Page 3 of 6
Posted: Thu Mar 22, 2007 8:18 pm
by PvtParts
if he wants to be called 'clon' dude55 i think we should respect that
Posted: Thu Mar 22, 2007 8:56 pm
by Clonedude55
OK OK it is Clonedude55 OK that was a Type-O so I think we should stay on topic Shizo, the map is really coming together
Posted: Thu Mar 22, 2007 9:02 pm
by Schizo
Epena wrote:Just checking, since I've never seen it in any of the shots--do you have Kessel's moon in the sky?
It's not in the sky right now; I may add it eventually.
Posted: Fri Mar 23, 2007 1:38 pm
by RC-1290
clonecommand wrote:Very cool!
My warnings: don't let this map get too big. It looks like it could get very big with all the rooms and stuff.
But looks awesome now!
I don't think size is a problem here. Especially with rooms, it's very easy to reduce lag with sectors and portals.
Posted: Fri Mar 23, 2007 3:30 pm
by kajong
ROCKET wrote:Ever play the Kessel mission in Rogue Squadron?

Yes... on my old computer. I remember that title screen:
ROGUE SQUADRON
Now In 3D
Those Y-Wing bombers... *sigh* bombing that huge depot... well... my allies

Posted: Sat Mar 24, 2007 1:29 am
by Schizo
Not really all that much to report. I haven't really done much in the past few days. Squipple was nice enough to merge together some fence pieces and the pieces I was using to make the hallways, so it's saving me a good amount of space. He was also kind enough to get me a brand new mess hall lunch table:
I also just finished work on a computer control room:
I may add more to the computer room later on, but right now I'm trying to conserve space while also making it fairly detailed. Once I finish laying out the skeleton of the map I can add meat on the bones, since at this point I'm still wondering whether I can manage to work under the object limit. Right now the map is at like, 300 - 400 objects, and I still have half of the facility and the mining tunnels left to do. Will they really take up 700 objects worth of space? Who knows. That's why I'm being cautious.
Posted: Sat Mar 24, 2007 1:39 am
by Penguin
looking snazzy, keep up the great work!
Posted: Sat Mar 24, 2007 2:16 am
by XxDepredationxX
The mess hall looks nice, kind of reminds me of the tables from Runescape.
Posted: Sat Mar 24, 2007 9:49 am
by Clonedude55
Looks very nice I like those grey table adds a nice prison look
Posted: Sat Mar 24, 2007 2:02 pm
by Food_Eater
XxDepredationxX wrote:The mess hall looks nice, kind of reminds me of the tables from Runescape.
Lol, maybe you should get out more. There's lots of tables like that in real life.
On Topic: Looking good, those spotlights give it an awesome effect

.
Posted: Sat Mar 24, 2007 7:43 pm
by ARC_Trooper_phi658
cool control room. it looks better than the capital ship operating systems in the shipped maps.
Posted: Sun Mar 25, 2007 1:29 am
by Schizo
Posted: Sun Mar 25, 2007 1:44 am
by XxDepredationxX
Its really looking like a prison break now! And if you think back, the mission of GTA: San Andreas called the Black Projects looks alot like the last picture Schizo.(I might have played too much GTA XD )
Posted: Sun Mar 25, 2007 2:19 am
by Caleb1117
Sweet! if you give this map a custom load screen that last pic should definately be it.
Mister T. pitty da fool who don't find that pretty
Only negitive thing I can think of to say is that the tunnels may be to dark, or perhaps the lighting is a tad dark. the lighting level for the rest of the map looks fine, but the tunnels are awfuly dark.
Posted: Sun Mar 25, 2007 8:29 am
by Alpha
I love those interiors. A pity about the conveyor belts, that would have been a great aaddition. Maybe someone will make them. Have you looked through the Kamino assets for the cloning facility? I think there may be machinery you would find useful reskinned for your chemical lab.
Posted: Sun Mar 25, 2007 1:09 pm
by Schizo
I was considering it. I actually looked around on Kamino and looked at some of the labs and such. The machinery would definitely go good with the chemical lab.
As for the tunnels, they're supposed to be dark. That screen is actually much darker than it is in-game. They're a lot lighter when you're playing. But I still want them dark. Very dark.
Posted: Sun Mar 25, 2007 1:12 pm
by Clonedude55
I have an idea for a nice touch, In the mining caves add some skeletons or rebel corpses because so prisoneers have bound to die in the caves.
Posted: Sun Mar 25, 2007 1:21 pm
by Schizo
I may add some corpses and machinery and stuff in the mines. Right now they seem kind of bland. I'll add little details to make them seem more realistic and such.
I also added some little torch lights to make navigation easier, and also to provide a bit of an eerie atmosphere.

Posted: Sun Mar 25, 2007 1:27 pm
by RC-1290
yea, I don't see anything... are you using ZE lights? it seems not.
--
btw, how about cave monsters/critters?
Posted: Sun Mar 25, 2007 1:32 pm
by Schizo
Eh, I don't know about the creatures. I was originally going to add them, but I decided I'm probably not going to have them. The tunnels aren't really all that large anyway.
The lights are the yellow glows in the screenies. I originally removed them from the tunnel's ODF, but I readded them and changed the color to more of a yellow-ish tint to make them look kind of like torches or something.