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WIP: Project Duality


Andy867

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After some hush hush, and only talking to a couple mappers, it was time to let the cat out of the box for the progress of a little map project a couple of us had been working on.

 

It is still a WIP of course, but it is nearing beta testing completion

 

duality3.txt

duality4.txt

duality5.txt

duality6.txt

duality7.txt

duality8.txt

duality9.txt

 

 

more images to come

 

This will be part of a 3 part series.

This map will be playable in DUEL, FFA, and a special edition for those with high performance machines if it comes to it.

 

VolrathXP is still working on the hallway for those familiar with the fan-film Duality, and XLR8 is busy working on the outside platform.. we had to do some adjustments due to the # of tris and to reduce the r_speeds, but hey, some people don't mind ;) Anyway, we will update only when there are updates.

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no , but with geocities, you can't use image links for cross-referencing.. so all you have to do is click on them. that's it... :)

 

 

Also, this will be like a mod because some of the force powers, well, mainly Force Jump Height, has been changed to mimic the film. Just a little FYI

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It looks good andy, I've always been a fan of Duality and I'm glad you're making a map that is doing it justice! Nice job to all of you working on it and keep up the great work!

 

I'll be watching this project with great interest..... :)

 

SunBurN

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The screenpics you saw was the area that James "XLR8" Bobbit was primarily working on, and I must say he did a very nice job re-creating it:) Hopefully volrathXP can get the hallway textured soon, although he is kind of on leave to work on his own map, and RL stuff always comes first:) and also XLR8 is doing a very nice job with the outside platform, even with the adjustments he will have to make to limit the tris count so that the map isn't running at 2fps..lol but I will keep you all posted on the progress as it comes in:)

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you guys are making a map from THE BEST fan film for star wars out there, at least IMO. i thank you in advance for all your hard work and effort.

 

are all three parts of the map gonna be connected? will you beable to go from the landing pad thru the hallway into the "arena"? will the sith interceptor ship be on the landing pad as well?

 

the only 2 things i can see that bother me are the following ...

 

- make the text around the platform darker ... i think it stands out too much. (wanna translate it for us?) ;)

 

- there needs to be more evenly-sized lights on the inside part of the curved light towers. you are showing 8, there's actually 12 (yes, i actually counted them), and they're all equal size. images you posted show them growing in size as they go up the tower.

 

other than that, this map ROCKS!!

 

i am so psyched about it, and look forward to seeing its progress. keep up the great work!

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With the tris count already where it is, making it 12 lights right now would be make it worse than better, but as time progresses, and with the release of the SDK, mappers will be able to tweak the map to be more accurate. and Yes, for the FFA version, they will be connected.. depending upon when Volrath and XLR8 finish their last parts, will determine if the DUEL version will also be connected. I will mention to the mapper about the Aurabesh/lighting.. we want to see if you the public can translate it! HAHA

 

 

More to come as info/progress comes in!

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Cool map and great movies! I wish i could do a fan film... :lol:

Map looks great... does the aurbesh say anything or is it jibberish?

A few comments on the movie itself

Cool TIE!

The saber duel could use some more clashes and less hilt spinning.

Well done set.

Wouldn't the saber cauterize the masked guy's wound in the end?

Saber effects were great!

Darth Oz's Lightning posture is a little rigid IMHO.

But GREAT WORK!

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Umm. we actually didn't do the film, we are just re-creating the temple from the film. and its actually not a TIE... Its a Sith Terminator;) and YES, the aurabesh DOES say something, (couple things actually), but that's for all you to find out:D

And if you remember back to Star Wars Episode IV, did obi-wan's lightsaber wound cauterize that's beasts arm that was cut off? I guess it all just depends upon whose hitting it, their style, etc.

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Hey everyone, I just received some screenies of Manquesa, who is working on the Sith Terminator, and although these are very early screenshots/very early work in progress, its coming along great.

 

 

sithterminator_wip.jpg

 

sithterminator_wip_2.jpg

 

He is gonna touch up the wings some more, and I must say that for doing that in only an hour, that's pretty impressive, but don't worry, it is still very early in production, so there is still lots to do, and more progress to be done.

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just wanted to add something to that, I will be completely remaking the wings.

 

I know the screenies are pretty horrible, but I just threw that together real quick just to see how possible and how difficult it would be to make the wings. It may take me several more attempts but I think i'll get it, gotta try different methods out to see what works and what doesn't.

 

This ship is proving to be a real pain in the a$$ to make!

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Still Manquesa, you have a lot to work with, as opposed to our last modeler, who kind of disappeared from the scene, even though I see him in the forums lately. He said he had progress, but I never saw screenies. I'm just glad this S-o-b is getting made:) It took as long as it did since the 2nd day JO was out to find someone to make it. It didn't take nearly as long, and XLR8 and Volrath have been doing AMAZING work. Just absolutely amazing work for this project. and now that we have a prefab of the Sith Terminator being made, the project is nearing completion. Volrath just needs to finish texturing the hallway, then he can send it over to XLR8, who will finish the hallway up by making the greek symbol omega-like doors, and then complete the outside landing pad for the Sith Terminator, and then we can release this in a mappack.. Duel, and FFA, and the source code for the map for other mappers to take a shot to maybe improve on it, or use for their own mod. Just make sure to to give Manquesa, VolrathXP and XLR8 credit. XLR8 has worked VERY hard on this map project, and so is VolrathXP, and with Manquesa partially joining the team to make the prefab, he deserve credit too. I will report more progress when there IS progress!

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Wow. I remember about two months ago there was a thread asking if this arena would ever be made into a JK2 Map. I was a fledgeling mapper at the time, and, being full of myself, , I gave some of it a go. The results... well, let's just say I burned them and leave it at that, eh?

 

The shots I've seen are very good. Very, VERY good. Having said that, however, I do have a few things you may wish to try to do to make it a little more true to the flick...

 

A) While the towers do look very good, they also seem a bit... well, angular? I know that curves are a big right royal pain to work with, but is is possibly to smooth those towers out just a little bit? :)

 

B) I add my voice to someone else's (who's name I cant remember) in saying that the writing around the outside edge DOES need to be dimmed down, if it hasnt already. In the same vein, the lighting strips on the main deck of the platform itself should also be toned down a hair or two.

 

And finally C) The surrounding walls. Too brightly lit. The entire room was very dark in the flick, such that (on my screen anyway) you have to almost squint to get any real details out of the wall. What's there looks very good, but the lighting level is just a tad too high.

 

Other than that, WONDERFUL job to this point. Kudos to you and your team for thier work to this point. I look forward to the final product... ANd if you're includeding the map file, I also look forward to seeing if I can't "help the map along" myself.

 

I, too, shall be watching for THIS one...

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I actually wondered myself about the darkness, but over watching the film over and over, there are too many shots were one can clearly see the outline of the walls. so the level is actually of real-time brightness/darkness. after we release v1.0, we will let other mappers take a crack at improving the map to be more accurate we just wanted to get it as accurate as possible in the shortest amount of time. and its only been like maybe a month since we first broke ground on this map.

 

**EDIT**:

 

here are the pics just to show how lit up the room actually was.. because if you remember there were windows, (although none in our version yet, that helped light the room, but not very much)

 

 

duality.jpg

duality2.jpg

duality3.jpg

duality4.jpg

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On lighting:

 

It may be me. My gamma is up pretty bright on my monitor/card and I was able to see the wall details with no problem in the movie.

 

Adding windows would have brought this map to it's knees, FYI. We are lucky where we are now; the tris are insane.

 

And speaking of tris, the light posts do have curves in them (pulled mesh) and heres the biggie: There are 5 of them. :) I had to sacrifice here and there to detail them. The blockiness you see are the trim brushes which climb up and in with the meshes. Lotsa triangles there. LOTS.

 

I'll look at the aurabesh again and see if the lights can be toned down.

 

/x

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