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Posted: Sun Mar 25, 2007 1:35 pm
by RC-1290
Yes, I know that those are the lights but how about adding ZE (spot)lights from where those lights are so you can see more of the tunnel.

Posted: Mon Mar 26, 2007 2:07 am
by Schizo
Good news. The mapping is pretty much done. The only things left to do is to add some more mining equipment to the mines, add some conveyor belts to the spice packing room (I'll need to find some models), and maybe add some stuff to the chemical lab. Besides that it's pretty much done. Now I can go on and make the sides, set up the CPs, and work on the bot planning. I might also play around more with the lighting, but it's kind of a pain to get right, so I'm fine with how it is right now. Once that's done I can see if I can maybe do a campaign mission type thing. That's not a promise, but if I can figure it out, then I'm gonna do it.

Here's some screenies:

Infirmary:
Image

Cell block:
Image

Another shot of the cell block:
Image

And, of course, my favorite part of the map, the mines:

Image

Posted: Mon Mar 26, 2007 6:01 am
by XxDepredationxX
Sweet screens. Hey is that the sun used as the light at the mines?

Posted: Mon Mar 26, 2007 7:38 am
by Schizo
No, it's simply a light effect attached to the tunnel light. You can see it on Hoth... the bright white lights in the Echo Base tunnels. I simply changed the color to yellow to give it more of an eerie light.

Posted: Mon Mar 26, 2007 12:26 pm
by Epena
Do I smell squeddie mines?

Posted: Mon Mar 26, 2007 12:28 pm
by FOOLIS
I like the bacta tanks in pic 1!
Are they in squeddies pack?

Posted: Mon Mar 26, 2007 3:13 pm
by Schizo
Epena wrote:Do I smell squeddie mines?
*cough*HothtunnelsdecoratedwithSqueddieprops*cough*
FOOLIS wrote:I like the bacta tanks in pic 1!
Are they in squeddies pack?
No. They're from Kamino. I took a small little bubble jar prop and scaled it up 500% to get it about the size of a real bacta tank. Looks pretty good, if I do say so myself.

Posted: Mon Mar 26, 2007 3:39 pm
by Epena
Ah, so that's what he did! Well, I think you should make the support beams metal, not brick. Brick, Kessel? But yeah, looks great!

Posted: Mon Mar 26, 2007 4:16 pm
by Schizo
The support beams are actually wood. I know there's no wood on Kessel, but whatever. I think it looks good.

Posted: Mon Mar 26, 2007 5:36 pm
by Alpha
Thank you for having the courage to reject Star Wars canon. :D Some people stick to it too much. Great job!

Posted: Mon Mar 26, 2007 6:20 pm
by JackSkratch
The wood could have just been imported...

Just say that to the canon-fanatics

Posted: Tue Mar 27, 2007 1:31 am
by Epena
Lol, wood, imported to Kessel. :P

Posted: Tue Mar 27, 2007 7:21 am
by XxDepredationxX
Lol! Maybe some of the strongest reinforced wood yet! Because in gameplay, you can't destroy the wood. :P

Posted: Tue Mar 27, 2007 8:41 am
by Hebes24
Looking better and better Schizo! Especially the mines. :P

Posted: Tue Mar 27, 2007 12:32 pm
by Epena
*thought of an amazing idea*

Wouldn't it be awesome if you made the mines like Astute made those doors on Manaan? Where the support beams can be blown up and that causes a small cave in! And then you just us e a handy fusion cutter to fix the thing, but still, causes an interesting twist in strategy. Sounds complicated, but a great way to go out. You would want to ask Astute how he made the units avoid closed doors if you want to try this idea...Good old Astute.

Anyways, one more thing that I finally figured out. This you probably don't want to do...I realized at last why the rooms look good....but not that good. The floor and ceiling doesn't have any depth! You have metal beams on the ceiling, but they're at the same height as the rest of the ceiling. You have holes in the floor, but they're just black textures-not actual holes. Sounds like a LOT of work to fix...but it just might be worth it.

You have time, right?

Posted: Tue Mar 27, 2007 3:03 pm
by Schizo
I was considering having collapsing tunnels and such that you can destroy, but of course it'd require quite a bit of work. Maybe I'll do it... depends. It'd require some scripting on my part, and animations. But then again I could probably do that. But I'd have to rearrange all the tunnels if I were to do that. Maybe I'll look into it. The tunnels are quite linear right now after all. Having multiple different routes and destroyable tunnels would certainly make things more interesting.

As for the more detailed ceilings and floors... I think it's a great idea. Of course, I'd need to find someone willing to cut those small holes out in the floor, and to make me a metal support beam type thing to put on the ceiling. I'd definitely love to have that. It's a great idea. Since right now the 2-D floors/ceilings just seem... plain.

Posted: Tue Mar 27, 2007 3:37 pm
by Epena
Make them yourself? :P They are fairly basic shapes, after all. If you could make a palm tree, metal beams and oval holes couldn't be all that tough.

Posted: Tue Mar 27, 2007 3:44 pm
by Schizo
I never did make a palm tree. >.>

Posted: Tue Mar 27, 2007 3:57 pm
by kajong
:roll: I guess that makes things a bit more difficult... but yeah, I think that if you can make a blue canister 500% its original size, then you can make metal beams! :D (Those don't relate to each other at all... do they?)

Posted: Tue Mar 27, 2007 4:29 pm
by Caleb1117
Depends on if he used .option files, or model'd it larger.