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Lamsey's
DoD:S Guide
Gameplay tips
Class guide
Map guide
Teamplay
Binds guide
Changes in DoD:S
Go to v1.3 Guide

Changes, changes...

DoD: Source is based on technology six years newer than the original DoD, so it follows that there are a few changes to get used to, in addition to the tweaks made to the maps and player classes. Here's a quick lowdown on what you can expect to be different.

The Maps

The maps have changed a lot - in fact most of them are nonexistant. At the time of writing, only five 1.3 maps have made it over to Source: Anzio, Avalanche, Donner, Flash and Kalt - and some of these have changed a lot. The general layout of each map is the same but there are tweaks here and there to improve the flow of play or to accommodate changes in the Source engine. There's also the all-new Argentan, Colmar and Jagd maps not previously seen in v1.3. For more info on the maps in Source look here.

The Weapons

The class system has been streamlined in Source so that both Allies and Axis have a similar lineup of available classes, although the distinct properties of each weapon remain largely unchanged. However there are large balance changes; for example the k98 is no longer so excessively powerful and the BAR no longer sports a bipod. In addition, the sidearms for each class have changed, with the distribution of pistols and grenades altered to suit the individual classes better. There are even some all-new sidearms such as the smoke grenades or the Mauser 'broom pistol' carried by Panzerjagers. For more info on the new player classes check out the classes guide.

The Physics

One of the first things you'll notice about Source is that it makes good use of the HL2 physics simulation. Bodies, debris, furniture, you name it - there are a lot of things you can move around in Source, and when the object doing the moving is a grenade or rocket the results are frequently hilarious.

The Environment

Valve have done their best to make the environment as lush and realistic as possible; striking different objects will have different effects depending on their material (which has serious implications for wallshooting), and the ambient sounds have been completely overhauled. No more the constant soundtrack of random battle noise; when you hear a shot being fired in the distance to your right, it's because there really is a shot being fired over there. This means you can get an idea of what's happening on the other side of the map and makes the gameplay feel much more realistic.

The Gameplay

As you might expect, there are a number of changes you're going to have to make to your playing style to adapt to the rigours of Source. Here's a few pointers.