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ForumsShowcase → Liquidated Assets
Liquidated Assets
2005-12-15, 4:17 PM #1
This is the start to a Single-Player level I will probably not finish, although I would like to if time permits. It's about Bossk, the Trandoshan Bounty Hunter, who goes to Ord Mantell in search of a crime lord who refused to pay up for a returned bounty. Bossk decides to get a "refund" and also "liquidate" his former asset.... whether or not that pun becomes literal in terms of gameplay, we'll have to see. :p

The singleplayer level takes place in a small City on Ord Mantell (well, small by Star Wars standards, but probably quite large for a JK level). The drug lord's headquarters are hidden somewhere in the city, but despite being hidden, he still has a powerful presence in the city, and has bribed the local Imperial officials. Because of this, not only will his thugs be out to get you, but also stormtroopers.

Any ideas or criticisms would be greatly liked. This level is still quite young in terms of design, so please speak up. Cookies to anyone who can figure out what MotS SP trilogy inspired me to attempt this level.

[http://jkhub.net/project/screens/project-179-yvtnaly9tp.jpg]

[http://jkhub.net/project/screens/project-179-y5Pojpv90V.jpg]

[http://jkhub.net/project/screens/project-179-xDLyzVEAbM.jpg]

[http://jkhub.net/project/screens/project-179-DDn7pcCNXm.jpg]

[http://jkhub.net/project/screens/project-179-aVR1JgBnYq.jpg]

[http://jkhub.net/project/screens/project-179-JbW9jqfcYf.jpg]
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-12-15, 4:29 PM #2
Might as well get it over with....

I see DFLT mat!!!!!!!!!11111111111111111oneoenone!1!
Author of the JK levels:
Sand Trap & Sand Trap (Night)

2005-12-15, 6:13 PM #3
i dont get why people make the archi and THEN texture it!

But to be fair I am a jk level noob,

I demand textures and DYNAMIC LIGHTING!
:D:D
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2005-12-16, 11:10 AM #4
Yeah, Daft, first texture it and THEN make the archi, you n00b.
Dreams of a dreamer from afar to a fardreamer.
2005-12-16, 11:17 AM #5
wow...i had forgotten what seeing WIP shots in all DFLT felt like.

keep it up dude. 's not too bad.
My girlfriend paid a lot of money for that tv; I want to watch ALL OF IT. - JM
2005-12-16, 11:25 AM #6
A single-player level with Bossk as the main character? I approve!
2005-12-16, 2:27 PM #7
Guys, I don't think you quite understand - the detail is NOWHERE near finished. I'd like people to specify some things they might like to see BEFORE i load the thing with gazillions of sectors. It's already about 650 sectors, and I'm probbably not even 1/6 of the way done. Please, lay out some "I'd like to see this and this." :)
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-12-16, 4:22 PM #8
It looks great so far Daft. I don't know why everyone complains about the dflt.mat textures. It's just part of making a level. If you complete it, it should be an awesome level. There aren't many impressive SP levels out there. It would be nice to get a really good one on massassi.

I'd like to see Bosk's ship. Do we know what ship he even flies? I can come up with a cool ship model if you'd like.

It might be cool to have a destroyable ship flying around over the hideout that has AI and will come and shoot you if you approach. I'm pretty sure you'd be able to get help with this. Maybe you could even get a modified version of that Tiefighter AI cog from that JKstarfighter mod and see if that will work.

What race(s) are the Crime Boss and his thugs? That could help spring some Ideas about how the hideout will be.
If curiosity killed the cat then perhaps Curious George killed the cat.
But Cat's do have nine lives so who knows?
2005-12-16, 9:09 PM #9
[QUOTE=jedi I]I don't know why everyone complains about the dflt.mat textures. It's just part of making a level.[/QUOTE]
My problem is it's hard to see things with dflt.mat.
I had a blog. It sucked.
2005-12-17, 1:12 AM #10
He flies the Hound's Tooth. A picture shouldn't be hard to find. I'm impressed with this start, Daft. Keep it up.
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2005-12-17, 1:14 AM #11
If it is a city then there has to be lots of people. maby some guards who shoot you if you start killing everybody. It would be cool to see some posters our something like that on the walls.

Mad Zak
2005-12-19, 5:06 PM #12
Hey, I'm back guys, sorry about that. He-Who-Must-Not-Be-Named hacked my account, so I was unable to log in for several days. Anyway, I have one last exam before Christmas break, but hopefully I'll get another update in after that. Any further ideas or comments are appreciated and welcome! :)

- Daft
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-12-19, 11:57 PM #13
[http://www.decipher.com/artshow/creatingreality/images/ht.jpg]

The Hound's Tooth - Bossk's ship

and:

Technical schematics

:D
ORJ / My Level: ORJ Temple Tournament I
2005-12-20, 6:22 AM #14
Oh, thanks JoS! I had remembered that was Bossk's ship btw, but I only know of one model of it so far, and that model wasn't too great. I may get another one to be made ( :em321: ) but I'll wait until this project gets a bit farther along before I start worrying about such trivialities.
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-12-21, 9:32 AM #15
This level is turning into a beast. It's already 7 MBs (and all of that's just the architecture), 1,300 sectors, and 10x that number of surfaces, which means texturing will be really fun.... :(

THe reason I'm making progress so fast is because the level is "symmetrical", I use that in the loose sense of the word. It's not boring symmetry, but it is easily copied and pasted multiple times and then re-adjoined. I expect I could get a lot of flack for making a symmetrical single player level, but I do have a few good reasons.

First of all (from an editor's perspective), it is SO much faster. I'd probably have lost interest by now had it not been. Secondly (from a gameplay perspective) the level is a city. It's more than likely that a city on Ord Mantell would be built in an organized and effective manner, and symetry is the easiest way to accomplish that.

I'm thinking the city will have 4 sectors (or quadrants), and each section will be textured differently so that the player won't get too confused by the symmetry. Also keep in mind, even if the archi is the same, the insides of the building and the names may be different. For example, one quadrant might have a building be a bar with a blue texture scheme, while its sister building in another quadrant might be a shopping plaza with a red color scheme.

I already have ideas for a very interactive environment in terms of civilians and local officials. Now that I think about it, this is kind of turning into a LoaM kinda level.... >_>
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-12-21, 9:34 AM #16
Here are some maps of the upper and lower levels:
Attachment: 9376/Upper Levels.jpg (67,457 bytes)
Attachment: 9377/Lower Levels.jpg (56,511 bytes)
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-12-21, 11:48 AM #17
Finally, after much pain and suffering, I present my first textured area ( with the added bonus of temporary lighting).

[http://www.jkhub.net/project/screens/project-179-bFSWDfKGAX.jpg]

[http://www.jkhub.net/project/screens/project-179-b8E6yUJ45u.jpg]

[http://www.jkhub.net/project/screens/project-179-2xDO1FV6Lj.jpg]
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-12-21, 12:23 PM #18
O.o What kind of city IS this?!
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2005-12-21, 12:35 PM #19
Makes my think of Anachronox for some reason.

Implement subjectional gravity! :D
APT 1, 2, 3/4, 5/6
TDT
DMDMD

http://veddertheshredder.com
2005-12-21, 12:37 PM #20
A grim, foreboding hive of scum and villainy. :)
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-12-21, 12:51 PM #21
I asked because in the in-game screenshots, I see no doors or any evidence of habitation.
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2005-12-21, 1:12 PM #22
That's because it's a starport, sorry for not explaining. The corridor connects the landing pad with the elevators to the urban level. Think of a train station - they're going to try and limit the number of doors to keep traffic flow moving.
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-12-21, 2:46 PM #23
OMg cool, where did you get your textures?
2005-12-21, 2:53 PM #24
Aw, I thought I was going to see liquid breasts :(

(nice level though :p)
Was cheated out of lions by happydud
Was cheated out of marriage by sugarless
2005-12-21, 3:18 PM #25
Originally posted by Jepman:
Aw, I thought I was going to see liquid breasts :(

(nice level though :p)

Hahahahahahahahahahahahaha :D

Jepman makes me laugh
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-12-21, 3:20 PM #26
[QUOTE=Xzero Phoenix]OMg cool, where did you get your textures?[/QUOTE]
I got them from here - http://www.planetquake.com/2thecore/textures.html

You can thank Echoman for posting that on the textures section of the Ja/JO Editing Forum.
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-12-21, 5:10 PM #27
The level design (from the map) looks like a MP level, not a SP level. Hopefully you design it right, otherwise it's going to be a lot of backtracking over parts of the level
2005-12-21, 5:19 PM #28
looks incredible, the textures made all the difference, though after seeing the JED preview i can see its amazing architecture as well.
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2005-12-29, 9:46 AM #29
Here are some updates. I couldn't be bothered to light them.

[http://www.jkhub.net/project/screens/project-179-zkNYLixBWE.jpg]

[http://www.jkhub.net/project/screens/project-179-4RwEfRsBYU.jpg]

[http://www.jkhub.net/project/screens/project-179-ZvZkYT6xop.jpg]
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-12-29, 10:08 AM #30
ooooohhhh sweet
2005-12-29, 10:20 AM #31
Purdy, and nothin more needs to be said.
Major projects working on:
SATNRT, JK Pistol Mod, Aliens TC, Firearms

Completed
Judgement Day (HLP), My level pack
2005-12-29, 3:11 PM #32
Originally posted by Descent_pilot:
Purdy, and nothin more needs to be said.


I concur, fair play to you my good man.
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2005-12-29, 3:19 PM #33
I think I've fallen asleep and woken up in KotOR
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2005-12-29, 4:24 PM #34
Originally posted by Lord_Grismath:
I think I've fallen asleep and woken up in KotOR

I had no idea that KotOR looked anything like this? :confused:
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-12-29, 5:36 PM #35
wait a sec, wtf what resolution is that???


5 billion by 4 million?

damn u all and your fancy computers
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2005-12-29, 7:42 PM #36
Originally posted by Ruthven:
wait a sec, wtf what resolution is that???


5 billion by 4 million?

damn u all and your fancy computers

1600x1200, and my compy is almost 7 years old. :p
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-12-29, 9:09 PM #37
I love how it's VERY machine like.. The architecture is great also... the only thing I DON'T like about it is the damn LEC light mat that you have to the stairs and door ways.. :( it seems very "starwars" ish... and that in itself makes it "cartoony"... just my opinion... if you want to put lights there, I would say try to find a different map.. that texture kinda kills the whole mood...

Ok, i'm done being a jerk :rolleyes:
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2005-12-30, 9:21 PM #38
Originally posted by Ruthven:
i dont get why people make the archi and THEN texture it!



That's right. I'm going to make a level where I texture everything first, and then build the Architexture. (Everytime I use this word, I think of "arux." Anyone else remember that?)
My Parkour blog
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2005-12-30, 11:11 PM #39
Originally posted by happydud:
That's right. I'm going to make a level where I texture everything first, and then build the Architexture. (Everytime I use this word, I think of "arux." Anyone else remember that?)


YES! COMEDY GOLD! hahahaha
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
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2005-12-30, 11:51 PM #40
Wouldn't you get lost? I assume there will be texturing differences?
SnailIracing:n(500tpostshpereline)pants
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