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 Crono on Sat Oct 2nd 2004 at 2:16am

fog it up? :biggrin:
Posted by Agent Smith on Sat Oct 2nd 2004 at 1:04am
[Author]

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?
Posted by siron on Fri Oct 1st 2004 at 5:22pm

wow, looks like you will have fun keeping e_poly down :razz:

i hope its not a sniper/mg-fest like the original dod_dayofdays
Posted by siron on Fri Oct 1st 2004 at 5:18pm

Looks a lot like the map dod_dayofdays

i suggest you play it on a server (if you can find it) and try to fix the problems that it has. it looks very nice but doesnt play that great.

EDIT: err.. i guess i should read the top before i post. seems you HAVE looked at the map and noticed the same things as me :) good luck
Posted by Agent Smith on Wed Sep 29th 2004 at 2:51am
[Author]

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. :biggrin:
Posted by Andrei on Tue Sep 28th 2004 at 7:53pm

Reminds me of a call of duty map.
Posted by Agent Smith on Tue Sep 28th 2004 at 6:54am
[Author]

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.

User posted image

User posted image

This Pic illustrates the use of craters for gaps in hedge rows, allowing for some cover when running through.
Posted by Gorbachev on Tue Sep 28th 2004 at 5:12am

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.
Posted by fokker on Tue Sep 28th 2004 at 4:17am

Well to "right" one wrong I would have to say change "write" to "right" (sorry I'm an ass couldn't resist). Other than that map is looking good keep it up. That was a good episode btw.
Posted by Agent Smith on Tue Sep 28th 2004 at 1:21am
[Author]

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.

User posted image

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.