01-27-2008, 04:37 AM
On 7th of March 1945, the last months of World War II, elements of the US 1st Army approach the last standing bridge over the Rhine River, the Ludendorff Bridge at Remagen.

The Allies troops must capture the bridge intact to establish a bridgehead. The Axis has twice failed demolition of the bridge and must now try to recapture it, to avoid the Allies from entering the German Vaterland.

To capture the bridge, you will need to capture the 5 objective. Towers, Pier, Center, Pier and Towers.
As you capture more objective, you will move your reinforcement forward, closer to the battle. And eventually push the enemy reinforcement backward.



Mirrors: ( ( (
Evils Knights (

Changelog since B3:

Advanced spawn system
Progressive cap areas
Open train cars
Redesigned the bridge structure, towers, servicetunnel, the city of remagen.

dod_ludendorff_rc1 is created by MadMilo & Hintzmann.

Special thanks go to TheSurgeon, BlackJack, Pedroleum, Generalvivi, Rascal, Waldo, Nave, Jimmy Crack Corn, RosietheRiveter, LanGal and the rest of the Day of Defeat:Source community.

01-27-2008, 05:02 AM
Will test it on our DoD servers (

Hope to give you feedback soon.


01-27-2008, 06:21 AM
Mirror (

01-27-2008, 09:32 PM
on server now... tnx for map!

Wile E Coyote
01-27-2008, 11:17 PM

I thought you guys had forgot about this! great, and I thought I was going to bed right now! LOL

Alright, had a run-through of the whole map. Bra-VO! I cannot find a single negative thought about any of the changes you made. Every single change made to the map I saw I felt was a 100% move in the right direction. Hopefully I will get to play this on a server soon.

01-28-2008, 03:10 AM
Here is a Highspeed Mirror.

No Registration needed.

Mirror (

Mirror sponsored by (

01-28-2008, 04:32 AM
Mirror ( no Registration

01-28-2008, 08:07 AM
Thanks Hintzmann! On server...Cheers.

Jimmy Crack Corn
01-28-2008, 08:27 AM
Thanks Hintzmann and MadMilo!

Well done. Good battles on this one. Looking forward to help you test the next one (bocage hint hint). We'll play this one in the meantime.


01-28-2008, 08:45 AM
(bocage hint hint).Yeah, I have been patiently waiting for this one too.

Cpt Ukulele
01-28-2008, 02:30 PM
A possible issue with the progressive cap system (I wasn't the one who found that out, another clan member did, I'm just relaying the info):

- mid was Axis-controlled;
- Allies start capping middle;
- then Axis starts capping Allies 2nd flag, before Allies are finished capping middle flag.

It ended up that Allies had the first and middle flag but not their second ; they were then able to cap the fourth.

I don't know if you guys were aware of this issue with simultaneous caps. Ideally, the Axis cap (completed first) should have locked out the mid Allies cap, keeping the flag sequence intact. Alternatively, if the cap times were identical for all flags, the Allies mid cap would have been completed first and should have locked out Axis from capping Allies 2nd.

Another detail, now that I think of it, is that there's no mention of the mandatory sequential flag caps in the map briefing. "As you capture more objective, you will move your reinforcement forward, closer to the battle." deals with moving spawns, but this system doesn't entail progressive caps.

Good work otherwise. :)

01-28-2008, 04:23 PM
Thanks for all the mirrors

Wile E Coyote: Glad that you liked the new changes.
We also think that these changes is a big step in the right direction.
As mention in an other thread ( we have cut the running distance by 40%.
This has made the map much faster and more action packed.

Jimmy Crack Corn & Formologic23: Bocage is not forgotten.
But we have not done much work on it lately.

Cpt Ukulele: This is a serious bug.
The way the system is setup. The one team starting first to capture,
should have at the end of the cap disabled the other flag.
And all flags is set on 5 sec.

MadMilo and I have tested several time to capture two flags at the same time.
But have not been able to create this bug. This was tested on a local server.
We are very interested to hear if anybody else is seeing this bug.

About the map briefing and mandatory sequential flag caps, this should of course have been mention.
How whould you have put this in writing ?

Cpt Ukulele
01-28-2008, 08:09 PM
I'll pass for the briefing statement, I'm sure someone with good English will be able to help though.

If that can help, here are the server logs from the round that saw the simultaneous cap issue (all caps from round start to round win). In italics, at 20:41:08, are the problematic caps.

L 01/27/2008 - 20:36:18: Team "Axis" triggered "captured_loc" (flagindex "2") (flagname "Bridge") (numplayers "5")

L 01/27/2008 - 20:37:33: Team "Axis" triggered "captured_loc" (flagindex "1") (flagname "Southern Bridge Pier") (numplayers "1")

L 01/27/2008 - 20:37:42: Team "Allies" triggered "captured_loc" (flagindex "1") (flagname "Southern Bridge Pier") (numplayers "1")

L 01/27/2008 - 20:38:26: Team "Axis" triggered "captured_loc" (flagindex "1") (flagname "Southern Bridge Pier") (numplayers "1")

L 01/27/2008 - 20:38:35: Team "Allies" triggered "captured_loc" (flagindex "1") (flagname "Southern Bridge Pier") (numplayers "1")

L 01/27/2008 - 20:41:08: Team "Allies" triggered "captured_loc" (flagindex "2") (flagname "Bridge") (numplayers "1")

L 01/27/2008 - 20:41:08: Team "Axis" triggered "captured_loc" (flagindex "1") (flagname "Southern Bridge Pier") (numplayers "1")

L 01/27/2008 - 20:41:15: Team "Allies" triggered "captured_loc" (flagindex "3") (flagname "Northern Bridge Pier") (numplayers "1")

L 01/27/2008 - 20:41:56: Team "Axis" triggered "captured_loc" (flagindex "3") (flagname "Northern Bridge Pier") (numplayers "1")

L 01/27/2008 - 20:42:09: Team "Axis" triggered "captured_loc" (flagindex "2") (flagname "Bridge") (numplayers "3")

L 01/27/2008 - 20:42:15: Team "Allies" triggered "captured_loc" (flagindex "1") (flagname "Southern Bridge Pier") (numplayers "2")

L 01/27/2008 - 20:42:52: Team "Axis" triggered "captured_loc" (flagindex "1") (flagname "Southern Bridge Pier") (numplayers "2")

L 01/27/2008 - 20:44:15: Team "Axis" triggered "captured_loc" (flagindex "0") (flagname "Southern Towers") (numplayers "4")

You'll notice that the time stamps are identical, even though in-game Allies started and completed the middle cap first. I don't know if that's just a slight inaccuracy from the event reporting, or if it's not, if that can provide some insight into what the problem might be.

If you keep track of flag ownership, it went like this:

A - A - X - X - X
A - A - A - X - X
A - X - A - X - X

and later evolved to:

A - X - A - A - X
A - X - A - X - X
A - X- X - X - X (at which point it was back in sequence)

Hope that helps. Feel free to PM me if you need more details.

01-30-2008, 10:31 AM
Cpt Ukulele thank you for the debug information. I can see what is going wrong, but sadly I do not have an idea of how to fix it.

The server get information about the two cap at the exact same time.
Changing the cap time for some of the flags would not fix this. The server might still get information about two other cap finishing at the same time.
Maybe if I could force a cap by one of the teams I could fix this problem. It might not be fair, but the flags will not be out of order.

When a team capture a flag I could explicit set the previous flags to that team.

Then in the above example the Axis team would get the cap, because even though both teams was registred at the exact same time, the Axis stod last and would be processed last, forcing the ownership of the previous flags, and there by the newly Allies cap.

Do not if this is possible, but first I have to reproduce this event, before I can experiment.

... but ... in the meantime until I get a fix, the map is still playable and much better than the prevoius beta version. It will just be a bit confussing when the team should be so lucky / unlucky to get a simultaneous cap.

If anyone else have a good solution for this problem, I would love hear it. I will of course share the VMF-file for dod_ludendorff_rc1.

02-01-2008, 12:17 PM
Rom1;1100543']Will test it on our DoD servers (

Hope to give you feedback soon.


Everyone likes it ! It's a great map.

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Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.