Talon Karrde's Lair (SIEGE, FFA, CTF)
OK, just gonna start throwing some pix out here.
This is Talon Karrde's hideout on Myrkrr (or however you spell it!)
It's all based on the Dark Horse comic and the architechture therefore reflects the very "chunky" style of the artists.
It's a WIP and still early days yet.
Was originally concieved as a small FFA map but now its a little bigger and I will likely make it CTF and SIEGE as well.
Currently lighting needs to be done along with a zillion little details.
Doing some scripting for this one too.
Anyway without further ado...
Looking from Imperial landing zone over towards the ruins.
Over by back by the Generators and storage sheds
View from a Mercenary Siege starting point (opposite Imperial landing zone)
Inside the main ruin with the tree growing up through the floor
Mercenary control room with working Screen (Though skybox draws wierd and misc_model_static's don't show at all!!!)
Top floor of ruin with tree Ysalimiri and Morgan Katarn standing in for Talon Karrde LOL
although you've propably not thought about Vis flow yet, what are the FPS like at the moment?
looking very nice! What kind of objective are you thinking for the siege version?
WEll... I have my Acklay model in there... in a cage... which you can open.... ;)
I have about 5 objectives all worked out (mostly kill, maim, destroy LOL) + also working on different things for the various "classes" to do... you know, the usual stuff like slicing door panels, building emplaced guns etc.
FFA is about done though apart from finalizing weapon ammo and item placement.
CTF is same just need to decide where the rebel team flag is going to go - I have it in one location but it may need to be moved to another location.
That looks really good montoonside, you should think about converting it to MBII once its done as well as seige.
That's an awesome map.
This map could bring me back to JA! ;)
Some more screenshots from todays compile.
That Z-95 looks like a tempting target...
Planning a little illegal gambling?
Command center reverse angle
Hmmm... now what cuold you keep in here?
View across compund...
Simple medical facilities
Looks really good! It would be a great change from the monotone DotF in MB2 :D
Here's an shot featuring an early WIP of the skybox...
I still have to do the shader for the trees, fix there positions so they sit on the landscape , remove the back faces (polygons that can't be seen) and make the landscape texture match the main map. (i.e. brown cliff faces), but I think it should work...
Oh and I have to fix the size of the trees a little too!!!
I like that lighting .. keep it like in the comic, no sunset/dawn.
Apart from the skybox looking like a really early test I think it's coming along fine.
Here's a little up date... spent last night trying to get the skybox model looking a bit more respectable...
Still needs a bit of work, floating trees and the landscape texture needs more detail...
Map about a week from BETA testing for FFA now...
better although the trees seen in the comic didn't relly have any leaves. Doesn't really matter though.
If you remove the floating trees and sharpen the portal skies texture which is horribly blurry at the moment it should look good.
Looks cool dude!
This one's for Pahricida
If you go into the woods today you're in for a big surprise!!! ;)
EARLY work in progress. Looks quite crap now but with a nice skin...
Still have to finish the feet and fix the face & eyes and so on...
Anyone interested in texturing?
Finished the toes/claws and did a version with a long tail. Still have to finish the eyes/face/muzzle.
(Posed manually for render as it's not rigged yet)
And yes Rena, the Ysalamiri are in the trees!!!
Well, just putting the last touches on the map ready for the Beta test.
It's all PK3'd up now and nearly everything seems to be working OK.
The botroute works mostly except for a couple of places so I'll eventually need to edit those - in fact will probably redo the whole thing after its been tested.
Unfortunatley, I have to run one more compile - since I need to fix a couple of the new things I added that aren't quite right!
Vornskr's are in the process of being UV unwrapped (I HATE doing that!!!)
Greeata will hopefully make it to the siege version of the map (If it gets made)
One more comp.
One more test.
And then it'll be ready for BETA!
OK...BETA all ready to test... um.... yeah.
Well I think it is...
Probably some missing files... you know, usual stuff that happens when you think everything is all go!
pcgamemods.... well OK then.
Should be there in about an 1 or so (i have to go out for 30mins right now)
Up at PCGAMEMODS now
Ok first off I think you caught the athmosphere of the comics pretty well and it's all decently detailed imo.
But thats also where the maps main problem kicks in. Obviously you tried to get some of the constructions seen in the comic into the map even though they were not seen in that place.
That wouldn't be bad if they were allocated more efficently...
The map is unplayable in its current state
I don't know what kind of machine you have but I'll let the picture speak for me:
notice the FPS and they don't get better as long as I look away from the house or the water.
Now what I suggest may sound a bit hefty but in my opinion it would give the map great benefits, also in regards of the whole area seeming to be clinched.
There is practically no space at all behind the tower and the grate also ruins the area.
I think you need to move most of the buildings and details that are placed infront of the tower, expand the area behind it and place it all so you can make sure FPS can be maintained at a reasonable level with vis blocking and other aids.
I could send you a few more pics of the area behind the tower that were not shown in that particular comic you propably have. (talking about the one where the AT-ATs seize the whole area).
so much for the gameplay issues, now on to the visual stuff:
lighting ain't finished yet I guess but the lowest segment is just way too dark.
Very repetive ...
hrmmm ... this side of the tower being dark? I dunno I think you should change the angle of the sun in the shader.
That building should really be accessible, maybe through an elevator that leads through the rocks to ground level ... it could server a purpose in siege/mb2.
agressive brush about to seperate from the structure and attack ! :P
all of those advertisment tables inside the tower are really out of place and annoying... especially in the briefing/dining room.
That just looks stupid :> ... I suggest you make the roof accessiable from an elevator from within the building as you did with the other one on the west side of the map.
Now the skybox and water obviously need fixing so I think I don't need to comment on that. I hope you will surround the whole map with rocks since the spots that directly blend into the portal sky look kinda dumb right now.
I still think this could come off as an awesome map since everything I didn't mention is pretty much awesome. :D
have you also thought about promoting the map on places such as
There sure are more experienced mappers lurking around there than here.
All good points Pahricida...
I'm sure you know how it is... you look at these things so much that eventually you can't see the wood for the trees.
I guess the reason the layout is as it is at the moment is because all I have is the first 6 Heir to the Empire comics... I hated the artwork for the other two series' so I didn't bother with them.
Thus leaving me with a few spaces to make up myself.
I'm aware the path behind the tower sort of curves around a cliff face around to the landing field where the falcon is (In the comic).
Currently, the beach area is a bit redundant, not sure what to do with it really.
Might make it a bit smaller.
As for the FPS, haven't even thought about starting to optiize the VIS portals and whatnot yet!!! LOL
Interested to hear how it plays though... (Since I only ever get the chance to play vs Bots)
I did only test it alone in CTF mode ... I can't imagine it would work well in it's current state. :(
and yeah the artwork for the other 3 really sucked but the overall layout of the whole area was pretty good I think ...
I must screenshot here too !
I must take screenshot of this map !
Feedback has been helpful so far, just working on a revised layout... more images soon!
Well, finally starting to get somewhere with the changes... gonna take a while b4 I get some new screenshots up though as it looks like a dog's breakfast at the moment!
Took some time to draw up a proper map of the lcoation on graphing paper to try and work of how things line up a bit better.
Have shortened the whole "beach" and beachfront area considerably.
Working on getting some decent terrain in there, but I find it hard to make custom terrain to match what I've already built.
Move most of the buildings around and rebuilt some of those little ones with the radar thingies on top of them to match the scale a bit better.
(Originally I made the central tower waaaaaaaaaaaay bigger, then found it was out of proprtion and scaled it, but I didn't do any of the other buildings, so they've just about all got to be redone t some degree.
Did a few more wall textures to just to make things a little less repititive.
Added the second (non-enterable) tower and the landing field.
All just very rough at the moment, trying to get sizing and positoning correct.
Taking a bit of artistic license to try and add more VIS blockers.
Going to really need the help of someone familiar with Hint Brushes and map optimization. Do you happen to know anyone like that who may be able to help?
Guess I'll have to spend some more time in Easygen. Sigh.
(It doesn't make good cliffs)
Still working on the new landscape...
Its a real time eater....
These are fullbright images as its not yet compiling properly... and all taken from the same place on a crest separating the main compound from the trail to the landing field. (And no... you won't be able to get up here when I'm done!)
Also cos I've moved a bunch of stuff around and cut out sections of the terrain, the alpha map (That sorts out where the textures go and how they blend) is no longer accurate - will have to make a new one soon.
Anyways, you should be able to see some of the NEW parts... the 2nd tower (non enterable), the new curving power lines, a bit of the new beach, the landing field, etc.
Takes forever to make these things look good, then forever more to make them "work" in the game.
Heck, might even have to redo the landscape from scratch again if this doesn;t work!!! :(
(Oh! The "missing" terrain sections have actually been rebuilt but I haven't properly set them up as part of the terrain entity, hence they don't show up and you can see how much I've been moving this stuff around to "fit" into what I'd already done!
btw, if you're curious, a friend of mine is kindly hosting my old 2002 website (gallery) until I finish my new one. Still haven't fixed all the links on the game dev page, but it was just pix from some of the old maps I've worked on.
any tiny updates? :X
Don't you dare to loose interest! :D
Alas not yet... work is keeping me busy pretty much full time (and freelance work is taking up my free time!!!)... don't forget it though, as I'll get back to it just as soon as I am able!
Also Patrick has been busy with work too and hasn't yet had a chance to get the Imperial Shuttle interior/exterior completed but hopefully he'll be getting back into it just as I am!
good to hear
I can wait how long ever takes ...
:3heart: take care & and enjoy ! :cheers:
Now that things are quieting down for the end of the year, I finally have time to work on this some more. Have a few compiling errors so am just trying to sort it all out...Things are going well... so far.
Haven't yet put the tree models or skybox back in, or a lot of the details.
Also haven't set the ambient light level or finalized the lighting... hence the VERY black shadows...
View from structure where Karrde smoke at night while contemplating the future...
New curving pipe "path" leading to storage shed.
View from landing area toward storage shed...
Showing relationship of 2nd tower, 1st tower, storage shed and path to landing field.
Looking from storage shed past 2nd tower to landing field.
View from 1st tower towards 2nd tower...
More pix as things progress...
looks like release soon ... ? :king1: ;)
Guess this should be over in the modeling thread, but since it's for my map, it's over in this thread.
Here's the Skipray Blastboat map model I've been working on for the map...
Model is done... but I've only just started the textures.. hence they're just black lines at the moment... haven't even started the turret textures.
Actually... if anyone could help me out by finishing the textures, that would be a huge help, as I really need to be spending my time finishing the map!
It will just be a static model (that you can blow up! - ala Z-95 in beta map release)
I'd love to help you but texturing isn't one of my strengths you know ..
I could help you rigging the Vornskr though.
Merry Christmas and Happy New Year to everyone!
Pahricida: I use Lightwave 9! (Been using it since it was on the old AMiga computers!!!)
Here's the Skipray under attack (Still temporary textures)
What a difference a few trees make!
just want to say Hi
and how is going this Map ... :king1:
take care ;)
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