Massassi Forums Logo

This is the static archive of the Massassi Forums. The forums are closed indefinitely. Thanks for all the memories!

You can also download Super Old Archived Message Boards from when Massassi first started.

"View" counts are as of the day the forums were archived, and will no longer increase.

ForumsShowcase → Ogel's City !!!
1234567
Ogel's City !!!
2010-01-28, 10:28 AM #81
btw lovew the tiny t-16 on the table. that is a t-16 right?
THE GUNDAM PROJECT
2010-02-01, 12:04 AM #82
that t16 model is a stock mots 3do
2010-02-01, 2:24 PM #83
i know reid, just dont remember it being that small lol. then again never used it lol.
THE GUNDAM PROJECT
2010-02-01, 2:50 PM #84
It's just too bad no where near enough people play MOTS anymore to really play this.
Anyone want to chip in for a time machine rental so we can send this to early 1999?
2010-02-01, 3:41 PM #85
Just so everyone knows if i dont finnish it before summer starts, production of Ogel's city may STOP for 6 weeks due to a long camping trip.

If anyone wants to help me finnish it, Im in need of cogs and custom mats. so if anyone knows how to cog and has the time to help please let me know.

Im also looking for a round of beta testing. if anyone is avalible for beta testing please let me know.

More pics. soon. :)



Ogel45
"The quality of the levels you make is determined by the skill of the person not by the editor in which they use!"-Michael Kyle
Ogel's City
2010-02-01, 8:26 PM #86
i can cog, not the best, but i can

oh, and tibby, shut the **** up and quit it with the jk is dead bandwagon
2010-02-02, 5:35 AM #87
I'm afraid I don't get why everyone is so gung-ho about this level. While the level has shown definite improvement as the thread has progressed, even the later screens demonstrate medicre architecture, inconsistant lighting, and horrendous texturing. It might have potential to be a really fun level, but it is not up to par with the things that people have been able to do with JK in it's prime.

Now so I'm not the guy that just comes in here and bashes the level without offering constructive criticism, here's some suggestions.

1. Texturing
Pretty much all the textures in this level need to be reworked. Get some custom, higher rez textures and use them in a way that demonstrates consistancy. It's cool to have variety in the level, but themes are good for specific areas (for example, you've got a room with rough stone brick walls that looks all mideval but then right in the middle of that, you've got a high tech control panel of some sort. It doesn't fit. Some of your more recent screenshots are starting to show better consistancy, so that's good. Keep working on that. Next, and most importantly, use some transition textures. Alot of your textures cut off abruptly. If you show some kind of transition it will help alot with that (ie, door jambs, borders, etc. Lastly, repetiveness. Your level has lots of wide open spaces so we see alot of textures repeating over and over. Break this up in a couple ways. Use architectural detail to split these things up (ie throw in windows, pillars, beams, etc). And, cleave in (or whatever the JKEdit equivilant is) alternate, transitionary textures with maybe some cracks, or a slightly different brick pattern style, etc. If you can make some major improvements to the texturing, I honestly think it would improve your level 100 fold.

2. Architecture
Overall, not too bad, but use the advice I already touched on above. Rather than vast walls that stretch into the distance, break them up with pillars and whatnot. Overall I don't have a lot of advice here, cause architecture isn't too bad. But there's always room for a bit of improvement.

3. Lighting
This one's gonna be hard for me to make specific suggestions on, because I never really understood lighting myself (probably one of my greatest weaknesses and why I never managed to make anything that I thought was good). However, I still have a couple of suggestions. First, colored lighting is great, but it needs to be used consistantly just like your texturing. The specific colors you use and the amount/amounts should add to the overall ambiance of the room that's created mostly with the textures. Generally speaking, avoid using two different colored lights in the same area. I'm not saying this shouldn't be done at all, but make sure it fits the overall ambiance. Next, take advantage of shadows in your brightly lit areas especially to highlight architechture. And last, in order to make the smaller rooms stand out, use dimmer lighting. As far as how to accomplish all that with lighting, I'm afraid I can't be of much assistance, but I'm sure there are people here who can provide more info on the technique of lighting.

Anyway, there you go. I know this ended up being kind of long, but I hope you read it all, and I hope you find some helpful suggestions. I'll keep checking back and I hope to see your level continue to improve. Good luck.
If you choose not to decide, you still have made a choice.

Lassev: I guess there was something captivating in savagery, because I liked it.
2010-02-02, 11:46 AM #88
Fantastic post.
Magrucko Daines and the Crypt of Crola (2007)
Magrucko Daines and the Dark Youth (2010)
Magrucko Daines and the Vertical City (2016)
2010-02-06, 10:54 AM #89
thanks for the long post

I would like a cog where Players can pass through an adjoin but gun progectils (bullets) can't.
"The quality of the levels you make is determined by the skill of the person not by the editor in which they use!"-Michael Kyle
Ogel's City
2010-02-06, 12:42 PM #90
im pretty sure you can do that without a cog
2010-02-07, 2:58 AM #91
It's under adjoin flags, one of them is impassable to projectiles, or something similar
2010-02-07, 10:40 AM #92
Quote:

It's under adjoin flags, one of them is impassable to projectiles, or something similar


i though that made it compleatly impassable, Time to go try it out, thanks Reid and Stormtrooper
"The quality of the levels you make is determined by the skill of the person not by the editor in which they use!"-Michael Kyle
Ogel's City
2010-02-07, 11:53 AM #93
Originally posted by Sarn_Cadrill:
I'm afraid I don't get why everyone is so gung-ho about this level.


We are gung-ho about any level these days.
"it is time to get a credit card to complete my financial independance" — Tibby, Aug. 2009
2010-02-07, 2:49 PM #94
OK, so i tryed to get it to work but couldn't figure it out useing flags. If someone has allready achieved this could thay post the flag code (0x7 for example)

Thanks Ogel45
"The quality of the levels you make is determined by the skill of the person not by the editor in which they use!"-Michael Kyle
Ogel's City
2010-02-08, 7:24 PM #95
Wait, whose city is this?
2010-02-09, 9:31 PM #96
IT'S OGEL'S CITY
2010-02-14, 12:20 AM #97
Hey nice job on the level!

MotS is actually one of my all time favorites...

Send me a message and we'll play it.
When you hit the brakes your life is in your foot's hands.
2010-02-15, 6:22 AM #98
Im free all of today and plan on adding cogs and content. also would like to play some one today if possible. contact me on JKLauncher if you wish to test the level. (the link for jklauncher is http://www.jkhub.net/project/show.php?projid=47

thanks and have a good day,
Ogel45
"The quality of the levels you make is determined by the skill of the person not by the editor in which they use!"-Michael Kyle
Ogel's City
2010-02-15, 10:01 AM #99
Ogel I saw you on the #jk chat room looking for a mots game... I would have played but you signed off... feel free to hit me up as well, my name there is JKLE_Cougar... im EST time btw
(JKLE_Cougar) from JK MP Community
discord.me/jediknightdarkforces2
2010-02-17, 3:13 PM #100
I'm going to start a campaign to have Ogel's City be the featured level on the massassi homepage. I think seeing this newbie author for months now take leaps and bounds building his little city represents everything good about editing.
Magrucko Daines and the Crypt of Crola (2007)
Magrucko Daines and the Dark Youth (2010)
Magrucko Daines and the Vertical City (2016)
2010-02-17, 7:02 PM #101
Thank you for all your kind post, I realy hope i dont disappoint you guys.
"The quality of the levels you make is determined by the skill of the person not by the editor in which they use!"-Michael Kyle
Ogel's City
2010-02-18, 5:06 AM #102
Did you build this city on rock and roll?
>>untie shoes
2010-03-03, 8:34 PM #103
adding cogs takes a while. Anyone willing to Beta test saturday
"The quality of the levels you make is determined by the skill of the person not by the editor in which they use!"-Michael Kyle
Ogel's City
2010-03-04, 9:50 AM #104
Is that a yes to Antony's question? If so I might be available Saturday.
2010-03-06, 9:16 PM #105
Proggress is good. Assumeing i have no distractions i could have a beta at the end of spring break.

if there is anyone reading this that is good at makeing textures, and has the time to help, please let me know.

pics comming soon...
"The quality of the levels you make is determined by the skill of the person not by the editor in which they use!"-Michael Kyle
Ogel's City
2010-03-07, 9:54 AM #106
Im not to good at making textures, but I think I have slightly mastered the use of them. I have altered a few, but give these websites a try, I've already used my sources from these texture choices:

http://www.cgtextures.com/
http://www.grsites.com/archive/textures/

He who controls the spice controls the universe-
2010-03-07, 3:59 PM #107
nobody can help the dude out with some textures?
TAKES HINTS JUST FINE, STILL DOESN'T CARE
2010-03-07, 5:49 PM #108
More Pics...

[http://hphotos-snc3.fbcdn.net/hs424.snc3/24472_1145337533092_1817154789_276268_2911709_n.jpg]

[http://photos-f.ak.fbcdn.net/hphotos-ak-snc3/hs424.snc3/24472_1145337573093_1817154789_276269_5811937_n.jpg]

[http://photos-a.ak.fbcdn.net/hphotos-ak-snc3/hs424.snc3/24472_1145337653095_1817154789_276270_6410451_n.jpg]

[http://photos-g.ak.fbcdn.net/hphotos-ak-ash1/hs444.ash1/24472_1145337693096_1817154789_276271_1551514_n.jpg]

[http://photos-e.ak.fbcdn.net/hphotos-ak-snc3/hs424.snc3/24472_1145337733097_1817154789_276272_6226818_n.jpg]

[http://photos-c.ak.fbcdn.net/hphotos-ak-snc3/hs404.snc3/24472_1145337773098_1817154789_276273_2562532_n.jpg]

[http://hphotos-snc3.fbcdn.net/hs424.snc3/24472_1145337813099_1817154789_276274_2540735_n.jpg]

[http://hphotos-snc3.fbcdn.net/hs424.snc3/24472_1145337853100_1817154789_276275_1908630_n.jpg]

[http://photos-f.ak.fbcdn.net/hphotos-ak-snc3/hs424.snc3/24472_1145337893101_1817154789_276276_4264193_n.jpg]

A few of these areas are old "Boxy" rooms that i whent back and improved on.

As always feedback is welcomed.

Thanks
"The quality of the levels you make is determined by the skill of the person not by the editor in which they use!"-Michael Kyle
Ogel's City
2010-03-08, 9:11 AM #109
I'm honestly impressed with the variation and complexity, however I wonder why you do some of the things you do with textures. Why is there a blaster bolt on the wall?
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2010-03-08, 7:24 PM #110
This is making me miss MOTS. Well done. You're going from strength to strength. Now release it and make a JK SP level ;)
Magrucko Daines and the Crypt of Crola (2007)
Magrucko Daines and the Dark Youth (2010)
Magrucko Daines and the Vertical City (2016)
2010-03-09, 12:09 AM #111
really good ogel, you make me want to start making town levels, where you just express yourself :)
2010-03-09, 5:56 AM #112
Ogel, latest pics look a lot better. You could still benefit greatly from some 16 bit mats, of course, but I'm noticing a much more cohesive style in your texturing now compared to earlier screens.

Keep up the great work, and I hope you continue to improve.
If you choose not to decide, you still have made a choice.

Lassev: I guess there was something captivating in savagery, because I liked it.
2010-03-10, 11:07 PM #113
This is starting to look really good. I'm highly impressed with the fact that you've put the time in and really become quite good at this.
>>untie shoes
2010-03-14, 8:47 PM #114
I have started a topic in the cog fourm with some of the cogs i need.

here is the link...
http://forums.massassi.net/vb3/showthread.php?p=1070284#post1070284

Also if anyone wants to beta test this week, please let me know. Im out of scholl due to spring break and have more free time than nomal, espeshly monday.

Thanks
Ogel45
"The quality of the levels you make is determined by the skill of the person not by the editor in which they use!"-Michael Kyle
Ogel's City
2010-03-17, 8:10 AM #115
I would realy like to beta test the map today with someone, contact me on jklauncher if you can. (the link for jklauncher is http://www.jkhub.net/project/show.php?projid=47

thanks and have a good day,
Ogel45
"The quality of the levels you make is determined by the skill of the person not by the editor in which they use!"-Michael Kyle
Ogel's City
2010-03-18, 6:37 AM #116
My home internet crashed so I may not be able to post for a while
"The quality of the levels you make is determined by the skill of the person not by the editor in which they use!"-Michael Kyle
Ogel's City
2010-03-21, 6:08 PM #117
If some of you remember a while back (before this thread) I was asking about NPC's in JK Multiplayer. I havve tried extencivly to get the AIS cogs to work, Could someone help walk me through it?

Content updates on the Map.
1) Portal system is intact and staying, you will spawn in in a Staging area the choose where to Spawn into the map

2) Lighting and Sound have the forefront of my atention right now.

3) PUBLIC BETA SOON!:neckbeard: Planed release by the end of month.

Thanks
Ogel45
"The quality of the levels you make is determined by the skill of the person not by the editor in which they use!"-Michael Kyle
Ogel's City
2010-04-04, 7:38 PM #118
Sorry for not posting in a while. My main computer has losts internet and allmost all network functions, so i spend the past two days running diagnostics and replaceing parts and it still dosent work. If any one reeding this knows how to "Check the firewall setting for the HTTP port(80), HTTPS port(443) and FTP port(21). Any help would be appreciated.

Due to this and other set backs the Public BETA will be indeffinetly postponed BUT the release date is now set for 6-8-2010.

Also am wondering if a Beta Testing round is possible on 4-9-10 at 9:00 PM central time,

Thanks,
Ogel45
"The quality of the levels you make is determined by the skill of the person not by the editor in which they use!"-Michael Kyle
Ogel's City
2010-04-19, 8:54 AM #119
Hey Ogel,

I am willing to test with you, I am usually free on the weekends since I work and go to school full time (classes in the morning and I work 2nd shift)

Anyway the only problem is that my PC went down and I have no way of getting it back up until PNY will fix my GFX card. I do have a laptop with JK and MotS on it though. Best way to get in touch with me is to e-mail me or AIM me. e-mail is xMasterKatarnx@yahoo.com and AIM is xMasterKatarnx. Try me either late at night (after 10 or 11 Eastern) for AIM.
(JKLE_Cougar) from JK MP Community
discord.me/jediknightdarkforces2
2010-04-23, 3:29 PM #120
More Pics...


[http://sphotos.ak.fbcdn.net/hphotos-ak-ash1/hs494.ash1/26995_1175659411120_1817154789_332622_8350229_n.jpg]

[http://sphotos.ak.fbcdn.net/hphotos-ak-snc3/hs514.snc3/26995_1175659451121_1817154789_332623_4949876_n.jpg]

[http://hphotos-sjc1.fbcdn.net/hs514.snc3/26995_1175659491122_1817154789_332624_394006_n.jpg]

[http://sphotos.ak.fbcdn.net/hphotos-ak-snc3/hs514.snc3/26995_1175659531123_1817154789_332625_4380483_n.jpg]

[http://sphotos.ak.fbcdn.net/hphotos-ak-ash1/hs494.ash1/26995_1175659571124_1817154789_332626_4688862_n.jpg]

[http://sphotos.ak.fbcdn.net/hphotos-ak-ash1/hs494.ash1/26995_1175659611125_1817154789_332627_1568437_n.jpg]

[http://sphotos.ak.fbcdn.net/hphotos-ak-ash1/hs494.ash1/26995_1175659651126_1817154789_332628_6546549_n.jpg]

Hope you all like, trying to get a beta uploaded

Ogel45
"The quality of the levels you make is determined by the skill of the person not by the editor in which they use!"-Michael Kyle
Ogel's City
1234567

↑ Up to the top!