RELEASE: DoD_Hill_Classic
Here it is for all of your enjoyment
If there are any bugs or problems PM me
The r_speeds get a little high in the corners of the map but nothing as high as say dod_charlie
I will have more mirrors soon and will post them here
<EDIT> I have fixed the problem with the first link so it should work fine now <EDIT>
Download Links:
*FIXED* DoD_Hill_Classic.zip (http://briefcase.yahoo.com/bc/nc17999/lst?.dir=/Maps&.src=bc&.view=)
Mirror #1 - Bishop (http://www.snipa.com/Bishop/hosted/DoD_Hill_Classic.zip)
Mirror #2 - Houston DoD (http://www.files.houstondod.com/pafiledb.php?action=file&id=79)
Mirror #3 - Kraut MapWorks (http://www.thehunter-designs.com/filedb/pafiledb.php?action=download&id=98)
Mirror #4 - DoDNetwork (http://files.dodnetwork.com/index.php?page=pafiledb.php&action=file&id=89)
]Mirror #5 - DoDMaps (http://stats.dodmaps.com/pafiledb/pafiledb.php?action=file&id=197)
Mirror #6 - Schlex (http://schlex.polylux.traffic4all.com/files/maps/dod_hill_classic.exe)
Screens:
http://www.dodstudios.net/uploads/uploads/DoD_Hill_Classic Release1.jpg
http://www.dodstudios.net/uploads/uploads/DoD_Hill_Classic Release2.jpg
http://www.dodstudios.net/uploads/uploads/DoD_Hill_classic Release3.jpg
http://www.dodstudios.net/uploads/uploads/DoD_Hill_Classic Release4.jpg
Servers Running Map (That i know of)
DoDSkins - 62.4.81.227:27020
DoDMaps World - 213.158.123.4:27016
415 Clan - 66.237.58.30:27015
Ive been waiting for this :) gj
Yeah great I can't wait to play it... but I can't dl it either. The link doesn't work...:( :( :confused:
Foley
05-26-2003, 02:05 AM
OH YESSSS *orgasm*
Foley
05-26-2003, 02:16 AM
ahhh it doesn't wrok!!!
worked fine for me... ITS GREAT! alot like the originail but with mortars and bazookas!
Bishop
05-26-2003, 02:30 AM
A WORKING LINK:
http://www.snipa.com/Bishop/hosted/DoD_Hill_Classic.zip
Thx Bishop :D :D :D for this working link
Yea the link worked fine for me and a few other people sorry if it didnt work for you and thx for mirroring bishop ;)
Bishop
05-26-2003, 03:02 AM
Not a problem matey :D
Mirror will up at houstondod as soon as hulk gets online and tests the map.
Craftos
05-26-2003, 04:16 AM
I know that it is supposed to be remake of dod_hill but I thought that screenies are mandatory with map release. Hm?
Mirror at houstondod: http://www.files.houstondod.com/pafiledb.php?action=file&id=79
G-Banger
05-26-2003, 04:32 AM
there is no servers playing it, were can i play it
Mythic_Kruger
05-26-2003, 04:36 AM
This map is looking good. With plenty of mortars I love that ;)
Kehldon
05-26-2003, 04:56 AM
Ehmm... looks good, impressive r_speeds :)
Problems:
Wasnt able to leave allied spawn, the doors didnt open and the gap in the roof was unpassable. Definitly a problem on a public server ;) ( Might be just me that cant handle the doors....)
Non-sprite set to glow flooding the console, think you have accidently set func_wall or something to glow. Should be easily fixed but might be hard to find. Might not be so big deal...
Have you ever tried firing a mortar round through a camo net? ;)
An overview / minimap would be nice also
As a non before hill player I thought it would bigger but on the other hand the action will be greater. :)
Our WORKING MIRROR @ www.kraut-mapworks.de
Here:
http://www.thehunter-designs.com/filedb/pafiledb.php?action=download&id=98
:D
[!$$ueS]
05-26-2003, 07:02 AM
To opne the doors you have to press your 'use' key default e i think.
Doors are USE only and will stay open unless you close them
And the nonsprite set to glow is a bug i thaught i had fixed but aperently not i will see what i can do about that
The map is a little bit smaller then dod_hill but not much (still takes just about the whole workspace horizontaly)
I plan on releasing an overview map soon if i had released it with the map i would have had to hold the map for another week because i am going out of town and i know you wouldnt want that :p
And i will add some updated pic to the first post
Liebgott
05-26-2003, 08:58 AM
HELL YEAH!!!!!
Yeah great map NC17... but r_speeds are a lil high don't you think?
I personnaly don't give a f**k but I think about those guys whom computers are not powerful (I know one with a voodoo1, arrrgggh, a 500Mhz and 128 sdram).
However I know, for I try to make maps too, that it's hard to make a map with low r_speeds and high details!!! My maps have some high r_speeds spots too though I try to keep them lower than 800 wpolys. Thanx to hint brushes...
Nice work and good gameplay !!!:D Lot of fun
Do you plan to make waypoints? Or anyone here?
Originally posted by G-Banger
there is no servers playing it, were can i play it
There are a few small servers playing it right now and there will be more soon i will post some IPs as soon as i can
Originally posted by SeRuM
Yeah great map NC17... but r_speeds are a lil high don't you think?
I personnaly don't give a f**k but I think about those guys whom computers are not powerful (I know one with a voodoo1, arrrgggh, a 500Mhz and 128 sdram).
However I know, for I try to make maps too, that it's hard to make a map with low r_speeds and high details!!! My maps have some high r_speeds spots too though I try to keep them lower than 800 wpolys. Thanx to hint brushes...
Nice work and good gameplay !!!:D Lot of fun
Do you plan to make waypoints? Or anyone here?
The r_speeds dont reach as high as dod_charlie's and charlie is still very playable so most people should not have any problems (I usto have a SAVAGE4GT 8mb, P3 550 and 128 ram and i would get pretty good preformence on the old dod_hill which had high r_speeds)
I have sturmbot waypoints but i will be redoing them because the current ones were just for testing i will release them soon
El Capitan
05-26-2003, 09:37 AM
mirror up at http://files.dodnetwork.com/index.php?page=pafiledb.php&action=file&id=89
Just tested it in game, good map; I managed to get into one of the trees ;)
EpleMOS
05-26-2003, 09:47 AM
yay!
I love hill! I love you long time!
Dances w Wolves
05-26-2003, 09:57 AM
BEAUTIFUL MAP!!!! my only complaints are these:
1) The anti-Spawn thing... as far as I can see has a few loop holes, like jumpin on the allied spawn roof and shooting into the loft and grenades down to the lwoer floor.
and
2) yet another gorgeous, beautiful, hard worked on map, killed because NO public servers have this... WONDER running on them :(
Originally posted by Dances w Wolves
BEAUTIFUL MAP!!!! my only complaints are these:
1) The anti-Spawn thing... as far as I can see has a few loop holes, like jumpin on the allied spawn roof and shooting into the loft and grenades down to the lwoer floor.
and
2) yet another gorgeous, beautiful, hard worked on map, killed because NO public servers have this... WONDER running on them :(
Well i wanted to keep SOME spawn campability < (not a word) like dod_hill but the allies can easily defeat any spawn campers the axis spawn as just as easily camped so it all evens out ;)
Dances w Wolves
05-26-2003, 10:30 AM
kewl, dont get me wrong i love it, youve done a *****in job,
and i havent played it online as ill be rogered sideways by george michael if i can find a server running it :( sodd it id make do with hill 2! ANY hill! lol mole hill would sufgfice!
looks great NC-17, you did an awesome job remaking this map.
pm the admins at KK if you need a server, they are usually pretty cool about running maps.
Miasmatic
05-26-2003, 11:11 AM
SWEET JESUS
Liebgott
05-26-2003, 11:17 AM
only one server running it, i joined and they kick me, damn them all to hell.
but from the few secs i saw of the map, great job,
I was on earlier and there were 3 servers running it at the time but 2 of them had CD required and the other was password only . . .
I will see if i can get a few of my admin friends to put it into rotation
[SoS]Schlex
05-26-2003, 12:26 PM
thX for this very good job ... www.schlex.net (http://www.schlex.net) hosting u´r awesome map too !
link
|
|
|
\/
D:o:W:n:L:o:A:d: (http://schlex.polylux.traffic4all.com/files/maps/dod_hill_classic.exe)
quick! someone play it on there server!
DimitriPopov
05-26-2003, 02:34 PM
What does Kustom Kettle think about running this map?
Maybe you should talk to them?
I seem to need a VOICEICON.SPR...??
German Killa
05-26-2003, 03:02 PM
Running on our server #1
i add also a mirror tomorrow
Fractal
05-26-2003, 04:10 PM
Please scale down the grass, it just doesn't look good like that.
Need to hit USE to open spawn doors? Name ends with 7. Hmmm....that sounds mighty familiar.
Originally posted by Fractal
Please scale down the grass, it just doesn't look good like that.
Need to hit USE to open spawn doors? Name ends with 7. Hmmm....that sounds mighty familiar.
Doing so will make r_seeds much higher
Also i have updated my first post with server IPs that i know are running the map
Any admins that are running the map and are not on the list please let me know so i can add your IP
and thx to all the people mirroring the file
Originally posted by RA7
I seem to need a VOICEICON.SPR...??
You might have downloaded a corrupt file
Try a different mirror
StoNeD
05-26-2003, 05:53 PM
We have it in our cycle too...
www.415clan.com
Well i just finished playing on the dodskins.com server with about 16 people and i must say it was loads of fun the map was very balanced and everyone said they loved it
All in all a very fun experience :D
Colonel Forbin
05-26-2003, 09:00 PM
Man, this map looks way better than I thought it would, GJ.
But it still has a problem with Spawn camping on the right side (for allies). Someone was sniping us as we ran out the side of the house, and if we tried to jump over the door to go out the other side of the house we'd get stuck.
But other than that, it seemed pretty balanced. The score on the server I was playing on was like 160 to 120 for the axis
no, it was like 4-3 right? i played with you, but i thought the score wae very low lol.
StoNeD
05-26-2003, 09:26 PM
I finally got to play it today and everyone in the server got "Non-spr set to Glow!" repeating itself in console. I went to LAN game and "esc" out then resume it quit... anyone else?
Mythic_Kruger
05-26-2003, 10:23 PM
Yes I have this problem too ... NC17 suggested me to download it again.
Note that if you download it from files.houstondod (http://files.houstondod.com), you have the overview included in a sympathetic installation program. But the problem remains.
What says the console "Non-sprite set to glow" could mean that 1 entity or more in the map has its "Render FX" property set to glow, but should not. Could be fixed quickly with the "Entity Report" of Hammer...
But the map is still playable, we had a lot of fun NC, uh?
Yea this nonsprite set to glow got past me after release i thaught i had fixed it because i was not getting it before i released the map
I am still trying to pinpoint the entity causing the problem and will release a fix once i find the source
<QUOTE> no, it was like 4-3 right? i played with you, but i thought the score wae very low lol. <QUOTE>
Well no i was on dodskins twice today the first time it was like 8-8 and the 2nd time it was like 3-3 but i had loads of fun both times :D
no, the other guy who said it was like 160 to 120 lol, but maby i played with u 2, and yeah, it was fun!
an awesome remake......it should be an official map!!!!!!
Pinhead
05-27-2003, 11:28 AM
My HL crashes as soon as im finished connecting to a server running it! :( The console disappears and as soon as i can see the map HL crashes!
It only happens online. Works over LAN.
HL crashes on 3 of 4 attempts on running the map :(
Alright i am working on a fixed version and will release it very soon i have fixed the NONSPRITESETTOGLOW error and toned down some of the mortars' damage a bit
I have also made an overview that wil be released with this version
And as far as this disconnecting when joining a server running the map problem goes it is most likely a flood issue caused by the nonspritesettoglow error and should be fixed with this release
Band of Sisters
05-27-2003, 02:52 PM
Originally posted by Evad
an awesome remake......it should be an official map!!!!!!
Wrong. People should leave others maps alone without permission regardless of if it is an official map or not. Get your own ideas and stop using other's success to gain your own.
/my 2 cents
Thursday
05-27-2003, 04:28 PM
high speed miror: www.customdod.com/files/maps/dod_hill_classic.zip
Originally posted by Band of Sisters
Wrong. People should leave others maps alone without permission regardless of if it is an official map or not. Get your own ideas and stop using other's success to gain your own.
/my 2 cents
Wrong. The original mapper left in a huff so someone had to bring this great map back
Fractal
05-27-2003, 06:06 PM
I am convinced this is hill2 reworked. All the telltale signs are there. There's even the red on black signature in the same place under the map.
|OX| The 7, NC|7, whatever you want to call yourself, cmon man, fess up. Stop wasting time with this stuff and work on something unique. I'm sure you have it in you.
Originally posted by Fractal
I am convinced this is hill2 reworked. All the telltale signs are there. There's even the red on black signature in the same place under the map.
|OX| The 7, NC|7, whatever you want to call yourself, cmon man, fess up. Stop wasting time with this stuff and work on something unique. I'm sure you have it in you.
This is the only remake besides caen that i have been working on
I have 3 unique projects of my own for dod one of which can be found here
http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=3473
And it is sefah that is working on a dod_hill2 not i
Alright here is the fix/change list for the upcomming re-release of hill_classic. Let me know if i missed anything
-Fixed nonspritesettoglow error in console
-Toned down mortars in certain spots where they were anoying
-Made it so grenades can not be thrown through hole in allies spawn roof
-Made window in allie spawn so it can be used as an exit
-Moved house a little bit farther from cliff so you will not get stuck between door and cliff
-Added sprites for all of the blowable objectives for a more dramatic effect
-Added overview
Sgt. MMMBop
05-27-2003, 06:38 PM
Ye olde hill was one of my top 10 of all time. Good to see it back.
*Edit*
Oops, should have read all the threads before I bothered to download. I also get a crash every time I try to start it up.
Holdin' out for a fixed version....
Originally posted by Sgt. MMMBop
Ye olde hill was one of my top 10 of all time. Good to see it back.
*Edit*
Oops, should have read all the threads before I bothered to download. I also get a crash every time I try to start it up.
Holdin' out for a fixed version....
Alright now with this crash that some people are getting do you get any type of error message or does it just quit to the desktop?
Fractal
05-27-2003, 07:10 PM
Originally posted by NC17
This is the only remake besides caen that i have been working on
I have 3 unique projects of my own for dod one of which can be found here
http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=3473
Now that's more like it. Looks good.
i had no problems w/ it and it is a great 1.3 redo
one question though......where do you bazooka the bridge to knock it out?
Bishop
05-27-2003, 08:12 PM
Originally posted by Evad
i had no problems w/ it and it is a great 1.3 redo
one question though......where do you bazooka the bridge to knock it out?
you don't...
Miasmatic
05-27-2003, 08:17 PM
Yes... you do. You fire at the middle but from the side, not when you are on top of it or anything.
psykotic
05-27-2003, 09:38 PM
OMG ITS BACK AFTER 2 YEARS, ITS FINALLY BACK!!!!! :eek:
Gorbachev
05-27-2003, 10:00 PM
well I joined the last 2 mins of a server rotating this map this morning (NC |7 was playing as well :p) I got rocked since I was attempting to see how the map was similar to the original, and I tried jumping from the axis base into the water...and well you can't make that jump anymore which I found out the hard way :D. Other than that I really like it, and also am wondering if you fixed that sprite error?
Band of Sisters
05-28-2003, 01:44 AM
Originally posted by NC17
Wrong. The original mapper left in a huff so someone had to bring this great map back
Doesn't matter if he left and never comes back. It is his map, thought of by him and should only be altered by him. Glad to see that you are doing your own maps. That's where you'll earn the respect from the old time custom map players.
The bridge can be blown by either team by shooting the very center of the bridge with a launcher
And yes i fixed the nonspritesettoglow error among other small bugs (look at the fix/change list for the upcomming fix i am going to release)
ender
05-28-2003, 02:21 AM
What about caen then? Of course you can say Waldo is on the dod team.
But...
"It is his map, thought of by him and should only be altered by him."
:D
Originally posted by ender
What about caen then? Of course you can say Waldo is on the dod team.
But...
"It is his map, thought of by him and should only be altered by him."
:D
Exactly what i was going to say . . .
Same exact thing
Pinhead
05-28-2003, 04:22 AM
Although hill is an excelent map and i love that you've recrated it the design has some serious flaws.
The axis spawn is terrible. As soon as you run up the stairs and outside, allies trying to cap the flag, will gun you own instantly. I really think itwould be nice if the're was another exit that leads outside of the base. An opening in the side of the hill on the opposite side of the bridge.
Please reconsider the choice of grass textures. I although the texture looks excelent from a distance, looking directly at it it looks strange. Like tall grass thats been mashed down. The color is nice, but the grass just looks odd.
With such excelent r_speeds you might consider adding a few more faces to the two hills so they don't look too blocky? Maybe a few more rocks to use as cover?
Thats my two cents.
Originally posted by Pinhead
Although hill is an excelent map and i love that you've recrated it the design has some serious flaws.
The axis spawn is terrible. As soon as you run up the stairs and outside, allies trying to cap the flag, will gun you own instantly. I really think itwould be nice if the're was another exit that leads outside of the base. An opening in the side of the hill on the opposite side of the bridge.
Please reconsider the choice of grass textures. I although the texture looks excelent from a distance, looking directly at it it looks strange. Like tall grass thats been mashed down. The color is nice, but the grass just looks odd.
With such excelent r_speeds you might consider adding a few more faces to the two hills so they don't look too blocky? Maybe a few more rocks to use as cover?
Thats my two cents.
I went through every grass texture in the 1.0 .wads and even some custom wads i had and none worked better then the one i used
I was trying to get a 512X512 texture to use so it would use less subdevisions at a lower scale but i could not find any that did not look goofy
And as far as the spawn areas go both teams have equal oportunity to kill enemies that are in their spawn area and in all of the servers i have been on there was hardly any problem getting out of the spawn
Pinhead
05-28-2003, 03:32 PM
Originally posted by NC17
I went through every grass texture in the 1.0 .wads and even some custom wads i had and none worked better then the one i used
I was trying to get a 512X512 texture to use so it would use less subdevisions at a lower scale but i could not find any that did not look goofy
And as far as the spawn areas go both teams have equal oportunity to kill enemies that are in their spawn area and in all of the servers i have been on there was hardly any problem getting out of the spawn
Still, wouldn't it be nice if the teas had two ways of exiting the spawn area? Like the one for the axis like i explained and maybe an open hatch in the floor that leads to some place just outside at the allies?
Pimpage and mirror asap...
Alright i have finished the updated version of dod_hill_classic
The changelist and link can be found below
Changes/Fixes
Fixed - None sprite set to glow message
Changed - Toned down mortars in a few areas
Changed - Moved ally spawn house farther away from hill so you can now pass the door when it is open
Added - Sprites for all blow-able objectives for a more dramatic effect
Added - Overview
Added - Sturmbot waypoints
Download (Updated mirrors would help)
http://www.files.houstondod.com/pafiledb.php?action=file&id=79
Enjoy !
Mythic_Kruger
05-28-2003, 05:42 PM
I tend to agree with the propositions about the spawns, particulary for the allied:
A second house behind the second hill -on the right side for the allied- would be very helpfull. And it wouldn't affect the wpolys.
2 ways of exiting for each side seems obvious.
***Edit***
Oooops it seems that we posted at the same time ...
ComradeNachaev
05-29-2003, 09:07 AM
Two spawn buildings would make it neo-Classic... but wtf :p it prolly would be a good addition.
Poopy Butt
05-31-2003, 04:25 PM
With the updated version, can we still play on servers that might be running the older verson? :confused:
Originally posted by Poopy Butt
With the updated version, can we still play on servers that might be running the older verson? :confused:
No
Cyber-Surfer
06-02-2003, 03:20 PM
Mirrored at:Amerabyte DOD Resource (http://www.amerabyte.com/dod/)
And BOS, I have to agree... you wanna compalin about NC17 doing one of Helvan's maps... Take your soap box over and start yelling at Waldo while your at it for remaking Caen without Helvan's permission. You can give FuzzDad the evil eye as well, because he had discussed doing a remake of DoD_Hill as well.... Helvan has a problem with it.. let him come back, *****, and do it his way...
If NC17 had decompiled Hill to do it.. well that would be another matter, but my understanding is he built it from just looking at the original.. Gotta give him credit for that, and I'll tell ya what, it looks alot better than the old hill from the screens I've seen...
The map has been added to kustom kettle server #1
The Cheat
06-03-2003, 01:15 PM
Mortars = mandatory sound files playing, aka lag, annoyance. Anyway, OMFGZ0R R0X0R lol. I miss beta 1.3b :( Maybe this will help the nostalgia.
CptMuppet
06-03-2003, 01:30 PM
I like this map... v v good :)
Nothing to complain about really... great fun!
Better than some official maps...
As for the mortar sounds... try editing the mortar .wav's (using sound recoreder) and changing the sound quality to "Telephone Quality"
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.