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ForumsShowcase → JA SP: Bespin Range of CorSec
JA SP: Bespin Range of CorSec
2005-01-20, 2:55 PM #1
I started this project last saturday and it's about ready by now. It's a mini game level for JA SP. The name actually means a Rifle Range. This level contains only one room, a rifle range.

The mini game has two functions: An infinite Practice and a Game of 50 rounds.

There are 5 possible targets, and only one is randomly visible, in the Game only for a short period of time. You get a score increment if you hit the target during that limited time. The visible time of the target shortens towards the end, making the Game progressively difficult.

In addition to that, the Game has three difficulty settings: Easy , Normal , and Hard . The setting affects the initial time the target is visible, as well as the Factor that shortens the time towards the end.

Weapon choices are E-11 Blaster rifle, and Tenloss Disruptor. The difference is significant because of the slow velocity of the blaster projectile, compared to the speed-of-light velocity of the disruptor beam.

The Game gametype also has a Quick Death function, obligatory, that ends the mini game if you miss the target, or shoot too slow and the target disappears before the bullet reaches it. The late missed shot quick death can be avoided by using a switch that raises late shot miss shields behind the targets.

Long story short, this level contains the most complicated scripting you have seen since the original Raven SP levels :) Far more complicated than my old Lighthouse or the more recent Syndicate with all it's devilish puzzles.

Since one screenshot basically reveals the whole map, I'll only post one screenshot:
[http://www.student.oulu.fi/~lvaarisk/external/range02.jpg]

The level is currenly in a late beta phase, and will be released for public soon.
Frozen in the past by ICARUS
2005-01-20, 4:31 PM #2
Cool idea, but you really should use Aurabesh or some other font for the text on the logos
A desperate disease requires a dangerous remedy.

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art
2005-01-20, 5:38 PM #3
Seems like random fun to me! I love your scripting abilities.
SnailIracing:n(500tpostshpereline)pants
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2005-01-20, 8:29 PM #4
Quote:
Originally posted by Sine Nomen
Cool idea, but you really should use Aurabesh or some other font for the text on the logos


indeed

2005-01-20, 11:37 PM #5
can i SOMEWAY be your padawan??? :(, man, i just tought i could make a cutscene. Now you are killing me with your skills. I will obey master!;). Man, you ro><orz Bo><orz!
2005-01-21, 5:57 AM #6
Thanks for the feedback!

Quote:
Originally posted by Sine Nomen
...but you really should use Aurabesh or some other font for the text on the logos


Yes, that's a valid point. However, my initial decision was against it because of two reasons:

1) The Map-Review logo, on the right, is made by Eldritch, for totally different purposes, and I just snatched it from his server, and thus I couldn't control the content.

2) The other reason is that I needed to have the text on the small console screens in normal English no matter what, because it's essential the player understands what they say. Because of this, I thought I might as well have everything in plain normal English, as the deflection from SW reality had already been made.

But I do see your point, and I will consider what might be the best option. Also, it could be funny to submit here at Massassi a version of the level containing a Massassi logo instead of the MR logo... But I would need Brian's permission...

Need help, what comes to scripting, you just need to really digest the basics (that is, practice). After that, it's all routine learning and work. I had some previous programming experience before JO/JA, and that has been a tremendous help, because no matter what the language is, programming always has many things in common.
Frozen in the past by ICARUS
2005-01-21, 9:45 AM #7
My only concern is that by putting logos like that in your map, people might mistake the level as a clan map (you know, with alot of banners and such)
SnailIracing:n(500tpostshpereline)pants
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2005-01-21, 1:39 PM #8
Maybe this is a clan map of my one-man SP clan ;)

In the end, I consider the architecture and especially texturing in this map very trivial. It's just something that hopefully won't bother anyone too much and keep them from concentrating on the mini game. When the map is released, you will see why it's not very rewarding to compare this to the normal SP maps... So, don't worry!
Frozen in the past by ICARUS
2005-01-22, 9:44 AM #9
I dont know if you are paying attention to it...and it is quite some work but:

1. I always thought the bespin textures were really repeative when you used the wall textures....I always opend it up in photoshop, place some pieces of the same wall texture next to each other, and randomize them with the burn & sponge tool, and ofcourse some filters

2. Can you make the map-review and the serpent production logo's somthing like a holographic screen. The black stuff looks...strange.
2005-01-23, 12:50 PM #10
Yeah. I see what you mean by calling them a bit repetitive. Especially the upper texture does have such character. I'll look into it. On the other hand the banners don't look in game so strange (there are banners with much black in real life, as well). The basic fact is that they shouldn't catch you attention, and according to the beta testers, they don't right now. However, I'm afraid holographic looking banners would steal your attention more actively.

On the other hand's other hand, it might turn out that I will include the Serpent logo video after all. If that happens, I might even remove the banners. But time will tell.

However, my real news here is that the release of the map will be postponed from very imminent future to some other time in the future. A very prominent beta tester complained the map is missing a moving target. Now, that particular beta tester is someone I won't fight with, and thus I proceeded in granting his wish. This means some major additions and changes. And they, naturally, mean postponing the release.
Frozen in the past by ICARUS

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