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Oobah

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Posts posted by Oobah

  1. 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.

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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.

    z3filus and Bek like this
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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.

  4. 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.

  5. 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.

  6. I'm not interested in doing any such thing for SP.  Personally, less there is a bug, missing textures, etc on the map itself I don't want to work on the level anymore.  I want to be done with it and to move onto working on the next map I want to do.  So if you have any screenshots or video footage of issues on the most recent version or copy, feel free to post them so I can get a good visual of what the bugs or issues are.

  7. If you can provide some screenshots of the bugs and issues you are running into, makes it easier for me to find them so I can correct or fix them.

     

    Music buttons are in the command center above the ceremony hall towards the top of the temple, walk into the room from the elevator and to the right you should see 3 models that contain the triggers.

     

    I recently put out a v2, not sure if your refering to the first version I released or the new one, of the map that removed the shadowtrooper npcs from the bot room due to the saber shadowtroopers I setup being able to crash a server when spawned.  As for the camera screen in the command center it's designed to view the door to the yavin_trial area and the only way to open that room is to press the switch in that room.  This is so that people need another person to open the door to access that area since it's designed to be a trial area.  I haven't had an issue with seeing a black void when the door is opened so I'm not sure if that issue is on your end or others but screenshots of any problems you are running into would make it easier for me to find.

     

    As for putting in a hub on the map that's not going to happen.  You would have just about anyone who wanted to running into whatever trigger they want and forcing a server map change when ever they wanted.  I wouldn't wanna give "trolls" and people who cause issues that kind of power to just force a map change at any time they wanted.  It would just annoy people.  Not to mention maps full of npc spawns and vehicle spawns as well as scripts on single player maps have a greater potential to crash a server at random.

  8. Thanks to jawa, found a tiny little bug with the fighting droids in npc spawner that crashes the server, but thankfully the remote still works fine.  Took out the weapon fighting bots and because of that the download size has dropped down some.  Shouldn't have anymore crashing issues.  Enjoy!

  9. It's not meant to lead anywhere.  That represents door locked, in jedi outcast yavin_temple it had the same thing over the door to the outside area till you hit the cutscene with luke then it turned green.  There will be no outside area or partial outside area.  Not worth the time or energy to map.  Basis of the map is interior of the temple itself.  I added the _skybox to cover the immersion factor of being able to see some kind of exterior outside but no it's not accessible, it's just there for looks.

    BruceJohnJenner likes this
  10. Messing around with the _skybox and suffice to say who needs to do an outside area when I can create a little section off the map to handle the outside detail before hitting the skybox.  Little more tweaking and it'll be perfect.  Also, is that other massassi temples I see in the background?

     

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    Best part is it scales beautifully with each map area so as you go up in the temple it scales the area around it so on the lower levels you see more of the ground and the higher up you go the more of the mountain region and temple backdrop is viewable.  Talk about immersion.  The best part about this also is, no drops in fps either.

  11. To access the underground levels there is two lifts, one leads to the exit of the trial area and the other door in the hangar is to the trial area and the switch to said area is only opened in the ceremony hall via the switch on the opposite of the lift area up to the command center.  Test out whatever you can.

  12. Took long enough for the hub to go back online, ANYWAY.

     

    Got working mirrors in the bathroom and the little shower stall setup as well with running water from the switch, I also have a switch setup on the left side of the ceremony hall for opening the elevator door to the trial area.  There is also a camera at that console as well so you can see the door to it open as well since it is designed for letting 1 person trial at a time.

     

    There is two doors down to the levels below the hangar.  One is to the exit area as well as the large fighting area from yavin_final, and the other one is the door to the trialing area.

     

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  13. Looks great man. No missing textures or somthin like that. It's almost masterpiece. Too bad that there no outside area and its feels empty. To be honest it's a problem of all big and interactive maps. I suggesting to add some pepole in map object format. It's possible, right?

     

    My focus for the map itself is the temple not the outside or surrounding areas.  Between possible fps drops not to mention the fact that the overall map isn't absolutely center it would look lopsided from the outside.  The inside has more then enough content and the main focus of the map is the interior of the Massassi Temple itself.  I could possibly add in some bot droids but they would just stand there and not do anything unless I were to use some scripts to make them move around and function which would take more time to complete said map.

     

    I've recently added something else now.  A functioning yavin_trial based area in the lower portion of the map, a lift in the hangar will take you to it.  The switch to open the lift will be in the ceremony hall and it will require another person ot push the switch to let someone in.  This is just so that the room is treated as a trial area since the scripts and room itself will only allow 1 playthrough at a time aka need to restart the map each time you want to run someone through the trial area.  I'm going to do a full play through of it but just from what I've tested in each spot specificly again and again was it was working very well honestly.  I will be providing screenshots when I get to the lighting phase.  I have everything from the first slider puzzle to the pull blocks and the run rooms all setup and functioning with the scripts right out of Jedi Outcast itself.  Basis of the trial area is just like it's name, get from point A to point B using core force level 1 powers of jump, push, pull, and speed.

     

    2 main reasons I went through and setup the yavin_trial area are as follows.

     

    1 - Trialing in JK MP was always just pointless fighting, yavin_trial area would require basic problem solving to get to the end.

    2 - You can try your hand at using core force abilities in a map rather then mind numbing player vs. player with trash talk.  This incentive should open the door to forcing for people since the trial area would be a safe area for anyone to run through.  Just more immersion in a temple map.

     

    I replaced the force holocrons with item_ysalimari just so some doors wont open till they are touched.

     

    If you never played Jedi Outcast and wonder what yavin_trial is like, just watch this video.

     

     

    Ran through the whole trial area, all thumbs up on my end.

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