).

Over and out.

Ol' Noodle Head
03-01-2005, 05:43 PM
I haven't seen Foy yet.

Now Ramelle, someone talks about mapping that scene in SPR about every other day.

Ol' Noodle Head
03-01-2005, 06:44 PM
Question:

Did all of the telephone poles look like this (http://home.zonnet.nl/dodgewc54/images/Bulge/Bulge-3.jpg) in 1944 western Europe?

dL-Cooper
10-14-2005, 01:12 PM
Looking for someone to build the map Assault in return to castle wolfenstein (RTCW), also some other good maps from that are Base, Barn, Beach Invasion. Also the latest maps on DOD-S are pretty ty. People are making maps that are an almost flat serface and has a mountain view for background. DOD-S deserves better. Omaha_v1 is not to bad, but it is taken from HL2.

If anyone has the motivation to make Assault from return to castle wolfenstein please reply and i can get you some blue print.

Scooty Puff Senior
10-14-2005, 06:04 PM
I was drawing up a layout for a Foy map last night, and came up with this, no image, but here's the schematic.

In the forest, there's 'lines', about 25m apart. Alllies start in the furthest back 'line' of foxholes and miniature trench huts (well, you saw BoB).

Axis start in forward positions in the town. By the time the allies reach their front line, the Axis should be well on their way to being set up for the impending attack.

The Axis have access to Flak88 guns and may pummel the woods and field with them. The Allied attackers can destroy these using TNT.

It the Axis' job to defend the town, and push out into the Allied front lines and push them back further into the woods.

If the Allies get into the town and capture several points within in the town, the Axis spawn in a field on the other side of the town, and must reclaim the town before the time expires.

If the Axis push out and take both Allied lines, the Axis wins.

Whoever holds the town at the end of 30 minutes wins the game.

Whaddya say?

dL-Cooper
10-14-2005, 07:31 PM
Your map sounds great. Give some underground passesges into the town as well( that will give it some more Pazzaaazzz and difficulty) When do you believe you will have this up and running. Also please take the time to buiold the Map so that when you push "M" in game it shows up. unlike these past :donrluvs::donrluvs::donrluvs::donrluvs:ty maps.

dL-Cooper
10-14-2005, 07:37 PM
Those look like telegraph wires or government if you notice to theleft of the picture is a set of wires that is where the telehphone wires are. Go and look at DoD_Avalanche their is a telephone pole in the middle next to the fountain. It is pretty accurate

Originally posted by Ol' Noodle Head
Question:

Did all of the telephone poles look like this (http://home.zonnet.nl/dodgewc54/images/Bulge/Bulge-3.jpg) in 1944 western Europe?

Scooty Puff Senior
10-14-2005, 11:48 PM
Originally posted by dL-Cooper
Your map sounds great. Give some underground passesges into the town as well( that will give it some more Pazzaaazzz and difficulty) When do you believe you will have this up and running. Also please take the time to buiold the Map so that when you push "M" in game it shows up. unlike these past :donrluvs::donrluvs::donrluvs::donrluvs:ty maps.

Since my specialty is in the mapping department, and not in the modeling department, it's hard to say. There'll be many models needed for this.

TheMiede
10-15-2005, 01:02 AM
You can convert brushes in hammer 4.0 to models in xsi.

quarterhorse
10-15-2005, 04:00 AM
Just an idea:
Many records show that the german tiger tanks were formidable adversaries even when they were immobilised.
I think it could be an objective based map, where one, or maybe two immobilised tanks should be taken out by the allies within a certain amount of time (maybe german reinforcements would come in 20 minutes, or a bridge behind the tanks would be blown up, etc.) The tanks could fire their machineguns automatically and maybe they could fire HE rounds too - not too frwquently). The setting could be in a town, or at the edge of a town or village.
What do you think?

Buckshot Jr.
10-15-2005, 06:58 AM
yes if i could i would make something cool (i got a vision in my mind)
hes the descripition
Starting wit the Allies spawn. There would be a big long house and 3 huge broken walls. tha allies would spawn inside it and they would go out the broken wall. Facing a Big long house again coming out there will be a ramp to get out of the allies spawn and also two others on each side. now in the middle ramp on each side of it there will be an door way and inside the room will be an ladder and u go up it and there iwll be an room for snipers and MG's to shoot from. now when u come out of the spawn there will be sand bags by each exit and MG's can deploy on it. On each side of the map there will be dirt rodes and coming in the middle of the allies spawn coming ou t there will be be liek an court yard. It will have grass and a big tree and a flag sticking out of it around the tree will be like and brick wall so if u have to , u can prone on the ground to cap the flag. Now when going threw the dirt rodes there will be an building that u can go in and go up an ladder and many windows will be there and u can MG snipe or just shoot. now by the building or should i say at the end of it there will be an court yard with the same thing as the allies court yard only there is an big pole there and not an tree. Then the same building will be by it just like the other one where u can MG snipe and shoot.

Axis spawn.
The axis will spawn out on this road. then a big kingdom will face them. there will be an hallway like just lieks the allies spawn and in the hall way will be an ladder and going up to little windows (four of them in all) and can MG and snipe. Coming out of the spawn it will be like the allies spawn only they will have bricks of a hall way like on each side of the middle one and going out to like an court yard. The flag will be on an stature with an soldier on it holding the flag.


I havnt forgotten there 2nd flag :) .
now in the spawns there will be an hole on either the left or right side. u go down it and its a sewer. u go down the sewer and cap the 2nd flag. then when your almost to there middle of the sewers u turn left or right and the two teams could meet up. there will be an ladder there going strait up to the middle .

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.