|WIP| DoD_WN71


Someth|ngW|cked
09-22-2006, 07:14 PM
This is a beach map i started about a week ago, it is not another Saving Private Ryan Omaha remake, it is based more on actual overhead maps of the WN71 area of the beach but it is NOT meant to be completely authentic, i took many liberties with the layout to make sure that it will be fun to play and immersive

Most of the models and textures used thus far i made myself and i will release them in a separate pack once the map is final for the community to use

Frame rates on my system are between 40 and over 100, 40 looking toward the water from the shoreline and over 100 looking away from the water from any point in the map, my card does not seem to handle water very well so i am sure frame rates will be even better on most people's machines and my custom water does not use a bump transform proxy so it will look nice without having such a huge resource footprint

A few things will change in the final build such as a completely new trench texture and toned down detail on the distant gunships so they don't look so out of place

Only about a 3rd of the area seen in the screen shots is playable which will keep the action fairy intense at all times, the rest is a 3dskybox using low poly models, sprites and single brush face facades

The final build will have mortars going off all around the beach, NPC controlled MG fire in the 3d skybox and planes flying overhead, i am also working on a system where the players rushing up the beach will be shot by NPC MG fire if they step out of bounds rather than having a clip brush

I have not yet decided on a full list of objectives but the most obvious will be that the axis must defend for a certain amount of time and the allies must blow a few entrances to pass over the shingle

Anyway, on to the screens, which are all in 16:9 1280x720, also keep in mind that this is an early WIP ;)


* LATEST SCREENS *

http://img80.imageshack.us/img80/6075/wn7115gi8.jpg
http://img218.imageshack.us/img218/9582/wn7116nx0.jpg
http://img218.imageshack.us/img218/6299/wn7117mc5.jpg
http://img80.imageshack.us/img80/9962/wn7118pj0.jpg
http://img92.imageshack.us/img92/1334/wn7119qb2.jpg
http://img92.imageshack.us/img92/8770/wn7120ld4.jpg




* ARCHIVE SCREENS *

http://img223.imageshack.us/img223/5240/wn719px6.jpg
http://img201.imageshack.us/img201/3465/wn7110bf5.jpg
http://img223.imageshack.us/img223/8079/wn7111bh6.jpg
http://img223.imageshack.us/img223/1548/wn7112fl9.jpg
http://img228.imageshack.us/img228/9905/wn7113hs4.jpg
http://img228.imageshack.us/img228/5017/wn7114gf5.jpg
http://img170.imageshack.us/img170/1151/wn711mt7.jpg
http://img54.imageshack.us/img54/189/wn712we8.jpg
http://img54.imageshack.us/img54/3879/wn713vk9.jpg
http://img132.imageshack.us/img132/1728/wn714cr3.jpg
http://img54.imageshack.us/img54/5235/wn715oc4.jpg
http://img123.imageshack.us/img123/473/wn716ai8.jpg
http://img123.imageshack.us/img123/9669/wn717qg1.jpg
http://img128.imageshack.us/img128/5642/wn718zd3.jpg


* LATEST MOVIES *

http://www.youtube.com/watch?v=JOIC99DPYRg

Dustin Diamond
09-22-2006, 07:18 PM
Awesome! More beach maps! Looks like it'll be pretty fun.

Now stop reading this and get back to work! It's not gonna finish itself!

Hendy
09-22-2006, 07:34 PM
looking good so far, keep it up.

SilentSteps
09-23-2006, 08:02 AM
I love the sand texture. Looks great.

Fr3t
09-23-2006, 12:42 PM
real bunkers, lovely :) beach, keep going !

Dash
09-23-2006, 01:02 PM
Originally posted by Someth|ngW|cked
i am also working on a system where the players rushing up the beach will be shot by NPC MG fire if they step out of bounds rather than having a clip brush

PLEASE DON'T DO THIS.

I don't know about other people, but maps that kill players instead of blocking them are quickly put in the "no go" list for me. It's just a weak solution IMO. I know it adds to realism, but it's really annoying to get killed for nothing, especially when people don't know the limits of the map and get killed for no reason.

LJFSP
09-23-2006, 01:20 PM
WOW! WOW! Nice work so far, I agree with the no killing into spawn. What about the inviable wall that valve released. Just an ideal, but I like it so far and love to help if you need play testing.

PanFrie
09-23-2006, 03:10 PM
Originally posted by Dash
PLEASE DON'T DO THIS.

I don't know about other people, but maps that kill players instead of blocking them are quickly put in the "no go" list for me. It's just a weak solution IMO. I know it adds to realism, but it's really annoying to get killed for nothing, especially when people don't know the limits of the map and get killed for no reason.


just have a message with a timer like in BF.... its a good solution actually...

Someth|ngW|cked
09-23-2006, 04:54 PM
I would have something show on the HUD to tell the player that he is going out of bounds, it would not just be like u cross a line and u die, it would be more like you cross a line, get warned, go farther and get shot at

I will try it in the first beta and see how people like it, if it does not go over well then ill just use clips

As for the axis, there will be a team wall preventing them from going over the shingle onto the beach

And LJFSP, i will have that beta 2 of fuhrung ready fopr you soon, i just have not sat down and done a final compile without the water yet

Pvt. Stephenson
09-23-2006, 05:39 PM
I'd like a Utah version, with the exits, and flooded fields leading off the beach.

Wile E Coyote
09-23-2006, 05:46 PM
This is not a critique, or even a suggestion.

Are you going for *somewhat* historical accuracy? I have PLENTY of reference photos of all the WN's along that coast over a few years of collecting. And I said somewhat because obviously if all the distances and layout were true to life the map would be unplayable :D

And I agree with your decision to use NPC guns as a preference over clipping, wall/cliffs or landmines. It is a much better better method to the ambience of this type map.

I had thought about trying a WN61 map (deadliest beach of the invasion), but decided that idea was just folly :)

Someth|ngW|cked
09-23-2006, 06:12 PM
Yeah, i would like to see what kinda of ref material you have, pm me with a link or email it to me if you can, i am basically taking structural cues and general topography ideas for the map so it will have an authentic look but tweaking the layout to keep flow good for game play

ultranew_b
09-23-2006, 07:18 PM
good lighting

good atmosphere

good skybox choice

good water


:)

Gijsko
09-24-2006, 03:16 PM
Nice indeed.

You might want to darken the fog just a tad, to match the color at the horizon of your skybox.

Someth|ngW|cked
09-24-2006, 06:39 PM
I actually got the actual color of the skybox texture at the horizon and it matches perfectly in most parts of the map but certain angles show the seam so i will most likely make a facade to break up the flat line more, like a distant shore or somehting

Neutrino
09-24-2006, 09:14 PM
i really like it, and hope the best for this project

Dash
09-24-2006, 11:08 PM
i'd recomment adding a gradiant where the horizon meets the skybox in your skybox textures to avoid having tonal variations where the fog blends with the skybox.

Gijsko
09-27-2006, 01:11 PM
Originally posted by Dash
i'd recomment adding a gradiant where the horizon meets the skybox in your skybox textures to avoid having tonal variations where the fog blends with the skybox. Exactly, this would add to the idea that it's actually low hanging fog that you can't see through.

FuzzDad
09-27-2006, 01:17 PM
Originally posted by Dash
i'd recomment adding a gradiant where the horizon meets the skybox in your skybox textures to avoid having tonal variations where the fog blends with the skybox.

I don't care what this means (even though i do know what it means)...it sounds cool...like a guy on CSI talking about some membrane in the head of a victim he's poking a pencil into...

Gijsko
09-27-2006, 02:07 PM
Hmmm, strange brain you have, Fuzzdad.

Someth|ngW|cked
09-27-2006, 02:26 PM
Originally posted by FuzzDad
I don't care what this means (even though i do know what it means)...it sounds cool...like a guy on CSI talking about some membrane in the head of a victim he's poking a pencil into...

Ooooooooohhhhhhhh Kaaaaaayyyyyy Thhhheeeennnnnn . . .

Roostergold
09-27-2006, 04:00 PM
how did u get that tide effect?

Someth|ngW|cked
09-27-2006, 08:23 PM
Its a custom material and texture

mojo68
09-27-2006, 10:05 PM
http://img132.imageshack.us/img132/1728/wn714cr3.jpg

That pic is incredible Someth|ng. One of the best/realistic I have seen in these forums. Hope the rest of the map turns out that good. Keep up the great work! Can't wait to see the finished product.

Roostergold
09-27-2006, 10:12 PM
ahhh...cool
ill have to steal it hehe :D

Someth|ngW|cked
09-27-2006, 10:20 PM
Heh, it will be available for everyone along with the map

Thanks Mojo

</HMT\>Knoxville
09-27-2006, 10:55 PM
Originally posted by mojo68
http://img132.imageshack.us/img132/1728/wn714cr3.jpg

That pic is incredible Someth|ng. One of the best/realistic I have seen in these forums. Hope the rest of the map turns out that good. Keep up the great work! Can't wait to see the finished product.


I second that!!!

Someth|ngW|cked
09-28-2006, 03:05 AM
I am also working on custom sandbag models and textures for this map, the stock dod sandbags seem a bit to bright and happy for the mood of the rest of this map

airbornetr00per
09-28-2006, 07:25 AM
This map really looks awesome! About that with a shore on the horizon: Please don't do it, it'll make the map unrealistic... I've been on Omaha Beach(not in 1944, though ;) ), and you CAN'T see England on a normal day(which means dark and wet in Normandy).

Now get that map done! :D

Dradz
09-28-2006, 07:50 AM
Originally posted by Gijsko
Hmmm, strange brain you have, Fuzzdad.

Don't mind FuzzDad, he's just been into the SDK a little TOO MUCH lately -- but it is all FOR GOOD!!!!


Also, Waldo had started work on a map based on the Fox Green sector --- you may want to ping him for any gouge.

He has posted some trench models that might be useful -- check them out at the DoD-Federation Model page:
http://www.dod-federation.com/download.php?id=5

Looking nice!

Someth|ngW|cked
09-28-2006, 08:45 PM
Yeah i saw waldo's wip and i used his trench models in hill_classic but i am using all my own stuff in this map for quality control

A quick update, i now have the LCVP's working properly, they "drive" up to the shore with explosions going off around them then when they reach the shore the whistle goes off and the gates drop, each LCVP has 8 spawn points in it

There will be a total of either 3 or 4 of these LCVPs that actually drive up to the beach with players in them then the allies spawn in "parked" LCVPs and in the water behind various peices of cover for the remainder of the round which will mean that spawning will be a bit more random

The allied spawns will not advance but the axis spawns will move farther back as the allies complete objectives, axis initial spawns will be at the beachhead then move back into their bunkers and trenches

As far as objectives go i already have the shingle exit's setup and they work like this

At the begining of the round only 1 section of barbed wire is blowable using TNT, once that section is blow another section will be blowable after 2 minutes then the door to the frontmost bunker will become blowable a minute after that which will gradually give the allies a better chance of winning

Deceiver
09-28-2006, 08:48 PM
Originally posted by Someth|ngW|cked
Yeah i saw waldo's wip and i used his trench models in hill_classic but i am using all my own stuff in this map for quality control

A quick update, i now have the LCVP's working properly, they "drive" up to the shore with explosions going off around them then when they reach the shore the whistle goes off and the gates drop, each LCVP has 8 spawn points in it

There will be a total of either 3 or 4 of these LCVPs that actually drive up to the beach with players in them then the allies spawn in "parked" LCVPs and in the water behind various peices of cover for the remainder of the round which will mean that spawning will be a bit more random

Holy hell that's awesome :eek:. So, ETA on this map? Can't wait to try this baby out!

Someth|ngW|cked
09-28-2006, 08:50 PM
Um, i will most likely have the first beta ready sometime next month if all keeps going smoothly

I just have to fine tune a few things on the beach then build the area beyond the bluffs and finish the 3d skybox

Unk
09-28-2006, 11:17 PM
nice work

Dradz
09-29-2006, 09:58 AM
Love the idea of LCVPs coming onto the beach -- imagine they can be targeted the Axis as they are driving up?

Can you keep a few of the LCVPs running up to the beach during the whole round? Would be neat atmosphere.

Colonel_Krust
09-29-2006, 10:36 AM
Looks nice.


I wouldn't mind seeing an "operation sealion" type map with germans storming the beach. Give some hookey reason in the text overview that the allied blah blah blah was called in reserve defense as a justification of american vs. brit forces.

get a spit fire model flying overhead or a merschmidt every once and awhile would be neat.

Someth|ngW|cked
09-29-2006, 03:34 PM
There will be planes flying over every once in a while, don't worry

As far as being able to fire on the LCVPs as it approach, the approach time is fairly short, around 20-30 seconds, i am going to try and time it so the lcvp gates drop just as the round starts so the mg's can lay in on the players as they exit the lcvps during the first spawn of each round

Colonel_Krust
09-29-2006, 04:44 PM
:O

Someth|ngW|cked
09-29-2006, 06:49 PM
Alright, i have finished up the LCVP approach system, there are now 3 LCVPs that approach with 24 spawn points total for all 3

the lcvp's start moving once a player spawns inside of it, so in fairly full servers all 3 of them should start moving at the same time, about half way through their approach to the beach the round starts giving the mg's time to setup and by the time the ramps drop the gunfire will be pretty intense but the shore is far enough from the bunkers/trenches to make the axis fire pretty inaccurate, especially from MGs, once the map is ready for release there will be enough cover to keep the map from being too hard for the allies

Right now i am working on the mortar system for the actual beach since i have the water explosions finished, if you have played my other map, hill_classic, the mortar system will be pretty much the same for wn71

V.C. Sniper
09-29-2006, 08:52 PM
The destroyer looks too modern. Looks like the Aleigh Burke Class. PUT IN SOME WW2 SHIPZ!!!!!11

Sweet authentic beach map by the way. I wish that there could be more authentic WW2 maps in DoD:S. I just love them soo much.

ultranew_b
09-29-2006, 10:04 PM
I found a cool looking diorama model that looks like your map, did you base it off this diorama? If not, it may in the least help you for ideas if you get stuck.

http://www.rapid-fire.uk.com/omaha_beach.htm (11 pictures down)

:cool:

Someth|ngW|cked
09-29-2006, 10:38 PM
Ok guys, here is a Quick-View of WN71, the video and sound quality are not the greatest because i wanted to keep the file size down but you get an idea of how the map will feel, keep in mind that this is a VERY early WIP

This video has also been added to the first post of this thread

http://www.youtube.com/watch?v=JOIC99DPYRg



And yeah Ultra, i did use some of those pics for the bunkers and trench system

Wile E Coyote
09-29-2006, 11:21 PM
I never did find those pics I had :( and finding modern-day pics is impossible since WN71 no longer exists except for the foundation (or at least I've read)

Ca-Chicken-Soup
09-30-2006, 02:40 AM
Good job it looks a mint one. Keep it up

3xicut0r
09-30-2006, 03:18 AM
n1 video i hope this cool level will be released . old days awake from dod_overlord thems dod 1.3

keep it up

SilentSteps
09-30-2006, 07:45 AM
I love the ambient sound. I also think the phong on the LCVP is awesome. By the way, is that phong shading on the Garand from your v2 pack?

Deceiver
09-30-2006, 08:10 AM
This looks like a damn fine beach map, now to see how it plays ^_^.

Splinter
09-30-2006, 08:13 AM
professional work here. good job.

About the sprinting in the video...is that "bobbing" thing just an after effect camera work that you added or was it done with just the mouse? i havn't played dod:s much but that's the first time i've seen that and it seems rather cool.

Someth|ngW|cked
09-30-2006, 03:58 PM
The phong on the garand is from my V2 pack and the phong on the LCVP's will be available in the map

Yeah, the bobbing i did with my mouse, i actually do that when i play most of the time, thats one thing i wish dod had was view bobbing and idle view animations

I also forgot to mention when i posted the video that the sound is not synced very well in the movie, ingame the sound is synced perfectly when the gate drops, you hear the chain being fed and a splash when the gate hits the water, its the sound from COD2's gate from pointe du hoc

nave
09-30-2006, 05:15 PM
Originally posted by Someth|ngW|cked

Yeah, the bobbing i did with my mouse, i actually do that when i play most of the time

:eek:

Dustin Diamond
09-30-2006, 06:33 PM
Originally posted by Someth|ngW|cked
its the sound from COD2's gate from pointe du hoc

You'd be better off not advertising this, as it's not exactly allowed, copyright and all...

Looks great though, cant wait to mg the crap out of some doughboys running up the beach.

Someth|ngW|cked
09-30-2006, 07:47 PM
I modified it by at least 20% and im not making money off of it, im not worried ;)

I just got the NPC MG fire working, everything accept for the tracers is working great, still fiddling with it

Vash
09-30-2006, 09:02 PM
Jeez I poke my head in here after ages and first post I see is this one! Awesome stuff wicked, keep it going and I eagerly await to pop on my fav custom servers and see this bad boy in action!

Dwin
09-30-2006, 09:12 PM
Holy crap...

I wish I had the patience to make a map like this.

A++++++ SomethingWicked for Emperor!!!

Splinter
09-30-2006, 09:23 PM
Originally posted by Someth|ngW|cked

Yeah, the bobbing i did with my mouse, i actually do that when i play most of the time, thats one thing i wish dod had was view bobbing and idle view animations

ah, yes. i agree.
MG tracers huh? This sounds like thee beach map i have been waiting for. :)

Manzi
09-30-2006, 09:39 PM
this map is looking great cant wait for it to be out! :dog:

Someth|ngW|cked
10-02-2006, 05:14 PM
Well, i had a little playtest lastnight with LJFSP and one of his clan mates

The map, even in its alpha stage, with just the beach and frontal bluffs complete, is pretty damn fun, there are a few issues with my spawning system that came up and the arty was a bit over powered but other than that the map plays great and all 2 of us were getting around 50+ fps the whole time

The only thing i am worried about right now is the size of all the resources needed for the map, the .bsp itself is tiny so far, only around 5mb but almost everything in the map from textures to models to sounds is custom making the final .bz2 around 40mbs so far and i was told that most people disconnect during a map download from a server if it over 15mb's bz2d

Anyway, i am going to start work on the area beyond the bluffs now and post some screens soon

CorPoraL KiLLa
10-03-2006, 08:47 AM
this is a great map u doing m8. everyone in the community is looking forward to this new beach map.

Wile E Coyote
10-03-2006, 09:09 AM
Originally posted by Someth|ngW|cked
The only thing i am worried about right now is the size of all the resources needed for the map, the .bsp itself is tiny so far, only around 5mb but almost everything in the map from textures to models to sounds is custom making the final .bz2 around 40mbs so far and i was told that most people disconnect during a map download from a server if it over 15mb's bz2d Their loss then. Seriously do not worry about it too much. If you look at the stats for maps, some of the most played custom maps weigh in at 40mb's or more. With the advent and availability of broadband connections, anything over 60 seems a bit excessive, I would try and stay away from that if possible. I think the largest map I've seen so far is around 80.

R0ke
10-03-2006, 04:15 PM
i was told that most people disconnect during a map download from a server if it over 15mb's bz2d

I have the most visited and played server in Spain and i can tell you that we have several maps which its bz2 size is between 15-25 MB, and nobody left the server because of the download process takes several minutes.

this is because that most people around a 30% prefers to download them from web pages, and the other 70% prefer to download it from the server, the only maps that people will not going to download, are maps that they have not seeing or they do not know how it is, and of course if it makes you to wait 10 minutes to download it from a server.

But i cant tell you in my case that theese things changes, a 90% of people, used to wait several minutes to download the map from the server if they have seeing images of it before, for example i announce the best maps y found here in my web page, since the author post the first screens, to make people get interested about this maps, and one week later when they see the map is going to be played, they will wait for the download,
because they have being waiting to playing it for a week.

PD: i dont know if you have understand something, my english is bad, but this is my technic, and i always kept my server full, instead of the maps sizes.

Roostergold
10-03-2006, 06:08 PM
yo Wicked u got MSN or somthin, id really like to get in contact wit u :D
:crown:
:vader:

Someth|ngW|cked
10-03-2006, 06:22 PM
Thanks r0ke, thats good news

RoosterGold - I dont have msm or aim but i have xfire and friends

My friends and XFire are either Charlestonn or Ameriki||er

Sly Assassin
10-03-2006, 06:24 PM
I'd be more worried size wise if your .BSP gets over 40mb, the mod I'm working on (RnL) has large arsed maps (3-4 times the size of dod source ones) and ours push the 40mb mark in just .bsp size this is mainly due to the size of the playable area and not due to bad vis and so on.

[DF]Panzershrek
10-03-2006, 07:02 PM
I would have something show on the HUD to tell the player that he is going out of bounds, it would not just be like u cross a line and u die, it would be more like you cross a line, get warned, go farther and get shot at

No, don't do that. Then you'll train players to deal with and ignore the out of bound alerts. There needs to be more then a timer ... a suggestion for a system:

Player steps out of a bounds. A large warning box, containing the text of the warning, overlays at a size around 50 to 100x250 over the center of the users screen. This warning should block they're ability to discernabley correct they're aim on other user's while still remaining out of bounds. Effectively, blinding them.

A timer displays, with the text warning the user that if he/or/she does not leave the out of bounds area in under this amount of time he/or/she they will be killed. To annoy the user, a decently pitched alarm or warning sound should play alongside the displayed message.

Presume they leave the area before the time is spent and left at when the timer reached 4 seconds. Assume thereafter they return -- the timer should resume right where it left off just for just that individual player, so instead of counting down from five, it will count down from four and immediately descend.

If they leave at three and come back, it will resume at three and count down finally. Of course, it will kill them if they continue. The out of bounds area that will immediately kill the player should force the "warning boundary" to have a thinner layer. This makes it harder for users to manipulate the maps boundaries against other players, and makes it much less predictable or bearable.

Seconds for repeat offenders should also count down much faster to absolute no count down at all if they persist.

--------------------------------------------------------------

Or, just simply kill them if they go out of bounds. And if they survive, have that players location be displayed on the enemies minimap. Killing that player in the out of bounds area reduces his kill score by 10, and increases his deaths by that much a number.

Roostergold
10-03-2006, 09:38 PM
sweet just sent ya invite on xfire to Charlestonn ^^
:crown:
:vader:

Someth|ngW|cked
10-04-2006, 02:47 AM
Well the .bsp file now is only just under 5mb, im not worried about the final version being more than like 20-30 by itself, but after embedding all of the custom content, models, sounds, materials etc, the size can easy double or triple

And after experimenting it seems that .bz2's are up to 20mb smaller when you embed the files into the .bsp than having each file in its own .bz2, my materials bz2s alone were around 27mb, same for my custom sounds

Does anyone know the most optimized sound format that source supports? right now my Ambiance are in mp3 format which is tiny compared to the wavs . . .

V.C. Sniper
10-04-2006, 05:49 PM
Originally posted by Sly Assassin
I'd be more worried size wise if your .BSP gets over 40mb, the mod I'm working on (RnL) has large arsed maps (3-4 times the size of dod source ones) and ours push the 40mb mark in just .bsp size this is mainly due to the size of the playable area and not due to bad vis and so on. WOW!!! NICE!! I can't wait till RnL is release so I can explore every last bit of it's large arsed maps!! I've been waiting for RnL for a long time now. =D

FuzzDad
10-05-2006, 05:25 AM
Just put wire, a row of hedgehogs, or mine signs for the out-of-bounds area. Clip it off. Simple and effective.

Someth|ngW|cked
10-05-2006, 11:22 PM
Mine signs and wire on the beach? you outcho mind? :p

Dustin Diamond
10-06-2006, 12:33 AM
just put up a white picket fence with a little swinging gate. that way, if they really want to walk into the mg zone, they can open the little gate and frolic on through. See? Easy and effective!

McJewels
10-06-2006, 03:09 AM
and when you cross the picket fence, angry guard dogs can bite you to death.

edit:

:dog: :dog: :dog: :dog: :dog:

Wile E Coyote
10-06-2006, 10:32 AM
Originally posted by Someth|ngW|cked
Does anyone know the most optimized sound format that source supports? right now my Ambiance are in mp3 format which is tiny compared to the wavs . . . Stick with the MP3. OGG is about the only other compression that is better but doesn't sound like crap, and Source does not support that

Originally posted by Someth|ngW|cked
Mine signs and wire on the beach? you outcho mind? :p LOL

Simply put, I say do a simple text pop-up. once they get too far out have a text message sonething like "Don't leave your unit, you'll be an easy target by yourself!" anothr 20 feet and the NPC MG opens up.

It's really the best way AND the most optimized (requires no extra in-game models or textures)

Dustin Diamond
10-06-2006, 11:49 AM
Originally posted by Wile E Coyote
Simply put, I say do a simple text pop-up. once they get too far out have a text message sonething like "Don't leave your unit, you'll be an easy target by yourself!" anothr 20 feet and the NPC MG opens up.


I like that idea a lot. I mean, supposing you dont do the picket fence...

FuzzDad
10-06-2006, 02:20 PM
didn't know you were talking about the beach. Don't waste time on silly crap like pop-ups and the like. Simply put hedgehogs in position to block it off...maybe use a tank on one end, some logs, flotsam and jetsom. People understand there's a left and right limit...the map design should push them towards the center...and...the real kicker is...do not sacrifice gameplay because it's not realistic. Gaming has to take a balance between realism and gameplay and gameplay should win on almost all counts. Make your beach slightly swell at the left and right limits...a foot or so. Add stuff on that imaginary line and everyone will get it. Anymore thought on this and you're wasting time working on the real map. That and never forget you are making a multiplayer map...not a single player map. NPC's, auto MG's, etc...usually a big no-no in map making for multiplayer maps. You NEVER want the map to kill your player...only other players.

As to mine signs...very applicable past the beach area. Allied troops found them both marking of real minefields and marking off fake minefiled behind Utah beach.

Someth|ngW|cked
10-14-2006, 10:45 PM
I did some more work on the map today, created some custom textures for the bunkers and grass for the bluff i also redid the interior of the existing bunkers and added my custom sandbag models

My next step is to create a custom model for my grass detail

I still have to finish the area beyond the bluff but the map is coming along well

Here are screens with the updates, these screens have also been added to the first post

http://img223.imageshack.us/img223/5240/wn719px6.jpg
http://img201.imageshack.us/img201/3465/wn7110bf5.jpg
http://img223.imageshack.us/img223/8079/wn7111bh6.jpg
http://img223.imageshack.us/img223/1548/wn7112fl9.jpg
http://img228.imageshack.us/img228/9905/wn7113hs4.jpg
http://img228.imageshack.us/img228/5017/wn7114gf5.jpg

JohnnyBeverage
10-15-2006, 09:13 AM
Those new pics look awesome. Looks like another great map coming down the pike. I've seen so many mappers put out great work. Most of you guys are Major leaguers. I'm still a Single A mapper.

Someth|ngW|cked
10-16-2006, 05:49 AM
Here are some more new shots that feature anew trench texture, grass texture, my new barbed wire setup for the bluff and the view from the right bluff top trench system

I am still trying to find the best detail prop for the grass and might end up just making my own if i dont find a good one so that part is not final yet

Anyway, on to the screens which have been added to the first post as well

http://img80.imageshack.us/img80/6075/wn7115gi8.jpg
http://img218.imageshack.us/img218/9582/wn7116nx0.jpg
http://img218.imageshack.us/img218/6299/wn7117mc5.jpg
http://img80.imageshack.us/img80/9962/wn7118pj0.jpg
http://img92.imageshack.us/img92/1334/wn7119qb2.jpg
http://img92.imageshack.us/img92/8770/wn7120ld4.jpg

AFG
10-18-2006, 02:50 AM
bump for awesomeness

pedroleum
10-18-2006, 03:15 AM
amazing atmosphere!! i love that sand/grass texture mix there! very subtile!

Wile E Coyote
10-18-2006, 08:51 AM
Originally posted by FuzzDad
That and never forget you are making a multiplayer map...not a single player map. NPC's, auto MG's, etc...usually a big no-no in map making for multiplayer maps. You NEVER want the map to kill your player...only other players. It's a very good point.
Still, I personally find I prefer visual over gameplay. I've been LONGING for just one friggin beach map that actually looked like a beach and did not have stupid rocks or other crap to "limit movement". There are PLENTY of custom maps out there that kill the players and never once has it bothered me, and many other people fall into that category I'm sure. Probably because I never worry about my score, just whether or not the team lost. Dustin Diamond's re-release of Charlie is very popular and it kills allies left and right, just like the original (LOL).

I *think* what Fuzzdad is getting at (I could be wrong) is that a map that kills it's players is no good for competition play, which is very correct. However defense-style maps in general are not preffered for competition play.

Someth|ngW|cked
10-18-2006, 02:59 PM
Heh, thanks AFG

About the NPC killing the player i am still up in the air, it has its pros and cons but i want to at least test it out in the first beta and see how players react to it

the entity will not actually kill the player, it will be a trigger_hurt that gets more and more powerful the farther you go but during game play the player will think he is being shot

RosietheRiveter
10-18-2006, 04:04 PM
machine gun spawn protection on dayofdays and kampf
Spawn protection dogs on ambushcombat
They worked well

ultranew_b
10-18-2006, 04:11 PM
I would vote for not killing or hurting at all for out of bounds. I realize sora and pier utilize this method, but that is because when I released those maps, the func_teamwall was not in the sdk.

:)

Deceiver
10-18-2006, 04:29 PM
Is it just me or is that trench texture ripped out of one of the newer Red Orchestra official maps called Lyes Krovy?

nave
10-18-2006, 05:16 PM
Originally posted by deceiver
Is it just me or is that trench texture ripped out of one of the newer Red Orchestra official maps called Lyes Krovy?
It sure is... http://storefront.steampowered.com/v2/gfx/apps/926/header.jpg

Good eye!:cool:

FMPONE
10-18-2006, 06:01 PM
Originally posted by deceiver
Is it just me or is that trench texture ripped out of one of the newer Red Orchestra official maps called Lyes Krovy?

Spent alot of time down in the trenches have we... crazy eyes, spot on though.

Someth|ngW|cked
10-18-2006, 06:18 PM
Yeah, that is where that texture is from, its a placeholder till i figure out how it is going to look, it looks better than the white wood i had on there before

In fact, i believe i have 2 or 3 other textures from COD2 that are also place holders until i get around to finishing my own

Dustin Diamond
10-18-2006, 07:12 PM
Originally posted by Someth|ngW|cked
In fact, i believe i have 2 or 3 other textures from COD2 that are also place holders until i get around to finishing my own

Whew! I thought I was going crazy. Deja vu or something, i knew i had seen some of them before.

Prowler
10-19-2006, 02:50 AM
Put this stuff on Strand!

Dustin Diamond
10-19-2006, 07:44 AM
Originally posted by Prowler
Put this stuff on Strand!
Um, no. I will not "borrow" things from other games. Also, this thread is about WN71, so please keep it that way :)

Speaking of which, how far along do you think you are with the map? Is there still a large portion of the map behind the bluffs that needs to be done? Being as how I spent forever making my map, I'm already getting tired of it and am itching to play a different beach map, so get a crackin!

Someth|ngW|cked
10-19-2006, 02:37 PM
I would say its about 60% complete but the time consuming part is pretty much finished

Someth|ngW|cked
10-23-2006, 12:17 AM
Quick update, i have recently made my own trench wall models that look much better than my old brush based trenches, i will post some pics here after i finish redoing my existing trench systems

I have also added sounds for the arty, every time a arty timer triggers the arty sequence you will hear a distant "firing" sound then about 3 seconds later you will hear the "incoming" shell sound and 1.5 seconds after that the arty will land

=A82A=WhataMack
10-23-2006, 06:53 AM
Originally posted by Someth|ngW|cked
I have also added sounds for the arty, every time a arty timer triggers the arty sequence you will hear a distant "firing" sound then about 3 seconds later you will hear the "incoming" shell sound and 1.5 seconds after that the arty will landNice. :cool: Can't wait for that!

rampant hamster
10-25-2006, 12:09 PM
really really looking forward to playing this. Keep it up!

Someth|ngW|cked
10-26-2006, 03:51 AM
Just built and skinned a bunker door model to replace those brush based ones, also finished my bunker prefab for the gun emplacements and started building back toward the "end" of the map

rampant hamster
10-28-2006, 06:25 AM
sorry if i'm repeating a question here, but i was wondering if you are taking any specific steps to make it as difficult as possible to stop the americans on the beach from easily killing the axis machine gunners / rifleman in the bunkers themselves?

Every single beach map i've played in the past has been let down by the fact that setting up a machine gun in a bunker is tantamount to suicide. This is not how an omaha map should be!!! I know some people would moan that it's too hard for allies / too easy for axis - but that's how it SHOULD be!

Now, i know nothing about mapping, so i don't quite know how this would be implemented...i'll leave that to the smart guys (ie you ;) )

I think, perhaps for the first beta of this at least, you should also seriously consider putting in some sort of hard coded no-sniper limit for the allies. (if this is possible??). Again, there may be complaints from some quarters, but i genuinely believe that the overall feel and atmosphere of the map would be greatly enhanced by not having a couple of lame allies lying in the surf sniping any axis who pops his head out.

I suppose what i'm trying to say is - be brave....be bold. Make it as hardcore and as realistic as possible. Your efforts will be greatly appreciated, i'm sure!

Many thanks for taking the time to do this map, and i look forward to seeing more updates :D

Someth|ngW|cked
10-28-2006, 03:49 PM
Well, making a realistic map for dod is sort of a lost cause as dod's gameplay mechanics are very arcadey

I am however making the map's layout and architecture style more authentic than what has been released before (the dual mg bunker SPR omaha clones)

Now as far as sniper limitations go i can set any class limits i want within the .bsp i still have not decided exactly what i am going to do but one i dea i had was to have the snipers be limited to 0 for the allies until they capture the first set of objectives and advance their spawn, this will eliminate allied sniping from the beach and only allow it in the area beyond the bluffs which will have a small village loosely based on vierville

The map will be pretty hard for the allies but not so much so that it is annoying to play, if dod were set up with realistic game play mechanics then iwould agree with you on making a realistic map but since dod is basically CS with a prone key a realistic map would ruin game play

rampant hamster
10-29-2006, 03:15 AM
yes, good points i suppose. I must admit i do get a bit carried away sometimes wishing that dod was a little closer to RO: ost than it is to CS...ah well.

Excellent idea on the sniper limit though. I really think you should implement that in the first beta of the map.

TheMiede
10-29-2006, 10:38 AM
Just limit snipers to 1. I mean without atleast 1 sniper the allies would be massacred from snipers and mgs.

V.C. Sniper
10-29-2006, 03:14 PM
You do realize that the M1 in IS mode is just about as effective at snipping as the other true sniper rifles don't you Miede? Even if no snipers are permitted on the American side, the Germans would still get OWN3D.

Originally posted by Someth|ngW|cked
I am however making the map's layout and architecture style more authentic than what has been released before (the dual mg bunker SPR omaha clones)
Thats what sold me. Good luck on the map!

TheMiede
10-29-2006, 03:51 PM
Not when a bunch of germans are staring at you with an IS kar which is more effective. You dont have time to stop when you are an American because you will just be blown up by artillery.

V.C. Sniper
10-30-2006, 06:26 PM
In DoD:S, M1 in IS is more accurate than K98 in IS. ;)

And giving a 1 sniper to American wouldn't help either because he can't stay on the beach and snipe from the water's edge when the arty and mortars r falling down. But it is historically accurate though to have at least 1 American sniper on the beach. :)

FuzzDad
10-30-2006, 06:41 PM
As far as I know the M1 and the kar in IS are both identical in terms of accuracy. The M1 has the advantage because you don't have to go out of IS for your next shot.

Watevaman
11-01-2006, 05:10 PM
I've changed my mind. With these new textures, my favorite map is no longer Strand, no longer Flurry, but WN71! Any idea of the file size with all the custom stuff you'll be putting in?

Someth|ngW|cked
11-02-2006, 02:11 AM
The textures compress well but the sounds hardley compress at all so i would say when all is said and done it will be around 50-60MB compressed . . . it will be a very large file

This space is mostly sounds and textures.. the BSP itself is only around 5mbs now and the models and such are all tiny

Watevaman
11-02-2006, 05:17 PM
Sounds about right based on other maps of it's kind. I can't wait, this'll be great!

rampant hamster
11-03-2006, 12:02 AM
Originally posted by V.C. Sniper


And giving a 1 sniper to American wouldn't help either because he can't stay on the beach and snipe from the water's edge when the arty and mortars r falling down.

I have to disagree. On DoD_Strand, it's pretty damn hard to lie prone on the shore line with a garand and snipe the bunkers, but with a sniper rifle, it's not a problem.

I don't think it matters if it's tough for the allies to get off the beach - that's the point. Even having one allied sniper on the beach completely ruins the immersion factor, for me any way, and i'd just love to have the chance to play without them for once.

rampant hamster
11-10-2006, 07:38 AM
any new screens for us? :D

fng
11-18-2006, 02:39 PM
Hows the progress going, first class work mate.

Someth|ngW|cked
11-21-2006, 09:35 AM
Its going well but i have not had a lot of time to work on it lately, been doing some other work, i will get it ready for beta 1 soon though

spine
02-27-2007, 04:54 AM
Whats up?

Awesome work Wicked, on map, textures and models!
This map has a special feel to it, it's a future classic imo
even if that may be judged just by the looks :D

If I where to comment on the looks in any way, I would say that the
bunker textures looks to old and worn. They look as if it where ruins from today, guess the would only be a few years old back then when
it happend.
Anyways thats just details, its looking great!

Make it happend!

Strong Bad
05-06-2007, 11:14 AM
bump for interest. i really can't wait for this map to come out.

Maniacbob
05-06-2007, 08:39 PM
lookin sweet man
i cant wait to play it

DraGGon2k7
08-07-2007, 06:57 AM
Sorry for posting in this old thread but I wanted to know if there's any news on this map?

teflon{the_truth}
08-07-2007, 04:41 PM
Me Too.

Fr3t
08-07-2007, 05:35 PM
same for me !

Green
08-09-2007, 04:44 AM
the last post of the mapper is from 11-21-2006.
i think they dont release it... but i hope

Watevaman
08-09-2007, 08:56 AM
I think we all hope he comes back. I'd be content with him releasing as is.

Adam^
08-12-2007, 12:08 PM
Those screens looks awesome, hope this is released.

Scooby
08-12-2007, 01:38 PM
Anyone tried sending him a PM or email via his profile?

Green
08-13-2007, 04:39 PM
yes, but no answere, i emailed also to his friend...but the same.. no answere...

jules
08-18-2007, 03:33 AM
We NEED this map.

Sirtottempale
10-06-2007, 05:49 AM
We NEED this map.

Yeah, thats for sure:)

Fozzy the bear
10-09-2007, 12:56 AM
I've been trying for 4 months to contact him on here, dod-federation and Xfire, but with no luck. :[

You guys have me worried about Something Wicked.

Fozzy the bear
12-05-2007, 02:05 AM
Anyone have any news on this map and this awesome mapper?

Steinmann
01-27-2008, 08:10 AM
Hows this map going? really like to see this used in my new Machinima.

Watevaman
01-27-2008, 08:32 AM
Hows this map going? really like to see this used in my new Machinima.

It's been over half a year since he's even had activity. He probably stopped, unless he's been working for almost a year and a half on this.

Steinmann
01-27-2008, 03:17 PM
I know, but some one might know him and think to contact him. Won't hurt.

Watevaman
01-27-2008, 03:48 PM
Meh, we've been trying for a year. Let's hope. I think we all want this map.

Wile E Coyote
01-27-2008, 11:14 PM
No posts since May last year, last posts gave no indication anything unusual was up, personal website is now dead.

Hope nothing bad happened to him
This map (and thread) is dead

gimpy117
01-28-2008, 09:38 PM
well if we can find him....lets take over production...

Day of Defeat Forum Archive created by Neil Jedrzejewski.

This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.