Vigilance demo request
Ca-Chicken-Soup
09-10-2006, 05:32 PM
I have yet to see dod_vigialance (http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=67089) running online as I have no internet on my home computer and the local internet cafes don't support Source games due to the heavy fees.
So before I release the rc1 version I am asking anyone to record a demo (http://developer.valvesoftware.com/wiki/Demo_Recording_Tools) of dod_vigilance playing on a server with about 6-8 or more people and to be about 10-15 minutes long. It doesn't really have to be of anything in particular, just enough to get an idea of how the gameplay is working and bad areas, bugs, etc.
Any demos would be greatly appreciated, please upload them somewhere (keep them in the game demo format, no need to create a demo video) and post here.
Thank you very much for your time
-Soup
I just finished playing it for about 30 minutes and I had alot of fun. Other games I have been in were severely one sided and had little opportunity to get out the pinned down spawns, specifically allied area. This game I was in had more balanced teams and running around with assault and support was ... maybe a little overpowered considering my score was around 60:20 by the end, but fun nonetheless. I recorded it all and PMed a link to the demo to you.
Something needs to be done with this map. I'm not sure what, but it has some of the most awesome layout concepts. So much potential to become a classic.
Prowler
09-11-2006, 02:20 AM
This is by far our most popular custom map. The map plays well on my both my 24 man servers. Axis have an advantage; however, it's not to the point where the Allies can't have any fun. I personally like the challenge of climbing the hill and if you are smart there are several routes that can put you behind enemy lines. Please don't make any major changes!
If you are to make changes, then I would strongly recommend creating a third ally spawn exit.
Ca-Chicken-Soup
09-11-2006, 02:29 AM
Hey cheers nave I look forward to viewing it.
And on any changes, there is now a third allies spawn point on the far left and an underground tunnel from the flakk cannon to the big middle building with the bunker opened up a lot more. Also some more hedges added in places, mainly around the place which can camp the allies spawn exit from and around the flakk cannon flag. Oh and I'm attempting to make the fps better in one particular spot by the car.
quint
09-13-2006, 01:56 PM
Ello Chicken ,
Big thanks for a great close combat map.
Heres about 30 mins on Vigilance from various angles, server generally 25 -32 ppl
1st 10 mins me in 1st person getting my arse kicked as USA ( demo recording slows down my PC honest guvnor:) :) )
After that various free look and 1st person from the same map
suffice to say Germans won, its not always that way, but they do have an advantage , i suspect its mainly the 88 is much harder for USA to take than Germans to take the other 2 double captures if you know what i mean
anyways here is -
let me know if you need more
Would be delighted to help public playtest any further versions
http://www.theoc-clan.com/dl/demos/vigilance1.rar
http://www.theoc-clan.com/dl/demos/vigilance2.rar
http://www.theoc-clan.com/dl/demos/vigilance3.rar
Ca-Chicken-Soup
09-13-2006, 03:54 PM
Thanks quint I'll have a look at them soon.
Good demo from Nave you're not too bad of a player ;)
Judging from Naves demo I'll tone down the changes a little as the Allies managed to win many times (though I suspect the Allied team was better than the Axis). thanks for the good demo, you got everywhere and in both teams I appreciate it.
Thanks... does that mean you could tell I was having fun? :D
I'm not sure what you have in mind for changes, but I'll throw in my two cents. I think the main paths are awesome... and by main paths I mean the three paths of each 2-man. Each one has lateral "connectors" that connect each of the areas togather. Those types of paths make sense so the map sections don't feel isolated, but I think that there are too many. There are ALOT and it makes support and assault able to get away with alot more than they deserve. I think proper path elimination could focus a couple areas very well.
There are some paths that aren't very commonly taken for the reason of being unnecessary, maybe being too slow or out of the way, whatever the reason... and then the mind of a player cancels it out, keeping focus on where the players are going to be coming from... then someone shoots you in your back. It would even be difficult to protect if you were paying full attention. 360 degree combat is stressful and makes you want a break from playing.
After seeing dod_anvil go into dod_anvil2 and how the changes turned it from a map that I enjoyed, to being perhaps my favorite. Obviously that's an extreme case, but the concept still speaks.
PS. The building structures going through the middle path between the middle flag and the church are brilliant. With the little courtyard and the logs. Perfect placement.
Ca-Chicken-Soup
09-14-2006, 03:24 PM
Yes I'm attempting to get rid of a few of unneeded paths but without killing anything people love.
That little coutryard you speak of has been requested to be changed a little and I've made an exit from there to the top of the bunker/flakk area. I hope that doesn't change it too much, you can always camp on the other side of the door ;)
I'll get the map tested by the DOD-f for gameplay before I release to rc1 you can be sure. It's a month away at least but you could go ahead and sign up for their testing program (if you're not already) and test it when I get around to it :)
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