Water Texture Library

Water Texture Library V3

I made all the rooms bigger. Like, a fuckton bigger. Also some other stuff idk. Also also, instances are raw proof that God is real and benevolent.

-Rebuilt the entire map from the ground up
-Added a "Previous Water" feature: Each room contains two portals which, when entered, will take the player to the previous water texture room they visited.
-When a player dies, they will respawn in their current room after 3 seconds
-Using noclip to bypass portals and move between rooms is now properly supported
-When returning to a portal room, the player will return through the portal for the room they returned from
-Added more community water textures
-Added some water textures that function as entities. In the rooms for these textures, the pool is divided in half, with one half being a world brush while the other is a func_water_analog or non-solid func_movelinear entity. Button controls located on the walls can be used to move the entity brush vertically.
-Added more dx80 water textures
-Swamp water textures have been moved into Official Water Textures section
-The respawnroom trigger now convers the entire map
-Community water texture creators are credited below the water texture path/name that appears on the HUD in each water room (in addition to the existing credits room)
-A download button in each community water texture room posts a download URL to the console when pressed

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-Fixed the portal label for sawmill reading "dest_sawmill"
-Fixed the swamp and murky rooms displaying the wrong name on the HUD
-Fixed a typo in the powerup room HUD label
-Optimization

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This update includes the new water textures added in the Jungle Inferno update, some community-created water textures, and also just general improvements and enhancements.
-Added new island water textures that were added in the Jungle Inferno update
-Added a new portal room connecting to 5 community-created water textures and a credits section where users can find the download pages for these textures
-When viewing a water texture, the texture name is now displayed as a string of text at the top of the HUD rather than as an annotation on the opposite wall
-Lengthened the ramp going into the water to make it less steep
-Widened the portals to make entering them easier
-Removed the unnecessary "water_" prefixes from the portal room labels
-Expanded the skybox
-Clipped some stuff
-When in a portal room, a message on the HUD tells you what room you are in
-Added env_cubemaps to the portal rooms
-Added a spawnroom brush to the portal rooms for both teams
-Players respawn in the last portal room they were in
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The main portal room that you spawn in. It contains portals to all of the official water textures, as well as a portal to access the community water textures. The labels are hidden in this screenshot. You can see the labels in the final screenshots. The doorway on the far left contains a resupply cabinet.

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The room in which each water texture is contained. All rooms are identical except for the water texture and the label. The texture here is water/water_2fort. Again, the label is hidden.

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Some of the labels in the main portal room.

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Some of the labels in the community portal room.
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