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ForumsShowcase → Corporate HQ (JK MP WIP)
Corporate HQ (JK MP WIP)
2004-10-13, 8:07 AM #1
I was inspired by LKOH_SniperWolf's attempt for a Shadowrun TC, So last night I whipped up the beginnings of a MP map, that might go with the TC. It's set at the top of a skyscraper, mabye a major corporate HQ, hence its name. Here's a few screenies for you people to disect:
[http://img.photobucket.com/albums/v494/nottheking/Corporate001.jpg]
The outside of the tower. Yes, each window is a separate surface, and the main body of the tower is currently 30x8 JKU. (That's a lot of windows)
[http://img.photobucket.com/albums/v494/nottheking/Corporate000.jpg]
Lobby hallway arround the center of the top office floor. I've been trying to get the lighting and reflection correct, and it's far from done.
Wake up, George Lucas... The Matrix has you...
2004-10-13, 1:30 PM #2
"Website banned from Photobucket."

Looks like someone needs a better image host.

That's curious, now it works. Nice reflective floor.
2004-10-13, 2:09 PM #3
looks fun.. i wanna play it
"Angel of the Lord, what are these tortured screams?" And the angel said unto me, "These are the cries of the carrots, the cries of the carrots! You see, Reverend Maynard, tomorrow is harvest day and to them it is the holocaust."
2004-10-13, 5:47 PM #4
A fantastic start: Keep going.
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
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2004-10-13, 8:14 PM #5
Great work so far. Good use of reflection.
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2004-10-14, 3:34 AM #6
Looks like fun, but I thought there will be only one map for the TC....:confused:
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Snail racing: (500 posts per line) ---@%
2004-10-14, 8:38 AM #7
Quote:
Originally posted by G-Man
Looks like fun, but I thought there will be only one map for the TC....:confused:

That map would have been intended for a cooperative "quest". I just thought that every TC needs deathmatch maps, and if this doesn't go with that TC, then it'll still fit with any futuristic Earth-based theme. Actually, the map was inspired by the Perfect Dark level "Datadyne Central".

As for the screenshots, yes, I'm currently using only LEC 8-bit textures, but I've found they're fairly suitable in here (with the exception of the ceiling; is there a high-detail celing tile MAT at Massassi?) Also, just as an interesting fact, each of the four faces of the building is comprised of roughly 2,000 JK surfaces... All of the other skyscrapers that will be visible from there will certainly be less than that (likely using a single texture that includes both glass and concrete walls) As for the gameplay of the level itself, I've divided the map into three floors:
  • Roof: Up here, players will have very light cover availible, most likely in the form of machinery bolted down, or the penthouse. Two elevators connect all three floors (if the map included the entire tower, they'd go down to ground floor, as well as the basement) Also, there will be an "emergency" staircase in the center of the building as well, which will also connect the floors. I haven't decided how I'm going to prevent players from going down the building that way... (perhaps I should have anything lower be blown to smithereens) A helipad (of hoverpad) will be present right in front of the elevators, and will likely have a helicopter placed there.
  • Mechanical floor: I really haven't done anything here yet, though I have ideas. This is where the bulk of the building's machinery is stored; heating and air conditioning, air filtering, exhaust, and backup generators will fill this floor. It will be dark, and gameplay here will be slower than the rest of the building, with any players in there sneaking arround to surprise each other,
  • Top Floor: This is the location picutred in the second screenie. A pseudo-reflective floored hallway encircles the building's vital "core", with elevator shafts and the staircase inside. To the south (the room visible off of it) will be an "open-air" office section, with office furniture all over, and a few walls (and perhaps a full cubicle or two). The east and west sections will be private offices, each branching off of a hallway. The north end will house the offices of any "big people", such as a company president or CEO; the offices here will appear more extravagant than the rest of the building, perhaps having statues, and mabye a fountain.
Wake up, George Lucas... The Matrix has you...
2004-10-14, 6:05 PM #8
The floor looks transparent....
2004-10-14, 7:33 PM #9
Looking good! The mat you used for the ceiling in the second shot kinda seems out of place. Perhaps use a wood mat to follow the scheme?
Who made you God to say "I'll take your life from you"?
2004-10-15, 6:59 AM #10
Quote:
Originally posted by Trigger Happy Chewie
The floor looks transparent....

::sigh:: there's only so much I can do with the JK engine... The only thing I can really do more is to darken the textures used below the floor. If I darken the sectors down there any more, it looks really funny when you turn on the headlight.
Quote:
Originally posted by Trige
Looking good! The mat you used for the ceiling in the second shot kinda seems out of place. Perhaps use a wood mat to follow the scheme?

Yes, I do agree that the ceiling there is quite out of place. I was personally thinking more of using a ceiling tile Mat, since I'd like to put lights in the ceiling as well. Just for reference, only the inside (right-side in the pic) wall is wooden... and I'm still probably going to change even that to some sort of stone-like Mat, just as the opposite wall is.
Wake up, George Lucas... The Matrix has you...
2004-10-15, 9:07 AM #11
Quote:
Originally posted by nottheking
If I darken the sectors down there any more, it looks really funny when you turn on the headlight.


That's why you use cog to remove the flashlight from the player's inventory when they spawn. :p

2004-10-15, 9:35 AM #12
Wow... thats a lot of copying and pasting to do all those windows... You don't get HOM from the outside?
Stuff
2004-10-15, 9:49 AM #13
Quote:
Originally posted by The_Mega_ZZTer
That's why you use cog to remove the flashlight from the player's inventory when they spawn. :p

No, that wouldn't work, as the floor above is very dark, and I expect players to use their lights there (presuming they're willing to risk their cover). Also, there's no flashlight in JK; many coggers are working on that right now, though.

Quote:
Originally posted by kyle90
Wow... thats a lot of copying and pasting to do all those windows... You don't get HOM from the outside?

no, not copy/paste. It's called "cleave" (first horzontal for the windows, then vertical on the sector to create the outer frame; this took somewhere arround 15 minutes), then I copy/pasted once for each side. No, there's no HOM effect, as only the windows on the top floor actaully are adjoined to anything. Surfaces don't cause HOMing, it's the adjoins. (and there are only about 10-15 adjoins visible from that shot, plus about 20 for the windows)
Wake up, George Lucas... The Matrix has you...
2004-10-15, 1:13 PM #14
Quote:
Also, there's no flashlight in JK; many coggers are working on that right now, though.


It's not a "headlight" either. It's called a field light!

Oh, and..
Quote:
The Mega-ZZTer - http://www.muppetlabs.com/~breadbox/intercal/intercal.txt says: /me turns on his head and shoots light from his mouth, eyes, nose, and ears
All is fair in love and war.
2004-10-15, 1:39 PM #15
:o

2004-10-17, 11:40 AM #16
You should really think of using new textures. JK's just aren't good. In a few cases they've been used well, but it's usually a detractor to use them.
_ _ _____________ _ _
Wolf Moon
Cast Your Spell On Me
Beware
The Woods At Night
The Wolf Has Come
2004-10-17, 11:57 AM #17
Flashlights in JK are easy. The Army TC had one as early as 1998. It's just a laser pointer with a dynamic light on the end that fades with distance.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2004-10-17, 3:14 PM #18
First shot, looks good. Second shot, textures look fuzzy and just dosent look very good.
2004-10-18, 9:55 AM #19
Quote:
Originally posted by LKOH_SniperWolf
You should really think of using new textures. JK's just aren't good. In a few cases they've been used well, but it's usually a detractor to use them.

Agreed. I do not intend to use ANY of the default LEC textures or 3DOs in the level. The ones used are just the ones most similar to what I'd like to use. The ceiling is the worst so far; I'm going to switch it to a standard-issue ceiling tile. However, the carved stone walls will be somwhat like the originals, though I plan on having several different designs. The floors will alos be changed; the two main floor types there will be a very dark (but reflective) marble tile, and the rest will be a slightly blue-ish gray carpet. Also, the glass texture will be changed, to something that more accurately looks like glare.

Quote:
Originally posted by Emon
Flashlights in JK are easy. The Army TC had one as early as 1998. It's just a laser pointer with a dynamic light on the end that fades with distance.

Major flaw with that one: it looks like the original Half-Life flashlight; it only lights up areas arround the spot the very center hits; any features that might be within the expected cone, but away from the ending wall are not lit at all. Play HL and you'll see what I mean; it makes it very hard to navigate the underground areas.

Quote:
Originally posted by T0rN
First shot, looks good. Second shot, textures look fuzzy and just dosent look very good.

The textures used in the second shot are considerably different from what I plan on the release version of the map using. Also, some of the fuzziness may have come from the JPeg compression (the file itself is only some 17kb). The texture scaling level for almost all of the surfaces is currently set at 2; the exceptions are the stone blocks above the doorways (set at 4), and the blank concrete and glass surfaces (set at 1).
Wake up, George Lucas... The Matrix has you...
2004-10-19, 12:28 PM #20
Does qanybody have any real suggestions as to where I might find good celing tile textures? (that aren't stolen from some game or other)
Wake up, George Lucas... The Matrix has you...
2004-10-19, 12:46 PM #21
Get Paint Shop pro 8 and make your own ol boy.

Looking neat btw
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2004-10-19, 1:06 PM #22
If you're not artistic, you can always look on google image search for some tiling textures. I've found many good ones this way.
Who made you God to say "I'll take your life from you"?
2004-10-20, 1:04 PM #23
If you want, I can provide you with some. I got an extremely extensive texture collection (tiling, powers of 2, all), and if I can't find something suitable, I can always make one.
_ _ _____________ _ _
Wolf Moon
Cast Your Spell On Me
Beware
The Woods At Night
The Wolf Has Come
2004-10-20, 1:05 PM #24
If you want some, just contact fallenangelofheaven@hotmail.com, lol. (I do mean extensive, something like 50-75,000)
_ _ _____________ _ _
Wolf Moon
Cast Your Spell On Me
Beware
The Woods At Night
The Wolf Has Come
2004-10-20, 2:56 PM #25
That's great! With some more work (such as making a LOT of new 3DOs), I will post some new screenshots, which I promise will look a lot better.
Wake up, George Lucas... The Matrix has you...

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