The texture on the high wall in the first pic could use something to break it up a bit.... Also the Falcon looks like it's about to fall in that pic :p Then there are the "beam" type things on the wall in the third pic.. They look a little wide from what I remember in the movies... Might could use some thining.
Other than that the map looks pretty cool.:cool:
Looks pretty neat!
Have you decided who the player's character will be?
Looks very fine indeed! I guess the last screenshot is taken from the spot where Ben Kenobi and Lord Vader were dueling. This is great work. Keep going!
It looks great! Keep up the good work. It looks like there are going to be some great maps coming out in the future...
Thx for the comments :) I will create all places from the movie.Would you like to see a mixture DS1/2 lvl ?
I really like your brushwork and texture work. Very nice variation for a rather bland, metal structure.
:eek: Good lord it its........ Beautiful!! Great job on the architecture and accuracy
Looks really good from just lookin at the images posted, this map has a home on my site!
One suggestion would be to put a mock ramp heading into the falcon and some black boxes right outside of it (scaner box)
And in the corridor the floors should be shiny heres a picture
http://www.erikstormtrooper.com/corridor.jpg)
other then that it looks perfect, do you have any idea when it will be out?
If I place there a mirror,this level would have bad FPS. And I don't know how to create a mirror shader.
Looks like its SP. Could you make a MP verison to when its done? :D
Excellent work. ;)
Map should work in MP, but ya, a non-script filled version would be appreciated ;)
You can make a floor 'shiny' without making it a mirror. All you have to do is get a relatively high-contrast black and white image with regions of mostly black and regions of mostly white/light grey, for the sake of argument I'll call it shine.jpg, and write the following shader code:
textures/yourmap/deathstarfloor_shiny
{
qer_editorimage textures/yourmap/deathstarfloor
{
map textures/yourmap/shine
tcGen environment
rgbGen identity
}
{
map textures/yourmap/deathstarfloor
blendFunc add
rgbGen identity
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
rgbGen identity
}
}
Not, that's one of my shader codes from Oracle, a little modified. It works. Make sure your shine texture isn't too bright, or ti'll drown out the base texture.
Whoa..... it looks so... real......
Very cool. Will we be playing out the movie like the level in Rebel Strike?
That looks beautiful lol.
A mirror is going to drag the FPS down into the mud. Instead of a mirror, use the "Shiny" code that wedge has so nicely provided for you. You'll get the effect of the reflection in the floor without losing so many FPS.
Overall, I would say it looks great. I do agree with LK's comment about breaking up that upper wall texture. I don't think there's many shots of it in the movies, but take some artistic liberties and do something creative so it's not so repetitive.
I would also be careful about the caps you have on the doorway patches in the corridor - they don't blend in so well with the wall. It's a small oversight, but it's noticeable.
Other than that, it looks like an awesome start. I'm guessing this will be a SP map?
Your pics looks kickin'. Nice work and luck to you on your projects.
With your (soon to be reviewed...) Outpost map complete, does this become the next one we should wait for Postman86?
If this map gets done which I am sure it will.
Originally posted by Kengo
With your (soon to be reviewed...) Outpost map complete, does this become the next one we should wait for Postman86?
I'm not sure.I'm working on many other maps,too.Soon I will post more deathstar screenshots from the elevator place,detentionblock AA-23 and the hangar controllroom :)
Looks good and very promising. But please don't let go of meticulous detailing; I see in the last screenshot a rather bare control room.
Although I sometimes would trade detailing to vastness of the level, you still need to keep up your good reputation, don't you? ;)
I like how some areas are "recognizable," but they are pretty sparse right now. Especially the floors and cielings. Just a couple brushes to add some depth to the textures would be a huge improvement.
Very beautiful man!! I've always liked your maps/texturing for them!! Umm, how do you remove your Imperial Outpost 1 SP Map from JA? I was trying to remove it after beating it, and couldn't figure it out.
:fett:
Is this map out yet? It looks awesome!
Is this map out yet? It looks awesome!
it hard to find download link for this nice map :king1:
http://www.lucasfiles.com/?s=a6edd32172b65&action=file&id=898&PHPSESSID=a6edd32172b65)
Thanks. How come there's two Death Star levels made by Postman86? One's called The DeathStar: Dockingbay 3207 and is 11MB and the other one's called The Death Star: Docking Bay 3207 and is 26MB. What's the difference? Also is it just the hanger or does it have other rooms like the garbage compacter?