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 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! :razz:
Posted 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 :biggrin: Your man made lights should definately be more blue to
match the glows in my opinion.
Posted by Captain P on Tue Oct 25th 2005 at 9:50pm
[Author]

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. :smile:
Posted 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.
Posted by Captain P on Tue Oct 25th 2005 at 9:02pm
[Author]

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. :smile:

Well, here goes:

User posted image

Gloomy lighting on a dark, high rock-wand

User posted image

Dangling worklights... yeah, gravity-gun-fun... :smile:

User posted image

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

User posted image

Waterfall. Spot the secret...

User posted 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? :smile:
Posted by Dark|Killer on Fri Oct 14th 2005 at 7:59pm

To tell you the truth, i really suck at displacements :smile:
Posted by Captain P on Fri Oct 14th 2005 at 7:52pm
[Author]

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.
Posted 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 !! :biggrin: </li>
And i have suggestion for this UbeR MaP :razz:
  • 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 :biggrin:

Tell me if you like it :smile:
Posted by Captain P on Fri Oct 14th 2005 at 7:35pm
[Author]

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. :smile:
Posted by BlisTer on Mon Oct 10th 2005 at 12:01am

<DIV class=quote>
<DIV class=quotetitle>? quoting Captain P</DIV>
<DIV class=quotetext>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.
</DIV></DIV>

i thought about this too. nice!