[REL] dod_stquentin_b4
Map: dod_stquentin
Vers: Beta 4
Players: Upto 40 (32 recommended max)
Download: Size: 4.4mb (http://www.rolkdesigns.com/files/dod_stquentin_b4s.zip)
Images: Image one (http://www.rolkdesigns.com/files/dod_stquentin_b401.jpg) - Image two (http://www.rolkdesigns.com/files/dod_stquentin_b402.jpg) - Image three (http://www.rolkdesigns.com/files/dod_stquentin_b403.jpg)
Apologies to all those affected by the B2 & B3 crashes. This version is alot more stable.
Constructive critism welcome, I want what you like, don't like and why, otherwise keep your opinion to yourself. Aim is to improve the map's gameplay not to make one class dominant on the whole map.
Lighting will not be changed. Its meant to be night.
ultranew_b
12-11-2005, 07:00 AM
Just had a lil' walk around, looks great Rolk !!!
My only recommendation would be to add some ambient sounds through an env_soundscape. Like some crickets mixed with a distant battle or smthg like that.
Thanks for the map.
:)
theozzmancometh
12-11-2005, 07:17 AM
cool deal, Rolk. Mirrored for you also in my downloads section.
--Ozz
teflon{the_truth}
12-11-2005, 11:26 AM
great update putting it on gun runners_pub right now!!
Devils Rear
12-12-2005, 01:19 AM
Up an running on our server
Also available as a single map self installer from the downloads section.
Will be releasing map pack #16 today - it will also be in that
excellent map rolk
Iced Earth
12-12-2005, 03:17 AM
Very cool. Looks a lot like carentan. I can't wait to play it!
Hax0rJimDuggan
12-12-2005, 05:06 AM
Ah, some variety...exactly what I was looking for. I can't wait to give it a go later.
Bocasean
12-12-2005, 01:10 PM
We played a full 30 minutes and it did not crash. Some people complained of FPS issues, but it could've been the server, as it was running slow last night.
It's good, clean fun.
Thanks guys...
Originally posted by Cwis
Doesn't work for me :(
What do you mean, it doesnt work? You extracted it into the correct directory? Why wouldn't it work for you but works for everyone else?
Bocasean
12-12-2005, 08:06 PM
Sorry Rolk, but B4 just crashed my server. It ran without crashing yesterday, but it took a dump today.
I'm gonna leave it in the cycle just in case it was a fluke....but I'm gonna move it to the last map.
Just a heads up. I'd give you more info, but I wasn't in the server this time when it happened. I saw it in HLSW.
HellStar
12-13-2005, 04:08 PM
Sorry to report this just crashed our server again.
Same thing, someone fired a bazooka and the server hung, then restarted.
Caught this in HLSW console :
22:41:51 "omenstar<404><STEAM_0:0><Allies>" attacked "Castor troy<391><STEAM_0:0><Allies>" with "bazooka" (damage "37") (health "62") (hitgroup "chest")
22:41:59 "Spudgun<418><STEAM_0:1><Allies>" changed role to "#class_allied_garand"
22:42:02 HLSW NOTE: Disconnected
Urgh, this map is giving me the s**ts.
Ginger Lord
12-14-2005, 12:32 PM
Myabe if its crashing certain servers, perhaps Linux ones then theres a file badly named, Linux is case sensitive and spaces are a no no. Windows servers can cope with them though.
May not be relevant however.
Jimmy Crack Corn
12-14-2005, 02:20 PM
We've limited bazooka's to 0 and haven't had 1 single problem with it yet (we will turn them back on at a later release). The map plays well and seems to be pretty balanced, always a good fight.
I love the selection of night maps out right now. If there was only a way to keep players from cranking up their video card gamma.
Thanks for the map!
JCC
Is there a way to limit bazookas on the map too 0 from my end?
bazooka
12-14-2005, 10:07 PM
Isn't there a weapon_manager or something that can limit the number of a specific type of weapon on the server at one time? You might not prevent people from selecting the rocket class, but they wouldn't actually be able to use the bazooka/schreck.
That's really not a good way of solving the problem though, right?
Jimmy Crack Corn
12-14-2005, 10:37 PM
Hey Rolk,
You can make a yourmapname.cfg but I believe if you have any weapon limits in the server.cfg the server will over ride the yourmapname.cfg if I'm not mistaken.
We run mani mod, we have snipers and mg's limited on most maps thru the server.cfg but on a select few maps we have different limitations thru mani mod. But on servers that don't have weapon limits yourmapname.cfg should limit any weapon you choose to have limited on your map.
I just prefer to play your map as it is right now cause it's fun and I'm certain you will figure it out sooner or later. Besides there isn't really anything to open up with the bazooka on your map right now anyway is there?
JCC
=A82A=WhataMack
12-15-2005, 12:40 PM
Here's a sample map .cfg file that does not allow for bazookas & panzershrecks. The server admin needs to implement this, not the mapmaker:
//-----------------------------------------------
// Class limits
//-----------------------------------------------
mp_limit_allies_rifleman -1 // unlimited Garands
mp_limit_allies_assault 4 // maximum 4 Thompsons
mp_limit_allies_support 3 // maximum 3 BARs
mp_limit_allies_sniper 2 // maximum 2 snipers
mp_limit_allies_mg 2 // maximum 2 .30 cal MGs
mp_limit_allies_rocket 0 // no Bazookas
mp_limit_axis_rifleman -1 // unlimited KARs
mp_limit_axis_assault 4 // maximum 4 MP-40's
mp_limit_axis_support 3 // maximum 3 STG-44's
mp_limit_axis_sniper 2 // maximum 2 snipers
mp_limit_axis_mg 2 // maximum 2 MG-42's
mp_limit_axis_rocket 0 // no PanzershrecksYou can change around the class limits as you prefer, of course.
Once you have them set the way you want, save this as "dod_stquentin_b4.cfg" and put it in your server's "map" directory. It will be automatically executed when the map loads.
josh_u[RR]
12-15-2005, 03:46 PM
Originally posted by =A82A=WhataMack
Once you have them set the way you want, save this as "dod_stquentin_b4.cfg" and put it in your server's "map" directory.
so mapname.cfg goes in the maps folder now. no wonder I couldn't get the damn thing to work when I tried it.
.cfg file in maps folder...makes perfect sense. :rolleyes:
of course now that I use mani I just put it in the mapcfg folder, but still...
Defpotec
01-20-2006, 03:32 PM
Hey, I gotta say I love the map. I'm a member of the {P.O.W} clan and we run a 32 player server. We've tried this map out a couple times and although the layout and atmosphere is great, people are getting bad average fps of 10-20. I really hope this map is optimized more, I suspect that it might be all the lights on buildings thats causing it to slow down, not sure though.
Matrixis
02-17-2006, 12:15 AM
Hey, looks good, i will put it in my downloadsection
www.day-of-defeat-source.de
[SAS]==Colster==
02-17-2006, 01:12 AM
Originally posted by Defpotec
Hey, I gotta say I love the map. I'm a member of the {P.O.W} clan and we run a 32 player server. We've tried this map out a couple times and although the layout and atmosphere is great, people are getting bad average fps of 10-20. I really hope this map is optimized more, I suspect that it might be all the lights on buildings thats causing it to slow down, not sure though.
I notice this in allies spawn my fps will be about 20-25 but the rest of the map is 50-60, though this is low for me, on non hdr maps i can usually average around 90, dod_aztec is usually about 120
{GL}DoubleD
02-17-2006, 10:50 PM
Is there any way I could possibly get my hands on that sky texture...? :p
[SAS]==Colster==
02-18-2006, 04:35 AM
If you just mean the sky texture itself:
"skyname" "sky_day01_09"
{IE}DEADELVIS.UK
05-26-2006, 04:02 PM
excellent map rolk everyone on our server loved it. no complaints at all, very well laid out (im a sucker for night time maps) no lag for anyone playing and the only comments heard were "cool, top map" and "dam ive been shot again" *****5 star rating from our server mate well done :D
Thanks, however the map is obsolete for now, not sure if I'll pick it up again, due to is being pretty unstable especially when bazooka's are involved.
Moose[Dog]
06-16-2006, 08:37 PM
Will there be any new updates for this map or is this it. A huge complaiint from my tourney was that is had really low fps through out the whole map. If you aren't going to update it could I get the vmf file to optimize it so gain more fps and become a little more playable?
Thanks
Moose.
Moose[Dog]
06-19-2006, 09:35 AM
Ok so no releasing the vmf file due to some intellectual property crap. Got to respect that, not like someone didn't just offer to improve the lack of stability to your map.
Hope to see a b5 someday this year.
The map itself is a few months old, and as you said, you have no respect for other peoples projects or what they've done, as it shows in this quote:
Moose[Dog] wrote on 06-18-2006 02:31 PM:
I will just decompile the map and fix it and still say it is yours and that I had fixed the known issues you refuse to fix or abandon because you got better things to do.
As I said in PM and through this topic, I may pick it up again, I may not, however I don't give you permission to decompile it and change it then distribute.
And after opening the map I'm pretty sure I know what the problem is, I do however have alot on my plate right now.
All I can do is ask that you don't do what you've said you would, as you do not have my permission.
Keep in mind the IP rules people. They are quite clearly defined.
Any release thread here of dod_stquentin that is not sanctioned by the original mapper, Rolk will be removed.
@Rolk.......good luck with any future projects.
If you wish to start a new thread on the subject of your map, updated or otherwise, please do so and I'll archive this one.
Closing the thread for now.
Day of Defeat Forum Archive created by
Neil Jedrzejewski.
This in an partial archive of the old Day of Defeat forums orignally hosted by
Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.