[REL] dod_claviers_b2


otF yetihw
03-30-2006, 10:37 AM
dod_claviers_b2

Screenshots here (http://yetihw.dod-federation.com/maps_claviers_inprogress.html)

Here is beta2 of dod_claviers. Basically I have spent a great couple of weeks playing the map (thanks to SS, UPA, 907th and others), and I have taken on board a lot of gratefully recieved constructive critism. Beta2 is a result of players reporting problems, mostly related to gameplay (the map was generally Axis biased). In beta2 the Axis spawn has been moved back, not far but just enough to add a few more seconds on their reaching the centre flag. Also new routes have been added to aid in the Allies approach to centre flag, including a route through the buildings from Allied 1st to centre and a new entrance in to the hotel so Allies dont have to go into the alley way to get inside. I have also re-introduced the tunnels which I took out of b1.

I have also tried to optimise a little. I have hint brushes arranged, but they are probably still done wrong. I await de-compilers comments on this :) I have also tinkered with model view distances, but I havent finished this yet, and I appologise if you see a model appear before your eyes. Anyway despite optimisation being incomplete I have personally gained a lot of FPS. I now command a comfortable 40-60 average (2800XP, Radeon 9600XT, 1GB RAM, 1280x1024 res all details high trilinear no AA no HDR), peaking at around 90 and dropping no lower than 30 (except for next to the Jeep at Allied spawn where swap buffers shoots up to full and FPS drops to 22). A playtest on sunlit revealed that everyone else is getting far better FPS than in b1 and the changes were all well receieved.

Thanks to: all those who suggested improvements and pointed out bugs, and to ultranew_b for the mountain panoramic.

Download:

DoD Federation (http://www.dod-federation.com/file.php?id=613)
Mapmonger (http://www.mapmonger.com/files/dod_claviers_b2.rar)

CoolHand
03-30-2006, 01:36 PM
On DOD F and 907th download section and should go in rotation as well.

http://www.dod-federation.com/file.php?id=613

can't wait to look at the changes. Also with scoring, we will add it in our internal RISK type campaign.

THe hAXis
03-30-2006, 01:42 PM
I got to play it today I like the changes you made very good. I can't wait to play this on a full 32 player server. Is this going to be the final version?

otF yetihw
03-30-2006, 01:49 PM
No certainly not final yet, this is the way it was supposed to be in b1 (but I released it earlier due to SS contest). Hopefully will be 1 more beta, or maybe even final next release.

Gallica
03-31-2006, 02:44 AM
good work yetihw.i added on SPQR mapcycle.
http://www.dod-spqr.com/download.php?view.196

otF yetihw
03-31-2006, 10:02 AM
I had a moment last night where I suddenly realised that I may have made a mistake with b2, and sure enough I have. When rebuilding the Axis spawn I manged to not put enough spawn points back in. There are currently 8 Axis spawn points, so its fine except for on a full server. Ive fixed this and its compiling now, so looks like another b#a version. Sorry guys :D

THe hAXis
03-31-2006, 10:34 AM
Don't forget to clip that church roof. I didn't believe those guys after five minutes of trying, but they made it off the map.
I love that broken telephone pole route up into that building. This is going to be a fun map:D

otF yetihw
03-31-2006, 11:51 AM
Yes I did remember to clip it :D

*map should be ready at about 1 ish (7 est).

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