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  4. Day of Infamy Mapping Contest

Day of Infamy Mapping Contest Discussion

  • Sprony
  • September 19, 2016 at 1:22 PM
  • Squad
    • October 4, 2016 at 2:19 PM
    • #41
    Quote from poLemin

    1 hour ago, poLemin said: @Squad does the game end after capturing the last base?

    I was setting up the gameplay logic yesterday and noticed that my game ended after capturing the last base since there weren't any enemies left. Make sure that you still have hostile bots against you after capturing the last base. Then you should be able to destroy the radio. Oh, and in case you are not aware of it: The radio can only be destroyed after all bases are captured!

    The game ends when all remaining ennemies are eliminated after capturing the 3rd objective.

    I'm aware all objectives need to be captured to be able to destroy the radio :)

  • poLemin
    • October 4, 2016 at 7:14 PM
    • #42
    Quote from zastels

    40 minutes ago, zastels said: In regards to the contest and how maps are going to be judged and tested, are we expected to have all 3 game modes fully functional? Can the map maker request which game mode the map is judged on or will all 3 be tested?

    When judging the map, do the following features matter in terms of judgement?

    Bot pathing, are you testing the maps with bots?

    Minimap quality, can it just be functional for the time being? Pouring time into a minimap can prove to be fruitless once the maps are community tested and layout changes are made. So the question really is, would you rather have map makers putting their time somewhere else until after the contest?

    Optimization, current official maps need work and we only have 3 months, so can we aim for a passing grade instead of a flawless experience?

    Maybe I'm just over thinking things, but I was trying to compile a list of things I needed to do so I could manage my time and make deadline goals. If say bot pathing is not important, I'm going to take advantage of that and save that feature until after the contest.

    Display More

    In the rules it says "13. Entries must clearly state which game mode the level is designed for." - so I don't expect we would have to implement all game modes.

    Bot pathing would be very interesting. It's a field I have little to none experience in, so this might take up a lot of time if necessary.

    Concerning the minimap: If you look at the current minimap implementations, I don't think it's a big deal if the layout changes. Most of the minimaps only give a VERY rough overview of what the area might look like. For playtest I think a sketch is already sufficient. Just plan some more time towards the end of the contest for a final minimap.

  • Xanthi
    • October 4, 2016 at 10:41 PM
    • #43
    Quote from Squad

    On 4-10-2016 at 0:44 PM, Squad said: I have a few questions regarding settings things up.

    The latest update made it possible to set a max viewing distance for bots, but I'm not sure how exactly to configure it.

    Do we add this line in the mapname.txt file in /maps?


    I'm adding the Offensive gamemode to my map and so far everything is functional except for the last objective, the radio. It shows up ingame, but I'm not able to destroy it.

    Here is how the offensive gamemode is configured in the .txt file. I copied the part about the radio objective from an official map that has Allies as the attacking team as well.

    I'm guessing it's related to the "teamnumber" parameter, but I'm unsure about the possible values for it.

    Thanks in advance!

    4

    Display More

    Teams:

    1 = commonwealth 2 = americans 3 = axis

    The targetname for your radio point_controlpoint should be: "radiopoint_axis_final". Same name as the "Controlpoint" in your obj_destructible.

    I will ask our AI programmer about the bot view distance parameter, not sure myself. Probably post the answer tomorrow.

    Bot view distance needs to be added in the ai block. It's for Co-op only "ai" { "allied_count_minimum_players_base" "5" "enemy_count_minimum_players_base" "10"

    "max_vision_range" "200" (default 5000) }

  • Xanthi
    • October 4, 2016 at 11:33 PM
    • #44
    Quote from zastels

    4 hours ago, zastels said: In regards to the contest and how maps are going to be judged and tested, are we expected to have all 3 game modes fully functional? Can the map maker request which game mode the map is judged on or will all 3 be tested?

    When judging the map, do the following features matter in terms of judgement?

    Bot pathing, are you testing the maps with bots?

    Minimap quality, can it just be functional for the time being? Pouring time into a minimap can prove to be fruitless once the maps are community tested and layout changes are made. So the question really is, would you rather have map makers putting their time somewhere else until after the contest?

    Optimization, current official maps need work and we only have 3 months, so can we aim for a passing grade instead of a flawless experience?

    Maybe I'm just over thinking things, but I was trying to compile a list of things I needed to do so I could manage my time and make deadline goals. If say bot pathing is not important, I'm going to take advantage of that and save that feature until after the contest.

    Display More

    Game modes: Maps will be tested with the game modes that are included in the map script. We won't be too harsh with judging though if one of the modes falls a bit behind compared to one of the others. It's not a requirement to support all game modes but it would be nice to have a few options :)

    Bot pathing: Only Co-op maps will be tested with bots.

    Minimap: Functional is fine.

    Optimization: Try the best you can, it's part of the judging criteria but it has less impact than gameplay and visuals. We won't crucify a map for a few fps drops here and there, but it shouldn't be running worse than our official DOI maps.

  • ExplosiveDeer
    • October 7, 2016 at 2:05 AM
    • #45

    Edit: Perhaps the radios are completely controlled by the script file? If I run a map with the sdk_frontline script without doing anything more than adding spawns, and a flat brush, it creates radios at a default x/y. Regardless, I feel like there is supposed to be some kind of visual representation of them in Hammer, and the errors I get below in the Spoiler seem out of place as not everyone has them as I found out.

    Alright, this is a technical question on the mapping end and has to do with the radio as the last objective to "capture." Whenever I've attempted to open a map with the radio included, Hammer appears to consider it an invalid brush and completely removes it, making it impossible for me to figure out how it works and how I can implement in a map.

    [Blocked Image: http://puu.sh/rAg5v/f7bffb4d6a.png]

    You can see below when I make my way to table, it's not there and I can't edit anything associated with the radio (it somehow still appears in game when compiled though....)

    [Blocked Image: http://puu.sh/rAfuq/24bb525ba9.jpg]


    Testing for consistency with the issue, I decompiled dog_red and ran into the same issue with a bit more:

    [Blocked Image: http://puu.sh/rAgek/7e4343d453.jpg]

    (Some context on location, this is inside the farthest back bunker with the small table the end Radio objective should be spawning on)

    The spawn point mdl fails to properly render. Although this hasn't happened with smaller maps like the example ones given to demonstrate the different gamemodes.

    Forgive me for the screenshot method but I don't know how to get the text copied from the Hammer messages window :( :

    Spoiler [Blocked Image: http://puu.sh/rAgQP/a38c5641c0.png] [Blocked Image: http://puu.sh/rAgVL/367cd4f025.png] [Blocked Image: http://puu.sh/rAgY8/4af639cf44.png]

  • Edude
    • October 7, 2016 at 7:17 AM
    • #46

    Hello everyone!

    While doing my map for the contest, I realized that the basic character model in DOI has 80 units high. In most Valve games, characters has 72 units height, and many of us use those heights for buildings and gameplay elements. Does anyone know DOI's character dimensions, for example: crouch height, normal jump height, jump + crouch height, prone height, player's vision height?

  • Bastion
    • October 8, 2016 at 4:28 PM
    • #47

    Setting up a gamemode is going to make me put my fist through my god damn monitor.

    These example maps and text files provided to get gamemodes up and running have been useless, they keep breaking themselves and when I tried putting the entities from that template into my map they broke textures in game, anything that reflected like metal and some other textures would either glow or have broken black/purple reflections even with cubemaps running. Radios delete themselves in editor and even when I get the basic entities to behave themselves in editor, they break in game with points and point markers failing to work, team spawns getting flipped so the wrong team is on attack or defence and all spawns were activated at the same time.

  • the0rthopaedicsurgeon
    • October 8, 2016 at 5:42 PM
    • #48
    Quote from Bastion

    1 hour ago, Bastion said: Setting up a gamemode is going to make me put my fist through my god damn monitor.

    These example maps and text files provided to get gamemodes up and running have been useless, they keep breaking themselves and when I tried putting the entities from that template into my map they broke textures in game, anything that reflected like metal and some other textures would either glow or have broken black/purple reflections even with cubemaps running. Radios delete themselves in editor and even when I get the basic entities to behave themselves in editor, they break in game with points and point markers failing to work, team spawns getting flipped so the wrong team is on attack or defence and all spawns were activated at the same time.

    I think the way the game handles gamemodes is terrible in general. I understand that it enables one map to have multiple gamemodes much more easily, but a lot of maps will be designed and balanced for one particular mode.


    Having to rely on those pre-set rules is extremely limiting. If you have everything controlled by entities instead, that can output to other entities, increase waves independently, unlock other points etc, then you can do so much more (cp_steel, as an example). The way it is now means there's no flexibility or ability to do new things. I've had to scrap my map because allies had to cap two separate points in any order (like the original Kraftstof), but that's not possible. I could come up with a solution in Liberation mode, but then each team only gets 3 waves, and the defending team can't cap to earn more.

  • the0rthopaedicsurgeon
    • October 9, 2016 at 3:13 PM
    • #49
    Quote from zastels

    21 hours ago, zastels said: Because this game is Alpha, I think working within the confines of what is available is key. The devs have their own sets of limitations to deal with, not just us. They have still managed to make great maps.

    Don't get me wrong, I really like most of the maps in the game, I just think the traditional way of setting up objectives through entities in Hammer is a much better way of handling gamemodes. Something like tank escort or demolition for example would be difficult if not impossible as things are, or even just making one point more valuable by giving more waves, or certain points capping quicker etc.

  • abc
    • October 12, 2016 at 2:48 AM
    • #50

    I have a question on the contest regarding Frontline maps. Through some trial and error, I figured out that you can set up a Frontline map with 5 control points, with no radios as the final objectives. This is exactly how I want my map set up; just 5 control points, the middle one starting out neutral, and when one team captures all of the flags in order, they win. Everything works great right now, but I wanted to make sure: is this an acceptable way to set up Frontline map for the contest? Is it okay to not have the radios? Or is this more of a hack?

  • Edude
    • October 12, 2016 at 7:22 PM
    • #51

    Hello guys!

    While doing my map, I simply forgot to enable the atmospheric bloom setting, but I never imagined that would change the colors of my map. As it is a North Africa map, I wanted to have a yellowish or orange sand, and with that in mind, I made the textures using these shades, but when I tested with atmospheric bloom everything appears darker or with less contrast, and sand textures looks more reddish than i was looking for. Is there anyway to force the map not to use atmospheric bloom, or should I redo texture colors this time with atmospheric bloom enabled? In your opinion which one is better, with or without atmospheric bloom?

    Remember guys, always test your map with maximun graphics settings.

    Sorry for bad english


    IMAGE 1

    -ATMOSHPERIC BLOOM DISABLED:

    -ATMOSPHERIC BLOOM ENABLED:


    IMAGE 2

    -ATMOSPHERIC BLOOM DISABLED


    -ATMOSPHERIC BLOOM ENABLED


    IMAGE 3

    -ATMOSPHERIC BLOOM DISABLED


    -ATMOSPHERIC BLOOM ENABLED


    IMAGE 4

    -ATMOSPHERIC BLOOM DISABLED


    -ATMOSPHERIC BLOOM ENABLED


    IMAGE 5

    -ATMOSPHERIC BLOOM DISABLED


    -ATMOSPHERIC BLOOM ENABLED


    So what your opinion after all? I understand that atmospheric bloom helps to better merge the elements in the picture, but I did not like the color change that it caused.

  • kunalht
    • October 13, 2016 at 4:22 PM
    • #52

    Can we use assets from insurgency ?

  • the0rthopaedicsurgeon
    • October 13, 2016 at 4:39 PM
    • #53

    How are people testing their maps? There's only ever 2 or 3 populated servers as it is, and I only have 2 other friends who own the game.


    Quote from kunalht

    13 minutes ago, kunalht said: Can we use assets from insurgency ?

    In the live stream they said that content from Insurgency is fine. They also said you could use any content from other Valve games, but someone clarified in the comments that Valve only gave NWI permission to do so and anything else would have to be cleared through them. People have been swapping content between Valve games for years though so even if it was a problem, you could just replace anything if your map got into the game.

  • kunalht
    • October 13, 2016 at 4:48 PM
    • #54
    Quote from the0rthopaedicsurgeon

    8 minutes ago, the0rthopaedicsurgeon said: How are people testing their maps? There's only ever 2 or 3 populated servers as it is, and I only have 2 other friends who own the game.


    In the live stream they said that content from Insurgency is fine. They also said you could use any content from other Valve games, but someone clarified in the comments that Valve only gave NWI permission to do so and anything else would have to be cleared through them. People have been swapping content between Valve games for years though so even if it was a problem, you could just replace anything if your map got into the game.

    oh ok. I'll just use from insurgency for now.

  • Bastion
    • October 13, 2016 at 4:51 PM
    • #55
    Quote from the0rthopaedicsurgeon

    11 minutes ago, the0rthopaedicsurgeon said: How are people testing their maps? There's only ever 2 or 3 populated servers as it is, and I only have 2 other friends who own the game.

    I've not got to that point as I cant get gamemodes working, but what you could do is generate a navmesh and then play with bots.

  • kunalht
    • October 13, 2016 at 7:03 PM
    • #56

    We all can do play test together if everyone is ready(maybe after a week)?

  • Bastion
    • October 13, 2016 at 8:33 PM
    • #57

    Time to show off how shockingly stupid I've been.

    I figured out why the gamemodes were not working on my custom maps!

    I put the text file in the wrong folder...


    I would like to personally apologise to New world for complaining about something that was my stupid problem instead of a issue on your end.

    It's been a long couple months.

  • mr_ah_clem
    • October 13, 2016 at 10:20 PM
    • #58

    Yes, I will be ready for some testing soon. Been doing a bunch with bots on my own but that only goes so far. Good idea !

  • Bastion
    • October 18, 2016 at 1:26 PM
    • #59

    Went digging through the weapon models to fill up a armoury room in my map and I came across a Mosin model, along with a rail and scope. All three untextured sadly.


    Not hiding anything are you NWI?

  • ashton93
    • October 18, 2016 at 10:26 PM
    • #60
    Quote from Bastion

    8 hours ago, Bastion said: Went digging through the weapon models to fill up a armoury room in my map and I came across a Mosin model, along with a rail and scope. All three untextured sadly.


    Not hiding anything are you NWI?

    They are old placeholder models from Insurgency that were used in the mod version of DoI

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