dm_Stalkyard by Boxy

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Map Info

Map Description

Remake of the classic Stalkyard from Halflife 1. Trying to stay as true to the original as possible, but slight changes will be made. The map was originally intended to be released as part of a mod I'm working on, but I figured a HL2DM version wouldnt hurt...

Now works in both Linux and Win32 environments

PLEASE DELETE OLD VERSION IF YOU HAVE IT AND REPLACE WITH THIS ONE.

Discussion

Posted by Boxy on Sun Dec 19th 2004 at 10:11pm
[Author]

Ladder ends in at the box section??You have lost me on that one, and for the fifth millionth time the guns are operable but cannot be fired to Valve not putting AI code into HL2DM! Sorry to go off on one but I am sick of explaining why guns dont fire!
Posted by Nasty on Sun Dec 19th 2004 at 9:33pm

Just played the map and i dont like the ladder ends at the box-section and the guns don't work properly u sure this is complete version?...

anyway nice job on the detail it's really great looking I can learn a great deal from you!
Posted by Orpheus on Sun Dec 19th 2004 at 2:51pm

<DIV class=quote>
<DIV class=quotetitle>? quoting Boxy</DIV>
<DIV class=quotetext>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...
</DIV></DIV>

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
Posted by Boxy on Tue Dec 14th 2004 at 9:34pm
[Author]

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

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 :razz:

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.
Posted by Boxy on Tue Dec 14th 2004 at 5:11pm
[Author]

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

yes :razz:

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?
Posted by Boxy on Tue Dec 14th 2004 at 2:01pm
[Author]

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

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

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?