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Re: [map] dod_strom_b4
Posted by siron on Fri Aug 26th at 7:13am 2005
This is a a discussion topic for the map "dod_strom_b4" by siron which can be found here
Map description:
DOD_STROM (beta 4) by Kyle "Siron" Florence (kyle.florence@gmail.com)
Fall, 1944, Germany
Allied troops advance on a small german held town. After setting up
their headquarters, a small squad of allied soldiers are sent out to
capture the remaining german forces and secure key positions in town.
Allied Objectives:
- Capture the 5 flag points
Axis Objectives:
- Capture the 5 flag points
Textures by: Scott "Kamikazi!" Jordan, Svante "Xerent" Ekholm,
Chad "Masako" Barnsdale, Daniel "kleinluka" Luka, Arjan "IR" Bak.
Models: Valve, FloMatic, Arc
Skybox: Kraftstoff
Thanks to: skdr, Shane and CoJ
Map screenshots:
No images are available for: dod_strom_b4
Posted by siron on Fri Aug 26th at 7:13am 2005
This is a a discussion topic for the map "dod_strom_b4" by siron which can be found here
Map description:
DOD_STROM (beta 4) by Kyle "Siron" Florence (kyle.florence@gmail.com)
Fall, 1944, Germany
Allied troops advance on a small german held town. After setting up
their headquarters, a small squad of allied soldiers are sent out to
capture the remaining german forces and secure key positions in town.
Allied Objectives:
- Capture the 5 flag points
Axis Objectives:
- Capture the 5 flag points
Textures by: Scott "Kamikazi!" Jordan, Svante "Xerent" Ekholm,
Chad "Masako" Barnsdale, Daniel "kleinluka" Luka, Arjan "IR" Bak.
Models: Valve, FloMatic, Arc
Skybox: Kraftstoff
Thanks to: skdr, Shane and CoJ
Map screenshots:
No images are available for: dod_strom_b4
Re: [map] dod_strom_b4
Posted by Tracer Bullet on Fri Aug 26th at 4:57pm 2005

Tracer Bullet
member
2271 posts
367 snarkmarks
Registered: May 22nd 2003
Location: Seattle WA, USA
Occupation: Graduate Student (Ph.D)
Posted by Tracer Bullet on Fri Aug 26th at 4:57pm 2005
A great map for the most part. I only have one complaint, and a few nit-picky points.
<br>
<br>The complaint is this: you have missed one of your custom models in the zip file: models/mapmodels/mawibse_lamp_01.mdl
<br>
<br>Now for the nit-picking.
<br>
<br>This map doesn't really stand out much in my mind. As far as I notticed you've used all stock DoD textures, which is good from a DL time perspective, but not great for setting this map apart. You also have a very generic theme for the map the reinforces this impression, or lack there of.
<br>
<br>My second minor criticism is of the layout. As a mapper I personaly love it. However, it has been my experience that most players get quite confused by this non-linear layout. You have three flags that are horizonatly arranged. This has the effect of spreading out the action and making the map feel empty even with 32 players in it! (I haven't tried this, it is just my suspicion) All the official maps that are of similar size are very linear. You follow one path that brings you to all the flags, with a few minor back alleys to get you there with a bit more stealth. This has the effect of concentrating the action in what otherwise would be a too-large map.
Tracer Bullet
member
2271 posts
367 snarkmarks
Registered: May 22nd 2003
Location: Seattle WA, USA

Occupation: Graduate Student (Ph.D)
Re: [map] dod_strom_b4
Posted by siron on Mon Sep 12th at 4:23am 2005
Posted by siron on Mon Sep 12th at 4:23am 2005
About the model: not my fault. when i released the map the model was included in the day of defeat fgd file, however, since none of the current official maps used it they decided to delete it and on the steam update it auto-deleted it from everyones directory. thats valve for you.
<br>
<br>as for the 32 person empty feeling, its not that way, but i can see why you would think that. most action is still contained in the middle area, with side action fighting prominent as well.
<br>
<br>i agree with the texture aspect, but im not going to spend the time to make my own textures for a few reasons (the most obvious being source, but i also have no time)
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