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ForumsShowcase → Nar, I mean, not forgotten...
Nar, I mean, not forgotten...
2006-06-10, 6:48 PM #1
Small update (actually, there's a lot of extra goodies in this area, which is why it took so long...but you'll have to explore those for yourself).
[http://i2.photobucket.com/albums/y22/CaptBewil/jkn19.jpg]
[http://i2.photobucket.com/albums/y22/CaptBewil/jkn20.jpg]
"The solution is simple."
2006-06-10, 7:42 PM #2
More more more!
2006-06-10, 7:56 PM #3
I still don't see any of this as an improvement :-/
The textures are nice, though.
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2006-06-11, 5:47 AM #4
I know some of those textures are new replacements... but I can't tell which due to the horrible jpeg compression and the overall darkness.
Wikissassi sucks.
2006-06-11, 9:15 AM #5
To me, a huge improvement for Nar would to be have the whole map actually look like a city, as it was meant to be. False door for shops and bars, tons of neon sings, ships constantly flying overhead, lots more NPCs walking around... but most important, have a few of the more noteable areas look as tho they could actually serve a purpose. Original JK Nar was really just a series of random corridors, usless rooms, and open areas that failed to achieve the urban Star Wars atmosphere they were shooting for.
We are the music makers... and we are the dreamers of dreams...
Neurotic||Mobius Grith||The Atrium
2006-06-11, 2:12 PM #6
Keep in mind though, Nar already isn't exactly the most beautiful city in the world, and they seem to be in the slums of Nar. It isn't going to be a bustling city, it seems to be the more industrial area of Nar. Of course I could be completely wrong also, which in that case, oh well :\

Overall though I think it looks pretty cool. I don't notice much change in the first screenshot, other than a few textures and darker lighting (maybe post a comparison shot?) But the second shot looks great, I especially like the windows and light coming from them on the left.
Author of the JK levels:
Sand Trap & Sand Trap (Night)

2006-06-11, 5:55 PM #7
Fine. Then it should look like an industrial district of an urban Star Wars environment... which LEC's Nar never has. A few conveyor belts here and a stack of crates there doesn't cut it. And yes, I never meant to imply that it shouldn't be a slum. The lower-most structures of the the Vertical City are the slums of Nar Shaddaa... but everything I suggested still applies. It would still be populated by workers and civilians... it would still have signs... residential housing... flying ships... All this can be done quite easily without expanding the original Nar layout. Just add false doors, various sign textures, detail 3dos and extra NPCs. No excess archi would be necessary to achieve the level of atmosphere this map diserves.
We are the music makers... and we are the dreamers of dreams...
Neurotic||Mobius Grith||The Atrium
2006-06-11, 8:38 PM #8
how many people remember sine's(i think it was sine's) nar(for outcast?) mmmm...... too bad about the hard drive though....

the shots look nice, but i'm having trouble recognising the area. is it that bit right after you kill your first rodian?
My girlfriend paid a lot of money for that tv; I want to watch ALL OF IT. - JM
2006-06-11, 8:49 PM #9
R.I.P.
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2006-06-11, 11:15 PM #10
I'm not sure what I'm seeing in that second pic.
SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2006-06-12, 8:36 AM #11
That's that area that was suspended in space in the original level, with the force field you had to deactivate. See that ledge? The rest of that shot seems to be pretty stuff that makes you feel that you're in a real city.
DO NOT WANT.
2006-06-12, 12:58 PM #12
It's a continuation from my last thread. The first bridge was suppose to be open so that you see the city. Instead, LEC had to closed off...which made no sense (other then to save framerate I guess). The first shot is the area between the two bridges. I mostly just added a hanging light. Before, there was no light source...even though it was fully lit in the LEC version. In the second shot, I'm on the ledge below/beside the bridge. Previously, this served no purpose but to give access to some hidden ammo. I made this more functional by adding grates to each end which cover electrical areas. The primary purpose of this bridge seems to basically just be an easy way to cross through this building on your way to other buildings. To make this more obvious, I added windows and opened up the space above the bridge. Now, if you look up, you'll see a similar bridge/hallway a little ways up on the other side. If you look higher, you'll see a spinning fan with backlighting. If you look even higher, you'll see another bridge (going accross the gap), and beyond that is a window at the roof (in a later version of the level, you'll be able to access the building from the room and thus be able shatter the window to let yourself in).

Just beyond this second bridge is the curvey graffiti walls with a rodian around the corner. The area just beyond that is what I'm currently working on. It'll also be more open then before. Allowing to look out further and see more buildings.
"The solution is simple."
2006-06-12, 1:13 PM #13
Oh snap! My bad! I thought this was meant to be the multiplayer level 'Nar Shaddaa Loading Platform' or something. Oh well. It looks even better now that I know what it is. :P
DO NOT WANT.
2006-06-14, 6:48 AM #14
YES! You're still working on it! :D

I can't wait to walk around in this.

Its hard for me to say something about the screenshots. My monitor is dark, I guess. It's already at max brightness and I hardly see anything.

Keep going! ;)

My favourite part is the second level, where you need to go into this big cargo-ship that's being loaded. (And then up and out again)
ORJ / My Level: ORJ Temple Tournament I
2006-06-14, 12:50 PM #15
I'm on an LCD and I can't see a damn thing in the second shot either. Well, nothing except jpeg blur.
Wikissassi sucks.

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