dm_stack by Windows 98

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Map Info

  • 0 ratings
  • 2778 views
  • 559 downloads
  • added Mon May 1st 2006
  • updated Mon May 1st 2006
  • more content for: Counter Strike Source

Map Description

dm_stack is replica of the level Stack from Goldeneye 007 on the N64. I am aiming to be as close to the original as possible. All the textures were done frm scratch by myself. All the mapping was also done by myself. What I need is testers.
Info on alpha testing

NOTE: This is a CS:S map, it has dm_ because it is meant for deathmatch mod servers

Ok, dm_stack is now in it's alpha stages. I need some of you to test it. Your bassically looking for anything you want changed, or you think is wrong.

Anyone who tests the map PM me and let me know, but also post your review in here. I want to keep track of you all so I can put you on the credits list.

Keep in mind, I know some things are wrong. And this map is not even close to done. I know theres no lighting, or cubemaps, nav, and all that jazz. I know most of those super obvious things. I am going to add the ammo boxes and guns(they all will be working and such), and the random spawns

THIS IS AN ALPHA, KEEP THAT IN MIND

Download URL (4.3mb): www.dimensionstudios.org/vmf/public/dm_stack.bsp

Sorry about the file size, its because of all of the custom textures

P.S.
Hit the "use" button to open the blatent secret passages (the lighter sections of the walls) The use button is the button you use to talk to hosties.

Discussion

Posted by rs6 on Mon May 1st 2006 at 11:59pm

This looks like an experimental map. And it looks like you used it to experiment with custom textures. It looks liek the kind of map you keep to yourself, and use it as a learning experience.
Posted by parakeet on Mon May 1st 2006 at 9:39pm

YAY elon has good words

i quite agree with him :razz:

Make it , but spice it up too :biggrin: . i mean who wants a N64 graphics level with hl2 graphics people. I like the idea... but i think it could also use work
Posted by Elon Yariv on Mon May 1st 2006 at 6:53pm

Windows why do you copy exectly that map? The original one isn't good too. No lighting(maybe there is but it's blend), really boring and reapitetive texturing, boring architecture and no detail.

Try improving the map not only copying it. Add light sources, trims support beams, crates, gold...ect Don't forget the bomb :wink: Could make a nice map with a bomb site.(how do you call those maps? De? CS?)
Posted by Windows 98 on Mon May 1st 2006 at 2:30pm
[Author]

Yes, I had a feeling Orph wsan't going to like this map :biggrin: . I too loved the original Stack on GE N64. Also, I also knew someone was going to bring up GE:S. Maybe I could help them out or something? I dunno, but I have seen it mentioned before. But isn't it a mod? Youd have to be playing GE:S specifically, rather then playing CS:S and have the maps.

About the textures. I know That they suck right now. I don't have much texture expeirence. But I had just done a rough 15 minute job for each one so I could get an alpha out, also it helped for some rough testing with my friends on a lan. I am going to go over and remake them again but spend a lot more time on them, and give them a lot more detail and make them look nice. I am trying to keep the file size down too. Just with around 8 textures, it is already 4mb.
Posted by Orpheus on Mon May 1st 2006 at 11:41am

I have been looking at this all morning trying to come up with something, anything positive....

Sadly, I failed.

Good luck with your box. Oh wait, that was positive...
Posted by reaper47 on Mon May 1st 2006 at 10:12am

I might not be objective on this one but... I love the stack level from Goldeneye 007. I spent so many hours playing this in 4 player mode. So many. People are telling you you need a big screen to enjoy the game in 4 player split screen but that's bulls**t. I played stack on the smallest TVs and it was more fun than all the CS and TFC I later played on the PC. Great game, great map.

Now the first thing I recommend is to take a look at this site (although you might already know it): Goldeneye Source It's the most faithful and well-done remake of Goldeneye I've ever played and it's for HL2. You might want to help them to bring stack in the next release, which I would appreciate a lot.

Second: Use the exact layout (I've seen the sketch, it's amazing) but add more detail on it. As much as I love GE, GE:S taught me that it is possible to stay true to the original while improving the graphics and resolution. I think if I played the map without any improvements on the graphics I might feel like missing something.
Posted by mazemaster on Mon May 1st 2006 at 8:35am

Lighting, lighting, lighting.
Posted by ReNo on Mon May 1st 2006 at 6:47am

Your textures could really use some work. The floor tiles aren't too bad - they look like tiles and are reasonably sharp - but it looks like you have only created one tile and then cloned it to create a full texture. There is an obvious light spot in the texture that repeats really badly that makes it seem that way. If each tile in the texture were more unique, this repetition wouldn't be nearly as obvious and things would look better. The walls are a bgger worry though - the pattern present on the wall is not only apparent on horizontal repetitions of the texture, but it seems like it is there in single instances of it, like the actual texture is symmetrical. I commend you for making the effort in trying to make your own textures by the way, but I do think you should try and learn a bit more about it if you want them to feature heavily in your level.

The map itself is really plain and boring. I know your design ideal here is to keep it faithful to the original (and you certainly seem to be managing that), but you can keep it faithful in terms of layout and gameplay without having to miss out on aesthetics. Put in some small pillars along the walls to break up the flatness - even if they just use the same textures as the wall, it will gave some changes in face direction and so introduce at the very least some breaks in the lighting. Maybe make a slight colour variant of the floor tile texture so you can create maybe paths through the rooms, or create some sort of floor trim/edging that skirts the walls. Little things like that won't make any difference other than make things look better :smile:
Posted by Crono on Mon May 1st 2006 at 5:51am

That's cool and all ... but why wouldn't you want to make it look more like the stacks from Goldeneye (Film)?

(Also, to note, this has already been made for HL1 ... and now for HL2, since Goldeneye Source is well on its way to release)

But, okay. I guess it's a good oportunity to learn texture work ... I'd suggest trying harder though!

Anyway, it looks close enough to the N64 version. Still not sure if that's a good thing or not, though.