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My first Jedi knight 2 map (Screenshots inside)


inlacrimas

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Yeah! Fist post! :))

 

This is my first map made with the jk2radiant, but I have worked some with q3radiant and worldcraft before.

My goal with this map was to create the best imaginable duel map (high ambition, I know, at least in for myself to play and enjoy.

What i think is missing from raven's duel maps is a tight and intense stage, where you can push your opponent over the edge.

So with this simple idea in mind I started developing this soon-to-be-finished duel map. Basically the map is a cylinder with a bridge spnning across it. Simply this wouldn't really cut it for a "real" duel map, so I decided make a octagon center of the bridge, and then make breakable glass around to whole damn thing (with solid floor and roof of course). So, as long you run around with you saber holstered you're safe, but when you start whackin for your opponent you must watch yourself not to fall down into oblivion . imagine chokeing someone, bring them over the ledge and releasing them, I think it will rock!

So, by judging from the screenshots, do you think this will be a fun map to play, does it look good/ugly, does the textures/lightning cut it?

Plz, comment away!!

 

http://waglund.net/olof/

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Well, I like the look. It looks very nice.

 

As to playability:

Take this the right way but it's a nice idea but a limited map. Sure it's a great conecpt but once the glass is shattered you are left with very little manuevering room. Duels are generally done at running sppeed which means you are moving fast. It's likely that you'll run off the edge of the catwalk and fall yourself or be pushed.

While that is fun it does defeat the purpose of a saber duel.

 

You might want to place a platform or two below to catch folks. You can still leave open areas so that falling is still a possibility but make the map a bit more forgiving and it would likely be a bit more popular.

 

Just my two cents.

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You are probably right, though if one plays on duel_bay with forces, one almost always see the two players jumping up on the bridge and battling out there, that's where my idea originally came from. And maybe I should add a screenshot with a player in it, cause it's bigger than it looks, about the size of bridge in duel bay, a bit larger even I think. But I'll look into the possibility off saving platforms or such :)

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Originally posted by Fyunch Click

You might want to place a platform or two below to catch folks. You can still leave open areas so that falling is still a possibility but make the map a bit more forgiving and it would likely be a bit more popular.

 

i have to agree with this point.

 

here's my 2 cents ... kind of developing Fyunch's idea:

 

instead of the center space connected by 2 bridges, have you thought about 4 converging into the center space? and instead of having platforms below to catch folks from falling, maybe you can repeat the 4 spoke bridge below/above (many times?) AND ROTATED 45 DEGREES allowing for some force jumping to/from? kind of like the ep1 duel where obi-wan has to jump to another higher bridge to join in the fight.

 

maybe all this is easier said than done, but again, it's just my 2 cents.

 

other than that, seems like this map can ROCK! very exciting.

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Ahh.. no definately leave it the way it is..

 

if anything extend the map to a room if they want to duel there.

 

 

That completely addes to immersion factor of a duel

 

 

close quarters,

 

1 false step is doom,

 

you know... bespin!! I am you father!! Hand choppy....

 

 

saftey catched, smafety catch... live on the edge

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LOL! i haven't actually given the four bridge thingy ANY thought, I think it's really great idea!!

About being catched up by something underneath the bridge, i'm not really sure... I think it will be extremely good practice not to have anything to catch you if you fall, i must admit I HATE seeing otherwise good players fall into the pit in carbon! If they died by falling into that pit, they would never fall into it :) See what I mean? :)

But I will defenitely consider it!

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glad to hear you liked the 4 bridge idea.

 

and the more i think about it, the more it think NOT having anything to catch you IS the way to go. it'll be a little more difficult because you have to watch your step WHILE keeping track of the other guy, but that which hurts us only makes us stronger, right?

 

good luck with everything.:guard:

 

hope it's done soon ... can't wait to duel on it!

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*map update*

 

- A reeeally bottomless pit instead of the 20 meter fall! To make you really regret your faulty step, the fall will be about 6-7 seconds long :eek:

 

- There is now red light instead of white light in the bridge thingy

 

-Lots of new windows on the sides of the cylinder

 

-I have also improved the heath of the glass, so it doesn't break by just touching it with the lightsaber

 

Well, I'm just about done with the map, some minor glichtes to fix, some testing to do... I'm also thinking about adding fog at the bottom of the pit.

I'll see if I might be able to publish this tonight!

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how does the glass hold up with saberrealisticcombat turned on?

 

I know that does alot more damage than just regular sabers. will the glass break if just touched by the sabers in that mode?

 

just a thought, I know alot of people are starting to use that more for balanced sabering.

 

the purple one

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no not really

as long as the floor isn't glass it should be alright

 

personally I'm not crazy about large drops in saber fights, but I know it's part of the game and alot of people love it.

 

I'm just too used to HereticII blading, where the fighting was as wide open and not dangerous accept for the other players hits.

 

I'm usually too focused on what my opponent is doing to worry about where I'm stepping and if I'm about to fall off a cliff, which makes me a prime target for force push when I'm sabering

hehehehe

 

the map looks great though, and I'll definately give it a try privately.

 

the purple one

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Some problems have arisen in the final stages of this map...

I have made the glass breakable, and put glass debris model, but still, when I get break the glass all I get is fruity colors... How do I solve this?

 

I have also discovered that you can't die from one single fall, if I made the fall 200 meter (ingame :) it did 96 damage, if I made it 500 meters it would still do 96 damage... So I have to put a trigger or such at the bottom, could anyone help me to do this?

*greatful in advance*

:)

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So you did consider my advice :)

So, I think you'll need a trigger_hurt. Just create a mesh the same size as the diameter of the pit. then cover it with the trigger- texture (from system) and press N. In the list you'll find a trigger_hurt. just select it and adjust the damage it should do. (note: in q3 it was dmg = 200 instant-death, I would perhaps make it a little bit lower because you fall quite some time through this zone- we want to enjoy it, don't we :D )

 

So hope this helps you a bit.

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I really love the look. I love glass......and the way it shatters......I mean, it's so.....um........yeah :)

 

You know what I mean. I love seeing glass shattering!

 

If you leave it the way it is, it will be good, but if you use it as a base point for later maps, it will be great :)

 

- Twitch

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