[HL2DM] Mudanchee - small updates Created 18 years ago2006-03-17 22:38:53 UTC by Captain P Captain P

Created 18 years ago2006-03-17 22:38:53 UTC by Captain P Captain P

Posted 18 years ago2006-03-17 22:38:53 UTC Post #169212
Finally I picked up work on mudanchee again, after taking a 4 month break from mapping. These are some minor changes to the previous version, but tell me what you think anyway:
User posted image
Main changes here so far: I'm splitting up the floors into individual planks. Since most of the map is just displacement map and prop model, I think I can spend the additional poly's (they're all func_detail - the solid brushes of this map are less than 50 I think :)).
User posted image
Some of the smaller prop models I've been doing recently. I plan to do some medium-sized props such as a portable power generator and an accompanying jerrycan model. Anyone got idea's for replacing all those cover blocks without using too much crates? I think I'm getting stuck there a bit... rocks and bags full of crystals are easily overused too...
User posted image
A nice sunset after playing with the gravity gun. :)
Notice the lack of a 3D skybox. I'm thinking about putting in a canyon-like background. What do you people think?
Posted 18 years ago2006-03-17 23:52:20 UTC Post #169215
Looks lovely.

A smidge dark, but that could be due to the brightish colour of the site.

What's performance like?
Trapt Traptlegend
Posted 18 years ago2006-03-18 00:00:43 UTC Post #169217
Very nice :) I really like the way you used the wooden floor inside the cave. :) Did you PS the brightness, because I know the screen shot in game usually is darker than it really is.
Posted 18 years ago2006-03-18 04:06:08 UTC Post #169254
I like the props, quite abit. They'll definitely help out with this map.

I think some larger machinery/equipment should help replace the crates. Minecarts? Polishing machines? Crushers? There's a vareity of mine equipment that would fit in here. Rocks and bags of crystal would get overused pretty quick, but since they are custom, people will be more tolerant of it. They're not HL2 barrels/crates, at least! They're more intersting to look at. Also, you can place them in various setups (rocks, crystals, bags leaning on rocks, etc)
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-03-18 04:39:21 UTC Post #169265
The floor planks are a decided improvement.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-03-18 04:59:34 UTC Post #169268
I'm not sure about the canyon idea. The vision of a sunset in the open sea would be nicer. Maybe it's just me (remember the sunset sky I used in my "Map something Unique" compo map)
On the other hand, a system of canyons with other caves and waterfalls pouring into a lake or river below would look very nice.
Posted 18 years ago2006-03-18 18:56:27 UTC Post #169376
Thanks for the comments people. :)

Performance is good, runs fine on my machine (and I've had no complaints from others so far). The brightness in those shots isn't upped or anything, those are engine-generated .jpg's.
In-game the brightness is fairly ok I think, a tad dark but it's clear where you can go and where not, so at least the important parts receive enough lighting (methinks).

I'm not going for heavy drilling machinery, this is more a place for carefull argeological carving. Some stacks full of ancient carved stones and pottery could do, I think. I plan to rework the tomb a bit, too, so more shots are coming soon.
You must be logged in to post a response.