Tempust85 Posted October 2, 2013 Posted October 2, 2013 So I'm taking a small break from nar shaddaa atm, and using the time to see what's useable from the original DF2 mod. This level is bascially ready, I'm just making it look a bit more like the cutscene and adjusting a few things: I'm only responsible for: - chair model- table model- adding fire to the statues, and making it flicker- floor edits- lighting tweaks The rest of the credit goes to the original DF2 mod team.
Barricade24 Posted October 2, 2013 Posted October 2, 2013 When you think about it, why would the Imperials put those three doors at such an akward position? I am by no means saying anything bad about your work here, I think I can remember this is just as it looked in the game. It is just so awkward. I just can't see Imperials jumping up to get into those storage rooms. NumberWan and Tempust85 like this
Tempust85 Posted October 2, 2013 Author Posted October 2, 2013 Yeah quite true. I'll make sure they aren't there in the final version or at least put them to ground level.
Barricade24 Posted October 2, 2013 Posted October 2, 2013 Yeah quite true. I'll make sure they aren't there in the final version or at least put them to ground level. Or put like some ramp or stairs or something there to make it more realistic. You could even store some droids in those doors for an extra challenge. Tempust85 and Futuza like this
Tempust85 Posted October 3, 2013 Author Posted October 3, 2013 Solution: katanamaru and Circa like this
Tempust85 Posted October 3, 2013 Author Posted October 3, 2013 Ok redoing the lighting: hleV, Onysfx, NumberWan and 2 others like this
NumberWan Posted October 3, 2013 Posted October 3, 2013 Funny thing about the doors/walls. I was thinking about this back in 1997, trying to understand, how and why some doors like that could be used. I do understand, that the developers weren't thinking too much about doors and things like that at the time - it was mostly uncommon thing to see quite logical construction of corridors and streets in action games. Try to remember Level 5 - Barons Hed City. There were houses, that had no doors to the streets at all - you could get there only through a window, even seeing a local dweller there. In any case in certain cultures the doors had a simbolic meaning even if they couldn't be opened. For instance in Ancient Egypt, the tombs had quite often a pesudo-door with pictures. It was either a decoration and a nod to the trip to the world of the dead, or just a visual trap. In Asian cultures you could see that some doors looked very much like the walls - a good example is a Japanese castle. So, we might guess, that making such strange doors is kind of tradition in Sulonese culture and not that strange after all. Circa and Omicron like this
Tempust85 Posted October 3, 2013 Author Posted October 3, 2013 Forgot to mention you force push the "goodie door", rather than walking upto it and using it. therfiles and hhunter6 like this
katanamaru Posted October 3, 2013 Posted October 3, 2013 Yay for more force power use! hhunter6 likes this
NumberWan Posted October 5, 2013 Posted October 5, 2013 I believe, that the window at the back of the room as seen in the screenshot above - there was the glassy picture, that can be seen as an ornament on the wall now. Perhaps it would be nice to add the same texture to the window there too? One more question: this room is actually seen on two levels in DF2. What about the next level with the whole Palace?
ZanderNao Posted October 5, 2013 Posted October 5, 2013 I'm loving this. Such a small room but so many memories. I think the suggestions for the doors are good, especially hidden droids for extra bounty.
Onysfx Posted October 5, 2013 Posted October 5, 2013 Oh, I almost forgot to ask, is force jump going to be an actual forcepower like in DF2? I liked the force jump way better in DF2, much more realistic.
Tempust85 Posted October 6, 2013 Author Posted October 6, 2013 Nah it will be JKA jump. I'm more so trying to copy the video than the level from JK1. The next level you descend into the rest of the tower which isn't a palace.
KCDodger Posted October 9, 2013 Posted October 9, 2013 Huh. So that's where the door was.I always wondered.
Onysfx Posted October 9, 2013 Posted October 9, 2013 Oh jka jump. Was hoping for that charge jump type thing, although it was kinda hard to control, it was awesome xD.
ZanderNao Posted October 10, 2013 Posted October 10, 2013 Oh jka jump. Was hoping for that charge jump type thing, although it was kinda hard to control, it was awesome xD. I always smashed into the ceiling with it and hurt myself... Plus in a room this small it'd be even more of a challenge.
Onysfx Posted October 10, 2013 Posted October 10, 2013 I always smashed into the ceiling with it and hurt myself... Plus in a room this small it'd be even more of a challenge.True true, it was at times hard to control. But you gotta admit, it was pretty cool.
katanamaru Posted October 10, 2013 Posted October 10, 2013 I actually didn't like force jump in JK. JO and JA's is much better to me. hhunter6 and TheWhitePhoenix like this
NumberWan Posted October 11, 2013 Posted October 11, 2013 Jumps in DF2 series sometime were much of a pain and could even kill you, if you jumped in confined space. The only other things that were equally unpleasant are falling down, explosion wave from a rocket launcher and being pressed under the elevator (especially if there were an NPC on it). In JA and JO they are more controlled, I think, and easier to use.
KCDodger Posted October 12, 2013 Posted October 12, 2013 The JO/JKA jump just feels more natural. Tempust85 likes this
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