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CharlestonN
12-02-2008, 03:10 PM
Have not been playing games at all for the past year but recently had some free time on my hands so yesterday i started reworking a beach map i had started a while back called DoD_WN71 which some of you might remember

I had originally based it off of a real section of beach and was sticking pretty close to the topology of those maps but i decided that dod is not really designed for realism so i am doing a lot of the level layout from my own imagination

I made a lot of custom models, textures and sounds so hopefully it will be a fairly fresh experience


Hope you enjoy

*VIDEOS*

http://youtu.be/yK03VIkpvP8
http://youtu.be/SesjM31QHIU

*IMAGES*

http://img189.imageshack.us/img189/4594/wn7113.jpg

http://img820.imageshack.us/img820/5791/wn7112.jpg

http://img205.imageshack.us/img205/444/wn7111.jpg

http://img407.imageshack.us/img407/6151/wn7110.jpg

http://img855.imageshack.us/img855/9364/wn7109.jpg

http://img14.imageshack.us/img14/8331/wn7108.jpg

http://img834.imageshack.us/img834/1094/wn7107.jpg

http://img193.imageshack.us/img193/57/wn7106.jpg

http://img189.imageshack.us/img189/5011/wn7105.jpg

http://img826.imageshack.us/img826/3691/wn7104.jpg

Splatt
12-02-2008, 03:55 PM
Hmm...looks interesting. I shall watch its progress with interest.

PyROZen
12-02-2008, 04:24 PM
looks great man! i really like the bluffs on the sides, it gives a much better feeling that you MUST go forward. Can't wait to see the finished product. Only thing i'd nitpick is in the first pic, the sand texture repeats itself alot, but i'll assume that your still a long way away from finished.

good luck, looks great!
lee

Woj1485
12-02-2008, 06:49 PM
Looking decidedly badass so far. :)

Hells High
12-02-2008, 07:35 PM
Sweetness :)

Mangled*
12-02-2008, 08:58 PM
Looks great, keep the bluffs, it will keep the action more concentrated. Very atmospheric, I like it.

caparzo_72
12-24-2008, 03:40 AM
Very nice map :) , much like the map D-Day and play on the server FFF (If you want to see IP: 91.121.45.121:27018) devoted to that, I pence there are many ideas for my I find by the beach just met, but I pence that as I told her you must work;), I love the ambience and sound especially barge that moves and that opens on believe it.
I look forward so that this small map and love to be beta tester

-=*FMJ*=-Green
12-24-2008, 03:56 AM
i saw posts in the net from 2006. this post was made in march 2008. i think they dont release it.. i hear that the mapper died in a car crash... projekt is dead.

Splatt
12-24-2008, 05:21 AM
i hear that the mapper died in a car crash... projekt is dead.

Oh dear :(

caparzo_72
12-24-2008, 07:10 AM
oh ! tu n'est Pas serieux ?

caparzo_72
12-24-2008, 07:11 AM
oh! you is not serious?

Ana30
12-24-2008, 07:58 AM
awesome, really nice.

jewishcarpenter
12-24-2008, 08:34 AM
i hear that the mapper died in a car crash...

I certainly hope that's not true and someone was mistaken.

Carne
12-24-2008, 03:49 PM
THE BOATS ARE MOVING, YAY!

d4rkf0rtr355
12-25-2008, 05:36 AM
looks dynamite....cant wait

Woutsie
12-25-2008, 12:00 PM
This is... AWESOME!!!

CharlestonN
01-01-2009, 12:55 AM
Well, no, i did not die in a car crash

I did change my name though, i useto go by Someth|ng W|cked

Anyway, i am working on this in my free time so it will take a while before beta testing but i am working on it and i rebuilt it from the ground up to ensure smooth performance

The boats move, ramps lower when they reach their destination and the map will have advancing spawns

I plan to have the allies have to fight their way through the bunker system up to the area beyond the bluffs instead of just running up the hill or around the side of the bluffs like most beach maps and there will bee a fairly extensive trench system beyond the bluffs

jewishcarpenter
01-01-2009, 01:23 AM
Glad to see you're still alive as well as this project.

Splatt
01-01-2009, 02:46 AM
Glad to see you're still alive as well as this project.

I second that. Great news!

Guyver.
01-01-2009, 02:51 AM
Good to see you, Wicked. The map looks great. :)

Skinn
01-01-2009, 03:38 AM
Glad to hear all is well.


HuXx

-=*FMJ*=-Green
01-01-2009, 09:36 AM
nice to read^^ hope you release asap :)

Game650
01-01-2009, 07:52 PM
whoa, the boat moves in when you spawn? is that everytime you spawn? looks amazing

and advanced spawning? i've always wanted that in a beach map!

Carne
01-02-2009, 09:36 AM
whoa, the boat moves in when you spawn? is that everytime you spawn? looks amazing

and advanced spawning? i've always wanted that in a beach map!

I think they only move in on the beginning of the map, when the round starts. But what is advanced mapping? Any examples?

caparzo_72
01-02-2009, 12:58 PM
Happy to learn that you are alive, continue your project and run us a beta fairly quickly. How have you done for barges, I understand I have not ever managed to do so on a draft map.

Game650
01-02-2009, 04:38 PM
advanced spawns would be after you take an objective, your default spawn would be advanced. There were a few maps in 1.3 that had this, such as dod_zalec, after taking the first objective you are moved to a new spawn and are approached with a whole new set of objectives.

CharlestonN
01-03-2009, 11:47 AM
The boats only move once per round, they are triggered when someone spawns inside them then they are reset after a team wins, the spawn points move with the boats, their movement is timed with the beginning round countdown so the gates will drop right when the round becomes active, the boats are models tied to track train entities which are killed at round end, if they were to be moving back and forth during a match it could cause some lag issues

The advancing spawns are made using teleport systems, basically the spawns in the boats will be disabled after the allies take the first objective so the allies will spawn closer to the next objective rather than have to run all the way from the shoreline to reach the farther objectives, the axis spawns will also move back every time the allies spawns move up to keep the action consistent

The allies' initial spawn will be on the boats then after the boats are "parked" at the shore they allies will spawn in and around the boats behind cover along the shore

The axis' initial spawn will be at the main defense positions, sandbag mg positions, bunker mg positions, etc so as soon as those gates drop the mgs can be firing creating a more intense atmosphere and even if most of the allies are mowed down on the first wave they will respawn behind cover

I will also have a a system like i did in hill_classic that will set class limits specifically for the map to allow for more MGs on the axis team and more assault and rocket classes on the allies team

The area beyond the bluffs will be at least as big if not bigger than the beach area and will offer some trench fighting and close quarters fighting in the bunker system

CharlestonN
01-03-2009, 10:25 PM
Here is a small update, i made a new sand and mud texture and added a few other things here and there, i have included pictures which also show some of the underground bunker system you will have to fight through to get beyond the bluffs, enjoy

I will be releasing a custom textures, models and sounds with this map as well


http://100percenthomer.com/charleston/dod/wn71_012.jpg

http://100percenthomer.com/charleston/dod/wn71_009.jpg

http://100percenthomer.com/charleston/dod/wn71_008.jpg

http://100percenthomer.com/charleston/dod/wn71_010.jpg

http://100percenthomer.com/charleston/dod/wn71_011.jpg

http://100percenthomer.com/charleston/dod/wn71_013.jpg

Skinn
01-04-2009, 02:12 AM
Looks awesome chap,
Cant Wait.

HuXx

Woutsie
01-04-2009, 02:29 AM
The images look like they were taking in real life.

Game650
01-04-2009, 04:19 AM
the sand on the beach and the look of it under the water is simply amazing! I hope valve uses this instead of strand, if it gets released fast enough.

Also, I obviously haven't played this map, but the gameplay looks like it would be much better than strand, simply because the Axis aren't at a huge elevation. A more level map, I think, would make for much better beach map, but I really want to play it to find out.

Watevaman
01-04-2009, 04:56 PM
It looks great and the atmosphere is awesome, but what happened to the wide open side of it? That was a part I loved, and now it looks to be a bit confined and doesn't give the sense of scale the old version had. :(

Anyway, I'll definitely play it when possible.

CharlestonN
01-04-2009, 05:38 PM
It looks great and the atmosphere is awesome, but what happened to the wide open side of it? That was a part I loved, and now it looks to be a bit confined and doesn't give the sense of scale the old version had. :(

Anyway, I'll definitely play it when possible.



At the time i made the change dod did not run on the orange box version of the source engine so the map was a bit too wide open to optimal performance so i had to confine it but now that dod is running the orange box version of the engine i might re impliment the wide open flanks in a later update top the map after the first non beta release

Creating all of the detail in the skybox to make the flanks look convincing would have also pushed back the release of the map even further since i would have had to create the flanks beyond the bluffs

With the new layout i can finish the map for beta much more quickly and still go back and add the flanks without changing the gameplay

Game650
01-04-2009, 10:54 PM
I think it looks great! worry about game play first, then details later. I would love to play a beta with just the basic layout, then add all the detailed stuff in a later release.

CharlestonN
01-06-2009, 10:32 AM
Quick Update

I went through today and created the soundscapes for the map and they sound awesome, there will be a seperate sound scape for each of the following areas

Over the Water (Battle in the near distance, water swooshing, bullets ricocheting off of the water, boats clanking and planes flying overhead)

The Beach (The battle gets louder, american screams and distant explosions, planes flying overhead)

The Beachhead (The battle not quite as loud, german yelling, distant explosions, planes flying overhead

Bunker Interior (The violence outside is muffled but still audible, slight 'werring' of close quarters)

Bunker System Deep (The battle outside is very faint and almost inaudible, the werring of the confined space is louder)

Beyond the Bluffs (Outside beyond the bluffs the battle is not quite as concentrated as the beach, german and american screams and yells, distant explosions and planes overhead)



I am also working on a custom particle system for the bunker deep interior that will drop dust from the ceiling in sync with the explosions outside

I will post more updates soon

Splatt
01-06-2009, 10:53 AM
Sounds awesome :)

PyROZen
01-06-2009, 11:16 AM
simply wow....
this is the beach map i have been waiting for. can't wait to see the finished product

lee

Skinn
01-07-2009, 10:21 AM
Sound brilliant.
Looking forward to playing it also.

HuXx

CharlestonN
01-10-2009, 10:28 PM
Nother' update for yall', this time with motion !

I took 3 quick clips of the map, a fly-through, and a walk-through from the allied and axis sides

The map is still only about 60% complete as far as layout is concerned but you can still get the idea

I capped the frame rate to keep it from stuttering when Fraps records so any stuttering or slowdown you see was caused by compression

If you pay close attention you can see 2 new particle effects i created especially for this map which are mist flying alongside the boats as they move and a splash that happens when the gate drops onto the water, the mist is a work in progress, the video quality does not do them justice so i have also included a couple of stills of them as well as some shots just for fun

I will be building a site for all of my future maps including this one which will house all of the media and download links soon as well

Anyway, on to the media

Videos:

http://www.100percenthomer.com/charleston/dod/wn71

Images:

http://100percenthomer.com/charleston/dod/wn71_014.jpg

http://100percenthomer.com/charleston/dod/wn71_015.jpg

http://100percenthomer.com/charleston/dod/wn71_016.jpg

http://100percenthomer.com/charleston/dod/wn71_017.jpg

http://100percenthomer.com/charleston/dod/wn71_018.jpg

-=*FMJ*=-Green
01-11-2009, 12:19 AM
nice videos and good looking map but i have some critics for you.

there are to much defend positions for the axis. they can fire from to much windows thru beach. think this was to hard for the allies and it was very pro axis. the beach was very long and wide open from the left to the right. think was good to made it a little smaller.

the bunkers are to dirty.. remember the bunkers are new in ww2 :)

the music was a matter of taste. for me its to loud.
but the driveable boat was a nice gimmic.

CharlestonN
01-11-2009, 12:36 AM
Another feature that i have added that i forgot to mention is "deteriorating initial spawns"

I have a system set up that, over time, deactivates axis initial spawns on the beachhead until the allies have completed their 2nd objective at which point the axis spawns move to their 2nd position all together making it progressively easier for the allies to complete the first 2 objectives

This gives everyone a good action packed fight while keeping it from being too one sided while fighting up the beach

And as for the ambient sound as commented on by green, it is actually not as loud as it seems in the video, gunfire and player voice commands are almost twice as loud as the ambient sound, the voices you hear in the video are actually part of the ambient sounds

And for the bunkers being too dirty, i am NOT going for authenticity in this map, the basic layout and structural design is based on an actual beachhead from the war but other than that i just wanted to make a fun beach map that was visually pleasing, after all dod is not meant to be a realistic game

Skinn
01-11-2009, 02:21 AM
Wow, looks fantastic.
A lot of detail so far, how is the FPs looking?
From your Videos, the sound didnt seem to intrusive to me. There are some really good playable maps out there with a horrible ambient sound, kind a like a "Chuff chuff, chuff chuff chuff" repeating over and over. Your sound was much much better imho.
Looking forward to playing a beta and proper look.

HuXx

Splatt
01-11-2009, 02:55 AM
I am really looking forward to playing this one :)

DarkMess1ah
01-11-2009, 04:29 AM
GET THIS DONE! at least before dod_strand, then send it off to Valve... ;) cant have 2 beach assaults :P

STARS-FBI
01-11-2009, 08:51 AM
CharlestonN

outstanding!
BTW, could you add some random bombing of those landing craft, This would seem more realistic, haha

CharlestonN
01-11-2009, 12:26 PM
Wow, looks fantastic.
A lot of detail so far, how is the FPs looking?
From your Videos, the sound didnt seem to intrusive to me. There are some really good playable maps out there with a horrible ambient sound, kind a like a "Chuff chuff, chuff chuff chuff" repeating over and over. Your sound was much much better imho.
Looking forward to playing a beta and proper look.

HuXx


The frame rate is actually very good, i usually get around 40-50 average in the stock dod maps with no other players on the map with everything maxed at 1280x1024, on WN71 i get 50-65 average

I ended up removing most of the bump mapped and env mapped surfaces from the exterior accept for the water of course and i have a lot of fade in and out going on that the player usually won't notice

The orangebox engine update also helped a lot since this is a more open map

Here are my specs:

P4 3.2
MSI GeFroce 6600 256mb
2GB ram
Windows XP Home

Anyway, when beta testing comes around i will get a better idea of how it performs on a populated server, i might have to remove or tone down a few effects i have going on to keep it lag free

CharlestonN
01-11-2009, 11:02 PM
Here is another quick update regarding performance

I just went through today and did some more optimization to try and drop my "in" and "out" numbers and was able to cut them down considerably to the levels of a stock dod map by removing my moving arty system on the beach, i had this system in place because it made the arty explosions random but it caused my ins to spike up to around 200 quite often when on the beach, so the arty on the beach is now going to be in static meaning it will not move

My IN's max out at like 130 and average 89 and my OUT's max at 80 and average 72

What this means to those of you who don't map is that you will be getting very good performance on this map

;)

I am now working on the bunker system under the bluffs so more media updates will be coming soon

Skinn
01-12-2009, 09:46 AM
nice.
Like the rest said, cant wait chap :)

HuXx

CharlestonN
01-14-2009, 01:08 AM
Is dod_strand going official?

I can't believe that valve does not have a stock beach map . . .

dod_omaha was awesome back in the day . . .

Skinn
01-14-2009, 07:59 AM
Strand was mentioned in that new maps thread by Fuzzdad i beleive.
I personally cant stand it, hence my following your thread and a couple of other ones here.
I am loving Greens "Longestday", and yours also looks like a keeper. Cant wait to play it.

HuXx

Tampio
01-14-2009, 09:35 AM
Nice! Strand has the same sand texture everywhere in the beach. If you think that the water raises. You may see the answer. But this is really freaking nice map from textures and all! Good job. Can't wait this to be finished

-=*FMJ*=-Green
01-14-2009, 09:44 AM
yes, the map looks good.. i like the shore texture on beach

fOgGy
01-15-2009, 07:14 AM
Is there going to be workable mortars ? Plus can you throw in a few floating dead allies in the water for some nice detailed touches ?

CharlestonN
01-17-2009, 01:11 AM
Here is another update

This is one of the tunnels that connects the bunker systems under the bluffs, you cannot see it in the picture but there are small drips of water coming from the ceiling and the soundscape i created sets an awesome creepy mood when you enter the tunnel

http://100percenthomer.com/charleston/dod/wn71_019.jpg


To answer the previous questions

I will most likely not have use controllable mortars because the kill would still count as a suicide and would just add more traffic to the network code

I may add some floating bodies to the water and i am working on a particle system that simulates floating blood in the water as well

-=*FMJ*=-Green
01-17-2009, 09:32 AM
nice atmosphere charleston :)

CharlestonN
01-17-2009, 06:55 PM
Wow, 1,860 views in 15 days . . .

Thanks for all of the positive feedback everyone, expect some more updates very soon, and a special surprise in the next week or so ;)

Lancer
01-17-2009, 08:03 PM
Sweet. Can't wait to play.

CharlestonN
01-17-2009, 10:11 PM
Here is another update

A quick walk through of one of the tunnel sections, this clip shows the dust dropping from the beams on ceiling after an explosion on the ground above

When finished it will be controlled by an auto timer making it random, i just used a button to test it

The effects is supposed to be subtle but in game it is much more noticeable

Here is the link, the top video is always the latest

http://100percenthomer.com/charleston/dod/wn71/

CharlestonN
01-18-2009, 10:16 PM
Another update

I went and made a custom particle system for the wreckage smoke and made some new craters using spineroyal's texture, the craters now have a "lip" around the edge which provides better cover when inside, both of these updates can be seen in this shot


http://100percenthomer.com/charleston/dod/wn71_021.jpg



This image shows the area that connects to the underground tunnel passage on the left flank of the map


http://100percenthomer.com/charleston/dod/wn71_022.jpg



And finally this image shows the tunnel passage with the bunker system beyond


http://100percenthomer.com/charleston/dod/wn71_020.jpg

Feelgood
01-18-2009, 11:35 PM
Ok, enough teasin, start pleasing. :) When is it going to be available for download?

CharlestonN
01-18-2009, 11:56 PM
I am hoping to have the alpha ready within 2 weeks, the public beta ready shortly after

caparzo_72
01-19-2009, 02:30 AM
I want to be a beta tester!:D

Grippy
01-19-2009, 03:20 AM
Looks good! ;)
I really need to learn how to make my own particules.

SilentSteps
01-19-2009, 06:31 AM
Wow, this map is just full of custom content! Very nice. Those custom smoke particles look like something out of a Call of Duty game. (Especially United Offensive... I loved those smoke particles)

CharlestonN
01-19-2009, 04:36 PM
A few people have been telling me that they hate the cliffs along the flanks of the map so i just wanted to make a separate post reiterating what i said before

The cliffs will only be in the map durring beta testing, once the final is released they will be replaced by a seamless 3d skybox that will extend the edges of the map off into the fog

You can see this from an early build which can be seen in the first video i posted as well as in the image below

I have already created custom sprites and textures for the skybox and the skybox itself is already half finished

Keep in mind that the white "fuzzies" around the sprites will be gone before final release

http://100percenthomer.com/charleston/dod/wn71_000.jpg

caparzo_72
01-25-2009, 05:28 AM
the new screen please :D

CharlestonN
01-25-2009, 12:21 PM
the new screen please :D

I am working on something special for the next update ;)

I will post it soon

TheBlackKnight
01-26-2009, 03:04 AM
This project is looking fantastic, cannot wait to try it out

jewishcarpenter
01-26-2009, 10:59 AM
I definitely love the idea of the beach being a lot more open. Any ideas though on blocking off the map edges of the beach rather than just making invisible walls? Maybe like driftwood, giants rocks, fire, etc...? I hate trying to avoid getting shot on a beach map and running into an invisible wall when I thought I had more space.

caparzo_72
01-26-2009, 01:18 PM
I do not :

http://nsa04.casimages.com/img/2009/01/26/090126093757879068.jpg (http://www.casimages.com)

its top is not on a beach :rolleyes:

would be good with a small sandy strand type and model of barbedwire2 surgeon and belgiangate

http://nsa04.casimages.com/img/2009/01/26/090126101930116679.jpg (http://www.casimages.com)

not ???

CharlestonN
01-26-2009, 10:05 PM
For blocking off the flanks of the map i do have a few subtle visual ques as to the boundaries of the playable area but i am still playing with a few things

I just don't want to put a big line of barbed wire down the sides, this is not a water polo game, and i do not want to have a huge berm on each side either

I might have a trigger that pops up a message on the player's hud when they are approaching the boundaries but i want the coast to look seamless whatever i decide to do

And as for the shingle on the beachhead, i am not going to put a huge mountainous burm, there when you are prone on the shingle you can not be seen from any of the defensive positions on the the bluff, the only place you can be seen from when prone on the shingle is from the doorway to the bunker with the porch facade after you blow the doors

And the section of the beach i modeled this map after did not have Belgian gates, there is enough cover on the beach right now without looking too cluttered and having to many models being rendered

How i have the first objectives set up now is as follows

There are 2 entry points onto the beachhead (area behind the shingle and in front of the bluffs), the first being a section of barbed wire (original, i know . . .) which is immediately available to blow up, the 2nd are double doors which are on the porch facade of the front most bunker, this entry point becomes blow able after 2 minutes

After you enter the beachhead you have 2 access points into the bunker system, one left and one right, the bunker system eventually takes you out into the area beyond the bluffs where the rest of the objectives are located, i will most likely have a few cap points and maybe another blow able objective, i might even put a cap point inside the bunker system if it flows right

Each set of objectives activates a new spawn area effectively keeping the same distance between both teams as the objectives are completed

As far as having the rounds timed i am currently undecided, i might release the alpha build with no timer and see how balanced i can get the game play, if i can achieve a certain level of balance i will not implement a timer

Right now i am working on a cinematic physics based event that takes place somewhere in the map, maybe having a shell that blows through a bunker some time during the round or something like that, i am still undecided

Cinematic physics are computed physics done in a modeling program and then baked into animations, that is how valve pulled off that bridge collapsing and the house being blown up in episode 2 and a few of the events in L4D

My main concern for right now though is launching a map that is very fun to play, visual pleasing and not a huge performance hog, so far the map runs great and is well optimized and i think it looks pretty good so the last part to tackle is game play which i hope to address with a alpha in the not to distant future

[be]moroes
01-27-2009, 01:15 AM
Can't wait :rolleyes: hehe :D Continue like this and I'm sure you'll have a pure beach map!!

ultranew_b
01-27-2009, 05:39 AM
Looking sweet! I look forward to playing it !





-----------------------------------------------------------------------------------------------------------------------
Source engine levels designed and realized by ultranew_b:
hl2dm_district33 (http://www.lanmaniax.com/maps/html/hl2dm_district33.htm), dod_sora (http://forums.steampowered.com/forums/showthread.php?t=651888), dod_pier (http://forums.steampowered.com/forums/showthread.php?t=651889), dod_flurry (http://forums.steampowered.com/forums/showthread.php?t=651892), dod_U471 (http://forums.steampowered.com/forums/showthread.php?t=651894), dod_V2 (http://forums.steampowered.com/forums/showthread.php?t=651899), dod_copse (http://forums.steampowered.com/forums/showthread.php?t=651901), dod_fall (http://forums.steampowered.com/forums/showthread.php?t=651904)
-----------------------------------------------------------------------------------------------------------------------

Watchtower
01-27-2009, 02:49 PM
Glad to see a map that isn't a dod_charlie or dod_dog1 clone. Original beach maps are fun. Keep us updated.

caparzo_72
02-03-2009, 03:03 PM
News from the map? Advance she?
When will the test of the beta map?
A new video will be the welcome

caparzo_72
02-04-2009, 06:27 PM
How do you animate the door of your boat :confused: , I try and despair is not :mad:.
Did you change the model by recompiling?
How are you doing? please:o

CharlestonN
02-05-2009, 08:05 PM
Sorry about the absence, i came down with the stomach flu and have been laid up for the past few days

The map is coming along, i have not posted any new media because i am still not ready to show anything new although i have made progress

The area beyond the bluffs is about 25% finished, once i get it to around 50% i will post some media

As for the boats and the gates, i decompiled the stock boat model and separated the door and hull so i could easily time the gate drop with other actions and control the collision hull of the gate

caparzo_72
02-06-2009, 02:44 AM
Happy to know that the map before, I doubted for boats, I said because I also follow me even now to make a map dday and I want to do but its also impossible to find, it's good work in any case

I know you is at the origin of this beautiful model and know that your idea :), but what you to put your model available mapper:confused: please

CharlestonN
02-06-2009, 08:11 PM
I had a hard time deciphering your post but i believe you want to know if i will be releasing the custom models for this map?

If so then yes, all custom content will be released with the map

caparzo_72
02-11-2009, 11:46 AM
Sorry I'm French :(

http://nsa05.casimages.com/img/2009/02/11/090211084857666085.jpg (http://www.casimages.com)

darkhorse53
02-12-2009, 10:31 AM
Wonderful looking map! I would be pleased to place this map on our clan's server.

CharlestonN
02-14-2009, 10:09 PM
Hey man, don't picket mehhh mahhhp !, heh

Sorry for the lack of updates lately, i have been working a lot lately and have not had a whole lot of time to put into the map, i will be doing some work on it over the weekend and hopefully some more updates soon

CharlestonN
02-17-2009, 01:13 PM
Here is a quick media update until i have something new with more substance, this is part of the area beyond the bluffs which is under construction

http://100percenthomer.com/charleston/dod/wn71_023.jpg

http://100percenthomer.com/charleston/dod/wn71_024.jpg

caparzo_72
02-17-2009, 02:05 PM
huge! you are really too strong :), and you could well make a small video:confused:

Splatt
02-17-2009, 03:09 PM
This is looking better and better CharlestonN...you have a lot of people drooling ;)

_Bambi_
02-17-2009, 03:26 PM
Sweet, Iam really looking forward to this one, keep up the quality work!

CharlestonN
02-18-2009, 12:44 PM
Here are some of the custom models/skins i have made for WN71

They are all designed to be fairly low poly and texture resolution since the map is so wide open
I might go back and do LODs for all of them in a later release so i can have more polys and higher res skins

http://100percenthomer.com/charleston/dod/wn71_025.jpg

http://100percenthomer.com/charleston/dod/wn71_026.jpg

http://100percenthomer.com/charleston/dod/wn71_027.jpg

http://100percenthomer.com/charleston/dod/wn71_028.jpg

http://100percenthomer.com/charleston/dod/wn71_029.jpg

http://100percenthomer.com/charleston/dod/wn71_030.jpg

http://100percenthomer.com/charleston/dod/wn71_031.jpg

Skinn
02-18-2009, 12:55 PM
Nice :cool:

HuXx

caparzo_72
02-18-2009, 01:18 PM
very nice, not forgetting the boat ^ ^

(And small video)

[be]moroes
02-19-2009, 07:57 AM
Very nice work there with beautiful mdls!
Just the trenches' wood which seems have low textures compared at the rest! ;)

Lancer
02-19-2009, 03:36 PM
Oh, it looks amazing so far....really fantastic work

please tell me it won't be a complete framerate killer...oh please...

CharlestonN
02-19-2009, 04:06 PM
Oh, it looks amazing so far....really fantastic work

please tell me it won't be a complete framerate killer...oh please...

I designed the map with performance in mind, i have not played one dod:s beach map that had decent frame rates but WN71 should not be any more of a resource hog than any stock dod map

The map is actually divided into 2 sections on the outside, the bluffs actually act as an occluder so when you are in the area beyond the bluffs the beachhead and beach area does not get rendered and visa versa

Watchtower
02-19-2009, 04:26 PM
I disagree with the above statement, but, who cares.

Anyways map is Looking good. Nice use of textures and custom props. If your looking for a good server to playtest on, the guys at P.O.W. prisoners of war do good playtests on a high-speed server

PyROZen
02-19-2009, 06:41 PM
looking good man, i especially like those custom models you made. you're definitly putting 110% into this and it shows! i can't wait to get some playtime on it.

lee

caparzo_72
02-27-2009, 05:04 AM
??? "Sigh"

CharlestonN
02-28-2009, 12:44 AM
Been busy working, i will have some new info and media soon . . .

Pricce
03-18-2009, 06:39 AM
Been busy working, i will have some new info and media soon . . .

cant wait for release, i miss the classic dod_charlie :(

caparzo_72
03-18-2009, 01:59 PM
http://nsa06.casimages.com/img/2009/03/18/090318095923801314.jpg (http://www.casimages.com)

CharlestonN
03-19-2009, 08:31 PM
Man, this map looks awesome! cant wait for it to be released, hurry hurry !

jewishcarpenter
03-20-2009, 10:21 AM
Heh, yeah what's that guy's problem anyways?

SilentSteps
03-20-2009, 12:46 PM
I don't remember if I said this once before, but the custom smoke effects (particle effects?) that you made remind me so much of CoD: United Offensive's smoke... beautiful!

PyROZen
03-20-2009, 02:51 PM
Man, this map looks awesome! cant wait for it to be released, hurry hurry !
hmmm.....

10char

CharlestonN
03-20-2009, 09:01 PM
Once again i want to apologize for the lack of updates as of late, i have been working a lot lately, the map is still very much a go and will be ready for play testing sometime in the not too distant future

Pricce
03-21-2009, 01:14 AM
http://tf-2.fr/ach.php?a=Valve's Content Update&b=Add new content to Day of Defeat: Source&c=3&d=100&e=1200&f=1 (http://teamfortress2.fr/achievements.php)

Skinn
04-17-2009, 09:19 AM
Hoping its not the to distant future soon. ;)

HuXx

caparzo_72
05-02-2009, 05:07 PM
new please !!!

zmanshadow
05-03-2009, 03:41 AM
Hey Charleston it would be awesome to hear from you every now and again I know that everyone has personal lives outside the game including social and work but don't feel afraid to talk to us I would love to see this map come to fruition. PS don't rush it either quality ftw!!

uber069
05-03-2009, 10:41 AM
looks great, dark in places and kinda eerie, I tire of fully lit maps - someone here told me the trick to correct unlit models - place an info_target where the light is, and set the lighting origin in the keyvalues on the prop to the named target - voila! properly lit model

caparzo_72
06-29-2009, 07:35 PM
And indeed we do not have piece of news anymore 03-21-2009, 05:01 AM, rotted you to say to us or you are there???

[be]moroes
06-30-2009, 01:38 AM
Hey stop Caparzo, if he doesn't have time or if he can't continue his map, don't blame him!! Incredible -_-'

caparzo_72
06-30-2009, 09:51 AM
It is just that I am enormously interested has this project, saddened

jewishcarpenter
06-30-2009, 09:56 AM
Last he said was that he was busy with work, so I don't think he ditched the project but just had to put it on an indefinite hold.

Lancer
06-30-2009, 07:50 PM
Once again i want to apologize for the lack of updates as of late, i have been working a lot lately, the map is still very much a go and will be ready for play testing sometime in the not too distant future

there's your answer. be patient people

-=*FMJ*=-Green
07-01-2009, 12:25 AM
itīs done when itīs done...

fOgGy
07-02-2009, 06:57 AM
If this map becomes a great success I do hope Valve can make this an official map for DODS maybe even calling it the new Charlie.

-=*FMJ*=-Green
07-05-2009, 01:23 AM
play first.. the map must have a good balance.

koolbold
08-10-2009, 02:44 AM
is this project still alive ?

caparzo_72
08-10-2009, 05:13 AM
And indeed I think that yes he has to be in court but he does not too much have to have the time, otherwise Charleston could you put is you screenshot has in the daytime because link dead

CharlestonN
08-11-2009, 09:57 PM
Just started work on this project again and should have a nice little update over the weekend

The map is still very much alive . . .

koolbold
08-11-2009, 11:44 PM
its great to hear CharlestonN

if you looking for some tester pls mail me

Skinn
08-12-2009, 09:14 AM
nice to hear. :)

=82ndR=HuXx

Guyver.
08-12-2009, 04:45 PM
Sweet... I wanna play this.

-=*FMJ*=-Green
08-13-2009, 02:10 AM
made the made simple an clear without little tricks and so on and it could be a strand breaker

caparzo_72
08-13-2009, 03:00 AM
Ah, happy to hear that to work you always on this map, will die us from impatience to play on this map, made fast ^^

CharlestonN
08-23-2009, 02:34 AM
Whipped this up real quick to tide you over until beta

WN71 Teaser (http://www.youtube.com/watch?v=R5M7Aq14dmg)

I just uploaded it so it might take a little time after this post for it to actually show up on YouTube and excuse the stuttering in the video, my fraps was acting up for some reason . . .

caparzo_72
08-23-2009, 03:57 AM
Hummm, young to video, it is not kind that ^^

Lancer
08-23-2009, 11:15 AM
Looks as beautiful as always. Glad to see it's still alive, and thanks for all the work you're putting into this!

CharlestonN
08-23-2009, 01:20 PM
Here are some new images since i accidentally removed all of my old shots when i cleaned out my ftp

http://100percenthomer.com/charleston/dod/wn71-001.jpg

http://100percenthomer.com/charleston/dod/wn71-002.jpg

http://100percenthomer.com/charleston/dod/wn71-003.jpg

http://100percenthomer.com/charleston/dod/wn71-004.jpg

http://100percenthomer.com/charleston/dod/wn71-005.jpg

http://100percenthomer.com/charleston/dod/wn71-006.jpg

http://100percenthomer.com/charleston/dod/wn71-007.jpg

http://100percenthomer.com/charleston/dod/wn71-008.jpg

((BB))™ Craig
08-23-2009, 02:26 PM
WOW looks incredible!!!

Splatt
08-23-2009, 02:52 PM
It does look very atmospheric.

CharlestonN
08-23-2009, 06:50 PM
View from one of the german MG nests through sniper scope

http://www.youtube.com/watch?v=HzKhqq7lgog

koolbold
08-24-2009, 01:01 AM
sweeeeeeeeeeeeeeeeet :) nice realy good job keep on

-=*FMJ*=-Green
08-24-2009, 02:37 AM
very good looking but remove the trees from the beach defend line^^

caparzo_72
08-24-2009, 04:05 AM
Ohhhhh, it is really very successful, we can play above, beta-test:)?

small remark : http://nsa07.casimages.com/img/2009/08/24/09082401053348868.jpg (http://www.casimages.com)

Splatt
08-24-2009, 04:12 AM
@ carpazo_72. I thought so too at first but then I reckoned it was camouflage netting.

@ CharlestonN. Looking good but tbh I miss the wide open look as shown on your first video http://www.youtube.com/watch?v=JOIC99DPYRg

-=*FMJ*=-Green
08-24-2009, 10:45 AM
seems hard for the allies.. to hard?.. playtest?^^

CharlestonN
08-24-2009, 05:32 PM
- Carpazo: That is the underside of a displacement, that part of the bluff is not finished yet, i did not notice it when i took the screen shot

- Splatt: The map will be open as in that video in it's final form, i just threw up the bluffs in order to get the map into beta more quickly so i did not have to spend time building afull 3d skybox for the era beyond the beach, once the gameplay is tweaked to where i want it through beta testing i will get rid of the bluffs and have it open again

Splatt
08-24-2009, 11:37 PM
Awesome CharlestonN :) :) :)

_Bambi_
08-25-2009, 07:55 AM
Looks very promising! Keep up the excellent work!

caparzo_72
08-28-2009, 08:09 AM
OK, then we shall say the test of the map seem very close ?

- _Bambi_ : That becomes your of map of landing, she too was excellent?

caparzo_72
10-10-2009, 04:43 AM
beta test ???

airborneman
10-19-2009, 11:10 AM
thanks for releasing it, come on dude you make maps you dont have too much life

Game650
10-19-2009, 02:58 PM
i'm confused, it's released? I don't see a link, anyone?

CharlestonN
10-24-2009, 01:16 PM
I work like 13 hours a day 4 days a week and i am starting my own business so that takes up most of my weekend

I have been working on the map here and there and it is getting close to open beta, hopefully i will have a nice holiday present for you all

Guyver.
10-24-2009, 02:09 PM
I work like 13 hours a day 4 days a week and i am starting my own business so that takes up most of my weekend

I have been working on the map here and there and it is getting close to open beta, hopefully i will have a nice holiday present for you all

Sweet.:D I can't wait.

airborneman
10-24-2009, 02:56 PM
I work like 13 hours a day 4 days a week and i am starting my own business so that takes up most of my weekend

I have been working on the map here and there and it is getting close to open beta, hopefully i will have a nice holiday present for you all

It looks really good, it really does look good. It is amazing and when i get my GEFORCE 6600 i will be playing the map because it is really good, thanks for making a really good map.

CharlestonN
10-25-2009, 12:18 AM
Here are 3 1920x1200 screens with everything maxed out for you to gander, you must click the links or copy/paste them into your address bar, i did not want to post them as images in the forums because of their resolution

http://www.c-mediasolutions.com/interim/dod/wn71-001.jpg

http://www.c-mediasolutions.com/interim/dod/wn71-002.jpg

http://www.c-mediasolutions.com/interim/dod/wn71-003.jpg

((BB))™ Craig
10-25-2009, 08:21 PM
Maps looking great! Can't wait to give it a try!

caparzo_72
12-24-2009, 04:32 AM
Will have we a small outline of the progress of the maps before this end of year?

Tonedef
01-02-2010, 03:09 PM
Looks good. But I feel like the tunnels and bunkers are TOO well lit. Almost to the point of everything looking self-illum. Maybe dim the lights there. Think of a tungsten in the 1940s. The ambient light wouldn't fair well. Should get some deep shadows in the corners.

Game650
01-02-2010, 04:29 PM
Looks good. But I feel like the tunnels and bunkers are TOO well lit. Almost to the point of everything looking self-illum. Maybe dim the lights there. Think of a tungsten in the 1940s. The ambient light wouldn't fair well. Should get some deep shadows in the corners.

that's dandy and all, but dark corners are the bane of any game. It's better to sacrifice a bit of atmosphere for a better MP experience. Would be cool in a single player campaign or something, but dark lighting in MP has always been avoided (unless it was on accident) because you are playing against human beings who will do anything to win, which includes proning in dark corners to get cheap kills.

Fozzy the bear
01-06-2010, 02:27 AM
that's dandy and all, but dark corners are the bane of any game. It's better to sacrifice a bit of atmosphere for a better MP experience. Would be cool in a single player campaign or something, but dark lighting in MP has always been avoided (unless it was on accident) because you are playing against human beings who will do anything to win, which includes proning in dark corners to get cheap kills.

Speak for yourself about "dark corners." I love them and it makes it more realistic. However, I don't even play DOD:S anymore since I moved onto Arma2 and RnL mod.

Skinn
01-06-2010, 08:53 AM
Well as some one who does still play. What Game650 says is a good thing there.

=82ndR=HuXx

Game650
01-06-2010, 02:37 PM
realism is fine, but when realism causes people to leave the server because a jerk is abusing a dark corner with an mg then there is something wrong. I think this map would be really fun, I just think people would avoid the map if there was something like this. Believe me, I've seen some great maps in my day but have been refused to be played because of small things like this.

caparzo_72
02-13-2010, 07:05 AM
Hello CharlestoN, have you piece of news of the map has to communicate with us? It is going to make 4 months which adds us without piece of news of your project.

caparzo_72
05-09-2010, 05:48 AM
It very has been for a long time since adds us without piece of news(short story) of your map, you were very close of beta one test, could you give us some piece of news(short story)?

CharlestonN
05-15-2010, 10:43 PM
The project is not dead!

I have not really had any time to work on it so i kind of put it on hold, i haven't even played any video games in quite a while

I will release this map at some point but i am not sure when and i can't give a time frame right now

CharlestonN
06-14-2010, 08:15 PM
Wow, 10,941 views, i had better get this map finished soon or i will have a linch mob after me . . .

Lancer
06-14-2010, 08:25 PM
Probably after you already mate ;)

Its a great looking map, but real life comes first always.

caparzo_72
06-15-2010, 06:19 AM
good !!!

STARS-FBI
06-17-2010, 10:28 PM
Wow, 10,941 views, i had better get this map finished soon or i will have a linch mob after me . . .
Haha, yeah, we can't wait, guy

Beezy
06-28-2010, 05:24 AM
So... the video is deleted by user and none of the screenshots work.

I remember the video from a while back. It looked like Strand with a few changes.

Is this project still "not dead"?

caparzo_72
07-15-2010, 12:15 PM
??? No piece of news it is not cool

Carne
07-21-2010, 06:57 AM
Thought this was worth a bump. Such a great map. Hope it gets finished.

wigwomwill
07-21-2010, 08:56 AM
Youtube video not working, images arnt showing.

Fozzy the bear
09-06-2010, 01:12 PM
This map has been sought after for around 5 years. It will never be released. Hell, who cares now since no one really plays DOD:S anymore.

caparzo_72
09-06-2010, 05:32 PM
This map has the magnificent air(sight), and many player looks forward to this map, I do not agree with you there is always many playing player has dods and fan of map custom of this kind(genre)

Lancer
09-06-2010, 07:34 PM
Hell, who cares now since no one really plays DOD:S anymore.

looked at the server browser recently?

As for the map real life happens. If it doesn't release, so be it. If it does, hooray!!

Skinn
09-07-2010, 09:32 AM
Hell, who cares now since no one really plays DOD:S anymore.

fraid you need to take another look chap, looks to be quite a few still :)

=82ndR= HuXx

caparzo_72
11-07-2010, 04:38 AM
news please :(

-=*FMJ*=-Green
11-07-2010, 05:20 AM
think this is a dead topic, mod please close.. its a never ending story

caparzo_72
09-25-2011, 04:33 AM
A lot of work for nothing, it is so it's a pity. Take(bring) out at least a beta version or look your work has that she(it) that one...

-=*FMJ*=-Green
09-25-2011, 04:48 AM
trust me, this map is dead!!!!

CharlestonN
05-27-2012, 09:19 PM
Despite the evidence, the map is not dead!

I finally got around to finishing the map up for the most part and now it is ready for alpha testing

Anyone interested let me know, i would like to get at least 10-15 people on a server

Here are updated screens

http://img189.imageshack.us/img189/4594/wn7113.jpg
http://img820.imageshack.us/img820/5791/wn7112.jpg
http://img205.imageshack.us/img205/444/wn7111.jpg
http://img407.imageshack.us/img407/6151/wn7110.jpg
http://img855.imageshack.us/img855/9364/wn7109.jpg
http://img14.imageshack.us/img14/8331/wn7108.jpg
http://img834.imageshack.us/img834/1094/wn7107.jpg
http://img193.imageshack.us/img193/57/wn7106.jpg
http://img189.imageshack.us/img189/5011/wn7105.jpg
http://img826.imageshack.us/img826/3691/wn7104.jpg

DarkMess1ah
05-27-2012, 09:59 PM
Depends where you are located, i might test it out :) And any chance of you sending this off to Valve to get it in the game?

CharlestonN
05-27-2012, 10:25 PM
I live in Beverly Hills, CA

Why do you ask?

It will have to be tested before i submit it for anything besides i doubt Valve is adding any more maps to DOD:S

DarkMess1ah
05-27-2012, 11:27 PM
Reason was because it would be kinda hard to join that server with reasonable ping all the way from Australia ;) haha

Splatt
05-28-2012, 02:36 PM
Nice work CharlestonN. There are still some diehards playing DoDS and they are due a decent map release. This and Dradz's dod_rouen will both be a shot in the arm for the game.

fOgGy
05-28-2012, 06:07 PM
Looks really awesome! I do hope Valve can add it as an official DODS map in an upcoming update someday if it all goes well :)

Ana30
05-29-2012, 02:42 PM
nice! looking forward!

CharlestonN
06-03-2012, 12:21 PM
Quick Update - The closed Alpha test is tonight and if all goes well i will release public beta within the next few days

Al Eye
06-07-2012, 07:52 PM
Thats great news man...thanks!

HufandPuf
06-08-2012, 12:33 PM
I have been seeing posts about this map all over the place, always with promises of dl links just around the corner. What is the deal? Is this guy just trolling everyone or what?

Guyver.
06-08-2012, 06:27 PM
I have been seeing posts about this map all over the place, always with promises of dl links just around the corner. What is the deal? Is this guy just trolling everyone or what?

No, real life and things come up.

SomethingWicked (his other alias) has been around for a LONG time.

CharlestonN
06-22-2012, 08:44 PM
Hey, i haven't really had time to work on the map since the alpha test but i should get around to it this weekend and once it's out of alpha i will release public beta

The last alpha went well but i didn't have the advancing spawns in place and i need to tone down the mortars along with a few other small tweaks

The performance was very good and everyone seamed to have fun with 8-8

Guyver.
09-12-2012, 12:55 AM
Did this die again? :(

dread|UKCS|
09-30-2012, 11:39 AM
If you need any help with testing I run a dedicated D-Day server in the UK.

contact dread via ukcs.net

Thanks

Al Eye
03-05-2013, 03:25 AM
If you want to test it on a full server,our server is always available if you want.

CharlestonN
05-28-2013, 12:20 PM
The guy i handed this map off to to finish ended up not having time either so i am going to be finishing it up myself since i feel bad for not releasing a public beta after all this time

The alpha playtests we ran went well other than a few problems with objectives which i have already addressed and now that i finally got my SDK working since the update i will do my best to get a public beta out there for everyone if there is even still interest in this map

Look for a DL link within the next week or so

Splatt
05-28-2013, 03:03 PM
Sweet! I look forward to playing it.

Al Eye
05-28-2013, 04:52 PM
Yaaaaay...sweet man :D

CharlestonN
05-29-2013, 01:22 AM
Splatt, did you get my PM replies?

Guyver..
05-29-2013, 10:18 PM
I hate to get my hopes up again...:( ....but, :)

Splatt
05-30-2013, 11:24 AM
Splatt, did you get my PM replies?

@CharlestoN: yeah, just! My son's pc died so he has been hogging mine until his new one arrives.

I have replied now.

IronCore
05-30-2013, 08:34 PM
I love beach maps but gameplay get's tiresome or boring when their too big unless you always play with a full server. Anyway hope to play this map soon and will definitely create an rcbot2 waypoint file for it to check it's gameplay offline with bots even if still on alpha stage.

IronCore
05-30-2013, 08:54 PM
realism is fine, but when realism causes people to leave the server because a jerk is abusing a dark corner with an mg then there is something wrong. I think this map would be really fun, I just think people would avoid the map if there was something like this. Believe me, I've seen some great maps in my day but have been refused to be played because of small things like this.

Totally true. Tnc god there's some bots now to play with to enjoy this map if ever released without any hassle from dumb human players lol!

@CharlestoN...plz add me to your alpha testers...will test your map using rcbot2.

CharlestonN
05-31-2013, 07:54 AM
Almost ready to release it, i went in and made some major changes so i need to test a few things first to make sure i didn't break anything

In the mean time here are some updated screen grabs

http://c-mediasolutions.com/share/games/maps/dod/dod_wn71/dod_wn71-001.jpg

http://c-mediasolutions.com/share/games/maps/dod/dod_wn71/dod_wn71-002.jpg

http://c-mediasolutions.com/share/games/maps/dod/dod_wn71/dod_wn71-003.jpg

http://c-mediasolutions.com/share/games/maps/dod/dod_wn71/dod_wn71-004.jpg

http://c-mediasolutions.com/share/games/maps/dod/dod_wn71/dod_wn71-005.jpg

http://c-mediasolutions.com/share/games/maps/dod/dod_wn71/dod_wn71-006.jpg

http://c-mediasolutions.com/share/games/maps/dod/dod_wn71/dod_wn71-007.jpg

http://c-mediasolutions.com/share/games/maps/dod/dod_wn71/dod_wn71-008.jpg

http://c-mediasolutions.com/share/games/maps/dod/dod_wn71/dod_wn71-009.jpg

http://c-mediasolutions.com/share/games/maps/dod/dod_wn71/dod_wn71-010.jpg

CharlestonN
05-31-2013, 07:54 AM
http://c-mediasolutions.com/share/games/maps/dod/dod_wn71/dod_wn71-011.jpg

http://c-mediasolutions.com/share/games/maps/dod/dod_wn71/dod_wn71-012.jpg

http://c-mediasolutions.com/share/games/maps/dod/dod_wn71/dod_wn71-013.jpg

http://c-mediasolutions.com/share/games/maps/dod/dod_wn71/dod_wn71-014.jpg

http://c-mediasolutions.com/share/games/maps/dod/dod_wn71/dod_wn71-015.jpg

http://c-mediasolutions.com/share/games/maps/dod/dod_wn71/dod_wn71-016.jpg

http://c-mediasolutions.com/share/games/maps/dod/dod_wn71/dod_wn71-017.jpg

http://c-mediasolutions.com/share/games/maps/dod/dod_wn71/dod_wn71-018.jpg

http://c-mediasolutions.com/share/games/maps/dod/dod_wn71/dod_wn71-019.jpg

http://c-mediasolutions.com/share/games/maps/dod/dod_wn71/dod_wn71-020.jpg

CharlestonN
05-31-2013, 07:55 AM
http://c-mediasolutions.com/share/games/maps/dod/dod_wn71/dod_wn71-021.jpg

http://c-mediasolutions.com/share/games/maps/dod/dod_wn71/dod_wn71-022.jpg

http://c-mediasolutions.com/share/games/maps/dod/dod_wn71/dod_wn71-023.jpg

http://c-mediasolutions.com/share/games/maps/dod/dod_wn71/dod_wn71-024.jpg

http://c-mediasolutions.com/share/games/maps/dod/dod_wn71/dod_wn71-025.jpg

Splatt
05-31-2013, 10:19 AM
Nice :)

CharlestonN
05-31-2013, 02:24 PM
The last thing i'm trying to do is pack all of the map resources using PakRat but it's giving me some issues...

I haven't used it in awhile so i feel like i have to relearn some things

CharlestonN
05-31-2013, 03:14 PM
Just sent the files over to Splatt to help me do some bug testing before public release of the beta so bare with me

CharlestonN
05-31-2013, 03:14 PM
Wow, i just noticed this thread has 18,397 views....

Amazing.

Guyver..
06-02-2013, 12:45 AM
OMG New screenies!!!!!!!!!!!!!!!!! Wow...is it actually happening? I'm so happy!!!!!! :D

CharlestonN
06-02-2013, 01:43 AM
Yep, Splatt has the file now and is checking it out before public release

Guyver..
06-02-2013, 01:57 AM
Yep, Splatt has the file now and is checking it out before public release
Even though our server doesn't run customs (we can't keep connections on custom maps for some reason :()....as soon as it's released, I'll make a topic about it on our DoD:S forums. This map deserves some recognition, since it's been in development for so long, and finally being released.

:)

Splatt
06-02-2013, 02:16 AM
Yep, Splatt has the file now and is checking it out before public release

Now received CharlestoN and looking (and sounding) great!

Let the hunt begin! ;)

caparzo_72
06-02-2013, 12:03 PM
yeaaahhh!!!!

CharlestonN
06-02-2013, 07:07 PM
I knew you'd be happy Caparzo ;)

yeaaahhh!!!!

IronCore
06-03-2013, 08:05 PM
whew this map is gonna be epic!
I'm getting tired of dod_strand and dod_peleliu so this will
definitely be refreshing new beach map.
Really glad there's still life here at dods.

CharlestonN
06-06-2013, 01:51 AM
Quick update - Made a bunch of fixes as per Splatt's advice but now i am having a problem where the cubemaps don't seam to save...

Once i fix this problem we should be good to go for public beta

Splatt
06-06-2013, 06:42 AM
but now i am having a problem where the cubemaps don't seam to save...

Yeah, that is weird. There were no problems in the first version you sent me but they'll all over the place in the second.

It'll be something simple! ;)

CharlestonN
06-09-2013, 10:01 PM
So i was able to fix the cubemap issue and we ran a playtest and found a few major spawn bugs and layout problems so i am revamping them map a bit then we will have another test shortly

Al Eye
06-10-2013, 06:50 AM
This is the first post i check when i wake up...cant wait :D

CharlestonN
06-11-2013, 08:25 PM
Heh, i'll try not to disappoint!

Still tweaking the map after the play test, the advancing spawns are causing my some headache but i'm working on it!

This is the first post i check when i wake up...cant wait :D

IronCore
06-12-2013, 04:49 AM
Having some pesky entity setting issues on those spawn points teleporters probably? well that's mapping alright.

CharlestonN
06-12-2013, 11:44 AM
I fixed it now, i didn't realize i wasn't using a Logic_Relay to trigger to disable/enable the teleport points so not all of them were being toggled...

I would have just used info_payer entities but i needed to be able to parent the spawns to the boats for the first wave so i'm using a 'black room' spawn technique with teles

They seam to be working perfectly now though

I'm just adding some signs and details into the bunkers so they aren't so complicated to navigate and making a few minor tweaks then should be ready for one more closed test

Having some pesky entity setting issues on those spawn points teleporters probably? well that's mapping alright.

IronCore
06-12-2013, 07:56 PM
Cool! Waiting to play it soon.

CharlestonN
06-17-2013, 05:25 PM
We are having another internal playtest this Wednesday so if all goes well the public beta will be available shortly after

CharlestonN
06-20-2013, 08:57 PM
The play test went great, thanks again to Splatt for setting up the server and getting people involved!

There are still a few bugs that need to be fixed before public release but it's getting closer Hopefully the ext test will be the last

CharlestonN
06-27-2013, 01:41 AM
We had another playtest today and it was extremely fun! Thanks to JimmyCrackCorn for hosting the test on a full server! We played for about 2 hours and had a blast...

There are still a few minor tweaks that need to be made before public release - Here is a quick video of today's playtest so you can get a taste of whats to come!

***FRAPS kind of messed up the video so it might stutter or be blocky in parts..

http://www.youtube.com/watch?v=Z7JSVaUm2kY&hd=1

Splatt
06-27-2013, 02:40 AM
I had hoped to drop by Charleston but as you know you were playing at 2.00am-4.00am my time. At my age I don't do late nights anymore ***yawn***

It looks like it was a great test. JCC's crew always get the numbers needed and have a blast. The video footage looks fantastic.

IronCore
06-27-2013, 07:34 AM
wow! ...hope my pc can handle this map.

JimmyCrackCorn
06-27-2013, 09:51 AM
We had a great time Charleston.

[415] is always ready to help.

Dradz
06-27-2013, 10:28 AM
Wow, that looks awesome! Love the landing craft, ramp coming down, whistle blowing.

Splatt
06-27-2013, 11:02 AM
Wow, that looks awesome! Love the landing craft, ramp coming down, whistle blowing...

...MG42s spraying the soldiers charging down the ramp! :cool:

CharlestonN
06-27-2013, 12:56 PM
Oh yes, Oh yes...

I know i made the map and all but i must say that slowly pulling up to the beach in the lcvp filled with teammates then coming to a stop and having the gate drop with MG42s firing down on you is one of the coolest experiences i'v had in DoD

...MG42s spraying the soldiers charging down the ramp! :cool:

caparzo_72
06-28-2013, 06:13 PM
<3 :D

Dradz
07-03-2013, 02:25 AM
....Here is a quick video of today's playtest so you can get a taste of whats to come!

***FRAPS kind of messed up the video so it might stutter or be blocky in parts..

http://www.youtube.com/watch?v=Z7JSVaUm2kY&hd=1

Charleston (or any other experts) -- how best to record a video of a playtest?

CharlestonN
07-03-2013, 11:30 AM
I would imagine using the Source Demo Tools then recording from that using fraps

Fraps works well but i didn't have my settings correct when i recorded my video

Charleston (or any other experts) -- how best to record a video of a playtest?

JimmyCrackCorn
07-03-2013, 01:54 PM
Charleston (or any other experts) -- how best to record a video of a playtest?

We can record a master demo from our server but the I couldn't view the demo in game. Does Fraps view the demo from the .dem file or does it work from in game as well?

CharlestonN
07-03-2013, 01:55 PM
It works in game

You can just record the demo in the game then play the demo back and record it with fraps

We can record a master demo from our server but the I couldn't view the demo in game. Does Fraps view the demo from the .dem file or does it work from in game as well?

Dradz
07-03-2013, 10:11 PM
I have seen a few posts about demos not running after steampipe, so hopefully, it's just a settings/file structure issue.

Jimmy -- a master demo of a playtest would be great!

CharlestonN
07-04-2013, 04:25 PM
Here is the gameplay video from our latest playtest on the [415] server hosted by JimmyCrackCorn who you will see me completely own with a panzerschreck at the end of the video :)

http://www.youtube.com/watch?v=VuP7N93yUwA&hd=1

Splatt
07-05-2013, 01:42 AM
hosted by JimmyCrackCorn who you will see me completely own with a panzerschreck at the end of the video

http://www.freesmileys.org/smileys/smiley-laughing021.gif (http://www.freesmileys.org/smileys.php)

caparzo_72
07-06-2013, 06:23 AM
and me I play when?:rolleyes:

CharlestonN
07-06-2013, 08:50 PM
I should have invited you to one of the playtests! Sorry!

The next release will be pubic i just need to get the overview to work and it's ready for public beta

If anyone wants to try to tackle getting the overview to work i will give you credit when i release the map

and me I play when?:rolleyes:

CharlestonN
07-08-2013, 02:01 PM
The public Beta of the map has been released!

Release Thread (http://forums.steamgames.com/forums/showthread.php?t=3146540)

CharlestonN
07-13-2013, 04:55 PM
I have bought a dedicated 32 person server for running WN71, the IP is

173.199.86.94:27015

So all those who want to play join up!

Splatt
07-14-2013, 03:01 AM
I have bought a dedicated 32 person server for running WN71, the IP is

173.199.86.94:27015

So all those who want to play join up!

Nice one!