[REL] DoD_Luebeck_rc1
[AoS]Albatros
12-11-2006, 12:48 PM
Hi there,
release candidate #1 of DoD Lübeck is now ready to jump on your servers. :)
http://www.albatros44.de/backgr3.jpg
Changes:
- Fixed the problem with the different versions of the .bsp, so everybody can play the map now without getting various error messages.
- Removed the bunker on the allied bridge for faster gameplay.
- added a 90-second-intervall airstrike on that bridge instead.
- reduced filesize once again, down to 26 MB now.
- gave it a bit of overall polishing and gained a few fps here and there.
- adapted overview to the changes.
Okay, here are them screenshots:
http://www.albatros44.de/lbgrau/lbrc1.jpg
http://www.albatros44.de/lbgrau/lbrc2.jpg
http://www.albatros44.de/lbgrau/lbrc3.jpg
http://www.albatros44.de/lbgrau/lbrc4.jpg
http://www.albatros44.de/lbgrau/lbrc5.jpg
Website with DL-Link:
(correct one will be online again at 23.00 gmt)
http://www.albatros44.de/dod_luebeck.htm
DL-mirror by [FmJ]Green/Boyscout:
http://full-metal-jacket.net/dod_luebeck_rc1.exe
Have fun.
- Albatros
Propaganda
12-11-2006, 01:30 PM
Looks very gritty Albatros, like the ambience, I will load this on our server tonight. Good work.
Guyver
12-11-2006, 02:36 PM
Originally posted by Propaganda
Looks very gritty Albatros, like the ambience, It's great, but I'm getting pink & black checkers on the objective icons.:confused:
[AoS]Albatros
12-11-2006, 02:45 PM
Heya.
glad you like it :)
Apparently the re-packing with the custom obj. icons hasn't worked... I'm uploading a zip right now that will fix it.
Cheers,
Albatros
Ca-Chicken-Soup
12-11-2006, 03:32 PM
Originally posted by [AoS]Albatros
Heya.
glad you like it :)
Apparently the re-packing with the custom obj. icons hasn't worked... I'm uploading a zip right now that will fix it.
Cheers,
Albatros
I hate having to do last minute fix ups so much :vader:
You should always test the distribution .zip for these sorts of things, what I do is rename my Day of Defeat Source folder to Day of Defeat Source ORG, then run DOD:S through steam which then creates a new folder for itself, then extract the zip I'm about to distribute into the new folder just to check how it runs.
JakeParlay
12-11-2006, 10:07 PM
kind of reminds me of the scene from indiana jones + the last crusade where they sneak back to berlin to the bookburning. very cool
Rommels
12-12-2006, 03:35 PM
We did a play test this morning on our server, here is our thoughts.
The ambiance is way too loud.
The middle flag cap radius is insanely small.
Spread the spawn points out there is plenty of room, no need to squish everybody in a corner.
On the allied side of the crane you can creatively jump by yourself and gain access to the crane boom and also do another jump and get behind the map. Just needs a good clipping there to stop that. See screenshot below.
The elevator needs fixing, I am including an example map of how I think it should be.
Res file missing, I made one for you, Grab it HERE (http://s91961834.onlinehome.us/dod/dod_luebeck_rc1.res)
SCREENSHOT (http://img469.imageshack.us/img469/6941/dodluebeckrc10000ir8.jpg)
It takes a small amount of jumping skill to do this but you jump from the right ledge to a area on the left and you can then go on the crane or do another jump from the crane to another ledge on the other side of it to get behind the map.
Elevators:
I think that instead of having a messy up down control at each floor you should just have button that calls it on each floor and one in the elevator.
I made a small example map to show what I mean and how.
Example BSP/VMF (http://s91961834.onlinehome.us/dod/Elevator.zip)
HERE (http://forum.interlopers.net/viewtopic.php?t=2393) is the tutorial I based it off of.
All I really did differently was add two extra button boxes can can call the elevator. This setup works good because the elevator can't be called while it is moving avoiding conflict and also it will automatically go either up or down no need to have a separate switch for up or down based on it's station.
[AoS]Albatros
12-13-2006, 04:47 AM
Hi Rommels!
Very, very valuable information there... :)
I tried clipping off that crane area before, but I guess I underestimated the player's creativity... :D I'll fix that part with some real big clips.
The other changes have already been made, also I reduced the ambience sound's loudness by a third or so.
Hope that'll do it.
Apart from those errors you mentioned, could you tell me whether gameplay was OK and whether you folks liked the map or not? Was it fun to play?
Cheers & thanks a lot,
Albatros
Rommels
12-13-2006, 08:30 AM
Well it's hard to tell with the extremely loud ambiance whether or not people were having fun, we were all going deaf. I'm not so sure a third in enough, I was going deaf.
For me it was the third time through the map where 90% of the server was only on their first time. It makes a difference as the map kinda grows on you the more you play it. Although it still reminds me of a large flash since it has two routes per side that lead tot he middle where most of the fighting goes on.
The top floor where the control panel is, you can stand in that hallway looking at the entrance below where the axis come in with a sniper and murder a bunch without fear as the windows won't break. It's very hard for a counter sniper to hit you up there because of the angle, so it's important that a grenade can get there. I have several thrown at me but they all bounced of the window and blew up below.
It was also difficult to see any axis who were in the windows by the allied second and I was using a sniper rifle.
The rafter things in the middle, the really high horizontal ones need a clip as a player can boost up there, can be hard to kill if a mg gets up there.
I also heard several players complain about exiting spawn and losing half their health from the fall. Might wanna block off paths of exit that result in a large fall or change the fall distance. People choose the closest exit not the safest 90% of the time.
The latter below the middle flag is unlit and players had a hard time finding it.
The last complaint I heard was a lack of alternate routes, theres only two that I know of for each side. The axis at least have an easier to enter second route. The allies on the other had have to run past several axis positions to get to theirs, even if they jump right in the water to the right.
coldair
12-13-2006, 07:18 PM
great map man go.go.go!!!
here is a mirror thanks aolt . sehr gute arbeit :)
DOWNLOAD HERE (http://www.oneworldsyndicate.com/oneworldsite/modules.php?name=OWS_Map_Downloads)
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Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.