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ForumsShowcase → Pyramids of Egypt Final Beta
Pyramids of Egypt Final Beta
2005-09-10, 3:23 PM #1
I have finnally managed to finish all the little details on this project and it is ready for beta testing. Post back and tell me what you guys think.

Download the level Here.

Here is the thread with all the screens of the level for anyone who isn't familiar with this project or if you just want to look at them again.

Some more pics (I think they are all in the thread but not all in the thread are here). Just more consolidated here.
If curiosity killed the cat then perhaps Curious George killed the cat.
But Cat's do have nine lives so who knows?
2005-09-11, 4:17 AM #2
It's pretty cool. Definately unique. The main problem though is that it's too large and empty. I still can't find any reason to walk the sides of the pyramid.
I like all the little traps and secrets. They add a certain "Jawa Dwelling" nostalgia.
All in all I think it's a pretty decent effort, and it really got better since the first beta, but it still focuses more on visuals/fx than on gameplay.
Note that this is just my impression of running around in the level for 15 minutes (alone).
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2005-09-11, 8:35 AM #3
Originally posted by zagibu:
It's pretty cool. Definately unique. The main problem though is that it's too large and empty. I still can't find any reason to walk the sides of the pyramid.
I like all the little traps and secrets. They add a certain "Jawa Dwelling" nostalgia.
All in all I think it's a pretty decent effort, and it really got better since the first beta, but it still focuses more on visuals/fx than on gameplay.
Note that this is just my impression of running around in the level for 15 minutes (alone).


I've been worried about it being to large. I don't know how I can fix that though. It should be pretty neat with a good amount of people. I guess you would just need to have a huge game to really make it good multiplayerwise (like 16-32 players or so). I am not too worried about fighting on the sides of the pyramids. I put the spawn points and a few powerups there to make it more possible but I don't really care anymore. One other downfall of this level is that you have to have force jump and speed or you can't get to some areas of the level. I would never start a game where you couldn't use the force though so who cares. I always feel hadicapped without it.
If curiosity killed the cat then perhaps Curious George killed the cat.
But Cat's do have nine lives so who knows?
2005-09-11, 9:08 AM #4
[QUOTE=jedi I]I always feel hadicapped without it.[/QUOTE]Hehe, thus speaks a true Jedi.
Anyway, about your level: you should consider putting it on the back burner and starting work on other things. Remember, art is never finished, just abandoned. Don't get me wrong, it's worth of a release. But you might regret it in a few weeks when you have a thousand more ideas about how to improve it further. You know, the good thing about JK is that there is no time pressure from the community (some projects make an exception here, but they are few). Massassians are used to wait a long time for good things.
It's a common problem in the hobby-scene that motivation just lasts so long. A good way to counter that problem is to work on several projects in a shift-rotational pattern. The trick is to keep the "shifts" pretty long, so that you forget all the little details of the last project's shift (make sure to note them somewhere...), giving you the chance to rejudge your work from a more objective standpoint.
Now that might not have made any sense at all. I've always had trouble explaining difficult things in English.
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2005-09-11, 1:10 PM #5
Originally posted by zagibu:
It's a common problem in the hobby-scene that motivation just lasts so long. A good way to counter that problem is to work on several projects in a shift-rotational pattern. The trick is to keep the "shifts" pretty long, so that you forget all the little details of the last project's shift (make sure to note them somewhere...), giving you the chance to rejudge your work from a more objective standpoint.
Now that might not have made any sense at all. I've always had trouble explaining difficult things in English.


I already do this but not to the extent where I forget the details of my projects. I don't know If I even could submit the project on massassi right now. Daft mentioned something to me about there being no files accepted at the moment or something so I don't know. I will wait before making a version final. I am a bit burned out on this project though. Originally I had no intent to turn it into a level. It would have just been a historical replica of sorts. Then I decided that it could be really cool as a level so I made it into one. Since the beggining of the summer this project has been my main focus and I've only worked on a few other projects. I think I'm ready to be done with this. I know of many fixable problems in the level but don't quite have the (desire, heart, will, etc.) to correct them. I am content with this for now but you never know if that might change.
If curiosity killed the cat then perhaps Curious George killed the cat.
But Cat's do have nine lives so who knows?
2005-09-11, 1:57 PM #6
I've un56k-ed your post.

This is the experence I had playing the map. It looks great, love the catapult. :o I know it's still in beta but right now it's hardly playable. Here's where I had trouble:

The one where I'm dead, I was on the side with the slant to it, I jumped and when I landed I fell through and died...

[http://www.sporkaudio.com/giza1.jpg]
[http://www.sporkaudio.com/giza2.jpg]
[http://www.sporkaudio.com/giza3.jpg]
[http://www.sporkaudio.com/giza4.jpg]
[http://www.sporkaudio.com/giza5.jpg]
[http://www.sporkaudio.com/giza6.jpg]
gbk is 50 probably

MB IS FAT
2005-09-11, 2:03 PM #7
I had all those bugs too when I played the map as well. However, I had just thought it was my Catalyst Drivers hating JK..
Author of the JK levels:
Sand Trap & Sand Trap (Night)

2005-09-11, 4:02 PM #8
You guys did install the adjoin limit remover patch right? That looks like the adjoin problem.
His map requires you to patch your JK to remove the limits. I'll get the link in a minute
[edit] here it is http://www.jkhub.net/download/index.php?dlid=53 [/edit]
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
2005-09-11, 8:54 PM #9
The problem is the ajoin limit. The other one where you hit into one of the corners of the pyramid's steps and fall off like there was no floor is just something to do with the computer you run it on. It does that to me on my crappy p 266 mhz computer but on my good computer it hasn't ever done that. If you install the ajoin limit patch then it will fix all the weird HOMing (flashing screen thing) and should be much more playable. I will put a warning to download the ajoin limit remover patch when I submit it.
If curiosity killed the cat then perhaps Curious George killed the cat.
But Cat's do have nine lives so who knows?
2005-09-11, 11:38 PM #10
It does that no floor thing to me too, and there's really just an unacceptable amount of HOM. Have you considered using a 3do in place of archi for the majority of the exterior?

I have the adjoin limit removed already.
Attachment: 7195/JSHOT042.jpg (25,780 bytes)
"Well ain't that a merry jelly." - FastGamerr

"You can actually see the waves of me not caring in the air." - fishstickz
2005-09-12, 12:00 AM #11
Please post your hardware specs. I did not notice any HOM at all in the map.

AMD Athlon 64 3200+
1024 MB DDR400
nVidia Geforce 6800 GT
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2005-09-12, 12:28 AM #12
I have the patch installed.

AMD Athlon 64 3000+
1024MB DDR400
GeForce 6600GT AGP
Forceware 77.77 Drivers
gbk is 50 probably

MB IS FAT
2005-09-12, 2:46 AM #13
P4 2.6gHz
256mb RAM
GeForceFX 5200 128mb

Yeah, she's a lightweight.
"Well ain't that a merry jelly." - FastGamerr

"You can actually see the waves of me not caring in the air." - fishstickz
2005-09-12, 3:19 AM #14
Strange...are there perhaps several versions of the patch floating around?
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2005-09-12, 6:18 AM #15
As far as I know, the final version of the patch is on JKhub. I think that's the only version available there.
Who made you God to say "I'll take your life from you"?
2005-09-12, 2:09 PM #16
It's strange that all this HOMing is happening. I've never had any trouble after installing the patch and my computer is all but worthless.

p 266 mhz
2mb grapics card
90 mb ram

There isn't any acutal errors in the level architecture that would cause the HOMing because I've tested the level for hours and hours and I haven't had problems. There are however a ton of ajoins and if you hit somewhere where 3 ajacent and ajoined sectors meet it makes you fall through like the flags are wrong or the ajoins are wrong. I think it is just a bug in the engine that limits how moving objects can hit ajoins. I don't know what the problem is but I'm afraid redoing that pyramid to be a 3do would be like starting over and it would be incredibly annoying to retexture and then make it fit back into the level. Not only that, my lighting would be obliterated. In other words, it is out of the question to redo the pyramid as a 3do. I am confused to why this won't work on your computers. Sorry guys.
If curiosity killed the cat then perhaps Curious George killed the cat.
But Cat's do have nine lives so who knows?
2005-09-12, 8:15 PM #17
There is a chance that you didn't install the patch right. You did use the JK patch for thinglimit and adjoin limit right? Try installing the patch again maybe? I can't think of anything else.
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"

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