By MaceCrusherMadunusus
Date: 09-06-2009
CONTEST MAP
Horizons of Taris
===============================================
Author Information
===============================================
Lead Mapper: MaceCrusherMadunusus
Email Address: agb0814@cox.net
Website: http://macesmapping.map-craft.com/
===============================================
File Information
===============================================
Mapname : Horizons of Taris
BSP names: mace_tarishorizons
File Name: mace_tarishorizons.pk3
Filesize (PK3): 35.9 MB (37,740,004 bytes)
Game Type(s): FFA, TFFA
Date Of Release: August 29, 2009
Botsupport : Yes
New Textures : Yes
New Shaders: Yes
New Effects : Yes
New Models : Yes
New Music : Yes (2 tracks)
New Scripts: Yes
=============================================
Description
=============================================
The Upper City of Taris at sunset, inspired by both the concepts for Taris as well as the game itself. Initially Darth Norman and I decided to compete mainly against eachother in friendly competition, as we are both MBII devs, though due to time restraints Norman had to sadly drop out :(. Ahh well, here is mine anyway.
In the future, there might be some bug fixes to the map itself release which will include a Night version of the map as well since I did not have time to complete that for this contest (Due to compile times). This will also be expanded much farther into what you will see in the JKG mods version of the map. Including the lower portions of the city, and many places to explore maybe beyond the city itself.
Features
-This map features a bombardment system to add another level of gameplay as well as a visual element to symbalise what happened to Taris itself. The bombardment happens every 7 minutes, lasting for about 1 minute at a time. During which your FPS might decrease a little due to EFX usage, but it should not cripple anything. If you do not want this feature activated, there are some panels in one of the interior buildings (To the left when facing the landing pad/ship) that allow you to activate and deactivate the bombardment. Keep in mind while playing though, these things do damage!
-City ambience and computer noise ambience when near terminals for greater immersion
-Flyovers by Sith Fighters
-Curved map boundaries to prevent getting stuck when using jetpacks or w/e when using cheats.
=============================================
Installation
=============================================
Extract mace_tarishorizons.pk3 into your base folder from the .zip file.
Default path:
C:Program FilesLucasArtsStar Wars Jedi Knight Jedi AcademyGameDataase
===============================================
Construction Information
===============================================
Brushes: 7032 (Not including ASE models)
Entities: 990
Net Brush Count (Non entity): 5319
Compile Time: 13 hours with -patchshadows -samples 6 -samplesize 1 and -lomem (I hate you lomem....)
Build Time: about 4-5 weeks with testing and bug fixing.
FPS: 125 (capped) constant on my machine. Lowest FPS: 90 with 5 people in view on JKG. (Dyanmic Glow and AA enabled)
BobaFett: 90 (Capped)
AmonRa: 90 (Capped)
Plasma: 60 (Capped)
=============================================
Bugs
=============================================
All func_doors do not play a sound when closing. The reason for this, is when you would stand in the door when they could you would get a very loud spamming of the door sound.
Load time is a little longer than it should be (though not bad still) because of the # of patch meshes used on a couple of the buildings. Sorry about that, not much around it though. Est Load time: 30 seconds
Some physical clips on the building ASE models are not 100% accurate due to the angles they are at.
I realised right before release that I forgot weapon spawns, expect a hotfix soon!
=============================================
Special Thanks/Credits
=============================================
Thanks to Plasma for some textures from his JKG Korriban map and ship interior textures from MBII Enclave for RC4.
Thanks to =Tom= for a texture from his MBII Coruscant Chase map
Thanks to Teelos for his Sith Troops Transport for MBII Enclave for RC4.
Thanks to Frost for his original bombardment effect file and graphics. (Edited by me)
Thanks to Inyri Forge for her KotOR map pack where I used the consoles from.
Thanks to whoever created the tree models in this map (I dont know who you are, I couldn't find it)
Thanks to Sareth who mixxed the default map music.
Testers:
MaceCrusherMadunusus
BobaFett
Sareth
Darthlex
AmonRa/Seek3r
DuskSinger
Metaguardian
Sith J Cull
Plasma
Very special thanks to CG textures and Bioware.
Very special thanks to everyone in the MBII team, community and beta, as well as the JKG team for their input on the design while making the map.
=============================================
Copyright
=============================================
DO NOT EDIT ANYTHING IN THIS PACK WITHOUT THE AUTHORs PERMISSION.
THIS MODIFICATION IS NOT MADE, DISTRIBUTED,
OR SUPPORTED BY ACTIVISION, RAVEN, OR LUCASARTS
ENTERTAINMENT COMPANY LLC. ELEMENTS TM & (c)
LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS
LICENSERS.