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Day of Infamy - Donner

  • April 18, 2016 at 5:39 AM
  • Guest
    • April 18, 2016 at 5:39 AM
    • #1

    After being burnt out on another project I decided I would do something fun as a break. This is a revamp of the famous Day of Defeat map "donner" for the Insurgency mod "Day of Infamy". Day of Infamy is a World War 2 overhaul mod for Insurgency. So far the mod only focuses on the western front, namely americans vs. germans. Hopefully in the future we get more factions. The first version of the map is up on the workshop and playable with both a day and night version.

    Day version workshop: http://steamcommunity.com/sharedfiles/fi…s/?id=667945358

    Night version workshop: http://steamcommunity.com/sharedfiles/fi…s/?id=667950348

    The goal with this one was pretty simple. Just to breath some new life into a map that I hadn't played in years. I'll most likely continue to update the map with further bits of detail and balance changes.

    Here are some screenshots of the map:

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  • blackdog
    • April 18, 2016 at 8:00 PM
    • #2

    So i haven't heard about this Day of Infamy before you posted the wip, very nice!

    Is the mod taking the realistic approach of Ins and adapting WW2 scenarios? I don't understand if it's sorta of a remaster of DOD or is just your map replicating one from there.

    And also, they have an SDK pack with the assets on their website, and anyone can make a map for it?

  • Guest
    • April 18, 2016 at 9:01 PM
    • #3
    Quote from blackdog

    1 hour ago, blackdog said: So i haven't heard about this Day of Infamy before you posted the wip, very nice!

    Is the mod taking the realistic approach of Ins and adapting WW2 scenarios? I don't understand if it's sorta of a remaster of DOD or is just your map replicating one from there.

    And also, they have an SDK pack with the assets on their website, and anyone can make a map for it?

    Yeah so if you've ever played Red Orchestra 2 then Day of Infamy ends up playing very similar to that. It's got a high level of tension, and it's incredibly immersive - getting shot at is terrifying. The player models and third person animations aren't the best, but I think they will most likely improve over time. There's a very low time to kill, most guns will kill you in 1 shot. Smgs usually take 2. Although I think the close quarters combat in Day of Infamy is much more fun than it is in Red Orchestra. In Red Orchestra the fluidity in the movement just isn't there to pull off really satisfying close-range assaults. I find it hard to go back to Red Orchestra 2 after spending time playing DoI. I just think DoI needs some more content.

    The unique thing about this mod is that the developers of Insurgency actually made the core framework of the mod as well as the initial maps. They're developing the game alongside the community and plan to release new factions/theaters as well as feature new maps in the official rotation. I've heard a rumor that they are releasing british forces in the summer.

    This map in particular was just something I did for fun because I was on a nostalgia high after playing the mod for a while (remembering all the classic WW2 shooters, namely DoD), but most of the maps for the mod are actually quite open and use lots of terrain/displacements (a pretty big departure from DoD map design).The mod itself isn't really trying to "remaster" DoD, I'd say it's just trying to WW2ify Insurgency. The reason why I did this was because I saw other people doing their "remasters" of DoD maps and I immediately thought it would be cool to see donner alongside those maps. DoD maps won't be featured in the official rotation (as of now, I think they're still talking to valve) but they can be played on custom servers.

    And yeah, anyone who owns Insurgency can make a map. Just subscribe to the mod on the workshop and pack their vpks into your custom folder. http://wiki.newworldinteractive.com/Day_of_Infamy:Creating_Levels

  • blackdog
    • April 18, 2016 at 9:22 PM
    • #4

    Always wanted to make a DoD map, but the Source version was really mangled and mistreated by Valve :( there wasn't as much community as before and never felt was a worthy effort.

    Im working on HL2 atm, I want to complete at least couple those maps I started… this could be an interesting "next thing" :) especially if they are welcoming totally new content, it's more interesting for everyone!

  • Guest
    • April 18, 2016 at 9:40 PM
    • #5
    Quote from blackdog

    10 minutes ago, blackdog said: Always wanted to make a DoD map, but the Source version was really mangled and mistreated by Valve :( there wasn't as much community as before and never felt was a worthy effort.

    Im working on HL2 atm, I want to complete at least couple those maps I started… this could be an interesting "next thing" :) especially if they are welcoming totally new content, it's more interesting for everyone!

    Yeah, if you grew up with WW2 games and know Hammer/Source this is a great game to work in. Also, it's so early on that there aren't really established "layout guidelines" so you can experiment quite a bit. Some game modes cater to more open maps while others work very well with close quarters firefights. Some of you guys on mapcore are Hammer veterans so it would be awesome if you guys got involved. I'll probably start work on an original map soon.

  • Guest
    • April 19, 2016 at 9:07 AM
    • #6

    External Content www.youtube.com
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    Made a little comparison video showing the differences in the map.

  • Quotingmc
    • April 19, 2016 at 5:57 PM
    • #7

    Was the map originally a copy and paste and then edited? Or from an empty .bsp? Looks amazing either way!

  • Guest
    • April 19, 2016 at 7:21 PM
    • #8
    Quote from Quotingmc

    1 hour ago, Quotingmc said: Was the map originally a copy and paste and then edited? Or from an empty .bsp? Looks amazing either way!

    No it wasn't from an empty bsp. The brushwork and some of the less-replacable props are from DoD:S (Insurgency is a game set in the middle-east so it's hard to find replacements all the time, and DoI doesn't have very many assets right now).

    Pretty much the plan was for like 90% of the project to be about set-dressing (retexturing, relighting etc.), as that is what I have the most fun doing - and I just wanted to do something new. The other 10 percent was just making some new blend textures, new soundscape scripts, gamemode scripts etc. All in all the project took about 50 hours to complete the night and day versions.

    Hopefully the end product is something that custom servers can play and have a bit of fun with.

  • blackdog
    • April 20, 2016 at 6:47 AM
    • #9

    Checked the comparison, a legitimate upgrade I say. Maybe slightly too strong post process/color correction (in the day version)?

    night version is really dark… how does it work in this game, people have to shoot flares up?

  • Guest
    • April 20, 2016 at 9:59 AM
    • #10
    Quote from blackdog

    2 hours ago, blackdog said: Checked the comparison, a legitimate upgrade I say. Maybe slightly too strong post process/color correction (in the day version)?

    night version is really dark… how does it work in this game, people have to shoot flares up?

    No flares or anything like that. You're right, it is pretty dark, if this was a csgo level it would be a huge nogo - that's why I left it optional. Obviously you want to be able to see your enemy - and you can. It's not so dark you literally can't see them. It just adds a new layer of tension. Flares would be insanely cool as an new mechanic though.

    The devs actually have a night version of their map "bastogne" and there's something really unique about being in a firefight, with tracers flying all over your head and no night-vision assistance. I know it sounds awful, but it actually ends up fitting the style of gameplay the mod has to offer pretty well.

  • Guest
    • October 16, 2016 at 12:03 PM
    • #11

    Doing some more work on this map recently to get it over to the standalone version of the game. Trying to take advantage of all the new art assets that shipped with the game to hopefully make it help it feel more "authentic". (instead of mixing and mashing together modern day insurgency textures/models.)

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  • Guest
    • October 18, 2016 at 7:30 PM
    • #12

    Spent the last 2 days or so working on a "dawn" ("dawner"... heh.) version instead of the night version I did for the mod. Much more playable than the night version, feels like a nice compromise. The liberation game mode is all set up and seems to work as intended. I'll spend the rest of the day polishing some small visual details and fixing some game mode bugs and try to have it up on the workshop tomorrow. Sorry for spamming the thread so soon!

    Screens:

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    New allies cap point (below

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    Allied Spawn (below)

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    It's also worth noting that this isn't for the contest, as it is just a re-detailed port. This is just a fun side project of mine. I'd like to (try) to get something together for the contest once I get this on the workshop.

  • Squad
    • October 18, 2016 at 10:40 PM
    • #13

    Nice atmosphere, especially in the first picture :)

    Be aware there's only about 5 weeks left for the competition to finish something. Good luck!

  • Guest
    • October 22, 2016 at 1:08 AM
    • #14

    Alright guys, both the dawn and daytime versions are now out on the workshop! Hopefully there aren't too many problems, I did test a bit but I didn't have as much time as I usually do to test for bugs.

    Daytime: http://steamcommunity.com/sharedfiles/fi…s/?id=784860329

    Dawn: http://steamcommunity.com/sharedfiles/fi…s/?id=784861194

    Enjoy!

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