Dod_dropzone_b2


caboose
04-15-2006, 06:55 PM
DoD_dropzone_b1

released by [MRSA]Caboose

The first DOD SOURCE paratrooper and objective map.

Allies parachute out of 2 aircraft, fall through thick cloud cover, and land in a open field.
the field is enclosed by several fences, barbed wire (hurts), some raised ground and a destructable farm house (a direct rocket strike on the front of the barn will destroy it).

their is a flag right under the DZ that the allies and axis can cap.
as the allies advance their is a bunker complex.

The axis start in the bunker and can not leave it.

The allies must use rockets to blow holes in the main bunker, murder hole and right flank wall.
once they enter they must take a single man 4 second cap flag, and a 2 man cap flag in a radio room.

Once the radio room falls to the allies, the axis cant get it back.

the allies can also enter the bunker by hopping over sandbags on the left flank.


As i said before the axis cant get out of the bunker, unless the allies blow up the walls.
The axis have 1 main bunker window, a murderhole, a ladder leading to a sandbagged sniper spot, 2 murder holes in the axis spawn, AAA fire around the aircraft in the first minutes of the battle, and barbed wire that causes pain.

The axis win after 10 mins of play, if the allies dont hold all the flags.

night time map

There are hud hints to tell players to use rockets to destroy areas in the map.
When you move close to destructable walls it gives you a hint message, when the bunker is breached, all players are warned.

32 man map

Link to the map file. Map created on 3/16/2006
http://www.mrsacln.huhbw.com/downloads/dod_dropzone_final.bsp

This is a beta map, we have tested it a lot and if you have feedback please post here or pm me.

Video of the map:
http://www.mrsacln.huhbw.com/downloads/dropzone.wmv

Pvt. Stephenson
04-15-2006, 08:14 PM
Still needs to be darker. Maybe extend the clouds cause it looks wierd seeing a dark cloud over one general area.

Volvulus
04-15-2006, 08:23 PM
When I was playing it in his server today everyone was saying that it was too dark, and I think the barbwire damage could be reduced alittle.

theozzmancometh
04-15-2006, 08:44 PM
Neat work, man. Really nice looking. Wonder how it plays with 32, but we'll see!!



5 second Download Mirror: http://www.landofozz.net/pafiledb/pafiledb.php?action=download&id=312

INsane_dod
04-15-2006, 09:36 PM
I like this concept.

I would like to see a bigger map like this with more spawn points (more planes?) in a line so it is the same as a big para force dropping in on axis ..."from god knows where".

If allies always drop in one spot it would be good for axis mgers?

Don't get me wrong... this one is fine, just make a bigger one too :D

caboose
04-16-2006, 05:26 AM
if jagd comes out i will pick it apart and see if i can move aspects of it over, maybe build a second paratrooper map, incorperating some field areas and a small town.

hope u guys enjoy the map :-)

Bocasean
04-16-2006, 01:59 PM
I still enjoy the concept of the map, but it's not much fun for the Axis.

The lighting, when looking out of the bunker and into the field, is literally painful on my eyes. I just give up on trying to stop the Allies in the field, and just camp the inner room for a half hour. I would much rather see 1 of 2 things:

Periodic flares that light the entire screen, so that the Axis can see clearly for a short burst

or

A completely reworked sky/lighting so that visibility isn't painful, but you would likely have to increase the amount of cover for the Allied approach or they will get slaughtered.

Finally, the barbed wire is VERY vicious on your map. It's more damaging that getting shot in some cases, and I feel it should be lessened a bit, especially if you take any of my suggestions.

caboose
04-16-2006, 03:01 PM
players have already mentioned the barb wire damage and i feel i wil have to lessen it a bit.
basically the allies were just running up to the barbed wire and bounding over it, rushing the bunker rather than being forced to zig zag towards it (thats why i made them hurt)

Ill probably make it take off 10 hp per second, rather than about 40 per second.

as for making tha map lighter, flares i dont seem able to do, and others i asked couldnt make it either.
i could lighten it up slightly.

I will consider what side most often wins, if the allies always win, ill brighten up the map for the axis defenders.
if the axis always win, ill keep the darkness and add more obsticles to hide behind

Pvt. Stephenson
04-16-2006, 04:35 PM
take a look at smallhill, he has a dark sky with a bright moon that gives it light. You can still see your enemy and take him down.

caboose
04-16-2006, 04:37 PM
ok some changes i have made:
barbed wire now only does about 20 hp damage per second, so if you jump over it, you can lose a little hp but you wont die.

also the map is now all in black and white (including all players and models), and is lighter, just to see if ppl like it.

The following link is the new version with black and white:

http://www.mrsacln.huhbw.com/downloads/dod_dropzone_b3.zip

here is a movie of the new effect

http://www.mrsacln.huhbw.com/downloads/bw.wmv

Pvt. Stephenson
04-16-2006, 05:06 PM
not black and white please. I'd like it to be realistic and not old war film look.

caboose
04-16-2006, 05:34 PM
im just doing it as a test at the moment whilst i make other changes to the map. ill be running 2 versions of the map on my server, 1 in black and white, one normal to see what the majority of players want
if its 50/50 ill just release 2 maps in the end

Pvt. Stephenson
04-16-2006, 05:45 PM
alright, if you look at smallhill, maybe give it a dark skybox but the moon showing.

CorPoraL KiLLa
04-17-2006, 10:17 AM
can u like add signs/posters in the walls inside the axis bunker, it kinda looks to neat inthere. mayb puttin up a picture of hitler inside the radio room. just some ideas.
BTW: can u pick those ammos and weapons that are in the boxes?

caboose
04-17-2006, 11:49 AM
no the weapons and ammo are just props. i love sneaking in the bunker and finding some axis guy trying really hard to get the weapons out of the racks.

i was thinking about signs but i have no idea where to get them from or even how to get them in game.
if i put a poster up on a wall, will i need to also put that same poster file on the server so playeres download it when they connect?

caboose
04-17-2006, 12:43 PM
there is now a door on the left hand axis spawn, that wont open untill about 5 seconds after the round starts, this delays half of the axis force (in a full server). to give the 1st allied wave of attack, more chance of progressing into the level

Unk
04-17-2006, 04:56 PM
you want to use VTFEdit to make the vtfs

and vmts and to pak them in to the bsb use pakrat-095 thay work good

caboose
04-18-2006, 03:02 AM
again in english please?

caboose
04-18-2006, 06:25 AM
when the round starts, im trying to decide what to do with the spawn times.
should i delay the allies from leaving the aircraft, so the axis can get in position and be ready for the attack.

or should i delay the axis from leaving the spawn and let the allies regroup at the DZ before the axis can start firing.

CorPoraL KiLLa
04-18-2006, 09:39 AM
are there charges in source like to blow up walls instead of using the bazzoka to blow it up. and if there is, u can then delay the axis spawn times and the allies have to rush up b4 the axis get to the bunker.....yea but i think u should delay the axis team spawn.(only in the first round) let the allies land but after than set it to normal. plus the wires are good since the axis spawn times is delay and the allies to get across they gonna lose some hp.

caboose
04-18-2006, 10:13 AM
i cant find a way to make charges, but i made 1 wall destructable by a nade lay against the wall (incase players dont notice the big messages saying blow up the wall with rockets!)

the barbed wire makes the allies zig zag towards the bunker, making it more realistic and gives the axis defenders more time to kill their targets.
so far i put in a door that delays half the axis force for 12 seconds (axis has 2 spawn points).
i may just leave it at that so the bunker only has a small defence force for the first 15 or so seconds.

when jagd eventually comes out, im going to look at it and try and steal any cool shizno they have (charges etc i hope)

theozzmancometh
04-18-2006, 10:58 AM
dude... you said that out loud......

caboose
04-18-2006, 11:12 AM
hammer is kind of hard to learn, so picking apart a official map and working out how they made things really helps.
i wont just copy paste, just decompile the map and see what cool new additions there so i can try and emulate them

Redcloud
04-18-2006, 01:04 PM
Could you make the barber wire lighter? becaus it is wery frustrating when you always run into the wire and when you figure out why you cant move youre already dead.

caboose
04-18-2006, 01:15 PM
the barbed wire does less damage now so if you hop over it, you can get away with zero damage, but if you touch it, you take about 20 damage per second.
so its much less evil.

final version comes out tonight.

unemployed
04-19-2006, 07:59 AM
i play on a map similiar to this, and that map has
lights on like tripods pointing up and some are pointed towards
the fields in several directions, (sound fimiliar ?)
anyways i didn't know if that would be possible or you would even consider it, oh and night vision too:D

CorPoraL KiLLa
04-19-2006, 10:37 AM
i play the map last night. it was really fun. good map caboose. tho i only got the chance to play on allies side. the axis are mad greedy, they be campin inside the bunker for the radio. props caboose.

caboose
04-19-2006, 01:25 PM
DoD_dropzone_final

released by [MRSA]Caboose

The first DOD SOURCE paratrooper and objective map.

Allies parachute out of 2 aircraft, fall through thick cloud cover, and land in a open field.
the field is enclosed by several fences, barbed wire (hurts), some raised ground and a destructable farm house (a direct rocket strike on the front of the barn will destroy it).

their is a flag right under the DZ that the allies and axis can cap.
as the allies advance their is a bunker complex.

The axis start in the bunker and can not leave it.

The allies must use rockets to blow holes in the main bunker, murder hole and right flank wall (however if you hug the wall and suicide with ur nade you can also blow them up)

once the allies enter the bunker they must take a single man 4 second cap flag, and a 2 man cap flag in a radio room.

Once the radio room falls to the allies, the axis cant get it back.

the allies can also enter the bunker by hopping over sandbags on the left flank.

As i said before the axis cant get out of the bunker, unless the allies blow up their own walls, or are sneaky and find the 1 way out.

The axis have 1 main bunker window, a murderhole, a ladder leading to a sandbagged sniper spot, 2 murder holes in the axis spawn, AAA fire around the aircraft in the first minutes of the battle, and barbed wire that causes pain.

The axis win after 10 mins of play, if the allies dont hold all the flags.

night time map

There are hud hints to tell players to use rockets to destroy areas in the map.
When you move close to destructable walls it gives you a hint message, when the bunker is breached, all players are warned.

32 man map

Link to the map file:
http://www.mrsacln.huhbw.com/downloads/dod_dropzone_final.bsp

video of the map whilst it was still in beta
http://www.mrsacln.huhbw.com/downloads/dropzone.wmv

its been a long bit of development and im happy with the playablity of the map so im going to stop working and get back to playing.
Allies have one hell of a fight and with 20 plus players its such a hard battle.

theozzmancometh
04-19-2006, 04:09 PM
Thanks caboose!!



Download mirror: http://landofozz.net/pafiledb/pafiledb.php?action=download&id=312

</HMT\>Knoxville
04-19-2006, 04:37 PM
I tried playing your final version and it kept crashing on my server???

Really good map!! I hope u fix this issue...

caboose
04-19-2006, 11:58 PM
is there an area that makes it crash?
as in a player moving through an area?on rtound restart etc?
so far the final version has been played for a hr or so on 2 servers and they never had a problem.

</HMT\>Knoxville
04-21-2006, 07:48 AM
I played as allies twice in a row as the bazooka and it crash one right before I blew the wall and another time when I went into the bunker.

caboose
04-21-2006, 07:52 AM
what flank were you on at the time ,left or right.
did ur game crash or the entire server.

i have tried this game on 4 servers now and ran about the entire place for hrs without any glitch

Macbeth76
04-23-2006, 04:32 PM
Its a nice map, I would like it better if it did not have a time limit, my clan uses it for practice and the timelimit makes it hella hard. Also, you could make the sky with clouds and stars and make the cloud cover extend some, and make the backgrounds darker.

But I would really appreciate if you would turn off the timelimit.

caboose
04-24-2006, 02:26 AM
extending the cloud cover caused a fps drain that would for some players be unplayable so i had to keep the area small.

as for stars, i have no idea how to customise a sky texture (im such a noobie)

I added in a time limit because the axis were storming out of the bunker and capping all the flags. I had to stop them camping the drop zone so i stopped them being able to capture the flags, and added in the time limit.
normally when playing the allies break into the bunker after approx 7 mins,giving the axis 3 mins approx to try and hold the inside of the bunker.
if i extended the time limit more, the axis would have such a hard time trying to hold the inside of the bunker for those extra minutes.

the map would have been darker but 2 things make that a problem.
lots of ppl complained they couldnt see anything at all and didnt want to play a dark map, and some players with custom high quality textures, got a massive advantage as they could see players hidden in total darkness.

the map has been released final so i dont really want to change it unless its a specific request from a clan.
if your clan wants a specific version, I.E. black and white, or a much longer time limit, then PM me and ill do that (when i have free time), and ill rename it something else for u ddo_dropzone_noir, dod_dropzone_nolimit etc

Wile E Coyote
04-27-2006, 11:09 PM
I know this is not very helpful....

But when this map comes up in a rotation I will find another server. I will always vote it down. Map is dark, barbed wire is almost invisible and KILLS almost instantaniously. I don't even care about the rest of the map; I stopped playing when I saw this.

caboose
04-28-2006, 03:07 AM
if your playing the Final version, the barbed wire can be jumped over often without taking any damage at all. you can stand on the barbed wire for around 2 seconds before you die (wen on full hp)

if your playing an old version then the server needs updating cause the old one did have leathal barbed wire.

also maybe you could just turn up your brightness?
options, video, brightness?

cause i find dod maps dark in some places i put mine to full bright and now im dropzone i can pick out most targets, but still get caught out.

wars are not all fought in bright sunny towns, darkness if your friend, use it to move up, get close, then hop in the bunker.

but if u dont like it well thats ur opinion, i wont miss u on that level :-p

RosietheRiveter
04-28-2006, 06:38 AM
Caboose -as a server operator, may I ask that you post the link to your final version (with date) in the opening post in this thread ? Thanks

caboose
04-28-2006, 08:13 AM
Link to the map file, created on 3/16/2006
http://www.mrsacln.huhbw.com/downloads/dod_dropzone_b2.bsp

copy from 1st post

RosietheRiveter
04-28-2006, 08:59 AM
Hi caboose.
dod_dropzone_b2.bsp ( link in the lead in post 4/16/2006)

dod_dropzone_final.bsp ( link 4/19/2006)

What I was suggesting is that you might consider editing the lead in post in this thread with a link to the final 4/19/2006 bsp file.
Might help the server operators find your final version right off the bat and not miss it in the lengthy thread :)
Just a thought...........

caboose
04-28-2006, 09:27 AM
oh i just realised what you mean, good point still had the old version at the start of the thread.
thanks for pointing that out, now amended

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