View Full Version : WIP: Bast Castle SIEGE

02-15-2004, 04:45 PM
Hi Folks,

This is 95% done - It's taken me a while to convert from JO:SAGA - and there's a bunch of changes/fixes etc... just a few textures to make and some tweaks still to be done and I need a small crew for playbalancing since it's a SIEGE map...






02-15-2004, 04:48 PM





02-15-2004, 04:52 PM





02-15-2004, 04:55 PM




02-15-2004, 06:03 PM
This looks really good :)

02-15-2004, 07:18 PM
WHOA! The Emperor hologram startled me!:eek:

This looks great, I look forward to playing it in JA.

02-15-2004, 11:31 PM
Whoah .... !

02-16-2004, 12:33 AM
For those of you who played the SAGA version, you'll find a host of changes.
The most major ones being I took out the "Danger Room" - i.e. Darth Vader's training room, thus making the castle 3-4 floors shorter, but I've changed the ships in the hanger into the appropriate vehicle models, so thye can be flown (Just not very far!!!)
Other minor changes include using the turbo_laser model from the JA:Wedge level instead of the prefab I had been using. Fixing all the models that were showing up with black parts.
Finishing all the trophies in the trophy cases.
Changed several other map-models as well.
Adding lifts in some of the places where you had to jump up the elevator shafts before.
Reworked the objectives a bit, so now the Jedi Team has to escape from the cells and work to power up the shuttle to escape while the Sith team has to prevent this from happening. There is a bit more of a flow to the level at least initially.
Added some npc droids just to make it more interesting as well.

02-16-2004, 04:02 AM
well, if you need a server to host it, mine can support about 6 people at a server rate of about 5,000 or so. And its a 2Mb, 256K upload connection (MIDWEST USA) And since its just for testing purproses (hence the "small crew" portion) I could do it, especially since my time with the Asteroids Project is wrapping up hopefully monday night and then I have a few other projects, but those are mostly done away from the server, so my server is up for for a nomination for hosting Bast Castle - SIEGE.

02-16-2004, 04:08 AM
:eek: Holy christ wagons, that map is beautiful.
I cannot wait.
Once again, awesome job, monsoontide.

02-16-2004, 04:12 PM
How did you do that hologram?

02-16-2004, 04:33 PM
Probably a similar way that James "XLR8" got the hologram for the emperor skin for the Project: Duality Duel map for JO

02-16-2004, 05:21 PM
Hi Andy867

That would be really great!!!!
I really need it thoroughly play tested so I can if need be change objectives around and balance the player teams and so on.

I still have to do the custom teams (Since you HAVE to have a force jump of 3 to get around.)

So just let me know where to upload and I'll get onto packing it all up - the bsp is currently about 17mb!!! I've tried to keep custom textures to a minimum, but theres still a few + custom map models etc.
It's gonna be a big download!

I finally have all the SIEGE icons showing up in the right places on the objective map.

As far as the hologram goes, it's just the reborn head re-textured, reshadered and enlarged. Though I may replace it with Mon-Mothma's head since that would make more sense in keeping with the objective.

02-18-2004, 06:00 AM
If u want an emporer head, why not use this model - http://www.jk2files.com/file.info?ID=5718

Amazing map BTW.

02-18-2004, 10:29 AM
is this a map based from something of star wars?

02-18-2004, 02:14 PM
Darth Vader's personal castle!

Raven did a version of it in Jedi Academy using a lot of my ideas :p (Since my SAGA map version of this for Jedi Outcast came out before Jedi Academy was released!) ;)

02-18-2004, 07:25 PM
You'll have to help me out sometime, monsoon, I've got a map I want to Siegify. Gotta learn scripting in preparation for SP. :)

02-18-2004, 08:47 PM
Working on making new SIEGE teams/classes for the map today but running into trouble - if you f*** it up it actually stops loading the game before you get to the menu with an error about the class not being correct!
Should have more time to work on it tonight, then I'll pak it allup for Andy867 & crew to run through the meat grinder.

PS Anyone know how to get fog to draw in front of a sky shader? - I did have a tutorail for it but have since lost it :(

02-19-2004, 01:04 AM
Hey monsoon, after consulting a mapping guru, he said that to do what you want to do, you could try using the fog hull. Now being a complete n00b, I am not sure what he means, except that fog hull is like multi-volume fog or something like that. Also, the testing might not be able to commence until either sunday night or early next week since I am going out of town on friday for the weekend. Unless you can get the files to me by like 10am CST
(4PM GMT. )

02-19-2004, 01:19 AM
Great job!:)

Lil Killa
02-19-2004, 02:46 AM
A quote from Wedge for Andy and Monsoontide :)

(read the whole thing)

Originally posted by wedge2211
Example fog shader:

qer_editorimage textures/fogs/fog1.tga

surfaceparm nodraw
surfaceparm nonsolid
surfaceparm trans
surfaceparm fog

fogparms ( 0.4 0.4 0.4 ) 8192

The line surfaceparm fog is what tells the game explicitly that this is a fog.

The line fogparms ( 0.4 0.4 0.4 ) 8192 is what does the real work in the fog shader. The numbers in parentheses are the RGB color values of the fog. The last number is the maximum distance (in game units) that players can see before the fog totally obscures their vision.

You can also map textures onto the surface of the fog to achieve an effect like the surface of water shaders. Look at one of the bespin fogs to see this done.

If you have this fog in your entire level, you can add the key/value distancecull 8192 to your worldspawn and nothing beyond the cutoff distance will be drawn in-game, saving your processor a little. For more on this, see the q3map2 foghull guide (http://www.shaderlab.com/q3map2/manual/foghull_guide.htm).

02-19-2004, 05:17 PM
Well, after a bunch of fiddling around, I finally have the team classes set.
It's a bit twitchy though and one of them still isn't showing up properly.
Still, I have:
Luke Skywalker with his saber - (Very powerful all round but No saber throw though)
Mara Jade with her saber
Kyle Katarn dual sabers
Jan Ors with sniper kit (Also force jump 1 cos regular jump just doesn't cut it)
Jaden Korr single saber
Rosh Penin with saber staff.

What's cool is you can mix dark and light force powers, so I gave Luke force grip (Since he uses that in ROTJ) and Mara dark rage.

Also fixed a couple of minor things in the map. Added a lift. Extended the descent of another lift and made it so when the Jedi pick up the Sith Holocron, they are affected by its evil and they can't regenerate force points while holding it.
Fixed a target print and set a door to locked.

Hi Andy867 - pm me with where I can send this to you. Won't be able to get it to you till saturday night, sunday morning though as it will take about 48 hours to compile!!!! (I'll start it tonight after work)

02-20-2004, 09:52 PM
OK, made a bunch of minor changes and tweaks.
There's just a bunch of little things left to tidy up and polish off.
Map is now compiling and should be ready for testing on Sunday.

I've planned some further changes that should improve things a bit, but will really be looking forward to the feedback on this map, so I can make it dynamite!

Saw that there were a couple of Siege maps released over at pcgamemods.com but to be honest they looked a bit er... rushed (To put it nicely - but I haven't played them so can't really comment.)

02-21-2004, 04:01 AM
ill help beta test
and i dont think those other siege maps are very good, not balanced
im sorta beta testing a yavin siege map that a fridn is making, its good, but thats anothe story...
can wait for this and your endor

02-21-2004, 05:59 AM
I also want to do the beta test, but when is the beta test of Endor?

02-21-2004, 11:15 AM
Wow the map looks awesome.

02-21-2004, 02:45 PM
too bad i can't test, since i'm leaving on vacation tomorrow...i'm really jumping from toe to toe when it involves siege maps.

yeah the new siege maps are a bit rished, its why i look so much forward to this map, except

dont fek up the classes

somethign i found which feked up the new siege maps is that jedi classes got ALL (light+dark force powers) etc, really please dont fek them up (i dont like dark and light side powers fixed)

i see you got pickuble sniper rifles..its not very siege like though (in ffa you can come to the same place several times, but in siege you move on)

I wish the best of luck for this map, it truly looks awesome!

02-21-2004, 06:42 PM
Hi Andy867

Well, the latest iteration of the map has compiled and I'll have it pk3'ed tonight, so I just need to know where to send it. (It'll be a VERY large file!!! - prob about 20 - 25mb)

As far as classes go, I've set them up according to who the character is. Thus for Luke Skywalker, while he has predominantly light side powers, he also has Force Grip level 2 (As seen in ROTJ)

However, it will be up to the testers to really work out the kinks in the gameplay so it is well balanced.

This SIEGE map isn't quite like the Raven ones where you progress from one region to the next.
It's more of a cat and mouse hunt through the castle with the Jedi having to decide whether to split up to do the objectives more quickly (But thus become separated and weaker) or to keep together as a team (And do the objectives more slowly)
The Sith team has to work out how best to stop the Jedi from completing the objectives.

I still have some changes I want to make to the map, including one major strctural change - as I'm not happy with one of the rooms. But it'll really be playtesting that determines what changes need to be made at this point.

Since each side has a player type that is non Jedi, I included weapons, since I get fed up with being stuck with the same stuff the whole game. This may change, again according to playtesting.

02-22-2004, 08:25 PM
OMG WHEN AND WHERE CAN I GET THE PK3?!?! I WANNA DOWNLOAD IT AS SOON AS POSSIBLE I CANT WAIT TO PLAY IT!! Ive been waitin for this since I heard u were converting oooooo please reply soon!

02-23-2004, 12:53 AM
OK, spent til 1:15 last night reworking a major section of the map and it makes much more sense - To me at least :D
Merged the computer mainframe and the power core into one room, which allowed me to make the castle one room shorter (Thus hopefully speeding up compiling) and giving me back a few func_brushes to use on more interesting things.

Also have yet to do the bot routing - So anyone who wants to practice the map can have an opponent(s) that don't just hop around insanely!

Once Andy867 gets back from his weekend away I'll hopefully be able to upload to him and the team to playtest - which is the part I'm most interested in (And dreading also!:( )

For anyone interested, the current teams are:
Kyle (Dual Sabers)
Jan (non-force)
Rosh (Saber Staff)

Noghri (Non Force - but VERY fast)
Reborn New
Reborn Boss
Reborn Twin (Saber Staff)
Alora 2 (Dual Sabers)

02-23-2004, 01:06 AM
so when exactly does the public(me) get to play this awsome siege map???:confused: :confused: :ewok: :ewok: :ewok: cmon man ur makin the ewoks sad lol

Lil Killa
02-23-2004, 01:20 AM
We'll probably get to play it when it's done :P

02-24-2004, 08:01 PM
Had it ready last night to send and everything was fine until I tested it out in game.
It seems that while misc_model_statics load fine in mp devmap mode they won't work in regular game mode.

So back to square one. All the models are now black (or have black parts) again. Sigh :(

Anyway I changed them all back to misc_models and it's compiling again and I should be able to get it to you later tonight. It won't effect playability but it will look like crap.

I'm really hopping mad about this. :mad:

It's a might big file though!!! I'm trying to keep it as slim as I can but it's north of 30mb! It was over 40 til I striiped out all the uneeded custom voices I did.

Should be ready for you Wednesday morning.

02-24-2004, 09:28 PM
Thats what I like to hear!! Thats awsome! oh and monsoontide! big fan of ur work, but I have some questions about seige, Im making my own map and I have most of the mapping done I just need to know how to actually set objectives up, u know "If I break this object...BINGO Obj 1 complete" can u help maybe publish a tutorial on a normal persons point of view? Any help would be very helpful! Thx in advance

02-25-2004, 03:46 AM
There is a SIEGE tutorial doc now available from Raven via the SIEGE Star Destroyer map & tutorial files over at www.jediknight.net / www.lucasfiles.com

02-25-2004, 05:28 AM
Hi Andy867,

Just uploading to the site you specified now (at 56k :( )
SO will take all night (If it works!)
If not, I'll take it to work tomorrow and transfer it there.

Did some crude bot routing and checked the level to make sure all the textures/objects/models were there.

Everything is working except for a couple of broken shaders on the Sith Holocron and the hologram of mon mothma.

02-25-2004, 09:36 PM
All uploaded and ready for testing...

I look forward to your feedback!

02-26-2004, 02:06 AM
would it possible for those of us watching this thread to know the url of the site monsoontide or andy?
just wanna help make this make perfect
cant wait much longer either way :D :o

02-26-2004, 03:35 AM
Not at the moment.

However, I do have some new screenshots, featuring some of the updated sections.






02-26-2004, 03:36 AM




02-26-2004, 02:22 PM
A lot of siege maps have been released latley, but this one looks really good. I tried DLing the JK2 version a long time ago, but the DL kept cutting off, so i quit trying.

02-26-2004, 07:11 PM
OOOOO so how much longer till you think this map will be realeased?? I need an estimate, it's like Im a junkie goin throuhg withdrawls!

02-27-2004, 12:31 AM
Well, I'm happy to report Andy867 has the map and it seems to be working fine for him. He's busy organizing a server to test it on, so once the testing is done and any necessary changes made as a result of the testing, expect the map to be released WID ;) (When It's Done!)

02-27-2004, 12:37 AM
AWWWWWWWWWWWWWWWWWW WID! that might be like.... along time, oh well thx anyway monsoontide. cant wait to play it! oh can u like email me king_dude7@hotmail.com, when it is, I mean dont go out of ur way too or anything just if u have any time on ur hands. THX

Admiral Chemix
02-27-2004, 04:51 PM
Incredible map, however it would be great if u could make a ffa version

02-27-2004, 07:13 PM
Originally posted by reapa
AWWWWWWWWWWWWWWWWWW WID! that might be like.... along time, oh well thx anyway monsoontide. cant wait to play it! oh can u like email me king_dud7@hotmail.com, when it is, I mean dont go out of ur way too or anything just if u have any time on ur hands. THX

LOL, 30 megs in an email, I would pay to see that ;)

I would enjoy seeing a ffa-version of this map--one without barriers that must be destroyed, or doors that must be unlocked, etc.

02-28-2004, 02:06 AM
Actually, its only 24.2MB at the moment, but I did notice a few missing textures around pillar areas. But the server is up for those who have it
its only set for 6 people so whoever has it should plan to arrive soon if you want a spot (depending upon how many beta testers there are)

The connection may be fast, but until I get the final server ready, the server used is kinda slow, so expect choppiness every now and then, but hopefully not too much.

02-28-2004, 07:03 PM

02-28-2004, 07:13 PM
Originally posted by reapa

Well i guess just ask monsoontide seeing as he made the map.

And stop with the caps all ready:rolleyes:

02-28-2004, 11:19 PM
lol srry just a bit excited I guess, I play JKA for mostly siege, and Ive been waitin for this one to be converted for a long time.:) :D :)

02-29-2004, 02:49 PM
Just wondering how the game went the other night?

03-01-2004, 05:00 PM
MONSOON. Looks like our SIEGE map is not going as well as I expected it to since you obviously have more time to map than we do. I am now asking you if you want to collaborate on the ENDOR SIEGE map. What do you think? I can send you our map file and the NEW models we have for the map also. I think we have a good version, maybe have a look. :)

03-02-2004, 02:18 AM
Well, I had the server up for almost 36 hours, but it seems like people either didnt have the files, or timed out. I tested the server with another map and people could join fine.. So I am not sure what the problem is.. perhaps more beta testers are needed for those who can't make it.

The server is up at the moment :

Only 6 people though (like last time)

plus I noticed an error when first booting up

info_saga_objective doesnt have a spawn function ?? ///perhaps leftover code from the SAGA map for Jedi Outcast??

03-02-2004, 04:05 AM
There is still a SAGA_OBJECTIVE entity in the map that I haven't been able to find.

I've sorted out the problem with the mic_model_statics - it seems they need to be in the same pk3 as the map or else the game can't find them. So the file will get a bit bigger still!

Theres another error on starting - something about 67 over 64... not sure what it means though.

03-02-2004, 04:30 AM
OK I've been trying to join the server and I keep getting

Couldn'tl load maps/mp/siege_bastcastle.bsp

Not sure what's going on. I've probably updated or changed my .pk3 file.

Perhaps something is missing from the pk3 file?

03-02-2004, 04:46 AM
did you put the pk3s into a specific folder, cuz I have them in the base folder, for testing purposes, I could put them into a "mod-like" folder called bastcastle and put all the pk3s there and tell the server to launch with a +set fs_game bastcastle and then make a .bat file for testers to use which would launch them into the game and have them automatically join the server?

03-02-2004, 05:24 AM
Just in the "base" folder with all the others. Could be a conflict between the one in the base/maps/mp folder and the one in the pk3 file.

03-02-2004, 06:28 AM
*waves hand infront of moon and andy*
"you will tell me the url of the bast castles download!"

hmmmm id happily help out, ive seen the server, though never any1 on it, maybe u need more ppl just so it can be tested more! :cool:

03-02-2004, 06:40 AM
"The Force can have a strong influence on the weak-minded"

"...Jedi tricks do notta work on me, only money."

03-02-2004, 03:09 PM
Not sure what's going on... perhaps some missing file somewhere.
I'm going to check against the newly released Star Destroyer SIege map and see what I can come up with.

Can you do some checking at your end?

Also do you mind if I give the URL for the download to my regular tester?


03-02-2004, 04:04 PM
No I do not mind, I figure that might be the easiest way to be sure that there isnt anything wrong with the map or server (by having more beta testers). My guess is that since you said that you had fixed the broken shaders and such, your game isnt able to find the pk3 with the exact file size as the one on the server.

03-02-2004, 04:05 PM
One of the older versions of Radiant (I forget whether it was Gtk or...GASP...JK2) had an entity key find/replace feature. So you could search for all ents with classname info_saga_objective and track down that sucker.

03-02-2004, 06:44 PM
After work tonight, I'll retore the pk3 I sent you from CD and see if I can get it to work. (I'm pretty sure my .pk3 currently has more stuff in it than the one I sent you).

And I'll get my tester onto it as well (He's had a broken shoulder for a bit...)

I've gotta find that find/replace for entites feature - it's there for textures. GTK Radiant needs a few more ways to select specific stuff. Gues I'm just missing the obvious - can't see the wood for the trees... ;)

03-03-2004, 06:16 AM
OK original (The one I sent you) pk3 restored - let me know next time you have the server up - I looked tonight but it wasn't on.


03-03-2004, 10:16 PM
Well, the server is up, but I put it into a special bastcastle folder in the gamedata folder to separate it from other files and to create less of a compatibility issue. All you need to do is make a folder in gamedata called bastcastle, put all the pk3s from the bastcastle.zip in there, and then just run jamp.exe and go to setup, mods and click bastcastle, and then join my server, which is up and will be up most of the day and night.

03-03-2004, 11:04 PM
Will try it when I get home from work.

03-03-2004, 11:40 PM
oooo so now that ur testing does this mean it will be released relatively soon? Its great that this map is commin out, and I really appreciate u makin this map, keep up the good work and I hope to see more siege maps from you in the future.


03-04-2004, 02:16 PM
Hi Andy867,

I put the pk3 in the bastcastle gamedata folder and loaded it as a mod and...


I was able to join the server last night (As Sevis). However, it seemed that no-one else who tried could (Either they don't have the map or they didn't set it up properly).
I don't think it needs to be in a mod folder - I just had a different sized .pk3 in my base folder.

Anyway, I made use of the spectator time to check out which textures were missing and where there were any f-ups (Mostly in the rocks.

I've been working on setting up the Sith team spawn points to turn on and off depending on what objectives have been completed. Gets a little complicated!
Also, I'm trying to set it up so you start in game rather than in spectator mode.

Now all we need is a few more people to test it.
Do you have a list of who has it and if they're having problems?

03-04-2004, 07:37 PM
Hey Monsoontide,

So you need some testers eh? that what you're saying? If so I would be happy to be one of those few lucky people. Ill PM you.

03-05-2004, 07:35 AM
i 2 would happily sacrifice my time to beta test this map

03-05-2004, 03:01 PM
Well, last night Andy867 and I were able to have a game - but it needed a few more players to really test it.
FOund a couple more missing textures and worked out a couple of changes to implement though.

Since it's Andy's server though, I will ask him first about picking Beta testers.

Then I'll post a note in the appropriate forum.

03-05-2004, 07:43 PM
Testing positions now open :)

Please see the Beta Testing Forum for details...
(Responses posted in this thread will be ignored)

03-09-2004, 12:57 AM
Beta testing is about to go ahead, so keep a watch of the progress in the Beta Testing forum!

03-24-2004, 05:16 PM
The first BETA TEST is over and I've been busy reworking the map as a result of the feedback.

For more info on the changes and some screenshots of the new stuff, check out http://www.lucasforums.com/showthread.php?s=&postid=1484327