It's called Dark Water, the wettest (above ground) UrT map to date.
Both ships at sea ready for battle:
Scuba diving, without scuba gear and looking to the surface:
(your r_gamma ingame will likely add some light to this dreary scene)
Environmental effects abound... they're striking!
Waves roll over the ships as if tasting them:
In this volume of rain, things are not looking up:
Here's a few interesting bits about the map:
- There's no above-water shader-generated fog.
- I've mitigated falling through a moving entity (rocking ship) by using layered hulls.
- Players blast themselves to opposing ships from cannons.
- The rain is as volumetric as can be without resorting to particles.
Gamer info:
- Any system built within the last 3 years should easily manage max FPS @125.
- A small minority of systems tested averaged 20-50fps. There were old systems (>5-6 years)
- Players deciding to swim away from the gameplay area will be sucked into the sea.
- Normally, this would be a sniping ground. The environment washes snipers out.
- Although the gameplay area is quite small, 6vs6 proved a fun, exhilarating challenge.
Dev info:
- I've spent time honing my versioneer script to quickly and efficiently generate iterations of the map in testing. This script is included in the .pk3 file.
- The .map file is also included.
- The techniques used in this map are expressly open for the community to use and hopefully evolve.
hf/gl/gg
Download here.
-wily
This post has been edited by Wily Duck: 06 December 2013 - 09:33 AM