Rigurefs Ship and The Lunar Temple


Box art for Rigurefs Ship and The Lunar Temple For: Star Wars Jedi Knight: Jedi Academy
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Description
Sir Baggiepants here presents us with his latest creation, version 2 of his “Rigurefs Ship and the Lunar Temple” map. Now, I haven’t played the original map, but I did have a good look at all the screenshots, and I can say that the map is definitely much improved from the last version! The ship for one, which looks similar to a Zeppelin air ship (which is hinted at in the name of the map in the selection menu: Travels of the Zephlin) has been much improved both inside and out. The ship now has much better use of textures, better architecture and the whole map has proper lighting. :)

The ship is divided into three floors, each containing what seem to be passenger rooms with beds and such. The bottom room contains the bridge area (the bridge on a real Zeppelin being on the bottom, not the top) and the top level contains two teleporters. One of which takes you to the Lunar Temple portion of the map, the other of which you are teleported back to when you leave the Lunar temple area.

Now, onto the Lunar Temple area. This is a very interesting part of the map I think, the concept of an ancient temple on a far flung moon just captures my imagination. You teleport o a large outdoor area under a starry sky, with the entrance to the temple in a nearby mountain. The whole Lunar Temple area is lit in an otherworldly blue light, both inside and out. The main feature of the temple is a hidden room, which contains a Jade crystal. There is a clue to its location written in one of the rooms in the temple, and the crystal itself shoots a beam of light up into the sky where it is visible from the outside.

Personally I liked the map on the whole, the repeated crescent moon motifs in the temple area were quite clever I think, and the architecture and use of lighting was also pretty good. There are some things I feel could be improved upon however.

Inside the Lunar Temple area is a bit too dark in my opinion, it could do with some more ambient light to make it easier to see where you are going. The main thing that needs to be looked at however are the doors. You need to press the use key on the doors in order to open them, but the problem is the doors don’t seem to have a delay or wait key on them (it’s a mappers thing). Basically what this means is that no ‘wait’ or ‘delay’ key has been used for the doors in Radiant. This means that when you press use on the doors, you can instantly press use again. So if you hold down the use key a bit too long the door will keep making the opening sound but wont actually open because the signal for it to open is being sent multiple times instead of just once, which kind of messes it up. The solution to this is to put a ‘wait’ or ‘delay’ key on the door entity in Radiant.

This will make sure you can only press use on the door once in a certain amount of time (2 seconds for example) and there is also a slight delay of perhaps a second or so until the door opens after you press the use key. The only problem is, I can never remember which one, ‘wait’ or ‘delay’ applies to which aspect. XD

Sorry if that sounded like gibberish to the rest of you guys, that’s really more for the author and other mappers that would understand it. ;)

To wrap things up, all in all I think this is a good map with a very cool atmosphere to it, although like I said there are some things that could be improved upon. Well, that wraps it up, if you guys like the look of this map, then give it a download! :)


[b]New Textures:[/b] Yes
[b]New Sounds:[/b] No
[b]New Music:[/b] No
[b]Game Types:[/b] FFA, TFFA

~Nozyspy~
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