11-11-2006, 06:36 PM
it's been quite a while and quite some work aswell, so I'm glad to say that DoD_Luebeck1945_b1 is ready for some extensive betatesting.
The file is rather large with a size of about 35 Megs, but since we're all living in the age of DSL the three minutes of downloading it will hopefully be worth it.
Hopefully, Formologic, Furyo and also Pvt.Snail from the [OFaB] will soon be able to host the map on their servers.
Thanks a lot in advance to you guys =).
11-11-2006, 06:54 PM
I'm not even going to playtest this map and just throw it on both of my servers!!
The screenshots look really good!
184.108.40.206:27015 -|HOTT|- HOME OF THE TESTICLE *Right Nut*
220.127.116.11:27015 -|HOTT|- HOME OF THE TESTICLE *Left Nut*
11-11-2006, 06:58 PM
Eh, Jackass, you beat me to it. I'm also uploading as we speak, and bziping for the server admins.
18.104.22.168:27015 TheGamerPlanet.com Team Oriented FF:ON
11-11-2006, 07:01 PM
Its rather large like u noted above, is there anyway u could cut the size down a TAD???
11-11-2006, 07:05 PM
well, no, not really :(.
I'll try to downsize the b2-version, but I fear I can only do that cutting out models, textures and sound files :(.
After I get some feedback on the balancing for b2, I promise to cut the size down, increase the performance a little and beat some errors out of it ;).
Thanks for hosting this one! :)
11-11-2006, 07:07 PM
And I just uploaded it and tried downloading to see if it works, and I have done everything that I normally do, and it says, missing map for me.
11-11-2006, 07:11 PM
Well, there is a .res file in the maps folder - have you noticed that one?
It is necessary so the object icons will appear and it might interfere with the bzipping, that's why I chose not to try and get all of the stuff into the .bsp.
Probably someone knows how we can get bzip to work in this case, too?
11-11-2006, 07:16 PM
Ok, Server admins be aware that this file is huge. Make sure your net_maxfilesize is at least 150. I had to change mine from 100 to 150, and that worked for the missing map problem, or it could have been a fluke, but the map size unzipped is over 80mb, so I don't know if that has anything to do with it. And the .res file and everything are there, I just copied everything over.
And.....join up, I've got it running as we speak!
11-11-2006, 07:20 PM
Yeah, much content, many Megs... :D
The maxfilesize might have been the problem, although everything did work well when I went alpha-testing the map with a number of clans.
Oh well - as long as it works now it should be fine.
Have you discovered any other problems? If not, I'd hop into my bed now - half past three already... :p
11-11-2006, 08:43 PM
A Rosie the Riveter hud objective
11-11-2006, 09:22 PM
Originally posted by RosietheRiveter
A Rosie the Riveter hud objective
Yeah I noticed that, pretty cool lol. I wonder what the flag area looks like.
Map loks fantastic, really hope it is easier to see in the map than in those screenshots
11-11-2006, 11:10 PM
I don't know if it's just my server, but when running this map, it seems to crash it shortly after running it. After it crashing twice, I just went along with my normal map rotation and didn't have a problem since. My server is pretty reliable, but you never know. If anyone else has any problems like this, and a fix is possible, that would be great. I have some other things that I would like to point out, but will do that on another date when running through the map alone.
11-12-2006, 09:04 AM
We just ran it on our Linux box with 3vs3 and it ran fine. Visually stunning map, and even works fine with a small amount of people, my first impression was it might be too big...nope just right.
I have sent mapper a picture of a spot in the map where the drawbridge goes down, a hole in the map.
We were also surprised about the wall blowing up after 2nd Axis flag...nice touch. Cheers.
11-12-2006, 02:06 PM
DOWNLOAD HERE (http://www.oneworldsyndicate.com/owsdownloads/index.php?act=view&id=244)
11-12-2006, 05:12 PM
It really does look good.:)
Wile E Coyote
11-12-2006, 07:30 PM
Originally posted by RosietheRiveter
A Rosie the Riveter hud objective hehehe... I figured you'd see that :D. this is what the cap looks like
Okay I know it's a first run, so let me start off with the positive.
OH HELL YES! I love the ambience of this map! Definitely got the lighting down perfect. Reminds me very much of dod_elden. Also, it just looks kick-butt. I am REALLY hoping this map gets fine-tuned.
Some things I noticed after a quick walk-through.....
Move the fire on the ramp going to flag by the axis spawn. It is just plain wrong to make the only access to the last flag for the allies cause %25-50 damage to the player. No the bridge does not count because the axis would have to be nuts to leave it lowered. Also, I personally would favour some bridge controls on the other side of the bridge, but not really necessary. The fire, however, really should be moved. Also, to the left of this picture there is a huge map hole you can fall into by running to the top of the rubble pile in the river.
The elevator is just confusing as heck. Why 2 buttons? Also, it makes no sound or no visible movement when you use it, and there is a large delay before the elevator moves. This lends to much confusion as to whether you actually hit the button or not. My suggestion is to add a sound to the trigger.
Okay, this is one of my 2 BIG gripes for the map. The map is full of choke points, but the one ilustrated here is simply unforgivable.
I don't see how the allies would ever get through unless the axis team is full of players who like to stand in spawn and shoot sign posts. What makes this chokepoint particularly unforgivable is two positions that can be taken up. The first one being almost impossible to grenade because the nifty camoflauge cover over the position actually deflects grenades, and the gunner is so well concealed that it would be mighty hard for all but the most experienced snipers to pick him off before he mowed them down. If that were not enough, you can also climb onto the roof to guard the same entrance. Not only does this mean grenades will roll off harmlessly (unless cooked), but the legs of the allies will appear to the axis gunner before the allied person has line-of-sight. This allows the axis gunner to kill the allies with ease by shooting at their feet BEFORE they can even have a chance to aim at the axis gunner.
Last but not least, This is my other big gripe. This obstacle on the allied-side bridge is all but impossible for the axis to jump over, leaving the only option being to go up the rope through a tiny window.... which is easily defended. IMHO this bunker thingy should just completely dissapear, it is out of place and it is in the way.
From the screenshots I assumed that the center was one of the bridges, but it's really interesting that it is where it is. Looks awesome in there. Super stressful... in a good way). In terms of style, this map is a winner.
I agree with all statements made by Wile. A map with that size feels awkward with points that are that constricting. All that running to die a non-victorious death.
Visually I think the map could be cleaned up a bit over time, all the posters need to have some alpha work to look more realistic, rooms and hallways to make a little bit more sense. Another revamp of detail, I guess. The map is portaled off fairly well so you should have freedom with detail if you have everything else optimized properly. The only bad spot I noticed was on the allied bridge it loads all the moving fog/steam that's in the middle flag region.
File size is steep too. :(
Found sum bugs too,
11-13-2006, 06:01 AM
you guys are the best! :D
I'll get working as we speak to fix the major bugs and cut down the overall size of the map.
All I'd probably still miss is some balancing input so I know what team actually has an overweight, but I'm sure you can tell me soon :).
Aye, I fully agree to that one position being a choke point for the allies.
I did hope the fog might be covering the entrance sufficiantly, but well... I already have a plan how to get around that problem.
About the bridge bunker: there is a 2nd storey radio room marked in the map.
On the floor directly in front of the axis window facing the river, there is a useable radio - use it, and you'll see two of Ranson's ME 109 coming in and bombing the bunker - voila, axis can easily reach the last flag by two ways. :D
This is supposed to be one of the two "tasks" I've included, the other being the need for allies to lower the bridge.
But I've already got an idea here, too - I think about putting the bridge controls into the 3-storey office building inside the railway depot.
Might work :)...
Thanks again to all of you, going to work on b2 now for a release probably within the day due to the rather large bugs you pointed out.
Concerning the fire near the
11-13-2006, 06:27 AM
I noticed that once installed, your custom bridge icon is called to on stock maps (anzio) as well.
11-13-2006, 06:30 AM
Hi Rosie - wow, now that's embarassing :D
I'm going to fix that until tonight for the b2.
As I said - much stuff is likely to produce many errors ;).
Wile E Coyote
11-13-2006, 12:09 PM
One thing I didn't mention:
I also noticed the use of a LOT of custom sounds. As much as I like those, The fact is large looping custom ambient sounds eat up a TON of space. This is one thing really killing your filesize I think.
Albatros how did you make the rain hit the ground like that? its sweet
11-13-2006, 01:20 PM
It is an animated texture, made partially translucent using an entity and adding some wading sound cullisse.
I used that method when I was mapping for beta 2 / hl1, and refined it for source (featuring piu piu's crazy art skills :D).
Yeah, that's true. Well, they just add so very much to the athmosphere that I hesitate from taking them out.
I did in fact cut out two of them now though, one old DoD ambience sound and a ricochet one (saving 2.3 MB all in all).
Did you test the radio function yet?
Also, I've cut down that animated rain-ground texture from incredible 69 slides to 18 which still looks fine and saves me another 8.4 MB.
Adding the loss of two or three decals, the next beta will be about 11 Mbytes smaller than b1 - I really do hope the remaining size will be okay with you folks :)...
11-13-2006, 04:01 PM
I think after all the fixes, This will be a great map!! yeah like wile coyote said about the allies side for the axis getting to that last flag, its kinda hard.... Also all the other stuff wile Posted!!!
When I Bzip2 the map it compressed it down to 31.3 MB which isn't bad, that extra 11mb will greatly help!!
11-13-2006, 11:54 PM
fantastic work albatros!.. im looking forward to play the b2 map on server!!^^
11-14-2006, 12:37 AM
All that custom content is really cool, I'm going to download it and see how the rain looks. Too bad there has to be a restriction on the artistic details but that's how it goes :P I wonder if you could release a higher detailed version and still run it alongside a lower detailed version.
11-14-2006, 08:48 AM
Even with the current size, our pub players are really enjoying this map. When the next release comes out and the map is a little more polished and smaller in download size...Awesome!
Server waiting for next release.... :cool:
11-14-2006, 10:17 AM
Hey guys :),
I guess I can give you the new version at 22.00 CET / 23.00 GMT.
- new passage for the allies eliminating the chokepoint mentioned by Wile E. and others
- cut down size of the .bsp from 84 MB to 71 MB (yay!)
- increased performance by a few %.
- fixed elevator (buttons will now make a sound, also the movement sound of the elevator will be audible from a greater distance
- fixed some stuff around the bridges and bunker
- fixed displacement gap at axis bridge
- relocated bridge controls from axis first flag to railway depot/central flag
- changed names of those obj_icons producing a kind of error ;) when playing the standard maps
- fixed animated ground texture on some spots
- retextured misaligned textures
- added/relocated axis spawn points
- moved the fires near axis first flag
- made access to roof spots impossible in order to eliminate one of the choke points
- moved sandbag and kuebelwagen models so they won't "fly around" any longer
- changed overview and added information about using radio room and bridge controls
- finetuning on the background sounds
If there are any wishes left, please tell me soon! I can make changes within the next two hours until I should start the final compile =).
Cheers & thanks for the patience ;),
11-14-2006, 12:50 PM
a single bsp file would be nice
11-14-2006, 02:10 PM
I'm sorry but that won't work as there are the custom Icons and MAN is, at least for my case, not able to deal with them (even using the correct specific paths).
The new version is uploading right now.
In fact, the .bsp is down to 68 MBytes now from 84 (I was able to replace an oak model in a very remote corner and also changed some textures & sounds).
That's 20% less size than beta1 and it's been hard work so I hope it's sufficiant. The .zip size itself has decreased from 35.6 MB to 29.4, so if the first one had about 29 MB as a bzip2, this one could probably get a value of 24 MB or so without too much optimism. :)
I'll make another post in this thread as soon as the upload has finished.
11-14-2006, 02:33 PM
Please report any bugs to me asap - although I hope the most serious problems are finally eliminated. :)
11-14-2006, 02:58 PM
♪ ♫ sitting, wishing, waiting...
...for a server :)
11-14-2006, 03:13 PM
It's possible to use both MAN and Pakrat, did you try that?
Also your paths to the icons are not correct.
for eg. for icons to work in flurry I had to use this path:
materials/sprites/obj_icons/flurry/custom_obj vtf and vmt
materials/sprites/obj_icons/custom_obj vtf and vmt
11-14-2006, 03:17 PM
Yes I did. Pakrat gave me other difficulties related to many of my custom decals and custom sound files... :(
I wrote that in this thread the other day about the packing problems... :/
Thanks though! =)
And yeah, a server would be... neat :D
Edit: That's correct, I used the paths that were taken for the FLAK custom icons.
I think after all it's good to know how it *might* work for beta 3, yet it has to (and will :) ) work as it is now for beta 2.
Shouldn't be much of a problem as it is, and it brings along the advantage of a smaller .bsp because the icons won't be changed anymore and don't have to be delivered again with any following version of the map.
11-16-2006, 05:02 PM
Have you changed the obj icons paths yet? Anzio and Kalt have the crazy bridge icon on them :P
11-17-2006, 02:57 AM
I renamed the path to "icon_obj_bridgea_axis/allies/neutral" instead of simply using "bridge".
So this 'problem' would be solved... :D
Also, FmJ Green / Boyscout has invested his time & skill to pack a complete .exe for clients...
... aswell as a bzip2 version for server admins:
Thanks to our Captain [AoS]DonaldDuck the beta will also run on 22.214.171.124:27019 every once in a while - thanks, sir! =)
11-17-2006, 10:12 AM
Nice, but how can we get back the "original" bridge icon ? :confused:
11-17-2006, 12:32 PM
simply delete the icon_obj_bridge-files from the x:\games\steam\SteamApps\xxx\day of defeat source\dod\materials\sprites\obj_icons-folder.
11-18-2006, 12:46 AM
Thx a lot :)
But alba, your map looks great :)
11-18-2006, 08:54 AM
the *.bsp files in the *.exe and in the *.zip are different
i installed the bsp from the exe because i am lazy
so i can join the "[VAD] Fun DoD:s Public" server and the "victoryineurope.net" servers, but not the "[AoS] prepare to die" server :S
I like the map, but if there are different maps with the same name, it doesn't help to get more people to play it
could you please kick out one of these versions. or release fast the b3, and just one version of it :)
11-18-2006, 09:15 AM
or release fast the b3, and just one version of it :)
That's how I'll do it :).
I feel I should slap myself for forgetting about the fact that Green's version of the .bsp differs from the other one...
Sorry guys - obviously there's always something one can forget ;-).
11-19-2006, 09:18 PM
Sounds good Albatros thanks :) Once ye get b3 out, ill put it up on our server. Cheers!
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.