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

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+ :sad:

/me feels sorry for people with such low expectations.
Posted by ReNo on Sat Oct 2nd 2004 at 10:25pm

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

Orpheus said:
Agent Smith said:
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?)
Posted by Orpheus on Sat Oct 2nd 2004 at 8:49pm

Agent Smith said:
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"
Posted by pepper on Sat Oct 2nd 2004 at 8:38pm

that would require putting the models wiht your map in. that would make quite a big zip i think.
Posted by fishy on Sat Oct 2nd 2004 at 6:27pm

Agent Smith said:
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.
Posted by Agent Smith on Sat Oct 2nd 2004 at 3:56am
[Author]

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.
Posted by Cassius on Sat Oct 2nd 2004 at 2:29am

Give me r_speeds or give me death.