dm_saturated by Loco

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Map Description

2005 Competition Map
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.

Discussion

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

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



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 :/
Posted by Loco on Fri Aug 5th 2005 at 1:12pm
[Author]

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

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.
Posted by Loco on Fri Aug 5th 2005 at 8:28am
[Author]

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... :smile:

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

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.
Posted by Loco on Fri Aug 5th 2005 at 8:20am
[Author]

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! :smile:

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! :biggrin:

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

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

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

looks brilliant :smile: 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