[REL] DoDS_Chemille Beta 2


dart
04-19-2006, 01:06 AM
Map: DODS_Chemille Beta 2
Creator: dart / report bugs to: epsave@gmail.com
Size: 22.9 mb unpacked .bsp
Spawnpoints: 32 / 16 per side.

This is a 1.3 map remade for Source. Some things might look / be different as it is a remake the most major thing is that the axis cant get into the church tower anymore, but I do plan on adding this to the next beta release.
Some buildings came from donner and Anzio, just recently I deleted some of my roofs and replaced them with some roofs from donner.

Map feature's 4 1 man insta flag caps - Destroyed Factory, Underpass, Axis 1st and Allied First. Map has 32 player spawns, 16 per side. Has a minimap, I think you'll have to have everything set on high to read the text in the upper-right hand corner though.
Ambient Sound is the same as in donner just lower in volume, I'd have released it without ambient sound, but hearing an enemy spawn @ axis spawn from allied spawn is something I didn't like.
If you have played 1.3 you shouldn't have a problem getting used to the map, it should be pretty close to the original.
--
Map has been in progress since September 1st 2005 (that's when I first started work on the axis spawn using Counterstrike Source), BETA REL: April 18th 2006

Everything has been packed in to the bsp so you'll just need to add the bsp to your /maps folder

On to the Download links!
[RAR Format _ rarlabs.com] - 5.76mb
http://www.mapdedicated.com/sourcefiles/dods_chemille_b2.rar - thanks a bunch pyles.
http://files.filefront.com/dods_chemille_b2rar/;5005931;;/fileinfo.html
http://www.megaupload.com/?d=7BIRFHSK
http://landofozz.net/pafiledb/pafiledb.php?action=download&id=314 thx ozz
http://www.sunlitgames.net/downloads/dods/tempindi/dods_chemille_b2.rar thx rosie

[ZIP Format] - 9.13mb
http://files.filefront.com/dods_chemille_b2zip/;5005967;;/fileinfo.html
http://www.megaupload.com/?d=GLV9GZUN
http://www.sunlitgames.net/downloads/dods/tempindi/dods_chemille_b2.zip thx rosie

--
Well thanks for checking out the map! there are some things I would like to do before the next beta release, such as a 3dskybox more detail on the streets like telephone poles and whatever else comes to mind, and some more detail in the inside rooms, some just look plain empty. FPS at underpass could still use some work.
Stay tuned! :dance:




____
we found some small bugs in the beta version, nothing very huge, next version will be more sourced up, fps as stable as official maps. The small glitches will be fixed.
if anyone can mirror, feel free to post a link.



Screenshots:
http://pubstarz.findaclan.com/chem/dods_chemille2.jpg
http://pubstarz.findaclan.com/chem/dods_chemille3.jpg
http://pubstarz.findaclan.com/chem/dods_chemille4.jpg
http://pubstarz.findaclan.com/chem/dods_chemille5.jpg
http://pubstarz.findaclan.com/chem/dods_chemille6.jpg
http://pubstarz.findaclan.com/chem/dods_chemille7.jpg
http://pubstarz.findaclan.com/chem/dods_chemille8.jpg
http://pubstarz.findaclan.com/chem/dods_chemille9.jpg
http://pubstarz.findaclan.com/chem/dods_chemille10.jpg
http://pubstarz.findaclan.com/chem/dods_chemille11.jpg
http://pubstarz.findaclan.com/chem/dods_chemille12.jpg
http://pubstarz.findaclan.com/chem/dods_chemille13.jpg
http://pubstarz.findaclan.com/chem/dods_chemille15.jpg

Pfarrer
04-19-2006, 01:24 AM
screenies aren't working for me atm.

I'm curious if the rifles have any chance on chemille.

Someth|ngW|cked
04-19-2006, 02:05 AM
I loved the original chemille and was hoping for a source version but this one is distapointing and pretty ugly for a source map

I still hope that the guy that did the original does a source version soon

dart
04-19-2006, 03:39 AM
Great thanks.
You're the first person not to like it, I'm sure more people will say the same as you.

However, we had a 28 man server full for about 4-5 hours yesterday, everyone was commenting on how gameplay was good, and the obvious it needs more detail.

but a server full that long on a new map people have never played, I dont know, but if the pubbers liked it enough to stick around for that long until the map was changed to kalt 4 hours later, I think it's okay for now.

You could have at least gave me a suggestion. but thanks anyway.

Warlord-Sco-
04-19-2006, 03:45 AM
It's not all about looks(even though i think it looks pretty good), as long as it retains the fast and furious gameplay of the original i'll be a happy man:)

Nice work!

Ace_McGirk
04-19-2006, 03:46 AM
Originally posted by dart
Great thanks.
You're the first person not to like it, I'm sure more people will say the same as you.

However, we had a 28 man server full for about 4-5 hours yesterday, everyone was commenting on how gameplay was good, and the obvious it needs more detail.

but a server full that long on a new map people have never played, I dont know, but if the pubbers liked it enough to stick around for that long until the map was changed to kalt 4 hours later, I think it's okay for now.

You could have at least gave me a suggestion. but thanks anyway.

Get used to it dart, there are always people that think they know whats best,even though they wont open hammer...........or cant, lol

Iced Earth
04-19-2006, 03:49 AM
I honestly thought it was a fantastic map. I get pretty good FPS for a custom map of that caliber, and I thought it was much improved from 1.3 IMO. (In 1.3 the textures were kinda nasty looking and I've never liked the look of chemille. Your texture pattern is similar to donner which is probably my favorite map.)The lack of cluttering objects works in favor of league play. I thought it looked great even without tons of objects lying around. Kudos to you good sir on your fine rendition of chemille.

We pugged it tonight and it worked out great. Sides were pretty even. We won axis 3-2, and allies as 2-0. Overall, it was a fast, and fun paced map.

For your first official release this is damn good work. I'm looking forward to future releases dart. ^_^

Iced Earth
04-19-2006, 04:05 AM
Originally posted by Pfarrer

I'm curious if the rifles have any chance on chemille.

Indeed good sir, I went nearly 2:1 with kar when I pugged. Garand and kar are like perfect range for factory. And the fact that a lot of the shots are made from windows at a good distance limits the "chickens running around with their head cut off" light spray strafing.

Maxey
04-19-2006, 05:00 AM
Dart, next time you take screenies of maps, raise all your graphic settings to the max, please.

Other than that, seems to be a good job.

Someth|ngW|cked
04-19-2006, 06:04 AM
Didn't mean to come off as rude, just my honest opinion

El Capitan
04-19-2006, 06:16 AM
Nice job, but I'd call it dod_chemille_remake....otherwise if they brought chemille to source then people will get confused!

Good to see a remake at last, I haven't tested it yet but will do soon.

Pfarrer
04-19-2006, 06:27 AM
El Capitan is right: it's a remake of the old 1.3 map. It's quite the same in looks, better textures. The old chemille was a great gameplay map, with not many obstacles etc. So is this remake. It looks a bit empty in game. I will try to find a server and play it. Thx for releasing. Might increase the customfun on source.

RosietheRiveter
04-19-2006, 06:49 AM
Chemille...........yummy
Hey Dart
Thanks for sharing your source version of chemille.
We are looking forward to a little nostalgia today ;)
Mirrors
dods_chemille_b2.zip (http://www.sunlitgames.net/downloads/dods/tempindi/dods_chemille_b2.zip)
dods_chemille_b2.rar (http://www.sunlitgames.net/downloads/dods/tempindi/dods_chemille_b2.rar)

Cheers
Rosie the Riveter
SunLit Games (http://www.sunlitgames.net) :A Custom Map Community since 2000
Good Company and Fair Play
Register for free to download ... stay and join the community
DODS - 45 maps
DOD 1.3 - 280 maps

theozzmancometh
04-19-2006, 07:21 AM
Wow, cool deal, Dart!!! Can't wait for you to saucify it!!! I loved chemille in 1.3!!


Download mirror: http://landofozz.net/pafiledb/pafiledb.php?action=download&id=314


--Ozz

RosietheRiveter
04-19-2006, 09:46 AM
Smooth fps. It will be interesting to see how you balance fps and fleshing out the appearance of the map with detail. :)

Question about the axis spawn exit. It appears that axis can only exit out on the right.
The left side looks like axis should be able to access it but Ill be darned if I can jump/climb over the rubble.
Glitch?

Apollo
04-19-2006, 10:07 AM
Looks like the visual problems with the map originate from the lack of detail the computer has, not necissarily the map. Looks decent but could use a few touches.

</HMT\>Knoxville
04-19-2006, 11:07 PM
what happened to your rainy effect and the map being darker??

dart
dod_chemille_remake
http://img377.imageshack.us/img377/...illerain4td.gif

superdead
04-20-2006, 07:37 AM
to plane :\
didnt like it
i hope it will get better after some updates
and all so i know of another guy from sweden who is all so remaking chemille so lats wait he realses his map all so :o

-=SS=- Kurt
04-20-2006, 08:47 AM
Hi Dart,

It's a wonderful map, -=SS=- members played the map last night. Everything went well, great FPS, no error and we loved the map.

Thanks for you dedication to the DOD:S community and hope to see more maps from you. Your time and effort are truly appreciated!!!

Cheers & salute,

Kurt

HellStar
04-20-2006, 01:26 PM
Ran this last night and again today, nobody complained, most recognised it from the dod 1.3 version.

Yes it could do with a bit of polishing, nothing major, its a great map!

PanFrie
04-21-2006, 12:29 PM
awsome job dart, thats gonna be goin up on our server tonight. (i forget what one chamille is and the screen shots wont jog my memory :-( )

edit: nvm! i remember now!

only thing i can really think of is that it needs more debirs. not the small kind that just makes the map look good, but the kind that gets in the way. like at the allies first and the axis second, they both look like they need barbed wire / the french car

ultranew_b
04-21-2006, 01:33 PM
Originally posted by PanFrie
only thing i can really think of is that it needs more debirs

I agree, much more and it will look a lot better.

:)

PanFrie
04-21-2006, 02:53 PM
not only that, but i remember the old chamille had all that stuff that got in the way and affected gameplay as well.

Someth|ngW|cked
04-21-2006, 08:59 PM
I had actually planned on doing a chemille_classic after i finished my current map gamein, but if this version of chemille gets brought up to snuff i might not have to

I wish you guys luck with future releases . . .

dart
04-21-2006, 09:43 PM
been adding a lot of stuff in the past couple of day's, next release should look great. :D

Originally posted by Maxey
Dart, next time you take screenies of maps, raise all your graphic settings to the max, please.

Other than that, seems to be a good job.
I tried this, next time i'm going take the screens on my friends pc, anything above low comes out like this (http://img183.imageshack.us/img183/8126/dodschemilleb200007wz.jpg). I did use his pc to do the minimap though.

Originally posted by RosietheRiveter

Question about the axis spawn exit. It appears that axis can only exit out on the right.
The left side looks like axis should be able to access it but Ill be darned if I can jump/climb over the rubble.
Glitch?
made the exit, and closed it off, was waiting for some feedback on it needing to be opened, will be opened next release.

Originally posted by </HMT\>Knoxville
what happened to your rainy effect and the map being darker??

dart
dod_chemille_remake
http://img377.imageshack.us/img377/...illerain4td.gif

I lost the map in a reformat back in dec/jan.

Originally posted by PanFrie

only thing i can really think of is that it needs more debirs. not the small kind that just makes the map look good, but the kind that gets in the way. like at the allies first and the axis second, they both look like they need barbed wire / the french car

Adding in TheSurgeon's car where the old car used to be in factory, and the barbed wire, I'm also working on debris some boxes here and there etc.

--
well will have some new screens up soon. :)

anyway thanks for the feedback and suggestions everyone.

Bocasean
04-22-2006, 01:49 AM
If you add the left side spawn exit for the Axis, it'll put them right on top of the flag too fast. I'd say block it off entirely so Allies can't lob nades into spawn.

The map also has a lack of vertical feel to it, especially in the Axis 1st flag area. Maybe add another 3 story building where the old one used to be???

It sounds like your additions to the map will really make it shine.

Swateke
04-22-2006, 01:56 AM
Map is way too plain for source... And to be honest, you should modify it a bit for source standards, if you wantit to go higher up like salerno.


(Modifying as in: some more close combat, the heavies dont have much chance in this map)

RosietheRiveter
04-22-2006, 08:46 AM
If you add the left side spawn exit for the Axis, it'll put them right on top of the flag too fast. I'd say block it off entirely so Allies can't lob nades into spawn.

Good point about the exit opening right on the flag.
However,
- the axis already all spawn in a single room and have to take turns exiting through the hole in the wall
- must run away from the first flag and the left entrance to the factory building in order to even exit the spawn
- that one exit is easily camped by allies

Allies have the advantage in time and maneuverability right from the round start.

FuzzDad
04-22-2006, 04:35 PM
So...how did that sdk222 get in there anyway?

I would take your changes slowly at this point...it runs fine and I suspect the guys at CAL wouldn't want a lot of crap put in the map. Sure...it looks bare but if gameplay is solid just be careful.

BTW...the busted wooden floor in the center building is really way too thick.

Apollo
04-24-2006, 05:41 PM
Looks incredibly plain and the angles/corners are completely screwed up. The blown out pathways that are now open need crouching areas to make them slower. Some of the stuff looks ok, but overall it seems to lack any optimization and any attempt at detail, not to mention the lack of clipping in doors.

Pappy_O'Daniel
04-27-2006, 10:13 AM
We've been playing this map on the POW server recently, IMO it's one of the best 1.3 ported maps. The gameplay is very simular to the original less the destroyable walls already being breached, which I think is fine, though that may change in the future, who knows. Adding some props to fill the empty spaces will add to the ambience and offer a bit more cover in a few places.

Good job :)

JBF
04-27-2006, 03:23 PM
As for cal i think the map is going in the right direction, but personally I would love to have a version that is more detailed and more on level with the valve official maps. The current version is on its way to that state but right now it just doesn't have enough detail and is just way too clean and minimalistic looking.

Gameplay is great though.

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