Massassi Forums Logo

This is the static archive of the Massassi Forums. The forums are closed indefinitely. Thanks for all the memories!

You can also download Super Old Archived Message Boards from when Massassi first started.

"View" counts are as of the day the forums were archived, and will no longer increase.

ForumsShowcase → In Honor of Mada . . .
In Honor of Mada . . .
2005-06-08, 9:02 PM #1
. . . I have banned symmetry in this level.

[http://www.massassi.net/ec/images/16069.jpg]

[http://www.massassi.net/ec/images/16068.jpg]

[http://www.massassi.net/ec/images/16067.jpg]

[http://www.massassi.net/ec/images/16066.jpg]
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-06-08, 9:03 PM #2
Madamemorial lives on!

Fantastic work. But I don't see a lot here, care to show some more shots?
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2005-06-08, 9:06 PM #3
I like the green tone. It's a nice touch!

BTW, how is the Mada project going anyway?
SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2005-06-08, 9:09 PM #4
Rather slowly. Currently, including this level, there are 3 publically shown levels. There are 2 more in the works; one by me and another by someone else who I can't exactly remember off hand.

JediKirby
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2005-06-08, 9:19 PM #5
Well, a lot of it is untextured - I was kinda sneaky in how I "photographed" it. Also, the whole level is meant to be a mini-factory with a conveyor belt system. If you look at the JED shot in the fourth screenie, you can see a lot of boxy tunnels - those are the conveyor belts.

It's a small level, I originally intended for another Speed level that would be under 100 KBs, but then I though "Hey, I could make something nice outa this and commemorate Mada!" If halucid comes along, I hope he doesn't think I've ripped his level - the two are pretty similar in terms of lighting (or more accurately "tinting") and textures. :p

If you really want to see another shot though, here it is (this is on the conveyor going underneath the main level):
Attachment: 5407/small_mada_5.jpg (24,675 bytes)
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-06-08, 9:24 PM #6
Quote:
Originally posted by jEDIkIRBY
Currently, including this level, there are 3 publically shown levels...

I'm guessing those levels are:
halucid's showcase

kyle90's showcase

And of course Daft's, this one.

Are you sure there are no others that have been shown kIRBY? Also, how's yours coming? I'd love to see some shots. :)
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-06-09, 12:05 AM #7
It looks awesome, but it's a little plain. Since it's a factory, maybe you could add some crates, machinery, or consoles to liven it up.
2005-06-09, 12:29 AM #8
Quote:
Originally posted by Daft_Vader
. . . I have banned symmetry in this level.

See? You can do it. It looks awesome, too.
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2005-06-09, 5:55 AM #9
MaDa would be proud. And honoured.
Nope, I'm not french.
2005-06-09, 9:36 AM #10
Wow, that's pretty cool.
Stuff
2005-06-09, 11:21 AM #11
Yes, Halucid's got 2, so I left one out. His green one AND his curvy-stairs. Kyle's lava-level, and this one. My own and another persons are very far from anything special, considering we're having trouble accepting our levels as Mada quality and have continously revamped them.
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2005-06-10, 12:10 AM #12
And now that Massassi is back on-line I bring you ... UPDATES!!!

[http://www.massassi.net/ec/images/16071.jpg]
[http://www.massassi.net/ec/images/16074.jpg]
[http://www.massassi.net/ec/images/16073.jpg]
[http://www.massassi.net/ec/images/16072.jpg]
[http://www.massassi.net/ec/images/16075.jpg]
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-06-10, 2:27 AM #13
Yay! Updates! Can't wait for... More updates! So now hurry and get us some more :P! Movies?

Great job. can't wait for playing this ;)!
Nope, I'm not french.
2005-06-10, 4:48 AM #14
IDEA SWIPER!!

[http://halucid.we-own-you.com/images/asf2.jpg]

...so naturally, I love the concept. :D
We are the music makers... and we are the dreamers of dreams...
Neurotic||Mobius Grith||The Atrium
2005-06-10, 8:01 AM #15
The lighting on this level needs a lot of work in my opinion. Perhaps if you tried the lighter again...
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2005-06-10, 2:21 PM #16
Quote:
Originally posted by jEDIkIRBY
The lighting on this level needs a lot of work in my opinion. Perhaps if you tried the lighter again...

You like people to be honest with one another kIRBY, and I appreciate that value, so I'll be frank - I completely disagree with you. Personally, I think this is some of the best lighting I've ever done. What's wrong with it?

Granted maybe I've been blinded by my satisfaction with this level (only about 2 hours of work), but really, lighting-wise, what could be better? The dynamic lights and tint seem to complement each other. The lighter is just going to make lots of horrid black surfaces.

Seriously, what's wrong with it (I am curious)? I don't see any extremely noticable lighting skews? :confused:

EDIT: Oh and halucid, glad you aprove! :D
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-06-10, 2:31 PM #17
The majority of my issues stem from the fact that there's dark corners where, according to what seem to be lightsources (Because there's a light there, not texture wise) would be lit up. I feel it's all too dark, and that there aren't shadows being casted by any of the bridges and wall extrusions.

I also think that those textures look 100% better in a brighter atmosphere because there's some shine textured into them.

But agian, that's me.

JediKirby
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2005-06-10, 4:10 PM #18
I think the lighting is pretty good for JK. But I agree that Daft should spend more time with the lighter plugin. I mean, is it really too much to quickly run the plugin and get an idea of what it could look like? If it's really not better, then just reload an old saving.
It should even work with thing lights. Just place static JED lights where your dynamic lights are, and run the plugin.
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2005-06-10, 7:59 PM #19
It looks like a hodge podge of green and white stripes. Also, it's not one of Mada's good textures. I'm fairly certain that is one of the first textures he made for that terrible subway station map I made.
2005-06-10, 10:03 PM #20
Something you should do is add light sources (not lighting itself, but a lamp or ceiling light). I can see a couple, but you need one everywhere there's light.
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
2005-06-12, 4:43 AM #21
Quote:
Originally posted by Daft_Vader
Oh and halucid, glad you aprove! :D


I didn't say I aprove, I just said I liked the idea.... you know, since it was mine! ;) No matter tho. If anyone would take my ideas, I'd rather it be you. At least you can do them justice.

But you better let me beta, dammit. :D
We are the music makers... and we are the dreamers of dreams...
Neurotic||Mobius Grith||The Atrium
2005-06-12, 12:08 PM #22
Quote:
Originally posted by halucid
...But you better let me beta, dammit. :D

Oh, I suppose I should let everyone know that it's already available at the Hub then - you can download it here.

Tell me what you think.
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-06-13, 1:45 AM #23
I played the Beta and just can say very well done:)
SpriteMod (JO 2003) Roger Wilco Skin

Snail racing: (500 posts per line) ---@%
2005-06-13, 5:05 AM #24
looks good enough to shag
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2005-06-19, 12:30 PM #25
Has anyone else played the BETA, and would care to give me a bug report? I'm working on a new version already with moving crates, but I'd like to know what else needs fixing before I release a new rendition.

Much obliged. :)
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-06-19, 2:14 PM #26
I've played it. I think it's too small. High quality, but tiny.
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2005-06-19, 2:49 PM #27
I looked at the level too. It looks pretty good. You've got
some great architecture going on here. I didn't find any
bugs really. I think the idea of the whole level being a
conveyor belt is cool but it lacked anything really super
interesting. Perhaps you might add a few passages that
lead to different parts of the conveyor. That would really
make it cool because you would have more of an element
of suprise for your opponent and if you're running away, there
would be more than one direction to go. It would just add
a lot to the multiplayer feel I think. I know it's still a WIP so
I shouldn't expect it to be perfect. It looks good. The crates
ought to add a bit to it as well.
If curiosity killed the cat then perhaps Curious George killed the cat.
But Cat's do have nine lives so who knows?
2005-06-19, 3:48 PM #28
Gameplay was fast-paced. If you ran the directions the conveyors pushed, you could run very fast laps around the level.

The STRifle was suicide; the mag-sealed wall concept worked awesomely.

I don't understand why you made the Thermal Detonators so hard to get; no one uses them, and putting them out of the way gives no incentive for them to be used. Thermals don't even get pushed by the conveyors so they weren't nearly as fun as dropping a line of Sequencer Charges.

The Sequencers got stuck at the base of a few up-sloped conveyors. Other than that, I've never played a level where Sequencers were so useful.

The Rail Detonator was well placed, you always had to hop down making where you'd be very predictable by your opponent. It wasn't easy, but setting mines for the Rail Detonator worked well.

The pit at the bottom was a serious pain in the butt. You'll need it to dispose of the crates once you add them, but I had a half dozen suicides from hitting my head while trying to jump it and falling.

The "shootable switch" wasn't functioning. I assume this will drop the force field that's holding up the Rail Ammo.

Force Jump users get too big of an advantage by being the only people able to get bacta tanks, shield recharges AND health packs. A possible solution to this would be to add a COG so that a person's shields and bacta tanks get added to their backpack so others can pick them up. What do you think?

Lighting was good as far as visibility was concerned; I can't say it was anything special besides though as I didn't take too close a look besides to make sure I could see.

Architecture was very good.

QM

↑ Up to the top!