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  4. Day of Infamy Mapping Contest

Dircksenstrasse - Liberation

  • Zwiffle
  • September 24, 2016 at 5:32 AM
  • Zwiffle
    • September 24, 2016 at 5:32 AM
    • #1

    Hi guys, I just found out about this and decided to give it a go. I spent most of the day trying to narrow down a map theme/location, and figuring out how to get a map working for DoI (still figuring that one out, though I've made progress.) The map is named after a street in Berlin, I don't know it seemed as good an idea as any, and I liked some of the reference pictures that popped up. I don't really know Day of Infamy at all (I played a little bit of Insurgency but the game was a bit too hardcore for my tastes) but I played the crap out of Day of Defeat way back in the day, so hopefully I can borrow enough DoD knowledge to make a semi-decent layout.

    Not really much to see just yet - just trying to get the main bend of the street to feel alright, since that's going to be the center of the map. It probably won't be too big of a map - I've no idea about the 'scale' the map is supposed to be, and I've tried to bite off more than I can chew when it comes to making large maps in short periods of time before, so I'll try to make it a manageable size.


    [Blocked Image: http://i.imgur.com/aGRYq75.jpg]

    [Blocked Image: http://i.imgur.com/2hJA1rF.jpg]

  • Zwiffle
    • September 26, 2016 at 4:14 AM
    • #2

    Here are some of the references I found, you can find more on google:

    [Blocked Image: https://s-media-cache-ak0.pinimg.com/originals/30/a5/f0/30a5f0852d4c6c2b591bce3a54e19f60.jpg][Blocked Image: https://s-media-cache-ak0.pinimg.com/736x/3b/ea/4e/3bea4eee064924890f1da43f8483ce1b.jpg]

    For game play I'm going for a main path to all 3 points via the street. It will be mostly open with some bits of cover scattered about. Fast but should be good for snipers. To the north are buildings that will leak onto the street at points, but it's going to be mostly close quarters, where players can maneuver safe from sniper fire. To the south is another flanking path that is also mostly open, and connects to the main street via 3 tunnels under the train tracks. Right now the map feels really small, so I will probably end up stretching the ends of the street out a bit, depending on travel times and whatnot.


    I'm still currently working on a 'feel' and hollowing out the inner building spaces, making both ends of the street work evenly but differently for both teams, and trying to make sure the middle cap point (the completely destroyed building) is fair for both teams.


    [Blocked Image: http://imgur.com/pqcos3M.jpg]


    [Blocked Image: http://imgur.com/N5hD17a.jpg][Blocked Image: http://imgur.com/OfHOBz4.jpg][Blocked Image: http://imgur.com/fl3PrFl.jpg][Blocked Image: http://imgur.com/fmHYWmc.jpg][Blocked Image: http://imgur.com/Nm2mL3G.jpg]

  • Zwiffle
    • September 27, 2016 at 6:02 AM
    • #3

    Did a bunch of work today on the interior of the buildings on the Allies' side and some more work on the building exteriors. The interior's a little more complicated than I wanted, but I think it flows pretty seamlessly into and out of the street. It's difficult to show with screen shots, and the interiors aren't lit at the moment anyway. I also discovered that the central cap point was a little off center from my original plan, so I'm also planning on adjusting the map to shift it appropriately. I'll do some lighting work on the interiors to try to show them off. I'm really hoping for some tight close quarters combat for the interiors and mostly sniping holding down the street while the other classes push the interiors.


    [Blocked Image: http://imgur.com/gX7VOPs.jpg]

    [Blocked Image: http://imgur.com/W3Hkywv.jpg][Blocked Image: http://imgur.com/XY61sks.jpg][Blocked Image: http://imgur.com/kfdlCvd.jpg]

  • Zwiffle
    • September 28, 2016 at 7:11 AM
    • #4

    I currently only have editor pics for overhead view. The skybox is currently too low to allow me to take screenshots from up high except in the editor.

    Today: Blew up the middle, put in a street in its place for the center capture point (feels more obvious what's to be captured this way.) Started work on the western (Axis) building interiors. Did more work on the eastern building exteriors. Added general detail throughout the east side of the map. Lighting is a bit too dark now as it is, and there are no lights in the interiors still, so it's pitch black inside. I'll be adjusting environment lighting so people can actually see the screenshots in the future.

    Tested timings from current spawns to middle capture area, takes ~16 seconds for each side from current spawns to reach middle. I have no idea if that is good or not for Day of Infamy, the wavespawns seem like it should take longer to reach middle, but I don't know. I will need to do a lot of testing for how good it feels. Was also able to finally spawn bots and die to them, so that's some progress too.


    [Blocked Image: http://imgur.com/bjfOCZ5.jpg]

    [Blocked Image: http://imgur.com/LjIw1wU.jpg]

    [Blocked Image: http://imgur.com/hCDX83A.jpg]

    [Blocked Image: http://imgur.com/48iKg46.jpg]

  • Zwiffle
    • September 30, 2016 at 6:10 AM
    • #5

    Spent a bunch of time yesterday working mostly on interiors and trying to make something worth showing ... but the interiors are going to need a lot of work before I feel comfortable showing them off. Unfortunately, compiles started to churn thanks to vis complexity and all the lights I added to the interiors to be able to see, so today I mostly spent time cleaning up and optimizing the map - turning most geometry into func_details, adding hint brushes, cleaning up errant brushes, applying nodraw, etc. Compiles much more quickly, runs much better.


    There was an update to DoI today, and I'm can't quite blame the update, but several prop_statics in my map suddenly became wireframe only. Looks weird. Again, not sure if it was the update or something I did. Anyhoo, here are some screenshots.


    [Blocked Image: http://imgur.com/DDZwkFV.jpg]

    Middle point from axis' side, you can see the wireframe assets

    [Blocked Image: http://imgur.com/zfkkFBc.jpg]

    Middle point, from the allies' side

    [Blocked Image: http://imgur.com/SIDg0a9.jpg]

    Middle point looking from out of bounds zone in toward Dircksenstrasse - playing around with making it a complete warzone. Should only be capture-able inside the street.

    [Blocked Image: http://imgur.com/mDdFzdy.jpg]

    I also did some work on the south side of the map. Tunnels run underneath the train tracks that can lead back to the main street and to the small area to the south, which I also cleaned up to make a little more choke-pointy, but can be deadly if your team loses control of these tunnels and end up getting flanked.

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

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