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In Multiverse Materials you play a mechanic. Given the task of maintaining Ion. An AI in control of a ship, capable of traveling to other universes. Ion has one task, She has 500 years to acquire unique artifacts from other universes to return to earth. Your task is to repair any problem. If there isn't a problem, you are put into stasis.

Backstory:
In the half life world.
In the not too distant future.
A crack team of scientists discovered a way of easily traveling between universes.

"We don't jump from one universe to another. The energy involved in that is astronomical. We travel in the substance between the universes. The 'Multiverse Material'. Allowing us to make two tiny jumps rather than one gargantuan one. Think of what treasures lie out there!" - Scientist

So it wasn't long before a ship was built. Capable of tunneling through this dark material. However, such a complex machine would require a huge crew. The crew would need sleeping quarters, mess halls and consume an expensive amount of oxygen. So it was decided, An improved form of a previous AI was to be used to entirely automate the ship... and a mechanic. In permanent stasis. In case anything went wrong.
You are this mechanic.
Your mission is to repair the computer on request.
The computer's mission is to investigate multiple universes and recover any 'useful' artifacts.
The expedition will last 500 years. After which the computer will return to its origin with whatever it has found.
There are now 487 years left in the expedition and you have been revived from stasis for the first time.


The main attraction of this mod is its diversity of environments. Every world you visit. Will be totally different. It combines unique and attractive maps with inventive and quirky puzzles.
But its not all brains, there will be plenty of brawn.

If you want to know any ways you can get involved. Take a look at my blog.
Moddb.com
The more people that I have helping me the more flexible my options become.

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Right.
We plan to release a few updates of the next few weeks. Hopefully we can get some sexy in game footage of the new mass gun as well as get the website up and running.

Recently I have started writing the script for Multiverse Materials. Which is a long and grouling task. Even though I know 99% of what has to be written down. There is a huge amount of Voice acting in this mod. A huge amount. Probably almost as much as HL2 even though this game is shorter. We have some surprises I can't wait to share.

After a long conversation with my coder. We spoke about a lot of things. In the end he convinced me that making 60-70 maps by my self, might be a bit of an uphill struggle. So If anyone is interested in joining the team as another mapper, give me a message. Though I am very skeptical as I have my own vision of how everything will look like. Still, I have a lot on my plate.

Anyway that's a small portion of the activity of the last month.
So now I present to you the glorious hammer problem solver. I don't use this much as I used to. I made it to make sense of the endless nonsensical problems that appeared in hammer (as well as cheer me up when my editor crashed for the 7th time).
Hammer Problem Solver
Thanks for reading.
We are still recruiting for numerous roles so take a look at my blog (until the website is up)

Back to work.

Back to work.

News 7 comments

The run down on Multiverse Materials in terms of what it is, progress, story and content.

Current work.

Current work.

News 6 comments

The current status of Multiverse Materials and Planet Phillips sniper contest entry.

Backstory

Backstory

Feature 2 comments

Fill the shoes of a young mechanic, given the simple task of maintaining a computer.

Post comment Comments  (0 - 10 of 20)
DormantOden Creator
DormantOden - - 4 comments

Just commenting to let you know we're still ALIVE! =P
End of year uni work has been slowing us (me) down.
A large bulk of work will get done after the next few weeks, expect a bug juicy update after that! =D

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ThePengu Creator
ThePengu - - 31 comments

Alive.

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diegovnavarro
diegovnavarro - - 59 comments

Interesting...tracking!

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JayBirdSupreme
JayBirdSupreme - - 48 comments

Looking good so far. Tracking!

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noob-killer
noob-killer - - 404 comments

COOL

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ArcticHunter
ArcticHunter - - 20 comments

About the crystals: I can see why you might not like them, and i agree: they don't really fit with the rest of the environment. They seem too artificial. What you could try instead of having two layers (an opaque core and translucent shell, it appears) make more (20-60) extremely translucent layers (like 95-99% translucence) and place them closely behind one another. what you should get is an effect that will look like aerogel.

About the caves: the specular is really high for rock, indicating that it's moist, good job. There's also water dripping from the ceiling. Maybe you could add a little more moss or fungus. Also, small puddles in ground crevices may also be a nice touch.

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ThePengu Creator
ThePengu - - 31 comments

The problem is, placing a light inside a crystal renders the inner-most texture solid. Layering to many textures isnt good for optmisation because there will be alot of crytals in varying sizes. I tried layering low alpha textures before, but the result just looked like a set of semi-transparent textures inside eachother.
I will see how multiple 99% alpha layers work out.
Thanks.

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ArcticHunter
ArcticHunter - - 20 comments

"The problem is, placing a light inside a crystal renders the inner-most texture solid. "

I don't know how the source thing does it, but some renderers do the same thing when the inside "texture" is opaque (even if there is no texture, the engine might treat it as one). check if the inside and outside alphas are the same.

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Gosthy
Gosthy - - 736 comments

I would love a space bending effect on the crystals. (Something like this: Upload.wikimedia.org )

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ThePengu Creator
ThePengu - - 31 comments

Im saving the strider beam bend-space effect for something realy special...

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ArcticHunter
ArcticHunter - - 20 comments

there is something like that in HL2: check out Kleiner's lab. On his desk there's a standing magnifying glass. I don't know how exactly they did it, but checking out that prop's lfx would be a good place to start to achieve something you're talking about.

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corigami
corigami - - 137 comments

Both effects were done with a dudv map.

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ThePengu Creator
ThePengu - - 31 comments

I'm going to try that right now.

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