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WIP - Langerd's Arena - A Challange for you.


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I want to share with you with my newest project.
It is still WIP and it is my break project from cloud city modification.
I choose one of my favourite duel locations as my inspiration. 

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I proudly introduce you to the Langerd's Arena 


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For now we have 3 Levels of difficulty and every level has 10 stages. In Total we have 30 stages. 


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Our goal? Kill every enemy on the stage. After killing all of them the : STAGE COMPLETE messege shows up and than we can jump into the pit because the teleporter will show up. It will lead us to the next stage!


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There are 2 optional features before going into the arena (i want to add more.Give me some ideas pls). Buttons that change the arena gameplay :


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-Objects/platforms - when turned on every arena will have objects or platforms. I want to add something more complex but believe me - this small change makes a big difference while fightning enemies.
-Kyle Katarn's Help - we can decide if we want Kyle Katarn as a helping npc. If it turned on Kyle will spawn next to the player on the arena BUT one thing - he dies - we lose him. He can be easly killed by pushed into a pit or if too many enemies will attack him so! Pay attetnion on him


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About the visuals i rly payed attention on the episode 1 lightsaber duel scenes , the hangar the theed etc. Also the generator Shaft which i wanted to be the most iconic part of this mod.


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Hope you will like it! Maybe i will upload the beta soon.

k4far, Stoiss, Lancelot and 17 others like this
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I like it.

Do you have any plans to add different environments to this? Such as in dmc's bloody palace. After every 20 Waves you would revisit a bossfight and the environment would change to match tolhose from the next bosses level. You could warp through different SW Eras/Movies.

Langerd and Wasa like this
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I like it.

Do you have any plans to add different environments to this? Such as in dmc's bloody palace. After every 20 Waves you would revisit a bossfight and the environment would change to match tolhose from the next bosses level. You could warp through different SW Eras/Movies.

I planned that !!!

My main inspiration is of course - Pit in the middle! Every arena will have that. You can of course win with the cheap move - force grip or pull into the pit.

 

1Darth Maul - normal version as You see maybe the doors i will change into the red forcefields like in the movie

2Count Dooku - some geonosis arena with the pit in the middle 

3Grevious - Utapau with the pit with the water at the bottom (i thought that nice thing would be a hole in the ceiling that give a little source of light

4Anakin/Vader - Simple rock with lava pit in the middle

5Vader - a carbonite

6Boba Fett - only one boss with the guns. The pit in his case will be sarlacc pit. I want to make player to actually throwing him into the sarlacc to win

7Emperor there will be pit like in his throne room

8Kylo Ren - snowy forest with the lava pit in cracked earth.

9and for last maybe .. preatorian guards duel - i think this will be first fight - and pit here will have the effect of this electric shaft that we saw one preatorian guards fell - he was completely mauled.

 

My plan is like this - 

Level 1 2 3 - reborns/ new reberons / cultists / shadowtroopers and all bosses from jk2 and jk3 (lightsaber)

after that there will be a level called INSANE - I will not spoil level designs but after beating level insane the new map will load. And that map will be Movie Arena with all bosses that i showed at the top.

 

Or Maybe i will do like you said @@AshuraDX but the gamestyle of the jedi academy is a little different than the DMC series. I want to focus on overall gameplay with these 3 arenas for now and later i will make something like this.

I just counted how many levels i would have to do .. and I see 90 stages.. 90!!! and 9 boss battles. That would be insane!!!

 

Of course Player will start with the full force powers and all lightsaber styles - all MAX 3 (and 3 lightsaber styles. No Desann and Tavion for a player). I also thought that Jaden is now a Jedi Master so his force points are regenerating much much faster and we have 200 points of force (We are regenrating like RebornMasters... it was stupid for me that player is always weaker than the other enemies)

 

You may think that this will make everything so much easier. You are wrong. It is hard as shit later on i played and without the tactics you will die.. a lot. It is also important who you will attack first - for example this situation :

 

Cultist using force grip is a joke when he is one on his own.. but with the 2 reborns next to him - if you will not kill him or you will not use force absorb in the right moment.. these two reborns will have you very easy to kill. 

 

And Remember guys ... 1 .. Life .. Only. You die you start from the beginning. No Saves. No Checkpoints. Just you and 30 (or later 99) stages.

Wasa likes this
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This looks absolutely wonderful, how did you accomplish such level of detail! Doesn't even look similar to JKA!

Misc_models - these small brown columns . These other props and boxes doesnt look as good as i wanted. The lamps on the floor are these lamps from mos eisley campaign map (the one with Chewie) but i changed their textures. 

 

Also Pit is MD3 model too but i made segments - i made one column with the rings and multiple 

 

It is amazing what we can do with the MD3 models. If used well we can even make entire map using just models and later just use clips. I rly recommend using them and learn even basics. Even simple models can make everything so much better than chairs and tables that are made with brushes. 

 

BLENDER

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GTKRADIANT

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GAME

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Some shader work and there ya go. Also pay attention on the lighting - light should only come form the light sources! Of course not always because light bounce from the walls and floor in real life and we can simulate this too but it requires trail and error and we must plan it wisely. That is why we also add the ambient light to kill the contrast but i rarely use big amount. And .. i will be honest with you - if i see a colored textures like metal that should be gray but it is blue a little because some mapper decided that envoirment in his map creates blue light  i am pissed. Jedi Academy style of mapping killed contrast and dark atmoshpere like the jedi outcast had. They used those shaders ... poorly in many maps... The best looking SP Maps for Academy for me are Ord Mantell and Yalara. They payed attention on the lightning and shadows in these and they dont look blend. Vjun maps are for me.. maybe very detailed and great in atmoshpere but there are many places that look awful...

Edited by Langerd
NumberWan, Wasa, swegmaster and 2 others like this
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Some shader work and there ya go. Also pay attention on the lighting - light should only come form the light sources! Of course not always because light bounce from the walls and floor in real life and we can simulate this too but it requires trail and error and we must plan it wisely. That is why we also add the ambient light to kill the contrast but i rarely use big amount. And .. i will be honest with you - if i see a colored textures like metal that should be gray but it is blue a little because some mapper decided that envoirment in his map creates blue light  i am pissed. Jedi Academy style of mapping killed contrast and dark atmoshpere like the jedi outcast had. They used those shaders ... poorly in many maps... The best looking SP Maps for Academy for me are Ord Mantell and Yalara. They payed attention on the lightning and shadows in these and they dont look blend. Vjun maps are for me.. maybe very detailed and great in atmoshpere but there are many places that look awful...

 

I agree with this statement. Lighting seems to be the most important part of creating a good atmosphere in a map. I do think, though, that in your screenshot those red buttons are not casting any light, but I might be mistaken! 

 

I like how you've used Blender to create .md3 models that can achieve a better rounded shape than what GTKRaidant allows, I do wonder how you do your texture work, since it's the one area I haven't yet grasped. 

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Great result, clever use of modular assets.

 

 

Photo sourcing, some hand painting and AO bakes...whatever gets the job done.

 

Do I need a drawing tablet to do some good hand painting, or is it possible to achieve good results with a mouse? 

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Do I need a drawing tablet to do some good hand painting, or is it possible to achieve good results with a mouse? 

 

You don't absolutely need a tablet for this kind of texturing. If you were hand painting textures for let's say a game similar to warcraft, then you would be wise to invest in one, just for productivity, ease of color blending and comfort it would be worth it.

 

The modern way to texture is to model your details and bake them down to a lower poly version, it's like doing procedural texturing. Once you have baked the maps needed, you can do all sorts of blending to get different looks (You could even get results similar to hand painted assets), it speeds up the whole process because you can manipluate all those details a lot faster with a baked selection mask.

 

Tablets are mandatory for sculping organic subjects however.

 

 

Noodle likes this
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Do I need a drawing tablet to do some good hand painting, or is it possible to achieve good results with a mouse? 

I used the simpliest basic programs to do these models.  I used basic textures and change them in paint.net or photoshop - for simpler things i prefer paint.net rly. If i can achieve great effect with simple little program . No substance painter or other things. I used old noobish methods to do this. Just some basics and knowking how texture acts on the model and how to make it looks.. kinda good. 

 

Practice and a ton of time of sitting on my ass to achieve all you can see.. I dont recommend my techniques for the later or professional projects because ... all you see is not proffesional.

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I used the simpliest basic programs to do these models.  I used basic textures and change them in paint.net or photoshop - for simpler things i prefer paint.net rly. If i can achieve great effect with simple little program . No substance painter or other things. I used old noobish methods to do this. Just some basics and knowking how texture acts on the model and how to make it looks.. kinda good. 

 

Practice and a ton of time of sitting on my ass to achieve all you can see.. I dont recommend my techniques for the later or professional projects because ... all you see is not proffesional.

 

The thing I find the hardest to do is shadows, though it seems AO bakes can solve that problem. 

 

I don't think your work looks unprofessional. Sure, it's not what you'd see in a modern game made by a big studio, but your assets are easily better than some of the Star Wars Mobile Games I've seen (and those mobile games have nice assets!)

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The thing I find the hardest to do is shadows, though it seems AO bakes can solve that problem.

 

I don't think your work looks unprofessional. Sure, it's not what you'd see in a modern game made by a big studio, but your assets are easily better than some of the Star Wars Mobile Games I've seen (and those mobile games have nice assets!)

Yeah i am working on Ambient Occlusion Bakes and i just give a texture i use multiply with bakes on the textures and before flattening whole image i play with effects, change texture to remove visible seam and try adding some scratches dirt etc.
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Ok I Have a big annoucment to all JkHub'ers... And personal too. 

I made a lot of stuff .. a ton lot of stuff. And i had a lot of fun making it . I Love creating maps.. stories.. characters animations. I shared with you with the lot of my content but what exactly i want to tell you. ...

That i didnt tell you one of the most important messege that hides behind .. every .. thing i managed to create through these years through these hours of hard work..... 


One Person in my life .. She Is my Muse.. She Is my inspiration .. She gave me a ton AA TOOON of ideas like making fogs in my maps, warm and cold colors (the coloring contrast).. She Inspired me to create a modification based on my story .. giving me mental support and showing me that my world story .. characters are worth anything.. Even if She is not much in Star Wars - She always give me cool ideas and talk with me about some map changes texturing or shapes of the models. She always suggest and Have a lot to say.

Without My Love i wouldnt create so much.. i wouldnt change my point of view on creating all of these stuff. Star Wars and Some authors here on hub helped me and they are inspiration for me too.. But My Lovely Fox -( I call my Lovely Girlfriend Fox .. She calls me Wolf ) Her help and Ideas are most important for me. She is most important Person to Me.. She looked at every project before all of you ..So everything you guys see - Put Her in the credits too 

Just Keep on mind that every screenshot, change or information of modification i dedicate to Her (To my Fox). Just my words of truth here ;) I wanted to share 




 

Delta-573, Jeff, Wasa and 7 others like this
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