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Everything posted by SephFF
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Version 1.8
181 downloads
I made this map purely for my own personal passion for Final Fantasy 7. The map is based on a location in FF7 that is infamous in gaming history but that’s going down spoiler territory so anyone who has played the original FF7 should recognize this location pretty quick. I took a long break from mapping due to college classes and thought making something small would be a great way to get a refresher in mapping. Map Features: Buttons: Four buttons clearly marked allow for changing the main fighting area to change. 1: Spectator stands 2: Wall 3: Pilon 4: Overhead cross One button on the lower floor turns on some platforms and balls of water mad specifically for jump challenges in the map. There is one hidden button somewhere in the map where if ya push it and then jump to the small material orb in the water, it will teleport ya high in the sky. Serves three purposes… 1: obvi FF7 reference 2: a quick way to start the extremely hard jump challenge. 3: Alt way to center pad in all game modes. Starts in off position at start of map…can be toggled on or off. Last there are three secret buttons in an area outside the main map. Only way to reach this is with an extremely difficult strafe jump. The jump is made with 125 FPS users. Corner of landing area will TP you to the secret area. Other ways is obvi with grapple or noclip/use teleport coordinates. Jump challenges: There are six total designed jump challenges all different ranges of difficulty. Only one jump has a reward room, the jump using the water balls reward is reaching the highest point in the map. The others are just for challenge sake/fun. 1: Jump only on broken pillars in a full circle with out falling in the water (easy) 2: Climb to top of bell tower (easy) 3: Use unbroken round pillars with half a sphere on top to circle around the arena. (hard) 4: Climb bell tower only using the bell tower itself. Start of jumps from center arena. (Very Hard) 5: Use water jump glitch and D-swing Boost to reach highest point of map (Very Hard) 6: From elevated platform jump off crystal to triangle glass in open are to corner glass in the map. (Extremely hard) (Will post diagram of jumps on JKhub to more easily see what im talking about…I prob suck at explaining what these jumps are lol) 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 hight 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 invilves 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. ----------------------------------------------------------- Map Info: Map Name: Forgotten_City Released: July 26th 2022 Filesize: bsp: 3.80mb pk3: 44mb Version: 1.5 Build Time: 28 days Brush Count: 357 Patches: 530 Entities: 88 Build Command lines: [bsp] -threads 6 -meta -v -verboseentities -maxarea -samplesize 8 -skyfix "[MapFile]" [vis] -threads 6 -vis -saveprt "[MapFile]" [light] -light -dirty -dirtdepth 4 -dirtmode 0 -dirtscale 4 -fast -fastgrid -cheap -cheapgrid -samplescale 1 -exposure 260 -patchshadows -bounce 8 -bouncescale 0.7 -fastbounce -bouncegrid -samples 4 -nocollapse -nolightmapsearch -threads 6 -lightmapsize 2048 -debugsamplesize "[MapFile]" roughly took 30 min to compile lighting. UPDATE: Origanal upload had a missing texture, also found FPS drops with more than 4 players. I had to re-work entire parts of the maps and remove/modify a lot of shaders just to increase preformance a bit more but still keep the core play of the map feeling the same. it just does not look as good imo. In order to get this map looking to how I intended I will have to learn how to optimize and import models into the map and thats something that might take a few months to learn. So I got this as good as I could for now. ----------------------------------------------------------- Features: FFA / TFFA / Duel / Power Duel Botrouting: no New Music: Yes (Best to play map with music on!!!!) (3 options) New Textures: Yes New Shaders: Yes New Sounds: No New Models: No New NPC: No New Skybox: Yes ----------------------------------------------------------- ***********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***********----------------------------------------------------------- ----------------------------------------------------------- Programs Used: Netradiant-Custom-20220211 Photoshop 2022 ----------------------------------------------------------- Credits: SephFF Brush work, patches, skybox, custom textures, layout of lvl and structural brushes/details, player spawns, TFFA spawns, transition cam and lots of testing. MJT Helped with shaders, brushwork for bowl surrounding the water, and a lot of help with the caustics ....this dude does black magic. Yeti*, Ice, Fransuave, Eternal: Map testers Misery: Mapping tips and testing found all kinds of things for me to fix Szico: 'Toggleable' Teleporters found on JKhub https://jkhub.org/forums/topic/10095-toggleable-teleporters/ Music from FF7 ----------------------------------------------------------- Installation: Place the forgotten_city.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 Forgotten_City -
I mainly use Net-radiant custom for all my mapping needs. I feel like I understand it enough to make half way decent maps, but at the same time it feels extremely limited. I also searched through the forums looking for tutorials or guides but there is so much scattered, its hard to figure out what workflow I would need to do. With mapping its fairly easy to spend 20 hours on a minor detail only to realize you can't make it work and have to try a new approach. So what I am looking for are any guides or tutorials for a workflow that mainly uses blender for the level creation aspect. I guess I can try to explain a few things I don't know, I should know...but also there is the aspect of what I just don't know that I should be asking. So I hoping someone can point me in the right direction. Can full levels be made in blender? How to make JKA shaders work in blender to include system shaders? Advanced Alpha blending in blender Terrain optimization Importing from blender to Net-Radiant Custom, import small parts little by little or full blown levels Baking light maps from blender into the game Known limitations such as polycount or conflicts. how to ensure -vis works (I'm assuming block out with caulk but not sure if that works inside of models.) There might be a million other questions I don't know to ask lol What I do know mainly amounts to RichDiesal's JK2Radiant Mapping University, Szico VII's tutorials, and what @mjt has taught me under his wing lol. I can use Blender, photoshop, illustrator. I use to have access to substance painter but I cant afford to subscribe to it lol. I am a IRL graphic designer so that helps with making my own textures. I also have a minor degree in game design I just do this as a hobby though. I guess the goal for me is to figure out a workflow that mainly uses blender. ATM I feel fully comfortable using only Net Radiant Custom but would like the maps I make to be higher quality. Another aspect is speed, where I can make something in a few weeks, not a few months. (Wife, three kids, 2 dogs, working keeps ya busy) Personally I would love to make guide about all this stuff someday... Just with so much information scattered its hard to really nail down a solid tutorial with all the new tools we can use today vs back in 2003. Also I do have ADHD so I'm already a scatter brain lol.
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First off love the three mountain sections.... more of that please! lol Love that you don't really use clipping brushes much and that huge open area with the water is fun to jump around in. Also love its big enough to fly a tie-fighter in. Very good attention to detail with textures and kitchen design and creative use of in-game assets from ffa3 and other levels. Duel rooms are great and fun to duel in. For a beta version its in great shape, only minor issues Music works for me (using eternaljk) Some of the lasers dont cause dmg, not sure if intended. (also not sure what one of the buttons in that room does) Minor general mapping issues like a texture not aligned or small glitch with -vis Top quality map IMO very fun.
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- jkhub exclusive
- climbing map
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- non star wars related
- contest entry
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657 downloads
SUMMER MOD CONTEST 2021 WINNER This map was made for the 2021 JKhub summer contest and based off Final Fantasy 7 references to Costa del sol from the original game and Crisis Core. Also took influence from the Final Fantasy 7 remake. Some areas in this map are never seen in any version of the Final Fantasy games so that’s where I took some creative liberties. Couple picks ups to be found and some jump challenges for strafers. Map is also fun to fly on or other events. Lighting not fully done...wanted to use external light maps and blend the terrain more but ran out of time. https://jawaclan.com/profile/4229-sephff/ MJT: https://jkhub.org/profile/4531-mjt/ ----------------------------------------------------------- Map Info: Map Name: costadelsol Released: Sept 14th Filesize: bsp 20mb Version: 1.0 Build Time: 6 weeks Brush Count: 9121 ----------------------------------------------------------- Features: FFA / TFFA / Duel Botrouting: no New Music: Yes (Best to play map with music on!!!!) New Textures: Yes New Shaders: Yes New Sounds: No New Models: Yes New NPC: Yes <---- had to remove last min too buggy New Skybox: Yes ----------------------------------------------------------- ***********IMPORTANT*********** Source .MAP file inside the pk3. Feel free to use anything SephFF or MJT 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. Tho boat sometimes does not move so requires a map restart to work also if a player blocks the boats movment it will mess up the animations for a full loop cycle of the animation intill it resets on its own. ***********IMPORTANT*********** ----------------------------------------------------------- Programs Used: NetRadiant -20210105 Photoshop2021 Blender ----------------------------------------------------------- Credits: SephFF Brush work, patches, skybox, custom textures, layout of lvl and structural brushes/details, player spawns, TFFA spawns, transition cam and lots of testing and compiling. MJT (CO-Author): Made barrel npc/model light maps and helped with countless shaders, and building tips remaps. Made the terrain and added waterfall and textured itmes in blender for smooth transitions....this dude does black magic. mrwonko: Blender tools and Animation/scripting using ROFF in blender of the boat in the water like a boss (black magic) Ashurdax: helped clip impossible to clip stairs with their 3ds max plugin Somaz: Blender tools and mapping tips Niger: Helped with showing me some alpha shader tips and sky box is based a person named ydnar off his shaderlabs 1337 DarthLekku: Shared with me the shader to get the fish to look all fish like. Helena Ravan: Mapping tips and testing found all kinds of things for me to fix Shadow: helped with roof and bollard's on the dock and testing Szico: Horizon blending / alpha shader tutorial found on JKhub https://jkhub.org/forums/topic/10100-horizon-blending/ Also some ground grass and rock textures came from textures.com ----------------------------------------------------------- Installation: Place the costadelsol.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 costadelsol To spawn NPC /npc spawn barrel_costa -
felly agree will have to adjust them....main reason i have them is so if flying a ship...you can kinda tell if ur about to hit the skybox lol
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testing skybox
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small update: poor quality stream but it was my first time trying youtube streaming. the main thing i like how tauntauns can go where a player cant.
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......UUUH lol here is a video showing some updates...may answer your question lol Video:
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caustics are great
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hmmm I like this....also in love with the drawing....here is mine based off your feed back. overhead few of map in editor. I'm hesitant to add more to purple area since current map size is 17,184 X 17184 units.... gatta make it big for believable horizon blending. also some more images if it now...
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fully agree.... I like the fish killing ppl idea....mainly because I live near an ocean and oceans can be damn scary sometimes lol. With how jump works in this game and the RDFA cancels/water glitch/inverted poly glitch sorta forces map boundaries to be annoyingly tall.....I highly appreciate your input. Think ill do buoys that show where fish can murder you.
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Yeah....For the summer contest map, so far progress is looking good on it, no custom textures yet. working on trying to get the buildings done right then ill do terrain/water and blend stuff with appropiate textures. I think i'll make this map its own thing for the contest then add it to the main map. For the contest, I do not plan on doing the inside parts of the buildings, I think that would take too long to detail correctly. ill probly save that for the main map. Honestly might not be a bad map for duel/FFA/TFFA... that is if I can keep the FPS okay of course. WIP images: bout 8 hours of work to get to this point... started map fresh so I can blend the water in right. Edit: question.... im torn on the idea of limiting players with clip brush....I personally prefer I am free to go where I want in a map, leave clipping to stairs or weird edges to stop players from getting stuck. Would people prefer they are limited to a small section of the map? or have the whole thing open to them? I can understand reason for it, to keep game play to certain areas only. Just would like opinions on this.
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Testing fish for secret area... I used Szico VII's horizon blend tutorial to make the water and blend the terrain to looks like its going from dry to wet sand....I am using his skybox in this so ill still need to make my own for this area. still in its infant stages of testing... will be using what i learn in this to make a new secret area in main map for ppl to enjoy. Video:
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Thanks! took me like 2 weeks to make in photoshop....it was an extremely painful experience lol.
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This map you see are all subject to change. I am a relatively new mapper. I do have a minor in game design that I completed at the Savanah College of art and design so I was able to pick up on JKA mapping in a timely manner. So far I been working on this map since about October last year. In December I had multiple people play test an alpha version and I will soon have the beta ready for testing. The original idea of this map was to be used for JAWA league. It is designed to be able to host a very wide range of events and activities. However I also wanted this map to be a sorts of a playground. Fun to explore and try different challenges in the map. The map is a strafer/snipers haven but also great for merc and enough room to fly some ships around in. So I been slowly polling ideas from the community in general and trying to learn as much as I can. I am full open to all ideas/complaints you may have so please to hold back against me. As soon as I can release a beta ill be sure to update this as I go. Current features: Weapons placed Health pick ups placed FFA spawn points One Tie-fighter spawner (1 min timer) Working elevators in other areas, not (main building) Seph tears Map transition cam Working doors Main hangar door if open will stay open unless you close it, the others close on their own. Custom skybox Vertex alpha blended terrain Few tested/working jumps with jump slope shoots for fun Heres a list of things that still needs done: 1: Main building rebuilt/textured/detailed (being rebuilt so -vis, or basically only things that should render are being rendered for optimized FPS in duel tournaments) 2: Update admin room 3: Script the F̵̢͔̦͎̮̺̯͕̠͇͈̪̺̽̏͂̈͗̐̊̏̋͛͜͝͝Ų̵̨̪̠͚͈͈͕͙͕̤̤̤̋̿̉͆̒͐͑̓͘̕͘C̵̨͒̃͐͛́̋̈́͘͠K̸̘͔̅̈́̿̽̒̒̈́̊̋̓̉̓̋͝I̸̛͈͉̓̀͌̊͌̊́̑̊̿̌͋̉͝Ñ̵͉̗̰͜G̵̛̠̦̘̮̪̿́ͅ elevator (I hate scripting) what I am trying to script is not easy. 4: Finish secret reward areas 5: bot routes/TFFA spawns 6: Test and add some more strafe jumps 7: (I'm gonna TRY to do this) Horizon blend map to look seamless to skybox. 8: Employ testers to test map again since so much as been added. 9: Improve lighting Videos: recent terrain testing thanks to @mjt and @AshuraDX quick vid tor of map WIP also a big thanks to @AngelModder, @Helena Revan @ensiform @Artemis @Mooku @SomaZ who helped get me this far....tons of advice or tips or pointers. and also JK hub and JK community discord! if I missed ya ...let me know ill be sure to add ya. just let me know. hard to keep track lol. oh also huge shout out to @Szico VII I never got to meet this dude but his source maps and tutorials have been life changing. I recommend everyone check out his work.