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Level Concept

 
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The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Apr 27, 2004 17:34    Post subject: Level Concept View user's profile Send private message Send e-mail Reply with quote

I just had an interesting idea for a level... any comments?

Code:
BACKGROUND

     Well, it's been about five years since you gave your lightsaber to Luke for safekeeping and returned to your mercenary past.  You can't stay away from me, can you Kyle?
     New Republic HQ has another mission for us.  They've intercepted a Remnant transmission.  Apparantly a faction of the Remnant has discovered a long-lost Sith Temple on the planet of Tarsus VI.  Yes, they know you didn't want anything more to do with the Force.  That's why your pay will be doubled for this mission.
     Local legend has it that the temple contains a Sith Holocron.  Holocrons were created for the Sith to store massive amounts of Force energy into for later use.  At least, I think that's how it goes.  At any rate, that seems to have been the function of this particular holocron.
     The transmissions from the Remnant indicate that troops have just landed to secure the temple, however they seem to be encountering some kind of resistance from INSIDE the supposedly abandoned temple.  I'd watch my step if I were you Kyle...

MISSION

     It's vitally important the holocron does not fall into Remnant hands.  Who knows what they would do with the energy it contains.
     If you play your cards correctly this should be a simple mission.  First, I'll drop you off in the mountains near a river.  The temple is at the base of the mountain, near the very same river.  Just follow the river as much as you can, but don't go over any high waterfalls!
     Once you reach the temple, it's my guess that the enterence will be heavily guarded by Remnant troops, as that would be the most logical point for them to congregate.  I suggest you search for another way in.  The temple was built into the hillside partly, so a nearby cave may offer a point of entry.
     Inside, the holocron is likely kept hidden in the deepest part of the temple, so I suggest you go down whenever you spot a path.  Remember to watch out for the resistance the Remnant reported.  From the latest intel, the Remnant hasn't yet been able to access the lower levels, so you may need to do some puzzle-solving or keycard-hunting.  If you move fast you should be able to get to the holocron before the Imperials do.
     By the time you reach the holocron, the Imperials will be on full alert as to your presence there.  Get out as quick as you can.  I don't recommend retracing your steps right into the Remnant, so find another way out.  The temple is old, you may be able to find a subterranian route on one of the lower levels.
     Once you make your way outside, contact me and I'll pick you up.

OBJECTIVES

- Locate and enter the Sith Temple.
- Access the lower levels.
- Collect the Sith Holocron.
- Return to the surface for pickup.


The briefing will be delivered by Jan, of course. The timeframe is between Mysteries of the Sith and Jedi Outcast.

Also, I'm going to need some custom components made, if anyone wants to volunteer... .'/

- Sith Temple BMs Very Happy (Like MotS style, I might even want a custom "purple" CMP, although the level will use some detention textures too for outside). This includes a couple HUGE bms for the front doors, which will be humongous. Smile
- For the "resistance", I need a statue sith wax like the statues in MotS (they would be used with Phase 1 logic).
- Sith Holocron FME, a cube, like the one seen in MotS when you finish a MP or SP level (the background).
- Maybe some other stuff, that's all I can think of right now.

Any volunteers? Razz

BTW... was my description of the function of a holocron correct, for you Jedi junkies?

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Last edited by The MAZZTer on Apr 27, 2004 22:37; edited 2 times in total

Nottheking
Kell Dragon

Joined: 29 Sep 2003

PostPosted: Apr 27, 2004 20:24    Post subject: View user's profile Send private message Reply with quote

Sounds interesting. Were you to actually make anything, I'd be more interested in hearing about it. Wink

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

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Apr 28, 2004 03:00    Post subject: View user's profile Send private message Send e-mail Reply with quote

I made a little area, I would take a screenie, but DF doesn't seem to like -shots today.... strange...

And I can't use Windows to do it, Windows now it seems likes to mutilate any screenshots I take with PRINTSCREEN so I can't paste them. I can view them in the clipbook viewer, but that's it.

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Nottheking
Kell Dragon

Joined: 29 Sep 2003

PostPosted: Apr 28, 2004 18:44    Post subject: View user's profile Send private message Reply with quote

Couldn't you then take a screenshot of the clipboard viewer, possibly allowing you to have the image be more stable? Wink I know it's a silly idea, but I'd like to see some screenies...

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

Tom Resnick
Trandoshan

Joined: 30 Sep 2003

PostPosted: Apr 28, 2004 19:09    Post subject: View user's profile Send private message Reply with quote

I might be able to do some components...

Nottheking
Kell Dragon

Joined: 29 Sep 2003

PostPosted: Apr 28, 2004 21:20    Post subject: View user's profile Send private message Reply with quote

the only components I can actually do are textures, but it's not like I have professional skills... But I can make them look plausable...

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

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Apr 29, 2004 01:54    Post subject: View user's profile Send private message Send e-mail Reply with quote

Thanks for volunteering! Smile

If you have MotS, that's basically the look I'm aiming for (the last level).

I figured out why I couldn't take screenies. I had to set VDMS to not block the Printscreen key... I'll take a screenie of what I have now (remember temple textures are temporary).



The main enterance to the temple. The imperials will close the doors as you approach, so you can't get in that way. (And there will be imperials too. Smile)



A small path off the main enterance area. Players will be able to get into a room in the temple prematurely for goodies... although they will be barred from accessing the rest of the temple until they find the REAL way in.

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Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Apr 29, 2004 05:04    Post subject: View user's profile Send private message Send e-mail Reply with quote

Strangely enough, it sounds almost like the plot for my series the Jedi Crystal Confused . Searching ancient temples....looking for things that contain the power of the force...

I dunno, sounds too similar to me, but it's still cool none the less. Maybe it can be a sequel to my series Very Happy ! How 'bout it, Mega?

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

Nottheking
Kell Dragon

Joined: 29 Sep 2003

PostPosted: Apr 29, 2004 20:37    Post subject: View user's profile Send private message Reply with quote

Looks fairly good, but you should increase the complexity of the scene in the first shot. I'd reccomend four or even six collumns, (not two!), and perhaps adds some stairs. You can use a split sector for multiple staircases, as it seems to reduce the chance for HOMing...

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

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Apr 29, 2004 22:14    Post subject: View user's profile Send private message Send e-mail Reply with quote

If you look carefully there is part of the third column. Wink And the fourth column is in that second shot.

I tried making it more open, but then I got HOM because the area was too big. I still haven't figured out how to make areas > 200-250 DFUs without hom... is it my imagination or did some other levels pull it off? Sad

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Nottheking
Kell Dragon

Joined: 29 Sep 2003

PostPosted: Apr 29, 2004 23:22    Post subject: View user's profile Send private message Reply with quote

The_Mega_ZZTer wrote:
If you look carefully there is part of the third column. Wink And the fourth column is in that second shot.


Then make it six or eight collumns... I meant that your front area appears too barren...

The_Mega_ZZTer wrote:
I tried making it more open, but then I got HOM because the area was too big. I still haven't figured out how to make areas > 200-250 DFUs without hom... is it my imagination or did some other levels pull it off? Sad


I've made many hallways that are as much as 400 DFU long, and open areas as much as 300... Just split any walls you have, so that there are none that are greater than, say, 32DFU wide. Also, I might reccomend splitting a single massive sector into a few smaller ones. I'd also like to point out that HOMing is less noticable the lower the light level is, in case you're working with an indoor area.

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

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Apr 30, 2004 00:41    Post subject: View user's profile Send private message Send e-mail Reply with quote

Hmm I tried sector splitting but it didn't seem to haven an effect for me... meh...

Anyways I'll see about adding some stairs in, that should work... also, BG, sometimes I tend to subconsciously borrow material... sorry lol .'/ but at least you're not mad yay. Smile

I wouldn't want this to be a sequal to anything though, sorry.

Added in some stairs and broke a couple of the pillars. I tried to add n two more pillers and a few more stairs, but it just got too hommy so I couldn't.



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Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Apr 30, 2004 06:08    Post subject: View user's profile Send private message Send e-mail Reply with quote

Nah, don't worry 'bout it Wink .

Is it going to be a series or a single level?

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

Tom Manning
Trandoshan

Joined: 27 Sep 2003

PostPosted: Apr 30, 2004 20:20    Post subject: View user's profile Send private message Send e-mail Reply with quote

Hey, Here is one suggestion, make a new canyon texture, that one is far to overused, the difference between making a good level and a great level could verywell be in the canyon textyure you used.

Also, I love my mac even more, and I dont think I could bear to play with that low of res.

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Tom Manning
For all that you hold dear on this good Earth, I bid you, Stand, Men of the West!
Aragorn: Return of the King

Nottheking
Kell Dragon

Joined: 29 Sep 2003

PostPosted: Apr 30, 2004 21:27    Post subject: View user's profile Send private message Reply with quote

Tom Manning wrote:
Hey, Here is one suggestion, make a new canyon texture, that one is far to overused, the difference between making a good level and a great level could verywell be in the canyon textyure you used.


Agreed. After Kurek, that texture became too used.

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

Darth Oosha
Trandoshan

Joined: 24 Sep 2003

PostPosted: Apr 30, 2004 21:58    Post subject: View user's profile Send private message Reply with quote

Scenery objects help an area look less open and sparse, without causing HOMs. A stump of a fallen pillar could be a 3DO with a radius, instead of a subsector.

Also, I once came up with the opinion that the grass texture only looks good in Talay, with the darkness and the palette. Is it really consistent with the canyon theme and the bare gray cliffs?

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Apr 30, 2004 22:46    Post subject: View user's profile Send private message Send e-mail Reply with quote

Darth Oosha wrote:
Scenery objects help an area look less open and sparse, without causing HOMs. A stump of a fallen pillar could be a 3DO with a radius, instead of a subsector.



True. I was looking into making a plugin for Wings 3D to export Dark Forces 3DOs, but I couldn't make heads or tails of a plugin's source code... maybe I'll get around to it someday...

Darth Oosha wrote:
Also, I once came up with the opinion that the grass texture only looks good in Talay, with the darkness and the palette. Is it really consistent with the canyon theme and the bare gray cliffs?



I suppose you're right... but I want grass here. Smile

About the textures (both grass and cliff) does anyone have any suggestions for alternate textures I could use?

Thanks for all the feedback, I really appreciate it.

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Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: May 01, 2004 18:04    Post subject: View user's profile Send private message Send e-mail Reply with quote

I would take some of the cliff textures from Gromas and convert them to whatever palette you're using and lighten the texture with greys. That might look good. I could even do it for you if you want. I'm going to hook up my other computer so I can release my first level later today and I can do that in the meantime.

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

Tom Manning
Trandoshan

Joined: 27 Sep 2003

PostPosted: May 01, 2004 23:00    Post subject: View user's profile Send private message Send e-mail Reply with quote

Gundam, You had a great looking canyon texture for Spice Bust, I noticed right away that you had taken the time to make a new, well repeating texture.

_________________
Tom Manning
For all that you hold dear on this good Earth, I bid you, Stand, Men of the West!
Aragorn: Return of the King

Tom Manning
Trandoshan

Joined: 27 Sep 2003

PostPosted: May 01, 2004 23:06    Post subject: View user's profile Send private message Send e-mail Reply with quote

Ohh, On the grass thing, it doesn't loop very well, you can see the individuel squares. I think it would be very cool to add some knee high wispy grass everywere that you can walk through using the rain concept. All those secters and invisible walls might cause some major HOMing but it would look beautiful

_________________
Tom Manning
For all that you hold dear on this good Earth, I bid you, Stand, Men of the West!
Aragorn: Return of the King

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: May 02, 2004 01:42    Post subject: View user's profile Send private message Send e-mail Reply with quote

Tom Manning wrote:
Gundam, You had a great looking canyon texture for Spice Bust, I noticed right away that you had taken the time to make a new, well repeating texture.



I actually refurbished it and got rid of the ugly grey spots in it like Barry suggested. It looks a lot better and is used in the first level of my new series.

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

Darth Oosha
Trandoshan

Joined: 24 Sep 2003

PostPosted: May 02, 2004 04:28    Post subject: View user's profile Send private message Reply with quote

I don't know if this is a good time to ask, but has anyone ever found something cool/organic to do with the "particle" 3DO effect used to make the Death Star hologram?

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: May 02, 2004 06:53    Post subject: View user's profile Send private message Send e-mail Reply with quote

Not to my knowledge, but an author did a TIE Fighter version in I think it was Assualt on Fortress Dantooine. It took me a little bit to figure out what it was though.

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

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: May 02, 2004 17:06    Post subject: View user's profile Send private message Send e-mail Reply with quote

I found a canyon texture in my collection of add-ons I downloaded... it looks more like a polished wall though... .'/ My showcase level in the other thread has it if you want to see.

And I suck at textures, so if you want to do that for me, Burning Gundam, I would be very appreciative. Wink

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Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: May 02, 2004 17:23    Post subject: View user's profile Send private message Send e-mail Reply with quote

OK, I'll get on it as soon as I can.

I have a question though...

What happened to the Third Death Star? Is it not going to be released? If not, are you going to release a demo of it?

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

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: May 03, 2004 12:49    Post subject: View user's profile Send private message Send e-mail Reply with quote

Well, the work I was doing on it sucked ;/

If you want me to release what I did so far... the 2nd to last objective, some cool INF, a briefing, etc, I suppose I could just throw something together if you _really_ wanted to see it...

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Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: May 03, 2004 15:42    Post subject: View user's profile Send private message Send e-mail Reply with quote

Sure. What you had looked good so far. If you want, you can just send it to me if you like.

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

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: May 04, 2004 13:37    Post subject: View user's profile Send private message Send e-mail Reply with quote

http://junk.mzzt.net/dethstar.zip

You have to cheat to get the first code key. The fourth objective is completable, but that's about it. Smile Also, most enemies are not placed.

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Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: May 04, 2004 15:29    Post subject: View user's profile Send private message Send e-mail Reply with quote

Thanks Smile

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