Cargo loss
The Massassi Temple » Levels/Mods » Jedi Knight Multiplayer Level » Cargo loss
Description
This is a medium sized level. You are on a flying rock. This is my very first level. I put a lot of work into it so please leave some comments. I hope you like it.
Level Info:
Ratings:
3D Preview
User Comments:
Register for Commenting System or Log In
Register for Commenting System
3D Preview developed by Stephan Reiter
Now a few tips (did I say a few?).
1. The minimum size of a level when ziped should be 100k. Anything smaller and it's a safe bet that it won't be very detailed.
2. Spend more time on your levels. Even when working 10 hours a day it will take most of us experianced editors a week to finish a level. Of course we often have multiple projects and so levels don't get finished for months.
3. The level wants to have multiple sections to it. If it's a building aim for at least four rooms and enough passages to make it so you arn't back tracking too much. If it's an outside area have things like cliffs, slopes and even pools of water or tunnels.
4. Think what kind of level it is (sabers, guns, both). You need more open areas for sabers than guns although some wide areas are also wanted for long range shots.
5. Spend time positioning powerups. Ensure theirs enough but not too many powerups. If you can think of a reason place powerups in logical places: health in a med bay, weapons and ammo in a armoury, alsorts in a storege room, items inside creates (this requires a bit of effort) etc. You might also want to stop 3do's from rotating or just have certain ones rotating, they can help you with this in the editing forums.
6. Spend time placing things. Make sure their not hovering or stuck in the ground, this rule can be ignored for things like floating ships. It's often easiest to use the main screen and zoom in and then manually adjust height.
7. Texturing is important. Floors are often a different texture to walls and so on. The more variety of textures the better but don't be stupid, ensure they belong where they are. Some mats will sometimes look good used for something their not meant for but it usually isn't the case.
8. Have a theme. This should really be the first point but never mind. What is the level meant to be, how should it look, who would live or work their?
9. Get some people to beta test. If you've got friends who arn't worried about offending you ask them for their honest opionion. I have Pac_Man3D for this (may he burn in hell ;-) ), he often comes round and points things out. It's also a good idea to ask people here to beta for you (the chat room is very handy for this) although I personally don't like doing this.
10. THE MOST IMPORTANT THING. PRACTICE. The more you practice the better you'll get. Don't be worried about deleting whole areas and starting again, we all have to do it at some point.
11. Make regualar backups. Not only make backups of the jkl (you can do this via JED) but save the files to floppy every so often. This will allow you to go back if you make a major mistake or continue if you lose your original.
12. Try not to make rooms boxy. However, a corridor is going to be boxy don't matter what, the best you can do for this is just add side and roof beams.
13. Read as many tutorials here as you can.
I can remember my first level, it was good, not as good as my recent ones are but good, it took me forever to do and I was often deleating and replacing areas. I would have released it but my comp messed up and I lost my whole hard drive.
If in doubt post a screen shot in the showcase forum and let the evil massassians rip it to shreads, it might hurt but it'll help you improve.
Hope that lot helps. Don't be put of by failiure, learn from it. It might take years to make a good level.
Berlick B'ja
P.S. please ignor any spelling mistakes.
Think of a decent name, something descriptive usually works best.
Okay. I am being nice because I give you credit for trying. First off, very your mats. Your inside a hollow rock as for as I can see. Cargo loss? More like... Ship's and crates inside a cave. Work on arcitecture. Another tip for new author's out there, DONT RELEASE YOUR FIRST LEVEL UNTILL BETA TESTED BY SOME PEOPLE AND GETTING THEIR APPROVAL FIRST. If you don,t you won't top 30 downloads like this (I'm sorry to say) lemon.
Learn how to make your textures different sizes from the default!!! If you use the default size for all the mats in the level it usually looks RIDICULOUS! Any level with all mats at default size is NOT worth releasing.
Level builder in the making TFC_Jedimaster
PS if you want to vs me go to zone msn jedi knight look for my name TFC_jedimaster1
I suggest in the future having somone test the level with you before you release it.