Re: Mudanchee
Posted by satchmo on Tue Oct 4th at 11:02pm 2005
What an amazing application of displacement surfaces. Not only is this technically impressive, but it also looks refreshingly distinct. I know it's the effect you're going after all along, and I have to say that you attained it successfully.
Alas, no more warehouses or abandoned buildings. The gameplay looks fun too, with a lot of z-axis plays.

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Re: Mudanchee
Posted by Addicted to Morphine on Wed Oct 5th at 3:03am 2005
Looks like Tiberium crystals.
I agree with satchmo's comments.
Looking forward to see what this looks like after you get rid of those
dev textures. It reminds me a bit of the Uldaman in World of
Warcraft, except much darker and spookier.

Addicted to Morphine
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Re: Mudanchee
Posted by Addicted to Morphine on Wed Oct 5th at 2:22pm 2005
The sound of dripping water and muffled screams echoing through the dark corridors would be cool.

Addicted to Morphine
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Re: Mudanchee
Posted by MisterBister on Wed Oct 5th at 7:30pm 2005
I agree with satchmo. I dont know how you want the lighting, but i
think it would be cool if you let narrow paths and areas of the room
very or completely dark.
I love paranoia in computer games =P.

MisterBister
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Re: Mudanchee
Posted by MisterBister on Sun Oct 9th at 11:07pm 2005
I playtested it on the snarkpit server a few minutes ago and heres what i discovered:
Gameplay:
I think that everyone who was playing the map do agree with me when I
say that this map is really fun. It was action packed and intensive. I
think that it was so much fun simply because it had so many variations
in the Z-axiss.
I think that if you add even more varation in the Z-axis with platforms and such, it would be even more fun.
However, I have one complaint, the spawnpoints. They dont seem to be
planned at all. People spawn in the middle of corridors, and i dont
know how many times i killed a guy from behind and he didnt even have a
chance to turn around.
Try to place the spawnpoints at better locations where they are a bit more protected during the first three seconds.
Players got stuck all the time aswell, but i think you are aware of that.
Ill post some screenies of this when I have time.
Architecture:
Since the map is in very early stage its pretty hard to give you any
opinions about the architecture, however i have a few suggestions here
aswell.
It would be cool if you added some epic elements to the map, not just
narrow corridors and small cave rooms. Remember that you are using the
Source engine, not the hl1 one. Its very powerful and can do more than
you think.
Dont be a coward! Strech the ceilings and the bottom of the cave much further to create giant shafts and stuff in certain areas.
There where different opinions about the lighting, but im happy with it
although i still think that you need to add some finesse aswell as more
contrast into it.
Make the dark corners much darker, and the green light from the crystals much greener.
Think thats about it for the time being.. Ill check back if I get other ideas.

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Re: Mudanchee
Posted by BlisTer on Mon Oct 10th at 12:01am 2005
? quoting Captain P
I'm going for a style that emphasizes the routes players can take, and that puts some details forward, while leaving most of the cave-walls dark or dimly lit to give it a stronger athmosphere.
i thought about this too. nice!

BlisTer
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