So I look at this project I dumped due to lack of time and motivation... And wonder if I should take it up again.
The concept: Asteroids was an awesome mod, but lacked ground combat to keep things varied enough to be interesting. This is a map that should allow for ground combat, and provide some toys and distractions to keep things from getting dull.
The story: (Cue lame introductory monologue by a grizzled smuggler type.) "Well well, who do we have here? Welcome to our little haven - I'm glad you made it through. This used to be a Hutt's smuggling post way back when, a little place off the main routes where ships could refuel and repair. Things've changed though, and now we get all kinds here. Smugglers, outlaws, rebels... Even the occasional imperial. Don't give me that look, they don't stay long. We're quite quick to show them the airlock. For now, just refuel, repair, and relax. Welcome to the Smuggler's Hideout."
The map: is a large base carved out of rock in the middle of an inaccessible asteroid field. It consists of three main hangars: one with imperial ships compatible with the drop-down docking method; one with rebel ships; and one with the millenium falcon. (Which is locked down, requiring the cooperation of three separate players to become useable.) Another, smaller hangar contains a Lambda Shuttle; near the two main hangars there is a canteen, and spartan living quarters. The entire place is surrounded by asteroids, both asteroid_field generated ones AND stationary ones for trick flying. (I gotta include at least one "hoop"-like asteroids to zoom through! :D) In addition, there'll be a "hidden" A-wing with a slightly longer respawn time, to balance the dang thing, and whatever other tidbits I feel like throwing in. I have some pretty decent experience with guns in JKA, so the map should (hopefully) sport a balanced weapon/ammo layout that'll allow for gun-related fun.
In its current state, the main structure and most of the lighting is complete: things left are light tweaks, addition of detail, de-lagification, (vis) completion of canteen area, a buttload of entities (player spawns, item spawns, falcon lockdown, ambient sounds?, whatever else) the a-wing hangar, and a bunch of other details that need to be done to make a map look complete.
Now the question is... If I do indeed complete this, will anyone play? The falcon, A-wing, tie-interceptor, Y-wing, and vader's tie require the asteroids mod to work: on, say, JA+, this map will be missing most of its ships. :p Are there enough people left in JKA to remember the meaning of "Asteroids"? Are there enough of them for this to ever see play?
PS: Technically, the Open Jedi Project (OJP) has the same functionality as Asteroids. With the right vehicle PK3s, you can play this on OJP - although my attempts at hosting it on an OJP server have yielded choppy results. Could've been my rate settings or something, though.
very nice map, but is the ship(?) thing in the 5th pic gonna be reskinned? since it looks like it needs to be.
Hey thats a great looking map. But i'd have to agree with you, i doubt that many people would use this map on servers if you released it for basejka. Now although i dont play MBII, and although i know little of how those particlar maps work; I beleive more people would play the map if it was MBII compadible.
But if you dont like that idea, i'd probably just suggest to make some minor corrections, like fix up bugs and stuff, then release it on JK3files purely for a good review or publicity for future work.
The fifth pic's just an untextured version of the next three to show the structure in more detail. Mapping for MB2 is a complex process since you need to put thought into objectives and balance and whatnot - and from what I remember MB2 doesn't work out with ship-heavy maps. That may be a suitable plan B to consider though.
id host it on my server!
its a v1.00 clan server id make this one of our "event" days
Certainly an interesting map. I'd say it's worth continuing because it's so unique.
I say do it as LTIC Open Jedi project was popular so Go forth and finsih this map
also I have 3 requests (they shouldn't take more then a day total to put in and would in no one degrade the map) 1 could you make it CTF compatible (just put two flags on astroids that the player can land his ship on and grab the flag or if you can enter the other teams hanger place the flags in the hangers) and 2 can you make a button that will open the flacon hanger (but not close it and only need one player) on the inside of the hanger becaause some people (me and others) like to test and learn the layout of maps clinetside and this would be a big help to them because if they wish too use the falcon they can just clip in and open the door and 3 if you can enter the other teams hanger, could you make some windows near the entrences to hanger with stationary guns in them so defenders can stay on land if they wish.
Its a damn good map so far. Sure you should continue it, no project this good is worth stopping. But whatever that is on the fifth pic, I think it needs better texturing.
Well... On the one hand, I've checked OJP basic/enhanced and it seems pretty dead (1 server in total) and Asteroids is dead-er.... but on the other hand the feedback on the forums is all positive. Hopefully this means that there are people willing to play, we just need to get a place they can play on. Exams and stuff allowing, I think I'll continue this map. Watch this thread =)
I should be able to cobble a dedicated server together, so there'll definitely be a host. OJPbasic seems a solid mod, so I'll probably run that if I can get the choppyness to go away. Barring that, there's always Asteroids.
Main problem I see with this map is its inherent lag factor may keep people with older computers away. I'll see what I can do with vis to keep that at bay, if simple vis fails I might need to figure out them hintbrush things and try that...