Objectives! Please!!!!!
Bocasean
02-10-2006, 10:27 PM
The maps are kind of getting tedious now, as they're all the same premise and style (3 to 5 flags to cap). Not only that, but many of them are played out in general. Here is what I'm talking about:
dod_kalt
dod_hobofire
dod_railroad
dod_flash
dod_bleakhill
dod_donner
dod_anvil
Those are the maps that I went through on our server's rotation tonight. Every single one of them is over 2 years old; most of them are much older. Granted, they are shinier and prettier, and Anvil is a complete remake (and we run Salerno at times, which is an upgrade over Railroad), so it's more of an homage, but I guess it kind gave me an epiphany as to why I'm getting bored. The maps are tired and played out, and we need some new lifeblood in the game.
The tiny handful of timed-objective maps in Source are sketchy and inconsistent, and there are no alternative Objective maps (retrieve the plans, bazooka stuff up, etc).
I know that FD is working on an objective map, but is anyone else? Please, for all that is holy in the name of replay value, get creative with the map tactics and add some spice to the game!!!
Deceiver
02-10-2006, 10:41 PM
They need the code, which they don't have yet.
ultranew_b
02-10-2006, 10:44 PM
I'd love to work on an objective map. But, since it's technically not possible yet in dod:s, i'm working on flag cap maps in the meantime.
P.S - Try dod_sora for a lil' different gameplay. My latest wip map, dod_convoy is quite different than the usual dod:s scenarios as well.
:carrot:
StreamlineData
02-10-2006, 11:02 PM
I'm working on an objective map..... but since objectives are technically not possible yet, I'm making them flag-caps for now. But I'm laying them out in such a way that they'll be *like* objectives and such..
lordming
02-11-2006, 01:15 AM
Try dod_opo_liberer_rc3, it has a timer
FuzzDad
02-11-2006, 06:06 AM
Objective code is coming. The devs asked me what my next map was going to be the other day and I stated "I'd like to make an objective map but need the code" and the response was "Start making it."
Of course...at my mapping speed that could mean we'll have the code 11 months from now.... :)
El Capitan
02-11-2006, 06:49 AM
I've made an objective map.
The Axis are the ones defending. The only problem is that when the timer expires and the round ends whoever capped the last Allied flag comes up on screen as the "winning capture" even though its not the case!
The other problem is that I have to have a readily-capped Allied flag in allied spawn or the round ends straight away.
It works though, just a bit buggy :(
TheSurgeon
02-11-2006, 07:25 AM
You can still do something other than a simple 5 flag map. You can make push maps with the flags only cappable by one team, whose spawns move up as they cap, something like Schwetz.
Or make objectives like I've done on dogsector and a few other people have done. I've got 4 flags which only allies can cap, against a timer. That's exactly how objective maps worked before bazookas were added - you had to wait next to the objective while the satchel charge was planted. The only difference of coures is that you don't have to have a satchel charge to cap, but it's the only way to do things before an updated fgd, or any official fgd at all, is released.
StreamlineData
02-11-2006, 07:42 AM
Originally posted by TheSurgeon
You can still do something other than a simple 5 flag map. You can make push maps with the flags only cappable by one team, whose spawns move up as they cap, something like Schwetz.
Or make objectives like I've done on dogsector and a few other people have done. I've got 4 flags which only allies can cap, against a timer. That's exactly how objective maps worked before bazookas were added - you had to wait next to the objective while the satchel charge was planted. The only difference of coures is that you don't have to have a satchel charge to cap, but it's the only way to do things before an updated fgd, or any official fgd at all, is released. Yeah. This is how I will be doing it for my "escape"-style map.
Bocasean
02-11-2006, 09:04 AM
We pretty much run every "decent" DoD-style map that's available at the moment. Basically, if it has flags to cap and is feasible for WW2, we run it, so maps that are based off of Halo, CS, or HL2 aren't in the rotation.
However, even then, it's a relatively small list of original/new maps:
Dijon, Sora, NMRamelle, Opo_Liberer, Sword, HKKS maps, Arras, Argentan, StQuentin, Smallhill, Saint Lo, Porto, Pacific, Mountain, Surrender, Risk, Deathbridge, and Charlie-Source.
Of those maps, only NMRamelle, Charlie-Source, and Opo_Liberer are timed-objectives. NMRamelle is incomplete and not optimized, and Opo_Liberer has funky lighting that tend to empty out the server. Charlie-Source just isn't very good.
Good luck to all of you who are attempting to create Objective-based maps, and here's to hoping that some true code is able to be implemented into Source that'll make it easier for everyone.
Lappy
02-11-2006, 01:53 PM
lol @ Ratty, I just saw your movie.
It's too true.
They ought to call it "Free DoD:S for those who haven't tried it, free stabbing practice for everyone else"
I'm having a blast this weekend, and a lot of players I've been talking to in the servers about Sauce say they've really enjoyed it and plan on buying it.
Good move Valve!
PanFrie
02-11-2006, 01:54 PM
uhhh, wrong thread?
Ca-Chicken-Soup
02-12-2006, 04:21 PM
Originally posted by El Capitan
The other problem is that I have to have a readily-capped Allied flag in allied spawn or the round ends straight away.
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I have the same problem aye, what would be nice was to make it a map controled win event rather than have it in the code. Ie: We mappers place a flag which when captured by a certian team causes it to fire a 'axis_win' or 'allies_win' output and we control the music played and the end of round kamikazi battles and other events.
It wouldn't be that consistant between maps but at least it'd make things a lot easier and able to have more control
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