[REL] dod_cr44_remake_b1


Mr-Softy
12-26-2005, 03:20 PM
Ive decided to release this map as a better version to see what poeple think of it, well when i put it on my server it got it full :)

Here are some pics:
http://img327.imageshack.us/my.php?image=dodcr44remakeb10jh.gif
View for the church at axis spawn

http://img327.imageshack.us/my.php?image=dodcr44remakeb123nj.gif
Bridge

http://img327.imageshack.us/my.php?image=dodcr44remakeb138qb.gif
Axis Spawn

Download from Here (http://www.newbiemapping.com/downloads/mymaps/dod_cr44_remake_b1.zip)


Credits:

Big thanks to
Original creator of dod_cr44
ultranew_b for the 3D skybox Cliffs
Fuzzdad for his ruined house seen in anvil
and to all of [D.O.G] for beta testing this map

Cheerz lads ;)


please give me feedback :)

You can play it here:
[D.O.G]Clan Server[ISW]
212.187.209.77:27015

Thanks

Mr-Softy
www.newbiemapping.com

teflon{the_truth}
12-26-2005, 03:54 PM
thanks for the map and adding it to gun_runners pub right now!!

Maxey
12-26-2005, 07:08 PM
I hope you're planning a major visual overhaul for the next betas because at this current state, this remake, and as best as the layout and gameplay may be, will in no way ever compete with the rest of the "real" custom maps released until now. Source brought new standards of visual excelence to maps and for a map to really succeed, it needs to meet such standards.

Read this as a constructive criticism and a friendly reminder.

Good job tho, it's a good start. ;)

lordming
12-28-2005, 12:56 AM
I compressed the bsp using bzip2 for fast downloading, and when players on my server have downloaded the map, the server kicks them with message bsp differs from server, I have never had this problem before, is it happening to anyone else?.

Bocasean
12-28-2005, 02:01 PM
Happened all the time for me when I was using Smart FTP. I changed to Leech FTP and haven't had the issue anymore.

But Fast Downloads still seem to go haywire alot more often on Source than they did with 1.3 but I'm not sure why or what the problem is.

173D
12-28-2005, 06:17 PM
Map is really bland in lieu of a better word....frame rates are terrible in places...layout needs work...keep trying and you'll git-r-done!!

TOP GUN Mav
12-29-2005, 05:57 PM
Nice work on map,

Can I suggest when you compile the map next you don't use the Quick Options. By doing this the whole world is drawn at once, hence the bad frame rates people are experiencing. If you drop console down in the game you'll notice a heap of writing in red. These are errors with props or textures etc. Write them all down and fix them in Hammer, you may need to change some from prop_static to prop_physics etc.

Otherwise great effort for a first map

TGM

Bocasean
12-29-2005, 10:35 PM
Oh, thanks for that Mav. Everyone on our server complains about the frame rates.

If there is anything that will kill the potential of the map it's the FPS problems. People will play a bland map IF the frames are great.

Right now, it's a bigger problem than the looks of the map.

Mr-Softy
12-30-2005, 07:27 AM
Can I suggest when you compile the map next you don't use the Quick Options


ahhh now i get it, i got excellent FPS when i tryed compiling my very first effort at porting this and i got like 70 - 80 but ever since ive compiled it in Quick its gone bad.

Thanks alot for that, will compile it at normal speed now ;)

Mr-Softy

Ginger Lord
12-30-2005, 07:46 AM
What in gods name has gone on with the sky?

Please tell me you did not texture it with the actual texture rather than tools/toolskybox or whatever it.

Mr-Softy
12-30-2005, 11:22 AM
hmm whats wrong with the sky? yes i did u tools/toolskybox with the Sky texture "sky_dod_02_hdr" and the sky if fine for me?

Tom Covenant
01-01-2006, 12:24 PM
I like your map, but the skybox has definately got some issues. A new skybox would make a big difference for it.

StreamlineData
01-01-2006, 04:48 PM
NOTICE:

I've explored a bit and I've found that the map has some MAJOR exploits.

1) On the Wermacht side, you can jump up from the axis spawn ramp via boosting to the (whitish) brick wall, then go ontop of the roofs, then go underneath the map.

1.a) From there, you can go underneath the river and kill people. If you jump up in the river, you'll actually pop up and to whoever is in the river at the time, will suddenly see you.

1.b) Also from underneath the map, you can go directly underneath the Allied spawn, sit with an mg and kill people in their spawn.

2) The Church tower on the Axis side faces directly into the Allied spawn, letting any sniper or ISed player spawn camp easily.

3) On the Allied side, there's a wooden fence (with some rubble at the bottom of it) just outside the first Allied flag, via boosting, players can get up onto the roofs and snipe/mg.

4) For either sides, in the alleyway on the Axis side, on the otherside of the (whitish) brick wall of the Axis spawn, there is some stairs to a railing, door(frame), and wall light; if boosted from the railing, an Allied player could get up onto the door frames, then onto the wall-light model, then onto the roof, then ontop of the (whitish) brick wall, then ontop of the Axis spawn and just camp any Axis player coming out of spawn... especially with an MG.

[edit]Originally posted by Mr-Softy
hmm whats wrong with the sky? yes i did u tools/toolskybox with the Sky texture "sky_dod_02_hdr" and the sky if fine for me? I think what GL means, is that you're not supposed to *actually* apply that specific sky texture to the skybox. You set it in the map settings.

Dunn0
01-01-2006, 07:00 PM
Great Map!!

Installed on our Servers!!

Everyone likes it a lot!!

Good Job!!

Mr-Softy
01-02-2006, 12:47 PM
Thanks for the list of Exploits Streamline m8y


I think what GL means, is that you're not supposed to *actually* apply that specific sky texture to the skybox. You set it in the map settings.


Hmm i havent done that, ive gone into
Map // Map Properties // and typed in "sky_dod_02_hdr"

if your on about the cliffs they are a brush.

StreamlineData
01-02-2006, 01:13 PM
Originally posted by Mr-Softy
Thanks for the list of Exploits Streamline m8yno prob.

Hmm i havent done that, ive gone into
Map // Map Properties // and typed in "sky_dod_02_hdr"That's what i meant :p

travis
01-04-2006, 08:56 PM
didn't like it so much ;( looks quite hl1 to me, no real source quality to it~

mirrored @ mapmonger.com (http://mapmonger.com/hosting.php)

Mr-Softy
01-05-2006, 12:04 PM
Originally Posted By travis
mirrored @ mapmonger.com (http://www.mapmonger.com)


Thanks

and it looks like hl1 because i havent finished with it, i do plan making it into a source map with source buildings etc, its just getting round to doing it, ive also started working on another map to take a break from this map.

So i do have it planned to be fully converted

Bocasean
01-05-2006, 10:15 PM
If you don't mind, I would love to see a better FPS version as beta two, that isn't compiled in Quick.

That'll at least make the map playable until you tweak it. Any chance of seeing it this weekend?

Mr-Softy
01-06-2006, 12:58 PM
ermm yeh sure, cause am goin out tomoz, so ill set it away then and it wont interupt my other map

PanFrie
01-07-2006, 11:39 PM
plays great, found MANY exploits on the map... within 5 minutes of playing i was running around outside shooting people from under the map :-/ i got there on my own. as much as i HATE them, you should put clipping nodes on all the edges of the houses (on the outside of the map) to stop this from happening.

something else the map is missing in vis blockers

but it plays GREAT. good job.

haircut
01-11-2006, 03:12 PM
Originally posted by PanFrie
as much as i HATE them, you should put clipping nodes on all the edges of the houses (on the outside of the map) to stop this from happening.

CLIP it ... then CLIP it a bit more. Then, just to make sure, CLIP it.

CLIP is a god-send, you can never CLIP to much as someone will always find an exploit.

You'd hate to see the amount of CLIP brushes that my maps now have ... I think I put a few in my first DoD:S tut map as well :yar:

StreamlineData
01-11-2006, 05:03 PM
Originally posted by haircut
You'd hate to see the amount of CLIP brushes that my maps now have ... I think I put a few in my first DoD:S tut map as well :yar: Yeah... my maps have massive amounts of clipping also. Clipping is defineitely a gift from the Valve gods.

dart
01-11-2006, 06:35 PM
I'd have to agree with the clipping suggestions, no one wants to be playing a map and have to worry about someone being on top of every roof in it, esp I remember some roofs in 1.3 people had mg's set up on. :(

PanFrie
01-11-2006, 07:32 PM
clip nodes are good, but i think only for stopping people from getting OUTSIDE the map. i think blocking people from getting on roofs us just stupid, as im sure they had at least one person on top of a house suring teh war... and its just plain fun.

Bocasean
01-11-2006, 09:47 PM
I agree....the one thing that was lacking on later versions of CR44, but was redeemed at least partially with dod_kettle is that people COULD access the roofs.

It adds so much more depth to the gameplay and I'd hate to see it go. I'd actually like to see more of it.

But I fully agree that clipping to prevent dropping under or beside the playable areas is a great principle to map by.

-=SS=- Kurt
01-16-2006, 08:24 AM
Hi Mr-Softy,

CR44 is one of the DOD 1.3 classic map, most the players have played that map ever and over again. When it was released and running on the -=SS=- servers, players jumped on it quickly and want to play badly.

Sorry I had to remove the map from rotation, because the exploits on the map, players can get on the roof and under the map. It’s a slaughter after that.

Major complaints when players don’t know how they are killed and can’t do anything about it. Low FPS is another situation need to be addressed, especially players can’t play to have fun then they leave.

Regards, Kurt

Mr-Softy
01-16-2006, 10:22 AM
Yeh i,ve just been going round the map atm, with clip brushes and from the exploits that Streamline gave me, am also doing up a few more houses and i should be releasing B2 in normal compile mode sometime this weekend.

Also ive been reading up on optimizing abit more and just been doing bits and bobs lol

Thanks

Mr-Softy

haircut
01-16-2006, 11:26 AM
Originally posted by PanFrie
clip nodes are good, but i think only for stopping people from getting OUTSIDE the map. i think blocking people from getting on roofs us just stupid, as im sure they had at least one person on top of a house suring teh war... and its just plain fun.

aye ... but real life wasn't based on Game Play and the Source Engine :kitty:

-=SS=- Kurt
01-16-2006, 12:24 PM
Hi Mr-Softy,

I have initiated DOD:S map contest and you’re welcome to participate.

Here are the details:

http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=61170

Cheers, Kurt

ultranew_b
01-16-2006, 12:35 PM
-=SS=- Kurt, you mentioned in your contest post, that currently released maps could not be submitted into the contest, did you not?

Reason i'm asking is, because dod-sora is still in a beta stage, final version has not been released yet. If cr44 was able to enter then why couldn't any other non-final map enter?

I probably just misunderstood.

:)

-=SS=- Kurt
01-16-2006, 02:51 PM
Hi ultranew_b

I invited him for other maps, not CR44. it has been released.

Regards, Kurt

Dimebag
02-27-2006, 12:58 AM
So is a new version of this map coming out Mr-Softy??

Its a great map but give horrible frames on many computers.

Bocasean
02-27-2006, 06:10 AM
Yeah, most servers have given up running it due to the glitches and frame rates.

A new compile would be greatly appreciated.

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.