dm_Stalkyard

dm_Stalkyard

Re: dm_Stalkyard Posted by Campaignjunkie on Wed Dec 8th 2004 at 11:13pm
Campaignjunkie
1309 posts
Posted 2004-12-08 11:13pm
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
Ooh, one of the better HL2 DM maps I've seen so far. Looks pretty faithful to the original version, yet a nice amount of spice added in. I think you might want to make the outdoors-area more like Nova Prospekt though, to maintain the current theme you have in the other two screens. Some of the lighting is pretty awkward, but I'm sure you'll fix that. Good start! :)
Re: dm_Stalkyard Posted by Neural Scan on Wed Dec 8th 2004 at 11:41pm
Neural Scan
150 posts
Posted 2004-12-08 11:41pm
150 posts 85 snarkmarks Registered: Jun 28th 2003 Occupation: Student Location: England.
Lovely stuff.

Are you going to keep with the original layout or add some more of your own ideas? I'm pretty sure you could add some really decent parts into it, and change parts around so it fits more into the hl2dm gameplay style.
Re: dm_Stalkyard Posted by Lanthanide on Thu Dec 9th 2004 at 3:41am
Lanthanide
1 post
Posted 2004-12-09 3:41am
1 post 0 snarkmarks Registered: Dec 9th 2004
I hope this map is going to have ambient sounds like the crickets that were in the HL1 version.
Re: dm_Stalkyard Posted by Paladin[NL] on Thu Dec 9th 2004 at 2:38pm
Paladin[NL]
157 posts
Posted 2004-12-09 2:38pm
157 posts 56 snarkmarks Registered: May 4th 2004 Occupation: Student/mapper Location: Netherlands
Whooohoooo, stalkyard, and the 1st is teh winner, looks very very good
Re: dm_Stalkyard Posted by Boxy on Fri Dec 10th 2004 at 10:33am
Boxy
18 posts
Posted 2004-12-10 10:33am
Boxy
member
18 posts 12 snarkmarks Registered: Dec 8th 2004 Location: UK
Thanks guys, glad that you are all liking it, will be looking for beta testers soon, to get the polish on it, and someone linked this page to Halflife2.net, which is nice, seems to get some praise there too.
Re: dm_Stalkyard Posted by Boxy on Fri Dec 10th 2004 at 6:31pm
Boxy
18 posts
Posted 2004-12-10 6:31pm
Boxy
member
18 posts 12 snarkmarks Registered: Dec 8th 2004 Location: UK
Okay, playable beta is available, so im looking for testers basically to help me get it mint. Im looking for people who have experience in mapping please, and good ones at that, so if your only contribution to the map world is dm_cubeworld you need not apply.
If you want to test pre-release Stalkyard, make it known here and ill get back to you.

For some dam reason i updated the screenies but it wont accept them all...
Re: dm_Stalkyard Posted by Cannabis on Sat Dec 11th 2004 at 11:15pm
Cannabis
3 posts
Posted 2004-12-11 11:15pm
Cannabis
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3 posts 0 snarkmarks Registered: Dec 11th 2004 Location: Chicago, IL
Im helping boxy to test the map and hopefully release it whenever he thinks its 100% done.
So far the map is excellent.
Re: dm_Stalkyard Posted by Boxy on Mon Dec 13th 2004 at 12:46am
Boxy
18 posts
Posted 2004-12-13 12:46am
Boxy
member
18 posts 12 snarkmarks Registered: Dec 8th 2004 Location: UK
The release of DM_Stalkyard is upon us, just a day or so to tweak things and it should be there. It s a shame the mounted guns are diabled in HL2DM, but for now I can see no way round it to make them work.
Re: dm_Stalkyard Posted by alba on Mon Dec 13th 2004 at 2:50pm
alba
23 posts
Posted 2004-12-13 2:50pm
alba
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23 posts 72 snarkmarks Registered: Dec 16th 2003 Occupation: Webdesigner Location: Belgium
God add some light, its worse than doom3 ;/
Re: dm_Stalkyard Posted by hardy on Tue Dec 14th 2004 at 12:12am
hardy
14 posts
Posted 2004-12-14 12:12am
hardy
member
14 posts 131 snarkmarks Registered: Dec 9th 2004 Location: germany
Hello,

I played the map fo my taste its good converted, but I missed difference in the height in the map.
Re: dm_Stalkyard Posted by Sparky911 on Tue Dec 14th 2004 at 7:21am
Sparky911
89 posts
Posted 2004-12-14 7:21am
89 posts 109 snarkmarks Registered: Nov 7th 2004 Occupation: Auto mechanic Location: Canada
I think it rocks. Just need to fix the guns now. I know its possible (well in single player that is) just can't help ya on how to do it. Once again awesome work!
Re: dm_Stalkyard Posted by Boxy on Tue Dec 14th 2004 at 11:43am
Boxy
18 posts
Posted 2004-12-14 11:43am
Boxy
member
18 posts 12 snarkmarks Registered: Dec 8th 2004 Location: UK
I have released my monstrosity upon the world, have a gander and see what you think, post a thought or two in here if you so desire. :biggrin:

Boxy out....
Re: dm_Stalkyard Posted by scary_jeff on Tue Dec 14th 2004 at 11:59am
scary_jeff
1614 posts
Posted 2004-12-14 11:59am
1614 posts 191 snarkmarks Registered: Aug 22nd 2001
I liked it overall. Perhaps a little dark, but seems to stay pretty true to the original. Perhaps it could have done with a few more physics objects (only a few more).
Re: dm_Stalkyard Posted by Yak_Fighter on Tue Dec 14th 2004 at 12:02pm
Yak_Fighter
1832 posts
Posted 2004-12-14 12:02pm
1832 posts 742 snarkmarks Registered: Dec 30th 2001 Occupation: College Student/Slacker Location: Indianapolis, IN
Woah now, how did you get those gun emplacements to work? Spill the beans.
Re: dm_Stalkyard Posted by Ging on Tue Dec 14th 2004 at 12:57pm
Ging
1 post
Posted 2004-12-14 12:57pm
Ging
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1 post 0 snarkmarks Registered: Dec 7th 2004 Occupation: Student Location: UK
They don't actually work, it's something about HL2DM lacking the AI NPC code, you can fire them, but they don't do any damage (try shooting at the destructable crates with it).

Otherwise it's a generally fun map, I've not tried the final, final version, but I saw boxy work on it last night and the changes didn't seem too severe. It's a good re-make of the original that adds boxy's own personal alterations to give it a slightly different feel.

Some people might complain about the placing of the 357, but it was a design choice on boxy's behalf, the thing is just too powerful to leave lying around in any old easy to reach spot. Now all they've got to do is fix the jump height and all shall be good again!

Anyway, nice one lad, get on and do some uni work hey?
Re: dm_Stalkyard Posted by Yak_Fighter on Tue Dec 14th 2004 at 1:56pm
Yak_Fighter
1832 posts
Posted 2004-12-14 1:56pm
1832 posts 742 snarkmarks Registered: Dec 30th 2001 Occupation: College Student/Slacker Location: Indianapolis, IN
Uh, if the guns don't work then why exactly are they there? A working func_tank could be made as a suitable replacement... (I'd assume)
Re: dm_Stalkyard Posted by Boxy on Tue Dec 14th 2004 at 2:01pm
Boxy
18 posts
Posted 2004-12-14 2:01pm
Boxy
member
18 posts 12 snarkmarks Registered: Dec 8th 2004 Location: UK
OMG I have been through this so many times its untrue! The guns are in at the moment to be aesthetically pleasing, to help 'finish' the map so to speak. They are, FYI, func_tanks with all the animations and triggers in place so when Valve decide to make mounted guns work in MP by messing about with various AI code, they will operate correctly. Thats why they are in there. Any other questions sir?
Re: dm_Stalkyard Posted by Yak_Fighter on Tue Dec 14th 2004 at 5:05pm
Yak_Fighter
1832 posts
Posted 2004-12-14 5:05pm
1832 posts 742 snarkmarks Registered: Dec 30th 2001 Occupation: College Student/Slacker Location: Indianapolis, IN
yes :razz:

what did you do to get them into the nonworking but almost working state you have them in now? IE how did you set up the entities?
Re: dm_Stalkyard Posted by Boxy on Tue Dec 14th 2004 at 5:11pm
Boxy
18 posts
Posted 2004-12-14 5:11pm
Boxy
member
18 posts 12 snarkmarks Registered: Dec 8th 2004 Location: UK
Theres a tutorial on Interlopers.net that I followed, and I just
removed the bits to do with making an NPC use it coz I knew wouldnt
need them in this map. Soz for barking off at you earlier...

Heres the tut... http://www.interlopers.net/content.php?article.113
Re: dm_Stalkyard Posted by Yak_Fighter on Tue Dec 14th 2004 at 6:42pm
Yak_Fighter
1832 posts
Posted 2004-12-14 6:42pm
1832 posts 742 snarkmarks Registered: Dec 30th 2001 Occupation: College Student/Slacker Location: Indianapolis, IN
Cool, thanks! I actually suspected that was how to make them, but I hadn't gotten the chance to test it out myself. Since I've wasted all your time I'm going to actually download your map and run around it :razz:

EDIT:
I think you could have done more with this remake. There were some great looking updated areas such as that busted garage door with the APC behind it and the center room on the second floor with the fences, but some other areas looked silly, especially the open ceilings with the ugly buildings on top. I would have suggested knocking out the outer walls, replacing them with fences, and having some nice detailed buildings or interesting landscape in their place. I also would have not bothered with the guns, even if they provide some sort of nostalgia value. The crate area is faithful I'll admit, but given the different jumping heights and the lack of the LJ, Gauss, and tripmines it may have made more sense to change the way the boxes are set up. I also wasn't enamored with the combination of destroyable and invincible boxes. I would have made them all one or the other, depending on how you handled the big crate room. All in all though it's faithful enough and is a decent job, if not a missed opportunity.
Re: dm_Stalkyard Posted by Boxy on Tue Dec 14th 2004 at 9:34pm
Boxy
18 posts
Posted 2004-12-14 9:34pm
Boxy
member
18 posts 12 snarkmarks Registered: Dec 8th 2004 Location: UK
Thanks for the criticism, taken onboard, although I like it the way it
is, but I never was a big HL1 deathmatcher, I just liked playing it on
LAN. I thinking I wont do another remake again anytime soon, it leads to
far too many comparisons, but some comments are better than none...
Re: dm_Stalkyard Posted by Orpheus on Sun Dec 19th 2004 at 2:51pm
Orpheus
13860 posts
Posted 2004-12-19 2:51pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
<DIV class=quote>
<DIV class=quotetitle>? quoting Boxy</DIV>
<DIV class=quotetext>Thanks for the criticism, taken onboard, although I like it the way it is, but I never was a big HL1 deathmatcher, I just liked playing it on LAN. I thinking I wont do another remake again anytime soon, it leads to far too many comparisons, but some comments are better than none...
</DIV></DIV>

when i made False_Accretion i received no less than a hundred emails on it. most were complimentary, but all had some sort of a comparison issue attached. i got so tired of hearing how this shoulda been, or this coulda been.

the most complimentary comments i received were 100% unintentional, or 100% rude, i received dozens of emails claiming that i decompiled the maps and added them to my creation. the map is 100% my own, and each time i received an email, my pride grew by leaps and bounds. i was a comparative novice to the HL1 scene at that time, and each email only dispelled my own preconceptions of my inadequate talent. at that time i didn't think i would ever create anything good.

False_Accretion went on to be a turning point in my mapping. mostly from the people whom criticized it most as "stolen"
/ rambling
Re: dm_Stalkyard Posted by Nasty on Sun Dec 19th 2004 at 9:33pm
Nasty
4 posts
Posted 2004-12-19 9:33pm
Nasty
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4 posts 10 snarkmarks Registered: Dec 17th 2004 Occupation: Student Location: Netherlands
Just played the map and i dont like the ladder ends at the box-section and the guns don't work properly u sure this is complete version?...

anyway nice job on the detail it's really great looking I can learn a great deal from you!
Re: dm_Stalkyard Posted by Boxy on Sun Dec 19th 2004 at 10:11pm
Boxy
18 posts
Posted 2004-12-19 10:11pm
Boxy
member
18 posts 12 snarkmarks Registered: Dec 8th 2004 Location: UK
Ladder ends in at the box section??You have lost me on that one, and for the fifth millionth time the guns are operable but cannot be fired to Valve not putting AI code into HL2DM! Sorry to go off on one but I am sick of explaining why guns dont fire!