[REL] dod_arras - First Public


Rolk
11-11-2005, 07:29 AM
I've finished work on dod_arras and its now available for download on my website (http://www.rolkdesigns.com/). Comments and constructive critism are encouraged. I know the map itself is a bit square but ah well, its still fun.

Here are a few images:

http://www.rolkdesigns.com/files/dod_arras01.jpg

http://www.rolkdesigns.com/files/dod_arras03.jpg

http://www.rolkdesigns.com/files/dod_arras02.jpg

(Sorry if the website is slow, its in the process of being relocated to another server.)

Bocasean
11-11-2005, 08:03 AM
Thanks Rolk! I'm putting it on the server now. Also, for anyone who's interested, here's the .res file, at least as far as I can tell:


"resources"
{
"materials/overviews/dod_arras.vmt" "file"
"materials/overviews/dod_arras.vtf" "file"
"resource/overviews/arras.txt" "file"
}

RosietheRiveter
11-11-2005, 08:27 AM
Is there a mirror site?
Your main site comes up as a 404 or times out in both Mozilla and IE

Rolk
11-11-2005, 08:29 AM
Site works fine, but takes a while to load. Unfortunetly I don't have a mirror site.

Give it a few hours and it'll work fine.

Homer_S.
11-11-2005, 08:34 AM
nice map

here a mirror

http://www.homers.pestclan.de/dod_map/dod_arras.zip

RosietheRiveter
11-11-2005, 08:36 AM
NP Rolk
Patience is a virtue and thanks for the map :)

cheese-sarnie
11-11-2005, 09:09 AM
hi
nice one Rolk. sorry i wasn't more help with the overview but i struggle to do them myself.
the map looks better in-game than your screenshots of it.

couple of minor problems i noticed:

there are no cubemaps in the map.
some of the flags are setup as British.
the barbed wire and grass3 model properties should be set to not solid. if you want them solid use a clip brush.
the 3d skybox needs a smaller tex scale to match the map.
(if main tex scale is setup to 0.25 the 3d skybox tex scale needs to be 0.01 or 0.02
really it should be a sixteenth of 0.25 but hammer doesn't have enough decimal points for a proper "seemless skybox"...doh)

just minor things and it doesn't affect the way the map runs so overall gj :)

Rolk
11-11-2005, 09:15 AM
There are cubemaps, however, they do not work properly, and I can't get the to cut the crappy reflection from inside the building.

All the flags appear to be US to me...

(4THIDUSA) SSG
11-11-2005, 10:54 AM
you know arras is a name of Gotricks TT map, as he is on the development team, you may want ask about that, rather than just steal his map name

cheese-sarnie
11-11-2005, 10:56 AM
hi
just trying to help Rolk :)

i get this in the console:
dod_control_point with bad point_default_owner - probably '1'

not entirely sure, but i thought that meant it was setup as british.
it will still work and as i said it's just a minor point.

i personally don't like to see any red writing in the console on my maps no matter how insignificant the actual problem they relate to, because someone will pick up on it.

Ol' Noodle Head
11-11-2005, 11:00 AM
Great job, Rolk!!

We should be playing this tonight on

FNF DoD Source
69.28.221.83:27015

Just join, downloads quickly from the server.

-=PHX=- WW2-WARDOG
11-11-2005, 11:12 AM
How many players does it support?

Again to all mappers, please include this information when you release maps, thanks.

Rebel10
11-11-2005, 04:33 PM
This is a very unique and enjoyable map. As soon as we put it up, a lot of people started joining the server, though we have a generally popular server as it is, it was good to see people join when a public map is up.

Some of the texturing can use some work, especially in the interiors of the houses. For instance, the atticks in both houses near the Axis spawn can use a lot of texturing work (especially one that has the same texture in the whole room). I figure you're working on this.

The map is very enjoyable, but I would limit snipers on it to 1 or 2, max. We had a 10 v 10 and at least 6 - 8 players on Allies were snipers and they were cleaning house.

Also, the Axis do not have any cover on the two capture points that require two people. THe Allies have the sandbags and the tank ont hose two, but the Axis have nothing. I'm suggesting maybe puting a model there, like a ... mortor or anti-aircraft gun or something to not only give some cover but also make it more realistic (why would anybody want to hold an empty field ;) ). Some cover at those two points would really change things up. As it is now, once those are captured, that team will hold those flags for a very long time and it doesn't change hands very often.

Anyway, It hink that this is a very good and very unique custom map. It presents an entirely different gameplay mechanic than all of the other maps that are out there. Keep up the good work.

Our server is: 8.9.36.228:27015 If anybody is interested. It's not in the rotation, but we'll play it occassionally.

teflon{the_truth}
11-11-2005, 06:03 PM
I have only 1 comment, on the next release please add a mini map.

Bocasean
11-11-2005, 07:02 PM
There is a mini-map.

Private Dyin
11-11-2005, 07:42 PM
Yep mini-map works in the version I installed. I however had huge choke while playing on this map. Sometimes as high as 50. Did anyone else experience this or is it just me?

While playing it on our server it did seem to favour the allies a little. Once they took those two middle two-man flags it was very hard to push them back.

Still a very enjoyable map. Seemed like every class was able to be of use on this map.

Rolk
11-11-2005, 07:46 PM
Thanks for the comments guys...

Originally posted by (4THIDUSA) SSG
you know arras is a name of Gotricks TT map, as he is on the development team, you may want ask about that, rather than just steal his map name

So, I stole a map name with even knowing someone else was using it? Arras is a french town's name, so I don't see how I coul dsteal his map name.

Edit: Sorry the map does favor the allies a bit, but as its open I thought i should throw some more defence the allied way, as the KAR definetly dominates the map.

Edit: #2: Does anyone have a mirror as my site is becomg really unreliable!

Gurney Halleck
11-11-2005, 08:10 PM
Just got done playing it Rolk and is plays pretty well. I do feel guilty shooting the guys coming out of the spawn though, protecting the just capped flags. Not sure how it could be changed. The map also has a bit of a "fenced in" feel to it. Overall - 2 thumps up. I think it will be awesome on full 32 man server.

Dark Dog
11-11-2005, 08:11 PM
Its a great map! I love it, Just a bit of frame slowdowns near the spawn..its bad, Like 20fps on medium settings, with a 2.09Ghz athlon xp 2600+..9600XT,But other than that..I loved it! Cant wait to see where you go with this


I also mirrored the map on my site

http://www.clanrf.org/files/dod_arras.zip

100Mbps net so it shouldnt have any slow downs

teflon{the_truth}
11-11-2005, 08:56 PM
what file is the mini map file?

Private Dyin
11-11-2005, 09:55 PM
Originally posted by Bocasean
Thanks Rolk! I'm putting it on the server now. Also, for anyone who's interested, here's the .res file, at least as far as I can tell:


"resources"
{
"materials/overviews/dod_arras.vmt" "file"
"materials/overviews/dod_arras.vtf" "file"
"resource/overviews/arras.txt" "file"
}

Those 3 files.

Neutrino
11-11-2005, 10:03 PM
stated above, but ill say it anyways. i get fps issues, and i think u should improve the vis blocking.
i only played axis. a way to improve from their POV is when they exit spawn, replace the fence with a higher wall or more buildings. and make good use of the skybox/occluder texture to block vis there. also, are u using fade distances on your models? i suggest it, since u cant really see models at the other end of the map. that should save some fps.
some clippings on your fence texture are bad. maybe the skybox is too close behind them. but when u try to through a nade over a corner of the fence, it will bounce back. so push the skybox back a little, or whatever is blocking it.
some texture errors. like, i saw garbage on the ceiling of a building.
i suggest that for their to be some cover directly at the middle flag. maybe a large crate. something.
good thing is that its fast and all classes are useful. its a fun map.

Rolk
11-11-2005, 11:09 PM
I'm afraid I'm out of ideas for optimizing the map further...

BRITISHBULLDOG
11-11-2005, 11:28 PM
Very nice map i put it up on my server tonight and got a lot of good feed back ie:people saying what a good map it was! may i surgest some long range guns or mortar placements on both sides firing in to the middle ! very nice work keep it up!

haircut
11-12-2005, 05:20 AM
Originally posted by Neutrino
make good use of the skybox/occluder texture to block vis there.

occluder is a funny one. It can be used to "hide" a group of props.

http://developer.valvesoftware.com/wiki/Func_occluder

An example would be a brakable door into a room. You can hide the props behind the door with the occluder and so therefore increase performance.

This works because something like a brakable door would be an entity that wouldn't block vis.

When the door is broken you can trigger/dissable the occulder showing the props.

Dunno of anything better to do with it really.

This explanes them better:
http://developer.valvesoftware.com/wiki/Optimization_%28Geometry%29#Occluders

In this case I think sky and/or hint would be more suitable.

http://developer.valvesoftware.com/wiki/HINTs

Rolk ... loads of things you can do:

http://developer.valvesoftware.com/wiki/Controlling_Geometry_Visibility_and_Compile_Times

I can't get some links to work right :(

Rolk
11-12-2005, 06:28 AM
Thanks haircut. I will look into them!

Neutrino
11-12-2005, 07:14 AM
when i get time, i can decompile your map and find ways to help you out with the issue. if you dont mind of course. i will no change anything to my likings, just offer suggestions.

Formologic23
11-12-2005, 12:57 PM
I will also mirror the map. We have the map on our server:

69.93.245.8:27015

CLICK BELOW!!!

http://www.thegamerplanet.com/formologic23/dod_arras.zip

Here are the screenshots for the map too, if anyone is interested.

http://www.thegamerplanet.com/formologic23/dod_fmap03.jpg

http://www.thegamerplanet.com/formologic23/dod_fmap04.jpg

http://www.thegamerplanet.com/formologic23/dod_fmap05.jpg

EKS
11-12-2005, 06:09 PM
Is it only me who think its a bad idea not not have _b1 to the filename?
Now you need to change the filename for the final or next beta. Or exect clients to delete their old version of the map

Rolk
11-12-2005, 07:30 PM
Clients will need to delete or overwrite the old one. Why would I want someone playing the old one when a newer version is out? ;)

Bocasean
11-12-2005, 07:36 PM
What he's saying is that by naming it dod_arras on its first release, you are now going to have to rename it for the next release.

But that's workable, because you can just call it dod_arras_v2 or whatever.

Private Dyin
11-12-2005, 09:18 PM
Originally posted by Rolk
Clients will need to delete or overwrite the old one. Why would I want someone playing the old one when a newer version is out? ;)


You can't expect people to delete old versions when you release a new version. A lot of people download maps directly from servers and if you name a newer version dod_arras again then players will not be able to join servers. They'll get errors saying their version is not the same as the server's. We all know its easy to download a map and install it yourself but you would be surprised how lazy most players are. They won't go look for the new version and install it. Some might not even realize there is another version.

Like Bocasean said you can name the next version something like dod_arras_v2. Maybe dod_arras_final for the final version? ;)

josh_u[RR]
11-13-2005, 12:18 PM
yes, unless you don't plan on changing your map, using _b# is a very good idea. like it has been mentioned, if a client connects to a server and has a different version, they will simply be unable to connect. most will just go find another server.

if they do delete the old version and then connect to the new version, then they won't be able to play on the OTHER server that was running an older version and they will have no indication which version is being played on any given server. see the problem? not to mention the fact that they can't just go to the web and find the latest version, because they are all named the same.

like boc said, you can always do _v# for later versions, but the whole point of _b# is that it is a beta version and that more is on the way. plus, that allows you to drop the "_" completely when you are done.

theozzmancometh
11-13-2005, 04:27 PM
Other then all that ....


I like it. It's fun. Had 4 on 4 on my server earlier, and even with mg's and snipers either team was able to do what they were capable of. Nice balance.


Love the Hedges that you can hide in, awesome touch.

You definitely need to get rid of the invisible walls on the corners where you can't chuck one over to except at the axis spawn corners. That's very frustrating when you are a good nade tosser such as myself ;)


Maybe some live animals for additional realism/fun/gore factor... other than that I think it was worth the wait for the map. I think the light is fine for the moment until HDR comes out, because HDR will make a drastic difference on the lighting that you have.

--Ozz

[SAS]==Colster==
11-13-2005, 04:44 PM
We have it in the rotation on our server, and it is a real blast to play.

I was concerned to start with that mg's and snipes would close it down too much, but it actually engendered some good team play on our pub, cos guys had to work together to progress, once they did they could get round the static players and spade the stuffing out of them.

It may not have anvil's "looks like Valve made it" and the spawns are a little unrealistic but I'd overlook that as the texturing is well done, the lighting i think is better than some stock dod:s maps and the playability is good.


[SAS] Clan Public Server #3 - 195.242.238.15:27025

[Me109]Hoju
11-15-2005, 02:20 PM
Surprisingly balanced map! Our server almost choked to death playing it last night when it hit 28 players, but then I came back after talkin to Dyin and we have 30 players and the server was fine, not sure what that was! Its an awesome map though, I really can't wait for more tweaks and such, I'll post any ideas I get as I get to play it more!

=A82A=WhataMack
11-15-2005, 02:42 PM
Played the map on our 20-man server, and everyone was having a great time. :cool: Teamwork is a must and overall it seemed very balanced. A good map for all classes of players, with difficult spots but no real nasty chokepoints. Excellent job!

One thing in particular that's nice is that both the two-man cap zones are pretty big, so you can cap it without having to crowd on top of each other. :D A nice change from the usual "stack 'em" multi-player cap zones.

Originally posted by theozzmancometh:
You definitely need to get rid of the invisible walls on the corners where you can't chuck one over to except at the axis spawn corners.Definitely agree with this. There were a couple times when an Axis mg was set up on their left-side corner, just before they'd cross into the 2-man tank flag field. It would have been a sweeeet spot to lob a nade over the fence, but it clanged off the invisible wall both times.

Bocasean
11-15-2005, 06:02 PM
Agree with the "invisible wall" sentiments. I'd even like to be able to jump over the fence at anytime with a boost or prop.

Invisible walls need to go.

We run this map on our server and it's a hit with people. Seems to give my 9600 Radeon a fit, but I guess shame on me for having a mediocre vid card.

Keep up the great work!

theozzmancometh
11-15-2005, 07:20 PM
Originally posted by Bocasean
Agree with the "invisible wall" sentiments. I'd even like to be able to jump over the fence at anytime with a boost or prop.

Invisible walls need to go.

We run this map on our server and it's a hit with people. Seems to give my 9600 Radeon a fit, but I guess shame on me for having a mediocre vid card.

Keep up the great work!

Don't worry... my eVGA 7800 GTX KO doesn't like it either but I force it to deal!! (all settings maxed)

Maybe you can try talking to Fuzzdad, wickit, he seems to have a keen eye for optimizing maps, gains fps on everything he touches so far .....

[/end shameless plug]



--Ozz


PS Map is a hit m8, GJ.

Rolk
11-16-2005, 01:36 AM
Thanks guys, I am taking notes of all the comments, and will put them to use when I go back to that map to fix it up ;)

Shane
11-24-2005, 06:57 PM
Do you plan on updating this map at all?

Rolk
11-24-2005, 08:06 PM
I do, and I will, yes.

wickit
11-25-2005, 04:51 AM
Originally posted by theozzmancometh

Maybe you can try talking to Fuzzdad, wickit, he seems to have a keen eye for optimizing maps, gains fps on everything he touches so far .....

[/end shameless plug]
--Ozz

PS Map is a hit m8, GJ.

Er what
you confuse me now
what i do ???

BTW
nice Rolk
like other said name your next release b2 or something, when all bugs fixed you can call it _final (i aint going to call my map that for a while ,hehe)

Rolk
12-01-2005, 10:46 AM
No ETA yet...

http://www.rolkdesigns.com/images/temp_images/dod_arras_b2_prev.jpg

Tonedef
12-01-2005, 11:45 AM
I don't know if this was mentioned, but have you fixed the little part between the stairs and pile of wood pictured above where you can get stuck?? It has gotten me killed several times :(

Rolk
12-02-2005, 01:23 AM
Just fixed that then... Never noticed it...

Tonedef
12-02-2005, 11:17 AM
Awesome! Yeah it was a pain, and the only way out was to prone and start crawling out...took about 30-45 seconds to get out...blah.

I hated this map at first lol...but I grew to love it! Though the fact that the axis have 2 2stories that can over look both fields is a tad annoying :p as the allies can only over look one field at any given time.

Thraka
12-12-2005, 11:27 AM
Thoughts on the map:

I just put it on my server and it was fun :)

1) Spawns have only 1 exit path
a) This sucks because we can be grenade spammed and machine gun spammed and cannot do anything about it

2) [Allies only maybe] Around the spawn there is a nook where you can plant a machine gun easily and catch people as they come out.
a) It's hard to nade because it's a nook, you have to some how get out of the spawn and turn all the way around to throw your grenade, you're usually dead by that point.

3) Lighting in houses needs improvement

4) Houses need more decorations

5) How about another lane of contact and a center area where all 3 lanes (currently you have a left and right lane) can be crossed.
a) This gives a great possiblity of having guys setup shop near the center and have good coverage.
b) perhaps the center is a nice big capture area, like really big. Which means to capture it, you need to actually have control of the whole area

So I really really really liked the idea of how long the (in length) the map is and how visibly open it is, we need more maps like this. Continue the good work!

Rolk
12-12-2005, 07:47 PM
Currently working on a new version of Arras, I'll be naming it V2_b1 as I've changed alot of things and depending how the reply on them is, wether I'll keep v2 or go back to the first one.

josh_u[RR]
12-12-2005, 08:42 PM
don't go too nuts with changes, this one is popular on our server.

btw, I had a guy show me that he could get under the map. not sure how he did it, but hopefully you have an idea and can fix it.

=A82A=WhataMack
12-13-2005, 07:01 AM
Originally posted by Rolk:
Currently working on a new version of Arras Very cool, Rolk. This is one of my favorite customs because it demands a lot of teamwork but still allows for some "individual initiative" to fullcap. It reminds me a lot of the scene in the "Replacements" episode of Band of Brothers, when Easy Co. has the firefight in the Holland town of Nuenen during Market Garden. Lots of quick coordinated movement needed through open spaces, then trying to hold some ground while taking fire, etc. :)

Rolk
12-13-2005, 07:04 AM
Currently encountered a problem, half the models aren't appearing, although I cannot find any leaks in the map... I'll keep you posted.

Thraka
12-13-2005, 01:34 PM
What are you changing in overall layout in V2???

Rolk
12-13-2005, 07:56 PM
The axis house the the left of their spawn exit has been rotated to look over the fields.

The fields themselves have been shortened.

The middle flags are now enclosed via sandbags so its a little easier to get cover.

Moved the shed from the left hand axis house the placed it near the middle.

and a few more...

Will post some screenshots soon.

Thraka
12-22-2005, 07:57 PM
Any news? I love this map :)

Thraka
12-22-2005, 08:01 PM
Ack ! I see the new post now :)

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