DoD_Anemia_b1 (56k Heavy)
FMPONE
08-10-2006, 10:07 AM
Images
http://imagesocket.com/view/DoD_Anemia_OC_copyc93.jpg
http://imagesocket.com/images/DoD_Anemia_OC2_copy6f4.jpg
http://imagesocket.com/images/DoD_Anemia_1_copy7c8.jpg
http://imagesocket.com/images/DoD_Anemia_2_copy6c6.jpg
http://imagesocket.com/images/DoD_Anemia_3_copy909.jpg
http://imagesocket.com/images/DoD_Anemia_4_copy5d3.jpg
http://imagesocket.com/images/DoD_Anemia_5_copy191.jpg
http://imagesocket.com/images/DoD_Anemia_6_copycb6.jpg
More
http://imagesocket.com/view/DoD_Anemia_UNINC_copy28c.jpg
http://imagesocket.com/view/DoD_Anemia2_UNINC_copyab4.jpg
http://imagesocket.com/view/DoD_Anemia3_UNINC_copy116.jpg
http://imagesocket.com/view/DoD_Anemia4_UNINC_copya95.jpg
Download Link
http://files.filefront.com/dod_anemia_b1rar/;5380959;;/fileinfo.html
DoD_Anemia_b1 - Day of Defeat: Source
By Shawn Snelling AKA FMPONE
e-mail: fmpone@yahoo.com
MSN: fmpone@hotmail.com
Much thanks and credit to:
James "Talon" O'Hare
SpineRoyal
TheSurgeon
AkFuttySeben
--------------------------
Pvt.Snail
08-10-2006, 11:09 AM
Thanks FMPONE, on server and giving it a run. Much appreciated. :D
FMPONE
08-10-2006, 11:40 AM
Originally posted by Pvt.Snail
Thanks FMPONE, on server and giving it a run. Much appreciated. :D
PM me if you test more, let me know what you think :)
shteve
08-10-2006, 12:44 PM
Finally ;)
Gonna give this a go on the Kryptic Korps server over the weekend.
FMPONE
08-10-2006, 01:24 PM
There is a known issue with the cubemaps. It will be addressed with the next release, sorry about that.
If you're in your own listen server type sv_cheats 1 then buildcubemaps in console to resolve it.
Sorry bout that :)
Caldbeck
08-10-2006, 02:12 PM
looks very impressive
Panteror
08-10-2006, 04:07 PM
First congratulation, I like the gameplay and the layout of map !
However, i think you can improve your map with some modifications !
1) http://panteror.free.fr/mapping/anemia/dod_anemia_b10000.jpg
I think you need to move back the car because it's too easy to cap the last flag in axis than allied
2) http://panteror.free.fr/mapping/anemia/dod_anemia_b10001.jpg
I think you need to put a ladder here to improve axis possibility
3) http://panteror.free.fr/mapping/anemia/dod_anemia_b10002.jpg
Reduce the height of wall in order to be able to aim the bridge and break capping, the possibility to deploy an MG will be great
4) http://panteror.free.fr/mapping/anemia/dod_anemia_b10003.jpg
Like 3), you need to reduce the height of bridge sandbags to aim or deploy an mg over the sandbags
5) http://panteror.free.fr/mapping/anemia/dod_anemia_b10004.jpg
Enlarge door because it's a little bit difficult to enter !
6)
http://panteror.free.fr/mapping/anemia/dod_anemia_b10005.jpg
or
http://panteror.free.fr/mapping/anemia/dod_anemia_b10006.jpg
you need to make the possibility to go where is my crosshair, because the allied have more options to defend bridge.
7) I think the major issues are the fps, with my computer, i have 100 fps with most of official and customs maps but with anemia, I have lot of fps drop : 90 to 40 fps and I was alone on the map.
With 32 players, i think the fps are very low and it will be difficult to promote your map !
Try to improve fps a lot. I know it's the first public beta.
Thank you, it's a very good remake, I like the snow and the new routes.
FMPONE
08-10-2006, 04:57 PM
What you just posted was EXACTLY dod_sturm, I think I'd rather see how the gameplay pans out then just totally duplicate sturm, its very close as is.
But I understand your crits, I'll see if they really do become neccessary, and I thank you for taking the time out to run through them, I do appreciate it!
Will post the news asap, not a mirror, cos LanmaniaX is also hosted at FileFront.
teflon{the_truth}
08-10-2006, 06:10 PM
Are there at least 32 spawn points?
Warlord-Sco-
08-10-2006, 06:56 PM
Very nice looking map, recognised sturm (nearly) right away, the allied 1st/2nd threw me off but I soon saw the layout. I have only had a quick run through by myself so far, but even then I am only pulling 40fps for quite a lot of the map, when I usually average 100+ on most maps. Hopefully that can be sorted out, because im sure this will be a winner!
FMPONE
08-10-2006, 07:18 PM
Originally posted by teflon{the_truth}
Are there at least 32 spawn points?
I doubt it, probably more in the mid 20s. Reason is the spawns are a bit too small atm, working on it.
twitch
08-11-2006, 12:16 AM
looks good.
Devils Rear
08-11-2006, 01:38 AM
Looks really good - however, wont be running it until the bug are fixed and there are at least 32 spawn points
Panteror
08-11-2006, 03:08 AM
Originally posted by FMPONE
What you just posted was EXACTLY dod_sturm, I think I'd rather see how the gameplay pans out then just totally duplicate sturm, its very close as is.
But I understand your crits, I'll see if they really do become neccessary, and I thank you for taking the time out to run through them, I do appreciate it!
It's not exactly dod_sturm ;) but i think the modifications will improve the gameplay ! The MG and sniper have not much possibilities :(
The big work to do is the increase of FPS !
Wile E Coyote
08-11-2006, 08:35 AM
Well, as you may have guessed from my skinning, I am a detail fanatic. 1st thing I noticed, right off the bat, was exactly WHY was there a bridge there in the first place???? There's no place for where the river would have flowed. Concrete wall on one side, hill on the other. I realize that a LOT of 1.3 maps did crap like this, but this is Source and the anti has been upped :)
They other thing was: did you try and use every, single, last vehicle in the DOD:S GCF file? Not sure if this affecting performance, but I can't see how it would help.
EDIT:
okay now I'm finding bigger stuff. First off there seem to be a lot of errors.
http://img61.imageshack.us/img61/7868/errorsbi7.jpg
Next, I'm getting extremely low frame rates. I average 40 on optimized LARGE maps. I'm pulling 17 just looking out of the spawns.
fianlly, I began to notice the use of HL2 models and textures. This may not be the wisest choice as you do not have to have HL2 to purchase DOD:S.
Joe_Meng
08-11-2006, 03:07 PM
ight first off great lookin map.... DLING
and wile E... u make me afraid to post my maps... if this one aint good enough for u then idk wut is although i cant say much didnt play the map yet so we'll see wut happens...
Wile E Coyote
08-11-2006, 04:25 PM
Originally posted by Joe_Meng
ight first off great lookin map.... DLING
and wile E... u make me afraid to post my maps... if this one aint good enough for u then idk wut is although i cant say much didnt play the map yet so we'll see wut happens... Look,
We can't just post wonderful words. Well, I guess you could, but that helps nobody. The map has some serious optimization issues; I pointed them out. The only actual thing I said I disliked was the bridge for no reason ;)
FMPONE
08-11-2006, 05:17 PM
They other thing was: did you try and use every, single, last vehicle in the DOD:S GCF file? Not sure if this affecting performance, but I can't see how it would help.
... what? Vehicles are just static props, they don't add any more lag because they are based off real life vehicles than anything else? I really have no idea what you're trying to say here and doubt you do either so I'd rather you kept this out of my thread.
And no one is asking you to post "wonderful words", just take some time to make sure they make sense.
FPS are a big problem, with this release I find out wether its worth/possible to fix. It might not be. I'll try to do some fixes and maybe I'll do another release eventually if people are interested.
Wile E Coyote
08-11-2006, 09:31 PM
Originally posted by FMPONE
... what? Vehicles are just static props, they don't add any more lag because they are based off real life vehicles than anything else? I really have no idea what you're trying to say here and doubt you do either so I'd rather you kept this out of my thread.
And no one is asking you to post "wonderful words", just take some time to make sure they make sense. Okay, sorry to talk sense to you. The more models you add, the more stuff has to be written in memory. I really thought it was self-evident. Ahhhhh.... what do I know.... Your map is great! leave just as is! ;)
His point wasn't that a model isn't going to affect the CPU, because obviously every piece of data in his map in being processed in some way or another... but that, what makes a vehicle model any more expensive than everything else and that it seems kind of irrelevant to nitpick? If anything, maybe it could make the map feel cluttered, which I don't think it did.
I think this is no doubt one of the better looking customs and I noticed those huge cement walls to be kind of odd, but it barely went through my mind... when everything looks that good I believe in an artistic license... compared to nearly every other custom that I say deserve their artistic licenses revoked. :D
Not going to judge gameplay or performance because I haven't been in a full game... but that's what future builds are for... and I really do hope that you consider future builds to be "worth it". Good job!!!!
Major Ingram
08-11-2006, 10:28 PM
nice job I love the map !
I had a run thru, but i miss sum custom ambient sounds, its too quiet.
Also the HDR makes sum windows give light, maybe u could turn it a down a bit.
coldair
08-12-2006, 02:39 PM
good loking map added to DODCC.com
Originally posted by RA7
I had a run thru, but i miss sum custom ambient sounds, its too quiet.
Also the HDR makes sum windows give light, maybe u could turn it a down a bit.
Yea I noticed that too. The MaxExposure needs to be lowered.
The snow is blinding.
Dunn0
08-17-2006, 01:47 AM
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Day of Defeat Forum Archive created by
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Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.