Bleakhill is back...


kennelly
10-31-2005, 08:22 PM
One of my more popular maps in the past was dod_bleakhill, for previous versions of DoD.

Now its back... in new, improved, Source-compatible form.

Map is also playable in HL2 deathmatch mode.

details at...
http://www.mike.kennelly.dsl.pipex.com/bleakhill_source/index.htm

Can't provide screenshots unfortunately, as they come out with lots of horizontal black stripes on my PC. If anyone would care to add a couple here that would be great.

cheers,
Mike

StreamlineData
10-31-2005, 08:29 PM
Screenshots
Bridge: http://link.kinetikproze.com/bleakhill/dod_bleakhill0004.jpg
Allies 1st: http://link.kinetikproze.com/bleakhill/dod_bleakhill0005.jpg
Bridge: http://link.kinetikproze.com/bleakhill/dod_bleakhill0006.jpg
River: http://link.kinetikproze.com/bleakhill/dod_bleakhill0007.jpg
Bridge flag: http://link.kinetikproze.com/bleakhill/dod_bleakhill0008.jpg
House flag: http://link.kinetikproze.com/bleakhill/dod_bleakhill0009.jpg
Overlooking bridge: http://link.kinetikproze.com/bleakhill/dod_bleakhill0010.jpg
Towards Axis: http://link.kinetikproze.com/bleakhill/dod_bleakhill0011.jpg
Axis Spawn: http://link.kinetikproze.com/bleakhill/dod_bleakhill0012.jpg
Creek: http://link.kinetikproze.com/bleakhill/dod_bleakhill0013.jpg

Stuka
10-31-2005, 08:43 PM
I really wish the lighting would be fixed..every model is just black..very annoying

They arent in those screenshots, but I had played a version on a server..I'm not sure if it's the same one, but all models were black

teflon{the_truth}
10-31-2005, 09:22 PM
well....., at gun runnes pub we have the updated version with NO black models.

Gun Runners tries to provide the best custom content.

TheMiede
10-31-2005, 10:05 PM
Hmm. a bit open in some areas. Maybe in the open field use the noise property in displacements. Usefull to generate random terrain. And at the seems u can just use the raise to option in Paint Geometry to make it seemless.

mumblyjoe
10-31-2005, 10:34 PM
Looks like a straight port to me. I enjoyed the original, but for source I would expect it to be reworked.

Talorc
10-31-2005, 11:02 PM
I for one wouldnt mind if ANY maps, even straight ports made it onto servers ASAP. 4 maps are getting a bit stale on the normal pubs.

Looks like a very enjoyable map, reminds me of an old nintendo64 James Bond level.

josh_u[RR]
10-31-2005, 11:38 PM
hmmm, screenshots look almost like its a straight port from 1.3 with a few displacements thrown in. I"ll wait for the next version.

Inch
11-01-2005, 04:09 AM
Some suggestions

- needs extensive retexturing!
- add more props
- add a 3D skybox
- change the lighting

StreamlineData
11-01-2005, 04:21 AM
Originally posted by Inch
Some suggestions
- add a 3D skyboxActually, there *is* a 3D skybox... it just doesn't show up in the screenshots.

Watchtower
11-01-2005, 07:05 AM
Yeah and those cliffs definately need to be displacements and nice and round. It looks like hl1 atm

[I&S] Pvt. John
11-01-2005, 08:16 AM
I loved the old dod_bleakhill for 1.x.

This version for source looks very preliminary. I hope you continue to work on it, and stay true to the fun layout of the original. Just pretty it up a bit :)

cannon
11-01-2005, 08:38 AM
hated it in 1.3

Stuka
11-01-2005, 02:48 PM
Originally posted by teflon{the_truth}
well....., at gun runnes pub we have the updated version with NO black models.

Gun Runners tries to provide the best custom content.

it was Gun Runners where I played that one

Bocasean
11-01-2005, 02:53 PM
Well there are many of us who do like it, in 1.3 and even now. It seems that he released it just to get another Source map out, which is great. We were planning on making an homage to it, since it had appeared that the original mapmaker had vanished years ago.

But it's great that the main guy is back on the scene. Aside from the blacked out player models from the light source (or lack thereof), the map is pretty solid. Here are my thoughts:

- You say that ladders aren't working, which is why the ladder at the end of the bridge isn't functional. You jury-rigged a type of ladder for the small ones, but the big one is too high. My question is: What ladder entity did they use at the Allied spawn in Avalanche? Ya know, the big ladder to goes up the catwalk.... the ladder works fine on it, so there's gotta be a way.

- The chain link fence near the icy ravine needs to go. It looks like HL2, not WW2.

- The snow/rain just isn't working. It's too fast and looks unnatural. I suggest waiting until the FGD/SDK comes out, and then add real snow, along with TNT and working ladders.

- And my biggest complaint is that on the very back left corner of the map, near the old MG turret that is now only rubble....if you try to crawl up to the retaining wall and jump over it, you slide back down the hill a bit. You can no longer jump over the wall, which means the only way through to the other side of the wall is to go right through the opening. It takes away the element of surprise, in that you cannot jump the wall at the very end, while using the small house just beyond the wall for concealment. Please make it so we can jump over the wall at any point!!!!


Other than that, it's GREAT to have dod_bleakhill back on the scene. Thanks for releasing it early.

Zao
11-01-2005, 09:13 PM
Originally posted by Bocasean
Other than that, it's GREAT to have dod_bleakhill back on the scene. Thanks for releasing it early.

I went looking for this map specifically after thinking back through my favorite customs over the years. This one has always been one of my top five favorites. It feels great running around on this map in Source, even by myself. Brings back fantastic memories from the 2.0 college LAN days with Sturmbot and the boys in the dorm. ;)

Originally posted by mumblyjoe
Looks like a straight port to me. I enjoyed the original, but for source I would expect it to be reworked.

Same. As much as I loved this map in 2.0 (yes, I played it way back when), I would love to see it really Sourcified. New models and updated brushwork/textures/props/foliage/etc. would be great.

Kennelly, I loved this map the first time I played it and I would absolutely love to see it taken to the max for Source. Please? Lol :D

[SAS]==Colster==
11-02-2005, 01:11 AM
Anyone else getting the purple checkerboard on what I presume are large rocks on the hill?

JoshuaC
11-02-2005, 01:29 AM
This map makes baby jesus cry.

Someth|ngW|cked
11-02-2005, 01:06 PM
Lack of detail and bad texturing, other then that looks like fun

Col. Squinty
03-24-2006, 06:58 AM
We played this map in the BFE Tournament recently and we were wondering if you would allow a few changes to be made for a BFE special version, please let me know, thanks.

StreamlineData
03-24-2006, 07:49 AM
Originally posted by Col. Squinty
We played this map in the BFE Tournament recently and we were wondering if you would allow a few changes to be made for a BFE special version, please let me know, thanks. I recommend you email Kennely directly, you would get a much higher chance of reaching him.

Ol' Noodle Head
03-24-2006, 08:05 AM
Seems like he just released this and disappeared. I'd love to see it updated, with that new env_embers snow technique. Everybody on my server adores it, it's just kinda ugly at the moment.

Col. Squinty
03-24-2006, 10:44 AM
Originally posted by Col. Squinty
We played this map in the BFE Tournament recently and we were wondering if you would allow a few changes to be made for a BFE special version, please let me know, thanks.

He does not allow emails from these forums and i cannot find his email details anywhere else !!!

izuno
03-24-2006, 10:51 AM
wow glad to see bleakhill back in source form.

i have been so busy the last few months that dod mapping has taken a back seat...


sure, it may be a "rough" port but at least you got it working in source. now time to just upgrade it. I thought the 1.3 map had some problems, but in general it always had potential. keep working on the source version and don't get discouraged.

:)

Bocasean
03-24-2006, 11:04 AM
As Ol' Noodle said, I think we can forget about this map being upgraded.

It's been out for months and nothing has changed. However, when TNT satchels are put into the SDK, maybe he'll finalize the Source version to include them. I personally feel that it's WAY too difficult to cap out on the Source version for either team, so I'd rather see an objective in place of the last flags for either team. That way, the entire geography remains important, but the capping areas will be much easier to gain control of.

Then, if the teams cannot cap out, there is always the chance that a sole player could sneak past and blow up the final objective for each team. In fact, that's the only way I played the map in Gold....I'd be Allied and blow up the munitions store. I think the Axis should have the same thing in the Source version, and get rid of each team's current 1st flag.

Ol' Noodle Head
03-24-2006, 01:01 PM
I loved sneaking and blowing up stuff in the old version too :) The challenge of it all was my chief pleasure on this map, other than the sheer vertigo of the geography (which btw, can't be beat with ragdoll action)

Maybe kennelly is just waiting for objectives code to do it properly. Or, hell, maybe it's real life that's got him. Dang, mapping can take over one's life.

Bocasean
03-24-2006, 01:40 PM
Oh, yeah. The ladders will have to be fixed, specifically the long one on the bridge.

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