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  4. Day of Infamy Mapping Contest

Day of Infamy Mapping Contest WIP Thread

  • Sprony
  • September 19, 2016 at 1:33 PM
  • Radu
    • October 18, 2016 at 9:39 PM
    • #41
    Quote from Bastion

    22 hours ago, Bastion said: Fresh shots, tried the HDR with built cubemaps and the issues persisted so that has been turned back off for the time being.

    You might have to compile it again so there's no trace of previous cubemaps built in the bsp, but try this:

    Open up the console in-game and type: "mat_specular 0", then "buildcubemaps" and finally "mat_specular 1"


    Bonus* quick texture test

    [Blocked Image: http://i.imgur.com/CQQrRME.jpg]

  • blackdog
    • October 22, 2016 at 3:45 PM
    • #42

    @Radu you remaking Jagd?

  • Radu
    • October 22, 2016 at 4:03 PM
    • #43
    Quote from blackdog

    15 minutes ago, blackdog said: @Radu you remaking Jagd?

    No, it's entirely original.

  • Bastion
    • October 24, 2016 at 10:28 PM
    • #44

    Bit of work on the fortress

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/252592447307937127/47DF139CF4AED2E06B86E31C6E9B6AD773EB8C89/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/252592447307937570/CD10DC47D79A8E242C0BFCCF145B14DA916327D2/]

  • okaycomputer
    • October 27, 2016 at 1:59 PM
    • #45

    doing a lighting test on a jagd inspired map i'm tinkering with

  • Radu
    • October 27, 2016 at 5:12 PM
    • #46

    Working out the allies spawn:

    [Blocked Image: http://i.imgur.com/YHC7kYj.jpg]

    [Blocked Image: http://i.imgur.com/LvJtTQL.jpg]

    [Blocked Image: http://i.imgur.com/hZnNWRH.jpg]

  • okaycomputer
    • October 30, 2016 at 1:17 AM
    • #47

    working out some layouts for the buildings near allied spawn looking into the square

  • Radu
    • October 30, 2016 at 8:34 AM
    • #48

    @okaycomputer I was going to have a square in the middle of my map as well. I was even going for the same kind of monument. I tried a few blockouts, but it felt too open - too many angles. Do you know that map from Red Orchestra 2 that is basically one massive square? People would avoid going through the middle of the map and just detour through the sides where there was cover. It was a tad annoying. Have you thought about that?

  • okaycomputer
    • October 30, 2016 at 1:59 PM
    • #49

    @Radu Yeah I've thought about that, but I hated how closed in and claustrophobic the dod:source version of jagd felt. It didn't feel like a lived in area or real to scale and I think DoI is trying to shy away from that. I have some ideas for cover and might replace the monument with some AA guns or something to block off LOS and some cars and such, but it will come down to how it goes once I can start testing it. It won't really be avoidable if it's the middle objective, but I don't want it to be so much of a camp-fest/meat grinder like the square in Salerno seems to be right now.

  • okaycomputer
    • October 31, 2016 at 11:21 AM
    • #50

    @Radu i think something like this might work well

  • Radu
    • October 31, 2016 at 11:32 AM
    • #51

    @okaycomputer definitely an improvement, but you can still get sniped from above. What if you made something similar to the monument from half-life 2? It would create a more memorable landmark. You could also create a very small cover place inside the base of the monument to protect from artillery strikes.

    [Blocked Image: http://vignette2.wikia.nocookie.net/half-life/images/b/bb/HalfLife2_City17_TrainStationSquare.jpg/revision/latest?cb=20090110233146&path-prefix=en]

  • okaycomputer
    • October 31, 2016 at 12:04 PM
    • #52

    @Radu that would be nice as well. i was thinking maybe camo netting could work to provide concealment from above and kinda toyed with it earlier

  • Radu
    • November 2, 2016 at 2:24 PM
    • #53

    We are just dominating this thread

    [Blocked Image: http://i.imgur.com/W2k8zUI.jpg]

    [Blocked Image: http://i.imgur.com/JmsFsMb.jpg]

    [Blocked Image: http://i.imgur.com/j0aOZCV.jpg]

  • okaycomputer
    • November 2, 2016 at 4:16 PM
    • #54

    i need to work on my other map more but this one is coming along faster at the moment

  • okaycomputer
    • November 9, 2016 at 11:23 PM
    • #55

    redid the entire square of my jagd remake. wanted to be a little more rural and provide better cover so i turned it more into a walled in area around a farmhouse

  • JakHalz
    • November 10, 2016 at 11:11 AM
    • #56

    For those who uses the Blitz trucks, I've editted the vtf of the glass model a little. So now you can see through. :) Unfortunately you still have to use the stock glass for the med. truck because of the texture issue inside.

    https://www.dropbox.com/s/e8czj1ou4jwqqom/Blitz Truck Glass.rar?dl=0

  • Radu
    • November 10, 2016 at 3:39 PM
    • #57

    Probably the final form of the allied spawn:

    [Blocked Image: http://i.imgur.com/fw4gOKo.jpg]

    [Blocked Image: http://i.imgur.com/0FOKYDV.jpg]

  • poLemin
    • November 11, 2016 at 4:25 PM
    • #58

    Slowly progressing:

    https://cdn.knightlab.com/libs/juxtapose…03-0edaf8f81e27

  • Radu
    • November 11, 2016 at 6:02 PM
    • #59

    [Blocked Image: http://i.imgur.com/8GBjWu7.jpg]

  • abc
    • November 11, 2016 at 9:33 PM
    • #60
    Quote from Squad

    On 9/23/2016 at 0:20 PM, Squad said: Anyone else getting random hammer crashes since today? It's litterally every 2 minutes for me now, which is making it impossible to make any progression. Hammer was working allright before.

    I had that problem constantly when I first started using DOI hammer. The solution was to use hammer.bat instead of the exe. The bat file ensures that your VPROJECT registry value is set each time -- in my case it kept trying to use VPROJECT values from other mods.

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