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  4. Day of Infamy Mapping Contest

Contest Entry [Unnamed Map] dod inspired.

  • wslysnps
  • October 2, 2016 at 7:56 PM
  • wslysnps
    • October 2, 2016 at 7:56 PM
    • #1

    Okay so this map is inspired by some of my favorite Day of Defeat maps. Taken from three or four different maps.

  • MeisterYoon
    • October 3, 2016 at 12:05 AM
    • #2

    Wow happy to see more maps getting introduced. Looks very promising as well. May i ask from which dod maps is this map inspired?

  • wslysnps
    • October 3, 2016 at 4:50 AM
    • #3
    Quote from MeisterYoon

    5 hours ago, MeisterYoon said: Wow happy to see more maps getting introduced. Looks very promising as well. May i ask from which dod maps is this map inspired?

    The maps i draw inspiration from are mainly dod_heutau from the betas, dod_ramelle (in one of it's iterations) and of course dod_caen. I think there's actually a lot more that are just sneaking in there, seeing that i've been playing day of defeat, on and off of course, for over a decade. It's close to my heart and this mod, sometimes, bring out those same feelings as day of defeat used to.

  • Daruth505
    • October 3, 2016 at 12:43 PM
    • #4

    This maps shaping up well!

    I like the look of the smaller areas, I'm not sure if they're flanking routes or main path. But im sure they'll be great fun to battle around. Splitting up the big battle areas with smaller more controlled areas is nice in my opinion. Allowing players to pick and choose their battles more. This not only helps more people enjoy your map, but is also ideal for classes such as the new flamethrower class. They need close quarters to dominate the enemy.

    The third image currently, has a wide open area. Be carful of optimization as you well know.

    Good luck with this - Daruth505

  • R-C-MAN
    • October 3, 2016 at 2:34 PM
    • #5

    Nice job man :) RC

  • wslysnps
    • October 3, 2016 at 3:40 PM
    • #6
    Quote from Daruth505

    2 hours ago, Daruth505 said: This maps shaping up well!

    I like the look of the smaller areas, I'm not sure if they're flanking routes or main path. But im sure they'll be great fun to battle around. Splitting up the big battle areas with smaller more controlled areas is nice in my opinion. Allowing players to pick and choose their battles more. This not only helps more people enjoy your map, but is also ideal for classes such as the new flamethrower class. They need close quarters to dominate the enemy.

    The third image currently, has a wide open area. Be carful of optimization as you well know.

    Good luck with this - Daruth505

    Thank you! Yeah, my plan was to have three large "arena's" where the capture points are located, and then a whole bunch of sneaky routes that connects to the main routes. Small fights in smaller areas, flanking the enemy as they're maybe trying to capture a point, retrieving into the alleys as you loose your point. I'm also really into sneaky beaky sniper spots that makes you feel like you're really in your own little cocoon, just you and your rifle. As far as optimization goes, i'll try my best. (:

  • Daruth505
    • October 3, 2016 at 7:04 PM
    • #7

    That all sounds brilliant and what a fantastic reply overall.

    I like your recently posted plans, clearly and carfully addressing my feedback. The 'arenas' sound great! Don't make too many entrances, it truly depends on your own creation but don't be adding over 6 main paths entrances to one object. This would create great confusion for players, along with making it harder to cap/defend. But im very sure you won't have too many or too little for that matter. These are just little reminders that i sometimes forget myself, my opinion.

    Those sniper spots sound interesting. Adding little areas that aren't overpowered locations, while you reward the sniper. Making him/her feel more at home.

    Keep up the great work so far, looks very nice indeed - Daruth505

  • wslysnps
    • October 6, 2016 at 9:33 PM
    • #8

    Little update on the project. Im currently working on a deadline that is 1st of November. There i hope to be able to have the map in such a state that is it ready to playtest. I shall have a map overview ready soon, but i want it to look good and not just be a top down screenshot. Here's there latest pathway from middle leading up towards capture point C.

  • MeisterYoon
    • October 7, 2016 at 1:58 PM
    • #9

    Wow this looks so natural and realistic. Just wow.

  • wslysnps
    • October 7, 2016 at 2:30 PM
    • #10
    Quote from zastels

    1 hour ago, zastels said: It's tricky to map on angles like that, 200% more work I would say. Definitely worth it though, it looks natural and compelling.

    Yeah it gets kinda tricky, cutting brushes and aligning models, but hell. It also gets kinda boring when every street and road is on a 90 degree angle.

    Quote from MeisterYoon

    31 minutes ago, MeisterYoon said: Wow this looks so natural and realistic. Just wow.

    Thanks mr yoon!

  • wslysnps
    • October 19, 2016 at 4:56 PM
    • #11

    Okay so just a couple of photos. Getting my lighting as i want it (gloomy). My middle is almost done, capture point B will be there, inbetween those plant beds (is that a word,even?) I keep adding smal new routes to the map, so getting a large overview is kinda hard atm. Hope to have more soon. My deadline for playtesting is stil November the first. Fingers crossed i'll make it.

  • abc
    • October 19, 2016 at 5:45 PM
    • #12

    Looks great -- love those alleyways. I agree that non-right angles look much more natural. I avoid 90degree angles like the plague whenever I can :)

  • wslysnps
    • October 25, 2016 at 3:17 PM
    • #13

    Okay so it's getting there. Dont want to post a lot of screenshots because i can never seem to get a shot without an orange wall or some placeholders, and that kind of annoys me. I'm really struggling between having the map take place on a rainy day or on a sunny day. Right now im messing around with the sun, and it just looks more appetizing. Then again, gloomy, rainy weather just brings a lot to the table when it comes to the mood and feel. Im torn.. Does anybody have some input? I'm thinking about making a run through the map on video, so when time comes to play it, people know the layout and it doesn't seem all that foreign. I often have a hard time getting into maps if they're too complicated to navigate in the first two or three playthroughs, and so i really don't want it to be alienating. Well, anyway. Just a bit of a ramble. Don't know if it made any sense. Here's a picture of a garage/storage room leading out to middle.


  • Radu
    • October 25, 2016 at 4:28 PM
    • #14

    If you want to play it safe, go for sunny. People tend to prefer that kind of setting.

  • wslysnps
    • October 25, 2016 at 7:52 PM
    • #15
    Quote from Radu

    3 hours ago, Radu said: If you want to play it safe, go for sunny. People tend to prefer that kind of setting.

    It's the truth!

  • wslysnps
    • November 4, 2016 at 5:12 AM
    • #16

    http://steamcommunity.com/sharedfiles/fi…s/?id=792738054 It's up! Playtest starts the 6th! Be there, or be square

  • wslysnps
    • November 8, 2016 at 10:36 PM
    • #17

    Okay so i updadet the map quite a bit, adding new features and routes. I hope i've fixed the bug where it crashes clients to desktop. (Sorry for crashes your stream, Xanthi) :( Here's the update notes from the workshop page + images of the new featurs

    Quote

    Quote Update: 8 Nov @ 11:32pm -Removed all move_rope entities on the map, in the hopes og fixing bug where client crashes to desktop.

    -Worked on the interior design of the city center. Added a first floor.

    -Made B capture point bigger.

    -Detailed street between the bridge and the axis radio outpost

    -Added a couple of new routes for the axis to enter the middle area

    -Added additional windows from broken appartment in middle, making it harder for the allies to storm in.

    -Added a sun

    -Lowered the wind volume from 8 to 5

    + some other stuff i can't remember.

    All in all a big update. Thanks for the critique so far.

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