dm_stalkyard_mrmof_v2 by MrMof

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Map Description

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.
Posted by MrMof on Tue Dec 14th 2004 at 11:01pm
[Author]

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 :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.
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.
Posted by MrMof on Mon Dec 13th 2004 at 10:53pm
[Author]

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.
Posted by Cannabis on Mon Dec 13th 2004 at 8:58pm

Where do I download V2 ?
Posted by Cannabis on Mon Dec 13th 2004 at 8:56pm

Fantastic map, just missing some turrents but otherwise great job.