Hey, regarding your underwater map, have you tried playing dynamically with the depth of field options for player camera's, it probably wouldn't be that beneficial for a top down view but if the camera could get more freedom to move in 3 dimensions, it would help to some degree with creating the underwater feel where things become more visible and less blurry and blue the closer you get. Some triggers would help to set it up for you.
Another thing that might help, is there anyway to filter/mask the lighting with a texture?
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Hey, regarding your underwater map, have you tried playing dynamically with the depth of field options for player camera's, it probably wouldn't be that beneficial for a top down view but if the camera could get more freedom to move in 3 dimensions, it would help to some degree with creating the underwater feel where things become more visible and less blurry and blue the closer you get. Some triggers would help to set it up for you.
Another thing that might help, is there anyway to filter/mask the lighting with a texture?