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dod_kalt & dod_colmar Mapadds v5

Posted: Tue Feb 22, 2011 3:48 pm
by fug4life
These two mapadds, while not my best, have been sitting on my hdd for a long time, too long.

You need to own and have Day of Defeat Source mounted in order to play

dod_kalt:
Image
dod_colmar:
Image

Old Video in black and white, fastzombies no longer in the mapadds, for now ;):

[BBvideo 425,350][/BBvideo]

[hr]
Features:

4x custom dods soldier zombie models
4x custom dods soldier npc models
custom props

Scripted weapons:

p38
colt 1911
c96
garand
k98
m1carbine
Thompson
mp40
mp44
Bar
30cal
mg42

[hr]

So what the hell are you supposed to do?

The first mapadd after you reach the merchant you need to find four clues, one after the other, return the clues to the merchant and then make it to the extraction point.

1st clue is a map (red herring)
2nd clue is a newspaper article
3rd clue is a painting
4th clue is a clipboard

There is a delay between the clues spawning, and they can each be in 1/16 places, so keep looking!

The second mapadd you need to protect the priest meet the merchant and find two clues, return the clues to the merchant or priest.
1st clue is a map (red herring)
2nd clue is a holy book

[hr]

Download20mb.rar file
http://www.gamefront.com/files/20031146 ... fug_v5.rar

Please note:Extract to your obsidian folder!!! The .rar file is not in add-ons format, I did this for server operators to make sure .res files work as I do not know how to .res files for the add-ons folder and where the .res file should go.

If you wish to add these into the add-ons folder as a client just extract to your add-ons folder add a blank info.txt and copy paste the scripts/customweapons from the add-ons folder to your obsidian/scripts/customweapons folder. Weapon scripts must be in the mods scripts\customweapons folder not add-ons folder.

[hr]

Credits/Special Thanks:

rtijms - npc models
SonofBrimstone - weapon models
Makrontt le necron - weapon scripts
gamr748 - weapon scripts
Blues - filmgrain overlay
Tysn - overlay advice

[hr]

v5 Changelog:

Removed mat_hsv1 from cfg.txts
Removed/Changed map overview on spawn, the map overview will now get activated once players find the map clue.
Changed ambient_generic from gamestartup3.mp3 to play gamestartup4.mp3 to play correctly dod_s music instead of Obsidian.

Feel free to post any issues, I'll always try to resolve in time.

Re: dod_kalt & dod_colmar Mapadds v5

Posted: Tue Feb 22, 2011 3:57 pm
by Shana
Darn, i have no space left on my server for dods (small laptop harddisk with 20 gb.)

Re: dod_kalt & dod_colmar Mapadds v5

Posted: Tue Feb 22, 2011 4:01 pm
by fug4life
Not to worry, I wouldn't hurry too much, see how they play on another server first, i'm not sure if you'll enjoy them or not.

I'm not sure how these will go down with players as the mapadds are my most complex though probably most confusing yet.

At some point I'll be making an antlion fest map just for some action rather than puzzle elements.

Re: dod_kalt & dod_colmar Mapadds v5

Posted: Tue Feb 22, 2011 6:49 pm
by Ark
Ah, wow finally. Thanks for releasing, I thought you had left it in the dark back then when you posted it in the WIP section. Amazing, going to play!

Re: dod_kalt & dod_colmar Mapadds v5

Posted: Tue Feb 22, 2011 7:05 pm
by fug4life
^next version I'll add you to credits seeing as you were testing during WIP stage.

Re: dod_kalt & dod_colmar Mapadds v5

Posted: Wed Feb 23, 2011 6:51 pm
by Ark
Finished both of them. They sure entertained me for some hours.

Re: dod_kalt & dod_colmar Mapadds v5

Posted: Mon May 16, 2011 7:44 pm
by MaestraFénix
I think that i have a problem. Allegedly i have to kill the zombies, but i dont have a weapon (only the medkit). In kalt, at least there are a bit of money to buy a pistol, but in colmar, i dont have it, so i cant buy a weapon and protect the priest.


How you configurated the weapon scripts? i tried to get it work in another map, but doesnt appear (and there´s any error in the console).


I reinstalled all the pack, but i continue having the problem.


P.D: The custom VGUI icons are very cool.


EDIT:
SonofBrimstone - weapon models
??? But if are the same models of DOD:S, why that guy is credited? (there isnt modificated).

Re: dod_kalt & dod_colmar Mapadds v5

Posted: Tue May 17, 2011 8:11 pm
by fug4life
On Colmar there are about 20 cash piles in the map. Also if you go to the Priest Grigori and face left and go into the room on the your right (Which takes you upstairs you'll find tons of weapons for sale and also a merchant, just past the merchant is a cash pile on the tables $15). You need to see the merchant inorder for the clues to spawn into the map to be able to complete your objectives.

As for the weapons not working in other maps... there are quite a few extra needed to use them in other maps:
The weapon scripts use 'custom ammo' which involves adding the item_ammo_custom entity to the map via hammer and also you need to add the custom ammo code into the weapon script and then finally into the bottom of the modify.txt

So to sumarise three things are needed to use the weapons. Entity for custom ammo, ammo defined in weapon script, ammo defined in mapadd script.

Its like this as Makrontt and I agreed that they shouldn't use the HL2 ammos. You'll notice in my mapadds I've added free ammo under the weapons ( a green allies ammo box and grey axis ammo box which I use with the custom ammo entity) these were the only available w_models in dods that I could use so I came up with the idea of just using the two boxes for all types of ammo, I had to use point_messages to show which ammo is which.

Lastly SonofBrimstone converted all the weapon w_models so they were correctly alligned for the hl2 rig. Which like the css weapons spawn in the players origin if they are not converted, W0rf0x converted the majority of the css weapon w_models. I still have the sniper rifles to fix and add at some point.

I hope you like the mapadds, they are a bit confusing, I guess the map is a bit like oc_manor, you just have to wonder round and try piece the mission together. There are clues and clues to the clues... :-?

Re: dod_kalt & dod_colmar Mapadds v5

Posted: Tue May 17, 2011 9:12 pm
by MaestraFénix
fug4life wrote:As for the weapons not working in other maps... there are quite a few extra needed to use them in other maps:
The weapon scripts use 'custom ammo' which involves adding the item_ammo_custom entity to the map via hammer and also you need to add the custom ammo code into the weapon script and then finally into the bottom of the modify.txt

So to sumarise three things are needed to use the weapons. Entity for custom ammo, ammo defined in weapon script, ammo defined in mapadd script.
I did that, but gaves me the error (why? i defined the weapons, the ammos and the scripts).


About the rest, didnt knew, thanks.


P.D: If you didnt thought it, the DOD:S weapons would be great in the Nacht der Untoten map. For that i´m investigating it.

P.P.D: You have to give credit to someone only for fix the origin of the weapons? Lol, then a lot of people will have to give me credit XD

Re: dod_kalt & dod_colmar Mapadds v5

Posted: Tue May 17, 2011 9:16 pm
by fug4life
Post up an example of the weapon script and the mapadd, plus details of the custom ammo entity set up and I may be able to point out any mistakes.

Re: dod_kalt & dod_colmar Mapadds v5

Posted: Sun May 22, 2011 8:47 am
by Dominic
I put this on the database hopefully you don't mind

http://ocmapdb.wikidot.com/map:dod-mapadds

Re: dod_kalt & dod_colmar Mapadds v5

Posted: Sun May 22, 2011 10:53 am
by fug4life
Not at all, was thinking the same myself, so cheers!

Re: dod_kalt & dod_colmar Mapadds v5

Posted: Mon May 23, 2011 6:42 am
by DisConnected
You should totally make a nazi-zombie styled map-add made from a DOD:S map.

Re: dod_kalt & dod_colmar Mapadds v5

Posted: Mon May 23, 2011 7:31 am
by Plasma HeadCrabD
ahhhhh!!!!!other zombie map!! will i think fug4life will make some different zombie map?
like cod5 other nazi zombie map?
maybe verruckt? (one of official nazi zombie map)
Image
Image

Re: dod_kalt & dod_colmar Mapadds v5

Posted: Mon May 23, 2011 10:47 am
by MaestraFénix
Plasma HeadCrabD wrote:ahhhhh!!!!!other zombie map!! will i think fug4life will make some different zombie map?
like cod5 other nazi zombie map?
maybe verruckt? (one of official nazi zombie map)
I dont know the existance of any custom map for DOD:S about a zombie map of COD. Also, read again, is about maing a new map-add for a oficial DOD:S map.