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Stockade
2005-06-27, 12:58 AM #1
With the resurgence of JK deathmatch as of late, I'm creating a small multiplayer map, in hopes that it will be added to the rotation on the JK dedicated server.


There's not much here now, but I am having fun with the lighter plugin. The level consists mainly of four garrison-type areas (mostly empty now, but I plan to add some stuff) located around a big central area, with multiple walkways and hallways connecting each hub, so there is more than one way in or out of each big area. The conc is in the middle of the map (approximately on top of the intersecting beams in the below pic) , but it is in plain sight for much of the map, so be careful when getting it!

Here's the central area:
Attachment: 5668/jshot002.jpg (28,972 bytes)
2005-06-27, 1:00 AM #2
Here's one of the four hubs:

I plan to add some more architecture over the next few days, although the level will stay fairly wide open- perfect for you conc-rifle fanatics. :p
Attachment: 5669/jshot001.jpg (27,455 bytes)
2005-06-27, 1:05 AM #3
Here's the center area: (more stuff to be added later)

I'm going to put the conc right in the middle of those intersecting beams.
Attachment: 5670/jshot003.jpg (32,647 bytes)
2005-06-27, 1:15 AM #4
I'd enlarge the sky texture to make the repeating pattern less noticable
visit my project

"I wonder to myself. Why? Simply why? Why why? Why do I ask why? Why do I need to find out why? Why do I have to ask why as a question? Why is why always used to find out why? Why is the answer to why always why? Why is there no final answer to why? Simply why not? Holy cow, this is pretty deep, meaningful **** I wrote. Glad I wrote it down. Oh man."
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [slog], Echoman
2005-06-27, 1:27 AM #5
Looks like he did for every picture but the last one. Looks nice. Bit bland.
America, home of the free gift with purchase.
2005-06-27, 3:18 AM #6
Nice shades, but please change textures on everything. And why does the sky look to be falling down?

Keep the good work up ;)!
Nope, I'm not french.
2005-06-27, 8:36 AM #7
Looks like he just used the sky texture and forgot to flag it as 'sky'
Author of the JK levels:
Sand Trap & Sand Trap (Night)

2005-06-27, 10:36 AM #8
The sky is flagged as 404. I might change the flag to 204.
2005-06-27, 10:45 AM #9
Yes, do enlarge the sky texture. Great work so far. :) The second shot reminds me of section of the "Into the Dark Palace" level from JK SP.
The man in black fled across the desert, and the Gunslinger followed...
2005-06-27, 11:47 AM #10
YAY! I'm glad to see that JK has reclaimed another veteran editor .... even if only for a short while! ;)

On a side note, I'd love to see your Hutt Palace level finished which you showcased a while back. It had great potential.
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-06-27, 12:43 PM #11
Here's some more:


I fixed the sky and I agree, it looks a lot better now.
Attachment: 5682/jshot007.jpg (46,150 bytes)
2005-06-27, 12:44 PM #12
I added some slanted beams to make it easy to get up on top of the roof of the 4 hubs. 3 out of the four hubs are finished, i should have this thing released by the end of the week. All of the areas inside the hubs are open to the sky, so it's easy to run around the roof and drop in.

Since this map is so wide open and accessable, there is no safe place for you to stop and rest for a minute. There are no doors, no evevators, or anything else to slow down gameplay.


You can't really camp in this map b/c you are exposed no matter where you go, so it is essential to keep moving since death can come from any direction.
Attachment: 5683/jshot008.jpg (46,014 bytes)
2005-06-27, 12:57 PM #13
Simple, yet good-looking. Are all 4 Hubs identical in terms of architecture?
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2005-06-27, 1:35 PM #14
Quote:
Originally posted by zagibu
Simple, yet good-looking. Are all 4 Hubs identical in terms of architecture?


no, each is different, and each has a different weapon in it.

(I thought about making them identical, but I decided that it would be too confusing)
2005-06-27, 2:57 PM #15
The map is pretty much finished at this point, I've been working on it for the past few hours.

I'm just getting ready to beta test the map. I'm going to set up a game soon and see if people want to play.
Attachment: 5686/jshot010.jpg (42,826 bytes)
2005-06-27, 4:00 PM #16
I noticed that the shadows (they are pretty good though, nicer than some more advanced games) go in different directions from the center of the map. It looks as if it is being lit from one point in the center of the map. If your trying to make it look like daylight, remember that the sun is much larger than a planet and very far away, so the light should all cast in essentially the same direction across the surface.
visit my project

"I wonder to myself. Why? Simply why? Why why? Why do I ask why? Why do I need to find out why? Why do I have to ask why as a question? Why is why always used to find out why? Why is the answer to why always why? Why is there no final answer to why? Simply why not? Holy cow, this is pretty deep, meaningful **** I wrote. Glad I wrote it down. Oh man."
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [slog], Echoman
2005-06-27, 5:21 PM #17
Or perhaps make a better sky MAT
I will make one... Because I wan't one for my levels, too...
just give me some time. I am going to eat dinner now... was halfway through.
"You're only supposed to blow the bloody doors off!" Anyone who recognizes this quote is awsome.
2005-06-27, 5:37 PM #18
*Please* use more interesting textures.
SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2005-06-27, 5:43 PM #19
More clutter!!
2005-06-27, 5:48 PM #20
Quote:
Originally posted by ProdigyOddigy
I noticed that the shadows (they are pretty good though, nicer than some more advanced games) go in different directions from the center of the map. It looks as if it is being lit from one point in the center of the map. If your trying to make it look like daylight, remember that the sun is much larger than a planet and very far away, so the light should all cast in essentially the same direction across the surface.



Thanks, I used the lighter plugin. I like the way that the lighter plugin handles the shadows from beams, overhangs, pillars, etc. (it's almost like brush engine lightmapping) so I wanted to emphasize that as much as possible. There are several lights in the big open area, b/c that's the only way I could illuminate it properly and still get the effect I wanted. (open the jkl up in jed and you will see what I mean) Besides, the lighting is about where it would realistically be for midday.



I plan to keep the textures the way they are b/c I want it to feel like JK level 6.
2005-06-27, 8:55 PM #21
Cool. Good idea to make it feel like JK level 6.

(I didn't know you still edited JK.)

:)
2005-06-29, 5:00 PM #22
I forgot how much I like that texture set. Great work!
"it is time to get a credit card to complete my financial independance" — Tibby, Aug. 2009
2005-06-29, 6:26 PM #23
Thanks for my FIRST SOTD!! :D

BTW, the map is completely finished and I have already submitted it, so it should be listed on Massassi within the next few days.
2005-06-30, 3:21 PM #24
somebody likes some nightfire :)
2005-06-30, 3:25 PM #25
I like the map. Not you.


You got SOTD. :(
2005-07-01, 3:35 PM #26
The gameplay potential is a visual treat!
Is the center X hole go down to a conc with a floor door?
May I suggest some armor on top of the hubs and readily avialable sequencers insteads of ramps? Then folks hafta mine-jump.

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