[RELEASE] DoD_Vaals


BasieP
05-15-2005, 05:04 AM
dod_vaals

People,
Killer tomato and me have been working on this map for a couple of months. As some of you might know, vaals is a small town in the Netherlands on the border to Germany. It has been a crucial point in the battle against nazi germany.

We made this map according to a layout we made. It is not a reconstruction of the real town, since we never been there.

We tried to add as much elements as posible to our map, therefore there are sniper spots, machine gun spots but also submachinegun area's.


story:
DoD_Vaals

The city of Vaals is a small but crucial point in the
allied attack plan.
There has been a long battle and even para troopers failed
to capture it. Now it's up to the 101st Airborne.

Axis Objectives:
Capture and hold all the flags and therefor keep the tactical
advantage of Vaals.
Withstand the Allies attacks, take advantage of your position.

Allied Objectives:
Capture all the tactical points and push the german back into
Germany. Beware of snipers in the church, and break open the
Axis lines.


Screenshots:
We have to much screenshots to show in one post, but we have a whole page with them right here (http://home.wanadoo.nl/atia/dod_vaals/sshots.html)


Movie:
we even made a small promotion movie, you can see it by clicking right here (http://members.home.nl/zuriel/vaals.avi)


Download:
offcourse you can download the map :P
here is the link, please spread it as much as you can
http://home.wanadoo.nl/atia/dod_vaals/dod_vaals_b1.rar


Development thread:
you can find the development thread right here (http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=47957)


credits:
Layout: BasieP
Mapping: killer tomato
Finalizing: BasieP & killer tomato
custom models & textures: We haven't figured out yet compleetly. If you made model or texture, please msg one of us


thanx:
We would really like to thank Shane (http://www.dayofdefeat.net/forums/member.php?s=&action=getinfo&userid=1165) and a lot of others from leftfield.org (http://leftfield.org/Forums) for the very good feedback after the 2 private beta tests
also we like to thank all the mappers from this forum for there help.

Octivus
05-15-2005, 05:27 AM
Saints meets Kalt.

not bad

D!nGleWaR
05-15-2005, 08:09 AM
very very nice

gj guys

skdr
05-15-2005, 08:28 AM
Could be a interesting map to play but the performance problems are just too bad IMO. Model polies going over 10,000 (even without running players) and wpoly reaching ~1500.

There are spots that could be easily visblocked to get better performance. There are also spots where youre looking at a blank wall getting over 1000 wpoly...

I'm still offering help for you guys :)

D!nGleWaR
05-15-2005, 08:50 AM
yeh just being playing it by myself and it digs quite badly into my fps just walking around

ShArPsHooTa!
05-15-2005, 09:29 AM
looks good, i'll have to try it later

BasieP
05-15-2005, 11:12 AM
Originally posted by skdr
Could be a interesting map to play but the performance problems are just too bad IMO. Model polies going over 10,000 (even without running players) and wpoly reaching ~1500.

There are spots that could be easily visblocked to get better performance. There are also spots where youre looking at a blank wall getting over 1000 wpoly...

I'm still offering help for you guys :)

well we really like help, but i allready did a lot of visblocking and can't quite beleive i did it 'wrong' orso.
on the other hand, you're right, the map should have way lower polycounts and for some reason i can't figure out it shows a lot of brushes while it shouldn't

how do you think you can help us?

and for all others:
we really like to get feedback, say what you like and dislike will also help us improve the map :)

D!nGleWaR
05-15-2005, 11:24 AM
well

i like the whole map design ect

gameplay looks preety decent

its only this major fps loss that needs improving im sure skdr can help ya sort that out tho :rolleyes:

skdr
05-15-2005, 12:10 PM
I'm more than happy to help these guys. Check your PMs BasieP.

kwsn
05-15-2005, 02:50 PM
how long did you guys work on this?

Colonel Forbin
05-15-2005, 02:53 PM
Too special for the mapping forums?

Loco
05-15-2005, 03:02 PM
Originally posted by Colonel Forbin
Too special for the mapping forums?

"New" map releases are fine to post in the General section. This was decided a while back m8. ;)

Looks nice.....I haven't downloaded it yet to try, but the promo looks pretty good.

killer tomato
05-15-2005, 03:54 PM
*Thanks Loco*

Hey guys,

Thanks for your feedback allready!
We're still putting effort in the map and as it develops (and has developed) it starts to look and play better. And all that thanks to...you!

As for the r_speeds, we're still working on that, alltough maybe with the help of skdr in the future. Thanks skdr. :)

One of the things that needs attention too is the creditlist. We have used quite a few custom stuff. If you recognise anything and you know who made it; just PM us or post it under the developement thread (http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=47957).

Thanks and have fun! :)

tomato

Coopz
05-15-2005, 09:19 PM
New maps are always good.
This one looks of a high quality.

PF-Toxic
05-15-2005, 09:28 PM
I have playtested it a few times. It's a real fun map. It's kind of a miniature flugplatz in the snow. It looks great, and has an interesting design. If they can figure out the lag problem, it could be a clan map.

BasieP
05-16-2005, 07:10 AM
important:

if any of you have trouble loading the map because of missing models (fueltruck) then please redownload the .rar file.
we forgot to update the .res file, and therefor it still wants the old model we used

Oli
05-16-2005, 07:12 AM
Will be checking it out soon, but looks good by what I've seen so far.

Steiner
05-17-2005, 12:35 PM
Looks great. And after a tiny bit of tweaking itīll rock. :D

BasieP
05-18-2005, 09:14 AM
people,

since a lot of players have trouble with there fps, and i wasn't happy with the r_speeds either, i'm now totaly redoing the map.

there are some new buildings allready, they block the line of site, and therefore the r_speeds should go down bigtime.

also, the type of gameplay goes a bit more towards (sub)machine guns, and less to sniper.

i will post screenshots and updates in this topic:
http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=47957

and will post here the moment the seond beta is released

Shane
05-18-2005, 11:14 AM
Originally posted by BasieP
also, the type of gameplay goes a bit more towards (sub)machine guns, and less to sniper.

Your map has lots of good sniper places, please don't turn it into a sniper war unless you want it played less.

Also, the rule for posting to general is the map must be the FINAL RELEASE, which this is not, so I'm moving this back to mapping.

Once you have a final release, you're more than welcome to post it to general.

BasieP
05-18-2005, 11:41 AM
mm i think you understand wrong, i ment that the sniper places are getting less, for instance, the tower now can't see the bridge anymore, because there's a house between them.

Shane
05-18-2005, 11:48 AM
Originally posted by BasieP
mm i think you understand wrong, i ment that the sniper places are getting less, for instance, the tower now can't see the bridge anymore, because there's a house between them.
ah :)

:thumbs up:

nicky
05-18-2005, 01:32 PM
i cant wait to play it!!!! anyone wanna play with me? im ganna get downloading it right now

Mythic_Kruger
05-18-2005, 03:56 PM
I'm gonna check it out.

killer tomato
05-18-2005, 04:17 PM
anyone wanna play with me?

:rolleyes:

j/k

I'm sure it'll get hosted some time, just keep an eye out! :)

ez
05-19-2005, 08:12 PM
I'll host this on the DoDec too.:)

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