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LordTrilobite last won the day on February 3 2020

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  1. Here's a small update. The ship is nearing completion. I'm done modelling, now I just need to finish texturing. I made a few tweaks to the exterior texture. This is the default skin that's canon in lore (featured in a comic). There's I will be making a skin that resembles Kyle Katarn's old ship from Legends and there's another canon look that is similar to Kyle's ship but it's lighter and cleaner. So it will have at least 2 canon skins and one legends skin. But I kinda also want to make some extra custom skins. And I thought maybe you guys have some ideas on what type of skins you'd like
  2. The ship type of the Moldy Crow was made canon by comics. Sadly Kyle Katarn and Jan Ors are only legends at this point. The black skin you see in the screenshots is canon. But I will also be including a skin for the ship that resembles the legends paint job from Kyle Katarn's ship along with a bunch of extra skins of my own design for more variation. Also, the cockpit in the picture is actually a different ship. That's the Ravens Claw. It's actually out right now. Gusky also has no influence on when I release my maps. I generally don't do ETAs.
  3. And the map update is out! https://steamcommunity.com/sharedfiles/filedetails/?id=130083907 And here is the changelog. Version 2.510th anniversary update! The original release of beta 1 was back in the end of January 2010.Thanks to everyone for the support all these years!Fixes- Fixed some double doors not being openable with USE.- Improved AI/hint nodes so that NPCs can walk around the ship better.Changes- Completely removed old spawn/sparring room and remade a bigger one on deck 3. It includes 2 exits and an observation deck for officers.- Moved brig to the end of
  4. Please note that those images are very early and not representative of the final ship.
  5. It has always been based on a class II. I don't intend to change that. In theory it's a cool idea to have a toggle that switches between the two types. But making the details for both ships is just way too much work. I can't even get around to making the details for one ship, let alone 2. This is part of why some of these updates take so long. It's not just the targeting array/comm tower and shield domes that are different. The turbolasers and other details are also different. The Chimaera marking on the bottom is also something that won't happen due to how the textures are set up. I would hav
  6. Thanks for the comments all! Glad to see you're liking the previews. And thanks to Gusky for making a comprehensive post on what's to be expected. Right now, I have just removed that whole room there. So there's just a corridor. Removing the room does open up a lot of potential space. So who knows, maybe in the future I will add something else there. This is a test build. As a result the lighting isn't as realistic or detailed. This impacts how models (arches in this case) are lit. Getting models to be lit correctly and blend into the rest of the map can sometimes
  7. 2 on both sides. The controls are just on one side to make things easier.
  8. Live meaning I released the new version to the public. Also I've hotfixed the issues. So both the normal and infinite versions should be working without issues now.
  9. Again big thanks to KingPommes. I got to use his interactive control panel models and made some new skins for it. I'm now using these panels as replacements to some of my old big ugly solid colour buttons. I probably won't replace all the buttons in the upcoming update as it's a lot of work to replace all of them. So here are the new buttons in action in the Brig (also with Pommes' cool circle console models) and on the Sentinel holo projection.
  10. Already done. An earlier post describes the route. Alright no harm done.
  11. Here's some more previews. Extra TIE launch bay Maintenance area/ship super structure. This now connects to the vents and lowest deck. more angles of Main Generator When the Main Generator is turned off the blast doors and lifts lock. The buttons and lights will then be greyed out. New bed models made by KingPommes in the officers quarters, TIE pilot bunks and medbay. Small sparring room extension
  12. I've been talking to gusky about this. I'm thinking about it on what the best solution might be. There's plenty of spawns all over the map, and now spawns in the bunks at all. So if servers move players to that area and they get killed it's hardly my fault. The bunks are not really meant as spawns anyway.
  13. A good idea. Just a lot of work. I'd need to make sure nothing can be overridden and such. But in theory it would indeed be useful to have a number of controls all in one place.
  14. Indeed. It's safe to say that dynamic lights will never be a feature of this map. As you said, they are bad for performance. And in this engine they look terrible too. So it's just not going to happen.
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