Mudanchee
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Re: Mudanchee
Posted by SHeeP on Sat Jul 23rd at 11:40pm 2005


images dont show btw smiley



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Re: Mudanchee
Posted by wckd on Sat Jul 23rd at 11:40pm 2005


click the picture so the new window with the red-x picture comes up. right-click the red-x and go to properties and find the url and copy and paste that into a new browser window. <br>I liked pic 4 the most, looked very cool.



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Re: Mudanchee
Posted by Forceflow on Sat Jul 23rd at 11:40pm 2005


Still getting the 404, m8te.



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Re: Mudanchee
Posted by Captain P on Sat Jul 23rd at 11:40pm 2005


Screenshots don't work in links most of the times because of the webspace provider, Websamba, uses a frame on top of it... Too bad... <br> <br>But I'll fix the problem now...



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Re: Mudanchee
Posted by KungFuSquirrel on Sat Jul 23rd at 11:40pm 2005


Looks good so far! I'll second some of the comments I've seen in the thread - for example, the rock texture should be horizontal (sedimentary rock forms in layers vertically. smiley ), you might want to find another wood texture, etc. I think I recall you saying some of that was in the works. <br> <br>I think you really should emphasize the level-over-level here, otherwise it will get far too linear. You get some variation in that third shot, but try to keep extra routes above and below to keep things interesting - 3 or even 4 layers could make for some insane vertical combat. Keep up the good work smiley



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Re: Mudanchee
Posted by Captain P on Sat Jul 23rd at 11:40pm 2005


The adding of more levels is a good one, KungFuSquirrel... <br> <br>And the textures I have already rotated a little... smiley



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Re: Mudanchee
Posted by SHeeP on Wed Jan 28th at 2:28pm 2004


images dont show btw smiley



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Re: Mudanchee
Posted by wckd on Wed Jan 28th at 6:04pm 2004


click the picture so the new window with the red-x picture comes up. right-click the red-x and go to properties and find the url and copy and paste that into a new browser window. <br>I liked pic 4 the most, looked very cool.



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Re: Mudanchee
Posted by Forceflow on Wed Jan 28th at 9:31pm 2004


Still getting the 404, m8te.



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Re: Mudanchee
Posted by Captain P on Thu Jan 29th at 9:08am 2004


Screenshots don't work in links most of the times because of the webspace provider, Websamba, uses a frame on top of it... Too bad... <br> <br>But I'll fix the problem now...



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Re: Mudanchee
Posted by KungFuSquirrel on Sun Feb 1st at 4:12pm 2004


Looks good so far! I'll second some of the comments I've seen in the thread - for example, the rock texture should be horizontal (sedimentary rock forms in layers vertically. smiley ), you might want to find another wood texture, etc. I think I recall you saying some of that was in the works. <br> <br>I think you really should emphasize the level-over-level here, otherwise it will get far too linear. You get some variation in that third shot, but try to keep extra routes above and below to keep things interesting - 3 or even 4 layers could make for some insane vertical combat. Keep up the good work smiley



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Re: Mudanchee
Posted by Captain P on Tue Feb 3rd at 12:41pm 2004


The adding of more levels is a good one, KungFuSquirrel... <br> <br>And the textures I have already rotated a little... smiley



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Re: Mudanchee
Posted by Ferret on Sat Jul 24th at 12:50am 2004


Like KFS said, rotate the textures. ANd focuse on more of a vertical combat rather than a horizontal combat. You really need to find a new wood texture. It wouldn't repeat as much and your r_speeds would reduce if you're using the texture I think you are.



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Re: Mudanchee
Posted by Kasperg_JM on Mon May 5th at 6:43pm 2008


Beautiful map, not only visually but regarding sound ambiance as well. Layout works better than in the previous version thanks to more differenciated lighting, and the addition of custom props completes the theme. <br>The only problem I see is that you compiled without the -novirtualmesh parameter for BSP, which makes your displacement surfaces ignore any physics objects you throw at them, including grenades. You might want to recompile.



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Re: Mudanchee
Posted by Captain P on Mon May 5th at 7:58pm 2008


That's odd... because dismaps behave just fine here, and you're the first who mentiones the problem. How comes that on some systems, there's no problem, while on others, dismaps misbehave? <br>Either way, I'll give it a recompile. We shall see. smiley



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Re: Mudanchee
Posted by Le Chief on Wed May 7th at 11:18am 2008


+ Displacements <br>+ Lighting <br>+ Wooden pathways <br>+ Nice multiplayer flow <br>+ light use of ambient sound <br> <br>- stretched crates <br> <br>The most obvious thing for the map for me was the displacement work, it was quite good and I imagine that was a few hours of tedious work right there. <br> <br>As I said in the forum thread, the lighting was nice and it gave me a sense of being- I knew where I was. There was also some clever ways in which you lit the map with those little lamps. <br> <br>The wooden pathways where constructed quite nicely and along with some props, it gave a nice human presence. <br> <br>That little vista was good, but I thought that the little sand bank with the dead tree that was next to the creek was a bit...mmm.. rushed. The texture seemed a bit stretched and it looked flat, 5-10 minutes of work on the little sand bank could have improved it alot and made the vista area feel more complete and overall better imo, the sand bank really stood out and afraid to say, maybe detracted from the vista a bit, BUT thats not to say that it shouldn't have been there. But I liked the nice cliff geometry and how it casts a cool looking shadow. <br> <br>The water in the cave was good, it was nice how it had a little steam effect to it, but I think it was missing something. Maybe a bit of reflectiveness in the rock near the waterfall, some moss, some sort of ambient sound or something else seemed to be missing that made it seem less &quot;wet&quot;.. I don't know. <br> <br>I felt that the map had a nice flow for multiplayer as well, although it can be difficult to judge when you play a map briefly with no other people on it. <br> <br>And what about them crates huh? Dude, they where stretched, well some of them but again, thats not to say they shouldn't have been there, because they should have, but some of them where stretched and you could tell. <br> <br>I would also just like to point out, that I'm sure you know that the map was mainly wood and stone, I'm just thinking about what the map would have been like with a bit of metal in it, would a bit of metal such as some metal trusses or metal sheets improve the map or not? <br> <br>But over all, it was a good map, a worthy addition to your profile, I'm going to give the map 8/10, well done. <br> <br>BTW, I had no problems with displacements and props, everything was bouncing off just fine.



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Re: Mudanchee
Posted by tnkqwe on Fri May 9th at 10:39am 2008


You have rebuild your HL1 Mudanchee map that isn't unleashed



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Re: Mudanchee
Posted by Captain P on Fri May 9th at 4:56pm 2008


Jep, that's true. That HL1 map however, was far from finished. I ran into too many technical problems, so that map would never have been so great anyway.



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Re: Mudanchee
Posted by Kasperg_JM on Wed May 14th at 6:00pm 2008


I should add that I played the map under HL2sp instead of HL2dm, but I'm not sure how that could be related to the problem I had. As I said, the displacements worked fine with player collision but not with physics objects. Random Source engine problems I guess.



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Re: Mudanchee
Posted by Erwaitin on Mon Jun 9th at 1:22pm 2008


Nice map guy, really nice... How have you get the rock texture? Have you developed it or it's part of HL2? How have you get that crispy texture? Moreover, great work.




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