Jump to content

lil_binger

Members
  • Posts

    203
  • Joined

  • Last visited

Posts posted by lil_binger

  1. As maps go.  I've released Mechtemple for JK2 and soon for JA.  It's big.  basically there are only a few areas, it's just they are big areas.

     

    I'm moving into a more fighting friendly configuration with a few maps I am working on to be sweet and to the point

     

    I'm working on a new thermal golf map after mech temple thermal golf.  It's interesting.....

     

    And I am working on a new game type map, (or at least trying to make a tffa match be a little more interesting).   Team only bases with a mixed fighting area in the middle with targets on the wall to turn stuff on and off in the fighting area that can hurt players.  Team only buttons in each base to control stuff in the middle.  Middle targets to damage someone at the controls inside the base trying to hit a trigger (for a little retaliation).  It's got a lot going on for a map of it's size.   I might even add ctf to it.  There might be a little strategy involved even though the flags will be so close.  I think it may get a few people who don't use custom maps to give it a shot if it works out well.  No one has much of an idea what is to happen with it.  It's came from thoughts of wanting to make a rocketball map to shoot rockets at each other then I got a few more ideas.  It's mostly complete working on it for about 5-6 hours now.  I'm just adding in the cool stuff atm.

     

    I'm still convinced custom maps are the best maps and I enjoy making them.  I enjoy testing them.  If others like then cool, if they sit around and never get played it won't bother me, I still enjoyed the whole process.  So much work I have done has never left beta stages.  I find it fun just creating stuff and thinking up new ways of doing things.  There's a good group of guys in JK2 that get a good kick out of the stuff I've come up with lately.  He had a great time playing thermal golf in the temple of mechanism and exploring around on the weekend.  ( holes complete for a new thermal golf map in a star destroyer ready for beta soon :P

    Smoo and TheWhitePhoenix like this
  2. Well, Bespin Arena has undergone some surgery.  The map name is / may be changed.  Bespin arena was working toward the "epic" scale before I continued work on the temple of mechanism.  I used parts of it for the temple of mechanism and decided to do a little something different.

     

     

    I kept the middle area from the WIP but deleted everything else and turned it into a medium to large Free For All / Thermal Golf map.  So basically, I wanted to finish work on the middle area plus I wanted to make a new golf map after the temple of Mechanism, so I decided to combine the two.  I've got half of the golf course roughly laid out which is playable currently with grenades enabled.  Lando will give you a "waaahoooo!" When a grenade goes off in the hole.

     

    I made a golf map for the Temple of Mechanism.  I wanted to make one with a bit more tech just for fun so this map happened.

     

     

    shot0033_zps7xq40kcb.jpg

     

     

     

    shot0037_zpsrfme47fs.jpg

     

     

    Hole #1 looking back to the entrance from the middle area.

     

     

    shot0065_zpsc17iomc6.jpg

     

     

    I'm working on getting a beta map ready for the public, It will be a part of a new map pack some of us at JK2.info are working on..  There is a few other things to the map I cannot show screen shots of just yet due to spoilers or talk about some stuff currently.  It's turning out pretty neat so far.  Again, it's an early beta,  There are many things to do like some bug fixes and z-fighting here and there and stuff.  I did make something new yesterday that would be a neat prefab people can use.  I can't talk about it yet either but It's looking pretty good so far and is a close adaptation to the original.

     

    So, Bespin arena, aka. Bespin_traps, aka, Vader's Golfinader has received some new life.  I will update when I have a beta for the public.  I'll try to accommodate you JA guys too :)  It's all bundled up and does not rely on JK2 or JK3 base textures, shaders, or efx.

  3. Everything but 5 and 2 sometimes, sounds like u should be playing JO :P

     

    1 - FFA -  It's not always ffa.  Don't think of FFA like it's an all out free for all.  There are only a few gametypes to choose from.  There is no other better gametype for people to hangout and have fun and not have to kill other players every second.  JK2 developed ff fights, where full force fights between 2 players occur.  There were unwritten rules that many people followed and of course ignored.  Playing so many other games, there are very few that accommodate just joining a server chatting and having fun.

     

    People do like to ffa in JK2 just not all the time.  JK3 may be a bit too tame for having brutal battles with everyone having an all out ffa.  Jk2 people do enjoy a good ffa.

     

    2 - Laming -  It is basically a part of JK2.  Some servers are less or more tolerant.  It does kinda depend on the admin.  It's best not to interfere in a ff fight in progress though out of respect for those involved.

     

    3 - Combat - I never liked JK3 combat very much.  I prefer JK2 1.02 combat and there are a couple bugs but that is what makes things interesting.  A player needs to know a few things to be competitive but with JK3, combat is just a little silly sometimes.  You don't need to know a plethora of moves in JK2.

     

    4 - mods - Most 1.02 servers use JK2mv.  It's server side.mod.  People have made some server side maps also which replace base maps but add new areas.  Custom maps aren't used a whole lot besides the server side ones which are used every day (which people without the map can join, they just won't see the added areas, I wonder if anyone in JK3 has done that).    Most people will be found on good 'ol ffa_bespin.  There is one big point u may have missed about custom maps and mods, I believe they have contributed to the longevity of the entire community for both JK2 and 3.  Some people can play on the same map every day but I can't.  I like to have some variety.  Having this variety does help the games live on.

     

     

    5 - I think there are less people who play JK2.  Thanks to JK2 Thugs facebook page, a lot of older players have been returning to the game.  Full 32 person all out FFA battles still do occur.  I think Thugs have been shooting for the 1st Monday of the month for a shin dig but many still play through out the month.  CTF is still a big part of JK2 also.

     

     

    Many people like JK2 better, others like JK3 better.  Maybe you should come hang out with us some time.  Other than the game, you need to install JK2 1.04 (Patch) then install JK2MV at JK2mv.org and you'll be able to see every server for the 3 versions of JK2 in use.  Any other JK3'er reading, if you don't know what you are missing, come by some time and visit.

    Smoo and TheWhitePhoenix like this
  4.  

    For Mappers:
    * Volumetric lighting. All you need to do is set the intensity of your light to a negative value.

     

     

    I do use negative values sometimes using lights.  It does help getting an area a little darker sometimes.  So if I make a map and have a light with a negative value to cancel light within the radius, what is this volumetric lighting going to do?  Make the light that is supposed to be dark, glow?  I would think others may use negative lights also.in their maps.  Or maybe I'm such an old schooler, I may be the only person using them.

     

    The last 2 maps I have made have a negative light in there somewhere.

  5. I've released the Temple of Mechanism for JK2 here:  https://jk2.info/viewtopic.php?f=36&t=332

     

    I haven't listed it at JKhub because I really want to get a good JA version before posting the map here.  I'ts coming along great and will be an improvement over the JK2 counterpart but I keep getting side tracked on other projects. 

     

    I've actually got 3 ctf maps and a ffa / Thermal Golf map I am working on currently with a map pack in consideration collaborating with a few other JK2 modders and beta testers.  One ctf map I am making I am trying to stream most of it online and I made a new youtube channel I plan on adding some tutorials etc once I get a microphone.

     

    The Wormm Store:  (I am known as Igottwormms everywhere except JK2 and 3 where the name I used originated..  I've had a corporation in EvE online called the Wormm Store Since 2008 i think with office rent paid in full ever since for 2 offices. (they cost 10k a month.  The corp has 20 mill in it's wallet and that is the only expendiature wether I play the game or not.)

     

    Link to live Feed:

     

     

    Link to channel:

     

    https://www.youtube.com/channel/UCih-zvTcu22H6pvXvm3nELQ

     

    It's a new channel and only the videos of the ctf map are there done via streaming.  They are also not named very well or edited, The longer videos have a few long breaks of inactivity so make sure you skip a little here and there.

     

     

    I need to get back to editing The Temple of Mechanism for JA.  I'm working on doing some ground work stuff for a map pack then I will get back to it soon.  Anyone in JA who has a server with grapple should rally have a lot of fun in this map :P

  6. I've been testing a Jedi Academy Conversion for the Temple of Mechanism today.  A direct copy in JA with spawnflags fixed, my only gripe was the lighting.  The map for Jedi Outcast has a _lightmap scale of 7 for the worldspawn.  I reduced the scale to 4 and the lighting is much better for Jedi Academy.  There are a few spots that will need adjusting but that scale has saved me a bunch of work :)

     

    My goal is for it to look as good in Jedi Academy as it does in Jedi Outcast.  I do have to say it is a great looking map in JO.  One person commented during a recent beta test "is this a JK3 map?"  It's always good to get a compliment like that lol

     

    For Jedi Outcast, I went right up to the entity limit for our first beta test.  Our last test was much better which allowed for 16-18 players to connect.  I had to go through the map and reduce the amount of entities and without compromising much, I've removed around 32 more entities in the map after the test.  From what I have learned, each player is 2 entities I think?  player / saber

     

    For Jedi Academy, I hope to bring much of that back to the map and possibly add a bit more.  I am hoping the map will be even better for JA to complete it more how I wanted it to be complete with surface sounds etc.  I will still like playing the JO version better of course, but I am hoping u JA guys will like this map as much as I do for JO.

  7. I haven't completely forgotten about this map.  I am thinking I may at least make a map for the main area to be a playable map like a sort of Bespin_traps v2.  Small ffa or medium duel map until i feel like putting much effort into finishing what I started.  Work on The Temple of Mechanism is almost complete so getting some work done on this map could be a possibility in the near future.

  8. Started and done now.  I was there about 40 min early.  There was enough to be done to warrant another edit.  We did test and there could be around 16 bots and players in the map due to entity limitations for JK2.  I may look into shaving a few more entites away to increase the amount of people whi can connect.  There is some work being done on a particular server for a server side mod to separate logical and physical entities.  It would help a lot with the entity limits.  I do know a few things I can adjust to reduce the amount of entities in the map just a little more.  So one more edit.

     

    ctf map needs some work.  It's not designed for ctf and I didn't put much time into it except for clips and weapons etc intended for use in ctf.  I think it has potential and I like the idea but that area may need a little redesign to accomodate ctf.  I may release the ctf separate as an add on pack or something.   Mech temple is basically ready after the next edit.  I am not sure how long ctf might take to polish or redesign or something.  Or maybe I will make an entirely new golf course using the same idea but work ctf into the layout much better.

     

    I will leave the link available above.  do note it's not final and there will be something else available in the future.

  9. Attention:  JK2 

     

    Temple of Mechanism beta test

     

    Saturday November 28th at 8pm CET / 2pm EST

     

    Last Beta test for the temple of Mechanism before final release.

     

    Also testing ctf_mechgolf.bsp and mechgolf.bsp suggested by those in last weeks beta test event.

     

    Come by and join in the fun if u dare.  Server name will reflect the map name.

     

    I hope to also release a JK3 version after the beta test tomorrow.  As long as there aren't any major problems with the map, this beta may in fact be the final release.

  10. Good times for sure.  The test has set me back for releasing the temple of mechanism a little bit but it's for the better.  

     

    We did discover the golf area was fun for strafe jumping for a jump track of sorts and some work will be done to make it a separate map. 

     

    Some good ideas were formulated today :)  Thanks to all who tested.

     

    I will leave the last link available to download a little longer.  JK3 should work pretty well, There are only a couple triggers for doors so triggers being glitchy in JA won't be too much of a problem.  And most triggers have a wait time so even if they trigger automatically, they won't be triggered over and over quickly.  Let me know though.  If JA guys would like to give it a test, it wouldn't take me long to have something for you.

     

    The technical glitch we uncovered was having a few too many entities in the map for JK2.  JK3, no worries about entity limits  I had to make a quick compile after deleting some stuff real quick .  The first beta only 1 person could connect.  2nd quick beta 9 people could connect and 3rd beta I deleted all the fire efx in the map just so we could have anyone connect.  so beta you can check out offline, b2 can have 9 people and b3 as many as the server will hold (however b3 lost most of the fire fx and torches will be without fire).

     

    I hosted a 1.02 server myself for a little while this evening and one friend stopped by and another connected while we were there..  It kept us busy for quite a while.

     

    And the last minute addition of Boothand's antlers really ties the death room together.  :)

  11. Announcing a public Beta test of The Temple of Mechanism

     

    JK2 1.02 or JK2MV required.

     

    Sunday (yes today) November 22nd at 8pm CET (Central European Time) / 2pm EST (Eastern Standard Time)

     

    Download link will be available before the time for the test.  I will add a link at the beginning of the thread here for anyone to download and come join us.

     

    This map is a lot of fun, built specifically for JK2 1.02 with all it's glorious glitches!  Which is one reason I love the game.  Lots of jumping around, many ways to die and a lot to explore!

     

    I do hope to have the map ready very soon after the beta for a V1 release which I will also try my best to include a version for Jedi Academy at the same time.  I'm hoping to have it all ready to go by next weekend at the latest.  This weekend will be a final test to make sure everything works as it should for everyone and to make an adjustment here or there from any problems found during the public test.

     

    I will try to post a link to download the map at least 2 hours early before the event.  I hope to see some of you there.

     

     

     

  12. I can feel the end is nigh for this map.  I'm still adding in some finishing touches here and there but they are minor ones.  Just a little light here and an adjustment there. 

     

    Here's another pic of the updated tram area.  The opposite side of the tram is now accessible on foot and looking better than ever.

     

    tram_6_zpsdj2yll8t.jpg

  13. much easier than you think Langerd.....I take a brush and cut it until I like it, then I stretch it around until I like it, and cut it again if I don't like it and delete the excess pieces.  It's an easy process.  I don't stretch using verts often, as those will cause many problems in most cases.  Just click, click cut with the split tool.  Then once I like the shape etc, I'll cut off as much of the overlapping brush off that I can to fit where I want it.  As far as the shading and light, it takes a little practice and a few compiles to adjust the light until I like it.  There aren't any values given to a rock, the only worldspawn value that affects the map lighting is _lightmapscale.

     

    The lights, the 2 inside rings for the light in radiant, I don't let them touch the surface in most cases unless there is a light or torch nearby.  This allows for softer lighting and just takes a little adjusting for position and strength to make it look good.

     

     

    And one more thing with the pics posted, they are photoshopped a little because they are a bit dark.  The map is set during an eclipse in the sky texture.  The screenshots were a bit dark so the images I posted are not exactly what would be seen in game.

  14. a little bump with some news...

     

    last post I talked about posting some pictures, and I think I may be close enough to just finish this map off and call it a day instead of posting some pics.  I'm done with re-edesign etc. Everything is connected.  Pieces falling into place.  I added on to one last area which is working out nicely.  I have just a few simple details left to place around the map and then will give it a final critique before releasing to edit a few things and tweak anything else I am not happy with.   Hopefully the next forum post will be confirming a final release instead of more pictures.  There is a lot in the map (additions etc.) I have not commented about on this wip thread since the beta release.  I believe this release is leaps and bounds beyond the beta version.  It was good to take some time off and take another objective look at something.  :)

    Bek likes this
  15. Progress being made.

     

    I really should make maps for JA because I always run into barriers making them for JO.  I might make a v1 of this map in JA which is still playable in JO, then make a legitimate JA version v2 a bit later with a bit added depth.  I basically tested them map and it was unplayable in JO with the amount of stuff in the map (efx, models, entities, sfx).  It worked great in JA. JA limits are at least twice what it is for JO.  So I may add a bit down the road for JA.

     

    Right now I've been trimming off the fat of this map.  It really got too big to make it feel complete with torches etc than Jedi Outcast will allow.  But I think it's a good thing with this map.  I'm squeezing together some stuff and getting rid of 3 areas I liked but really had no real purpose to be there.  Redefining what areas of the map a player would be drawn to as the areas of the map progress, there were some obsolete spaces brought in from other maps that just didn't need to be there.  This will speed things up a bit getting where you want to go.  Also, once I reconnect everything the map will be a lot closer to being complete.

     

    I have added rooms for a couple offices and bunks recently for rpg guyz, so even though I removed some stuff I've added some areas with some importance to them.

     

    For JA version 2 of this map, I've got a large cave area I made previously I've thought might be fun for a flying vehicle dogfight...

     

     

    I'll try to get some pics soon.

  16. I have done a little bit of work on both maps now.  Not enough to take screenshots of but I am working on them both a little bit at a time.  I also just heard about JK2MV recently with sounds kinda kool but didn't see any info about it on JKhub so maybe I need to put a little more work into the maps and get something posted here when I can.

  17. I've found a little time here and there recently to mess around with some stuff.  A little here and a little there.  Bespin arena or (Binger's Bespin) needs a good overhaul.  It's a good ways from being ready to compile again.  Large parts of the map are not connected after an overhaul and redesign before I took a break.  I have found some interest however in the temple of mechanism, working on the thermal golf course a little bit.  Someone previously talked about adding flags and they to look pretty good in radiant.

     

    I always thought this map will be really liked in JK3.  the water course is perfect for speeders.  I made a test course and added just a small clip above the water (so bikes don't sink, and raced around the course full throttle, I made a test map to test varieties of terrain and what bikes could run over or jump.  It's a bit closer to being finished right now too so I would rather finish the temple map first.  But I may check in from time to time with the bespin map.

     

    I also plan on releasing both maps open source with permissions to modify or use parts or in whole, as long as you call it something else, meaning if someone would like to make a version of this map, like Nozyspy's Bespin, if you think more realistic textures for the exterior of the map would be better, you would have full permission to adjust the textures to your liking, add or subtract to it, all I would ask for is some credit for the work I contributed if you were to re-release.  Convert it to a different game etc......cod4 or whatever.

     

    Even when I finally do release it it won't be entirely finished, a work of art never is.....I would be absolutly interested to see if anyone takes up the interest to work with the map and transform it to their liking.  Or just use pieces of it for your own map wether it be a small little piece or a large area of the map.  Keep just the outdoors of the temple and delete the rest and start over.  You could turn the water outside into lava (which isnt such a bad idea, it might make the JK3 version more credible by having a reason why you can't pass into the water when the barrier for the bikes is activated.)  Plus in JK3 I would like to work in a glow to some shaders.  Right now I don't have any glow since JK2 with crash with the glow param.  Glow on the lava outside make the mountain look like it's exploding and lava is poring out....hmmmmaaaahhhh.

     

    Anyway, I get carried away with my imagination at times.  I've heard at least a couple people talk about brown bespin textures and the realistic qualities represented in the film.  I think this open source thing would satisfy many who would like to add a touch of their own to the map.  I more than likely will not get around to readjusting all the textures or architecture too much, I am more or less updating it a little bit, the view for this map being,

     

    Bespin was the most popular destination in all of JK2.  Bespin has become legendary in it's status and over a decade after it's birth, They have turned it into an arena and have redesigned the entire area to showcase the skills and agility uf the universe's best fighters in competition.  The pad area becomes the spaceport, main area the fighting arena, and the other area I was thinking may be an atrium or garden or something with a place designated for fighting which can be observed.  So, this map is intended to imitate the original, so using the original texture scheme is intentional.

     

     

    And, P.S.  I will say, if someone is interested in having a look at the Bespin Arena map file and wants to make some additions or improvements, I would be willing to work on this map as a group project with others or just one other person is fine if anyone is interested.  If not I'll try to finish them eventually.

×
×
  • Create New...