[REL] DoD_Bouddha_b1
StreamlineData
03-15-2006, 12:33 AM
dod_bouddha_b1
Alrighty, it's been awhile, but I'm finally releasing my map, dod_bouddha.
Screenshots:
screenshot 1 (http://kk.firstpersongamer.com/bouddha/dod_bouddha_b10001.jpg)
screenshot 2 (http://kk.firstpersongamer.com/bouddha/dod_bouddha_b10002.jpg)
screenshot 3 (http://kk.firstpersongamer.com/bouddha/dod_bouddha_b10003.jpg)
screenshot 4 (http://kk.firstpersongamer.com/bouddha/dod_bouddha_b10004.jpg)
screenshot 5 (http://kk.firstpersongamer.com/bouddha/dod_bouddha_b10005.jpg)
screenshot 6 (http://kk.firstpersongamer.com/bouddha/dod_bouddha_b10006.jpg)
screenshot 7 (http://kk.firstpersongamer.com/bouddha/dod_bouddha_b10007.jpg)
screenshot 8 (http://kk.firstpersongamer.com/bouddha/dod_bouddha_b10008.jpg)
screenshot 9 (http://kk.firstpersongamer.com/bouddha/dod_bouddha_b10009.jpg)
Download:
download location 1 (http://dod.kinetikproze.com/maps/download.php?file=dod.kinetikproze.com/maps/source/dod_bouddha_b1.zip)
download location 2 (http://kk.firstpersongamer.com/bouddha/dod_bouddha_b1.zip) (thanks Moe)
download location 3 (ttp://maps.nomad9.us/dod_bouddha_b1.zip) (thanks Shane)
download location 4 (http://www.landofozz.net/pafiledb/pafiledb.php?action=download&id=299) (thanks ozz!)
I'd appreciate any mirrors, please post below.
Release Notes
- Thanks to KominAaa, creator of cr44 for releasing the RMF/VMF of this map.
- This map is in honour of -=KA=-/-=SS=- Bouddha.
Hope you all enjoy!
-BIG-T-
03-15-2006, 01:11 AM
o0o0oH :eek:
Looks very nice, ill be sure to give this a try ;)
I like bridge maps!:D
Defpotec
03-15-2006, 01:22 AM
After one of my customary run-throughs by myself, here are my comments:
-Beautiful map, nice layout.
-You have 3 yellow green and red -=SS=- signs throughout the map, I don't want to seem cruel but these feel out of place and are kinda ugly compared to the rest of the map. Isn't the plaque on the horse statue enough?
-I get a 20 fps drop while looking from the Allied 1st to the Allied 2nd.
-You have a ragdoll dead American soldier in a closed off bar by the Allied 2nd. If you're going to keep this then replace the ragdoll with the dead american model found in dod_angriff_b1. Personally though I'd just close it off and take everything out for the performance boost.
-All the fire on the wrecked tank and jeep on the second bridge isn't that great for performance. Additionally if you put the fire there to discourage players from jumping over, it won't matter because they'll still do it. I'd say do 1 of 2 things: A. remove all the fire and just clip it so players can't jump over or B. remove the fire and obstacle to let players cross.
Anyway keep up the good work.
StreamlineData
03-15-2006, 01:42 AM
First, thanks very much for the criticism!
-You have 3 yellow green and red -=SS=- signs throughout the map, I don't want to seem cruel but these feel out of place and are kinda ugly compared to the rest of the map. Isn't the plaque on the horse statue enough?
I needed to add credit in a few places. Although I would've done it anyway, it was at the sponsors' request that I put credit signs clearly in the Allied and Axis spawns, and 1 sign in the middle. I did this especially since the map is sponsored.
-I get a 20 fps drop while looking from the Allied 1st to the Allied 2nd.
Yeah... I'm still trying to figure this one out.
-You have a ragdoll dead American soldier in a closed off bar by the Allied 2nd. If you're going to keep this then replace the ragdoll with the dead american model found in dod_angriff_b1. Personally though I'd just close it off and take everything out for the performance boost.
There's supposed to be an easter egg in there. This would make more sense if custom sounds worked.
- All the fire on the wrecked tank and jeep on the second bridge isn't that great for performance. Additionally if you put the fire there to discourage players from jumping over, it won't matter because they'll still do it. I'd say do 1 of 2 things: A. remove all the fire and just clip it so players can't jump over or B. remove the fire and obstacle to let players cross.
The point of the bridge being there at all is to offer an alternative route to the main bridge chokepoint. However, like the bridgehouse, it is supposed to be difficult to get across (the wall in the bridgehouse is destroyable via rocket).
It's like, "You can go this way if you want instead of the main bridge, but you'll lose a bit of health". I dont know if you noticed that, but you DO lose health if you go over the fire.
Warlord-Sco-
03-15-2006, 05:15 AM
Nice map, it's good to see an old classic return:)
Ginger Lord
03-15-2006, 05:51 AM
Looks like CR44 to me.
StreamlineData
03-15-2006, 05:55 AM
Originally posted by Ginger Lord
Looks like CR44 to me. Er. That's because it's supposed to be.
I got ahold of the RMF awhile ago (back in August), and wanted to do my own version... but since Source came out before I got around to doing that, I just made my own version (from the RMF, hence the credit to KominAaa) for Source.
Ol' Noodle Head
03-15-2006, 07:31 AM
Can't wait to check it out, Streamline. CR44 was one of my favorite old maps. Hopefully this is the first of many versions of it!
I always loved that about the original, made for a very dynamic experience; night version, version where you had to blow up the wall on the 2nd bridge, etc...Fun.
PanFrie
03-15-2006, 07:44 AM
amazing job there streamline, runnin on the iGO server
CoolHand
03-15-2006, 08:32 AM
Map looks nice but definitly need optimisation. I get the same fps drop under 20 with a ATI X800XL card :(
Cedit looks ugly and definitly out of place, sponser or not.
Your layout outside map does not fit with the map, it look ugly with mountain that simply do not look like moutain. it's just not fitting with the quality of your map. I would redo this with smooter mountain. Maybe remove the water out there. that could help FPS.
I hope you can address the FPS issues, for the moment I will give it a test run with a full server, but I don't anticipate ppl will find the map playable. Still the test will tell me more. The fps were tested with me alone on the map and by experience it will not be acceptable to be put in rotation.
To bad about credit in map. I really think it as no place on the map, contest or not.
Anyway good work, just need to address some issue to make it better.
**EDIT** is you flags scoring point? While testing alone I cap the axis second flag and no score appeared for capping it.
Also do you think making the last flag a 2 men cap, a good idea. If it play like the original CR44, not sure we will see many cap out. Anyway, playing it will show it.
Panteror
03-15-2006, 10:35 AM
Nice map, good remake
only one thing : only 2 players for bridge capture will be better
</HMT\>Knoxville
03-15-2006, 10:40 AM
I second that 2 man cap for the bridge!!!
Also is the any chance of the last flags being 1 man caps?? or even one man caps for the team coming out of there spawn??
Bocasean
03-15-2006, 03:06 PM
I'll run this at a specific time for anyone wanting to check it out. It'll run for 50 minutes:
8.9.3.197:27015 -|UPA|- Competitive Teamplay 100 Tickrate!!!!
Tonight @ 7pm Eastern
Deceiver
03-15-2006, 05:23 PM
Is this the map that has a money incentive for you?
Bocasean
03-15-2006, 05:41 PM
Just three requests:
1) Change the center cap to a 2-man and the first caps to 1-man.
2) Add roof access like in the original CR44 and/or dod_kettle
3) When you have more time to detail, go less heavy on the sandbag usage.
Aside from that, the map's a hit.
Defpotec
03-15-2006, 07:16 PM
Originally posted by Bocasean
Just three requests:
1) Change the center cap to a 2-man and the first caps to 1-man.
2) Add roof access like in the original CR44 and/or dod_kettle
3) When you have more time to detail, go less heavy on the sandbag usage.
Aside from that, the map's a hit.
1) AGREE
2) Meh.. roofs..
3)AGREE
El Capitan
03-15-2006, 07:25 PM
Cool map, based on the cr44 layout no map can fail!
I hear kominAaa (the original mapper of cr44) is remaking it for source :)
Can't wait!
Bocasean
03-15-2006, 07:28 PM
Roofs are great. The most popular version of this map in 1.3 on our server and many others was dod_kettle, and it utilized the roofs.
The original CR44 did, also, though to a lesser extent. It adds a whole new dimension to the battle, giving it longer replay value and increased tactical variety.
BTW, I love the room that can be blown up, though we haven't quite figured out if it just takes alot of damage total, or alot of damage simultaneously to make it explode. It's great at any rate.
</HMT\>Knoxville
03-15-2006, 09:42 PM
Which version did kominAaa do?
http://www.1dod.com/downloads/pafiledb.php
dod_cr44
dod_cr44a
dod_cr44_b4
dod_cr44_krug
dod_cr44_b3
dod_cr44_neutrino
dod_cr44_j69l
dod_cr44v2
--------------------------------------------
my favorite was dod_cr44_b4 with the pretty flags LOL, and also the axis victory song rocked!!!
KominAaa
03-16-2006, 02:48 AM
I did cr44_b3 then I released the .rmf
btw Im currently working on the final version of it that'll be called dod_crossroads1944,it keeps the same layout with a few tweaks,its also more large battles oriented,will have 80% of custom content (textures,props,sounds) but I wont hijack this thread :)
Nice job StreamlineData,havent got the chance to test it yet though...
Hell Phoenix
03-16-2006, 08:08 AM
<3 KominAaa =D Cant wait!
theozzmancometh
03-16-2006, 11:09 AM
Nice Job, SD.
Here's a download mirror: http://www.landofozz.net/pafiledb/pafiledb.php?action=download&id=299
FYI future releases will share same url [for when you post]. Maybe give me a heads up so I can update the file.
--Ozz
otF yetihw
03-17-2006, 05:13 AM
I like the layout, Im not as old school as most of you so I dont know the original map. Looks good too, but when I played it on the SS server with full teams I found it unplayable. I am on a 2800xp w/ a radeon 9600xt + 1gb ram and I was averaging 15-20 FPS. I think neutrino was too. Anyone else having same problems? Or is it just my archaic computer ...
Other than that its nice, if you can sort out the FPS then youre laughing.
RosietheRiveter
03-17-2006, 10:30 AM
Credits can be detailed and lengthy in the readme.txt files.
Believe it or not, I read them. :)
Plaques are subtle and classy.
Even the epitaphs on the gravestones on anvil_rc3 were fun to read without detracting from the ambience of the map.
Big signs remind me of the CAL signs in dod_cal_sherman or servers that had bright "floating" server ads on avalanche.
Just not attractive imho
Bocasean
03-17-2006, 03:05 PM
Map did seem laggy when we played it last night. Also, the room that blows up......what is the deal with it?
I've shot it with 3 rockets and blown it up. Then I've shot it with 12 rockets and it still won't blow up. It seems random.
All I can guess is that you have to hit it in a perfect spot, because when you do, your rocket disappears for a second and the room blows up.
Any thoughts?
Ol' Noodle Head
03-17-2006, 03:52 PM
Credits can be detailed and lengthy in the readme.txt files. Believe it or not, I read them.
I just released my first map, so excuse the noobitude - but there seems to be a character limit?!?!? If not, what the HECK am I doing wrong. :confused:
otF yetihw
03-17-2006, 04:31 PM
Yes there is I had the same problem.
Bocasean
03-18-2006, 12:17 PM
So close to being just right, but it's not what it should be as of yet. I've been waiting for a good verision of CR44 since the horribly-optimized dod_cr44_remake from a couple months ago, and this one could've been it. But there are too many issues in this version.
Mainly, it's too laggy, the blowable wall is messed up, and the flags need to be fixed. The flags would be easy enough to deal with, but the other issues really annoy people on the server.
I'm fully aware that you had to rush it to get it into the contest, so please don't take this as me bad-mouthing a fine map. I totally understand. It'll be great once you get it finished.
StreamlineData
03-18-2006, 05:28 PM
Thanks for the great constructive criticism and comments everybody. Although.. haha.. I admit some of the comments are a bit repetitive, I suppose the frequency of such increases how important/critical they actually are.
FPS Issues:
I'm very aware of it. It was an issue before I released the map. Though I mostly thought it was just me. Out of the... ~30 people who has tested the map, afaik, only me and one or two other people has had major FPS issues. The specs on my computer are:
AthlonXP 2400+ (2.0GHz), 1GB DDR, GeForce FX5900 256MB - so I was getting ~6-15 FPS when I was looking towards the center of the map with a full 32-player server. However, getting this is pretty average for me on most maps - including the standard ones.
When I was testing the maps, most testers reported that they were getting good FPS, some were getting ~120FPS with average computer configs (afaik).
I have tried to optimize it as far as I currently understand optimization (via Zombie's Optimization Page), but obviously there's a great deal that I still have to learn about. .
In the next version, I will try my best to optimize. As it is, it's only a Beta-1 version. It still has a ways to go.
The Skybox:
Saying it looks like cr*p is an understatement... lol. TBH, I agree that it was a bit rushed - because it was. Also, it was only the second skybox I've ever done. The skybox before it was my first skybox ever, and believe me when I say that it looked MUCH worse than it does right now. Of course, now that I have taken the first steps to understanding how to make one (and a bit about how it works), I can assure all of you that it will be better in the next version: smoother, nicer; hopefully a cleaner transition between the World and the Skybox.
BTW, the idea of the river was supposed to be a "continuation" (of sorts) of the river in the town.
The credit textures:
Now that I look back - I agree, they could have been done alot better. However, it's not part of the contest that they were put in. I put them in for 2 reasons:
- I wanted to.
- I was asked to as part of a certain agreement.
That said, they are a bit intrusive (is that the right word to use in this context?). If they had to be put where they are, they could have been placed or even integrated a little better.
(Although, I gotta say, I'm proud of them because they're my first working HL2/Source textures :p )
The Bridgehouse:
Yeah... the bridgehouse. It's pretty messed up, agree. It shouldn't take that long or rather, be that hard to blow up. However, it is rockets-only. Although I've done it before, I took a few pointers (http://www.dayofdefeat.com/forums/showthread.php?s=&threadid=62185) from PanFrie for this one.
For the ENTIRE destroyable wall section (which all of you should know by now is an extremely huge chunk):
- The "min damage to hurt" is set to 125.
- The "health" is set to 375.
So it should roughly take 3-4 rockets to destroy that wall section if you hit it anywhere. However, I've found that you can only really destroy it on the Allied side if you hit it right in the center of the wall crack. Hitting it anywhere else, or on the Axis side wouldn't do a damn thing.
Although it was discovered when the map was being tested, I just thought it was a problem with my game (because I do get the occasional glitch) it was found to be an actual problem AFTER I released the map.
I guess what I need to do is to remake that entire blowable wall section. I guess that isn't much of a problem though... hopefully.
The Flags:
I honestly have no idea what you guys are talking about in this respect. What bug? They work fine for me. The notification shows up ok for me (and everybody else who tested it during the Alpha stage). What's the problem with it?
Other than a mysterious bug, I was thinking that instead of the current flag caps being:
2m-0.1s / 1m-0.1s / 3m-3s / 1m-0.1s / 2m-0.1s
I'm thinking of changing it instead to:
1m-0.1s / 2m-1s / 3m-1s / 2m-1s / 1m-0.1s
What do you guys think?
The reason for the 3-man bridge cap is that I would like to see teamwork increased. Also, during Alpha testing, we found that leaving all the caps at 1-man (and even just the middle flag at 2-man) caused the map to play wayyy too fast.
The Roofs:
I was actually thinking of putting the roofs in. As most of you know, I love using the roofs to get place to place (especially from my other map, dod_passage - not paysage! lol). However, they will be in slightly different places compared to dod_kettle (awesome map, btw). The thing about this though, is that I'm afraid that roof access will cause the FPS to worsen even more. Currently, FPS issues are the only reason why I didn't allow roof access in this version.
Sandbag usage:
Although I admit I went a bit heavy on the sandbage usage, it is only just *slightly* (very slighly) more than the original cr44. Actually, what I did was right at the beginning of porting/converting/adapting the map, I just replaced all the sandbag brushes with the current sandbag models. I really didn't go all that heavy on the sandbags.
Supplementary notes:
@Bocasean: Yeah, cr44_remake was a very interesting take on the original. I found so many exploits with that map, it's not even funny (although it is funny when I take advantage of those exploits on servers that do allow them ;) ), and there were more FPS drops in that map where there shouldn't be than mine.
"[i]so please don't take this as me bad-mouthing a fine map"
Oh no, I don't take that at all. It's all very-welcomed criticism that I both appreciate and find useful. As I've said before, in the case of "feedback", I get more out of insults than I do out of compliments. :)
@ozz: hey! nice to see ya around again, ozz! :) thanks for the compliment.. and the mirror! I'll add that right now :)
You'll be one of the first to know when I release b2+
@KominAaa: Oh! I didn't realize that you were remaking one yourself (although I should've...). Sorry about that. Although, from the sounds of it, it's going to be MUCH better than mine! 80% custom content?!?! Geezus. I'm really looking forward to it!
@Deceiver: It is *one* of the maps, yes. That is what's meant by the "Sponsored by" on the credits sign in the map.
Thanks for all the comments so far! I am really taking it all into consideration (well, I should! lol) for my next version. Although I'm currently working on a number of other projects, I will get the next version out (hopefully optimized with a nicer skybox!) as soon as I can. :)
Bocasean
03-18-2006, 05:54 PM
The bridgehouse does NOT always blow up, even if you hit it with 10 rockets. I shot it with 14 once and it still stood. Another time, someone blew it up with a grenade.
I don't know what the problem is.
As for the flags, maybe it's just the difference between Gold and Source, because the map is very hard to cap out in Gold with single cap final flags. I think this will become more evident as more people in Source learn the map.
As for the bridge, I agree that 3-man flags DO help with teamwork, but teamwork in a Pub is hard to come by. It's excrutiatingly frustrating as a 3-man, and I think it would be better as a 2-man. However, we can tweak it with Stripper if need be, then everyone's happy.
Lag is something that will likely be improved over time, as dod_passage is one of the best-performing maps in Source. CR44 maps are just large and open, which seems to lag them up. Who knows.
I'm sure you'll fix it.
StreamlineData
03-18-2006, 07:37 PM
The bridgehouse does NOT always blow up, even if you hit it with 10 rockets. I shot it with 14 once and it still stood. Another time, someone blew it up with a grenade.
Oh no, I know that. I'm not saying that you're wrong at all. In fact, I know exactly what you're talking about. What I'm trying to say is that it *SHOULD* blow up with just 3-4 shots from a rocket. I'm trying to figure out why it doesn't.
As for the flags, maybe it's just the difference between Gold and Source, because the map is very hard to cap out in Gold with single cap final flags. I think this will become more evident as more people in Source learn the map.
So it isn't a bug? Either way, I was thinking of making the last flags single-cap flags anyway. So no need to really say anything about this one.
As for the bridge, I agree that 3-man flags DO help with teamwork, but teamwork in a Pub is hard to come by. It's excrutiatingly frustrating as a 3-man, and I think it would be better as a 2-man. However, we can tweak it with Stripper if need be, then everyone's happy.
I see what you mean. I didn't realize this. See, I don't usually play on regular pub servers. I usually play on clan servers... and with clan servers, you usually see at least a few people trying to work together. That's what I'm used to.
I'll definately take the suggestion of a 2-man bridge cap into consideration. I also, however, have to take into consideration how fast I'd like the map to be played, how this would affect the gameplay dynamic overall, as well as the player's patience ;)
FPS is something that will likely be improved over time, as dod_passage is one of the best-performing maps in Source. CR44 maps are just large and open, which seems to lag them up. Who knows.
"Best-performing"? Haha.. thanks! Funny thing about that, is that aside from the most basic "nodraw" application, that map isn't optimized at all.
However, does the fact that there's a skybox affect the performance of the map?
I'm sure you'll fix it.
Thanks for the encouragement! :)
El Capitan
03-18-2006, 09:56 PM
3D skybox puts a drain on resources, definately!
ultranew_b
03-19-2006, 07:16 AM
Maybe add a 2d skybox as in dod_sora? That would take up less resources than what you currently have as well.
I have a couple of extra 2d skybox textures (mountains) pre-made, if you would like to use one, let me know.
:)
CoolHand
03-20-2006, 11:25 PM
Originally posted by StreamlineData
The Flags:
I honestly have no idea what you guys are talking about in this respect. What bug? They work fine for me. The notification shows up ok for me (and everybody else who tested it during the Alpha stage). What's the problem with it?
It's not a bug, maybe something you did not know about. All flags sould give points for holding then, usually score every 30 seconds by default. This is how you can determine a winner somehow when you scrim for fun or in leagues.
You did not set any value for any flags. Some mapper will have flag 1 and 2 score no point and the rest score some. It really depend on how you set them.
Now you have a trigger set to dod_capture_area where you can determine how many it take to cap per team and how much time is take. But on the flag itself, and this is where you omited to set some value, it attach to a dod_control_point. In there you have :
time based point value for allies and time based point value for axis.
In your scenario, you could have bot flags one and two for allies that score no point but do score for axis if they hold them. You could do the same on axis 1 and 2 score 0 for axis and 1 for allies. Make sure the bridge score for both sides.
It's not a bug but definitly a must, so every group that like to scrim here and there can at least have a mean to define a winner.
BTW I decided to put the map on rotation and it was a blast to play on it. No one really complain about FPS probably because they enjoy the work you did and a popular layout based on CR44. Next version when all little things are fixed, should be a killer map.
Keep up the great work and I really appreciate all the work you have done on it.
StreamlineData
03-21-2006, 04:54 PM
Originally posted by ultranew_b
I have a couple of extra 2d skybox textures (mountains) pre-made, if you would like to use one, let me know.Yes! Thankyou! That would really help! :) Is there some place you have a preview that I could visit so I could see them?
@CoolHand:
I *think* I know what you're talking about. I'm familliar with the field.. but I didn't have any idea what it was for. I'll definately look into it and fix it!
Thanks for all the great help, everybody! :) I'll try to fix all the bugs... and of course attempt to optimize it better (I think I'll need help on the optmization part!).
THe hAXis
03-28-2006, 09:28 AM
Originally posted by Bocasean
BTW, I love the room that can be blown up, though we haven't quite figured out if it just takes alot of damage total, or alot of damage simultaneously to make it explode. It's great at any rate.
I think it is more of a shot location issue. I fired shot after shot from the Panzershrek right at the spot where the cracks intersect, but if you locate the rocket shot about a foot below where the cracks intersect it explodes the wall.
StreamlineData
03-29-2006, 07:04 AM
Originally posted by THe hAXis
I think it is more of a shot location issue. I fired shot after shot from the Panzershrek right at the spot where the cracks intersect, but if you locate the rocket shot about a foot below where the cracks intersect it explodes the wall. Actually, technically, it shouldn't matter. That entire destroyable wall section is one big brush-based entity. It should explode no matter where it's hit.
In any case, it was discovered that although the Bazooka does 125 damamge, the Panzershrek only does about 110. And since the min damage to hurt is set to 125... The panzershrek has a much less of chance to affect it.
Besides the above point, I'm redoing the blowable wall section in b2. It has a few more bugs other than how many times it takes to destroy it.
RosietheRiveter
03-30-2006, 06:17 AM
Streamline: your pm box is full but in answer to your question:
The SLDL starts up April 9.
Ive tentatively scheduled maps for the first 5 matches but heh, I can change the later ones, woman's perogative ;)
We'd also be glad to help you playtest.
Let me know if you are interested
Cheers
smashingpunk007
03-31-2006, 11:07 AM
OT: what happened to passage, that map is fun are you gonna update it anytime soon.
StreamlineData
03-31-2006, 11:28 AM
Originally posted by smashingpunk007
OT: what happened to passage, that map is fun are you gonna update it anytime soon. lol... yes, I do plan to update that one in the future. Since I've been playing it on my clan's server more recently (due to the map contest), I've gotten a couple ideas on how to improve it.
Although some other maps are taking priority on my list right now (namely, bouddha), do expect a b3 version out within the next few months. :)
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