Jade Moon


Box art for Jade Moon For: Star Wars: Battlefront II
Size: 7.03 MB
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Description
Before I get to the review, I want to say I had a real chuckle at the "description" submitted by the author:
[quote]I'm late for class, it's an improvement on the old one, enough said. by Commander Jaspo good grief I'm in a hurry leave me alone "Please increase the length of your description. 100 char minimum."[/quote]
I always laugh a little at the descriptions and how they vary - for those of you that don't know, the description field you fill out when you submit a file is the field we, the staff, use to write our reviews in - so by and large, if you write anything in here it usually just gets added to the readme or just plain deleted. I usually write nonsense stuff in the description when I submit files, and I find it especially funny when (as with this file) the author does something similar.

Now onto the review.

"Jade Moon," by Commander Jaspo, is a touchup of his [url=http://starwarsbattlefront.filefront.com/file/Jade_Moon;97052]previous submission of the same name,[/url] and it seeks to improve on some of the areas the past one was weaker in.

The two things that were the biggest plus and the biggest minus from the past map are still there - it is still a very neat and original design, but it is also still a map that's a bit too big for a really fun battle.

The design, in fact, was improved from the previous version - one of my qualms with the early version was that the textures weren't very good for the new models - this has been fixed on most of the models this time around, which makes for a more pleasing-to-the-eye experience. The map is designed well - I particularly like the Imperial complex (with the AT-AT hangar). This is, I think, the best part of the map.

The map size is still an issue - there is a lot of running to be done. Another issue is the pathing around the elevated/platform areas - while it's a neat design, the AI absolutely cannot deal with it and will jump off of the platforms to their sudden gravity-induced doom. There was also a small (very minor) collision issue in one of the rooms at the Imperial base, in which units could fall through the floor partway. This can be fixed up with some invisible collision, if necessary. One more thing - I don't know if I noticed it last time or not, but it seemed like hunt mode had far, far too many units. There was just too much going on in too small a space. Even though the author mentions [i]decreasing[/i] the unit count for this mode, it still seemed excessive.

Anyway, all in all, the map remains about the same, slightly better-looking. It's still a nice map and worth a download at least.

-Mav
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