View Full Version : Alpha WIP - Tibanna Factory (CTF)

Perfect Chaos
01-30-2003, 05:10 PM
Hey guys... here is a very early WIP of a map of mine that is CTF. It has a bespinish theme to it, and is relitevely simple and small. Many of the rooms shown in the screenshots are quite new - the only areas I would consider anywhere near complete is the large open room and the room with several beams and a view outdoors in it. I especially am wondering how I can improve shot0315 - it just doesn't look right with all those boxy whachamacallems. This isn't my best work - keep that in mind, and I only have spent a couple of days so far...

Anyways, on to the screenies:

PS - Thanks to Katarn07 for the cool map name!

01-30-2003, 05:22 PM
Oh, I missed 314 and saw 315 twice. I thought I saw 2 like 315. My mistake... :rolleyes:

I'm not sure what to do about those guard rail things... If they weren't there, would the player plummet into the abyss???

*** Oh, and this is not at all a remake of the MotS map I learned, but has Bespin textures and I thought Cloud City was overused... Why not a Tibanna Gas Factory.

01-30-2003, 08:57 PM
Looking pretty good! :) My suggestion for shot 315 is to use actual guardrails instead of whole blocks... helps with the blockiness issue and should make it look more detailed.

02-01-2003, 03:41 PM
I took this map for a quick-SP test run to check it out. Let me tell you, this map is cool, though a bit to small for bigger games.

I couldn't test bots, my MP isn't working correctly... :confused: :(

So I have got 2 screens of some neater areas (well, one is pointing to a flaw for PerfectChaos, not really to neat)

The first is the flaw. It is of me fighting 2 Jan NPCs in a pit that you shouldn't be able to walk in. Note: My detail isn't up all the way. The ugly yellow floor I am on should be clouds!!!


The second one below is me taking on some Bespin guards, hoping to see if bots would be able to negotiate the twists and turns of the map. Not sure if NPC AI and bot AI is the same, but the NPCs score high in this area of the map. I died a few moments later. Check it out...


There was an area I used no clip on to get some of the better weapons. I had to cheat because the lifts aren't working yet. The author knows this... Well, it looks very promising. I didn't spot any flaws, other than the ones mentioned...

Can't wait to see the final product! ;)

*** Oh, Aru-Wen's suggestion was used. I'll show a pic of the new rails. Very fun saber dueling bridge. I took on 2 Desanns down there!

Perfect Chaos
02-01-2003, 05:32 PM
Well after a few days of working I think I've done about 75%+ of what I want to do to the first base, then I just need to add weapons and more start points and of course the other base ;) As I said it is nothing fancy, but should suit those hardcore players.

Latest batch of screenies below, showing the whole level basically (and thus, you won't need to download it heh) Any suggestions for further detailing (but I don't really plan on adding any more rooms... perhaps a very simple extra one, but I want this to be easy to play...) Besides, I need to get back to my "job" at the dark forces mod.


PS - if someone is interested in helping me with the elevators and such, let me know... because they're giving me a lot of trouble and I can't figure out why they don't work right :/

PPS - Yep, that pit IS supposed to kill you, but I haven't applied the effect to kill you when you fall...

PPPS - The former screenshots do not work any more, so don't bother.

02-03-2003, 05:26 PM
Me vs Tavion in the best sabering (only one really) room. Best combat comes here IMO...


Another, somewhat good sabering place. Me vs Desann on a catwalk hanging over the abyss. Look familiar, JK veterans?


I am going to try out a newr version later today, so expect another update on this. I am sure there are some more areas and improvements... ;)

02-03-2003, 06:17 PM
Originally posted by Perfect Chaos
PS - if someone is interested in helping me with the elevators and such, let me know... because they're giving me a lot of trouble and I can't figure out why they don't work right :/

What technique are you using for making the elevators, and what is it doing in-game?

Elevators in SP use a different technique than in MP, so that could be it as well...

02-03-2003, 06:27 PM
Say that's some nice detail you've got there. Adds a lot of depth to the scene. Very nice.

02-04-2003, 06:56 PM
I played the new version and must say it was much better for duels. But as PerfectChaos pointed out to me already, not much time to duel in CTF, right? Still, its there.

I found a weird bug. If you fall into the pit, your health recharges up and up and up... I got up to 401 health before I used noclip to leave...

Oh, and the transporter moves the player into the floor, at least on SP....