[WIP] dod_rmerderet

08-25-2007, 04:13 AM
hi, im am working in a dod_merderet remake for source

the 70% of the map is done, im trying to keep it as the original but with little changes in some buildings. the gamplay would be the same 5 flags (1 man cap).

screens here:

the screens are in low quality because of my grafic card sry.

at today i only have 2 little problems, the ladders i dont know how to make that the players can use them, and the texture of water in the river.

i think it would be great if some of you could help me to finished the map, and adding more details i think this could be a very good map.

thanks. and sry about my english xd

08-25-2007, 08:10 AM
A true to the original Ramelle/ Merderet remake is more than welcome - good luck getting it finished.

08-25-2007, 09:06 AM
You seriously have to rework your textures alignment because some of them are completely ridiculous. Though, I'm glad to see that you're keeping the general architecture of the map intact, and hope to see this as a final product soon :)

Ladders: How to make ladders for DODS (http://developer.valvesoftware.com/wiki/Working_Ladders#Ladders_for_Counter_Strike:_Source _and_Day_of_Defeat:_Source)

08-25-2007, 10:57 AM
that was a great gameplay map, cant wait to see the finished product

Fozzy the bear
08-25-2007, 06:34 PM
I love seeing someone Sourcing all the old 1.3 maps. :] I'm about to load up caen (aka goodwood).

Cpl. Punishment
08-27-2007, 03:56 PM
It's a good start, but you need to dirty it up more. Also, you're planning on adding more props, right?

08-27-2007, 03:58 PM
i think he has a few leaks to work out and get some vis blocking going, then he can add some more props, looking good roke

08-28-2007, 12:10 AM
Make sure your texture scale is 0.25 x 0.25, or only multiples like .50, 1.0, etc.

Good start. Get the entire layout done, then come back through it and bend the roofs as displacements, add some craters, rubble, decals, add some new twists to the old map.

I love remakes, but I also like seeing a mapper use their own creativity to improve upon the original. Good luck

09-04-2007, 04:07 AM
I need some help, i dont know how to make that some `props_statics dissapear when you get so far of them, and when you get closer they appear on the map.

someones know hot to fix this?

and do you know where i can download models for a citroen, and the small motorbike-tank that you can find on map dod_santos in the bridge? i could use them on merderet thanks

09-04-2007, 04:08 AM
Min/Max fade distance...

09-04-2007, 04:39 AM
Hi, Surgeon's citroen models are in this LIST (http://www.dayofdefeat.net/forums/showthread.php?t=58640) but there is no "small motorbike-tank" model yet.

About your models, on your map, you can also use func_occluders, here is a TUT (http://www.student.ru.nl/rvanhoorn/optimization.php?chapter=occluders&PHPSESSID=cdbebe8074efc99467cc08032551100a)

09-04-2007, 06:03 AM
thanks, i solved practicaly all and increased the FPS level, i need to put some more details and textures in german area, and add the citroen in second axis

Im working hard to finished the beta2 this afternoon, so i think it would be available for download soon

i have fast compiled and taken some screens:


09-04-2007, 07:22 AM
With the roofs; Each roof tile texture (or shingle) has an 'Edge' texture, you should use it. Filter 'shingle' on the textures. Also, rotate it on the angle roofs.

With the axis last flag, what looks like you've got the grass texture then made another dirt texture over it. Try use the grass from dod_flash (search flash in textures). Create a displacement, and then paint alpha (which ends up being dirt) for the path.

Texturing still needs a bit of work.

Water doesn't look fixed...

My comments may seem harsh, but I love this map, and would hate to see it not achieve its potential as a dod_source map!

09-04-2007, 09:29 AM

ihave fixed the water and sourcified the german area, i wil have beta 2 soon to play

09-04-2007, 09:59 AM
this was a fun map. lookin good for far

09-04-2007, 10:52 AM
i think this is what he had in mind roke, or this is what i thought he meant


09-04-2007, 11:03 AM
yes that is xD good job

Cpl. Punishment
09-04-2007, 03:54 PM
i think this is what he had in mind roke, or this is what i thought he meant


Now we're talking. :D

Roke, all you have to do is use a few displacements like that and you'll be able to break up those repeating textures. Also, forgive me if I'm seeing things wrong, but in this image:


is there a pathway between the door and the wall that drops into the water? If not, you may want to rethink the placement of that door.

09-04-2007, 06:42 PM
I'm still kinda reluctant towards this map. You seem to ignore the very simple detail of proper texture placement and alignment. It makes the map look cheap IMO. And with all these exploded walls, I wonder where the rubble is?

That building on the right on the last screenshot has a very unrealistic hole in it, what could possibly create such an isolated cavity? :\

09-04-2007, 08:47 PM
Um, its a remake of merderet

Cpl. Punishment
09-04-2007, 09:00 PM
I'm still kinda reluctant towards this map. You seem to ignore the very simple detail of proper texture placement and alignment. It makes the map look cheap IMO. And with all these exploded walls, I wonder where the rubble is?

That building on the right on the last screenshot has a very unrealistic hole in it, what could possibly create such an isolated cavity? :\

I'm pretty sure the map is still in its (relative) early stages. I'm sure he'll add more rubble later on.

09-04-2007, 09:28 PM
I'm pretty sure the map is still in its (relative) early stages. I'm sure he'll add more rubble later on.

He just said he was going to release beta 2 soon, doesn't sound too good to me! Usually, betas come when the map is near completion...

09-05-2007, 01:59 AM
you know there's a big difference between saying you're going to release a beta version and doing it: I for instance thought of releasing my beta of dod_tarmac back in last february loooool and I'm still working on it...

I'm sure he won't release a not-well-finished map as dod_merderet is one of those map lots of players are expecting and hope it will be nicely done...

texture blending, displacement and adding details are IMO the biggest time-consuming parts of dod mapping but it make all the difference between an dod_orange map type and for instance dod_salerno (which is one of my favourite custom and know official)

patience and detail accruacy... are the mapper's best friend! :D

09-05-2007, 09:57 AM
This Screens are older, this was the map today at 16:00pm, at now it is more advanced with more textures on walls(i change practically all textures in bridge area and second axis), grass on the floor, details on all map, and several decals.
i have modify the river and with some help i wiil put some water in it.

i will try to put new screens tonight or tomorrow.


09-05-2007, 10:14 AM
looking better roke, much better. you need to make sure that fixed all those leaks we found, also anywhere there is a displacement surface, you need no draw brushes under them to seal off the light under neath or the light will leak right through the floor. also i am not sure how you did this, but i always use square brushes when displacing like a 256 x 256 brush and keep all surrounding displacements brushes the same size, this keeps your polygons all the same size when u displace and keeps the textures running smooth and the displacement itself from looking weird. i usually plan my map out by where displacements are going and then my buildings, anyway, starting to get there, i will take a look at the file u sent and see if i can find the error u are having

09-05-2007, 10:19 AM
its all about the teamwork :D

09-05-2007, 11:24 AM
yeah roke and myself work together, we have a group called kontrolfreek game studio, http://www.kontrolfreek.com/gamestudio/forums we are always looking for more mappers to join up and help on all kinds of projects or just give us input

09-05-2007, 11:32 AM
also we created a steam beta group http://steamcommunity.com/groups/dodnet

is a public group for all people of this forum, so we could find us playing on servers or chatting, and meet other people, make friends or play together

Sly Assassin
09-05-2007, 02:30 PM
One thing, add overhanging eves etc to the roofs of the buildings, they look to square without them. Maybe also make some of the roof's displacements and give them that sagging feeling.

09-14-2007, 02:03 AM
sry but i have been in the hospital because of a spider dangerous biten xD.

i have returned to work, and fixed all leaks, and some bugs, the river is taking form, i will add some water soon

the fps leves is now better because of optimization

at the moment i only have some problems with infodecals, after compiling i can not see them in the map someone knows why?


i will try to add more details, and textures, and fixed the river, to release the beta 2 as soon as posible.

09-14-2007, 09:15 AM

I want to test it in your server r0ke, please call me ;)

09-14-2007, 02:18 PM
I'd like to see these screenshots in full quality if it's possible, your settings seem to be low

09-14-2007, 11:54 PM
Look better Roke, alot better!

I might suggest adding a cobble texture for the ground of the street (still keep the axis first flag grass though). Try the same ground texture that was in dod_donner.

Fog would add more atmosphere to the map too mate. Heading in the right direction!

09-15-2007, 04:58 AM
My grafic card its a **** only tkaes me 27-30 fps in donner for example.

i could try that another person takes the screens in high quality

09-15-2007, 12:19 PM
always loved this map - good to see a remake

hope it plays as well in source as it did in old dod :)

09-21-2007, 05:36 PM
If you need some high res, full detail, widescreen shots let me know.

Im running DoDS on 2560x1600 (30" LCD :cool: ) full detail, full HDR... screenshots are amazing. Like these (One is TF2 but you get the idea!)

*edit* this one isnt on full detail and not a good sample anyway... let me find a different one.

09-21-2007, 06:54 PM
Who cares if your FPS are slow, you're taking screenshots!

09-24-2007, 05:41 AM
this map looks familiar :D

09-24-2007, 08:44 AM
Who cares if your FPS are slow, you're taking screenshots!

exactly what I was thinking lol

crank it up, who cares what your fps are, you only 1 fps

09-24-2007, 03:28 PM
the work on the map is advancing, i have solved finally the water problem, fixed leaks, increased FPS with some optimization.

and now i only need to work on some textures, and add decals in the map, the beta will be soon


09-24-2007, 09:11 PM
Glad to hear that you need to work on the textures because some of these alignments are giving me nightmares :p

09-27-2007, 01:23 AM
i hope you release the beta 2 really soon, i cant wait to play this map

09-27-2007, 03:47 AM
i will realese the beta version today ;)

10-24-2007, 02:39 PM
Any news on this great map? I want to play it!

I need merderet........aaaarg xD

10-24-2007, 02:47 PM
Hi all,

i am continue working in this map and others, for the next beta 3, it would lot of changes:
Fixed water
Fixed Black walls
Fixed top roof invisible areas
Improved FPS level

i am adding new props, like opel blitz, citroen, bf109 destroyed, allied trucks, cows dead soldiers....

and of course i am learning quite slowly about optimization, and i had excelent results taken between 90-140 FPS in the map, when i only have 30 FPS with 32 people in donner.

i am re-working some areas to improve fps level like axis side, and adding more details and better textures, so i have no screens of first axis flag yet, i will post them when i finished that area, then i wil post an IP and pass to make a playtest of the map.

i have taken some screens to show you how is the work going:

thanks all for the models

10-25-2007, 01:51 PM
Axis First Area:

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