Mudanchee
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Re: Mudanchee
Posted by Captain P on Tue Oct 4th at 10:55pm 2005


Finally, I made it this far. My previous maps usually failed because I
couldn't tie all those loose detailed parts together to a working
layout. Now, I've started simple and focussed on getting that layout
done before detailing it.

I think I succeeded in that: I playtested today and we had a lot of fun
in the map. Still some issues now and then, but it's getting there. image



Ok, on to some screenshots:

(please note that the textures are mostly temporarily, especially those grey dev ones)



image

The archeologic site-cave



image

A peek at the glowing crystals



image

Archeologic site overview shot



image

'tomb' cave overview shot



image

Crystals up close





That's all I've got to show so far, but within some weeks details will get added so the map should get more character over time.

I'll also put up a download of the alpha version as soon as possible, which likely is at the end of this week.



Comments are more than welcome. image






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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.




"The greatest thing you'll ever learn is just to love and be loved in return." -- Toulouse-Lautre, Moulin Rouge



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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.




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Re: Mudanchee
Posted by Windows 98 on Wed Oct 5th at 5:20am 2005


Yes, looks hawt






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Re: Mudanchee
Posted by Captain P on Wed Oct 5th at 11:38am 2005


Thanks guys. <img src=" SRC="images/smiles/icon_smile.gif">

It's not tiberium, just light-emitting crystals. I was aiming for a mystic athmosphere, with those crystals and tomb elements. I think I'll add some fog and damping particle effects in the water cave and all to make it appear more mystical.






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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.




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Re: Mudanchee
Posted by BlisTer on Wed Oct 5th at 4:13pm 2005


turning into something really nice and atmospheric, keep it up <img src=" SRC="images/smiles/icon_wink.gif">


These words are my diaries screaming out loud



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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.




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Re: Mudanchee
Posted by Andrei on Wed Oct 5th at 8:27pm 2005


? quote:
No more-of-the-same HL2 themes. <img src=" SRC="images/smiles/icon_smile.gif">


Hehe, well, the cave theme is not as original as you think, but not half as exploited as the HL2 one.

I agree, the way you used displacements is very nice but I was just wondering: don't you have that alpha mask bug most of us seem to have?




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Re: Mudanchee
Posted by Dark_Kilauea on Wed Oct 5th at 9:17pm 2005


It's doesn't look like he's applied any alpha yet.

Back on topic, I've always enjoyed atmospheric map. Can't wait to play it <img src=" SRC="images/smiles/icon_smile.gif">



Dark_Kilauea
DVS Administration
http://www.dvstudio-production.com/



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Re: Mudanchee
Posted by Captain P on Wed Oct 5th at 10:24pm 2005


Thanks for the comments so far.
If it's a little further detailed and all, it'd be nice to have it betatested on the Snarkpit server. Is anyone playing on the server these days? I haven't been there for a while so...

? quote:
Hehe, well, the cave theme is not as original as you think, but not half as exploited as the HL2 one.

I agree, the way you used displacements is very nice but I was just wondering: don't you have that alpha mask bug most of us seem to have?


I know it's not original, heh, the idea for this came from another game (Abe's Oddworld)...
But it's something else than the usual themes for HL2DM maps and it's athmospheric, plus it lends itself fine for impressive area's and interesting theme's. I like maps with great, high area's. Not really accessible area's always but just to impress players.

Also, yes, I have the alpha-bug. In the editor it's quite strange to work with a grassy cave but since I had done most of the displacement maps before that update, that's not a too big problem. I usually work with dismaps in lightmap mode anyway to see the relief better.






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Re: Mudanchee
Posted by habboi on Sun Oct 9th at 3:56pm 2005


I haven't encountered this bug?
Back to the map:

The displacements are very unique and it reminds me of that CS:S level for testing FPS <img src=" SRC="images/smiles/icon_smile.gif">

Keep up the good work.





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Re: Mudanchee
Posted by Addicted to Morphine on Sun Oct 9th at 4:10pm 2005


? quote:

I like maps with great, high area's. Not really accessible area's always but just to impress players.



I agree. Can we get some shots of your level thats show off the ceilings in your level? Do they just fade up into darkness so it seems like you're at the bottom of a chasm?




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Re: Mudanchee
Posted by Captain P on Sun Oct 9th at 7:38pm 2005


You can download the alpha-stage version now so you can see for yourself if you wish... <img src=" SRC="images/smiles/icon_smile.gif"> There'll be a playtest on the Snarkpit server soon too.

I plan on letting fade most ceilings into dark, though some will be dimly lit by crystals or what-have-you. Right now, most of them are somewhat visible and they aren't that high just yet.






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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 AnarkiNet on Sun Oct 9th at 11:15pm 2005


Looking good so far.

Things i'd suggest to fix soem of the problems experienced at the alpha test earlier today:
raise the spawns that are on slopes a few units off the floor, so none of the bounding box is intersecting a brush.
globally multiply the light with the VRAD switch (sorry i cant remember which one it is) by a small amount

possibly add a little bit more ammo

Great layout though <img src=" SRC="images/smiles/icon_smile.gif">




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Re: Mudanchee
Posted by Captain P on Sun Oct 9th at 11:44pm 2005


Thanks people, it was fun playtesting with you. I'm glad to see the map is holding well with these player amounts. Also nice to see some other people came in and liked it. <img src=" SRC="images/smiles/icon_smile.gif">

So far, my TODO list is like this:

- Fix spawnpoints, place them better.
- Fix the getting stuck points, adding some playerclip to avoid falling between rocks and platforms where these are close to each other.
- Make the caves more impressive. I am adding a large waterfall to the water cave and I plan another few caves that aren't accessible but look deep, large. Most caves will be enlarged vertically now.
- Fix the lighting. 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.

- Fixing some dismaps, tidying stuff up so no more grey brushes are visible.
- Of course, creating more prop models to give each of 4 area's it's own characteristics. This should make the map look better and easier to learn by giving landmarks.
- Creating custom materials for the rocks, platforms and waterfalls.
- That's pretty much it I think...


DONE list:

- Earlier playtests showed that the waterfall cave was less used, and didn't flow well. I've added platforms and a gimmick there now to make it flow better.
- Added some weapons, there's now 2 AR2's and shotguns in the level and a couple more grenades. I've also hidden 6 batteries and 6 vials in the map that are harder, or at least different to get than other items. <img src=" SRC="images/smiles/icon_smile.gif">






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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!




These words are my diaries screaming out loud



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Re: Mudanchee
Posted by Captain P on Fri Oct 14th at 7:35pm 2005


I've updated the download link now after some updates.

Fixed:
- Spawnplaces are now fixed, you shouldn't get stuck anymore while spawning.
- Started adding player clips. Not all area's are done yet though.

Added:
- Tweaked the layout somewhat and changed it more radically in the waterfall cave. This now has a better flow to it (playtesting should tell if it works better).
- Added some gimmicks. There are 6 'hidden' health vials around now, and 6 (more) hidden batteries.
- Added a few models and materials, basically I've started detailing the map in the crystal cave.
- Made the archeologic and tomb cave higher and deeper.

Soon there will be a playtest again, maybe this evening if things can be settled, otherwise I'd like to organize one and set a time. Please tell me what you think of these additions. <img src=" SRC="images/smiles/icon_smile.gif">






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Re: Mudanchee
Posted by Dark|Killer on Fri Oct 14th at 7:36pm 2005


Amazing map, i mean like WOW, really nice, i have this question for you man..

  • How the hell did you do those amazing displacements ?? PLEASE TELL ME DUDE !!
And i have suggestion for this UbeR MaP :P
  • Adding DustMotes
Really makes a nice gloomy realistic cave like map..You could make a hole in the ceiling, making whats behind the hole a skybox, small one, with an env_sprite to make it as if the light is too bright to be seen out there, you know what i mean right ?? and make a beam of light coming down with dust motes <img src=" SRC="images/smiles/icon_biggrin.gif">

Tell me if you like it <img src=" SRC="images/smiles/icon_smile.gif">




.::Dark|Masta::. - One name. One legend.




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