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That Pesky Mousebot Dianoga
Joined: 27 Sep 2003
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Posted: Oct 30, 2005 20:59 Post subject: Starting fresh |
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This weekend was the first time I'd touched Dark Forces in ages. I want to try editing again... any recommendations on where to start?
Which editor is the best to learn?
Any essential levels I should study?
What should I try to accomplish with my first level?
:squeak:
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Oct 30, 2005 21:09 Post subject: |
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Ummmm I can recommend the second and third parts.
I recommend using Assassination on Nar Shaddaa as a study for city atmosphere, and Dark Tide I for outdoor natural atmospheres.
As for what to accomplish with your first level, Just experiment and see what you can come up with while at the same time making it consistent with the rest of the level.
_________________ I don't think outside the box... I customize it. |
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Nottheking Kell Dragon
Joined: 29 Sep 2003
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Posted: Oct 31, 2005 02:27 Post subject: |
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I STILL am not sure who you really are, underneath that cold, calculating black metal exterior... But at any rate:- In my opinion, the most powerful, (and hence, the best) editor out there is WDFUSE. It's still quite simple enough to understand quickly, and in the end, to me it seems to be the quickest one to use to create things.
- It all depends on what elements you're looking to put into your level. Obviously, you should think about your level beforehand, and plan it out. Then, when you know what kind of things you want it to include, you should look to the levels that make good use of these elements, be they vague (VUEs) or specific. (day->night cycling) It might be a good idea to look through the first eight levels in the Hall of Fame, for instance; Mt. Kurek demonstrates excelent use of INF, Condition Red is unequaled in its use of VUEs, Stars' End has ingenious use of elevators and WAXes, Prelude is perhaps one of the best uses of INF and elevators, as well as being incredibly atmospheric, and arguably some of the best arcitecture, DT I also demonstrates excelent use of space, Ironfort... You should know what it's good for, and lastly, DT II seems to be all-around excelent at everything.
- Try to accomplish SOMETHING. Even if it's tiny, it's better than nothing. I would suggest challenging yourself to keep it small. It's hard to work in terms of sectors and even play length, so just consider the number of "locations" that you will include. Sketch out your idea first, and see what "locations" it would involve. For an Imperial base, for instance, you might make a multi-level instalation, with each floor having a specific purpose; one is the barracks, one is the command center, one is the obligatory detention center, etc.
_________________ Wake up, George Lucas... The Matrix has you.. |
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Geoffrey S Gamorrean
Joined: 29 Jan 2005
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Posted: Nov 01, 2005 15:11 Post subject: |
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Play through the original levels again; see what made them great, what made them good to play despite the lack of really complicated INF. Above all, have fun!
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That Pesky Mousebot Dianoga
Joined: 27 Sep 2003
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Posted: Nov 03, 2005 20:15 Post subject: |
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Cool beans!
I've been playing through the a whole bunch of the levels you guys picked out and I'm definitely seeing what works and what doesn't. I think I'm going to go with WDFUSE, which was my gut instinct anyway. It's simple, it's powerful, it'll get the job done.
I do have a copy of CDark... has anyone else been toying around with that?
As for size, it, well, does matter. I'm going to focus on making a quick little level using the WDFUSE tutorial, then try to GRADUALLY build up from there.
Thanks, guys!
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Nov 04, 2005 06:06 Post subject: |
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Heh, that's what my current project was like for a while until it expanded from one district of a city to several. I spent a few minutes today actually deleting uneccessary areas so I didn't make things too complicated.
_________________ I don't think outside the box... I customize it. |
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