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eargosedown
Gamorrean

Joined: 12 Feb 2004

PostPosted: Apr 11, 2004 20:32    Post subject: i quit View user's profile Send private message Reply with quote

i've cancled the project mohc brothers for this time but i'm still editing it a little.
i figure about 1 year till it comes out.
how many sectors you ask.
about 300-400.
i've done 3 so far

_________________
destroying an imperial base a day keeps the dark troopers away.

Nottheking
Kell Dragon

Joined: 29 Sep 2003

PostPosted: Apr 12, 2004 18:27    Post subject: View user's profile Send private message Reply with quote

300-400 sectors would make a fairly small level. By comparison:
  • Imperial Secret Base: ~290 Sectors
  • Jeff42's Secret Base: ~300 Sectors
  • Barry Brien's Secret Base: ~600 Sectors
  • Nottheking's Secret Base: 901 Sectors
  • Mt. Kurek: ~1100 Sectors
  • Condition Red: ~600 Sectors
  • Prelude to Harkov's Defection: 1476 Sectors
  • The Dark Tide I - Wasteland Survivor: ~1000 Sectors
  • Discovery at Ironfort: 1549 Sectors
  • The Dark Tide II - Nightfall: ~900 Sectors
  • Assassination on Nar Shadda: 2268 Sectors

I guessed for most of them, because the computer I'm at doesn't have them at hand right now... But anyway, many epic levels are HUGE.

For your level, I would reccomend keeping a few guidelines in mind: make your acitecture complex, and use plenty of INF.

Go into your editing directory, and open the SECBASE.INF file. Near the top, it should say something like ITEMS: 1337, except the number won't be anywhere near as large (no level has that elite number of INF items, and the most used has only been 497). Try to use plenty of INF, and use it well. That makes the difference between a 3-star level (with excelent arcitecture and object placement), and a HoF level.

For arcitecture, the upper-left area of the WDFUSE toolbars should have a button that looks like a calculator. Click it, and it will open the "statistics" window. Read the number of "walls" it lists, as well as the number of "sectors". Divide the "walls" number by the "Sectors" number. Try to keep that number above 6, by using very detailed sectors. Instead of using a long, flat wall, modify its shape so that it has pipes running down it vertically, or give it collums, so that it looks formal.

_________________
Wake up, George Lucas... The Matrix has you..

Jimmy Chicken
Gamorrean

Joined: 09 Dec 2003

PostPosted: Apr 12, 2004 23:06    Post subject: View user's profile Send private message Reply with quote

On Dark Forge there’s and automatic texture alignment option, but its only for horizontal.

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Apr 13, 2004 01:25    Post subject: View user's profile Send private message Send e-mail Reply with quote

Heh heh. Another thing we can bother Brad Oliver about Twisted Evil .

_________________
I don't think outside the box... I customize it.

Nottheking
Kell Dragon

Joined: 29 Sep 2003

PostPosted: Apr 14, 2004 18:01    Post subject: View user's profile Send private message Reply with quote

Jimmy Chicken wrote:
On Dark Forge there’s and automatic texture alignment option, but its only for horizontal.


WDFUSE automatically aligns new walls as you create them, but that only works if you don't move the verticies, so it's actually a nuisance.

_________________
Wake up, George Lucas... The Matrix has you..

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