Day of Infamy

Day of Infamy

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Day of Infamy Workshop
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DOI Map Contest Winners
1. Mercury
A Beautiful medium sized map with a strong setting and theme. The level has a high fun factor due to its significantly designed objectives. The fort is an excellent example of that, the moment you're pushed back by the enemy to protect the airfield it feels like taking part in a WW2 movie. Lighting is solid, but the bloom is a bit too much, especially when exiting an interior your eyes have to adapt to the brightness which can be a bit frustrating at times when fighting off the enemy. The overall art direction of this map is stellar, and the attention to detail is exceptional and deserves a lot of credit.


[newworldinteractive.com]
2. Kruppstahl
Well executed industrial themed map. The warehouse and factory interiors are well done. Some of the interiors could benefit from additional props to improve their authenticity. Lighting is stellar, good contrast between interior and exterior areas. Gameplay is great overall. However, due to the large scale of this map, some of the areas feel a bit to open and hard to cross. Overall the map is a lot of fun to play and easy to memorize due to its strongly defined areas.


[newworldinteractive.com]
3. Brest
The art in this map is awesome and goes greatly with the theme. There are many memorable play spaces that help the player to navigate through the map more easily. The dock is a great example of this. Also, the 3dskybox adds an extra dimension to the map look and feel. Gameplay is great overall but suffers a bit from linearity. The objectives are well designed but lacking some strong defensive positions. Also, spawn placement could use some work to avoid spawn camping and to improve balance. It wouldn’t harm to extend the map a bit to give the player a bit more breathing room around their main spawn areas. Brest is a great looking map with a lot of potential, huge thumbs up for the custom art.


[newworldinteractive.com]
4. Bure
Icy map with great potential. The iced river and bridge is a notable area and provides the map with a strong identity. The buildings feel great overall, but they lack character and detail. Lighting does its job for the setting but is a bit behind in contrast and overly-bright in areas. The art direction could use some extra attention, texture choice and props aren't always consistent with the setting. The great design of the church is visually appealing and a fun fighting ground. Gameplay wise this map is very challenging. It's very hard for the attacking team to cross the bridge. The attacker's side could use some higher buildings with accessible floors and extra cover on the bridge. These additions will improve the balance and fun factor of this map hugely. The breakable windows is a nice extra but the amount could be reduced a bit to avoid repetition and to make it clear for the player that the windows are in fact breakable.


[newworldinteractive.com]
5. Tobruk
Unique theme and setting but needs a lot of work on construction and scale to match other maps. Most of the streets are quite empty. They could benefit from a bit more cover and detail to make it more appealing for the player to advance through the streets. The buildings look generic and can use more detail and textures, a bit more color wouldn't hurt the visual side of the map. The gameplay is solid, and firefights are quite memorable when fighting from building to building. The dusty feel helps with selling the setting and makes it a lot more intense when bullets are flying around your head. Something to consider is to replace the church with a different structure, maybe a hotel or something else that fits better in the environment. Overall Tobruk has a lot of potential, and we hope to hear more from it in the future.


Check out the other finalists in the contest in this post[newworldinteractive.com]. You can play all these maps by subscribing to them on Workshop.

DOI Map Contest Finalist Playtest
The Finalists, in alphabetical order:



Brest
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Bure
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Kruppstahl
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Mercury
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Tobruk
Subscribe on Workshop


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:


Alps
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.

Dianville
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.

Metz
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.

Normandy
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.

Westwall
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.

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