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Game: Half-Life: Deathmatch
Added Thu Aug 9th 2007
Updated Sat Jul 23rd 2005

Map Description

This map has a discussion topic which can be visited here

At this moment all work on Mudanchee is halted. A combination of designers block and the complexicity of this map. R_speeds are very close to 800/900 at some points and the amount of entities I used slow it down even on my computer.

Maybe I'll continue with this map, but most likely not. However, I might use the idea for a HL2 map, but we'll see about that.


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0 starsPosted by KoRnFlakes on Wed Oct 26th 2005 at 8:32am

When we played it on the sp serv, I enjoyed it. but my fav moments where were you could kill someone near the edge or almost fall off yourself, only to the dissapointment that there is 90% of the time a cave floor beneath.

I wish there were more places to actually fall off, I think that would make it far more interesting, oh and texture those crates! :P
0 starsPosted by ReNo on Tue Oct 25th 2005 at 10:45pm

As I said on mapcore, I reckon you should try a subtley coloured ambient light, to provide a base coat of lighting to the level. Could mean your really dark sections lose something, but at the moment everything is too white. I'd be inclined to say orange, but then I always do <img src=" SRC="images/smiles/icon_biggrin.gif"> Your man made lights should definately be more blue to match the glows in my opinion.
[author]
Posted by Captain P on Tue Oct 25th 2005 at 9:50pm

Hmm, reddish light glows... yeah, that'll definitely make it in. I agree on the variety, maybe some torches would do good or some yellowish flashlights or such? Or orange light rays in the water-cave...

About bleu lights, those work-lights are blue but probably not blue enough. I'll see what effect a more bleuish light has on them.

Thanks for the suggestions. <img src=" SRC="images/smiles/icon_smile.gif">
0 starsPosted by Addicted to Morphine on Tue Oct 25th 2005 at 9:41pm

It's looking good. I kind of wish that fire was casting more of a red glow within that chamber. I guess I just wish there was a little more lighting variety... something besides the white and green.

Perhaps some different light sources, like some blues.
[author]
Posted by Captain P on Tue Oct 25th 2005 at 9:02pm

Ok people, some new screenshots are up. Note that the download isn't
refreshed - it's still the older version we playtested last time.



Anyway, I added several props (that need yet to be skinned though) and
changed the lighting a lot in most area's. The paths should be better
visible this time while the caves are still quite dark up high and deep
below to keep that athmosphere. image



Well, here goes:



image

Gloomy lighting on a dark, high rock-wand



image

Dangling worklights... yeah, gravity-gun-fun... image



image

More worklights and electricity cables. The generator still has to be modelled.



image

Waterfall. Spot the secret...



image

View from within the tomb. The tomb itself is now deeper and possibly holds a trap for those RPG-lovers.





Well, what do you people think? It's mainly the lighting that I've worked on now, so... does it work well now? image
0 starsPosted by Dark|Killer on Fri Oct 14th 2005 at 7:59pm

To tell you the truth, i really suck at displacements <img src=" SRC="images/smiles/icon_smile.gif">
[author]
Posted by Captain P on Fri Oct 14th 2005 at 7:52pm

Hey, that dustmotes idea is good. Thought about it myself somewhat for the water cave but it could fit with the rest too to make those cave depths feel... mystic, deep or such. That env_sun is something I want to add but haven't gotten around just yet. I plan on adding another cave branch that will be unaccessible but contains some sun rays and stuff, I'll see about that.

As for the displacements, I think I'll release the maps source once I'm done for others to learn. There's quite some people that haven't got the hang of dismapping yet so it could be usefull.
0 starsPosted by Dark|Killer on Fri Oct 14th 2005 at 7:36pm

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">

[author]
Posted by Captain P on Fri Oct 14th 2005 at 7:35pm

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">
0 starsPosted by BlisTer on Mon Oct 10th 2005 at 12:01am

? 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!

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