dod_harbor_rc1


Neutrino
07-09-2006, 06:18 PM
Here is a release candidate for Harbor
I wanted to release this before the final version, just to see if there are any serious problems that need fixing.

Change Log:

-new lighting
-improved spawn exits
-2 man cap icons
-overall increased visuals
-working minimap
-added US vehicles

Pictures:

http://img156.imageshack.us/img156/9753/harbor12wc.jpg
http://img156.imageshack.us/img156/3094/harbor24xw.jpg
http://img214.imageshack.us/img214/8380/harbor32tr.jpg

Download:

http://neutrino.dod-federation.com/maps/dod_harbor_rc1.zip


If there are any serious problems, let me know right away so I can fix it ASAP
As well as minor issues that I can look into for the final release.
Suggestions and comments please :)

piu piu
07-09-2006, 06:41 PM
wow, neutrino, you made a great looking map look even better.
especially the 3rd shot captures alot of a harbor-atmosphere.

i will check on the gameplay later, but yet... congrats on the visuals.

:cool:

theozzmancometh
07-09-2006, 08:51 PM
Very nice change to an old fave.


Download mirror: http://landofozz.net/pafiledb/pafiledb.php?action=download&id=300

Thanks Neutrino!!!

ultranew_b
07-09-2006, 08:51 PM
Great looking map !!

:)

MeleeMe!
07-09-2006, 08:58 PM
Thats a Call of Duty remake isnt it? The second screenshot is spot on for mp_harbor. Well as accurate as can be using DoD materials and props I guess. Nice map!

nave
07-09-2006, 09:30 PM
I was not visually impressed by the first public release of harbor and I kind of pushed it out of my mind.

With rc1 You have made the map look amazing. Very powerful architecture style.

Neutrino
07-09-2006, 09:51 PM
Originally posted by MeleeMe!
Thats a Call of Duty remake isnt it? The second screenshot is spot on for mp_harbor. Well as accurate as can be using DoD materials and props I guess. Nice map!

although the map is based on the COD version, you will notice major changes in order to suit DOD. play the map and you will understand.

for the visuals, i purposely avoided COD's style in order to make this map be as unique as possible

straybullet
07-09-2006, 10:19 PM
Looks beautiful! Great work Neutrino.

RA7
07-10-2006, 03:29 AM
Good work, looking very impressive.
Will add mirror asap.

Devils Rear
07-10-2006, 05:35 AM
running now on:-

195.242.236.212:27045 !! INX-Gaming.co.uk >> dodirectory.com - 66 Tick

Is it ok to include this map in the next dodirectory map pack??

Lard
07-10-2006, 07:57 AM
It's lookin great Neutrino, I'm sure you know already but you really should fix these bugs before final.



SOLID_VPHYSICS static prop with no vphysics model! (models/props_windows/inset_windowframe_storefront1.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_windows/inset_windowframe_storefront1.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_windows/inset_windowframe_storefront1.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_windows/inset_windowframe_storefront1.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_buildings/row_upscale.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_buildings/row_corner_2.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_buildings/row_upscale.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_buildings/row_corner_2.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_buildings/row_res_2.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_buildings/row_res_2.mdl)
couldn't exec skill1.cfg
Attempted to create unknown entity type dod_score_ent!
Can't init dod_score_ent

RosietheRiveter
07-10-2006, 08:15 AM
Mirror (http://www.sunlitgames.net/dods_mapgallery.php#H)
Wow Neutrino
Have linked this thread at SunLits for players to comment
We had a blast playing it last night

Devils Rear
07-10-2006, 08:16 AM
Available in Map Pack #39 - you should get your full download bandwidth (well up to 100 meg ;) )

BTW Excellent update - much better gameplay than dod_harbour_b5

SilentSteps
07-10-2006, 08:29 AM
WOW, impressive visuals. It makes it look very dark. Downloading now! :D

Neutrino
07-10-2006, 08:46 AM
Originally posted by Lard
It's lookin great Neutrino, I'm sure you know already but you really should fix these bugs before final.

yah I should. they dont effect the map, but I did forget to fix em up.

and yes Devil Rear, its okay

Kali
07-10-2006, 02:04 PM
Map Added:
http://dayofdefeat.pexgames.com/article,1609,Day_of_Defeat_Source_Maps.html

twitch
07-16-2006, 11:01 PM
Awesome map! very nice

Neutrino
07-17-2006, 11:05 AM
thanks

okay everyone. if you spotted bugs or have suggestions, now is the time to tell. please do

NotAgOat
07-20-2006, 01:43 AM
Wow, this looks amazing from the screens. I'll download and take a gander.

Dunn0
07-22-2006, 05:55 PM
Great Map - Added to DODCC..

Auto Installer (http://www.oneworldsyndicate.com/owsdownloads/index.php?act=download&id=165)

Prowler
08-04-2006, 02:36 PM
I think there are too many cars in the streets.

nave
08-04-2006, 02:59 PM
I just played the map the other day and I actually had a bit of fun. The atmosphere worked well.

I must agree with ^^ about the cars. The layout is too model reliant. It has a very cluttered feeling. Cars, boxes, whatever. I'm not sure exactly what you could do, but when you're watching poeple play try to take note of which models in the streets ones aren't prominent in the gameplay and then try to eliminate them so there is less extraneous <3<3<3<3.

I'm trying to think of larger obstruction to use as an alternative, but it's difficult when you have that many wide roads.

Prowler
08-04-2006, 03:39 PM
I would just simply use the cargo boxes as they fit the theme of the map.

The map is pretty sweet all in all.

Neutrino
08-04-2006, 06:16 PM
Originally posted by nave
I just played the map the other day and I actually had a bit of fun. The atmosphere worked well.

I must agree with ^^ about the cars. The layout is too model reliant. It has a very cluttered feeling. Cars, boxes, whatever. I'm not sure exactly what you could do, but when you're watching poeple play try to take note of which models in the streets ones aren't prominent in the gameplay and then try to eliminate them so there is less extraneous <3<3<3<3.

I'm trying to think of larger obstruction to use as an alternative, but it's difficult when you have that many wide roads.

most placements (vehicles and crates) are there to prevent long ranges for campers and snipers

sure, there are a lot of crates, but i dont see the problem with extra cover. just takes an extra milisecond to dodge it

though come around next update ill check back on anything that may be unnecessary

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