Squidyard by ghost of evilspy

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Map Info

Map Description

A deathmatch map targeted for clan-matches (teamplay) and elite players. Looks&feel inspired by the original valve maps. Small file size to attract server admins.

Discussion

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

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.
Posted by ghost of evilspy on Sat Jul 17th 2004 at 9:54pm
[Author]

finalbeta: More light. RPG in underground changed to LJ.
Posted by ghost of evilspy on Sat Jul 17th 2004 at 1:02am
[Author]

beta8: Tuned lighting down a bit. Fixed misaligned texture seen at screenshot 2.
This is very close to final release.
Posted by ghost of evilspy on Wed Jul 14th 2004 at 6:36pm
[Author]

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.
Posted by ghost of evilspy on Tue Jul 13th 2004 at 1:07pm
[Author]

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.
Posted by ReNo on Tue Jul 13th 2004 at 11:28am

Didn't know you knew Bullit, Hullu....errr now I'm trying to think of a
reason why that even matters :biggrin: Anyway, sometime today I'll do a
critique, promise :smile: Now to find time in amongst my Full Spectrum
Warrior playing...
Posted by ghost of evilspy on Tue Jul 13th 2004 at 10:05am
[Author]

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

I'm seeking for same kind of gameplay as in stalkyard :smile: (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.
Posted by Yak_Fighter on Tue Jul 13th 2004 at 9:43am

User posted image

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.

User posted image

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

User posted image

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. :biggrin:

-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.
Posted by ReNo on Tue Jul 13th 2004 at 12:26am

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 :smile:
Posted by Myrk- on Mon Jul 12th 2004 at 8:53pm

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.