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Downloads :: Day of Defeat Source :: Maps :: dod_stuttgart_ldr_b2
 
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dod_stuttgart_ldr_b2
dod_stuttgart_ldr_b2
dod_stuttgart_ldr_b2
dod_stuttgart_ldr_b2
dod_stuttgart_ldr_b2
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Name: dod_stuttgart_ldr_b2
Rating: Rating: 5
Author: [AOS]Albatross
Date Added: Mar 16, 2007
Download: Download
Size: Not Available
Description: Large, multilevel city map
Review: Albatross has done it again, releasing another of his signature, multi-tiered, interactive maps.
Stuttgart in 1945 - the largest city in south-west Germany had to be taken by US troops during their march to the east and the Wehrmacht prepared itself by blowing up all major bridges in and around the city.

Air strikes, sirens, generators, search lights.
6 flags with 2 - 2 man caps
Game play covers indoors over 3 stories and outside in the street
- 32 player spawns
- average fps of 50 - 60
- 350 hours of work

Minimap included
26 MB bzip2
May be suitable for match play

Thanks Albatross and PiuPiu
Changelog for b2
- fixed the two displacement bugs that allowed people to hide within them and shoot outside.
- reduced the siren even further, hopefully eliminated the party-siren (siren going crazy)
- fixed the annoying glares of the street lights.
- added the cellar flag again for more vertical gameplay.
- added a passage from the market hall (axis 2nd) to the cellars, as well as a passage from the hall to the allied 1st through the Kaufhaus which is now accessible - you can see it by the illuminated second storey.
- smoothed model fade outs, hopefully increased fps a bit
- added the central station to the 3d-skybox (stuttgart visitors will probably know it since it still exists today)
- important: I've spent an extended weekend to get this running and, frankly, I don't know how it will work out. BOTH TEAMS can use their det-packs to blow up a trapdoor in the city hall and a gate near the cellars. Behind the first there is an axis weapons chamber, behind the latter there's the allied equivalent. Players can pick up MG42s, 30 cals, Bazookas and all that stuff, but with the limitation of each gun or rocket launcher only having one magazine to keep it smooth and balanced. In case the dropped primary weapon of a player disappears too soon, he'll be able to use a one-mag SMG at any time to defend himself until he can pick up a fully loaded primary weapon again.
This has given me some headache, but I hope it works out well and will be a big improvement to the gameplay. Thanks Colonel Krust for the documents idea - it's a little different now, but hopefully still a gain.
- added passage from allied spawn to the City Hall through a window, relocated the majority of allied spawns out of the "wee corridor" into the Kaufhaus.
- brightened up the scenery a tiny little bit.


User Reviews

Average User Rating: Rating: 5
Rating: 5 piu_piu
March 22, 2007 - See all my reviews


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