• gm_sealab - 1st Underwater Sea Base Map for Garry's Mod
    116 replies, posted
Wow. This maps is great! That sea floor caustics are amazing and this is such a great idea. I hope this will spark a whole bunch of underwater type maps.
Im getting a buffer overflow anyone else?
All this needs now are some scripted fish entities. You know to swim around and such. I found one on garrysmod.org but it wasn't good. All they do is just float to the top and move slowly.
This looks amazing! Not the sealab I expected, tho...
[QUOTE=brerben;19577706]Thanks for the compliments on the map, yeah I'll put a link to the video in the OP.[/QUOTE] Thanks :D
[QUOTE=mecaguy03;19582019]Umm, could you make a variety of this map that still has the clearness of that water, but is more in the aphotic or abyssal zones of the ocean bottom instead of in the photic zones? I would love something that is more like exploring the outside areas of rapture, (exept in some scenes a glow is still emanating from the upper levels, this should have no light at all exept from windows, and maybe yellow window light would be cool) exept less murky. Oh yea, and maybe make the buildings in an abyssal zone of ocean bottom more designed like an old diving helmet style, heavy bolts, small round windows, rusting, etc (if possible).[/QUOTE] Like Bioshock?
This map would go great with some fish! With the odd Ichthyosaur roaming around.
dat would be great of you made a Bioshock map
It would be awsome if there would actually swim fish in the map. I would love if you make a v2 with fish. :]
I must say, the work you've done on the textures is marvellous. Although, that's just about the only thing that is. The map is very bland, to say the least. I can understand why you made it so small (at least I'm guessing it's because of the disappearing textures thing that usually happens underwater), but why didn't you add in something more then just flat seabed and kelp forests? A coral reef would have made this map thrice as awesome. And, as has already been suggested, some fish. A reef, of course, can't be done in Hammer and still look authentic. You'd have to look in the Models/skins section for that, and probably in the Lua section for fish. Another thing, that I believe is perfectly doable in Hammer alone, is an oceanic trench. One that's dark (although, on second thoughts, since water kind of gives off light on its own, it would be hard in source). That, and caves. Underwater caves are badass in a lot of ways.
[QUOTE=LimEJET;19593234]I must say, the work you've done on the textures is marvellous. Although, that's just about the only thing that is. The map is very bland, to say the least. I can understand why you made it so small (at least I'm guessing it's because of the disappearing textures thing that usually happens underwater), but why didn't you add in something more then just flat seabed and kelp forests? A coral reef would have made this map thrice as awesome. And, as has already been suggested, some fish. A reef, of course, can't be done in Hammer and still look authentic. You'd have to look in the Models/skins section for that, and probably in the Lua section for fish. Another thing, that I believe is perfectly doable in Hammer alone, is an oceanic trench. One that's dark (although, on second thoughts, since water kind of gives off light on its own, it would be hard in source). That, and caves. Underwater caves are badass in a lot of ways.[/QUOTE] You are right, it is unfinished. I was debating on whether or not I should make some coral models before I released it, but I felt I couldn't procrastinate from my gm_adventurers map any longer. Otherwise this map and The Adventurers Club map would never be finished.
Are you going to make a V2? with a reef?
I was expecting a cramped underwater base with loads of tunnels and doors you can close and shit, labs and such.
[QUOTE=brerben;19588971]Like Bioshock?[/QUOTE] Yes, exept not really. I just used bioshock to show what area I mean (the outside area of bioshock you glimpse through windows at least). Dark, and with a base that looks like it was designed to withstand the enormous pressures down there. And down in a trench, water does not seem to give off a light of its own whatsoever, no light ever reaches the bottom of a trench. (not even a tiny tiny tiny amount, the only lights down there are either man made ones or bio luminescent organisms)
Very nice. In the future i would have a more detailed underwater, better kelp (swaying?), better sand and rock textures (blend?), better surface reflections (no top surface? to fix reflections) and a better looking lab. But the caustics are impeccable
Amazing, we need more underwater maps.
I'm getting a buffer overflow.
[QUOTE=cocothegogo;19594271]Are you going to make a V2? with a reef?[/QUOTE] Yeah I'm currently working on (thinking about) some blueprints for the next sealab map I make. It will be located a little deeper down in the ocean (dark, abyssal), and have more interesting things to look at. Also, I am going to make it as big as the source engine will let me, which means it will be bigger than gm_flatgrass (if I'm not mistaken). Lastly, there will be air-locks and cool pressurization machinery in the lab that I will model and animate. I don't have any experience with creating NPC's, so the chance of there being fish in the map will depend upon the community's contributions.
[QUOTE=brerben;19610951]Yeah I'm currently working on (thinking about) some blueprints for the next sealab map I make. It will be located a little deeper down in the ocean (dark, abyssal), and have more interesting things to look at. Also, I am going to make it as big as the source engine will let me, which means it will be bigger than gm_flatgrass (if I'm not mistaken). Lastly, there will be air-locks and cool pressurization machinery in the lab that I will model and animate. I don't have any experience with creating NPC's, so the chance of there being fish in the map will depend upon the community's contributions.[/QUOTE] You know you could just use the fish they use In Counterstrike you cant kill them but they swim around.
Brerben, I think you are my new best friend. I officially love you :D
[QUOTE=halflambada;19613349]You know you could just use the fish they use In Counterstrike you cant kill them but they swim around.[/QUOTE] Don't they just swim close to the surface, though?
brerben when you start making your V2 of this map can you do a small tropical beach with coral reefs and some small caves? in shallow water?
[QUOTE=brerben;19610951]Yeah I'm currently working on (thinking about) some blueprints for the next sealab map I make. It will be located a little deeper down in the ocean (dark, abyssal), and have more interesting things to look at. Also, I am going to make it as big as the source engine will let me, which means it will be bigger than gm_flatgrass (if I'm not mistaken). Lastly, there will be air-locks and cool pressurization machinery in the lab that I will model and animate. I don't have any experience with creating NPC's, so the chance of there being fish in the map will depend upon the community's contributions.[/QUOTE] Have you considered possibly making the water itself deadly unless you have a pressurized submersible? (Of course, we'd just have to make a vehicle out of the MW2 submarine.)
[QUOTE=itak365;19615420]Have you considered possibly making the water itself deadly unless you have a pressurized submersible? (Of course, we'd just have to make a vehicle out of the MW2 submarine.)[/QUOTE] It would be impossible to differentiate between pressurized and unpressurized. And the sub in mw2 wasn't pressurized.
[QUOTE=IronPhoenix;19615872]It would be impossible to differentiate between pressurized and unpressurized. And the sub in mw2 wasn't pressurized.[/QUOTE] Well, you could try to make some kind of system where there is a spawner in the map that makes some sort of gadget, you put that gadget in your sub, and the pressure doesn't kill you as long as you are within its radius.
If you can't remember LifeSupport was originally created to be used underwater. This was a few years ago though and now LS3 is used only with SpaceBuild maps, I'm not sure if it still has its underwater capabilities.
Never mind, I was just throwing a model out there. If someone actually knows of a submersible model, that would be pretty useful, though.
[QUOTE=shibbyfoo;19618634]If you can't remember LifeSupport was originally created to be used underwater. This was a few years ago though and now LS3 is used only with SpaceBuild maps, I'm not sure if it still has its underwater capabilities.[/QUOTE] Yes, life support still functions underwater.
[QUOTE=brerben;19610951]Also, I am going to make it as big as the source engine will let me, which means it will be bigger than gm_flatgrass (if I'm not mistaken).[/QUOTE] I remember that in some maps that have very deep water, they have the tendency to have a cracked like surface whenever you look up or at an angle. I don't know if it will apply here because technically there is no "surface". It doesn't need it though. Maps like GM_Subcombat and likewise (any map with really deep water) has this problem. A small request if you could add some more lighting in the water? I am not sure what is causing it but props, weapons, etc are pretty dark even though it looks pretty bright in the water.
[QUOTE=jabba69R;19614055]brerben when you start making your V2 of this map can you do a small tropical beach with coral reefs and some small caves? in shallow water?[/QUOTE] There wouldn't be a need for a sealab if it's in shallow water. Also, to the people that want me to add the surface of the water: If there is transparent glass underwater, there must not be a surface of the water or else when you look through the glass it gets all glitchy and brushes disappear and stuff. It just won't work in the Source Engine. The way I have discovered how to do it with a sea base and transparent glass, is that the map has to be completely underwater. It won't work otherwise. It would be easy to create a coral reef with tropical islands and stuff, but there cannot be a sea base there, too.
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