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    Day of Defeat: Source

    Game » consists of 7 releases. Released Sep 26, 2005

    Valve's online World War II infantry-based shooter gets remade in their Source engine, complete with updated visuals, sound design, and gameplay tweaks.

    Short summary describing this game.

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    Overview

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    Day of Defeat: Source is a World War II multiplayer first-person shooter developed and published by Valve for the PC (with both a retail release and a digital Steam release) on September 26, 2005. It was later updated for Mac support on July 12, 2010 and Linux support on March 14, 2013.

    The game is a remake of the original Day of Defeat using Valve's Source engine (in similar vein to Counter-Strike: Source) to update its visual and sound design while tweaking the gameplay mechanics.

    Like its predecessor, players are split into two forces in the European Theatre of World War II: the "Allies" (U.S. Army) and the "Axis" (German Wehrmacht). In pure infantry-based combat, these forces must fight over strategic points located throughout the battlefield (some points requiring multiple players to capture). While this remake only had this game mode at release, a separate "Detonation" mode was added later (in which players must destroy key enemy equipment using their timed explosives while defusing enemy explosives).

    Like most of Valve's Source engine offerings, the game is often used as a test bed for both Steam and engine updates. It is the first Source game to incorporate High Dynamic Range lighting (predating the standalone Lost Coast tech demo level for Half-Life 2). Along with a variety of updates throughout the years (including new maps, the Detonation game mode, gameplay tweaks, and Steam Trading Card support), the game's engine received a major update on July 3, 2008 (upgrading it to the version used in The Orange Box, allowing for new visual effects, stat-tracking, user avatar support, and achievements).

    Classes

    Unlike the game's predecessor, Day of Defeat: Source does not include faction-specific classes (such as the Sergeant) or British Army classes for the Allies. Both forces carry the same type of classes with near-equal capabilities.

    Players can switch out primary weapons with ones left on the ground (usually by dead players), sometimes allowing them to switch roles on-the-fly (picking up an enemy machine gun, for example, allows them to lock down their current area).

    All classes other than the Assault Infantry carry either a Trench Knife (Allies) or Entrenchment Spade (Axis) as their melee weapon. All classes other than the Rocket Infantry carry either a Colt M1911 (Allies) or Walther P38 (Axis) as a backup handgun (with a short amount of clips).

    Rifleman

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    Built for long-ranged combat, the Rifleman carries a powerful battle rifle, which can be used (in the right hands) to take out enemies in long ranges. Although these rifles are not as efficient as sniper rifles (and M1 Garands cannot reload until their current clip is empty), they have the additional ability to fire specially-mounted grenades at long ranges.

    Pressing Secondary Fire while wielding either battle rifle allows the player to zoom in through its iron sights.

    • Allies: M1 Garand with eleven 8-round clips and 2 Rifle Grenades.
    • Axis: Karabiner 98k with thirteen 5-round clips and 2 Rifle Grenades.

    Assault Infantry

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    Built for short-ranged combat, the Assault Infantry carries a fast-firing sub-machine gun and two types of grenades (including a smoke grenade to limit visibility of Snipers and Machine Gunners).

    While the Assault Infantry cannot equip a melee weapon, pressing Secondary Fire while wielding either sub-machine gun allows the player to throw a quick punch (allowing greater versatility in close-ranged combat).

    Support Infantry

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    Built for medium-ranged combat, the Support Infantry carries an assault rifle with selective firing modes (allowing semi-automatic fire for accuracy and control in longer ranges). In addition, they carry two explosive grenades (making them very useful against tight groups of enemies and entrenched Snipers and Machine Gunners).

    Pressing Secondary Fire while wielding either assault rifle changes its firing type (between fully automatic and semi-automatic).

    Sniper

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    A special version of the Rifleman, the Sniper carries a powerful scoped sniper rifle which, in the right hands, can help control a large portion of the battlefield.

    Pressing Secondary Fire while wielding either sniper rifle allows the player to zoom in through its scope.

    • Allies: Springfield M1903 with thirteen 5-round clips.
    • Axis: Karabiner 98k (scoped) with thirteen 5-round clips.

    Machine Gunner

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    The strongest suppression and defense class in the game, the Machine Gunner carries a powerful and fast-firing machine gun. Due to the weapon's capabilities in locking down entire areas, most servers restrict the amount of active Machine Gunners to a very low amount.

    Both machine guns have notorious kickback when firing from the hip (preventing players from acting like Rambo). Pressing Secondary Fire while wielding either machine gun and either prone or in front of a ledge/window deploys the bi-pod to keep the weapon completely stable (at the cost of mobility, leaving them open to sniper fire). Pressing it again retracts the bi-pod.

    • Allies: M1919 with three 150-round belts.
    • Axis: MG42 with two 250-round belts.

    Rocket Infantry

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    Despite the lack of vehicles in the game, the Rocket Infantry can be a wildcard class due to its rocket launcher (which is useful against entrenched Snipers and Machine Gunners) and unique fast-firing secondary weapon.

    Rocket launchers cannot be fired from the hip and must be shouldered by pressing Secondary Fire while wielding either of them. Movement is slow while shouldering them.

    Official Maps

    All maps, with the exception of Argentan, Palermo, and Colmar, are based on their original Day of Defeat counterparts.

    Territorial Control

    Detonation

    • Colmar (added on June 28, 2006)
    • Jagd (added on June 28, 2006)

    PC System Requirements

    Minimum: 1.7 GHz Processor, 512MB RAM, DirectX® 8.1 level Graphics Card (Requires support for SSE), Windows® 7 (32/64-bit)/Vista/XP/2000, Mouse, Keyboard, Internet Connection

    Recommended: Pentium 4 processor (3.0GHz, or better), 1GB RAM, DirectX® 9 level Graphics Card, Windows® 7 (32/64-bit)/Vista/XP/2000, Mouse, Keyboard, Internet Connection

    Mac System Requirements

    Minimum: OS X version Leopard 10.5.8, Snow Leopard 10.6.3, 1GB RAM, NVIDIA GeForce 8 or higher, or ATI X1600 or higher, Mouse, Keyboard, Internet Connection

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