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Showing content with the highest reputation on 10/04/2016 in all areas

  1. 10 points
    Yanzl

    totally random texture thread

    Speaking of Substance and CS:GO, I patched together a Source engine looking shader for substance. Get it here: http://gortnar.com/vmt/shaders.7z and put it in ...\Substance Designer 5\resources\view3d\shaders It has cubemap looking reflections and a phong specular highlight. Values in the shader are similar to these .vmt commants: Envmap Tint = $envmaptint, Specular Tint = $phongting, Specular Glosiness = $phongexponent, Specular Boost = $phongboost, but I don't think the numbers translate 100%, so you'd probably need to adjust a bit in the vmt to make it look the same. The parameters after Specular boost are for controlling the lighting inside the Substance Designer. And for creating presentable stuff for source I usually overlay a light node, ambient occlusion and curvature on top of diffuse.
  2. 8 points
    It's a video again I'm sorry: (Never liked that pillar anyway)
  3. 8 points
    Lemurr

    [Portal 2] Repercussions WIP

    Have an update coming soon,including this new scene I've worked on the recent weeks:
  4. 5 points
    grapen

    totally random texture thread

    Sure you can. I'm about to wrap up the material below (normal map needs to be toned down obviously, haven't tweaked it yet). Personal opinion: don't go crazy on the noise when designing textures for CSGO and you'll do great. In-game screenshot from just above player height. The only editing I did on the diffuse in Photoshop was to grab the normal, desaturate it and set it to Soft Light, just to give it a nudge of depth for low shader users and/or in shadows. As an amateur I'm very happy with the results.
  5. 5 points
  6. 5 points
    Kosire

    Ramelle (Offensive)

    There was one in the movie/set too Here's some help of the actual movie set (if you haven't found this yourself)
  7. 4 points
  8. 3 points
    Hey guys! We will be hosting a special live stream today at our Amsterdam studio to talk, learn and design a Day of Infamy map. During this stream, we will check out some of your maps here on the forums and give constructive feedback. The stream starts at 2:00 PM EST on Twitch at https://www.twitch.tv/newworld We hope to see you there!
  9. 3 points
    Lemurr

    [Portal 2] Repercussions WIP

    I'm on a roll today:
  10. 3 points
    Pampers

    Battlefield 1

    Personally I think so yes
  11. 3 points
    Hey Xanthi. Could you archive it on youtube? Before it's gone by another stream. I would love to watch when I have time.
  12. 2 points
    poLemin

    Metz [Offensive]

    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) Cheers
  13. 2 points
    Freaky_Banana

    de_oakwood

    you'd think we learned from our mistakes wouldn't you ? Well we didn't, but we will keep going until we get it right ! So once again, we (and this time in full confidence) happily announce that if we get the small rest of work done until then, de_oakwood will finally find its way into the MapCore Playtest again on sunday! Here is a small sneakpeak :
  14. 2 points
    Pampers

    Battlefield 1

    https://www.battlefield.com/news/article/the-single-player-of-battlefield-1
  15. 2 points
    Pampers

    Battlefield 1

    If you're getting the game anyway, I would advice against watching any of the sp stuff, kind of takes the edge off if you've seen someone else play it first
  16. 2 points
    Motanum

    [CSGO] [WIP] de_aquablast

    So it has been over a month, and i thought it is time to update you guys. We had a playtest from Mapcore last Thursday, it went well I think. It was fun and besides some minor issues, I think it was a good test that brought out some issues with the map which I have been working on. There are quite many changes and I don't have time to go through all of them in detail, but if you guys have questions, please ask. T Spawn. I spent quite some time with T Spawn, blocking out some visuals I had in mind. Still some work to do, like the restiveness bushes but I think it helps out to tell the story of the map for now for those who look at it. Not a big change from the layout perspective. Queue Stairs. I rotated the pipes so that terrorist can now throw some nades from the stairs towards middle. CTs could molotov out the mid entrance at T side which gave CTs a huge advantage. i also added a little room on the side so Ts can hide and wait for nades do dissipate before pushing out. Middle. general thoughts are that it felt too cluttered. While I intended the middle are to be busy with props and pools, it was too much. Too much cover, too many angles. I simplified it a bit by remove some slide ends and making them some shallow pools. There is lot of height changes, but it reduces greatly the amount of angles and cover on the area. I also changed the wave pool walls to the T side, so Ts can have cover to run to when they push out. It was too much of a bottle neck, where if you managed to push out, you had very little options to go to. Bots run with rifles out, so I managed to get to middle quicker than them which gave me a false sense of timing. It should be much more even now. CT Spawn, not many changes overall. Some testing for art pass, consensus was that it felt too crowded, so I expanded that area already. Lower Pool and Toxic Repository. The green slide will have a waste repository theme to it. it's a cave where radioactive waste from nuclear reactors are kept. It gave me a chance to have one place called toxic, use a bunch of Nuke props, and to look interesting. The slide is a placeholder, it will have it's own unique model. However, the change to it came from making the path to A site longer for terrorist while reducing the chokepoint at the little door that was before. There is still a chokepoint but it's wider and further back on the trajectory, after which giving many options to spread out. The 3 water slides, podium I call it, will have to go some changes. before you could climb up any of the slide entries and shoot from anywhere, which made the Ts very vulnerable as they had no idea where the CT would peak from. I changed it to block the area with props and will add some rocks to simplify the layout over that area. The slide which you can climb on the side is proving to be a bit annoying to navigate, more clip work is required there. Huge disadvantage as when you move to shoulder peak if you miss you will slide down missing your position. Bombsite A. Mostly the same. Got some visual updates. There is an issue with the torrent props, where the collisions will sometimes screw you up and stop you. And also one model has an issue with lighting (Thanks Source!) which is baffling to me. Bombsite B. This bombsite was pushed further back to CT spawn. The window on the side suddenly made the room not feel so claustrophobic. it was quite tough to play around as a T this time. This is the harder bombsite, but I think over time as players get to know which are the common holding spots, the site will become easier. I think this will be all for now. Still quite some work to do. Hard to know how long it will take to make. Top View Other Screenshots Cheers!
  17. 2 points
    Vaya

    Valley [CSGO]

    I never did upload those pictures.... Anyway! This map will potentially be descended on tomorrow night as part of the reddit playtest. This is technically an old version of the map as @Bevielis is working on improving the architecture in the main VMF. Come join and play 'spot the nodraw!' with a couple 100 picky redditors http://steamcommunity.com/sharedfiles/filedetails/?id=580106862
  18. 2 points
    Bastion

    Marino (Offensive)

    Update #4 I finally got round to getting an update out, I ditched one third of the map's layout (fortunately it's nothing I had revealed) and rebuilt it from the ground up due to layout troubles. And I am very happy with the improved version, although I can still see things I can enhance. So here is the overview of the entire map ingame. Or better shown in this image I made instead. - Moving onto the new area, the starting area on the map is the town just outside of the fortress area, attackers will need to capture the town square in this area to move on upwards. This area is mainly focused on more close quarters fights, using the streets, side walkways and some building interiors to make their way to securing the town square. The defenders start out in a building that is just out the outskirts of the town and they have two paths (potentially a third soon) to get into the main combat area, the first they have is the regular road, which ramps downwards into the town square, or they could take a faster, one way path through the building next to the spawn, defenders need to drop down multiple floors using holes that have been opened, reaching the very bottom and then cutting through a store on the road corner, which is also a great place to catch out any attackers taking the interior path at their spawn. I want to spend a bit more time to get timings down so players can engage in a more fair fight. Attackers have multiple ways to reach the town square as well, from the start they have two options, take the building or take the street. Taking the building will give players a straight shot and helps to skip a lot of the road outside but there is only one way out on this path and it is directly opposite an enemy path as well, which will likely cause a shootout very quickly, this path is the fast, but dangerous. The second path at the start immediately branches into two more, they can take the road which will lead the players to the same area as the building path did, but provide better protection and a path to a second building which goes directly to the capture zone. The second path is even further out of the way of initial combat as you take an alley way, after a brief sprint up this path the attackers have a left turn which will lead into a section attached to the capture point, providing good cover for an attack, however the defenders will also be able to meet the attackers at this location as it connects to the longer route the defenders can take, but there is a jeep to provide cover for a quick escape. (got a doorframe there for an interior I have yet to get done) The main capture zone itself is on a elevated platform right next to the road, I need to add cover, obstructions and something to serve as a landmark so players will naturally move towards it in the heat of battle. As right now there is not much to show, just a tank sitting about on the road by itself Outside of the new area, I have made one light change to the fortress capture zone, the tower has moved to make the fortress courtyard tighter to fight within. the capture zone for the fortress will involve the main tower and the area behind the inner wall, what you see under this text is the capture zone. Here is the courtyard now as well, which is also more faithful to the original reference image used. That's it for the update, cheers for reading! While I continue to work on the map, you can check out a spare image that I don't really have anything to say about, but may just be nice to check out.
  19. 2 points
    Squad

    Foy

    I just had my first victory on the map, which means I have functional gameplay now. Still needs lots of tweaking off course, but it's a small milestone nonetheless
  20. 1 point
    i decided to make a map inspired of my favorite mohaa map TheHunt, but the name for doi will be Normandy the setting is north france, US vs German.
  21. 1 point
    kunalht

    Ramelle (Offensive)

    So I spent many days just to decide the theme and location.Let's hope I can finish it. This will be my first actual (and big) map in hammer editor so I dont know many things about hammer which I'll be learning as well. I've played insurgency a lot and the offensive game mode is same as PUSH game mode in insurgency. Theme The map is set in normandy in river merderet. Ramelle is a name from movie "Saving private ryan" where the last fight was based on. It is a fictional village. Design There'll be a river as shown in movie. Objective C will be on the river based on movie howerver all the other objectives and area are not from movie. Progress So far I've just designed the map in paper and few things inside the editor. Should I keep the name ? Would there be any copyright issued if its based on movie? And Is there any good source/website where I can find reference of houses in normandy in WW2?
  22. 1 point
    wslysnps

    Contest Entry [Unnamed Map] dod inspired.

    Okay so this map is inspired by some of my favorite Day of Defeat maps. Taken from three or four different maps.
  23. 1 point
    ZeLzStorm

    Ardennes - All Modes

    Currently forming 2 Different layouts as I am not sure how either play out as of yet. Important artillery locations have been found by the US forces. It's their task to attack the locations and take them. Note: - The map has no cubemaps OR Trees / bushes etc for cover. Only important locations have been added so far. - Orange in the middle is a frozen river. Texture is still in the making but here is a preview: Currently using Placeholder Assets (Bastogne Church)
  24. 1 point
    rosk

    luxembourg (Temporary name)

    Doi_Luxembourg (temporary name explained at the bottom) So, this is my map that i'm doing for the contest. I first installed the game from a shared account just to use some assets and see what I can make but I made more and more and it started to look like a layout (sort of) I don't have much game experience but it is still fun to make stuff for this game. Screenshots (Ignore the green area...) WIP areas: That's my current progress, I will try and update the thread with various updates. The reason for the name Luxembourg which is temporary (and I know that Luxembourg was neutral during WW2) but that's were I got my references.
  25. 1 point
    Xanthi

    Tips on creating my map layout?

    Don't focus too much on drawing a layout on paper. Creating a basic layout on paper is fine, but you should start constructing the map in Hammer as soon as you can. Everything depends on testing.
  26. 1 point
    mr_ah_clem

    DOD_Donner Inspired Remake

    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.
  27. 1 point
    Roald

    [WIP] de_canaveral

    Its a good thing u thought about this and support your own ideas. And yea u should playtest it to see if it works like u want it to work and how players experience it. From this moment it will be adjusting and testing untill it works for you and csgo players in general
  28. 1 point
    Motanum

    totally random texture thread

    This deserves it's own thread! I expanded on this by making a template for Substance Designer to be used with the Source Shader. Download here: https://www.dropbox.com/s/dvkakn8mlij5qlu/SourceEngineSubstanceTemplate.7z?dl=0 Instructions on how to set up are on the read me file I also made a Base Source Material node. You can use this node to get up and running the source shader for quick results, then later on plug in custom maps for env mask, and specularity (Phong). You can also work with height map and then the node will get the normal map. Example Node. To explain the very basics.
  29. 1 point
    Vorontsov

    totally random texture thread

    You can use Substance for CS:GO but I wouldn't do it. I used it a couple times for CS:GO and it's just not very worth it compared to "last gen" techniques. Now if you were in a proper engine that doesnt suck dick balls like UE4 or Unity 5, Substance is amazing.
  30. 1 point
    NihiL

    [WIP] de_canaveral

    Hey, thanks for the input @Roald! Let me address your points: 1.) The way the basement connects to mid: I agree with everything you're saying BUT that's because I wanted it to be exactly like that! I want it to be awkward for just 1 CT to hold mid because otherwise I feel it is too simple. The way I designed the map, I would expect 1 CT on A holding the only direct entrance (outside), 1 CT in A short, watching the connection from basement to mid, 1 CT in mid looking across to the T side (lobby) and then 2 CTs on B, one holding main, one holding balcony. I made a little picture here as well: This way the guy at A short can always turn around and help out with defending A site but mid isn't looked down by a single CT either. Note that the two B players could be positioned in lots of different ways btw, not necessarily exactly like that. With this setup the actual mid player could give info to his A short player if everything is clear at mid and then that player can rotate from A short down to basement (covered by the proper mid player) to push and get info and the mid guy can still help out at A etc. That was my plan for the CT setup. If I made mid easy to hold with one CT, a 2-1-2 static setup would be optimal and I feel that's too simple. That's something to test out during playtesting I guess. Does that make sense? 2.) Splitting off main and balcony later: I absolutely get where you're coming from again with the idea but there's two issues that I see with it: the first one is something you can't really see well in the overview images but there's a big height difference here. The balcony is 128+ units higher than main, so I would have to either make a ramp (but there's no space there to reach into main from the east side) or a ladder (there's already a ladder at balcony in the B bombsite right next to it so I also want to avoid that). And the second reason is that while it's true that a molly into balcony will stop any T players dead in their tracks for the duration of the flames, I like exactly that! Again, like balcony on Mirage. If it doesn't work because the CTs anticipated your play, you either wait and communicate that to your other players at main or you push through. I like that that's pretty tactical. And if you pull back, the map punishes you, again just like palace on Mirage. If I link everything up at that one point (main), then it becomes less tactical in my eyes. Also, if everything was linked at main, it would make a CT push into main with flashes/smokes extremely strong as any CTs holding main would block off the entire B bombsite from any attacks by just sitting in one single spot where everything is routed through for the Ts. That's currently not possible because of the depth of the paths towards B from the T side. What I will definitely do, however, is avoid having hallways that look like long empty path - maybe that's a big issue here visually. I can make rooms and lots of visual detail that you just can't access to make it look less boring and hallway-like on that route to balcony. Same goes for CT to A! I hope I don't come across as overly defensive because I didn't agree with either of your two issues to the point where I made a change in the layout so far. Please do continue to make your point(s) @Roald and others! And if I'm wrong with any of my justifications in this post, let me know!
  31. 1 point
    Bastion

    Marino (Offensive)

    Massive update. There's a windmill now, with spinning blades It's also great for players on the attacking road coming up from the road, they can come into the windmill and take a opening on the back of the windmill to get to the trench.
  32. 1 point
    Quotingmc

    [CSGO] [WIP] de_aquablast

    I think you need to tone down the number of inflatable rings, there are at least 10 in practically ever screenshot. Other than that, this map looks awesome
  33. 1 point
    Daruth505

    Brest

    Oh yes, my apologies. Good luck Vaya aswell! and NP good sir
  34. 1 point
    tomm

    totally random texture thread

    started playing around with substance as well, this is my 2nd attempt at some generic ground tiles, first one was garbage.
  35. 1 point
    Roald

    [WIP] de_canaveral

    If I look at the overview the basement connector is gonna be a problem. It will be a pain in the ass for CT to hold mid. The angle of the basement to the midle is weird, CT will be suprised if they stand at the control room looking into mid. When they stand from A to mid, they have a better angle but will be very vulnerable from T spawn. U maybe could fix this by making the control room closed and add a window, let it be a dropper / boostpoint or something. Like Mirage has really haha. This will also put more prevention for T's to backstab CT through the CT spawn. Maybe even put something they have to break what make noise to warn the CT's if they boost idk.. be creative Another solution could be to remove the basement part and add the connector from B main to midle at the height of the text: (mid) in 'exhib hall (mid)'. or maybe a tunnel from this point to A outsite (so u walk below the midle to A). Tho I aint a real big fan of that, I had problem pulling this off nicely on my owns maps. But yea these are just ideas, Maybe u can do some with it Edit: And another thing, the paths to B bombsite. I dislike the long path to the balcony, plz make main and balcony 1 path and let them split up at the height of the text 'Main'. Imagine when they rush balcony and a molotov gets thrown, u gotta run all the way back to T spawn and try something else. With this idea u can fall back and try B main or what ever, easier to split up aswell. It will make the map a litle more dynamic for T's
  36. 1 point
    Daruth505

    Foy

    This map is looking great! The small suburban town overcome by war! I really like the dark moody feel the map has currently, with the sun just braking through, a sign of hope it feels. To me it seems like each building so far is enter-able, i really like this element in WW2 maps. This can also make it harder to balance the map overall, but i know you're very skilled overall. I'm sure you'll perfect this project as you go along. I would love too see some broken elements to the map as a whole. Smoke rising up in the distance. Anyway, i can't comment on too much at this stage. Nice one, you got this! - Daruth505
  37. 1 point
    Daruth505

    DOD_Donner Inspired Remake

    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
  38. 1 point
    mr_ah_clem

    DOD_Donner Inspired Remake

    Update for broadcast.
  39. 1 point
    Roald

    Tips on creating my map layout?

    Before working on a layout Understand the game! I personally think this is really important to make a good working map. Do research on existing maps already. Give a good look at Dust 2, Mirage, Cache, Overpass and see what they have done with their layout. Understand the rules of mapping for CS:GO. - There are always 3 main paths. 1 going to B bombsite, 1 midle and 1 too A bombsite. Most of the times the midle pathway is connected to the main paths to the bombsites, like you most likely see on all maps. Terrorists have control on these connectors and for CT it's usefull to rotate when the bomb is planted. Main path to the bombsite could split up in two roads to reach the bombsite. Always 1 main path and 1 additional more risky pathway. U can experiment with the midle like Overpass have done, that map uses two midles which also works nicely. - Timing for both teams is really important. Make sure CT always reaches the bombsite first and got time to set up a defence and get in position, throw a smoke and so on. Rotation time for CT to reach the other bombsite should be like 15 / 17 seconds maximum I think. Terrorists reaching the bombsite should be like 15 - 20 seconds. For CT I should take like - 3 / 5 seconds to reach the bombsite. idk u should experiment with that (this means the maps becomes almost square). - For the bombsites make use of crossfire. Example Dust 2 A bombsite. Terrorist can come A long and A short, they view the bombsite from totally different angles. - Try to keep the map simple with it's layout, dont add useless roads. Understand that others wont understand the map as good as u do since you made it and know every pixel. - Watch tutorials!! http://www.tophattwaffle.com/tutorials/ also 3kliksphillip has nice tutorials on youtube. Pencil and paper It already been said. Start making your layout on paper with a pencil. It's something that can take alot of time, u can delete and add things untill it feels right. So start with simple lines and when u got something u like go add details like Thewhalemen have shown in his post. In this state u should already think of the rules I've said aboth. Maybe also write down the timing the pathways should have, make sure u know where to add difference in height. It could also help to have a theme for the map already, find some pictures for inspiration and base your layout on that. I think realsm can make a map really strong! It should be believable and logic. So simple, realistic and logic is the key to a good layout I guess. Hammer Build your layout on paper into hammer using development texutures and nodraw. Make all the pathways and add simple walls. It's easier to work on a large grid, I suggest 16 or 32. When it's done, add some cover spots on the bombsite. Now go test the timings, I suggest to ask someone to help you. When the timings, pathways, angles, coverspots and everything feels right, go and test it 5 vs 5 in competetive mode. This progress takes longest, it's testing, adjusting, testing, adjusting and etc untill its perfect. That's in short what I do and know about gameplay and creating layouts
  40. 1 point
    Roald

    [CS:GO] de_praha

    Oke forget the post aboth, First of all I should center the T spawn a litle. The map feld like I always want to go take the midle/B pathway. Pathway to A seems to far away. I like the connector from midle to A, nice additional route with a other angle. Maybe move the connector a litle more to the midle of the bombsite (to CT side of the map) to increase the angle and use of the connector? That way it's more promosing to risk to go through midle. A bombsite seems to be alright. Maybe the litle tower from mid is abit OP for CT? Maybe make it to be a drop or what ever idk, pretty much routes to get in the bombsite right now. I should also work on the midle, maybe simplefy it a litle bit and maybe add a larger shooting range? I kinda disliked all the stairs, while I love elevators and difference in height! idk what it is really.. maybe u made things too complicated idk. For the B bombsite, I like the main path with the entry to the side of the bombsite. I should get rid of the litle door entrance thing and add the connector from midle to B as a alternative route with much advantage for T's again, so it's worthfull to risk to go through midle. And yea like u mentioned ur self, add cover there . And uhm prevent players to be able to plant on the fountain, it looks odd when that happends. In general I like that both bombsite have different timings. B bombsite could be used for a T rush. Maybe also a thing u can work with to make the bombsites different from eachother is CT timing. Like u make a bombsite where CT and T meet in a few seconds and a bombsite which gives CT more of a advantage or push abbility. Maybe a indoor and outdoor bombsite to make a nice difference. And personally I like it when maps (and bomb targets) have a story. But yea for now gamepla, timings, angles, cover spots are most important I guess! I hope u can do something with this EDIT: Well yea maybe this overview helps to understand? 1. Center the T spawn 2. Move connector more to the midle of the bombsite. Maybe connect it with the upper window room u got there, make it more of a balcony? If u do something like I made u should lookout for the angle from the T entrance and a CT standing on it and seeing feets while T dont see CT 3. I should add the pathway abit to the left, center of the site and maybe block the space on the right. This way u have nice views for T when they enter the side. With my idea the connector doesnt really provide a real additional angle besides it's a balcony. Also the shooting range from CT to this entrance will be huge, u could find a way to block the view and lower the shooting range.. 4. Maybe get rid of spaces like these, they dont really seem of use. 5. Connector from mid to B, lose from B main path. Having a really different angle now, different height, so much advantage for T's if they succeed. 6. Maybe make of this mid pathway a connector for T's to rotate. Can be cool to keep the windows to mid, so CT can get info. Not sure.
  41. 1 point
    Terri

    Brest

    Here are some more things I've been working on from today Bombed church remnants with supports from the locals trying to preserve it. (Ignore texture glitch on far right thanks) And some rolling stock to go with the collection of Dockyard props being worked on.
  42. 1 point
    Lizard

    Brest

    Small update from me. Let's call it and US side of the map. Still have a lot of problem with lighting and shadows but I will fix this some day soon. Hope you guys like it
  43. 1 point
    AndyW

    WIP in WIP, post your level screenshots!

    Hi, im working on this QL map for quite a long time now, time to finish it. Lighting needs some tuning, some areas need detailwork and decals need to be placed.
  44. 1 point
    Steppenwolf

    Ramelle (Offensive)

    Hey, that's cool! Ramelle/Merderet was my first finished map ever, for a Call of Duty 1 mod. I added an additional railroad bridge back then because the single bridge in the center was too open and almost impossible to pass choke point.
  45. 1 point
    Xanthi

    Day of Infamy Mapping Contest Discussion

    The bots not firing in PVP modes has been fixed in our latest hotfix
  46. 1 point
    paranoidMonkey

    Guadalcanal (Offensive)

    cool! stuff mate. but what about the rising sun flag? https://en.wikipedia.org/wiki/Rising_Sun_Flag
  47. 1 point
    poLemin

    Day of Infamy Mapping Contest WIP Thread

    Heavy WIP stuff. Map is set in the city of Metz. Still unsure about the whole river situation since swimming feels pretty wonky in DoI.
  48. 1 point
    rosk

    Day of Infamy Mapping Contest WIP Thread

    Making a new map, set.. somewhere. I have no layout, no game experience no actual game oh my
  49. 1 point
    Terri

    Brest

    As with any contest, time is of the essence; therefore I'm trying to get the content rolling . Here's a couple selections of previews for the models I've been working on for the map.
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