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Posts posted by SephFF
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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 lightingVideos:
recent terrain testing thanks to @mjt and @AshuraDXSpoilerquick vid tor of map WIP
Spoileralso 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.
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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:
Useful Game Mechanics info for Mapping.
in Mapping
Posted
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.