DarthStevenus Posted October 9, 2016 Posted October 9, 2016 I've been wanting to make a SP mod for a long time, and it's been kind of an on-again, off-again thing for a while. I've gotten to work on it again lately, and I've got some screenshots. The general story is that you play a Reborn who was turned to the light side shortly after the events of Jedi Outcast. It starts with you at the academy on Yavin. The opening cutscene has your character meditating in his room. These are shots of his room, and the hallway leading into it. Hallway: The door to your room: Your room: A fancy space desk: Your old sith lightsaber (which you can switch to in the beginning, if you want) Overall shot of the room: Ceiling decoration: I'm not sure why my screenshots are coming out so dark. Been working on trying to improve my lighting, so it's kind of annoying that what I'm seeing in game is so different from my screen captures. I'm not sure what I should trust. But anyway, my idea for the campaign is to have a diverse, Deus Ex style of gameplay, where there are multiple ways of accomplishing a goal so that you can play how you want to play. At the beginning of the game you'll be prompted to choose your force powers, given a certain number of force points. These will affect what you'll be able to do in each mission, like: Push lvl 2-3: blow apart certain doors, knocking back any enemies behind themJump lvl 2-3: get to high up air vents that can let you get past any locked doorsSense: see hidden structural weaknesses that can be destroyed with your lightsaber to gain entry into a roomSaber throw: destroy out of reach switches that can only be damaged by your lightsaberMind trick: control enemies or have them open locked off areas for you Etc. You'll also be able to turn turrets and combat droids against your enemies by finding ways into security rooms. I made a simple test map with the whole force pushable door thing. I'll post some screenshots of that later. Stoiss, Bek, TheWhitePhoenix and 11 others like this
DarthStevenus Posted October 9, 2016 Author Posted October 9, 2016 Pics of the whole pushable door thing: You have to push 3 times to be able to get through the door, but if you push just twice you can toss a thermal or a detpack in there. There's a push effect you can see in shots 2-4, and there's some sound effects and camera shake as well. It's a lot of fun to do. minilogoguy18, Kualan, eezstreet and 11 others like this
Kualan Posted October 9, 2016 Posted October 9, 2016 Very nice! Will follow this with great interest.
TheWhitePhoenix Posted October 9, 2016 Posted October 9, 2016 Very nice! Will follow this with great interest.Count me in on that front. General Howard likes this
MagSul Posted October 9, 2016 Posted October 9, 2016 This all looks fantastic! I really like your fancy space desk, too.
minilogoguy18 Posted October 10, 2016 Posted October 10, 2016 That pushable door is very nice. One suggestion maybe? Maybe make him start with the generic reborn saber and build a unique one later on?
TheWhitePhoenix Posted October 10, 2016 Posted October 10, 2016 You gonna have voice acting? Or at the very least, add some custom sound files edited from the base game?
DarthStevenus Posted October 10, 2016 Author Posted October 10, 2016 That pushable door is very nice. One suggestion maybe? Maybe make him start with the generic reborn saber and build a unique one later on? I don't want to give away my whole idea for where the story goes, but that might not make sense for what happens. You gonna have voice acting? Or at the very least, add some custom sound files edited from the base game? I don't know about the voice acting. Every mod I've ever played with voice acting took me out of the experience because the acting was unconvincing, or the audio was bad. I'd almost rather not even bother.
TheWhitePhoenix Posted October 10, 2016 Posted October 10, 2016 Well, I'm okay with just subtitles too.
DarthStevenus Posted October 10, 2016 Author Posted October 10, 2016 That's what I was planning on. It's not perfect, but I'd prefer that I think. Got a tiny bit more mapping done tonight. Anyone remember this location from JO? If anyone's interested, it's part of the hangar at the beginning of yavin_courtyard TheWhitePhoenix likes this
DarthStevenus Posted October 10, 2016 Author Posted October 10, 2016 I may have gone a bit too far in a few places (like the blue lights) Still have to add all the cables hanging from the ceiling vents, which is sure to be a pain so I'm saving that for last. JAWSFreelao, Jolly, SecretApprentice and 3 others like this
eezstreet Posted October 10, 2016 Posted October 10, 2016 Not at all! I think the blue lights look great. Reminds me of a certain scene in The Dark Knight, actually. I like it. Although I think the shuttle might be a bit too big for the room.The pushed door looks awesome and I like the setting of this mod.Once you've got a pretty solid amount of levels, talk to me and I'll see what I can do about helping out on the code side of things. Smoo likes this
JAWSFreelao Posted October 10, 2016 Posted October 10, 2016 The blue lighting creates some great ambiance. Smoo likes this
Archangel35757 Posted October 11, 2016 Posted October 11, 2016 I would think the transport shuttle would have landing feet pads and not sit on its frame or engine nacelles. Smoo and Jeff like this
Langerd Posted October 11, 2016 Posted October 11, 2016 Pics of the whole pushable door thing: You have to push 3 times to be able to get through the door, but if you push just twice you can toss a thermal or a detpack in there. There's a push effect you can see in shots 2-4, and there's some sound effects and camera shake as well. It's a lot of fun to do.I remember i wanted to make it in my Cloud City map.. couldnt managed to do that though Cool stuff btw! yeyo JK and Smoo like this
DarthStevenus Posted October 11, 2016 Author Posted October 11, 2016 I know everybody seemed to like the blue, but I had to tone it down a little. It was like you were underwater. Landing pads! Might redo the landing pads. Don't know if I like them. Jolly, krkarr, swegmaster and 1 other like this
Jolly Posted October 11, 2016 Posted October 11, 2016 @@DarthStevenus It would be cool if you could enter that transport.
DarthStevenus Posted October 11, 2016 Author Posted October 11, 2016 Right now it's just a model, no interior. I suppose I could try and recreate the thing, but It'd probably have to be a little bigger than that and I don't know how big I want the hangar to be. I'll think about it. But for now, I got some more mapping done! swegmaster, krkarr, yeyo JK and 1 other like this
DarthStevenus Posted October 12, 2016 Author Posted October 12, 2016 More (unfinished) stuff! Langerd, swegmaster, Jolly and 1 other like this
DarthStevenus Posted October 12, 2016 Author Posted October 12, 2016 Changed the center console, which seemed to be displaying a picture of the approaching Death Star from RotJ, which makes no sense. You can press one of the switches to turn off the hologram globe thing, which also switches off the lights/speakers. Destroying the glass displays also switches off some lights. I know the globe is being cut off by the roof. I can't figure out how to scale a model2 on a func_usable. Smoo, Torki, swegmaster and 2 others like this
Langerd Posted October 12, 2016 Posted October 12, 2016 Changed the center console, which seemed to be displaying a picture of the approaching Death Star from RotJ, which makes no sense. You can press one of the switches to turn off the hologram globe thing, which also switches off the lights/speakers. Destroying the glass displays also switches off some lights. I know the globe is being cut off by the roof. I can't figure out how to scale a model2 on a func_usable.You can use misc_model and target it at func_usable. Misc_model will act like normal misc_model
Jolly Posted October 12, 2016 Posted October 12, 2016 Reminds me of some of the great classic MOTS/JK custom SP levels from way back. Exciting stuff, keep up the good work. Smoo likes this
DarthStevenus Posted October 13, 2016 Author Posted October 13, 2016 Mapped the area at the top of the hangar elevator. I'm trying to add lots of variations in the colors of the lighting. Some white with the elevator light strips, some blues and yellows with the small circular ceiling lights, some red with the light over the rebel insignia door. I think I'll probably release this as a separate MP FFA map when I'm done. EDIT: And by "done" I mean when I'm done with this particular map, not the whole SP campaign. swegmaster, Kualan, krkarr and 1 other like this
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