I've started a very quick project today to revamp the FFA3 Tatooine spaceport map, which I've always hated because for whatever reason JKA went with a very Quake-like interpretation of Tatooine that, imo, looks nothing like any of the 6 movies or concept art.
So, with pen and paper I went over a decompiled version of the map in radiant, blocking out the layout and creating rough guidelines of the various shapes and features that make the map stand out. I then redrew the map on paper, re-imagining the various areas.
What I came up with is a focus on the Spaceport as the central part of the map, and separate from everything else. I also noted areas that needed more work, because they didn't make any sense.
The goal is to keep the flow, layout, and architectural features the same so that combat is no different. I have changed the layout in one area however - the room with the disruptor in it is now gone, at least for now. I may try to put it back, but currently it is the only existing feature that doesn't fit the new style.
Changes: Bar will have an actual bar. Ever notice that it was just tables and booths, no where to actually be served from? The kitchen/bar will replace the 2 booths parallel the opening to the first floor.
Ship area remains the same, but now follows the Original Trilogy (OT) style to be more like the area the falcon takes off from. The entire area is now a complete circle, with openings to the various other areas around instead of an entire cut out. This makes no difference to the flow of the map, but allows for better -Vis separation and contrast.
The 'admin alcove' will still exist, but it is now part of a row of buildings that runs along that axis, and the big door behind it is now just a wall with a smaller door in it.
The new big-ass door (which I take it is for storage and stuff) is now on the second floor, where that useless area is (the one with the stack of boxes under the alcove). That area will also have a giant elevator to get there, and is also under a roof now to fit the style presented by the OT.
The second 'bar' or w/e it is that is just off the main FFA area is now an open area of street, where buildings make up what used to be the walls (in the same shape and features). I also felt like opening this area up to compensate for roofing the previous area.
The big door between the x-wing room and the outdoor landing area will now by default be open, though I plan to create an admin room that is easily no-clipped/teleported to so they can close it if they wish to keep the layout the same. I opened it to compensate for taking out the disruptor room, and because its really quite neat when its open.
The x-wing is gone. It had no business on Tatooine. That area is now way more playable (every time I play the map, I find it just gets in my way). I also moved the boxes around to make more room and an easier path towards the now open door.
There is now an elevator in that room to the second floor, instead of a pile of boxes (that for anyone with no force is a 1-way trip down anyway).
These changes will make the area look more star warsy, and attempt to show more of the surrounding area.
No pictures yet to show, I'm still working on the first of the street buildings, but please post about anything you would like to see changed based on your experiences in FFA3.
I've also been contemplating an overhaul of either Rift or Korriban. For those two maps, I plan to entirely change planets.
For Rift, I was thinking Naboo (its a stretch and would be challenging, but I have lots of ideas for how it would work).
For Korriban, I was thinking of converting it into an imperial base, built in a platform structure.
I also had an idea for changing Taspir to Mustafar, and basing it off the movies, but that is a lot more work because believe it or not that map is almost twice the size of all the other ones. (vertical space) I don't plan on doing this, although I may do a graphical update and fix the glitches in the map.
Vjun is also one that would be very hard to adapt to a different planet, but I had an idea to convert it into ancient ruins in a spherical shape with lots of windows looking out into a skybox. I was thinking Geonosis, Massassi, or some other planet that fits the bill.
edit: oh and last but not least, the FPS in this map will be equal or better because there were TONS of holes in the original map that meant basically half of it got rendered at once. It was terrible.
Worse than most terrible
27th September 2006
Holy balls. Yes. A million times, yes.
This is a map I will definitely use.
I didn't make it!
Raz0r;5597864Holy balls. Yes. A million times, yes.
This is a map I will definitely use.
13th February 2005
This looks and sounds awesome.
Looking forward to future updates :)
Wow wasn't expecting such early positive reaction! So encouraging guys, thanks! Today I plan to work on the sky shader and a sandy fog as well as start developing the shader for the building exteriors.
For contrast, the shambly older buildings will be in that texture shown, and anything that is part of the spaceport will be in a more plaster like texture that is lighter, pretty much similar to the one in the original map; but with a shader and a bit more grit.
Movie Battles II Mapper
12th January 2005
Great start pande! This is looking really nice.
I did my own revamp to FFA 3 a really long time ago, probably the third or fourth map I ever made. Never released it of course, but it was still pretty fun to play. Had some interesting ideas/changes in it.
You also gave me the idea of recreating some of the JKA/JKO maps for MB3 in UDK. We shall see if that actually happens though.
Retard Hungarian Modder
21st August 2008
Nice job :P
Glitching All Games!
19th March 2011
that looks amazing
o.o tears in my eyes guys, really. I'll work as fast as possible to bring you all an alpha!