monsoontide Posted September 5, 2002 Share Posted September 5, 2002 Hi Everyone, Well, after a break helping SunBurN with his SithEmergence map, I'm mostly back to working on my Anchorhead map (Along with a couple of side projects related to modeling). Latest Pix showcase the newly revamped Toschi Station Generator room and a bit more of the WIP on the Workshop section. ftp://68.4.22.173/Monsoontide/JK2/ User: tide1 Pass: monsoon1 Pix are labled AnchorheadWIP_x.jpg Enjoy Monsoontide Link to comment Share on other sites More sharing options...
keo718 Posted September 6, 2002 Share Posted September 6, 2002 Looking good. Im ready to test when you are. Link to comment Share on other sites More sharing options...
monsoontide Posted September 6, 2002 Author Share Posted September 6, 2002 I did some test bot routing today and it was mostly successful apart from the bots not being able to use the lifts. Still a lot better than having them just randomly jumping around and very easy to do too. ANyways, the upshot of this is that even single play against bots should still provide much fun. I was running 6 bots + me and it was mostly smooth - a little clunky in places where the area portals aren't yet working - but playable nonetheless. Still need to finish of several areas and check for errors. Then it will be done! Monsoontide Link to comment Share on other sites More sharing options...
keo718 Posted September 6, 2002 Share Posted September 6, 2002 Hey, soon bots will be able to use jetpacks. So it'll be even more fun. Link to comment Share on other sites More sharing options...
TUX Posted September 9, 2002 Share Posted September 9, 2002 That's looking awesome. You seem to have quite a talent for modeling. Your 'scout' head looks perfect, as does the 'infiltrator' (didn't mean to snoop, just curious). Again, I am anxiously awaiting your release of this map. It looks incredible so far! Link to comment Share on other sites More sharing options...
monsoontide Posted September 9, 2002 Author Share Posted September 9, 2002 Map is now 85% complete. I've finished all the major structural work and now it's just a case of working my way through the map making things look good adding some interest here and there finishing a few textures and making sure everything is in place. This is gonna be a FFA / FFA Holocron / CTF / Jedi Master / Kil The Fool map. (Too big to be a real duel map - though I'll add support for those who are crazy enough to try it!!!) Then got a little bit of bug fixing to do which may take a while 'cos JK2 doesn't support BSP monitoring during compiles (The easy way to get rid of bad brushes). I should have the Sith Infiltrator MD3 finished today for SunBurN's Sith Emergence map and the Scout Trooper will be underway again once I'm back at work. More Pix Soon. Monsoontide Link to comment Share on other sites More sharing options...
t3rr0r Posted September 9, 2002 Share Posted September 9, 2002 wow... that's a great improvement form your old version. i can't wait to play this one. Link to comment Share on other sites More sharing options...
monsoontide Posted September 9, 2002 Author Share Posted September 9, 2002 Here are the latest pix showcasing the three new towers I've added as well as the entrance to the Blue Team Base (This Base is still the most incomplete structure) As usual pix can be viewed at ftp://68.4.22.173/Monsoontide/JK2/ User: tide1 Pass: monsoon1 Enjoy ;-) Monsoontide Link to comment Share on other sites More sharing options...
monsoontide Posted September 15, 2002 Author Share Posted September 15, 2002 Hi Everyone, here's the latest WIP update. ftp://68.4.22.173/Monsoontide/JK2/ User: tide1 Pass: monsoon1 Pix are labled Anchoreheadxxxx.jpg (If you're interested, check out the Biker Scout WIP pix too!) I've nearly completed the Blue Team base (Apart from lighting and my problem with the CM_InlineModel:Bad Number problem for which I have found no solution except to remove several door in the Blue Base). Also now in place is the SLAVE 1 prefab (Although I need to change the colours on it). I am currently halfway through constructing the secret passage in the blue base. Then I just have to track down a few bugs (Mostly those object has x tiny portals - problems and get my area portals all working) Then I will be adding SAGA gamplay mode compatability, a quick (weeklong) final testing phase and it will be done! Enjoy. Monsoontide. Link to comment Share on other sites More sharing options...
monsoontide Posted September 16, 2002 Author Share Posted September 16, 2002 The Anchorhead map is on permanant hold. Unless I can get a solution / workaround for this error, I cannot complete this map. CM_InlineModel:Bad Number/Name I have traced the error to two things: 1: It only occurs in MP. My map works fine in the SP engine. 2: It is caused by func_brushes - mostly func_doors, but also by some others like func_bobbing. The only answers I have seen to this problem state that it is because the door or trigger were accidentally set to 'detail' mode and when compiled with the -nodetail- flag are invisible. However - this is not the case - none of my doors or triggers are set to detail. If I can't get an answer in the next week or so, I may release the map - IF there is enough interest - it's about 90% - apart from 3 doors and a lift and some minor bug fixes. Monsoontide Link to comment Share on other sites More sharing options...
Eldritch Posted September 17, 2002 Share Posted September 17, 2002 I would add some more detail to the area where the Slave 1 is parked. It looks very barren... the rest of the map has great detail/eyecandy and is very well put together, but like I said, that one area looks bare. The Infiltrator and Scout WIP look excellent. Looking forward to seeing them completed. Link to comment Share on other sites More sharing options...
monsoontide Posted September 18, 2002 Author Share Posted September 18, 2002 Unfortunately my problems with the map have precluded me from any further work in the area of the Slave 1. There has been no progress with the MP version of this map. However, I have started to alter it for Single Player since the map works fine with the SP engine. SunBurN's map featurring both the Sith Infiltrator, and Jedi Starfighter prefabs I made, will hopefully be released soon - as soon as he's sorted a couple of problems. After the map release these ships will be made available as Prefabs for the public. Also I have a Sentinel shuttle prefab for my map that just needs to have the textures finished - I will release as a prefab this when/if my map is done. I still have a couple of options to check out to solve my current problem - but they're pretty unlikely to make a difference - (So far nothing else has worked!) Monsoontide Link to comment Share on other sites More sharing options...
Eldritch Posted September 18, 2002 Share Posted September 18, 2002 Damn, that's too bad about the Slave 1... I've yet to play a stage where it was included (the Kamino dueling stage should include it, but I doubt it would fit on the current platform they have (they just made it too small if the Slave 1 is built to correct specs, which I believe it is)... it would be a nice touch for them to rework the stage to include it, but I guess I'll just have to dream about it for now. Anyway, let me know when the SP version is out, i'd like to try it. Link to comment Share on other sites More sharing options...
monsoontide Posted September 18, 2002 Author Share Posted September 18, 2002 I've actually ahd to shrink that Slave 1 to get it to 'seem' the right size. Building things to scale in RADIANT is all very well but when you're playing, they appear quite different, so I tend to judge of the KYLE model. I agree it would be cool to do a proper DUEL level based on the Kamino landing platform especially now it's possible to do RAIN etc. in Multiplayer. Perhaps when the DVD comes out in November more people will have enough references to be inspired to do something. Monsoontide. Link to comment Share on other sites More sharing options...
monsoontide Posted September 21, 2002 Author Share Posted September 21, 2002 Ha Ha! Progress with the CM_InlineModel"Bad Number has been made (It appears to be a func_brush limit). I took out a lot of unecessary stuff and it's working again. So there's going to be a few changes. The Dewback pens are going to be moved from above the generator, over to the Sentinel Shuttle landing bay. So back to work! Maybe another couple of weeks or two before release! Monsoontide Link to comment Share on other sites More sharing options...
keo718 Posted October 2, 2002 Share Posted October 2, 2002 Bump. Another much awaited map. Link to comment Share on other sites More sharing options...
monsoontide Posted October 2, 2002 Author Share Posted October 2, 2002 Been Kinda quiet of late - work, family, other projects. However, I am working on trying to incorporate SAGA gameplay into the map. Hope to have updates within the next week or so - don't dispair this map will soon be done! Monsoontide. Link to comment Share on other sites More sharing options...
keo718 Posted October 2, 2002 Share Posted October 2, 2002 I am working on trying to incorporate SAGA gameplay into the map Yeah, I am very interested in seeing how that works. Link to comment Share on other sites More sharing options...
monsoontide Posted October 3, 2002 Author Share Posted October 3, 2002 Current objectives for SAGA PRIMARY: BLUE must deactivate the Force Field Stopping the outrider from leaving. RED must destroy the hyperdrive on the Outrider to prevent the smuggler ship from leaving. SECONDARY: BLUE must recover the four hyperdrive parts from the Workshop, the Bar, the market and the Mayors office. RED must 'fix' the radar dish in the highest room of the tallest tower! TERTIARY: BLUE must collect a ysalamiri from the cargo brough by Slave1 RED must collect a ysalamiri from the cargo brough by Slave1 Now I just have to get them all to work the way I want them to! Let me know if there's an objective you'd prefer. Monsoontide Link to comment Share on other sites More sharing options...
SunBurN Posted October 3, 2002 Share Posted October 3, 2002 Those objectives sound fun! Can't wait to try it! SunBurN Link to comment Share on other sites More sharing options...
keo718 Posted October 3, 2002 Share Posted October 3, 2002 That sounds real, real nice. My question is though, what happens once the objectives are met? Does it just reset and you have to do it again? And how many different objectives can you provide per map? Link to comment Share on other sites More sharing options...
monsoontide Posted October 4, 2002 Author Share Posted October 4, 2002 I think the limit is about three Objectives (At least to make it playable), but you can set it up so you need to do several things to activate one objective. Since SAGA isn't fully implemented there is unfortunately no score screen ALA Return To Castle Wolfenstien, so I guess you'll get the You've Completed the Objectives message and then go to the next SAGA map. Monsoontide Link to comment Share on other sites More sharing options...
Padawan_7 Posted October 9, 2002 Share Posted October 9, 2002 Sounds very cool monsoontide! I can't wait to play a SAGA map! Any updates? Link to comment Share on other sites More sharing options...
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