dod_nameless WIP

10-04-2007, 01:41 PM
Well this is my map i have been working on for the last couple of days. i have yet to come up with a map name, so its nameless for now. Ok but here is the premise, The Americans are en route to their next position where supplies have been dropped, when they are ambushed by the Germans. The Americans take cover in a nearby trainstation. In need of supplies the Americans need to make a move before the Germans close in on them.

The map is being designed as a push style objective map. the map isn't based off of any real battle, i just wanted to make a map unlike any in dod:s so far. the first objective is the Americans must make their way to the supply crates, with both paths along the road under heavy fire from the Germans, the Americans must derail a train and drive it straight though a wall to open up a different escape route. Once this is achieved the Americans will continue their push forward in search of the supply crates.

The supply crates landed in the nearby streets next to a restaurant, the 2nd objective is to capture and hold the cafe along with the supplies. As the Americans do this the Germans are repositioning and have called in for an artillery support and are now are after the supply crates as well but more importantly the restaurant position.

If the Americans can successfully hold the cafe, they will then need to overtake the germans and capture the building which holds the radio tower. I haven't decided if the Americans should blow up the radio tower or simply capture it, becuase the radio tower sits on top of a 3 story building.

Here is a wip video of the trainstation.

The whole look of the map will be redone once the layout, the paths, the destroyables are completed.The look really isn't my main focus right now, i simply want to focus on gameplay.

The Americans will have 1-2 different spawn points for each objective, as opposed to the Germans which will have many different spawn points, so that the Americans will not always know where the attack is coming from.

I need help with several things though, I looked at how to make moving spawn points at dod federation and the tutorial file is missing. if anyone know how to make the advancing spawn points please let me know how.

What I also need help on is making re-supply stations, ammo resupply and med stations that heal up to a certain percentage.

The last thing i need help on is creating props, mainly rubble that stays on the ground after something has been blown up, i remember a tutorial map for this a while back, but the download is missing for that file as well.

Any help on these three thing would be awesome.

Update #1 Oct 7th, 2007

Ok I now have the advancing spawns and objectives working to how i want them. I will work on making the map look a little better but basically just to clean it up. Many buildings will share the same texture so that the main focus is the gameplay for now.

Start Train

Objective 2 Run train through wall.

Objective 3 Capture Cafe ans secure supplies

Objective 4 Blow Up Extra TNT stash

Allies Spawn Point 2

Phone Pole can be desttoyed for extra routes

Map's basic layout

10-04-2007, 02:51 PM
it looks nice, very different from other map styles, but when you captured the first flag i seems that you get "crashed" or "stop" inside the train xD

Cpl. Punishment
10-04-2007, 04:33 PM
Interesting idea.

10-08-2007, 01:51 PM
Updated with screens and basic map layout.

Fozzy the bear
10-09-2007, 12:53 AM
I like it, but can you please add realistic lighting. It looks like the type of lighting you get when you have leaks in your map.

Cpl. Punishment
10-09-2007, 04:42 AM
mat_fullbright FTW!

Also, please replace the junked cars with the Citroen model ASAP.

10-09-2007, 09:11 PM
yea i didn't compile the lighting to test out the map, and yea the junk hl2 car will not be in there.

otF yetihw
10-10-2007, 08:39 AM
beware the one named 'stretch to fit' in the texture application tool. and yeah the lighting could do with some improvement, also make sure you add env_cubemap's around the map and build them in game.

10-10-2007, 11:36 PM
Well, he DID state that he's looking for gameplay first, and then looks. But with what I'm seeing, you should've spent at least some decent time making the look of your map because it looks bad :s

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