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  4. Day of Infamy Mapping Contest

Brest

  • Vaya
  • September 22, 2016 at 11:40 AM
  • Guest
    • October 14, 2016 at 12:56 AM
    • #21

    Looks incredible so far, great work on everything. Great to see some really talented people like yourselves getting involved in DOI. This definitely sets a standard to work towards.

  • leplubodeslapin
    • October 19, 2016 at 7:52 AM
    • #22

    [Blocked Image: http://i.imgur.com/3d4KbUL.gif]

  • Vaya
    • October 19, 2016 at 1:30 PM
    • #23

    Minor Update on Progress.


    More Pictures coming later.


    I'd estimate that we're currently we're about 70% done with the 1st detailing pass of the map. Once this is complete I'll do a clipping and optimisation pass for some playtesting over the next couple of weeks. Lizard has been hammering away at the detailing in a void-filled VMF and replacing some pretty janky brushwork as He goes- the map is a lot smoother and better constructed as a result while retaining the original timings. He's also somehow managed to improve the flow and add additional gameplay elements that I didn't originally consider which is pretty cool. He should have filled in all of the gaps by the end of the week for more playtesting with the much more detailed version of the map. Massive props (nice pun) to Terri for all his custom content for the map too. Hopefully it'll be enough to give the map a unique vibe.

    Church - we've replaced the damaged/bombed out pub at one of the capture points we originally planed with a church the reasons of this were 2 fold - a visual landmark for the capture point that could be seen from other areas of the map and also creating a unique vantage point within the church spire.

    Layout - I've tried to keep the layout a lot more simple than the maps already in the game. No offense to NWI but I've been finding a lot of the offical maps to have confusing interiors which causes lot of zig-zag gameplay. all of our interiors will be a Z or a L connector at worse. We want to get the intensity of the war across while not confusing or disorientating people.

    Theme/Name - we've deviated a little from the original idea to make the gameplay and looks of the map better - the river running through the centre of the map has been drained as it turned out you can't have 2 different levels of water in the same leaf - source screws up the rendering of this. I'm not sure if it's thematically close enough to the city of brest to keep the name- all of our references are from this area but I don't think people from brest would recognise anything :P A name change is on the cards regardless. we'll be updating this at the end of the week with hopefully a steam workshop version.

  • Vorontsov
    • October 19, 2016 at 2:36 PM
    • #24

    no pictures no likes lad

  • leplubodeslapin
    • October 19, 2016 at 2:45 PM
    • #25

    Well basicaly, if you go to Brest and you see the sun ... You're probably mistaken since you can't see the sun from Brest... :o)

  • Vaya
    • October 19, 2016 at 2:59 PM
    • #26

    changes:


    -deleted env_sun from map

  • Corwin
    • October 19, 2016 at 3:51 PM
    • #27

    You can see the sun from Brest of course, it just shines 8 times a day for a few minutes

    Also yeah it's a pretty hard stretch to recognize the stuff I've seen so far to be honest. The harbor has a bit more promise, but in general the pics you posted feel a lot more 'french WW2-era village' than 'french WW2-era city'. Which is fine btw, those assets look great!

    http://www.cparama.com/forum/brest-po…aux-t10249.html

  • Vaya
    • October 19, 2016 at 4:31 PM
    • #28

    Thanks for the pictures, maybe lizard will be able to use these to help us get 'back to brest' ;).

    I think one of our main problems with being accurate here is the difference in scale- our map could easily fit into the majority of those pictures and would look pretty 'samey' (one city zone) what we've done is scaled down while trying to keep a realistic feel- players have visual guides help them navigate and unique areas for each capture point. If that means we end up feeling smaller scale then I think we'll just need to go with that


    [Blocked Image: http://www.cparama.com/forum/cartes20…8325-img389.jpg]


    @LizardPL - I like the tower here ;)

  • Lizard
    • October 19, 2016 at 5:31 PM
    • #29
    Quote from Corwin

    1 hour ago, Corwin said: You can see the sun from Brest of course, it just shines 8 times a day for a few minutes

    Also yeah it's a pretty hard stretch to recognize the stuff I've seen so far to be honest. The harbor has a bit more promise, but in general the pics you posted feel a lot more 'french WW2-era village' than 'french WW2-era city'. Which is fine btw, those assets look great!

    http://www.cparama.com/forum/brest-po…aux-t10249.html

    We made some design decision to keep the map very easy to learn/ navigate and we had to sacrifice the realism for gameplay here and there. I totally get your feedback since the map name is the same as the real life location and you would expect it to be 100 % accurate. However we want map to have distinguishable areas for each control point. It makes map a lot easier to learn and navigate. So let's say you are playing Day of Infamy with your friend and you want to describe him where is A point. Having a city structures everywhere would make this task very hard.

    We divided a map in 3 parts: - Docks ( C point) - Pristine part of the city ( B point) - Destroyed part of the city ( A point)

    Each part of the map has its own unique landmark visible from other parts :) So having this forced us to "scale down" the whole map in terms of themes. I came up with this picture for everyone to help you guys understand what I'm talking about :D (the yellow line indicate map boundaries)

    [Blocked Image: http://i.imgur.com/fHtbx6n.jpg]

  • Corwin
    • October 19, 2016 at 8:38 PM
    • #30

    Oh don't get me wrong, I really don't care if it looks like Brest or not! It's your stuff, and gameplay first! It's not like anybody will complain or even notice. Keep up the good work!

  • Lizard
    • October 20, 2016 at 3:49 AM
    • #31
    Quote from Corwin

    7 hours ago, Corwin said: Oh don't get me wrong, I really don't care if it looks like Brest or not! It's your stuff, and gameplay first! It's not like anybody will complain or even notice. Keep up the good work!

    Consider my previous post as an overall explanation of our design :)

  • Squad
    • October 20, 2016 at 9:18 AM
    • #32
    Quote from Vaya

    19 hours ago, Vaya said: Theme/Name - we've deviated a little from the original idea to make the gameplay and looks of the map better - the river running through the centre of the map has been drained as it turned out you can't have 2 different levels of water in the same leaf - source screws up the rendering of this.

    Water in Source is a bitch :P It's possible to fake it though, as I did in Zoo. I'd have to look at the vmf again to see how it's done, let me know if you're interested.

  • Vaya
    • October 20, 2016 at 10:38 AM
    • #33

    not sure. @LizardPL + @Terri? I'm quite happy to leave as is since playable water is always a little weird :P

    Thanks for the offer though! (update your thread!!)

  • Lizard
    • October 21, 2016 at 12:33 AM
    • #34

    Oh boy here we go.[Blocked Image: http://i.imgur.com/XMZKy3J.jpg]

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

    [Blocked Image: http://i.imgur.com/u1msrLS.jpg]


    [Blocked Image: http://i.imgur.com/9APYGRx.jpg]


    [Blocked Image: http://i.imgur.com/6uzf2KW.jpg]

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

    [Blocked Image: http://i.imgur.com/l9pyKid.jpg]

    Definitely needs another light pass but I'm happy how things turned out in this area. Also some small tweaks and props like light post etc. Hope you guys like it :)

    @Vorontsov Now please gib likes :D

  • Radu
    • October 21, 2016 at 6:43 AM
    • #35

    Needs more dickbutt

  • poLemin
    • October 21, 2016 at 7:50 AM
    • #36

    Gorgeous.

  • Vorontsov
    • October 21, 2016 at 11:57 AM
    • #37

    Ask and thou shalt receive. Amazing stuff :)

  • tomm
    • October 21, 2016 at 1:57 PM
    • #38

    just give them those prizes already.

  • abc
    • October 21, 2016 at 2:36 PM
    • #39

    Looks fantastic - hoping the gameplay matches! Looking forward to testing.

  • Vaya
    • October 21, 2016 at 2:37 PM
    • #40

    I think we've had a large advantage in getting our general layout down so fast. I think the contest will start heating up over the next couple weeks as people get further on with their projects.


    Lizard and terri are awesome though, I'm at work all day and keep coming back to something new and amazing.

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