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Mercury

  • the0rthopaedicsurgeon
  • October 9, 2016 at 10:33 PM
  • the0rthopaedicsurgeon
    • October 9, 2016 at 10:33 PM
    • #1

    Since my other map wasn't going to be possible with the limitations of the current gamemodes, I decided to start a new one. It's based off a map I started for Ham and Jam that was never released, but I'm using the basic layout and starting from scratch.


    Operation Mercury was the German airborne invasion of Crete against British, Greek, and Cretan resistance forces. Axis start in farmland outside a small town, which they have to move through before capturing a nearby airfield. Since the majority of the layout was already planned and I have a few assets already created too, hopefully it shouldn't take as long to finish this, considering I'm already a few weeks behind.


    [Blocked Image: http://i.imgur.com/2kpER9l.jpg]

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

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

    [Blocked Image: http://i.imgur.com/x4x1QDo.jpg]

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

    [Blocked Image: http://i.imgur.com/eaz86Fe.jpg]

  • Lizard
    • October 10, 2016 at 5:31 PM
    • #2

    3rd screen looks so cozy. Looking forward to this !

  • the0rthopaedicsurgeon
    • October 15, 2016 at 10:27 PM
    • #3

    Started work on detailing some areas and making the final 2 objectives. Last objective is an airfield, and before that is a ruined fort.


    Fort objective:

    [Blocked Image: http://i.imgur.com/6PP1y7F.jpg]


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


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


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


    [Blocked Image: http://i.imgur.com/8bCgFr3.jpg]

  • Guest
    • October 15, 2016 at 11:16 PM
    • #4

    Looks good but the last picture confuses me. What is this contemporary architecture doing in a small town in Crete?

  • the0rthopaedicsurgeon
    • October 15, 2016 at 11:21 PM
    • #5

    The door prop? It's meant to be a brown door, but a lot of props keep showing up with a white/silvery tint over them which is why it looks like a modern door. This is my reference for that building: http://i.imgur.com/IDKQ2gh.jpg

  • Guest
    • October 16, 2016 at 1:45 AM
    • #6
    Quote from the0rthopaedicsurgeon

    2 hours ago, the0rthopaedicsurgeon said: The door prop? It's meant to be a brown door, but a lot of props keep showing up with a white/silvery tint over them which is why it looks like a modern door. This is my reference for that building: http://i.imgur.com/IDKQ2gh.jpg

    I was more confused as to why there is a door on the upper floor without any stairs, but yeah, that works too.

  • Karthoum
    • October 21, 2016 at 4:55 PM
    • #7

    Sorry everyone else, but this one is my favourite!

    Very well done already, can't wait until the finished product is playable.

  • the0rthopaedicsurgeon
    • October 21, 2016 at 10:40 PM
    • #8

    Been detailing one building at a time for the last few days, should have the central 3/4 done fairly soon and then I need to work on the two ends of the map, which are both really wide open spaces.


    [Blocked Image: http://i.imgur.com/57Nllc5.jpg]


    [Blocked Image: http://i.imgur.com/IZsgI64.jpg]


    [Blocked Image: http://i.imgur.com/10pZNaN.jpg]


    [Blocked Image: http://i.imgur.com/TXldpW0.jpg]


    [Blocked Image: http://i.imgur.com/0kOZPU6.jpg]

  • Radu
    • October 22, 2016 at 8:53 AM
    • #9

    I second that. I like the texture work.

  • blackdog
    • October 24, 2016 at 8:25 AM
    • #10
    Quote from Wrakke

    On 16/10/2016 at 1:45 AM, Wrakke said: I was more confused as to why there is a door on the upper floor without any stairs, but yeah, that works too.

    Doors opening in the void are actually a thing when buildings are renewed our damaged, I was training in one of ours field centres this week and noticed there was a door just like that. They must have removed a wing of the building… there one in the map would probably be "sold" a bit better if there was sign of damage that suggested the building was hit by a bomb.

    ~

    Anyway, can't wait to see this map completed ?

  • the0rthopaedicsurgeon
    • October 24, 2016 at 2:54 PM
    • #11

    I think in this case there used to be a balcony there. I've got quite a few references of buildings with doors leading to nothing so maybe it's a common thing over there. Here's another photo of the same kind of thing. I think in the context of the map it makes slightly more sense - there's not actually any battle damage at all in the map, but there are a lot of old crumbling or already ruined buildings. I'm not decided yet whether or not to add bombing damage, the island was bombed beforehand but I like the picturesque look it has now, so I might concentrate it on the airfield/military objectives.

  • MeisterYoon
    • October 24, 2016 at 4:16 PM
    • #12

    There are so many candidates for winner of the competition..

  • the0rthopaedicsurgeon
    • November 13, 2016 at 10:10 PM
    • #13

    Been on holiday this week so I'm working full time to get this finished now. Pretty much done, just need to sort out the spawns, objectives, 3d sky, and finish a few custom props including a Ju52 bomber if I have time. Not 100% happy with the lighting/fog etc either, but hopefully I can get it on the workshop in a few days to get some feedback before the deadline.


    The airfield was originally going to be an objective area, but it's just a spawn area now, and the location for the radio at the end. It also means it should now be able to support all the gamemodes, since the timing between objectives is pretty much dead on in a 3-point setup.


    [Blocked Image: http://i.imgur.com/FQqo1M2.jpg]


    [Blocked Image: http://i.imgur.com/NH0WNd4.jpg]


    [Blocked Image: http://i.imgur.com/5hkhyva.jpg]


    [Blocked Image: http://i.imgur.com/E6U4lQu.jpg]


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


    [Blocked Image: http://i.imgur.com/F6hALan.jpg]

  • the0rthopaedicsurgeon
    • November 20, 2016 at 1:38 PM
    • #14

    Uploaded to the workshop: http://steamcommunity.com/sharedfiles/fi…s/?id=803177826


    Haven't had a chance to fully test that everything's working but I wont have time today so hopefully all the files are included and working properly.

  • Andre Valera
    • November 20, 2016 at 5:00 PM
    • #15

    I don't think it did!

  • the0rthopaedicsurgeon
    • November 20, 2016 at 8:47 PM
    • #16

    This should be fixed now. I didn't know how to upload the soundscapes or map script as separate files (which didn't work when packed into the bsp), but apparently they upload with the bsp automatically. Tested it out and the map loads fine now, missed the playtest deadline though so I'll have to wait till next week.

  • Radu
    • November 21, 2016 at 6:22 PM
    • #17

    I won't lie to you, from the screenshots I was expecting it to be bigger. The scale of some areas would be more suitable for a cs:go level.

  • the0rthopaedicsurgeon
    • November 21, 2016 at 8:51 PM
    • #18

    I was a little worried it was too small, it was originally a Ham and Jam map which had a 24 player limit. I started from scratch and made a lot of areas bigger, but I did still consciously try to make it less wide-open than most official maps while keeping some longer sight lines. The timing between each point is the same as Comacchio so if I have to, I can easily expand the side routes.

  • Xanthi
    • December 1, 2016 at 10:56 PM
    • #19

    Here's your feedback as promised.

    Mercury is looking great. I like the amount of detail that has been added. The props really help with selling the setting and make it feel more like an actual place, and the crashed plane is a nice touch. The lighting in the level looks good overall, although the bloom is a bit too much. Also, the interior lights feel a bit dull. Maybe try some warmer colors to give your interiors a different feel from the exterior of the map. Gameplay wise the map was really fun to play, though the capture zones can use some work. The A capture zone covering two floors is a bit too much. I would suggest to only make the objective the top floor. B is a great objective, nothing to add here. C is really fun and quite a special gameplay experience, however the capture zone is a bit too large. I suggest to make it only the courtyard and upper walls. And a small side note, I noticed in console that the map doesn't have any ins_viewpoint entities.

    Looking forward to next iteration and final version of your map. Keep up the great work!

  • the0rthopaedicsurgeon
    • December 3, 2016 at 11:35 PM
    • #20

    Thanks for the feedback @Xanthi. I found it hard to get an idea of how A and B played, since people were new to the map and didn't have time to learn the flanks, defensive positions etc. I'd already removed the yellow building from the apartment capzone, but I've changed it to just the top floor now too, to see how that plays, as well as changing the doors around and giving Allies a stairway up into the point. I've also moved the First Axis spawn on Offensive back behind the barn to give Allies a few more seconds to set up defences.


    [Blocked Image: http://i.imgur.com/nN0VQFY.jpg]

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


    On B, I thought Allies were at a disadvantage so I've swapped the little side door for a whole new flank. On C, I've taken out the route from the Axis advanced spawn directly to the fort, so they now need to take the main road (past the fountain). The area is still there, you just have to go the long way round.


    [Blocked Image: http://i.imgur.com/SgEcLI2.jpg]

    [Blocked Image: http://i.imgur.com/5KQMVQh.jpg]


    And finally, a texture for the Ju52:

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

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