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
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.
- 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
- 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.™