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Posts by poLemin

  • Sign up to playtest your contest maps!

    • poLemin
    • November 3, 2016 at 9:09 PM

    Well, I'd also like to submit my still rather rough level. Functionality wise, MOST of the stuff works. I got some issues with the blocking zones unfortunately :(

    http://steamcommunity.com/sharedfiles/fi…s/?id=792840174

    [Offensive]

    I'm slightly embarassed by the current state and quality of the map/compile, but I really want this to be tested.

  • Day of Infamy Mapping Contest Discussion

    • poLemin
    • October 30, 2016 at 10:34 PM
    Quote from Bastion

    6 hours ago, Bastion said: Is it just me or did the recent update make the bloom effect go insane?

    Absolutely. What's the cause? Did the render engine update?!

  • Foy

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

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

  • Foy

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

    That last shot looks very moody! Great job!

    I like the wizard hat church too :>

  • Brest

    • poLemin
    • October 21, 2016 at 7:50 AM

    Gorgeous.

  • Sign up to playtest your contest maps!

    • poLemin
    • October 20, 2016 at 10:04 PM

    That sounds great!

    Who will playtest the levels? Will it be only us participants or also people from NWI or even complete strangers too?

  • Metz [Offensive]

    • poLemin
    • October 20, 2016 at 7:46 PM

    Alright, time for some screenshots. I still have a few sections I am not 100% finished on Level Design wise, but I use the time when I get stuck and do some rough Level Art. Time is precious tho, and with the amount of people already quitting the competition I started worrying about wether I have enough time to work on the level besides my full-time job and other obligations. But I am still eager to try, even if I am not 100% content with the outcome.

    Okay, less whining, more screenshots:

    [Blocked Image: http://i.imgur.com/W3dWvJj.jpg][Blocked Image: http://i.imgur.com/JECdP0G.jpg][Blocked Image: http://i.imgur.com/m4ysLnB.jpg][Blocked Image: http://i.imgur.com/APOYSG2.jpg]

  • Ardennes - All Modes

    • poLemin
    • October 10, 2016 at 9:31 PM

    Jeez. I was really looking forward to the map, since it has, similar to mine a river as a central element :( Good luck with your studies and other projects tho!

  • Live Stream Today from our Amsterdam Studio!!

    • poLemin
    • October 10, 2016 at 1:33 PM

    Thank you @Xanthi! Are these timings to be understood as "Sprinting the shortest route possible"? Or are you using the main route for measure? Or are those timings on "average" for all the different routes? Thank you for the effort!

  • Live Stream Today from our Amsterdam Studio!!

    • poLemin
    • October 6, 2016 at 8:00 AM
    Quote from Xanthi

    9 hours ago, Xanthi said: Thanks! Glad to hear that you enjoyed the stream.

    I will post the map timings later this week.

    Oh great! Thank you very much!!

  • Live Stream Today from our Amsterdam Studio!!

    • poLemin
    • October 5, 2016 at 6:48 PM

    Thanks for the great stream! It was very insightful!

    In the stream, you mentioned that you'd provide us with map timings. Can you estimate when we will have access to this information?

  • Day of Infamy Mapping Contest Discussion

    • poLemin
    • October 4, 2016 at 7:14 PM
    Quote from zastels

    40 minutes ago, zastels said: In regards to the contest and how maps are going to be judged and tested, are we expected to have all 3 game modes fully functional? Can the map maker request which game mode the map is judged on or will all 3 be tested?

    When judging the map, do the following features matter in terms of judgement?

    Bot pathing, are you testing the maps with bots?

    Minimap quality, can it just be functional for the time being? Pouring time into a minimap can prove to be fruitless once the maps are community tested and layout changes are made. So the question really is, would you rather have map makers putting their time somewhere else until after the contest?

    Optimization, current official maps need work and we only have 3 months, so can we aim for a passing grade instead of a flawless experience?

    Maybe I'm just over thinking things, but I was trying to compile a list of things I needed to do so I could manage my time and make deadline goals. If say bot pathing is not important, I'm going to take advantage of that and save that feature until after the contest.

    Display More

    In the rules it says "13. Entries must clearly state which game mode the level is designed for." - so I don't expect we would have to implement all game modes.

    Bot pathing would be very interesting. It's a field I have little to none experience in, so this might take up a lot of time if necessary.

    Concerning the minimap: If you look at the current minimap implementations, I don't think it's a big deal if the layout changes. Most of the minimaps only give a VERY rough overview of what the area might look like. For playtest I think a sketch is already sufficient. Just plan some more time towards the end of the contest for a final minimap.

  • Day of Infamy Mapping Contest Discussion

    • poLemin
    • October 4, 2016 at 12:56 PM

    @Squad does the game end after capturing the last base?

    I was setting up the gameplay logic yesterday and noticed that my game ended after capturing the last base since there weren't any enemies left. Make sure that you still have hostile bots against you after capturing the last base. Then you should be able to destroy the radio. Oh, and in case you are not aware of it: The radio can only be destroyed after all bases are captured!

  • Day of Infamy Mapping Contest Discussion

    • poLemin
    • October 3, 2016 at 6:44 PM

    @Roald did you check for leaks?

  • Metz [Offensive]

    • poLemin
    • October 3, 2016 at 2:32 PM
    Quote from Daruth505

    45 minutes ago, Daruth505 said: Especially the third image currently, that view, that design... just looks great! I believe would bring great variety to each and every match. This is important to keep players wanting to play more. The different routes and angles players can utilize seems great!

    Where possible i would add bridges across the map, where bodys of water lay. This is not needed, however is a personal favorite of mine.


    Keep it up! - Daruth505

    Thanks for the feedback!

    The area around the river will be played, as stated originally, only be played in mid to late game. Attackers eventually will have to cross the river to get to the next objective. Therefore I want to keep the amount of bridges to a minimum, so defenders do not have a too many paths to cover at once. I might upload an overview of the current map later today, so you can get a better idea of where this is heading to.

  • Metz [Offensive]

    • poLemin
    • October 2, 2016 at 5:55 PM

    Hey everybody!

    First of all, I'd like to thank all the involved parties (New World Interactive, MapCore and Gamebanana) for hosting this contest!

    I am not really comfortable showing off work at this early stage, but I still want to share my process of my contest submission Metz.

    The level is set in the city of Metz, based on the Battle of Metz, happened in late 1944. The real battle started in the woods around Metz and involved massive german fortifications. I however cut this part and the player jumps right into the action of the battle inside the city. You can read more about the Battle of Metz at https://en.wikipedia.org/wiki/Battle_of_Metz

    The gameplay is designed to be a mix between close combat and long range sniping. The playable area consists of several rather straight streets with loads of walkable buildings next to them. The key landmark is the river Moselle, where the battle from capture point B to C will happen. Without further ado, here are some screenshots of my current progress (Warning: Heavy WIP)

    [Blocked Image: http://i.imgur.com/JsT48lN.jpg]

    [Blocked Image: http://i.imgur.com/WYqYJE7.jpg]

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

    Cheers

  • Day of Infamy Mapping Contest WIP Thread

    • poLemin
    • October 2, 2016 at 10:38 AM

    Got exhausted from Level Design so I decided to wind down a little and try out doing Level Art with some of the DoI assets. I'm really out of shape in terms of handling Hammer tho.

    [Blocked Image: http://i.imgur.com/ZcP4BVB.jpg]

  • Day of Infamy Mapping Contest Discussion

    • poLemin
    • October 1, 2016 at 7:55 PM
    Quote from Bastion

    3 hours ago, Bastion said: Was getting that a lot, it's just one file that breaks on updates, validating the game cache fixes it.

    Thanks mate! Forgot about that option - fixed.

  • Day of Infamy Mapping Contest Discussion

    • poLemin
    • October 1, 2016 at 3:57 PM

    Is anyone else experiencing some prop_statics and brushes with certain textures on it turning into wireframes since the update? It even occurs in official maps on regular servers. What can I do about that?

  • Day of Infamy Mapping Contest WIP Thread

    • poLemin
    • September 29, 2016 at 7:54 PM

    I was experimenting with different ideas.

    • To kill the player when they enter the water (feels super punishing)
    • To clip off the edges so players can't enter the water at all (feels very restricting)
    • To have a push trigger shoving the player down-stream where they can exit the river again (can be abused by one team to reach the other side very quickly and "rush" the enemy)

    In the end I decided to have the water at waist height like they did it in the official maps. Which restricts movement softly, as player characters are slowed down significantly in the water, rendering themselves very vunerable. Even if it lacks realism (rivers this large should be deeper with current), I value gameplay more in this case.

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