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ForumsShowcase → Almost done.
Almost done.
2005-06-03, 4:00 PM #1
Meh. I kinda don't have much time when making this map (exams and such). But anyway, its near being completed. I have to fix are portals and vis problems. A medium sized CTF. Maybe I should make a CTF pack and stop mapping for MP (its a bit boring).

Ignore the lighting a bit. I used -fast to save time. I need to find a good compile line for the final compile.
[http://img.photobucket.com/albums/v308/Echoness101/sandA1.jpg]

red
[http://img.photobucket.com/albums/v308/Echoness101/sandA2.jpg]

blue
[http://img.photobucket.com/albums/v308/Echoness101/shot0032blue.jpg]

red side (seen before)
[http://img.photobucket.com/albums/v308/Echoness101/SHOT0025.jpg]

I have a more interesting idea for next map.
SnailIracing:n(500tpostshpereline)pants
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2005-06-03, 4:08 PM #2
I really like your layout and design. Nice atmosphere, which will be even better when you do a final compile for the lighting like you said. Some of the outdoors environments look a bit boring though, too unifom, not enough life. Maybe an oasis and some trees and rocks would liven it up a bit. :)
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-06-03, 4:09 PM #3
Your terrain seems... rather pointless. Why use a hightmap for such a uniform canyon? You'd be better served by simple walls. It would look better, too.

Also; light -fast can, and often does, look great.
2005-06-03, 4:14 PM #4
Additionally; your 45 degree bevels can be made to look much better.

First, cut the joins differently. I'm going to go take a screenshot and post it below as soon as I finish writing this. Then, in the 45 degree portion, rotate the texture 45 degrees, then scale it to fit. The default scale in GTKR for Q3 is .50000. I think it's .25000 in JO/A. In Q3, the perfect scale turns out to be .53000. You'll have to experiment for JO/A, but I'd expect it to be .26500. This looks perfect on smaller surfaces, but the scaling may need tweeking on bigger ones. Also, you will probably need to turn your texture step all the way down to 1 to get it to line up perfectly.
2005-06-03, 4:19 PM #5
[http://www.omnisu.com/perfect_45.jpg]
2005-06-03, 4:19 PM #6
Actually, I been experimenting using dotproduct2 terrain. But I don't have the time (yet) to use it in this map. Maybe another map.
SnailIracing:n(500tpostshpereline)pants
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2005-06-03, 4:23 PM #7
Quote:
Originally posted by Daft_Vader
I really like your layout and design. Nice atmosphere, which will be even better when you do a final compile for the lighting like you said. Some of the outdoors environments look a bit boring though, too unifom, not enough life. Maybe an oasis and some trees and rocks would liven it up a bit. :)


I would love to add more, but I'm not quite sure if it will hurt framerate or not.
SnailIracing:n(500tpostshpereline)pants
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2005-06-03, 9:31 PM #8
Man.... remind me to stay away from New Jersey.
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2005-06-03, 9:49 PM #9
Wow, I think I just wet myself looking at that. Good job!
The cake is a lie... THE CAKE IS A LIE!!!!!
2005-06-03, 10:15 PM #10
I like deserts. And sexy catwalks.

Awesome job.
The man in black fled across the desert, and the Gunslinger followed...
2005-06-04, 1:26 AM #11
Those shots look amazing!
2005-06-04, 7:42 AM #12
Quote:
Originally posted by Lord_Grismath
Man.... remind me to stay away from New Jersey.


I like it here. :mad:

Oh and nice map. :o

2005-06-04, 11:48 AM #13
Can't you convert this to Torque, please :P! (lol)
Nope, I'm not french.
2005-06-04, 1:48 PM #14
Torque?

I'm thinking about making the sand "shift" (move) downward. So there might be sort of a sinking feeling. Makes the sand have more "life" Just an idea.
SnailIracing:n(500tpostshpereline)pants
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2005-06-04, 4:10 PM #15
Or maybe some sort of dust clouds coming up from it, floating around a bit...

Only complaint is the "walls" of the middle area (the sand): Texture is just a little too repetitive. Making it slide/dust cloud sprites should disguise that enough.

Nice work!
2005-06-04, 4:48 PM #16
Quote:
Originally posted by Echoman
Torque?

I'm thinking about making the sand "shift" (move) downward. So there might be sort of a sinking feeling. Makes the sand have more "life" Just an idea.

That's an excellent idea! If you got really creative, you could have certain parts of the level swinging in the dust storms (like the trees, or a bridge). For example, to make CTF that much more interesting, when a player captures the enemy flag, a gust of wind might blow him about, but it could be random, so the wind might aid or deter his journey back to base with the enemy flag. This might be a bit complicated, but it would be nice to see a departure from your typical run-of-the-mill CTF.
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-06-04, 5:02 PM #17
Actually, the player already needs to worry about an obstacle. Do you see (in the fourth pic) the smaller tower? Look closely, you can see a big-a** gun turrent. One shot from that thing can kill anyone of the opposite team. In order to make getting the flag safer, the opposing team needs to work together. One person needs to distract the gun while another takes it out with rockets.
SnailIracing:n(500tpostshpereline)pants
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2005-06-04, 6:13 PM #18
Quote:
Originally posted by Echoman
Actually, the player already needs to worry about an obstacle. Do you see (in the fourth pic) the smaller tower? Look closely, you can see a big-a** gun turrent. One shot from that thing can kill anyone of the opposite team. In order to make getting the flag safer, the opposing team needs to work together. One person needs to distract the gun while another takes it out with rockets.

If you destroy the gun, will it respawn or be out for the rest of the game?
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-06-04, 6:31 PM #19
Only if a player spends a lot of time "fixing" it (1 min?)
SnailIracing:n(500tpostshpereline)pants
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2005-06-04, 6:47 PM #20
Quote:
Originally posted by Echoman
Only if a player spends a lot of time "fixing" it (1 min?)

Oh, sort of like how the link gun in UT2k4 operates then?
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-06-04, 7:31 PM #21
Never played UT2k4 :(
SnailIracing:n(500tpostshpereline)pants
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2005-06-04, 8:39 PM #22
Quote:
Originally posted by Echoman
Never played UT2k4 :(

Oh it's really fun, give it a try sometime. The link gun is really unique and sorta has a "split personality" to it in that you can fry your enemies and heal your allies. :p

If I recall, it was like the pulse gun in the original UT. Primary fire send out lots of nasty green laser bolts, and secondary sent out a phaser like beam that would incinerate opponents and repair vehicles or heal friendlies. If someone shot you and your fighter out of the sky with a missile, you could crash-land and repair it with the link gun, then fly off again if you were lucky!
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels

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