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Posted: Tue Mar 20, 2007 7:10 pm
by Food_Eater
Wow, that looks amazing!
(For those of you that noticed the Kessel in RS was Orangish/Red, also notice that it's at daytime. You can simply say that it looks greyish/black at nighttime, which is what the map looks like)
Posted: Tue Mar 20, 2007 7:10 pm
by Epena
Why is everyone quitting BF2 modding!
Posted: Tue Mar 20, 2007 7:29 pm
by General_Grievous_4
I agree orange doesn't look as bleak as gray does. It sets off the bleakness of the map that your trying to achieve and it looks fantastic btw. I'll be downloading this for sure.
Posted: Tue Mar 20, 2007 11:26 pm
by Schizo
Posted: Tue Mar 20, 2007 11:33 pm
by Alpha
I'm assuming the TIE Bomber is a prop.

That would be fun to take off in.

I love the scaffolding around that bomber too, Schizo. I'm also dieing to throw a grenade into the fuel depot. Do your explosion effects on those barrels work? Mine are messed up...
Posted: Tue Mar 20, 2007 11:34 pm
by RAymo
wow.. thats all i can say. it looks so amazing

Posted: Wed Mar 21, 2007 2:44 am
by MercuryNoodles
Nice. In places, it looks like something straight out of WWII...with TIEs.

Keep it up! Do the Imperials have anything new or special about them? Are there any good spots to snipe from?
As for how Kessel's depicted, there are several conflicting sources one could use. So, I feel Schizo can feel free to do what he wishes. In fact, I imagined Kessel with grey/black appearance as well. I'd say putting so much emphasis on canon outside G-canon is really misplaced once you realize everything is not as organized as some make it appear. I especially don't like counting games as canon in anything because they're constantly fraught with conflicting information.
Posted: Wed Mar 21, 2007 10:13 am
by RC-1290
Schizo wrote:Also, you'll notice the Kessel in Rogue Squadron looked kind of Mars-ish with the red terrain and stuff. I never liked that representation of Kessel. I've always thought of if more of a moon-ish type terrain. So my map's terrain is gray for a reason. Just making sure people know that before someone goes and raises that question. And the answer is no, I'm not changing the color of the terrain. Gray > orange-red. It looks more bleak and prison-y that way.
oops, sorry I seems I missed a post

I look too much at the pictures, sorry. but what about that other thing I posted?
---
Those new pictures look really nice.
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Another thing, wich you might hate, but you could make some OVERLY bright lightbeams on the base; An auto-turret wich keeps firing some kind of lightbeam (I'm not really into particle editor but I'm sure it can be done in a way that It looks cool.) wich follows prisoners without doing damage.
Posted: Wed Mar 21, 2007 10:28 am
by XxDepredationxX
Schizo wrote:The hallway is supposed to be dull. The Imperials didn't exactly design a prison facility to look nice, just to get the job done. I'm aiming at a very bleak, dreary atmosphere. Making the hallways look really dull and industrial like that definitely adds to it. Better than say... Tantive IV hallways or something. I tried putting those in, reskinned; trust me... they didn't work out.
Also, how in the world does this remind you of Vice City?

The army camp at the edge of the city and the one near the airport
I keep going in there and kill every soldier in there so I will remember quite well.
Posted: Wed Mar 21, 2007 4:07 pm
by Schizo
RC-1290 wrote:back to topic.
how about the players all spawn in a cell wich has the shield off, and you have to open the other prison cells with the a.i. prisoners to make your escape easyer. I'm sure but I think I read something a while ago about sepperating the a.i. spawn from the player spawn. Probably something like ' cp3 aiweight 0' or something.
I was actually originally gonna do that but I'm not sure whether I want to go to all the trouble. We'll see. Maybe I'll make a campaign mission. But that'd definitely be a stretch, seeing as how the map has to be done by May 4th. Then again, I have practically all of April left to work on it. I can actually see the map being done by the end of March, to tell you the truth. But if I was to do a campaign mode (which I'd definitely love to do), then it'd probably take me a couple weeks to learn how to script it and everything. But a campaign mode could work out to be really, really cool. Starting in the prison, having to destroy the shield generator, bunches of Rebel bots spawn and overwhelm the Imps in the area, then you've got to go through the facility a room at a time, capturing objectives and completing tasks, finally ending where you have to capture an Imperial shuttle or something like that. Depends. I'll see what I can do.
RC-1290 wrote:Another thing, wich you might hate, but you could make some OVERLY bright lightbeams on the base; An auto-turret wich keeps firing some kind of lightbeam (I'm not really into particle editor but I'm sure it can be done in a way that It looks cool.) wich follows prisoners without doing damage.
I'm actually going to see if I can find someone to model me some spotlights. I think it'd be pretty easy to attach a transparent whitish cone to it to look like a beam of light. If I can find someone to do that, then I could definitely animate it in ZE so as the searchlights will slowly sweep across the map. They wouldn't exactly follow the prisoners, but it'd sure look pretty kickass. We'll see.
One thing that I considered last night as well is to make some of those ambushes and stuff so that if you venture too far into the caves, you'd get ambushed by a bunch of Rebels or something. Maybe some kinda cave creatures as well. Depends. Ambushes would be cool though, since you never know what's around the next corner. You'd definitely have to be cautious, because for all you know, there's a bunch of escaped Rebels hiding around the corner. It'd add a sense of danger to the mines, methinks. I might see if I can have collapsing tunnels as well (I think it'd be possible through scripting and stuff... make a ZE animation of a bunch of debris falling down, then code it in the LUA so that when you enter a certain tunnel the roof will collapse and kill you). Maybe some other hazards like that. Just to make the mines seem more dangerous. They weren't exactly the safest of places.
Posted: Wed Mar 21, 2007 4:59 pm
by Clonedude55
@Schizo about the spot light I have a crazy idea use Rend's spotlight from Corscant: Streets I saw them in the assets.
anyway the map is coming together really nice
PS: Please tell me those red barrels are the destroyable ones from Squeddie's assets
EDIT: Epena I fixed the spelling

Posted: Wed Mar 21, 2007 6:32 pm
by Epena
*Schizo
*Squeddie's

Posted: Wed Mar 21, 2007 6:36 pm
by plasmoidmonkey
Shnikies! This is, just so cool. It really looks like a maximum security prison. This is definately a d/l when it comes out.
"Back to the mines, Rebel scum!"
Sorry, just practicing my angry stormie imitaion.
Posted: Wed Mar 21, 2007 7:18 pm
by PvtParts
looks amazing Schizo. Models all fell together and it looks great. Which models did you use out of the model pack (or outside of that if any)? I'd like to know because how you set things up (tie repair bay especially) looks awesome and I will probably use similar design.
Posted: Wed Mar 21, 2007 10:48 pm
by Schizo
PvtParts wrote:looks amazing Schizo. Models all fell together and it looks great. Which models did you use out of the model pack (or outside of that if any)? I'd like to know because how you set things up (tie repair bay especially) looks awesome and I will probably use similar design.
Hoo boy... I used all kinds of models. I'm not sure I could tell you all of them. I just kinda went through the Squeddies map pack, found ones that fit, and just slapped 'em together. I know for a fact that the landing bay is the eddie_prop_building_04b object though.
Also, since clonedude555 reminded me that Rends had some really good spotlight models on his Coruscant Streets map, I went and saw how they looked in the map. I gotta say, the end result looks really good.
http://www.youtube.com/watch?v=HB0BQ2mbpcM
(Thanks to Rends for releasing his Coruscant Streets assets and Cmdr Fusion for uploading the video to Youtube so you guys can see them in action)
Posted: Wed Mar 21, 2007 11:02 pm
by PvtParts
yeah they do look nice.
alright. I wasnt sure if you had other sources for the models so I figured I'd ask.
Well I guess I'll be following this definatly cant wait to see the final thing.
My only suggestion is to make sure it feels 'starwarsy'. With models that aren't tailored to kessel specifically, and many that resemble real world counterparts, you could easily end up with a regular prison map with star wars units. So definatly have a lot of things like the repair bay for ships, maybe some landing pads, and maybe the realistically (not necessarily strategically) placed auto turret or two to add to the sense of confinement (like at gateway entrances or something, places not necessarily frequented but that would be guarded in a prison/work camp)
Posted: Thu Mar 22, 2007 2:08 pm
by Rekubot
I heavily agree with the auto turret idea. Realistically, they'd be there for the sake of keeping the prisoners on their toes. They'd only really be put to use when there's a mass prisoner breakout, and what do we have here?

Posted: Thu Mar 22, 2007 4:36 pm
by clonecommand
Very cool!
My warnings: don't let this map get too big. It looks like it could get very big with all the rooms and stuff.
But looks awesome now!
Posted: Thu Mar 22, 2007 6:42 pm
by Clonedude55
O yeah some one actually used by idea that looks so cool Schizo I can imigine that in-game being the Empire putting down the Jail uprising..........
PS: It is Clonedude55 not Clonedude555
Epena I fixed the spelling again.....................
Posted: Thu Mar 22, 2007 7:21 pm
by Epena
Nice Schizo, nice. I really can't wait to play this.
Just checking, since I've never seen it in any of the shots--do you have Kessel's moon in the sky?
PS: I think it's actually Clon
edude55 not clondude55.
