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dod_old_snowcit dod_old_snowcity_b1 HOT

I could not find an answer if someone has remade YT's dod_snowcity_v3 or not, from what I could dig up YT' started one but I have no idea if it is done or released.

Anyway, I started on this to see if I could get the same layout from basic measurements of the old version and reproduce the layout of an old map, the measurements came from light entities, flags and models and I filled in the rest by looking at the old map bit by bit.

What I ended up with was a basic layout very close in height, length and such, did not take long, around four hours for all walls and floors.

I was going to stop, mission accomplished for coping an old maps layout... but could not resist later on filling in a bit and compiling a test...feels good, I think I will keep going

Pics...
PIC 2
Picture from Sunlit of same area


PIC 3
PIC 4
PIC 5
PIC 6
PIC 7

Known Exploits and bugs (thanks Splatt)...
* See through window ledges (texture required on no draw/areaportal joins)
* (Fixed in final) climb on Gutter near bakery (clip not far enough out)
* (Fixed in final) climb on wall near axis second (cliping on model required)
* (Fixed in final) Crow near axis way too fast and the walking one too slow.
* (Fixed in final) Both lifts require rework so they cannot be blocked via triggers on upper floors.
* Sound trigger near old Phonograph can turn off too soon after first trigger, allies side.
* (Fixed in final) Church has misaligned model on front wall.
* (Fixed in final) Annoying lamp keeps falling on floor in allies sniper room near the two pines.
* (Fixed in final) Bathtub in allies sniper house is elevated
* (Fixed in final) Clipping required on arch outside axis spawn door. Also above door.
* (Fixed in final) Power lines have too much drop near axis second.
* (Fixed in final) Wall outside allies spawn door has misaligned Texture.
* Door at allies spawn opens into balcony model
* all lift sliding doors need to travel a little more on close.

Checks to be done. Questions from INsane...

* The long rope climb to the right of axis spawn goes to a set of filtered doors, the intent is to keep the allies out of the room on the first floor below...like a "air lock" and give the axis a route out of the window on the first floor or the door. Does it work? No allied player should be able to open these two doors but should be able to exploit the window via boosting. There will be a trap in the next version linked to the open door trigger on the first floor... just can't find killer rat model to chase them around the room

* There are some "Exploits" I want to leave in, the ability to climb on some hotel signs and awnings are actually built in especially the awning over the hotel door near axis second... can you make the jump off the hand rails? I could before this compile ... have not since.

* Minimap... does it need any further info on it? Like axis and allies "no go" areas ...or just let players learn the hard way.


Once these are done the map name will be... dod_old_snowcity_b2, 3 (not too many I hope, these are fast compiles, expect a 10 FPS boost on the final) final name will be .... dod_old_snowcity_v3

Here is a video of the HL1 version of the map, it's version 3 but close enough...

 

dod_old_snowcity_b10001
Information
Created 2011-10-22
Changed 2025-09-03
Version
Size 8.6 MB
Rating
(2 votes)
Created by INsane
Changed by Webmaster
Downloads 2,928
License
Price