Day of Infamy

Day of Infamy

Lazio
38 Comments
菜菜子 10 Jan @ 1:38am 
no respawn point in stonghold
Christian  [author] 30 Aug, 2022 @ 6:52pm 
sure @Jet=Boomer, fine by me!
Wild Wrecker 30 Aug, 2022 @ 8:46am 
Hey i was wondering if i can recive permission to port this awesome map of urs into gmod
琦琦响当当 30 Apr, 2018 @ 1:19am 
this map very nice
McDude73 21 Apr, 2018 @ 12:30am 
I think this map works nicely. I just played it just a bit earlier before sending this comment on Stronghold.

Overall, the map is nice and stable when it comes to design and all that. I'm excited to see what other possible modes might be added!
mr_ah_clem 14 Apr, 2018 @ 10:15am 
Congrats on getting Stronghold working ! Always a struggle with those text files.
Christian  [author] 13 Apr, 2018 @ 2:03pm 
Also, this update should make bots more likely to go up the church tower.
Christian  [author] 13 Apr, 2018 @ 1:56pm 
Further tweaks from WeB playtesting on Stronghold:
- C is now only the back portion of the church basement
- Fixed missing nav map (hopefully not lying this time)
- Can no longer cap A while in the attic area
- Misc fixes
Christian  [author] 12 Apr, 2018 @ 10:46am 
Some further tweaks after yesterday's Stronghold playtest:

Update: Apr 12 @ 1:45pm ( edit )
- Updated C cap point to be just the church basement, after playtest feedback.
- Misc nav mesh improvements
- Small bug fixes
binary 11 Apr, 2018 @ 12:56pm 
Stronghold gamemode Oo ... Good news ! I'm going to try it :)
Christian  [author] 11 Apr, 2018 @ 12:48pm 
Just pushed an update that adds Stronghold mode, a custom bot nav mesh, and several bug fixes. Let me know how it plays!

- Added support for Stronghold (coop)
- Worked on the nav mesh. Bots can now go up the church tower, as well as naviage some areas they couldn't before. Also fixed several stuck spots.
- Fixed a glitch where the fountain water would disappear
- Misc bug fixes
Jon Santa 27 Feb, 2018 @ 11:06am 
kinda looks like day of defeat
Grandpa Gropes-A-Lot 26 Feb, 2018 @ 11:41am 
very nice, makes me want to work on doi maps again. also, for the roads, this can get a bit complicated so id recommend doing this when the roads are placed and set, put light dirt in the middle of the road and more dirt on the edges, as vehicles drive down it, but only lightly. id recomend a 3 or 4 paint brush size for paint alpha, with a 15 or so on the opacity of the paint
Wolf.Enstein 26 Feb, 2018 @ 7:55am 
I shall investigate :) .
Wolf.Enstein 26 Feb, 2018 @ 7:16am 
I never knew that the Sd.Kfz 251 Puma in the map was destructible, Christian, I'll be testing that out for sure :) .
Andbrew 25 Feb, 2018 @ 12:31pm 
Well I think that C is quite boring fromm US perspective, re-taking it from Germans is quite hard and overall not as good compared to the rest of the map, since the only good option for US is the left flank, the middle and the right are just an open area, which is very dangerous to pass. Adding some kind of empacements and even extending the objective onto them would make the objective interesting for both sides.
Wolf.Enstein 25 Feb, 2018 @ 10:00am 
Congratulations a on a job well done, Christian, this latest release is a big improvement on the previous one. The "C" capture point is a lot better, especially with the added basement section, which leads to a lot of excellent close-quarter combat.

If you want to capture this point now you have to really fight for it, instead of just hiding in an obscure corner somewhere, as you would in a larger-styled capture point, hoping to avoid enemy contact. Superb gameplay and hardcore fraggin' is now guaranteed at this point in the map, all thanks to your new design.
Christian  [author] 25 Feb, 2018 @ 8:05am 
@ Maxim: That's actually how C originally was, the whole church including the tower was the CP, but after significant playtesting it proved to be too close to B (10 second walk), which often meant the axis could cap C immediately after B while the allies were still spawning. I appreciate the feedback though and I'll consider some other options there.

@Third Eye: thanks for the screenshots. The hole in the wall is meant to be crouched through, but I can see why that might be misleading. I'll see about improving the flow there. The fountain glitch will be fixed in next version. I'll look into improving the flow for the area in the 3rd pic as well.

Thanks for feedback, keep it coming!
Andbrew 25 Feb, 2018 @ 1:54am 
C should be larger in my opinion, maybe the whole church really. It doesn't make much sence that only the half of it is capturable.
{WeB}*DoG* 24 Feb, 2018 @ 9:41am 
Hey Christian we had a proper test rather than just a wander round and it plays great lots of fun c point much better now and the crypt of the church allow lots more routes to point the radio being moved to the second floor makes the finale hugely entertaining. So firstly a huge thank you for your continued hard work in updating this from Erdbeere to Morgantau until now being Lazio. You have taken on board things we spotted and ended up with a very nice PVP map. Look forward to testing cooperative modes when you have time to add them. All our boys thank you for not abandoning this to wallow in the half finished area of the workshop all the best and speak soon.
༒kuolleempi༒ 24 Feb, 2018 @ 12:27am 
5-1
Christian  [author] 23 Feb, 2018 @ 9:41pm 
I'm currently working on an update that will add coop, as well as a custom nav mesh. The reason the bots can be a bit buggy is because the map is currently just using the auto generated one. The next update will also fix some visual bugs.

@Third Eye, do you mind messaging me which area you're referring to that isn't traversable?

Thanks for the feedback everyone, much appreciated.
Kayo 23 Feb, 2018 @ 6:58pm 
Bots have a lot of issues navigating the map, and there's many spots that are seemingly meant to be traversable while standing but are not.
Custo 22 Feb, 2018 @ 2:29pm 
lol, i remember this map
Andbrew 22 Feb, 2018 @ 2:26pm 
Played it a bit, now I fully remember this map. This specific version I especially like, because it reminds me a lot of the old DOD maps.
Straight to the point, the gameplay is trully interesting in the map, because it's so simple yet fun. I only had few matches with bots, so I can't exacly tell how it would work out in MP, but I am 100% sure that with some changes this could become a very good map (not like it's not good now :P).
So keep up the good work, keep updating the map, adding better visuals (like shadows and GRASS), fixing bugs and bot stuck spots.... and if you need help, you can always PM me, not like I got anything interesting to do anyway x)
Andbrew 22 Feb, 2018 @ 2:00pm 
The hell is this and why I haven't seen it in the top charts yet? >:D
Jeff Goldblum 22 Feb, 2018 @ 1:17pm 
Best map I have ever played! Great detail throughout the entirety. Best thing since sliced bread! Hope to see it in circulation soon.
FAZE 𒉭 [RAZER] 22 Feb, 2018 @ 10:57am 
Amazing map
Wolf.Enstein 22 Feb, 2018 @ 10:16am 
We had server problems last night, Christian bro, but this has now been fixed. We'll test your new version tonight.
Nonstopswordsman 22 Feb, 2018 @ 10:09am 
subcribing now😁
mr_ah_clem 22 Feb, 2018 @ 9:48am 
Looks awesome ! Well worth the hard work you obviously put into this map. WeB guys are going to like this one.
Christian  [author] 22 Feb, 2018 @ 6:44am 
yes Boo, it does support Practice mode.
Dippy 22 Feb, 2018 @ 3:50am 
Wait,isn't this Morgentau?
Nonstopswordsman 21 Feb, 2018 @ 9:10pm 
can you play practice mode?
{WeB}*Reaper* 21 Feb, 2018 @ 1:09pm 
Looking good this one!
Wolf.Enstein 21 Feb, 2018 @ 12:52pm 
Great update, Christain, I'm looking forward to testing it.
{WeB}*DoG* 21 Feb, 2018 @ 12:30pm 
Awesome new Christian, will make sure we test again for you and report back on the changes...