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Game: Half-Life 2: Deathmatch
Added Wed Sep 7th 2005

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<B>2005 Competition Map</B>
My map for the 2005 competition. The entire map takes place underwater in a complex which is now completely submerged. Not great, but it's my first attempt at mapping for source.


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0 starsPosted by omegaslayer on Wed Sep 14th 2005 at 9:28pm

The performance was what really put me off, agreeibly 1/10 is really bad. But I rest my decision! Get those performance things worked out, and spice up everything. Maybe add some other colors than grey/blue
[author]
Posted by Loco on Wed Sep 14th 2005 at 7:01am

I'll check the dynamic light settings, as I suspect that's the problem. I did a lot of nodraw-ing on the various surfaces you can't see, so it could be worse! As for the blandness of the map, I can't do a lot until a few months time when I'm not working my backside off at school. <br> <br>I think 1/10 is a bit harsh though - it's not THAT bad!
0 starsPosted by omegaslayer on Wed Sep 14th 2005 at 2:15am

This map isnt done yet. <br><a href="http://img120.imageshack.us/my.php?image=dmsaturated00007cy.jpg" target="_blank">http://img120.imageshack.us/my.php?image=dmsaturated00007cy.jpg</a> <br>Key word: optimization!!! (I was getting 2-30 frames in that shot, when I normally get 120 frames on a well optimized area) The dynamic light reading is beyond what it should be. Im guessing that in those point_spotlights you didn't uncheck the &quot;no dynamic light&quot; in the flags. Thats just the performance problems, the map itself is bland, un-exciting. Spice it up!! Tell you what. I wnt rate it, but I will when you redo this map. Until then i have to give it a 1/10
[author]
Posted by Loco on Wed Sep 7th 2005 at 2:47pm

Released:
http://www.snarkpit.net/pits/loco/maps/dm_saturated.zip

I'm afraid I don't have time to update it, but once all the competition stuff is over I'm happy to release the source if anyone wants it.
0 starsPosted by Crono on Fri Aug 12th 2005 at 11:20am

You could do several things! You could even have a trigger change the debris parent from a rotating object to a linear moving object.

Or, You could make it that one entity that moves and rotates on it's own ... forget the name.

But all these effects could be used to create the illusion of being underwater. I'm sure there's a way to make these all effected by player movement too.
0 starsPosted by Underdog on Fri Aug 12th 2005 at 11:02am

? quoting BioPulse
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 ( wood floats... )

A friend of mine took chunks of wood and added a func_rotation to them. He set it to rotate really slow to give the illusion of pieces trapped in a slow current. Perhaps this could be used effectively.

0 starsPosted by MisterBister on Wed Aug 10th 2005 at 9:08pm

? 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.
0 starsPosted by Cassius on Wed Aug 10th 2005 at 6:03pm

Make big beams of light coming down from the surface of the water.
0 starsPosted by Junkyard God on Sat Aug 6th 2005 at 6:51pm

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... )
0 starsPosted by Underdog on Sat Aug 6th 2005 at 4:09pm

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.

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