Anchorhead (Beta)

By Monsoontide
Date: 07-25-2002
Version: Beta

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ANCHORHEAD BETA:

Thankyou for trying the Anchorhead Beta map.
Just unzip as usual to your JK2 base folder.
Currently you can run as a ffa, ctf, holocron & duel.

THIS IS A BETA MAP!!! (And all that implies)
You will need a very powerful PC to make this move with more than a couple of players.

ANCHORHEAD
This level is based on some sketches found in the ART of Episode 1 Book.
It is primarily designed for ffa ctf and holocron matches (my personal favourite style)
There are two bases, an imperial base (for red) with security doors, multi levels etc
and a smugglers base (blue team) with a secret escape route.
There are 3 landing pads each featureing a different ship.
RED - Imperial Shuttle, BLUE - Outrider and NEUTRAL - Slave 1
All the towers are accessable and feature various lifts, stairs and bridges.
The walls of Anchorhead feature 3 main levels.

KNOWN BUGS & STUFF.
1: There are a LOT of seams. I know this. Do not report seams to me please.
2: There are a LOT of seams. Sigh. (I would pick to make a level with curved surfaces)
3: The lift switches disappear when activated. (If you have a solution to this problem please let me know
- The lifts are func_doors and I used RichDiesels func_usable tutorial for the switches)
4: The lighting is only partially done. Textures not all in place.
5: Some single player textures showing up as black.(Solution?)
6: Don't drop the flag over the cliff - I haven't placed a return to start trigger for the flags.
7: Some surfaces not compiling properly.
8: Haven't finished clipping the stairs so running up stairs is a bit jittery.
9: The bases are unfinished especially the Imperial commanders office.
10: Map features several custom textures. No new sounds though.
12: Anyone know how to rotate a func_train (So the skyhopper doesn't fly backwards!!)
13: No BOT support yet (They just jump around as usual and fall of the cliff!)

WHAT I REALLY NEED FROM YOU:
I need feedback as to how the level plays. (I know about all the graphical errors)

- Are the red/blue teams too unbalanced?
- Should the blue teams secret passage only be openable by the blue team
- Are the weapons/pickups in the right place?
- Is it too easy/hard to navigate through the levels?
- Do I need to add more pickups?
- Where do you end up fighting the most/least?
- Would you like access to the streets below instead of falling to your death?
- What features do you like/dislike?
- what would you like to see added/removed?
- Would you like a third (Neutral) base/indoor area?
- Is the framerate acceptable? (Once again I say you need a hefty machine to get the best out of this map)
NOTE: It is possible for a Blue player to smash the security glass in the red base and jump through the gap into the red base (Takes a bit of practice)

Send HELPFUL suggestions to me Monsoontide at
monsoonwave@earthlink.net

A BIG THANKS TO
RICHDIESEL for his JK2 tutorials
JEDIOUTCASTMAPS.COM for the cool maps/prefabs
The JK2 community for cool maps/models/mods and fun games
STAMPER for the great SLAVE 1 prefab.
The Creators Of The Folowing Prefabs (Sorry Jedioutcastmaps is down and I can't look up your names at the moment - will ad them for the final release)
the Outrider
The Skyhopper
Swoop Bike

and last but not least
to RAVEN & LUCASARTS for a great game!

ENJOY!!! ;-)
Monsoontide 17th July 2002

(P.S. - RAVEN - can you make a patch/update/expansion disk to be able to hold two pistols/lightabres ala Episode2?)