10-12-2007, 08:09 AM
hi chaps and chapesses. :-*
i would like you guys to be one of this first to see my new creation dod_flasher.
a sprussed up dod_flash, THAT WORKS!

one of my fav maps in dods is flash, fast paced, tight map. the only downside is the bottleneck at the midde flag, great sometimes but as soon as the mgs set up its game over....

So what do you do about it?

fix it!

thts right, with FLASHER the middle is no longer the bottleneck it was, still the centre of attention but no longer an mgs heaven.
new routes, new models, new layout, NEW MAP.
everything FLASH should have been.
you've played flash at night , you may have even played flash with snow
now play it the way VALVE meant it to be....


thx to all the mappers and modellers who are trying to keep Dods on the map! keep up the good work!

download the MAP file here

10-12-2007, 08:22 AM
Well this came out of nowhere, i'll give it a look.

10-12-2007, 11:34 AM
now play it the way VALVE meant it to be....

Hmmm. You know Valve meant it to be played this way?

10-12-2007, 12:10 PM
has no one else noticed that Flash seems unfinished?
maybe a little rushed?
all these lovely textured rooms blocked off?
half the map clipped?

emmmm i would say so.

10-12-2007, 12:28 PM
Yup. On server now. Cheers.

Fozzy the bear
10-12-2007, 05:14 PM
I like the use of the wheat or cornfields in the map.

10-12-2007, 05:30 PM
cornfields courtesy of pedroleum, yes there very well done.
ive made them solid just so the field doesnt become a camp fest.

10-13-2007, 05:52 AM
Mirror with info in spanish. (
Madrid (Spain,Europe)

No Registration

External Mirror (
Barcelona (Spain,Europe)
No Registration

10-13-2007, 06:00 AM
n1 Roke , got some nice maps yourself bud. Keep up the good work.

10-13-2007, 01:30 PM
Here is a Highspeed Mirror.

No Registration needed.

Mirror (

Mirror sponsored by (

10-13-2007, 03:21 PM
n1 thx again to everyone.

Qaddafi Duck
10-13-2007, 04:32 PM
Nice job!
Thanks for doing something about the middle "sore" point of Flash. Mucho's more fun. Stuck in the cornfield tho, you can get to the side by the fence on a path, but you can't get out. Maybe clip it or make it traversible.

Enjoying this on

10-13-2007, 04:36 PM
few bugs noted, will fix next few days :

allies spawn sticky players
allies spawn 1 player spawning in the ruins
stairs cupboard at top blocking
crop a little sticky

testers didnt find these. cheers and hope you all enjoy.

piu piu
10-13-2007, 05:12 PM
nice job woody!

one more bug (not sure if that is something you can fix or even if it will ever occour again):
when i played your map something happened that has never happened before. i (axis) was in the middle, took the flag (got a point for that), didn't move and then got knifed from behind by someone. then of course he immediatelly took the flag back. the strange thing: it then said that him AND ME took the flag, both in green letters (though i was axis) and i got another point for that (though i was dead). did you change the flag-timings or something?

10-13-2007, 06:24 PM
NOPE, but i have seen that a few times on most maps. Probably an update from steam that has cause a minor glitch. its really annoying especially when its the last flag and you help to win the round for the other team.

10-14-2007, 01:14 PM
I've never noticed that on any steam games orange box release. Granted, I saw it on team fortress... it said that I assisted an opponent in killing my own team mate.

10-14-2007, 01:22 PM
I've experienced that before, it's certainly not a new issue.

10-15-2007, 01:06 AM
Have it on both of the -=[House of Noobs]=- Servers, and in our Downloads Section. No registration needed!!!

I tested it with a few of my guys and this is what we found:

Everything looks great with the exception of the Corn Field issue. The idea was good but I don't understand why you made it so you can't walk through it like other maps that have corn fields. You can walk across it and even place an MG on it if you wanted, which will be an annoying nighmare. It also makes it very predictable where someone is going to walk out of instead of a random spot that makes it more exciting an unpredictable. It's very unrealistic to walk on the tops of the corn field unless you are Jesus or Chris Angel. Also if you throw a nade at it it bounces off instead of falling somewhere in the field.

I would also like to see a vehicle in the corner somewhere in there too. It would add to it. The new tank you got in the axis area is kick ass, as well as the car with the blood in it in the allies area. Maybe a tank in the corn field facing down that long stretch to the middle area would be a go place instead of those bushes. Or in that little section in that empty area when you first enter on the left, on the axis side. It would give some place to hide next too. It seemed like something was missing there.

My $.02.

10-15-2007, 04:31 AM
thx for the reples, seems everyone is going towards non-solid cornfield, ill will get a few tester to have a go with this and see what the generally feeling is, my only reason for making solid was simply to stop mg's from be virtually immune by hiding in the corn.

i could of course clip the top of the corn stopping peeps getting on top.

walk thro the crop yes or no ?

would like to hear other peeps views. thx

piu piu
10-15-2007, 05:31 AM
walk thro the crop yes or no ?
yes. it just doesn't "feel" right the way it is right now.

10-15-2007, 06:56 AM

all bugs fixed, cornfield being tested tonight.

update screenie, thx to ranson for the top notch model.

10-15-2007, 08:12 AM
walk thro the crop yes or no ?

Many on the server would like to see the corn field as a 'walkthrough' type. Cheers.

10-15-2007, 08:14 AM
thx snail

10-15-2007, 11:35 AM
We played it this weekend and it was a big hit ! Thanks a lot !

As Snail said, many on the server would like to see the corn field as a 'walkthrough' type.

Thanks again.

10-15-2007, 01:19 PM

What a coincidence.

piu piu
10-15-2007, 01:53 PM
What a coincidence.
thats what i thought too. :D

maybe the pilot believed he could land her there but then found out that the "field" wasn't really that large.

10-15-2007, 02:36 PM
Excellent map.
Defo agree that corn feild shoudl be walkthru tho, i find it difficult to run the paths in the "shimmy" type style that i run in :p

10-15-2007, 03:22 PM
ok playtest went well with "non-solid corn" [ or weed as half the players keep saying].

all other bugs fixed, and minimap added.
just going to playtest it for rest of this week , and then hopeFULLY dod_flasher_b2 can be released to you guys by weekend.

10-15-2007, 10:57 PM
i say simply get rid of the cornfield and add a nice green field with that crashed plane.

10-17-2007, 02:58 PM
Great map... enjoyed the new routes and new take on flash
One thing I noticed on my run throug, in case it hasn't already been noticed. On entering the building to the right of the stug on exiting Axis spawn, the first room has what looks like some hedge material sticking through on the top far left hand corner (as you come in the door).
Look forward to b2

10-17-2007, 03:00 PM
On entering the building to the right of the stug on exiting Axis spawn, the first room has what looks like some hedge material sticking through on the top far left hand corner (as you come in the door).
Look forward to b2

SHOOOSH, No one had noticed that....LOL

10-19-2007, 02:44 AM
Another strange thing :
On the second allied flags I noticed a pink translucent line (really thin) on the wooden wall.

Anyway, this map is awesome :) Thx SLiWooDy !

10-19-2007, 02:51 PM
I dont really like some of the pathways you opened up some are ok but i think some have ruined the flow of the map . but to each his own and I really did not like the jab at my flashatnight map :rolleyes: childish

But we will still give it a try as soon as you update the issues at hand above . :D

10-19-2007, 03:02 PM
sry bud wasnt jabs, in fact i played probably more flash at night then the original. i thought it was great....and its was this that gave me the inspiration to do flasher.
do apologies for the "yawn" wasnt meant as anything personal , it was actually copied and pasted from a forum that used a little smiley images.

bad where you get the vmfs from ava, and argentan would love to look over them.


10-19-2007, 05:47 PM
Your Apoligy is accepted man thanks

I am sorry but I cant say where I got the vmf from ava and argentan I was told I should keep it quiet or a flash of remakes would arise instead of original made maps :D which is what we really need .
I do stock nite maps just to give it a change of pace and it gives it a scary feeling when you cant see the enemy right next to you and it limits mgs and snipers vision so they cant kill everyone .

Remember the war does not stop just because the SUN went down you can play all 3 of my night maps on our server all in rotation .

and my argentan@night release is right around the corner it is near perfect .

10-20-2007, 10:08 AM
hmm i have play the map and the changes is not good for allies. the map is pro axis with this changes.

10-20-2007, 10:47 AM
Many have said the opposite on our server. This 'version' opens it up for both sides to take an advantage when given.

10-20-2007, 12:14 PM
hmm i have play the map and the changes is not good for allies. the map is pro axis with this changes.

thts quiet strange as on our server stats shows the allies have the higher percentage.

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.