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Dog Red (ins_dog_red) from DOI mod
Maps (co-op): Checkpoint, Hunt, Conquer
File Size
129.643 MB
Mar 8, 2021 @ 3:35pm
Aug 26, 2021 @ 1:59am
3 Change Notes ( view )

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Dog Red (ins_dog_red) from DOI mod

In 1 collection by Positive
My Map Ports and Reuploads
38 items
Fixed version of ins_dog_red_coop_ws
Level Design by Mxthe
Layout by Daimyo
Navmesh by me

List of fixes/changes
  • Fixed IO entries that caused the map to crash
  • Added sounscapes and ambient sounds support
  • Fixed broken spawns that were lower ground level

To play enter in console
map ins_dog_red (gamemode)

Write suggestions or report bugs in comments, I'll fix them in future.

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Daimyo Aug 30, 2021 @ 3:16pm 
@Positive last I used insurgency in hammer (2016-2017) I believe it had an ins_foliage prop that automatically calculates blocking LOS though that might've changed.

Here is an old update mentioning it:

I updated this map with notes mentioning ins_foliage:
FeiXue Jun 22, 2021 @ 3:32pm 
Thank you for incriminating evidence. Prosecution rests.
Positive  [author] Jun 22, 2021 @ 8:48am 
no commentary, just look how map looks in hammer, you will understand you are wrong
FeiXue Jun 22, 2021 @ 7:56am 
When will you map makers/porters realize vegetation as you place it is broken in co-op. In PvP, fine. It's same for both sides but in co-op if you absolutely have to have your bushes then look at Bridge at Remagen to see how it's done properly. Yes, I know, it'll eat into precious asset count but guess what, shitty looking maps that play well will win over eye candies that run like dogshit and play even worse every time.

Can't believe we're even still talking about this issue. As a side note, NWI can't design a good map even when their life somewhat depends on it. Throwing bazillion assets into the box never resulted in good map. And not mainly for performance reasons. Although because of that we then see simplified model boxes which result in idiotic fire lines, etc.
FeiXue Jun 22, 2021 @ 7:55am 
So porting DOI is kinda pointless. So is CS but for other reasons. Maybe urban maps like Comacchio, Sicily, Salerno ... even Dunkirk but frankly none of them is above average. Which is still better than 1/3 of originals and ports from other games so ...
Bot Chris Apr 1, 2021 @ 12:08am 
ins steam workshop is broken. server and client won't update. most of players don't know how to validate game files, in that case player will have different map file error. Now when i update my theater, i create new workshop id. Btw, that 0-12 was with no smoke gameplay :D
DieKaiserschlacht Mar 30, 2021 @ 6:16pm 
thanks for listening to my feedback, hopefully now we can have an easier time getting through the beach section and playing the map for what it is
Positive  [author] Mar 30, 2021 @ 3:00pm 
I have moved Alpha off the beach and improved navmesh. The update is available now
DieKaiserschlacht Mar 19, 2021 @ 11:56pm 
now I play on 35 angry bots so this will probably not apply to everyone, but god damn you really need to move objective A off the beach. this map was not designed to have an objective on the beach in mind.

could you imagine in a multiplayer match that the americans had to sit on the beach with little to no cover at all while sweating bullets from the german side. the people who designed the map knew this wouldn't be very fun and so on the original dog red map, objective A was at least on the beachhead where there's at least some wrecked tanks and some hills to hide behind.

that stretch of open beach where the landing craft are was originally just an absolute dead zone that you just had to run through and hope you didn't get shot. now imagine that flat beach dead zone that wasn't intended to be somewhere for you to just settle down and cap a point is now objective A.

DieKaiserschlacht Mar 19, 2021 @ 11:56pm 
do you see how this is flawed I mean even if you do manage to cap A, you could get a counter attack which means you gotta run back to the landing craft cuz you need to replenish the smokes you used during your initial attack just to even stand a chance against the counter. If you don't have your smokes up when they arrive you're just gonna get sniped by them as they come down cuz there's no cover anywhere.

If you do manage to live past A, the map becomes more playable. B is on the beachhead and really that's where A should be, and after B everything becomes much more close quarters, which means the bots won't snipe you from across the map which is fair.