Clan Atlantis Map II


Box art for Clan Atlantis Map II For: Star Wars Jedi Knight: Jedi Academy
Size: 11.97 MB
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Description
When you've reviewed as many files as I have, you really know what to expect most of the time just by how an author describes it in his or her e-mail. For instance if you're given just a file and no message body at all, be wary. Of course most authors pity us a little bit more than that and actually describe the file for us before we download it which, by the way, we really appreciate. But anyway, the point I was making is that we have our stereotypes. Someone says reborn, we picture a recolored version of the classic. Someone says clan map, we picture maps with awful lighting, lots of neon colors, and clan tags and silly pictures everywhere.

Some files are the exception to the rule, however.

I was a little surprised when it came to this map. The author was honest outright and said there [i]are[/i] clan tags in this map. I tested it a couple of days ago before I got swamped and I don't remember them, so either I wasn't able to find them or they were in an out of the way location and were tastefully included. So if you were worried about this being one of those clan maps that was made specifically for the clan's use and is rendered useless to everyone else, don't be.

The map itself has a pretty nice design, though I don't really know how to describe it. Mix a castle/temple theme with an outdoor theme -- yep, the outdoors are indoors! Kinda backwards, eh? It really works here, though. I really love most of the architecture, which is simple yet complex. Backwards again, I know. You'll know what I mean when you see it, though. It's got a lot of great areas and is big enough for a fairly large-scale free for all. The rooms are connected by round teleporter pads.

There is one room I absolutely [i]hate[/i], because it's both silly and ugly. It's ugly mainly because it's a conglomeration of oddly-cut brushes where the touching edges aren't caulked and the textures on these platforms are semi-transparent, so it just looks nasty. The idea is to find your way to the top and hit the teleporter pad to send you back out to where you came from. It must be for that forceball thing he talks about in his read-me, so if you're just using baseJKA I'd recommend avoiding the room altogether as it serves no purpose.

In any case, I do like the [i]rest[/i] of the map quite a bit, so I'm just going to pretend that room doesn't exist. It has a great ambiance and the environment is interestingly varied and it should provide for some pretty good gameplay (grab those gun pickups!). My one recommendation -- to the community in general -- is to get a better bar texture. And for god's sake put some Sam Adam's on tap.

[b]Bot Support[/b]: No
[b]New Models[/b]: Yes
[b]New Textures[/b]: Yes
[b]New Music[/b]: Yes

~Inyri
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