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ForumsShowcase → Oldschool
Oldschool
2004-09-13, 5:58 PM #1
Here is a Multiplayer level for Jedi Knight I am working on called Twilight Arena. It's about 95% complete, still got a few kinks to work out. I focused more on gameplay than architecture, but I added a few things where I thought needed. Well anyway here are a few screenies...

[http://img.photobucket.com/albums/v104/MysteriousSith/Keiths%20crap/p7.jpg]
[http://img.photobucket.com/albums/v104/MysteriousSith/Keiths%20crap/p6.jpg]
[http://img.photobucket.com/albums/v104/MysteriousSith/Keiths%20crap/p5.jpg]
[http://img.photobucket.com/albums/v104/MysteriousSith/Keiths%20crap/p4.jpg]
[http://img.photobucket.com/albums/v104/MysteriousSith/Keiths%20crap/p3.jpg]
[http://img.photobucket.com/albums/v104/MysteriousSith/Keiths%20crap/p2.jpg]
[http://img.photobucket.com/albums/v104/MysteriousSith/Keiths%20crap/p1.jpg]

Comments/Flames/Rants?
2004-09-13, 6:06 PM #2
nice job man... keep up the good work.
btw... gameplay is great.
2004-09-13, 6:47 PM #3
If it's focused around gameplay, show us a wireframe layout and explain how you're shooting for this centrism.
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2004-09-13, 6:50 PM #4
Seems like a lot of reduntent archi, what with each door looking entirelly different, and none of the archi really following a set style. But you did say that you're focusing on gameplay, so how's about a public test for us savvy JKers?

I also note that while the textures are nice quality, they really aren't broken up much. I'd like to see consistancy with the textures, but still, maybe break them up a bit. They just look a little too tiled, to me.

Lastly, you need lighting indoors.

JediKirby
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
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2004-09-13, 7:05 PM #5
Quote:
Originally posted by jEDIkIRBY
Seems like a lot of reduntent archi


Thats called symmetry.
2004-09-14, 10:16 AM #6
Here are some wireframe shots:

[http://img.photobucket.com/albums/v104/MysteriousSith/Keiths%20crap/wire1.jpg]

[http://img.photobucket.com/albums/v104/MysteriousSith/Keiths%20crap/wire2.jpg]

[http://img.photobucket.com/albums/v104/MysteriousSith/Keiths%20crap/wire3.jpg]

Here is a screenshot of the jumppad area to make gameplay faster:
[http://img.photobucket.com/albums/v104/MysteriousSith/Keiths%20crap/pad.jpg]
2004-09-14, 11:37 AM #7
Quote:
Originally posted by Keith Marshall
Here are some wireframe shots:


Gris meant ONE shot of the WHOLE level from an aerial view, so we could see how the gameplay would work...

2004-09-14, 11:57 AM #8
nice.....:)

glad to see people making levels for JK...:)
SpriteMod (JO 2003) Roger Wilco Skin

Snail racing: (500 posts per line) ---@%
2004-09-14, 3:03 PM #9
If you'd have read my post, mystic, you would have seen that I was specifically talking about the LACK of similarities, or symitry if you think about it, in the level.

JediKirby
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ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2004-09-14, 5:26 PM #10
Then you don't know what redundant means. ;)

However, I agree that if it's focused on gameplay, we need to see the layout. I already see problems.
Warhead[97]

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