[Maptest]dod_dogsector and dod_rive Sat.21st at 8 PM EST


Furyo
10-17-2006, 04:27 AM
Server is 66.199.247.100:27015

Please join us all at dod-federation.com to test TheSurgeon's long awaited dod_dogsector in an improved FPS version, that needs a lot of stress testing to see how releasable it is. We'll also piggy back a test of dod_rive, which should be the last test before it's released to the public, to make sure everything's set correctly.

Map links will be posted in our download forum (forum registration required) soon before the test. Please don't share these maps outside of the testers.

Remember, the more we are the better the maps get. Invite your friends to come along for a little ride, these two maps are pretty advanced in their development stage so they will be FUN !

Furthermore, should your own group be interested in more playtests, get in touch to join the fed :)

[AoS]Albatros
10-17-2006, 05:50 AM
Woohoo... well, would be like 1 or 2 am for me, but if I won't get kicked for my ping I'll try to make it!

I'm really excited to see those two maps "live"... :)

pedroleum
10-17-2006, 06:23 AM
i'll try to make it!
even if i don't like dogs!

ultranew_b
10-17-2006, 12:08 PM
I'll be there with bells on !

:)

SilentSteps
10-17-2006, 01:39 PM
Yay! Playtest of dogsector on my birthday! Awesome.

Formologic23
10-17-2006, 03:12 PM
Some of us from tGP will be there to help out (if we can get in)!

TheSurgeon
10-18-2006, 03:00 PM
I've uploaded some new screens since I haven't posted any in months. Not much has changed visually since I've mostly been optimising, but there's some retexturing and small changes in a few places, including some things I had to change to get a playable framerate:


http://www.edwards124.pwp.blueyonder.co.uk/dogsector_b3.htm

jules
10-18-2006, 03:08 PM
the belgian gate model is a little small i think, and I think it's facing the wrong way.

Scooby
10-18-2006, 03:54 PM
Damn damn and double damn
I'll be somewhere in the air over Chicago.
Two great maps I'm looking forward to.
I hope the test goes well.
Great game everyone!

Dustin Diamond
10-18-2006, 04:13 PM
Originally posted by TheSurgeon
I've uploaded some new screens since I haven't posted any in months. Not much has changed visually since I've mostly been optimising, but there's some retexturing and small changes in a few places, including some things I had to change to get a playable framerate:


Good god, it looks huge! Should be a blast!

Dradz
10-19-2006, 07:47 AM
Originally posted by Dustin Diamond
Good god, it looks huge! Should be a blast!

more than just a "strand" of beach? ;)

Furyo
10-19-2006, 10:44 AM
PS: Dogsector IS huge. Twice as big as dod_rive, itself twice as big as dod_dijon. You do the maths :)

Formologic23
10-19-2006, 11:06 AM
I grew up with an American education. How do I do this "math" that you speak of.:D

Scooby
10-19-2006, 11:13 AM
Not that it will make any difference to me but what is the file size of dogsector?

TheSurgeon
10-19-2006, 11:41 AM
25mb, 47 with everything zipped into the bsp. It's half what it used to be though, before Valve did whatever it was that reduced bsp sizes a few months ago, and in a .zip it's only 24mb.

I was thinking of eventually releasing a smaller version though. The front half is almost identical in layout to Overlord, I just changed some things around (eg the MG bunker that used to slaughter everyone coming over the top of the cliffs is now the 150mm casemate). It'd be easy enough to delete the back area and the tunnels, which would cut the map size in half. I'd change some other things to make it more of a new map and not just dogsector 2, but I want to finish the other maps I'm doing before I do anything like that.

Dustin Diamond
10-19-2006, 02:54 PM
Originally posted by Dradz
more than just a "strand" of beach? ;)
hardy har har...

You know why it's named "strand", dont you? in german, "strand" means beach, plain and simple. I still think I should have named it dod_chuck...

Anyway, back on topic. Without playing it, i still I think it would be a great idea to release a smaller version. I was considering doing the same thing for dod_strand. While the original version will still be awesome on filled servers, you'll probably find the gameplay dwindles off with the average server (16 people). At least that's what I've found. But like I said, i'm saying this without playing it. My hopes are that dogsector is fantastic regardless of how many people are in it.

You know, I was even considering dynamic ways of blocking off the map depending on how many people were present at the round start. That way, the map would play different if it was only half full. It's something interesting to think about...

Deceiver
10-19-2006, 03:11 PM
Originally posted by Dustin Diamond
You know, I was even considering dynamic ways of blocking off the map depending on how many people were present at the round start. That way, the map would play different if it was only half full. It's something interesting to think about...

Kinda like in cs_havana?

Dustin Diamond
10-19-2006, 03:23 PM
Originally posted by deceiver
Kinda like in cs_havana?
I wouldnt know, I havent played CS since i converted to DOD way back before source :)

Sounds cool though, i might have to check it out just to see.

TheSurgeon
10-19-2006, 03:38 PM
Havana had obstacles removed at random to open up or block off certain routes. It could be possible to do something similar based on player numbers, sort of like how some mods change the number of players you need for certain caps depending on how many players are in the server (eg making 2-man caps possible with one person on a team). Since there's nothing like that at all in dod:s though I can't think of any way you'd be able to do it.

FuzzDad
10-19-2006, 05:38 PM
Surgeon...your bunkers are really slick. Can't wait to give it a go.

StreamlineData
10-20-2006, 03:09 AM
Man... I'm not so much into DOD anymore... yet even I've been waiting for this map! :D

Boondox
10-20-2006, 05:24 AM
Ill be there, If u want to add me on xfire to let me know when it starts cause im bad with time, i can gather a few people for it




xfire: TwiztidJuggal0

thanks, cant wait to test these bad boys :D

Furyo
10-20-2006, 05:30 AM
I'll post a reminder 30 minutes before the test tomorrow, and will send an email to all dod-f newsletter subscribers too. The turnout so far should be around 25 guys. The more the merrier as always, as some people aren't going to turn up even if they signed up.

ultranew_b
10-20-2006, 11:21 AM
The beach looks sweet, fps concerns me though, long view distances happening. Hopefully my concerns are incorrect !!

:)

LateNight
10-20-2006, 12:25 PM
Originally posted by Furyo
I'll post a reminder 30 minutes before the test tomorrow, and will send an email to all dod-f newsletter subscribers too. The turnout so far should be around 25 guys. The more the merrier as always, as some people aren't going to turn up even if they signed up.

Looks like the server will be full then ;) only 26 slots

Furyo
10-21-2006, 09:32 AM
Map downloads are now available on our forums, in the members only section. Register now and download both maps for tonight.

Please remember never to share maps outside the testers tonight. These maps are not to be released by anyone else but their respective mappers.

Furyo
10-21-2006, 09:57 AM
Last minute addition !!!

dod_vigilance_rc1 will also be tested tonight after dogsector and rive ! Link posted in our download section too !

Three maps tonight !

LJFSP
10-21-2006, 12:14 PM
I will be there if there is any room left.

Guyver
10-21-2006, 12:25 PM
Originally posted by LJFSP
I will be there if there is any room left.

Furyo
10-21-2006, 12:48 PM
I think it's fair to expect some guys may join late or drop early. Three maps in a row can mean up to 3 hours of test. I don't think that's what's gonna happen as those maps aren't going to cause problems as far as I'm concerned. It should be fun to play some proper matches to stress test them though!

Don't forget to drop by the dod-federation forums to leave your comments (constructive ones please) afterwards. There will be specific threads for each map

TheMiede
10-21-2006, 01:26 PM
My clan is hosting the map tests on our server(we are part of the federation) and my clan leader thought that since there are so many people signing up that he may open up our Match Server for playtesters as well.

mn9500
10-21-2006, 01:36 PM
is it okay to test on my own server? if dod-fed's server is full, we could use my clan's.

Furyo
10-21-2006, 01:39 PM
I'd rather only dod-fed members host playtests. Mn9500, if you're considering joining the fed, we need to talk about this, but for now please just join our servers and test on them. You can bring as many of your clan as you wish, not everyone may get a chance to test the maps though.

mn9500
10-21-2006, 01:43 PM
Originally posted by Furyo
I'd rather only dod-fed members host playtests. Mn9500, if you're considering joining the fed, we need to talk about this, but for now please just join our servers and test on them. You can bring as many of your clan as you wish, not everyone may get a chance to test the maps though.
yea, i was planning on joinging put im afraid that there isnt going to be enough room. when it fills up, i could host it on my server so more people would be able to test it.

how would i go about joining dod-fed?

Furyo
10-21-2006, 01:49 PM
The problem is that opening up your server will also mean we (the mappers) have less control over who's testing the map, as we won't be able to be on two servers at once.

You'll manage to get in, I'm sure. I asked LateNight if he could bump up his server to allow for 32 guys (see if Dogsector holds on with that many guys) so we need to concentrate our efforts on one server only.

I might have said yes had there been 64 guys in this playtest, but let's not kid ourselves here. A turnout of 32 would be a record in the fed's history so far.

As for joining the fed, what is your clan (got a website?). I'll review it with the rest of the "council" and we can talk about it further on the fed forums.

mn9500
10-21-2006, 01:53 PM
my clan site is www.freewebs.com/4sho/ .

TheMiede
10-21-2006, 03:49 PM
lol:p

Someth|ngW|cked
10-21-2006, 05:06 PM
I will be there tonight "4Sho", just make sure the bouncers know who i am . . .

Furyo
10-21-2006, 05:30 PM
See you guys in 30 minutes !

Wile E Coyote
10-21-2006, 05:55 PM
To save some folks time and effort, I will mention that this server is set to enforce consistency on ALL custom content, not just player models and skins.

In other words, you can't use ANY custom content. Too bad. Would have like to have helped out with the test run but that is too much trouble to try and hunt down every last peice of custom stuff and disable it.

LJFSP
10-21-2006, 06:24 PM
Yeah I noticed this too, makes no since to have a custom map with no custom skins on Weapons and Players. I have sv_consistency on too but I can still play on my server. Too bad.

mn9500
10-21-2006, 06:33 PM
i cant get in, should i make a server.

furyo, ill disable downloading and password it, ok.

Guyver
10-21-2006, 06:54 PM
Originally posted by Wile E Coyote
To save some folks time and effort, I will mention that this server is set to enforce consistency on ALL custom content, not just player models and skins.

In other words, you can't use ANY custom content. Too bad. Would have like to have helped out with the test run but that is too much trouble to try and hunt down every last peice of custom stuff and disable it. Yikes.


I too, have too much stuff to disable ...oh well.

mn9500
10-21-2006, 07:01 PM
i would run it on my server, but i guess i need furyo's permission.

Guyver
10-21-2006, 07:22 PM
Originally posted by mn9500
i would run it on my server, but i guess i need furyo's permission. I think he's trying to hint around nicely that he doesn't want the maps to be run on other servers yet. Just leave it be.

Furyo
10-21-2006, 08:05 PM
I'm sorry for all the problems custom content users have had to go through (or not after all). I didn't know the QOR server was set this way, and I'll see to it in the future that all dod-fed servers are set to allow custom content during tests.

Thx for trying anyway :(

summit
10-21-2006, 09:02 PM
Because of the huge ping difference between you guys and Australians, I just tried it on my own machine; had a little run around - was a very nice map indeedy.

Someth|ngW|cked
10-22-2006, 01:10 AM
Well, the playtest was fun although having to move my custom stuff was annoying

Anyway, all 3 maps were really fun, Dog Sector and Rive suffered from some FPS issues though and dog sector needs some balancing but i am sure that the final builds wil be very well polished

Fr3t
10-22-2006, 05:42 AM
I have just tried dog-sector on local, great experience !

The under water texture problem have been pointed yet; i also agree about the fact that there are too much shaking mortars in the beach area.


In order to avoid the problem of cvar-x, you just must rename your dod folder ("dod1" for example), then another folder of dod will be created, by default. Many French servers are using this plug-in, thus I am accustomed to switch folders.

Sorry for my english.. :eek: :)

summit
10-22-2006, 06:13 AM
I disagree - I thought the shaking on the beach was perfect...I think we need more of that kind of stuff in custom maps.

RosietheRiveter
10-22-2006, 06:46 AM
Fabulous looking map both beach and town side !
I kept dying while gawking at all the detail and layout.

comments and a suggestions:
1) The gameplay, balance and layout is solid.
2) The perpetual grenade stun effect=shaking from the bombing is imho too much. I would suggest limiting it to the actual mortar strikes, lessening the effect and limiting it to the beach.
3) I was getting 20-30 fps on the beach :(
Both these factors together would make acceptance for this map on 20+ server difficult.

I dont know if this is possible yet with source code as it stands but can the map be divided into two parts or objective areas? Completion of the first objectives opening up the second half of the map with its objectives with an associated forward spawn? It would half the size of the map to be playable at any one time and maybe help with fps?

Yeah I noticed this too, makes no since to have a custom map with no custom skins on Weapons and Players
Clans that participate in leagues are required to run cvarx or calenforce plugins on their servers to enforce default consistency. Leagues have evolved past running strictly stock maps and custom maps and consistency plugins now go hand in hand. Nothing wrong with creating an even playing field.
For future testing, its easier for the hosting server to turn off the cvarxplugin by renaming its folder server side and rebooting the server. Sort of like fixing up the house before company arrives ;) Regardless, thanks to QOR for hosting the play test.

TheMiede
10-22-2006, 10:03 AM
Awesome maps guys. I liked both of them. Dog sector, I felt was a beautiful map, great attention to detail, and just awesome brush work. However, I felt the gameplay was missing, and the fps + shake = i had to leave. I oculdnt aim for <3<3<3<3, especially when in iron sights. The map was huge, which I liked, but it resulted in everyone being lost. Multiple times I heard people(in groups) saying, "We are lost!" But overall, i think it is an awesome map, and I worship you for your attention to detail and just the visuals was excellent.

Bocasean
10-22-2006, 11:06 AM
I agree that gameplay needs to be tweaked on Dogsector. I knew where I was at all times, but even then, it was nearly impossible for me to make it back to the objectives and defend them as an Axis.....the routes go too far out of the way.

I'm not saying eliminate the current routes......just add another direct route or two.

The shaking was also too much for me. Perhaps make it circumstantial, such as when an objective is capped, or whenever the big gun is fired (on a reduced loop).

Also, something about the middle area bothers me. Unlike Dog1 and Overlord, the middle area doesn't seem to have any tactical purpose. For the whole time I played the map, I never found myself fighting in that area whatsoever. Maybe cut a passageway through the back side of those houses, or simply eliminate that area altogether?

Finally, I had a hard time seeing out of some of the bunker windows. They were a bit too high for optimum MG placement, IMO.

The map will be a huge success. It's truly a piece of art, and a few little tweaks is all that's needed.

Unfortunately, my machine couldn't handle Rive, so I was unable to play it long enough to give any useful feedback. It definitely looked great, though.

fng
11-17-2006, 05:51 AM
Whats the latest news on Dogsector being released.

TheSurgeon
11-17-2006, 08:43 PM
I've been fixing the problems found in the first playtest, and adding the destroyable shingle that triggers a retreating spawn prefab Someth|ngW|cked sent me. But the spawns alone added an extra 144 entities, so I've had to go through the map deleting every unnecessary entity I can (which also means detonation objectives are unlikely now). I've had HaJ stuff to do aswell though so it's taken longer than I thought it would, but a second playtest shouldn't be far off.

Cyber-Surfer
12-12-2006, 03:02 AM
Any new news Surgeon? I wish I had been able to get in on the playtest.. alas college interupted my chances of that... Still waiting on this map.. and if you need anyone to wander around and take looks at it, for error or glitch finding, feel free to PM me...

:)

TheSurgeon
12-13-2006, 08:38 PM
I haven't had any time for mapping lately, but hopefully I'll be able to do a full compile before the weekend and sort out a second playtest, and then cherbourg_b1 soon after that.

Furyo
12-14-2006, 01:36 AM
Surgeon, I'm trying to get a rive playtest this saturday. Do you want in?

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.