dod source map


TheSurgeon
11-14-2004, 08:25 AM
i've had an idea for a source map for a while, and drew a layout a couple of weeks ago, but i'm stuck with the axis spawns and the objectives.

the idea of the map is that allies parachute into the map at night, so it's dark, and they're on their own, scattered all over the map. they have to move about carefully to link up with other allies and capture or destroy something, at least a 2 man cap which means allies need to find other players to get anywhere. they spawn all over the map, with well over 32 spawn points to make sure the spawning is as random as possible.

but for the axis, i wanted them to spawn in groups, instead of also being on their own. i've got some bunkers on the right that are protected by a one way ramp or AI MG, and i was thinking of another on the left in a cave/woods.

i also had the idea of having 3 man caps of a radio station in the south west, and a german outpost next to the only bridge big enough for armour in the north east, and then a flak in the middle that takes 2 charges to destroy. but the radio station would be in one of the overgrown buildings right outside the axis spawn.



so basically i just wanted the opinions of some people here who've mapped for dod before and know more about the layout of dod maps. i've only ever mapped for mohaa and cod before, which didn't need the balanced layout or anything else dod has. i want to know if anyone else has any ideas on where the objectives or axis spawns could go, and if they layout seems alright

here's what i've got so far:
http://img13.exs.cx/img13/4832/sourcemapObjectives.jpg


and here's a version without the objectives or spawns labelled so anyway can draw on there if they want
http://img13.exs.cx/img13/7322/sourcemap.jpg


also, if anyone's interested i'll post a couple of screenshots of stuff i've already made for the map in codradiant that i'll port into hammer when it's released (i've already got them in dod so i know the scale is right btw)

Mussolini HeadK
11-14-2004, 08:50 AM
Not a mapper myself but looking forward to your DoD:S maps and futher screenshots - looks like you really know what you are doing.

Just to add, an impressive layout presentation - don't see that very much these days.

Good luck with your projects.

Regards
Musso

Cranbarry
11-14-2004, 09:05 AM
I'm sure its just a matter of a typo... or just an early Sunday morning error.. but....


Are the axis fighting the axis??? I don't see an allies spawn area!


also - (atleast in HL1) if you ever wanted this map to become a "Standard" map or considered for "Dev Team Blessing" - They don't do 3 man caps. Just passin it on.

Looks good though!

spine
11-14-2004, 09:13 AM
Looks good,
but I am not shure how it would work with dod's linear
gamplay, but who knows what the future brings...:)

Anyways good planning, and no matter what, some part of
the layout could be used in some way.

TheSurgeon
11-14-2004, 09:45 AM
Originally posted by Cranbarry
I'm sure its just a matter of a typo... or just an early Sunday morning error.. but....


Are the axis fighting the axis??? I don't see an allies spawn area!


also - (atleast in HL1) if you ever wanted this map to become a "Standard" map or considered for "Dev Team Blessing" - They don't do 3 man caps. Just passin it on.

Looks good though!


allies spawn in the air and parachute down all over the map. there was a thread a while ago about making maps more random, like in real life where you have no idea where all the roads lead and everything, whereas in dod you learn where everything is and where it goes. so allies spawn in the air with so many spawnpoints that they rarely spawn in the same place twice in one round. and they're on their own, with have no chance of doing anything unless they find a teammate and use teamwork to get to and cap an objective

i was thinking after i posted this thread that the axis could be spawned in the village on the left instead of the caves, which would make the map more even/symmetrical
i was also unsure on the 3 man caps, but finding one ally wouldn't actually be all that hard. but i suppose finding an ally, and keeping each other alive all the way to the objective would be quite hard, so 2 would probably be best


here's some screenshots i just uploaded. as it says, only the buildings will be copied into Source, i just made up the environment as a setting for it all instead of just having buildings in the middle of a flat green field.

www.edwards124.pwp.blueyonder.co.uk/sourceMapScreens.htm

Eric the Pixie
11-14-2004, 03:55 PM
This is a topper of an idea.

If source maps can be as big as the recent info would suggest, this type of map could be a welcome addition.

I think the random drop thing would be a hoot. Comms would be even more important on a map like this. At a first glance, I reckon a lot of Allied spawn points would probably be the way to go. Maybe switching certain areas on and off depending on where the action is might be a good idea too.

If random spawns cant be achieved easily, perhaps a huge map with say 4 squads on each side could be done. Each squad would play like a regular clan side under the guide of a squad leader. Perhaps an overall commander could co-ordinate the efforts of the 4 squads. A map like this would result in battles within battles and the ability of commanders to re-inforce squads under heavy attack.

A server holding at least 64 players would be required for a war like this , ie 4 squads of 8 attacking Allies and 4 squads of 8 defending Axis for example - I dont think thats a problem tbh.

Roll on DoD:Source

Pix

Billie|Joe
11-14-2004, 08:47 PM
assuming that DOD:S has parachute/jumping and vehicles.. unless of course that is all mapper-side o_0

killer tomato
11-15-2004, 07:46 AM
Wow, you really seem to have a great plan there mate!
Keep up the great project. I'm eager to see the result :)

Watchtower
11-15-2004, 08:52 AM
making sketches and maps beforehand helps immensely. Keep on it, show us pics soon :)

spine
11-15-2004, 02:08 PM
Nice houses there Sir! :)

2ltben
11-15-2004, 07:00 PM
Originally posted by A Member
allies spawn in the air and parachute down all over the map. there was a thread a while ago about making maps more random, like in real life where you have no idea where all the roads lead and everything, whereas in dod you learn where everything is and where it goes. so allies spawn in the air with so many spawnpoints that they rarely spawn in the same place twice in one round. and they're on their own, with have no chance of doing anything unless they find a teammate and use teamwork to get to and cap an objective

i was thinking after i posted this thread that the axis could be spawned in the village on the left instead of the caves, which would make the map more even/symmetrical
i was also unsure on the 3 man caps, but finding one ally wouldn't actually be all that hard. but i suppose finding an ally, and keeping each other alive all the way to the objective would be quite hard, so 2 would probably be best


here's some screenshots i just uploaded. as it says, only the buildings will be copied into Source, i just made up the environment as a setting for it all instead of just having buildings in the middle of a flat green field.

www.edwards124.pwp.blueyonder.co.uk/sourceMapScreens.htm
Will the players jump out of the plane itself? I had a mapping theory with this, but unfortunately I had to reformat before I could post it. Basically, the player jumps out of the fuselage onto an invisible grid(the outside of the plane is all clouds or smoke or whatever), and depending on wherever the player hits the grid, the player would have some idea of where he's going to appear in the skies.

Each gridspace would be linked to a teleporter. The only problem was that I couldn't really get it to randomize, and the only way I could carry down the paratroopers individually without setting the entire map gravity to low would be to have clipping brushes carry the men down. This wouldn't work, obviously.

[DoD]Agent~0
11-16-2004, 02:50 AM
www.edwards124.pwp.blueyonder.co.uk...eMapScreens. htm


Very well done, can't wait to see it ported to SRC. Always find a way to work some of that sweet sweet HL2 water in there somewhere in the map, haha.

TheNomad
11-16-2004, 10:50 AM
ahem!

See my sig, i have a fully working plane with paras and stuff. no one plays my map, tho id love to encoperate it into ur map :)

Mussolini HeadK
11-16-2004, 03:56 PM
A Member,

Hopefully DoD:S won't be too far away but seeing as you use CoD radiant you could always test your map for gameplay with the CoD mod HoB (Heat of Battle). The gameplay in HoB is quite similar to DoD so would be a really good playtest to compare to dod, as HoB is far more like DoD then even the new CoD UO modes.

The actual para drop may not be able to be actually recreated in HoB but you could always have it so players dropped a few feet off the ground - some other DoD custom maps have done a similar thing in the past.

Just a thought.

Regards
Musso

Mythic_Kruger
11-17-2004, 11:08 AM
Go ahead Joe. You have an excellent planification (but not a good name :D).

Best Regards,
Kruger

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