dod_flugplatz released...NOW
FuzzDad
05-17-2003, 11:50 AM
Well...it's the best I can do for now...might as well get some feedback...mirrors are always welcome.
Known "things"
1) r_speeds near eastern taxiway a bit high
2) overview map is slightly off
3) didn't do a great job of clipping...might be able to do things i didn't intend
Edited May 18th...Thanks for the mirrors guys! Here you go:
Custom DoD (http://www.customdod.com/maps/dod_flugplatz.zip)
Amerabyte (http://www.amerabyte.com/dod/)
Download from DoDFi.net (http://www.dodfi.net/?sivu=file_info&file=262)
DoDMaps (http://dodmaps.ngz-network.de/)
Karwhor* (http://www.kar*****.co.uk/)
Kraut-Mapworks (http://www.kraut-mapworks.de/)
DoD.de (http://dod.daddeln.de/download.php?fileid=129)
And a serious thanks to Godcha for the waypoints...I ran these buggers for two hours today to learn how the map ran with players and it was a blast!
Godcha Waypoints for Sturmbot (http://www.godcha.de/waypoints/dod_flugplatz_wpt-god.zip)
Pic 1, (http://users.invasionworks.com/~fuzzdad/images/dod_flugplatznew6.JPG) Pic 2, (http://users.invasionworks.com/~fuzzdad/images/dod_flugplatznew8.JPG) Pic 3, (http://users.invasionworks.com/~fuzzdad/images/dod_flugplatznew10.JPG) Pic 4, (http://users.invasionworks.com/~fuzzdad/images/dod_flugplatznew12.JPG) Pic 5, (http://users.invasionworks.com/~fuzzdad/images/dod_flugplatznew14.JPG) Pic 6, & (http://users.invasionworks.com/~fuzzdad/images/dod_flugplatznew16.JPG) Pic 7 (http://users.invasionworks.com/~fuzzdad/images/dod_flugplatznew18.JPG)
Die Schlampfe
05-17-2003, 11:58 AM
Looking good FD. Gonna download now. Love the dark gloomy environment! :D
RPGreg2600
05-17-2003, 12:06 PM
nice.
very nice indeed.. cant wait to give this a try
-iNw-Andy
05-17-2003, 12:26 PM
Just gave the map a quick run-around, and I have to say I really like it. The setting is very well-executed and I like the night setting/lighting.
the sound easter egg was predictable. but that big mural was not.. oh also, what is the movable box and is it in this map?
the moveable box was an easter egg that was in glider and you could have races in the room with it.. was pretty fun actually, anyway i just checked this map out and i love it man, very good lighting and i just love the whole concept of it :D! good work
Thrik
05-17-2003, 01:57 PM
The movable box is a legend I created. In the original tests of Glider there was one big box outside the water house which could be moved around. Me and a couple of others found a way to get it around the whole map..
http://www.dayofdefeat.net/forums/attachment.php?s=&postid=57599
Fuzzdad removed the box, but offered me the chance to keep its name in the map. So I designed the "official" movable box texture and he put it in the secret room, which has gone from a 2-roomed thing, to a race track to the small room in 3.1. :P
http://thrik.dodnetwork.com/bleh/box.jpg
looks good, i hope its gameplay is as good as its looks, if so then it will be a very fun map :D
rotzbua
05-17-2003, 07:44 PM
wow,...
cool
i love that Me 262 Model...
really cool :)
I will download it just for that model ;)
Miasmatic
05-17-2003, 09:56 PM
Thank you sir!! :)
FuzzDad
05-17-2003, 10:17 PM
Originally posted by NC17
I will download it just for that model ;)
Nice to know you like the map too.. :P
PS...it's a great model by Molotov_billy and Agent
Godcha
05-18-2003, 12:39 AM
wow... very great!
and the models looking also very good :cool:
p.s. will be an updated/remake version from dod_factory coming out? i really love this map... itīs one of my favorites!
http://dod.daddeln.de/download.php?fileid=129
Nice work, btw ;)
Thursday
05-18-2003, 02:35 AM
miror www.customdod.com/maps/dod_flugplatz.zip
Cyber-Surfer
05-18-2003, 02:49 AM
Mirrored at: Amerabyte DoD Resource (http://www.amerabyte.com/dod/)
Download from DoDFi.net (http://www.dodfi.net/?sivu=file_info&file=262)
Very good map FD. I like the way you ended up here. Very good atmosphere.
Good job.
German Killa
05-18-2003, 03:34 AM
I add a mirror at DodMaps.de (http://dodmaps.ngz-network.de/)
map is also running on our Custom Map Server
213.158.123.4:27016 DodMaps World [OwP] #1 - Custom Maps
very nice map! :D Kraut-Mapworks.de (http://www.kraut-mapworks.de) Mirror will follow! :)
Thrik
05-18-2003, 05:07 AM
Oh yeah, I forgot to mention it's on www.kar*****.co.uk
Edit:- God damn filters.. www.dayofdefeat.co.uk
Godcha
05-18-2003, 07:56 AM
some sturmbot 1.6 waypoints from me for this great map... :eek:
dod_flugplatz
- bots capture alle flags
- bots use many different routes
- bots use many different sniper- and guard-spots
- no bazooka/panzerschreck waypoints (not needed for the mission objectives)
download here: dod_flugplatz.wpt (http://www.godcha.de/waypoints/dod_flugplatz_wpt-god.zip)
have fun with this... :rolleyes:
greetz,
FuzzDad
05-18-2003, 09:50 AM
Thx Godcha! Is this a great community or what!
There will be another release of this map...perhaps in a month or so after I get feedback from players...I'm not planning on changing much of anything other than to:
1) lower r_speeds near the eastern taxiway flag looking towards the other side of the taxiway...there are hotspots there that momentarily bip over 1000. I think I can do that with hints and a few strategically placed brushes.
2) I should have an updated version of the me262 so I can have the one on the taxiway damaged in a crater (the one in the hanger will remain unscathed).
And anything else of course that shows up in gameplay.
LanmaniaX (http://lanmaniax.punkassfraggers.com) will add mirror tonight.., btw nice work
FuzzDad
05-18-2003, 02:04 PM
Thx for all the mirrors guys (the Europeans rule)...i updated the front page post w/the new mirrors.
This has to be about the best map I have played and i have been playing DoD since it's inception. My only complaint is that the Rspeeds are quite high in some places. Please tell us that you are planning to optimise this amazing map in the near future.
FuzzDad
05-18-2003, 08:06 PM
Sure am...it's incredibly hard to make a wide-open map with low r-speeds...at least it is for me...I am running through several scenarios to help close up some of the speeds and I've already shaved off quite a bit today...it will probably mean the central runway area will get a bit thinner...but not too much...and I'll probably have to loose at least one or maybe both of the water towers (too many models visible in the central area)...but...after watching bots play the map for a good hour without either side winning I think the map's balance is in place so I have to be carefull not to screw that up...I'll give it my best shot.
We played this today at the office but it was only 6 on 6; it was fun, but I get the feeling it needs more players, so we'll try again tomorrow when we should have 10 a side at least. It was a little bit unfocused with small teams but I get the idea that would change with more people on each team.
I think if the central open area were made thinner that might feel a little better anyway; at the moment I feel pretty exposed when in the middle, and it seems like if the opposing team had a few good sniper/mg campsites set up they could shut you down pretty well. That is just a half-assed theory that is not based on any real playtesting though.
I'll try to provide more feedback when I've played it a bit more (especially with more people), I like what I see so far though.
FuzzDad
05-19-2003, 07:16 AM
Originally posted by Mr Fribbles
I think if the central open area were made thinner that might feel a little better anyway; at the moment I feel pretty exposed when in the middle, and it seems like if the opposing team had a few good sniper/mg campsites set up they could shut you down pretty well.
I agree a bit...there are ways to get around the center of the map on both ends...go through the hanger or duck into that tunnel on the opposite side...maybe I can make the entrances to the tunnel concealed from the center. Perhaps a bit more rubble to hide behind...I will skinny-up the middle a bit...not so much to alter gameplay as to lower r_speeds in the area. Thx for the feedback!
Band of Sisters
05-20-2003, 07:19 AM
Now playing on Kustom Kettle #2 - 207.44.134.7:27015
Map at: http://www.kustomkettle.com
Nicely Done FD!!!!
Mirror added, included zee Sturmbot waypointfile (http://www.lanmaniax.com)
FuzzDad
05-20-2003, 04:39 PM
I should have an updated bsp in a few weeks...there's no place you can get above 1000 r_speeds now and I've reduced my epoly counts also...thanks for all the mirrors and waypoints and all...all this luv makes ole FD a happy camper
Shane
05-28-2003, 01:54 AM
Sorry, just posting this now..
Playable at CoJ (http://coj.spies.com/coj.htm).
Its been on for about a week, but I was hoping for our voting plugin to be fixed (b0rked since 1.0, if anyone knows about adminmod running w/ mySQL, let me know). But, couldn't wait any longer.
It is our rotation.
FuzzDad
05-28-2003, 03:54 PM
Thx Shane...I have an updated version that has drastically reduced r_speeds, retains almost all the architecture of the original, and adds more rubble/cover to the open area in the center somewhat...here's a few pics (pics are dark...but it ain't that dark in the map when playing):
http://users.invasionworks.com/~fuzzdad/images/dod_flugplatz0001.JPG
http://users.invasionworks.com/~fuzzdad/images/dod_flugplatz0005.JPG
http://users.invasionworks.com/~fuzzdad/images/dod_flugplatz0004.JPG
http://users.invasionworks.com/~fuzzdad/images/dod_flugplatz0006.JPG
Not sure when it'll be re-released...you know me...always tweeking and putzing with things...
Shane
05-28-2003, 03:58 PM
Nice pics!
I did start a feedback thread about the map in our community forum. Not sure there's anything useful there yet, but feel free to check it out.
Yeah, more cover = better. :) Maybe a crater or two?
If you really wanted to go for some ambiance, maybe ask the modeler to make you a destroyed Messerschmidt that you could put in the map?
Now for a "counter" ambience suggestion... Maybe some kind of ingame visual that helps identify who controls the Plane caps. I run by them a lot not thinking that we have them or not, then backtrack, lol. Not sure how to do that and not violate the ambience. You can't stick a flag on top of the plane. :)
FuzzDad
05-28-2003, 10:03 PM
Yes...I'm creating little me262 icons to represent the two planes to cap and there's a destroyed version (plus other stuff) in the works. I've also added a few more ambient hints, a cool way to end each round, and some other...suprises. I'm really interested in gameplay so if anyone has played a few rounds let me know...it's the cool looks and things to do that interest custom map players...but it's the gameplay that keeps folks coming back
Hulk Bogan
05-29-2003, 04:43 AM
Originally posted by FuzzDad
Yes...I'm creating little me262 icons to represent the two planes to cap and there's a destroyed version (plus other stuff) in the works. I've also added a few more ambient hints, a cool way to end each round, and some other...suprises. I'm really interested in gameplay so if anyone has played a few rounds let me know...it's the cool looks and things to do that interest custom map players...but it's the gameplay that keeps folks coming back
The gameplay I've participated in/hosted lately has been great. The only issue I've ever heard come up that would suggest alterations would be the issue Shane raised about visuals indicating capped planes. Other than that, this map is currently our 1st in rotation and probably most frequently played right now. Also, thanks for making the map "bot friendly". The bots run really well with it as a result of there not being any extremely narrow paths, difficult manholes, etc. to navigate around.
Good job...and I like the visuals on this one. Another great use of lighting.
FuzzDad
05-29-2003, 11:22 PM
Here's how I avoid confusion with the flags/planes...first row is what they look like at the start of a round...second row is what they look like as the round progresses.
Shane
05-29-2003, 11:23 PM
Those are very nice. That should do the trick. :)
Shane
05-29-2003, 11:25 PM
Feedback (http://www.spies.com/Forums/showthread.php?threadid=7861) for you, FD. Maybe more will get posted as time passes. Not much, but there are a couple useful comments... 1 about how doors are aligned or something and 1 asking about the purpose of the 'zookas, since there's not much to det w/ them.
FuzzDad
05-29-2003, 11:41 PM
Originally posted by Shane
Feedback (http://www.spies.com/Forums/showthread.php?threadid=7861) for you, FD. Maybe more will get posted as time passes. Not much, but there are a couple useful comments... 1 about how doors are aligned or something and 1 asking about the purpose of the 'zookas, since there's not much to det w/ them.
Registered at Spies and posted to the thread!!!
Effexx
05-30-2003, 12:20 AM
Originally posted by Hulk Bogan
Also, thanks for making the map "bot friendly". The bots run really well with it as a result of there not being any extremely narrow paths, difficult manholes, etc. to navigate around.
AMEN BROTHER!
Great map FuzzDad... I played a couple hours on this one with the bots one morning... Nicely laid out map... great feel... fast action with spots to hide and ambush... Keep 'em coming...
...
Shane
05-30-2003, 01:07 AM
Originally posted by FuzzDad
Registered at Spies and posted to the thread!!!
Cool! Yeah, I replied to your reply... lol.
Yeah, as soon as we get some details fixed on our server, we'll keep adding nice customs. You'll find its a good place to get feedback.
Just played this map on one of the KKs, its a fantastic map, only problem, my crappy card video card. :/
FuzzDad
06-08-2003, 12:02 AM
Been busy:
http://users.invasionworks.com/~fuzzdad/images/dod_flugplatz0.JPG
http://users.invasionworks.com/~fuzzdad/images/dod_flugplatz01.JPG
http://users.invasionworks.com/~fuzzdad/images/dod_flugplatz02.JPG
Sly Assassin
06-08-2003, 12:11 AM
very nice looking good :D
JoeCob
06-08-2003, 10:53 AM
anyone else hosting this........ cuz its good thing i cant download it from any of those host's........ please ,
joe
www.kraut-mapworks.de my brother got them from FuzzDad, pics are in the news :)
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