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WIP: The Sewers of Bespin (SP Level)


Derisor

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Kyle is back on the job. Now as a full jedi knight he has a mystery to solve. Three agents of the new republic, including one jedi knight, have disappeared while investigating some strange reports coming from the murky underworld of Bespin. Kyle makes his way to bespin to investigate with nothing but the force to help him. An operative has supposedly hidden his light saber and an access card in a room near the sewers entrance. Kyle must solve this puzzle before he himself disappears.

 

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Ok this map is a WIP, it it my very first map I have ever made. The lighting is temporary. The level by my calculation is only 10% layed out. I intend to have cutscenes, special NPC behaviors and my favorite ... puzzles, lots of em. It will take the player's skill, all of it, to survive this mission. And, no, I wont give much away.

 

In the meantime you can look at the unpopulated beginnings of the map layout.

 

Let me know what you think; nicely please.

 

Here it is. .... http://members.lycos.co.uk/derisor/sewers.pk3

 

Just drop it in your GameData/base directory and fire it up.

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I almost forgot ... All doors are unlocked if they are openable at all. (Some are decorative) So ignore the status pads.

 

See if you can find the secret area.

 

:)

 

Thanks to: RichDiesel , for the tutorials that got me started and all of the people that answered all of my questions.

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Wes:

 

Jus put the PK3 in your GameData/base directory, start up JKII, open the console and type devmap sewers.

 

To the others, I think Id want to have real lighting done before i put up screenies. Like I said, the lighting is WAY temporary.

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Well, something has to collect it all. You cant just randomly put street level vents that lead into the gas giant planet. The lawsuits would be hell. =) Id imagine that somewhere you just MIGHT find a place where the stuff actually vent out into the planet. But the water and waste has to be collected from every establishment on bespin to be routed out.

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well as a plumber i can tell u that they would need a full sewer system no matter where the ultimate destination of the refuse was

 

they would need gulleys and sewer traps to stop noxious gases venting out of system back into the city and they would need atmospheric vents to stop vacum problems arising with whatever pipework they had in place

 

in fact with such a huge amount of pipework going so far down from the inlets they would probably need some pumps in case the vacum situation got tricky

 

just incase anyone needed my ...ahem... proffesional opinion

 

lol

 

-patch

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No offense, but it may be more fun to play in the map, but i'm not going to download a map I haven't seen and waste time and space only to find out I dont like it - and not cause its bad- but because its a WIP which is why you post screenshots for people to make pointers. saves everyone a lot of time. And i'm not lazy, i'm like everyone else: I'll just go 'back' and move on to another WIP with screenshots.

again i'm not trying to be mean, but I think some screenshots are a given when you say WIP, not a file ready for download, thats called beta testing.

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*shrug*

 

Then dont.

 

People on forums can be such jerks. Listen, if you dont want to download it. Dont. If you do, do. As for screenshots, even when it is done there wont be many because it would ruin all of the suprises and I have no intention of doing that.

 

:)

 

Anyone that does download it and has critiques or suggestions conveyed in a useful and relevant manner, I will be happy to have your input.

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didnt YOU read?

 

its got potential, but its way to early of a project to release

 

also, i like what you did with the window at the end of the hall (how it 'bubbles' out); but since it is such a basic square window, the effect is kind of wasted - you should try it with a more circular window, like a hexagon or something

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