Tendron RPG

Map rating: * (out of four) — 3/10 Bot Support: No New Textures: Yes New Music: No (silent map) Game Types: FFA, TFFA It's hideous....

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File Description

Map rating: * (out of four) — 3/10

Bot Support: No New Textures: Yes New Music: No (silent map) Game Types: FFA, TFFA

It's hideous. I had to pinch myself to get through it all. Imagine the sound of nails on a chalkboard converted into a visual—a map that you can see and touch. The retinas in my eyes have sufferred permanent damage due to this atrocious mapping presentation. Gil-Dagor seems to know how to use many map interactivity tricks, but in the process seems to have skipped the step of learning how to map. Did he miss the most basic steps? There's no music at all—just silence—and the levelshot that is supposed to show when the map is loading does not show up in the loading process. Uh-oh. My question for you is: did you test the map yourself, or with anyone else? It initially didn't work, because I needed something that would allow me to have additional vehicles (99 Vehicles Fix worked for me); tsk tsk—you didn't mention that in the email nor in the readme, Gil-Dagor.

It's intended for role-playing, and I can see how that has affected it. I spawned into an area with a table with seats and a … reception area, which shows up in many places throughout the map, and on the far side was a set of teleporters. These teleporters take you to the different areas of the map, which can also be accessed by flying ships through teleporter markers, which is an interesting idea, but not a pretty one. Without reading the readme, I would not have known what the purpose was of those red dots in the sky of the city. One of the areas is the ugliest city that I have ever seen created in a map. Missing textures everywhere, this city is a disgusting, angular, white mess. The city ends abruptly into a surrounding desert area. The water is plain and artificial-looking, and oh gosh, it hurts to remember what it was like. Just look at the screenshots. No, wait … don't. It could hurt. Just leave this webpage and wait for the author's next map update.

There were some fun ideas practiced throughout the map, including Earth-like spaceships and a mostly pointless metro—a metro is a good idea and it was executed well, but it doesn't really take you anywhere useful in the map. There're also many turrets that don't fire at the ships that you man in the turrets' respective station. Overall, this author really did know what he was doing when he decided to make this an RPG map. I really did have fun in some portions; I was surprised to find many buttons that did things, and there certainly was a lot to explore. Though, sometimes you'll come across an empty room that simply takes up space, or exists just for the sake of having another door or lift leading to another room. Other areas of the map included an asteroid field that contained ugly asteroids that don't look like asteroids, but just blocks of brown map, a space station—which I really liked and thought was pretty neat and original—or two, and other spectacles. Actually, they shouldn't be called spectacles, because they're not pretty things for you to see. I think they should just be called "activities," because although they're not fun to look at, I liked exploring everything here.

Lighting is non-existent in "Tendron RPG." It was explained in the readme that the map was whipped up in a hurry, but that doesn't necessarily justify it. It's poor quality from someone who's perfectly capable. This map isn't anywhere near complete, so why did the author submit it? At first, I wondered if my brightness was set to an insanely high level. Well, no, it wasn't; when I said that lighting didn't exist, I meant that everything was evenly—albeit grotesquely—lit to the same high level. There were no light sources, no shadows, just light—everywhere.

Gil-Dagor, don't whip things up in a hurry. Have integrity; take your time. Make it as complete as possible before giving it to me so that you don't have to ever again see me bashing your maps in my reviews. I know; I can sound really evil, but hopefully you haven't wrongly interpreted this review. You know how to make a map interactive, how to make it fun, but you you learned things backwards; you submitted a map that demonstrates an ability to do things with maps but an inability to make maps look good. Try forwards next time, mate. I don't think that this map really demonstrates the skill that I think you may have, Gil-Dagor, and so if you just take my advice—slow down the process; take your time; work out the bugs and the kinks—your map will most definitely be better next time.

—Ra-Kom

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Screenshots
Readme
*********************************** 
Jedi Knight: Jedi Academy 
*********************************** 
TITLE: Tendron RPG
AUTHOR: Gil-Dagor
E-MAIL: archekro@yahoo.com
WEBSITE: None

FILENAME: tendron_main.pk3 
FILESIZE:  17.0 mb 
DATE RELEASED: 9 September 2005 

CREDITS: This map uses several non-default vehicles. Credit for them does not go to
me. Manquesa made the Episode 3 Jedi Starfighters (and lovely little
babies they are), and the original Y-wing. I'm not sure who made the
TIE Interceptor but I believe it can be found on PCGameMods somewhere,
probably in connection to one of Darth Zappa's maps. The custom
Jedi Starfighter was made by v3n0m, and can be found here:
http://www.pcgamemods.com/12342/ . I have included the readme that
came with the A-wing and Y-wing.

The streed vehicles were made by Mars Marshall and Light Ninja; I decided
to put those in rather than speeder bikes, since speeders have the
unfortunate tendancy to blow up, causing much alarm to those nearby, not
to mention flattening them. They are also very cool looking,  so that's 
another good reason! :D I've included the readme for these, although
since I couldn't find the original readme that I'd downloaded,  I had to
copy it off of JK2Files.com . . . to which I am now submitting  this map!
Symmetry! Thanks for letting me use the Streeds, Marshall. :)

A few of the textures are non-default. These are primarily from one of
Onobi Fondoo's JK2 Maps. 3 of the textures are from the Hotel Coruscant map,
made by . . . hmm, he didn't include a readme. Well, you know who you are. :D
The others were found online at a site with some free textures.


INSTALLATION INSTRUCTIONS: Drag all files ending with .pk3 to your Jedi Academy
base folder. THis is usually found in this path:
C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/Gamedata/base.
Make sure, if you already have the original y-wing, to remove it from your
base folder before installing the modified version, otherwise there may be
some conflict.


DESCRIPTION: OK, this map has been in the works since the winter of 2004.
After suffering yet another computer malfunction last week, I decided that
I needed a break from mapping, and so I would release as much of the map
as had been finished, then recuperate before finishing it.

This map was built with roleplaying in mind, and so has no botroutes. As
someone who used to play exclusively offline, I am truly sorry about this
to those of you who like to play with bots. However, the way bot routes
work, I'd probably only be able to route about a quarter of the map, so
there wouldn't be any point in trying anyway. As this was whipped into a
releasable form, some things will not

This map has four regions: a planet, a space station, a space ship, and an asteroid
outpost.
All portions of the map can be reached by ship. Just head through the red
brackets. Additionally, all sections, including the ship holding position just
off the space station, can be reached using the teleporters in the spawn room.

All turrets can be activated. The external turrets are activated by consoles
that have (surprisingly) a turret on them. I have tried to set it up so
turrets will not fire on vehicles spawned in the ships they belong to
(i.e., station will not fire on station Y-wings), and this appears to
work in all locations.


BUGS: As this was whipped very quickly into a releasable form, some things
will not work properly. One example of this is the bacta tanks in the
hospital, which cannot be enterred. However, more things are, strictly
speaking, missing than not working - that is, they were planned, but
didn't get in the map in time. These will be present in the final version.

The only MAJOR bug is found on the space station. The corridor linking Bay
3 to the central hub has a trick floor, for some reason. DO NOT WALK ON
IT! You will get stuck, and have to kill yourself to spawn again. So, use
the other two landing bays.


COMMENTS: This would not have even been ATTEMPTED, let alone brought
to completion, without the friendly, charming, and utterly stark, 
raving mad inhabitants of the former "ForceMod 3 RPG" server, and the
current "RPG Ressurrection" server.

Due to the rush to get this version out, the map was never lit properly.
So, it looks much uglier than it will eventually. Also, the vis process
did not finish entirely, so it may lag a bit . . . but it would lag anyway,
being so large, so I don't know how much of that is due to the shorter
compile . . .

A few people online helped me keeping Radiant running so I could finish
this. These were mostly people on the GamingForums. Don't remember who they
were, but thanks.


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.

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Gil_Dagor


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Registered 15th September 2005

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