User:FuzzDad

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FuzzDad (AKA Wes Shull) is the Valve-contracted level designer for dod_glider (2 versions), dod_falaise (two versions), dod_flugplatz (two versions), and para_glider. All maps were part of released content from Valve in either boxed editions of the game or on subsequent patch updates. He worked with all the members of the original dev team on specific content-adds for his and other maps to include, models, textures, sounds, and the special in-game cinematics developed for the para maps release. He assisted with the entity work on the following shipped content: dod_escape (the exploding bridge sequence), dod_jagd (all scoring entities), and dod_northbound (scoring and others). He did touch-up and corrective map work on DOD 1.3's shipped dod_donner and participated in the first beta trials of DOD:Source. He wrote all the detail texture files that were shipped with dod ver 1.2 and 1.3 and assisted Valve in creating accurate contents lists for shipped content across multiple releases. He also released dod_factory (DoD 1.0), para_raiders, dod_phun (DoD 1.3), and dod_anvil (Source) as custom maps. His dod_anvil map for Source (remake of dod_falaise) has been the number one or number two custom map in terms of player minutes every single week since its release in early February, 2006.

His son John Shull (AKA Fuzz) was one of the original founding members of DOD prior to its purchase by Valve. FuzzDad is also extremely old and crotchety and occasionally passes out from working 24-7 on whatever map he's putzing with. Here are some really small pictures that are hard to see showing his work. For more details go to his boring old fart website


dod_anvil1_thumb.jpg dod_anvil2_thumb.jpg dod_anvil3_thumb.jpg dod_anvil4_thumb.jpg dod_anvil5_thumb.jpg


Here's the final version of dod_anvil and a change log:

anvil9.jpg

Click Here for the map file. Unzip the file to the maps directory w/o using the folder names or unzip to your day of defeat source directory and use the paths.


Change Log:

  • Support for 32 players
  • Pathways re-directed to eliminate passing under spawns
  • Added detail (may run a tad slower on some systems)
  • Spawn protection zone identified more clearly
  • Mini-map added
  • Some doors are now useable
  • Fixed all posted bugs
  • Slight adjustment in Axis one cap location
  • Better interior lighting
  • Axis sniping position (overlooking Allied 1) expanded to somewhat match similar sniping position pointing at Axis 1
  • Minor repositioning of sandbagged locations
  • Made spawn exits to respective two caps more equitable
  • Expanded range of caps on all objectives
  • All files packed into the bsp for easy upload/download