[highlight]This map will not be finished!
but dont worry, it's only because I'm working on version 2 of it!
If you want to finish it,get the vmf below[/highlight]
I'll post a link here to the new tread once it is up.
I decide to start from scratch on a v2, because there was to many things I wanted to change.
[release]
Beta released!
[URL]http://www.garrysmod.org/downloads/?a=view&id=39245[/URL]
Beta day version released!
[URL]http://www.garrysmod.org/downloads/?a=view&id=39621[/URL]
VMF
[url]http://www.garrysmod.org/downloads/?a=view&id=116603[/url]
[/release]
Why I'm making it:
I'm making this map, because I don't think there are any really good water maps.
Details about the map (Updated 18/3):
It's a water style map with two harbors, an island, a underwater base, an oilrig and some secret stuff.
The map is going to be very versatile (Building, Exploring, Battle, RP).
Size: Huge!
Overview map (Upadated 18/3):
[IMG]http://img146.imageshack.us/img146/7150/harbor2oceanoverviewmapci7.jpg[/IMG]
The harbors:
The two harbors are opposite to each other but identical(mirrored), except for the texture. You will teleport to either one of them from the spawn room (located outside map) to the ally behind building 1 and 2.
Features:
Building 1, is a multi-purpose building. Ground floor has a lobby and two rooms, 1st. floor has two big rooms.
Building 2, Ground floor has two shops, 1st floor has two apartments.
Building 3, 4 and 5 are boathouses, 3 is big and 4 and 5 are smaller.
Area 6 is a working dry dock, here you can build your ship, then flood the dry dock and open the ports and sail out.
It will also have a working crane.
Area 7 is a small beach, with a light tower 8.
The island:
Sandy beach, palm trees, Robinson Crusoe would feel home here.
The underwater base:
I'm still working on the concept for this, so far, it will have a hanger that you can flood like the dry dock, two diving bell like entrances and a big main room.
If you have any good ideas for this, please post.
The Oilrig (Updated 25/3)):
The oilrig has a helipad, working crane a small platform under the tower and a big main building. The main building has two medium multi purpose rooms, a workshop with gate to outside on ground floor, a big multi purpose room on 1st floor with a balcony, and three rooms on 2nd floor and stair leading to rooftop.
Secret stuff:
It's a secret. Go explore!.
Spawn room (Updated 25/3):
Has two portals that leads to either of the two harbors. there will be a overview map and some other stuff. There will also be a teleport to the oilrig.
Additional information:
On the overview map, the darker coloured water is deeper than the light.
Island shape is only for illustration, so is red square around underwater base, because I'm still working on them. Lighting.
Possible changes and request (Updated 18/3):
Might add an oilrig somewhere, building the oilrig, look out for pictures.
Brush boat, ain't gonna make it, use Kmod when it's released or something.
So, that was it for today, I'm going to update this post when I've made some additional work, in the mean time, please post comments and ideas.
Updated (9/3)
By request, I might add a brush boat.
Update (10/3)
Added beach and light tower(80% complete) New picture.
After this, I'm going to start working on the dry dock, skybox, light and fog so the next pictures will be even nicer.
Finished the light tower. New picture coming soon.
Working on the dry dock, having some trouble with logic_relay. Got it half working, then added something, and now nothing works.
Update (12/3)
Light tower is done, working ladder, only needs light :P(Beam or pulsing flare?).
Dry dock is working, but with some minor visual glitches, (HoM effect under water)
Working on skybox, light and fog now while searching for solution to the dry dock.
Update (14/3)
Begun tweaking light, fog and water.
Working ports in boathouses, press button near door.
New pictures.
Not gonna make any brush boats, found Kmod by Kokuya, it's super cool.
[URL]http://forums.facepunchstudios.com/showthread.php?t=501658[/URL]
Need some input from people!
Update (18/3)
Harbor is almost done (95%). The drydock is still on hold until I get to test if I can solve the HoM effect.
Seafloor displacement 50% done.
Building an oilrig.
Mega update (25/3)
Added new pictures.
Moved pictures from other posts to this post and made them tumbnail.
Oilrig is 95% complete.
Lots of new pictures.
Working light in lighthouse.
Testing new drydock today!
Did I mention there are new pictures?
I'll upload a little movie later.
Pictures (Disclaimer, I am in no way and cannot be held responsible for any leakage of bodily fluids that you might experience while viewing these pictures! Now enjoy yourself).
Old and busted (From 9/3 to 14/3).
[URL="http://img267.imageshack.us/my.php?image=h2ooldh1ip4.jpg"][IMG]http://img267.imageshack.us/img267/263/h2ooldh1ip4.th.jpg[/IMG][/URL] [URL="http://img186.imageshack.us/my.php?image=h2ovoldhousessg1.jpg"][IMG]http://img186.imageshack.us/img186/2612/h2ovoldhousessg1.th.jpg[/IMG][/URL] [URL="http://img245.imageshack.us/my.php?image=h2ovoldlobbyug9.jpg"][IMG]http://img245.imageshack.us/img245/4969/h2ovoldlobbyug9.th.jpg[/IMG][/URL] [URL="http://img245.imageshack.us/my.php?image=h2ooldbh1bz1.jpg"][IMG]http://img245.imageshack.us/img245/4613/h2ooldbh1bz1.th.jpg[/IMG][/URL] [URL="http://img267.imageshack.us/my.php?image=h2ovoldbhinsidedz4.jpg"][IMG]http://img267.imageshack.us/img267/8453/h2ovoldbhinsidedz4.th.jpg[/IMG][/URL] [URL="http://img267.imageshack.us/my.php?image=h2ooldwbsj9.jpg"][IMG]http://img267.imageshack.us/img267/8501/h2ooldwbsj9.th.jpg[/IMG][/URL]
New hotness(darkness)(25/3).
[URL="http://img256.imageshack.us/my.php?image=h2odarkh1io0.jpg"][IMG]http://img256.imageshack.us/img256/8782/h2odarkh1io0.th.jpg[/IMG][/URL] [URL="http://img256.imageshack.us/my.php?image=h2odarkhouseslw4.jpg"][IMG]http://img256.imageshack.us/img256/1331/h2odarkhouseslw4.th.jpg[/IMG][/URL] [URL="http://img264.imageshack.us/my.php?image=h2odarklobbycc9.jpg"][IMG]http://img264.imageshack.us/img264/7811/h2odarklobbycc9.th.jpg[/IMG][/URL] [URL="http://img256.imageshack.us/my.php?image=h2odarkbh1sv6.jpg"][IMG]http://img256.imageshack.us/img256/2623/h2odarkbh1sv6.th.jpg[/IMG][/URL] [URL="http://img256.imageshack.us/my.php?image=h2odarkbhinsideoo7.jpg"][IMG]http://img256.imageshack.us/img256/2532/h2odarkbhinsideoo7.th.jpg[/IMG][/URL] [URL="http://img256.imageshack.us/my.php?image=h2odarkwbgz6.jpg"][IMG]http://img256.imageshack.us/img256/3926/h2odarkwbgz6.th.jpg[/IMG][/URL]
Apartment in building 2 and Office 1st floor building in 1.
[URL="http://img256.imageshack.us/my.php?image=h2odarkapartmentdq6.jpg"][IMG]http://img256.imageshack.us/img256/9210/h2odarkapartmentdq6.th.jpg[/IMG][/URL] [URL="http://img185.imageshack.us/my.php?image=h2odarkofficeyl7.jpg"][IMG]http://img185.imageshack.us/img185/1303/h2odarkofficeyl7.th.jpg[/IMG][/URL]
Oilrig dark (25/3).
[URL="http://img176.imageshack.us/my.php?image=h2odarkor1fq7.jpg"][IMG]http://img176.imageshack.us/img176/4879/h2odarkor1fq7.th.jpg[/IMG][/URL] [URL="http://img256.imageshack.us/my.php?image=h2odarkor3sf8.jpg"][IMG]http://img256.imageshack.us/img256/2763/h2odarkor3sf8.th.jpg[/IMG][/URL] [URL="http://img256.imageshack.us/my.php?image=h2odarkorbalconyrg8.jpg"][IMG]http://img256.imageshack.us/img256/1072/h2odarkorbalconyrg8.th.jpg[/IMG][/URL] [URL="http://img256.imageshack.us/my.php?image=h2odarkorstairyh0.jpg"][IMG]http://img256.imageshack.us/img256/5297/h2odarkorstairyh0.th.jpg[/IMG][/URL] [URL="http://img256.imageshack.us/my.php?image=h2odarkor2mx1.jpg"][IMG]http://img256.imageshack.us/img256/6335/h2odarkor2mx1.th.jpg[/IMG][/URL]
Looks nice so far, i'd like to see it with lighting and a 3d skybox.
Also add a big brush based boat out in the middle of the sea somewhere, or make drivable fishing boats.
Would be nice map to build/drive car ferrys.
Make one brush based.
Not bad, I suggest increasing the texture scale on the water to reduce the tiling effect.
Needs lighting too. If you can fit in everything you want to this will be good.
Make sure you put detail out to sea! little islets, rocks, drifting stuff etc. Nothing sucks more eggs in maps than huge expanses of open water.
[QUOTE=metallics]Not bad, I suggest increasing the texture scale on the water to reduce the tiling effect.
Needs lighting too. If you can fit in everything you want to this will be good.[/QUOTE]
Thanks, it's my first release map.
I'm making all the lighting and fog as the last thing, otherwise it takes to long to compile, when I check for leaks and FPS. The water will be expensive when close and cheap when far away.
[b]Edit:[/b]
[QUOTE=mandible]Make sure you put detail out to sea! little islets, rocks, drifting stuff etc. Nothing sucks more eggs in maps than huge expanses of open water.[/QUOTE]
I don't what this map to be to demanding on the computer, but I might add some drift wood and stuff.
[b]Edit:[/b]
[QUOTE=Floater]Looks nice so far, i'd like to see it with lighting and a 3d skybox.
Also add a big brush based boat out in the middle of the sea somewhere, or make drivable fishing boats.[/QUOTE]
The skybox is just a simple one right now and it looks way better with fog(disabled in picture), might add a 3dskybox.
Brush boat? Not sure how that works, but I'll look into it. I made a request for model boats, please go support my request.
[QUOTE=Eversor]Thanks, it's my first release map.
I'm making all the lighting and fog as the last thing, otherwise it takes to long to compile, when I check for leaks and FPS. The water will be expensive when close and cheap when far away.
[b]Edit:[/b]
I don't what this map to be to demanding on the computer, but I might add some drift wood and stuff.
[b]Edit:[/b]
The skybox is just a simple one right now and it looks way better with fog(disabled in picture), might add a 3dskybox.
Brush boat? Not sure how that works, but I'll look into it. I made a request for model boats, please go support my request.[/QUOTE]
Well for screenshots, compile lighting and the rest of the time when you set it up to compile tell it not to do vrad.
If you are looking for leaks, only compile with vbsp.
Okay, I'll do that from now on, but the light looks crap right now, haven't spend any time on fine tuning it. Working on a issue with the boathouse ports right now and the light tower.
[url=http://developer.valvesoftware.com/wiki/Sky_list]This[/url] Will help give you an idea of good light settings for the skybox you are using so you can at least get some rough and ready lighting set up :)
I know, I've been using that site and interlopers.
So, I have looked into the brush vehicle, looks pretty simple, so I'm going to add it to the map, I might make it as a "spawnable physprop" in the dry dock area.
Got the architectual part of the light tower done, and started working on the dry dock, however I got a brush problem now, so map wouldn't run.
I can't find the source since, when using view brush number, I end up in origo. but that is way outside the area where I have build so far, so don't really know why I got this problem, but I'll solve it somehow.
[b]Edit:[/b]
Okay, got the brush error fixed, somehow, there was a invalid brush, don't know how it snug in.
The dry dock is working, however, it seems that the two faces where the normal water and the func_water_analog meats, makes a closed area_portal effect creating a HoM effect. You can't really see it when you are above the water, but under it is very clear. Anyone know a way around this, or am I just making the dry dock the wrong way?
I asked for help about the dry dock issue, but no answer yet, seems it might be a bi product of using func_water_analog so I'm gonna continue with some other stuff. Think I'll start change the skybox and adjust the lighting and fog. Sweet pictures coming after that :P.
[b]Edit:[/b]
Wooh, just made the map area four times bigger and added light, before compile time was 20sec, now it's 4min and 18sec :P. I love my quad core.
[b]Edit:[/b]
Here are some new screenshots, the water texture isn't final, I'm looking for a darker blue/green colour. Still need some light and fog tweaking, the fog always looks white in Gmod, but blueish in HLDM.
Updated(25/3)
Moved pictures to first post.
Okay people, this is the last chances for requests. It's gonna be a long time before I (might) make a V2 of this map, so if there are anything that you really want in this map, say it now. Otherwise I'm gonna stick to what I've planned so far.
[QUOTE=Eversor]Okay people, this is the last chances for requests. It's gonna be a long time before I (might) make a V2 of this map, so if there are anything that you really want in this map, say it now. Otherwise I'm gonna stick to what I've planned so far.[/QUOTE]
Use a less clear water material, like wastelands water, that's for sea.
I am getting the name, but you can search by "wasteland water" without the quotes on the texture browser.
Looks infinitely better with lighting :)
Well done.
Still needs a 3d skybox and perhaps a different 2d skybox, I don't know.
Thanks.
I'm still tweaking, also looking for a darker water texture, I'll try the wastelands water, I just don't want poo coloured sewerwater.
Thinking about making the map a bit darker, so the light tower will be of more use/look better.
Having trouble with the fog, it's blueish in HLDM where I compile, but white in GMod?
Gman is in the boathouse to the left
What happened to the picture in first post?
Picture is back.
Gman Ate it :crying:
Use cheap water. The simple brushwork actually makes me like this map.
Thanks, that was my plan, I could make lots of detail, but I don't think it really mattes if it doesn't improve gameplay, so I've designed most of the stuff to look pretty without to much detail.
Found some better looking water, thanks "kukiric" water_wasteland002a is way better, but water_canals03 is also good, so it's gonna be one of those two I think, I'll post some pictures with both of them.
I've rebuild the wavebreaker a little bit, so now they are really "pretty". All boathouses got ports now.
I have begun making displacement of the seafloor, gonna start on the underwater base when done.
I think I might have a beta ready tomorrow. I'll post the server name and password here, so people can come play test is with me and my friend.
[QUOTE=Eversor]
I have begun [b]vertex manipulation[/b] of the seafloor, gonna start on the underwater base when done.
[/QUOTE]
Don't do that. Use displacemnents.
[url=http://www.interlopers.net/index.php?page=tutorials&id=1768]Basic Displacements[/url]
[url=http://www.interlopers.net/index.php?page=tutorials&id=1819]Using Paint Alpha[/url]
[url=http://www.interlopers.net/index.php?page=tutorials&id=16891]Cliff Techniques[/url]
[url=http://www.interlopers.net/index.php?page=tutorials&id=2119]Advanced displacement techniques[/url]
[url=http://developer.valvesoftware.com/wiki/Displacements]Displacements on the valve wiki[/url]
Some helpful links :)
Ups, I meant displacement. :P
Okay, here's what I've been up to.
Added windows in buidings and light.
Made a bar in the building 1.
Made the harbor bigger, because is was very hard to maneuver a ship(the fishingboat) around in there, had to make a perfect 3-point turn to get out.
The beta has been postponed, because I wanna get most of the things right the first time. I was thinking about removing the drydock from the map because of the HoM effect, but I got a idea to solve it that I wanna try. If it works, I'll post a tutorial.
[b]Edit:[/b]
Progress report.
Seafloor is half done, However, I have begun making an oilrig, I have updated overviewmap in first post, so you can see where it is.
Pictures will come, when I feel there is something to show off.
Hey, got a Hammer screenshot for all of you. As you can see, I'm working on the oilrig right now. So far, there will be a three story building on it, a helipad, a working crane, a tower and whatever else that fits in.
You can also see the side view of the harbor.
[img]http://img182.imageshack.us/img182/8474/hammeroilrig180308ym2.jpg[/img]
[b]Edit:[/b]
The strangest thing...
Even though I have added lights, increased map size, made displacement of seafloor and added the oilrig, my compile time has gone down from 4min and 18sec (14/3) to about 4min. So has the file size, 4.3mb (14/3) now it's 4.1mb (18/3), I guess it really shows how important optimisation is.
Oh no! Oilrig is 70% done, tried to compile so I could see it in game, but I have a serious visleaf problem, but it's not the harbor and not the oilrig, because I just had the map compile and it took +4hours. But if I use cordon tool to limit area around harbor and oilrig alone, it only takes about 5min for each.
So what is the problem? I'm thinking larger func_detail maybe (doubt it) or visleaf with irregular angles (don't really have any) but most likely it's because the map is f***ing huge! So I'll try making some window_area_portals to divide the map a little, because I know it will take forever if vvis has to check visleaf across the entire map area.
Hehe it's funny to finally see my qaud core running 100% on all cores, there has always been two lazy cores that didn't do anything, but now they are all hard at work. Now I also know that my OC is stable, +4hours 100% on all cores without any hiccups is good, maybe I should OC it more?
[b]Edit:[/b]
Here's some new photos of the oilrig.
[URL=http://img245.imageshack.us/my.php?image=harbor2oceanharbor0005np9.jpg][IMG]http://img245.imageshack.us/img245/5043/harbor2oceanharbor0005np9.th.jpg[/IMG][/URL]
[URL=http://img187.imageshack.us/my.php?image=harbor2oceanharbor0006cq6.jpg][IMG]http://img187.imageshack.us/img187/9580/harbor2oceanharbor0006cq6.th.jpg[/IMG][/URL]
So here's another update, the oilrig is 90% done, just need to tweak the light and texture a little bit and add a drilling tower in the middle.
I have added a working crane (rope is in wrong place, but it works, HLDM doesn't have this problem), lots of windows, red lights to mark the oilrig, made some rooms, and added details.
Also, where is G-man?
[URL=http://img72.imageshack.us/my.php?image=harbor2oceanoilrig0000nr1.jpg][IMG]http://img72.imageshack.us/img72/186/harbor2oceanoilrig0000nr1.th.jpg[/IMG][/URL]
From the other side.
[URL=http://img341.imageshack.us/my.php?image=harbor2oceanoilrig0002qk5.jpg][IMG]http://img341.imageshack.us/img341/7716/harbor2oceanoilrig0002qk5.th.jpg[/IMG][/URL]
So, how do you guys like it so far?
When is the map going to be finished ?.
Very nice pic's so far, I can't wait for a good waterbuild map like this one which also seems to hold some RP value.
I'm interested in how you will implement the working drydock? (newb mapper here <<)
func_water_analogue, for water that can be raised and lowered.
Looking good, I can't wait for a release.
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