[REL]dod_narbeth_b1


cheese-sarnie
10-05-2005, 10:36 AM
hi all
this is the dod source port of my dod 1.3 map dod_narbeth_snow.
there are 6 flags.
pics:

http://www.armoured-llama.com/images/maps/dod_narbeth_b10026s.jpg

http://www.armoured-llama.com/images/maps/dod_narbeth_b10024s.jpg

*download removed*

i made it using the custom dod fdg from this thread:
http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=55247
so there's no hdr lighting yet.
other dod entities were put in using ented.

install:
just unzip the file dod_narbeth_b1.bsp into your maps folder
which should be here:

c/program files/valve/steam/steamapps/your e-mail address/day of defeat source/dod/maps

stained glass window texture by BerneyBoy from his photorealistic texture pack:
http://www.planetquake.com/berneyboy/textures.htm
all other custom textures by cheese sarnie, built from hl2 textures.

have fun. :)

Zao
10-05-2005, 11:13 AM
Looks to have a neat atmosphere. I'll download it and try it out when I get home :)

Mr-Softy
10-05-2005, 11:15 AM
looks good, cant wait to see it with HDR lighting.

Mr-Softy

bruhv
10-05-2005, 11:36 AM
just been running around on it and it's damn sweet, good work :D

SunKing
10-05-2005, 01:08 PM
Just played it. The pathes are so few and small , everyones getting stuck on each other coming out of spawn. Just an observation.

Warlord-Sco-
10-05-2005, 01:28 PM
Looks very good, nice to see the random mortars are still there, except they sound like they will really really hurt this time;)

Gonna try to get this on my clans server.

Apollo
10-05-2005, 02:19 PM
The map is more of a maze than anything resembling a town.

-=PHX=- WW2-WARDOG
10-05-2005, 03:46 PM
Seems to play well, thanks, nice job.

Tonedef
10-05-2005, 03:51 PM
Yeah it was an ok map :). Understanding it is a beta I think that it has great potential.

R3G1m3nT4L
10-05-2005, 04:09 PM
well done mate R3g from -uwe-

bty mrs says hi also

CrazyJoe
10-05-2005, 04:12 PM
It's on our map rotation @ PointBlankGaming.com. What do you plan on doing with it, it has great potential.

[CS] Jedi
10-05-2005, 09:45 PM
MIRROR - *.exe installer (http://www.dodchristiansoldiers.com/index.php?option=com_remository&Itemid=32&func=fileinfo&id=3)

Good beta remake of narbeth_snow. The regs are constantly voting on it...they are starving for new maps.

Zao
10-06-2005, 12:16 AM
Ok, we tried this out on the FPS hosted Mess Hall Server tonight and I have some feedback for you.

1) Getting into the spawns is wicked easy, especially on the allied side. Just shoot the cart over to the ramp and jump in.

2) Too many flags.

3) Flags in weird places with too little action.

4) Flags directly outside the spawn on a night map = bad.

5) The combat isn't funnelled and the first and extreme side flags could probably go. Heading in the opposite direction of where the enemy will be coming from to cap a flag, directly out of the spawn is a bad thing.

6) The flag in the graveyard looks neat. The ambience is great. However, I was the only person in the server to find it, and it stayed untouched the whole rest of the round. This was against a team that boosted players into our spawn, so they weren't complete morons. The entrance was tricky to find on both ends.

7) Same texture for every single building leads to mass confusion as to where the hell you are.

In short, the layout needs a little work. You might think of ways to concentrate the action at some point near the middle. You don't want to give too much reason for enemies to approach each other's spawns. Flags righout outside the spawn exits leads to spawn camping, and in my experience tonight, spawn infiltration. I warned, froze, slayed and then banned the same two players who kept doing it. It was just too easy to resist, I guess.

So, I would recommend working on funneling the layout quite a bit, and adding some texture variety to the map, for both aesthetic and tactical reasons. I feel like I'm in the same place no matter where I go, and different textures makes for quicker situational indexing (Oh, brick and mortar house as opposed to wood and plaster, I'm at X place... etc). Layout can get you close with that stuff, but textures can't be ignored.

The layout reminds me of an old BFE map, I believe, from around the 2.0 era. The layout is very similar, the gameplay is very similar, but I'll be damned if I can remember what it was called or if I've got it saved anywhere. This map remind anyone else of another pre-3.0 map? :confused:

cheese-sarnie
10-06-2005, 03:24 AM
hi
thx for the mirror [CS] Jedi and thx for all the feedback so far.
hi R3g and his mrs :)
i will include many changes / fixes and hopefully some new models (needs a sherman) in the next release once the official fdg comes out.
Zao i'll have a go at re texturing it as well as the other points you mentioned.
thx again for the feedback. :)

haircut
10-06-2005, 02:02 PM
GJ ... gunna put it on MM as well :D

Apollo
10-06-2005, 10:35 PM
But back to my point. This map is a maze, not a map. Make it have main routes that are distinguishable. Right now there's no distinguishing where you are.

Ex.
"I'm at the tub!"
"Where the hell is that?"
"I don't know..."
"I'm in a graveyard? There's a flag here?"
"What the hell, this map has a graveyard?"
"I'm at the tank!"
"Which one, there are like 4 of them."
"Not sure, it's near a house."
"That really doesn't help at all."
"It's a white house!"
"Nope."
"It's got wood on it?"
"Nope."
"Hey, I found a piece of cheese!"
"wtf..."
"No, 'Whiskey Tango Foxtrot!'"

Bocasean
10-06-2005, 10:51 PM
I really hate to bash someone's creative work, especially since I really do enjoy dod_narbeth_snow in 1.3

But I have to agree with Apollo that this map just isn't enjoyable for me. I'm a definitely enthusiast of custom maps, but this one just doesn't have any flow. I, and everyone who played the map on our server, tends to agree that you just feel like you're aimlessly wandering around with no real purpose or mission.

As Apollo said, it's kind of a meaningless mess, as the flags seem to just be sitting in random spots with no apparent tactical value.

However, as I said, I did enjoy the v1.3 Narbeth, so it's not a dead map yet. I feel that it needs to be opened up more and the objectives need to be more clearly defined.

I can't think of a better word than "flow" to describe what it needs.

I can also say that the fallen tree near one of the flags is a pretty cool idea. You can go prone in that and it's hard to see the player model. I also like the sounds on the map immensely (from the mortars to the swinging gate), so that's also something to build on.

SunKing
10-07-2005, 02:54 AM
Got to agree it does seem like a maze with buildings painted on the walls , not a town. Even though it's in source its feels like I'm back in 1.3

cheese-sarnie
10-07-2005, 02:58 AM
I really hate to bash someone's creative work, especially since I really do enjoy dod_narbeth_snow in 1.3

that's ok all feedback is welcome.

i think the main problem with the flag positions, which are the same as in dod_narbeth_snow and they seemed to work ok, are the new walls i put in that now obscure them from view.
maybe i need to get the sledgehammer out.

once the official fdg comes out i'll try to make the flags make more sence, maybe only have 3 or 4 flags, change some textures and probably open up the center area.

GJ ... gunna put it on MM as well

thx haircut.
the original snow version was made using MardyMouse tutorials, keep up the good work :)

Craftos
10-09-2005, 04:09 PM
Have you converted it from original RMF or it's remake from scratch?

Sp3c-BuLLeT
10-09-2005, 04:18 PM
cheese-sarnie you are the only person who has released a custom map so far that is even capable of being scrimmed.

All the other maps are goofy maps or deathmatch maps.

Propaganda
10-09-2005, 05:34 PM
I agree with spec. Good work so far Cheese, it's the only custom running on our server. Granted, it needs some work, but it's a good base, and the entity work is excellent.

cheese-sarnie
10-10-2005, 09:03 AM
Have you converted it from original RMF or it's remake from scratch?

it was converted from the original dod_narbeth_snow.rmf
i loaded it straight into source hammer from the rmf.

i've been working on the map a fair bit last couple of days.
i opened up a new central area where there will be a new flag, possibly a 2 or 3 man timed cap.
i've chopped out 2 flags near the spawn (i may chop the other 2 spawnish flags as well).
i've also been retexturing the map.

pics:

http://www.armoured-llama.com/images/maps/dod_narbeth_b27.jpg

http://www.armoured-llama.com/images/maps/dod_narbeth_b227.jpg

http://www.armoured-llama.com/images/maps/dod_narbeth_b229.jpg

Windywoo
10-10-2005, 09:11 AM
Glad to see the last few posts actually commending the map. Yes it has its faults which have been mentioned but I think these were the same in the original Narbeth so they don't really count. The fact is that despite the samey textures this looks almost as good as the official maps, which I have not seen a custom mapper achieve yet in DoD Source or CS Source.

cheese-sarnie
10-10-2005, 09:20 AM
thx windy :)
i love your sig pic btw.
i know someone working on a dods trumpton / camberwick green type map......

Mussolini HeadK
10-10-2005, 09:20 AM
Nice Port Cheese.

I would agree that there are possibly too many flags - might be better with less flags but either make some of the cap times longer and or make strategically important ones 2 man caps.

As as already been said, more distinctive buildings would help player naviagation, as it does look very similar all over.

Cheers for the work on the map.

Regards
Musso

Zao
10-10-2005, 09:32 AM
Those last few screenshots look much, much better. I think you're heading in the right direction with lessening the flags and opening up the center area a bit. :)

Neutrino
10-10-2005, 09:53 AM
much of an improvement. opening it up allows for more light to get in, which i like as well.

Captain Spartacus
10-10-2005, 10:16 AM
Way too cheap, sorry mate :(

Too many flags in very strange places and too simple.

theozzmancometh
10-10-2005, 10:35 AM
Originally posted by Windywoo
Glad to see the last few posts actually commending the map. Yes it has its faults which have been mentioned but I think these were the same in the original Narbeth so they don't really count. The fact is that despite the samey textures this looks almost as good as the official maps, which I have not seen a custom mapper achieve yet in DoD Source or CS Source.



Here here!!!



Any version of this map is welcome on my servers Cheese. GJ.

New pics look stellar as well.

--Ozz

Neutrino
10-10-2005, 12:20 PM
do you plan on opening up any key buildings?

cheese-sarnie
10-10-2005, 12:47 PM
do you plan on opening up any key buildings?

no.

the thing i find funny is that no one has mentioned the fact that there are no doors in the map, old dod 1.3 or new dods version.

i thought about opening the church, but decided not to, mainly to keep it simple and fps / performance tight.

-=PHX=- WW2-WARDOG
10-10-2005, 08:59 PM
Nice job on the improvments, keep it up, this is getting better all the time.

amstehpwn
10-10-2005, 09:03 PM
Not sure if it's the game or my comp settings or something.. But it seemed VERY dark.. :/

A short while to get used to, but fun after you know your way a bit better. Gj.

josh_u[RR]
10-13-2005, 11:00 AM
hey cheese, how far away is b3? do you have a change log on your site?

Private Dyin
10-13-2005, 12:51 PM
Originally posted by josh_u[RR]
hey cheese, how far away is b3? do you have a change log on your site?

b3? How about releasing b2 first? :p

cheese-sarnie
10-13-2005, 02:29 PM
hi
i'm still working on b2

there are loads of cosmetic changes, doors added. :)
plus the center area has been opened up.

odin318
10-13-2005, 02:42 PM
we want b2!!!!!!

josh_u[RR]
10-13-2005, 04:48 PM
Originally posted by cheese-sarnie
hi
i'm still working on b2

there are loads of cosmetic changes, doors added. :)
plus the center area has been opened up.

oh, my bad. I could have sworn I saw you post somewhere that you were on b3 already. must have been a different map.

looking forward to the update.

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