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]