• Gm_Harbor2Ocean (Coming soon)
    151 replies, posted
Lighthouses, harbor towns, Oil Rigs, underwater bases, yep, looks very good.
update?
[QUOTE=Torpedo423]update?[/QUOTE] Why... JUST WHY???
Amazing map. I did not think it would as big and detailed as it was, and no lag!
[QUOTE=smurfy]Why... JUST WHY???[/QUOTE] What do you mean by that?
Gah! Does NO ONE use proper fog settings! :v: [url]http://developer.valvesoftware.com/wiki/Fog_tutorial[/url]
I chose different. I chose... RAPTURE.
The problem I see here, aside from wonky fog, is that the stargates are built into the map or something. Please inform one of how they can be removed.
[QUOTE=Jeffman12]The problem I see here, aside from wonky fog, is that the stargates are built into the map or something. Please inform one of how they can be removed.[/QUOTE] stargates? As in the stargate from sg-1/atlantis? Just go Progam Files\Steam\steamapps\YOUR NAME\garrysmod\garrysmod\data\stargate\gatespawner_maps and delete the one with the same name as the map that has gates.
I didn't see it in there, that's why I'm asking.
That map was very fun when I played on it :D I stayed at blue harbour cause I didn't know there are islands and so on oO
Hi everybody! I've started my summer holidays, so I guess it's time to get back to work. I've spend lots of time playing the naval beta version on SGC #1 server, since I didn't feel like mapping. I'd like to get some "reviews" from all of you, mostly constructive criticism and ideas. Since this is my first map, I know there will be errors and stuff that could have been made smarter. I've got some comments about fog, I know it still needs some work, it's quite hard to get it looking right, but if anyone has some good settings, please tell me. Also, the waterfog is quite dark, anyone know what kind of watertexture I should use, or should I get a custom? To Tyanet2 and Mud. The complexity of a real oilrig is far beyond my goal, a realistic oilrig would use up most of the hammer grid and take an enormous amount of work. I'm just trying to make a simple but versatile and fun map. To Jeffman12. I guess you are referring to the spawnroom, where I've made teleports (trigger) to the harbors and the oilrig, if you have any suggestions or a better system, please tell me. Is it possible to use entity, so admins can disable it by console commands?
[QUOTE=Eversor]Hi everybody! I've started my summer holidays, so I guess it's time to get back to work. I've spend lots of time playing the naval beta version on SGC #1 server, since I didn't feel like mapping. I'd like to get some "reviews" from all of you, mostly constructive criticism and ideas. Since this is my first map, I know there will be errors and stuff that could have been made smarter. I've got some comments about fog, I know it still needs some work, it's quite hard to get it looking right, but if anyone has some good settings, please tell me. Also, the waterfog is quite dark, anyone know what kind of watertexture I should use, or should I get a custom? To Tyanet2 and Mud. The complexity of a real oilrig is far beyond my goal, a realistic oilrig would use up most of the hammer grid and take an enormous amount of work. I'm just trying to make a simple but versatile and fun map. To Jeffman12. I guess you are referring to the spawnroom, where I've made teleports (trigger) to the harbors and the oilrig, if you have any suggestions or a better system, please tell me. Is it possible to use entity, so admins can disable it by console commands?[/QUOTE] I think the water texture 2 and 5 are good but I don't know :p You should be able to lock the doors at the boathouses from the inside or is it already possible?
looks uber cool gonna download now and make some U-Boots. [b]Edit:[/b] THe night version is very good map for hunting:p my short patrol i tested with my U-2 uboot. 1: Herr kapitan enemy tanker spotted, its british! 2: Excellent! Open torpedotubes 1 and 2 3: Ready sir! 4: Feuer!!!!!!!! Meanwhile in british tanker: 1: Omg its teh torpedoes! 2: Noooh JUMP DIVE AND SWIM! KABOOOM!!! [url]http://img214.imageshack.us/img214/3037/u2qe9.png[/url]
[QUOTE=Eversor]Hi everybody! I've started my summer holidays, so I guess it's time to get back to work. I've spend lots of time playing the naval beta version on SGC #1 server, since I didn't feel like mapping. I'd like to get some "reviews" from all of you, mostly constructive criticism and ideas. Since this is my first map, I know there will be errors and stuff that could have been made smarter. I've got some comments about fog, I know it still needs some work, it's quite hard to get it looking right, but if anyone has some good settings, please tell me. Also, the waterfog is quite dark, anyone know what kind of watertexture I should use, or should I get a custom?[/QUOTE] The map is great, I loved the whole undersea base idea, but it looks like that never came around. The night and day version are both excellent. [QUOTE=Eversor]To Jeffman12. I guess you are referring to the spawnroom, where I've made teleports (trigger) to the harbors and the oilrig, if you have any suggestions or a better system, please tell me. Is it possible to use entity, so admins can disable it by console commands?[/QUOTE] Actually whenever I start up the night version there's Avon's stargate SEnts at each of the prominent map locations.
try looking in your addons/stargate/data it might be there
[QUOTE=Jeffman12]The map is great, I loved the whole undersea base idea, but it looks like that never came around. The night and day version are both excellent.[/QUOTE] I still plan on making the base, next release will have it. [QUOTE=Jeffman12]Actually whenever I start up the night version there's Avon's stargate SEnts at each of the prominent map locations.[/QUOTE] Then you got the gatespawn add on. It's not compile into the map. [url]http://www.garrysmod.org/downloads/?a=view&id=39262[/url]
Where can I get the Naval Play mod?
50.Kal.Killer is the author of Naval Play mod, I'm not sure he has any tread, and the mod is still highly WIP.
Have you added any more content to the map?
Yes, 50.KAL.KILLER does not want to release the Naval Play mod because its is still in WIP and he doesn't want idiots screwing it up.
update?
Hi all There will be a big update tomorrow, maybe even a new release, not final, but getting there. Not gonna show to much now, but look at this photo take from the oilrig, oh my God! is that the Cloverfield monster? [URL=http://img45.imageshack.us/my.php?image=h2ocloverfield1eq7.jpg][IMG]http://img45.imageshack.us/img45/7407/h2ocloverfield1eq7.th.jpg[/IMG][/URL]
=D oh come on i am going to die of boredom i must have this map
I love this map so much.
[QUOTE=Eversor]Hi all There will be a big update tomorrow, maybe even a new release, not final, but getting there. [/QUOTE] when is tomarrow?
Ran into some problems, minor ones, but my day was already fully booked, so I didn't have time to finish it, been working al day today in the summer heat, so I'm quite tired right now. I did make some nice progress, but there are still a couple of hours work before next release.
will there be a drydock in the next release?
Release it come on!
Hammer isn't being my best friend right now, turned out I had to redo the whole island, but I'm almost done with that now, still says I got some invalid faces, so I have to correct those. I'm not gonna release the map before I think it's ready for release, you don't want a map with errors now do you? Update. Okay, releasing now, there are some minor visual errors, but no fatal errors. Now I've got to work the two next days, gotta earn some money since I'm buying myself a spanking new surround sound system, Bowers & Wilkins 683 fronts with 686 backs and HTM61 Center and a Denon 3808 to power the MF.
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