[REL] Dod_tiger_detonation_b1


TOP GUN Mav
06-30-2006, 04:16 AM
Hi guys,

Guess I cheated here, but I've converted Dod_Tiger to a Detonation style map. DOD_TIGER_DETONATION_B1

Download here: (pics too, but they're pics of the standard tiger map)
http://home.exetel.com.au/tgm/


The Middle of the map on the bridge is where you get your explosives from, and the Allies 1st and 2nd 2 flags and Axis 1st and 2nd flags are now explosive sites where you have to blow up objectives.

Don't know what the gameplay will be like or how it will effect Tigers current fast paced action packed style, it might slow things down a bit.

Guess we'll all see how things go.

And please ignore the 222 and AA gun on the axis end of the map, I need to find some model skins that don't have snow on them, I’ll try to fix it later.

TGM :D

RosietheRiveter
06-30-2006, 07:21 AM
Hey TOP GUN
Looks like it will be pretty wild as a det map
Loaded it up on the SunLit Annex 69.28.221.146:27015 and will give it a try today.
Ill link back here and hopefully you wil get some feedback :)

2ltben
06-30-2006, 07:52 AM
*clicks stopwatch*
2 days and already detonation maps. Nice.

LJFSP
06-30-2006, 08:49 AM
I am uploading the map now. That was fast for a new Detonation map. I have a server on the west coast , I will put it in the rotation today with the other two.

IP : 8.6.3.164:27015

HellStar
06-30-2006, 11:02 AM
Good job Mav :)

LJFSP
06-30-2006, 01:03 PM
Sorry to say I had to take it off. It crashes the server everytime. All other custom maps load exept this one. Just info, sorry.

Devils Rear
06-30-2006, 04:26 PM
running on :- 195.242.236.212:27045 !! INX-Gaming.co.uk >> dodirectory.com - 66 Tick

will include it in the next official map pack :)

TOP GUN Mav
06-30-2006, 06:46 PM
Hey LJFSP

Interesting that the map crashes your server. The coding and entities are exactly the same as dod_colmar. Do you happen to know what happens when it crashes.

As far as I can see there should be no reason for it to crash.

There is a waiting period at the start of the round (its about 5 seconds) before you spawn

LJFSP
06-30-2006, 08:05 PM
Ok I try and explain it the best I can, I used the admin and HLSW to change maps. As soon as I start loading in just shut down the server till I restart it again. I have to use a restart to get to run again. So I don't know what else to tell you. I run mani ,meta mod, and eventscripts. So has anyone else had a problem with this map. I really like to play a new map. Thanks for any help.

TOP GUN Mav
06-30-2006, 09:25 PM
I have heard a rumor that mani has had problems with the new game modes. It might just be a simple mani problem.

Anyone else got any ideas, or is anyone else having crashes with tiger_detonation_b1??

Lappy
06-30-2006, 09:27 PM
I've not had a chance to play your map yet, but I've heard that mani has been having trouble across the board since the new release.

Dwin
06-30-2006, 10:09 PM
?? Did they release the detonation code for the SDK already?

quint
07-01-2006, 03:21 AM
Originally posted by TOP GUN Mav
I have heard a rumor that mani has had problems with the new game modes. It might just be a simple mani problem.

Anyone else got any ideas, or is anyone else having crashes with tiger_detonation_b1??

mani seems ok on ours with a few issues on the Detonations such as giving everyone a Forgive menu if they stand too close to the bomb going off and are in effect killed by their own team..

Other than that its working ok i think..

we are using metamod 1.2.3, mani 1.2N, Stats minimum, shared bans , cvar blocker on Linux ..

did you update the gametypes.txt, mani released one a few days back to fix a few of the issues in DOD ?

http://forums.alliedmods.net/showthread.php?t=39448&page=24

Fr3t
07-01-2006, 04:59 AM
Fast man!

Nice work, imo it could be a good thing to add some tnt under the bridge.

TOP GUN Mav
07-01-2006, 06:50 AM
A few fixes are already in the making,

The distance between first obj points and each spawn points is too close. It seems almost impossible to cap out the last obj points. SO, next release will see each teams spawn points moved back further, and more cover around those points.

TNT will be added under bridge, and the small tnt packs around bridge will become pickup areas too.

If I can get it working well the walls that are blown out will close up, and the players will have to use their det packs to blow the holes open to access or give access to new areas.

Anyone else got any comments? I won't be opening or widening the map too much, Tiger has a great thing of being fast paced, i still want to try and keep this.

TGM

LJFSP
07-01-2006, 02:10 PM
Ok, I learned a very important lesson. Do not up load a big map via crappy wireless connection. Everything works great now the I uploaded via landline. Very cool map. Looks like it will play good too. Just waiting for the server to fill up.

Jimmy Crack Corn
07-02-2006, 12:53 AM
Can you make a version where both first capture points are flags and both second capture points are detonation objects? Then you could even put the 2 cap middle flag back and either put the tnt in spawn or just outside spawn.

Thanks for taking suggestions.

JCC

TOP GUN Mav
07-02-2006, 03:02 AM
I've tried a few time to get the obj and flag caps to work together, BUT, they don't seem to work togther.

Its like you either have to have a flag cap map, or an obj based map, and not both.

When you have flags and objectives you can skip the objective, cap the flag and your team wins. So maybe there could another way to do this.

My thought (which I haven't tested) is to create 2 flags and hide them, after the obj point has been blown up, it would then activate the flags which either team could capture to win.

My thoughts for tiger if this works, have it so that allies blow the 222 at axis end, then the flag appears, make it an instant cap flag like it is in the normal tiger. and vice versa for axis capping allies end, except the allies 1st flag doesn't become activated until axis blow up the allies APC.

It may or may not work, i'll have a play around and see, but no promises.

Devils Rear
07-02-2006, 05:42 AM
got to say - this is my favourite dod:source map so far - fills the server and gets extended and extended - brilliant job :)

everyones comments on the server says it "rocks"

Arakcheev
07-02-2006, 01:25 PM
Anyone have a non-exe version of the download?

TOP GUN Mav
07-02-2006, 06:01 PM
Just use the exe file to extract it to your /day of defeat source/dod/maps directory

then goto your /day of defeat source/dod/maps directory

Grab the dod_tiger_detonation_b1.bsp file and the associated readme file.

You can then ZIP it RAR it or what ever you like :D

lordming
07-03-2006, 02:26 AM
Originally posted by LJFSP
Ok I try and explain it the best I can, I used the admin and HLSW to change maps. As soon as I start loading in just shut down the server till I restart it again. I have to use a restart to get to run again. So I don't know what else to tell you. I run mani ,meta mod, and eventscripts. So has anyone else had a problem with this map. I really like to play a new map. Thanks for any help.
Manimod have released a fix for the new update, you might want to try that

[FON]BlackHole
07-03-2006, 02:37 PM
I look forward to your updated release. I can't wait!

JohnnyBeverage
07-03-2006, 02:57 PM
Nice job on this map, I played it today on the iGO server. I had a "blast" playing the map. Great job.

Semjonov
07-03-2006, 04:07 PM
Well, it looks really nice but how in **** is anyone supposed to win?
I was on a team that actually managed to blow up the axis AA once, and then tried for 15 minutes for the second one, we even had mgs firing into their main exit but that doesnīt help because there are exits all over the place for them to get out, just getting the bomb up to the AA was hard enough. This was on a 20p server I think.

And also it would be neat if when you ran over detonation packs on the ground around the bridge you would actually pick one up, I was by the AA twice before I realised I didnīt have a pack....=)

I would say you need to stretch the map out to be bigger, but hey, you are smart I hope you get a good idea how to solve it.....=)

TOP GUN Mav
07-03-2006, 07:57 PM
Ok Beta version 2 is almost ready,

I have moved Allies spawn back further, and axis spawn will be moved back too. There will be cover around axis 1st and 2nd so hopefully it will help. I don't want to make it too easy to cap though.

All blown out holes are closed up, and you now need det packs to blow them open (not cap points just holes to blow open)

more soon,

TGM

Pvt.Snail
07-04-2006, 03:43 AM
Had a blast last night on our full server, everyone loved the new setup.:)
Axis had a heads up in the beginning and then the Allied smartened up and almost tied it up nearing the end. Axis 5 vs 3 Allied, so nicely rounded out with 2 teams catching on to the game play which is still new for many.:D

Awaiting for the revised version.:cool:

ludo
07-04-2006, 06:28 PM
Is there any chance of the C4 pack entities (?) remaining in play after the player carrying them is killed ie. like in classic how you could pick up a demolition pack dropped by a dead player ?

-- Ludo (aka OSS :) )

TOP GUN Mav
07-04-2006, 08:54 PM
Not to my knowledge, this would have to be something that valve would have to code into the HL2 engine.

You could however set another det pack dump, half way up the map after a cap point had been destroyed, but I won't be doing this for tiger.

Could be a good idea for bigger maps though.

Malik06
07-21-2006, 10:00 AM
Originally posted by LJFSP
Ok I try and explain it the best I can, I used the admin and HLSW to change maps. As soon as I start loading in just shut down the server till I restart it again. I have to use a restart to get to run again. So I don't know what else to tell you. I run mani ,meta mod, and eventscripts. So has anyone else had a problem with this map. I really like to play a new map. Thanks for any help.

Nope, the problem must be on your side. The map is innocent.

Runs on "Die Heckenpenner" on ip: 83.133.81.174:27415

Malik06
07-21-2006, 10:02 AM
Originally posted by TOP GUN Mav
I have heard a rumor that mani has had problems with the new game modes. It might just be a simple mani problem.

Anyone else got any ideas, or is anyone else having crashes with tiger_detonation_b1??

Nope. Mani has more probs with colmar and jagd. The "timeleft"-function says, the map is over, but those 2 maps dont wanna accept that.

Malik06
07-21-2006, 10:03 AM
Originally posted by quint
mani seems ok on ours with a few issues on the Detonations such as giving everyone a Forgive menu if they stand too close to the bomb going off and are in effect killed by their own team..

Other than that its working ok i think..

we are using metamod 1.2.3, mani 1.2N, Stats minimum, shared bans , cvar blocker on Linux ..

did you update the gametypes.txt, mani released one a few days back to fix a few of the issues in DOD ?

http://forums.alliedmods.net/showthread.php?t=39448&page=24

Yes, that is true. And some idiot noobs punish you for their own dumbness, when they stand beside the tnt and look the clouds moving.

Rommels
07-21-2006, 10:42 AM
Originally posted by Malik06
Nope. Mani has more probs with colmar and jagd. The "timeleft"-function says, the map is over, but those 2 maps dont wanna accept that.

Being somebody who played krastoff back when it was CS style and also later on when it was just timed I like this.

There was nothing more annoying then to fight long and hard to have the map change with 2 minutes left on the timer.

Jagd just needs to be fixed to where the allies don't have to win for the map to end after time is out.

Dunn0
07-22-2006, 05:58 PM
Great Map!! Added to DODCC...

Auto Installer (http://www.oneworldsyndicate.com/owsdownloads/index.php?act=download&id=162)

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.