release: (crazy)blitzkrieg
Mythic_Kruger
07-06-2003, 02:45 PM
First, this is not a serious map. This is a crazy map.
But expect something you have never seen before.
I wanted something new.
This map is not even called dod_themap. Consider it as a short
moment of fun between 2 urban fights.
A very wide open area with destroyable-moving tanks (75mm and MG34).
r_speeds are never above 250 (in the corners). Ideal for 31 bots.
The tanks do not make the map lag, because they are models,
the only moving brushes are the 2 MGs.
The allied are helped by a P51 fighter with a MG and a bomb.
We tried it online, all is fine.
The allied must defend 2 usable-destroyable mortars during 8 minutes.
PzIVJ model by -iNw-H&K S.Gautreaux and Scimitar
Skybox by http://www.adinclark.com/
screenshot (http://perso.wanadoo.fr/kruger/maps/img/blitzkrieg.jpg)
download (http://perso.wanadoo.fr/kruger/maps/blitzkrieg.exe) 1.13 Mo, Waypoints are included.
My advice is: play at least with 19 bots.
One Pic doesn´t show a lot of your map m8 ;)
This map is quite fun, even though it has no borders and the fun stops when the tanks stop... i like the ideas of the tanks, but the mortars should be a little more to the rear and have sufficient cover... i'd also like to know how you got that tank to move!
Mythic_Kruger
07-06-2003, 04:34 PM
No borders: that's right, the map is already updated (at the beginning I only wanted to get better performances).
the fun stops when the tank stops: well, in the reality the tanks wouldn't take the risk to pass the ennemy lines (a tank is VERY vulnerable from behind). It is better for them to stop in front of the objective and cover it to help the infantry.
Mortars in the rear: good idea.
Tank moves: the models, func_breakable, func_tank, env_sprite, func_wall toggle, all use the 'movewith' property of a func_train inside the tank.
You've seen that, the map is not a map itself, it is just a map built around 850 entities...
Mythic_Kruger
07-06-2003, 04:45 PM
Ok here is the source map. Now let die this thread.
thanks dude, i dont see how your func_train's moveswith works and not mine!
2ltben
07-06-2003, 09:04 PM
Any custom servers running it or anyone want to set up an undedicated server for it?
Airborne506
07-06-2003, 09:38 PM
Yeah you should definatley update this for the next patch and refine it. It's fun I love the moving tanks and P-51's but I just took it for a spin by myself. 20 ppl on this would kick ass but I think you should work on making the overall map look a bit better, but otherwise I'm amazed at how you've succeed with the tanks. Many mappers claim it's very hard and they dont run totally smooth but I love them. More mappers should learn to do this for some kick ass maps with tanks or half-tracks so guys can hitch a ride to battle. Oh and planes strafing kicks major ass as dod_stuka has shown. I think the P-51 should come in at a lil higher than treetop level, .50's blazing. I think it just fires off a quick burst than pulls hard and leaves. Overall nice work, look forward to more moving targets :D .
hey airborne506, he made his tanks with alot of patience. there were about 200 entities for each tank about. thats alot of work to do for one special effect... if i were to do that, id kill myself because its sooo dizzy... in 3.1, the train and moveswith options work. i made a few shermans vs panzers.they all moved very smoothly. now the trains have some problems...
Airborne506
07-06-2003, 09:52 PM
Oh ok so it's nice but it takes some time. Not up to date on the whole mapping thing. Guess we'll have to wait for HL2 for some good vehicle stuff.
mumblyjoe
07-06-2003, 10:06 PM
Those tanks are soo sweet. You HAVE to tell us how to make them!!
Originally posted by mumblyjoe
Those tanks are soo sweet. You HAVE to tell us how to make them!!
he does, he left us a present of .map to his map and it shows how he made them
ummmmmm.
200 entitys is about 1/4 of the avalible entitys. you can't tell mappers to take time and stick em in because usually mappers use over 3/4 of their entitys without special FX.
Glidias
07-07-2003, 12:01 AM
200 entities????
ARe you donig a frame by frame animation or a tweened animation?
Anyawy, thanks for the example.
BUt i tink i'll do another thing besides moving tanks/moving convoy for mine. If 200 enetities alone is needed to lay the path_corner track, what more would i need for a movnig convoy along my 0.3km road, that not only travels along the road , but stops at junction, wait, and drives off the map in all its glory? Someone should fix the movewith code in DoD or even better: provide strenght + hitbox support for env_model!! Allow us to adjust damanage done by the various hitboxes.
I'll check it out later when i get home and will post my comments.
Wow. Gotta give you props for the entitie works. very nice, I' haven't played it yet, but I'll be looking for a server with it. Good work.
Glidias
07-07-2003, 03:05 AM
Originally posted by azncoolteen
in 3.1, the train and moveswith options work. i made a few shermans vs panzers.they all moved very smoothly. now the trains have some problems...
Yea...it's so sad. That's why despite v1.0's improvements in terms of particle effects and new graphics, it ended up with some entity bugs that hasn't been really realised yet until now. What a shame!!! I hope DoD dev team coders fix this problem 'cause in 3.1 it was working fine now in version 1.0 there's this problem. Attention: MoveWith doesn't work properly in DoD v1.0!!! It works properly in b3.1, but not in v1.0!! Please fix this support for version 1.1 for the greater sake of DoD!
Mythic_Kruger
07-07-2003, 08:59 AM
Attention: MoveWith doesn't work properly in DoD v1.0!!! It works properly in b3.1, but not in v1.0!! ... And it is not even possible to make move a tank model and a MG with func_train !!! :D :D
I've played the map with 20 bots, and its kicking ass!!!
But plz, let the tanks move slower. The tanks are to fast at their final position.
And thx for the map file!!!
Glidias
07-07-2003, 10:46 PM
Originally posted by Mythic_Kruger
... And it is not even possible to make move a tank model and a MG with func_train !!! :D :D
ANYTHING!! Even a mere single func_wall can't move with a func_train!!!
I noticed u didn't specify a Multimanager mode (time offset, random choose 1, random for each) for your p41_hit and p42_hit. You also specified a value of "0" for all the keyvalues that are being targetted. From what i heard, for multimanagers, you've got to specify a proper time offset (0, 0.001, 0.002) for every target being triggered to ensure the server has ample time to trigger each target. Else, you might get problems. Is this true? Should i do it like yours (without any multimanager mode and everything 0) for mine multimanager or should i do it with a Mode known as Time offset?
I don't think it makes a difference. Ahah. maybe when i triggered the MG with the multimanager, i did a send On and that's why the MG didn't disable...yea, that should be it
i downloaded it, played it, and got about 4 fps in all areas, then stopped. but it seems fun!
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