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Description George Lucas seems to have a proclivity for inventing names by simply re-using a persons real name, for example: remember that Jedi Padawan, the one that fights, and then is shot by the Clone Troopers when Bail Organa lands at the Jedi Temple in Episode 3? He was called Zett Jukasa, and was played by Jett Lucas, George Lucas' son.
Cin Drallig is, in fact, Nick Gillard backwards, minus the K. Nick Gillard was the sword master and stunt coordinator for the prequel trilogy, and choreographed all the lightsaber battles you see therein. This method of using a persons real name (usually a fiend of the author or creator) to make a name for a fictional character is called [url=http://starwars.wikia.com/wiki/Tuckerization]Tuckerization[/url].
Anyway, this map we have here is based off the level from the Star Wars Episode III: Revenge of the Sith game, and is where Cin Drallig has his fateful duel with Anakin Skywalker (now Darth Vader) as he invades the Jedi Temple with the 501st Legion. You see a short clip of this duel in the film itself, where Obi-Wan checks the holo recordings and sees Anakin fighting a couple of Jedi, the one with the long hair being Cin Drallig.
I have never played the Episode 3 game, since I don't own an Xbox or Play Station, being a PC Gamer and viewing all consoles as the work of the devil!
The map itself would be perfect for guild/clan trials or duels, because of its setting in the Jedi temple and its wide open space. There is a door at one end of the map, which will teleport you to an observation area above the main arena, so you can watch any duels or ceremonies.
The texturing and architecture are very nice, and the choice of skybox was excellent and really adds to the feel of the map. The music is also very atmospheric, though its more dark and gloomy and perhaps doesn't lend itself to a frantic lightsaber battle.
As for improvements, I'm not really that fond of teleporters being used where more logical methods would be better. Since there is a door there (where the teleporter is) and the observation area is straight above, why not use an elevator? I think this might add a bit more to the quality of the map, since improperly used teleporters often strike me as cutting corners when transporting the player. The other thing is the windows, since brushes have been used to give the impression of a curved window, you need to put either noclip or caulk on the face of the brush where it connects to the brush next to it, because as it is now, you can see the seams in between the brushes. Alternately you you could also use a patch mesh to get an even nicer rounded window.
Overall though a nice little map here, keep up the good work JamyzGenius! :)
[b]New Textures:[/b] Yes
[b]New Sounds:[/b] No
[b]New Music:[/b] Yes
[b]Bot Routes:[/b] Yes
[b]Game Types:[/b] FFA, Duel, Power Fuel