dod_tankassault_tnp work in progress concept map


caboose
09-01-2006, 04:27 AM
release 07/09/06:
work in progress concept version of the tank escourt maps, where the tank is now a offencive weapon.(note this is a concept map to test new features)

axis start with 2 working tanks on left and right flank (takes 20 seconds from round start for the tanks to be enabled).
by standing near the tanks they move out towards a trench and barbed wire fence.
the tanks will stop and fire at hard points (sandbags and bunkers), only if they are in use. otherwise they will break through the wire and advance to the back of the base as cover for the axis advance.
if the left flank tank reaches the barbed wire, a 3rd tank in spawn activated. this tank is used only for covering fire. it advances to high ground and then will fire onto any enemy in the trench system.

all tanks can be killed with 4 rockets in the tracks.

early dev video:
http://www.youtube.com/watch?v=itoMS4uuQy4
new improved video of new features
http://www.youtube.com/watch?v=tH6K41VGqhU

map download:
http://www.fpsbanana.com/maps/15396

if you play it let me know what you think to this new tank gameplay mode.

recent improvements
Allies have 3 morters to fire on the enemy positions
improved 3rd tanks attacks to include more sandbag areas.
added more cover areas
stopped tanks shooting players after the tanks are dead.

MrKermit
09-01-2006, 06:14 AM
Looks impressive from the video, will download the test map to try later :)

Good work!

B@D
09-01-2006, 07:47 AM
Good deal man we will test it tonight on our server It sounds Interesting Ive been waiting for this ! Im uploading it now .

Buck
09-01-2006, 01:01 PM
Good Map :D

PD: To somebody but happens to him, that in Dod_avalanche, the shade, the this best one throws that in the rest of the maps?

caboose
09-05-2006, 02:39 PM
updated the map.
basic sky box.
tanks are slower
bug fixes
3rd tank now fires on more targets
added some cover items to the field.
bullet proof walls infront of the spawns

download:

dod_tankassault_b1
http://www.fpsbanana.com/maps/15396

caboose
09-07-2006, 02:55 PM
updated original post with new infor and movie on map

caboose
09-11-2006, 12:36 PM
update 11/09/06, added firing morters to level:
version not uploaded to fpsbanana yet

http://www.putfile.com/pic.php?img=3370949
http://www.putfile.com/pic.php?img=3370948

lordming
09-11-2006, 09:45 PM
We have been running this map on our server and everyone has had great fun, the trouble is, if the first 2 tanks have been destroyed before breaking through middle, the 3rd one stays in axis respawn and cannot be moved. Reading your post, I am not sure if this is intetional or not, if it is can you change it please.

caboose
09-12-2006, 03:41 AM
at the moment the 3rd axis tank will only activate if the left flank tank is able to break through the barricade, if it dies before then, it will not move up as there isnt really enough space on the level to make it move forward without passing slightly through dead tanks.

i guess i could just make it so after say 10 mins the tank enables no matter what, but that would possibly cause it to run into another dead tank and "pass through it"

how hard/easy is it for allies to kill those tanks. do you think they need more HP?
morters affective at all?
i guess ur feedback is, its hard for axis

smashingpunk007
09-18-2006, 06:07 PM
What servers run this map? I wanna try it out.

caboose
09-19-2006, 01:46 AM
no idea at the moment as its still being tested. in a few weeks i hope to get a server running it

Pvt.Snail
09-19-2006, 03:06 AM
Originally posted by smashingpunk007
What servers run this map? I wanna try it out.

We are running it and having a blast! :D

!! INX-Gaming.co.uk >> OLD FARTS AND BOTS
195.242.237.126:30016

caboose
09-19-2006, 03:34 AM
oh ace dude thanks a bunch!

ok feedback so far from the players.
i need to make "tank 3" advance if the other tanks are killed, cause if 2 rocket men tag team the tanks they can be stopped before the breach the wire.

also morter model needs replacing (already being worked on).

what do you think of the map?feedback always welcome

naris
09-19-2006, 05:08 PM
Originally posted by lordming
...if the first 2 tanks have been destroyed before breaking through middle, the 3rd one stays in axis respawn and cannot be moved...

If the allies manage to kill both tanks before either has broken through, that would make a good victory condition for the allies (if possible) and then start the next round.

caboose
09-21-2006, 01:31 AM
well that "use" to be possible until the recent sdk update.
i think i could fiddle it a bit so that either the 3rd tank advances once the other 2 are dead, or have a uncapped flag in allied area that they cant cap to win, until the tanks are all dead

Unk
09-21-2006, 02:02 AM
can you put out the vmf so we can see how its done? just asking

caboose
09-21-2006, 08:29 AM
well what parts do you want to see exactly?i wouldnt release any files till after i have finished making the map and released it

Genie
09-21-2006, 05:47 PM
This might be of use to you. 3rd link from the bottom. I figure it'll look better then brush based ones. :D

http://www.dod-federation.com/download.php?id=5

Great concept, I'd love to see a gameplay style like this really take off.

Hintzmann
10-04-2006, 03:49 AM
I realy like the concept of this map.

- How about using an env_shake around the tanks?
http://developer.valvesoftware.com/wiki/Env_shake

Keep up the good work c",)

caboose
10-05-2006, 12:45 PM
update 5/10/06
middle tank now advances after left flank tank has gone over the ridge.
the tank will then stay on the ridge and fire a round into the barricade, breaking a small exit for the axis....and allies :-p

the 3rd tank will be allowed to advance further once the left flank tank almost breaks the left barricade.

3 morter models added (nice work surgeon for those).

added some extra bushes around axis spawn to help snipers take cover

Fr0sten
10-05-2006, 03:41 PM
We are running it @ 82.192.84.227:22010

Also I have posted a mirror @ here (http://dods-gather.gather-network.eu/downloads/maps/dod_tankassault_b4.bsp.bz2)

Its in BZIP'd format. We have been having some fun on my server with this map! Nice JOB!

Fr0sten
10-05-2006, 05:27 PM
Originally posted by caboose
update 5/10/06
middle tank now advances after left flank tank has gone over the ridge.
the tank will then stay on the ridge and fire a round into the barricade, breaking a small exit for the axis....and allies :-p

the 3rd tank will be allowed to advance further once the left flank tank almost breaks the left barricade.

3 morter models added (nice work surgeon for those).

added some extra bushes around axis spawn to help snipers take cover

Hello,

Well I have had some feedback and found some bugs! and this is from other players we spent about 30 mins fully testing it.

The Trenches.... when lying down you cannot see over the walls... Deeper trenches and trenches each side and perhaps a mg bunker each side!
The Tanks.... it takes more than 4 rounds to blow up a tank with a rocket.. Axis only carry 4! could this be lowered to 3?

Also I was thinking about night and day! would it not be cool to have this map so at night... it becomes NIGHT! and you have nice little parachootes that light up the map... that be kewl!

The tanks tracks dont move.. there static moving objects MOVE! its somewhat unrealistic and also I have found myself being stuck behind a tank.. cant we get inside a tank and drive it ? That would be mega cool! and also fire rockets at the axis from the tanks.. each tank has 30 rounds!

Also have found that sometimes the tanks get stuck upside down and also you get stuck inside the tanks or attached to it...

Also it striked me that the map was somewhat... small! for a full 32 player I feel this game... would not last very long and would somewhat get boring! I love the concept and the feedback I got was really good.. People have been playing this map non stop on my server as a result... its now running 24/7!

Also the morters... do not look like WW2 Morters! im sure dustin has some from his beach map...

Also when the morters hit the ground the area around it does not shake.. which again is unrealistic.

I love the map and so do my fellow server users... Why not come and play it with them and get some initial feedback we would be happy to be an offical beta tester for you.

caboose
10-06-2006, 01:36 AM
the shake from morters hitting is fine i can do that:
the morter tube model has been changed so they look real now.
the tanks can not be driven as thats not possible yet in dod source without some serious modding, as far as i know.

ok if killing the tanks is too hard i can lower the damage to 3 rockets.

hmm tanks going upsideown i have never seen that, ill be trying it out with my clan so if it it happens i can take a look whats causing it.
i put a kill zone inside the tank that should in theory kill a player who gets stuck to the tank, were you getting partially inside the tank and then not being killed?
at the moment the map is small to make it a bit of a mad battle. if tank maps like this catch on ill be making sure i do some larger scale maps

Fr0sten
10-06-2006, 02:11 AM
Hi Ya,

Also the tanks move a little to fast, And also if you get squashed by a tank you find yourself under the map!

Let me know when you have another release done... so I can adjust the bz2 files accordingly....

caboose
10-06-2006, 05:07 AM
this is a issue i had on flash tank as well, the tank hit me and forced me under the map, however on my map i put a kill field under the map that once you fall through should kill you instantly. if it isnt working i can tweak it to be more effective.
ill play with the speed next week, but i dont want them to be too slow and make hard rocket targets

Fr0sten
10-07-2006, 04:35 AM
Originally posted by caboose
this is a issue i had on flash tank as well, the tank hit me and forced me under the map, however on my map i put a kill field under the map that once you fall through should kill you instantly. if it isnt working i can tweak it to be more effective.
ill play with the speed next week, but i dont want them to be too slow and make hard rocket targets

How about making them slow as when you duck and walk...???

Also about those trenches... I have had a wonderful idea :)

How about making at the allies end two tunnels that go into the trenches..

You then have 2 MG Bunkers Each SIDE and also a small ledge you can stand on in the trenches to shoot.

Also when you get by a morter... it just does "kill" does not say by what or by which player...

I have to say this map is one of my servers most popular maps!

Why cant the Allies have a tank too to shoot the axis tanks? That be kewl!!

You walk upto a tank and press E to use the tank and then you can move the turret around and the view is like of a sniper rifle :D without the zoom :D

This would be kewl... also I was thinking about it and to be honest the map is far too small... it needs to be longer and have some more cover for Axis and Allies..

So how about this....

Each END is exactly the same.


You have trenches and tanks the objective is simple you just have to get the tanks to each end of the map. on each tank front back / sides there is a bomb part you have to place a bomb onto the tank 3 times to kill it.

I reckon this would be some kewl map!

Also what about some houses etc etc...

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