1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Vault
  3. Past Contests
  4. Day of Infamy Mapping Contest

Foy

  • Squad
  • September 24, 2016 at 4:26 PM
  • Squad
    • September 24, 2016 at 4:26 PM
    • #1

    So here's my attempt for the contest. I hope I can finish it in time :)

    Theme

    It's set in and around the small village of Foy (Belgium), which was part of the Battle of the Bulge.

    From wikipedia:

    Quote

    Quote Battle of Foy Foy was a small village occupied by the Germans in the early stages of the Battle of the Bulge. It is 4 kilometers to the north of Bastogne on the road to Houffalize.

    Bois Jacques present-day. The 101st Airborne Division held the Bois Jacques or Jacques Woods, up a slight rise outside Foy. Stephen Ambrose's book Band of Brothers describes how Easy Company of the 2nd Battalion, 506th Parachute Infantry led the assault to capture the town in January, 1945. The 506th, including Easy Company, initially commanded by First lieutenant Norman Dike, attacked Foy. They lost several men in the initial charge. During the January 1945 assault, which included Easy Company, Dike had ordered a platoon to go on a flanking mission around the rear of the town.

    In one account of the attack, Dike ordered the company to take cover after coming under fire. With the unit unable to proceed, his subordinates informed him they were going to get killed because they were sitting ducks. At the same time, Captain Richard Winters, former commander of Easy Company and now the 2nd Battalion's Executive Officer, tried radioing him to tell him to move his men. Having no idea how to control the situation, Dike froze. As Carwood Lipton, at that time the company's first sergeant, later put it: "He fell apart."

    In another account, Dike stopped because he had been wounded in the right shoulder, not because he had panicked. Clancy Lyall saw the wound.

    Dike was immediately relieved by First lieutenant Ronald C. Speirs under orders from Captain Winters. However, they were still able to take the town despite the losses.

    The company captured several German prisoners. A remaining, hidden German sniper killed a few of the men after the assault but was quickly discovered and neutralized. Today, there is a German cemetery west of Foy with graves of at least 6,804 men, some of them in mass graves.

    A monument to the American paratroopers was built in 2004 at the edge of the Bois Jacques, south of Foy.

    Display More

    Layout

    I have a rough idea of what I want to make, but I'm still in the blocking out phase. The general idea is that the Allies begin their attack from the surrounding forest (Bois-Jaques).

    Gameplay will vary between wide-open and door-to-door combat.


    Not much to show yet, but can't start a topic without at least a single picture :)

    [Blocked Image: http://i.imgur.com/JT9qUke.jpg]

  • will2k
    • September 24, 2016 at 8:49 PM
    • #2

    Being in Belgium, you have access to live reference materials; this is unfair

    But seriously though, even with this early WIP pic, I can foresee the map turning into great shape and atmosphere based on this single house. It just feels right to look at it :)

    Best of luck

  • Squad
    • September 26, 2016 at 1:32 PM
    • #3
    Quote from will2k

    On 24-9-2016 at 9:49 PM, will2k said: Being in Belgium, you have access to live reference materials; this is unfair

    But seriously though, even with this early WIP pic, I can foresee the map turning into great shape and atmosphere based on this single house. It just feels right to look at it :)

    Best of luck

    Thanks, mate :)

  • Squad
    • September 27, 2016 at 4:26 PM
    • #4

    I just had my first victory on the map, which means I have functional gameplay now. Still needs lots of tweaking off course, but it's a small milestone nonetheless :)

    [Blocked Image: http://i.imgur.com/vwDWY2n.jpg]

  • Daruth505
    • October 3, 2016 at 2:03 PM
    • #5

    This map is looking great! The small suburban town overcome by war!

    I really like the dark moody feel the map has currently, with the sun just braking through, a sign of hope it feels.

    To me it seems like each building so far is enter-able, i really like this element in WW2 maps. This can also make it harder to balance the map overall, but i know you're very skilled overall. I'm sure you'll perfect this project as you go along. I would love too see some broken elements to the map as a whole. Smoke rising up in the distance.


    Anyway, i can't comment on too much at this stage.

    Nice one, you got this! - Daruth505

  • Squad
    • October 5, 2016 at 2:19 AM
    • #6

    Thanks, Daruth505!

    The lighting is still placeholder for now. I was going for a foggy look at the moment the sun is just breaking through. Not sure if I can pull that off, but we will see.

    Here's another WIP shot of one of the main streets of the village. Don't pay attention to the lighting errors on some of the buildings please :)

    [Blocked Image: http://i.imgur.com/XYWR0cl.jpg]

  • Squad
    • October 5, 2016 at 10:51 AM
    • #7
    Quote from zastels

    4 hours ago, zastels said: Here's a tip, try using the eye dropper tool to sample the skybox colour at the edge where it touches your horizon on top of the buildings, or wherever you see the most horizon. Then use that colour for your fog, and mess around with max density of the fog. Me personally I find with blending disabled, max density .3, no angles used, 400 start 4500 end, that is usually my baseline to start tweaking.

    I know you want a foggy look, and grey is the intuitive colour, but it is more convincing when the colour of the fog blends into the horizon. In real life fog takes on the colour of everything else in the environment due to reflected colours refracting and diffusing into the air.

    I didn't pick grey fog because it's intuitive. The current fog color pretty much matches (still have to tweak it a tiny bit) the one of the skybox (see the 2nd pic in this topic). I'm also using far Z Clip Plane, so max density has to be 1 :)

  • Squad
    • October 5, 2016 at 3:56 PM
    • #8
    Quote from zastels

    1 hour ago, zastels said: No max density does not need to be 1 for you to use Z Clip Plane, you can see that in Aachen. Aachen has some pretty wild sight lines, and if you explore the map with r_lockpvs you can see it is being effectively implemented.

    Aachen is based in a large city where you have large structures that block visibility, so the Z Clip Plane can be used beyond that. If that is not what you mean, then I don't think I know what you're talking about exactly. Please fill me in :) For your notice, Foy features some large open terrain.

  • Squad
    • October 12, 2016 at 5:10 PM
    • #9

    In Belgium, each village, no matter how small, is supposed to have a church and a cafe. So here are some wip shots of their interiors :)


    [Blocked Image: http://i.imgur.com/7966i1E.jpg]

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

  • paranoidMonkey
    • October 13, 2016 at 3:32 PM
    • #10

    Oh man, this is already looking sooo polished! Eager to try it out.

  • Squad
    • October 21, 2016 at 7:58 PM
    • #11

    New week, new pictures!

    [Blocked Image: http://i.imgur.com/VOrJF2Q.jpg]

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

    [Blocked Image: http://i.imgur.com/MbQXz3x.jpg]

  • poLemin
    • October 21, 2016 at 8:25 PM
    • #12

    That last shot looks very moody! Great job!

    I like the wizard hat church too :>

  • Squad
    • October 21, 2016 at 8:45 PM
    • #13

    Thanks, man!

    The church is based on the actual church as a matter of fact :)

    [Blocked Image: http://static.panoramio.com/photos/large/5503836.jpg]

    ... although I later found out it apparantly was not in such a good condition at the time :|

    [Blocked Image: http://argunners.com/wp-content/uploads/2015/07/a-knocked-out-panzerkampfwagen-iv-in-front-of-the-church-of-foy.jpg]

  • poLemin
    • October 21, 2016 at 9:38 PM
    • #14

    Oh, I was pretty sure you used reference material for that and didn't just make it up!

  • Squad
    • October 28, 2016 at 11:09 AM
    • #15

    I've gone back to the building I showed in the first screenshot and reworked it completely.

    Spoiler [Blocked Image: http://i.imgur.com/JT9qUke.jpg]

    For those interested, I was inspired heavily by Ferme Hougoumont (from the battle of Waterloo) for the new look :)

    [Blocked Image: http://i.imgur.com/O5ckhSQ.jpg]

    Don't mind the haystacks btw. They're placeholders until I come up with something better looking.

    [Blocked Image: http://i.imgur.com/aF4agB1.jpg]

    [Blocked Image: http://i.imgur.com/J0a4T7C.jpg]

    And a random interior picture from another building in the map :)

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

  • Radu
    • October 28, 2016 at 12:15 PM
    • #16

    I don't mind the haystacks. I think they give the level a nice touch. However, I do mind the ground textures. So many noticeable repetitive patterns.

  • Squad
    • October 28, 2016 at 12:25 PM
    • #17

    Thanks, Radu. The haystacks will remain, but I need to remake them so they look better. I wasn't very clear about that :)

  • blackdog
    • October 28, 2016 at 3:29 PM
    • #18

    DAT tree shadow

    Oh, I guess the haystacks are those big round things… they might be as of reference but personally I couldn't tell what they were straight away. Maybe even of is not geographically accurate you can use a different kind of stack, something more common and smaller.

    For eg this is what they use in Slovenia to dry the hay

    [Blocked Image: http://cache2.asset-cache.net/xd/82469275.jpg?v=1&c=IWSAsset&k=2&d=C346AAA23973F87BDA0E554C488CE95BD1DB44E5599D888AC82D8354523413C4EEFDA6C17A3C1800]

    [Blocked Image: http://nomadisbeautiful.com/wp-content/uploads/2014/12/Bohinj-13.jpg]

    They also use them for wood.

    i think the problem with the ground is not much the texture, but the fact that Squad hasn't yet played with the alpha, also the ground is quite flat and there are not many features capturing the attention.

    I say keep it up!

  • Radu
    • October 28, 2016 at 4:00 PM
    • #19

    One way to improve the ground would be to use higher resolution textures, like 2048x2048 or 4096x4096 - that might go overboard, though you could cover a lot of surface with that.

  • Squad
    • October 28, 2016 at 4:00 PM
    • #20

    It's hard to find decent references for them, but here are a few from Band of Brothers that are accurate to how they actually looked.

    [Blocked Image: http://www.badassoftheweek.com/speirs3.jpg]

    [Blocked Image: http://i.lv3.hbo.com/assets/images/series/band-of-brothers/slideshows/slide-07-1280.jpg]

    The terrain overall is still pretty untouched. I guess it will be one of the last things I'll address since it's less important than finishing all the buildings.

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  2. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  3. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  4. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  5. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  6. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  7. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  8. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  9. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM
  10. [CS2] Dvina

    Pulbusha
    May 29, 2026 at 5:54 PM

Users Viewing This Thread

  • 6 Guests
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™