Looking for a talented mapper to make a great Omaha map.


Schtoogie
10-28-2006, 03:13 AM
I've been browsing a couple servers as of late, and I've found only two Omaha Beach maps: one was a remake of the DOD 1.0 dod_charlie, which is decent, and one was a terrible map which just had a modified rip of bunkers and the beach from Half-Life 2's "Sandtraps" level.

Omaha maps have a great potential to be extremely exciting and bring people together on both sides to put out some serious teamwork. It should be a tough fight for either team. Some of my best memories of playing DoD were on dod_charlie, so why haven't I seen a great Omaha map put in circulation yet?

Currently I am looking for a skilled mapper to put my concepts into .bsp form and create an exciting, hectic environment that has great historic significance. I will pay them if necessary, however the real reward of creating a great Omaha map will ultimately be the satisfaction of playing it.

What I've got in mind:
- Mandatory objectives and optional objectives, possibly arranged in a progression-like format. IE: blow up objective A first, then objective B is vulnerable, after which objectives C and D are vulnerable, etc. The objectives I'm thinking, in fact, are in dod_charlie: a radio tower, two 88s placed a fair distance away from each other, and possibly a coastal gun or supply depot. Optional objectives would be the bunkers, sand bag nests, ammo caches, etc.;
- Alternating spawn points based on how far the Allies have made it up the beach, and how many objectives they've destroyed. I'm thinking the starting Allied spawn points placed in Higgins boats and in the water. After both concrete bunkers are destroyed, the Allies will spawn at the sea wall, with defilade from the Axis at the top of the cliff. Axis forces will spawn near the cliff and inside the bunkers until the two bunkers are destroyed, in which case they will spawn some distance behind the cliff. Ammo caches can be destroyed with TNT to knock out select Axis spawn points. After the radio tower is destroyed, the Axis spawn even further back;
- At least two concrete bunkers, a couple sand MG nests, all of which should be able to be destroyed; bunkers with TNT only, sand MG nests with TNT or rockets;
- An extensive trench system at the top of the cliff, providing a direct route to the Axis spawn points, bunkers, and all objectives;
- A generous time limit for the Allies to knock out their objectives (possibly around 10-12 minutes, depending on how hard it is for them to get off the beach, and I do intend it to be rather difficult);
- Fog of war, creating poor visibility when standing at the bunkers trying to look out at the ocean. The entire beach should be visible of course, but not past the Higgins boats, and this should also allow for bunkers to allow for limited defense when defending the opposite side of the beach;
- Heavy background noise (the background noise in dod_charlie was perfect);
- Perhaps a scripted event at the beginning of each round where the Axis have time to prepare their defenses and set up their machine guns as the Allies ride in on the beach.

If you are a talented mapper and interested in this project, send me a PM over these boards or post in this thread, and we'll talk details. I will be checking both. Also, community feedback is greatly appreciated concerning my ideas.

Thanks for reading!
Schtoogie

pedroleum
10-28-2006, 04:48 AM
it can't be you're talking about this one: dod_strand_b4 (http://www.dayofdefeat.com/forums/showthread.php?s=&threadid=68560)

Schtoogie
10-28-2006, 07:03 AM
I do have that one, and it's the one I like the most out of all the Omaha maps I've played for DOD:S.

jules
10-28-2006, 07:27 PM
There are a lot omaha maps out there, and there are a few still being made, the problem with the maps, is the gameplay. Servers have to be set up on omaha maps differently for it to be fun, I want to go american and have a really tough time getting up the beach, so the best setup is no snipers whatsoever no mg for american and unlimited mg's for germans. The maps are fine, the only problem I have with them is what you have to do when you get up the beach, and also some of the textures i.e. the beach doesn't look dark enough, come on it's wet sand. I also think there aren't enough obstacles in the current maps. there needs to be belgian gates like in dogsector.

Jackass101
10-28-2006, 10:31 PM
I don't agree with blocking out weapons but maybe limiting them to 1 sniper per team and 1 mg per team. That could work, I also think there should be more obstacles.

dod_strand_b4 kicks a$$ but I think its should be no side routes u have to get up through the middle or have 2 middle barracades like in saving private ryan.

Not saying change stand at all, strand alone is awsome, I'm saying for a omaha map maybe only 2 caps once u get past the beach. I'm going to check with my clan members that are learning mapping and see if they can make this, they also have some projects there working on so I'm not sure

jules
10-29-2006, 02:20 AM
Find keep strand with snipers and whatnot, but I find it ridiculously insulting and unbelievable for a snipers just to pick off everyone at the top of the cliffs, people play beach maps to get the feel of what the soldier was going through on the beach like in saving private ryan, I and many others would prefer it be realistic and difficult to get up the cliffs, I hate snipers on those maps. and there were many mg's why should there only be 1?

The Adventurer
10-29-2006, 03:21 AM
I hate playing Omaha type maps and having cry babies on beach yelling for "No Spawn Camping". I wish a lot of the bunkers mappers make made it EASIER for MGs and Snipers to get better accuracy and view of the beach. If I'm an American and I'm not dieing 4 out of 5 times on my way up the Beach, there's something wrong. Plus, it should be really hard for allies to kill anything from the beach, the whole point of playing an Omaha map is that the allies start off at a major disadvantage, and for some reason, 9 times out of 10, mappers error on the side of Balance instead of immersion.

However once clear of the beach things should balance out a bit, the seawall area should be a blind spot for the Axis (they shouldn't be able to get down there either, it's one thing to be mowed down my MG fire but getting shot in the back while still in the water is a bit silly) so the Allies can get their bearings and regroup. And the spawn points should definitly move forward after the first few objectives are met for the Allies.

TheMiede
10-29-2006, 10:36 AM
The reason a mapper chooses balance over realism is because if he chooses realism no one will play it because its not fun dieing constanly. And a mapper spends a lot of their time making their maps, so they damn well want it played, or atleast i would.

otF yetihw
10-29-2006, 11:06 AM
Your best bet would be to have a search around the forums for work in progress beach maps, notably dod_dogsector which we playtested recently and is fantastic and something wicked's wn71 which is looking great.

They are on their way but patience is a virtue. A rushed beach map would be terrible, they are difficult to make given performance issues with source handling large open spaces etc..

As for weapon limiting, I would say to have unlimited rifles, 1 sniper, no rockets and unlimited machine guns. Having unlimited machine guns on Axis but not on Allies would be rather good. As the adventurer said, the whole point is the disadvantage to start with. I think the allies should have 1 sniper. As everyone seems to take saving private ryan as the ultimate basis of fact when it comes to beach maps, I'll remind them of the sniper in the film who picks someone off from the beach.

Perhaps the main thing I thought was needed in dogsector and in every beach map is advancing spawns after the beach head is taken.

V.C. Sniper
10-29-2006, 03:09 PM
You should try looking at the true to life Omaha map, dod_foxgreen, WIP and created by Waldo.

Schtoogie
11-15-2006, 05:37 PM
I'm gonna go check out all those maps now. O_o

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