release: dod_fury_b4


greenhorn
08-07-2004, 03:05 PM
This is a fast-paced map that i've set in Chartres, France, although technically my church doesnt resemble the famous Notre Dame cathedral, nor is there a river through town, and i have u.s. troops being supported by a british cromwell tank, but if you ignore all that its fairly historically accurate. (ok, not at all)

those of you familiar with beta3 will notice quite a few changes, including more flags (now 6), new routes, new textures, bazooka targets, and more
pics:

1 (http://greenhorn.dssghq.net/furyb4_1.jpg)
2 (http://greenhorn.dssghq.net/furyb4_2.jpg)
3 (http://greenhorn.dssghq.net/furyb4_3.jpg) 4 (http://greenhorn.dssghq.net/furyb4_4.jpg) 5 (http://greenhorn.dssghq.net/furyb4_5.jpg) 6 (http://greenhorn.dssghq.net/furyb4_6.jpg) 7 (http://greenhorn.dssghq.net/furyb4_7.jpg) 8 (http://greenhorn.dssghq.net/furyb4_8.jpg) 9 (http://greenhorn.dssghq.net/furyb4_9.jpg)

all the pics on one very slow-loading page (http://greenhorn.dssghq.net/fury.html)

download dod_fury_b4.zip (http://greenhorn.dssghq.net/fury_b4.zip)

waypoints for sturmbot (http://greenhorn.dssghq.net/fury_b4_waypoints.zip)

i think the layout is done now, the flag set-up may get tweaked yet, feel free to post any comments/crits

if ive used one of your textures, models, etc lemme know and i'll credit you properly in the txt file

and if anyone would like to make an overview, that would be nice (PM me or email me and i'll credit u too), i've included one but i made it with paint/wally, and well, it sux

Majestic
08-07-2004, 04:09 PM
Straight off I should say that I liked the general ambience of the map. I really enjoyed the amount of detail that was put into the brushwork and the sound design, a much overlooked element.

My criticisms are problems I have with a lot of maps:
1.) The areas off the main street seemed very maze-like, and I got pretty disoriented at times.
2.)The lighting inside buildings and in alleyways was not enough without adjusting my monitor settings, which I think are pretty typical. Stumbling around in the dark furthered the my general disorientation, and I was forced to enable the flashlight to see where I was going. To remedy this, you can add in just some faint point lights inside buildings beyond what you already have with candles, etc. These don't have to have a real brushed in explanation, the areas just need to not be black basically.
3.) Completely black windows/ambush points. How is anyone supposed to countersnipe somebody thats completely in the dark? People will end up cheating by turning up their gamma setings.

Overall a good map, but a few common mistakes/problems here. PS, the sewer section was cool, though I'm not sure how I got to it, or how to get back, lol.

-Majestic

[CS] Jedi
08-07-2004, 04:29 PM
Majestic - I used to share your feelings about getting easily "disoriented", but I have found that after playing the map (especially this one) several times - the maze becomes familiar and comfortable. I think the "disoriented" feeling is typical for any new map - especially ones that are setup like this - but give it a few rounds and you will know all the routes like the back of your hand.

Greenhorn - great updates - I like this version even better than b3.

Mirror (http://www.dodchristiansoldiers.com/downloads.shtml)

Jedi

greenhorn
08-07-2004, 04:54 PM
I do run with my brightness up fairly high, but i've also brightened some of the darker spots from b3 too. Is there a window in particular thats too dark?
All in all i like to leave 1 or 2 dark hidey-holes, but If its a common complaint i'll adjust the lighting in darker spots.
The layout will be confusing for first-timers for sure, lord knows i'm still lost on alot of maps i've played before, but hey, all the better for spading those confused newbs!

Dampf
08-07-2004, 04:57 PM
Mirror (http://www.oberst-clan.net/pafiledb/pafiledb.php?action=file&id=176) added :) . Playtest is coming .

[CS] Jedi
08-07-2004, 06:07 PM
Greenhorn -

1 item - there isn't a victory song for either team when the map is capped. I see one referenced in the *.res file, but they aren't playing. No one on our server is hearing any music after the map is capped. Any ideas?

Jedi

greenhorn
08-07-2004, 06:34 PM
it should play these 2:
sound/mapsounds/alliescapglider.wav
sound/mapsounds/axiscapglider.wav
i hear it when i play, are these no longer in the gcf??

Here they are (http://greenhorn.dssghq.net/fury_winsounds.zip) if you dont have em

i've updated the zip linked above to include them too

RA7
08-07-2004, 06:41 PM
Map layout and textures looks ok, but the lightning looks very bland and plain, not much atmosphere.

(4THIDUSA) SSG
08-07-2004, 07:43 PM
Destroyed areas darkness, its called a little touch of realism deal with it. Turning up your brightness and or gamma "cheating", oh please. Counter sniping is figuring out where the sniper would be and taking the shot before him, not plainly seeing the sniper first.

Europe/France/Germany some areas are very small maze like little places, again deal with it.

Its a good map.

Dont change things because a couple people, whine/complain because the map isnt to their tastes, make the map the way you envision it, fix real problems, clipping/bad brushs/missing things etc..

Compile your map fullbright and people would still complain about a shawdow they thought they saw.

Majestic
08-07-2004, 11:27 PM
I'll concede the point about the maziness....i know people just have to learn the routes, and you can't really do much to fix that anyway...I was just throwing stuff out there because I did feel disoriented, and when people don't give constructive criticism, its not helping make the map better. This is my intention, not to whine/complain....if I didn't like the map, I wouldn't comment at all, because I would just want it to just go rot in the pitch black hole:-)....anyways...

As for complete blackness being "a little touch of realism" I'm gonna have to respectfully disagree. See when I walk into a completely black room, as I often do of course, my pupils dialate so that I can see slightly....in a game, that doesn't happen, you just can't see anything, especially if you're trying to play during the daytime and you get the glare from every window in your house on the screen. Then you're staring back at yourself in the monitor, and you'll have a really unhappy look on your face :-).

A few black areas are fine, where you want snipers to have a real advantage...I can't really cite specific spots at the moment, thats really more for you to decide anyway. Just try to limit those black area to actual window spots, no need to make black passageways or stairwells, somebody could trip and fall.

You can still make it look very realistic by adding really light blue/green point lights....they make it more realistic actually, because they do a better job of accounting for the way light through say, a window spreads throughout an entire room, more so than the ancient HL RAD code does on its own. Thats all I was suggesting in my earlier post.

And like I said, when people do play on maps with a lot of pitch black, some people turn up their gamma settings, so they can effectively see in the dark, while others think they're completely invisible....its gives an unfair and unintended advantage, which I consider to be the definition of cheating.

Thats all...I haven't played the other versions, so I can't really tell the differences, but it sounds like you're heading in the right direction. Good luck.

-Majestic

[4thR]HyPeR
08-08-2004, 01:55 AM
Wow that looks really, really nice :)

Steel Blade
08-08-2004, 04:30 AM
Looks pretty sweet. I'll try it out later :)

PeeZwee
08-09-2004, 04:55 PM
I'm missing these textutres :(

k_building9c
k_door18b
k_wall13
k_wall14

Otherwise great map and fun to play :D .

greenhorn
08-09-2004, 06:23 PM
those textures are in the dod_caen.wad, if u dont have them then you have an improper caen wad in your dod folder, try deleting it

PeeZwee
08-09-2004, 06:44 PM
I'm using DOD 1.0 to play with bots, that's why i dont have the textures.

I"ll see what i can do.

Thx.

(4THIDUSA) SSG
08-09-2004, 07:25 PM
The bots work fine in 1.3

PeeZwee
08-10-2004, 12:19 AM
Fix it :D.

In case someone wants to know how i solve my problem,

i simply copy the missing wads into the wad file of Caen (v1.0) and it work perfectly.

Watchtower
08-10-2004, 03:26 AM
-- Love the map and constant flow between the destroyed buildings. Great urban combat with lots of ambushes and sneaking around.

I recently had a lot of fun on a public server and "vote extend" came up quite a few times.

I also test maps on 1.0 and it might be prudent in your next version to include all your map's textures in 1 custom .wad to allow more cross compatibility in future and past releases.

(4THIDUSA) SSG
08-10-2004, 04:23 AM
1.3 is the version it was meant for, so deal with it or stop playing in 1.0

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