However, what's the point of the outside "water." I don't really think that it can be called "water", more liquid metal, that would fit to it, but it is just me.
Not really sure if the "water" is actually water; who knows what it is
- I rather liked the semi stylized look to it, so I left it halfway through building the shader. The key thing was that the color matched the sky as best as possible - I wanted the background to add color, and be neat if you stopped to look at it, but really drive attention back to the map itself.
(I know there is an issue with the ocean shader at extreme distances on older video cards; I'll adjust that shader for version 1.2, but it hardly affects gameplay)
Many of UT3's maps have only an industrial look / design, but that one changes everything
That was the idea
, hopefully I don't step on any of the judges toes... (they make their living building dark industrial maps afterall!). Thanks though!
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I still want my DM version...
Just out of interest, how would you structure a DM map? I've looked at this myself, but I really can't see a way without effectively rebuilding much of the map from scratch.