[REL] dod_fireshorts_b1


StreamlineData
08-22-2007, 07:29 PM
I'm releasing my map, dod_fireshorts_b1. It's largely based on the DOD 1.3 map, dod_adreanalin by DarkWing. I've tried to follow it to the best I can, with my own "interpretation" of it. It's actually a pretty small map. I loved this map in 1.3 and I just hope people would enjoy this one just as much.

I haven't yet tested it with more than 1 player, and my optimization skills suck, but I'm getting about 60fps (lowest) to 300fps (highest) and my system is a year and a half old (apparently the ATI X800 isn't that great anymore?). [As a comparison, I've been getting 20fps on dod_lennon]. But aside from optimization, there aren't any issues that I know of yet.

There are 5 flags:
1-man 0.1s Axis 1st cap
2-man 3s The Park cap
2-man 5s The Crater cap
2-man 3s The Church cap
1-man 0.1s Allies 1st cap

Support for up to 64 players (although it's not needed) - 32 spawn points on each side.

Screenshots:
Up Above (http://sld.dod-federation.com/source/fireshorts_b1/fireshorts_b1_001.jpg)
Allied Spawn (http://sld.dod-federation.com/source/fireshorts_b1/fireshorts_b1_002.jpg)
Northside (http://sld.dod-federation.com/source/fireshorts_b1/fireshorts_b1_003.jpg)
Axis Spawn (http://sld.dod-federation.com/source/fireshorts_b1/fireshorts_b1_004.jpg)
The Church flag (http://sld.dod-federation.com/source/fireshorts_b1/fireshorts_b1_005.jpg)
Behind church (http://sld.dod-federation.com/source/fireshorts_b1/fireshorts_b1_006.jpg)
Southside (http://sld.dod-federation.com/source/fireshorts_b1/fireshorts_b1_007.jpg)
Axis flag (http://sld.dod-federation.com/source/fireshorts_b1/fireshorts_b1_008.jpg)
Allied flag (http://sld.dod-federation.com/source/fireshorts_b1/fireshorts_b1_009.jpg)
The Park flag (http://sld.dod-federation.com/source/fireshorts_b1/fireshorts_b1_010.jpg)

Download:
Download from SLD@DODF (http://sld.dod-federation.com/source/dod_fireshorts_b1.zip)
Download from DODmap.com (http://www.dodmap.com/index.php?option=com_remository&Itemid=26&func=fileinfo&id=798)

Thanks for playing/testing this map!

Cpl. Punishment
08-22-2007, 08:19 PM
Before releasing it, I would recommend setting up a playtest of it with the maximum amount of people. You may find parts of the map that need optimization or bugs/exploits/holes that need to be fixed. It's also good to see how the gameplay flows on the map. Maybe you should temporarily downgrade to WIP?

The map looks good so far. A bit clean, from what I remember of adrenalin, but still pretty nifty.

StreamlineData
08-22-2007, 10:04 PM
True, I've actually tried looking for a server to do some playtesting on, but some either don't offer it anymore (or don't seem to), or I can't find where it says I could ask to playtest. Which is why I'm releasing it as a Beta 1. Putting it out there so people can test it.

If you've seen any of my other maps, you'd see that I like to "keep it clean". And actually, adrenalin is pretty empty in terms of "added details" (models, etc).

I hope some server ops load the map on to their server, I'd REALLY like to see it in action.

Pvt.Snail
08-23-2007, 03:32 AM
On our server and will be running through it tonight. Cheers.

RosietheRiveter
08-23-2007, 07:56 AM
First and foremost
THANKS for an adrenalin remake

We played it last night
Fps are great
Minimap included although the map was so familiar in layout, we didn't need it to figure out routes :)

We didnt find any obvious glitches but did have some observations.
One of the spawn exits, on both sides, over the sandbag requires crouching and a slow creep forward. Can the sandbag be lowered in height to allow an easier egress?

The shrubbery between the axis spawn and the church is very thick and allow hiding players to be almost invisible. That alley allows some pretty intense spawn camping as is and the foliage made it even nastier.

StreamlineData
08-23-2007, 08:33 AM
We played it last night
Fps are greatI suppose if somebody volunteered to help me optimize the map (I couldn't optmize to save my life), the FPS would be even greater :D
Minimap included although the map was so familiar in layout, we didn't need it to figure out routes :)I did try to keep true to the original :)
One of the spawn exits, on both sides, over the sandbag requires crouching and a slow creep forward. Can the sanbag be lowered in height to allow an easier egress?I've noticed that, actually. I wanted to keep opposing players out of spawn so they don't spawn camp. I'll lower it anyway, hoping people won't enter spawn.
The shrubbery between the axis spawn and the church is very thick and allow hiding players to be almost invisible. That alley allows some pretty intense spawn camping as is and the foliage made it even nastier.Noted. Thanks :)

If anybody could help me figure out how to make a "hurt" wall or a "push" wall, that would be *really* helpful! :)

@Pvt. Snail: Awesome, thanks! :)

Pvt.Snail
08-23-2007, 09:35 AM
Just ran through it on a dry run as Allied.
Also found the allied spawn exit through the building is where you have to crouch to get through, slowing your exit into the game.
I also agree with Rosie on the shrubbery throughout the map, by allowing players to 'hide' in them the 'camping' becomes more of a factor then the intense game play I am sure you wished to capture.
Will know more in a few hours when the players begin showing up. Cheers.

RosietheRiveter
08-23-2007, 11:31 AM
I hope some server ops load the map on to their server, I'd REALLY like to see it in action.
Its on both SunLit servers as of last night
Running a playtest (http://www.sunlitgames.net) at 9pm edt tonight and set up a comment thread

Darklord2003
08-23-2007, 12:22 PM
Here is a Highspeed Mirror.

No Registration needed.


Mirror (http://www.dodmap.com/index.php?option=com_remository&Itemid=26&func=fileinfo&id=798)


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

RosietheRiveter
08-24-2007, 09:11 AM
StreamLine Data
You can read some of the comments here (http://www.sunlitgames.net/modules.php?op=modload&name=PNphpBB2&file=viewtopic&p=35113#35113)

The layout of the map is very true to original
The scale of the map felt small to me, like I was in a doll house.
Does that make sense to you? The map could work 6 on 6 but will be congested and hectic on a pub server with 20 players.

The tank in the ally spawn was huge. Maybe a jeep could provide cover instead?
The pics are of the spawn exits where crouching was necessary.
Maybe have "push" protection in lieu of the high sandbags.
The ally left hand exit was confusing. Players moved into the 3 dead end rooms instead of out towards the exit. The table in the axis spawn blocked smooth exit and the stairs behind it drew players hoping for window to snipe from to protect axis first flag.

RosietheRiveter
08-24-2007, 09:15 AM
- Looking out the double windows over the flag in the park, the outside of the map was visible
- door jams caught shoulders
- Players can completely hide in the shrubs but still see out
- couldnt move between the columns and the pews
- cant run over this pile of rubble. needed to jump. Other rubbles were good

RosietheRiveter
08-24-2007, 09:16 AM
there was one spot where you couldnt run out of the crater
the rest of the crater was fine

goodshotz
08-24-2007, 04:09 PM
Got in on the House of Noobs Server Rotation.

StreamlineData
08-26-2007, 04:19 AM
Alright, I'm still working on the beta2 release, but here's what I've done so far:

- Reduced shrubbery throughout the map
- Reduced props in spawns
- Reduced spawn points to 16 spawn points on each side (32 spawn points in total)
- Changed 2-man "The Crater" capture to a 1-man Capture
- Changed Tank model with Jeep model in Allies spawn
- Changed/Added Spawn exit for Axis in southside building
- Changed/Added props & debris in The Church (moved pews)
- Added window to northside Axis spawn building by the first flag
- Increased space / Reduced the number of dead-ends in Spawns
- Increased height of "border walls"
- Increased widths of some pathways
- Decreased height of spawn exit sandbags on both sides
- Decreased lighting brightness in some places
- Fixed crater & rubble "stickiness"
- Fixed doorframe "stickiness"

What I'm in the middle of, and finishing tomorrow:
- Create blast hole in church wall between flag and street
- Create crater where Church Flag currently is (a la "The Warehouse" in dod_adrenalin)

I'm not sure if I'll increase the size of the map just yet. I want to know if the changes I make now will be good enough (taking out walls, etc). I think the size of the buildings are pretty good (what do you guys think?), and the streets are fine *to me*, but if you guys think that it's feeling a bit cramped, and most of the action happens in the streets, then I'll just increase the size of the streets.

Anything else?

RosietheRiveter
08-26-2007, 05:20 AM
OMG
I should have asked for a Carribean cruise... I have a feeling you would have delivered it too ;)
Link us up for the next version and will get the gang together for a playtest.
Thanks!

StreamlineData
08-28-2007, 03:45 AM
OMG
I should have asked for a Carribean cruise... I have a feeling you would have delivered it too ;)Okay, when do you want to go on your cruise? Do you have a cruiseline preference? Any particular spots you want to visit? What's your budget? How many people do you want to take (including yourself)? Any kids (I do believe some packages offer a "kids price".. not sure about that part). How long do you want the cruise to be?

;)

HuXx
09-16-2007, 01:16 AM
Well done on that list of changes, you seem to have everything convered there as far as i can remember.
I agree with Rosie's comment about "playing in a doll's house". For me also, my only thing is that the map seems squashed compared to my memory of the original. Its almost like you need to grab it by the top right corner and bottom left and pull (bit like a clip art piccie :p ).
Other that that, cant wait for the next release, keep up the good work.
Well done and thank you for a mini map also. :cool:

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