dm_stalkyard_mrmof_v1
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Re: dm_stalkyard_mrmof_v1
Posted by MrMof on Sun Dec 12th at 8:29pm 2004


Hi,
This is a remake of the map stalkyard
This version is full playable and close to the original
but not perfect

Now im working on version 2 and need your
recommendations for improvements
on weapon placement, bugs and other things you like to see in it.

changes for v2:

-i finished the outdoor areas with the deplacement tool
-completed the forcefields (i like to keep the additional forcefields in because it blocks the physobjects, more credible then the sky)
-improved playerstartpositions (it was possible to get stuck sometimes before)
-the door of the big crate in the hall now has movesounds and stays open and has to be closed manually like in the original stalkyard
-other little changes and performance fixes

here some screens of v2s outdoor areas:







Thx for comments




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Re: dm_stalkyard_mrmof_v1
Posted by G.Ballblue on Sun Dec 12th at 9:23pm 2004


Those hanging lights in the second pick look kinda... Half-Life-onish....

It also needs a mounted gun in the outdoor areas

[addsig]




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Re: dm_stalkyard_mrmof_v1
Posted by MrMof on Sun Dec 12th at 10:04pm 2004


yeah those lights bother me too
but they are part of the gameplay in stalkyard,
thats why they have the same dimensions so you can jump from one light to another.
Probably i'll add more detail to them.

sadly mounted guns are not supported yet in HL2DM
I'll add them as soon as it's possible

thx for the reply




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Re: dm_stalkyard_mrmof_v1
Posted by ReNo on Sun Dec 12th at 10:05pm 2004


Will check this out in a bit, downloaded it and will have a run around.
[addsig]




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Re: dm_stalkyard_mrmof_v1
Posted by Orpheus on Sun Dec 12th at 10:21pm 2004


stalkyard is still my all time favorite map, but i feel its memory is not suited to HL2. the weaponry made it great in HL1, the weaponry of HL2 will not fit.

the screens look wonderful, i do not feel that they convey the HL2 engines full potential however, and is another reason why not to make this map. (yeah i know its finished, i am talking in retrospect)

i think that you could easily make this map for HL1, and look exactly as good.

/2 cents

[addsig]




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Re: dm_stalkyard_mrmof_v1
Posted by Cannabis on Mon Dec 13th at 8:58pm 2004


Where do I download V2 ?



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Re: dm_stalkyard_mrmof_v1
Posted by ReNo on Mon Dec 13th at 9:02pm 2004


My main problem with the map is how dark the outside areas are, its verging on unplayablely so! You REALLY need to up the brightness out there if you haven't already.

The map is quite impressively accurate to the original, and yet in certain places I don't feel it looks as good. The box room for instance just doesn't seem right to me, possibly due to the texture choice for the room itself. Also, I couldn't jump onto the lights like you could in the original, despite the fact you have put items up on them.

All in all though its not a bad map, and as I said, impressively accurate.
[addsig]




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Re: dm_stalkyard_mrmof_v1
Posted by MrMof on Mon Dec 13th at 10:53pm 2004


i'll release v2 tomorrow

additional changes:

-added more detail to the lights in the hall
-other details / prop_statics / decals
-added model ladder instead of a ladder of brushes
-other changes i don't remember
-a bit brighter outdoor

It is possible to jump from one light to another with the speed boost,
not that easy but possible




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Re: dm_stalkyard_mrmof_v1
Posted by ReNo on Mon Dec 13th at 11:06pm 2004


My issue wasn't getting between the lights, but getting onto them. Admittedly I didn't spend too long playing around, but previously it was possible to get onto the lights by going to the gauss spot in the crate room and using either the LJ or a little gauss jump to get onto the light. Now neither of those are available and the jump is too high to get up using normal means.
[addsig]




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Re: dm_stalkyard_mrmof_v1
Posted by Adam Hawkins on Mon Dec 13th at 11:35pm 2004


Looks pretty cool, but I feel mappers need to be a little more adventurous with the remakes.

You've got a brand spanking new graphics engine that is capable of much more - and I see very little of the new except higher-res textures.

Re-imagine, don't remake. It's still more than possible to capture the essence of the original map without remaking it block for block.

[addsig]



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Re: dm_stalkyard_mrmof_v1
Posted by Yak_Fighter on Tue Dec 14th at 12:54am 2004


Exactly. Take a look at what Valve has done with some of the CSS maps like aztec, dust, and the soon to be released prodigy to see what you should be doing. [addsig]



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Re: dm_stalkyard_mrmof_v1
Posted by 7dk2h4md720ih on Tue Dec 14th at 1:05am 2004


? quote:
Exactly. Take a look at what Valve has done with some of the CSS maps like aztec, dust, and the soon to be released prodigy to see what you should be doing.


Is there a set date for the next update Yak?




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Re: dm_stalkyard_mrmof_v1
Posted by MrMof on Tue Dec 14th at 11:01pm 2004


Here is version 2 now

again no reinvention
Im not the only one doing stalkyard for hl2
so i leave it to the others to reinvent it

have fun

thx for replies and giving it a look




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Re: dm_stalkyard_mrmof_v1
Posted by Desert Gunner on Fri Dec 10th at 7:41pm 2004


The ground is a little flat but it looks good.



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Re: dm_stalkyard_mrmof_v1
Posted by Boxy on Fri Dec 10th at 7:48pm 2004


This is pretty nice looking, i like some of the stuff you done but there is somethiing missing. I cant put my finger on it, but there is def something missing. How much help am I?? =)



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Re: dm_stalkyard_mrmof_v1
Posted by RabidMonkey777 on Sat Dec 11th at 6:10am 2004


The outside just doesn't scream 'stalkyard' to me. The green grass, especially. If you recall, the exterior was more sandy and muddy and not grassy. It just looks weird to me. <br> <br>Other than that, it looks like a fairly solid start.



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Re: dm_stalkyard_mrmof_v1
Posted by Imbrifer on Sat Dec 11th at 10:02am 2004


Excellent indeed, though I have a couple recommendations: <br>1. Change the electric combine celing to just sky, or if you want to make it very sexy, a dock or some stacked boxes or buildings <br>2. As others have said, make displacement on the face of the grass instead of it being simply flat.



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Re: dm_stalkyard_mrmof_v1
Posted by Cannabis on Mon Dec 13th at 8:56pm 2004


Fantastic map, just missing some turrents but otherwise great job.



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Re: dm_stalkyard_mrmof_v1
Posted by RealEschaton on Wed Jan 5th at 7:49am 2005


I think you did an excellent job with this map, especially the texture work on the walls in the large crate-filled room. The textures are similar enough that they fit together perfectly, but different enough to prevent bad looking repetition. The decals and lighting also do a good job of providing some detail without any visual crowding. <br> <br>I'm assuming that a lack of good wooden box textures is what prompted you to change all the boxes to metal. The boxes do their job, but are nothing special (just like in the original stalkyard). Some of them seem slightly out of place, but other than that this is one of the best maps I've seen yet.




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