dod_mortimer by fishy

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Map Info

Map Description

Jan '07 Update;

Repositioned/remade a bunch of axis spawn points. Remade/tidied some routes. Added ambient noise. Added new link.

Dec '06 update;-
added a couple of planes flying over, more overlays, some phone wires, more overlays, some random phyisics props, updated the screenshots, and uploaded a b1 version. i think i'll need to make a b2 version pretty soon though, as i left a rotten big player clip in place after moving a fence. other than that, i'm not aware of any problems.
oh, did i mention that i added more overlays?

this is the outcome of messing with dod:s models. it started off as a few buildings and a train platform, and has grown, without any real planning, into something that could possibly become a decent map. the plan at the moment(subject to change without notice) is to have the allies spawn in a graveyard at one end of the map, which is the only area that still needs any major construction, and the axis at the other end, in a bombed out factory/warehouse beside the railway.
there's no optimization been done at all, but i've tried to be aware of lines of sight etc, which should help when i get around to that stage.
there's no street furniture been added yet either. rubble, telephone poles, street lights, etc. once i'm finished with the actual layout, and possibly have the gameflow tested, i'll have a better idea of what routes need to be adjusted, so sandbags and other streetjunk can help with that.

june22 update;

i've uploaded what is basically an alpha of the map. i'm not really looking for any feedback about textures, dodgy displacements, lighting etc. anyone that looks at it will see what is obviously still a work in progress, with too many problems to list.
that said though, i'd be interested to hear comments on where the gameplay might falter due to the actual layout and the routes and whatnot that are accessible.

Discussion

Posted by Gwil on Wed Nov 15th 2006 at 8:00pm

Without going into specifics, I think there is one major issue that
needs addressing somehow, fish. The map is constructed well enough and
has plenty of scope for z-axis combat, use of MG's and snipers which
aren't indestructible BUT - the layout needs something more..

There is a distinct lack of open area firefight potential (eg Anzio
church/plaza, donner or flash's main street) - the layout seems too
tight in places, which makes it harder to navigate and appreciate.
Admittedly, the best way to learn a map is through testing online with
other players and some good old fashioned fighting, but I couldn't help
but feel that I was fighting in a tight and unnavigable maze of
corridors, sometimes.

Sorry if that sounds a bit harsh or it's too late to be making major
design changes, I just feel it needs opening up somewhat, and perhaps
"landmarks" adding. Perhaps there is too many routes?

It feels very similar to the map "dod_salerno" - nice idea, but
sometimes lacking those recognisable features and perhaps
overpathed/large.
Posted by Orpheus on Wed Nov 15th 2006 at 7:49pm

Posted by French Toast on Wed Nov 15th 2006 at 12:35pm

Oh, my bad. I just took the link from the front page.
Posted by fishy on Wed Nov 15th 2006 at 7:46am
[Author]

sorry Toatstie, but those are from an ancient version. i posted a link to the most recent version along with the last set of pics, instead of updating the link in the map's profile.

http://www.quantum-physics.co.uk/files/maps/dod_mortimer_a3.zip is where it's at now, if you fancy another try.
Posted by French Toast on Tue Nov 14th 2006 at 11:13pm

I cleverly took these photos and then forgot where I took 'em from so... I hope you know :biggrin:

It seems to me the biggest problem is making sure the player doesn't get where he isn't supposed to be. I found these ones pretty easily;

User posted image

User posted image

User posted image

User posted image

Then there was some odd texturing;

User posted image

And I don't know what this was....

User posted image
Posted by fishy on Sat Nov 11th 2006 at 12:14pm
[Author]

Thanks for the positive comments, folks.

Orph, I doubt that you'll be disappointed with your purchase. Like Gwil said, it combines great gameplay with some of the nicest maps I've seen.
Posted by Orpheus on Sat Nov 11th 2006 at 5:42am

BTW, I bought DOD/S tonight as well as a few odds and ends for my new PC.

Was remarkably cheap. I thought it'd be a bit more than 20 bucks for the game.

Will look at map tomorrow Fishman.
Posted by reaper47 on Fri Nov 10th 2006 at 2:14pm

I'm not a DOD player, thus not competent enough to give any real valuable feedback, but looking at your screenshots reminds me of all the reasons people like this game. Some beautiful parts.

Screen one could benefit from a small beam of sunlight for some contrast. I see some changes to lighting from the earliest screens which I think are a huge improvement.

One detail that bothers me for some reason: The cobble texture on the stairs in pic 2 seem terribly out of place.

hmmm... very nice! :smile:
Posted by French Toast on Thu Nov 9th 2006 at 9:53pm

God damn it, now you've gone and inspired me to start mapping again.
Posted by ReNo on Thu Nov 9th 2006 at 8:53pm

Downloading it now...at some horrible horrible sub-10kb/s speeds :sad: Sadly I don't have DoD:S installed right now (needed the space for BLOODY MASSIVE and so-far-underwhelming Dark Messiah) but I'll try and get it sorted and give some feedback soon. Judging by the screenshots, its looking like a very solid map but I find the lighting rather unappealing. Really glad to see you still working on this by the way :smile: