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Reepray

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    A World Between Worlds
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    Improvement
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    Mapper

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    Reepray

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  • 1st Place: Duel Map Contest 2025 Rare

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    I like the idea, the execution and the conveyor belts! I see a lot of work put into this map. It has an uneasy layout to fight on, but I feel like that is the point given it is a factory. I do enjoy having to constantly be aware of my surroundings when playing on any map. It creates situations far more interesting than a flat large space. Something you could improve though is the way you packed the textures. It would be best if we only needed 1 pk3 file instead of 2 to be able to see all the textures. Also, the second pk3 contains a lot of textures. Surely not all of them are used on the map. It's just extra wasted space and a hassle for nothing. I'd say find the rest of the textures that you used from that second pk3, put them on the main pk3 with the map, and discard the second pk3 altogether. Finally, I know botroutes are not easy to get right, specially on layouts like this, still, any support for bots would be nice in a future update.
  1. Hii, Creating complex textures from scratch is something I still have to learn What I did for the metal textures was I took this base texture "imperial -> shiny_floor", cropped out it's borders, made it seamless again and then modified it to create different shades of grey and black. This was done using GIMP. Some of them also have a shader that adds a slight shiny effect. The only exception is the texture for the doors, which I just took from the Internet, and doesn't even have a shader. I did make some plain color textures and used them along with shaders to build the consoles, wall lights and windows. All of them were done with brushes. If you check the textures you'll see they are all "plain" (both the metal and color ones), with no details like borders or trims. I used brushes to create those details. It was easier for me that way, gave me more freedom.
  2. Version - March 8, 2025

    101 downloads

    Designed for duels and 2v2 TFFA. This map is inspired by the Rishi Station from Star Wars: The Clone Wars. The first station was destroyed by brave clones in order to warn the Republic of an imminent Separatist attack on Kamino. It was located on a moon of the the planet Rishi and it was one of many outposts that served to monitor the space around the clones' homeworld. My personal lore for this map is that the Republic just built a new one. This map does not try to depict any location as seen on the show, rather it is inspired by it. MAP NAME: duel_rishi2 SUPPORTED GAME MODES: Duel, TFFA, FFA, Powerduel. BOT SUPPORT: Yes. NOTES: The map was made for Jedi Academy. It does work on Jedi Outcast, but some shaders only work on OpenJO.
  3. Version 11-11-2024

    187 downloads

    Designed for TFFA with varied fighting areas. Inspired by the planet Abafar from the series Star Wars: The Clone Wars. It does not represent any specific location seen on the series. SUPPORTED GAME MODES: FFA, TFFA, Duel. MAP NAME: ffa_abafar NOTES: The map's lighting was done while using "r_gamma 1.2". Screenshots were also taken while using "r_gamma 1.2". If you find it is too dark, up the gamma. Might update lighting in the future.
  4. No worries. Yep, mapping for singleplayer and multiplayer is different. I actually forgot about the possibility of the issue coming from playing sp. Apologies for that I'll include a comment about it on the description of the download page. Thanks and apologies as I don't really have any intention of trying to make it work for singleplayer.
  5. Hi there! I only test my maps on the vanilla game, since I only play the original game with no gameplay modifications. Are you using any conversion mods like Movie Duels or Movie Battles II? I've known of the issue on those mods since the day my map got included on them. I've asked the developers why that was happening but never got an answer. It is on the developers of those mods to fix it though, since I shared the source map file with them so they could have total freedom to adapt it and use it for anything. If you are not using any mods let me know cause then it'd be my problem, though it'd be a rare issue, since it has worked well for me and everyone who helped test it on a base server with no game changing mods.
  6. Hi there! I only test my maps on the vanilla multiplayer game, since I only play the original game with no gameplay modifications. Are you using any conversion mods like Movie Duels or Movie Battles II? I've known of the issue on those mods since the day my map got included on them. I've asked the developers why that was happening but never got an answer. It is on the developers of those mods to fix it though, since I shared the source map file with them so they could have total freedom to adapt it and use it for anything. If you are not using any mods let me know cause then it'd be my problem, though it'd be a rare issue, since it has worked well for me and everyone who helped test it on a base server with no game changing mods. Edit (since Torki answered my reply on the forum post): As Torki pointed out in their reply, this issue is also caused by playing the map on singleplayer. These are known bugs that will not be addressed. Apologies.
  7. Hello there! A new version of the map World Between Worlds (November 11, 2021) has been uploaded! This update fixes an issue with the portal images that appeared when I recolored them for the previous update (10/10/2021) The portals have been redone from the original images. Recolored, added changes and also repainted the Malachor V symbols which where not being drawn properly in-game. Apologies Thanks everyone!
    Simply amazing!
    Such a lovely place recreated beautifully with a lot of detail put into it. Very atmospheric, relaxing and fun to explore. I followed SephFF's progress closely and the amount of work put in this map was/is astonishing. Worthy Summer Contest winner! Congrats!
  8. Hello there! A new version of the map World Between Worlds (Version 10/10/2021) has been uploaded! And is now awaiting Staff approval. Edited the original post of this thread to update the title, update the changelog and edit out some older stuff. I myself didn't know this update was coming until last Friday when I suddenly got motivated to try and keep improving the map again xD Thanks everyone! I hope you like it Image for a rough comparison. Better compared in-game as the loss of image quality of the screenshots plus the process of building the comparison image make the stars look very dim.
  9. Hello there. If you feel like playermodels are too dark on some places, or everywhere, you could try adding lightJunior entities. Though we may need a more experienced mapper to confirm if too many lightJunior entities have any hit on performance. I've used 5 of them, with nonlinear falloff, on my World Between Worlds map to light up playermodels, since the map had no need for normal light entities except for the Sith altar room, and they've done a perfect job without any issues on performance.
  10. Hello there, it is me, Reepray, you can call me Reep for short The purpose of this post is to keep track of new releases and notify people who have downloaded my map, World Between Worlds. UPDATE November 11, 2021: (latest) UPDATE 11/08/2021: UPDATE 10/10/2021: UPDATE 11/25/2020:
    Awesome
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