High Resolution Maps
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Re: High Resolution Maps
Wiltz - A redone version of my Wiltz map, smaller, more bot friendly, retextured. Take the 3 enemy bases or kill each other.
- Attachments
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- wiltzbh3.jpg (90.96 KiB) Viewed 45605 times
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- wiltzbh2.jpg (90.21 KiB) Viewed 45605 times
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- wiltzbh1.jpg (84.37 KiB) Viewed 45605 times
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Re: High Resolution Maps
Soviet8 - my old Soviet8 Into East Prussia map made more bot friendly and retextured. German and Soviet troops shoot each other.
- Attachments
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- soviet8bh2.jpg (91.65 KiB) Viewed 45605 times
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- soviet8bh1.jpg (91.96 KiB) Viewed 45605 times
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Re: High Resolution Maps
Suribachi - Mount Suribachi on Iwo Jima - Japanese troops kill Americans. The US has to destroy ammo in the four caves and in the four bunkers. Once this is done then touch the flag pole and the US flag raises and plays the Marine Hymn. Then the door to the large bunker on the mountain blasts open and blow up the ammo box inside.
- Attachments
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- suribachibh2.jpg (91.51 KiB) Viewed 45605 times
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- suribachibh1.jpg (84.8 KiB) Viewed 45605 times
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Re: High Resolution Maps
Mtown - an old map of mine that is now a kill map, German and US troops shoot each other.
- Attachments
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- mtownbh2.jpg (77.74 KiB) Viewed 45605 times
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- mtownbh1.jpg (101.34 KiB) Viewed 45605 times
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Re: High Resolution Maps
Battle2 - this is an old map that had a large wall dividing it so bots wouldn't work. So I high rearranged it to be bot friendly and retextured. Germans and UK troops kill each other.
- Attachments
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- battle2bh2.jpg (78.28 KiB) Viewed 45605 times
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- battle2bh1.jpg (70.08 KiB) Viewed 45605 times
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Re: High Resolution Maps
Rail - the third section of an old map of mine but on it's own to be bot friendly, retextured. Germans and UK troops shoot each other.
- Attachments
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- railbh3.jpg (108.2 KiB) Viewed 45605 times
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- railbh2.jpg (99.63 KiB) Viewed 45605 times
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- railbh1.jpg (87.45 KiB) Viewed 45605 times
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Re: High Resolution Maps
Lasttown - Another section of a map I had but made for bots and retextured. Germans and Americans shoot each other.
- Attachments
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- lasttownbh3.jpg (82.64 KiB) Viewed 45605 times
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- lasttownbh2.jpg (91.79 KiB) Viewed 45605 times
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- lasttownbh1.jpg (101.75 KiB) Viewed 45605 times
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Re: High Resolution Maps
Haven't seen any of the maps on the servers or being played. Guess they didn't catch on. Well I guess I will just play them at home. At least I tried
- the violator
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Re: High Resolution Maps
They look great Munf, nice work! Downloading now.
Definitely noticeable improvements in the texturing and lighting area compared to some of your older maps.
It's too bad the game isn't played much any more. Have you considered mapping for any newer games? I've been making some Day of Defeat: Source levels lately (though even that is 11 years old at this point), and the source engine and Hammer are so much easier to work with than the old Quake 2 tools (Worldcraft in particular). Since you seem to be quite prolific in your map making you should consider bringing your skills to a newer game!
Definitely noticeable improvements in the texturing and lighting area compared to some of your older maps.
It's too bad the game isn't played much any more. Have you considered mapping for any newer games? I've been making some Day of Defeat: Source levels lately (though even that is 11 years old at this point), and the source engine and Hammer are so much easier to work with than the old Quake 2 tools (Worldcraft in particular). Since you seem to be quite prolific in your map making you should consider bringing your skills to a newer game!
Join the D-Day Discord!:
https://discord.gg/UVcQ9F
https://discord.gg/UVcQ9F
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Re: High Resolution Maps
I don't know those games, though if there was a way to port them over that might work. I am just hoping these higher rez maps would encourage people to play here more.
Re: High Resolution Maps
Never mind... was too quick.
You're perfect. Yes, it's true. But without me, you're only you!
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Re: High Resolution Maps
What was too quick? The 34 maps?
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Re: High Resolution Maps
HOw are these maps going? People like them? I play them at home, quite different from being on the server.
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Re: High Resolution Maps
I just had something interesting happen. I removed all the nextmaps and the map chain ran. So I guess even without the server the map.ini controls things. I will try running a server at home tomorrow to see what happens.
- Night Rider
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Re: High Resolution Maps
Yes setup a server for testing with just your maps on it. If you have not made any changes to the maps I may already have them all here MYNF
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Re: High Resolution Maps
I added 11 map and made a lot of tweaks to the previous set to correct glitches, make them look better and play better. And the nav files have been edited to give better playing even though the bots wander a lot, can't control that. BUt I am far more satisfied. So 41 maps now.
The 11 maps I made new variations on. Dday1-5, desert 1 and 7, sturm, province, soviet5 and doomtown. The versions I made all have the title end with BH like the precious 30, which means Bots HiReZ so you can recognize them.
Things I alters in these versions.
1) retextured them to hi rez textures using what I have. Didn't try to match the originals as those are those and these are different, and also using the originals often MAX_LIGHTED the maps so I had to reduce the total polys and spread the textures out on the faces to get around this, but I like the way they look. So while the general feel of the map is the same there are a lot of texture, poly, and layout changes all done to make the maps compile.
2)removed all the swinging doors. Bots seem to head to the origin poly and get stuck, so you end up with a map full of bots running for eternity - so I removed all that.
3)Removed hidden rooms and long areas of maps that didn't lead the bots into a big cluster F to fight. However on dday2bh for instance the "hidden room" is there but you walk to the end of the hall and go in and dance. Otherwise the bots would never figure it out and the associated polys would have added to the MAX_LIGHTING issue, Did remove the tunnel as in 30 test runs the bots never went there.
The 11 maps I made new variations on. Dday1-5, desert 1 and 7, sturm, province, soviet5 and doomtown. The versions I made all have the title end with BH like the precious 30, which means Bots HiReZ so you can recognize them.
Things I alters in these versions.
1) retextured them to hi rez textures using what I have. Didn't try to match the originals as those are those and these are different, and also using the originals often MAX_LIGHTED the maps so I had to reduce the total polys and spread the textures out on the faces to get around this, but I like the way they look. So while the general feel of the map is the same there are a lot of texture, poly, and layout changes all done to make the maps compile.
2)removed all the swinging doors. Bots seem to head to the origin poly and get stuck, so you end up with a map full of bots running for eternity - so I removed all that.
3)Removed hidden rooms and long areas of maps that didn't lead the bots into a big cluster F to fight. However on dday2bh for instance the "hidden room" is there but you walk to the end of the hall and go in and dance. Otherwise the bots would never figure it out and the associated polys would have added to the MAX_LIGHTING issue, Did remove the tunnel as in 30 test runs the bots never went there.
Re: High Resolution Maps
Hey MUNF, the last link in the first post is dead. Do you still have that archive?

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Re: High Resolution Maps
I am finally concentrating on this issue and reassembling it, along with all the updated maps so there will only be one llink. Any one have a suggestion where to put the zip file beyond my dropbox so it will be more available?
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Re: High Resolution Maps
Everything is zipped, can some one test to make sure I didn't miss anything?
Re: High Resolution Maps
You can join me on IRC : in irc.quakenet.org chan : #ddayhome or on Freenode, chan #ddaynormandy .
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Or open an issue on github to highligh me by mail.
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Do not hesitate to type my pseudo to highlight me.
Or open an issue on github to highligh me by mail.
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