(WIP) Enclave of the Lost Jedi -1 reply

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Bolidelish

Slightly cooler than a n00b

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17th January 2007

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#1 10 years ago

Based on a fan-fictional intepretation of the events following Knights of the Old Republic 2: The Sith Lords, the Enclave of the Lost Jedi is an academy map designed primarily for RP and social servers. Please keep in mind this is still a serious work in progress, and much more content is still to be added. Comments and criticism are more than welcome.

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Inyri Forge VIP Member

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15th March 2005

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#2 10 years ago

I'd replace that bumpy grey texture, or at least scale it down.




Bolidelish

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17th January 2007

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#3 10 years ago

Yeah, it's kind of a placeholder texture for the moment. I'm planning on blurring it out a bit, and adding a shader to it to give it a bit of a faint shine.




Mikouen VIP Member

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4th September 2005

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#4 10 years ago

I find your lack of neutral colors disturbing.

*force choke*

But yeah, I'd say try and get some more colorful textures in there, because it does look drab with all greys.

Obviously I'm not suggesting peppermint wallpaper or anything, but there are quite a few neutral shades of colors which would look good in there. A bit of ecru trim (#C2B280) on the walls wouldn't hurt, and I'm sure bits of tan (#D2B48C), cerulean (#007BA7) and lavender (#B57EDC) here and there wouldn't exactly destroy the map's feel either.

Of course, you should probably disregard my color suggestions since I'm not an interior designer. But the point still stands, monochrome is so 1960. Doesn't need to look like an episode of Rainbow, truth be told I prefer my colors subtle. Anything is better than monochromatic, though.

Texture variation is also an issue, as well as just tints colorations. Looks like you've built the map using an overall pool of six or seven textures, tops. I see that you're going for a uniform feel, but that can be accomplished without reusing the same materials in each room. Experiment a little and try to give each area it's own character, without necessarily breaking away from the theme of the map; it'll pay off in the end.

There's a few technical concerns I'd have too, but since the great big fuggin' hole in the wall suggests you're not finished, I'm assuming you've not gotten around to optimization yet. I'd really be chewing you out for mistakes you haven't had a chance to make or not make, so we'll see how you handle optimization on your own initiative because you honestly don't seem incompetent, thus there's no reason to spoonfeed you.


I don't know how, and I don't know why, but this is totally Sheep's fault.



Bolidelish

Slightly cooler than a n00b

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17th January 2007

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#5 10 years ago
Mikouen;4750140I find your lack of neutral colors disturbing. *force choke* But yeah, I'd say try and get some more colorful textures in there, because it does look drab with all greys. Obviously I'm not suggesting peppermint wallpaper or anything, but there are quite a few neutral shades of colors which would look good in there. A bit of ecru trim (#C2B280) on the walls wouldn't hurt, and I'm sure bits of tan (#D2B48C), cerulean (#007BA7) and lavender (#B57EDC) here and there wouldn't exactly destroy the map's feel either. Of course, you should probably disregard my color suggestions since I'm not an interior designer. But the point still stands, monochrome is so 1960. Doesn't need to look like an episode of Rainbow, truth be told I prefer my colors subtle. Anything is better than monochromatic, though. Texture variation is also an issue, as well as just tints colorations. Looks like you've built the map using an overall pool of six or seven textures, tops. I see that you're going for a uniform feel, but that can be accomplished without reusing the same materials in each room. Experiment a little and try to give each area it's own character, without necessarily breaking away from the theme of the map; it'll pay off in the end. There's a few technical concerns I'd have too, but since the great big fuggin' hole in the wall suggests you're not finished, I'm assuming you've not gotten around to optimization yet. I'd really be chewing you out for mistakes you haven't had a chance to make or not make, so we'll see how you handle optimization on your own initiative because you honestly don't seem incompetent, thus there's no reason to spoonfeed you.

I agree with you completely on the monochromatic feel of the map - It is very grey at the moment, and i'm in the process of redoing the textures at the moment. I loved the idea of using that ecru trim color, and it worked quite well. The other two didn't really suit the feel of the map though. Rest assured I am caulking everything, making brushes detail, area portalling and keeping vis in mind as i'm going. Thanks for the feedback, it's appreciated.




Armarok

Me Pwns GF!

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20th February 2007

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#6 10 years ago

Hey, looks very nice, the architecture design is very good. I wish I was as creative as you :p.

One question, in the second screenshot how did you do your ring structure? (Mainly asking because both the methods I normally use end up taking longer than it should. Curious as to whether there's an easier way).




Mikouen VIP Member

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4th September 2005

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#7 10 years ago

Y'know, Armarok, I'm going to get shot for suggesting this, but.... CSG Subtract.


I don't know how, and I don't know why, but this is totally Sheep's fault.



Guest

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#8 10 years ago

It looks pretty nice, and I'm not much good on interior criticism, but the map looks like it is missing something, like the jedi haven't moved in and added furniture/paint or something.

I guess the whole thing looks a bit empty... Overall, nice work, keep going with this level quality, and you'll have a good map.




Bolidelish

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17th January 2007

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#9 10 years ago
The Soleutator;4750333It looks pretty nice, and I'm not much good on interior criticism, but the map looks like it is missing something, like the jedi haven't moved in and added furniture/paint or something. I guess the whole thing looks a bit empty... Overall, nice work, keep going with this level quality, and you'll have a good map.[/quote] Good point. Any suggestions on how to fix this? I'm honestly a bit strapped for ideas as to what Jedi have lying around in their academies. [quote=Armarok;4750239]Hey, looks very nice, the architecture design is very good. I wish I was as creative as you :p. One question, in the second screenshot how did you do your ring structure? (Mainly asking because both the methods I normally use end up taking longer than it should. Curious as to whether there's an easier way).

The ring structure? Did it by eye, if you would believe it. And yes, it was bloody time consuming. Still, beats using curves. :p




Mikouen VIP Member

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4th September 2005

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#10 10 years ago

Well I can't really speak for Jedi Academys, but the closest thing to an academy in Sunfall is typically littered with datapads, terminals, a rack with five T-21 rifles and a glass display with saber hilts inside.

Also holograms of Jedi Starfighters, Yoda and Darth Vader, as well as a load of paintings and some Jedi statue. But that might be a little much to reasonably expect in a JA map.


I don't know how, and I don't know why, but this is totally Sheep's fault.



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