(Map WIP) DoD_TheHunt

02-09-2005, 09:06 AM
Hey Everybody,

What I made was a remake of Moh's The Hunt, without any ripped material.
To avoid any confusion about the map:

--Whats included/about--
Absolutely 100% NO ripped material from any game.
Very faithfull reproduction of the orginal layout with DoD gameplay.
3 seperate maps -- Ctf, TDM, & Obj. based gameplay
bundled together or seperately downloadable at release.
A 1/2 dozen custom textures and edits
Model edits
"Steam Aware" installer (If i can learn to compile the damn thing!)
Complete .Res file for servers
Supports detail textures
.Cfg file with sniper & combinemg limits -- 2 each

At ground level you will find an average of about 550-750 wpoly with
maximum highs trimming just over 900, nothing above 1000 wpoly
Epolys max at about 8400 and averaging between 3500-4000.
Small execptions may apply

Urban combat with a few green areas, and good terrain in the fields.
Unabtrusive ambience
Lots of sniper positions and MG areas
Axis & Allied paratroopers
Ctf -- 5 capture points with 2 man middle area
Obj -- Round based attack/defend. Less than 5 min for allies to destroy 2 flak88 cannons behind enemy lines
Special attention to clipping models properly

--Whats left--
Finishing Ctf balance
Finishing Obj. version's corresponding entities
Texture re-alignments and correction, detail texture changes and edits.
Lighting adjustments
Very minor brushwork changes.
Details for the interior of the cathedral.
Adjusting choke points.


That about sums it up, im very close to completion and I'd like to find a server
willing to host a playtest or two soon. Thanks.

02-09-2005, 09:07 AM
Couldnt add these in the first post:


02-09-2005, 09:09 AM
How about some pictures of the original map to compare?

02-09-2005, 10:54 AM
Hey Watchtower, how can we judge the quality of the map if you don't show some pictures of the original map to us to compare?

02-09-2005, 11:01 AM
looks good man. nice idea having more than one version of the map, ctf and obj. I wish more maps were like this, so that you could play the version you liked best, or put both into rotation for a change up.

we play carta in our standard rotation and always wondered how it would play as a ctf map *cough* haircut *cough* :D

02-09-2005, 12:58 PM
I dont own Medal of Honor anymore and I have maybe 1 or 2 screenshots of it that would be of little consequense as they are loading screens. What I do have are pics from a converted version, and since there are many changes on that, I could hardly call it the original to compare it with. Id suggest finding a Call of Duty version which I know exsists, or using google. But I own neither of those games.

However, for those who do own the game, you will quickly realize that most of the details are stripped away, less models, lower res textures, but the layout is for all intensive purposes is very faithfull to the original. I used artistic license and what I call "engine license" at quite a few spots, but here again, the layout is essentially intact. I personally find DoD much more fun, so its a treat for me to play a MoH map with dod mechanics.

I can go on and on about everything that is different but its quite easier for you look into it on your own. This was just for fun and took me only a week to do since I prefab most everything I make.

02-09-2005, 01:31 PM
http://medalofhonor.filefront.com/file/MoHReloaded_The_Hunt;36389 has a few screenshots

02-09-2005, 02:13 PM
Where can i start...ok - the map is close to the original as i can see, architecture of the buildings is mostly the same as in the original one with less brushes. it will be enough to recreate the gameplay i think - but you could improve it! the lighting for example looks somehow uninteresting. u tried to make it grey and foggy like in mohaa but dod hasn't got the same graphical possibilities - so why not change it? (like the light change from para_bocage to dod_falaise for example) u could do alot with good shadows and a friendlier or more spectacular sky! you could also add a little more detail to the buildings. i know you're a very nice texture artist - use your possibilities! :D. also an addition of roof gaps would be nice - close some of the windows instead to resave rspeeds. my last suggestion goes to your road - if it would be as brown as in the original it would add loads of contrast especially if you polish up your lighting. now keep working on it and good luck with playtests and such :)

02-09-2005, 02:47 PM
I agree with what you said Devil, the only things that are changing from this point is the graphical points like I said at the top -- lighting, textures, etc. Whats great is my texture usage is only at 2.92mb right now, so I figure I have about 3-4mb to tool around with, which is more than enough for me.

I suppose i could save wpoly by scaling up a bit but I think a 500-800wpoly is an acceptable average since there are no big changes between areas there arent any fps hits.

E.B. Sledge
02-09-2005, 03:05 PM
nice, but a little too dim. often times, the lighting will make or break a map for me.

i like well lit maps like avalanche and krafstoff. i don't really like dims stuff. i understand you're trying to replicate the original map, but im just throwing in my opinion.

02-09-2005, 05:54 PM
I personally love maps with lighting like that. The first thing I noticed when I first played Bocage was how much I liked the lighting. I think this map looks pretty cool, I've been looking for a map that combines wilderness with towns...And are you sure there is a CoD version of the map? I don't think so....;)

killer tomato
02-09-2005, 06:48 PM
Looks different so I like it.
I would, however, change the lightning to something darker and add some smokesprites to the craters. You could add some debris too, to make it a bit more tasty. :carrot:

02-11-2005, 09:22 AM
Cool - I also made a remake of this map for dod - ages ago - not all that long after the demo with the hunt was released - just as an experiment to see how it would be if made for HL ...

I called it dod_jakten (means the hunt in norwegian) ...

Never dared to release it tho - for some reason I have the feeling EA is not a company you want to pick a fight with over copyright issues ... :rolleyes:

I think the entities has some issues with the latest release of dod, since I made it under dod 1.3 beta or something - but I compiled under the latest release a while back and it ran - kinda ...

If you want I could give you a compile of it so you can check it out - given you don't make it publically available of course ... :)

killer tomato
02-11-2005, 10:23 AM
Never dared to release it tho - for some reason I have the feeling EA is not a company you want to pick a fight with over copyright issues ...

I don't think that's going to be an issue...
Don't worry, release it.

02-11-2005, 10:50 AM
Nah - it was never completed - and I don't want to release it now that Watchtower is doing a version of it - One the hunt clone for dod will have to be enough ...

02-13-2005, 07:44 AM
I found another "The Hunt" map (http://www.geocities.com/swaktooss/dod_brest0000.JPG)

02-13-2005, 08:25 AM
wow, thats great....

Anywho, I was able to chop about over 25% epoly down yesterday, with a few quick edits, I made a hedge model thats only 52 polys and quite large, as opposed to the ae_small/med/bigbush models that have 84 polys that I was using.

This allows me to increase the amount of greenery and provide lots of concealment while reducing epolys, which rocks.


What do you think?

02-13-2005, 09:17 AM
Originally posted by Watchtower
wow, thats great....

...Was that sarcastic?

What do you think?

The hedges look good, but the map in general looks a little bland.

02-13-2005, 09:20 AM
What he said.

02-13-2005, 09:28 AM
One more thing:

In the picture with the German sniper, the windowframe texture looks stretched. Did you only scale it down on one axis?

02-13-2005, 02:01 PM
...not sure about the window frame ill look into it.

And I think the map looks alot better now, the textures and lighting have alot to do with that and both are much better now.

there are also alot of open spaces, which isnt common, yet.

02-13-2005, 06:01 PM
hows the poly count in pic5?

btw hi neu ;)

Ginger Lord
02-14-2005, 04:45 AM
All the textures, especially in outdoor areas look over stretched.

02-14-2005, 05:05 AM
Originally posted by Ginger Lord
All the textures, especially in outdoor areas look over stretched.
You stick with Source too much, GL. :p

02-23-2005, 03:35 PM
hey i woudl LOVE to see this map finised that was a very good map for MOHAA.

how close are you to be done with it?

02-23-2005, 05:32 PM
I sent a early version to a bunch of friends, and fellow mappers registered here on the boards, people i respect, about 10 people in all.

I got some excellent feedback and the map is just about done, with about everything from that great feedback implemented and taken into consideration. Ill probably send the map to those people again, fix again, and release.

Im wanting to finish up all my DoD 1.3 projects in a timely matter so I can move on to source mapping without leaving about 3-4 solid maps collecting dust that havent seen the light of day. And after seeing dod source for the first time, I have some sort of visual standard that I can use to create better looking maps.

anyways, im rambling. Ill get this out to everyone soon, ty, gg, etc etc.

04-25-2007, 05:33 AM
This is an old post, but does anyone know if this map was ever completed?

Sly Assassin
04-25-2007, 03:42 PM
No I don't think so, though WT may of completed it.

05-03-2007, 03:47 PM
Wow, what a bump.

Yes this map was completed, no it was not released beacause my original host (Dssghq.net) was being hacked ever other day and my ftp was fubar. This is why no pictures are available now as well. By this time however DoD source was thought to be near release (looking back I laugh at that) so I didnt really concern myself with a release.

I still have the original Rmf backed up and if anyone wants a copy of it, then pm me. Unfortuneately the rich foliage and complete custom texture .wad was lost I made for it was lost and would have to be substituted for something else.

My source version is incomplete do to a OS failure a year ago. I dont have the 100% completed original master .vmf anymore, even that however didnt have a model to be used for artillery, so, its less than wonderful. I only a 90% done .bsp file now which is useless at this point.

I may decide to go back and whip it out some day since im much faster these days, but as many mappers know, it can be more of a chore than fun going back to old projects.


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