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Author: | JPal |
Title: | The Battery |
Download: | ad_jpqm5.zip (050e70095eb3bd57deada9be3e0356dc) |
Filesize: | 6776 Kilobytes |
Release date: | 18.07.2020 |
Homepage: | |
Additional Links: | Func_Msgboard • |
Type: | Single BSP File(s) |
BSP: ![]() ![]() ![]() ![]() | |
Dependencies: | ad_v1_70final • ad_v1_70patch1 • |
Files in the ZIP archive
File | Size | Date |
---|---|---|
README - ad_jpqm5 - The Battery.txt | 4 KB | 17.07.2020 |
ad/gfx/env/dh_bk.tga | 623 KB | 16.11.2002 |
ad/gfx/env/dh_dn.tga | 771 KB | 16.11.2002 |
ad/gfx/env/dh_ft.tga | 717 KB | 16.11.2002 |
ad/gfx/env/dh_lf.tga | 628 KB | 16.11.2002 |
ad/gfx/env/dh_rt.tga | 662 KB | 16.11.2002 |
ad/gfx/env/dh_up.tga | 342 KB | 16.11.2002 |
ad/maps/ad_jpqm5.bsp | 8511 KB | 17.07.2020 |
ad/maps/ad_jpqm5.lit | 2100 KB | 17.07.2020 |
ad/maps/ad_jpqm5.map | 5227 KB | 17.07.2020 |
ad_jpqm5.zip
The Battery
Medium-sized military base with an artillery battery. Comes with a custom skybox. The map source is included.Note: This map requires Arcane Dimensions and a source port with increased limits + BSP2 support.
Tags: medium, base, ad, arcanedimensions, skybox, limits, bsp2, source
Editor's Rating: no rating (yet)
User Rating:
4.6/5 with 37 ratings
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I Had a blast playing this map. It felt like Half Life. The horde near the end is a bit too easy to cheese though.
Great base map 5/5, good flow and great visuals. One apparent bug, exit force field would not open on easy, worked fine otherwise. IDK if there is a rocket launcher on the map (could not find one secret), but this would be better at the end of the map then the hidden quad, which makes it fairly easy, as lukaz says.
Solid base map, good sense of progression.
I've really enjoyed playing through JPal's four maps, each better than the last. Now I've arrived at the last of them, and I am delighted to say that for me it's in five-star territory. Everything about this one is levelled up: much more interesting architecture, better combats, more intriguing progression. The only minor black mark is that the ending is a bit anticlimactic compared with that of Forgotten Fortress, but that is easy to overlook. This is one that I will return to.
I absolutely loved this map, thx for all the hard work Jpal.
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Tangentially related to the map itself, which I'm yet to play, but I like the last decade's advancements in lighting. The screenshot above is one of the neater examples, and I keep looking at how the light bleeds from the two gates, leaving the surrounded space softly shaded.
It helps that the ambient occlusion intensity seems to be about right. It became something of a Quake's version of pillow shading lately, but not here.
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This was almost perfect. Ending kind of just gave up with the free quad damage, plasma gun, and horde of bad guys. If it was intended to be cathartic or triumphant, I can see that, but it came off as limping to the finish because the rest was plenty challenging on Skill 4. Spruce up that ending, and I could see this in a future "AD community maps" compilation.
Seems to be a bug right as one activates the final gun battery. Couldn't load sound/ambience/tornadosiren.wav
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I request all valid pathways used in the game data, for the assets - minding uppercase and lowercase letters:
sound/ambience/tornadosiren.wav
Amazing. Really strong sense of place. The detail in the scripting when you destroy a gun is very nice. I agree that this would be a good addition to an AD compilation, especially retouched with a bigger end fight to use all the ammo you have stacked up.
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Did you read the file's readme?