Preview: DoD_Density

Ginger Lord
05-21-2004, 11:55 AM
This map is finally nearing completion just needs one or two more tests to rid any lasting bugs and decide teams (US or Brits):

DOD_Density by John "Ginger Lord" Crewe
(john *at*
(Beta 2)

German Wehrmacht are fiercely defending a key port town in France. The Allies need this port to bring vital supplies in, they have the town surrounded and decide to attack from the rear as a seaborne invasion would be too risky. They need to capture the Bridges over the canal, this will allow more troops to be brought up closer to the battle. Once captured they need to push into the town and destroy two King Tiger tanks defending the port entrance. A German 88 Flak cannon must be also captured. This will allow the dock to be captured for the Allies and the supplies can roll in for the post-invasion push into occupied France.

Allied Primary Objectives:
- Attack and capture both Bridges allowing advanced spawns
- Push into the town and capture the 88 Flak and the two King Tiger tanks guarding the port entrance with either a Bazooka or a Satchel Charge.

Axis Primary Objectives
- Defend the towns objectives for TEN minutes, these are:
a) Defend the Bridges
b) Once the bridge has been captured, fall back and defend the 88 Flak and King Tiger tanks from attack.

Original Textures: KominAaa, Kleinluka
Edits By Ginger Lord

The Main Bridge
The Second, smaller Bridge to capture
The rubble strewn streets in the town
The 88mm Flak Cannon
A T-Junction and one of the King Tigers
The Plaza where one of the advanced spawns start
Another street down the to objectives from the plaza
The other King Tiger resides at the bottom of the street

Tanks are destroyed by 2 Bazooka/PIAT shots or a Satchel Charge that takes 2 seconds to deploy. 88 is captured by 2 men over 5 seconds and is fireable by Axis upto when it is captured. The main bridge takes 2 men 10 seconds to cap and the smaller bridge is a 1 man 10 second cap.

05-21-2004, 12:36 PM
This map has progressed nicely! I can't wait till there's a public release as I think the DoD world needs another fun assault map.

05-21-2004, 12:48 PM
love the new lighting! The new texture set matches it well too. Good stuff! And definitely an improvement over those dull greyish pictures you posted weeks ago!!!

05-21-2004, 12:49 PM
I really enjoy the steep hills sort of street-way.

05-21-2004, 01:54 PM
nice work ginger .. it gotten alot better visually

i hope you adressed all the scale problems

one thing i would change personally is the road texture .. that blue one just doesnt work well with the sidewalk and the rest of the place

maybe use the jagd one desaturenate it slightly to work with your set .. maybe fake some dept to make the streets not to be prefectly paved .. just a sugestion

id put some bars infront of that waterway so people cant walk into the black .. unless its a route but it doesnt apear that way from the pics :)

gj thus far looking forward to giving it a run around ( spies test are always so late for me :( )


05-21-2004, 02:12 PM
wow! I like it a lot! no complaints from me!

05-21-2004, 09:25 PM
Looks great! Good lighting and skybox

PS. make it Brits!

05-21-2004, 09:58 PM
Me pleads with master, please gives us the textures, precious!

Looking good, I agree with IR, maybe change the road tex, and also in density6, the builiding on the left looks wierd since the windows are slanted on the second floor. GJ though!

Colonel Forbin
05-21-2004, 10:20 PM
looks amazing, i'm kinda dissapointed that it looks like it's going to be an objective one-way push type map. I'm not really a fan of maps like dod_feud or dod_push, they just don't play out well with camping pubers, and they can't be used competitively. I'm a big fan of classic flag capture and mutual objective maps, where one team doesn't just sit and camp all day.

But damn, that looks tasty :)

Colonel Forbin
05-21-2004, 10:21 PM
oh yeah, can we get an overview shot?

05-22-2004, 03:56 AM
Whoa ! that's great ! I really want that released :-)

I love your work Ginger, keep it up mate :)

Ginger Lord
05-22-2004, 04:22 AM
Thanks for the replies guys!

1) I was originally going to have it swap sides after each team won, but with all the additional spawns (i.e 64 odd) and corresponding scoring and text entities were probably going to be looking at over 600 entities and that will slow the server down..a lot. Not to mention named entities.

2) I don't think "camping" will be much of a problem, its a weird gameplay style, once the Bridges are captured, the Allies spawn advances to where the Axis originally started, usually leapfrogging a few Axis, so then there surrounded on all sides and its crazy. Plus its a big map (the whole width of the Hammer grid) with wide streets and a few sub routes, so taking out "campers" can happen easily, but not neccisarily quickly. The 10 minutes also goes very quickly and the Axis get points every 2.5, 5 and 7.5 minutes to even it out.

3)Bars will be added to make it less obvious, its already clipped off at the entrance
Overview of the map

05-22-2004, 09:04 AM
??? Pics dont work???

05-22-2004, 09:06 AM
I can't get any of the pictures to work. :(

I tried it with both IE and Mozilla but neither could load the pics.

Ginger Lord
05-22-2004, 10:07 AM
Strange, my hosting seems to be down. Does that occasionally... I seriously doubt I've used 5Gb of bandwidth of 60kb Jpg's in 2 days.

Hopefully it will be back up in a few hours

Steel Blade
05-22-2004, 10:46 AM
Looking beautiful, can't wait for a release :)

Ginger Lord
05-22-2004, 11:36 AM
Mirror of Pics:

Thanks to the DoDArt Uploader!

05-22-2004, 02:32 PM
It looks very nice, I like it. But I never saw any streets shaped like that...

Ginger Lord
05-22-2004, 03:59 PM
I never saw 5 Germans running around Italian towns (Ava/Switch) with Stg44's in 1943...


Artistic Licence...

05-22-2004, 06:40 PM
Thanks for the new links.

The map looks great!

05-23-2004, 01:01 PM
Vewwy nice.....

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