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Brest

  • Vaya
  • September 22, 2016 at 11:40 AM
  • Vaya
    • September 22, 2016 at 11:40 AM
    • #1

    Team

    Vaya

    Terri

    Lizard

    Initial Layout design

    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

    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

    Theme

    From wikipedia:

    In the Second World War, the Germans maintained a large U-boat submarine base at Brest. In 1944, after the Allied invasion of Normandy, the city was almost totally destroyed during the Battle for Brest, with only a tiny number of buildings left standing. After the war, the West German government paid several billion Deutschmarks in reparations 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 granite and concrete buildings. The French naval base now houses the Brest Naval Training Centre. A wartime German navy memorandum suggested that the town should perhaps serve as a German enclave after the war.


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

    • A port
    • A Uboat command centre
    • There's a river snaking throughout the city
    • destroyed buildings (we can tweak depending on the time during the siege we've chosen)
    • Germans were well entrenched in Brest before the invasion so we can show this.

    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


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

    Current progress

    - 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.

    - 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)

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


    Next steps

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

    - playtest, playtest, playtest

    - implement some of lizard's artpass with terri's props.


    [Blocked Image: http://i.imgur.com/b6JjGAN.jpg]

    [Blocked Image: http://i.imgur.com/WpMF2y5.jpg]

  • jackophant
    • September 22, 2016 at 12:29 PM
    • #2

    Brest is best

  • Vaya
    • September 22, 2016 at 12:33 PM
    • #3

    it might be inappropriate for the game tho

    gonna rename to chongas instead

  • Corwin
    • September 22, 2016 at 2:20 PM
    • #4

    I'm from that city, looking forward to see how you portray it :)

  • Lizard
    • September 22, 2016 at 3:06 PM
    • #5
    Quote from Corwin

    46 minutes ago, Corwin said: I'm from that city, looking forward to see how you portray it :)

    Do you have some ww2 photos maybe? :D

  • Squad
    • September 22, 2016 at 5:21 PM
    • #6

    Dreamteam right there :) Looking forward to your project.

  • Harry Godden
    • September 24, 2016 at 12:34 AM
    • #7

    As with any contest, time is of the essence; therefore I'm trying to get the content rolling :P. Here's a couple selections of previews for the models I've been working on for the map.

    [Blocked Image: http://i.imgur.com/DZRCj0G.png]

  • Squad
    • September 24, 2016 at 1:58 AM
    • #8
    Quote from Terri

    1 hour ago, Terri said: As with any contest, time is of the essence; therefore I'm trying to get the content rolling :P. Here's a couple selections of previews for the models I've been working on for the map.

    [Blocked Image: http://i.imgur.com/DZRCj0G.png]

    Nice stuff!

    You forgot the download link though :D

  • Harry Godden
    • September 24, 2016 at 10:07 PM
    • #9

    Hey there everyone!

    After a long time searching we managed to figure out why the gamemode was not running properly; You have to make a .txt file with necessary info inside in order for the game to run. To find one you gotta extract it with GCFScape, I've uploaded Commachio's to pastebin here.

    I recommend using Notepad++ and setting the language to java to edit it, 500 lines become a lot easier to work with like this:

    Spoiler [Blocked Image: http://i.imgur.com/tmXCoIz.gif]

    Aside from that here's a screenshot form the latest build of the docks area :)

    [Blocked Image: http://i.imgur.com/VYzd5Wu.jpg]

    Whats that ominous shape in the water?

    By the way, we are getting a server set up to do testing, the more players the better and we will be happy to test your map with us!

    Its only a simple home hosted one, tested with a friend and they received decent connection.

  • Radu
    • September 24, 2016 at 11:09 PM
    • #10
    Quote from Terri

    1 hour ago, Terri said: Whats that ominous shape in the water?

    I couldn't quite put my finger on it either, but after I increased the exposure in photoshop it became very clear..

    [Blocked Image: http://i.imgur.com/duV7pkY.jpg]

    Also, thanks for the heads up with that .txt file

  • Vaya
    • September 26, 2016 at 1:22 PM
    • #11

    We tested the timings on the map last night using a local dedicated server terri is running. They work well in principle just need more cover and people to test overall gameplay

    If you are interested in some informal playtests (including your own maps) add terri or I. We'll have a couple nights between now and the end of the contest.

  • Lizard
    • October 1, 2016 at 9:52 PM
    • #12

    Small update from me. Let's call it and US side of the map. Still have a lot of problem with lighting and shadows but I will fix this some day soon. Hope you guys like it :)[Blocked Image: http://i.imgur.com/98tfbtt.jpg][Blocked Image: http://i.imgur.com/tcWiaxD.jpg]

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

    [Blocked Image: http://i.imgur.com/fjue3kW.jpg]

    [Blocked Image: http://i.imgur.com/Zazcf5G.jpg]

    [Blocked Image: http://i.imgur.com/dluGZs9.jpg]

  • MeisterYoon
    • October 1, 2016 at 10:22 PM
    • #13

    Man this looks great. I hope you keep the idea of open, wide and large-sized design. I love such maps because they give players so many possible decisions. And we have enough good cluster-maps already in DOI :)

    Btw. i would gladly join playtest if i have time. I was btw. the one who once joined your server and messed around with the earliest version of the map :) (i thought at that time that it would bs great if map will be larger. It seems like it did?)

  • Vaya
    • October 1, 2016 at 10:43 PM
    • #14

    hopefully retaining the greybox-feeling in the full map but the fact we're applying the artpass in a oner may change the feeling a bit. You're certainly welcome at any playtesting to let us know how we're doing :)

  • Harry Godden
    • October 1, 2016 at 11:59 PM
    • #15

    Here are some more things I've been working on from today :)

    [Blocked Image: http://i.imgur.com/jOb0OUM.jpg]

    Bombed church remnants with supports from the locals trying to preserve it. (Ignore texture glitch on far right thanks)

    [Blocked Image: http://i.imgur.com/nCniS3y.png]

    And some rolling stock to go with the collection of Dockyard props being worked on.

  • Daruth505
    • October 3, 2016 at 1:56 PM
    • #16

    Great work everyone, All these designs. Its just such a wonderful community!

    All brought together with similar interests.

    Good luck everyone, nice work Terri and LizardPL

  • Lizard
    • October 3, 2016 at 6:24 PM
    • #17
    Quote from Daruth505

    4 hours ago, Daruth505 said: Great work everyone, All these designs. Its just such a wonderful community!

    All brought together with similar interests.

    Good luck everyone, nice work Terri and LizardPL

    Dont forget about Vaya he is working on this project too :) Thanks for kind words.

  • Daruth505
    • October 3, 2016 at 7:08 PM
    • #18

    Oh yes, my apologies. Good luck Vaya aswell!

    and NP good sir

  • Lizard
    • October 13, 2016 at 4:44 PM
    • #19

    Just to keep the flow going :D

    [Blocked Image: http://i.imgur.com/oGoktw3.jpg]

    [Blocked Image: http://i.imgur.com/kGbI2Gc.jpg]

    Small update. For the last weeks I have been working on dockyard which is an A point of our map. We consider it 90 % finished, only few props left to do. We will post some screenshots probably on sunday.

  • Harry Godden
    • October 13, 2016 at 9:34 PM
    • #20

    Tag team up in here :D

    [Blocked Image: http://i.imgur.com/ur9iYyx.png]

    Some more props!

    Random metal elements for the dock zone, and some landscape items.

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