Mudanchee

Mudanchee

Re: Mudanchee Posted by SHeeP on Wed Jan 28th 2004 at 2:28pm
SHeeP
118 posts
Posted 2004-01-28 2:28pm
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images dont show btw :(
Re: Mudanchee Posted by wckd on Wed Jan 28th 2004 at 6:04pm
wckd
148 posts
Posted 2004-01-28 6:04pm
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click the picture so the new window with the red-x picture comes up. right-click the red-x and go to properties and find the url and copy and paste that into a new browser window.
I liked pic 4 the most, looked very cool.
Re: Mudanchee Posted by Forceflow on Wed Jan 28th 2004 at 9:31pm
Forceflow
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Posted 2004-01-28 9:31pm
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Still getting the 404, m8te.
Re: Mudanchee Posted by Captain P on Thu Jan 29th 2004 at 9:08am
Captain P
1370 posts
Posted 2004-01-29 9:08am
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
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...
Re: Mudanchee Posted by KungFuSquirrel on Sun Feb 1st 2004 at 4:12pm
KungFuSquirrel
751 posts
Posted 2004-02-01 4:12pm
751 posts 393 snarkmarks Registered: Aug 22nd 2001 Occupation: Game Design, LightBox Interactive Location: Austin TX
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 :)
Re: Mudanchee Posted by Captain P on Tue Feb 3rd 2004 at 12:41pm
Captain P
1370 posts
Posted 2004-02-03 12:41pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
The adding of more levels is a good one, KungFuSquirrel...

And the textures I have already rotated a little... ;)
Re: Mudanchee Posted by Ferret on Sat Jul 24th 2004 at 12:50am
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Posted 2004-07-24 12:50am
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Like KFS said, rotate the textures. ANd focuse on more of a vertical combat rather than a horizontal combat. You really need to find a new wood texture. It wouldn't repeat as much and your r_speeds would reduce if you're using the texture I think you are.
Re: Mudanchee Posted by SHeeP on Sat Jul 23rd 2005 at 11:40pm
SHeeP
118 posts
Posted 2005-07-23 11:40pm
SHeeP
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118 posts 52 snarkmarks Registered: Jan 4th 2004 Occupation: bum Location: uk, england
images dont show btw :(
Re: Mudanchee Posted by wckd on Sat Jul 23rd 2005 at 11:40pm
wckd
148 posts
Posted 2005-07-23 11:40pm
wckd
member
148 posts 125 snarkmarks Registered: Aug 29th 2003
click the picture so the new window with the red-x picture comes up. right-click the red-x and go to properties and find the url and copy and paste that into a new browser window.
I liked pic 4 the most, looked very cool.
Re: Mudanchee Posted by Forceflow on Sat Jul 23rd 2005 at 11:40pm
Forceflow
2420 posts
Posted 2005-07-23 11:40pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
Still getting the 404, m8te.
Re: Mudanchee Posted by Captain P on Sat Jul 23rd 2005 at 11:40pm
Captain P
1370 posts
Posted 2005-07-23 11:40pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
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...
Re: Mudanchee Posted by KungFuSquirrel on Sat Jul 23rd 2005 at 11:40pm
KungFuSquirrel
751 posts
Posted 2005-07-23 11:40pm
751 posts 393 snarkmarks Registered: Aug 22nd 2001 Occupation: Game Design, LightBox Interactive Location: Austin TX
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 :)
Re: Mudanchee Posted by Captain P on Sat Jul 23rd 2005 at 11:40pm
Captain P
1370 posts
Posted 2005-07-23 11:40pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
The adding of more levels is a good one, KungFuSquirrel...

And the textures I have already rotated a little... ;)
Re: Mudanchee Posted by Captain P on Tue Oct 4th 2005 at 10:55pm
Captain P
1370 posts
Posted 2005-10-04 10:55pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
Finally, I made it this far. My previous maps usually failed because I
couldn't tie all those loose detailed parts together to a working
layout. Now, I've started simple and focussed on getting that layout
done before detailing it.

I think I succeeded in that: I playtested today and we had a lot of fun
in the map. Still some issues now and then, but it's getting there. :smile:

Ok, on to some screenshots:

(please note that the textures are mostly temporarily, especially those grey dev ones)

User posted image

The archeologic site-cave

User posted image

A peek at the glowing crystals

User posted image

Archeologic site overview shot

User posted image

'tomb' cave overview shot

User posted image

Crystals up close

That's all I've got to show so far, but within some weeks details will get added so the map should get more character over time.

I'll also put up a download of the alpha version as soon as possible, which likely is at the end of this week.

Comments are more than welcome. :smile:
Create-ivity - a game development blog
Re: Mudanchee Posted by satchmo on Tue Oct 4th 2005 at 11:02pm
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Posted 2005-10-04 11:02pm
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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.
"The greatest thing you'll ever learn is just to love and be loved in return." -- Toulouse-Lautre, Moulin Rouge
Re: Mudanchee Posted by Addicted to Morphine on Wed Oct 5th 2005 at 3:03am
Posted 2005-10-05 3:03am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
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.
Re: Mudanchee Posted by Windows 98 on Wed Oct 5th 2005 at 5:20am
Windows 98
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Posted 2005-10-05 5:20am
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Yes, looks hawt
http://img362.imageshack.us/img362/8521/windows981dk.jpg

Nickelplate is my dad
Re: Mudanchee Posted by Captain P on Wed Oct 5th 2005 at 11:38am
Captain P
1370 posts
Posted 2005-10-05 11:38am
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
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.
Create-ivity - a game development blog
Re: Mudanchee Posted by Addicted to Morphine on Wed Oct 5th 2005 at 2:22pm
Posted 2005-10-05 2:22pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
The sound of dripping water and muffled screams echoing through the dark corridors would be cool.
Re: Mudanchee Posted by BlisTer on Wed Oct 5th 2005 at 4:13pm
BlisTer
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Posted 2005-10-05 4:13pm
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turning into something really nice and atmospheric, keep it up :wink:
These words are my diaries screaming out loud
Re: Mudanchee Posted by MisterBister on Wed Oct 5th 2005 at 7:30pm
MisterBister
277 posts
Posted 2005-10-05 7:30pm
277 posts 78 snarkmarks Registered: Oct 17th 2004 Occupation: studying Location: SWEDEN
I agree with satchmo. I dont know how you want the lighting, but i
think it would be cool if you let narrow paths and areas of the room
very or completely dark.

I love paranoia in computer games =P.

<span style="text-decoration: underline;"></span>
Re: Mudanchee Posted by Andrei on Wed Oct 5th 2005 at 8:27pm
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Posted 2005-10-05 8:27pm
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No more-of-the-same HL2 themes. :smile:
Hehe, well, the cave theme is not as original as you think, but not half as exploited as the HL2 one.

I agree, the way you used displacements is very nice but I was just
wondering: don't you have that alpha mask bug most of us seem to have?
Re: Mudanchee Posted by Dark_Kilauea on Wed Oct 5th 2005 at 9:17pm
Dark_Kilauea
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Posted 2005-10-05 9:17pm
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It's doesn't look like he's applied any alpha yet.

Back on topic, I've always enjoyed atmospheric map. Can't wait to play it :smile:
Dark_Kilauea
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http://www.dvstudio-production.com/
Re: Mudanchee Posted by Captain P on Wed Oct 5th 2005 at 10:24pm
Captain P
1370 posts
Posted 2005-10-05 10:24pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
Thanks for the comments so far. :smile:

If it's a little further detailed and all, it'd be nice to have it
betatested on the Snarkpit server. Is anyone playing on the server
these days? I haven't been there for a while so...
Hehe, well, the cave theme is not as original as you think, but not half as exploited as the HL2 one.

I agree, the way you used displacements is very nice but I was just
wondering: don't you have that alpha mask bug most of us seem to have?
I know it's not original, heh, the idea for this came from another game (Abe's Oddworld)... :smile:

But it's something else than the usual themes for HL2DM maps and it's
athmospheric, plus it lends itself fine for impressive area's and
interesting theme's. I like maps with great, high area's. Not really
accessible area's always but just to impress players.

Also, yes, I have the alpha-bug. In the editor it's quite strange to
work with a grassy cave but since I had done most of the displacement
maps before that update, that's not a too big problem. I usually work
with dismaps in lightmap mode anyway to see the relief better.
Create-ivity - a game development blog
Re: Mudanchee Posted by habboi on Sun Oct 9th 2005 at 3:56pm
habboi
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Posted 2005-10-09 3:56pm
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I haven't encountered this bug?
Back to the map:

The displacements are very unique and it reminds me of that CS:S level for testing FPS :smile:

Keep up the good work.
Re: Mudanchee Posted by Addicted to Morphine on Sun Oct 9th 2005 at 4:10pm
Posted 2005-10-09 4:10pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
I like maps with great, high area's. Not really
accessible area's always but just to impress players.
I agree. Can we get some shots of your level thats show off the
ceilings in your level? Do they just fade up into darkness so it
seems like you're at the bottom of a chasm?
Re: Mudanchee Posted by Captain P on Sun Oct 9th 2005 at 7:38pm
Captain P
1370 posts
Posted 2005-10-09 7:38pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
You can download the alpha-stage version now so you can see for
yourself if you wish... :smile: There'll be a playtest on the Snarkpit
server soon too.

I plan on letting fade most ceilings into dark, though some will be
dimly lit by crystals or what-have-you. Right now, most of them are
somewhat visible and they aren't that high just yet.
Create-ivity - a game development blog
Re: Mudanchee Posted by MisterBister on Sun Oct 9th 2005 at 11:07pm
MisterBister
277 posts
Posted 2005-10-09 11:07pm
277 posts 78 snarkmarks Registered: Oct 17th 2004 Occupation: studying Location: SWEDEN
I playtested it on the snarkpit server a few minutes ago and heres what i discovered:

Gameplay:

I think that everyone who was playing the map do agree with me when I
say that this map is really fun. It was action packed and intensive. I
think that it was so much fun simply because it had so many variations
in the Z-axiss.

I think that if you add even more varation in the Z-axis with platforms and such, it would be even more fun.

However, I have one complaint, the spawnpoints. They dont seem to be
planned at all. People spawn in the middle of corridors, and i dont
know how many times i killed a guy from behind and he didnt even have a
chance to turn around.

Try to place the spawnpoints at better locations where they are a bit more protected during the first three seconds.

Players got stuck all the time aswell, but i think you are aware of that.

Ill post some screenies of this when I have time.

Architecture:

Since the map is in very early stage its pretty hard to give you any
opinions about the architecture, however i have a few suggestions here
aswell.

It would be cool if you added some epic elements to the map, not just
narrow corridors and small cave rooms. Remember that you are using the
Source engine, not the hl1 one. Its very powerful and can do more than
you think.

Dont be a coward! Strech the ceilings and the bottom of the cave much further to create giant shafts and stuff in certain areas.

There where different opinions about the lighting, but im happy with it
although i still think that you need to add some finesse aswell as more
contrast into it.

Make the dark corners much darker, and the green light from the crystals much greener.

Think thats about it for the time being.. Ill check back if I get other ideas.
Re: Mudanchee Posted by AnarkiNet on Sun Oct 9th 2005 at 11:15pm
AnarkiNet
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Posted 2005-10-09 11:15pm
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Looking good so far.

Things i'd suggest to fix soem of the problems experienced at the alpha test earlier today:

raise the spawns that are on slopes a few units off the floor, so none of the bounding box is intersecting a brush.

globally multiply the light with the VRAD switch (sorry i cant remember which one it is) by a small amount

possibly add a little bit more ammo

Great layout though :smile:
Re: Mudanchee Posted by Captain P on Sun Oct 9th 2005 at 11:44pm
Captain P
1370 posts
Posted 2005-10-09 11:44pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
Thanks people, it was fun playtesting with you. I'm glad to see the map
is holding well with these player amounts. Also nice to see some other
people came in and liked it. :smile:

So far, my TODO list is like this:
  • Fix spawnpoints, place them better.
  • Fix the getting stuck points, adding some playerclip to avoid falling
between rocks and platforms where these are close to each other.
  • Make the caves more impressive. I am adding a large waterfall to the
water cave and I plan another few caves that aren't accessible but look
deep, large. Most caves will be enlarged vertically now.
  • Fix the lighting. 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.
  • Fixing some dismaps, tidying stuff up so no more grey brushes are visible.
  • Of course, creating more prop models to give each of 4 area's it's
own characteristics. This should make the map look better and easier to
learn by giving landmarks.
  • Creating custom materials for the rocks, platforms and waterfalls.
  • That's pretty much it I think...
DONE list:
  • Earlier playtests showed that the waterfall cave was less used, and
didn't flow well. I've added platforms and a gimmick there now to make
it flow better.
  • Added some weapons, there's now 2 AR2's and shotguns in the level and
a couple more grenades. I've also hidden 6 batteries and 6 vials in the
map that are harder, or at least different to get than other items. :smile:
Create-ivity - a game development blog
Re: Mudanchee Posted by BlisTer on Mon Oct 10th 2005 at 12:01am
BlisTer
801 posts
Posted 2005-10-10 12:01am
BlisTer
member
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<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!
These words are my diaries screaming out loud
Re: Mudanchee Posted by Captain P on Fri Oct 14th 2005 at 7:35pm
Captain P
1370 posts
Posted 2005-10-14 7:35pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
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:
Create-ivity - a game development blog
Re: Mudanchee Posted by Dark|Killer on Fri Oct 14th 2005 at 7:36pm
Dark|Killer
758 posts
Posted 2005-10-14 7:36pm
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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:
.::Dark|Masta::. - One name. One legend.
Re: Mudanchee Posted by Captain P on Fri Oct 14th 2005 at 7:52pm
Captain P
1370 posts
Posted 2005-10-14 7:52pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
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.
Create-ivity - a game development blog
Re: Mudanchee Posted by Dark|Killer on Fri Oct 14th 2005 at 7:59pm
Dark|Killer
758 posts
Posted 2005-10-14 7:59pm
758 posts 225 snarkmarks Registered: Dec 22nd 2004 Occupation: Student Location: Dubai (Middle East)
To tell you the truth, i really suck at displacements :smile:
.::Dark|Masta::. - One name. One legend.
Re: Mudanchee Posted by Captain P on Tue Oct 25th 2005 at 9:02pm
Captain P
1370 posts
Posted 2005-10-25 9:02pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
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:
Create-ivity - a game development blog
Re: Mudanchee Posted by Addicted to Morphine on Tue Oct 25th 2005 at 9:41pm
Posted 2005-10-25 9:41pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
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.
Re: Mudanchee Posted by Captain P on Tue Oct 25th 2005 at 9:50pm
Captain P
1370 posts
Posted 2005-10-25 9:50pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
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:
Create-ivity - a game development blog
Re: Mudanchee Posted by ReNo on Tue Oct 25th 2005 at 10:45pm
ReNo
5457 posts
Posted 2005-10-25 10:45pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
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.
[img]http://card.mygamercard.net/sig/Default/reno84.png[/img]
Designer @ Haiku Interactive | ReNo-vation.net
Re: Mudanchee Posted by KoRnFlakes on Wed Oct 26th 2005 at 8:32am
KoRnFlakes
1125 posts
Posted 2005-10-26 8:32am
1125 posts 511 snarkmarks Registered: Jul 3rd 2002 Occupation: Yus! Location: Norfolk
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:
My Pit
Re: Mudanchee Posted by Underdog on Wed Oct 26th 2005 at 11:39pm
Underdog
1018 posts
Posted 2005-10-26 11:39pm
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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.
There is no history until something happens, then there is.
Re: Mudanchee Posted by Captain P on Thu Oct 27th 2005 at 7:47am
Captain P
1370 posts
Posted 2005-10-27 7:47am
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
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:
Create-ivity - a game development blog
Re: Mudanchee Posted by Dark|Killer on Thu Oct 27th 2005 at 9:55am
Dark|Killer
758 posts
Posted 2005-10-27 9:55am
758 posts 225 snarkmarks Registered: Dec 22nd 2004 Occupation: Student Location: Dubai (Middle East)
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:
.::Dark|Masta::. - One name. One legend.
Re: Mudanchee Posted by Agent Smith on Thu Oct 27th 2005 at 2:14pm
Agent Smith
803 posts
Posted 2005-10-27 2:14pm
803 posts 449 snarkmarks Registered: Aug 30th 2003 Occupation: Uni Student Location: NSW, Australia
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.
Ham and Jam Contributor
http://www.hamandjam.org

'Get your stinking paws off me, you damned dirty ape!'
Re: Mudanchee Posted by Captain P on Thu Oct 27th 2005 at 5:15pm
Captain P
1370 posts
Posted 2005-10-27 5:15pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
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:
Create-ivity - a game development blog
Re: Mudanchee Posted by habboi on Thu Oct 27th 2005 at 5:54pm
habboi
782 posts
Posted 2005-10-27 5:54pm
habboi
The Spammer of Snarkpit
member
782 posts 178 snarkmarks Registered: Dec 11th 2004 Location: United Kingdom
Yeah Captain...How did you make such nice looking displacements? I can make mountains but caves are hard...
Re: Mudanchee Posted by Captain P on Thu Oct 27th 2005 at 10:52pm
Captain P
1370 posts
Posted 2005-10-27 10:52pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
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:
Create-ivity - a game development blog
Re: Mudanchee Posted by Captain P on Thu Mar 16th 2006 at 11:17pm
Captain P
1370 posts
Posted 2006-03-16 11:17pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
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:
Create-ivity - a game development blog
Re: Mudanchee Posted by Dark_Kilauea on Fri Mar 17th 2006 at 12:52am
Dark_Kilauea
629 posts
Posted 2006-03-17 12:52am
629 posts 123 snarkmarks Registered: Apr 15th 2005 Occupation: Fast Food Location: USA
Going to have another snarkpit playtest?
Dark_Kilauea
DVS Administration
http://www.dvstudio-production.com/
Re: Mudanchee Posted by Captain P on Fri Mar 17th 2006 at 2:58am
Captain P
1370 posts
Posted 2006-03-17 2:58am
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
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:
Create-ivity - a game development blog