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[DOI] El Guettar

  • Radu
  • August 4, 2017 at 11:43 AM
  • Radu
    • August 4, 2017 at 11:43 AM
    • #1

    17th of February, 2018 Update:

    Alpha version available on workshop: https://steamcommunity.com/sharedfiles/fi…/?id=1304752352

    [Blocked Image: https://i.imgur.com/FpKZYDM.jpg]

    Old post:

    Well, here we are. After months of fiddling around I finally have a playable greybox version of my Day of Infamy level, El Guettar. So far, this is proving to be the most elaborate level that I've worked on. It's pushed me to organize better, learn basic modelling and really improve as a level designer. The following months will probably be just as challenging, but I'm thrilled to see the end result!

    Workshop link: http://steamcommunity.com/sharedfiles/fi…/?id=1100005574

    [Blocked Image: http://i.imgur.com/DGnv2xn.jpg]

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  • grapen
    • August 4, 2017 at 12:16 PM
    • #2

    I don't know anything about DOI, but I like your compositions so far.

  • blackdog
    • August 5, 2017 at 12:35 PM
    • #3

    This is looking good, very well done!

    I got DoI with the idea of map something but I must admit I got a bit scared by the size of maps… I guess is not mandatory but they are a bit big.

  • Radu
    • August 5, 2017 at 12:51 PM
    • #4
    Quote from blackdog

    1 minute ago, blackdog said: This is looking good, very well done!

    I got DoI with the idea of map something but I must admit I got a bit scared by the size of maps… I guess is not mandatory but they are a bit big.

    If you're coming from cs mapping, like me, then the levels will do seem quite big. The risk of losing yourself in the details is pretty high as the levels are about two to three times larger than your average de_map. That's why I set a rule for when working on this level: if it gets complicated, take a step back and simplify.

  • blackdog
    • August 5, 2017 at 6:49 PM
    • #5

    Yeah, surely you need to be very disciplined.

    Not having even finished a map for CS tho, it's scary. And what bothers me is not just the size to build, but as well when playing I was wishing maps were a bit smaller.

    I still have the allure tho, WW2 has always been my fav setting and I'm thinking in terms of layout should be slightly easier than CS, as you are planning frontal attacks, instead of circling layouts for rotation. Makes sense?

    Ill see if I can run around it before leaving Thursday

  • blackdog
    • August 6, 2017 at 6:34 PM
    • #6

    So I tried it briefly today with the bots, on the first two game modes to try both sides.

    I think this is very solid. Feels good.

    My comments would be about the first front for the Allies, reminds me quite the first phase of Crete. After A is captured maybe a bit too labyrinthic with many alleys and little rooms... I feel there are too many windows.

    Other than that seemed to work great!

  • Radu
    • August 20, 2017 at 8:37 AM
    • #7

    I just updated the workshop file! The changes can be found under "update notes". Additional cover options for the attacking team, new route through first cp and a bunch more!

    [Blocked Image: http://i.imgur.com/rRxKAv7.jpg]

  • Vaya
    • August 20, 2017 at 9:32 AM
    • #8

    looks great!

  • blackdog
    • August 21, 2017 at 2:26 PM
    • #9

    Wish I could give it a try :( you testing it with the DoI team anyway?

  • Radu
    • August 22, 2017 at 9:57 PM
    • #10
    Quote from blackdog

    On 8/21/2017 at 4:26 PM, blackdog said: Wish I could give it a try :( you testing it with the DoI team anyway?

    No, but I got a lot of feedback from the community and I had a super secret stronghold playtest earlier with a few fellas from our forums.

    Some pics from the playtest:

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  • blackdog
    • August 23, 2017 at 7:35 AM
    • #11

    Looking at these pics with all the tanks, I was just imagining a game mode similar to payload for TF2, where a team would have to stop a tank (or more) by planting sticky charges while if it reaches a certain point it opens fire destroying the enemy team spawn and winning the game :D

    would be very Private Ryan ending fight. Spoilers! Duh!

  • Radu
    • September 16, 2017 at 7:21 AM
    • #12

    I figured I should update the thread with my recent takes on the art pass. There's still quite a lot of work left to do, but now I'm pretty confident of the direction it's heading.

    [Blocked Image: https://i.imgur.com/elXDRpW.jpg]

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  • Radu
    • December 21, 2017 at 6:57 PM
    • #13
    Quote from Radu

    On 8/4/2017 at 1:43 PM, Radu said: The following months will probably be just as challenging, but I'm thrilled to see the end result!

    You have no idea, man.

    I had hoped to release it by now, but there's been a lot of issues to resolve. I'll spare everyone the details and just post some screenshots from a recent test.

    [Blocked Image: https://i.imgur.com/daHEwjx.png]

    [Blocked Image: https://i.imgur.com/adVLenz.png]

  • Radu
    • February 17, 2018 at 9:19 PM
    • #14

    Hey, guys, the alpha is out! It's still rough around the edges, but it's playable and you can get a pretty good idea of the overall theme. Give it a try if you want: http://steamcommunity.com/sharedfiles/fi…/?id=1304752352

    [Blocked Image: https://i.imgur.com/F7pTdUO.jpg]

    [Blocked Image: https://i.imgur.com/q6787Or.jpg]

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  • Radu
    • March 11, 2018 at 6:52 PM
    • #15

    Updated the map today. Important changes include the addition of a flank route in the first area, rebalancing of middle area and mandatory desert camo for german troops. Next update will address the final area.

    [Blocked Image: https://i.imgur.com/qmvDz1H.jpg]

  • will2k
    • March 12, 2018 at 9:55 PM
    • #16

    Coming along really nice, good job.

    Any trouble on the African fps front?

  • Radu
    • March 12, 2018 at 10:24 PM
    • #17
    Quote from will2k

    20 hours ago, will2k said: Coming along really nice, good job.

    Any trouble on the African fps front?

    I haven't really worked too much on optimizing it. There's just some basic stuff in place, like func_details, simplified nodraw skeleton under the buildings and a hint brush that cuts over the buildings across the level. I opened up some of the spaces during the last update and worked a bit sloppy to get it out faster; noticed 10-20 drops in frames in some places. I think the starting area suffers the most right now since it's the most open. If you have any suggestions on that, feel free to drop me a message. It's a tricky situation since there are a lot of tree tops and I thought it would be weird to close the skybox and have a massive tree just pop up after the player turns a corner. Regarding the first area, I know you told me to include nodraw brushes under the displacement hills back when I sent you the concept for the layout.. it's just that the hills are not high enough and fps drops to lowest when the player is at the top of the hill and looking towards the town (70-80 fps). It will probably improve once I have some better hints in place, but I don't know if it will make that much of a difference. I've considered removing some of the bush models and replacing them with detail sprites OR start cutting some trees.

  • will2k
    • March 14, 2018 at 2:31 PM
    • #18

    What about occluders inside those displacements (if the number of props justifies this addition that is)?

    I don't have the game so I can't test the map.

    Catch me up on steam and we'll figure out something

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