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 Orpheus on Thu Nov 9th 2006 at 7:30pm

Gwil said:
DoD:S is definately worth the money, some beautiful maps and great gameplay to be had.
You have no idea how odd it is to be on broadband again, but limited to such a small PC.

I'll be so glad when I get my new one.

/me adds DOD/S to list of "Recently Desired"
Posted by Gwil on Thu Nov 9th 2006 at 7:16pm

DoD:S is definately worth the money, some beautiful maps and great gameplay to be had.

Downloading now, fish.
Posted by Orpheus on Thu Nov 9th 2006 at 6:16pm

Personally, I think you should scatter these screenshots all over the net. They will not only illustrate a fantastic looking map but they will also provide visual aids for people who want to post excellent screenshots at less than 100k.

/continues drooling.

Question: Is DOD worth the money? I wanna buy something new when I get my new PC.
Posted by fishy on Thu Nov 9th 2006 at 4:38pm
[Author]

dod_fishtown is now dod_mortimer, a name that, for some reason, seems right somehow. it would probably have been more apt for some sort of death-timer map, but, meh..

as it stands, there are only 5 cap points, which is one less than there were last week. 6 caps always seem too much to me, but i think i've unbalanced it a little by dropping to 5. i'll see if i can get the nice people at dodfederation to give it a playtest, and finalize it for beta release from there.

here's a few screenshots from the most recent compile;

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the map's about, but not quite, ready to be whored as a beta. i'd pakratted, zipped and uploaded yesterdays compile before i noticed overlapping brushes at the axis spawn, and a hidden visgroup of displacements from the same area. other than that, i already had a small list of snagging and polishing jobs that still need done. none of them are major, mainly missing light sources and badly lit models. it will probably add up to a couple of nights work, so i should be able to get this as a releasable beta quite soon. until then, anyone that's keen enough for a look-see at it's current state can download the 10meg zip from here.
Posted by Myrk- on Sun Jul 2nd 2006 at 1:59pm

Quick glance of screenshots- 3rd one looks nasty and blocky, fix that. The one someone wrote a 4 on theres some misaligned texture on the stairs. Other than that I'd just add more generic stuff to make it look as if people were there.

I'd suggest a load of furniture barricades, or strewn around, and the occasional suitcase of clothes- everyone obviously ran away from there, unless theres a closet full of skeletons.... I suppose want you want to do is think from what direction 1 side got to the town from, and make it look as though they fortified it with what they found.
Posted by fishy on Fri Jun 23rd 2006 at 10:59pm
[Author]

ah, the first pic is a bit of a signal gantry that was left behind when i moved the rest of it. i've known about it for ages, but keep forgetting about it when hammer is open. just like many other little details. :/

the general area of the 2nd pic, a mostly collapsed building, still needs to be finalised. the wall with the hole looks like it'll be made solid, with the exit into the side alley instead of the main street.

i hadn't noticed pic 3 before. it'll be a little bit of nodraw thats sticking out.

there's a whole stack of similar little fixes that need done, so it'll probably take a while
Posted by gimpinthesink on Fri Jun 23rd 2006 at 12:29pm

I've had a quick run round and its looking really nice carnt wait to see it once its a little more polished.

Anyway I noticed a coupple of little bits.

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That looks like its being held up by a 1mm thick piece of metal.

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The little bit of the wall hanging down on the right could do with being raised a little as you can catch your head on it and get stuck. I can see it being a problem when lots of people want to rush down there.

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These brushes dont seem to be aligned properly as I can see the sky box in that little gap.
Posted by Orpheus on Thu Jun 22nd 2006 at 10:24pm

16 :eek:

Oh my... I haven't got DOD yet. Can this thing be viewed in HL2DM?

For you, I'd find time to download 16.

Inquiry: Will DOD be a Steam item too? I am getting seriously annoyed with this ep1 update. :cry:
Posted by fishy on Thu Jun 22nd 2006 at 9:51pm
[Author]

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.

www.quantum-physics.co.uk/files/dod14.zip

the big red 'errors' will be some custom models that i've held back to keep the filesize down. it's about 16mb now, which is already a bit much for a looksee.
Posted by fishy on Thu Jun 15th 2006 at 5:39pm
[Author]

like i said, there shouldn't be any problem. there's no fast route between those flags, or to anywhere that will dominate the other.

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reaper, i don't know what you mean about monochomatic; the colour seems fine for me. the light env settings are leftover from when i was playing with some mild fog to give a hazy effect, instead of having bright clear sunshine and hard edged shadows.