Jade Moon

Before I get to the review, I want to say I had a real chuckle at the "description" submitted by the author: I'm late for class, it'...

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Before I get to the review, I want to say I had a real chuckle at the "description" submitted by the author:

I'm late for class, it's an improvement on the old one, enough said. by Commander Jaspo good grief I'm in a hurry leave me alone "Please increase the length of your description. 100 char minimum."

I always laugh a little at the descriptions and how they vary - for those of you that don't know, the description field you fill out when you submit a file is the field we, the staff, use to write our reviews in - so by and large, if you write anything in here it usually just gets added to the readme or just plain deleted. I usually write nonsense stuff in the description when I submit files, and I find it especially funny when (as with this file) the author does something similar.

Now onto the review.

"Jade Moon," by Commander Jaspo, is a touchup of his previous submission of the same name, and it seeks to improve on some of the areas the past one was weaker in.

The two things that were the biggest plus and the biggest minus from the past map are still there - it is still a very neat and original design, but it is also still a map that's a bit too big for a really fun battle.

The design, in fact, was improved from the previous version - one of my qualms with the early version was that the textures weren't very good for the new models - this has been fixed on most of the models this time around, which makes for a more pleasing-to-the-eye experience. The map is designed well - I particularly like the Imperial complex (with the AT-AT hangar). This is, I think, the best part of the map.

The map size is still an issue - there is a lot of running to be done. Another issue is the pathing around the elevated/platform areas - while it's a neat design, the AI absolutely cannot deal with it and will jump off of the platforms to their sudden gravity-induced doom. There was also a small (very minor) collision issue in one of the rooms at the Imperial base, in which units could fall through the floor partway. This can be fixed up with some invisible collision, if necessary. One more thing - I don't know if I noticed it last time or not, but it seemed like hunt mode had far, far too many units. There was just too much going on in too small a space. Even though the author mentions decreasing the unit count for this mode, it still seemed excessive.

Anyway, all in all, the map remains about the same, slightly better-looking. It's still a nice map and worth a download at least.

-Mav

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Jade Moon
version 1.1

Commander Jaspo's second/third map. The second to be started, third to be finished and submitted--the Prakith competition entry 
was inserted between start and completion.

The 3 letter code for this map is JAG.

Put the JAG folder in your addon folder, if you do not have one, make one in
C:/Program Files/LucasArts/Star Wars Battlefront II/GameData


GCW: Luke Skywalker leads a Rogue Squadron raid on the ATAT production facility on Jade Moon, accompanied by a simultanious 
ground assault.

CW: Yet another battle of the Clone Wars, apparently.


In attempt to make this feel as much as possible like a stock map, I kept stock sides and vehicles and used only original prop 
and building models. I created all of the custom models in this map using Blender, then exported as VRML 97, and converted to 
.MSH using the SWBF MSH Viewer.

Modes:

Conquest: Full-map battle with ground and air forces.

CTF: Capture the flag with ground and air forces.

Hunt: Actually not a hunt mode, it's a second conquest mode where the Rebels/Droids assault the ATAT hangar in a multi-story
brawl. I guess the Imps/Clones are the indigenous species. It uses a conqest lua and works reasonably well despite the
two-dimensional planning and barriers. In other words, I did the best I could but the units hopelessly love plan skipping
wherever there isn't a barrier present--and I wish they didn't switch direction where the connections intersect, and they
gather together on the ground level in a fruitless attempt to capture a cp above them...*sigh*.

Changes since 1.0:

-Reskinned my existing prop and building textures so they aren't too big
-Added a number of other objects (in the hangar), some of which are in place to prevent units from falling 
(but sometimes they just walk right through the objects anyway)
-added detail textures to the ground
-Increased unit/reinforcement count for normal conquest, decreased it for hangar conquest

Credits: 

Lucas Arts/Pandemic for everything that's there that I didn't make.

Modtools documentation

Gametoast: http://www.gametoast.com/forums/viewtopic.php?f=27&t=13806

Rends' "adding missing sounds" tutorial,

Majin Revan's vehicle adding tutorial.

AceMastermind's Deathregion tutorial.

I also glanced at a ctf tut by Teancum and a hunt tut by 1z2x3c.

Contact me if you wish to have my models to use in yor map. If you know how to aquire them without my knowledge, you may 
use them but must give me credit.

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Commander Jaspo


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Registered 31st October 2008

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