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SephFF

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  • Modding Interests
    Modeler
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    Texture Artist
    General Modding
  • Gaming Specialty
    Dueling
    Competitive Play
    FFA
    TFFA
  • Operating System
    Windows

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  1. hub area for map... still WIP
  2. late reply.... super sorry but no, I ran into an issue where I could not find a way for JApro timer to work in main area... but I think I will release it once i finish the DF2 map im working on.
  3. I spent a very long time on these maps making a point to really think about who was getting my vote. My top 3 are 1. TFFA Brutal 2. Ractory 3. Duel Rishi2 Castellaris: Layout/Construction: Great patch and brush work with what is done so far. Its far too large for a duel map, with 2 hallways and 3 rooms it does not offer a lot of flow for TFFA or FFA as well in my opinion. The door to the tunnels is well hidden I assume by intention both leading to both sides of both rooms. neat idea just more flow to the layout would be needed if you want to turn this into a solid TFFA or FFA map. Personally i would love if you completed the building and removed the clips so I could jump all over the roofs but I am a fan of jumping around lol. some construction elements where the balconey and windows are don't make much sense from the inside of the building. also in that same room you see the sky in the ceiling but outside its covered up by the large building so more of a continuity issue there. There are also 2 models that are in the map that look amazing but seem off since they have such a high poly count in comparison to the rest of the map. Player Interaction: Water around the map kills the player and 2 doors to uses. lout side the building lots of places to jump around on There are places players using Jump 1 can reach, not a huge deal if person your dueling has some honor lol. again flow would be an issue with such a large space. Textures/Thematic & Artistic Direction: love the castle and has a magical feel to it. Textures you did well in terms of contrast and visual variety but the scale of the marble seems too large. and the amount of marble work for a fantasy setting just not a practical one. the choice of wood has the grain direction off in some spots and where some of the wood is would be bad for construction, like on the roof and under the balconies. Skybox is nice matches a fantasy setting I just wish you added some moving clouds to it. the sand and grass, then sky, then water room. I def see what you are trying to pull off with all these and all great ideas. I would just play around a bit more with textures to really hash the map out. Lighting: Lighting seems fine nothing stands out as jarring and easy to see who you are fighting. Music: Not a fan of the music for a duel map does not match the fantasy vibe i think you are going for. Performance/Bugs : if using rend 2 sky box in middle room and pond room doors breaks. On my system: i9-14900KF, 64gb ram, 4090 GPU, uncapped FPS I get average of 600 fps lowest spot is 450 while highest spot is 1000. TLDR: this map has a lot of potential and I really like what was put into it so far. Def can tell it was a lot of hard work and I think could be made into a goof TFFA or FFA map. Main think is some texture choices and adding more flow to the map. TFFA Brutal: Layout/Construction: One room with with 2 levels of play area. Construction is top notch to where I tried to find spots i should not get to but you where able to stop my antics. also could not find any hidden face that should have been caulked out. Great size for a duel layout and the extra floor ads to the flow with the map. I also appreciate how you have two clear "hero asset" as in the art works you made as a center pieces to the map. Consistent design of all parts around the map Player Interaction: Nothing to really interact with, could role play sitting in the chairs I guess. Textures/Thematic & Artistic Direction: Theme is 100% on point to the Brutalist art style with the concrete. Again the hero asset center pieces tie it all together. the simple repeating patterns and shapes are all consistent to your theme. I am now in the mood to play the game Control thanks to this lol. I can't complain about lack of texture variety because it all just works to the theme and is easy on the eyes with I noticed most players want their duel area to be that way. Lighting: Lighting is on point where everything seems to come from a source and really adds to the theme. Music: I really with you added some different music, tho very hard to find something that truly matches the theme. some music from the game Control might be a good example. Performance/Bugs : no bugs, uncapped i get average of 950 fps. lowest is 900 high is maxed out at 1000. Very well optimized map All in all I love the artistic stye of this map and how cleanly you constructed it. only nit pick would be music but this is a map I actually want to duel on. swgl_jt_dojo: Layout/Construction: Simple layout perfect for duel size, very clean construction only a few spots where I found hidden faces not caulked out properly. wall mounted brackets for cabers can be jumped on. id recommend be clipped off. Player Interaction: two open when near them, that's about it. Textures/Thematic & Artistic Direction: Theme is a classic dojo super popular with Jedi academy over the years. Textures super simple but work well only a few spots where texture scaled incorrectly. Not a fan of the rock texture on the ceiling but I like the idea its a hidden dojo in a cave or something. The sabers on the wall are a nice touch but seems unfinished with the empty rack on the wall on the left while the wall on the right is left empty. Still very successful with getting the theme just right. Lighting: Nice a bright easy to see. matches the dojo aesthetic. Music: Basic music Performance/Bugs: no bugs uncapped FPS 1000 that's it... cant get much better than that performance wise. All in all a solid duel map that I think would work great to play on. Oasis mesa Layout/Construction: General layout and design works well for a duel map i think the bridge over water that kills you is a great idea. Since experimental I could write a book on some of the construction issues so I wont do that here. its mostly made out of models which can be done just hard to pull off and be optimized. Player Interaction: Water kills you, sky big enough where if ya spawned a some ships in you could fly around and have space battles. I wish you were able to walk on the thick cables would add extra height to the map for a duel. Textures/Thematic & Artistic Direction: Them seems to work for island but the lack of horizon blending, better water shader and contrast from the sand texture to the rock seems jarring. Skybox seems like its stretched in a weird way Lighting: lighting seems to not have a source in 2 different directions. Music: I think the music matches well with the theme pretty well just has a harsh cut in it when ending. Performance/Bugs: Water with current taystjk does not kill you, z fighting in a lot of areas. performance uncapped average is about 300FPS, high is 400FPS low is 240FPS. For the size of this map that's quite a big performance hit but too be expected with how the models are used. Visually great map if not looking too close to it. I appreciate being experimental with it as I love science and can't have progress with out experimenting. Would be fun for casual play but not competitive. Hand_of_Thrawn Layout/Construction: Large open area only a few spots with hidden geometry not caulked properly. its a bit too wide open for a 1v1. Very simple in design I like the computers decorating the edge and tunnels. Player Interaction: Some force holocrons to collect. Textures/Thematic & Artistic Direction: Rock texture stretches unnaturally that stands out to me. also the tile texture is covering a lot of area id recommend needs more variety. still the them of an underground facility works well. Lighting: a bit too dark with the size of the overhead lights in my opinion. Music: Normal music for JKA. Performance/Bugs: No bugs, performance takes a hit due to the patch mesh construction average is 800 fps low is 500 looking up and high is 1000 looking down. All in all its a good map just needs some optimization and maybe add some variety to the open area floor and scale down the size for a duel. Echani duel Layout/Construction: Good clean construction, no hidden faces and consistent layout. only weird spots are benches are floating above the ground. Just a simple room for dueling in. Player Interaction: No interactable stuff in the map. Textures/Thematic & Artistic Direction: Dark moody Star Wars themed room all blend in well together. Lighting: A bit too dark to see very well but seems interesting for dueling another person in with. Music: Normal Star Wars music. Performance/Bugs: No bugs FPS 1000 so maxed out. Very simple duel room and a good size for dueling. Just a bit dark for my liking. Ractory Layout/Construction: Clean construction with only a few hidden spots that should be caulked. Lots of effort was placed in the with the models. Interesting multi levels to work with but some spot jump 1 can not reach. like tops of pillars and in outside area. Though I do love I can jump over to that area and run around. Player Interaction: Lava, droid belt, lava scooper, death pit, can break the droid belt if ya try to block it though. Still great to see. Textures/Thematic & Artistic Direction: Super consistent them with story telling in the map design with excellent texture choices. really can tell a lot of effort was done to get this done right with a lot of attention to detail. I like all the light up textures that really highlight the area and also the neon signs outside. Lighting: Great lighting matches theme perfectly. Music: Normal Star Wars music. Performance/Bugs: Droid belt can be stopped that's about it average FPS is 300FPS Low is 145FPS High is 800FPS. Amazing map, just some performance issues I think could be fixed by reducing the amount of droid parts being rendered. Since with r_showtris you can see them in the brushwork being rendered. This was my number 2 choice of a map, would have been 1 if better performance since hard to get people to wanna duel ya on it if their comp cant handle it. Duel rishi Layout/Construction: Very clean construction, only thing that stands out would be the three boxes in the center that don't seem to match imp design. the stairs are also impressive and I like the window showing the landing platform outside. I like the dip in the floor that adds extra to dueling a person in this type of area. Player Interaction: Lots of buttons but noting to interact with. Textures/Thematic & Artistic Direction: Amazing clean texture work with clear them. the consoles I think could use more screen graphics or lights but still otherwise great in detail. Def feels like a imp station. very clean modern style. Lighting: Great lighting nothing out of place. Music: Normal star Wars Music. Performance/Bugs: No bugs Fps average is 700, Lowest is 600 while high is 800. well optimized map. Amazing map this would be my number 3 choice out of the bunch. Makes me wish it was a much bigger map to explore. Took me like 5 hours to write this.... eyes hurt now lol FYI all the maps are good, so dont take what I said bashing ya, just pointing out what I personally noticed.
  4. yeah the canal was stupid hard.... For mine I have the original model from DF2 as an obj. I scaled it till It was the same size from either kyles POV in DF2/JKA. When i first started this I tried to do it from image reference.(it was waaaay off) Then I tried importing the entire obj into NRC and rebuild the brush work that way. (also not a great idea but kinda worked) Now I do one of 3 things... using blender plugin to export brushwork I invert the normals, export into NRC and extrude flat side of the face, use the faces as a reference and use CSG merg tricks to get things right or for normal rooms i build like I normally do for any other map. The canal was stupid hard to build and that bridge was also not easy. I actually hade to build the bridge in blender with basic shapes and export as brushwork, not faces to get it right. took me like 4 tries to get it right. that model is a placed holder so when I build the sky box you can see the tower in the right spot. @NumberWan FYI.... when i do make this....ill release the source files.... feel free to use whatever ya want....or if want something now i can give it to ya. I also plan an making Max into an NPC.... gatta model him and all still.
  5. I'm happy to see this looks like I got some competition. I also been working on Barons hed.... Tho i'm making 2 versions... one mostly original everything... the other updated... Also a WIP. So far I really like what ya did. The question i got for ya.... is how did you build this part?...... the angles for the pillars in the market place? Mine is a bit different than yours as its close to 1 to 1 in how it was in OG game. But i'm struggling to get it built clean with brushwork. Was wondering how you tackled it. It looks built in the image but its not clean brushwork so I have to rebuild it completely. hit me up on discord can VC about it if ya want.
  6. TTT = Trouble in Terrorist Town I want to build this map for JAWA to run this event for others to enjoy. I figured asking community for ideas could be useful. I am not super knowledgeable about TTT, only played rough version of it on JKA. I think a map designed specifically for it would be fun. This wont be a clan map just a map others can enjoy. Also would like to make the map useful for other event ideas not just TTT. The idea: Most of this should be similar to what they did in Half-Life 2 mods, trying to make it work for JKA. The event is run by a host who picks who the terrorist are in secret. Win conditions: Innocents win if kill all terrorist or unlock escape room and enter it. Terrorist win if Kill all innocents. Concept idea: Innocents need to figure out who are terrorist and kill them, or open locks that let everyone escape. Lock buttons are placed around the map in different rooms, traps can be placed leading to the rooms or also in the rooms as well. "vents" are only used by terrorist so they can quickly get around the map. The vents will shoot the player to different parts of the map. The locks are on a three min or so timer where no one can hit that button after it’s been unlocked. Once timer runs out, a terrorist can in turn relock the escape route. This also acts as a check to see who a terrorist is, if caught relocking buttons. The idea is to incentivize entering dangerous rooms and player movement/interaction around the environment. Most rooms will have two or three ways to enter or exit, with a few dead ends. The map flows equivalent to three figure eights overlapping each other. Visual hierarchy, points of interest, and landmarks are key so players can easily navigate to their intended destination without feeling lost. Lastly some spots on the map will randomly become dangerous, for example a tie-fighter flying through a tunnel players need to jump across to get to the other side of lava/abyss. Maps designed for terrorist but balanced to feel fair. Map theme/ layout: Lobby starting room leading to three separate play areas. (May reduce to one or two due to entity limits) No traps / no escape room, small play area. (Not sure yet) Traps / no escape room, medium play area. (Not sure yet) Traps / escape room, large play area. (Abandoned Imperial underground facility.) Debating on using mainly JKA assets over custom assets to save on file size. Any thoughts about this concept would be greatly appreciated. Might post some concept drawings in future.... currently have artist block thinking of a good map layout.
  7. this actually gave me a cool idea for a ctf/tffa map lol
  8. I might need to upload this into a tutorial map or something..... BUT its interesting to see what you can work with in terms of slopes. I think what grabed my attention the most is the fact that a tauntaun can travel on a slope the player can not.... Might make for an interesting map design. The swoop is pretty limited in terms of slopes in boost speeds.
  9. I am trying to slowly compile over time useful information that may be helpful or unknown to mappers. All the information I am looking for is something JKA game mechanics related. As I continue to explore mechanics in the editor I'll add it to this post if you know anything, I would appreciate any help you have. Or if you know I am extremely wrong about something might be good to let me know. Other examples could be slope limits, entity limits, sniper range, vehicle sizes anything really. I searched the internet but was not able to find a good list of this sort of information about the game. Later on this info can be compiled for quick reference. Here are a few examples of what I mean, all of these I tested in game: I might need to upload this into a tutorial map or something..... BUT its interesting to see what you can work with in terms of slopes. I think what grabed my attention the most is the fact that a tauntaun can travel on a slope the player can not.... Might make for an interesting map design. The swoop is pretty limited in terms of slopes in boost speeds.
  10. This work?
  11. Wish I could remember where I learned that. @mjt was it you? What i do remember was looking at vis and I noticed no vis cubes where caulk was....So i got the idea to just fill things with caulk and it really does speed things up.
  12. Been working on the Mario map still. Thanks to college classes im taking my work has slowed down on it but ATM the map is mostly down. I want to get some JApro features working for it and have to where you can race for times on the slide and a race for times on the outside part. The outside part has proven to be a challenge since it is so open and easy bypass a lot of places on the map I am not sure how to set it up where it will feel fun to race on. So I think I will make 2 bsp files, one for the race and one for FFA... FFA being open and free to roam around and the race more restrictive. Not sure how long this will take me to complete so a lot of testing from other users and myself would be needed. I might go ahead and upload it to here sometime this week so I can get more people to test it. Then update it with fixes as needed.
  13. added skybox
  14. Version 1.2

    147 downloads

    ------------------------------------------------------------ STAR WARS JEDI KNIGHT: JEDI ACADEMY MODIFICATION ------------------------------------------------------------ Contact info: Author: SephFF Discord: SephFF#4710 https://jawaclan.com/profile/4229-sephff/ Email: karcherusmc@hotmail.com ----------------------------------------------------------- Map Info: Map Name: coop_corps Released: August 29th 2022 Filesize: bsp: 3.73mb pk3: 46.3mb Version: 1.0 <- will add more rooms later Build Time: 60 days Brush Count: 3548 Patches: 459 Entities: 295 Build Command lines: [bsp] -threads 6 -meta -v -verboseentities -maxarea -samplesize 8"[MapFile]" [vis] -threads 6 -vis -saveprt "[MapFile]" [light] -light -dirty -dirtdepth 4 -dirtmode 0 -dirtscale 4 -fast -fastgrid -cheap -cheapgrid -samplescale 1 -gamma 0.9 -patchshadows -bounce 8 -bouncescale 0.7 -fastbounce -bouncegrid -samples 4 -nocollapse -nolightmapsearch -threads 6 -lightmapsize 4096 -debugsamplesize "[MapFile]" roughly took 1hour 30 min to compile lighting. ----------------------------------------------------------- Features: FFA / TFFA / Duel / Power Duel Botrouting: no New Music: no New Textures: Yes New Shaders: Yes New Sounds: No New Models: No New NPC: No New Skybox: No ----------------------------------------------------------- ***********IMPORTANT*********** Source .MAP file inside the pk3. Feel free to use anything SephFF has made in this map for your own maps made for Jedi Academy. I only ask that you give proper credit. If you want to port the map for a different game, you will need to request permission. ***********IMPORTANT*********** ----------------------------------------------------------- Description: Inspired by Protal 2, coop mode I just wanted to make a map that 2 people could have fun trying to solve. I also wanted to make a challenge for solo players to enjoy and maybe inspire others to learn how to complete this type of challenge. Map is also a good refrence to see jump heights, player walk slop limits and many other things. Map Features: Coop: 125 fps normal JKA settings. Solo: 125 fps normal JKA settings also Japro supported with timers and check points. Saber range testing room Kyle Spawner TFFA/Duel spawns Portal easter egg Teleport lobby room to get where ya wanna go. Useful tech to know for this map: Water jump glitch: JKA for some odd reason has a cool trick not many people know about where if you jump into water using full jump (J1,J2,J3 <Force level), and you KEEP holding jump while falling into the water never letting it go. When you swim to the surface you will shoot out of the water the same height as the speak of your jump regardless from how high up you are. If you never let go of jump and fall in water again, you can repeat the same jump height again and again. The only thing stopping you is if your feet touch the ground. If your feet touch the glitch will no longer work. This makes getting around the map interesting and sometimes involves prior planning. Some jumps require knowing how to a RDFA Cancel D-Swing Boost. It’s a trick in JKA where you can double your jump height boosting off a slope surface less than 90 degrees. There are many variations to do this trick so ill explain the basic D-Swing one. RDFA Cancel D-Swing Boost: Run forward using W or D and hold jump/space If using W let go of it while in air press D+Attack If using D just keep hold it and press attack. After pressing attack, you will press and hold W+Attack (Jump/Space is still being held at the time.) You will need forward momentum going into a slope surface. The middle of the swing is where the boost should happen. The player character’s body should be touching the slope surface during the middle of the swing animation. After the boost let go of attack but continue holding W+Jump/Space. If you hold attack you will swing the saber again, slowing your forward momentum giving less height to the jump. The timing of the swing/forward momentum speed and angle of slope surface all adjust when the boost will or will not happen. It takes some practice to learn this trick but its not too difficult to master. This trick allows access to some areas in maps devs never intended. For other JKA mappers. This map is also good for testing how things interact with slopes. I also have perfect heights for j1 j2 j3 and other useful stuff for mapping in general. Source files are included so feel free to poke around. ----------------------------------------------------------- Programs Used: Netradiant-Custom-20220211 Photoshop 2022 ----------------------------------------------------------- Credits: SephFF Author of this map did all Bursh work, patches, custom textures, layout brushes/details, player spawns, TFFA spawns, transition cam and lots of testing. Loda and tayst gave me info for japro stuff. MJT Helped with shaders....this dude does black magic. Map testers: Helena, Yeti*, Ice, Misery, Thunder, Fran, Sal, Source, Loda, prob more... so many people tested this JAWA, SAO, UPS all helped. ----------------------------------------------------------- Installation: Place the .pk3 into your gamedata/base folder. ----------------------------------------------------------- Run map commands: To play this map not a server pull down the console with (shift + `) then type /devmap then the bsp name. ----------------------------------------------------------- THIS FILE IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN SOFTWARE, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS™ & © LUCASARTS ENTERTAINMENT COMPANY, LLC AND/OR ITS LICENSORS.
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