Well, here is one impressive map. Impressive not only because it practically pushes the Q3 engine to it's limit, but also because there is so much to do in it.
First off, let me say that this map is huge, and I mean it. I guess whether it's a good or bad thing depends on the user, it kind of bugged me that it took so long to get places and I ended up noclipping a couple of times.
You start off in a big lobby, with a large asterisk spinning around in front of you, and two towers on both sides. Now you have a couple places you can go. The large door behind you, two side exits, and the towers, along with a secret passage.
Because the map consists partly of FINDING the actually challenges I will not give away the positions (that, and I didn't find all of them :p). But I shall give away what they are.
First let me say, that each and every challenge in this map is very, very hard. The only ones I actually managed to complete were diving and the Mario challenge. The rest of the challenges include a beam hopping challenge, with the beams getting increasingly thinner, and further apart. There is an invisible floor challenge, which mainly consists of trial and error gameplay.
Another little bonus is a jail, which your enemies may fall into, and be at your mercy. Anyone who ever played CSS surf maps knows what I'm talking about.
Now, the overall presentation of the map could certainly be better. Sometimes I felt like the texturing was completely random, with checkerboard floors and walls, or ugly blends of greens and browns. Which isn't to say that all of the map looks bad, no, some parts look very nice, like the spiral walkway challenge room, the industrial section, or the chess board.
The music in the map was kind of disappointing. At first it started out with an idle drums, accompanied by a violin, which I liked very much, only to later be replaced by... That's right, techno. At that point I turned music off, and went back to listening to my Queens of the Stone Age album, so I'm not sure if any other surprises await you.
Overall not a bad map, unfortunately because of the high skill level it did get boring quite fast. But if your up to a challenge, invite your buddies over and seek fun in this map.
Bot Support: No, New Textures: Yes Supported Game modes: FFA, CTF, TFFA
Grand Jedi Skills: *Flaw Stories - MULTIPLAYER MAP - Jk2 - FFA - TFFA - CTF Title : Grand Jedi Skills: *Flaw Stories For : -Jedi Knights Outcast- For : the *Flaw clan (www.flawclan.com) Author : S. Robinson (Boddo) Website : http://www.cyberpunkcafe.com File Name : grandflaw.pk3 File Size : ## MBytes (50MBytes before archiving to pk3) Date Released : may 10th 2007 Description: Are you ready, to advance to the next level of the game? _________________________________ Grand Jedi Skills : *Flaw Stories. _________________________________ Next level? In game challenges and minigames, you will have to find them first. Completing 2 specific challenges will unlock a new area. Explore the vast, complex and somewhat themed enviroments. Absolutley something for everyone! Enter the industrial area and walk on beams of a highrise that is still under construction, check out the chess arena for a great classic deathmatch. Tranquil ponds for your greenery aswell. 2D/classic mario challenge accuracy agility challenge diving challenge invisible floor challenge and much much more... NOTES: -Challenges difficulty ranges from intermediat, to extremly difficult. -High usage of shaders - you may have to decrease your graphic settings if you have an older machine. -A lot was not added due to the limitations of the game, such as onscreen messages when you reach certain areas,complexities were dumb downed somewhat in some areas, some other areas that I had wanted to make I couldnt fit in. -There -WAS- going to be another very special challenge built exclusivly by Acrobat, but the map had already reached its limits (literaly) and so I was unable to include it. -and on that note, Stay tuned *wink* Custome music: Yes! -Schwink project 218 -Mortal Kombat Reptiles theme -Schwink project 155 Custom Textures: yes / extensive! Custom Shaders: yes Support/Infot: FFA, TFFA, CTF bot support: yes Secrets: Yes challenges: yes technical: Contruction time: about 2 weeks Compile parameters: -fast -samplesize 4 -samples 3 -lomem (had to use lomem switch, 1GB was not enough Ram) Compile time: 23hours _lightmapscale: 0.5 if counting rooms, there is 25 individual areas Brush based entites: around 250 (limit is 255 in JKO MP) total entites: 945 total Brushes: 3829 JK3 version should be along shortly. **************** HOW TO INSTALL **************** extract grandflaw.zip to your GameData\base folder under jk2/jka game directory, and it is selectable among the usual Multiplayer maps. ********** Thanks to: ********** ! Schwink - 2 of the 3 tracks are by Schwink!(compstudios.com) the other track is a mortal kombat track! ! Acrobat, who helped me expand into the use of shaders, aswell as optimization aswell as helped optimize this. Acrobat is awsome, thanks for helping me! ! Skybox texture by: Mighty Pete ! http://www.geocities.com/petes-oasis DarkGod, for some great concept enhancment ideas, thanks bud! Team-Wookiee, these guys are my dictionary to mapping ----------------------------------------------------------- As Inyri of jk2files.com demands, Inyri gets, Specific and EXACTLY where all the textures included came from: s_rock4.jpg = default jk2 texture, used with shader, and brought into the PK3 for porting usage (to jk3). beam.tga = not used, but included as I forgot about it when I released this map, courtasy of Acrobat. fog1.jpg & fog1.jpg = default effect grfx from jk2. flawlight.jpg and flawlightglw.jpg = are remakes of a jk2 texture. goldrush512 skybox set = is created as mentioned above, by Mighty Pete ! http://www.geocities.com/petes-oasis plant.tga is a remake of Acrobats plant.tga from quest map, qedplant.tga is the radiant image to be asociated with the shader. groundplants.png = JKA decal modn_wall01.jpg = JK2 Bespin texture, I recolored modn_wall07.jpg = JK2 Bespin texture, I recolored mod2_wall07.jpg = JK2 Bespin texture, I recolored modwall_teeth.jpg = JK2 Bespin texture, I recolored goldrush_sun.jpg - recolor of sphearical env.map, also used by rgeor. ---textures by boddo/S.Robinson:--- 1stairs.jpg envmap2.jpg envmap.jpg stairs2.jpg stairs.jpg test1.jpg victorycreds2.jpg victorycreds3.jpg victorycreds.jpg victorycredsv.jpg amr.jpg amr2.jpg amr3.jpg flaw1.jpg flaw2.jpg goldrush.jpg goldrush2.jpg grasseditorimage1.tga greenish.jpg blackchess.tga blueflag.jpg bluerif.jpg cmplex.tga ddtree.jpg floorzag.tga floorzag2.tga floorzag3.tga floorzagenv.jpg floral.jpg floral1.jpg greengab.jpg greengab1.tga greengab3.jpg purpblackchess.tga purpwhitechess.tga redflag.jpg redkricket.jpg ridlwl4.jpg ridlwl99.jpg rifraf.tga rifraf2.tga rifraf4.jpg rifraf5.jpg rifraf7.jpg rifraf8.jpg rifraf9.jpg rifraf91.jpg stallion1.tga stallion2.tga whitechess.tga whtrokrpls2.jpg blkbx.jpg flawbrik1.jpg flawbrik2.jpg lightrd.jpg litbl.jpg ltbrn.jpg ltgrn.jpg ltgry.jpg ppl.jpg rddrk.jpg teal.jpg toren2.jpg ----------------------------------------------------------- Disclaimer: this map nor cyberpunkcafe.com nor flawclan.com is in any way affiliated with lucas arts or georgy lucas, raven and whoever else made these great games.
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