FF_Submarine
FF_Submarine is a Symmetric CTF Map underwater. Teams spawn in the water below the Flagroom and must surface before drowning. There's only one other room between team Flagrooms. Flags will be on the 2nd level 5 foot extension. Below each Flag on the 1st level is a compression chamber with resupplies for anyone willing to risk it. By that I mean anyone can be trapped and killed inside, if anyone else hits the button to close the doors... of DEATH!
Pics updated! Map download: http://files.filefront.com/ff+submar.../fileinfo.html Respawn: http://i193.photobucket.com/albums/z...ineRespawn.jpg Middle of the Map on top: http://i193.photobucket.com/albums/z...eMiddleTop.jpg Submarine Hatch, Middle of the Map: http://i193.photobucket.com/albums/z...eHatchArea.jpg Middle Room view from the bottom: http://i193.photobucket.com/albums/z...ddleBottom.jpg Flagroom lower entry: http://i193.photobucket.com/albums/z...groomEntry.jpg Compression Chamber Closing: http://i193.photobucket.com/albums/z...lagroomTop.jpg Flagroom corner overlooking spawn & over the compression chamber: http://i193.photobucket.com/albums/z...roomCorner.jpg Flag position: http://i193.photobucket.com/albums/z...agPosition.jpg Compression Chamber of Death: http://i193.photobucket.com/albums/z...onChambers.jpg |
sweet
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You must really like water.
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sounds like very interesting and crazy gameplay.
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Needs more feeshies.
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The geometry looks far too simple right now.
It seems like an interesting concept though. |
hey. how do you make the wires? i've been trying to figure that out.
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I got to get to class, but I'll post the rope tutorial when I get back if no one else has got to you. Regarding the level of detail I completely agree more details required. I'm upgrading that now while attempting to maintain frame rates. The biggest frustrations been the port holes which don't display water on the outside due to the graphics engine; they're either going to be black behind the windows or a custom sky if I can find one suitable for underwater.
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Great video tutorial of a Lamp model on a cable with moving light physics.
http://halflife2.filefront.com/file/...Tutorial;35319 |
I updated the pictures and you can see them above in the first post. Enjoy!
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sound plays a big part in nailing the atmosphere of the map
so have some real submarine sounds.. bet u can find most with google when someone caps play a torpedo launch sound play a silent sonar sound throughout the submarine some whale sounds from time to time loud cracking/bending of the submarine cus of the pressure have drops of water coming out the hatch with an echo sound and maybe sound coming from the hidden engine room |
I don't think water drips in Source. :(
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no but you can fake it with custom textures
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dont mean to sound like a dick here, but aren't submarines all enclosed and have literally no open spaces?
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Not if you believe films from the 60's with underwater cities.
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too much bioshock? :)
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yep, in fact some are so inclosed that there are beds in the engine room |
For the record I'm using a large cave ambient sound like that sound you hear in the Mummy with water drips. And the compression chamber starts with a "sub dive alarm" then door slams then an "air release" and finally metal bending.
That's about all the sounds I got so far. I also have a nice music number which I'd like to start the map for people who haven't joined yet, but that maybe a technical problem... we'll see. |
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