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ForumsShowcase → Ryham's First Released Level coming soon!
12
Ryham's First Released Level coming soon!
2006-02-03, 8:38 PM #1
Hi! Ryham here! I'm working on a new project:

[http://img140.imageshack.us/img140/2638/ss31zl.jpg]

[http://img393.imageshack.us/img393/5952/ss41cr.jpg]

[http://img19.imageshack.us/img19/8152/ss21ma.jpg]

You get the idea. It is a re-enactment of DDay, only it's Jedi Knight. I request your opinions - is this project on the right track?
"You cannot turn me off!"

-Ryham
2006-02-03, 10:36 PM #2
So whitch one are you? Slug? Ruther? Some other dude?
Daft again?

But still REALESE WITH AI AND MASSIVE BATTLE NOW DAMMIT
i demand it!
[Make it like battle[front]feild
2006-02-03, 11:20 PM #3
Awesome. :D
-Hell Raiser
2006-02-04, 2:10 AM #4
It looks awesome! Care to enlighten us more? Will there be alot of NPCs? No thing-limit patch?
SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2006-02-04, 7:09 AM #5
What are the black lines in the ground? I thought at first they were maybe roads, but you have a dirt road already, so I ruled that out...

Other than that, it looks very cool, but don't make the ground flat, make it hilly and such :)
Author of the JK levels:
Sand Trap & Sand Trap (Night)

2006-02-04, 7:22 AM #6
Since the black lines are actually dark blue, I suppose it's water.
2006-02-04, 7:28 AM #7
Yeah, the black lines are rivers. I'm still considering making changes to the terain, maybe more roads or little houses in the distance.

Yes, there will be NPCs, quite a bit in fact. You will basically be dropping from 2000 feet to capture a base on the green planet of Taurinoa.

And by the way, I found out this cool formula for converting JKU to FEET:

1 foot = 0.028 JKU
"You cannot turn me off!"

-Ryham
2006-02-04, 9:18 AM #8
And another thing, there is one thing that the level needs desperately - TREES!
I need decent tree models. I looked at the 3do's that some people posted, but none of them satisfy my needs - they just look cartoonish.

So if any of ya'll know how to model good, see if you can make a good tree model.

Thanks! :)
"You cannot turn me off!"

-Ryham
2006-02-04, 10:42 AM #9
I know Friend14 and I *think* Spiral (if not him it was someone else, but they posted it not too many months ago) made really good tree models. Try contacting them for their 3dos.
Author of the JK levels:
Sand Trap & Sand Trap (Night)

2006-02-04, 12:43 PM #10
Originally posted by Dark__Knight:
I know Friend14 and I *think* Spiral (if not him it was someone else, but they posted it not too many months ago) made really good tree models. Try contacting them for their 3dos.

That other guy would be Ruthven! :)
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2006-02-04, 3:14 PM #11
A beach! I demand a beach!
Seishun da!
2006-02-04, 3:35 PM #12
Do you see turbolaser batteries on the ground, and do some of the transports get shot down by them? It looks good, but maybe add a little more detail to the terrain.
I had a blog. It sucked.
2006-02-05, 4:15 AM #13
cool, reminds me of the first level of MoH:AA Spearhead
2006-02-05, 7:52 AM #14
Originally posted by sum1givusaname:
cool, reminds me of the first level of MoH:AA Spearhead

Oh yeah, I'd forgotten about that. That was probably the best level in the whole game. It would be great to see a similar premise like it in other games, although I don't quite know if it will turn out that well in JK. If this level is going to work, it will need a lot more detail.
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2006-02-05, 12:28 PM #15
Looks like Nam.

Don't let all these parallels people are drawing limit your creativity, though! Don't just make this D-day... IN SPAAACE, add some originality.
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2006-02-05, 3:45 PM #16
anyone else notice 2 soldiers are making fun of the guy opposite?

He looks real sad :(
Attachment: 10224/bullies.JPG (41,687 bytes)
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2006-02-05, 6:37 PM #17
hahaha
Author of the JK levels:
Sand Trap & Sand Trap (Night)

2006-02-05, 7:52 PM #18
Actually, its not just DDay. The rebels are flying from another planet to invade this planet. And here's the update shot, just so you won't pout.

[http://img147.imageshack.us/img147/4687/ss113fj.jpg]

[http://img141.imageshack.us/img141/3698/ss128xm.jpg]

[http://img141.imageshack.us/img141/7583/ss133cx.jpg]

I'm still looking for tree models, so I'm open to sumbitions.

P.S. I hope you've all enjoyed the Superbowl! :D
"You cannot turn me off!"

-Ryham
2006-02-05, 8:31 PM #19
I don't think the rebels should have parachutes, considering they're flying in hovercraft spaceships. Give them jetpacks or something instead.

Other than that, it looks fun :p
Author of the JK levels:
Sand Trap & Sand Trap (Night)

2006-02-05, 8:41 PM #20
Originally posted by Dark__Knight:
I don't think the rebels should have parachutes, considering they're flying in hovercraft spaceships. Give them jetpacks or something instead.

Comeon, these could be low-budget rebels!
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2006-02-05, 8:52 PM #21
are those speakers?
[01:52] <~Nikumubeki> Because it's MBEGGAR BEGS LIKE A BEGONI.
2006-02-05, 10:36 PM #22
Imperial Techno Dance Party!
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2006-02-05, 11:34 PM #23
Why would you want jetpacks if you're falling? Not very cost-effective, are we?
2006-02-06, 12:36 AM #24
Originally posted by MBeggar:
are those speakers?


Exactly the same thing I thought :p
$do || ! $do ; try
try: command not found
Ye Olde Galactic Empire Mission Editor (X-wing, TIE, XvT/BoP, XWA)
2006-02-06, 4:26 AM #25
Originally posted by -Monoxide-:
Why would you want jetpacks if you're falling? Not very cost-effective, are we?


Well typical Republic invasion methods would probably be LANDING the troop transports, with fighters providing cover.

2006-02-06, 6:37 AM #26
In addition, traditional thermodynamics don't apply in the Star Wars Universe.
2006-02-06, 1:08 PM #27
The reason why the rebels have parachutes is because:

a) The battle plan was rushed - the rebels had to eliminate this threat before it got worse.

b) The rebels were low on supplies and had to stick to primitive measures.

c) An outer shield and heavy AA guns (which i'm still working on) defend the base and so ships could not land to drop off the troops.
"You cannot turn me off!"

-Ryham
2006-02-06, 1:41 PM #28
You'll want to make sure the player understands that, then.

It would also do you good to have futuristic parachutes...something like the parachute in the MDK games or something. Maybe use force fields or something. Just an idea.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2006-02-06, 2:46 PM #29
Here's a diagram of how the parachute works. The incoming air resistance flows into the turbine, which turns a generator, which activates an electric powered valve, letting compressed air deploy the parachute.

[http://img151.imageshack.us/img151/6500/diagram9fm.jpg]
"You cannot turn me off!"

-Ryham
2006-02-06, 3:11 PM #30
What the heck....is there a reason that parachute is so complex? I mean....they kind of work pretty well as is WITHOUT any mechanical stuff.

A futuristic parachute doesn't mean a parachute that has useless parts.
Warhead[97]
2006-02-06, 3:32 PM #31
I think it means the chute deploys when the rebel jumps out of the Xenu DC-8 spaceplane cruiser.
2006-02-06, 4:06 PM #32
Well, yeah, but there is a much simpler way to accomplish that. Even in a futuristic setting it's kind of silly to have such a complicated method of parachute deployment (especially since they are doing it on short notice in the first place)...when the same thing can be accomplished with a rope and a hook or a zipper.
Warhead[97]
2006-02-06, 4:17 PM #33
Yeah, I'll probably have the player pull a cord. There's no need for over complication.
"You cannot turn me off!"

-Ryham
2006-02-06, 5:47 PM #34
IMO you should pull back and look at the big picture.

a) Noone is foolish enough to go to battle without being sure they have at least a remote chance at winning and a good plan.

b) Parachutes would be suicide. The imperials would laugh, and then use heat sensors or some other targetting system and zap every individual troop out of the sky.

c) If a shield is protecting the target the rebels would land OUTSIDE the shield. :p Or try and get a spy inside, and have him shut it down.

To put it simply, a civilization with technology far beyond 21st century us is not going to resort to 20th century technology. :x I mean your level idea is cool and all, but it doesn't fit Star Wars. If you want to do D-Day then do D-Day 20th century. If you want to do D-Day Star Wars style, then you actually have to do it Star Wars style or else it's not believable.

2006-02-06, 6:20 PM #35
No where near enough things in your level. Add MUCH MUCH MUUCH more detail. Like trees, which I know you're looking for.
I had a blog. It sucked.
2006-02-06, 6:27 PM #36
I'm with MZZT on this. If you've ever played Knights of the Old Republic and listened to Canderous's stories, he'd have told you about how the Mandalorians dropped in from orbit using some kind of war droid (Basilisk?). Do something similar. Parachutes are lame. Jetpacks are somewhat lame. Work of that Mandalorian thing. Perhaps a one time use armored glider designed to penetrate shields into enemy territory. This means it would be moving really, really fast, and come to a halt with a magnificant crash. You can say they have strong, one time use deflector shields to withstand impact (i.e. they charge up while you're falling and activate before the hit). If you script this even (even partially) you could have a really cool impact scene where the player's pod crashes into the ground, leaving a nice trail of rubble. Maybe some dead imperial soldiers.

Just an idea. But definitely move away from the parachutes. Everyone's already sick of WWII shooters, let alone a WWII-era technology in STAR WARS. I still say something like the Basilisks since they're fast, dramatic and fun. And you can have glowing trails behind them as they burn through the atmosphere from the speed. And chunks of glowing metal falling off or something.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2006-02-06, 7:09 PM #37
[QUOTE=The Mega-ZZTer]

If a shield is protecting the target the rebels would land OUTSIDE the shield. :p Or try and get a spy inside, and have him shut it down[/QUOTE]

I actually considered that, but since all of the levels involve the player fighting by himself, I wanted a decent change.
"You cannot turn me off!"

-Ryham
2006-02-06, 8:19 PM #38
I would say that the closest thing in Star Wars would be what we see in AotC with the troops landing in attack gunships...

But if you're intent on using the whole paratrooper-esque technique, you could conceivably have the troops use some sort of repulsorlift pack that slows their descent. I don't think it would make sense to go with an orbital drop, though. If the anti-air cannons are good enough to cause problems for the dropships, they'd be good enough to shred apart any sort of orbital drop, unless the soldiers were able to fly in on something akin to the basilisk droids Emon mentioned, but even then, ground defenses would take a significant chunk out of the rebel forces, and from what you've described, it doesn't sound like the rebels could afford to spend that much on that many vehicles that will probably be shot down anyway (nor does it sound like they'd have the time to pull enough of those together, if this is a rushed attack). The Mandalorians did it because they were crazy and suicidal; I don't think it would make much sense for the rebels to emulate the same tactic.

In the end, though, dropping via parachute isn't too crazy for star wars. After all, slughtrowers are still popular weapons, and a lot of cultures still use unpowered swords and the like. I think it's important to keep in mind that star wars isn't so much a futuristic sci-fi universe as much as it is a fantasy setting with technology.

Ultimately, though, what I think would be cool, would be something akin to AotC (like I mentioned above), with several dropships speeding past the Imperial defenses and landing the troops inside enemy territory. Or even have the dropships stay in flight, stopping long enough for the infantry to rapell down to the ground before flying off. I'm thinking like the intro sequence for HL: OpFor, 'cept... with ships and blasters.

But again, if the whole paratrooper idea is something you really want to keep, there are a lot of ways you could work it out and have it still fit with the Star Wars feel.
Moo.
2006-02-06, 8:44 PM #39
You could have the level come in two parts... One as a spy who gets in and deactivates the shield, using stealth and stuff (NOT going rambo and killing every imperial in the base before the main force gets there), and then a second part as a soldier dropping in, THEN comes the action part where you all kill the imperials inside. That would be uber.
DO NOT WANT.
2006-02-07, 2:11 PM #40
I like the idea of repulsor lifts. Flying around with jetpacks - no way. Landing on the ground - hopefully not. I don't want to have to tear down all of the work I've done already. I spent almost a month creating a way to create the image of a gigantic field and at the same time, save space. This sort of thing has never been done before in JK and I hope to keep it that way. :p
"You cannot turn me off!"

-Ryham
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