dod_dayofdays
Post Reply
Quote
Re: dod_dayofdays
Posted by Agent Smith on Mon Sep 27th at 2:34pm 2004


Hey All, once again I have started another DOD map, this one based around the Brecourt Manor installation assault as seen in Band of Brothers episode 2, Day of Days. (The name is still to be decided, as dod_dayofdays is taken)

Anyone who plays DOD will probably be wondering why I'm doing this map, as just recently a map of the same theme has been circulating. If you have played the map then I needn't explain myself. To be perfectly frank it is a gaudy, poorly constructed, poorly researched, poorly textured monstrosity of a map, doing little credit to Band of Brothers, the actual location or the men who fought there.

Hence my map, which will attempt to write the wrongs, by replicating as accurately as possible not only the Band of Brothers episode, but the actual historical data.

Here are some preliminary screens of the first two guns and the beginning of the installation. The actual installation was located in one long field, but to allow for R's I have divided the field in two. This is still a work in progress, but I am very pleased with how it looks so far.





Quote
Re: dod_dayofdays
Posted by pepper on Mon Sep 27th at 5:52pm 2004


yes, this looks like a band of brothers location. but i recall some sort of half-bunker.
as you said its a early wip, but it still looks promesing, i like how you rounded the edges of the trenches.




Quote
Re: dod_dayofdays
Posted by Gorbachev on Mon Sep 27th at 11:23pm 2004


Well, there are some obvious misalignments with the sandbag textures. But like most of your maps they look nice, but just don't strike me as ever being much of a map to play. [addsig]



Quote
Re: dod_dayofdays
Posted by Agent Smith on Tue Sep 28th at 1:21am 2004


Well Gorbachev, with this map I'm going to attempt a more playable layout while at the same time keeping as true to the actual location and historical data as possible.

Here is a rough layout of the map I knocked up. It's still under work of course, but yuo get the basic idea of layout etc.

red boxes are houses/barn, circles with crosses are main guns, circles are mg pits, lines connecting are trenches.

There are two spawns for the germans, first spawning in the barn, closer to the first main guns, but when they are destroyed they start to spawn at the manor. The hedge/gap in the middle was added by me as a vis blocker, and the laneway and barn at the bottom were also added by me for connectivity and the spawn system. Apart from those it's fairly accurate. There should be enough connectivity to allow for variety in play (which is what pegasus lacked), yet it sticks to most of the historical fact.





Quote
Re: dod_dayofdays
Posted by Gorbachev on Tue Sep 28th at 5:12am 2004


If it's going to be generally open like that be sure to make enough rolling in the hills to give MGs a chance. A pit is nice, but not if it's exposed too much. Be conscious about the knolls and where you've placed them.

[addsig]




Quote
Re: dod_dayofdays
Posted by Agent Smith on Tue Sep 28th at 6:54am 2004


These shots show the lay of the land a bit better. I think the problem with many DOD maps is that often it is too easy for an MG to control the map. I've played online where it was literaly impossible to move forward due to the other team placing a number of MG's around the place. There's nothing wrong with that of course, but it can get a bit tedious and annoying.

The ground is fairly open in the map, allowing for good fields of fire for MG's. The distance factor also makes it somewhat better for MG's, who aren't on the firing line as much. As the new screens show however, it isn't biased towards them. There are tenches for safe movement, and plenty of mortar craters for cover when moving over open ground. The distance also works against the MG's, as they are less accurate over distance. Over all the effect should be that the MG's can cover the map with a fair amount of accuracy, but not enough so they dominate the map.

The cfg file will also limit the player classes to even it out further, with no snipers allowed on either team. The axis will have 4 MG's, compared to the allies 2. The axis will have no heavy assault and a limited number of unterofficers, where as the allies will have a limited number of heavy assault.

This Pic illustrates the use of craters for gaps in hedge rows, allowing for some cover when running through.





Quote
Re: dod_dayofdays
Posted by Agent Smith on Wed Sep 29th at 2:51am 2004


I am also claiming the name dod_brecourt for the map, as I could find no existing dod maps with that name. So if anyone was thinking of using it, tough.



Quote
Re: dod_dayofdays
Posted by siron on Fri Oct 1st at 5:22pm 2004


wow, looks like you will have fun keeping e_poly down

i hope its not a sniper/mg-fest like the original dod_dayofdays




Quote
Re: dod_dayofdays
Posted by Agent Smith on Sat Oct 2nd at 1:04am 2004


Well I've eliminated snipers from it completely and have limited the number of MG's to a realistic amount, with 4 for the axis and 2 for the allies. However, with the large field of play, plenty of cover, long ranges and multiple paths, It'll be hard for MG's to dominate, unless they have a pro team of other players just to make sure they stay alive and in position.

As far as the epoly goes, its been surprisingly good, easily below acceptable levels. also the combined sky/brush wall in between each hedge does well to block out anything that isn't supposed to be seen.

One problem I have been having is that models disappear when the point entity is out of view. It looks a bit dodge, does anyone know how to fix it?





Quote
Re: dod_dayofdays
Posted by Crono on Sat Oct 2nd at 2:16am 2004


fog it up? [addsig]



Quote
Re: dod_dayofdays
Posted by Cassius on Sat Oct 2nd at 2:29am 2004


Give me r_speeds or give me death.



Quote
Re: dod_dayofdays
Posted by Agent Smith on Sat Oct 2nd at 3:56am 2004


Well at the moment the R's are about 1200 w_poly, which is a touch high by some standards, but well below the 1500 limit I set for myself.

As this is a DOD map you'll find many maps that are around that mark, some official maps get to about 2000 w_poly in some places.

So far my vis blocking in the hedges seems to be working, so hopefully it shouldn't get too much higher than what it is already.





Quote
Re: dod_dayofdays
Posted by fishy on Sat Oct 2nd at 6:27pm 2004


? posted by Agent Smith

One problem I have been having is that models disappear when the point entity is out of view. It looks a bit dodge, does anyone know how to fix it?

one way, which is a bit of a hack, would be to edit the origin of the model in milkshape. putting the origin high in the air, instead of ground level where you'd normally find it, can help a lot with this in openish areas.





Quote
Re: dod_dayofdays
Posted by pepper on Sat Oct 2nd at 8:38pm 2004


that would require putting the models wiht your map in. that would make quite a big zip i think.




Quote
Re: dod_dayofdays
Posted by Orpheus on Sat Oct 2nd at 8:49pm 2004


? posted by Agent Smith

As this is a DOD map you'll find many maps that are around that mark, some official maps get to about 2000 w_poly in some places.

clarify something for me, this is the HL engine running this mod.. correct?

seems, the newish generation owns this mod if its true..

please give me some good news and say "Nope, new engine, one that can run fine above 1000"

[addsig]




Quote
Re: dod_dayofdays
Posted by G.Ballblue on Sat Oct 2nd at 9:04pm 2004


? posted by Orpheus
? posted by Agent Smith

As this is a DOD map you'll find many maps that are around that mark, some official maps get to about 2000 w_poly in some places.

clarify something for me, this is the HL engine running this mod.. correct?

seems, the newish generation owns this mod if its true..

please give me some good news and say "Nope, new engine, one that can run fine above 1000"

Maybe DoD is designed to have a higher W_poly limit? (is it?)

[addsig]




Quote
Re: dod_dayofdays
Posted by ReNo on Sat Oct 2nd at 10:25pm 2004


DoD is designed with higher spec computers in mind than Half-Life - it is the same engine but it will run awfully even on some computers than manage HL easily. By designing it this way from the start, they don't have any fans who have become alienated by having the mod grow beyond what their computers can handle, as something like CS would.

A map with 1500 w_poly will run just the same in DoD as it would in HL, however most people playing DoD can put up with this sort of w_poly because even the official maps of the mod have figures this high.

It is still preferrable to design maps to keep w_poly as low as possible, but its not unexpected to see them over 1000 in this mod.
[addsig]




Quote
Re: dod_dayofdays
Posted by Orpheus on Sat Oct 2nd at 10:49pm 2004


forgive me, thats a bunch to process all at once..

lemme get this straight, a slideshow effect map, is what one compares others against for this mod? and, this mod is popular?

i'm sorry, that concept just doesn't do it for me, there has got to be another explanation.. i just cannot imagine people, (other than you-know-who's groupy buds), accepting such poor standards.

high end computers..untill recently, few were much higher than mine, and mine still balks at 1500+

/me feels sorry for people with such low expectations.

[addsig]



Quote
Re: dod_dayofdays
Posted by Agent Smith on Sat Oct 2nd at 11:00pm 2004


Most PC's seem to be able to handle 1500 w_poly nowadays, in DOD at least, I know mine can without a hitch, and its only midrange. I think the thing with DOD is that it requires a higher level of detail and realism, as its portraying real events. People are willing to suffer a tiny amount of lag or lower than perfect frame rates to experience something thats as real and as involving as possible. Unfortunately WW2 didn't take place in concrete corridors.



Quote
Re: dod_dayofdays
Posted by Orpheus on Sat Oct 2nd at 11:07pm 2004


? posted by Agent Smith
Most PC's seem to be able to handle 1500 w_poly nowadays, in DOD at least, I know mine can without a hitch, and its only midrange. I think the thing with DOD is that it requires a higher level of detail and realism, as its portraying real events. People are willing to suffer a tiny amount of lag or lower than perfect frame rates to experience something thats as real and as involving as possible. Unfortunately WW2 didn't take place in concrete corridors.

don't get me wrong here, i feel that realism is paramount if the theme requires it, BUT if the engine cannot cope, then you postpone the map till you find one that can.

saying a pc can handle 1500 so offhandedly is very... it goes against all my principals of proper mapping techniques.. PC's cannot handle them any more now, than last year, nor the year before.. What has changed is people.. People have so little to chose from that they have dropped their standards to a level that accommodates 1500+

the only constant throughout these 5 years is... the HL engine. PC's grew, people altered their outlook but the engine is exactly the same.

*flog,flog,flog*

hear it.. we're doing it again.. *sighs*

play your mod, you have little choice ATM.. you do however have my complete sympathy.

[addsig]





Post Reply