Release: DoD_Slav


DiGiTalySuICiDl
05-11-2004, 08:10 PM
This is Vs B1 of my map, dod_slav (it was called rush in development)

I am looking for a public playtest soon, but I've gone through it a few times and haven't noticed any major bugs, so I figured I'd let you guys have a run at it and tell me what you thought.

Heres an preview picture of it:
dod_Slav Preview (http://www.staticbag.net/Slavpreview.jpg)

And the Download url
Download Slav! (http://www.staticbag.net/slav.zip)
Unzip the file into the steamapps/day of defeat folder!

Well, I look foward to all coments and suggestions, hope you guys like it!

Also, I'm looking for a server to host a public playtest on, if anyone can help me out, PM me or IM me on TheWatchinGopher. Thx alot everyone.

Neutrino
05-11-2004, 08:52 PM
hey man, thats pretty good. I ran through the map and the only things i didnt like was the plain interiors of the houses and some fps drops here and there. btw, i like the shadows, try adding to the trees :D and i spotted a black bush in the map that wasnt caught by the lighting.

DiGiTalySuICiDl
05-11-2004, 09:13 PM
Thx for the input, I'm actually working on the house interiors for the next release. (should be in like 2 weeks) I was more worried about gameplay for the first release then the interior design.

If you can give me the location of the unlit brush, I'll see what I can do with getting some light on it. and sending out an updated vs.

Thx again.

Dampf
05-12-2004, 09:33 AM
Nice Map !!!

Our Mirror for you (http://www.clan8472.de/pafiledb/pafiledb.php?action=file&id=88)

Neutrino
05-12-2004, 06:35 PM
hmmm, sky was fine for me

DiGiTalySuICiDl
05-12-2004, 06:47 PM
yeah.. I'm pretty sure the sky comes with the map.. its grave256.. pretty sure thats a default sky.

(4THIDUSA) SSG
05-12-2004, 08:25 PM
Updated

Map available here, under maps

http://www.4thidusa.com/

Map is runnning on server Two here

http://www.4thidusa.com/server2.htm

not bad look forward to the next release

DiGiTalySuICiDl
05-12-2004, 09:24 PM
Just thought I'd let you all know I'm updated the map, so if you've downloaded before now, you may wanna redownload! Just click the link in my first post!

(4THIDUSA) SSG
05-12-2004, 10:34 PM
updated

IR
05-13-2004, 03:42 AM
grave256 is NOt a default sky .. it was before retail but was removed as the author had taken it from kingpin if im not mistaken

so you ll have to include it :)

haircut
05-13-2004, 06:26 AM
The update has it ... btw

Saying that I'm still getting some strange results from Resgen though:

models/dod_slav/tol_oak1.mdl
models/dod_cool/tol_oak1.mdl

models/dod_cool/w_wflag.mdl
models/dod_cool/w_gflag.mdl
models/dod_cool/w_aflag.mdl


And did you actully use 19 wads?

:confused:

Dampf
05-13-2004, 07:15 AM
Updated

Updated Mirror Link (http://www.clan8472.de/pafiledb/pafiledb.php?action=file&id=88)

is the same Link from my first post , but updated Map .

DiGiTalySuICiDl
05-13-2004, 03:24 PM
Haircut:

The model thing is one of the things that should have been fixed in the update.. but I just looked it over and I forgot to switch one of the flags and one of the oak trees. It's fixed now though, sorry about that guys. My problem is I can't recompile quite yet, I started to work on the other buildings and the new allied spawn so it would have to much to fix, so I'll rerelease probably over the weekend or next week. With the 19 wads? Heck no, I have a bunch selected in hammer but I only use like 3 or 4.. I guess I can get rid of a few of them, but thats odd. I don't even think I have that many on my computer.

haircut
05-13-2004, 03:39 PM
np ... it was just what Resgen reported.

I suggest you give it a go after you update ... just to make sure:

http://www.unitedadmins.com/resgen.php


NOTE: I even check my own BSP files with it :D

haircut
05-14-2004, 12:08 PM
Also.

Why have you packaged the standard DoD model: flo_grass2.mdl

also ... New link seems to have a lot of things in it that arn't needed, like the rmf files in the models folder dod_cool.

Any more thing I see .. I'll probably PM you about.

Silverghost
05-14-2004, 05:16 PM
if you use multiple wads. take the textures you use and put them into 1 individual wad

DiGiTalySuICiDl
05-14-2004, 09:35 PM
Silverghost:

I will do that, this release was more to see how the community responded to the gameplay of the map then anything, and so far its been pretty well liked so I'm finishing up the rest of the buildings, furnishing them, polishing what needs polishing, and release the final version within a week or two.

Haircut:

The new release shouldn't even have a dod_cool folder in it. The zip I have and uploaded for the update doesn't even have that folder.

Silverghost
05-14-2004, 10:01 PM
Originally posted by DiGiTalySuICiDl
The new release shouldn't even have a dod_cool folder in it. The zip I have and uploaded for the update doesn't even have that folder.
Thats what the resgen has created.

I think its because the flag model you selected for the map were in the dod_cool directory, not in the folder for your map

DiGiTalySuICiDl
05-14-2004, 10:27 PM
Yeah, before I released I switched five out of six flags to have the model in dod_slav folder.. missed that one thing, same with one oak tree.. I'm gonna do a more full search next time though. the folder for cool is no longer needed though, I've gotten rid of it.

IR
05-15-2004, 10:22 AM
the zip is missing several bushes aswell ( from dod_campagne)

anyways i had a run through the map

- i can walk right into the axis spawn
-way to much models used .. its gona lag
- some vis errors
-floating treelines
- i could walk off the map
- door scale is way off theyre H.U.G.E
- i can crowch into the well and be stucked there forever.. its not that much trouble to clip it

overal its a prety nice map .. but you should've hold it back alitle longer be alitle bit more picky on your work.. and make sure zips include everything .. releasing several custom map versions isnt a smart idea as people will lose track and go.. "ok nevermind"

dont take offend .. its C&C

DiGiTalySuICiDl
05-15-2004, 12:06 PM
IR:
No offense taken, this is actually why I released now, so you guys could find what I passed over. So, I've fixed all the errors you listed except two, I can't find the vis errors or the spot where you can walk off the map, if you can point them out I'll do my best to fix them. Thanks, for the help!

IR
05-16-2004, 03:59 AM
ok so if you go into the house on the axis side that has 2 cars parked infront , and a big wall shaped like an L
go up the stairs theres a window you can jump through, it will take you ontop of a wall the wall runs across the house if you jump on it you ll be on the big L wall were the 2 cars are infront of the house again

with vis errors i mean houses that are cut in 2 by you skybrushes
there are many ways around that and still have a proper sky

kaplow
06-03-2004, 12:42 PM
I was playing this map yesterday and one of my clanmates said something about a brit in the smaller, non axis tanks with a pistol waving it around, he was the only one who could see it and we all downloaded it form Kustom Kettle, anyone know why I dont see him?

Silverghost
06-03-2004, 01:32 PM
Originally posted by kaplow
I was playing this map yesterday and one of my clanmates said something about a brit in the smaller, non axis tanks with a pistol waving it around, he was the only one who could see it and we all downloaded it form Kustom Kettle, anyone know why I dont see him? thats cause hes an idiot. hes has a custom model on his computer lol

DiGiTalySuICiDl
06-03-2004, 02:16 PM
ya know.. it really would have been nice if someone informed me this map was in the kustom kettle rotation, but yeah, thats a custom model. I did not put such a model in the map.

swordzkof
06-03-2004, 02:36 PM
Your map is in the Kustom Kettle rotation . . .


:cool:

PF-Toxic
06-03-2004, 07:41 PM
We had 12 v 12 with your map tonight. No great lag. There are some spots, but overall pretty good considering the size of the map.

It was well liked by all, and was extended twice. Good job.

Ever consider doing some kind of advancing spawn? The 'long run' back was sort of a drag ... but wasn't too bad.


As was mentioned before ... The 'well' was a bit tricky when you jumped in. Any way you can make that of wood, so you can get some bullet penetration in it?

Alot of ppl said it reminded them of a better looking/playing Switch.

MaRzY
06-03-2004, 08:11 PM
I just tried loading this map up, but i get an error saying ae_bigbush.mdl is missing. I downloaded your latest version.

DiGiTalySuICiDl
06-03-2004, 10:08 PM
sorry bout that marzy, I fixed the main dl to include them

You can get the map here:
Download Slav! (http://www.staticbag.net/slav.zip)
It's also available from Kustom Kettle:
Kustom Kettle Downloads page (http://www.kustomkettle.com/html/maps.html)

The Bush models can be found here:
ae_bushes (http://www.staticbag.net/bushes.zip)

Sorry about that guys.

News:
Look for Beta 2 sometime in the near future! Beta 2 will include an advancing spawn system, and every house accessible and furnished. Also beta 2 may include a new Allied spawn(this depends on my max patches and all that)

Splinter
06-03-2004, 10:17 PM
With custom textures to boot. ;)

Silverghost
06-04-2004, 02:59 AM
Do you think that being able to snipe the route between the Allies 2nd and 3rd flags from the Axis spawn is really a good idea?

DiGiTalySuICiDl
06-04-2004, 02:08 PM
Silverghost:
Playing last night in about a 12vs12 on Kustom Kettle that ability did not really help the axis forces in anyway. The allies still pushed right up to the truck.

Godcha
06-04-2004, 07:28 PM
wow

very nice map!

i created some sturmbot 1.6 waypoints for it...

-bots capture all flags
-bots use different routes
-lots of sniper- & guard-spots

download here: dod_slav.wpt (http://sturmbot.1dod.com/Files/pafiledb.php?action=file&id=600)

;)

Silverghost
06-04-2004, 09:19 PM
Originally posted by DiGiTalySuICiDl
Silverghost:
Playing last night in about a 12vs12 on Kustom Kettle that ability did not really help the axis forces in anyway. The allies still pushed right up to the truck.
Thats cause no one on KK really knows about it, or they suck at sniping. :P

Any decent sniper can do some easy damage.

DiGiTalySuICiDl
06-04-2004, 09:27 PM
Silverghost:
Hmm.. thats true, I'll keep that in mind when I redo the allied Spawn, I'll try and give them the same type of thing, I'm sure I could work it out. And if I cant, I'll make that a func_wall_toggle and only have it availble at certain times.

Godcha:
Thanks for the waypoints man!

DiGiTalySuICiDl
06-05-2004, 12:55 AM
Heres a quick Slav update for everyone that cares.

Info:
Brushwork for Beta 2 will be completed by hopefully Saturday June 5th, if not then it will be finished on the 6th. So far I have added acess into 5 more buildings, reworked the axis side of the truck, made the building next to the truck harder for the allies to get into, added and advanced spawn setup, and changed the allies spawn. I will have a picture of the new spawn when I get the final compile. K, catch ya all tomorow.

Forgot to mention that I added a second way out of the allied spawn

DiGiTalySuICiDl
06-06-2004, 08:24 PM
Sorry guys, I actually don't know when beta 2 will be finished at this point, I can't compile the map anymore it gives me a file read failure and stops compiling and I haven't been able to figure out how to fix it.. so It looks as though I may have to call it quits as it is.

DiGiTalySuICiDl
06-14-2004, 11:17 AM
Got some good news for beta 2, after deleting most of the reworked allied spawn my error is gone, so now I can rework it in a different fashion and have it up and going maybe even by the end of the night.

Day of Defeat Forum Archive created by Neil Jedrzejewski.

This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.