Dogfighting Death Star II-the return!
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- DarthD.U.C.K.
- Master of the Force

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Ace_Azzameen_5
- Jedi

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Ace has a "better" idea than the sphere.
A rectangle!
A massive rectangle with a start background and a picture of the deathstar in the back ground.
It makes a little more sense than flying through the deathstar to get to it. Its more like time warping or boosting.
Yould even use a cylinder with a streaking star texture on the inside (so, technically not a cylinder by modelling terms) So, you approach the death star slowly then crank up the throttle and you're there
So, Rectangle (With star background and distant death star)
Inverted Cylinder-very larger, textured with streaking "warp speed-esque" stars, an alternate sky-box so to speak
Then another rectangle maybe to "burst through".
AND. To make it seem like your not flying through a static picture of the death star
Screw with the LOD settings of the rectangles so that they disappear before you go through them
Or if thats not possible, have the script kill them when a player enters a certain region. (IE: So when they get close to the rectangle, or heck, the death star sphere, it disappears)
Hey, yeah, just make the sphere disappear before the player goes through it! DUH!
Rectangles and cylinders would be cooler though
Less of a transition and more of a warp
(not hyperspace exactly)
A rectangle!
A massive rectangle with a start background and a picture of the deathstar in the back ground.
It makes a little more sense than flying through the deathstar to get to it. Its more like time warping or boosting.
Yould even use a cylinder with a streaking star texture on the inside (so, technically not a cylinder by modelling terms) So, you approach the death star slowly then crank up the throttle and you're there
So, Rectangle (With star background and distant death star)
Inverted Cylinder-very larger, textured with streaking "warp speed-esque" stars, an alternate sky-box so to speak
Then another rectangle maybe to "burst through".
AND. To make it seem like your not flying through a static picture of the death star
Screw with the LOD settings of the rectangles so that they disappear before you go through them
Or if thats not possible, have the script kill them when a player enters a certain region. (IE: So when they get close to the rectangle, or heck, the death star sphere, it disappears)
Hey, yeah, just make the sphere disappear before the player goes through it! DUH!
Rectangles and cylinders would be cooler though
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jango232
- Maveritchell
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I think you want hyperspace. With that exit-a-box-into-a-box-to-be-exited design you have going on there (tres genius, btw!), you may as well keep it in the family and use the hyperspace effect instead of the generic stretched starfield.Ace_Azzameen_5 wrote:You could even use a cylinder with a streaking star texture on the inside (so, technically not a cylinder by modelling terms) So, you approach the death star slowly then crank up the throttle and you're there
So, Rectangle (With star background and distant death star)
Inverted Cylinder-very larger, textured with streaking "warp speed-esque" stars, an alternate sky-box so to speak
Then another rectangle maybe to "burst through".
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Schizo
If you were to hyperspace towards the Death Star that close to it, you'd crash right into it in before you could possibly slow down back to normal speed again. You forget, hyperspace is made to travel across the entire galaxy, not make small trips like that. Activating hyperspace to travel to the surface of the Death Star when you're right in front of it would only end up with your ship as a smoldering clump of super-heated metal fused to the surface of the Death Star, crushed flat from the force of the super high-speed impact.
I'd rather he just stick with the sphere idea. It works out a lot better.
I'd rather he just stick with the sphere idea. It works out a lot better.
- Maveritchell
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I thought he was leaving from Home One as it was at the rendezvous point, not from when it arrived at the Death Star (a la ROTJ). If Home One is already supposed to be in Endor orbit/vicinity, then yeah, the original idea is pretty good. (If I understand it correctly.)Schizo wrote:If you were to hyperspace towards the Death Star that close to it, you'd crash right into it in before you could possibly slow down back to normal speed again. You forget, hyperspace is made to travel across the entire galaxy, not make small trips like that. Activating hyperspace to travel to the surface of the Death Star when you're right in front of it would only end up with your ship as a smoldering clump of super-heated metal fused to the surface of the Death Star, crushed flat from the force of the super high-speed impact.
I'd rather he just stick with the sphere idea. It works out a lot better.
- trainmaster611
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11of3
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Protector_Pulch
But the rectangle idea would fit the way things happend in "Star Wars reality": The fighters (led by the MF) made a hyperjump of their own. Yet this rectangle idea has a maior disadvantage: You can't choose the attack degree, you have to attack from the end of the rectangle, for other ways don't have this "hyperspace" feature, while a sphere allows you to attack from anywhere, since this sphere is the same from any direction...but what If we combine both areas ?
The DS II it the center, there's a sphere around it, depicting endor and the battling fleets on the inside (which is visible from the DS), and having the hyperspace texture on the outside. And around this sphere, there's another sphere, depicting ordinary space on the outside (where your starting location is), and hyperspace on the inside.
See my idea:
R-((-H-((-D
R = Rebel fleet
H = hyperspace (blue)
D= Death Star (with DS and some rebel ships), green for Endor
The brackets are the spheres.
The DS II it the center, there's a sphere around it, depicting endor and the battling fleets on the inside (which is visible from the DS), and having the hyperspace texture on the outside. And around this sphere, there's another sphere, depicting ordinary space on the outside (where your starting location is), and hyperspace on the inside.
See my idea:
R-((-H-((-D
R = Rebel fleet
H = hyperspace (blue)
D= Death Star (with DS and some rebel ships), green for Endor
The brackets are the spheres.
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Ace_Azzameen_5
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Razgriz
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11of3
so I would continue with the idea of building a detailed surface and tunnel run map inside an outer sphere and as you aproach the sphere it would disappear to show the surface map?Ace_Azzameen_5 wrote:Yeah, I'm thinking making the deathstar disappear before ou go through it would be a lot more realistic.
So its like the sphere is a sort of LOD for the death star set up.
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Protector_Pulch
IMHO, disappearing sphere would be even stranger than spheres we fly through, imagine this map would be compatible for multiplayer: the first human player flies through the sphere (with his A-wing), so the slower, other players in Xwings and Ywings can see that the death star complexe is just a "small" hulk in the midst of nowhere, since the sphere (that had blocked the sight) now has disappeared.
PS: Why does nobody comment on my idea? I'd like to hear anything, even harsh criticism. I admit, it's neither a simple nor a extremely well executed idea, but not the worst I've ever had. [If you knew...hehe]
PS: Why does nobody comment on my idea? I'd like to hear anything, even harsh criticism. I admit, it's neither a simple nor a extremely well executed idea, but not the worst I've ever had. [If you knew...hehe]
- trainmaster611
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- arty
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Delta-038
Hello 110f3. I'm Delta-038, if you can recall I was the one who insisted on the primary focus of the map (mainly lighting and detail). I want to further stress that by using more relative advice regarding this Death Star idea of flying through a "sphere" and or a dissappearing act. What do I propose? Simple. If you can recall LucasArts/Factor 5's Rogue Squadron: Rogue Leader II game and/or X-wing Alliance, you can use one of those approaches. Simply get the idea of entering through a sphere in space to reveil the surface. Instead have them spawn from one of several a Mon Calamari capital ships Hovering over DSII surface (as this is also consistent with what actually happened in the movie, on a different scale obviously). From there, it will allow you to focus MORE on the surface and detail of it and simply make it a large plain to induce the visual of an actual 'endless' surface as they did in Rogue Leader for THEIR deathstar surface. "How to prevent it from looking fake and noticable as a plain rectangle if players are to explore beyond the focus of the map?", simple, add regions where players die if they go off too far while maintaining a reasonable range between view of the deathstar for depth and focus on the battle. This idea will further imerse the player into the actual POINT of the Death Star II core run and/or the surface of the map. Or you can go with an X-WIng alliance approach which is by all means similar to Rogue Leader except it was on an even smaller scale as far as the SURFACE even though you could enter the core during gameplay without the need for loading a new map. Try to incorporate both methods respectively.
A. For the surface:
1. spawn fighters/pilots in capitol ships high above the large surface (not too high or it will seem unreal as it will appear as no more than a grey square detailed or not).
2. Fighers are to locate the core (which shouldn't be TOO hard to find I would presume) and are required to navigate low to the surfact to avoid nicely placed laser turrets and towers (as the BFII game has very accurate turrets.....ex: your first DS map
). That should give players MORE reason to navigate the surface abstructions.
3. Add plenty of turrets and fighers spawning from Death Star Hangars for the IMPS (similar to your first Death Star Map) to engage fighters and follow them. This will be quite a battle for the surface.
B. For the core itself
1. all fighers are to fly into it once they get in range of it and out of the way of surface fire after navigating the 'mayhem' successfully on the surface.
2 Once inside manuever through nicely placed pipes and obstacles in the tunnel until the 'core' is reached
3. Destroy the tunnel as so and fly out the way you came (shouldn't be too hard) and VICTORY. Also, you may want to include an 'alternate' route as they did in both the movie and in X-Wing Alliance in the tunnel to go back to the surface (faster).
I by No means disregard you own personal design for what IS, YOUR map. However, as an enthusiast, I'd like to recommend what I would find most enjoyable based on other successful games and viewpoints (mine included). I believe what I stated above is reasonable, possible and further more enjoyable and I'd appreciate if you'd consider my idea if any to influence your final Death Star II map. Thank you.
signed Delta-038
P.S. As always, don't forget on focusing on the FEEL of the map (textures, lighting, object/terrain/model placements) to make the environment immersive to any/all players alike. Once again, great map/idea and I wish you luck on your endeavor towards the FINAL.
A. For the surface:
1. spawn fighters/pilots in capitol ships high above the large surface (not too high or it will seem unreal as it will appear as no more than a grey square detailed or not).
2. Fighers are to locate the core (which shouldn't be TOO hard to find I would presume) and are required to navigate low to the surfact to avoid nicely placed laser turrets and towers (as the BFII game has very accurate turrets.....ex: your first DS map
3. Add plenty of turrets and fighers spawning from Death Star Hangars for the IMPS (similar to your first Death Star Map) to engage fighters and follow them. This will be quite a battle for the surface.
B. For the core itself
1. all fighers are to fly into it once they get in range of it and out of the way of surface fire after navigating the 'mayhem' successfully on the surface.
2 Once inside manuever through nicely placed pipes and obstacles in the tunnel until the 'core' is reached
3. Destroy the tunnel as so and fly out the way you came (shouldn't be too hard) and VICTORY. Also, you may want to include an 'alternate' route as they did in both the movie and in X-Wing Alliance in the tunnel to go back to the surface (faster).
I by No means disregard you own personal design for what IS, YOUR map. However, as an enthusiast, I'd like to recommend what I would find most enjoyable based on other successful games and viewpoints (mine included). I believe what I stated above is reasonable, possible and further more enjoyable and I'd appreciate if you'd consider my idea if any to influence your final Death Star II map. Thank you.
signed Delta-038
P.S. As always, don't forget on focusing on the FEEL of the map (textures, lighting, object/terrain/model placements) to make the environment immersive to any/all players alike. Once again, great map/idea and I wish you luck on your endeavor towards the FINAL.
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Razgriz
- minilogoguy18
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I personally don't think this map is doable without it looking like total crap. I play the rogue leader and rebel strike games like you wouldn't believe and theres no way you can mimic that in SWBF2. You should just make something thats like the battle of endor or make the assault on the executor like in rebel strike.
