[REL]DoD_Nuernberg_b1


[AoS]Albatros
07-10-2006, 03:56 AM
Release of DoD_Nuernberg_b1:

http://www.p2kio.com/dod/promo.jpg

Skybox and additional artwork: [yrnme.de]piu piu.


The map is designed for 18 to 32 (or more) players. It's a six-flag map, at the moment a normal CTF-layout, but with beta 2 going to be changed to a time-based winning map in the style of old DoD_Schwetz or DoD_Overlord.

It's set in spring 1945, and though it's impossible to import the dimensions of a real city into a DoD map, I tried to come up with a mix of important places and buildings taken from pre-war photographs and my own imagination.

http://www.albatros44.de/showpic.jpg

There's a couple of useable objects in the map, such as Nebelwerfer-rocket-launchers.

I hope you'll enjoy this one - the last time we tested it we had quite some fun, although there wasn't quite the number of players I would have liked to get.

http://www.albatros44.de/overview7.jpg

If you notice any serious bugs or flaws, please tell me about these as soon as you can, so I can correct them in time.

There's still much to do on the map, but then again, that's why it's a beta version ;).

The download will be available on http://www.albatros44.de/nuernbergb1.zip from 13.00 CET / 7 am EST on.

Later today I'll load it up on our servers and give out some IPs to play on.

Everybody with a custom map server is welcome to put it on, if you think it's any good =)...

Big thanks again to [yrnme.de]piu piu, who helped me a lot in making an amazing skybox (as well as the overview + the promotion pic!) and going over the map more than once, searching for bugs and flaws =).

I'm already looking forward to our next project, given that he still wants to start one considering the stress and hazzle of the last days. =P

Further credits will be included in the .zip file.

Two more screenshots...

http://albatros44.de/showpic2.jpg

http://albatros44.de/showpic3.jpg

... and the download link:

http://www.albatros44.de/nuernbergb1.zip

The file will be available from 1 PM CET on, as I said above - that's in 1 hour and 21 minutes.

Cheers,

Til "[AoS]Albatros"

ludo
07-10-2006, 04:10 AM
I just checked out the screenshots of this and your other maps... they are gorgeous 8-)

Looking forward to 1 hour and 20 minutes being up ...

PM me if you want a server to playtest the others on as they near completion.

Devils Rear
07-10-2006, 04:25 AM
as soon as its available will be up and running on:-

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

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

[AoS]Albatros
07-10-2006, 04:45 AM
=)

Glad you like it so far.

Sure, would be an honor for me if you put it in there :).

One thing though: there's going to be a delay of ~ 30 minutes, my ftp has been down (but is running again now).

I'll make a posting as soon as it has finished uploading.

P.S.: by the way @ ludo, I don't have any other projects running parallely, sorry :). You might have confused me with someone else?

Cheers!

ludo
07-10-2006, 05:34 AM
Ah. I had looked at http://albatros44.de/ and seen the images there. I had assumed these were related works.

A word of caution... don't d/l till the post saying its fully on is posted. I just jumped the gun and got the first 6 MB or so and a busted archive :( Patience is a virtue they say ... lol

Devils Rear
07-10-2006, 05:54 AM
the zip file is corrupt :(

forget that - it must be being uploaded still

Devils Rear
07-10-2006, 06:01 AM
got it :) - uploading to our server now

ludo
07-10-2006, 06:02 AM
You know its a good map when two map repository fiends are posting neck and neck with the same problems ...

[AoS]Albatros
07-10-2006, 06:03 AM
It's working now!

I said I'd give a holler as soon as it's up, so yeah... here goes! :D

http://www.albatros44.de/nuernbergb1.zip

Cheers and thanks for trying it out (so fast...lol).

LJFSP
07-10-2006, 06:34 AM
I am going to put the map in rotation, it's a large d\l for people though. Even when it's bzip is still 28 megs. Its a very good map, is there a way to make the file smaller? I don't know anything about mapping just currious.

[AoS]Albatros
07-10-2006, 06:47 AM
hi LJFSP,

hard to say whether it could be compressed even further.

I could cut out the music and some of the custom stuff, but that wouldn't do the athmosphere any good :(

I think 28 Megs are okay with the modern connections.

The download should take about 3 Minutes with DSL 2000, 6 minutes with old-fashioned 768 kbit DSL.

But I'll try and get the B2 version smaller =)

RosietheRiveter
07-10-2006, 07:50 AM
The minimap is very nice looking
The actual cap zones don't overlay exactly on the mini map's cross icons
4 flag - roof (http://www.sunlitgames.net/images/nuernberg_4flag.jpg)
5 flag - sewer (http://www.sunlitgames.net/images/nuernberg_5flag.jpg)

Looking forward to testing it out today at SunLits
Mirror (http://www.sunlitgames.net/dods_mapgallery.php#N)

Devils Rear
07-10-2006, 08:15 AM
Available in Map Pack #39 - you should get your full download bandwidth (well up to 100 meg ;) )

Devils Rear
07-10-2006, 10:44 AM
Very nice map - needs to be run on a 32 player server.

Only problem - only 23 can join 11 allies and 12 axis!!!

Can you sort this for the next release???

[AoS]Albatros
07-10-2006, 11:10 AM
Aye,

I will do that =).

We're gonna fix a couple more flaws, like a minor allied disadvantage.

They'll get some more routes to go and probably one of the flags will move a little bit away.

Release of b2 could even be as soon as next weekend - a very large map needs a hell of a lot of tweaking, cause much substance will contain many errors.

Well, I'm glad the map seems to be liked by people =) so I'll set my week priorities all towards finishing a b2-version instead of fixing my old bug. ;)

Cheers,

Albatros

LateNight
07-11-2006, 10:05 AM
Great map, lots of fun. Added to our map rotation.
Queen's Own Rifles Pub server
66.199.247.100:27015

Rommels
07-11-2006, 10:18 AM
Raise the spawn points off the ground too.
I added a few with ented but I also raised them all 10-20 so they wouldn't touch the ground and make then invalid.

We played for 40 minutes last night, seemed like 20 it went so fast, on our server with 32 and we all had very good fun. Nobody won the map but the allies did dominate.

A few things I noticed.

The mortars are insanely annoying, not because they killed me because of the sounds. It gets very annoying very fast. I think the ability to shoot them should just be removed. I think this because A they don't kill that many, B The noise is annoying, and C It isn't marked on the overlay where the fields of fire are so people just randomly hit them instead of people in the field saying we need mortars fire.

Overlay is setup wrong.

The fire sound is heard everywhere no matter how far you are from one...I like bacon just not all the time because then I get fat.

Other than those and the multitudes of levitating things or misaligned walls and stuff it was very fun.

We all loved playing it.

[AoS]Albatros
07-11-2006, 11:14 AM
Hey Rommels,

very very valuable info.

Well, including the mortars was very much work (actually I used the tutorial from the tut-section here, and that's great stuff!).

The sounds are very annoying, but I could offer the following, since I wouldn't want to cut them completely:

I already reduced the power of the mortar aswell as the audibility radius of shooting sound and the "incoming!" call, and now the map chooses randomly between 3 different voice samples that are only audible close to the target area.

Made them less loud, too... think that's gonna do?

Concerning the overview - yeah, the first thing we noticed among the real annoying points when we went testing it yesterday. We thought it was a little too far on the left, can you verify this?

I've added enough spawn points and raised them all a bit, though they should actually have been high enough according to hammer - thanks, I wouldn't have noticed that myself.


Probably the balance just depends on the skill of players, here we noticed a rather strong axis overweight. Great to hear it was different when you've been testing it. I think the balance isn't too bad then.

Oh, and I already fixed the fire sound. I've set a couple of different sound entities instead of one that can be heard all over the map.

Hey Rommels, one or two more replies of that sort and I think I can fix most bugs until the end of the week! =)

Greets,

Til "[AoS]Albatros"

Just by the way: I've added something new to the map, with the result of the basement flag moving a good deal to the left.

At the beginning, I planned on using the two 2-man-flags close to the axis spawn as a counterweight to the 3-man flag close to allies spawn.

Now I could either make the flag near the AA-gun on top of that burned out house a 3-man-cap or the bridge a 2-man.

What would you people prefer?

Thanks in advance !

piu piu
07-11-2006, 12:07 PM
well ive got an idea. there are randomly airstrikes / bombs falling onto the bridge. why not get rid of these and make the mortars fire detonate there instead? then people in the field could actually request mortars supply when needed. maybe then the allies should get one of those mortars too.

Rommels
07-11-2006, 10:44 PM
Don't have an opinion on the flag question.

But for the overview, when I do a drawn overview like that I make sure to keep the original screen shot taken in game as a layer and always compare.

I also take several screen shots from the same coordinates but change the see though of buildings.

Anyways the overview should be correct if you use the coordinates the games gives.

I went and took a image myself and put it in photoshop with the current overview all lined up. I also included the stug overview psd that map maker released along with the background with the stug text edited out that I use if you want it. The zip also includes the resource/overviews/dod_nuernberg_b1.txt file with the coordinates from when I took the shot.

From the looks of it the overview might need some updating. I'd make it up myself but I'm a little too busy with my own map and several overviews for other maps that didn't come with one for our server.

I didn't run it though vtex though incase you did want to make changes.

THE FILE (http://rapidshare.de/files/25607236/dod_nurenberg_b1.zip.html)

On another note the railroad tracks are floating mid air. I noticed a lot of misaligned stuff so it might be best to just start at one end and move to the other over the course of a week or so later on. On a map of this size though I'm not surprised there are errors though, THIS THING IS MASSIVE!!

Kali
07-12-2006, 09:23 AM
Map added (http://dayofdefeat.pexgames.com/article,1672,Day_of_Defeat_Source_Map:_dod_nuernbe rg.html)

ludo
07-12-2006, 06:07 PM
You need to have a peek in around and under the rubble areas in the river. Some only extend just below the water surface and hence players can conceal themselves underneath the rubble without drowning and fire out or pop up though it.

This map is the first I have played that gives you the real impression you are in a city. Great work !

THe hAXis
07-13-2006, 06:13 AM
This thing is friggen huge!!! I got the chance to play it last night. If they still allowed 64 players this would be the map for it. I did like the big city impression it gave, and it was fun just trying to explore all of it. I played with just ten players which was very random even with 32 players I think this map is gonna feel a little empty. Good job though I don't think many people would have ever tried to make one this big not even in 1.3.

[AoS]Albatros
07-13-2006, 08:00 AM
Heheheh...

Now just imagine this is only about 350 metres in lenght, probably 60 in width... and then compare that to the fact that the area really covered by the map would have a diametre of 2 - 3 _kilometres_... :D

I think the thing that seperates DoD from CS and all the other games out there (the thing that _did_ seperate it, I should say) is the athmosphere of a ww2-environment.

To create a convincing athmosphere, you just have to make it "feel" big if it is to represent a real city.

I can't remember it all, but I think maps like Zafod or Heutau, probably even Caen, have been as big as this one or even bigger.

It's just that we've been getting used to tiny maps like flash or anzio, which did increase the values you'd get on the action-metre, but had a very bad impact on teamplay and the correct use of support classes like Sniper or MG.

So yeah, let's get some bigger maps into the official circles. Trading quick action against tactical challenges would be a fine deal for DoD in my eyes!

Here's a change-log for beta2:

- fixed rubble piles in the water and elsewhere, players can't hide there any longer

- changed "incoming"-sound. Two different sounds, audible only near the allied first flag.

- added allied howitzer. Shooting from close to their spawn towards bridge.

- changed target of axis mortars: they're shooting at the bridge now, too.

- increased reload time of howitzer and mortars, placed axis mortars at a different location so they won't be used without a purpose just while running past them.

- decreased power of both mortars and howitzer.

- fixed several misaligned textures and models all over the map, also cleaned out some flaws in lighting and brushwork.

- added a gatehouse on axis side in order to cut the long ranges a little shorter and make the map better to play for full-auto classes.

- this resulted in almost 20 additional fps in a part of the map, which is very nice, concerning the fact that I only got about 20 in these on my old athlon with full detail.

- relocated basement-flag into a new cinema (should be easily found now), also made it a one-man cap.

- top story flag near the AA-gun is a 3 man cap now, balancing the gameplay I hope.

- changed some things near the trainstation and factory.

- made a connection between both axis sniper rooms at the bridge, also added a rope leading to the higher sniper room's balcony. Allies have a couple more ways to go through now.

- added a couple of spawn points, we should have about 40 now, though I doubt more than 32 players are possible (am I correct there?).

- optimized performance in some places. There's still some potential for that, though...

- deleted random airstrike on bridge.

- changed background sound and worked on the "fire" sounds.


Okay, that's basically it... any further ideas?

Thanks so far,

Albatros

bone450
07-14-2006, 01:53 PM
So the download link seems to be dead?

piu piu
07-14-2006, 02:58 PM
Originally posted by bone450
So the download link seems to be dead?

download it from sunlitgames.net (http://www.sunlitgames.com)

[AoS]Albatros
07-15-2006, 03:52 AM
Aye, I took b1 off the ftp, since... b2 is going to be released today :).

I just have to fix some minor issues with the skybox, then it's ready for the release.

Thanks everybody for their patience and their ideas!

€dit:

Release will hopefully be today.

Gotta get some stuff fixed before, though.

Okay, stuff is fixed ^^.

You can get the download on http://www.albatros44.de/html/nbg3.htm from 17.00 CET, noon EST on Sunday (tmrw).

The link to the zip file will be visible there.

Cheers,

Albatros

B@D
07-15-2006, 12:33 PM
Good deal Im waiting for the b2 download everyone that played b1 on our [MG] server loved it again good work Albatros !

ludo
07-16-2006, 03:08 AM
This is worse than waiting for paint to dry :p Are we there yet ? Are we there yet ? :dog:

I figure its about 10:47:23 CET at the moment ... arggghh I'm going to be counting :sheep: :sheep:

Can times be given as UTC please my brain hurts :( I'm pretty sure your EST isn't my EST ... lol ... EST in Sydney == UTC+10

inKit
07-16-2006, 04:09 AM
11.47cet atm ^^

RosietheRiveter
07-16-2006, 05:10 AM
Link is inactive :(

[AoS]Albatros
07-16-2006, 05:32 AM
13.15 now ;) and we could be there a bit sooner... testing it in a few. =)

I'll holler when it's done earlier than 17.00.

Cheers,

Alb

WiCz
07-16-2006, 06:56 AM
13:33 here in the UK and gorgeous sunshine :) ( 31 degrees according to the car )

I think i'll go out for a few hours and come back in time for some B2 loveliness ;)

Devils Rear
07-16-2006, 07:25 AM
this releasing at a specific time is doing my head in :mad:

well I am off out to enjoy the sun and have a bbq :cool:

piu piu
07-16-2006, 08:20 AM
Originally posted by Devils Rear
well I am off out to enjoy the sun and have a bbq :cool:
me too. see you in an hour :cool:

WiCz
07-16-2006, 09:15 AM
Perfect timing, thanks very much ;)

Now to find a server running it...

[AoS]Albatros
07-16-2006, 09:20 AM
Lol,

I was just cought by panic coz I feared one of the control points could be outside of the flags-group... seems not to be so though.

So many small things one can forget.. ;/

Well, it's running on

213.133.101.153:27022

now.

For the download and pictures, check

http://www.albatros44.de/html/nbg3.htm

Direct link:

http://www.albatros44.de/html/nuernberg_b2.zip

Thanks in advance for playing it :]

Cheers,

Albatros

Devils Rear
07-16-2006, 10:36 AM
running on:-

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

Also included in map pack #40 (you should get up to 100meg download speed)

B@D
07-16-2006, 12:53 PM
WooHoo uploading it to our server now :cool:

WiCz
07-16-2006, 02:17 PM
Great map m8.....had a lot of fun playing tonight :)

twitch
07-16-2006, 10:59 PM
great map for those big servers

Pvt.Snail
07-16-2006, 11:38 PM
Players love this map, even a 5 vs 5 works quite well. Server always fills nicely when map is on....Thanks.:D

Dunn0
07-22-2006, 05:56 PM
Great Map added to DODCC..

Auto Installer (http://www.oneworldsyndicate.com/owsdownloads/index.php?act=download&id=166)

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