RELEASE: dod_jura_b1


05-27-2003, 06:13 PM
That's the first beta so there is still some work to be done... I hope you'll give some feedbacks.

This is a close combat map in a small village as you can find some in french country (I live there so don't tell me it doesn't look like!!!). So no big avenues, no big places etc but dark corners where you can hide, a unique village place near a church, dark narrow streets, windy atmosphere, etc
I didn't mean to recreate any historical fact

This is a small map which I think should be teamplayed 6vs6

As I only tried it with bots I don't really experienced the gameplay...

I'm also looking for servers to host it... so if someone can... pm me

If you find some bugs... post...

DoWnLoAd (http://www.ville-st-apollinaire.fr/ej/rezorg/files/dodmaps/dod_jura_b1.zip)

Enjoy

Kamikazi!
05-27-2003, 06:19 PM
You might want to at least upload 1 small jpg to the forums filebase. Most people won't dl without pictures.

05-27-2003, 06:21 PM
Downloading now my friend...I'll be more than happy to offer my humble opinion.

Mr. Binary

05-27-2003, 06:26 PM
you're right but as there is a lot of somewhere on this board I thought it was not necessary... btw here is one
http://www.dodstudios.net/uploads/uploads/dod_jura_b10001.jpg

thx

05-27-2003, 06:58 PM
Serum,

You missed at least 1 model from your zip...something you named bridgecart I think it was.

Insta crash.

Mr. Binary

05-27-2003, 08:46 PM
Looks good, could you please make a minmap while your updating the zip with the missing model?

Thursday
05-27-2003, 10:04 PM
alright looks good for a beta, but there are some things you could touch up:

you could use some more textures around the place, and in the church maybe some posters or something, be creative.

ive got it hosted at Custom DoD (www.customdod.com/files/maps/dod_jura_b1.zip)

some images: (caution they are big and may take a while to load on dial up, sorry)

http://customdod.com/images/files/jura._middle.gif

http://customdod.com/images/files/jura_allies.gif

http://customdod.com/images/files/juraa1.JPG

http://customdod.com/images/files/juraa2.JPG

http://customdod.com/images/files/juraa3.JPG

http://customdod.com/images/files/juraa4.JPG

http://customdod.com/images/files/juraa5.JPG

also, your minimap is kinda off and very confusing, i would think about trying to nail that down

-Thurs

[CS] Jedi
05-27-2003, 11:11 PM
This map looks good and is laid out pretty well. My only complaint is the huge drop in fps I get on most of the map. I have a 128 MB GEForce 4 Ti 4600. So, I don't think it is my video card. I normally get 85 fps on almost every map. On this map I get high 30s - low 40s. One guy in my clan averages 40-50 fps and he fell to as low as 7.5 fps on this map. So, it wasn't just me. I liked the map, but it got too jumpy with the low fps. Not sure how you change it unless you drop the graphics quality. Or maybe I need help adjusting my video card?

Whiskas
05-27-2003, 11:25 PM
try using some hint brushes in your map, they are a HUGE help in reducing r speeds. since its a buidling based map it shoudlnt be too difficult. if u need a hint brush tut check out VERC collective

German Killa
05-28-2003, 12:15 AM
i add a dl mirror. i also add the missing model "bridge_cart.mdl" but i dunno if that is all. for me it is function. So try it :)

DL-Link dod_jura_b1 at DodMaps.de (http://dodmaps.ngz-network.de/index.php?site=newmaps.php)

05-28-2003, 01:43 AM
Originally posted by Thursday
alright looks good for a beta, but there are some things you could touch up:

you could use some more textures around the place, and in the church maybe some posters or something, be creative.

ive got it hosted at Custom DoD (www.customdod.com/files/maps/dod_jura_b1.zip)

some images: (caution they are big and may take a while to load on dial up, sorry)

http://customdod.com/images/files/jura._middle.gif

http://customdod.com/images/files/jura_allies.gif

http://customdod.com/images/files/juraa1.JPG

http://customdod.com/images/files/juraa2.JPG

http://customdod.com/images/files/juraa3.JPG

http://customdod.com/images/files/juraa4.JPG

http://customdod.com/images/files/juraa5.JPG

also, your minimap is kinda off and very confusing, i would think about trying to nail that down

-Thurs

ok, well the texture usage is at 6.90mb so mayB a lil bit more but not to much... I'll consider accordingly...

I kno the minimap is crappy :D :rolleyes: but I did it quickly -> I'm going to make an other one but to be honest I don't like that system of minimap: first when you deactivate it your fps might gain 10; second, I feel more implicated in the game when I've got to be very careful from nades and nme.Plus while you look your minimap you're dead;)

thx for the host

I'm gonna release a fix soon

05-28-2003, 01:55 AM
Originally posted by Whiskas
try using some hint brushes in your map, they are a HUGE help in reducing r speeds. since its a buidling based map it shoudlnt be too difficult. if u need a hint brush tut check out VERC collective

thx for advice cos I'm a noob in mapping (4months) but I've already used hint brushes in that map. I've used a lot of entities (models, point, brushes) and found it hard to block vis. I don't really know how to use hint brushes but after severals tries I managed lowing my r_speeds a lot. You know, as I know, that every mapper should make "outdoor rooms" as Quake engine based games are thought to be like that (soory for my english:( ) and on this pjoject I had hard time making my "rooms" because of roofs, inclination of the village etc...

But this is a beta so I still got work...

05-28-2003, 01:58 AM
Originally posted by Mr.Binary
Serum,

You missed at least 1 model from your zip...something you named bridgecart I think it was.

Insta crash.

Mr. Binary

Yeah :) I thought it was included in the official release of DoD. Sorry, I'll add it to the fix

05-28-2003, 02:07 AM
Originally posted by [CS] Jedi
This map looks good and is laid out pretty well. My only complaint is the huge drop in fps I get on most of the map. I have a 128 MB GEForce 4 Ti 4600. So, I don't think it is my video card. I normally get 85 fps on almost every map. On this map I get high 30s - low 40s. One guy in my clan averages 40-50 fps and he fell to as low as 7.5 fps on this map. So, it wasn't just me. I liked the map, but it got too jumpy with the low fps. Not sure how you change it unless you drop the graphics quality. Or maybe I need help adjusting my video card?

It works fine for me... but I still got to optimize it...

05-28-2003, 02:09 AM
Originally posted by German Killa
i add a dl mirror. i also add the missing model "bridge_cart.mdl" but i dunno if that is all. for me it is function. So try it :)

DL-Link dod_jura_b1 at DodMaps.de (http://dodmaps.ngz-network.de/index.php?site=newmaps.php)

Thx for the mirror and the fix :D

Craftos
05-28-2003, 03:12 AM
Originally posted by [CS] Jedi
This map looks good and is laid out pretty well. My only complaint is the huge drop in fps I get on most of the map. I have a 128 MB GEForce 4 Ti 4600. So, I don't think it is my video card. I normally get 85 fps on almost every map. On this map I get high 30s - low 40s. One guy in my clan averages 40-50 fps and he fell to as low as 7.5 fps on this map. So, it wasn't just me. I liked the map, but it got too jumpy with the low fps. Not sure how you change it unless you drop the graphics quality. Or maybe I need help adjusting my video card? Probable ther is "Leaf saw into leaf" or hidden LEAK somewhere. I had similar thing on my map. "Leaf saw..." warning haven't appeared in compile log. The same with leak, you may have leak in succesfully compiled map - good r_speeds and low fps. I tracked both down using hlfix program.

05-28-2003, 02:31 PM
I wonder why you folks don't give me feedback (well some did and thanx to them)??? Is this map so crappy??? It mayB as I'm new to mapping!!! But to be honest I feel like people don't give a chance to noobs to improve their work... I mean some are great mappers here and people only give them feedback but, though they deserve it for their great work, they don't really need it... This is not an offense I simply noticed that looking to the number of posts here and there... I thought it was some kinda community but it seems like some are kings and others... crap. Feel strange... Am I right or not???

:confused:

05-28-2003, 03:11 PM
Not really. :P

ender
05-28-2003, 04:13 PM
I offered all I could design wise in the old thread, the rest you come by as you progress as a mapper. The number one thing I believe to making nice maps is you have to be creative and know what looks good & flow together. If your not creative you can almost kiss mapping goodbye.

There isn't much feedback here most of the time, and the better mappers do get more feedback although their work is already top-notch. It's silly, but it's just how things end up.

RA7
05-28-2003, 04:20 PM
Is the fixed version already released? I wanna play and pimp...:-D

05-28-2003, 05:51 PM
Ok

@Gasmasked Devil: mmmh :p

I'm working and will try to release a fix asap with less r_speeds, the missing mdl and some changes in the layout as I think the basic one is not so bad but needs some improvement... Oh, I'll try to be creative, ender:)

@RA7: there is a release with the missing mdl at dodmaps.de

ender
05-28-2003, 06:34 PM
I didn't necessarily mean you, I just have a tendency to start rambling... I actually thought you had some good stuff in the screenshots.

05-28-2003, 11:16 PM
Completely forgot - http://www.files.houstondod.com/pafiledb.php?action=file&id=81
includes a missing model

RA7
05-29-2003, 03:39 PM
Added a mirror (http://www.lanmaniax.com)

Effexx
05-30-2003, 12:35 AM
I worked up some waypoints for this map yesterday... I like this map overall... I don't see why people are dropping FPS... I ran for a few hours on this map with 20 bots and never so much as lagged up even a little... I have a G3 Ti500 & 512mb RAM...


Anyway... once I'm sure the bots are using the waypoints efficiently I'll link a download for ya...


...

German Killa
05-30-2003, 02:14 AM
I added the map to our DL Database and custommap server

Effexx
05-30-2003, 10:52 AM
...


WAYPOINTS FOR dod_jura_b1 (http://home.attbi.com/~effexx/Files/dod_jura_b1.wpt)


The bots play pretty well on this map with 2 small exceptions where they sometimes get hung up temporarily...

1. ... at the "bazooka wall" shortcut near the middle 2-man flag

2. ... 2nd Axis spawn exit up the ladder when they try to jump the wall to get out...

I did the best I could to try to get them to jump those spots better, but they are not as dextrous as we are...

I also avoided making intricate paths through the narrow buildings... The bots would just end up getting unecessarily stuck in them...


...

Effexx
05-30-2003, 11:00 AM
Oh yeah... and I happened upon the Easter Egg room on this map... It's like a tiny graveyard, and you have to blow open a grave to return to the game...


(take the Axis spawn exit up the ladder... Jump out of the first window on the left on your way out)


:D


...

05-30-2003, 02:34 PM
Thanx to all guys you're awesome:D

@Effexx: great for the bots. I did some myself but I'm definitly not a "waypointer" They only served me to see if the gameplay of the map was interesting or not...
The easter egg was simple to find... it's just for fun:) actually I made the graveyard as part of the map and just thought it would be fun to turn it into an easter egg instead of deleting it as the layout of the map was interesting without it... that's all...

I'm working on the beta2 to release it asap as their are some texture bugs on the beta1 (one more click->too much click)
Yes indeed some have lags on the map but it works well for me and a few others of my mates so... don't know as my r_speeds are not too high. I think I could had a street at the left but I don't know yet if I'll do it or not. It must bring something interesting... I'll take some time to think about it.

Effexx
05-31-2003, 02:37 AM
OOOH... Serum.. If you are doing a v2 of this map may I make a couple small suggestions??? Mostly to help the bot pathing a little & help out with the 2 spots I listed above where bots get stuck...


1. The "Bazooka wall" near the middle flag... If you are coming from the Allied side of the map the bots have difficulty making the 2nd jump to get up and over the wall to reach the middle flag... Perhaps add a small piece of wall or some rubble for them to walk on to get over the wall? Perhaps you could also raise the first rubble pile (right under the bazooka wall) up just a tiny bit so you can run over the edge rather than jumping...

2. Same kind of thing as above except for the Axis spawn exit with the ladder... It's the wall where the rope is attached... It's a rather tricky crouch-jump to get over that wall... Again... maybe a little rubble pile or piece or wall at an angle to serve as a small ramp to make the jump easier or just be able to run over it... OR.. maybe remove a part of the wall so you can just run right out while still keeping the rest of it for cover if you are under fire... ???


Just suggestions to help bot play.. Otherwise with human players it's not an issue... Great job with the map by the way...


...

05-31-2003, 05:10 AM
I thought about it and already made the thing after reading your "friendly bot maps" post :)

ShadesOGrey
08-08-2003, 10:52 AM
Serum,
well, your map just got a good playtest in the last BFE campaign - it was actually played in four different 12 hour matches.

I have good and bad news.
The good news - the last battle of the campaign was fought on jura_b2 as the german homeland. After 12 hours of fighting on two servers, the Axis managed to win by 0.48%.

As a close quarter combat map, this is actually pretty good. The key to it is the middle flag - whoever holds it, dominates at that time.

It's fast paced, and has some tricky points that take some getting used to.

On the whole, i actually came to like it - but I have some bad news for you......

over 50% of the people experienced real FPS issues and very high lag. The worst areas are round the middle flag, and outside the church yard entrance. Personally i could go from 80 to 5 fps in an instant there.

the lighting in the allied tunnel needs to be fixed ASAP. it makes people ill if they have to use it for any length of time. we were actively avoiding it because of this issue, which gave the Allies only one route into the map.

the first Allied flag on the mound - you need to move it. It's buggy - sometimes the mound is there, sometimes not. On more than one occassion, the Axis were able to cap the map without actually touching the flag - just getting to the mound.

the general lighting around the map needs to be improved. It's too dark, and the models often turn neon blue in some areas (allied spawn, middle flag). again, this just makes people feel unwell.

the flag order needs to be addressed. flags 1 & 5 are closest (sic) to the allied spawn, 2 & 4 to the acis and 3 in the middle. For ease of use, it should be 1&2 for Allied, 4&5 for Axis.


Overall, the map is Axis biased. Only a very well co-ordinated Allied team stands a chance of winning - and i mean WELL co-ordinated. If either side has the advantage in numbers, they will ALWAYS win, though the Axis can drop one or two first before suffering.

Gameplay Suggestions:
remove the sandbags from the Hugo Street door. There's enough cover there already, and the Allied window doesn't have a wide enough field of fire to help anyone going out the door. An good KAR ***** can shut down this avenue completely leaving the Allies with the one route in. Either that, or open up the window so that the Allies have two routes out of there. The Axis have 2 routes to that point, you need to balance it.

the broken wall that's meant to be blown with the bazooka in the middle (the pink building). Axis can boost over it, Allies can't. Either raise the ramp so that the Allies can, or heighten the wall so that the Axis can't. Having it like that is a major advantage for the Axis since they have another route to Allied flag and there's nothing to balance it on the Allied side.

some of the models could do with some clipping work. The car on Hugo street is a huge problem area - you can stand close to it, and shoot through the top, but not be hit in return. The fountain in the middle is a b**tch - when you have 4 or 5 people in there, there seem to be a LOT of bullets hitting walls etc - you see the sparks on people who are standing in the clear.

I'd also like to see the broken wall leading to the schoolhouse (?) on the Axis side removed, or fixed. It's too easy to get hung up on it in combat. That's the building right outside the Allied tunnel exit.

In the alleyway to the left (going towards the middle), theres a door. You might want to remove it, or remove the door jamb - it's narrows the passageway down, and the door swings open at the slightest touch - this turns it into an Axis turkey shoot.

I'm sure that many of the BFE players would be willing to give you feedback. It's not a bad map, but it doesn't balance well, and it plays much better with larger groups.

Right now, i would say it's an easy Axis map. They have more routes to the flags, their first ones are closer (they can actually cap the first two, and be at three long before the Allies), and the point scoring is biased in their favour. Very few Allied players will stick around for this map in a rotation - it's not fun getting raped.

Of course, this is just my opinion - it's based on close to 24 hours of play, but it's still just an opinion. You can ignore it, and i won't feel hurt etc, just felt you might want some feedback.

08-08-2003, 02:45 PM
First, thx for the reply!!!
Second I must say jura is my first released map and is full of bugs and LAGs a lot when there are too much players on it. It's basically a map built for my clan... and not designed for a 10vs10 battle but a 4vs4!!!
Anyway I know that jura is not a bad map but also not a very good map... I'll try to fix the bugs and make it less laggy. Your suggestions are well appreciated and will help me a lot to improve the layout...:D
Thx again m8:)

08-09-2003, 09:03 AM
I am a BFE player too but from the Axis side. I gave shades a beating but he doesn't know who i am cause i play with a different name in BFE:D

I too played the map as an Axis for more than 24 hours. I can agree that the map has some fps issues but not as bad as shades sais. About the easy Axis map i think he is being a little bit too over the top. I mean we played 12 hours the other day on the freaking map and the difference was 1 full cap....about the scoring don't listen to him its fine. Now the Axis might have a faster approach to the middle but this is countered by two facts : The allies have better cover in the middle and when they camp it it is impossibe to get them out. They have a better place for their sniper and MG (the boxes on the left and the sniper loft on the left). The axis on the other hand come from this auful steps from the long street and get massacred cause their heads first come out...the other Axis entrance to the middle is not that bad.
The hugo street gives a very high advantage to the allies, the Axis have a small wooden door to go in which the allies can defend very easily. Finally the first flag of the Allies can be defended failry easily by a good MG and a couple of BARS, however when the allies are on the attack things are more difficult for the Axis...the allies have great cover and can take the last two Axis flags very easy if they play smart.

this is just a post (badly written I admit) from the other side of the argument. The mapper will now have both views and can decide what needs to be changed. Overall I want to say congratulations cause Jura has the potential to become a great map. It is pretty balanced for a non-mirror map (something that needs a great deal of talent from the mapper)

Cs42886
08-09-2003, 09:20 AM
I may be wrong, but isn't "jura" the german word for law? I don't know, I failed it three times.

ShadesOGrey
08-11-2003, 03:06 PM
Originally posted by Guru
I am a BFE player too but from the Axis side. I gave shades a beating but he doesn't know who i am cause i play with a different name in BFE:D

Probably - i got a beating by most people. It was a good match though - :p Mind you, i finally got a positive K/D ratio for the last two rounds, so i must have been doing something right :D

I too played the map as an Axis for more than 24 hours. I can agree that the map has some fps issues but not as bad as shades says.

I think what happens is that the fps issues are heightened on this map - i certainly haven't had any issues with any other maps until this one. Yeah some people were fine, others had a lot of issues. I'm doing some testing now, since i'm begining to suspect DX9 - i used the same config machine with DX8 the other day and the fps was steady on it.

As for the tunnel and lighting - i dare you to try playing it for 12 hours as Allies without getting a blinding headache.


Now the Axis might have a faster approach to the middle but this is countered by two facts : The allies have better cover in the middle and when they camp it it is impossible to get them out. They have a better place for their sniper and MG (the boxes on the left and the sniper loft on the left). The axis on the other hand come from this awful steps from the long street and get massacred cause their heads first come out...the other Axis entrance to the middle is not that bad.

Yep - that's true, but it's murder for us to get there, if we can. BTW - you don't have to come up the street, you have the ladder entrance, beside there, and the hotel / bar entrance as well. Technically that's four ways in

The hugo street gives a very high advantage to the allies, the Axis have a small wooden door to go in which the allies can defend very easily.

Well i can rule out NetherHack - you need to talk to him 'cos he was getting through no problem. Defending is easy - but this is our primary way to get to the forth flags etc. A single kar outside there stopped us cold for over three hours - not fun

Finally the first flag of the Allies can be defended fairly easily by a good MG and a couple of BARS, however when the allies are on the attack things are more difficult for the Axis...the allies have great cover and can take the last two Axis flags very easy if they play smart.

this is just a post (badly written I admit) from the other side of the argument. The mapper will now have both views and can decide what needs to be changed. Overall I want to say congratulations cause Jura has the potential to become a great map. It is pretty balanced for a non-mirror map (something that needs a great deal of talent from the mapper)


This is what i was hoping for - a post from the other side so i could see what you guys thought as well. Personally i hated the map the first go round as the Brits, but by the third time i actually appreciated it a lot more.

I think we need to give Serum some feedback - i'm not suggesting he take my word and make all the changes, 'cos that wouldn't be fair. If any other BFE'ers are out there, let fly.... :cool:

08-12-2003, 08:50 AM
edit

skdr
08-12-2003, 08:55 AM
Guru.

Forum admins doesnt really allow that kind of attitude at these boards.

ShadesOGrey
08-12-2003, 09:47 AM
No - busy dealing with a**holes using Outlook and letting yet another virus loose into a 10,000 user corporate network.

08-12-2003, 09:49 AM
sorry for previous msg. just woke up pissed for other reasons and didn't thnik before posting.

btw the pm was in this forum so how come you posted without reading which was sent before your reply to my post on Jura

ShadesOGrey
08-12-2003, 11:54 AM
'Cos i didn't know there was a pm system in here till i read your post. It's not exactly visible ..... unlike the bfe boards.

08-14-2003, 05:23 AM
Originally posted by ShadesOGrey
I think we need to give Serum some feedback - i'm not suggesting he take my word and make all the changes, 'cos that wouldn't be fair. If any other BFE'ers are out there, let fly.... :cool: [/B]

Yeah you're right I won't change everything but I REALLY need some feedback...:D to make this map better!!!

08-14-2003, 05:50 PM
most important than everything is to solve the fps issues of the map (which are a big problem for some) and the lightning after long street....

ShadesOGrey
08-14-2003, 06:26 PM
Originally posted by Guru
most important than everything is to solve the fps issues of the map (which are a big problem for some) and the lightning after long street....

I'd second that - fix the lighting and see if that helps the fps, not a mapper so i don't know if that's affecting it or not.

Day of Defeat Forum Archive created by Neil Jedrzejewski.

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