Sandcrawler Network

Unreal Modder's Haven => Maps in Progress => Completed Maps => Topic started by: Dark Lord on May 19, 2008, 11:50:44 PM

Title: [RC] DM/TD Jai'galaar
Post by: Dark Lord on May 19, 2008, 11:50:44 PM
so as the title says, im making another ship map
worked on it for a while around the beginning of this year, but have been on a long break recently as i went to galaxies and other stuff... but this map is 1/4 done, and already pretty big
basically, im trying to put more work and detail in this than ever before, as it is possibly my last map with me heading off to college after this last summer, but hopefully i will still find the time to continue things. also, because i am putting a lot of work into this, it is going to take a long time, so be prepared for a wait.
anyways, the map is a large ship to add to my fleet, which will later be joined by another ship parallel to it, which will be as though it were getting attacked, and i hope to add working boarding craft to take players over to that ship, and transports to fly between the hangars of the two as well.
thats the crowning feature of the map, the rest of the features are my usual things to let you play around in whatever role play stuff you may come up with, or, of course, simply fight on a very large map <!-- s:) -->:)<!-- s:) -->

here are a few screenshots:
ship
(http://screenshot.xfire.com/screenshot/large/766e7b2719122092c05232891ef8e2f8b231913d.jpg)
inside a turret
(http://screenshot.xfire.com/screenshot/large/7fcba1d0a380d3f0c0f41c03f9a1ea0ba3d5bd0f.jpg)
Title: Re: yet another ship map... (no name yet)
Post by: Dark Lord on May 25, 2008, 01:46:44 PM
here is the recently added hangar with custom fighters
(http://http://screenshot.xfire.com/screenshot/large/00d51b99502bef18347077d1cbaf594985a422aa.jpg)

if one of the other admins would like to change all these to thumbnails, please go ahead...as i do not know how lol
Title: Re: yet another ship map... (no name yet)
Post by: Sandcrawler on May 25, 2008, 05:46:43 PM
Looks nice.
Title: Re: yet another ship map... (no name yet)
Post by: DooFi on May 25, 2008, 07:42:15 PM
I think you should do something about the floor on the pics in the first post, which doesn't look all too much like something you would expect on a spaceship :wink: and revise the lighting so it's not entirely red/blue, but more interesting with red/blue spots here and there and nice contrasts. Don't set your lights's saturation/lightness to 255 :mrgreen:. Also I suggest lightening everything up a bit, ie lowering the overall luminance contrast.

By the way, the EN Wikipedia lacks this neat little article about the seven color contrasts: http://de.wikipedia.org/wiki/Sieben_Farbkontraste (http://de.wikipedia.org/wiki/Sieben_Farbkontraste)
Title: Re: yet another ship map... (no name yet)
Post by: RC-1266 on May 27, 2008, 06:39:24 AM
wOw......... u spent much time didn't you?
(i like it a lot except the floor indeed)
Title: Re: yet another ship map... (no name yet)
Post by: Dark Lord on May 27, 2008, 01:58:26 PM
meh, ive used these same floors since DTS HQ and no one ever complained lol
but ill see what i can do about it, its just the only other floor i had to go with this map was too dark and didnt really give a luxury feel i was going for in some areas. (it's the floor thats used in the hangar)
as for lighting, you could check your contrast or brightness, because this map is more lit than many of my others (except hangar), and if i go up much more ill start getting that annoying light blur thing that happens when theres too much light. for me, at least, it's very easy to see around in most areas. and the lights have much more white than the color in them than my previous maps...these screenshots just arent the best quality and i think they probably give a bad impressions of it
ill see about mixing lights, but i just dont really see many opportune places for different colors, as i personally like the total blue hallway and the textures were made for such a thing (all the lights on the shaders are colored blue) but im sure i can find some areas where white or something else would look pretty good and ill put them there...

(btw- edited first post with bigger pic of turret interior)
Title: Re: yet another ship map... (no name yet)
Post by: Sh4rpSh00t3r on May 29, 2008, 04:42:50 PM
ZOMG I <3 YOU
Title: Re: yet another ship map... (no name yet)
Post by: Shockey on May 29, 2008, 05:14:25 PM
Dude nice map. I'm looking forward to playing on it.  :)

I agree with Sharp.  :P
Title: Re: yet another ship map... (no name yet)
Post by: verd1138 on June 09, 2008, 01:48:23 PM
Dude!!! nice map! Kandosii!(mando'a for classy)

when will it be ready you think? I'll be downloading it ASAP!!
love the fighters!!
Title: Re: yet another ship map... (no name yet)
Post by: Dark Lord on June 09, 2008, 02:11:24 PM
thx
as for getting it done-cant really say, but i would guess/try to have it done by the beginning of this august

^^btw Shockey, love ur sig picture :)
Title: Re: yet another ship map... (no name yet)
Post by: Sh4rpSh00t3r on June 09, 2008, 04:43:09 PM
airforce ftw

(http://http://i235.photobucket.com/albums/ee261/xSh4rpx/af1.png)
Title: Re: yet another ship map... (no name yet)
Post by: verd1138 on June 10, 2008, 08:16:12 AM
Ok,August,check,its on my calendar!
btw,I made a Verpine shatter gun in Blender,tryin' to send to UnReal.
if anyones interrested i'll try to post pics.
Title: Re: yet another ship map... (no name yet)
Post by: Sh4rpSh00t3r on June 10, 2008, 05:04:41 PM
may be able to help you, me and morph have gotten this far with our voss model as of right now but are working on importing it, its hecka hard though because its not a simple one part upload there are many things you need to import including the animations for all weapon functions (there are a lot as a rough estimate your looking at making 25 animations) - also adding arms is tricky because the arms used for RC weps are locked into unrealed so you will need to make arms of your own which need like millions of joints to actually flow smoothly...

enough with the off topic stuff though if you want more information pm me

Morph + mine: http://youtube.com/watch?v=zHp9lol0vNE (http://youtube.com/watch?v=zHp9lol0vNE)
Title: Re: yet another ship map... (no name yet)
Post by: verd1138 on June 17, 2008, 07:30:20 PM
Hey I have an idea for the name...Jai'galaar.
it's a fierce bird of prey native to Mandalore.
check out the link for more info.

http://http://starwars.wikia.com/wiki/Shriek-hawk
Title: Re: yet another ship map... (no name yet)
Post by: Dark Lord on June 18, 2008, 02:17:18 PM
sounds cool, but i think it might be better to go with something more people could understand- but i will add that to my list of options

kind of interesting you should mention such a creature though, because the primary name i have been considering is Raptor or something like that
Title: Re: yet another ship map... (no name yet)
Post by: verd1138 on June 18, 2008, 03:26:46 PM
Thx :D !
"Raptor" would be cool to, although I think you should re-word it a little to be original, like "Raptorus", or "Velociraptor", or something like that. :roll:
Or if you really like Jai'galaar but still want aruetiise (Non-Mando's) to understand, you could name it...."Jai'galaar:Bird of Prey" or something.  :D

Thx agian! :D
Title: Re: yet another ship map... (no name yet)
Post by: Shockey on June 23, 2008, 11:53:59 PM
Quote from: "Dark Lord"
thx
as for getting it done-cant really say, but i would guess/try to have it done by the beginning of this august

^^btw Shockey, love ur sig picture :)

Lol. Thanks

Quote from: "Sh4rpSh00t3r"
airforce ftw

(http://http://i235.photobucket.com/albums/ee261/xSh4rpx/af1.png)

True dat, true dat.

I'll think of a good name when am not tired. lol
Title: Re: yet another ship map... (no name yet)
Post by: verd1138 on June 24, 2008, 11:16:58 AM
You don't like my name? :(  Shockey thats shocking! :wink:
Title: Re: yet another ship map... (no name yet)
Post by: Shockey on July 01, 2008, 09:30:50 PM
Quote from: "verd1138"
You don't like my name? :(  Shockey thats shocking! :wink:

I like it but I want to think of a name.  :wink:
Title: Re: yet another ship map... (no name yet)
Post by: Dark Lord on July 26, 2008, 02:15:21 PM
i dont think the august deadline is going to happen.
sorry to disappoint, but ive been really distracted lately by various things and havent gotten around to working on it much
i dont know how busy im gonna be this next month but hopefully i can find a lot of time to work on it and get this thing done soon
Title: Re: yet another ship map... (no name yet)
Post by: A$$A$$|N on July 31, 2008, 12:23:14 PM
Quote from: "Dark Lord"
i dont think the august deadline is going to happen.
sorry to disappoint, but ive been really distracted lately by various things and havent gotten around to working on it much
i dont know how busy im gonna be this next month but hopefully i can find a lot of time to work on it and get this thing done soon


make a link it looks ace im first to get lol
Title: Re: yet another ship map... (no name yet)
Post by: Dark Lord on August 27, 2008, 09:58:12 PM
heres a screen of the replacement floors...
that was the basically last renovation i had to do to the current ship (ive replaced the head with something better and a few other things) which means that ill be getting back to making new things soon. the ship itself is over halfway finished, and then its on to the enemy ship (which probably isnt gonna be as detailed - therefore faster construction) and lastly im gonna redo the sky some to be an asteroid field
so theres the update for u guys so u dont start thinking this map is dead ;)
Title: Re: yet another ship map... (no name yet)
Post by: RC-1266 on November 10, 2008, 11:32:28 PM
When do you think it will be approximately finished?
Title: Re: yet another ship map... (no name yet)
Post by: Dark Lord on November 11, 2008, 01:59:15 PM
i cant honestly say...and i dont want to make any more empty promises about it
im trying to force myself to work on it rather than my usual procrastination, but then job, college, and friends keeps me busy also...so not much is certain right now
i can tell you, though, that the main ship is almost complete as well as some retexturing that i needed to do, including a new and better skydome
after i finish that ship, ill work on the enemy one, which wont be as complex as this - so it will go quicker
Title: Re: yet another ship map... (no name yet)
Post by: RC-1266 on November 12, 2008, 12:33:58 AM
will they be in one map together, or is that 'enemy ship' a stand-alone project?
Title: Re: yet another ship map... (no name yet)
Post by: Dark Lord on November 12, 2008, 12:01:18 PM
it will be the same map, with 4 boarding craft providing the trans over to the enemy ship
ill have red team spawn on that ship, and i think i may make it where there is 1 "hijacked" boarding craft under their control so it is fair and they can get over to the main ship, as well as a few spawn points on the main ship since it will be larger
Title: Re: yet another ship map... (no name yet)
Post by: RC-1266 on November 16, 2008, 11:33:30 PM
sounds great :D
Title: Re: yet another ship map... (no name yet)
Post by: JPC on December 01, 2008, 06:53:44 PM
I look forward to this map, looks like a HDR map, this could be a great custom map for SW:RC.  If you do finish it, put it on Fpsbanana, the Republic Commando section needs some press and some great maps by custom mappers.
Title: Re: yet another ship map... (no name yet)
Post by: Dark Lord on December 07, 2008, 08:50:50 PM
heres a few more screenshots
missile bay area on the bottom of the ship's neck
(http://http://img224.imageshack.us/img224/7748/missilebayhb7.th.jpg) (http://http://img224.imageshack.us/my.php?image=missilebayhb7.jpg)
secondary hangar in center of ship's neck
(http://http://img67.imageshack.us/img67/3044/secondaryhangarln2.th.jpg) (http://http://img67.imageshack.us/my.php?image=secondaryhangarln2.jpg)
new design of ship and new skydome (bad camera angle gives you a false impression of the size of the ship's nose, but i wanted to show the planet as well)
(http://http://img395.imageshack.us/img395/3886/shipyn7.th.jpg) (http://http://img395.imageshack.us/my.php?image=shipyn7.jpg)
Title: Re: yet another ship map... (no name yet)
Post by: Dark Lord on June 15, 2009, 09:05:31 PM
well, i was trying to finish the map recently, but then my computer got a virus, and after i wiped it i tried reinstalling RC and got a cyclic redundancy error, so unless i am able to fix this, i can never play RC or make maps again

if anyone might know a solution to this problem, any help is most appreciated
Title: Re: yet another ship map... (no name yet)
Post by: Lim23 on June 25, 2009, 01:12:42 AM
Woah... Try putting in some vents on top of the hallways so some players can ambush (Man I'm so cool lol) others.  :lol: My suggestion for the title is 'Turning point' or 'Cold Metal' or anything like that. Anyways, good luck for college man (Or was it an university?).  :lol: Almost forgot. Don't forget to add some AIs. Like when your on a hallway to the 'boarding craft', the lighting under the floor (Which is sort of a catwalk) flicks on and off. Then a long flick 'off' and when it turns 'on', a Trando is right in front of you nose (kinda like FEAR huh?) that will make me jump out of the seat, and people will (or not) love it.  :? Hope you get my picture...  :mrgreen:
Title: Re: yet another ship map... (no name yet)
Post by: Dark Lord on June 27, 2009, 05:30:50 AM
see, i would love to do flashy stuff like that in a map, but RC doesnt really allow it because you can't have flickering lights (that i know of) in multiplayer
besides that, the raided ship won't be trando, but rebel
as for the name, i think im going to go with the suggestion of Jai'galaar. i love the idea of a bird that waits for the perfect time, and strikes when a target is most vulnerable. it typifies my own battle philosophy lol...but at the same time, it is also unique, and most importantly - Mandalorian
on a side note (referring to my previous post) i was able to get my RC working again by using my friend's CD to reinstall it using my CD key
Title: Re: yet another ship map... (no name yet)
Post by: Lim23 on July 01, 2009, 06:52:29 PM
Don't forget zero gravity... so you can have some fun in space lol. And dont forget to add easter eggs just in case someone got bored. To make it more fun, make it in third person! (crosshairs too) to make it like battlefront. anyway, good luck with the map, just don't let it get to your head.
Title: Re: yet another ship map... (no name yet)
Post by: Dark Lord on July 02, 2009, 09:32:13 PM
i was considering making an outside area with the zero G and all, but i havent decided yet
however, there will definitely be an easter egg, and it wont just be my armory with the jar jar target and modded weps this time (though of course i will still have that included)
Title: Re: yet another ship map... (no name yet)
Post by: Lim23 on July 03, 2009, 02:10:15 AM
alright! high five! *Raises hand*

C'mon don't leave a brother hanging.  8-)
Title: Re: yet another ship map... (no name yet)
Post by: powers2005 on July 19, 2009, 07:24:08 AM
Looks like one of the most complex maps I've seen. Should be brilliant, but will it run slowly, because It's so complicated?
 Also, what will be the player cap on this one? (looks like there could be hundreds of players at once)

Looking forward to the release  :D
Title: Re: yet another ship map... (no name yet)
Post by: Dark Lord on July 19, 2009, 09:53:13 AM
i run it fairly well on my laptop, ive tried to zone a ton to minimize the lag. there are, however, a few places (mainly when you are looking down one of the straight hallways) that you get some lag, but for the most part it is good
and i am definitely making this 32 player compatible :)
Title: Re: yet another ship map... (no name yet)
Post by: Dark Lord on July 25, 2009, 11:51:50 AM
the main ship is now finished, and i will begin the rebel ship tonight. as said before, the rebel ship will be simpler, so it will be finished more quickly. still, any ideas you guys have about it would be great, because i dont want it to be too simple lol. after it is finished, i will have to do a few touch-ups in the map, and then add in the secret area which should only take a day
Title: Re: yet another ship map... (no name yet)
Post by: Lim23 on July 26, 2009, 11:44:20 PM
Rebel? can you customize the corpses' body into the rebel model and put it in the rebel ship's corridors. Don't forget some 'unhelpful' (Idle, not part of the map) AIs to make the map look more realistic (maybe in the gunnery stations and the bridge and maybe the engine room or any sort.)  :geek:
Title: Re: yet another ship map... (no name yet)
Post by: a$$a$$IN on September 14, 2009, 12:10:46 AM
Thats realy neat and smart good job
Title: Re: yet another ship map... (no name yet)
Post by: Dark Lord on September 24, 2009, 04:38:21 PM
pic of the secret area
(http://http://img156.imageshack.us/img156/7266/planeth.th.jpg) (http://http://img156.imageshack.us/i/planeth.jpg/)
pretty much everything is done now, its just a matter of putting the 3 maps together and doing some touch ups and all that stuff
hoping to get this finished next week if all goes well
Title: Re: yet another ship map... (no name yet)
Post by: Sandcrawler on September 27, 2009, 12:20:17 AM
hmm what about doing them as single player?

In my opinion your maps have always had the size and feel of a single player map.

You wouldn't need to put the three maps togeather either. Just have a transition room with a teleporter.

If your interested I can post up some links for how to do it. If I were you and this was my first single player map I would just keep it simple, and not add destrucatble doors and hack stations and things like that until your use to it. I'd add in some of the other sniper positions and such though.


Maybe you know this already but cntrl + Alt + left click will make a selection box for draging over sections of a map.
Title: Re: yet another ship map... (no name yet)
Post by: Dark Lord on September 27, 2009, 10:52:58 AM
a single player option would be possible, though i dont know how great it would be since i dont know how to do AI scripting and all that stuff, and with all the detail in this map i wouldnt want to just throw out something simple because i feel that would be wasteful when alot more could be done

i would also be open to someone more experienced doing SP for me, and i could simply tell them what i would like to see in the map

still though, im definitely going through with a mp version of this map, i realize that the scale of my maps can make something like 1 on 1 pretty difficult at times (ive tried it and i usually win because i know my way around where others get lost lol) but still, i have always hated arenas where i am forced into combat and there are no breaks. i enjoy sneaking around and stalking someone until the time is right and really any type of ambush that can be pulled off, plus the level of realism is more important to me than the gameplay of a map and it serves well for RPG or simply hanging out with friends (which is what i do on my maps pretty much 90% of the time) but im starting to rant here so ill stop lol

btw, that is actually a good tip, because i did not know that and have always wished i could do such a thing lol
Title: Re: yet another ship map... (no name yet)
Post by: Sandcrawler on September 28, 2009, 09:24:59 AM
Actualy I poked around and the sniper points and things liek that have Prefabs made for them, just go tot eh Prefab browser and load the Marker one.

That should be all you need for them to work, and doors are theer as well.

I didn't see much AI script where I looked. Just on the Droid Factory (droid spawns) they had set them to go to a certain actor.

The Biggest thing is Path Nodes, and pathing:
kfmod.php?page=tutorial-4 (http://sandcrawler.net/forum/kfmod.php?page=tutorial-4) (just the first part)
http://wiki.beyondunreal.com/Legacy:Bot_Pathing (http://wiki.beyondunreal.com/Legacy:Bot_Pathing)

The hardest part about this is getting them to go where you want, with the fewest amount of Path Nodes, if you place to many it will slow down the map, and they will get stuck between them. Also weapons, and triggers function as Path Nodes as well.
Title: Re: yet another ship map... (no name yet)
Post by: frazscotland on October 25, 2009, 04:43:13 PM
hey darklord how goes your project ? i am lookin forward to seein this map, regards fraz :geek:
Title: Re: DM/TD Jai'galaar
Post by: Dark Lord on December 24, 2009, 10:09:51 PM
Merry Christmas everyone!
http://www.filefront.com/15211981/Jaigalaar.exe/ (http://www.filefront.com/15211981/Jaigalaar.exe/)

it keeps timing out when i try and upload the map here, i think it's my internet...so i just have it on my filefront now, but i will get it up on this site whenever possible

thx to everyone for you patience with me and my busy/procrastinating self during the course of this project lol...sry about the wait

also, thx verd for the map name suggestion. mandalorian is, of course, always the best way to go  8-)
Title: Re: DM/TD Jai'galaar
Post by: Sandcrawler on December 24, 2009, 11:20:04 PM
Probably, if its not done uploading in 5 minutes or so (can't remember the exact number right now) it will timeout...just a browser/web thing.

I'll grab it later, but can you email me images to go with it? decirption adn whatver other information.
Title: Re: DM/TD Jai'galaar
Post by: frazscotland on December 25, 2009, 08:18:15 PM
wow what an amazing map well done darklord. i didnt think you could make a better map.how wrong. i urge anyone to download and see how good this map is. i think all daklord maps would b amazin as a campaign story as maps like 3 or 4 maps in a level cos they look better than LA maps levels.  8-)  :D
Title: Re: DM/TD Jai'galaar
Post by: Dark Lord on January 06, 2010, 12:23:46 PM
the map is now uploaded to this site
rcmod.php?page=downloads&command=view&id=131 (http://www.sandcrawler.net/forum/rcmod.php?page=downloads&command=view&id=131)
Title: Re: DM/TD Jai'galaar
Post by: pizzaboy314 on August 19, 2010, 08:08:57 PM
hey so i was trying to track down in the editor how to open the secret door that leads to the planet teleporter, but the trigger way out in space with the tag of "97" through me off. how do you open the secret door and get to the planet?

oh and how do you get from ship to ship? lol
thx
Title: Re: DM/TD Jai'galaar
Post by: Dark Lord on September 28, 2010, 03:24:37 PM
sorry, i just noticed this post lol
you can get to the other ship via the boarding craft, which are located on the 1st and 4th doors on the starboard side of ship in level 3 of the neck section of the ship (the hall is connected to the armory)
activate the trigger by riding the boarding craft and pressing it at the right moment, but how many seconds in that is i cannot tell :P
Title: Re: DM/TD Jai'galaar
Post by: zkid on November 23, 2010, 04:01:26 PM
Just wandering... how do you get planetside? I've gone everywhere I can find, but can't figure out how to go to the planet. Also, when I use the transports between the ships, I usually fly out of them and die.
Title: Re: DM/TD Jai'galaar
Post by: Dark Lord on November 25, 2010, 01:04:17 PM
there is a teleporter in an escape pod which is opened by riding in the boarding craft and pressing the trigger at the right time
do not move at all when in the boarding craft, RC does not do well with movers and you will fall through otherwise
Title: Re: DM/TD Jai'galaar
Post by: zkid on November 28, 2010, 06:06:55 PM
So, there's an escape pod on the boarding craft?
Title: Re: DM/TD Jai'galaar
Post by: Dark Lord on December 03, 2010, 01:32:28 PM
the pods are level 2 of the nose of the ship (below the armory, above the prison area), the one you will want to open is at the end of the room on the right
Title: Re: DM/TD Jai'galaar
Post by: zkid on December 03, 2010, 07:51:34 PM
Thank you.