Release:dod_heutau_b1
floMatic
07-12-2004, 12:36 PM
finaly i release the first beta of dod_heutau
thx to rotkopf for hosting the map and german killa for playtesting it .
also thx to Bleibringer for hlep me when i built bugs and to sector effector for giving me the rmf file
heutau_b1 (ftp://ftp.ngz-network.de/pub/263/13/flomatic/dod_heutau_b1.zip)
other mirror (http://flomatic.bei.t-online.de/dod_heutau_b1.zip)
some pics :
http://flomatic.bei.t-online.de/graphics/maps/heu1.jpg
http://flomatic.bei.t-online.de/graphics/maps/heu2.jpg
http://flomatic.bei.t-online.de/graphics/maps/heu3.jpg
http://flomatic.bei.t-online.de/graphics/maps/heu4.jpg
dont forgot it`s just a beta ;)
Ginger Lord
07-12-2004, 12:41 PM
Partay!
TrojanTiger
07-12-2004, 12:56 PM
looks muuuuuch better than the older version
siron
07-12-2004, 01:04 PM
yay! i was just getting bored now i have a map to run through! you're my savior! ill brb :)
siron
07-12-2004, 01:10 PM
my salvation was short-lived. "error: couldn't load church.wad"
floMatic
07-12-2004, 01:27 PM
ah **** i fix it right now
Leper Messiah
07-12-2004, 01:31 PM
dude man that's nostalgia! heutau was my favorite map of all time until they took it away :(
looks good!
Steel Blade
07-12-2004, 01:41 PM
OFFICIAL RELEASE!1!!!1!
izuno
07-12-2004, 02:26 PM
sweet. i loved this map. can't wait to play this updated version.
{GL}DoubleD
07-12-2004, 02:48 PM
you are a godsent, flo. =b
[EDIT]
link... doesn't... work!! #^$# hehe are there any mirrors up yet??
[EDIT AGAIN]
nevermind, my IP Blocker was blocking it out.. teehee.
Very very nice. ill add mirror asap.
Rusty Bolts
07-12-2004, 03:17 PM
Still getting a "error: couldn't load church.wad"
1dod.com will be adding a mirror when the problem gets worked out.
Looks great though.
{GL}DoubleD
07-12-2004, 03:23 PM
NEED CHURCH.WAD..
damn you all!!
-urk, JK.
Scuzz
07-12-2004, 03:30 PM
You lot are lazy.
Search for it yourselves. It took me 30 secs to find it. 2 google searches and i found it on there fourms.
:rolleyes:
Zyndrome
07-12-2004, 03:55 PM
It has reincarnated from its ashes :o !
Rusty Bolts
07-12-2004, 04:08 PM
Originally posted by Scuzz
You lot are lazy.
Search for it yourselves. It took me 30 secs to find it. 2 google searches and i found it on there fourms.
:rolleyes:
Well, I searched and the only links I could find were dead, so instead of calling us lazy you could have went ahead and posted that info.
:rolleyes:
Scuzz
07-12-2004, 04:17 PM
Im not making it easy for the people that cant be arsed to search.. im not in the mood right now.
Anyway, good luck, its really not hard to find :)
Bleibringer
07-12-2004, 04:29 PM
Nice Textures! Beautiful sky! ... great Map flo!!! :)
floMatic
07-12-2004, 04:39 PM
nä it`s an other church wad i have my on church wad that don`t used in heutau
here is the updatet zip
click me again (ftp://ftp.ngz-network.de/pub/263/13/flomatic/dod_heutau_b1.zip)
it`s a little bit slow wait a moment
siron
07-12-2004, 04:44 PM
very slow indeed, as soon as it downloads ill put up a mirror.
EDIT:
mirror download, click here (http://trash.dork.cx/maps/dod_heutau_b1.zip) (much faster) ;)
floMatic
07-12-2004, 05:22 PM
another mirror (http://flomatic.bei.t-online.de/dod_heutau_b1.zip)
Rusty Bolts
07-12-2004, 05:42 PM
Nice work. Interesting changes you made.
mirror added http://downloads.1dod.com/pafiledb.php?action=file&id=388
[CS] Jedi
07-12-2004, 08:59 PM
Great map - thanks for all the hard work getting this map updated and released.
Download Available Here (http://www.dodchristiansoldiers.com)
We just played this map for an hour on our server - and I'm a little curious - on our server the axis second flag is the new choke point (trying to move from the middle to the axis second). Anyone else noticing this or was it just an anomile?
Ginger Lord
07-13-2004, 12:39 AM
The chokepoints always were the 2nd flags, and can someone just upload the church.wad, its a pain on my 56k to redownload all that.
Craftos
07-13-2004, 05:14 AM
Well, I have some complains:
Map is shorter, but this is less important ATM. Main problem of original heutau was IMO open street between house with 1st Allies flag and second flag. This was the only route between these two points. I have expected that this will be the first thing to change in new version. :(. I expect that Axis will again be holding Allies for ages here, but now they have shorter path to last flag, so it will be even worse.
1st german flag was moved much closer and destroyed house (with 1st german flag in original heutau) is not used. Now because of these changes map seems small and more CQB than linear prev. version.
I don't get what for is this area (attached pic). It adds another path here being useless for Allies (they can get to back of last flag but I think hardly anyone will get to it alive if at least one german will be sitting in destroyed house (white). Note that r_speeds spike to 1337 here.
cLouTieR
07-13-2004, 06:27 AM
the map actually looks like something real ... the original looks like something i drew on paint
haircut
07-13-2004, 07:15 AM
/me touches floMatic.
Howitzer
07-13-2004, 09:17 AM
I just ran around the map on a one-man-LAN and I have to say this is a worthy succesor to Heutau. I get rather good FPS all around on this map, I would be interested to see if others did as well.
I do agree with Craftos though, that the shortcut from Axis 2nd to 1st seems kinda out of place and huge for what its designed for. A thing a simple alley way, smaller road, etc. would be more effecient then a huge plaza.
GG.
Effexx
07-13-2004, 12:19 PM
Yeah.. I saw this thread last night, and ran home to try it out... I explored a little by myself, and then played online with a few people...
I love what you did with the map but 2 things... (pics included)
1. You Must do something about that bombed out building near the middle flag !!! It is a huge exploit... If somebody gets a boost up into it then they are near unstoppable... They can see and shoot through the walls once inside... Either block that area off entirely, or finish it so it's a legitimate hiding spot for defending the plaza flag...
2. If the Axis have a route to their 2nd flag then the Allies should also have a route to their 2nd flag as well... This would prevent the Axis from totally pinning the Allies back at the first flag... Perhaps extend that underground tunnel from the spawn to come out of a hole in the rubbled house near the flag...
Heutau 1a (http://home.comcast.net/~effexx/images/Heutau_1a.jpg)
Heutau 1b (http://home.comcast.net/~effexx/images/Heutau_1b.jpg)
Heutau 2a (http://home.comcast.net/~effexx/images/Heutau_2a.jpg)
...
floMatic
07-13-2004, 01:26 PM
first thx for the comments :D
yeah thats a bug that we didn`t see at the last playtest i fix it for the next release and add some other stuff
happyernst
07-13-2004, 03:45 PM
Good Work Flo ! I am surprised ! :eek:
Craftos
07-14-2004, 02:14 PM
You have done good job with textures, just 3 small notes
1) Grass is ugly
2) street texture (jagd-like) is too big IMO
3) Windows in white house near Allies 2nd flag seems really huge, esp. comparing to those in the roof.
Added mirror @ www.lanmaniax.com
Eklund
07-15-2004, 08:28 PM
I loved Heutau and I'm glad it's back, but here are a few issues I had with the current make:
Rubble in the middle of nowhere
The piece of rubble approaching the allied last flag is out of place, there are no broken walls around it that would justify it being there.
Flag locations
I appreciate your attempt to make the map less of a jog, but you sacrificed some great gameplay in the process. When the Germans were pushed back to their last flag the allies often overran the position where the current last flag is and a firefight over that field ensued. Raids on "That wierd house" were also very fun. I would at least push the allied last flag back to the stairway, in it's current location it is too prone to people rushing out and surviving a hail of gunfire to win the map as we see in Anzio on the hill. If it were up to me I'd place another set advancing and falling back spawns and add another flag, one in the allies' massive church and one in the german's spawn fortress.
Advancing spawns:
Advancing spawns are a great feature of DoD. It allows much more of the map to be played than the usual forward chokepoints and makes for a much more interesting map. I did not have another person to test with so I am not sure if they're still in the game, but I trust you wouldn't ruin the map.
An overall good replica, with many(especially graphic) improvments, but it lacks the nostalgia factor, and some of the unique gameplay that the origional enjoyed.
Neutrino
07-15-2004, 09:25 PM
some of the buildings look a little clean to be damaged and in rubbled out streets.
Thursday
07-17-2004, 03:51 AM
awesome work.
the only problem that im having is setting this up with sv_downloadurl.
if i put all of the files into a .res file made with resgen, and then upload it to both the webserver and the game server, everything seems to download smoothly EXCEPT for the heutau.wad ... it wont download it.
now i went into my dod folder and made sure that there wasnt already a file called heutau.wad, and there wasnt. still the same problem. I even went as far as renaming my entire dod folder and just starting up the game so it would create a new one ... still the same problem. I have also deleted the heutau.wad file from the webserver and the game server, uploaded it again to both places, and still the same problem.
do you have any idea as to how or what could be causing this error?
also, that one bug where the walls are invisible. ... you shoudl make that area accessable from the 3rd floor of the building that overlooks the allied 2nd and 1st flags .. that woudl be nice.
edit: when i manually put the heutau.wad file into my dod folder it worked with out a problem. the only reason why i ask for help is because i run a server where i do everything for the user that doesnt have the next map, such as heutau_b1. so if it doesnt work for them, it kills the server and they dont get to play this great remake.
maybe you could rehash the .bsp file and rename the wad to dod_heutau_b1.wad so that it will work nicely :D
ender
07-17-2004, 02:33 PM
Originally posted by Eklund
I loved Heutau and I'm glad it's back, but here are a few issues I had with the current make:
Rubble in the middle of nowhere
The piece of rubble approaching the allied last flag is out of place, there are no broken walls around it that would justify it being there.
This is something mappers do to add detail and make the map have a destroyed feel to it without having high r_speeds. Just gonna have to get use to it.
Neutrino
07-17-2004, 03:54 PM
well. i think he TRIED to incorporate it as a model, since he has the power to. But I believe the rubble would look much better if it were brush based in Hammer.
Thursday
07-18-2004, 12:20 AM
still having problems with getting the map to work when you download it with sv_downloadurl
the error message says it cant open up dod_heutau.wad
if you have any ideas why it wont work, please post them here
swordzkof
07-18-2004, 02:49 AM
Does your .RES look like this?
dod_heutau.wad
gfx/env/heutauup.tga
gfx/env/heutaudn.tga
gfx/env/heutaulf.tga
gfx/env/heutaurt.tga
gfx/env/heutauft.tga
gfx/env/heutaubk.tga
maps/dod_heutau_b1.txt
maps/dod_heutau_b1_detail.txt
models/mapmodels/flo_bed2.mdl
models/mapmodels/flo_bush3.mdl
models/mapmodels/flo_grass_v2.mdl
models/mapmodels/flo_magiccarpet.mdl
models/mapmodels/flo_piano.mdl
models/mapmodels/flo_picture.mdl
models/mapmodels/flo_picture_a.mdl
models/mapmodels/flo_rubble_a.mdl
models/mapmodels/flo_streetlight.mdl
models/mapmodels/flo_tree08.mdl
models/mapmodels/flo_tree.mdl
models/mapmodels/flo_wadrobe.mdl
models/mapmodels/heutau_aflag.mdl
models/mapmodels/heutau_gflag.mdl
models/mapmodels/heutau_gib.mdl
models/mapmodels/heutau_wflag.mdl
models/mapmodels/tol_carwreck1.mdl
models/mapmodels/tol_cckw1.mdl
overviews/dod_heutau_b1.bmp
overviews/dod_heutau_b1.txt
sound/ambience/alliescap.wav
sound/ambience/axiscap.wav
sound/ambience/fd_v1_sound.wav
:cool:
Thursday
07-18-2004, 12:14 PM
dod_heutau.wad
gfx/env/heutauup.tga
gfx/env/heutaudn.tga
gfx/env/heutaulf.tga
gfx/env/heutaurt.tga
gfx/env/heutauft.tga
gfx/env/heutaubk.tga
models/mapmodels/arc_bush.mdl
models/mapmodels/dod_jagd_tub.mdl
models/mapmodels/flo_tree.mdl
models/mapmodels/sandbags.mdl
models/mapmodels/tol_cckw1.mdl
models/mapmodels/door1.mdl
models/mapmodels/flo_light.mdl
models/mapmodels/hedgehog.mdl
models/mapmodels/tiger.mdl
models/mapmodels/flo_wadrobe.mdl
models/mapmodels/flo_magiccarpet.mdl
sound/ambience/dodambience2.wav
models/mapmodels/flo_grass_v2.mdl
models/mapmodels/bulb.mdl
models/mapmodels/zalec_1bulb2wire.mdl
models/mapmodels/flo_picture.mdl
models/mapmodels/flo_picture_a.mdl
models/w_wflag.mdl
models/w_gflag.mdl
models/w_aflag.mdl
sound/ambience/alliescap.wav
sound/ambience/axiscap.wav
models/mapmodels/heutau_wflag.mdl
models/mapmodels/heutau_gflag.mdl
models/mapmodels/heutau_aflag.mdl
sound/ambience/uswin.wav
sound/ambience/germanwin.wav
models/mapmodels/flo_tree08.mdl
models/mapmodels/flo_rubble_a.mdl
models/mapmodels/flo_piano.mdl
sound/ambience/fd_v1_sound.wav
sprites/mapsprites/caparea.spr
models/mapmodels/sherman.mdl
models/mapmodels/flo_streetlight.mdl
models/mapmodels/barbed_wire.mdl
models/mapmodels/flo_bush3.mdl
models/mapmodels/tol_carwreck1.mdl
overviews/dod_heutau_b1.bmp
overviews/dod_heutau_b1.txt
nope, looks like that ... and i just ran it through resgen again
edit: i tried it with your .RES file as well, and still the same problem. dod crashes and it says couldnt open dod_heutau.wad.
Is your server windows or linux?
travis
07-21-2004, 09:49 AM
good to see this fkn awesome map back, i still like the original but maybe thats because i loved the gameplay :P GW!
Shane
07-21-2004, 10:21 AM
Originally posted by Thursday
nope, looks like that ... and i just ran it through resgen again
edit: i tried it with your .RES file as well, and still the same problem. dod crashes and it says couldnt open dod_heutau.wad [/B]
Just a shot in the dark here, but maybe you have the heutau.wad in the wrong dir?
Shane
07-21-2004, 10:26 AM
Originally posted by Effexx
2. If the Axis have a route to their 2nd flag then the Allies should also have a route to their 2nd flag as well... This would prevent the Axis from totally pinning the Allies back at the first flag... Perhaps extend that underground tunnel from the spawn to come out of a hole in the rubbled house near the flag...
Heutau 2a (http://home.comcast.net/~effexx/images/Heutau_2a.jpg)
100% agree w/ this. The Axis #1 is very easy to cap, esp. w/ that sneaky approach from the Allied right. The Allied #1 has nothing similar for the Axis.
That said, its much easier for the Axis to pin the Allies at their 1 than vice versa. So, right now, it plays like this (assuming talent is fairly balanced): Axis hold the Allies at the Allied 1 for most of the map.... Occassionally, the Allies push out of it and can get a quick cap due to the ease of capping the Axis 2 and 1.
I'm really glad you moved up both the spawns and the flags (in essence, compressing the map a touch). I really despised this map before, but I think I'll enjoy playing this version. At least I have so far. :)
Also, maybe consider adding the "instant combat" that FuzzDad has in Falaise? Heutau would be perfect for that, given its size.
PMonkey
07-26-2004, 11:21 AM
I agree with most the comments
(appart from the bit about rubble in the wrong place, that was just silly:p )
I am making some waypoints for it, but I would like someone with better experiance and more time to do them
{GL}DoubleD
07-26-2004, 12:35 PM
"instant combat" should be used on all big maps, IMO... (Caen, Jagd, etc)
It's sooo much fun starting a round like that.. .teehee... ::goes and plays Falaise::
This map is so much better than the original. It is 10 times prettier and the new spawns are a definate improvement.
GJ! :)
Shane
07-26-2004, 01:50 PM
you can't have too many links! (http://coj.spies.com/downloads/pafiledb/pafiledb.php?action=file&id=47)
travis
07-26-2004, 10:50 PM
I agree shane, you can now download this file courtesy of EXP ESports (http://dod.expesports.com/download.php?view.4)
Thursday
07-28-2004, 01:35 AM
Originally posted by Shane
Just a shot in the dark here, but maybe you have the heutau.wad in the wrong dir?
nope that isnt the problem. the problem is that the .wad downloads just fine.
here is what happens in the order or action
1.map changes to dod_heutau_b1
2. player does not have the map
3. player is automatically disconnected
4. player is connected to the web server
5. player automatically downloads all of the needed files
6. player is disconnected from the web server
7. player is automatically reconnected to the game server
8. player's dod is crashed because it says cannot open up file dod_heutau.wad
ill try to get a ss of the problem
edit:
http://barrageinc.com/thursday/images/error.jpg
and the wad file size is 3,972,844 ... and ive tried to get several other differnt downloads for the wads .. but they are all the same
lastly, when someone ALREADY has dod_heutau_b1 installed, they connect just fine ... its the problem with sv_downloadurl
travis
07-28-2004, 01:52 AM
check the res file mebe?
This is just a shot in the dark because I know little to nothing about mapping and such but...Did you have an older version of Heutau installed prior? If so, you might have the wrong wad.
Shane
07-28-2004, 10:37 AM
Originally posted by Thursday
lastly, when someone ALREADY has dod_heutau_b1 installed, they connect just fine ... its the problem with sv_downloadurl
Ok, and I realize you might of tried these things already, but it can't hurt to just make sure you have.
1. Double check your .res to make sure its pointing to the right place for the .wad.
2. Make sure the .wad is in the right place.
3. Maybe it got corrupt? Replace the .wad from a fresh d/l.
Sorry, probably won't help, but you never know. :(
Thursday
07-29-2004, 05:00 PM
nope .. everythign is correct. if you look on the previous page, you will see my res file, everythign is in its proper place
i guess i will just have to wait to this in my rotation until b2, because I cannot fix this problem, its an internal problem with the .bsp or .wad file.
so, maybe in the next release you can rename the wad to dod_heutau_b2.wad instead of just dod_heutau.wad
Eklund
07-29-2004, 09:45 PM
Originally posted by Shane
100% agree w/ this. The Axis #1 is very easy to cap, esp. w/ that sneaky approach from the Allied right. The Allied #1 has nothing similar for the Axis.
That said, its much easier for the Axis to pin the Allies at their 1 than vice versa. So, right now, it plays like this (assuming talent is fairly balanced): Axis hold the Allies at the Allied 1 for most of the map.... Occassionally, the Allies push out of it and can get a quick cap due to the ease of capping the Axis 2 and 1.
I'm really glad you moved up both the spawns and the flags (in essence, compressing the map a touch). I really despised this map before, but I think I'll enjoy playing this version. At least I have so far. :)
Also, maybe consider adding the "instant combat" that FuzzDad has in Falaise? Heutau would be perfect for that, given its size.
The problem with the Axis #1 is a result of the flag being moved up away from the fun to play in "That Wierd House". Move them back please, I don't mind the jog.
PMonkey
08-21-2004, 02:43 AM
Is anyone making waypoints???
YoYoPo
08-23-2004, 07:17 AM
I'm gonna play this update in a minute - looking forward to it too, the old one was great, one of my all time favourite maps. :D
YoYoPo
08-23-2004, 12:21 PM
Mostly great, very nice work flo.
A couple of points though...
- quite a bit of the interiors and corridors etc are rather dark, meaning it can be annoying and also prime camping areas, also not faithful to the original in that respect
- is the tank in the main courtyard positioned purely so you can climb the tree? :D
- the courtyard area near the axis spawn seems quite redundant
- the second route to the 1st axis for the allies should be
removed I think, for fairness mainly. It could just be made into windows like in the original
otherwise nice work ;)
PeeZwee
08-23-2004, 09:01 PM
Originally posted by PMonkey
Is anyone making waypoints???
Give it a try ;)
Hikkomi
10-23-2004, 01:47 AM
Any changes to the map in the last ~2 month?
Ich weiss, du verstehst deutsch und ich kann nicht gut englisch....
Ist die b1 also aktuell oder gibts mittlerweile eine neuere Version in der vielleicht ein paar Bugs aus der b1 behoben wurden?
floMatic
10-23-2004, 07:24 AM
nope heutau_b2 comes for dod:s
und für dich nochmal :p
heutau_b2 kommt für dod source dauert also nochn bisschen
travis
10-23-2004, 12:08 PM
yeah ive been there
Craftos
10-23-2004, 02:10 PM
Originally posted by floMatic
nope heutau_b2 comes for dod:s
und für dich nochmal :p
heutau_b2 kommt für dod source dauert also nochn bisschen This mean you need another 4 months for updates ? I don't thibk DoD:S will be any sooner.
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Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.