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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 ReNo on Thu Aug 4th 2005 at 10:11pm

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">
0 starsPosted by Pegs on Thu Aug 4th 2005 at 9:48pm

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
0 starsPosted by Andrei on Thu Aug 4th 2005 at 9:35pm

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.
0 starsPosted by Windows 98 on Thu Aug 4th 2005 at 9:31pm

If you under water the whole time why dont you drown? Or do you have oxygen inside?
0 starsPosted by ReNo on Thu Aug 4th 2005 at 6:02pm

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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