Development:Day of Defeat: Source
This page details development materials of Day of Defeat: Source.
| 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. |
| 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.
Contents
maps
Summary
The 2023 asset leak contains several maps were cut over the course of development.
To do:
|
| File | In-Game? | NET Date | Description |
|---|---|---|---|
| goldsrc | |||
| └─ dod_anzio | ✗ | June 1, 2005 | A original game's version of dod_anzio, with some modifications. Formatted for GoldSrc rather than Source. |
| └─ dod_avalanche | ✗ | June 1, 2005 | The original game's version of dod_avalanche, with some modifications. Formatted for GoldSrc rather than Source. |
| └─ dod_donner | ✗ | June 1, 2005 | The original game's version of dod_donner, with some modifications. Formatted for GoldSrc rather than Source. |
| └─ dod_flash | ✗ | June 1, 2005 | The original game's version of dod_flash, with some modifications. Formatted for GoldSrc rather than Source. |
| bottest | ✗ | 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 | ✗ | April 5, 2004 | A simple box map. |
| detailtest | ✗ | 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 | ✗ | 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 | ✓ | May 19, 2009 | |
| dod_anzio_ik | ✗ | May 17, 2005 | Early version of dod_anzio. "ik" stands for Iikka Keranen, a Valve employee who worked on the map. |
| dod_anzio_ik2 | ✗ | May 17, 2005 | Another early version of dod_anzio. |
| dod_anzio_jc | ✗ | May 17, 2005 | Ditto. "jc" stands for John Cook, another Valve employee who also worked on the map. |
| dod_anzio_merge | ✗ | 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 | ✓ | November 13, 2007 | |
| dod_argentan_ld03 | ✗ | October 5, 2005 | An early version of dod_argentan. "ld" stands for Laura Dubuk, a Valve employee who worked on the map. |
| dod_avalanche | ✓ | May 19, 2009 | |
| dod_bridges | ✗ | 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 | ✗ | June 2, 2004 | dod_caen from original game, with some modifications. Requires textures and models from GoldSrc version. |
| dod_charlie | ✗ | April 5, 2004 | dod_charlie from original game, unedited. Requires textures and models from GoldSrc version. |
| dod_chemille | ✗ | June 2, 2004 | dod_chemille from original game, with some modifications. Requires textures and models from GoldSrc version. |
| dod_colmar | ✓ | May 2, 2006 | |
| dod_colorcorrection | ✗ | December 1, 2005 | A version of dod_donner that was made to test every color correction effect present in the game. It was used in a demo by Tim Smalley called "Cinematic Effects in Source". |
| dod_donner | ✓ | May 19, 2009 | |
| dod_flash | ✓ | November 13, 2007 | |
| dod_flash_dark | ✗ | 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 | ✗ | 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. Some, but not all, of the textures can be found in the GoldSrc version. |
| dod_jagd | ✓ | June 20, 2006 | |
| dod_kalt | ✓ | June 11, 2008 | |
| dod_kalt_old | ✗ | July 1, 2004 | The original game's version of dod_kalt, with some modifications. Requires textures and models from GoldSrc version. |
| dod_koln | ✗ | 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 | ✗ | 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 | ✗ | November 29, 2005 | |
| dod_koln_modeltest_HDR | ✗ | December 13, 2005 | |
| dod_koln_modeltest_HDR2 | ✗ | December 15, 2005 | |
| dod_koln_modeltest_props | ✗ | December 6, 2005 | |
| dod_koln_modeltest_props01 | ✗ | December 13, 2005 | |
| dod_koln_modeltest_props05 | ✗ | January 4, 2006 | |
| dod_koln_modeltest_props07 | ✗ | January 13, 2006 | |
| dod_koln_modeltest_props08 | ✗ | January 13, 2006 | |
| dod_koln_modeltest_shadows01 | ✗ | December 13, 2005 | |
| dod_koln_prototype01 | ✗ | January 13, 2006 | A zoo map for props that were supposed to be used in dod_koln. |
| dod_koln_prototype07 | ✗ | March 14, 2006 | |
| dod_koln_prototype09 | ✗ | March 29, 2006 | |
| dod_kraftstoff | ✗ | June 2, 2004 | dod_kraftstoff from original game, with some modifications. Requires textures and models from GoldSrc version. Some notable changes:
|
| dod_lightTest | ✗ | January 19, 2006 | A map used for testing lights. |
| dod_northbound | ✗ | July 1, 2004 | dod_northbound from original game, with some modifications. Requires textures and models from GoldSrc version. |
| dod_palermo | ✓ | November 13, 2007 | |
| dod_saints | ✗ | July 1, 2004 | dod_saints from original game, with some modifications. Requires textures and models from GoldSrc version. |
| dod_sstest | ✗ | April 3, 2005 | A tech demo, demonstrating the Source Engine's custom implementation of self-shadowing bump maps. |
| dod_vicenza | ✗ | June 2, 2004 | dod_vicenza from original game, with some modifications. Requires textures and models from GoldSrc version. |
| dod_zalec | ✗ | July 1, 2004 | dod_zalec from original game, with some modifications. Requires textures and models from GoldSrc version. |
| jakobbox | ✗ | January 17, 2005 | A box map, presumably by Jakob Jungels, containing scattered props, debris, and dev-textured wall prefabs. |
| jakobstrasse | ✗ | 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 | ✗ | June 2, 2004 | A version of dod_kalt_old, scaled down to "3D skybox" size. Requires textures and models from GoldSrc version. |
| northbound_skybox | ✗ | June 2, 2004 | Ditto, but dod_northbound this time. Requires textures and models from GoldSrc version. |
| plane_flyby | ✗ | 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 | ✗ | January 3, 2006 | A run-of-the-mill test map. |
| zoo_debris | ✗ | May 17, 2005 | A zoo map for all kinds of debris. |
| zoo_exteriors | ✗ | May 17, 2005 | A zoo map for props found in the props_exteriors model subfolder. |
| zoo_foliage | ✗ | May 17, 2005 | A zoo map for all kinds of foliage. |
| zoo_fortifications | ✗ | May 17, 2005 | A zoo map for all kinds of fortifications. |
| zoo_interiors | ✗ | May 17, 2005 | A zoo map for props found in the props_interiors model subfolder. |
| zoo_italian | ✗ | May 17, 2005 | A zoo map for props found in the props_italian model subfolder. |
| zoo_skybox | ✗ | May 17, 2005 | A zoo map for props placed in the 3D skybox. |
| zoo_vehicles | ✗ | November 13, 2005 | A zoo map for all kinds of vehicle props. |
| zoo_vehicles_destroyed | ✗ | March 29, 2006 | A zoo map for all kinds of destroyed vehicle props. |
| zoo_vehicles_snow | ✗ | December 7, 2005 | A zoo map for all kinds of vehicle props: snow edition! |
dod_alpine
The tunnel system on the Allied side of the map. The texture for the tunnel arches can be found in Counter-Strike: Source, but textures for the gravel beneath the tracks are nowhere to be found.
dod_bridges
dod_flash_dark
dod_holz
dod_koln_ab
For some reason, there's a full-size halftrack in the 3D skybox.
zoo_exteriors
This zoo map references the following missing models:
- models/props_exteriors/dormer3b.mdl
- models/props_windows/ava_church_arched_window.mdl
- models/props_windows/ava_church_arched_window_destroyed.mdl
- models/props_windows/anzio_church_window1.mdl
- models/props_windows/anzio_church_window2.mdl
- models/props_windows/anzio_wndarch.mdl
- models/props_windows/inset_windowframe_large1.mdl
- models/props_windows/inset_windowframe_large2.mdl
- models/props_windows/inset_windowframe_large2_closed.mdl
- models/props_windows/inset_windowframe_small2_broken.mdl
- models/props_windows/inset_windowframe_storefront1_broken.mdl
- models/props_windows/windowframe1.mdl
- models/props_windows/windowframe_01b.mdl
- models/props_windows/windowframe_destroyed1a.mdl
- models/props_windows/windowframe_destroyed1b.mdl
- models/props_windows/windowframe_destroyed2b.mdl
- models/props_windows/wndarch.mdl
- models/props_windows/wndsng16.mdl
- models/props_windows/wnd_b1_fake.mdl
- models/props_windows/wnd_b1_full.mdl
- models/props_urban/italian_sign_generic_gib1.mdl
- models/props_urban/italian_sign_generic_gib2.mdl
- models/props_urban/italian_sign_generic_gib3.mdl
- models/props_urban/italian_sign_giungano.mdl
- models/props_urban/italian_sign_paestum.mdl
- models/props_urban/italian_sign_salerno.mdl
- models/props_urban/italian_sign_trentinara.mdl
- models/props_urban/italian_sign_pole2.mdl
Some of these models either exist in other directories, can be found in other games (namely Counter-Strike: Source and Half-Life 2: Lost Coast), or don't exist at all.
Visgroups
dod_anzio
Anzio has a few visgroups that were disabled when the map was compiled.
_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, as well as other larger assorted props. These props are prominent on the plaza capture point.
_swinging_lamps is a visgroup containing several physics-based lamps attacked to wall-mounted lampposts. The lampposts still exist in the released map, but like "_removed phys props", the lamps themselves were likely removed for optimization.
_window_sprites is a visgroup containing several sprites simulating volumetric lighting. This was likely removed due to layered translucency being too taxing on the GPU.
dod_flash
Flash has a few visgroups that were disabled during development.
_obsolete props is a visgroup containing various props that were made redundant, including this signature from the map's author, Iikka Keranen. This visgroup references a missing models/props_misc/mirror-2.mdl model, which does not exist but has textures in the repository.
_removed phys props is a visgroup containing physics props that were removed, likely for optimization purposes.
