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 MLP03 Stalkyard for GR & SOAF! (Gallery Updated.)

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Low Profile
Staff

USA
42 Posts
Posted - 05/07/2002 :  6:18:54 PM  Show Profile  Visit Low Profile's Homepage  Send Low Profile an ICQ Message  Reply with Quote
This past weekend I was just fooling around and ended up porting this classic deathmatch map from Half-life just for kicks. I currently need to add the turrets, a ladder, some ceiling lights, stairs access for the balcony areas, and do up a final light map. Once I've completed these things the map will be ready to enter beta testing. This map should be perfectly geared toward the solo game type, but should still be fun in coop and team play as well. I'll keep everyone up to date as to the progress on the map. Should be ready for release in a couple weeks. I spent some time today and did up a temporary lighting file for the map so I could add the preview section to my site. You can check it out here. Enjoy!

Low Profile [MLP]
www.marylandlanparty.com

bookshopslave
Private

USA
20 Posts
Posted - 05/07/2002 :  7:49:03 PM  Show Profile  Visit bookshopslave's Homepage  Reply with Quote
Hey LP,
That looks great! I didn't know maps could be imported from other games into GR. Must save a lot of time building one from scratch. I can imagine the variety of mod maps that can be made for GR!Go to Top of Page
Low Profile
Staff

USA
42 Posts
Posted - 05/07/2002 :  9:28:44 PM  Show Profile  Visit Low Profile's Homepage  Send Low Profile an ICQ Message  Reply with Quote
Maps can't really be imported from other games into GR. It's not that simple, but the process I use does help save time and ensures that I match the scale of these maps precisely. To get the scale of the maps right I do use a rough derivitive of the original maps geometry, but other than using it as a measure, I have to rebuild the entire map. There is actually so much false geometry in the conversion process I use that it takes hours and hours to pick away at it enough to reveal parts of the original map. The objects are grouped and shaped in such a chaotic fashion that quite a bit of the map can not be measured sometimes. I just have to wing it. I still have to rebuild all of the geometry for the map is my point. I just have a way to match the original scale of the map in a very accurate way. The texture mapping takes quite a bit of time as well, but that's my favorite part of mapping. I have to hunt down all of the original textures for these maps in wad files and finding them all is sometimes quite difficult. The texture mapping is all done exclusively by eye, looking at the map in HL on one computer, while I hunt down the original textures and texture map the geometry on the other. It's a very time consuming process. I bet I spent 30 hours on this map over the past 4 days now. Going to sleep well tonight I think. :-P

Low Profile [MLP]
www.marylandlanparty.com

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bookshopslave
Private

USA
20 Posts
Posted - 05/08/2002 :  12:59:17 AM  Show Profile  Visit bookshopslave's Homepage  Reply with Quote
Jeez! I was thinking I might have oversimplified things. Thanks for elaborating on the process - it makes me appreciate the work that much more now.

mayonnaiseGo to Top of Page

Low Profile
Staff

USA
42 Posts
Posted - 05/09/2002 :  7:29:36 PM  Show Profile  Visit Low Profile's Homepage  Send Low Profile an ICQ Message  Reply with Quote
I've added 8 new screenshots to the preview gallery for Stalkyard. With the inablility to climb the boxes throughout the map I have started adding access to some of those areas, keeping them fully integrated into the map without taking away from the original layout. The big warehouse room is what I am working on right now. The tallest of the crate clusters was what I tackled first. You can now access the mid level and ceiling level for that crate cluster. You can even step out onto the hanging light up there off the corner just like in HL. One of the new screens is an in game shot of just that. :-P Only takes you like 5 seconds to run crouched and tunnel your way up to the top. You can also jump down off the back side and not get hurt using the crates originally there for jumping your way up. It's working out really nice. Check it out here.

Low Profile [MLP]
www.marylandlanparty.com


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Low Profile
Staff

USA
42 Posts
Posted - 05/13/2002 :  12:36:11 AM  Show Profile  Visit Low Profile's Homepage  Send Low Profile an ICQ Message  Reply with Quote
This was a good weekend for Stalkyard. I've just updated the preview section to reflect some of the new additions I've been making to the map. Stairwells have been added to each of the balcony areas, since one side used a ladder and the other side used the lift. They turned out really well I think. I've also extended the vent area to compensate for the lift not working. You can however leap over to the center hallway by the lift. It's just a bit tricky to get lined up right.

The link to the gallery is at the top of this post. It has not changed. I've added some action oriented pics to the preview section as well. Total of 48 pics now to hold you over. Enjoy!

Low Profile [MLP]
www.marylandlanparty.com


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Low Profile
Staff

USA
42 Posts
Posted - 05/16/2002 :  6:29:45 PM  Show Profile  Visit Low Profile's Homepage  Send Low Profile an ICQ Message  Reply with Quote
I know I'm probably opening myself up here, but I was taking a break from mapping and did up a wallpaper for my Half-life port of Stalkyard. My knowledge of Photoshop is extrememly limited, but it does not look to horrific. :-P Link is below.

MLP03 Stalkyard Wallpaper - 1024x768

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Low Profile
Staff

USA
42 Posts
Posted - 05/20/2002 :  8:58:24 PM  Show Profile  Visit Low Profile's Homepage  Send Low Profile an ICQ Message  Reply with Quote
I've updated the preview section for Stalkyard again to reflect many of the modifications I've been making to the map. (Link to the preview gallery is at the top of this thread.)

The warehouse room is really going to be insane! You'll see what I mean when you check out the pics. Much of the crate stack areas are now accessible. I used ramps mostly, but there are a few places I've hollowed out some of the crates so you can pass through them. Of course there is the biggest crate stack which you can tunnel through in two sections all the way to the ceiling lights. The central zone for the map will be on top of that tallest crate stack in case you are wondering. Try defending that zone. It's pretty wild.

The lift in the map is unfortunately history. I left the sign there on the wall though. I think I'm just going to leave the sign there. It's a cool sign and I think it will be pretty funny to leave it in as I've removed the lift from the map. The lift looked cool, but was a complete waste of space. In place of the lift I've built stairs access there to the second level hallway and balcony area. I think the new stairs really blend in well to the original maps design. I'm sure for people that have never even seen the original map they won't know the difference. Another change I've made is to the vent shaft area. I've added an additional path to the other balcony, so watch out. I can see the vents getting much more action now in multiplayer, especially when teams start on opposite sides of the map outside.

Some of the pics in the preview do not reflect the final lighting for the map as I have added several effects throughout the map and made enclosed areas like the vents and crate tunneling darker like they should be, but not so dark you have to use nightvision. It's pretty dark though. I also started adding ambient sounds to the map.

The release date of June 1st for the map is still good to go. I think many will be suprised at how well this map plays in Ghost Recon. I've been quite pleased with how it's turning out. That is all for now. Enjoy the new pics!

Low Profile [MLP]
www.marylandlanparty.com


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bookshopslave
Private

USA
20 Posts
Posted - 05/24/2002 :  7:42:38 PM  Show Profile  Visit bookshopslave's Homepage  Reply with Quote
That sounds like a really cool map... I never played the original but I'll definitely be waiting for this one.

btw, for that lift... maybe you could put an "out of order" sign there or something like that?

mayonnaiseGo to Top of Page

Low Profile
Staff

USA
42 Posts
Posted - 06/01/2002 :  12:17:06 AM  Show Profile  Visit Low Profile's Homepage  Send Low Profile an ICQ Message  Reply with Quote
Stalkyard's release date has been pushed back to next Friday. The map has cleared the last round of beta testing, but I've decided to work up another version of the map to include with the mod. This version will simply be called "Stalkyard II" and will not only included the GR friendly modifications I've made to the map, but will also include a few completely new areas, making the map much more playing for team game types. With the map being so small I thought it would be nice to make the map a bit larger and enhance what was already there adding new paths and choke points.

The screenshots gallery for Stalkyard has been updated yet again, showing some of the new areas I've been building for the map. All of the new screenshots were taken while in SOAF by the way, not Ghost Recon. I plan on releasing the map for SOAF as well next Friday. The UrbanOps version of the map will be coming out toward the end of June. Enjoy the new pics! Won't be long now. :-P

(Link to the preview gallery is at the top of this thread.)

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