[HL2DM] Mudanchee - new screenshots Created 19 years ago2005-10-25 16:30:20 UTC by Captain P Captain P

Created 19 years ago2005-10-25 16:30:20 UTC by Captain P Captain P

Posted 19 years ago2005-10-25 16:30:20 UTC Post #143719
I'm slowly but steadily proceeding with this map, after some playtests it turned out to play very well so I'm now at the detailing stage. This is v16 which means there's a lot more prop models in in (though barely skinned yet) and the lighting is much more close to final in most area's.

Well, onto the screenshots:
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Gloomy lighting on a dark, high rock-wand
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Dangling worklights... yeah, gravity-gun-fun :P
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More worklights and electricity cables. The generator still has to be modelled.
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Waterfall. Spot the secret... :)
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View from within the tomb. The tomb itself has been made deeper.

Tell me what you think of it. Feedback is greatly appreciated. :)
Posted 19 years ago2005-10-25 16:39:22 UTC Post #143727
Oh I remember this, when it was going to be for HL1.
m0p m0pIllogical.
Posted 19 years ago2005-10-25 17:23:25 UTC Post #143738
Nice-o.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-10-25 20:20:14 UTC Post #143748
I really cant imagine doing this with vertex manipulation... thank valve for the new Hammer editor.
I know it's a cave and it should be dark, but maybe an area with much more light could be interesting.
I dont know what the floor plan looks like, but cave maps (and other maps) generally benefit from a reference area.
But maybe the idea of the map is to get lost in this caves so dont really listen to me :zonked:
Posted 19 years ago2005-10-25 22:52:31 UTC Post #143754
I think a few point_spotlight would look nice in the cave. Of course, don't go overboard with them, like so many other maps.

In the last screenshot, I think a faint, warm glow (a regular light entity with yellowish-orange color) from the fire sprite should look nice.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 19 years ago2005-10-26 04:15:31 UTC Post #143771
@Kasperg: There's a brighter area, the waterfall cave, that I haven't gotten around to get in a good enough shape to take screenshots from though. You can see it in the download if you like. This map is divided into 4 related theme's and it's not that big so getting lost isn't really an issue.

@Satchmo: I'm working on some spotlights, coming from flashlights. The red glow was suggested on the Snarkpit too and I agree completely. Will be added. :)

Thanks for the comments. Helps me pinpoint some stuff more. :)
Posted 19 years ago2005-10-26 05:25:49 UTC Post #143783
Awesomeness.
Posted 19 years ago2005-10-26 10:38:24 UTC Post #143812
Ah, I forgot the download link for version 14: mudanchee_v14. For everyone that wants to check out the layout, here it is. It is an older version than seen on the screenshots, but the layout is mostly the same, it's just darker, less detailed and more rough.
Posted 19 years ago2005-10-26 10:40:19 UTC Post #143813
Very impressive... Love the architecture! Gw. :o
Daubster DaubsterVault Dweller
Posted 19 years ago2005-10-26 16:39:56 UTC Post #143872
I'm not a DM player but the architecture is very impressive, CP. The ambient sounds are interesting.

One object had no texture available (just the default magenta and black). Looks like a bundle of something or a rock. It's on a box near the pulsegun. Facing the tomb fires, face to your right, go to the corner, turn right and almost to the next corner, on a box at the bottom of the ramp.
Posted 19 years ago2005-10-26 18:01:26 UTC Post #143878
He hasn't finished the texturing BJ...

looks great!

There are a few stretched textures on the walls though... Hope you go back and fix that...
Posted 19 years ago2005-10-26 18:08:38 UTC Post #143880
Nice you like it. :)
I'm still working on the sounds, the waterfall has gotten a new one now and I'm thinking about specking each area with some specific sounds. Right now I'm spending more time on the lighting and adding prop models to replace those grey/orange boxes.

Thanks for pointing out that missing texture anyway, BJ, I'll take better care checking if everything works next time. :)
Basically, it's in the crystals cave, and it's going to be a rock, though it's not finally skinned yet so you didn't miss anything really.

@Bratty: Yeah, I'm working on those stretched textures, more people noticed them so it has a priority now.
Posted 19 years ago2005-10-26 18:12:06 UTC Post #143881
To be honest I was the one who commented on them the last time ;)

Keep up the good work...
Posted 19 years ago2005-10-26 18:16:22 UTC Post #143884
To be honest I was the one who commented on them the last time wink-wink - ;)
There's about 5 sites I get comments from, but you are indeed the most recent to comment on it... ;)

Thanks, I'll keep working on it and I'll have another beta out soon.
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