Kessel: Imperial Prison Facility

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PR-0927
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Post by PR-0927 »

I'm glad you decided to stick with it, Schizo.

:)

And Penguin stated something that I also agreed with: I felt jealousy upon finding out about this map and seeing its screenshots.

- PR-0927/Majin Revan
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Post by SolidFett »

It looks great. I like the screenshots.
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Post by Epena »

Yesssss!

And Epy wins again. :P I'm starting to scare myself with my persuasive skillz.

Just one note. Remember what I said about every inch needing purpose? Still applies. The new layout is tons better, but the interrogation room and the mess hall should be moved up into the main of the building. For two reasons. One, those both are rooms where prisoners go. Thus, they would want those building int he center of the complex, not on the outside, where it would be easier for them to escape. Also, you've got two holes in your building. Every inch would be used in a real building. It's also more interesting. You can also make the mess hall have two more exits. Like, top and left. So there's more pathways to get around. Which is also more interesting.

One more suggestion: it would be cool if you had the outside area on the bottom area of your new plan, and the mines be the end of the top portion of the map, instead of two outside areas, as originally planned. That would be more awsomer, especially since the mines are so freakin' vast.

Oh, could you resin the flood control room a bit? Right now it's screaming death star.

Other than that....dang. It's so awesome.
Schizo

Post by Schizo »

Yeah, the main reason I took your critique into consideration and decided to do an overhaul based on what you said was because I completely agreed with you. I thought the exact same way. The facility was way too large, linear, boring, and wasted way too much space. I was just too afraid to admit to myself that was the problem. I had put so much hard work into it, and I didn't feel like completely redesigning it. But seeing as how you had the same exact opinion of the map, I decided I should change it, since it can only get better.

The facility is no longer two separate pieces. Instead of having half of the facility, mines, other half of the facility, the whole facility is together, and then the mines are there by themselves. The mess hall... I like the idea of the two entrance thing... and I may switch it so the mess hall is where the armory is and the armory where the mess hall is. Like you said, they'd want the prisoners to be on the inside. I might do the same for the interrogation room/infirmary too. Just switch them. One thing I might do as well, is extend the mines. I might make it so it kind of snakes all the way around the right side of the facility and comes out at that collapsed tunnel entrance that's currently there for show. I could easily remove the rubble and get it so you can get to the mines either by the outside or inside.

I'll see what I can do about the flood control room. I think it looks too Death Star-ish too. I can maybe reskin the metal to a different looking texture. And I'll also try to darken the blue lights, and of course put some shadow regions to darken the lighting. And probably some more intense blue light. I really want to get it to have that kind of eerie bluish light to it. It just feels... Kessel-y to me. Don't ask why.
Last edited by Schizo on Sat Apr 28, 2007 12:27 am, edited 1 time in total.
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Post by BF2-Master »

This is way better than you're Alderaan maps, Schizo! Good Work!
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Post by XxDepredationxX »

Hmm, I have an idea. How about turning those energy reactor thingies that produces green light pillars into a water pump. Turning the green light pillars into a tube that is filled with water. I like the blue-ish neon panels in that screen shot, but It doesn't really fit to be a flood room if you ask me. It gives me a feeling that it will short-circuit.
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Post by Schizo »

It'll be better when I get the lighting and everything down the way I want it. As for getting the big pillars to be big water pumps... I was thinking the same thing. The only problem is getting a flowing water object. As far as I know there isn't any. At least, not separate. Sure there's waterfalls in Yavin and such, but they're attached to cliffs or whatever.
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Post by XxDepredationxX »

What about doing what Penguin and others did with their underwater maps.
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Post by phazon_elite »

Here's what you could do for starters on that: use the bazarre_sprays effect in the YAV\effects folder, or you could use waterfall_spray. Bazarre_sprays is for that odd fountain thingy on Yavin. I think you know what the other one is.

EDIT: Actually, take a look at all the waterfall effects. The waterfall_bottom_center and the waterfall_bottom_side effects look great too.

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Post by Schizo »

Alright, I tried working on the flood control room last night. I wanted to try to darken the lights and all that stuff. The problem is, is that my graphics editing program sucks, and the alpha channel never works. So I need a favor from someone. Anyone willing to help me out, take the deal1_bldg_reactor_room02 texture and reskin the green light things to a dark blue, and put an alpha channel on it so it'll glow correctly. At least then I won't have to worry about the lights and get started on getting the lighting of the room itself to work. For some reason the shadow region doesn't seem to want to work. I'll get it eventually though. I recall the mines giving me mega problems when I tried at first, but after messing around with the values I eventually got it just right.

As for the waterfall stuff in Yavin, I'll take a look.
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