Preview: dod_edge2


Quakah
09-21-2003, 01:22 AM
Hi there, you might have seen this map already because I made my original map of this dod_edge. I'm back with dod_edge2 now and this is just a preview.

fixed or added:
removed streetlights -> added lamps to increase gameplay.
removed some lights to keep the atmosphere more cool.
Fixed it so you can't see your first and 2nd flag together.
Added building in front of 2nd flag.
Made a sidewalk on both sides from 1st to 2nd flag.
You can unlock other roads by blowing up buildings.
fixed: the large doors that were 128 units high instead of 96 and windows that were 96 units high or higher into 64.
removed brit troops, added allied paratroopers to increase mg work.
removed most of the models on the street itself, might add some cover when I'm almost done with this thing.
I think I fixed some other things as well :p but here are the screenshots(r_speeds are below the 1000 in overall(yeah I know this sucks, sorry about that)but there's one spot or maybe 2 where it goes higher but it isn't a that important spot):

http://users.pandora.be/caz/edge2/

oh, and about those holes in the walls, I blew them up with a bazooka before I took those screens so please don't comment me about that ;) hf.

Dredd
09-21-2003, 01:31 AM
nice quaker im gonna downlading this when the link is up.

Whiskas
09-21-2003, 02:26 AM
you might wanna start thinking about rspeed reduction b4 u release it

MonevTheGale
09-21-2003, 03:46 AM
what exactly are, r_speeds?

Thrik
09-21-2003, 04:54 AM
Do a search and/or check the help forum.

MonevTheGale
09-21-2003, 05:57 AM
dont have the time to thumb through countless searches that almost always just have someone mentioning r_speeds, figured this'd be easier.

Quakah
09-21-2003, 07:07 AM
Originally posted by Whiskas
you might wanna start thinking about rspeed reduction b4 u release it

allright, then I can't, but if you look it this way, a player that can't play kalt,charlie etc..., can't play edge. So he would probably not play dod so I think most(read most) of the dod players can run a map with r_speeds around 900. and please dont critism me on r_speeds coz I know this is a problem, but please do critism me on gameplay/brushwork/ideas/...

Gorbachev
09-21-2003, 04:38 PM
er...but still, sometimes maps with really high r_speeds run fairly smooth; while some with lower r_speeds lag. 900 is pushing it..1200 is a bit too much, it begins to take a lot away from the gameplay which is one of the reasons I don't play this map. If it were a little cleaner on the r_speeds I'd probably be more inclined to choose it.

Quakah
09-22-2003, 08:08 AM
well, if you wont play this map, it's your choice, there are many other great maps around, but I think you don't want to play a map because r_speeds go over 1000 in corners of a map is a little dumb in my opinion.(overal r_speeds are 800-900) But once again, who am I? :p anyway, for those who played dod_edge, anything else I might can change?

TheNomad
09-22-2003, 10:44 AM
it depends on what the pc is, old pc cant take over 700, newer ones can take up to about 1000, and i bet the monster pc's can take up to 1300, but of cource its best to lower them as much as possible.

Quakah
09-22-2003, 10:58 AM
that's the point, people with low systems won't play dod. But still with particlefx off and all that this map will be for 80% of the time playable for people with low systems, people who can run dod fine will be able to play this map fine without any problems

Remy
09-27-2003, 12:25 PM
Quaker, we used dod_edge in our Custom Map league, all teams love the map, only thing that is off is the imbalance of the Axis to cross the river on both sides, Allies can cross the river at both ends and get to the Axis Side, where Axis can only do it on the one, if you could make it so both are do able are take one away from the Allies ... other then that, the Map played very well in Match play, we all had a blast


Thanx for you efforts .

Quakah
09-27-2003, 12:33 PM
I'm sorry, I don't understand :confused: :)

Remy
09-27-2003, 01:01 PM
ok.. I'll try to explain as best I can...

the river in the center, at each end, at the edge of the map on bothsides, have a avenue for the Axis and Allies to go into the River, on the Allies side, which comeing from allies spawn would be the far left, the allies can cross through the water and hop up on the wall on the axis side unaided, on the Axis side also to the left edge of the map looking from Axis aspawn, the Axis can go through a hole in the wall and go into the River, but when they go straight accross, the wall is to high to climb up unaided...
I was making the point to maybe raise the wall hieght on the axis side to not allow the Allies access so easy or lower the wall on the allies side to allow the axis equal access to the allies side...
I hope this helps, if not, i'd be more then happy to hook up with you and show you on a server... if you cared to listen.

again... good map, lots of fun
Thanx

Quakah
09-27-2003, 01:06 PM
ah ic, I think I'll just lower it so you can't get up with an aid :) thanks for letting me know :)

Remy
09-27-2003, 01:11 PM
No Problem ... look forward to the second version, it will for sure get a spot in our Schedule.... btw , any kind of release date for the second version, I'd love to add it into our next season, which would begin about first week Nov.

:D Thanx for listening...

Quakah
09-27-2003, 01:29 PM
I think it should be released mid-octobre, could be any time sooner, depends on how hard i'll work on it and how much bugs I encounter :) If everything goes verry well I can release it next week I think.

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