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Forum: All Forums : Call of Duty
Category: CoD+UO Map + Mod Releases
Release announcements of custom maps and other content related to Call of Duty and Call of Duty United Offensive.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Castle 2.0 nearing completion
Engineer
General Member
Since: Feb 6, 2004
Posts: 78
Last: Oct 7, 2004
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Level 3
Category: CoD+UO Map + Mod Releases
Posted: Thursday, Jul. 1, 2004 02:12 am
Castle v2.0 is almost done.

It's an enhanced version of the original Castle map that I posted a week or two ago.

Summary of additions/changes (so far)...


  • Scenary around the castle
  • Catacombs under the castle
  • Moat
  • Improved FPS in certain parts of the map


What I hope to accomplish next before I'm done is...


  • RET gametype support
  • SD gametype support emulating team elimination
  • HOB gametype support (if I can find a tutorial/help on how it to implement it)


The SD gametype will basically be team elimination (or more accurately, hunt down one team and eliminate them).

The area outside the castle is playable, but not really recommended (it's more for scenary).

Here are some screenshots (with variable fog DISABLED so you can see the background clearly)












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SnakePit
General Member
Since: Jun 12, 2004
Posts: 23
Last: Jul 14, 2004
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Level 1
Category: CoD+UO Map + Mod Releases
Posted: Thursday, Jul. 1, 2004 04:45 am
[sick] DAMN THATS A SICK MAP!! [sick]

awesome work!
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StrYdeR
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Since: May 11, 2004
Posts: 11672
Last: Apr 20, 2024
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Level 10
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Im a HOST of MODSonair
Category: CoD+UO Map + Mod Releases
Posted: Thursday, Jul. 1, 2004 07:30 am
nice looking map Engineer [angryalien]
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Engineer
General Member
Since: Feb 6, 2004
Posts: 78
Last: Oct 7, 2004
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Level 3
Category: CoD+UO Map + Mod Releases
Posted: Saturday, Jul. 3, 2004 04:24 am
Thanks everyone,

I now have a fast compile (kind of like a beta) version of Castle 2.0 available on my website.

Castle 2.0b (fast compile)

I'm releasing a fast compile version first, because it will give people a chance to have a sneak peek at it, find any bugs, etc.

Also, because I'm worried that the compile time may take a couple of years (seriously, hopefully just a couple of days, but you never know). 133Mb required passage memory, vid data size of 1.48M. This is the largest compile I've ever done.

Let me know what you think of it!
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StrYdeR
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Since: May 11, 2004
Posts: 11672
Last: Apr 20, 2024
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Level 10
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Category: CoD+UO Map + Mod Releases
Posted: Saturday, Jul. 3, 2004 04:46 am
nice - a couple of lights are missing the "orb" of light but generating light n e way

fps was about 1/3 lower than regular maps but wasnt really a factor

the rolling fog is a very nice effect

maybe possible to use a similar code to make clouds moving in the sky

all in all - a very nice map engineer
very nice indeed [angryalien]
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Engineer
General Member
Since: Feb 6, 2004
Posts: 78
Last: Oct 7, 2004
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Level 3
Category: CoD+UO Map + Mod Releases
Posted: Saturday, Jul. 3, 2004 04:53 am
Thanks Stryder,

So a couple of missed coronas... I think the I know the area you're talking about.

For comparison's sake, what FPS did you get, and what are your system specs?

Mine, Athlon 64 3000, 512Mb system RAM, Radeon 9200 video (128Mb of video memory). I have my FPS capped at around 65 (because of an LCD monitor). I got 65 FPS for most of the courtyard, garden area had spots that dropped it to around 30-35. This was on balanced texture/model detail setting.
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StrYdeR
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Since: May 11, 2004
Posts: 11672
Last: Apr 20, 2024
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Category: CoD+UO Map + Mod Releases
Posted: Saturday, Jul. 3, 2004 05:02 am
amd athalon xp1800+ 256 ddr radeon 9200 w/128 onboard

i was getting around 40 -45 in areas...maps normally run capped at 60
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Engineer
General Member
Since: Feb 6, 2004
Posts: 78
Last: Oct 7, 2004
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Level 3
Category: CoD+UO Map + Mod Releases
Posted: Saturday, Jul. 10, 2004 05:25 pm
Finally got a final compile done! Took a lot of brushwork optimization... that optimization got the passage memory down to 80Mb (from 133Mb) and the vis data size was about 1 Mb (from 1.48Mb).

Goes to show how making brushes detailed helps.

I'll be uploading the final version to Modsonline later today.
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