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Old 04-08-2008, 04:10 PM   #1
Kaldar
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OJP map - Mars Defense

Hello gays!
About a week ago I became a ojp mapper and started to create something which would suit ojp gamestyle. I had many ideas but I chose the most difficult and i think the best.
In general, there are two teams - Imperials (attackers) and Rebels (defenders). Imperials have vehicles and Rebels have base. So what's exceptional in this? That Rebels must build their base to have defenses and Imperials have to build factories to produce vehicles. It isn't a joke and so far everthing is working fine. I will update this thread and inform you about a progress. Any ideas, comments and critic are expected.
Present version 0.1:
-terrain and environment
-basic base
-command center lvl 1
-walls lvl 1
-hangar lvl 1
WIP (thnx Max ;p):
-defenses lvl 1
-towers lvl 1
-details of command center

Screenshoots will be available soon.
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Old 04-08-2008, 06:04 PM   #2
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It sure as heck isn't a joke, that's for sure. Remember Kaldar... breakables....

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Old 04-08-2008, 07:48 PM   #3
ensiform
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Seej?


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Old 04-08-2008, 09:24 PM   #4
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oo sounds interesting

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Old 04-09-2008, 02:00 PM   #5
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Present version 0.15:
-defenses lvl 1
-towers lvl 1 (still in progress)
-some bugs with textures and turrets are fixed
WIP:
-details of modelling and texturing
-gate lvl 1
-command center lvl 2

I decided to show you what I've already made. Everyone who wants to test it with us join tnt server now.
http://www.mediafire.com/?9u3luamzz02
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Old 04-09-2008, 02:27 PM   #6
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some one post what they think about it since I can't test it right now


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Old 04-09-2008, 04:56 PM   #7
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Well its quite dark,and not much todo ( that I could see ).


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Old 04-09-2008, 11:44 PM   #8
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Screens or it didn't happen


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Old 04-10-2008, 01:09 PM   #9
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I forced him to release it so people could see the potential in it. There are like 6 consoles that I could count that'll build something in the map, and he's only just started. One of the later-game consoles allows you to spawn a V-wing fighter aircraft, another builds better turrets, etc. etc.

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Old 04-10-2008, 06:11 PM   #10
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ok I tried ut the map last night and Iu must say its definitely a work in progress. The concept look interesting, Im not sure about the idea of consoles just magically 'appearing' after you hack one. It would probably make more sense to make hacks open doors to reveal new consoles if you don't already have that in mind. Other than that, I look forward to seeing what you have planned for everything that's already there. I'll just be happy if there are more ways in the fortress, better textures, better lighting, better building details, and mountains or hills that border the map so it doest just look like a giant floating square Anyways, keep up the good work.


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Old 04-11-2008, 11:51 AM   #11
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Again, he only released it because I pressed him to show all of you guys what's up. He in no way meant this to be anything more than a tech demo. Telling him that it's lacking in anything would be superfluous.

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Old 04-11-2008, 12:15 PM   #12
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Quote:
Im not sure about the idea of consoles just magically 'appearing' after you hack one. It would probably make more sense to make hacks open doors to reveal new consoles if you don't already have that in mind.
It's quite impossible for many reasons. Firstly, it would took me hours to map everything again. Secondly, it would be simply too many doors, more than 50. I would have to make wall bigger and this doesn't make any sense as there aren't so many OJP players to fill such a big map.

Quote:
I'll just be happy if there are more ways in the fortress, better textures, better lighting, better building details, and mountains or hills that border the map so it doest just look like a giant floating square
From beggining: there will be MUCH (rly much) more ways, textures are only test, I'm testing different shader lights (check this out http://www.szico.map-craft.com/image...g/shadows1.gif), I'm still working on architecture, weather, terrain and many more things so be patient as this what I showed you was done in 1 (one) week.
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Old 04-11-2008, 05:36 PM   #13
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Omg those doors... Please refrain from using ICARUS as much as possible as it is very unsupported even with OJP code. That, and that is a huge waste of entities.


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Old 04-13-2008, 11:18 AM   #14
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You've got a nice idea going there Kaldar. So it'll be a mix between Siege and a real time strategy game, where you have to use resources to build stuff?

I tried the demo, and it's really really early WIP, but I can see you've got an idea going there. Was I supposed to play the map in Siege though? Cos I used the console to get in, and the game mode was FFA, so that may have had something to do with me not seeing everything (including what ensi was talking about)

Btw Max what's that about breakables?
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Old 04-14-2008, 01:44 PM   #15
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mmm, I'm not sure this needs to be a siege map or not. With Siege, you could probably wire it so the game ends on a specific condition, say running out of resource points. In addition, there would be set player classes.

With Team FFA, the game would end based on kills. And you'd be able to use OJP's experience system.

So, it's a trade off.


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Old 04-14-2008, 02:37 PM   #16
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New pre-alpha version arrives! http://www.mediafire.com/download.php?s1xmcfd9d1d
Present version 0.20:
-basic lights and textures
-gate lvl 1
-command center lvl 2 (still working on it)
-many bugs fixed
WIP:
-command center lvl 2
-towers' textures
-wall lvl 2
-bug fixing
-hangar lvl 2
It's still not playable but gets closer to this.

About gamemodes: I though about siege and it does make sense with classes (pilot,builder, soldier etc.) but not with objective. I can make it later when beta map will be done.

So comment and post your opinions, ideas etc!
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Old 04-17-2008, 03:06 AM   #17
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Less releases, more work, slave

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Old 05-05-2008, 01:39 PM   #18
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Some new progress

Present version 0.30:
-nearly whole Rebel tech lvl 2
-many new textures and lights
-Imperial Flagship
-start working on terrain
WIP:
-Imperial factories
-bug fixing
-terrain
And some screenshots (note that they were taken without any lights):
http://imageupload.com/~imageupl/sho...4_shot0097.jpg
http://imageupload.com/~imageupl/sho...3_shot0093.jpg
http://imageupload.com/~imageupl/sho...2_shot0091.jpg
http://imageupload.com/~imageupl/sho...1_shot0090.jpg
http://imageupload.com/~imageupl/sho...0_shot0089.jpg
http://imageupload.com/~imageupl/sho...0_shot0101.jpg
http://imageupload.com/~imageupl/sho...1_shot0102.jpg
http://imageupload.com/~imageupl/sho...2_shot0103.jpg

Completely withour an order, I know :P.
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Old 05-07-2008, 05:20 AM   #19
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Thumbs up

The map is really taking shape dude. Keep up the good work and be sure to experiment with the textures from that Dotf map.

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Old 05-08-2008, 08:32 AM   #20
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Quote:
Originally Posted by Maxstate
The map is really taking shape dude. Keep up the good work and be sure to experiment with the textures from that Dotf map.
But please don't be a Kotf.

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Old 05-12-2008, 10:23 PM   #21
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Hey - I'm an experienced JKA mapper (lolcredentials) and while the map looks OK it badly needs some retexturing (the textures you've used overly tile and it could use more detail in general to avoid this). I talked to Maxstate and if you want me to fix it up a little bit let me know.
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Old 05-23-2008, 09:20 AM   #23
Maxstate
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Kaldar have you contacted Carbon? He'll help you with the map.
Use the mailing list to contact him once I add him.

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Old 05-23-2008, 09:28 AM   #24
Kaldar
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Oh, wtf is mailing list XD
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Old 05-23-2008, 09:51 AM   #25
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Viruses

Kaldar, i clicked 2 of your links and my security removed 4 viruses, you better remove those links.
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Old 05-23-2008, 10:04 AM   #26
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Yeah you made me get in trouble at work.... lol just kidding noone cares.

But use imageshack or waffleimages or photobucket.

Also mailing list

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Old 05-23-2008, 12:46 PM   #27
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Which links are the bad ones? I can edit his post.

Also, big improvement from the last batch.


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Old 05-24-2008, 07:28 PM   #28
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dang, the map has made leaps and bounds since i last saw it

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Old 05-25-2008, 03:25 PM   #29
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Jack Thompson

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