03-12-2007, 08:15 AM
Following some helpful feedback I have updated the previous issue of this map and have made the following changes:

Optimised throughout for better FPS
Created an additional way into/out of the monastery
Removed sticky allied spawn
Removed some of the random explosions
Created more space around the flak gun flag
General tidying up/redecoration

The map is based on the monastery at Montecassino, near Rome, that was subjected to heavy bombardment and assault by the allies during their campaign to liberate Italy.

The allies objective is to enter the monastery from the front and capture the flags located at various points inside the building. The axis, who spawn at different locations inside the monastery, have to retain the flags, and push the allies back out of the monastery enabling capture of their first flag.

Hope you enjoy playing it, any comments or suggestions would be greatly appreciated.

Screen grabs
Front of monastery (Flag 1 - from Allied perpective)

Outer courtyard (Flag 2)

Inner courtyard (Flag 3)

Flak gun (Flag 4)

Crypt (Flag 5)


bz2 (for servers)

03-12-2007, 08:52 AM
Looking good, this map is a hit on the server. Thanks!

03-12-2007, 11:18 AM
I have another Mirror for you Guys.

It is free like every download from us.

Here is the Link.

Mirror (http://www.dodmap.com/index.php?option=com_remository&Itemid=26&func=fileinfo&id=453)

BTW: The Map is nice. Nice Work. Thx for that.


03-12-2007, 02:49 PM
Mirror (http://www.dimeric-maps.info/index.php?mod=telechargements&ac=fichier&id=936)

03-21-2007, 02:26 PM
Just played this through on a local process. I like it, quite different thanks :)

A few thoughts for ye since ye asked for comments ;) - where axis come out of spawn over the ramp, they have 2 flags in 2 rooms directly in front of them.. id like it to be not quite so straight.. if ye know what i mean? It would also mean that allies couldnt shoot from their 2nd flag right into axis leaving spawn on the ramp. Maybe move the door slightly?

Maybe even making the allies 2nd flag a 2 man cap?

What i like about open multilevel room areas is that ye have to cast yer eye everywhere to defend..its more of a rush wating for a teammate, than just quickly capping it solo and then going on to the next flag in 2 seconds.

The exit left of allies 2nd, from allies perspective, has stairs going up..but it is a dead end.. its cool if ye want that, i personally dont really like dead ends like that, but ye may get a lot of people running up and then back down..and maybe even create tk situations in the process.

Definitely a non linear map heh. nw cheers!

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.