View Full Version : [REL] Dod_Dockyard 1945

03-18-2011, 12:24 PM
Dod_dockyard 1945



It is May 1945 and Allied troops have reached the Kriegsmarine U-Boat base in Hamburg, Northern Germany. This is the last European submarine base still in Axis hands.

Although the end of the war seems imminent, crack German troops have fortified the base and are determined that it should not fall into Allied hands.



Secure the base by capturing all five flag points.


Defend the base to the last man and to the last bullet.








preview trailer:


Models: Valve, SLi-WooDy ,Surgeon, Ranson, Jed www.wunderboy.org

Textures: Valve, SLi-WooDy, NosehairUK.

Testers: SPLATT, clan =RR= , TheSwedes, the 79th Infantry.


All Feedback to:



03-18-2011, 12:27 PM
A great looking map Woody. It plays well and I hope the community enjoy it.

03-18-2011, 02:23 PM
looking great :D

03-18-2011, 02:44 PM
looking great :D

Yeah, but let's see if the community wants a new map. Sli-Woody has put in a great deal of effort into this yet wherever I look people only seem to want to play standard maps.

There are exceptions (like the 82nd Rangers) but even my own clan seems to want to play tried and tested maps.

So boring!

Try dod_dockyard_1945. It is fun!

03-19-2011, 01:43 AM
Looks great !
Is in admin-vote on our main dods server.

Download link from www.dayofdefeat.se

dod_dockyard_1945.zip (http://url.dayofdefeat.se/dod_dockyard_1945.zip)

03-19-2011, 12:16 PM
Great stuff Woody!

Looks superb.

It will be on the -=[House of Noobs]=- tonight and putting straight into rotation.

03-19-2011, 01:05 PM
Thanks Enemy1 and Satan.

03-19-2011, 01:13 PM
Will be on for an hour from 20:40 GMT tonight.

03-20-2011, 02:39 AM
Lovely map Woody though as you saw last night on a full server neither side could progress any further than the middle flag despite 70 mins of play.

Some alternate routes to sneak into the oppositions territory will make it magnificent!

Superb work though beautiful map.

03-20-2011, 04:33 AM
Added to our server as well.

03-20-2011, 05:07 AM
Thanks for showcasing the map last night Satan. This was very much appreciated.

as you saw last night on a full server neither side could progress any further than the middle flag despite 70 mins of play.

Woody's been thinking about that! On other servers during playtests, snipers were available to use which negated the mg'ers and lessened any bottle neck. The absence of snipers and the use of instant respawn seems to have scewed the outcome of last night's game.

I'll run the map on a full server with snipers and regular respawn times and compare the outcomes.

Despite the apparent stalemate, I had fun. I did manage to get very close to your second on a number of occasions. Trouble is I was always on my own! A lot of players seem to be setting up camp here and there to defend the middle. I think this map also needs a little bit of teamwork ;)

03-20-2011, 05:32 AM
Good point, I have added snipers to the map config to see if this helps.

03-20-2011, 06:14 AM
Thanks Satan and -=[House of Noobs]=-for your feedback, and to everyone that has played.

As Splatt said above, it certainly was interesting 16v16 as we never reached that number in play testing with no snipers.
Progress was certainly alot harder than any playtesting sessions i was involved in.
On the few occasions when I did break thro middle I was on my own and met by 10 enemy players.
The MGers could control middle far to easily IMO.

The middle on dockyard is set up similar to flash where by everyone needs to go thro middle to progress and it rewards team work and team progression.
As everyone knows with flash, one good MGer can literally stalemate centre if you have an unwilling sniper or no snipers, especially when 16v16. This is also true with Dockyard.

I look forward to seeing how the map plays with snipers added!
Please let me know how you get on.

If any other clans are running the map i would also be grateful for your feedback too.

If the middle is still too much of a choke point with 16v16 then it may need adjusting.

Thanks again


03-20-2011, 01:22 PM
My members had a test run on it last night & it was a instant hit.

03-20-2011, 01:45 PM
My members had a test run on it last night & it was a instant hit.

That is great to hear Sawcoach. tbh having played it a bit more now, it is definitely an offensive map where teamplay works. If players hang back it can become a stalemate.

03-27-2011, 04:28 PM
Wow. Looks great. Glad to see my models being of use.