DOI Map Contest Finalists
January 15, 2017
Players can playtest the map contest finalists by subscribing to the DOI Map Contest Testing Playlist on Workshop. All ten maps must also be subscribed to (find their links below).
The Finalists, in alphabetical order:
The Honorable Mentions
While the five runner-up maps won’t be tested today, they remain on the map contest servers for players to enjoy in the coming weeks. Our lead level designer Jeroen Van Werkhoven has looked at each map and offers his invaluable feedback to help improve their work:
Strong setting and a good looking map, but a bit rough around the edges. The rocks in the foreground seem a bit too much manmade. I think one the elements the rocks can benefit from is better materials and depth. Blending the rock material with grass will improve the overall quality of the map even more. The big tower adds a lot to the vertical feeling of the map. However, it would be great if it was accessible, maybe not all floors but just a few good spots for snipers and MG to improve the overall fun factor of the map.
Great looking map but struggles a bit on the gameplay side. Offensive A can use quite some work to improve the overall fun factor of the map. I suggest to open up the building more, blown out wall perhaps, but something to make the building less concealed and more approachable for attackers. The sewer system is a nice addition but can use some work from a visual perspective. The back area with the big antenna feels a bit random, maybe a clear road towards the church will give it a more realistic feel and improve the overall gameplay.
Great map with potential. However, some of the areas are a bit lacking in theme. Especially the farm area can use a lot of work; the landscape feels a bit dull. Maybe some trenches and creating some more fleshed out fields with crops could give this area a better overall feel and will also improve level flow and balance. The town could use some extra detail too. Mainly decals and different windows will go a long way to improving the overall feel of the town. The church is a great spot, both from visual and gameplay perspective. Interior lighting feels a bit flat; especially the church can use some warmer light colours.
A map with a strong architectural setting and feel. The town layout is solid and a lot of fun to fight through. One of the elements this map could benefit from is more dirt and a stronger art direction. Some of the buildings are looking brand new and lacking a bit in making the map feel like a war zone. Decals, more broken walls and more suitable materials can help a lot for immersion. In some of the areas the map feels a bit like a theme park because of its joyful colors. Also on the gameplay side, the map could use a few more adventurous elements, roof access, and accessible church tower will make it even a more fun map to play.
Overall the map feels great, but it suffers a bit from its large scale. Performance makes the map a bit less fun than it could be, this mostly caused by the huge amount of trees, props and geometry. Reducing the amount of detail on the map will help quite a bit for performance and also improves the readability of the map. Also, the trees don’t fit well in the area; they’re too green and breaking the feeling a bit of a cold snowy environment. The Axis base feels very convincing with the barracks and watchtowers and has great gameplay. The interior lighting throughout the map can use some work, but mainly the church could benefit from some warmer light tints.