Kessel: Imperial Prison Facility
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Food_Eater
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Schizo
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RAymo
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MercuryNoodles
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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.
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.
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RC-1290
oops, sorry I seems I missed a postSchizo 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.
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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.
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XxDepredationxX
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The army camp at the edge of the city and the one near the airportSchizo 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?
I keep going in there and kill every soldier in there so I will remember quite well.
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Schizo
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: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'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.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.
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.
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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
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
Last edited by Clonedude55 on Wed Mar 21, 2007 8:55 pm, edited 1 time in total.
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PvtParts
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Schizo
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.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.
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)
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PvtParts
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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)
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)
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Rekubot
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clonecommand
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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.....................
PS: It is Clonedude55 not Clonedude555
Epena I fixed the spelling again.....................
Last edited by Clonedude55 on Thu Mar 22, 2007 8:57 pm, edited 1 time in total.
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