[REL] DoD_Subterrainia_b1
El Capitan
03-01-2006, 05:44 PM
Well, its finally done. The first beta of my map, dod_subterrainia is complete!
Click here for more information and screenshots! (http://dodnetwork.com/el/sub10/)
Screenshots:
Download Links:
DoDNetwork Mirrors
dod_subterrainia_b1.rar (http://dodnetwork.com/el/sub10/dod_subterrainia_b1.rar) - 9.77mb (Requires WinRAR to extract)
dod_subterrainia_b1.zip (http://dodnetwork.com/el/sub10/dod_subterrainia_b1.zip) - 11.1mb
dod_subterrainia_b1.bsp (http://dodnetwork.com/el/sub10/dod_subterrainia_b1.bsp) - 20.6mb (Uncompressed, .bsp file goes in dod/maps folder)
SERVERS ONLY: dod_subterrainia_b1.bsp.bz2 (http://dodnetwork.com/el/sub10/dod_subterrainia_b1.bsp.bz2)
Other Mirrors
dod_subterrainia_b1.rar (http://nickwatson.googlepages.com/dod_subterrainia_b1.rar) - GOOGLE
dod_subterrainia_b1.rar (http://rapidshare.de/files/14468252/dod_subterrainia_b1.rar.html) - Rapidshare
Description
August 14th, 1942 - Mission Classified
Allied soldiers are trying to break through to Berlin on a classified mission. Unfortunately things have not gone to plan and the Allied troops get caught up in battle and end up being swept down the river.
They end up about 1 mile downstream towards the coast where they discover a hidden series of tunnels. They decide to raid the tunnels and make an attempt to capture the supplies before they send out to German U-Boats. The axis forces are not prepared for the attack.
Allied Objectives: Capture the main storage area, then the Supply U-Boat
Axis Objective: Defend the tunnels!
Credits/Thanks
El Capitan - dod_subterrainia creator and custom textures
RSteiner - For his massive help in previous versions
Waldo - For his excellent bunk bed models
bertz - Old school dod player and real life mate of mine, helped loads!
3D Mike - He kept me going when I felt like giving up, and helped with content for previous versions
[TFS] & CoJ - For the playtests. Thanks guys!
CrazY, J!ps & qzzy - Real life mates, they helped out with testing! Thanks!
Bolteh
03-01-2006, 05:51 PM
Don't want to be a *****, but ehm: http://www.dayofdefeat.net/forums/forumdisplay.php?s=&forumid=73
Anyway, looks better than the first screenshots you posted.. I'll give it a shot later this week when I have some spare time..
El Capitan
03-01-2006, 05:56 PM
Originally posted by Bolteh
Don't want to be a *****, but ehm: http://www.dayofdefeat.net/forums/forumdisplay.php?s=&forumid=73
Anyway, looks better than the first screenshots you posted.. I'll give it a shot later this week when I have some spare time..
Oops, I was testing styles for the post and clicked submit by accident in wrong forum! Moved it now :)
The first screenshots I posted were WIP and I have a different approach to mapping than most people. I do the layout, the brush work, then the props, then textures, then lighting, etc rather than make things bit by bit all at once. So basically the screenshots wouldn't have looked as good as most WIP ones! I just wanted feedback on the idea and layout initially :)
Thanks also to the community who gave feedback after the first WIP. You guys helped loads!
Defpotec
03-01-2006, 07:08 PM
I've played this map, like it a lot. Have a couple things to say though. Mainly that it's pretty impossible for the Allies to win this one. Since Germans spawn around and behind the U-Boat, all they have to do is sit back and camp the U-Boat till time runs out, especially since there is no penalty for losing the big room. Perhaps giving the German's some objectives so they have to leave spawn would help, or if possible, making them spawn some place else, maybe add an area behind the U-boat so they have to make a short trip to get to their last cap point.
Map runs excellently though. One gripe is that it's a little bare. Some propaganda posters in the narrow hallways that connect all the rooms would be nice. Also, the custom victory music is a nice touch, but it replaces the victory music on other maps as well, until you restart DoD:S.
El Capitan
03-01-2006, 07:16 PM
Defpotec, thanks for the comments.
It is difficult for the allies to get the U-Boat, yeah. They do have 4 routes into the U-Boat pen though, and its hard to defend all of them at once. Especially if you have allies coming in through the other routes causing distractions. The U-Boat caps in 2 seconds so it really isn't so difficult.
I'll see how it goes though, balance is always the biggest worry for any map maker! Theres always beta 2 for improvements!
I think you must have played one of the playtest beta versions, a lot has changed since then. I don't have custom win music in now for the reason it interferes! It was in the playtest beta though, as an experimental thing.
Thanks again :)
theozzmancometh
03-01-2006, 07:36 PM
Nice work, Capitan!!
Download mirror: http://www.landofozz.net/pafiledb/pafiledb.php?action=download&id=291
:cool:
Defpotec
03-01-2006, 08:55 PM
Alright, I had dod_subterrainia_beta, and not b1. So I got b1 and explored it by myself for a little while, and I have a bit more to comment on. First of all, the trigger when Allies entire the tunnel that "has the spread out, take the tunnel" dialogue is alright the first time, but it gets extremely annoying after hearing it more than once. Since I was exploring by myself, I might have never even heard this if it hadn't been for the triggers that killed me when I went for the U-Boat.
Now, I assume that these death triggers that kill Allies as they enter the U-Boat area go away after taking the 2 man cap, but I can't agree with their existence. Having to cap in a specific order means Axis only have to worry about 1 flag at a time, giving them somewhat of an advantage. It just feels like having no choice in the matter of what to cap as Allies limits strategy, and basically feels like God taking away our free will (an extreme analogy.)
I think it's important to remember that his map is pretty big, ideal for 32 player servers, and on these servers (like the one I play on) Axis can always leave someone (or everyone) behind to gaurd the last flag. Now I haven't had a chance to test b1 on a full 32 person server, but I assume the 4th entrance/bridge would help a little. However, I tried jumping down from the bridge to the ramp and lost some health. I also tried falling in the water. It's extremely hard to get onto the U-Boat from the water, I couldn't do it. Adding a ladder or something on the side of the U-Boat in the water would make it easier to get onto. It would also give the Allies a chance to sprint into the water or jump off the bridge into the water (w/o losing health) so they don't have to run down the ramp choke point of MG death. I still stand by my earlier suggestion of having Axis spawn further away from the U-Boat than they currently do.
MrKermit
03-02-2006, 04:20 AM
Nice looking map, will have a playtest tonight and probably load it on our server ;) One thing though, "August 14th, 1952 - Mission Classified" - shouldn't that be 1942?
El Capitan
03-02-2006, 05:19 AM
It was meant to be 1942, yeah (eek). Oh well, thats going on the list for the next beta!
Defpotec, thanks for the comments again. I understand what you are saying but it was surprisingly easy for Allies to cap the U-Boat, Especially in playtests. This is why I made it so the first objective had to be capped before the second. Annoyingly, DoD: Source game_text's don't work so I had to make do with an annoying "fallback" wave sound playing before the player dies when trying to get to the 2nd Objective before the first is capped.
You'll be glad to know the "we're going to have some company and soon, make for the tunnel and spread out" sound doesn't work when the map goes server side for some reason!
I only wanted it to trigger once, but triggers can't be targetted to the client that activated it which I found extremely annoying! Maybe in a future release it will be fixed! The engine/fgd really limited me on how creative I could be and I had to take so many things out because they wouldn't work!
I'll look into making the U-Boat easier to get back on as well. I found it a pain getting on myself.
Then again, you may lose health, but the flags a couple of metres away. You can storm that, you've won!
El Capitan
03-02-2006, 01:01 PM
Playing it on servers I've noticed the real flaws of the map.
In my honest opinion, I'm really not convinced that DoD: Source is cut out for an objective map. Its nice to play something different, but its not what people are used to. People want to be offensive, they want to get out there and do something (generally!!) rather than just sit back waiting for allies to run by.
I'm going to fix the few bugs sitting around here and there. Heres my proposed changelist. Feedback would be GREATLY appreciated on these proposals as it could change gameplay a lot!
- Adding in more "storage areas" and extending the tunnel slightly to accomodate these. The map will be split into 5 secions:
- Allied Spawn
- Storage area (flag - 1 to cap)
- Main Storage Area (flag - 3 to cap)
- Storage area (flag - 1 to cap)
- U-Boat (flag - 1 to cap)
- Allies will be able to get back on to the U-Boat much quicker after entering the water.
- The fence across the catwalk will be cut down so allies can drop down easily
- Axis will be able to re-capture the flags
- Custom sounds to be removed until source bug fixed. You can't hear these sounds anyway as they don't work!
- More texture variety. Differentiate smaller tunnels from larger tunnels
- Make ladders easier to climb up
- More "dirty" look. Also, I'm going to fill out some of the more empty areas.
Feedback greatly appreciated!
Defpotec
03-02-2006, 01:17 PM
I'm not sure what "Allies advace to 2nd once first flag is caped" means, but if it means we still have to cap in order and get killed once we move beyond a certain point w/o caping something, I still can't agree with that.
El Capitan
03-02-2006, 01:28 PM
Originally posted by Defpotec
I'm not sure what "Allies advace to 2nd once first flag is caped" means, but if it means we still have to cap in order and get killed once we move beyond a certain point w/o caping something, I still can't agree with that.
It say allies to first when 2nd is capped, but I see what you mean and thinking about it I'm just going to move the first storage area closer to allied spawn to make the game more balanced rather than have the spawns advance.
This means Players have more flexibility as to what order they can cap the flags in!
Defpotec
03-02-2006, 10:03 PM
oh BTW, I'm also hearing that people think it looks like a CS map, needs a little bit more "WWII" added. I think some big red nazi/ iron cross banners in the U-Boat pen would look cool, maybe replacing a few boxes or tire stacks with kubelwagons would help as well. I think propaganda posters in the different sleeping courters would be neat, and how did the allies get to the tunnel? Maybe add a couple halftracks or jeeps outside.
TheMiede
03-02-2006, 10:51 PM
bigger screens then i will dl if i like then i will add to server.
Bocasean
03-02-2006, 11:13 PM
Two Things: I wholeheartedly agree that some WW2 feel needs to be added, and it can be successfully achieved with simple posters, small vehicles, banners, etc.
Second, if you make it a CTF map it will RUIN it. Players may not be used to the style, but the map idea is strong. Let the players come to the map. Then if you still want the CTF version, have 2 versions running. This is the ONLY timed-objective map in Source that has strong performance AND good gameplay. The others have okay gameplay, but they lack polish. This one is a keeper.
And I have found that it's not too difficult for the Allies to cap out. This may change as more players learn the Axis tactics, but for now it's okay.
</HMT\>Knoxville
03-02-2006, 11:34 PM
Yeah I agree, This map rocks and its fair to both side and the only really good timed map. I wouldn't have it so axis recap flags tho. Its hard enough to just move up against a good defense of the axis guns!! On the walkway your going to cut a opening so we can just walk off the walkway as allies will ROCK!! Great job on the maps and I love the way its looking!!
El Capitan
03-03-2006, 05:55 AM
Visually, I'm changing the map a lot. It will look more world war 2 based then.
Defpotec, it says how the allies got there in the map description! As for putting kubelwagons, etc there....its a supply tunnel. That U-Boat is a supply u-boat, the Milkuh which was used to supply other U-Boats, so thats how the whole tunnel is geared up. Unfortunately, it just has to be things such as crates and supplies which is why I'm having a hard job filling things up!
The next version will be a great improvement though. You'll see. I'm considering keeping it an objective map and just adding in another flag which is easier to capture so there more diversity and it makes more use of the smaller routes.
I'm going to make the smaller routes slightly larger too so you can fit a couple of people down there!
In the way of detail, I CAN'T add vehicles. It doesn't fit the story or setting! Thats why it was lacking detail originally.
I hope to add a few more bits here and there, including more pipes and wires, etc to fill out the tunnels a bit though! I'm hoping to be done by the end of next week.
Bocasean
03-03-2006, 12:02 PM
I agree with you in regards to utilizing the smaller routes. Either connect them more fully to the main rooms, or add another objective or two.
The way it works now, the side and overhead passages are rarely used by those who understand the map. It's basically a short skirmish to lay claim to the first flag area, and then the bulk of the time is spent battling in the same room.
Maybe spreading around the action would increase the variety.
-=SS=- Kurt
03-03-2006, 06:20 PM
Hi El Captain,
Very nice map, running on both 32 players -=SS=- servers and it's on regular map rotation, no complaints and everyone is enjoying the map.
Good job!!!
Cheers, Kurt
Bombfactory
03-03-2006, 11:35 PM
What you (and every other dods mapper) needs are supply truck models.
Someone get to making some.
El Capitan
03-04-2006, 06:40 AM
Originally posted by Bombfactory
What you (and every other dods mapper) needs are supply truck models.
Someone get to making some.
I don't though, thats just it! Its a remote "hidden" supply tunnel with the only transport bringing products to the tunnel being a U-Boat. All I can put in there is crates, weapons, stacks, etc! A Tank or supply truck wouldn't fit in a U-Boat. I want it at least a little realistic to the story!
smashingpunk007
03-04-2006, 12:31 PM
Loved the map it is awesome, just needs ambience and it would fit right in. 1st time i played it i got 45-11 with a kar98:D.Don't change it to a flag cap map, it is a good objective map. When i played it allies won like 4 times so its not hard for allies to win.
Heres an idea for respawn time, i don't know if it is possible but it would kick ass. Instead of waiting for the normal respawn time have the player respawn instantly as a paratrooper falling from the sky and from that moment to having him land is the respawn time.:D Is something like that even possible?
Another thing i would like to know is if spawn points are movable. So axis can spawn closer to the first flag when they are defending the first flag, and allies can spawn at the first flag after they capture it.
One more thing that i think would be cool is if you can go inside submarine, don't know if it should change to that being the cap point or not just thought it would be cool to go inside of it.
Defpotec
03-04-2006, 01:37 PM
So the U-Boat brings in supplies and then... everything just sits in the tunnel? Since there's no mode of transportation or anything... they're just filling up a tunnel with stuff? Lemme know if i'm wrong but that seems odd.
And the cap point being inside the U-Boat would be impossible IMO. could put an easter egg inside it though...
El Capitan
03-04-2006, 09:31 PM
You can go inside the U-Boat already, I don't think making it a cap point would be feasible though.
The "Milkuhs" commonly known as "milk cows" were the supply U-Boats in WW2 and the mosty commonly sought out of the u-boats mainly because they kept the others going by keeping them topped up with supplies.
Most of the milkuhs were sunk in WW2. They had little defence apart from the anti-aircraft gun mounted on top.
I think it makes perfect sense for the Axis to keep the locations of these Milkuhs as secret as possible and ideally the supplies on location too!
I did a lot of research into the background of U-Boats, WW2 supply/factory tunnels and the like to come up with this storyline!
Axis already do spawn closer to the first objective on round start, smashing punk!! Theres a couple of bugs where players are spawning into the same location which I need to look into, however. I'm not sure why its doing it at all, as the targets are different :(
As for the paratrooper idea, its funny you should say that. I worked on a map before where players spawned in a plane and jumped out landing by parachute which was pretty cool. I don't want to implement it in this map though, maybe in a future project! Cool idea!
I'm going to keep the map objective as well and add in a 3rd objective down one of the smaller routes to make more use of the smaller tunnels. I'll post the new layout soon when I'm happy with it. Its different but well worth the change, I think you'll agree!
I'm thinking about removing the ability to go inside the U-Boat. Its pointless! The reason being is that to make the U-Boat "hollow" I have to split the water brushes and clip off underneath the U-Boat due to the nature of how the engine handles water. If you look carefully, you'll see lines across the surface of the water. I think making the U-Boat non-accessible is well worth a sacrifice to make the water more "pretty"!
Watch this space!
Ol' Noodle Head
03-04-2006, 11:14 PM
Looking very much forward to it, Capitan.
I have added it to our server !!
[MG] MurderGrounds BrotherHood More than just a Clan !
63.210.145.188:27015
And everyone has liked it so far so forget the haters it has a few issues but great job Capitan.;)
MrGrubby
03-05-2006, 03:20 PM
I like the looks of the map and a lot of the proposed modifications will make it even better.
I think that the allies need to be able to cap the U-Boat a little easier, maybe have a tunnel that comes out behind the U-Boat? I've played it on a server with weapon limits set to 1 mg and 1 sniper. Most servers allow more than that. An mg42 set up on top of the U-Boat is almost impossible to take out. 1 MGer who knows what hes doing can hold it off for a long time by himslef. More MGs or more people camping the area make it even more difficult. Maybe an advanced allies spawn after they capture the supply area?
Great work so far, I can't wait for future versions!
Caldbeck
03-06-2006, 11:00 AM
El Cap old boy, any chance of the screenies being a little bigger? hard to see with these old eyes :D
Wile E Coyote
03-07-2006, 07:53 AM
Originally posted by El Capitan
It is difficult for the allies to get the U-Boat, yeah. They do have 4 routes into the U-Boat pen though..... NEGATIVE (I learned that from Rosie)
There are only three - and it happens to be for a reason that is
1) Critical to the map and
2) Amazing to me how nobody has mentioned it yet, just heaping praise.
If you are looking from the bridge of the submarine, the left entrance to the sub pen KILLS ALL ALLIES as they try and enter the sub pen. No this is not a previous map. It is the current download. This effectively leaves an MG with only 3 entrances to cover, and 2 of them are almost on top of each other.
Now understand this, I KNOW this is not the final version. So I will not comment about brick walls that should be concrete, or huge craters in the floor like it was shelled, except that makes no sense cause it's underground, or for that matter why the floors are dirt at all. The minimap. Ha Ha. I know that is all temporary (I hope). But as of right now, I absolutely LOATH when this map comes up on a server, mainly because of the "insta-death" of any allies trying to take the steam tunnel entrance to the sub pen. It makes a hard cap unnecessarily, extrodinarily harder, and it's obviously a mapmaking error which drives me that more crazy.
Anyway I'm sure it will be fixed in the next version, but c'mon people, try HELPING the mapmaker out. Handing out a double scoop of praise with sprinkles on top while somehow overlooking a glaring, obvious map error.... arrggghh!
I'll be quiet now.
El Capitan
03-07-2006, 08:02 AM
I understand about the texturing and the minimap which have been sorted now. There were no crates in the tunnel, it was just the poor lighting and a problem with the nodraw brushes across the displacements which I have fixed now!
Check out the new preview thread here:
http://www.dayofdefeat.com/forums/showthread.php?s=&threadid=63102
ALL entrances kill allies if the first objective hasn't been captured! Not just the entrance on the left! In the most recent version, none of the entrances kill allies anymore.
I've found that even with 4 entrances (3 if thats a bug your on about) that this map is still biased towards Allies.
A lot of the time I enter a server to see 8 rounds or so won by allies and only 1 or 2 by Axis. Its a tough map to conquer but with a bit of teamplay and experience its great fun.
Beta 2 is a different breed altogether though, the gameplay will be totally different but I can guarantee it is for the better. I'll be running some playtests this week and have a release by the weekend.
I'm ashamed to even call the first beta my map. Although a lot of people enjoy it and it goes down well on servers, I'm really not happy with it at all!
Wile E Coyote
03-07-2006, 08:04 AM
you should see if somone out there wants to make a simple, low-poly torpedo model for your map. I know the rule is to keep custom models limited, but it would really help with the "addition" of realistic, practical objects (they DID re-arm at the sub pens) to your map.
El Capitan
03-07-2006, 08:12 AM
Yeah that would be cool. I wish I could model! I could put all sorts of things like that into the map then.
The problem is that modellers who would be willing to make one for me are hard to come by these days! I'm hoping Jed will update his U-Boat model for Source, especially is it looks pretty much identical to the Milkuh supply U-Boat I have in my map already.
Seeing as most maps are based on towns or villages, I'd expect most custom modellers out there to be creating props for this type of scenery as it would be used more.
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Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.