[REL] dod_mortimer_b4

01-25-2007, 11:04 AM
The changes that I made for b3 seem to have gone down reasonably well. People that I've spoke to agreed that the map was better balanced, but they thought it still had some balance issues near the allies 1st flag. There were some other issues near that area that I wanted to sort out too, mainly getting rid of the big bombed out shell of a building, and replacing it with something a bit taller to help with visblocking/fps.
pic1 (http://www.quantum-physics.co.uk/images/mortimer/b4/3.jpg) shows the new building, with the inset showing what was there before. You can also see that there's a new set of stairs leading into the building on the left, allowing much safer access than the main door, which, I'm told, is easilly defendable by an allied mg.
pic2 (http://www.quantum-physics.co.uk/images/mortimer/b4/4.jpg), pic3 (http://www.quantum-physics.co.uk/images/mortimer/b4/5.jpg) and pic4 (http://www.quantum-physics.co.uk/images/mortimer/b4/6.jpg) show the route through the new building in more detail.
In pic5 (http://www.quantum-physics.co.uk/images/mortimer/b4/7.jpg), the exit from the new route to the allied 1st is the arch behind the tree. The damaged house to the left was previously a total wreck, but I was never really happy with how it looked, so I messed around a little with that too. Inside the house, pic6 (http://www.quantum-physics.co.uk/images/mortimer/b4/9.jpg) shows a connecting stairway, from the upstairs allies spawn and from downstairs out back. The door at the bottom of the stairs is the one on the lower deck of pic7 (http://www.quantum-physics.co.uk/images/mortimer/b4/8.jpg), while the new doorway on the top deck is how the allies get to the top of the stairs. A team wall stop axis from accessing the upper stairs.

There's also a smattering of spineroyals excellant overlays added, and some of my own, less proffesional obj_icons.
I also updated the mini-map, trying to make it look like an old burned photo. The results prove that I'm definately no photoshop guru. :D

Clickeh for dod_mortimer_b4 (http://www.quantum-physics.co.uk/files/maps/dod_mortimer_b4.zip) (pakrat-ed and standing at 15.2mb)

01-25-2007, 02:27 PM
Looking Good fishy! Thanks.

01-25-2007, 04:41 PM
Tried this version on our server this evening.

Sadly many including myself experienced very bad fps in certain areas of the map.

01-25-2007, 05:07 PM
oh dear, very bad fps is very bad. was this in general, or specific to certain ares? most fps comments about the previous version were quite favourable, so I didn't tamper much with it for this version. i do know of one corner that's still quite bad, but it's not really a crucial point in the map. i was hoping to leave a full re-do of outside areaportals (not windows/doors) and occluders once all of the achitecture was finalized. if this version meets with general approval for balance, then a final optimization will be the next, and hopefully last, step.

01-25-2007, 08:50 PM
great map :) here a mirror

DOWNLOAD (http://www.oneworldsyndicate.com/owsdownloads/index.php?act=view&id=282)

01-27-2007, 01:31 AM
this version is much better than the previous one.
nice icons :D

there is still one bug - in the german spawn building (the one giving access to the roof over the 1st axis flag), if instead of going out of the building you go next to the trains, you can go outside of the map....let me know if you need a sreenshot of it !

01-27-2007, 07:31 AM
thanks BT, I know where you mean. There should be a clip brush(invisible wall) that stops you getting to there. It was the same on b3, but I thought I'd already fixed it. It seems not. :/

02-11-2007, 11:38 PM
There is some misaligned brushes by the allied first. If you leaving the spawn on the right at that door past the first behind that wall.

02-12-2007, 08:54 AM
here's a pic that Cpt.UKulele posted for me. is that the door you mean?

02-12-2007, 12:51 PM
Originally posted by fishy
here's a pic that Cpt.UKulele posted for me. is that the door you mean?

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