• gm_seabase_alpha - the 2nd of my underwater base maps
    78 replies, posted
  • Awesome map, but can the seaweed move a little in the next version. I get what your saying about the fog though. :)
  • [QUOTE=Monk37900;21759238]Hell yeah baby! Big Problem V YOU DONT SEE THE TOP OF THE BODY :O [IMG]http://filesmelt.com/dl/gm_seabase_alpha0003.jpg[/MG][/QUOTE] What The fuck is that? Great looking map by the way.
  • [QUOTE=playelite;21846384]What The fuck is that? Great looking map by the way.[/QUOTE] hahaha i was waiting for someone else to say it WTF
  • Great Job. I love your maps. [QUOTE=Uberman77883;21841322]You should add this to the music buttons: [media]http://www.youtube.com/watch?v=k5SiJM4sbqI[/media][/QUOTE] I agree.
  • [QUOTE=Dr Pepper;21886881]Make it so you can go above water[/QUOTE] brerben said on the top of the page, that the way the map is made, there cannot be a surface
  • in the next version, make a submarine via brushes or models if you can, and have it go around in a scenic underwater route, also you can get inside it.
  • Amazing, loved the first one, got my download. In the next version, it'd be cool if there were multiple seabases that were connected via tunnels that went under the seabed.
  • how did you do the water and the fish? i'm trying to build a similar map to yours.
  • The way I made the water surrounding the base involved a very, very complicated usage of custom water textures, skybox, brush geometry, and fog. I don't feel like explaining every bit of it right now, sorry lol. It would take several paragraphs. As for the fish, they were simply little animated prop_dynamic's parented to a func_rotating.
  • Hey I was going to try and make a big map for SGC clan's naval warfare, because the map they have now is really boring. I was going to do more under features like water caves and canyons etc. Do you want to help? It will take FOREVER by myself and im not that great with hammer. If you do we could take away the sea base, add some islands and caves and things because without the sea base you would be able to have a surface right? I might also try to make a new naval gamemode with another friend that would be pretty awesome. If you dont want to help can you give me the map to edit in hammer? EDIT: just played the map it is the best gmod map ever no kidding! I got my sub and went around and its so good to made me feel sick! I still feel sick and wobbly lol
  • Very, very nice! Liking those shiny custom textures! =D Also, the inclusion of music and sounds really did it for me. Awesome. And it must be awesome by default, I mean, come on - it has kelp in it. RED LADDER *runs off in Mirror's Edge madness* Edit: On second glance, that looks like mutant oversized Canadian Pondweed. o.o
  • Here are some suggestions. 1. Go back to the old rock and sand texture. 2. Coral n stuff should be in tight groups in different spots, not spread out over a large area. Look at some real pictures of coral reefs if you must. Thats it for now
  • I think you should spread the textures a little more, it's kind of unattractive if you repeat a texture a lot. In the little pool that you can jump into, I noticed that if some things are under the water, the part that is under the water disappears. So, for example, I toss in a prop I downloaded; whatever's underwater disappears until I go underwater. Then whatever's on the top of the water disappears. It would be cool if there was a sea surface, but damn that Hammer. I love the little pool in the second room that you can swim into if you're outside, and I love the airlock and pool, they were well-done. Make the floor a little less shiny, though. And the red area in the two rooms' connecting hallway is really bright. I'm like "AHH! MY EYES!". Not really, but you get the picture. It might just be my monitor, in your screenshot, it doesn't look that bright. Yes, like I said at the top, repeat textures less, so the sea floor texture needs to be spread out a bit. I adore the fact that you can pick what music you want! I picked the Sunken one. I think you should split that second room (the one with the "tank") into two or three pieces and add a bedroom and maybe a decorative scuba room with scuba equipment. I don't know where you would get that, so if you don't want to go to the trouble with the second one, that's okay. Add a little more sea life on the outside, not just in the "tank". That would be cool. If you can, maybe find a shark or something? The airlock should fill up a little slower, as well. Right now, it's kind of like "Pull lever... AHH!". I like the clarity of the water texture. I agree with GmanMan, too. The coral and things should be in tight clusters, but the clusters are spread out. Maybe add a large coral reef, as well? All in all, a fun map, needs some improvements, but I like it. I'm trying your Sea Lab now, because this was the first map of yours I downloaded.
  • Seems like there's no water overlay no more. It was there when I downloaded it before update... uuh, what was it... 79, I think, but it's not there any more.
  • A few things 1 : I think this map is great, I enjoyed the last one and this one, I don't know what people mean by blocky but it they mean everything is cubed up with the base well that just makes it easier to build. Smoothed round surfaces look nice and all but they're shit to build against. 2: I have a problem with 2 areas of the map. The first part is the area inside the base to go into the water is black. when I go under it and look up it's black, like a black tarp has been put over it. The other problem is the cylentrical porthole with the fish is white, and I can't see through it. If I noclip into it It'll show the water and fish but again its like a white tarp covering the outside of the glass. No other glass has this problem. Another problem seems to be the floor, it just looks weird and reflects weird. 3: Some suggestions for future maps or updates, A way to completely close up the base. Ever play that submarine construction map with the sliding doors on the floor? It would be nice to have something like that. Also a way to darken the base by shutting all the windows with emergency locks? Another thing that would be great is more things on the inside. I know it's hard to construct outside because of the water but the inside is kind of big an opened spaced in areas it doesn't need to be. You should make walkways more like a tube inside a square, leaving the outside unchanged but the inside more clean and less "blocky". A more detailed airlock would be nice too.
  • Though it's an awesome concept and looks well executed. It's a shame it's so ugly. As has been said before, the sand is repetetive, the base is blocky and really ugly from outside, the coral stuff colours are too bright imo and the sunken ship is really low detail and bland. So I hope the visuals will improve.
  • I think a night version of this map would be totally awesome. But the kelp is way to big. Anyways, it is still my favorite map.
  • [QUOTE=Manwtfgarry;22311781]A few things 1 : I think this map is great, I enjoyed the last one and this one, I don't know what people mean by blocky but it they mean everything is cubed up with the base well that just makes it easier to build. Smoothed round surfaces look nice and all but they're shit to build against. 2: I have a problem with 2 areas of the map. The first part is the area inside the base to go into the water is black. when I go under it and look up it's black, like a black tarp has been put over it. The other problem is the cylentrical porthole with the fish is white, and I can't see through it. If I noclip into it It'll show the water and fish but again its like a white tarp covering the outside of the glass. No other glass has this problem. Another problem seems to be the floor, it just looks weird and reflects weird. 3: Some suggestions for future maps or updates, A way to completely close up the base. Ever play that submarine construction map with the sliding doors on the floor? It would be nice to have something like that. Also a way to darken the base by shutting all the windows with emergency locks? Another thing that would be great is more things on the inside. I know it's hard to construct outside because of the water but the inside is kind of big an opened spaced in areas it doesn't need to be. You should make walkways more like a tube inside a square, leaving the outside unchanged but the inside more clean and less "blocky". A more detailed airlock would be nice too.[/QUOTE] Are you running the map in DirectX 8? running the map in DX8 causes the water glitches you described but otherwise, thanks for the suggestions
  • I <3 this map. I like the base, but as others said before it need moar inside. I especially love the music. :D
  • Some domes wouldn't hurt. And possibly a second colony on the other end of the map, for PvP. Is there any way to make some parts of the colony flood when the windows break? Having certain sections be capable of "battle damage" would add a lot to gameplay. A map like this also badly needs a drivable mini-sub entity, preferably with weapons, so players can dogfight. (I've actually got a friend working on an underwater map, and the plan is to integrate those features into it. I've advised him to contact you to learn how you pulled off some of the tricks necessary for building underwater bases. I don't mean to impose, but it'd be awfully cool if you two could share notes.)
  • [QUOTE=Khaleet;27157248]Pretty amazing. Will it ever reach beta?[/QUOTE] [img]http://img529.imageshack.us/img529/8531/625289effdd028b4.gif[/img]
  • [QUOTE=LegoRobot;24952830]Some domes wouldn't hurt. And possibly a second colony on the other end of the map, for PvP. Is there any way to make some parts of the colony flood when the windows break? Having certain sections be capable of "battle damage" would add a lot to gameplay. A map like this also badly needs a drivable mini-sub entity, preferably with weapons, so players can dogfight. (I've actually got a friend working on an underwater map, and the plan is to integrate those features into it. I've advised him to contact you to learn how you pulled off some of the tricks necessary for building underwater bases. I don't mean to impose, but it'd be awfully cool if you two could share notes.)[/QUOTE] yea i got a PM from him and im just waiting on him to respond. i'm working on a new version of the sealab series now
  • Is there a particular reason some textures show up white? The round tube thing which has fish in it is white, and when you press the button to make the water in the room rise up, its white aswell. Missing something?