Star Wars Jedi Outcast: Jedi Knight II

 

Snow in multiplayer Jedi Knight II

DadMad interviewed by Col.J.P.

Yep, that's right. For the first time, snow is coming to multiplayer Jedi Knight II. Below is an interview with the man who makes it all possible, along with never-before-seen screenshots of two of his upcoming snow maps.

 

For those who don't know, DadMad already released a popular multiplayer map for Jedi Knight II by the name "Palace Wars", and is currently working on a new multiplayer map called "Bunker Wars", which is supposed to revolutionize JK2 mapmaking (a video trailer was released a couple of weeks ago on JediKnightII.net). Since this is the first multiplayer map this far to feature snow, we took the opportunity provided by our RavenGames Xmas event to conduct an interview with DadMad (check out his homepage at www.dadmad.de).

Col.J.P.: I've seen your trailer about Bunker Wars and it seems to be pretty impressive, but what exactly do you mean by "the details are NOT painted, they are built"? Can you elaborate, please?

DadMad: This time I didn't want to draw the details with textures, but build them in Radiant (editor). The detail should roughly correspond to games like UT2003 or Doom3.

Col.J.P.: The only thing that I did'nt like in Palace Wars was the fact that it is a CTF only map, can we count with other gametypes in Bunker Wars?

DadMad: It's possible to play "Palace Wars" in FFA - the map supports this mode (extra FFA spawnpoints and items). The map just doesn't show up in the FFA menu. If you want to play the map in FFA, just start a FFA Server and change the map in the console. Use the "/map ctf_palace" command.

 

Screenshots taken on latest development version of Bunker Wars

 

Col.J.P.: A lot of ppl out there are runing JK II on farely average systems (less than 1GHz CPUs and a GeForce2), don't you think that "more than 15.000 brushes" will make your map impossible to play with a decent framerate?

DadMad: Hmm maybe... if you use a weaker system, you will have to reduce your graphic options, thats true, but I will try to achieve maximal performance. In addition I rely on smaller hallways and rooms in "Bunkers Wars", though they still contain a lot of detail.

Col.J.P.: Why do you say that Bunker Wars will be a map that will revolutionize JK II map making? Do you have anything up your sleeve? Can you reveal it?

DadMad: On one hand - as you can see in the trailer - the snow is my big achievement. On the other hand there is the large variety of detail, which hopefully will draw a lot of attention.
I will certainly add some effects, which will be completely new to JK2. Those will develop with time, depending on how I can implement my ideas.

 

Screenshots taken on latest development version of Bunker Wars

 

Col.J.P.: Palace Wars is an amazing piece of work with very high quality standards and rather huge environments, can we count with the same complexity and level of detail in Bunker Wars?

DadMad: No, there will certainly be more details than "Palace Wars". That was the goal with this project. "Palace Wars" appears full of detail, but they were achieved with appropriate textures and shaders. This time I really want to build the details, if at all possible, that is I want to implement them in the editor. Then I will add the textures. As you can see in the trailer and in some of the screenshots, I have used almost exclusively this one grey texture. I built the detail itself. That's what I wanted to express in my trailer.

Col.J.P.: Are you going to use teleporters and parallel settings too? As it was in Palace Wars?

DadMad: I think, this time I will again add Teleporters, maybe elevators and such as well. I am not quite clear about the position they will take yet, but I am currently playing around with the whole design of the map.

Col.J.P.: When can we expect to play it?

DadMad: I am afraid that I won't be able to meet the deadline of the first quarter as I hoped to do. At this time I am swamped with projects I couldn't foresee before. Besides I had some problems with the snow and the size of the displayed canyon, so that I have had to rebuild completely some areas of the map. That's why I think the second quarter of the year to be more realistic. In any case I'll try to make "Bunker Wars" my top priority.

 

Screenshots taken on latest development version of Bunker Wars

 

Col.J.P.: Since it's Xmas season, let's talk about the snow in Bunker Wars. It's an awesome effect, how did you manage to make it?

DadMad: Hehe the snow effect... :)
I have received so many mails asking how this works... Yet I haven't revealed much information because that makes it all the more interesting. But you can all look forward to a little Xmas-Map-Pack, including a few smaller duel maps. They will all have the snow effect. I'm contemplating to add a small tutorial, that will explain in detail how the snow works. It's not easy to integrate snow in a map, and the effect has to be created and adjusted individually for each map.

Col.J.P.: People out there are very demanding when it comes to bot support. Palace Wars had fine bot support, will we get a similar quality level in Bunker Wars too?

DadMad: I thought the support for "Palace Wars" rather shitty. ;)
There are hardly any possibilities to use it for your own map. More complex maps with a lot of different levels that are not combined by stairs or other means will face a lot of problems. But to come back to your question: yes, "Bunker Wars" will contain Bot Support. Building the map I think about easy ways to include a good Bot Support.

 

These screenshots were taken on Snow_1, the first map of DadMad's new Xmas Duel Map Pack

 

Col.J.P.: Tell us about yourself.

DadMad: Oh dear, what can I tell you about me?
I'm 21 and have been mapping all my life, practically... I first built maps for Doom, then Duke3D ... that was quite a challenge, since I was quite young back then. I also built maps for Jedi Knight, Quake 1-3 and tested several other editors.

Well, and then there was Jedi Knight2. I don't really know why I map for this game in particular... maybe I want to erase the prejudice that the Q3 engine is a dinosaur. When I look at the rather unspectacular Standard Levels, I know why people would be prejudiced so quickly.
That's why, I think, I try to include as many details in my levels as possible and to build new things that get a lot of attentions in games like Ut2003.. Maybe I just want to show that somebody can do that with a three-year-old engine. ;)

That's also my motivation to continue, I think. And I assume that's why I have never looked at the editor of UT2003, even though I own the game :)

 

For those who want still more, here are 2 wallpapers featuring Bunker Wars, exclusively for our Xmas event. Each ZIP file contains a high-resolution BMP file you can put on your desktop right away.

1024x768, 1.30 MB 1024x768, 1.58 MB

 

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