WIP - dod_frad final


Mythic_Kruger
03-24-2004, 03:12 AM
Woohoo! for those who liked frad3, they might appreciate this one. For those who didn't, they might now.

More cover, undergrounds, mortars, P51 airstikes (MG & bomb), advancing spawns, 2 rounds (1st round is normal high-range fight, 2d round is spade only in a separate small area).

Still needs some final testings and comments before release!

the famous hill (http://perso.wanadoo.fr/kruger/maps/img/frad01.jpg)
near allied cement bunker (http://perso.wanadoo.fr/kruger/maps/img/frad02.jpg)
Round 2 spade area (http://perso.wanadoo.fr/kruger/maps/img/frad03.jpg)
take that hill (http://perso.wanadoo.fr/kruger/maps/img/frad04.jpg)

R_speeds are more than fine, never above 600 -in a corner where you never go. Average wpolies are 250 and epolies fit with this amount of world polies.

So far,
Frad Flags models by Marzy and Devin Kriss
Sounds by Ernst Röhm, =]AA[=Joker
Skybox by X-Tender
Jeep model by Ska Wars
Grass model by Flomatic
Tree model by Tolchok
Wood and grass models by Xenon
Thanks to all the testers, particulary Big papa pump and Ernst Röhm.

Rotkopf
03-24-2004, 04:24 AM
Uhm, I really loved Frad3, but why a spade round.... we even played this map in scrims for fun, but with the addition of a spade round it´s not possible anymore. :mad:

Mythic_Kruger
03-24-2004, 04:44 AM
A spade round is diversity in the diversity. In other words, the map is not a rubble city, it is a high-range fight, which is itself counter-balanced by close combat.
If, as you say, you loved frad3, you should give it a try :)

Neutrino
03-24-2004, 05:25 AM
looking good

travis
03-24-2004, 07:19 AM
wel done mate looking better than ever, ive always been a fan of the frad series but rarely get a chance to play them. awesome map top job :>

El Capitan
03-24-2004, 07:20 AM
we all love spades, ya know it makes sense rotty ;)

looks pretty good, reminds me of a map my mate was working on

RA7
03-24-2004, 10:36 AM
Not bad, keep up the works...

Shane
03-24-2004, 10:43 AM
I'll check it out, the pics look very nice, but, if you're really forcing people to fight w/ spades for a part of the map, I doubt I'd add it to our server.... but, I will give it a look-see.

Steel Blade
03-24-2004, 11:04 AM
Very nice map, but i'm not sure about the spade round.

syl
03-24-2004, 01:29 PM
how about you change it to pistol round

SWK
03-24-2004, 02:24 PM
What is everyone's problem with spades only? Melee is the best! It gets your heart pounding like nothing else!

Nice looking map. I like the texture on the logs. Good work!

Sly Assassin
03-24-2004, 02:38 PM
BRING ON THE SPADES! looks nice mate keep it up :)

Mythic_Kruger
03-24-2004, 07:49 PM
Hmm...You can't make a map that will please everyone. That's why this thread was created.
The 2d round can be simply removed, no problem, but in this case it won't please to other players, like me, who like 16 people spading (even US have a spade)... particulary after the sniper & mg heaven during 1st round.

So, a compromise should be found.
syl, you made a good proposition.
What about a small rubble-urban area for the 2d round. All weapons. With a special objective.
This area has ultra-low r_speeds (wpolies 150 in corners, epolies 1000), so it is open to any any suggestion...

[DF]Panzershrek
03-25-2004, 05:05 AM
I liked this map style :)

Mwahaha, as soon as its ready for download, this goes on our server.

Capt Winter
03-27-2004, 11:10 AM
You could always put spades in boxes in the trenches around the map, say three boxes on the hill. That way when players run out of spades they can come back for more, defending axis could just volley spades down the hill.

*Isn't there a way for you to add a rubble area into the map, since r speeds are so low maybe behind the hill on allies side you could put some buildings, this would take a lot of retexturing and moving around things but it could be done. A singe path will lead into the town's main square from the main combat area, it will then connect to the towns main road that will have two paths one that players can go through other one will lead down to allies spawn.

*You could do same thing to axis side or mix it up a bit.

Capt Winter
04-07-2004, 11:49 AM
bump** Anything new on this map?

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