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Dog1 is a beta map in Day of Defeat.

Official description[]

                --=========================--
                          DoD_Dog1
                       14th July 2002
                          
                Dedicated to Spencer and Aza
                        WE MISS YOU!! 
 
 By Michael "Dim Reaper" Cleverly ( michael_cleverly@hotmail.com )
 Member of the iNvasionWorks team at www.invasionworks.com
 
 
 -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
 
 Allies:
 	Get off the beach soldier!! First priority is to get
 off the beach! German heavy machine gunners are in place and 
 mortar fire is being directed towards us.
 Once you reach the sea wall, use the bangalores to blow the 
 barbed wire and shingle preventing our advance off the beach.
 Once blown, we must capture our objectives!
 
 	There is a Central bunker that must be taken to allow 
 further reinforcements to come into the beach. the Sandbag and
 Hilltop Machine Gun nests must also be taken and held, then we
 can advance forward to and capture the Artillery bunker and the
 nearby ruined farmhouse. We also need to push all resistance 
 out of the areas of the Ammo Store and finally the lookout 
 bunker, to establish our position and allow further divisions 
 to enter inland.
 
         Get moving soldier! dog1 is not open, we've gotta force 
 it open! Force the Krauts out of their positions and lets kick 
 'em back to the Rhine!
 
 -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
 
 Axis:
 	The Allied landing craft have caught us by surprise - 
 but we are ready. We must crush this assault on the sands! 
 Take positions in the bunkers and Machine Gun nests.
 Shoot to kill, they must not create a beachhead! If they get
 through our beach defenses, fall back to protect the Machine 
 Gun nests at the sandbags and on the hilltop. Prevent the 
 capture of the central bunker, it is key to the defence of
 the coast. If all beach defences are broken, then withdraw 
 to defend the Artillery position, Command bunker and 
 the Ammo Store. A nearby ruined farmhouse must also be held 
 - its loss would allow easy fire onto our Command Bunker.
 	There is a radio room in the underground complex 
 containing a portable radio. This radio must be taken to the 
 gun bunker on the clifftop, where it can be used to direct 
 the mortar fire as it rains down on the beach. An observation 
 post set up here with the radio will increase the number of 
 mortar rounds hitting their target and may be enough to repel
 the invading forces.
 
 Hold your position! force the imperialist legions back into 
 the sea!
 
 -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
 
 June Fifth, 1944.
 On the French side of the English channel, the Germans 
 watched and waited. A deep depression was over the channel, 
 and the bad weather associated made an invasion unlikely, 
 many generals taking the opportunity to attend a map exercise
 in Rennes, well south of Normandy.
 
 June Fifth, 1944, Evening.
 Over 1700 tons of bombs have been dropped on defences along 
 the northen coast. There are reports of paratroopers around
 Cherbourg and just east of Normandy.
 Be watchful, this is believed to be a diversionary attack.
 
 June Sixth, 1944, Early Morning.
 The vast armada of ships is approaching the Normandy coast,
 and 112 ships have opened fire pounding the Axis defences 
 on the beaches and supply lines.
 
 The landing craft are now closing in on the shore, on the 
 five beaches designated for attack. Some of the craft have
 fallen to Axis artillery fire, more to underwater obstacles.
 The swimming tanks are approaching the shore, protected by 
 their floatation screens.
 
 The landing craft have grounded.
 
 The ramps are about to lower.
 
 Get Ready.
 
 
 --Credits--
 
 Thankyou to the many texture artists who made the textures
 that I use. I will try to find their names and put them here.
 
 --Fog Settings--
 I recommend the following settings for fog in dog1:
 cl_fog1, cl_fog_red 170, cl_fog_blue 170, cl_fog_green_ 170, cl_fog_start 1000, cl_fog_end 7000
 
 --Skybox--
 
 Thanks to Mighty Pete, of the Wadfather for such a great sky. 
 
 --Textures--
 
 H&K for the lovely Sand Texture set amd rubble wad! 
 Wizzard and IR for their Stunning Bunker and sand-dune textures!
 Puppetz!
 Kamikazi!
 Valve
 Myself :D
 MikeZilla (wallpaper textures inside the ruined farmhouse)
 
 --Models--
 Portable Axis Radio- H&K!!
 Bangalore Model- H&K!! 
 Gramophone Model- unknown author
 'Hedgehog' Model- Model by Molotov Billy, Skinned by Agent~0
 Fish Model (not used due to lag issues)- H&K!!
 
 --Sprites--
 Fog Sprites- Half-life sprites Made usable by Waldo
 Light halo sprites- Half life defaults
 Bangalore and Shell HUD sprites: Agent~0
 The Following Sprites:
 -Water Splash Sprite 
 -Sand Blast Sprite
 -Wooden Poles Sprites
 -Roof Dust Sprite
 -Axis Radio Sprite
 -Tracer Sprites (Not used due to incompatability with GL fog)
 Were made by Myself
 
 --Ideas--
 Thanks To Integrate for telling me how to make the treeline trick work!
 
 ===============
 
 Post DoD 2.0 updates:
 
 Progressive spawn system implemented
 Flag system made less difficult for Allies
 Several camping spots made useless or difficult
 2nd Easter Egg added :)
 
 ===============
 Many Thanks to:
 
 *iNvasionWorks:
 IR, Wizzard, Miller, H&K, Fuzzdad/Warewind, Puppetz,
 Reiben, F3C3S, Deep Blue, Want, FREAKHEAD, ShadowBrigadier and Recon
 
 *F3C3S for correcting my spelling :)  (silly Swede! :P )
 *The [BoB] Clan 
 For testing with me!
 *Thanks to Rotkopf for his Artillery and "fall back" Voice sounds!
 *Jorn Kerschot for his Bunker pictures which I used to base mine on
 *Elemenopee for the exploding Hedgehog model **Not yet implemented
 *Waldo for the amazingly useful fog/smoke sprites
 *[BoB]Mishkin for contributing to the Axis underground area 
 *[BoB]Spencer for contributing the log ramps and other 
 beach objects
 *Sharpshot and DoG for testing with me
 
 MODEL READMES:
 
 WWII German Searchlight
 Modeled and Textured by:  S.Gautreaux -iNw-h&k
 Scaled and Converted by:  Scimitar
 620 polygons, 256x256 8-bit bitmap
 
 H&K can be contacted at game_artist@hotmail.com 
 
 DoD_Dog1 radio
 Modeled and Textured by: S.Gautreaux -iNw- h&k
 Scaled and converted by: Scimitar
 56 polygons
 256x256 8-bit bitmap
 H&K can be contacted at game_artist@hotmail.com 
 
 Allied Bangalore Model
 Modeled and Textured by:  S.Gautreaux -iNw-h&k
 Scaled and Converted by:  Scimitar
 H&K can be contacted at game_artist@hotmail.com

                *Day Of Defeat*
 =========================
         DoD_Dog1
 
 By Michael "Dim Reaper" Cleverly
 ( michael_cleverly@hotmail.com )
 9th January 2002
 
 June Fifth, 1944.
 On the French side of the English channel, the Germans 
 watched and waited. A deep depression was over the channel, 
 and the bad weather associated made an invasion unlikely, 
 many generals taking the opportunity to attend a map exercise
 in Rennes, well south of Normandy.
 
 June Fifth, 1944, Evening.
 Over 1700 tons of bombs have been dropped on defences along 
 the northen coast. There are reports of paratroopers around
 Cherbourg and just east of Normandy.
 Be watchful, this is believed to be a diversionary attack.
 
 June Sixth, 1944, Early Morning.
 The vast armada of ships is approaching the Normandy coast,
 and 112 ships have opened fire pounding the Axis defences 
 on the beaches and supply lines.
 
 The landing craft are now closing in on the shore, on the 
 five beaches designated for attack. Some of the craft have
 fallen to Axis artillery fire, more to underwater obstacles.
 The swimming tanks are approaching the shore, protected by 
 their floatation screens.
 
 The landing craft have grounded.
 
 The ramps are about to lower.
 
 Get Ready.
 
 -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
 
 Allies:
 	Get off the beach soldier!! First priority is to get
 off the beach! German heavy machine gunners are in place and 
 mortar fire is being directed towards us.
 Once you reach the sea wall, use the bangalores to blow the 
 barbed wire and shingle preventing our advance off the beach.
 Once blown, we must capture our objectives!
 
 	There is a Central bunker that must be taken to allow 
 further reinforcements to come into the beach. the Sandbag and
 Hilltop Machine Gun nests must also be taken and held, then we
 can advance forward to and capture the Artillery bunker and the
 nearby ruined farmhouse. We also need to push all resistance 
 out of the areas of the Ammo Store and finally the lookout 
 bunker, to establish our position and allow further divisions 
 to enter inland.
 
 Get moving soldier! dog1 is not open, we've gotta force it 
 open! Force the Krauts out of their positions and lets kick 
 'em back to the Rhine!
 
 -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
 
 Axis:
 	The Allied landing craft have caught us by surprise - 
 but we are ready. We must crush this assault on the sands! 
 Take positions in the bunkers and Machine Gun nests.
 Shoot to kill, they must not create a beachhead! If they get
 through our beach defenses, fall back to protect the Machine 
 Gun nests at the sandbags and on the hilltop. Prevent the 
 capture of the central bunker, it is key to the defence of
 the coast. If all beach defences are broken, then withdraw 
 to defend the Artillery position, Lookout bunker and 
 the Ammo Store. A nearby ruined farmhouse must also be held 
 - its loss would allow easy fire onto our Lookout Bunker.
 	There is a radio room in the underground complex 
 containing a portable radio. This radio must be taken to the 
 gun bunker on the clifftop, where it can be used to direct 
 the mortar fire as it rains down on the beach. An observation 
 post set up here with the radio will increase the number of 
 mortar rounds hitting their target and may be enough to repel
 the invading forces.
 
 Hold your position! force the imperialist legions back into 
 the sea!
 
 -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
 
 --Credits--
 
 Thankyou to the many texture artists who made the textures
 that I use. I will try to find their names and put them here.
 
 --Fog Settings--
 I recommend the following settings for fog in dog1:
 cl_fog1, cl_fog_red 170, cl_fog_blue 170, cl_fog_green_ 170, cl_fog_start 1000, cl_fog_end 7000
 
 --Skybox--
 
 Thanks to Mighty Pete, of the Wadfather for such a great sky. 
 
 --Textures--
 
 H&K for the lovely Sand Texture set amd rubble wad! 
 Wizzard and IR for their Stunning Bunker and sand-dune textures!
 Puppetz!
 Kamikazi!
 Valve
 Myself :D
 MikeZilla (wallpaper textures inside the ruined farmhouse)
 
 --Models--
 Portable Axis Radio- H&K!!
 Bangalore Model- H&K!! 
 Gramophone Model- unknown author
 'Hedgehog' Model- Model by Molotov Billy, Skinned by Agent~0
 Fish Model (not used due to lag issues)- H&K!!
 
 --Sprites--
 Fog Sprites- Half-life sprites Made usable by Waldo
 Light halo sprites- Half life defaults
 Bangalore and Shell HUD sprites: Agent~0
 The Following Sprites:
 -Water Splash Sprite 
 -Sand Blast Sprite
 -Wooden Poles Sprites
 -Roof Dust Sprite
 -Axis Radio Sprite
 -Tracer Sprites (Not used due to incompatability with GL fog)
 Were made by Myself
 
 ********
 
 
 
 --Ideas--
 Thanks To Integrate for telling me how to make the treeline trick work!
 
 ===============
 Many Thanks to:
 
 *iNvasionWorks:
 IR, Wizzard, Miller, H&K, Fuzzdad/Warewind, Puppetz,
 Reiben, F3C3S, Deep Blue, Want, FREAKHEAD, ShadowBrigadier and Recon
 
 *F3C3S for correcting my spelling :)  (silly Swede! :P )
 *The [BoB] Clan 
 For testing with me!
 *Thanks to Rotkopf for his Artillery and "fall back" Voice sounds!
 *Jorn Kerschot for his Bunker pictures which I used to base mine on
 *Elemenopee for the exploding Hedgehog model **Not yet implemented
 *Waldo for the amazingly useful fog/smoke sprites
 *[BoB]Mishkin for contributing to the Axis underground area 
 *[BoB]Spencer for contributing the log ramps and other 
 beach objects
 *Sharpshot and DoG for testing with me
 
 MODEL READMES:
 
 WWII German Searchlight
 Modeled and Textured by:  S.Gautreaux -iNw-h&k
 Scaled and Converted by:  Scimitar
 620 polygons, 256x256 8-bit bitmap
 
 H&K can be contacted game_artist@hotmail.com 
 
 DoD_Dog1 radio
 Modeled and Textured by: S.Gautreaux -iNw- h&k
 Scaled and converted by: Scimitar
 56 polygons
 256x256 8-bit bitmap
 H&K can be contacted game_artist@hotmail.com 
 
 Allied Bangalore Model
 Modeled and Textured by:  S.Gautreaux -iNw-h&k
 Scaled and Converted by:  Scimitar
 H&K can be contacted game_artist@hotmail.com

Gallery[]

German Radio:[]

Bestätige Mörserfeuer, Zielstreifen Siegfried, plus 4, plus 3, 2, Feind im Vormarsch.  Bestätige Mörserfeuer, Zielstreifen Siegfried, plus 4, plus 3, 2.

Tips:[]

Not included on Destiny's map rotation. Much like dod_overlord but harder for the Allies to breach the beach head. There is less cover from Axis positions for the Allies. There are also random explosions including mines and mortars, although realistic, can be quite irritating----

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