[REL]dod_vigilance_b2
Ca-Chicken-Soup
07-21-2006, 11:31 PM
It's been a long time coming but here it is:
DOD_Vigilance
(b2)
Started as a DoD 3.1b project 2 years ago and been working on it quite regularly through-out. It's a smallish map (made it about same size as flash since that was almost the maximum size when I started anyways) but it has plenty of routes all through it.
48 spawns!
What can I say? Enjoy!
Images:
Axis church (http://i7.photobucket.com/albums/y259/mrmina/Vigilance/dod_vigilance_b20007.jpg)
Allies exit (http://i7.photobucket.com/albums/y259/mrmina/Vigilance/dod_vigilance_b20002.jpg)
Middle courtyard (http://i7.photobucket.com/albums/y259/mrmina/Vigilance/dod_vigilance_b20004.jpg)
The alley (http://i7.photobucket.com/albums/y259/mrmina/Vigilance/dod_vigilance_b20014.jpg)
The Flakk88s (http://i7.photobucket.com/albums/y259/mrmina/Vigilance/dod_vigilance_b20008.jpg)
Shop by courtyard (http://i7.photobucket.com/albums/y259/mrmina/Vigilance/dod_vigilance_b20010.jpg)
A room example:kitty: (http://i7.photobucket.com/albums/y259/mrmina/Vigilance/dod_vigilance_b20012.jpg)
A Balcony example (http://i7.photobucket.com/albums/y259/mrmina/Vigilance/dod_vigilance_b20020.jpg)
Download mirrors:
FileFront (http://files.filefront.com/dod_vigilance_b2zip/;5287658;;/fileinfo.html)
sunlitgames (http://www.sunlitgames.net/dods_mapgallery.php#V)
landofozz (http://landofozz.net/pafiledb/pafiledb.php?action=download&id=328)
oneworldsyndicate (http://www.oneworldsyndicate.com/owsdownloads/index.php?act=download&id=156)
Install: Extract to steam/steamapps/email/day of defeat source/dod with folder names turned on.
Many thanks all-round to the comunity, you all have been vital in the making of this.
[907th]Frittz
07-21-2006, 11:55 PM
Very nice. The feel of the map and the atmosphere is unique.
Thumbs up. :D
Devils Rear
07-22-2006, 12:06 AM
Man I love snow maps :) and this looks really good!!
running on :-
195.242.236.212:27045 !! INX-Gaming.co.uk >> dodirectory.com - 66 Tick
Will let you know how it fairs on our server.
Is it on to include your map in the next dodirectory map pack??
Rommels
07-22-2006, 01:32 AM
I agree, I ran though the map by myself and it looked and ran very nice. Nice to see you didn't overlook adding more than 32 spawns too, saves me from having to entity edit them in ;p
I can't wait to play it with 32.
RosietheRiveter
07-22-2006, 05:02 AM
Nice job :D
Mirror (http://www.sunlitgames.net/dods_mapgallery.php#V)
theozzmancometh
07-22-2006, 07:43 AM
Looks pretty good. Will try it out.
Download Mirror: http://landofozz.net/pafiledb/pafiledb.php?action=download&id=328
Thanks CCS!!
Looks very interesting. How many spawnpoints are there?
theozzmancometh
07-22-2006, 08:57 AM
read ALL of the thread moe.....
quint
07-22-2006, 11:14 AM
what a great map, plays very well with 32 slots, very nice use of elevation changes
One little thing, inside the little warehouse with the Cogs etc , theres a pile of boxes, you can jump from the top of the boxes to behind them in the corner of the wall / boxes, once your there your stuck
[SAS]==Dirty_Harry
07-22-2006, 12:47 PM
Just played it for the first time on our server.
Very nice map well done :D
cheese-sarnie
07-22-2006, 12:58 PM
good job soup!
top map :)
Dunn0
07-22-2006, 05:09 PM
Great Map!!
Added to DODCC..
Download Automatic Install (http://www.oneworldsyndicate.com/owsdownloads/index.php?act=download&id=156)
Ca-Chicken-Soup
07-22-2006, 09:38 PM
Originally posted by quint
what a great map, plays very well with 32 slots, very nice use of elevation changes
One little thing, inside the little warehouse with the Cogs etc , theres a pile of boxes, you can jump from the top of the boxes to behind them in the corner of the wall / boxes, once your there your stuck
Thanks quint I hope that's the only one :o
The map has 48 spawns though it'd get pretty crowed with that many.
Feel free to add it to the dodd pack!
LJFSP
07-23-2006, 09:35 PM
Wow, nice map, great feel, and routes. Great work and be running on our server too.
ultranew_b
07-23-2006, 10:18 PM
Cool looking and original !
:D
Hell Phoenix
07-25-2006, 08:23 AM
Wow...AWESOME!!!
Everyone who played this map commented on how awesome it was. I love how many different paths there are. Good job!
Originally posted by theozzmancometh
read ALL of the thread moe..... doh!/slaps forehead
wake up, Coffee first! then forums!
After playing this, I fully endorse this map.
Very nice job!
JakeParlay
07-25-2006, 06:33 PM
Originally posted by Moe
After playing this, I fully endorse this map.
I second that emotion! Well done soupie
Ca-Chicken-Soup
07-25-2006, 06:38 PM
Cheers to all!
I'm just wondering how it plays, does it cap out often? or at all? One team winning more than the other? Any awkward spots?
Thanks!
LJFSP
07-25-2006, 11:51 PM
Nice flow, I like the ideal that you used the inviable walls for spawn protection. We use flip mod on our server so it's switches every round. I love the multi routes you provided. The only issue I have and not a big deal is, at axis first flag on the car there is a fire near a building. You can hear it, but can't see it. Like I said it's not a big deal just something I noticed.
Love the size too.
Ca-Chicken-Soup
07-26-2006, 12:16 AM
Originally posted by LJFSP
The only issue I have and not a big deal is, at axis first flag on the car there is a fire near a building. You can hear it, but can't see it. Like I said it's not a big deal just something I noticed.
Ahh true, that car used to be on fire I just missed deleting the sound, thanks.
Guyver
07-26-2006, 02:57 AM
Played it on CoJ tonight. It's a good map ...but alot of sneaky hiding spots.
Enemy1
07-27-2006, 02:25 AM
One of the best maps on dod:s:)
Its running with high fps on full (26slots) server.
Gallica
07-27-2006, 06:01 AM
cool
Added map to spqr server: 213.251.172.83: 27015 FR - Senatus Populus Que Romanus [Fast dl]
Colonel_Krust
07-27-2006, 08:18 AM
unbelievably fluid fps.
Krusty
ShootMe
07-27-2006, 02:00 PM
Looks nice from screens - will be tested tomorrow on WQ Server (if it's not still so f**king hot in my flat)
Westies3000
07-29-2006, 01:36 PM
screen shots look amazing. downloading it now.
Colonel_Krust
07-31-2006, 08:48 AM
I like the vertical element in this map. very neat.
as always in source the allies are at the bottom of the hill. all the better for allied nades to roll onto them.
Rommels
08-02-2006, 11:33 AM
Did you make that overlay?
Any change the PSD will be released like the stug?
Prowler
08-04-2006, 02:08 PM
Great map!
Stalag 13 - 66.150.164.117:27015
Ca-Chicken-Soup
08-04-2006, 10:46 PM
Originally posted by Rommels
Did you make that overlay?
Any change the PSD will be released like the stug?
The overview you mean? I probaly could release it but it wasn't all that hard to make, I just 'borrowed' the background from Valves website and colours from the stock overviews.
Rommels
08-05-2006, 03:23 AM
Originally posted by Ca-Chicken-Soup
The overview you mean? I probaly could release it but it wasn't all that hard to make, I just 'borrowed' the background from Valves website and colours from the stock overviews.
Yeah, I had my mind else ware ;p
I'm interested in the folds, like a map.
I have been trying to make those suckers forever.
Ca-Chicken-Soup
08-05-2006, 10:37 PM
DOD war stats page (http://www.dayofdefeatmod.com/stats/)
Use the back ground from there and when making new layers ontop just change the type of layer blend to something that suits it.
Prowler
08-09-2006, 05:59 PM
This map is one of my favorites.
Here are some quick suggestions:
Helping the Allies...
1. Create 2 defensive positions in their spawn. These should have sandbags or something in which a MG could setup on.
2. A third spawn point should be created to allow for the US to get up to their second flag quicker than the Axis can.
http://www.davejbaker.com/s1.JPG
Just for fun...
1. Remove part of the wall to allow an additional way for players to reach the AA gun from the top of the hill.
http://www.davejbaker.com/s2.JPG
2. Allow us to get in that cool prisoner room!
http://www.davejbaker.com/s3.JPG
Rommels
08-09-2006, 06:31 PM
If you want in that room put on noclip and go in...it's nothing special and would only provide a spot for campers, boo. It serves it purpose well as adding ambiance.
Ol' Noodle Head
08-09-2006, 09:30 PM
Just played this again Rommels. I'm amazed at how much cool stuff is packed into such a small map.
It would be interesting to see the 88 at the top of the hill as an objective, now that Ranson has blessed us with an update to his gun :D
Ca-Chicken-Soup
08-09-2006, 11:16 PM
Originally posted by Ol' Noodle Head
JIt would be interesting to see the 88 at the top of the hill as an objective, now that Ranson has blessed us with an update to his gun :D
That would wreck the gameplay I think (having an obj up there I mean), speaking of which : how is it all playing anyway? I haven't had a chance to play it online yet :(
But I've got that update and will update the 88 which has a snow skin!! booya!
Rommels
08-09-2006, 11:45 PM
It plays awesome, I LOVE IT!!
If I had a wish or two though I would give the allies yet another spawn exit, like on the right side. Maybe something with cover like a tunnel to close by building.
One other things I constantly hear people complaining about is spawning between the pews on the axis side. I don't play axis much so I couldn't say how much of an annoyance to me it is but thats the one thing I hear axis moaning about constantly.
Ca-Chicken-Soup
08-10-2006, 08:30 PM
Originally posted by Rommels
It plays awesome, I LOVE IT!!
If I had a wish or two though I would give the allies yet another spawn exit, like on the right side. Maybe something with cover like a tunnel to close by building.
One other things I constantly hear people complaining about is spawning between the pews on the axis side. I don't play axis much so I couldn't say how much of an annoyance to me it is but thats the one thing I hear axis moaning about constantly.
I've already built a snow tunnel which comes out on the left side right beside the building. But thanks for the heads-up on the pews I'll push 'em around. Thanks!
ShootMe
08-15-2006, 03:08 AM
i added it in download section (http://www.woodquarter.org/phpbb_board/dload.php?action=category&cat_id=3) on my website to mirror it.
very funny map and so many different way's - also the file-size is good so everyone could download it fast ;)
Slackiller
08-25-2006, 09:32 PM
nice looking map added mirror
http://csm2.net/view_map.php?map_id=2763
Ol' Noodle Head
08-26-2006, 07:12 AM
Best map running. Great job, Soup!
moroes
08-26-2006, 07:45 AM
A great map man! I've just a critic, it's for the 3D Skybox! I don't like the city behind the allied spawn! I thnik it's better to make a landscape as the rest of the 3D Skybox ;)
But it's a detail! lol
Good job!
Prowler
08-27-2006, 07:42 PM
Originally posted by moroes
A great map man! I've just a critic, it's for the 3D Skybox! I don't like the city behind the allied spawn! I thnik it's better to make a landscape as the rest of the 3D Skybox ;)
But it's a detail! lol
Good job!
I agree with this statement.
The buildings behind the allies spawn don't seem to mesh well.
Ca-Chicken-Soup
08-28-2006, 12:21 AM
Yeah I know skyboxes aren't my forte, they're too tedious and hard to line up (Can anyone tell me how to get them to line up well? Offical maps do it great but scaling the map by 1/16 doesn't work as number rounding factors mis-align up..
Ol' Noodle Head
08-28-2006, 12:50 PM
I happen to like the buildings in your 3dsky.
the_irate_pirate
08-29-2006, 03:32 PM
wow, Ca-Chicken-Soup, you've created a masterpiece! your map is incredibly popular! so many of servers have it on their rotation, and everyone loves the map. such an incredibly non-linear layout!
it's the most popular custom map, beats even dod_salerno.
Ca-Chicken-Soup
08-29-2006, 11:33 PM
Hah cheers noodle but they're just stock skybox models I whipped in there and I don't really like them that much. I'll definately change it all.
And thanks Pirate it's good to hear it's doing so well. I still have yet to play it with other players :( Which I should really do before releasing rc1 (which is progressing quite well and half-done, with one or two big changes)
the_irate_pirate
09-05-2006, 10:05 PM
chicken-soup, do you think you could release a different version of this map that would have different dod_capture_area's? it would be so nice to have battles in those buildings! and the staircases.. you could do this just for fun, don't have to put much thought to it ;).
Ca-Chicken-Soup
09-06-2006, 08:17 PM
Hrm to be quite honest I'd rather not, it'd be a bit of work and people would run into problems with differnet map verions (I'm trying not to release more than 2 versions of the map before final).
But what you could do is add a .ent file and mess with the capture areas your self and have it on a server which would allow people to play the differnet style without downloading an entire new map.
But this gives me an idea of relasing a map with differnet .ent files which allow for different gameplay over servers with less downloading..
Prowler
09-17-2006, 04:17 PM
I'm looking forward to the next update!
the_irate_pirate
10-01-2006, 03:45 PM
so the server will disregard the map's original dod_capture_area's and use the one's in the .ent instead? what are the limitations of the .ent method?
Ca-Chicken-Soup
10-01-2006, 10:18 PM
Originally posted by the_irate_pirate
so the server will disregard the map's original dod_capture_area's and use the one's in the .ent instead? what are the limitations of the .ent method?
To be quite honest I hardly even know how a .ent works. Try asking in the mapping forums or searc google ( I just had a quick look on the wiki and there's nothing immeaditly visible)
[SAS]==Colster==
10-05-2006, 11:56 PM
If they are just entitites you can move them about without requiring ppl to re-download the map.
Either using an ent file or open the map using something like EntSpy, then just replace the server version.
In 1.3 you could do this for teams too, we have avalanche on our 1.3 server as brits vs axis but it doesnt require any client to re-download the map
piu piu
10-06-2006, 03:39 AM
btw, the screenshot links are down.
straybullet
10-07-2006, 06:21 PM
Must say, this map plays great. A real grinder to push through, but very satisfying for a cap out.
I for one think the backgrounds and skybox and whatnot look awesome.
Prowler
10-25-2006, 09:38 PM
...?
Ca-Chicken-Soup
10-26-2006, 03:14 AM
Originally posted by Prowler
...?
Not a very good post, but if you're refering to update progress - there's a test in a week or so at the dod-f. Check it out
Prowler
11-10-2006, 07:21 PM
...?
Animorphs
01-07-2007, 03:15 PM
awesome map!
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Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.