[Rel]Dod_verdun_beta1


Dimgora
10-26-2005, 10:31 AM
Alright. I have decided to release first public beta much earlier than I planned before but it's the best way to see how it plays etc. So here's the download link. (http://personal.inet.fi/koti/akku.hirvonen/downloads/dod_verdun_beta1.zip)

I would be happy if someone else could also host this file.

And comments are more than welcome :p

Ginger Lord
10-26-2005, 10:47 AM
Not a valid archive.

Edit: Never mind, winzip being silly. Nasty installtion directory too, should always start in the dod root, not your own custom folder.

From a quick run around


Floating bushes in spawn
Grass textures look very repetitive
No detail grass?
Bunkers very bland inside
Very easy to get lost in bunkers
Too many flags

Dimgora
10-26-2005, 10:52 AM
You nearly gave me a heartattack! :p

I will remember that next time.

shteve
10-26-2005, 10:56 AM
Just had a quick run round by myself before upping it to our server. Seems a lot smaller than the dod:g version... and someone's stolen the ditches from the sides of the field ;)

I think the flag caps could do with being timed ones like before too, but i'll report on if that's still valid with source gameplay if I can get some folks to play it.

[SAS]==Colster==
10-26-2005, 11:22 AM
Mirrored it for you (and took liberty of adding .res file) here:


http://www.sas-clan.inx-gaming.co.uk/serverstats.php and click on downloads.

Dimgora
10-26-2005, 11:40 AM
Thank you for mirroring !

First time I hear from .res files, löl! :D Well this is first time I'm doing a map when steam is out... :I

And about the axis spawn. Yes, I know it's still very empty because it wasnt the first in the priority list. And I will add small sings which will help you get out from there.

Rebel10
10-26-2005, 12:05 PM
Any pics? I'll mirror if you'd like, but I need some pics and my server will do a test run of it to see.

I'm sure you put some time into it though, so good job!

Dimgora
10-26-2005, 12:09 PM
You can find few screens here. (http://personal.inet.fi/koti/akku.hirvonen/)

Some of them are bit old but it dosent matter ;)

Bocasean
10-26-2005, 10:06 PM
Okay, I've added it to our server, and it'll get a more in-depth review after people play it. Here are some of my initial thoughts after LAN testing it:


- Needs to have some bomb craters, small trenches, or small blown-up vehicles to hide behind in the center field.

- If you do add stuff to hide behind, please make the field longer and a tad wider.

- I like the bunker layout, but it'd be nice if it was possible to jump on top of the center bunker and hide in the bushes.

- Same with the Allied side. It'd be nice to add some access to the roofs and maybe some more elevated (2nd or 3rd story) firing positions.

- In keeping with the theme of adding firing positions, it'd be nice if there was one spot on both spawn sides that, if controlled by an enemy MG, will make it very hard for the home team to respawn. This will work nice to allow for capping out. For example, maybe a hole in a wall that overlooks the Allied spawn exits, etc.

- One less flag on the Axis side maybe, but I'll see how it plays.

- I really like how it's possible to cap the bridge from underneath

- More twists and turns before the open field. To reduce the head to head feel and hopefully reduce MG/Sniper camping.



Again, this is just a hasty list of opinions. I'll give more after playing it on a full server. So far it looks really promising and thank you so much for releasing it into the public's hands so that we can have fun playing another map.

Our server now has 10 maps! Hooray to the fast releasing mapmakers!

Dimgora
10-27-2005, 01:10 AM
Thank you for you feedback!

You had couple good ideas but what's up to the fields structure it's going to remain as it is. I might be adding one more destroyed allies tank if I can find satisfying model to it.

And I might add one more window to allies side so they have better chances to get across. Although I saw 5 allies cap and only 2 axis cap yesterday. But anyway it plays now pretty much as I planned :) As long as sniper limit is set to one or none...

Bocasean
10-27-2005, 06:04 AM
That's the thing....IF the sniper limit is turned really low or eliminated. That's why I feel it's crucial to add more cover to the field, so that snipers have less of an advantage against people who push forward.

I guess what I'm saying is let the snipers battle each other from across the field, but if someone gets to the field, then they have ample cover to keep the snipers off of them.

Dimgora
10-27-2005, 11:12 AM
According to feedback I've received and the games I've played today it seems that snipers arent that big issue after all.

If you try to pop them from the other side they are your worst enemy but if you advance and abuse the terrain it's pretty easy to get across.

But the time will show what's going to be changed and what's not.

Bocasean
10-27-2005, 01:35 PM
Sounds good. I'll let you know what my guys think after playing it on the server. We have no class limits on our server, so I'm curious to see how it plays out.

Private Dyin
10-27-2005, 07:51 PM
The res file doesn't require the bsp to be listed. :D


Map looks great btw!! :cool:

Supa
10-28-2005, 08:56 AM
Make the cap points take more then an instant. There is a bit of drama to be had when your capping on a timer that you lose when its insta-cap.

Great map! =o)

Bocasean
10-29-2005, 01:41 PM
Forget what I said about removing a flag from the Axis side. The map tends to favor the Allies for whatever reason.

Ginger Lord is very right that it's too easy to get lost in the Bunkers. The front bunkers are okay, but the spawn exits for the Axis seem to take too long and confuse people, whereas the Allies just run right out and know exactly where to go.

I also recommend some tables or something for the Axis to lie down on from a few feet behind the bunker windows. That way, the darkness of the bunker will conceal them AND they'll have clean shots at the Allied side of the map.

Scooty Puff Senior
10-29-2005, 02:00 PM
a) When you jump ontop of a sandbag bunker on the right side, you can see the water box on the outside of the map.

b) Lights that have no sources (eg. red light with no lightbulb). Would it kill you to put a lightbulb model?

c) Too many of the same bushs used over and over, jazz it up a bit.

d) Needs other obstacles instead of passable bushes. Throw in some dragonsteeth or hedgehogs, and some dips in the land.

These are all just cosmetic, but it would definately add to the experience.

Good work, however on getting a playable map out the door that doesn't make me want to cry.

=A82A=WhataMack
10-29-2005, 02:49 PM
Overall is pretty nice. As an assault trooper, tho, I'd like to see some more cover of one sort or another out in the center. Right now it really seems to be a no-man's land, even with limiting snipers to 2 out of 10 slots per team. ;)

Dimgora
10-30-2005, 01:32 AM
Thank you for the comments !

I'm very aware that axis spawn is too blank and complex (Nearly everyone has judged it) and I have added lots of detail and now it should be easy to find your way out.

And what comes to lights without sources and identical bushes the problem is that there's very limited amount of models which you can use or fit into this kind of enviroment. Hopefully in next DoD patch they will release new stuff.

I have planned to add a crashed glider in to the field (if someone is kind enough to make me one :D ) and a destroyed sherman. And I will change the trees in to ones with more foliage so they would provide alot better cover from snipers. But if I cant get those models then I have to think something else. Will see.

[Me109]Hoju
10-30-2005, 09:38 PM
After playing the map, I think that the field needs more cover (snipers are a problem when you don't have like 24 people playing), make the Axis bunkers A LOT less confusing, and also try to make it so the Axis can get to the action quicker. By the time I as an Axis cap my first flag, the allies have already capped three. It would help out the gameplay a lot. If I come up with anymore iideas, I will post them here for you :)

Dimgora
10-30-2005, 11:16 PM
Thank you for your feedback even though you didnt bring up anything new :D

I'm going to post some new screenshots when I get back to home. When I added the detail grass the field looks much much cooler :D I've already added few hedgehogs because most likely the crashed glider idea wont be possible...

Cyber-Surfer
10-30-2005, 11:44 PM
You may want to send Fuzzdad a PM and see if he still has the model or a new updated (source style) crashed glider model, like he had in his map dod_glider from DoD 1.x

Private Dyin
10-31-2005, 12:00 AM
Originally posted by Cyber-Surfer
You may want to send Fuzzdad a PM and see if he still has the model or a new updated (source style) crashed glider model, like he had in his map dod_glider from DoD 1.x

Those were done by Jed weren't they? Maybe if you ask him nicely he'll sourcify it for you. :)

Dimgora
10-31-2005, 01:05 AM
Thanks for the tip.

But I've thought that I leave the glider away and just change the trees to ones with more foliage etc. It should provide good cover against snipers if I put them into right places ;) Are there any good tree models in HL2 ? Last night I quickly browsed them through but couldnt find any.

Sneaks
10-31-2005, 02:44 AM
Looks great and with a bit of tweaking as you have planned should be even better. Map plays great aswell. Thanks Dim :D

Dimgora
10-31-2005, 06:03 AM
Ok, here are the new screenshots:

First the remade axis bunker:
New axis spawn exit (http://img287.imageshack.us/my.php?image=107ol.jpg)
Inside the bunker (http://img287.imageshack.us/my.php?image=112dl.jpg)
Storage (Spawn Room 2) (http://img287.imageshack.us/my.php?image=120hm.jpg)
Map room (Spawn Room 1) (http://img287.imageshack.us/my.php?image=134lh.jpg)
The room between the map room and main entrance (still quiet empty) (http://img317.imageshack.us/my.php?image=141sn.jpg)

And some others:
The field and hedgehogs (old tree models still ;I) (http://img287.imageshack.us/my.php?image=156vz.jpg)
Allies spawn (http://img287.imageshack.us/my.php?image=163cb.jpg)
Allies 1st flag (http://img287.imageshack.us/my.php?image=178ug.jpg)
Village from other angle (http://img287.imageshack.us/my.php?image=194fr.jpg)
Closer look of detail grass (could be better though x_O) (http://img287.imageshack.us/my.php?image=182tz.jpg)
The 88 and grass again (http://img287.imageshack.us/my.php?image=203ky.jpg)
The bridge and more shallow water (http://img287.imageshack.us/my.php?image=216hu1.jpg)

There bunker is still missing light models and field it's new trees etc. But anyway :)

Prokyon
10-31-2005, 02:54 PM
Just played the map and I must say - I haven't had that much fun with a rifle for a very long time :)

Keep up the good work!

Ol' Noodle Head
11-07-2005, 09:39 AM
I totally agree....

By far my best gaming experience on a custom map thus far in Source...

I was a huge fan of the original version, and judging by the screenshots I had low expectations...

The screenies don't do it justice. Very well done. Looking forward to the inevitable revisions.

I'm working on a map with a large field in it, and this is very inspiring. Good times!!

[Verdun now in the rotation at FNF DoD 69.28.221.83:27015]

iconslave
11-07-2005, 11:48 AM
the updated screens look very nice :) the only problem i really had w/ the map which was just a visual thing was the bridge itself .. its seemed to chunky to me, and didnt really blend to the ground that well on either side, the whole thing w/ the dirt piled up on the ramp on both sides of the bridge kinda killed the look of it too. Id say make the bridge a lil bit wider and not as 'thick' on the railings and it should look better. But thats just my gripe :) Other then that the map is beautiful and does play very well, Cant wait for the new version!

Dimgora
11-07-2005, 11:58 AM
Glad you like it.

New beta is on it's way and will probably come out at the end of the week. I have more new screenshots at my site (http://personal.inet.fi/koti/akku.hirvonen/).

And about the bridge - It's supposed to be like that. Old bridge made of stone, railway sleepers and the smell of tar... ;)

Blue[)evil
11-09-2005, 03:02 PM
The new beta looks great. Release it and It will be on my clan's server.

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