
Without CS-style time limits you'll find a lot of players who just camp in corners feeding their own stat line with meaningless kills when the point of the game is to capture objectives as a team and win. The game falls too easily into stalematey situations on a lot of maps and seemingly "rewards" bad play. If you're really into the game you'll find that it does have flaws. It's a fantastic game and I'm glad it's still getting played.

I've probably sunk more hours into Dods than any other multiplayer game to the point where I and several of my friends are good enough that we frequently get accused of hacking with the sniper rifle. I do think it fell short of Valve's expectations and perhaps was part of their efforts to move away from a game company and towards the service company they are today. Everyone thinks of Counter-Strike when they talk about mods becoming retail products but Day of Defeat was one of the first to do it.
Day of defeat source us models mod#
I think it had a great run and while it saddens me to see it not played very much any more I think that it's a great story to go from a popular mod to official Valve product. The game was simple and didn't have a ton of depth but it was pretty easy to get into and the skill cap was high (although not as high as Counter-Strike). Combined with a risk-like strategy game that was played out via these twice-weekly battles, it was one of the best gaming experiences I've ever had. This might seem small in the day of Battlefield 4 where a single server can host 64 people, but back in our day we had to split this across multiple game servers.

I used to help run the largest tournaments for DoD called Battle for Europe, which had, at it's peak, over 100 people playing at any given time. I played Day of Defeat and Day of Defeat: Source extensively, and probably have more hours than anyone else I've ever met.
