Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.
 

wedge2211

Latest Posts

Page: 48 of 51
Posted in: My New Ffa And Duel Map
 wedge2211
01-08-2003, 7:07 PM
#7
"It's not just a spaceship...It's a TRANSFORMER!" I forgot, hehe. Still, the escape pods have to go somewhere in space-ship-mode, right? Oh, will this map be as big as the ship actually was in the opening scroll? :D...  [Read More]
Posted in: My New Ffa And Duel Map
 wedge2211
01-08-2003, 2:58 PM
#5
THere's also the escape pods! you can't forget those!...  [Read More]
Posted in: WIP: Orbital Transfer Station
 wedge2211
01-09-2003, 12:29 AM
#10
Look at this picture: http://wso.williams.edu/~jshoer/images/ots.jpg (Make sure it's full size, it'll be easier to see the lines that way.) The large hexagonal thing in the middle is the main hangar. There are hangar control pods (the octagonal lum...  [Read More]
Posted in: WIP: Orbital Transfer Station
 wedge2211
01-08-2003, 7:38 PM
#6
Okay, I have 3 screenies up on my site. It's not much, but it shows a little of the architecture. The first two shots are in the control deck at the very top of the station, looking towards the secondary hangar. The last shot is in a catwalk between...  [Read More]
Posted in: WIP: Orbital Transfer Station
 wedge2211
01-08-2003, 4:17 PM
#5
Oh yeah. :)...  [Read More]
Posted in: WIP: Orbital Transfer Station
 wedge2211
01-08-2003, 3:45 PM
#3
Gee, thanks! A fan...gosh...and this is only my second map, too! The only reason I've been able to finish CotA and get the OTS jumpstarted so quickly is because for the month of january I'm looking at a "winter term" where my college only...  [Read More]
Posted in: WIP: Orbital Transfer Station
 wedge2211
01-06-2003, 10:30 PM
#1
Despite the fact that CotA is not quite yet finished (I'm gonna run the final compile overnight tonight), I'm going to post the WIP notice for my next map: the Orbital Transfer Station. THis is a space spation designed as an intermediate step for car...  [Read More]
Posted in: WIP: Tintagel (Take two)
 wedge2211
01-06-2003, 10:55 PM
#3
Nifty! I like your detailing (what I could see of it...) In my opinion, it's a big improvement over what your last Tintagel attempt looked like, it seems very impressive. I like your use of curves, that takes some skill. :)...  [Read More]
Posted in: WIP Padme's Sleeping Quaters?
 wedge2211
01-09-2003, 11:33 AM
#12
The Coruscant Promenade Duel map included a very nice Coruscant skybox, traffic lanes and everything as I recall. You might see if you can get permission to use that....  [Read More]
Posted in: Pop-ups
 wedge2211
01-02-2003, 12:55 PM
#1
Any chance LF can cut down on the pop-up ads? They are starting to get annoying (especially the ones that appear every few seconds when I'm on one page...) On another note, I find it hilariously funny that there's a pop-up ad for a "pop-up elim...  [Read More]
Posted in: Party Crasher Level Feature at TACC
 wedge2211
01-04-2003, 7:21 AM
#8
I agree on that Hoth map, it looks very promising. We are lacking good Outcast SP maps...I'm really looking forward to Party Crasher...get it out there!! :) Most SP maps are just...stupid. It's neat that people have figured out how to make cutscenes...  [Read More]
Posted in: Naboo Falls - EPII
 wedge2211
01-03-2003, 12:42 PM
#16
THere is a yavin_waterfall texture that is basically fast-moving water. Unfortunately, it's that ugly swampy brown color....  [Read More]
Posted in: Star Wars : Deception (SP Level)
 wedge2211
01-01-2003, 8:44 AM
#20
Waaaa, tiny pictures... (I'm spoiled by home broadband and college T3 :D) Looks very nice. Good job on the colored lighting! I especially like the blue corridor....  [Read More]
Posted in: WIP: City of the Ancients
 wedge2211
01-08-2003, 2:53 PM
#21
I have finished the final version of CotA! YAY ME! It has been submitted to jkii.net and pcgamemods.com, I will post again when I see it online. I was wrong about file size, it cashes in at 12 MB, not 21. :) I didn't realize just how much PakScape...  [Read More]
Posted in: WIP: City of the Ancients
 wedge2211
01-03-2003, 6:56 PM
#19
Unexpectedly, I finished mapping CotA. Architecture- done... Details- done... Lighting- done... Weapons- done... Spawn points- done... CTF items- done... I'm going to tweak the thing a little, bot-route it, compile it, and I expect to have turned i...  [Read More]
Posted in: WIP: City of the Ancients
 wedge2211
01-01-2003, 5:30 PM
#17
I have finished all the architecture! I'm starting in on all the necessary detailing, and since I'm addicted to taking screenshots and posting all of them online, you can all check out the newest batch on my personal site. Doesn't it look lived in no...  [Read More]
Posted in: WIP: City of the Ancients
 wedge2211
12-31-2002, 4:43 AM
#16
I have a couple more projects I'd like to work on by myself first, but thanks. :)...  [Read More]
Posted in: WIP: City of the Ancients
 wedge2211
12-28-2002, 5:31 PM
#14
Okay, newest pics are up!!!! http://wso.williams.edu/~jshoer/wip.htm (I know some of the lighting is cruddy, it's on my to-do list!)...  [Read More]
Posted in: WIP: City of the Ancients
 wedge2211
12-28-2002, 4:05 PM
#13
Hmm, I don't think I'll be doing any RPing myself, but it's fine with me if you want to use this map for it! Aru-wen, sorry, no electrical wires, it's a pre-industrial city (City of the Ancients and all :D). But some ropes between the buildings, hmm...  [Read More]
Posted in: WIP: City of the Ancients
 wedge2211
12-16-2002, 5:14 PM
#8
Hmm...I'm a little behind the curve on this one, how is it that you play Outcast RPG?...  [Read More]
Posted in: Spookay underwater base SP level thing..
 wedge2211
12-16-2002, 1:44 AM
#19
Do you have any idea when we can expect this out?...  [Read More]
Posted in: Mace Windu: Party Crasher (SP)
 wedge2211
01-09-2003, 11:37 AM
#348
Sometimes they were fun, like in the hideout level where I could chuck det packs into their little holes or use force speed to run around the wall the snipers hid behind and slash them all before the first one even had a chance to react. :D I really...  [Read More]
Posted in: Mace Windu: Party Crasher (SP)
 wedge2211
01-08-2003, 10:51 AM
#346
Well, one or two is a perfectly logical thing to do, but yeah, ns_streets just kind of gave loads of snipers the Ultimate Sniping Positions and made it bad. I like how the levels themselves have a purplish tinge, to go with Mace. And I'm getting ant...  [Read More]
Posted in: Mace Windu: Party Crasher (SP)
 wedge2211
01-08-2003, 10:51 AM
#96
Well, one or two is a perfectly logical thing to do, but yeah, ns_streets just kind of gave loads of snipers the Ultimate Sniping Positions and made it bad. I like how the levels themselves have a purplish tinge, to go with Mace. And I'm getting ant...  [Read More]
Posted in: Hogwarts WIP
 wedge2211
01-08-2003, 3:53 PM
#202
I think it looks neat. The colored lighting in the later shots really adds to the atmosphere, great job. I can't wait to see what other sorts of details you can pull out in the great hall. If it helps, I specified in my City of the Ancients readme t...  [Read More]
Page: 48 of 51