[WIP] dod_Monschau_b1

11-01-2007, 05:00 PM
[WIP_B] work in progress beta,

Dod_Monschau_B1 A Dod_escape Remake - By Jo3y

Originally The map was known as dod_escape back in dod 1.3 however i decided to re-create with IR's permission
to make a source port over however as there has been verison allready released/being made with the bomb objective
system i decided to create a CTF verison however its still in beta and 'Run Around Verison' is now out for download so
try it out see what you think,

Screenshots :

http://img527.imageshack.us/img527/3255/dodmonschaupq4.jpg - The Bridge
http://img230.imageshack.us/img230/4554/dodmonschau3ab3.jpg - The Church
http://img230.imageshack.us/img230/7348/dodmonschau2ih4.jpg - The Left Hand side

Download links :


Special thanks :

IR for giving me the authority to
recreate his 1.3 dod_escape and
porting it over to dod_monschau

For the models.

Mr.Meow for suggested improvements
Bad for the morale support

11-01-2007, 05:16 PM
looks good :)

but to have it playable, you definitely need to do some optimization. the whole level is always drawn. imagine that with a full 32 player server where everybody is "visible".... did you compile it full bc it looks like the vvis didn't happen...

also don't forget to build the cubemaps.

Cpl. Punishment
11-01-2007, 09:31 PM
Gulp... I didn't know we needed to get IR's permission...

ok comp
11-01-2007, 10:24 PM
Yeah, hopefully that's not a full compile, because if it is you have some optimizing to do. I average around 90-100 fps on the standard maps, but with this one I averaged around 30-40 fps.

There are a lot of little details here and there that I really enjoy with this map, and overall it looks as though you've got the mapping thing down, but there are some areas/brushwork that look downright pre-source DoD. The church looks particularly odd and very un-church-like... it does not stand out against the surrounding architecture. There are PLENTY of examples of great churches in both official and custom maps. Churches tend to be the highlights/centerpieces of the architectural landscape of many European urban areas... so make sure it stands out!

My suggestion is to continue studying and striving to make your map appear as sourced out as possible... the most popular custom maps (save for the orange maps, kind of in a league of their own) are those that strive to imitate the official maps on an aesthetic level. You're definitely on the right track though! Hope this helps!

11-02-2007, 07:26 AM
no TNT? with flags this map gets no emotion... almost for me

11-02-2007, 01:45 PM
any help and suggest improovments are allways a plus ty for the comments :)

11-02-2007, 02:40 PM
Looking at the pictures alone the ambient lighting needs to be jacked up.

Here is a list of skies available for DoD:S and the Valve reccomended light settings.


Cpl. Punishment
11-02-2007, 06:48 PM
no TNT? with flags this map gets no emotion... almost for me

I'm sure he can change it for the actual release. If not, my version will be Detonation... :D

The ambient light looks ok, maybe a little too orange. Check out new_b's link. I'll dl and try it later, and give my thoughts.

Okay, here's what I found....

First, it might be a good idea to add a few point_viewcontrol entities around your map so that you aren't stuck looking at the bottom of the map when you first join.

There were two props that were oddly lighted, and could use info_lighting.



The ladder in the church sticks at the bottom. Also, the hinges are visible in the back.

You have a random light source here:


You may also want to consider using a func_breakable_surf as your glass in these windows instead of the closed window prop.


This seam was a bit too noticible:


and your models stick through a wall here:


and here:


Finally, I don't know if you did this on purpose, but you can land on the ledge outside the allies spawn.


Hope that helps. :D

11-03-2007, 09:00 AM
ty alot il change all of it

Cpl. Punishment
11-04-2007, 07:52 AM
It's an excellent start. My last post was mostly just suggestions (except for the models clipping through the wall).

11-04-2007, 03:03 PM
Looks very nice, keep up the good work Jo3y

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.