dm_mudanchee (v0.26, beta) Created 17 years ago2006-12-19 21:39:21 UTC by Captain P Captain P

Created 17 years ago2006-12-19 21:39:21 UTC by Captain P Captain P

Posted 17 years ago2006-12-19 21:39:21 UTC Post #206998
Hey guys!

It's been some time since my last visit here, as I basically lost interest in mapping and I've been quite busy with my internship anyway.
However, I've picked up work on Mudanchee again, since the last version was fully playable anyway and all that needs to be done is some polishing and prop skinning.

Version 0.26 can be downloaded here (6.3 MB). I've done a little work since this version, and there's still some stuff to do, but it should give a good idea of the final quality.

So, here are the latest developments depicted in screenshots:
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All platforms will finally be made of individual planks.

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Also, I've chosen a different rock texture, one with a bumpmap.

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A tomb cave overview, orange blocks still need replacement.

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The central cave.

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Overview of the central cave.

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A more recent shot of the waterfall cave. This cave is almost final now.

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A shot of the new waterfall material. I still want to add some shinier effects though.

Go ahead and give it a view. I'd appreciate any feedback. I'm planning to organize a playtest soon, so if anyone here is interested, I'll keep you up-to-date.
Posted 17 years ago2006-12-20 16:15:02 UTC Post #207067
I took a look at it yesterday after seeing it in Snarkpit.
The changes are all for the better, specially the new rock texture. It enhances the moist feeiling of the place.
The only thing that puzzles me is that the map still feels a bit dark, considering you (like myself) prefer sunny maps to frag in! :D
Posted 17 years ago2006-12-20 18:10:45 UTC Post #207077
Heh, yeah, I still believe brighter maps play 'easier' for some reason, more happy or such. But this map is also a bit about the athmosphere so I don't think making it sun-light bright will work. ;) I'll up the brightness a bit but nothing too radical.

I've got a sunny map in planning stage bytheway but looking at how this map went, I shouldn't promise anything. ;)
Posted 17 years ago2006-12-21 17:17:50 UTC Post #207116
Just grabbed it and tested it.

It's an awesome map! The whole ambience and feel to it is very nice. The pit falls add a nice element of challenge and tactics to the map that could be very satisfying. The displacement work looks like you worked long and hard to get right. Finally, the models do a great job of finnishing off the whole feel of the map. It'll feel awesome to shoot a chisel through someone's head! :D

I feel, though, that the map lacks sound. The running water is nice, but it still feels too quiet for me. In some cases, sprites for lights seem a little streched and ugly looking. And in some, yet rare cases, the death effect used on the player for the pit falls actually launched me upwards, which was not all that realistic ;)

In leu of that, though, the map has some great potential. I look forward to later versions.
Posted 17 years ago2006-12-21 18:39:05 UTC Post #207125
Thanks for the feedback. :)

Yeah, there isn't much sound in it right now. I don't have much idea's for sounds really. What sort of sounds could enhance the ambience, you think?
And what light sprites looked ugly? The ones on the swinging lights or the light beams? What do you think could enhance them?

The throwing up happened to me too, but I haven't looked into it yet. Items that fall in are also 'lost' for the rest of the round so I guess I need to set up a todo list... :P
Posted 17 years ago2006-12-21 19:11:36 UTC Post #207130
Looks like a nice texturing job, CP (to be expected from you). It certainly looks better than the last time I saw it when it was all dev and purple/black checker textures! ;)
Posted 17 years ago2006-12-21 21:10:21 UTC Post #207133
I meant the swinging lights; most of the stationary lights looked okay. Here's a screenshot of what I mean:

http://i79.photobucket.com/albums/j152/RotatorSplint/mudanchee_v260000.jpg

I realize that it's hard to see in the screenshot, but if you look at that in-game, the motion really shows the pixelation of the sprite. You could fix this by making the sprite smaller, or extracting it and editing it/making your own.

On the note of sound (no pun intended :D ), I went digging through the SDK's sound list to find examples of what I was thinking. Sounds like "cave_outdoor1.wav", "ambience5.wav", or "corridor.wav" would do nicely (note: these sounds can be found under the "Raw" sound tab, rather than the "Game Sounds" tab.)

Getting the props back to the top will prove to be a very challenging task however...
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