Version 2 of my remake of the DM map stalkyard of Half-Life 1
I tried to keep it very close to the original stalkyard map
I`ll release new versions if new features of HL2DM come out or for major bugfixes
thx for comments
Discussion
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.
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.
so i leave it to the others to reinvent it :smile:
have fun
thx for replies and giving it a look
Posted by 7dk2h4md720ih on
Tue Dec 14th 2004 at 1:05am
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.
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.
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.
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.