dm_stack

dm_stack

Re: dm_stack Posted by Windows 98 on Mon May 1st 2006 at 4:12am
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Posted 2006-05-01 4:12am
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Please read the description of the map, and what I am trying to do before I get flamed with "This looks like a HL1 map". Otherwise, please help in the Alpha Testing.
http://img362.imageshack.us/img362/8521/windows981dk.jpg

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Re: dm_stack Posted by Crono on Mon May 1st 2006 at 5:51am
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Posted 2006-05-01 5:51am
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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.
Blame it on Microsoft, God does.
Re: dm_stack Posted by ReNo on Mon May 1st 2006 at 6:47am
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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:
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Re: dm_stack Posted by mazemaster on Mon May 1st 2006 at 8:35am
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Lighting, lighting, lighting.
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Re: dm_stack Posted by reaper47 on Mon May 1st 2006 at 10:12am
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Posted 2006-05-01 10:12am
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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.
Re: dm_stack Posted by Orpheus on Mon May 1st 2006 at 11:41am
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Posted 2006-05-01 11:41am
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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...

The best things in life, aren't things.
Re: dm_stack Posted by Windows 98 on Mon May 1st 2006 at 2:30pm
Windows 98
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Posted 2006-05-01 2:30pm
757 posts 86 snarkmarks Registered: Apr 25th 2005 Occupation: Student Location: USA
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.
http://img362.imageshack.us/img362/8521/windows981dk.jpg

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Re: dm_stack Posted by Elon Yariv on Mon May 1st 2006 at 6:53pm
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Posted 2006-05-01 6:53pm
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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?)
Elon Yariv
Re: dm_stack Posted by parakeet on Mon May 1st 2006 at 9:39pm
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Posted 2006-05-01 9:39pm
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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
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Re: dm_stack Posted by rs6 on Mon May 1st 2006 at 11:59pm
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Posted 2006-05-01 11:59pm
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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.
Re: dm_stack Posted by Mr.INSANE on Tue May 2nd 2006 at 2:11am
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Posted 2006-05-02 2:11am
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Considering this is meant to be near the same it looks really close.

Any chance of combining it with The basement aswell

I would like to say great job aside from the textures being slightly to bright it looks great
Re: dm_stack Posted by Spartan on Tue May 2nd 2006 at 9:48am
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Posted 2006-05-02 9:48am
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Lol, I find it funny that the original version looks slightly better than the source version. C'mon man, use that source lighting to it's fullest.
Re: dm_stack Posted by Juim on Tue May 2nd 2006 at 1:39pm
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Posted 2006-05-02 1:39pm
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This map might be a good excercise in custom texturing, but I don't hold out much hope for enjoyability. It is a recreation of a nintendo 64 map for heavens sake!. The Source engine is capable of so much more. Even with lighting,weaponry,and spawns, its a conjoined series of un-inspired boxes,repetitively textured, and bland as heck.Not to mention that it's been done already(in source). I'll never understand the gaming worlds fascination with this map. Sorry to be so negative, but thats just me where dm_stack is concerned.
Re: dm_stack Posted by reaper47 on Tue May 2nd 2006 at 3:58pm
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Any chance of combining it with The basement aswell
It's stack, not library!
Re: dm_stack Posted by Windows 98 on Tue May 2nd 2006 at 4:43pm
Windows 98
757 posts
Posted 2006-05-02 4:43pm
757 posts 86 snarkmarks Registered: Apr 25th 2005 Occupation: Student Location: USA
Spartan said:
Lol, I find it funny that the original version looks slightly better than the source version. C'mon man, use that source lighting to it's fullest.
Did you read? I said I didnt do the lighting, and that the textures arent done, those are just quick temporary ones.
Re: dm_stack Posted by Addicted to Morphine on Wed May 3rd 2006 at 4:18pm
Posted 2006-05-03 4:18pm
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The dimensions of the 3rd shot dont look like the original area. All the others look spot on though.
Re: dm_stack Posted by Windows 98 on Wed May 3rd 2006 at 6:41pm
Windows 98
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Posted 2006-05-03 6:41pm
757 posts 86 snarkmarks Registered: Apr 25th 2005 Occupation: Student Location: USA
I see what you mean. I tried my best. It was either me, or it is because I couldn't get the angles the same. I'll take a look and see if i can maybe fix it if they are drastically off.
http://img362.imageshack.us/img362/8521/windows981dk.jpg

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Re: dm_stack Posted by hydeph on Thu May 4th 2006 at 2:12am
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Posted 2006-05-04 2:12am
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<span style="font-family: Verdana;">Scale looks off. Most walls are shorter than the original. Also, just because the N64 was a box doesn't mean the Source version you've made has to be a box too. I'm sure you could spice up architecture while keeping the layout the same.

Actually, I don't want to sound like a Negative Ned but, that's a total waste of the Source engine. ;'(
</span>
Re: dm_stack Posted by Mr.INSANE on Fri May 5th 2006 at 3:05am
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Posted 2006-05-05 3:05am
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I swear it was stack
Re: dm_stack Posted by Captain P on Fri May 5th 2006 at 7:38am
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Posted 2006-05-05 7:38am
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I just ran through the map for a little while. Seriously, don't put a map up for testing when it's unlit - lighting is simply too vital to be ignored even early on.

Anyway, I feel the map is small, both cramped (negative) and tight (positive). I'd definitely widen up some, if not all, of the area's and paths. I'd shorten some paths between area's too, and rethink the connections - some connections are just double and don't seem to add much choice to the player, while other area's could do with a connection or less obstructed path.
The secret doors are a nice idea, but I think you've taken them too far. A secret should be special, not an attempt to hide a part of the map that's vital to the gameflow, so to speak.

Looking a bit further, I know there's just temporary textures on here and all, but it's pretty hard to get a grasp of this map, even though it's fairly small. It's good to think about landmarking area's early on - different details and textures can help making navigation easier, but different shape of area's and different lighting helps too. This map is completely cubic when it comes down to it's core architecture - could do with some variation here and there.
Also, I don't know what purpose this 'building' serves but right now, it feels like an odd game structure with no real-life counterpart. Perhaps more detail, lighting and all could clear that up, but the structure itself simply feels too odd.
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