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ForumsShowcase → Ogel's City !!!
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Ogel's City !!!
2010-11-18, 6:54 AM #201
Congratulations! Me too.
[01:52] <~Nikumubeki> Because it's MBEGGAR BEGS LIKE A BEGONI.
2010-11-23, 11:18 AM #202
That's awesome, Ogel! Well done.
2010-11-24, 8:57 AM #203
[http://sphotos.ak.fbcdn.net/hphotos-ak-ash2/hs563.ash2/148586_1353563338607_1817154789_677355_4824731_n.jpg]


Im getting better at lighting.

AND

[http://sphotos.ak.fbcdn.net/hphotos-ak-ash2/hs562.ash2/148476_1353563458610_1817154789_677356_8101903_n.jpg]
"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
2010-11-24, 1:05 PM #204
Originally posted by Ogel45:
This is slightly off topic but....


I'm an Eagle Scout.


lol, thats awesome! congrats. i know that takes some serious time and dedication.
Welcome to the douchebag club. We'd give you some cookies, but some douche ate all of them. -Rob
2010-11-26, 3:37 PM #205
Job well Done Ogel! That does take alot of time and dedication!
He who controls the spice controls the universe-
2010-11-27, 6:53 PM #206
So I was going to make another trailer for this thanksgiving but then i ran out of time. So instead of giving you all pictures like i normally would im going to let you all test Ogel's City itself. Here's the catch, when you all find a bug (minus a texture being unproperly stiched or a lighing error, im still getting to those) please post a screen shot and a short description of the bug so i can fix it. Other than that have fun and enjoy the city. Here is the link...

http://cid-6865401c1509a908.skydrive.live.com/redir.aspx?resid=6865401C1509A908!146

The link should be stable now
"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
2010-12-03, 5:43 PM #207
It's taken longer than both my episodic adventures took to make combined, but it's finally here!

I'll give it a play if I have time tomorrow mate :)
Magrucko Daines and the Crypt of Crola (2007)
Magrucko Daines and the Dark Youth (2010)
Magrucko Daines and the Vertical City (2016)
2010-12-03, 10:40 PM #208
Holy crap. This map is huge. I played for over an hour and still hardly scratched the surface on what everything does.

Props on the hidden Rancor, scared the hell out of me. can it be killed?
My blawgh.
2010-12-04, 6:58 PM #209
You should still make a video!
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2010-12-04, 7:41 PM #210
Quote:
You should still make a video!

I still plan on it but when is the question. Probibly Christmas break will be the next time i will have the time to.


Quote:
Props on the hidden Rancor, scared the hell out of me. can it be killed?

Thanks, I knew that i wanted that in there from day 1, and yes it can.
"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
2010-12-07, 4:54 AM #211
I just played it for about 15mins. Never even found the rancor. This map is huge. The architexture in corridoors (nice diagonal beams etc...) is sometimes really nice, and then other times it's boxey as ever. I think you can tell in what order you made the level on how the architexture improves.

The flying ships should have engine sounds!

You've probably set a record for the amount of different 3dos used in a game. Expect to see everything from cloud city gantry to the kitchen sink.

I think if this was released in 2000 - 2002 you'd be a god on the zone. Ogel would have been famous.

Now go make a jedi knight single player level! :)
Magrucko Daines and the Crypt of Crola (2007)
Magrucko Daines and the Dark Youth (2010)
Magrucko Daines and the Vertical City (2016)
2010-12-07, 8:56 AM #212
That's looking pretty sweet.
2010-12-07, 9:23 AM #213
Originally posted by Goit:
I just played it for about 15mins. Never even found the rancor. This map is huge. The architexture in corridoors (nice diagonal beams etc...) is sometimes really nice, and then other times it's boxey as ever. I think you can tell in what order you made the level on how the architexture improves.

The flying ships should have engine sounds!

You've probably set a record for the amount of different 3dos used in a game. Expect to see everything from cloud city gantry to the kitchen sink.

I think if this was released in 2000 - 2002 you'd be a god on the zone. Ogel would have been famous.

Now go make a jedi knight single player level! :)


Architecture.
TAKES HINTS JUST FINE, STILL DOESN'T CARE
2010-12-07, 11:22 AM #214
I feel ashamed. Architect. Architect. Architect...

I'll repeat it until I find the rancor in Ogel's city... and that may be a few hours.
Magrucko Daines and the Crypt of Crola (2007)
Magrucko Daines and the Dark Youth (2010)
Magrucko Daines and the Vertical City (2016)
2010-12-07, 6:52 PM #215
nobodys commentented on the portal room?
"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
2010-12-07, 8:45 PM #216
Originally posted by Ogel45:
nobodys commentented on the portal room?


It was pretty cool when I spawned there, though I wasn't able to find a way back after I used any of the portals, because of the confusing vastness of the map. The first portal I tried didn't work.
[http://i753.photobucket.com/albums/xx174/BillyDeeGlover/SHOT0006.jpg]
This one.
I took a few more screenshots of other bugs I ran into. I'll pm you with the details later.

Also, seems like there could be more random objects in the buildings, make them look more lived in. I liked finding the storm trooper rifle by some storm trooper armor. You're on the right track for sure.

Also the frequency of ammo and weapons is scarce.

Other than that, and the few bugs, it's looking really awesome.
My blawgh.
2010-12-12, 1:07 PM #217
Quote:
though I wasn't able to find a way back after I used any of the portals


I purposly made it so that you couldn't get back to the portal room unless you died. I felt that it would make a good player that knew the map and the location of every portal invinceble (in the scense that the would allways have whatever wepon/power-up the wanted).

Quote:
Also the frequency of ammo and weapons is scarce.


Im working on adding more, i realy am trying to avoid the patch so everyone can play it.

Quote:
I'll repeat it until I find the rancor in Ogel's city


go in to the pit, go down the scarry dark hallway and take a left,
"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
2010-12-19, 9:51 PM #218
Ogel, do you still use JKEdit exclusively like when you started out?
Looks like we're not going down after all, so nevermind.
2010-12-20, 2:53 PM #219
Quote:
Ogel, do you still use JKEdit exclusively like when you started out?


yes
"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
2010-12-25, 6:44 AM #220
Merry Christmas !!! :)
"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
2010-12-25, 10:45 PM #221
Merry Christmas, Ogel!
2011-01-06, 8:00 PM #222
Ogel's City is lighting up. All im going to say is colorfull. Ill share pics tomorow....
"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
2011-01-09, 8:15 AM #223
Hey Ogel! I just downloaded and tried out your city. Im impressed, and its a huge map as well. I think I have not completely covered the entire map but it looks pretty good. I think the only thing it needed is contrasted light and shading, which is not the easiest thing in editing. Good stuff Ogel.
He who controls the spice controls the universe-
2011-01-16, 6:02 AM #224
To fix a sync issue I have been replacing the speeder cogs in my level with c3_dualelev.cog from JKDF2 (im in MOTS so Ive been told this is a legal move, please tell me if it is not). The only problem is that it only handels two frames and some of speeders have up to five frames. I have absoutly no experiance in codeing so if anyone reading this can help, please let me know.

Also is there a way to raise the visible adjoin limit?
"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
2011-01-16, 6:12 AM #225
The adjoin limit in MotS can't be fixed.
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2011-01-28, 6:19 PM #226
In atempting to remove bugs I've had to delete an entire street and recreate it. Dispite origanale hesitations I'm glat I did it because the new design looks amazing and I has fewer adjoins than the origanle. I will be camping rhis weekend but ill upload some pics next week. Just so you all know, all I have left to do is bug removal, one more round of beta testing then its too the final release!
"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
2011-01-28, 10:26 PM #227
Thats how it always works out. You get frustrated because you made something awesome and it has bugs/errors. Then you finally recreate it and its even better :)
2011-02-09, 1:42 PM #228
Sorry for a delay on the map, the bugs are giving me more greif than I had antisipated. Also the artic freeze hitting the houston area has continualy knocked out the power preventing further progress (like right now, I'm typeing this on my cell phone). Please wish me luck as I'm getting weary of the city an am geting ready to start my next project, but don't worrie, I will finnish Ogels city.
"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
2011-02-10, 9:18 AM #229
Finnish Ogel's City.

Hell yeah.

Good Luck Ogel! Wrap it up!
2011-02-22, 1:52 PM #230
All right 2 things...

First
Im still working on fixing a cog issue, if anyone can make the Duel Evevator cog ( http://www.massassi.net/cogfiles/both/00_dualelev.cog ) handel up to five frames with the elevator stopping on the first and last frame, it would be greatly aprishiated.

Second (and the more fun one)
I need signs that will fit well into JK. The signs will be hannging on tranparent breakable glass. Oh if the signs could be aminmated that would be nice.

Progress has been stedly increasing as 83.25% of errors have been corected. Video 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
2011-03-19, 5:56 PM #231
Ogel's City is finished!

untill it gets hosted heres a link...

https://sites.google.com/site/ogel45site/home/jedi-knight-stuff/downloads/Ogel%27sCity.zip?attredirects=0&d=1
"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
2011-03-19, 9:07 PM #232
The first real chance I'll have to play this is Tuesday evening. I cant wait!
My blawgh.
2011-03-21, 11:31 AM #233
Alright, I checked the level out. Impressive scale, will certainly take quite some time to find all the details!

A shame about the HOM effects caused by the visible adjoin limit.. and also some doorways had HOM effects there and there. Still, good job!
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2011-03-22, 11:38 PM #234
Yeah well that's just, like, your opinion man
2011-03-23, 7:00 AM #235
Yeah, it is.
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2011-03-28, 5:14 PM #236
well some of the force fields were suposed to have some HOM effect with the movment to slightly cancle it for effect. If anyone wants to play it please let me know so we can get a game going.
"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
2012-04-19, 8:09 AM #237
I know it's a little late but look at this:
http://www.youtube.com/watch?v=oy4LnRRggIQ

They made a gameplay level that you created ^^






[/COLOR]
2012-04-19, 10:36 AM #238
Wow Ogel, I've been waiting for a video of your map so I could properly comment. Really awesome scale. My only real criticism is that you could've worked on the cohesion and color combinations a bit more. It all looks really busy and non-uniform. Otherwise, you should be really proud of your work. It looks like a classic MotS SP map, honestly.
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2012-04-20, 2:07 AM #239
A real sprawl of a level, classic JK/MotS on a vast scale! The physics engine was so comically simple, I think that's what made these levels so much fun. Clearly you put a lot of care into all the little nooks and crannies and wide open courtyards that fill this level - and I enjoyed a bit of nostalgia [vicariously] watching Conc battles on YouTube. Loved the Rancor!
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2012-04-20, 11:16 PM #240
Quote:
what if there was a gonk rifle... that just shot gonk droids at you


MAKE IT

Also I liked the level, but those force fields are pretty painful :3
error; function{getsig} returns 'null'
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