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Thread: What is DOD:S and what makes it awesome?

  1. Registered TeamPlayer DJ Ms. White's Avatar
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    What is DOD:S and what makes it awesome? What is DOD:S and what makes it awesome? What is DOD:S and what makes it awesome? What is DOD:S and what makes it awesome?
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    #1

    What is DOD:S and what makes it awesome?

    Looking for an answer to those questions, which will be featured in the TPG wiki. You will of course be credited and given 99 of the hottest (in your opinion) sexual partners in the Universe. Doing DOD first since it's one of the older games here.
    enf-Jesus its been like 12 minutes and you're already worried about stats?! :-P
    Bigdog-
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  2. Registered TeamPlayer Adretheon's Avatar
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    What is DOD:S and what makes it awesome? What is DOD:S and what makes it awesome? What is DOD:S and what makes it awesome?
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    Gamertag: Adreatheon PSN ID: Adretheon Steam ID: Adretheon
    #2

    Re: What is DOD:S and what makes it awesome?

    Idk why it is, but I can give a list as to why it's not.

    Guyver
    Guyver
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    haha
    Likes Stealthyking liked this post

  3. Registered TeamPlayer Guyver's Avatar
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    Gamertag: Guyver72 Steam ID: guyver72 Guyver's Originid: guyver72
    #3

    Re: What is DOD:S and what makes it awesome?

    Look at the series as a whole.

    DoD was the first to do:
    Bleeding (3.1 Beta)
    Proning

    DoD is just as old as CS

    Of course, there are many who dislike DoD:S because the developers omitted lots of things that were in DoD 1.3 retail...such as bayonets, greasegun, G43, FG42...and the British.

    History-Dod 101 by FuzzDad
    Oldest Official DoD Mapper

    Day of Defeat: Source - Steam Users' Forums

    Day of Defeat was born years ago when my son John “Fuzz” Shull merged two incomplete and immature Half-Life modifications into one.

    Saving Private Ryan was the beginning. It was the fall of 1998 and at the time I was mapping a few Quake levels for fun and son Fuzz was doing a project for High School that involved making a diorama of Omaha Beach. He and I both played the original HL1 over Christmas and thought that a HL version with a WW2-theme would be great (I was a closet-historian concerning WW2. I loved reading about P-51's and FW190's and the first-person accounts you find in Stephen Ambrose's books).

    That spring (1999) Fuzz started working as a level designer and front man for a Half-Life modification entitled "World War Three". A college student (Trunks) fluent in C++ was designing it. Trunks was trying to create an fps combat game that would touch on war from WWII up to futuristic wars. Trunks was also doing 100% of the coding and his college roommate was working on all the other requirements except mapping. After a few months Trunks and his roommate decided to concentrate on their college responsibilities and they gave the source code to Fuzz. Fuzz was not a coder so he hired his close friend Jon “Pr0fit” Kaczmarski, who was just then learning how to code, to continue the C++ work as best possible.

    Half-Life modifications by then were in full swing. Counter Strike had just released Beta 1, Firearms and Front Line Force were beginning development and there was another modification in start-up entitled, “Day of Defeat” run by Little Squirrel. The WW3 team didn’t have an experienced coder, but they had a good code base and they had level designers and were getting by on textures. The Day of Defeat team had a good coder, but the code was new and they didn’t have level designers or texture guys. Both teams realized they needed each other to survive so they merged code and concentrated on Day of Defeat’s World War Two-only scenarios to narrow the scope.

    The team had enough talent to move slowly forward, but they lacked model support for the weapons, sound, player animations and a experienced coder so things moved very slow. The team hired Agent who in several months was able to create most of the original weapon sets used in the game. They also hired Thunder Weenie and his right-hand man Wheels as historians and sound engineers. The team was still accepting map donations from the community when they found and hired Kamikaze to do textures and mapping. Axis eventually stepped in and at some point re-wrote most of the code base.

    The team put together a very weak alpha for the public, went from release Alpha A to D and then released the first beta 1. I’m not sure of the date of that release but that’s the condensed history of DoD up to beta 1. I probably left some stuff out but that's cause I'm old and senile now.

    At some point the guys who run the show now were brought on board and the mod moved from a part-time fun project to something much more polished and serious and became a real profession for PIU, Mugs, Molo, Axis, Das, TW, Waldo and a few others (at least at the start).

    My son dropped out of the DoD universe about the same time beta 1 was released to attend college and drive cars and date pretty girls...he still hangs out occasionally and plays a few DoD rounds (or CS...CS was his first fps gaming love) and I know he's proud of what he started.


    * Beta 1.0 (January 12, 2001)
    * Beta 1.1 (February 14, 2001)
    * Beta 1.2 (April 5, 2001 ?)
    * Beta 1.3 (July 1, 2001)
    * Beta 2.0 (October 13, 2001 ?)
    * Beta 2.1 (May 10, 2002)
    * Beta 3.0 (July 11, 2002)
    * Beta 3.1 (August 8, 2002)
    * Version 1.0 (May 1, 2003)
    * Version 1.1 (November 14, 2003, the first release on Steam)
    * Version 1.2 (May 19, 2004)
    * Version 1.3 (July 7, 2004)
    * DoD:Source - (September 26, 2005)
    Found Dod Alpha 3.0 on an old HD - Steam Users' Forums

    My Son...Stud DoDS Player (Fuzz) - Steam Users' Forums

    I could probably write an entire article about how passionate I am about DoD in general, not just DoD:S.

    Also, not many people realize this, but Robin Williams was a HUGE fan of DoD.

    Pro-HL.com | Interview with Robin Williams






  4. Registered TeamPlayer HeavyG's Avatar
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    What is DOD:S and what makes it awesome? What is DOD:S and what makes it awesome? What is DOD:S and what makes it awesome? What is DOD:S and what makes it awesome?
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    Steam ID: heavyg HeavyG's Originid: HeavyG21583
    #4

    Re: What is DOD:S and what makes it awesome?

    I prefer things that omit the British.

    Just kidding. They do some things better, such as Top Gear.

  5. Registered TeamPlayer Kraker Jak's Avatar
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    #5

    Re: What is DOD:S and what makes it awesome?

    DoD was a great game. DoDs was an ok game. It fell off with lack of support and creativity in its later years.

    Sent from my SPH-D700 using Tapatalk 2

  6. Registered TeamPlayer Guyver's Avatar
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    Gamertag: Guyver72 Steam ID: guyver72 Guyver's Originid: guyver72
    #6

    Re: What is DOD:S and what makes it awesome?









    Screenshots of Beta 1.3 (about a year before I started playing.)






  7. Registered TeamPlayer HeavyG's Avatar
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    #7

    Re: What is DOD:S and what makes it awesome?

    Hmm... why are we posting pics of 1.3?

  8. Registered TeamPlayer HeavyG's Avatar
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    Steam ID: heavyg HeavyG's Originid: HeavyG21583
    #8

    Re: What is DOD:S and what makes it awesome?

    I used to be a CS player. Prior to CS:S, I played for about 5 years, then another year after CS:S came out. It got old. I needed something new.

    Day of Defeat: Source brought something different. Instead of the normal CS style matches where once you are killed, you are dead for good, DOD:S brought back re-spawning to get you back in the action. Games are constantly a tug-of-war. Your entire team could end up getting rolled at the start of the round, but before the enemy team reaches your last flag, some players have re-spawned and fortified the last flag with some defenses (typically an MG or Sniper). The team on the defense could end up fighting off the wave of enemies and mount a counter attack and start pushing back up the field.

    And let's talk about re-spawns. The maps are relatively small, so it doesn't take you very long to get back into the action. You don't need to grab a vehicle (there are none anyways) and race to the action hoping a jet doesn't blow you up in the process. Those that play CS get a break in the action after they die, allowing them to reflect on what strategy they took, was it successful, or did it have any opportunities, and make adjustments for the next round.

    As for strategy, in DOD:S, you don't have much time to think. When you die, you may have 10 seconds to decide where to go next. Even at the end of the round, the teams only have a few seconds to discuss the strategy, and then hit the battlefield. It isn't as simple as saying "everyone go A" or "rush together" as this mostly results in your entire team getting wiped out be a well primed grenade, fast action sniper, well placed MG, or random "fucking bullshit" Thompson fire. Even on maps with a central point, there are typically multiple routes to get to the point, and you are almost always better off having all of them covered.

    There are no flash bangs to surprise your enemy and pop out. The best you get is smoke and frag grenades. The recoil of the weapons are dramatically adjusted by the position of the player. Most recoil when standing, less when crouching, and even less when prone. You can't shoot when sprinting as you drop the gun to your side. You also can't sprint for very long. Trying to shoot at a target while standing with an automatic weapon takes a lot of skill, especially with the support class. With practice, it is not impossible to pull off some amazing shots in this manner, but the odds are not in your favor as your accuracy is crippled and should only be done as a necessity when standing is the only way to target your enemy.

    Teamwork is probably the biggest thing about DOD:S. While one skilled player can own the server, if that skilled player is not helping his team by capping flags, planting/defending explosives, pushing up, and communicating, then their team will never win. We see it all the time and it never impresses those that are going for the objective. The main objective is to win.

    Let's not forget that when the game came out, it was beautiful. It was probably the best example of Source graphics at the time it was released. I think it lived up to the original DOD, and surpassed it by simplifying it a bit, but that is my opinion.

  9. Registered TeamPlayer Guyver's Avatar
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    #9

    Re: What is DOD:S and what makes it awesome?

    Quote Originally Posted by HeavyG View Post
    Hmm... why are we posting pics of 1.3?
    ...because by the time DoD:S was released, I had already been playing DoD for three years.

    When I first pre-ordered DoD:S, it was merely going to be a port of DoD 1.3 to the Source engine.



    The original beta had bleeding, but it was removed because the beta testers were dying...and not knowing why.

    To me, DoD and even DoD:S was much more deadly than CS, because there are no kevlar vests and helmets to allow you to survive longer. Grenades in DoD:S can take 3-4 enemies out at a time ...and that makes a huge difference in the outcome of maps/games. One MG can decimate a team. Communication is also key because some points take more than than one person to capture. Some custom maps even require three people. Also, (to me, anyway) DoD:S has always had more character than CS.

    A lot people don't realize that DoD:S was a test bed for features that are now in almost all Valve game...killcam, payload mode, and achievements all came from DoD:S. There are no official payload maps, but the code originated with DoD:S. The DoD:S developers worked extensively on TF2, and they liked payload..so they added it to TF2.

    Two custom payload maps:
    dod flash tank
    [REL] dod_V2 - Steam Users' Forums

    DoD:S was also the first game to be ported to the OrangeBox engine.

    Also, as Heavy mentioned..when the game was released, it looked amazing....and on the highest settings, it looked fantastic.
    Last edited by Guyver; 02-24-13 at 03:09 AM. Reason: typo






  10. Registered TeamPlayer DJ Ms. White's Avatar
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    #10

    Re: What is DOD:S and what makes it awesome?

    Great stuff so far.

    Sent from my Nexus 7 using Tapatalk HD
    enf-Jesus its been like 12 minutes and you're already worried about stats?! :-P
    Bigdog-
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