[REL] dod_cherbourg_b2
TheSurgeon
03-12-2007, 07:13 AM
It's been almost two years since I started this port, but I've finally got a public release ready. It's a remake of Arcturus' pre-retail map cherbourg, with every route intact and a few new ones to help gameplay. I wont have much time to spend mapping in the next few weeks, so there are some details missing and a few buildings still need work, as well as some more optimisation, but it's good enough for a first release.
Download: http://www.scorchingcraniums.com/downloads/dod_cherbourg_b2.zip
Mirrors:
Sunlit games (http://www.sunlitgames.net/index.php?module=ExDownloads&func=details&fid=447&cid=2)
Feelgood game servers (http://feelgood-gameservers.com/downloads/index.php?act=view&id=12)
Dimeric maps (http://www.dimeric-maps.info/index.php?mod=telechargements&ac=fichier&id=937)
Screenshots (more here (http://www.scorchingcraniums.com/cherbourg_b2.html)).
http://www.scorchingcraniums.com/images/cherbourg/15.jpg
http://www.scorchingcraniums.com/images/cherbourg/14.jpg
http://www.scorchingcraniums.com/images/cherbourg/03.jpg
http://www.scorchingcraniums.com/images/cherbourg/08.jpg
All credits are in the read-me.
piu piu
03-12-2007, 07:24 AM
the playtest was so much fun!
looking foward to many servers having this in rotation.
:)
cannon
03-12-2007, 08:02 AM
should be on the dssg server by tonight nice map, huge and lots of old school goodness. Took a few minutes to get my bearings though, but once i did you can tell you pretty much stayed to the original layout
Colonel_Krust
03-12-2007, 08:14 AM
mother of god thank you.
Jimmy Crack Corn
03-12-2007, 08:28 AM
Yesssss,
It's on the [415] server! 72.232.43.34:27018
JCC
RosietheRiveter
03-12-2007, 08:30 AM
Yummy
Thanks Surgeon
Playing on the SunLit servers
Mirror (http://www.sunlitgames.net/index.php?module=ExDownloads&func=details&fid=447&cid=2)
*update* Just Wow!
Pvt.Snail
03-12-2007, 08:42 AM
A very good first release. Thanks TheSurgeon!
[AoS]Albatros
03-12-2007, 09:29 AM
Just played along with Rosie on SunLit's.
Great job there, Surgeon - good combination of source-feeling and oldschool layout :).
CorPoraL KiLLa
03-12-2007, 09:32 AM
whoa this map look really good by looking at the SS. gj surgeon.
im off to test it.
Bauer
03-12-2007, 01:38 PM
Great Work!
happyernst
03-12-2007, 01:40 PM
the trees in your map are bad for my fps
some pictures:
good fps without (tree_alder right?) (http://speicher.trclan.de/ernst/pics/dod_cherbourg_b20000.jpg) ~ fps 84
look behind (http://speicher.trclan.de/ernst/pics/dod_cherbourg_b20001.jpg) ~ fps 21
after shoot on tree (http://speicher.trclan.de/ernst/pics/dod_cherbourg_b20002.jpg) ~ fps 13
its this not optimised tree, better replace them ;)
]ES[ Mr Feelgood
03-12-2007, 04:16 PM
WOW that is like stock map kinda quality, I love it!!
Thanx for the release... :cool:
Mirror (http://feelgood-gameservers.com/downloads/index.php?act=view&id=12)
dimeric
03-12-2007, 04:30 PM
Mirror (http://www.dimeric-maps.info/index.php?mod=telechargements&ac=fichier&id=937)
Ace_McGirk
03-12-2007, 04:46 PM
Great map
Found a spot that you can get stuck in, behind the boxes at the top of the tunnel on the allied side
pedroleum
03-12-2007, 04:49 PM
the trees in your map are bad for my fps
its this not optimised tree, better replace them ;)
yep, the trees make the map unplayable for me aswell. ok, i'm on a ****ty laptop, but this is the only map i can't play at all.
i think the problem with the tree models is the same i was facing while making a higher res cornfield. to much resolution for the leafs with to much alpha.
to bad i can't play it this way. it really does look good.
Price|BigEz
03-12-2007, 05:07 PM
sweet.
Beta~Thanatos
03-12-2007, 08:08 PM
greaaaaat map....very big and very nice.
I'd recommend making the spawn exit bigger so that you don't have to crawl (choke point)...unless maybe that was done on purpose :D
Ca-Chicken-Soup
03-12-2007, 09:38 PM
Looks really good, hope it's faithful to the original :)
Guyver
03-12-2007, 10:28 PM
I just ran around it for abour ten minutes ...it's a VERY pretty map. :)
It seems the fps fluctuate alot though.
P.S. I LOVE the blown out buildings. :D
RosietheRiveter
03-13-2007, 08:17 AM
24 players gave cherbourg a workout last night
Comments
1) beautiful and captures the feel of the original
2) it was fun to play and suits larger server player numbers
3) frame rates were all over but a many found that their fps plummeted (< 30) in graveyard and/or looking at trees.
We loved the map and would love to help in any further playtesting.
Cheers
Colonel_Krust
03-13-2007, 08:42 AM
I fell asleep on my couch and missed out on the fun.
TheSurgeon
03-13-2007, 10:22 AM
My fps is around 20-30 everywhere in the map, which is the same as I get in all the official maps. The trees might get updated before b3 since I think they're still WIP, if not I could try resizing the textures just for this map which should help. They are forced to a minimum of dx7 now though, since the jump to the lowest lod level was too obvious, so that might have something to do with the performance too. They're the most realistic trees in Source though, so I don't have much choice besides using the bright green ones outside the hotel.
happyernst
03-13-2007, 10:47 AM
My fps is around 20-30 everywhere in the map, which is the same as I get in all the official maps.
sounds like "hdr_on", take it off to see the real fps
pedroleum
03-13-2007, 11:02 AM
I think they're still WIP, if not I could try resizing the textures just for this map which should help.
i did that for a quick test. rescaled them down to 256 x 256 and it was much better. except for the lod-change, which will look very ugly, you won't notice the difference from 1024x1024 to 256x256 that much...
ultranew_b
03-13-2007, 11:20 AM
TheSurgeon your maps are always top notch, this is no exception, great work !!
One question, Why are all the files not packed into the bsp?
:)
Grippy
03-13-2007, 11:33 AM
A very beautiful and very big map !
I spotted somes bugs :
Flying tree
http://grippy.free.fr/dod/dod_cherbourg/flying%20tree.jpg
I have ever learn that the player doesn't like to be stoped in his action, and this sandbag block the player...
http://grippy.free.fr/dod/dod_cherbourg/sandbags.jpg
Some models who cross the wall
http://grippy.free.fr/dod/dod_cherbourg/models.jpg
We can go here
http://grippy.free.fr/dod/dod_cherbourg/hedge_bloc.jpg
Nodraw
http://grippy.free.fr/dod/dod_cherbourg/nodraw.jpg
http://grippy.free.fr/dod/dod_cherbourg/nodraw2.jpg
Texture alignement + Light come from no where in the background (need to high your fade distance).
http://grippy.free.fr/dod/dod_cherbourg/align.jpg
http://grippy.free.fr/dod/dod_cherbourg/align2.jpg
http://grippy.free.fr/dod/dod_cherbourg/align3.jpg
]ES[ Mr Feelgood
03-13-2007, 05:31 PM
OK, is anyone that runs a Linux DoD server having problems with this map? For some reason, every time I load the map, it crashes my server. Not sure if it is the file size or what. Played with it for some time, just doesnt seem to run. I can run it locally on my PC loading it through console though. :eek:
Anyone else with this problem?? :confused:
TheSurgeon
03-13-2007, 05:56 PM
I've heard capitals in filenames can crash servers, and when I used pakrat, some files appeared in all-caps for no reason, so maybe that's why it's crashing. The files themselves aren't all caps though so I don't know why they're zipping into the bsp that way.
and about not everything being in the bsp - I didn't think overviews or soundscapes could be read from inside the bsp, so I just made a res for them. If they can then I'll have to zip them in for the next release.
ultranew_b
03-14-2007, 05:36 AM
and about not everything being in the bsp - I didn't think overviews or soundscapes could be read from inside the bsp, so I just made a res for them. If they can then I'll have to zip them in for the next release.
Yes, they can.
:)
|TCO| ZoSo
03-14-2007, 06:39 AM
Played this map too last night, constantly had about 30-32 players on our server. Kind of surprised me because of the file size, I didn't think most of the random pubbers would have waited for it. I didn't find any issues with the map, nor did I hear of any from the general populace. All I kept hearing was that it was faithful to the original, and that it was absolutely BEAUTIFUL. I found myself exploring more than fighting, the map is very expansive, and seems to have rooms and ally ways all over the place. Good job on the map Surgeon.
the trees in your map are bad for my fps
some pictures:
good fps without (tree_alder right?) (http://speicher.trclan.de/ernst/pics/dod_cherbourg_b20000.jpg) ~ fps 84
look behind (http://speicher.trclan.de/ernst/pics/dod_cherbourg_b20001.jpg) ~ fps 21
after shoot on tree (http://speicher.trclan.de/ernst/pics/dod_cherbourg_b20002.jpg) ~ fps 13
its this not optimised tree, better replace them ;)
I had this same issue - went from about 60fps to 10. I found it to be an anti-aliasing issue. When I turned it off I stayed around 60 facing the trees.
Any other players to confirm this?
pedroleum
03-15-2007, 02:48 AM
I had this same issue - went from about 60fps to 10. I found it to be an anti-aliasing issue. When I turned it off I stayed around 60 facing the trees.
Any other players to confirm this?
i don't have aa activated and fps still go down to about 5 fps when facing trees or even looking into their direction. i really think it's the texture size... to much alpha. (been testing around with different texture-sizes a long time for the cornfield models... same issue)
shteve
03-15-2007, 02:01 PM
ES[ Mr Feelgood;1038638']OK, is anyone that runs a Linux DoD server having problems with this map? For some reason, every time I load the map, it crashes my server. Not sure if it is the file size or what. Played with it for some time, just doesnt seem to run. I can run it locally on my PC loading it through console though. :eek:
Anyone else with this problem?? :confused:
It works ok on our Linux box.
And nice work Surgeon. Took me a while to recognise the allies left side route - but finally - cherby!!
Pistoleer
03-15-2007, 02:10 PM
Just got chance to play this map for the first time.. :D magic work mate, keep it up thanks! Very nice.
Ill try and make comments after i have played it for a good while.
Formologic23
03-15-2007, 04:43 PM
I am getting the same issue as everyone else Surgeon. I know you know the problem, but here is a quick demo I took so you can see it, if you are interested.
DEMO (http://www.thegamerplanet.com/formologic23/Filehosting/cherdem1.rar)
|TCO| ZoSo
03-15-2007, 08:09 PM
Surgeon, just got done playing your map again, thing of beauty. I just have one request, that you remove the sandbags at the bottom of the stairs by the axis 2nd. I noticed that they were kind of hard to get over, I couldn't even get over them. Other than that, and the fps issues, the map is B-E-A-utiful!
TheSurgeon
03-15-2007, 08:28 PM
Do you mean the sandbags at the bottom of the hotel staircase? I sometimes get caught on the stairs themselves despite them being clipped (seems to be a general problem with displacement steps in Source), but I ran over those sandbags for a while to see if they were a problem and I never got caught once.
Unless you mean the ones across the doorway, and I'm not sure why I added those in the first place, so I can delete those if they're blocking players.
|TCO| ZoSo
03-16-2007, 06:58 AM
Do you mean the sandbags at the bottom of the hotel staircase? I sometimes get caught on the stairs themselves despite them being clipped (seems to be a general problem with displacement steps in Source), but I ran over those sandbags for a while to see if they were a problem and I never got caught once.
Unless you mean the ones across the doorway, and I'm not sure why I added those in the first place, so I can delete those if they're blocking players.
Yea, the sandbags at the bottom of the staircase, that are across the doorway. I was playing and couldn't get over them, and really haven't been able to jump/crouch since I got a new keyboard, but there were other players on my team that could get over them. Now, it might just be a case of me being retarded, but the doorway seemed to block me, like it wasn't high enough.
Is there any other way to get into the hotel, than besides going over the sandbags? I just thought it was really weird that I couldn't get over them, all other sandbags on the map, I had no problem with.
TheSurgeon
03-16-2007, 07:29 AM
Is there any other way to get into the hotel, than besides going over the sandbags? I just thought it was really weird that I couldn't get over them, all other sandbags on the map, I had no problem with.
There's a route from the bar above the underpass, you have to jump across over the balconies to get to the window of one of the hotel rooms. I've noticed that flag doesn't get capped much, but since it wasn't a problem in the original I'll assume it's just people not knowing the routes for now.
RosietheRiveter
03-16-2007, 07:34 AM
The balcony hopping is very smooth Surgeon
Havent fallen yet ;)
|TCO| ZoSo
03-16-2007, 07:48 AM
There's a route from the bar above the underpass, you have to jump across over the balconies to get to the window of one of the hotel rooms. I've noticed that flag doesn't get capped much, but since it wasn't a problem in the original I'll assume it's just people not knowing the routes for now.
I've had quite a few people say that they couldn't find the Axis 2nd. I will have to try that way since I cant get through the door and straight up the stairs to it. It's probably just me, because ever since I got a new keyboard I couldn't jump right. At any rate, good job on the map, seems to be very popular on our server.
Green
03-16-2007, 10:23 AM
is the size to great so make a bz2 compressed version! this map will have only 25mb for download
FuzzDad
03-17-2007, 11:06 PM
Allied spawn needs rework...too clutterred (no easy fast way out) and single exits make for easy door blocks...plus requirement to crouch jump out of spawn is spotty. Like all others the tree's kill fps and in most of the servers I went to once there were 12-15 players fps dropped remarkably low (10fps on my 8800 GTX). There's no sense commenting further on fps until you replace them...my gut feel is fps will be low on the map but playable w/better optimized tree's.
All that said...two things:
1) Best looking custom map on the forums...your work w/rubble and design is brilliant.
2) As w/the original and why the original failed...it's just way too big. You have at least three maps in this one map...you could make several outstanding maps by reduction surgery.
TheSurgeon
03-18-2007, 07:02 PM
The allied spawn does need opening up, but I don't think the size is a problem. Cherbourg also seemed like one of the most popular pre-retail customs in >1.0, the only others I can ever remember seeing were schwetz and zafod. The size of the map is why I always liked it - almost everyone takes the main route through the underpass, but the game is constantly moving since it's hard to control all three flanks at once. Apart from the usual snipers at the underpass, I haven't seen much camping at all, and you still have to be quick to cap out the map, before someone on the other side beats you to a flag.
Iselore
03-19-2007, 01:41 AM
I have only one critique though the same as Fuzzdads, those trees in the map are major fps killers for me! I'm using a x800gt which is comparable to a 6600gt and I'm also playing without AA or AF. It seems just one single tree in my view will destroys my fps.
http://img.photobucket.com/albums/v187/Iselore/dod_cherbourg_b20000.jpg
Freudt
03-19-2007, 06:36 AM
Very nice map. Thanks
Gallery (http://www.dodskins.com/index.php?area=1&p=gallery&action=showimages&galid=41)
DOWNLOAD MIRROR (http://www.dodskins.com/index.php?showfile=1&fid=287&p=downloads&area=1&categ=48)
Freudt
:)
JakeParlay
03-19-2007, 07:03 AM
really looking forward to checking this one out. you've got some bea-u-tiful stuff in those screenies
CorPoraL KiLLa
03-19-2007, 12:26 PM
i played this the other day, it was ok. although i didnt get a chance to explode the whole map, only play on the allies side for 40min. might try it again. the SS looks good.
HellStar
03-25-2007, 01:09 PM
Nice map, sadly I keep crashing to desktop with this HL2 error:
Engine Error
Too many proxies for datatable DT_BasePlayer
Jonny
03-25-2007, 01:15 PM
This seems a good map but from the allied side the underpass view is limited so makes it very biased could i suggest making it more equal
l3eeron
03-30-2007, 09:19 AM
Just wanted to say thanks for such a high quality map...
Very nice, we love it! Very popluar on our server when it's full.
Keep up the good work!
Colonel_Krust
04-01-2007, 07:47 AM
we ave a couple of people in the Sunlits community who find the fps drops bad on this map.
I have a 4800 amd dualcore
7800 gtx
2 gigs ram
I have been challenged to get my fps to drop bellow 80-90. Which is much better than the fps I get on the bridge on anzio for example. I really like the map. however I noticed a few of my favorite routes no longer exist:
1) jumping the wall at the back of the hotel and climbing through the back window.
2) using the same route to use a plank and get up into the overpass building (the way you currently can drop down on those balconies behind the hotel.
Great work!!
Guyver
04-01-2007, 04:54 PM
Like others have stated, this map is unplayable for me..played it on SunLit last week with 13 people in the server and it was a slideshow. Such a shame too, it's a beautiful map. :(
Colonel_Krust
04-02-2007, 01:45 PM
there must e something system dependent in the way certain objects are being rendered.
granted I am on low settings, and in dx 8.1. But I get higher fps on this map than I do on anzio with the same settings.
that leads me to think that there is something that could be found and optimized that is causing those issues.
TheSurgeon
04-02-2007, 07:57 PM
I think it's the trees peole have posted about, which until Flashy updated them were using huge texture sizes and alpha channels. With low settings, it's probably not much of a problem since textures are mip-mapped to something like 256x256 at those settings. But that obviously means that the updated textures should fix any of the fps drops people are having (I haven't heard people mentioning any specific areas besides when trees are in view so presumably they're the sole cause).
Col Krust: I can't remember exactly how the routes around that wall worked. I know there was one way onto the wall using the same glitch that let you get on the cliffs at the allied spawn in anzio, but I thought the only way to the hotel was from the overpass balcony. I'll load up the original in 1.3 to check exactly where you can and can't go around there.
Ionium
04-18-2007, 08:44 PM
this map is gonna be added to Shockwave later this week. The server address is: sw.nuclearfallout.net
vedicardi
04-22-2007, 01:03 AM
Here's something I whipped together using your map. Perhaps you could use it for something. I dunno.
It's 1280x1024, so I won't put it here.
http://img.photoamp.com/i/WYUwQQ.jpg
Ca-Chicken-Soup
04-22-2007, 03:20 AM
I thought I'd point out something I found not too long ago, "alphatest" parm in the material file is far cheaper than "translucent". Source (http://developer.valvesoftware.com/wiki/Shader_Types_and_Parameters) - search the page for alphatest.
Eddyz Aquila
04-27-2007, 11:14 AM
This map is absolutely superb. Kudos to the creator. :)
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