Jump to content

OCD2

Members
  • Posts

    395
  • Joined

  • Last visited

Posts posted by OCD2

  1. lY4bm6i.png

    When your "easy" project becomes a full capital ship!

     

    Everything that you see in the show as source material is included - the docked RC ship, the laddered entryway, the hallway structure, the accessible cell interiors and the control room.   

    And then to add more variety, I built several other unique points of interest to build out more of the ship as playable space.

    I built an engineering bay, an engineering crawlspace that was inspired by the concept art for the episode (that leads to the control room),  several ladderways to access the crawlspace,  access to the sensor area in the crawlspace,  access to the forward and rear center turret bays in the crawlspace,  a central maintenance bay(also inspired by concept art),   a prisoner contraband/evidence storage room, and droid bivouac stations.

    I also made each of the three main-hall "subsections" distinct.      Each team will experience the map a little differently, hopefully that asymmetry makes if more fun.     If not, I have designs on extending the map forward to lead into a ships bridge (which I could use to symmetrize the whole map further) !!!  

    Everything was built as if you could take the map outline, and impose it over a picture of the ship to a nice clean fit.

    My plan to push and motivate myself to get the map to a 1.0 version, is "finishing" the map to submit to the Underworld contest -  the ship is a perfect home for members of the underworld!   

  2. 11 hours ago, Bubbles said:

    He was by far the best actor in the prequels excluding Ian Mcdiarmid.

    I'm looking forward to it. This is a period of time we know very little about.  I hope Vader is not just used at the end but a constant presence throughout the film.

    I also hope to see the Emperor himself return for the show, that would be awesome.

     

    As for the Sith Inquistors... I never really liked them, because it kinda messes with the rule of two.

    The advertising keeps saying it will be the rematch of the century - maybe Palpatine vs Windu lol?

     

  3. 2 hours ago, Hudaw said:

    I'm strongly considering during a three-tiered main city, which would need a spaceport. It's kinda hard to do anything really horizontal, I think, but I'll have to take another look at Solo.

    Did you mean vertical?   If so, having a large freight those elevator that takes playets down to a portaled "underground" area seems possible.

     

    Something on my radar was to make a spaceport area ala the solo movie, with an imperial recruiting center.

     

    Perhaps another time I would be interested in working together, but right now im in deep finishing a long running project - and have three other mandalorian themed map ideas id like to push out also!

    Hudaw likes this
  4. 7 hours ago, Lazarus said:

    Still i think you may need to phong shade your hallways 😛 to clean out the rough edges, make them a bit more smooth (shade angle 60 or maybe 75 or so).

    The models look awesome, good work!

    The map does need some more work, im still plugging away -    appreciate the  reminder me about the phong shader!

    Thank you for the compliment on the model.   Its still in progress, with the wiring harness being the area that needs the most attention.    Ive been dedicating my time to learning better topology practices and have been upgrading the droid and the Prison ship as I level up my skills.     

    Im hoping to make the prison transport a pilotable ship too, as an extra bonus.   

    All in good time!    

    DarthValeria likes this
  5.  

    Lunchtime baby steps on the transport ship model:

    9Hcc77n.png

    v7wLgZZ.png

    JIIu7em.png

    zvk6mZV.png

    Lots of progress on the map also, though will save that for closer to the release.     

    Still working on some layout flow, and structures for rooms that were never shown in the show.   The extra rooms had to be imagined, designed and creatively built to fit cohesively within the rest of the map.       

    Looking forward to sharing!

         

  6. Still plugging away at this project!

    The current focus:

    Some geometry changes have been made.     Most significantly, the over-all size of the map height and width further increased,  after testing and finding that it needed more space to accommodate vehicles (the R1 security droid), jedi play and easier entry and egress through the cell doors.         

    Remade the ladder entryway, and a Razor Crest interior that features all of the expected aspects : the bunk room, vactube station, ladder to cockpit, carbonite chamber, side door, rear hatch, and the docking access point.     

    Lots of time spent with Blender, learning how to make and import models.     Lots of fun, and lots of work!

     

    I do not want to extend the working time on the map indefinitely!    Though as I continue to learn, I find ways to improve the quality of the level and want its first widespread playtest/release to be up to a higher standard.  (Or more specifically, makes me feel satisfied that it was a quality endeavor) 


    I have the editor is open today, and ill be putting in some good time, trying to get this project closer to release!

  7. Great input thanks!

    I had several thoughts on how it might be constructed. 

    A moving func train that runs through a brushwork track.  Seems the most intricate, and probably has problems to solve like spawns.   I thought perhaps there would be a way to make spawns safe - playing movie battle 2, they have the ability to spawn anywhere in the map onto a "commander" unit.   I thought perhaps something similar would apply to having spawns somehow tied to the moving train.

    Ot with some trickery as you described, scrolling textures, maybe an occasional brushwork mountain or bridge that approaches via func train, while the train is actually stationary.

    Though I never reconciled the best way to approach the map.   

     

    Thanks for the ideas and input.

     

  8. Would it be possible to link spawn points to a func train/platform, so they move along with the entity?      

    Just pondering a train heist map, wondering if it's possible to make an actual moving train, or if it would have to be simulated movement with tc mod scrolling backgrounds and other trickery.

    DarthValeria likes this
  9. 10 minutes ago, BlindDaThief said:

    Are you gonna make a playable version of this guy?

    Yes, that's the next big step.     

    It will be my first rigged character!   (its a vehicle technically)

     

    Im planning to make the mouse droid that was in the show also - and potentially model the other characters of the episode as well.  Though that is a lot of work!     
     

    So my project priority list:

    Finish out the map build - its geometry is about 95% complete.

    Redo the intro cinematic.   

    Subsequently retexture everything!! 

    Finish modeling and rig the R1 droid.

    Ideally release both the map and the droid at the same time.   Though if the map is "ready", and the droid is taking too long, release the map and then separately release the droid model.

     

    Then it would probably be the mouse droid model, followed by the other droid, or make the backpack with the deployable gun/model this character.  Mayfeld_Star_Wars.jpg

    db1cf0fe-daf6-4d1b-b7c0-89d6ef4fa127.jpg

     

    After that, im not sure ill continue im probably ready to move focus forward on other map projects I have begun at that point.  
     

    BlindDaThief, DarthValeria and Cor like this
×
×
  • Create New...