RelFexive Posted June 16, 2002 Author Share Posted June 16, 2002 Hmmmm.... I had posted something here but it seems it's been lost in the server change.... How irritating. Test Shot 9.01 - Temple/Shrine Entrance Test Shot 9.02 - Firepit and Statue Test Shot 9.03 - One Side Area I've done my best with the tunnel entrances. I'm planning to cover the faults with stalactites, stalgmites and boulders If I can get the drip effect to work I'll add them in, and have a drip sound regardless to give some more ambience. The Big Room is currently under development, with some 'terrain' walls, floor and ceiling and some outcropping shelves for jumping off at people. Does anyone think the starting points should be in this Big Room instead of in the top room where the cliff entrance is? Link to comment Share on other sites More sharing options...
Grets Sirob Posted June 16, 2002 Share Posted June 16, 2002 Wha...? I had a post here, guess it got lost. Well, anyway: Very nice, been awhile since we heard from you though. And I think that you should start in both places, you could have a story like this: Good guy comes in looking for bad guy, good guy finds bad guy in room, one of them dies and, well, one of them dies:D Mesa stupid! Link to comment Share on other sites More sharing options...
RelFexive Posted June 17, 2002 Author Share Posted June 17, 2002 Well, I've been working on it in small fits and starts, so it has been a while, yes. I've started on the Big Room, done everything except the ceiling, though, of course, there's all thw fine tuning and stuff to do after that. Interestingly, it seems that adding the lights to the Big Room so I can see what's what when testing has had the odd effect of changing the compile time from about 5 mins to almost 40 mins.... Very light intensive in there, I guess. I'll post some pics when I have the basic geometry of the room sorted out. Link to comment Share on other sites More sharing options...
RelFexive Posted June 21, 2002 Author Share Posted June 21, 2002 Okay, here's part one of the Big Room: Test Shot 10.1 Test Shot 10.2 They look quite dark, I know, but in the game they are a bit lighter than they look in the caps. Plus the Big Room only has two lamps in it at the moment anyway. So: walls, ceiling, floor, basic features and temple/shrine done. Now add more lights and little features: light beams, stalagmites, stalactites, boulders and drips. Then try and figure out how easy it is to do bot paths.... Link to comment Share on other sites More sharing options...
Grets Sirob Posted June 21, 2002 Share Posted June 21, 2002 It's really easy. Just bind them to keys, and go around and press the key to put one down. And that's looking great! Hope you get it done soon! Raaarwwaag! Link to comment Share on other sites More sharing options...
RelFexive Posted June 21, 2002 Author Share Posted June 21, 2002 Hey hey. Gather round, kids, and let me tell you a story.... The now infamous Desann-icle is go!!!! Yup, I imported the .glm into MilkShape (I think I'll buy/register it now....), attached the textures to it and exported it successfully to a .md3 model.... Which I then put into an MP level! So, as soon as I figure out how best to entomb him (icy block with glass bit containing Desann? Modify the skin textures to make them more blue/white and icy? Modify a glass texture to make it more frosty?) that nasty bad guy will appear all iced up in the cave somewhere! Link to comment Share on other sites More sharing options...
Grets Sirob Posted June 22, 2002 Share Posted June 22, 2002 Sounds like a great idea! Raaarwwaag! Link to comment Share on other sites More sharing options...
RelFexive Posted July 5, 2002 Author Share Posted July 5, 2002 Well. Finally, an update. I've sorted out the shape of the Big Room to my satisfaction. It's lit, the Desann-icle is in there. I'm adding stalactites for effect and then I'll add some stalagmites and boulders to the floor. Then I'll tart up the rest of it and tweak a few spots here and there. This includes adding some light beams to all the lamps. Then I suppose I should consider adding bot routes. Anyone want to beta this map? Probably before and after bot routes, since that'll be the last to do. I'll want a second opinion on the map itself. Link to comment Share on other sites More sharing options...
RelFexive Posted July 9, 2002 Author Share Posted July 9, 2002 Another update. The Big Room is done, and the two duelists each start in one of the entrances to that chamber. The Desann-icle is in. I started adding stalactites but they looked nasty, so I removed them. I tried putting in light beams, but the angles of the lamps prevented me from doing it properly. The damn textures just wouldn't line up right! Anyway, go HERE to see the page with the links to all the test shots to date. The latest ones, obviously, are 11.01 to 11.07. 11.01 - Left entrance. 11.02 - View from right entrance area. 11.03 - View from left entrance area. 11.04 - View from right side of room. 11.05 - View from left side of room, on ledge. 11.06 - The infamous Desann-icle! 11.07 - Shrine entrance. I guess the next step is the bot routes.... Unless anyone has any suggestions? Link to comment Share on other sites More sharing options...
Klorel Posted July 9, 2002 Share Posted July 9, 2002 looking good. i'd go a shade more blue on the lighting and perhaps make more ice around desann-icle cause it looks a little out of place if thats the only ice in the cave. great work. Link to comment Share on other sites More sharing options...
Karshaddii Posted July 10, 2002 Share Posted July 10, 2002 Looks great! But--it's not a map I would want to duel in--to cluttered. Now an sp lvl with that terrain would be aesome. Link to comment Share on other sites More sharing options...
RelFexive Posted July 10, 2002 Author Share Posted July 10, 2002 Cluttered by what exactly? The lights? Link to comment Share on other sites More sharing options...
Lucko Mabri Posted July 10, 2002 Share Posted July 10, 2002 seems a little too cramped for force jumping and such. -Lucko Mabri p.s-How long have you been amking this map? Link to comment Share on other sites More sharing options...
RelFexive Posted July 10, 2002 Author Share Posted July 10, 2002 It's quite high, well fairly high anyway. The Big Room is the room intended for the actual duelling, anyway; the other rooms are really just there because they should be. The start points are down at the entrances to the main room now so players can just run right in there to fight if they want. There are a few dark spots for ambushes hidden away.... But plenty of space for leaping around like a mad frog if that's what you like to do. How long have I been doing this map? Well, the first post on this thread was.... 15th May. Which surprises me as much as you, I'm sure! I haven't worked on it to the exclusion of everything else; I do have a job, you know. Plus most of the time I was wrestling with JKRadient, which I've never used before. Making my first map a complicated, lumpy terrain based map might not have been a good idea.... Getting all those patch meshes right, sorting out the shader lights, getting the 'pipe' tunnels aligned correctly, making the fog work; it all took time, in short bursts of an hour or so every few days. Still.... it is a long time to do one relatively simple map.... Oh well. Maybe I'll be faster next time Link to comment Share on other sites More sharing options...
Karshaddii Posted July 11, 2002 Share Posted July 11, 2002 Ah, so there is more room than it looks? From the good-looking screens, their appeard to be low ceilings, lots of bumps and stalactites. Those are all well and good--but I find them hard to duel around. Link to comment Share on other sites More sharing options...
RelFexive Posted July 11, 2002 Author Share Posted July 11, 2002 Right, quick guided tour. 7.01 - Top room. Low and uninteresting. Facing the slippery slope down. 7.02 - What's behind you in 7.01. The way out to the cliff area where nothing happens. 7.03 - Looking down the slippery slope to the next room. 8.01 - Looking up the slippery slope. 8.02 - Room 2. Low. Splits to two tunnels leading to the Big Room. 8.04 - One of the tunnels leading to the Big Room. 11.01 - Right near the 'inital' start point, leading out to the left side of the Big Room. 11.02 - The view from just beyond the left entrance to the Big Room. 11.03 - The view from the right side just beyond the entrance, looking towards the ledge on the left side. 11.04 - Halfway across the Big Room, on the right. The Desann-icle is down in the bottom right. 11.05 - Halfway across the Big Room, on the left, from up on the ledge. It is quite high up from that position. You can see the shrine entrance. 11.06 - A close-up of the Desann-icle, in a colum in the centre of the Big Room about two thirds of the way down. 11.07 - The shrine entrance at the end. 9.02 - The firepit and statue in the shrine. 9.03 - The left side of the shrine. End result? Only the Big Room is really big enough for a satisfying duel, which is why the players now start down there instead of in the top room. The Big Room is quite lumpy but is actually quite open, more space than some duel maps I've seen. Link to comment Share on other sites More sharing options...
Karshaddii Posted July 11, 2002 Share Posted July 11, 2002 Exxxxceellllenntt!! Sounds good, I'll be sure to download the map when it comes out. Link to comment Share on other sites More sharing options...
RelFexive Posted July 11, 2002 Author Share Posted July 11, 2002 I'm working on making the lights blue instead of white. Praise Cholak for ShaderEd2. I'd have no idea how to change the light colour otherwise. I'll let you know how it goes. Link to comment Share on other sites More sharing options...
RelFexive Posted July 11, 2002 Author Share Posted July 11, 2002 If you go to the test page and compare 12.01 to 8.04, you get an idea of how blue the test lights now are. Does this look better? Link to comment Share on other sites More sharing options...
RelFexive Posted July 14, 2002 Author Share Posted July 14, 2002 If you go to the TEST PAGE you will see the latest development.... Blue lighting! Plus a bit of tiny tweaking here and there. Then, the final step: trying to get bot routing to work.... Link to comment Share on other sites More sharing options...
Wes Marrakesh Posted July 14, 2002 Share Posted July 14, 2002 just looked at the pictures... did you say a duel map? looks large enough for a well-sized FFA! looks though Link to comment Share on other sites More sharing options...
RelFexive Posted July 14, 2002 Author Share Posted July 14, 2002 Leaves plenty of space to swing them sabres, though, eh? Maybe I'll make an FFA version some time.... after the other stuff I'm thinking of doing. Link to comment Share on other sites More sharing options...
Grets Sirob Posted July 14, 2002 Share Posted July 14, 2002 Glad to see your finally getting some good work done(you seem to have gone on vacation back there...) The blue lighting looks sweet And bot routing is not hard at all. It's extremely simple once you figure it out. What I did was bind the add waypoint and remove waypoint keys(I never have used the remove waypoint key though...) Then all you have to do is walk around and press the add waypoint key. And save the data of course... But you already knew that didn't you? I shall rule the galaxy. Link to comment Share on other sites More sharing options...
RelFexive Posted July 15, 2002 Author Share Posted July 15, 2002 I'm toying with the routing at the moment. Trouble is, the bots seem a little distractable. I've set up a route in the Big Room that is basically a figure-eight sat on an upturned V, like: 8 /\ 1 2 with the two points being the two starting points for the map, placed in the entrance tunnels. The route starts at '1' and loops round the eight to come back to '2' and then loops back on itself to '1' where it stops. The bots seem to enjoy following the route to the exclusion of actually fighting each other. What's with that? Link to comment Share on other sites More sharing options...
Grets Sirob Posted July 15, 2002 Share Posted July 15, 2002 You need to put a ton of waypoints down. They can't do anything but follow the exact waypoint positioning. If you have only three(if I'm getting you right) waypoints, they will only follow those. But if you have a lot, say, 20, they'll follow those, but they'll randomly change direction and run into you. See? I shall rule galaxy. Link to comment Share on other sites More sharing options...
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