I've decided that, looking back on the levels I've released on Massassi.net, I need to finally release a level I can be proud of. So, I plan to return once again and finish the thing that did me in: Pieces. More to come.
After having been away from editing for a few years due to exiting school and getting a new job, I've finally decided to come back and finish this project and enter it into the contest!
Took a break once schoolwork started to pick up, but now I've decided to dive back into it. There are some new screenshots of a new area, and I'll do more this weekend.
I'm just about done with the level. All that's left is adding a few more 3DO's, finishing the final section, and running back through the level and making sure no dflt.mat's are showing and everything's aligned properly. Already thinking of ideas for a second level!
Seeing how the due date for the level contest is closing in, and how I still have ideas for this level, I've decided that this will be the first in a series of levels. Fortunately, I've already decided a way to end this first level, so all that needs to be done is completing the new section and polishing what's been done.
The second beta to "Pieces" is now available in the downloads section. Due to the feedback about the ending of the first beta, I have added a clear sign indicating when the end of the second beta has been reached - now you won't go insane trying to find another exit that doesn't exist. Enjoy!
Seeing as this level deals with puzzles, and seeing as how most complex puzzles for this game require cogging of sorts, I figured I'd do something special. If you would like to write a puzzle cog for this level, I will try my best to implement it for the final release. Just post on the project's forum stating your interest and idea, and get a functioning cog(s) to me before September 25th. Any puzzle cogs that are chosen will have credit given to their respective creators.
That being said, I have just about enough new material to merit the release of a second beta. I've also gone back and added to material from the first beta, so it won't be a complete bore to get to the new material. It should be uploaded soon - possibly tomorrow. New puzzles, new settings, and AI!
The first beta to Pieces is now available in the downloads section. Enjoy!
Do not attempt to play this level while in an altered state of mind.
But what if the key is a figure of speech? How then will the door become unlocked? And what if the door is two-hundred feet above you and there is no visible way to reach it? What then?
Then...the pieces begin to fall together. You see the problem, you know the solution. However, finding a method of achieving the solution is the hard part.
The first beta of this single player level will be uploaded soon, exposing players to the first few puzzles this level will have to offer. Gradually, the method of finding the solution to the problems will become less apparent, and more difficult to achieve.
Well, when I started this project, I had good intentions on finishing it. But the further I progressed in it, I realized that the seasoned JK level editors have their own style of levels. This would be extremly difficult for any individual editor to recreate. So, I can either do one of two things. The first thing I could do is finish this covering just the basic JK level styles. The second thing I could do is to take it one step further and create an area devoted to images of other editors' levels. This area would more than likely be fairly plain with the exception of the images, though.
I now have most of the architecture textured, and have posted some JED shots of the areas. Enjoy!
So this is my entry for the Hub CTF level pack contest. You can judge from the name of the level that it is fast-paced. It's somewhat small, which means that if you're not quick to capture the flag, you're dead, and if you're not fast to defend the flag, you lose. Not only is it a fast-paced level, but the teams can see each other's move through viewing windows that seperate the flag rooms.
I've been working on this for about a week or two. So far I like where it is going, and unlike past projects, I have a higher motivation for finishing it. Usually my motivation to finish a project bottoms out after my idea for the level has gone stale. However, this has been on my mind for a while.
H.P. Lovecraft was a master of writing about the macabre and unknown. Lately, I've become highly infatuated with his work. Therefor, I decided to make the theme of this level reflect my interpretation of his setting as far as ambience goes.
As for the architecture, I had recently seen pictures of the Pantheon and the constant blend of domes and arches inspired me. As usual, I am depending heavilly on the lighter plugin to create what I consider an art of light (ie, placement of light objects in a level that enhances the attractiveness of shapes and architecture). I can see the relationship between my levels and the lighter plugin as similar to the relationship between Steven Spielberg and John Williams, that's how fond I am of the results of the plugin.
Of course it's one room, but use your imagination! I'm bending realms here!
Anyway, this is my attempt at the one room level contest. It takes place in a laboratory where researchers have found a method of travelling without being seen in hopes to improve stealth warfare! I'll show some early shots of the level, and more as it progresses.
As some of you know, I've been editing for Jedi Knight for several years now. Back when I started, some Canyon Oasis mods were still popular, and the quality of the best level available was mediocre compared to the best level available now. A lot has changed since then, and I thought it to be a good idea to create a "level tour", if you will, for the different styles and types of levels as Jedi Knight editing has progressed. The tour starts in a Dflt. JED box and progresses to the present day type of Jedi Knight level.
Alright gang, I've released a *NEW* beta for "The Maze", which contains several new additions and a few theme changes. The filesize is a bit larger than past betas, but it is well worth it. This will more than likely be the last beta, as I only plan on some minor tweaking and adding AI. Enjoy!
Alright, not sure if many of you know this, but last week while I was trying to implement an AI cog and templates, I accidentally overwrote the master.tpl. This was a HUGE mistake. The level would not work because several custom 3DO's no longer had the appropriate templates and many sectors in the level could not be identified. In one simple mistake, I jepordized the largest project I've ever done (which I worked on for nearly 5 months). Needless to say, I came VERY close to losing it and breaking down. And this was the problem.
So, over the past week, I remade all of the templates and unknown sectors using brute force. The level runs like it used to, so I'm back on pace. I will try to get some AI into the level again (this time using precautions). Added several new areas (this thing just keeps getting bigger and bigger). Stay tuned!
Alright, lately I've been putting more time into this project. I've added another part of the story to it, which will give it a more creepy feeling. It also makes the level less random. Rather than randomly starting in the maze, it shows how you get into it and also how you get out. Originally, the end of the level was just a point deep within the maze, but now you go back to the beginning for a final confrontation. The end boss will be difficult in most aspects, but not so bad that a player can't solo him. I've also made several changes to the original level (textural and architectural). It is NOW in it's FINAL final stages. All it needs is a few tweaks here and there, and it should be done. Expect to see it soon.
I've lost the motivation for doing this project. Perhaps it's because it has been done before but in a different way, so maybe I think it lacks creativity on my behalf to continue with it. At any rate, for now it is on the back burner indefinitly. Maybe after I actually finish some of my other projects I will come back to this one. Only time will tell.
It was one of the most (if not the singlemost) popular games played during childhood. Now, you can relive your childhood with this level. It takes place in a large warehouse with many, many crawspaces, rooms, crates, etc. where players can hide.
- All players start every round in a starting room.
- One player is designated "it".
- The rest have 1 minute to hide while the "it" player is frozen in the starting room.
- After 1 minute, the hiders freeze wherever they are, and the "it" player is unfrozen and given 3 minutes to find the hiders.
- The "it" player can tag other players by using his fists.
- The last player found is the "it" player during the following round.
- If no one is found, the "it" player is rotated between players in the game, and the "it" player that couldn't find anyone gets a point deduction.
- Suitable for 9 players (including the "it" person).
This level will be a large snow park with several ramps, half pipes, quarter pipes, in door as well as out door areas, and snow snow snow. There will also be a mod included that will allow the player to switch between normal mode (kyle walking/running around) and boarding mode (kyle sliding around on a snow board). This will be a fun level for people who don't like to snowboard because of the other included features. Keep yours eyes peeled for updates.
This is the latest project that I've been working on that's strictly Death Match. There's several different areas to fight in, and several different ways of getting to those areas. This is a fun, medium sized level that's good for guns, sabers, or both. Also, it's a good level for Full Force of No Force. Enjoy!
Alright guys, I've uploaded the latest version of "The Maze". This one has some new areas, and some older areas have been made easier to access. There are a few flaws that I know of (waterfall working partially, Sloth switch can only be activated from the lower left corner). Other than that, I see this being the final beta version. There's only a few more things left to do for it (add a few more traps, make the axes swing, and make a set of pool balls to be used with the table). Enjoy!
Hey gang! I've been on a bit of a break for the past few weeks, so I wasn't working on the project. However, I've recently made several new additions. I've made many new 3DO's (and am currently working on some pool ball 3DO's). I've also added a new arena-type area for all of the JKers that like to battle. The way leading to it is dangerous, though. It consists of a long underwater swim, and then walking along a narrow, winding path that has a nasty fall and is further complicated by having a set of two swinging axes that can knock a player off the edge. All the more reason to cooperate with one another rather than fight. But hey, whatever floats your boat!
I can't believe I forgot to mention this earlier. It is very important that you use the adjoin limit remover patch when playing this level. If you do not use the patch, certain portions of the level will look very horrible, your framerate will skyrocket, and your game might possibly crash.
Alright, because of numerous demands, I've gotten rid of several dead ends. Although the level will be easier to maneuver through, I'm sure this will decrease the amount of time that people will play it. So, to combat the added downside, I'm adding several novelty secrets along with the pool table. I will also be adding a new beta version, so keep an eye out.
With as many twists, turns, and dead-ends that the first public beta has, it's easy enough to be mislead. However, there have been MANY new areas and traps (and novelties) added to the level. Perhaps another beta will be released sometime soon before the official release of the level (which is still currently undecided). For all of you pool fanatics, be on the lookout for an enormous billiard table when the second beta is released.