[?] DoD Density Final


Ginger Lord
03-19-2005, 06:22 AM
Right,

Its been sitting on my HD for the best part of 3 months untouched and seeing as I get the odd "fix this!!" email everynow and then I thought I'd better fix it up and ship it off as the final version for 1.3

Current changes (that I can remember):

-Fixed getting stuck on Jagdpanther by 88
-Reworked sniping house on Axis Side of bridge to be more realistic, no more one building with just a set of stairs in it
-Reduced amount of 88 shot impacts down to 1, but increased damage and reload time (9s-8s)
-Added Mortars by Axis spawn for more bombardment after 88 is captured
-Canal made deeper
-Small bridge made wider and steps added instead of ladder
-Once bridges are capped, Axis hiding in Water and canal area are now killed as well
-Texture fixes

What else do you think is needed folks?

Maxey
03-19-2005, 06:55 AM
How about this:

- Changed map from custom to official.

Or something along those lines, but you know, it's just an ideia... :D

travis
03-19-2005, 08:40 AM
#2 has it, i thinkl the map is great. I know its big and this is probably a bad idea bu ever considered making it a flag map with advancing spawns :D?

SWK
03-19-2005, 09:47 AM
Is there any way you can make the Brits spawn on the left side less often after the left tank is taken out?

Ginger Lord
03-19-2005, 10:18 AM
Originally posted by Star Wars Kid
Is there any way you can make the Brits spawn on the left side less often after the left tank is taken out?

If I had more entities to play with I would do that, as it stands im on the border of entity limits. What I would've done is make it so if you take the left side out everyone spawns on the right and vice versa. Maybe with more interlocking routes.

Look out for this in the Source version.

Edit: Updated fix list from suggestions from other places.

Jibba-Jabba
03-19-2005, 12:41 PM
Cool! :)

I like the idea of adding mortars.

Thanks for appealing to the community while still making a great map! <3

Colonel Forbin
03-19-2005, 04:25 PM
#3 this isn't gotfrag

Watchtower
03-19-2005, 04:32 PM
Dont forget those mg'ers climbing up the 88 barrel.......clip it to high-hell and make sure no-one does that on the 88 or anything else on the map.
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Perhaps lessen the damage done by mortars. After you explained that no one was dying from 1 round, I agree with your decision, HOWEVER, I think the damage should be lessened to a degree that will severely injury players but not kill them, a 2nd volley would finish the job. Or, make it so the direct hits kill but lower the damage radius. Your system does need tweaking though, please consider these suggestions.
__________________________________________________

1 more thing that would help the british alot. On the right side, you go down a ladder inside a bldg. At the bottom, you must crouch down to go through the area.

It would help ALOT if you made it so we could stand up in there instead. Why?? Since time is usually quite limited by the point british are using this area, this allows the brits simply to move faster between the spawn and the targets. Nothing big, but nonetheless an area that a small improvement can make a big difference in the flow of the map.

_________________________________________________
Last but certainly not least:

Please go back and try to perfect the clipping on the models. They are good but a few more minutes on them couldnt kill ya. Nothing worse than shooting invisible metal clip brushes in the heat of the moment, especially jed's kubelwagons at the top of the roads.
_________________
The map is great as-is. I think that doing a final is a good decision. It will also make a source version that much better with the last bits you change around.

Please keep in mind i play beta4 on a regular basis with 32 actual people, and these are a few things people regularaly speak out on the micropones about. Good luck.

WT

Neutrino
03-19-2005, 05:15 PM
one thing i dont like is how an mg can prone (or anyone in that matter) on the very end of the flak barrel.

travis
03-19-2005, 09:13 PM
soz4tk #7

Gorbachev
03-19-2005, 09:30 PM
I had a bunch of texture fixes for you before, but I don't know how much of it you've fixed and what the current version looks like.

Bocasean
03-26-2005, 10:34 PM
I don't know how to map, so I don't have an understanding as to what your parameters are. With that in mind, here are my suggestions:

- After the bridges are capped, it'd be nice if the rear British spawns were somehow connected. If not connected, then perhaps a shortcut that cuts through some buildings if we start on the left Brit spawn. There already is one shortcut if we go through the building to the immediate right, but is it possible to put a shortcut through the building right at the bottom of the mortar's target hill? Basically, I'd like to have an alternative to the bottleneck of running down the middle of the street to the left tank. Even if we have to blow up walls or whatever to access the shortcuts, it'd be all for it.

- Stick with the brighter colors of the density_b4 instead of the dull gray of density_b3. For whatever reason, I prefer the look of b4.

I can't think of anything else. It's a great map, and my personal preferences for multiple paths of attack doesn't change the appeal of the map at all.

Ginger Lord
03-27-2005, 06:57 AM
There probably wont be any changes to paths as the way it was built really doesnt allow for it, my fault really. Its also the last version so doing any major changes is not worth it, the source version will have all these.

mXed.dk
03-27-2005, 08:27 AM
sweeet ....

Sgt.Garvey
03-27-2005, 03:39 PM
Forgive me for not knowing, because I have not been to these forums for some time now.
What are the r_speeds?

Sgt.Garvey
03-28-2005, 09:13 AM
Nvm, r_speeds are nice.
But I found a bug.
http://deagle.csbanana.com/den_bug.jpg

Jibba-Jabba
04-09-2005, 01:23 PM
Came across this picture, and it just reminded me of the 88 so I had to post it...:D

http://img.photobucket.com/albums/v144/Jibbz/funnytank.jpg

haircut
04-09-2005, 04:23 PM
that's gotta smart a bit ... :kitty:

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