Squidyard
Post Reply
Quote
Re: Squidyard
Posted by ghost of evilspy on Sun Jul 11th at 4:20pm 2004


Well, I couldn't stop mapping after all. Here's my latest creation that has been under work(on and off.. mostly off) for.. over year and half.
[addsig]




Quote
Re: Squidyard
Posted by Kage_Prototype on Sun Jul 11th at 5:16pm 2004


Hmm, I'm going to get off my arse and actually check this one out. [addsig]



Quote
Re: Squidyard
Posted by Orpheus on Sun Jul 11th at 5:35pm 2004


we have an unofficial who's the best contest, and hullu shows up out'a nowhere.. you sly ol' dog you

again, welcome ol man.

[addsig]




Quote
Re: Squidyard
Posted by ReNo on Sun Jul 11th at 10:17pm 2004


The rockwork in that last screenshot is shocking, but otherwise the map looks cool. I totally agree that it has a valve DM map vibe going on, will take a look tomorrow probably.
[addsig]




Quote
Re: Squidyard
Posted by ghost of evilspy on Mon Jul 12th at 4:42am 2004


hm.. 7:30am .. probably should have slept .. but couldn't stop mapping. Yes, rockwork sucks, but if I would have made it better would increase r_speeds at RPG too much (trying to stay under 800).

So I did this and some other visblocking tonight:



So lets see.. where's that nice rockwork tutorial?
[addsig]




Quote
Re: Squidyard
Posted by ghost of evilspy on Mon Jul 12th at 9:36am 2004


? quote:

we have an unofficial who's the best contest, and hullu shows up out'a nowhere.. you sly ol' dog you



huh? where?
[addsig]




Quote
Re: Squidyard
Posted by Yak_Fighter on Mon Jul 12th at 9:50am 2004


uh oh... hullu's back. er, i mean ghost of evilspy's back, of course



Quote
Re: Squidyard
Posted by ghost of evilspy on Mon Jul 12th at 10:49am 2004


New version, beta6. Added detail to rocks. Beta7 will have rock texture scaled down from 2.00x2.00 to 1.50x1.50

This is very close to final release. So please play it!

(I, ffs, didn't sleep last night because this damn map . Not fun to stay up 33hrs)
[addsig]




Quote
Re: Squidyard
Posted by Myrk- on Mon Jul 12th at 8:53pm 2004


Ok the outside picture...

The window bits- either side make the frames stick out a few units and extend to the ground, but not the bits above and below the windows, just on the sides. Then get rid of the pillars underneath.

[addsig]




Quote
Re: Squidyard
Posted by ReNo on Tue Jul 13th at 12:26am 2004


I really am meaning to but I'm afraid I still haven't gotten around to testing this one. I should have a full free day tomorrow, I'll get on the case
[addsig]




Quote
Re: Squidyard
Posted by Yak_Fighter on Tue Jul 13th at 9:43am 2004


This ramp looks a little too steep. Normally you could get away with a 1/3 slope on a stairway, but not on an exposed ramp. Give it a 1/4 slope since you have the space.

I dunno, looks like a texturing error to me, even though its probably deliberate.

This is simply awesome. It looks like something torn straight out of HL. If you could keep this level of lighting and detail throughout the level it be something else, like a long-lost valve map.

-The connectivity looks good from what I could tell.
-The lighting looks too bright and flat, especially in some of the more cavernous areas. Some shadows would really improve visuals and gameplay.
-I think the outdoors area needs something in the middle, even if it's just more crates. It's too open and there aren't enough ledges and entrances/exits to justify it.
-I know you're going for gameplay over looks, and I will always support that belief, but there's a lot more you could do that would add to both, such as changing the lighting, adding more roof supports you can gauss to, more height differences, etc.





Quote
Re: Squidyard
Posted by ghost of evilspy on Tue Jul 13th at 10:05am 2004


Inspired by Valve deathmatch maps. Most of theim are overbright with some darker areas .. so I'm just going to keep that one area dark.

I'm seeking for same kind of gameplay as in stalkyard (as BulliT explained me years ago why it was so good for HL-teamplay). Hm.. stalkyard is quite flat but has lots of well placed crates :O .. maybe I should fill underground with more grates :O

Ramp will be fixed. Thanks.

Texture will be fixed. Thanks.

Hm.. big crate at near center, closer to rocks. hmm.. new enterance from the back (outside <-> lift room).

Myrk-, thank for tip.

[addsig]



Quote
Re: Squidyard
Posted by ReNo on Tue Jul 13th at 11:28am 2004


Didn't know you knew Bullit, Hullu....errr now I'm trying to think of a reason why that even matters Anyway, sometime today I'll do a critique, promise Now to find time in amongst my Full Spectrum Warrior playing...
[addsig]




Quote
Re: Squidyard
Posted by ghost of evilspy on Tue Jul 13th at 1:07pm 2004


Well, I was consulting him about cheat detection or something like that about year ago (I was lead coder Cheating-Death until I burned out) and told about theim to him and showed. He told he would need hl-teamplay map, and showed stalkyard and boot_camp (which in his option was bit too big for teamplay) and what was good about theim in teamplay.
[addsig]




Quote
Re: Squidyard
Posted by ghost of evilspy on Wed Jul 14th at 6:36pm 2004


New day, new version. Added new enterance to outside area. Better looks at outside. Still under 800 r_speeds (thank god..erm..zoner for "HINT").

Screenshot number 2 replaced with new one.




Quote
Re: Squidyard
Posted by ghost of evilspy on Sat Jul 17th at 1:02am 2004


beta8: Tuned lighting down a bit. Fixed misaligned texture seen at screenshot 2.
This is very close to final release. [addsig]




Quote
Re: Squidyard
Posted by ghost of evilspy on Sat Jul 17th at 9:54pm 2004


finalbeta: More light. RPG in underground changed to LJ. [addsig]



Quote
Re: Squidyard
Posted by Forceflow on Mon Jul 12th at 5:29pm 2004


Looking clean &amp; good. Good job.



Quote
Re: Squidyard
Posted by 7dk2h4md720ih on Sun Aug 1st at 11:42pm 2004


Very nice use of the standard textures, it would be right at home with the standard valve maps. The lighting is a bit monotone though, some shadows and highlights would be nice.




Post Reply