Digital Paint Discussion Board
Development => Mapping => Completed Maps => Topic started by: BASEBALLDUDE on March 31, 2014, 03:29:05 PM
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Unlike my first two maps (New York and Neon) Underwater is medium-sized, is not loaded down with paths, and its name does not start with ne-.
There are two main paths in underwater: high and low. However, both of these paths have multiple entrances and exits, so it may feel as if it has more than just two paths.
I use a few custom textures in this map, not nearly as much as NY/Ne, and (of course) a custom env.
Shout out to open_war for letting me use the crystal objects brushes originally taken from his crystal map.
EDIT: The images below are taken from the final release of Underwater.
Download: https://drive.google.com/file/d/0ByutPv2Z36izTmRiN3RmUTFZMzQ/edit?usp=sharing
Beta 2: https://drive.google.com/file/d/0ByutPv2Z36izQWgtWEtSNENzTk0/edit?usp=sharing
Beta 3: https://drive.google.com/file/d/0ByutPv2Z36izSkt0M1lXMnZEUW8/edit?usp=sharing
Beta 4: https://drive.google.com/file/d/0ByutPv2Z36izSzBGUU9UMGlRLU0/view?usp=sharing
Beta 5: https://drive.google.com/file/d/0ByutPv2Z36izU0oteEFFd0NKRjQ/view?usp=sharing
FINAL RELEASE: https://drive.google.com/file/d/1yjPnpC-2OsFTcR-n-66AC5RhCJPsovEP/view?usp=sharing
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its name does not start with ne-.
Clap.
But, there is one main issue: You still didn't learn how to attach map to your forum post.
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Need some pix, dawg.
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But, there is one main issue: You still didn't learn how to attach map to your forum post.
I would if my browser would let me.
Need some pix, dawg.
Added.
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I would if my browser would let me.
It's not browser failure, it's operator failure.
Probably you haven't added map into zip (I think there is issue which prevents forum from displaying error about extension, perhaps?).
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Feedback please?
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This problem has been solved by illegalizing camping. There are four signs throughout the bases that warn players that camping is strictly forbidden. If this is not enough to convince players not to camp, please provide suggestions.
Your plan has one flaw, what if newbies cant speak english? :p
Anyway, i think the problem with camping would solve adding another floor to the map as well as making gameplay more fun. This way, if the map would ever get played there would always one camper sitting in base.
ALSO, add glass to the sides of your side entrances to the base so you can see camper on one side and this can fully focus on the other side where flag is without having to care about being backshoted as soon as you step into base (i mean those holes on the sides, not FD)
Moving on to main, its too empty, add some stuff there preferably another stone or ramp to jump to 2nd floor which you could add :p
Also, i would prefer main to look like this
(http://wonderopolis.org/wp-content/uploads/2011/10/underwater-tunnel_shutterstock_72362389.jpg).
Makes much more sense, because you can move in the whole map without having the movement impairment from water.
And if you changed main like i suggested, you could add scafolding1 on one side, solving the emptiness of your map (making it look like something is being fixed on one side :p)
As for mid, the gameplay there is pretty decent i would say. Its probably your first map which wouldnt get me totally bored, when someone picked it.
And one last thing, get some better sky texture, this one sucks :p
And pls, work on the lighting more, it could look soo much cooler just have a look at the picture above. The light emitting down the ground looks really nice, try reaching it somehow in BSP. Not saying that i am sure its possible (because its BSP so it might not be), but at least try to make it look like the image above (lighting wise). This map has so much potential for details and really cool lighting, try to use it fully :p
scafolding1
(http://jtbsafetyresources.com/images/Frame-System-Scaffold-Frame-Scaffolding.jpg)
INSPIRATION
https://www.google.cz/search?q=underwater+tunnel&client=firefox-a&hs=XHn&rls=org.mozilla:en-US:official&channel=sb&source=lnms&tbm=isch&sa=X&ei=0zdSU-uhO7TH7AaIjoCQBQ&ved=0CAgQ_AUoAQ&biw=1680&bih=946 (https://www.google.cz/search?q=underwater+tunnel&client=firefox-a&hs=XHn&rls=org.mozilla:en-US:official&channel=sb&source=lnms&tbm=isch&sa=X&ei=0zdSU-uhO7TH7AaIjoCQBQ&ved=0CAgQ_AUoAQ&biw=1680&bih=946)
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Baseballdude, unfortunately as much as I cant stand camping it is an important part of the game. You can have 100 paths but someone is still going to do it. Its a style of game play just like rushing. The better player can always kill a camper.
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And one last thing, get some better sky texture, this one sucks :p
Would this be better?
[image removed due to unnecessariness)
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Would this be better?
Surroundings look tons better, the "ceiling" cant be judged from this angle, would have to see it in my game or from better angle.
I think it would be cool to try to simulate these "light emitting" on floor as in the photo i posted above. Altho, as i said it might not be possible with BSP. You could try using invisible "Light entities" with some weird settings to make it look similar, dunno just an idea ;). (maybe you still wanna get back to it, just wanted to say it once again as i thought my explanation might have been a little confusing).
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Does anyone know if there's a way to get the water caustics onto the ground without having actual water present?
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Uploaded to the beta server.
The layout is very... bland, to be honest. Especially the base. I just don't see that playing well.
The purple rock texture looks very unnatural. It's also a bit dark. The crystals look a bit out of place, too. If you're going to keep them, you should make custom r_scripts to put an env effect on them and make them shiny.
Also, r_scripts are the answer on how to get the caustic effect on your other surfaces: pball/scripts/caustiscs.txt has the caustic effect. You'll have to create a new texture entry for every surface you want the caustic effect on, and you might have to make a bunch of low res "dummy" textures to avoid copying official textures, if you use those.
textures/sfx/caustics/caustics1_02 is probably the one you want (since it's the animated one). Keep in mind that adding this will mean each surface will have to be rendered multiple times, which affects performance.
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How is this for lighting, prozajik?
EDIT2: Current image represents current situation.
EDIT4: Updated again.
EDIT5: removed image because we need to conserve bandwidth
the crystals look a bit out of place, too. If you're going to keep them, you should make custom r_scripts to put an env effect on them and make them shiny.
idk how to do that
EDIT: Thanks jits. I think I got it now
EDIT2: Oh wait no I don't
EDIT3: Oh wait yes I do
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idk how to do that
Take a look at the rscipt for the player mask.
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Take a look at the rscipt for the player mask.
I tried but it didn't work.
textures/baseballdude/reflectr.png
{
{
map textures/baseballdude/rocksr.jpg
blendfunc gl_src_color gl_one
envmap
}
{
map textures/baseballdude/reflectr.png
blendfunc blend
}
}
reflectr.png is a completely transparent image.
rocksr.jpg is a red version of the dark purple rocks.
It doesn't work. Is there anything I might have done wrong?
EDIT: fixed. Took the .png out of the original thingy and got it to work.
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Try this:
textures/baseballdude/reflectr.png
{
{
map textures/baseballdude/rocksr.jpg
blendfunc blend
}
{
map players/male/glare.jpg
blendfunc gl_one gl_one
envmap
}
}
The rock will be the base level, with normal blending. The reflection will render on top of that with additive blending.
They're reversed in the mask because the frame of the mask draws on top of the glass part of it. In this case, you want the shiny stuff to be on top of the color.
If that works, you can change the glare to be something else.
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Try this:
textures/baseballdude/reflectr.png
{
{
map textures/baseballdude/rocksr.jpg
blendfunc blend
}
{
map players/male/glare.jpg
blendfunc gl_one gl_one
envmap
}
}
The rock will be the base level, with normal blending. The reflection will render on top of that with additive blending.
They're reversed in the mask because the frame of the mask draws on top of the glass part of it. In this case, you want the shiny stuff to be on top of the color.
If that works, you can change the glare to be something else.
Thanks for the help, but fortunately the problem has already been solved.
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How does the lighting in the image somewhere up there^ look?
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Finally starting to live up to its visual potential ^^ gj. I guess i would like a .bsp instead of picture to see how it looks ingame, but from the picture it looks pretty cool. It might need a little more work before its perfect, but i think you improved look of this map enormously.
As for the gameplay part of this map, what i said before still stands, main too empty and i dont like that you can camp in the corners of the 2 other rooms. Also, as i said before, adding 2nd floor to the base might be a good idea and would give you more grabbing potential.
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Nice idea.. (y)
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School and baseball have both been really busy. I haven't worked on this or NY in over a week. I'll get back to it in a few weeks when I have more spare time.
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beta 2
New env
Shinier crystals
New path
New jumps
Improved jump
2-story base (roof accessible)
Flag ramp
Water effects lighting on ground
Brighter map
Wider openings in base
Requires new textures/scripts from BASEBALLDUDE texture pack
Updates screens on first post to b2
https://drive.google.com/file/d/0ByutPv2Z36izQWgtWEtSNENzTk0/edit?usp=sharing
If the crystals appear to be dull dark red or missing texture, then you need to use the script and new textures from the BASEBALLDUDE texture pack.
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Hah, epic, just epic ^^. This the first time i opened map in pb and i was like 'wow'. That "sky" background makes for a really cool feeling when playing this map. And these crystals now look awesome too (i think, thanks jit? ^^). Great job man
Now for the other aspects of the map. I like what you did with base, but i still feel like main (the sand place in front of base) is too empty. Maybe adding some fully rusted barrels might not break the feeling but still work? Dunno, try to think about something ;).
As for the base, i think that color-marking area where cap is would be good idea. I usually expect cap to work on colored material where flag is, not before it.
The cave (part of map which is colored purple) is pretty decent, but if he think about gameplay, with decent recon, going into any of the smaller caves(cave-tunnel) or going out of them would be just death wish. 1 line is enough to cover whole 1 small cave-tunnel. Making the top of the cave area accessible and adding ladder to midhigh so you can get on 'roof', might just fix that issue. You could get to the 'roof' even now, but you get stuck because of low sky.
Now as a final part, lets talk about a logic of this map. Right now, even tho it looks rly cool, the map doesn't make much sense. I guess it should be underwater map as the title says, but whats holding the water back from collapsing all over the map?
I could think of 2 solutions to this, either add light blue fog so it gets the feeling of being underwater, but still keeping all the physics. Or add some glass structure around the map.
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Have you considered adding some sort of framing around the edges of the water areas? Would look a lot nicer with things here imo. Something like this but obv a nicer version/color (my paint skills suck).
Something like that tunnel look someone posted.
(http://i.imgur.com/G2TEZL2.jpg)
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Took a quick look, it's to open IMO.
Also you can get on the roof of the mid but can't get over it. I think you should either clip it so you can't get up there or make it so you can go over it completely.
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Have you considered adding some sort of framing around the edges of the water areas? Would look a lot nicer with things here imo. Something like this but obv a nicer version/color (my paint skills suck).
Something like that tunnel look someone posted.
Something like this?
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Maybe something with a little texture to it on the walls to offset from the surroundings. Hard to tell if you did it or not in this one.
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How about this?
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Hey geys, it's been a while, but I'm back with a new beta for my map Underwater!
Beta 3: https://drive.google.com/file/d/0ByutPv2Z36izSkt0M1lXMnZEUW8/edit?usp=sharing
Extended base
Less open/empty
Glass structure to keep water from falling in
Slightly improved jumping/paths
Color marked return base
Feedback is greatly appreciated.
Jitspoe, please get this map, its script, and its textures onto the beta server.
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Uploaded, but it seems the skybox is missing from that zip. Did I miss it somewhere else on this thread?
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Uploaded, but it seems the skybox is missing from that zip. Did I miss it somewhere else on this thread?
Oops, sorry, my bad. I forgot to include the skybox in the beta 3 zip. Instead, download it from the beta 2 (NOT beta 1) download.
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Beta 4: https://drive.google.com/file/d/0ByutPv2Z36izSzBGUU9UMGlRLU0/view?usp=sharing
Less empty/open
Added a couple new paths
Changed interior lighting
This map is nearing its final release. Tell me if there's anything you'd like to see changed about this map.
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Uploaded to the beta server for play testing.
The excessively dark purple rock kinda bugs me still, so I whipped up something kind of coral-looking in filter forge. See if you like this better.
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Uploaded to the beta server for play testing.
The excessively dark purple rock kinda bugs me still, so I whipped up something kind of coral-looking in filter forge. See if you like this better.
What don't you like about the current purple rock texture?
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What don't you like about the current purple rock texture?
It's REALLY purple. A little excessively saturated. Maybe take Jit's and add a little purple to it and see how it looks. Pretty quick to do.
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It was just too dark, saturated, and unnatural looking. Give the coral texture I made a try and see if it looks better.
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Which rock texture do you like better?
The first one is a less saturated version of the current texture.
The second one is jitspoe's texture.
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jitspoe's
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Yours
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In my opinion the second one matches a lot more with the ground texture and the sky box.
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Thanks for the feedback everyone! If there's anything I should change about this map gameplay-wise between this and beta five, please tell me.
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i agree, yours is way better, change it up.
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I agree with Chef here. Although something in between might be better.
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I wonder if it would work to blend the two or if that would just look bad. The lighter purple one you did looks a lot better than the dark purple original.
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I'm changing my rock texture a bit to resemble more closely the color of jitspoe's (both images) and bringing back the lighting of previous betas (2nd image). Any other suggestions as to what I need to do for beta 5?
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Looks good so far. I prefer the lighting with the flames, too.
I'd add "group" "###" to the weapon_pballgun entities. That makes the map a bit more balanced.
There's a small hole on the right side of the left path to mid high, not sure if that was your intention (screenshot 1).
Didn't test the gameplay yet.
Some more screenshots with stuff to align and visual fixes.
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Thanks Chef. I'll make sure to fix all of those. The 4th image is a compiling error; how do I go about solving that kind of problem?
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Not sure if there are overlapping brushes, it looks a bit like that. If so, try to avoid them and add a clear brushwork.
Also compiling errors disappear sometimes if you just move the brushes a few units.
If that doesn't work, I can have a look at the mapfile if you want to.
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Beta 5 is coming tomorrow (later today for Europeans).
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Underwater Beta 5
https://drive.google.com/file/d/0ByutPv2Z36izU0oteEFFd0NKRjQ/view?usp=sharing
-fixed the things Chef pointed out
-new rock texture
-misc. bug fixes
-feedback is appreciated
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The screenshots (see first post) have been updated. I would like some feedback please, but if everyone thinks that this map is ready to go final, then that's what I'll do.
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Is everyone fine with this map going final?
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Im fine w it.
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A couple suggestions on the lighting:
You should avoid using _sun_ambient. Use _sun_surface instead (see http://dplogin.com/forums/index.php?topic=27756.0) so the lighting doesn't look so flat and uniform. You should also consider giving the ambient light a blue tint to it, so it feels more like it's underwater and more closely matches the lighting in the skybox.
I've put beta5 up on the beta server, if anybody wants to test it out for any last minute gameplay changes.
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Wow, it's been over two years since I've worked on this map and over a year since a new map has been completed. (Really? none in 2017?) So I'm gonna start the new year by announcing the final, completed version of Underwater! Here's the download link: https://drive.google.com/file/d/1yjPnpC-2OsFTcR-n-66AC5RhCJPsovEP/view?usp=sharing
Yes, it's the exact same as beta 5. Sorry jitspoe for not getting around to doing those lighting changes. Truth be told I couldn't find the .bsp file on my computer, but beta 5 was about as good as I could make this map other than the sun lighting.
If you already have beta 5 on your computer, you could just rename it by taking off the _b5 and putting it in your maps folder if you don't want to bother with the download link.
Please move this thread to the Completed Maps section.
HAPPY NEW YEAR!
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Cool. Threw it up on my servers.
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Awesome work, Decent looking map.
I'd like to give that map a try on my pgp server, unfortunately the latest link you posted is missing few textures and a script.
What is missing:
- env/aqua4_rt
- env/aqua4_bk
- env/aqua4_lf
- env/aqua4_ft
- env/aqua4_up
- env/aqua4_dn
- scripts/uw_crystals.txt
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They are in the zip, but here are the files you requested:
https://www.otb-server.de/underwater_files_jeongwa.zip (https://www.otb-server.de/underwater_files_jeongwa.zip)
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My mistake, i was missing those textures because i did not noticed that those were in a different path. (And not in the textures file)
Thanks Terrorist.