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About This File

This map depicts a post-apocalypse factory/refinery facility. It has been

bombed only once, but multiple quadrants have gone up in flames since, due

to the flammable nature of the primary mineral processed by virtually all

the equipment throughout the refinery complex. Consequently, explosions

will still erupt intermittently from areas that lead directly to the

underground machinery, such as smokestacks and exhaust ports.

 

 

The shipping quadrant is the playable quadrant, and is the outermost segment

of the facility. It functions as a loading/unloading zone for the materials

generated by the refinery work, but the landing pad was the target of the

first bombing and in its place is a huge crater in the ground. This quadrant

of the facility, then, has been abandoned and is basically unusable for

anything besides storage. The extensive damage in the area has since been

quarantined and disregarded. In fact, if you listen very closely, you can

hear the machinery still autonomously straining into disrepair, just below

the surface...

 

 

In terms of visuals, this is a very dark environment with a moody, nighttime,

stormy setting. The night is misty and smoke drifts by overhead from other

parts of the burning facility; the high-powered spotlights illuminating the

playable quadrant can be seen lighting up the shifting clouds of dust and fog.

I've been able to use the great material from CGTextures to make very realistic

surfaces and scenes, including the concrete enclosure, all the concrete walls,

various grunge and detail maps, and, of course, that big beautiful crater.

 

 

 

 

 

KNOWN "BUGS"

 

 

- At least one area in the map where you can seem to walk on thin air,

just slightly. I won't tell you where it is. :)

 

 

- The sounds of either the burning smokestack or the huge exhaust inferno may

not loop completely smoothly. You won't notice this one unless you pay REALLY

close attention.

 

 

- To be honest, the exhaut port inferno may not play any sound AT ALL. Sometimes it does, sometimes it doesn't. I've given up on this one.

 

 

- Maybe a few texture seam issues (including at least one really big

"texture"). Most of them will be pretty hard to notice, so they shouldn't

detract from any active gameplay.

 

 

- While testing the map I have experienced some odd artifacts such as rapidly

spinning flames, excessive smoke, and lightning in the sky (which isn't

supposed to happen). These things usually occur right when you start the map;

they shouldn't be a problem while playing.

 

 

- There are just so many tiny places in this map that it's really hard

to find and repair every single texture bug that might exist. If you work

very, very hard, you may be able to find your way to some unknown region of

my map where you will find odd/misplaced textures.

 

 

- The huge fire in the exterior of the map has a tendency to kill you

instantly, regardless of where you enter it. This was an unanticipated bug.

 

 

- The botroutes aren't perfect. Bots in this map tend to like getting stuck

under ramps and perhaps other places.

 

 

- You can stand in the smokestacks. Not realistic, but if you don't want to

experience this "bug," just...don't try it. Using Force jump will get you

up into the seemingly endless interiors of the stacks, but nevertheless you

will seem to be on solid ground. This bug is avodable!

 

 

- The lightmaps aren't perfect. You may experience some strange or unrealistic-

looking lighting here and there. It should be easy to ignore.

 

 

- Since there were so many apparently irreparable lighting bugs around the

base of the mountain, I didn't bother to go to the trouble of texture blending.

 

 

- The ambient sounds may skip. I can't predict how this bug will play out

on systems other than my own, but it's possible that because it's such a

long sound track the game has to spend about a sixth of a second loading it

back to the beginning. Endure this bug. It's a minor one. ;)

 

 

- There's no such thing as perfect clipping in a map this complex. If

you try to exploit some advantages (like unintended higher ground or

places others can't get to) in the map, you will either succeed or find

yourself blocked/"slipping away" from your objective. But just to preserve

the "good ol' fun-factor" of bug-exploitation, I've set up this map's

boundaries so that such things are discouraged, but not made impossible.

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.™

DarthValeria likes this

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