[REL] dod_hectic_b1
PanFrie
03-10-2006, 12:12 PM
FINIALLY!!! ITS HERE!!!!
screenshots:
(some are older, but still)
http://panfrie.googlepages.com/source_hectic
*****DOWNLOAD***** (http://panfrie.zergs.com/dod_hectic/dod_hectic_b1.zip )
OzzMan Mirror (Thanks):
http://www.landofozz.net/pafiledb/p...download&id=294
comments? suggestions?
Defpotec
03-10-2006, 01:12 PM
Nice map. I don't know about it's gameplay or performance yet but I ran around by myself and here's what I found:
-You can jump in either teams spawn from the secondary spawn exits.
-Hedge tunnel is nice, really cool idea, but can get hung up when running through it.
-Dead cows FTW.
-You can see over some walls or buildings into where the 2nd and 4th flag caps should be, but it's just empty blue-ness. (skybox related?)
-The beach area behind the treehouse seems completely out of place.
-The Axis 2nd also seems kinda weird and out of place. What is it, just some concrete that's not quite a bunker?
Anyway map is still cool, good job and good luck!
Bocasean
03-10-2006, 01:14 PM
I'll run a playtest on our new 100 tickrate server tonight so that people can get a chance to check it out:
8.9.3.197:27015
Tonight at 6pm Eastern
PanFrie
03-10-2006, 01:32 PM
thanks guys
- Yea i know about that, i forgot to make it more protected :-/ will fix that for b2 though
- maybe its just because i made it, but i never get hung up on it :-P then again i run straight down the middle, il fix it up.
- that was an idea from some of my clan mates, i thought iot was pretty nice :-P
- think you could get some screenshots for this for me? there are skybox'es just about everywhere so that i could get the most FPS possible, right now its pretty good actually
- lol, the beach was a last minute idea, i needed something to put there, and a bech was the first thing to pop into my head :-P, any other suggestions?
- if you cap the flag in the back you can see its a unfinished house foundation, i may put some building props around the area to help show that.
also, im going to try and make a 3d skybox for the next version
and il be sure to be there boc, thanks
and uhhh... im trying to get it so that the mini-map gets downloaded along with the map, how do i do this? i've got ftp access to the server and everything, so i just need to know where to put the files for it, do i still use .res files?
[FON]BlackHole
03-10-2006, 01:43 PM
Originally posted by PanFrie
and uhhh... im trying to get it so that the mini-map gets downloaded along with the map, how do i do this? i've got ftp access to the server and everything, so i just need to know where to put the files for it, do i still use .res files?
Yes...or...as I understand it you can put all your resources into your bsp so it's all in a single file so you don't need RES for your map. People will love you for doing that...look into it. =)
Defpotec
03-10-2006, 01:45 PM
Instead of a beach how about a play ground? I know the models exist from HL2. It'd at least fit in with the treehouse idea (which is cool by the way). I have screenshots for you but imageshack is giving me a hard time so i'll sort that out and post them later.
PanFrie
03-10-2006, 01:47 PM
hmm, thats a good idea. il get workin on that. and i didnt think i could put the mini-map in the .bsp itself... il try it
tenbellys
03-10-2006, 04:09 PM
nice map :D I can see it being a good one to play one. Theres just a couple of suggestions I would like to make
1. The rocks by axis primary spawn exit, it looks a bit patterny is there anyway to kind of not do this?
2. The swimming pool, This is just an idea and ill probably get shot down for it, but what if the swimming pool had water in it and the flag was in the middle?
Theres also a couple of little bugs, Ive frapsed some videos to show you this, first one is the grave yard. Your probably already aware.
Sorry for the quality, Movie Maker sucks. Theres no sound because I captured some teamspeak chatter over it
http://www.tenbellys.com/screenshots/hectic1.wmv
The second one is the bushy link to the dead cow feild. I was walking through it and kept getting stuck on the bushes, im not sure if this is buy design. If it is ignore this bit :)
http://www.tenbellys.com/screenshots/hectic2.wmv
I know I can get through this by running down the middle but sometimes its not always possible.
Thanks for the map :) and it will probably be on the TNP (http://www.takenoprisoners.tk) server soon ish
IP address: server.takenoprisonersclan.com:27035 (INX, London)
PanFrie
03-10-2006, 05:37 PM
again, the "swimming pool" is a building foundation. im gonna put some props around to show this a bit better. i am aware of both the area by the graveyard and the bush tunnel, im gonna work on both of them and try to keep that map at the relatively high FPS its getting.
Bocasean
03-10-2006, 06:11 PM
I commented on my pictures on our website, Panfrie. They make sense in my head, but if I didn't do a good enough job of getting my ideas across then please let me know.
I like the park idea instead of the beach, and you know the rest of my thoughts.
theozzmancometh
03-10-2006, 07:53 PM
Can't wait to try this one out PF!! Hopefully you source it up real pretty-like after all the critical stuff is done!!
Download mirror: http://www.landofozz.net/pafiledb/pafiledb.php?action=download&id=294
--Ozz
Wow, ran around by myself, the bushes that you can go through are really neat :D
It's very nice Pan. :tnp:
PanFrie
03-10-2006, 08:05 PM
thanks for the mirror ozz... god... ive been working on this nearely all day... days off for me arn't good :-P
PanFrie
03-10-2006, 08:17 PM
ok, things i've fixed so far for beta 2 (its been a long day...):
- spawns now require a boost to get in
- the House Foundation (or "pool" as most of you like to call it) now has more of the proper feel to it, i put up a few boards to make it look like the bones of a house, as well as some metal beams.
- hedge tunnel is taller, you wont get stuck in it as easily now
- added 2 more walls to blow up with the bazooka, one in the church, and the other in the allied sniper house
- the beach area by the allied first is changed to a mini-park to fit with the tree-house more, but then again i liked the view.. i may change it back later.
Nice work PanFrie, the principal points were said, I will add simply who it is a pity which the church is not its flag, because without point to be captured she loses of her interest, moreover hedges tunnel is a good idea, with the proviso of having a good helmet and not to be in a hurry:)
[FON]BlackHole
03-11-2006, 07:46 AM
Pan,
We played the map last night and it wasn't bad for a first beta. Like most I have a few comments for ya.
- I was unable to see the Allies second flag on the overview. I only saw 4 capture points. I'm going to verify this again later and make sure I wasn't missing any files.
- Good that you are making the hedges higher for that tunnel. I was getting stuck often.
- In the flag zone where there are some dead cows maybe put some more trees in that field area. The upstairs area of the house near there with the two sniper windows just seemed odd to me as well...
- If you intend to keep people out of spawns why not also put in some kill lines (I don't know mapping so I don't know the term for it) to make sure.
- Coming out of the large allied spawn exit (left) perhaps have some more cover immediately available for allies to run behind to help with lame spawn MGing and drop the height of that ledge a little so they don't have so far to fall? Not sure if that makes any sense.
- The lighting in the rocky caves seemed really strange on the walls...
Interesting map. I look forward to seeing the next version. Come to think of it I never played the map as Axis yet either! I might be back. =) Keep up the good work!!
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.