W.I.P. Sea Lab 2021

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W.I.P. Sea Lab 2021

Postby timech187 on Wed Feb 09, 2005 3:58 pm

Finally I have a map that is working as intended. While not complete, the map is working, leak proof and bot ready. I have yet to place all the props other entities. I also have some texture work to finish, but so far, so good!

The premise of this map is that the terrorists are coming into a sea lab in order to blow it up. Actually, it may be the counter-terrorists coming in to prevent the terrorists from setting off explosives...not sure yet.

However, the tough part was figuring out how I would make it "feel" like you were in a lab under the ocean. Thank goodness for env_bubbles :).

I am not finished adding windows looking out into the ocean yet, but I do have two main ceiling windows that look out into the darkness of the ocean with bubbles periodically going by. I will also eventually have ambient_general for ocean sounds.

The map consists of several entry points into a large room with underwater control equipment. It is sparsly populated.

Anyway, here are some screenshots:

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bots as my teammates - much fun :)
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Images look really dark on my computer at work, though the lighting is brighter. Not moody enough, but again, something I will be working on.

I won't be changing the layout of the map as it is. I will eventually add more hallways or entry points. I will be adding more things to hide behind, props and most importantly, area_portals and hints. Although, when playing with the bots, the game ran well. I do understand it will be different online, so expecting to do optimization work.

Please feel free to download and play with the map. I am not sure if you have to run nav_generate again, but it couldn't hurt. The bots don't use the one door I have, but I will get that working too. They do use ladders, stairs and talk a great game :).

Download .BSP http://www.boredskm.com/sea_lab_big2.bsp
Thanks for any comments!

Timech
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Postby seppe on Wed Feb 09, 2005 4:03 pm

bit dark :P
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Postby timech187 on Wed Feb 09, 2005 4:11 pm

As the post read, the images are dark on the computer, but I think the map is actually brighter when you play it. It's actually too bright in the large open area if you ask me. And it's not moody enough.
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Postby holy_cheese on Wed Feb 09, 2005 9:30 pm

just a question, if its a sealab, shouldn't the walls be buckling in, not out?

what you could do is to try make the lab have something happen to it, like have a ull breach so one section has had to be cut off, so then theres some water and chairs and tables that have been kicked around, the lights could be going, then they flicker. stuff like that to liven up the map, instead of it being a lab just inda sitting there. also maybe have some windows showing outside.
-teh shit
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Postby timech187 on Wed Feb 09, 2005 10:15 pm

If you read the original post or tried out the map, you would see that is where I am headed. Thanks though :).

Also, if you take a close look at the walls, you will see that they slightly buckle in (or out) depending on how you look at them. There is one small section that has straight walls. I call this my maintaince part of the lab where pipes and things like that will be.

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Postby mike-o on Fri Feb 11, 2005 1:53 am

doesnt look like sea lab at all.
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Postby timech187 on Fri Feb 11, 2005 2:38 pm

Thanks Mike!! I believe it will soon enough. Then maybe I can take it out of the "under construction" threads :).

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Postby Kremator on Fri Feb 11, 2005 2:56 pm

The screens are dark/small I cant really see anything :(
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Postby timech187 on Fri Feb 11, 2005 8:24 pm

I will post some new screens soon. I have been working with the lighting and it's coming along nicely.

I am busy also putting in props, more ways to get into the main area, another bomb site and finishing touches.

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