[REL]dod_smallhill_b3
wickit
11-15-2005, 04:14 PM
Thanks Ranson for his nice gun model. o yeah and my wife..
dod_smallhill_b3:
added spawn protection
fixed player clipping
added props
added my own house models + another !
fixed diplacement errors
fixed lighting issues
Texture fixes
rename to shorter b3 standard
32 player server spawns
DOWNLOAD HERE
http://www.ktsa.co.uk/downloads/dod_smallhill_b3.rar
IMAGES HERE
http://www.ktsa.co.uk/modules.php?set_albumName=album08&op=modload&name=gallery&file=index&include=view_album.php
known errors
None ! (like yeah right)
todo
release final when SDK is released
Thanks to all with coments on the map, as you will see some have been implemented.
[WWX]Hawkeye
11-15-2005, 05:54 PM
very, VERY nice map. :D
theozzmancometh
11-15-2005, 07:17 PM
Map is up at Land of Ozz, also mirrored the map in my download section.
www.landofozz.net
GJ Wickit!!!
Thread with [same as above] pics:
http://landofozz.net/forums/viewtopic.php?t=271
--Ozz
teflon{the_truth}
11-15-2005, 07:24 PM
1 problem with the map when the axis leave spawn and go on the left side the middle rock is bigger than the actule rock, it is almost like a invisable bridge arond the rock. And the flag caps dont show up
other than that it is a great map and a big thxs go for adding spawn protection.
P.S. how about a ramp coming out of axis spawn when they leave spawn.
theozzmancometh
11-15-2005, 11:22 PM
Earlier, a friend noticed a forcefield effect on some of the rocks halfway up the right bank.
Also, axis are targets when they spawn if allies have camped their exit.
Lastly, axis are able to enter allied spawn down the far left fence, and an mg can protect himself thanks to the table there (with the radio).
Other than these minor issues, I think you have taken a huge step forward in this map, and I like it a lot!! GJ!!
--Ozz
RosietheRiveter
11-16-2005, 07:09 AM
We are running it on SunLit Futurama 69.28.221.145:27015 and Annex 69.28.221.146:27015
Very nice work. The added spawn protection is a welcome addition.
Observations
There is an invisible wall surrounding and between the 3 boulders on the right hill.
http://www.sunlitgames.net/images/forcefield1.jpg
Shooting at the space between boulders shows an impact puff.
If you come down the hill as axis to the left of the boulders ,
http://www.sunlitgames.net/images/forcefield2.jpg
you actually climb up what appears to be an invisible mound
http://www.sunlitgames.net/images/forcefield4.jpg
The bales of hay at the base of the ladder are flat black
http://www.sunlitgames.net/images/flat1.jpg
The floor in the barn goes from flat black
http://www.sunlitgames.net/images/flat2.jpg
to a well lit and nicely textured surface
http://www.sunlitgames.net/images/light2.jpg
I dont know if you were aiming for this effect.
I just found it jarring in comparison to the great lighting and detail outdoors.
wickit
11-16-2005, 10:03 AM
The bales of hay at the base of the ladder are flat black
http://www.sunlitgames.net/images/flat1.jpg
The floor in the barn goes from flat black
http://www.sunlitgames.net/images/flat2.jpg
to a well lit and nicely textured surface
http://www.sunlitgames.net/images/light2.jpg
need the official SDK compile tools to get rid of this nasty effect :(
If you come down the hill as axis to the left of the boulders ,
http://www.sunlitgames.net/images/forcefield2.jpg
you actually climb up what appears to be an invisible mound
http://www.sunlitgames.net/images/forcefield4.jpg
DOH:dog:
RosietheRiveter
11-16-2005, 10:21 AM
need the official SDK compile tools to get rid of this nasty effect
I was hoping that was the case because the map is a keeper :D
Wile E Coyote
11-16-2005, 11:52 PM
Is it my imagination or did the map get darker?
pedroleum
11-17-2005, 12:46 AM
Originally posted by Wile E Coyote
Is it my imagination or did the map get darker?
i felt the same...
i would put ambient a bit up again.
i love how the 88 shots and the casing comes out got to love env_shoter
RosietheRiveter
11-21-2005, 04:02 PM
2 questions :)
1) is there supposed to be smoke coming out of the flak88 when firing? We dont see any on the server but I do see smoke in your preview jpgs. It looks great.
2) Axis spawn
The spawn protection is good to prevent allies from camping axis as they spawn in.
But I feel badly lobbing a grenade into the bunker when capping the 5 flag. Taking out the mgs is necessary but killing players as they spawn in is lame.
I like a little life in my men ;)
Would it be possible to have the axis spawn in a lower bunker level, safe from nades or have an alternate exit seperate from the bunker ?
TheMiede
11-21-2005, 04:44 PM
Nice, how did u create that awesome explosion? is that the env_explosion ro a sprite of some sort?
Nubbits
11-22-2005, 12:15 AM
Really nice map!
The main thing I think it needs is some spawn protection. You think dod players would be mature enough not to camp in spawn but when I played this map last night on an 82nd rangers server I was constantly killed in spawn, so I guess better protected spawns are necessary in dod:s maps.:(
wickit
11-22-2005, 06:12 AM
Originally posted by RosietheRiveter
2 questions :)
1) is there supposed to be smoke coming out of the flak88 when firing? We dont see any on the server but I do see smoke in your preview jpgs. It looks great.
2) Axis spawn
The spawn protection is good to prevent allies from camping axis as they spawn in.
But I feel badly lobbing a grenade into the bunker when capping the 5 flag. Taking out the mgs is necessary but killing players as they spawn in is lame.
I like a little life in my men ;)
Would it be possible to have the axis spawn in a lower bunker level, safe from nades or have an alternate exit seperate from the bunker ?
1) Yes its in the compiled map ? not sure why its not working on your server. redownload the map to your local steam and try it on a local game...
2)Axis spawn is a thing im looking into and trying a few things, maybe a new spawn point.
Originally posted by TheMiede
Nice, how did u create that awesome explosion? is that the env_explosion ro a sprite of some sort?
yes they are a env_explosion, but more than one.
notes for final release
i have added more spawn protection to the allies
axis cannot enter the house or go up the side by the fence.
i am trying a few things for the axis spawn, (ideas...., make them pratical though)
again thanks for all the comments.
teflon{the_truth}
11-26-2005, 08:39 AM
how close are we getting to a relese on the updated version?
wickit
11-27-2005, 05:20 PM
very close
have been a little busy lately the triplets playing up :o
i have made a few changes
Axis spawn is well protected now as reqested.
also changed from day map to night map
so i wont call this final like i said itll goto to b4 (eeeek)
http://www.ktsa.co.uk/modules.php?set_albumName=DoD_smallhill_b4&op=modload&name=gallery&file=index&include=view_album.php
commander keen
11-27-2005, 07:18 PM
one of the most enjoyable maps and quality maps out there, awesome job man. are you going to maybe add a little more to the skybox or you waiting for a final balance of everything else before you fix eye candy? also hdr? :)
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