Page 1 of 6

Kessel: Imperial Prison Facility

Posted: Tue Mar 20, 2007 2:00 am
by Schizo
Okay, I decided I might as well make a WIP topic for this map. I've been really working my @ss off trying to put this map together. It's actually come along a lot quicker than I had originally thought. Especially because of the Squieddies model pack. You wouldn't believe how much it helped. There's so many objects in it that are perfect for the map. You'll notice the majority of the map is made up of them.

So far the map is at about 40 - 45% done. Seeing as how the majority of it is basically the mapping, I'm about half done with it. The map will have two main sections; the main facility, which will have hallways, rooms such as barracks, computer control rooms, chemical labs, etc. The mining tunnels will also be included in the interior. The other half of the map is the exterior, which will have other minor buildings such as an armory, landing bays, a mess hall, and an air control tower.

So far the exterior is about 95% done; the only thing left to do is the air control tower. The interior is about 10% done.

Here's a basic blueprint of the map. For the most part the map is going to follow this layout, but of course, I'm going to make many changes as I go along.

Here's some screenies of my progress so far:

Prison camp-style setting:
Image

Collapsed mine entrance (mostly just for show - the real mines will be accessed through the facility):
Image

The mess hall:
Image

A couple barracks (just for show):
Image

A shot of one of the landing bays:
Image

Tank repair area thing (tanks aren't usable; they're just for show):
Image

Barracks (inside the facility):
Image

A shot of one of the hallways (still gotta make a door for the barracks):
Image


The map takes place a few months after the Battle of Hoth. My plan for the map is to make it a sort of revolt. Rebel prisoners from Hoth and other battles have been forced to work in the spice mines by their Imperial captors for a while. Finally they decide to revolt against the Imperials. The Rebels will be skinned to look prisoner-ish, and they'll be using stolen Imperial weapons, metal pipes, fists, etc. Whatever they can get their hands on, basically. The Imperials will have a better arsenal, but the Rebels will have the advantage in numbers.

I'm probably going to make the weapon loadouts fairly accurate to what you might actually see, but I'm not going to go all-out and make it super-movie accuracy. But the units won't have dumb weapons like auto turrets and stuff. They'll have regular blaster rifles, grenades, etc. Standard issue stuff.

I may also make another mode which will have just regular shipped units for those people who prefer that. I may also include a CTF mode. A team dogfight mode is a possibility, but unlikely. We'll have to see.

I'll keep you guys up-to-date on my progress as I continue.

RE: Kessel: Imperial Prison Facility

Posted: Tue Mar 20, 2007 2:50 am
by yoyam
it all looks very cool, and i see quite liberal usage of squeddies items :D all i can say is that i hope you take strategy into serious account when you're designing your level. It looks great so far but if theres no tactics involved at all when planning it then its just not gonna be very fun to play. Of course i have no idea how your map is designed its just something to think about :D
BTW the landing bays look very cool from the screenies.

Posted: Tue Mar 20, 2007 4:00 am
by Karnage
:shock: Wow! Just flat out Wow!

The setup looks amazing! It looks exactly like a Prison Camp. A prison revolt would be pretty neat. I like the layout of the map too.

Can't wait for this one to come out.

Good luck Schizo! :D

Posted: Tue Mar 20, 2007 4:30 am
by ARC_Trooper_phi658
oh, a prison setting. I like the backstory.... a prison revolt. Simple, yet genious.
Anyway, the map looks dismal, perfect for a prison-type setting.

Posted: Tue Mar 20, 2007 4:50 am
by -_-
Impressive.

Posted: Tue Mar 20, 2007 5:35 am
by XxDepredationxX
Whoa! I like the 1st shot alot, it reminds me of GTA: Vice City. The hallway looks kinda dull though. But the sky is awesome, its looking good.

Posted: Tue Mar 20, 2007 11:09 am
by DarthD.U.C.K.
THAT looks ilike a lot of new objekts and like a good map too!!
the dockinbays and the hallway are the best, but the mess hall looks a
little bit "notprisonish" with that wooden table.

Posted: Tue Mar 20, 2007 11:47 am
by PR-0927
Wow! This is great stuff. Your base structure certainly blows away my base structures!

- PR-0927/Majin Revan

Posted: Tue Mar 20, 2007 2:45 pm
by Fusion
So you finally revealed this to everyone, and it seems the black hole/star problem was fixed in that first shot.

Very nice work (again :P).

Posted: Tue Mar 20, 2007 3:07 pm
by Schizo
yoyam wrote:all i can say is that i hope you take strategy into serious account when you're designing your level. It looks great so far but if theres no tactics involved at all when planning it then its just not gonna be very fun to play. Of course i have no idea how your map is designed its just something to think about
Strategy will be a very important element in the map. Of course, there has to be, especially for the Rebels. Seeing as how they're not going to have the best of arsenals, they'll definitely have to be careful how they fight the Imps. The Imps will also have to be careful, because they'll be almost completely surrounded by Rebs most of the time. There'll be plenty of cover; the exterior won't be as bleak and barren as it looks now. I'll vary the terrain a bit, add machinery and buildings and stuff, etc. Not only to add to the atmosphere, but to give the units better cover.

Completely disregard all the CPs I put in the blueprints. I've completely reworked where the CPs will be located in the map. Don't worry; I'm gonna work on it. For now laying out the map is my main concern. I'm trying to make it look good but also play good as well.
XxDepredationxX wrote:Whoa! I like the 1st shot alot, it reminds me of GTA: Vice City. The hallway looks kinda dull though.
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? :P
DarthD.U.C.K. wrote:the dockinbays and the hallway are the best, but the mess hall looks a
little bit "notprisonish" with that wooden table.
I may go back and reskin the tables to have a more polished metal look to them. The mess hall was kind of meant to be for the Imperial personnel, not for the prisoners. The prisoners don't get a mess hall; they just eat in their cells.
commander_fusion wrote:So you finally revealed this to everyone, and it seems the black hole/star problem was fixed in that first shot.
Actually, I just edited the image to make it look better. :P In-game, the stars still show up in the centers of the black holes. I wish there was some way to get it so they didn't, but oh well.

Posted: Tue Mar 20, 2007 3:09 pm
by ROCKET
Ever play the Kessel mission in Rogue Squadron? Maybe you could add an element to your story where Rebel ships are trying to support the escape? You could have Y-Wings navigate through canyons and dodge Tie Interceptors to take out key Imperial targets. Maybe even add an allied Imperial reinforcement side that has non-capturable, but destroyable CPs. That way the Y-Wings have to succeed in order for the prison uprising to gain the numerical advantage it needs? Just a thought.



Image

Posted: Tue Mar 20, 2007 3:16 pm
by Schizo
I was considering flyers for the map but I decided it's best just to not have them. It's a pain trying to make the map look good for flyers. You can put all the effort in the world making a map look amazing when you're looking at it from ground level, but looking at it from the sky it looks like total crap. I don't know; it depends. I may include a team dogfight mode, but the regular conquest mode is just going to be a prison revolt. Maybe I'll have X-Wings and stuff flying around in the sky, we'll see.

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.

Posted: Tue Mar 20, 2007 4:48 pm
by Rekubot
Very nice map Schizo! I love the kind of maps that pay lots of attention to detail; this is one of them. Loved the Saleucami map, I'm sure I'll love this one. Great job! :)

Posted: Tue Mar 20, 2007 5:01 pm
by Clonedude55
Very nice. I must say this is the best representation of Kessel I have ever seen (even better the Empire at War Forces of Corruption)

EDIT: will it hurt you when you are outside like Polis Massa because I hope not

Posted: Tue Mar 20, 2007 5:12 pm
by CamandoMichael
This is so unbelievable!!! I always wanted to play a prison escape game!!! When should it be finished?

Posted: Tue Mar 20, 2007 5:28 pm
by Schizo
It'll be finished when it's finished.

Clonedude55 wrote:EDIT: will it hurt you when you are outside like Polis Massa because I hope not
No. Seeing as how Kessel has massive factories dedicated to pumping oxygen into the atmosphere. There are even some smokestacks visible on the map as well. So units will be able to walk around outside without worrying about suffocating.

Posted: Tue Mar 20, 2007 5:37 pm
by authraw
No way. I so had the idea for a Kessel prison break first. :lol:

Are you going to be giving the escapees orange jumpsuits like in Empire at War: Forces of Corruption and Star Wars: Bounty Hunter? And will you just be using human rebels, or would you be using other species, too (such as weequays, bothans, gungans, ect.)

Anyway, excellent idea. I actually have been planning a map exactly like this for months, but I haven't had a chance to start it yet. Heh, guess it's back to the drawing board, lol. :) Lookin' great so far!

Posted: Tue Mar 20, 2007 5:37 pm
by RC-1290
[original post started with:]I'm sure it's finished next year... don't you think asking when it's finished is a somewhat... not so bright question? Remember, you can say, "it'll be finished in about 3 weeks" but you'll find that there's always something that gives problems, so it's kinda impossible to say when it's finished.
---
Sorry for giving you a lecture... Nothing personal, it's just that I can get a bit anoyed about these kind of things sometimes...

[Edited, I was slower than schizo :P]

back to topic.
how about the players all spawn in a cell wich has the shield of, 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.
---
Like you saw on that picture of Rogue Squadron, Kessel is quite red. Are you going to change the color, did you make the rock black to make it look like it's night or do you just don't give a 'insert some word here' about canon(canonicity?canonness?).

Good luck! :),
RC-1290'Dreadnought'

Posted: Tue Mar 20, 2007 5:54 pm
by Schizo
authraw wrote:No way. I so had the idea for a Kessel prison break first. :lol:
You had the idea first? :P

This is the very first post I ever made on these forums, way back in August of 2005:
http://www.gametoast.com/index.php?name ... ght=#24779

Basically, I'm going back and fulfilling my original goal of making a Kessel map. It'll pretty much bring me full circle in terms of Battlefront modding. Seeing as how this is most likely going to be my last project, I figured why not go back and finally do my very first map idea for my very last map.
Are you going to be giving the escapees orange jumpsuits like in Empire at War: Forces of Corruption and Star Wars: Bounty Hunter? And will you just be using human rebels, or would you be using other species, too (such as weequays, bothans, gungans, etc.)
The Rebels will be wearing really raggy clothing. Orange jumpsuits would just seem like something out of a cheesy jailbreak movie in LA or something. I'm going to make them look beat up and malnourished. Probably several different species as well. Humans, bothans probably, maybe zabraks, rodians, etc. Depends.
RC-1290 wrote:Like you saw on that picture of Rogue Squadron, Kessel is quite red. Are you going to change the color, did you make the rock black to make it look like it's night or do you just don't give a 'insert some word here' about canon(canonicity?canonness?).
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.

Posted: Tue Mar 20, 2007 6:05 pm
by Alpha
I agree on the Kessel texture. While reading Rouge Squadron, I always saw it as a blackish-gray asteroid. Looks great so far; sorry that this may be your last project though.