dod_breugel public beta test release


IR
07-18-2006, 07:27 PM
hey guys~

its finally here bit late but still
the b8 version apears stable on my pc, and the fps are more solid then before, let me first say that due to the nature of the map its a plain <3<3<3<3<3 to optimize, and one of my biggest challenges yet!, while it might not run as prety for everyone right now it has come to a point were its acceptable for public testing
optimization will continue afther the release ofcourse

theres still alot of things i can and will do to make it perfect

http://ir.dod-federation.com/dod_breugel_promo4.jpg


and the link:

http://ir.dod-federation.com/dod_breugelb8.zip

http://mysite.verizon.net/warewind/


will add mirrors as they come

big thx to coolhand,shane, fuzzdad dodteam and travis ;) for helping me out, and my lovely girl sant for doing textures and having patience watching me map all weekend

enjoy hope to see ya on the servers!!!!

twitch
07-18-2006, 08:43 PM
Hey, this is a great map, nice work

piu piu
07-18-2006, 09:00 PM
yeah, this map just rocks.
awesome work, IR!

small bugreport:

(maybe you are aware of them yet,
if they even are real bugs and not problems on my side)

- inside of one of the houses on allies side there seemed to be a texture problem. the colour changed from a dark yellow to black every few seconds.

- there was another house at allies side where i got stuck at the entrance but without any visable objects in my way. a few secs later i could just pass on. it felt alot like a lag but it happened twice at the same spot.

anyway, just wow wow wow.

IR
07-18-2006, 09:10 PM
yeh the house is portal issue i know about it will fix next release, the next one im not really aware of that, if you can try and recreat and perhaps drop me a screenshot :)

thx for the reply!

theozzmancometh
07-18-2006, 09:49 PM
very nice.



Download Mirror: http://landofozz.net/pafiledb/pafiledb.php?action=download&id=327


Also in rotation on the Land of Ozz Server

Guyver
07-18-2006, 11:10 PM
It's a really good map, kinda laggy..but good.:)

nave
07-19-2006, 02:08 AM
Playing with more players was alot more fun. So many long shots shows how powerful the garand became in the last update.

I do worry that in, even in large games, it would become very easy for MGs or other camping classes/players to get set up on the other teams "road" and just mow the other players down. Especially for allied, where they have a complete view of the axis spawn exits from the road without buildings and yards breaking it up. It becomes less of a game of "pinning down" the other team and more of a game of finding the best spot to massacre.

It's your work so I don't want to get into detail... but by cutting off just a couple paths on one of the far ends, the map could turn into a very interesting 'W' shape rather than a grid. Just ideas... it'll be time before anything is more evident in the pubs.

It could be that I am just not a fan of non-linear maps. Though for being pretty much completely non-linear, the map works, and maybe I need to just learn to accept things as they are :D. I really hope servers run it a lot because it really is fun.

ultranew_b
07-19-2006, 06:28 AM
Beautiful map !!

- some lag issues in a couple spots
- model texture used on bsp wall (near allied spawn) (http://img222.imageshack.us/img222/1451/dodbreugelb8problemea5.jpg)

GJ !

:)

HellStar
07-19-2006, 08:11 AM
Very nice work so far.

Only noticed one small bug in the short time that I played it, theres a small stack of 4 bales of hay in the far left hand corner of the map (when viewed from axis side). If you try to jump on them you get stuck in them, I notice other stacks like this can be moved, this particular one wont.


Some extra spawn points for the 32 player servers would be nice, do intend adding them in the next release?

Jimmy Crack Corn
07-19-2006, 08:38 AM
Great map, good flow and routes. Had fun last night, thanks for dropping by our server. I think we played this map for a good couple of hours last night. No other comments so far besides the 2 4 bail hay stacks that we showed you.

JCC

MauiBuilt808
07-19-2006, 06:57 PM
Only 26 spawn points; 12 Allied and 14 Axis.

piu piu
07-19-2006, 08:41 PM
Originally posted by ultranew_b
- some lag issues in a couple spots
- model texture used on bsp wall (near allied spawn) (http://img222.imageshack.us/img222/1451/dodbreugelb8problemea5.jpg) [/B] that are the 2 bugs i was talking about. so thx ultranew_b for the screenshot addition :)

Rommels
07-19-2006, 10:34 PM
Theres 16 per side but some are misplaced and don't work.

I just edited the entities and raised them 10 or more where needed and added an extra one to make it 17 for our server.

I just sent that version to our server admin so we haven't had a chance to see how it is with 32 but from what I heard when it was on earlier it was a fun map.

NotAgOat
07-20-2006, 01:42 AM
This looks nice Im downloading it now and ill report back.

quint
07-20-2006, 06:26 AM
Originally posted by Rommels
Theres 16 per side but some are misplaced and don't work.

I just edited the entities and raised them 10 or more where needed and added an extra one to make it 17 for our server.

I just sent that version to our server admin so we haven't had a chance to see how it is with 32 but from what I heard when it was on earlier it was a fun map.

Rommels would you mind telling me how you do that / PM me . Would like to try this on our 32 player ( when the damm server gets fixed )

Are you using Stripper MM in some way etc ?

Thanks very much

ultranew_b
07-20-2006, 09:17 AM
He used Entspy (http://www.geocities.com/cofrdrbob/entspy.html) to edit the spawn points.

I'm guessing, but I'm quite sure IR has already fixed or will be fixing these issues in the next release.

:)

Rommels
07-20-2006, 10:10 AM
Yeah I used entspy although ented and stripper could also be used.

I will probably be fixed in the next version but who wants to wait days or weeks for that?

HellStar
07-20-2006, 02:05 PM
I noticed in the console it says there are 4 invalid allies spawn points.

I added 4 extra spawn points for allies and 2 extra for the axis with entspy.

Ran it ten minutes ago on BoB, and there were no issues, the server filled.

Thanks for the info :)

twitch
07-20-2006, 02:25 PM
doe shtis mean there are going to be that much more versions of this map made public? because of those entity changes?

HellStar
07-20-2006, 02:29 PM
You dont have to rename the map for this to work, in the entspy readme :

Using the preserve checksum option should allow server owners to run maps with altered entities,
without requiring clients to download the altered version of the map.

twitch
07-20-2006, 03:52 PM
Thats awesome.

Rommels
07-20-2006, 05:49 PM
I only added 2 extra, one for each side to make it 17. Then I just moved the invalid spawn points up so they weren't in the ground thus making them valid.

Entity editing is old school and way easier than decompiling and recompiling or waiting for a mapper to fix the error, recompile, and release.

Only the server needs the edited BSP. It's great stuff.

commander keen
07-20-2006, 08:48 PM
OMG IR MENKEH!!!??? from iNw??? tell me your still mapping if its you! omg i'm definately gonna download this map now :)

anyways gj even if it's not you :)

THe hAXis
07-20-2006, 08:52 PM
Originally posted by nave


I do worry that in, even in large games, it would become very easy for MGs or other camping classes/players to get set up on the other teams "road" and just mow the other players down. Especially for allied, where they have a complete view of the axis spawn exits from the road without buildings and yards breaking it up. It becomes less of a game of "pinning down" the other team and more of a game of finding the best spot to massacre.

.

I got to play this today, and we had someone doing what you are talking about. Threw smoke on street problem solved we moved out of spawn, and naded the camper. Very good map I like all the spots to hide with a rocket around the center flag. The nonlinear approach is very well done. This map will be one of my favorites.

One problem I had was I got stuck on, and into a large wooden flower pot. It was in the building to right of the right allied spawn exit. I tried to get it to happen again, but it wouldn't so maybe it is not a problem.

IR
07-20-2006, 09:16 PM
hey guys thx for al the comments thx for all the replies, ill be sure to take all your coments in account for the next release, i've been playing the map alot since the release and personally i think its a good fun, who ever holds the middle wins, and while i wont say thats how i intended it that is certainly what i am glad it turned out to be,

@ keen, yeh its the same me ;) for sure im still mappin :D

Boyscout
07-21-2006, 01:15 AM
realy nice map!

Moe
07-22-2006, 08:21 AM
Map looks very nice.

Needs 32 spawnpoints, though.

piu piu
07-22-2006, 08:42 AM
Originally posted by Moe
Map looks very nice.

Needs 32 spawnpoints, though.
i dont think that this is a 32 players map - but to each his own.

Moe
07-22-2006, 08:52 AM
Everyone has a preference. I just would prefer to be able to play this on my clan's most popular server, which currently I can't do without leaving several players frustrated that they can't join a team.
Unfortunately it's getting removed from our rotation, which really is too bad, because I really like this map.

twitch
07-22-2006, 10:50 AM
You could easily add the spawnpoints with entspy

Dunn0
07-22-2006, 05:52 PM
Great Map!!

AutoInstall Here (http://www.oneworldsyndicate.com/owsdownloads/index.php?act=view&id=163)

Rommels
07-22-2006, 10:10 PM
Like I said I edited up the entities so theres 32 spawns, if you need it just PM me. Only the server needs the version with the entity editing.

If you want IR I'll send you the link also and you can just add it to your link list so at least for now 32 player servers can play it.

It's at rapidshare...yes I know...

Devils Rear
07-23-2006, 12:09 AM
Included in map pack #41 - with the spawn points fixed ;)

Someth|ngW|cked
07-23-2006, 06:26 PM
I posted this in your WIP thread but i don't know if you check it or not so ill post it here


Well i just flew and walked around the map, really nice architecture and brushwork, layout seems cool but i did get some problems with fps dropping to like 15-20 in places and a bunch of errors in the console, here is a paste of some of the errors from my console, you probly already know about them but just figured i should post them anyway




default error texture maps/dod_breugelb8/cubemapdefault
default error texture maps/dod_breugelb8/cubemapdefault
default error texture maps/dod_breugelb8/cubemapdefault
default error texture maps/dod_breugelb8/cubemapdefault
default error texture maps/dod_breugelb8/cubemapdefault
default error texture maps/dod_breugelb8/cubemapdefault
default error texture maps/dod_breugelb8/cubemapdefault
default error texture maps/dod_breugelb8/cubemapdefault
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/shrub_small.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/mapmodels/barbed_wire.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/mapmodels/barbed_wire.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/mapmodels/barbed_wire.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/mapmodels/barbed_wire.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/mapmodels/barbed_wire.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/shrub_small.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/mapmodels/barbed_wire.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/mapmodels/barbed_wire.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/mapmodels/barbed_wire.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/bramble001a.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/bramble001a.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/bramble001a.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/bramble001a.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/mapmodels/barbed_wire.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/mapmodels/barbed_wire.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/mapmodels/barbed_wire.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/mapmodels/barbed_wire.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_skybox/normandy_farmhouse02.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_skybox/normandy_farmhouse03.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_skybox/donner_church.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_skybox/normandy_farmhouse03.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_skybox/normandy_farmhouse01.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_skybox/normandy_farmhouse03.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_skybox/normandy_farmhouse01.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_skybox/normandy_farmhouse04.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_skybox/normandy_farmhouse01.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_skybox/normandy_farmhouse01.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/mapmodels/barbed_wire.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
couldn't exec skill1.cfg
Invalid allies spawnpoint at (904.0,160.0,160.0)
Invalid allies spawnpoint at (928.0,81.0,81.0)
Invalid allies spawnpoint at (1048.0,25.0,25.0)
Invalid allies spawnpoint at (896.0,0.0,0.0)

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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.