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Game: Half-Life 2: Deathmatch
Added Thu Aug 9th 2007
Updated Sat Sep 5th 2009

Map Description

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Mudanchee is a compact, fast and fun Half-Life 2 deathmatch map, set in an ancient cave system. Players combat each other between gloomy crystals, old tombs, clattering waterfalls and archeological equipment.



The complete weapon array is available, as well as various custom objects such as sharp crystals, hammers and rocks. Action is never far away due to the compact nature of the map, and vertical combat plays an important role. And there's the occasionally hidden items...


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Discussion
0 starsPosted by BlisTer on Wed Oct 5th 2005 at 4:13pm

turning into something really nice and atmospheric, keep it up <img src=" SRC="images/smiles/icon_wink.gif">
0 starsPosted by Addicted to Morphine on Wed Oct 5th 2005 at 2:22pm

The sound of dripping water and muffled screams echoing through the dark corridors would be cool.
[author]
Posted by Captain P on Wed Oct 5th 2005 at 11:38am

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.
0 starsPosted by Windows 98 on Wed Oct 5th 2005 at 5:20am

Yes, looks hawt
0 starsPosted by Addicted to Morphine on Wed Oct 5th 2005 at 3:03am

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.
0 starsPosted by satchmo on Tue Oct 4th 2005 at 11:02pm

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.

[author]
Posted by Captain P on Sat Jul 23rd 2005 at 11:40pm

The adding of more levels is a good one, KungFuSquirrel... &lt;br&gt; &lt;br&gt;And the textures I have already rotated a little... smiley
0 starsPosted by KungFuSquirrel on Sat Jul 23rd 2005 at 11:40pm

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. &lt;br&gt; &lt;br&gt;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
[author]
Posted by Captain P on Sat Jul 23rd 2005 at 11:40pm

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... &lt;br&gt; &lt;br&gt;But I'll fix the problem now...
0 starsPosted by Forceflow on Sat Jul 23rd 2005 at 11:40pm

Still getting the 404, m8te.
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