[WIP] dod_bocage


Hintzmann
03-12-2007, 02:44 AM
dod_bocage is a new map MadMilo and I are working on.
It sets out in Normandie after D-Day in the bocage area.

It is a little bit different than normal Capture The Flag maps, where the capture zone around the flags are pretty small.
But in dod_bocage you need to take Territorial Control of entire hedgerow areas - 8 in all.

Some of them are small and will only take a few seconds to capture and other are larger and will take longer time.

Here is an overview of the current map.
http://files.langal.dk/extern/maps/dod_bocage/1/screenshots/alpha02/dod_bocage1_a03.png

We are still working on the map, and have not settle with the current shape of the map, circular, we are considering to make it linear to create a more clean front-line.

Here are some screenshots from an early alpha version.

















R0ke
03-12-2007, 03:16 AM
looks great, i cant wait for it!

Formologic23
03-12-2007, 03:22 AM
Cool, I hope that the FPS are good though because it looks cool, and the concept is different.

Hintzmann
03-12-2007, 03:39 AM
The FPS on dod_bocage is very good, I have 70-100 FPS, which is pretty good on my old rack, as I normaly only have around 30 FPS on dod_anzio.

Formologic23
03-12-2007, 03:44 AM
That's impressive. Can't wait to try it. Any chance of a sneak peak? :D

Hintzmann
03-12-2007, 04:05 AM
We have requested a play test on dod-federation, but it is not set yet.
It is fully playable, and we played it this Friday to a LAN-party, with 14 players.
They seemed to enjoy it.

The critics from there were that some of the areas looked a bit to similar. Which is understandable, as the map is a mirrored circular map, as you can se from the overview.
And that it was too hard to hold a steady front-line. To many ways around.
So we are rethinking the layout to a more linear layout.
But they liked the idea that you needed to hold an entire hedgerow area to capture it.

Colonel_Krust
03-12-2007, 05:07 AM
looks neat.

Pistoleer
03-12-2007, 05:28 AM
Yep this looks very interesting and good thanks :)

I like the idea of more 'hedgerow' style fighting, correct me if im wrong, as i havent had my first coffee yet, but is dod_plateau the only map that really emcompasses this style of fighting? I really like that map but it is so huge it only really works on 32 player servers; how many players do you feel your map is suited for ideally?

Great work, keep it up thanks!

Hintzmann
03-12-2007, 06:01 AM
Well MadMilo and I have playtested the map only us two. And because the layout of the map is circular, we kept going around in circles capping areas, without meeting each other. That was not very funny. But at least we could see where the other person were, when an area is being captured, so we started to figuring out to make ambush… but still you need to be at least a couple of guys before it is funny.

As said above, we play tested it with 7 vs 7, and that was funny. My team split up in 2 groups. 3 on the right flank and 4 on the left flank. First we concentrated on the large hedgerows, and when we had those we kept two guys on them to hold them, and then send the rest for the middle hedgerows. But we only had one full cap in 20 min. But it sure was fun.

I think the map as it is now is too small for 16 vs 16, but there is 32 spawn points. I do not think you will be able to make a full cap… but we have not tried it yet with that many players.

Pistoleer
03-12-2007, 06:05 AM
:) Ill look forward to testing it.

One thing i would say..i personally would always make a map so that it CAN be capped out.. make it difficult sure, but a map that often is never capped out can get rather frustrating impo. Thats just my feelings though :P Cheers

Hintzmann
03-12-2007, 06:26 AM
You are absolute right Pistoleer. And we will make sure that it is easier to full cap on the more linear map, with some small fast cap area near the spawn area and the larger which take longer time around the middle of the map.

happyernst
03-12-2007, 07:37 AM
where can we get this cornfield (model?)
also this name "bocage" is already used i think
(old 1.3 map by Fat Tony) but he stopped the mapping
http://www.google.de/search?hl=de&q=dod_bocage&meta=

Hintzmann
03-12-2007, 07:54 AM
The cornfield is a model created by pedroleum for his maps dod_plateau and dod_farmers.
I can not seem to find the model on his homepage.
http://pedroleum.dod-federation.com/
I will ask him to release a public version.

Yes, dod_bocage was an old dod 1.3 map name by Fat Tony, but he stopped mapping, and fuzzdad continued his work and renamed the map to dod_falaise. I have asked fuzzDad permission to use the name and he said “sure...have fun!”

pedroleum
03-12-2007, 08:32 AM
where can we get this cornfield (model?)

i haven't released a public version yet. i'm not satisfied with them atm. i don't know when i'll finish em, so don't count on a release very soon. sorry.

Dwin
03-12-2007, 09:03 AM
Are they included in the farmers or plateau? Would one be able to use them in his map?

pedroleum
03-12-2007, 10:11 AM
Are they included in the farmers or plateau? Would one be able to use them in his map?

they're in both. but i think different versions... not sure :P
you can use them if you don't mind the quality of the texture...

FuzzDad
03-12-2007, 11:46 AM
One way to work a map like this would be as a objective/demolition style map...the circular apprach is cool but with twenty gazillion flags you have no way to concentrate gameplay...either reduce your flag counts to five max or re-work the map to a objective map. That way, even if it's a large circular map, if you limit your targets to a small centralized area you will ALWAYS get combat between larger forces...which should be your eventual goal.

What you could do...even if this is drastic...is remove the four outside flags...keep the routes, close off the flag locations (they become eye candy) and focus all gameplay on the center fields. Either that or reduce the center to two caps and pick one each of the outside area's for caps...but to have four in the center and four on the outside basically guarantees a lot of the run, run, run, run, maybe see someone, maybe get killed...respawn, run, run, run again style of play.

I have to say though...the look you are aiming for is something I'm working on as well...interesting...

Hintzmann
03-14-2007, 05:01 AM
Thanks for the feedback :-D

For now we do not have plans of making it an objective/demolition map. If demolition is coming into plan it will be to blow holes in the hedgerow on weak spots, to "open up" the map, just like dod_caen.

I do not think 7-8 flags is to many for this kind of Territorial Control map. Remember that we do not want to create a normal Capture the Flag maps. But we will find out for the play test if this sucks big time.

We are aware that the gameplay as the map is now is not concentrated. That is why we are working on a new more linear map. To get a more "clean" front-line. And this front-line is where the combat between the two large forces will occur.

We will not remove flags from some of the hedgerow area, as this will give holes in the front-line, and this map should be a fight for EVERY hedgerow.

But we will use two caps or longer capture time on one or two main hedgerow areas in the center of the linear map.

About the current circular map being a run, run, run, run map, you should try the map it is quite small, and you are very fast into combat, the longest hedgerow areas is only 2000 unit long, that is 50 meters.

Jimmy Crack Corn
03-14-2007, 08:11 AM
Maptest info;

http://www.dod-federation.com/forum/showthread.php?t=821

Sign up at the Federation and be a tester.

Rules for the tester;

http://www.dod-federation.com/DODF_tester.pdf

Tester sign ups;

http://www.dod-federation.com/map_testing.php

JCC

Watchtower
03-19-2007, 03:10 AM
Looks cool dude.

Anyone have links to the tree models? (the large ones). Im working on a map that defineately needs some big trees

Hintzmann
03-19-2007, 03:43 AM
Sorry Watchtower, I do not have a link for those trees. I have found them in some CSS and DODS maps :o

By the way... the play test, went great :D
http://www.dod-federation.com/forum/showthread.php?p=5280#post5278

People seemed to like the new concept of an entire hedgerow as a capture area :)

Now we just need to create a better layout for the map :confused:

happyernst
03-19-2007, 08:37 AM
Looks cool dude.

Anyone have links to the tree models? (the large ones). Im working on a map that defineately needs some big trees

http://www.dayofdefeat.net/forums/showthread.php?t=71273&page=2

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