monsoontide Posted February 15, 2004 Share Posted February 15, 2004 Hi Folks, This is 95% done - It's taken me a while to convert from JO:SAGA - and there's a bunch of changes/fixes etc... just a few textures to make and some tweaks still to be done and I need a small crew for playbalancing since it's a SIEGE map... Link to comment Share on other sites More sharing options...
monsoontide Posted February 15, 2004 Author Share Posted February 15, 2004 Link to comment Share on other sites More sharing options...
monsoontide Posted February 15, 2004 Author Share Posted February 15, 2004 Link to comment Share on other sites More sharing options...
monsoontide Posted February 15, 2004 Author Share Posted February 15, 2004 Link to comment Share on other sites More sharing options...
Mercenary Posted February 15, 2004 Share Posted February 15, 2004 This looks really good Link to comment Share on other sites More sharing options...
Neverhoodian Posted February 16, 2004 Share Posted February 16, 2004 WHOA! The Emperor hologram startled me! This looks great, I look forward to playing it in JA. Link to comment Share on other sites More sharing options...
ronbrothers Posted February 16, 2004 Share Posted February 16, 2004 Whoah .... ! Link to comment Share on other sites More sharing options...
monsoontide Posted February 16, 2004 Author Share Posted February 16, 2004 For those of you who played the SAGA version, you'll find a host of changes. The most major ones being I took out the "Danger Room" - i.e. Darth Vader's training room, thus making the castle 3-4 floors shorter, but I've changed the ships in the hanger into the appropriate vehicle models, so thye can be flown (Just not very far!!!) Other minor changes include using the turbo_laser model from the JA:Wedge level instead of the prefab I had been using. Fixing all the models that were showing up with black parts. Finishing all the trophies in the trophy cases. Changed several other map-models as well. Adding lifts in some of the places where you had to jump up the elevator shafts before. Reworked the objectives a bit, so now the Jedi Team has to escape from the cells and work to power up the shuttle to escape while the Sith team has to prevent this from happening. There is a bit more of a flow to the level at least initially. Added some npc droids just to make it more interesting as well. Link to comment Share on other sites More sharing options...
Andy867 Posted February 16, 2004 Share Posted February 16, 2004 well, if you need a server to host it, mine can support about 6 people at a server rate of about 5,000 or so. And its a 2Mb, 256K upload connection (MIDWEST USA) And since its just for testing purproses (hence the "small crew" portion) I could do it, especially since my time with the Asteroids Project is wrapping up hopefully monday night and then I have a few other projects, but those are mostly done away from the server, so my server is up for for a nomination for hosting Bast Castle - SIEGE. Link to comment Share on other sites More sharing options...
Pnut_Man Posted February 16, 2004 Share Posted February 16, 2004 Holy christ wagons, that map is beautiful. I cannot wait. Once again, awesome job, monsoontide. Link to comment Share on other sites More sharing options...
Mercenary Posted February 16, 2004 Share Posted February 16, 2004 How did you do that hologram? Link to comment Share on other sites More sharing options...
Andy867 Posted February 16, 2004 Share Posted February 16, 2004 Probably a similar way that James "XLR8" got the hologram for the emperor skin for the Project: Duality Duel map for JO Link to comment Share on other sites More sharing options...
monsoontide Posted February 16, 2004 Author Share Posted February 16, 2004 Hi Andy867 That would be really great!!!! I really need it thoroughly play tested so I can if need be change objectives around and balance the player teams and so on. I still have to do the custom teams (Since you HAVE to have a force jump of 3 to get around.) So just let me know where to upload and I'll get onto packing it all up - the bsp is currently about 17mb!!! I've tried to keep custom textures to a minimum, but theres still a few + custom map models etc. It's gonna be a big download! I finally have all the SIEGE icons showing up in the right places on the objective map. As far as the hologram goes, it's just the reborn head re-textured, reshadered and enlarged. Though I may replace it with Mon-Mothma's head since that would make more sense in keeping with the objective. Link to comment Share on other sites More sharing options...
Darth_Algar Posted February 18, 2004 Share Posted February 18, 2004 If u want an emporer head, why not use this model - http://www.jk2files.com/file.info?ID=5718 Amazing map BTW. Link to comment Share on other sites More sharing options...
A-WingPilot Posted February 18, 2004 Share Posted February 18, 2004 is this a map based from something of star wars? Link to comment Share on other sites More sharing options...
monsoontide Posted February 18, 2004 Author Share Posted February 18, 2004 Darth Vader's personal castle! Raven did a version of it in Jedi Academy using a lot of my ideas (Since my SAGA map version of this for Jedi Outcast came out before Jedi Academy was released!) Link to comment Share on other sites More sharing options...
wedge2211 Posted February 19, 2004 Share Posted February 19, 2004 You'll have to help me out sometime, monsoon, I've got a map I want to Siegify. Gotta learn scripting in preparation for SP. Link to comment Share on other sites More sharing options...
monsoontide Posted February 19, 2004 Author Share Posted February 19, 2004 Working on making new SIEGE teams/classes for the map today but running into trouble - if you f*** it up it actually stops loading the game before you get to the menu with an error about the class not being correct! Should have more time to work on it tonight, then I'll pak it allup for Andy867 & crew to run through the meat grinder. PS Anyone know how to get fog to draw in front of a sky shader? - I did have a tutorail for it but have since lost it Link to comment Share on other sites More sharing options...
Andy867 Posted February 19, 2004 Share Posted February 19, 2004 Hey monsoon, after consulting a mapping guru, he said that to do what you want to do, you could try using the fog hull. Now being a complete n00b, I am not sure what he means, except that fog hull is like multi-volume fog or something like that. Also, the testing might not be able to commence until either sunday night or early next week since I am going out of town on friday for the weekend. Unless you can get the files to me by like 10am CST (4PM GMT. ) Link to comment Share on other sites More sharing options...
Nkenobi Posted February 19, 2004 Share Posted February 19, 2004 Great job! Link to comment Share on other sites More sharing options...
Lil Killa Posted February 19, 2004 Share Posted February 19, 2004 A quote from Wedge for Andy and Monsoontide (read the whole thing) Originally posted by wedge2211 Example fog shader: textures/skies/examplefog { qer_editorimage textures/fogs/fog1.tga surfaceparm nodraw surfaceparm nonsolid surfaceparm trans surfaceparm fog fogparms ( 0.4 0.4 0.4 ) 8192 } The line surfaceparm fog is what tells the game explicitly that this is a fog. The line fogparms ( 0.4 0.4 0.4 ) 8192 is what does the real work in the fog shader. The numbers in parentheses are the RGB color values of the fog. The last number is the maximum distance (in game units) that players can see before the fog totally obscures their vision. You can also map textures onto the surface of the fog to achieve an effect like the surface of water shaders. Look at one of the bespin fogs to see this done. If you have this fog in your entire level, you can add the key/value distancecull 8192 to your worldspawn and nothing beyond the cutoff distance will be drawn in-game, saving your processor a little. For more on this, see the q3map2 foghull guide. Link to comment Share on other sites More sharing options...
monsoontide Posted February 19, 2004 Author Share Posted February 19, 2004 Well, after a bunch of fiddling around, I finally have the team classes set. It's a bit twitchy though and one of them still isn't showing up properly. Still, I have: Luke Skywalker with his saber - (Very powerful all round but No saber throw though) Mara Jade with her saber Kyle Katarn dual sabers Jan Ors with sniper kit (Also force jump 1 cos regular jump just doesn't cut it) Jaden Korr single saber Rosh Penin with saber staff. What's cool is you can mix dark and light force powers, so I gave Luke force grip (Since he uses that in ROTJ) and Mara dark rage. Also fixed a couple of minor things in the map. Added a lift. Extended the descent of another lift and made it so when the Jedi pick up the Sith Holocron, they are affected by its evil and they can't regenerate force points while holding it. Fixed a target print and set a door to locked. Hi Andy867 - pm me with where I can send this to you. Won't be able to get it to you till saturday night, sunday morning though as it will take about 48 hours to compile!!!! (I'll start it tonight after work) Link to comment Share on other sites More sharing options...
monsoontide Posted February 21, 2004 Author Share Posted February 21, 2004 OK, made a bunch of minor changes and tweaks. There's just a bunch of little things left to tidy up and polish off. Map is now compiling and should be ready for testing on Sunday. I've planned some further changes that should improve things a bit, but will really be looking forward to the feedback on this map, so I can make it dynamite! Saw that there were a couple of Siege maps released over at pcgamemods.com but to be honest they looked a bit er... rushed (To put it nicely - but I haven't played them so can't really comment.) Link to comment Share on other sites More sharing options...
Jedi_Kenobi Posted February 21, 2004 Share Posted February 21, 2004 ill help beta test and i dont think those other siege maps are very good, not balanced im sorta beta testing a yavin siege map that a fridn is making, its good, but thats anothe story... can wait for this and your endor Link to comment Share on other sites More sharing options...
A-WingPilot Posted February 21, 2004 Share Posted February 21, 2004 I also want to do the beta test, but when is the beta test of Endor? Link to comment Share on other sites More sharing options...
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