dm_saturated
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Re: dm_saturated
Posted by Loco on Thu Aug 4th at 5:13pm 2005


With the deadline fast approaching and me going on holiday tomorrow evening for two weeks, I thought I better get something posted. There's one more screenie here.
Things I know I need to do:
  • More colourful lighting
  • A bit more texture variation inside
  • Reduce the fog distance
  • Lots more props and weapons

What do you guys think of the map so far?






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Re: dm_saturated
Posted by ReNo on Thu Aug 4th at 6:02pm 2005


Oooh thats looking pretty cool mate <img src=" SRC="images/smiles/icon_smile.gif"> Not often than you see underwater done well, but this really gives off the right sort of feel with the fogging and bubbles. You could put in a few convincing trap effects through use of the good old func_push and copious amounts of bubbles <img src=" SRC="images/smiles/icon_biggrin.gif">

I think you could do with spicing up the internal architecture a fair bit, as its really somewhat simplistic just now. Pillars, trims, ledges, alcoves, supports - you know the story. Good start though, good luck getting it done in time!






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Re: dm_saturated
Posted by Windows 98 on Thu Aug 4th at 9:31pm 2005


If you under water the whole time why dont you drown? Or do you have oxygen inside?






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Re: dm_saturated
Posted by Andrei on Thu Aug 4th at 9:35pm 2005


I wouldn't recommend allowing the players to drown though. The water bug, you know.

Oh, and the light beams in pic 1 look wrong, being yellow when the window/background is green. I know they're a prop but they just don't look right. Other than that, it looks secksy.




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Re: dm_saturated
Posted by Pegs on Thu Aug 4th at 9:48pm 2005


Maybe you should make some of the props fallen over or something, make it look like its been disturbed a bit and its on its side maybe... just a thought, looks nice though




Yes, My spelling is still terrible!



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Re: dm_saturated
Posted by ReNo on Thu Aug 4th at 10:11pm 2005


I'd imagine there is no actual water in the map - just bubbles and fog to give the visual cues necessary to hold the illusion. You might consider lowering the gravity a bit to give the illusion of being in heavy old diving kits or something <img src=" SRC="images/smiles/icon_smile.gif">






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Re: dm_saturated
Posted by Junkyard God on Thu Aug 4th at 10:21pm 2005


looks brilliant <img src=" SRC="images/smiles/icon_smile.gif"> verry nice idea and i can see you are making alot of work of it. keep it up and you'll end up with a great map


Hell, is an half-filled auditorium



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Re: dm_saturated
Posted by Myrk- on Thu Aug 4th at 10:27pm 2005


1st pic doesn't give me that feel it ought to, just doesn't feel rustic or strong. I suggest making alot more metal supports, rusty ones to fit in with the theme, and better windows in screen 1. Other than that I can't comment much without looking around the map.


-[Better to be Honest than Kind]-



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Re: dm_saturated
Posted by BlisTer on Fri Aug 5th at 2:02am 2005


looks nice, especially 2nd and 3rd shot. that hangar in the 3rd shot seems to provide good gameplay. now you need to find the right balance between slow water-movement-feel yet fastpaced gameplay.



These words are my diaries screaming out loud



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Re: dm_saturated
Posted by Loco on Fri Aug 5th at 8:20am 2005


ReNo's right - you're not actually underwater. It's just lots of fog and bubbles. Sorry, I should probably have said so at the start!.

Cheers for the comments so far, keep 'em coming!

So far:-
ReNo: "Bubble trap" added - sort-of. You can now get to the top level from the bottom of the main room via bubbles.
Andrei: Good point, I'll change the render stuff and see what happens.
Pegs: Will do! I've tried to do this a bit (look carefully in the second shot and you'll see the outline of a sunken boat on top of the cliff).
BioPulse: Cheers!
Myrk: Good point. I'll get to work on this issue around the whole map
BlisTer: Not sure how I'm going to achieve the slow movement. Gravity might be an idea, but it can really screw around with gameplay. At the moment everything works as if you were above water, but looks as if you're underwater.

I'm aiming to release and submit this afternoon (that's a point, when we've submitted do we release ourselves as well?), but I'll keep updating over the rest of the summer holidays.







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Re: dm_saturated
Posted by Crono on Fri Aug 5th at 8:24am 2005


I wonder if there's a way you can do the trails for the bullets ... I'm guessing no, but that'd be cool.

A clipped off area that showed water surface from the bottom and floating objects would be badass. Not sure how you can go about that if the player is not submerged.



Blame it on Microsoft, God does.



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Re: dm_saturated
Posted by Loco on Fri Aug 5th at 8:28am 2005


? quote:
I wonder if there's a way you can do the trails for the bullets ... I'm guessing no, but that'd be cool.

A clipped off area that showed water surface from the bottom and floating objects would be badass. Not sure how you can go about that if the player is not submerged.

Agreed with the first point, but not sure how it would be done. I'll look into the dreaded "logic" entities. I've feeling it's doable if I turn every brush into an entity or something, but I'm not too keen on that... <img src=" SRC="images/smiles/icon_smile.gif">

I tried the clipped off thing with water from below, but it's a bit of a nightmare tbh. Maybe some stuff floating past the windows... I'll give it another shot.






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Re: dm_saturated
Posted by DrGlass on Fri Aug 5th at 9:50am 2005


You can use a trigger_vphysics to make objects act like they are in water and also give them trails with the texture/sprite of your choice (i.e. bubble)

I'd fiddel around with that and see what you can do.




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Re: dm_saturated
Posted by Loco on Fri Aug 5th at 1:12pm 2005


Screenshots updated

Thanks. Just tried trigger_vphysics out, and it doesn't look too bad, but for the time I've got, it's not really an option yet. Also, it doesn't seem to affect bullets, and all the players/objects/whatever (depending on settings) would be followed by a huge cloud of blue bubbles.

The current version has been submitted with some changes (the first screenshot has been re-textured to look much more metally/rusty). Work will continue, even though the competition version has ben submitted. Oh and any ideas as to whether we release these independant of the competition or not (i.e. can I put a download up now)?

-EDIT-
The current version cannot be submitted, since GMail won't let me send rar files and my connection is too slow to resend or send anything larger. We're off on holiday pretty much now, so the submission will have to be abandoned, which quite frankly irritates me beyond belief, but there we are.






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Re: dm_saturated
Posted by BlisTer on Fri Aug 5th at 2:58pm 2005


? quote:



The current version cannot be submitted, since GMail won't let me send rar files and my connection is too slow to resend or send anything larger. We're off on holiday pretty much now, so the submission will have to be abandoned, which quite frankly irritates me beyond belief, but there we are.


damn that sucks :/



These words are my diaries screaming out loud



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Re: dm_saturated
Posted by Leperous on Fri Aug 5th at 3:57pm 2005


If you can't send a RAR file with GMail, then just send a ZIP (or even a GZIP or something) instead then- at the very least your RAR program should be able to do it in that format...



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Re: dm_saturated
Posted by Underdog on Sat Aug 6th at 4:09pm 2005


Since you are going for the aquatic effect, it would be interesting to see some/most of the map at odd angles. Create a submerged setting by creating the illusion of being sunk. Also, since raindrops can be created with certain effects, why not have the direction of the bubbles follow a drips path, only upward?

Perhaps you could use the conveyor effect to have currents? Blurry water with current would be nice.




There is no history until something happens, then there is.



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Re: dm_saturated
Posted by Junkyard God on Sat Aug 6th at 6:51pm 2005


that chair in the 3rd pic, maybe try to make it float in some way, don't know if this would be possible but it would look cool <img src=" SRC="images/smiles/icon_smile.gif"> ( wood floats... )


Hell, is an half-filled auditorium



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Re: dm_saturated
Posted by Cassius on Wed Aug 10th at 6:03pm 2005


Make big beams of light coming down from the surface of the water.



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Re: dm_saturated
Posted by MisterBister on Wed Aug 10th at 9:08pm 2005


? quote:
Make big beams of light coming down from the surface of the water.


Yeah that would look so sweet. Maybe even let them more around, but i know thats kinda demanding on the source engine.





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