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
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