[REL] dod_strom_b4


siron
08-14-2005, 09:17 PM
FINALLY finished beta 4, I know it's been awhile, and I'm sorry for the delay, but I needed to fix a few problems before I was content enough to release it. After playtesting this with CoJ (everyone loved the new layout) I couldn't wait to get it out to everyone, however, the middle was laggy. I had to tweak and tweak and tweak to get the lag to go down, but I'm fairly satisfied with where its at now.

During playtesting there were a few spots on axis side of the bridge where w_poly went over 1000, e_poly was only 6000 or so, but func_walls were also causing lag (i presume) - to fix it I deleted un-needed func_walls (probably still more I can get rid of, but this isn't the final version yet) - I also reworked some of the VIS blocking (rebuilt some of the buildings on allied side of bridge) and added hint brushes in key locations. One major lag spot on allied side was past the 1st flag towards the water, which has been fixed. I also got a number of complaints due to lack of clipping on the houses because people were boosting everywhere. This has been fixed. I also added a barrier to keep allies from nading the axis spawn from near the bridge area.

Changes/fixes since Beta 3

- First I want to say there have been MANY MANY MANY changes from beta 3, too many to list here, so I'll try to come up with the big ones.

- Removed flags from sewer and cellar.
- Totally remade the middle (water) area.
- Widened streets on Axis and Allied sides.
- Added a new path: from allied side accessible from near allied 1, or via sewer from bridge area; has a flag, "the mountain pass" - comes out on axis side of bridge.
- Added new path: from axis side accessible near allied 1, or via cellar from bridge area; has a flag, "axis bridge" - comes out on allied side of bridge.
- Added detail (models, wires, architecture changes)
- Remade allied side of bridge near water.
- Remade axis side of bridge (on the left side if looking from allied standpoint).
- Moved cow from axis spawn to allied side near a side path, to prevent accidental TK's in spawn.
- Added smoking chimneys (and fireplace near axis 1st that you can turn on and off).


The map retains its balance and fast paced play, however, now there is more strategy involved due to the new routes and flag placements. There are still 5 flags, with the center flag being the bridge (4 second, 2 man cap). The addition of the side paths has really really improved this map IMO, and the widening of the streets has made the rifle class more beneficial while still retaining tight close range fighting for the MG/SMG's

Flag list (in order from allies side):

Allied 1: Allied Street - Instant
Neutral 1: The Mountain Pass - Instant
Neutral 2 (middle): The Bridge - 4 seconds
Neutral 3: Axis Bridge - Instant
Axis 1: Axis Street - Instant

Whew! All this explaining, now some screenshots, which really DON'T do the map justice. I would suggest you download the map instead and run around.

Allied 1 (http://trash.kflorence.com/maps/dod_strom/b4/allied1.jpg)
Neutral 1 (http://trash.kflorence.com/maps/dod_strom/b4/neutral1.jpg)
Neutral 2 (http://trash.kflorence.com/maps/dod_strom/b4/neutral2.jpg)
Neutral 3 (http://trash.kflorence.com/maps/dod_strom/b4/neutral3.jpg)
Axis 1 (http://trash.kflorence.com/maps/dod_strom/b4/axis1.jpg)

Overview (http://trash.kflorence.com/maps/dod_strom/b4/overview.jpg)

And now the map download link, mirrors appreciated.

DOWNLOAD HERE (http://trash.kflorence.com/maps/dod_strom_b4.zip).

MIRROR #1 (http://www.euronet.nl/users/ivomaas/siron/dod_strom_b4.zip) (holland)

MIRROR #2 (http://maps.nomad9.us/dod_strom_b4.zip)

MIRROR #3 (http://josh.whatsupslc.com/rogansheroes/maps/maps/dod_strom_b4.exe)

PLEASE leave me feedback! I have been working hard on this map for over 3 months now and it will be my last HL1 map! :carrot:

Verhaden
08-14-2005, 09:24 PM
I think I speak for everybody involved in the afformentioned playtest when I say...

Sweet map, siron.

--

Don't pass it up, people. Add it to your rotations.

roadbratt
08-14-2005, 09:31 PM
looks good man, keep it up :)

josh_u[RR]
08-14-2005, 10:49 PM
I've only been waiting for the go ahead from you to add it to our server. I have been impressed with it since the playtest. the layout is interesting without being over complicated, the size is just about right, and the brushwork ain't bad either. the reworked water/bridge area is a big improvement over earlier versions.

kudos.

siron
08-14-2005, 10:52 PM
thanks josh, means a lot. thanks for attending the playtest and giving your input as well!

skdr
08-15-2005, 12:23 AM
Hooray! :>

Gurney Halleck
08-15-2005, 07:08 AM
We've been playing your map, b3 I think, and love it! Can't wait to install b4. All I can say is more, more, more.

shomizu9
08-15-2005, 03:58 PM
mirrored

http://maps.nomad9.us/dod_strom_b4.zip

Siron, feel free to edit this into your first post :)

good map bud, was a pleasure to play it with you. and yes, as you were hollering about, you were getting pwned on your own map - but don't feel bad, the other team had been steamrolling us the whole time lol

good times

UnlistedDog
08-15-2005, 06:43 PM
Sweet stuff Siron, and it's an honor to frag with you man:D

josh_u[RR]
08-15-2005, 09:49 PM
I just added it to our server and created an installer. mirrored:
dod_strom_b4.exe (http://josh.whatsupslc.com/rogansheroes/maps/maps/dod_strom_b4.exe)

siron
08-16-2005, 06:04 PM
awesome, adding it now

siron
08-19-2005, 10:40 AM
nobody else has any comments? crits? anything?

Neutrino
08-19-2005, 11:22 AM
Originally posted by siron
nobody else has any comments? crits? anything?
if i see a server running it, i will definitely join and make sure i look around for anything. ill post feedback, if so.

INsane_dod
08-19-2005, 07:25 PM
This release is a winner.

The addition of extra paths to flags opens it up and if played with 6 Vs 6 it becomes hard to control the map by camping... too many options for the other side to out flank you.

This is a good thing.

I have started to waypoint it (SturmBOT), after my net' connection went off :) The bots seem to navigate this one better than the last three... for some reason.

The more paths and choices the better I would think.

Easy map to learn with lots of choices, anticamp layout... this is the stuff good maps are made of.

Well done.

siron
08-22-2005, 12:13 PM
your comments are always appreciated INsane :P

siron
09-09-2005, 01:19 PM
dod_strom for source? yay or nay.

Maxey
09-09-2005, 01:29 PM
Über yay! :D

josh_u[RR]
09-09-2005, 01:39 PM
Originally posted by Maxey
Über yay! :D

agreed, one of my favorite new maps.

Shane
09-09-2005, 01:45 PM
Originally posted by siron
dod_strom for source? yay or nay. ]
Yay! :)

Propaganda
09-09-2005, 05:53 PM
Veghel first Siron, don't be a slacker!

siron
09-09-2005, 08:56 PM
lol propaganda. of course veghel will be first :)

Bocasean
09-09-2005, 09:49 PM
Yep. I'd really like to see Strom in Source please.

Mussolini HeadK
09-10-2005, 07:50 AM
Looking forward to trying this version Siron - thanks for your mapping work and look forward to it continuing under source.

Regards
Musso

DraGGon2k
09-10-2005, 07:59 AM
Wow, nice map. Makes me remembering dod_flash.

INsane_dod
09-15-2005, 03:39 PM
Originally posted by siron
dod_strom for source? yay or nay.

That's a big YES!

Well... what are you doing reading these forums... you have work to do :D

Gypsy
09-16-2005, 02:52 AM
A cracking well designed and great to play map

What more can i add

Only looking forwards to any you do in source :)

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