[REL]dod_mortimer_b2


fishy
12-18-2006, 03:31 PM
Some of you may have seen this at some point along its development, as there were a couple of versions that made it out. It started off with a railway yard as the allied spawn at one end of the map, a graveyard at the other end for the axis, and some buildings in between. Then Argentan came along, and my desire to make a map with large open areas decreased somewhat. I've grown to like Argentan since then, but the process of tightening up and closing off had started, and there was no turning back.
There's still some long lines of sight for snipers/mg's, but I've tried to create enough cover and variety of routes that no-ones back should ever be safe.

some screens;

http://www.quantum-physics.co.uk/images/mortimer/mortimer_p1.jpg
http://www.quantum-physics.co.uk/images/mortimer/mortimer_p2.jpg
http://www.quantum-physics.co.uk/images/mortimer/mortimer_p3.jpg
http://www.quantum-physics.co.uk/images/mortimer/mortimer_p4.jpg
http://www.quantum-physics.co.uk/images/mortimer/mortimer_p5.jpg

download link;

http://www.quantum-physics.co.uk/files/maps/dod_mortimer_b2.zip

It's 37mb due to the full HDR compile. I don't know if the HDR is worth the extrs mb's, as a normal compile comes out at around 20. All for the pleasure of getting headshot as your eyes adjust to the brightness/darkness. :rolleyes:

Multiple Wounds
12-18-2006, 03:35 PM
Thats nice dude. Good job!

coldair
12-18-2006, 05:20 PM
well done map love it il give it a 10 out of 10 will be on rotation tonight
here a mirror ty:) DOWNLOAD HERE (http://www.oneworldsyndicate.com/owsdownloads/index.php?act=view&id=265)

Propaganda
12-18-2006, 09:48 PM
Decent looking stuff Fishy.

ShootMe
12-19-2006, 02:03 AM
the filesize is realy heavy but the screenshots look very nice.

i'll try it on WQ1 this week

here is another MIRROR (http://uploads.hell.or.at/download.php?file=4e702ad2defa6ca4b514df6c2506897b ) of the file ;)

Jimmy Crack Corn
12-19-2006, 08:13 AM
We've been playing it since it was called dod16b.

Nice map.

JCC

Wile E Coyote
12-19-2006, 08:32 AM
filesize is really not that heavy compared to many maps out there already.

I really enjoyed this map, I really felt like I was battling in a town. Obviously difficult to optimize, probabably could use a bit more, but you are doing an excellent job. This is a fun map.

Propaganda
12-19-2006, 09:12 AM
lol I'm a mapper and I didn't even realize that HDR made the file size that much bigger. Maybe in my final map versions I will not do HDR.

Formologic23
12-19-2006, 09:43 AM
Originally posted by Propaganda
lol I'm a mapper and I didn't even realize that HDR made the file size that much bigger. Maybe in my final map versions I will not do HDR. Nah Propaganda, your map file size is perfect. Leave it the way it is. It's pretty fast to download.

Rommels
12-19-2006, 09:47 AM
We have played B1 on our server a few times now and I just did a quick walk through on B2.

Issues I still see in B2, clipping issue on the left of the allied spawn and left spawn exit (side with the destroyed tank).
Allies reach the flags twice as fast as axis
Axis spawn is forever away from flags, maybe add a exit for the spawn that is next to the axis 1st, yes there is that balcony but if you jump off it wrong you take 60 damage and you still have to walk out and jump the wall then walk back to get to the first. The allies just walk out to the first.
I think a flag should be added for the rail yard or another one moved there.
The deck area you can get to from the allies spawn you can jump off of and take a load of damage from. It looks like there is a playerclip near the top about a players width out but maybe it should just close it off so people don't jump off it and take 76 damage right out of spawn.
I also think some of the allied spawns should be realigned and repositioned. Some of the spawns are facing crazy directions and the player has to turn instead of just leaving. I also think some of the spawns crammed into the two story should be moved across the street or into the hedged in yard across the way. I feel like a sardine in there.

Most of these things are from the allied viewpoint as I haven't played axis yet.

fishy
12-19-2006, 03:43 PM
Thanks to coldair and ShootMe for the mirrors. Some people have complained about the speed from my host, so these are most welcome.
Thanks to everyone else for the kind words too. These are always most welcome.
Rommel wins the thanks award though, because posts like his are always golddust to a mapper.

I'll have a look for bad clipping in the area you described. After finding b1 on a public server today, and having my 1st run around on the map with some people, I think I'll need to do a clipping pass over the whole map to tidy up some other snags too.
I knew there was a bit of difference in how soon the teams would get to the flags, but now I see how much harder it is for the axis to join the battle. The axis deck could be more friendly to jumpers, without too much of a head start for the flags. Like you say, they already take too long.
There's a trigger_hurt around the deck at the allied spawn. That takes enough health from a player that the landing should be fatal, but it needs tweaked for the final version. It needs this, or the middle flag is just too close. And it won't take long before people realise that jumping to their deaths isn't a great idea. :)
I'll mix up the spawn points a little. I'd wondered how randomly the spawn points are selected, but it sounds like they may be used in the order that they get added to the map.
The map had a flag in the trainyard from the very begining. It was only recently that it was removed. There's something about a 6flag map that seems wrong to me, but I think it could help with the balance here.
I'd be interested to hear what other people thought of 6 flags, or any other ideas of how better balance/gameplay could be had.
What I'm thinking of changing, is;
- putting a flag in the courtyard at the side of the station building (there's a wooden cart and suitcases there atm).
-creating a route through the station building which leads to a window/deck that has a ledge to the next building (the piano room).
-opening a hole below the axis spawn deck. I'm sure that the big oil tank has a destroyed version that could be used in place of the whole one that's there atm.

I know almost every brick in the map on a personal level, but that doesn't go for much. What I'd really like to know is how the guys that have played this in a crowd have found it, and what niggles they have with it. I know there's a lot of hours of real gameplay experience on this map out there, so any morsel of feedback will be salivated over.

Thanks again,

Ace_McGirk
12-19-2006, 04:11 PM
We had a full server and FPS were decent.

Axis spawn ramps can be sticky.

Balcony over axis first .you can jump behind the tank below and cant get out.

Other than that , nothing to glaring.

Lots of "Nice map" "I like this map" were heard while playing.

Rommels
12-19-2006, 05:03 PM
Yeah, with spawns you spawn at the first added and go in order after that.

Next time I am on the map I'll take screenshots of every place I find that has clipping issues among other things. I normally do this and send them off but forgot this time.

Originally posted by fishy
Rommel wins the thanks award though, because posts like his are always golddust to a mapper.
I just hope I get post like this when I finally get around to releasing my map ;p

Formologic23
12-19-2006, 06:26 PM
I took some screenshots earlier today of some "issues" that I found. Nothing major, just more or less some textural stuff, and I'm not sure that you are aware of them or not. I will post them either tonight or tomorrow sometime. Overall though, I like the feel of the map. Very creepy to walk around all by yourself.

ultranew_b
12-19-2006, 08:37 PM
Nice work !

You have some really nice interiors !

:)

dimeric
12-23-2006, 12:32 AM
New MIRROR (http://www.dimeric-maps.info/index.php?mod=telechargements&ac=fichier&id=767)

but must be registered

gimpy117
12-31-2006, 08:10 PM
well, ill play itwhen i fix my gaming compy...

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