Red Rebels Arena


Box art for Red Rebels Arena For: Star Wars Jedi Knight: Jedi Academy
Size: 5.17 MB
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Description
Another day of boredom, another round by Incubus, and another arena from Red.

We\'ve had a few slight upgrades to this one, but it\'s still small, and still got lots of ordnance lying around. I actually thought of this one more as a duel map than a gunner\'s map, to be honest.

To quote my previous review,

[quote]Something I find ironic, is that a map made out of pure boredom, has the most fun and exhilarating gameplay I\'ve seen in a long time.

The arena of the title is a very basic map, with a simple design theme. That doesn\'t mean it\'s bad though. It\'s the typical small arena you\'d expect from a Q3 engine game, which really wasn\'t used well enough in JKA. A platform in the middle, four ramps leading up to it, and a walkway around the edge. And a glass roof, of course.

The good parts. Your FPS is going to rock on this thing, truly. Shader lighting has been used, rather than entities, although Red hasn\'t used anything to disguise the shader light textures - naughty naughty ;) . Guns and ammo are liberally scattered around. In the way of size, the arena is sort of cramped, but open enough for it to avoid being claustrophobic - this leads to some excellent Q3A-style gameplay. Red\'s done a great job of using the base textures - at first I didn\'t recognise a few of them because of how they fit into the map\'s theme. The music works great in the heat of battle, but sounds oddly familiar, especially at the start...

The bad parts, which are mostly nitpicks. It\'s sort of boring, although it\'s objective renders that irrelevant - I\'m just too used to eye candy. A couple of extra levels of platforms never hurts, and some less standard designed rooms would have been great. Again, the shader lights are undisguised, and the plain white texture isn\'t all that attractive. Putting a glass layer over it would have been nice, and would have made it look that much better.

Anyway, this one\'s fun for the gunners, and it\'s fun for the duelists to fight in the middle of a hail of gunfire :p . I wouldn\'t recommend disabling anything when using this map in FFA mode, however, as it loses most of it\'s edge when not used for true all-out FFA.

Despite a few issues with the music, which had an amusingly simple solution in the end ( :D ), the map\'s nothing flashy, but it gives the smoothest gameplay, and it\'s one heck of a wild ride. I\'d recommend this for those who have FPS problems due to weaker computers, and also to those who want to give a bit of True FFA a go in traditional Quake III style.[/quote]

New additions include a second level in the center, an \'lol secret room\', a few architectural alterations, and some new improved bot routing (even though they still hate going up high). So, what else can I say? Disable your sabers and Force powers, load this up, and find out what true deathmatch is all about.

~ Kouen

[b]Bot Support:[/b] Yes
[b]Custom Textures:[/b] No
[b]Custom Models:[/b] No
[b]Custom Music:[/b] Yes (Incubus - \'Follow\' - Halo 2 Original Soundtrack)

[b]Gametypes:[/b]
Free For All
Team Free For All
Duel
Powerduel
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