Day of Infamy

Day of Infamy

doi_hinterhof
49 Comments
Wolf.Enstein 12 Jul, 2017 @ 9:25am 
Did we also complete "Hinterhof" last night? Yes, yes we did :) .
Wolf.Enstein 8 Jul, 2017 @ 7:29am 
Yeah, too true, Doggy, it's great to have "Hinterhof" back in action. Thanks for the superb update, Hans bro :) .
{WeB}*DoG* 4 Jul, 2017 @ 2:18am 
Was so nice to see Hinterhof available again and this time in Stronghold. Thank you Hans for your continuing efforts for our community!
Hans-Dieter-Karl-Heinz-Holger  [author] 3 Jul, 2017 @ 10:25am 
Update has been posted that implements better pathfinding for bots as well as more objectives (Alpha through Hans). Enjoy.
Hans-Dieter-Karl-Heinz-Holger  [author] 11 Dec, 2016 @ 2:25am 
Small update is out dealing with the bloom issue. Also, some dead ends have been removed.
@Jonnydodger: Happy to do so and more happy about you liking it ;)
Jonnydodger 5 Dec, 2016 @ 10:25am 
Thank you for making a UK v Axis map. There's too many US community maps compared to the UK ones. It's nice to see the British Army get represented.
Hans-Dieter-Karl-Heinz-Holger  [author] 18 Nov, 2016 @ 9:52am 
Update is out with a environmental light adjustment and a few technical issues caused by lighting and skybox. Updated pictures will follow soon.
Hans-Dieter-Karl-Heinz-Holger  [author] 11 Nov, 2016 @ 2:28pm 
@Subbie: Thanks - I'd love to hear what needs to be ironed out :)
Subbie 11 Nov, 2016 @ 1:03pm 
In multiplayer if the defenders dont stick and work together to defend there objective,this map will becomes a fast frag fest. As there is a lot of ways to go for the objectives this then makes it imperative to defend as a team. Also winning this map as a team makes it worth the hard work.
whether your defending or attacking. yes there is still some tweaks to iron out, but as it is the now i like it.:steamhappy:
{WeB}*DoG* 10 Nov, 2016 @ 8:39am 
I'm sure you know already Hans but in coop mode there are always two simultaneous attack points available so bots split anyhow. With Sicily for instance it's easy to cap B (normally) bots focus on A then c then d so having one weak not spot is not a huge issue... But you know we will happily test any coop mode for you ;)
Hans-Dieter-Karl-Heinz-Holger  [author] 10 Nov, 2016 @ 7:11am 
Hey DoG,
thank you for your comment. The update has been published just now.
I hope the work shows improvement in terms of gameplay and balance. I also defined Americans to attack in Offensive to test if this works better. It can be changed easily, though.
Regarding coop: The bots just don't work. I can't get the Germans to run to Alpha when defending. There are only 2 of 10 bots running there at the beginning, the rest just scatteres themselves randomly around the map. Defending B works best - with C it is the same crap as with A and I have no suitable solution as of yet.
However, it'd be good to have more tests before the submission date.
{WeB}*DoG* 10 Nov, 2016 @ 3:35am 
Was a blast playing this last night, we had some trouble capping the church, few issues came up ones that I know Hans is aware of. Like the damaged entry to the church tower, needing cropping to make entry easier. With regard to the cap points the original amount would readily suit coop stronghold mode but I agree for pvp there need to be 4-5 max. As has been said elsewhere just because there is difficulty in capping a specific point it's sometimes down to the team attacking and how it's played. on our server we try and give everyone the chance to attack and whilst for one team failure to cap A went on for the whole map when the teams were reversed a combination of attacks bore fruit and the team were able to cap all but the last point. It's a lot of fun and with a few tweaks could easily be a classic.
Hans-Dieter-Karl-Heinz-Holger  [author] 9 Nov, 2016 @ 11:54pm 
Good morning.
@MaxLeod: Thank you for your comment. Happy you liked the "unique" stuff.
Regarding the amount of cap points in Liberation: That has already been changed to three before your comment as you can see in the change notes and description. About the sunlight effect: I have it in there for balance reasons, because Germans are much stronger around the church, but I think about your suggestion and see if I can come up with an alternative.
One questions on my end:
Which buildings are confusing exactly? Does the mini map not help in that regard?
Max Gunther 9 Nov, 2016 @ 2:44pm 
Well! I played on this map and i want to say something about it. Things i like - optimisation, interesting places (sewerage, buildings, fantastic tunnel, swamps), intersting ideas (like breaking floor or sash on windows for example). But some things i advice you to change in your map: too much points (maybe keep only 4), capture points will be more cool if its be like a strategical places (radio room, storage etc...), the structure of some building is confuse, delete flashlight in the tunnel. Its just my imho. Your map is interesting and not like other maps so its have identity.
Hans-Dieter-Karl-Heinz-Holger  [author] 8 Nov, 2016 @ 2:46pm 
I chose a non-processed picture for my title pic and now it worked. Whatever, I am going to bed :D
Hans-Dieter-Karl-Heinz-Holger  [author] 8 Nov, 2016 @ 2:22pm 
For your information:
I wanted to post the update which you can see on the screenshots, but at the moment DOI is not letting me. Pretty annoying. I'll keep you posted.
Wolf.Enstein 6 Nov, 2016 @ 10:18am 
Madman, I'm commenting on these maps before you even know about them, then you come in, as always, with your negative garbage, based on your idiotic point of view. Don't cry when I flame you for your nonsense, you deserve it.
Hans-Dieter-Karl-Heinz-Holger  [author] 6 Nov, 2016 @ 8:25am 
@BFG9000: Thank you, I put it on my agenda :)
skeep 6 Nov, 2016 @ 8:12am 
Pretty cool map. The only tiny gripe i had was the dark church, Just light it up a tiny bit. Other than that i really liked it.
Hans-Dieter-Karl-Heinz-Holger  [author] 6 Nov, 2016 @ 1:36am 
Okay, now that I have time on my hands (other than yesterday) I can answer comprehensively^^
@Maxim:
Thanks for your notes. I have just entered the phase where I detail stuff. This always takes time, since often I am having a hard time to decide what to do with which corner of the map.
As for the dark church. I asked around a couple nights back when I was play testing the map. Everybody said they'd leave the church dark, so I am awaiting the play test tonight to see what other people think.
About the doors. I have to count that as artistic freedom ;)
Feel free to post here again with constructive criticism. It just helps me improve my map.
Andbrew 5 Nov, 2016 @ 8:35am 
Emm all I said is that there's some minor tweak to be made, wth is wrong with you? If I insulted your most favorite map, it doesn't mean that you need to go through all maps I give feedback to and say that my feedback is useless and needs to be ignored... Don't act like 10-year old...
Wolf.Enstein 5 Nov, 2016 @ 7:45am 
Just ignore Madman, Hans, everyone else does :) .
Hans-Dieter-Karl-Heinz-Holger  [author] 5 Nov, 2016 @ 7:41am 
Update is out. More details have been added. Screenshots will be updated later.
Andbrew 5 Nov, 2016 @ 5:59am 
Map and the layout of it is great overhall, but as the creator himself said: it needs more details. Also theres a lot dark places thats just if a little bit silly like the church or house next to america spawn. Also openable doors doesn't really fit in DOI.
Hans-Dieter-Karl-Heinz-Holger  [author] 4 Nov, 2016 @ 3:59pm 
General information:
I've been working on lots of details which probably won't make it to the test on Nov 6, but after that this item will be updated, of course.
See you on the battlefield.
Hans-Dieter-Karl-Heinz-Holger  [author] 4 Nov, 2016 @ 3:59pm 
@Wolf and DoG:
Thanks, I enjoyed it, too. The staircase has been done yesterday after I left. Couldn't let that slip through the cracks ;) Thanks for the wishes.

@Christian:
Thank you. I am thrilled about all the maps.
Christian 4 Nov, 2016 @ 8:46am 
Looks very cool! Looking forward to testing this out over the weekend.
{WeB}*DoG* 4 Nov, 2016 @ 4:47am 
Great test last night and great fragging with you Hans.... Just a little reminder about staircase at Werkstahl..... But other than that I think you are ready for the contest... Best of luck my friend.....but of course We will be testing again tonight!,,,, ;)
Wolf.Enstein 4 Nov, 2016 @ 4:44am 
We had great fun fraggin' on your map last night, Hans :) .
{WeB}*DoG* 3 Nov, 2016 @ 5:54am 
We had a mammoth map test last night ending at 3am uk time lol on forbearances multiplayer server and had a wonderful time I'm sure tonight we will look at the hotfix tonight thanks again for all your hard work Hans. Also a huge thank you to all the guys that hung around to test....
Hans-Dieter-Karl-Heinz-Holger  [author] 3 Nov, 2016 @ 1:03am 
Hot fix is out. Now factions should work properly.
Hans-Dieter-Karl-Heinz-Holger  [author] 2 Nov, 2016 @ 3:29pm 
Thanks. I will have a look into this. I hope tomorrow but at the moment I just wish for sleep :D
I compiled the map once again but something still is wrong so the fastest solution was to just switch the factions in the .txt file for the moment. Night!
t.gaze 2 Nov, 2016 @ 3:23pm 
Glad to hear you got it working! I believe that was also a problem on your other map doi_harbor
Hans-Dieter-Karl-Heinz-Holger  [author] 2 Nov, 2016 @ 2:39pm 
I found the error. There must have been an update switching the roles of the parties. Allies formerly were described as "Insurgents" and Axis as "Security" which is now the other way around.
t.gaze 2 Nov, 2016 @ 11:33am 
I'll take a look, ask around, and get back to you about the factions.
Hans-Dieter-Karl-Heinz-Holger  [author] 2 Nov, 2016 @ 11:22am 
@Forbearance
So I started another playtest with bots and I can only see that the symbols on my minimap were the wrong way around - why? I have no idea, since they work on harbor. The symbols as well as the parties.
Choose alligance [i.imgur.com] -> It is Commonwealth, not American. Did you play American? That would be awfully weird, because it is defined by harbor.txt what parties are playing.
Choose class [i.imgur.com]
British spawn [i.imgur.com]
Please contact me for further information if your problem persists. Thank you!
Hans-Dieter-Karl-Heinz-Holger  [author] 2 Nov, 2016 @ 11:22am 
@the humble noob
1) I removed some of them (see links below)
1.1) A blockage on this spot is very necessary, since otherwise there would be a way to shoot straight inside [i.imgur.com] a spawning area. As you can see, the sandbags have been removed to give way to an overgrown wall [i.imgur.com] - and you can't climb up anymore.
1.2) The sandbags have been substituted [i.imgur.com] and I have no idea why it was not solid since the enteties settings were as every other setting.
2) I put light [i.imgur.com] in all the huts [i.imgur.com] but one (because somehow the light of the fireplace was not rendered - this will be fixed).
3) The fading problem has been solved [i.imgur.com] and I have no idea why this error occured.
Again, thanks for your observations. That helped :)

Hans-Dieter-Karl-Heinz-Holger  [author] 2 Nov, 2016 @ 11:22am 
Good evening everybody!

@DoG: I removed some of the sandbags (see pictures below) and replaced them by 3D structure elements. I added some decals here and there, but not too many. If you look around the map, there are some, even posters. I decided not to overload the village with all posters but rather cracked or dirty walls and floors. For example, clothing is lying around at a few places, blood is spattered, walls crumble. Don't want to overdo it^^


{WeB}*DoG* 2 Nov, 2016 @ 5:04am 
@forbearance ...Hey forbearance perhaps you were playing as covert ops!? Lol .....also if you get a chance pm me what server has map as all the regulars would love to test this ASAP. I know it's currently not on either coop server.... And finally long time no see on the server.!!
@humble noob/ Hans I can't say I noticed an overload of sandbags but if you feel there are too many,some could be exchanged for barrels, boxes rubble or even wood like tree trunks on their side. I think for a first alpha it's superb and like I said in my original observation some aesthetic things are down to ones own personal preference. Windows tend to get shot out anyhow, I personally in a urban type environment prefer to see more flags advertising and period posters but that's just my take...
Hans-Dieter-Karl-Heinz-Holger  [author] 1 Nov, 2016 @ 11:13pm 
Good morning and thank you all for your comments.

@the humble noob:
I will look into all of your points in the evening after work. But from a first glance I took they make sense. Thanks for being thorough!

@Forbearance:
It is strange that I never had the problem and it assigned me the correct team...
I will have a look into the issue! Thank you.
t.gaze 1 Nov, 2016 @ 7:40pm 
Good map. We found playing on liberation that the teams were wrong. We were Americans but we looked like Germans with German weapons. I would suggest adding some windows and not stacking sandbags.
Hans-Dieter-Karl-Heinz-Holger  [author] 1 Nov, 2016 @ 10:31am 
Update's been released just now.

@DoG
Thank you very much for your comment and suggestions. I will look into all those aspects and get back with an update.
{WeB}*DoG* 1 Nov, 2016 @ 8:40am 
Hey Hans spent the last 30 mins wandering round and found a couple of little things as always these comments are not meant to seen negative just observational. and in some cases are just my opinion!
1) church tower ladders hard to mount to come downstairs going up is easy down is very hard
2) there is external staircase that leads into a bulding that has a missing edge we call a ballustrade.
3) several of the wall picture decorations have wrong orientation some 90" out some 180" (we have same issue in ET maps not sure if that is fixable!)
4) this is purely opinion the wood texture for huts is a bit false?! IMO it has a distinctive colouring that when reused is quite noticable for someone who textures maps...(im moaning here) most would not even notice this!

BUT underground lighting and lighting in general is wonderful. well done my friend i hope you can take this advice in the context i just want your map to look great and i know how hard you have worked on it!
Hans-Dieter-Karl-Heinz-Holger  [author] 1 Nov, 2016 @ 4:25am 
Thanks guys. Update has been published.
Aurora_Borealis 31 Oct, 2016 @ 2:11pm 
Nice looking map! Can't wait to play it!
Alpha-Legionnaire 31 Oct, 2016 @ 2:02pm 
I like this alot! Cant wait to play this!! Well done!!
Hans-Dieter-Karl-Heinz-Holger  [author] 31 Oct, 2016 @ 11:42am 
Thank you for your wishes. However, compared to the competitors this map falls short, I think. But it is fun just to compete :)
For the implementation of a coop mode, I will be looking into this before the map contest ends, since I want to cover a wide spectrum of game modes when entering the contest.
Wolf.Enstein 31 Oct, 2016 @ 7:53am 
Very nice work, Hans. As Dog said, good luck with the mapping competition.
{WeB}*DoG* 31 Oct, 2016 @ 5:16am 
Looks fantastic Hans once competition is over I hope you can add some coop modes I would like to wish you very good luck.....