dod_veghel_b3 by siron

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Map Description

DOD_VEGHEL (beta 2) by Kyle "Siron" Florence (kyle.florence[at]gmail[dot]com)
September 22, 1944, Netherlands

The paratroopers of the First Allied Airborne Army were to drop
into the Netherlands and secure a corridor from Eindhoven north
to Arnhem. After successful jumps and most objectives complete,
they were given the new objective of keeping Hell's Highway open
despite german counterattacks.

On September 22, the German forces launched their first counterattack
at the town of Veghel, Netherlands. The Axis forces hoped to cut the
road and stop the flow of Allies north.
Allied Objectives:
- Capture the 5 flag points

Axis Objectives:
- Capture the 5 flag points
Objectives:
- Allied 1: The Jeep - 2 second, 1 man cap.
- Allied 2: The Church - 4 second, 2 man cap.
- Neutral: The Cellar - 6 second, 2 man cap.
- Axis 2: The Warehouse - 4 second, 2 man cap.
- Axis 1: The Fountain - 2 second, 1 man cap.
Textures by: Arjan "IR" Bak, Daniel "Kleinluka" Luka,
Philip "Blazeer" Klevestav.

Object icons by me (with help from fuzzdad).
Special thanks to (in no order):

Shane and the people at CoJ, Fuzzdad, the [I AM] Clan, and everyone
who playtested and gave me input.

--------------+++++

beta 3 released.

Discussion

Posted by Crono on Thu Aug 5th 2004 at 10:47pm

This map really reminds me of Medal Of Honor.
The only difference is, your textures aren't as high of quality.

I think If you tried some more detail on the buildings, added destruction, and got some slightly better textures (just higher resolution). This would be amazing :)
Posted by 7dk2h4md720ih on Thu Aug 5th 2004 at 10:19pm

It has a really bleak and dismal atmosphere to it, nice work. The sandbag wall in screenshot four doesn't look good though.
Posted by Tracer Bullet on Thu Aug 5th 2004 at 9:55pm

It does indeed look pretty nice, but it reminds me much more of a typical CS map one for DoD. There is no trace of the war which as presumably been raging for several years. Also, the buildings seem to be mostly props rather than enterable structures (although I can't know that from the screens for certain). One of the excellent trademarks of most DoD maps is that most of the buildings are enterable, providing a great verity of hiding places to snipe from or setup an MG. I think you'd best consider this in your development plans.

The only technical quibble I have is that I think your glow sprites are set at too high of a render value. Try 100-150.
Posted by beer hunter on Thu Aug 5th 2004 at 7:53pm

Yeah, thats looking very promising :) can't pick out much except for the roof underside in 2nd pic looks very plain - needs some steel girders or other supports under it or something.
Posted by JFry on Thu Aug 5th 2004 at 6:06pm

Hey this is looking nice dude! The only thing that looked wrong to me was your env_glow sprites are way too visable. Try increasing the transparency. And in the second pic that place could stand to have some supports to break up the monotony.