Ultra Mode water - You missed a spot


Back_Blast

 

Posted

Was running the new villain side acs, and in one with the sewer map that leads into an office building, I came across a spot where the old water had not been replaced with the Ultra Mode water:

http://img.photobucket.com/albums/v7...3-18-09-30.jpg
http://img.photobucket.com/albums/v7...3-18-09-14.jpg
http://img.photobucket.com/albums/v7...3-18-09-01.jpg

with a map to show where it is, and the mission name. It's just past the transition between the sewers and caves/office:
http://img.photobucket.com/albums/v7...3-18-08-48.jpg


 

Posted

IMO, the old water texture seems more appropriate for sewer maps. Sewage shouldn't be crystal clear.


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

True, though it should still be shiny, all liquids are shiny and reflective. If they could tint the water, but keep the reflections etc. that would be ideal, but I don't know if that's possible. They seem to just tint the surface of the area the water fills when they want to suggest murky water, so I suspect not. Though this was just to point out a discrepancy, the entire rest of the sewer on this map was with the ultra mode water, it was jut this one dead end without, they obviously intended to use the ultra mode water throughout.


 

Posted

Been like that since Beta actually but yeah, they need to fix it. Similar sort of thing I've seen on the sloped sewer sections too.


It is known that there are an infinite number of worlds, simply because there is an infinite amount of space for them to be in. However, not every one of them is inhabited. Therefore, there must be a finite number of inhabited worlds. Any finite number divided by infinity is as near to nothing as makes no odds, so the average population of all the planets in the Universe can be said to be zero. From this it follows that the population of the whole Universe is also zero, and that any people you may meet from time to time are merely the products of a deranged imagination.

 

Posted

Quote:
Originally Posted by Raye_Gunn View Post
Was running the new villain side acs, and in one with the sewer map that leads into an office building, I came across a spot where the old water had not been replaced with the Ultra Mode water:

http://img.photobucket.com/albums/v7...3-18-09-30.jpg
http://img.photobucket.com/albums/v7...3-18-09-14.jpg
http://img.photobucket.com/albums/v7...3-18-09-01.jpg

with a map to show where it is, and the mission name. It's just past the transition between the sewers and caves/office:
http://img.photobucket.com/albums/v7...3-18-08-48.jpg
Good catch. In future the best thing to do is while in-game use /loc and /whereami and include it in a /bug report. This will give them the exact map name and location.


--------------
"Chew Electric Death, Snarling Cur!"

 

Posted

I think that all end sections in the sewers are like that.
I at least have seen this in many places.


 

Posted

Quote:
Originally Posted by Rylas View Post
IMO, the old water texture seems more appropriate for sewer maps. Sewage shouldn't be crystal clear.
I agree with this. It feels weird having reflection effects in the sewer. It doesn't explain why the dead ends were not changed when the rest of the map was though.

Not for nothing, but I don't even think it makes sense in most of the water areas in the game either. It's nice to see, don't get me wrong.. but it isn't realistic.

For example, real reflecting pools are typically shallow with a dark lining under the water. Those little pools in Atlas probably wouldn't work in real life, and most ocean reflections consist of nothing more than light from the sun. Then again, the oceans in this game are very calm, which would make the reflection of buildings more common than real life as well....

That's what we need in this game.. WAVES! Especially if they an interact with you, we could go surfing. rofl j.k

Quote:
Originally Posted by panthera View Post
I think that all end sections in the sewers are like that.
I at least have seen this in many places.
That's what I have observed as well. The very last section of every dead end seems to have the old texture, and splashes differently as well.