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Description Another clan map…
Yet this one I like. FSA_Council unlike so many clan maps in the past actually does have decent lighting, effort put into textures, and a good layout; not to mention enough room to move around and have private duels away from the rest of the clan.
I’ll start where you spawn; a red carpet t-section corridor. Each of the exits at the end of each passage lead to a new area obviously, one unmarked then the following: ‘Archives’, ‘The Crypt’ and ‘Training Arena.’
Training Area: The feel I get from the architecture of this room would be something from Unreal Tournament, which isn’t bad in my view; it’s a two level area. The top level is where spectators can sit and watch and the ring-leaders can spawn opponents for the participants below from four control panels, each a different level of difficulty I believe.
The lower level is surrounded by glass, hence protecting spectators from combat.
The Crypt: A little bluestone burial chamber, where beyond is a prison area with three cells each with a control to raise and lower shields. One side corridor leads to the archives.
Archives: The Archives, well look very much like the Jedi Archives you see in the movies, in its basic form. Why do I say basic? I mean more classical form, instead of data entries it is a library of books. Instead of a dark architecture the pillars are of white marble reaching to a semi-arched ceiling; a design which much reminds me of roman architecture.
*Gasp! “Is there a god?” I see a side exit within the archives and venture forth down a corridor titled, ‘Hydroponics…’ Right now is when the classical music set of the map really makes its mark with a sense of euphoria overwhelming me as I anticipate my future actions with whatever ‘hydroponics’ these Jedi have to offer.
Hydroponics: Here you come to a wall surrounded courtyard with a clean cut lawn and cobblestone path, to the left is a waterfall flowing over the wall and into a small pond. To the right, is a greenhouse and just beyond that a place to sit down and relax on several benches. Within the greenhouse is…I was disappointed here, ferns and ‘long-grass’ weeds. In my view it could have done with a little more…or maybe something original.
Back to the central corridor hub and through the unmarked door we enter a central hall, circular in design, again supported by columns. The mixture of marble textures for this room I do believe mix well, cream, light yellow and green marble. The small fire bowls along each stair-well do give a great finish. There are three other exits in this hall.
Dome Arena: Just as it sounds, with a good classical design as half the rest of the map…a domelike room to duel.
Duel Platform: A gothic style platform supported by chains from the ceiling, with a control panel to extend a bridge to get to this platform. Watch your step during combat; you may fall to your death. Ignore the labeled ‘control room’ for this area…it has no controls, the controls are in the main area of the platform arena.
Exit: here you come to the main outside area of the map, same cobblestone path design and clean-cut lawn as the hydroponics area, yet with a stream running through and small footbridge to match. Yet this is not what people would come here for. They would come for the spawns of mini-tie’s to pilot and dog-fight in. Yes they’re miniature but somehow you can still jump in and go nuts with them, cute.
Ok, despite being disappointed with the ‘hydroponics’ Greenhouse, I’d say I relatively enjoyed running around this map. Although I liked the classical music, I doubt most would enjoy this form of music.