[Dom_Pmd] Posted May 18, 2002 Share Posted May 18, 2002 Hey guys... You all probably forgot about this by now, since I put it off for a while... Anyways, I finally got around to releasing "Bespin Sky Patrol" Here are few preview pics to refresh your memory: You can grab it here: courtesy of Jedi Outcast Maps Bespin Sky Patrol Enjoy! PS - I "might" be making the Kamino platform next! Who knows... Link to comment Share on other sites More sharing options...
normal Posted May 18, 2002 Share Posted May 18, 2002 That is a *very* nice looking map! I'll be sure to check it out. Link to comment Share on other sites More sharing options...
DannyJAllTheWay Posted May 19, 2002 Share Posted May 19, 2002 Downloading now... Looks nice. Link to comment Share on other sites More sharing options...
normal Posted May 19, 2002 Share Posted May 19, 2002 Ok! I sat down and poked at this map, very nice indeed! But there are some problems that may annoy some users (like me? hmm ) Object A: http://force.tproc.org/maps/bespin_sky_patrol/shot0000.jpg You can see corpses that have landed on the skybox. Object B: http://force.tproc.org/maps/bespin_sky_patrol/shot0001.jpg That bottom dosn't seem like it "fits", perhaps you make one of those bottom things as seen on the bottom of Cloud City? (where Luke Skywalker hung off of after Darth Vader chopped his hand off). Object C: http://force.tproc.org/maps/bespin_sky_patrol/shot0002.jpg The door will flicker between how it is in the screenshot, and back to it's normal state. I don't know what is exactly wrong with it, but it seems "out of place". Object D: Sadly, no screenshot. If you jump off, you will hit the skybox and die instantly, without falling, perhaps you should extend the skybox so you can't hit it when jumping out? Otherwise this is an very nice map, I look forward to playing it with others. Link to comment Share on other sites More sharing options...
[Dom_Pmd] Posted May 19, 2002 Author Share Posted May 19, 2002 RE: normal First off, what kind of system do you have?! It looks like you have all the options turned down. Honestly, I think your system is causing the weird door flicker. I'm running 1280x1024 rez with all the options turned on to the max. (Solid 75-85fps) - Yes, I didn't overlook the floating dead body thing. I was going to add fog to the bottom but I decided to scrap it in favor of r_speeds (For people like you with min req systems) - The bottom end cap DOES fit. Go into spec mode and float down to see that it fits just right. - Door thing I already adressed at top. - I placed the trigger hurt brushes close to the platform for two reasons: 1- When you jump or roll off the side, that's it! You're dead! No need for a lengthy fall, you won't be able to land on the catwalk if you jump too far away from the platform. 2 - Better r_speeds this way cause after all this map is basically a sh|t load of brushes in a "one box room" If you've mapped before you'll understand what I'm talking about. Oh and when you roll off the side, you hit the trigger hurt brush and it DOES fade and you fall down. Anyways, thanks for taking the time to "review" my map... ...oh and compare your pics to the pics at Jedi Outcast Maps Doesn't look like the guy from JOM had any of those weird door flicker problems. Link to comment Share on other sites More sharing options...
RichDiesal Posted May 19, 2002 Share Posted May 19, 2002 And the easy way to fix the dead body thing would have been if you'd... you know... simply lowered the floor like 4 times further. Then no one would see the bodies. Framerate doesn't suffer either, as you're technically not adding any brushes or stretching any brushes or adding any shaders and the like. And his point about it fitting was from a visual standpoint... it just looks like that tower is floating there. The door flicker thing was likely his comp, I didn't have a problem. And there doesn't NEED to be a lengthy fall, but there does need to be an extension of the floor so that the bodies don't just sit there. That's a simple problem that you could've addressed in less than 2 minutes. (I assume this map doesn't take more than 2-3 minutes to compile, if you did good with your caulking.) Link to comment Share on other sites More sharing options...
normal Posted May 19, 2002 Share Posted May 19, 2002 First off, what kind of system do you have?! It looks like you have all the options turned down. Honestly, I think your system is causing the weird door flicker. I'm running 1280x1024 rez with all the options turned on to the max. (Solid 75-85fps) I will admit I have a poor system, but i'm not one to bicker about graphics - Yes, I didn't overlook the floating dead body thing. I was going to add fog to the bottom but I decided to scrap it in favor of r_speeds (For people like you with min req systems) Uhh.. fog has never bothered me with rspeeds before? besides, your level is way too small to have a problem with that. - The bottom end cap DOES fit. Go into spec mode and float down to see that it fits just right. That isn't what I meant, it looks like it's floating there, yes, I know it's a floating platform, but what is supporting it to float in the air in the first place? know what I mean? - I placed the trigger hurt brushes close to the platform for two reasons: 1- When you jump or roll off the side, that's it! You're dead! No need for a lengthy fall, you won't be able to land on the catwalk if you jump too far away from the platform. Lengthy fall? just let them fall down, not just jump out and down, you don't have to move the hurt trigger down at all -- just expand the skybox and get rid of the sidebox hurt triggers. 2 - Better r_speeds this way cause after all this map is basically a sh|t load of brushes in a "one box room" If you've mapped before you'll understand what I'm talking about. Oh and when you roll off the side, you hit the trigger hurt brush and it DOES fade and you fall down. Yes, I know that, but hitting a hurt-fall trigger on the side of the map, is.. out of place? Anyways, thanks for taking the time to "review" my map... I like your map ...oh and compare your pics to the pics at Jedi Outcast Maps Doesn't look like the guy from JOM had any of those weird door flicker problems. Well, your map is the only place i've had the weird door flicker problem. Link to comment Share on other sites More sharing options...
[Dom_Pmd] Posted May 19, 2002 Author Share Posted May 19, 2002 The only thing I'll respond to is the tower floating thing. Yes I know it's not attached to anything, it's floating in the sky! OMG HAHAHA Remember, this is StarWars reality! It's not attached to "Cloud City" it's suspended around it somewhere in the clouds far away... Link to comment Share on other sites More sharing options...
normal Posted May 20, 2002 Share Posted May 20, 2002 Originally posted by [Dom_Pmd] The only thing I'll respond to is the tower floating thing. Yes I know it's not attached to anything, it's floating in the sky! OMG HAHAHA Remember, this is StarWars reality! It's not attached to "Cloud City" it's suspended around it somewhere in the clouds far away... Ok, I guess I won't bother to suggest things for you any longer, you obviously don't seen to care. [EDIT] And I didn't mean support as in structural, it could mean engines, whatever. The flat bottom just dosn't fit. [/EDIT] Link to comment Share on other sites More sharing options...
RichDiesal Posted May 20, 2002 Share Posted May 20, 2002 Uh.. yeah. Star Wars does still have a basis in natural physics, you know. There has to be some reason for it to be there. And you really do need to extend the skybox so that bodies don't just stick there... kinda late now though, as you apparently didn't do any beta testing to speak of. You really don't need to get so defensive about your work... take criticism and don't make the same mistakes next time. I mean, really, no need to get testy. Link to comment Share on other sites More sharing options...
[Dom_Pmd] Posted May 20, 2002 Author Share Posted May 20, 2002 Once again, the End Cap is not flat, go into spec mode and take a GOOD look. About the sky box, I had several builds of the map with different sizes. There is no difference! You roll out or jump away from the platform you're basically dead, only diff is that you drop a little longer. And yes, it was beta tested! Oh and if you want engines... well if you look under the platform you'll notice two round cylinders; these are your engines. Hope this puts you at ease during duels. PS - I'm not getting defensive, I just find it funny that people nit pick over silly things. Link to comment Share on other sites More sharing options...
RichDiesal Posted May 20, 2002 Share Posted May 20, 2002 RAR, that wasn't the point, lol. If you extend the skybox by 1000-2000 units, players that are alive won't SEE the bodies of people lying on the bottom of it. i.e. all players will die when they're an inch or two below the lowest platform BUT their body will fall out of sight if the skybox is longer. Sheesh, man. That's the only REAL problem with the map. The floatingness is really just personal taste, I was just qualifying his opinion since you seemed to ready to flame him. You COULD have just stuck two rods out that looked like support beams or whatever, but that's really your personal design. Link to comment Share on other sites More sharing options...
[Dom_Pmd] Posted May 20, 2002 Author Share Posted May 20, 2002 Support beams?! HAH! Once more thing, please show me the engines on this platform. The floating didn't seem to bother others, so yes it is personal preferance... Link to comment Share on other sites More sharing options...
RichDiesal Posted May 20, 2002 Share Posted May 20, 2002 The thing underneath in the center is OBVIOUSLY an anti-grav generator, much the same way landspeeder and airspeeder float in midair when they're not moving. I mean, DUH. Link to comment Share on other sites More sharing options...
[Dom_Pmd] Posted May 20, 2002 Author Share Posted May 20, 2002 You played into this quite well! *Clap Clap* Very good! Thank you for proving my point! The platform is suspended in mid air through the means of repulsorlifts, much like Cloud City itself. Hence, there are no "engines." ... so let me retort by saying; DUH! heheheheh Link to comment Share on other sites More sharing options...
Xzzy Posted May 20, 2002 Share Posted May 20, 2002 that's all the world needed, was another map for push/grip spammers to throw people off of. Link to comment Share on other sites More sharing options...
Cmdr. Antilles Posted May 20, 2002 Share Posted May 20, 2002 It's called 'absorb'... But most people are too busy electrocuting and draining to bother w/ it. Link to comment Share on other sites More sharing options...
[Dom_Pmd] Posted May 21, 2002 Author Share Posted May 21, 2002 Originally posted by Xzzy that's all the world needed, was another map for push/grip spammers to throw people off of. You'll have the most fun on this map without force powers, just pure Saber only/No Force duelin' Link to comment Share on other sites More sharing options...
RichDiesal Posted May 21, 2002 Share Posted May 21, 2002 Originally posted by [Dom_Pmd] You played into this quite well! *Clap Clap* ... so let me retort by saying; DUH! Acccctually, my point is that repulsorlifts are still visible... your map has absolutely nothing that even remotely resembles a repulsorlift or engine unit of any sort, and that is what he had qualms with. So HA! Link to comment Share on other sites More sharing options...
Machine_IX Posted May 21, 2002 Share Posted May 21, 2002 If you look at the single player level under cloud city they do 'fall to death forever' quite well. I'm not sure they use fog either, all they have is a few translucent non-solid brushes with cloud texture on them... I think. Link to comment Share on other sites More sharing options...
[Dom_Pmd] Posted May 21, 2002 Author Share Posted May 21, 2002 OMG hahaha How old are you Richdiesal? Seriously... Btw, repulsorlifts are internal as well. HA! Link to comment Share on other sites More sharing options...
DannyJAllTheWay Posted May 21, 2002 Share Posted May 21, 2002 Stop the fussin' and fuedin'. It's a nice map. Link to comment Share on other sites More sharing options...
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