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RPG Corellia map - Suggestions needed!


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Hey all. I'm working on a fairly large map. At the moment I'm just doing the exterior pieces to find the form of the map before I worry about the interiors. 

Right now what I have is: 

JEDI TEMPLE SECTION

  • Temple exterior with landing pad and spawning x-wing
  • High-rise buildings around the area to show the edge of the available area

    YWnGAXk.png

SPACE STATION SECTION

  • Space station exterior
  • 4 hangars
    • One already populated by the Ebon Hawk prefab


cAIIKFR.png

CITY SECTION

  • Unavailable

 

I'd like to get some ideas for what people would like to see here and then check the viability against what I can do and what the engine can do. I'd love to hear the ideas you have. I've also included screenshots of what's currently done. 

Also worth noting that if anyone would like to assist with the creation of the map directly, I welcome it. 

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@JesseHumphry

I moved this topic to the WIP section, as it's the more appropriate place for this map.

 

A huge map also comes with a lot of potential. Personally, I enjoyed the introduction of the mod-parlor in The Book of Boba Fett, the one specialised in cybernetic enhancements. Adding such a location would be something interesting and new.

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3 hours ago, Lancelot said:

@JesseHumphry

I moved this topic to the WIP section, as it's the more appropriate place for this map.

 

A huge map also comes with a lot of potential. Personally, I enjoyed the introduction of the mod-parlor in The Book of Boba Fett, the one specialised in cybernetic enhancements. Adding such a location would be something interesting and new.

Ah thanks, sorry about that hahaha. 

Yeah it really depends on how much of that is brush vs. model work, but it definitely would be cool to look at adding some spaces like that.

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On 3/3/2022 at 8:51 AM, fullkevlar said:

A spaceport or an "underground" area sort of based on the solo movie could be interesting.

I'm strongly considering during a three-tiered main city, which would need a spaceport. It's kinda hard to do anything really horizontal, I think, but I'll have to take another look at Solo.

OCD2 likes this
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2 hours ago, Hudaw said:

I'm strongly considering during a three-tiered main city, which would need a spaceport. It's kinda hard to do anything really horizontal, I think, but I'll have to take another look at Solo.

Did you mean vertical?   If so, having a large freight those elevator that takes playets down to a portaled "underground" area seems possible.

 

Something on my radar was to make a spaceport area ala the solo movie, with an imperial recruiting center.

 

Perhaps another time I would be interested in working together, but right now im in deep finishing a long running project - and have three other mandalorian themed map ideas id like to push out also!

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12 hours ago, fullkevlar said:

Did you mean vertical?   If so, having a large freight those elevator that takes playets down to a portaled "underground" area seems possible.

I'm saying verticality is a bit easier because you have the capability of using elevators like that, but you don't have as much of a luxury with horizontal layouts. Players expect a larger horizontal sightline for a city like this, but you can toy with the verticality to get the three-tiered city idea I already have. 

It's going to be a bit tough is all. It's going to take months to get this map out, and then I have to pip MJT for lighting because forget that lol.

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  • 1 month later...

You can expand the city by adding the cityline into the sky itself. I could think of three methods:

– City picture of the skybox itself
– Skyportal entity + 2d city texture placed there
– Skyportal entity + 3d city miniatures

In the latter two you can even add flying cars, FX, some holographic ads and much more!

This reminded me of Corellia in Rogue Squadron 3D, one of my favourite games.

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  • 1 month later...
On 4/8/2022 at 11:33 AM, NumberWan said:

You can expand the city by adding the cityline into the sky itself. I could think of three methods:

– City picture of the skybox itself
– Skyportal entity + 2d city texture placed there
– Skyportal entity + 3d city miniatures

In the latter two you can even add flying cars, FX, some holographic ads and much more!

This reminded me of Corellia in Rogue Squadron 3D, one of my favourite games.

I think Sith J Cull did something with animated skyboxes in his Padme's appartment map. He had an animation layer in the skybox in which it looked like there were cars flying in the distance. You may wanna look at that perhaps.

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2 hours ago, Lazarus said:

I think Sith J Cull did something with animated skyboxes in his Padme's appartment map. He had an animation layer in the skybox in which it looked like there were cars flying in the distance. You may wanna look at that perhaps.

I'm not sure, but might assume he used skyportals – you make a brush line of speeders + shader, and thus it's animated. You place all the miniatures like speeders and other things into a separate room with a sky and the above mentioned entity. Skyportal then projects the whole thing into the skies in your map.

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  • 1 month later...
On 6/9/2022 at 2:29 AM, Lazarus said:

Not sure.. but here is a screenshot

I do believe that's the already existing animated shader that's used in the Coruscant map in baseJKA. I don't think that's actually part of the skybox. 

Droidy365 likes this
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  • 3 months later...

Update: Working on the second part of the city, where all of the civilian RP sections will be. The challenge is creating visually striking skyscrapers, while also providing flight lanes and foot-traffic lanes. I worry that the section could be much too large for foot traffic. In JA+, this isn't a problem as the grapple is a good traversal tool.

Maybe some atmospheric outdoor areas can serve as sort of "checkpoints", like an ourdoor cafe or a fountain or something.

spacer.png

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