[REL] dod_isigny_b2


LionelQueripel
04-14-2007, 11:03 AM
Fairly large town map. 32 players, 6 caps, with layout based loosely upon dod_caen. Both teams can use detonation packs to open up additional routes around the sides - just watch out for the fire and electric cable as they smart a bit when you touch them!

Lots of sniper hideouts, so keep your heads down.

FPS has tested well on my PC which can struggle on some maps, but haven't been able to really stress test it, so would welcome some feedback and idea of problem zones.

Some work still required around spawn areas as both could do with more protection and some more detail to be added.

See rc1 version (http://www.dayofdefeat.net/forums/showthread.php?t=73385)

BSP file 28MB, compresses to 8MB using bzip2 and downloads in less than a minute for me (4MB broadband).


*Thanks to TheSurgeon for use of excellent Citroen model.

-=SS=- Kurt
04-14-2007, 11:42 AM
Nice map!!!

Can you check your zip file, I'm getting Error: invalid compressed data to inflate.

Thanks, Kurt

ozzerer
04-14-2007, 11:46 AM
i downloaded it twice, but i cannot extract the zip file because of an error :S

LionelQueripel
04-14-2007, 11:54 AM
Odd. I tested it before I posted and it worked fine for me. I am just in the process of uploading a new one. Hope you have better luck with that one.

ozzerer
04-14-2007, 01:38 PM
now it works.
i could go outside the normal map behind the axis 3rd flag. then the tnt behind the bank didn't work. just from inside the bank
would it be possible to make the walls breakable with 2 zooka shots and limit the zookas to 1 per side?

but i like the map. i think there are just some little things to correct and it will be a great map

Darklord2003
04-15-2007, 04:21 AM
Here is a Highspeed Mirror.

No Registration needed.

Link (http://www.dodmap.com/index.php?option=com_remository&Itemid=26&func=fileinfo&id=463)

MauiBuilt808
04-15-2007, 07:00 PM
You only have 15 spawn points on the Axis side. We will fix for our server, but needs to be fixed.

-Doom
powdod.com

LionelQueripel
04-16-2007, 03:16 AM
Thanks for pointing that out. Must learn to count!

Had a chance to play this on Sunlit server yesterday - thanks for trying it out so quickly - and will make some adjustments based on some of the things I picked up on during play.

ozzerer - the tnt works for the axis only on the outside of the bank, and the allies inside. Not sure if I'll make them destructible by bazooka, I'm guessing that the accurate port of Caen will have this functionality to mirror the original.

I'll also replace the player clip - I think I must have moved it instead of copying it.

Someone made a comment in-game about the intensity of the electric cable. I will reduce the amount of damage caused by this.

RosietheRiveter
04-16-2007, 06:32 AM
Mirror (http://www.sunlitgames.net/index.php?module=ExDownloads&func=details&fid=467&cid=2)

Players very much enjoyed the map Lionel.
It was suggested that either the damage from the fire and electricity be toned down or that the wire or fires be moved slightly to allow a player to carefully navigate past them without taking damage.

LionelQueripel
04-16-2007, 07:50 AM
Thanks Rosie. I'll make the changes and post a revised version soon, once any other suggestions have come in.

Rommels
04-16-2007, 01:28 PM
I'll add on to what Doom said about the spawns...
I would make the spawns bigger, no need to bunch everybody into some small space. The axis isn't as bad as the allies.
Also check your player clip around the spawns as I was able to get behind the map because it wasn't sealed in the directions people shouldn't be going. You can walk right though those barbed wire for example.
I would also make it 18 valid spawns per side just to be safe.

Pvt.Snail
04-16-2007, 04:44 PM
Going over the bridge leads to the player falling under the map.

LionelQueripel
04-17-2007, 06:00 AM
Just noticed that Player Clip was unchecked before last compile! Oops. Working on B3 version now.

Jimmy Crack Corn
04-17-2007, 08:11 AM
There's a spot between the allies first and second flag where the allies can get on the rooftops. Are players supposed to be able to get on the rooftops? If so, is there a spot for the axis to get up there also?

If this is an exploit I can pm you pictures if you need them if players are not supposed to be on the rooftops.

JCC

LionelQueripel
04-17-2007, 08:42 AM
Thanks Jimmy - problem should be sorted with next version. (See note above).

Jimmy Crack Corn
04-17-2007, 11:58 AM
You got it Lionel.

I didn't see a post on that specific issue so I wanted to make sure you knew.

JCC

l3eeron
04-30-2007, 11:33 PM
Nice


Ill relay any feedback, give me a couple days to get it on the server and playtest


I did DL and do a quick run through, looks like it'll be some good friendly violent fun =)

6 single man caps, gonna be fast n furious. Itll appeal to the "one-man-army" guys...

and of course all those little ledges for snipers and mgs, nice mix of gameplay (well, we'll see ;) )

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.