dm_saturated

dm_saturated

Re: dm_saturated Posted by Loco on Thu Aug 4th 2005 at 5:13pm
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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<LI>A bit more texture variation
    inside
  • Reduce the fog distance<LI>Lots more props and weapons
What do you guys think of the map so far?
My site
Re: dm_saturated Posted by ReNo on Thu Aug 4th 2005 at 6:02pm
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Oooh thats looking pretty cool mate :smile: 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 :biggrin:

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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Designer @ Haiku Interactive | ReNo-vation.net
Re: dm_saturated Posted by Windows 98 on Thu Aug 4th 2005 at 9:31pm
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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 2005 at 9:35pm
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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.
Re: dm_saturated Posted by Pegs on Thu Aug 4th 2005 at 9:48pm
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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
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Re: dm_saturated Posted by ReNo on Thu Aug 4th 2005 at 10:11pm
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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 :smile:
[img]http://card.mygamercard.net/sig/Default/reno84.png[/img]
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Re: dm_saturated Posted by Junkyard God on Thu Aug 4th 2005 at 10:21pm
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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
Hell, is an half-filled auditorium
Re: dm_saturated Posted by Myrk- on Thu Aug 4th 2005 at 10:27pm
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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]-
Re: dm_saturated Posted by BlisTer on Fri Aug 5th 2005 at 2:02am
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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
Re: dm_saturated Posted by Loco on Fri Aug 5th 2005 at 8:20am
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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.
My site
Re: dm_saturated Posted by Crono on Fri Aug 5th 2005 at 8:24am
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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.
Re: dm_saturated Posted by Loco on Fri Aug 5th 2005 at 8:28am
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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.
My site
Re: dm_saturated Posted by DrGlass on Fri Aug 5th 2005 at 9:50am
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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.
Re: dm_saturated Posted by Loco on Fri Aug 5th 2005 at 1:12pm
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Posted 2005-08-05 1:12pm
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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.
My site
Re: dm_saturated Posted by BlisTer on Fri Aug 5th 2005 at 2:58pm
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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
Re: dm_saturated Posted by Leperous on Fri Aug 5th 2005 at 3:57pm
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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...
Re: dm_saturated Posted by Underdog on Sat Aug 6th 2005 at 4:09pm
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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.
Re: dm_saturated Posted by Junkyard God on Sat Aug 6th 2005 at 6:51pm
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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 :smile: ( wood floats... )
Hell, is an half-filled auditorium
Re: dm_saturated Posted by Cassius on Wed Aug 10th 2005 at 6:03pm
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Make big beams of light coming down from the surface of the water.
Re: dm_saturated Posted by MisterBister on Wed Aug 10th 2005 at 9:08pm
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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.
Re: dm_saturated Posted by Underdog on Fri Aug 12th 2005 at 11:02am
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BioPulse said:
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 :smile: ( 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.
There is no history until something happens, then there is.
Re: dm_saturated Posted by Crono on Fri Aug 12th 2005 at 11:20am
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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.
Blame it on Microsoft, God does.
Re: dm_saturated Posted by Loco on Wed Sep 7th 2005 at 2:47pm
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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.
My site
Re: dm_saturated Posted by omegaslayer on Wed Sep 14th 2005 at 2:15am
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This map isnt done yet.
http://img120.imageshack.us/my.php?image=dmsaturated00007cy.jpg
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 "no dynamic light" 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
Re: dm_saturated Posted by Loco on Wed Sep 14th 2005 at 7:01am
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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.

I think 1/10 is a bit harsh though - it's not THAT bad!
Re: dm_saturated Posted by omegaslayer on Wed Sep 14th 2005 at 9:28pm
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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