[WIP] DoD_Hill_Classic


Someth|ngW|cked
11-26-2005, 03:08 AM
I have been working on a DoD: Source version of the remake of dod_hill, dod_hill_classic that i did for HL1 DoD off and on and it is now at the point where i can show some WIP shots of the map

Keep in mind that these are very early shots and everything is still very much a WIP

I have kep't the general layout of DoD_Hill but i have added many extras and made some changes, When the map is finished the Allies will spawn in a small valley just behind the area where the old allied spawn house is located and Axis will not be able to enter the allied spawn, there will also be multiple exits from the allied spawn, the Axis spawn will be located in the same place as before but this time with multiple exits and better spawncamp prevention methods

When i am ready to release the map i will release Beta version until all bugs are squashed, i don;t want to have to release 2 different versions of the map with the same name and server not know which one is current

Anyway, on to the pics ;)


*LATEST IMAGES*


http://img142.imageshack.us/img142/1894/dodhillclassic00008nu.jpg
http://img83.imageshack.us/img83/9339/dodhillclassic00039ic.jpg
http://img83.imageshack.us/img83/4787/dodhillclassic00073gr.jpg
http://img83.imageshack.us/img83/4218/dodhillclassic00082qg.jpg
http://img83.imageshack.us/img83/5015/dodhillclassic00093fz.jpg
http://img83.imageshack.us/img83/516/dodhillclassic00111ay.jpg
http://img83.imageshack.us/img83/529/dodhillclassic00124gf.jpg
http://img81.imageshack.us/img81/5435/dodhillclassic00131dt.jpg
http://img81.imageshack.us/img81/8362/dodhillclassic00185zp.jpg



*ARCHIVE IMAGES*

http://img227.imageshack.us/my.php?image=dodhillclassic13jz.jpg
http://img224.imageshack.us/my.php?image=dodhillclassic22ei.jpg
http://img224.imageshack.us/my.php?image=dodhillclassic37zy.jpg
http://img224.imageshack.us/my.php?image=dodhillclassic49ak.jpg
http://img227.imageshack.us/my.php?image=dodhillclassic58ax.jpg
http://img227.imageshack.us/my.php?image=dodhillclassic63fl.jpg
http://img227.imageshack.us/my.php?image=dodhillclassic71pg.jpg
http://img225.imageshack.us/my.php?image=dodhillclassic80qc.jpg
http://img225.imageshack.us/my.php?image=dodhillclassic91tq.jpg
http://img225.imageshack.us/my.php?image=dodhillclassic104ux.jpg
http://img454.imageshack.us/my.php?image=dodhillclassic119pj.jpg
http://img454.imageshack.us/my.php?image=dodhillclassic123iq.jpg
http://img454.imageshack.us/my.php?image=dodhillclassic135ua.jpg
http://img454.imageshack.us/my.php?image=dodhillclassic148ba.jpg
http://img454.imageshack.us/my.php?image=dodhillclassic152dj.jpg
http://img454.imageshack.us/my.php?image=dodhillclassic163rp.jpg
http://img454.imageshack.us/my.php?image=dodhillclassic175nv.jpg
http://img454.imageshack.us/my.php?image=dodhillclassic180wu.jpg
http://img454.imageshack.us/my.php?image=dodhillclassic199pm.jpg
http://img225.imageshack.us/my.php?image=dodhillclassic209pj.jpg
http://img225.imageshack.us/my.php?image=dodhillclassic212qb.jpg

josh_u[RR]
11-26-2005, 04:46 AM
looks sweet man, very good!

JohnnyBeverage
11-26-2005, 04:53 AM
So far, so good. Looks nice. Cant wait for more screens when you get farther along.

George
11-26-2005, 06:29 AM
GJ... :carrot: I'm working on a "modern interpretation" of dod_hill at the mo, I'm glad ur still showing the appreciation this all-time classic map ;)

And of course we want more "open" DoD maps (cleverly done of course) :D

teflon{the_truth}
11-26-2005, 08:37 AM
Are we close to a release on this map?

Steiner
11-26-2005, 02:10 PM
Yeah nice ;)
It´s always good to see some classic maps return.

Bocasean
11-26-2005, 02:54 PM
Looks great so far! You'll be a hero for releasing this map. I can't wait to see what it looks like with working artillery, more foliage for concealment, trees, and the fort.

Someth|ngW|cked
11-26-2005, 04:20 PM
Release is most likely a month off, i am not going to release it untill i have the official dod FGD

I am hoping they have a mortarfield entity lke the old dod, if not i have to manually set up entities for the mortars

But eitherway i still have to build the actual hill and the base and add alot more detail to the rest of the map

ultranew_b
11-26-2005, 04:51 PM
Originally posted by Someth|ngW|cked
I am hoping they have a mortarfield entity lke the old dod, if not i have to manually set up entities for the mortars


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

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

:)

hobosphere
11-26-2005, 05:51 PM
AT LAST!!

This map is the ultimate server filler. I can't wait!

TheSurgeon
11-26-2005, 05:56 PM
i always hated this map, partly because you get killed more by random mortars than by humans.

i think you could work well as an austrian sort of setting though, add pine trees, mountains in the 3d skybox etc. the two houses you have so far would fit in with that theme aswell, plus it'd be something original, besides normandy.

Someth|ngW|cked
11-26-2005, 08:32 PM
Yeah, the final build will have a nice 3D skybox with expansive trees and rolling mountains, there will be alot more foliage in the playable area as wel before release including some hedgerows along the side pathways

2ltben
11-26-2005, 09:12 PM
Can you give the front a bit more cover than the DoDG hill_classic? Even if you proned the entire way across it was still suicide, at least give a small area where you can stand up without getting your head blown off.

Ca-Chicken-Soup
11-27-2005, 01:15 AM
I never got to play the origional so make this as accurate as possible please! I want to know what I missed out on :p

Kamel86
11-27-2005, 02:12 PM
Love Love Lovin' it!

Dogface_Soldier
11-27-2005, 10:03 PM
I'm just glad someone finally decided to make this map. Now all we need is someone to make seg3 :) oh and also falaise

keep up the good work

Someth|ngW|cked
11-28-2005, 12:05 AM
Yeah, whatever happend to SEG4, i remembe rkami was working on it a while back . . .

Hendershot
11-28-2005, 05:15 AM
It is looking very neat !
I am looking forward on playing this map.
It will indeed be a good idea to have multiple exits on both sides, because it was a bit too easy to be spawn camping in the original.
When you have more to show, please post !

ColKlink
11-28-2005, 06:49 AM
My hero! I can't wait to play the new version of this map. DOD:S so sorely lacks great, fun maps that I still play originial DOD a lot more than Source. And I hop on hill_classic whenever I can.

The additional Axis exits will be a great addition.

Wile E Coyote
11-28-2005, 07:12 AM
Originally posted by Dogface_Soldier
Now all we need is someone to make ...... falaise
?????

ummm.... dude.....
http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=58246

As for dod_hill, I personally believe the only reason this map was originally popular was because it was the first DOD map that had a cannon you could aim and use (dod_caen had the MG's in the tanks)

As for gameplay, well, uhhh, :rolleyes:

Ginger Lord
11-28-2005, 07:21 AM
Originally posted by Wile E Coyote
personally believe the only reason this map was originally popular was because it was the first DOD map that had a cannon you could aim and use (dod_caen had the MG's in the tanks)

As for gameplay, well, uhhh, :rolleyes:

Nothing like racking up kills as Axis with your 4 grenades, a aimable cannon and mortars!

Someth|ngW|cked
11-28-2005, 08:35 AM
I didn't have the cannon in the dod release of hill_classic but i might just have to put one in in this version . . .

If i get someone to make a model of one for me that would be great . . .

Wile E Coyote
11-28-2005, 10:04 AM
Originally posted by Ginger Lord
Nothing like racking up kills as Axis with your 4 grenades, a aimable cannon and mortars!

Oh I was the biggest mortar-ho ever. I admit it. Going prone so I couldn't get shot and constantly pressing all 6 buttons

Someth|ngW|cked
11-28-2005, 10:23 AM
Ah yes, the imfamous mortar button grid . . .

Tom Covenant
11-28-2005, 11:33 AM
I would like to see some more trees in this version,I think that would make it alot more Allies friendly.

I think maybe the backside of the axis fortress should have an exit for the germans down the bottom.Atleast they would come out and fight,instead of hiding in the fortress only.

Just my opinion,but will look forward to trying it out either way.

Dogface_Soldier
11-28-2005, 02:05 PM
Originally posted by Wile E Coyote
?????

ummm.... dude.....
http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=58246

I didn't realize that map was a redo of falaise...it looks very different if it is..but yea that map is one of my favs

s1mple
11-28-2005, 02:14 PM
oh my, Thats looking good.
Good job.

Hendershot
11-29-2005, 05:21 AM
I think that the exit for the axis on the backside is an exellent idea.
I often used the backside both as allie and axis because not a lot of people looked there (or used it for that matter).
With an exit there that would probably change and this would create more possibilities.
There is however one great danger.
It would be easy for allies to camp on one of the hills on the side and kill all axis that come out of the exit.
So if you would go with the idea, be carefull not to allow (or at least try to prevent) the camping over the exit !
Nevertheless I like the idea and would use it often I think !

INsane_dod
11-29-2005, 12:26 PM
My fav' map... looks great so far.

Thanks for the screenies :)

George
11-30-2005, 04:23 AM
Originally posted by Ginger Lord
Nothing like racking up kills as Axis with your 4 grenades, a aimable cannon and mortars!

Cept the cannon didn't count as a kill in the original :( probably for the better though as you could kill everyone with it :p

Ruroni
12-01-2005, 01:17 AM
PM.

:D

Someth|ngW|cked
12-01-2005, 11:34 AM
Yeah, i just got your PM but i have no idea who you are, i looked at the screens in that thread but i don't know what they are supposed to mean?

I still hav'nt played argentan yet so whoever that was in those pics just has the same name as i do apparently ?

Someth|ngW|cked
12-23-2005, 06:56 AM
Just an update on hill_classic

I will have some new shots soon and it should be close to beta release around that time as well

Right now i am working on the hilltop fort and plushing out the rest of the map then all i need to do i create a 3D skybox and add the objective entities and it should be ready for playtesting

Pvt. Stephenson
12-23-2005, 11:27 AM
Looks good, maybe have some stuff where people hide behind, like a tractor model, that would look cool in it.

George
12-23-2005, 12:17 PM
Look forward to it :) :carrot:

Bar Giora[RG]
12-28-2005, 12:49 AM
Aye. The map was great back in 1.2 and 1.3 but I think making it alittle more detailed with shrubbery and whatnot would keep it feeling historic and up to date at the same time.

BTW, you need the mini-ledges on both sides that you could prone behind and be protected, up on the top side hills.

Sashq
12-28-2005, 05:44 AM
I LOVE this Map.

Thanx for the remake, and please post some more screens.

Blue[)evil
12-28-2005, 09:27 AM
Dont forget to put 16 spawns on each side please....

Someth|ngW|cked
12-30-2005, 10:24 PM
Here are some more screens as promised, i also added the links to the first post to make browsing simpler


http://www.thelastgreatwar.com/userfolders/swicked/showcase/maps/dod_hill_classic_8.jpg
http://www.thelastgreatwar.com/userfolders/swicked/showcase/maps/dod_hill_classic_9.jpg
http://www.thelastgreatwar.com/userfolders/swicked/showcase/maps/dod_hill_classic_10.jpg
http://www.thelastgreatwar.com/userfolders/swicked/showcase/maps/dod_hill_classic_11.jpg
http://www.thelastgreatwar.com/userfolders/swicked/showcase/maps/dod_hill_classic_12.jpg
http://www.thelastgreatwar.com/userfolders/swicked/showcase/maps/dod_hill_classic_13.jpg

StreamlineData
12-30-2005, 10:32 PM
oo.. wow! nice!!!!! keep it up!!!

RA7
12-31-2005, 05:30 AM
YAY!!:crown:

Steiner
12-31-2005, 05:55 AM
Nice. I´m eager to see some pics of the fortress :D

JohnnyBeverage
12-31-2005, 05:56 AM
Very nice pics map looks awesome.

Sabre
12-31-2005, 06:18 AM
Looking beautiful. Absolutely stunning. I have a few suggestions:

1) Impact craters in the fields. Gives some cover from the guarenteed sniper and MG fire across the field, and will look nice.
2) Make one (or more?) of the objectives an 88 or other piece of artillery. Give the fort a purpose other than an observation post.
3) Use the dead cow model. This is the perfect map for it.

Is it possible to have Bazookas destroy targets yet? Bits of this map were destructable. Will it be possible to blow up the bridge or the weak points in the wall.

JohnnyBeverage
12-31-2005, 06:27 AM
I thought i read somewhere that the bazooka destruction code is not in yet. But dont quote me on that.

Sheeprider
12-31-2005, 06:38 AM
^^ Yeah there was a thread about it here...

Damn. It´s always so depressing to see how much better others are at mapping than me. :D

Nice work so far. Might need a bit more cover though... Just a gut feeling.

Mr-Softy
12-31-2005, 01:01 PM
WOW looks excellent keep it up m8, cant wait to play it :D

Someth|ngW|cked
12-31-2005, 03:08 PM
- There is no option for weapon specific breakables yet like there was in hl1 dod but i will most likely find a way around this with the walls, the bridge on the other hand will not be destructable until support for weapons specific breakables is added

- I am still adding objects to give more cover

- There will be a few craters before the map is finished

- I am currently working on finishing the fort area and the allie dspawn then i just need to add the objectives and the map will be ready for Beta 1

INsane_dod
01-01-2006, 08:31 AM
Excellent news... drooling until it is released :D

Someth|ngW|cked
01-07-2006, 02:49 AM
More new screens

I I have finished the allied spawn area in the vallet behind the old spawn, i have added some light fog over the bodies of water to create a sort of evaporation effect, i have added craters and a few other details here and there

The allies will spawn in the new valley spawn area behind a hill past the old allied spawn and they will spawn in a basement of the old allied spawn house, neither of which will be accessable by the axis

Also, please excuse the cubemap errors, i took all of these screens before i realized that i didn't build the cubemaps

Now, on to the pics, which have also been added to the main post for easy access


http://www.thelastgreatwar.com/userfolders/swicked/showcase/maps/dod_hill_classic_14.jpg
http://www.thelastgreatwar.com/userfolders/swicked/showcase/maps/dod_hill_classic_15.jpg
http://www.thelastgreatwar.com/userfolders/swicked/showcase/maps/dod_hill_classic_16.jpg
http://www.thelastgreatwar.com/userfolders/swicked/showcase/maps/dod_hill_classic_17.jpg
http://www.thelastgreatwar.com/userfolders/swicked/showcase/maps/dod_hill_classic_18.jpg
http://www.thelastgreatwar.com/userfolders/swicked/showcase/maps/dod_hill_classic_19.jpg
http://www.thelastgreatwar.com/userfolders/swicked/showcase/maps/dod_hill_classic_20.jpg
http://www.thelastgreatwar.com/userfolders/swicked/showcase/maps/dod_hill_classic_21.jpg

Steiner
01-07-2006, 04:32 AM
Wow I like how the map develops and tbh I´m really impatient right now because I want to play it so badly. :D

Drowned Fish
01-07-2006, 05:20 AM
looks like a sniper's heaven :cool:

Someth|ngW|cked
01-07-2006, 02:58 PM
Well, the original hill was a really fun sniper map so i wanted to keep it that way but it will still be fun for any class, there is enough cover for rushing classes and places to deploy MGs to keep it fun for all

DoD is lacking quality wide open maps so i am trying to help fill that boid with hill_classic

After i finish this map and another map i am doing for LGW i will be doing a totally original town map which will have close quarters, mid range and wide open areas as well as multiple paths around the town, it should be an exciting map

Right now hill_classic is close to finished i just need to do the axis spawn and add the objectives and Beta 1 will be out the door

I also plan on doing a nice 3D skybox some time before the final release

Someth|ngW|cked
01-21-2006, 09:09 PM
Sorry for the lack of updates lately, i have been working the past few weeks and hav'nt had the time

Anyway, i will have the map ready for beta very soon

[DoMC].Cosmo
01-22-2006, 03:37 AM
good 2 hear.
we cannot wait 2 play it. :)

greets cos

inKit
01-22-2006, 03:57 AM
nice would love to see it back

DoD is lacking quality wide open maps so i am trying to help fill that boid with hill_classic

so true btw :)

PanFrie
01-22-2006, 11:36 AM
can you add the cannon to the axis side? man that thing was SO much fun on either team... to run away from it or to try to kill people with it.

Watchtower
01-23-2006, 03:08 AM
I think you have a good start going, but since this is source, Id highly highly recomend and complete rework of the axis base.

I realize this is "classic" but you can still capture the essence of the map without the original blocky fort on top of the hill.

Suggestions -
Make a real observation tower or two, like a watchtower at a prison ;), maybe one in each corner of the fort. How bout a radio tower somewhere too?

the allied hill (if lookign up hill from allied spawn, itd be to the right) could be a good place for a pillbox or sandbag position with some camo netting. perhaps even an allied/axis controlled mortar ie dod_forest.

Since the original map always had mortars going, why not have the place covered in craters?

Try a first line of defence axis can move up to and try to hold. Imagine a seawall type area at the base of the hill but instead of barbed wire, put a bunch of sandbags, a pillbox or any other fortification/strongpoint the axis can try and hold the allies back from before getting pushed back to the original fort.

-A sewer exit axis can leave the fort from to a safe point they can move out and leave from. Drop it off so allies cant get in, and that axis wont get sniped or camped to harshly when exiting.

Just some thoughts to spice it up a bit.

TOP GUN Mav
03-17-2006, 07:23 AM
Hows the project going, I'm really looking forward to seeing a beta release, as I'm sure the rest of the community is.


patiently waiting... TopgunMav

cLouTieR
03-17-2006, 07:52 AM
is it just me or are most of the pics of the SAME PLACE AND THING!!!!! show us more than just that valley with the house

Someth|ngW|cked
04-13-2006, 02:02 AM
I have been gone for a while working but i finally got some free time to work on this map a bit more while my car is in the shop

The layout is pretty much complete i just need to add a few more details to the fort on the hill and one of the small cabins in the valley before it will be ready for testing

Until then, here are some new screens for you guys, the next update will hopefully include a playable beta release ;<)


http://img142.imageshack.us/img142/1894/dodhillclassic00008nu.jpg
http://img83.imageshack.us/img83/9339/dodhillclassic00039ic.jpg
http://img83.imageshack.us/img83/4787/dodhillclassic00073gr.jpg
http://img83.imageshack.us/img83/4218/dodhillclassic00082qg.jpg
http://img83.imageshack.us/img83/5015/dodhillclassic00093fz.jpg
http://img83.imageshack.us/img83/516/dodhillclassic00111ay.jpg
http://img83.imageshack.us/img83/529/dodhillclassic00124gf.jpg
http://img81.imageshack.us/img81/5435/dodhillclassic00131dt.jpg
http://img81.imageshack.us/img81/8362/dodhillclassic00185zp.jpg

Bolteh
04-13-2006, 03:55 AM
Looks great, but add more foliage so the allies can have some nice sniping spots (that's what made dod_hill so great imho)

Someth|ngW|cked
04-13-2006, 05:10 AM
Hey, sup bolteh, long time no see

Bolteh
04-13-2006, 06:58 AM
Indeed :) you should get back on msn ;) been a while since I saw you online O_O

moroes
04-13-2006, 07:57 AM
Change your luminosity! It would be better with a sky and a lluminosity like Militia or Argentan :)

Bocasean
04-13-2006, 11:49 AM
I like the sky, but I fully agree with adding more foliage and cover. It seems pretty barren at this point.

Maybe some of the old camo nets, too. Yeah!

Someth|ngW|cked
04-13-2006, 05:56 PM
I need a camo net model, i can make one that's brush based but it would look pretty lame

I might just make one myself before final release

INsane_dod
04-13-2006, 08:40 PM
Looking real good.

Thanks for the latest pics :D

Can't wait to grab a rifle and go nuts.

I like the open spaces.. a little more cover for snipers... I don't know if that is a good idea, make the filthy animals stand on two legs and face an angry KAR.

That's what made the old one great for me... nothing better than slaying prone snipers with a bit of skill, cunning and a kar.

Someth|ngW|cked
04-17-2006, 01:51 AM
Beta 1 of the map has been released, here is the thread

http://www.dayofdefeat.net/forums/showthread.php?s=&postid=917677#post917677

~}A{~TF2
04-17-2006, 07:16 PM
That is looking great Someth|ngW|cked! Hill was always a favorite of mine, and I'm really glad you are working so hard on it cause it sure is showing! I can't wait for the final version :)

Chris

Day of Defeat Forum Archive created by Neil Jedrzejewski.

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