[REL] DoD_Edelweiss_b3


[AoS]Albatros
02-09-2007, 07:50 AM
Hi everybody,

DoD_Edelweiss_b3 is ready for playing now.

The changelog:

Changelog:

- replaced Cabins with Models made by TheSurgeon (whoop, nice stuff!)
- increased fps in some critical spots
- fixed brush related problems and minor mapping faults all over the map
- retextured large parts using SpineRoyals most excellent tudor textures
- changed Flag system from 1 2 3 2 1 distribution to six flags into a 1 1 2 2 1 1 system
- added seventh cable car, smoothed path of the cabins along the map
- removed lots of sniper spots, also had a smokestack installed to limit sight along ravine
- did some optical finetuning, changed lighting a tad
- added teamwall near allied tunnel entrance
- did a full-final HDR compile for maximum joy...
- changed breakable window strength from 200 to 30 so snipers can't hide easily any longer.
- added more cover on the bridge by extending the camo netting.

Filesize is at 16.1 MB.

Grab it at http://www.albatros44.de/edb3/dod_edelweiss_b3.zip

Screenshots:

http://www.albatros44.de/edb3/edb31.jpg
http://www.albatros44.de/edb3/edb32.jpg
http://www.albatros44.de/edb3/edb33.jpg
http://www.albatros44.de/edb3/edb34.jpg
http://www.albatros44.de/edb3/edb35.jpg
http://www.albatros44.de/edb3/edb36.jpg
http://www.albatros44.de/edb3/edb37.jpg
http://www.albatros44.de/edb3/edb38.jpg
http://www.albatros44.de/edb3/edb39.jpg
http://www.albatros44.de/edb3/edb310.jpg

HellStar
02-09-2007, 09:59 AM
Looks great, orange map beater for sure! :D

If anybody wants to join us, this map will be starting at approx 5:30 pm UK time.

@ 195.20.109.87:27015

High spec equipment and connectivity, with fast downloads/unlimited bandwidth.

Oh, friendly fire is on btw ;)

Beta~Thanatos
02-09-2007, 07:24 PM
way better than the s2 version but still a few bugs:

1) When spawning in the middle (after flag capture), there doesn't seem to be enough spawn points and 2 players will very often spawn in each other.
2) the huge ladder getting from the german upper floor to lower floor is kinda buggy. If a player (could be same team or not) goes up on the ladder while someone goes down and they meet, the guy going down will basically disengage from the ladder and fall down (usually dying)...it's kinda :tnp::tnp::tnp::tnp:ty when people run away from nades and people try to get down to the bridge...
3) see screenshot - snipers can get behind the pipe on the US upper floor and freely shot at people but cannot be shot at (even from close range with SMG) - that's the perfect sniper spot :(

not sure why but this map seems more laggy than previous version (need to be confirmed)

Price|BigEz
02-09-2007, 09:32 PM
thanks for the update, testing at ViE!

Terrorkarotte
02-10-2007, 05:31 AM
Now in the mapcycle at 213.133.101.153:27022

RosietheRiveter
02-25-2007, 11:57 AM
I think this is your best map to date. :)
Suggestion: that the forward spawn point not be right at the
middle flags.

Colonel_Krust
02-26-2007, 08:59 AM
I agree with rosie.....this map is uber fun. really nice work...we have been playing it all weekend, its become very popular on our rotation...=).

Also, if it is possible, to move the forward spawn site so it is not right on top of the 3rd flag. It makes those battles a little too one sided..and invites spawn killing.

Pvt.Snail
02-26-2007, 02:43 PM
...Also, if it is possible, to move the forward spawn site so it is not right on top of the 3rd flag. It makes those battles a little too one sided..and invites spawn killing.

A good point indeed, forgot to mention this item. ;)

Beta~Thanatos
03-23-2007, 05:22 PM
Hey Albatros - I know you're busy with other maps but are you planning on releasing an updated version of this map soon (or at all) ?

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