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WIP: Bast Castle SIEGE


monsoontide

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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.

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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.

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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.

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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 :(

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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. )

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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.

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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)

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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.)

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