dm_Stalkyard
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Re: dm_Stalkyard
Posted by Boxy on Tue Dec 14th at 11:43am 2004


I have released my monstrosity upon the world, have a gander and see what you think, post a thought or two in here if you so desire.

Boxy out....





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Re: dm_Stalkyard
Posted by scary_jeff on Tue Dec 14th at 11:59am 2004


I liked it overall. Perhaps a little dark, but seems to stay pretty true to the original. Perhaps it could have done with a few more physics objects (only a few more).



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Re: dm_Stalkyard
Posted by Yak_Fighter on Tue Dec 14th at 12:02pm 2004


Woah now, how did you get those gun emplacements to work? Spill the beans. [addsig]



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Re: dm_Stalkyard
Posted by Ging on Tue Dec 14th at 12:57pm 2004


They don't actually work, it's something about HL2DM lacking the AI NPC code, you can fire them, but they don't do any damage (try shooting at the destructable crates with it).

Otherwise it's a generally fun map, I've not tried the final, final version, but I saw boxy work on it last night and the changes didn't seem too severe. It's a good re-make of the original that adds boxy's own personal alterations to give it a slightly different feel.

Some people might complain about the placing of the 357, but it was a design choice on boxy's behalf, the thing is just too powerful to leave lying around in any old easy to reach spot. Now all they've got to do is fix the jump height and all shall be good again!

Anyway, nice one lad, get on and do some uni work hey?





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Re: dm_Stalkyard
Posted by Yak_Fighter on Tue Dec 14th at 1:56pm 2004


Uh, if the guns don't work then why exactly are they there? A working func_tank could be made as a suitable replacement... (I'd assume) [addsig]



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Re: dm_Stalkyard
Posted by Boxy on Tue Dec 14th at 2:01pm 2004


OMG I have been through this so many times its untrue! The guns are in at the moment to be aesthetically pleasing, to help 'finish' the map so to speak. They are, FYI, func_tanks with all the animations and triggers in place so when Valve decide to make mounted guns work in MP by messing about with various AI code, they will operate correctly. Thats why they are in there. Any other questions sir?





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Re: dm_Stalkyard
Posted by Yak_Fighter on Tue Dec 14th at 5:05pm 2004


yes

what did you do to get them into the nonworking but almost working state you have them in now? IE how did you set up the entities?

[addsig]




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Re: dm_Stalkyard
Posted by Boxy on Tue Dec 14th at 5:11pm 2004


Theres a tutorial on Interlopers.net that I followed, and I just removed the bits to do with making an NPC use it coz I knew wouldnt need them in this map. Soz for barking off at you earlier...

Heres the tut... http://www.interlopers.net/content.php?article.113




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Re: dm_Stalkyard
Posted by Yak_Fighter on Tue Dec 14th at 6:42pm 2004


Cool, thanks! I actually suspected that was how to make them, but I hadn't gotten the chance to test it out myself. Since I've wasted all your time I'm going to actually download your map and run around it

EDIT:
I think you could have done more with this remake. There were some great looking updated areas such as that busted garage door with the APC behind it and the center room on the second floor with the fences, but some other areas looked silly, especially the open ceilings with the ugly buildings on top. I would have suggested knocking out the outer walls, replacing them with fences, and having some nice detailed buildings or interesting landscape in their place. I also would have not bothered with the guns, even if they provide some sort of nostalgia value. The crate area is faithful I'll admit, but given the different jumping heights and the lack of the LJ, Gauss, and tripmines it may have made more sense to change the way the boxes are set up. I also wasn't enamored with the combination of destroyable and invincible boxes. I would have made them all one or the other, depending on how you handled the big crate room. All in all though it's faithful enough and is a decent job, if not a missed opportunity.

[addsig]




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Re: dm_Stalkyard
Posted by Boxy on Tue Dec 14th at 9:34pm 2004


Thanks for the criticism, taken onboard, although I like it the way it is, but I never was a big HL1 deathmatcher, I just liked playing it on LAN. I thinking I wont do another remake again anytime soon, it leads to far too many comparisons, but some comments are better than none...




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Re: dm_Stalkyard
Posted by Orpheus on Sun Dec 19th at 2:51pm 2004


? quoting Boxy
Thanks for the criticism, taken onboard, although I like it the way it is, but I never was a big HL1 deathmatcher, I just liked playing it on LAN. I thinking I wont do another remake again anytime soon, it leads to far too many comparisons, but some comments are better than none...

when i made False_Accretion i received no less than a hundred emails on it. most were complimentary, but all had some sort of a comparison issue attached. i got so tired of hearing how this shoulda been, or this coulda been.

the most complimentary comments i received were 100% unintentional, or 100% rude, i received dozens of emails claiming that i decompiled the maps and added them to my creation. the map is 100% my own, and each time i received an email, my pride grew by leaps and bounds. i was a comparative novice to the HL1 scene at that time, and each email only dispelled my own preconceptions of my inadequate talent. at that time i didn't think i would ever create anything good.

False_Accretion went on to be a turning point in my mapping. mostly from the people whom criticized it most as "stolen"

/ rambling

[addsig]




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Re: dm_Stalkyard
Posted by Campaignjunkie on Wed Dec 8th at 11:13pm 2004


Ooh, one of the better HL2 DM maps I've seen so far. Looks pretty faithful to the original version, yet a nice amount of spice added in. I think you might want to make the outdoors-area more like Nova Prospekt though, to maintain the current theme you have in the other two screens. Some of the lighting is pretty awkward, but I'm sure you'll fix that. Good start! smiley



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Re: dm_Stalkyard
Posted by Neural Scan on Wed Dec 8th at 11:41pm 2004


Lovely stuff. <br> <br>Are you going to keep with the original layout or add some more of your own ideas? I'm pretty sure you could add some really decent parts into it, and change parts around so it fits more into the hl2dm gameplay style.



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Re: dm_Stalkyard
Posted by Lanthanide on Thu Dec 9th at 3:41am 2004


I hope this map is going to have ambient sounds like the crickets that were in the HL1 version.



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Re: dm_Stalkyard
Posted by Paladin[NL] on Thu Dec 9th at 2:38pm 2004


Whooohoooo, stalkyard, and the 1st is teh winner, looks very very good



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Re: dm_Stalkyard
Posted by Boxy on Fri Dec 10th at 10:33am 2004


Thanks guys, glad that you are all liking it, will be looking for beta testers soon, to get the polish on it, and someone linked this page to Halflife2.net, which is nice, seems to get some praise there too.



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Re: dm_Stalkyard
Posted by Boxy on Fri Dec 10th at 6:31pm 2004


Okay, playable beta is available, so im looking for testers basically to help me get it mint. Im looking for people who have experience in mapping please, and good ones at that, so if your only contribution to the map world is dm_cubeworld you need not apply. <br>If you want to test pre-release Stalkyard, make it known here and ill get back to you. <br> <br>For some dam reason i updated the screenies but it wont accept them all...



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Re: dm_Stalkyard
Posted by Cannabis on Sat Dec 11th at 11:15pm 2004


Im helping boxy to test the map and hopefully release it whenever he thinks its 100% done. <br>So far the map is excellent.



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Re: dm_Stalkyard
Posted by Boxy on Mon Dec 13th at 12:46am 2004


The release of DM_Stalkyard is upon us, just a day or so to tweak things and it should be there. It s a shame the mounted guns are diabled in HL2DM, but for now I can see no way round it to make them work.



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Re: dm_Stalkyard
Posted by alba on Mon Dec 13th at 2:50pm 2004


God add some light, its worse than doom3 ;/




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