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Anchorhead (Beta) Map Release


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Originally posted by monsoontide

I've begun rebuilding the main tower to be more accessable and make the stiars easier to go up and down.

will they be similar to the stairs near the top of the tower? cause those worked well. there were a bit too many, though.

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  • 4 months later...

Hello,

 

My Anchorhead FFA / CTF / Holocron map (Beta release) is now available for download at jedioutcastmaps.com (Currently has a rating of 9.6 with 468 downloads)

 

Feedback on gameplay issues would be very much appreciated

so I proceed to a final version.

 

Enjoy,

 

Monsoontide

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Thanks for the feedbackl guys.

Have just finsihed playing Warcraft 3 so will have some more time to devote to finishing this map.

 

Looks like everyone so far would like access to street level, so will have to plan that area a lot more (Currently it's just for looks!)

 

Lots of stuff to fix really, but will get it done a.s.a.p.

 

Thanks

Monsoontide

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One more for access to the lower level.:) Maybe a few elevators on the perimeter or something to get there.

 

I'd have to say this level is definately one of the best yet. Good Job.:D

 

There is one thing that kinda bothers me though. Its a little bright in some spots specifically at the bottom and in the hangers. Other than that, I'm looking forward to the final release.:)

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Soooooooo slooooooow........

 

Even without any bots or anything spawned in the map, I can get about an average of 4 fps (I normally get about 17-30).

 

It looks really good so far, it's just that there's so much stuff in it that it slows the game down a helluva lot.

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Originally posted by Eklin

Soooooooo slooooooow........

 

Even without any bots or anything spawned in the map, I can get about an average of 4 fps (I normally get about 17-30).

 

It looks really good so far, it's just that there's so much stuff in it that it slows the game down a helluva lot.

fixing the seams should increase fps some.

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the feeling for the place is already nice, but there is a hell lotta work to do, not only talking about the seams but also the use of portals

 

these spaceships like the slave1 and the falcon thingie and all these speeder bikes eat much of the overall performance since there arent any portals used in the scene to reduce the amount of polys you can't really see

 

 

try to make the textured doors and windows a little bit smaller

 

i also own the episode 1 artbook and generally doors of tatooine based buildings are small to keep the cool temperature in the rooms, but these textured doors are like of 4 meters height

 

 

im working on a similiar scene, but for single player, cuz you can control the polycount on characters in a better way (trigger based spawn)

this map has a chance for duells but i doubt it will be used for team ffa, there arent enough vis blocking structures which regulate the player per area frequency, because must action will happen in the crater

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Originally posted by Drakewl

this map has a chance for duells but i doubt it will be used for team ffa,

this wouldn't work at all as a duel map. it's way to big. it'd be nice if you had the teams spawn in their own areas, rather than all over, for team ffa.

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jep, you're right, thats why it just has a chance to be a duell map :)

 

 

for duell maptype i would delete all those landing spots and the control rooms. I would increase the detail on the bridges between the towers and i would make them somewhat bigger, so you dont fall of a bridge

 

so duelling would be in the middle of the crater with no chance to run onto one of those plateaus.

 

P.S.: in the art book these bridges are much bigger than in this map, monsoontide just scaled the whole scene with all of its elements down, cuz its a large city not just a group of houses.

To make the map like in the original concept you would have to suicide together with radiant and the quakeengine. :)

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Hi Once Again,

 

The art in the book is of course a city but in order to make it even slightly playable I've had to shrink it all down.

 

Will be rebuilding this map from scratch to try and eliminate the current problems and improve performance whilst still trying to keep it interesting and fun.

Am going to try and redesign the various areas to allow for some func_portals and better framerates

 

Keep the feedback coming it has been most helpful.

(Now I know I've seen a thread on why some single player textures show up as black in multi-player - anyone care to re-explain the problem - thx)

 

Would anyone be interested if I made a single player version

Or a duel specific version?

 

Thanks

Monsoontide

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i also agree that the doors should be different. i suggest taking a peak at the mos espa slave hovels, the larrs residence, and anything else. :)

 

also, i found an exploit in the beta version that allows access to ground level without noclip. :p

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Ah ha! So you found the way down to the ground!!!

I thought I had it all sealed off - then I noticed the test bots I put in my map kept finding a way down by themselves without getting killed!

 

Anyway if you can find it you can run around the streets and see what it will kinda be like when I set that area up for playing in.

(No way back to the main area though)

 

Anything anyone would like to see/have at street level - other than streets?

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If you start by the Imperial shuttle and walk to where the gantry starts, you can squeeze down the side and fall all the way to the ground - don't go too far along the gantry though as you will hit the trigger_hurt.

I think you can do it at the end of each of the canyons leading to the landing platforms.

When at street level don't jump up to high though (i.e. from the top of a building) as you will again encounter the trigger_hurt.

 

The redesign process is underway (Gotta work these things out on paper before I start optimizing the map). Just working out a way to put in as many area portals as possible so as to speed up the frame rate a bit.

 

Monsoontide.

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The stair will be similar if I use them but easier to traverse perhaps with a handrail to make it easier.

 

However, as I've been redesigning / optimizing evertything, I think I can make it all turbolifts now - more like the ones on the JK2 DeathStar multiplayer map - the really fast ones down to the detention area.

 

I can fit in a couple of lifts in each area so one player can be going up and another down at the same time.

 

If only there was an easier way to put holes/doorways in curves!

 

Monsoontide.

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Just using the Swoop prefab from jedioutcastmaps.com.

Don't really have any decent md3 editing programs and have been putting all my time into Radiant rather than milkshape or 3DSMax. I learnt lightwave, which is a fantastic modelling program but there is only one plugin available for editing md3's and it specifically designed for Q3 player models.

 

Will look into it a bit more when I get a chance. Or...

If someone whishes to make an improved version.

 

However, I am currently thinking about adding a couple of other classics - one vehicle and one creature (It would just be still though cos without softimage XSi there is apparently no way to generate animation files for JK2 characters - quite why RAVEN blew of the modeling community about not being able to create new animations withot using Softimage, I don't know - but they could have at least supplied a tutorial on the process (Appologies if they have and I've just missed it.)

 

I've begun rebuilding the main tower to be more accessable and make the stiars easier to go up and down.

Am using more curves this time (Didn't use them first time 'cos it's time consuming to put doors/holes into a wall made from curves - lots of sections!)

 

Monsoontide

 

P.S. On an unrelated note - on tonights news I saw where some poor guy working at a chocolate factory in the U.S. drowned in a 1,200 gallon vat of chocolate - tragic and yet I can't help smiling

:-)

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Originally posted by monsoontide

I've begun rebuilding the main tower to be more accessable and make the stiars easier to go up and down.

the way you did the stairs near the top of the main tower was great. the only issue was the spacing of them.

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Had a construction breakthrough thismorning - now using just 3 - 4 pieces to build my turbolift shaft and platforms instead of 24!!!

(Though it gets trickier when I try to have multiple lifts shafts in one room)

The main tower of the level will be mostly curve patches whilst the smaller towers will retain their brush & curve construction.

 

I've worked out how to seal of each of the landing pads and the red/blue bases so I can use area portals.

 

Blue base will be the same, except the bar room will now be downstairs.

 

Just out of curiosity does anyone have or can someone please make me a Dewback MD3 to scale. Just curious - I have plans!

 

Also As I am considering reworking this map into specific Dual / FFA & Single player maps I have a couple of questions.

1: Where would you like the duel map to be set (i.e. it will have to be a smaller part of this level)

2: In single player, how can I change (specifically) Kyle to a character of my choice - I know there's a few MOD's out there like Kyle to Luke - but I need a tutorial on how to do it myself.

 

Thanks

Monsoontide

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PROGRESS UPDATE:

 

Well, I've finished rebuilding the main tower complete with sliding doors / Lifts & (working) Area portals.

I've redone the main crater so there are NO seams!

Street level access has begun with the main entrance into the RED (Imperial) base (More Area portals here too)

Anyone who checks out the modeling forum may have noted I've also started work on some special custom objects for use on this level.

 

I'm trying to make it as playable as possible this time but I also wanted to have some of those Hey!-that's cool reminders of the movies like on some of the RAVEN levels (in particular the Death star level)

 

I've developed a single player plot outline so if I get time to make SP level it will be quite different to what everyone else seems to be doing - NO F@#!@#N Dark Jedi (Or any Jedi for that matter) to be seen anywhere! (The time period the plot line is set in is just before ROTJ).

 

Keep up the good work everyone, I've really enjoyed / am looking forward to some of the maps / models/ mods released / in development at the moment.

 

Screenshots will hopefully be ready in the next week or two

(Full time job + kids means not much time for mapping!)

 

Monsoontide

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Glad to here someone's still working on their beta maps. I haven't even heard anything about carbonfreeze and cantina being finished up, and they're both great maps.

 

Anywayz, take your time, people are happy just as long as things are released. ;D

I've played your map and it's awesome I'll tell you. And you people can get to the street level, I've done it! :D You just gotta find the right place to land...

 

Hitler Mode:

Hurry up with those screenshots monsoontide! >=D

 

**Edit: Make the duel area in one of the ship bays. Either that or in the upper level base. And about the SP Kyle change, I'd check the General Editing Forum for the tutorial. I'm not sure where it is there, but I know there is one. You could also ask Emon, he might know. He knows a lot. :D

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