OLTS Headquarters

*Cough* Clan map *Cough.* Ok, now thats out of the way onto my review. Summarised, this map is averagely built, with some rather nasty stuff...


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*Cough* Clan map *Cough.* Ok, now thats out of the way onto my review. Summarised, this map is averagely built, with some rather nasty stuff but also some very nice stuff :) Let's get the bad out of the way first shall we?

The first area I spawned in was a stone hallway with various dueling rooms on either side. The first one i went into gave me a rather bad first impression as the objects hanging from the 2-d chains were untextured. These chains aren't bad, but I'm not sure what they are to be honest, and perhaps doing them in 3d would have been nicer. Most of these rooms are bug-free though, with the downside being that they are extremely dull to look at for the most part, spare the ceilings. There's also a design fault with the locking mechanisms here. All these rooms lock from the inside, which means if everybody in there gets killed, i.e there's no-one left in it to reopen the door, the room in question is locked forever. Kind of stupid? No, but there are those who will go in there, lock the door and kill themselves on purpose.

There were LOTS of other areas in the map, but the theme was kind of disjointed, as I walked from an underground stone cavern into an imperial landing bay. :p All these areas were fairly bug free, but I did find some. In the bar theres a VIS error when looking through the laserdoors whereby you can see the void, (HOM effect) and the FPS in the main hanger dropped enormously for some bizarre reason. However the rest of the map was pretty good, running at 40+ FPS. Whilst this is good playability, the lack of intricate detail in pretty much every room makes them all kind of boring to look at, and the lighting was kind of odd in multiple places too, the most obvious being where theres a ceiling light whiich has one of those light-beam effects, except its the wrong way around, meaning the light gets stronger the further away the beam gets from the light. Very odd. Other minor bugs included doors not opening far enough for you to walk over them, (i.e sticking out of the ground) the lightning towers in the shaft room dont fit exactly and stick out of each side of the towers (see screenshot) and theres some orangey lighting in the space and Yavin areas which just looks wrong. :(

Now, my favourite bits. Remember I told you about the bad FPS in the hanger room? Well, there's a small landing pad here with an open door into the vastness of space. Don't jump through it though, unless you want to die by falling to your death which is odd as you cant fall in space, but anyway.... ;) You can spawn Tie-Fighters here by pressing a small control panel, and the tie-fighter appears. Probably better if some kind of machine put it there but meh, not everything is perfect. The good part here is the transistion as you leave the hanger in the tie-fighter. You get to go through hyperspace in a cool animations sequence and appear in a GIANT space battlefield with little floating 'things' in it. I couldn't work out what they were, or how to get back to the hanger. So, whilst the hyperspace sequence is very nice, it's kind of a pain as the only way to get back is to die. (Well, thats the only way i could find)

What else? Well most of the other areas aren't worth mentioning because they're just areas which are not buggy, but not really interesting either. Theres the clan council room, a few tunnels and stuff, a fog infested room which I couldn't find my way out of... (plus I've never seen red fog in a control room before) a giant rock cavern with a flat ceiling :| and also a lava pit. The music is plain, and a bit dragging in my opinion, but there is bot support and a new statue model. So in conclusion, its not a bad map but to be honest its very boring. Possibly only going to be used for this clan, what with such better maps around. To make the final note positive, I loved the lift in the hanger room, nice touch in the animation, and its SOOOO much better than a little square block :)

New Textures: Yes New Sounds: Yes Bot Support: Yes

~Szico VII~

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Jedi Academy Map

Title : OLTS Headquarters
Author : OLTS/// Lord Dubos ****
E-Mail : dduubbooss@wanadoo.es
OLTS web: www.oltszone.net
My Spanish mappers community: www.jkspamaps.tk
File Name : olts_hq.pk3

Bot route: yes
New textures: just some with the OLTS tag
New models: yes, a Maul statue by Lord Vili
New sounds: yes
New music: no
Gametypes: FFA, TFFA, duel, powerduel
File size: 6MB


 I want to thank some people for helping me:
-Lord Shuul: for giving me ideas and doing some textures/sounds and also for encouraging me 
to end the map as soon as possible.
-Lord Vili: for doing the Maul/OLTS Male statue that is placed in the garden.
-Lord Hawk: for buying me the bar (lol).
-Imobilis: for helping me with the shader.
-Lord Tracker and Executor: for teaching me how to map and helping me.

General Info

OLTS Headquarters is a FFA map, but it also supports TFFA, duel and powerduel.

For the best performance in each gametype the respawns are placed in:
-FFA respawns: Distributed in the whole map.
-TFFA respawns: Placed in the crypt.
-Duel respawns: Placed in the garden.
-Powerduel: Placed in Suddendeath zone.
So if you want TFFA, you don't need to cross the map in order to fight.
And powerduel in Suddendeath zone is very amusing.

Some of the areas that you can see in the map are maps that I did for other gametypes and
you can find them at www.oltszone.net. The maps are:
-OLTS Crypt (very good for TFFA and duel, specially for TFFA clan fights)
-OLTS Suddendeath (the best for kicks FFA or powerduel)
-OLTS Saber Training (you can use this map to train padawans of your clan)
-OLTS Bloodbath (this map has been done for instagib mod)

Areas info

-The crypt, Suddendeath zone and Saber Training zone have been described before.
-Bloodbath: you can find here weapons for weapon fights. 
(I recommend "/g_weaponDisable 481174")
-The garden: a place for dueling.
-The bar: a place to simply stand and chat.
-The main area: you can go everywhere from here.
-The ring: under the main area, for dueling or small FFA.
-The hangar: you can pilot a tie-fighter or duel between the boxes.
(Note: if you pilot the tie-fighter the only you must do is press the jump button
until you come up and I will do the rest)
-The space: ship fights.
-The stairs: only for go to the Council Room.
-The Council Room: well, a Council room for the Headquarters.
-Areas for dueling: you can close the door if duel insolation is not activated.


Dump the olts_hq.pk3 file into your Jedi Academy\Gamedata\base

Uninstallation: Simply delete the olts_hq.pk3 file from your Jedi 
Academy\Gamedata\base directory.


* Copyright / Permissions *


Jedi Knight:Jedi Academy(c) 2003 LucasArts Entertainment Company LLC.
Star Wars(c) 2003 Lucasfilm Ltd. & TM or (r) as indicated.
trademark of Lucasarts. 
The Quake III Arena is the registered trademark of id Software,Inc.

===================================================================== 2

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OLTS/// Lord Dubos ****

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Registered 5th November 2004

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