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ForumsShowcase → G-Man's turn once again....
G-Man's turn once again....
2005-01-17, 12:32 PM #1
[http://img12.exs.cx/img12/3576/bar10uj.jpg]
A shot from my project RoaM (name not sure).....

[http://img12.exs.cx/img12/5826/bar20qv.jpg]
another shot from RoaM.....

[http://img12.exs.cx/img12/7808/jshot0297oy.jpg]
....and again RoaM.



Heres some pics for COTF_Dude's prison level contest (old shots and one new ;))

[http://www.massassi.net/ec/images/15191.jpg]

[http://www.massassi.net/ec/images/15192.jpg]

[http://www.massassi.net/ec/images/15424.jpg]

comments?
SpriteMod (JO 2003) Roger Wilco Skin

Snail racing: (500 posts per line) ---@%
2005-01-17, 3:22 PM #2
Stunning? Can I get a SotD now? :o
SpriteMod (JO 2003) Roger Wilco Skin

Snail racing: (500 posts per line) ---@%
2005-01-17, 3:24 PM #3
you could start by not asking for it.

looks nice, but not sotd worthy... sorry you asked for the brutal honesty.
2005-01-17, 3:30 PM #4
it was jsut a joke;)
SpriteMod (JO 2003) Roger Wilco Skin

Snail racing: (500 posts per line) ---@%
2005-01-17, 3:31 PM #5
hah well it was a bad one. :)
2005-01-17, 3:36 PM #6
You really need to work on adding realism to your maps. When making a room, ask yourself the following:

What is the use for this room?
How will the player interact with this room?
Is this room located realistically within the complex or area?
Archi-wise, what will the room need to exist?

After asking yourself these basic questions, you should be able to make realistic rooms that are furnished and have different and interesting archi, as well as some MEANING to the overall piece. Even some of the best editors lack that last prerequisit. Take spiral's first Lab release.

Also, you need to work a lot on lighting. My suggestion, would be to build your whole level, put a light-source in each room (A lamp, ceiling lamp, etc) and use the new lighter DLL. Hallways don't tend to need lighting, so I really wouldn't worry about that. (If you are worried about your hallways, cut them up into sectors containing the lights, then calculate with the patch for each seperate section of the hallway.

JediKirby
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2005-01-17, 3:38 PM #7
Cazor dont you have anything better to do, like posting another picture in the wannabe cam whore thread or something? :p

Not a bad start, i can see texture misalignment in the cealing, and everything is really bright, but not a bad start at all.
"...Those living for death will die by their own hand, Life's no ordeal if you come to terms, Reject the system dictating the norms..."
2005-01-17, 3:43 PM #8
You're getting better. Soon you'll be able to pump out more, faster. Be sure to just stay focused. You're on the right track.
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2005-01-17, 3:59 PM #9
haha no not really, salvy. :)
2005-01-19, 2:42 AM #10
What is the use for this room?

Can't you see?
The first is a bar and the second is a prisoncell....

How will the player interact with this room?
Hmm..maybe kill the enemys and flee from the prison..

Is this room located realistically within the complex or area?
both complex...

Archi-wise, what will the room need to exist?
hmmm....


Do you wanna see more picS?
SpriteMod (JO 2003) Roger Wilco Skin

Snail racing: (500 posts per line) ---@%
2005-01-19, 5:01 AM #11
G-Man, what he means is that:

1) Make your level with some degree of realism in regard to how the rooms are laid out. EX: Imperials aren't stupid enough to put an armory right next to a cell block, in the event of escaped prisoners.

So that it might be laid out like a real structure of a similar kind.

2) Make sure each room has a function that it would normally be used for. Architexturists don't go designing houses with empty rooms. EX: Even if you're doing just a, say, run-and-gun level through an imperial facility or something, you'll want to think about what kind of rooms they would have and then try to make a realistic floorplan and work from there. Of course the floorplan should be largely inspired by your plot as well.

3) What does the room's architexture need to look like so that it looks like a room of that type? What 3dos will I need, etc. EX: A living room should contain a couch 3do, a couple tables, a few lights, etc. An imperial cellblock could be designed, architexturally, after the Death Star cellblock.

4) Is there anything extra I want the player to be able to do in the room (ie turn on or off a lightswitch, solve a puzzle to get a key, etc) and is it realistic in terms of the plot? EX: Even little puzzles like finding a key can help keep the level from feeling too linear and repetative (Oh look an enemy, zap, dead. Another one, zap, dead. Repeat x1000).

2005-01-19, 12:12 PM #12
It's a start, but it could use some additional work.
For example the pic with the stormtrooper:

For starters that whole bar area doesn't appear to have lighting yet (ie full bright). Place some lamps on the ceiling and and creat lights at their places in the editor.
Next the booth the stormtrooper is in would look much better when you put, say, two vertical wooden beams in the corners. And even better when you place one horizontal in between them, and on the side walls too.

Same with the yet untextured hallway, how about putting pipes along the ceiling, then maybe put a grate below the pipes. Or perhaps support beams.

Just try to make things look interesting.

If you just spend more time on each area, I'm sure this will turn out nice.
APT 1, 2, 3/4, 5/6
TDT
DMDMD

http://veddertheshredder.com
2005-01-19, 1:10 PM #13
Listen to wise words of Vedder (ZOOIkes) - he has much experience in thsi area! ;)
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-01-19, 4:12 PM #14
Your choice of textures could use some work as well (this was probably stated earlier). Try using the 01 colormap (I think that's what it is). It has a lot of good textures to fit that bar area, and it will look much nicer than the ones you have now.
Who made you God to say "I'll take your life from you"?
2005-01-19, 4:14 PM #15
Yeah, it's the Narsh colormap. Has some mighty fine bar textures.
Who made you God to say "I'll take your life from you"?
2005-01-19, 4:50 PM #16
And I'm speaking out of inexperience, here. *rollseyes*
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2005-01-19, 5:11 PM #17
*rolls eyes back to jEDIkIRBY*

There ya go.
Who made you God to say "I'll take your life from you"?
2005-01-19, 5:59 PM #18
Thanks, you're helpful!
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2005-01-20, 2:50 AM #19
I allready add lightning in the bar, but that is a old pic:o
SpriteMod (JO 2003) Roger Wilco Skin

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