[Preview] dod_dogsector


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TheSurgeon
10-12-2005, 05:01 PM
Seeing how this map is getting near being finished now, I thought I'd make a new thread instead of posting in the source projects one.

It's basically a fusion of dod_charlie and dod_overlord, with some other stuff added/removed. The main layout is of overlord, but with the charlie objectives and back area. The radio has been replaced with a 150mm canon, the biggun with a 2nd flak88, and the original 88 #2 with a mortar position. I still need to add another route to the mortars, add some more underground parts, another axis spawn, and add to the 3dskybox, but otherwise it's mostly done, no idea when it'll be released though.

Screenshots:
Back flank:


Overview:


Mortars:

Stuka
10-12-2005, 05:06 PM
Lookin good, I'm waiting for this release!

Sly Assassin
10-12-2005, 05:07 PM
Looking good there Surgeon, I'm loving it :)

Hows the cannon etc coming along? Any chance of laying my hands on it yet? I'm near to have a beta test for my map and would love it :)

But back to your map, looks bloody wicked :) Can't wait to get my mits on it and have a good play.

KwC
10-12-2005, 05:08 PM
i must say this is very sexy. good work on it, beautiful to look at and im guessing just as fun to play. =]

rosco
10-12-2005, 05:09 PM
wow,...really nice map!!! it seems bigger than deafult maps.

TheSurgeon
10-12-2005, 05:09 PM
I tried to make a proper collision model for the 150mm earlier today, but it didn't work for some reason. I'll try and get that done tomorrow if I can and send it you. Might need an updated texture later on though.


Fixed the screenshots in the first thread anyway, and here are the others (reached the image limit for the first post)

A house:


Axis Spawn:



Sly Assassin
10-12-2005, 05:11 PM
Thanks mate :) Looking forward to it. BTW where'd the mortar models come from?

B@D
10-12-2005, 05:12 PM
Looks Great I cant wait till its released :D

TheSurgeon
10-12-2005, 05:18 PM
I made the mortars last night. The only thing besides a 3rd 88 I could think of putting in that area was a mortar position firing at the beach, which would obviously need mortar models. They're not that detailed, and the skin still needs work (especially some threading on the stand), but they're good enough for what I need. I might release it along with some of my other props in a few days, if I can fix the skin.

http://img416.imageshack.us/img416/9985/mortar0lh.jpg

Private Dyin
10-12-2005, 05:20 PM
Looks very nice indeed. Look forward to it. Looks like there is going to be a proliferation of beach maps. I love it. :D

KominAaa
10-12-2005, 05:37 PM
looks really cute :)

lacks of rubble outside the houses though,its like all destroyed parts had suddenly disapeared.
otherwise its really great quality.

Maxey
10-12-2005, 05:38 PM
The map itself looks ace, but the lighting seems a bit off to me. I dunno, I think it doesn't match with the skybox or it's too much white, as if you tried to do a lighting more proper of a very cloudy weather when the skybox itself is rather clean, with just a few clouds.

I dunno, I think it would look better with a bit more yellow in it, but that's just me.

Also, it's just me or CoD can make better lighting than Source. In your CoD maps screens, the lighting looked more realistic to me.

Anyway, great job and I hope you complete the cherbourg port as well! :)

TheSurgeon
10-12-2005, 05:49 PM
I agree the lighting looks off. I haven't changed it much since I began, and it lights up the map which is good enough for now, but it does need changing. I'm not sure which skybox I'll use though, once I decide then I can change the lighting to fit.

Probably the main reason lighting was better in CoD though was ambient light. In source, if something isn't in the sun or there isn't a light entity nearby, everything is pitch black. The ambient setting on CoD was like a minimum lighting value and looked a lot more realistic. Sunlight in real life would diffuse through windows to light a whole room up, but maybe with HDR you'd be able to do something like that.

Watchtower
10-12-2005, 06:29 PM
SMOKIN HOT!!!

Gj Surgeon all around top notch visual quality, and it looks like a blast to play.

Fix the lighting and you'll have a real winner.

Scooty Puff Senior
10-12-2005, 11:49 PM
If I'm not mistaken, is the lay'o'the land loosely based on dod_overlord of b3.1? Some of the forward german positions look strikingly similar.

ZUZU
10-13-2005, 12:03 AM
Thats a really big map looks very nice I cant wait to try!

Sly Assassin
10-13-2005, 12:12 AM
Originally posted by Scooty Puff Senior
If I'm not mistaken, is the lay'o'the land loosely based on dod_overlord of b3.1? Some of the forward german positions look strikingly similar.

well he did say it was a mixture of dod_overlord and dod_charlie....

ZUZU
10-13-2005, 12:17 AM
Id like to see a good clan match on this one you could have a large number of players on this with that much room!!

hobosphere
10-13-2005, 12:18 AM
TheSugeon, i love you in many ways. Please understand that.

This is exactly the sort of beach map i've been looking forward to for a long time. Big, open, absolutely kickass looking village. You have restored my faith in dod mapping.

pedroleum
10-13-2005, 01:31 AM
looks very nice!
i can't wait to play it. that mix of small town and beach could be fun as hell!

mortar model and collision:
i had some trouble with collision. but i could figure it out with help of this (http://www.hl2world.com/wiki/index.php/Creating_Physics_Models)

Craftos
10-13-2005, 01:32 AM
Map look large - any advancing spawns planned ?
For me it looks a bit weird with these huge (OMG not again, SPR-like) bunkers and normal village just after them.
It looks more like a mix of juno/gold and omaha maps.

Otherwise looks quite interesting to play.

Roseavelt
10-13-2005, 05:32 AM
looks damn good, but one thing i'd surgest is that you add displacement on all your broken walls, atm they look too clean cut.

DjBourgeoisie
10-13-2005, 05:33 AM
Hey surgeon nice work. Be sure you post this over at www.punkassfraggers.com in the dod source forum when you are ready to release. I run a 31 player server and would love to put this on there when it is ready. :)

BlueRideR
10-13-2005, 09:26 AM
i'm normally not a big fan of the beachmaps, but it looks like this one might win me over. it looks amazing!, very very nice work!

especially like the looks of that broken roof where the frame is sticking out :)

Captain Spartacus
10-13-2005, 09:33 AM
Oh man, this look so freakin' sweet!

Looks like the first real good custom map.

[6.ID]Sainterl
10-13-2005, 09:49 AM
omg , this is great , plz release it !!

its look a little bit like dod_vn61 , a beach map from the first beta versions

Frambosie
10-13-2005, 10:41 AM
wow, this is looking great, probably one of the better custom maps nearing release thus far!! I cant WAIT to hit the beach :)

Hot Metal Slugs
10-13-2005, 07:32 PM
Very nice indeed!

Two questions - I hope they aren't the start of any beach-map-*****ing...

1) Is there anything different you are doing to make it easier for pub servers (ie: no teamwork) allied members to get off the beach?

2) Will I need to upgrade to a 1024 MB video card to load that damn thing?? ;)

Good luck man.
We'll be trying it out upon release.


www.buxombombshells.com

Dwin
10-13-2005, 09:43 PM
Looks great! I look forward to playing it...once I get DoD:S. :(

Just some minor things:

1. Why is there sand behind the shingle?

2. You should have a skybox that shows a sunrise, as the invasion did take place in the early morning.

3. You could use some displacements on the farms.

4. You could use some displacements on the broken walls.

{GL}DoubleD
10-13-2005, 11:13 PM
2. You should have a skybox that shows a sunrise, as the invasion did take place in the early morning.


If I recall, the sky was pretty badly overcast because of the bad weather, which stalled the operation before. So, it should be sorta grey and full of clouds, no?

Watchtower
10-13-2005, 11:34 PM
alot of times displacements on walls look like crap because they alter and warp the texture.

I for one dont use them on broken walls.

ZUZU
10-14-2005, 12:56 AM
Originally posted by {GL}DoubleD
If I recall, the sky was pretty badly overcast because of the bad weather, which stalled the operation before. So, it should be sorta grey and full of clouds, no?

O yes overcast it will give it more depth!! !!

Sly Assassin
10-14-2005, 01:47 AM
Originally posted by Dwin
Looks great! I look forward to playing it...once I get DoD:S. :(

Just some minor things:

1. Why is there sand behind the shingle?


proberly to define the area more, I'm doing the same thing in my beach map, it will be easier for the newbie player to notice that its the shingle. Remember also that dod_charlie does a similar thing, it goes from the grey/brown sand to the yellow sand to the grass. I'm sure thats a similar thing TheSurgeons doing :)

Cwis
10-14-2005, 05:19 AM
At last, a decent looking beach map in the making!

This one looks like it's coming along well, can't wait for it :)

Good work.

Ginger Lord
10-14-2005, 05:36 AM
Looks good, more feedback/crit when I'm sober.

ZUZU
10-14-2005, 01:49 PM
Is it possible to do a partial rain fall on a map like dark Sky's at the beach then rain in the village?

CrazyJoe
10-14-2005, 03:48 PM
We'll be running this custom map.

TheMiede
10-14-2005, 04:17 PM
Originally posted by ZUZU
Is it possible to do a partial rain fall on a map like dark Sky's at the beach then rain in the village?

func_precipitation and just put the brush over the village. And set it to rain, not snow lol.

TheSurgeon
10-14-2005, 05:37 PM
the grass on the beach is supposed to be sanddunes, which do exist at omaha. once i add detail sprites maybe it'll look better, but the whole beach needs a lot more work, it looks worse than charlie right now.

as for the fps, i haven't taken much notice of it ingame yet. throughout the map i've been using that fence texture on displacements to hide areas, with occluders inside. there are also occluders in the cliffs and behind all the hedges, and min/max distances set for a lot of models, which means most of the props are filtered out most of the time.


a small update anyway, mostly work on the mortar area. i've also changed the skybox, fog and lighting. they look like they go together well to me, but the ambient still looks too dark.

screenshots:


and to show the new skybox:

0020
10-14-2005, 05:45 PM
That 3rd shot kinda reminds me of that farm in.........CoD?


Good job though.

CrazyJoe
10-14-2005, 05:55 PM
When it's released, You've got two mirrors already. ;-)

Ranson
10-14-2005, 06:06 PM
Great map, I love every part of it. This will probably be the first custom map close to official map quality and one can see every hour of hard work you put into it.
Keep it going, very promising. :D

s1mple
10-14-2005, 06:36 PM
Great details, Love the 3rd picture. Very setting. Looks like its gonna be a great map. Nice work.

Blue[)evil
10-14-2005, 08:18 PM
*cries*
Excellent work man!
I can already sense the suspence and tension of having to get cover from the haystacks on the third picture. Cant wait to play it!

StreamlineData
10-14-2005, 08:23 PM
looks very cool! :)

[edit]
would it be possible to shoot those haystacks so they could move? :p ;)

Zao
10-14-2005, 08:32 PM
http://img412.imageshack.us/my.php?image=dodgold00069of.jpg

Two things.
1) Cool. Looks like JRTC Farm Raid in America's Army.
2) They didn't have mechanized hay bailers in the 40's in France. Your hay should be in piles, not bails. Additionally, even on modern farms, they're are never that many bails per that much area, and they're never left unsealed. You'd see them sealed in white or black plastic wrap. There'd also be half that many for that amount of pasture, tops. So, a good three large piles in that field would be the high end limit for hay yield. I know, my house is surrounded by hay farms and I've worked on several of them over the years.

Other than those two nit-picks, yeah, you're coming along quite nicely. Can't wait to see a beta release :)

TheSurgeon
10-14-2005, 08:45 PM
i'm not sure whether they had hay bails back then or not, but they had them in BiA (http://img412.imageshack.us/img412/7947/bia20050703214630293ep.jpg), and i just needed something to fill the space. there are too many in that field though, i'll delete a couple and space them out.

that field isn't actually accessable though, it's just there to add some depth to the map. there will be a similar area somewhere else in the map though, on the side route to the mortars.
here's an overview of that area so you can see it properly, before i copied the materials to my dod:s folder.

http://img412.imageshack.us/img412/6514/dodgold00020fg.jpg

Hawk
10-14-2005, 10:26 PM
Well BiA was hardly realistic, so don’t go by them. looks interesting, would be a pain to get threw after the hell on the beaches.

TheMiede
10-14-2005, 10:52 PM
I am pretty sure they had hay bails back then. I have a cool reference picture with a tank in a field with hay bails(its reenactment though). If you want it i can always send it yoru way.

siron
10-14-2005, 10:59 PM
finally looks like a half-decent map is in the works! :) can't wait to play something other than the 4 official maps :/

Zao
10-14-2005, 11:00 PM
If they did, it sure as hell wasn't the norm back then. Take my word on that, or go talk to some old farmers. Hay bailers weren't too common until the late 50's, especially amongst smaller farms. Not a major deal, but as far as details go, it could be to your benefit to go with more period-correct models. Just my bit of input :)

quarterhorse
10-15-2005, 03:18 AM
In Europe it was a bit different. Mechanised farming was less widespread until the 1950s.
I've found something which tells you how it was in those years:
http://www.jmi.com/WWII/EarlyDavos.html

And thet is true for France and almost every European country. Remember, these countries went through a devastating world war just 20 years earlier, and they just came out of economic depression when the second world war began.

Craftos
10-15-2005, 08:47 AM
I agree with above. There was no such machines at that time of small french farms. Also, for such small area there should be max 2-3 hay bails.
Use hay stacks, looks way better.

redfalcon
10-15-2005, 10:12 AM
is it just me or does the skybox look a little bit too bright now?

excellent work overall

[DoD]Agent~0
10-15-2005, 11:42 AM
Looks great Surgeon.

A few suggestions:

-On the beach, near the shoreline where the waves would be washing over have a dark smoother sand texture with a slight hint of spec on it to make it appear as though it is wet.

-I'm wondering why you are using that fense made of what appears to be world brush? why not use the model fense out of dod_flash?

And afew question:

-Are texture selections final? are you sure that the Shingle would be a greenish colour?

-Perhaps I wasn't looking hard enough but does the map have those log tripods and posts on the beach yet?

Bo0stBo0st
10-15-2005, 04:38 PM
Wow thats amazing. One of the best maps I've eeen ever. Its soo big I cant wait

ZUZU
10-16-2005, 01:34 PM
haw's it coming TheSurgeon?

Do you have some more news for us on the map.

PuXX
10-16-2005, 02:47 PM
HOLY :donrluvs::donrluvs::donrluvs::donrluvs: THAT'S NICE

BEST BEACH MAP I'VE EVER SEEN

LOOKS LIKE YOU REALLY DID RESEARCHING

GOD I'M SO EXCITED

ZUZU
10-17-2005, 12:08 AM
How to make advancing spawns by fuzzdaddy and Waldo!

http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=57054

TheSurgeon
10-17-2005, 05:45 PM
been working on this again over the weekend. mostly remaking all the underground parts. i've also made most of the right flank to the mortars (or flak88 #2 in charlie). spent most of today making the bunker in the first screenshot.

right flank:


TheSurgeon
10-17-2005, 05:47 PM
and the underground parts:




and an overview:

Neutrino
10-17-2005, 05:55 PM
that second shot in the trench is very low res. is that your own personal low settings, or did u scale up the textures?
i like the stream
nice houses too
nice shot of the overview. looks like its a nice sized beach map. sure am looking forward to release.

TheSurgeon
10-17-2005, 06:02 PM
i took those screens with texture quality on medium. probably should have set it back to high but i just forgot. the texture is one of watchtower's btw, and i'm not sure on the texture scale, i'll have to check. i'll probably add more detail to those trenches anyway, i need to make them all displacements for a start.

Bocasean
10-17-2005, 06:36 PM
If I can make a request, I ask that you strongly consider making it an objective map instead of a flag map. Or at least make it so the Axis can't cap the flags once the Allies have them. It's so large that it will become very tedious for the Allies if they keep losing flags.

Another benefit to this is that varying numbers of players can be in the map at any given time, and still have a good time with it. If there are too few players, then it's constant running back and forth with flags being recapped. Please don't just make it for 20 vs 20

Finally, I hope you also consider an advancing spawn, even if it's just as simple as starting the Allies at the top of the beachhead. That'll make it pointless for newer players to continue sniping on the beach once it no longer has tactical value. Aside from that, it would make sense historically AND save on wasted running up the beach with each respawn, when all of the action is taking place in the back.

Just my thoughts. I'm excited regardless.

Blue[)evil
10-17-2005, 08:33 PM
So, any idea of how big the download will be?

Watchtower
10-17-2005, 09:08 PM
Yeah surgeon that scaling needs to be .25, it wasnt designed for anything else, looks pretty strectched atm.

Looking very high-quality there sir, but im not surprised after seeing your past work.

Keep up the good work and make sure to playtest before posting.

TheSurgeon
10-18-2005, 12:24 AM
Bocasean: at the moment i am just using normal dod flags (except the capture area trigger keeps switching back to a world brush every time i deselect it). they're set to start as axis, and only allies can cap. for now at least, they'll stay as flags, but i'll eventually put satchel charges in.
as for advanced spawning, i'm not sure where the allies would spawn besides the beach. i was thinking of putting them in the forward axis spawns and moving the axis to the back, but that'd put them just a short walk through a few tunnels away from the back objectives.

Blue[)evil: the .bsp last night when i last compiled was about 48mb. i haven't got much to add to the map though, and i could probably get that down a few mb still.

Watchtower: i'd playtest if i could, but i don't even know anyone who owns this game at all, let alone could set up a playtest.

TheMiede
10-18-2005, 12:34 AM
My clan has a dod:s server runnign and we never have people in it. So we could easily password protect it and have few beta testers play the map and keep the map restricted from use in pub games(if they ever happen).

[SAS]==Colster==
10-18-2005, 12:45 AM
Originally posted by TheMiede
My clan has a dod:s server runnign and we never have people in it. So we could easily password protect it and have few beta testers play the map and keep the map restricted from use in pub games(if they ever happen).

Yep same here, servers yours if you need it

ZUZU
10-18-2005, 12:50 AM
I'm also with the Buxom Bombshells zuzu aka ( . Y . ) blaze Starr
We have a large group and could do a {closed} large clan based match for testing Id bet my boobs on it just p.m. me!!

Private Dyin
10-18-2005, 12:57 AM
I'd gladly throw it up on our server. :D

Strafe
10-18-2005, 01:55 AM
I'm really looking forward to this one. Good work.

If you can work the advancing spawn system out, that would be a great thing. It would put urgency on the axis to keep the allies on the beach as well as urgency for the allies to get up the hill. This in turn could provide for much better front lines.

DjBourgeoisie
10-18-2005, 05:08 AM
Originally posted by TheSurgeon
Watchtower: i'd playtest if i could, but i don't even know anyone who owns this game at all, let alone could set up a playtest.

{Paf} www.punkassfraggers.com has helped me playtest all of my maps for css in the past, and I run their 31 player dod server. If you need a playtest I would love to help you out with it, just reply to this post or pm me I can set it up at anytime you like.

mumblyjoe
10-18-2005, 06:49 AM
Amazing. Just as epic as dog1 was in its time, probably this is the only multiplayer map I will ever get lost in!

s1mple
10-18-2005, 10:13 AM
Love the stream in the 3rd screenshot, nice touch there. The more I see the better it looks. GJ

KominAaa
10-18-2005, 10:22 AM
this would be perfect with real looking bunkers :)

Please make some using the floorplan in that "bunker.be" thread.

I am tired of seeing these over and over in beachmaps :l

ZUZU
10-18-2005, 11:52 AM
Originally posted by mumblyjoe
Amazing. Just as epic as dog1 was in its time, probably this is the only multiplayer map I will ever get lost in!

AMEN!

I think this shows haw much player's really want larger maps

Someth|ngW|cked
10-18-2005, 04:31 PM
Congrats on the first non-official dods map that doesn't look like total crap

It's lookin great man hope it's released soon

siron
10-18-2005, 05:12 PM
TheSurgeon: send Shane a PM when you want to test it, he's the best at playtests and your map will come out shiny and clean!

Hot Metal Slugs
10-19-2005, 09:40 AM
No shortage of testers here.

If you need, Zuzu tells no lie.

www.buxombombshells.com

We got 3 servers and one is yours for the night if you want it.

pm me or email me.

KominAaa
10-19-2005, 10:02 AM
Id be glad to test and help improving the map.

I can spot technical glitches and give advices :)

just tell us when theres a playtest :)

TheSurgeon
10-19-2005, 12:53 PM
once the map's ready, i'll just post in here and anyone wanting to help can post their emails or whatever and i'll send a link to the map.

been working more on the right flank anyway, which is mostly finished now. not sure when it'll be finished, i don't have much time to work on it anymore, but it should be done within the next 2 weeks at the most.


Jibba-Jabba
10-19-2005, 02:58 PM
Ohhhhh I love overcast weather in a game...yesssssssss...

{GL}DoubleD
10-19-2005, 03:43 PM
A pointer on lighting:

Because of the overcast sky, I believe the lighting should be pretty bright and washed. Overcast skies tend to have the effect of 'brightening' the landscape... of course, overdoing it would be bad... play around with it and see what comes up. It should definately be a gray/white enviorn.light, with no hints of blue or yellow or anything like that.

TheMiede
10-19-2005, 04:10 PM
Yeah, thats a good point. It should be a littl ebit brighter so there is less contrast between the shadow areas and the sky. Other than that it looks great, and i think i saw some dod_flash skybox trees.

and i am not sure if you want the emails now? but my email is daniel.miede@gmail.com

{GL}DoubleD
10-19-2005, 05:01 PM
Aye. I got lost in my criticism and forgot to mention that it does look very very good, and I can't wait to try this baby out. Say the word and my email will be up for testing. ;)

hobosphere
10-19-2005, 07:32 PM
I agree with the above statements on the light. I believe it would look better if it were brighter, similar to source Donner perhaps.

Watchtower
10-19-2005, 11:28 PM
now doesnt that trench texture just hot great now thats its tiled properly and bumpmapped??

Ooohhh yeah. Gj surgeon makes me feel much better about that one :)

KominAaa
10-20-2005, 04:59 AM
Wall ads are supposed to be seen from roads,not from trenches in the middle of nowhere :)

Id remove this one http://img344.imageshack.us/img344/7424/dodgold00299ag.th.jpg

Jammydodger
10-24-2005, 02:24 AM
Any news on this good looking map?
Any idea of a release date yet?

;)

Tonedef
10-24-2005, 03:10 AM
This map is seriously HOT! This is the reason that they should not restrict the players to 32 only :p...but that is a whole 'nother topic.

As for the lighting needing to be brighter...maybe he should hold off on that until he can see what it looks like with HDR. It really could make a huge difference!

Overall, I think FD has some competition! :p

TheSurgeon
10-25-2005, 01:53 PM
i tried changing the lighting, but it just turned out looking fullbright for some reason. i lowered the ambient and it looks better, but in the open areas it still looks too bright with no shadows.

anyway, i've added a few more things. i haven't had much time over the last week, and for some reason, despite having had 40min compiles when i still had 512mb ram two weeks ago, now i've got 1gb, it takes 3 and a half hours. so i doubt i'll be testing it out as often anymore.
but i have changed a couple of things. i remade a lot of the mg bunker by the 1st flak99, almost finished remaking all the underground areas, added barbed wire to the beach and added more to the 3d skybox. not much more left to do, but i don't really have much time to work on the map anymore either. it should definitely be ready for a playtest at least within 2 weeks though.


screenshots:





and the custom obj icons (flak icon by Ranson)
http://img136.imageshack.us/img136/7991/doddogsectored00013sv.jpg


and one last thing, i am actually thinking of replacing the right side bunker with an empty artillery casemate, the same sort they had at fox sector. just to make it more historically correct and different from all the other beach maps. scroll down to the fox sector photos at this (http://www.edwards124.pwp.blueyonder.co.uk/Normandy.htm) page to see what i'm talking about.

TheMiede
10-25-2005, 02:03 PM
Holy, hotness.

looks like the map will bring in a lot of dod:s players, just from its beauty. I am sure this will be posted all over hl2 websites.

Struders
10-25-2005, 02:04 PM
OUTSTANDING!!! i like the lighting much better now :), good job on the icons aswell!

Strafe
10-25-2005, 04:54 PM
It's lookin good...REAL GOOD

Cant wait for the release. You should definitley give it to Shane and the COJ crew to playtest it. There's always quality players there...including me..:)

Sly Assassin
10-25-2005, 10:26 PM
GW Surgeon, looking bloody nice as per usual. Did you get the 155mm fixed up right I think you said you where having issues with it?

StreamlineData
10-25-2005, 10:43 PM
looks VERY sweet!

one lil thing though.. on the second pic.. the white door. Is that... graffiti at the top there?

ZUZU
10-26-2005, 12:35 AM
Look TheSurgeon
You don't know the significance of this you'll go down as the guy that made the first large area DoD map it well be the biggest clan match map you'll see !!

travis
10-26-2005, 02:25 AM
Originally posted by StreamlineData
looks VERY sweet!

one lil thing though.. on the second pic.. the white door. Is that... graffiti at the top there?

yeah but its part of the door texture. In your last pic looks like your displacements are quite sewn? You probably noticed long ago :P

love the seawall btw, top effort this should be a good one.

kid smoke
10-26-2005, 05:33 AM
Wow.... The only beach/ village map that I ever liked was beachhead (oldy but goody), but this looks amazing. This looks like it will take the title as "Best Beach Map" at the DoD Awards...wait, there are no DoD awards......
Oh well, would you accept one of those fake certificates?

ultranew_b
10-26-2005, 06:27 AM
Shame that DoD:S only supports 32 players, this would be tres sweet with 64 ppl.

:D

travis
10-26-2005, 06:46 AM
not too sweet on FPS or ping.

Ginger Lord
10-26-2005, 08:20 AM
If you need someone to have a butchers around the map for errors, you know where to call ;)

travis
10-26-2005, 10:29 AM
gl your site bg looks like the same one as jeds ;o

Ginger Lord
10-26-2005, 10:45 AM
Originally posted by travis
gl your site bg looks like the same one as jeds ;o

Thats because it is :P His looks like a certain HL2 texture anyay. Its gonna change very soon anyway.

Gunfreak
10-26-2005, 10:47 AM
just at question(mabey it's been ask't and anserd) but do the allied have to blow the shingles be fore the can move on. or was that imposible to get inn?

pvtpile
10-26-2005, 11:52 AM
Amazing stuff cant wait to play a beach map on source thanx for putting the time and effort into making this map!

Der Landser
10-26-2005, 02:58 PM
I think, this will be the best beach map, I´ve ever seen so far!
Your love to the details is great, the feeling, playing this map is surely awesome, can´t wait to play this amazing one!

BTW: Please, don´t haste - take your time to finish this really great map.

TheSurgeon
10-26-2005, 05:41 PM
Originally posted by Gunfreak
just at question(mabey it's been ask't and anserd) but do the allied have to blow the shingles be fore the can move on. or was that imposible to get inn?

At the moment they can't, and they have to just jump over the sandbags to get past aswell. I don't think I can add them at the moment or if I'll be able to once the dod:s fgd is released, maybe they left out the satchel charge code. But I don't know if I want to have that anyway, it would obviously make it a lot easier for the allies to move up if they could just walk straight off the beach (once they take out the mgs, of course).

And to answer Agent~0's question from last week, I'm am using brushes for the fences. Mainly because the Flash fences are pretty useless as cover. The bullets can just go straight through these fences aswell, but the beams are wider so it gives you something to hide behind, instead of me just putting stone walls all over the place.

[DoD]Agent~0
10-26-2005, 06:13 PM
Now what about my wet sand spec suggestion ;)

hobosphere
10-26-2005, 08:57 PM
Originally posted by totally_tonedef
This map is seriously HOT! This is the reason that they should not restrict the players to 32 only :p...but that is a whole 'nother topic.:p
werd :(

This map is looking so hot.

Seethus
11-02-2005, 09:03 PM
I wouldnt be surprised if valve approached you to buy the rights of your map, cos it really is the best dod map ive seen yet! :D

Seethus
11-02-2005, 09:09 PM
I wouldnt be surprised if valve approached you to buy the rights of your map, cos it really is the best dod map ive seen yet! :D
I really love the overall atmosphere of the map, the overcast lighting, the sectioned areas, and I love the previous suggestion of rain in parts!

mumblyjoe
11-02-2005, 11:24 PM
Make a shingle that can be destroyed by a bazooka. Wouldnt that solve the problem of not being able to use satchel charges?

AsapmaN
11-02-2005, 11:29 PM
When is this map comin out..im anxious to play it.

josh_u[RR]
11-02-2005, 11:41 PM
Originally posted by Seethus
I wouldnt be surprised if valve approached you to buy the rights of your map, cos it really is the best dod map ive seen yet! :D

its looking better, but I wouldn't go THAT far. :rolleyes:

I'm hoping you plan on fixing those "ships" in the screenshots. I'll DL this and probably put it on our server, but it still needs work to look polished and "done".

DjBourgeoisie
11-03-2005, 07:56 AM
Considered putting in the spawns and releasing a beta? Not sure how far you are in the entity department but the brushwork looks just fine for a beta. Any update as to when we might be able to try this out?

TheSurgeon
11-03-2005, 10:12 AM
Originally posted by mumblyjoe
Make a shingle that can be destroyed by a bazooka. Wouldnt that solve the problem of not being able to use satchel charges?

at the moment i've disabled bazookas (and snipers) in the config. i thought bazookas might be too powerful against any mgs in the bunkers, especially once they get past the shingle and can just fire into the bunkers from total cover.

i don't know when it'll be released, maybe a playtest next week. i'm still putting more detail in the bunkers and some other things, plus the beach is pretty empty at the moment.

josh_u[RR]
11-03-2005, 10:13 AM
Originally posted by josh_u[RR]
its looking better, but I wouldn't go THAT far.

I would just like to say that I am a shmuck and was thinking about a different map when I posted above. D'OH!

this map does indeed look fantastic. sorry surgeon, my bad.

theozzmancometh
11-03-2005, 04:22 PM
PUBLIC BETA

WHEN??




:D

TheSurgeon
11-05-2005, 11:00 AM
i'm still not sure on a public release. i'm replacing most of the trenches i've got with models, and i think the area infront of the 150mm needs a lot of work still, it just looks wrong for some reason. i need to fix the skin and collision model for the 150mm still aswell.

a few new screens anyway, while i wait for my HD to finish defragging. thanks to KominAaa for the trench models.


Jibba-Jabba
11-05-2005, 11:24 AM
Oh my god.....looks wonderful.

Ginger Lord
11-05-2005, 11:27 AM
Now thats a map.

SoopaFlyYT
11-05-2005, 11:41 AM
TheSurgeon
Please notify me when it's out so I can feature it on the PAF Files Site (http://downloads.punkassfraggers.com) and mirror it for you.

Beautiful work!

Soopa

HammeR [OwP]
11-05-2005, 11:57 AM
Ooooooh Shiny!!

AsapmaN
11-05-2005, 12:33 PM
yea its lookin real nice.

Private Dyin
11-05-2005, 02:12 PM
Wow its really looking nice. I can hardly wait. :D

Just curious about how big is your bsp now? Most of the custom maps so far have had small ones. Even bz2'ed I'm wondering if all the "good" maps will have huge bsp's that will take a while to download. I'm thinking I need more bandwidth. :D

hobosphere
11-06-2005, 10:10 PM
This map owns everybody elses maps and all of Valves maps Multiplied by 10.

Everyone else who is mapping, hang your head in shame !!!

tinfoil

bl0wn2b1ts
11-07-2005, 09:24 AM
Originally posted by TheSurgeon
http://img311.imageshack.us/img311/3778/doddogsector00106bl.th.jpg[/URL]

lo m8 very cool looking map! - can't wait!

one thing from me - on the above pick to the right of the right bunker it would just finish it off to carry on the fencing if poss

sorry if it sounds nit picky - its not meant to be!

cheers and can't wait!

B2B

NotAgOat
11-08-2005, 04:49 PM
Looks awesome! This looks like it would be a gas with 64 players (as mentioned). I really want to play this. It would be neat if the devs released this over steam as 3rd party or even offical. Same can be said about FD's and ultranew_b's maps.

syl
11-08-2005, 05:09 PM
I LOVE You.

first custom map ill download for dod:S. looks great.

make sure to put tons of ambient sounds and explosions on that beach ;)

Schutze Eklund
11-08-2005, 07:10 PM
The map looks great and I love how long the beach is, but I can't stand those bunkers in every single beach map in every single WWII game. The Germans never built bunkers standing off the beach like that, they were set back off on the cliffside because it was pointless to build them that high when you had the natural cliff that high anyway. I would really love to see a beach map with realistic bunkers, but I know that will probably never happen.

It looks great and I'm looking forward to it.

=A82A=WhataMack
11-08-2005, 07:18 PM
Originally posted by Schutze Eklund:
I can't stand those bunkers in every single beach map in every single WWII game. The Germans never built bunkers standing off the beach like that, they were set back off on the cliffside because it was pointless to build them that high when you had the natural cliff that high anyway. I would really love to see a beach map with realistic bunkersYou know, that's an excellent observation. It would be interesting to have more of a natural cliff face to have to navigate through & up.

dod_omaha_v1 is *kind* of like that, because you have those two or three sandy routes up to the top. Also, dod_charlie had that route up the left side, past the bunkers and up to the Axis 88 #1 gun.

TheSurgeon
11-08-2005, 07:20 PM
i think i mentioned it a few pages back, but can't find the post if i did. but anyway, i said in it that i was thinking of replacing the right bunker with one of these bunkers:

http://img238.echo.cx/img238/2751/foxcasemate262360iy.jpg
http://img46.exs.cx/img46/5170/Bunkers.jpg

i know those huge pillboxes didn't exist, but it's sort of a tradition to have them in beach maps, they look strange without them. i will at least see how one of those artillery bunkers looks though, maybe after the playtest or for b2/final, considering switching it wouldn't affect gameplay at all.

AsapmaN
11-09-2005, 02:00 AM
Wow i can tell this map is gunna be good. I was playing DoD:S today and set up my mg [axis] on the allied beach[anzio] and was mowing them down. Gave me an idea of how fun this is prolly gunna be. Blood flying everywhere, bodies floating.[Ppl getting pissed, lol]

ZUZU
11-12-2005, 11:56 AM
I'm going to be 45 in 11 days I'm getting older by the minute hurry up TheSurgeon
:D

Darth DBII
11-12-2005, 01:13 PM
Map looks great man, keep up the great work. :cool:

SilentSteps
11-12-2005, 03:52 PM
The map looks superb. Looking forward to playing it when it is released.

AsapmaN
11-12-2005, 05:36 PM
Is it to be released this month? :eek:

TheSurgeon
11-13-2005, 05:21 PM
it should be, i just need to fix the trenches, clip everything and finish the beach, and it'll be ready for a playtest.

couple more screenshots:


Cs42886
11-13-2005, 06:30 PM
If you need playtesters, let me play! The map is looking sharp, keep it up. :)

Also, you should script artillery hitting the beach, that'd add to the intensity.

And if it hasn't been mentioned already... Be sure to add lots and lots of spawns for either team so that way it'll support up to 64 players.

Cs

SWK
11-13-2005, 06:38 PM
DoD:S only supports 32 players.

Those trences look awesome! The planks on the ground are a nice touch.

StreamlineData
11-13-2005, 06:53 PM
Originally posted by Star Wars Kid
DoD:S only supports 32 players.

Those trences look awesome! The planks on the ground are a nice touch. I think that CS's point of saying of wanting it to have 64 player support, is so that if and when 64-player support comes back, the map will be ready for it (since it already looks like it's big enough to support the forces).

It's looking great as ever, TheSurgeon. I realize you have more than enough playtesters, but I'd really like to help anyway :)

Note: The more screenshots you release, the more often I update the summary thread ;)

ultranew_b
11-13-2005, 07:34 PM
GJ TheSurgeon !! Very Shecksee Shtuff :p

SilentSteps
11-13-2005, 08:04 PM
What is that I see in the top left corner?!?! :D

Mutty
11-13-2005, 09:26 PM
The map looks awesome. Nice work.

Claud Colbert
11-14-2005, 12:33 PM
Sweet looking map Surgeon. Can't wait to test this baby out...

Couple of questions though if you have time!

First off...

You say you hardcoded no snipers and bazookas... did I read that write? If so, bravo sir. Can't STAND those damn snipers picking the MG's off like they were nothing.

How is the ambience on the level going to be? By ambience I mean stuff going on during play. I suggest having a :donrluvs::donrluvs::donrluvs::donrluvs:load of mortar fire raining down on the beach, maybe even make your own custom sand explosion sprite (would look rather weird with the default explosion don't ya think? No debris anywhere!)

How many mortars do you have on the map, and will they all be fireable? I loved that about overlord. Also, what about that big gun in the back? Maybe you can have that thing go off every few minutes and make a huge resounding BANG in the distance, and a huge explosion on the beach. Now THAT would be intense.

One more thing... I agree with the advancing spawns, however I definitely think it should be an objective map, not flags. I'm not sure if you're planning on doing this already, but if you are, w00t!

Hats off to you sir, been waiting a long time for a good beach map... hopefully with your imagination and our input you can make the best beach map EVAR!

TheSurgeon
11-14-2005, 01:20 PM
1. snipers and bazookas are disabled in the map config. i've also disabled the bonus round, just because i don't like it and i can. admins can easily edit that file, so you could end up playing the map with those classes enabled, but by default they're set to zero.

2. i've got some battle soundeffects playing on the whole map, wind, rustling trees, birds etc in certain areas, waves on the beach, and i also made a custom sound using SPR and dod:s sounds that'll be played on the beach.
as for explosions, i don't know how to add them, so there aren't any yet. there's one mortar in the map, but it's not useable, just one of the objectives, although i was planning on cutting down the beach explosions once it was captured.

3. it is an objective map, it's just that none of the objectives actually explode. allies have to wait in the cap area for 10 seconds to cap each point which axis can't cap back. i think the timer is set to 10 minutes, after which axis win if all the points aren't capped, just like in charlie.

ultranew_b
11-14-2005, 01:24 PM
Originally posted by TheSurgeon
as for explosions, i don't know how to add them, so there aren't any yet.

I came across a post @ HL2World that has a tut on setting this up.

http://www.hl2world.com/bbs/tutmortarfield-vt41728.html

:)

DjBourgeoisie
11-17-2005, 01:59 PM
any closer to a possible public beta? :sheep:

wickit
11-17-2005, 02:32 PM
Originally posted by ultranew_b
I came across a post @ HL2World that has a tut on setting this up.

http://www.hl2world.com/bbs/tutmortarfield-vt41728.html

:)
nice i can random my 88's on smallhill now ready for final

Hendershot
11-17-2005, 04:05 PM
Map looking great.

Have a small issue though...

If I look at this picture (http://img448.imageshack.us/my.php?image=dodgold00132ui.jpg) I can see a tank facing me with behind it a wall. How did that tank get there. Did it back up all the way there to face the enemy ? Seems kind of strange.
I know this is a small isue, but now it feels like the tank has been planted there instead of being driven there in the heat of battle

If this has been mentioned before, I'm sorry (didn't read the whole thread as it is a bit too long and it's getting late)

TheSurgeon
11-17-2005, 07:24 PM
there's a road behind it, blocked off with obstacles and playerclip. you can see it in this overview posted a few pages back, the curved road in the top left corner near the flak bunker:

http://img205.imageshack.us/my.php?image=dodgold00278io.jpg

i'm not sure how it actually got to that road, considering the flak bunker field is narrow and importantly, has anti-tank walls, but it fills up the empty space anyway.

Blue[)evil
11-17-2005, 07:45 PM
Go ahead and release a beta, Surgeon!
Im getting a new job in a couple of days and wont be able to play as much...

TheSurgeon
11-19-2005, 10:27 AM
still not sure on a release, i haven't had much time to work on it, and won't have for the next 2 weeks. there's not much to change though so i should get it done by then.

anyway, i've added the artillery bunker i was talking about a few pages ago. i couldn't get that sticking out mg thing from charlie to look right so this is the only other thing i could think of. i've also made some more custom models - mortar shells, crates etc.

screenshots:
view from the bunker:
http://tinypic.com/fvwpsm_th.jpg (http://tinypic.com/view/?pic=fvwpsm)

artillery bunker from east pillbox:
http://tinypic.com/fvwrw2_th.jpg (http://tinypic.com/view/?pic=fvwrw2)

and the mortar position with some custom models
http://tinypic.com/fvwsgz_th.jpg (http://tinypic.com/view/?pic=fvwsgz)

ZUZU
11-19-2005, 06:50 PM
Originally posted by TheSurgeon
still not sure on a release, i haven't had much time to work on it, and won't have for the next 2 weeks.

looks like no comment form the masses:kitty:

TheMiede
11-19-2005, 06:54 PM
Well we already expressed our awe and how awesome the map is. What more is there to say?

Sly Assassin
11-19-2005, 08:29 PM
Looking better then ever mate. Just take your time and don't rush it. The best maps are often the ones that take months to prepare and test, you're most defiantly on the right track with this map :)

Neutrino
11-19-2005, 09:38 PM
my only complaint is that you are giving away too many screen shots. not enough suprise! lol

RA7
11-20-2005, 05:30 AM
Any BETA yet? ;)

Cs42886
11-21-2005, 06:18 PM
TheSurgeon, check your PMs. :)

Cs

TheSurgeon
11-24-2005, 08:47 PM
this is probably the last update before playtesting. the objectives are all working, most of the edges are sealed off and it's mostly just aesthetic things i need to work on. the main thing i need to do is give the allies some better cover once they get up the cliffs.

i compiled with HDR the other day aswell, which i think makes it look better. although there are a few areas (http://img383.imageshack.us/img383/5816/doddogsectorb100072or.jpg) that haven't turned out as expected. i'll change the settings to try and solve that, but here's the last screenshot for now:




i'll try and send out the files to some of those who've already mentioned setting up a server for playtesting, hopefully by sunday.

Doc Orange
11-24-2005, 08:54 PM
looking good. This release would go hand in hand with the upcomming SPR pack :)

Anachron
11-24-2005, 10:12 PM
It makes me despair of ever getting my map to look this good. You are the man.

2ltben
11-24-2005, 10:18 PM
And people complained about the lack of a beach map in Source:p

ZUZU
11-26-2005, 03:17 AM
yes cant wait to play it.

Someth|ngW|cked
11-26-2005, 03:21 AM
Looks sick dude, if you need any assistance gimme a holla

Geo4690
11-26-2005, 04:29 PM
I just read through this whole thread hoping to find a download link at the end. Sadly I didn't but, anyways...The map looks amazing cant wait to play it. Keep up the good work TheSurgeon!:)

ZUZU
11-27-2005, 12:25 PM
Its a beautiful Sunday morning!

http://i21.photobucket.com/albums/b297/captzuzu/no.jpg



Im ready to hit the Beach's TheSurgeon!!


http://i21.photobucket.com/albums/b297/captzuzu/landung.jpg

AsapmaN
11-27-2005, 02:53 PM
Yea , you releasing it today?

TheSurgeon
11-27-2005, 03:48 PM
i was going to compile for playtesting today, but for the last two days i've had constant problems with the sdk that i can't fix. it's working again now but i haven't got time to compile tonight. i'll have to try and get it compiled tomorrow.

Deceiver
11-27-2005, 04:00 PM
Why not just compile while you sleep?

TG117
12-07-2005, 02:36 PM
Hey, any new updates, its been awhile? :confused: but still looking forward to it!

AsapmaN
12-07-2005, 02:49 PM
yea i fogot about this....when will it be ready?

Tonedef
12-07-2005, 03:43 PM
Oh god yeah!!! I hope we can see a beta release soon! :)

[oap]Agent_S
12-07-2005, 04:30 PM
As a fellow mapper this is one of the maps I am most interested in seeing and think its the beach map that will end all beach maps, really looking forward to playing it.

teflon{the_truth}
12-07-2005, 04:50 PM
is the map maker still around? we are u need of ur map!!

[oap]Agent_S
12-07-2005, 04:56 PM
Originally posted by teflon{the_truth}
is the map maker still around? we are u need of ur map!!

Yea TheSurgeon is arround but is a student so catching him sober might be hard ;)

But seriousley he is a bit busy with student things at the moment but is still a regular on the board so will prob post pretty soon.

Sevenas
12-11-2005, 05:54 PM
I'd love to host your map for download on my new website... just got it started. If you're interested e-mail me: serpentsevenas@gmail.com

sinsource.net

Any updates?

hobosphere
12-11-2005, 06:09 PM
BAH!!!

TheSurgeon
12-11-2005, 06:23 PM
all i've done in the last few weeks is add physics fish to the beach and clip off some areas. i've had virtually no time whatsoever to do anything with it, aswell as the times i do have being made harder by constant sdk errors and updating.
it is virtually done for playtesting anyway, nothing i can think of at the moment that needs changing. all i plan to do is add trenches by the flak #2, which will be done for the first public release, seeing as it shouldn't affect gameplay at all.

mahhag
12-11-2005, 08:06 PM
Originally posted by TheSurgeon
all i've done in the last few weeks is add physics fish to the beach and clip off some areas. i've had virtually no time whatsoever to do anything with it, aswell as the times i do have being made harder by constant sdk errors and updating.
it is virtually done for playtesting anyway, nothing i can think of at the moment that needs changing. all i plan to do is add trenches by the flak #2, which will be done for the first public release, seeing as it shouldn't affect gameplay at all.

Glad to hear.

russybabes
12-12-2005, 02:30 AM
please get this out asap sir!!

Bocasean
12-12-2005, 09:05 AM
Is it a timed-objective map or a CTF map? Maybe even a timed-objective map with advancing spawns!!?

TheSurgeon
12-12-2005, 09:53 AM
there are 4 objective points, each takes allies 10 seconds to cap, and axis can't cap them back, just like charlie. there's a timer of 11 minutes i think, after which axis win.

there aren't any advancing spawns, mainly because there's nowhere to put them. i was also thinking originally of having the back two objectives open up only after the front two were capped. it wouldn't be hard to seal them off during that time, but it would hard for the allies to get anywhere near those objectives once they were all the germans had left to defend.

Hokusai
12-12-2005, 11:27 AM
I am so looking forward to this map!! Great job TheSurgeon!

bmartinson13
12-13-2005, 06:52 PM
looking excellent. Can't wait for the release.

hobosphere
12-14-2005, 08:30 PM
Originally posted by TheSurgeon
there are 4 objective points, each takes allies 10 seconds to cap, and axis can't cap them back, just like charlie. there's a timer of 11 minutes i think, after which axis win.

there aren't any advancing spawns, mainly because there's nowhere to put them. i was also thinking originally of having the back two objectives open up only after the front two were capped. it wouldn't be hard to seal them off during that time, but it would hard for the allies to get anywhere near those objectives once they were all the germans had left to defend.
Do the germans spawn in the bunkers? That was always a problem with ...every other beach map i can think of. Germans would spawn away from the parts facing the beach.

IMO, germans should spawn in the bunkers/on the hills staring at the beach. The U.S should spawn 5-10 seconds later so the germans are perfectly setup to unleash hell on the invaders. Of course if it ruins gameplay take it out, but i'd like to see it tried.

TheSurgeon
12-14-2005, 08:44 PM
The German spawns are underground beneath the bunkers, just behind the bunkers by the 150mm, and on the farm in the top left on the overview a few pages back. I was thinking of having the allies come in on the higgins boats on the first round to give the axis time to set up, something I suggested months ago in another thread about beach maps, but I can't get the boats to move, let alone the spawn points. I will probably make the beach much bigger eventually though, so axis have some extra time at least.

But obviously, the Germans have four objectives to defend, which is why that spawn point at the back of the map is important.

teflon{the_truth}
12-15-2005, 08:31 AM
Any time set for a release or a playtest?

Ginger Lord
12-15-2005, 10:16 AM
Originally posted by TheSurgeon
The German spawns are underground beneath the bunkers, just behind the bunkers by the 150mm, and on the farm in the top left on the overview a few pages back. I was thinking of having the allies come in on the higgins boats on the first round to give the axis time to set up, something I suggested months ago in another thread about beach maps, but I can't get the boats to move, let alone the spawn points. I will probably make the beach much bigger eventually though, so axis have some extra time at least.

But obviously, the Germans have four objectives to defend, which is why that spawn point at the back of the map is important.

Perhaps set up some initial spawns like FD did in Anvil and Falaise for the Germans, already in the Bunkers then after say 10s make them unusable (move a brush into them) and it will resort back to the original ones.

ZUZU
12-16-2005, 02:38 AM
I think he needs help on the compiling to can we help at all?:dog:

tdhainaut
12-21-2005, 11:32 PM
When the release of this amazing map ??

Jibba-Jabba
12-21-2005, 11:48 PM
Nevarrrr

Ca-Chicken-Soup
12-22-2005, 02:09 AM
Originally posted by TheSurgeon but I can't get the boats to move, let alone the spawn points.[/B]

Has no-one thought of teleports perhaps? they can be parented and turned on/off!!!! I use them for my advancing spawns and they work perfectly without any errors like anvil has in the console.

Sevenas
12-22-2005, 09:44 AM
Any good news?

TheSurgeon
12-31-2005, 08:07 PM
I am still working on this, I just haven't done much in the last few weeks. But it is about ready for playtesting now, I'll probably run another (ironically 5 hour) fast compile tomorrow and email that off. I already have some ideas for what to change/fix while that's going on though, like making the beach about twice as long.

For the last month though, all I've really done is add playerclip all around the edges of the map and other stuff like that, so there's not really any new screens to post, besides these two:



and the full version of my sig (HDR will obviously be lowered)

ZUZU
12-31-2005, 08:53 PM
The big guns look the best very nice!
Cant wait.

Sly Assassin
12-31-2005, 10:56 PM
Looking great mate, can't wait for a release. Send me a copy when its ready

Racktor@hotmail.com ;)

travis
12-31-2005, 11:12 PM
your HDR setup is lookin great, some of your lisplacements look a bit edgey imho

Cs42886
01-01-2006, 08:07 PM
Don't forget to use cubemaps and portals or whatever so the map isnt laggy!!

Even some of valves maps lag because they dont use them sometimes or whatever.... im not a mapper btw. :P

www.interlopers.net may know ways to make the map not lag. :)

Cs

TheSurgeon
01-01-2006, 08:44 PM
i've used occluders all over the place which is about the only optomisation i have. i've got displacements behind all the hedges with a custom hedge texture (which also means i can give the hedge models low draw distances), and between each one of those displacements and the hedges models i've got an occluder brush, aswell as using them behind the cliffs and around the underground parts, so they should all help with the fps. most models don't have min/max distances set yet though, and i haven't done a full vis compile yet either.

it doesn't lag much more than the official maps for me at the moment though, and it should be playable for most people by the time it's released.

mn9500
01-01-2006, 08:58 PM
is it possible to have a predicted release date?

Tom Covenant
01-03-2006, 12:16 PM
Thats a great looking map youve got there. :) Cant wait to try it out!

WiCz
01-05-2006, 06:01 PM
I've been following this one very closely and i think it looks fantastic....is the release far off ?

TheSurgeon
01-05-2006, 07:14 PM
i've got a compile problem that's just appeared from nowhere, saying something's wrong with one brush. i've deleted it, and copied and pasted another to replace it, but still get the same error. it compiles but somehow, due to this error, it just recreates the last bsp i compiled again, despite that vmf not even existing anymore. and as it takes 6 hours to compile, i've wasted 12hrs compiling in the last few days, with no way of knowing if the problem's solved until i spend another 6 compiling.

anyway, that's all that's delaying it at the moment, i might just delete the whole group of brushes for now and fix it for the first public release if it means i can get on with playtesting the map.

nazteck
01-05-2006, 07:39 PM
Wow!
Can't wait to kill some allie forces from those bunkers.

ultranew_b
01-05-2006, 08:00 PM
Originally posted by TheSurgeon
and as it takes 6 hours to compile, i've wasted 12hrs compiling in the last few days, with no way of knowing if the problem's solved until i spend another 6 compiling.


While you're trying to track down the problem. Turn off Vrad, don't build the lighting. I'm sure it will be less than a 6 hr compile.

:)

TheSurgeon
01-05-2006, 08:06 PM
never though of doing that, but vis still takes over 3 hours, even on a fast compile, most likely due to all the hundreds of brush-based ceiling beams i've got. i'll hopefully have it compiled tomorrow though, then i can try and remake the beach while playtesting is going on.

Furyo
01-05-2006, 08:17 PM
Surgeon, I'm thinking your error has to do with the finallightface? Send me a PM if you need help with that :)

TheSurgeon
01-05-2006, 08:38 PM
i can't remember what exactly the error is, something to do with RAD though. it points to a single face on one brush, but after copying the same brush from an identical room it still gave me the same error. i deleted the compile log though, so i could actually see where the next one started, so i can't find out exactly what the error is until i compile again.

travis
01-06-2006, 08:11 AM
Originally posted by TheSurgeon
i've used occluders all over the place which is about the only optomisation i have. i've got displacements behind all the hedges with a custom hedge texture (which also means i can give the hedge models low draw distances), and between each one of those displacements and the hedges models i've got an occluder brush, aswell as using them behind the cliffs and around the underground parts, so they should all help with the fps. most models don't have min/max distances set yet though, and i haven't done a full vis compile yet either.

it doesn't lag much more than the official maps for me at the moment though, and it should be playable for most people by the time it's released.

Well that's good in theory but we all know the major FPS drain comes from the multiplayer environment, that's why you will never see huge maps like HL2SP in multiplayer.

Steiner
01-06-2006, 12:07 PM
Good luck that you soon find a solution.

mahhag
01-06-2006, 10:54 PM
http://www.interlopers.net/errors/errors.php?page=checklog

Use :D

Spliffeus Odysseus
01-07-2006, 03:27 PM
Holy hell that map looks great! Ive been waiting for a Source beach map that is quality and this promises to be it. I think that the suggestions regarding moving the Allied spawn up the beach after they captured it is a solid one....perhaps the objectives after that could be captured by by axis and allied, but the beachhead cannot be capped by Axis after the allies have taken control. Looks great, good luck on its release!


P.S. would love to playtest if u need it

[SAS]==Colster==
01-08-2006, 03:37 AM
I like the idea of advancing spawns, something like dod_wolfie would be good

Cs42886
01-08-2006, 12:47 PM
Please post some more screens! Even if its old stuff... :(

Cs

Kurayamino
01-08-2006, 02:40 PM
Originally posted by TheSurgeon
never though of doing that, but vis still takes over 3 hours, even on a fast compile, most likely due to all the hundreds of brush-based ceiling beams i've got. i'll hopefully have it compiled tomorrow though, then i can try and remake the beach while playtesting is going on.
Sorry if im wrong, but I hope you're using funk_detail for that brushwork. Wouldn't that mean no vistime for that? Be sure to check out zombies Optimizing-page (http://www.student.kun.nl/rvanhoorn/Optimization.htm) on interlopers if u haven't done that yet.

Sarge_Rock
01-10-2006, 03:25 PM
WOW! Looks very, very nice. Hope to be able to play that map soon. Keep up the good work.

Sly Assassin
01-10-2006, 03:49 PM
Originally posted by Kurayamino
Sorry if im wrong, but I hope you're using funk_detail for that brushwork. Wouldn't that mean no vistime for that? Be sure to check out zombies Optimizing-page (http://www.student.kun.nl/rvanhoorn/Optimization.htm) on interlopers if u haven't done that yet.

If everything was func_detail it'd cause more problems vis wise then he'd want. Most of his buildings etc will be normal brushes with displacements around them so theres no silly splitting of brushs.

Devils Rear
01-11-2006, 01:59 AM
Looking sweet can't wait to play it :)

OZZMAN
01-14-2006, 08:08 AM
where is the map ? ? ? :)

Someth|ngW|cked
01-15-2006, 12:40 AM
I could really use those custom mortar models for hill_classic, could you send them to me?

WolfeR
01-15-2006, 07:13 PM
Had my eye on this map for a while.
Can't wait :D

WiCz
01-20-2006, 09:05 AM
Any progress ?

OZZMAN
01-20-2006, 01:27 PM
I think not...................

TheSurgeon
01-20-2006, 08:00 PM
i've been busy with other stuff lately and haven't had time to compile yet, but hopefully i should be able to run a compile tomorrow and finally start playtesting.

mn9500
01-20-2006, 08:37 PM
is the playtesting beta map gonna be available here or just private ppl, plz post it here before i go crazy thinking about this map.?!

DjBourgeoisie
01-21-2006, 07:06 AM
Originally posted by TheSurgeon
i've been busy with other stuff lately and haven't had time to compile yet, but hopefully i should be able to run a compile tomorrow and finally start playtesting.

Hit me up and Ill make the arrangements (if you need it). ;)

ic0n612
01-23-2006, 05:09 PM
Originally posted by Strafe
I thought this map was "vaporware". An actual realease would be great. :( word. ive been eagerly awaiting this map since the first screenshot.

OZZMAN
01-24-2006, 12:48 PM
Originally posted by ic0n612
:( word. ive been eagerly awaiting this map since the first screenshot.

Me too....im tired of waiting....

Steiner
01-25-2006, 03:41 AM
We are all waiting but moaning won´t change anything. His life doesn´t only revolve around mapping keep that in mind. But I´m sure he´s as eager as you to finally release the map.

russybabes
01-25-2006, 04:15 AM
do you think when he see's how badly people want the map he will take longer?

FuzzDad
01-25-2006, 05:07 AM
You probably know this already Surgeon but my guess is without more optimization (occluders, etc) the map probably runs at a mid-to-low fps to start with. Adding 20 players on to of that will be problematic. There are pictures here that show hundreds and hundreds of models in sight at one time. If you have not already done so you're going to have to learn how to use horizontal hints to keep the allies on the beach from seeing anything past the ridge-line, underground occluders and solid brushes to limit line-of-sight, horizontal hints to keep side-to-side draw limited and other things. For example...on a map like this a modeler should make a single large set of sandbags for your trenches because Source treats models in "batches"...it's not so much the polies as it is the count. I'll bet you've placed dozens of barbed wire models around the hill when a single or a few single large models would be much better on perf.

Beach maps are cool, they seem to attract the teamwork-type player, but they are, without a single doubt, the single hardest type of map with respect to performance in the box. Beach maps have long draw distances, you have gobs of water, you have terrain not conducive to both long draw distances (as was real life) coupled with lots of props (models). If I were you I'd playtest a version of this without a lot of the props to get the gameplay down and then figure out how to gradually add detail in as you learn optimization. If not your map will be just one more of the failed attempts to produce a good beach map and I'd hate to see that happen here...this map has potential but if it runs like doo-doo it'll never get played.

TheSurgeon
01-25-2006, 07:06 AM
i have had other stuff to do, and not much time to work on this map. i compiled for a first playtest last night though, which should hopefully be uploaded by tonight.


as for optimisation, i've used a lot of occluders in the map, mostly in the cliffs and behind all the hedge models, and most models have min/max distances set. the fps still isn't that high though, mainly due to the open areas and long distances. i might try and make a new lod model for the iron hedgehogs and a few other models which should help. besides maybe adding some nodraw brushes or occluders though, there's not much else i can do.

OZZMAN
01-25-2006, 07:14 AM
allright!!

now i'm happy!! ;)

WiCz
01-25-2006, 08:05 AM
Excellent news indeed....we wait with bated breath ;)

Bolteh
01-27-2006, 04:49 PM
This map is looking good, looks to be a great map for people that loved overlord/charlie.

OZZMAN
02-02-2006, 09:50 AM
any news ?

Blue[)evil
02-02-2006, 02:19 PM
Hey surgeon, did you ever think about releasing those mortar models and the morat HUD icon? I would love to use them.

TheSurgeon
02-02-2006, 02:48 PM
i kept meaning to update them, but never got round to it. i've sent it to a few people so far though, i'll upload and send you a link later.


as for the map, it should have been ready earlier this week, but i've got yet another compile problem that i don't know how to fix yet. i'm going to see if i can get it to compile tonight though.

Steiner
02-02-2006, 04:43 PM
I wish you good luck!

-=SS=- Kurt
02-07-2006, 11:29 AM
Very nice TheSurgeon!!! GJ

Cheers, Kurt

Lappy
02-10-2006, 09:37 PM
I hope your compiling problems end for you soon.

This is one map I won't miss for the world.

trueblue
02-11-2006, 07:00 PM
Surgeon, this is looking insanely good! Love the detail, makes the map so pleasing and interesting to look at... and fight in :D.

I have a small question, your displacement mapping from the beach up to the grassy land, is that all from one brush?

Because at the moment i'm just trying to figure out the best ways of getting a certain shape of say, a hill or whatever, whether from one brush or a few brushes together. Any common rules on whether using one or several brushes for displacements?

TheSurgeon
02-12-2006, 08:52 AM
Looks like the compile error is gone, I compiled last night and all the props appear this time. But for some reason, it never got to vrad. As my pc was turned off this morning, and hammer has just told me it wasn't shut down properly last time, I assume my pc just shut down for some reason last night. The fps is still too low though, so I'm going to try and fix that and recompile tonight.


As for the displacements, i always use smaller brushes and try to get roughly the right shape using vertex manipulation first, which just makes it easier to see where everything is in the 2d views and also stops texture stretching once you edit the displacements. This is the 2d view of part of the beach and cliffs to show what I mean:

http://i1.tinypic.com/nnjrly.jpg

-BIG-T-
02-12-2006, 12:55 PM
Good luck surgeon!
I hope it fairs well for you, really looking forwards to playing this!

PR0PEN
02-12-2006, 01:27 PM
WOW MAN, YOUR MAP IS INCREDIBLE!!!!



If you need anything like props models or textures.....PM me!

russybabes
02-13-2006, 03:07 AM
i want to play this map...... now!!

Bocasean
02-13-2006, 09:26 AM
He has stated many times that the map is giving him problems with the Frame Rates, and in my experiences, if a map is released with poor optimization, the vast majority of players will piss and moan to no end about it. It doesn't matter if it's still a beta, as most pubbers don't comprehend the issues at hand, or simply don't care about them.

I think he's better off waiting until he maximizes performance.

If not, perhaps try a locked, private playtest in a controlled environment like our Competitive Server, Sunlit, or CoJ, as the feedback he'd get would be more balanced and understanding.

Day of Defeat Forum Archive created by Neil Jedrzejewski.

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