[REL] dod_mortimer_b5

02-24-2007, 06:21 AM
Another beta release of dod_mortimer.

This changes in this one probably have more effect on gameflow than in any of the previous versions.

removed an outlying route that let the allies get to the axis 2nd too soon, without doing much else
enabled yet another route to the allied 1st
closed off access to much of the axis spawn area, making it much easier for players to find their way out of it
pushed the axis spawn defences out of the trainstation, so that allied spawncampers don't have such an easy time
remade/tarted up the route from the spam to the little garden, to block vis and increase framerates
added an underground route near the middle of the map in an attempt to encourage more middlemap action
some other framerate tweaks and clipping issues

18mb, pakrat'd and zipped.

pics and download link (http://www.invalid-brush.com)

02-24-2007, 08:14 AM
Looks great, I can't wait to play it. :D

02-24-2007, 10:20 AM
Awesome, looking forward to trying it out. I haven't really had a chance to play this seriously on less than a 32 man server. I hope that more server ops throw this in their rotation.

02-24-2007, 10:21 AM
Thanks fishy Im uploading it now and we will try it out tonight :)

03-04-2007, 10:15 AM
This map has teh best architecture i have seen in dod so far, good job.

03-04-2007, 10:39 AM
hey fishy

i love the map. it's the perfect mix between outdoor and indoor fighting. this is definitely going to be one of my favourite customs out there. i enyojed it a lot the other day it was running on a full server! congratulations!

03-04-2007, 11:03 AM
Great map, very original. I like the variety of urban combat

03-06-2007, 12:18 AM
good job the map is getting better and better.

one thing that I've noticed is that since you removed the path going from the allied spawn to axis 2nd, the change you made isn't complete (no bottom - see screen shot) , i think you can do better than that by maybe expanding the house on the right of the screenshot...

03-06-2007, 06:49 AM
I played this map last night and liked it very much. The attention to detail is superb. Very well done.

One slight point I found was that, while playing as Axis, I found it disorientating when spawning in the open, and it took me a while to work out which direction I needed to head in order to exit. This was reinforced by the other 'headless chickens' rushing around spawn at the same time.

For me, the fact that the factories on either side of the spawn appeared (at the time) so similar was what caused me problems.

Obviously, the more this map is played, the less this will apply, but it might be something to bear in mind.

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.