[REL] dod_wolfie [FINAL]

Eric the Pixie
03-18-2005, 03:59 PM

After a false start, here is the final version of the map.

Map Name: dod_wolfie
Released: 18th March 2005
Mapper: John (Eric the Pixie) Armstrong
Map Type: Beach Assault with primary and secondary objectives.
e-mail: eric_the_pixie@clan-scot.com
webby: http://www.clan-scot.com
irc: #-scot-, #-scot-tfc, #-scot-dod (all on quakenet)

The map is running 24/7 on the [SCOT] Clan Game Server

Content will be downloaded in-game from the [SCOT] Clan Web Server:

56k players may prefer to download all the files in a single zip, please use this link to get the file:

If you have already downloaded the previous version, delete the dod_wolfie.bsp from your dod/maps folder and download this new version. http://www.clan-scot.com/wolfie/maps/dod_wolfie.bsp All other files are unchanged.



These last 2 images show the difference with fog turned on and off. The map was optimised for Fog, but its up to your personal choice whether you switch it on or off - it really empasises the scale of the map with fog on.

Full info about what the map is all about and why is contained in this thread:-

The Allies have planned an early morning raid on the Axis base.
They must secure the secret documents - found in a vault in the basement of the base - and transmit their contents to Allied Command.

Playing the map:

Allies: Run up the beach and enter the Axis base by blowing up the door in the forward bunker or by destroying the damaged sea wall. Capture all 4 flags to open the doors to the basement. Blow up the vault, get the documents and take them to the Radio Room, transmit the secret codes and win the round.

Axis: Prevent the Allies from capturing the flags. If they do, defend the basement and the Radio Room at all costs. The doors can be closed if you manage to re-capture all 4 flags. Defend for the full 12 minutes to win the round.

General Info: Each round lasts for 12 minutes maximum. The forward bunker is a spawn point for who ever owns it. If you get trapped in the basement, the vault room is a safe area, but you will have to be quick to get there before the doors close.

The map is as good as its going to get on the HL1 engine. (I'll be converting it into a spinky new DoD:Source version as soon as the mod is released).

If anyone wants to host the map and all the associated files, here is the .Res file


I hope everyone enjoys the map.


03-18-2005, 04:23 PM

btw, im getting a page not found error when i click this link: Full info about what the map is all about and why is contained in this thread:-

03-18-2005, 04:37 PM
it looks pretty interesting. i wonder if it plays well.

03-18-2005, 05:57 PM
Good job Eric!
I will go for a test soon...

Eric the Pixie
03-18-2005, 07:05 PM

Fixed the broken link - It points to a thread on these forums way back in October 2004 - Wolfenstein Beach Assault Experiment


The thread basicly follows the first stages of the development of the map and has more screenies and stuff.


03-18-2005, 07:44 PM
I went on the SCOT server for a bit... unfortunatly there was no-one else playing at the time.. so i went black hedgehog spotting :D

I found 2 ;)

03-18-2005, 08:25 PM
I love this map, its really well crafted imho irreguardless of the r_speed issues.

GJ, hope to see this one @ dod:s

03-19-2005, 08:03 PM
I hope P.O.W. jumps on this, their server rocks, 32 people, custom maps, etc. If you are in or know someone who has ties with POW clan, let em know about this one.

great translation eric, I wouldnt have had the patience for this one... i mean, the entities alone probably took more time than I could handle. After awhile, my nerves are shot and I have to just walk away.

:carrot: :carrot: :carrot: :carrot: /5

03-20-2005, 02:33 AM
I DL the zip file and ran around it. looks nice. we'll see about playing it on our server. it is missing a few files though:

Warning: Unable to open sound/eric_the_pixie/etp_ocean.wav for transfer
Warning: Unable to open sound/eric_the_pixie/etp_allies_win.wav for transfer
Warning: Unable to open sound/eric_the_pixie/etp_axis_win.wav for transfer
Warning: Unable to open sound/eric_the_pixie/etp_airraid.wav for transfer
Warning: Unable to open sound/eric_the_pixie/etp_klaxon.wav for transfer
Error: server failed to transmit file 'sound/eric_the_pixie/etp_ocean.wav'
Error: server failed to transmit file 'sound/eric_the_pixie/etp_allies_win.wav'
Error: server failed to transmit file 'sound/eric_the_pixie/etp_axis_win.wav'
Error: server failed to transmit file 'sound/eric_the_pixie/etp_airraid.wav'
Error: server failed to transmit file 'sound/eric_the_pixie/etp_klaxon.wav'
Setting up renderer...
SKY: pixiert, pixiebk, pixielf, pixieft, pixieup, pixiedn, done
Compressing split packet (9638 -> 8196 bytes)
Custom resource propagation complete.
Compressing split packet (2551 -> 1583 bytes)
CL_SignonReply: 1
21.8 megabyte data cache
CL_SignonReply: 2
Couldn't open file overviews/dod_wolfie.txt. Using default value

03-20-2005, 03:09 AM
wow watchtower, prolly not a good idea playing this map on a 32 player svr :E

i remember playing 32 player overlord heaps on i think it was "thaiguy's" 3.1 32 player servers, even tho 300ping still heaps fun :P

03-20-2005, 04:30 AM
I have to admit ... very nice looking map.

But you admit to using Wolfenstein textures and some sounds ... maybe most of you don't care about that but it's something I'm not to keen on. Dod looks like DoD due to it being DoD and not Wolfenstein. You did say you wanted it to look like a Wolfenstein map, so I guess that's ok.

r_speeds in the middle open area go from 2000-4000. Can't be helped on a map like this.

Might pop on to your server if I see it on just to see how it plays. Due to the r_speeds I won't put it on our server though.

Would make a great Source map though.

Eric the Pixie
03-20-2005, 07:32 AM
Thanks for all the comments peeps - much appreciated.

Those 2 black hedgehogs are common to Scotland, we often hunt them for their eggs and make rather tasty omlettes. :D

Well spotted on the entity issue, I have this worrying bald patch that has increased in size in direct relationship to the time spent on this map. I look like a demented medieval monk atm.

I've removed all the files from my PC that are used in-game and allowed them to be downloaded from the server - everything arrived ok (phew). Perhaps it was just a connection glitch that caused the problem for you. Try removing the files you mention and let the server download them again.

I thought r_speeds would be a big problem for a map like this but was surprised to find that it doesnt seem to have much effect on a busy server. We have had 20 on ours and ¦HELD¦Bond has had 28 on his with no complaints from anyone. Maybe the combination of better connection speed, faster PC's and Steam have pushed the limits up from what we are used to - who knows, but it seems to be ok anyway :)

I appreciate what you say about the textures. To be honest, I never intended releasing the map, I just wanted to see if the HL1 engine could be pushed far enough to play a Q3 map and improve my mapping skillz at the same time. I was keen to retain as much of the original look and feel of the map as possible and didnt want to make it easy for the HL1 engine. That said, I've run out of clip nodes and there had to be changes made to the basement to accommodate this. The only Wolfenstein textures that I've used in their original state are the ones used for doors, crates, the radio gear and the wooden trench walls. Everything else is customised. In the Source version, everything will be done from scratch.

Since way back at I-18, I have received severe ear-ache from everyone that saw the map to release it for on-line play - so thats what I've done. If I had a bit more time, I would have replaced these original textures.

At the end of the day, I've learned an awful lot about map optimisation and have developed a knack for lateral thinking to find answers to difficult problems. I'm pleased to have an end result that is appreciated by people who have a proven track record in mapping. So, I'm a very happy bunneh.

I'll probably crawl back under my stone now (I'm gonna have to start working with Source).


03-20-2005, 11:05 AM
eric. I got the map from the zip. that is what is missing files. it does look rather nice. we have a very popular 28 man server so it probably won't make rotation because of the r_speeds, but I'm gonna try and talk the other admins into putting it up so we can bump to it occasionally.

03-20-2005, 11:12 AM
eric its well known that big maps like these, strain servers; add 32 players shooting and throwing grenades everywhere and you have yourself a nightmare.

r_speeds in the range of this map are more harmful to the player, 20 fps is fun - feels like im playing a no vis+rad version of sherman and by no way should these comments suggest i dont absolutely love the design of the map and its crafting as you have done an excellent job in that department and it certainly isnt your fault that dod in its current state cant handle such a map. big ups.

G_G disclaimer

03-26-2005, 10:22 PM
Originally posted by Eric the Pixie The map is as good as its going to get on the HL1 engine. (I'll be converting it into a spinky new DoD:Source version as soon as the mod is released).

I hope everyone enjoys the map.

Good to hear... and Yes I am enjoying it.

Even on my local lan with bots it's a strain but plays OK with 19 other bots.

I liked it so much... I have Waypointed it for ShrikeBot (http://shrikebot.bots-united.com/download.htm) :)

Download waypoints here. (http://cervezas.no-ip.org/pafiledb/pafiledb.php?action=file&id=196)

03-27-2005, 05:07 PM
I like the map, Eric. In fact, I run it on my server. We only can have 20 players at one time, and as of yet, it hasn't bogged down on us and continues to run fine.

If I can make one desperate request though, is that you make a version in Source that includes the basement detail of the Wolfenstein map. Perhaps you could make it so the first 4 flags have to be capped in order to open the rear office door in the command room, where the plans will be stored. Until then, it'd be great if the rest of the basement was open so we could utilize that part of the map. The vents, multiple rooms, and command center made the Wolf map great. Even if you don't want to change the current version, perhaps you could create 2 separate versions for Source: dod_wolfie and dod_wolfie2

Also, I don't mind the look being similar to Wolfenstein. It's the only DoD map like it.

Eric the Pixie
03-28-2005, 04:18 PM
No worries m8, I know what you meant by your feedback - no need for the disclaimer lol.

Wow, wolfie with bots, nice one m8

On the very first post of this thread is a link to the topic that covers all the development of the map. To save you wading through it all, the map is the size it is because it was an experiment to see if a map designed for a Quake3 based game could be duplicated for the Half Life 1 engine.

I made the map in a number of sections and I then combined everything into the final map.

The HL1 engine has built-in limits for faces, patches, brushes, entities, etc, etc. Unfortunately, there is also a limit to the number of clip nodes you can use in a map. These nodes are involved in the determination of where a player can and can't go in the map. With the full map (including all the lower basement rooms, ducts, etc) the clip node limit was exceeded.

I spent ages working backwards from this position to the point where the clip node count was valid - this meant removing geometry. I then optimised the brushwork, saving clip nodes, and kept adding more geometry until I ended up with the current version (clip nodes at 99.8%). Something had to go to keep the count within the limit, so it had to be the lower control room :mad:

The source version will have all the lower basement stuff in there and will play like the original. I made a few minor changes to the DoD version (like open/closing doors to the basement and the gas counter-measures, the Axis respawn and a few minor changes to the capture area geometry), I'll see how peeps feel about keeping them the way they are or changing them to the original wolfenstein way of doing things.


03-28-2005, 05:08 PM
Yeah, I remember you saying how badly the map stressed out the capabilities of HL1. It's a great map as it is, and I hope you didn't take it that I was unhappy with it at all.

That's why I am definitely suggesting the full version be made for Source. It's obvious that you can make the map fun and functional to mimic the Wolf map, so I hope that everyone allows you to give it the full remake treatment. Even if they want the current, more simple version, then I still hope that we can convince you to make Wolfie2, complete with the entire basement.

04-01-2005, 07:50 PM
Looks great, hopefully some servers are running it.

04-04-2005, 02:51 AM
I have played this map with 30 players on good server - new fast Opteron server which easily makes 300+ fps and less that 40% of CPU usage on typical dod map. I have pretty good computer (AXP 3200, 1GB RAM, GF4600), but this map gives quite noticeable lag and bullet loss. No suprise, cause it has 2000-3000 or even more wpolies. Other PIA problem were Allies' snipers, much more irritiating than on charlie. With fog off they see easily Germans on other end of map.

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