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WIP: Sith Emergence(working title)


SunBurN

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Ok, I have other target speakers in a successfully compiled and playable map, but when I try to add more, after I compile and play the map in game, I lose my weapons discharge ability again!! Does anyone have any idea why this is or what is causing this problem?? I always seem to have the weird and remotely unique problems. I hope someone can help me.

 

thanks,

 

SunBurN

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Ok my map is ready for beta testing. The .pk3 is 1.82mb, so I don't know if email would work. I'm on icq# 1134211 if you want to try it. If your email will accept a large size file, then I'd be happy to send it to you. Thanks,

 

SunBurN

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Hi SunBurN

 

I have an FTP site :deathstar I can put the file in If you would like some Beta Testers to download it from (Access Can Be Restricted to just the people who are Beta testing if necessary).

 

Wouldn't mind Beta testing myself (Give me a change of pace from working on my own map!)

Will give proper CONTRUCTIVE critiscsm - not just critiscism ;)

 

email level to me at monsoonwave@earthlink.net unless there's somewhere you'd prefer I download it from.

 

Monsoontide

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Just volunteering my sound mixing efforts--if you want a specially made music selection to play under your map, I'm pretty good at editing the soundtrack snippets together. I just did a piece for the WIP Geonosis Arena Map, and the creator there thought it was decent :) I figure it can't hurt to throw my services out there for you, if you want.

 

Peacers,

Fatboy

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fatboy, I think I'm ok with the music I have. Thanks though! Monsoontide, I emailed you the .pk3. To everyone else, sorry, I just got back from dinner...leave me your email (if it will accept 1.82mb) or ICQ# and I will send you the .pk3.

 

thanks,

 

SunBurN

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Good Work So Far...

 

Only played for a few minutes cos i'm of to bed.

 

Heres my initial impressions - Just a couple of things...

 

1. Need a level shot for when you load the level (Doesn't have to be a screen capture - perhaps use Ralph McQuarries concept art)

 

2. I know you were having trouble with the lights, but a spot more variation in lighting would be good - Maybe some white spotlights (Landing lights) by the spaceship and some lamps by the throne.

 

3. The lava texture looks good mostly except there's some conflicting scales of texture used right next to each other in a couple of spots - also could the lava be less deep esp - around the little stepping stones - it's a bit annoying to accidentally fall in plunge so deep. - But I really like the effects you've added (Lava bursts and the vents that shoot you in the air.

 

4. Is there a sky? It was just plain black to me. Maybe stars would be nice.

 

5. I don't like that ship model (Just personal taste here) - I can make a jedi starfighter pre-fab if you like.

 

6. Perhaps some kind of gantry or modern platformage to show where previous Sith Lords have tried to 'modernize' the cavern.

(Mainly as a couple of areas seem hard to get down from without taking a lot of damage)

 

These are just initial impressions and I've only had 10 mins playing so I don't really have a feel for the layout of the level.

Great work so far though - the above are just recommendations - only the lava was particularly bothersome - it didn't seem to kill me straight away - In a caouple of spots I could sinkminto it and it wasn't til I jumped back up that I was actually hurt and died!

 

I am going to copy the map to my FTP site now - will let you know when it's available.

 

Monsoontide

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This is with permission from SunBurN

 

O.K. For Those who wish to 'Beta test' Sith Emergence :emperor:

 

THIS IS NOT A FINAL MAP

 

You can download it from

 

ftp://68.4.22.173/monsoontide/jk2/

 

username: tide1

 

password: monsoon1

 

Then just copy

sithhomeworld.pk3

 

to your JK2 'base' directory.

 

All Feedback Direct to this forum unless SunBurN specifies otherwise. Thanks. Enoy...

:D

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Thanks for testing my map, I'll try to respond to your observations:

 

"1. Need a level shot for when you load the level (Doesn't have to be a screen capture - perhaps use Ralph McQuarries concept art) "

 

I just wanted to get this beta out there so I could get some feedback. I plan on having a level shot (.tga) for the final version. And I don't think I'll use Ralph's concept art, I'd rather use a pic from the level, plus there might be a copyright infringment thing involved :) .

 

"2. I know you were having trouble with the lights, but a spot more variation in lighting would be good - Maybe some white spotlights (Landing lights) by the spaceship and some lamps by the throne. "

 

Well I started out with the concept of this map being about the final scene of when Obi wan and Anakin have a final duel in a lava area. Since I didn't know the background of where this was supposed to take place, I wanted to leave it as "natural" as possible, (ie no lamps or technology). But, if I leave this as the "sith homeworld", then they're bound to have some technology, so lights for a landing area could work. I'll have to see. Also, when I mix the lights (reds, yellows, oranges) it drowns out the colors from the weapons and you end up with no weapon discharge, explosions, etc. So white up above and red below is all I've been able to get working properly.

 

"3. The lava texture looks good mostly except there's some conflicting scales of texture used right next to each other in a couple of spots - also could the lava be less deep esp - around the little stepping stones - it's a bit annoying to accidentally fall in plunge so deep. - But I really like the effects you've added (Lava bursts and the vents that shoot you in the air."

 

I had an extremly difficult time getting the lava to work, and more to the point look somewhat realistic. There are parts where there are small lava falls that it looks less than perfect which is where the conflicting scales of texture come into play. It has to do with the way the lava moves (ie direction if flows, how it differs from the stretched texture/shader on small vs. larger brushes. If your talking about how on the "stepping stones" how it looks like the lava is partially covering the steps at times, well that is intentional, it's meant to look like the lava is rising and falling with the current/tide, and when it rises, it partitally covers some of the stones. If that looks too bad to everyone (I personally like it) that is easily fixed.

 

I really can't change the depth of the lava, but I could raise the level of the bottom a bit so it would be easier to jump out? I'll look into that.

 

 

 

4. Is there a sky? It was just plain black to me. Maybe stars would be nice.

 

Yes there is a nice stary sky there currently, but when I had someone else beta it, they didn't like it and thought there should be clouds in the sky to give off the appearance of a volcanic environment. I somewhat agreed with them and I put in a "fog" ceiling which makes it look like a black sky. I tried to put in patches of fog to look like clouds, but they screwed the compile and gave me one of my many lighting errors. I'll compile a map without the fog and post the screenshots on my site.

 

"5. I don't like that ship model (Just personal taste here) - I can make a jedi starfighter pre-fab if you like."

 

Yeah, I'm not fond of that model either, but I wanted something that was somewhat generic and could be thought of as a sith shuttle or something. I would really love it if I could put a jedi starfighter or Sith infiltrator(darth maul's ship) prefab in there. Then I would for sure go back to the original concept of it being an Ep3 map.

 

 

 

"6. Perhaps some kind of gantry or modern platformage to show where previous Sith Lords have tried to 'modernize' the cavern.

(Mainly as a couple of areas seem hard to get down from without taking a lot of damage)

 

Well I'm not sure how I would do that (some kind of gantry or modern platformage) with the map the way it is but, I'll look at ways of getting down from the upper areas without taking as much damage, if any at all.

 

 

These are just initial impressions and I've only had 10 mins playing so I don't really have a feel for the layout of the level.

Great work so far though - the above are just recommendations - only the lava was particularly bothersome - it didn't seem to kill me straight away - In a caouple of spots I could sinkminto it and it wasn't til I jumped back up that I was actually hurt and died!"

 

Well this is the thing with the lava. The lava shader has an extremely high damage rate if you touch it. In order to be able to survive falling in and escaping, I had to put a very thin layer of lava on the surface, and then a trigger_hurt underneath that is much slower (10 damage) when you're below the surface. When you jump up (if your hit points are low) then the high damage rate can finish you off as you reamerge from the lava. If you had high enough health left, you'll survive the reemergence and make it out where you can find med paks and you're back in buisness. Another thing about the lava shader, when you're inside the lava shader (between the surface and the bottom of it, it's completely black, that's another reason I went with trigger_hurt below the "thin layer" of lava so I could put some red lights below. I'm telling you all my tricks here, but that's the only way I could get it to work.

 

I am going to copy the map to my FTP site now - will let you know when it's available.

 

Thanks very much for posting the map, and I appreciate your input. I'll take all of your suggestions under consideration.

 

Just keep in mind, this isn't the finished product, I still need to add in bot routes, fix little things (that so far I've only noticed) in addition to the things that have been pointed out to me so far. I'm also going to add more items, and a bit more of the landscape, etc.

 

Any and all suggestions and ideas are welcomed.

 

SunBurN

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The first thing i noticed was it was darker than the pics which made it more sith like. And those things that fall from the sky r great and the only thing that was kind of un realistic but would be good if in some parts u could maybe survive and run around when under the lava. But as i said earlier great map.

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"The first thing i noticed was it was darker than the pics which made it more sith like."

 

Well some of the pics were done when I was still trying to figure out the problem with the lighting and ultimately, I had to cut back on some of the lights, especially other colors.

 

"And those things that fall from the sky r great "

 

Those things are either meteors or possibly volcanic debris...I guess whatever you want them to be :)

 

"the only thing that was kind of un realistic but would be good if in some parts u could maybe survive and run around when under the lava."

 

hehe, that would be fun actually since it's kind of a cool looking environment under there...but it's supposed to be lava, so usually the goal is to get out as quick as possible which I've since made easier (a map I just compiled last night) by placing some terrain under the lava that allows you to jump out easier. I'm glad you liked it and keep an eye on this thread for further updates and some "updated" beta versions soon to come.

 

thanks for the feedback superdude,

 

SunBurN

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Cool map!

Pretty big actually, maybe put some weaker guns in...

It is actually pretty hard to get out of the lava.

Effects are very cool

Lighting is a little dark for my preference, but it fits the map's theme...

Architecture is good and looks, for the most part, natural.

Big for a duel map.

Notes: It rocks!:D

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Well, this map was definitely worth the effort and errors. Very nice. Not many suggestions other than bot support, and a sky texture. Oh, and a better prefab ship. Good framerate, even with 16 bots. I like the depth of the lava, and that in some areas you can escape. It seemed very dark, but I got used to it after a while. I look forward to the finished product.

 

edit: Also, I would suggest darker music, like the music in the duel ceremonial chamber.

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Wes,

 

"Cool map!

Pretty big actually, maybe put some weaker guns in..."

 

There is a storm trooper blaster and ammo by the lava pool near the twin lava flows. Maybe I'll make the more powerfull weapons harder to attain....hmmm..and then I'll put some of the weaker ones around in the more accessible areas.

 

"It is actually pretty hard to get out of the lava."

 

In some areas I making it a bit easier to get out, mostly near the stepping stones but I'm looking at the whole map.

 

"Effects are very cool

Lighting is a little dark for my preference, but it fits the map's theme...

Architecture is good and looks, for the most part, natural.

Big for a duel map.

Notes: It rocks!"

 

I'm working on making it a bit lighter but it will still keep the dark overtones.

 

I think I'm going to make this only FFA and Team FFa and I'll release a smaller version for duel. In fact I may release the duel version very soon. Thanks for the kind words and your feedback!! :)

 

keo,

 

 

"Well, this map was definitely worth the effort and errors. Very nice. Not many suggestions other than bot support, and a sky texture. Oh, and a better prefab ship."

 

I'm working on bot support, but that's going slowly and I've recompiled my latest version without the fog ceiling and it's a stary sky now. The ship will be gone in the final version replaced with a Jedi Starfighter.

 

"Good framerate, even with 16 bots. I like the depth of the lava, and that in some areas you can escape. It seemed very dark, but I got used to it after a while. I look forward to the finished product."

 

Again, I'm working on naturally lightening it somewhat, and the depth of the lava will remain throughout most of the map but, I'm making it a little easier to get out by adding rock terrain to the areas under the lava. Thanks very much for your words of encouragment and feedback.

 

Keep an eye on this thread for updates and updated beta versions of this map.

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Yeah I know, I don't like that either, but if I made it all "liquid" (ie I made the lava shader go to the bottom), it would be completely black (when you are inside the lava shader/brush) and you would die instantly since I can't change the damage the lava inflicts. Also, This is the only way I could allow the player to possibly jump out.

 

 

I'll check out that area as soon as the compile finishes. It takes two hours and it's been going for about an hour and fifteen minutes now.

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