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ForumsShowcase → Battle Ground: Nar Shaddaa
Battle Ground: Nar Shaddaa
2010-12-07, 2:44 PM #1
Inspiration has been delivered!
While working on my Power of the Force project, I have been looking at other projects both past and present.
One of the current themes is the smugglers moon of Nar Shaddaa.
After studying the maps and trying to plan where to go with PotF, I have decided to build an interim Deathmatch Level for JK, set on Nar Shaddaa.
Unlike the LEC levels which are infact small by comparison, Battle Ground Nar Shaddaa will be large. On scale with some of the TODOA levels. A vertical version of my Kaerner Base level from the HUB.
Please enjoy some of the early screen caps from Battle Ground Nar Shaddaa
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THE GUNDAM PROJECT
2010-12-07, 6:31 PM #2
inb4iseedflt.mat
I had a blog. It sucked.
2010-12-07, 9:08 PM #3
Good start, keep it up
"Nulla tenaci invia est via"
2010-12-07, 10:34 PM #4
Yes the Nar Shaddaa fever is growing strong and Im loving it. Again your DM level is looking sweet! Zero.
He who controls the spice controls the universe-
2010-12-08, 9:19 AM #5
Hooray for more Nar Shaddaa levels!
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2010-12-08, 3:36 PM #6
Looking Very nice, cant wait to play it,
"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
2010-12-08, 5:02 PM #7
Enjoy the cantina in progress.
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THE GUNDAM PROJECT
2010-12-09, 5:27 PM #8
You need streetlamps!
Magrucko Daines and the Crypt of Crola (2007)
Magrucko Daines and the Dark Youth (2010)
Magrucko Daines and the Vertical City (2016)
2010-12-09, 6:20 PM #9
got ceiling lights in progress. plus the glows from the neons.
I'm envisioning it as sort of a nar shaddaa, courascant, times square kinda deal.
i may add a few street light 3do's but remember, this will be a MP level so 3do space is limited.
THE GUNDAM PROJECT
2010-12-14, 6:31 PM #10
Progress is slow but steady. Now you can access all 4 sides of the central shaft via a maze of hallways, stairways, rampways and elevators. I hope to make a complete circuit of it. Now I'm working on filling up space. Adding rooms, cargo bays, etc.
Definatly a map designed for 32 players, but with enough space for dueling or smaller groups also.
Working on adding AI also. Not quite synched but maybe it will be a breakthrough. AI generator points will allow for a more populated fighting plaza.
I have a feeling this map, especially the central core, is gonna cause some FR drops.
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THE GUNDAM PROJECT
2010-12-15, 4:58 AM #11
Quote:
Working on adding AI also. Not quite synched but maybe it will be a breakthrough.


Just wanted to say carful on how you do this, i tryed this for ogel's city and it backfired on me big time. do a lot of beta testing with the computers side by side so you can see what hapenns on the server and clients computers symaltaniously.

again im excited to see it so let me know when it comes out.(or beta testing is avalible.
"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
2010-12-15, 6:31 AM #12
Holy crap Zero this is really looking nice. It has that Nar Shaddaa feeling.
He who controls the spice controls the universe-
2010-12-15, 6:46 AM #13
Thats the point Dan lol. Ogel, your right about the AI issue. I intend to have my GF help my with initial tests, but I'll gladly let you beta test. This is for JK remember. Lol.
THE GUNDAM PROJECT

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