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WIP: Abregado Casino


monsoontide

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Hello everyone,

 

Well... since my Endor map(s) are currently on hold, have been beavering away on this one.

It's based on the images drawn by Oliver Vatine & Fred Blanchard for the Star Wars Heir To THe Empire comic adaptation (Before they were replaced by some really um... well I didn't like their replacement artists at all).

Anyway, have extrapolated from the 3 pages in the comic, so there's now LOTS of extra rooms other than just the casino area!!!

It's loosely based on my visists to casinos in Las Vegas and New Zealand.

It's about 75% done... and the pictures may be a little dark as I have yet to finalize the lighting scheme in many areas (Plus the level is set at dusk).

And YES! You can gamble at the tables!!!!

 

Main Entrance Stairway From Waterway

shot01294ag.jpg

 

Dining Area

shot01323gt.jpg

 

Upper Casino Level (Win A Robot!)

shot01060vh.jpg

 

Djerik Table

shot01347rs.jpg

 

Theater

shot00576cw.jpg

 

Fountain (Not fully lit)

shot01411ca.jpg

 

Security Post

shot01256ya.jpg

 

Other areas include:

Security Control Room

Shooting Gallery

Upper Class Suites

Speeder Hanger

Landing Platform

Slot Machines

Sabacc Tables

Etteluor Tables

Backstage Dressing Rooms

Reception

Nightclub / Dancefloor / Caged Dancers -They don't dance yet though :(

Bar(s) x3

Animal fights - Though they don't yet fight each other :(

Indoor Waterfalls

& More!!!!

 

Will need Alpha testers soonish if there's still anyone left here!!! LOL

Have yet to decide what game types I'll set it for as it could be for any of them (except duel and power duel).

 

Hope you enjoy this first public look

 

Monsoontide

:sweating:

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Since the Abregaddo map is too big for a duel map, I thought I'd add in as a bonus a map based on another of the locations in the comic that was kinda cool - Talon Karrdes hideout on Mykr. It was gonna just be the room with the tree but it was too small so I made it the whole building and now its gonna be a small FFA map as well...

 

Oh... btw... its still early days on this I only started it at the weekend!

 

PS... Does anyone know a decent way to make thick tree foliage??? (In Radiant preferably)

 

shot01649xi.th.jpg

 

shot01694gr.th.jpg

 

shot01707rj.th.jpg

 

shot01749vw.th.jpg

 

shot01666wr.th.jpg

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Funny, I'm making a Myrkr Map aswell.

 

Just that mine will be made for the MovieBattles Modification.

I want to recreate the scenes where Thrawn pays them a visit. I've just got a few concept sketches and a few mapped buildings up to now.

 

myrkrpreview6bd.th.jpg

 

hardest thing to do will be the skybox/forrest environment imo.

 

Out of interest:

How did you scale the main building? I too ksome screens of the rough walls of the building in Radiant to show you what I sized it like:

 

scale1ks.th.gif

 

About the foliage:

I've decided to create a model of that tree since it's too unique and complex to be made out of brushes or to be replaced by a default tree.

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Isn't Myrkr supposed to be a jungle planet? That looks pretty desert/wasteland-ish to me right now. Anyway, monsoontide, I actually have exactly the same thing to say about your rendition of Myrkr as I did about the casino...

 

Looks very JK-ish to me right now. That's not a bad thing, but I'd love to see your large-block construction embellished with some smaller detail brushes in each area.
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Wedge2211, the thing is, its (the architecture) si all based of the comic art - which was really chunky and blocky - it's a deliberate choice on my part to copy this style as close as possible.

The place isn't a desert, its a part of the forest thats been cleared and it sits next to a river... will post a pic from comic if I can.

 

Pharicida - Wow, that's cool! Funny though! LOL

I based my scale of the relative size of humans vs environment in the comic - where luke is taken before Karrde sitting under the tree - and based everything on that. I do however have three levels in my main building.

Its so hard working of just the pictures in the comic though eg... there's no clear picture showing how the generator connects to the side of the main building...

Anyway I look forward to seeing the finished results.

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Wedge2211, the thing is, its (the architecture) si all based of the comic art - which was really chunky and blocky - it's a deliberate choice on my part to copy this style as close as possible.

You can't embellish it just a little? Instead of texturing on details, build some of them with brushes? I think it could be a lot more interesting and engaging with more small details. You seem to have a tendency to create larger scale objects on the whole, like those cage bars, for instance. Those are like structural beams you've got there, not tantalizingly thin ribbons of metal. It may be faithful to the comic, but I think it throws off the scale of the map.

 

For comparison, check this out. It's for an older engine and so relies on large blockish structures to hold the substance of the map, while details are conveyed by the textures. But then look at CodjaX's newer rendition. More of the detail comes from the architecture itself, and yet the scene still retains every bit of the original style. You'd recognize it instantly if I showed CodjaX's rework to you first. I'd love to see you try something similar with this casino.

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But then look at CodjaX's newer rendition. More of the detail comes from the architecture itself, and yet the scene still retains every bit of the original style. You'd recognize it instantly if I showed CodjaX's rework to you first. I'd love to see you try something similar with this casino.

 

Hmmm thats the first level of Jedi Knight. It's a little offtopic but did he open up a thread for that project ?

 

OT:

Will that map contain any levelflow or is it thought to be an RPG like scenario?

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The first few screenshots remind me of that old JK map, the rpg island one, does anyone remember the name? It's quite unforgettable if you've played it even once before. <-- Not a rhetorical question, do please let me know.

 

Besides that query, I do agree with Wedge, and, I also agree with you. As long as it is your personal decision to keep the basic shapes without applying detail, then I think it will be a grand map - because it is the way you want it to be, and every artist has their own style.

 

However, knowing Wedge as an old-timer mapper with lots of personal experience I do take his input seriously and I believe you can maintain the "cartoon-ish" quality at the same time, with the addition of more defined architecture and what-not. If you don't deny that it wouldn't ruin the artistic value, then perhaps giving it a try wouldn't hurt. Otherwise, if you do disagree, then I wouldn't think any less of you to continue making the map the way it is. Because I like it, and will only like it more for any extra time you put in for enhancing the environment which you are trying to create.

 

The main thing is that you're satisfied with the result, you don't have to do something out of other people's expectations if it will end up frustrating you, mine or anybody else's, yet, at the same time you shouldn't feel that something was lacking in your work either. As long as you find a balance, and do the best you can. That's the least we can try, as artists.

 

Anyway, just a crazy old rant from a crazy old ex-mapper who joined the mists of mapping time. :)

 

P.S. Which part of NZ are you on? I was down in CC and Auckland for a while last summer.

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Pimp me up scotty!

 

Regarding the addition of detail / keeping artistic themes, you have a couple of options (this refers to your Mykr Duel map):

 

From the look of Karrde's base, it look's like it's seen better days - the roof seems to be caved in and there is general wear and tear, here and there. You could expand upon this. (e.g. think of what's caused the roof to cave in etc).

 

You have a lot of pipes and conduits running from the power generator to the base - consider adding more of them to other areas.

 

Add some doorframes to your doors - if you look at the top pic in the 1st comic scan that Pahricida posted, you'll notice there is an arch-style decoration. Try adding something like that.

 

The wall texture repeats a lot - try fitting the texture onto the face 1x1 so that it doesn't repeat, then model the detail onto the wall with detail brushes, using the stretched texture as a base or template for it. The same goes for your bar in the casino map - use the bottle / drink tap texture as a base and actually model the shelves and stuff there. There are already a couple of bottle.md3's in the assets, so you can use those.

 

Also in the casino, do a google image search for casino (if you've not done already) and see what details exist in casinos in real life. You'll surprised on how much this can inspire you.

 

OR: For the full comic book effect, you could try cel-shading your map. Architecture and texturing can be as basic as you like then!

 

Basically, you don't need to limit yourself to what is in the comic book. Use it to learn the architectural theme of the planet and as a base to put additional details on top of. After all, mapping is a way of letting your imagination loose!

 

Apart from that, looking very good.

 

@Pat: My WIP is here:

 

http://www.map-review.com/forums/viewtopic.php?t=1454

 

Also, do you have anymore scans (preferably from Dark Empire if you've got it)?

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Have you considered using the detail texture workaround?

 

Here's a thread containing information about it if you don't have a clue what I mean:

http://www.level-designer.de/index.php?option=com_forum&Itemid=48&page=viewtopic&t=1092&highlight=&

 

It would also add some eyecandy without the need to modify the architecture at all.

 

@Codja X

 

got issues #1 to #6 from DE

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Glad I speak German ;) LOL

(Or that I know how to get web pages translated!)

 

Looks interesting.

 

Frankly though I just want to get the map to the stage where everything is "Done" before I think about adding more detail.

 

There's so many areas that still need to be finalized.

 

And yes, I already looked at real casino's online (plus I've been to Vegas!)

I always do a lot of reference work.

 

Currently trying to finish some Endor stuff now that I've worked out some of the problems with it... besides, everyone will forget Jedi Academy when Battlefront 2 comes out ;)

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Unless of course Battlefront shipped with some DECENT modding tools - thats what let them down so much last time. People had to really fight to mod that one

Would really like to see a New Jedi Knught game with you as Jaden training some Appretices that you get to pick from at the Jedi Acdemy... and have you trying to train them and not have them fall to the dark side. I'd love to start a game and ALREADY have kickass Jedi Powers!

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