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Development:Day of Defeat: Source

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This page details development materials of Day of Defeat: Source.

How about a nice leek in this trying time?
This page or section details content from the Source Developer Asset Repository leaks.
Check the Source Developer Asset Repository leaks category for more pages also sourced from this material.
Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.
Specifically: Overhead map previews, more screenshots where possible and compare dod_flash_dark to the regular dod_flash. See the talk page for information about compiling the maps with era-accurate lighting.

The Source Developer Asset Repository is a repo full of all manner of unused/early content for many Source Engine games, including Day of Defeat: Source. For someone to have gained to the repository, one must obtain a license from Valve Software at the cost of $2,500 after your project was approved for licensing and sign a non-disclosure agreement. Despite the NDA requirement and fee, many files from the repository have been leaked online over the years, with the entire repository leaking in January of 2023, showcasing the many cut maps from the game's lifetime.

maps

Summary

The 2023 asset leak contains several maps were cut over the course of development.

Hmmm...
To do:
  • Unused visgroups for used maps.
  • VMF file sizes.
File In-Game? Hammer Build Date Description
goldsrc
└─ dod_anzio βœ— June 1, 2005 The original game's version of dod_anzio, unedited.
Requires textures from GoldSrc version.
└─ dod_avalanche βœ— June 1, 2005 The original game's version of dod_avalanche, unedited.
Requires textures from GoldSrc version.
└─ dod_donner βœ— June 1, 2005 The original game's version of dod_donner, unedited.
Requires textures from GoldSrc version.
└─ dod_flash βœ— June 1, 2005 The original game's version of dod_flash, unedited.
Requires textures from GoldSrc version.
 
bottest βœ— October 7, 2005 Presumably meant to test bot support.
Maybe Counter-Strike: Source's bots were going to be converted for use in this game?
box βœ— April 5, 2004 A simple box map.
detailtest βœ— April 30, 2005 A map with a small hill, intended to test the automatic foliage sprites generated on displacement geometry at compile time (known internally as "detail props").
dod_alpine βœ— December 1, 2005 A mostly completed map set in the Alpine Mountains.
It has three neutral capture points in an east-to-west line in the middle of the map (crossroads, cabin, and hut), with the Axis and Allied spawns to the north and south, respectively. The map is mostly properly textured except for an large orange tower near crossroads and a brushwork B-17 in the 3D skybox in a hidden VisGroup, although the lack of snow on anything except the trees suggests that it still had yet to undergo a final art pass. The barbed wire props lack any collision, and there is no protection against spawn camping (both teams can access the enemy team's spawn locations).
dod_anzio βœ“ May 19, 2009
dod_anzio_ik βœ— May 17, 2005 Early version of dod_anzio.
"ik" stands for Iikka Keranen, a Valve employee who worked on the map.
dod_anzio_ik2 βœ— May 17, 2005 Another early version of dod_anzio.
dod_anzio_jc βœ— May 17, 2005 Ditto.
"jc" stands for John Cook, another Valve employee who also worked on the map.
dod_anzio_merge βœ— May 17, 2005 A map meant to merge the _jc and _ik versions of dod_anzio into one map.
This was eventually turned into the final game's dod_anzio.
dod_argentan βœ“ November 13, 2007
dod_argentan_ld03 βœ— October 5, 2005 An early version of dod_argentan.
"ld" stands for Laura Dubuk, a Valve employee who worked on the map.
dod_avalanche βœ“ May 19, 2009
dod_bridges βœ— January 3, 2006 A partially finished map.
The map is a bomb objective map where the bridges are to be destroyed by the German side. It takes two bombs to destroy the bridges. When destroyed the bridges oddly display broken glass particles and play a glass shattering sound and simply disappear.
dod_caen βœ— June 2, 2004 dod_caen from original game, with some modifications.
Requires textures from GoldSrc version.
dod_charlie βœ— April 5, 2004 dod_charlie from original game, with some modifications.
Requires textures from GoldSrc version.
dod_chemille βœ— June 2, 2004 dod_chemille from original game, with some modifications.
Requires textures from GoldSrc version.
dod_colmar βœ“ May 2, 2006
dod_colorcorrection βœ— December 1, 2005 A map made to test every color correction effect present in the game.
dod_donner βœ“ May 19, 2009
dod_flash βœ“ November 13, 2007
dod_flash_dark βœ— October 5, 2005 A nighttime version of dod_flash. Aside from the time of day being changed and some light sources being added, the map is identical to the regular dod_flash.
dod_holz βœ— April 25, 2005 A heavily unfinished map which would have featured both sides starting at opposite ends of the map and then battling through hedgerows for control of two central, exposed capture points.
As stated prior, the map is heavily unfinished and most of the foliage is missing textures.
dod_jagd βœ“ June 20, 2006
dod_kalt βœ“ June 11, 2008
dod_kalt_old βœ— July 1, 2004 The original game's version of dod_kalt, with some modifications.
Requires textures from GoldSrc version.
dod_koln βœ— November 2, 2005 dod_koln was meant to be a port from the beta version of the original game, that was supposed to be included in a canceled big patch for Day of Defeat: Source.
This version of the map is merely a setpiece and is not intended to be played.
dod_koln_ab βœ— December 15, 2005 This is the version of dod_koln that was meant to be part of the cut update.
This version of the map has control points, and multiple areas in early development.

"ab" stands for Aaron Barber, a Valve employee who worked on the map.
dod_koln_modeltest βœ— November 29, 2005
dod_koln_modeltest_HDR βœ— December 13, 2005
dod_koln_modeltest_HDR2 βœ— December 15, 2005
dod_koln_modeltest_props βœ— December 6, 2005
dod_koln_modeltest_props01 βœ— December 13, 2005
dod_koln_modeltest_props05 βœ— January 4, 2006
dod_koln_modeltest_props07 βœ— January 13, 2006
dod_koln_modeltest_props08 βœ— January 13, 2006
dod_koln_modeltest_shadows01 βœ— December 13, 2005
dod_koln_prototype01 βœ— January 13, 2006 A zoo map for props that were supposed to be used in dod_koln.
dod_koln_prototype07 βœ— March 14, 2006
dod_koln_prototype09 βœ— March 29, 2006
dod_kraftstoff βœ— June 2, 2004 dod_kraftstoff from original game, with some modifications.
Requires textures from GoldSrc version.
Some notable changes:
  • Sandbag and tree models have been replaced with updated versions.
  • Some billboard func_illusionary cables have been replaced with keyframe_rope and move_rope cables.
  • Turrets have been removed.
dod_lightTest βœ— January 19, 2006 A map used for testing lights.
dod_northbound βœ— July 1, 2004 dod_northbound from original game, with some modifications.
Requires textures from GoldSrc version.
dod_palermo βœ“ November 13, 2007
dod_saints βœ— July 1, 2004 dod_saints from original game, with some modifications.
Requires textures from GoldSrc version.
dod_sstest βœ— April 3, 2005 A tech demo, demonstrating the Source Engine's custom implementation of self-shadowing bump maps.
dod_vicenza βœ— June 2, 2004 dod_vicenza from original game, with some modifications.
Requires textures from GoldSrc version.
dod_zalec βœ— July 1, 2004 dod_zalec from original game, with some modifications.
Requires textures from GoldSrc version.
jakobbox βœ— January 17, 2005 A box map, presumably by Jakob Jungels, containing scattered props, debris, and dev-textured wall prefabs.
jakobstrasse βœ— October 13, 2004 Another map from Jakob, containing several destroyed buildings along two streets in states of ruin.
Strasse (also spelled staße), is German for "street".
kalt_skybox βœ— June 2, 2004 A version of dod_kalt_old, scaled down to "3D skybox" size.
Requires textures from GoldSrc version.
northbound_skybox βœ— June 2, 2004 Ditto, but dod_northbound this time.
Requires textures from GoldSrc version.
plane_flyby βœ— January 17, 2005 A test of the logic used for planes to fly overhead in the 3D skyboxes of various maps (although this plane looks and sounds nothing like a plane).
test βœ— January 3, 2006 A run-of-the-mill test map.
zoo_debris βœ— May 17, 2005 A zoo map for all kinds of debris.
zoo_exteriors βœ— May 17, 2005 A zoo map for props found in the props_exteriors model subfolder.
zoo_foliage βœ— May 17, 2005 A zoo map for all kinds of foliage.
zoo_fortifications βœ— May 17, 2005 A zoo map for all kinds of fortifications.
zoo_interiors βœ— May 17, 2005 A zoo map for props found in the props_interiors model subfolder.
zoo_italian βœ— May 17, 2005 A zoo map for props found in the props_italian model subfolder.
zoo_skybox βœ— May 17, 2005 A zoo map for props placed in the 3D skybox.
zoo_vehicles βœ— November 13, 2005 A zoo map for all kinds of vehicle props.
zoo_vehicles_destroyed βœ— March 29, 2006 A zoo map for all kinds of destroyed vehicle props.
zoo_vehicles_snow βœ— December 7, 2005 A zoo map for all kinds of vehicle props: snow edition!

dod_alpine

dod_bridges

dod_flash_dark

dod_holz

Visgroups

dod_anzio

The areaportal.

_portal at axis cap 1 consists of an areaportal above the Axis' first capture point. Likely became obsolete due to the hint/skip tool brush in the same position.

_removed phys props is a visgroup containing various bits of physics-based rubble, possibly removed for optimization. These props are prominent on the plaza capture point.