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OLTS Headquarters


*Cough* Clan map *Cough.* Ok, now thats out of the way onto my review. Summarised, this map is averagely built, with some rather nasty stuff but also some very nice stuff :) Let's get the bad out of
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the way first shall we? The first area I spawned in was a stone hallway with various dueling rooms on either side. The first one i went into gave me a rather bad first impression as the objects hanging from the 2-d chains were untextured. These chains aren't bad, but I'm not sure what they are to be honest, and perhaps doing them in 3d would have been nicer. Most of these rooms are bug-free though, with the downside being that they are extremely dull to look at for the most part, spare the ceilings. There's also a design fault with the locking mechanisms here. All these rooms lock from the inside, which means if everybody in there gets killed, i.e there's no-one left in it to reopen the door, the room in question is locked forever. Kind of stupid? No, but there are those who will go in there, lock the door and kill themselves on purpose. There were LOTS of other areas in the map, but the theme was kind of disjointed, as I walked from an underground stone cavern into an imperial landing bay. :p All these areas were fairly bug free, but I did find some. In the bar theres a VIS error when looking through the laserdoors whereby you can see the void, (HOM effect) and the FPS in the main hanger dropped enormously for some bizarre reason. However the rest of the map was pretty good, running at 40+ FPS. Whilst this is good playability, the lack of intricate detail in pretty much every room makes them all kind of boring to look at, and the lighting was kind of odd in multiple places too, the most obvious being where theres a ceiling light whiich has one of those light-beam effects, except its the wrong way around, meaning the light gets stronger the further away the beam gets from the light. Very odd. Other minor bugs included doors not opening far enough for you to walk over them, (i.e sticking out of the ground) the lightning towers in the shaft room dont fit exactly and stick out of each side of the towers (see screenshot) and theres some orangey lighting in the space and Yavin areas which just looks wrong. :( Now, my favourite bits. Remember I told you about the bad FPS in the hanger room? Well, there's a small landing pad here with an open door into the vastness of space. Don't jump through it though, unless you want to die by falling to your death..... which is odd as you cant fall in space, but anyway.... ;) You can spawn Tie-Fighters here by pressing a small control panel, and the tie-fighter appears. Probably better if some kind of machine put it there but meh, not everything is perfect. The good part here is the transistion as you leave the hanger in the tie-fighter. You get to go through hyperspace in a cool animations sequence and appear in a GIANT space battlefield with little floating 'things' in it. I couldn't work out what they were, or how to get back to the hanger. So, whilst the hyperspace sequence is very nice, it's kind of a pain as the only way to get back is to die. (Well, thats the only way i could find) What else? Well most of the other areas aren't worth mentioning because they're just areas which are not buggy, but not really interesting either. Theres the clan council room, a few tunnels and stuff, a fog infested room which I couldn't find my way out of... (plus I've never seen red fog in a control room before) a giant rock cavern with a flat ceiling :| and also a lava pit. The music is plain, and a bit dragging in my opinion, but there is bot support and a new statue model. So in conclusion, its not a bad map but to be honest its very boring. Possibly only going to be used for this clan, what with such better maps around. To make the final note positive, I loved the lift in the hanger room, nice touch in the animation, and its SOOOO much better than a little square block :) New Textures: Yes New Sounds: Yes Bot Support: Yes ~Szico VII~

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