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ForumsDiscussion Forum → Massassi Level Pack 5 Results!
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Massassi Level Pack 5 Results!
2010-01-11, 9:36 AM #1
http://massassi.net/mlp5

The results are in! And here are your winners:

First Place:
Goit, with his Jedi Knight Single Player level, "Magrucko Daines and the Dark Youth"!

This map was highly regarded by the judges, winning by a landslide! Out of 24 possible points, Goit garnered 23, getting a first place vote from every judge but one!

Definitely worth checking out, especially if you love platformers!


Second Place:
Emon, with his Jedi Knight Multiplayer level, "Space Noxx II"!

This map is based off the original UT map of the same name, and features some amazing visuals for a JK level.

This submission also wins the "Most Accurately Submitted Map" award. Congratulations and thank you to Emon for following the submission guidelines on the site!


Third Place:
Reid, with his Jedi Knight Single Player level, "Gromas Mines"!

Just sneaking in with two more points than our honorable mention, the bottom rungs were a close race overall! JK seems to hold a special place in Massassi's heart, having won all three spots in the contest, when competing with Jedi Outcast and Jedi Academy!


Honorable Mention:
MysteriousSith, with his Mysterious of the Sith Single Player level, "The Dark Tome: Chapter 1 - Time"!

The honorable mention spot was hotly contested, and only beat out Rotunda by 1 point!



I'd like to congratulate the winners on their successes!

For those who are amused and entertained by charts and graphs, here's the spreadsheet of the results: http://massassi.net/mlp5/mlp5.xlsx

Screenshot of the spreadsheet for lazy/no excel folks: http://massassi.net/mlp5/spreadsheet.png
2010-01-11, 9:43 AM #2
Good job Goit!

Thanks for the charts, too :awesome:
2010-01-11, 9:58 AM #3
Congratulations one and all! :awesome:
2010-01-11, 10:08 AM #4
Awesome, congrats!
2010-01-11, 10:10 AM #5
Congratulations everyone
Was cheated out of lions by happydud
Was cheated out of marriage by sugarless
2010-01-11, 10:16 AM #6
Woohoo, congrats to everyone! And Goit! I had a lot of fun doing some of the voiceovers for his level!
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2010-01-11, 10:17 AM #7
I believe there was mention of a prize. Isn't goit from somewhere other than the US? :mad:

http://forums.massassi.net/vb3/showthread.php?p=1034113#post1034113

Contact me through PM, Goit, and we'll get it worked out.
2010-01-11, 10:18 AM #8
Don't ask me why my spreadsheet says MZZT for TODOA. I don't know what I was thinking either.

(For those wondering why TODOA is listed, I gave the judges the option of including it. Only MZZT actually did so :P)
2010-01-11, 10:24 AM #9
Originally posted by Brian:
I believe there was mention of a prize. Isn't goit from somewhere other than the US? :mad:

http://forums.massassi.net/vb3/showthread.php?p=1034113#post1034113

Contact me through PM, Goit, and we'll get it worked out.


"Manchester, UK" according to his profile. :suicide:
2010-01-11, 10:26 AM #10
Congrats to the winners.

Now... TODOA LEVEL OF THE WEEK/MONTH/YEAR PLS!
Lyrics are highly overrated.
2010-01-11, 10:45 AM #11
Originally posted by Brian:
I believe there was mention of a prize. Isn't goit from somewhere other than the US? :mad:

http://forums.massassi.net/vb3/showthread.php?p=1034113#post1034113

Contact me through PM, Goit, and we'll get it worked out.

Lol. Since Goit won the previous contest, I imagine you must have sent a game to him before. Dastardly foreigners and their m4d JED skillz. :hist101:
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2010-01-11, 10:48 AM #12
Yeah. This time at least I limited it to 59.99 USD so I won't have to spend $100. Stupid UK exchange rates will kill it, too :mad:
2010-01-11, 11:01 AM #13
Might I suggest lettering him purchase a digital copy online, thus avoiding postage. Or hell, just give him a gift certificate or Paypal the money.
Lyrics are highly overrated.
2010-01-11, 11:35 AM #14
Originally posted by MrRavenX:
Might I suggest lettering him purchase a digital copy online, thus avoiding postage. Or hell, just give him a gift certificate or Paypal the money.


Still get raped by the exchange rate -- but nothing I can do about that. If I recall, last time I ordered him something from amazon.co.uk and it worked out okay (just too expensive).
2010-01-11, 11:50 AM #15
yay congrats everyone. I can't wait to try these maps
"Nulla tenaci invia est via"
2010-01-11, 11:58 AM #16
It may have taken you 8 years to figure out the truth about me secretly being The_Mega_ZZTer but you will NEVER find out the TRUTH OF THE D- okay.

Congrats to Goit even though I would have liked to see a different winner this time, my vote would have gone to Reid even if his level didn't have red/orangeish tints all over the place. Otherwise really great stuff >_>

Of course to be frank, Reid's level could have benefited from cutscenes. Whereas The Dark Tome had them! Glad to see Sevristh's textures used elsewhere as well. And someone actually used the Rancor eating animation for the first time in a custom MotS level! That's an instant megabonus! Hoping to see this one finished.

Space Noxx II is pretty great stuff, even though it didn't have that many additions to the version that's been around the hub for a couple of years... would have preferred The Darkness Jaded <_<

Antilles Fuel Station had great archi, I would have preferred fancier lighting, though - shadows and stuff, y'know.

AEG-77 Vigo seemed like a beginning to something great but it was too small. Props!

Project Nar Shaddaa: Big City Nights should definitely be finished, a lot of potential in that one. The cantina is especially great, not to mention the ships constantly flying above the city. Finish this!

Rotunda's very snappy, even though I preferred the first level JM was working on.

And the reason why I didn't submit TODOA for this contest indeed was that I had been working on the final version of the project for 6 months full-time before the contest was announced. In retrospect I could have entered TODOA Duel for the contest since I only had to wrap some loose ends and make it MP. Sort of like what Emon did for Space Noxx II.

And those who didn't release their entries KNOW what will happen someday! D:
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2010-01-11, 11:58 AM #17
NO TODOA

imokwiththis.jpg
free(jin);
tofu sucks
2010-01-11, 3:32 PM #18
Congratulations Goit!
I'll go ahead and post my short blurbs on the levels here.
(Copy Pasting ahoy!)
Gmines- A good, classic JK feel. Lacks the polish and engine improvements of other recent stuff, but has a great feel to it and plays well. I felt like I was thrown into a situation without any prior introduction, it could be said that the previous level in the series would fill that in, but for the purposes of this contest I will judge as if these are standalone. A small amount of glitches present, but they do not detract from overall gameplay. Not very long, had me wishing for more.

PJNS- A far too short level with many an empty corridor, enemies are scarce, and 1/4th of the level is comprised of a gigantic and useless corridor. Level is a demo so it could be argued that, as it isn't the finished product, it should be judged lightly. However for the purposes of the contest I will judge all levels as if they were full levels. Definitely falls short in that regard. However that said, it could be something great if finished.

TDTC1T Demo- A quick and classic feeling MotS level, complete with overuse of coloured lighting! again this is billed as a "Demo", But it will be judged as if it was a full level. The level was has good enemy placement, a good feel to it, and never left me wondering where to go next. Intro was well done (However I do personally think the voice acting is badly done and detracts from the experience, but the effort used in making it adds to the level as a whole), and does well in introducing the player to the level.

MDatDY- An amazingly epic level set. Although I felt the platforming crossed the line from "Hard" to "Insane" at times, I was never frustrated enough to stop playing. The level design is excellent and features lots of small touches that add to the general immersion. Long, but not too long. good voice acting. Cinematics are used to full effect, and not too often. All in all this my choice as the winner. GOIT has all the makings of a master level designer, and I feel if he had been around in the golden age he could have been one of the Great Masters.

SpacenoxII- A beautiful looking and fluid multiplayer level, I would love to have seen this during the gold years.
2010-01-11, 4:03 PM #19
Haha, "Golden Age" "Great Masters"

You talk like it's some sort of mystic and ancient craft
2010-01-11, 4:06 PM #20
Project Nar Shaddaa - Big City Nights
-------------------------------------

When this says "Demo" it IS short. There are a number of enemies and rooms but you will breeze through them quickly. What is here is well made for the most part, and although enemy placement and architecture has clearly been done with great care, other areas such as story and cog need a little more polish.

The opening area is a very nice Nar Shaddaa-like area, with traffic moving above! He's clearly shooting for the feel of the first level of JK and I'd say he got it, with the exception that Nar Shaddaa is portreyed as cramped in JK but he has lots of large open areas here.

A few things that could have been easily fixed bugged me though. Your camera is forced into third person after a cutscene, which is annoying considering there's no lightsaber so it should have been easy to notice. Some enmies don't drop ammo, although I imagine the author didn't want you to get it. You get a large cache of weapons... right before the level ends, For some reason there is a bar hidden behind an armory. I walked right through a 3do. There is a missing UI string so when you try to open the locked door Kyle says "COG_0101".

There are also obvious places to expose plot that are left empty. The readme is the highest concentration of plot, explaining a cliched bad guy who is building a robot army to take over the universe. I don't have a problem with the plot as much as that that's pretty much all you're told. There is an in-game cutscene with a gran who wants you dead (somehow he knows you're coming) and will kill his henchmen if they let you escape. Other than the fact that you have to bust into his office to get a red key, that's all the plot there is. Even the loading screen and objectives screens, which could convey SOMETHING more, are silent.

Of course a couple things raised my eyebrows as well. When you arrive at the bar a fight has broken out between grans, a nice touch. Crates that exploded in normal JK do work the same here. When you go into the bar's bathroom, a gran spawns outside and can successfully ambush you, also nice.

If the author releases the full thing it will be worth a play through, but hardly more than one. Don't expect any sort of real plot and you will enjoy it, I think.

Gromas Mines
------------

Fun little level but not worth more than one playthrough.

This level lacks polish overall, plus the plot is pretty poor. "Blow up the mine." Can you even DO that? Despite that it is fun for at least one run through and has no game-breaking bugs.

There has been thought put into some nice custom 3dos and architecture, however in some places texture alignment is off, most notably the first tunnel floor. Would not have been hard for the author to fix. Also numerous 3dos occupy multiple sectors, resuilting in 3dos flashing in and out. Easy to spot.

A couple other small problems crop up such as the yellow door can be bypassed by letting the guard open it (easy enough to fix in cog) and one "dead end" has an explosive barrel blocking it. Blow it up and you can squeeze through and see the illusion of a passage behind it shattered. It looks like the obvious way to go too! A forcefield blocks your wa... no wait, you can walk right through it, looks like it was never supposed to block you. Could have used more batteries in the level for the dark section.

Objective #2 is accomplished before #1, which would be OK if there was an explanation to why they were ordered backwards (Kyle expected to find them in an alternate order?). The Objective #2 plays no fanfare on achievement although the others do.

There is not much resemblance to Gromas Mines, apart from drills and "smashers", the latter of which move too slow (if you compare them to DF, IIRC) and will frustrate your attempts to beat the unseen (but hinted) escape timer. There was an opportunity here to use DFMOD textures but it has been wasted, only standard JK textures are used.

Some OK usage of Kyle's lines from the game plus a couple custom ones that work pretty good, and a nice use of the "falling plank" cog.

To be more positive, the level did have discrete, easily discernable areas. You move from the mines into an old, abandoned part of the mine that is no longer functioning, into the final imperial area through a back door to ambush them by surprise. That's the strongest point of the level (plus the nice 3dos) I'd say.

Few final thoughts: Level is pretty short, objectives are terse, and the loading screen invites you to "save the ugnauts", though you end up leaving them to die.

The Dark Tome: Chapter 1 - Time (DEMO!)
---------------------------------------

While this level had some interesting things in it, they were not quite interesting enough to make up for the problems I encountered. And there are many.

First of all, you can't pause the game during a cutscene. Since it is possible to die and respawn during a cutscene leaving the ESC-disabler in place, it becomes very annoying very quickly. A couple cutscenes causes me to take fall damage while once I was killed by a stormie, and then a cutscene played, causing me to have to process kill JKM due to lack of ESC menu when I respawned.

And there are the cutscenes in general. In 1999 a little game called Half-Life came out that revolutionized cutscenes by never taking control away from the player, but instead using cues to get the player to look where the devs wanted him to, so he would see scenes of interest. The author of this level doesn't seem to trust the player with such control and so takes it away frequently... I swear half the game is cutscenes. There is even a cutscene for when you try to open a DOOR. And another when you go up an ELEVATOR.

In addition the path to go next is often confusing (ironicly, the cutscenes fire when the path is obvious). When encoutering a door I had to bypass, I was told I needed to extend a bridge. However the path to get there was on the other side of the level and went a good ways around... through a pitch black area where it is impossible to see the path.

This brings me to my next annoyance: most of the ground is flagged ice, making for difficult movement, especially on slopes.

You have some NPC buddies, but the author must have realized they didn't work right (sometimes they shoot at you instead of enemies, most of the time they don't shoot anything) becuase after 5 enemies and 30 seconds of the level you leave them for good.

At one point in the level you finally extend the bridge, but how do you get to it? It was blocked by a forcefield! I backtracked and found an alternate route, but I was clearly more clever than the author, since it appears the forcefields are supposed to be lowered somehow. Anyway ANOTHER cutscene triggers to show you dying on the bridge, and then you have to respawn and try to trigger the cutscene in the right place so you don't die. Really. At least that's what happened to me.

There are a few small redeeming moments... a fight with a rancor (though the odd cutscene at the end ruins it) and observing fights between a wampa and stormies and later the rancor and stormies, but it's not enough for me to recommend even one playthrough of this level.

Magrucko Daines and the Dark Youth
----------------------------------

I played the first Magrucko before this one just in case there was any continuity. There isn't really, but I did know that this would be good. I was wrong... it was better.

I will say right now this is the best SP level in the pack. Should any of the other judges vote it below any of the other SP levels, they are obviously being bribed. A lot.

One of the strongest points of MacGyver is the plot. It's a pity that Yun and Magrucko don't meet until the second level, since their interactions are easily the highlight of the game. Most of the humorous parts are there, though Magrucko fires off some one liners of his own that are pretty good from time to time. The links with JK the plot has are logical and add to the importance of the story. The plot begins twisting and turning by the second level... you'll think the game is over, but it goes on for another two and doesn't stop until the epilogue ends, and I greatly enjoyed it. I won't spoil any of it, just play it yourself.

Compared to that, the other SP levels in this pack have no chance. Two of them are demos with no plot progression at all, and the other one has no real characters other than the protagonist and his two red shirts who are quickly tasked with a menial mission and left behind.

The only level that comes close is TODOA. Even then it is VERY hard for me to rank the two. Magrucko wins in the plot department for me because of the humor and very well made plot. TODOA has a great plot too but it lacks the humor and style MacGruber has. TODOA wins in graphics and the plot isn't half bad either. But Magrucko wins by a hair. Still, play them both.

Voice acting has some problems with poor quality but they are a small concern Almost everything is right about the game. Level design is excellent, good archi, texture choices, and the levels have frequent vistas into areas you have already been, or areas you will be, and you find yourself back in areas you've been before, but no annoying backtracking or wandering around not knowing where to go next. It will be clear, the game gives great cues. Voices cause characters' mouths to open and close, closest JK can get to lipsync. At least I liked that touch.

Lots of easy puzzles, but they are varied nicely and never get old. You will find yourself doing something new every minute if not more often, and you will just as frequently find something else you like about Magrucko. There are also clever orientations of puzzles. Once you find a locked door you need to open, and go around a way to a ledge outside, looking across... to a switch. Shoot it, and the door, which is over there, opens. It makes sense logically and works as a puzzle.

Enemy placement is very good. Some areas will be repopulated once you go elsewhere and do other things, and have to come back and go through an area later. Keeps things exciting.

I will try to find some things I DIDN'T like in order to be fair, but most of it is nit picking or simply trivial issues:
- The imperials reach the planet's system first it seems, while you're being briefed in another system, yet you land long before they do..- .
- A couple of 3dos flicker, though it's not too noticable so they probably just weren't caught in beta.
- The jump near the end of level 2 is a bit hard and requires knowing where to jump so you can line up even before you see where to jump to... could have been a bit easier.
- Found several "item barrels" that didn't explode! Boo!
- Some stormies go for debriefing... but they are walking toward an air traffic control room with a switch for the hanger door, doesn't make sense logically
- I was called a Jedi several times by enemies, and a stormie called a gran a "rebel".
- The elevator you have to power up does weird things with audio causing it to use up all the sound channels, making everything else noiseless while it runs.
- If you noticed me making fun of the game name, congratulations for paying attention.

[Edit: I have been told many of these problems will be resolved in a re-release. Well except for the name.]

For any of the other games in this contest I could make a list twice as long with far more serious problems on them.

This game is a masterpiece of JK level editing. If you do not download and play this I will ban you. :D

TODOA
-----

The graphics are stunning, and all the work FGR has put into it shows. From the creative credits all the way to the epilogue, the game is greatly enjoyable from start to finish.

There are a few flow problems though. FGR attempted to make it look more "real" by including lots of "unswitchable" switches, however this can make the real ones a bit difficult to find although I rarely had a problem. Sometimes it is also hard to know what a switch you have activated actually does. Occasionally you have to destroy a door to continue and at least once this wasn't adequately explained and I only figured it out by accident.

Without a healing force it is adventageous to use guns a lot, something I never did in JK and I am glad TODOA forces you to be more varied. I didn't really need to use force powers though, at least until the end where they came in handy at the final fight. There are lots of locked doors, some open, many don't, and it can occasionally be confusing especially with some passages that look the same.

I especially liked the final battle arena, although it would have been nice to see one or two more along a similar theme I am afraid it would have delayed TODOA even more.

Enemy placement is well done, unlike Magrucko enemies that repopulate an empty area never seem to pop out of thin air, instead there is always a side door that opened to reveal where they came from.

While most of the enemies are easy, the melee guys are a bit hard, though they have perfect movement speed in order to attack effectively, they deal too much damage. Overall I'd say the difficulty needs to be turned down a notch or two.

The plot only loosely ties in with Star Wars and not as tightly as Magrucko did, so it doesn't have that element to build on as much, but it was still enjoyable, especially playing as Darth Vader.

TODOA is definitely a game you should play.

Space Noxx II
-------------

Though I didn't have the opportunity to play it with other people, the map is very nice visually (though the skybox does make me a little dizzy) and have jump pads, teleporters, and hazards to mix up the standard JK gameplay and make things interesting. The level is a very open design so there's no problems with dead ends etc in level layout.

Weapon placement could be a little better maybe, I don't know if he was emulating the UT map in that regard but the more powerful weapons seemed a little too easy to get to.

But I can imagine this map being a blast to play, though it's meant for a small group, a large group would be too crowded I think.

A music track completes the experience.

Antille's Fuel Station
----------------------

It's typed "Antilles'". Given that the level name wasn't spelled correctly I was not optimistic about this level.

It wasn't very good, reminded me of my own early attempts. Level is bright without the light sources that would be needed. An incorrectly used 3do caused HOM in one spot, and the texturing was pooring stitched in some spots and too "busy" in others.

It was clear some rooms had been designed around fitting 3dos in certain places rather than designing the areas and then figuring out the best way to implement them. Some of these 3dos are very easily to disappear, the author clearly did not understand why this was happening (3dos must be confined to a single sector) or did not care to fix it.

The level has the share of generic trap cogs all subpar levels do, and these are implemented poorly. Projectiles come from no discernable location (they appear out of thin air), which would leave a new player clueless.

A good chunk of the level has poor flow. You will either find one or two exits from a room, this causes more unavoidable confrontations with other players and forces you into a particular flow through those areas, making the level more predictable and boring. In one spot I reached a dead end with a hole I had to force jump up to, but because of the floor slant I found it quite impossible and had to turn around and backtrack.

The reference to a fuel station only lines up to the palette used in the level, and so the texture set. All the rooms are just random rooms and with the exception of one or two serve no clear purpose. They're just... generic fuel station rooms. Except for the utterly baffling ones. Who would construct a maze of gratings and elevators in a fuel station? The room layout is also very confusing, you will simply wander around aimlessly not remembering which room is next, because the level is quite large.

The location of the concussion rifle is not only a poor one, but INTENTIONALLY poor. It is in a dead end only reachable by riding a very loud elevator up. At the top you will find ammo, shields, health (IIRC), and the conc rifle. There is a sniper deck which opens out onto a large area, with a few spots for cover but not enough to counter the conc rifle. I can see most players avoiding that room entirely for the whole match, assuming they don't end up there accidentally by taking a wrong turn way in.

I have to recommend finding another level to play in.

Ships of Mention: AEG-77 Vigo
-----------------------------

I am surprised to admit it, but Antille's is not the lowest ranked level on my list.

Although this level has much better texturing and architecture, it appears to be a role playing map. I do not approve of role playing maps, unless it is Baron's Hed RPG because there is less role playing and more shooting.

The first time I joined a role playing server, I didn't realize it was role playing and started killing people. Some guy told me to stop because it was role playing, and I had never role played so I did. It was very boring.

This level has some weapons and ammo but it appears that the level is not intended for deathmatch since all paths are dead ends, and so everyone would end up in the small cramped hallways. Despite this the level manages to pack in an easily accessable rail gun and conc rifle, which would be devistating in the cramped hallways.

There are a couple switches which seem to hint that they do something when pressed in tandem but since I was testing the level by myself I could not try.

An elevator in the level does not work like an elevator which surprised me. Instead it works like an MMO elevator, where you are instantly teleported to the destination.

I hate that.

Anyways, avoid this unless you really like role playing on an 11 year old game or something.

Rotunda
-------

A very nice small Duel map made by JM. It was accidentally given to me as a JO level, but of course JA levels don't work very well in JO as I found out.

Anyway, the level has great architecture and detailing, obvious hard work has been put into it and it shows. I don't really care for duel levels myself but visually it's interesting enough.

I do like the separation between upper and lower areas.

JM's Golden Arches has a couple minor flaws though: no bot paths which was surprising since they aren't really that hard to do, and bots don't seem to die right away after they jump over the side though you hear them crunch on the bottom (but yeah, that's related).

Final Rankings:
---------------

Magrucko Daines and the Dark Youth
TODOA
Space Noxx II
Rotunda
Project Nar Shaddaa
Gromas Mines
The Dark Tome: Chapter 1 - Time (DEMO!)
Antille's Fuel Station
Ships of Mention: AEG-77 Vigo

2010-01-11, 4:13 PM #21
Originally posted by Steven:
Haha, "Golden Age" "Great Masters"

You talk like it's some sort of mystic and ancient craft

It is.
:colbert:
(Hehe MZZT used my MacGyver joke)
2010-01-11, 4:28 PM #22
Speaking of MZZT's "rerelease" of Magrucko he was talking about, Goit did send me a somewhat updated version for release. The version you find on Massassi right now is this new updated version.
2010-01-11, 4:30 PM #23
Awesome! Congratulations, Goit, you definitely deserved it again! I can't wait to play all the entries, they sound great.
Warhead[97]
2010-01-11, 4:40 PM #24
Yeah he fixed my non-exploding barrels, and the "That Jedi is here somewhere!" voice blurb by commandos, and a few other things I noticed but didn't care to put in the review. I am also told that the jump I was complaining about is a lot easier if you strafe jump, which I never remember to do. I don't think I even knew about it before 2010... The elevator thing is intermittent and was the worst my first play through.

2010-01-11, 4:45 PM #25
I liked that blurb, it made me think they though I was so badass I could only possibly be a jedi.
I thought it was on purpose...
I beat the whole thing without strafejumping, which is hard because you need to be pixel perfect for one jump near the end.
2010-01-11, 6:10 PM #26
i'm not going into long boring crap about each individual level i'll keep it quick and nitpick at a few things

Rotunda... you can walk through a couple fish statues and then there's this i noticed it on 2 of the columns

AFS... it's a bit big and a few areas feel cramped also i believe i ran into a couple of dead ends

ships of mention... too cramped

PNS felt very unfinished... i know it's a demo but all i can say is finish it

the dark tome... voice acting... it might be a good idea to redo all the voice acting before releasing a final version the recording quality is poor and some of it sounds like a very bored person reading the lines... i'll even offer to help with the voice acting

gromas... texture alignment, vanishing 3dos, bugs, i had a saber but no force powers? speed and jump would have been nice

mdatdy... you sadistic *******... some of these jumps are just mean

spacenoxx2... the teleporter is red... a color that usually warns us of danger or tells us to stop... then you made the forcefield of death a nice inviting blue... you sick *******
eat right, exercise, die anyway
2010-01-11, 6:13 PM #27
Originally posted by Cool Matty:
Second Place:
Emon, with his Jedi Knight Multiplayer level, "Space Noxx II"!

Honestly I'm surprised people voted it so high. I'm pleased people liked it, and even more pleased that Goit's level won the much deserved first place.


Originally posted by Cool Matty:
This submission also wins the "Most Accurately Submitted Map" award. Congratulations and thank you to Emon for following the submission guidelines on the site!

Haha I like this :awesome:
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2010-01-11, 6:43 PM #28
A huge Congrats to GOIT. I knew he was going to win, he's got that touch like a movie director that never fails to please us. I wish that I could of completed my multi-level project in time, but Im about 3/4ths done. Apologies for the screenies, they are placed in levels 3 and 4. I appreciate the compliments and the positive criticism, Im still learning how to do this JK stuff. congratulations to the winners And again good job Goit, Im downloading your game now. ;)
He who controls the spice controls the universe-
2010-01-11, 7:12 PM #29
JK crashes after playing the intro level to magrucko daines, while it is loading the first actual level. :(
DO NOT WANT.
2010-01-11, 7:31 PM #30
Woo! I'm so damn happy I made 3rd!

That was my first (submitted) level btw :D!

Edit: and yea, all of the criticisms of my level were expected.. no joke I wrote the objective cogs 6 hours before the deadline. I plan on extending the level some, for instance more in the beginning of the level before you go down the first elevator. I want to add more details, fix texture alignments (I knew about the starting floor for so long and it slipped my mind to fix it before I submitted it :(), add cutscenes, and add an actual plot versus "BLOW IT ALL UP WOO".

Oh, and the saber thing was about light, I wanted the player to have a "backup light" in case they ran out of batteries, but didn't think to add force powers.
2010-01-11, 7:42 PM #31
Originally posted by Steven:
You talk like it's some sort of mystic and ancient craft

JED is so buggy and finicky it's almost true.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2010-01-11, 8:24 PM #32
Originally posted by Reid:
Woo! I'm so damn happy I made 3rd!

That was my first (submitted) level btw :D!

Edit: and yea, all of the criticisms of my level were expected.. no joke I wrote the objective cogs 6 hours before the deadline. I plan on extending the level some, for instance more in the beginning of the level before you go down the first elevator. I want to add more details, fix texture alignments (I knew about the starting floor for so long and it slipped my mind to fix it before I submitted it :(), add cutscenes, and add an actual plot versus "BLOW IT ALL UP WOO".

Oh, and the saber thing was about light, I wanted the player to have a "backup light" in case they ran out of batteries, but didn't think to add force powers.

By the way, how does blowing up ugnaughts save them?
2010-01-11, 8:27 PM #33
I put that as the loading screen text back when i first compiled the map like.. a long time ago, and just forgot to change it :/.
2010-01-11, 9:30 PM #34
I sure Like those dome thingys :XD:.
He who controls the spice controls the universe-
2010-01-11, 9:46 PM #35
Congrats to everyone!
The results are about what I expected. Totally expected Goit to blow away the competition :P

Originally posted by The MAZZTer:
At one point in the level you finally extend the bridge, but how do you get to it? It was blocked by a forcefield! I backtracked and found an alternate route, but I was clearly more clever than the author, since it appears the forcefields are supposed to be lowered somehow. Anyway ANOTHER cutscene triggers to show you dying on the bridge, and then you have to respawn and try to trigger the cutscene in the right place so you don't die. Really. At least that's what happened to me.


The forcefield switch was in the same area the bridge switch is in. Your supposed to walk on the bridge and as you do so, a tiebomber comes and blows the bridge making you fall deep within the caves... but figuring that most people would just try and speed across it, I stopped the player temporarily.. not the best idea but the deadline was approaching and i was running out of options.. unfortunately.. this way, the player takes damage most of the time.. lol

just curious.. what alternate route did you find.. did you forcejump back up on the vent?

SO.. obviously there's still a lot of bugs to work out lol
2010-01-11, 10:47 PM #36
Good going Goit congrats. But I swear I shall defeat you one day! LMAO We shall see. Congrats again and again!

~Zero Raven
THE GUNDAM PROJECT
2010-01-12, 12:22 AM #37
I haven't played the pack, but the second screenshot for the winning level looks directly out of Derra IV.
"it is time to get a credit card to complete my financial independance" — Tibby, Aug. 2009
2010-01-12, 6:03 AM #38
Thankyou ever so much! I am very touched and glad people enjoyed my levels.

I cannot stress enough to the judges to play the level again if you liked it - as has been previously stated, I sent an updated file to CM a few days ago that contains alot of enhancements. From little things like some officers having keyframes, to big things like there being about ten new enemies in level one. It's no longer a Gran and Rodian frenzy.

As you've all been so kind, here's a secret I was originally going to keep to myself and a few other people. You'll just have to play to find out what's behind the wall;

[http://i46.tinypic.com/2i6pch1.jpg]

I was actually going to remove a certain jumping puzzle but saw Edward via webcam do it first time and thought it was ok. If you strafe jump then the other jumps should be fine :) you always have the option of Eriamjh too - unlike on the first level at the part where you need to jump over the fence, when if you've activated the door and then try to cheat, it doesn't let you. Evil.

Besides, you'll feel great inside if you manage to do it. I included alot of hints for the puzzles in the end as the beta testers had no idea what to do. For example the first puzzle where Magrucko now says a line; without a hint the solution was very hard to come by. While for Tomb Raider you'd run around for days trying to find a solution sometimes, I figured that people probably weren't willing to do that on an 11 year old game :D

Edward, Daft Vader, BobTheMasher, and -Tony- deserve alot of praise for the effort they put in too. And of course everyone who said they liked what they saw in the showcase forum that helped spur me on when error messages were plenty!

All I ask now is that Magrucko Daines and The Crypt of Crola be renamed so there isn't a capital T on the 'the', and that on the main page Massassi MP Level Packs be renamed so that MP is taken out as they're mostly SP goodness in this pack. Yeah I know, I'm a cheeky limey.

Originally posted by Zell:
JK crashes after playing the intro level to magrucko daines, while it is loading the first actual level. :(


I have no idea why that occurs. I made the levels so they didn't require any patches to play. :/

EDIT: Apparently you need the JK Adjoin Limit Remover. Better ask very nicely for CM to add that to the description of the level. I'll wait a few days so I'm not so demanding... ;)

Originally posted by Freelancer:
I haven't played the pack, but the second screenshot for the winning level looks directly out of Derra IV


Well spotted! I took screenshots and used the same textures as a little tribute (and because I suck at deciding how to texture). Ryan is credited at the end for that. The 'alternative' ways that the end of level 4 can pan out is a tribute to the last level of Leeza Haynes. Imperial Seige on Derra IV and Leeza Haynes are probably my two favourite levels, so when stuck they were my main influence :)
Magrucko Daines and the Crypt of Crola (2007)
Magrucko Daines and the Dark Youth (2010)
Magrucko Daines and the Vertical City (2016)
2010-01-12, 6:06 AM #39
Zell: You need to install the JK Adjoin limit remover off of JKHub. I had the same issue.
2010-01-12, 6:28 AM #40
Congratulations to the winners, kudos to everyone that tried & thanks to The Massassi Temple for organizing another level contest. I look forward to playing each one of these levels once I get the chance.
? :)
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