[REL]DoD_Salerno_rc1


Insta
12-03-2005, 12:19 AM
Hey, I finally got around to releasing my map. Been sitting on it for way too long now, looking forward to getting some feedback from public testing.

The map is based on the dod_railroad layout.

Mind you, the map is still in development. If you find any bugs or have any suggestions, feel free to let me know via email, pm or in this thread :)

Some HDR-heavy pictures :
Screenshot 1 (http://img226.imageshack.us/my.php?image=dodsalerno10hm.jpg)
Screenshot 2 (http://img226.imageshack.us/my.php?image=dodsalerno27sb.jpg)
Screenshot 3 (http://img226.imageshack.us/my.php?image=dodsalerno30pi.jpg)
Screenshot 4 (http://img226.imageshack.us/my.php?image=dodsalerno42mn.jpg)

And a few download links :
http://trasig.info/maps/dod_salerno_rc1.zip

http://mapmonger.com/files/dod_salerno_rc1.zip (thanks to travis)

http://maps.nomad9.us/insta/dod_salerno_rc1.zip (thanks to n0mad9)

Hope you like it!

Shane
12-03-2005, 12:26 AM
great job, congrats! :)

need to set up the autodownload on CoJ

Pvt. Stephenson
12-03-2005, 12:34 AM
beautiful map, the second screen reminds me of Anzio.

{GL}DoubleD
12-03-2005, 12:44 AM
whoo-hoo! Been waiting for this one! Good job!

travis
12-03-2005, 12:45 AM
awesome stuff :)

CorleoneW
12-03-2005, 03:43 AM
Congrats!

Devils Rear
12-03-2005, 03:48 AM
excellent really good work - i'll be including this for sure in map pack #13

German Killa
12-03-2005, 04:03 AM
great work, map is running on the official dayofdefeat.de server

ip: 213.202.211.62:27025

cheese-sarnie
12-03-2005, 04:51 AM
hi
excelent work.
best fps i've had on an hdr map so far gj :)

CorleoneW
12-03-2005, 04:56 AM
Congrats!

EnforceR
12-03-2005, 06:24 AM
awesome work, dude. Congrats!

Koblentz
12-03-2005, 08:27 AM
Great job, solid map. It really is quite a beauty :D

teflon{the_truth}
12-03-2005, 09:10 AM
putting it on gun runners_pub right now!! thxs insta!!

FuzzDad
12-03-2005, 09:23 AM
Makes me weep it's so good...

Liebgott
12-03-2005, 09:40 AM
sweet, looks great, good job

Neutrino
12-03-2005, 10:00 AM
oh wow. i just quickly browsed it by myself. amazing work man. really. i hope to play it in a public server asap :)

Blind_Panic
12-03-2005, 11:03 AM
Really, really, really, really, really, really nice map!!!!

Well thought out, 'feels' more complete than most maps, the water is a really nice touch :)

VERY impressive..... Don't worry fuzzdad, we all still wub you too :P

BP.

NotAgOat
12-03-2005, 11:25 AM
Wow, looks great. I'll have a go at it later today.

Effexx
12-03-2005, 12:22 PM
Dude.. Much love.. Awesome job.. I think you and Fuzzdad have a pretty good understanding on how to make a worthwhile map...

Kudos... I'm definitely sending you boxed meats for Xmas! :)

Jibba-Jabba
12-03-2005, 12:33 PM
Awesome map, everyone needs to download!

clone rizzo
12-03-2005, 01:08 PM
If you've ever played railroad, you already know the map! for newbies it might be a little complex but its a great map in terms of "routes"

cheers

Deceiver
12-03-2005, 01:23 PM
Should have it on TMH soon for everyone to play.

Moe
12-03-2005, 01:32 PM
tight!

[SAS]==Colster==
12-03-2005, 01:58 PM
Put this straight up on [SAS] Clan Public Server #3 and it hasnt been off much all day.

Railroad was always a clan fave and they have certainly taken this to their hearts.

Love the animated mouse texture too


Ticked off one of the maps I have been waiting for out of this, sora and paysage.

^BenZilla
12-03-2005, 02:24 PM
Need to see if theese images actually display.

http://i25.photobucket.com/albums/c66/benzilla069/Image16.jpg
Ugly BSP cut.
http://i25.photobucket.com/albums/c66/benzilla069/Image15.jpg
Could be bevelled to increase visual appearance.
http://i25.photobucket.com/albums/c66/benzilla069/Image14.jpg
Volumetric lighting in this area could use improvement.

http://i25.photobucket.com/albums/c66/benzilla069/Image13.jpg
Could be made to have swinging properties like the models in inferno.
http://i25.photobucket.com/albums/c66/benzilla069/Image12.jpg
Turn off the models shadows.
http://i25.photobucket.com/albums/c66/benzilla069/Image11.jpg
Smoothing groups.
http://i25.photobucket.com/albums/c66/benzilla069/Image10.jpg
Invisible light and texture allignment could use some work(dont worry, I know slopes like that are a ***** to get right)
http://i25.photobucket.com/albums/c66/benzilla069/Image9.jpg
Some are floating in mid air(noticed this with some other models aswell)
http://i25.photobucket.com/albums/c66/benzilla069/Image8.jpg
Looks "weird"
http://i25.photobucket.com/albums/c66/benzilla069/Image7.jpg
http://i25.photobucket.com/albums/c66/benzilla069/Image6.jpg
Light is on 1 side of the model, you are trying to simulate a light coming from a model which is not "on"
http://i25.photobucket.com/albums/c66/benzilla069/Image5.jpg
Same problem(this is on a couple of other lightbulbs)
http://i25.photobucket.com/albums/c66/benzilla069/Image4.jpg
Looks bad the way it goes to black.
http://i25.photobucket.com/albums/c66/benzilla069/Image3.jpg
Mid air props.
http://i25.photobucket.com/albums/c66/benzilla069/Image2.jpg
Needs to be blocked off more,(its 1 of my pet peeves with maps where there isa big block of space it looks like you can walk throught but it's blocked off by an invisible player_clip. You could possibly use a landing craft.
http://i25.photobucket.com/albums/c66/benzilla069/Image1.jpg
See cut in the water, also the "froth" decal needs to be reversed so it's facing in, instead of out.

That's all for a quick run through.

But amazing work anyway.

Bocasean
12-03-2005, 02:32 PM
I'm having problems getting this to work on my server. I've added it to gameserver, and it loads up. But people are unable to download it from the Webserver.....

I have compressed it to Bzip2, and that is the only file that I've added to the Webserver. I didnt add any of the support files that were in the initial release, because as I understand it, you have added them all to the .bsp?

So my .res file is totally blank. Is that correct? If so, then does anyone have any idea WHY it's not downloading for people? It starts to DL, then says "Disconnected. You are missing map dod_salerno_rc1"

Flash
12-03-2005, 02:44 PM
Wow, amazing work!

Thank You!

[SAS]==Colster==
12-03-2005, 03:32 PM
Originally posted by Bocasean
I'm having problems getting this to work on my server. I've added it to gameserver, and it loads up. But people are unable to download it from the Webserver.....

I have compressed it to Bzip2, and that is the only file that I've added to the Webserver. I didnt add any of the support files that were in the initial release, because as I understand it, you have added them all to the .bsp?

So my .res file is totally blank. Is that correct? If so, then does anyone have any idea WHY it's not downloading for people? It starts to DL, then says "Disconnected. You are missing map dod_salerno_rc1"

Delete the res file from your game server and (I know this probably isnt it) but make sure the filename is the same, I got caught out on one of the earlier Anvil versions with _ and - also linux servers are very case sensitive. So the webserver version must be dod_salerno_rc1.bsp.bz2 exactly.

I think the most likely cause is the blank res file, it may be overruling the servers natural inclination to just retrieve the bsp or bsp.bz2.

Bocasean
12-03-2005, 03:42 PM
Actually, what happened is that the first upload of the bzip2 on my Webserver was only 18000kb, and the current one is 20000.

It now works successfully. Thanks for the advice, though.

nuc.ee
12-03-2005, 04:12 PM
Much love for this one :donrluvs:

Miasmatic
12-03-2005, 04:14 PM
I'm very excited to play this, good job!

Melchizedek
12-03-2005, 04:35 PM
Giddyup!! Very good map! One thing I like a lot is that you can walk in holes without having to jump. You can move around the map very smoothly.

Three little things:

1- Enlarge the windows so we can jump through them: http://img226.imageshack.us/my.php?image=dodsalernorc100001mx.jpg

2- Make us able to walk between the wall and the pole: http://img226.imageshack.us/my.php?image=dodsalernorc100011zu.jpg

3- The corridors are sometimes pretty long and dull... But I'm sure you'll open some of the many doors or change them!

Great job!

bmartinson13
12-03-2005, 04:55 PM
excellent map - downloading right now.

ultranew_b
12-03-2005, 05:11 PM
Insta-nt hit !!!

Beautiful work man !!

:D

Edit: Found a small error.

The team select screen, the map info text, has a spelling error:


"September 13 1943

The Axis launch a general counterattack against the
Salerno beachhead, hitting the entire perimiter .
Heavy fighting follows as the Axis forces attempt
to push the Allies back into the sea."


perimiter should be spelt perimeter. :)

Panteror
12-03-2005, 05:45 PM
awesome work i love this map

only one thing

enlarge or remove certain doors in the main house to :

- improve displacements
- increase speed movements
- avoid abusive camping

psykotic
12-03-2005, 05:51 PM
Originally posted by clone rizzo
If you've ever played railroad, you already know the map! for newbies it might be a little complex but its a great map in terms of "routes"

cheers


I wouldn't go that far. It definitely bears some damn striking resemblence to train though - especially center.

theozzmancometh
12-03-2005, 05:57 PM
Originally posted by psykotic
I wouldn't go that far. It definitely bears some damn striking resemblence to train though - especially center.


no dude, really. It's modeled after the layout of dod_railroad.

StreamlineData
12-03-2005, 06:22 PM
Originally posted by psykotic
I wouldn't go that far. It definitely bears some damn striking resemblence to train though - especially center. Originally posted by theozzmancometh
no dude, really. It's modeled after the layout of dod_railroad. Ozz is right.. (and I was about to say the same thing.)

Here's Insta's post about it...
http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=43834&perpage=15&highlight=railroad&pagenumber=44

3rd post down.Originally posted by Insta
Yes, it's based on the railroad layout. Will be exciting to see how it plays.

nuc.ee
12-03-2005, 07:02 PM
Yeh, it's railroad alright. Beach area = railroad itself, well = fountain etc

=A82A=WhataMack
12-03-2005, 07:12 PM
Suh-weet map...excellent job! :cool:

ENTI
12-03-2005, 07:22 PM
wow very nice mapping that has got to be one of the best maps ive seen

(hey guys while we are talkin about maps)

in salerno there are a lot of pictures :) looks awsome

is it possilbe to put some fine art from the era of ww2 ? and would that be cool? also ive noticed the posters too wow very nice

Melchizedek
12-04-2005, 12:11 AM
Originally posted by Melchizedek 1- Enlarge the windows so we can jump through them: http://img226.imageshack.us/my.php?image=dodsalernorc100001mx.jpg

Actually I just realized that you CAN jump...

[slhr]jack
12-04-2005, 07:18 AM
Floating prop error near Allied 1st Flag (in house to the left of the flag). There's 3 barrells here, shoot the 2 underneath and the top one stays stationary.

http://i26.photobucket.com/albums/c142/Bodidily/dod_salerno_rc10000.jpg

SoopaFlyYT
12-04-2005, 01:02 PM
Mirror added at The PAF Files Site (http://downloads.punkassfraggers.com/index.php?subcat=142&PHPSESSID=96f6f00e95bdf4bce38383b9d09a0872)

Also added as the featured download of the week!

GREAT MAP!

Soopa

Bocasean
12-04-2005, 08:05 PM
I've experienced a significant FPS droppage between Beta2 and RC1.

Aside from that, the map is great in appearance and gameplay.

PeeZwee
12-04-2005, 11:45 PM
Congratz, exellent map... I like it a lot :yar:

inKit
12-05-2005, 04:22 AM
great map
tho the layout is close to railroad
this >>>> railroad

really great job

Wile E Coyote
12-06-2005, 12:09 AM
Yeah, I can see the origins of railroad, but it definitely looks NOTHING like railroad! :) Also, it is (or at least seems) much smaller. It's like the railroad map except it went through the dryer on high.

Go83
12-06-2005, 01:37 AM
Awesome. The best thing about DOD are the custom mappers!

PanFrie
12-06-2005, 09:45 AM
o...m...f...g... looks amazing, plays great. i like how you only kept the layout of the map andchanged everything else. one complaint tho, the axis spawn is too big. the allies have one path that spreads in two ways, the axis have one long path with an exit at either end. you should try to open it up abit more.

dackz
12-06-2005, 09:43 PM
Can you put the graphs/dod_salerno_rc1.ain file in the bsp? Other than that, the map's pretty much perfect and people on my server have been enjoying it very much.

Formologic23
12-07-2005, 10:51 AM
I just popped in a server with this map running. Looks amazing! Thank god for the people like yourself and Fuzzdad for taking the time to make some really nice maps, not only for visual stimulation, but gameplay is amazing too. Keep up the good work guys.

Nap|sIn
12-09-2005, 07:39 PM
just played the map in dodc and I must say, I am disappointed.

railroad in 1.3 had the optimal ranges/wideness to fit into dods, now with wwhat you mapped it is even more a heavy-fest than dods is generally atm. you made closer, narrower, sometimes hardly place to strafe, the long range at the old axis spawn left side to the ruin-flag is now lemme guess, 1/3 shorter, in the mainhouse(between middle and left flank, axis view) is so narrow that you dont stand a chance with a light anymore, it was hard before but skilled lights could do soke strafe-stuff against automatics, now its just tight.

why?

isnt the class-layout of source more specified for the "old" railroad? shouldnt there be a bit longer ranges to actually fit the new gameplay? isnt even the wide open longrange map argentan automatic-dominated?

instead of the hoped for great gameplay map railroad2_b2 was/is, there's a sprayfest now...maybe redo sth...even though I dont expect that, cos hey, ppl like the visual look of it...

ever thought bout gameplay some of the postin ppl, here?

=A82A=WhataMack
12-09-2005, 09:44 PM
Originally posted by Nap|sIn:
just played the map in dodc and I must say, I am disappointed.
(snip)
ever thought bout gameplay some of the postin ppl, here?Well, I always play as an assault trooper so CQB is my preferred environment. ;) But yeah, it's good to have long ranges as well to appeal to more players. Although, it did seem to me that the Axis left/Alled right side still is a long lane of fire.

Thraka
12-12-2005, 11:31 AM
This map is very cool. If it could be expanded to the sides a bit that would be awesome.

I would love to see more maps do something like having 2 center flags that need like 3 people to cap. If you took this map and doubled the width of it and created a second center flag (in the expanded section) and made it a bit more open, that would be awesome.

But top notch map, this is official map quality! I hope Valve uses your map :)

theozzmancometh
12-12-2005, 11:34 AM
The map was made before DODC was around tho, to be fair.

nave
12-12-2005, 03:03 PM
I've always really enjoyed dod_railroad, but there seemed to be certain aspects that I didn't like. In salerno I've seen varied classes throughout the game and all the parts from railroad I wasn't in to were done differently (the old part of the train track where an allied sniper would just chill from super far and be super tough to get). Turning that area to a beach worked great. This custom was the biggest suprise once I actually played it - the screenshots don't do justice.

A+, serious

Effexx
12-13-2005, 05:14 AM
Originally posted by Go83
Awesome. The best thing about DOD are the custom mappers!

Well.. almost.. They are a close second to the Strippers and Ninjas...

CoolHand
01-02-2006, 07:42 PM
Insta, we just tested your map for scoring on holding flags and the scoring seem to not work well, some score point and other don't. We want to use it in our 907th internal competition but can't due to the current bad scoring. If you could get a newer version with that corrected it would be greatly appreciated.

DjBourgeoisie
01-03-2006, 06:23 AM
Overall I really good map, but after lots of testing I have found the allies to have an overwhelming advantage on this map. The center flag seems really hard for the axis to hold. I thought maybe the teams were just unbalanced on my server when I first ran it however I have ran it probably 8-10 times myself and every time its been pretty much a slaughter of the axis :o Any tweaking being done for balance before the final gets released?

CoolHand
01-03-2006, 09:07 AM
we did play test the map many times and I never really saw the unbalance you are talking about, DjBourgeoisie

Maybe that is because ppl don't know the map enough but if used well axis got their lots of capout.

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Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.