[Rel] dod_skyline_b3


Craftos
01-04-2005, 07:38 AM
I was "finishing" beta 3 for several weeks, so here it is finally released to the public, I hope you like it.
This is 6 flags cap map. Top gameplay for sure :D.

Pictures (http://craftos.dssghq.net/skyline.html)

File (http://craftos.dssghq.net/files/dod_skyline_b3.exe)

[edit] Fixed file, missing model added.

travis
01-04-2005, 08:52 AM
i like the look of this one, time put into it obviously; i have yet to play it. gw maen.

killer tomato
01-04-2005, 08:55 AM
Hey,

I'm downloading it now. Looks good from what I saw from your pics. Very roomy.

I'll post other feedback when I played it.

killer tomato
01-04-2005, 09:25 AM
http://img105.exs.cx/img105/1224/fe4hj.gif

:confused:

Watchtower
01-04-2005, 12:19 PM
I played it and the map had ups and downs. Its one of a kind so I commend you on that.

First off, in the 4-5 different times I've played it on a 32 person server online w/ppl, it seemed that axis quickly and decively took over each time, keeping allies down to only 1 or 2 flags most of the time. It also seemed axis were easily holding off allied advance with the positions they were able to take up farther in the map, especially the house over looking the 3rd flag (i guess it would be allies 3rd).

I didnt get stuck anywhere yet, so thats good. I had a feeling I would be.

A few of the spawn points for allies have you facing a wall the when you spawn. Try and flip them around for more streamlined exiting.

I liked all the rooms but they were extremely confusing and it was hard to keep teammates together in a small group over a few minute period. Perhaps cutting out a few dead ends would make it a little easier to navigate.

A higher variety of wallpapers and ceilings would perhaps ease the navigation simply because the rooms would look more different.

cheese-sarnie
01-04-2005, 12:49 PM
hi
top map, literally. :)
we've put it in our mapcycle.
i find the confusion of where you are on the map is half the appeal of it.
also i thought it was quite well balanced, but having said that no one really knew the map.

there is one sticky spot near the axis spawn, near the 1st axis flag, though it is tricky to get to it to get stuck.
in 2 hours of play i've seen just one client stuck there.
i tried to get a screenshot of the exact place, but i was too late.
i'll try to post one if i can.

in the same area there is an open window you can't get through.
(see screenshot. window on the right.)
no problems other than that.

Dwin
01-04-2005, 05:54 PM
Originally posted by cheese-sarnie

in the same area there is an open window you can't get through.
(see screenshot. window on the right.)
no problems other than that.

Maybe that's intentional.

Craftos
01-05-2005, 02:46 AM
Thanks everyone.

Sorry for missing model, here it is.

I gather all comments and try to make it better in next version. At the moment I don't know what will be changed, cause comments are a little confusing :p .
People are suggesting divergent things, some want more variant textures/architecture, other damend less such things :). Matches end quickly or does not conclude for a long time. I will have to wait some more time.

cheese-sarnie: You should be able to go thru this window without problems. All transparent and broken windows should not block movement.

Gorbachev
01-05-2005, 02:48 AM
I still say you should widen/raise the height and possibly lower the full windows or at least add a bit of a step so that the allied spawn exits are streamlined. It's not very fun to have to jump or slowly crawl out of the upper exits to the allied spawn. It gets a bit frustrating with a full team because it can get backed up easily.

I think for the most part the "architecture" should stay the same. (just make everything a bit smoother and fix any tricky spots.) But I think some of the textures are really old and ugly (the orange and yellow tile roof ones in particular. The rest of the map is good and grungy but those don't fit.)

The ladder near the allied side that goes to the window slightly behind is also really tricky, I find lots of people fall because so many are trying to push from below when a round begins.

cheese-sarnie
01-05-2005, 09:16 AM
hi

cheese-sarnie: You should be able to go thru this window without problems.

doh...i still can't get through that window either from inside or out.
i just looked at it a bit closer and there seems to be part of the wall brush coming through the sides of the window frame.
only about an inch each side.
maybe that's enough to stop me getting through.
maybe i should have eaten less at christmas :)

widen/raise the height and possibly lower the full windows or at least add a bit of a step so that the allied spawn exits are streamlined

that would be a good idea for newer players as they find all the window jumps tricky.

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