Looks good to me. So far that is.
Re: Mudanchee
Posted by Captain P on Sat Mar 18th at 9:52pm 2006

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Posted by Captain P on Sat Mar 18th at 9:52pm 2006
Thanks for them comments guys.
" SRC="images/smiles/icon_smile.gif">
No mine-carts, there's no rails. I'll see what I can come up with - perhaps an additional stack of valuable-stones-with-ancient-runes and such. I guess it'll do.
" SRC="images/smiles/icon_smile.gif">
Stretched textures and low-detailed area's are still being worked on. About the rocks, some carving details are a good idea. I'm not an expert with rocks but I'll see what I can do.
Anyone in for a playtest within a few weeks bytheway?
" SRC="images/smiles/icon_smile.gif">
No mine-carts, there's no rails. I'll see what I can come up with - perhaps an additional stack of valuable-stones-with-ancient-runes and such. I guess it'll do.
Stretched textures and low-detailed area's are still being worked on. About the rocks, some carving details are a good idea. I'm not an expert with rocks but I'll see what I can do.
Anyone in for a playtest within a few weeks bytheway?
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Re: Mudanchee
Posted by Dark_Kilauea on Sun Mar 19th at 3:12am 2006

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Posted by Dark_Kilauea on Sun Mar 19th at 3:12am 2006
I will be
" SRC="images/smiles/icon_smile.gif">
I'm not hosting ever again though, that's an experience I don't want to repete.
I'm not hosting ever again though, that's an experience I don't want to repete.
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Re: Mudanchee
Posted by Captain P on Thu Dec 14th at 10:24pm 2006

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Posted by Captain P on Thu Dec 14th at 10:24pm 2006
Playing Half-Life 2 again after reinstalling my HD and reading some recent Snarkpit threads motivated me to take up work on Mudanchee again. It's been idling on my disk for almost a full year now, and that while it's almost finished...
So, I want to finish this map quick, nothing too fancy anymore in terms of custom stuff. I'm turning all the platforms into planks and I'm replacing the grey/orange blocks with crates and props now, and I'm adding a small 3D skybox, and that should be it. Oh, I've changed the rock texture in favor of a more wet looking one. This one also has far more relief because of the normal mapping applied to it. I think it's a good improvement.
Here are some screenshots, and the current version (v0.26) is available for download (6.3 MB).
The planks and new rock texture.
Another rock shot, 3D skybox not done yet here.
Overview of the tomb cave, crates still need replacement.
Central cave overview, platforms not 'plankyfied' yet.
Another central cave shot. Some models still need to be skinned.
So, I want to finish this map quick, nothing too fancy anymore in terms of custom stuff. I'm turning all the platforms into planks and I'm replacing the grey/orange blocks with crates and props now, and I'm adding a small 3D skybox, and that should be it. Oh, I've changed the rock texture in favor of a more wet looking one. This one also has far more relief because of the normal mapping applied to it. I think it's a good improvement.
Here are some screenshots, and the current version (v0.26) is available for download (6.3 MB).
The planks and new rock texture.
Another rock shot, 3D skybox not done yet here.
Overview of the tomb cave, crates still need replacement.
Central cave overview, platforms not 'plankyfied' yet.
Another central cave shot. Some models still need to be skinned.
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Re: Mudanchee
Posted by reaper47 on Thu Dec 14th at 11:26pm 2006
Posted by reaper47 on Thu Dec 14th at 11:26pm 2006
Sexy rocks. And promising lighting.
It's very hard to read screenshots with even the slightest bits of dev textures in them but I'll download and have a 3D look. I like the theme a lot.
[edit:]
I just had a quick run through the map and it's filled with so many great details I don't know where to start. The waterfall (although screaming for a DX9 pass) works wonderfully. I could almost smell the cool, wet air. The custom props, although untextured really stand out. The lighting is done very well. Some of the halls have great vertical views.
Finish this quickly for an official release, but leave it at a beta state because this map is clearly worth a few more layers of polish (should be quite fun, actually).
Things I noticed (unsorted):
- It's too easy to fall down those cliffs. Handrails (probably higher than jump height) should block this off much more.
- Lighting is good but needs extra brightness. Most lamps could be twice as bright. Some parts lack contrast for clear view at daylight/bad monitor situations.
- Maybe this is a HL1 instinct but the brush-based boards for the catwalks look terribly inefficient (like 200 boards with 3 polys each ect.) This could need optimizing. But you could be totally right about the displacement argument.
- Some of the corridors are too long, disintegrating the layout a bit. There are 2 ones that you could consider deleting. I'll post a screenshot or something tomorrow to show what I mean.
- The RPG can be camped quite well.
- Source can only show 1 water effect (at least for me) at a time. This causes the water down the lowest waterfall to sometimes flicker with the upper water.
I'm quite tired. Hopefully I can explain more tomorrow, this is just a very quick impression.
I'm so glad to see such a promising HL2DM map resurrected.
It's very hard to read screenshots with even the slightest bits of dev textures in them but I'll download and have a 3D look. I like the theme a lot.
[edit:]
I just had a quick run through the map and it's filled with so many great details I don't know where to start. The waterfall (although screaming for a DX9 pass) works wonderfully. I could almost smell the cool, wet air. The custom props, although untextured really stand out. The lighting is done very well. Some of the halls have great vertical views.
Finish this quickly for an official release, but leave it at a beta state because this map is clearly worth a few more layers of polish (should be quite fun, actually).
Things I noticed (unsorted):
- It's too easy to fall down those cliffs. Handrails (probably higher than jump height) should block this off much more.
- Lighting is good but needs extra brightness. Most lamps could be twice as bright. Some parts lack contrast for clear view at daylight/bad monitor situations.
- Maybe this is a HL1 instinct but the brush-based boards for the catwalks look terribly inefficient (like 200 boards with 3 polys each ect.) This could need optimizing. But you could be totally right about the displacement argument.
- Some of the corridors are too long, disintegrating the layout a bit. There are 2 ones that you could consider deleting. I'll post a screenshot or something tomorrow to show what I mean.
- The RPG can be camped quite well.
- Source can only show 1 water effect (at least for me) at a time. This causes the water down the lowest waterfall to sometimes flicker with the upper water.
I'm quite tired. Hopefully I can explain more tomorrow, this is just a very quick impression.
I'm so glad to see such a promising HL2DM map resurrected.
Re: Mudanchee
Posted by Captain P on Fri Dec 15th at 9:26am 2006

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Posted by Captain P on Fri Dec 15th at 9:26am 2006
Thanks for the comments.
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I've heard others complaining that there's too little places to fall off (push off others actually) so I don't know, but there are a few places to get stuck that I need to adress, yeah.
The RPG is placed in the tomb for a reason: fire at the big circular button above the tomb to spike those campers.
" SRC="images/smiles/icon_smile.gif"> I need to provide a visual clue about the button though.
The planks didn't have too much effect on performance actually, it's holding up nicely. At least for me. What average fps did you get?
And I'll investigate the water issue. I thought I used cheap water for both, but I'm not sure about that now. Do you have these issues in other (official) maps as well?
And yeah, the waterfall needs some work. Almost forgot about that.
" SRC="images/smiles/icon_smile.gif">
As for those long corridors, I assume you mean the one running between the waterfall cave and the central cave? From what I remember from the playtests, it was used a little less than the other connections, but it's still a nice alternative connection between the two caves. Perhaps some more cover is needed there?
I've heard others complaining that there's too little places to fall off (push off others actually) so I don't know, but there are a few places to get stuck that I need to adress, yeah.
The RPG is placed in the tomb for a reason: fire at the big circular button above the tomb to spike those campers.
The planks didn't have too much effect on performance actually, it's holding up nicely. At least for me. What average fps did you get?
And I'll investigate the water issue. I thought I used cheap water for both, but I'm not sure about that now. Do you have these issues in other (official) maps as well?
And yeah, the waterfall needs some work. Almost forgot about that.
As for those long corridors, I assume you mean the one running between the waterfall cave and the central cave? From what I remember from the playtests, it was used a little less than the other connections, but it's still a nice alternative connection between the two caves. Perhaps some more cover is needed there?
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Re: Mudanchee
Posted by BlisTer on Fri Dec 15th at 4:54pm 2006
Posted by BlisTer on Fri Dec 15th at 4:54pm 2006
i remember playtesting this with a bunch of people. great little level with a great feel. now the normalized rocks make it more realistic too. nice work.
These words are my diaries screaming out loud
Re: Mudanchee
Posted by reaper47 on Fri Dec 15th at 6:08pm 2006
Posted by reaper47 on Fri Dec 15th at 6:08pm 2006
One more thing: I found it a bit irritating to have a filename that doesn't start with "dm_". I had to think a while when typing "dm_mudanchee" (well, "dm_mu") and it said it cannot find the file. Just for conformity.
" SRC="images/smiles/icon_smile.gif">
The water always had this issue when I used it myself. I don't know if we did something wrong or if it's always that way. I'd keep the full reflections for the top part. The performance loss is OK for most cards that can actually render it. And it fits very well.
I think there'll be at least 2 or 3 angry moments for newer players where they accidentally fall off those cliffs or mistaking them with ledges they can actually jump on. This could be avoided. You can leave the death falls but make sure it's always other people or stupidity and not unknowingness that causes players to die.
I'd like to show you a screen regarding the layout idea but Steam decided to not let me play my games today so I'll have to wait.
Don't forget about the brightness, also. Besides finishing touches this is the only thing that seriously hurts the map right now. I could imagine this map to be unbearably dark when played on a brighter day or with bad mointor settings.
The water always had this issue when I used it myself. I don't know if we did something wrong or if it's always that way. I'd keep the full reflections for the top part. The performance loss is OK for most cards that can actually render it. And it fits very well.
I think there'll be at least 2 or 3 angry moments for newer players where they accidentally fall off those cliffs or mistaking them with ledges they can actually jump on. This could be avoided. You can leave the death falls but make sure it's always other people or stupidity and not unknowingness that causes players to die.
I'd like to show you a screen regarding the layout idea but Steam decided to not let me play my games today so I'll have to wait.
Don't forget about the brightness, also. Besides finishing touches this is the only thing that seriously hurts the map right now. I could imagine this map to be unbearably dark when played on a brighter day or with bad mointor settings.
Re: Mudanchee
Posted by Captain P on Fri Dec 15th at 6:16pm 2006

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Posted by Captain P on Fri Dec 15th at 6:16pm 2006
Yes, mudanchee_v.. is just the working name. The final version will be named dm_mudanchee.
I'm looking forward to those screenshots. The Steam servers seem to be taken down due to a storm in Seattle, were they're located, so I can't map at the moment either. I'll up the brightness once they're up again.
I'm thinking about organizing a playtest soon. Anyone interested?
I'm looking forward to those screenshots. The Steam servers seem to be taken down due to a storm in Seattle, were they're located, so I can't map at the moment either. I'll up the brightness once they're up again.
I'm thinking about organizing a playtest soon. Anyone interested?
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Re: Mudanchee
Posted by amanderino on Fri Dec 15th at 6:20pm 2006
Posted by amanderino on Fri Dec 15th at 6:20pm 2006
I'm game.
Let us know when.
Let us know when.
Re: Mudanchee
Posted by Naklajat on Fri Dec 15th at 8:59pm 2006

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Posted by Naklajat on Fri Dec 15th at 8:59pm 2006
The new rock texture looks good. I'll reserve further comments till after I've had a chance to look over it. I would definitely like to participate in a mundachee playtest.
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=o
Re: Mudanchee
Posted by reaper47 on Fri Dec 15th at 9:33pm 2006
me!
PS: The brighness is something I've been working on for my current map within the last few days. And it's still too dark, I bet
. It can be a real pain. I'll probably upload a tutorial sometime, explaining a method I used to track down too dark parts of my map (that look fine with my standard monitor settings).
[edit:]
Here's the screen.
Basically, the back part, consisting mainly out of corridors, distracts from the three main parts. I think you could get rid of all the area with the red stripes. If you like some details there I'm sure you could place them in some other parts.

Posted by reaper47 on Fri Dec 15th at 9:33pm 2006
? quote:
Anyone interested?
me!
PS: The brighness is something I've been working on for my current map within the last few days. And it's still too dark, I bet
[edit:]
Here's the screen.
Basically, the back part, consisting mainly out of corridors, distracts from the three main parts. I think you could get rid of all the area with the red stripes. If you like some details there I'm sure you could place them in some other parts.

Re: Mudanchee
Posted by Captain P on Sat Dec 16th at 4:49pm 2006

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Posted by Captain P on Sat Dec 16th at 4:49pm 2006
Hmm, I see. I can't remember any negative feedback on that part from the playtests, and I think removing it would make the level too small and leave too few focal area's and route choices out.
Well, I'll see. I got a comment on the Steam forums about the RPG being too accessible so I added a brush in front of it, grav grabbing is impossible now so players have to risk getting spiked to get it. The spike button is now also more obvious.
Well, I'll see. I got a comment on the Steam forums about the RPG being too accessible so I added a brush in front of it, grav grabbing is impossible now so players have to risk getting spiked to get it. The spike button is now also more obvious.
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Re: Mudanchee
Posted by Captain P on Wed Dec 20th at 12:24am 2006

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Posted by Captain P on Wed Dec 20th at 12:24am 2006
A small update: I've been working on the waterfall cave and besides a few things (some support beams standing in the way, the waterfall needing some blinking material effects and no 3D skybox yet) that cave is done.
Yay! Planks!
The waterfall. When moving it looks ok, but still quite plain materials.
Yay! Planks!
The waterfall. When moving it looks ok, but still quite plain materials.
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Re: Mudanchee
Posted by reaper47 on Wed Dec 20th at 1:18am 2006
Posted by reaper47 on Wed Dec 20th at 1:18am 2006
Beautiful. And a bit brighter, too? I think, you can't make the place "too" bright yet.
I don't remember if I posted it already but from the first time I walked by this waterfall I could feel a cool, humid breeze. I thought it was my heater not working correctly but then I turned to the left and the right and felt the breeze at the respective side! A 3D, thermal illusion. Quite powerful, atmosphere-wise.
" SRC="images/smiles/icon_biggrin.gif">
I don't remember if I posted it already but from the first time I walked by this waterfall I could feel a cool, humid breeze. I thought it was my heater not working correctly but then I turned to the left and the right and felt the breeze at the respective side! A 3D, thermal illusion. Quite powerful, atmosphere-wise.
Re: Mudanchee
Posted by Captain P on Wed Dec 20th at 4:31pm 2006

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Posted by Captain P on Wed Dec 20th at 4:31pm 2006
I've used -bounce 150 to add some more light ray bounces (default is 100) but I couldn't find a parameter that ups the brightness such as ZHLT's tools had. Perhaps some more bounces will be sufficient, otherwise I'll have to up all the lights a bit. :S
Heh, funny, that illusion. I really like the sound the big waterfall makes, makes it feel much more waterfall-esque. I don't feel a breeze though...
Heh, funny, that illusion. I really like the sound the big waterfall makes, makes it feel much more waterfall-esque. I don't feel a breeze though...
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Re: Mudanchee
Posted by Captain P on Thu Dec 28th at 4:26pm 2006

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Posted by Captain P on Thu Dec 28th at 4:26pm 2006
Crap. I got a filesystem corruption so I had to reinstall my computer. I'm currently trying to recover my files, but if that's not going to work, I will have lost about a month of work. I've still got backups from v0.26 I believe, and perhaps I can retrieve a later version I sent to a friend (which means I'll have to decompile it), but yeah...
Basically all that's lost is plankify work, the 3D skybox and the waterfall textures. But it means I can't spend this holiday on mudanchee as effective as I hoped... :S
Basically all that's lost is plankify work, the 3D skybox and the waterfall textures. But it means I can't spend this holiday on mudanchee as effective as I hoped... :S
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Re: Mudanchee
Posted by reaper47 on Sat Feb 17th at 12:00am 2007
Posted by reaper47 on Sat Feb 17th at 12:00am 2007
You won't let this beautiful map die because of one system crash, will you?
" SRC="images/smiles/icon_eek.gif">
Re: Mudanchee
Posted by Captain P on Mon Feb 19th at 12:12am 2007

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Posted by Captain P on Mon Feb 19th at 12:12am 2007
Eh, no... not because of a system crash. I've had a busy time, rounding up my internship (got 2 published games under my belt now
) and taking up school again, and various other responsibilities.
I just don't know when I'll get back at this map, but when I do, there's not much left to do on it, so yeah... let's hope I find some spare time for this in the near future.
" SRC="images/smiles/icon_smile.gif">
I just don't know when I'll get back at this map, but when I do, there's not much left to do on it, so yeah... let's hope I find some spare time for this in the near future.
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Re: Mudanchee
Posted by reaper47 on Mon Mar 19th at 7:54pm 2007
Posted by reaper47 on Mon Mar 19th at 7:54pm 2007
I found out about this cave in Mexico which reminded me of this map somewhat. It's funny how I thought the crystals to be quite surreal yet there are caves in the real world looking far more surreal than this. Anyway, I just found it pretty cool.
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