[REL]DoD_Edelweiss_S1 (Old CTF-Style!)


[AoS]Albatros
01-07-2007, 02:48 PM
Hey guys,

to offer you some variation and a couple of bugfixes I've made this second version of Edelweiss.

I'd recommend playing this one instead of b1 because there's much more action in it due to the now-open gaming.

- Every team can now capture the flags
- Different fixes in and around the map
- Speed of Cars modulated and increased by a bit
- Adapted advancing spawns to the new gameplay
- added some routes to reduce frustration :D
- increased performance by a bit
- removed time limit
- reduced filesize from 12.7 to 11.8 MB


Cheers & have fun with it!

Thanks to OFAB for testing it :)

Also thanks to [FV]Clan for offering me ftp space for this and still to come projects :).

Download:

http://www.albatros44.de/edelweiss/dod_edelweiss_s1.zip

Screenshot:

http://www.albatros44.de/edelweiss/s101.jpg

Pvt.Snail
01-07-2007, 03:07 PM
So far so good, a few things to tweak and then its ready. Thanks Again Albatros! :D

B@D
01-07-2007, 03:15 PM
OMG Albatros

The response we got from your map last night was exellent everyone and I mean everyone that came into the server was totally amazed with your map detail graphics .
Exellent work man your maps just keep getting better we run everyone of your creations on our server ! :D

Pvt.Snail
01-07-2007, 03:23 PM
Originally posted by B@D
OMG Albatros

The response we got from your map last night was exellent everyone and I mean everyone that came into the server was totally amazed with your map detail graphics . .....

I totally agree, it ran for over 2 hours on our server last night and the updated version is going strong tonight. :D

MauiBuilt808
01-07-2007, 05:47 PM
dod_edelweiss_s1 version


Axis side only has 14 spawn points

The upstairs spawn on axis side in a room with a black and white poster/picture: Everyone started spawning at this one spawn, we had 10 people stacked on top each other - not able to move.

On a 32 person server, minus the 2 axis due to spawn, the axis never got past the 2nd flag 95% of the time we only could defend our first, and that didn't happen as they were able to drop down behind us, causing problems getting out of spawn. Allied side won without much trouble.

We had to change maps due to the axis side spawning at that one spot, so only played for about 10 minutes.

The allied side loved the map.

[AoS]Albatros
01-07-2007, 06:32 PM
Hiya,

well that's a surprise. I wonder how that could happen since it did work with up to 20 players on the two previous test runs.

I'll check and see what I can do about that, you can expect it to be fixed by tomorrow (the latest).

I might require a server for test-running though - any volounteers? :/

- Albatros

MauiBuilt808
01-07-2007, 06:56 PM
Albatros,

Sorry for the quick post, I had an appointment and had to run out the door. I just wanted you to know about two problems that made it impossible for us to run your map.

If you ever want to test your map on a full 32-person server, let me know and we can fill it up and push it to its limits.

I will get a couple of our map guys on and run it again as they know more about map trouble shooting than I. We normally play test maps in the morning when the crowd is small and we can control the play style.

-Doom

www.powdod.com

[AoS]Albatros
01-07-2007, 07:00 PM
Hi again!

I found it.

It was a really stupid little problem you wouldn't notice with 12 to 16 or maybe even 18 players, but with 32 players it must have been hell.

Most axis spawns had the same exit location......... imagine 14 people on Star Trek Enterprise getting beamed into Scotty's Bagpipe in the same moment =P.

I'll give you the link to the new version as soon as possible.

Thanks a lot for telling me this!!!

- Albatros

P.S.: Compile is running now.

Changed Spawn problems, added 2 new passages to middle station for Axis, fixed a couple of smaller bugs and clipped off some no-go-areas.

Cheers,

Albatros

At least it's a small file... :]

fishy
01-07-2007, 09:33 PM
there's still a bunch of stuff showing up in the console that you could probably look at;

SOLID_VPHYSICS static prop with no vphysics model! (models/props_doors/arch192x32.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_doors/arch192x32.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_02_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_02_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_02_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_trainstation/trainstation_roof_trusses.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_trainstation/trainstation_roof_panels.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_doors/arch192x32.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_doors/arch128x32.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_doors/arch128x32.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_skybox/colmar_church.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_doors/arch192x32.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_doors/arch192x32.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_trainstation/trainstation_clocktower.mdl)

all of those should have their collisions property set to 'not solid'.

there's also too many "point_spotlight (point_spotlight) has an invalid spotlight width 250.0 (max 102.3)" to count.
To save quite a lot of time, you could use the Map>Entity Report, and select all your spots to change their properties at the same time.

then there's about 20 "Warning: using WorldTwoTextureBlend on a non-displacement surface.Support for this will go away soon. - Material : wood/blend_shingles004_snow"
I don't know when the support will go away, because it's been saying that for a long time now, but it's probably something we should all take heed of. Hiding the displacements visgroup, then using the texture tools 'Replace Texture' feature, is about the only way this can be done efficiently. (though make sure it's set to ignore hidden brushes when doing this)

ultranew_b
01-07-2007, 10:20 PM
Quite unique. Some cool architecture going on.

Good work !

:)

wowhh
01-08-2007, 10:39 AM
error:

http://mumayi1.999kb.com/pic/2007-01-09/mli43h92frdedfpi0gs9.jpg
http://mumayi1.999kb.com/pic/2007-01-09/a8kt3x0a8et96e9pyim5.jpg
http://mumayi1.999kb.com/pic/2007-01-09/yxe0kge75aeb3m5jtaip.jpg

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.