Vaya Posted September 22, 2016 Report Posted September 22, 2016 (edited) Team Vaya Terri Lizard Initial Layout design when I started thinking about potential layouts I had a couple of visions in mind- having played sniper elite v2 a couple of months ago I really liked the idea of longer ranged combat over courtyards and town centres. This was the point it was decided the map would take place in some sort of township We decided to use terri's csgo map's layout as an initial template as this was a similar french-town theme and I could envision a number of the areas rebuilt to fit DOI's gameplay. Obviously the map was far too small for DOI so I rescaled the whole map by 4X. This formed a decent, if slightly janky, framework to start implementing paths and gameplay areas on- the structure is there but we need to make it work for DOI Theme From wikipedia: In the Second World War, the Germans maintained a large U-boat submarine base at Brest. In 1944, after the Allied invasion of Normandy, the city was almost totally destroyed during the Battle for Brest, with only a tiny number of buildings left standing. After the war, the West German government paid several billion Deutschmarks in reparations to the homeless and destitute civilians of Brest in compensation for the destruction of their city. Large parts of today's rebuilt city consist of utilitarian granite and concrete buildings. The French naval base now houses the Brest Naval Training Centre. A wartime German navy memorandum suggested that the town should perhaps serve as a German enclave after the war. I saw quite a lot of potential in this City as it gave a lot of location options:- A port A Uboat command centre There's a river snaking throughout the city destroyed buildings (we can tweak depending on the time during the siege we've chosen) Germans were well entrenched in Brest before the invasion so we can show this. We currently plan to have each capture point/spawn in a thematically unique area. Unlike maps currently in the game the CPs will all offer logical story-driven advantages to hold - IE the cities port or the main bridge over the river The name of the map is still up for debate. phonetically the name of the city sounds a little too close to 'breast'... Current progress - Terri rapidly building a library of awesome themed props for detailing out the areas. Each area will contain unique 'hero props' (see making of agency article) to help orientate players. - I've completed overall connector/pathing design with some super ugly detailing. (once I've completed the next compile this will be added on this thread) - Lizard is using the VMF template to start an art pass. This stuff is looking amazing. Next steps - confirm timings of CP points are fair for both teams and other team cannot 'interrupt' initial capture. - playtest, playtest, playtest - implement some of lizard's artpass with terri's props. Edited December 5, 2016 by Vaya rosk, slavikov4, Zwiffle and 22 others 25
jackophant Posted September 22, 2016 Report Posted September 22, 2016 Brest is best Vaya, rosk, Lizard and 4 others 7
Vaya Posted September 22, 2016 Author Report Posted September 22, 2016 it might be inappropriate for the game tho gonna rename to chongas instead
Corwin Posted September 22, 2016 Report Posted September 22, 2016 I'm from that city, looking forward to see how you portray it Bastion and Vaya 2
Lizard Posted September 22, 2016 Report Posted September 22, 2016 46 minutes ago, Corwin said: I'm from that city, looking forward to see how you portray it Do you have some ww2 photos maybe? poLemin and Vaya 2
Squad Posted September 22, 2016 Report Posted September 22, 2016 Dreamteam right there Looking forward to your project. Lizard, hgn and Vaya 3
hgn Posted September 23, 2016 Report Posted September 23, 2016 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. will2k, JustFredrik, Zwiffle and 19 others 22
Squad Posted September 24, 2016 Report Posted September 24, 2016 1 hour ago, Terri said: 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. Nice stuff! You forgot the download link though poLemin, Plat, hgn and 8 others 11
hgn Posted September 24, 2016 Report Posted September 24, 2016 (edited) Hey there everyone! After a long time searching we managed to figure out why the gamemode was not running properly; You have to make a .txt file with necessary info inside in order for the game to run. To find one you gotta extract it with GCFScape, I've uploaded Commachio's to pastebin here. I recommend using Notepad++ and setting the language to java to edit it, 500 lines become a lot easier to work with like this: Spoiler Aside from that here's a screenshot form the latest build of the docks area Whats that ominous shape in the water? By the way, we are getting a server set up to do testing, the more players the better and we will be happy to test your map with us! Its only a simple home hosted one, tested with a friend and they received decent connection. Edited September 25, 2016 by Terri server stuffs Quotingmc, rosk, mr_ah_clem and 13 others 16
Radu Posted September 24, 2016 Report Posted September 24, 2016 (edited) 1 hour ago, Terri said: Whats that ominous shape in the water? I couldn't quite put my finger on it either, but after I increased the exposure in photoshop it became very clear.. Also, thanks for the heads up with that .txt file Edited September 24, 2016 by Radu hgn, Lizard, JustFredrik and 16 others 19
Vaya Posted September 26, 2016 Author Report Posted September 26, 2016 We tested the timings on the map last night using a local dedicated server terri is running. They work well in principle just need more cover and people to test overall gameplay If you are interested in some informal playtests (including your own maps) add terri or I. We'll have a couple nights between now and the end of the contest. Fnugz, rosk, Radu and 6 others 9
Lizard Posted October 1, 2016 Report Posted October 1, 2016 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 paranoidMonkey, Bevster, leplubodeslapin and 14 others 17
MeisterYoon Posted October 1, 2016 Report Posted October 1, 2016 (edited) Man this looks great. I hope you keep the idea of open, wide and large-sized design. I love such maps because they give players so many possible decisions. And we have enough good cluster-maps already in DOI Btw. i would gladly join playtest if i have time. I was btw. the one who once joined your server and messed around with the earliest version of the map (i thought at that time that it would bs great if map will be larger. It seems like it did?) Edited October 1, 2016 by MeisterYoon Lizard and Vaya 2
Vaya Posted October 1, 2016 Author Report Posted October 1, 2016 hopefully retaining the greybox-feeling in the full map but the fact we're applying the artpass in a oner may change the feeling a bit. You're certainly welcome at any playtesting to let us know how we're doing
hgn Posted October 1, 2016 Report Posted October 1, 2016 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. ashton93, Radu, RA7 and 15 others 18
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