Thanks guys, I was hoping to get it finish this holiday, but some things took up more time than expected, but then again, I'm new to mapping and I'm not going to release a half finished map (I hate half finished maps, bad mappers, bad!).
Overall I think the map is about 75% done, I don't have time to finish it this week, but maybe next week.
The drydock is still on hold, there is a bug when using analog water, I think I've a solution, I just haven't tried it yet. I do have a alternative plan if I can't solve the bug.
Here's a tread I made about the drydock issue, if I can solve the bug, I'll make a tutorial. [url]http://forums.facepunchstudios.com/showthread.php?t=509174[/url]
Progress report:
Harbor1 (95%)
Harbor2 (95%)
Oilrig (95%)
Underwater base (0%, concept is 80% done)
Island (0%, concept 80% done)
Spawnroom (0%, concept 50%)
Atmosphere (50%, needs 3dskybox)
Some small things I would like your opinions about.
Spawnroom, teleports to harbors only, or also to oilrig, underwater base and island?
Atmosphere, day or night? or something in between, it looks rather nice when dark, and the lighthouse has more purpose when dark I'll post some pictures later. I could make a day and night version, or is there a way to change the weather in game(skybox and env_light)?
Want anything on island?
Special things in underwater base?
There is a day/night cycle lua script but it mucks with prop shadowing and lags.
I would like to see both a day and a night version, because the day version would be better for building.
Also you should have teleports to the oil rig and harbours, but leave the island and underwater base for exploration.
Does the cloverfield monster come and blow up the oilrig?
[QUOTE=madmanmad]Does the cloverfield monster come and blow up the oilrig?[/QUOTE]
Best. Idea. Today.
I would call it a platform, not an oilrig.
So, I have made a update with lots of new photos, hope you like them.
Teleport to harbors and oilrig only, I still think it would be okay to have a teleport to island as well, maybe I can make an admin control to block of the teleports if he doesn't what that.
Cloverfield monster, yeah that would be a blast, but how about something smaller, like sharks (the water monster from HL1 source with shark model, anyone know how that could be implemented or does it even exist?).
Bad news, I tried to fix the drydock issue, it didn't work.
The void is still there, I even had a sneak peek at the canels level where there is moving water, and it is the exact same thing. So I guess it's just a bi product of using func_water_analog. You can see the post I made about it here:
[url]http://forums.facepunchstudios.com/showthread.php?t=509174&highlight=dry+dock[/url]
So, is this an acceptable bug or should I forget about the moving water drydock and make something else?
How where you able to double post?
I think I just wet myself
Use a dry moving platform instead of water.
I'd love to see some sort of crab statue, as crabs are my favorite animal. Maybe a sunken temple devoted to the worship of crabs? That'd be awesome :v"
[QUOTE=Grenadiac]Use a dry moving platform instead of water.
I'd love to see some sort of crab statue, as crabs are my favorite animal. Maybe a sunken temple devoted to the worship of crabs? That'd be awesome :v"[/QUOTE]
I like crabs too, they taste yummy :holy:
[b]Edit:[/b]
make one of the harbor sections bigger so it can possibly be used for roleplay, from what I can see that's way too small.
[QUOTE=tyanet]I like crabs too, they taste yummy :holy:
[b]Edit:[/b]
make one of the harbor sections bigger so it can possibly be used for roleplay, from what I can see that's way too small.[/QUOTE]
fuck you, killing/eating crabs is wrong :mad:
[b]Edit:[/b]
[img]http://www.rasamalaysia.com/uploaded_images/black_pepper_crab/stone_crab1_s.jpg[/img]
JUST LOOK AT HOW MODEST HE IS, HOW COULD YOU WANT TO HURT THAT :crying:
[QUOTE=Grenadiac]:words:[/QUOTE]
Wow don't have a cow man, I like all animals but eat some of them, Humans are naturally omnivorous.
[b]Edit:[/b]
The thing is I don't want t hurt it that's why fishermen catch it give it to the to restaurants to, :jihad:... you know.
I like lobsters (not eating them)
Look at him,
[img]https://www.nabis.govt.nz/resources/images/ID/red%20rock%20lobster.jpg[/img]
[QUOTE=tyanet]I like crabs too, they taste yummy :holy:
[b]Edit:[/b]
make one of the harbor sections bigger so it can possibly be used for roleplay, from what I can see that's way too small.[/QUOTE]
It's not in any of the pictures posted right now, but there is a area next to the main harbor (drydock area 6, look on overview map), when I finish that area I will post some picture, it's pretty big, approximately 1024W*2048L.
Bump
Hello all, the project is alive and well, just haven't made any notable progress since I've been to busy in school.
I'm gonna do some work tomorrow on it, and I've come to the Island, so I've got a question for all of you, what kind of island do you want? Volcanic or plain beach with palms or something else? I think the beach should be non inhabited, so you can play stranded or whatever you like on it.
Also, if anyone has some good pictures of underwater bases I would appreciate that, since I can't make up my mind on how it should look.
Just do a flat-ish rocky island for the island, the area looks like it's just some fishing area so i suggest making a flat or grassy island.
Also there aren't many underwater bases, just let your imagination go wild!
Hope this map goes well, it looks really good so far!
I think the island should be kinda tropical but w/e goes with the water textures/skybox etc..
keep on mapping :D
Hi everyone.
It's been a long time since the last update, the map ain't finished yet, since I just haven't had the time. But, I have made a beta now, which I'm gonna upload later today.
The beta contains about 75% of the final version, it has the two harbors, the oilrig and island, but is missing the underwater base and some visual stuff like 3d skybox. However, it should still be a very enjoyable and fun map and I hope you'll all like it.
Update.
Didn't get home from the birthday party before the day after, so I haven't had the chance to make the final adjustments before the beta release. I'm gonna work on them now and hopefully release within 2-hours time.
Harbor2Ocean_Betav1 can now be downloaded from garrysmod.org.
It's still a beta, final version will be release this summer.
[b]Edit:[/b]
Beta is out!
[url]http://www.garrysmod.org/downloads/?a=view&id=39245[/url]
Still lots of things to be done, but at least you can have fun with the beta until the final version is done.
Could I have a .vmf copy to examine?
This has given me an awful urge to go build a sub. Be back latter... Also, try to get some water that you can actually SEE in? I mean, farther then 2 meters.
[b]Edit:[/b]
[QUOTE=ViralHatred]Could I have a .vmf copy to examine?[/QUOTE]
A. Decompile the beta <- Might cause instant hate
B. Pled to the mapper.
[QUOTE=OlivierHamel]A. Decompile the beta <- Might cause instant hate
B. Pled to the mapper.[/QUOTE]
I'm not a thickshit, I am a mapper.
Decompiling breaches the mapper way, it also screws up alot of stuff.
Why do you think I asked the creator for a .vmf?
Hi ViralHatred
Sure you can have the vmf. Do you want it send to your mail or what?
Hi OlivierHamel
I know it's pretty dark, you can either disable fog in water (fog_enable_water_fog "0") in console, or wait for the final. Since there isn't any underwater base in the beta, I didn't think that it was necessary to change it, and I don't know how yet.
Just drop me a PM, I can use any hostage shit so it's your choice :)
Well I took a look at the beta and I can see how it needs alot of work. Also I think that it would be much better as a day map with minimal fog.
Oh and for the 3d skybox(if you make one) you could add a few ships and some distant oil rigs, and the wall around the outside of the map really is out of place and needs to go...
much better at day and can't wait for the underwater base.
Make your oil rig more like this:
[img]http://www.eng.gla.ac.uk/marine/images/oil_rig.jpg[/img]
your oil rig is not very cluttered
[QUOTE=Tyanet2]Make your oil rig more like this:
[img]http://www.eng.gla.ac.uk/marine/images/oil_rig.jpg[/img]
your oil rig is not very cluttered[/QUOTE]
Better reference pictures for the oil rig:
[img]http://www.dkimages.com/discover/previews/975/65017364.JPG[/img]
[img]http://www.solarnavigator.net/images/oil_rig_california_offshore_calm_sea.jpg[/img]
Huge image:
[media]http://upload.wikimedia.org/wikipedia/commons/b/ba/Gulf_Offshore_Platform.jpg[/media]
Also, know what's in an oil rig to get a better idea of what to put in it:
"A typical oil production platform is self-sufficient in energy and water needs, [b]housing [url=http://news.thomasnet.com/images/large/018/18386.jpg]electrical generation[/url], [url=http://intergeo-water.com/ro-plants/brackish-water.jpg]water desalinators[/url] and all of the equipment necessary to process oil and gas[/b] such that it can be either delivered directly onshore by pipeline or to a [b]Floating Storage Unit[/b] and/or tanker loading facility. Elements in the oil/gas production process include [b][url=http://www.axpc.us/field/AXPC%2007%20Field%20Trip%20(8-21-07)%20-%20Hydraulic%20Fracturing%20Treatment%20-%20Wellhead%20w%20Injection%20Pipes.JPG]wellhead[/url], [url=http://www.salinasenergy.com/media/Production_Manifold.jpg]production manifold[/url], [url=http://www.primenergy.com/Production_equipment/images/pic_separators/lowPressure8x20_separator.jpg]production separator[/url][/b], glycol process to dry gas, [b][url=http://upload.wikimedia.org/wikipedia/en/6/6e/ReciprocatingCompressor.jpg]gas compressors[/url], [url=http://www.offshore-technology.com/contractor_images/voith/voith2.jpg]water injection pumps[/url], [url=http://www.marketwire.com/library/20080130-512gno2.jpg]oil/gas export metering[/url] and [url=http://img.alibaba.com/photo/50134535/Centrifugal_Hot_Oil_Pump.jpg]main oil line pumps[/url].[/b]"
Click the links for an image!
[url]http://en.wikipedia.org/wiki/Oil_platform#Maintenance_and_supply[/url]
This map is really cool and fun to play on it!
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