Release: dod_United_b2

04-21-2005, 05:12 PM
I am pround to announce the release of the latest version of dod_united, dod_united_b2

This update is mostly aesthetic as I have not found enough time to dramatically change the gameplay. However I did fix a few bugs and changed things up a little bit.

changed tree submodels to snow
retextured street, sidewalks, tree line
fixed clock/log spawn bug
added snow to some ledges
raised height of some winow sills
increased height of axis spawn windows
spawn protection warning
increased spawn protection for allies
added hill in park (we'll see how this affects gameplay. hopefully it will help allies)
made the alley snowed in
shortened hall length of black building
darkened sewer lighting
added push to axis spawn ledge to prevent proning
increased size of capzones

Overview (

Before and After:
The Park
Old ( NEW (
The Street
Old ( NEW (
The Alley
Old ( NEW (
Allied House
Old ( NEW (
Axis Spawn
Old ( NEW (

extract to main Day of Defeat folder

suggestions and comments are appreciated


killer tomato
04-21-2005, 05:14 PM
Looks fun, but I think a bit more detail wouldn't hurt. Also, it's fun to see the improvements you made. Good job! :)

04-21-2005, 05:16 PM
If this is the map I think it is, you need more than one way out of a respawn that dumps everyone immediately behind their first flag.

04-21-2005, 05:57 PM
the improvements really help, especially the snowed in alley.

crit: it seems a little bright for a clouded over sky. I know it isn't a night map, but maybe dim the light a bit and give it more of a blue tint so that it looks like most of the sunlight is getting blocked by the clouds.

04-24-2005, 01:42 PM
ever try the sewer shane? it's in the fireplace on the axis side. ;)

admittedly the map could use another route or 2 but like i said i haven't had the time. it is extremely difficult to full cap. i might consider moving or removing the flags that are very close to spawn.

although i'm kinda biased i personally had a lot of fun playing this on a few servers. it's a lot more fun simply because it looks better, and yes it does seem that the hill in the park is helping. the map seems extremely balanced and can really go either way. once you get some momentum going you can kind of shut the other team down though.

thanks for your comments

04-27-2005, 05:46 PM
We used the map this Season at Eagle, and the Allies have a tough time if they get pushed back to the spawn. It would be good if the Allied sewer dumped out into a more flankable spot to counter an Axis on slaught, and allow the allies a chances to break out. The Axis have this abilty with there sewer dumping out away from there #1 and across the main street.

Small side notes not on your change list.

Axis have a bad spawn point that causes a player to spawn in the clock and can not move.

the Doors in the tow story house by the park open only inwards, not sure if this was intended, but makes for a tough exit from the buiding fro either team.

Over all the Clans had mixed feeling on the map, some enjoyed it, other were frustrated by playing allies and getting locked into there # 1 flag area. I think the map has the abilty to be a good match map if you could address the allies second spawn exit.


04-27-2005, 06:32 PM
Originally posted by Remy
I think the map has the abilty to be a good match map if you could address the allies second spawn exit.

Same is true of the Axis spawn.

I'll take a look at this version, though.

I definitely think its a promising map.

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