View Full Version : WIP: Project Duality

08-26-2002, 09:12 PM
After some hush hush, and only talking to a couple mappers, it was time to let the cat out of the box for the progress of a little map project a couple of us had been working on.

It is still a WIP of course, but it is nearing beta testing completion


more images to come

This will be part of a 3 part series.
This map will be playable in DUEL, FFA, and a special edition for those with high performance machines if it comes to it.

VolrathXP is still working on the hallway for those familiar with the fan-film Duality, and XLR8 is busy working on the outside platform.. we had to do some adjustments due to the # of tris and to reduce the r_speeds, but hey, some people don't mind ;) Anyway, we will update only when there are updates.

08-26-2002, 09:42 PM
Um, are those supposed to be text files? Am I supposed to copy all that, paste it into Notepad and save it as a .jpg?

08-26-2002, 09:52 PM
no , but with geocities, you can't use image links for cross-referencing.. so all you have to do is click on them. that's it... :)

Also, this will be like a mod because some of the force powers, well, mainly Force Jump Height, has been changed to mimic the film. Just a little FYI

08-27-2002, 12:26 PM
Ah, I was using a browser other than IE but in IE it does work.

08-27-2002, 12:45 PM
It looks good andy, I've always been a fan of Duality and I'm glad you're making a map that is doing it justice! Nice job to all of you working on it and keep up the great work!

I'll be watching this project with great interest..... :)


08-27-2002, 04:15 PM
The screenpics you saw was the area that James "XLR8" Bobbit was primarily working on, and I must say he did a very nice job re-creating it:) Hopefully volrathXP can get the hallway textured soon, although he is kind of on leave to work on his own map, and RL stuff always comes first:) and also XLR8 is doing a very nice job with the outside platform, even with the adjustments he will have to make to limit the tris count so that the map isn't running at 2fps..lol but I will keep you all posted on the progress as it comes in:)

08-27-2002, 04:59 PM
you guys are making a map from THE BEST fan film for star wars out there, at least IMO. i thank you in advance for all your hard work and effort.

are all three parts of the map gonna be connected? will you beable to go from the landing pad thru the hallway into the "arena"? will the sith interceptor ship be on the landing pad as well?

the only 2 things i can see that bother me are the following ...

- make the text around the platform darker ... i think it stands out too much. (wanna translate it for us?) ;)

- there needs to be more evenly-sized lights on the inside part of the curved light towers. you are showing 8, there's actually 12 (yes, i actually counted them), and they're all equal size. images you posted show them growing in size as they go up the tower.

other than that, this map ROCKS!!

i am so psyched about it, and look forward to seeing its progress. keep up the great work!

08-27-2002, 05:01 PM
Just alerting the maker of duality- He will want to see this :D

Awsome recreation of the area? What about a TIE awsome prefab.

08-27-2002, 05:12 PM
With the tris count already where it is, making it 12 lights right now would be make it worse than better, but as time progresses, and with the release of the SDK, mappers will be able to tweak the map to be more accurate. and Yes, for the FFA version, they will be connected.. depending upon when Volrath and XLR8 finish their last parts, will determine if the DUEL version will also be connected. I will mention to the mapper about the Aurabesh/lighting.. we want to see if you the public can translate it! HAHA

More to come as info/progress comes in!

08-28-2002, 02:07 PM
Originally posted by lonepadawan
What about a TIE awsome prefab.

We are werkin on it. Using the actual model source code from the movie...

- Xlr8

Wes Marrakesh
08-28-2002, 02:41 PM
Cool map and great movies! I wish i could do a fan film... :lol:
Map looks great... does the aurbesh say anything or is it jibberish?
A few comments on the movie itself
Cool TIE!
The saber duel could use some more clashes and less hilt spinning.
Well done set.
Wouldn't the saber cauterize the masked guy's wound in the end?
Saber effects were great!
Darth Oz's Lightning posture is a little rigid IMHO.

08-28-2002, 04:17 PM
Umm. we actually didn't do the film, we are just re-creating the temple from the film. and its actually not a TIE... Its a Sith Terminator;) and YES, the aurabesh DOES say something, (couple things actually), but that's for all you to find out:D
And if you remember back to Star Wars Episode IV, did obi-wan's lightsaber wound cauterize that's beasts arm that was cut off? I guess it all just depends upon whose hitting it, their style, etc.

Wes Marrakesh
08-28-2002, 04:34 PM
:D oops :rofl:
*retreats into dark corner*

08-28-2002, 11:07 PM
Hey everyone, I just received some screenies of Manquesa, who is working on the Sith Terminator, and although these are very early screenshots/very early work in progress, its coming along great.

He is gonna touch up the wings some more, and I must say that for doing that in only an hour, that's pretty impressive, but don't worry, it is still very early in production, so there is still lots to do, and more progress to be done.

08-28-2002, 11:20 PM
just wanted to add something to that, I will be completely remaking the wings.

I know the screenies are pretty horrible, but I just threw that together real quick just to see how possible and how difficult it would be to make the wings. It may take me several more attempts but I think i'll get it, gotta try different methods out to see what works and what doesn't.

This ship is proving to be a real pain in the a$$ to make!

08-29-2002, 06:17 AM
Still Manquesa, you have a lot to work with, as opposed to our last modeler, who kind of disappeared from the scene, even though I see him in the forums lately. He said he had progress, but I never saw screenies. I'm just glad this S-o-b is getting made:) It took as long as it did since the 2nd day JO was out to find someone to make it. It didn't take nearly as long, and XLR8 and Volrath have been doing AMAZING work. Just absolutely amazing work for this project. and now that we have a prefab of the Sith Terminator being made, the project is nearing completion. Volrath just needs to finish texturing the hallway, then he can send it over to XLR8, who will finish the hallway up by making the greek symbol omega-like doors, and then complete the outside landing pad for the Sith Terminator, and then we can release this in a mappack.. Duel, and FFA, and the source code for the map for other mappers to take a shot to maybe improve on it, or use for their own mod. Just make sure to to give Manquesa, VolrathXP and XLR8 credit. XLR8 has worked VERY hard on this map project, and so is VolrathXP, and with Manquesa partially joining the team to make the prefab, he deserve credit too. I will report more progress when there IS progress!

08-29-2002, 06:19 AM
Heyhey Andy! can I get the map file and build something on the map? it wont get published or something like that :) jkz_wolfe@otmail.com or martskre@hotmail.com

08-29-2002, 10:50 AM
Unforunately, the .map file won't be released until at least a week after the release of the map pack. that's to prevent any problems between now and the official release.

08-29-2002, 06:44 PM
Thanks fer the kind words. :bows:

Manquesa!!! OMFG!!! Nice work, dude! VERY NICE!


08-29-2002, 07:16 PM
Wow. I remember about two months ago there was a thread asking if this arena would ever be made into a JK2 Map. I was a fledgeling mapper at the time, and, being full of myself, , I gave some of it a go. The results... well, let's just say I burned them and leave it at that, eh?

The shots I've seen are very good. Very, VERY good. Having said that, however, I do have a few things you may wish to try to do to make it a little more true to the flick...

A) While the towers do look very good, they also seem a bit... well, angular? I know that curves are a big right royal pain to work with, but is is possibly to smooth those towers out just a little bit? :)

B) I add my voice to someone else's (who's name I cant remember) in saying that the writing around the outside edge DOES need to be dimmed down, if it hasnt already. In the same vein, the lighting strips on the main deck of the platform itself should also be toned down a hair or two.

And finally C) The surrounding walls. Too brightly lit. The entire room was very dark in the flick, such that (on my screen anyway) you have to almost squint to get any real details out of the wall. What's there looks very good, but the lighting level is just a tad too high.

Other than that, WONDERFUL job to this point. Kudos to you and your team for thier work to this point. I look forward to the final product... ANd if you're includeding the map file, I also look forward to seeing if I can't "help the map along" myself.

I, too, shall be watching for THIS one...

08-29-2002, 07:55 PM
I actually wondered myself about the darkness, but over watching the film over and over, there are too many shots were one can clearly see the outline of the walls. so the level is actually of real-time brightness/darkness. after we release v1.0, we will let other mappers take a crack at improving the map to be more accurate we just wanted to get it as accurate as possible in the shortest amount of time. and its only been like maybe a month since we first broke ground on this map.


here are the pics just to show how lit up the room actually was.. because if you remember there were windows, (although none in our version yet, that helped light the room, but not very much)

08-29-2002, 10:30 PM



Ok, I remade the wings, don't know though if this will be the final incarnation of them. I still don't quite have the curvature quite right. I still got a bit of work to do on the main fuselage too.

09-01-2002, 03:19 PM
On lighting:

It may be me. My gamma is up pretty bright on my monitor/card and I was able to see the wall details with no problem in the movie.

Adding windows would have brought this map to it's knees, FYI. We are lucky where we are now; the tris are insane.

And speaking of tris, the light posts do have curves in them (pulled mesh) and heres the biggie: There are 5 of them. :) I had to sacrifice here and there to detail them. The blockiness you see are the trim brushes which climb up and in with the meshes. Lotsa triangles there. LOTS.

I'll look at the aurabesh again and see if the lights can be toned down.


09-01-2002, 03:24 PM
I stand corrected. :)

And those are windows? Looking at the screenshots I coudl see how you got that, but why not just simple lights for accent? :)

<JOTD>Jedi Hunter
09-02-2002, 12:33 AM
Hey looking great fellas. Nice to see people taking pride in their work still. The map looks superb. Oh and you can always feel free to post your screenshots/updates here (http://jediofthedark.no-ip.com/cgi-bin/forum/YaBB.cgi) if you like. Tercero just released an update on his model. Come check it out. Thanks to you guys for all of your hard work. Take it easy. :)

09-02-2002, 11:18 AM
I did not notice the windows when I saw the movie :p

For those who have not seen the movie yet, get to this site NOW! www.crewoftwo.com :D :p :) ;)

09-02-2002, 08:04 PM
In future versions if and when we can get the tris and r_speeds to a reasonable level, this map will be made more accurately. hopefully after my learning of mapping, and experience I will be able to contribute to XLR8's and VolrathXP's hard work. both are doing great jobs on the map, and manquesa's recent addition for making the Sith Terminator Prefab is coming along great.

09-02-2002, 11:26 PM
Originally posted by Shadriss
And those are windows? Looking at the screenshots I coudl see how you got that, but why not just simple lights for accent? :)

I'm guessing those are windows. And if I were going to do the light, I'd have done it where rays of light were visible (I dont know what the actual term is... light gradient? ... dunno). And if I'd done that, you'd need a GeForce 10 just to play it. :P

Things were already getting steep so i made a couple textures and kicked the walls out thataway..


09-03-2002, 02:47 PM
Actually, the term is "beamshader". And in reality, they dont affect FPS to badly at all. The project I'm working on if full o' them, and most of my framerates are still up in the 90s on my machine. (Athlon 1.1Ghz, GeForce 3, 256 RAM)

If you need a set to do that, it would be easy enough to get them to you, I think... and they ARE simple to add in.

09-03-2002, 03:12 PM
Really.... interesting. I'd heard they destroyed fps. Have you seen the Matrix Dojo? There are a couple in that map...

Whats the entity command? EFX?

09-03-2002, 03:16 PM
Matrix DOjo had them? Hmmm... never noticed. Then again, I dont play that one much...

ANd they aren't entities. THey are shaders. I've been applyting them to patches (cylinders specifically, ,though it chouls wirk with any kind...) and then stretching the patch into the shape of the beam. I have a set that WhiteShdw made for me, and they work great - no loss of FPS so far, anyhow. :)

As I said, if you want'em let me know how to send'em to you. NOTHING should be too extravagent for THIS map! :)

09-03-2002, 09:34 PM
well, if you want, you could send them to me @ dmccarthy100@charter.net and I can pass them to PainGod, our lead mapper. i should be getting a screenie from Volrath with the hallway before he textured it.

09-03-2002, 09:36 PM
Hey Andy, that mod I PM'ed you about should be in your database now.

09-03-2002, 10:04 PM
Its' already been posted on the Files Section, Keo.. :D

09-03-2002, 10:06 PM
Oh, wonderful. Much thanks.

09-04-2002, 01:29 PM
Just thought i'd post the latest screenies I got. The wings are pretty much finished except for texturing and the cross symbol in the center of the wing. Yeah I know the symbol looks like a german iron cross right now, still working on it. And I need to close up some gaps in the patches. I've been busy with work, but I have the day off today and hope to be completely finished with the wings by the end of the day. Then I can focus on the fuselage and ****pit.




Edit: uh that's supposed to be kockpit, but with a c, I didn't think that would get censored

09-04-2002, 01:32 PM
Very Very Very Nice!

09-04-2002, 02:43 PM
oooooooo... *drool*

On the shaders, Shadriss, I'll get them from Andy and play with them. Thanks!

09-04-2002, 10:31 PM
Here is another screenshot from the talented Manquesa of the Sith Terminator he is working on:


Keep up the great work, and I emailed Pain God the shaders to maybe/hopefully make windows as well:)

There is still a lot of work to be done on the Terminator, but it is coming along VERY nicely, Manquesa!!!

<JOTD>Jedi Hunter
09-04-2002, 11:59 PM
Question, is that a symbol on the side of the wing? And if so, what does it stand for? Just curious. As always, great work fellas. :D

uuh, nevermind lol.

09-05-2002, 02:40 AM
Looks good guys. Did you get the seeker triggers working?

09-05-2002, 12:03 PM
I dont think so... Its impossible to get them to fire

09-05-2002, 01:21 PM
We haven't messed with them just yet, since they are for SP, which we will do eventually, we are just trying to get the duel and FFA MP version done first, then we will release a SP part, which will have a better Lord Rive and Darth Blight Model, since the reborn model used really doesn't do Lord Rive justice. so we havent tried just yet, and Darth_Syrup, your comment in the email sounds very interesting to what you were referring to.. If you can get it to work as it is intended, our MP mod project would love to use it:)

09-06-2002, 12:53 PM
no double/twin sabers in SP :(

<JOTD>Jedi Hunter
09-06-2002, 01:49 PM
Lone Padawan I guess you'll have to live with one saber. As for the gun fire. Are you talking about like on the other jk game where you were in that base and there were ties outside that would fire at you if you exited the base? If so I've noticed nothing like that on this game. If you could in fact pull it of it would be difficult...and not to mention impressive. Anyway keep up the great work fellas.

09-06-2002, 02:57 PM
Maybe I'm wrong, but isnt the code there for double-enders? I though it used the same code from multiplayer - just have to have cheats active. If they plan to do a map with the map, why coulnd't they make it more easilly active? (ala JediMod)

09-09-2002, 02:20 AM
Also, with the Saber code Darth mentioned. It could be used for MP, so when the code is activated. both people will start off with double-ended sabers. and after a person gets low enough on health if possible, the saber would break into 2 sabers, and there would be a line a code, again if possible, to prevent the broken saber for being changed back into double-ended. and when the person is near death, the code will make the player lose his second saber... again, the code would prevent someone from getting dual sabers/etc. be nice if LEC would give RAVEN the go signal to release the SP SDK so this map would work even better... But enough out of me:)

Unfortunately, without the SP code, we can't do anything for SP modding for the map, cept make seeker droids appear here and there.

09-11-2002, 12:28 AM
Here are more of the WIP screenies of Manquesa's Sith Terminator prefab



It is really looking good, Manquesa.
From what he was telling me, he is gonna gonna work on shaping the c*ckpit tomorow, then that symbol on the wings, the landing gear, gonna tweak a few other small things, work on texturing and that's it

09-15-2002, 09:13 AM

09-16-2002, 01:59 PM
I'll probably be shot once Andy sees i have posted..but all i have to say is that the project is coming along great....

And uh about the model....you see..i couldnt get the damn thing in game, i had lots of crap to do before school started again..and i didnt want to say..o im not working on the model anymore..so i just vanished by getting a new screenname.

Didn't like freakin dbzgod64 anyway :p
new name is XxPnutmanxX

09-16-2002, 02:17 PM
*Pulls out 9mm Beretta, aims at Pnut_master and..... Puts gun away.* Its ok Pnut. The model is definitely not that of an easy thing. Xlr8 is taking a little break from mapping, just because hes been spending so much of his spare time on it. and Volrath is working on his Lair map, but the project is far from being Dead. Manquesa is still working hard on the Sith Terminator. So not to fear Shadriss, or any others that are waiting for this mappack.

09-16-2002, 02:23 PM
I'll feel SO much better once I have a BETA in hand... Did I mention I want to help BETA? :)

09-16-2002, 02:34 PM
Ah i am alive..now i shall be loyal to this thread and provide all the reference pics necessary..mwhahaha
and i shall beta test! MAHAHAHA

09-21-2002, 10:02 PM
I just watched Duality for the first time last night (boy, was I late or what) and it was just flat-out amazing. After watching it a few times I thought, "hey, this would make a sweet duel map". I jumped to these forums half-expecting a WIP not to be there, and I was getting worried I'd have to map it myself, which I tried to learn but to no avail. I was stunned to see this WIP thread in place with tons of ideas I would've never thought of (seekers, the light-staff going to two sabers to..., and the sp level). I'm terribly excited to see this map in action, and also the model/skin for each of the combatants. The Lord Rive skin by Jepman is quite good, but an exclusive model is really necessary because of the professional look of the map. What good is a great looking map without equaly great looking models/skins?

Anyways, excellent work so far. Keep it up, take it slow, pay attention to detail, and all that crap I'm sure you've heard before.

Oh, has anyone heard the reaction of the Duality film makers? I know someone sent word to them, and I'm sure they'd feel quite flattered.

09-22-2002, 12:33 AM
That weas dealt with LONG ago, Roy. When they heard about it, their reaction was flattered - in fact, , they were looking forward to seeing this map as much as any of us are!

Speaking of which - any idea when, guys? :)

(Sorry... just had to ask...)

09-29-2002, 09:26 PM
I figured the thread could use a bump.. No new progress as of yet. but hopefully we might be able to release the whole mappack as a nice little x-mas present to the JO Community. :D

09-29-2002, 09:38 PM
As much as I dislike Duality (if you can make CGI that good, you could at least include some half decent choreography...) your level is looking pretty good.

10-02-2002, 02:36 PM
just wanna mention that I am indeed working on it, just kind of sick right now. :(

peace out.

10-03-2002, 12:52 PM
I'm just about done with my vacation, too. I finally got a few things in my personal life straightened out and I'm feeling MUCH better than i was in August.


10-04-2002, 09:45 AM
I spoke with Manquesa the past couple days, and he basically had to wipe his machine, but he was able to save the model, just not the textures, so he has to redo those. Plus he is having a little, minor problem getting the textures to wrap around the c*ckpit properly, but not to worry, he will figure it out:) Can't wait to see the outside and hallways finished:)

10-04-2002, 09:26 PM
Please excuse my ignorance, but what is Project Duality?
It's a brilliant map, regardless, and the Sith Terminator is looking

But, could someone please enlighten me a little? Shadriss? Anyone? :D

10-05-2002, 12:23 AM
Check it out here -- http://www.crewoftwo.com/

It's a Star Wars Fan Film made by 2 guys, very good. Short, but good.

Wes Marrakesh
10-05-2002, 12:26 AM
Can I beta? :D

This could use a BUMP!....

10-05-2002, 01:46 AM
When it comes time to beta, we will have limited spots, plus one is already reserved for someone. so, at most we will have 4 open slots. We will post a sign-up and the first 4 people who sign-up who we feel will help contribute to pointing out bugs that we missed (which have been very few) we will select. Mainly those that are mappers themselves tend to spot errors, although that doesn't include the general public itself:).

Project Duality is the 2nd film by Mark Thomas and Dave Macomb. They basically wanted to make a professional looking film with the idea of simplicity in mind. Simple, yet eye-appealing. When I saw the level they created, I couldn't help but think what a great map that would be to play in.

Manquesa will be starting up the Terminator again probably Monday if I remember correctly. And I am just awaiting word from PainGod and VolrathXP on their progress.

10-05-2002, 07:57 AM
I think I have bronchitis now... so it might be a little while. :(

10-06-2002, 02:25 AM
Thanks for the link, Manquesa, Project Duality is most....Interesting. I liked it. :D

Darth Link
10-06-2002, 02:53 AM
im a mapper myself and the project looks good guys!do you have the skybox yet?that could take some doing.of course if you already have it then that was pointless.anyway i notice alot of stuff like z-fighing on maps like the wls_ctf map pack theres a TON.id help beta but spots are prolly all gone.tell me if some spots are still open k?

10-06-2002, 03:37 AM
Well, we haven't posted the Sign-ups yet, but do remember, that there is a special individual already guaranteed a spot, which leave at best, 4 spots open.

And as far as I know, there really isn't any z-fighting issues within the map, its basically just high number of tris and r_speeds are a little higher than what we'd like, but really can't solve that at the moment. We or someone else might. We plan to release the .map file at least a week after the official release of the mappack. But we aren't expecting a release until closer to X-mas. Beta testing will begin as soon as Manquesa, Volrath and Paingod finish their sections and we put it all together.. (which should be interesting for performance:)

10-06-2002, 09:11 AM
It's looking awesome, guys! ^_^

10-07-2002, 02:19 PM
Looks great, I can't wait. With all these maps, models, and mods coming along it seems that we will be getting quite a few gifts to the community this coming X-mas.


P.S. Eets, I like your avatar. Monstors inc. is a great movie in my opinion.

10-09-2002, 01:37 PM
This post is done to do two things.

First, (and shamelessly) BUMP!

Second, I just wanted to find out if you three mapper type have gotten together yet and actually pieced this map together at all? We, the mighty denizens of the forum, would LOVE to see screenshots for the OTHER two portions of the map. Even better if ALL THREE were pieced together.

I hate to say we're impatient (not that I have room to talk, as much as I've been working on DOTF v2), but we've been waiting for this particular map for a long long while... so any idea of when we can expect to slice each other in half on this level would be... well... NICE. :)

10-09-2002, 05:37 PM
Well, we are looking to get back on track.. The mappers kind of took a break after hitting the map everyday for over a month and a half. but we are looking to get back on schedule, and hopefully get some screenshots of the work up soon, just not sure when yet. But not to worry, this project is far from dead, especially after all the late night hours the mappers put in..

10-17-2002, 10:55 PM
Here's a little update on the status of the Sith Terminator for this map. I've decided to try my hand at modeling this thing using gmax. For my very first modeling attempt I think it's turning out very well. The prefab was coming along but the more and more I looked at that the more I kept thinking that this thing should really be made as a model, not a prefab. So, if all goes well, the prefab will be scrapped and a model will be used instead.

Here's some screenies of it's current status:



10-18-2002, 06:59 AM
Nice job with the model, perfect wings =) ( i could never get them lookin right..damn gmax)

10-18-2002, 08:43 AM
Originally posted by Manquesa
Here's a little update on the status of the Sith Terminator for this map. I've decided to try my hand at modeling this thing using gmax. For my very first modeling attempt I think it's turning out very well. The prefab was coming along but the more and more I looked at that the more I kept thinking that this thing should really be made as a model, not a prefab. So, if all goes well, the prefab will be scrapped and a model will be used instead.

Looks good. That should be a lot better for your FPS as well.

10-29-2002, 12:37 AM
Well I took a break from working on the Terminator to try and make the Halt Droid. Here's the screenes:




It's finished, all I got left to do is to texture it. It currently stands at 4102 poly's but i'm gonna see about reducing that number.

Now i'll get back to work on the Terminator. Once that's finished i'll get to work on making the textures for the models.

10-29-2002, 01:23 AM
Impressive, most impressive, but you are not a jedi yet...:p

Looks great! :D

11-13-2002, 08:07 PM

Ok, right now we are looking at a Thanksgiving release for the Duel version of the project, and a tentative release date of X-Mas day for the full map pack. Right now we hit a bump in the road as for compiling the hallway, but hopefully we will get it fixed in time.

11-13-2002, 09:54 PM
Hmm..just wondering if anyone on the project has new screenshots ready?

11-13-2002, 10:59 PM
Well thats just great, Im going to be walking ontop of my jaw for weeks. :drop2:

11-14-2002, 07:26 AM
Hehe..Duality will be the greatest of all duel maps!

11-14-2002, 06:22 PM

Here are some early pics of the outside platform. The Tie Fighter is just there as a place holder until Manquesa finishes up the Sith Terminator.

11-14-2002, 07:11 PM
Very nice ;) I'd recommend making it a tad more yellow/beige

11-14-2002, 07:23 PM
I'm gonna need to pull out the actual movie of Duality. Haven't seen it in a while.

The skybox looks a bit low res. Did you use a trial version of Terragen to create it?

11-14-2002, 08:46 PM
I think what our mapper did was he simply took one of the pre-defined skyboxes from a Raven map and used it as a test. that way he wasn't looking at the star-trek like hologram walls all the time when testing the map...

Remember, these are very very early screenshots of the outside. Its been awhile as our mappers took their own little breaks after working day after day non-stop. but we are still aiming for the forementioned release dates.

11-18-2002, 12:22 PM
Among other things tonight, I'm gonna try and get the hallway finished. xlr8 if you read this man, i'm gonna be hittin you up for somethin tonight so be on aim. :D

11-19-2002, 08:09 AM
the hallway and main area are now attached. quite succesfully i might add.

i ended up finding some long brush embedded in one of the brushes on both sides of thing. me thinks that was causing the problem.

11-19-2002, 12:01 PM
Closer and closer to completion, this map comes. Waiting eagerly, with anticipation, we are.

11-19-2002, 03:35 PM
Well, with Thanksgiving approaching, our team is aiming for getting any and all bugs out of the main arena, so it will be download-ready as a duel map. Our time thanks you guys in advance for staying with us and for your own help, like shadriss for the shaders, and for the many suggestions which will hopefully be able to be successfully implemented in future versions. I personally want to see this map done just as much as you guys.

11-19-2002, 03:47 PM
I forgot I even gave you those beam shaders... LOL!

BTW, ANdy - What ever happened to our pre-release article on DOTF2, eh? You kind dropped the ball there. :) Never even got MENTIONED on the site until it was released. :(

11-19-2002, 04:56 PM
Shadriss, I am sorry about that. I was going to, but then I had this huge fiasco with my computer, as you will see in the DOTF V2 thread whre my PSU unit went out, hence, frying my CPU. It took me months and many graphical words to get the parts I needed that actually worked. and now that i have everything, i don't even have a Jedi Outcast CD. Someone had cleaned my room and moved the cd to where I don't know. I was wanting to do it, because I actually helped LivingDeadJedi with his version as an unofficial beta tester, and was really looking forward to do doing a pre-release preview of the map.

11-19-2002, 10:55 PM
here is a preview of the hallway leading to the main arena. Luckily VolrathXP was able to find the problem and got it fixed.


11-19-2002, 10:59 PM
*Cough* Gasp *Cough*

11-20-2002, 01:54 AM
Wow, this map seems great! I can't wait for it to come out!


11-20-2002, 07:11 AM
No worries, Andy. :) It seems to be doing real well anyways. I only hope this map does as well...

11-20-2002, 12:15 PM
WOww....................... :eek:

11-20-2002, 01:10 PM
i'll post some ingame screenies of the hallway tonight.

found a few discrepancies ingame with the door, some z-fighting, so i'm gonna try to clear that up. other than, that, i may tone down the lighting a bit, and that should be it for the hallway. :)

11-20-2002, 01:28 PM
That's great news, VolrathXP. can't wait to test the map:) Also, were you able to clear up with James on who is going to join the outside platform with the rest of the map since you were able to join the main arena to the hallway.. Oh, speaking of which, could you email me the working copy of just the main arena? you can send it to dmccarthy100@charter.net

11-20-2002, 04:48 PM
Originally posted by Andy867
That's great news, VolrathXP. can't wait to test the map:) Also, were you able to clear up with James on who is going to join the outside platform with the rest of the map since you were able to join the main arena to the hallway.. Oh, speaking of which, could you email me the working copy of just the main arena? you can send it to dmccarthy100@charter.net

i'll send you it when i get home. and i'm gonna try and get with james tonight but i dunno if i'll have time.

11-21-2002, 11:26 PM
Okay, here's the latest screenies of the Sith Terminator. Progress is going slow but it's getting there



11-22-2002, 03:35 AM
*Cough* Choke *Cough*

11-26-2002, 10:38 PM
And we still INCH closer and closer....

You realize that when you release this, I'm holding you to the promise of the .map file to mess with rtight? I did a v2 for DOTF, and I may do a v2 for this map, if I think I can help it out... :) I'm sure what you guys do will be great... And I look forward to it IMMENSLEY.

11-26-2002, 10:44 PM
Yes, the .map file will be available to select few at the beginning, but available to all after a week of the official release. That should give time for the select few to poke around inside, and see what can be done, if anything. By the way, I downloaded V2 of DOTF, very nicely done. Of course it probably also helps that my computer was recently upgraded from the 900 Mhz when I first tested LDJ's, and I was also only using a Radeon 7200. where as of now, I am using a GeForce4 Ti4200 128MB card, hence the higher FPS.

11-27-2002, 12:58 PM
Hey Everyone, just wanted to let you know that we are still releasing the Duel version of Project: Duality tomorrow and are still looking at a x-mas release of the entire thing. If Shadriss could leave his email in a PM, I will get that .map file over to ya, and a handful of a select few.

11-28-2002, 11:30 AM

Not like I've ever kept it a secret! :)

11-28-2002, 11:37 AM
I have sent the finished duel version to Andy (w/ botroutes) so look for it soon! :D

11-28-2002, 02:02 PM
Sith Terminator Status:

Model - 98%
Textures - 0%
Poly Count - 4,497




I'm not too happy with the way the strut like parts between the ****pit and the wings turned out, just can't seem to get them to look right. I guess I just gotta make a few more little adjustments to the model and then make the textures and that's it unless anyone has any suggestions on what should be changed or fixed on the model.

11-28-2002, 02:16 PM
nice job manquesa! :)

11-29-2002, 03:21 AM
Well, there are 2 options. I can post the version I have before the botroutes, OR the release can wait till tomorrow, W/ botroutes implemented.

You're call guys

for those who want it now, you can get it from

But for those who wants bots, you can wait till tomorrow and I can get the bot routes into the pk3.

11-29-2002, 09:22 AM
Andy and the gang - I have to give you credit for a good rendition of the arena. It looks fairly good... But, well, me being who I am (picky!), I see a few things that I'd have done differently. I guess that's why the map file is being released, eh?

My biggest thing though is that the scale is WAY to big. That arena is FAR larger than dipicted in the movie. But, as I said, I'm picky. The room itself is about right - it SHOULD be huge. But the PLATFORM is too big. And too high, I think, also. But...

I guess I'll have another project when this map file is released... I look forward to seeing the entire project completed. Don't get me wrong, it's a GREAT rendition... I just feel that it's a tad bit big for it.

Good texturing though. Hope to see the full thing soon.

11-29-2002, 11:17 AM
for the full version andy, i need to add a switch so you can activate the lift.

oh and um.... my pc now won't boot (drive's clickin like a mofo) so i need to get that fixed and see if i can recover everything. :mad:

11-29-2002, 02:27 PM
Its because of constructive feedback like that Shadriss that it is being released. With other people being able to work on it, they will be able to add their own, but for those who are working on it, please leave credit in future readme.txt files for those who made this map possible.. XlR8 for the great main arena and outside platform(when released), VolrathXP for the amazing hallway, and manquesa when he finishes the final touches on the halt droid (for sp), and the sith terminator for the outside platform. By the way Shadriss, you might want to check your email.

11-29-2002, 04:45 PM
Originally posted by Andy867
Its because of constructive feedback like that Shadriss that it is being released. With other people being able to work on it, they will be able to add their own, but for those who are working on it, please leave credit in future readme.txt files for those who made this map possible.. XlR8 for the great main arena and outside platform(when released), VolrathXP for the amazing hallway, and manquesa when he finishes the final touches on the halt droid (for sp), and the sith terminator for the outside platform. By the way Shadriss, you might want to check your email.

rock on. :D

11-30-2002, 12:27 PM
managed to recover everything from the drive and I should have a new one on the way! :D

in case anyone cares :)

11-30-2002, 06:06 PM
As Luke said in ANH : "*I* care!"

11-30-2002, 07:29 PM
We all care VolrathXP:D we want to always know that computers are working for us:) :D

12-01-2002, 12:45 PM
in case no one noticed:


It's up. :p

12-01-2002, 06:02 PM
Yea, I figured for the mean-time, I could get the file posted until I get back later tonight so that I can re-do the map with the bot routes. That way the file is at least out in the open. :D

12-16-2002, 04:55 PM
i'm ready to help out with the full ffa version whenever you guys are. talk at me on aim andy! :p

12-16-2002, 11:30 PM
Well, hopefully I will get word from XLR8 on when to expect the outside platform, and hopefully Manquesa can shoot the models over to you or James to implement into the map:) Can't believe X-Mas is almost here, but hopefully with time and hard work, we can get it out still as a xmas present to the community. :D

12-24-2002, 12:02 AM

Unforunately, we will not be able to make our x-mas deadline, HOWEVER, we will still try to get the FFA and updated Duel version of the Map out as soon as possible.

12-24-2002, 10:55 AM
i have the models...i guess i'll look at em and try my hardest to export them... :)

01-01-2003, 04:32 PM
The models (the Sith Terminator and Halt Droid) need to be skinned and exported into .md3 format from gmax. I'm not very good at making textures so all the textures and shader's need to be made from scratch. I sent the models to VolrathXP and he's trying to do what he can with them but he's a busy man with a lot he's already working on and more of a mapper anyway.

If there's anyone out there, preferably an experienced modeler who can help out with this, it'd be hugely appreciated. Just email me or VolrathXP to get the models sent to you in gmax format.

Oh, the models, mainly the Sith Terminator may need to be touched up a little as well, that'll be up to you though.