Stalkyard

Release your maps and discuss them, from alphas to finished releases.
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FreeSlave
Posts: 8
Joined: Wed Dec 17, 2014 9:05 pm UTC

Stalkyard

Postby FreeSlave » Fri Apr 14, 2017 8:16 pm UTC

Remake of Half-Life stalkyard.
Actually I made it about 3 years ago for Tremulous. Maybe some of you played it on FServer when it was still alive. Recently I've added more details and new rooms and now packaged it for Unvanquished.
It's still just Tremulous map without any Unvanquished features. Probably I'll work on making the map more Unv-like later. For now I need your feedback on gameplay and layout.

Download map-stalkyard_b4.pk3

Some screenshots:

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illwieckz
Debugger
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Joined: Sat Aug 11, 2012 7:22 pm UTC
Location: France
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Re: Stalkyard

Postby illwieckz » Sat Apr 15, 2017 9:50 pm UTC

Oh yes I remember (and recognize) this map! Nice to see it ported!
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Viech
Project Head
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Joined: Fri Aug 03, 2012 11:50 pm UTC
Location: Berlin

Re: Stalkyard

Postby Viech » Sun Apr 16, 2017 11:25 am UTC

illwieckz wrote:Oh yes I remember (and recognize) this map!

Me too, I think I remember playing an early version of it in GPP. :smile:
Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction
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FreeSlave
Posts: 8
Joined: Wed Dec 17, 2014 9:05 pm UTC

Re: Stalkyard

Postby FreeSlave » Sun Apr 16, 2017 12:47 pm UTC

Cool, I had no idea that the map was played in places other than FServer. Note that there were two major versions, practically two different maps (stalkyard-b2 and stalkyard-b3). The first version is divided into three areas with only the one area available at the start (which is mostly rip-off of half-life stalkyard). As match proceeds the other two areas get opened. Then I realized that some passages were too narrow for big aliens like rant and completely redone the map basing it on the first area making passages much bigger but removing other two areas (I'm still going to reuse their parts on other map). Both versions were played on FServer.

But FServer was heavily modded, so I never could test the balance on normal gameplay (without mods).
What do you think? Maybe the starting alien room should get more space? Or the human base should not be outside?
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Tom
Dragoon
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Location: France

Re: Stalkyard

Postby Tom » Sun Apr 16, 2017 5:49 pm UTC

I've played it a few times!
Good to see you here. :granger:
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illwieckz
Debugger
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Joined: Sat Aug 11, 2012 7:22 pm UTC
Location: France
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Re: Stalkyard

Postby illwieckz » Wed Apr 19, 2017 11:01 pm UTC

I just uploaded your map on my server, so that's a mirror: map-stalkyard_b4.pk3.

I also uploaded a sidecar shipping navmesh and minimap for your map: map-stalkyard_b4+navmesh.pk3.

These two files are autodownloadables on my server, just connect to unv://gg.illwieckz.net:27960, then callvote for the nextmap and callvote to end the current game this way (triggering the nextmap load):

Code: Select all

/callvote nextmap stalkyard
/callvote draw


[Edit: the map is also available on my other server]
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