Small Preview of dod_coast
Stoffer
08-20-2003, 09:32 AM
Hello..... so now theres another map from me.
This time a beach map.
This one is called dod_coast ( i wanted 3 maps like
Coldline, Crossroads, Coast C.C.C, lol :D )
anyways, ive allways wanted to make a beach map so i started on one.
DoD_Coast will have:
*4 objs for allies to finish, no timer
*One cement bunker (aint done yet) one pak37 pit and 2 mortar pits (wth 2 mortars in each 2+2 = 4 mortars)
*5 useable arillery items, 4 mortars and one pak37 (yes the pak37 is useable, it shoots at the same point every time)
*A small radar station in the background with a 88
Please dont forget that this is a earlie stage of the map, but why i posted this is because i want YOU to post in what things "makes-the-gameplay-bad-in-beach-maps" so i wont have the same problems in this map.
Pictures:
The invasion begins.
http://www.dodstudios.net/uploads/uploads/dod_coast1.jpg
Its a hard way up for allies.
http://www.dodstudios.net/uploads/uploads/dod_coast2.jpg
The Pak37 is not only for eyecandy.
http://www.dodstudios.net/uploads/uploads/dod_coast3.jpg
Thanks alot to dodstudios for the picture upload.
Comments are very welcome.
-Stoffer
floMatic
08-20-2003, 09:38 AM
stoffer for President
nice work
Good start, but maybe u can add sum more custom textures...
Pretty good start.
Few suggestions:
1. Use cliff model that was used in charlie.
2. Lighting should be a bit more lighter
3. It seems that wpoly count is not that high so add more cover to the beach.
Mystic Cobra
08-20-2003, 10:13 AM
Looks good so far. Can it have 2 spawn points for allies ? Like say the allies capture 2 objectives, can they then spawn farther up the beach, say right where the 'shingle' is...because with those few hedgehogs and limited cover it might be annoying to try to make your way up to the objectives. :rolleyes: imo .
Howitzer
08-20-2003, 10:53 AM
Just confused as why you wouldn't use the timer. How is the axis supposed to win?
Airborne506
08-20-2003, 11:05 AM
Great work as always stoffer really lookng forward to this. BTW,was Crossroads ever released?
yes a beautiful animal :D
Stoffer
08-20-2003, 11:41 AM
Thanks for the comments.
Skdr, lighting is pretty light, ingame. Its just when i compress the pics to 800*600 in photoshop, it all gets darker.
And about the cliff models, they are good, ill think about it.
Oh and yes there will be more cover at the way up to beachhead and on the beach.
RA7: Yes i will dont worry i got my own sand and i got a grass texture too.
Mystic Cobra: Yeah good idea, but last time i heard was it in overlord and i just didnt work well.
Howitzer: Axis team will get points for holding the objs, like the old dod_hill
Airborne506: No dod_crossroads wasnt released yet, but maybe ill post some new pictures nextweek, if i got time, i got lots of homework atm.
Atm im thinking about a way to the water end-of-the-world-thing look good.
And im working on the beachhead, plus Flo is going to make some good beach models, like beach-grass.
-Stoffer
AnimeLord
08-20-2003, 02:39 PM
Looks great. I'll be dling ASAP.
travis
08-20-2003, 04:26 PM
ive been thinking about it for a while but i may have to do it soon, a map whee the axis have to run up a beach!! anyways looks pretty good - wouldnt mind some ss of whatever you have up the cliff.
Originally posted by Stoffer
Thanks for the comments.
RA7: Yes i will dont worry i got my own sand and i got a grass texture too.
Stoffer
now yer talking..;-)
Mexikilla
08-20-2003, 08:04 PM
Nice Stoffer, it looks promising!
I like the way allies get in-land, I kind of envision a "hamburger hill" type atmosphere struggling inch by inch up the hill! Can't wait to check this one out, GJ!
And if you can, make this a true beach landing atmosphere where the german mgs can actually stay deployed and mow(sp?) down the oncoming invasion! That is still the one flaw that frustrates me in all previous beach maps.
Keep it up!
P.S. Weren't you leaving dod community, lol, maybe it was someone else.
P.S.S. Show us the Crossroads!
Plato
08-20-2003, 08:08 PM
Originally posted by Mexikilla
P.S.S. Show us the Crossroads!
I have crossroads
travis
08-20-2003, 08:59 PM
i own crossroads
Sly Assassin
08-20-2003, 11:06 PM
might i suggest using the new mortar system that waldo is implementing into charlie? would be useful for stopping allied beach snipers.
What about some craters on the beach I didn't notice any, either that or i'm blind as can be.
You've used the charlie shingle bared wire model on there right? in screenie 2 it sinks into the ground abit to much, might i suggest using the charlie barded wire texture and make posts then convert it all into func_walls for something like that.
Other then that looks great, makes me wanna get my ass into gear and get some screenies of my beach map up and out :D
hey stoffer its me :) .. u asked what is wrong with the gameplay on beach maps.. well basically on beach maps when the axis go into their bunkers they get shot by snipers.. so as already suggested i think u should use the waldo mortar system to get rid of snipers or set the map cfg so there are no sniper classes. i think the map looks pretty sexeh so far :D keep goin with it
Mythic_Kruger
08-22-2003, 04:25 PM
I'd like to see fish flying when mortar fires in the water and dead fish on the ground.
Originally posted by Olly
hey stoffer its me :) .. u asked what is wrong with the gameplay on beach maps.. well basically on beach maps when the axis go into their bunkers they get shot by snipers.. so as already suggested i think u should use the waldo mortar system to get rid of snipers or set the map cfg so there are no sniper classes. i think the map looks pretty sexeh so far :D keep goin with it
agreed.
no snipers for both sides!
i wanna see a map when there is actually MGs in the pillboxes and set up in sandbags :(
If there isn't a sniper class on that map its gonna be the best beach map ever...try it and do it
Kraut-Killer
08-23-2003, 07:15 PM
Originally posted by AFG
i wanna see a map when there is actually MGs in the pillboxes and set up in sandbags :(
me too. but nearly all axis will take the 98k. the MGs are just too inaccurate.
Originally posted by Kraut-Killer
me too. but nearly all axis will take the 98k. the MGs are just too inaccurate.
mgs inaccurate?? i think they are very accurate! especially hte mg 43
Mythic_Kruger
08-23-2003, 08:14 PM
Wrong.
I know DoD is a game.
But I fired with a MG42 bipod: whoever is proning in front of me within 300 meters is dead in 3 cartidges. 1 finger press.
The dod team probably made the kar very powerfull because if they didn't, nobody would be rifleman.
What about the FG42? Exactly the same cartidge as the kar...
PS sorry, the topic is dod_coast.
PS2 I noticed sometimes you fire anywhere with a kar and the guy is dead, like in Counter-Strike.
Capt Winter
08-23-2003, 10:13 PM
keep snipers in the map, it will become boring after a while if no one can play as a sniper once and a while, allow snipers to be use but put on the waldo mortar idea as someone mention earlier.
Sly Assassin
08-23-2003, 11:12 PM
Originally posted by Capt Winter
keep snipers in the map, it will become boring after a while if no one can play as a sniper once and a while, allow snipers to be use but put on the waldo mortar idea as someone mention earlier.
or add the mortar idea and limit snipers to one per side, thats what I'm doing on my map ;)
Capt Winter
08-23-2003, 11:19 PM
My opinion is that i hate maps where the map limits a certian class i say let the class be allowed but add certian things in the map that block the class from ruling the map, like mortar idea, also u could add more cover on the beach that people could hide behind when running up the beach, things they could hide behind but not shoot from. Maybe a destroyed tank or two on the beach and craters.
Stoffer
08-24-2003, 05:17 AM
Thanks ALOT for the comments :D this is what i needed gameplay ideas :) i im working hard on the sniper thing, ill take a good look at Waldos idea, and ill think about adding it.
About cover on the beach, in the last compile i made have i added alot more stuff, like 2 big craters, made the beach longer , added more logs and hedgehogs, plus some other stuff.
But it would be weird if there was a tank in the first wave.....but lets stop thinking about history ;)
Anyways! new pictures soon....
-Stoffer
Quakah
08-24-2003, 05:22 AM
imho doesn't look intresting to me, i'd still prefer playing dod_beach
Tommy Vercetti
08-24-2003, 07:55 PM
It looks great, but might prove quite a challenge for the allies. Perhaps you can add more rocks and sand dunes to make it easier.
Puritania
08-27-2003, 01:34 AM
Originally posted by Mystic Cobra
Looks good so far. Can it have 2 spawn points for allies ? Like say the allies capture 2 objectives, can they then spawn farther up the beach, say right where the 'shingle' is...because with those few hedgehogs and limited cover it might be annoying to try to make your way up to the objectives. :rolleyes: imo . I agree, climbing all the way off the beach time after time again is rather annoying. Advancing spawns is something I have never seen in a beach map, you should concider it. By the way, everything looks great so far.
STARS-FBI
08-30-2003, 08:22 AM
link was gone .. lol
Mythic_Kruger
08-30-2003, 09:45 AM
Originally posted by Puritania
Advancing spawns is something I have never seen in a beach map, you should concider it.It was already considered. How many mappers wanted to make a beach map with a village behind the beach, then a long road and then another village? Perfect beach map, with plenty of advancing spawns.
...The reality is quite different. If you are a mapper you know the limitations of the Engine, and the Hammer ones. Funny how everybody says "jesus why didn't the mapper make the map bigger with a city!!":rolleyes:
The only way to add advancing spawns in a beach map would be to reduce the beach size. Like in Anzio. Pretty beach, but not large at all.
Quakah
08-30-2003, 10:47 AM
Originally posted by Puritania
I agree, climbing all the way off the beach time after time again is rather annoying. Advancing spawns is something I have never seen in a beach map, you should concider it. By the way, everything looks great so far.
it was issued in dod_dog1
Originally posted by Quakah
it was issued in dod_dog1
no that would have been overlord
-iNw-Andy
08-30-2003, 02:46 PM
It was in the later version of Dog1, the one Dim released for 3.1 :)
PMonkey
08-30-2003, 03:24 PM
Originally posted by -iNw-Andy
It was in the later version of Dog1, the one Dim released for 3.1 :)
^^^^^^^^^^^^
TRUE
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.