wedge2211 Posted January 15, 2003 Share Posted January 15, 2003 Yeah, and I suppose if they just disappear and reappear and one happens to reappear in the exact same location as a player...that could get rather gruesome... Aru, just curious, are any of the CotA textures useful? The wood ones might be especially nice to have, I'm afraid I don't have much in the way of bricks, though. Link to comment Share on other sites More sharing options...
Eldritch Posted January 15, 2003 Author Share Posted January 15, 2003 Originally posted by wedge2211 Yeah, and I suppose if they just disappear and reappear and one happens to reappear in the exact same location as a player...that could get rather gruesome... Aru, just curious, are any of the CotA textures useful? The wood ones might be especially nice to have, I'm afraid I don't have much in the way of bricks, though. Very gruesome. To tell you the truth, Wedge, I haven't had a chance to look thru the texture files in the CotA pk3, but I've been meaning to. If I find something I can use, I'll be sure to let you know. And now, just because I feel like it... a screenshot of a place you haven't seen yet - specifically, part of the hallway leading to the Great Hall. Those of you who've been following from the beginning might remember the torches in the next screenshot. Here they are, redesigned slightly and updated with new textures. And here's part of the hallway leading to the Grand Staircase... Enjoy! Link to comment Share on other sites More sharing options...
Shadriss Posted January 15, 2003 Share Posted January 15, 2003 Nice looking work, Aru. "Attention, Mappers : Due to rececnt good usage of curves, the patch meshes have been relocated from the 3rd Level of hell to the 1st. And we grrumble at the fact thaty we had to move it." Can't wait to see what you come up with for DECEPTION. Link to comment Share on other sites More sharing options...
Eldritch Posted January 15, 2003 Author Share Posted January 15, 2003 Originally posted by Shadriss Nice looking work, Aru. "Attention, Mappers : Due to rececnt good usage of curves, the patch meshes have been relocated from the 3rd Level of hell to the 1st. And we grrumble at the fact thaty we had to move it." Can't wait to see what you come up with for DECEPTION. Wait, does that mean that the patch meshes are more evil, or less evil? I'm still sketching out ideas for Deception, Shadriss. Hopefully I should have something for you to look at next week. Link to comment Share on other sites More sharing options...
Klorel Posted January 15, 2003 Share Posted January 15, 2003 That texturing and lighting is incredible... (your name i mean ) seriously though, did you use multi-layer texturing or something? cause I was going to recomend you do to break up the textures, plus it just looks good, but it appears that whatever you did worked beautifully... this map gets a 10 based on texturing alone. -Klorel Link to comment Share on other sites More sharing options...
wedge2211 Posted January 15, 2003 Share Posted January 15, 2003 The textures on the arches look stretched, though. At the top, they're full-size, but at the bottom, they get squished into a point. (I didn't know there were black holes in Hogwarts...) You might try re-doing the custom texture so that you can use the "cap" option instead of the "natural" option on those patches, it might look better. Link to comment Share on other sites More sharing options...
Eldritch Posted January 15, 2003 Author Share Posted January 15, 2003 Originally posted by Klorel That texturing and lighting is incredible... (your name i mean ) Heh, thanks. I just got it last night. seriously though, did you use multi-layer texturing or something? cause I was going to recomend you do to break up the textures, plus it just looks good, but it appears that whatever you did worked beautifully... this map gets a 10 based on texturing alone. -Klorel Multi-layer texturing? Nope. But there are quite a few textures in this map. I've got to cut some from the pk3 that I'm not using anymore, but as of right now, the textures account for about half of the file size (which stands right now at about 11 MB). I figure after I cut it down and add the rest of the beta, it'll be about 10 MB. I'm glad you like it. There are some areas I still have to break up, though... and of course, the beta testers should be giving me feedback on what else could be improved/changed/reworked. I'm hoping to get the map out to the beta testers by Friday so they'll have the weekend to try it out, and if all goes well the map will be released as a duel/smallish FFA open beta sometime next week. Link to comment Share on other sites More sharing options...
Eldritch Posted January 15, 2003 Author Share Posted January 15, 2003 Originally posted by wedge2211 The textures on the arches look stretched, though. At the top, they're full-size, but at the bottom, they get squished into a point. (I didn't know there were black holes in Hogwarts...) You might try re-doing the custom texture so that you can use the "cap" option instead of the "natural" option on those patches, it might look better. I'm working on it, Wedge. I don't like them how they are now either... until I get a fix, though, they're just in there to see how it goes with the rest of the map. Link to comment Share on other sites More sharing options...
Wudan Posted January 15, 2003 Share Posted January 15, 2003 Use bumpmaps to add a little extra "nicey-nicey" touch to your map. Link to comment Share on other sites More sharing options...
Eldritch Posted January 15, 2003 Author Share Posted January 15, 2003 Originally posted by wudan Use bumpmaps to add a little extra "nicey-nicey" touch to your map. Are 'bumpmaps' exactly what they sound like? What are they and how would I go about using them? Link to comment Share on other sites More sharing options...
Matt-Liell Posted January 15, 2003 Share Posted January 15, 2003 Youch, that made my eyes hurt, the sheer beauty and skill of that map inflicts pain! You should put a warning in the readme that you might faint over the awsome skill shown in the map! Link to comment Share on other sites More sharing options...
Eldritch Posted January 16, 2003 Author Share Posted January 16, 2003 Originally posted by Matt-Liell Youch, that made my eyes hurt, the sheer beauty and skill of that map inflicts pain! You should put a warning in the readme that you might faint over the awsome skill shown in the map! Thanks for the comments, Matt. Feedback in any form is always appreciated. I will be putting a note in the Readme, but it will be about the location of the weapons/health/armor pickups. I was planning on putting some of the regular powerups and lower powered guns (like the 25 health/armor and the bowcaster/blaster) in locations that are not too noticeable yet still in the open... like behind a column or something. Then I was planning on putting the more powerful weapons (Repeater, Rocket Launcher, etc) in the secret/hidden passage areas... I wanted to do it because a better knowledge/exploration of Hogwarts would yield more powerful stuff, sort of like how in the movies the dangerous/powerful things are hidden or protected in remote parts of the castle. Anyone have thoughts on this? Link to comment Share on other sites More sharing options...
Shadriss Posted January 16, 2003 Share Posted January 16, 2003 Now THAT idea has a lot of merit. WOuld keep the missile whoreing to a minimum, really. Good idea. Link to comment Share on other sites More sharing options...
Eldritch Posted January 16, 2003 Author Share Posted January 16, 2003 Thanks. Glad you like it. For CTF, I was also toying with the idea of using the Gryffindor (the good house) Common Room as the Blue Team Flag location, and the Slytherin (the bad house) Common Room as the Red Team Flag location. The only problem is that the Slytherin common room's entrance is a wall in the dungeon that looks exactly like the rest of the wall, and Gryffindor's is a large painting, which seems to be a lot more obvious. Perhaps I could use something to indicate the Slytherin entrance - anyone have any bright ideas on what it could be? Link to comment Share on other sites More sharing options...
wedge2211 Posted January 16, 2003 Share Posted January 16, 2003 Put a gargoyle/torch/column/statue on either side of it. Link to comment Share on other sites More sharing options...
Eldritch Posted January 16, 2003 Author Share Posted January 16, 2003 Not a bad idea. Scouttrooper is working on some gargoyles for me, so I'll see if any of them could work when it's all said and done. Link to comment Share on other sites More sharing options...
Klorel Posted January 16, 2003 Share Posted January 16, 2003 Or maybe you could put a snake seal on the floor in front of the secret entrance or something?I kind of like the challenge of finding the secret entrance, its different from the flag just being obvious. Would you have to do anything special to open the door? maybe an auto open would be good enough, but I'd rather you make it harder to get into both bases like it is in the book, but something with a snake is the way to go in my opinion. maybe you even have to go stand on the snake for the door to open, then run as fast as you can before it closes (like in the sp level where you get your saber) and do a different challenge for gryfindor.... I think that would be best. Also, will you be modelling Ravenclaw and Hufflepuff rooms? that would be a fun place to go as well, also a good neutral spawing point. -Klorel Link to comment Share on other sites More sharing options...
Scouttrooper Posted January 16, 2003 Share Posted January 16, 2003 well here is one shot of two gargoyles where i working on: http://scouttrooper1.tripod.com/sitebuildercontent/sitebuilderpictures/gargoylesforaru2.jpg Link to comment Share on other sites More sharing options...
Eldritch Posted January 16, 2003 Author Share Posted January 16, 2003 Or maybe you could put a snake seal on the floor in front of the secret entrance or something?I kind of like the challenge of finding the secret entrance, its different from the flag just being obvious. Would you have to do anything special to open the door? maybe an auto open would be good enough, but I'd rather you make it harder to get into both bases like it is in the book, but something with a snake is the way to go in my opinion. maybe you even have to go stand on the snake for the door to open, then run as fast as you can before it closes (like in the sp level where you get your saber) and do a different challenge for gryfindor.... I think that would be best. Also, will you be modelling Ravenclaw and Hufflepuff rooms? that would be a fun place to go as well, also a good neutral spawing point. I wasn't planning on the door being auto-open... you'd have to know where it is and press the 'use' button (like an invisible door switch)... but maybe I could incorporate your idea like this : I could have a snake something that would be the switch that would open the door, then you'd have to run to get thru the door before it closes. For Slytherin, something with snakes is the only way to go. Not sure how to make Gryffindor more challenging, as it's only a painting... any thoughts? As for the Ravenclaw and Hufflepuff rooms... I have no idea where they are or what they look like, but I might brainstorm and see what I can come up with. Off Topic : The next Harry Potter book arrives June 21st! well here is one shot of two gargoyles where i working on: http://scouttrooper1.tripod.com/sit...ylesforaru2.jpg The Raven looks great, Scout! How're the Lion, Badger, and Snake coming along? Oh, and the extra Dragon one you're making doesn't have to be holding that torch thing - I don't want you to go thru any more trouble than you have to. Only the Raven, Lion, Badger and Snake have to be holding the torch. Link to comment Share on other sites More sharing options...
Scouttrooper Posted January 16, 2003 Share Posted January 16, 2003 about the gargoyles, im going to test the raven and dragon ingame tomorow, and next i go make the snake and the other ones,... i think all will be done on monday (dunno for sure) about betatesting , if it is more then 10 mb send it to ---- ill check everything on that level ; texture,sounds,models, etc etc everything Link to comment Share on other sites More sharing options...
Eldritch Posted January 16, 2003 Author Share Posted January 16, 2003 Originally posted by Scouttrooper about the gargoyles, im going to test the raven and dragon ingame tomorow, and next i go make the snake and the other ones,... i think all will be done on monday (dunno for sure) about betatesting , if it is more then 10 mb send it to j.lubbers9@chello.nl ill check everything on that level ; texture,sounds,models, etc etc everything Sweet! I'll be sending it to that email address, then. There are no models in it yet... everything has been made in Radiant. Link to comment Share on other sites More sharing options...
Eldritch Posted January 18, 2003 Author Share Posted January 18, 2003 Unfortunately, due to college and work (mostly work) I was not able to get the map to a point where I wanted to send it to the beta testers (was aiming for today... err, yesterday now). I hope to get it to them at some point over this weekend. This shouldn't affect the release of the open beta too much - it'll probably be next weekend at the latest. Link to comment Share on other sites More sharing options...
PaDDyWanD Posted January 18, 2003 Share Posted January 18, 2003 I've been away from the game for several, several, several....a long time. This all sounds great. I was very startled to see that interest in the jkII community has decreased so greatly. I would love to get back to playing again....only one problem....who's using what mod's and what do i need to get to get going again. Had to do a new install after all those months of downtime and now i'm lost......HELP!!!!! Just send me an email no need to tie up the thread! Link to comment Share on other sites More sharing options...
Eldritch Posted January 19, 2003 Author Share Posted January 19, 2003 Err... are you sure you meant to post here? I think you'd have more luck finding answers posting your message in Valley of the Jedi or Yoda's Swamp. I'm not too sure what mods are popular these days - I don't play with mods... just wondering why you chose my thread in the Mapping Showcase to ask this question. Link to comment Share on other sites More sharing options...
Altus_Thrawn Posted January 19, 2003 Share Posted January 19, 2003 looking good once again, nice detail. this will definitly be played alot. have you decided on how to do the doors yet? Link to comment Share on other sites More sharing options...
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