|REL| DoD_Hill_Classic_B1


Someth|ngW|cked
04-17-2006, 01:45 AM
Here it is, the beta1 release of dod_hill_classic for source, please post all feedback and bugs in this thread so that i can make changes for the next release

This release does not include mortars nor does it include a usable gun on the axis' hill


For more info and screenshots please visit the fallowing thread

http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=59104


You may download the map by clicking the fallowing link

http://files.filefront.com/dod_hill_classic_b1rar/;4999284;;/fileinfo.html



I can also use mirrors, so anyone who can host the file post the links in this thread, thanks

Someth|ngW|cked
04-17-2006, 02:04 AM
Screens

http://img142.imageshack.us/img142/1894/dodhillclassic00008nu.jpg
http://img83.imageshack.us/img83/9339/dodhillclassic00039ic.jpg
http://img83.imageshack.us/img83/4787/dodhillclassic00073gr.jpg
http://img83.imageshack.us/img83/4218/dodhillclassic00082qg.jpg
http://img83.imageshack.us/img83/5015/dodhillclassic00093fz.jpg
http://img83.imageshack.us/img83/516/dodhillclassic00111ay.jpg
http://img83.imageshack.us/img83/529/dodhillclassic00124gf.jpg
http://img81.imageshack.us/img81/5435/dodhillclassic00131dt.jpg
http://img81.imageshack.us/img81/8362/dodhillclassic00185zp.jpg

trueblue
04-17-2006, 03:44 AM
Wow man! I've never played any of the Dod_hills maps before, but this is really neat! It's huge and would be fun to play.

There's a few things you could fix up but i'm sure you already know what they are. Otherwise, i could point them out... a little later :).

Bolteh
04-17-2006, 04:05 AM
Might just be me, but every mirror I use on filefront, links me to some patch of 93.6MB.. I tried all of the mirrors there, but non of them actually sent the map.. :/

theozzmancometh
04-17-2006, 04:28 AM
Ok, finally got it.


Will have to check it out tonight!!


Download mirror: http://www.landofozz.net/pafiledb/pafiledb.php?action=download&id=313

||held||bOnd
04-17-2006, 04:55 AM
Nice i love that map.

Bolteh
04-17-2006, 05:27 AM
Ok, got it and tested it..

Here are some comments about it:
- There is a lagspot near the allied spawn (when you exit the valley).. Seems like the old body-lag back in 1.3..
- Foliage :( needs more, way too open atm
- A bit more variation in texturing and brushwork, especially the hills..
- Make the 88 and mortars fire randomly (no player activation)
- Allies spawn and have to run quite far to get to the actual map, a bit useless..
- Allies need 3 people to cap the Axis middle flag.. Axis can retake it with 2 men.. Seems wrong, Make it so they can't cap back, or at least make it so they need 3 to (and longer cappingtime)

Maxey
04-17-2006, 05:46 AM
We have a release section on this forum you know...

I was never a fan of this map tbh, but good job on the release anyway. :)

Someth|ngW|cked
04-17-2006, 06:00 AM
- Gah, i could have sworn that the axis could not retake any of the flags, but thats the perpose of a beta . .

- That "body lag" at the allied exit is actually a trigger_push, its an anti spawn camp device, the axis spawn has them too, i am pretty sure thats what your refering to

- As far as the filefront mirrors being linked wrong i am not having that problem, this is the first time iv used filefront to host a file so i don't know what to tell you about that . . .

In the final release i plan to have mortars, more cover and objective destructables like the original hill_classic

Been a while since i released a map, forgot all about the new release section, could an admin move this thread for me when they get a chance please . . .

INsane_dod
04-17-2006, 06:15 AM
Originally posted by Someth|ngW|cked
...In the final release i plan to have mortars, more cover and objective destructables like the original hill_classic...

Hmmmmm... hill, mortars, open area... heaven :)

Thanks mate, will test :D

Edit: I like this very much the work up on the hill is great, spawn protection is good but the allies exit may need some cover.

Better than I expected for a beta. It actually "feels" more like the 1st hill (can't remember who made that), map rather than a remake of your last hill classic.

When the mortars and breakable walls are in... all hell is going to break loose :)

Someth|ngW|cked
04-17-2006, 06:46 AM
Helvan made the original hill, he almo made the original Caen and Valley too i believe

He was dod's best mapper as far as fun layouts go but apperently he disapeared some time ago . . . sort of a shame ;<)

inKit
04-17-2006, 09:01 AM
should'v kept the original allied spawn man

sure u could occasionaly have a spawncampe in the house but that's waaaay better then a bottleneck exit

a) allied need to run half an hour before getting to the bunker
b) axis have it waaay easier to spawnexit camp now

u'd have to have a complete moronic axis team to get fullcapped atm cos you can just keep the allied in their spawn (the few that make it out are easily spotted and killed)

bit more foliage and allies spawning @ original place and i approve :)

some small grafical bugs aswell but you prolly already know em :)

CorPoraL KiLLa
04-17-2006, 10:42 AM
that map look really cool....!!. let the allies cap the middle flag with 2 people and the axis can recap it with 3 people. that would work betta. but since there is a timelimit include then dont let the axis recap any flags. my 2 cents

Someth|ngW|cked
04-17-2006, 03:54 PM
Ok i just made some updates/fixes to the map, you will be happy to know that despite what it says on the hud the axis can NOT capture any of the flags

I have lowered the allied count to capture the hill to 2 and lowered the time to capture the hill from 10 to 7 seconds

Right now i am going to devide the allied spawn points, 8 in the current spawn area and 8 in the old allied spawn house

Bocasean
04-17-2006, 04:00 PM
All of my opinions seem to have been addressed:

- Add more foliage.

- Make the center flag a 2-man for Allies, and Axis cannot recap any except the very first flag at the bottom of the hill (and this is only a maybe, as the Axis should win either way). The point is, it's very difficult to get 3 players to cooperate in a Pub situation, especially if there are only 10-15 players on the whole server.

- Move the Allied spawn back to the original building, and put a roof on it. It's already a big map to run around on, so if you stick with splitting the spawn, then make it less of a run, perhaps just around the final corner?

- Map is eerily quiet, and it needs some artillery and fly-bys to increase the immersion factor.

- The center area between the two hills is farther for the Allies to run than it was in Gold, so add some cover (more carts, retaining wall, brush, etc.

- Camo netting in the objective bunkers if possible, though it is kind of nice to be able to see out more clearly.

- Consider making the walls and bridge floor to be bazooka-destroyable until the TNT code is released, as in dod_hectic.


Map looks and performs great....Now it just needs some gameplay and ambience tweaks and you will have a real winner. This map is very unique, and I hope to see the TNT code released soon so that it can regain it's glory from the days of Gold.

FuzzDad
04-17-2006, 05:59 PM
Yea...the objective code should be cool...some stuff like the old school and some new stuff I think. All-in-all it's gonna be cool to blow things up again.

Ol' Noodle Head
04-17-2006, 07:37 PM
Yea...the objective code should be cool...some stuff like the old school and some new stuff I think. All-in-all it's gonna be cool to blow things up again.
When when when :p

Someth|ngW|cked
04-17-2006, 09:47 PM
The bridge will be blowable as well as the wall at the end of the bridge that's blown where you enter the hill, just like the old version of hill_classic

The reason i did'nt include it right now is because there is now way to specifiy what weapons can damage the breakables like you could specifiy in the old dod, so once this is added to the sdk it will be added to the map

We don't want people to blow the bridge and the wlals with a pistol do we . . .

inKit
04-18-2006, 03:06 AM
wasn't there a tutorial on this board about it?

something about the rocket being the only thing that does more then 100dmg in a direct hit
so you could filter it on that dmg and only let it break on more then that

tho it would be better to just wait for the next update ^^

FuzzDad
04-18-2006, 11:46 AM
Originally posted by Ol' Noodle Head
When when when :p

The same answer I would get if I chatted up a dev (and you know this is coming): SOON. ;)

I really don't know...they're still testing but I've known them to test right up to a few days or so before release so who knows. I'm not sure how their release management schedule works. Most companies get a product "gold" and then cycle it in to a release schedule. The release schedule can be compromised by other already planned events. A lot is going on...EP1 work, DoD work, bandwidth set-aside to prepare for preloads for both EP1 and Sin Episodes and I'm sure a lot of other things. I guess the real answer is we'll see it when it's ready.

Furyo
04-18-2006, 12:37 PM
The last article I read mentioned a dozen or so titles launch during the next 2 months on Steam. They have an extremely busy schedule

Arakcheev
04-18-2006, 03:36 PM
Hey, this is my first post... but I had to register to make comments about this map. I love it.

Just a couple things:

First, I think the walls bordering the two roadways should be a little higher to allow crawling without getting sniped. The axis can still see us even if we hug the walls and are consequently demolished.

There is a huge fps drop at the allies spawn. I know you mentioned it was an anti spawn camp issue, but it really chops up on my machine where as other maps run flawlessly.

More cover and foliage, as mentioned before.


This is my favorite old school map of all time. I was devestated when they removed it from the official map list. It's currently rotationed on my server. Thanks!

Someth|ngW|cked
04-18-2006, 09:38 PM
That fps drop when you turn the corner is because there is an occluder in that hill so when you turn the corner alot more is drawn then when your behind the hill, i am working on smoothing this out

Someth|ngW|cked
04-18-2006, 11:32 PM
I forgot to thank TheSurgeon for the mortar models and Wile E Coyote for the trench models

There will be a "wall o shout outs" as an easter egg as well as a special thanks part of the map txt in the final release

Unk
04-19-2006, 02:12 AM
one thing for the trigger_push id use the

filter name filter_activator_team

Jimmy Crack Corn
04-24-2006, 11:45 AM
If you plan on keeping the allies spawn and exit as is, I would suggest removing the timer.

I would also suggest 2 more spawn exits as the axis snipers and mg's can easily keep the allies at bay at their spawn exit.

The overall feel of the map is good. The open version has a certain appeal to it.

Would it be possible to make a version with a whole bunch of trees and structures in it but still leave all of caps at the top of the hill like they are now?

I would really love it if the exploding trees in 1.3 falaise could make a comeback. Mortars and exploding trees, i think I just wet myself.

Nice job so far Someth|ngW|cked!

JCC

Bocasean
04-25-2006, 02:31 PM
Indeed, it's very unfair the way it's set up now. The Allies get slaughtered on the map and it clears out our server.

In addition -- and this may actually prove to be the bigger, long-term problem -- the map seems to be more expansive than it was in Gold, so people tire quickly of the run-die-run-die rhythm of the map. They have to go so far to get to the action that they leave the server in frustration about 5 deaths or so.

If you can, I'd seriously consider compacting the size, even if it's just a tiny bit.

Devils Rear
04-29-2006, 12:31 AM
been away for a few weeks ;)

its in map pack #30

Dustin Diamond
05-01-2006, 07:05 PM
While i know it's not possible to check for weapon specific damage, you CAN apply a damage filter, and only check for certain types of damage, like bullet or blast. I've found that 'blast' only allows Rockets and Grenades. So that's one option for the bridge and wall until the other code is released.

Bocasean
05-01-2006, 08:39 PM
Yes, listen to Dustin. He knows his stuff. Anyone who went to High School for 10 years has got his act together.

Arakcheev
05-02-2006, 04:03 AM
Wow, that's sad.


Anyway, I had to de-rotation this map due to the amazing advantage the axis has over the allies in it's current state...

Not to nag, but is there an ETA on the next version? I love this map, but the community cries like no other.

Mr-Softy
05-04-2006, 11:43 AM
Just 2 more things i need to add, the rocks on the left and right of the map, if you jump behind them you can fall out the map.

Although it kills u when u fall out just thought i'd point it out ;)

FuzzDad
05-04-2006, 07:57 PM
Map begs to have fog like Verdun...limits viz nulling a majority of the axis advantage.

Deceiver
05-04-2006, 08:28 PM
Originally posted by Furyo
The last article I read mentioned a dozen or so titles launch during the next 2 months on Steam. They have an extremely busy schedule

Yeah no kidding! SiN Episodes: Emergence, Shadowgrounds, The Ship Online, HL2 EP1, etc.

Pvt.Snail
05-07-2006, 02:59 AM
Originally posted by FuzzDad
Map begs to have fog like Verdun...limits viz nulling a majority of the axis advantage.

Agree.
This map would be a totally different style of map if the upper areas were shrouded in fog.

Lyter
05-08-2006, 11:26 PM
I gave this a run, and being a big fan of the original Hill all I can say is I like what I see. It's good to see you've "finished" off the ends with hills where the original was open. I'm not crazy about the push at the ally spawn area, any way to put a fallen tree down or something to give it a visual block? The all team-required flag caps will be interesting.

Someth|ngW|cked
05-13-2006, 05:31 AM
Sorry for the lack of updates as of late

Anyway i will be releasing Beta 2 sometime after the next dod update which is supposed to bring objective code back to dod, then i will make the additions i wanted to include in Beta 1 and balance out gameplay alot more

Arakcheev
05-15-2006, 09:36 PM
Eagerly awaiting the next release, it's a favorite amongst my regulars.. I had to restrict sniper to teh max though.

Someth|ngW|cked
05-16-2006, 01:09 AM
Yeah, i am well aware of the MAJOR unbalance and long trek to battle, the next release will hopefully be balanced as well as the old hill_classic i released for hl1

I have already made all of the major changes i can with the current SDK so once the new objective entities are out it should only take me a few hours to a day before final compile of beta 2

Wile E Coyote
05-16-2006, 03:47 PM
uhhhhh.....

Am I taking crazy pills? The original map WAS unbalanced. No fog. AND the axis had mortars AND an aimable gun. If you're gonna remake it, REMAKE it like it was. A meat grinder for the allies.

Personally I felt Verdun was much better WITHOUT the fog. Never had a problem getting to the other side, even against good snipers.

Bocasean
05-16-2006, 04:21 PM
I agree that a remake should be as close to identical in scope, size, and shape. The only upgrades would be aesthetic.

This version plays bigger and more open, which is a bigger problem that the "balance" issue.

Arakcheev
05-16-2006, 04:34 PM
I don't see any reason to not try and balance it out a little bit. Just because you're remaking a classic map doesn't mean you can't address it's flaws that essentially had it removed as an official map.

Ol' Noodle Head
05-16-2006, 05:24 PM
If you're gonna remake it, REMAKE it like it was. A meat grinder for the allies.

Personally I felt Verdun was much better WITHOUT the fog. Never had a problem getting to the other side, even against good snipers.
I wholeheartedly agree. A lot of us out there enjoy the challenge. If getting up to the base on Hill is ever easy.... `quit

Someth|ngW|cked
05-16-2006, 07:47 PM
I said that the old hill_CLASSIC was balanced, not the original hill

I didnt make the original hill i made the old hill_classic which was pretty damn well balanced for the nature of the map

Anyway, i hope to have dod_gamein ready for beta 1 around the same time as hill_classic is ready for beta 2

Wile E Coyote
05-16-2006, 07:51 PM
I was just speaking out in opposition to "those" who try and make all maps play the same, tailored to their own playing style. I am making sure you hear from both crowds. I am Yin to their Yang.

Map doesn't need fog was my real point.

Someth|ngW|cked
05-17-2006, 08:49 AM
Oh ok

I was just talking in win percentages

the old ill_clasic for hl1 dod had a pretty damn even win ratio the usually won 50% of the time and the allies won 50% of the time, obviously you cant't take into account player skill level and such but relatively speaking the old hill_classic was almost perfectly balanced

Dunn0
05-17-2006, 02:41 PM
We have been playing this more and more on the OWS/DODCC servers..

I would love to see some tunnels.. A way to get up closer, or even in the axis base.


Great Map!

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