dod_brecourt by Agent Smith

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Map Description

This is a map I just started today set around the assault on the Brecourt Manor artillery installation, well known as the focus of the second Band of Brothers episode, Day of Days (map name pending).

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 'right' 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.

Discussion

Posted by Minotaur0 on Thu Oct 7th 2004 at 4:52am

cool foliage but it lacks some cool features, such as houses, watertowers etc
Posted by Agent Smith on Mon Oct 4th 2004 at 8:39am
[Author]

Thanks Gorbachev, when I test after a quick progress compile I generally use the old WON system, it tends to be a bit quicker. I'll check it out in Steam, thanks a lot :smile: .
Posted by Gorbachev on Mon Oct 4th 2004 at 2:42am

Agent Smith said:
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?
The model issue shouldn't happen in Steam. It renders different than the old engine. (i.e. when you're testing single player) In Steam it renders by bounding box, WON was by origin.
Posted by Crono on Sun Oct 3rd 2004 at 1:50am

I've never had any problems running DoD. Even back when I had completly lower specs. They may have optimised some of the engine code to get some of the effects they have and speeds, But I'm not sure.
Posted by Agent Smith on Sun Oct 3rd 2004 at 1:45am
[Author]

I don't know, I could be wrong. To tell you the truth the constant delays of HL2 have really f**ked me over. I was hoping for a release ages ago, and had all these great ideas for maps, but with the delay I've been trying to create them in HL with little success. The engine is just too old for what I need to do.

I've been learning UnrealEd and am attempting radiant, but the problem is these games (COD, UT... well maybe not UT) don't seem to have the same lifespan as HL.

Paralaxion was a map idea I was going to do for HL2, and as you all know the R's weren't too high, but were really pushing the limits. Pegasus didn't even start out as a map to be released, I was just getting warmed up to make a pegasus bridge themed map for DOD source.

Now it looks like there won't even be multiplayer for HL2, what the hell is happening?
Posted by ReNo on Sat Oct 2nd 2004 at 11:30pm

Well the beach on dod_charlie is constantly above 1000, but seems to
peak around 1300. I checked about 4 other maps and couldn't find
anything more than a fraction above 1000. If some of the maps do hit
1500, its very rare.
Posted by Orpheus on Sat Oct 2nd 2004 at 11:16pm

ReNo said:
/me runs off to test the r_speed levels in some official DoD maps...
please do, but.. since i don't play it, everything i have said.. is moot.
Posted by ReNo on Sat Oct 2nd 2004 at 11:13pm

/me runs off to test the r_speed levels in some official DoD maps...
Posted by Orpheus on Sat Oct 2nd 2004 at 11:07pm

Agent Smith said:
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. :biggrin:
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.
Posted by Agent Smith on Sat Oct 2nd 2004 at 11:00pm
[Author]

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. :biggrin: