I am currently compiling a volcano island map that I think is ready to be beta tested. I've run through it (no vis or rad) and everything seems to be working pretty much as it ought to. I just need to know how I should package it once it finishes compiling. Should I just put it and the minimap vmt/vtf in a zipfile with the resource text, or is there some specific way you all like your maps to be arranged? I'll check back around noon today to see if I have any replies. Thanks, -Anachron
just an idea - why not put the water as a killzone, and have rope bridges between the mini islands. Also add some trees
Nicely made displacements, but it looks very plain with just terrain and water. Also, give it a different daytime and weather. The combination of HL2 grass/sand textures and the bright skylight is just too generic already. How about a rainy night? Or a windy afternoon, with a dim, orange-ish sky? Another thing, the water should be a lot deeper than that. It looks blatantly unnatural to have a volcano island rise from a one-meter-deep sea.
Really nice displacement work, but it really needs some flat areas too. Foliage would be nice, a few palm trees scattered around here and there. What is the gameplay? conquest? It's hard to judge the scale from those shots.
How about you shrink the volcano down to a 1/16 scale and then it can be an aircraft map? We could possibly throw in some ships also. The terrain just seems too varied to have vehicle battles.
I love it. If it's as huge as I picture it as (I.E, a REAL volcano, the size of a proper mountain) then you could have roads snaking up and down it, and pleanty of room for perhaps a small town, bases, lots of jungle areas and AIRCRAFT. this could be the best map ever!
if there is a town at the base of the volcano, that would be pimp, watching lava roll down the streets. wouldnt u just have to, like, retexture water to look like lava? than have it spawn every few minutes...unless the water doesnt move around like that....than source is gay. i wish we could put destrucbile buildings in empires (source engine 2). have the town decimated by the lava, then have NPCs come out and rebuild it... ok i went alittle far there..
Creating water textures is more complicated than it seems, and moving water is something which can only be done with a func_water_analog, and even then it's difficult. I'd rather the lava just stayed in the crater, with some smoke or something coming out of it.
Fluid simulation isn't possible in source. It's very plain and the entire map seems very small compared to the player. Maybe add a couple of flatish islands that can be built on at opposite sides to the volcano for each base then just have the volcano as a fighting ground. Would make a great naval map too.
You could do some fluid reactions with an env_steam, making it properly can make it look like flows of lava/water come down, very hard and entity-heavy though.
You have absolutely no idea how hard it is to realistically imitate water motions, do you? :p (That is, without having a dedicated program that doesn't eat up all your CPU power :p)