[WIP] Dod_Flugplatz for Source


TOP GUN Mav
03-24-2007, 10:46 PM
G'day guys,

I asked and received permission from FUZZDAD to do a re-make of the classic Flugplatz.

For those of you who have forgotten, its a close to medium distance combat map. There are 6 flags to capture with the 2 middle ones being 2 man capture points.

My plan is to sourcify the original version by adding lots of detail like props, displacements, audio, and lighting.

So far I've finished re-brushing the entire map, and have added about 30% of the detail to the map on the allies side.

I have had a successful beta test with 20 players and it was GREAT!!! Just like the original.

I'm going to call it dod_flugplatz_source (just in case valve re-do it in the future).

I'll keep you posted on the progress.

UPDATED 2/4/2007
Screen shots 1680 x 1050 (still lots of detail to add, some pics aren't pretty but its proof of progress).

Screenshots here (http://home.exetel.com.au/tgm/flugplatz/pics/index.htm)

DOWNLOAD
http://home.exetel.com.au/tgm/flugplatz/dod_flugplatz_source_b2.zip
There is a readme included in the zip file. Please read it before playing. All content for the map is packed into the BSP.

Please feel free to host and share this file. Remember this is a first public beta, there is PLENTY more to do. I would like comments on layout, look, pro's and con's for both sides and any glitches you may happen to see along the way (screen shots and desc. please). Also, I am aware of the aircraft (wrong type) flying over the tarmac (it will be in a 3d skybox in final version).

-TopgunMav

Dradz
03-25-2007, 12:07 AM
oh, the memories! looking good, happy texturing!

Tonedef
03-25-2007, 12:17 AM
First let me say that this is one of my all time favorite maps!

That being said, I think you really should take this map and run with it. You have the opportunity to make something to a real epic level with the setting. Maybe not sticking so in tune with the original may be in order. Try to take a realistic approach to the map's elements. Some things in that map were laid out in a way that was unnatural due to engine restrictions.

Now I am not saying to make it a different map at all...but maybe follow FD's lead the way he did with Anvil.

That and maybe shoot for a different name for it, just to avoid any confusion if an official ever comes out :).

--My 2 cents ;)

Rolk
03-25-2007, 12:19 AM
Awesome mate, can't wait.

goodshotz
03-25-2007, 01:30 AM
Very nice. Keep us up to date with your progress. I will be happy to host that on our servers. I love to see the classics sourcified.

Ca-Chicken-Soup
03-25-2007, 02:36 AM
That being said, I think you really should take this map and run with it. You have the opportunity to make something to a real epic level with the setting. Maybe not sticking so in tune with the original may be in order. Try to take a realistic approach to the map's elements. Some things in that map were laid out in a way that was unnatural due to engine restrictions.


I agree, I felt some of the large double doors were annoying

Pistoleer
03-25-2007, 04:48 AM
Nice one,great to see ye mapping again mate :D
Tiger is still one of my top couple of fav maps for intense gameplay combined with great art, so really looking forward to seeing this one.

nave
03-25-2007, 12:32 PM
Do the playtest early, like in the phase you currently show screenshots of or close to it. A map like this has to have perfect proportions and with any detail you'll just have less incentive to change.

You've proven yourself with mapping before so no one will doubt an undetailed playtest. :)

TOP GUN Mav
03-25-2007, 05:23 PM
Do the playtest early, like in the phase you currently show screenshots of or close to it. A map like this has to have perfect proportions and with any detail you'll just have less incentive to change.

You've proven yourself with mapping before so no one will doubt an undetailed playtest.

Nice to see there are eager people wanting an early playtest. I am however not going to release a playtest in its current form. It would work, but it would just be a really dull and bland version of the old map...... which is not what I am aiming for.

So, I'm going to have to make you wait !!

Tonedef
03-25-2007, 09:10 PM
I think that is what they are looking for. A playtest at such an early stage so that any altercations may seem less of a chore because there isn't so much to mess with.

This is something I believe is done by most professional mappers.

Guyver
03-25-2007, 10:27 PM
You are going to have the planes to capture like in the original, I hope?

TOP GUN Mav
03-26-2007, 02:35 AM
You are going to have the planes to capture like in the original, I hope?

Of course !! And maybe even a plane or two that actually bomb the taxi way heading for that runway :)

l3eeron
03-26-2007, 08:55 AM
Ya man, release a testable version asap... we're waiting anxiously =)

Sword
03-26-2007, 03:10 PM
lol! I loved Flugplatz! Keep working on it!

Guyver
03-26-2007, 05:55 PM
Of course !! And maybe even a plane or two that actually bomb the taxi way heading for that runway :)

I love you....

TOP GUN Mav
04-02-2007, 07:12 AM
Updated, NEW SCREEN SHOTS see the link in the first post
http://www.dayofdefeat.com/forums/showthread.php?t=71951

yodapower
04-02-2007, 08:38 AM
may I suggest you to use this model of plane instead of the one you actually used for the moment...

it's the same, modeled by Ranson but it's the new version he made of it far more textured and rezised for dod source. (I used the one you have at the beginning of my map but then found his new one it's 200% better.....

http://www.dayofdefeat.com/forums/showthread.php?t=69428

there's also a skybox version and flying one for skybox

mind you the only thing is for some reason the physbox may have problems (shooting a grenade will on the wing will make you stick through and get stuck so to prevent this just stick a nodraw bruch in the wings and your done)

Formologic23
04-02-2007, 09:07 AM
it's the same, modeled by Ranson but it's the new version he made of it far more textured and rezised for dod source. (I used the one you have at the beginning of my map but then found his new one it's 200% better.....There is also a destroyed version, but the link seems to not work anymore.

I didn't see any screenshots, but I used it in my map and it looks great. Not sure if you can use it or not, but I figured it was kind of a hidden little secret.

Dustin Diamond
04-02-2007, 09:49 AM
yeah he released it to the community. The flying ones have spinning props too.

yodapower
04-02-2007, 11:21 AM
formo==> your link doesn't seem to work but I'm very very interested by the destroyed model I haven't got it but need it could you pm me the link to the file please???

Formologic23
04-02-2007, 03:39 PM
That's the exact link that was posted in the original thread, and the same way, I didn't hotlink it, Ranson had it set that way. Anyways, PM sent.

Guyver
04-02-2007, 03:53 PM
Oh man, the new shots... *drool*:)

yodapower
04-03-2007, 01:10 AM
thks formo will check and tel you as soon as I get it.

Ranson
04-03-2007, 06:40 AM
To answer your PM, of course you can use them. ;)
Flugplatz was always one of my favorite maps (actually it still is, I never stopped playing 1.3).

I'll try to get the links back up later that day or tomorrow. My webspace went down a week ago and I have to upload everything to the new account.

EDIT: Ok it's back up.

TOP GUN Mav
04-03-2007, 08:27 AM
Beta 2 Released. See The First Post For D/load Link :)

Guyver
04-03-2007, 05:08 PM
It looks pretty good so far..this steam effect is cool. I don't think I've see that in a DoD:S before. :)



The only thing I thought looked odd was that the plane is flying too low.

Are you going to add a full moon?

TOP GUN Mav
04-03-2007, 05:57 PM
I should be doing so with the 3d Skybox.

I just have to figure that one out.

TheMiede
04-03-2007, 09:31 PM
nice, i noticed yellow lighting in some of the screenshots. Thats ****ign awesome and thats the kind of ambience I have been missing from DoD:S maps. I <3 the old DoD1.3 lighting.

yodapower
04-04-2007, 08:09 AM
Ranson: been using your models as well these models are just tooooo cool!!!

and the reskin is just amazing!!

was wondering if it could be possible to have a version of the BF109 with rotating props but on runway (wheels down and waiting, with slower rotating propeller)??

this could be nice combined with a env_hurt to make you cut in pieces as in indiana jones gnarf gnarf gnarf!!!

anyway awesome work m8.... when I first saw this model this is what made me want to make a map with planes.....

nice heat effect TOP GUN MAV and very nice mapping.... love it!

Pvt.Snail
04-04-2007, 08:23 AM
So far so good Mav, don't forget spawn protection...
Giving this a good run on the server the next few days. Cheers.

Formologic23
04-04-2007, 08:50 AM
was wondering if it could be possible to have a version of the BF109 with rotating props but on runway (wheels down and waiting, with slower rotating propeller)??PM sent again. :D

LionelQueripel
04-05-2007, 07:49 AM
I enjoyed having a play on this last night - it's really coming along nicely and is a very good reproduction of the original.

Once issue I found, which I'm sure you're aware of, was that the hangar flag capture was a bit flaky - it was quite difficult for the two players to position themselves correctly to activate the capture animation.

CorPoraL KiLLa
04-05-2007, 08:05 AM
nice work on the map. SS looks great. im gonna have to play test this map myself. gj again.

l3eeron
04-05-2007, 08:34 AM
Where do I sign up to play test this...

I already brought it up with the other admins, we want to put it on our test server

This map should be a blast!


*edit* nevermind, I found it

Pvt.Snail
04-05-2007, 11:25 AM
Had a blast on this map...
1 point, the overhead bomb drop...can it be random instead of it dropping at the same location?

andi1967
04-05-2007, 12:40 PM
great map , but a little bit laggin´!!!

Jimmy Crack Corn
04-05-2007, 01:47 PM
We played it today at lunch and noticed that both 2 cap flags have a capping problem. 1 of the problems was that the capzones were not consistent. You had to be in the exact spot to cap. if you moved slightly to one side or the other the cap would break. The other glitch was this;

http://img.photobucket.com/albums/v47/JimmyCrackCorn/dod_flugplatz_source_b20001.jpg

The cap showed 0 of 2 players capping the flag and it was capping.


Great start, we'll play it with a full server tonight and give you more feed back.

JCC

TOP GUN Mav
04-05-2007, 02:16 PM
Thanks guys,

Yes, I discovered that after I released beta 2 there was issues with the double caps.

This is my fault, I had placed 2 brushes (with same name) at each of the aircraft to allow the players to cap around the wings and body of the aircraft.

I will have this fixed in the Beta 3 release.

Sorry about that guys.

Also, I have managed to pump out an average 15-25 Frames per second (on my own pc) increase for the next Beta 3 release.

I have also added a bright full MOON and a 3d skybox. :)

I'll keep you all posted.

Formologic23
04-05-2007, 03:13 PM
Any chance you can increase the speed of that plane that flys overhead? Going that slow, the plane would crash. Also, why are they bombing their own "runway"?

Jimmy Crack Corn
04-05-2007, 03:33 PM
Also, why are they bombing their own "runway"?

Because you filthy allie dogs were trying to take it over!

l3eeron
04-05-2007, 04:44 PM
I couldnt ask for a better port! As soon as its optimized... I was super choppy on the allied side of the map with all the fires and props. The layout is exactly perfect.

My only suggestions are already mentioned

Make the plane's bomb random, and fix the fps

Guyver
04-05-2007, 04:50 PM
I have also added a bright full MOON and a 3d skybox. :)



YAY!!!

TOP GUN Mav
04-05-2007, 08:22 PM
Hey Formologic,

Thanks for the comments.

Yes, the timing and speed and randomization of the bombs need to be looked at, as does the plane model. Being a Beta I thought I could get around to sorting that sorta stuff later.

I'll probably add the B17 bombers instead (into the skybox)

Thanks for comments, keep em coming, and yes, I reckon the FPS should increase for the next beta release

Formologic23
04-05-2007, 09:04 PM
My props go out to you for keeping it true to the original. Only a couple of spots I was unfamiliar with.

Jimmy Crack Corn
04-06-2007, 08:10 AM
TOP GUN Mav,

We played it again last night with a full server and had a lot of fun on it. No other problems to speak of.

We like the plane and have a suggestion. With the slow flyby maybe you could add a sound of the plane's engine cutting out instead of speeding up the animation and adding a fast plane sound.

JCC

cannon
04-06-2007, 10:24 AM
looks good so far but there's no spawn protection for either team

RosietheRiveter
04-07-2007, 01:42 PM
Very true to the original.. felt like wearing my favourite slippers ;)
We all had smiles on our faces :)

- Played with full server and fps were good, dropping to 40s on the run way.
- You already know about the hud objective 0/2
- green shadows around flames
- balconies blocking smooth exit from ally spawn
- restrictive movement on ally right flank
- wall opening low on the left.
- The hangar door rubble makes sense but clear right side access is relatively narrow

Update:
The map keeps getting voted in :)
We have noticed that the cap zone size/shape is very odd on the 2man caps.
Difficult for even 3 players to get in the "zone"

RosietheRiveter
04-07-2007, 01:43 PM
More pics

Comments from Sunlit forums (http://www.sunlitgames.net/modules.php?op=modload&name=PNphpBB2&file=viewtopic&p=32051#32051)

Sword
04-10-2007, 05:45 PM
It looks the orig. I love the ambient lighting, it looks like there is dust in the air that is being illuminated by the lights, that’s a quality Flugplatz effect!

ShootMe
04-13-2007, 12:43 AM
Is there already a deadline when B3 come out? :)

TOP GUN Mav
04-13-2007, 05:20 AM
Hey Guys,

There has been a little bit of a slow down in progress due to Easter and family, plus I have to go away for 5 days next week.

I shall have Beta 3 ready for release by the end of this month (I hope).

I am really pushing to have all of the detail added to the map before releasing beta 3. That way people can comment more on missed things like, props that hover over the ground, or missing textures, exploits etc etc.

So far I'm about 60% completed on the detailing of the map, so its not far from being just about done. Optimization is coming along too, I've gained an extra 20-25 FPS on my system (Core2Duo with X1950XTX avg 120FPS). So I would love to see performance levels for Beta 3 on a range of systems.

andi1967
04-13-2007, 05:56 AM
Good work man , still can´t wait to play beta3 !!!:D

FuzzDad
04-13-2007, 01:45 PM
But does he have the trebuchet?!?!?

I have to tell you guys...I was at Valve last fall and had one of the EP1/2 mappers pull me aside and tell me he thought this was the only map in DoD 1.3 he thought was 100% thought out...that the rest all looked like we just built them w/o much planning and let our imagination run away (which is more or less true). Of course...he didn't tell me it was the best map...lol.

In this case I remember attempting to produce a perfectly equal layout based on an exact set of design laws...both layout and visual. I wanted to use repeating patterns, a boxy-industrial look, a certain light, have each building "mean" something (hanger, supplies, spare parts, radio room, HQ, etc) and not stray from the original vision. What's funny is it only took me a month to build (although I used part of the para_raiders layout) and a month to test. All the rest of my maps have taken me years. I think there's a lesson in that...

Looks good so far...keep rolling along. I'll join up on Sunlit for a playtest this weekend. I'm really looking forward to it. As to perf...the map lends itself to that with all the 90 degree turns...you should also be able to use a combination of hints and portals to great effect...if there ever was a map to learn how to use those perf entities this is it.

bulwinkl
04-19-2007, 03:47 PM
This is an outstanding map, we've been playing it on our server...

Great design, and a faithful reproduction. We loved it back then, and we're loving it now!! Congrats and thanks to both of you.

I've seen a few suggestions, and the only one that we've come up with, at the 507th.org, that hasn't yet been mentioned (I think), is more of a continuity issue.

This is a german base, clearly by the aircraft and vehicles (inside the base).

My comment is this:

http://507th.net/posts/maps/flugplatz.gif

Why are these signs in english? The main hanger also has some text but is generic enough that it doesn't stick out as much.

Just some food for thought.

Again, thanks!!

ultranew_b
04-19-2007, 10:20 PM
Cool, Once it gets sourcified it will be nice !

:)

TOP GUN Mav
04-30-2007, 11:12 PM
Beta 4 released

Download here: http://home.exetel.com.au/tgm/flugplatz/

Guyver
05-01-2007, 12:01 AM
Woohoo!! :D

EDIT:
The moon looks kinda odd, but as you said, there's still more stuff to do. :)


TOP GUN Mav
05-01-2007, 04:10 AM
LOL, Yeah

I am trying to go for something that looks different. Guess I can work on it. I like the 3d Look, rather than have it as a flat skybox texture with a env_sun used to try create the moon.

I might make it further away and have it so its just visible through the fog, rather than being close to the runway area.

thanks for the comments keep em coming :)

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