Death Star (Jedi Academy SP Mod) *WIP*

Discussion in 'Games' started by DonnyV, Nov 6, 2012.

  1. DonnyV Jedi Knight

    Member Since:
    Nov 6, 2012
    Hello! I'm new to these boards, but have been posting these images on various forums and thought I'd stop by and unload them here as well.

    I've been modding for 13 years with various games, and I'm now making a Death Star single player mod for Jedi Academy. All architecture, models, and textures were made by me, except for any of the character models and the model of the Falcon.

    Let me know what you think! Enjoy!

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    Last edited by DonnyV, Nov 6, 2012
  2. Legolas Skywalker Force Ghost

    Member Since:
    Sep 3, 2012
    star 6
  3. DonnyV Jedi Knight

    Member Since:
    Nov 6, 2012
    Lighting test of a new duty post model I finished today.
    [IMG]
  4. The2ndQuest Tri-Mod With a Mouth

    Manager
    Member Since:
    Jan 27, 2000
    star 10
    Those are quite lovely. great job!

    ...anyone ever wonder how they expect people to get inside those duty stations? ;)
  5. DonnyV Jedi Knight

    Member Since:
    Nov 6, 2012
    I was just thinking that myself.
  6. Jedi_Matt Force Ghost

    Member Since:
    Jul 11, 2002
    star 4
    They press Space Bar, obviously!

    Those look pretty sweet!

    Do the Stormtroopers bang their heads going into the room from the third image? If not then it needs changing :p
  7. DonnyV Jedi Knight

    Member Since:
    Nov 6, 2012
    Tackling the Overbridge / War Room now. Since this set was literally just two walls, a screen, and two duty posts, I'm going to have to use my imagination for the rest of the room. I suspect there would be control panels and various other screens around.

    [IMG]
  8. Beaker416 Jedi Knight

    Member Since:
    Nov 4, 2004
    Looks absolutely amazing. Great job so far!
  9. jp-30 Manager Emeritus

    Member Since:
    Dec 14, 2000
    star 9
    Stunning. How long til it's playable? Single player missions and multiplayer maps?
  10. DonnyV Jedi Knight

    Member Since:
    Nov 6, 2012
    Hard to say. The first thing I wanted to do was complete all the areas seen in ANH. Then I'll make up a few areas not seen onscreen. After that, I'll work on laying out the areas to make a single player mission. I'm going to write an original storyline and go from there. The idea is to have the player get captured and then escape the Death Star, and have the player facing most of the situations Luke and Co. had to in ANH. The reason I'm not using the ANH scenario directly is so that I won't be limited to what the player can do.

    After I finish the war room, I only have the superlaser control room to build, and then all areas seen in the movie will be complete.
  11. DonnyV Jedi Knight

    Member Since:
    Nov 6, 2012
    Commence Primary Ignition

    I don't have to tell you how crazy I am for being this detailed.
    [IMG]
  12. jp-30 Manager Emeritus

    Member Since:
    Dec 14, 2000
    star 9
    Pretty!

    Do you have a website? I'd like to make a post about this on mixnmojo.com, if it's ok with you.
    Last edited by jp-30, Nov 16, 2012
  13. DonnyV Jedi Knight

    Member Since:
    Nov 6, 2012
    I don't have a website. My flickr account is the closest thing. What exactly is mixnmojo anyway?
  14. jp-30 Manager Emeritus

    Member Since:
    Dec 14, 2000
    star 9
    It's a lucasarts game fan site. But these days more covers the games from ex-lucasarts employees. Telltale, double Fine, Ron Gilbert etc.

    Http://www.mixnmojo.com
  15. DonnyV Jedi Knight

    Member Since:
    Nov 6, 2012
    Feel free to post about this project anywhere you'd like. The link to my Flickr page is in my signature.
  16. DonnyV Jedi Knight

    Member Since:
    Nov 6, 2012
    I've finished the rest of the superlaser fire control room, but I'd like some input. This is the first time so far in the project that I've had to be creative and invent an area mostly unseen in the films. Does it fit the Death Star feel?

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    Last edited by DonnyV, Nov 21, 2012
  17. DonnyV Jedi Knight

    Member Since:
    Nov 6, 2012
  18. DonnyV Jedi Knight

    Member Since:
    Nov 6, 2012
    This isn't finished yet, but I wanted you guys to check this out. Lighting needs a lot of work, as do some other details.

    [IMG]
    jp-30 likes this.
  19. jacktherack Force Ghost

    Member Since:
    Mar 19, 2008
    star 4
    you still working on it? looks amazing...
  20. Exomnius Jedi Padawan

    Member Since:
    Nov 30, 2012
    Looks great! Have you modded any other games?
  21. MarcusP2 Games and Community Reaper

    Manager
    Member Since:
    Jul 10, 2004
    star 6
    This is incredible work.

    Since nobody else said anything I think the room you invented looks great.
  22. DarthMak Force Ghost

    Member Since:
    Jan 4, 2001
    star 5
    I gave up JA years ago but this could bring me back. This looks absolutely amazing. Good luck finishing this up!
  23. Lt.Cmdr.Thrawn The Other Saga Moderator

    Manager
    Member Since:
    Sep 23, 1999
    star 6
    This is really cool - I love 70s/80s design like you've replicated here. Are these all going to be turned into one large map or are they disconnected rooms? (I don't know how you'd join them, necessarily).

    Also @DarthMak, I love your avatar. Old time SW micromachines, yeah.
    DarthMak likes this.
  24. DarthCane Force Ghost

    Member Since:
    May 30, 2002
    star 4
    Might have to check this out when it's ready. At some point I should probably purge and reinstall JA; I've slapped so many mods into it that not all of them play well with each other.
  25. DonnyV Jedi Knight

    Member Since:
    Nov 6, 2012
    Yes, but am currently taking a much needed break to play Far Cry 3.

    It will be approximately 3 maps, all for a single player set of missions. The Quake III engine has limits on how large each map can be, so I'll have to break it up into a few. Currently, they are all standalone rooms but I will be connecting them with corridors, turbolifts, and other areas. Creating each room independently of each other is crucial to cut down on compile times when developing each area.