God Of War Chain of Olympus Map


Box art for God Of War Chain of Olympus Map For: Star Wars Jedi Knight: Jedi Academy
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Description
*prepares torture chamber for new recruits*

OH! Uh, you saw nothing!


So today we have a God of War map. How accurate it is I shall leave up to you. I'm here to focus on mechanics.

[b]Layout[/b]
The layout is pretty straightforward. It's a linear-based map, with not much in the way of alternate paths to take. There are three basic areas: A grassy area, a circular arena-ish area, and a temple-ish building.

[b]Architecture[/b]
The geometry is simple, but could use some work in a few areas. In fact, it could use a lot of work. Texture selection is pretty decent, but it still needs work. The lighting could use some debugging too. The map is lit as if there was a shining sun, yet the under-side surfaces are pitch-black.

[b]Gameplay[/b]
Ah, now we get to the fun part. For those who wish to play CTF, you will need at least two players on each team. Why, asketh you? Simple. The flag spawns are blocked by doors, and are opened by switces off to the side. Be warned though: In the time it takes to get from the switch to the flag spawn is long enough that the door will have already closed by the time you get there. I call that pretty clever, if you ask me. Something such as this can really add to the gameplay if done right. It forces teams to work together to achieve their goals, and provides a bit of a challenge in the process.

[b]Bugs[/b]
"A map is never complete... just released..." --Sith-J-Cull

Yes, there are bugs to be found. The two real big ones are simple, and can be fixed with relative ease. First, the door to the red flag. It has been split into two door entities, and so part of it goes up part-way, while the rest goes up completely. (Can be fixed by selecting the entire door, right-clicking, and selecting 'move into entity'.) Next, of course, is the lighting. Due to the angle of the light, it gives squared fall-off, and the undersides of some areas are unlit. There are two steps to fixing this: For the squared fall-off, try setting the linear and/or noincidence spawnflags for the sun light. To fixed the unlit undersides, try adding the ambient key to your worldspawn (Select a non-entity brush and press N). I find 50 to be a good low-end value, so try around 75.

In all, a basic map, but an interesting one for gameplay lovers.

~Crazy

New Sounds: No
New Textures: Yes
New Music: Yes
Bot Routing: No
Gametypes: FFA, TFFA, Duel, CTF
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