dod_pegasus_bridge by Agent Smith

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The download link above is back up thanks to the wonderful broadband connection at my Uni (and thanks to about all of my internet quota). The problem with textures in the latest version of DOD is fixed, so download away!
Finally got it finished. Its taken a while, what with uni, work and my budding graphic design business, but its done. And if i do say so, quite a beauty. The r_speeds are high but well within the capabilities of any with a half decent PC. I'd only recommend a LAN though, might struggle a bit over the web.

It's a bit of a showcase map for me, meaning to be playable, which it is, but also as realistic as HL will allow, until HL2 that is. its pretty faithful to the real location, with some inclusions and exclusions for various reasons.

Anyway it a pretty fun and at times frantic map, I hope you enjoy it. Agent Smith
Well finally I have finished dod_pegasus_bridge. Its been a long slog, tying to fit in mapping time around work and uni, but I have done it.

I should have some final screenshots up in the next couple of days and hopefully a download after that. It features custom textures by me (a lot however from various wads not by me, and a couple of pilfered textures from MOH: Allied Assault).

Now the question everyone has been wanting an answer for, r_speeds. Well I'm sure there'll be lots of happy chappies because the r_speeds are higher than my promised 1500 w_poly. However, if you'll notice the 99% complete, I'm in the process of tweaking and correcting some areas where I got a bit carried away, so hopefully it will be lowered to a figure closer to the promised. But please, I know about r_speeds and limits, so don't tell me they're too high, I ALREADY KNOW!
This is my latest dod map, and has been in the works for the last 6 months. As the name would suggest it is based around the Battle of Pegasus Bridge, the capture of Pegasus bridge over the Caen Canal on D-Day by British troops.

The map is based entirely around the bridge and is set at night, with three capture points as well as some piat objectives for the Brits.

I have been making this map to look as real as possible, and is almost an exact replica of the actual Pegasus Bridge and surrounding area. As such you can expect higher than average r_speeds, but I have limited r_speeds to 1500 w_poly, which everybody should still be able to run, while allowing me some leeway in detail.

Anyway it is looking pretty good so far, and hopefully I will have some screenshots up soon.

Discussion

Posted by wil5on on Thu Sep 2nd 2004 at 10:35pm

Looks good! 1500 wpoly... well, I suppose it would only have a problem on low-end machines. dod_ths has wpoly 2000+, and it seems to run fine on a 266.
Posted by Agent Smith on Thu Sep 2nd 2004 at 10:35pm
[Author]

See December 7th comment under dod_rural for explanation of r_speeds if you feel the need to comment on them. Thanks.
Posted by KoRnFlakes on Thu Sep 2nd 2004 at 10:35pm

I think allot of people will disagree with you about the r_speeds. However, I did actually mean CoD rather than DoD.
http://www.callofduty.com/
Posted by Agent Smith on Thu Sep 2nd 2004 at 10:35pm
[Author]

While 1500 r_speed is above the recommended level, it is not excessive. Excessive would be 2500, or 9999.

Anyway, the pegasus map on CoD is rather impressive, but for this map I am attempting to make it much more realistic and exact. I am also using some textures from MOH: Allied Assault, modified of course, which tend to raise the speeds because of their resolution, which I will be lowering. So it is likely that I will be in the 1000 w_poly range.

Also I'll probably have to change the name slightly, to dod_pegasus_bridge or something, as you pointed out it is already taken.
Posted by KoRnFlakes on Thu Sep 2nd 2004 at 10:35pm

1500 wpoly is excessive for the hl engine imo.
on a lighter note, The pegasus map on CoD is stunning
Posted by Agent Smith on Sat May 8th 2004 at 5:05am
[Author]

Its an interesting idea Gorbachev, one i'll have to consider.

The map does play pretty well, kinda like those dodgy trench maps dod newbies make, but obviously not that dodgy. Its layout also makes it a challenge for the players, particularly when it comes down to fighting across the bridge, requiring a fair level of team work for each team.

You should be able to play it yourself in a couple of days, as my r_speed tweaking is almost complete.
Posted by Gorbachev on Thu Apr 29th 2004 at 4:10am

I think this map doesn't really seem to have much in the way of a multiplayer type layout. It just wouldn't work that much, it's not a full DoD level per se. But it would be great for making movies in, since the layout and r_speeds don't add up to gameplay, why not use the eye-candy for it's beauty and showcase a movie in it.
Posted by Andrei on Wed Mar 31st 2004 at 8:26am

A map i made earlier has no more nor less thaaaaan...(prepare yourselves)...5000WPOLY in larger spots.
Posted by wil5on on Mon Dec 15th 2003 at 12:59pm

Looks good! 1500 wpoly... well, I suppose it would only have a problem on low-end machines. dod_ths has wpoly 2000+, and it seems to run fine on a 266.
Posted by Agent Smith on Sat Dec 6th 2003 at 1:22pm
[Author]

See December 7th comment under dod_rural for explanation of r_speeds if you feel the need to comment on them. Thanks.