Official crashdown site: crashdownmod.webs.com/
onsdag 29. april 2009
MMGDTA moving
Posted by
Alex Crafter
at
12:51:00
MMGDTA is now moving to a new site. This is because MMGDTA is no longer the official site for crashdown so it no longer needs to be dedicated only to that and I have set up a portfolio website which will host this blog with it.
tirsdag 7. april 2009
Posted by
Alex Crafter
at
02:11:00
Work has started on pl_vertical, a payload map for tf2 where the cart needs to be pulled up one shaft and then lowered down another. I'me finding that vertical maps can really add a lot to gameplay that just isn't possible through horizontal maps. Of course, it does require a lot of new stratagies for the player to understand whats going on and be able to comprehend the map's routes and his options.
From my post on Interlopers.net to another member working on a vertical payload map:
I'm also working on a vertical payload map (pl_vertical), I have a first section in blue that is industrial and as the cart is moved to the red base when it starts moving down it becomes more thrown together. What I've seen so far is that to make it balanced you need lots of side routes and alternate ways to get up else the team defending will have too much of an advantage (Being able to shoot down on them and drop down on them), however using side passages and tunnels to even this out makes the map very complicated for players to grasp. official tf2 maps are fond of using stairs and ramps to elevate the player.However as you can imagine, an intricate system of side passages only using ramps and stairs would be very complicated and not move up very fast. I tried this at first but it's very complicated. What I recommend is to fall back on more tfc like designs with vents that push the player up quickly and small elevators that move fast as soon as a player steps on its surface. It may seem a little out of place in tf2 but I've found it's very useful.It requires a lot of planning but vertical maps can afford the player a lot more freedom.
When passages and routes are out of the player's vision he has trouble visualizing them making the map complicated for those who don't fully understand the layout. In upwards based maps this is troublesome because realistically exposed routes upwards are somewhat rare. It's important that the player is able to clearly think where passages are. First of all this can be helped by using large cavities that house lots of routes within them rather then just lots of interconnecting tunnels, that said interweaving tunnels in one big room will also confuse players. I've found that it's best to have the alternate routes out of the way, but clearly outlined. Say a tunnel or elevator shaft next to the main room but with gaps in the shaft so that its route can be followed with the eye from outside. In the red's style of building this is easier to do, but in the blu's more structured style it's somewhat hard, because you are doing a single stage map I'd recommend focusing more on red's architecture as if it took place in a red base.
søndag 29. mars 2009
Breakable
Posted by
Alex Crafter
at
05:08:00

This is a new system I've been putting together allowing players to break through a brick wall, I'm hoping that this will give players more freedom because they can choose their entrance. Of course, although it's been very well optimized it will only be used in small amounts to keep the game running smoothly.
Posted by
Alex Crafter
at
01:07:00
The new chapter is mostly outdoors, I'm trying to decide on night vs. sunrise. On the one hand night gives things a spooky atmosphere and darkens everything up but at the same time it's over used. On the other hand, sunrise gives me some nice lighting to use but doesn't feel scary.
fredag 27. mars 2009
Moddb news
Posted by
Alex Crafter
at
12:29:00
Just posted this on moddb:
Things have been going very well, made lots of progress with the levels, I'm now done with chapter one.
With the feedback I've been getting from you (the viewers) I've been able to improve the looks and feel of the maps, so please continue to give feedback! I'll be uploading shots here on moddb throughout the time I work on the mod but again, if you really want to get involved check out http://mmgdta.blogspot.com/ where there will be more frequent updates and more in-depth information.
To suit some developments in the mod I'm changing some parts of the story line. Changes I hope will add more depth to the story and in the long run make it more interesting for the player.
Next I'll be posting screenshots of chapter 2 which takes place outdoors and I'll be unveiling a brand new game play dynamic. If all goes well I will also have progress on new weapons to replace the standard hl2 ones. These custom weapons will have some changes, most will have slower firing rates with increased damage. So to keep up with these updates make sure to track the mod!
Also, if you haven't seen them already, since the last news post I've added quite a bit of new media.
To summarize:
-Good progress so far.
-Thanks for feedback, it helps, keep doing it.
-Changes to story line.
-New updates to come, track the mod.
-there's been new media since the last news post.
News posts for any reason are great for gettin exposure.
Posted by
Alex Crafter
at
06:19:00
Prop compensation
Posted by
Alex Crafter
at
02:01:00
Prop compensation is when a mapper uses props as a crutch for un interesting architecture. A sign of this is for example, a room that is a plain box made interesting only by the fact that it is filled with props and otherwise is just six walls. A mapper needs to be able to create architecture that is interesting without the use of props. Props should be the details in the map, not the main feature. Below are two screenshots from a map I'm working on where I feer that I've come close to this problem:
By using the automatic groups I was able to hide all the props to see what the room looks like without any, very bland in comparison. In reality most spaces aren't dominated by props unless you're in a scrap yard. Props are usually clustered around one point, say a desk or a counter, not spread around a room. Now in my example I've decided to let it pass because of how interesting the ceiling is without the use of props, but I hope that mappers realize that throwing objects around is no replacement for interesting architecture. To make sure not to fall into this trouble I recoment using plain colours, I use nodraw some people prefer dev textures, to create your map's outline. Once this looks good, then you can add props in a realistic fasion for a finishing touch of realism.
Prop compensation is sometimes refered to as prop whoring, in the intrest of clean language I changed it.
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