[wip] dod_cherbourg


TheSurgeon
08-20-2006, 08:57 PM
after months of not doing anything with it, i decided to start my dod_cherbourg remake again from scratch. the first version looked worse than the original, so i set it to a visgroup and started replacing everything. most of the main buildings are done, besides the courtyard area and around both teams' first flags, so it shouldn't take long to finish. anyway, i've done enough to start a new thread, so here are some screens:

above the underpass (axis side)



underpass:




axis street:



allied spawn:



hotel entrance:

ultranew_b
08-20-2006, 08:59 PM
Looks good !

Hope you actually release this map !

:)

JBF
08-20-2006, 09:20 PM
Looking good indeed! Cant wait to see more work completed on this map and its eventual release!

yello_snow
08-20-2006, 10:03 PM
yey, rain!

Deceiver
08-20-2006, 10:15 PM
Originally posted by ultranew_b
Looks good !

Hope you actually release this map !

:)

Speaking of that, so dogsector was too much of a beast to optimize? It will never see the light of day? :(

Anyways, keep up the good work on this one!

[slhr]jack
08-21-2006, 05:32 AM
Cherbourg! :D I think I love you :sheep:

Looking good, hope this gets released some day :)

TheSurgeon
08-21-2006, 08:36 AM
dogsector should be released eventually. cranbarry as dod:federation said none of the clans there wanted to test it so there's not much else i can do besides optimise it some more, which, having never played it with other people properly before, is the only thing i know needs work.
this shouldn't take long to finish anyway, and since the original has had 5 years of testing already, it shouldn't need much playtesting either.

SilentSteps
08-21-2006, 09:55 AM
This map looks excellent. Good job so far, TheSurgeon. :)

MrGrubby
08-21-2006, 11:20 AM
Looks great, can't wait to try it out!

Hendy
08-21-2006, 12:37 PM
Lookin' sweet man. Glad to see a great map come to source. I know it's still a WIP but the streets could use a little more bumps and dips and a little more rugged feel alround but keep it up (I'm sure you'll add all that stuff later. :) )

DarkNoble
08-21-2006, 05:19 PM
sweet, get this sucker out so we can play in SLDL this season :)

Someth|ngW|cked
08-21-2006, 06:38 PM
Glad you decided to redo it, your last WIP looked like a cardboard cutout

This one looks nice so far

Ca-Chicken-Soup
08-23-2006, 11:50 PM
Awsome I quite liked the origional (is it safe to use the same name?)
Just make it a little more friendly than the origional, there were some bad areas that just got jammed with campers and such

CorPoraL KiLLa
08-24-2006, 01:05 AM
good looking map. hope to test it out soon,

Cranbarry
08-24-2006, 08:22 AM
Originally posted by TheSurgeon
dogsector should be released eventually. cranbarry as dod:federation said none of the clans there wanted to test it so there's not much else i can do besides optimise it some more, which, having never played it with other people properly before, is the only thing i know needs work.
this shouldn't take long to finish anyway, and since the original has had 5 years of testing already, it shouldn't need much playtesting either.

Dogsector needs alot of optimization and quite a bit of retexturing, but looked like a good concept. Hope you take that into consideration! I will take another run around on it and get you some more feedback (If you wish).

This map looks quite promising! Hope you keep us in mind when you need someone to take a look at it!

I am in the process of looking for a dedicated server just for the "Federation" so mappers have a place to upload their maps and get "Dedicated" people that know what they are doing (Fellow mappers - along with Longstanding Pub players along with CAL/TPG Players). But that may take a bit.

Please let us know when you get a running version of this map, as I am sure we can get this one looked at for you!

If you get a "cleaner" version of dogsector - PM me through the Federation site and I would be more than happy to get it looked at! ! ! !

Furyo
08-24-2006, 11:16 AM
I just took over the optimization job on dogsector, and I can see many ways to improve FPS already. I'm not saying it'll be smooth, as I haven't played it. But it can play smoother than right now.

Furyo
08-24-2006, 02:38 PM
Ok let me rephrase my previous post. Dod_dogsector is a huge map (I mean huge, 15500 x 15800 units) and it needs help. I guess we'll be lucky if I'm done with her for xmas....

3xicut0r
08-25-2006, 03:56 AM
wow a big one (dod_calais 7500x7800 units)
dogsector is one of the good maps a seen our comunity ^^

greet work it must finish

greetz 3xicut0r

Furyo
08-25-2006, 05:21 AM
Lol I had never faced that problem. The map had just reached the max number of entities allowed in Source...4096 !!!

That was after I made a first pass to add func_detail where it was needed (somehow 10+ 3x3 octogonal brushes had slipped through) and replacing some of the brush work (overlapping)

I had to delete a prop_physics to compile the map (4095 entities right now)...which ended after 8 hours this morning..... The day before I had to stop the compile after 10 hours cause it wasn't finished yet. I hadn't made that first pass yet.

I'll load it up tonight for the first time and see how many FPS I get. I'm not exactly expecting many...

Furyo
08-25-2006, 11:52 AM
Well I'm getting a lot more than originally expected. Not everything is said and done, but it's feasible. Artistically speaking this map is the mother of all Source maps. I'll say it here, there isn't a single map out there be it stock or custom that can rival Dogsector's level of detail. Of course the scale doesn't really help toning down the feeling... Absolutely stunningly gorgeous, and that's on my <3<3<3<3ty comp....

With that said, I wouldn't want to play this map with 31 other players on anything but a 2006 and later computer....

And now I'll be stopping the thread hijacking....

LatencySick
08-30-2006, 04:15 AM
This map looks absollutely incredible... if you need any help testing it pm me, i'd be glad to help :)

Cranbarry
08-30-2006, 07:18 AM
LatencySick - If you are interested in helping the "Custom Community" by testing maps, creating maps, models, textures... whatever.

Come see us at the Federation -

DOD: Federation Website (http://www.dod-federation.com/)

Map Testing Email Subscription (http://www.dod-federation.com/map_testing.php)

Newsletter Subscription (http://www.dod-federation.com/newsletter.php)

And the Forums (http://www.dod-federation.com/forum/)

Anybody interested should read This Post (http://www.dod-federation.com/forum/showthread.php?t=92) and its associated links!

LatencySick
09-06-2006, 01:00 PM
that's cool.. i'll check it out man.


So how far away from a release are we for cherbourg?

DarkNoble
09-06-2006, 06:13 PM
cherbourg :)

sturm_bb
09-10-2006, 07:33 AM
OMG! GAA! I really miss dod_cherbourg and cant wait to see it. Thanks alot! Just keep the low end users in mind please.

Furyo Im glad you are working to make dod_dogsector a better performance map. In no way am I downing the mapper, but maps like dod_churchyard, dod_djon (<-miss spelled Im sure), dod_boudda run very smooth on low end machine. Weither intentional or other wise on the smooth play alto of people are greatful for this.

I just wish all mappers could keep this in mind and alot more folks could play them, which is what any custom mapper wants.

But anyway, man oh man Ive missed cherbourg!

hobosphere
09-10-2006, 11:10 PM
Cherbourg was supremely fun for stealth and covert missions.

I loved sitting up here and dueling with folk. It was great when they'd start using teamwork and sending out decoys and then pop me on the reload. Very intricate gameplay that i haven't ever found in any other map. All those sort of things have since been removed from day of defeat to focus on more on the rambo carnage, which is kind of sad.
http://img216.imageshack.us/img216/4387/dodcherbourg0006iw8.jpg

TheSurgeon
09-18-2006, 11:14 AM
Originally posted by hobosphere
Cherbourg was supremely fun for stealth and covert missions.

I loved sitting up here and dueling with folk. It was great when they'd start using teamwork and sending out decoys and then pop me on the reload. Very intricate gameplay that i haven't ever found in any other map. All those sort of things have since been removed from day of defeat to focus on more on the rambo carnage, which is kind of sad.

I'm keeping the layout almost exact to the original, besides a couple of small changes like giving the allies a second way out their spawn. A few things have to be done differently though since there's no way of doing it in Source, like the tightrope walk over the courtyard to get to the axis balcony, but all the routes are still where they were in the original.


Anyway, I've been working on the allied street the last few days, I've been stuck for ideas for some areas since the scale was so huge in the original, so it's hard to think of ways to remake things realistically.


allied route to courtyard:


allied street:

Neutrino
09-18-2006, 02:33 PM
good stuff

piu piu
09-18-2006, 02:43 PM
Originally posted by Neutrino
good stuff
indeed!!

though theres is still something i miss (and thats a general dod:s maps problem):
dod:s is capable of highquality textures und models. so what you see is what you get. in classic dod everything was so lo-res und lo-qual that all the crappy textures made you imagine some kind of dirt and destruction and stuff.
you know what i am talking about?
the classic cherbourg was like a dirty jungle (exaggeration) - the remake looks like the citizens have cleaned & prepared everything becuz of the forthcoming map-release.

:rolleyes:

anyway, looking foward to this masterpiece.

Neutrino
09-18-2006, 03:58 PM
yeah. there is something about the old wad textures that just made everything look authentic from that era.

TheSurgeon
09-18-2006, 04:17 PM
I always preferred the way the pre-retail versions looked, even to Source. It's obviously not as realistic but I just liked the way the game looked back then. But anyway, I'm just trying to build everything first, so there aren't many decals or other details yet. After it's been tested I'll probably add some destruction too, since it's 100% intact for now while I get the layout done, so it shouldn't be as tidy and clean by then.

Hendy
09-18-2006, 04:17 PM
Looking good. But I beg of you... PLEASE keep the size as close to the original as possible. That is all that I ask of you.

piu piu
09-18-2006, 05:21 PM
I always preferred the way the pre-retail versions looked, even to Source.
i know what you mean. the pre-retail had its very own charisma which was closer to classic dod than dod:s. a few days ago i read someone writing something like dod:s having some kind of arcade-feeling (today theozzmancometh wrote that too here (http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=68488))...
...and i think he is right. but i do like arcade gaming too so its not bad at all.
... After it's been tested I'll probably add some destruction too, since it's 100% intact for now while I get the layout done, so it shouldn't be as tidy and clean by then.
you are the man! :cool:

Baz
09-21-2006, 06:17 PM
This is looking awesome. I've missed Cherbourg! :D

TheSurgeon
11-18-2006, 08:53 PM
just to show i'm still working on this:

axis spawn/1st flag:
http://img293.imageshack.us/img293/8496/dodcherbourg40009vj2.jpg
http://img86.imageshack.us/img86/5208/dodcherbourg40011px1.jpg

allied spawn-to-courtyard route:
http://img86.imageshack.us/img86/5546/dodcherbourg40014sb2.jpg

new allied spawn exit:
http://img182.imageshack.us/img182/8107/dodcherbourg40015mq5.jpg


i still have no idea what to do with the courtyard, i need to keep the routes you made by jumping across the balconies and the height, which is making it hard to come up with something realistic. other than that, there's not much left to do, then i can start adding some destruction while it's being tested.

piu piu
11-18-2006, 09:49 PM
the architecture is pretty nice.
i like the new atmosphere by
contrast with the classic version.

top notch, surgeon! :)

Ca-Chicken-Soup
11-19-2006, 02:36 AM
Hope it's not too dark! Looks good!

MeleeMe!
11-19-2006, 04:09 PM
Borat: Very Nice!

ultranew_b
11-19-2006, 05:21 PM
sex x 4.7 !!

:D

Arcturus
11-19-2006, 07:45 PM
Wow, I am certainly impressed. It's nice to see that Cherbourg isn't completely forgotten.

This is how I originally wanted the map to look like. Obviously the HL1 engine couldn't do this but that's besides the point. I really like the new additions like the graveyard. Where exactly did you put it?

Are you going to have the underpass? (Yes I know that's the defining point of the map).

Interesting tidbit: The only reason I put the underpass there was to decrease r_speeds lol. It was originally going to be either a bridge or a regular street.

Once again, great job it truly looks amazing. I'm very very happy and proud that someone is taking the time to recreate (and reinvent) my old map.

If I can make one suggestion (and perhaps I am the only one who will mention this) but try sunset/sunrise type sky. Players tend to like maps that are daylight and mappers tend to like the atmosphere that comes with nighttime. A red/orange sky is a nice middle point.

Best of luck, I can't wait to play it.

PS. Don't hesitate to email/MSN me . I'd love to be of some help. bschurko@msn.com

Dingo
11-19-2006, 07:58 PM
I love the sounds of that building (I presume the underpass) creaking. Every second you spend there it sounds like the building is going to collapse.

As one of my favorites from 1.3b I cannot wait for this. Thank you

TheSurgeon
11-20-2006, 07:57 AM
The underpass is still there, again partly for fps. That's part of the problem though, since it needs to be low enough to cut the line of sight from the allied to the axis side, but that means the courtyard flag is lower which is why I'm having trouble thinking of what to do with that area. The graveyard is the allies' left flank, the building behind the cross leads to the courtyard. The allied spawn is a church now so that was the only thing I could think of to fill that space.
The lighting isn't final at all, I just set some values the first time I compiled but realised the other day how dark it actually is. I like the rain setting, but I'll look at the other skyboxes and see if there's anything better I can use.

Ca-Chicken-Soup
11-20-2006, 04:49 PM
That underpass was evil, always a stalemate in there. Perhaps some easier way of flanking it, that little bridge within the overpass was good but too hard to get to (with a ladder in the underpass..)



... Of course if I remember it correctly.

TheSurgeon
11-20-2006, 05:41 PM
I never saw that many stalemates around the underpass. It was easy enough to go through the courtyard and meet up with someone to cap the middle, which is why you had to defend all three flanks at once to cap the map and why I liked it so much. I'm not changing any routes for now at least, apart from the spawn exits. The map's had 5 years of testing already and if there are any problems in playtesting I'll have to change it. I thought it played fine as it was though, you sometimes had stalemates but it was never any worse than in maps like Zafod or Flash.

Arcturus
11-20-2006, 10:27 PM
5 years? Damn.

Formologic23
11-21-2006, 06:52 AM
I love stalemates. It's fun that way. Makes it more challenging.

shteve
11-21-2006, 11:48 AM
Looking really good so far... all we need now is someone to remake Koln and Heutau (not a big Caen fan myself). These are the old school maps that should also work well in source, plenty of areas for all classes to play their parts.

zippy
01-05-2007, 01:44 PM
i do fancy doing them 2, prob koln 1st.

[AoS]Albatros
01-05-2007, 02:15 PM
I think I'm going to give a shot at DoD_Schwetz soon.

I've been talking to Kamikazi and he said it was Valve property and therefore basically it stands free to everybody to go for a remake.

In case someone else had older plans for redoing Schwetz, please contact me :).

As for Cherbourg, Zafod, Heutau or Köln... can't wait to see what you guys come up with!

Regards,

Albatros

Colonel_Krust
01-17-2007, 05:35 AM
this looks very cool.

will there be more clutter on the axis street like the original?

will you have the same routes to the allied left of the underpass...and the back of the church?

Keep up the good work.

TheSurgeon
01-17-2007, 02:04 PM
I've already added more detail to the axis and allied streets, it's still only beta so some of the rubble is coming from nowhere but after the first test (this Saturday providing it compiles properly) I'll finish the detailing and replace some of the buildings. Every route that was in the old map is still there, some have just had to be done differently to make it more realistic, so things like the tightrope walk over the courtyard to get to the axis first is now just a one-way jump over a balcony. The only thing I've changed is to give the allies a second route out of their spawn. The spawns have been shortened, there's just a short run out of the spawn areas now, but depending how testing goes I might push them back closer to how they were in the original.

Here's a few screens of what's changed since the last screens anyway. Some of the buildings are just placeholders that'll be replaced after testing, especially the axis hotel on the right in the first screen.




McJewels
01-18-2007, 12:15 PM
looks really really legit man. can't wait.

Colonel_Krust
01-18-2007, 03:58 PM
I am so excitied!! weeeeeeeee.

Dradz
01-18-2007, 09:01 PM
In case anyone has missed this info --

The DoD-Federation is coordinating a playtest of Cherbourg this Saturday (20 Jan at 9pm PST on COJ) -- along with a test of dogsector.

To be a Federation tester, please check out the following link:

http://www.dod-federation.com/forum/showthread.php?t=92

hope to see a full server this weekend!

Price|BigEz
01-18-2007, 09:04 PM
Looks amazing.

ultranew_b
01-19-2007, 12:15 AM
Looks great !

My only suggestion is to make it less "clean". Open up the decals and go nuts !

:)

McJewels
01-19-2007, 02:22 AM
Originally posted by ultranew_b
Looks great !

My only suggestion is to make it less "clean". Open up the decals and go nuts !

:)

that would be my only criticism so far as well. ...massive stain overlays on walls and stuff will look great.

Bauer
02-18-2007, 05:12 AM
Great Work!!!! really nice, can't wait to play dod_cherbourg

darkranger
03-17-2007, 05:05 AM
i have downloaded the B2 version. its really great. but i had 1 little error and 1 point where you should change some things..
i have included pics..

i think you should change the doors that you not can see from 1 flag to the other one..

and the car is flying.. :)

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