• gm_seabase_alpha - the 2nd of my underwater base maps
    78 replies, posted
  • The second of my underwater base maps. I responded to the suggestions given on these forums by making this one much bigger; it's actually as big as the Source Engine would let me make it. However there is one source limitation that I simply cannot overcome: THERE CANNOT BE A SURFACE!! If I make an underwater base with glass windows, there simply cannot be an above-water island or "elevator" like so many people suggested. I really tried to make one, but the main problem was that the env_fog_controller entities are server-side, not client-side. I can't try to explain this, but just trust me. There is coral, kelp, little coral fish (just in the base), and a sunken ship. I also threw in some underwater theme music to listen to as you explore the ocean floor. Finally, I built an airlock to easily launch your submarine contraptions. Here's the download link: [B][URL]http://www.garrysmod.org/downloads/?a=view&id=97728[/URL][/B] [media]http://www.youtube.com/watch?v=CI5VHt2mRGI[/media] [IMG]http://www.photohost.org/gallery/data/500/220105a.jpg[/IMG] [IMG]http://www.photohost.org/gallery/data/500/220104a.jpg[/IMG] [IMG]http://www.photohost.org/gallery/data/500/220103a.jpg[/IMG] [IMG]http://www.photohost.org/gallery/data/500/220102a.jpg[/IMG] [IMG]http://www.photohost.org/gallery/data/500/220101a.jpg[/IMG]
  • Awesome man, but I think in the first map the sand/rock texture was better, this one looks too repetitive in my opinion. But still nice though!
  • That sand and plant texture looks horrible. Plus the map so far is very blocky and VERY bland. Needs new textures IMO.
  • id say, in the base, add a decompression chamber, and some sealable hatches
  • looks much better than the other one =D thank you! wait a sec... is it still in alpha? does that mean we can still give some ideas and suggestions?
  • [QUOTE=Terragen;21734729]That sand and plant texture looks horrible. Plus the map so far is very blocky and VERY bland. Needs new textures IMO.[/QUOTE] It is very difficult to perfectly shape water volumes around just a simple cubic base. For instance, 1 air-tight cube submerged in water in Hammer Editor requires 6 perfectly-shaped water volumes surrounding it, in order to make the illusion that the cube is, in fact, air-tight. Multiply this times 3 (which is basically this map), you are looking at 18 water volumes that must perfectly surround the shape of the entire building. That is why it is so "blocky". Any and all adjustments that you make to the shape of the building requires a total re-adjusting of all 18 of those water volumes, and the room for mistakes is not very big considering how glitchy dealing with water brushes is. [quote=kolipoki7]looks much better than the other one =D thank you! wait a sec... is it still in alpha? does that mean we can still give some ideas and suggestions[/quote] Thanks for the compliments! No, the "alpha" doesn't mean it's not finished, it just means that it is the first in a [I]possible[/I] series of underwater bases I might make. The second would be "beta", the third would be "gamma", etc.... The original gm_sealab was just a test map to see just how popular an underwater map would be, which explains why it was sort of empty.
  • [QUOTE=roleplay word;21740101]Can't you just use the fog volumes in the water then normal/no fog on land.[/QUOTE] That's the idea, but if I did that, when someone on the server goes above the water, it would turn off the env_fog_controller for the [I]entire[/I] server (even for people who are underwater). Hence the name "server-side".
  • Damn, I was hoping for one themed in a way deeper part of the ocean instead of in a tropical reef area.
  • [QUOTE=brerben;21741773]That's the idea, but if I did that, when someone on the server goes above the water, it would turn off the env_fog_controller for the [I]entire[/I] server (even for people who are underwater). Hence the name "server-side".[/QUOTE] not if you use volumetric fog for the ocean.
  • I love the style. Good job. Might want to make those textures less obvious (looping)though.
  • i like it :D i like the textures and peoples dont diss them its hard to make sea sand textures :P
  • [QUOTE=roleplay word;21748479]not if you use volumetric fog for the ocean.[/QUOTE] there is no volumetric fog in the orange box engine
  • I love it :) It's great for building submarines and exploring the sunken ship :D (which was the first thing, I've done when I downloaded this map ^^ ) Suggestions for a seabase_beta: Caves to explore, maybe another, abandoned and partially flooded, base...
  • This map is MUCH better than it looks on the pics, but... the seaweed ain't moving no more? :O [img]http://xs.to/image-0FD6_4BE1B30C.jpg[/img]
  • Hell yeah baby! Big Problem V YOU DONT SEE THE TOP OF THE BODY :O [IMG]http://filesmelt.com/dl/gm_seabase_alpha0003.jpg[/IMG]
  • [QUOTE=brerben;21741773]That's the idea, but if I did that, when someone on the server goes above the water, it would turn off the env_fog_controller for the [I]entire[/I] server (even for people who are underwater). Hence the name "server-side".[/QUOTE] ...why is an env_fog_controller even applying underwater? Or do you mean to say it would turn on when someone goes above the water? Regardless, you should be able to set the fog for underwater in the water texture, independent of the fog controller, leaving the fog controller to run things above water. They shouldn't have any effect on each other. Anyway, my only serious suggestion is, as everyone else has said, your texturing. And it looks like you need a cubemap solution for your terrain. Other than that, looks good.
  • This map is really neat. I like the map. Great Work. One problem though is that the aquarium glass is a little too distorted. You have to get really close in order to get a good view on it. Maybe a little toned down in the future would be nice.
  • [QUOTE=Skyhawk;21766268]...why is an env_fog_controller even applying underwater? Or do you mean to say it would turn on when someone goes above the water? Regardless, you should be able to set the fog for underwater in the water texture, independent of the fog controller, leaving the fog controller to run things above water. They shouldn't have any effect on each other. Anyway, my only serious suggestion is, as everyone else has said, your texturing. And it looks like you need a cubemap solution for your terrain. Other than that, looks good.[/QUOTE] The water fog [U]only[/U] appears when you are [u]inside[/u] a water volume. That being said, if you are standing inside of a glass room surrounded by water volumes, the water fog will not be activated, and you will be able to see all the way across the ocean floor from inside that glass room. My workaround was simply placing an env_fog_controller that matched the same color and thickness of the fog that is in the water that I used. That way, when you are in a dry glass room surrounded by water, the blue fog is still activated. but thanks for the compliments and suggestions
  • It looks great and I have your first one, but how can you make a submarine turning godmode on? Never worked it out.
  • [QUOTE=Memobot;21781071]It looks great and I have your first one, but how can you make a submarine turning godmode on? Never worked it out.[/QUOTE] What do you mean?
  • In the next version, can you make another wing that is like a lab? mabe a independent (but failed and partally flooded) selab?
  • You should add this to the music buttons: [media]http://www.youtube.com/watch?v=k5SiJM4sbqI[/media]