[REL] DoD_Bouddha_b2
StreamlineData
04-06-2006, 07:22 PM
dod_bouddha_b2
Is it true? Do your eyes deceive you? No they don't! It is true!
:p
Beta2 Changelog:
- Changed bridgehouse destroyable wall min. Health from 125 to 110.
- Changed flag caps from:
2m-0.1s / 1m-0.1s / 3m-3s / 1m-0.1s / 2m-0.1s
to:
1m-0.1s / 2m-1s / 2m-5s / 2m-1s / 1m-0.1s
- Fixed a couple minor texture issues.
- Removed one credit sign from the middle.
- Removed the 3D Skybox, replaced by a 2D Skybox.
- Added clipping ontop of roof on Allied side (sorry guys, until I figure out a better way for roof access, this makes it more fair).
- Removed smoke from the fire to increase FPS.
- Edited viewdistances on all prop_static models.
- Changed a bit of world geometry to look nice (the inaccessible areas bordering the skybox)
- Added airplane flyovers.
- Added some light fixture models.
- Fixed some lighting issues.
- Fixed all the non-solid models causing errors in-game.
- Fixed broken spawnpoints for both Allied and Axis.
- Fixed 1 sticky spot in Allied spawn.
- Raised one wall by the river.
- Fixed flags so that they correctly report team points.
- Removed all the useless cubemaps.
- Reworked map enclosing from scratch.
- Added large horizontal hints to sectorize heights.
- Changed sidewalks to func_details and simplified rendered geometry.
- Shrinked and reworked the water block for less rendered surface.
- Reworked stairs on both sides of the river.
- Added some areaportals on doors/windows
- Removed some hints.
- Cleaned displacements.
- Reduced texturecount.
Screenshots:
Since the only obvious change in the map is 3D skybox, I thought I just take 1 screenshot (http://dod.kinetikproze.com/screenshots/source/bouddha_b2/dod_bouddha_b20003.jpg).
Download:
Download location 1 (http://dod.kinetikproze.com/maps/download.php?file=dod.kinetikproze.com/maps/source/dod_bouddha_b2.zip)
Download location 2 (http://www.landofozz.net/pafiledb/pafiledb.php?action=download&id=299) (thanks ozz)
Download location 3 (http://www.dod-federation.com/file.php?id=617) (thanks CoolHand)
Download location 4 (http://www.907th.com/file.php?id=564) (thanks CoolHand)
Download location 5 (http://www.sunlitgames.net/index.php?name=PNphpBB2&file=viewtopic&t=1998) (thanks rosie)
I'd appreciate any mirrors, please post below.
Release Notes:
- Thanks to KominAaa, creator of cr44 for releasing the RMF/VMF of this map... And also for helping me with optimization!
- Thanks to Ultranew_b for his excellent 2D Skybox texture.
- Thanks to the creator of the big tree model in the river.
Hope you all enjoy!
theozzmancometh
04-06-2006, 07:34 PM
Cool, hopefully we get some fps back as well :P
Download mirror: http://www.landofozz.net/pafiledb/pafiledb.php?action=download&id=299
RosietheRiveter
04-06-2006, 08:51 PM
Download Mirror (http://www.sunlitgames.net/index.php?name=PNphpBB2&file=viewtopic&t=1998)
Now playing at SunLits and just in time for the SunLit DODS League :D
ultranew_b
04-06-2006, 09:05 PM
Nice !
:)
StreamlineData
04-06-2006, 09:07 PM
Originally posted by ultranew_b
Nice !
:) Partly thanks to you ;) I've gotten alot of comments of how good the skybox looks now. :)
I forgot to mention in the release notes thanking you for the plane flyover =\
CoolHand
04-07-2006, 06:31 AM
Added on DOD Federation
http://www.dod-federation.com/file.php?id=617
and on 907th also in rotation on both PUB
http://www.907th.com/file.php?id=564
I just walk the map and I must say you nailed the FPS issue. My fps ranged from 40 to 200. You definitly listened to the community comments about changes and can't wait to play it.
You must try this map if you never downloaded it. If you did and had performance issue, download it again. This should be acceptable for low end computer with all the work he did on it.
Since the only obvious change in the map is 3D skybox
Sorry FPS is also ovbious that it changed even if not visible on a screeshot ;)
Great work on it!
Skybox looks a lot like the one in DE_castiglion.
http://www.lanmaniax.com/maps/html/de_castiglion.htm
ultranew_b
04-07-2006, 07:17 PM
skybox is not even close to that one.. :)
I made this one from scratch. (It does need some tweaking though still)
:)
Originally posted by ultranew_b
skybox is not even close to that one.. :)
I made this one from scratch. (It does need some tweaking though still)
:)
Sorry for the false accusation, i guess i wasnt looking good :(
StreamlineData
04-08-2006, 08:37 AM
Originally posted by RA7
Sorry for the false accusation, i guess i wasnt looking good :( Oh? But you ALWAYS look good!
bwahahahahahahah.
:dog:
I know i look like Adonis :rolleyes: :crown:
Shane
04-11-2006, 02:44 PM
The map is on CoJ. But, I have some bugs/suggestions for you.
I see pinkish reflections in the water.
Shane
04-11-2006, 02:44 PM
More obvious here...
Shane
04-11-2006, 02:47 PM
Some other thoughts..
*Please put in something that makes the enemy spawns OBVIOUS, ala barbed wire, so that you just don't run into it and die.
*Too many routes. Get rid of some of the excessive stuff. You have more flanking than both Saints and cr44 combined. We all like flanking, but at some point, if there's too much of it the map is no longer a test of strategy, but just luck about guessing which of the 6 ways the enemy is coming from.
*The bridge w/ the flaming cars... IF you want it traversable, please remove the damage from the burning cars. This just annoys players. Also, the Allied side of that bridge is really undeveloped.
*The bazooka passage... the ceiling is too low. Make it higher, or leave a plank or 2 for people to pass over.
Lastly, if you want some good playtesting, look up DoD:F.
Thanks and good job so far. But, the map needs a heck of a lot more improvement.
ultranew_b
04-11-2006, 03:28 PM
Originally posted by Shane
*Too many routes. Get rid of some of the excessive stuff. You have more flanking than both Saints and cr44 combined. We all like flanking, but at some point, if there's too much of it the map is no longer a test of strategy, but just luck about guessing which of the 6 ways the enemy is coming from.
PLEASE do not remove routes, making the map linear and boring (like the stock maps) that would be awful. We need more dynamic maps for variety.
:)
Shane
04-11-2006, 11:37 PM
Originally posted by ultranew_b
PLEASE do not remove routes, making the map linear and boring (like the stock maps) that would be awful. We need more dynamic maps for variety.
:)
Is that what I said? No.
Its one thing to be too linear (flash), its another thing to have so many routes that the map is almost pointless.
When you have 30 gazillion routes, the game is no longer about who's better or who's smarter, rather about who's the luckiest and willing to be the cheapest.
StreamlineData
04-12-2006, 12:36 AM
Thanks for your thoughts Shane... it's appreciated. So here's my response:
*Please put in something that makes the enemy spawns OBVIOUS, ala barbed wire, so that you just don't run into it and die.
Yeah. I've been thinking about how to do this one better. It's pretty obvious where the Allied spawn is.. but it's tougher with the Axis spawn. I think I got something figured out for this area.
*Too many routes. Get rid of some of the excessive stuff. You have more flanking than both Saints and cr44 combined. We all like flanking, but at some point, if there's too much of it the map is no longer a test of strategy, but just luck about guessing which of the 6 ways the enemy is coming from.
I prefer to keep it the way it is. I designed it to be this way, and from what I can tell, most people love the way it is right now (plus I do believe I state somewhere in either of the info text files that came with the map that this is MY version of cr44).
Besides which, there's only 4 routes - 2 main routes (the bridge, and the river) and the 2 side routes (flaming bridge and bridgehouse).
*The bridge w/ the flaming cars... IF you want it traversable, please remove the damage from the burning cars. This just annoys players.
*SIGH*
I think I'll just quote what I posted before over in the bouddha_b1 release thread:Originally posted by StreamlineData
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.It's *supposed* to be an obstacle. Like there's a pro&con to going via the secondary routes (Note: There *is* a way to get across the bridge without getting hurt by the fire).
Also, the Allied side of that bridge is really undeveloped.
Yeah... I'm still trying to figure out what to put there...
*The bazooka passage... the ceiling is too low. Make it higher, or leave a plank or 2 for people to pass over.
How is it too low? It's supposed to be the height of a regular room. Also, refer to the quote above for the rest of my answer to this one.
Lastly, if you want some good playtesting, look up DoD:F.
I'll probably do that next time. Thanks :)
StreamlineData
04-12-2006, 12:45 AM
(Made this a seperate post instead of an edit because it's an important thing to mention by itself.)
I should probably note that (although it might not be news to many of you by now) I have released a version of the map that has a different flag cap setup.
DoD_Bouddha_b2:
1m-0.1s / 2m-1s / 2m-5s / 2m-1s / 1m-0.1s
basically, 1-2-2-2-1
DoD_CAL_Bouddha_b2:
1m-0.1s / 1m-1s / 2m-5s / 1m-1s / 1m-0.1s
basically, 1-1-2-1-1 (by popular demand)
The other version can be found on my website at:
StreamPowered.net (http://www.streampowered.net)
RosietheRiveter
04-12-2006, 08:58 AM
Hey Streamline,
The cal scoring has definitely received 2 thumbs up on our servers.
It was great to have you drop in play with us. Cal_bouddha_b2 is already in this season's SLDL league. We'd be happy to playtest/host a b3 version when released.
Great map
Cheers
Panteror
04-12-2006, 09:15 AM
CAL version is better
i think there is too much sand bags on the bridge and on differents routes, that slow down the runs and move !
remove some of them or replace by green box like on donner
StreamlineData
04-12-2006, 10:16 AM
Originally posted by Panteror
green box like on donner er. green box?:confused:
Panteror
04-12-2006, 11:11 AM
the box in wood of "fake ammo" front the house (church on 1.3) where you can deploy a mg
Screen :) :
http://fox-compagny.verygames.net/Panteror/dod_donner0000.jpg
Sorry for my english
StreamlineData
04-12-2006, 01:49 PM
Originally posted by Panteror
http://fox-compagny.verygames.net/Panteror/dod_donner0000.jpglol you mean the crates...
I'll look into it. Thanks :)
Panteror
04-12-2006, 02:48 PM
and this and this :D
http://fox-compagny.verygames.net/Panteror/dod_donner0001.jpg
http://fox-compagny.verygames.net/Panteror/dod_donner0002.jpg
There are too much sand bags i think, remove them or replace by other things !
The wall of sand bags near bridge, it's awfull, make a real wall ^^
I like this remake. Nice job !
Shane
04-13-2006, 01:22 PM
Originally posted by StreamlineData
Thanks for your thoughts Shane... it's appreciated. So here's my response:
Thx for the response and thx for taking my critique in the spirit offered. :)
*Please put in something that makes the enemy spawns OBVIOUS, ala barbed wire, so that you just don't run into it and die.
Yeah. I've been thinking about how to do this one better. It's pretty obvious where the Allied spawn is.. but it's tougher with the Axis spawn. I think I got something figured out for this area.
Excellent. I think in a quality, professional map, spawn exits are always clearly demarked to players. :)
*Too many routes. Get rid of some of the excessive stuff. You have more flanking than both Saints and cr44 combined. We all like flanking, but at some point, if there's too much of it the map is no longer a test of strategy, but just luck about guessing which of the 6 ways the enemy is coming from.
I prefer to keep it the way it is. I designed it to be this way, and from what I can tell, most people love the way it is right now (plus I do believe I state somewhere in either of the info text files that came with the map that this is MY version of cr44).
Totally understand. You're choice. :)
At the least then, please try and streamline them. In that, esp. the "new" route through the building that crosses the river has so many little twisty turns that I fear it can be a camp/cheapfest. In that people will hide in any of the millions of corners/nooks and just people to death.
*The bridge w/ the flaming cars... IF you want it traversable, please remove the damage from the burning cars. This just annoys players.
*SIGH*
I think I'll just quote what I posted before over in the bouddha_b1 release thread:It's *supposed* to be an obstacle. Like there's a pro&con to going via the secondary routes (Note: There *is* a way to get across the bridge without getting hurt by the fire).
Again, personal choice. I didn't say to remove the obstacles? I think if you removed the hurt but left the obstacles, you still have the same effect of making a "cost" for crossing that way as its not easy and you're exposed for the duration.
*The bazooka passage... the ceiling is too low. Make it higher, or leave a plank or 2 for people to pass over.
How is it too low? It's supposed to be the height of a regular room. Also, refer to the quote above for the rest of my answer to this one.
Sorry, should've been clearer, by this I meant the ceiling is low and it makes it hard to fluidly get across. I kept falling through until I found the awkward places you can pass.
Again, tx for the reply and taking the time to consider my post. :)
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