Squidyard

Squidyard

Re: Squidyard Posted by ghost of evilspy on Sun Jul 11th 2004 at 4:20pm
ghost of evilspy
65 posts
Posted 2004-07-11 4:20pm
65 posts 127 snarkmarks Registered: 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.
Re: Squidyard Posted by Kage_Prototype on Sun Jul 11th 2004 at 5:16pm
Kage_Prototype
1248 posts
Posted 2004-07-11 5:16pm
1248 posts 165 snarkmarks Registered: 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
13860 posts
Posted 2004-07-11 5:35pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: 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
ReNo
5457 posts
Posted 2004-07-11 10:17pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 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 ghost of evilspy on Mon Jul 12th 2004 at 4:42am
ghost of evilspy
65 posts
Posted 2004-07-12 4:42am
65 posts 127 snarkmarks Registered: Jul 11th 2004
hm.. 7:30am .. probably should have slept .. but couldn't stop mapping.
Yes, rockwork sucks, but if I would have made it better would increase
r_speeds at RPG too much (trying to stay under 800).

So I did this and some other visblocking tonight:

User posted image

So lets see.. where's that nice rockwork tutorial? :biggrin:
Re: Squidyard Posted by ghost of evilspy on Mon Jul 12th 2004 at 9:36am
ghost of evilspy
65 posts
Posted 2004-07-12 9:36am
65 posts 127 snarkmarks Registered: Jul 11th 2004
we have an unofficial who's the best contest, and hullu shows up out'a nowhere.. you sly ol' dog you :heee:
huh? where?
Re: Squidyard Posted by Yak_Fighter on Mon Jul 12th 2004 at 9:50am
Yak_Fighter
1832 posts
Posted 2004-07-12 9:50am
1832 posts 742 snarkmarks Registered: 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 ghost of evilspy on Mon Jul 12th 2004 at 10:49am
ghost of evilspy
65 posts
Posted 2004-07-12 10:49am
65 posts 127 snarkmarks Registered: Jul 11th 2004
New version, beta6. Added detail to rocks. Beta7 will have rock texture scaled down from 2.00x2.00 to 1.50x1.50 :razz:

This is very close to final release. So please play it! :kitty:

(I, ffs, didn't sleep last night because this damn map :mad: . Not fun to stay up 33hrs)
Re: Squidyard Posted by Forceflow on Mon Jul 12th 2004 at 5:29pm
Forceflow
2420 posts
Posted 2004-07-12 5:29pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 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-
2299 posts
Posted 2004-07-12 8:53pm
Myrk-
member
2299 posts 604 snarkmarks Registered: Feb 12th 2002 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
ReNo
5457 posts
Posted 2004-07-13 12:26am
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 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:
Re: Squidyard Posted by Yak_Fighter on Tue Jul 13th 2004 at 9:43am
Yak_Fighter
1832 posts
Posted 2004-07-13 9:43am
1832 posts 742 snarkmarks Registered: Dec 30th 2001 Occupation: College Student/Slacker Location: Indianapolis, IN
User posted image

This ramp looks a little too steep. Normally you could get away with a 1/3 slope on a stairway, but not on an exposed ramp. Give it a 1/4 slope since you have the space.

User posted image

I dunno, looks like a texturing error to me, even though its probably deliberate.

User posted image

This is simply awesome. It looks like something torn straight out of HL. If you could keep this level of lighting and detail throughout the level it be something else, like a long-lost valve map. :biggrin:

-The connectivity looks good from what I could tell.
-The lighting looks too bright and flat, especially in some of the more cavernous areas. Some shadows would really improve visuals and gameplay.
-I think the outdoors area needs something in the middle, even if it's just more crates. It's too open and there aren't enough ledges and entrances/exits to justify it.
-I know you're going for gameplay over looks, and I will always support that belief, but there's a lot more you could do that would add to both, such as changing the lighting, adding more roof supports you can gauss to, more height differences, etc.
Re: Squidyard Posted by ghost of evilspy on Tue Jul 13th 2004 at 10:05am
ghost of evilspy
65 posts
Posted 2004-07-13 10:05am
65 posts 127 snarkmarks 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
ReNo
5457 posts
Posted 2004-07-13 11:28am
ReNo
member
5457 posts 1991 snarkmarks Registered: 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...
Re: Squidyard Posted by ghost of evilspy on Tue Jul 13th 2004 at 1:07pm
ghost of evilspy
65 posts
Posted 2004-07-13 1:07pm
65 posts 127 snarkmarks Registered: Jul 11th 2004
Well, I was consulting him about cheat detection or something like that
about year ago (I was lead coder Cheating-Death until
I burned out) and told about theim to him and showed. He told he would
need hl-teamplay map, and showed stalkyard and boot_camp (which in his
option was bit too big for teamplay) and what was good about theim in
teamplay.
Re: Squidyard Posted by ghost of evilspy on Wed Jul 14th 2004 at 6:36pm
ghost of evilspy
65 posts
Posted 2004-07-14 6:36pm
65 posts 127 snarkmarks 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.
Re: Squidyard Posted by ghost of evilspy on Sat Jul 17th 2004 at 1:02am
ghost of evilspy
65 posts
Posted 2004-07-17 1:02am
65 posts 127 snarkmarks Registered: Jul 11th 2004
beta8: Tuned lighting down a bit. Fixed misaligned texture seen at screenshot 2.
This is very close to final release.
Re: Squidyard Posted by ghost of evilspy on Sat Jul 17th 2004 at 9:54pm
ghost of evilspy
65 posts
Posted 2004-07-17 9:54pm
65 posts 127 snarkmarks Registered: 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
7dk2h4md720ih
1976 posts
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.