dod_dogwar


spine
04-25-2004, 11:21 AM
Hello!
My first map, it's not finished but just wanted some feedback.
It's 3 flags 1 close to each spawn and one in the middle
crossroads. It's supposed to be 3 man 10 sec cap on the
middleflag but forgot to change before compile so this
test is just one man cap...
I would like to test it with some people to se how it works,
but dont have a server. Notify me if someone can run it.
Heres the map: EDIT: See link below...
Here's some images:
http://www.home.no/spine/dod_dogwarv050015.jpg
http://www.home.no/spine/dod_dogwarv050012.jpg
http://www.home.no/spine/dod_dogwarv050000.jpg
http://www.home.no/spine/dod_dogwarv050004.jpg
http://www.home.no/spine/dod_dogwarv050006.jpg
http://www.home.no/spine/dod_dogwarv050013.jpg
http://www.home.no/spine/dod_dogwarv050014.jpg
*hmm...whats up with this? supposed to show the images...oh well...*

Steel Blade
04-25-2004, 11:49 AM
Looks very 3.1'ish and very atmospheric. I'll tes run it soon. Looks very nice from the pics :)

syl
04-25-2004, 12:38 PM
atmosphere = amazing. it really shows on the forth pic down. it does remind me a little like 3.1, but thats a good thing!

Gman
04-25-2004, 02:19 PM
Really like the looks of the map. Just as said above, it does have that 3.1 look, but brings back memories of days past.

I sent you a pm about potential server use, looking forward to hearing from ya soon! :)

G

Sarge_Rock
04-25-2004, 03:22 PM
The maps look great. Hats off to you!! The map certainly does have a 3.1 look to it. How long until it's done? If these are the types of maps your going to create, I sure hope you make more!!!

spine
04-25-2004, 03:45 PM
Hey thanx guys!
That's really nice with such a good responce
just from the looks, I thought I might be slaughtered...hehe
It's my first map ever so i'm really chuffed!
Yes I have other map plans aswell but so far i'm struggling to
learn all the stuff needed just to make this one playable...

Think I'm 70% finnished, need texturing, Vis blocking, some
minor rebuilding (spawn aeria manly) and generall tweeking.

I'm usually just making tekstures but thought I'd have a go
at mapping, some of the textures on this are from the
original dod maps but i am swapping them out with mine
as I go along...

(sorry for this newbee question but, what do you mean by it looks
like 3.1? Like an older dod edition? What makes it look like that?)

Thanx again you have inspired me to try to finish this,
but you should try it, maybe the gameplay suck...:D

And i haven't put in any vis blocking yet so dont know about
r-speeds...

Lewis
04-25-2004, 04:20 PM
http://www.ucfiles.com (http://www.ucfiles.com/files/pafiledb.php?action=file&id=108)

mirror

Colonel Forbin
04-25-2004, 04:25 PM
3.1 was the beta version right before retail. Take the comparison as a complement, people look very fondly back on the pre-retail betas. Your map's got alot of atmosphere from those pics, looks great.

If you could take an overview shot, we can give you a better gameplay evaluation without having to run through the map. Check out this tutorial, and then throw up a jpg we can look at:

http://www.dodmappers.com/http/tutorials.php?opt=shw_tut&tutnam=overviews


From what I see, it may be rough on r_speeds, but I'm sure some of the more experienced mappers here can help you isolate and work out those issues.

Colonel Forbin
04-25-2004, 04:30 PM
can someone mirror that download, his host is pretty slow or bogged down with all this traffic

Gman
04-25-2004, 05:19 PM
I agree that the link was extremely long to download (2 hrs). I have setup a mirror at our site 1DoD.com (http://www.1dod.com/downloads/pafiledb.php?action=file&id=307).

I did fix your file locations and setup a self installer. You had a couple of files listed in your readme file that was confusing and sent to the wrong directories.

I also ran the map briefly and your r_speeds are definitely up there. The center flag (which is first flag on your objectives display) has r_speeds round 800 or so with almost 1300 when you look at it from a distance :(

Nice start tho, looks like it has potential for a small, fast and furious battles.

Colonel Forbin
04-25-2004, 05:43 PM
I had 100 fps throughout the whole thing, wouldn't worry too much about the perfomance, but there are a few things you could work on to make this map play better.

1. 3 single man caps is insane, the rounds will be ending constantly. Maybe you should make them timed captures, or team captures, I suggest more flags either way.

2. it's pretty small, right now basically 3v3 is probably as many you'll want in the server.

3. The layout's basically a figure 8 with main routes forming a + route, and the flank routes filling out the rest. That creates a huge chokepoint, 'cause all the traffic must go through the middle. If you've got a couple players on the map it's not that big of a deal, but it's pretty harsh once you get more players. If the map stays small, and it's targeted for lower numbers, then it won't be the end of the world, but if you want more people in there comfortably you'll want to relieve that chokepoint.


I suggest you expand it as much as possible, and add more flags, at least one team capture point. May from a figure 8 to a four leaf clover, use the buildings on all flanks. From there, you could expand in other areas so the map is just generaly bigger and what you've got now would be the center of the map.

Good work so far, it's got a really nice feel to it.

Gorbachev
04-25-2004, 06:12 PM
Just because you get 100fps doesn't mean everyone else will.
1300wpoly is just too much, try to keep it below 1000 in the quietest areas and 800 in areas where there are going to be larger fire-fights.

Colonel Forbin
04-25-2004, 09:13 PM
Originally posted by Gorbachev
Just because you get 100fps doesn't mean everyone else will.
1300wpoly is just too much, try to keep it below 1000 in the quietest areas and 800 in areas where there are going to be larger fire-fights. I don't get 100 fps in most maps, it's got better FPS than prettymuch any other map i've played recently. But that may be because it's so small.

Gorbachev
04-25-2004, 11:23 PM
Originally posted by Colonel Forbin
I don't get 100 fps in most maps, it's got better FPS than prettymuch any other map i've played recently. But that may be because it's so small.
Judging from how it looks it's probably because there are a low amount of visible entities and models.

Silverghost
04-26-2004, 12:00 AM
this map is a bit smaller than chemille and would work best for 6vs6 scrims.
Brush layout, texturing and lighting are great.

though r_speeds are a bit too high for some people. so your gonna need to work on your vis blocking.

And like forbin said, maybe try adding some routes outside the figure 8 layout.

Its looking pretty good so far if you ask me :)

spine
04-26-2004, 10:38 AM
Thanx for replies,
Hmm yeah the map is a bit small so far,
will make it bigger with some more routes, but afraid of
the max brush limit thing, so will be carefull.

About the r-speeds hopefully I will read up on VIS blocking
or maybe someone could help me with that.

Dont plan to ad any models to it, especially not close to
the crossroad where there might be some heavy fighting.
Smooth gameplay are more important.

And about the flaggs, yes as I mentioned in the topic post,
the middle flagg was supposed to be 3 man 10 sec cap but
forgott to fix that before compile...ups
Not sure if I should add more, will se when it gets bigger though.

Sorry about the down load thing, free site...
Thanx Lewis for fixing a mirror, and Gman for a propper zip,
(sorry about the mess I made in the text file, newbee u know:D ).

Will se if I can manage to make an overveiw right know...

Anyways, inspiring comments, after a playtest i will go back
to work on any changes needed and considdering the comments
mentioned here.
:)

spine
04-26-2004, 01:47 PM
Ok I managed to make an overveiw, but it doesen't seem
to work in game.

If Gman or someone else would have a look, u can dload
the bmp and txt file here: EDIT: dload below
Also, I'm not sure, but if the sky is missing,
u can dload here:EDIT: dload below
Maybe u can merge that into the zip aswell Gman?

Heres a jpg image of the overveiw in smaller size: http://www.home.no/spine/dogwar_overveiw.jpg

This is the info I got for the overveiw,
zoom 1.72
map origin (0.00 0.00 32.00)
z min 449.00
z max -385.00
rotated 0

Ginger Lord
04-26-2004, 02:41 PM
Make sure its a 256 colour bitmap.

redfalcon
04-26-2004, 09:14 PM
teh win

Gman
04-27-2004, 06:38 AM
Hey Spine,

I added the overviews to the download (converted it to 256) and it is working perfectly.

Same download link (http://www.1dod.com/downloads/pafiledb.php?action=file&id=307) as before.

G

Speed Bean
04-27-2004, 07:08 AM
Looks good. I sent you a PM spine so check your box. Hope we can help you out some way.

Zyndrone
04-29-2004, 03:28 PM
Lookz fun. Good job, but i'd still like to see some more details..

spine
05-04-2004, 11:55 AM
Hey, had a little playtest the other day,
not more than 4 players in total so not really an ideal
test but anyways.
If anyone else could host a playtest prefreably on a server
in europe somewhere I would be a happy chappy!
With lots of players, minimum 8x8 maybe.
So far I think the map is a little to smal, im thinking of expanding
it a bit, and maybe make an aditional route around the crossroads
to releave the traffic there.
If someone would take a look at this overveiw and draw in some ideas,
best if you have played the map first but any ideas will be welcome.
Thanks
http://www.home.no/spine/dogwar_route.jpg

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