Release: dod_saisie_b1


Bleibringer
03-20-2004, 03:59 AM
Hi mates, :)

here is my latest beta release dod_saisie (french; engl.=seizure).

Comments and suggestions for improvement are welcome - thx. :)

Here we go.

Background:
August '44 - After liberating Paris and greater parts of France -
Axis were forced to retreat northwards to Belgium.
A German "PanzerDivision" is hiding in a french village.
Allies are attacking Axis attending to make them abandon important
war-machinery and documents.

Allied Objectives / Axis Objectives:
- Secure enemy´s / Defend war-machinery [5 objectives]

Credits:
Models: flomatic, Tolchok, H&K

Waypoints by Godcha godcha@sturmbot.de

Textures:
classic_kleineh_dod.wad, kleineh_dod_episode2.wad, ZillaFinal.wad, seg3-Kami.wad, Kami_platinum.wad, dod_jagd.wad, Blaz_DodWad.wad, Blazurban_2.wad, Bleibringer.wad
dod_charlie.wad, dod_forest.wad

Pics:

http://dodmaps.ngz-network.de/previewpics/dod_saisie_1.jpg
http://dodmaps.ngz-network.de/previewpics/dod_saisie_2.jpg
http://dodmaps.ngz-network.de/previewpics/dod_saisie_3.jpg
http://dodmaps.ngz-network.de/previewpics/dod_saisie_4.jpg
http://dodmaps.ngz-network.de/previewpics/dod_saisie_5.jpg
http://dodmaps.ngz-network.de/previewpics/dod_saisie_6.jpg
http://dodmaps.ngz-network.de/previewpics/dod_saisie_7.jpg
http://dodmaps.ngz-network.de/previewpics/dod_saisie_8.jpg
http://dodmaps.ngz-network.de/previewpics/dod_saisie_9.jpg
http://dodmaps.ngz-network.de/previewpics/dod_saisie_10.jpg


Note:
-Sturmbot waypoints (thx to Godcha ) are included. :)

Download: (fixed version)

www.dodmaps.de (http://dodmaps.ngz-network.de/pafiledb/pafiledb.php?action=file&id=220)

www.dodmaps.com (http://downloads.dodmaps.com/dod_saisie_b1.zip)



ThX @ GermanKilla and dodmaps.de (http://dodmaps.ngz-network.de/)
for hosting and running map on server.

greetz
Bleibringer :)

Godcha
03-20-2004, 04:23 AM
a very great map with a lot of good ideas... still pfun to play it!

thanx for let me create some exclusive waypoints for it blei :)

Bleibringer
03-20-2004, 05:12 AM
Originally posted by Godcha
[...]
thanx for let me create some exclusive waypoints for it blei :)

:D I have to thank you, mate!

(btw: start your coffee machine... i'm on the way hrhr :D )

German Killa
03-20-2004, 05:24 AM
Blei, you have really no privat life :D

wednesday we make a only Bleibringer Map (your 4 maps) CMP on our server. and if tobruk_b3 is out, o know you work on it ;) i release a Bleibringer mappack :D :D

RA7
03-20-2004, 05:28 AM
Very nice, mirror added @ www.lanmaniax.com

DEvIL-K
03-20-2004, 05:32 AM
i think blei cheats! o.O

Quakah
03-20-2004, 05:52 AM
this map looks so great! great job! :D

Gman
03-20-2004, 06:39 AM
Nice job yet again there Bleibringer! Love the wood cutting scene.

Mirror added at www.1dod.com (http://1dod.com/cgi-bin/dl/pafiledb.php?action=file&id=275)

kleinluka
03-20-2004, 07:10 AM
Looks stunning, nice work!

mXed.dk
03-20-2004, 07:24 AM
u spit maps out like a faktory ...
i like it !!
ill bet u have made 3 more maps before i make my karl040 finish

ps. do u have a plugin for VHE that just let u write ur idea and then u hit enter, and then VHE makes a map and textures for u ??? ...;)

Multiple Wounds
03-20-2004, 08:43 AM
Veeeeerrrrry nice, u are truly talented :)

floMatic
03-20-2004, 08:50 AM
Originally posted by DEvIL-K
i think blei cheats! o.O


lol yeah blei is a cheater ;)

travis
03-20-2004, 08:52 AM
wowowowowowowowowowow

greenhorn
03-20-2004, 01:06 PM
another sweet one blei, very nice

Bleibringer
03-20-2004, 01:53 PM
Hi Guys!
ThX and sorry...

there are some problems with missing obj_icons. I've fixed this problem an added a new DL.

dodmaps.com (http://downloads.dodmaps.com/dod_saisie_b1.zip) (ThX to rotkopf and www.dodmaps.com :) )

If u have problems with the "old" version:
Cut the "dod_saisie_b1" folder (located in dod/sprites) and paste it into your obj_icons folder (dod/sprites/obj_icons)

I'm so sorry :)


BTW:
lol @ mxed.dk :D

@ Flo and Devil
:p

Absolut Vodka
03-21-2004, 12:51 AM
wow blei your work is top notch. Nice use of textures. Well done!

Silverghost
03-21-2004, 01:21 AM
Very impressive

Sly Assassin
03-21-2004, 04:51 PM
Very very nice Blei :) looks fantastic so far, as to be expected from you ;)

My only comment is that in the building to the allied left of their radio room theres the stair case inside and the railing texture has its support posts at 45 degree angles from upright and it looks 'wrong' other then that I didn't notice any other texture misalignments at all :)

Silverghost
03-21-2004, 06:06 PM
Oh man, I just played this for an hour on KK.

The advance spawns. Get rid of them. Once allies have the middle its over. The spawn distance from the advance spawn and axis regular spawn, put everyone at the Axis barn

Its a HUGE choke point. Plus Axis have to Jump out of trench, only to run out (with low stamina) into a field full of Allies. Where as allies just get to walk out of their Barn.

The advance spawn really kills the map potential.

There is also a bug where you can jump out of the map. A kettle admin told to stop going there, but we didnt see how he got there. All he said we " i just jumped out".

This map is really nice, but you need thise 2 major things fixed in b2 if you want this map to stay around for a while.

Heinrich M
03-22-2004, 09:02 PM
I just played it for awhile, nice looking map. However, it got laggy and choppy for me in certain areas.

PeeZwee
03-22-2004, 10:32 PM
Very sexy, i'm jealous :p

btw what's the r_speed like?

'cuse i lag using 20 bots.

PeeZwee.

Rotkopf
03-23-2004, 02:29 AM
Don´t take out the advanced spawns. If you take them out, the map will end up in running for two minutes and getting killed by a camper = boring.

If the Axis are at a disadvantage, you may need to look into rebalancing the whole axis area so that the allies are not at a disadvantage.

Silverghost
03-23-2004, 03:12 AM
If you get killed by a camper you are a sad player :p.

yakopepper...
03-23-2004, 02:33 PM
Well...I love this map...advance spawns is good...but not as is...they need to be changed...the main problem is the advance spawn points are right outside the flag in which initiates the advancing...

I think a better solution would be to change flags 2 and 4 to 2man 5 second caps and have them the trigger for the advance spawns...

Capt Winter
03-23-2004, 07:55 PM
Adding on to silver ghost suggestion.

I like the advance spawns, but when the allies cap the middle its impossible for axis to regain it because allies are directly across from the aa gun. Maybe if you put sandbags around the gun and put it in a trench so the captors can crouch it might even the odds. Either way advance spawns are great so keep that part.

Bleibringer
03-24-2004, 10:22 AM
Hi!
First of all: Thx for your comments and suggestions!

My intention was to bring up a big fight in the first minutes in the middle of the map (88er).
After capturing the 88er u have to capture the 2 last flags. It should not be a fight for the mid flag over the hole maptime!
Ok, mates,
i will check out this different ways, but i think, that will be changing the gameplay totally.
Well, let's see how it works.

fixed list:
-The first flags are 1 man (2 man for the defender) flags which need 2 seconds to cap, now!
-new trenches design. it's easier to get out of the trenches, now.
-added another way out of the allies first spawn
-new mapdesign at the Church!

BTW:
I have approximately 800 w_polys and 4500 e_polys on the most battlefields.
If u have fps probs, than cut of the rain by using cl_particlefx 0

greetz
Blei :)

RA7
03-24-2004, 10:35 AM
GO GO Go.. ;-)

medaka
03-24-2004, 03:20 PM
Originally posted by Silverghost


There is also a bug where you can jump out of the map. A kettle admin told to stop going there, but we didnt see how he got there. All he said we " i just jumped out".


hehe, that was me outside the map.

Yep, you really MUST fix the middle section where you can jump right outside of the walls....raise the walls or delete the outer section.

When your outside the walls, you can see through the walls, but nobody can see you..You can kill the axis when there still inside the building and not even near the windows.

Bleibringer
03-24-2004, 03:56 PM
*done*

yakopepper...
03-24-2004, 03:59 PM
Actually...there are about 5 different spots in the map where you can jump outside of it...Its your map...so its your idea how you want the gameplay to work...I have no problem your idea...but as of right now...the middle is just darn too easy for the allies...so the actual fight over the middle at the initial start isnt much of a fight really...maybe you could even extend the cap time for the middle some to make it more interesting...

Shane
03-24-2004, 04:37 PM
Originally posted by Bleibringer
*done*

check your PM's Blei :)

Silverghost
03-25-2004, 02:53 AM
Originally posted by yakopepper...
Actually...there are about 5 different spots in the map where you can jump outside of it...Its your map...so its your idea how you want the gameplay to work...I have no problem your idea...but as of right now...the middle is just darn too easy for the allies...so the actual fight over the middle at the initial start isnt much of a fight really...maybe you could even extend the cap time for the middle some to make it more interesting... Yeah, the middle flag gets capped surprising quick, almost always during the first wave too.

Bleibringer
03-25-2004, 05:32 AM
Originally posted by yakopepper...
Actually...there are about 5 different spots in the map where you can jump outside of it...Its your map...so its your idea how you want the gameplay to work...I have no problem your idea...but as of right now...the middle is just darn too easy for the allies...so the actual fight over the middle at the initial start isnt much of a fight really...maybe you could even extend the cap time for the middle some to make it more interesting...

Ok! Thank you :)
I will check out different options to capture the mid flag in some playtests. It's my job to make you all happy :)

@ Shane
*done* :)


greetz
Blei :)

Kraut-Killer
03-25-2004, 01:55 PM
Very good work. The atmosphere is just awesome.

Great textures, fine lightning, nice layout.

{GL}DoubleD
03-25-2004, 05:37 PM
just played this one for the first time.

Aside from getting n00bed a few times, I enjoyed it.

as stated before:

Great atmosphere,
Great lighting,
Great lay-out...

though I do agree about the middle flag being too easy of a cap.

The only minor gripe I have is that bird sound effect... other maps use birds too, and I can't stands it.. heh... There really arn't many birds during war... they usually know when to leave.

Silverghost
03-26-2004, 02:40 PM
I have noticed with the advance spawn in both the allies and axis barns. They are very cramped. Just one afk player will cause a lot of frustration.

The barns are nice, but maybe just a little to complex.

Day of Defeat Forum Archive created by Neil Jedrzejewski.

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Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.