After learning a lot of stuff about structures, architecture and the like with my old cs_metropolis project, I decided to put my learned effort into making a map for Day of Defeat: Source.
dod_stammlager is based on the Auschwitz I camp, which was officially called "Stammlager". Stammlager was the working camp (no extermination) where prisoners were put into brick barracks and kept working in dehumanizing conditions. After breaching through Auschwitz, the last remaining Axis have to defend their Kommandatur (The camp's administration quarters) as the Allies try to recapture the whole camp and free the prioners.
dod_stammlager is NOT a fictional map. All the architecture is based on blueprints and thorough researchs of the Auschwitz camps.
Well, if you must continue on this project, perhaps not to release it for public entertainment, but rather for yourself, then here is what i see you should revise/add: You should probably make the fence posts a model with more detail.
I thought there were towers around the main entrance? I believe that you should add a broken gate model to the entrance as if the allies had broken through; it looks a little plain right now. Also, Is there a train yard? if not, that might not be a bad idea for an open space with a capture point in the middle. Perhaps put some signs around the fence perimeter like the one in the picture above. As it stands now, the detail is quite immense, and it looks like a gorgeous map as well as an accurate representation, good job!
well, this map could be interesting, not to play on, but more for the historical whatever. If it was done right, it seems that it could capture the evilness of the nazi camps, and bring more awareness.
I know it might sound bland, but I'm not going to go level-crazy on this map, it's a historical re-creation of a true place, and I don't feel like modifying it and go against its historical accuracy. The map's gameplay is very horizontal, but it's more about fighting around corners and debris than hiding within mountains and such.
There are craters here and there in the map as well as mounds of debris and crates of supply, miradors for snipers and a few of the barracks are accessible for more tactical gameplay. I know the map is flat, but I'll try (and am trying) to induce interesting gameplay whilst keeping the site historically correct.
Some people posted stuff about this map not being ethical and such and such, but this has been discussed in the official dod forums already (go check it out if you want). I'll keep making this map no matter what, but if you don't like its setting, then please don't bother replying, as it won't change anything. Don't like it, don't play it!
Maybe it's because I'm from a country much closer to the bottom of human history in Nazi Germany but I have to agree with Juim. Bad idea, even for a DoD map. This even exceeds the macabreness of the original game.
Auschwitz wasn't just a working camp. People were gassed even in the Stammlager.
I have to say -- the first thing that strikes me about this map is that
it couldn't possibly be flatter. I haven't kept up with the
thread but I hope you're planning on adding slight elevations, snow
drifts, and just dipslacements in general. putting buildings on
different planes can help a lot for giving the player a sense of
realisim. I had the same flat problem with my last map -- and
never got around to fixing it becuase it was so daunting, but please
give it a thought.
I don't mean to sound negative, but I don't think I'd be particularly interested in a Nazi deathcamp map. Seems a bit taboo somehow. I can see it from a historical standpoint, but not for an entertainment venture such as DOD.
I've finished the center barracks of the map (8 of them, 1 completely destroyed). Details such as trash and debris will be added at the very end of the completion of the map to keep testing optimized.
I've finished the center barracks of the map (8 of them, 1 completely destroyed). Details such as trash and debris will be added at the very end of the completion of the map to keep testing optimized.