65 posts
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Jul 11th 2004
Well, I couldn't stop mapping after all. Here's my latest creation that
has been under work(on and off.. mostly off) for.. over year and half.
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Dec 10th 2003
Occupation: Student
Location: Manchester UK
Hmm, I'm going to get off my arse and actually check this one out. :smile:
Re: Squidyard
Posted by Orpheus on
Sun Jul 11th 2004 at 5:35pm
Orpheus
member
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Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
we have an unofficial who's the best contest, and hullu shows up out'a nowhere.. you sly ol' dog you :heee:
again, welcome ol man.
Re: Squidyard
Posted by ReNo on
Sun Jul 11th 2004 at 10:17pm
Posted
2004-07-11 10:17pm
ReNo
member
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Occupation: Level Designer
Location: Scotland
The rockwork in that last screenshot is shocking, but otherwise the map
looks cool. I totally agree that it has a valve DM map vibe going on,
will take a look tomorrow probably.
Re: Squidyard
Posted by Yak_Fighter on
Mon Jul 12th 2004 at 9:50am
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Dec 30th 2001
Occupation: College Student/Slacker
Location: Indianapolis, IN
uh oh... hullu's back. er, i mean ghost of evilspy's back, of course
Re: Squidyard
Posted by Forceflow on
Mon Jul 12th 2004 at 5:29pm
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Occupation: Engineering Student (CS)
Location: Belgium
Looking clean & good. Good job.
Re: Squidyard
Posted by Myrk- on
Mon Jul 12th 2004 at 8:53pm
Myrk-
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Occupation: CAD & Graphics Technician
Location: Plymouth, UK
Ok the outside picture...
The window bits- either side make the frames stick out a few units and extend to the ground, but not the bits above and below the windows, just on the sides. Then get rid of the pillars underneath.
Re: Squidyard
Posted by ReNo on
Tue Jul 13th 2004 at 12:26am
Posted
2004-07-13 12:26am
ReNo
member
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Occupation: Level Designer
Location: Scotland
I really am meaning to but I'm afraid I still haven't gotten around to
testing this one. I should have a full free day tomorrow, I'll get on
the case :smile:
Posted
2004-07-13 10:05am
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Registered:
Jul 11th 2004
Inspired by Valve deathmatch maps. Most of theim are overbright with some darker areas :wink: .. so I'm just going to keep that one area dark.
I'm seeking for same kind of gameplay as in stalkyard :smile: (as BulliT explained me years ago why it was so good for HL-teamplay). Hm.. stalkyard is quite flat but has lots of well placed crates :O .. maybe I should fill underground with more grates :O
Ramp will be fixed. Thanks.
Texture will be fixed. Thanks.
Hm.. big crate at near center, closer to rocks. hmm.. new enterance from the back (outside <-> lift room).
Myrk-, thank for tip.
Re: Squidyard
Posted by ReNo on
Tue Jul 13th 2004 at 11:28am
Posted
2004-07-13 11:28am
ReNo
member
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Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
Didn't know you knew Bullit, Hullu....errr now I'm trying to think of a
reason why that even matters :biggrin: Anyway, sometime today I'll do a
critique, promise :smile: Now to find time in amongst my Full Spectrum
Warrior playing...
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Registered:
Jul 11th 2004
New day, new version. Added new enterance to outside area. Better looks at outside. Still under 800 r_speeds (thank god..erm..zoner for "HINT").
Screenshot number 2 replaced with new one.
65 posts
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Jul 11th 2004
beta8: Tuned lighting down a bit. Fixed misaligned texture seen at screenshot 2.
This is very close to final release.
65 posts
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Jul 11th 2004
finalbeta: More light. RPG in underground changed to LJ.
Re: Squidyard
Posted by 7dk2h4md720ih on
Sun Aug 1st 2004 at 11:42pm
Posted
2004-08-01 11:42pm
1976 posts
198 snarkmarks
Registered:
Oct 9th 2001
Very nice use of the standard textures, it would be right at home with the standard valve maps. The lighting is a bit monotone though, some shadows and highlights would be nice.