[rel] dod_sora_b3


ultranew_b
12-11-2005, 06:20 AM
Hey guys,

After roughly 1 month in development, I'm happy to give you dod_sora_b3. It still is in beta format so any comments, bugs, etc can be posted here in this thread or send me an email at ultranew_b@yahoo.ca.

The map contains 32 spawn points. For optimum performance I would not recommend more than 18 ppl playing at the same time.

Screen:
http://img468.imageshack.us/img468/9272/dodsorapicture3lj.jpg (http://imageshack.us)

More Old Screens:
http://dayofdefeat.net/forums/showthread.php?s=&threadid=58337


Download Links:

BSP Format (21.8 Mb):

http://mapmonger.com/hosting.php (thanks travis @ mapmonger)

http://rapidshare.de/files/8906237/dod_sora_b3.rar.html

http://www.fileplanet.com/159249/150000/fileinfo/Day-of-Defeat:-Source---DoD_Sora

http://www.sunlitgames.net/dods_mapgallery_2.php


bzip2 Format for web servers only ( 24.8 Mb):

http://rapidshare.de/files/8906301/dod_sora_b3.bsp.bz2.html


Known Issues:

Sound conflict with SPR custom weapon sound pack will cause screeching noise ingame

Fix:

Remove the SPR sound/ambient files
(thanks Jim)



Gigantic thanks to RosieTheRiveter and all the ppl over at Sunlit Games (http://www.sunlitgames.net/serverstatus_public.php) for the preliminary beta tests.

Credits are all included with the readme file.

:)

Maxey
12-11-2005, 06:22 AM
Finally! This map looks amazing! Too bad I can't play it... :(

Furyo
12-11-2005, 06:54 AM
Good to know you've released this bad boy. It looks kick ass, unfortunately it'll have to wait for a while as I can't play it on this comp.

Deceiver
12-11-2005, 07:10 AM
Why is it not recommended for over 18 ppl?

theozzmancometh
12-11-2005, 07:31 AM
Also mirrored in my downloads section.


--Ozz

RosietheRiveter
12-11-2005, 07:35 AM
It was a pleasure to help playtest :D
Running on all three servers

Devils Rear
12-11-2005, 08:09 AM
available as a single map self installer on our website

Zyndrome
12-11-2005, 08:10 AM
It's great and all, but there is one thing that really annoy me: A soundbug! You can hear it in this clip:

Download (http://www.shatteredminds.net/skit/sora_soundbug.rar) (XviD)

The screech comes back like every 15th second. It is much more high pitched and louder than in the video too! This happens only on this map. Anyone else getting the same thing? :/

ultranew_b
12-11-2005, 08:16 AM
Originally posted by Zyndrome
It's great and all, but there is one thing that really annoy me: A soundbug! You can hear it in this clip:

Download (http://www.shatteredminds.net/skit/sora_soundbug.rar) (XviD)

The screech comes back like every 15th second. It is much more high pitched and louder than in the video too! This happens only on this map. Anyone else getting the same thing? :/

Noone reported this issue in betas 1 and 2. If any more ppl have this problem, i'll add to buglist. Thanks zyn.

:)

theozzmancometh
12-11-2005, 08:56 AM
Hey Ultranew_b, I just tried the map, and all I can say is WOW, what a piece of art you made for us!!!! The skybox alone is ultra-pretty, the map itself is just very nicely done overall. Adding the planes in from argentan was a nice touch as well, and all I can say is WOW. Awesome work m8, I really hope everyone (INCLUDING VALVe!!) grabs this one for their servers as it is quite worth the effort you put into it!!!


Great Job!!!


--Ozz


A few more pis here (also shows the box around the A here as well):

http://www.landofozz.net/forums/viewtopic.php?p=1473#1473


Only bug I have atm is a box around the letter A in the Axis Spawn warning dialog, it's odd but nothing that takes away from the game or map!!

D!nGleWaR
12-11-2005, 08:57 AM
looks amazing cant wait 2 have a play later :)

Hax0rJimDuggan
12-11-2005, 09:45 AM
This map looks sexy...going to try it out now!

Hax0rJimDuggan
12-11-2005, 10:07 AM
Ok, I got in about 10 minutes on this map so far. First off -- amazing. However, I was getting a very annoying sound from time to time. It was like a high pitched static sound that would make a little boys ears bleed. Now, I am using Doc Oranges custom soundpack so I'm not sure how much that has to do with it. Nobody else on the server complained of any such sounds.

Anyway, the map itself looks fantastic. Wide open, a lot to explore, great for all classes. My favorite addition is the ambient sounds -- birds chirping and church bells ringing from time to time. Other mappers should take note.

Great job!

Edit: Ah, Zyndrome...looks like you're not the only one.

ultranew_b
12-11-2005, 10:13 AM
Originally posted by theozzmancometh
A few more pis here (also shows the box around the A here as well):

http://www.landofozz.net/forums/viewtopic.php?p=1473#1473


Wow ! I have not seen the map with HDR on and full everything ! Very nice pics ozman :D Could you take some of those minus the stats? I'd like to use those for promo :p

Ginger Lord
12-11-2005, 10:53 AM
I get the high pitched static sound as well.

Hax0rJimDuggan
12-11-2005, 10:58 AM
Ok, for those of you who get the high pitched sound, let's take some notes here.

This map was the first time I've heard this sound. However, I just played a few other custom maps and some of those also had the same sound as well. What did those have in common? Well, all three had birds chirping. And to reiterate, I have Doc Oranges custom sound pack installed.

So for those who are experiencing the same problem - do you have a custom sound pack installed and are there other maps where this is happening?

theozzmancometh
12-11-2005, 11:07 AM
Originally posted by ultranew_b
Wow ! I have not seen the map with HDR on and full everything ! Very nice pics ozman :D Could you take some of those minus the stats? I'd like to use those for promo :p

Yessir, I will take some in spectator mode, ok? Look back at the site in about 45 minutes from this post.



thx for the compliment new_b, but you're the one who did the hard work m8. You really did a beautiful job with this one. Today was the first that I actually got to see it tho, now I'm glad the wait was worth it!


--Ozz

theozzmancometh
12-11-2005, 11:08 AM
For the record I do not have this high screech sound and I do have a couple of custom sounds but not a complete soundpack.


Do you guys have EAX on or any other info you could give us?

Ginger Lord
12-11-2005, 11:25 AM
I only have the SPR Soundpack installed. Don't get this sound on Official maps, don't have many customs but never heard it before.

Hax0rJimDuggan
12-11-2005, 11:27 AM
Originally posted by Ginger Lord
I only have the SPR Soundpack installed. Don't get this sound on Official maps, don't have many customs but never heard it before.

Yeah, SPR here as well. I'm afraid there's a link here. I'm going to try the original sounds and see what happens...

teflon{the_truth}
12-11-2005, 11:28 AM
great map putting it on the gun runners_pub right now!!

Also i do get that sound problem too.

Hax0rJimDuggan
12-11-2005, 11:48 AM
Ok, my guess was correct -- It's linked to the custom sound pack. (SPR) I have no idea what in that sound pack is causing the conflict, but going back to the original did the trick for me.

Update:

I stripped everything out of my custom soundpack EXCEPT for the weapon sounds. So whatever it is, most likely resides in the Ambient directory. Weapon sound changes is all I need anyway, so I'm a happy camper.

Deceiver
12-11-2005, 11:56 AM
http://rapidshare.de/files/8996644/sorascreenshots.rar.html

I took nice screenshots of my own for ya ultra =D.

6800gt, HDR on, 1280x1024, 4xAA, 8xAF, max details

ultranew_b
12-11-2005, 12:02 PM
Originally posted by Hax0rJimDuggan
Ok, my guess was correct -- It's linked to the custom sound pack. (SPR) I have no idea what in that sound pack is causing the conflict, but going back to the original did the trick for me.

Update:

I stripped everything out of my custom soundpack EXCEPT for the weapon sounds. So whatever it is, most likely resides in the Ambient directory. Weapon sound changes is all I need anyway, so I'm a happy camper.

Thanks man !! That will save me a few hours work !! :)

edit: thanks deciever !

Zyndrome
12-11-2005, 12:06 PM
I also removed the ambient sounds that came with the SPR-pack. No more funky noise!

/me throws pineapples @ Doc

RA7
12-11-2005, 12:25 PM
Will add mirror at LanmaniaX asap.

Good work!!

German Killa
12-11-2005, 12:33 PM
sweet work, map is running on the official dayofdefeat.de server

ip: 213.202.211.62:27025

FuzzDad
12-11-2005, 01:05 PM
Look great. FPS really good for a map w/this much open and detail. I have not played it online but I think german kar will rule. A few small graphics things: Can see beneath the map through displacement at back end of allied spawn, a window on the outside of the church on the roof you can get too has nodraw you can see at the top, the back semi-circle church roof has a texture scale issue, a wire goes through a wood beam at the tank cap point (use wire size one...it has a smaller diameter and looks better IMO). The only few things that might have a gameplay imapct are:

1) The ability to launch rifle nades from one end to the other end over the roof tops...and into each spawn. It won't take long before people figure out the angles.
2) The church tower looks into the allied spawn and can be used to pick off people before they exit.

But...minor issues...excellent map.

theozzmancometh
12-11-2005, 01:06 PM
Pics are up new_b.

{GL}DoubleD
12-11-2005, 01:09 PM
awesome stuff.

The only potential problems I can see in Sora's design is the fact that the Axis get very quick access to the church (and, as a result, the tower) ... and that this tower can see RIGHT into the main spawn exit of the Allies, but is nowhere near as tactically powerful for the Allies... The Axis also get the large barn-house thing to the left of Allied spawn, which allows them to see down the entire first street, which, I'm pretty sure, the Allies HAVE to use to get anywhere else in the map. Also, it appears that the Axis are closer to the two middle flags, allowing them to get to those more quickly.

Of course, I haven't actually tried it in a server yet, but these are my initial reactions to the design. I'll post again when I've played it in a full server. :)

In spite of these, though, the map is a knockout beauty. The center areas of the map look like they'll lead to some awesome firefights. I'm just a little sad that we may potentially have yet another Axis-advantage map.

[edit: Sorry FD! Apparently, I'm just reiterating what you said. :p]

theozzmancometh
12-11-2005, 01:13 PM
You guys didn't try the barn house on the allies left?? It's equivelant to the Axis getting the church. Very well balanced.


There is a shot of the view in my pics on my site, link is above. I think you'll find this a very likeable spot for a skilled sniper.

pic: dod_sora_b30065

--Ozz

ultranew_b
12-11-2005, 02:49 PM
I've been playing for hours now online and the map seems balanced. Both teams were winning equally. Teamwork is essential.

Edit: ozman, those pics are nice (and plentiful)
:)

[SAS]==Colster==
12-11-2005, 03:53 PM
Yeh I think the thing that makes it appear to lack balance is the 2 man flags being close to spawn, therefore a team playing to cap flags will always muller a team trying to find placement for their mg's and snipes.

If they come out and "play" then it is balanced

We had a real blast on it earlier on SAS Clan Server 3, it looks beautiful, lots of routes to discover and good speed gameplay... a real winner m8

[slhr]jack
12-11-2005, 04:21 PM
Where did all the water go!? :eek: :confused:

Flash
12-11-2005, 04:38 PM
Very nice map. I would say it was balanced even tho it leaned toward the Allies when we played it, but I think that was because the Allied team was more aggressive.

One thing I noticed is the side spawn exits are not well defined and by the time you see the warning you are dead. Maybe a barrier would work better.

Very nice work! :ThumbsUp: :D

FuzzDad
12-11-2005, 05:20 PM
Originally posted by [slhr]jack
Where did all the water go!? :eek: :confused:

fps killer

MauiBuilt808
12-11-2005, 06:34 PM
Very nice work!

I know you said that the map was best suited for 18 players, but had 32 spawn points. The Allied side can only spawn 14, giving the Axis a full 16 spawns.

theozzmancometh
12-11-2005, 06:53 PM
Originally posted by ultranew_b
I've been playing for hours now online and the map seems balanced. Both teams were winning equally. Teamwork is essential.

Edit: ozman, those pics are nice (and plentiful)
:)



Thx, UN, hope you can use some of them for your purposes!!


--Ozz

*RAR*
12-11-2005, 06:58 PM
Oh so very awesome...

I've been looking forward to this one for a while, now.

*Downloading*

ultranew_b
12-11-2005, 07:13 PM
Originally posted by MauiBuilt808
Very nice work!

I know you said that the map was best suited for 18 players, but had 32 spawn points. The Allied side can only spawn 14, giving the Axis a full 16 spawns.

oops !! apparently I can't count :p

Added to bug list :)

Hax0rJimDuggan
12-11-2005, 08:14 PM
Couple of minor things:

1.) When the allies spawn, their backs are sometimes turned away from the exit area, so I always find myself turning around to leave spawn.

2.) I think someone mentioned that axis can snipe spawn area from top of the church.

null_bit
12-12-2005, 12:46 AM
After playing the map on one of our servers with ingame download activated - are the comments the same as allready mention:

1) Nice map
2) Well balanced in terms of gameplay

but

3) some areas of the map are "FPS dropzones" where is nearly impossible to exceed 30 FPS despite the average is close to 100 FPS - in these areas is it "hard to spray-and-pray"!

pm me for examples - if needed!

/nullbit

josh_u[RR]
12-12-2005, 09:25 AM
the map not only looks beautiful and has a new layout (not a copy of something else), but its a blast to play. thanks for this one!

seemed balanced when I played it. never had much of a problem with the towers. it takes so long to get up there that if you just rush the flags you'll be past that area before they can get set up.

nave
12-12-2005, 02:22 PM
Great style man. My friends and I were very impressed by your eye with the texture relations. I couldn't find a solid server to fully appreciate the gameplay, but I noticed a couple things.

1) Axis spawn has a stupid knocked over pot that you can't walk over from the walking-out direction, which made me mad like 9 times.

2) An arch in the back side of the inside of the church has two abutting surfaces.

3) Although, I agree with you on the need for a non linear map (you did a great job at that), the roof hopping takes it a bit too far. Its kind of gimmicky and fun at first, but running by and then having some dude with an mp40 just hanging over a roof to shoot you in the head then crawl right back cause he has nothing better to do then lay on a roof all day. Then MG42s started camping on top of lamp posts. Unfortunate that was not the German strategy in WW2.

Word, you're a genius man; keep it up.

FuzzDad
12-12-2005, 02:37 PM
Yea...I was going to add you really need to clip stuff out that stretches beliveability. It's understood that the game isn't a realistic replication of combat but proning on the top of a lamp post or the end of the 88mm gun is just a tad silly and takes away from gameplay.

One issue you will also have is all your bushes are passeable so once the map mainstreams you'll find all sorts of folks proning in bushes. Not entirely unrealistic but can cause issues. You should test the map by not allowing any roof hopping (except at the church) or bush diving (sorry...had to say it) and see how gaemplay goes.

ultranew_b
12-12-2005, 03:02 PM
Thanks for all the suggestions and bug reports !!

I will clip the lamp post ( I was bound to miss some things :))!! added to bug list

As for the roofs, they are not high and promote no advantage to the ppl on them, ppl rarely last long on roofs, there is no cover. While they're busy picking out a nice camp spot, the enemy is capping thier flag :p

nave
12-12-2005, 04:36 PM
Just spent the last 2 hours playing and I'd have to say I'm still not feeling the roofs. The church area becomes hell when there are people up down and all around.

Even the grass makes great hiding spots.

Overwhelming.

:confused:

Bocasean
12-12-2005, 05:19 PM
I like the roofs. I wish they were MORE tactically advantageous, if not harder to reach.

Shane
12-12-2005, 05:32 PM
Originally posted by FuzzDad
or bush diving

Is this how you spent your birthday?

theozzmancometh
12-12-2005, 05:44 PM
I know it's how I spent his birthday... lol

Watchtower
12-12-2005, 06:02 PM
I may speak for the minority but I dont like people on roofs, period. I find it unrealistic and annoying to be picked off by people who just sit on them the entire time.

theozzmancometh
12-12-2005, 06:12 PM
I personally don't see any difference with rooves as places like the church tower and awning in dod_avalanche. The balcony where the axis MG always sits.... red room... blue rooom....


I'll stop now.




dod_sora owns. hands down.

Ol' Noodle Head
12-12-2005, 07:28 PM
I find it unrealistic and annoying to be picked off by people who just sit on them the entire time.
The church area becomes hell when there are people up down and all around.
People will sit on things and camp anywhere. Personally, I love the roofs (especially this map). Gives it some verticality.

Stunning, incredible map. Thanks Ultra newb. Been waiting a long time for this one. Well worth the download.

Now playing on FNF DoD Source.

The church is great. Question, why did you put an ambo/pulpit in place of an altar? My only criticism. Brush in an altar there with a tabernacle behind it and you will satisfy my infantile shrieking. :p

German Killa
12-13-2005, 05:20 AM
i found this:
Pic 1 (http://www.dddclan.com/pics/bug/dod_sora_b3bug.jpg)
Pic 1 (http://www.dddclan.com/pics/bug/dod_sora_b3bug2.jpg)

also i can on both sides go on the roof and can shoot into the spawn exit. maybe you can change it:
jump on the wood then the roof (http://www.dddclan.com/pics/bug/dod_sora_b30002.jpg)
roof at axis spawn (http://www.dddclan.com/pics/bug/dod_sora_b30000.jpg)

also at allies spawn:
roof at allies spawn (http://www.dddclan.com/pics/bug/dod_sora_b30001.jpg)

Jimmy Crack Corn
12-14-2005, 09:13 AM
Hey ultranew_b,

Thanks for stopping by our server last night. We really like the gameplay of this map. It's not just a run and gun map. You can employ some strategy, and set people up by hiding in the bushes. You can also get on a roof top and hold the opposing team off from coming out of 1 of 3 spawn exits. You can't just run down the middle of the streets wielding your weapon from one end to the other and not expect to get ambushed somewhere along the way.

All maps don't have to be clan match style maps. This is a great example of a map that might never be a clan match map that will definitely be played for a long time in the custom map arena.

Maybe sometime in the future if you feel like experimenting a little you could add an objective as well to this map so that in addition to capping all of the flags you have bring back an object to one of your spawn exits in order to win the round. Just a thought.

Well done ultranew_b!

JCC

Formologic23
12-15-2005, 08:36 AM
Ultranew_b, I just DL'ed the map, and ran through it real quick. I like the bird sounds, I don't have any issues, but I don't have custom sounds either.

As far as the map goes, there were 2 things that I noticed.

1. I like how the canal has no water in it, but from the screenshots I saw earlier, I was disappointed that there wasn't any, and I understand why. What about putting some pools of water, so that the empty canal doesn't fell out of place a little, or put a minimal amount in the channel to express that it is drying up.

2. The spawn barriers. I am sure that once you play the map and get used to it, you will know where the spawn points are. But....for a new guy playing it, he might not know since there is no indication that they might be entering spawn. I don't know if there is anything that you can do it maybe give a warning about spawn, something small and minor, but would give people an indication.


Those are just some quick thoughts. The map looks amazing, and I really love the mountain skybox, really nice job. The whole map feels like it's tied together very nicely. I look forward to giving it a shot on a server soon.

[SAS]==Colster==
12-15-2005, 09:30 AM
It has spawn protection, doesnt it?

josh_u[RR]
12-15-2005, 09:44 AM
Originally posted by [SAS]==Colster==
It has spawn protection, doesnt it?

yes it does, but there is no indication that you are close to a spawn until you die. just a text warning when you get close would be enough.

Formologic23
12-15-2005, 10:41 AM
Originally posted by josh_u[RR]
yes it does, but there is no indication that you are close to a spawn until you die. just a text warning when you get close would be enough.

Exactly. It DOES have spawn protect, but you don't find it until it's too late, and it happens so fast you don't really get a good look at where it was.

ultranew_b
12-15-2005, 03:59 PM
Originally posted by josh_u[RR]
yes it does, but there is no indication that you are close to a spawn until you die. just a text warning when you get close would be enough.

As for water, I really wish I could of kept it. I tried having a couple little puddles as well. Water does nothing but rape fps. Sorry, water cannot be included.

A text message DOES appear on the screen (middle) before you walk into the spawn.

:)

MauiBuilt808
12-15-2005, 08:01 PM
I would love to get this map into my rotation but I'm waiting on the fix so I can run it on our 32-person server. Any idea when the next release will be and see a fix for this problem?

Just kills me to have such a great map and not be able to run it.

Have tried running a couple times but got so tired of seeing the specs asking/complaining about not being able to join....

Formologic23
12-15-2005, 10:17 PM
We have this on our server up and running. It's a server filler. Really nice team-oriented map. You can't win without teamwork and communication, which is exactly what our server is all about. Perfect fit.

ultranew_b
12-15-2005, 10:56 PM
Originally posted by MauiBuilt808
I would love to get this map into my rotation but I'm waiting on the fix so I can run it on our 32-person server. Any idea when the next release will be and see a fix for this problem?

Just kills me to have such a great map and not be able to run it.

Have tried running a couple times but got so tired of seeing the specs asking/complaining about not being able to join....

Fix for what exactly?

MauiBuilt808
12-16-2005, 09:16 PM
Axis spawns 16 people, allied side only has 14 spawn points, which leaves 2 people in spec complaining about not being able to join and the allies complaining about unfair teams....

Wile E Coyote
12-16-2005, 10:00 PM
I have only had the chance to play this map for 5 minutes (server changed maps) but Daaaaaammn it looks good! I am very impressed.

Miasmatic
12-21-2005, 12:49 PM
As I said in the other thread, very very cool map. Seems really balanced. I love climbing around on the rooftops, and hiding in the bushes. I hate how all the official maps have the bushes clipped off; I mean, no one can camp in a bush for too long before being found out! Hope you don't remove these features.

ultranew_b
12-21-2005, 03:02 PM
Originally posted by Am-ne-si-ac
As I said in the other thread, very very cool map. Seems really balanced. I love climbing around on the rooftops, and hiding in the bushes. I hate how all the official maps have the bushes clipped off; I mean, no one can camp in a bush for too long before being found out! Hope you don't remove these features.

I have no plans to add clipping to the bushes. A lot of ppl seem to really like this feature.

:)

Scooby
12-21-2005, 03:14 PM
Include me in the pro-hiding in the bushes camp (that sounds pretty bad but you know what I mean). The first time I played this map I kept getting killed because I was looking around in awe at the skybox and the detail to the map. And it plays well too. Love the canal. So a big :D to you for this great piece of work.

ZUZU
12-22-2005, 01:50 PM
I'm really enjoying this map staying alive is my goal lol
for a large map its actually hard to do theres so many ways to flank your enemy i find myself constantly looking over my shoulder

Great work fun map for the Holiday's thx.

Pappy_O'Daniel
12-26-2005, 05:21 PM
Originally posted by MauiBuilt808
I would love to get this map into my rotation but I'm waiting on the fix so I can run it on our 32-person server. Any idea when the next release will be and see a fix for this problem?

Just kills me to have such a great map and not be able to run it.

Have tried running a couple times but got so tired of seeing the specs asking/complaining about not being able to join....

That would be me, complaining.

This is a real nice map, wish it did have 32 spawn points so MauiBuilt808 will put it into his servers rotation. Along with all the other great maps he runs, this would be a most excellent addition.

Cpt Ukulele
12-26-2005, 07:12 PM
Originally posted by Pappy_O'Daniel
This is a real nice map, wish it did have 32 spawn points so MauiBuilt808 will put it into his servers rotation.

Agreed. Very nice map, but what's up with the spawn points? Was it just an overlook that might be fixed in a future release, or was it intentional and if so what is the rationale?

I know a few server admins that absolutely love that map, but for that one issue can't put it into the rotation.

[SAS]==Colster==
12-27-2005, 07:03 AM
Any server admins who want a 32 slot version of this map, pm me and I will send you one as long as newb doesnt mind.

It wouldnt take me long to do and anyone who already has the map wouldnt need to download it again, just need to change the version on the server.

This is a great map and deserves as much visibility as possible.

ultranew_b
12-27-2005, 08:24 AM
Originally posted by [SAS]==Colster==
Any server admins who want a 32 slot version of this map, pm me and I will send you one as long as newb doesnt mind.

It wouldnt take me long to do and anyone who already has the map wouldnt need to download it again, just need to change the version on the server.

This is a great map and deserves as much visibility as possible.

Please DO NOT distribute any modified version of this map. I will be releasing a version that is fixed up, with all the other errors reported as well.

This problem was merely an oversight, not intentional. Besides, the map is not reccomended for over 18 ppl anyway.

I'll be releasing it soon.

:)

[SAS]==Colster==
12-27-2005, 08:50 AM
OK m8, understood

Dimebag
12-27-2005, 06:31 PM
This is the best map I've seen for source!

Awesome work!

It seems to be allies biased though because when allies spawn they can get to the tank far quicker then the axis can get to the artillery.

ultranew_b
12-27-2005, 07:08 PM
Originally posted by Dimebag
This is the best map I've seen for source!

Awesome work!

It seems to be allies biased though because when allies spawn they can get to the tank far quicker then the axis can get to the artillery.

Thanks !!

I disagree with your point that the allies have an advantage. The axis are closer to the flak. I've played quite a lot and have personally seen the axis team chew up the allies and spit them out, many times. :p

It all depends on your team (do they know the map? Are they team oriented players? ...etc)

Flash
12-27-2005, 11:46 PM
Originally posted by ultranew_b
Thanks !!

I disagree with your point that the allies have an advantage. The axis are closer to the flak. I've played quite a lot and have personally seen the axis team chew up the allies and spit them out, many times. :p

It all depends on your team (do they know the map? Are they team oriented players? ...etc) I know you made this map and I like it, but I would like to respectfully disagree with your disagreement. Most often the Allies spawn near the left exit which is very close to the Tank, but the Axis seam to always spawn in the back forty which is a long way from the flak. I think it would be great if the tank was closer to or on the bridge.

Hurricane
12-28-2005, 12:07 AM
Originally posted by Flash
I know you made this map and I like it, but I would like to respectfully disagree with your disagreement. Most often the Allies spawn near the left exit which is very close to the Tank, but the Axis seam to always spawn in the back forty which is a long way from the flak. I think it would be great if the tank was closer to or on the bridge.

This was the big thing I noticed while we were test playing it at SunLit's. Most of the time the allies would be capping the tank already while the axis are just finally getting out of spawn. The tank also allows alot more cover then that which is available at the flak. Not to mention it's difficult to throw a nade in time to stop the cap, and rifle nades seem to get stopped by the sandbag and end up exploding between the sandbags and the wall of that building, thus not harming the allies capping the tank.

Even still, it's a great map and was a pleasure to play it through all of it's stages.

Cpt Ukulele
12-28-2005, 12:35 AM
Originally posted by ultranew_b
I will be releasing a version that is fixed up, with all the other errors reported as well.[...]
I'll be releasing it soon.

:)

Great news, thanks! Looking forward to it. :)

Shane
12-28-2005, 12:59 AM
ultra_b, I haven't seen you specifically answer some of the critique points, so some of what I'm saying may be a reiteration...

Visually, its a beautiful map, but the gameplay is only so-so.

Why?

Let's see...
*can rifle nade across the whole map
*can spawn camp from church tower
*if you go all the way, as allies, to axis right, you die due to spawn protection w/ no warning. A player should just not be able to get there.
*I agree 100% w/ Fuzz about clipping off some of the buildings. W/ any large # of players it becomes a campfest because, in essense, there's almost nowhere a player can't go. Granted its a matter of taste or style, but I think most players do not like having to worry about 1000 angles everywhere they go on a map.

Are these things that you are thinking about changing/fixing or do we just "appreciate" different styles of gameplay?

Again, congrats on a aesthetically charming map. I really hope you'll consider making some of these changes.

Thanks! :)

ultranew_b
12-28-2005, 03:11 PM
Thanks for taking the time to give some input. :)

- if your new to the map, there is a small learning curve to the layout (shortcuts etc, therefore your team will most likely lose)

I was considering possibly increasing the cap time (5 secs currently, possibly increase to 8 - 10 secs) for the tank, to give the axis a lil' more help

- rifle nades (if your firing across the map its totally ineffective, you may get get lucky and accidentally kill someone, MAYBE)

- allies can shoot into axis spawn area as well. Thats why each team has 3 exits from the spawns

- the area without warning before you walk into axis spawn, I simply forgot to extend the volume which triggers the warning, added to bug list

- the non-linear concept is something I was aiming for. I really hate linear maps. From playing many, many hours most ppl seem to really like the layout of Sora, it's something a lil' different

Again thanks for all the input, glad you guys like it.

:)

Shane
12-28-2005, 03:26 PM
Thanks for the replies! :)
Originally posted by ultranew_b
- rifle nades (if your firing across the map its totally ineffective, you may get get lucky and accidentally kill someone, MAYBE)

- allies can shoot into axis spawn area as well. Thats why each team has 3 exits from the spawns

True, but, why even allow it? It adds nothing to the gameplay and just adds potential headaches for players and server admins.

You're obviously very talented with hammer. The map is beautiful and the layout is well constructed, even if people will disagree on the gameplay.

That said, surely you could find a way to prevent these things? It will only contribute to the success of your map, IMO.

numbnuts
12-28-2005, 05:17 PM
I just installed this on our server last night and within 30 minutes the server was full. This is hands down the best map on source... what a great rifle map.

CoolHand
01-02-2006, 09:07 PM
We would like to play your map in a internal league we have in 907th, but checking the scoring, we found out that it does not score equally for keeping flags. Here is what we found on the scoring:

axis 1 score axis 0 allies 4
axis 2 score axis 2 allies 4 (church)
allie 2 score axis 2 allies 2 (tank)
allie 1 score axis 2 allies 0

So basically if allies would score 2 point on axis first and on the church things would be even for both sides. If you could compile a new version with the scoring woking evenly we could play it in our competition. This would be much appreciated.

Wile E Coyote
01-05-2006, 10:49 PM
This is, no exceptions, the best user map for DOD:S so far. It LOOKS like WW2 europe. It FEELS like I am in combat in WW2 europe. It has good layout. You are given PLENTY of options as to what route you will take or what type of fighting you want. PLenty of opportunities for both the rifles as well as MG's.

just a few bug fixes away from perfection.

RosietheRiveter
01-06-2006, 06:14 AM
We would like to play your map in a internal league we have in 907th, but checking the scoring, we found out that it does not score equally for keeping flags. Here is what we found on the scoring:

Is it possible to make a map specific cfg file for the scoring and place in the mani admin map_config directory?
Does anyone have the syntax?
Something like

mp_clan_scoring_values_allies "1221"
mp_clan_scoring_values_axis "1221"

CoolHand
01-06-2006, 02:26 PM
I heard Mani had something on it but no idea how this work. It's just too bad because we are limited when it come to competition to just a few maps that have a correct balance scoring.

Formologic23
01-06-2006, 09:29 PM
I think this is still one of the better maps released for DoD. I would have to agree with Wile. E. on this one. There are bug issues, just with any map. The mapper is going to make the map the best way that HE feels it to be the best. Yes, every map is going to have a bug, yes, there are going to be situations that no one likes, yes it takes time to fix the stuff. You can OWN on this map with any team. We play on our server regularly, and the team that communicates wins. It takes strategy, not just capping the flags. The only bug that thegamerplanet.com has found is that in some spots you can get on the roofs using an exploit, and get anywhere on the map. I understand that the map was created keeping in mind that people can get on roofs. The problem is how they get on the roofs by floating in air. Ultranew_b, I can email ya some screenshots of what I am talking about if you would like. PM if that's the case.

Cypher
01-22-2006, 05:39 AM
hmmm we installed it on our custom community server and from what i heard on ventrilo we all liked it. The bushes are a bit over the top but then again it doesnt take you that long to figure out where they are hiding.
And please dont remove the rooftops... we all loved those. we were a bit disappointed when we couldnt reach them all ;)

me votes more accessable rooftops ;)

Defpotec
01-22-2006, 02:30 PM
Alright, my clans 32 player server just had a play test of this map, and the average fps across the board was about 15. That just won't do. You can say that this map isn't meant for more than over 18, but you shouldn't use that as an excuse not to optimize it for more players. If a map was 32 spawn points, it should be optimized for 32 people. Yes it's a great layout and a beautiful map, but it does not run smoothly. I've played the map with as few as 2 players and fps is still extremely low as far has maps with 2 players go (and no, it's not my computer.) Great map, could be one of the best for DoD:S ever, but optimize it.

ultranew_b
01-22-2006, 03:52 PM
Yep, fps is not gonna get much better, sorry. It's a very open concept level with much detail, my hands are tied. If your getting low fps with only 2 ppl, you need to upgrade your graphics card.

I did reccomend 18 ppl for a reason.

:)

Defpotec
01-22-2006, 04:25 PM
i have a x 850 xt pe, it's not my graphics card.i just played a match with about 12 people and it played alright, how many players makes a huge difference. now that i've calmed down, i don't think players should be able to go into the bushes, just too many angles to worry about

Wile E Coyote
01-30-2006, 12:27 AM
Oh hell no!!!

I have to admit, I am secretly enjoying the agony in this thread. All the things I love about this map are the things being criticized.
- don't like being able to hide in bushes
- don't like have to look all around for hidden enemy
- don't like people getting on rooftops (not referring to the expliot)
- incorrectly reffering to spawn camping.

First off, spawn camping refers to the practice of shooting people AS THEY SPAWN and have no chance to defend themselves or even move. There is none of that on this map, spawns are protected (you die if you go in enemy spawn). Shooting enemy as they leave the spawn is NOT spawn camping, especially when there are 3 spawn exits. Especially when one of the objectives is sitting at the spawn in question.

As for bushes and rooftops, I love this phrase - Adapt and Overcome. there is a disease amogst many DOD maps called linear gameplay - and this map is the cure.

/laughing at you while shooting you from a bush you forgot to check

Ol' Noodle Head
01-30-2006, 11:45 AM
I am secretly enjoying the agony in this thread. All the things I love about this map are the things being criticized.
*wholeheartedly agrees with coyote*

steppinrazer
02-01-2006, 04:04 PM
indeed

MrKermit
02-06-2006, 07:30 AM
Sora is a favourite of mine and by far the best custom I've seen. A lot of hard work has clearly gone into this map to make it feel like a real town - like the added touch of the church bell that sounds :)

Please don't complain about the bushes and roofs, it adds to the gameplay.

Bolteh
02-06-2006, 03:48 PM
Only 1 remark, and that's the lighting.. it doesn't fit the sky.. The lighting looks like it's a sunny afternoon, yet the skybox looks grey and cloudy.. Where did all that sun come from?

Other than that, nice map :) Great detail and clean layout.. Allthough I think it'll be KAR-fest

ultranew_b
02-06-2006, 04:28 PM
It's the EXACT same skybox texture and lighting found in dod_flash. So, dod_flash has the same problem then it seems.

All weapons work quite well on it. As it has a mix of long and short range view distances.

:)

Bolteh
02-06-2006, 05:11 PM
Well, then it might be the 3D skybox that makes the sky look darker, but somethinf doesn't seem right imho..

Wile E Coyote
02-26-2006, 02:23 PM
Allright, I'm grumpy and I'm tickered off at people without the ability to think, so be warned this is basically a rant.

The author of dod_sora has done an EXCELLENT job of of preventing most, if ANY, spawn camping. So WHY are there still people out there screaming about not shooting into the spawns? The SPAWN is where players actually SPAWN. SPAWN CAMPING is shooting players as they SPAWN. Not covering an exit. Especially when the is more than one exit.

http://img517.imageshack.us/img517/6970/dodsora6og.jpg

You CAN'T shoot into the spawn, except maybe with a grenade. The line-of-sight PREVENTS it. Period. End of discussion. Just because the spawn protection starts at the gate, does NOT mean that is where the spawn starts. It just means that the map author had enough foresight to realize he had to stop people at the gates BEFORE they could get a good line-of-sight into the spawn, and without having to resort to that stupid "pile 'o crap" always seen at spawn exits.

There is a flag 5 feet from the gates. mowing down people trying to cap is PERFECTLY LEGIT - even if they are on the other side of the gate. Because the GATE isn't the SPAWN.

I have a hard time realizing that people cannot understand this. Don't worry, I always abide by server rules when I know what they are. But some people just get silly with what they consider a spawn.

/rant

ultranew_b
02-26-2006, 03:37 PM
Thanks Wile !!

I can't begin to count how many times I've heard "Spawn Camper !!" and had to go into an explanation.

Good Rant !


:)

Ol' Noodle Head
02-26-2006, 03:58 PM
Ultra, you should just bind Wile E's rant to a chat key.

hehe.

(btw, where's the new snowy beauty?!?!?!?!?!??!?!?!)

ultranew_b
02-26-2006, 04:05 PM
Originally posted by Ol' Noodle Head
(btw, where's the new snowy beauty?!?!?!?!?!??!?!?!)

I was not in good health last week, nasty flu bug (ahh the joys of Canadian winters). As a result not too much work was done on it. As it is now, it's 90% complete.

I hate giving dates, because if some unforseen problem turns up, ppl are hollaring at ya !

So this calls for the generic, non-descript answer, SOON !!

:p

P.S - Noodle Head, that quote in your sig is hilarious. I literally laughed out loud !

Ol' Noodle Head
02-26-2006, 06:24 PM
I hate giving dates, because if some unforseen problem turns up, ppl are hollaring at ya !
I've found this out first hand this past weekend, and now have a lot more sympathy for mappers and game devs :(
P.S - Noodle Head, that quote in your sig is hilarious. I literally laughed out loud !
Click on the StrongBad and see the email, it's even funnier :)

Looking forward to the map, newb, and hope you're feeling better (the norovirus interrupted my mapping a couple three weeks ago)

RosietheRiveter
02-26-2006, 07:57 PM
SPAWN CAMPING is shooting players as they SPAWN. Not covering an exit. Especially when the is more than one exit.
Negative
Spawn camping is camping spawn exits, usually ramps, barriers or as on Sora, a "protected" area.
Spawn killing is shooting or nading INTO a spawn protected area to kill off players as their feet hit the floor on respawn.
The first maybe tactically necessary, the latter is for those who can't get a kill anyother way ;)

Wile E Coyote
02-27-2006, 06:16 AM
Originally posted by RosietheRiveter
Negative
Spawn camping is camping spawn exits, usually ramps, barriers or as on Sora, a "protected" area.
Spawn killing is shooting or nading INTO a spawn protected area to kill off players as their feet hit the floor on respawn.
The first maybe tactically necessary, the latter is for those who can't get a kill anyother way ;) Gotta disagree with ya on this one Rosie.
The term "spawn camping" came from good old Death Match days, when spawn areas were out in the open and an unscrupulous person would sit and wait at a spawn point (camp) to get easy kills as people spawned, when they were totally defenseless. That is NOT what is happening here. Heck, they even have 3 exits to choose from.

May I quote:
One form of camping, considered by many to be especially reprehensible, is spawn camping, also known as respawn or refresh camping. A spawn camping player guards the positions where players are brought into the map when they are just entering the game or when they are revived after being killed ("respawn"). In fast-paced games, the camper has the advantage in that they are able to kill players before they have a chance to collect their starting weaponry or even before they get their bearings and sometimes can shoot them in their back every time. Therefore many games have spawn protection system that gives newly spawned player some seconds of invulnerability or resurrects them at the least inhabited area of the map.The rest is here for those who like reading :) :
http://en.wikipedia.org/wiki/Camping_%28computer_gaming%29

However, I will say that it is the right of any server admin to choose the rules of which their server is run -

RosietheRiveter
02-27-2006, 07:10 AM
Wile.. I know the etymology of the term "spawn camping", especially as I am an old death matcher. :P We dealt with those lamers with a temporary spawn protection plugin and attentive admins.

That definition has evolved over time to reflect the institution of spawn protection and to differentiate between camping a spawn to defend a flag (camping) and deliberately shooting/nading through and over walls or barricades to kill players as they respawn. (killing)

The great debate continues on public servers on maps like railroad and railroad2_b2 in DOD 1.3 and salerno in DOD:S. Players persist in setting up on spawn ramps and barricades, whine about being fired upon and demand their opponents be kicked for spawn killing. Jeez. If a player fires at me, Im going to fire back.

That kind of scenario is far different than someone setting up on a map that allows them to kill players as their feet hit the floor on the respawn. The old custom map flash (fc1) comes to mind where an mg could fire through the spawn house walls and take out the whole team. Anzio source is a contempory map that allows the same.
It is totally uncalled for at anytime but especially on a public server.

Deceiver
04-04-2006, 05:40 PM
Ultra have you solved the fps/lag problem with the map? Because with more than 18 players, the fps isn't very good at all for everyone. I know you recommend only playing with 18 players...but that's a pretty low number and it would be cool if you find a solution to the fps problem!

ultranew_b
04-04-2006, 05:49 PM
Haven't looked at the map in awhile. I'm doubtful performance will increase, long view distances are part of the map. Sorry.

:)

Deceiver
04-04-2006, 06:06 PM
Oh so it's cause of the view distance! Agh I guess I'll stick to pier and 18-20 player servers for sora =P.

ultranew_b
04-08-2006, 05:57 PM
Valve just released some cool custom map stats, check it out, dod_sora_b3 is #3!!!

YAY!!!

http://dayofdefeat.com/stats/maps.html#2

They need to include the authors names though.


:)

SilentSteps
04-08-2006, 06:19 PM
Originally posted by ultranew_b
Valve just released some cool custom map stats, check it out, dod_sora_b3 is #3!!!

YAY!!!

http://dayofdefeat.com/stats/maps.html#2

They need to include the authors names though.


:)

The allies tend to do a bit better on custom maps. :P (More people need to play your pier map! It's great!)

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