PDA

View Full Version : WIP: Ancient Sith Homeworld


SunBurN
11-21-2002, 02:17 PM
Well gears have shifted for this project a bit. I now plan on releasing a 3 map pack with all 3 maps different "areas" on the same planet, the Sith Homeworld of Korriban. These maps are based on events that have yet to come to pass in Episode 3.

Map details:

This will be a 3 map pack. The map one (currently available as a beta on pcgamemods..see link below) will be Duel, FFA, and TFFA

Map 2 will be FFA, TFFA, and will feature a different training area (different location on Korriban).

Map 3 will be the largest of the 3 and will feature FFA, TFFA, and possible CTF and SAGA. I will update my gallery soon with pics of the second map that was co-designed by Monsoontide.

For Screen Shots, skip below to my sig and copy the link and paste it in to explorer.

Background story:

It is common knowledge that somewhere near the end of Ep3 there will be the climactic battle between Obi Wan and Anakin where Anakin falls into lava but survives and what's left becomes Darth Vader. Since we don't know exactly how or when or where this will take place, I've created and written my own scenario and it takes place on the Planet Korriban which in the new game Knights of the Old Republic being released for Xbox and pc eventually, Korriban is named the home planet for the Sith.

If you want to read the background story that I'll be releasing with the map, then continue reading, if not, skip below to my sig and click in the link to see the latest screeshots.

SunBurN

A long time ago, in a galaxy far, far away......

In the not too distant future following the events of the battle of Geonisis, attack has begun on the Jedi Knights leaving their numbers dwindling. Master Kenobi on leave from his duties as General of the Republic forces massing near Dantooine, has been dispatched to find Anikan.

Korriban, a volcanic planet located near the outer rim of the galaxy, was rumored to be the ancient Homeworld of the Sith. Obi Wan, now enroute to Korriban, relaxed as he set the controls of the Starfighter to automatic pilot and reflected on...recent events, the death of Master Windu and the other Jedi, the destruction of the Jedi Temple on Coruscant, and the events that led up to his current situation.

A month prior, Anakin had received a transmission the contents of which were unknown, and left immediately without notifying the Jedi council or Obi Wan where he was going, and has not been heard from.. until yesterday when Master Yoda had received a brief, and badly garbled transmission with only one discernable word, Korriban.

As Obi Wan watched the stars elongate into white lines as the Hyper Drive engaged and his ship was thrust in to Hyperspace, he reflected on his conversation with Master Yoda hours earlier.

Yoda paced back and forth as he spoke with Obi Wan.
Yoda: Grave danger for Anikan I fear! Obi wan: danger? What sort of danger...
Yoda: Hmmmm...unclear..clouded things are...
Slowly shaking his head back and forth, Yoda said, Korriban, disturbing this place is, dangerous for skywalker..his undoing I fear this will be.. Obi Wan: His undoing? Master Yoda, I sense nothing in regards to Anakin, or anything else for that matter.

Yoda, feeling his age catching up with him, adjusted his cane as he slowly sat down. Yoda: a dangerous time this is, for us all. Much anger I've felt from him..perhaps from the loss of Padme....or, something deeper I fear. Korriban, powerful in the dark side of the force, a true domain of evil it is..and there you must go!

Obi Wan: Are you sure he's there?
Yoda: No, not certain...veiled to me he is....
Obi Wan: Well then, since we have no other leads to his whereabouts, I'll begin my search there.

Remember, Yoda said as he cleared his throat, and then continued, late the hour is, not much time has he...hurry you must!
Obi Wan: are you saying...that Anikan may already be influenced..by the dark side? Yoda closed his eyes and lowered his head reaching out to the force..after several moments, he spoke in a low voice: begun already...the transformation has...the prophecy..the one..fulfilling it is!

and almost as an afterthought, Yoda turned to Obi Wan and said, Above all, FEAR you must not..for as know you, fear leads to....

Obi Wan was startled awake by loud beeping and chirping from his R4 unit. He was taken aback by what loomed in front of him. A fiery landscape filled his c ockpit as he descended through the clouds of smoke emanating from countless volcanoes and eruptions from this planet that was most assuredly tearing itself apart!

As Obi Wan leaned forward and checked his sensors for any sign life or Anakin's ship, he was overcome by the most powerful sense of dread, and overwhelming feelings of loathing, and anger that he had ever experienced, or could've imagined! He could also feel something pulling him....from somewhere. Now, devoid of any thoughts or conscious will, he felt as if he was being controlled as he maneuvered in between jagged rocky spires, into the depths of canyons, and over huge oceans of burning lava before without realizing it, he was landing his ship on a damaged platform at the base of a small canyon. Almost as quickly as the dark feelings had overtaken him, they vanished, leaving Obi Wan puzzled and staring blankly at Anakin who was standing in the mouth of a large cave glaring at him, lightsaber drawn. As Anakin approached, Obi Wan could see someone else move out of the shadows, but couldn't make out his face until... a flash of red light from a small lava eruption lit up the cave mouth revealing...

With horrible realization, Obi Wan now understood how and why everything had come to pass in the manner in which it had. A deep crackling voice uttered out "destroy him, and your training will begin.. he...was responsible for Padme's death..he was protecting her...he could've saved her...but instead he decided to help the pitiful insignificant rebels and his Jedi friends.

The snap hiss of a saber being ignited broke Obi Wan from his trance. Anakin was again approaching him...Obi Wan unhooked his lightsaber and ignited it...as he backed slowly up onto a small rocky ledge over looking a pool of bubbling lava, he could tell from the look in Anakin's eyes, that he was no longer Anakin Skywalker..but something ..evil! Obi Wan was distracted momentarily as he noticed in the distance a familiar starship descending into the canyon.

From somewhere, perhaps a memory, the words of Master Yoda filled his mind, "fear leads to anger, anger leads to hate, hate...leads to suffering"...without a word, Anakin attacked and swung his lightsaber in an incredible arc with amazing speed that Obi Wan was almost unable to counter! From a distance, the battle was observed as the two attacked, lunged and dodged each other over the pools of molten lava. Obi Wan's skin crawled as heard the most sinister cackling sort of laugh, which rose and echoed off and throughout the canyon walls. Obi Wan, now filled with fear, and feeling darkness closing around him, faced his one time friend and padawan learner, and noticed Anakin's partially tattooed arms. Visions of his encounter with Darth Maul struck him as realization came. Anakin grinned and whispered to him in a dark and malicious tone...may the force be with you..not even Master Yoda can save you now!

Well that's it.

You can dl the beta of map 1 from:

http://www.pcgamemods.com/file.php?id=8df707a948fac1b4a0f97aa554886ec8

I'll be updating soon.

SunBurN

Wudan
11-21-2002, 02:21 PM
Very Very Very Very beautiful. Where'd you get that Lava tex from?

SunBurN
11-21-2002, 03:14 PM
Thanks!

It's not a texture, but a shader that Monsoontide helped me with.

SunBurN

WhiteShdw
11-21-2002, 03:57 PM
I'm happy to hear you're expanding on this project. The beta was really good.

It is common knowledge that somewhere near the end of Ep3 there will be the climactic battle between Obi Wan and Anakin where Anakin falls into lava but survives and what's left becomes Darth Vader.

Well there should be a big battle between the master and his apprentice, but I'm not sure if Anakin will fall into any kind of Lava. Even if this is what uncle George thought of all those years back, he has been known to change his mind.
I remember that everybody was screaming about Qui-gon being Obi-wan's master in Episode I, when Obi-Wan had clearly stated that Yoda was his master in Empire. GL kinda fixed that with Episode II.

Andy867
11-21-2002, 04:16 PM
Actually, Whiteshdw, G.L. disclosed in an interview that he had trainers working with Hayden and Ewan on their epic battle in Episode 3. So, it looks like it will still happen.

WhiteShdw
11-21-2002, 06:12 PM
Yeah, i know there's gonna be a battle between the two, but i was speculating about the ending of that battle. All these years i've heard about Anakin falling into Lava or molten pits or whatever. That's supposedly the way he got so wounded. That's something that's never mentioned in the original trilogy. So where did that come from then?

It's probably something out of an old GL screenplay that was never used the original films( like the title of Sith Lord which wasn't used until episode 1, but was mentioned in the screenplays waaay before that ).

But will that be used in Episode 3? So far it seems that GL has been doing everything, except the stuff that the fans have expected in the prequels. At one time, fans expected to see troops of Mandalorian commando's in the prequels.

So what i'm saying is that even though that event has been well known to fans, it's not unlikely that it will play out very differently in Episode 3.

Padawan_7
11-21-2002, 06:17 PM
Originally posted by SunBurN
Well gears have shifted for this project a bit. I now plan on releasing a 3 map pack with all 3 maps different "areas" on the same planet, the Sith Homeworld of Korriban.

Cool idea SunBurN! I loved the first map.

Will these different "areas" reflect the sandy areas of Korriban and the Sith Temple on Korriban as shown in the KOTOR screenshots?

SunBurN
11-21-2002, 07:16 PM
when Obi-Wan had clearly stated that Yoda was his master in Empire. GL kinda fixed that with Episode II.

Yeah but Yoda was kind of like everyone's master! Maybe he was Obi Wans master when he was a little kid, much like Yoda was teaching the kids in EP2, but then Qui Gon took over when Obi Wan got older. In any case, my story and the basis for my map is just one possible scenario of what could happen, and most likely none of it will be remotely close to what GL is cooking up for the final prequal. But since they have confirmed that Korriban is indeed and ancient sith homeworld, it sounded like a good place to bring my vision and story to life..so to speak :) .

I just got done corresponding with ravensoft over a couple of issues and I'm happy to say that some major problems I was having are now resolved! Those guys rock!!!



:D

SunBurN
11-21-2002, 07:33 PM
Will these different "areas" reflect the sandy areas of Korriban and the Sith Temple on Korriban as shown in the KOTOR screenshots?

No, my maps were already created before lucasarts released the screenshots of Korriban. So creating maps to reflect those areas will have to wait til I'm thru with this project. All three of these maps will retain the lava/rocky atmosphere, but have been designed differently, and yet are all similar to reflect consistency for the general theme of the map.

These changes will be apparent when I get some new ss in my gallery which should be pretty soon.

SunBurN

Padawan_7
11-22-2002, 02:09 AM
Originally posted by SunBurN
Maybe he was Obi Wans master when he was a little kid


I believe Yoda was. That's probably why Obi-Wan said at the very beginning of Ep.1, "But Master Yoda said I should be mindful of the future." I think this line was to establish that Yoda was once his master/teacher.

Originally posted by SunBurN
No, my maps were already created before lucasarts released the screenshots of Korriban. So creating maps to reflect those areas will have to wait til I'm thru with this project. All three of these maps will retain the lava/rocky atmosphere, but have been designed differently, and yet are all similar to reflect consistency for the general theme of the map.


Okay, that's still cool though. I really liked the lava/rocky atmosphere in the first map and would love to see more!

SunBurN
11-22-2002, 12:18 PM
I'm going to try and update the gallery today and post some new screenshots. I'll let you all know when I have.

SunburN

SunBurN
11-25-2002, 08:17 PM
Gallery updated! Click on the link below for new beta shots from map 2.

SunBurN

inbredyokel
11-25-2002, 10:38 PM
That looks incredibly cool....but I do have a suggestion. Rather than use the existing skybox with a daytime setting, have an evening/twilight atmosphere with a self-lit skybox showing an endless lava field below. It's more of a personal preference, but I think it would really add to the atmosphere.

SunBurN
11-26-2002, 12:06 AM
Well I was thinking of something similar, but I like the contrast between the first map with its dark (night) atmosphere and the 2nd map which is day. The third one will probably be something along the lines of a twilight setting.

Anyway, I'm glad you liked it and I appreciate your suggestions.

:D

SunBurN

inbredyokel
11-26-2002, 01:00 AM
I totally understand what you mean. However, you could also make a daytime skybox of the same thing, or have daylight with huge rocky valleys below.

SunBurN
11-26-2002, 11:49 AM
inbredyokel,

That is what I'm going to do. I plan on adding rocky canyons around the exterior wall that decend into fog (and you can't go down there). As it is, the map runs very well with no lag...adding a whole other area might cause it to be unplayable with slower machines.

Also, the light emitting shader for the lava is very cool, but is also memory intensive and it wouldn't be good to apply it to the bottom of the map, when you rarely if at all see it..even if it was part of the sky box.

Anyway, if I put this out for a limited beta, maybe I'll contact you. Let me know if you have any ideas for the interior from what you can see in the photos.

SunBurN:)

inbredyokel
11-26-2002, 01:39 PM
That actually sounds better...the light diffusion offered by fog/clouds could add a very eerie mood (like being in Jedi purgatory:)).

SunBurN
11-27-2002, 03:08 PM
An update to the pics section on my web site. Click on the link below.

SunBurN

SunBurN
12-03-2002, 04:58 PM
Progress update on my website: News and pics for Map #2!

Click on the link below.

SunburN

Wudan
12-03-2002, 06:24 PM
When a Jedi attains the rank of Master, he is addressed as such, which is why Obi Wan also why Mace Windu is refered to as Master Windu by Anakin, even though it is doubtful that Anakin apprenticed under Windu.

And yes, Yoda is everyone's superior.

This map rocks, but the rocks could use some work. I suggest using multiple rock textures TcGen'd over each other to take out the repetitiveness. It's a good effect : http://users.sisna.com/tokyopop/shot0012.jpg

SunBurN
12-03-2002, 06:50 PM
wow Wudan, that is a really nicely done textured rock formation. I'd love to have that look or create textures similar to that. Would it take long to learn and to implement?

inbredyokel
12-03-2002, 10:06 PM
Looks very cool...the only thing that looks a little odd is the fog. The edge where it starts seems too sharp near the top, so it almost looks like water.

JediLoaf
12-04-2002, 02:30 AM
I think Inferiors refer to superiors as 'Master Surname' and Superiors to Inferiors 'Master Firstname'

LIke at the end of AOTC, Yoda refers to OBi Wan as Master OBi-Wan and Dooku and Mace Windu 'Master Windu'

AKPiggott
12-04-2002, 10:26 AM
Hey SunBurN (sorry to keep pestering you because I sent you both an e-mail and a PM about this) but can I use your Jedi Starfighter in my Mace Windu SP level? I've already put it in the map and it looks great, but if you don't want me to use it, I'll remove it right away.

SunBurN
12-04-2002, 01:43 PM
Well you would have to ask Monsoontide because he created it. He is going to release both the Sith infiltrator md3 and Jedistarfighter prefab as soon as I release these maps. But, he may let you use it. You'll have to ask him. Until then, I would not release it with your map.

SunBurN

SunBurN
12-04-2002, 01:50 PM
Looks very cool...the only thing that looks a little odd is the fog. The edge where it starts seems too sharp near the top, so it almost looks like water.

Yeah I was thinking that too (from the screenshots) but, it doesn't look that "sharp" in game.

SunBurN

Wudan
12-04-2002, 02:49 PM
Ok, I can try to whip up something that'll look like what you're going for there - then I'll PM you with the download info for the shader and tex's.

I'm pretty much in love with the process myself, the info for it comes from the Q3map2 guy, who can whip up shaders to do:
http://www.shaderlab.com/q3map2/screenshots/terrain_detail.jpg

Of course, that one seems to use AlphaMod, which is something I intend to learn about next.

Reborn Outcast
12-04-2002, 03:33 PM
Not much experience with maps but this one looks very good!

SunBurN
12-05-2002, 01:58 AM
Ok, I can try to whip up something that'll look like what you're going for there - then I'll PM you with the download info for the shader and tex's.


Thanks Wudan, I look forward to seeing what you come up with!

SunBurN

SunBurN
12-24-2002, 11:45 AM
A little update....been busy at home over the last few weeks, helping my wife with our new baby, preparing for the hoidays, visitors, family coming into town etc, so my project has kind of been on hold during that time.

Progress:

I have map 1 completed. Map 2 complete but I need to go back and make the bot support a little better and Map 3 is done, however, due to it's size I get frame rates in the 20's to 30's without any bots, just me running around in 3rd person view. And after adding bots, the frame rate goes down the more I add. So unless I can improve that framerate, I may not include map 3 in the final release.

I am going to try a few things but I'm not going to spend too much more time on map 3 so don't get your hopes up for it.

That's about it, Happy Holidays!

SunBurN

Wudan
12-24-2002, 06:13 PM
Whaaaa!

Sorry I haven't had much time to whip up a shader for you, I'll try to get around to it.

BTW, once you're done with this project, have you seen AOTCTC? It's neato, and you should join up ;)

SunBurN
12-30-2002, 05:40 AM
Wudan..

Don't worry about the shader...it's the holidays and we're all busy so get to it when you can. I am still interested in it however :)

That mod looks incredible and I'm really looking forward to trying it! But, with our new baby, I don't really have the time right now to dedicate to mapping as I would like, so joining that TC team isn't really an option right now.

On another note, I got SW Bounty Hunter for Game cube for Christmas and I gotta say...it's awesome!!! That would be a great TC! One thing I noticed due to being a mapper is they used what looks like the same engine as JK2outcast. There are areas that you can see through some "cracks" like between a door and the building see through to "the void" (but with no HOM) or other areas where they used caulking etc. Kinda funny the things you notice when you make the maps :)

Anyways, I plan on getting back to working on my maps this weekend and get them finished and released as soon as possible. Thanks everyone for your patience and continued interest.

SunBurN

SunBurN
12-30-2002, 08:14 AM
this level is Awsome !!! cant wait to play with it

Thanks!

are there flying ships init ??? i think that would be awsome :P my Tie Interceptor thats following a Rebellion ship

No, there are no ships flying but there are falling meteors and moving clouds (map 1 only). Also, since this map is set following the events of episode 2, I don't think that tie interceptors or rebellion ships had been invented yet :)

I really love mapping in radiant and the maps and effects I would like to tackle after I finally release these maps are: SP, SAGA, moving vehicles, and weather for my next maps. So I may ask to borrow your tie interceptor in the future!

Thanks for yours and everyone elses support, it's what's kept me going all this time!

SunBurN

SunBurN
01-06-2003, 12:46 PM
Ok, Maps 1 and 2 are complete! I'm finishing up Map 3 but I've come to a small problem. I've narrowed down the sky I want to use, a Light or a Dark sky. I can't decide however which I should use, or if I should just use both?

If I used both, then basically I'd be releasing the same map but with two different sky boxes.

If you would like to help me out with my quandry, click on the link in my signature at the bottom and go to Beta Pics Map 3 and take a look at the screenshots and then post a coment here as to what you think. You can also go here: http://www.pcgamemods.com/forums/showthread.php?s=&threadid=1154

and reply to the poll.

Thanks!

SunBurN

SunBurN
01-09-2003, 06:46 PM
Well, if you would like to give me your opinion on which map version I should release (day sky, night sky or both), you have until Friday Jan 10th at midnight to give me your feedback either here or in the forum here:

http://www.pcgamemods.com/forums/showthread.php?s=&threadid=1154



Here is a quick link to the gallery for the map in question.

http://sunburn54.tripod.com/ancientsithhomeworld/id7.html


Thanks,

SunBurN

Eldritch
01-09-2003, 07:04 PM
I say :

Day Sky.

I just don't like the night sky. So there it is, my suggestion. :D

Day Sky.

SunBurN
01-10-2003, 12:55 PM
Thanks, if possible could you go and vote over here:

http://www.pcgamemods.com/forums/sh...=&threadid=1154


as night sky is winning on the voting poll.

Thanks,

SunBurN

Eldritch
01-11-2003, 12:50 AM
I just voted, and now day and night are tied at 44% or something like that.

Altus_Thrawn
01-11-2003, 07:33 AM
this map really looks great. can't wait to play it.

SunBurN
01-13-2003, 11:42 AM
Thanks, and a little update.

Like I've said before, I have maps 1 & 2 finished. I'm doing (what I hope) is a last compile of Map 3, the only thing is, the compile takes like 35 hours to complete! So I had done one starting last Friday night and it completed Early Sunday. I realized when I was checking things and adding bot routes that there were a few things I had overlooked and had to fix. So after fixing them, checking everything after a quick no vis compile, I restarted the long compile and I hope it will be done (without anything else needing to be fixed) by tomorrow morning. If it is, then I can finish the botroutes and release everything. Thats about it!

Hopefully the next posting will be me announcing the release!

SunBurN

Klorel
01-13-2003, 06:14 PM
Which sky did you choose to use? I like the night time feel better for this map, but not the night time texture you used. At this point the day time looks better, unless another night time sky is chosen. I really like you're map, its quite francly a work of art. But I hope you decide to go with a more twilighty night map than the two you were questioning, hope i'm not TOO late, but either way this is a great map and I can't wait to play in it.

-Klorel

SunBurN
01-14-2003, 11:21 AM
Well I agree with you, I don't like the night sky choices I had, so I went ahead with the "day" version. I'll look at the night skies again once more before I release it, but my choices are limited and quite frankly, I've been working on these maps for so long (about 7 months) and after dealing with every problem imaginable, I just want to get them released. I'm at the point that everytime I go in to the map and test it, I see things I want to "tweak" or fix and at this rate, unless I just release these maps, they may never get released.

I may however release the night sky version of Map 3 seperately a little later if I can find a better sky or maybe I'll create a custom one and I'll make it a FFA/CTF map. As of this morning when I left for work, my map was in it's 32nd hour of compile so when I get home this evening, it should be done and I'll be able to tell if its finally ready.

SunBurN

Eldritch
01-14-2003, 02:33 PM
Originally posted by SunBurN
As of this morning when I left for work, my map was in it's 32nd hour of compile so when I get home this evening, it should be done and I'll be able to tell if its finally ready.

SunBurN

:eek: :drop2: 32+ hours to compile? How big is this map? The biggest map I've played was Anchorhead, and that took only 16 hours or so to compile, if I remember correctly...

SunBurN
01-14-2003, 04:46 PM
It's a combination of things, it's a very large map, it has a LOT of open area, efx and I think the thing that most causes the long compile time is the light emitting lava shader which takes up a huge portion of the map. As a test, I took the lava out and the map compiled in half the time...so since the lava is an essential part of the map, waiting for the long compile time is a necessary evil :)

SunBurN

Eldritch
01-14-2003, 07:28 PM
I see... well, it looks great, so it will all be worth it.

SunBurN
01-15-2003, 11:39 AM
Well I'm happy to say it compiled fine and the entire map pack is almost ready for release. However, when I was putting in the bot routes, I found an area in Map 3 that has a serious problem and I wouldn't have noticed it if not for a bot getting "stuck" there. So it looks like I'll have to do one more compile :(.

But before I do, I'm thinking I want to have a few ppl beta test the map pack. So, the first four or five ppl to respond will be the beta testers.

Respond here:

myownweatheredprison@hotmail.com

Just be aware this pk3 has all three maps and is over 10mbs. So if you want me to send it to you, make sure your email will accept files of that size.

Eldritch
01-15-2003, 03:29 PM
I've emailed my response! :D

I hope I was one of the first 4 or 5. *crosses fingers*

SunBurN
01-15-2003, 03:49 PM
I hope I was one of the first 4 or 5. *crosses fingers*

You were, and its on its way!

Eldritch
01-15-2003, 03:58 PM
Woo hoo! Is there a questionnaire or anything included with it that I should fill out? Or anything specific I should look for?

SunBurN
01-15-2003, 04:13 PM
The email has some basic instructions...but basically, just play around with the maps, try them out with a few bots, have fun and if during that time you run across something that bothers you or is obviously a problems, let me know by email at one of the email addresses I provided.

Please indicate which of the 3 maps the problem(s) is with and include screenshots if possible.

Thanks,

SunBurN

WhiteShdw
01-15-2003, 05:00 PM
Hey, I've sent my mail.

You might want to upload the file somewhere if it's possible. And then just mail the links to the people concerned. That might be better than email.

SunBurN
01-15-2003, 05:17 PM
I agree, but I don't really have that option and I really don't want to set up some site just for a few downloads. I'll send it to you now.

SunBurN
01-15-2003, 08:59 PM
WhiteShdw, Aru-Wen,

I haven't heard from either of you, did you get the file ok?

Eldritch
01-15-2003, 10:14 PM
Unfortunately, class ran long tonight and then a few hours of work wiped me out... I'm sure it got thru fine, I'll be beta testing it tomorrow. :)

You'll hear from me if it doesn't... and i'll be sure to inform you of any problems I run across.

WhiteShdw
01-16-2003, 12:01 PM
I got the file. I'll have a look at it now. I'll give you some initial impressions in a couple of hours.

WhiteShdw
01-16-2003, 12:50 PM
Ok, I had a real quick look so far, but I ran across some things that should probably be fixed:

Performance.
It's really lagging right now. I got an average of 10 fps in the first map. It's a little better in the other 2 maps. I suggest taking out all those func_efx and any instance of dynamic lighting. I tried the map in SP where these things didn't work and I got a boost of at least 20 fps. Also replacing the Jedi Starfighter prefab with the model done by Zymotico(should be out soon), should give you a little performance boost.

Lighting.
The first and second map has some really dark areas. So dark that i can't see my own character or were i'm walking. The levelshots look a lot brighter than the actual map.
example (http://homepage.bysky.nl/~ka1e1/ASH_Shot000.jpg)

Textures.
Some of the rock textures look very stretched. I could usually see it in the brighter area's on the sides of the rocks. Stretching a texture is not that bad, but if you stretch it vertically also do it horizontally. example (http://homepage.bysky.nl/~ka1e1/ASH_Shot001.jpg)

Lava damage.
Whenever i fell into the lava I could usually stand there for about 5/10 seconds. That's not very realistic. This isn't slightly warm water. Make it an instant kill or at least up the damage somewhat.

I'll be doing the rest of my testing in SP, because the performance is a lot better there. I'll have another look later to see if there are any other bugs.

SunBurN
01-16-2003, 01:40 PM
Ok, I had a real quick look so far, but I ran across some things that should probably be fixed:

Performance.
It's really lagging right now. I got an average of 10 fps in the first map. It's a little better in the other 2 maps. I suggest taking out all those func_efx and any instance of dynamic lighting. I tried the map in SP where these things didn't work and I got a boost of at least 20 fps. Also replacing the Jedi Starfighter prefab with the model done by Zymotico(should be out soon), should give you a little performance boost.

Ok, out of curiosity what speed machine do you have? I'm testing it on a:

AMD 2000xp (1.6GHz)
512MB DDR Ram
Gforce 3 TI 200 128mb DDR Video card

and I get mid 20's - 40's FPS depending on where I am in Map 1(3rd person view) and better in 1rst person view.
For Map 2, 30's to 40's FPS depending on where I am (3rd person view) and better in 1rst person view.
For Map 3, pretty much the same.

Now this is all without bots, when I add bots (at least 4 -5), the FPS go down a bit.



Lighting.
The first and second map has some really dark areas. So dark that i can't see my own character or were i'm walking. The levelshots look a lot brighter than the actual map.

Well, you can adjust your brightness a bit and the map looks just fine and this is what I've done. But if you give me screenshots of specific areas that you think are "too dark" then I will lighten those areas up a bit.


Textures.
Some of the rock textures look very stretched. I could usually see it in the brighter area's on the sides of the rocks. Stretching a texture is not that bad, but if you stretch it vertically also do it horizontally.

Again, give send me ss of the areas that don't look right to you, and I'll try and make them look a little more natural.

Lava damage.
Whenever i fell into the lava I could usually stand there for about 5/10 seconds. That's not very realistic. This isn't slightly warm water. Make it an instant kill or at least up the damage somewhat.

That's easily done. However, in going with the theme that Anakin escapes the lava pit that scars, injures him and leads him to becoming Vader, I want the player to be able to escape. But I will increase the damage rate.

I'll be doing the rest of my testing in SP, because the performance is a lot better there. I'll have another look later to see if there are any other bugs.

Ok, thanks for your input, I really appreciate it and I'll work on the things you mentioned.

SunburN

Eldritch
01-16-2003, 02:31 PM
SunBurN, here's the thing with me - the email is sitting in my usual inbox, but because of a problem right now with my ISP, I can't get to it. Any chance you could send it to me at my alternate email address here? (firstborn1981@aol.com)

WhiteShdw
01-16-2003, 02:38 PM
I'm using a PIII 850
383 MB RAM
and a Gforce 3 64mb

With your system you should really shoot for a performance equal to or highter than 60 FPS.

About the brightness, basically every area that wasn't directly next to a lava flow was too dark. I could probably increase the brightness of my game, but that would make other maps too bright. I don't want to change the brightness of my game every time there is a map change. You could probably increase the brightness a bit by putting some ambient lighting in the worldspawn entity.

About the textures, there were a lot of area's were i saw this, but it was mostly noticable in the brighter area's. So mostly in the third map(that's the brightest one, right?). Mostly in the rock formations on the floor. The walls looked ok.

SunBurN
01-16-2003, 03:07 PM
SunBurN, here's the thing with me - the email is sitting in my usual inbox, but because of a problem right now with my ISP, I can't get to it. Any chance you could send it to me at my alternate email address

Ok, I sent it, but will AOL support a 10mb attachment?

I'm using a PIII 850
383 MB RAM
and a Gforce 3 64mb

With your system you should really shoot for a performance equal to or highter than 60 FPS.

Well in order to get higher FPS, I'd have to take out the lightemitting lava shader. The efx or func's aren't the problem. As a test, I took out both then ran the game and it was basically the same. But when I took out the lava and compiled and ran the map in game, the FPS went up dramaitcally. Since the Lava is essential to the game, I'm not taking it out or using a non emittiing shader since I tried that and put lights above the lava and it dropped the FPS even worse not to mention it didn't look natural.

About the brightness, basically every area that wasn't directly next to a lava flow was too dark. I could probably increase the brightness of my game, but that would make other maps too bright. I don't want to change the brightness of my game every time there is a map change. You could probably increase the brightness a bit by putting some ambient lighting in the worldspawn entity.

What would you suggest as a value I would use for ambient lighting for these maps to make them brigher, but still keep the "mood" of the theme? One more thing, do you think maybe you have your brightness turned down lower than what's reccomended? I have the brightness turned down so "I can barely see the 6" and in game I although it is dark near the lava and other places in Map 1, it's not so dark that it's unplayabe and I can still clearly see what around me and where I'm going.

About the textures, there were a lot of area's were i saw this, but it was mostly noticable in the brighter area's. So mostly in the third map(that's the brightest one, right?). Mostly in the rock formations on the floor. The walls looked ok.

Ok, well I don't like the look of the textures that keep repeating themselves (it looks unnatural) so I've purposefully stretched the textures. But I'll look at them all and see if I can make them look a little less stretched. Thanks again for your input and feel free to post any other feedback you have. Btw, was there anything good about the maps?

Eldritch
01-16-2003, 04:14 PM
Originally posted by SunBurN
Ok, I sent it, but will AOL support a 10mb attachment?


Apparently, because I just finished downloading it. I'll try it out now and get back to you. :D

EDIT : Ok, here's my impressions.

The stage is visually astounding. Everything looks quite good, except perhaps for those few instances of stretching White mentioned. The meteors, the rising and falling lava/rocks, the collapsing bridges... it's all quite complete and well thought out.

For me, it runs into problems in 2 areas :

a) the lighting, for the most part, looks great. The light emitting lava really works wonders for the mood. Unfortunately, it's a little too dark in some places and you can't see where you're going. As White suggested, try some ambient light (either neutral or red would work great) with a fairly low value, like 15 or 20... that will take care of the places in the map where you can't see where you're walking and you fall straight into some lava (great sounds here as well, by the way... the crisping sound is a nice touch)

b) the more serious issue for me is the framerate. The highest it got for me for all three maps hovered right around 50... it usually ran in the 30's when I was by myself. After I added 2 bots, it became unplayable. I think most of it is due to the large open areas in the maps. Although it looks amazing, it's just too much for most comps to handle. So you know, I'm running a 1.53 GHz with 512 MB of RAM and a 64 MB video card with the highest graphics settings.

It's still incredible work... I think you've thought of everything in this map, but unless you can solve the framerate issue, it's going to be hard to play it (for me, at least). I don't know if you've used detail brushes or hint brushes, but if you haven't, use them.

SunBurN
01-16-2003, 06:43 PM
The stage is visually astounding. Everything looks quite good, except perhaps for those few instances of stretching White mentioned. The meteors, the rising and falling lava/rocks, the collapsing bridges... it's all quite complete and well thought out.

For me, it runs into problems in 2 areas :

a) the lighting, for the most part, looks great. The light emitting lava really works wonders for the mood. Unfortunately, it's a little too dark in some places and you can't see where you're going. As White suggested, try some ambient light (either neutral or red would work great) with a fairly low value, like 15 or 20... that will take care of the places in the map where you can't see where you're walking and you fall straight into some lava (great sounds here as well, by the way... the crisping sound is a nice touch)

I've never actually used ambient lighting...what key and value do I use (ie do I use key: Ambient Value: 15) or something like that?
Ok well I'll work on the lighting...is that in all three maps that the lighting is bad?

b) the more serious issue for me is the framerate. The highest it got for me for all three maps hovered right around 50... it usually ran in the 30's when I was by myself. After I added 2 bots, it became unplayable. I think most of it is due to the large open areas in the maps. Although it looks amazing, it's just too much for most comps to handle. So you know, I'm running a 1.53 GHz with 512 MB of RAM and a 64 MB video card with the highest graphics settings.

Out of curiosity, is your RAM pcc or DDR? Because my specs are very close to yours and I can add up to 5 bots with a mimima drop in fps.

Ok, well I'm not sure what I can do about the framerates (that's been my biggest issue and the reason it's taken me so long to get to this point) since I've used hinting, detail and overall good mapping techniques and the FPS is still rather low even on my machine. I was working with Ravensoft on these issues and they did help me with some things, but the fact that it's so much open space it has a lot to draw all the time and slows down the fps unfortunately. It's possible that if the ambient lighting works, I can take out some to the light entities and that might help the fps abit. I'll give that a try.

It's still incredible work... I think you've thought of everything in this map, but unless you can solve the framerate issue, it's going to be hard to play it (for me, at least). I don't know if you've used detail brushes or hint brushes, but if you haven't, use them.

Well thanks for your imput, I really appreciate it and you've basically confirmed what I already suspected which is that the maps wouldn't be very playable (unless you had a very high end machine) if I released them as is. So, I'll have to work on them a bit more.

Eldritch
01-17-2003, 01:05 AM
I've never actually used ambient lighting...what key and value do I use (ie do I use key: Ambient Value: 15) or something like that?
Ok well I'll work on the lighting...is that in all three maps that the lighting is bad?

Ambient lighting is really rather simple... first, you add the key 'ambient' to the worldspawn and assign a value of say, 15. Then, add the key '_color' (yes, with the '_') and an RGB value of '1 1 1' if you wanted neutral light. If you're looking for a specific color for ambient light, the easiest way is to hit K to bring up the color selector for the light entities and look at the RGB sliders down at the bottom. Pick whichever color you like, and then get the number values to the right of the slider... so you might have a key '_color' with the value of '.01 1 .9' or something... just separate each number with a space and you're set.

Out of curiosity, is your RAM pcc or DDR? Because my specs are very close to yours and I can add up to 5 bots with a mimima drop in fps.

Ok, well I'm not sure what I can do about the framerates (that's been my biggest issue and the reason it's taken me so long to get to this point) since I've used hinting, detail and overall good mapping techniques and the FPS is still rather low even on my machine. I was working with Ravensoft on these issues and they did help me with some things, but the fact that it's so much open space it has a lot to draw all the time and slows down the fps unfortunately. It's possible that if the ambient lighting works, I can take out some to the light entities and that might help the fps abit. I'll give that a try.

DDR. Yeah, my suggestion would be to try the ambient lighting and see how many of the light entities you can remove (I wouldn't remove too many... ambient lighting should be used as a supplement to other forms of lighting, as on higher values it tends to flatten the difference between light and shadow). Removing some light entities might help speed up compile time as well. Unfortunately, the large open areas do kill fps, and there doesn't seem to be any way around this particular issue.

Well thanks for your imput, I really appreciate it and you've basically confirmed what I already suspected which is that the maps wouldn't be very playable (unless you had a very high end machine) if I released them as is. So, I'll have to work on them a bit more.

No problem. If you need any more feedback or help, let me know - I'll do what I can. :)

Leslie Judge
01-17-2003, 10:35 AM
Hmm...

On what resolution do you guys play? That affects the framerate too.

WhiteShdw
01-17-2003, 11:10 AM
Btw, was there anything good about the maps?

Sure there was, I wouldn't be beta testing it if I didn't like it. :) I really like the concept and the design and the choice of color. Haven't really tested the gameplay yet.

On what resolution do you guys play? That affects the framerate too.

You're right, but I don't like the idea of changing my graphic settings for one map. Personally I think a map should perform about the same as any other map for the game without me having to change my graphic settings.

SunBurN
01-17-2003, 12:25 PM
Sure there was, I wouldn't be beta testing it if I didn't like it. I really like the concept and the design and the choice of color. Haven't really tested the gameplay yet.

Ok, well like I said before, thanks for the input because I really value your opinion and I'm going to try a few things to get these maps to run better on lower end comps.

But, since I don't want to change the map's layout (ie the wide open space) since that would ruin the vision I have of the maps, I'm left to make a decision (if I fail that is) as to releasing them as is, shelving them until such a time that everyone's comps are up to a level that it won't matter if there are large open spaces, or shelving them indefinitely and moving on to a new project.

I've been working on them for about 7 months now and I just want them to be playable and for everyone to enjoy them. But if they are not playable, and I can't fix them, then there is no point in ever releasing them.

So I'll give them a last try at fixing them and all I can do is hope for the best.

SunBurN

SunBurN
01-17-2003, 02:27 PM
The project I mentioned in the last post that I said "I'd move on to" is a really cool idea that I and other ppl have had for awhile (in varying degrees) but no one has quite tried it the way I'm going to. I guarentee it will be fun and no one has anything out quite like it now.

So, my work comp is compiling map 1 (of the Korriban maps) with some changes I made as we speak and I'm going to get to work on my new idea tonight on my home comp. If all goes well, I should be able to bust it out pretty quickly. Look for a WIP thread with ss coming soon!

SunBurN

Eldritch
01-17-2003, 11:47 PM
You're right, but I don't like the idea of changing my graphic settings for one map. Personally I think a map should perform about the same as any other map for the game without me having to change my graphic settings.

I'm in agreement with White on this point. You shouldn't have to do anything to play a map other than load it up. I don't mean this to sound harsh, but it's true.

Originally posted by SunBurN
The project I mentioned in the last post that I said "I'd move on to" is a really cool idea that I and other ppl have had for awhile (in varying degrees) but no one has quite tried it the way I'm going to. I guarentee it will be fun and no one has anything out quite like it now.


Ooh, sounds intriguing. Will you be describing part of the idea in the new thread you'll likely be creating?

SunBurN
01-18-2003, 03:46 AM
I don't know yet, I'll have to see how it goes...I'm working on it now. I don't want to do a WIP on it until I'm sure its going to work. As for the other maps, when I left work today my Map 1 of the Korriban maps was still compiling, so I won't know how it turned out until monday.

Well, back to mappin... l8r! :)

Wudan
01-18-2003, 10:17 AM
As far as lava emitting light - are you sure that lowers your framerate? What about radiosity (bounce the light?)

One the rocks - What I was going to suggest earlier was using a TcGen stage on your texture - that way you can tell it exactly how often you want the texture repeated, and you can use multiple textures to show different things across the x y and z. It's determined at compile time, unlike TcMod.

SunBurN
01-18-2003, 03:33 PM
Wudan,

It's a big part of it. Like I said before, I took out the lava as a test (changed it to a regular texture) and the FPS went up quite a bit. But if you think that TCgen will be helpful, I'm willing to give it a try. It would be a shame after all of the work and time I've spent on these maps not to release them because I can't get the FPS to a playable level. Are you still going to create that shader you were talking about before for the rocky surface/mountain walls? Maybe that would help my problem with FPS?

SunBurN

Hekx
01-18-2003, 06:53 PM
I downloaded the beta and played it a while ago, and all I can say is: wow. Very nice textures, great eerie atmosphere, and I especially like the asteroids / falling rocks. :D

Can you actually die and get hit by one?

SunBurN
01-18-2003, 10:45 PM
I'm glad you liked it! As far as the meteors hurting you, not in multiplayer..I think they do in Single player though!