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Let's see if I can pull this off...

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 wedge2211
02-26-2003, 4:24 PM
#1
A bit of an experiment for me...still in the planning stages. I call it "Tal Erulanei."

http://wso.williams.edu/~jshoer/images/erulanei.jpg)

[EDIT: This is a sort of "concept" map...I won't be making it compile-able for a little while yet.]
 Altus_Thrawn
02-26-2003, 5:26 PM
#2
All I have to say is...cool, but that framerate looks evil!
 Kengo
02-26-2003, 5:34 PM
#3
Hey, just like every good band should attempt at least one concept album, every good mapper should try at least one concept map. It sure looks...conceptual :) Really original, and it could be a totally unique experience to play, but for sure - will be a challenge to build!
 Leslie Judge
02-26-2003, 6:03 PM
#4
You definetely have to make it. :D

I don't worry about the framerates, there are not too many patches yet and this will not be like one big room. Smart placement of the sorrounding structural brushes can help a lot.
 wedge2211
02-26-2003, 11:48 PM
#5
So I threw a box around it and compiled just for grins. The results are on my site, including the brand-spanking-new skybox I *just* made.

For some bizarre reason (maybe there *IS* a mapping god) my FPS read 90-ish. Even with all those patches. Anyways, I have some ideas on how to squeeze struct brushes in and split the total visible exterior area up into little chunks, I think I'll just see what happens.

Whoever designed the Etherian level in Elite Force must have gone to hell and back. Several times.

:cool:
 wedge2211
02-26-2003, 11:55 PM
#6
Actually, would anybody know of any green / blue / blue-green / brown "organic" looking textures?
 Eldritch
02-27-2003, 12:15 AM
#7
Here's two good sites for textures, the first of which actually has a downloadable program to make your own textures with:

http://www.i-tex.de/gallery.htm)
http://textures.forrest.cz/)
 Kengo
02-27-2003, 10:18 AM
#8
You ever played System Shock 2? The idea sounds a little bit like 'the many' level at the end, with organic type textures. Sounding good :)
 wedge2211
02-27-2003, 10:36 AM
#9
Originally posted by Aru-Wen
Here's two good sites for textures, the first of which actually has a downloadable program to make your own textures with:

http://www.i-tex.de/gallery.htm)
http://textures.forrest.cz/)

Sweeeeeeet, Aru. Thanks!
 Eldritch
02-27-2003, 4:23 PM
#10
Yep. I do what I can. :D
 Wes Marrakesh
02-27-2003, 8:21 PM
#11
Awesome map :D

How'd you make the sky?
 Altus_Thrawn
02-27-2003, 8:27 PM
#12
I was wondering the same thing, how do you make a sky?

BTW, enjoying your credits Wes?
 Wes Marrakesh
02-27-2003, 10:27 PM
#13
I will when I hit 300 :p
 wedge2211
02-27-2003, 11:48 PM
#14
I used TerraGen (http://www.planetside.co.uk/terragen/). It renders landscapes, water levels, and skies, all put together. Do a forum search for "terragen tutorial" and it'll come up with some instructions (or...I could write a tut on my site...)
 Altus_Thrawn
03-01-2003, 7:57 PM
#15
Thanks for the link Wedge, custom skies in my maps would be a good thing.
 boinga1
03-01-2003, 8:43 PM
#16
Originally posted by wedge2211
http://wso.williams.edu/~jshoer/images/erulanei.jpg)

wow...that's pretty INSANE
 Emon
03-02-2003, 6:01 PM
#17
Way too many polys. Using patchmeta in the BSP phase should clean those up, but you still will have more than you will be able to notice.
 wedge2211
03-02-2003, 11:41 PM
#18
Behold! Tal Erulanei!

http://wso.williams.edu/~jshoer/images/screenshots/shot0130.jpg)
http://wso.williams.edu/~jshoer/images/screenshots/shot0131.jpg)
(Small description of the shots: the textures themselves will be used in the final version, but they are by no means aligned properly, I'll especially have to stretch out the glass texture. The glass, by the way, is tinted green...cool effect, huh?)

I'm pushing ahead anyways...I plan to make the whole level, and if the frame rates are hellish, then I'll just cut it up and make it into a smaller duel map. I've figured out a few patches on the exterior that can never be seen, and deleted them, I also built it such that the only windows are those tubes, and so I can plop a struct brush right down the middle of the map. Interior rooms will be surrounded by structural brushes, and there are doors into each of the tubes, so the only areas where frame rates might be problematic is in the tubes themselves.
 Wes Marrakesh
03-02-2003, 11:56 PM
#19
:jawdrop:






That is one kick-ass map. 'nuff said.

BTW Thanks for TerraGen link.
 Shadriss
03-04-2003, 6:55 AM
#20
Wedge, if you DO manage to pull this off, I think it will be the first of it's kind. VERY interesting looking... No we just need an "Alien" player model for it... that thing SCREAMS Alien to me.
 wedge2211
03-04-2003, 3:46 PM
#21
All righty, some interior shots:

http://wso.williams.edu/~jshoer/images/screenshots/shot0132.jpg)

http://wso.williams.edu/~jshoer/images/screenshots/shot0135.jpg)

I just finished toying with shaders to make some glowy phosphorescent stuff. Nifty!
 Pnut_Man
03-04-2003, 4:13 PM
#22
Vongish enough for me (now it will make sense when I kill yuuzhan vong, that means you better add bot support :P)! Very very nice job Wedge, seems you pulled it off ;)
 Eldritch
03-04-2003, 4:25 PM
#23
Sweet!

Looks like someone really took that 'curves' comment to heart... :D
 Leslie Judge
03-04-2003, 4:54 PM
#24
Yeah. :) From now there are no excuses, you have to be in the IRG group. :)

As I can see you like curves as much as I do. :) The map is looking very good. You would need some insect like creature in it. :)
 Wudan
03-04-2003, 5:06 PM
#25
Replace the glass with a glass shader/tex that doesn't make most people want to vomit. Could be better.

Right now it's mostly just patch abuse.
 wedge2211
03-04-2003, 8:08 PM
#26
Haha, pnut, have fun with with the Vong! Of course there will be bot support!

Aru and Leslie: thanks a lot...I have to say I actually thought of this independently from my bid to join IRG, but hey, it certainly doesn't hurt. :)

Wudan: Right now, yes, it's just the bare outlines. Abuse, yeah, but it's fun! As for the vomit...is this better...?

http://wso.williams.edu/~jshoer/images/screenshots/shot0137.jpg)
 starunner
03-04-2003, 10:21 PM
#27
I think it looks great! Could be something out of Half-Life 2... It's certainly unique. :D My only worry would be about the size those walkways, which might get a little cramped with too many players? I'm probably wrong. Looking forward to the release!
 The Truthful Liar
03-04-2003, 11:41 PM
#28
Looks like a good, start? o.O
 wedge2211
03-06-2003, 10:58 AM
#29
Hey, SR, haven't seen you around in a while! The exterior tubes are about big enough for 3 to walk abreast. But if anyone gets in your way, just vaporize 'em. :cool:

I'm not very far into the map, only finished the architecture for about 2 rooms and a corridor, and the map lighting scheme changes with practically every compile. Ah, trial and error...

I'm looking for fitting music for this environment, I haven't had too much luck finding something appropriate for both a big green organic thing AND JKII battles at the same time. I tried some music from Myst: Exile, and it fits the "organic" theme, but not so great for battles. Ditto for WarCraft III Night Elf music. I thought the StarCraft Zerg music might be useful, but I've had a hard time getting my hands on it. Does anybody have any suggestions?
 Leslie Judge
03-06-2003, 5:06 PM
#30
Wedge, I made a quick search and found 5-7 zerg music. I will let my comp to download them then I refer to you.
 wedge2211
03-07-2003, 3:25 PM
#31
Originally posted by Leslie Judge
Wedge, I made a quick search and found 5-7 zerg music. I will let my comp to download them then I refer to you.

Thanks a bunch. My college puts bandwidth restrictions in place that make Kazaa totally unusable.

One question for anybody out there-- I have caulk struct brushes surrounding the interior rooms and corridors, to create leaf nodes for each room. But now to keep the engine from actually drawing all the other rooms (since caulk is transparent), would I have to texture the inward-facing sides of each of these caulk brushes?
 wedge2211
03-11-2003, 3:58 PM
#32
What do you all think of this (http://wso.williams.edu:8000/~jshoer/Files/Edanna.mp3) for background music? (I might cut out the first part, until about 1:15)

[PS, if you're wondering, yes I'm still working on this map, I jsut had to go beat WarCraft III because it's so awesome. Now that's done, I'll just be spending all my time making Tal Erulanei...I'm working on all the twisty interior corridors now.]
 Eldritch
03-11-2003, 5:23 PM
#33
I wouldn't cut any of it. I love the music, and the first 1:15 builds up the tension of the piece. Plus, without that first 1:15, it might repeat to much and become annoying when playing a longer game.
 wedge2211
03-17-2003, 4:08 PM
#34
I just feel the need to make it clear that I'm NOT dead, I just have a big school cruch until spring break--and some serious mapping--starts next week. I actually have all the interior rooms laid out, but most of the interior is twisty corridors that I have barely begun. In the meantime, does anyone else have an opinion on the music?
 wedge2211
03-19-2003, 12:18 AM
#35
I should either be asleep or busting my ass over an english paper and a physics lab report right now, but NO, somehow I find the time to complete the eastern tube system on the a'Tal. Dedication? Nah. Just plain old stupidity.

http://wso.williams.edu/~jshoer/images/screenshots/shot0145.jpg)

http://wso.williams.edu/~jshoer/images/screenshots/shot0149.jpg)
If you look at the Radiant "map," it should be pretty easy to figure out where these shots were taken from.

I haven't quite finalized how to put the "veins" in on this junction here.
http://wso.williams.edu/~jshoer/images/screenshots/shot0147.jpg)

http://wso.williams.edu/~jshoer/images/screenshots/shot0146.jpg)

Note that this side of the a'Tal is invisible from the other side, you also can't see the other tube from this side. That should help with frame rates a bit. This now completes the totaly visible exterior of the thing, all the rest will be interior.
 ioshee
03-19-2003, 4:23 PM
#36
I get excited tinglies all over when I look at those screenies.

I can’t wait for this map *wipes drool off face*

Maybe it’s the music I’m listening to while I’m typing this (Emiliana Torrini) but I keep thinking of the music from Metroid Prime for your map (or something like it.) It has just the right touch of eerie mood with an exploration-of-an-organic-environment sort of feel to it.
 wedge2211
03-19-2003, 4:27 PM
#37
hmmmmm, do you have a link to that music? I might be able to use it. I want exactly that sort of feel for the background music in this map (scroll up a few posts to find the link to the music I'm using now, check it out). The only Emiliana Torrini I've heard so far, though, is "Gollum's Song..."
 ioshee
03-20-2003, 10:16 AM
#38
Originally posted by wedge2211
... The only Emiliana Torrini I've heard so far, though, is "Gollum's Song..."

That's not a very good representation of her style. But I was referring to her music and not her voice (although I LOVE her voice I don't think it would be cool to have understandable lyrics in your map music.)

I have a better idea. There is this other Icelandic band (Torrini is Icelandic despite her last name) that has similar music but a lot of their stuff is instrumental. Their name is Gus Gus. I'll upload something tonight and post a link here.

But remember, it's just a suggestion. I won't feel bad in the least if you decide it's not right for your map:)
 wedge2211
03-20-2003, 10:26 AM
#39
I'm looking for suggestions! Thanks in advance for whatever you have to offer, and I'll be sure to let you know if I use it.
 Leslie Judge
03-20-2003, 4:04 PM
#40
BTW: I could download some zerg music but they are very bad. Not what I think you are looking for. :)
 wedge2211
03-20-2003, 5:50 PM
#41
I've heard some, and I agree. Right now I'm happy with the Myst music.
 Hekx
03-21-2003, 1:08 PM
#42
Reminds me of the game 'RollCage' due to the twisting and turning courses. Looks incredible. :)
 DarkLord60
03-21-2003, 6:09 PM
#43
The name reminds me of Morrowind
 master_thomas
03-21-2003, 10:53 PM
#44
Actually, the whole thing in my opinion gives a feeling of starcraft, which I have played recently, though I only have the original and brood war, the expansion. Tal Erulanei sounds like something from the Protoss' language, somewhat like "Adun Toridas", the two are little alike, but they have a similar "feel" to them. The thing sort of has a zerg theme (though far more attractive).

Leslie, I don't know what the Zerg music you have sounds like, but it would fit if Wedge were to texture is so people would want to vomit. This would include purple and red splattered on walls (creep and blood)(new textures), orange instead of green(original Zerg coloring), weird bubbles of flesh(spores and unearthly things), tentacles coming from walls, maybe an alpha shader of purple ooze and new purple liquids(the creep). Most who have played the original StarCraft should know what I'm talking about. Great Zerg colony if just the textures and Skybox were changed with some pools of creep and the bubbles (spores) and to make it look like a planet covered in ash and magma instead of a body of water on a temperate planet. Not a request, but a thought for most of the architecture fits "Zerg" to me.

Wedge, excellent! This could be the first map to have the only visible solids be patches.
 wedge2211
03-22-2003, 12:15 PM
#45
Originally posted by master_thomas
Actually, the whole thing in my opinion gives a feeling of starcraft, which I have played recently, though I only have the original and brood war, the expansion.
That's all there is to the game at this point, right? Otherwise, I'm missing out... :D
The thing sort of has a zerg theme (though far more attractive).
MUCH more attractive...

I didn't actually design it with the Zerg in mind, it's supposed to be an artifact from a peaceful, elegant, communal culture. I'm trying to avoid the vomit. :)

Wedge, excellent! This could be the first map to have the only visible solids be patches.
That's the part that scares me! :D
 master_thomas
03-22-2003, 6:21 PM
#46
I think I've heard of some other Starcraft games. I am almost certain a new one is in the making. Not using the same engine though. I think it's an fps. You play as a ghost(the soldier with psychic abilities, not the ethereal being). In the campaign editor there is a list. I'll look now.
 master_thomas
03-22-2003, 6:29 PM
#47
Here is the list

"Starcraft Retail(1.00 - 1.03)
Starcraft Enhanced(1.04)
Starcraft Brood War"

It's the list of versions that a map can be played on. The fps Starcraft is something I read in a news article a while ago on a site I can't remember. At that time it was being made, so I don't know the current status.
 master_thomas
03-22-2003, 6:37 PM
#48
The Zerg theme (though MUCH more attractive) comes from that the whole thing looks biological with mushroom looking things inside. The tubes look like Nydus Canals. Maybe something kind of like the Xel'Naga. There is a final bonus level where Duran is Genetically combining Zerg and Protoss to make Xel'Naga and you learn he is actually one of them. In short, Xel'Naga are kinda half Zerg, Half Protoss. The ancient culture seems that it could be the Xel'Naga.
 wedge2211
03-22-2003, 9:07 PM
#49
StarCraft, and Brood War. "StarCraft Enhanced" is only a patch. And you mean StarCraft: Ghost, but it's for xbox or something. Anyways, back to the glorious praise of my map...
 Eldritch
03-23-2003, 12:39 AM
#50
[glorious praise]

You're the man, Wedge!

[/glorious praise]

:D
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