rel: Harbor and Paysage


Neutrino
03-17-2006, 12:14 PM
Hello all.

This is my first public release for DOD Source, and it happens to be two maps at once.

Paysage was my first map I started for source. You may recall an old wip thread. Well, its come a long way since then, mostly visually. The version up for download is beta 7, which really has no meaning. Usually when I map, I save a lot of different files, just incase one gets butchered. Still, its in beta form, which means you can go bug hunting. Ive spotted a few areas that need to be clipped off. I could of sworn I already did that, but I guess with all my versions in my folder, I must of loaded one up without the clippings. LOL.

Harbor was granted to me by Travis. I asked him if I could port it over to Source, but I did more than that. I opened it up a lot more, which makes it a little more appropriate for the source style of gaming. You may also notice some changed and totally new routes. Check it out to see for yourself. I tried to keep a blance of gameplay, visuals, and good fps, which seems to be accomplished. But like paysage, this is in beta form, so please give feedback. Thanks!


Harbor 1 (http://img380.imageshack.us/my.php?image=h18fu.jpg)

Harbor 2 (http://img385.imageshack.us/my.php?image=h22dw.jpg)

Harbor 3 (http://img385.imageshack.us/my.php?image=h36fn.jpg)

Harbor 4 (http://img455.imageshack.us/my.php?image=h40xf.jpg)


Paysage 1 (http://img489.imageshack.us/my.php?image=p17vx.jpg)

Paysage 2 (http://img455.imageshack.us/my.php?image=p25vk.jpg)

Paysage 3 (http://img530.imageshack.us/my.php?image=p39lc.jpg)

Paysage 4 (http://img209.imageshack.us/my.php?image=p47xe.jpg)


Two in one download:
http://www.webwarphole.com/CDG/harborANDpaysage.zip

Harbor download:
http://www.landofozz.net/pafiledb/pafiledb.php?action=download&id=300

Paysage download:
http://www.landofozz.net/pafiledb/pafiledb.php?action=download&id=301


This is a free host. If you can, please support with a download of your own. Thanks!
Download Harbor and Paysage (http://www.filefactory.com/get/v3/h.php?f=705f26a45df21b6720315467&b=5&c=cacef741a12f50c2)

Defpotec
03-17-2006, 12:45 PM
harbor: runs well and plays well. Try to clearly mark the spawns with stop signs or something, and maybe add a little more visual detail overall. Very nice map that I enjoy playing.

paysage: on a 32 person server I was getting 30-50 fps, thats a little below average for me. Possibly try to increase fps a bit. Overall nice layout and beautiful map.

mn9500
03-17-2006, 01:31 PM
ill upload to a better server, if thats alright with you, they both look very good, i loved harbor for CoD.

Bocasean
03-17-2006, 01:45 PM
I played the early beta tests of Paysage on CoJ, and beta7 is a VAST improvement of the FPS issues. Nice work.

Also, in case anyone is interested, we'll be playtesting dod_paysage at 10pm Eastern tonight, here:

8.9.3.197:27015 -|UPA|- Competitive Teamplay 100 Tickrate

Kid-A
03-17-2006, 01:47 PM
Not played them yet but paysage looks very nice.

mn9500
03-17-2006, 01:48 PM
here you go, this is on the CDG FTP.

http://www.webwarphole.com/CDG/harborANDpaysage.zip

Neutrino
03-17-2006, 01:52 PM
Originally posted by Defpotec
harbor: runs well and plays well. Try to clearly mark the spawns with stop signs or something, and maybe add a little more visual detail overall. Very nice map that I enjoy playing.

when you get close to spawn, a message pops up on your screen warning you to back off. is it working? sometimes players dismiss it, including myself. but eventually they get the idea anyways.

i could spare some more detail, but fps is key.

thanks for the comments.

Defpotec
03-17-2006, 02:57 PM
The messages work, it's just most people read them while they keep moving, and by that time it's too late. It's just a personal preference of mine to have some visual that's part of the map to indicate an enemy spawn zone.

inKit
03-17-2006, 03:27 PM
hmm why did you block the church and put a hurt trigger in it?
kinda irritating if you ask me :)

Warlord-Sco-
03-17-2006, 03:33 PM
I have played both of these fine maps on the SS servers the past two nights. Both excellent maps. Harbor is especially awsome! I just love the whole misty atmosphere, with the waves lapping at the shore, sweet! Paysage is a source version of dod_neutrino right? Once i thought of it that way, i suddenly new where to go. or am i crazy:mod:

Anyhoo, GJ, love em both!

theozzmancometh
03-17-2006, 04:37 PM
Wow, awesome 2 for 1 special today from Neutrino!!! Thanks man. I played harbor on SS last night it was a blast!


Download mirrors for ya m8:


Harbor_b5: http://www.landofozz.net/pafiledb/pafiledb.php?action=download&id=300



Paysage_b7: http://www.landofozz.net/pafiledb/pafiledb.php?action=download&id=301




--Ozz




Thanks again Neutrino, some nice looking work as usual :)

RA7
03-17-2006, 06:20 PM
Very very nice, adding mirror at LanmaniaX and pimpage too :D

ultranew_b
03-17-2006, 09:03 PM
Sweeeeet !!!

:D

Pvt. Stephenson
03-17-2006, 09:31 PM
I love Harbor, I was raking up kills with the k98 on that map.

CoolHand
03-18-2006, 04:41 AM
Both map look really great, I remember play testing paysage_b2, it's change a lot since.

Harbor look great but like other mentioned the spawn are are horrible on Harbor. No real limit is something I hate. Maybe you like it and it's your map. But the way it is right now, ppl can shoot at you before your feet touch the ground. That IMO should never be the case and will cause problem really fast when this map hit the public server. If no admin are present it can become no fun to play really fast.

I would really consider making it imposble to see ppl in the spawn . Also making it more obvious where the limit lie, would really be appreciated. I never even saw the message you talk about. I beleive they will be useless.

As for ppl will learn fast enough I don't buy this, ppl will be anoyed fast enough about the lack of barrier and the fact you can shout ppl directly inside the spawns.

Now in Paysage you do have the barriers, and I feel the spawn are way better but still found aspect that could make it better.

You have many way out and that work as long as ppl can not shout you as you spawn. The axis spawn is almost perfect but I would consider removing the bench outside the side on the church since you can jump on it and see very well inside the church. The front exit is better proctected with higher sand bags.

Now I did found that the allied spawn is less protected. First the middle part between building you can see head inside as allies respawn in that middle area. Even worse you can jump on the sand bags and stay there whitout being hurt and wait for player to respawn. see picture:

http://www.coolhandluc.com/temp/dod_paysage_b70002.jpg

also the next picture I went to the limit and see even more of inside the allied spawn area.

http://www.coolhandluc.com/temp/dod_paysage_b70003.jpg

At one other exit I was able to jump on the stair side on the wall and point my gun inside the house.

http://www.coolhandluc.com/temp/dod_paysage_b70005.jpg

Put something on that wall side were I stand would prevent it, same for all other exit the don't block the vue inside and permit for one to jump on the sand bag and easly kill ppl as they respawn. Putting higher sand bags would fix this.(Like the one you used in the front of the church)

I really beleive no map should allow the enemi to shoot me while I respawn. As it is both maps permit that and harbor being the worse. Paysage would only need small work to really make it better protected.

I hope those issue will be address before the final release. Both maps are great but would be just better if you address the spawn issue.

Both file are hosted on 907th:

dod_harbor_b5 (http://www.907th.com/file.php?id=554)

dod_paysage_b7 (http://www.907th.com/file.php?id=553)

Neutrino
03-18-2006, 09:51 AM
^ the hardest thing about spawn protection on harbor is making it look realistic.

i guess one approach could be having a line of sandbangs, with boards as a ramp over the sandbags. does that sound good?

give me your ideas for that one.

for paysage, ill make those minor adjustments. but right now i need to take a break from mapping. just a small one ;)

El Capitan
03-18-2006, 11:05 AM
Originally posted by Neutrino
when you get close to spawn, a message pops up on your screen warning you to back off. is it working? sometimes players dismiss it, including myself. but eventually they get the idea anyways.

i could spare some more detail, but fps is key.

thanks for the comments.

Hud text doesn't work in dod source :(

theozzmancometh
03-18-2006, 11:17 AM
Dod_sora_b3 has hud text so why won't it work?

Neutrino
03-18-2006, 01:18 PM
Originally posted by El Capitan
Hud text doesn't work in dod source :(

yah its working. it just goes unnoticed
decompile and take a peek
i used the same method as sora

El Capitan
03-18-2006, 01:30 PM
It is possible with a hud hint, yeah. It doesn't always work though and its crap!

I can't wait till the team update the SDK, its so full of bugs and featureless at the moment!

ultranew_b
03-18-2006, 02:55 PM
Originally posted by Neutrino
yah its working. it just goes unnoticed
decompile and take a peek
i used the same method as sora

I thought it looked familiar !!

:p

SilentSteps
03-18-2006, 03:09 PM
I remember the work in progress thread on Paysage... I think I made a remark on the beautiful lighting on the map. And it's true, I really like the lighting.

CoolHand
03-18-2006, 03:54 PM
A ramp can work and most map seem to use this. Does not need to be done with sand bag. Could be a pile of debris like in Dijon allied exit on the church side. Anything that make a wall kind of on the palying map side. Then keep your trigger hurt just to prevent those who would try to boost inside.

I got to tell you that harbor is getting a few exited in 907th. It was a favorite map for many person.

Thank you for looking into fixing the spawn. This will just make the maps greater ones.

Wile E Coyote
03-19-2006, 02:58 PM
All looks good. I am curious, because I don't make maps, but I think you may have completely left out enviroment cubemaps. I say this because all models that use a reflective cubemap alpha channel are basically just fullbright white where they are supposed to be reflective. In the pic see the table, custom garand skin and default MG42 skin.

http://usera.imagecave.com/WileECoyote/harbor-paysage.jpg

Also, and maybe this is just me, I was kinda hoping dod_harbor at least LOOKED a little more like night-time (with a really bright moon of course ;) ) like it's dod 1.3 cousin. I much preffered the night-time ambience of it's predecessor

[FON]BlackHole
03-19-2006, 03:48 PM
Love em both...I'll leave the comments and feedback about fixes to the experts. It plays and looks good at the moment and that's all I needed!

THANKS!

haircut
03-20-2006, 06:04 AM
Originally posted by El Capitan
It is possible with a hud hint, yeah. It doesn't always work though and its crap!

I can't wait till the team update the SDK, its so full of bugs and featureless at the moment!

aye, I've lost the will to map for Source ... very frustrating that everything I try to do ends up in a Google search to try and find an answer to a problem that arises :kitty:

Neutrino
03-20-2006, 06:40 PM
thanks for all the positive feedback and comments! :)
im glad you guys are enjoying these maps.
you will definitely see more from me :cool:

CoolHand
03-20-2006, 06:55 PM
Definitly a hit and both map are on rotation and will be added in our internal Risk type campaign.

Formologic23
03-21-2006, 10:50 AM
I really like the idea of Harbor, but it lacking the visual interest that other maps have. BTW, I know it's still in beta form, so that's cool. The other thing that caught me off guard was that the vehicles in the map just seem out of place, like they are placed there just for something to get. How about an ammo crate stash to get? Or a set of like 3 axis vehicles? Just a couple of things that I noticed when playing about 5 minutes. I like that map though for sure, great idea. I can't compare it to DoD 1.3, I haven't played that in years. I haven't tried Pasayage yet, but I know this is one I have been waiting for.

Neutrino
03-21-2006, 01:16 PM
Originally posted by Formologic23
I really like the idea of Harbor, but it lacking the visual interest that other maps have. BTW, I know it's still in beta form, so that's cool. The other thing that caught me off guard was that the vehicles in the map just seem out of place, like they are placed there just for something to get. How about an ammo crate stash to get? Or a set of like 3 axis vehicles? Just a couple of things that I noticed when playing about 5 minutes. I like that map though for sure, great idea. I can't compare it to DoD 1.3, I haven't played that in years. I haven't tried Pasayage yet, but I know this is one I have been waiting for.

i dont really fully understand. you dont "get" the vehicles. btw, by get, do you mean capture? anyways, there are 6 captures. 4 are areas, and 2 are artillery. there is some random placement of vehicles in the map (like most maps) to serve the purpose of cover and blocking long views.
is this what you are asking about?

Defpotec
03-21-2006, 06:00 PM
For Allies spawn ramps you could have stacks of the green boxes with wooden boards allowing for the way over them; in general you could also use normal boxes, or stacks of static barrels would also fit.

El Capitan
03-21-2006, 06:26 PM
I love paysage and harbour is awesome (even though there isn't much of a harbour there :P)

Can't wait to see some more maps from you!

McJewels
03-21-2006, 07:02 PM
I gave both maps a good run around last night. good job for the most part. I real feel that a bit of debris and damaged buildings would be good in both for it to feel like somewhere a battle is taking place.

In paysage, some of the flags have no cover, and theyre 2 man caps. I think its one near one of that spawns that seems impossible to cap for the other team.

Formologic23
03-21-2006, 07:38 PM
Originally posted by Neutrino
i dont really fully understand. you dont "get" the vehicles. btw, by get, do you mean capture? anyways, there are 6 captures. 4 are areas, and 2 are artillery. there is some random placement of vehicles in the map (like most maps) to serve the purpose of cover and blocking long views.
is this what you are asking about? Yes, I'm sorry for the misunderstanding. The vehicles placed in the map just seem like they were "dropped" in the map without any cause. I understand they are there for cover, and actually provide plenty of cover. The mixture of axis AND allies vehicles in the same area is a little confusing. Don't get me wrong, I played the map some more with a 3 vs 3 and just with that few of players using teamwork, it was still a blast.

I think someone mentioned (Wile E.?) about the map being a nighttime map. What would you think about using the skybox that you are using in Pasayage.
That is wonderful, and it could go either an evening or dawn feel. But again, nice job so far, I really do like it and it will be up and running on our server.

Neutrino
03-27-2006, 06:15 PM
Originally posted by El Capitan
even though there isn't much of a harbour there :P

yah ill definitely work on that as work progresses. as well as add more minor details. im always open for suggestions :)

El Capitan
03-28-2006, 01:09 AM
Originally posted by Neutrino
yah ill definitely work on that as work progresses. as well as add more minor details. im always open for suggestions :)

Spell it with a "u" ;) - Nah I'm kidding. The harbour could all be skybox and stretch out with an inner harbour and outer harbour. That would be cool.

Slackiller
03-31-2006, 10:04 PM
I uploaded the map here (paysage)
http://csm2.net/view_map.php?map_id=2503

If you want to submit harbor there you can.

Both maps look great.

:)

[SAS]==Dirty_Harry
04-01-2006, 01:34 AM
Great work on maps.

Paysage looks and plays great and Harbor was one of my favourites in 1.3 and think you have done a very good job of it with this version for Source.

Keep up the good work

THe hAXis
04-05-2006, 04:19 PM
paysage

I was a little skeptical of the spawn buildings being right in the gameplay, but with so many exits coming out of the building it wasn't a problem. When we moved up to the other spawn area they were even using it like a fort which will cause some confusion for server admins that enforce no shooting into spawn rules. I really like how this breaks with the traditional map design, and looks very good.

bazooka
04-06-2006, 03:03 PM
Played paysage the other night. You should think about making some of those small tree/bush props noclip or whatever the term is. Either that or move them into corners where you can't get blocked by/stuck to them. I only bring it up because people were complaining about it, and I noticed it myself. I think it was mostly just those bush models, but you might want to go through the map to check static prop placement, see what's prone to being an annoyance.

Neutrino
04-06-2006, 06:05 PM
Originally posted by bazooka
Played paysage the other night. You should think about making some of those small tree/bush props noclip or whatever the term is. Either that or move them into corners where you can't get blocked by/stuck to them. I only bring it up because people were complaining about it, and I noticed it myself. I think it was mostly just those bush models, but you might want to go through the map to check static prop placement, see what's prone to being an annoyance.

never heard of this. ill check it out.

by bushes, do u mean the small leafless ones? if i cant spot it, ill have to ask ya to take a screenshot to help me out.

bazooka
04-06-2006, 06:14 PM
Originally posted by Neutrino
never heard of this. ill check it out.

by bushes, do u mean the small leafless ones? if i cant spot it, ill have to ask ya to take a screenshot to help me out.

I'll do a run through and post anything I find. :)

bazooka
04-06-2006, 07:36 PM
This (http://home.comcast.net/~poopspray/paysage01.jpg) is the type of tree/bush that I'm talking about. I would just make all of them noclip. You made the bushy bushes noclip so I don't see why these ones can't be. If you object based on realism, please try to move them so that you can walk all the way around each and every bush.

There are a couple props where it looks like you can or might be able to walk around them but you can't. Link (http://home.comcast.net/~poopspray/paysage02.jpg), link (http://home.comcast.net/~poopspray/paysage06.jpg), and link (http://home.comcast.net/~poopspray/paysage07.jpg). Probably are several others. It's minor I suppose, but I'm always annoyed by that sort of thing. What's worse, and this goes for the smaller tree models above too, is that, often, if you try to jump to get past them, you end up gettig stuck. I probably missed a lot of other props that are the same way.

Unsealed displacement (http://home.comcast.net/~poopspray/paysage03.jpg) on this (http://home.comcast.net/~poopspray/paysage04.jpg) house. (Also, a small thing, not even an issue really, but you have to crouch to get under that little corner on the right side of that stone wall.)

I also found a way behind the wooden fence around the interior circle of the map in at least 4 different places. You can see/shoot out but people can't see in. Probably want to extend a clip up from that fence.

Also, I think you tried to clip off the top of this (http://home.comcast.net/~poopspray/paysage05.jpg) rock, but you can still get up there.

Very pretty map, btw. :)

Neutrino
04-08-2006, 09:53 AM
^ great thanks. ill address the issue for the next update for sure.

i know clipping is an issue as well. im not sure if i mentioned this already, but i must of accidently deleted some important player clips in the map, that prevented people from going behind the fence in various parts of the map. so yah, the update will most likely address minor issues like that.

as for habor, I plan on doing a little more for the next update. besides fixing some minor technical problems, I plan on improving the overall look of it. Maybe in the future I will do a few compiles of different lighting (current, day, evening..ect) and set up a vote to see what the community likes best :)

Hell Phoenix
04-17-2006, 01:43 PM
Any idea when an updated version will be released Neutrino? We are starting to see a lot of people using the behind the fence exploits =/

Keep up the great work!

Neutrino
04-18-2006, 03:17 PM
Originally posted by Hell Phoenix
Any idea when an updated version will be released Neutrino? We are starting to see a lot of people using the behind the fence exploits =/

Keep up the great work!

I formated my computer. Dont worry, I kept all my mapping files. However, Im now having a video card problem so I will have to fix that before I can update my maps or continue with new ones.

Varsity
08-08-2006, 09:36 AM
Any updates on Paysage's progress, Neutrino? I'd love to see it in HDR! :)

Wile E Coyote
08-08-2006, 09:22 PM
I love harbor so don't take this too critical....

Not so crazy about the haziness of the map. Yes I know it's supposed to be sunrise/sunset and there is supposed to be a bit of fog..... BUT I can only really play the map at night, because during the day there is enough ambient light in the room (curtains closed) that the whole map just ends up looking like washed out shade of brown. I'm not saying I can't see - I'm just saying it becomes hard to see things. I do not have this trouble with even many night maps; I think it is because of the fogging effect. The previous versions did not seem as bad, not sure what you changed.

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