Mudanchee

Mudanchee

Re: Mudanchee Posted by Captain P on Wed Jan 28th 2004 at 2:04pm
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Posted 2004-01-28 2:04pm
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Re: Mudanchee Posted by Leperous on Wed Jan 28th 2004 at 2:25pm
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Posted 2004-01-28 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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Posted 2004-01-28 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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Posted 2004-01-28 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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Posted 2004-01-29 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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Posted 2004-01-29 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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Posted 2004-01-29 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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Posted 2004-01-30 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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I thought the wanted mod was horrible.
Re: Mudanchee Posted by Crono on Fri Jan 30th 2004 at 10:19am
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same here.
Re: Mudanchee Posted by Captain P on Fri Jan 30th 2004 at 11:43am
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Posted 2004-01-30 11:43am
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What has the Wanted mod to do with Mudanchee?

Well, I'm working on the waterfall caves. I'm adding the water pools, wich is definitely a good suggestion. I'm thinking about some totally submerged caves that may lead to a crossbow or long-jump module... sort of like you gotta work for your weapons... :smile:

Oh, and no :crate: 's in my map... :smile: (I just discovered the extra smileys...)
Re: Mudanchee Posted by matt on Fri Jan 30th 2004 at 12:01pm
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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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Posted 2004-01-31 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 ReNo on Sat Jan 31st 2004 at 8:35pm
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For some insane reason I was thinking "that seems like it could work as a Jet Set Radio Future level" :confused: Anyway though, I think it looks really cool, though it could be a bit boring if its all walkways. Throw in a couple of rooms and have the walkways all lead to different height levels in the rooms and it could work out really nicely.

Get a new wood texture or someday you will fall victim to a horrible misfortune*... :grenade:
  • not necessarily the one illustrated in the associated picture
Re: Mudanchee Posted by Captain P on Tue Feb 3rd 2004 at 12:47pm
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Posted 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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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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Posted 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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: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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Posted 2004-02-03 12:59pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
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
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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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Posted 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
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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: