[map] dod_strom_b4

[map] dod_strom_b4

Re: [map] dod_strom_b4 Posted by siron on Fri Aug 26th 2005 at 7:13am
siron
45 posts
Posted 2005-08-26 7:13am
siron
member
45 posts 25 snarkmarks Registered: Jun 14th 2004
This is a a discussion topic for the map "dod_strom_b4" by siron which can be found here

Map description:

DOD_STROM (beta 4) by Kyle "Siron" Florence (kyle.florence@gmail.com)
Fall, 1944, Germany

Allied troops advance on a small german held town. After setting up
their headquarters, a small squad of allied soldiers are sent out to
capture the remaining german forces and secure key positions in town.

Allied Objectives:
- Capture the 5 flag points

Axis Objectives:
- Capture the 5 flag points

Textures by: Scott "Kamikazi!" Jordan, Svante "Xerent" Ekholm,
Chad "Masako" Barnsdale, Daniel "kleinluka" Luka, Arjan "IR" Bak.
Models: Valve, FloMatic, Arc
Skybox: Kraftstoff

Thanks to: skdr, Shane and CoJ

Map screenshots:
Loading embedded content: Map #2236
Re: [map] dod_strom_b4 Posted by Tracer Bullet on Fri Aug 26th 2005 at 4:57pm
Tracer Bullet
2271 posts
Posted 2005-08-26 4:57pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
A great map for the most part. I only have one complaint, and a few nit-picky points.

The complaint is this: you have missed one of your custom models in the zip file: models/mapmodels/mawibse_lamp_01.mdl

Now for the nit-picking.

This map doesn't really stand out much in my mind. As far as I notticed you've used all stock DoD textures, which is good from a DL time perspective, but not great for setting this map apart. You also have a very generic theme for the map the reinforces this impression, or lack there of.

My second minor criticism is of the layout. As a mapper I personaly love it. However, it has been my experience that most players get quite confused by this non-linear layout. You have three flags that are horizonatly arranged. This has the effect of spreading out the action and making the map feel empty even with 32 players in it! (I haven't tried this, it is just my suspicion) All the official maps that are of similar size are very linear. You follow one path that brings you to all the flags, with a few minor back alleys to get you there with a bit more stealth. This has the effect of concentrating the action in what otherwise would be a too-large map.
Re: [map] dod_strom_b4 Posted by siron on Mon Sep 12th 2005 at 4:23am
siron
45 posts
Posted 2005-09-12 4:23am
siron
member
45 posts 25 snarkmarks Registered: Jun 14th 2004
About the model: not my fault. when i released the map the model was included in the day of defeat fgd file, however, since none of the current official maps used it they decided to delete it and on the steam update it auto-deleted it from everyones directory. thats valve for you.

as for the 32 person empty feeling, its not that way, but i can see why you would think that. most action is still contained in the middle area, with side action fighting prominent as well.

i agree with the texture aspect, but im not going to spend the time to make my own textures for a few reasons (the most obvious being source, but i also have no time)