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Aldro Koon liked a post in a topic: Coruscant Mega Map (WIP)
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I figured I should post an update since someone just asked if this is a playable map. I am happy to announce that not only is it "playable" but this map is now a 1.1 scale Coruscant and I am partnering with MJT who will be undertaking the immense technical work to make a map of this scale function, from the trains, to the turbo lifts to the sound hurdles of a map this large. Noodle will be providing some excellent models to bring the environment to life and Sidios for their incredible attention to detail and fidelity, and together we will attempt to make you feel like you are actually exploring Coruscant. If you would like to be involved just DM me, especially if you're a texture artist (no PBR) Like a real city this is now a community effort and we are looking for talent. You will have to ignore the many, many unfinished areas of both the skybox and playable area, I have been spending time doing trial and error to get the scale of the map right and blending the skyportal to the playable map (It's seamless now) I have been collecting hundreds of reference photos from the live action movies and TV shows and reading up on the behind the scenes of Coruscant and trying to get a feel for its culture and architectural design language. Coruscant is less Bladerunner (although there is some brutalism sprinkled in) and more Art Deco with a few phallic shaped buildings here and there. Coruscant was mostly inspired from this ancient movie. As for a culture, the people of Coruscant are completely desensitized to heights and even wind. riding in an open canopy air speeder in the sky lanes would be an absolutely terrifying experience for most normal people from earth, but for the average Coruscanti, it's just their commute. This video starts from the highest point in the map (which will eventually be a palatial penthouse you can either take a glass elevator, or fly an air speeder up to.) One of the biggest design problems I'm facing is the map (like the real Coruscant) is a walking simulator. It currently takes 1 minute and 5 seconds to run across one of the bridges in the canyon. In gameplay terms that is a very long time. The canyon bridges aren't even as long as some of the skywalks on Coruscant (I am tempted to make one this long connecting some of the towers just to be sadistic) To somewhat solve this I built some viaducts and freeways for swoops and ground vehicles. there will also be landing pads for air speeders. (Yes, you will be able to fly)
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Well, you all have been asking for it. "Why don't you make Coruscant?" "Make Coruscant" "Where is Coruscant!????" Originally, I did not want to make Coruscant, but this summer I got to experience living in NYC for the first time and out of all of the other cities I've lived in, this place absolutely broke me. In post cards and movies, you see the glistening lights of the skyline and times square, and the city inflates itself as being a world capital. But everything in NYC is fundamentally broken, healthcare, the subways, something as simple as seeing a dentist becomes a Kafkaesque nightmare. While walking over a bridge from the Bronx into Manhattan, it hit me, What would Coruscant actually be like? A NYC on steroids with even more problems! How would a planet scale ecumenopolis break you? So for the past few months I've been conceptualizing a map that takes up a good chunk of the entire GTK Radiant grid. What would it be like to stand on the surface of Coruscant, where its a long way up, and a long way down? How about a map so large you have to take a literal train to go from one end to the other (or you could just walk which will take up a good chunk of time and might be just a little dangerous since OSHA doesn't exist in the Star Wars Universe and most platforms don't even have guard rails. I've been drawing inspiration from games like NaissanceE where you explore a horrifying megalophobia inducing city that was clearly not built for humans. When I look at Coruscant with its lack of outdoor parks and green spaces (even the touristy Senate District has no parks, just concrete and durasteel) and a planet sized city with thousands of levels below and above, I see potential to make something fascinating. The images above are the mostly the (unfinished) skybox, I now need to rework the rest of the playable map area to blend with it, This map will most likely take a long time to complete with the scale so I am enlisting some help as this will be a community effort. Proposed features I want to include: * A Metro Rail that crosses from one end to the other: That Coruscant episode of the Mandalorian was my absolute favorite. * NPC civilians: I do not want this place feeling like an eerie liminal space when played solo. (Yes, I'm addicted to hour long video essays about these lol) * Four distinct neighborhoods: Vibrant neighborhoods with numerous clubs and places to explore. (This can't be all doom and gloom.) *Physicalized 3D flying speeders and large transports: That 2D air traffic I made in Valora was cute, now it's time to take it up a notch. * A deep canyon where the jet blast from said low flying speeder can push you off and then you can experience the horror of falling to your death. (for a good while before you hit the kill trigger) As the residents of Coruscant would say.
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Qira liked a post in a topic: STAR WARS: Movie Duels (Remaster of Movie Duels II)
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STAR WARS: Movie Duels (Remaster of Movie Duels II)
Qira replied to General Howard's topic in WIPs, Teasers & Releases
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Qira liked a post in a topic: Twenty years of Jedi Academy
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Qira liked a review on a file: Qiras Lounge / Valora City
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Version 1.1
349 downloads
Welcome to the finest bar and lounge in Valora City. This map, namely the city in the skyportal has been a work in progress for a long time. I guess you can say its an experimental map, I've always wanted to build a city and decided to compromise a bar for now otherwise this would never get released. The skyportal is fully animated and the entire map is almost all custom textures and shaders. I did borrow one of Szico's tree models though lol. Valora City almost feels like a personal diary to me, Its been my project that I've turned to when times get stressful or tough or whenever I just feel inspired by either Star Citizen or visiting a city in the real world. This city and the hard drives its been on have seen numerous real world cities too. Like a real city, it has survived and evolved through a hard drive wipe, homelessness (working on it in a tree house was pretty fun actually), A global pandemic, and my own stupidity (Screwing up the texture coordinates after upscaling a texture.) I came to realize that for me that for 7 years, this city was like the potted plant in the movie Leon the Professional. For this reason I've included the .map file. Features Almost everything in this city is fully animated, from the skybox to the interfaces. Some rooms you are able to dim the lights through the holographic switches on the wall You can turn the music off in the bar, (switch is on the right side of the bar itself) If I get enough encouragement I will work on a version 2 where I will include some of the features I wanted to add originally such as a glass elevator that goes down to the street level. (Yes the skybox can already sell that illusion.) and possibly a penthouse. For now, I wanted to make sure this map sees the light of day in the form of a release. This map looks best when r_dynamicGlow 1 is enabled (Note:) This map only works on patched versions of Jedi Academy, For some reason I can not for the life of me get the shaders to work on the default steam install. It seems to work just fine on OpenJK and EternalJK Credits Lucas himself for Coruscant which made me fantasize about Ecumenopolis like planets since I was a kid, Chris Roberts for inspiring me with the cities of Star Citizen (namely ArcCorp, Lorville, and New Babbage) and continuing to push myself to constantly recreate my work. Szico for their tree model I'd like to thank MJT, SomaZ, and Noodle for their technical help. I also want to give a special thanks to ZanderNeo, Numberwan, and Omega for testing this map's various iterations and giving me feedback as well as the motivation to keep going on this project. Bar Music: Freelancer Soundtrack [26] - Bretonia Bar #2 Trailer Music: Strange Pleasures by Still Corners -
Hello. So this map, namely the city in the skyportal has been a work in progress for a long time. I guess you can say its an experimental map, I've always wanted to build a city and decided to compromise a bar for now otherwise this would never get released. The skyportal is fully animated and the entire map is almost all custom textures and shaders. I did borrow one of Szico's tree models though lol. Valora City almost feels like a personal diary to me, Its been my project that I've turned to when times get stressful or tough or whenever I just feel inspired by either Star Citizen or visiting a city in the real world. This city and the hard drives its been on have seen numerous real world cities too. Update: Map has been released. I'd like to thank MJT, SomaZ, and Noodle for their technical help. I also want to give a special thanks to ZanderNeo, Numberwan, and Omega for testing this map's various iterations and giving me feedback as well as the motivation to keep going on this project.