[Rel] dod_farmers_b4


pedroleum
03-18-2007, 06:00 PM
ok, i got the new version out. it's now hdr compiled and features the new fields-models (http://www.dayofdefeat.com/forums/showthread.php?t=71842) i just released. also, it should be quite a bit faster than b2, because i simplified those fields to the maximum.

thanks to trp. jed for the new exporter he wrote. i could finally put out the normals the way i wanted them.

infos on the map can be found on my website (http://pedroleum.dod-federation.com)

some screens:
http://pedroleum.dod-federation.com/img/dod_farmers_04.jpg
http://pedroleum.dod-federation.com/img/dod_farmers_05.jpg
http://pedroleum.dod-federation.com/img/dod_farmers_06.jpg
http://pedroleum.dod-federation.com/img/dod_farmers_07.jpg
http://pedroleum.dod-federation.com/img/dod_farmers_08.jpg

download:
dod_farmers_b4.zip (http://pedroleum.dod-federation.com/maps/dod_farmers_b4.zip)
dod_farmers_b4.bsp.bz2 (http://pedroleum.dod-federation.com/maps/dod_farmers_b4.bsp.bz2)


good night :P

Pistoleer
03-18-2007, 06:19 PM
Nice one pedro :) Cheers muchly for that.. the models look amazing.

Ive updated your list on the List of DoDNet Map Makers (http://www.dayofdefeat.net/forums/showthread.php?t=71714)

im looking forward to playing this tomorrow on some servers hopefully!

|TCO| ZoSo
03-18-2007, 06:22 PM
Ohh, I like those corn/grain fields. Very nice work, this is going up on the TCO pub.

B@D
03-18-2007, 10:42 PM
Upgrading from last version right now looks awsome !

dart
03-19-2007, 01:11 AM
Looks great! downloading.

Hintzmann
03-19-2007, 02:15 AM
Great job Pedroleum :D
I really admire your work :p

Pvt.Snail
03-19-2007, 03:58 AM
Always a fun map and this new version looks good! Thanks.

Scooby
03-19-2007, 05:27 AM
Excellent look and a fun map
Time to play "He Who Walks Behind the Rows"

JakeParlay
03-19-2007, 06:16 AM
beautiful stuff!! :eek: excellent job pedro

Freudt
03-19-2007, 06:33 AM
Very nice map. Thanks
:)

Gallery (http://www.dodskins.com/index.php?area=1&p=gallery&action=showimages&galid=40)

DOWNLOAD MIRROR (http://www.dodskins.com/index.php?showfile=1&fid=286&p=downloads&area=1&categ=48)

RosietheRiveter
03-19-2007, 08:27 AM
Mirror (http://www.sunlitgames.net/index.php?module=ExDownloads&func=details&fid=453&cid=2)
Nice work on the new models and fps boost.

Propaganda
03-19-2007, 09:45 AM
Love that sky texture

pedroleum
03-19-2007, 09:57 AM
thanks guys :)

i hope a server near me is running it someday...

Jimmy Crack Corn
03-19-2007, 11:31 AM
i hope a server near me is running it someday...

Where do you live? Our server is in Texas, USA.

I'll make sure we play it about 7:00pm pacific DST (the timezone I'm in is -8 hrs GMT)

72.232.43.34:27018

JCC

pedroleum
03-19-2007, 12:00 PM
Where do you live? Our server is in Texas, USA.

considering the distance to switzerland, i think the ping will be less than ideal ;)

|TCO| ZoSo
03-19-2007, 12:24 PM
considering the distance to switzerland, i think the ping will be less than ideal ;)

We have a guy on our server that plays from Holland with about a 125-150 ping.

CorPoraL KiLLa
03-19-2007, 12:28 PM
hey i always enjoy playing this map. i be sure to DL this new map model n test it out. :cool:

Jimmy Crack Corn
03-19-2007, 12:31 PM
The time difference is a killer as well.

We just held a maptest for Hintzmann and madmilo from Copenhagen and their pings were in the 150's.

Hopefully you'll get some european servers to play your map(s). We really enjoy them on our server.

JCC

R0ke
03-19-2007, 12:51 PM
excelent map, good job

we have just added it into our cycle

HellStar
03-19-2007, 01:52 PM
This map will be starting at around 8:30 pm on

195.20.109.87:27015

UK server, all are welcome, get in queue now, cos we are full :)

Pistoleer
03-19-2007, 02:57 PM
Just played it (cheers Hellstar ;) and it was brilliant fun :D

Reckon i pulled off 4 stabs in the cornfields behind enemy lines lol

Only thing..what would it be like changing the 1st and 3rd flags to 1 man capture points but make make the cap time a bit longer...?

As it was i think there only was 1 capout in the entire time we played. If there were more rushing players then maybe it would work, but a lot of people do hang back, and to cap the last 2 man, ye need really 4 people to allow for deaths while nearing their spawn area.

Excellent map cheers!

dimeric
03-19-2007, 03:03 PM
Mirror (http://www.dimeric-maps.info/index.php?mod=telechargements&ac=fichier&id=956)

pedroleum
03-19-2007, 03:44 PM
Only thing..what would it be like changing the 1st and 3rd flags to 1 man capture points but make make the cap time a bit longer...?


first of all, thanks! i'm glad you like it and had some stabbin-fun :)

about capture points: i think that would be to easy to capture... one just has to wait proning in the field next to the objective until the respawn-wave passed by. otherwise, the capture time would have to be veeery long.

also i was trying to enforce a little teamwork with that. same thing for the middle flag. it takes quite some people to capture it, because there's always a sniper or an mg lying on that road ;)

Pistoleer
03-19-2007, 04:03 PM
about capture points: i think that would be to easy to capture... one just has to wait proning in the field next to the objective until the respawn-wave passed by. otherwise, the capture time would have to be veeery long.

ah yeah i guess that is true :/ unless the cap time was made to be say 7 seconds. This would still really require team mates to hold off the enemy respawning, but is possible as a one man effort if lucky.

one other options could be to bring the capture point right up to the edge of the corn field.. would allow the cappers slightly more chance to get close without getting mowed down my an mg hiding outside spawn.

hmm, ill play it for a few more days and see how it goes before posting more :P

pedroleum
03-19-2007, 04:30 PM
hmm, ill play it for a few more days and see how it goes before posting more :P

thats what i'm trying :P

Shane
03-19-2007, 06:17 PM
Beautiful, but how does it play? What kind of vibe/style does it have?

FuzzDad
03-19-2007, 06:17 PM
you know i'm gonna "burrow" those field models for something I'm working on.... :)

pedroleum
03-19-2007, 06:28 PM
Beautiful, but how does it play? What kind of vibe/style does it have?

i'd describe it as a fast playing funmap with the element of surprise and lots of melee kills. nothing serious ;)

pedroleum
03-19-2007, 06:29 PM
you know i'm gonna "burrow" those field models for something I'm working on.... :)

just bring them back after you're done with them, ok!

ultranew_b
03-19-2007, 06:31 PM
Purdy !

:)

Ca-Chicken-Soup
03-20-2007, 02:43 AM
Super prudy!
I just wanna go and camp them fields something chronic.

Wile E Coyote
03-20-2007, 05:32 AM
I still say Pedroleum should offer classes on what a European countryside should look like :)

Neutrino
03-21-2007, 01:07 PM
after postively ranting about plateau, im going to try this out asap

Neutrino
03-21-2007, 07:36 PM
this is a good map, but to me its not on the same level (for gameplay) as your previous work.
im asuming with this map you were reaching out to a more simplistic crowd. but my problem with it is too much long range without great cover. actually, its not really a problem, but its just not my thing.
its a well made map, no doubt about it, but its not for me

pedroleum
03-22-2007, 03:23 AM
im asuming with this map you were reaching out to a more simplistic crowd. but my problem with it is too much long range without great cover.

i was reaching out for the 10 minute spadematch-people! dare to call them simplistic!!! ;)

you're right about the cover. the streets are quite open/empty and it came to my mind to do something about that. i'll take a look at it.
until then, hide in the fields ;)

Beta~Thanatos
03-23-2007, 10:21 AM
adding scarecrows with US/Axis clothes could be fun :D

pedroleum
03-23-2007, 10:45 AM
adding scarecrows with US/Axis clothes could be fun :D

acutally, i drew the sketches to a scarecrow about 3 days ago :P

Beta~Thanatos
03-23-2007, 11:46 AM
great minds etc..

|TCO| ZoSo
03-26-2007, 12:51 PM
Had a problem playing this last night, a couple people that were on said they had grass turned off, and therefore couldn't see the field models. I guess they were playing on very low end machines, but it absolutely took the fun out of the map. Everyone else had a good time, but people being able to see you hiding in the corn fields, took the fun out of the game. Anyone else have any reports of this?

LionelQueripel
03-26-2007, 03:18 PM
Played this tonight and really enjoyed it. It's nice to get out in the fresh air for a change!

Wile E Coyote
03-26-2007, 04:23 PM
Had a problem playing this last night, a couple people that were on said they had grass turned off, and therefore couldn't see the field models. I guess they were playing on very low end machinesWell NOBODY I know of has a machine so low-end that they need to turn off the grass. They do it on purpose to gain an advantage. It is my fondest wish that Valve would lock this cvar since being able to "not be seen" is so fundamentally important to the game. Yes I've heard of it and seen it in action, although not necessarily on this map.

pedroleum
03-26-2007, 05:21 PM
Had a problem playing this last night, a couple people that were on said they had grass turned off, and therefore couldn't see the field models.

i can hardly imagine this. the fields models are what they are: models.... grass is made from a text file and a ground material. something completely different. (not sure if you even can turn it off)

it would be like saying you don't see the tank in donner.

also, it shouldn't be possible to use another texture (with a completely black alpha-channel) for the field-models, b/c they're packed into the bsp and afaik, the files in the bsp have priority.

and there are no lods on the fields model, so it can't be that...

until someone confirms this, i'd say they show up just fine on every computer with no wallhack ;)

Beta~Thanatos
03-26-2007, 06:05 PM
just checking but on the previous version (b2) there were a few ways to remove the corn fields on this map (mainly lowering the DX level or also alt-tabbing a few times)...do you know if this is still happening on this new version ?

Neutrino
03-26-2007, 09:15 PM
pedro, its growing on me :)

Wile E Coyote
03-26-2007, 10:10 PM
i can hardly imagine this. the fields models are what they are: models.... are they prop models?

smashingpunk007
03-26-2007, 10:38 PM
lowering dx level does do away with the grass, i did it once by sheer dumb luck, but i was unable to recreate it.

pedroleum
03-26-2007, 11:47 PM
just checking but on the previous version (b2) there were a few ways to remove the corn fields on this map (mainly lowering the DX level or also alt-tabbing a few times)...do you know if this is still happening on this new version ?

i hope not :P
i'll try it out.


are they prop models?

yes they are. therefore, they shouldn't just be "not visible".


lowering dx level does do away with the grass, i did it once by sheer dumb luck, but i was unable to recreate it.

a few months ago, i did play in dx7 (crappy laptop) and had no grass.. suddenly, i had... maybe they changed something about it.

Wile E Coyote
03-27-2007, 06:25 AM
yes they are. therefore, they shouldn't just be "not visible".Well, somebody can correct me on this, but isn't there still a cvar that allows you to turn off prop models???? This is the cvar I was saying I wish Valve would lock out. (if they haven't already)

pedroleum
03-27-2007, 08:25 AM
Well, somebody can correct me on this, but isn't there still a cvar that allows you to turn off prop models???? This is the cvar I was saying I wish Valve would lock out. (if they haven't already)

i haven't checked for a while, but a few months ago, you couldn't turn off prop_static models! you could (autoexec.cfg) turn off prop_physics (model) and (afaik) func_detail hammer-brushes, which made the levels extremely empty.

there was an autoexec.cfg floating around, doing all that stuff... also lowering all model-lods to the lowest and such things :P

looked worse than the original dod then!

don't know if it is still working...

Day of Defeat Forum Archive created by Neil Jedrzejewski.

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Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.