1. Post #1
    Gold Member
    brerben's Avatar
    December 2006
    349 Posts
    The second of my underwater base maps. I responded to the suggestions given on these forums by making this one much bigger; it's actually as big as the Source Engine would let me make it. However there is one source limitation that I simply cannot overcome:

    THERE CANNOT BE A SURFACE!! If I make an underwater base with glass windows, there simply cannot be an above-water island or "elevator" like so many people suggested. I really tried to make one, but the main problem was that the env_fog_controller entities are server-side, not client-side. I can't try to explain this, but just trust me.

    There is coral, kelp, little coral fish (just in the base), and a sunken ship. I also threw in some underwater theme music to listen to as you explore the ocean floor.

    Finally, I built an airlock to easily launch your submarine contraptions.

    Here's the download link:

    http://www.garrysmod.org/downloads/?a=view&id=97728






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  2. Post #2
    Jacc's Avatar
    April 2010
    199 Posts
    Awesome man, but I think in the first map the sand/rock texture was better, this one looks too repetitive in my opinion. But still nice though!
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  3. Post #3
    Gold Member
    Terragen's Avatar
    October 2008
    1,636 Posts
    That sand and plant texture looks horrible. Plus the map so far is very blocky and VERY bland. Needs new textures IMO.
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  4. Post #4
    Dennab
    April 2010
    30 Posts
    the textures are ...
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  5. Post #5
    stofbag's Avatar
    April 2007
    79 Posts
    id say, in the base, add a decompression chamber, and some sealable hatches
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  6. Post #6
    Gold Member
    Nexus_Elite's Avatar
    July 2006
    6,323 Posts
    Trippy. Looks great.
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  7. Post #7
    kolipoki7's Avatar
    December 2009
    289 Posts
    looks much better than the other one =D thank you!

    wait a sec... is it still in alpha? does that mean we can still give some ideas and suggestions?
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  8. Post #8
    Gold Member
    brerben's Avatar
    December 2006
    349 Posts
    That sand and plant texture looks horrible. Plus the map so far is very blocky and VERY bland. Needs new textures IMO.
    It is very difficult to perfectly shape water volumes around just a simple cubic base.

    For instance, 1 air-tight cube submerged in water in Hammer Editor requires 6 perfectly-shaped water volumes surrounding it, in order to make the illusion that the cube is, in fact, air-tight. Multiply this times 3 (which is basically this map), you are looking at 18 water volumes that must perfectly surround the shape of the entire building. That is why it is so "blocky". Any and all adjustments that you make to the shape of the building requires a total re-adjusting of all 18 of those water volumes, and the room for mistakes is not very big considering how glitchy dealing with water brushes is.

    kolipoki7 posted:
    looks much better than the other one =D thank you!

    wait a sec... is it still in alpha? does that mean we can still give some ideas and suggestions
    Thanks for the compliments!

    No, the "alpha" doesn't mean it's not finished, it just means that it is the first in a possible series of underwater bases I might make. The second would be "beta", the third would be "gamma", etc....

    The original gm_sealab was just a test map to see just how popular an underwater map would be, which explains why it was sort of empty.
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  9. Post #9
    DaSzab's Avatar
    November 2009
    47 Posts
    I think I just found my new favorite map.:D
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  10. Post #10
    roleplay word's Avatar
    April 2010
    581 Posts
    Can't you just use the fog volumes in the water then normal/no fog on land.
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  11. Post #11
    Gold Member
    brerben's Avatar
    December 2006
    349 Posts
    Can't you just use the fog volumes in the water then normal/no fog on land.
    That's the idea, but if I did that, when someone on the server goes above the water, it would turn off the env_fog_controller for the entire server (even for people who are underwater). Hence the name "server-side".
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  12. Post #12
    Gold Member
    mecaguy03's Avatar
    December 2007
    2,158 Posts
    Damn, I was hoping for one themed in a way deeper part of the ocean instead of in a tropical reef area.
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  13. Post #13
    Exp
    Exp's Avatar
    March 2010
    579 Posts
    Work on it some more :3
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  14. Post #14
    roleplay word's Avatar
    April 2010
    581 Posts
    That's the idea, but if I did that, when someone on the server goes above the water, it would turn off the env_fog_controller for the entire server (even for people who are underwater). Hence the name "server-side".
    not if you use volumetric fog for the ocean.
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  15. Post #15
    Don Punch's Avatar
    March 2010
    278 Posts
    looks really cool man, good job
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  16. Post #16
    Gold Member
    Tyvak's Avatar
    May 2006
    3,697 Posts
    I love the style. Good job. Might want to make those textures less obvious (looping)though.
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  17. Post #17
    Dennab
    January 2010
    376 Posts
    i like it :D i like the textures and peoples dont diss them its hard to make sea sand textures :P
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  18. Post #18
    Gold Member
    brerben's Avatar
    December 2006
    349 Posts
    not if you use volumetric fog for the ocean.
    there is no volumetric fog in the orange box engine
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  19. Post #19
    Victus's Avatar
    December 2005
    9 Posts
    I love it :)

    It's great for building submarines and exploring the sunken ship :D
    (which was the first thing, I've done when I downloaded this map ^^ )

    Suggestions for a seabase_beta:

    Caves to explore, maybe another, abandoned and partially flooded, base...
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  20. Post #20
    Jacc's Avatar
    April 2010
    199 Posts
    This map is MUCH better than it looks on the pics, but... the seaweed ain't moving no more? :O
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  21. Post #21
    The King Of Zing
    minilandstan's Avatar
    September 2009
    14,899 Posts
    Huzzah
    Its released!
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  22. Post #22
    Monk37900's Avatar
    December 2008
    698 Posts
    Hell yeah baby!

    Big Problem V YOU DONT SEE THE TOP OF THE BODY :O
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  23. Post #23
    Gold Member
    Skyhawk's Avatar
    July 2008
    1,545 Posts
    That's the idea, but if I did that, when someone on the server goes above the water, it would turn off the env_fog_controller for the entire server (even for people who are underwater). Hence the name "server-side".
    ...why is an env_fog_controller even applying underwater? Or do you mean to say it would turn on when someone goes above the water? Regardless, you should be able to set the fog for underwater in the water texture, independent of the fog controller, leaving the fog controller to run things above water. They shouldn't have any effect on each other.

    Anyway, my only serious suggestion is, as everyone else has said, your texturing. And it looks like you need a cubemap solution for your terrain. Other than that, looks good.
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  24. Post #24
    Gold Member
    Datsun's Avatar
    January 2008
    1,915 Posts
    This map is really neat. I like the map. Great Work.

    One problem though is that the aquarium glass is a little too distorted. You have to get really close in order to get a good view on it. Maybe a little toned down in the future would be nice.
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  25. Post #25
    Gold Member
    brerben's Avatar
    December 2006
    349 Posts
    ...why is an env_fog_controller even applying underwater? Or do you mean to say it would turn on when someone goes above the water? Regardless, you should be able to set the fog for underwater in the water texture, independent of the fog controller, leaving the fog controller to run things above water. They shouldn't have any effect on each other.

    Anyway, my only serious suggestion is, as everyone else has said, your texturing. And it looks like you need a cubemap solution for your terrain. Other than that, looks good.
    The water fog only appears when you are inside a water volume. That being said, if you are standing inside of a glass room surrounded by water volumes, the water fog will not be activated, and you will be able to see all the way across the ocean floor from inside that glass room.

    My workaround was simply placing an env_fog_controller that matched the same color and thickness of the fog that is in the water that I used. That way, when you are in a dry glass room surrounded by water, the blue fog is still activated.

    but thanks for the compliments and suggestions
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  26. Post #26
    Gold Member
    Memobot's Avatar
    July 2006
    4,609 Posts
    It looks great and I have your first one, but how can you make a submarine turning godmode on?
    Never worked it out.

  27. Post #27
    Gold Member
    brerben's Avatar
    December 2006
    349 Posts
    It looks great and I have your first one, but how can you make a submarine turning godmode on?
    Never worked it out.
    What do you mean?

  28. Post #28
    lolpie24's Avatar
    January 2010
    147 Posts
    In the next version, can you make another wing that is like a lab? mabe a independent (but failed and partally flooded) selab?
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  29. Post #29
    Gold Member
    Dr McNinja's Avatar
    July 2007
    2,362 Posts
    I like it but I don't really like the texture for the sea floor.

  30. Post #30
    Gold Member
    Dennab
    October 2008
    7,561 Posts
    You should add this to the music buttons:

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  31. Post #31
    death11ispie's Avatar
    April 2010
    60 Posts
    Awesome map, but can the seaweed move a little in the next version. I get what your saying about the fog though. :)
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  32. Post #32
    Gold Member
    playelite's Avatar
    April 2008
    1,990 Posts
    Hell yeah baby!

    Big Problem V YOU DONT SEE THE TOP OF THE BODY :O
    [IMG]http://filesmelt.com/dl/gm_seabase_alpha0003.jpg[/MG]
    What
    The fuck
    is that?



    Great looking map by the way.
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  33. Post #33
    Gold Member
    brerben's Avatar
    December 2006
    349 Posts
    What
    The fuck
    is that?



    Great looking map by the way.
    hahaha i was waiting for someone else to say it WTF

  34. Post #34
    Necrotoxin's Avatar
    May 2005
    31 Posts
    Great Job. I love your maps.

    You should add this to the music buttons:

    I agree.
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  35. Post #35
    Dr Pepper's Avatar
    October 2008
    3,543 Posts
    Make it so you can go above water
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  36. Post #36
    lolpie24's Avatar
    January 2010
    147 Posts
    Make it so you can go above water
    brerben said on the top of the page, that the way the map is made, there cannot be a surface
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  37. Post #37
    Sometimes i fall down :(
    green bandit's Avatar
    July 2008
    3,208 Posts
    in the next version, make a submarine via brushes or models if you can, and have it go around in a scenic underwater route, also you can get inside it.
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  38. Post #38
    Trickiert's Avatar
    April 2010
    610 Posts
    Very Nice Indeed.

  39. Post #39
    Gold Member
    ZombieWaffle's Avatar
    July 2008
    4,807 Posts
    There should be a roleplay map of this except the base will be MUCH MUCH larger
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  40. Post #40
    ISPYUDIE's Avatar
    March 2008
    491 Posts
    Amazing, loved the first one, got my download.

    In the next version, it'd be cool if there were multiple seabases that were connected via tunnels that went under the seabed.