[rel] dod_pier_b2


ultranew_b
03-24-2006, 10:28 PM
Hey guys,

After roughly 1 month in development, I'm happy to give you dod_pier_b2. It still is in beta format so any comments, bugs, etc can be posted here in this thread or send me an email at ultranew_b@yahoo.ca.

Older Screens:

http://dayofdefeat.net/forums/showthread.php?s=&threadid=63345

Download Links:

BSP Format (9.83 Mb):

http://mapmonger.com/hosting.php (thanks travis @ mapmonger.com)

http://rapidshare.de/files/16346657/dod_pier_b2.rar.html


Other Maps by Author:

dod_sora (http://dayofdefeat.net/forums/showthread.php?s=&threadid=59839)


Special thanks to RosieTheRiveter and all the ppl over at Sunlit Games (http://www.sunlitgames.net/serverstatus_public.php) for the preliminary beta tests.

Looking forward to playing against you guys soon !

Bocasean
03-24-2006, 10:38 PM
I'll run an open public playtime for this on Sunday. It really looks awesome and I've been looking forward to it. I'll get back to you with the exact time.

Steiner
03-25-2006, 04:00 AM
IŽm not really glad that the map is out since I had planned to learn for some tests but how could I do this now that you released the map :D

Great map - so keep up the good work

Btw is there an easter egg Captain Hook? :yar:

JohnnyBeverage
03-25-2006, 06:12 AM
I look forward to this one. Sora is one of my favorite maps.

cLouTieR
03-25-2006, 06:19 AM
downloading now and ill go test it out and let you know what i find.

cLouTieR
03-25-2006, 06:45 AM
ok i just walked around the map quickly and noticed a few things.

Firstly there is a small problem on one of the boats ... you get stuck or cant pass through a clearly feasible area as seen in the pic below

http://img229.imageshack.us/img229/6718/dodpierb200026rz.jpg

Next in the allied spawn there is a SMALL clipping error:

http://img82.imageshack.us/img82/86/dodpierb200008lg.jpg

the area in that picture is completely hollow and can see through it as seen here

http://img82.imageshack.us/img82/7526/dodpierb200001ef.jpg

not big deal cuz its in the spawn ... but still.



in terms of actual mapping. Personally i found that some areas could have been restricted such as the cranes and boats. They are very well done and placed, but it does create too big of a map and unfair advantage for mg's and snipers. Once they get up there you can see pretty much around the map and own it up. The water area in my opinion should be restricted as well. This is less important but it does create more room to camp especially in the dark lol. If you restrict the boats and cranes ( and move the flags accordingly then the water would only make sense, you can swim around the map almost or atleast to the axis 1st flag from the cranes ). Again personally i dont like the amount of ladders and elavated areas accessible to players. It feels too much like COD in that aspect. DoD has typically been more of an offensive game and adding all the roomtops and what not makes it potentially more campy. people will just prone on the roof and just spawn, NOT COOL. Perhaps rather than so many boxes you can add a few sandbag bunkers ... the axis WOULD want to defend their supplies if an attack would occur and they would have one to set up their mg42's. Perhaps even a tank in there.

Neutrino
03-25-2006, 07:45 AM
quickly played through it on my own. definitely looks promising. nice atmosphere, and nice use of props.

some quick minor things:
- seagulls go off too much
- i saw a country side style fence that just seems out of place in this map
- i didnt read anything about this, but the 3dskybox (at least for the water) to be used. im sure u have this planned though

ill get back with better stuff once i actually play with people

good work man! :)

Scooby
03-25-2006, 08:25 AM
Originally posted by cLouTieR




in terms of actual mapping. Personally i found that some areas could have been restricted such as the cranes and boats. They are very well done and placed, but it does create too big of a map and unfair advantage for mg's and snipers .... Again personally i dont like the amount of ladders and elavated areas accessible to players.

Here's where I have to disagree. The multi level aspect adds to the playability of this map, in my opinion. Most of the DOD:S maps we have out do restrict elevation access etc. It's nice to see a change, something that makes you have to be aware of all your surroundings. Given the number of routes available and the visibility adjustment by fog/night and I think the map covers a lot of possible problems there. Add in that many of the better servers impose class restrictions and I think the MG/sniper issues is pretty well covered.
It's a different style of map that requires some different tactics. A 3d map as opposed to a 2d map. A little variety in the game maps is a good thing :)

Great work ultranew_b!

Ol' Noodle Head
03-25-2006, 08:56 AM
The multi level aspect adds to the playability of this map, in my opinion.
Verticality makes for a better game! Which is not to say no thought should go into it at all. Obviously there are still some areas that may need to be restricted on any given map.

cLouTieR
03-25-2006, 09:03 AM
my point exactly .... im not saying that everything should be restricted ... but some of hte areas are not necessary and would only encourage camping / sniper/mg wars

Furyo
03-25-2006, 09:45 AM
Not that I want to speak for New_b here, but I understand this is his mapping style, and it already was something one could notice about Sora.

I'm not the biggest fan of this sort of thing because it also restricts optimization quite a lot, and that gives pretty poor framerates in the end.

theozzmancometh
03-25-2006, 09:47 AM
Download mirror: http://www.landofozz.net/pafiledb/pafiledb.php?action=download&id=302



Please avoid that crap free upload stuff, new_b. Christ, drop me a PM and I'd provide a free hassle-free mirror.

Kthx.

--Ozz


edit :) /edit

Steiner
03-25-2006, 09:55 AM
Another small bug that I noticed is that the flag of the double cap at the train is sticking though the concrete. I havenŽt made a screenshot since youŽll see what I mean if you look at the flag ;)

CoolHand
03-25-2006, 11:26 AM
Added in DOD Federation download section and made a news on the front page. The map look really good. I will add it in rotation so we can try it

Download:
http://www.dod-federation.com/file.php?id=57

It's also on 907th download section.

If you would like to have a webspace to showcase you work on mapping, DOD F already is hosting 5 mapper's website and it's free for DOD Source content creator.

You get your subdomain name ultranew_b.dod-federation.com,
your private FTP access and if you need help to make html page I can also help out. Anyway if you are interested, register on DODF forumds and PM me from there. I will pm you back the login info.

cLouTieR
03-25-2006, 11:31 AM
doesnt anyone else find that running around on roof tops isnt very dod'ish??? it resembles more cod

[FON]BlackHole
03-25-2006, 01:34 PM
Originally posted by cLouTieR
doesnt anyone else find that running around on roof tops isnt very dod'ish??? it resembles more cod

Don't you mean Counter-Strikish? =)

Nah, it's still a realistic part of life that people can and will climb up on buildings so...why not!

Looks pretty good from the little bit of running around I did.

Keep up the good work and I can't wait to see more!

cLouTieR
03-25-2006, 02:26 PM
a little bit of climbing is fine ... but think realistically during that time period. I highly DOUBT ppl would be climbing cranes and roof tops to kill the advancing axis/allied troops ;)

ultranew_b
03-25-2006, 02:59 PM
Thanks for the good comments !!

As for the cranes and towers, in beta 1 there was no access to the cranes and towers. During the first big playtest, every single person asked for access to the cranes and towers. :D

There is no advantage to being up on the cranes and towers, as there is no cover so its high risk being there. Also the fog limits visibility, so snipers cannot see any farther than regular soldiers.

Thanks you CoolHand and theozzmancometh :)


I'm still looking for a server to play!

:)

LJFSP
03-25-2006, 04:26 PM
I upload the map right now, I give it a try. Looks good.

We are out of Seatle Washington so you may get an alright ping. Ok here the addy : oos.nuclearfallout.net

I put up in abot ten to twenty minutes. Let me know and will try it out. If thats what your looking for.

RA7
03-25-2006, 05:12 PM
Good job, ultranew_b
Will add mirror at LanmaniaX.

had a runthru, land iked it.
But maybe u can add sum more sounds.
I like the seagulls, but what about a horn of a boat in the distance, or sum metal that makes clink/clonk sounds in the wind. Or ratling of chains (of the cranes).

Wile E Coyote
03-25-2006, 06:03 PM
HOLY CRAP!!! you did it again! Another winner!

- Good FPS
- Cubmaps are utilized (my trench knife looks fantastic on this map)
- Ambience is PERFECT, really feels like a WW2 dock

I'm not gonna go into gameplay dynamics - I think your ideas for maps are great, but if I recall I disagreed with lots of people over Sora also :D . I do not think access needs to be restricted anywhere, I do not think people in the towers are going to dominate the map (just like they don't in Sora, or Dijon, or any other map with tall structures), I DO think the fog limits any sniping possiblities, there is TONS of cover for people to sprint from and too.....

AND let's face it once you are up there you are a sitting duck out in the open - it's your call if you want to go up there. No I think full access is definitely the way to go. I hat linear gameplay!I want the options to play differently!

OKAY.....
I found 1 thing cosmetic

http://img20.imageshack.us/img20/811/dodpiersea4tm.jpg

and one thing kinda critical (at least in my eyes) which affects all ladders on the map

http://img20.imageshack.us/img20/162/dodpierladders9rr.jpg

And last but not least I think given the closed quarters of the map, it might actuall be a good idea to add a couple flags. Take for example this area of the map
http://img20.imageshack.us/img20/5836/dodpierpurpose3mw.jpg
absoluteley gorgeous, but why would you even bother going in there unless there is an objective?

ultranew_b
03-25-2006, 07:11 PM
Originally posted by RA7
Good job, ultranew_b
Will add mirror at LanmaniaX.

had a runthru, land iked it.
But maybe u can add sum more sounds.
I like the seagulls, but what about a horn of a boat in the distance, or sum metal that makes clink/clonk sounds in the wind. Or ratling of chains (of the cranes).

Hmmz RA7, you should be hearing boats, foghorns, bells, seagulls, crickets and windgusts. Maybe try re-downloading? Anyone else have this problem?

Glad you guys like it and thanks for pointing out the bugs. Wile E, that water thing I was aware of and did not know how to fix. Still working on that one. :) I think i'll have to make a custom .vmt for that water texture. The water fog distance is greater than the maps r_farz distance.

:)

Wile E Coyote
03-25-2006, 08:04 PM
Originally posted by ultranew_b
Wile E, that water thing I was aware of and did not know how to fix. Still working on that one. :) I think i'll have to make a custom .vmt for that water texture. Um.... can't you just make the wall an invisible texture by NOT giving it a texture? You could do that in DOD 1.3, don't know about source. Or is that the map edge? In which case I would suggest extending the map edge a bit furthe into the distance and just putting a playerclip there instead

Bocasean
03-25-2006, 09:17 PM
I'll leave the mapping discussions for you tech heads, but as far as tactical layout goes, I really don't think you need anything at all.

That's a rare accomplishment indeed. Great job!

Wile E Coyote
03-26-2006, 12:25 AM
Okay I just got done playing an HOUR of this on the I&S server (Sunlit)

It was an hour because after the map changed, everyone wanted to change it back. Then it got extended 15 minutes.

This map rocks. Hard. You actually managed to one-up yourself from Sora. Wow. Nobody was able to dominate from up high. No problems with too much "access" to areas. Nobody got caught or stuck on anything. And the most amazing part - low FPS! Wow just looking at the map I don't know HOW you pulled it off but even with a full 20 man server, I was getting around 30-40 FPS on my ancient, OLD vidcard (ATI 9700 pro). This was the most fun I've had playing DOD in awhile. Waiting for the final release.

Get this map! If you have a server, put this map on it!!

Devils Rear
03-26-2006, 02:03 AM
included in map pack #27 - excellent map - nice to see a "new" scenario

Pvt.Snail
03-26-2006, 02:26 AM
Map is on our server as well and is well received.

The atmosphere is very well done, the total access to all levels add that little extra to the map, good job!
As Wile E mentioned, maybe 1 or 2 more capture areas might help, but intensive testing of this would be needed. Currently the 4 capture areas fit nicely, it is just that some fantastic areas of the map are not used extensively.

Thanks ultranew_b for a great custom map addition to our server!:D

nave
03-26-2006, 03:54 AM
What is a map layout if there are such few directional limitations? Think of DOD and think of all of the classics... custom maps, officials, whatever. There are combat areas that become embedded into our brains as classics... and when I try to figure out what makes certain areas what they are, I think of the flow of the players. This happens through limitations. Not to just bag on a different mapping style, because experimenting is great and all. But from my experience with sora and pier (a days worth) there is a cluttered aura that not only turns me off, but other pub players. Sora looks amazing, but rooftops sillies and a few awkward flank angles prevent classic moments and prevent the map from becoming more popular. My opinion, but I'd say subconscious consensus is a little or a lot in my favor.

As for cosmetics, the map looks great. I dig the crates with the logos.

I'd scoot the fog start closer. Shouldn't fog always start at the player's eye? (not sure about that one, but makes sense)

The distant geometry looks bad as its disappearing, so I'd also lower the fog end variable or raise the stop drawing geometry variable.

And like I said before, with such a high level of fog and moisture in the air more light would be refracted and the light glow entities would be less concentrated as well as the actual lights themselves.

I want the map to gain popularity while making improvements. Its a very refreshing environment! :)

Scooby
03-26-2006, 07:18 AM
Originally posted by Wile E Coyote
Okay I just got done playing an HOUR of this on the I&S server (Sunlit)

It was an hour because after the map changed, everyone wanted to change it back. Then it got extended 15 minutes.


Originally posted by nave
But from my experience with sora and pier (a days worth) there is a cluttered aura that not only turns me off, but other pub players.


Different strokes for different folks. I'm in the Wile E Coyote camp on this one. We have a number of classic style maps out there, both stock and custom that are very playable and well done. I'm sure this number is only going to grow. Give me a map that breaks the mold a bit, that doesn't have that classic feel. Change is good, trying something different is good, variety is good. Ultranew_b's maps are great at making you stretch and adjust your playing style and tactics which isn't a bad thing. Having a few custom maps that aren't cookie cutter in layout or playability only adds to the potential and experience of Source. Those that don't like the playing style do have many other options to chose from.
My vote is don't touch a thing.

Wile E Coyote
03-26-2006, 09:16 AM
Scooby said it all. But I'll still say more ;)

Some people are resistant to change. Some species also choose not to walk upright. That wasn't a great idea either :) If DOD 1.3 had never existed and DOD:S was a free download, everyone would be singing praises about the Garand accuracy, the open maps with many levels, the speed at which people move, the FOV appearance of the first person weapons and just about everything else that they currently complain about! They are talking theory. Reality is otherwise. Everyone I played with LOVED the map. Ultranew_b says people specifically asked for access to the cranes and such. I've said before, when a few complained about dod_sora (also by this author) - DOD has a disease, and that disease is linear gameplay. This map is the cure.

The problem is they keep wanting DOD. Their brains are locked into a certain type of game style to expect. They refuse to adapt their play style and instead want to add limits to make it like the old. I see this in my own clan - about %50 of the old timers refuse to play DOD:S, but the newcomers to these games, the guys who haven't been playing for years, all prefer DOD:S. This is NOT DOD. This is DOD: Source - the evolutionary process has taken place. And it is a better game. Adapt and Overcome.

Ol' Noodle Head
03-26-2006, 12:02 PM
I can't wait to actually play this one. Calling our server chief right after this post!!

FuzzDad
03-26-2006, 04:46 PM
Technically brilliant and fps is fabulous for such a water-and detail filled map. Gameplay is rough though. It's fun at first to discover all the routes in-and-out but the almost complete lack of funneling to any of the flags leaves gameplay disjointed and after a while it becomes a sneak-around-slowly map. Folks here can talk all they want about changing the gameplay paradigm but maps like this make it harder to play as a team. Just my opinion though on gameplay but as a mapper I take my hat off...I wish I had your mapping talent (I mean that). I think what you've done is try and bring a UT or DM style of mapping over from your past mapping experiences and I just don't think that style works here.

Now that we have two of your non-traditional maps I think you should try a traditional linear (or railroad-style circle) map without allowing people to get on roofs and get to obvious exploit area's. With your mapping talent you could easily make a traditional map that would RAKE in players. I think it's the number one reason why people get frustrated (outside the fans here that like this sort of thing) playing sora...it's a campers and climbers paradise which does not lead to teamwork...it leads to a bunch of lone wolfs. Of course...it's just my opinion and I do understand this is the style you want to build and I respect that...I just don't think it "works" for DoDS.

ultranew_b
03-26-2006, 06:13 PM
To each his own !

It's interesting to hear other peoples thoughts on this stuff. I try to map with a "go anywhere you want" ideology. A more interactive environment.


:)

Bocasean
03-26-2006, 06:28 PM
I respectfully disagree. Not simply because I am a fan of variety of any kind, but because my main skill in gaming is NOT my ability as a lone wolf, but as a person who adapts quicker than the average player, which often works to my entire team's benefit. I'm never the best player on my team when it comes to pure K/D skill, but I am the best at understanding a new environment.

I'm not bragging or being an idiot....I'm merely stating my own personal gaming strength in order to better illustrate my point with this map.

All of your arguments are based on the PLAYERS and not the map itself. It is up to the team to master any environment, and this map is no different than the standard bottleneck style of old: It has flags that need to be capped and defended, as well as lanes to open up and maintain awareness of.

The TACTICS change, but the mission does not. It is up to the team to adapt to this environment and master it....not the mapmaker's responsibility to make a map that caters to the same, established "needs." With that in mind, I definitely feel that this map "works for DoD" as there shouldn't be any objective-based map that would not work in DoD. All maps with a tactical purpose should work in DoD, barring the pure "fun" maps like dod_speedball.

However, with that said, I do believe that there is a difference between a good "Pub" map and an effective "Competitive" map, due to the nature of the Players themselves. Some maps can be HIGHLY annoying in a Pub due the mixture of players. Maps like this make it very easy for the average, selfish Pubber to go off and do his own thing, while the more Competitive players who are in the server will get VERY tired of always being the only person who's working towards the goal.

This map might very well evolve into a stat-driven campfest on most Pubs, merely due to the selfish nature of Pub players. Not that the Pub players won't enjoy it.....it's just that many of the Competitive players who are also in the Pub with them may become annoyed by the seemingly random nature of the tactics involved.

It's not a very tactically complex map......but it's definitely a map that requires tactics in order to be enjoyable for a Competitive type player.

My solution: When playing this map in a Pub, become a Pub player. Wander around, shoot people in the face, and don't take anything seriously.

FuzzDad
03-26-2006, 07:04 PM
Originally posted by Bocasean
All of your arguments are based on the PLAYERS and not the map itself. It is up to the team to master any environment, and this map is no different than the standard bottleneck style of old: It has flags that need to be capped and defended, as well as lanes to open up and maintain awareness of.

This is where you loose me. The map has EVERYTHING to do with how players play it. By being open and with almost complete access to everywhere that's exactly what gameplay will become on this map. There will be zero flow to combat. You literally have multiples of multiples of attack angles to each flag so there will be no defense capable to sustain anything approaching a good defense. What will happen is everyone will be moving and because it's dark, combat will become happenstance and not planned and directed. Gameplay will be like watching ants scatter on the ground in 360 directions. This is exactly what a deathmatch map is supposed to be like (although usually smaller) but I think it's too much.

I've been in the business long enough to know that the most successful fps maps w/o vehicles (in terms of gameplay and teamwork and popularity) give you limited options in-and-out of a cap zone and funnel players into killing zones. I still need to play some more but so far my opinion is combat is just too random aside from the occasional duel with campers on flags or the occasional sniper hunt for some fool high up on a roof somewhere.

The good news is there are people in DoD who like this kind of map so for them it's a really nice present. BTW...with work this could be a great single person map in the HL2-mold.

THe hAXis
03-26-2006, 08:05 PM
Originally posted by FuzzDad
What will happen is everyone will be moving and because it's dark, combat will become happenstance and not planned and directed.



I think I actually heard a WW2 veteran on the history channel describe urban fighting that way.

I like the fact that new_b is stretching the norm, because without experimentation we won't know what we are missing.
He may drop some bombs, but you never know he may lay one down that pubbers, and competitive players both love.

Bocasean
03-26-2006, 08:09 PM
I don't disagree with you in that it's not a normal style DoD map. You're saying that this map will not be as popular with nearly as many people because of that fact, which is also a possibility.

But I still disagree that there is "no defense" for this map.

This is where you loose me. The map has EVERYTHING to do with how players play it.

I never once said that the map didn't dictate how the players play it.....I said the complete opposite. I said that it's up to the players to adapt to the style of map that they are engaged in.

The map does NOT dictate that anything has to be random. The players do that to themselves. Is it possible that a map such as this, where it has less of a structured path, will cause more randomness? Absolutely.

But I maintain that it's the players' fault and not the map.

If the players work as a team, with set roles and objectives, they can dictate whatever flow they choose.

Wile E Coyote
03-26-2006, 08:15 PM
I don't know real answers. All I know is I keep hearing about "encouraging campers" and such, but I have YET to see any more camping done on Sora than on ANY OTHER MAP out there. I played Pier for over an hour last night, and just like on any other map the guys that worked together were the ones that won. I saw no difference in the average gameplay than on Flash or Anzio. Some people worked as a team and got flags; others camped and didn't help anyone. Name a map that doesn't happen on!

No offense, but I personally think you're all seeing imaginary problems that don't exist ;)

ultranew_b
03-26-2006, 08:58 PM
I say give it a couple of weeks of play then analyze it. People will be more familiar with the layout then . I understand it can be daunting at first, it is large.

:)

cLouTieR
03-26-2006, 09:20 PM
ill have to agree with fuzzdad on this one ... the idea that everyone is open is all fun and games ... but when its comes down to playing with and against it ... its not really fun ... atleast not in the dod perspective where teamplay and tactics are the key to victory lol. i feel that youve created a more deathmatch type map ... which is cool ... but it can be SOOO much better if you put more direction in the map ... cuz right now its a free for all ... and defending and capping a flag require you to LOOK EVERYWHERE ... which should be the case .... think about it ... do you REALLY think soldiers in WW2 would be on the roofs, crates, cranes, water, boats lol .... no .... they would stick to one or the other :P

ultranew_b
03-26-2006, 09:28 PM
They also did not re-spawn in WW2 when they died.

:)

Bocasean
03-26-2006, 09:32 PM
do you REALLY think soldiers in WW2 would be on the roofs, crates, cranes, water, boats lol .... no ....

That's the entire point of what I'm saying. In WW2, soldiers very well COULD get on all of those things, just like they can in dod_pier. They were NOT clipped by invisible barriers and could do whatever they wanted to do.

However, if the entire Axis force was monkeying around on the cranes while the Allies were overrunning the pier itself, then they would lose the battle. If they wanted to win, they would instead strategically place soldiers in different areas to uphold a particular mission. It would be up to the commander to tell everyone where to be.

Having an open map merely gives the teams/players more choices. It is up to them to decide how to utilize those choices for an effective victory or random defeat.

I enjoy having more choices as a team leader. It's one of the many reasons that I like this map. Not just as a "deathmatch" map or whatever label, but as a tactically sound map in the real game of DoD.

otF yetihw
03-26-2006, 10:17 PM
Wow some really lost posts in this heated debate. Some good points made on both sides, but as far as I see it, variety is key to success and longetivity if you will of a game. Therefore having a map that plays differently to a classic linear dod map is a good thing. If its not your style, just avoid it.

nave
03-26-2006, 11:04 PM
Originally posted by Bocasean
That's the entire point of what I'm saying. In WW2, soldiers very well COULD get on all of those things, just like they can in dod_pier. They were NOT clipped by invisible barriers and could do whatever they wanted to do.

However, if the entire Axis force was monkeying around on the cranes while the Allies were overrunning the pier itself, then they would lose the battle. If they wanted to win, they would instead strategically place soldiers in different areas to uphold a particular mission. It would be up to the commander to tell everyone where to be.


Right, it is certain that a functioning flow develops regardless of actual limitations. Totally - which is why Sora and Pier aren't complete nonsense.

But I think the beauty of game design... gameplay that is designed in such a way that you don't feel like you're being controlled. Anzio and Anvil I think are the best at pulling that off... its like an art of deception.. sort of. Hah

In reality the soldiers could run away from the whole battle and hide, but in a simulation we have less involvement and certain "focuses" are emphasized to immerse the players further. It kind of seems like its what makes a game.

Wile E Coyote
03-27-2006, 12:24 AM
Yes I agree with points saying linear gameply is good also. I don't want all maps to be "one way or the other'.

The thing thats has really bugged me (and why I keep posting about it, I promise I'll stop) is that people keep making wild theories about how the map won't work right in DOD.
- They said getting on roofs would destroy the gameplay. It did not.
- They say all the extra visibility would destroy FPS. It did not.
- They said it would destroy teamplay. It hasn't.
- They said everyone would camp. They don't camp anymore than any other map.
- They said the map would not be popular. They were wrong.
All these things were said in this thread; I personally have not witnessed any these predictions come true yet for this map. Ditto for Sora.

The bottom line is diversity IS good. So why there are individuals focused on turning every single map into a boring CAL/TPG (*yawn*) acceptable map is beyond me. I LIKE dod_flash. But I don't want every single map to play like it. I don't care about league competition :) I play to have fun, and this map is fun!

Last statement
If dod_legoland was as popular as it was - and it was neither realistic NOR linear - you really can't seriously say this map won't be popular because it didn't follow the "mold" :D

Furyo
03-27-2006, 03:32 AM
Originally posted by Wile E Coyote
- They say all the extra visibility would destroy FPS. It did not.

Sorry but that definitely happened on Sora. You may not see it on your comp but I feel it and I could tell you where to gain FPS if the skybox was ever so tight on the roofs.

ultranew_b
03-27-2006, 06:24 AM
He was referring to dod_pier furyo, dod_sora is not great on fps. Not sure what your last sentence means.


:)

cLouTieR
03-27-2006, 06:48 AM
i know not every map should be geared towards competitive gameplay ... and your right ppl do camp everywhere ... but think about an average map like flash or anzio, or w/e ... you know where to look because there are only so many places ... so your not going to be OVERLY causious. In this map you dont know where to START looking because they can be on top of you on the roofs and cranes, under you in the water that travels basically around the harbor, around every corner near the crates .... its just a campers paradise ... you want to speed up the gameplay. Not only does it cause campers, but those who want to rush cant, because ppl have the possiblity to be EVERYWHERE.

just my 2 secs ... do with it as you wish. but i just dont see the necessity for ppl having to run atop of buildings when there is plenty of room on the ground.

PS - ppl did respawn in WW2 :P bandages helped that :P

ultranew_b
03-27-2006, 06:52 AM
Cloutier, have you played the map online in a full 32 person server yet? What you are referring to does NOT happen. The team that camps, loses. I played for hours yesterday and barely saw anyone camping. I understand your a big fan of boring "2d" gameplay, I'm personally not. To each his own.

I did NOT get paid to make this map by any company, I made this on my own, to my own specs (likes/dislikes), if ppl like it, great, if they don't I respect that too.

Noone is forcing you to play it.

:)

THe hAXis
03-27-2006, 07:16 AM
There are a lot of people that really like new_b's styling, and others that don't, but like I said without experimentation, and someone stepping out of bounds of the norm we will never know what we may be missing. Only thing I don't agree with is you can't swim with boots, gun, ammo, and gear that would drown you for sure even if you were an excellent swimmer. Only way that is believable for me is if you have the same swim gear as a navy seal.

Furyo
03-27-2006, 10:32 AM
Originally posted by ultranew_b
He was referring to dod_pier furyo, dod_sora is not great on fps. Not sure what your last sentence means.


:)

I haven't played Pier yet, downloaded it yesterday though. As far as Sora is concerned, we've already spoken about this and I remain convinced it could be better optimized, but I always thought you'd spend more time on it for the final release?

Hell Phoenix
03-27-2006, 12:00 PM
This map was up at the pit over the weekend. Everyone loved it! Thanks for the awesome maps!

Flash
03-27-2006, 11:10 PM
This is a beautiful looking map! The unique 3d game play is a breath of fresh air from the typical linear or circular maps.

The criticism of the map is unwarranted. There are many great looking linear and circular maps that chase players away.

Keep up the excellent work ultranew_b!

[spoon]
03-31-2006, 12:54 AM
i liked the map, but found a few problems....
A. in certain spots on the girders that overlook the second allied flag, the ones you can use to cross that short channel of water, the person on the girders has a longer line of site than persons on the ground, or elsewhere. an mg discovered this and went 60-3 for the map, with multiple defends for annialiating poor axis trying to be good lil krauts and cap that flag.
B. axis shovel working randomly in the water.

those were the only 2 things i noticed. i hope you understand my description of the girders... theres a similar set you can use to cross the water at axis spawn as well.
great map tho.

Wile E Coyote
03-31-2006, 03:35 AM
Just did a quick check... the visibility is the same. the MG knew of a little trick where looking away from something in the fog allows you to see further, while looking right at it shorter your sight distance. Go figure, games aren't perfect :confused: .

Another thing is he would KNOW when they are capping if he watches his upper left screen corner and being an MG, well aim isn't all that important he just sprays the area.

http://usera.imagecave.com/WileECoyote/dod_pier_b20000.jpg
http://usera.imagecave.com/WileECoyote/dod_pier_b20003.jpg
http://usera.imagecave.com/WileECoyote/dod_pier_b20004.jpg
http://usera.imagecave.com/WileECoyote/dod_pier_b20005.jpg

Originally posted by [spoon]
i liked the map, but found a few problems....
A. in certain spots on the girders that overlook the second allied flag, the ones you can use to cross that short channel of water, the person on the girders has a longer line of site than persons on the ground, or elsewhere. an mg discovered this and went 60-3 for the map, with multiple defends for annialiating poor axis trying to be good lil krauts and cap that flag.

THe hAXis
04-03-2006, 08:22 AM
I played this a few times so far, and finally played it on a very full server. The gameplay was not what I expected I played with k98, and did not camp, and picked off people from the roof tops, and everyother direction, and discovered what I would call some very well defined lanes of combat. I went 48-22 on a half hour rotation, and was suprised at how it flowed. Only thing I don't like is the ability to swim in the water. While you can conceivably climb on roofs, and crane booms there is no way with clothes, and gear that you could even possibly attempt to swim... not possible.

summit
04-03-2006, 05:08 PM
It's more about the extra dimension of gameplay than realism.

ultranew_b
04-04-2006, 10:44 PM
I want your computer Wile E Coyote, nice pics ! Time for me to upgrade !

:p

Wile E Coyote
04-08-2006, 02:06 AM
Originally posted by ultranew_b
I want your computer Wile E Coyote, nice pics ! Time for me to upgrade !

:p LOL my computer is 3 years old :)

JohnnyBeverage
04-16-2006, 11:55 AM
Absolutely outstanding map, I got my butt handed to me and didnt care one bit. The atmosphere of this map is superb. I loved having to carefully circumnavigate this map. Being careful and not ramboing is important in this map. I am definetly a fan of your maps. Sora is a damn fine and fun map.

I just wish I was as good a map maker as you. I cant get one done. I've got like 6 between 10-70% done.

Ben Hur
04-16-2006, 05:57 PM
Agreed a great map, unique and holds your interest for more than 5 minutes. Unlike alot of custom maps out there. All the maps put out dont really taste all that different from one or another.

Well Done. Hope mappers take some lessons from your work.

ultranew_b
04-16-2006, 07:41 PM
Thanks for the kind words!!

I'm glad you guys are enjoying it !

:D

ultranew_b
04-18-2006, 03:15 PM
Just wanted to note that it is now on Valves top 20 custom maps listing.

http://dayofdefeat.com/stats/maps.html

:)

Arakcheev
04-18-2006, 03:41 PM
Fabulous map! My clan fell in love with it. Rotationed on my server!

Thanks!

Dunn0
04-22-2006, 09:24 PM
Added to our servers as well!!


And added as featured download to dodcustomcontent.com

http://www.oneworldsyndicate.com/owsdownloads/index.php?act=view&id=120

RosietheRiveter
04-22-2006, 10:17 PM
Congrats ultranewb and well deserved.

Ca-Chicken-Soup
05-01-2006, 03:11 PM
Awsome job man, glad to see someone could use HL2 base models accurately

Tom Covenant
05-01-2006, 05:47 PM
This is a great map! Well layed out, well balanced and everyone can enjoy it! ;)

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.