Re: dm_stalkyard_mrmof_v1
                        Posted by Desert Gunner on 
    Fri Dec 10th 2004 at 7:41pm
                     
                    
                 
                
            
            
                
    
            36 posts
        4 snarkmarks
        Registered: 
    Nov 30th 2004
                            Location: United States
             
                
                        The ground is a little flat but it looks good.
                                    
             
        
            
            
                                
                    
                        Re: dm_stalkyard_mrmof_v1
                        Posted by Boxy on 
    Fri Dec 10th 2004 at 7:48pm
                     
                    
                 
                
            
            
                
    
            18 posts
        12 snarkmarks
        Registered: 
    Dec 8th 2004
                            Location: UK
             
                
                        This is pretty nice looking, i like some of the stuff you done but there is somethiing missing. I cant put my finger on it, but there is def something missing. How much help am I?? =)
                                    
             
        
            
            
                                     
                                
                    
                        Re: dm_stalkyard_mrmof_v1
                        Posted by RabidMonkey777 on 
    Sat Dec 11th 2004 at 6:10am
                     
                    
                 
                
            
            
                
    
            207 posts
        603 snarkmarks
        Registered: 
    Jul 9th 2004
                            Location: Denver, Colorado, USA
             
                
                        The outside just doesn't scream 'stalkyard' to me. The green grass, especially. If you recall, the exterior was more sandy and muddy and not grassy. It just looks weird to me.
Other than that, it looks like a fairly solid start.
                                    
             
        
            
            
                                     
                                
                    
                        Re: dm_stalkyard_mrmof_v1
                        Posted by Imbrifer on 
    Sat Dec 11th 2004 at 10:02am
                     
                    
                        
                        Posted 
    2004-12-11 10:02am
                     
                 
                
            
            
                
    
            32 posts
        363 snarkmarks
        Registered: 
    Dec 11th 2004
                     
                
                        Excellent indeed, though I have a couple recommendations:
1. Change the electric combine celing to just sky, or if you want to make it very sexy, a dock or some stacked boxes or buildings
2. As others have said, make displacement on the face of the grass instead of it being simply flat.
                                    
             
        
            
            
                                     
                                
                    
                        Re: dm_stalkyard_mrmof_v1
                        Posted by G.Ballblue on 
    Sun Dec 12th 2004 at 9:23pm
                     
                    
                 
                
            
            
                
    
            1511 posts
        211 snarkmarks
        Registered: 
    May 16th 2004
                    Occupation: Student
                            Location: A secret Nuclear Bunker on Mars
             
                
                        Those hanging lights in the second pick look kinda... Half-Life-onish....
It also needs a mounted gun in the outdoor areas :smile:
                                    
             
        
            
            
                                
                    
                        Re: dm_stalkyard_mrmof_v1
                        Posted by MrMof on 
    Sun Dec 12th 2004 at 10:04pm
                     
                    
                        
                        Posted 
    2004-12-12 10:04pm
                     
                 
                
            
            
                
    
            13 posts
        51 snarkmarks
        Registered: 
    Dec 10th 2004
                     
                
                        yeah those lights bother me too
but they are part of the gameplay in stalkyard,
thats why they have the same dimensions so you can jump from one light to another.
Probably i'll add more detail to them.
sadly mounted guns are not supported yet in HL2DM
I'll add them as soon as it's possible
thx for the reply
                                    
             
        
            
            
                                     
                                
                    
                        Re: dm_stalkyard_mrmof_v1
                        Posted by ReNo on 
    Sun Dec 12th 2004 at 10:05pm
                     
                    
                        
                        Posted 
    2004-12-12 10:05pm
                     
                 
                
            
            
                
    
                    
                             ReNo
                            ReNo
            
                        member
     
            5457 posts
        1991 snarkmarks
        Registered: 
    Aug 22nd 2001
                    Occupation: Level Designer
                            Location: Scotland
             
                
                        Will check this out in a bit, downloaded it and will have a run around.
                                    
             
        
            
            
                                     
                                
                    
                        Re: dm_stalkyard_mrmof_v1
                        Posted by Orpheus on 
    Sun Dec 12th 2004 at 10:21pm
                     
                    
                        
                        Posted 
    2004-12-12 10:21pm
                     
                 
                
            
            
                
    
                    
                             Orpheus
                            Orpheus
            
                        member
     
            13860 posts
        2024 snarkmarks
        Registered: 
    Aug 26th 2001
                    Occupation: Long Haul Trucking
                            Location: Long Oklahoma - USA
             
                
                        stalkyard is still my all time favorite map, but i feel its memory is not suited to HL2. the weaponry made it great in HL1, the weaponry of HL2 will not fit.
the screens look wonderful, i do not feel that they convey the HL2 engines full potential however, and is another reason why not to make this map. (yeah i know its finished, i am talking in retrospect)
i think that you could easily make this map for HL1, and look exactly as good.
/2 cents
                                    
             
        
            
            
                                
                    
                        Re: dm_stalkyard_mrmof_v1
                        Posted by Cannabis on 
    Mon Dec 13th 2004 at 8:56pm
                     
                    
                 
                
            
            
                
    
            3 posts
        0 snarkmarks
        Registered: 
    Dec 11th 2004
                            Location: Chicago, IL
             
                
                        Fantastic map, just missing some turrents but otherwise great job.
                                    
             
        
            
            
                                     
                                
                    
                        Re: dm_stalkyard_mrmof_v1
                        Posted by ReNo on 
    Mon Dec 13th 2004 at 9:02pm
                     
                    
                 
                
            
            
                
    
                    
                             ReNo
                            ReNo
            
                        member
     
            5457 posts
        1991 snarkmarks
        Registered: 
    Aug 22nd 2001
                    Occupation: Level Designer
                            Location: Scotland
             
                
                        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.
                                    
             
        
            
            
                                
                    
                        Re: dm_stalkyard_mrmof_v1
                        Posted by MrMof on 
    Mon Dec 13th 2004 at 10:53pm
                     
                    
                        
                        Posted 
    2004-12-13 10:53pm
                     
                 
                
            
            
                
    
            13 posts
        51 snarkmarks
        Registered: 
    Dec 10th 2004
                     
                
                        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
                                    
             
        
            
            
                                     
                                
                    
                        Re: dm_stalkyard_mrmof_v1
                        Posted by ReNo on 
    Mon Dec 13th 2004 at 11:06pm
                     
                    
                        
                        Posted 
    2004-12-13 11:06pm
                     
                 
                
            
            
                
    
                    
                             ReNo
                            ReNo
            
                        member
     
            5457 posts
        1991 snarkmarks
        Registered: 
    Aug 22nd 2001
                    Occupation: Level Designer
                            Location: Scotland
             
                
                        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.
                                    
             
        
            
            
                                     
                                
                    
                        Re: dm_stalkyard_mrmof_v1
                        Posted by Adam Hawkins on 
    Mon Dec 13th 2004 at 11:35pm
                     
                    
                        
                        Posted 
    2004-12-13 11:35pm
                     
                 
                
            
            
                
    
            858 posts
        333 snarkmarks
        Registered: 
    Aug 25th 2002
                    Occupation: Specialty Systems Manager
                            Location: Chesterfield, UK
             
                
                        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.
                                    
             
        
            
            
                                     
                                
                    
                        Re: dm_stalkyard_mrmof_v1
                        Posted by Yak_Fighter on 
    Tue Dec 14th 2004 at 12:54am
                     
                    
                        
                        Posted 
    2004-12-14 12:54am
                     
                 
                
            
            
                
    
            1832 posts
        742 snarkmarks
        Registered: 
    Dec 30th 2001
                    Occupation: College Student/Slacker
                            Location: Indianapolis, IN
             
                
                        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.
                                    
             
        
            
            
                                
                    
                        Re: dm_stalkyard_mrmof_v1
                        Posted by MrMof on 
    Tue Dec 14th 2004 at 11:01pm
                     
                    
                        
                        Posted 
    2004-12-14 11:01pm
                     
                 
                
            
            
                
    
            13 posts
        51 snarkmarks
        Registered: 
    Dec 10th 2004
                     
                
                        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
                                    
             
        
            
            
                                     
                                
                    
                        Re: dm_stalkyard_mrmof_v1
                        Posted by RealEschaton on 
    Wed Jan 5th 2005 at 7:49am
                     
                    
                 
                
            
            
                
    
            19 posts
        12 snarkmarks
        Registered: 
    Dec 30th 2004
                    Occupation: Student (College)
                            Location: USA
             
                
                        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.