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Project Lighthouse (SP)


lassev

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I'll post a few screenshots and shortly describe what's it all about. Lighthouse is a single player campaign of three maps, two of which are playable, one being purely cinematic.

 

The plot in short: Kyle and Jan receive an encoded, cautious text-only message from Mon Mothma, who is very concerned about recent ingeniuos attacks by the Remnant. It is clear the Imperials have either inside information or some highly sophisticated listening post. Of course, it is Kyle's and Jan's job to go to a suspected place, where such a deep space listening post might reside, and secure it at all cost, but they are not allowed to let it be detroyed.

 

The status of the map pack is about 90% done,

Architectural mapping is 95% done,

ambient sound placement is about 40-50% done,

scripting including cinematics is 75% done,

voice acting 0%...

 

EDIT:

This project is finished and currently version 1.2 is available for download at PCGameMods, JK2Files, and Massassi. Some (if not all) screenshots show below are outdated.

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Then some screenshots I promised...

 

ss0000.jpg

A hall containing some defence installations brought by the Imperials...

 

ss0002.jpg

A tall chamber with the well for an express lift. Plenty of room for a long fall...

 

ss0001.jpg

The obligatory hangar (with an FPS issue because of too many NPCs present at the same time).

 

ss0006.jpg

And this? A small piece of the "highly sophisticated" listening array.

 

ss0005.jpg

And here's the dude that should get his own voice. And believe me, you won't see Desann in this campaign. They are just talking about history...

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Wowee, looking great! Love the architecture, lighting, and most of all the fact that this is gonna have a plot :) Glad to hear it's so far down the road to completion already, cause I am already looking forward to this one a lot!

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Thank you all for the positive feedback. The lighting is not even throughout the levels, and it's changing quite a bit from area to area, depending on the purpose of use of the room.

 

Btw, what kyle skin is that

Eh... The kyle skin? It's probably one of the first SP skins you could download from jediknightii.net. The name's darkkyle, unfortunately I cannot recall the author. It has been installed on my system for ages... The original game looks funny, when Kyle looks like a dark jedi and has those dead yes... Especially during the more tender moments with Jan...

 

Whole level a cutscene? Wow. How long? How is that working out for you?

The cinematic level is not overly large, rather it's just a small house and a courtryard surrounded by stone fence. The story starts there. I like to call the place Lando's cottage:

shot0002.jpg

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Heh... the Author of the skin? That'd be me. ;) I tried resubmitting it a few times... but it kept on getting removed from JKII.net for lord knows why.....

 

I still have it, was thinking about maybe updating a model and skin for it... dunno.

 

Here's a modview shot of it:

 

http://wat.midco.net/eggnog1/djk-pk3.jpg

 

I might resubmit it again. We'll see I guess.

 

And now to be on topic.:

 

Cool Lookin' Level. :D

 

------------------

Note: Put a Modview pic up to replace an old WIP shot.

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Custom skin for Kyle is a nice touch!

Sorry to let you down, but I cannot actually include the custom skin for Kyle in the campaign, because the skin's not made by me. It's just a separate skin mod that I installed long ago, thus it's evident in all the screenshots.

 

Heh... the Author of the skin? That'd be me

Thanks, infinity_blade, for posting this bit of information! This custom Kyle skin of yours is excellent, and so I hardly even remember anymore the original bantha herder looks of Kyle... And I can also promise that all the future screenshots will include this same skin, even if the final campaign cannot...

 

The place of the last shot may in reality be a little brighter, because the screenshot is truly old, ancient to be exact. It just happened to be on the server, and so I posted it quickly to give some indication of the surroundings of Lando's cottage. I'm out of town for a few days, but later I can give a more recent picture of the place.

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So, you wouldn't mind, eh? Let's put it official: can I include your custom skin into the campaign with full credits given to you, of course? Your package would be in it's original form, because it's stand-alone, only the readme would be renamed to separate it from the main readme of the maps (altough you would also get your name in there).

 

And I can also tell you all that the campaign will contain some third party components as a small surprise element in any case...

 

What comes to the evilness... Well even the original game with its "kill 'em all, take no prisoners" attitude was quite far in the Dark side, in my opinion, so that's not really a problem, is it?

 

The only drawback will be the final file size that can exceed 20 MB, but who cares anyway nowadays...

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Well, I've been doing minor touch-ups to it now and then, so perhaps you'd rather include that.

 

I've been thinking about resubmitting it to JKII.net, AGAIN, and maybe in a month or two I could start a model tweak and some retexturing for it. That's a big 'maybe' though.

 

Anyway, if you used the minor touch up version, would have the same one that I would eventually resubmit.

 

It's mostly to take care of some compression artifacts and detail loss due to excessive Jpg compression. I was new to JO/Q3 editing, and resaved it ALOT as a jpg instead of converting it after I was done.

 

And as far as being evil... well, while I don't completely agree on the SP game having alot of Dark side elements to it, I do feel that it's entirely your choice as this level's creator.

 

If you feel it's a good way to go, then I'm fine with it. :D

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Well, maybe you are right about the Dark side of the SP. The motives do not ultimately origin from the Dark side. And you have to take into account the role of the game Engine...

 

But still, it just pleases well my twisted sense of humour to have the dark jedi Kyle. And most of all, dark Kyle looks better than the original, as is made also evident by the feedback above.

 

So, being as busy as I am (who wouldn't) I cannot give any date for the release of the campaign, but I guess it will take long enough that you can make the little touch-ups you have planned, if not the major ones. Let's be in contact later on, because the dark jedi Kyle is after all easy to include in the packet just before the release. Thanks!

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To make sure nobody thinks I'm dead or something, I'll post a couple of screenshots.

 

bu_shot00.jpg

This is a shot I promised a while ago. It shows the surroundings of the opening cinematics ("Lando's cottage", yet no Landos in these maps, just a work name).

 

lh1_shot00.jpg

More fancy, red lighting, eh? It's a sort of scanner.

 

The map's still 95% finished, folks. And who knows how long it will be, because most of the time I spent on it goes straight to rebuilding older parts of the maps. Hmm, maybe not in the future; it's about time to seriously think finishing it.

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Thanks for the offer, Kengo. But one has to remember there's still missing about half of the last, big room or should I say chamber (it's the place where that "sophisticated listening array" is located). It's a bit difficult to map, because the place is not composed of just doors and walls, but rather a variety of different BIG machines, bridges and small elevators, computer terminals, pipes and screens.

 

And then there are two cinematics missing. And I cannot script them before the map is otherwise finished.

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Wow, sounds rather Indiana Jones and the Infernal Machine there man, i.e. amazing :D

 

Well, when you think its ready for testing I'd love to be one of the testers if you want :)

 

And please finish this level, too many great levels aren't finished because mapers are such perfectionists!

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And please finish this level, too many great levels aren't finished because mapers are such perfectionists!

 

Yes Kengo, how many times did AKPiggot threaten to cancel the map in the last two months ( not perfectionism, but terrible errors)?

 

I, however, am not a perfectionist. Compared to most mappers, I am LAZY. I don't caulk if it requires clipping, I rarely make detail brushes. I use the hollow command (although, I do adjust the brushes to fit, it's much easier than making each wall, floor, or ceiling manually (Rich has advised against all of these "Everything the player can't see should be caulked", "generally, all brushes not exposed to the void should be made detail", and "never use the hollow command".

 

The only thing I do follow is I never use CSG subtract. He is right, it is evil. Once, I had a huge staircase and accidentally hit CSG subtract, my massassi pyramid MP level, well, died. It took 5 minutes of subracting (I didn't realize I hit CSG subract so I thought it had crashed, but I left rigfht afterwords, came back, and had and had an error message. I closed it, and my level had 27,102 brushes because of the subtract. One click, and it crashed.)

 

Looking good, Lassev.

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Mind you Thomas...you don't want to be too far the other side of perfectionism either. I'll admit I didnt use detail brushes or caulk in my early mapping days, but really they are both utterly central to a good map. Detail brushes will cut your compile times drastically, and if the compile times arent much without using them, then you map definately needs more detail! I use the hollow tool myself, even though I know its wrong...

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