Firstly, before I begin the review, I would just like to note that the author did indeed submit screenshots. However, they were all attached to the email seperately, so I opted not to use them and take my own rather than spend a ridiculous amount of time downloading large JPG files one-by-one from an incredibly slow mailserver. Just thought I should point that out, since the author seems to have a case of OCD in regards to screenshots.
Anyway, this map is pretty basic, and has a few positives with just as many negatives.
I'll start with the good aspects.
It's quite spacious, providing adequate room for a guns battle. The map's design is generally simple, and more gameplay-oriented than style-oriented. Gameplay without the fuss, one might say. There's a good amount of open space for battle, but at the same time the map packs in some closed areas and plenty of cover too.
The author has displayed a good control over Radiant, using several techniques to make the map look the part of an abandoned factory room. There are several burning consoles, as well as a blown-out window, which I think is a nice touch.
Now, a quick summary of the negatives, and my suggestions on dealing with them.
- Texture control - there is none. Textures have just been applied and left as-is. In Q3 engine games, that's a big mistake to make, since its basic texture application processes are essentially terrible. - Entity lighting has been used exclusively, and it gives the map a uniform brightness (as well as being plain obvious anyway). This detracts heavily from the visual appeal. - The architecture on many things is just plain weak - mostly on the "control panels" on the walls. Take a look - you'll see what I mean. It's one thing to be able to clip a brush, it's another thing entirely to be able to make it look good. - Too many dead ends. There's only one way into a room, and only one way out. This screws the map over as far as gameplay is concerned, because there's no gameflow. Always, *always* leave the player with somewhere to go. I'd suggest playing Q3A or UT99 and gaining a few ideas about how to maintain gameflow in DM/FFA gametypes.
Not a bad map, but the author needs to get more practice in with Radiant and really learn about the different aspects of mapping - both technical, design and theoretical - in order to improve.
Bot Routes: Yes Custom Sounds: No Custom Textures: Yes Custom Models: No
*********************************** A Jedi Knight: Jedi Academy Map *********************************** TITLE: Silent Duel AUTHOR: W4rbird E-MAIL: firstname.lastname@example.org FILENAME: silent_duel.zip FILESIZE: 4,77 MB DATE RELEASED: 4th March 2007 CREDITS: obviously LucasArts Ltd. and Raven Software. INSTALLATION INSTRUCTIONS: Unpack .pk3 file into your /Base folder. DESCRIPTION: A map good for FFA (up to 8 players) and duel alike. Everything is set in silent, 'industrial' building, so the atmosphere is rather moody or dull. Enjoy. New textures: No New sounds: No New music: No Game type(s): DUEL & FFA (multiple gamemode) New effects: Yes Bot support: Yes ==================================================================== THIS MODIFICATION IS NOT MADE, DISTRIBUTED OR SUPPORTED BY ACTIVISION, RAVEN OR LUCASARTS ENTERTAINMENT COMPANY LLC (OR ID SOFTWARE :P). ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR IT'S LICENSORS. ====================================================================
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