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ForumsDiscussion Forum → What would your next level have been?
What would your next level have been?
2021-01-06, 5:19 AM #1
Let's pretend it's twenty years ago, you have lots of free time, and you're staring at that lone squared sector in Jed.

What are you making?

SP or MP? JK or MOTS?

Do you have any old ideas that never saw the light of day?




(Also hello! I lurk around often but never login. It brings me great joy to see this place still up and running.)
Magrucko Daines and the Crypt of Crola (2007)
Magrucko Daines and the Dark Youth (2010)
Magrucko Daines and the Vertical City (2016)
2021-01-06, 5:32 AM #2
Quote:
Do you have any old ideas that never saw the light of day?


Sure, most of them! :-P

I think the idea that kind of broke my brain w.r.t. editing JK was the fantasy that just about everything in the entire level could be a 3DO, and that I could just stick in a bunch of 3DO things to make things like sand dune segments, without any regard to convexity like you'd have to worry about if you'd done it with sectors.

In fact pretty much every interesting idea I had was more or less an expression of annoyance at the JK engine for not letting me do things like the aforementioned 'prefab' technique that I noticed games like UT2k3 using, or light-maps, or height-maps. So it was always tempting to see if the engine could be made less primitive somehow....
2021-01-06, 6:19 AM #3
Originally posted by Goit:
Let's pretend it's twenty years ago, you have lots of free time, and you're staring at that lone squared sector in Jed.

What are you making?


Getting rid of the initial box might actually be the hardest bit, and making arched corridors is sort of the easiest way to get rid of it.




OR, if my skills and everything were like they were 20 years ago, it'd be more like this https://pbs.twimg.com/media/CHcM_sWUcAAx6Td?format=jpg&name=small
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2021-01-06, 7:10 AM #4
Originally posted by Goit:
Do you have any old ideas that never saw the light of day?


is there water in the ocean?

most of it MP, a lot of it heavily unfinished with a couple neat rooms built, one SP project that never really left the "in my head" stage because i realized pretty early i was far too lazy to make something that big ever happen... the short version of the story is "kyle checks out an old imperial mining facility that is supposedly still in use by some remnant group, signs of recent use but looks like nobody home, as he goes deeper into the facility it becomes quickly apparent they never left... basically turns into doom with lightsabers"
may or may not be DrkJedi82
2021-01-06, 8:07 AM #5
I started a bounty hunter SP level where you played as Greedo and had to find and kill someone. It was set on a race track in a tatooine style sand level.

I had some ok dialog/plot and camera switching but the level itself was terrible. I had some decent pits with parked racers and R2 droids, the race track was created by extruding from within JkEdit to make a square joined corridor. There was a crowd area ( a shelf, really) with a few npcs looking at the track... But I couldn't figure out how to join the two ends up when they met so I just put a load of 3do racers all piled up each end to make it look like it was blocked by a crash xD
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2021-01-07, 9:37 AM #6
My last project was a single player level and I was really having fun with it. Starting underground I think but then outdoor, going up a canyon. I think it looked a lot better than the original JK canyon levels. I ran into issues with HOM when I started having too many adjoins in view at once, I guess, and I got discouraged and stopped.
2021-01-08, 2:21 PM #7
The last thing I was working on was going to be pretty different, but fun. I got stuck on some of the cog work and ultimately gave up, or just generally lost interest. Essentially it was going to be a platforming level, but like one of those auto-scrolling ones like in the classic Mario games, with platforms to jump onto, run across, duck under, etc, and enemies to fight along the way. You and one other person would be set on an identical moving platform that slowly goes through a moving obstacle course, with a glass narrow glass panel room separating the two of you for spectators. This moving platform would be set over a lava pit (because why not) and essentially the goal was to make it to the end of the course first to win. If you fall off, you'd restart back at the beginning and press a button to restart the moving platform. Just like in the Mario games, you'd occasionally have to jump off your moving platform onto other platforms, and catch back up with the moving one to continue along the path.

I actually got fairly far in the creation of the level, and probably still have some of the project buried in an archive somewhere on my hard drive. I started getting stuck with some of the moving platform cogs, and some of the 3dos weren't rendering properly (flicker bug) so I think I just gave up. I'd love to go back and finish it at some point, but there's not much to motivate me to do so.
Author of the JK levels:
Sand Trap & Sand Trap (Night)

2021-01-08, 8:42 PM #8
It would have been my first level.
If you think the waiters are rude, you should see the manager.
2021-01-10, 3:20 PM #9
Hardcore sex simulation.
TAKES HINTS JUST FINE, STILL DOESN'T CARE
2021-01-11, 6:27 AM #10
Originally posted by Roger Spruce:
Hardcore sex simulation.


[https://forums.massassi.net/vb3/attachment.php?attachmentid=28780&d=1603292888]
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2021-01-12, 12:48 AM #11
it'd probably be something like a GTA-styled immense realistic city level with pedestrians, traffic, drivable cars and all that, except every once in a while you'd be taken to a crazy fantasy world where gameplay style would switch to something almost MMORPG-like with items to gather and monsters you'd hunt for leveling, as well as bots doing the same stuff to simulate other players. On both scenarios there'd also be KotOR-style conversations and quests. There would also be an unusually large collection of guns (Star Wars and otherwise) that'd likely not even be used (except, perhaps, in some very sporadic extra levels based on historical events completely unrelated to the main thing) that'd be there simply because I am physically incapable of settling for a single style of gameplay and the whole thing would end up becoming an immense mess of content that could never realistically be finished !!

also there'd be reasonably cool looking skies thanks jon'c for jkgfxmod


Originally posted by Reverend Jones:
In fact pretty much every interesting idea I had was more or less an expression of annoyance at the JK engine for not letting me do things like the aforementioned 'prefab' technique that I noticed games like UT2k3 using, or light-maps, or height-maps. So it was always tempting to see if the engine could be made less primitive somehow....

My current frustration is how hard it is to make race track levels (or rather, really smooth curves). I mean, the first Need for Speed had some pretty good looking tracks with really smooth curves and that was in 95! I believe JK can handle that, as these tracks are made out of rather small straight segments, which could here be made into sectors. But can you imagine the horror of actually making that in JED? The problem is just that there aren't any tools to make that sort of thing and I'm really not that willing to waste any more of my free time into making one.


Originally posted by Roger Spruce:
Hardcore sex simulation.

oddly enough, I remember seeing (hopefully?) leftover files in various projects that kind of... leaned in that direction, more often than one healthy individual should probably expect. Which raises the probably-but-hopefully-not-so-much-related question: how attached can one get to low-poly characters? Like, I imagine in this day and age, if I were to watch a full-length drama movie where everyone looked like JK characters, I'd probably have a really hard time relating or feeling attached to any of the characters. What magic tricks could be employed to make someone see a bunch of polygons as more than a bunch of polygons?
JKGR
2021-01-12, 7:47 AM #12
Originally posted by SMLiberator:
various projects that kind of... leaned in that direction


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rip cave demon

What a thread
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2021-01-12, 8:11 AM #13
There's already a pornographic JK mod, haven't you people ever heard of T***s On D****s: Open A*******s?
2021-01-12, 8:35 AM #14
Originally posted by Nikumubeki:
[Unable to find specified attachment]

rip cave demon

What a thread


I am simultaneously intrigued, disgusted and disgusted by the fact I'm intrigued
JKGR
2021-01-12, 8:43 AM #15
Originally posted by SMLiberator:
I am simultaneously intrigued, disgusted and disgusted by the fact I'm intrigued


Same, and rediscovering jkorgy was also somewhat unpleasant
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2021-01-12, 10:56 PM #16
Originally posted by Goit:
Do you have any old ideas that never saw the light of day?


Also, Goit, I did play through one of the beta versions of Magrucko 3 somewhat recently - the version with all the original secret puzzles intact. I'd say it'd be a good idea to release them in some form, wink wink nudge nudge
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2021-01-13, 8:50 AM #17
Originally posted by Michael MacFarlane:
It would have been my first level.


Same.

Also, I bet there'd have been Mandalorian stuff made. Debatable whether other Disney-era SW stuff would have seen any JK materials made by fans.
The Plothole: a home for amateur, inclusive, collaborative stories
http://forums.theplothole.net
2021-01-13, 1:02 PM #18
The last level I released (Spaceport) was intended to be much better and longer. I wanted it to have Escape from New York vibes in a Nar Shaddaa setting, with alot of different gameplay elements thrown in like a sneaking section metal gear solid style, a section where you have to earn enough cash working with a gang to buy some equipment, and a final act of having to blast through a military base to escape.

But it was too much work to finish in time.
2021-01-14, 5:49 PM #19
I would have liked to have made a Time Crisis level.

I also wanted to make an isometric or side-scrolling squad-based dungeon crawler.

I had a co-op level where each character had different skills and a leveling system.

And one holiday break, I made an isometric RPG mod to play with some friends that had day/night transitions, multiplayer cutscenes, NPC interactions, and multiple "scenes/maps." Too bad I didn't save some video of that.

Also, hi, Goit! I re-played a Magrucko not too long ago and had fun. I hope all's well! :D
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2021-01-17, 12:47 PM #20
Originally posted by saberopus:
There's already a pornographic JK mod, haven't you people ever heard of T***s On D****s: Open A*******s?


Finally! I'm one step closer to discovering what [That One Device Of Abstraction] truly is!
"I would rather claim to be an uneducated man than be mal-educated and claim to be otherwise." - Wookie 03:16

2021-01-17, 12:53 PM #21
I wish I could remember what my planned level was more fully. Funny, now that I'm going through it in my mind it seems that it was similar to what was the opening of The Force Unleashed. Oh well, if I had the time and energy to learn how to edit in a modern engine I would do The Star Wars Holiday Special Special Edition.
"I would rather claim to be an uneducated man than be mal-educated and claim to be otherwise." - Wookie 03:16

2021-03-05, 4:47 AM #22
There this level I started back in last year in highschool I have yet to finish. I just kinda forget how to use GtKradiant again for JA.

Maybe I'll finish it soon since I think I still have the files...

SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2021-03-05, 6:27 AM #23
Echoman, that looks pretty cool. If you release it I'll play it.

When I first learned about Massassi I was 11 or 12, and thought it would be cool to make a multiplayer level where all of the rooms were encapsulated into the Cybot model, like a death match between people who had been shrunk and were trapped in droid circuitry. I was daunted by the software and never really tried to learn it, but I still think about that level sometimes and wonder if it would have actually been a nightmare to create.
My blawgh.
2021-03-05, 12:43 PM #24
That is JK! sort of
JKGR
2021-03-07, 4:18 PM #25
ECHOMAN that looks rad!
2021-03-07, 11:00 PM #26
Might be the dementia kicking in already, but I think I do remember seeing a screenshot of that level back in the day (2003 or 2004?).

Sadly it also reminds me of the fate of Zell's JK E1M1 remake (among so many others)
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2021-03-15, 2:52 PM #27
Originally posted by Nikumubeki:
Might be the dementia kicking in already, but I think I do remember seeing a screenshot of that level back in the day (2003 or 2004?).



Definitely looks familiar to me too...


The thing I always wanted to make was a Titanic level / TC. I had all of the deck plans and started a couple of times, but never got very far. The first time it was all architecture, so I'd never have really been able to make the sinking work well. Then I figured out a way to build it out of 3DOs and have them all rotate in unison, but it was obviously just too big a project to ever complete.


The New Empire 3 was a kind of compromise - it would have been set on a sinking spaceship, and if you ever played the unfinished version I put on the Hub you would probably have noticed the obvious Titanic references in the intro!


My other latter projects (which never got released) were all TCs / non-Star-Wars:
- Harry Potter TC / RPG (unfinished version was on the Hub)
- Murder Squad, based on SWAT 4 (unfinished version was on the Hub)
- New version of Scream MP set in a much more detailed house (actually my in-laws family home!)
- New version of Scream MP set in a shopping centre (Victoria Quarter, Leeds, UK)

2021-03-15, 4:02 PM #28
Dang those look nice!
2021-03-15, 9:46 PM #29
I demand access
JKGR
2021-03-22, 12:20 PM #30
Meanwhile - to no one's surprise, I started messing around with actually upscaling TODOA's textures (since I added glowmaps to them already in 2019):

[Unable to find specified attachment] [Unable to find specified attachment]

[Unable to find specified attachment] [Unable to find specified attachment]
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2021-03-22, 12:23 PM #31
[Unable to find specified attachment] [Unable to find specified attachment]

[Unable to find specified attachment] [Unable to find specified attachment]

... however, even with the vram command in JkGfxMod's control file, there's lag/stuttering in almost every room, even if you do just turn to look around or something.

And the whole mod is like 3 gb in size with all those fancier textures (most of them around 1024x1024) so it's not really worth releasing or anything (just yet, in any case). :P

(Not to mention how in many areas the difference isn't that drastic to begin with)
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2021-03-22, 1:49 PM #32
That's amazing, nothing for JK even comes close!

Originally posted by SMLiberator:
I demand access

Well I guess I might as well release these...

Scream MP Downtown is here: https://drive.google.com/file/d/1GrvoD5lgvn1AN5TvffMVnGAagqUBJuz4/view?usp=sharing
  • Requires patched JK / JKExtension DLL
  • Crashes occasionally
  • Although it would have ultimately been an MP level, I was developing it as SP for convenience, so you need to access it via Single Player


Scream MP House Party is here: https://drive.google.com/file/d/1v-yr-dA4OlJItbwi-WSxoxUdmYMACocH/view?usp=sharing
  • Requires patched JK / JKExtension DLL
  • Stable
  • Although it would have ultimately been an MP level, I was developing it as SP for convenience, so you need to access it via Single Player
  • The living room TV played MP3 music via a modded JKExtension DLL and external launcher, but I just took this out for ease of release and to avoid distributing copyrighted music.


Your brilliant Gunrunners city level also reminded me of another level I planned and never developed - a GTA-style level but in a much more compact city, and with supernatural elements. Sounds a bit silly, I know!

And now for something completely different...

I just realised that I also have a very early build of Looweegee's Planet Sith 4 (for MotS). Play at your own risk!
https://drive.google.com/file/d/1mJ86peqGqoqqR-2_7QHwlQ-6ZbfPS1UW/view?usp=sharing

I don't think this needs anything special, it just goes in the Episode folder and would probably work with unpatched MotS. It ends when the train stops.
2021-03-22, 7:27 PM #33
Wow! I really like how interactive and detailed your levels are, and I'm especially fond of that kitchen sink and the normally-completely-uninteresting-but-actually-really-cool-since-it's-in-JK stuff spread around the house level.

Originally posted by Chris Swan:
Your brilliant Gunrunners city level...

Thanks! :) ...but well, mine kind of has its share of supernatural elements too somewhat hehehe

Originally posted by Chris Swan:
a modded JKExtension DLL

how

how


how?
JKGR
2021-03-23, 12:17 AM #34
Man, I remember checking out Scream MP in 2003 - starting to pave my way into "I want to play something with nice city levels" and in about a year from that, becoming the Deusexmubeki that I've been for... over 50% of my life now, crikey!

And yeah, I remember back in 2005 when an MP3/OGG support thing (XTension, IIRC) was made for JK... right before the unofficial patches started kicking in, breaking XTension altogether which I only rediscovered in 2009 when I would have actually needed it. :P

Originally posted by Chris Swan:
I just realised that I also have a very early build of Looweegee's Planet Sith 4 (for MotS). Play at your own risk!
https://drive.google.com/file/d/1mJ86peqGqoqqR-2_7QHwlQ-6ZbfPS1UW/view?usp=sharing


:' )
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2021-03-23, 1:55 PM #35
The source for JKExtension is here: https://drive.google.com/file/d/1VUWG40iEPRrMo_thuN5cUtpfubDGP7Pi/view?usp=sharing

I can't remember where I originally got it from, I think it was from a project on the Hub (by Zeqmacaw?)

It's been ages since I worked on this so I don't remember exactly how it works, but I think to create a new Cog verb you basically add a new function in CogVerbs.cpp and then call CogRegisterVerb. Then if you build the new JKExtension DLL and put it in your JK folder you can call that function from a Cog like you would any other Cog verb.

My modified version is here, so you should be able to use that to figure out what I did: https://drive.google.com/file/d/1GG4UPt2vJ543SgcmPRP00lzX86Ppfyou/view?usp=sharing

Disclaimer: I suck at C++ so my code will probably be rubbish. The whole thing was a little convoluted as my new Cog verbs basically just wrote to text files, which were then polled by a separate C# application (as I can actually write stuff in C#) to do stuff like playing MP3s. Not elegant, but it worked! Ideally you'd just play the MP3s directly from the C++, but I couldn't be bothered to figure that out. I can send you my C# app as well if you want it.
2021-03-25, 4:28 PM #36
Oh, nice. I think I got it. That's the extension for the 2008 patch though, isn't it? :(

I wonder if someone still has the source for JK13, otherwise I'd have to re-implement all those extra verbs before I could add in some new ones for JKGR. FGR, do you still have any contact with XZero? I believe if someone has the source to JK13, that's who
JKGR
2021-03-25, 11:41 PM #37
Hmm, not in a long time, I guess you can send a PM to Xzero on these forums
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2021-03-28, 9:34 AM #38
Originally posted by Nikumubeki:
... however, even with the vram command in JkGfxMod's control file, there's lag/stuttering in almost every room, even if you do just turn to look around or something.

And the whole mod is like 3 gb in size with all those fancier textures (most of them around 1024x1024) so it's not really worth releasing or anything (just yet, in any case). :P

(Not to mention how in many areas the difference isn't that drastic to begin with)


I may have solved the vram issue by recompiling every single injected texture in the mod, so this might actually see a release...

https://www.moddb.com/mods/todoa/downloads/todoa-edition-of-magnitude
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2021-04-25, 12:15 PM #39
I was converting all of JKDF2's DM levels to CTF. I actually completed Nar Shaddaa Loading Terminal and released it on the JKHUB. I made quite a bit of progress on the remaining levels. Essentially, each one was just mirrored, connecting them in some manner, and I added a few additional elements (e.g., force fields). I had quite a bit of fun working on it, and was shocked that someone hadn't done it already.

There was also a time when I was manually "converting" all of the Quake II DM levels to JKDF2. I had Tokay's Towers completely done, but I was saving everything to floppy disk back then, and it failed. Meh.
? :)

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