[WIP] dod_ardennes (source)


[oap]Agent_S
02-08-2006, 12:36 PM
Just thought id post a thread here about a map I have in the works.

Its called Ardennes and starts with an open forest / hill side and works its way into a small village with an AXIS HQ.

The map is based in winter and has working 88's that fire on the forest when triggered.

This is still in its early stages at the moment and will be play testing exclusivley this weekend on the DODIRECTORY (http://www.dodirectory.com/) servers.

Also there is a feedback thread on the DODIRECTORY (http://www.dodirectory.com/) forums here Forums (http://www.dodirectory.com/forums/index.php?showtopic=589)

** Screens **

http://www.jamesdon.plus.com/dod/Ardennes/Ardennespromo1.jpg
http://www.jamesdon.plus.com/dod/Ardennes/Ardennespromo2.jpg
http://www.jamesdon.plus.com/dod/Ardennes/Ardennespromo3.jpg
http://www.jamesdon.plus.com/dod/Ardennes/Ardennespromo4.jpg
http://www.jamesdon.plus.com/dod/Ardennes/Ardennespromo5.jpg
http://www.jamesdon.plus.com/dod/Ardennes/Ardennespromo6.jpg
http://www.jamesdon.plus.com/dod/Ardennes/Ardennespromo7.jpg
http://www.jamesdon.plus.com/dod/Ardennes/Ardennespromo8.jpg
http://www.jamesdon.plus.com/dod/Ardennes/Ardennespromo9.jpg
http://www.jamesdon.plus.com/dod/Ardennes/Ardennespromo10.jpg

Fingers crossed DOD should be compatible with the open style of play the forest area provides but this is balanced out with the street area.
4 Flags to cap x1 2 man cap at the church the rest are all 1 man caps.

Thanks for looking :D

wickit
02-08-2006, 01:19 PM
loving the 88's being fired
hehe,
i was wondering how long it was before someone else put them in there map....:vader:

Ol' Noodle Head
02-08-2006, 01:23 PM
I'm excited, Agent S. I like the look with the treeline. Is that area "off the map" so to speak, or is it where allies spawn? Let me know if you need a playtest, we can get one going at FNF DoD when the time comes.

dod_foy is slow as molasses, but work is progressing. I'm now getting over that norovirus, I was in the ER a couple nights ago. So all this time off work and I haven't had the energy to map, though....:(

[oap]Agent_S
02-08-2006, 02:13 PM
Originally posted by wickit
loving the 88's being fired
hehe,
i was wondering how long it was before someone else put them in there map....:vader:

Its great 3 of them on a 5sec timer 1 person can keep em going pretty well and its great atmosphere to hear the shells pounding away in the distance :D

Originally posted by Ol' Noodle Head
I'm excited, Agent S. I like the look with the treeline. Is that area "off the map" so to speak, or is it where allies spawn? Let me know if you need a playtest, we can get one going at FNF DoD when the time comes.

dod_foy is slow as molasses, but work is progressing. I'm now getting over that norovirus, I was in the ER a couple nights ago. So all this time off work and I haven't had the energy to map, though....:(

Holys**t youve been having a rough time m8!
get a laptop that way next time you can map while ur in bed ;) but seriousley hope everything is ok?

As for the treeline yup the allies spawn back from that in a sort of drop off point to stop spawn camping then break out of the forest, there is a little dip in the ridge line too so you can crawl round and avoid being shot, and the fog makes it too far for the snipers in the church to get u while ur in the woods :)

Thx for the server offer, I chose to release this map to the guys at dodrectory as a thank you for all their support of the mapping community, if this weekends testing goes well ill prob pimp the beta 1 about a bit while I make the adjustments, thats assuming its not c**p and i have to shelve it :D

Pvt. Stephenson
02-08-2006, 04:08 PM
I'd add more fog, and take the sun out if you can, or at least try and block it out with clouds.

President Shrub
02-08-2006, 07:53 PM
Yea a sunless foggy environment can give it the desolate feeling of a winter map, plus giving it better performance. Hopefully this map will also promote rifle-dominant gameplay, which is how ww2 was anyways. :p

Sweet map.

Ca-Chicken-Soup
02-08-2006, 09:17 PM
Thanks but for the love of god do some displacements :D Lots of snow banks to gide in please.



*Cough* "%compileNonSolid" 1 for walk-in snow *Cough* - little trick I learnt;)

ultranew_b
02-08-2006, 10:12 PM
Originally posted by Ca-Chicken-Soup

*Cough* "%compileNonSolid" 1 for walk-in snow *Cough* - little trick I learnt;)

Where is this info entered exactly?

:)


Good start [oap]Agent_S !

</HMT\>Knoxville
02-09-2006, 01:05 AM
Is this the remake dod_ardennes from classic dod??

Ca-Chicken-Soup
02-09-2006, 01:31 AM
Originally posted by ultranew_b
Where is this info entered exactly?

:)


Good start [oap]Agent_S !

Sorry don't worry about it, it's a lot of mucking around and almost not worth it since it doesn't seem to render properly anyways...

(It's added to the .VMT file... )

[oap]Agent_S
02-09-2006, 02:41 AM
Originally posted by Lt. Stephenson
I'd add more fog, and take the sun out if you can, or at least try and block it out with clouds.

The skybox isnt settled as this is really the layout stage of the map but you did get me thinking and I found out about clouds in a map so had a play and your right, moving clouds really adds something, as well as blocking the sun.

Any other mappers want to know how to get moving clounds just ask

Clouds (http://www.jamesdon.plus.com/dod/Ardennes/dod_ardennes_beta20000.jpg)

Originally posted by Ca-Chicken-Soup
Thanks but for the love of god do some displacements :D Lots of snow banks to gide in please.

That entire bank was displacments but by god it made the map HUGE, did look good though and I have thought about changing it back to displacments.

I just know if I do that and all the detailing the map is going to be on for 50/60MB and I normally try and keep it to below 20/30!

Originally posted by </HMT\>Knoxville
Is this the remake dod_ardennes from classic dod??

Bu**er and blast in hell! I checked the name database and ardennes wasnt listed so thought it was free! needless to say this isnt a re-make its my own fresh work.

</HMT\>Knoxville
02-09-2006, 03:02 AM
Yeah I was just curious because the classic kind sucked *** LOL
(My own opinion)

http://www.1dod.com/downloads/pafiledb.php?action=file&id=254

I am glad that its not a remake (CHEERS). The screenies look pretty bad ***. Well dude best of luck, can't wait to play it.

wickit
02-09-2006, 03:06 AM
Originally posted by [oap]Agent_S
Its great 3 of them on a 5sec timer 1 person can keep em going pretty well and its great atmosphere to hear the shells pounding away in the distance :D

kool
5 secs WoW
did you manage to get the random explosions sorted for them ?,
i have a nice little test map with the 88's setup i may put it up for release tbh.
all done, model clipping setup, sounds, shell eject, and env_explosions on train, all with the righ IO's
let me know if you want it

Hendershot
02-09-2006, 06:15 AM
Hey,

The map looks great !
But it does not look like the Ardennes !

Nice work though !


H.

[oap]Agent_S
02-09-2006, 03:13 PM
Originally posted by wickit
kool
5 secs WoW
did you manage to get the random explosions sorted for them

Damn right :) nice and random over a good area, I really cant wait to play it in a 32 and be shell shocked to hell :D

Only thing thats going to take time and testing is the force / area of the explosions, kind of hard to test with only a handfull of people in a sever but on testing it should become clear if they need to be stronger.

Sabre
02-10-2006, 06:32 AM
Originally posted by [oap]Agent_S
Bu**er and blast in hell! I checked the name database and ardennes wasnt listed so thought it was free! needless to say this isnt a re-make its my own fresh work.

Is dod_foy free? Could use that instead, that is if I'm right from thinking those haystacks that this is based on Foy.

StreamlineData
02-10-2006, 06:42 AM
sorry guys.. i'm actually updating both threads right this minute.

[edit1]
i'm pretty sure ardennes is free....

[edit2]
oh. ardennes is free for source.. in a way... but i do recommend you make sure that you check the 1.3 name thread, also... to see if that name was taken there (because if it's a good name, it likely has been). Most likely chance you'll be able to email the original mapper and ask if they're gonna use the name again.

[edit3]
ehhh.... even though you should technically ask... I still reserved it for ya. ;)

[oap]Agent_S
02-10-2006, 09:47 AM
Originally posted by S@bre
Is dod_foy free? Could use that instead, that is if I'm right from thinking those haystacks that this is based on Foy.

LOL I dont know what ur talking about, it looks nothing like Foy out of BOB :D

But really I know somone else is working on a similar map (look at posts on page 1) and I couldnt find the resources I wanted to make a replica of Foy, at my current skill level I am weary of making any historically accurate area as feelings are normally high when you make these maps.

Originally posted by StreamlineData
sorry guys.. i'm actually updating both threads right this minute.

[edit1]
i'm pretty sure ardennes is free....
[edit2]
oh. ardennes is free for source.. in a way... but i do recommend you make sure that you check the 1.3 name thread, also... to see if that name was taken there (because if it's a good name, it likely has been). Most likely chance you'll be able to email the original mapper and ask if they're gonna use the name again.
[edit3]
ehhh.... even though you should technically ask... I still reserved it for ya.


It was free I did check in both threads and I did reserve it :D

http://www.dayofdefeat.com/forums/showthread.php?s=&threadid=53893&perpage=15&pagenumber=2

Half way down the page.

Thanks for maintaining those threads Streamline they are so damn useful it hurts.

StreamlineData
02-10-2006, 09:55 AM
Originally posted by [oap]Agent_S
It was free I did check in both threads and I did reserve it :D

http://www.dayofdefeat.com/forums/showthread.php?s=&threadid=53893&perpage=15&pagenumber=2

Half way down the page.ah. lol.. I totally didn't see that :p (obviously)

Thanks for maintaining those threads Streamline they are so damn useful it hurts. oh yeah, no prob... i know everybody could use the mapname list especially..

....now only if mappers from other websites/forums/communities could use it..

[oap]Agent_S
02-11-2006, 05:37 AM
Well im grinning from ear to ear :D just had the first play of Ardennes and it was great (if I do say so myself).

Map got extended by 20mins twice too which is a good sign!

A few small bugs at the moment but it seems the layout is fine and fun.

Pop into the server on 195.242.236.134:27015 Ardennes is on every 3rd map

StreamlineData
02-11-2006, 05:45 AM
Originally posted by [oap]Agent_S
Pop into the server on 195.242.236.134:27015 Ardennes is on every 3rd map Nice! is it on right now? I'd like to give it a try!

[edit]
eek. A UK server. ~175 ping for me, there. =\
Well if it comes on soon, I'll hop in... otherwise I'm headin to bed.

lordming
02-12-2006, 02:59 PM
Nice work agent_s, I put this on the my server and it looks good, a couple of minor points, when you go past tank with flames, flames sound stays on, not a problem just annoying. also guns look great but sound is very quiet when fired, I think this will be a hit on the [OFAB] server.

[oap]Agent_S
02-12-2006, 03:29 PM
Originally posted by lordming
Nice work agent_s, I put this on the my server and it looks good, a couple of minor points, when you go past tank with flames, flames sound stays on, not a problem just annoying. also guns look great but sound is very quiet when fired, I think this will be a hit on the [OFAB] server.

Glad ur enjoying it, I havent heard the flames bug before so ill have a look at that this week a list of changes / fixes so far.

Changes / Fixes Made

1) Stray Allied spawn near 88's!
2) 88's are gonna get a double in power ( hit my bro too many times and he didnt die )
3) Think I will spaw the church 2 man cap with the 88's 1 man cap to move things in Axis favour a little more, it did seem like the axis had a very hard time to win.
4) Add a second exit from Axis spawn
5) Fix the wierd spawn wait bug (Dosent appear to be map side!)
6) Match fog colours better
7) fix bullet proof barbed wire!
8) Added Clouds to sky and lighting changes in general
9) Added door at other end of farmhouse (open house closest to allies spawn)

I guess the rifles are a little quiet as its such an open map, you can certainly hear the MG's firing out of the church tower all over the place ;)

Bocasean
02-12-2006, 05:00 PM
We're testing it on our server right now. I'll let you know how it goes.


EDIT:

Pros:

- The frame rates are great for such an open map. Nice work!
- The vis fading works great to limit sniping, but still allow for it, too.
- The functional 88s are a great touch.
- The trees in the Allied forest are great, and would be even better if there were more battle areas with the dense trees.
- Great map for teamwork


Cons:

- The Allies could use an air raid or tank volleys to counter the 88s.
- Perhaps more flow through on more of the buildings, continuing with windows that are large enough to jump through.
- Make some of the walls and fences boost-able, maybe with some nearby boxes that have to be moved into position to allow for it.
- The edges on some parts of the map are weird looking, but so be it if it makes the map performance all the better.
- Perhaps one long, flankable route that would go around each far side of the map.


This was a great map to play. It filled the server for the full hour we ran it, and everyone enjoyed it. Great work so far!

As a final note, we did NOT find it too hard for the Axis to win. Many people were complaining that it was Axis-biased, even. I found that it was equal for both sides.

Bocasean
02-12-2006, 10:18 PM
I just found out that there is an Allied spawn bug:

Sometimes, an Allied player would spawn right near the Axis first, and it was random.

[oap]Agent_S
02-13-2006, 11:09 AM
Originally posted by Bocasean
I just found out that there is an Allied spawn bug:
Sometimes, an Allied player would spawn right near the Axis first, and it was random.

Originally posted by [oap]Agent_S
Changes / Fixes Made

1) Stray Allied spawn near 88's!
..........................

:D thanks, it was a stray left there after I used it for height reference, silly mistke :o

Originally posted by Bocasean
We're testing it on our server right now. I'll let you know how it goes.


EDIT:

Pros:

- The frame rates are great for such an open map. Nice work!
- The vis fading works great to limit sniping, but still allow for it, too.
- The functional 88s are a great touch.
- The trees in the Allied forest are great, and would be even better if there were more battle areas with the dense trees.
- Great map for teamwork


Cons:

- The Allies could use an air raid or tank volleys to counter the 88s.
- Perhaps more flow through on more of the buildings, continuing with windows that are large enough to jump through.
- Make some of the walls and fences boost-able, maybe with some nearby boxes that have to be moved into position to allow for it.
- The edges on some parts of the map are weird looking, but so be it if it makes the map performance all the better.
- Perhaps one long, flankable route that would go around each far side of the map.


This was a great map to play. It filled the server for the full hour we ran it, and everyone enjoyed it. Great work so far!

As a final note, we did NOT find it too hard for the Axis to win. Many people were complaining that it was Axis-biased, even. I found that it was equal for both sides.

Thanks for the top job on the feedback, I had been thinking about trigerable B17's say once every 5 mins to do a run up the street toward the HQ will look further into it.

As a fan of sniping I know how to balance it well :p but ive improved the clipping enormously so things come into view much more gradually now.

And im looking into the other points now, the more buildings I add that you can walk through the lower the FPS is going to be but I can sacrifice some, and as for the edges of the map a 3D skybox is still on the to do list.

My biggest joy is that it is playable, I was worried that with such a big open space it might not work but it has, and I nearly died laughing when I got hit by an 88 shell and flew groin first into a tree with my legs wrapped round it,, pure comedy gold :D

Ol' Noodle Head
02-13-2006, 11:23 AM
Man, can't wait to play this. I hope you might share your 88 secrets with this poor Foy mapper. :)

[oap]Agent_S
02-13-2006, 04:17 PM
Originally posted by Ol' Noodle Head
Man, can't wait to play this. I hope you might share your 88 secrets with this poor Foy mapper. :)

Hell yea, just ask if you need anything, all my maps are open source too so if you want the VMF just ask, 88's are just a button with a series of triggers for the explosions and shell eject etc, the explosions are on track trains.

wickit
02-13-2006, 04:55 PM
here is what you want 88 setup vmf sample map
along with anyone else that wants it

this is the setup as in smallhill

Ransons 88 with full clipping, button sounds and explosions, all with IO configured

have fun

Ol' Noodle Head
02-13-2006, 05:03 PM
wickit and Agent S, thanks a lot guys.

Bristow [28th ID]
02-17-2006, 08:31 AM
There is a bug where if you fire and hit the 88's they will actually go off. That needs to be fixed.

I was in the church tower and could shoot at the 88's and they would fire themselves.

[oap]Agent_S
02-17-2006, 08:38 AM
Ah now I did know this but thought it was actually fun to sit there with an MG42 and trigger them all togather :p also quite funny shooting with an SMG at somone trying to hide behind them and setting them off.

However its not very realistic so I will be looking at fixing this, they are actually set to use only so im not sure whats causing it.

Anyway Beta2 isnt far off and will be the first general release with fixes and improvments so keep checking and thanks for the report.

** EDIT **

Fixed it now thanks, I had health set to -1 instead of 0
The airstrike is coming along pretty well too :)

[oap]Agent_S
02-18-2006, 03:53 PM
Update for fixes and info,

I have a busy week ahead of me so it might be the weekend after I get the first general release (beta2) out and about.

For those who have seem the map already here is a list of some changes.


1) Allies stray spawn near 88 fixed,
2) 88's can no longer be triggered by shooting them
3) Forest thinned to help fps and added more blown apart trees
4) some detail added to the skybox
5) Farmhouse has a door at the opposite end (towards church) and may yet get its own flag
6) Axis HQ now has a 2nd exit and more detail
7) cafe / house changed
8) some more closed houses have detail added
9) Cover added to church flag
10) church flag is now a 1 man cap and the 88 flag is now the 2 man cap (may change if farmhouse flag gets added)
11) 88's Have had the shells power upped and a shake effect added where they land
12) A triggerable airstrike has been added for the allies on the town, the trigger is the radio on the table next to the sherman and is on a 5 min delay
13) Match fog colours better
14) fixed bullet proof barbed wire!
15) Added Clouds to sky and lighting changes in general
16) Added further route on the left hand side to aid flanking and open the bottleneck up near the 88's a little

**pics of the map are still on the first post**

Devils Rear
02-19-2006, 12:26 AM
got to say this map is very good - nice to have a wide open map for a change.

it is always requested and extended on our server.

well done

can't wait until beta 2 is out.

[oap]Agent_S
02-19-2006, 11:53 AM
Originally posted by Devils Rear
got to say this map is very good - nice to have a wide open map for a change.

it is always requested and extended on our server.

well done

can't wait until beta 2 is out.

you need wait no longer!

As you know the key to any battle plan is the element of supprise,,,,,, SUPPRISE!

http://www.dayofdefeat.com/forums/showthread.php?s=&threadid=62521

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