[REL] dod_arras_v2_b1


Rolk
12-19-2005, 02:24 AM
Map name: DOD_ARRAS
Version: Version Two - Beta One
Website: http://www.rolkdesigns.com/
Info: Arras is my first Day of Defeat Source map project. Redesigned and numerous bug fixed. Also supports HDR lighting.
Credits: Rolk - Design, and everything else
[SLAK]j3s7er - The original concept
Entire SLAK Gaming community for their support especially [SLAK]Reaver for the testing of the map. www.slak.com.au)
People who reported bugs and added comments.
Other: For details on any of my maps or other projects. Please visit my website at www.rolkdesigns.com - thanks for downloading.
Comments appreciated. Constructive critism only.

Image One (http://www.rolkdesigns.com/files/dod_arras_v2_b1_01.jpg) - Image Two (http://www.rolkdesigns.com/files/dod_arras_v2_b1_02.jpg) - Download Link (http://www.rolkdesigns.com/files/dod_arras_v2_b1.zip)

For complete change history and list of changes, visit www.rolkdesigns.com

nuc.ee
12-19-2005, 02:28 AM
Gah, you just had to release the minute after I finished updating vapour :D

s1mple
12-19-2005, 03:45 AM
The download link is for stquintin :confused:

Same on your webby :mod:

Tonedef
12-19-2005, 03:47 AM
Until he fixes it

http://www.rolkdesigns.com/files/dod_arras_v2_b1.zip

;)

s1mple
12-19-2005, 03:48 AM
Thanks tone.:D

Rolk
12-19-2005, 03:54 AM
Ack, sorry. Long day. Fixed now.

[DoMC].Cosmo
12-19-2005, 05:23 AM
Just uploaded and played it shortly on our server.
my first thought : jesus, how will i miss these long-range fights on the fields.
maybe u shortened the fields too much.

anyway, apart from the shortened fields, the map looks fantastic.

good job, rolk.



Greets

Cosmo

teflon{the_truth}
12-19-2005, 11:22 AM
Thanks rolk, adding to gun runners_pub right now!!

theozzmancometh
12-19-2005, 12:34 PM
Thanks Rolk, can't wait to try it out.

Mirrored @ Ozz also m8.

=A82A=WhataMack
12-19-2005, 03:40 PM
Updated our server with the new release. Thanks, Rolk! :cool:

[SAS]==Colster==
12-19-2005, 04:11 PM
Given the comments about the shortened fields and that being one of the reasons i loved the first version, gonna add this rather than replace the old one... so rolk u lucky thing you now have 3 maps on SAS

Rolk
12-19-2005, 06:21 PM
How are the frame rates for everyone?

For me its fine, but wanted too see what its like a full server. Despite the map being out for 1 day I'm already planning things for the next release ;)

[SAS]==Colster==
12-19-2005, 07:27 PM
Is it just me or does everyone else not get any sound on flag caps?

oxygencube
12-19-2005, 08:54 PM
frame rates are decent.. only problem I have is a drop leaving the US spawn. ..

I loved playing V1 and when I played this one I was all confused :confused: but I love the changes. Keep up the great work.

[DoMC].Cosmo
12-19-2005, 11:46 PM
Originally posted by [SAS]==Colster==
Is it just me or does everyone else not get any sound on flag caps?

Yes Colster, same here. Missing the capture sound.

Rolk
12-27-2005, 08:11 AM
Bugs? Other opinions?

Major Tom
03-02-2006, 01:27 AM
we played the map over at bfe for 6 hours with 9on9 players

biggest complain was that the axis players had significantly less fps than the allied players

just facing the allied spawn will kill your fps
people said it was so bad that they used mp40s instead of rifles to be able to do some damage

ill get people to post some feedback

oh ye, you can stand on the far right sandback at the axis 2nd flag and snipe into the allied spawn exit
not really a bug but it looks odd

Daedalus
03-02-2006, 01:43 AM
As was mentioned the FPS issue. When I played the allied side, I was getting 20-30 FPS consistently. When I played on the axis side, I was getting 7-15 FPS consistently (others were reporting this as well). On the Axis when you turned around facing backwards (the direction the Allies face) the FPS were at the normal 20-30FPS. There has to be something on the Allied side of the map that is causing the Axis FPS.

FYI basic system specs: P4 3.0gig, 1524 megs DDR2 ram, Geforce 6600GT (so I shouldn't be getting 7 FPS even in a firefight)

One suggestion, I would recommend raising the wooden fence at the perimeter of the map a little bit (a foot or so). That would offer more concealment to people running from their spawns to the 1st and 2nd flag. Often you can see the helmets running way back at the distant corners of the map and pick them off with a sniper rifle or MG burst (I did this quite often shooting the MG from the sniper building steps rail to the Axis 2nd flag area.). The middle fences are fine as you want to be able to see over them from the sniper buildings 2nd floor.

All and all a nice map if you could resolve the FPS issue from the Axis side.

Ace_McGirk
03-02-2006, 04:25 AM
I was accused of wallhacking as an allied because I was standing on the cart by allied second and shooting OVER the fence towards axis one.Maybe move th cart, raise the fence.also axis mg would just spray the fence and kill ppl way back by allied first and across the map to left(allied left) 2 man cap.

[SAS]==Colster==
03-02-2006, 11:14 AM
Yeh I noticed if I stood on the cart, the axis snipers didnt seem to see me, they hate getting headshotted by a garand lol

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