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DOD_Donner Inspired Remake

  • mr_ah_clem
  • September 29, 2016 at 11:39 PM
  • mr_ah_clem
    • September 29, 2016 at 11:39 PM
    • #1

    Hi, just introducing myself. I have started to block out a remake of the map dod_donner as an Offensive map to start with other modes to follow. The only pictures yet would be dev blocks but I will post updates as I go along. No idea what I will call the map.

    It will be a set in a french village at dawn. Lots of smoke and fog. House to house. ooorah.

    Warning: Everything will change drastically as I detail but here's the plan

    The last Capture point will end up being inside the church eventually. The radio will be in the offices to the side.

  • mr_ah_clem
    • September 30, 2016 at 5:51 PM
    • #2

    Thanks Buddy. Yes I have more updates coming.

    Zastels, get your map in here.

  • mr_ah_clem
    • September 30, 2016 at 8:28 PM
    • #3

    Slow going but we are making progress. Right now we are trying to faithfully follow (with designer license) the donner gameplay. After that I intend to open it up considerably. Most if not all buildings will be enterable. Plus I will add some "easter egg" paths (breakable walls, ladders, walkways, tunnels) for those who like to sneak around.

  • MeisterYoon
    • October 1, 2016 at 2:11 AM
    • #4

    I hope the map is / will be kind of 2x larger than donner. Due to POV of Source Engine compared to Goldsource of HL1, dod_donner on dod:source looked too narrowed and tiny.

    Furthurmore i definately think more pararell streets need to be added, as donner was really narrowed map overall.

    Thx for the effort and keep it up :D

  • mr_ah_clem
    • October 1, 2016 at 5:32 AM
    • #5

    I agree very much. I am struggling a bit to keep the house by house, street by street feel of the original map with the added constraints of Insurgency style play. The dev notes suggest they have struggled with adapting the gameplay as well. At this stage I think its prudent to map out something akin to the original and then open it up more. Stay tuned. Thank you very much for the comment. I don't want to do this in a vacum.

    Oh and as far as size, I agree to a point. This map is really big now at roughly 8000 X 14000. I think this is on a par with current Insurgency maps, I think. Much bigger than this, and when properly detailed it will run very slow. Source just can't handle really big maps. It will strain my meager optimization skills as it is. But again, thanks for the input. Keep it coming.

  • mr_ah_clem
    • October 2, 2016 at 7:45 PM
    • #6

    Update for broadcast.

  • Daruth505
    • October 3, 2016 at 1:10 PM
    • #7

    OOOooo very nice update. I like how most of your buildings will be enter-able, this truly reminds me of past WW2 games overall.

    The flow to the overall map appears to be GREAT! Pushing down these narrow roads forcing the enemy front line back. I would personally like too see broken buildings within your map, i'm sure you'll add something like this at one point. This will keep the artillery strike more viable across the battle. The roads work perfectly for this factor too.

    This should be great fun overall! - Daruth505

  • mr_ah_clem
    • October 4, 2016 at 5:25 PM
    • #8

    Thanks very much for the feedback ! Oh yes I plan to go back through and "blow some buildings up". Still working gameplay.

  • mr_ah_clem
    • October 4, 2016 at 8:34 PM
    • #9

    A little more progress. I'm going to start a proper blog in the MIP forum, when I take a break !

    I will be changing the name to Dionville. Named after my wife. Ahhhh.

  • mr_ah_clem
    • October 5, 2016 at 6:09 PM
    • #10

    Yeah I saw you took a break. Shame on you ! :)

  • mr_ah_clem
    • October 12, 2016 at 6:15 PM
    • #11

    Finally a little teaser update. Pictures don't do justice yet. No textures and few props. Just about finished with gameplay, timing, etc.

  • mr_ah_clem
    • October 17, 2016 at 6:32 PM
    • #12

    Ok we are approaching a month out. Time to wrap up non detail brush work and get serious about detail brushes, displacements, and props. Game tests pretty nicely so far. The last stand in the bunker below the church is particularly exciting. No real optimization yet but still holding 70 fps with 20 bots. Thank you func_detail.

    A few photos;

  • will2k
    • October 17, 2016 at 6:55 PM
    • #13
    Quote from mr_ah_clem

    18 minutes ago, mr_ah_clem said:

    Nice :)

    Just noticed something: I'm assuming the 2 houses with orange tile roof are part of the 3D sky. If so, you need to tweak the fog distance values in your sky_camera to flow with the playable part of the map and appear seamless. Right now they look "fogless" compared to the houses in the map.

    Keep it up

  • mr_ah_clem
    • October 17, 2016 at 10:33 PM
    • #14

    Wow, first, I've read and watched all your stuff. I'm honored. Yes. Just starting to play with fog but your right I haven't balanced the fog very well here but the map in the oven right now should look a lot better. Please keep checking in. Anything you can point out I'm sure will save me tons of time.

    Thanks

  • wslysnps
    • October 19, 2016 at 6:13 PM
    • #15

    This map looks too neat! Looking forward to playing this one for sure

  • mr_ah_clem
    • October 21, 2016 at 6:25 PM
    • #16

    Here is another update. Sorry for the fog but I really haven't detailed anything so your not missing much. This photo is more to show the map and its routes. It looks linear but I have made sure that attackers and defenders have at least 3 attacking lanes to each objective. With sewers and other surprises it will be possible to outflank entrenched defenders or attackers. Also all buildings (almost) are interable (is that a word) and sniping positions abound. Maybe too many actually, Not a lot of cover in the streets but that will change with detailing. Looking forward to the playtest in two weeks. As you can see I have a lot of work to do. Sleep will be a luxury.

    Carry on.

  • mr_ah_clem
    • October 23, 2016 at 6:33 PM
    • #17

    OMG Slowly, very slowly a town, Dianville, is starting to appear.

    These are very, very early texture and detail work. No lighting. Few props. But making progress !

  • okaycomputer
    • October 23, 2016 at 8:59 PM
    • #18

    imo those windows are way too big for the height of those walls but everything is looking good

  • mr_ah_clem
    • October 23, 2016 at 10:14 PM
    • #19

    Yeah you know when I look at these images the windows do look too big. I'll take another look. Thanks

  • mr_ah_clem
    • October 24, 2016 at 8:59 PM
    • #20

    Man I got to tell you this is just a crap load of work. My desire is flagging, I need a break. Focus....

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