Mudanchee by Captain P

Map Rating

  • 5
  • 1 rating / 5 stars

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Map Info

Map Description

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.

Discussion

Posted by BlisTer on Wed Oct 5th 2005 at 4:13pm

turning into something really nice and atmospheric, keep it up :wink:
Posted 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.
Posted by Captain P on Wed Oct 5th 2005 at 11:38am
[Author]

Thanks guys. :smile:

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

Yes, looks hawt
Posted 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.
Posted 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.
Posted by Captain P on Sat Jul 23rd 2005 at 11:40pm
[Author]

The adding of more levels is a good one, KungFuSquirrel...

And the textures I have already rotated a little... ;)
Posted 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. :) ), you might want to find another wood texture, etc. I think I recall you saying some of that was in the works.

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

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...

But I'll fix the problem now...
Posted by Forceflow on Sat Jul 23rd 2005 at 11:40pm

Still getting the 404, m8te.