[REL] dod_V2_b3 (forest)


ultranew_b
07-17-2007, 04:42 PM
After numerous playtests and bug fixes I'm proud to present the DoD:S community with dod_V2_b3 !

The Setting:

France 1943: Allied soldiers must escort a moving Sherman tank through a heavily defended Axis forest ultimately capturing an Axis V2 rocket camp.

Screenshots:

http://img63.imageshack.us/img63/7964/dodv2ss2fa7.jpg

http://img63.imageshack.us/img63/3048/dodv2ss1bi7.jpg

Number of Spawn Points: 38

Known Bugs: Sometimes players may get stuck on moving sherman tank. If anyone knows the solution to this please fill me in and I'll fix asap!

Very Special Thanks: 3d-mike (http://www.3d-mike.com/) for the foliage and some textures, Inkit, The Surgeon, Dustin Diamond, Neutrino and Pedroleum, The 415clan and Murdergrounds servers for the private testing.


Other Maps by Author:

dod_sora (http://dayofdefeat.net/forums/showthread.php?s=&threadid=59839&highlight=sora)
dod_pier (http://dayofdefeat.net/forums/showthread.php?s=&threadid=63758&highlight=dodpier)
hl2dm_district33 (http://www.lanmaniax.com/maps/html/hl2dm_district33.htm)
dod_flurry_b2 (http://www.dayofdefeat.net/forums/showthread.php?t=69811)
dod_U471_b2 (http://dayofdefeat.net/forums/showthread.php?t=72201)


dod_V2_b3 Changelog:

- added spawn protection for both teams
- added more time
- adjusted respawn times
- fixed point system (thanks Dustin Diamond)
- removed half track
- added advancing spawns for Allies and retreating spawns for Axis
- added custom objective icons for all objectives
- removed linearity so Allies can now blow up road blockades in any order but tank is still required to breach gate before V2 camp can be captured
- fixed lots of small graphical errors
- improved fps
- added killzone under map in case ppl fall under map
- fixed invalid spawn points (from B2)
- unfortunatly at this time there is no known fix for ppl getting stuck on tank



Download (14.2 Mb rar):

Mirror courtesy of bestsharing.com (http://www.bestsharing.com/files/8AKivdj305274/dod_V2_b3.rar.html)

Mirror courtesy of dodmap.com (http://www.dodmap.com/index.php?option=com_remository&Itemid=26&func=fileinfo&id=617)

.exe mirror courtesy of theammocan.com (http://www.theammocan.com/downloads/dod_V2_b3.exe)

Mirror courtesy of dimeric-maps.info
(http://www.dimeric-maps.info/index.phpmod=telechargements&ac=fichier&id=1103)
Mirror courtesy of FPS Banana (http://www.fpsbanana.com/maps/28929)


Looking forward to fragging on the servers !

Enjoy !

Shane
07-17-2007, 04:59 PM
I gotta say, that's a purty map. What is the feedback you're getting on FPS and such?

ultranew_b
07-17-2007, 05:04 PM
People seem to really enjoy the forest setting and gameplay. The majority of people have only played version B1. FPS and gameplay have both improved since then. Time will tell, but I think you could safely compare FPS to what you get in dod_flurry.

Looking forward to playing on a server with ya !


:D

piu piu
07-17-2007, 05:09 PM
its a very nice map newbie! :) will be testing the new beta asap.

but i think it's a pity that there is hardly any shadow (because of the angle of the light and the low luminous intensity). if the trees would cast shadows that would add so much visual depth.

ultranew_b
07-17-2007, 05:11 PM
Maybe next version, but the sky is overcast for now, hence no shadows. Once the gameplay is locked down I agree, shadows and HDR would be nice. I also plan to add oscillating textures on the tree leaves.

:D

piu piu
07-17-2007, 05:14 PM
that all sounds good :)

Darklord2003
07-17-2007, 05:33 PM
Hi ultranew_b

Nice Map.

Here is a Highspeed Mirror for you.

No Registration needed.


Mirror (http://www.dodmap.com/index.php?option=com_remository&Itemid=26&func=fileinfo&id=617)


Mirror sponsored by dodmap.com (http://www.dodmap.com)

ESD|Preston
07-18-2007, 01:04 AM
thx for the fixed version, ultranew_b.

we put the map on our "maps of the week" server, current mapcycle:

dod_adenau_b1
dod_arras_rc3
dod_nightingale_b1
dod_panic_v3
dod_V2_b3


For more infos visit our homepage (http://www.eurosquad.net/vwar/news.php).

Wile E Coyote
07-18-2007, 06:47 AM
I've been online with it. Frames rates are good. Really good. There are many maps out there right now that look 1/4 as good that perform much worse. The map itself is fun. Obviously as I have stated before, I am no fan of "vehicle advance" maps. It hasn't got a thing to do with gameplay; simply put the game was not coded for this and in the current state of the game engine it's not possible to fix certain glitches. In the hour I was on with just 3-4 people about 8-9 times we managed to get stuck on or inside the tank, with in one instance the player actually falling through the map. My only suggestion would be to slightly expand the radius of the trigger around the tank to make it move so you do not have to hug it that closely.

RosietheRiveter
07-18-2007, 09:01 AM
Mirror (http://www.sunlitgames.net/index.php?module=ExDownloads&func=details&fid=484&cid=2)and review

Playing on SunLit Futurama 69.28.221.145:27015 this morning along with the other new maps
dod_snowblind_b1
dod_adenau_b1
dod_V2_b3
dod_courtyard
dod_panic_v3
dod_frostvale_b1
dod_hameau_rc1
dod_nightingale_b1
dod_arras_rc3

|TCO| ZoSo
07-18-2007, 04:50 PM
.exe Mirror (http://www.theammocan.com/index.php?option=com_docman&task=doc_download&gid=179) sponsored by TCO.

dimeric
07-19-2007, 01:18 PM
Mirror (http://www.dimeric-maps.info/index.php?mod=download&ac=afficherid&id=116)

happyernst
07-20-2007, 06:16 PM
Where can we get that tree models? Or is it only for u map by 3dmike? :)

RA7
07-20-2007, 07:33 PM
http://www.filefront.com/?filepath=/lanmaniax/maps/dod_V2_b3.exe

otF yetihw
07-20-2007, 08:20 PM
I agree with most of wile e's comments, otherwise it's a lovely map in terms of its look. It felt slightly pointless getting the tank to the camp only for it to do nothing.

One small thing, really quite inconsequencial, is that the wooden telephone poles appear to have a metal surfacevalue when shot.

B@D
07-20-2007, 10:57 PM
I think the tank should blowup the sand bags once it reaches a certain point that would make more sence than placing a charge on them to advance the tank , I also think a flag version would be great so the axis would not have to camp alot more servers would run it ! I personally like the tank maps yes they need work and have bugs but what beta map dont !

goodshotz
07-21-2007, 01:55 AM
Nice map. I got it on the House of Noobs Server right now. Also I got it in our "Downloads" Section too!

A flag version would be really nice. Two versions...hmmm.

ToAd82ndR
07-23-2007, 07:09 AM
Love the map and i also still love flurry best maps ive seen!

we need more maps like this, we got to many town maps!

I say more countryside maps!

Green
07-23-2007, 07:15 AM
i like the mapsettings. great work!

Guyver
07-23-2007, 02:10 PM
A flag version of this would almost be like dod_forest, which would be a good thing. :)

ultranew_b
07-23-2007, 03:43 PM
I would be interested in creating a flag version. If anybody has suggestions as to the flag placement/# of flags etc. I would be more than happy to whip it up. U could use the overhead map as a template.

It would literally take an hour to fix it up.

:)

Adam^
07-23-2007, 04:22 PM
The version i got off dod maps didnt work, might of just been me though, redownloaded it great map..

B@D
07-23-2007, 09:01 PM
I would be interested in creating a flag version. If anybody has suggestions as to the flag placement/# of flags etc. I would be more than happy to whip it up. U could use the overhead map as a template.

It would literally take an hour to fix it up.

:)

flags I would put them right down the center pathway 5 flags.

goodshotz
07-24-2007, 12:32 AM
I think that the flags should be on the sides near the explosives(2 man caps), and the tank should be included as well. If the flags are on the sides and the hills the focus will not just be on the main road and the gameplay will be more exciting.

There are not many maps with a tank and flags at the same time. I would also like to see the tank go in through the gates after the bags explode.

trooperc7
07-24-2007, 06:25 AM
Is there anyway to get the tank to fire the main gun, much like firing off a flak?..otherwise there is really no reason to move the tank along. It does offer some protection is all i can see.....

HuXx
07-24-2007, 08:42 AM
I think that the flags should be on the sides near the explosives(2 man caps), and the tank should be included as well. If the flags are on the sides and the hills the focus will not just be on the main road and the gameplay will be more exciting.

There are not many maps with a tank and flags at the same time. I would also like to see the tank go in through the gates after the bags explode.

Those are good positions i think.
Great map, really enjoyed it.

l3eeron
07-24-2007, 05:49 PM
Known Bugs: Sometimes players may get stuck on moving sherman tank. If anyone knows the solution to this please fill me in and I'll fix asap!


Make it an hl1 style func_tracktrain, make the train slightly larger than the tank model, and invisible (use nodraw, or player_clip or something). Parent the prop_dynamic to your invisible train. vioala! now players dont get stuck on it. But the problem with this is,once you start the tank moving, you dont have to stand next to it to keep it moving. If you could live that, then this is your solution.

Or you might be able to just parent a player clip to the set up you already have.


I dont know, I dont think there is a perfect way to do it.


Nice lookin map tho, havent play tested it yet.

Is there anyway to get the tank to fire the main gun, much like firing off a flak?..otherwise there is really no reason to move the tank along. It does offer some protection is all i can see.....

Yes, you can. But it seems the mappers has opted not to do so.

...you can also attach at dod_bomb_target to the tank and make it an objective. But again, he didnt do it that way =)

JakeParlay
07-24-2007, 10:19 PM
definitely on my must-try list, really looking forward to checkin it out!

ultranew_b
07-25-2007, 07:35 AM
..

That is how it is done right now exactly and players stick to it. You cannot use the player clip for this.

The tank does fire if the allies win blowing up the fuel tank at the V2 base already.

I'm liking the idea of placing the cap zones near the current bomb depots!

:D

Wile E Coyote
07-25-2007, 05:39 PM
I would be interested in creating a flag version. If anybody has suggestions as to the flag placement/# of flags etc. I would be more than happy to whip it up. U could use the overhead map as a template.

It would literally take an hour to fix it up.

:)okay

IDEA # 1
caps



basically the V2 is cappable (all caps having flags added), the hilltop next to the draw (far side from the V2), the top most (map orientation) explosive crate is turned into a flag and the guard tower by the allied spawn gets a flag below it.


IDEA # 2
destruct



V2 stays destructible. Add 3 more destructables: Axis AA gun (not the 88), halftrack, CCKW truck.
put one bomb dump for both sides smack dab in the middle of the map, very exposed to fire from all sides.
AA is on top of hill pretty exposed (take out a couple trees)
halftrack in very near road fairly exposed
CCKW truck is off to side of road behind cover (or something like that)Or you could add 2 bomb repositories instead of just the one. One in the axis V2 yard and one by the CCKW.

story: allied infantry was dispatched to destroy the installation, axis forces must destroy the strike team and accompanying equipment.

ultranew_b
07-26-2007, 09:38 AM
okay

IDEA # 1
caps



basically the V2 is cappable (all caps having flags added), the hilltop next to the draw (far side from the V2), the top most (map orientation) explosive crate is turned into a flag and the guard tower by the allied spawn gets a flag below it.


This is great ! Seems logical ! I will make a cap version with this layout, thanks !

:)

RosietheRiveter
07-26-2007, 10:15 AM
would you consider going a step forward and "porting" forest?
Your forest landscape is beautiful

HuXx
07-26-2007, 11:26 AM
would you consider going a step forward and "porting" forest?
Your forest landscape is beautiful

You read my mind ;)

Guyver
07-26-2007, 02:10 PM
would you consider going a step forward and "porting" forest?


Yes...YES!!!!:D

Wile E Coyote
07-26-2007, 06:17 PM
Okay reviewed with a basically full server (28th infantry) I played on the allied team.

Let me start with positive:
Had a lot of fun. Liked sneaking up on peeps through the bushes and shooting them in the backs.

Problems encountered:
Much to my surprise, people getting stuck on the tank was the least of the worries. No, the biggest problem was that newbies just DID NOT GET the basic strategy of the map. It literally proved too confusing for the allied team. They just did not understand that you had to keep the tanks moving, also had to detonate the blockades, HOW to get the tank moving, etc, etc. We (the knowledgeable ones) literally talked ourselves blue trying explain it. Meanwhile we literally ran outta time.

The spawn camping on the forward spawns, which a certain person ASSURED me would not happen on a full server, was indeed happening on a full server. After the spawns had advanced I was blown up / machine gunned no less than three times IMMEDIATELY upon spawning. That should NEVER happen :(

The other complaint was low FPS, although I Don't even wanna know what kind of computer they were running since mine is 4.5 years old and ran it fine with a full server.

ultranew_b
08-01-2007, 09:58 PM
would you consider going a step forward and "porting" forest?
Your forest landscape is beautiful


I am looking at this yes. I have never played dod_forest. So, I will have to do some research ! Looking into it as I type. I'm not big fan of re-makes of any map, but this could be interesting !

:D

Shane
08-01-2007, 10:04 PM
I am looking at this yes. I have never played dod_forest. So, I will have to do some research ! Looking into it as I type. I'm not big fan of re-makes of any map, but this could be interesting !

:D

I don't recommend a full remake. The layout was not the best. But, one could take its layout as a starting point.

ultranew_b
08-01-2007, 10:26 PM
What were the problem areas? and what would be a recommended fix? from an experienced players P.O.V.

Oh and who was the original author?

:)

l3eeron
08-01-2007, 10:55 PM
Id have to agree with Shane...

IMO there were several spots on the map that were basically unused, or rarely used. Nothing seemed to flow in regards to assaulting. Not to mention the sniper decks/bunker set up turned even the greediest of flag rushers into s'more lovin campers. It just didnt promote forward motion. Plus, I always felt the layout split each team in half, so you'd have two seperate "fronts" going on. Making it damn near impossible to get any kind of team work going in a pub environment. And of course... its major malfunction... it's horrendous 5 minute march to the battle front.


Still, it was an awesome map in the right situation.

Im imagining an outdoor map like the size of Donner... a blown up, burning fortified forest would be original and even down right eerie all sourcified :D something like highlander with rougher woods, and a more thought out, strategic flag/det/scoring set up.

Just my 2 cents, thanks for listening

Sly Assassin
08-02-2007, 12:09 AM
Once I'm finished with my current dod project I'm going to do an altered dod_forest remake :)

HuXx
08-02-2007, 10:19 AM
i just have to reiterate here, that this map has the nicest and most playable forest i have seen so far.

Nice Job :cool:

happyernst
08-02-2007, 11:09 AM
Oh and who was the original author?



I think it was Waldo.

Grippy
08-02-2007, 03:32 PM
I think it was Waldo.

DOD_FOREST, created by Brian "Arcturus" Schurko (arcturus@dayofdefeatmod.com) ;)

Hintzmann
08-03-2007, 02:43 AM
I like your escort map :D

I would also suggest as Wile E Coyote said, to expand the radius of the trigger around the tank. But remove it in front of the tank.

There do not seem to be a reason for the Allies to move the Tank forward. I would suggest, that you give the Sherman a job to complete. Maybe a short scripted battle against a Tiger tank—all though the Tiger would properly have won back then. Or it could clean out a couple of MG-nest with deadly automatic machine guns or it could be a Leichter Panzerspahwagen Sd Kfz 222.

I do not know if it is possible, and it would only be eye-candy. But try to spawn dust under the tank as it moves. Also try if env_shake would work. I think it would give a cool effect.

l3eeron
08-08-2007, 02:02 PM
I would also suggest as Wile E Coyote said, to expand the radius of the trigger around the tank. But remove it in front of the tank.


I dont think that's possible the way he he has it set up. If Im right, the tank is a prop_physics that has "reaction" to player movement, in a zone defined by the size of the prop itself. In other words the "triger area" is around the tank in all directions. You can't "cut off" the trigger area in front of the tank.

ultranew_b
08-08-2007, 02:15 PM
I could set it up that way easily. It's simply a trigger "volume" that can be placed/set to any size I choose. It's actually a good idea !!

:)

l3eeron
08-08-2007, 02:20 PM
:D I stand corrected


thx Ultranew_b

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