Show off any maps you've made or would recommend!

 #69191  by ~LK~
 
ok, several links are no longer in this thread to pics. I assume it had to do with google flagging my site as "suspicious" some time ago (which I didnt even know about till Jaw told me lol). What seems to have happened was an enterprising South Korean (I think) decided to hook alittle something into my footer.. such a sweet heart. Either way it was removed, and then I actually removed the entire site from the net (was getting old and not used). Took google some time to act upon my request to re-review my site which they now have. People should be getting no more BS warnings anymore.

Anyway.. back on topic...

The main part of the map.. the central area will be at the stage where a bps can be tested. This test will be unlit.. meaning full bright (no lighting stage) just to make sure everything is looking right, and everything is functioning as it should be (ie lifts, hovering etc).

other areas:

Forest camp/bot area: approx. 50% complete.. coming along nicely.
Mini Ship area/bedroom: approx. 70% complete.. detail work needs done.
Duel area: 70% complete
swoop track: 40% complete
Rancor room: still in contemplation

 #69333  by AJ
 
If at all possible, can you make a merc room full of guns and amo and other crap...
~LK~ wrote:
Image

Image
And about making this ^ a teleporting thing you could put a switch that can turn on/off its teleing (Easier said than done) But those are some thoughts...
I'll think of some more Monday cause its easier t think about random crap in school than out! :lol:

 #69341  by Akimoto
 
*SHOCK*
IMO: Too much "obstacles" (unless its way bigger than it looks)!!!

...but idk how big it really is... should be big enough to ... not be able to jump on top of it - or be in the way of duelling etc~

 #69459  by ~LK~
 
couple pics from a basic compile (no lighting done.. nothing but structures)

Image

Image

 #69464  by Akimoto
 
I would recommend changing the texture for the benches. They look almost identical to the flag-middle-stripe texture.

So far it looks *"#RFE¤ awesome. I have yet to make a map that looks useable for "public" eyes~ grr...

 #69469  by Fazz
 
forever imortalised between Necros and Darfin :) looks great :)

 #69474  by Evan
 
awsome :)

 #69478  by ~LK~
 
Here's an early pic of the bot spawn area:

Image

 #69485  by Akimoto
 
~LK~ wrote: bot spawn area
[imo]That's a red light in my book. It is doomed to be abused.[/imo]

 #69487  by ~LK~
 
abused how? I will set the bot spawn points to only allow one bot at a time... same as the rancor area.

 #69488  by Fazz
 
love the colours

 #69490  by ~LK~
 
well.. the colors are not what you may think. The green texture is a system texture.. and trigger ---> death. Invisible in game, when a player makes contact it kills them. The pink texture is a caulk texture, which is used on every service that wont be visible in game. It effectively removes that surface from being drawn.. those you see just dont have my textures placed ont hem yet. The red and black ones.. those are a shader error texture meaning pretty much I havent bothered mapping a texture to them yet.

 #69493  by Necros
 
Akimoto wrote:
~LK~ wrote: bot spawn area
[imo]That's a red light in my book. It is doomed to be abused.[/imo]
Actually Aki, I know for a fact that there was a map on KR2 at one point (might still be on there) that had this exact same feature. It's especially good for when you're training paddy's, as I know Rav and Fal used it when I saw them teaching. So I don't see how that's necessarily a red light if you can only spawn one bot at a time.

 #69497  by Akimoto
 
~LK~ wrote:abused how? I will set the bot spawn points to only allow one bot at a time... same as the rancor area.
Then it's all good~

 #69518  by ~LK~
 
Small update:

...Just did the first bsp test of the tree/bot area. I held a steady 125 fps in all parts of it, and since thats about the highest I allow my cpu to go with JKA on purpose, alls well with that end. I still need to add afew things here and there (bot spawns etc) but this section of the map is approx. 90 percent complete now. Tomorrow Ill maybe pack the two sections up as is and have my assistant check for afew things on his end.

 #69522  by Akimoto
 
Please recheck all textures and see if there are room for improvements!~
A good map uses good textures~ You have no idea how MANY good maps, ruined by bad texture or "color fitting".

 #69631  by ~LK~
 
...Finally found a way (a work around) to the tree issue I've been having on the one area of the map. It's not the most elegant fix.. but it works, doesn't effect fps, and looks good.

... now for the bot spawns.

 #69637  by ~LK~
 
Here is a WIP pic.. again.. just a test for fps/tree vis.. thought you might want a pic of this area to this point. (bot spawn area, and this is just one section of the area)

Image

 #69645  by ~LK~
 
tree area 99% complete

 #69651  by Akimoto
 
I like the lighting. And the dark.

9/10 overall on visual

 #69667  by ~LK~
 
Well heres the thing concerning the lighting. Afew people out there have attempted tree maps, and most end up looking like crap. Not because the designer did something wrong per say, but because the skybox "glows" and thus can be seen regardless of lighting. It gives the feel that even though the design might look great, you still see the edges of the box kind of killing the feel of the map. SJC (one of the better mappers for JKA) did a wookie battle map and had to make mountains/rocks to block this effect. I have no interest in a ground aspect so that wouldn't help me. I could.. write a new shader for a custom skybox.. but then I'd have to still add more things to it to complete the effect, and since my main goal is playability (fps) I don't think that will be the best route.

What I did do for this area is is the following:

1) After trying several of the stock skyboxes, as well as creating a new yavin one, I decided to through out the need for a skybox entirely. I am using a pure black texture for the box (which I will have to write a shader for so no-hit/impact) which fit in well with the night feel.

2) Trees... oh the damn trees.. gave me alot of problems. I tried to use misc_model settings which turned out all black regardless of lights. I then tried misc_model_static.. which looked great.. except for the leaves that blinked like chrsitmas tree lights (due to a stock shader that was borked when the game was shipped). So how did I fix it? lol... I rigged it. I used cylinder patch meshes shaping them to look like tree trunks, covered them in a custom tree bark texture.. and reduced the scale of a stock tree placing it inside near the top (so the leaves etc could be seen above). The overall effect worked well for a dark map, and there was little hit on fps doing it this way.

3) Design: I am designing the map.. all sections with the idea of optimal fps, even over design. There seems to be alot of KR people who have either older tech, and whats the point in designing a map for them.. if they cant even enjoy it? No worries though, the map will look good regardless.

4) Im using png's instead of jpg format. JPG's loose to much integrity where as PNg loos nothing... this makes for more crisp textures in game. I'll switch back to jpg only if in the end the need arises for performance.

Areas of the map:

1) Tree area:

I've already gone into detail above on this area. As it stands, there will be three main areas where a bot can be spawned byt he push of a button. The three bots are alora, desann, and.. umm.. the other one I cant remember right now. This area is complete accept for two things.. the shader for the black box (mentioned above) and the addition to the bots limiting spawns till the first is dead. Eveything else works perfectly.

2) Main area

OK.. lets talk about this for a bit. I've shown some pics of the main area, and I must say I most likely am going to toss it out. It seems to be a bottomless pit of detail work thats going to kill fps sooner or later.. and it's functionality is to limited for it. I have though, created a new main area which is done except for the tele spots. The new area is smaller, though has more room to duel, and looks better imo. Ill post some pics of it soon.

3) Swoop track

This area is fairly straight forward.. its a indoor swoop track. It will have the feel of being underground, and will consist of nothing but a swoop track. There will be a button (or 4) for spawning swoops for races etc. More on this later since this is the area with the least amount of work done.

4) Rancor room

This will be the easiest area to complete, which is why I've focused on the other parts first. Do we want a dungeon? do we want something else as the setting? Let me know.. and soon.

5) Playground

This area, as stated has a trampoline, a skating rink, a pool with functioning diving boards, and maybe a half pipe... if I can get it to work right (big if). I'm also considering have a "training area" of sorts where dummies or destructible items can be used... we will see, dont want this project taking longer than it has to.

OK.. lots of words.. lots of typing.. hope that gives more light onto things.

~LK~

 #69672  by AJ
 
~LK~ wrote:Well heres the thing concerning the lighting. Afew people out there have attempted tree maps, and most end up looking like crap. Not because the designer did something wrong per say, but because the skybox "glows" and thus can be seen regardless of lighting. It gives the feel that even though the design might look great, you still see the edges of the box kind of killing the feel of the map. SJC (one of the better mappers for JKA) did a wookie battle map and had to make mountains/rocks to block this effect. I have no interest in a ground aspect so that wouldn't help me. I could.. write a new shader for a custom skybox.. but then I'd have to still add more things to it to complete the effect, and since my main goal is playability (fps) I don't think that will be the best route.

What I did do for this area is is the following:

1) After trying several of the stock skyboxes, as well as creating a new yavin one, I decided to through out the need for a skybox entirely. I am using a pure black texture for the box (which I will have to write a shader for so no-hit/impact) which fit in well with the night feel.

2) Trees... oh the damn trees.. gave me alot of problems. I tried to use misc_model settings which turned out all black regardless of lights. I then tried misc_model_static.. which looked great.. except for the leaves that blinked like chrsitmas tree lights (due to a stock shader that was borked when the game was shipped). So how did I fix it? lol... I rigged it. I used cylinder patch meshes shaping them to look like tree trunks, covered them in a custom tree bark texture.. and reduced the scale of a stock tree placing it inside near the top (so the leaves etc could be seen above). The overall effect worked well for a dark map, and there was little hit on fps doing it this way.

3) Design: I am designing the map.. all sections with the idea of optimal fps, even over design. There seems to be alot of KR people who have either older tech, and whats the point in designing a map for them.. if they cant even enjoy it? No worries though, the map will look good regardless.

4) Im using png's instead of jpg format. JPG's loose to much integrity where as PNg loos nothing... this makes for more crisp textures in game. I'll switch back to jpg only if in the end the need arises for performance.

Areas of the map:

1) Tree area:

I've already gone into detail above on this area. As it stands, there will be three main areas where a bot can be spawned byt he push of a button. The three bots are alora, desann, and.. umm.. the other one I cant remember right now. This area is complete accept for two things.. the shader for the black box (mentioned above) and the addition to the bots limiting spawns till the first is dead. Eveything else works perfectly.

2) Main area

OK.. lets talk about this for a bit. I've shown some pics of the main area, and I must say I most likely am going to toss it out. It seems to be a bottomless pit of detail work thats going to kill fps sooner or later.. and it's functionality is to limited for it. I have though, created a new main area which is done except for the tele spots. The new area is smaller, though has more room to duel, and looks better imo. Ill post some pics of it soon.

3) Swoop track

This area is fairly straight forward.. its a indoor swoop track. It will have the feel of being underground, and will consist of nothing but a swoop track. There will be a button (or 4) for spawning swoops for races etc. More on this later since this is the area with the least amount of work done.

4) Rancor room

This will be the easiest area to complete, which is why I've focused on the other parts first. Do we want a dungeon? do we want something else as the setting? Let me know.. and soon.

5) Playground

This area, as stated has a trampoline, a skating rink, a pool with functioning diving boards, and maybe a half pipe... if I can get it to work right (big if). I'm also considering have a "training area" of sorts where dummies or destructible items can be used... we will see, dont want this project taking longer than it has to.

OK.. lots of words.. lots of typing.. hope that gives more light onto things.

~LK~
I'm sorry I'm not reading all that caz im lazy :| :) I can;t wait to see the ersult

 #69675  by BadWolf
 
AJ wrote:
~LK~ wrote:Well heres the thing concerning the lighting. Afew people out there have attempted tree maps, and most end up looking like crap. Not because the designer did something wrong per say, but because the skybox "glows" and thus can be seen regardless of lighting. It gives the feel that even though the design might look great, you still see the edges of the box kind of killing the feel of the map. SJC (one of the better mappers for JKA) did a wookie battle map and had to make mountains/rocks to block this effect. I have no interest in a ground aspect so that wouldn't help me. I could.. write a new shader for a custom skybox.. but then I'd have to still add more things to it to complete the effect, and since my main goal is playability (fps) I don't think that will be the best route.

What I did do for this area is is the following:

1) After trying several of the stock skyboxes, as well as creating a new yavin one, I decided to through out the need for a skybox entirely. I am using a pure black texture for the box (which I will have to write a shader for so no-hit/impact) which fit in well with the night feel.

2) Trees... oh the damn trees.. gave me alot of problems. I tried to use misc_model settings which turned out all black regardless of lights. I then tried misc_model_static.. which looked great.. except for the leaves that blinked like chrsitmas tree lights (due to a stock shader that was borked when the game was shipped). So how did I fix it? lol... I rigged it. I used cylinder patch meshes shaping them to look like tree trunks, covered them in a custom tree bark texture.. and reduced the scale of a stock tree placing it inside near the top (so the leaves etc could be seen above). The overall effect worked well for a dark map, and there was little hit on fps doing it this way.

3) Design: I am designing the map.. all sections with the idea of optimal fps, even over design. There seems to be alot of KR people who have either older tech, and whats the point in designing a map for them.. if they cant even enjoy it? No worries though, the map will look good regardless.

4) Im using png's instead of jpg format. JPG's loose to much integrity where as PNg loos nothing... this makes for more crisp textures in game. I'll switch back to jpg only if in the end the need arises for performance.

Areas of the map:

1) Tree area:

I've already gone into detail above on this area. As it stands, there will be three main areas where a bot can be spawned byt he push of a button. The three bots are alora, desann, and.. umm.. the other one I cant remember right now. This area is complete accept for two things.. the shader for the black box (mentioned above) and the addition to the bots limiting spawns till the first is dead. Eveything else works perfectly.

2) Main area

OK.. lets talk about this for a bit. I've shown some pics of the main area, and I must say I most likely am going to toss it out. It seems to be a bottomless pit of detail work thats going to kill fps sooner or later.. and it's functionality is to limited for it. I have though, created a new main area which is done except for the tele spots. The new area is smaller, though has more room to duel, and looks better imo. Ill post some pics of it soon.

3) Swoop track

This area is fairly straight forward.. its a indoor swoop track. It will have the feel of being underground, and will consist of nothing but a swoop track. There will be a button (or 4) for spawning swoops for races etc. More on this later since this is the area with the least amount of work done.

4) Rancor room

This will be the easiest area to complete, which is why I've focused on the other parts first. Do we want a dungeon? do we want something else as the setting? Let me know.. and soon.

5) Playground

This area, as stated has a trampoline, a skating rink, a pool with functioning diving boards, and maybe a half pipe... if I can get it to work right (big if). I'm also considering have a "training area" of sorts where dummies or destructible items can be used... we will see, dont want this project taking longer than it has to.

OK.. lots of words.. lots of typing.. hope that gives more light onto things.

~LK~
I'm sorry I'm not reading all that caz im lazy :| :) I can;t wait to see the ersult
if ur too lazy to read that, then why did you reply saying as such? seems to me the laziness would continue XD

great work so far LK, keep it up dude!
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