[REL]dod_drizz_b2
fishy
04-11-2007, 07:07 AM
A small to medium sized outdoors map, put together mainly from displacements and props. I've set the fog and the model fade distances to around 2500 units, which still allows reasonably long lines of sight for snipers, without hurting my framerates too much.
I've had fun testing it 1-on-1 with a mate, and I think it could probably take 8-on-8 before it starts getting too crowded.
Download from http://www.invalid-brush.com/maps/dod/dod_drizz_b2.zip
pics;
http://www.invalid-brush.com/dd/dd1.jpg
http://www.invalid-brush.com/dd/dd2.jpg
http://www.invalid-brush.com/dd/dd3.jpg
http://www.invalid-brush.com/dd/dd4.jpg
http://www.invalid-brush.com/dd/dd5.jpg
http://www.invalid-brush.com/dd/dd6.jpg
http://www.invalid-brush.com/dd/dd7.jpg
http://www.invalid-brush.com/dd/dd8.jpg
RosietheRiveter
04-11-2007, 09:11 AM
Mirror (http://www.sunlitgames.net/index.php?module=ExDownloads&func=details&fid=466&cid=2)
What a switch from mortimer
Noticed that the axis first flag is buried in the tank
Jimmy Crack Corn
04-11-2007, 11:31 AM
Hey fishy,
Looks good! We'll be playing it at lunch today if you want to drop by. Check the [415] forums again I have a pm for ya.
Lunchtime gameplay starts @ 11:45am pacific. We are -8hrs GMT.
JCC
Jimmy Crack Corn
04-11-2007, 02:01 PM
That was fun today fishy. We had 8 on 8 and the map really didn't feel crowded. Well play it again tonight with 24 players to see how it feels. Both teams were able to cap out.
We were talkin about increasing the flag timers a little bit. Instead of being instant caps maybe each first flag being 1 or 2 seconds and the middle flag being 2 or 3 seconds. We'll talk about it some more tonight and get back to you.
JCC
Jimmy Crack Corn
04-12-2007, 08:16 AM
fishy,
We played it last night with a full 24 player server. The game play was furious. There were 5 total cap outs in 45 minutes. 3 for the allies and 2 for the axis. The map didn't feel crowded but you knew you were always going to run into an opponent.
For those who like an in your face kind of gameplay in a full server, this map will fit the bill.
JCC
Hell Phoenix
04-12-2007, 11:07 AM
Boo fog....doesnt anyone else get people in their servers able to see right through it like its not there? We have had to remove all our fog maps because there were so many. Looks great otherwise though.
ultranew_b
04-12-2007, 11:18 AM
Even if u manage to remove fog, mappers utilize something called "farz clipping". Which basically means the level just disappears out of fog range. Which means removing fog gives no advantage whatsoever.
Removing a level cause of fog is silly.
Jimmy Crack Corn
04-12-2007, 11:26 AM
We've found that everyone who runs the GeForce 8800 series video cards don't see the fog. Don't know if this is fixable or not.
JCC
Wile E Coyote
04-12-2007, 04:40 PM
Yes, I am running into this problem a lot too. People nailing you well beyond any conceivable visual range on foggy maps - not luck shots, they can actually see you.
http://forums.steampowered.com/forums/showthread.php?t=539447&highlight=GeForce
Hell Phoenix
04-13-2007, 08:51 AM
Exactly Wile...we have speced many people and some dont even realize that there is supposed to be fog. No setting will give it back to them. Im also sure there are people who do it on purpose but either way its annoying. It sucks that we cant play awesome maps cause of it.
the_irate_pirate
04-13-2007, 10:30 AM
god bless vista and DX10 - everyone go buy $500 vid cards - NOW!
Anyways, I just think it's wiser to stick to XP and DX9 cards for now.
fishy
04-13-2007, 03:17 PM
:rolleyes:
Wile E Coyote
04-13-2007, 04:06 PM
Not really fishy. People were making a complaint about an aspect of your map that has a huge impact.
I am in fact planning on starting another thread about this particular subject after I get a chance to make sure one isn't already started.
fishy
04-13-2007, 07:17 PM
Not really fishy.
In the picture, the train isn't completely derailed. :p
I read through a good few chunks of that thread you linked to, and it's quite sad that valve seem to be saying that they fixed some screwed up fog rendering by turning off fog altogether on affected cards. So really, the complaints above are less about an aspect of an individual map, and more about an aspect of a particular gfx card.
It's all academic now anyway. The guys on the 415 clan server gave the map a good going over, and came up with some suggestions. The suggestions were easy enough to implement, so I compiled a b3 version for them. The feedback from that pointed out some spawn defense issues before I got around to posting it here. I'm compiling b4 atm, so I'll post a new release thread for that either tonight or tomorrow.
Darklord2003
04-15-2007, 04:27 AM
Here is a Highspeed Mirror.
No Registration needed.
Link (http://www.dodmap.com/index.php?option=com_remository&Itemid=26&func=fileinfo&id=464)
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.