Show off any maps you've made or would recommend!
 #97659  by Shadowff61337
 
Before scrolling to the download link, please read the post :wink:

I have been working on this project over the past few years/months. Today is the big day when I release the first true Beta.

This map is really big so don't get so disconcerned at first. I designed it to be big, fun, FPS saving, and inter-connectable.

if you find anything unusual, odd, a bug, texture misalignment, etc that you please post it (with a screenshot preferably). I also ask if you can think of anything that might be better changed, altered slightly, or something added please tell me.

/devmap GJPBeta1
or
select Grand Jedi Palace Beta 1 in "Create Game"

For space saving purposes, I made a video instead of screenshots:
http://www.youtube.com/watch?v=BlfjxT5oXnk


Download Link: http://www.gamefront.com/files/22309623/GJPBeta1.zip
(note: the *Locked* room is the NPC room. you can open it in the admin control switches area.)

I'm considering changing it's name to Grand Academy. Tell me what you think about that idea :D.

If possible, please provide feedback, questions, etc :D

 #97660  by Key
 
wow this looks very neat. I would take a closer gander at your handywork but I am pretty much unable to run JKA as of right now :\ Perhaps in the near future I will try'ith it out'ith.

 #97661  by Clank
 
That looks like an awesome map

Great job

 #97665  by Seeker
 
Looks cool bro :D

 #97667  by MasterM
 
I downloaded it and gave it a go. It's a pretty good map, but one thing that struck me is that it's REALLY easy to get lost in. Everything sort of looks the same after a bit. The map helps, as do the teleporters, but getting around was enough of a pain that I sometimes just /killed and went back to the teleporters.

Also, on the teleporters, there isn't one to the armory/shooting range area, so I didn't even know it existed until I stumbled on it. Maybe it's labeled as something else, but I didn't see it.

I liked the landing platform and hangar, but when I see a landing platform and hangar, I kind of expected a ship that I could fly. This is kind of a minor concern, but still, it would be a cool addition. I got stuck in the council room when I teleported there, and later I found out that the switches are controlled from the admin room that I couldn't get in because I was in solo mode without any commands. It would be nice if there was a teleporter out or something.

All in all, it's a very good map, especially if this is only the first version of it. One thing that struck me was the size of the map, and how you managed to keep all of the rooms from being repeats of others. Keep up the good work.

 #97668  by Zabuza
 
Great map.

Some of the things I've noticed however:

1) Some z-fighting on a door frame: Z-fighting. Can just fix this with some caulking i think.

2) Making the elevator activate when standing upon is more userfriendly. Took me a while to figure out to press enter since there wasn't a button. Elevator. Coords in pic.

3) At this platform if i jump out horizontally with a slight change in elevation, I "fall to my death". Which seems unreleastic. Could change the trigger_hurts distance from the platform and z-position. Platform

This was just a brief inspection. Will do a further one later =')

 #97689  by Shadowff61337
 
MasterM wrote:I downloaded it and gave it a go. It's a pretty good map, but one thing that struck me is that it's REALLY easy to get lost in. Everything sort of looks the same after a bit. The map helps, as do the teleporters, but getting around was enough of a pain that I sometimes just /killed and went back to the teleporters.
Im gonna place a lot more 'maps' in the next beta. The downside of having a map that is big and inter-connectable is it being mazy. Once you play on it for awhile you'll get the hang of it.

MasterM wrote: Also, on the teleporters, there isn't one to the armory/shooting range area, so I didn't even know it existed until I stumbled on it. Maybe it's labeled as something else, but I didn't see it.
I didn't think a teleporter there was necessary due to it being so close to the teleporter room. I didn't put teleporters to every room, but more spread out across the map. A good example would be that I have 1 teleporter to the courtyard because it is very close to the duel rooms 1&2.

MasterM wrote: I liked the landing platform and hangar, but when I see a landing platform and hangar, I kind of expected a ship that I could fly. This is kind of a minor concern, but still, it would be a cool addition.
I'm actually gonna look into making a flying area, preferably one there or a tele to a separate area on the map. I kinda made the platform/pad to resemble FFA_bespin's.

MasterM wrote: I got stuck in the council room when I teleported there, and later I found out that the switches are controlled from the admin room that I couldn't get in because I was in solo mode without any commands. It would be nice if there was a teleporter out or something.
The council switches have a sort of complexity: The switches in the council room lock (red) and unlock(green). The room outside it locks/unlocks the outer doors. The switch in the admin room disables/enables those switches. Meaning if you disable the switches from the admin room, people cannot lock/unlock the council room (and the other door). The reason I did it is because if you ever played Jedi'shomejl_ii back in the day, people would be annoying with locking the council room. This way you can make it so the rooms can't be locked/unlocked (depending on the admin's choice). To sum it up, the switches in the admin room, keeps the council switches in check.

MadHatter wrote: 1) Some z-fighting on a door frame: Z-fighting. Can just fix this with some caulking i think.
I dont see Z-fighting in the screenshot, or ingame, or in GTK Radiant. Maybe i'm missing something, any chance you can circle where?
MadHatter wrote: 2) Making the elevator activate when standing upon is more userfriendly. Took me a while to figure out to press enter since there wasn't a button. Elevator. Coords in pic.
To be honest to have it activate when stood upon is a good idea at first but it just wouldn't work. Mainly because it has to go both ways, going from bottom to top and top to bottom. Im gonna put a switch on the elevator which will make it easier to realize how to activate it.

MadHatter wrote: 3) At this platform if i jump out horizontally with a slight change in elevation, I "fall to my death". Which seems unreleastic. Could change the trigger_hurts distance from the platform and z-position. Platform
I'm not exactly sure what you mean by that. Do you mean I should make the trigger_hurt lower? the reason why I did that is to prevent people from grappling up when being kicked off. At the point of the trigger hurt, you cant get back up unless you grapple up


Thanks to you both for everything so far :D