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Upcoming siege map

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 darthVADER
11-04-2003, 8:09 AM
#1
i am working on a new siege level and i was wondering about what you would like to see in this map
note that this is a absolutly huge map (since it has a olmost to scale star destroyer and mon calamari cruiser init)
my current mission objectives are
Imperials vs Rebels
rebel objectives:
- take off from the cruiser defiance
- look for the damadged ISD undertaker in 3 possible area's
- once the ISD is found destroy its shields and engines
- dock with the star destroyer and make your way to the bridge
- steal the new shield generator plans from the main computer
- make your way back to the hanger
- steal a shuttle and return to the defiance
-mission complete-

imperial objectives:
- keep rebels from finding the undertaker
- (if 1 fails) defend the shield emiters and engines
- (if 2 fails) stop the rebels from reaching the bridge
- (if 3 fails) kill the rebel who is carying the plans and return them to the bridge
- (if 4 fails) close the hanger with a force field

tell em what you think of these objectives
i know some of you wil be worryd about the size but ive played the map a few times and no lag at all
olso note that the rebel cruiser and the ISD arent in the same part of space you have to hyper space between area's

open for idea's and discussion
 Rankith
11-04-2003, 2:31 PM
#2
Sounds nifty!
 darthVADER
11-04-2003, 4:11 PM
#3
for your viewing plesure here's a screen from my upcomming map
http://www.ldjmaps.jolt.co.uk/?page=&action=show&id=5885)
 GothiX
11-04-2003, 4:41 PM
#4
It's too small...
 gotcha8903
11-04-2003, 6:20 PM
#5
looks cool and I like the objectives. finally some1 is making a siege map.
 darthVADER
11-04-2003, 7:16 PM
#6
i know its too small but if i make it even bigger you wont have muich room to fly around it
 Livingdeadjedi
11-04-2003, 7:18 PM
#7
i like this idea =]

gives me some to HE HE HE
 GothiX
11-04-2003, 7:18 PM
#8
Can't you just make the skybox bigger for that? :confused:
 darthVADER
11-04-2003, 7:41 PM
#9
i could but it wil give me the max_visibility error and map wont compile besides its bigger than it looks belive me
 Emon
11-04-2003, 9:33 PM
#10
Increase the blocksize if you get that error.
 TPM_Montross
11-04-2003, 11:32 PM
#11
Originally posted by Livingdeadjedi
i like this idea =]

gives me some to HE HE HE

HOLY CRAP, ITS LIVING DEAD JEDI, dude, like the best map maker ever, are u workin on anything right now? Are u gonna make maps for ja?

-:fett: Montross
 darthVADER
11-05-2003, 2:12 PM
#12
hes wуrking on the sarlacc map from jk2 and he's porting it to jk3 and enhancing it
plus he's helping me where ever he can (if he's not too busy playing starwars galaxies)
 darthVADER
11-10-2003, 3:26 PM
#13
just to let you guys know i wil be releasing new screens later tonight

along with a smaall scenario change
 shukrallah
11-10-2003, 6:43 PM
#14
Looks good :)
 darthVADER
11-10-2003, 7:51 PM
#15
here they are just as promised:
imperial hanger
http://www.uploadit.org/files2/101103-shot0027.jpg)

http://www.uploadit.org/files2/101103-shot0028.jpg)

aliance hanger
http://www.uploadit.org/files2/101103-shot0030.jpg)


ISD hull (textures arent final)

http://www.uploadit.org/files2/101103-shot0032.jpg)

aliance base
http://www.uploadit.org/files2/101103-shot0031.jpg)

the scenario change was that i could not make the rebel base a mon cal cruiser
cause it has too many meshes so i made it a base
olso i cant make it so you have to goto hyperspace between the ISD and rebel base so i'm still working on the story ect.

tell me what you think of it
and gimme some suggestions ect.

sorry for screens not working the first time
 Lil Killa
11-10-2003, 8:11 PM
#16
Work on lighting... IMHO it is way too bright and appears that you are doing a nolight when you compile. Add more stuff to the hangars, especialy the imperial one as IMHO they look a bit bare.

Also laser cannons on the big grey ship would be cool. That way the imperial team could try and shoot up the x-wings.
 Business_Eskimo
11-10-2003, 8:21 PM
#17
Needs some more details. Barrels in the hangers, supports, pipes, etc. Try not to use over repeating textures also.
 darthVADER
11-10-2003, 8:30 PM
#18
yes i'm compiling it without light for now
cause it takes a ****load of time to compile it with lights

olso if anyone knows how to place automated turrets with would be apriciated that way the ISD wil have both automated defenases and player controller defenses

and yes the hangers werent finished yet i still have to make a long path up to the bridge and stuff

olso note that all tie's in the main hanger of the star destroyer are flyable
 TPM_Montross
11-11-2003, 8:05 PM
#19
Originally posted by darthVADER
yes i'm compiling it without light for now
cause it takes a ****load of time to compile it with lights

olso if anyone knows how to place automated turrets with would be apriciated that way the ISD wil have both automated defenases and player controller defenses

and yes the hangers werent finished yet i still have to make a long path up to the bridge and stuff

olso note that all tie's in the main hanger of the star destroyer are flyable

i know how to put in your laser turrets

i think there are two ways check wich one looks best

one sure fire way is to add a misc_turretG2 and then check the box that says turbo

the other way i havent tried is the misc_turret it says its part of a giant two part turbo laser

try em both and see wich one u like better
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