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Sith Enclave on Korriban


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Posted

Work has begun.  Testing out lighting on the first main area aka the center of the enclave itself.

 

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I already have a basic idea of HOW I wish to go about doing this.  Even if I don't go about using something you post or consider it I would still like people to post there thoughts and ideas.  A nice way of getting people invested into how modding the game goes about as well as who knows you might just inspire me to consider an idea for something.

 

As for what I wish to add or do in the map is as follows:

~Sith Enclave

~Valley Of The Sith

~Shyrack Cave

~Dreshdae Spaceport

~1 or 2 Sith tombs

 

Now I might not go so far as to do EVERY single one of those but my basic idea is to incorporate what I feel up to doing.  I may take liberities on the core concept from the Kotor 1/2 look.  No, I have no interest in The Old Republic for a few reasons.  Kotors enclave was individual, unique.  A powerful sith aka Uthar for example has a personal room and runs the whole enclave with lower people below him helping out.  Instead of going all jedi with the look and style they didn't have say council rooms.  It was based on the strong ruling.  When you first enter the enclave itself they all meet right in the center of the place. 

 

Now of course this also may effect the aestic look some such as like jedi have archives where as this map might not have one simply because sith value secrets and power.  A few sith holocrons might be on the map just for looks but that's about it in terms of an archive.  My overall approach is to remain close to the general map thought and idea.  Not to add in say jedi based things into a place run by the sith.  Of course the old republic changed this up since they have the dark council and personal rooms and cages, etc.  The whole sith temple on korriban in ToR was more like the imperials version of a jedi temple. 

 

To me the kotor style was more korribanish in that the area was simple, the whole area was built into the rock face and ground where as Old Republics style and look was more imperial based.  Even in comparrison to kotor 2, jedi even on dantooine had an archives and more meeting areas and dueling areas even beneath the ground.  But what made korriban enclave in kotor 1/2 unique was the sith tests were based upon using others, core aspects of fighting tied into learning to become a sith.  They had a punishment room, and few dueling areas in the enclave itself.  So basically any fluff areas I add will tie into the map, I would much prefer ideas that tied into something like this.  Play kotor 1 and 2 again if need be to get some ideas to aid in adding to the map. 

 

I will still add in say a bathroom area and the bar in the starport into a mess hall just because I feel it would tie into the overall area better then just a bar for sake of RP and general look.

 

Now I may also construct perhaps 1 or 2 sith tombs as well into the map.  Don't expect the map over night and don't feel bad or put down if I don't add in what you put out there to the map or if I do it's not specificly to your liking or style.  Just spit ball and toss some ideas out there.  Now it might not be possible for everyone but take into consideration the game and engine itself aren't exactly new and I'm not gonna map big fps dropping areas or walking all over korribans surface.  Also if anyone points out disney stuff about korriban to me, go away.  I don't care about there ideas on lore.  Morriban, psh.

NumberWan, DarthStiv, Jeff and 3 others like this
Posted

If you're going to create toilets, and a bar and a library - then you're clearly working on a RP map, no? I think it would be a bad idea, here's why :

 

I never played KOTOR, but if the Korriban there was designed, as you say, based on the strong ruling - then they did a great job creating that world.

After all, Korriban is a sacred planet for the Sith, there are many ancient  tombs scattered around the planet - containing immense dark side powers,

which only confirms the claim that Korriban was created as a referance to Egypt and it's rulers. This totally justifies the design of the world in KOTOR.

 

So my suggestion is that you don't make this map in the usual RP way, but rather, as a refugee place;  as if the tomb was inhabited by a sith group.

Perhaps make an area in the map that look like the main entrance into the tomb, but it has collapsed in the past. Random square shaped tunnels and

maybe a few lamps here and there pointed at the walls, dirt and stuff on the ground, piles of rock, even big rocks fallen from the roof might be nice.

Posted

If you're going to create toilets, and a bar and a library - then you're clearly working on a RP map, no? I think it would be a bad idea, here's why :

 

I never played KOTOR, but if the Korriban there was designed, as you say, based on the strong ruling - then they did a great job creating that world.

After all, Korriban is a sacred planet for the Sith, there are many ancient  tombs scattered around the planet - containing immense dark side powers,

which only confirms the claim that Korriban was created as a referance to Egypt and it's rulers. This totally justifies the design of the world in KOTOR.

 

So my suggestion is that you don't make this map in the usual RP way, but rather, as a refugee place;  as if the tomb was inhabited by a sith group.

Perhaps make an area in the map that look like the main entrance into the tomb, but it has collapsed in the past. Random square shaped tunnels and

maybe a few lamps here and there pointed at the walls, dirt and stuff on the ground, piles of rock, even big rocks fallen from the roof might be nice.

 

Left side hallway to the bed areas, first group of rooms I'm doing.  Also there is a clip around that floor trim so to not let people jump off the path way.  It's large enough that it shouldn't cause any issues for people.  Textures and the overall design comes right from kotor itself.  Size wise mapping it out it's not going to be exact but it sure does look pretty good so far and it's coming along beautifully so far.

 

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I would say sith maps in general don't get the same level of affection or love that jedi based ones do which is one reason why I'm doing a solid korriban map plus most of the ones that have been used through the years are outdated.  As for toilets and roleplay that's really not up to me, it's more along the lines of adding in fluff and it's there if people want to do it in terms of extra content.  Plus the bathroom size isn't going to be that large anyway and I doubt everyday players are going to use it just like on the massassi temple map the tech rooms and medical rooms and probably not even use all the dueling rooms but the idea of all that fluff is there if people really want to get into the game and make full use of the map.

 

I'm starting with the enclave and basically map itself is just my interpretation of a fully setup sith enclave on korriban doesn't really have any storyline importance for me personally.  I'm just making a file in the hopes whoever is out there makes use of it in some way, may happen may not.  I do enjoy the idea of possibly doing at least 1 sith tomb with all the rocks and dirty and what not but that's quite a ways off.

Posted

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First hallway set is to straight foreward bunk space.  Now the back hallway set on the left side of the enlave itself going back to the head cheeses room will have 1 beed per the 3 area parts in the room areas.  Each one in the more "head" student based areas are going to be more unique.  The generic area has a total of 12 beds per each side for a total of 24 generic beds.  Head student area has 1 bed per each spot, so as such could say 6 head student spots.  Each one of the head student spots will have it's own little unique flavor for looks.

 

On another note, just because I say this map is for "x, y, and z" doesn't stop anyone from using it for "a, b, and c".  I'm adding all these little bits of fluff because it adds to map atmosphere.  Host the map for your purposes, not for my views and opinions of a map area.

Posted

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Is a some clip between front of the cage but they still can hit you with a saber every now and then.  But the cage is a tight fit, hard for them to move and attack you with a saber plus they cant use force against you inside the cage at all.  You can attack them with force powers.  I was also considering the idea of setting it up so that inside the cage it uses the health and shield script so this way you literally can just pound and beat on the people in the cage and they can't really retaliate.

Bek and z3filus like this
Posted

I say it's better you tele players into it, think of someone afk on your server.  Plus it has the hp and shield script so it'll take more work for them to die as well.  Plus can always npc spawn in it.  I'm not terribly focused on npcs and bot spawns on the sith map.

Posted

So you're saying bots and npc's are a jedi thing? Cool cages by the way :) atleast add a secret button that creates a floating image of Nicolas Cage inside a... cage

ent and Tempust85 like this
Posted

A tech room doubling up as a torture room.  Complete with the little parts and the ropes.  It's right across the dueling room just like in kotor.

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Stoiss, z3filus and Bek like this
Posted

The sith archives await.  Be nice to finally have access to those corner rooms, unlike kotor 1.

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What's the sith variation of archives going to be?  Anyone rememver atris meditation chamber in kotor 2?  Sith holocrons all surrounding a center platform?  Sound like a nice atmospheric dueling spot as well.  Maybe even for some trial nuts.

DarthStiv, Bek and Darth Reborn like this
Posted

It still darker than it should be.  Maybe this will help you remember where the lights come from.

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Only thing under the walkways is walls and sometimes not even a floor same with the roof areas, but that's due in part to the fact that the first person camera in game doesn't always look fully up or down.  There just light and as for the ceiling ones just light sources with a dust effect with no actual skybox.  All else fails, you can turn up your brightness in game.

Posted

Well...i just suggesting put lamps there. I think thats should do lights moar accurate.But if this not an option then sorry for waysting you're time. This map important to me and i trying to help how i can :)

z3filus likes this
Posted

I love the temples maps and  the old ancients medieval styles , so i follow your work :)

for my INFJ personality i am very sensible to the critic, so i try i not want to criticize nothing of your structural work of the map.

my first builded map was a map about termogent swamps of soul reaver 2 game, with a montain into the center, a waterfall and a river and a ruin temple on top of montain that enter inside a vampire forges... o.o i passed 1 month only for put all misc_model for make the vegetation. i know how is terrific the map work!

for your map:

mmm it's very realistic and darken but... it's very too much darken. i think players should use ever force sight for see each others in this dark map. for exploration and details that can be problematic. O.o

can you make the map little more bright? :)

Posted

Academy master door should be closing from inside, sometimes he do not want to be disturbed, right? The same thing with holocron chamber. Besides this and light problem it's just perfect.

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