Digital Paint Discussion Board

Development => Mapping => Map Graveyard => Topic started by: JMR on January 13, 2014, 01:43:11 PM

Title: Underwater Caves
Post by: JMR on January 13, 2014, 01:43:11 PM
Just a small funmap I made with some freetime.

Full idea credit goes to aveiRik

Single flag CTF,
Spawn with carbine, 2 autococker pickups.

The lighting is very ugly, I think it's just the way it looks underwater. Maybe someone could give me advice on how to make it light better?

The map:
http://sdrv.ms/1hjCWEl (http://sdrv.ms/1hjCWEl)
Mapshot:
http://sdrv.ms/1hjCWEl (http://sdrv.ms/1hjCWEl)
Title: Re: Underwater Caves
Post by: jitspoe on January 13, 2014, 01:55:37 PM
There are no light sources.  It's just bright everywhere.  I don't think it will play very well.  I've put it up on the beta server, so you can give it a try, though.
Title: Re: Underwater Caves
Post by: JMR on January 13, 2014, 02:02:11 PM
There are no light sources.  It's just bright everywhere.  I don't think it will play very well.  I've put it up on the beta server, so you can give it a try, though.

We played a basic version, it was very fun.

As for light sources, I tried using normal lights, they failed, so I tried sky, still looks like over bright. There aren't any leaks either, no errors.

Making b2, as spawnfix
Title: Re: Underwater Caves
Post by: jitspoe on January 13, 2014, 02:08:34 PM
Try adjusting the light value, or maybe use some light entities to create some variation.  I don't see why normal lights wouldn't work.  The only thing being underwater should do is add the caustic effects.  Make sure the water itself isn't emitting light.
Title: Re: Underwater Caves
Post by: Mission on January 13, 2014, 02:09:51 PM
from the mapshot it looks really small +no cover for carbines and autos
Title: Re: Underwater Caves
Post by: JMR on January 13, 2014, 02:12:23 PM
from the mapshot it looks really small +no cover for carbines and autos

It's underwater

EDIT: jitspoe, I tried that, for some reason it's not working. I also checked to make sure no other brushes were emitting light accept from the sources themselves.

EDIT:
Found what it was, the texture I set the base entity as was that plain white, which infact had 8000 light on it.
Title: Re: Underwater Caves
Post by: Aveiro on January 13, 2014, 03:11:51 PM
This map is better than pbcup_pforest..
Title: Re: Underwater Caves
Post by: JMR on January 13, 2014, 03:13:53 PM
Uploaded b3, all fixed :D

(http://i.imgur.com/gPkBNbV.jpg)
Title: Re: Underwater Caves
Post by: Aveiro on January 13, 2014, 04:13:13 PM
I am wondering if I can slide on ice under water or not.
Title: Re: Underwater Caves
Post by: JMR on January 13, 2014, 04:36:48 PM
I am wondering if I can slide on ice under water or not.

Not really, if you crouch, you can slide a bit, but nothing worth writing home about.
Title: Re: Underwater Caves
Post by: LaZeRs on January 13, 2014, 09:02:13 PM
I'm guessing you somehow made it so players don't drown here, correct? ;D
Title: Re: Underwater Caves
Post by: BASEBALLDUDE on January 13, 2014, 09:06:27 PM
I'm guessing you somehow made it so players don't drown here, correct? ;D
There's drowning.

This map isn't much fun IMO.
Title: Re: Underwater Caves
Post by: LaZeRs on January 13, 2014, 09:11:00 PM
There's drowning.
Bad.
Title: Re: Underwater Caves
Post by: Clipz on January 13, 2014, 11:34:55 PM
I think a map underwater in a dome could be cool. You could make some fish swimming around it. But I think shooting underwater is not a good idea. I know aveiro wanted you to make this but I don't think anyone would ever play it and it would be a pub killer.
Title: Re: Underwater Caves
Post by: Aveiro on January 14, 2014, 11:21:16 AM
I think a map underwater in a dome could be cool. You could make some fish swimming around it. But I think shooting underwater is not a good idea. I know aveiro wanted you to make this but I don't think anyone would ever play it and it would be a pub killer.

Nah, Asla made almost same map in oddjob version, but JMR said, he would do it better if we want.