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View Full Version : New Day of Defeat map


Tentaro
11-30-2005, 05:21 PM
Hooray! A new map (http://www.steampowered.com/index.php?area=news) for Day of Defeat Source was released today. Oh and a Rag Doll Kung Fu update as well :P

Just log into steam to download it.

The Iron Weasel
11-30-2005, 06:19 PM
No DOD love? Anyway I'M happy.

Tentaro
11-30-2005, 06:49 PM
Heh, then look at how many have responded about an analyst talking about how well the 360 has sold! Just nuts.

UnderHero5
11-30-2005, 08:48 PM
The new map is okay. I was hoping for some bug fixes/gameplay tweaks along with it, but supposedly those aren't too far off.
I like that the new map isn't as linear as some of the others... but for being so "open" it feels rather small.

I'd give it a thumbs up so far though. I did seem to get some performance issues durring one game on it, but then I played another and it seemed fine, so it may have been a fluke.

bradlay
11-30-2005, 09:34 PM
Really? I think it runs really smooth. I've had a few load errors I guess but it seems to run better than CS.

insidious
11-30-2005, 10:09 PM
Having only spent 20 minutes or so on it... i think its a solid original effort. Nicely showcases the source engine.

Additionally, i played a custom map shortly after, a dod_anvil_rc2, which i would rightly assume is a community map. However, it is BY FAR the best example of mapping i have seen on the source engine outside of valve's own work. I'm not sure whether its a remake of an original DoD map, as i was not a heavy player. Its good to see the community showcasing some "next gen" talent.

Varsity
12-01-2005, 05:06 AM
I can't stand the new map. There is only one exit from each spawn, so the first machine gunner to set up covering it wins his team the match. On top of that it's another map where the Axis have height and line-of-fire advantage.

Then there's the problem of the two single-man flags for each team being very close to each other, but I guess some people might like that.

Edit: OK, had a few matches where one team wasn't cut down right after leaving the spawn. It's pretty good when that doesn't happen. Lots of open spaces for snipers, but at the same time cleverly positioned buildings to limit their effectiveness. Even the slopes balance each other out after a while because of the map layout.