[REL] dod_abancourt

{NYOC} Paladin
03-07-2007, 08:25 PM
This map has all the files imbedded in the .bsp, even the mini-map files incorrectly (I struggled to get it working for a few hours, still no luck).

Download links:

This download contains the mini-map with the map:











03-07-2007, 08:57 PM
l00ks very destroyed. I like it. Downloading now and checking it out. Anyone running this yet?

03-07-2007, 09:36 PM
was going to say the same thing. the destruction looks great. not just some random holes

03-07-2007, 10:04 PM
It looks good, gonna check it out.

]ES[ Mr Feelgood
03-07-2007, 11:01 PM
Looks tight. Going to go check it out now. Thanks for the map.

Mirror (http://feelgood-gameservers.com/downloads/index.php?act=view&id=11)

03-08-2007, 01:57 AM
The Maps looks good. Also with the fog, and the destroyed look and feel. Very good work.

Here is also a Mirror (http://www.dodmap.com/index.php?option=com_remository&Itemid=26&func=fileinfo&id=451)

Without registration.

03-08-2007, 09:05 AM
I ran through the map, and I do like the layout and the ambience of it, the only small gripe I have is the destroyed parts are a little too sharp and flat. Making them a displacement (if they aren't already) and rounding the top of them would give a softer feeling. Also the FPS seems to be a little low just running around by myself, so maybe it being optimized (I know you posted about that a few months back) would help that out, but I know you did the best you could.

Great map though, look forward to testing it out with people on it.

Jimmy Crack Corn
03-08-2007, 09:34 AM
It's on the [415] server Formologic. We'll play it at lunch today if you want to stop by. 11:45am-12:30pm pacific


{NYOC} Paladin
03-08-2007, 09:37 AM
Thank you to everyone who has looked through my screen shots and gave me a mirror. As for the rubble being flat and sharp you are right, it does not quite seem realistic. But I figured having the problems that I was with optimizing, adding more displacements may not be the smartest thing to do. With the fps I intentionally put in fog in the end and lowered the z-plane cut-off low in order to try to keep as much as seen low as possible. I don't have the best rig, a 3200+, plenty of Ram, and the same gfx card that came with it years ago. So not quite stellar fps are common place for me. Thank you again for your posts.


03-08-2007, 11:22 AM
Playing On SunLit Futurama
Download and review (http://www.sunlitgames.net/index.php?module=ExDownloads&func=details&fid=445&cid=2) also available

Are you the same Paladin that created dod_walmart_final?

03-08-2007, 11:27 AM
I'm not sure how big of a FPS hit displacements are, but I think they are actually pretty cheap to render. If someone can verify or argue this....
It's on the [415] server Formologic. We'll play it at lunch today if you want to stop by. 11:45am-12:30pm pacific

JCCYou know I'll be there.

{NYOC} Paladin
03-08-2007, 11:50 AM
No, i'm not the same paladin that made walmart. This is my first and last map, this is just too much work :) There is a mini-map, though I'm guessing I incorrectly imbedded the files in the .bsp with pakrat. I just don't know how to do some of these technical things on the computer. The only reason I could make this map is I studied CAD for four years.

03-08-2007, 12:11 PM
Do you have the overview files?
Id be glad to add them with a res file to an installer

Its a solid first effort

03-08-2007, 01:01 PM
Noticed this today, which is probably one of the big reasons for an FPS drop.


03-08-2007, 01:54 PM
Ok, got to play this for about an hour so far, 4 vs 4, and I actually really enjoyed the map. There are just a few things that need to be changed for this to really be a final version.

1) There needs to be another way for the allies to get on top of the balcony. If the axis have it, it's way too easy for them to take out the allies. The axis can throw grenades up there all day and pretty much take out anyone up there since visibility on the axis side is pretty good.

2) I got stuck on the rock formation at the bottom of the ladder on the allies side of the balcony. It was very hard to navigate that small area unless you ran straight on.

3) On the allies side of the bridge I got stuck on the sandbags trying to navigate my way around. They probably need to be backed up towards allied spawn a couple of feet for players to move around them instead of having to go straight through them.

4) As I said before, making the blown portions of the building a displacement to round them off to make them look more realistic (they look a little 1.3ish). Nice job though on the placement and thought that went into the authentic feel of a war zone.

5) It seems as though the axis have an easier time capping the flags more than the allies, but it could have been that the axis were actually using some teamwork (OMG, did I just say that?).

I would like to play with more people sometime, because it's a fun, close quarters combat type map with some pretty good choke points. Great start, I just hope you still have some energy to fix some of the small little things.

{NYOC} Paladin
03-09-2007, 05:52 AM
Thank you everyone who has helped me out again, especially formologic. Your fair-handed review of my map has helped me immensely and I will most-likely implement your advice into my map. I must say though that I have never seen that problem you posted a screen shot of, atleast not on this map.
Rosie thanks for the review and mirror, though I wish I had a better review and score :) I just hope I am may get the chance to see this occasionally appear on a server now and then. Now I see why some of you more serious mappers get a little upset when you spend so much time on your map, but never get a chance to play it that often. Thank you everyone for a nice civil response and help on my map.


03-09-2007, 06:37 AM
Ah Paladin dont take it to heart
Fps in the 30-50 range causes a great deal of grumbling on a server.
If you could optimize the map a bit it would be a winner.
As I said, its GREAT for a first attempt.
I cant draw a straight line with a ruler ;)

03-09-2007, 07:18 AM
I must say though that I have never seen that problem you posted a screen shot of, atleast not on this map. I don't know if you have tested it with multiple people or not, but it seems as though sometimes things don't appear until they show up on an actual server with more than 1 client. That happened to me while coding up some random hostages for CSS maps. It behaved funny until I got them on the actual server with actual clients. Again, great start, and if you need any help, hit me up and I will help where I can.

03-10-2007, 01:45 PM
Here are the relevant files for the abancourt overview (http://www.sunlitgames.net/downloads/abancourt_map_files.zip) and the res file for in game download.

03-10-2007, 02:10 PM
Noticed this today, which is probably one of the big reasons for an FPS drop.


:confused: Is anyone else getting this? I played other maps and now all my other maps are doing this also. :confused:

03-10-2007, 02:28 PM
Hmm that is strange
This is what Im seeing

03-10-2007, 02:41 PM
Your's looks normal....mine is WAAYY off. I transferred some stuff over from the CSS .gcf into my dod folder. I wonder what that texture is...

03-11-2007, 08:14 AM
Its running on all our source servers, [ACCUsers]

We have noticed to that its to easy for axis to hold the last flag and cover allies way out of spawn.
Some players have complained about the fog, but I think that will be solved with a map.
I will make an .res-file for our servers...

Thanks for a great map and we are waiting on next release :)

03-11-2007, 10:15 AM
Server res file is in the zip file link in post #19

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.