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Old 06-01-2010, 12:46 PM   #121
bmickey
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Top notch quality, thanks for doing this!
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Old 06-01-2010, 12:53 PM   #122
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no need to thank me, I'm pretty much doing this for my own enjoyment.


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Old 06-01-2010, 08:32 PM   #123
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Like I said, this guy is going to end up singlehandedly recreating the entire game, which I certainly wouldn't mind. Nice job!


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Old 06-01-2010, 08:45 PM   #124
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Looking very good bud nice job indeed
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Old 06-02-2010, 09:05 AM   #125
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i wish that Ibanez could make it as standalone game instead of doing a mod... Awesome work Ibanez!
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Old 06-07-2010, 04:04 PM   #126
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still pretty bare, work in progress as usual.


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Old 06-09-2010, 11:29 AM   #127
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As always, it looks great Ibanez.


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http://z13.invisionfree.com/motsmod
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Old 06-14-2010, 03:56 PM   #128
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Lol i thought DFII project was long time dead. But then I always checked

http://shamusworld.gotdns.org/df2mod/index.html

But WOW what a great piece of work Ibanez


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Old 06-14-2010, 10:22 PM   #129
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We are using some textures from the older df2 mod, but we aren't the same thing.
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Old 06-16-2010, 08:31 AM   #130
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If you need some other textures send me a PM and I can give the ones the MOTS team has recreated.
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Old 06-16-2010, 11:51 AM   #131
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Ah ha, that'd be vastly useful. I have a handful of textures from people who have recrereated them, but there are a lot I don't have from 06barons.


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Old 06-18-2010, 01:45 PM   #132
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It's been a while since I last visited these forums, but I just had to post and say how amazing some screenshots look. I think hhunter and I are being vastly outclassed and outpaced by you alone, as we have no finished level and you take on several in such a short time frame. xD

In all seriousness though, I love your work and the creative touches. If I might give you one tiny suggestion, the reddish rock stairs on one of the screenshots look slightly bland, but that might just be the particular shot.


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Old 06-18-2010, 09:38 PM   #133
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Level 3 is about 50/50 me and Ibanez. Level 2 will probably be more like 20/80, since it's likely to be mostly orange when I give it to him. So he's not outclassing you by that much; he's got help.
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Old 06-19-2010, 09:35 AM   #134
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I didn't mean it seriously, but as a compliment (to you both, then) =)

All I'm saying is I love those creative touches, and they've inspired me to plan a rework of a part of the level I'm working on atm as well. Really go back to basics and ask myself: what was this room supposed to be for? and if it's not clear (as MotS was more rushed than both DF and DF2, that might have to do with it), make up a purpose. This way, the recreation goes further than just updated semi-old half empty rooms, and hopefully comes to life more.


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Old 06-19-2010, 11:04 PM   #135
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MotS wasn't so much rushed as it was a bunch of junk levels left over from making JK combined with engine features that got cut from JK at the last minute and put back into the engine for Infernal Machine.
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Old 06-20-2010, 04:56 AM   #136
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Disagreed. Mara Jade really had no place in df2, and the siege on altyr v had nothing to do with df2's story, same counts for other levels. Although you could say a story was created to fit the maps, I'm not sure of the order in which that happened.

I'd be the first to admit the storyline is bad and too many things are left unexplained. E.g. where did kyle get the info on dromund kaas? why is the base getting attacked? etc. Besides, some levels are just really random, making the player wait till kyle goes to kaas and gets corrupted, but I honestly found some maps to be really enjoyable, and not ' junk' at all. Admittedly, they need a crapload of work since there are a lot of things bad and missing. Take stuff like wrong textures on walls (it happens!), that is a sign of being rushed more than being left over levels, but I really believe that some ideas were good and original (same for some new MP levels) and with some creativity, they can become really great. Especially the first four and the last three levels. Take level one for example. The idea of a imperial siege on a rebel base from an asteroid is original, but the base itself is empty-ish except for some control panels, boxes and an a-wing. That is something I only recently realized when making it, and I've currently assigned every room a function which would help give the map more purpose. Once this is done, it could really get good imho.
Especially if a solution can be found for making some kind of related story between those levels instead of some random in between adventures.

Finally, the expansion introduced stuff like saber throw and some other new powers, the player can choose powers from both light AND dark side, and it introduced capture the ysalamiri+was original in adding character play instead of just jedi with guns and force to multiplayer. It was a bit like mb2 in that direction.


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Last edited by exonimus; 06-20-2010 at 05:08 AM.
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Old 06-20-2010, 06:22 PM   #137
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Haha, it's nice to come back to these forums and see a debate erupt. Thank you for the kind words, exonimus. Omnisu, while rather blunt, is correct. I'm not doing all the work you see. Levels 1, 4, and 5 are all mine, but Omnisu did the layout for level 3 and I did the details and scripts. He's currently orange-mapping level 2 (and has some very neat looking things going on, I might add.)

I can tell you that I'm really glad that I inspired you so much, and I agree with you about some levels in MotS. I really look forward to seeing Kappa (sp?) the hutt's levels.


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Old 06-20-2010, 08:18 PM   #138
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Don't misconstrue 'junk' to mean 'crap'. What I meant is it's a lot of things that got made during the development of JK that didn't get used, of mixed quality. Many of them were probably never meant to go into JK at all. They might represent test levels, or level designers going off and doing their own thing. If you've read the press that came out before JK was released; a lot was cut from JK. Mostly from the multiplayer.


Jedi Academy appears to be the same sort of lazy game design. Random disconnected ideas, with a game thrown around them.
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Old 06-21-2010, 04:34 AM   #139
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Okay, then I might have misunderstood the use of the word junk. Apologies. :P And now that you mention it, I do recall having read something alone those lines somewhere.

Also, on a completely unrelated note, I have a question: does the dfmod have a modeller currently? I recently came across Jose Carlos' throwable stuff mod (and assets) and I'm planning to try it out soon. If it works, it could be great to (if it works properly) add some new throwable objects, but one needs to do some simple max operations for that -that is, I think they're simple-, but I have no clue whatsoever how to.

edit: just tested it, the mod just has too many disadvantages since objects become npc's, allies attack objects, bounding boxes are sometimes messed up, and sometimes the objects behave like people. Maybe the mod can be used for some small easily destroyable items, but no more than that.


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Last edited by exonimus; 06-21-2010 at 11:18 AM.
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Old 06-21-2010, 11:17 AM   #140
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Unfortunately I have no clue what the deal is with the DFmod team. That throwable stuff mod sounds neat, though.


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Old 06-21-2010, 01:29 PM   #141
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Actually, I just reread another page of this topic, the dfmod team is only DSM and hhunter atm, so they don't have a modeler either.

It's so sad that so little people care about bringing these awesome games to jk3 anymore. But then, jk3 itself is also getting old, but alas. We should really talk about setting deadlines on certain things in our projects( e.g. say hhunter and I finish the first three mots levels and leave it at that for the moment) then combine all our forces (' us' being shamus, dsm, hhunter, you, omnisu, me and whoever else is still around either working on somethng df1/2/mots related) and get at least one of these suckers completely done imho.


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Old 06-22-2010, 12:24 AM   #142
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Dont for get me... mapper Executor level, lol
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Old 06-30-2010, 04:43 PM   #143
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I'd be the first to admit the storyline is bad and too many things are left unexplained.
I remembered someone posting how they thought the MotS story could be improved back when a MotS mod was entirely hypothetical. I thought that I'd dig it up and share it in case it might be helpful to you.

Now that I've found it I see there wasn't much there.

The relevant part is this:

IMHO...they should have made Mara's journey simply a quest for Kyle. The whole thing would have gelled together if she'd been informed early on of Kyle's disappearance - never mind all this 'help the Republic' business. Then it would have made sense grabbing that Holocron...so she could find out the most likely place for Kyle to be.

Which you can see in context here.

And apparently I posted in that thread, I had no idea. At the time I thought integrating that thinking into an MotS mod "would make it far better" at this point it's been so long since I played MotS that I hardly remember the story and can't speak to how, if at all, it might be improved.
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Old 07-13-2010, 10:30 PM   #144
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Here you guys go. I didn't make this, someone who goes by mb is making this.


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Old 07-14-2010, 12:34 AM   #145
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WOW! That's really awesome!!!! sweet dreams of playing in a map that big!!!!
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Old 10-19-2010, 12:10 PM   #146
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hm, didn't know that ja could do focus blur.
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Old 12-23-2010, 11:41 AM   #147
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Hello. First I must say all this is completely amazing. Stunning piece of work really.

Now if I may ask, are you guys still working on this project? If so, how close are you to completing the whole thing?
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Old 01-07-2011, 11:29 AM   #148
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I would very much like to know the same thing because looking at the screens I get all excited inside.
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Old 01-19-2011, 06:44 PM   #149
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Any news?
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Old 02-06-2011, 09:38 PM   #150
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Why was my last post deleted?
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Old 02-06-2011, 10:17 PM   #151
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Why was my last post deleted?
check the forum announcements, there was a serious database crash and the backup was a week old.

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Old 02-13-2011, 05:51 AM   #152
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As for the mod itself, it seems to be on indefinite hold (once again). :\

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Old 02-15-2011, 10:27 PM   #153
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What about Ibanez? just wondering how many maps have been recreated by him and the person who was helping him.
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Old 06-25-2011, 06:08 PM   #154
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I really hope this isn't dead. It would be such a waste.
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Old 06-26-2011, 06:12 AM   #155
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The prognosis is very weak. No updates in months and last time I saw, Ibanez was working on a Source project. Guess he's too busy with school and stuff.

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Old 05-09-2012, 01:18 PM   #156
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It would be great if Ibanez could release these maps, just so we can see them.
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Old 05-21-2013, 11:46 AM   #157
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Wow, those are beautiful maps.
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Old 05-22-2013, 04:58 AM   #158
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this topic was necromanced but no big deal the most active topic about this mod you can find it here http://jkhub.org/topic/2004-dark-forces-mod/
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Old 09-14-2013, 08:41 AM   #159
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I don't have the exact post at hand, but I think Ibanez (also known as Zell) lost those maps he worked on a while (probably a few years) ago. A shame!

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Old 01-28-2014, 03:05 PM   #160
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I don't have the exact post at hand, but I think Ibanez (also known as Zell) lost those maps he worked on a while (probably a few years) ago. A shame!
A shame indeed.
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