dod_nmramelle_b1


Cc_NIPPER
12-17-2005, 07:38 PM
Ramelle as in the end of Saving Private Ryan. “nm” because there was an official map named ramelle and I’m sure I’m not the only one who will try and make this.

I made it a timed defense map. The way it's supposed to work is the axis have to wait at spawn for 30 seconds at the start of the round so the allies can set up a defense. The allies can’t capture all the points so their only hope is to just defend until the round time is up.

I’m hoping this will play kinda cool and like the movie but I have no idea. Hey that’s what betas are for right? :)

Download (http://cherryclan.mybigspoon.com/dod_nmramelle_b1.zip)

screen 1 (http://img392.imageshack.us/img392/9749/dodnmramelleb100251jk.jpg)

screen 2 (http://img392.imageshack.us/img392/7190/dodnmramelleb100278cj.jpg)

screen 3 (http://img395.imageshack.us/img395/2778/dodnmramelleb100267ls.jpg)

screen 4 (http://img392.imageshack.us/img392/881/dodnmramelleb100297pc.jpg)

bmartinson13
12-17-2005, 07:54 PM
excellent - dl'ing right now

Pvt. Stephenson
12-17-2005, 08:03 PM
holy :donrluvs::donrluvs::donrluvs::donrluvs: thats awesome!

NotAgOat
12-17-2005, 08:40 PM
Sounds great, ill try it out.

RosietheRiveter
12-17-2005, 09:05 PM
fps 60-100 in LAN , not bad

A couple of observations:
The river looked a little odd
http://www.sunlitgames.net/images/dod_nmramelle_b1_river.jpg
But it looked good in your screenshots. Any idea why they would be different?

Sniper in tower has direct line of sight into both spawns. Fertile ground for ill feelings.

Would it be possible for the teams to take turns defending at the end of each round reminiscent of dod_schwetz :)

Ca-Chicken-Soup
12-17-2005, 09:20 PM
Goarsh shes prudy

Dark Dog
12-17-2005, 09:52 PM
Tested it tonight on my clan server with about 16 ish people.. Played rather well, Just a few complaints on FPS ..but other than that.. everyone really enjoyed it.

Bocasean
12-17-2005, 10:28 PM
We also had complaints about FPS, especially on the Allied-spawn side of the bridge. We also had a good number of requests to switch sides, ala' Schwetz.

The Church tower sandbags are a bit too tall, giving the MGs poor visibility, but snipers and Kar's can easily take them out. Maybe make one side of the churce blown out or something, so that the Allies can really hammer down on the Axis spawn exits. I wish there was a way to keep the MG'ers up there less-vulnerable, like a sort of shield around their exposed areas, but still giving them a full range of motion and full field of vision. Then the Axis would have to climb up the ladder to take them out, which happened alot anyways.

For a true timed-objective map, the Allies shouldn't be able to recap all of the flags......but it still didn't seem to be a big issue. The Axis only won once, while the Allies won 3 times, but no one seemed to be complaining. I'd keep an eye out to see if it tends to favor the Allies.

Aside from those issues, the map is awesome. Reminds me, for whatever reason, of bhd_convoy2 a bit, even though the premise and style of play is not the same in the least. This map has captured the essence of the final sequence in SPR better than any of the other attempts at doing so. It's awesome in that regard. I really enjoyed it, as did the rest of the server.


I also had 2 ideas, but they were unimportant to gameplay. It would be cool if when the Axis capped the center tank, that it would blast the church tower and kill any Allies who were up in it. Second, it would be cool if whenever the Allies win, a Fighter would fly over the bridge and start blowing up the Axis.

[oap]Agent_S
12-18-2005, 04:24 AM
Originally posted by RosietheRiveter
fps 60-100 in LAN , not bad

A couple of observations:
The river looked a little odd


If you get lighting issues like that try running buildcubemaps, issues I have seen in the past have been cured by this.

Hope it helps.

Nice looking map too gonna d/l it and have a play.

hobosphere
12-18-2005, 05:26 AM
Thankyou for adding some new flavour to the ever increasing dullness of capping flags

travis
12-18-2005, 06:33 AM
your 3dskybox looks very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very dull

theozzmancometh
12-18-2005, 06:38 AM
Thanks, Nipper, hosting it as well, running it on DoD:C server!!


--Ozz

RosietheRiveter
12-18-2005, 06:42 AM
If you get lighting issues like that try running buildcubemaps, issues I have seen in the past have been cured by this.

Is this step for the mapper. the server or the client.?

Now that I think on it, I have seen the same effect on dod_verdun_b3

[oap]Agent_S
12-18-2005, 07:01 AM
Originally posted by RosietheRiveter
Is this step for the mapper. the server or the client.?

Now that I think on it, I have seen the same effect on dod_verdun_b3

Yes it is technically, though I have been known to make a last minute change to a map and forgotten to run it again :rolleyes:

It's easilly overlooked so yea if you have any issues run it and see how you get on.

ENTI
12-18-2005, 07:26 AM
very nice i hope this is a sucsess and that you keep updateing the map :) GJ!

teflon{the_truth}
12-18-2005, 11:03 AM
putting on gun runners_pub right now, thanks nipper!!

Cc_NIPPER
12-18-2005, 12:00 PM
You shouldn’t have to buildcubemaps again. I think that might cause some “bsp differs from that of the server” problems.

I know the skybox is dull; I haven’t done anything with it really. :)

I actually put the sandbags in the tower so you could go prone on top of them.

s1mple
12-18-2005, 05:15 PM
Love this map. Been popular on our server.
Would like to be able to blow the clock tower up with 3 or 4 zooka shots.
Thanks.

RosietheRiveter
12-18-2005, 09:17 PM
I ran the buildcubemaps .
If you are standing in the water it looks better but still looks "unfinished" from the bridge.
Thanks for the advice though

[SAS]==Colster==
12-19-2005, 06:16 PM
.res file if anyone needs it



"resources"

{

"maps/dod_nmramelle_b1.bsp" "file"
"maps/dod_nmramelle_b1.txt" "file"
"sound/nippersounds/nmramelle_defense.wav" "file"

}

AsapmaN
12-19-2005, 10:38 PM
oh my god.....its beautiful

[SAS]==Colster==
12-20-2005, 12:25 AM
I agree the skybox needs some work but yes a very nice looking map... kinda reminds me of the crossroads map from MOHAA (a big fave of mine)

Formologic23
12-20-2005, 09:07 AM
Notice how this is Beta1 version of the map. Why would a map builder bother making the map look like a finished piece of art without testing the gameplay on it first, to see if the mapper is even wasting his/her time. I am sure there are plenty of obvious things that need to be fixed/changed/added, but let's focus on gameplay first, instead of suggesting OBVIOUS things. The gameplay is the most important aspect of the map, and I am sure that most anyone would agree that they would rather play a map that plays well, rather than one that is "pretty."

BTW TRAVIS, is this neccessary? Do you have a stuttering problem? I would suggest leaving these type of comments to yourself.

Originally posted by travis
your 3dskybox looks very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very dull

izuno
12-20-2005, 10:42 AM
Man...haven't been around my dev box (sooooo busy) so haven't had a chance to play this map yet. Looks like a reasonable attempt to create that scene from SPR...something we all thought would be more feasible in Source. I'm excited to try this out when I get the chance.

Travis, I think he gets it.

Dunn0
12-20-2005, 11:04 PM
This map rox.. Needs some Graphical work.. But gameplay is excellent!!

Everyone loves it!!

One Suggestion, not sure if it is feasible.. A 30 Second Time to go along with the rnd timer..



Again GREAT Map!!

We need more Objective based Maps..

Juggaknot
12-21-2005, 07:40 PM
Looks like you got everything placed pretty accurate from the movie, but it looks very bland. I will still download though, I hope this map gets some more polishing done to it.

The map that the German Front mod team made for COD called Merderet based on the same scene from SPR was fantastic, you should check that out for some styling cues.

Pvt. Stephenson
12-21-2005, 08:35 PM
http://germanfrontmod.justgamers.de/uploads/galerie/1094040939/merderet.jpg

col.montoya
12-21-2005, 09:22 PM
That looks great. Best Ramelle I have seen. Thanks.

Cc_NIPPER
12-23-2005, 10:31 AM
Yeah Call of Duty... never mapped for it but I'm guessing it doesn't take 19 hours to compile stuff like this :(

Hell Phoenix
12-27-2005, 11:04 AM
We play tested this and it is a mg/snipers paradise since the one street goes all the from spawn to spawn. A sniper could sit and take out people as they come up the spawn ramps. Also, the spawn next to the bridge, you have to go a LONG way before you get any cover. So basically you get mowed down before you make it to either building. Also, Im sure you noticed it, but inside some of the buildings, textures are missing. Its a good start, but needs a lot of work.

=A82A=WhataMack
12-27-2005, 01:08 PM
Originally posted by Hell Phoenix:
We play tested this and it is a mg/snipers paradise since the one street goes all the from spawn to spawn. A sniper could sit and take out people as they come up the spawn ramps.Ugh. Thanks for the notice. Our server focuses on balanced maps whenever possible.

Bocasean
02-06-2006, 01:12 PM
Any updates in regards to a possible newer beta or release candidate, Nipper?

The main complaints have been the straight line of sight leading into the Allied spawn, the fact that objectives can be capped again and again by each team, and relatively low frame rates.

But it's still a fun map to play and the potential for it is great.

mn9500
02-06-2006, 02:41 PM
yea, i would love to hear some updates, because the map is impossible to play wiht over 10 people, the frame rates are horrible, but the map is very fun and has great potential.

HCdeathroll
02-15-2006, 11:31 PM
Of course there's a straight line of sight. the town of Ramelle was basically one straight street leading to the bridge.

Hell Phoenix
02-16-2006, 07:50 AM
Thats fine its a straight line...but then the spawns shouldnt be at opposite ends of the road. Thats what we are getting at.

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