Mudanchee by Captain P

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Map Description

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...

Discussion

Posted by Captain P on Fri Mar 17th 2006 at 2:58am
[Author]

That'd be a great idea, yeah. :smile:

Right now I'm adding more prop models (pickaxes, hammer (4.0)s, crystal shards) and I think a playtest would be good to help me place them well across the map. Plus, it'd be good fun to play again, methinks. :smile:
Posted by Dark_Kilauea on Fri Mar 17th 2006 at 12:52am

Going to have another snarkpit playtest?
Posted by Captain P on Thu Mar 16th 2006 at 11:17pm
[Author]

Wow, it's been even 4 months since I last updated this!

Well, I'm working on it again, adding more models to up the detail levels. It'll take me some time to get back into this, but the map is nearing completion. Phew, glad to see this thing being finished soon. :smile:
Posted by Captain P on Thu Oct 27th 2005 at 10:52pm
[Author]

Basically, they're just vertical displacement maps, mostly modified on
the x and y axis. I'll release the source of the map once I'm done
though, perhaps with some sort of article about workflow and Source, so
you all will be able to see how I did this. If you're really desperate
for some dismapping examples, you can contact me on msn or mail me. :wink:
Posted by habboi on Thu Oct 27th 2005 at 5:54pm

Yeah Captain...How did you make such nice looking displacements? I can make mountains but caves are hard...
Posted by Captain P on Thu Oct 27th 2005 at 5:15pm
[Author]

Hmm, no, I'll think I won't use an ambient light but instead use some
low-lit, highly linear or constant lights so I have some more control
about the background light for each area (each area will get it's own
light-style and color usage to make them more distinct, same goes for
different props) and then I'm able to leave some parts just black like
high up or deep down in the caves.

So, that was what caused your pinky prop shadows? Now I see... thought it was some sort of bug.

Dark|Killer: contact me on msn and I could give you some more detailed instructions. :smile:
Posted by Agent Smith on Thu Oct 27th 2005 at 2:14pm

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 :biggrin: Your man made lights should definately be more blue to
match the glows in my opinion.
But you've got to be careful what colour you select as your ambient light,
because that determines the colour of the shadows cast by physics
items, props, pickups, etc. I found this out the hard way in Hydro,
where the pinkish ambient light made all the mentioned shadows bright
pink. It's pretty stupid, they might have fixed it by now, but I doubt
it. Either way just test it with loose props around.
Posted by Dark|Killer on Thu Oct 27th 2005 at 9:55am

Captain P, im sick of asking myself: HOW THE HELL DID YOU DO THOSE DISPLACEMENTS !?!?!?

Atlast, i asked you, i really want to know, do you use terrain generator ?? or did you do them all by your self ??

If you did them by yourself, TELL ME HOW ... PLease :biggrin:

Thank You :smile:
Posted by Captain P on Thu Oct 27th 2005 at 7:47am
[Author]

Ow, yeah, you have 56k... Hmm, then I guess this test build wasn't
worth it yet. Much of what you've seen is still worked on, but it's
still helpfull for me to pinpoint the things I'd forget otherwise.

I agree on the planking, I'm planning on replacing all of it with
modelled planks eventually or at least a significant part of it to give
it a more realistic feeling. Support beams are added as we speak, I'm
using metal bars as seen on construction sites and wooden beams as
well. Got more suggestions for variety?

I like 7, 8 and 10. Didn't think about wet rocks actually, and though I
am adding guard railings they're all planks or metal bars. Me likes the
rope idea.

I thought about adding light beams too, tried some, but I don't think
they really work well in the water cave just yet, that'll take some
experimenting. Maybe I'll add some sort of unaccessible side-cave that
has them.

And the sounds, well, I've been in caves but that's a long time ago.
They're quite, yeah, so the sounds I've put in are mainly just to test
the sound entities. It's being worked on right now.

Big thanks for your comments and suggestions. I am shooting for some realism so I could use em, I guess... :smile:
Posted by Underdog on Wed Oct 26th 2005 at 11:39pm

33 minutes and 20 seconds later: User posted image

Do you really think this map was worth it? I will let you know if you were right.

[EDIT]

Its obvious that you have either never been inside a cave before or, you are not shooting for realism. Something that the HL2 engine can deliver BTW.

1] discounting the lighting, which I assume will be augmented to give a cave/underground feel, I cannot add anything to the comments about lights until I see a more advance compile. All the unskinned props are ruining the feel/atmosphere.

2] the wooden planking. Again, it doesn't look realistic. Planks are added to an existing aperture. yours actually inserts itself within the walls in places. Its obvious that you have a considerable amount of overlapped solids present.

3] again the plank pathways. You need some upper support. Ropes, chains or cables. Its not important what but something needs to be holding all that lumber up.

4] the wind? again, not realistic. caves with that much of a breeze needs an outlet. Preferably in the top. a volcanic vent type hole would suit.

5] the planking again. all of them seemed to be made of the same wood, and running the same direction. alter the material and direction a bit.

6] slow the waterfall down a bit or perhaps decrease the volume of water falling over it. a fall of that type would steam up the whole area in fog.

7] rock types, although many caves contain the same materials, many are often wet and dry in places. try to make yours appear so.

8] have a few broken guard rails scattered about. preferably made out of rope or chains/cable

9] light rays from the sun through cracks can increase authenticity and depth.

10] tone down all noises. caves are horribly quiet places. also, sound is swallowed up easily in caves, keep the volume at a level so you cannot hear it all from everywhere.

11] unless this is a new cave, there will always be some material either falling from the ceilings, or building up on the ground. new caves may do this to but the edges will be sharper. older caves have rounded edges.

12] if these opinions do not suit you. ignore them.