Radu Posted August 4, 2017 Report Posted August 4, 2017 17th of February, 2018 Update: Alpha version available on workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1304752352 Old post: Well, here we are. After months of fiddling around I finally have a playable greybox version of my Day of Infamy level, El Guettar. So far, this is proving to be the most elaborate level that I've worked on. It's pushed me to organize better, learn basic modelling and really improve as a level designer. The following months will probably be just as challenging, but I'm thrilled to see the end result! Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=1100005574 Bevster, Xanthi, Lizard and 19 others 22 Quote
grapen Posted August 4, 2017 Report Posted August 4, 2017 I don't know anything about DOI, but I like your compositions so far. Radu 1 Quote
blackdog Posted August 5, 2017 Report Posted August 5, 2017 This is looking good, very well done! I got DoI with the idea of map something but I must admit I got a bit scared by the size of maps… I guess is not mandatory but they are a bit big. Radu 1 Quote
Radu Posted August 5, 2017 Author Report Posted August 5, 2017 1 minute ago, blackdog said: This is looking good, very well done! I got DoI with the idea of map something but I must admit I got a bit scared by the size of maps… I guess is not mandatory but they are a bit big. If you're coming from cs mapping, like me, then the levels will do seem quite big. The risk of losing yourself in the details is pretty high as the levels are about two to three times larger than your average de_map. That's why I set a rule for when working on this level: if it gets complicated, take a step back and simplify. blackdog 1 Quote
blackdog Posted August 5, 2017 Report Posted August 5, 2017 Yeah, surely you need to be very disciplined. Not having even finished a map for CS tho, it's scary. And what bothers me is not just the size to build, but as well when playing I was wishing maps were a bit smaller. I still have the allure tho, WW2 has always been my fav setting and I'm thinking in terms of layout should be slightly easier than CS, as you are planning frontal attacks, instead of circling layouts for rotation. Makes sense? Ill see if I can run around it before leaving Thursday Quote
blackdog Posted August 6, 2017 Report Posted August 6, 2017 So I tried it briefly today with the bots, on the first two game modes to try both sides. I think this is very solid. Feels good. My comments would be about the first front for the Allies, reminds me quite the first phase of Crete. After A is captured maybe a bit too labyrinthic with many alleys and little rooms... I feel there are too many windows. Other than that seemed to work great! Quote
Radu Posted August 20, 2017 Author Report Posted August 20, 2017 I just updated the workshop file! The changes can be found under "update notes". Additional cover options for the attacking team, new route through first cp and a bunch more! hgn, Squad, rosk and 4 others 7 Quote
blackdog Posted August 21, 2017 Report Posted August 21, 2017 Wish I could give it a try you testing it with the DoI team anyway? Quote
Radu Posted August 22, 2017 Author Report Posted August 22, 2017 On 8/21/2017 at 4:26 PM, blackdog said: Wish I could give it a try you testing it with the DoI team anyway? No, but I got a lot of feedback from the community and I had a super secret stronghold playtest earlier with a few fellas from our forums. Some pics from the playtest: Bevster, Lizard, 'RZL and 1 other 4 Quote
blackdog Posted August 23, 2017 Report Posted August 23, 2017 (edited) Looking at these pics with all the tanks, I was just imagining a game mode similar to payload for TF2, where a team would have to stop a tank (or more) by planting sticky charges while if it reaches a certain point it opens fire destroying the enemy team spawn and winning the game would be very Private Ryan ending fight. Spoilers! Duh! Edited August 23, 2017 by blackdog Quote
Radu Posted September 16, 2017 Author Report Posted September 16, 2017 I figured I should update the thread with my recent takes on the art pass. There's still quite a lot of work left to do, but now I'm pretty confident of the direction it's heading. Mr.Yeah!, the0rthopaedicsurgeon, blackdog and 6 others 9 Quote
Radu Posted December 21, 2017 Author Report Posted December 21, 2017 On 8/4/2017 at 1:43 PM, Radu said: The following months will probably be just as challenging, but I'm thrilled to see the end result! You have no idea, man. I had hoped to release it by now, but there's been a lot of issues to resolve. I'll spare everyone the details and just post some screenshots from a recent test. 'RZL, the0rthopaedicsurgeon, Squad and 2 others 5 Quote
Radu Posted February 17, 2018 Author Report Posted February 17, 2018 Hey, guys, the alpha is out! It's still rough around the edges, but it's playable and you can get a pretty good idea of the overall theme. Give it a try if you want: http://steamcommunity.com/sharedfiles/filedetails/?id=1304752352 Roald, Vaya, grapen and 7 others 10 Quote
Radu Posted March 11, 2018 Author Report Posted March 11, 2018 Updated the map today. Important changes include the addition of a flank route in the first area, rebalancing of middle area and mandatory desert camo for german troops. Next update will address the final area. Vaya, El Moroes and Squad 3 Quote
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