RELEASE: DoD_Jagd_CL


IR
08-15-2003, 10:05 AM
thats right :) dod_jagd_clanplay

its a modified version of my map dod_jagd

it has flags, american troops instead of brits
all help stuff for new players removed no spawnprotection
(i dont expect clanplayers spawncamp)


i sure i guys all know what dod_jagd looks like but heres
a pic anyway



http://ir.gameburst.com/stuff/dod_jagd_cl.jpg


and heres the dl link.

all you clanners have fun if theres anything specific you would like me to do ( unless its change the whole fricking map)

lemmi know :)

http://ir.gameburst.com/stuff/dod_jagd_cl.zip

bye

Jix
08-15-2003, 10:11 AM
Wow, thanks IR!

Lonewolf_45100
08-15-2003, 10:16 AM
Sweet.

I posted a link to here on 1911 - hopefully more clanners will check it out and offer feedback.

Thanks a ton - I will check this out ASAP.

kleinluka
08-15-2003, 10:18 AM
;)

08-15-2003, 10:28 AM
Cool, I'll add a mirror and a news post over @ DoD Supply (http://www.dodsupply.co.uk) soon. :D!

08-15-2003, 10:31 AM
you guys are incredible! ;)

DoDMovies
08-15-2003, 10:44 AM
Please post your server if you are running this map, please.

08-15-2003, 10:45 AM
As promised, a mirror (http://www.dodsupply.co.uk/modules.php?name=Downloads&d_op=viewdownloaddetails&lid=79&ttitle=dod_jagd_cl) and a news post provided by DoD Supply (http://www.dodsupply.co.uk)

Sh|fty
08-15-2003, 10:46 AM
funny how i hadn't played jagd in about 2 months until i just pubbed it about 5 minutes ago and then i read this. very weird. that and i had no power last nite :(. this is getting weird. good stuff :).

Veridian
08-15-2003, 10:59 AM
Put the spawn protection back in. at least the ramps. while it wont be a HUGE issue in matches, it will still be an issue.

(i dont expect clanplayers spawncamp)


Wish that were true, but they do, and will. clanners will also pub the map when and if it goes into rotation, and i fear the pub spectacle there.

also - dunno if you care about this, but:
http://www.undertheinfluence.org/stuff/lads.jpg

As an ally, you can cut through the axis spawn, and come out this door, but you can't go back in - the "trigger_push" - or whatever it is - is still there, along with the nifty brit message. Not a HUGE deal - not even a gameplay issue. In fact, if you leave it - and add it to the other spawn exits - that fixes the spawncamp issue.

NOTE - if you dont plan on fixing that, i can probably throw together a quick stripper2 file that adds something like that trigger_push thing - then you wont have to recompile the whole map to add 2 brushes.

otherwise, a great looking map - we'll have to get some scrims going on to see how it plays, but lots of clanners liked the original jagd, dont see why they wouldn't like this one.

http://64.80.9.55/phpBB2/viewtopic.php?t=6506
thread on 1911 you may want to watch, if you can stomach it.

IR
08-15-2003, 11:05 AM
the idee is to try and optimize it for the clan matches.

so i released a first version of what "I" think would be suiteable for clan play. however this doesnt mean i aint listening to you guys. i did this for the clan comunity might aswell go all the way
and optimize it as you disire .. there are certain bounds though
i wont be changing tons to the layout or add new routes/open up more buildings. so dont bother asking that i just dont have the time for that, im aiming at -> position of the flags , points per flag , amount of flags. small changes to brushwork ( for instance : add a rubble pile to certain locations were its needed)



so plz have some try outs with this map and keep me posted

Kraut-Killer
08-15-2003, 11:16 AM
really great! INW forever! but why did you do this,

all help stuff for new players removed no spawnprotection

?:confused:

2ltben
08-15-2003, 11:32 AM
If anyone, it'd expect clanners to spawncamp.

IR
08-15-2003, 11:48 AM
seriously ? i really thought clanners wouldnt do that :)

ok ill add some protection

Rotkopf
08-15-2003, 12:00 PM
so true 2lt Ben.

eclipse51
08-15-2003, 12:00 PM
If the fullcaps have enough points, I wouldn't worry about any sort of severe spawncamping. Obviously there will be some (ie: your holding the last flags), but nothing worth another version.

xer0
08-15-2003, 12:17 PM
ty :)

[85th]Shortbus
08-15-2003, 01:14 PM
add another flag at 3-a/b (minimap location)

most of the flags seem to be on one side of the map ;)

Sagitarius
08-15-2003, 01:15 PM
i haven't tested this yet, but i belive this map will be too easy for the axis, and impossible for the allies (remember, there is no match in american team for kar.. garand hasn't got a change, like enfield does) and because of the looong streets there are no real use for submachineguns nor machineguns.

08-15-2003, 01:27 PM
Originally posted by eclipse51
If the fullcaps have enough points, I wouldn't worry about any sort of severe spawncamping. Obviously there will be some (ie: your holding the last flags), but nothing worth another version.

Give 40-50 points a cap and it'll be worth it, give 10 points a cap and you'll see spawn camping

Thx for the map tho, I'll try it out now and leave comments

Band of Sisters
08-15-2003, 04:18 PM
NIce job IR -inw-. It's good to see one of the objective maps turned flag/ Hopefully more will follow suit now.

Shane
08-15-2003, 04:43 PM
Originally posted by Band of Sisters
NIce job IR -inw-. It's good to see one of the objective maps turned flag/ Hopefully more will follow suit now.

LOL, I'd like to see it the other way around! :)

TheNomad
08-15-2003, 05:22 PM
Originally posted by Shane
LOL, I'd like to see it the other way around! :)

me 2 actually.

08-15-2003, 07:23 PM
did you change the scoring system?
is there timed points in this version or is it the same as the other flag maps in v1?
if its the same then it wont be much cop for clan matches as the current system sucks goats.

also why did you take the brits out? it was great with brits.

Ranger
08-15-2003, 10:38 PM
all we need now is dod_caen_cl with americans instead of brits :D :P

Jello_Biafra
08-15-2003, 10:40 PM
Do you think people would like the Brits more if they had machine guns?

Ranger
08-15-2003, 10:48 PM
no, its just boring playing kar vs kar

Loser Pants
08-16-2003, 01:19 AM
Someone should get all the wicked cool Obj. maps and make them more "clan playable". I mean, good lord krastoff is a good map, but the objectives ruin clan play. I always thought the same of Jagd. You could just make a pack of clan maps, like the maps that have the adjusted scoring. That would rule! </sidetrack> In closing, this ::RAWKS::

fAn
08-16-2003, 06:32 AM
good job, thank you!

duckdodgers
08-16-2003, 01:44 PM
I never play objective maps, w/ the exception of dod_kraftstoff. It's a cool map w/ objectives but since there is respasn and all Allies have to do is camp then it is very hard for the axis unless you get a very nice spawn camp going. (I'm talking about clan play not pub. In pubs anything could happen)

As for dod_jagd I played it in a clan match when 1.0 first came out and we all agreed it was the worst possible map for clan play. All Axis had to do is blow up 2 tanks which was easy and only required a one way ticket. Where as the allies required a round trip ticket to win.

I haven't play jagd since then, I wll give it a shot. But I can already tell that Axis > Allies on jagd 'cause kar > gayrand.

Thx, i'm glad to see that somone takes the out casts (clanners) of the dod community into consideration ;)

Craftos
08-17-2003, 07:46 AM
Well, I don't get why clans don't play obj. maps. Jagd should be ideal for organized players cause it requires good team play (Allies - defending + sneaking mission, axis - escorting Panzerchr. soldiers + defending docs). It's quite hard to do it in public play due to unorganized teams of random people. I always play as defender with MG or FG42, defending some routes, cause other members of my team never cares to do so.

08-17-2003, 11:26 AM
Me neither. I mean come on, it takes more strategy and teamwork to coordinate both attacking and defending on obj jagd than it does to say everyone split up and attack both directions on flag jagd. I'm not saying its easy either way, its just a simple comparison of 2 objectives (defending tanks and taking docs or vice versa) > 1 objective (attacking forward). Thats how I see it in any case.

But leagues seem to see it differently, though I haven't heard any particular reasons other than "we don't like them" from my own or "dod is about flag capture" which is bogus since objectives have been around as long as flags have. Even so, good job cause at least now I can play something new in matches.

Yabanjin
08-17-2003, 05:18 PM
Well, the reason clans play flag-based maps versus objective-based maps is the scoring. It has nothing at all with tactics. It all about the scoring. If objective based maps weren't scored all or nothing for team points then more clans might play them in league play.

Also Objective based maps are rarely "balanced" it's on team assaulting one defending or one team has more objectives than the other.

Jagd is a wonderful map, but the axis can make a one-way trip hit both tanks whereas the allies have a two-way trip with one Objective. If say the allies were defending two tanks and the Axis were defending say two flak guns or trucks. Then team points were given for each objective taken and points if say one or both were defended then after say 12 minutes or whatever the maps ends. It would get a lot more clan play.

My clan just joined a league (the minors) and it's obvious that it's not about enjoying the map. It's all about wcoring and whatever it takes to get a high score.

Spawn protection is even more important in clan play IMHO where rampant spawn camping is the norm to deny the other team to get out of their spawn is to rack up big points while you hold 4 out five flags and get more points by doing so than by full-capping.

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.