Techno Drome

I really am torn by this level, split straight down the middle. On one hand, the theme, ambiance, music and lighting are all absolutely fant...

Re-Upload

Uploading...
Do not refresh or leave this page!

Re-Upload

The technodromev1.zip file you have requested: Star Wars: Jedi Knight - Jedi Academy / Free For All / Techno Drome - 12.05MB is not available. Perhaps try browsing all files for the game Star Wars: Jedi Knight - Jedi Academy and upload any files you want to share or are missing.

We are calling on our community to help submit files that were previously hosted on GameFront / FileFront but are now missing.

If you have this file, please upload it using the form below (please ensure the filename and filesize match) and we shall do the rest.

File Description

I really am torn by this level, split straight down the middle. On one hand, the theme, ambiance, music and lighting are all absolutely fantastic. On the other hand, the texturing, framerate and architecture are substantially lacking. I guess the best way to describe this map in one word would be ambitious. Creating a whole cityscape is one thing, creating a brilliant cityscape is quite a different matter. As I have explained, this map has areas which really do shine, but there are also areas which fall short of the standard set by other areas of it's design.

I spawned inside the actual Techno Drome (No relation to the thing from Ninja Mutant Turtles) and opened the door in front of me. It was a disappointment that it neither had sounds nor a proper holster that it fitted into when it was closed - it just seemed to slide through solid metal. In fact, most of the doors were soundless and slid through solid materials. But I digress. The architecture of the room was very detailed and the environment mapping worked well. However, I felt that the author had failed to capitalise on this by using a decent lighting scheme. It's is far too dark for most of the map, and actually strains your eyes if you don't increase your brightness by at least 150%. The lights that are present look nice, but they simply don't emit as much light as they should. Furthermore, whilst the portal on the floor looks brilliant, it absolutely shafts the framerate, especially when the central door between the two indoor areas is open. Sure, I could turn my settings down and It'd be fine - but compared to a map designed by someone who fully understands how to enginerr the VIS section of the compile, it seems quite meek.

Of course, you don't see the majority of the map until you get outside. This is where you really get the scope of the map (And an even lower framerate in places.) and can really have some fun. The biggest problem here was the texture scaling of the windows. Quite often, I could see a window that was smaller than my players head. I guess all the inmates are 'Borrowers'. The repetition of some textures was also a small problem, but Mace has managed to keep that to a mimimum by breaking them up with different buildings. The park section looked great ,(Still waaaay to dark though.) and the sprites, and models used here come together nicely to create a believable atmosphere. But try and avert your eyes from the water in the pond. It's not a pretty sight - evidently some lighting/shader error which really should have been fixed. Keep a lookout for a fuse box which turns off all the lights on the streets, but unless you want to get them to turn back on, id' refrain from doing so. (The mecanism for turning it back on is somewhat buggy and very hard to find.)

There's a secret set of invisible steps that carries you to the top of some of the buildings, and some great places to snipe from, where you can see most of the level. I also enjoyed the good use of textures and flares to create the street lights and directional signs. The roads looked good, except for the junctions, where the white lines on the road start glowing. Wierd. On a final note, you will need to teleport between areas which doesn't work particularly well in this level, and there's a fair few drop-out areas where the map just stops. Mace really needs to fill these gaps up with buildings, as it looks rather ugly as is. In conclusion, a map which has plenty of innovation and style is let down slightly by a few small (but very impacting) design flaws.

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

~Szico VII~

Read More

Screenshots
Readme
==================================
Star Wars: Jedi Knight: Jedi Academy
Modification
----------------------------------
By -{Mc}-Modding
===================================
Name: TechnoDrome v1
Author: <:MJC:>OwnerMace^F
E-mail: agb0814@cox.net
Date Released: 01-13-06

Description:
Ok this map was first off requested by [X-R]Axis for a movie he was currently working on. This is a Night club/ Rave/ Techno themed place there is 4 music things for you to play at one time (Not in this version). Also this map is (currently) not made to be played on slow computers due to so many curves and mirrors. There is also an outside city area for you to look at. You can only go in the center area though. The rest are for show. There is also a park area of town where you can play. And if you wish to watch the v2 progress check www.map-craft.com

And I also bet that the people who actuially read my readmes have realised I don't like to write long ones :P

It is recommended that you have a newer GFX card! (Recommended to have atleast Nvidia GeForce 6600 - with just PCI no PCI express to have fps in 40s)

Instalation:
Extract the pk3 file to your GameData/Base Folder

NOTE: REMOVE ALL PREVIOUS VERSIONS OF THIS MAP. YOU MAY GET SHADER/ MAP ERRORS!!! THIS INCLUDES THE BETAS!!!!

Uninstall:
Delete or move the PK3 file from your base folder

Known Bugs:
None!

Brush/entity count and load time:
4885 brushes
1770 entities
34.72 second(s) load time

Credits:
Beta Testing--
<:MJC:>Talon/ Mr.Talon
<:MJC:>Sora
<:MJC:>Akon
<:MJC:>Tread
(TSA)Tuk'ata
(TSA)SithKing
(TSA)Josh
[HGR]EliteForce22
[HGR]SithDude
Szico VII
Obsidian
Lazarus
Ockniel
MasterCorel
J.S.J
Hirato
[X-R]Axis

PLEASE LET ME KNOW IF I FORGOT YOU NAME!

Ideas--
[X-R]Axis
<:MJC:>OwnerMace^F
Szico VII (boarder around sign idea)
Ockniel
Everyone who participated in street naming! And Tal for that his joke street names lol. I'm sure they gave us atleast a little chuckle.

Textures--
Szico VII for Road texture from Blue Ice Twilight.
ZoD for his sky shader.

Effects--
Szico VII for his Cricket Effect.

Thank you tal for giving me alot of imput on the map and finding alot of errors Thanks for being one of the main beta testers and a great friend through the whole project. Thanks to everyone at map craft for your help and support!

Also thank you those who participated in the Street naming for the city. Szico VII was is in the lead for the Most Street names contributed to the project. There will also be a V2 where you will see More street names that were in this contest. And thank you to <:MJC:> (TSA) [HGR] and all the people at Map-Craft.com for givving me awesome feed back and beta testing for me! Also thank HGR_EliteForce22 and [X-R] Axis for testing with me late at night with the first beta! And all who tested me with the last one. 

* Copyright / Permissions * 
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS

-Mace

Enjoy!

Read More

Comments on this File

There are no comments yet. Be the first!

MaceCrusherMadunusus


50 XP


Registered 17th January 2005

27 Files Uploaded

Share This File
Embed File