Posted by RealEschaton on Wed Jan 5th 2005 at 7:49am
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.
Posted by MrMof on Tue Dec 14th 2004 at 11:01pm
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
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
Posted by 7dk2h4md720ih on Tue Dec 14th 2004 at 1:05am
? 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?
Posted by Yak_Fighter on Tue Dec 14th 2004 at 12:54am
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]
Posted by Adam Hawkins on Mon Dec 13th 2004 at 11:35pm
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]
Posted by ReNo on Mon Dec 13th 2004 at 11:06pm
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]
Posted by MrMof on Mon Dec 13th 2004 at 10:53pm
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
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
Posted by ReNo on Mon Dec 13th 2004 at 9:02pm
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]
Posted by Cannabis on Mon Dec 13th 2004 at 8:56pm
Fantastic map, just missing some turrents but otherwise great job.

