<?xml version="1.0"?>
<rss version="2.0"><channel><title>Day of Infamy Mapping Contest Latest Topics</title><link>https://www.mapcore.org/forum/38-day-of-infamy-mapping-contest/</link><description>Day of Infamy Mapping Contest Latest Topics</description><language>en</language><item><title>Kruppstahl&#x2019;s Withdrawal from the Map Contest</title><link>https://www.mapcore.org/topic/20685-kruppstahl%E2%80%99s-withdrawal-from-the-map-contest/</link><description><![CDATA[
<p>
	It has recently come to New World’s attention that map contest entry Kruppstahl used some art assets for which it did not have permission. As such, it has been withdrawn from the contest and will not receive any prizes.
</p>

<p>
	The contest rewards will be shifted up one placement for maps Tobruk, Bure, and Brest who placed fifth, fourth, and third respectively. These maps will receive prizes as though they scored one place higher in the top five. Kruppstahl will still remain in second place because the art in question does not affect judgment of the map.
</p>

<p>
	After an investigation we determined that the art in question, taken from Half-Life 2 mod Resistance &amp; Liberation, was included accidentally by Kruppstahl’s creator JakHalz. While working on his previous map called Resistance for the Day of Infamy mod, he wanted to use Resistance &amp; Liberation as inspiration. Due to issues launching the R&amp;L level editor, he decided to import the models to his Day of Defeat: Source folder in order to view them. Six months later while creating Kruppstahl, he accidentally used these art assets thinking they were from Day of Defeat: Source even though they were not in the VPK file. We stated that the use of art from Day of Defeat: Source and Counter-Strike: Global Offensive in the contest was permitted, and because he forgot the true origin of the assets, he believed that his submission for the contest was legitimate.
</p>

<p>
	The contest permitted the use of third party assets provided that relevant permissions were obtained prior to submission. However, permission to use these R&amp;L assets was not sought because they were used unknowingly. Upon realizing where the assets came from when it was reported by members in our community, JakHalz voluntarily took his map off of the Steam Workshop and reached out to us to say he wanted to withdraw Kruppstahl from the contest. We appreciate his honesty and integrity in doing so.
</p>

<p>
	As with any of the five contest winners, the other submissions in the contest, or anything that is to our standard of quality from the Day of Infamy community now or in the future, we are still considering Kruppstahl’s inclusion in the official game. In the event that we do include Kruppstahl, we will ensure any unlicensed content is removed or replaced with original content or content used with explicit permission.
</p>
]]></description><guid isPermaLink="false">20685</guid><pubDate>Mon, 30 Jan 2017 18:49:33 +0000</pubDate></item><item><title>Day of Infamy Mapping Contest Discussion</title><link>https://www.mapcore.org/topic/20384-day-of-infamy-mapping-contest-discussion/</link><description><![CDATA[<p>
	Please use this thread for all your questions regarding the contest or if you need technical help with your map.
</p>]]></description><guid isPermaLink="false">20384</guid><pubDate>Mon, 19 Sep 2016 12:22:04 +0000</pubDate></item><item><title>Metz [Offensive]</title><link>https://www.mapcore.org/topic/20418-metz-offensive/</link><description><![CDATA[
<p>
	Hey everybody!
</p>

<p>
	First of all, I'd like to thank all the involved parties (New World Interactive, MapCore and Gamebanana) for hosting this contest!
</p>

<p>
	I am not really comfortable showing off work at this early stage, but I still want to share my process of my contest submission Metz.
</p>

<p>
	The level is set in the city of Metz, based on the Battle of Metz, happened in late 1944. The real battle started in the woods around Metz and involved massive german fortifications. I however cut this part and the player jumps right into the action of the battle inside the city. You can read more about the Battle of Metz at <a href="https://en.wikipedia.org/wiki/Battle_of_Metz" rel="external">https://en.wikipedia.org/wiki/Battle_of_Metz</a>
</p>

<p>
	The gameplay is designed to be a mix between close combat and long range sniping. The playable area consists of several rather straight streets with loads of walkable buildings next to them. The key landmark is the river Moselle, where the battle from capture point B to C will happen. Without further ado, here are some screenshots of my current progress (Warning: Heavy WIP)
</p>

<p>
	<img alt="JsT48lN.jpg" class="ipsImage" height="562" src="http://i.imgur.com/JsT48lN.jpg" width="1000" /></p>

<p>
	<img alt="WYqYJE7.jpg" class="ipsImage" height="562" src="http://i.imgur.com/WYqYJE7.jpg" width="1000" /></p>

<p>
	<img alt="sFFQsWQ.jpg" class="ipsImage" height="562" src="http://i.imgur.com/sFFQsWQ.jpg" width="1000" /></p>

<p>
	Cheers
</p>
]]></description><guid isPermaLink="false">20418</guid><pubDate>Sun, 02 Oct 2016 16:55:23 +0000</pubDate></item><item><title>Mercury</title><link>https://www.mapcore.org/topic/20439-mercury/</link><description><![CDATA[
<p>
	Since my other map wasn't going to be possible with the limitations of the current gamemodes, I decided to start a new one. It's based off a map I started for Ham and Jam that was never released, but I'm using the basic layout and starting from scratch.
</p>

<p>
	 
</p>

<p>
	Operation Mercury was the German airborne invasion of Crete against British, Greek, and Cretan resistance forces. Axis start in farmland outside a small town, which they have to move through before capturing a nearby airfield. Since the majority of the layout was already planned and I have a few assets already created too, hopefully it shouldn't take as long to finish this, considering I'm already a few weeks behind.
</p>

<p>
	 
</p>

<p>
	<img src="http://i.imgur.com/2kpER9l.jpg" class="ipsImage" alt="2kpER9l.jpg" /></p>

<p>
	<br /><img src="http://i.imgur.com/nsaLHmt.jpg" class="ipsImage" alt="nsaLHmt.jpg" /></p>

<p>
	<br /><img src="http://i.imgur.com/ibcoxlS.jpg" class="ipsImage" alt="ibcoxlS.jpg" /></p>

<p>
	<br /><img src="http://i.imgur.com/x4x1QDo.jpg" class="ipsImage" alt="x4x1QDo.jpg" /></p>

<p>
	<br /><img src="http://i.imgur.com/KIXMEQb.jpg" class="ipsImage" alt="KIXMEQb.jpg" /></p>

<p>
	<br /><img src="http://i.imgur.com/eaz86Fe.jpg" class="ipsImage" alt="eaz86Fe.jpg" /></p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">20439</guid><pubDate>Sun, 09 Oct 2016 21:33:32 +0000</pubDate></item><item><title>Brest</title><link>https://www.mapcore.org/topic/20396-brest/</link><description><![CDATA[
<p>
	<strong><u>Team</u></strong>
</p>

<p>
	Vaya
</p>

<p>
	Terri
</p>

<p>
	Lizard
</p>

<p>
	<strong><u>Initial Layout design</u></strong>
</p>

<p>
	when I started thinking about potential layouts I had a couple of visions in mind- having played sniper elite v2 a couple of months ago I really liked the idea of longer ranged combat over courtyards and town centres. This was the point it was decided the map would take place in some sort of township
</p>

<p>
	We decided to use  terri's csgo map's layout as an initial template as this was a similar french-town theme and I could envision a number of the areas rebuilt to fit DOI's gameplay. Obviously the map was far too small for DOI so I rescaled the whole map by 4X. This formed a decent, if slightly janky, framework to start implementing paths and gameplay areas on- the structure is there but we need to make it work for DOI
</p>

<p>
	<u><strong>Theme</strong></u>
</p>

<p>
	From wikipedia:
</p>

<p>
	<em>In the <a href="https://en.wikipedia.org/wiki/World_War_II" rel="external" title="World War II">Second World War</a>, the <a href="https://en.wikipedia.org/wiki/Nazi_Germany" rel="external" title="Nazi Germany">Germans</a> maintained a large <a href="https://en.wikipedia.org/wiki/U-boat" rel="external" title="U-boat">U-boat</a> <a href="https://en.wikipedia.org/wiki/Submarine" rel="external" title="Submarine">submarine</a> base at Brest. In 1944, after the Allied <a href="https://en.wikipedia.org/wiki/Invasion_of_Normandy" rel="external" title="Invasion of Normandy">invasion of Normandy</a>, the city was almost totally destroyed during the <a href="https://en.wikipedia.org/wiki/Battle_for_Brest" rel="external" title="Battle for Brest">Battle for Brest</a>, with only a tiny number of buildings left standing. After the war, the <a href="https://en.wikipedia.org/wiki/West_Germany" rel="external" title="West Germany">West German</a> government paid several billion <a href="https://en.wikipedia.org/wiki/Deutschmark" rel="external" title="Deutschmark">Deutschmarks</a> in <a href="https://en.wikipedia.org/wiki/War_reparations" rel="external" title="War reparations">reparations</a> to the homeless and destitute civilians of Brest in compensation for the destruction of their city. Large parts of today's rebuilt city consist of utilitarian <a href="https://en.wikipedia.org/wiki/Granite" rel="external" title="Granite">granite</a> and concrete buildings. The French naval base now houses the <a href="https://en.wikipedia.org/wiki/Brest_Naval_Training_Centre" rel="external" title="Brest Naval Training Centre">Brest Naval Training Centre</a>. A wartime German navy memorandum suggested that the town should perhaps serve as a German enclave after the war.</em>
</p>

<p>
	 
</p>

<p>
	I saw quite a lot of potential in this City as it gave a lot of location options:-
</p>

<ul><li>
		A port
	</li>
	<li>
		A Uboat command centre
	</li>
	<li>
		There's a river snaking throughout the city
	</li>
	<li>
		destroyed buildings (we can tweak depending on the time during the siege we've chosen)
	</li>
	<li>
		Germans were well entrenched in Brest before the invasion so we can show this.
	</li>
</ul><p>
	We currently plan to have each capture point/spawn in a thematically unique area. Unlike maps currently in the game the CPs will all offer logical story-driven advantages to hold - IE the cities port or the main bridge over the river
</p>

<p>
	 
</p>

<p>
	The name of the map is still up for debate. phonetically the name of the city sounds a little too close to 'breast'...
</p>

<p>
	<u>Current progress</u>
</p>

<p>
	- Terri rapidly building a library of awesome themed props for detailing out the areas. Each area will contain unique 'hero props' (see making of agency article) to help orientate players.
</p>

<p>
	- I've completed overall connector/pathing design with some super ugly detailing. (once I've completed the next compile this will be added on this thread)
</p>

<p>
	- Lizard is using the VMF template to start an art pass. This stuff is looking amazing.
</p>

<p>
	 
</p>

<p>
	<u>Next steps</u>
</p>

<p>
	- confirm timings of CP points are fair for both teams and other team cannot 'interrupt' initial capture.
</p>

<p>
	- playtest, playtest, playtest
</p>

<p>
	- implement some of lizard's artpass with terri's props.
</p>

<p>
	 
</p>

<p>
	<img alt="b6JjGAN.jpg" height="558" src="http://i.imgur.com/b6JjGAN.jpg" width="993" /></p>

<p>
	<img alt="WpMF2y5.jpg" class="ipsImage" height="562" src="http://i.imgur.com/WpMF2y5.jpg" width="1000" /></p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">20396</guid><pubDate>Thu, 22 Sep 2016 10:40:44 +0000</pubDate></item><item><title>Altstadt</title><link>https://www.mapcore.org/topic/20605-altstadt/</link><description><![CDATA[
<p style="text-align:center;">
	<img alt="sFfPoMu.jpg" class="ipsImage" height="562" src="http://i.imgur.com/sFfPoMu.jpg" width="1000" /></p>

<p style="text-align:center;">
	<img alt="er6LiZg.jpg" class="ipsImage" height="562" src="http://i.imgur.com/er6LiZg.jpg" width="1000" /></p>

<p style="text-align:center;">
	<img alt="BrA3E2h.jpg" class="ipsImage" height="562" src="http://i.imgur.com/BrA3E2h.jpg" width="1000" /></p>

<p style="text-align:center;">
	<img alt="LcO7ctr.jpg" class="ipsImage" height="562" src="http://i.imgur.com/LcO7ctr.jpg" width="1000" /></p>

<p style="text-align:center;">
	=====================================================================================
</p>

<p style="text-align:center;">
	<strong>March 1945 - The Allies advance through a german citadel to secure Altstadt and drive the Axis forces out.</strong>
</p>

<p style="text-align:center;">
	<em><strong>Supported game mode: offensive</strong></em><br /><br />
	Level created for GameBanana/MapCore Day of Infamy Mapping Contest 2016.
</p>

<p style="text-align:center;">
	Steam workshop: <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=823646276" rel="external">http://steamcommunity.com/sharedfiles/filedetails/?id=823646276</a>
</p>

<p style="text-align:center;">
	Gamebanana: <a href="http://gamebanana.com/maps/193411" rel="external">http://gamebanana.com/maps/193411</a>
</p>

<p>
	 
</p>

<p>
	It's been on hell of a ride trying to get this level into a playable state and I can honestly say that I learned a lot during the process. I know it's rough around the edges and that's okay - I'll continue to improve it once the contest is over. Peace out!
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">20605</guid><pubDate>Thu, 22 Dec 2016 23:37:19 +0000</pubDate></item><item><title>Westwall</title><link>https://www.mapcore.org/topic/20475-westwall/</link><description><![CDATA[
<p>
	# Deleted
</p>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">20475</guid><pubDate>Sun, 30 Oct 2016 12:12:33 +0000</pubDate></item><item><title>Butera</title><link>https://www.mapcore.org/topic/20419-butera/</link><description><![CDATA[
<p>
	My level for the contest, Butera, is inspired by the DoD 1.3 map, Saints. Similar to what NWI did to Ramelle from classic DoD, I've taken the road layout and routes from Saints and I plan on making the scenery similar to the small Sicilian village of Butera.
</p>

<p>
	The level will be made for Liberation mode at the very least, but I plan on it supporting all modes.
</p>

<p>
	The level progress is still in early block out stages as I'm still devising methods of extending the level on each side.
</p>

<p>
	 
</p>

<p><a href="https://www.mapcore.org/uploads/monthly_2016_10/butera0000.jpg.233d2792229006065e411f39bf2d7339.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="11452" src="https://www.mapcore.org/uploads/monthly_2016_10/butera0000.thumb.jpg.4331fb9facf9f8137afee8f2eabe2da0.jpg" class="ipsImage ipsImage_thumbnailed" alt="butera0000.jpg"></a></p>
<p><a href="https://www.mapcore.org/uploads/monthly_2016_10/butera0001.jpg.ce431b2b36f61d216a8d5c2aa27f6ff1.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="11453" src="https://www.mapcore.org/uploads/monthly_2016_10/butera0001.thumb.jpg.2d365cbb49ceb7e1f57c1e476b6389cf.jpg" class="ipsImage ipsImage_thumbnailed" alt="butera0001.jpg"></a></p>
<p><a href="https://www.mapcore.org/uploads/monthly_2016_10/butera0002.jpg.199e90a4ff38fadb9c48b6ce991b2e38.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="11454" src="https://www.mapcore.org/uploads/monthly_2016_10/butera0002.thumb.jpg.5c1c308a1cd524cdbe807f76e05760ab.jpg" class="ipsImage ipsImage_thumbnailed" alt="butera0002.jpg"></a></p>]]></description><guid isPermaLink="false">20419</guid><pubDate>Sun, 02 Oct 2016 17:48:53 +0000</pubDate></item><item><title>Day of Infamy Mapping Contest WIP Thread</title><link>https://www.mapcore.org/topic/20385-day-of-infamy-mapping-contest-wip-thread/</link><description><![CDATA[
<p>
	This thread is to show your work in progress shots. Feel free to comment, like and most importantly, provide each other with constructive feedback. You can discuss everything related to the contest <a href="https://www.mapcore.org/topic/20384-day-of-infamy-mapping-contest-discussion/" rel="">here</a>. If you feel like documenting your progress, you can start a new thread in this forum. Simply give the thread title the name of your map and off you go.
</p>

<p>
	Remember, map submissions go through our partner <a href="http://gamebanana.com/maps/cats/8989" rel="external">Gamebanana</a>. 
</p>
]]></description><guid isPermaLink="false">20385</guid><pubDate>Mon, 19 Sep 2016 12:33:12 +0000</pubDate></item><item><title>Day of Infamy Map Contest Update: Deadline Extension, Regular Testing</title><link>https://www.mapcore.org/topic/20506-day-of-infamy-map-contest-update-deadline-extension-regular-testing/</link><description><![CDATA[
<p>
	<b style="font-weight:normal;"><span style="font-size:14.666666666666666px;font-family:Arial;color:#000000;background-color:transparent;font-weight:400;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">Hey everyone,</span></b>
</p>

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;">
	<b style="font-weight:normal;"><span style="font-size:14.666666666666666px;font-family:Arial;color:#000000;background-color:transparent;font-weight:400;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">We’ve decided to extend the deadline for the Day of Infamy mapping contest from November 24th to December 22nd. Your final map will now be due on December 22nd.</span></b>
</p>

<div dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;">
	 
</div>

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;">
	<b style="font-weight:normal;"><span style="font-size:14.666666666666666px;font-family:Arial;color:#000000;background-color:transparent;font-weight:400;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">We noticed that some map makers were requesting more time. These nearly four extra weeks will hopefully give all our contestants more time to polish and finalize their maps. We are already excited by everything we’ve seen so far in our community playtests, and can’t wait to see how the maps turn out.</span></b>
</p>

<div dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;">
	 
</div>

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;">
	<b style="font-weight:normal;"><span style="font-size:14.666666666666666px;font-family:Arial;color:#000000;background-color:transparent;font-weight:400;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">Also of note, we are going to start having regular playtests with developers and DoI players every Sunday at 2:00 pm EST, 8:00 pm GMT+1. Some of these playtests will be streamed as we have done previously, but not every week. Please understand that we are not necessarily able to provide equal time for every person’s map in these tests, or in any livestreams of these tests. Map makers are encouraged to join us to see their maps in action with players playing on them.</span></b>
</p>

<div dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;">
	 
</div>

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;">
	<b style="font-weight:normal;"><span style="font-size:14.666666666666666px;font-family:Arial;color:#000000;background-color:transparent;font-weight:400;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">If you want to have your map included in these tests, direct message me here on Mapcore and our team can add your map to the playtest list here to be tested: </span><a href="http://steamcommunity.com/sharedfiles/filedetails/?edit=true&amp;id=793269906" rel="external" style="text-decoration:none;"><span style="font-size:14.666666666666666px;font-family:Arial;color:#1155cc;background-color:transparent;font-weight:400;font-style:normal;font-variant:normal;text-decoration:underline;vertical-align:baseline;white-space:pre-wrap;">http://steamcommunity.com/sharedfiles/filedetails/?edit=true&amp;id=793269906</span></a></b>
</p>

<div dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;">
	 
</div>

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;">
	<b style="font-weight:normal;"><span style="font-size:14.666666666666666px;font-family:Arial;color:#000000;background-color:transparent;font-weight:400;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">If you already have a map on the playlist, feel free to update it as you see fit. We will restart and reupload any updated maps to our servers before each test. Please remember to not change your map’s name.</span></b>
</p>

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;">
	 
</p>

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;">
	<b style="font-weight:normal;"><span style="font-size:14.666666666666666px;font-family:Arial;color:#000000;background-color:transparent;font-weight:400;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">Be sure to join our Day of Infamy Steam community group so you get event updates whenever we test: <a href="http://steamcommunity.com/games/447820" rel="external">http://steamcommunity.com/games/447820</a></span></b>
</p>

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;">
	 
</p>

<div dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;">
	<b style="font-weight:normal;"><span style="font-size:14.666666666666666px;font-family:Arial;color:#000000;background-color:transparent;font-weight:400;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">Thanks and good luck on all your continued work!</span></b>
</div>
]]></description><guid isPermaLink="false">20506</guid><pubDate>Mon, 14 Nov 2016 16:08:23 +0000</pubDate></item><item><title>Normandy - Liberation (MoHAA TheHunt Inspired)</title><link>https://www.mapcore.org/topic/20409-normandy-liberation-mohaa-thehunt-inspired/</link><description><![CDATA[
<p>
	i decided to make a map inspired of my favorite mohaa map TheHunt, but the name for doi will be Normandy
</p>

<p>
	the setting is north france, US vs German.
</p>

<p>
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileid="11429" href="https://www.mapcore.org/uploads/monthly_2016_09/57ee396f69471_dayofinfamy2016-09-3010-52-24-21.jpg.1dc9f950f6fd3e614284ff42127592fc.jpg" rel=""><img alt="dayofinfamy 2016-09-30 10-52-24-21.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="11429" src="https://www.mapcore.org/uploads/monthly_2016_09/57ee396fda450_dayofinfamy2016-09-3010-52-24-21.thumb.jpg.95da3d1d728f8da0dc0579ddc23d795b.jpg" /></a>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileid="11430" href="https://www.mapcore.org/uploads/monthly_2016_09/57ee398d58b89_dayofinfamy2016-09-3012-01-11-29.jpg.2801592b5c3e6195739120b0dd5efb82.jpg" rel=""><img alt="dayofinfamy 2016-09-30 12-01-11-29.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="11430" src="https://www.mapcore.org/uploads/monthly_2016_09/57ee398da2b7d_dayofinfamy2016-09-3012-01-11-29.thumb.jpg.2e5af6a82dcc99747571170725aad5ab.jpg" /></a>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileid="11431" href="https://www.mapcore.org/uploads/monthly_2016_09/57ee399209dbf_dayofinfamy2016-09-3012-01-39-81.jpg.87e6ce9604dc3d3ee9f9f06d8e96c5cf.jpg" rel=""><img alt="dayofinfamy 2016-09-30 12-01-39-81.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="11431" src="https://www.mapcore.org/uploads/monthly_2016_09/57ee3992482d2_dayofinfamy2016-09-3012-01-39-81.thumb.jpg.81d29361defe18db80ec1da5f20b742a.jpg" /></a>
</p>
]]></description><guid isPermaLink="false">20409</guid><pubDate>Fri, 30 Sep 2016 10:09:52 +0000</pubDate></item><item><title>doi_hinterhof</title><link>https://www.mapcore.org/topic/20482-doi_hinterhof/</link><description><![CDATA[
<p>
	Hello everybody,
</p>

<p>
	I am new to the forums and I registered to present to you my most recent map called <strong>doi_hinterhof</strong>, which is the German word for backyard.
</p>

<p>
	A platoon of British soldiers have to take over a fictional German village. This assault leads them through swamps, a - notorious for WW2 - church, through tight alleys and backyards and lastly the canals and an air-raid shelter. In <strong>Offensive</strong>, the British will have to take over <strong>three objectives</strong> (momentarily) and destroy one radio to cut off German supplies and troop reenforcements. For <strong>Liberating </strong>such a convoluted village it takes more than that. <strong>Six objectives</strong> and mostly harsh close quarter battle awaits both fighting parties with deadly consequences in an unforgiving environment.
</p>

<p>
	The map was developed <strong>in the spirit of Insurgency</strong> maps and first drawn out by my own without it being a remake or an inspirational work after existing maps, thus meeting the criteria for entering the contest. When I say <em>spirit of Insurgency</em> I mean that the player has vast options to flank, surround or tackle the enemy head to head. Team play will be required to clear narrow areas of enemies to successfully occupy objectives, as it is the game's intention. Furthermore, <strong>the environment offers interaction</strong> with the player
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			as in turning lights on or off, finding secret passages or destroying certain parts of the surroundings itself
		</p>
	</div>
</div>

<p>
	to deliver a variable experience. More of that is to be added in the final version of the map (if one ever comes).
</p>

<p>
	But now have some screenshots!
</p>

<p>
	The workshop link is as follows: <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=790354595" rel="external">http://steamcommunity.com/sharedfiles/filedetails/?id=790354595</a>
</p>

<p>
	An update is scheduled before Nov 3rd.
</p>

<p>
	Have a nice evening!
</p>

<p>
	HDKHH
</p>

<p>
	<img alt="954A2E592EEB9985CFDD05BFF141A9CD1109DE1C" class="ipsImage" height="562" src="http://images.akamai.steamusercontent.com/ugc/396708921326141627/954A2E592EEB9985CFDD05BFF141A9CD1109DE1C/" width="1000" /></p>

<p>
	<img alt="70F80509E81A5F2D0B76175BDBBB9E96194778F0" class="ipsImage" height="562" src="http://images.akamai.steamusercontent.com/ugc/396708921326139025/70F80509E81A5F2D0B76175BDBBB9E96194778F0/" width="1000" /></p>

<p>
	<img alt="6F5EDA541BF8CAA4ABE886692C21B3454EBC1580" class="ipsImage" height="562" src="http://images.akamai.steamusercontent.com/ugc/396708663053898341/6F5EDA541BF8CAA4ABE886692C21B3454EBC1580/" width="1000" /></p>

<p>
	<img alt="D60CB06E9B7E7ECE672969214C8A9A04DF402641" class="ipsImage" height="562" src="http://images.akamai.steamusercontent.com/ugc/396708921326141153/D60CB06E9B7E7ECE672969214C8A9A04DF402641/" width="1000" /></p>

<p>
	<img alt="9630EE4F7C596CCB592E2A947FADA408A6C35BF4" class="ipsImage" height="562" src="http://images.akamai.steamusercontent.com/ugc/396708921326141425/9630EE4F7C596CCB592E2A947FADA408A6C35BF4/" width="1000" /></p>

<p>
	<img alt="07EA015C2D46959737B9F98C5ABAA0AE423490A3" class="ipsImage" height="562" src="http://images.akamai.steamusercontent.com/ugc/396708921326140082/07EA015C2D46959737B9F98C5ABAA0AE423490A3/" width="1000" /></p>

<p>
	<img alt="60B7CBB297A1EE2D7D01AA26250B55538FFAA544" class="ipsImage" height="562" src="http://images.akamai.steamusercontent.com/ugc/396708921326140868/60B7CBB297A1EE2D7D01AA26250B55538FFAA544/" width="1000" /></p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://www.mapcore.org/uploads/monthly_2016_11/20161101195853_1.jpg.2c276811329e646883cfc113d9cd7703.jpg" data-fileid="11769" rel=""><img alt="20161101195853_1.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="11769" src="https://www.mapcore.org/uploads/monthly_2016_11/20161101195853_1.thumb.jpg.e5a31ffb185ac3d88b97f3288a4307b9.jpg" /></a>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://www.mapcore.org/uploads/monthly_2016_11/20161101195758_1.jpg.db260a4046813e06a7ea8cafe0181852.jpg" data-fileid="11770" rel=""><img alt="20161101195758_1.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="11770" src="https://www.mapcore.org/uploads/monthly_2016_11/20161101195758_1.thumb.jpg.9c052df43c92349d4a897f49b778df2f.jpg" /></a>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://www.mapcore.org/uploads/monthly_2016_11/20161101195836_1.jpg.12205756375d0e4f98e7fa65172d63d1.jpg" data-fileid="11771" rel=""><img alt="20161101195836_1.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="11771" src="https://www.mapcore.org/uploads/monthly_2016_11/20161101195836_1.thumb.jpg.5094d4455469f5548d9fc84dff865973.jpg" /></a>
</p>
]]></description><guid isPermaLink="false">20482</guid><pubDate>Tue, 01 Nov 2016 19:18:48 +0000</pubDate></item><item><title>Heidel WIP and Design explanations</title><link>https://www.mapcore.org/topic/20459-heidel-wip-and-design-explanations/</link><description><![CDATA[
<p>
	Hello everyone!
</p>

<p>
	I am sorry I am late to the party. I've had some busy weeks making this blog very postponed.<br />
	I was thinking of updating this as I was working on the map, but now I will do it in bulk instead. <br />
	In this post I am going to talk about my map and the design choices I've made for it at this time.<br /><br />
	A little bit about myself. I'm a Level Design student at The Game Assembly in Malmö, Sweden.<br />
	When I saw that the people over at NWI had this competition in cooperation with Mapcore and Gamebanana I was very happy.<br />
	I really like the source engine, and I found this to be a great opportunity to make a complete map from scratch<br />
	and work on my personal pipeline as well as getting to know the engine, contribute to an awesome game and compete against you guy's awesome maps!<br />
	When I first began making my map I was really tempted to just jump right into the engine and produce the most awesome map ever made.<br />
	But I decided to play it cool and do some planning, paperwork and research first.
</p>

<p>
	I've played Insurgency since it was only a mod, I wanted to replicate it's excellent gameplay in a game like DOI.<br />
	I love what they did with DOI but what I do not love as much is that I find the maps to big, making the player run a bit too much and less focused on fighting.<br />
	In Insurgency the maps were big, but they felt more combat-oriented which I loved.<br />
	So my idea was to make a map inspired by the gameplay in Insurgency but make it a tad bigger to get the feel of the large scale battles from WWII.<br />
	The final result is a medium sized map with both plenty of props and cover, but also some open areas with high visibility.
</p>

<p>
	<u><strong>THE LEVEL OVERVIEW</strong></u>
</p>

<p>
	<br /><img alt="JZYMF9n.png" class="ipsImage" height="562" src="http://i.imgur.com/JZYMF9n.png" width="1000" /></p>

<p>
	<br /><u><strong>RESEARCH</strong></u><br />
	First off, I looked up some things about WWII and looked at all kinds of photos.<br />
	I also watched movies such as: Saving private Harambe and Band of Brothers.<br />
	This inspired me and when I randomly stumbled on the german village Heidelberg, I knew I wanted to make a map with a bridge as a centerpiece.<br />
	I gathered a couple of images from the web and sat down and tried to sketch out a rough draft of the level and its key areas. <br />
	During this stage I wanted to find a look and feel of the map that I would find interesting. <br /><br />
	I settled down with these two designs. <br /><a href="http://i.imgur.com/nITtXn3.jpg" rel="external">http://i.imgur.com/nITtXn3.jpg</a><br /><a href="http://i.imgur.com/OocJuB9.jpg" rel="external">http://i.imgur.com/OocJuB9.jpg</a><br /><br /><u><strong>FIRST BLOCKOUT</strong></u><br />
	When I was satisfied with the sketches I began the first blockout pass in the engine.<br />
	Here I quickly encountered some problems. I had no acutal knowledge of how to build a city and make it feel real.<br />
	Therefore everything I threw into the level felt stale and unrealistic.<br />
	The distances and street sizes either felt too broad or to narrow of just plainly wrong.<br /><br />
	I solved this problem by choosing a scale and size of the streets that I was happy with. <br />
	This opened up the possibilty to lay down the foundations of the city and then construct buildings on top of that. <br />
	After the streets were placed, everything went smoothly and I was speeding through the blockout phase. <br />
	After the initial greybox were put down, I started detailing the buildings. <br />
	I wanted to see how they turned out and how I could design them to both feel realistic and provide good gameplay possibilites.
</p>

<p>
	<a href="http://i.imgur.com/O58hZHo.png" rel="external">http://i.imgur.com/O58hZHo.png</a><br /><a href="http://i.imgur.com/JbWBMRG.png" rel="external">http://i.imgur.com/JbWBMRG.png</a><br /><a href="http://i.imgur.com/fum5bVu.png" rel="external">http://i.imgur.com/fum5bVu.png</a><br /><a href="http://i.imgur.com/t1dB9N5.png" rel="external">http://i.imgur.com/t1dB9N5.png</a>
</p>

<p>
	Soon enough I encountered some problems again. The visibility was too great, the line of sight was outrageous across the map and everything felt to big and distant.<br />
	This led me to make the decision to start redesigning the buildings and shorten the width of the streets. This solved most of the problems and it felt very good.<br />
	Yes, I know one pictures is a screenshot of a screenshot.. 
</p>

<p>
	<a href="http://i.imgur.com/aHY5Kp1.png" rel="external">http://i.imgur.com/aHY5Kp1.png</a><br /><a href="http://i.imgur.com/ETyYAAv.png" rel="external">http://i.imgur.com/ETyYAAv.png</a><br /><a href="http://i.imgur.com/W2MM1gj.png" rel="external">http://i.imgur.com/W2MM1gj.png</a>
</p>

<p>
	<br />
	But even though I had cut down the distances of the map it still felt too big and the streets were taking up most of the space.<br />
	The bridge was enormous too, making it feel very out of place. Most of it had to be reworked and redesigned once again.<br />
	This took a lot of time.<br />
	It is very important for me to have an idea in mind when designing the level. <br />
	In my level I wanted to have tight corridors with limited visibility, open areas with great line of sight and flanking opportunities. <br />
	I want the player to feel both enclosed and exposed depending on the areas. <br /><br />
	Since the bridge is my centerpiece and middlepoint, for the liberation game mode, I wanted it to be no man's land.<br />
	This to make it very hard to take for both teams and a highly valued point.<br />
	On the bridge you are exposed and even though there are a lot of cover on the bridge itself, because the bridge is surrounded by highground positions located in the buildings surrounding it.
</p>

<p>
	<a href="http://i.imgur.com/0WnshYZ.png" rel="external">http://i.imgur.com/0WnshYZ.png</a><br /><a href="http://i.imgur.com/3lpkC6N.png" rel="external">http://i.imgur.com/3lpkC6N.png</a><br /><a href="http://i.imgur.com/3QOV40U.png" rel="external">http://i.imgur.com/3QOV40U.png</a>
</p>

<p>
	<u><strong>GAMEPLAY DESIGN</strong></u><br />
	The concept of this level is something I call rubberband gameplay. <br />
	Rubberband gameplay is a dynamic form of gameplay, in this case it is to push the frontline forward and back.<br />
	Much like the tides of the sea. 
</p>

<p>
	Being a former competitive CS player, I wanted the different sites to feel unique, play fun and promote different tactics.<br />
	The sites should be different but in the same time design to promote map balance.
</p>

<p>
	<b><u>THE BRIDGE</u></b><br /><a href="http://i.imgur.com/ZeWU7py.png" rel="external">http://i.imgur.com/ZeWU7py.png</a><br />
	The bridge is an excellent piece to promote this kind of gameplay. For now, this is the only way to cross over the other teams site. <br />
	By forcing this movement, all players will naturally gravitate towards the bridge point. <br />
	This promotes intense firefights and strategic thinking and cooperation to take the bridge. <br /><br />
	To take the bridge both teams will have to take up good positions, smoke, grenade and assault and cover at the same time, otherwise they will just add to the bodypile.<br />
	The bridge is a valuable target because the team taking the bridge first will have a wave advantage and at the same time push the frontline forward. <br />
	It takes both of the teams the same time to reach the foot of the bridge from their spawns. This promotes more-combat-less-running gameplay.<br />
	And here is the design philosophy behind this design.
</p>

<ul><li>
		The team taking the bridge first will have a wave advantage - meaning more reinforcements.
	</li>
	<li>
		The attacking team will controll the frontline, therefore deciding where the firefights will take place.
	</li>
	<li>
		The team taking the bridge <em>WILL </em>take heavy casualties no matter what.
	</li>
</ul><p>
	By this design the team taking the bridge will have certain options.
</p>

<ul><li>
		If they play aggressively they can attack the other teams natural site and try to capture it fast - this is risky since they probably are few in number.
	</li>
	<li>
		If they fail the push the defending team will easily retake the bridge - turning the tides.
	</li>
	<li>
		If they opt to play defesively to allow themselves to gather their respawned team mates they will give the defending team time to do the same and set up good defensive positions.
	</li>
</ul><p>
	<strong><u>ALLIED NATURAL SITE</u></strong><br /><a href="http://i.imgur.com/HLUm7Eq.png" rel="external">http://i.imgur.com/HLUm7Eq.png</a><br /><a href="http://i.imgur.com/bYzaINp.png" rel="external">http://i.imgur.com/bYzaINp.png</a><br /><a href="http://i.imgur.com/tVe9t73.png" rel="external">http://i.imgur.com/tVe9t73.png</a>
</p>

<p>
	The allied natural site is a tight site revolving around a destroyed half-track with a mounted AA-gun. Adding to the setting of the level. <br />
	The site is full of good defensive MG-nests and holdout spots. It is also connected by tight corridors and alleys, making it tough to defend if you want to cover all the spots.<br />
	The MG-nests are good to defend the corridors but exposed to certain sniper angles in the surrounding buildings.<br />
	This is to promote the axis team to coordinate multi-pronged attacks to the sites and take the surrounding buildings to help their assaulting teammates. <br />
	Because of the superior sniping angles in the surrounding angles the allied team will try to defend the buildings as long as possible even if the bridge falls. <br /><br /><u><strong>AXIS NATURAL SITE</strong></u><br /><a href="http://i.imgur.com/L6OiXuy.png" rel="external">http://i.imgur.com/L6OiXuy.png</a><br /><a href="http://i.imgur.com/zeglDXy.png" rel="external">http://i.imgur.com/zeglDXy.png</a><br /><br />
	The axis natural site is more open than the allied site but more exposed to flanking manouvers performed by the allied team. <br />
	The site is a big mounted AA-gun, once again showing the significance of air control in the area for the story of the level.<br />
	The team holding the AA-guns will hold the skies. The axis site is more open but the same as the allied team the site is more deeply designed.<br />
	The surrounding buildings are important. They provide high ground for their assualting/defending teammates, they provide cover from artillery fire and they open up paths to the objective.<br /><br /><u><strong>THEME</strong></u><br />
	I wanted the level to feel like there had been battle but not full out war. Therefor a lot of things are destroyed but there are still things that are whole.<br />
	I wanted to show the struggle of winning and losing the bridge making it very exposed and chaotic while the different buildings in the city weel more strategically used.
</p>
]]></description><guid isPermaLink="false">20459</guid><pubDate>Sat, 22 Oct 2016 20:01:08 +0000</pubDate></item><item><title>Alps</title><link>https://www.mapcore.org/topic/20500-alps/</link><description><![CDATA[
<p>
	Summer 1945<br />
	HQ has ordered us into the mountains to dispose of a overzealous officer and his troops. Nazi Germany may have surrendered but this guy won't stand down. The coward thinks he can hide in a secluded valley on the german - austrian border. Let's get rid of him once and for all!
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://www.mapcore.org/uploads/monthly_2016_11/overview.jpg.e454354c26a04ec2d97c167f735138da.jpg" data-fileid="11861" rel=""><img alt="overview.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="11861" src="https://www.mapcore.org/uploads/monthly_2016_11/overview.thumb.jpg.363225a48905a050c038c26d66f9ec03.jpg" /></a>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://www.mapcore.org/uploads/monthly_2016_11/basic_layout.jpg.e72e67ea9c1e8228a6c2f14d535f2882.jpg" data-fileid="11862" rel=""><img alt="basic_layout.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="11862" src="https://www.mapcore.org/uploads/monthly_2016_11/basic_layout.jpg.e72e67ea9c1e8228a6c2f14d535f2882.jpg" /></a>
</p>

<p><a href="https://www.mapcore.org/uploads/monthly_2016_11/107380.jpg.e5c0672dd3a2d99522d67fed33c89d78.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="11864" src="https://www.mapcore.org/uploads/monthly_2016_11/107380.jpg.e5c0672dd3a2d99522d67fed33c89d78.jpg" class="ipsImage ipsImage_thumbnailed" alt="107380.jpg"></a></p>
<p><a href="https://www.mapcore.org/uploads/monthly_2016_11/ischinn_friesach_27854.jpg.86a256a6707fd3bf8a32b7d0f4177fa2.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="11865" src="https://www.mapcore.org/uploads/monthly_2016_11/ischinn_friesach_27854.jpg.86a256a6707fd3bf8a32b7d0f4177fa2.jpg" class="ipsImage ipsImage_thumbnailed" alt="ischinn_friesach_27854.jpg"></a></p>]]></description><guid isPermaLink="false">20500</guid><pubDate>Thu, 10 Nov 2016 07:01:40 +0000</pubDate></item><item><title>Foy</title><link>https://www.mapcore.org/topic/20401-foy/</link><description><![CDATA[
<p>
	So here's my attempt for the contest. I hope I can finish it in time <img alt=":)" data-emoticon="" height="15" src="https://www.mapcore.org/uploads/emoticons/default_mapcore_smilies/emot_smile.gif" srcset="https://www.mapcore.org/uploads/emoticons/smile@2x.png 2x" title=":)" width="15" /></p>

<p>
	<u><strong>Theme</strong></u>
</p>

<p>
	It's set in and around the small village of Foy (Belgium), which was part of the Battle of the Bulge. 
</p>

<p>
	From wikipedia:
</p>

<blockquote class="ipsQuote" data-ipsquote="">
	<div class="ipsQuote_citation">
		Quote
	</div>

	<div class="ipsQuote_contents">
		<p>
			<strong>Battle of Foy</strong><br />
			Foy was a small village occupied by the Germans in the early stages of the Battle of the Bulge. It is 4 kilometers to the north of Bastogne on the road to Houffalize.
		</p>

		<p>
			<br />
			Bois Jacques present-day.<br />
			The 101st Airborne Division held the Bois Jacques or Jacques Woods, up a slight rise outside Foy. Stephen Ambrose's book Band of Brothers describes how Easy Company of the 2nd Battalion, 506th Parachute Infantry led the assault to capture the town in January, 1945. The 506th, including Easy Company, initially commanded by First lieutenant Norman Dike, attacked Foy. They lost several men in the initial charge. During the January 1945 assault, which included Easy Company, Dike had ordered a platoon to go on a flanking mission around the rear of the town.
		</p>

		<p>
			In one account of the attack, Dike ordered the company to take cover after coming under fire. With the unit unable to proceed, his subordinates informed him they were going to get killed because they were sitting ducks. At the same time, Captain Richard Winters, former commander of Easy Company and now the 2nd Battalion's Executive Officer, tried radioing him to tell him to move his men. Having no idea how to control the situation, Dike froze. As Carwood Lipton, at that time the company's first sergeant, later put it: "He fell apart."
		</p>

		<p>
			In another account, Dike stopped because he had been wounded in the right shoulder, not because he had panicked. Clancy Lyall saw the wound.
		</p>

		<p>
			Dike was immediately relieved by First lieutenant Ronald C. Speirs under orders from Captain Winters. However, they were still able to take the town despite the losses.
		</p>

		<p>
			The company captured several German prisoners. A remaining, hidden German sniper killed a few of the men after the assault but was quickly discovered and neutralized. Today, there is a German cemetery west of Foy with graves of at least 6,804 men, some of them in mass graves.
		</p>

		<p>
			A monument to the American paratroopers was built in 2004 at the edge of the Bois Jacques, south of Foy.
		</p>
	</div>
</blockquote>

<p>
	<u><strong>Layout</strong></u>
</p>

<p>
	I have a rough idea of what I want to make, but I'm still in the blocking out phase. The general idea is that the Allies begin their attack from the surrounding forest (Bois-Jaques).
</p>

<p>
	Gameplay will vary between wide-open and door-to-door combat.
</p>

<p>
	 
</p>

<p>
	Not much to show yet, but can't start a topic without at least a single picture <img alt=":)" data-emoticon="" height="15" src="https://www.mapcore.org/uploads/emoticons/default_mapcore_smilies/emot_smile.gif" srcset="https://www.mapcore.org/uploads/emoticons/smile@2x.png 2x" title=":)" width="15" /></p>

<p>
	<img alt="JT9qUke.jpg" class="ipsImage" height="562" src="http://i.imgur.com/JT9qUke.jpg" width="1000" /></p>
]]></description><guid isPermaLink="false">20401</guid><pubDate>Sat, 24 Sep 2016 15:26:32 +0000</pubDate></item><item><title>Follow up stream and playtest of contest maps</title><link>https://www.mapcore.org/topic/20497-follow-up-stream-and-playtest-of-contest-maps/</link><description><![CDATA[
<p>
	Hey guys!
</p>

<p>
	<br />
	We had a lot of fun testing your maps and providing feedback on the stream last night. Thanks so much for coming out, we'll upload the video to our official YouTube channel here: <a href="https://www.youtube.com/user/insurgencygame/featured" rel="external">https://www.youtube.com/user/insurgencygame/featured</a><br /><br />
	Unfortunately we weren't able to test all of your maps since there were so many (twelve!), so we've decided to host another playtest and stream on Wednesday November 9th at 5 PM EST, 11 PM CET. We will aim to play all the maps we haven't yet played.<br /><br />
	Please notify us in this thread if you make updates to your map already on the playlist, or if you have a map not yet on the playlist that you want included. The deadline to submit a new map and map updates is November 8th at 12:00 am midnight EST. Please do not make any changes after this deadline. This is a bit of a short deadline, but we want to cover as many maps as soon as possible to give everyone enough time to make adjustments before the contest is over. We intend to only play the maps that we didn't cover in our stream yet. However, there might be a chance that players will stick around and try some of the updated levels after the stream. So we suggest you still try to update your levels in time.<br />
	To make sure your map is properly updated and submitted for this test, please take note of the following:
</p>

<p>
	<br />
	1. For those who already have your map on the playlist: If you want to update your maps, please do so, but make sure they have the _same file name_ as when you originally uploaded it.<br />
	2. If you do not have a map on the playlist: Please upload it to the Steam Workshop and include a link here in this thread so we can add it to the playlist. <br />
	If you posted your link in the other thread, please post it again here for redundancy. <br />
	We appreciate all the hard work and creativity you guys put into your maps so far and hope to see you again in our upcoming event!
</p>
]]></description><guid isPermaLink="false">20497</guid><pubDate>Mon, 07 Nov 2016 17:47:50 +0000</pubDate></item><item><title>Marino (Offensive)</title><link>https://www.mapcore.org/topic/20394-marino-offensive/</link><description><![CDATA[
<p>
	So here is the dev blog for my entry!
</p>

<p>
	For this contest I have spent the past few days playing the game constantly (managed 24 hour playtime) as well as researching into the second world war, in the end I have eventually managed to settle on a smaller battle on the Italian campaign: The battle of San Marino. I've had to make a bit of a stretch on the battle to fit the map idea, as the country has a collection of fortresses that are a great fit for this game.
</p>

<p>
	 
</p>

<p>
	The gamemode will focus on the assault mode, the Commonwealth/ US forces will start in the town and work their way up to the final point, which will be the fortress itself while the German forces work hard to defend the location.
</p>

<p>
	My intention with the layout will be to switch the combat style based on which point the players are at, starting out with close to mid range combat in the town, open area combat as they work their way up to the mid point, and then a mix of both as the players fight inside and around the fortress.
</p>

<p>
	So far I have made some progress, several false starts and a few concept tests. And the result of all of that has got me with the bare design of the fortress and some of the area surrounding it. Need to do more with props, cover and terrain.
</p>

<p>
	<img alt="YeJAWox.jpg" class="ipsImage" height="562" src="http://i.imgur.com/YeJAWox.jpg" width="1000" /></p>

<p>
	<img alt="sYPcv7d.jpg" class="ipsImage" height="562" src="http://i.imgur.com/sYPcv7d.jpg" width="1000" /></p>

<p>
	Also, some reference images I am working with.
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<img alt="Fortress_of_Guaita_2013-09-19.jpg" class="ipsImage" height="550" src="https://upload.wikimedia.org/wikipedia/commons/a/ac/Fortress_of_Guaita_2013-09-19.jpg" width="1000" /></p>

		<p>
			<img alt="rocca_guaita.jpg" class="ipsImage" height="750" src="http://i1.trekearth.com/photos/152742/rocca_guaita.jpg" width="1000" /></p>

		<p>
			Also using some 360 images, but the links on those are ridiculous
		</p>

		<p>
			And of course, I've taken some liberties on the layout of the areas the map is being built off of.
		</p>
	</div>
</div>

<p>
	Not much to show currently, but I'm working on it!
</p>
]]></description><guid isPermaLink="false">20394</guid><pubDate>Wed, 21 Sep 2016 16:42:08 +0000</pubDate></item><item><title>Ramelle (Offensive)</title><link>https://www.mapcore.org/topic/20407-ramelle-offensive/</link><description><![CDATA[
<p>
	So I spent many days just to decide the theme and location.Let's hope I can finish it.
</p>

<p>
	 This will be my first actual (and big) map in hammer editor so I dont know many things about hammer which I'll be learning as well. I've played insurgency a lot and the offensive game mode is same as PUSH game mode in insurgency.
</p>

<p>
	 
</p>

<p>
	<strong><u>Theme</u></strong>
</p>

<p>
	The map is set in normandy in river merderet. Ramelle is a name from movie "Saving private ryan" where the last fight was based on. It is a fictional village.
</p>

<p>
	<u><strong>Design</strong></u>
</p>

<p>
	There'll be a river as shown in movie. Objective C will be on the river based on movie howerver all the other objectives and area are not from movie. 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://www.mapcore.org/uploads/monthly_2016_09/57ed8d682ee19_Screenshot(260).png.afd6e8117e1a6052dea5dc5e10c6e0f0.png" data-fileid="11426" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="11426" src="https://www.mapcore.org/uploads/monthly_2016_09/57ed8d69e18ea_Screenshot(260).thumb.png.18b612fe7eea95c7529ced76d73978a0.png" alt="Screenshot (260).png" /></a>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://www.mapcore.org/uploads/monthly_2016_09/57ed8d7276ae2_Screenshot(262).png.23dc1328b4bba19af62b59fa6997eefb.png" data-fileid="11427" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="11427" src="https://www.mapcore.org/uploads/monthly_2016_09/57ed8d74215ba_Screenshot(262).thumb.png.ae8bb41ac1aaef6769f0c3a37ba0b8b7.png" alt="Screenshot (262).png" /></a>
</p>

<p>
	 
</p>

<p>
	<u><strong>Progress</strong></u>
</p>

<p>
	So far I've just designed the map in paper and few things inside the editor.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://www.mapcore.org/uploads/monthly_2016_09/57ed8d078ae05_Screenshot(309).png.6eec4c090453805d317c6a6c787587de.png" data-fileid="11425" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="11425" src="https://www.mapcore.org/uploads/monthly_2016_09/57ed8d0903abb_Screenshot(309).thumb.png.c7db5c6ce2dda1a8e04c95630ca93597.png" alt="Screenshot (309).png" /></a>
</p>

<p>
	 
</p>

<p>
	Should I keep the name ? Would there be any copyright issued if its based on movie?
</p>

<p>
	And Is there any good source/website where I can find reference of houses in normandy in WW2?
</p>
]]></description><guid isPermaLink="false">20407</guid><pubDate>Thu, 29 Sep 2016 21:55:25 +0000</pubDate></item><item><title>Contest Entry [Unnamed Map] dod inspired.</title><link>https://www.mapcore.org/topic/20422-contest-entry-unnamed-map-dod-inspired/</link><description><![CDATA[
<p>
	Okay so this map is inspired by some of my favorite Day of Defeat maps. Taken from three or four different maps.<br /><br />
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileid="11458" href="https://www.mapcore.org/uploads/monthly_2016_10/eJwVyVEOgyAMANC7cAAKpSJ4mYUgQY0OQuvXsrtvfr68j7rHqRa1iXReANadcxurZmkj1aJra_Usqe-sc7sgiaS8XeUtDIjk_WwCORP9FD0FQGdDnAlDtMZY-j-gsf4BuomQXlYfvarvDyUGIyM.jpg.aa98f79f0fc60055ed66801f38fc0da9.jpg" rel=""><img alt="eJwVyVEOgyAMANC7cAAKpSJ4mYUgQY0OQuvXsrtvfr68j7rHqRa1iXReANadcxurZmkj1aJra_Usqe-sc7sgiaS8XeUtDIjk_WwCORP9FD0FQGdDnAlDtMZY-j-gsf4BuomQXlYfvarvDyUGIyM.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="11458" src="https://www.mapcore.org/uploads/monthly_2016_10/eJwVyVEOgyAMANC7cAAKpSJ4mYUgQY0OQuvXsrtvfr68j7rHqRa1iXReANadcxurZmkj1aJra_Usqe-sc7sgiaS8XeUtDIjk_WwCORP9FD0FQGdDnAlDtMZY-j-gsf4BuomQXlYfvarvDyUGIyM.thumb.jpg.15364b5955e80988533116100304d7cb.jpg" /></a>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://www.mapcore.org/uploads/monthly_2016_10/20160930162441_1.jpg.dabc0fbe402c364808da1c816c8f2d4f.jpg" data-fileid="11459" rel=""><img alt="20160930162441_1.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="11459" src="https://www.mapcore.org/uploads/monthly_2016_10/20160930162441_1.thumb.jpg.08a0cfd766f36429c89bb610cbfd9c68.jpg" /></a>
</p>

<p><a href="https://www.mapcore.org/uploads/monthly_2016_10/20160930171429_1.jpg.9b2cafbf972bdb15127be4ff6b579af5.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="11460" src="https://www.mapcore.org/uploads/monthly_2016_10/20160930171429_1.thumb.jpg.3add0c97b3b8a1614c99f068e19f57b5.jpg" class="ipsImage ipsImage_thumbnailed" alt="20160930171429_1.jpg"></a></p>]]></description><guid isPermaLink="false">20422</guid><pubDate>Sun, 02 Oct 2016 18:56:05 +0000</pubDate></item><item><title>Sign up to playtest your contest maps!</title><link>https://www.mapcore.org/topic/20455-sign-up-to-playtest-your-contest-maps/</link><description><![CDATA[
<p>
	<b style="font-weight:normal;"><span style="font-size:14.666666666666666px;font-family:Arial;color:#000000;background-color:transparent;font-weight:400;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">Hey guys!</span></b>
</p>

<p>
	<b style="font-weight:normal;"><span style="font-size:14.666666666666666px;font-family:Arial;color:#000000;background-color:transparent;font-weight:400;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">We decided to host a playtesting event for your Day of Infamy map contest levels on November the 6th. We want to give you the opportunity to receive feedback and test out the playgrounds you have all been working on. This test is not part of the judging process, and is totally optional. The only requirement is that at least one game mode is functional. Also, we highly recommend adding an overview of your map, even if it's still work in progress. Players will appreciate that <img alt=":)" data-emoticon="" height="15" src="https://www.mapcore.org/uploads/emoticons/default_mapcore_smilies/emot_smile.gif" srcset="https://www.mapcore.org/uploads/emoticons/smile@2x.png 2x" title=":)" width="15" /></span></b>
</p>

<p>
	<b style="font-weight:normal;"><span style="font-size:14.666666666666666px;font-family:Arial;color:#000000;background-color:transparent;font-weight:400;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">If you are a map creator and would like to submit your map to be included in this testing, your map must first be uploaded to Day of Infamy’s Steam Workshop here: <a href="http://steamcommunity.com/app/447820/workshop/" rel="external">http://steamcommunity.com/app/447820/workshop/</a> Then, you must post in this thread with a link to your map on the Workshop and let's know which game modes your map supports. Deadline for submission is November 3rd at 3:00pm EST, at which point we will create a playlist for all the submitted maps and ready our servers to host them starting November 6th.</span></b>
</p>

<p>
	<b style="font-weight:normal;"><span style="font-size:14.666666666666666px;font-family:Arial;color:#000000;background-color:transparent;font-weight:400;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">We're looking forward to testing your maps!</span></b>
</p>
]]></description><guid isPermaLink="false">20455</guid><pubDate>Thu, 20 Oct 2016 20:44:29 +0000</pubDate></item><item><title>Erdbeere (working title)</title><link>https://www.mapcore.org/topic/20449-erdbeere-working-title/</link><description><![CDATA[
<p>
	<strong>Setting</strong>
</p>

<p>
	This map is an old concept of mine that's been lying dormant for quite some time. I originally had started it as a DoD:S map, but abandoned the project after the game's community all but completely died out. My original idea for the map was a fictional German invasion of the Eastern coast of the US, and as such most much of my reference material was from small New England towns.
</p>

<p>
	<strong>Gameplay</strong>
</p>

<p>
	The centerpiece of the map is a large house in the center of the town, which serves as a strong defensive position, having windows on all sides. This house functions as the center control point in all game modes. (currently I'm planning on supporting liberation, frontline, and offensive). The map features dynamic medium to close range battles. For example, you need long range weapons to secure the open areas outside of the house, but flamethrowers and grenades will be crucial in actually clearing the house of enemies.
</p>

<p>
	The map also includes pathways along the sandy coastal area that acts as a large secondary flank which, although it will take longer to take that route, can you give you a jump on the enemy when they're well embedded in the center of the map. The beach area also serves as a control point in liberation mode.
</p>

<p>
	<strong>Screenshots</strong>
</p>

<p>
	There are still random textures and assets strewn about as I try to decide the overall theme, but here are some screens to give you an idea. I also haven't put any real thought into the sky or lighting yet.
</p>

<p>
	<img alt="384CE5AAF86342B7E74E06340781BFE9565011CA" class="ipsImage" height="562" src="http://images.akamai.steamusercontent.com/ugc/255969271496048456/384CE5AAF86342B7E74E06340781BFE9565011CA/" width="1000" /></p>

<p>
	<img alt="387D6A795C3711BE4D577AAAC7CD07F23BE5076A" class="ipsImage" height="562" src="http://images.akamai.steamusercontent.com/ugc/255969271496048806/387D6A795C3711BE4D577AAAC7CD07F23BE5076A/" width="1000" /></p>

<p>
	<img alt="E825E63C39267823AEFC11DADCA573255F50ACFB" class="ipsImage" height="562" src="http://images.akamai.steamusercontent.com/ugc/255969271496048210/E825E63C39267823AEFC11DADCA573255F50ACFB/" width="1000" /><img alt="AF2AF875246E5F9A8AC282C9D18C8CC4D41BA475" class="ipsImage" height="562" src="http://images.akamai.steamusercontent.com/ugc/255969271496048574/AF2AF875246E5F9A8AC282C9D18C8CC4D41BA475/" width="1000" /><img alt="C61B7FD7ACD26805E6ECD5FFE4BE07E9D8D27293" class="ipsImage" height="562" src="http://images.akamai.steamusercontent.com/ugc/255969271496048945/C61B7FD7ACD26805E6ECD5FFE4BE07E9D8D27293/" width="1000" /><img alt="CF261919FBFBBF8CA6149AD5D8A9F6F769886885" class="ipsImage" height="562" src="http://images.akamai.steamusercontent.com/ugc/255969271496047703/CF261919FBFBBF8CA6149AD5D8A9F6F769886885/" width="1000" /><img alt="680FFDAC7AE8A52B35EB9883C75853BE68921BA2" class="ipsImage" height="562" src="http://images.akamai.steamusercontent.com/ugc/255969271496048692/680FFDAC7AE8A52B35EB9883C75853BE68921BA2/" width="1000" /><img alt="51FD67FD47BCBE9D2FD6C0717D8BA9F0AB3120C2" class="ipsImage" height="562" src="http://images.akamai.steamusercontent.com/ugc/255969271496048336/51FD67FD47BCBE9D2FD6C0717D8BA9F0AB3120C2/" width="1000" /></p>

<p>
	<strong>Some refence material</strong>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileid="11604" href="https://www.mapcore.org/uploads/monthly_2016_10/ref.PNG.bbdbb8d0d2ce613eb87ab443f9e84dfe.PNG" rel=""><img alt="ref.PNG" class="ipsImage ipsImage_thumbnailed" data-fileid="11604" src="https://www.mapcore.org/uploads/monthly_2016_10/ref.PNG.bbdbb8d0d2ce613eb87ab443f9e84dfe.PNG" /></a>
</p>
]]></description><guid isPermaLink="false">20449</guid><pubDate>Mon, 17 Oct 2016 01:20:32 +0000</pubDate></item><item><title>Why can i only post in this thread?</title><link>https://www.mapcore.org/topic/20494-why-can-i-only-post-in-this-thread/</link><description><![CDATA[
<p>
	What the title says.
</p>

<p>
	<a href="https://gyazo.com/d7b85335f8464fc3a54578ad5a3159cc" rel="external">https://gyazo.com/d7b85335f8464fc3a54578ad5a3159cc</a>
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">20494</guid><pubDate>Sun, 06 Nov 2016 23:58:04 +0000</pubDate></item><item><title>DOD_Donner Inspired Remake</title><link>https://www.mapcore.org/topic/20408-dod_donner-inspired-remake/</link><description><![CDATA[
<p>
	Hi, just introducing myself.   I have started to block out a remake of the map dod_donner as an Offensive map to start with other modes to follow. The only pictures yet would be dev blocks but I will post updates as I go along.  No idea what I will call the map.
</p>

<p>
	It will be a set in a french village at dawn.  Lots of smoke and fog.  House to house.  ooorah.
</p>

<p>
	Warning:  Everything will change drastically as I detail but here's the plan
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://www.mapcore.org/uploads/monthly_2016_09/france_3.jpg.a131c99b9df40e3efcf3b9bc66f184f0.jpg" data-fileid="11428" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="11428" src="https://www.mapcore.org/uploads/monthly_2016_09/france_3.thumb.jpg.4eb541ac02cf38bc2e411d9a00d34b18.jpg" alt="france_3.jpg" /></a>
</p>
<p>
	The last Capture point will end up being inside the church eventually.  The radio will be in the offices to the side.
</p>]]></description><guid isPermaLink="false">20408</guid><pubDate>Thu, 29 Sep 2016 22:39:06 +0000</pubDate></item><item><title>DOI/INS mapping/modding discord channel</title><link>https://www.mapcore.org/topic/20484-doiins-mappingmodding-discord-channel/</link><description><![CDATA[<p>
	hello there! are you a mapper? or possibly a modder? well, come join the INS/DOI "official" discord channel. We currently have about 80 people here (including a couple devs) who like to help/ask questions or even just socialize with other mappers/modders. So please join us: <a href="https://discord.gg/KvaRFCV" rel="external">https://discord.gg/KvaRFCV</a> Make sure you do an introduction when you join!
</p>]]></description><guid isPermaLink="false">20484</guid><pubDate>Wed, 02 Nov 2016 21:58:57 +0000</pubDate></item><item><title>Guadalcanal (Offensive)</title><link>https://www.mapcore.org/topic/20405-guadalcanal-offensive/</link><description><![CDATA[
<p>
	Hello guys! I decided do bring a very ambitious idea to DOI. This is the setting I`m hoping to bring to life:
</p>

<p>
	<span style="font-size:20px;"><strong>GUADALCANAL</strong> <em>- Solomon Islands - October 1942</em></span>
</p>

<blockquote class="ipsQuote" data-ipsquote="">
	<div class="ipsQuote_citation">
		Quote
	</div>

	<div class="ipsQuote_contents">
		<p>
			In the battle, U.S. Marine and Army forces, repulsed an attack by the Japanese 17th Army. The U.S. forces were defending the Lunga perimeter, which guarded Henderson Field on Guadalcanal, that had been captured from the Japanese by the Allies in landings on Guadalcanal on 7 August 1942. Hyakutake's force was sent to Guadalcanal in response to the Allied landings with the mission of recapturing the airfield and driving the Allied forces off of the island.
		</p>

		<p>
			Hyakutake's soldiers conducted numerous assaults over three days at various locations around the Lunga perimeter, all repulsed with heavy Japanese losses. At the same time, Allied aircraft operating from Henderson Field successfully defended U.S. positions on Guadalcanal from attacks by Japanese naval air and sea forces.
		</p>
	</div>
</blockquote>

<p>
	On this map, I'm planning to make a very dense and narrow forest around the Henderson Field with some photo references:
</p>

<p>
	<img alt="FMcq4oV.png" class="ipsImage" height="562" src="http://i.imgur.com/FMcq4oV.png" width="1000" /></p>

<p>
	<img alt="battaglia-di-edsons-ridge.jpg" class="ipsImage" height="710" src="https://hystoricus.files.wordpress.com/2013/04/battaglia-di-edsons-ridge.jpg" width="1000" /></p>

<p>
	The airfield is way to open and large to recreate on scale, so I'm planning to reduce the size of the airfield, as it was "under construction" on that time, and with that some fresh cut trees. At first I wanted to create a forest battle, with rivers and high bushes, but I still don't know where to start if I were to make that. Maybe before the airfield, crossing a river inside the forest, capturing points and then proceeding to capture the airfield, if that makes any sense.
</p>

<p>
	<strong>Features:</strong>
</p>

<ul><li>
		Planes crossing the sky and dropping bombs on random locations outside the battle zone
	</li>
	<li>
		Usable heavy machine guns and mortars (?)
	</li>
	<li>
		More...
	</li>
</ul><p>
	<strong>Teams: </strong>USA vs JAPAN
</p>

<p>
	<strong>Layout:</strong>
</p>

<p>
	Not done yet, but since this is an offensive map, it'll start on the dense forest, with the USA defending the first point on a river of somekind inside the perimiter of the airfield, the last point will be inside the airfield.
</p>

<p>
	<strong>Covers and Lines of Fire:</strong>
</p>

<p>
	Covers will consist of high trees, bushes, sand bags, river beds and rocks. The lines of fire still need some heavy planning.
</p>

<p>
	This is what I have for now, I'll be posting updates as soon as I make something!
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">20405</guid><pubDate>Wed, 28 Sep 2016 01:11:25 +0000</pubDate></item></channel></rss>
