Jump to content

Home

My Death Star Map


Surman

Recommended Posts

Some of you may who frequent massassi.net may remember my Death Star level for MotS that was never completed. Well I've decided to redo it for JO. Heres some preliminary screens of some of the stuff I've converted over.

 

jods2.jpg

 

jods1.jpg

 

jods3.jpg

 

jods4.jpg

 

Comments? Ideas? I think lighting still needs some work.

Link to comment
Share on other sites

Holly SH%t, Matt!!!! The level was cool in JK, but that ROCKS in the new engine!!!!!!!!!!!!!!!!!!!!!!!!! Get it out get it out get it out!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Tyranis, you should see the Falcon they did for JK...can't wait to see if it can be topped :)

 

K...I'm a little calmer now :) Really glad to see you're sticking around in the general community, specially glad you're moving to the new engine. How's the T4 map comming along?

Link to comment
Share on other sites

Originally posted by Forhekset

Nice looking map....but what's wrong with the DS map that JO comes with? Is yours going to significantly improve on the existing DS level?

This level looks great! Personally, I found the DS level that came with the game to be very cheezy. Raven threw together different elements from BOTH death stars and put them into one. Also, all of the rooms that we see in the movie seemed too close together in the level (ie: the throne room and detention level shouldn't be right around the corner from the docking bay). Maybe I'm being too picky but the level that shipped w/ the game just didn't feel right to me.

 

Surman, make sure that you keep everything big and appropriately spread out. The death star is a BIG place. Well, that was my 2 cents ... think what you like.

Link to comment
Share on other sites

Originally posted by XManny

Very nice!

Surman, about the lightning: how do you get it to be this realistic? Do you use various huge lights or a lot of small ones? For some reason I always get huge white circles on the walls which looks ugly.

 

The best looking light in Q3 based games is achieved with light-emiting textures. (shaders) It's the most realistic looking.

 

Very few proffessional-quality q3 maps are lit with a bunch of light entities strewn throughout the map. ;)

Link to comment
Share on other sites

Thanks for all the comments, its recieved a better response than I expected :)

 

Firstly I plan on adding the falcon, and its interior within the hangar. Secondly this is 'primarily' a SP level, though certain sections may (no promises here) be converted to MP, perhaps a duel map set in the TIE hangar (Screens will be posted soon).

I also plan on making this better than Ravens (no offence to Raven) but their map wasn't as great as they could have made it.

 

The best looking light in Q3 based games is achieved with light-emiting textures. (shaders) It's the most realistic looking.

 

Thats how the majority of the lighting in the level was done, the only area that actually has quite a few light entities in it is the hangar, and they are set to 'noincidence' which makes the lighting smoother.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...