Kessel: Imperial Prison Facility
Moderator: Moderators
- Epena
- Old School Staff
- Posts: 1176
- Joined: Fri Oct 21, 2005 2:33 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
-
Schizo
-
kajong
- king
- First Lance Corporal

- Posts: 120
- Joined: Thu Jun 29, 2006 9:43 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: SSBB. Pm if you want my friend code.
- Contact:
-
CamandoMichael
-
Schizo
-
Schizo
Well, I literally haven't worked on this map for like, two or three weeks now. Haven't even so much as touched it. I haven't even visited the forums in a good week or two. I've almost completely lost interest at this point. I don't even really feel like finishing the map.
Seeing as how the deadline is next week... and I'm 75% done with the map... I may be able to finish it by the deadline for the map pack. Though it really depends whether I feel like putting the effort into it.
And at this point, I've become really disenchanted with the map. Compared with everyone else's, I think it looks like crap. It's gotten to the point where it's kind of too late to turn back though, and I'm not really happy with the look of the map... looks really sloppy and blech. We'll see... maybe I'll get some motivation to do it.
Seeing as how the deadline is next week... and I'm 75% done with the map... I may be able to finish it by the deadline for the map pack. Though it really depends whether I feel like putting the effort into it.
And at this point, I've become really disenchanted with the map. Compared with everyone else's, I think it looks like crap. It's gotten to the point where it's kind of too late to turn back though, and I'm not really happy with the look of the map... looks really sloppy and blech. We'll see... maybe I'll get some motivation to do it.
- Dohnutt
- Hoth Battle Chief

- Posts: 3248
- Joined: Sun Aug 20, 2006 9:25 am
- Contact:
-
Schizo
- Epena
- Old School Staff
- Posts: 1176
- Joined: Fri Oct 21, 2005 2:33 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
-
ARC_Trooper_phi658
- Rebel Warrant Officer

- Posts: 302
- Joined: Fri Jan 26, 2007 10:12 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Physics Department
-
Penguin
- Jedi Admin

- Posts: 2541
- Joined: Sun Mar 05, 2006 12:00 am
- Location: Australia
Slap yourself out of it!Schizo wrote:Well, I literally haven't worked on this map for like, two or three weeks now. Haven't even so much as touched it. I haven't even visited the forums in a good week or two. I've almost completely lost interest at this point. I don't even really feel like finishing the map.
Seeing as how the deadline is next week... and I'm 75% done with the map... I may be able to finish it by the deadline for the map pack. Though it really depends whether I feel like putting the effort into it.
And at this point, I've become really disenchanted with the map. Compared with everyone else's, I think it looks like crap. It's gotten to the point where it's kind of too late to turn back though, and I'm not really happy with the look of the map... looks really sloppy and blech. We'll see... maybe I'll get some motivation to do it.
or
*slaps*
You cannot say that your map can't compare to other maps, From what we all here have seen, your work is fantastic! The layout works perfectly, the objects, background story, all fit together!
Thinking that your own work is crap is normal, Its hard, maybe even impossible, to tell your own work from good or bad. Your always looking for something "new and cool", But with your own work, your personally are always used to that level of skilled work, so to you, nothing will appear as "new or cool" as other people with different skills would see it as.
When I first saw the thread and viewed the pictures, I was amazed, the pictures were filled with atmosphere, it may not be "cluttered with uber amount of objects" like some maps are, But thats a good thing, it leaves more room for game play and the FPS side of the game, More people with lower end computers can play, more people will get enjoyment out of the map, which I am, if your like me, will make you happy.
There is no reason you should give up, just wade yourself through that "self doubt and boredness" to bring out a wonderful and inspiring map for the masses to enjoy. Sure, the deadline is in 10 or so days, But you can still try, still do your best, even if its just working on the map for 15 minutes a day, And you'll get there.
If you don't know, theres a law that I believe in, the Law of Attraction, made famous by a DVD "The Secret" a while ago. Your mind is putting out vibrations, which the universe reads, thinking "I'm not going to be able to finish this map! Its bad! its sloppy! its bare!" is putting out a vibe to the universe, which reads that, and gives you what you put out "I'm not going to be able to finish this map! Its bad! its sloppy! its bare!" put out different thoughts, along with a positive feeling "I WILL finish this map! It WILL be good! it WILL be enjoyed! It WILL be finished before the deadline" And the universe will read that, it will arrange its self to allow you to finish it by the dead line.
Now, your map is 75% done, is that so bad? They are numbers, which are just estimates, the numbers don't matter, all that matter is the amount of effort you put in, not numbers, nor even time. (Professional maps can be made in a week if you put the effort in)
If you go to munge after making one change, don't. Make some more changes, changes that you might have put back or delayed until later, then when you munge and test, you will see more in the map and you will be happier, you would have also spent less time with munging one thing, then another, then another, by having done it all at in a shorter period of time.
If you really need any motivation, read the comments made by other people, they all said kind words and are encouraging you to finish. Only a week ago or more, People were suggesting that you finish the GT Star Wars Battlefront 1 Conversion pack when Teancum posted that he was giving the project to some one else to finish. That just shows how much people look up to you and your skill.
I hope you read all of this and take it in, it can be very helpful, not just for mapping, but for anything else, such as assignments, essays, work, even life, Perhaps more people then just you will take this in.
Oh and by the way, I was jealous when i first saw some of the screenshots, I know that your map will be fantastic and will be included in the pack, thats for sure
-
SonofThunder
Hey, please finish this map. It's one of the ones I've been looking forward to the most out of the pack, and I got really disappointed when I read your post...even though I haven't posted on your topic, know that I definitely have been following your progress and love the way your map looks. I know you'll be able to finish in time - you definitely got the skillz.
-
AlexSecura
- Sith

- Posts: 1263
- Joined: Tue Jun 06, 2006 5:24 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Germany
- Contact:
Like Penguin and the all others said:
PLEASE DONT STOP YOUR WORK and DONT LEAVE GT (SWBF-2).
BTW:
Im at Battlefront from the beginning and sometimes i feel that i have to leave and spend Time more in other Games.
But i ever come back to SWBFBF-2 specially GT Map Forum.The Reason is that i love this ....ing Game so much and there are so many good Modders here which makes still it worth to play so long.You are definitely One of these Genius.
So please stay at SWBF2,finish your map and mainly dont leave SWBF-2 Modding.
PLEASE DONT STOP YOUR WORK and DONT LEAVE GT (SWBF-2).
BTW:
Im at Battlefront from the beginning and sometimes i feel that i have to leave and spend Time more in other Games.
But i ever come back to SWBFBF-2 specially GT Map Forum.The Reason is that i love this ....ing Game so much and there are so many good Modders here which makes still it worth to play so long.You are definitely One of these Genius.
So please stay at SWBF2,finish your map and mainly dont leave SWBF-2 Modding.
-
EGG_GUTS
- Master Bounty Hunter

- Posts: 1626
- Joined: Thu Dec 07, 2006 7:38 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: CANADA!
Schizo, don't say it's crap it's above that. If that didn't cheer you up (I doubt it I suck at telling people it's ok) then here something that will. Teancum doesn't want to work on the BF1 Convo pack after 2 (i think) more versions. So he's thinking of giving it to a group of modders (Good modders/mappers) and every one who posted a list of people to get in to the group, You were in every one's list.
-
Schizo
Well I've finally decided; I'm going to drop the map.
Just kidding. I'll resume progress on it. Seeing as how everyone really wants the map. That was quite the speech Penguin gave too. I figure that even if it doesn't make it to the map pack, I can still try to make it as good as I can possibly get it so as people can enjoy it a lot more. That wouldn't get as much publicity, but it'd be a lot better. I'm going to try to make next Friday. I'm not going to rush, but I think I may be able to make it. I've just got to really work on it instead of slacking off.
I've also decided to completely redo the layout of the facility. Right now, it's way too linear and too large. It takes forever to get from one side to the other. With this layout, it'll be much more compact and easy to get from place to place, and it'll be a lot less linear and should make for more interesting battles. It'll also be easier to get the bots to fight, since they'll be closer together, and coincidentally, less bot planning for me to worry about.
I'm also going to redo the look of it too. Right now the hallways are just... boring. They suck, to put it frankly. And since they're like, individually put together using separate pieces, they take up a lot of room, and also make the map lag like crazy at certain spots. I don't know what possessed me to try and design them like that, but the end result just turned out to both look crappy and play crappy as well. I'm probably going to use a combination of reskinned Mustafar and Death Star hallways to try and get the look and performance I want out of them.
Blueprint of the new facility layout:

As you can see I've moved a few things around. The mess hall is now inside the facility, as right now it makes no sense having everyone walk outside to eat. The mess hall wouldn't be its own separate building. I also moved the armory from outside to inside. I figured it fit in a little better there.
You may also be wondering what the flood control room and sewage pump room are. I added the flood control room since I wanted some kind of room with a big pool of water. Don't ask why. I just think it'd be cool.
The sewage pump room is a circular room with pumps and stuff and access to a system of small little sewage tunnels that snake underneath the facility. Those little grey tunnels you see in the blueprint is a rough outline of where the sewage tunnels will be. The little rectangles at the end of each sewage tunnel thing on the blueprint indicate where there'll be a grate which you can blast open to drop down in the tunnels. Should make for some interesting scenarios. Dropping down into the sewers to sneak behind the enemy's back, etc.
Here's a screenie of what the flood control room looks like right now... I'm still not satisfied with the look of it. I wanted a kind of subtle, bluish-grey light to give it kind of an eerie feel, but it ended up really bright and... weird looking. I've gotta play around with the look of it. Try to get a more subtle/eerie blue and tweak the color of the water so it isn't so neon-bluish. But so far it looks pretty cool.

I have no screenies of the sewage room. Once I can get it all together and looking good I'll show you.
Just kidding. I'll resume progress on it. Seeing as how everyone really wants the map. That was quite the speech Penguin gave too. I figure that even if it doesn't make it to the map pack, I can still try to make it as good as I can possibly get it so as people can enjoy it a lot more. That wouldn't get as much publicity, but it'd be a lot better. I'm going to try to make next Friday. I'm not going to rush, but I think I may be able to make it. I've just got to really work on it instead of slacking off.
I've also decided to completely redo the layout of the facility. Right now, it's way too linear and too large. It takes forever to get from one side to the other. With this layout, it'll be much more compact and easy to get from place to place, and it'll be a lot less linear and should make for more interesting battles. It'll also be easier to get the bots to fight, since they'll be closer together, and coincidentally, less bot planning for me to worry about.
I'm also going to redo the look of it too. Right now the hallways are just... boring. They suck, to put it frankly. And since they're like, individually put together using separate pieces, they take up a lot of room, and also make the map lag like crazy at certain spots. I don't know what possessed me to try and design them like that, but the end result just turned out to both look crappy and play crappy as well. I'm probably going to use a combination of reskinned Mustafar and Death Star hallways to try and get the look and performance I want out of them.
Blueprint of the new facility layout:
As you can see I've moved a few things around. The mess hall is now inside the facility, as right now it makes no sense having everyone walk outside to eat. The mess hall wouldn't be its own separate building. I also moved the armory from outside to inside. I figured it fit in a little better there.
You may also be wondering what the flood control room and sewage pump room are. I added the flood control room since I wanted some kind of room with a big pool of water. Don't ask why. I just think it'd be cool.
The sewage pump room is a circular room with pumps and stuff and access to a system of small little sewage tunnels that snake underneath the facility. Those little grey tunnels you see in the blueprint is a rough outline of where the sewage tunnels will be. The little rectangles at the end of each sewage tunnel thing on the blueprint indicate where there'll be a grate which you can blast open to drop down in the tunnels. Should make for some interesting scenarios. Dropping down into the sewers to sneak behind the enemy's back, etc.
Here's a screenie of what the flood control room looks like right now... I'm still not satisfied with the look of it. I wanted a kind of subtle, bluish-grey light to give it kind of an eerie feel, but it ended up really bright and... weird looking. I've gotta play around with the look of it. Try to get a more subtle/eerie blue and tweak the color of the water so it isn't so neon-bluish. But so far it looks pretty cool.
I have no screenies of the sewage room. Once I can get it all together and looking good I'll show you.
- trainmaster611
- Sith Lord

- Posts: 1779
- Joined: Thu Aug 24, 2006 5:22 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Building a railway to Coruscant
- Contact:
