REL: dod_pillbox3


Dash
09-13-2006, 04:27 PM
I'm posting this here to get more exposure, as the WIP thread is now obsolete.

[ u p d a t e s ]

MAP RELEASED!

DOWNLOAD (http://daretogame.com/maps/pb3/pb3final.zip)

(04/09/2006) Released.
(30/08/2006) First Alpha Screenshots
(28/08/2006) First Public Screenshots
(27/08/2006) Project Started


[ s y n o p s i s ]

Well, yes. I'm actually making a dod_pillbox3. The plans have been laid out a few weeks after dod_pillbox2 was released, but I never really cared for them until a few days ago. dod_pillbox3 will probably be the trilogy's last map, offering even more of a punch for the trenches gameplay.

Unlike dod_pillbox2, dod_pillbox3 actually mimicks more of the original dod_pillbox gameplay genre. The trenches are more structured and not as 'curved' as pillbox2.

I also saw that dod_pillbox2 is actually QUITE popular on servers! Everytime I go play DoD, I can easily find a server playing dod_pillbox2, or one that has it in its rotations. IMO, dod_pillbox2 has a sense of "you're never safe" that a lot of players seem to enjoy.

So I took the more structured style of 1 and the more adrenalinatic (is that word?) style of 2, and combined them together. I also heard some people whining about the lack of true trenches (realism), that has also been fixed ;) I did not opt for the straight, log walls that were caracteristical of some of the more popular trench wars. Instead, the trenches are a more like half-pipes (That's kinda exagerrated, but you'll know what I mean soon.) They have slightly banked walls with a wedge on the bottom where players can walk up to and actually get their heads out of the trenches. Also, any player walking on the ground will have easier trench visibility.

There are also trench bunkers built, where players can find a safe spot, and the trenches onm each side contain three rows with 2 connectors each. The first row is the Reserve Trench, where all players will spawn. The second, the Support Trench, will have the pillboxes as well as the main flag for each team. Last but not least, the Front-line trench will include 2 flags for each team.

Yup, a SIX flag map. I may also add a seventh one in the center like dod_pillbox2 had with the 5th flag being the decimated house.

For the people that played dod_pillbox2, you can imagine dod_pillbox3 to be actually 2 to 3 times bigger. I'm aiming very high with dod_pillbox3, whereas the map will actually be a MAP and not a small fun map. It will be a fully fledge capture objective map with underground routes (oops, I said too much ;) ), artillery in the background (as it was historically), and an actual setting that will represent a trench fight in a semi-dense forest. You can also expect to have the same atmosphere as dod_pillbox2, a rainy day, but this time, it will be an ending storm during sunset ;)


[ n e w e s t s c r e e n s h o t s ]

http://www.daretogame.com/maps/pb3/ss6.jpg
http://www.daretogame.com/maps/pb3/ss7.jpg
http://www.daretogame.com/maps/pb3/ss8.jpg
http://www.daretogame.com/maps/pb3/ss9.jpg
http://www.daretogame.com/maps/pb3/ss10.jpg
http://www.daretogame.com/maps/pb3/ss11.jpg

[ a r c h i v e ]

Beta 1:
http://www.daretogame.com/maps/pb3/ss1.jpg
http://www.daretogame.com/maps/pb3/ss2.jpg
http://www.daretogame.com/maps/pb3/ss3.jpg
http://www.daretogame.com/maps/pb3/ss4.jpg
http://www.daretogame.com/maps/pb3/ss5.jpg

Fr3t
09-14-2006, 12:48 AM
Nice work, closecombat for all !

Just two things i have noticed:

- to get out of the spawns you have to crouch, it may be hard to do on a full 32 server


- "Warning: using WorldTwoTextureBlend on a non-displacement surface.
Support for this will go away soon.
- Material : rubble/blendrubblegrass001b_avalanche
- Surface center : -3934 -1778 83
Warning: using WorldTwoTextureBlend on a non-displacement surface (material: rubble/blendrubblegrass001b_avalanche). Support for this will go away soon.
Error: Material "engine/colorcorrection" uses unknown shader "ColorCorrection"

I love the idea of a large capture area of the trenches.. remember dod_forest :).

Dash
09-14-2006, 03:58 AM
Only 20 spawn points out of 60 are inside the bunkers, so it doesn't get too annoying.

</HMT\>Paintrain
09-14-2006, 08:46 AM
Nice map, added at Home of the Testicle!!!

ShootMe
09-16-2006, 12:48 AM
i tested it now on my server and there are several annoying things:

1. i spawned every time in the bunker which you cant leave without duck-walk (that will never work on a full public server - people will leave directly)

2. flags could only be capped from inside the tunnels - i was standing directly on the flag and nothing??

3. the flags could be capped far away from them - should be a smaller reagion but then also cap-able from outside the tunnels.

4. make a little bit more fog - without this it's too easy for snipers/mg's/rifles - and i don't want to remove all weapons completly

additionally maybe some mortars on both sides would be nice or maybe tanks/88s.

the map-design itself looks realy good and the map could become very popular - but not with the bugs :(

Dash
09-16-2006, 11:30 AM
I have to say for the last time, the ducking to get out of the bunkers is NOT a bug, it's how it was.

Also, capping is made within the trenches, because you're capping trenches, nothing else.

I've seen this map play on a 32 slot server and nobody left because they spawned in the bunkers, that's just a silly argument ;)

It's possible to go from one side to the map to the other without even leaving the trenches as there is an underground tunnel linking both trenches.

If you can't survive outside without being sniped, then that's not the map's fault as there are more than enough grooves and hills to hide behind, also, you can limit the player classes.

pillbox3 is pretty much the same gameplay type as the other pillboxes where you're never "safe", especially when leaving your trenches. That's how it was during trenchwars, and that's how it is in pillbox maps ;)

ShootMe
09-16-2006, 11:46 AM
Originally posted by Dash
I have to say for the last time, the ducking to get out of the bunkers is NOT a bug, it's how it was.



so it's NOT a bug, just a design/mapping failure ;)



Also, capping is made within the trenches, because you're capping trenches, nothing else.


why not moving the flags then inside there? would be logical and you know you have to go inside


It's possible to go from one side to the map to the other without even leaving the trenches as there is an underground tunnel linking both trenches.

If you can't survive outside without being sniped, then that's not the map's fault as there are more than enough grooves and hills to hide behind, also, you can limit the player classes.



on pillbox2 it was at least limited how far you see (just with realy good video-card it was possible to see at least shadows from other spawn exit but not everything


pillbox3 is pretty much the same gameplay type as the other pillboxes where you're never "safe", especially when leaving your trenches. That's how it was during trenchwars, and that's how it is in pillbox maps ;)

and what about this (bug?) that you could cap a flag while standing just a few steps from another flag and far away from the flag you cap? (was 2nd allied flag if i remember correctly - don't know if other flags have the same - i just loaded another map) - if a gren explodes directly in the trench at the flag you'll not be hurted while capping this flag ...

Dash
09-16-2006, 11:51 AM
Well it's a final release so take it or leave it, I won't force anyone to play my maps :p

So far response has been positive as this is at least a playable map at 32 players and isnt a gorefest like pillbox2 was with a full server.

Pvt.Snail
09-17-2006, 06:24 AM
It's having a great time on our server! Much Appreciated Dash! :D

Prowler
09-17-2006, 04:16 PM
I'm of the opinion that open maps are bad for FPS.

Bad FPS = No Play

Dash
09-18-2006, 04:22 PM
Originally posted by Prowler
I'm of the opinion that open maps are bad for FPS.

Bad FPS = No Play

Wow, that was quite rude considering you didn't even bother playing.

dod_pillbox3 has very good FPS (60-80 on full details with 24 people at 1440x900 here).

Next time, try not to speculate.

Cranbarry
09-18-2006, 04:45 PM
Like he said...

It was an opinion of his about maps... Don't think he pointed out pillbox directly!

Dash
09-18-2006, 06:45 PM
I know, but I don't want to start a debate about someone that posts totally irrelevant personal testimonies in a thread that has nothing to do with it :rolleyes:

So please, back on topic.

Prowler
09-18-2006, 10:26 PM
I had it running on my server and all 24 players including myself were ready for something new in about five minutes.

RosietheRiveter
09-19-2006, 06:08 AM
dod_pillbox3 has very good FPS (60-80 on full details with 24 people at 1440x900 here
What rig are you running?
Players have average of 40 fps, -dxlevel 81, on our servers

Wile E Coyote
09-19-2006, 06:50 AM
overall it seems good. It's a bit confusing as to which part of the trench bunkers you spawned in, as they all look pretty much the same, still with time you'd know the difference.

I really liked the previous pillbox, to be honest it actually looked more like real trench warfare than this version does. However this is good also. As with others, I found the ducking to leave the bunkers just annoying. Sure it really doesn't affect gameplay, but I am surprised you decided to release it like that. Only other thing I noticed was the inability to deploy the MG's inside the bunker itself up by the firing port. You have to deploy it about 2 feet away from the firing port.

And yes I agree %100 with Dash - if you can't survive against snipers and MG's on this map, you are a hopeless case. It is all too easy to avoid them, You just have to adapt to the map instead of trying to play it like all the other maps you normally play. Adapt and Overcome. Dash was going for a different style of gmeplay here and I think he hit it right on the head.

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