[WIP] DoD_Colditz

07-16-2007, 04:06 AM
This map is based upon Colditz Castle (Oflag IV), which was used between November 1939 and April 1945 to hold Allied prisoners of war, mainly officers.

The Castle was divided into two distinct areas: Allied buildings, including quarters, exercise yard, cells etc and the German buildings including Headquarters, workshops, living quarters etc.

This map is a combined detonation/flag capture map. There is a time limit of six minutes in which the Allies must escape the castle. However, before they can escape, they have to break out of their living quarters (or cells if they are in solitary confinement).

To do this, they have to locate the TNT store (or one of their hidden demolition hordes) and use the charges to break out.

Additional detonation points are located around the castle, and these can be used to open up alternative escape routes. Blowing these charges also increase the amount of time the Allies have to escape.

The map is set at night (only a fool would attempt an escape during daytime), so the atmosphere is dark and moody.

This map features a combination of open spaces (the two main courtyards), and interior fighting (the staff quarters and sewer), so should suit all weapon classes.

Most of the main structure of the map is complete, with just the map fringe to be completed. More detail needs to be added, along with props, displacements and overlays to give the castle a more lived-in appearance, further optimisation and a mini-map.

The map will be ready for gameplay testing soon, so if anyone can help with this, please drop me a line.








07-16-2007, 04:34 AM
Very interesting setting! Congrats on the idea!

Maybe you could brighten it up a tad using some streetlights and wall mounted lamps - more contrast, and this will look awesome.

Keep it coming!

07-17-2007, 09:42 AM
Albatros;1067855']Very interesting setting! Congrats on the idea!

Maybe you could brighten it up a tad using some streetlights and wall mounted lamps - more contrast, and this will look awesome.

Keep it coming!

The map does appear brighter in real-life compared to the grabs, but ddding the extra lighting as you suggested has made a marked improvement. Thanks for the tip. :)

09-07-2007, 07:42 AM
I'm almost ready to release a beta version of this. Some recent screenshots:
















09-07-2007, 08:26 AM
nice looking map

Ol' Noodle Head
09-07-2007, 08:50 AM
Whoa! Where did you get the grand piano and those big barrels?

09-07-2007, 09:05 AM
very nice

09-07-2007, 10:28 AM
Whoa! Where did you get the grand piano and those big barrels?

Here you go...


Juan Nadie
09-08-2007, 09:41 PM
The idea is very cool and the map looks great !

Hope we can play it soon.

Where did you found the axis truck?


09-08-2007, 11:28 PM
Where did you found the axis truck?

Check in the model's section (releases) on this forum.

Ol' Noodle Head
09-09-2007, 09:00 AM
Personally I think you went a little overboard in lightening the map. Otherwise it looks neat, and good job on using some custom models.

09-13-2007, 08:42 AM
Like the idea a lot !

However, I also think you added a bit too much light.
Now it is almost like daylight.
I suggest to darken the map again.

Now it seems like we are never content !
First we ask to lighten it up and when you do that, we ask to darken it again !
Shame on us !! :D

The map is looking great !!

09-13-2007, 09:06 AM
I would agree. The lighting looks odd. All these bright lights everywhere and the sky is pretty light.

With the right lighting and with it strategically placed, you could probably make the map darker and light the really dark areas to even it out a bit.

09-13-2007, 09:22 AM
I think the lighting can be altered a bit, but having said that, it appears completely different on the two systems I tested it on.

On my home PC, the lighting is just about right. On my work PC (which doesn't have such a good graphics card), the map appears very dark.

If I compare the map to say Avalanche at night, that map is pitch black in most areas when viewed on my home PC - to the point that I find it unplayable.

I'll monitor feedback over the coming weeks and balance the lighting accordingly in the next version.

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.