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Day of Infamy Mapping Contest Discussion

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Hello everyone!


While doing my map for the contest, I realized that the basic character model in DOI has 80 units high. In most Valve games, characters has 72 units height, and many of us use those heights for buildings and gameplay elements. Does anyone know DOI's character dimensions, for example: crouch height, normal jump height,  jump + crouch height, prone height, player's vision height?

Edited by Edude

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Setting up a gamemode is going to make me put my fist through my god damn monitor.

These example maps and text files provided to get gamemodes up and running have been useless, they keep breaking themselves and when I tried putting the entities from that template into my map they broke textures in game, anything that reflected like metal and some other textures would either glow or have broken black/purple reflections even with cubemaps running. Radios delete themselves in editor and even when I get the basic entities to behave themselves in editor, they break in game with points and point markers failing to work, team spawns getting flipped so the wrong team is on attack or defence and all spawns were activated at the same time.

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1 hour ago, Bastion said:

Setting up a gamemode is going to make me put my fist through my god damn monitor.

These example maps and text files provided to get gamemodes up and running have been useless, they keep breaking themselves and when I tried putting the entities from that template into my map they broke textures in game, anything that reflected like metal and some other textures would either glow or have broken black/purple reflections even with cubemaps running. Radios delete themselves in editor and even when I get the basic entities to behave themselves in editor, they break in game with points and point markers failing to work, team spawns getting flipped so the wrong team is on attack or defence and all spawns were activated at the same time.

I think the way the game handles gamemodes is terrible in general. I understand that it enables one map to have multiple gamemodes much more easily, but a lot of maps will be designed and balanced for one particular mode.

 

Having to rely on those pre-set rules is extremely limiting. If you have everything controlled by entities instead, that can output to other entities, increase waves independently, unlock other points etc, then you can do so much more (cp_steel, as an example). The way it is now means there's no flexibility or ability to do new things. I've had to scrap my map because allies had to cap two separate points in any order (like the original Kraftstof), but that's not possible. I could come up with a solution in Liberation mode, but then each team only gets 3 waves, and the defending team can't cap to earn more.

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21 hours ago, zastels said:

Because this game is Alpha, I think working within the confines of what is available is key. The devs have their own sets of limitations to deal with, not just us. They have still managed to make great maps.

Don't get me wrong, I really like most of the maps in the game, I just think the traditional way of setting up objectives through entities in Hammer is a much better way of handling gamemodes. Something like tank escort or demolition for example would be difficult if not impossible as things are, or even just making one point more valuable by giving more waves, or certain points capping quicker etc.

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I have a question on the contest regarding Frontline maps. Through some trial and error, I figured out that you can set up a Frontline map with 5 control points, with no radios as the final objectives. This is exactly how I want my map set up; just 5 control points, the middle one starting out neutral, and when one team captures all of the flags in order, they win. Everything works great right now, but I wanted to make sure: is this an acceptable way to set up Frontline map for the contest? Is it okay to not have the radios? Or is this more of a hack? 

Edited by Christian Howland

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Hello guys!

While doing my map, I simply forgot to enable the atmospheric bloom setting, but I never imagined that would change the colors of my map. 
As it is a North Africa map, I wanted to have a yellowish or orange sand, and with that in mind, I made the textures using these shades, but when I tested with atmospheric bloom everything appears darker or with less contrast, and sand textures looks more reddish than i was looking for. Is there anyway to force the map not to use atmospheric bloom, or should I redo texture colors this time with atmospheric bloom enabled? In your opinion which one is better, with or without atmospheric bloom? 

Remember guys, always test your map with maximun graphics settings.


Sorry for bad english

 

 

IMAGE 1

-ATMOSHPERIC BLOOM DISABLED:

20161010020835_1.jpg
 

-ATMOSPHERIC BLOOM ENABLED:

20161010020815_1.jpg

 

IMAGE 2

-ATMOSPHERIC BLOOM DISABLED

20161010020858_1.jpg

 

-ATMOSPHERIC BLOOM ENABLED

20161010020907_1.jpg

 

IMAGE 3

-ATMOSPHERIC BLOOM DISABLED

20161010021322_1.jpg

 

-ATMOSPHERIC BLOOM ENABLED

20161010021335_1.jpg

 

IMAGE 4

-ATMOSPHERIC BLOOM DISABLED

20161010021401_1.jpg

 

-ATMOSPHERIC BLOOM ENABLED

20161010021353_1.jpg

 

IMAGE 5

-ATMOSPHERIC BLOOM DISABLED

20161010021643_1.jpg

 

-ATMOSPHERIC BLOOM ENABLED

20161010021651_1.jpg

 

So what your opinion after all? I understand that atmospheric bloom helps to better merge the elements in the picture, but I did not like the color change that it caused.

Edited by Edude

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How are people testing their maps? There's only ever 2 or 3 populated servers as it is, and I only have 2 other friends who own the game.

 

13 minutes ago, kunalht said:

Can we use assets from insurgency ?

 

In the live stream they said that content from Insurgency is fine. They also said you could use any content from other Valve games, but someone clarified in the comments that Valve only gave NWI permission to do so and anything else would have to be cleared through them. People have been swapping content between Valve games for years though so even if it was a problem, you could just replace anything if your map got into the game.

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8 minutes ago, the0rthopaedicsurgeon said:

How are people testing their maps? There's only ever 2 or 3 populated servers as it is, and I only have 2 other friends who own the game.

 

 

In the live stream they said that content from Insurgency is fine. They also said you could use any content from other Valve games, but someone clarified in the comments that Valve only gave NWI permission to do so and anything else would have to be cleared through them. People have been swapping content between Valve games for years though so even if it was a problem, you could just replace anything if your map got into the game.

oh ok. I'll just use from insurgency for now.

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11 minutes ago, the0rthopaedicsurgeon said:

How are people testing their maps? There's only ever 2 or 3 populated servers as it is, and I only have 2 other friends who own the game.

I've not got to that point as I cant get gamemodes working, but what you could do is generate a navmesh and then play with bots.

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Time to show off how shockingly stupid I've been.

I figured out why the gamemodes were not working on my custom maps!

I put the text file in the wrong folder...

 

I would like to personally apologise to New world for complaining about something that was my stupid problem instead of a issue on your end.

It's been a long couple months.

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Went digging through the weapon models to fill up a armoury room in my map and I came across a Mosin model, along with a rail and scope. All three untextured sadly.

 

Not hiding anything are you NWI?

Edited by Bastion

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8 hours ago, Bastion said:

Went digging through the weapon models to fill up a armoury room in my map and I came across a Mosin model, along with a rail and scope. All three untextured sadly.

 

Not hiding anything are you NWI?

They are old placeholder models from Insurgency that were used in the mod version of DoI

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