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Forum: All Forums : Call of Duty 4
Category: CoD4 Map + Mod Releases
Release announcements of custom maps and mods other content related to Call of Duty 4.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Citi Apartments Beta ( Testers Needed )
DeekCiti
General Member
Since: Mar 13, 2008
Posts: 1293
Last: Jul 9, 2016
[view latest posts]
Level 8
Category: CoD4 Map + Mod Releases
Posted: Friday, Oct. 23, 2009 07:49 pm
We would like to ask if there are any Public Servers out there that would like to test this map for a week or two. We need to release this map quickly and instead of putting it out there on sites for a large Beta test, we are only going to put it here in hopes there are people who run Public servers and are willing to give it a go. We need an intense test, on gametypes, spawns, placement, likes or dislikes, anything we can get on all aspects. We appreciate your time. [cool]

The zip is Password Protected. You will get the link for the map download and zip password in PM.
Please don't share the link or Password with anyone.
Please only download the file once. The link is only valid for 10 downloads. If you have any problems with anything please PM me.
All serious Server Admins or testers please post or PM me if at all interested.
All Testers will be mentioned/praised in the Final ReadMe.
If there is a high demand for people who want to test it, we will UP the download limit.
Thank you in advance!


View the Dev_Readme in the zip for all information.

I've included Some Screenshots.
They may look dark, but the map is not that dark I promise, just my settings. Forgive me for the dark Screenshots.








One Know Bug: AC130 from Extreme mod, flies through skyscraper buildings. (what can I do, the height is pre-defined in the mod)

Map Notes:

- Map uses a custom Ambient track, so the IWD is necessary to play this file.
- The Club tracks are also located in the IWD. (Servers can Edit tracks)
- Tested on Extreme4 and Awe4.
- Map is NOT compatible with Linux Servers, it is over 50mb.
- Supported Gametypes: ( DM, WAR, DOM, SAB, SD, KOTH, CTF, CTFB, HTF )
- Supports Helicopter/Airstrikes

Map Dvars:
scr_apartment_rain 0,1 (turn on/off just the rain)
scr_apartment_ammo 0,1 (turn on/off the ammo pickups)
scr_apartment_club 0,1 (turn on/off club music)
scr_apartment_uniforms 0,1 (change the player models, 1 = Urban, 0 = Desert)



Map OverView:

This is a Downtown City Environment. It has two apartments, one with 4 floors and 8 apartments and the other modeled after the starting apartment in L4D, the Hospital Campaign. Complete with one destructible floor and to destructible walls. If you played the mission you'll know just where they are, there are no hints for them. All doors open, or return with a sound of "locked" or maybe even someone behind the door talking smack at you. The doors also do not have hints to keep the map clean.

You might also notice that a Subway will zoom passed every couple of minutes, one on each of the raised Subway tracks.

There are Many accessible rooftops and a couple hidden apartment rooms. There is also a Gun shop, which is Dvar controlled. In this Beta Version players are allowed to pick up ammo for all the different weapons. The final Version may have weapon pickups, depending on the demand.

There is a Club located on the far end of the Dead end street. Which is also Dvar controlled and is still in Beta Stages. This Pre-Beta allows players to play music from the DJ booth to all the players in the server. The music files are located in the IWD, and Servers can swap out the Default tracks, rename them to the same name and slap in their own favorite tracks to play while Gaming. When a player hits the trigger, it randomly selects 1 of the 4 tracks. Because each player runs the script separately, each song might be different for each player. The only foreseeable problem with this is the size of the IWD. Otherwise it works great.

There are only two other Map Dvars. One that controls the rain (drizzle) and the player models (skins). The map Defaults to Urban player models, but if your mod does not support these Models, then you can change it to Desert by using the Dvar.

You can find more information on all of this in the readme.




Quote:
All DeekCiti Environment Maps have been built for a special Private Server, but some have been released to the public to give back to the community.

Special thanks to Modsonline for all the Mapping and scripting support and all the good people who find their way to the site. We also thank all the sites hosting and distributing the Custom maps, without you, there is nothing.

This will probably be our final map for COD4. I hope it isn't, but you just never know.



The Environments Team:

Decon - Initial Map Layout, Scripting, Environment Building, Ideas and Process, Finalization.

Seko - Item and Gametype Placement, Decals, Loadscreen, Minimap.

Mani - Minor Scripting, Effects, Layout Ideas, Environment Building.

Shae - Scripting, Bug Testing, Minimap, Loadscreen, Minor Environment Building.



Public Released Map List/In order of Build: (Started Mapping in May of 08')


Decon:
Tolbert
Tolbert Winter


Decon/Shae:
Cypress Swamp


DeekCiti Environments:
Citi Suburbs
Cloud Citi
Citi Assault
Citi Farm
Citi Apartments


Please post all tested findings here in this Thread, again, thank you all in Advance!
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
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Level 9
Category: CoD4 Map + Mod Releases
Posted: Saturday, Oct. 24, 2009 07:26 am
I'd love to help you out here mate, I don't run a server but can take an educated look around the entire map, provide criticism and performance test.

Any who it's looking very good, the colour scheme is unique in COD4 and from I can tell it's very open and original. [thumbs_up]
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DeekCiti
General Member
Since: Mar 13, 2008
Posts: 1293
Last: Jul 9, 2016
[view latest posts]
Level 8
Category: CoD4 Map + Mod Releases
Posted: Saturday, Oct. 24, 2009 06:31 pm
techno2sl writes...
Quote:
I'd love to help you out here mate, I don't run a server but can take an educated look around the entire map, provide criticism and performance test.

Any who it's looking very good, the colour scheme is unique in COD4 and from I can tell it's very open and original. [thumbs_up]


That works too. We'll be doing some other tests with it tonight, thanks Again! [cool]

I PM'ed the info.
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batistablr
Preferred PLUS Member
Since: Jul 13, 2005
Posts: 2066
Last: Dec 23, 2015
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Level 8
Forum Moderator
Im a fan of MODSonair
Category: CoD4 Map + Mod Releases
Posted: Saturday, Oct. 24, 2009 07:18 pm
That map looks amazing!

Great job Deek.
Go ahead... You Play I Mod : MODSonline.com
Support Modsonline by becoming a PREFERRED MEMBER today
Have you heard the MODSonair Podcast?: www.modsonair.com
MODSonair is a weekly podcast bringing you the news from a modders perspective. Tune in every Sunday at 12pm EST to listen LIVE.
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DeekCiti
General Member
Since: Mar 13, 2008
Posts: 1293
Last: Jul 9, 2016
[view latest posts]
Level 8
Category: CoD4 Map + Mod Releases
Posted: Saturday, Oct. 24, 2009 09:29 pm
batistablr writes...
Quote:
That map looks amazing!

Great job Deek.


Thanks! [wave]

We hope it does well.
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sudswu
General Member
Since: Mar 19, 2008
Posts: 104
Last: Sep 5, 2010
[view latest posts]
Level 4
Category: CoD4 Map + Mod Releases
Posted: Sunday, Oct. 25, 2009 09:36 am
will try to get it on GIZ 85.25.145.29:28960

ow mod, always 10-20 players a night SD
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
[view latest posts]
Level 9
Category: CoD4 Map + Mod Releases
Posted: Sunday, Oct. 25, 2009 11:38 am
This is a great original map which will certainly be a snipers haven.

However it also caters for smg/CQBers with seemingly hundreds of small apartments and tight closed in spaces each with working usable doors (a perfect opportunity to practice your room clearing tactics while sneaky up on those pesky snipers).

There's also lots of 'easter eggs' to keep players interested, from spinning fans, gun shops and moving trains to your own disco!

Players will need to manage their night vision as they continuously go from dark alleys to well lit rooms and there's plenty of unique places to jump to without leaving you outside of the map.

Overall it's a large level with great performance (I always had more than 150fps) and should be quite popular on servers with more than 8vs8.

OK enough kissing ass lol - The only things I would like to see would be destructible cars, more dyn lights and some more sounds (like TVs playing static etc).

That's it, I couldn't get out of the map after 20 minutes or so of running and jumping and would certainly want to try it out on an objective gametype with lots of players. [thumbs_up]
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DeekCiti
General Member
Since: Mar 13, 2008
Posts: 1293
Last: Jul 9, 2016
[view latest posts]
Level 8
Category: CoD4 Map + Mod Releases
Posted: Sunday, Oct. 25, 2009 06:43 pm
Thanks for the feedback so far techno2sl.

Custom Audio for our maps has always been a priority of mine, but for some reason, I had a hard time finding certain sounds to use around the map. Since I live in a city, all I hear is loud noise. [crazy]

But I think I have some ideas on what I can do, but I can definitely agree with you on some map sounds.

I did think about destructible cars, but I've yet to add them to cut down on the Xmodel count. Since most of the map is indoors, I wasn't sure how many different xmodels would be used before the map was complete, and since certain mods add even more models... anyways, I'm hopeing to get that in for the final release. Or, at least if a public Beta is necessary, I can test it will all mods that way.

Thanks for taking time techno2sl [thumbs_up]
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sudswu
General Member
Since: Mar 19, 2008
Posts: 104
Last: Sep 5, 2010
[view latest posts]
Level 4
Category: CoD4 Map + Mod Releases
Posted: Saturday, Oct. 31, 2009 01:04 am
finally had a quick look deek
looked at SD only

didnt have much time to test spawns but are they grouped like stock maps? so attackers are here defenders here? or are they spread out?

like the urban theme and really nicely done with all the detail indoors

nicely working doors and ammo pickups etc

BUT

and i know its beta

very square, not much variety of cover, the best cover is the kind with angles and holes in it, something that hides or protects you but allows you to move around a bit without exposing your body

eg a hill with a broken wall on top, you can use the slope of the hill to alter how much of you is exposed above the wall and look through gaps in that wall

outdoors seems disconnected, eg the rooftops seem to be independant so you cant really move between them
also getting down from some of the rooftops is hard (taking the stairs is for grannys not action heros like us)
the majority of players will head for the rooftops

bomb sites are too close, you can see them from each other, they also seem very exposed so one sniper could watch them both

landmarks are important to give players info on where they are in a map, be careful not to make all the buildings look the same.

the fire escapes are nice, but there are too many the same. mix it up, perhaps make some enclosed and more like typical concrete ones....its hard to have high buildings and not get bored running up stairs...perhaps a few elevators? you seem to be good at coding....lots of people will try to climb drain pipes too as an option

some details stick out and block your path eg the tables in the gun shop, the boxes in the back of the truck in teh main street are hard to walk past.

make sure you are consistent with the mantle brushes, if you can climb one object you should really be able to climb the one beside it, or a wall that is only half mantle is a bit frustrating

i like to go on the assumption that if it looks climbable, stick a mantle on it. have a run around mp_rescue and you will find that most edges have a mantle, if you miss a jump but press space as you pass the edge of the building you will grab it and mantle
at the same time make sure you dont put a mantle brush so that it will cause a jumping player to put away his gun, make it so players have to do it on purpose

if you can take a minimap type screenshot and mark the spawns and things on it it would be helpful to talk about gameplay

SD is the hardest one to balance i think so i always start there and add the other gametypes later.

hope you can find something helpful in there

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DeekCiti
General Member
Since: Mar 13, 2008
Posts: 1293
Last: Jul 9, 2016
[view latest posts]
Level 8
Category: CoD4 Map + Mod Releases
Posted: Saturday, Oct. 31, 2009 03:10 am
Yes, very helpful, but unfortunately due to lack of response for testers, about 2 hours ago I released a Public Beta. I added alot of other things and fixed other junk I missed.

Also before I respond I'd like to remind you this was made for a specific Private Tactical Server, where jumping from rooftops and the like doesn't happen. There is no run and gun, you work as a team, and is very disciplined. Only releasing it to the public as a "give back". [thumbs_up]

Quote:
very square, not much variety of cover, the best cover is the kind with angles and holes in it, something that hides or protects you but allows you to move around a bit without exposing your body

I was hoping not to make the map a camper fest, but I understand your point. We wanted to make some type of City environment as close to simple, yet realistic as possible, which wasn't totally destroyed, meaning, the buildings rooms and the "place" is untouched by war.

Quote:
outdoors seems disconnected, eg the rooftops seem to be independant so you cant really move between them
also getting down from some of the rooftops is hard (taking the stairs is for grannys not action heros like us)
the majority of players will head for the rooftops


In the new Public Beta I was able to connect all the Rooftops so players can move from one to the other without getting severely injured due to the jump between them. [cool]

Quote:
bomb sites are too close, you can see them from each other, they also seem very exposed so one sniper could watch them both


One of the hardest things I have to fix, and I totally agree with the objectives and locations. It's really frustrating to get it right. Also considering the Bomb sites are ammo drops and really wouldn't make sense to have them indoors from a realistic standpoint. [tongue] So it WILL be difficult getting these objectives fair and balanced. I can already feel my headache starting.

Quote:
the fire escapes are nice, but there are too many the same. mix it up, perhaps make some enclosed and more like typical concrete ones....its hard to have high buildings and not get bored running up stairs...perhaps a few elevators? you seem to be good at coding....lots of people will try to climb drain pipes too as an option


There are only 4 fire escapes that are operational, and only one of them is huge and would take a really long time to get to the top. I guess from a Public standpoint, it seems everyone in games is in a hurry to always get somewhere, but when we play, where we are is the battle, we take our time to find a location, don't run across the street without looking both ways if you know what I mean. If you hear a lone sniper shot, you make damn sure you peek around that corner before you do anything else. Just one death is a big deal.

I've added some piping over/around most of the buildings, which seems a little unrealistic but we felt it needed to be done and making them climbable might be an option that we will slip in there and probably have those mantles Dvar Controlled.
We were also thinking of adding objects that only appear during certain gametypes to help aid in item placement and objective protection.
I understand that getting to the top whether it be the top floor and taking the stairs or the fire escapes takes a while but I'll have to find ways of implementing a "quicker" way into it.

Quote:
make sure you are consistent with the mantle brushes, if you can climb one object you should really be able to climb the one beside it, or a wall that is only half mantle is a bit frustrating


I feel the exact same way, I feel like I missed something somewhere? Where exactly are you referring to? [cool]

Quote:
if you can take a minimap type screenshot and mark the spawns and things on it it would be helpful to talk about gameplay


I'll see if I can do just that and post it here.

==========

I really appreciate the response from the both of you, very, Very helpful. As the Public Beta starts reporting things on gametypes and what not, I should be able to figure out how I can fix some of these problems.

When the sites update and put the map up, I'll post a link for the Full Public Beta, if you still want another run around it. If not, We appreciate your time.

Thanks again everyone! [thumbs_up]
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