dm_stalkyard_mrmof_v1

dm_stalkyard_mrmof_v1

Re: dm_stalkyard_mrmof_v1 Posted by Desert Gunner on Fri Dec 10th 2004 at 7:41pm
Desert Gunner
36 posts
Posted 2004-12-10 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
Boxy
18 posts
Posted 2004-12-10 7:48pm
Boxy
member
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
RabidMonkey777
207 posts
Posted 2004-12-11 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
Imbrifer
32 posts
Posted 2004-12-11 10:02am
Imbrifer
member
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 MrMof on Sun Dec 12th 2004 at 8:29pm
MrMof
13 posts
Posted 2004-12-12 8:29pm
MrMof
member
13 posts 51 snarkmarks Registered: Dec 10th 2004
Hi,

This is a remake of the map stalkyard

This version is full playable and close to the original

but not perfect

Now im working on version 2 and need your
recommendations for improvements

on weapon placement, bugs and other things you like to see in it.

changes for v2:

-i finished the outdoor areas with the deplacement tool

-completed the forcefields (i like to keep the additional forcefields
in because it blocks the physobjects, more credible then the sky)

-improved playerstartpositions (it was possible to get stuck sometimes before)

-the door of the big crate in the hall now has movesounds and stays
open and has to be closed manually like in the original stalkyard

-other little changes and performance fixes

here some screens of v2s outdoor areas:

User posted image

User posted image

User posted image

Thx for comments

Re: dm_stalkyard_mrmof_v1 Posted by G.Ballblue on Sun Dec 12th 2004 at 9:23pm
G.Ballblue
1511 posts
Posted 2004-12-12 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
MrMof
13 posts
Posted 2004-12-12 10:04pm
MrMof
member
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
ReNo
5457 posts
Posted 2004-12-12 10:05pm
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
Orpheus
13860 posts
Posted 2004-12-12 10:21pm
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
Cannabis
3 posts
Posted 2004-12-13 8:56pm
Cannabis
member
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 Cannabis on Mon Dec 13th 2004 at 8:58pm
Cannabis
3 posts
Posted 2004-12-13 8:58pm
Cannabis
member
3 posts 0 snarkmarks Registered: Dec 11th 2004 Location: Chicago, IL
Where do I download V2 ?
Re: dm_stalkyard_mrmof_v1 Posted by ReNo on Mon Dec 13th 2004 at 9:02pm
ReNo
5457 posts
Posted 2004-12-13 9:02pm
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
MrMof
13 posts
Posted 2004-12-13 10:53pm
MrMof
member
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
ReNo
5457 posts
Posted 2004-12-13 11:06pm
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
Adam Hawkins
858 posts
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
Yak_Fighter
1832 posts
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 7dk2h4md720ih on Tue Dec 14th 2004 at 1:05am
7dk2h4md720ih
1976 posts
Posted 2004-12-14 1:05am
1976 posts 198 snarkmarks Registered: Oct 9th 2001
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.
Is there a set date for the next update Yak?
Re: dm_stalkyard_mrmof_v1 Posted by MrMof on Tue Dec 14th 2004 at 11:01pm
MrMof
13 posts
Posted 2004-12-14 11:01pm
MrMof
member
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
RealEschaton
19 posts
Posted 2005-01-05 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.