Quakah
11-05-2003, 10:55 AM
Hi there, this comes from an update from my previous map dod_edge, now what I've fixed are:
-resized doors and windows to proper hight(from 128 units to 96 for example)
-removed most models, added more cover
-added additional roads
-added few more buildings
-changed map lay out so you can't see first and 2nd flag(don't worry, it'll still stay gay-old-boring edge lineair)
-improved r_speeds from my last release(still low systems might have problems while playing, sorry for that)
-replaced brits by regular US infrantry
-updated axis and allies spawn
-fixed most texture alignment
-made the river area so that you can jump onto the other side from in the river
-changed position of the flags a little
-removed all the streetlights so you can enjoy fully from this atmosphere and it looks better without lightning from the streetlights
-added destroyed roofs for snipers
-got rid of all the other little bugs
known downpoints from this map:
-high r_speeds in 3 areas(these are areas where normally isn't any action taken place, if you can run dod_kalt you're able to run this map just fine)
-problems with shadows in the sideways(don't know the cause of that)
-the zip file is almost 12mb because I had to include my wad in the zip otherwise I couldn't compile my map :(
-there is no overview but maybe I can get one in the next days
well, ok then, the screens are here:
http://users.pandora.be/caz/edge2/
the download is here:
dodhq.net (http://downloads.dodhq.net/?action=file&id=263) (this one is with the overview included)
http://users.pandora.be/caz/dod_edge2.zip
Credits:
Quaker(Caz__@hotmail.com) for making the map
textures: mikezilla, xerent, kami, masako, kleinluka, raate.wad, S-Bolt--
models: flomatic, lovemeister and dod team
story background:
15 decembre 1944, the Germans are about to launch a massive offensive
in the Ardense forest. Before they actually launch it, they send
paratroopers behind enemy lines to take control of a bridge.
The German paratroopers are being dropped behind the town in an open field.
The day before American soldiers secured the town and putted their defenses
in the woods. So now the town is unsecured, the American got to get back
to their original positions to prevent the Germans from capturing the town
and securing the bridge so the tanks can come over.
Special thanks to Cypher and the #-=|NM|=- crew for testing my map on their
clan server.
Special thanks to all the betatesters(sorry guys, forgot your names, were to
many ;) thanks a lot!!).
Special thanks to InK. for a lot of nice ideas!
well, hf I guess ;)
*mirrors*
first of all thanks for the mirrors:
http://www.fullmetaljacketshof.com/
www.dodmaps.de (http://dodmaps.ngz-network.de/index.php?site=custommaps.php) (thanks for the map in the cycle as well ;))
www.dayofdefeat.us (http://dayofdefeat.us/files/pafiledb.php?action=file&id=125)
(I'll update this list)
*overview and waypoints*(thank you so much Godcha)
http://www.godcha.de/dod_edge2_overview.zip
http://www.godcha.de/waypoints/dod_edge2_wpt-god.zip
-resized doors and windows to proper hight(from 128 units to 96 for example)
-removed most models, added more cover
-added additional roads
-added few more buildings
-changed map lay out so you can't see first and 2nd flag(don't worry, it'll still stay gay-old-boring edge lineair)
-improved r_speeds from my last release(still low systems might have problems while playing, sorry for that)
-replaced brits by regular US infrantry
-updated axis and allies spawn
-fixed most texture alignment
-made the river area so that you can jump onto the other side from in the river
-changed position of the flags a little
-removed all the streetlights so you can enjoy fully from this atmosphere and it looks better without lightning from the streetlights
-added destroyed roofs for snipers
-got rid of all the other little bugs
known downpoints from this map:
-high r_speeds in 3 areas(these are areas where normally isn't any action taken place, if you can run dod_kalt you're able to run this map just fine)
-problems with shadows in the sideways(don't know the cause of that)
-the zip file is almost 12mb because I had to include my wad in the zip otherwise I couldn't compile my map :(
-there is no overview but maybe I can get one in the next days
well, ok then, the screens are here:
http://users.pandora.be/caz/edge2/
the download is here:
dodhq.net (http://downloads.dodhq.net/?action=file&id=263) (this one is with the overview included)
http://users.pandora.be/caz/dod_edge2.zip
Credits:
Quaker(Caz__@hotmail.com) for making the map
textures: mikezilla, xerent, kami, masako, kleinluka, raate.wad, S-Bolt--
models: flomatic, lovemeister and dod team
story background:
15 decembre 1944, the Germans are about to launch a massive offensive
in the Ardense forest. Before they actually launch it, they send
paratroopers behind enemy lines to take control of a bridge.
The German paratroopers are being dropped behind the town in an open field.
The day before American soldiers secured the town and putted their defenses
in the woods. So now the town is unsecured, the American got to get back
to their original positions to prevent the Germans from capturing the town
and securing the bridge so the tanks can come over.
Special thanks to Cypher and the #-=|NM|=- crew for testing my map on their
clan server.
Special thanks to all the betatesters(sorry guys, forgot your names, were to
many ;) thanks a lot!!).
Special thanks to InK. for a lot of nice ideas!
well, hf I guess ;)
*mirrors*
first of all thanks for the mirrors:
http://www.fullmetaljacketshof.com/
www.dodmaps.de (http://dodmaps.ngz-network.de/index.php?site=custommaps.php) (thanks for the map in the cycle as well ;))
www.dayofdefeat.us (http://dayofdefeat.us/files/pafiledb.php?action=file&id=125)
(I'll update this list)
*overview and waypoints*(thank you so much Godcha)
http://www.godcha.de/dod_edge2_overview.zip
http://www.godcha.de/waypoints/dod_edge2_wpt-god.zip