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Everything posted by Xanthi

  1. So many awesome creations. Nice job everyone! Thanks for the article Radu!
  2. It has recently come to New World’s attention that map contest entry Kruppstahl used some art assets for which it did not have permission. As such, it has been withdrawn from the contest and will not receive any prizes. The contest rewards will be shifted up one placement for maps Tobruk, Bure, and Brest who placed fifth, fourth, and third respectively. These maps will receive prizes as though they scored one place higher in the top five. Kruppstahl will still remain in second place because the art in question does not affect judgment of the map. After an investigation we determined that the art in question, taken from Half-Life 2 mod Resistance & Liberation, was included accidentally by Kruppstahl’s creator JakHalz. While working on his previous map called Resistance for the Day of Infamy mod, he wanted to use Resistance & Liberation as inspiration. Due to issues launching the R&L level editor, he decided to import the models to his Day of Defeat: Source folder in order to view them. Six months later while creating Kruppstahl, he accidentally used these art assets thinking they were from Day of Defeat: Source even though they were not in the VPK file. We stated that the use of art from Day of Defeat: Source and Counter-Strike: Global Offensive in the contest was permitted, and because he forgot the true origin of the assets, he believed that his submission for the contest was legitimate. The contest permitted the use of third party assets provided that relevant permissions were obtained prior to submission. However, permission to use these R&L assets was not sought because they were used unknowingly. Upon realizing where the assets came from when it was reported by members in our community, JakHalz voluntarily took his map off of the Steam Workshop and reached out to us to say he wanted to withdraw Kruppstahl from the contest. We appreciate his honesty and integrity in doing so. As with any of the five contest winners, the other submissions in the contest, or anything that is to our standard of quality from the Day of Infamy community now or in the future, we are still considering Kruppstahl’s inclusion in the official game. In the event that we do include Kruppstahl, we will ensure any unlicensed content is removed or replaced with original content or content used with explicit permission.
  3. I'm going, would be great to meet you guys.
  4. Superhot VR, freaking awesome. Also playing BF1 and Doom.
  5. @Vaya After judging is fine but you can update the workshop file if you want. We won't judge the map on air support mechanics. That wouldn't be fair. The ideal height for the world sky is 2500 units for air support. 3d sky variates a bit in size, but important is that you can't see the planes suddenly disappear when they fly off the map and when they come in, they don't suddenly pop-up in the skybox.
  6. @Andre Valera I understand, you can update the workshop file. Edit: We're releasing another hotfix today that includes a fall-back system for gloves when commonwealth is set as a team in a "worldiscold" map.
  7. @Andre Valera We will try to fix this asap on gamebanana. I think you can still update the workshop file yourself. Let me know please if you have any issues with updating it on the workshop.
  8. We don't have gloves yet for Commonwealth. But don't worry this an issue on our side. Will make a note and let you know if you need to recompile the map.
  9. For anyone using the sdk_liberation.vmf as reference for setting up liberation on their own maps. We found a small issue with it. Apparently, the ins_spawnpoints team Number (int) was set to Insurgents, this should be set to security (see image). Security = Americans/Commonwealth and Insurgents = Wehrmacht. Thanks @Vaya for messaging me.
  10. Can be left as is, we added that vmt on our end and all the other cubemap materials from csgo.
  11. Don't think it's a model issue. Most likely something in the vmt. Swaying effect is shader based
  12. The purple and black checkered textures on csgo props should be fixed in our next patch. @Lizard env_wind should work in Day of Infamy. Though env_wind can be a bit buggy sometimes, when switching from one map to another.
  13. Here's your feedback as promised. Normandy is visually a strong map but can use some improvements on the gameplay side. Liberation is using four objectives I noticed. It's better to make it three, to make sure it's compatible with our standard gamerules and to keep it consistent for the players. US Army start spawn could use some adjustments, Wehrmacht could easily spawn camp and target reinforcements from the US Army side. As a suggestion, I think it would be best to move objective A a bit further from the US Army spawn. Objective D was a bit difficult to capture, I think this is caused by the objective being on a higher ground. To make it more balanced you might want to consider adding a counter building with a direct line of sight to the second floor of the objective building. Overall the map was a lot of fun and especially the church area felt great in testing. If you can find the time I highly recommend to add support for the Offensive gamemode. I think it could be a fun map for this mode. Looking forward to the final version of your level. Keep up the great work!
  14. Hey everyone, We had another good test yesterday, thanks so much to all who came out. We played on Normandy, Dianville, Wolfschanze, and Mairie. That brings us to the end of testing all our contestants maps, a whopping 18 of them were submitted! This was the final testing session before the deadline of the contest, which is December 22nd. We will still be testing after the deadline both internally and with our community of course, but at that point, the maps will be final entries and not subject to change. We are looking forward to playing with all of you and will be announcing the details of this next stage of testing sometime after the deadline. So stay tuned.
  15. @Bastion Alright, I know the feeling. Good to hear that you're still working on something else. Thank you for letting us know.
  16. Hey guys, We had another good test, thanks so much for coming out! We checked out Aachen City, Hinterhof, and Erdbeere. Normandy had crashed unfortunately, so we were not able to test it. We will test it at the next test. The next test will be our final test, as we will have covered all the maps. If you have a map you want to have tested, this is your last chance to submit. If there are more than two new maps submitted, then we will separate the maps into two tests and go into the following weekend, but we expect this to be the final test with the maps listed below. We'll be testing on Sunday the 11th at 2:00 PM EST playing the following: Normandy @Sosa - Dianville @mr_ah_clem - Wolfschanze @Максим Лапшинов - Mairie @wslysnps Deadline of map submission/updates for this upcoming test is Saturday the 10th at 2:00 PM EST. Please do NOT CHANGE THE NAME OF ANY OF YOUR MAPS or it will break the playlist and cause problems for testing. Please note these playtests are totally optional and not part of our judging process. They are meant to help mapmakers see their levels played and receive feedback. 8/12/16: Marino has been removed from playtesting and will not be participating in the contest, so we removed it from the list above.
  17. 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!
  18. The first game I ever played was Pong. So yeah I'm old, thanks for reminding me, haha
  19. Hey guys, We had a good test this week. We checked out Mercury, Kruppstahl, Heidel and Alps but unfortunately we made a mistake with the playlist and were not able to test Aachen City @zastels. So we'll be testing that next week on Sunday the 4th at 2:00 PM EST, along with Normandy @Sosa - Hinterhof @hdkhh_ - Erdbeere @Christian H. Deadline of map submission/updates for this next upcoming test is Saturday the 3rd at 2:00 PM EST. Please note these playtests are totally optional and not part of our judging process. They are meant to help mapmakers see their levels played and receive feedback.
  20. @modtools @Todes It's good to hear that you were receptive to the feedback we gave. We wanted to take that opportunity to let you guys hear from the development team itself how we felt the maps could be improved. However, in the interest of fairness and our own time constraints, we are not able to offer continuous feedback beyond this. It would be difficult to give every one of now 18 maps an equal and fair amount of feedback for each iteration. We did want to give that one round of feedback for all the maps, that was one of the purposes of the streams of which you speak. Hopefully it all was constructive and useful. We acknowledge that some maps haven't been streamed yet, namely Mercury and Normandy, and they haven't heard any feedback. So for those, or any other new maps that would like to participate in this testing, we'll give some feedback in the form of a post here on MapCore. @hdkhh_ It is a bit tricky with timezones unfortunately. We chose these times because they are friendlier to people in the US and Canada, especially considering their west coast. We noticed that this timing means more players, and we feel it is important to get plenty of players exposed to these maps and playing them.
  21. Yeah, it's so much fun to watch people using VR for the first time. I ordered the Oculus touch controllers, can't wait to try them.
  22. Hey everyone, Our playtest last Sunday November 20th went very well, thanks to everyone who showed up and participated. As we said before, we're going to continue to do this testing every week leading up to the contest. The next test will be Sunday the 27th at 2:00 pm EST, with a deadline of map submission/updates for Saturday the 26th at 2:00 pm EST. Please note the change in deadline. This allows us more time to reset the servers and make sure the playlist is still functional. We have decided that we will not be streaming any more of these playtests. Our original plan was to stream some of them, possibly every other week, but we realized this could be considered unfair. Some maps would get more exposure than others, which could affect their feedback and reception. Not streaming allows everyone involved to focus on gameplay and testing rather than presentation, and lends itself better to fairness in coverage. Last week we played Brest, Westwall, Foy, Bure, Metz, and Ramelle. There are a lot of maps to go through, 17 as of now, so in the interest of giving every map some level of coverage, we are going to cycle through them. This upcoming Sunday we will play maps Mercury @the0rthopaedicsurgeon - Kruppstahl @JakHalz - Heidel @GRiNET - Alps @Todes - Aachen City @zastels We are saying this now so those authors are aware in case they want to make any sort of preparations. These playtests are informal and not part of our judging process. Looking forward to testing your maps!
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