Update May 11 2021:
After a chat with Tisa that some players really missed the level I decided to make it available again.
It has not been updated since the 27th january contest deadline and it wont get any future updates.
As the 1st phase of the contest is done unfortunatly this map did not made it to the top 10. As they seem kept the voting system and this map simply did not got enough votes. I never was a fan of the voting system as its way to subjective. For most of the voted maps I can agree they made it to the 10 final maps. But for one or two maps i have my doubts. But from a level designers view there should have been judging from day 1 and not public voting.
I did not made use of the 1 time update your map after the first submit. In my opinion there was time enough to finish and polish your map in time. As I added almost all gamemodes and polished the map. To me it was contest ready. It was enough.
What to do next ?
I dont know.
As the fighting continues the Insurgents moved north to the town of Somodag in valley situated in the Northern Caucasus.
At first they got unnoticed in the large abandoned Brick Factory. But Securety forces got warned by locals.
For Insurgents its a matter of surviving and maintain a stronghold in this Land of the mountains in the turbulent North Caucasus.
When creating levels I like a realistic approach. Realistic architecture in the theme you chose. For this map I picked the Snowy North Caucasus. It often has a lot of similar buildings and not to complicated.
Another thing is that I try to avoid typical gameplay cover. In my opinion its cover which is placed in a position to improve gameplay but the position is not unrealistic. I added game play in the Z axis by
adding three storey buildings and buildings on higher positions. And added the deeper river canyon in the center. For variety I added the abandoned Soviet Era brick factory. I hope people will enjoy the map
in every mode they like and it would be cool if it makes it to matchmaking so I can try in PVP mode more often.
For performance I used the Insurgency Sandstorm Hillside level as comparison. As an example I compared the DrawPrimitive call on my level
with the Hillside level. And tried to optimize until they where the same.
I want to thank my fellow mappers for help and info about these details I overlook. Simple things you just not aware of.
To play with insane bot experience.....
Read more here
The level has the following modes
Checkpoint Security Hardcore
Checkpoint Insurgents Hardcore
To play local Checkpoint Security:
Local Play Day: Open Somodag?Scenario=Scenario_Somodag_Checkpoint_Security?Lighting=Day
Local Play Night: Open Somodag?Scenario=Scenario_Somodag_Checkpoint_Security?Lighting=Night
To play local Checkpoint Insurgents:
Local Play Day: Open Somodag?Scenario=Scenario_Somodag_Checkpoint_Insurgents?Lighting=Day
Local Play Night: Open Somodag?Scenario=Scenario_Somodag_Checkpoint_Insurgents?Lighting=Night
Local Play Day: Open Somodag?Scenario=Scenario_Somodag_Push_Security?Lighting=Day
Local Play Night: Open Somodag?Scenario=Scenario_Somodag_Push_Security?Lighting=Night
Local Play Day: Open Somodag?Scenario=Scenario_Somodag_Push_Insurgents?Lighting=Day
Local Play Night: Open Somodag?Scenario=Scenario_Somodag_Push_Insurgents?Lighting=Night
Local Play Day: Open Somodag?Scenario=Scenario_Somodag_Domination?Lighting=Day
Local Play Night: Open Somodag?Scenario=Scenario_Somodag_Domination?Lighting=Night
Local Play Day: Open Somodag?Scenario=Scenario_Somodag_Team_Deathmatch?Lighting=Day
Local Play Night: Open Somodag?Scenario=Scenario_Somodag_Team_Deathmatch?Lighting=Night
Local Play Day: Open Somodag?Scenario=Scenario_Somodag_Frontline?Lighting=Day
Local Play Night: Open Somodag?Scenario=Scenario_Somodag_Frontline?Lighting=Night