I have been working on this map for several months. There are 5 flags and 2 double caps in a style similar to anzio or lennon. Thanks to the guys at sunlit for their help testing the map.
I created custom collision models for most props to allow bullets to pass through. Most of columns, light posts, doors, windows, and other static props do not reduce or stop bullet damage. I created some spammable walls by changing material types to glass. It sounds a little weird but adds to the gameplay. This version is a little light on props and decoration. Getting stuck on physics props is one of my pet peeves.
I will get screenshots up later today.
06-05-2007, 03:19 PM
hmm.. i don't know... why put an obstacle there in the first place if you can't use it as cover?
i don't see the point in getting shot through a massive brick wall by a pistol...
06-05-2007, 03:48 PM
Playing on both SunLit Servers
Note that on the first picture, only the outside parts of the rubble is spammable. In addition, most of it is thick enough that many bullets will simply be stopped. The obstacle on the second picture was originally added to help deal with nade spam on the axis entrance to garden. By making some other changes, I fixed the problem but the obstacle never got removed. I will do some testing for the next version to see how gameplay changes if I remove the obstacles or change them back to brick.
I put spammable walls in the map because I like them. They give more options to the players and the mapper, add an additional layer of skill to learn, lead to memorable kills, help deal with left peeking and proned left peeking, and remove some of the luck when fighting between a railing texture or prop that blocks about half the shots.
For reference, an 8 unit thick wall reduces rifle damage to 5/8 and heavy damage to 1/2. A 16 unit wall reduces damage to 1/2 and 1/4. If you have admin access to a server, set sv_cheats 1 and sv_showimpacts 1. This lets you see exactly which walls are spammable. I believe there are lines coming out of the bullet impact point on the spammable walls. Due to the way damage in dods is setup, they will rarely make a difference unless you got hit in the arm by a kar/sniper or 1 hit by a garand. In pubs, you will rarely notice them. For competitive play, they can be a nice addition to the map.
Copied the links wrong. Pictures should work now.
06-06-2007, 01:47 AM
None of the Screenshots work
06-06-2007, 05:48 AM
Thanks OJN...will give it a run. Cheers.
06-06-2007, 10:13 AM
I'll have a look at this tonight, but from the screenshots I can say it needs 'sourcifying'. I looked at a couple (for instance http://img485.imageshack.us/img485/2887/doddelugeb20002en3.jpg ) and it could almost be a 1.3 map. Get some nice displacements in there.
*http://img61.imageshack.us/img61/9302/doddelugeb20006lv6.jpg - use stairs instead of ramps and read up on displacement roofs
06-10-2007, 07:41 AM
I just had a look at the screenshots and it looks like all your settings are set to low or you have used some textures which look like 1.3. It looks like you have got a good map, if your computer specs are not the best then I will understand if it does not look the best.
06-10-2007, 08:13 AM
In response to zonetrooper,
Until recently, I was pretty serious about league play with cal and tpg. For that reason, I have an fps config that turns down graphical quality to improve framerates in high load situations. For example, there is no hdr, low texture quality, directx 8.1 and other settings to improve framerate. I have played with my config so long that it just looks normal to me. When I took the screenshots, I was in a rush so I forgot to go to the default config.
For reference, the map has no 1.3 textures. There are several custom textures that we created on our own. One of them is apparently very close to a 1.3 texture and I get a lot of comments about it.
Right now, the two low fps spots in the map are in the corners of the double caps. The framerate for me with a fps config is about 150 fps. This is my self imposed lower limit. I have not done much optimization. Once I do some optimization, I can do a little more detail work on the map.
06-12-2007, 06:29 AM
Here is a Highspeed Mirror.
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