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NeoTokyo

   (6 reviews)

10 Screenshots

About This File

Description

 

NeoTokyo, site of Timesplitters 2, was the subject of this map. Up front, I wish to note that I've never played that particular game, and thus my comments have no bearing on its accuracy to the game's rendering. Only on what I see... and man, what I see looks nice.

 

With maps like these coming out, why we MR types don't follow up on our Forum announced releases is beyond me. Must be too lazy, I guess. Anyhow...

 

Architecture

 

Solid. Solid. Solid.

 

Oh, and it's solid, too. Some may argue that it's blocky as well, but I don't agree to that at all. I may not be a master of the Patch Mesh like some, but I am known to love them to death... and I also know when they dont really belong. This is one of the maps they don't belong in - at least not in large numbers.

 

The setting is urban... where, traditionally, architecture tends toward the blocky and squared off, with the odd curve here and there for contrast. This map does exactly that. Details are there to be seen, and curves are there to accentuate, but they aren't overbearing in any fashion. As it should be.

 

Numerous different mapping techniques can be seen in this map. From the old-style func_train (an over-head monorail car that zooms back and forth) to func_usables on timers (working traffic lights and Walk/Don't Walk signs), Szico shows a great grasp of JA entities.

 

Especially for a 3 and a half week build, this map will quickly grab your attention... and it'll definately show you a trick or two.

 

What little I did find off was more from the aesthetic stance. And one problem I *suspect* but couldn't really confirm.

 

My first note is on scale - this can make or break some maps. Some items, when constructed, simply have to be in scale to the player. For the most part, Szico has this firmly in hand. However, there are two things that grabbed my attention.

 

The screens in some of the window displays on the main road (a nice touch, BTW) are either computer screens or TVs. Either way, theres a scale problem. If they are screens, they are far too large (unless 24" Computer Screens are now the vogue in NeoTokyo). If they are TVs, they are far too small (unless Retro-Sized TVs are in vogue).

 

Second is the stairways. The steepness I don't mind... some cultures (The Dutch come to mind) build them that way to take up less space. However, the actual SIZE of the upstep is a bit of an issue. They just look too large.

 

And the part I can't confirm? My pet peeve - clip brushes on stairs. These are so steep that I can't really tell if they are there or not. I suspect not, since when going slow I get the feeling I'm stepping on each one individually, but I can't really confirm it due to the angles involved... so Szico - you get the benefit of the doubt. No points off for you.

 

Score : 9 of 10

 

Texture & Lighting

 

Here, this map really shines - no pun intended.

 

The texture work is simply amazing. Custom textures and shader work are all over the place, priniciply in two forms: The large number of custom signs (some of which even change color) and the textures used for ground cover, which have a wet sheen and env-maps to simulate the semi-reflection you would get off such streets.

 

It's all great, and adds a TON of atmosphere.

 

The remainder of the texturing is spot on, with no overstretching or inappropriately placed textures at all. While some appear to be stock, it's really hard to tell which ones are (to my eye, anyhow) as they all seem to fit the scene perfectly.

 

Lighting only serves to accentuate the texturing and the architecture - exactly as it's supposed to. It's simply superb... and that's all I have to say about that.

 

Score : 9 of 10

 

Level Flow

 

This map is designed for all of the major gameplay types: FFA, TFFA, Duel, Power Duel, and CTF. That's a tall order for most maps, as they all have different flow reliances. FFA and TFFA require that there be plenty of room and a circular nature of some kind. Duel and Power Duel require that you be able to find and attack your foe(s) in relatively quick order. And CTF... well, I'm no CTF expert, but I know it takes multiple routes to and from the flags on multiple elevations if possible.

 

Yet somehow, this map seems to have gotten all of this into one map. Impressive... just as the rest of the map has been.

 

I only found one seeming dead end, in the sewer area near a force-field enclosed area. I am pretty sure it ISN'T a dead end... I just couldn't figure out how to open it with that saber wielding maniac behind me (you KNOW I had to work him in there somehow...). Something a bit more obvious to indicate how it opens may help here. Or maybe, I'm just blind.

 

Score : 8 of 10

 

 

Fun Factor

 

The eye candy and attention to detail alone make this map fun and impressive - most servers should probably have this on the rotation. For those keeping score, that's a first recommendation for that from me. I loved this - and I just don't normally say that about a map that isn't mine. (OK, I'm biased - sue me.)

 

Score : 9.5 of 10

 

 

Extras

 

The music is the stand-apart extra in this map - I have no idea what it is, where it came from, or anything else about it, but it fits. In some ways, it reminds me of one of the themes in Fifth Element (though obviosuly, this isn't from that movie.) It's quiet enough to remain in the background for the most part, but loud enough to provide even more atmosphere.

 

 

 

Overall

 

Amazing. Simply amazing for a 3 and a half week build. Most mappers won't be able to map at this quality level in that kind of time. Szico, you're setting a high bar - and that can't help but be good. Superb job - PLEASE keep it up.

 

 

Score: 9/10

 

Reviewed by Shadriss

 


 

Author

Szico VII

 

New Textures: Yes

New Sounds: Yes

New Models: Yes

New Scripts: No

Bot Routing: Yes

Gametypes: FFA, TFFA, Duel, Power Duel, CTF (All FULLY Supported)

 

Brush Count: 4174

Entity Count: 655

Build Time: 3 ½ Weeks

Compile Time: 8 Minutes.

 

============================================================

Map Installation : Extract the contents of the .zip (NeoTokyo.pk3) into your Jedi Academy/GameData/Base directory, and you're all set to go!

 

(EDITORS ONLY :)

Source Files: Unzip the contents of NeoTokyo Source.zip into your Jedi Academy/GameData/Base folder and add �neotokyo� to your shaderlist.txt

============================================================

 

-Credits-

 

General Helpers:

- Folks at Map-Review.com

- Folks at GamingForums.com

- Folks at Map-Craft.com

- Mace for producing a few Japanese sign textures

- Zod for his image of a city, used to create skybox.

- Also check out the JK2 version!

- Oxyonagon for the rain splatter shader.

- Lassev and RAILBACK for decal shader help.

 

BETA TESTERS:

--------------

Ockniel

(<:MJC: >OwnerMace^F) - Galaxar Mace

Hirato

RAILBACK

Larry MCBruce

Wedge

Echoman

Oxyonagon

Darth Tyranus1

Lassev

THIS FILE IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION PUBLISHING, INC., RAVEN SOFTWARE, OR LUCASARTS ENTERTAINMENT COMPANY, LLC. ELEMENTS™ & © LUCASFILM LTD.™ & DISNEY, INC.™ AND/OR ITS LICENSORS. STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ AND WALT DISNEY, INC.™ STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ & DISNEY, INC.™


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