Re: Mudanchee
Posted by Leperous on
Wed Jan 28th 2004 at 2:25pm
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Looks pretty interesting from the screenshots, but I'm not sure if a whole level based around something like that would work, for both variety and falling-off-all-the-time reasons. Put in loads of water pools underneath some platforms, and some 'normal' caves and solid ground too...
Re: Mudanchee
Posted by Orpheus on
Wed Jan 28th 2004 at 2:32pm
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being path themed, i fear it will make it a fairly lineer map.
although, its uniqueness may pull it threw in spite of my concerns.
i don't like the rock texture though, they all seem oriented 90* out... turn them sideways.
Re: Mudanchee
Posted by DocRock on
Wed Jan 28th 2004 at 3:03pm
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Looks pretty cool. I like the lighting and the rock-work. The board texture needs to go tho...find something a little less HL.wadish.
Yeah the falling-off issue looks like it'd be a pain. You could have invisible teleports below to teleport you to different spots in the map.
Re: Mudanchee
Posted by Adam Hawkins on
Wed Jan 28th 2004 at 4:12pm
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Kinda like some of the cave sections in Morrowind. If you can get a decent layout to work with the theme, I can see it being quite interesting, especially with the multiple levels.
Re: Mudanchee
Posted by scary_jeff on
Wed Jan 28th 2004 at 5:13pm
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It looks really good to me except maybe you should have a dark area or two, maybe with a broken light or something. I agree that if fall off = die, it could get quite annoying, I guess it depends how hard it is to fall off.
Re: Mudanchee
Posted by Yak_Fighter on
Wed Jan 28th 2004 at 5:28pm
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Looks cool to me. Nothing wrong with a challenging playfield to separate the men from the boys. Just be sure that the map has good connectivity and you're basically set.
Re: Mudanchee
Posted by matt on
Wed Jan 28th 2004 at 5:43pm
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:eek: Wow, I havn't seen such an orgional map for quite some time. Reminds me of the bits from the Wanted mod for half life (Which is an excellent total conversion, if you havn't played it) when your underground. Keep, it up, I'll make a note of playing the beta.
Re: Mudanchee
Posted by Tracer Bullet on
Wed Jan 28th 2004 at 5:43pm
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I agree with yak, if you can't stay on the platform while fragging, you deserve to die. besides, it stimulates a somewhat more cautious style of game play.
Re: Mudanchee
Posted by Cassius on
Thu Jan 29th 2004 at 3:22am
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Very nice concept work, but there are foreseeable problems in execution (ie falling off, noticability of layout, etc.) Can't say I like the rock or texture work, but I think in this case they are slightly beside the point.
Re: Mudanchee
Posted by Forceflow on
Thu Jan 29th 2004 at 7:01am
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Reminds me of good 'ol Indiana Jones.
GJ :smile:
Re: Mudanchee
Posted by Crono on
Thu Jan 29th 2004 at 7:14am
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Everyone else seems to have some good suggestions and thoughts for your map. The only thing I'd suggest is lowering the brightness of the torches and lamps. They seem unnaturally bright, that or change the color of the light to a bit of burnt orange color, for fire of course. Something else that might set some more mood would be to crack open certain parts of the roof of the map and set up some specially placed light entities, really dim the light inside the map, and have the light shine down in beams, kinda . . . It would look pretty damn awesome . . .
Unless you're going for a mining feel.
Re: Mudanchee
Posted by Captain P on
Thu Jan 29th 2004 at 9:28am
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Nice to see so many comments within one day... :smile:
The textures I used are CS and HL textures and only for the starting phase of building a map. Later on I'll make my own textures for them. I'll keep you informed about it.
Falling of the platforms? Yes, quite deadly... I playtested it against my brother and it's not that difficult to stay on the road. Only when you're doing something too hasty or whatever you'll fall... I have some small waterpools below but they're too shallow to stop you'r fall to death...
The main reason for killtriggering persons that fall of is the complexicity of the brushwork. You'll easily get stuck in the wall with those triangles. So that's why.
I'm planning a waterfall area, wich could perfectly well suit a swimming pool for diversion... :smile:
And I'll also add a clove that's open on the top, with the lightbeams falling in and so... The map will be divided in 4 main sections: the vault (with the two fire-standards), the elevators (that wooden moving platforms), the waterfall area (on wich I'm working now) and the 'eternal clove', as I'm calling that open part...
The layout will be fairly simple to prevent too high r_speeds. They're currently 500-600 average with tops at 800 (only specific points). So you'll have a O-shaped level (well, pretty more curved...), wich might be good because you'll easily find your enemy's and you'll see the whole level instead of sticking to favorite spots.
Re: Mudanchee
Posted by 7dk2h4md720ih on
Fri Jan 30th 2004 at 1:19am
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500-600 wpolys is a bit low for todays maps. A constant of about 800 will give ya that bit of extra detail to play with.
Good work so far, I'll take a run around when I get a chance.
Re: Mudanchee
Posted by scary_jeff on
Fri Jan 30th 2004 at 10:13am
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2004-01-30 10:13am
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I thought the wanted mod was horrible.
Re: Mudanchee
Posted by matt on
Fri Jan 30th 2004 at 12:01pm
Posted
2004-01-30 12:01pm
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The wated mod isn't horrible. Its just very very very very difficult. The bots in the multiplayer game are great fun if you've got a spare 5mins.
Re: Mudanchee
Posted by Hornpipe2 on
Sat Jan 31st 2004 at 7:31pm
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Interesting, it reminds me a bit of Myst though I don't know why. Maybe you need some pipes with valves everywhere so you can power a windmill and...
Re: Mudanchee
Posted by Captain P on
Tue Feb 3rd 2004 at 12:47pm
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2004-02-03 12:47pm
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At this moment I'm creating the waterfall cave, wich combines the multi-leveled fighting on the catwalks with swimming for goodies... :wink: The crossbow should be found somewhere here... I've also added a rock pillar in the middle of this cave to give some shelter... :wink:
It seems some of you refer this level to Myst in some other way, well, that might be. It's totally not based on Myst but it may have such a style, such a mood... I'm concentrating very on the mood in this map. It has to give the player a feeling of walking in a very ancient, dark and gloomy cave, with crystals that once belonged to an ancient culture...
As for the elevator part, I don't really like the elevators right now. They'll take away some speed of the gameplay... someone has suggestions for another 'special' area?
Oh, and ReNo... you noticed the rocks are based on your tutorial? A while ago I asked permission to base a dutch tutorial on it... well, you see I put it to full use here!
Re: Mudanchee
Posted by KoRnFlakes on
Tue Feb 3rd 2004 at 12:49pm
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2004-02-03 12:49pm
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id like to see a swinging platform, swinging back and forth so you have to jump on it as it moves to get to the other side & obviously if you miss-jump or fall offyou fall rather far.
Re: Mudanchee
Posted by Captain P on
Tue Feb 3rd 2004 at 12:50pm
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2004-02-03 12:50pm
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That's an idea I already had. I might put it in the 'eternal clove', so the player has to do some work before he gets the long jump module...
About weapons in this level, I'll probably leave the gauss and the gluon out. Snarks might be usefull in the waterfall cave, though... :wink:
Re: Mudanchee
Posted by KoRnFlakes on
Tue Feb 3rd 2004 at 12:52pm
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2004-02-03 12:52pm
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:smile: plz leave them both out, I prefer maps without them.
Re: Mudanchee
Posted by Captain P on
Tue Feb 3rd 2004 at 12:59pm
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2004-02-03 12:59pm
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The gluon dominates way too much... in Detention, my first level, I had hidden it, but once players knew were it was it dominated... :sad:
Implementing the gauss means I'll have to make sure players can't get stuck in high architecture... Mudanchee has no need for the gauss anyway because with all that jumping you'll easily fall of to death... except for in the waterfall cave...
Snarks might be irritating but they'll only be usefull in a small part of the map. They'll run of the platforms way too fast to be really usefull... I'm still thinking about whether I should put them in or not...
Re: Mudanchee
Posted by Hornpipe2 on
Tue Feb 3rd 2004 at 5:24pm
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The Gauss would actually be pretty funny when people fire on someone only to launch themselves off the catwalks. I recommend putting one in somewhere, though that shouldn't be the main focus of the map.
Re: Mudanchee
Posted by ReNo on
Wed Feb 4th 2004 at 12:07pm
Posted
2004-02-04 12:07pm
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I think the gauss is fine, I only leave it out of maps if gauss jumping is inappropriate, for example the player needs to be kept in defined areas and limiting the movement with clip brushes would be annoying and look silly.
Re: Mudanchee
Posted by Captain P on
Thu Feb 12th 2004 at 10:56am
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2004-02-12 10:56am
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I'll put the gauss in somewhere where it's difficult to get. Probably in the water cave or on a high ridge. I'll see...
Re: Mudanchee
Posted by Leperous on
Thu Feb 12th 2004 at 12:14pm
Posted
2004-02-12 12:14pm
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Be quite fun to have some corridors built specially for some gauss-beam-reflecting-banter and some 'skillful' (i.e. annoying) corner shots :wink: