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Disbeliever's crazy project!


disbeliever

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  • 1 month later...

(First post on fourms yay :D) Sorry if it seems like i'm just jumping right in here but I had an idea for the mine area. Basicly the first time you enter the area a slave runs out of the mining area and gets killed by the blaster turret, just to show that these huts don't screw around.

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Fighting pits? A bunch of pits in the ground with different monsters pitted together and you can bid on which one you think will win, etc.

 

This.

 

And perhaps it would be possible to get some perhaps 'normal' shops? by star wars standards that is. what i mean by that is, maybe several different skins of the default clothing, or lighter clothes or fatigues or something - stuff that's not armour or robes but nevertheless a rogue Jedi may want to wear :).

 

Maybe also a really dark, neon-lit nightclub which is stuffy and seedy in a glamorous sort of way. I always felt that the cantinas in KOTOR mostly lacked that sort of dingy glamour that you see in the Coruscant entertainment sectors for example. for further inspiration i would look to Bladerunner street scenes.

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  • 4 weeks later...

After much soul searching, and going back and forth about walking away from this project or not I made a decision. I decided that I would not let one person's selfishness stop me from doing this. So I began anew and scrapped everything I had done prior.

 

I wanted to make Sleheyron more dark, industrial looking. More grimey and look like hope is gone. I began anew by redoing the landing zone, your first entry to Sleheyron. 2 posts due to image limitation.

 

One of many ships docked on Sleheyron. Workers unload cargo.

21.jpg

 

Trains pull up to ship cargo. You notice the landing zone is lower thna the rest of the city.

20.jpg

 

Standing by the ships you see the city above, a path to follow, shops etc

16.jpg

 

Near a broken down track. You can see the ramp to the city, kiosks and the EH

15.jpg

 

A train climbs out of the depths to receive cargo. The city above

14.jpg

 

Kiosks to purchase goods after landing

13.jpg

 

Ramp to the city. Signs guide you

12.jpg

 

At the top of the ramp you see the door to the market area, and the city beyond.

11.jpg

 

Huge electric wires connect power to the buildings. The landing bay below, volcanic mountains in the distance remind you you are on a volcanic world.

10.jpg

 

Landing zone below. Huge docking platforms in the distance with more ships landing.

6.jpg

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A cantina to rest in after your journey

5.jpg

 

Cantina to the right, power lines to the left, and a swoop garage in the distance.

4.jpg

 

Entrance to the market area and the city beyond

3.jpg

 

A swoop bike garage just off the landing zone lets travelers fix their rides. With a platform to launch after complete.

2.jpg

 

View from the market door looking out. You see the landing platforms in the distance, volcanos and the skyline.

1.jpg

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The planet looks great. :thmbup1:

 

I have to say looking at these and comparing them to the original ones,...these news ones are better not just in look and feel but i can see you placing hints to the player on where they can go and giving the planet a more dynamic and grounded feel where you have buildings, power lines and trains there for a reason and it makes sense.

 

I'm a big fan of designing something where there is a reason for it to be there and i have to say i see it in these new modules how you are not going for what looks cool or pretty but really diving deep into what would this world be like, how would it feel, how can i get the player to feel this mood of this world as they walk around,..in turn you are giving this planet a personality which i love!

 

Keep up the great work!!!!

 

Logan

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The planet looks great. :thmbup1:

 

I have to say looking at these and comparing them to the original ones,...these news ones are better not just in look and feel but i can see you placing hints to the player on where they can go and giving the planet a more dynamic and grounded feel where you have buildings, power lines and trains there for a reason and it makes sense.

 

I'm a big fan of designing something where there is a reason for it to be there and i have to say i see it in these new modules how you are not going for what looks cool or pretty but really diving deep into what would this world be like, how would it feel, how can i get the player to feel this mood of this world as they walk around,..in turn you are giving this planet a personality which i love!

 

Keep up the great work!!!!

 

Logan

 

I agree with every word, fantastic work once again.

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That looks REALLY good! I don't know why you would start over when the old stuff was so good, but this new stuff is just as good. Honestly, I don't care how long it takes as long as I get to put it in my override folder. Can't wait for more!

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I still have all old files, just won't be using them.

 

I will not be steamrolling Àreas like I was last time. I plan on putting more time into each area to make it look and feel just like I vision it.

 

As such, I am no where near done the first area(landing zone). I posted screens to show people I have not quit. I have many more plans on adding things to this area such as debri all over, blocking the broken down track for example. Lots of goodies to further bring the area to life and give it a real feel.

 

That tuned

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