dod_claviers_b2
Here is beta2 of dod_claviers. Basically I have spent a great couple of weeks playing the map (thanks to SS, UPA, 907th and others), and I have taken on board a lot of gratefully recieved constructive critism. Beta2 is a result of players reporting problems, mostly related to gameplay (the map was generally Axis biased). In beta2 the Axis spawn has been moved back, not far but just enough to add a few more seconds on their reaching the centre flag. Also new routes have been added to aid in the Allies approach to centre flag, including a route through the buildings from Allied 1st to centre and a new entrance in to the hotel so Allies dont have to go into the alley way to get inside. I have also re-introduced the tunnels which I took out of b1.
I have also tried to optimise a little. I have hint brushes arranged, but they are probably still done wrong. I await de-compilers comments on this :) I have also tinkered with model view distances, but I havent finished this yet, and I appologise if you see a model dissapear before your eyes. Anyway despite optimisation being incomplete I have personally gained a lot of FPS playing the map offline. I now command a comfortable 40-60 average (2800XP, Radeon 9600XT, 1GB RAM, 1280x1024 res all details high trilinear no AA no HDR), peaking at around 90 and dropping no lower than 30 (except for next to the Jeep at Allied spawn where swap buffers shoots up to full and FPS drops to 22). A playtest revealed that everyone else is getting far better FPS than in b1 and the changes were all well receieved.
from dod-federation
from mapmonger
from landofozz
from Eurosquad
Current changelog since b2 development
- Fixed all known clipping / exploitation issues
- Edited hints and model fade distances for better fps
- Added wall at Allied spawn and lowered damage from trigger_hurts from 15 to 10
- Added sandbag protection in the alleyway
- Added cover in the courtyard in the form of bushes and fences
- Added cover at Allied Spawn in the form of bushes and fences
- Added alternative route in to hotel from Allied spawn
- Added alternative route from Allied spawn to centre flag
- Added a custom blend texture for the alleyway
- Added various details
- Added points to the control points
- Moved Axis spawn further back and added a route out of it
- Moved Axis 1st flag slightly further away from the centre flag
- Added a panoramic mountain view to 3d skybox courtesy of ultranew_b
- Re-introduced the tunnels that I took out of b1
- Added a few tall sandbag models in an attempt to limit machine gunning
- Lots of clipping for ease of play and access to certain areas
- Added a little something extra :D
Screenshots
Please bare in mind that the tunnel is still a work in progress and several new areas lack detailing. 
Village Centre screenshots

Village Centre screenshots

(From left) Alley protection, Allied spawn protection, new passage entrance

(From left) New hotel entrance, Courtyard tunnel entrance, Church tunnel entrance

(From left) 2x Tunnels from Church entrance, main tunnel |