Jedi Knight II




Bloody Dismemberment | 167.38 KB

dismemberment in SP because it was write protected (or was this just a case of using the command line?) Anyway this mod makes it so everyone is dismemberable, everyone spews out blood AND you get the gore sounds too. This is not for the faint of heart or for those who distain from blood in video games - some people love the realism, some people find it very bad...then they go off on a tangent of blaming kids behaviour on it...but anyway! Actually on that note, let me quote the readme as it makes a valid point -Its a game. In the immortal words of Bart Simpson: Don't have a cow, man! -If you have an argument against blood, don't download this file. Talk about in the forums, please don't jam up the comments with arguments. See that? "please don't jam up the comments with arguments"...we don't like that here anyway so head the readme! It actually works really well! The blood looks very much like blood does in most games where it's there by default, clear puddles on the floor with splashes around it and a spray when you first strike someone, it's definately one of the better blood mods out there. Even down to the spot on color and transparency, all nicely done. I have to say thanks to the added noises too; they really make it stand out! -WadeV1589- [file="81937"]Check here for a JK2 version of this mod![/file]




New Death and Pain Animations

death_animations_mod.rar | 11.55 KB

a little different. That is where this mod comes in! This mod subtly changes various animations, such as the grip, pain and death animations. My particular favourite was the back flip death animation, watching stormtroopers back flip is always amusing. ;) I also liked the dodge type of animation what happens when an enemy is shot, it does indeed look like the enemy is trying to either dodge the blaster bolt you have just fired at them, or is reeling in pain after just being shot. You can get a better look at what the animations will look like in the screenshots below, although to actually see them [i]animated[/i] you will of course have to try this mod ingame! So, if you fancy a change from the usual JKA pain and death animations, give this a shot! (Pun intended). ~Nozyspy~




Jedi Knight Academy Patch 1.01

jkacademy1_01.exe | 11.09 MB

below. ~AmosMagee




Final Fantasy VII Compilation | 13.61 MB

had to grab this file and set traps around it to keep those other reviewers off. Now onto the review..... First off the new start up, menu, console and loading screens. All of them look good, they fit and inkeep with the mod greatly. There isn't much more I can say about a group of pictures in all honesty. Now, the sword trail and hit animation (dual hound) both look very good and inkeep with the movie and the respective games. The sword trail isn't too dominant as some are, instead it just follows along, modestly increasing the feel of the mod. The new hit animations for the dual hound are great, a little sketchy but thats just splitting hairs. As you can see from the screenshot the author has taken care with these and both have come out well. Next up are the weapons. All of them are well made and have had a great deal of care and attention put into their creation. Buster sword: Everyone's favourite oversized sword. The model itself is great, very accurate apart from one thing, the swords grip seems a little too long, in this model it seems over 1/3 the size of the blade. It doesn't ruin anything but it looks a little off to me. Other than that its all there right down to the materia slots. The textures do the model a great justice and are extremely accurate. In the pursuit of perfection maybe adding a bit of damage would help but otherwise thumbs up. First tsurugi: Again a very accurate model with textures just as good. The fact that most of the details are on the model as opposed to the textures only wroks to make the sword better. Unlike the buster sword this one looks better without any battle damage, probably due to the fact it never recieved any throughout the movie. Masamune: Sephiroths great katana, a simple but awesome weapon. Not much to say for this one, it looks a little short and again the grip seems disproportionate to me but it doesn't bother you ingame. The colours are good and, well, thats about it. Double katana (Souba): Kadaj's sword used to battle Cloud Strife in Advent Children. The model is accurate as well as the textures, due to it being a katana there are very few details both in the model and the textures that warrant a detailed mention. The piece of cloth tied to the guard has been missed for the obvious reason it would be rigid in JKA. Loveless: Personally this is my favourite weapon, simply because its so decorative. The model is great, especially the handle portion of the sword. The design of Genesis' sword is reflected almost perfectly. The textures are well done and do well to give it the right feel. SOLDIER sword: The first blade wielded by Zack in Crisis Core. A simple sword with a rounded hilt and a plain blade. The model fits in well and just as with the rest of the weapons the textures are very accurate. 4-Point shuriken: A nice job done here, from what I can see it looks perfect. Dual hound: A very difficult weapon to achieve accurately in JKA but well done here. The animations flow well with the model and the textures are great. Kudos to the author for not messing this one up, it's not the easiest of weapons to make. Spear: Ah Cid, the most reocurring character in the series. His spear serves to remind us that he was once a Dragoon, a good one at that. The bandages on the pole are well placed and look very good. The part just below the spearhead (I'm no expert on spears sorry) is well made and adds to the superb accuracy of this weapon. Guard stick: Aerith's beating stick, slightly reminisce of those staffs on the show 'Gladiator'. I have always found this weapon slightly comical in a way. Very accurate again here. Overall kudos to the author, this is without question my favourite, and in my opinion one of the best made weapon mods to hit the site for a long time. The new trail and screens all go together well to create that FF feel that many of us know and love. I will definately be keeping this one in my base folder, I recommend anyone who likes FFVII or just well made weapons and pretty pictures does the same. Submit your bandwidth and enjoy. -Sciacca




The Force Unleashed Pack | 675.12 KB

I'll leave the accuracy up to you, but I find the design to be spot on. The saber half of this mod is definitely a keeper. Normal and backhand versions are available. Oh, and did I mention the animation changes to the backhander? :P [b]Effects[/b] From clashes, to lightning, to saber blades, the overall quality of the effects half is rather good. Personally, I find the saber blades to be the best part, but that's a matter of opinion, unfortunately. :P Overall, a nice little mod, and worth the download if you like that saber! ~Crazy [i]Ah, nothing like a nice and short review, eh?[/i]




Ultimate Jedi Academy v3 | 94.06 MB

are a fan of hollywood_g1\'s previous work we have a treat for you today! The Ultimate Jedi Academy Mod is a huge pack of skins containing several of hollywood_g1\'s previous packs like his Ultimate Expanded Universe, amazing Reborn Reskins and such. If you are a fan of his previous work, you now have pretty much all of his best skins all in once place! I have seen quite a few of the authors skins and how he has improved his skills over time, and I have to say there are some really fantastic skins in this pack. The Alora reskins in particular I think are outstanding, the [url=]Darth Talon[/url]-esque tattoos really give Alora a whole new and more fearsome look. Apart from full skins there are a vast amount of body parts to use via the customisation menu, including heads, torsos and legs of various kinds. My favourites out of the customisation options are the armoured Jedi options, seriously, if you are going to duel someone with a glowy stick than can cut you in half, doesn’t it make sense to wear some armour?! Of course, you could always use the Armoured Reborn too! ;) Multiple other skins have also been given new shaders; Shadowtroopers now have shiny armour and the Artusian crystal on their chest glows on and off as if it is beating like a heart. The skin texture on the Transoshan model has also been made to look rougher and more scaly, though the eyes also look like that have a texture, which seems a little weird. And in the case of Boba Fett, he has been given a complete makeover with new shaders and some nice higher resolution textures. If Boba isn’t to your liking, then there are other Mandalorian themed skins to choose from too. Apart from the skins there is also a new splash screen for when the game is loading, the ability to choose a red lightsaber blade in singleplayer and some new menu music as well. But it doesn’t end there! There are also a couple of new lightsaber hilts included courtesy of HOUOU such as his Rahm Kota and Galen Marek hilts. As far as guns go there have been some colour adjustments to make them look a little more movie accurate, though for full movie accuracy the bowcaster should really shoot red bolts, rather than green. It would take forever to cover all the skins and features on this mod, and though there is a brief list in the readme this is something that you really need to download to discover all the the cool stuff that is in here. Of course a mod of this size os not without a few bugs. Two of the team variations of the Rockettrooper skin throw up an error along the lines of \'you are trying to load an unsupported model\' and then something to do with \'missing bones\', which sounds quite disturbing and brings to mind an image of a jelly like person flopping around. Still, other Rockettrooper skins included in this mod do work, so I am sure it can be fixed. Also, I noticed that the last set of \'Jaden legs\' appear as invisible on the model once selected and makes Jaden look like he has had a terrible accident. Apart from these bugs, some improvements I would suggest for any future versions of this pack are things like adding some customisation options for the female characters, perhaps making some parts similar to the Tavion and Alora skins for people to use for a customised female skin. I also think the Jaden heads could do with some more variety, perhaps with some more different kinds of facial hair, or even lopping Kyles head off and allowing us to mash up Kyle\'s epic beard with the Jaden bodies. All in all though this is a really superb mod that is a lot of fun to use, especially if you prefer customising your characters. Keep up the excellent work hollywood_g1, I would love to see more of these packs in the future! :) ~Nozyspy~[/quote] So what do we have new this time around? Well the broken Rocket Trooper skin that I mentioned in my previous review has now been fixed, so you now have more variation to choose from. On the texture side of things, the \'gloved hand\' look has been replaced with a fleshed hand look (although it would also be cool if there were gloved hand options as well, as gloves can look cool), and the Thermal Detonator has been given a rub with a polishing cloth to make it more shiny and has had some new blinking lights added. There are also a couple of new \'chromed\' textures made and added to all the metal textures in the game to give a more Force Unleashed kind of look, although it would be cool if this was an optional .pk3 that you could install as not everyone might prefer the new look. Also, all the current weapons have also been given this new \'chrome effect\' shader to polish them up too. Lastly in addition to the base JKA hilts the author has also added Luke Skywalker\'s hilt to the selection menu for even more variety! All in all a nice little update to a cool mod here, I look forward to seeing what you have in store for us in the future hollywood_g1! :) ~Nozyspy~




Movie Battles II V0.0.2 - Full | 1.1 GB

never anything on this level. I present to you, Movie Battles II, the product of untold hours of work from some of the best and brightest skinners, mappers, coders and modder's ever to play Jedi Knight. I have to say a massive thank you right now to the Movie Battles II team, not only for allowing me to review their gargantuan mod, but also for allowing us to host the file here on JKFiles, where it will join the ranks of the most famous Jedi Knight mods of all time, here in our Great Library of Jedi Knight-exandria. ;) This is going to be a biiiigg review! Whew, where to start?! Well, firstly I have to say that although I really love the mod and think it is great how it has become so popular, popular enough indeed to have its own community within the wider JKA community, I cant help but feel a little worried. Why? Well, I cant help but feel that in order to produce a mod of such grand scope and fantastic quality, they have poached some of the best talent from JKA in general. For example, many of the incredible skins, weapons and even maps are only available for MB2, which is kind of a loss for the JKA community in generally, unless you are somewhat sneaky and take a skin out of the MB2 assets and pack it up for personal use in JKA. Ehm, not that I am endorsing that at all... muahaha... ;) Personally I would really love to see more of the MB2 assets available to base JKA players in general, since that would help keep [i]both[/i] communities strong and provide us with a long stream of excellent files to review! But that is of course up to the MB2 team and the individual authors. Since this is the latest version of Movie Battles II, what improvements does it include? Well, for a more comprehensive list you can see the changelog, but to highlight some of the major ones; [*] Multiple new maps, including the Emperors Spire and Malachor V [*] Updates to various existing maps, such as Duel of the Fates and Tatooine. [*] Fantastic mini-maps for most of the maps, which give you a detailed overview of your location in the map and the location of others, you can also enable a larger overview map from the Movie Battles II options. This is one of my personal favourite features! [*] Lots of new bug fixes. [*] Lots of new gameplay tweaks and improvements, including the abilities purchases using the points system (again, see the more detailed changelog for details!). [*] Some new weapon sounds and various improved effects. [*] Too many more to mention right here! So what kind of features does this gigantic mod have? Weellll... [b][u]Models and Skins[/u][/b] For starters, there is a vast selection of models and skins there are available to choose from, out of each class that you can choose from ingame, there are several, sometimes even a dozen or so, different skins or models you can choose from. For instance, the Sith Class features, among others; Darth Traya, Count Dooku, Jerec, several versions of Darth Maul, Darth Malak and even Darth Talon! And that is only one [i]class[/i]! Along with that there are yet more skins/models available in Full Authentic mode that are not available in Open mode, including, but not limited to; Darth Revan, Bastila, numerous Clone Trooper skins and other equally cool characters! (PLEASE MB2 guys, release that Revan skin for Base JKA, that would be an instant hit!). Bear in mind that these are all made by top notch modelers and skinners, and so all are fantastic quality. Most of the custom models/skins also have custom sounds to go with them, rounding them off nicely. Multiply this by the several classes that there are to choose from, both on the light and dark team sides and you get a he amount of skins and models, the work that must have gone into the skins and models along must have been huge. [b][u]Weapons and Effects[/u][/b] Then there are the new weapons and the effects that go with them. For instance, there is the Westar M5 and BlasTech A280 Blaster Rifles, (I happen to own a very nice A280 in Star Wars Galaxies ;)) as well as the Fallann Hyper Rifle as used by Zam Wesell in Episode II. Various weapons also have additional features which can be unlocked by purchasing points in the relative categories in the points screen, For instance if you fully upgrade the A280, not only do you get the ability to rapid fire, but also a sniper scope too, further increasing the weapons potency. That's not to mention the rocket launchers and various pistols and carbines, all modeled in high quality and with custom effects and sounds! Then there are several different kinds of grenades as well, which are available to particular classes (once you have spent the points to get them of course). While I am on the subject of effects, I should mention that you definitely need to play ingame to see how good they are, since no screenshots could do them justice. The way lumps of debris fly out of an explosion with a trail of dust and other such things are much more realistic than the Base JKA effects and definitely add to the combat. There are also two different levels of effects, normal; which is, well, normal, and high; which is more graphically intensive but also looks much better. Obviously if you have a powerful computer, you will want to use the full fat 'high' mode. But its good that there is also a lower setting so that people with older computers aren't shut out. The lightsaber blades and trails though are something pretty special. Unlike the base JKA saber blades and trails that we are all used to, when you swing a lightsaber in MB2, the trail actually looks like like the sharp blur (oxymoron's FTW!) of a moving lightsaber as you see in the films, rather than just a fuzzy trail out behind the blade like they are in Base JKA. The only other mod to my knowledge that has this impressive effect is the Open Jedi Project. PLEASE somebody make a mod which gives us these kind of movie realistic blades and saber trails in Base JKA! [b][u]Maps[/u][/b] Well, I already mentioned that this latest version of MB2 adds the Emperor's Spire and Malachor V, among others to MB2's already impressive repertoire or maps. Some of the other movie themed maps include, but are not limited to: Mustafar, Tatooine, Mygeeto, a Trade Federation Battleship (as seen at the start of Episode I), The Star Forge, The Valley of the Jedi, Kamino, Utapau, the Tantive IV and many, many more! The maps are the only area where I feel some improvements could be made, since some of them date to way back and aren't up to the same kind of standards of detailing and such that the newer maps are. That isn't to say older maps such as Lunar Base aren't great too, in fact gameplay wise they are just as good as the newer ones, I just feel they could do with a bit of a sprucing up detail wise. Speaking of Lunar Base, I just love that window which, when broken, sucks people out into space! In this new version, it also amazingly registers kills and team kills! Some of the best mappers around have made maps for Movie Battles II, and no doubt as more updates are released more maps and locations will be added. What is my favourite map? Well, that is a touch choice! So many of the maps are beautiful to look at (gotta love that Mustafar Skybox!) and feel alive and interactive. I did very much like the Malachor V Trayus Core duel map, since good KotOR 2 themed maps seem to be lacking from JKA, but I also liked Lunar Base because of its excellent layout and gameplay. But then Comm Tower is also a great map, and it reminds me of the original Jedi Knight and JK2 as well. Well, I guess I cant pick a favourite myself, not without spending a lot more time playing MB2 to find out all the ins and outs of each map anyways. As I mentioned earlier, many of the maps now also have mini maps which are displayed in the HUD, this is one of my favourite features as it actually shows a map, with [i]walls[/i], unlike the Base JKA radar map, which only shows objectives and such. This makes it much easier to tell where your team mates, objectives and enemies are in relation to the structure and layout of the map. That brings me nicely onto... [b][u]The HUD and Menu's[/u][/b] As well as having a nice new mini map, the entire HUD has been revamped with new graphics. There are two new indicators on each side of the screen for your health, shields, ammo, force and saber style, which look much better and sleeker than the base JKA ones. I personally would love to see these parts of this HUD used for a Base JKA HUD mod, if any of the MB2 guys would care to make one for us *nudge nudge*. ;) There is an options menu section dedicated to MB2 options, including setting keys for your class special actions (such as being able to sprint faster for a limited period etc.) and also a media section for setting your screenshot key, and the ability to set a key to record a Demo movie! Whilst I personally prefer to use Fraps, this is definitely a much needed option in JKA and one that I am sure people will find useful. The menu's overall are easy to navigate and look good, the main menu, with that picture of the sun bursting over the horizon of Coruscant is very nice, although I think it would be even better if there was a set of screenshots or images that the main menu background cycled through, just to add a bit more movement to it (since it seems a little still compared to the Base JKA menu, with its little video set in the middle). [b][u]General Gameplay[/u][/b] The main complaint that I have always had with Movie Battles II was that you can die quite quickly, and you don't respawn. That is unless you have spent points in the section which allows your particular class to respawn, 'reinforcements' I think it is called. This complaint has most likely come from being someone who has played and enjoyed a lot of Siege, a gametype in which the gameplay is fast and furious because people are constantly dying, respawning and running like headless chickens to get back into the action, making for some insanely frantic battles. Indeed on Siege Hoth, if you are a Rebel tech, its not uncommon to put up a shield on the bridge (to stop the AT-ST advancing) and then simply throw yourself into the chasm so you can die, respawn, and put down another shield. Since you often only get one life, maybe a few if you have spent points in 'reinforcements', in MB2 it stops this kind of insane gameplay, and thus it seemed a bit slow to me at first, since I died and then that was it. However, as I have played MB2 more, I have come to appreciate the delicately balanced game mechanics which go into it, and once I got used to it, the dying issue didn't bother me so much, though I still personally prefer the ferocious gameplay of a 16 vs 16 Siege game, but that's just me! :P The features I have mentioned above, such as the vast variety of weapons, skins/models and maps, along with different gametype's makes this pretty much a game in of itself and I can see who it has become so amazingly popular. The points system does take a little getting used to and you have to be quick when you start to spend those points where you want them before the round starts. The class system, and the abilities and weapons available to each can also be bewildering at first, but with a bit of practice you will soon get used to it! One nice new feature for this version is that you can now continue to move while using voice chat, which makes the process both quicker and less hazardous to your health. After all stopping in the middle of a fight to open up the voice options and find the button for 'roger!' is likely to get you killed! This latest version of MB2 is full of neat little features like that, and I am sure more of the same will be added in future versions so further enhance gameplay. [b][u]Conclusion[/u][/b] All in all a monumental mod, more of an entirely new game in itself to be honest. If you want to know more about what is new for this version, then you should check out the changelog which is in the readme section below. The full readme for the mod can be found in the .zip. The only downside with downloading this is the sheer insane size of it. In fact it is very close to the size of Base JKA itself! This is definitely worth a download, and you guys had better make sure this gets to the top of our download charts, since the MB2 team is paying me 2 Millio... uhh, did I say that out loud?! Umm, cookies, that's it, yeah they are giving me cookies to review this. They aren't bribing me with millions of dollars to give them a good review, not at all. Complete nonsense! Don't forget to view the videos below! ;) ~Nozyspy~ Subaru is awesome. There you go, I actually put that in here! View the video below to get a taster of what Movie Battles II is like: And here, for your viewing pleasure, a preview of things to come!




bloodPLUS Gore/Dismemberment Mod | 3.46 MB

here. v1.5 - the earlier release - features more of a "splat" variant, which while more moderate than the latter, is a tad more cartoony. I'll give the new sounds one thing to their credit - they sure are squicky. v3.1 differs from v1.5 in that it's more of a 'spurt' effect. Think GTA Vice City after blowing someone's limbs off, and you're not far wrong. Obviously, as with any mod that comes in two versions, only install one at a time. Other than that if you want a bit of 'realism' - or you're just one seriously sick puppy - this one may interest you. It's definitely more vicious than other blood mods I've used. ~ Kouen




JA+ Mod 2.3 | 24.97 MB

name a few ... with the JA+ mod you can have multiple duels at once, even full force duels, and all of those duels can be isolated so there's no duel interference, there's clan tag protection, option of having multiple taunts, lots of new emotes, a profanity filter, model size scaling system, new items including a grapple hook (perfect if you've just downloaded the new Spiderman skin) and a ton of other features. The newest features for the mod include a Mac patch so that Mac users (are there any out there? If so, freakin' email me ... I have a map I need you to test) can start a JA+ server, a JA+ server tracker, the clan tag protection I already mentioned, and Slider improved some of the already present features. This is an incredible mod that I would definitely be using because it's so configurable if I still ran a JA mod. Great work here. But I wonder, will it ever be done? ;) ~AmosMagee[/quote] It seems to be spread on almost every server this mod. Whats so special about this version? Well I'm not going to list everything, since it would take years of scrolling, but these are a few of them: [b]New Player Animations:[/b] There are hundreds of interesting things here, you can now catch and hang onto ledges, to avoid falling. An extremely good thing for the movie makers out there. The new moves are cool, melee and saber moves. Holstering your saber, when you switch to melee your saber goes to your belt, and if it's a sword it'll go in a holster on your back. It makes the game feel much more 'Jedi-Like'. Excellent for all you Role Players out there. Amkiss, some people hate getting kissed by amkiss spammers, so there's an option to slap them by pressing the push key. [b]JA+ Sabers:[/b] There are a wide range of high quality saber models included with the mod, including the recent File of the week, Dragon's Wing v2, by hatrus. [b]JK2-like moves:[/b] There is an option that you can enable, that makes the moves and physics more like JK2, (Red DFA for example) [b]Gender Support for missing skins:[/b] What this is, is if you dont have a female skin, you will see someone who is wearing that skin as Jan, not Kyle [b]Dimensions[/b] This is somthing that might bring the FFA players and the Honor players together. In JA+ 2.3, there are 'dimensions', you type /amaltdim and you go to an alternate dimension (a no rules one) where there's no grapple hook, and you cant use admin commands on someone (except /amkick) there's no god-chat either there. This is an amazing feature which I'm sure will improve JA+'s status with FFA players. [b]Ampunish and Amslay removed[/b] Two commands that can be abused to hell have been removed [b]Bug Fixes[/b] A large number of bug fixes from the previous version are all here, check out the readme and stuff to see the list. That's just some of it, there's quite a bit here. Everything else is still there too, besides ampunish and amslay. Update your servers and enjoy the new features. -Rink [b]If you just want the client plugin go[/b] [url=;41256]here[/url]




Gta3 | 868.91 KB

sloppiness there), but other than that, it\'s a well-made skin. While I like this skin, I am disappointed that there are no new sounds. At least a new taunt would give this character a lot more personality. Decent skin, but leaves something to be desired. Bot Support: No Team Colors: No New Sounds: No ~AmosMagee




Dark Origins Total Conversion | 106.78 MB

The story has been rewritten, the voices are all new and the dialogue in the cut scenes has been changed. Much to my entertainment when I reached that one scene with the bartender. *giggle* The only other file that obijon1138 has released was a skin pack of Mandalorians. I wasn't too impressed with that, but that was a long time ago. And this SP mod/TC almost never saw the light of day. I'm glad you released it though, John. It's a great mod that breathes new life into an overplayed and essentially dead SP game. I mean, this is worth the download simply to watch the cut scenes and stuff. The voice acting was decent and the story was intriguing. Sure, it's a little buggy, but it wasn't anything too bad. Yes, this file is big. Yes, I'm way late getting this file on our site. I'm kinda glad I'm late though. Maybe this will make File of the Week. Who knows? Download it, play it and then rate it. If you rate it based on the screenshots, I will hunt you down and ... give you a noogie or something. And I've got to applaud you John for giving credit to all those you borrowed from. I don't think one name was left off of your readme. Great job! I hope to see maybe some original SP campaigns from you. That would be awesome. ~AmosMagee




Dismemberment Mod | 431.78 KB

Then download this mini-mod. It will satisfy that need you have for dismemberment. ~AmosMagee




NPC Tool v1.0.0.116 | 1.16 MB

like, 3 am? Yeah, well ... This is a very cool little program that takes you through each step in creating your own NPC. You name it, choose your player model, pick the default skin or one of the team versions, decide the NPC\'s size, pick the weapons that the NPC will favor, their saber color (can be custom too), their saber style, saber length, whether they use the alternate fire or not, force powers, their max force power, their regen rate, their behaviour and a ton of other things. I mean, you completely customize this NPC and it\'s so easy! You just click a box or move a slider over. This program is still in its beta stage, so the author has asked that everyone who does download this and use it, to offer feedback. Let them know about any bugs, or any improvements you can think of. It seems to me that they\'ve thought of everything for the easy creation of NPC\'s for this program, but you guys might find areas where they could improve. So be sure to read the readme so you\'ll know where to send your bug reports and suggestions. Great work guys! [/quote] This update may have changes, but there was no list of changes included, so I have no idea what to tell you guys. :) It doesn\'t look much different to me at all. In any case, I was impressed with the work that was put into this tool. Good work here. :) ~AmosMagee




Enyak's Mutilator (Saber-cutoff limbs) | 4.92 KB

dice! [b]Instructions:[/b] Unzip the "enyak_mutilate.pk3" file into your GameData/base directory and you're all set! [b]Notes:[/b] - Works in Single Player only - Doesn't always cut off limbs etc. but it does every so often




TGA to JPG Converter | 86.81 KB

can’t be used in Paint. While this is great and cool and fantastic, it needs to be realized that quite frankly, if you can’t convert files normally on your own, be it lack of a program or lack of skill, your skins probably won’t be accepted by the general public anyway. You can be a Maddox at paint, but that stuff just doesn’t come across well for skins. This is the sort of program that you might wind up using out of game, however. For instance, if you need to make a signature using an image from JK2, or JK3, or whatever game, you can use this if the file is in a .tga. So while this file doesn’t hold its direct purpose, it might still come in handy. ~Wassup1444465




ForceMod II - The Mercs Strike Back | 3.16 MB

with the review of ForceMod II - The Mercs Strike Back. :) For those who liked the first ForceMod, I think you guys are going to love this one. Between the grappling hook, jetpack, flame gauntlet, cloaking for Mercs (like Mindtrick), Optic Radar (like Seeing), dual pistols (!!!) and dozens of other features, this mod has something for everyone. So much, in fact, that I can't list everything here. But that's what the readme is for! I should also note that this has to be one of the most user-friendly mods I've seen yet. Every setting has been worked into the menus and makes it pretty much idiot-proof. ;) Force powers are combinable now, so you can have Light and Dark force powers and there are 4 levels of Force. There are 4 classes for Jedi and 5 classes for Merc. Model scaling has been included and many emotes and admin commands. I can see this quickly turning into many players' favorite mod. :) Good work Azymn and all the others who put so much work into making this incredible mod! ~AmosMagee




FlufMod 0.9.5 Beta | 73.32 MB

variety of custom player models and skins for [i]both[/i] multiplayer and singleplayer! First of all, lets have a look at the changes to the singleplayer side of the game. [b]Singleplayer[/b] First off it is worth noting that this mod adds a huge number of excellent custom player models and skins made by a variety of authors, for you to choose from when you start a new game. Not only that but there are also customization menu options for many of these, allowing you to refine you character even further. If you want to play as a Shadowtrooper with blue, red and black armour, then you can! ;) If you want more detailed information, then be sure to check out the readme. There is also a cool little robe toggle thing, which allows you to put on or take off your outer robes on the fly, should you decide that you would rather use your robe with the hood up for a bit of sneaking around, or maybe take it off completely when battling a bunch of Cultists. This feature is available for both SP and MP. Next up we have a revamped force points system and some adjusted force powers. The author has included two very detailed though rather long, readme\'s which outline the many changes, so rather than trying to describe them myself, I may as well let the author do it: [quote] ================================= - SinglePlayer Force Point System ================================= At the moment it is quite a HACK, but it works, and that\'s the point. Through the use of the menu system and external CVARS, I created a \"different\" (far be it for me to claim \"better\") system for the distribution of forcepoints. -Force Sense I find that the Force Sense ability is supposedly innate to what a Jedi is. \"Seeing things before they happen giving them god-like reflexes\". If it were up to me, i would code in force Sense as being the most powerful ability, instead of a simple \"item and secret finder\" that the single player game makes it, or the \"bypass mindtrick\" ability that multiplayer makes it. Thus, I have taken it out of the equation somewhat, due to my current lack of modifying ability for the Single Player Game. It is still incrementable like all other abilities, but it starts the game at level 2. -Saber Throw I don\'t like saber throw. It\'s cheap, and impracticle. (Obi Wan: \"This weapon is your life!\") The jedi should never knowingly chuck their saber around the room. Our lightsaber is all we got. (I prefer to try to play and beat the Jedi Knight games without ever using any other weapons, however the placement of disrupter rifle snipers often forces me to play sniper wars *grr*). Anyway, Darth Vader(EP6) & Yoda(EP3) are the only Jedi to have been witnessed throwing their saber, and it wasn\'t with any real \"boomerang\" control, it was simply an agressive attack against Luke and a Clone Trooper. Thus, I revamped how Saber Throw is given in the game. With the default SaberPack all sabers are generically the same: all with default values. The MOD alters this play to give each saber specific combat capabilities and limitations, some of which include the inability to throw the saber. Kicks are available to those sabers that aren\'t throwable. However, since some sabers are throwable and others are not, Saber throw starts the game at 0, and it is up to you to increase it wisely. -Initial Forces: Pull: 1 //Because of the ID-10-T error, some maps require you //to be able to Pull/push objects. Also, it should be //innate for a Jedi to be able to \"pull\" items //(ie saber) to them. Sense: 2 Saber Offense: 1 Saber Defense; 1 -Tier 1: Game Start: 6 pts Missions: 1 pt (2 if All Secrets found) Total Points: 10 to 12 Possible Pts -Tier 2: First Mission: 3 pts (5 if Saber Favorite Weapon) Missions: 1 pt (2 if All Secrets found) Total Points: 7 to 12 Possible Pts -Tier 3: First Mission: 3 pts (5 if All Secrets found) Missions: 1 pts (2 if All Secrets found) Total Points: 7 to 13 Possible Pts Total Points In Game: 24 to 37 Possible Pts As you can see I did a little tweaking with the per mission point system. If you find all of the secrets on a mission (eg: Post-mission menu shows \"Secrets Found: # of #\") then, the next mission you recieve extra force points for spending. This is remaniscent of DFII:JK. However it isn\'t perfect, as some missions have secrets, but do not actually consider them as Secrets in the \"post-mission debrief\". So, basically if after the mission it displays a \"Secrets Found\" entry, and you have found ALL of the secrets for that level, you will recieve the extra point. [/quote] Next up we have some heavy modding to the saber combat system. This is where it gets even more in depth; from what I can tell you are able to choose from a variety of saber hilts, each with unique abilities and styles associated with them. For more information, be sure to read the FlufMod_Saber_Info.txt which contains a lengthy and very detailed explanation of the attributes and damages associated with each saber. [quote] =========================== - SinglePlayer Saber System =========================== -Select any Hilt, Any Style at start of game. Sabers: Dual, Staff, Single Stances: Medium, Strong, Fast, Tavion, Desann Colors: Blue, Green, Yellow, Orange, Purple, Red. Hilts: (See: FlufMod_Saber_Info.txt) -New Style selection system based on increasing Saber Offense If you increase your Saber Offense you will recieve the option to add an additional style of your choice. This happens at the Weapon Selection Screen. If you choose not to add a style at this moment, select NONE and you will recieve no bonus style. After Hoth and Vjun you still recieve the default new style as per the game, however at this point you can as well select NONE and choose to retain only the styles you currently posess. This acts now to make SaberOffense a tad bit more important, not just style-wise, but also as your attack base. You can have only one style, but a level 3 saber offense, so you are really powerful offensively, even though you only use one style of saber combat. Finally, this does not affect the MOD oriented hilt limitations. You still retain ALL styles you gain in the game, even if a specific HILT does not allow you to use it, so be careful about which saber hilt you pick and what styles you pick for it. Especially after VJun, where you can \"build\" a new saber hilt, so this may or may not affect styles learned throughout the course of the game. Also, after the VJun mission, where you str able to select a new saber hilt, this has been altered to prevent changing saber types. You must stick with whatever type of saber you began the game with. I personally like this better, because as the game progresses, you are \"practicing\" saber techniques with one type of saber. \"Obi-Wan: If only you\'d spend as much time practicing your saber techniques as you do flying, and you\'d rival Master Yoda as a swordsman.\" Hence, you don\'t really alternate between the saber types, you focus on ONE type and get really good at it. With this as well, I believe wholeheartedly in the role-play aspects, and thus if you increase your SaberOffense with one type of saber, you should have to start from Level 1 again for a different type of saber combat. Which, since I could not code this effect with the limited resources available for Single Player mods, I simply eliminitated the option.[/quote] As the author states in his readme, and as you can see from the amount of time and detail he has put into this mod, he is attempting to add some more RPG and choice related aspects to JKA, which while it allows you more freedom in gameplay than JK2, is still pretty linear gameplay wise. I would really like to go into this mod in more depth, but the very fact of its complexity makes it difficult to test for a review since we generally don’t have that much time, especially for huge mods like this. For the full effect, I would definitely recommend downloading this and starting a new game! Now, that’s the major points of the singleplayer side of the mod dealt with, so what about the multiplayer aspects? [b]Multiplayer[/b] AS in singleplayer, there have been some significant changes to the saber system, as outlined below: [quote] ================================= - Saber Style Selection... ================================= Yes, I think it is rather pointless, and annoying, for Raven to have coded in 7 total saber styles, and yet you can only use at best 3 at a time. Sabering is more than just 3 distinct methods, hell its more than the mere 7 animations they\'ve included, and since I\'m not a modeller we\'ll just have to make do. Instead, I basically opened up all the styles, Tavion, Fast, Medium, Strong, Desann, Dual, and Staff, as a point based system using your Saber Offense Level. Level 1 - 1 Point Level 2 - 3 Points Level 3 - 5 Points This works out, because Dual and Staff cost 3 points as opposed to all other styles 1 point. In addition to the Saber file scripts, you can configure the sabers to bonus you with styles or limit others. Like Anakin\'s EP2 saber, is normal, but his EP3 saber and Darth Vader\'s saber both have Desann learned, so you don\'t have to buy it. On the server side, you can effect styles available with a server CVAR, listed below. As well, Bot JKB files can use the same method of saber style flags in their force power string. Using the same bit flag addition values as you would for the g_SaberStyleDisable CVAR listed below (but only for the Styles not the disable flags) you would append that value to the bot\'s personality\'s forcepower string as follows: Example: 7-1-222222202020003333-104 The -104 gives the bot the use of Tavion, Strong, and Dual styles, I think. Not too good on the whole AI section of the source code, but they all use the same parsing engine as it does for the player, so for now I believe it works, and I\'ll keep testing for later revisions.[/quote] To be honest, I really have to agree with the author here, considering that Raven used different saber styles and attacks for Tavion and Desann its quite annoying that they only included 3 styles for the single saber and 1 for the dual and staff sabers each. Its a shame that we have to resort to modding to include extra styles like Tavion\'s and Desann\'s, when I think Raven should have included these and maybe more styles to begin with so that we would have more variety in gameplay. Along with this there have been many changes to the way force powers work, from the use of force points and force regen times, to adjustments of the various force powers, such as having to hold down the force speed (now called force dash) button in order to continue using it, which makes sense, as like the author says in his readme, Jedi don’t just \'turn it on and off\'. There have also been some adjustments to saber throw, meaning the saber now flies in a strait line, a la Yoda in Episode III, and you now have to go and pick your saber up afterwards, as it no longer returns automatically to your hand. There are many more adjustments which are explained in greater detail in the readme, which I wont paste in here since those alone are about three pages long! For more info be sure to read the readme! So what does the author have planned for future versions of this mod? [quote] ================================= - Future Plans ================================= First let me note that help is ALWAYS appreciated, especially from the fine folks at the forums and elsewhere on the \'Net who help point out certain things and help me seek the location for things as well as offering advice, pointers, and general answering of foolish questions modders like me sometimes need. So anyway, in the end, this section is just a list of things I would \"like\" to do in the future, but can\'t because I suck. - Update Saber Deflections of standard Blaster attacks. I\'d like to change it so that it would deflect some on its own, but if you actively hold a key to \"contribute\" extra attention, your deflection rate skyrockets. Very rarely did you see powerful Jedi affected by blasters, especially when they were concentrating on deflecting the missles. I\'d like to add the Concentration. - Update a \"Sense\" radar. I dunno how exactly I\'d do this but I\'d like to make some sort of radar that would indicate hostile intention in a specific direction, for those rare moments when that 2D screen is just to limiting on the peripheral vision it would be nice to have the force work for us, point out where that last shot came (or is coming) from. [/quote] Personally I think both of these ideas are excellent. The idea for the saber deflection modifications reminds me of the Star Wars Episode I Game, where you actually had to use the attack button to deflect blaster bolts, which I have to say was much more satisfying than just having it done for you! I also like the \'sense radar\' idea, this would be very useful in FFA\'s and it could also be quite useful on singleplayer, when you see the beam of a disruptor rifle graze your shields and want to know where the shot came from. All in all a [i]very[/i] in depth and complex mod here. This wont appeal to everyone of course, but I am sure some people will absolutely love it! Just a note to the author for next time around though, I think it would be a good idea to include a simplified readme with a briefer outline of the features to make it easier for newbies to get started with the mod and also for the benefit of us reviewers to be able to quickly see what the mod features without having to do a lot of reading or hours of play-testing. ;) Keep up the good work JaedenRuiner, your modding skills are impressive, most impressive! ;) ~Nozyspy~




Star Wars Movie Duels

md2_full.exe | 875.49 MB

now, regardless of whether or not you play SP mods. In fact, download it now even if you don't have the game. Go buy the game while you wait. :p Now, I know some of you may look at the file size and freak out - the installer is 875 MB. But it's worth every KB! I don't play SP mods very often, and I just couldn't stop playing. So, let's begin! First off, those menus are excellent. They are easy to navigate and they look nice. Two thumbs up for that alone. :thumbsup: One of the unique things about this mod is that you can play on the good or evil side in most of the scenarios. Taking the side that is supposed to lose usually has some creative storyline fact, it's quite fun for those people who just love being extraordinarily evil for no reason. Like the first version, the only movie-based duels available are the prequels. I guess it would be rather difficult to create duels based on the original trilogy, what with them being less epic and all. Episode I [b]Short Negotiations[/b] covers the very first fight sequence in Episode I, where Qui-Gon-Jinn and Obi-Wan are sent as ambassadors to Naboo to resolve the trade dispute. There are many embellishments here, but overall, it's true enough to the original story. [b]Outskirts of Tatooine[/b] is the duel between Qui-Gon and Darth Maul right before they depart for Coruscant. This one was mostly true to the story, the only thing it was missing was the bike at the beginning (unless I somehow missed it). [b]Duel of the Fates[/b] - Wowie! Very well done. Beginning in the hangar bay and moving into the purply-white-lightning-tube section, this one had it all. It seemed like every little detail was checked with a fine-tooth comb. Everything worked wonderfully, with one exception - when I took over as Obi-Wan and the force fields released, I ran backwards and was locked out. After a very long, patient wait, I decided it was time to noclip back in and finish the job. The ending cutscene did not disappoint, either. Episode II [b]Escape Jengo Fett[/b] is a recreation of the fight between Obi-Wan and Jango on one of Kamino's landing pads. I didn't play the winning side, so I can't say whether or not the fight is entirely accurate. When I played as Obi-Wan, the fight consisted of Boba flying around shooting while Obi-wan tried to slash him up. After enough damage was dealt, a fistfight ensued. [b]Tusken Camp[/b] should be pretty obvious by the name. Anakin is looking for his mother, and he has found the Tusken camp. The mission is simply to break into the tent from the back and discover your mother is dead. Then all tuskens must be destroyed. On paper, it's short, but in-game, it's a little longer than that. [b]Geonosis Arena[/b] begins with Windu's appearance during Obi-Wan, Anakin and Padme's execution. I had some serious problems while testing this one...when the battle began and I jumped into the arena, the game lagged terribly. I assume this is because of all the AI calculations happening at once - but still, I'm running a 2 GHz core 2 duo - I shouldn't have any problems with that. Immediately afterward, I was looking for the path to travel on next, and I stumbled on a door that could be force pushed. On opening it, I was able to walk outside the map and see the void in many areas. It was obvious I was on the wrong I turned back and found the correct one. After rescuing Shaak Ti, Jango Fett jumped onto the field. He was the final boss. [b]Battle of Geonosis[/b] was probably the least accurate. A large part of this is due to limitations of the engine and the lack of SP source code, so I'm not going to make a big deal out of it. I just expected "all forward positions are advancing" to mean that somebody, somewhere, was actually advancing. :p [b]Count Dooku's Escape[/b] is the long duel sequence at the end of Episode II with Count Dooku. Everything seemed accurate here, and I didn't see anything wrong. I think the force battle between Yoda and Dooku could have been elongated, but that would have detracted from the play time. Episode III [b]Rescue Over Coruscant[/b] - Defeat Count Dooku. Anakin and Obi-wan fight at first, then you go solo as Anakin. Not much else to say here. [b]Engage General Grievous[/b] includes the original confrontation on Utapau and the ending on the landing pad, where Obi shoots Grievous' insides out. It was a little short, but c'mon, did you really expect to see the entire chase scene recreated as well? [b]Arrest the Chancellor[/b] was probably the best one, aside from Duel of the Fates. Windu and his three Jedi accomplices walk into Palpatine's office to arrest him, and he fights back, saber in hand. Eventually you, as Windu, force palpatine to beg in the corner of the window, then Anakin shows up. From there, your destiny is in your own hands. [b]Attack on the Jedi Temple[/b] was hard. Only a few scenes from here were shown in the movie, like the killing of the younglings. But now, instead of the camera cutting away after your lightsaber comes on, you get to kill them yourself. On top of that, you have a lot of jedi to slice through on your way to the center of the temple. [b]Assassination on Mustafar[/b] involves only one faction - Anakin. You are sent to Mustafar to "take care of" Viceroy Gunray and the other separatist leaders. I was unable to complete the mission without noclip, however - I couldn't figure out how to turn off the force field. Otherwise, well done. [b]Retaking the Jedi Temple[/b] - Obi-Wan and Yoda have already fought through the clones outside, and now they need to clear out the inside of the jedi temple. Clones are everywhere, and some of them have more than just guns. This was pretty fun - I loved running around as little Yoda, dodging shots and jumping into someone's face. [b]Masters of the Force[/b] was the epic duel between Yoda and Palpatine, beginning in the room below the senate chambers and then moving up into the chamber itself for an extremely difficult end...the lightning that Yoda and Palpatine were supposed to shoot back and forth didn't seem to work right, though. [b]Battle of the Heroes[/b] recreates the most intense master/apprentice duel ever in Star Wars. Anakin and Obi-Wan go head-to-head on Mustafar, from the landing pad to the inside of the building, and even across the pipes and onto the equipment hanging over the lava. There was a bug here where Anakin disappeared during a jump sequence...but really, that's easy to overlook when you consider how epic the rest of the duel is. The Rise of the Empire [b]An Old Enemy[/b] - Obi-Wan is hunted down by an old enemy that he thought he defeated long ago. It's Darth Maul - refitted with robots legs. Now you have to finish him off...on a rainy tatooine. Yeah, that was a major eye-popper. Rain on tatooine. But the duel was very interesting. [b]Darth Vader's Redemption[/b] - to become a powerful sith lord, Vader must face his former self and defeat it for good. If he loses, Palpatine dukes it out with the good anakin. [b]A New Hope[/b] was a neat surprise. For you TFU fans, here you go - a mission with Starkiller in it. I don't care for TFU at all, but if you do, I'm sure you'd be happy to play this one. Challenge Mode And if all that wasn't enough, you can play in challenge mode, which takes you from duel to duel with all the major characters. You can customize the character you play as. According to the readme, there are 15 stages. I didn't get very far...I think I should brush up on those lightsaber skills. Along the way, I did spot many small graphical glitches and some areas I felt could use improvement. But I'm going to omit most of that - honestly, the vast amount of work that was put into this mod is incredible. Anyone with the commitment and patience to produce something on this scale deserves a huge pat on the back (at least) from everyone. There was one glitch on the menus that's worthy of note, though - Battle of the Heroes' missing description is incorrect until you start loading the level. One last thing I'll mention - at first, I had difficulty testing this out, because none of the maps would start. Instead, I would be kicked out to the main menu with no error message and no way to quit the game except ctrl+alt+del. After several hours of checking installations and making new isolated copies of the game, I remembered to insert the game disc. From then on, it was smooth sailing. You may commence jeering laughter at me. But remember - if you get an error while loading a map, you will get no error screen and instead will have to ctrl+alt+del your way out of the game. It's not a bug - it's an engine limitation, and it's just a minor side effect of having an awesome menu setup. If you still haven't started the download, do so, and play it when you get a little free time. You won't be disappointed. ~Dretzel




Human Female Skin Expansion Pack | 4.79 MB

there now happens to be \"1628 total variations, without using any of the original heads or 5 out 6 of the original torsos.\" The new looks are just lovely. I don\'t particularly care for the orange one in the third screenshot, but it\'s nice to have more choices. :) I really like that last one ... the blue one. And with the new hair colors, it just gives this particular face a softer look, y\'know? There\'s not much more I can say other than - DO MORE! ;) I would love to see more new styles for the human female. Especially some different faces - if possible. And maybe make some more clothing options that are more like the Zabrak and Twi\'lek styles available for the human. Anyway, great job. :D ~AmosMagee




Cheat Menu | 49.64 MB

popular and useful cheats are on this menu and you have instant access to them. I found no bugs or anything, so it works pretty well. For those of you who are tired of typing in all of those cheat commands into the console, this is for you! Have fun everybody! This is definitely worth a download. :) [b]Note:[/b] Instructions are below in the readme! ~Syyrax




Michael Jackson V2 | 8.05 MB

first of all, since most of the skins are the same I will copy/paste my previous review in for your reading pleasure. :) [quote] Love him or loathe him, the late great Michael Jackson was and always will be the King of Pop. Adding to our collection of celebrity themed skins, we here have a Michael Jackson skin pack consisting of three skins. Although technically this isn't really a skin pack, since although there are three skins, two of them are the team skins for the default skin. Somewhat confusing I know, so it is kinda a skin pack because it has three completely different skins, but then again technically it isn't, because two of them are team skins. I notice this happens quite a bit, and it is a little disappointing really because it would be cool if all the skins were available from the default menu, and all of them had team skins of there own. But that's just my opinion! So, lets see what we have here, three incarnations of Jacko; one from 'Beat It!' one from 'Billy Gene' and one from the ever popular 'Thriller' (though not the zombie version, unfortunately!) I would venture a guess that it is the Lando model judging by the shape of the hair on the model, and after delving into the .pk3 my suspicions are confirmed; this is indeed the Lando model. I am impressed with these skins, they do genuinely look like Michael Jackson (the 80's Jacko of course...), the hair especially is well done considering that the shape of the models head doesn't allow a 100% accurate recreation of his hairstyle. The clothes are also accurate to the reference pictures I could find, and look as though they were photo-sourced which lends that extra bit of accuracy to them. Sometimes photo-sourcing doesn't work very well because you have to take into account all kinds of things like the quality of the photo and the angle of the person in it etc. But these look really good! Overall three really good looking skins here, although I think for the next version you should make all three available from the default skin menu and instead do team skins for each one. That's just my opinion though! Some new sounds like maybe Jacko shouting, "Just beat it!" as one of the sounds (roll, death sounds etc. since JK2 doesn't seem to have taunts like JKA) would be cool as well. Also I think it would be cool to add the zombie Jacko from Thriller in there as well, for good measure. All in all a good set of skins here! If you are a Michael Jackson fan, or just like the look of these skins, then be sure to give them a download! [/quote] Now, to the major change to this version... The "Beat It" skin, with the black leather jacket has had a colour change, the jacket now being [b]red[/b] instead. This is now accurate to the version that was seen in the music video. Once again the textures appear to be photo sourced and are of good quality and resolution, so good work with the skinning there! :) It's also cool to see that the author added some new sounds for the roll and death sounds, etc. Including an evil laugh, which I presume to be from the "Thriller" video and that weird little "eeehhh hooo!" noise that MJ always makes while he is singing. As for improvements, I definitely think that this skin should be made as a separate skin, since at the moment it does replace the Lando skin. Apart from that, maybe you could make a bigger skin pack with more variations in! Once again, if you are a fan of MJ or just like the look of this skin pack, be sure to give it a download! A note to the author though... please to the zombie MJ from "Thriller" next time around! :) [b]New Sounds:[/b] Yes [b]Bot Support:[/b] No [b]Team Support:[/b] Yes ~Nozyspy~




JEDI Costumization PLUS | 49.25 MB

skins. There are at least 49 new styles of heads, and 3 to 4 different versions of the same style, so there is at least 147 new heads for the Anakin model in this pack. There are at least 21 different torso styles, with about 3 versions per style (robed, unrobed, or hooded), and at least 21 new legs to match. Altogether, there are over 125000, unless my math is off, and I am fairly certain that it isn't. (129024 according to the readme... :p) Needless to say, this is split up into a lot of different species in the SP customization menu. There is far too much to have all in one menu. But it is split up and put together in a way that allows you to choose the combination that you want to have. Now onto the skins themselves... Each one is of very high quality, like the Aviar Lord skins were (Acutally, the Aviar Lord skins are included in this too :p), and the heads are pretty much all original. The clothes, though, aren't quite as original as the heads. But that is not the author's fault. There is only so much you can do with the clothes on the Anakin model, and I think that almost everything that can be realistically done to them has been done. I'd go more in depth about what they all look like if it weren't for the fact that it would pretty much be impossible to do so, so I will instead leave it up to the screenshots to tell you. I honestly couldn't find very much to complain about for this pack with one exception: This caused some problems with the default JA stuff. I popped it into my base folder and went to play SP a bit, and found that stormtroopers no longer spawned. Of course, that could be because I have so much other crap in my base folder as well. And, that shouldn't bug too many of you, since not many seem to play SP much these days, and I found no problems in MP. Anyway, this is a huge file, but I found every single byte of it to be worth it. I highly recommend this pack for people to download. Bot Support: Yes Team Support: No Npc Support: Yes New Sounds: No




The Last Hope Mod (v0.1.1) | 3.21 MB

closer look at this mod. One of the features that many people have requested in a mod would be the ability to scale your model. You\'ll find that in this mod. I can\'t say that I\'m all that familiar with NPC\'s and their behaviour, but the new commands in this mod for NPC\'s sounds very cool. You can make the NPC\'s follow you, attack wherever you\'re looking or have the NPC\'s defend your position. The author plans to add a command that will allow you to toggle dual weapons, but it\'s not in this version. Some other features include RGB sabers, several classes such as Shadowtrooper, Boba Fett and Emperor (though that one still has some bugs, according to the author). Vehicle weapons have apparently been fixed and vehicles limit has been set to 64. There are a bunch of other features - too many to list. Try this mod out and be sure to give feedback to the author. I\'m sure there will be many updates to improve upon this mod by SuperDindon. [/quote] Well, SuperDindon has updated this mod and now you can wield two weapons at one time! Probably something many of you have been looking forward to. The other features that seemed to be a big hit with everyone are still there, and improved upon. If you notice any bugs, feel free to post here to let the author know, but don\'t just say \"OMG fix teh bugs!\" Let the author know exactly what kind of bug it is, how you found it, etc. Oh, and be sure to read all of the documentation included with the mod before running to the author and telling him his mod sucks and that it doesn\'t work. :) I\'m sure we\'ll see more updates to this mod. ~AmosMagee




Fett blaster | 173.89 KB

or know how send the author an email. This model is really cool and looks great in game. My only complaints (they are minor ones :)) are that when it is fired the charge looks like it comes from the player’s hands or their unmentionable area, and the skin on the model could be a little better. If you are a Boba Fett fan or like heavy artillery download this file and start bounty hunting today. This file should make for some cool pics with the Mandalorian model. Great job. Maddog




Dark Forces II Skin Pack | 55.01 MB

newer ones for story material. As a tribute to the characters of the classic Dark Forces games, DarthPhae has put together a skin pack including most of the major characters from Dark Forces and Dark Forces II. Most notably, of course, is Kyle Katarn himself, and Jan Ors. Both are in a variety of outfite (especially Kyle). Jerec, Qu-Rahn, Maw, Boc, Sariss and Yun are thrown in as well. I really can't critique each individual skin, since I haven't played all of the games yet. However, I will say this much - the models aren't entirely accurate in all areas. That is to be expected, since this is a skin pack and not a model pack, but it should be mentioned. All but two of the skins had working sounds for me, and there we no other noticeable glitches in-game. The skinning job flowed smoothly from skin to skin. One thing I did notice was that Kyle's pants seem to have been done cheaply with a lot of black paint, but meh, I didn't look too closely since they were the same every time. All extras - sounds, team support, bot support and NPC support are included. Overall, this looks like a good piece of work to me. If you're interested in classic Dark Forces characters, you know what to click next! New sounds: [b]Yes[/b] Team support: [b]Yes[/b] Bot support: [b]Yes[/b] NPC Support: [b]Yes[/b] ~Dretzel




Raiden | 6.39 MB

really, the simple fact is this had effort put in and it shows; besides he has my hair and I love my hair :D His backside is slightly odd but it looks fine when he grabs hold of a saber so that\'s no \'biggy\'. Speaking of that backside, the detail is insane! He actually has two very clear butt cheeks and the shading of the skin emphasises them even more. I\'m sorry to linger on the backside but it really did \'stand out\' at you! Moving away from the backside now...*cough*... lets get back to that hair and face. The hair is like perfect, it looks like actual hair, even has rough edges and a fringe. The face looks great, well done, very defined and verging on paint-realistic. This is one of those must have skins, there is no reason not to download it unless you genuinly don\'t like it (and I\'ll be honest, you\'re mad if you don\'t!) You can\'t fully appreciate this skin unless you use it first hand so get it now! Team Colors: Yes Bot Support: Yes New Sounds: Yes -WadeV1589-




Shadows Of The Sith(SOTS) Darth Maul(DM) | 46.75 MB

everything that Darth Maul did in the movie, with the exception that you invade Theed, where in the movie you were already in it, and in this you win. There are several missions in this mod, and I must say that the win/lose menu really confused me. It was the same message whether you died or won, and the menu was exactly the same. You could choose any mission to start with, so you could kill Qui Gon and then go fight him again. What kind of sense does that make? It doesn’t matter, I’d just like it more if you were forced to do the missions in a linear fashion. The maps were simple, but the author does point out that he did most, if not all of putting this together by himself. The cinematics were simple, but at least there were cinematics for this. But in the majority this was a pretty fun total conversion, and is part of a series that is yet to be finished. So download it and try it out! ~Zach




Movie Stances 2.0 | 2.57 MB

weird. In fact, they seem fairly hmmm ... what\'s the word I\'m looking for ... intuitive. To really gain an appreciation for this mod, you need to download it and play it yourself. More than just stances have been changed. There\'s a list of all the changes in the readme. Check it out. I\'m thinking you won\'t be disappointed. [/quote] The stances have been changed to include a stance from Episode III and a melee stance has been included as well. You\'ll find that some force stances have been changed also to make them more accurate to the movie. I\'m still quite impressed with this mod. And there are probably several of you out there who are such pure Star Wars fans that you\'d prefer the saber stances here versus the ones in Jedi Academy. ~AmosMagee




Renaissance Yavin IV Academy

renaissance_academy.rar | 70.24 MB

can see why! smile You've had a Sith academy today, so it seems only fair to have a Jedi one aswell. This in particular, feels like a combination of a Jedi academy, a prison complex, and a hotel, all nicely rolled into one. There is quite a lot to do here, if you like pushing door panels and such! stick out tongue One thing I like most about this, is the great level of interconnectivity in this map, without any major strain on the map itself. Sure, it's a beta, but I didn't notice any major problems on my exploration of it. I'm especially intrigued by the restricted access door. That tells me, that something very interesting lies beyond it, but we won't know until the next version. *Intense curiousity mode: activated* Gametypes: FFA, Team FFA, Duel, Power Duel Multiple versions: Yes. Day and night mode New Models: Yes New Textures: Yes New Music: No NPC Support: Yes Bot Support: No -SuperSmeg[/quote] -SuperSmeg




Force Mod III Classic Edition v1.5

forcemodiii_1.5.txt | 161 B

the download link only!*** It has been almost an entire year since I reviewed the last version of the famous Force Mod III Classic Edition. That was v1.3A, somewhere along the line we must have missed out on 1.4, but now Venomous^Heart and Pitchest^Heart bring is v1.5, which includes lots of new features! Firstly, I will paste in my previous review, as that covers most of the main features, and then we shall proceed on to the updates! [quote]For those of you unfamiliar with the mod, it is a massive and far reaching project which changes many aspects of gameplay, from saber selection and combat, character classes and some fantastic little features available via the ingame menu, which I will come to later. All you need to do is look at the saber selection menu and the incredible amount of detail which has gone into it, with melee damage charts for the various types of weapons. Add to that new saber colours and a whole new saber selection interface and it makes for an amazing change, though the complicated looking damage tables will not appeal to everyone. Check out the screenies below for an example. There have also been some changes to the force power menu, with several force powers now having a \'level 4\', or turning the force up to 11 you could say. Force jump in particular on power level 4 now allows you to jump huge distances. These level 4 powers obviously cost a large amount of points to purchase however! As for character selection, as in Movie Battles II there is a wide variety of different characters to choose from ranging across several different classes, such as Jedi, Sith, Mercenary, Droid and more, with models and skins made by top notch modders. Now onto the features that I was the most impressed with; take a look at the ingame menu and you will see a variety of new options, one of my favourites being the Music menu, which allows you to choose from a variety of Star Wars music, depending on your mood or what you may be doing; using something more dramatic if you are having a duel for example, or perhaps if you don’t like the music used on a particular map you are on, you can pick from this list something which you would prefer to listen to whilst exploring or playing, or maybe just as a bit of ambience. Other features include a bonus button menu, which allows you to hide or show things like your FPS, the HUD, whether or not you want to render the weapon models, etc. which is great for taking good screenshots. I wish there was a mod like this for base JKA, it would save a load of faffing around using the /cg_draw2d and /cg_drawgun commands all the time to get good screenies! XD Another cool feature which is great for both taking screenshots and adjusting your view ingame is the aptly named Views menu, which lets you adjust things like your field of view, and also rotating the camera around your player using slider bars, another cool feature for taking screenshots, especially of skins, like the bonus button menu, this would actually be a great feature for helping the process of taking screenshots of skins for when I am reviewing them. Rather than having to use the modelview.cfg method, which although it works fine, it would still be nice to have a graphical user interface to change the camera position. Then there’s the Optimization menu, which allows you to either choose from a selection of pre-sets, or adjust settings via slider bars to help you optimize your connection and squeeze better ping, and thus less lag out of the game whilst playing online. These are some absolutely fantastic features, and I would love to see these made into separate mods for base JKA, if they haven’t been already, and if they have, please tell me where to get them! There are of course many more features to discover and much more depth to this mod than I have been able to cover here, but I hoped I have managed to touch on some of the most interesting and unique ones. This mod is definitely worth a download for those of you interested in a fantastic Multiplayer mod with loads of great features and a distinguished history, keep up the good work Venomous^Heart! ~Nozyspy~[/quote] As with last time, there are some great features here that I only wish someone would make as separate mods for Base JKA as well! I particularly liked the saber blades, very crisp and sharp, just like a blade of pure energy should look like, rather than the softer, less dangerous looking base JKA saber blades. The saber trails also looked much better; while not quite movie accurate like the OJP saber trails (some fancy coding/texture magic used there perhaps?) they looked much better than the default smudge that JKA uses! And that was just the default blade style... you can actually pick from various different blade effects, including the styles used in each of the movies along with various colours and even a colour changing blade! I also noticed that there are a huge amount of new models and skins included which really adds some variation to choose from in the different classes and alignments, not to mention some of the unique weapons they can use. I was thrilled to see the inclusion of Exar Kun and especially a [i]proper[/i] Marka Ragnos skin, one that actually has legs, not the \'Sith Spirit\' version as seen in the game! I love to see characters that usually only appear in 2D in comics and pictures made into proper, usable 3D characters, though I think Ragnos could have done with slightly darker red skin, he seems a little pale for a member of the [url=]Sith Species[/url]. Whoever made these skins, please release them for Base JKA too, I would desperately love to review Ragnos and Exar Kun individually! I do have a few grumbles though. I found the lightsaber type and style selection menu to be a little confusing. Apparently most of the Jedi/Sith classes can only use the basic Blue, Yellow and Red forms as already found in Base JKA, but certain classes can put force points in a 4th box in the lightsaber section of the force powers menu, this allows them to use Dual and Staff sabers, as well as the ability to choose between different lightsaber forms, such as Juyo, Shii-Cho and Soresu among others. This may be my fault, down to the fact that I did not have time to properly read through the readme. However I think a help menu in game that explains the basics of how to choose a class and also how to spend force points would be a great help! Overall this is a big and very impressive update to Force Mod III Classic Edition, I would recommend giving it a try if you haven’t already! :) ~Nozyspy~ And now, for a full list of the updates, straight from the author: [quote][u]New Additions and Model Changes[/u] - Juyo Form improved with completely new updated animations. - Two new Saber Styles added; Luminara Unduli (Soresu) and Marka Ragnos (Shii-Cho). - “Wookie Pike” weapon added to staff selection. This weapon will kill an enraged Wookie in a few strikes but makes for an extremely poor melee weapon. - Models re-organized to fit the classes. - Additional models added (see readme folder for credits). - Added the Xtra small (XS) model size and assigned some models to this catagory. - Ancient Sith skin now comes in 2 versions; the standard medium size for Sith saber classes and Extra Tiny (XT) for the Dark Sage class to compete with Jedi Ancient\'s shapeshifting ability. [u]Combat Balances: Adjustments and Improvements[/u] - Melee modifications throughout for improved balance (see ingame Melee charts for reference). - Red/Purple forms given shortened duration JKA base yellow kata. - Blue Lunging kata removed, replaced with fast forward slash attack. - Butterfly kata returned to staff. - Vong defense vs guns increased. [u]Bug Fixes [/u] - NPC\'s fixed with modified models (players using only default fm3 will be crashed by them). - Twin saber flying kata replaced with tornado saber kata due to animation glitch with the first one. - Bots edited to move better, use abilities better and fix bugs. - Vong, Tusken, Noghri and Royal Guards no longer make saber sounds. - Vong, Tusken, Noghri no longer have force adept taunts and have been given bonus martial arts moves. - Royal Guards weapon glitch fixed and now have 2 forms with bonus martial arts, weapon sounds and a force adept taunt. -Movement speed bonuses on melee weapons removed due to glitches. -Power restrict removed from Grievous sabers and electro staff due to glitch.[/quote] ***Please note that due to the size of this file, we could not upload it to JKFiles directly. Please download it from here! The main download link at the bottom of the page contains a dummy file with the download link only!***




Tatooine rpg | 9.42 MB

borderline or outright harsh commentary from this camp throughout this review, because this map practically fails at being a good RPG map. At first, I must say I was excited. Not many people do tatooine RPG maps. Just not a popular place to do a thick story in. However, upon retruthanspect (call that my horrible 6th sense mutilating retrospect,) it focused, in my opinion, on the wrong elements. Granted, there are some neat features here, so let's divert from the negative here for a bit: - The layout: the map layout and design wasn't actually that bad at all. You have the typical rural tatooine town with a not-so-typical arena(featuring an NPC spawner,) the vast desert with a sand crawler, a small homestead with a parked landspeeder, and a small tusken village. If you use a vehicle, you can fly upwards toward the sky and exit into space. A nice, relatively uncommon feature. - Points = money: There are a number of spawns, weapons and vehicles alike, that require you to use your points to spawn/acquire the item. - Decent Design: The majority of what he has now is respectably well designed, minus a few errors here and there. Unfortunately, this is where the positive end stops. Now we move onto the aspects that require pretty much immediate assistance. - One Interior: That's right, there is ONE interior in the entire map, unless you count the tusken tents and sandcrawler inside as interiors. Guess what that one interior is? That's right, a bar. Not even a good one, really. There's very few seats, the texturing is completely unmatched to the atmosphere, the door doesn't have any noise when opened,the lighting is questionable, and the curtains in the corner only have one side to them. This basically renders the village almost useless, more eye candy than it is actually useful. Ah yes, speaking of that sandcrawler interior... - THERE IS NO SANDCRAWLER INTERIOR: This one nearly threw me into a rage that woulda prompted throwing my monitor out the window. JA SP shows a decent representation of a sandcrawler interior, and the author pisses away this fact and makes it this giant hollow box with wheels. Okay, so there is like *A* catwalk with a jetpack spawn, but the rest of it is barren, save for the spawns. Since when did Jawas sell tauntauns anyway? Wouldn't swoops be a more appropriate spawn? - Spawns were an eyesore: There's no bigger buzzkill for me than walking into a tusken village, a village signifying simplicity and savagery, and seeing a disruptor and tauntaun spawner in the middle of it, in the open. The spawns pretty much killed the atmosphere heavily, and could have been crafted a little more artistically, rather than the same spawns over and over again. - Space Area was terrible: I wish I could put it nicely, but I can't. This area was downright irritating to behold. Whilst I had no complaint about the rough asteroids, there's not much originality or role-play value in having two color-opposing recreations of FFA Bespin from Jedi Knight 2 floating about in space. Mind you these are also open air, so enjoy the fresh space air whilst you can. To further add insult to injury here, they didn't bother even expanding on the recreation much either, as the doors here don't open. Overall, the negatives outweigh the positives here, as this map is fit for only a VERY crude RP session. We're talking like caveman crude here. At this point, I can only hope the author can take this review and apply it to improve this map heavily. It needs it. New Textures: Aye New Music: Nay Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan




Escape: Yavin IV - The Lost Maps | 306.41 MB

conversion. Well, saying it\'s a sequel may not be completely accurate. It\'s really something of a replacement - a totally new story, twenty-five new levels, and plenty of new content to choose from. As it\'s very [i]very[/i] long, I tested the first level fully, and will leave the rest to you. However even just from the first level I can tell the quality is way up there. The puzzles are difficult, the levels, even on the easiest setting, are challenging, and the cutscenes are very good. The voice acting could have used a little work, mostly in just the sound quality area (a lot of the voice actors just seemed a smidge too close to their microphones), but the feeling of the characters comes across well enough. The author recommends you remove all custom PK3s from your base folder in order for this mod to work. The main reason behind this seems to be the incredibly high number of NPCs in the mod - if you have extra NPCs in your base folder your extensions will be too long and you won\'t be able to play, so keep that in mind. However the mod comes with enough customization on its own that you probably won\'t feel the need to have extra mods when you play it. I\'m not going to get too detailed on the features of this mod, but I will re-iterate a few things Darrow mentions in his read-me (which I strongly recommend you read). First of all, as I said, it has 25 brand new levels that were not included in the original EY4. Secondly, the interface of the game is new, including a \"chapters\" menu for easy level selection and a new saber menu (you can steal dropped sabers! yay!). It seems like after each level you can customize your sabers based on ones you acquired during the previous missions. So it\'s kind of like an \"unlocking\" system, from what I can gather. The TC also sports three, count \'em [b]three[/b], ending sequences, which is sure to keep you busy trying to get each one. So if you\'re one of those types who loves single-player but whines and moans about how bad the single-player campaign Raven included is, here\'s your chance to try something a little bit more involved. However be warned - you\'re not ridding yourself of Rosh Penin! ~Inyri




Coruscant Heights 2 | 20.09 MB

If you've ever played JK2 Nar Shaddaa Streets. (My favourite level of the game) You'll instantly recognise the style used in this map. It actually looks like the author has directly used some of Raven's original map for jk2 to create this one, which whilst not that challenging, still looks good ;) And of course now it's Coruscant-texture themed, and not Nar Shaddaa. Of course, it does have a few small flaws, as well as a few not-so-small ones. Most obviously, especially from some of the screenshots, is the missing floor texture. Now, if this has been on a crate or something, I'd probably have overlooked it. However, when the entire floor of one half of the map is an ugly grey and white texture, you tend to notice it ;) Furthermore, the framerate can get a bit choppy sometimes, although it isn't in general bad. However, I can tell without looking at the included .map file that the author has failed to caulk many of his hidden surfaces, which immediately lets me know the framerate could have been so much better! :( I'm actually more amazed at the scope of this level, rather than the design. You'll need a Force 3 jump to get around most places, although there are a few trams and lifts which move you around as well. However, unless you're a full-force jump user, you won't be able to get around very easily. Oh yes, the doors. Very annoying. The author has forgotten to put a 'wait' key on his door triggers, and consequently when you press 'use', the door opens and closes too rapidly for you to get through. Overall though, the gameplay of this map is great - plenty of height variation and enough room for well over 32 players. I especially liked the fog-esque effect around the building bases. That just looks so good compared to a black drop-off that I will tip my hat to the author. Very nice. :D In conclusion, this map is very inspiring, although technically and visually there are some rather unpleasant flaws which absolutely MUST be fixed because as they are they're ruining the map. Oh yes, and there is no bot support, so I'm afraid the author gets a big black cross put by his name ;) Next time get them in there for Pete’s sake![/quote] So, here's the second version of the map, which, looking at the readme, has fixed a fair few bugs and other problems. Most importantly, is the texture problem which proved to be a fatal flaw in the original. As you'd expect, that issue has been fixed for this new version, so we can all get on and be happy. The map is essentially the same as the first version, there are no major design changes, although one of the cool cable cars has been removed, and there's a few new additions, including sounds for the doors and wait values. There were a couple of new errors I discovered this time around, and a few new things to comment on which I didn't notice originally. Firstly, there are now some caulked surfaces which that player can actually see, so what you get is basically an invisible wall in a few places (See screenshot 6). Secondly, is the texture usage. Now, I know that the author has prevented his textures from looking repetitive by breaking them up using other textures, but I think going a step further could give another visual boost to the map. Looking sideward, the textures are fine, but looking up and down, they repeat. Furthermore, when textures which are the same sit next to each other, and some of the windows have glows, it looks weird when the set of windows directly next to them has exactly the same set of glows. The new support sections and walkways are well created, but you need to create the flares properly, because, at the moment, they're 2D. Okay, all flares are 2D, but they're supposed to look 3D. This is done by making a light and giving it the following keys and values: [quote] key: _flareshader value: textures/flares/nameofflareshader[/quote] Furthermore, when looking into the crevices between some buildings, you can see half-cut window textures which really don’t fit. (Screenshot 2)There's also a small issue on that broken pane of glass in the building near the top of the level, where the author has not caulked the gaps where 2 pieces of glass meet, so it looks a little weird. Also, were those cars there before? I mean at the top of the level. They just don't look as good there as they do at the bottom. There are also a few uncaulked surfaces on the buildings, but I'm still loving that fog ;) Conclusion? It's a very nice map, which seems to capture the physique and scope of a cityscape very well. Gameplay-wise, it's also on a very level, with plenty of height variation and room to breathe. In order make this a brilliant map though, you'll need to really push your design ambition - don't just have square buildings, give them more detail, create some focal points and really bring it to life. Its a great design, but it can get quite monotonous after staring at it for a while. Make a focal point, and bring some more lighting contrasts into play to spice areas up a bit - some shadowed allies e.t.c. Overall though, a definite improvement over the first. Although, you're still getting slapped wrists for not including bot support. Honestly, it is such a good extra to have, and isn't particularly hard to implement! Oh yea, and is the inclusion of that custom skybox really a necessary addition - you can only see the top of it in game and there's plenty of JK3 skyboxes which would have worked just as well, if not better. New Textures: Yes New Sounds: No Bot Support: No ~Szico VII~




Star Wars Jedi Knight: Jedi Academy Single-Player Demo

jediacademydemo.exe | 187 MB

learn the ways of the Force from Master Luke Skywalker. Download now for a chance to win a free copy of Jedi Academy, thanks to the good folks at LucasArts.




JK2 Special Scripts | 25.1 KB

also be used to load your favorite skins or your custom controls. But, just as with the Force, there is a dark side to scripting. Queen of Noobs has sent us a massive collection of scripts for JK2 that do pretty much anything you want them to. With the press of a key you can do a backstab, you can do the red DFA, the yellow DFA, both at normal speed and at an increased rate. All you need to do to get them working is drop them into base and go into each file and tell it which key you want to use. And when I say each file, I mean all of the 38 files. The cool thing is, because there are so many files you can pick and choose what you want to use. So, after doing all that the hacking and slashing fun begins. While most servers ban the use of such scripts, I’m sure some out there will have no problem with them. So if you’re feeling a little noobish and maybe you need some help racking up some kills this could be the file, or group of files I should say, for you. Just watch where you use them, there’s no need to anger anyone. - Daku




Jedi Knight 2 Patch 1.03

jkiiup5_6.exe | 6.77 MB

MP:[list] [*] Added a keyboard icon that appears over the player's head when the player is chatting or configuring force powers. [*] Corrected an exploit to prevent players from using illegal models in the game. [*] Lightsabers will do less damage at the very start and very end of a swing. This should prevent kills from just touching an opponent with the tip of your lightsaber. [*] Force Heal and Force Drain have been adjusted to require more force energy to use them. [/list] And much more! (all fixes/addons are in the readme) Obviously, a must download ;):p [b]Note:[/b] You will not be able to join servers who are running the original 1.2 version, the server HAS to run 1.3 in order for you to play on it. The MP light saber stances have been changed somewhat, for the good or bad is up to you to decide. [b]Uninstall:[/b] The only way (according to me) is to reinstall the game itself. If you do reinstall, make sure you backup whatever you put in the "base" folder in terms of skins/maps/cfg's, etc. because it will get wiped out (do not backup the assets#.pk3's just the custom files).




Episode 3: A Jedi's Worst Fear | 12.18 MB

Yoda Jeditrainer- Mace Windu (fixed head and face) Morgan- Obi Wan Kenobi robed Stormtroopers-battledroids (diffrent colors) Stormpilots-Battledroid pilots ImperialCommaners- commaner battledroids Bespin Cop- clonetrooper (yellow) Rebel- clonetrooper (red and/or white) Jedi Female- Yin *new saber sounds (prequel sounds) *new menu *new start up screen *the brayr pistol has ben changed to red beams, *the bowcaster beams have also been changes to red beams, *the battledroids have custom combat sounds and health has been reduced to 1 (more realistic) *DOOKU HAS CUSTOM COMBAT SOUNDS TOO, SO DOES YODA *the lightsaber cores have been reduced ( to be more like the ones in the movies) *new opening credits *new hud and lightsaber icons *new saberhilts anakins, dooku's and yoda's *some new loading pics[/quote] A whole lota work Quigon007 put into this mod. It might seem easy enough to just replace characters with others but there's more to it and frankly, it's almost like a Total Conversion! You need no extra files for this mod except the Dooku and Padme models which you can get here: Count Dooku - Padme -




TOR Hilt Pack | 3.71 MB

the last six years now, and while the development team at SOE have added lots of great new content and have made great strides in improving the game after the ludicrous debacle that the \'New game Enhancements\' were, that whole episode has unfortunately stained SWG in many peoples minds, and it remains a \'what if\' in terms of the massive potential that the game had that has been wasted. Bioware, I am sure, will not make the same mistake! Anyways, while we wait in anticipation of what could be one of the greatest Star Wars games (if not one of the greatest MMO\'s, period) of all time, our old staffer Jose Carlos has popped up with an excellent pack of hilts, three of which are based on concept art for the game, one based on Ven Zallow\'s lightsaber hilt, and one based on Darth Malgus\' hilt also. As with Jose\'s other mods, the quality of these hilts is quite excellent, and there are staff and single hilt versions for the discerning Jedi to choose from. Or Sith, as the case may be. One of my favourites has to be the \'Centurion\' staff hilt, its nice and shiny (I like shiny things as well as glowy things :P) and those spikes look pretty scary too. Even more deadly looking though is Darth Malgus\' hilt, which looks like it has two axe blades on either side, as if a super hot beam of pure energy wasn’t dangerous enough! All in all an excellent hilt pack here, accurate too, from the reference pictures I was able to find. The only real complaint I have is that Ven Zallows hilt looks just a bit [i]too[/i] shiny. Keep up the good work Jose, I hope you will make some more TOR themed hilts once we have more info on what they will look like ingame! [b]New Models:[/b] Yes [b]New Sounds:[/b] No [b]New Effects:[/b] No ~Nozyspy~




Samurais And Ninjas Pack | 71.5 MB

the epitome of awesome. Now I myself prefer the more modern ninjas (*Cough Sam Fisher Cough*), but that doesn't mean I can't appreciate the old fashioned ones as well, and there's a [i]lot[/i] to appreciate in this massive pack. Jashugan returns after his last absolutely massive customization pack, [url=;97310]Yaleck Vos[/url], and he's stronger than ever. The amount of choices in this pack is just staggering and reminds me of his Yaleck Vos pack in terms of its customization and number of different skins - both attributed that are beginning to become customary of Jashugan. At this rate he may surpass Spanki as the customization and skinpack king! The pieces in this Samurais and Ninjas Pack ranges, predictably, from samurai to ninjas, but it also touches on beloved characters like Sub-Zero, Scorpion, Raiden, and then even touches on more surprising characters like ronin and a skeleton samurai. There's too much to go into each skin individually so I'll just give an overview of the pack as a whole. [b]Texturing[/b] The textures in this pack are, to put it in a few words, well above average. Then again, when you borrow textures from masters like Scerendo, Tobe, Spanki, and Hapslash, it's hard to go wrong. Every piece of every model seems unique and realistic, from Samurai armors decorated with rustic patterns to ninja cloaks and the undead head of the skeleton samurai. Paper hats, metal helmets, cloth robes, banded swords hilts, and everything inbetween are all skinned with realistic and high quality textures. [b]Team Skins[/b] This deserved a section all of its own simply because it's such a large part of the skin pack. Rather than just shoving team skins aside as a secondary thought like so many skinners do (myself included), the author has done something that isn't done very often: he's made the teamskins a true addition to the pack. Every teamskin is truly unique and, while it obviously relates to the model that it is a team skin of, it is its own entity. Sub-Zero and Spider are the teamskins of Scorpion, for example. [b]Screenshots[/b] I just had to put this in. The screenshots for this mod are so cool, unique, and well done. It's not often that you get a mod with such an effort in the presentation, and I think it should definitely be noticed and commended. [b]Overview[/b] In all, this pack is definitely something you should take a look into whether you're in to ninjas and samurais or not. It's definitely a keeper for me. Team Skins: Ja. Species Customization: Ja. New Sounds: Ja. Bot Support: Ja. NPC Support: Ja. ~Laam'inui




Mustafar | 34.3 MB

Star Wars fans waited thirty years to see, since there have been rumours and legends about the fiery volcanic planet where Vader gets roasted ever since the Original Trilogy was made. It is also perhaps one of the most difficult locations to make a map of, because of its distinct character. I think though that Plasma has pretty much nailed it here though! There are two maps in this pack, an FFA version and a Duel version. The duel version of course is a little smaller and also features Padme’s starship, which isn’t in the FFA version. The most important part of Mustafar is of course the [b]lava[/b] and good looking lava is surprisingly difficult to make. I am pleased to say that the lava in this map does indeed look very gloopy, hot and ‘lava-ry’, perfect for roasting Anakin! ;) I was particularly impressed with the lava falls and the lava bursts which jet out of the lava streams occasionally, which looked great. All the main movie areas are here bar one. That’s the outside of the facility where the collection arms are. However the collection arm is still featured, but in another part of the map. What is more, when you destroy the control panel in the control room, disabling the shields, the arm will eventually break off and float down the lava river, just like in the movie – including the bit where an eruption dumps a load of molten lava onto the collection arm! Other areas include the conference room, plenty of corridors, walkways over the lava and some storage rooms, as well as the main control room, which I mentioned above. The FFA map is a perfect size for a medium to large FFA, though I did feel that the Duel version was a little large for a duel map. Really I think the duel version could have done with being somewhat smaller, perhaps concentrating on just a couple of main areas. I also would have like to have seen a full realisation of the cliff area on which the mining facility is perched as well as all the collection arms. Lastly, I think Padme’s starship in the duel version could have done with a little more work, as it looked a bit out of proportion. Apart from those issues though, this is an excellent map, which once again displays Plasma’s impressive mapping skills. This is definitely one of the best Mustafar maps I have seen and I would recommend a download, especially to anyone who is a fan of Episode 3! :thumbsup: [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Music:[/b] Yes [b]Bot Routes:[/b] Yes [b]Game Types:[/b] FFA, TFFA, Duel, Power Duel ~Nozyspy~




Jedi's Home (JL) II | 15.18 MB

really, after all considering what a smash hit the original Jedi’s Home was, it should have occurred to me that there was a good possibility for a v2. Oh well, I always seem to miss the obvious! Anywayyy…on with the review! Now, on the whole I liked the original map, it was roomy, good for clans, and had some great secrets. However there were a few things that bugged me quite a bit, one of which was the texturing in one or two areas, like that dark blue carpet in the main hall. It drove me mad trying to duel there, because I could never see my character, or my opponent properly. They just seemed to blend in with the dark carpet! Of course, when I lost because of that, I’m not sure anyone believed me when I said it was all the carpets fault. Surely other people had the same problem though? One of the main things a v2 should always accomplish is to correct the errors, or not so good bits of its predecessor. The worst case scenario is that a v2 would expand upon the not so good bits of its predecessor and get worse! I am happy to say that isn’t the case here. If you liked the original Jedi’s Home, your gonna be drooling over this one! :D Lets move onto the architecture first of all. This is really a map and a half, the architecture looks great all over. Wonderful smooth flowing lines, along with grand staircases and a lot of nice architectural detailing makes this an excellent map visually. It also feels a lot more solidly built than the original, but I guess a Jedi safe house needs to be though right? Some areas which I particularly liked was of course the wonderful main hall, with that great ceiling, but also the kind of modern-Japanese style dojo room thingies. At least that’s what they looked like to me! There is some nice architectural features and texturing in there, and the lights look pretty nifty too. ;) Now, that brings me onto the texturing, which is also very impressive. Quite a bit of the texturing in the main areas of the map is in relatively plain and simple textures, but nice looking ones nevertheless. Plain or simple textures are certainly not a bad thing if they are used properly however. In this map they are used very well I think, and personally I think they really bring out the wonderful architecture, whereas complicated, cluttered textures would draw your eye away from the architecture and more onto the texturing. There have also been some nice new shiny marble textures added to the map here and there, which i think looked rather posh! Best of all though (in my opinion at least) is that the carpet in the main area now looks much better, so hopefully I wont keep loosing my duels so much due to the colour of the carpet. I bet you still don’t believe me about that do you! :P Anyway… Just like the original, there is sooo much to explore on this map. The map itself is gigantic, and of course, theres plenty of secrets! One of the coolest bits I thought, was a transport ship that’s outside on a landing platform. Step on the boarding ramp undernieth and it brings you up into the bowls of the ship. However, if you move into the cockpit and press the controls, you can fire its laser cannons! Hopefully none of your friends will be standing infront of it…or maybe that was the idea? Mwahaha… Theres a totally revamped medical room, and also a cool duel room with a glass box that closes around the duelers (sorta like the one in Sith Council). As I said above, there is of course, plenty of secrets here. Theres hidden chambers, as well as come nifty floating dueling platforms in the sky, though I couldn’t figure out how to get there normally…I had to use noclip. Still, I imagine theres a teleporter somewhere for that. One secret that I thought was very cool was this security room that I found. It had a big screen on the wall where you could actually see one of the corridors in the map, and also when people walking through it. Just like a proper security camera! The only thing that I didn’t really like in the map was the fact that you had to press the use button on some of the doors to open them. Doing that just gets a bit irritating after a while, because I keep walking into doors expecting them to open! Owch… Besides that though I don’t remember noticing any substantial bugs, or any bugs at all for that matter! So, lets round up a few pro’s and con’s before we finish up. Pro’s: [*]An excellent map for clans. [*]Excellent looking architecture, you gotta love all those curves! [*]Solid and well-made brushwork. [*]Beautiful texturing and lighting. [*]Plenty of secrets to discover! Con’s: [*]It is very large, which can lead to you getting a bit lost if you don’t know the map well. [*]You have to press the use button on some of the doors to get them to open, which gets a little irritating after a while. This really is a superb map, which will be great for clans or RPG folk, or anyone who appreciates a well made and good looking map. An excellent map all round, be sure to give it a download! Bot Support: Yes New Textures: Yes New Sounds: No New Music: Yes Game Types: FFA, TFFA ~Nozyspy~




Princess Leia | 4.58 MB

I don\'t recall ever seeing the slave model. And now, here she is, in all her glory. There are four seperate, perfect skins. The first one has Leia with her long hair and it looks great! I remember being excited when what\'s-his-face came out with that one model from ... um, was it Farscape? That was just because of the hair, and the hair actually wasn\'t that great. This is great hair right here! In the second screenshot you see Leia in her famous slave outfit. It looks great, and all of the details are included here. The third screenshot shows the classic Leia with her beautiful buns (her HAIR) and finally in the fourth is Leia in her ceremonial costume. StingRay, you did a wonderful job here. Leia is just beautiful and I can\'t wait to get someone to reskin her for me - with your permission, of course. ;) You had absolutely not reason to be intimidated to submit this model. It\'s great. My only complaint would be the colors in some of the skins. I think there\'s one where the reds don\'t match up just right. But that\'s it. Keep modeling! Bot Support: Yes Team Colors: Yes New Sounds: Yes ~AmosMagee




Obi_wan_ep2 | 2.29 MB

still running this site. :) Aaron Smith does it again with an Episode 2 version of Obi Wan. The screenshots really don't do this model justice. If anything, this is a model of Ewan McGregor dressed as Obi Wan. I guess that's my way of saying that it's pretty damn accurate. The skins are what you'd expect - Jedi robes and all of that. You really just need to see this model in-game to appreciate it. Very nice work, as usual, Aaron. :) Bot Support: Yes Team Colors: Yes New Sounds: Sorta ~AmosMagee




JediMod Official | 5.44 MB

JediMod Main Features: New stuff in 1.2: -Amazing new hilt pack made by |:|ReMaRk|:| specially for JediMod v1.2 with 45 new hilts. (be sure to read saber_readme.txt) -22 new emotes! For a total of 31 emotes! -Multiple Taunt Sounds! (you can hear yoda go weeeeehehehewhoohehe) -New move for orange style if your using only one saber -mod_cheatprotection variable that makes it so players can't change models if they are close to other players. -bots can now use hilts. -no more file size limit on tckmodel.cfg[/quote] And ofcourse everything else that was in v1.0 and v1.1. This is the entire mod in one package, so you [u]don't need[/u] the older versions to run JediMod. There is an FAQ also included inside the zip, so if you're new to the mod or still unsure how to get things working, make sure you check that file out. Along with that is also a file called "cvar.txt" which contains the new commands added by JediMod. Fantastic mod, makes MP so much fun!! :D




SoL Skinpack V2

sol_skin_pack_v2_download.txt | 216 B

[/b] [quote]Well, my goodness, the SoL clan have certainly been busy! This colossal skinpack contains at least twice as many, of not closer to three times as many skins as base JK2 does! Obviously it would be impractical for me to review each and every skin here, so I will review the pack as a whole as best I can. I should point out that although most of these skins appear to have been made by SoL clan members themselves, there are various models made by numerous authors which have either been re skinned or included in their original form, as well as a few skins by other authors that also appear to have been included in their original form. Anyway, as I said, there are a vast amount of skins here, reflecting the various personalities and personal preferences of the SoL clan members. No obviously many of these skins wont hold much interest for the average player, since they are tailored to each clan member, but there are quite a few cool skins in here that anyone could use or that do not have any particular clan references. My own personal favourites include the black and white Desann (Darth Ferocious) and theCloaked Shadowtrooper (cshadowtrooper), the skins called Skamback, Rechiss and Light Master were also pretty cool looking. What is more, many of the skins also have custom sounds and most if not all are also available as bots via the bot menu, which is pretty impressive considering the number of different skins included in this pack. Unbelievably most if not all of these skins also have team support, with some of the skins being quite different from their default team counterparts. I was particularly impressed with the Mystic Desann skin, which has a very cool animated image on its back, and a Jedi Knight logo on the front of its armour, which is a nice little touch. Personally I don’t think I have ever seen an animated image on a skin before, so that is a pretty unique and striking feature. I also liked the blue team version of the Galak Mech, which is an interesting steel coloured variation on the original, with a new look visor that makes it look even more menacing than before! Most of these skins were good quality, with some standing out as being excellent quality. There were still a fair few that could do with a bit more work on the texturing though, especially making sure the textures match up and making any skin parts of the textures more natural looking. I wont mention which ones here, since, because of the group nature of the work that has been done with this skin pack, I don’t want to single out any one person or make them feel like their work is not as good as their comrades. Nevertheless, I would like to see a v2 of this pack in the future, with some textural improvements to some of the skins and especially a list of the skins in the readme and who the skin belongs to, or who made it, since it would be nice to have that personal touch and to see which clan member uses each skin. All in all an impressive pack here, there are [i]a lot[/i] of skins to choose from here, and many of them do not feature clan symbols or insignia, so, although the average player may be put off by a large clan skin pack such as this, I think it deserves your attention, as you may just find something that you like! ;) [b]New Sounds:[/b] Yes, many of the skins have new sounds. [b]Bot Support:[/b] Yes (Most if not all of the skins.) [b]Team Support:[/b] Yes (Most of not all of the skins.) ~Nozyspy~[/quote] First of all I must apologize to the author for the length of time this file has been waiting/ Thankfully the JK2 files queue is pretty much empty now, so we will be digging into the JKA backlog soon! This skinpack is basically an update to the original, it contains all the same skins as the original, from what I can see, but it also has the addition of two \'Battledroid Packs\' which included reskins to the well used Battledroid models. One that immediately stood out to me was a sort of psychedelic (hippy?) Battledroid. Funky man! If you look in the folders in the .zip file, you will also find a few other .pk3s apart from the main SoL skinpack .pk3 which include some other goodies, such as new Reborn\'s and a little mod which replaces Stormtroopers ingame with HapSlash\'s fantastic Stormtrooper skin. One of my favourite skins still remains the black and white Desann (Darth Ferocious), Ralen Animus is also a pretty cool looking Jedi type fellow as well. I have to say though that the DJ Gran was particularly awesome, with his gold tooth, purple eyeliner (I kid you not) and his penchant for singing a little jingle when he dies! All in all then a cool and very large skinpack here, though personally I would love to see more original work from the clan members and a few less inclusions of other authors work, just to really put their stamp on the pack. While the appeal of this pack may be strongest for SoL clan members there are plenty of cool skins in here that can be used by anyone! [b]New Sounds:[/b] Yes, many of the skins have new sounds. [b]Bot Support:[/b] Yes (Most if not all of the skins.) [b]Team Support:[/b] Yes (Most of not all of the skins.) ~Nozyspy~ [b]Please note, due to some issues uploading this file directly to JKFiles, using the \'Download now\' button below will download a .txt file with a link to the file location on GameFront, here [/b]




The ShroomDuck Inc. Map Pack v2.0 | 287.51 MB

[i]every kilobyte[/i] of your bandwidth. [b]If you aren't fond of explicit music, you may want to adjust the volume on this one. Don't let that hinder you from downloading, though - don't miss out![/b] [b]Bespin Ruins v6:[/b] Wow, seems like ffa_bespin flew into an asteroid field! This is a destroyed version of Bespin - buildings are broken and leaning over, fires abound, walkways have collapsed, many random areas are broken out, and asteroids (the probable cause of the destruction) are falling from the sky. I was quite impressed with the atmosphere on this one - it's a well-made twist on the same old Bespin most of you JK2ers are used to. There's also a great deal of new material underneath the map...completely new areas! [b]Big Cannon:[/b] This one was fun. You spawn on an orbital space station with a gigantic nuclear cannon in the center. If you enter it through the door (or jumping in the top, like I did) a 10 second countdown begins. At the end, the cannon launches you into space. I found it pretty neat...I have never gone that fast in-game before without using noclip at full speed. It was awesome. The downside is that it will probably wear off after a while...once the cannon launches you, you need to quickly get off the pad where you land, because the force field you stand on turns off each time a person is shot from the cannon. Would have been nice to see a one-sided wall there, maybe...basically, this map is an all-out space station slice-up or a king-of-the-hill brawl on the asteroids above. Take your pick. [b]Big Hill:[/b] Hmmmmm...I have no idea how this map was created. The entire map consists of simply a steep mound in the middle of a small courtyard. On top of the mound is a small stone structure, that when stood on, will begin making noises and glowing. There are eight cannons surrounding the mound, and off to one side, there are some stairs. These stairs lead to a console that will fire each of the cannons. All the shots went straight to the top of the hill, and I assume whoever is standing there gawking at the pretty glowy effects and sound will be blasted away. I found this map to be quite small, so I assume this may be some kind of proof-of-concept deal. Correct me if I'm wrong. [b]Bikini Bottom:[/b] Spongebob Squarepants has made his way into Quake III. Quick, everyone run for the coral reefs! This is an incredible likeness of the Spongebob world. The skybox is perfect, and many random locations from the show are scattered abroad There are also a bunch of oversized fishing hooks hanging down and several boats traveling back and forth across the 'roadways'. Among the locations available are the Krusty Krab, the rest home, the driving school, and of course, Spongebob, Squidward, Patrick and Sandy's houses. The only thing I could mention negative is that Spongebob, Squidward and Patrick's houses are too close together...but that's it. This is about as good as Spongebob for JK2 can get. Great work! [b]CTF Country Roads:[/b] CTF is all about speed. This map is very much so that I'd say you could get a lot of high-scoring matches here. There are two barns with the flags in the silos next to them. Between them is a road that goes through a dug-out tunnel in the rocks. Underneath this, a boat travels on the water between the two barns. It's a very small setup, yet elegant at the same time. I enjoyed running around on this one for a while. The atmosphere is great, with a dusty, dirty look inside the barns and a clear, sunny day feel outside. My favorite part was definitely the roadway, though...the automatic means of getting from base to base was definitely awesome. There is also a boat that goes between the two bases, although it seems a little slower than the roadway. There are hidden missile launchers in the water...if you can get them without drowning. Oh, and that water shader is awesome. [b]CTF Mines of Boognish:[/b] It took me a while to figure this one out, but I finally did. This is a mining asteroid. You can enter the mines by sabering out the floor in the towers you start in. Once you get to the bottom, you can enter the mines and begin your run towards the other side of the asteroid. The mines are rather short, but once you get to the bottom you can either continue on to the other side of the asteroid, or cut across the middle of a lava pit and try to disable the force field up above. This makes for very interesting gameplay. The only problem with this one was that [i]I couldn't find the flags![/i] Laugh if you wish, but I couldn't find them anywhere! Wherever they are, it must be in plain sight or hidden just around a corner out of sight. [b]Duel Caribbean:[/b] I found this one a little confusing. The duel takes place on a high rock overlooking the sea with a lighthouse built into the side of the cliff. There's plenty of room for a good duel, although there is a lack of detail on most of the objects, as if they were supposed to be viewed from far away. I say that because at the bottom of the lighthouse, there is a ship. The side is blown out, the masts have broken off , the bottom no longer exists and the whole thing is flooded. But you can't reach it...I tried every possible way to get down there without noclip, and I just couldn't. The only thing I can figure is that there's a hidden button somewhere, or you aren't supposed to reach it. Which is kind of a bummer, because the ship is much more interesting than the hilltop. I hope it's just a glitch. [b]Duel Pinworld:[/b] This is an interesting idea. The entire map consists of a pink environment, wooden walkways and bowling pins. Ok, so there is a platform off to the side, but that's not the point...the point is that this place is unique. Whatever gave the author the idea to make a map from bowling pins, I have no idea, but it's pretty neat! Honestly, you just have to take a look to understand Pinworld. It seems like an interesting place, and for a duel, it has a few elements that should enhance gameplay a little. [b]FFA Mustafar:[/b] This remake didn't go for accuracy, but rather for a mapper's recreation of the facility. It's not bad, actually - many of the key areas are here, intact. There's a few secrets I found, and there are more somewhere that I was unable to find/open. (Yunz are really good at hiding em!) I really can't find many words for this map. There's nothing wrong with it - I'm just unable to put it to words. Put it this way: If you like Mustafar, you'll probably like this map. If not, *waves hand and performs a mind trick* then you [i]will[/i] like it anyway. [b]Jedi of the Caribbean:[/b] This was a good one, though a tad small. You spawn on a ship sailing through shark-infested waters. There is a ship on either side of you (hopefully friendly!) and some sharks in the water. Oh, there's a nice, thick fog, too. Construction was excellent. The upper deck had no cannons on it, but it did have a bunch of crates. Below deck, there are more crates of this 'n that, hammocks and a few other items of interest. It was a little bare for my taste, but with some good players, that won't be noticed. [i][b]Note from the author:[/b] Inside the captain's deck, there is a giant map. If you touch this, you're teleported to another ship with the lighthouse area from JotC Duel. The map is much bigger than the first ship!![/i] [b]Jedi of the Caribbean II:[/b] I was a little disappointed with this one. The map consists of a donut-shaped cave with two short passageways on opposite sides. There are several boats with umbrellas sailing around the cave. That's it...did I miss something? [b]Khomm CTF:[/b]: I like the khomm maps. All of them deal with lava, and most of them consist of a network of platforms supported above it. I like the gives a Mustafar kind of feel, actually. Not half-bad. This particular one consists of a blue base in a big lava-filled cave and a red base in the open air getting pelted with asteroids. Unlike Country Roads, this one is geared toward low-scoring matches - players will have to rush in as teams with large forces to blast through the enemy's defenses. Lots of strategy will be involved for sure. [b]Khomm FFA:[/b] I think this was my favorite map in the whole pack. It's a combination of Khomm Lavacave, Khomm Lab, Khomm Pad and a few elements from the Khomm TFFA as well. The center of the map is a cave, almost completely sealed off from the outside world. The Millennium Falcon sits on the platform above the lava. There are force fields in a few areas in place of the grates, and several doors leading to other places. There are plenty of interconnecting hallways, and there was even an evil secret area that had a camera system and some cool buttons. I loved it. Just a sidenote, from evidence seen in the Laboratory and Lavacave maps, I'd say the FFA version was made first and split up into the separate maps included in this pack. Either way, they're all well done. [b]Khomm Laboratory:[/b] More Khomm! This one is a small laboratory next to an underground lava flow. Looks pretty snazzy. There are some shadowtrooper suits hanging on the wall, and two tubes in the middle of the room with lava running down them. This one seemed a little empty, especially compared to the other Khomm maps, but it's good overall. [b]Khomm Lavacave:[/b] Hmm, another underground location on Khomm. This is a cave, and like the laboratory, it appears completely closed to the outside air. There are multiple lava flows, and in one area there is a rotating JK logo hovering above a pad. Lava drips from the ceiling in multiple areas. There isn't really much to say, except that the atmosphere is [i]perfect[/i]. A jorb well done. [b]Khomm Pad:[/b] This map consists of a landing pad under a pitch black sky, with a pitch black pit below it. There's a rock face into which it is anchored, and a door in said face. The rock can be walked on for a short distance, but not much. You can get on the supports under the pad, but good luck getting back up once you're down there. There really isn't much to say here, it's a very simple map. [b]Khomm Pit:[/b] If I'm not mistaken, this is the third entirely underground Khomm map. The entire map consists of a junction between three caves. There are torches along the walls, and in the middle is a small pit half filled with lava. Steam rises from the pit, as the lava angrily growls at the potential morsels dueling on the walkway above. There are three closed doorways, and none of them open - you're stuck with hungry lava or a saber-wielding adversary to kill you. [b]Khomm TFFA:[/b] The final Khomm map in the pack. This appears to be an inner part of a facility where lava is collected and stirred. Asteroids are falling, and when I looked up, I saw the reason why. That's an awesome skybox, I have to say! The facility has two floors in addition to the walkways over the lava. On the second floor, there are buttons that toggle the force fields on the walkways on or off. It seems a tad small for a tffa, but seeing as every player will be in constant danger, I'm sure it'll be interesting with a massive amount of players. [b]Ook's Haunted House:[/b] Hoooo boy. Where to start! This is definitely an awesome map. It's not really a "house" per say...maybe that's what makes it just a tad creepier. You have to understand, this isn't really meant to be scary, it's just meant for fun. There are at least two instances of cats, an inverting bedroom, and a special guest appearance from Dave Thomas and the Taco Bell Chihuahua followed by death. There's even an Indiana Jones 3 style puzzle in the "shed" thing behind the house, which I thought was pretty neat. After completing the puzzle, I "called" a "special team" to fix up the house and I moved on, because it was simply too much fun. XD [i]Edit: Thanks for that song, by the way. It irritates my brother to no end. =D[/i] [b]ShroomDuck's Yavin Duel:[/b] This appears to be a partially destroyed variation of the Skywalker Room (Is that what it's called?). The room has been slightly redesigned and a few things have been added, but it still says Jedi Academy to me. There were a few visual elements that bothered me, though...specifically the gradient light beams from the window and the blocky shadows on the ceiling. Both could be fixed without a whole lot of hassle, and it would definitely make the map feel even more yavin-ish. It also seemed a bit empty, but that's how the Jedi Academy is so there's no problem with that. [b]Shroom's Death Star:[/b] Not really as big as the death star, but still very large and incorporating many of the key elements to make it a good Death Star, it's Shroom's Death Star! This place looked FUUUUUNNNN. Crates everywhere, computers everywhere, at least one hangar, several platforms-stretched-out-over-pits areas, a mouse droid, and a garbage crusher. Really now, need I say more? It's the Death Star. It's done very well, and I would highly recommend this map to anyone. [b]SM64:[/b] Ah, yes. Mario, the little plumber with a red hat and more problems than you can count. This map recreates the palace and several of the beginning levels from Super Mario 64, up to and including the first boss. I was impressed at the accuracy portrayed here - good job! The two most notable areas I remember were the bob-omb battlefield (or whatever that place was called) and the snow world, where you slide down the mountain slopes. Quite fun, and a job well done. [b]The Forest Moon of Endor:[/b] This is a very "artist's rendition" version of Endor. It is in no way accurate to the film, yet is enticing in it's own way. There are three main areas - one with Ewok huts up in the air, one with an imperial landing pad and an AT-AT (which can fire it's lazor) and the third with a swinging tree trunk and some AT-ST's. Everything in this map seemed to lead to another place some way or another. There were hallways all over the place. I especially liked the Extend-O-Glove trick...what a way to go. XD The bounce pads were pretty neat, too. [b]Team Wookiee Invades South Park:[/b] I've never seen South Park...yeah, yeah, I know, that's unheard of, but it's true. This map creates what I assume is part of the South Park world with many of the key characters implemented. The cool thing: making use of cel shading, everything in the map has been given a black outline. If you are not yet familiar with cel shading, now's a good time to check it out. It's really sweet. Since I'm not familiar with the show, I can't vouch for accuracy on anything. All I can do is give you a few of the things you'll'll find cows all over the streets, a bus that crashed into a tree in front of the school and ran over Kenny, a stage with Ween on it, and several funky shops such as a Sushi Bar. An interesting environment for if only I knew what everything meant. XD [b]Puerto De Drahcir:[/b] I was reminded somewhat of Port Royal while testing this out. I assume this is the desired effect because of the music track. The entire map consists of a very small town next to a port, with a gigantic boat next to the pier. The town itself is mainly a conglomeration of random buildings, with a graveyard off to the side. Most of your time will probably be spent on the gigantic boat. She's a real beauty. I was only able to find a cargo hold and a crew's quarters below deck, though. The cannons were neat...I like getting fired off at high speeds, thanks to BigCannon. There were several small glitches here and there, including two patch meshes that don't meet on the sides of the ship, but nothing terrible or too distracting. The level of detail on the ship is just too amazing for me to gripe about that. [b]Rhiom's Retreat:[/b] I'm reminded very much of The Karate Kid for some silly reason. This is a japanese-looking place, although I can't decide if it's for training or a restful retreat. I take it as a training grounds simple because of what lies below. There were various areas available here, ranging from a pool to what looks like a jacuzzi and various dueling areas in completely different environments. Most of the map seems to deal with water, though. Didn't find any big bugs or anything...this one seems pretty stable all on it's own. There was a texturing glitch on the circling fish, but I think that was it. [b]Sirhc's Bowling:[/b] This is a re-release of a map that has been out for quite some time. I think the music was changed since said release, but that's about it. It seems pretty much exactly as I remember. Arcade games that you can play around inside, an exploding toilet, a pool table you can play on, pinworld...oh, and of course, the bowling alley itself. I'm just skimming the surface here, because really, if you want to have some JK2 fun, you can have quite a bit here. You just have to try it to understand. [b]Space Station:[/b] More space material. This is a big space station orbiting some planet somewhere in the middle of space. The outer areas are connected by a neat ring which pushes you through as a one-way means of transportation. The inner rings contain most of the goodies. You can also get outside the station and walk around it from the outside...must be an air bubble surrounding it. Now, to me, the architecture on the station looks a little slapped together from the outside...the inside looks fine, but the the outside looks like it wasn't quite planned to turn out the way it did. That's not a problem, just an observation. In any case, this one didn't have any really big bugs, either. I probably missed a whooole lot of aware that there are many, many ways to get places! [b]Transdermal Celebration:[/b] Okay...I'm disturbed. After hearing the music and seeing the map, I looked up a video on youtube out of curiosity. It only got more disturbing...I guess if you like morphing into different beings, then it's not so bad...I'm not exactly sure what was happening here. PLEASE tell me it isn't what I think it is! XD The map itself has a very nice, solid construction, and it's good for an FFA match for sure. To me, it looks like a broken down citadel floating in the clouds with many platforms floating around it. I'm not sure how this fits into the music, but I'm sure it does some way or another. Many random signs of Boognish decorate the map, many of which will teleport you or throw you to another area of the map. I didn't see any bugs during my test. [b]*Phew!*[/b] There was a simple glitch applying to the entire pack...the lava shader and a few of the computer shaders had an awkward blendfunc or something that made them draw over some of the effects and, in some cases, your lightsaber. The lava's steam was the biggest loss, although there are a few visible glitches on Mustafar and Khomm FFA as well. A must download for ANY JK2 player. Hear me? Must. Get going! ~Dretzel




Cyber Trooper and sword | 3.1 MB

Behold, for it is a human merc reskin to envision a strange new trooper of some sort. The concept itself is interesting, but it sort of lost me. Suffice to say, however, the skinning is excellent, as per usual. Even the skin texture on the previously covered arms looks pretty good. The thing that pretty much lost my favor is the team skins and basically one aspect of the skin. First off, the team skins are pretty much just recolors, which is not usually in Tobe's style, so that was a slight, but not crippling disappointment. The thing that did it for me was the word "Cyber" on the back. "But Averus, it's just a word!" Yes, but it basically ruined the feel of the skin. Usually less skilled skinners do things like this, and I could have thought of several theme appropriate things(Say like" Special Forces Division 100110101 Alpha Squadron, or unit #blah) to put on there other than the word "Cyber." The weapon was also a little disappointing, mostly in the sound department. Visually speaking, it's great. A great model by Seancsnm. The tag needs some adjusting to make the weapon look like it's facing the right way, but it truly has a cybernetic visual feel to it. However, as I said, the sound department feels really awkward. The activation/deactivation and idle sounds were fine, but the swinging sounds and spin sounds were just too "soft" to feel like you were swinging a weapon. People could argue that these sounds are theme-appropriate, but logic compels me to argue otherwise in the name of user entertainment. Regardless of what I may have conveyed in the upper paragraphs, I still think you gents did a fine job. I just personally can't say it's awesome because of my clashes with some aspects @_@. For those of you who don't care, BY ALL MEANS, ENGAGE BANDWIDTH TO MAX SPEED Bot Support:Aye NPC Support:Aye New Sounds: Aye Team Support:Aye - Averus Retruthan




Hercules and Xena Skins | 100.4 MB

that it adds/replaces a whole bunch of skins with their Xena or Hercules counterparts. Don't ask me why Luke=Hercules or why the rebel pilot is now a Mon Mothma reskin that still has a man's voice... these details are beyond me. What I do know is that I apparently didn't watch Xena long enough to know who all these characters are, or what they're supposed to look like. I do know what Xena and Hercules are supposed to look like, though, and I can tell you right off the bat that no base assets model is going to be able to capture either of them... and I wasn't too far off. Most of the skins here actually are a little off, mostly because the faces are one notch down from blasphemy. It's like the author put a lot of effort into adding all this stuff, but very little into refining it. Most of the faces are not quite lined up -- a lot of the mouths don't match the mouth on the model, so when they talk they look silly -- and a lot of skin tones between meshes don't match. And don't even ask me why you would skin an arm texture over a poofy sleeve. That one I can't begin to fathom. Long story short, this needs a lot of work and a lot more attention before it's playable in an enjoyable fashion. As a big Xena fan myself, I'd love to see a great Xena skin. The one here only has a passing resemblance to Lucy Lawless, which is for me at least a big disappointment for what could be a very interesting mod, if the author would take the extra time, work out the kinks, and really place the appropriate emphasis on the details. The big picture is all good and fine, but without the details it's more of a sketch than a portrait. ~Inyri[/quote] Now let’s start by saying that this looked interesting to me and though I was no fan of Hercules and Xena I do like however Greek mythology. First we’ll talk about all the goodies in this mod. There are sabers, hilts, tons of skins to mix and match, weapon reskins, hotkeys assigned for both cheats and npcs. Also you have a very handy button for changing skins on the fly. And many npcs. Now let’s discuss the material. Some of the skins look decent but the textures don’t seem that great to me I don’t know why but there is something funky about them. The clothes don’t really look natural up close and the faces seem to have a bit of skin tone mismatch. The sabers were good but not really all that impressive. It comes with a few hilts and while some look good some just look like they were rushed and not fully completed. Now this pack also replaces the menus and loading screens with a collage of pictures from the characters of the shows but the menus just have a small pig with a red cape which doesn’t really make any sense at all but ok. The Single player campaign was completely changed with the skins on this pack. There were some bugs, at the end there was this bug that maybe only happened to me, but when Tavion is possessed by Ragnos her body is changed to this untextured reborn looking thing. And the same happens when you kill her. Also at the end Kyle’s replacement gets swallowed into the ground and Hercules which replaces Luke is also swallowed only to his hip so you see your character walking next to a legless Hercules and Kyle seems to be talking from under the concrete. Oh and the Mon Mothma reskin is still acting as a pilot which freaks you out when you hear such manly voice, but I guess it's funny though. The MP element is just standard, but with all the skins available including the Ragnos reskin which in my opinion is one of the best looking reskins in the pack, adds a bit of variety. Overall it’s an original idea that fans will love given the options to select either mortals, gods, and demigods. It provides a great selection of outfits and for the male audience there are some provocative outfits included here. The one skin that I would say definitely needs it’s own model is Medusa as the Twi’lek female doesn’t really make justice to this specific character. I hope that the V3 is better, this is an improvement don’t get me wrong I saw V1 but it still needs a lot more work, maybe some more texturing and make the skin tones match, and use shaders to help you out. So if you like Xena and Hercules or just Ancient Greek Mythology then this pack is for you just don't get your hopes up too much. [i]Lady_Trinity[/i]




Clan Mod | 326.66 KB

counterpart, this one is mostly for admin commands, and to protect people from posing as a member from whatever clan that happens to be running this mod. It does seem to lack some features that the JK3 version had, such as a grapple, but I am sure that is due to the engine\'s limitations. But even so, this mod met pretty much all my needs for my clan server, so I don\'t see why it wouldn\'t for most people. Though my knowledge of JK2 mods is a bit limited, I have to admit that I haven\'t run across a mod for JK2 that gives this much control over the aspects this mod was made for, so I enjoy it. Give it a download if you run a clan server. Eh, give it a download even if you don\'t! :p




Temple of the Elders | 17.33 MB

Darth NormaN map, after all, and since it was once again made for a mapping contest it is of the highest quality. This map comes backed with everything it should: bot routes, new textures, new shaders, and lots and lots of dynamic glow and environment effects. As a result this map may play a little choppy for some, especially if you have dynamic glow on. My laptop has not chugged on a map as of yet, until this one. I was running at about 10 fps outside with dynamic glow on. With glow off it\'s significantly better, but doesn\'t look as pretty! Which makes me sad, because I like pretty. However players with a decent rig should be fine with this map. The map itself is a temple, of the ancient variety. Overgrown, a little caved in, and somewhat forgotten, this temple provides the perfect atmosphere for an intense duel, or a no holds barred free-for-all. It has full bot routing, for those hectic bot matches everyone loves, and while relatively small compared to many free-for-all maps, it\'s plenty large with no worries of getting lost. The foggy and rainy atmosphere adds to the mood of the map, giving it the perfect setting. The music also enhances the mood. It\'s definitely worth a look, if not an immediate download. A nice break from all the industrial-looking maps! [b]Bot Support[/b]: Yes [b]New Models[/b]: Yes [b]New Textures[/b]: Yes [b]New Music[/b]: Yes ~Inyri




Star Wars Saga Saber Sounds | 1.74 MB

too loud and don\'t feel like they fit in the game very well. There were some saber block sounds like in the \"Sith\" pack that also grated on my nerves. Other than that, they sound ... exactly ... the ... same. Only way for you to find out though, is to download this and try it yourself. ~AmosMagee




Rcon SE | 5 MB

This mental skill is even more necessary if you run a server with a mod, which adds more commands to the server. Lostingamma has created a program, called Rcon SE, that will allow a person to connect to a server, and control it, as if they were right in there. This could be helpful if you need to make some changes on your server, but don’t have enough time to start up JKA, or you can’t find your CD. This program can even be used a friends house, even if the friend has never installed JKA on his computer. Another great thing, is when you connect to a server, you can see some of the basic settings on your server, right when you see the main part of the program. The name of the server, its mod (if any), version, game type, and more. Then, you can send commands to the server through a text bar. It also has extra buttons for servers that are basejka, or JA+. So, if you forget a command, and you have a basejka or JA+ server, there is a possibility there is a button for it. If your server isn’t running either of these, like if you were running the ForceMod, it will still work, you can submit ForceMod commands through the text bar. You can restart the map and shutdown the server with this program too. There is also a Help System included, for those of you that need help. As a bonus, it comes with an installer, that way you can easily put it on your computer. -Airm




Pakscape | 103.69 KB

Pakscape is a pk3 editing program. Any modder/mapper e.t.c who wants to release a file for any quake3 based game - .pk, .pk3, .zip file formats e.t.c, needs this file to organise their file structure. This is probably the best one around, but as far as i know it doesnt support Doom3 as of yet. ~Szico VII~




Vengeance of the Sith | 62.76 MB

hold your attention, though the dialogue can get boring at times. The action is there, but you have plenty of help from Kyle and other Jedi along the way. A lot happens in such a short period of time, so the story and the action is always moving. I ran into an issue at one point where two of the enemies I was supposed to kill ... they weren\'t dying ... but they weren\'t fighting either. They just ... stopped. So I just reloaded at the last checkpoint and tried again and it all worked just fine. The only things I would change about this mod are the writing of the dialogue and I would add some voice acting. Also, there were a few grammatical errors in the subtitles, but I can overlook that. :) If you\'re looking for something new to try for single player Jedi Academy, check this out. Like I said, I haven\'t played through to the end yet, but this is staying on my computer until I do. :) ~AmosMagee




Trillogy Sabers Episode 2 | 2.34 MB

sounds. To me, I don\'t play with sounds effects on so this mod doesn\'t really mean anything to me. I\'m sure that there are people who care what their saber sounds like though. So if you\'re looking for some cool saber sounds from episode two, here you go! There\'s one thing the author mentions in the readme in regards to some sound. [quote]Though I have one comment that I think you should know about. When waving your lightsaber, you may hear something like a chicken clucking. Go to John Williams, it\'s his music, his fault![/quote] I\'m not sure what else to comment on, they sound like sabers to! SanosuKe




SP Red Saber | 5.75 KB

easy to download, and you can finally be a sith of pure evil. Who wouldn't want that? I haven't tried it with the double lightsaber because I'm not gonna trudge all the way through the game again - however the readme says it works fine, so I'll just have to trust him ;) Ian Flynn - I believe in you. :) ~Szico VII~




UK Gladiators' Referee | 1.68 MB

you're all set! I noticed however that the placement of the nose on this skin is rather wicked, it leaves some black spots around the nose. I noticed these at the eyes also so I guess this needs some fixing lovin'! Check my close-up screenie to see what I mean: Note that blue and red versions of this skin aren't support so it won't work in CTF and CTY mode.




Real Lightsaber Sound Patch | 2.06 MB

Force Jump sound (replace with \"Duels of fates little theme\" - Force Lightning Sound (Add Dark Side \"oohhhh ohhh ohhhh\") - Force Pull sound (replace with \"The Throne room\" EPI end theme - work in progress, have any ideas? - Force Push sound (replace with \"Darth Maul Force push\" used for push Obi in the hole) - Force Speed sound (replace with \"Anakin\'s Mother looking for theme\") - All Saber Sound (On-off [Dooku version very Terrific!!!], hummm, block, bounce, hit, hit wall, hup, saberspin - sound take up from EPI dvd and EPI dvx version)[/quote] The saber sounds aren\'t too bad, but overall an interesting pack of sound replacements :D




New Jumpz Animation | 8.24 MB

that, the best characters that this should be used with, are ones that are seen to be able to fly in their respective genres. It does basically look like you are flying for 1.5 seconds. Perfect for use in screenshots, especially with models like [url=\";68265/\"] this[/url], or maybe even the Neo model included in [url=\";82931/\"] this pack[/url]. [b]New Animation:[/b] Yes [b]New Sounds:[/b] No -SuperSmeg




Sith Inquisitor | 17.14 MB

and that’s never a sign of a friendly fellow! I have to say, this is a really nice pack from Jose, I say pack because there isn’t just a skin in here, but a little extra mod which also changes the staff stance, walk and run animations to something much better looking, rather than the strange waddle that the player perform with the base JKA staff animations. But not only that, there is also a staff hilt as well! Its great when some cool extras are thrown in! The skin itself looks pretty cool, and as the author says, is inspired by Revan and star Wars: The old Republic concept art. The belt/waist wrap especially is obviously inspired by Darth Revan\'s robes and the whole skin has a really nice Old Republic vibe to it. The colour scheme fits nicely too , though I’m not sure about the combination of the purple piping on the robe combined with the yellow waist sash for the blue team skin, personally I would have gone with a purple waist sash as the yellow really seems to clash... Not that I generally give fashion advice to the Sith of course! The only other thing that bugged be was the lack of bot support, but apart from that this is a really nice little package here from Jose Carlos. Apparently this was made in about 4 hours over pizza, if pizza helps you make stuff this good in 4 hours, damn I want whatever you had! :P [b]New Sounds:[/b] No [b]Bot Support:[/b] No [b]Team Support:[/b] Yes ~Nozyspy~




Power Rangers In Space Uniform (Andros) | 9.62 MB

CGI'ing now?




Royal Guard Pack v2 | 12.3 MB

dog95\'s bot support for said skins and bringing them over to JKA. Now dog95 is back with an update which adds an interesting Single Player mod. I should point out that you should only use one of the .pk3 files included here, as one of them is just the compilation mod from last time and the other; RoyalGuardWithDarkside.pk3 is the one that mods the singleplayer side of the game. What the SP mod does is switch round the characters in singleplayer, so that Luke becomes a Shadowtrooper, Kyle becomes Carnor Jax, Stormtroopers become Rebels and Cultists become Jedi. I suppose you could say it makes it like you are at an Imperial or Dark Side academy as opposed to Luke\'s Jedi Academy! Well, that’s it for the updates, so below I will paste in my original review from last time around about the original mod! ~Nozyspy~ [quote]Ever fancied pitting your wits against some Royal guard bots, maybe even spawning an army of them to fight? Well now is your chance! What this mod here does is take Eric Landreneau\'s classic JK2 Royal Guard/Carnor Jax/Kir Kanos skins and breathes new life into them by not only making them available for JKA but also adding bot support to them as well! If you want to use these skins in singleplayer there are console commands included in the readme that you can use to change your playermodel in SP. Not only that but dog95 has also added HOUOU\'s Katana Pack for that extra dose of realism! Even though this is mostly only a compilation pack, it is nice to see these classic skins in JKA and enhanced with bot support! Be sure to give this pack a download if you like the look of it! ;) [b]New Sounds:[/b] No [b]Bot Support:[/b] Yes [b]Team Support:[/b] Yes ~Nozyspy~[/quote]




JAX White Light Saber | 447.81 KB

be like \"...Whut?\" Basically, from the standard view, the black saber looks like it has teeth, the way it pulsates and wobbles. \'Tis simply odd. Another strangeity is definitely at the tip: Thar be a fading point between the very tip and the blade beef itself. Kinda bothersome, actually, given how noticeable it is. Other than that, supposed to look like your standard TFU black saber. There y\'go. Beep. - Averus Retruthan




SJC Coruscant Adventures Pack (Night and Day) | 75.25 MB least once a year, SJC has valiantly produced at least one map each year, each one's impact being the equivilant of getting a shotgun blast of awesome straight to your face, leaving a crater of glory in the aftermath. Now normally Nozyspy handles SJC's maps, but...Caelum and I wish to punish him for his sloth and impertinence >:B so we are going to double-team this map in our own collective fashion, and the Hive will celebrate as our efforts result in the explosive joy of everyone's celebratory dances and offering tribute to this map. [b]Exteriors:[/b] ----------------- Right, so, when it comes to the outside, this thing is big and pretty, in short. First of all, I should probobably note that the outside feels a bit like a maze, especially at first. This isn't at all bad though, considering coruscant is supposed to be a confusing, massive, global city. There were some very minor lightning problems here and there, but both the day and the night version had an awesome atmosphere to it. Tons of fancy details help with that - advertisement banners (screenshot #4), an awesome skybox, appropriate music and more. Outside, we find a maze of corridors, going all the way down from the upper parts (screenshot #2) to the lower parts of Coruscant (screenshot #4) and eventually the undercity, where even the sunlight doesn't reach according to SW lore. There's entrances to a variety of areas, as well as a considerable race track/highway-like course (complete with swoops - yes, you can use this map for all your racing needs), along the path of which are various bars and night clubs. More about inside areas from Averus though. [b]Interiors:[/b] ----------------- The interiors can pretty much be divided into two major classes: Beds and Bars. Sounds pretty sleezy, but hey, this is the entertainment district, what do you expect? Now, there are pretty much two main bars in the map. The first bar is the famous Outlander Club that was featured most prominently in Star Wars Episode II: Attack of the Clones, in which Obi-Wan Kenobi mindtricked Elan Sel'Sabagno into effectively rethinking his life, a feat which, to my knowledge, did him little good. It's scary to look at its ingame carnation, because it's just so...empty, save for the bar itself. Most of the few tables that are available are just pushed off to the side, near the Holonet receivers, where there's a couple nice lil' sporting events, namely the swoop race and the ...wheelchair football match? I 'unno.. The second level access can be reached by a strange little force lift of sorts. Not much to discuss up there except where the doors go. One of the doors leads to a hall that will inevitably take you to some mini-bedrooms with 1-2 beds, depending on the room. This is where I started noticing that the doors in this map have a bit of a impatient streak in them. No wait function on most of them, but thankfully, if you hold use long enough, they decide to give you space to walk through. The rooms are pretty modest, not much to offer, but they definitely get the job done. Mostly chairs and beds, the occasional portrait, but otherwise nothing special worth noting about these rooms. The next major interior is yet another bar, although this one is a bit more spacious and is a bit darker than its Outlander counterpart. This one appears to have a little bit more in the way of seating and even features a stage where a holographic dancer is....wait a that from....[b]IMVU?!? WAAAAAAAAAGH!!!!!!!![/b] [b]-=Averus explodes into a fine ashen powder. Another Averus steps in.=-[/b] Anywho, the bar also has two levels, though the method of getting up there is slightly peculiar: A jump pad. Nothing we're used to, but I can just imagine any character wearing a skirt freaking out at the prospect of ascending these pads. Other than the host of seating, the atmosphere(see: music) is pretty much the same. Nothing much to elaborate on, other than I really like the atmosphere here. The slew of posters, the less colorful bar, the...suggestive holo-images. Really feels like a Star-Warsy downtown bar. ONWARD, to the...apartment complexes. Here, a most devious set of interiors await thee. Most of the apartments here feature pretty barebones furnishings, mostly a desk with a terminal and a bed, with the only decor being some wall posters. Amusingly enough, one of the apartments has a malfunctioning door. Privacy, you has it not. The most fortunate of the apartments is one that(I'm assuming, here, since I've never watched the animations,) belonged to Cad Bane. This one is most fortunate in its furnishings, as it holds desks, bed, WINDOWS, and...some holographic droid of sorts. Not sure what it's deal is, but SJC loves him some holograms. Winding the base here, it's time to finish off and mention the roadside "underground" bar, which is the most unorthodox of the taverns. This one features a large critter underneath the floorboards. Guess what it is? A RANCOR?! OF COURSE! Most of the actual seating for this den is actually strewn in a side alcove. The main area is mostly an arena strewn with laser turrets and a control panel to unleasha deh rannycor(nice tough with the sound clip, by the way XD) Couple TVs, some more holo-decor, and you've got the underground den pretty much laid out. It's a shame there wasn't much seating in this one, maybe behind a two-way mirror, where the betters can see who wins and who gets eaten. Dunno, just a thought :D [b]Closing Thoughts:[/b] ------------------------ Part of me was surprised at just how small the map was in comparison to the file size, but considering the MASSIVE amount of custom textures and shaders that went into this map, I can understand just how easily that stuff can add up. Overall, a magnificent map, and it's projects like these that make me feel ever so grateful for the master server's resurrection. En Taro Tassadar...really? That's how I'm gonna end it? *sighs*....Okay. Back to you, Caelum. Now, quality-wise. Sufficed to say, this is SJC quality. There were some areas where the FPS of my less-than-modern machine struggled a little, but in all, this map seems stable & looks awesome. I also have to say those 3D image thingies (like the road blocking droid & the female dancer) are very fancy. There is one thingy I would like to see in a future version - an expanded interior for that landed ship (see screenshots #1 & #3). Yeah, I'm a sucker for ship interiors ;) Worth getting, though? Well, obviously! :P New Textures: Aye New Music: Aye Secrets to plunder: Aye Bot Support: Aye -=Cosmos Duality - Averus & Caelum=-




The Force Unleashed 2 Starkiller Pack | 10.25 MB

that any work that he sends in is simply spectacular. 5 regular, 2 team skins, and all of them up to DarthPhae's usual standard of work, which is in itself, quite impressive. I still use his DF2 Yun to this day, just because of how excellent it is. He really can turn the jedi_HM model into something potent. So, speaking of, this is yet another Jedi_HM reskin pack, and as I said before, a very potent one. Wielding his mighty digital artistic tools, DP has turned Jaden into Galen Merak in his own unique manner, sketching up 4 of the outfits that you apparently see him in the upcoming TFU2. These are, from what I'm guessing: A kamino clone outfit, a utilitarian suit, a ripped jacketed suit, and a jedi-ish robe of sorts. But wait, what's the 5th? Apparently, a mutated/incomplete clone will be featured as an enemy in TFU2, and has been skinned into such. It looks quite malevolent, and thankfully, he doesn't have red eyes! WOOOT. So, anything wrong with these skins? Not really, there's no graphical oddities with DP's work. I guess my only QQ would be the obnoxious cinematic lines that were included as taunts. However, that's just personal opinion, and should in no way impact your judgement on these skins. DP whipped up a set of modified Jaden Male sounds to help compliment the rest of his Merak clips, which go along rather peacibly. I'd say we've got a complete package here. With all this in mind, I'd say this pack is the answer to any rabid desire to be Starkiller that anyone may have. I'm tempted to keep this pack in in anticipation of all the fanboys who will inevitably come to my server ;_; with this pack in. It's going to be a looong week. Bot Support:Aye NPC Support:Aye New Sounds:Aye Team Support:Aye - Averus Retruthan




Battlestar Galactica Vehicle Pack | 15.14 MB

watched. This pack, however, brings intrigue to me. Pra Viilon, a long time clan leader, has taken advantage of a modeller name Coxxon\'s collection of Battlestar Galactica vehicle models that were \"free game to the public,\" and brought them to JK3 for us. Before I begin, I must say that all of these models are beautifully done, so hats off to Coxxon for his magnificent work there. Now, all of these vehicles share between 3 vehicle weapons, so fortunately for you all, there won\'t be a huge overload of vehicle weapons(since there is indeed a limit.) The weapons are as follows: [b]Viper Gun:[/b] Though the weapon obviously is designated for the Viper, this weapon is carried by every ship in the pack. The effect is actually a very amusing one: It\'s the heavy repeater effects, both in sound and visual effects. Mind you, this means by default you\'d be firing beans, but imagine if you were to, say, download the [file=\"72979\"]DC-15A Rifle,[/file] then you could be firing some kinky blue lasers, which is most potent. However, I found that it was just fine without the modification. [b]Nuke:[/b] Effectively what appears to be a nuclear missle, this weapon uses a modified torpedo effect with an extra kick. The damage is naturally quite potent, and the effect on your screen is quite dramatic...and disorienting. [b]Bomb:[/b] This weapon seems to be unique in that it is the only weapon that is meant to be fired down at the ground, and that it seems to be only in the possession of one ship. Essentially, it\'s what one would think it is, a bomb to drop onto ground forces. Now, with the weapons taken into account, let\'s see what we\'ve got: [b]- Viper MK. I:[/b] AKA, the original Viper from the classic series. This one is a vehicle that the community has seen before, created by [file=\"43473\"]Mars Marshall.[/file] This vessel is the least armed of the bunch, sporting only two Viper Guns, and it looks a bit clunky compared to its newer brethren, but it\'s still a sturdy model, and has the ability to roll left and right, a feat not every JK3 vehicle possesses. [b]Armament: 2x Viper Gun[/b] [b]- Viper MK. II:[/b] A much more cleaner model than its predecessor, marked by its sharper paint job and slimmer, more compact tri-thruster design and the additional armament. Just conserve your shots, as you only get two missles. [b]Armament: 2x Viper Gun, 2x Nuclear Missles[/b] [b]- Viper MK. VII:[/b] Wow O_o...what a farcry from the other Vipers. This thing looks closer to a real life jet than it does a sci-fi vessel. Still has the tri-barrel jets, but a much slimmer, grayer design, but not at the expense of flare, weaponry, or the rolling capability its predecessors had. [b]Armament: 3x Viper Gun, 2x Nuclear Missles[/b] Welp, that covers the Vipers. Now, we move onto the Raiders, a set of vessels in the dominion of the Cylons, whom I remember as being quite clunky and robotic. Very amusing bunch, but the Raiders are still quite awesome: [b]- Old Raider:[/b] This is the classic Raider from the old series, from what I understand. It appears to be the most unique of the bunch in its saucer-like shape, and its ability to hurl bombs. Despite its bulky size, the old raider remains a very nimble unit, and can roll away as well. [b]Armament: 2x Viper Gun, 20x bombs[/b] [b]- New Raider:[/b] Now THIS Raider received a MASSIVE imaginative overhaul. No longer the clunky saucer it once was, this new raider has a sleek new design with a monochrome silver paintjob, sleek curved wings outfitted with Viper Guns, and a cockpit whose design looks to be based off the Cylon\'s helmets. Very snazzeh indeed =_= and it rolls. [b]Armament: 2x Viper Gun, 2x Nuclear Missles[/b] [b]- Heavy Raider:[/b] Wow, this thing is a monster O_o; basically, the cylon cockpit has been grafted onto a large peculiar hull. With it, a massive upgrade in firepower has been bestowed. Though it can\'t roll, it can hover in mid-air, unleashing its barrage of lasers upon both aerial and ground targets with equal prowess. Not a ship whose attention you want to attract. [b]Armament: 6x Viper Gun, 4x Nuclear Missles[/b] That covers the Raiders, and now, we cover my favorite of the vehicles, [b]the Raptor[/b]. Now I have NO idea what the Raptor is associated with, but it\'s basically the answer to the Heavy Raider. There are only two versions, an unarmed and an armed. Now the unarmed is a bit of a misgnomer, as it does have a single Viper Gun for defense, but the armed version has a massive edge. Both can hover, and both are very awesome looking frigates. [b]Armament(Unarmed): 1x Viper Gun (Armed) 2x Viper Gun, 28x Nuclear missles[/b] So, about the map...WAIT, WHAT?!? A MAP?! You bet your ass. Anyone who remembers [file=\"76372\"]Flight School Final[/file] will be glad to know that Pra converted the map to use the Battlestar Galactica Vehicles included in this pack. However, you require the original map pack to play it, though the vehicles included with it are not compulsory, so fear. There y\'have it, kiddies. One massive vehicle pack that earns my most favorable gaze, which I guess in this case would be \"=_,=\" .... .... .... ..... What? - Averus Retruthan




Dark Force Mod 2010 | 1.37 MB

match. To summarize this preface, where JA+ is to law and order, Dark Force Mod is utter chaos and destruction. Personally I feel pretty stupid for not giving this mod a chance in '07, because I was not aware just how addictingly fun this mod can be. This is essentially what one could call a "cheat mod," as the majority of its contents would be considered overpowered and wholly unbalanced in gameplay, but honestly, who cares? This thing is dedicated to 100% fun. There's a LOT of features, and to go over them all would belabor this review so badly I'd risk boring everyone out of it, so I'll just give you some examples of some of the features available: [b]New Weapons:[/b] The Tusken Sniper, Noghri Poison Stick are unlocked and fully usable, with each having their own alternate fire,(Tusken rifle empowers, stick multiplies shots like bowcaster.) Along with that, the Bryar Pistol has become something like that of a super weapon, with primary fire firing a turbolaser-esque blast, and the alternate releasing a massive nuke missle that annihilates your enemies, splattering their corpse all over the arena. [b]New Powers:[/b] Single Sabers now have [b]ALL[/b] saber stances available for your disposal. There are also several adjustments to the force powers available, such as being able to throw a staff saber with both blades on, and the ability to pop an opponent's head off with force grip. Initiating the "Quad" mode will unlock level 4 force powers, and give your melee a new fireball spell that you can hurl at opponents with extreme prejudice. And honestly, that's not all, so I recommend you take a peek at the readme, as there's A LOT to enjoy. Now, most of what I listed is older features. This 2010 version allows you to set your max health, armor, and force, AND the server's starting bodyscale. Definitely makes this mod even more insane, and a worthwhile product to look at. I implore the masses to download and enjoy this mod. At less than 1.5 MB, this mod is honestly a steal. GET IT! NOW! Fine. [b]*steals it away*[/b] No mod for you =_= [b]P.S. - Weapon in Screenshot #6 can be found here:[/b];113591 - Averus Retruthan




ForceMod III Classic Edition | 119.05 MB

version.[/file] That being said, time for a quick quote from the readme as to what's changed and a little insight from a first person perspective: [b]- Corrected Gunner animations, no longer are various shooting weapons using pistol shot animations:[/b] as I alluded last time, the OJP animations Venomous Heart got were placeholders, and were thus faulty. They are not default. [b]- Corrected various shader errors with many models: [/b]Win. [b]- Modified the meditation animation from the crouching stance back to the original sitting animation:[/b] Also Win [b]- Added 2 new Melee Scale buttons in the Saberforms menus which show the variances between the different saber forms:[/b] I actually found this to be [b]incredibly[/b] informative, as it mapped out saber length, potency of each form, whether or not it was disarmable, etc. Helps gobs when you're sitting there staring at the stances with no idea what they're talking about. [b]- Added the "Quick Getting Started Section" (see below) so players can start off on the correct footing with FM3CE:[/b] Check the readme for that'n. I personally didn't need it, but it definitely gives ya some helpful tips. Welp, that about covers the changes. As it stands, I'd say the mod's at least improved, though I still loathe the spectate factor when you even so much as change your model. Other than that, not bad work, cochise. You know the drill by now. - Averus Retruthan




Clone Wars Stances and Effects Mod | 24.76 MB

honest, some attacks make a shiver run up my spine. Not only that, but there is also added effects, such as, and I quote; New lightning effects, saber blades, and clashing effects. Not to mention new sounds for each of these! Lets start with the Blue stance. I'm not really sure how I'm supposed to describe this, but it seems to be a cross between the art of Fencing and the art of Stabbing at the Ground. As confusing as this sounds, the stance is actually really well done, with a unique spin to it. Literally! The usual Blue Uppercut has been switched around to, what I saw, a series of three spins, all attacking in front of you. This looks slightly silly in the middle of battle, not to mention it doesn't hit everyone around you. That is, unless my calculations were entirely off and I actually did hit that ninja that ran after me... The second portion of the stances involves the 'fabled' Yellow stance. Now, this looks like an honorable position, however is extremely dangerous if put into a real life situation. In short, you hold the saber at a vertical position, what seems to be inches from your nose. Oh, don't get me wrong, the stance looks awesome. It just doesn't seem... practical.... Oh right, the attacks. Most of the swings have been changed, but none so much as the awesome Yellow DFA. Jumping into the air, cutting at the opponents below you, and breaking into a roll has never looked this amazing. Ah, the last of the Single stances. This one is the combination between an axe murderer and a ballet dancer. This stance is possibly my favorite of the three, with an attack that literally caused me goosebumps. You remember the first attack Chancellor Sidi- I mean Palpatine did against those Jedi? Yeah, the one where he spun in a circle, while jumping. Wasn't that cool? I thought it was, which is probably the reason I love Red Stance. The Red DFA has been turned into what I like to call SuperSidious. Now that we're done with the Single stance, lets move on to the speed demon Dual stance. This looks like something out of Soul Calibur, which makes me a very happy person. Alas, that happiness turned into confusion when I pulled up the Dual 'Uppercut'. It seems the player has a tendency to spin their wrists to the point where they would fall off, and they keep going. That confusion turned into happiness again at the end of the first part of the attack, where the user would repeatidly stab the opponent. And it looks awesome. The Dual DFA was harder to pull off, as I was constantly low on my Force power after defeating Raiden, God of Thund- oh, right, review. The user constantly swipes horizontally with both sabers, ending with something I... don't actually remember. I think I was electrocuted right before I did it... Ah, the Staff. Quite an impressive device. Not only can you stab someone in front of you, you can either stab the guy behind you... or even yourself! Jokes aside, the staff has been changed. To my recollection, I remember the stance has been turned into a more docile, calm stance. The Staff 'Uppercut' has been turned into what seems to be a Lightsaber Helicopter. No, you can't fly. It ends with a repeated spinning stab move. The Staff DFA is similar, just without the Helicopter move. This time, the entire body spins in midair, attacking all directions. Whew! So, the saber stances are over and done with, right? Nope! The stances also involve a new walk, which looks amazing if you're into the whole sword-at-side vengeful samurai 'you killed my father' stereotype. The run is the same for each Single stance, which beforementioned samurai can explain, but the Dual makes you run with your arms behind you, and Staff makes you run with the saber in a Bo-staff position. Melee stance has been changed, although it would be extremely useful if the hands were at your side in melee, instead of in front of you. Kinda like idle-saber. To be entirely honest, I never actually used the Force powers, but I did see some difference in the saber. I believe it's brighter, with a more realistic feel to it. The clash effects are gorgeous, especially when I accidently Yellow DFA and decapitate my opponent throught their saber. Yes, I did that on accident... The only few qualms I have are actually quite fixable. First, some attacks look entirely strange, meaning the spinhand in particular. The second one is that melee stance, also fixable with the right coding which I know Hirman has. Finally, the part that this is not an OJP modification like the last ones. I know it's stressful, and I know I don't play OJP, but other people might enjoy this on it. Installation has been provided in the Readme (PLEASE read the readme, it's there for a reason. We can't just random generate these things, you know!), and most modifications are acceptable with things such as Movie Battles II and Jedi Academy Plus. -FILE- New Sounds - Yes New Animations - Yes New Overall - Yes -Denariax-




The New Academy | 11.9 MB

Academy maps, the appropriately titled ‘New Academy’! From the ground the layout seems to consist of many small areas, however if you use noclip like I did and view it from above, you will actually find that the whole map is just one single huge area with different buildings and walls dividing it up. This I think was a clever use of space, and from higher up the map feels really open and big. Like most Academy themed maps, this map uses a lot of Yavin textures for that Jedi Academy look, although there is also a good range of other textures, including quite a lot of custom ones. Some of these custom textures which I especially liked were the door textures, which very conveniently have written on them the area to which they lead, which especially in a large map I think is a good idea so you don’t get lost! :P As far as structural detail is concerned the map is fairly simple, which isn’t a bad thing because in an Academy map you need to have subtle architecture so that a wide variety of people and clans with different tastes can use it. Outside it is a similar story, although there is one particular area which I absolutely loved. This is the area with the Cherry Blossom trees. This area looks really great, very peaceful and relaxing with the pale pink Cherry Blossoms and the Japanese style pagoda tower in the background. What is more the whole area is carpeted with flowers and small pink Cherry Blossoms fall through the air. Well done with this area mate, you did a great job! This map has all the features you would expect of an Academy map, bedrooms for the members, training rooms, an outside FFA / battle area and a secret admin area. I do think however there could be some more improvements made, to make it an even better Academy map. Mainly, though simple architecture is good in an Academy map, I feel the architecture here could do with some more defined detail, i.e. make sure you stick to the same kind of Yavin themed architecture throughout, so the whole map has a continuous theme so to speak. Also I think the layout needs adjusting somewhat, because as it is now it is not always easy to find your way around even with the signs on the doors. The other problem is that this was made for the Keepers of the Force (KoF) Clan, so there are some clan logos and other references about which may put other clans off from using this on their servers. Overall though, good work here, especially with that Cherry Blossom field! I think this is a good map and I definitely think it’s worth a download! :) [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] No [b]Game Types:[/b] FFA, TFFA, Duel, Power Duel, CTF ~Nozyspy~




The Force Unleashed: Ultimate Sith Edition - Lightsaber Blades

tfuuse_blades.rar | 1.21 MB

blades look like in The Force Unleashed? Well I have no idea since I have not played it yet! I'm still waiting for it to come out on the PC, not long left now! :D These blades are obviously meant to resemble the saber blades from TFU however. From what I can tell, the only major change since the last version is that the tips of the saber blades are now more rounded instead of being pointy like in the previous version. The famous black and white lightsaber blade also returns in this mod. How a black blade can emit a white aura is beyond both me, and the laws of physics. But hey it looks cool and it is Star Wars! ;) The only problem with the black and white saber is that it replaces the orange saber, so if your favourite saber colour is orange, you might be disappointed. As for improvements I think the main things that need some more work are the tips of the blades because if you look closely you will notice that it looks like the very end of the blade has been clipped off, leaving a straight line right at the tip. This looks a bit odd close up, but should be too much of an issue generally speaking, but its always good to hunt down and fix those bugs! I'm glad to see more The Force Unleashed mod's here and I hope to see more in the future (although I would definitely like to see some TFU themed maps!) but I do think this mod needs some more work to polish it up. ~Nozyspy~




Rebel Commando | 9.61 MB

Universe of course there is a lot more variety and certainly the Rebel armours available in Star Wars Galaxies make the Rebels look pretty tough. I always welcome attempts to make the standard Rebel trooper look more like a soldier then and this skin attempts to do just that, by making him into a Rebel Commando. Our Rebel soldier now has some green camouflage pants, a dark green shirt and jacket, a camouflage helmet and a cover over his mouth, which makes him look pretty mean. From what I can see though, the colour of the pants, helmet and shirt/jacket don't match. The trousers seem a bit too bright green, as does the helmet. Personally I think it would have been better if the whole skin was more of a dark forest green which is closer to what the jacket and shirt are now. We also have team skins, which are red and blue respectively, with a few minor changes to different parts of the textures (the red and blue team skins don't have camouflage trousers and their helmet textures are different, for example). I suppose you could call the blue skin an Aqua/Ice Rebel Commando and the red one a Lava rebel Commando, or something imaginative like that! ;) The red team skin also has red eyes, which is kinda creepy considering this is supposed to be a good guy! Overall a cool skin here, although I would suggest working on the default skin a little more, perhaps adjust the camouflage texture on the pants, since it seems to repeat a little too often and also make the colours more of a dark forest green. I look forward to seeing what you release next! :) [b]New Sounds:[/b] No [b]Bot Support:[/b] Yes [b]Team Support:[/b] Yes ~Nozyspy~




The ShroomDuck Inc. Skin Pack! | 15.64 MB

words: [quote]To go along with our pack of 28 maps, we put together a skin pack. These include the "Jedi Lick," "Kavu Reborn," "Boognish," "Green Storm," "Rhiom," and 6 "Multi-Colored" Wookiees. These skins were made either by members of the team or donated by friends of the team. [/quote] Let's cut to the chase. For the most part, these seem to be recolors with logos and names added. They don't look bad, though...most of the time when someone slaps a logo on something it immediately becomes a horrifying thing to look at. Not so here. [b]Rhiom:[/b] I liked this one. I don't remember what base model it is, but the skinning job is nice. The clothing is nearly all grayscale - minimal use of color. It actually looks very nice that way...stands out in it's own fashion. The name Rhiom is skinned onto the belt twice and a large logo on the back reads the same. [b]Jedi Lick:[/b] I think this one came out the best of them all. It's a reborn reskin, but with green and yellow as the main colors. On the hood there are a few yellow lines, and on the chest there is a "Lick" symbol. In case you hadn't guessed, Lick is a clan for JO. Oh, and on the back, it says "lick me". [b]Kavu Reborn:[/b] Another reborn reskin, but this one isn't bad either. The main skin consists of a neon yellow-green, with a blue design on it. On the hood and on the front, there are some green spots, and on the chest there is another insignia, this one a "K". [b]Boognish:[/b] Final reborn reskin in the pack. The face is likened to that of the boognish, while the clothes are green and dark cyan. It's a shame the face isn't more accommodating of that huge would certainly look better without the lips and nose in the way. The hood doesn't help either, I guess...but c'mon, to do it justice, you need a whole new model. [b]Green Storm:[/b] More like Mountain Dew Trooper! It's a stormie, and he's all green with yellow trim and accents. There's a logo that looks to me like MD on the back, hence the nickname. [b]Multi-colored Wookiees:[/b] Well, in the most critical sense, it looks like these were simply given a few photoshop filters. In the least critical sense, you now have six furry colors to chase people around with: blue, green, orange, purple, red and gold. For what seems like a collection of personal skins, this isn't bad. If you like ShroomDuck Inc. (and you better XD), then check these out. You just might like them. ~Dretzel




RPG Carida Academy | 14.9 MB

whatnot. On the landing pad is the much beloved Republic Gunship, but this is no ordinary gunship brush. When walk into the gunship's hatch it teleports you to another landing pad with the same gunship and a very different looking planet. The first is swampy and this is sandy, but each is tied together with the gunship. The use of the gunship to travel back and forth between two parts of the map is a really neat mechanic and makes you feel like you're being dropped off for a mission or were just ferried back to base. The two parts of the map are a military base and a scary warehouse that looks perfect for urban combat. The warehouse has very nice lighting and a really dark atmosphere, but something I noticed was that while the lighting was good, it was still not coming from a source. Try adding some lamps into your next update. The warehouse contains a bunch of old boxes and shelves and the occasional prefab-barrier that looks like it was set up as a defense. It's pretty easy to imagine going in with a squad of soldiers and storming the building. The other half of the map is the military base and it is a pretty nice looking base. It has everything from lobbies to offices to firing ranges. There's even a firing range for normal weapons and then a firing range for long ranged (Sniper rifle) weapons. Every officer's office looks very nice and a few of them even have lobbies outside of them. The barracks might be my favorite part of the map with long rows of bunks with cool cyan lights shining at their heads; there's even a door that leads to a shower room, though there's no toilets anywhere which confuses me. There's also a medbay and several conference rooms as well as a storage room with plenty of weapons to pick up. The base layout was a bit confusing, though, so it would be nice to have maybe some holographic signs or something to point people toward the room they want to go to. The map makes extensive use of Inyri's KotOR models and not only does it add an air of familiarity to the map, but it also makes it just look so much nicer and more varied instead of JK3 boxes. The music on the map is the track "Prologue" from the Republic Commando soundtrack, which I love; "Prologue" is my favorite track from any Star Wars game by far. It fits perfectly with the map as it feels militaristic and has both ups and downs to it.[/quote] This second version is quite an improvement over the previous version in some areas, but a few new things have come to my attention. Let's start with the good things. First off, there are holographic signs in the actual base that tell you what is what, so no more wandering around running through each door one at a time trying to find a specific room. Second off, the map no longer only consists of the base and the warehouse! The base now contains an outer door which will lead you to the main entry way which is confined, sandy area complete with defensive trenches, barricades, and turrets. This then leads to [i]another[/i] giant door which will teleport you to the town that the author has created. This town is what you expect out of a town in Jedi Knight 3; it has a cantina, a medical center, a house, a gun/tool shop, etc. Continue on through the town and you reach a door which teleports you to a stone hollow somewhere, probably in the mountains. It was a bit jarring to turn around and look at where I came from and see [i]a drop off the face of the earth.[/i] My advice, rather than just having an empty hole where you came in, have the teleport in the same place but in the background map in a stone path that winds around out of sight so it looks like you climbed up here or down here or wherever here is. Enter the cave and you'll find a very appropriately lit, dark, gloomy stone cave. With a rancor in it. There are a few atmospheric touches such as a flickering light or some bones on the ground but other than that the cave is largely empty. The warehouse also has some additions which basically include a very linear path to a generator room of some sort. Not much to say about it, though it is interesting to find. The warehouse did have lights this time around, however, rather than just eerie lights popping out of nowhere. A good improvement. Now on to the bad and the suggestions. First off, there were a few brushing (Caulking? I don't know this crazy terminology) errors around the map which were a bit jarring. However, I came to realize something as I ran through this whole area. Yes, it is an Imperial military base and no, it doesn't look bad, but... it doesn't look [i]good[/i] either. While nothing looks bad or hurts the eye, there is nothing special about the graphical presentation of this map either. The architecture, once you get to looking at it, is very blocky. Everything is blocky, from benches to desks, walkways to walls, rooftops to dirt on the ground. Aside from that, the map uses the same selection of gray, blocky, metallic textures everywhere. Even the caves are gray stone. Again, it doesn't look bad but it doesn't look good either; it simply feels like it's there. Try to rough out and round out the edges and throw in some more colors and more detailed, varying textures to make the world look lived in and real. Also, think about doing more with the skyboxes. As of now they are just the sky, nothing more, which seems a bit odd. Wouldn't you see the military base in the distance, or the city in the distance, or [i]something[/i] other than sky? Or outside the cave, wouldn't you see mountains or trees or something? Now that brings me to my next point: the map feels cramped. Everywhere you go you are boxed in whether it's by the walls of a room, giant metal walls around a whole area, or stone walls. Nothing is open, which can feel odd. Open up some areas! Have a couple stone paths going out from the cave area that lead to cliffs or something; make the defensive trench area spread out all around the walls of the base - have an electric fence separate the entryway from the outer walls but make it so you can see out. Take away the claustrophobic feel from every single area in the map! Overall though a worthy endeavor; even if much more was opened to my eyes to be improved this time around, that doesn't mean it's a bad map. In fact this should be pretty fun to roleplay on. ~Laam'inui




The Phantom Menace Episode 1 Duel of the Fates | 20.25 MB

but atleast several problems came to me the second I spawned in the hangar. But we'll deal with that later. Duel of the Fates, perhaps one of the greatest lightsaber duels in the Star Wars movies. When I spawned I donned my Maul model, and then realized that this map is boring to test out by myself. So I added an Obi Wan Kenobi bot to fight with while I was looking around. Needless to say he owned me a couple of times with the dreaded force push, foreseeing my lovely splatter at the bottom of the generator room -_-. Then I retaliated! Using force grip to hold him over the edge of one of the platforms, making him suffer! *Ahem*. Back to the review. After exploring the rather large generator room, I then went through the blast doors up through the hallways, discovering multiple round platforms most likely used for discussing that guy Sio Bibble's ridiculous beard. So after that I went back into the hangar and discovered another room, with a statue of... ragnos? What the heck is he doing there? Unfortunately, that's the good part. The screenshots can certainly tell you this is a first map. When I spawned, I immediately recognized there was no light at all in this map (AKA no shadows, means that the map generates its own brightness). The author used many repetitive textures that looked phony and unnatural, and hurt my eyes. I also saw that the author totally misused the caulk shader, it's even viewable in the map. Also, the doors need to be linked up together. AKA, when I go through the rather *large* doors, only one of them opens, and I have to walk over to the other one to get it to open. When I entered the generator room, I noticed that there was an excess of bridges and platforms that were not there in the movie, creating unnecessary fps. After that I went into the hallways, noticing the way he poorly used textures and the largely undetailed corridors. There are also unnecessary ledges with models that are not even clipped down. Here's some tips for the author: STRETCH YOUR TEXTURES. I don't want to be rude but that's a very important statement. the ones that are not stretched look very repetitive and ruin visuals. Also, study up on the architecture of this place in order to create an accurate representation. And most importantly, when you compile make sure you have light. You will know when you see shadows and patches of light where you placed your source. Trust me, the map will look a lot better. Also, when you use the physics_clip shader on the models, make sure you have it placed accurately. When I tried jumping up on the ragnos statues There was a HUGE invisible box around it. Also, make it so when you fall off edges (the balconies, etc.) you die, instead of just falling on the skybox. In the generator room this will come in handy. Overall, this map is quite a doozy. One thing I certainly liked was the clear audio of the music, very good and not fuzzy or chopped at all. Download if you like. ~Authuran




Eve of Redemption | 45.84 MB

is, but I have several guesses. I probably missed something, so don't mind me. In this mod, you play as a reborn. You are out to get revenge and also to make a place for yourself in the galaxy, neither of which can be done at the same time. The plot wasn't bad, actually - I expected a bit less at first. The visuals are well done - in fact, I saw several things that just took the cake. First off, the atmosphere in the sewer system was something I have never seen in JA before. Second, the skybox on the coruscant map enticed me so much that I literally fell off the balcony admiring it. Great work! The cutscenes were well-done. The voices are somewhat quiet, but they are there. For non-professional material, they are actually high quality. I admit, I was impressed by the voice of the main character and the imperial officer. No horrible artifacts, no clipping, and good pronounciation. Good work here as well. The [i]only[/i] gripe I have is that the game was short. Very short. Now, I do understand that a [i]lot[/i] of work went into this, and I am very appreciative of what has been given - it's one of the best single player mods, to be sure. If there is ever a future version, though, it would certainly be nice to see another level, There you have it. Look at the screenshots while the file downloads - I'm sure you'll like what you see. ~Dretzel




Ariel FemMando | 6.91 MB

mandalorian is actually a woman.. >_> Well, that is exactly what we have here, A female mandalorian pack! I don't think I've ever come across this type of mandalorian pack during my time here. I could be missing it, or just haven't seen one around. Anyways, you'll probably notice that these skins seem familiar. That's because the author re-skinned [url=";20802"]Mars Marshall's mandalorian Pack[/url], and made them the opposite gender. To start off, one of the major changes you'll notice is how much more thin these skins actually is. As we all know, this is strictly due to the fact that females are naturally thinner than males 95% of the time. I actually liked how thin these skins have become, because it gives a totally new feel to a mandalorian. I'm not sure if there were actual ''female'' mandalorians in the Star Wars Universe. If there was, I definitely skipped over that part. Nevertheless, I noticed the curves of the armor seem a bit [i]default[/i]. Although, it could just be me. As far as improvements go, I would highly recommend giving a bit of ''bulk'' to the body structure, but not to much. Seeing that mandalorians go through a lot of physical training, I doubt even a female would look so scrawny after constant and excessive training. Also, The author definitely picked a great skin tone, as well as a great hair color. The pack consists of skins without the helmet on, as well as with it on. In my honest opinion, I would use the helmet less versions more often than the opposite. It seems that to many people run around with mandalorians and/or Bounty Hunters these days. You don't really see helmet less versions of them as much, so at least you all can use this pack until it gets old just like the rest of the myriad of packs. Anyways, I'll let you, the users, discover the other varieties in this skin pack. Last but not least, we have bugs. Surprisingly, I saw very little bugs in this skin pack. Although, there is one bug that the author mentioned in the readme that's hardly noticeable. The parts of the skins don't line up quite right, which is a minor problem. It can easily be fixed if the author decides to release a V2. Overall, this is a great female specific mandalorian pack. The author did a great job on these skins, and I'm sure the rest of you will enjoy it as much as I did. I hope you decide to release a V2, because I can't wait to see more of these! This is definitely worth a download if you are a fan of mandalorians, or just want a different gender. [b]New Sounds:[/b] Aye [b]Bot Support:[/b] Aye [b]Team Support:[/b] Aye [b]NPC Support:[/b] Aye ~Syyrax




Haps Stormtrooper v2

haps_stormtrooper_v2.rar | 2.01 MB

added on by Semedar, and I must say it looks quite good. There are two versions, shiny and really shiny. Now of the two the less shiny one looks far superior to me, probably due to the fact that the really shiny one looks like he just emerged victorious from a KY wrestling match. This is definately an improvement for those of you who like that extra bit of shine, or are a fan of KY wrestling. Well you have the screenshots below so toss your bandwidth into the pit, us staff are getting hungry. -Sciacca P.S. Think I used the word 'shiny' enough? Answers on a postcard please. "Let it shine!"-Take That




Royal Knights Pack | 33.93 MB

file along those lines, and I tear it to pieces. That warning applies to this skin pack as well. Well, we have a pack of 'knights'. An extremely, whomping huge pack of 'knights'. I say 'knights' (Visualize air quotes) and not just knights, because no knights in history ever looked like this, unless they were total doofuses. First of all, the model used is one I have never liked. It is the Daemon Knight model by the Almighty Gir, and it is a low detail, very poorly textured model, and it's not an accurate representation of a Medieval soldier whatsoever. The horns are rediculous and the cape is the size of your child's bedtime blankey. I won't talk about the quality of the model anymore as that is not what the author worked on; he worked on skins. Now I can say that this skin pack is an extreme improvement in terms of texturing over Gir's original skin, and several different skins are included too; 8 to be exact. The chainmail and armor pieces in general look good, even if some of the colors the author decided to use (Such as bright yellow) look hideous and out of place. On many of the skins there is the obvious 'Cross' theme, especially on one skin in particular; the Death Knight. Now I'm wondering why the Death Knight is carrying so many holy symbols on his gear. Other than that the skin looks pretty good. I like the attention to detail. (*Cough* Even if the cape and horns look rediculous *Cough*) My favorite skin in this pack by far is what the author calls the 'White knight'. I don't just say White Knight, because this skin reminds me MUCH more of a semi-demonic/undead Hoplite. I love Hoplites. I go nuts for anything remotely hoplite. The hoplite helmet skin also seems to fit the head model much better than any medieval helmet ever could, though you still have the problem of the horns. The cuirass looks great too. If someone made a hoplite model with textures of this quality, I'd go insane and I'd love them forever. Now something else was done that is all the rage today - Species package. That's right, you can customize each skin in the species menu; each specific knight gets his own race, meaning you can't mix and match the actual armors. The only customizeness available is that there are red and blue versions of each knight available, so you can add red pants, blue, torso, etc. No new sounds were included; they use default daemon knight sounds. ~Laam'inui




Lightsource's Batman Skinpack | 7.72 MB

Batman model pack which consists of 5 models/skins -Batman Begins Default Red Blue -Batman Returns -Batman (The Dark Knight) Each model is [b]very[/b] movie-accurate in textures and models. They are all modelled up to the slightest detail noticable from the movies and the textures are almost identical. There aren't many good movie-based models around and this is definately one that is good. The use of shaders really brings the models to life, and they are recommended if you wish to see the models at their best. There are new sounds, as you would hope for, and they are all of good quality. The mouth also moves when you taunt etc. :) I only had one dislike about this pack, the vampire Batman. It looked too feminin and too overdone with the shadering and it resulted in it looking a bit too shiny. So, not much more to say about it because there are no bad points about it. Overall, an [b]excellent[/b] model pack and extremely accurate. This is definately worth the download whether or not you are a Batman fan. I will be keeping this in my base folder as it is just....great! -Dommie Kun NPC support: Yep New Sounds: Yep Team Support: Yep Bot Support: Yep




OJP Enhanced | 23.61 MB

a new review, as screwing around with said mod a little more allows for more beef. We'll attack some general features first, that will affect all players. [b]General Features[/b] XP System: No longer are points just for strutting around like a chicken whilst you hawk how good you are whilst you secretly cry inside realizing you have nothing better to do than bully kids in a video game =_O Now you have to earn some kills, and gain power =_= each time you join an OJP server, you will have a minimum set of experience points that you can allocate to gain a number of weapons, gadgets, saber stances, and force powers. I screwed around in the Abregado Casino map and gambled for points, and I found that you have to actually kill either a bot or an actual player to gain experience points. General ratio seems to be 3 kills = 1 XP. There are in fact some XP allocation rules(these being but a few): - At certain XP levels, certain stances are locked from the player. - Force Jumpers cannot invest in Jetpack, and vice versa - A player must have 1 point in sense minimum to be a force user. - Certain levels of force user can only invest in one level of gun usage to prevent that "god character" factor. A good thing to note is that if you're in a hurry to get to the real fun, you can skip the whole "Kill, kill KILL, KILL, KILL" and avoid having to stack up all those kills just to get that toy you really want by adjusting the minimum XP count in the advanced server settings. One could also lock certain powers and weapons from here as well, as well as adjust a setting on this: - Timer System: Have trouble with people killing themselves constantly? Chill them out by making them have to wait with a modified siege timer that prolongs spawning until it runs out. Whilst it can be very annoying, it's also very useful for setting points in between bouts of madness and violence. Don't like the timer on your server? Just set 'er to 0 and you can jump right back in. - Holster System: Gunnery is now a more important aspect in this mod(more on that later,) and as such, the team found it appropriate to make things more realistic by coding in a nice system to holster your guns on your character whilst you are not using them. Only irk I found was that saber holstering really doesn't look good strapped to the front of your thigh, nor does it look comfortable. Yes, I'm guessing it's probably the whole "belt" thing, but on most models, it doesn't seem very applicable. - Improved Bots and NPCs: There are some of us out there that don't have the expensive equipment to fight all the time against other players on the internet. Never fear, as the bots have been tweaked to use the OJP saber and gun systems accordingly. Experiment around, as some bots are inclined to use guns, whilst some use sabers. NPCs are now no longer psycho sugar addicts like they were in JA+, and now fight normally. Even the force using cultists do something instead of standing there punching the air idly! A lot of the old functions in JASP work as well. The howler now lives up to its eponymous name(although it doesn't seem to hurt yet.)The assassin droid returns and now effectively has a working forcefield.Even more interesting is that, should you fall to the new NPC AI, most of the time it will actually register as a kill as if you were slain by a player. Example being this most recent one: "Averus Retruthan was blasted by Boba Fett" That was me deciding to let an NPC kill me =_,=. Naturally not all the AI is up to absolute snuff, and there are still bugs to be worked out (I.E. some of the non-human NPC's guns are in the wrong places still,) but it's definitely a 1-up on the older MP AI. - Dodge, Force, and Mishap Meter: One of the more critical elements of gameplay now relies on these three meters. These will control how long you will in essence "live," forcify, and still remain accurate, respectively referring to the above order. More will be applied as the necessary sections arrive. - New Animations: A plethora of new animations from ledge grabbing to a proverbial backhand attack lie in wait for you. Take a look around and see what you can spot =_o! - New First Person view: Gunners and saber users alike can experience battle now from the eyes of their player. Gunners will notice almost immediately that the gun is no longer at like..chest height. You can now look down and see where your gun is, and not feel like a total chode when -CO-OP Mode: Haven't had a chance to try it, but now you can try SP in Cooperative mode =_=! and finally.. - Vehicles: An older, not-as-remembered feature of OJP was that it was going to amplify vehicle functions in some respects. Unfortunately, there's not many functions to speak of on that part, as it seems to have been lost in the quest for saber research, but some vehicles now have some new alternate functions usable only in OJP. The only examples I can think of at this time are: - The droideka can now rotate in place instead of having to back up and go forward like a cheap RC car. (Found in -;31144)) - The [file="53196"]Tie-Phantom[/file] vehicle now has an active cloaking function on it. Interestingly enough, some of the vehicles seem to attack on their own if not possessed by a player. These are just but a few of the new general functions, I'm sure, but hopefully enough to have kept you going up until this point =_= now we shall attack the gun and force user aspects, in that order. [b]Mercenaries and gunnery[/b] Guns have finally returned as a force to be reckoned with. Guns are no longer dwarfed by saber using force users now. Cunning can be used effectively now, with the new gun effects. General features of the weapons include: - Ammo Clips/Reloading: every weapon now has less ammo on the count. Out of ammo? Good, reload =_= - DEMP2, Trip Mines, Concussion Rifle? Locked out unless you use cheats. - As forementioned, all guns are now no longer in your first person view by default. It's now more realistic =_>. - Thermal Detonators now can be thrown with a new bind, so you no longer have to actually select the thermal and chuck it. Range is limited though,so don't try and throw it too far. - Gun accuracy is decided by your level of XP in that slot and mishap meter. High mishap = start missing, even if aimed properly. In some cases, if you're not careful, you can be knocked down as well. Dodge will help you evade some of the more lethal attacks whenever necessary. Now, I'll report the effects of each weapon: - Blaster Pistol: Much more powerful shot. At level 3, you get a second pistol at your disposal, and your alt fire is activated, doing mishap damage to enemies, usually knocking them down if you power it enough. Suggestion: Allow the second gun to be an alternate upgrade, like the speed and ammo upgrades for the later guns. - Melee: Effective and useful when outta ammo. - Blaster: Good balanced weapon with an available rate of fire upgrade. - Disruptor: Power seems to vary now with charging in scoped mode. - Bowcaster: An effective powerhouse, now with available scope function at level 3 and a chargeable bolt (doesn't multiply.) - Repeater: Converted into a DC-15 clone rifle. At level 3, an available ammo count upgrade can be made, and the blob can be now fired at the cost entire clip. Quite effective, as the blob now induces knockdown and acts as an explosive(which will be covered later.) - Flechette: Converted into a T-21 Rifle. Rate of fire controled by your tapping power. Damage is a little weak and sparse, in my opinion. - Rocket Launcher, Thermal Detonator, Detpacks: Weapons of the explosive kind don't seem to actually do immediate damage. If your dodge is high enough, and depending on where you are on the blast radius, you will be knocked pretty far. There's sadly no shrapnel or misc. damage, assuming you aren't knocked high enough where the fall will immediately kill you(a good percentage of the time.) If your dodge is low...well then, your body will be BLOWN TO PIECES AND ANNIHILATED. Now, onto the gadgets: - Bacta: Level 1 earns you small bacta, level 2 gives you big bacta - Jetpack: The jetpack has been reinvented with a new dynamic animation system. Lot more heights can be reached with this jetpack, and quite quick. Runs on fuel, of course. - Cloaking: Not much change. Still runs on fuel. - Flamethrower: huge flamethrower effect that runs on fuel. Quite impressive to behold. - Seeker Droid: Now fires stun charges, and if you hit the Use Item button, your Seeker will detach away from your perimeter and actively seek you out. - Sentry Gun: Setup time required, but is a lot more durable and reliable. - Forcefield: Now lasts longer, takes more impact, and even knocks 'tards who run into it down to the ground. This covers the basics of mercenary combat. Now... [b]EPIC FORCE USER COMBAT[/b] Considered to be the proverbial "gem" of the entire mod by the makers, saber combat has been completely redone, and converted into a powerhouse of cinematically epic system of clashing, pwnination, and strategy. Mishap, Force, and Dodge Points now are tested to their limit. Force controls force attacks, including saber swinging. Low FP = slower swings,less force ability. Low Mishap can result in a slowbounce, stagger, knockdown, or even disarming your opponent of his saber! Also, you have to be a lot more careful in watching you and your opponents movements, as you won't simply just swing and hope it hits. You can now engage your opponent with Shii-cho, Djem-So, Soresu, Ataru, Nimen, Juyo, and Makashi(




Leviathan Bridge Duel & Revans Flagship Duel *BONUS* | 19.01 MB

bring a location from KotOR into our very own Jedi Academy. And what Mace brings us here, is not one, but two maps! Both are very similar, however, there is a big difference in what they portray. One is the bridge of the Leviathan where you face Saul Karath, and the other is the bridge of Darth Revan’s flagship, where Bastila and her gang face Revan. The main difference here is the skybox, which in both cases looks fantastic. The skybox from Revan’s flagship is my personal favourite, Mace has done a fantastic job recreating exactly the same kind of look that you actually see in the cut-scenes in KotOR, including Darth Malak’s ship floating menacingly nearby. Now lets move onto the main body of the map. These maps are available ingame for FFA, Duel and Power Duel. The maps are an excellent size for a good duel, since there is plenty of space for running and jumping, and also a couple of bottomless pits. ;) They are also comfortably sized for a small to medium sized FFA. As for the architecture…well all I can say is they are as close as I think it is possible to get to a KotOR level here in JKA. They have all the features you remember, the distinctive lights on and around the floor (the big blue Star Forge symbol being my favourite) and everything is to the correct scale. A nice little touch here is breakable windows. If you choose to break them, you then get sucked out into space! After a few moments a force field then pops up to prevent anyone else taking an unscheduled space walk! A very interesting feature I am sure people will use to good effect in their duels and FFA matches… ;) One feature I also especially liked was the bump mapping-esqe effect on the pipes along the ceiling, a very nice touch there! The only thing I really think could be changed with these maps… is to add in the rest of the ship! I think that would be fantastic to explore the whole thing. These maps are great for a duel or a small to medium FFA, but we need more, more secrets, more places to explore! :D All in all then an excellent couple of maps here. A must have for fans of Knights of the Old Republic. So if you guys like the look of these maps, then give em’ a download, you wont be disappointed! [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Music:[/b] Yes [b]Game Types:[/b] FFA, Duel, Power Duel ~Nozyspy~




Enhanced Saber Realism | 8.75 MB

version 2 of the original mod. Panda expressly told the author [i]not[/i] to refer to it as such, but he seemed to feel the need to anyway, so just keep in mind that this is nothing more than an unofficial fix/update and that pandapop999 is already planning a [i]real[/i] version 2 himself. [i][b]Anyway...[/i][/b] This changes a few things from the original, mainly being that speed has been increased, boss NPC stats have been normalized, and dismemberment has been added. This should appease those people who felt that the mod moved much too slowly. Certainly an improvement over the original in some areas, but you'll have to decide for yourself whether or not you want to replace the original with this one. ~Inyri




Sith Academy | 2.11 MB

-- bedrooms, bars, lava, thrones, more bars, training areas, [i]more[/i] bars, and more lava. Did I miss anything? This maps strength is more in its content than its execution. The lighting is pretty poor, the texturing is a bit repetitive and in some places doesn\'t match that well, and the architecture is blocky. But it provides a lot of gameplay options which I know a lot of folks will enjoy. There are places that are great for fighting, but there are also places that are better suited to hanging out or role-playing. For instance the several bedrooms and the no less than [i]three[/i] cantinas. I\'m beginning to wonder if this mapper isn\'t prematurely an alcoholic... There\'s a lot of lava in this map, but I wasn\'t able to find a [i]single[/i] instance of it that wasn\'t solid. In fact in the beginning room, stepping on it won\'t even hurt you it seems. Beware, though, that this is the only room in which this is the case. You may not take a dive, but you\'ll still swim with the fishes. Indeed peril is also a necessary component of any good map -- we can\'t always rely on our friends to do the dirty work quickly enough, can we? Nothing like spelling out your own demise! Not a bad early map, overall. It\'s not all that [i]pretty[/i], but it looks fun to play in. Retain that aspect while working on aesthetics and I think you\'re well on your way to producing some good work! [b]Bot Support[/b]: No [b]New Textures[/b]: No [b]New Sounds[/b]: No [b]New Music[/b]: No ~Inyri




Star Wars Saga Ultimate Hilt Pack | 8.12 MB

into one easily downloaded pack. You can choose if the hilts overwrite or put new ones in. A great pack, keep up the good work! -Rink




Star Wars Saber pack | 2.89 MB

III) Anakin Solo An\'ya Kuro Aurra Sing Bear Clan Saber Boc Callista Crimson Mortem Dara Jade Darth Malak Darth Nemesis Depa Billaba Dooku (Young) Eeth Koth Emperor Even Piell Exar Kun (single) Exar Kun (staff) Jacen Solo Jaina Solo Jerec Jocasta Nu Ki Adi Mundi Kit Fisto K\'ruhk Leia Lilit Lumas Etima Mace Windu Mara Jade (her last saber) Mighella (Nightsister) Obi Wan (Episode III) Palpatine Clone Pic & Gorc Plo Koon Protosaber Quel Drin Fal Quin Lan Vos Saessee Tiin Sarris Tahiri Ulic Qel Droma Vima Da Boda Yarel Poof[/quote] That\'s ALOT of saber hilts there. I love this pack, the only thing that bugs me though is that a few hilts could look a little more shiney and metal looking. But besides that, if you love saber hilt mods, download this and enjoy some quality sabers!. I like the Emperor\'s one best :) -Rink




Bloody Dismemberment | 137.72 KB

ties up some potentially issue-causing loose ends. In particular, the NPC files that don\'t exist in JK2. The original mod, made by Dark Maul, was converted by J_B_ for use in JK2 without any of the added baggage that isn\'t necessary. I assume it\'s otherwise unmodified, or any modifications are very subtle. However, as with the original, you will be able to partake of \"copious amounts of blood\" and because JK2 is so much cooler than JK3 in the dismemberment department, you can scatter stormtrooper bits everywhere along with gallons of blood! Sound disgusting and gorey? Excellent. Naturally if you don\'t [i]want[/i] your game to be disgusting and gorey, you\'re more than welcome to skip over this mod. Those of you who aren\'t bothered by a little unrealistically over-the-top gore (that\'s the way we like it, right?!) will be very pleased at the new addition for Outcast! Make sure you take a look, or grab the original if you\'re looking for the JK3 variant! ~Inyri




Extra Music Changer | 170.49 KB

little minimod that allows you to open a new menu to choose any song from the game that you want, instead of the music of whatever map you are currently on. It\'s great for those of you who don\'t listen to your own music ingame, as I normally do. It\'s even good for those of us who do, but want to listen to the ingame music for a change, as I occasionally do. Anyway, give it a download if you like this as much as I do. :p




SP Collection - Boba Fett | 1.68 MB

too big really so it\'s not a huge deal. The basic idea is that this mod makes Boba Fett available in the SP species menu. Alas, no Hoth support once again. A little extra attention to that would be much appreciated in the undoubtedly soon-to-come next installment of this mod. ~Inyri




HS Anakin Skywalker | 10.62 MB

[b]three[/b] - amazing soundsets. If you thought the Anakin soundsets out there already were good, have a listen to these. With a minimal amount of background noise and music, these sounds will really make you feel like you [b]are[/b] Anakin Skywalker, rather than just watching him. The soundsets include an Episode 2 soundset, a neutral Episode 3 soundset, and a more Sith-like Episode 3 soundset. Of course Anakin must match his voice, so several clothing variations have been included: Episode 2 \'fro hair, normal Episode 3 duds, hooded and unhooded robes, and a battle-worn version. You\'ve all seen the WIP images that have been spread around the various community forums, and the model certainly lives up to the images. With an accurate mesh, beautiful texturing, and Infinity Blade\'s characteristically (near) perfect weighting, there\'s very little you could find to complain about. HapSlash has even gone so far as to include three head meshes: an Episode 2 head, and two Episode 3 heads with slightly differently shaped hair. Since we\'ve been waiting for, oh, about a year for this model, you\'d expect it would come with all the extras. And indeed it does. Some very tasteful team support, various NPC options, and of course a bot to play with. It also comes with single-player support (and the mouth is fully rigged for those who actually want to use it in single-player!). This way you can easily access the outfit you want to see! What more could you want? How about some spiffy shaders to complete the feel? You\'ve got it. The best Anakin model out, by a landslide. Download now... as if I had to tell you! [b]Team Support[/b]: Yes [b]Bot Support[/b]: Yes [b]NPC Support[/b]: Yes [b]New Sounds[/b]: Yes ~Inyri




Jedi Outcast: Revamped | 10.59 MB

[url=\";69328\"]old review[/url]. And here\'s the change log. [quote]The Bryar Pistol is replaced with the DL-44 pistol (Han\'s Gun). (Thanks Pheonix) - The background of the hud is slightly see-through. - Force powers are now colored according to their alignment. - The menu music in Multiplayer is replaced with a compilation of mine \'Epic\'. - The Bryar Pistol (Now DL-44) shot color is red. - The duel music (Tavion/Saber Challenge) is now an edit of \'Battle of the Heroes\'. - The following duel maps can now be played in Holocron, Jedi Master, FFA, and Team FFA: Ceremonial Hall Bespin Air Vanes Battleground Jedi - [/quote] ~Zach




Castlevania Keep | 6.67 MB

decent enough composition, but it\'s not fitting for an FPS at all. Maybe it works for a console adventure game such as Koudelka or Onimusha, but for a game that\'s all about action it doesn\'t fit at all. Nor does it set a very good atmosphere in the map. It\'s more \"cryptic castle\" music rather than \"big empty room\" music. Speaking of which, that\'s another problem. There just isn\'t enough going on. While spacious rooms are OK, this room is really too big to be so empty. Even if it wasn\'t furnished like a normal room, and just had details such as chandeliers, or paintings on the walls... Anything that makes it feel less empty. Next in the firing line is the texturing. Don\'t get me wrong, it doesn\'t look bad, not by any stretch. For a Nintendo 64 replica, the texture work looks decent. But, just because the author is replicating an N64 map doesn\'t mean they can\'t increase the quality. Some of the textures used look very blotchy and fuzzy up close, and some look the same at long range too. Like I said, it doesn\'t look bad, but the Q3 engine is far more advanced than Castlevania 64, so for a future version, if there\'s to be one, I\'d like to see the author increase the quality of the textures, and do some general modernisation. Oh, and always caulk the brush faces players won\'t see, no matter how small they are. I also recognise some of the textures from a website I stumbled on a while ago, so I [i]know[/i] they weren\'t all made by Darth Zion. I\'m going to say the same thing as Inyri - while I can\'t prove it (since I\'ve long forgotten the URL), and two textures are hardly worth rejecting or deleting a file over, please [b]credit your sources[/b] next time. The architecture is basic, but that\'s not necessarily a bad point. Authors who are trying to replicate levels from a source often sacrifice architectural quality for accuracy. In this particular case, the map is accurate as far as my knowledge goes. Inyri mentioned, in her review of the previous version, something about \"uniform lighting\" - and I agree. Ambient lighting can be a good thing, when used correctly. In this case, it\'s not used correctly. The map looks like it\'s been done on a [b]-meta[/b] compile (for you non-mappers out there, that\'s a test compile), and the only variation in lighting is the small flicker above the torches. A big no-no. Even if those torches were the only light source, they\'d still light the room considerably well - and you could always put in a new lighting source, for example, a chandelier as I suggested. Anything but bland lighting, which just makes maps all the less interesting. Also included is a skin called \"Shade\", which has NPC support. Basically, it\'s a darkened Reborn. But, since I\'m not reviewing the skin, I\'ll avoid griping, shall I? Now onto the errors. And believe me, there are quite a few. For starters, a ton of unused sounds have been included, bumping the filesize up unnecessarily. Secondly, lightsabers don\'t sound like swords. With this map installed, they do. If you need to use sounds for weapons, don\'t overwrite the default saber sounds - you can easily change the soundpaths in the .sab files for any sabers or swords you create. This section is unrelated to the map, but two little things annoyed me somewhat. First, readme files are for the basic information and summary - you don\'t need to include Dracula\'s life story in it. If you want to include extras like that, you can put them in a seperate text file. This is the one and only time I\'m going to clear up someone\'s readme, and I only did it this time because I was sick of playing the reject/resubmit game with this file. Second, while using RAR files is perfectly OK, it\'s a pain in the behind when I have to extract several folders just to get to the pk3, and then afterwards I can\'t delete the extra folders because they\'re set to Read-Only. I had to [i]terminate Windows Explorer and use the system32 command shell[/i] just to delete them! Don\'t expect me to rearchive files ever again either, and do [b]not[/b] make files read-only. It doesn\'t stop people ripping stuff, and it only serves to make reviewers grumpy - hence this paragraph. [b]*deep breath*[/b] OK, I\'m done ranting. Sorry folks, just had to vent a little frustration. (Hey! I\'m only human! :( ) If you liked Castlevania Keep v1, you may as well upgrade to v2. Personally, I just find this map to be too bland - but, I\'m not you, am I? ;) ~ Kouen [b]Bot Support:[/b] Yes [b]New Music:[/b] Yes [b]New Textures:[/b] Yes [b]New Models:[/b] No




Episode 3 Anakin | 11.41 MB

and I've seen worse ones. Yes, I'm talking about the model. This is a skin, so I'm just commenting on the model choice. It's not bad. The face looks a little bit better than the average face I've seen on most Anakin models. The rest of the texturing, however, is average. Looking at it I can't really see anything that makes it stand out from most of the other Anakin models out there. The hair is just as weird as the rest, the face is just as blurry (unfortunately that's what you get when you photosource) and the clothes are just the same color. By this point in the game we're just getting minor tweaks of the dozens of Anakin skins out there already. This one's definitely not bad, but unfortunately most of them look to be just about the same to me. Maybe I've just seen too many of them... However I suppose that's saying something good. I've seen bad Anakin skins and models, and this isn't one of them. Just one thing about the original model. It deforms fairly well all around... except one vertex. If you look at the right shoulder area in ModView during the animations you'll see it. Unnoticible for the most part, though. Enjoy![/quote] I'm no expert on skins, and the previous review summed up the skin pretty well, so I'll just comment on the alterations in this version. The face fits the model's skinmap better now than it did in the previous versions, and the facial expression also seems to have been changed. This is good since in the previous version, he looked quite absent-minded. As fitting as that may be for Hayden Christiansen, I'm sure Anakin Skywalker isn't so scatter-brained. ;) The torso has been reskinned from scratch for this version, as have the arms and hair. The whole outfit is accurate to the movie, and the reskinning work on the torso and arms is an improvement over v2. The hair looks rather flat in ModView, but judging from the in-game screenshots provided, as soon as you get the skin into JKA you won't notice. These faults are all minor, so they don't detract from the overall quality of the skin. You wouldn't even notice them unless you were specifically looking for them - I had to scrutinise pretty closely to see anything at all. The good points are far more in number than the bad points, but if I commented on them, I'd just be repeating what the previous review said. A few nice extras have also been provided with this version. Movie Battles II support has been included, as well as HapSlash's Anakin hilt. Maestro Obi also threw in a custom blade mod he's made. This is a high quality skin, and a worthy addition to the average SW nerd's collection. Unless you're a perfectionist, or just don't like Anakin, I don't see any reason not to give this one a download. ~ Kouen [b]NPC Support:[/b] Yes [b]Bot Support:[/b] Yes [b]Team Support:[/b] Yes [b]New Sounds:[/b] Yes [b]Other Extras:[/b] MovieBattles II Support Singleplayer Customization Saber Blades Mod Lightsaber Hilt [b]NPC Spawning Codes:[/b] /npc spawn anakin /npc spawn anakinsith




Star Wars Episode III JKA Map Pack - Part 3 | 119.12 MB

one can say that they haven’t been waiting for at least one of these maps! The one I was most looking forward to was the Senate ;) Well, this is going to be an insanely long review lol, so I will give each map its own little (or not so little) section. Kashyyyk Battle: First lets start with Kashyyyk. Now, having bought the Ep3 DVD yesterday (October 31st mwahaha we in Britain get it a day before the Americans! Makes a change to get something first for once lol…anywayyy…) Probably one of my favourite battle scenes (of which there were many) was the Kashyyyk one. Giant furry people against robots? Who wouldn’t like to see such a match up ;) This map is truly MASSIVE, among some of the ace things included are many vehicles made by various other authors. Including the Hailfire Droid and the Clone Gunship. Now, I know how annoying it can be to try and fly around in a map that’s too small, and you keep banging into the skybox and blowing up…but thankfully this map has easily enough room for a dogfight in the sky ;) This would, I imagine, be a great map for gunbattles and TFFA’s because of all the vehicles and the massive amount of room. Not to mention all the walkways pads and cool features like barricades on the ground. Graphically this map is superb, there’s a little Republic Star Destroyer moving in the sky, also there is a bird that is actually flying round! That’s not the best bit though, what was really great was the fact that there were multiple rooms in the giant trees that you could actually go inside, and not only that the leaves on the trees, actually sway, so it looks like there is a slight breeze blowing! The water even looks like its lapping against the shore! Sometimes it’s the little things like that which really make a map more alive graphically. All in all a really good map here, if you like exploring or like having a battle, you will love this! Also this map reminds me of Naboo Hills By Darth Zappa, because of the vast amount of space and all the vehicles, so if you liked that map, you will love this! The Senate: Well this is the map that I most wanted to see in this pack :) Its probably a bit smaller than I expected, but like he said in the readme, it needed to be made smaller for obvious reasons! Kashyyyk was best in my opinion as a battle map, this however is probably better as a dueling map. That’s because there are lots of platforms and tricky areas to jump around, which is great whilst you are dueling! Its also good for exploring, as with all of Sith J’s maps there’s always plenty of places to explore! There’s even the little tunnel included that Yoda crawls through to escape at the end of the film. That’s not it though, this map contains a couple of extremely cool features, which I’m sure you will want to play around with…. One being a small control panel at the bottom of the senate area. If you press and hold the use button on it (similar to what you do when you are trying to hack the control panels on Hoth Siege), when the timer bar goes all the way down to the bottom, the entire map will change from being all perfect, to after Yoda and Palpatine have finished dueling, with Senate pods crashed all over the place and plenty of smoke! Another super cool feature is the Iris type thingy that opens to allow Palpatines Platform to rise up into the middle of the Senate arena. That must have been a difficult thing to make! If you have the Yoda and Palpatine models this would be a great place to re-enact their battle ;) There were only a couple of small things that bugged me here (a perfect map is impossible to get!) One would be that the Senate area itself is a bit small, but like he says in the readme, it would have been almost impossible to make it at its full size! The other would be the ordinary senate pods they are quite low detail compared to the better looking ones that are floating around, but again, if you made them too detailed it would drag the fps right down because there are so many of them. Nevertheless the overall look is very realistic, and as always this map is great fun to explore! This map is the one I was really looking forward to in this pack, and I can certainly say that it doesn’t disappoint! Now onto the last and smallest map in this pack, Vaders Reconstruction Chamber, where he dons that famous black suit! (mind you he’s pretty much crippled then so its probably actually the medical droids that don it for him, but that doesn’t sound as good…ehm anyway) Vaders Reconstruction Chamber: This map, according to the readme, is a teaser for a bigger map that will come later on. But its still brilliant! This map doesn’t appear to have bot support (although I’m sure the finished version will), but its too small to be played properly with bots anyway. This thing that really got me in this map is the atmosphere created, it is really just like what you see in the film, dark, heavy and gloomy. Its really got that evil atmosphere. Graphically it is also very good, there’s plenty of detailing to look at. What’s best of all though, is the bed that Vader is reconstructed on, press one of the 2 control panels near the entrance and the bed raises and lowers! This is another great map, and I look forward to seeing the full size version! Another excellent mappack here from Sith J, and as usual I found virtually no bugs, or things that I didn’t like, because his maps are such high quality! Battle of Kashyyyk: Bot Support: Yes New Textures: Yes New Sounds: Yes New Music: Yes Game Types: FFA, TFFA The Senate: Bot Support: Yes New Textures: Yes New Sounds: No New Music: Yes Game Types: FFA, TFFA Vaders Reconstruction Chamber: Bot Support: No New Textures: Yes New Sounds: Yes New Music: Yes Game Types: FFA, TFFA ~Nozyspy~




Armored Jedi Qvos | 4.81 MB

Now, I think most people are familiar with Aaron\'s model for it\'s been out for a very long time. I won\'t say that this is an improvement, because the original in my opinion was very good. But Blackwolf\'s interpretation is fairly stunning. A reskin in paint this is not. I think my favorite aspect of this skin is the armor and the shader work he used. The added armor pieces, along with the mesh really stand out. One of the few things similar to the original would be the hair, which fits nicely. The author appears to have spent a great deal of time on details with this for it shows. Also included is the supports and a new taunt. The only issue I can find with this is a glitch of sorts with one of the team skins. This is one that I will be keeping in my base. Armored Jedi Qvos is definetly one I would recommend to check out! note: I added a pic of the original model for comparison! ~LK~




Battle Over Coruscant | 34.43 MB

fighting, as I quickly realised when my JA game came up with the max vehicles error, and this was with NO extra vehicles in my base folder. So yeah, before you even think about downloading this you'll need to get the 99 Vehicles Fix which can be found HERE or use a mod which does the same thing, e.g JA+ You do get a large sense of scale when playing in the open space area, and although it isn't quite what is in the movie, it's still fairly fun to play online, provided you have some skill flying the space vehicles and can shoot other people down. The FPS was a little iffy, it did drop a little low sometimes, but generally its playable and I didn't encounter too many problems in this respect. The design of the level, is also very interesting as well - You start in a small room with three teleports leading to different hangers, and then you get a ship and go kill somebody ;) Can't say I like those teleporters, not too obvious what they are, look more like infrared beams to me, but I'll let that slide for now :) I guess my favourite ship was the droid control ship, as it is very similar to the one in the movies - pity it's only the hangers you can go into ;) Oh, however I thought the shields over the hangers were there to protect the ships from laser-fire? As it turns out you can still shoot ships through them, which kinda defeats the point but meh. Also, If you accidentally jump ship whilst flying, you'll find yourself in an eternal loop, teleporting from the bottom of the arena to the top, with no way out that I could find without cheats being on. So don't jump ship ;) Oh, there's also a few console errors when you first load the map but they wont affect gameplay. Overall it's a very daring map with a huge scope for atmosphere. I did enjoy the music used whilst gunning down my enemy, but for me a whole map geared around vehicle fighting isn't what I look for. Yes, there are fighting areas but they aren't particularly huge and you need a LOT of people to fill the map up. I think many of you will have fun with this map, especially with the new vehicles included (Theres 12!) But if you're not a pilot I'd give this a miss. New Textures: Yes New Sounds: Yes Bot Support: No ~Szico VII~




Episode III Jedi Starfighter | 5.76 MB

to find one that suits you. Here is a list of the features you\'ll find with this model: -Multiple versions including an Anakins, Obi-Wan\'s, Vader\'s, Plo Koons, Yoda\'s, and a Hot Rod design. -Animated wing foils -- can be flown with wing foils in the open or closed position. -To fly with the wing foils open, simply perform a normal take off allowing the animation to be initiated. -To fly with the wing foil closed, begin a normal take off, then press forward soon after take off making sure to do so before the animation can begin. - -Primary weapon fire -- green imperial lasers -Secondary weapon fire -- missile\'s -Barrel Roll -- using the \"Step Left\" and \"Step Right\" buttons (which I strongly suggest you reverse) will allow you to barrel roll and control the vehicle in a manner very much like the way they were flown in the movie. Be sure to read the readme for important information on how to use this vehicle, and enjoy! ~Inyri




General Grievous | 1.32 MB

Grievous model. What a beauty it is, and I hated Grievous. Detail, down to the scratches on his metal surface and the six fingers on his hands, make this model one of a kind. Not only does this model have Bot, NPC and team support, but it also comes with a caped and non-caped version, as well as custom sounds! What would Grievous be without his unique voice? Well here you have it - General Grievous. Download and enjoy. Bot Support: Yes Team Support: Yes New Sounds: Yes NPC Support: Yes ~Inyri




Floyd\'s Silver Saber | 63.79 KB

saber and maybe something that resembles the sabers from Knights of the Old Republic, this might be the mod for you. This silver saber has some blue in it so when you swing, the trail looks great in contrast to the saber color. There are also new sounds included. Check it out! ~AmosMagee




Mustafar | 13.9 MB

duel? Are you kidding me? If you\'re asking that question, leave now. Seriously, get out of here and never call yourself a Star Wars fan again. Poseur. Okay, so this is a Mustafar map. And while I have some complaints about it, this is a really fun map to play. I didn\'t expect it to be because it\'s just this big pit of lava and some mountains and it just didn\'t seem like it would be. But trust me, it is. Let\'s get my complaints out of the way. I know you spent a lot of time on the skybox, Nozy and you did a decent job, but it just looks a bit cartoonish to me. I can definitely appreciate the time and effort you put into it though. Only other complaint I have is that the map is so small. Then again, that could be why it\'s so much fun. You jump and hope that you find a stable spot to land, then attack a bot (or person on a server) and hope you don\'t get pushed off. It\'s a lot of fun and I actually prefer it with guns. Sniping a bot from across lava is just ... fun. Great job with this map. And I can\'t wait for part 2! Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, TFFA, Duel, Powerduel ~AmosMagee




Jurancor Park | 53.51 MB

buttons if I had been playing alone. :P If these screenshots look familiar at all and you have seen Jurassic Park, then Sith-J-Cull has done his job. His accuracy is astounding. But he mixes it up a bit here and there to make sure the map has good gameplay. This is definitely one of those that combines decent areas for dueling, FFAing, RPGing and areas to explore. From the helipad, I cautiously entered the park through the large metal gate. (If only the fence was really electrified.) The enormous wooden gates welcomed me and one of the first things I saw was Sith-J's Restaurant. Amusing. :) And then I saw the Rancors. *gulp* Now, I admit I did explore the map before I got the tour from James, and so when I first saw the Rancor, I wasn't sure if a fence was going to spontaneously break and a Rancor come charging at me. So I ran through pretty quickly and touched NOTHING that had those yellow and black striped warning tape near it. But when I was with James, he made me push 'em. I then quickly climbed a tree or building to get out of the way of the hungry Rancors and Wampas. :P There are some custom swoops included for this map. The review and file for those to follow this. Weapon placement was done well. Oh yeah, those barrels are like, fun to play with. :) You'll find tunnels all around the map that'll take you to other parts of the map. Great for getting away from a Rancor or for just easily exploring - since this map is so big. The details in this map are impressive and here's a good example - go into the museum/center thingy. Pretty incredible from the things he included, the windows and images, fire extinguisher and even the little mosquito DNA movie and ride. The tour even includes the hatchery and it's just amazing. I think my favorite little detail has to be the fossilized walls. And InGen written in little places here and there. There's a lot more in this map that I didn't even mention or show screenhots of. So download this. Now. You won't regret it. Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee




ForceMod III - Return of the Sith - v1.01 Patch | 5.41 MB

bugs and issues that needed to be addressed. Cue the patch for ForceMod III. All of the fixes can be read in the readme, posted below. This is the patch for Linux, Mac and for those who prefer to do it manually. ~AmosMagee




Geonosis Complex | 14.56 MB

perfect, so is the skybox. I\'ll get to the inside of the complex, but I have to point out how impressive the outside was. The screenshots can\'t show the elements out there. The wind is blowing, the clouds are blowing by, there\'s so much movement and it\'s all just amazing. The screenshots also won\'t show the detail inside the complex. But they\'re fairly intricate. The chains hanging, the walkways, the lighting, the teleports ... I love it all. Great work here, Izzy, as always. :D Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee




Corel's 'SW KOTOR' Skin Pack | 6.06 MB

there was a model pack category it would've gone in there, which should have told you by now that there are 3 models in this goody-bag file. So why is this so good? Well, firstly the models are from KOTOR, and i think (but not positive) that they were part of the game and have been used to port across to JKA. The same may be true of the skins but either way it's still a good job to the author for bringing them to JKA. My personal favourite is Darth Bandon, who looks very realistic, and i especially admire the facial work there. The clothes and everything are very professional. Take a look at the screenshots for a greater insight into them. The other 2 models/skins here are a Chewbacca lookalike and a 'Dark Jedi.' Not the most innovative names in existance, but this can be forgiven for the quality of this pack. The chewbacca isnt disimmilar from the default JKA version, and you may not find much of interest in that model, but the other two are definitely worth a look. My only criticism of the Dark Jedi is (aside from the name) the rather bland trousers and colour scheme. It's very detailed but a little plain. The final thing I looked at was the extras. All 3 models come with team skins red and blue, bot support, NPC support and new sounds. Personally I think thats quite an effort on its own, however, the sounds aren't all that brilliant. There are no chewbacca sounds (they come with the game) and the dark jedi ones sound too similar to the Reborn noises. Still, the Darth Bandon sounds are very good. Maybe I should be thanking the makers of KOTOR, but to be honest I dont really mind how they came to JKA, all that matters is that they did :) New Sounds: Yes Team Support: Yes Bot Support: Yes ~Szico VII~




Stances Mod (v2.0) | 12.03 KB

your opponent and stuff, but the walk just looks ludicrous? Thankfully, Aidy fixed that in this Stances Mod. But it\'s not really a stances mod. It\'s just called that. No stances have been changed. The walk for all three sabers have been changed though! YAY! But wait ... there\'s more! The roll animations are also different! The roll forward kinda like, makes your character dive forward, with their body completely horizontal and then into a hand spring like thing and up. It\'s pretty cool. The side roll is now the cartwheel and the backwards roll - oh wait - is that even possible with the patch now? I tried and tried, and didn\'t get to see the Maul type acrobatic flippy thing (technical term). I rarely ever keep mini mods like this. I don\'t like to change my game too much. But when it fixes a few things that I didn\'t like, then yeah, I\'m gonna use it. Great work here, Aidy! [/quote] So while the first version of this mod didn\'t change actual stances, it did change the walk. Now Aidy has modified his Stances mod to actually make new stances for each saber choice. I have to say though, that the stances are a little awkward. To go from the blue stance with a single saber into the lunge, it just doesn\'t seem to flow well, y\'know? But it still looks kinda cool. The roll animations stayed the same and there are a lot more changes in this second version. Download it and try it out for yourself. :) ~AmosMagee




Dual Lightstaff Mod | 87.92 KB

Something ... in my opinion ... that is a bit too powerful and duels just end way too quickly. RED SITH has combined dual lightsabers and the saber staff and created dual lightstaffs. It\'s almost impossible for anyone to penetrate the two staffs, so you almost never get hit. And the damage that the sabers cause is just huge. Also, the author reskinned the staff saber you use for this mod. My screenshot doesn\'t really do it justice. You\'ll have to just see it in-game. So if you\'ve always wanted dual saber staffs, now you have \'em. It\'s just a pk3 you drop into your base folder, but they\'ll need to be uploaded to a server for you to use them anyone other than your own machine. Y\'know? So ... yeah. ~AmosMagee




Witchblade Skin Pack | 6.93 MB

with the design of this comic book character (the author also created the Dark Empire Luke). The detail on this skin is amazing. The author has created some quality work here. The skins leave little to the imagination, but after checking out some of the comic\'s covers, I can see that this lack of clothing is accurate. Though this does show a lot of skin, I didn\'t find it terribly offensive. There are several versions available here. There\'s one with a bluish-chrome metal effect, one that\'s just a dark gray, another chrome one, but with less skin showing, a red and blue version of the more covered up skins (team skins), and then there are a very other variations. Like a dark gray one with a shaded effect all over her, almost like she\'s wearing one big nylon with a fishnet stocking over it. And then there\'s that same skin, but with no color whatsoever. Finally, my least favorite of all is that same covered up skin, but in bright pink. Blech. Wonderful thing about this skin is that it\'s so complete! You have several versions to choose from, there\'s bot support and new sounds. The taunt and death sounds are great. DarthVengeant also made good use of some of Raven\'s sounds. Overall, a great-looking skin, though not something I\'d use. Just a tad too revealing for my taste. Bot Support: Yes Team Colors: Yes New Sounds: Yes ~AmosMagee




JA Bonus Maps from Raven

jabonusmaps.exe | 13.53 MB

community! Raven has delivered 6 little goodies for Jedi Academy. Shall we open our gifts? :D Let\'s open the little one first. Little ones are usually jewelry ... hehe. Ah, a gem of a duel map. It\'s appropriately titled Coruscant. This lovely map has three levels for dueling. The lower area is where you\'ll spawn, the middle level has a few catwalks and some pillars to make dodging saber swings a bit easier and the top level is a narrow walkway that will make for some fun duels. Never look a gift horse in the mouth, right? Well, I may regret saying this, but there\'s only one spawn point on this map - which caused a bit of an issue for me and my bot. Regardless though, it\'s a great duel map and I enjoyed playing on it. The first three screenshots show you what this map looks like. Now let\'s turn our attention to the next gift - wrapped in silvery blue and dark red paper. :) It\'s a CTF map called Rift of Shadows. Both sides are mirror images of each other, of course. The bases have these large circular platforms that are surrounded by these huge, sharp teeth-like things. Look at the screenshots there, you\'ll see what I mean. And at the top is this spinning ball with electrical charges all around it. Very cool indeed. There are two ways into the base, which makes it easy to defend. But the base is large, so flag runners will be able to slip in and out quickly. :) There\'s also this lovely little area to hide and snipe those flag carriers right above one of the entrances. And don\'t be daunted by the maze below the other entrance - it\'s not as dizzying as it may appear. You\'ll also find some secret passageways in the dark halls with good weapons and other little goodies. :) What I found most impressive was the cavern with the water under the bridges and that waterfall/fountain. Love that. The lighting, the fog, the crumbling bridges ... I really like this map. It\'s a well-balanced CTF map that looks great. (There are 9 screenshots of this map below.) And now onto the next present from Raven. :) This colorful FFA map, Gas Mine, should be familiar to those who played Single Player. This is a great map for a frenzied FFA. Some of the towers have several levels, and others are just perfect to use as shields from a wayward rocket or a sniper perched on a roof. Even without weapons, you could have a fun FFA on this map - especially for those force who- er, force users out there. ;) I\'ve only included three screenshots to show you guys because this map, as you can probably guess, it looks pretty much the same from all angles. :) Oooh ... and that fan at the bottom there of the last screenshot, yeah, I\'m fairly sure that\'ll kill ya. I did when I fell, but I may have had low HP, dunno. The Fortress is the fourth map that Raven has given us, and it\'s like, the complete opposite of the last map we looked at. The four screenshots I included show what a bright and pretty map this is. :) Rays of sunlight pour through holes in the ceiling here and there throughout the halls of this map. There\'s a bit of greenery to be found growing in odd spots throughout the map, like high above where it\'s definitely a tight squeeze, but it makes for a perfect sniper area. There are also some holes in the walls around the map in some places that would be great for snipers as well. The map is bright, but there are a lot of shadows cast in corners that would be ideal places to hide and wait for an unsuspecting opponent. :D It\'s a simple map, with great gameplay. :) Oooh ... and there are destructable pillars! YAY! One of the great things about these maps is the variety. In the last map I told you about, there was plenty of room and everything takes place outside, but with this next map from Raven, it\'s far from organic and there\'s a lot less space to maneuver in. Conquest of Byss is a beautiful map with several levels to choose from. Take an elevator up and hunt for your favorite weapon, or duel on the bright blue force shield thingy at the bottom of the map. A fun duel would be at the very top where holes in the floor make for a precarious fight. :D Oooh ... and the pyramid glass is breakable. Yay! (There are 5 screenshots of this map down below.) And, of course, I saved the best for last. The final gift for us from Raven is the FFA map Ord Mantell Canyon. It\'s a dark map, but the lighting is perfect. Outside you make your way around many buildings that are built into the sides of mountains. The paths and the buildings themselves seem to be falling apart a little. There are canyons with shallow puddles of water and small drips coming from the rock ceiling. Somewhat hidden between two tall building is a waterfall that spills over into a small pool of water. There are many places to explore and this, I think is my favorite of all the new maps that Raven has released. :D (There are 8 screenshots below.) Each map comes with bot support, of course and there are some new textures, it seems. This was a delightful little surprise to find in my Inbox this morning and I\'m so glad we have some more solid maps to add to our servers. :D Enjoy the maps, guys and Raven wishes you all Happy Holidays. :D Bot Support: Yes New Textures: Yes New Music: No Game Types: Duel Map: Duel & Powerduel CTF Map: CTF FFA Maps: FFA, TFFA ~AmosMagee




JKA Saber Hilt Pack | 2.3 MB

a tad familiar. I'll just give a few words on each saber. I will be listing them in order of the screenshots. :) Desann: We should all recognize this saber, carried by the most lethal lizard/dragon Dark Jedi thing. ;) Enjoyed by many in JK2 and now available for JKA! Stinger: Can't say I've seen this saber before, but I'm not one to download many sabers to replace the default ones ... so ... yeah. It came with the Desann one, but I'm not sure who credit goes to for it. Seems like a fairly plain saber. *shrug* Strider_Fellowship: No info included on who the author of this saber is. It's a good lookin' hilt and will look better as a sword without the saber glow thing. :) Luke: This is a saber hilt from a pack by a guy who did none of the saber hilts either. Yeah. I'm thinkin' this is just Luke's saber. Then again, I don't pay much attention to the hilts. ;) Oniwan: Before you even start, I know that looks like a typo, but it's not one by me! HA! That's what whoever made this hilt called it. It's his typo! Decent hilt. Dooku: From the same guy who gave us the Luke and Oniwan hilts, here's the Dooku hilt. Wildly popular, I saw this hilt everywhere in JK2. While it looks like good craftsmanship, I can't stand this hilt. Maybe because it's curved like that, I dunno. Personal preference, I guess. Yoda: The final hilt from the pack that included the last three hilts, this one is called Yoda. Though, I think it looks a tad too big for Yoda. Very plain hilt. Nazgul: And now onto the Lord of the Rings (LOTR) hilts. This first one looks like the kind of sword the Black Riders would carry. Dark in color, sharp at the points. Looks like it could inflict pain on someone no matter which end you swung with. Morgul: A dark city in Mordor, Morgul (actually Minas Morgul) had this hilt made with its namesake and I think it fits its name nicely. Small and unassuming. Glamdring: Ah, Gandalf's sword. It's large and regal and it just really has a presence about it. Nice lookin' hilt. Sting: This helpful little sword was given to Frodo by Bilbo. I do like this LOTR hilt. It has more personality and character than the other hilts I've seen so far. Strider: Strider's sword is big and shiny and quite masculine. Mmm ... Strider. Oh, right, back to the hilt. This is a nice hilt, and seems to be consistant with the other LOTR sabers. Ranger: I'm assuming this sword is fashioned after one that Strider/Aragorn carried, or belonging to one of his kin. It's a great looking hilt and is well worth the download just for this one, I think. :) Ring_Wraith: Another great LOTR hilt, made with the Ring Wraith in mind. The detail on this sword is lovely, but would be lost in gameplay. Morgul_Sword: Again we see another hilt with Morgul in mind, and its style is very much the same as the first one we looked at. Not much more to say about it. Black Widow: Oops. I kinda cut off part of the hilt there at the front. Well, trust me, this is a great looking hilt. One I may consider keeping myself. It's very evil looking. :D Yun: Some may prefer the simpler saber hilts and for those, I suggest Yun. It's a nice hilt, decent size, not too big or small, all chrome. It has a solid look about it - if that makes sense. Fierce Deity: And finally, the sword that was included with the Link model. This thing is huge. I mean, seriously. Use this sword and people will question what you're compensating for. No one needs a sword that big! And there you have it. One download ... 18 saber hilts. Is it worth the download? Sure, if you like variety. I would take too long deciding which hilt to use, so I'll stick to the base hilts. :) ~AmosMagee




Modeling/Skinning Guide and Tools | 17.86 MB

an introduction for JK3. Also included in the zip is modview. There are even some unpainted skins for some of the models. You can also find skeleton information for the modelers. :) Have at it, guys. :D ~AmosMagee




WoV Clan Skinpack | 60.51 MB

also some personal clan member skins. [b]Bot Support:[/b] No [b]CTF/CTY Support:[/b] Yes [b]New Sounds:[/b] Yes




Dim Side Clan Skinpack | 5.05 MB




Serious Sam v.1.0 | 1.56 MB

to the Star Wars Universe. His outfit is classic, a wife beater with the bomb logo, blue jeans and some red chucks. This skin is done pretty good and includes all the little extras making this worth the download. Got to love the main taunt “Yeah it’s all fun and games till somebody loses an eye.” Great work cant wait to see what version two holds for us. Bot Support: Yes Team Colors: Yes New Sounds: Yes Maddog




Jedi Outcast Console Command List | 4.93 KB

present) modders out there. This will hopefully help them in the developing of some great mods, configs, and who knows what else. All console commands and be completed using the [TAB] key. You can also see the default and present values of most commands/settings by pressing the [ENTER] key.[/quote] You can also get a list of commands by typing "cmdlist" or "cmdlst" (forgot which one it was eh...) in the console (Shift + ~), but this list is sorted by alphabet! Print it out and hang it on your bedroom and bathroom walls, and cram all the commands in your head so you'll never forget em :D




SkyLine Menu | 93.34 MB

apologies to the author, the readme did not make it clear that the .pk3 should be in your gamedata/japlus folder to work and so the bugs and errors I wrote about in the original review were only as a result of not having the file in the correct folder! I have amended the review below! Well, first off, let me just way; wow. I don’t think I have ever seen a Menu Mod as comprehensive and as awesome as this is, it isn’t just a re-skin, it is a complete overhaul of the menu interface making it look, feel and work completely different than before. Obviously the first thing you notice is that great looking hi-res animated background on the main menu as well as the 2.5D effect menu buttons, but there are a lot more cool features. My favourite has to be the way you can preview a skin before using it using the preview window to the right of the selection menu, very handy! The saber selection menu also looks very slick and the JA+ saber RGB menu (as well as the skin RGB menu) are great to play around with! Now the author mentions in the readme that this was designed to work with JA+, as I mentioned above, you will need to put the .pk3 in your gamedata/japlus folder for it to work correctly when you load up JA+ from the mods menu ingame. It does not make this clear in the readme, which is why I was having some problems with the mod before; I was putting it in the wrong folder! The mod will mostly work on Base JKA, but some features like the model viewer and RGB sabers will not work. I have to say, [b]this is definitely well worth a download[/b], the menu graphics are very slick and high-res and I liked the little touches like the moves list button being added to the character menu and the animated main menu background. I would definitely rank this as one of the best, if not the best menu mod I have ever seen! If you need any further convincing to give this a try, just have a look at the video below. One thing I would like to see in any future versions is an awesome HUD to go with the rest of this great graphic work, I think that would round the mod off very nicely. That and don’t forget to mention in the readme next time that you need to put this in your gamedata/japlus folder and not gamedata/base! I feel rather embarrassed I didn’t figure that out myself! xD Keep up the excellent modding SWGalaxy Team! I really look forward to seeing more from you in the future! :D ~Nozyspy~




Space Racing | 16.5 MB

by spectators as you race around the track! Want proof of how fun such a sport would be? Download this map and have a go yourself! This is a CTF themed and challenging race track, apparently floating in space, where you race around on your swoops trying to be the first to reach the opposing teams flag at the end of the track. One thing I should point out is that you will need someone to start the race; you need to line up in the starting boxes in your swoops and then have the race starter use the consoles over to one side so start the race and lower the barrier. If you should be unlucky enough to fall (or be pushed off) the side, into oblivion, you will respawn on the gun platforms where you take vengeance on the enemy team using turrets or sniper rifles, just try not to hit your own team! Lets hope you are a better shot than those Tusken Raiders in Episode 1! I also love the music, some strange but cool 80\'s style tunes in there. Not what I would pick for a racing track myself, but I think they do kinda go with the map well! As for improvement, well there were a couple of missing textures (apparently they got missed out of the .pk3), such as on the starting gate, but nothing really noticeable. All in all a really fun map here, I don’t think I have seen a racing style CTF map before but I would definitely like to see more of them now! [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] Yes [b]Bot Routes:[/b] No [b]Game Types:[/b] FFA, CTF ~Nozyspy~




Zalen\'s pack

zalens_pack.rar | 10.5 MB

today. The textures, skinning and model work on these characters are actually pretty well done. Team colours and new sounds would\'ve made this a greater package, but I am not here to make anyone feel guilty. This pack also comes with new hilt models. The model quality is good, aswell as the textures. I think they could\'ve done with more of a shine to them myself, to show that they are metallic, but that\'s just a nitpick. As I said earlier, there are no team colours for these skins, but there are single character models for the red and blue teams, that don\'t appear in the default colours section. I wasn\'t able to get the red team character mode to load for some reason, but the blue team character shares the same quality work that the default colour characters have. Give them a download, and see for yourselves. [b]New Models:[/b] Yes [b]New Texture:[/b] Yes [b]New Sound:[/b] No [b]Bot Support:[/b] No [b]Team Colours:[/b] No [b]New Weapons:[/b] Yes (Saber hilts) -SuperSmeg




Nataria\'s Melee Pack 2 | 7.5 MB

weapons. This is a completely independent pack to the first one that he/she released, so don\'t go deleteing it. These are all under the single hilt menu this time, although there are 2 weapons that could be classed as staff saber type. 18 weapons in here, one secret, most with all new weapon hit effects, and a few with animated textures. I\'ve grown especially fond of the Energy Claymore. :D A few of the weapons are basically shields. One of them would definitely not work in real life battle situations because of it\'s small size. It still looks cool though. I didn\'t find any issues at all. If it were me though, I would\'ve put the 2 staff type weapons into the staff saber menu. That\'s just my preference. Even though the staff types appear in the single hilt menu, they still use staff saber type animations. This and Nataria\'s first weapons pack, are certainly keepers in my own opinion. I can\'t wait to see what Nataria cooks up for a third pack! :D [b]New Models:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Effects:[/b] Yes PS: I kept saying \"he/she\", because I am not aware of what gender you are. My apologies. :p -SuperSmeg




Force Grip - Force Choke Sound Effects | 29.94 KB

isn’t really that different from the default version, though it is much deeper and louder which certainly makes it sound more menacing! Give it a download if you want to try it out! ~Nozyspy~




Jaden Korr - 41ABY v2 | 7.26 MB

shall! Then, at the changes look, we will! [quote]Jaden Korr, in the books?! What is this insanity?! ...*Looks up on Wookieepedia*... Ohhh right, so it was Crosscurrent he was in, as well as a few of the post Yuuzhan Vong War 'Legacy of the Force' books as well! Well, I never knew that! I actually have Crosscurrent but have not read it yet, so I guess i will have to now! From what I know of the plot, it seems a group of Sith from thousands of years ago get lost in a bad hyperspace jump and end up thousands of years in the future, perhaps the only example of time travel that I am aware of in the Star Wars Universe. Anyway, lets take a look at this skin pack! A fine addition to his already large collection of skins, hollywood_g1 has given Jaden an older and slightly rougher look to go along with his greater experience, no longer the Padawan learner he was in JKA. There are multiple skins with clothing inspired by Starkillers look from The Force Unleashed, which I think fits the idea of a battler hardened older Jaden very well. Some of his armour features the Rebel emblem, which while it looks good is slightly inaccurate as it should probably bear the emblem of the New Republic or [url=]New Jedi Order[/url]. There are various different skins to choose from, there is a robed version, which I think is my favourite and looks closest to the reference picture below, as well as a fully armoured version, among many others! Though there are no team skins, the various body parts that make up these skins are available from the skin selection menu so you are able to create your own customized version of Jaden should you wish! I am glad to see that this is something that hollywoord_g1 has done quite a lot as it gives the player much more choice in which skin, or indeed, combination of skins they want to use. Of course, nothing is perfect, and one of the things I think could be improved upon here is the hair. The hair is an almost ginger colour on top and black with some splashes of grey at the sides. Personally, I think the hair should be a darkish brown all over, with just a few grey streaks at the side burns, to make Jaden look older and wiser in a similar style to Kyle. At the moment there is just too much of a difference in colour between the hair on the top of his head and the hair on the sides. Other than that though these skins are very good and certainly something a bit different! Overall this is a cool skin pack and they certainly resemble the cool piece of 'older Jaden' artwork (a book cover?) that hollywood_g1 has found and included in his screenshots below. Keep up the excellent skinning! :) [b]New Sounds:[/b] No [b]Bot Support:[/b] Yes [b]Team Support:[/b] No ~Nozyspy~ [/quote] How do you get so big, eating food of this kind?! *Cough* Sorry, where was I? Oh, that's right, updates! One of the most noticeable fixes for this new version is that hollywood_g1 has much improved the grey and brown areas of the hair over the previous version, which as I mentioned in my review did not blend together well. They now blend together well and look much better, though I have to say the brown on the top of Jaden's head still looks too bright and orangy. Sorry, but I am very fussy over details like this! ;) Among the other updates the author has added four new torso clothing options, my favourites being the Jedi Trainer robes and the cool looking Mandalorian armour! The colour customization also works now, though only for one of the torso's as far as I could see; where it changes the colour of the piping on the robes. It would be cool to see some more leg variations to choose from for next time and don’t forget, the head option doesn’t actually change the head, but rather changes the hands! You can choose from either bare hands, gloved hands, or a scary looking prosthesis, apparently attached after Jaden lost a few of his fingers in a battle (he came off better than Luke at least!). To avoid confusion, it may be better to actually put pictures of the different hands here as I myself was at first confused as to why the heads weren’t changing, before I realised it was actually the hands! Overall a good update here, though I still think there could be further refinements. No mod is every perfect after all, but we can always try and get as close to perfection as possible! ;) Lastly I would also suggest changing the .pk3 name by adding a _v3 or something to the end for next time, as people may be confused if the .pk3 filename for the new version is the same as the old one! Keep up the excellent work hollywood_g1, I can see you have a few other files in our waiting list and I will review them as soon as I can! [b]New Sounds:[/b] No [b]Bot Support:[/b] Yes [b]Team Support:[/b] No [b]Customisation Support:[/b] Yes ~Nozyspy~ ***The main download link at the bottom of the page is currently not working! Please download from here instead!***




Skybox Sample | 4.7 MB

off into the distance. The Z-95 of a visitor is parked nearby, damned tourists! :P There are also a couple of trees/plants, though personally I would have added many, many more of them to give the planet a bit more life. Yes I know Terragenrendered skyboxes are usually pretty bare, but I think if you know how to add plants in there (you will have to explain how you did that in the comments Morabis!) then you should make sure you place them liberally. Overall though a pretty cool skybox, I think it would be nice to see more submissions like this to give mappers who are not familiar with how to make custom skyboxesa choice of different ones to use. Just don’t forget to add the name of the .shader file included here to the end of the list in your shaderlist.txt! I hope to see more skyboxes from you Morabis! ~Nozyspy~




The Sith Stalker For Jedi Academy | 8.47 MB

Presenting for the public's appraisal: The Sith Stalker, from The Force Unleashed Series. I have a feeling this Darth Shiftee fella waited a good long while before emerging out of the shadows to strike at you with this. Why? The model's quite pro, tee-bee-aech. God knows I could say over 100,000 negative things about the subject matter, but this model? Next to none. The only faults I can point out are minor clipping issues at best, minor enough not to worth mentioning, since for once I don't feel like ruining peoples fun.(for now...) But yeah, deforms nicely, moves nicely, and to top it all off, it has a hilt to accompany it. Aye, you read correctly: Sweet stalker hand on hilt action. Ooh yeah, and don't think it's some crappy thrown together hilt. The quality of this sucker is just as grand as its wielder. So, skins, how are the skins themselves?! Immaculate. Yeah, pretty much. Clean, crisp, and even shaded. This goes for both the model, team skins and the saber. I swear, this thing practically can stroll down the Champs-Élysées and turn so many heads if it weren't so frightening to babies. The only real weakness in this model is the sounds. Not in like authenticity, mind you, it's just that the sound files coulda probably stood for a quick couple processes through the ol' Goldwave/Adobe Audition/Whatever program you prefer. In its current form though, it's still quite acceptable. I'm just trying to find a way to poke fun at it XB 1.1, since 1.0 mysteriously disappeared, has now been uploaded, with the option to use the character in Singleplayer Menus. Now all is well. So, that's it. I'm done. No more will I haunt your screen with text. Go. Now. Bot Support:Aye NPC Support:Nay New Sounds:Aye Team Support:Aye - Averus Retruthan ***The main download link at the botom of the page is currently not working! Please download from here instead!***




Darth Sidious' Lighsaber Hilt | 326.87 KB

what is, it's ok; the author definitely put in some effort as the textures are all properly mapped. So, give this a try if you're looking for a popular character saber. -Computernerd [quote]Description: What it says on the tin- Darth Sidious' Lighsaber hilt. I did a quick look on JK3files, and I didn't see a hilt, so I made one myself.[/quote]

Darth Sidious' Lighsaber Hilt (1.0) - Screenshots Screenshots:




Ultimate Expanded Universe 4 | 57.84 MB

now have a wider selection of heads, faces, torsos, and legs, all with their own unique qualities. All the skins are done well and they certainly show that the author put a good bit of effort into his work. I would certainly recommend this to anyone looking for a new spin on the Jaden skins, so give it a try and let the author know what you think! [b]Team Support: No Bot Support: Yes NPC Support: Yes Sounds: No[/b] -Computernerd [quote]DESCRIPTION:The Ultimate_Expanded_Universe version 4 I am sorry about the big file size before my mistake .So to make that up to all of you here is a new trimmed down version with more torso choices{Mandolorian Jedi} and as added bonus i have added COLOR SUPPORT to my new torsos and also to one of my older ones as well.I also made new textures and a shader for lukes saber hope you like it .Again I hope this makes up for my mistake please enjoy!!!![/quote]

Ultimate Expanded Universe V4 - Screenshots Screenshots:




A-Mountain | 6.43 MB

Your goal is up, up, and up. If y'fall, all the brushes are coated with anti-fall-damage magic, so all that's hurt is your progress. So, not much else to say about this map. It does work for JK3 so if you're looking to waste some large tracks of time with a jump puzzle, GO FOR IT. New Textures: Aye New Music: Aye Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

A-Mountain - Screenshots Screenshots:




Clean HUD | 2.78 MB

person\'s view of the game. This file is the normal HUD stripped of all unnecessary components. No borders, no beams, no static effects, and definitely no sounds. I prefer this over the cg_hudfiles 0 command because it\'s easier to notice key information at a glance.[/quote] That\'ll do. Does what it says on the tin, so make your call. - Averus Retruthan




Kit Fisto Shirtless

shirtless_fisto.rar | 1.34 MB

not sure if I should be ashamed or proud of the fact that I haven't so much as taken a look at the Clone Wars cartoon series. Yay for Google images, though. There's two skins in here: -A Kit fisto skin -A grayscaled version of the above, which I dare say does not need any further description. Accuracy-wise, there's nothing to complain about here. Besides, the base model is already a Kit Fisto model - one can't go wrong. Texture-wise, again, nothing to complain about. I would've liked to see some glow, such as in the original model, but that's just me. It's just fine without said glow too. Sounds-wise, it has default sounds, which I personally find annoying on a squid from outer space, but which is understandable. Here's my main problem with this skin: the model is less than ideal. There are atleast two areas where it doesn't align properly, leading to parts of the model being very slightly detached here and there. Additionally, there seems to be a minor problem with the texturing on the head that makes it look slightly strange. Most of this isn't the author's fault though; it's not like there are a lot of good alien squid models out there. Still, for ye green alien & squid lovers alike, this should be worth a look ;) [b]Bot Support:[/b] Nope [b]NPC Support:[/b] Nope [b]New Sounds:[/b] Nope [b]Team Support:[/b] Nope -Caelum




TFU2 Maulkiller

tfu2_maulkiller.rar | 4.62 MB

monochrome JKA, but then I looked up what a Maulkiller actually was and found myself forced to conclude the author was neither insane nor colorblind. So, basically, this is Maulkiller. [quote]This model is a re-skined from Darth Phae\'s TFU 2 Cloned Starkiller pack, I tried to make from one of the starkiller models he made into the Maulkiller skin/ costume that is in TFU 2[/quote] [b]The good[/b] -Decent level of accuracy judging by what little reference material I could find [b]The bad[/b] -Definitelys some discrepancies accuracy-wise -Default taunts -Due to a bug, the blue team skin appears to be missing the whole of its right arm, with the exception of a gravity-defying hand -It\'s gray-scale... While the author\'s has, in spite of some discrepancies, done a decent job recreating Maulkiller, I find myself unable to shake the feeling that I\'m looking at a desaturated reborn. It\'s black and white, and rather unremarkable. For the most part though, I believe this isn\'t the author\'s fault, but rather the nutcase who gave birth to Maulkiller. Then again, maybe I\'m overly negative ;) If you\'ve always wanted to be Maulkiller, here\'s your chance. [b]Bot Support:[/b] Nope [b]NPC Support:[/b] Yup [b]New Sounds:[/b] Nope [b]Team Support:[/b] Nope (one\'s identical to the default skin, other is not but misses an arm) -Caelum




Ultimate Kyle

ultimate_kyle.rar | 14.69 MB

:P This mod actually does a few things, namely it replaces all of Jaden\'s cinematic dialogue and heal sounds with appropriate dialogue from Kyle, which has some pretty hilarious results. But that’s not all, as we also have a new, younger looking, Kyle skin though the difference is only quite small, with the grey patches in his hair and beard having been toned down by making them a little more brown. It does take a few years off him though! Unfortunately though, this replaces the default Kyle. I’m not a big fan of when skins replace existing base skins, so in any future versions I would prefer to see this skin as a separate one. More impressive though are the Kyle skins available from the customization menu, which I think look really good and are certainly a change from the somewhat boring old Kyle. The textures are good quality and there are several variants to choose from for torsos and legs, though only one head unfortunately. That said, there seems to be a bug with the leg selection menu, as whatever you select only changes the look of the boots and not the trousers as well, the trouser texture being set by which ever torso you choose, which limits customizability. If that bug could be fixed we would have a really nice selection of customizable Kyle parts to choose from! Wait... that sounded so wrong, almost like going into a shop and asking “can I have one of Kyles legs please?” “Yep, that well be 5000 credits please!” Rounding off the mod nicely are some new splash screens for when the game starts up and for when you are loading a map and a new main menu video with a cutscene from JK2 featuring the Ravens Claw approaching a planet. The author has also replaced the main menu music with the main menu music from JK2, which brings back some memories! Overall this is a clever mod, I especially liked the Kyle customizations and the way that Jaden\'s dialogue has been replaced with Kyles voice, though you will have to replay the game to get the full effect. Keep up the good work Jedi_hm2! ~Nozyspy~




ForceMod III Classic Edition - Version 1.3A Basic | 178.42 MB

updates since the last version: [quote]Version 1.3A Changes (from Version 1.3) - Corrected Ki-Adi-Mundo form style ability by only providing wall grip ability (with no wall run and wall flip. - Corrected some name form spellings in the Melee 1 Chart located in the Saber Menu section. - Restricted Hirmans models to their proper class selections for Sith & Jedi. Version 1.3 Changes (from Version 1.2) - Expanded the Dual Sabers selections section. You can now choose up to 12 saber hilts for either saber1 or saber2. - Added Saber powers 1-3 section in Saber menu for saber classes that do not specialize in level 4 saber (Warden, Sentinel, Cardinal, Crypt Guardian) - Anakin style was added as an additional Djem So form. - Removed the forced spectate mode between class changes. - The "1" key was reactivated for use with key binds. - For balancing purposes several melee modifications were made for various saber forms and classes (please consult in-game Melee Charts) - Added Hirman's Darth Bane, Darth Plagueis, Asajj Ventress, Ahsoka Tano, Cad Bane, and AT-RT Driver skins - Added Zkyo's Ingame Server Join Menu. - Some saber animation place-holders were changed back from OJP version to FM3 defaults due to ongoing modifications and improvements. - To make room for the new Menu modifications the Fourth Person along with Zoom-In and Zoom-out were removed from the Xbinds section.[/quote] For those of you unfamiliar with the mod, it is a massive and far reaching project which changes many aspects of gameplay, from saber selection and combat, character classes and some fantastic little features available via the ingame menu, which I will come to later. All you need to do is look at the saber selection menu and the incredible amount of detail which has gone into it, with melee damage charts for the various types of weapons. Add to that new saber colours and a whole new saber selection interface and it makes for an amazing change, though the complicated looking damage tables will not appeal to everyone. Check out the screenies below for an example. There have also been some changes to the force power menu, with several force powers now having a 'level 4', or turning the force up to 11 you could say. :P Force jump in particular on power level 4 now allows you to jump huge distances. These level 4 powers obviously cost a large amount of points to purchase however! As for character selection, as in Movie Battles II there is a wide variety of different characters to choose from ranging across several different classes, such as Jedi, Sith, Mercenary, Droid and more, with models and skins made by top notch modders. Now onto the features that I was the most impressed with; take a look at the ingame menu and you will see a variety of new options, one of my favourites being the Music menu, which allows you to choose from a variety of Star Wars music, depending on your mood or what you may be doing; using something more dramatic if you are having a duel for example, or perhaps if you don’t like the music used on a particular map you are on, you can pick from this list something which you would prefer to listen to whilst exploring or playing, or maybe just as a bit of ambience. Other features include a bonus button menu, which allows you to hide or show things like your FPS, the HUD, whether or not you want to render the weapon models, etc. which is great for taking good screenshots. I wish there was a mod like this for base JKA, it would save a load of faffing around using the /cg_draw2d and /cg_drawgun commands all the time to get good screenies! XD Another cool feature which is great for both taking screenshots and adjusting your view ingame is the aptly named Views menu, which lets you adjust things like your field of view, and also rotating the camera around your player using slider bars, another cool feature for taking screenshots, especially of skins, like the bonus button menu, this would actually be a great feature for helping the process of taking screenshots of skins for when I am reviewing them. Rather than having to use the modelview.cfg method, which although it works fine, it would still be nice to have a graphical user interface to change the camera position. Then there’s the Optimization menu, which allows you to either choose from a selection of pre-sets, or adjust settings via slider bars to help you optimize your connection and squeeze better ping, and thus less lag out of the game whilst playing online. These are some absolutely fantastic features, and I would love to see these made into separate mods for base JKA, if they haven’t been already, and if they have, please tell me where to get them! There are of course many more features to discover and much more depth to this mod than I have been able to cover here, but I hoped I have managed to touch on some of the most interesting and unique ones. This mod is definitely worth a download for those of you interested in a fantastic Multiplayer mod with loads of great features and a distinguished history, keep up the good work Venomous^Heart! ~Nozyspy~




XYZ | 52.52 MB

fact a pretty impressive clan map and its nice to see that JK2 still get some clan attention even after all these years. As the readme states, this map is the authors attempt at combining the best features of several of the best loved clan themed maps into one map. What is more, from looking at the map and the readme, it doesn’t appear that this was made for any specific clan or guild, though the readme does not specifically say one way or another. Nevertheless I found no clan symbols or logos of any kind when I play-tested it and I think this would be an excellent map for any JK2 clan or guild to use! The map itself is very big and has many rooms for the various purposes you would expect of such a map, such as obstacle courses training rooms, bar areas, outdoor areas and a secret council room, though considering the amount of detail the author goes into in his readme about its location and uses, it isn’t really that [i]secret[/i]. :P One great feature of this room that Is definitely worth revealing though is that you can change the map to either a day or night mode via two switches on the wall in the council room below their corresponding day or night sky, very clever! The main hall area is strongly reminiscent of Sith Council and Jedi Council GC and I presume it took its design queues from. This leads off to various other rooms, although am quite disappointed at the number of doors that do not open and behind which is nothing. Something like this is ok for an ordinary map, since unopenable doors are often used to make the map feel bigger, but on a clan/academy map you kinda expect something to be behind each and every door! The map is also quite difficult to navigate as several areas are either accessed by teleporters or through various corridors and rooms, rather than all neatly leading off the main hall. While I’m not fond of this personally, it can make the map feel more sprawling and more fun for clan exploration. My favourite room was the one with the great pillars and the vaulted ceiling down from which dangles cobwebs, this room has a great atmosphere, sort of like a crypt, or some ancient mausoleum, its just a shame it isn’t a bit bigger. I also liked the large outside area, its a good place for FFA\'s or duelling and I am quite impressed with the terrain work for a JK2 map! I also enjoyed the cave rooms, the rock walls being very good for a JK2 map, I particularly liked the way you get into the admin room, via a deadly crevasse. I would spoil the secret, but lets just say you will need some form of protection or god mode. ;) There are many more things to see and areas too explore, too many to cover here, but I hope I have touched on some of the best parts! There are various, generally small, things that could be improved upon, such as adding some more architectural detail to certain areas, but the only major thing is the somewhat difficult to navigate layout. That and the soundset that plays in the lava caverns, which got quite annoying after a while, I know JK2 and JKA don’t have much in the way of proper lava sounds, but perhaps something else would be better suited for these areas. Personally for lava I always used a nice lava bubbling sound that Sith J Cull was kind enough to give me, if you would like it, give me a shout! The music is excellent though, and fits the theme of the map very nicely, so good choice on that! In addition to the main clan map there are also two duel maps included here which are duel versions of two of the rooms featured in the main FFA map, for your duelling pleasure. Overall a good clan themed map here, one I would recommend for JK2 clans to try. Keep up the good work Invalid, I hope to see more from you! :) [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Music:[/b] Yes [b]Game Types:[/b] FFA (For main map) Duel (For the 2 duel maps) ~Nozyspy~




Dark Swamptrooper | 931.12 KB

black plants in them, which isn’t as unreasonable as you think. I seem to remember one of the planet entries in Mass Effect explains that the colour of the foliage of plants on one particular planet is different because the planets star emits a different kind of light. Thus the plants have different coloured leaves than the \'traditional green\', because this different colour enables them to absorb the unusual light waves from the star. Leaves on Earth are green because this is apparently the best colour to enable the leaves to absorb and photosynthesise the light from our Sun. Or something like that... Science lesson over! Well if you find yourself on a planet with black plants, then you will want black armour, like this Swamptrooper! Not much I can elaborate on there, since this is pretty much the same as the default Swamptrooper, bar the fact that he is black instead of green. The team skins are darker versions of the default team skins also. Even though the default skin is really just a darkened and desaturated version of the original, I actually quite like it, it sort of looks like a special ops Swamptrooper or something. There is also bot support, which is nice to see. Even so, I would still have liked to have seen a bit more work done on making these skins really unique, perhaps adding different patterns on the armour, like the insignia of what might be a special forces Swamptrooper division or some heavier battle damage, etc. Keep up the skinning though, I hope to see more from you in the future Computerexpert3! :) [b]New Sounds:[/b] No [b]Bot Support:[/b] Yes [b]Team Support:[/b] Yes ~Nozyspy~




Android | 13.38 MB

Suibuku has decided to make a skin of the prisoner model, probably the secondmost reskinned model in JA next to Reborns. Prisoner man has become some kind of knight-ish looking android, sporting an undersuit with metal plating all over...and a metal head. On closer inspection, it appears that there are some darker metals present, but from afar it\'s really difficult to see. In terms of texture and conceptual quality, pretty damn good, though I must confess I\'m a little confused by the concept. An android is basically a machine in the form of a man, but this skin doesn\'t seem to be fully metal, or seems to be...wearing armor? It\'s really hard to say what\'s going on here because of the uneven distribution of plating on the legs or the metal head. Part of me wanted to be like \"CYBORG!\" but then I\'d look like an idjit :( ...more so than usual. Team skins are kinda murky, but they get the job done. Thankfully this thing has shopped reborn sounds so you can at least enjoy metallic sounds emitting from your android as he...does things. A\'right, nuffa this. Go play. Bot Support:Aye NPC Support:Nay New Sounds:Aye Team Support:Aye - Averus Retruthan




Jedi Outcast Update | 58.09 MB

characters, as well as new sound effects for weapons, alarms, ambiance, etc. Adds 2 optional variant skins for Luke\'s lightsaber, both being lesser represented versions of the Return of the Jedi hilt (I don\'t like the one that everyone keeps trying to remake. :P) Changes Luke\'s outfit, so that he now has an all black/dark grey collar around his neck, rather than that ridiculous red-striped one. The basic imperial now has a dark grey uniform rather than the bright bluish one that simply doesn\'t fit Imperial Protocol. adds multiple new/replacement lightsaber sounds. What you get depends on what .pk3 you use. adds new music for various levels, taking away the constantly recycled feel left by reused music sets. adds new lightsaber blades, though this was simply because I felt it was necessary. They\'re not crucial to the \"feel\" of this mod, and you don\'t have to use them if you have a preferred saber mod.[/quote] Interestingly enough, a lot of the changes were very pro. The music choices were actually very well selected, and didn\'t make me want to vomit at the thought of listening to them, which is freaky, considering it was still John Williams\'s stuff, and I hate listening to that. Most of the sounds were pretty good, though some were kinda weird. What on earth did you do on tiepass5.wav? Sounds all choppy and stitched together. The graphical updates I didn\'t really put too much emphasis. The imperial officer just looked like a reduxed commander to me, and the Skywalker collar ....well I never paid any attention to it, so I barely noticed the difference. Overall, however, I\'d say it\'d be worth taking a peek. All of the updates are separate pk3s, so you can pick and choose your updates. Have at, buds and babes. - Averus Retruthan




Improved Dark Rosh | 3.37 MB

Rosh...[/quote] I'm still not sure about calling Rosh credible, but I think I actually like this skin. This is, basically, Rosh wearing clothes similar to those worn by a new Reborn, with also some facial changes. It doesn't overwrite the old Rosh, just for the record :p [b]The clothes[/b] Rosh is now basically wearing a combination between his old clothes and those of a new Reborn. The clothes actually seem used too - several mild cracks are visible. I have to say, I actually rather like the clothes, including the ones on the team skins (screenshot #3). [b]The face[/b] Personal rant: being pale and looking sleep-deprived does not make one evil. I'm a perfect example - I'm sleep deprived, but it's not like I killed anyone recently ate any babies recently am all that evil. Wookieepedia & George Lucas, however, disagree, so back to Star Trek for me. Seriously though, as visible on the bottom of screenshot #2, rosh also looks paler, sleep deprived and more Sith-y. Is that desaturation I smell? ;) I personally preferred the old face, but can see how this one works too. Matter of preference there I guess. Other than that, it has teamskins, works, has the old Rosh sounds, and I really do think I like it, though I'm not sure how much justice the screenshots do it. Go give it a spin - it's worth a look atleast ;) [b]Bot Support:[/b] Nope [b]NPC Support:[/b] Nope [b]New Sounds:[/b] Nope (uses old Rosh sounds) [b]Team Support:[/b] Yup -Caelum




JK2 Multiplayer Maps | 64.57 MB

certain things will not function. This includes: - Door opening sounds - The NS Hideout Trap doors do not open immediately(y\'gotta back up afterwards and then they\'ll open.) - Some lifts may take some time to work. Other than that, the music is included, the traps on the FFA_Deathstar are fully functional, bot routes are intact, and textures are there. [b]*poof*[/b] - Averus Retruthan




Royal Guard Pack | 6.14 MB

Royal Guard/Carnor Jax/Kir Kanos skins and breathes new life into them by not only making them available for JKA but also adding bot support to them as well! If you want to use these skins in singleplayer there are console commands included in the readme that you can use to change your playermodel in SP. Not only that but dog95 has also added HOUOU's Katana Pack for that extra dose of realism! Even though this is mostly only a compilation pack, it is nice to see these classic skins in JKA and enhanced with bot support! Be sure to give this pack a download if you like the look of it! ;) [b]New Sounds:[/b] No [b]Bot Support:[/b] Yes [b]Team Support:[/b] Yes ~Nozyspy~




Jedi Outcast Sounds & stuff

jk2_sounds_bonus.rar | 18.64 MB

anything, but if you want them to replace the JA sounds, well then comment or e-mail me or something, and I\'ll make them replace the JA sounds. This also brings back the Galak_Mech model, and the ol\' Minemonster model from JK2. It\'s a bummer that you can\'t play either one of them in MP, but I guess you can still have fun in SP! This is a mod for the sounds from Jedi Outcast, + the Galak_mech and Mine monster models. [/quote] However, the Galak Mech will more than likely be missing his antenna and force field, since Jedi_HM2 did not include the materials for them. Everything else is pretty much just a full out swipe from the assets pk3s. You\'ll know if you want it. - Averus Retruthan




Darth Nihilus Lightsaber | 1.35 MB

seen Darth Boogeyman\'s hilt before. Interestingly enough, it seems rather humble, and could easily be mistaken for a Jedi\'s hilt. A very rounded design, with a bell emitter, this thing is pretty nice to behold. There\'s not much in the way of color, very basic chrome, with the only deviation being the red activator button. The only attempts to make it decorative are the pommel band near the bottom and a strange engraving around the top of the weapon. All around, this weapon is pretty well made. Nice model, nice texture, AND it\'s shadered. I think there\'s not much to complain about here. That being said, I\'ll shut up and let you all look at the pichurs. Bai now. - Averus Retruthan




Darth Revan | 10.04 MB

the Star Wars Expanded Universe; what happened to Darth Revan? It was revealed in KotOR 2 that he journeyed into unknown space in search of the \'true Sith\'. Ad up till now that was all we knew. Maybe more of that story would have been explored in KotOR 3, but that was scrapped shortly after pre production began. Hopefully now we will have some answers from the masterful story tellers at Bioware! Anyways, until then we have a Darth Revan model to sate your appetite! Made by Almighty_gir, this is an excellent piece of work. The modelling details on the belt with that large metal ring especially look good. Incidentally this is also the area that changes colour for the team skins. To be honest I probably would have simply recoloured all the red sections of the default skin for the team skins, but this way is nicely subtle. Though the blue belt ring does kinda clash with the red parts of the robes on the blue team skin. The one thing that I definitely think needs some improvement though is the cloak, since it looks very flat texture wise. Some more creases or folds in the fabric would improve it I think. Other than that a very good skin and model here, though some custom sounds would be nice. Yes I know, apart from the odd sentence the player says in KotOR like “ugh, I’ve been poisoned” Revan doesn’t have any voice overs, but I’m sure you could find some menacing sounding taunts somewhere that would pass for Darth Revan. ;) All in all though an excellent model and skin, I hope you decide to do more KotOR characters in future! [b]New Sounds:[/b] No [b]Bot Support:[/b] No [b]Team Support:[/b] Yes ~Nozyspy~




Lugormod Building Utility v3.0.5

lugormod_building_utility.rar | 19.18 MB

much myself. But it's not a bad mod at all. Hunter122 Hacky1432 brings us an updated version of his [file="111841"]Lugormod Building utility[/file]. Considering I've never built anything in Lugormod (shame on me, I know), I'll just get straight on to the details. [quote]This is my Building Utility v3.0.5 Its still got some problems with the MainCoreInjector but just ignore the Unknown command strings... - Anti Decompile Protect ^_^ - Removed /textures Command - Added !search command to search effects, textures or models - Added !player command (trace the Player) - Fixxed under Basic 2 times Lmd_remap - Added Target_Level_Change under Basics - Added Target_Position under Basics - Added Target_Push under Basics - Added Target_Powerup under Basics - Added Target_Remove_Powerups under Basics - Added Target_Teleporter under Basics - Added Target_Delay under Basics - Added Target_Speaker under Basics - Added Target_Print under Basics - Added Target_Score under Basics - Added Target_Kill under Basics - Added Target_Random under Basics - Added Target_Counter under Basics - Added Target_Relay under Basics - Added Target_Scriptrunner under Basics[/quote] Now, one thing you should know: you will need a Windows machine with .NET Framework 3.5+ for this to work. [quote]If the JKA Running shows as runtime error, install this: 32 Bit 64 Bit If the utility wont start you need to install Net Framework 3.5 [/quote] Regardless, Lugormod builders, rejoice. -Caelum Note: once again, this requires a Windows machine running .net framework 3.5 or later.




Jedi Moves Basic | 155.12 KB

being the dual-bladed saber, the infinite chaining, the walk, and the back stab). It will also work with any version of the game, unlike v2.0, which only works with v1.03 or above of Jedi Outcast.[/quote]




The (JAWA) Temple | 25.8 MB

version of the authors\' description. [quote]It\'s centered around (or more precisely within) a speeder bike track, although for obvious reasons the spawn points are all away from the track itself. The main area of the map includes a large council building with a three-doored lobby, featuring some greenery and the clan emblem, a couple of elevators to the bar, and of course the waiting room and council chamber. Other areas in the main portion of the map include the \"Shrine of the Founders\", near the bar, which has statues of clan founders Matt and Iniowe, as well as Link, who\'s led the clan since 2005. Continuing along from the Shrine of the Founders is a bridge over the main area of the map to the target range. This features targets that actually do something when shot. Outside there\'s also an elevator down to the main level of the map, with room for several people. Near the elevator on the main level is a large arena with galleries for observers. Other areas outside include a small park near the \"Great Gate of the Jawas,\" a large park partly under the speeder track (check out the skylights on the track itself), which kept growing more elaborate throughout the development of the map, a small arena for training, also with working health dispensers, a swimming pool (try the diving board!), and a couple of false doors to buildings that couldn\'t really have finished interiors due to the complexity of the map. One of them is where regular clan members live, and I haven\'t come up with a story for the smaller building... Opposite the swimming pool is the door to the council members\' private apartments. There are several on each level, and all feature lockable doors that can\'t be triggered from the outside. The map comes with a number of droid NPC\'s which can be safely spawned on any server with this map installed. I\'ll probably submit a separate pack consisting of the droids alone. People who don\'t have the droids can still see untextured R2 and R5 models, so there shouldn\'t be any crashing. There\'s a complete list of them in the readme. This map supports FFA, TFFA, Duel, and Power Duel, although due to FPS issues I wouldn\'t really recommend it for TFFA. I did add botroutes to it before finishing, and it has appropriate weapons, ammo, and Force pickups in various locations, as well as spawn points for team play. I\'ll be glad to answer any questions that you have about the map or anything in it! Helena Revan[/quote] -------- Whoa. First off, I\'d like to say this map actually rivals BDC Racing Club as my favorite racing map. The architecture present in this map is well done, though there are a couple of areas that could be improved. Everything is clear-cut and straight, as should be expected with stonework. The texturing is also well done, and really adds to the architecture. Add in the lighting, and you get a superb map that fits the \'newly built yavin\' theme quite well. Of course, the yavin theme doesn\'t end there. Outside, you can hear wildlife, and where there\'s water, there\'s watery sounds. +1 for ambiance. This map includes numerous features, including duel rooms, a firing range, a council room, and more, but most importantly: [b]A race track.[/b] Well, that\'s obvious, considering what I said above regarding BDC... :P The entire temple complex is situated in the middle of the track, with access provided through the race control room. The track itself is nice, being detailed and twisty, but unfortunately, it\'s very short. With the swoops provided, I could complete a lap in a little under 45 seconds. (About 55 seconds without turbo) That\'s depressingly short. Sadly, this map has another downside besides the short track... There are a number of custom vehicles included (which are nice), but these were packaged in the same pk3 as the map, meaning people who aren\'t running a mod such as Japlus will have to be careful about what custom vehicles they have installed. In all my looking, I found three secrets (Lugormod REALLY helps with that, given its ability to show entity info in-game.), and one bug: The toggleable ramp for the track covers some of the see-through-floor seconds, but it isn\'t textured on the bottom. In all, a very nice map, and well worth the download. Oh, and find the secrets yourself. New Sounds: No New Textures: Yes New Shaders: Yes Botrouting: Yes Gametypes: FFA, TFFA, Duel, Powerduel -------- I have some suggestions for the authors. You don\'t have to follow these, but I recommend you do anyway. :P -Longer Track I\'d say one lap should take 2 to 4 minutes with turbo. You could also convert the track\'s \"shortcut\" to be a 1 to 2 minute track, thus letting people choose between a short race and a long race. -Improved Buttons The func_usable button setup used could be done more efficiently. You can save entities, brushes, and triangles by using only one func_usable, and making a couple anim-map shaders. If you need help with this, don\'t hesitate to ask. -Vehicles Seriously, move them to a separate pk3. Also, if you want vehicles to remain available, I can help you there with a script or two that will let server owners pick between custom and base vehicles. That\'s all. Again: Worth the download. ~Crazy




Episode III Lego Spaceships | 4.9 MB

games are great! Not to mention hilarious. Plus I'm old enough to remember when playing with legos as a kid was cool. And not those crazy packs you got where you had something practically pre-assembled for you. No. I'm talking about getting a big box of legos and someone saying "Here you go, good luck!" Oh those were the days... So for those who aren't familiar with the concept of Lego Star Wars, it's one of the Star Wars Trilogies as told through legos. Yeah, duh, right? Well these three fighters -- the vulture droid, the tri-fighter, and the jedi starfighter -- are made of legos. And they're not too badly done. They look like lego vehicles as you would expect them to look when made out of knobby plastic. My one complaint is the amazing inefficiency of these models. They use [i]a lot[/i] of triangles! I've had problems with this same thing in the past, so I'm not getting up on a soap box pretending [i]I'm[/i] perfect, but 9000 triangles for a Jedi Starfighter is a little excessive. Way more detail in the mesh than needed, since it won't be deforming. Also the smoothing groups were rather poorly assigned, and this shows very much in-game. All the peg parts look rounded when they should be flat on top. Other than that, I'd just say cut down on the triangles, put your entire skinmap on one image to immensely save on file size, and you'll probably have a fine product. Considering these are all animated, they're definitely worth a download if you like the style and don't mind them lagging your machine ever so slightly. ~Inyri




Plo Koons Hilt | 202.77 KB

what I was able to find on "Gallery de Google", as well as "Encyclopedia Wookiepedia", this looks nothing like Plo Koon's lightsaber. Maybe I'm not looking in the right places, maybe this hilt was misnamed, maybe the author modeled off the wrong reference, or maybe this is a sort-of new concept for Mr. Koon. I don't know. I'll leave it up to you, the downloader. As I said above, the model itself is simple, but high-poly. I counted 20 sides on the main body. (And 16 on the button!) Regardless, the model actually looks rather good. Personally, I was never a fan of the bottom-half-grip present in this hilt (as well as Vader/Anakin's hilts), but it is apparently a standard setup that numerous Jedi/Sith follow, so the grip here is good too. In fact, it makes an interesting contrast between the lower and upper halves of the hilt. It saddens me to say there are bugs, but I fear I must say it. There is a bug. What bug, say you? Simple: The model is slightly off-center from the parent tag. Not a big deal, but it's my job to blow things out of propor-- I mean, report errors in a mod. The skinning is.... Okay... The problem is, it was skinned in such a way as to suggest a fixed lightsource was aimed at the model. Sure, when rendering a still image, this is perfectly normal, but not in a game with variable lighting. The 'lines' in the metal should be put there by environment/specular shaders, not by Photoshop... Shaders... The shaders in this mod are-- Oh, wait, there aren't any shaders in this mod... Shame... This hilt could sure use some extra shine. Not all is lost though: There is support for single-player, but like any mod that offers this, it will break any other saber mod that tries to offer SP support too. The saber file is in order, but it's missing sounds, so be prepared for the default sith saber sounds. In all, not a bad mod. With a few improvements, it could be turned into a great mod. New Model: Yes New Textures: Yes New Sounds: No New Shaders: No SP-Support: Yes MP-Support: Yes ~Crazy




Corellian Corvette by Duke | 250.44 KB

unfortunately this does not include the interior, just the exterior! It does however appear to be full sized, so I guess you could add in an interior if you wanted to. If you are in need of a Corellian Corvette for some eye candy in a space map you are making though, this is just what the doctor ordered! The construction is pretty impressive, and captures the awkward shapes of the ships hull very well, especially the aft section. I think there could be some improvements though, especially on the engines which could definitely do with some more detailing. However, the whole point of a prefab is that you put it on your own map, so if you want to make any improvements, then you can of course do that yourself while you are making your map! The textures are pretty simple, just the Base JKA Star Destroyer textures and one custom texture from the Taris RP map. You can of course re-texture this however you wish, depending on your texture making skills or whatever textures you have at your disposal. Remember that for this to work, you need to put the .map file in your gamedata/base/maps folder and the texture folder in your gamedata/base/textures folder! Though I think there could be a few improvements on the fine details all in all this is good work DuketheLuke. I hope you will make us some more ship prefabs in the future! ~Nozyspy~




Ashura's Jawa Pack V1.1 | 8.02 MB

suggestions (really now, that's twice, don't make me declare you insane! ;)), and has done the following: [b]Split into several files[/b] The Jawa skin, ionization blaster & fusion cutter now each have their own .pk3 file, so you can choose which parts you want to install; you can have just the skin, just the blaster or just the fusion cutter if you want, or a combination of them. [b]Jawa overwrite[/b] The final new .pk3 file lets you overwrite the default Jawa skin with Ashura's jawa skin - definitely one I'm keeping :) Additionally, the sound bug I mentioned in my review has been fixed; the fusion cutter now has its own sounds. Go forth and download. You know you want to. -Caelum




The Force Unleashed II - Starkiller - Skin Pack - SP Support

tfu2_clone_starkillerskin_pack_sp_support.rar | 6.59 MB

[file="115639"]exactly[/file] [file="92440"]the[/file] [file="93981"]very[/file] [file="93053"]first[/file] [file="91970"]one[/file][file="97248"],[/file] atleast it uses a good model, right? [quote]These two reskins are made so that the model will look like the Clone Starkiller from Force Unleashed 2 a little. I know it's not a good job but I think you will like it.[/quote] These two aren't really [i]bad[/i] skins, I'm just saying it's not the best Starkiller out there. But hey, it beats quite a few of them. Gaze upon the screenshots and see for yourself if you prefer this one over the dozens of others out there. [b]Bot Support:[/b] Nope [b]NPC Support:[/b] Aye [b]New Sounds:[/b] Nope [b]Team Support:[/b] Nope -Caelum




EA Jedi Skinpack 2010

ea_jedi_skinpack_.rar | 9.41 MB

Mcgregor, and Hayden Crystonson. Good stuff, good stuff. So, let\'s look \'em over in the order they were introduced, shall we? Liam, aka Qui Gon Jinn, was based off the Quinlan Vos model, probably the only sensible choice given the model selection in this game. The general tunic and visible attire looks good, and what piques my interest was the face. Did you photosource that or was that original creation? I really can\'t tell this time around. Regardless, it looks pretty good. Photosource or not, it really does look like the character it\'s meant to portray. The robed version, however, does carry the classic Quinlan robe curse, where the interior of the robe does not draw itself without proper shading. Otherwise, very nice skin. Samuel L, one of the coolest actors, took on the role of Mace Windu, as many of you know. This pack carries a standard battle robe, a robed, and a hooded robe version, all skinned on the Anakin model. Once again, very good work on the face. If I wasn\'t so used to seeing Jackson have a constant scowl on his face, I\'d say this looks just like him. There\'s really not much else to say, other than this was the most successful attempt yet. Alright, time for Obiwan. This one used the Obi Wan model. What a shock. Well, this one I\'m actually not too wild about. The clothes are still awesome, and look pretty true to the character. The face texture, however,, doesn\'t feel totally right. At this point, I\'m guessing he did photosource the faces, because this one just feels photosourced. The other two didn\'t look as sourced as this one. Granted, it still looks like him but I\'m just kinda up in the air about the quality of this one. There\'s a lot of skins to work with here, pretty much his whole episode 3 repetoire, including the battle-worn versions. Now, Anakin...this one had me double-take a few times, as it looks like he\'s barely done a thing to them. I can hardly see a difference between Hapslash\'s and his version. I\'d say that\'s probably a good thing if he did indeed overhaul the skin as he said. Now granted, I do see some critical differences in the clothing, as the clothes seem to be a bit darker than HS\'s, so that at least helps to distinguish. Facially though, I can\'t tell. Either way, it looks pretty damn good, so kudos to whatever you did! XD Alright, so that about covers \'em all. Sadly, none of them really have team skins, though they have sounds and Obi Wan has bot support, so that\'s a plus. Hope to see more malevolent deeds from you more often, Master Andor. You have done well =_= Bot Support:Aye NPC Support:Nay New Sounds: Aye Team Support:Nay - Averus Retruthan




Finland | 755.16 KB

the field so I can't tell you whether it's good or not. It has many features that should sound familiar: emotes like amsit, amsleep, amsurrender. It has admin commands, such as amkick, amslap, and ampunish. It also has additional rcon support. In addition to these emotes and commands, the mod contains two types of "lame protection": a timer, which begins upon holstering your saber, and a system based on attacking vs. not attacking. The second system also puts restrictions on the "protected" character - they can not obtain pickups or harm others with kicks. In the first system they can harm with kicks, however this will cause the protected player to once again become vulnerable to others. Also included, which I think is a nifty tool, is a word filter. Tired of being called a n00b? Filter it out and never see it again! Of course this can also be used if you're tired of seeing little kids practicing every swear word they're not allowed to speak at home. There's more to this mod than I've described here, so if you're interested give it a download and check out the various read-mes for whatever information suits your fancy. ~Danny~




Jedi Council GCX - 2010 | 37.22 MB

remember our server using it JedicouncilGC ad nausea. Erstok, in whatever enterprising mood struck him that day that he began, has decided to "update" JedicouncilGCX in an effort to breathe new life into the map. His plan? Rebuild the entire thing from scratch and make his desired changes. Now, before I begin, let me elaborate on the basic premises of JedicouncilGCX. This map was essentially the headquarters of the {O} clan back in the early 2000's. Somehow, someway, this map got leaked into the public, and was never officially released, per se. Since then, it has served as a grounds for Roleplay in a Jedi Temple setting, or a general hangout map for Jedi-oriented clans. In an effort to show you all just how the old and the new differ from each other, I will be describing each individually as I walk you through the map. We'll start in... -=The Lobby=- Old: This was always my least favorite room as it was always big and empty, and didn't have much appeal to me with the white marble. This room consisted of a large arched hallway with massive cylindrical pillars and red carpet leading up the stairs and around them. A lot of benches and plants were dotted about the general area, and there were many doorways that led to various training rooms, though a select few led to special or transitional areas within the temple. New: The function and architecture of this area hasn't changed much. From what I've been told, the pillars appear to be slightly different in construction, though I cannot say for certain if this is true. The red carpet originally did not lead to the NPC training room or the dark room(covered later,) but now there are paths to these rooms. Lighting has been altered in this area, including sunbeams peaking through the windows, which is definitely a neat touch. The statues, which were originally JK2, are now JK3 Rift statues. Door placement has not changed, however. -=The Dark, NPC, Dojo, and Water training Rooms=- Old:GCX was quite infamous for possessing a motley assortment of dueling/training areas. First, a dark room with minimal lighting and four turret positions at every corner of the room. Second, a japanese style dojo with some display cases in the room. Third, a glass dueling room with a pit of water below. Finally, a half-circle NPC training room, with a slew of default NPCs to train your battle skills upon, and a hidden observation room for teachers. New: The Dark Room now features a monochrome lighting scheme versus the red/blue scheme that the original possessed. The Japanese Dojo has endured no changes, which is sort of a shame, since there's no sourced lighting in this room. The glass dueling room has undergone a major change, with the glass catwalks now leading to TWO exits. The water is also much more shallow than the previous, making it easier to get back into the fight. Finally, the NPC training room has now undergone a full spherical overhaul, and the observation deck is much more visible. -=Archives=- Old: The archives in GCX were massive, almost intimidating. There were two doors that led into the archives, though for some reason, both led to only one section of the archives, with an additional section branching out to another section. Both sections had large grand staircases that led up to the second level, and equally massive windows to provide sunlight. The bookcases were also...just insanely massive, and on the outside of each shelf on the first floor were display cases full of saber hilts. New: This place was pretty much rebuilt entirely. The place is a lot less colossal, and a lot more plausible. The archives are a lot tighter now, which means less travel time, and the stairs are now near the doors, which now lead to individual sections of the archives instead of the same. There's also glass guards so you can't just walk off the second floor and hit the floor. The workstations are all on the first floor, so no random tables on the second floor. Windows are smaller, and the hilts are still there. -=The Hangar, Bar, and Prison=- Old: GCX featured a "Master Windu's Bar and Grill" in the middle of a hangar full of Jedi Starfighters created by Aaron Smith, along with an X-wing and YT-1300. On the upper floor, there was a detention block where people could be imprisoned. New: This update doesn't change much in the hangar. The bar has a bit darker lighting scheme, and now features a switch that toggles some lounge music. Very nice touch. The prison and the hangar hasn't gotten much overhaul other than the lighting, though the wire catwalk is now glass. Alright, this could go on forever... I think I'll do two more areas, and let you guys explore the rest XD! -=The Hallways=- Old: GCX, despite being a great map, had very bland and lifeless hallways. They were pretty much simplistic rectangular transitions. New: The new hallways are FAR more decorative. Complete with a brighter lighting, these hallways now have more ornate architecture with banners at set intervals. SOOO much better than the original. -=The Upper Rooms=- Old: Four elevators led up to an upper floor that led to two bedchamber wings, a meditation chamber, and a council chamber. This room was notorious for having concealed buttons in the council and the bedrooms. New: Wow, this place got a nice overhaul. First off, the bed chamber wings got shorter transitionary wings, filled with benches, a fountain structure in the middle of the room to fill it out better, and similar architecture to the hallways to fill it in moreso. The secret buttons? Visible now. Sorta sad, but sorta nice too. No biggy. The council room and meditation room are generally the same, though the sizes are a little different. Whew...alright, so, as you can see, this map already had a lot to offer back in GCX, and now GCX '10 offers even more. This version actually added the classic space council room from the JK2 JedicouncilGC, which was a pretty neat idea. Along with the new additions, I neglected to mention the new admin room to lock down some of the rooms, as well as the overhauled garden, but honestly, it's worth a look. Now...methinks this needs a 2.1, and lemme tell ya why! 1.) That pillar in the middle of the council room just has to go. It just seems so obstructive, and it makes no sense to place a stone pillar where a human could stand in the center in the middle of inquiries, and council members can't address people across the room without looking around it. 2.) You basically made the same mistake GC did, including enough of the vehicle information to make it semi-playable and displayable, but some of the shaders aren't there. Go beyond the book, and include the full set so people can use it without having to download the thing off of Lucasfiles!(hint, hint.) 3.)See if you can alter the bacta tanks so that a player can enter them. Trust me, seems stupid, but you'd please oh so many people. Seriously, if you include those things, this map would outclass it's inspired work in totality. I say go for it, Erstok. You've pulled a wise move, facelifting this map. Looking forward to see any future versions like crazy. =_,= New Textures: Aye New Music: Aye Secrets to plunder: Aye Bot Support: Aye - Averus Retruthan[/quote] Right, so what's new?! Quite a bit, really. We have a huge textural overhaul. A prime example I noticed is that the training room is now darker and has a HORDE of training damage. The carpet overhauls look pretty nice as well. Now, some additional changes: The hangar has now been completely overhauled, with the starfighters completely removed and in their place, stacks of boxes and a better floor. The bar has gotten an aesthetic overhaul, as did the detention center. Much better security, I'd say. In the medical bay...well remember when I asked if he could make the bacta tanks usable? Turns out, he made new ones and they're quite awesome =_= and they are fully interactive. And finally, the Jedi Council, the hallmark of the entire map, has been touched up, with an Atlantica style halo lamp and the removal of that blasted pillar. Rest well, Erstok, for you have done a great service to the JedicouncilGCX map's legacy. The temple is now much more lived in, and has greatly benefited from your handiwork. I declare this map to be in a far better(and far more RPable!) state than it used to be. Let all rejoice, and make merry... New Textures: Aye New Music: Aye Secrets to plunder: Aye Bot Support: Aye - Averus Retruthan




Clone Wars Lightsaber Blades with Pointed Tips | 1.71 MB

who saw the pointed lightsabers in season 2 and wanted them. [/quote] There you have it; pointed tips. Honestly, I'll agree with Averus' humble onion and say this mod is not bad at all. The mass of screenshots should be enough to see if you like it, though. To quote Averus... [quote]I hereby command all masses within the sound of my text to acquire this piece of media. NOW =_= [/quote] -Caelum




Darth Bane | 2.38 MB

don't get to see things from the perspective of the bad guys in such a detailed manner, and his character has been developed much more than most other Sith characters. Thus, I am glad to see a new skin of him today! Using one of HapSlash's models and some textures from Spanki's Sith Customization pack the author has added the face of Darth Bane, with those distinctive markings (tattoos?). Personally I think the clothing looks a little flat (maybe add a shiny shader to that chest armour?), but the face is brilliant, menacing and expressive and is a dead spitting image for Darth Bane . The skin even comes in three flavours; normal, robed, and hooded, although I am dissapointed that only the normal version is available via the skin selection menu, for the other two you will need to use the /model command in the console; so either /model Bane/Robed or /model Bane/Hooded. Personally I think all three should have been accessible from the skin selection menu, just for the sake of ease of use (not that I am being lazy :P). The other thing I think could do with being added are team skins, like I keep saying they are always an important part of a skin! Nevertheless though, good work here, its good to see more characters like this immortalized in mods! :D [b]New Sounds:[/b] No [b]Bot Support:[/b] No [b]Team Support:[/b] No ~Nozyspy~




Komari Vosa's Lightsaber Hilt | 1005.83 KB

jk3files. ... SimonKTemplar returns, this time presenting us with Komari Vosa's saber, as well as Asajj Ventress' staff (...Did I spell that right? "Asajj Ventress?") [quote]In order to make a short break from making KOTOR and other hilts from the Old Republic era, I've decided to create this. I noticed how jk3files had several files with Vosa's lightsabers in them, however none were really to my taste or exactly accurate... and you all know how much I love accurate. So, included in this mod is not only Vosa's curved lightsaber but also joined pair as used by Asajj Ventress. The model was based off a reference shot from the ongoing Clone Wars Animated Series.[/quote] Basically, that. As usual, he gives me very little to complain about. Komari Vosa's saber: Looks good, works fine, and is dooku-style-curved. My only complaint about it is the best reference picture I could find showed a blue decoration-ish thing near the bottom of the hilt that wasn't on this. May well have been a matter of it not being on the reference picture he used, though. :P Asajj Ventress' saber: Looks good, works fine, and is once again dooku-style-curved. Honestly, doesn't give me anything to complain about. If you want either of them, you know what to do ;) -Caelum




Rebel Retexture | 1.04 MB

done, what I believe, is a stunning remake of sorts of the textures, making the original helmeted man look more accurate to the movie version in which it was meant to be displayed as. As much as it is a recolor, it's still good. I'm usually hard on recolors, but this one just looks better than the usual slap-dab ones. It looks like it was planned, and the accuracy is actually better this way. Besides that? Feel free to have fun with the cannon fod- Rebel Alliance Soldiers! TEXTURES - Recolored Originals BOT SUPPORT - Probably whatever the original had SOUNDS - See Bot Support MODELS - See Sounds ~Denariax




ISD Exactor

isd_exactor.rar | 6.91 MB

again, take up the saber as Jaden Korr in this episodic adventure...or don't. __>) The music was actually VERY different, for a change, which was refreshing. May not have been 100% appropriate for the mood, but still much better than John Williams Jabba Stew, complete with flabby anuses. Also, custom built NPCs made it feel so much more entertaining when you didn't know what your enemy was going to have on his person next. Now there are a couple issues I want to address: - Tie fighters in the hangar were very small in scale. - Your music/stille.mp3 was missing, so y'started out in a silent map. and finally, there's one thing I think this map really needed to be fully playable: Starter Build NPCs. What the hell is Averus talking about? Basically, so you don't have to go load another Jaden from a previous campaign, one can simply do, say "playermodel starter" in the console and get a certain set of force powers you'd think would be appropriate for this campaign, and saber styles. That way, people can get right into the mix and not have to worry about defecating on cats. This can also be done with guns as well. Not sure if you'd be able to remove the saber entirely, but if they could do it in T2_Dpred, then you can do it too! So honestly, hoping to see this project reach completion. I will say that it was slightly startling to simply run through a door way and out into the abyss. Y'think it mighta warranted a hallway at least to round it off? I does, at least. Otherwise, a nice mission concept, and a great start for this campaign. Best of luck to thee. - Averus Retruthan




Alora2 SP Fix | 1.52 KB

always pondered why they'd bother to negate the other Alora model, other than because of the deformation hole in the back. Then again, that didn't stop the cultist from debuting, did it? Anyway, Vemarkis, a newcomer, has taken the initiative and finally fixed the issue, having the Taspir Alora utilize the other, previously unused alora model. It was instantaneously refreshing. IN-STANT-TANE-EE-USS. I checked in SP to ensure it had the intended effect, and everything works perfectly. So little effort, yet such a big difference. Why this hasn't been done publicly before is beyond me, but no more. I'm definitely going to keep this around, as I personally appreciate the change, however minuscule it may seem. Acquire this if you use Alora at all, be it an NPC or if you play SP profusely. - Averus Retruthan




After Hours | 6.57 MB

thought. This is Cobrax's first released map and I must say it is pretty good for a first release! The map is actually a clan map, although it has some interesting aesthetic features that I will come to shortly. Like I said, there is the obligatory clan bar, with a few posters on the walls and privacy forcefield's. As I have said before, I have always liked clan maps, they have the feeling of a close community of friends having fun together, occasionally with the odd bit of clan intrigue or gossip. ;) The clan bar is kind of a distillation of that I think, a place to meet up and talk after having a sparring match or whatnot. There are also some large duelling areas and of particular note is the huge courtyard with the ziggurat at the center. This building, along with the overall architecture, textures, music and that bluish lighting evoke memories of the Dromund Kaas level of Mysteries of the Sith. This is what I was talking about when I mentioned the interesting aesthetic features earlier. I don't know whether anyone else agrees with me here, but it certainly brought back memories of exploring that creepy level! ;) One other interesting thing is that the author has used a stone texture and applied a glowing shader to it to use it as a light texture instead, which I thought was quite inventive and actually looked pretty good! A note on a slight technical issue though; firstly, the steps of the ziggurat are far to big, they need to be shrink to a more realistic size. This isn't a problem gameplay wise since there is a noclip wedge brush on the stairs allowing you to walk smoothly up them. It is however more of an aesthetics/detail issue, but not a big one. My main concern here though is that the noclip wedge brush doesn't go all the way down to the floor at the bottom of the steps, meaning that you have to jump over the first step before you can climb the stairs. Not a major issue, but still something that should be fixed. All in all a nice clan map here, certainly one I would enjoy playing in if I was part of this clan. Of course, the clan names and posters may put other people off from using it, but I certainly give the author two thumbs up for the excellent atmosphere he has created in the map! :thumbsup: Keep up the good work Cobrax, I look forward to seeing more from you! [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] No [b]Bot Routes:[/b] No [b]Game Types:[/b] FFA, TFFA, Duel ~Nozyspy~




ZULU | 1.45 MB

the readme, just for kicks: [b]- Added clock in the top right when TAB is pressed to view scores: This clock displays in 24 hour time, as opposed to the US AM/PM.[/b] [b]- Added help (type /help in the console)[/b] [b]- Bot Combat AI Enhanced, Tomahawk bots are much more aggressive and faster at chaining attacks and can now do all special moves and TPK's. (Throw Pull Kicks):[/b] In other words, the bots use every "cheap" trick in the book to kill you. Challenging? Yes, it certainly can be, but this may frustrate everyone who isn't as "hardcore" as others. It was certainly nice to see the bots totally butchering each other in the quickest way possible. There is a fatal flaw to the AI, however, that I found out rather quickly. It all starts with this feature: [b]- Bots will not attack unarmed players.[/b] Oh, boy, the moment I turned off my saber, those turds stopped dead in their tracks and just stared at me. Nevermind the auto-sentry that was shooting them, I was the star of the show! XD and worse yet, they did not respond to my grip-throws and they gladly let me kick them into the abyss! Then these guys came: [b]- Anti-Lamer Bot Patrol:[/b] Alright, so these stormtroopers come with red lightsabers and essentially, their first notion is basically to show up and, initially, just taunt you repeatedly, as if admonishing you for "laming." This particular hypocrisy puzzles me, since this mod was dedicated to "Hardcore Gamers," which in my book translates to someone who wouldn't be bothered by the trivial concept of laming. However, mine is not to judge




SW:TOR Sith Lord | 4.23 MB

[url=]incredible cinematic trailer[/url] and drooled over that. Well here we have our very first SW:TOR themed mod! This is a reskin of the Commander Keller model, which unfortunately entails quite a few problems with the face texturing, but I will get to that later. This skin itself is composed of texture pieces from a couple of other skins, all woven together to make this very impressive skin of Lord Angral, the main Sith Lord you see battling the Jedi Master in that trailer. Overall the skin is excellent, it all looks good and despite using textures from a couple of other skins everything fits together seamlessly and does indeed look like the character from the trailer. However the big problem here is the face. Since this is based on a Clone Trooper model the head is modelled as a helmet, not a head. Thus the face texture that is applied to the helmet looks oddly stretched and certainly doesn't bear the proportions of a normal head (I know Sith Lords can be a bit 'big headed', but not quit this literally! :P). Though the face texture doesn't really fit well on the head, it isn't so out of place as to spoil the rest of the skin. Although the head is a little disappointing the majority of the skin is excellent. Personally I would try and find a different model for v2, definitely one with a head and not just a helmet! I also recommend that team support be included for next time as well, as that would round this skin off nicely! Overall a great skin here, although the odd head does let it down a little. On the plus side though there are a few new sounds, taken from the trailer itself, which lends some nice authenticity. Keep up the good work Edmundo, I look forward to seeing more from you! :) [b]New Sounds:[/b] Yes [b]Bot Support:[/b] No [b]Team Support:[/b] No ~Nozyspy~




Halo Plasma Sword | 11.29 MB

Compatibility Addon 1.3).pk3 to your JKA base folder![/b] Everybody loves Halo, apparently. Unfortunately for me I have never actually played any of the Halo games, except for a brief playthrough of the demo version of the original Halo, so I I am not that knowledgeable on the franchise. I do know when I see a cool weapon mod however, and this one here is definitely under that category! ;) This here is a [url=]Plasma Sword[/url] from the Halo games, how the sword is supposed to work, I don't know, but it looks damn cool. ;) This mod is a much improved version of LukeSkillz previous Halo Plasma Sword mod which was reviewed almost a year or so ago. As you can see from the screenshots, this is nice and glowy. But curiously the glow doesn't come from a dynamic glow shader on the sword itself, but rather from a texture/shader, which mimics the effect of dynamic glow, thus eliminating some of the problems the author was having with this, as explain in the readme. The effect looks really good and I think this was a very impressive feat of ingenuity from the author. There is a sword for every saber colour, so although the original halo Plasma Sword may only come in blue, here you can get them in all of the normal saber colours. There is also a lightning type shader that shimmers over the surface of the blades to give them that extra edge (if you will forgive the pun :P). There is also another small, but clever addition, you will notice that instead of the classic JK Saber logo on the loading screens, it has been replaced with the silhouette of the Halo Plasma Sword instead, which I thought was a nice touch. There are some bugs that still need to be ironed out however, for instance, when swinging the sword, you still get the saber trail behind it in whatever colour your lightsaber usually is, which doesn't really fit with the sword at all. Also, if you use the sword in staff mode, then part of the saber trail will appear frozen infront of the sword when you swing it, which is rather annoying. The saber trail definitely needs to be removed completely with this mod to make the swords look better when used. This is only a relatively minor bug, but it is a bit annoying since it is visually quite obvious. Either that or make a new saber trail to better fit the swords. There are still a couple more neat features I haven't mentioned yet though. One is that the saber icon on the weapon menu at the bottom of the screen has been replaced with an image of a Plasma Sword, although the text still says lightsaber (it would be cool if this could be changed too). Also there are some fantastic new sound effects, electrical crackles and throaty hums which fit perfectly with this mod! It is also great that this can be used with both JK2 and JKA, although be sure to include both .pk3s in your base folder when using this mod for JKA. As I said above: [b]There are two .pk3s included in this .zip, the HaloSword (v3).pk3 is for JK2 only, if you want to use this in JKA, you will need to include BOTH the HaloSword (v3).pk3 and HaloSword(JK Compatibility Addon 1.3).pk3 to your JKA base folder![/b] Overall this is a fantastic weapon mod and a must have for Halo fans! Keep up the good work LukeSkillz! :) [b]New Model:[/b] Yes [b]New Sounds:[/b] Yes [b]New Effects:[/b] No ~Nozyspy~




Obsidian Trooper | 5.41 MB

stealthy. Neon glow = gives away your position faster than you can say "Holy Sam Fisher's neon glowing headset!". Concept is interesting but that's a fundamental reason why there are no ninja in Star Wars, ya think? I don't know what to say without going over old ground. The glow shaders are finely implemented, the recoloration of the base textures has been done with no loss of integrity to the texture itself, honestly it seems clear as day that someone has undertaken that most blasphemous act of making sure their mod is consistent in quality and works well. And, on top of that, made sure the file was carefully submitted to avoid three days of email pong! Oh no, the pigs. They are flying. On top of five colours (default cyan, red, blue, purple, green) there's also a custom soundset optionally available. The only fixings missing are NPC and bot support, which would have been nice. Also as a bit of advice, rather than including two pk3s for the skin - one with sounds and one without - you could've just had the one without and included the sounds in a seperate pk3. That would've worked. ;) By far one of the nicer stormtrooper reskins we've had in quite a while, even if it does propagate the theory that glow = good. -Mikouen [b]Custom Audio:[/b] Yes [b]NPC Profiles:[/b] No [b]Bot Profiles:[/b] No [b]Team Support:[/b] Yes




Sith Stalker Single saber version | 295.11 KB

hilt: [quote][b]Sith Stalker hilt[/b] Wow. Anyone played through the dark side ending of the game, and then used the sith stalker hilt all through out the second game you start? I didn't... :( Well, I chose the dark side ending, but I didn't use the Sith Stalker hilt. I seriously don't know why looking back on it now. However, now you lot can use it in Jedi Academy SP, created games and servers that allow unsupported hilts. Now, you know how I said that I didn't use the sith stalker hilt? I ended up having to search pictures on google, and oh boy this model is dead on. I couldn't notice any differences at all. The quality is amazing.[/quote] It has been given singe support, meaning that now instead of only having to have it backhanded you can now use the normal grip! Very interesting... by the way, you need the following file in order for this to work: [file="102485"]Galen Marek lightsaber v2+bonus hilt (V2)[/file] ~Authuran




Sabers of the Power | 3.33 KB

longer than a normal saber. I know, this is not a hard work, but if you doesn't want to write a lot, use these. Every saber has his own power.[/quote] First, [b]Saber of the storm.[/b] [quote]Throwable, when returns, do damage (30) | Can't be disarmed | Default color: blue | +Chance for saber-locking[/quote] Next, [b]Saber of the Offensive[/b] [quote]| Can't be throwed | Can't be disarmed | Default color: red | +Chance for saber-locking | The longest from the power-sabers[/quote] After that, [b]Saber of the Protection[/b] [quote]| Can't be throwed | Can't be disarmed | Big chance for parry | Default color: green | +Chance for saber-locking | Longer than a normal power-saber[/quote] After [i]that[/i], [b]Hanziness's saber[/b] [quote] | Can be throwed | Can't be disarmed | Default color: yellow | +Chance for parry | +Chance for saber-locking[/quote] And finally, [b] Saber of the Looooove [/b] [quote]| Can be throwed | Can't be disarmed | +Chance to break a parry[/quote] This ultimately is a saber mod, not just hilts and visuals but for the lazy people who didn't read through the quoted sections it modifies the combat and/or force powers. I'll leave the rest up to you to decide this time ;) Enjoy. ~Authuran [i][A note to the author. Put your name and email in the readme, as I have for you. Also, just make sure not to put funny symbols in the description or readme, but that's not really too important][/i]




Ahsoka Tano's lightsaber hilt | 7.72 MB

one, is Ahsoka Tano's lightsaber hilt. Which is pretty obvious ;). We get the backhanded version, and the regular version. Let me chop some bits from Nozy's v1 review: [quote]First off lets have a look at the model itself, which I would say is pretty accurate. However it is not 100% accurate, at least not to the reference pictures I was able to find on the net. The little things that stick out at the top should be flat, not round. The main difference though is the pommel of the hilt, which shouldn�t curve in again at the end, at least on one version of the hilt. Oddly there appears to be two different versions, each with a slightly different shape. These are only small differences however, and overall I would say that this model is about 95% accurate to the actual hilt (one of the versions anyway). The model itself is well made, and the texturing is also good, although they are fairly simple. Its nice to see that the author included normal and back handed variants here, allowing players to choose which version that would like. However, there is a slight issue here; the author has included a .cfg file which he says needs to replace the models/players/humanoid/animation.cfg for the back-handed animations to work properly. However I couldn�t actually find this file and even if I had, I am a little worried about replacing base JKA files like that. If you do I would definitely recommend backing up the original![/quote] EDIT: Mistake on my part, this file does not need you to replace the humanoid .cfg anymore, so that is definitely an improvement for the lazy like me :) [quote]As far as improvements go, all I would suggest is working a little more on the textures, maybe putting a little more detail into them, since they look a little flat. Perhaps a brushed aluminium texture would look cool?[/quote] He has also replaced the dull gray shiny texture with a much more nice chrome, reflective one. Enjoy =P. ~Authuran




JamyzGenius First Choice Animations | 8.23 MB

animate characters. Due to this the animations we have are no where near as realistic as what they can do these days, so it’s always good when someone goes and makes an animations mod to spruce up our game a bit. Here Jesus Fernandez Garcia brings us his latest animation compilation mod, which includes a multitude of new animations. As well as a new stances and animations for each of the saber styles, there are also new animations for; force push, force grip, force lightning, rolls, jumps and quite a few more besides! Personally I liked the new roll and jump animations, although they seemed a little too slow in their speed, the animations themselves looked more natural I think. Especially impressive though were the new saber stance animations, particularly the ones for the yellow stance, which was based off Count Dooku’s sword salute as seen in Episode 2 just before be duels Yoda. The animation here looks really cool and it has been well done and it is great to see as opposed to the somewhat more sedate default animations. This animation is also the authors favourite, and I can see why! I imagine this will be the favoured animation and saber style of many players now! There is also a new ‘death from above’ attack animation for the yellow stance and also for the blue stance. Among the new force power animations, the new force lightning animation was probably my favourite, since it now looks like it is taking some effort to shoot those bolts of lightning from your fingertips! There are still some things to be improved though. As I said before, I feel the jump and roll animations are a little too slow and could do with speeding up a little. Also, if you jump a long distance, the somersault animation continues to loop whilst you are in mid air rather than stopping after the initial jump, which looks somewhat unrealistic. Other than that I think some of the animations could do with a little more tweaking, but nothing major. All in all a great animation mod here, one, which I hope, will get a lot of use from the community. So, if you guys like the look of this, be sure to give it a download! :D ~Nozyspy~




Asteroid: H5 | 20.3 MB

bottom of the pile. Sorry about that man![/b] Asteroids get a pretty bad rap unfortunately, generally being the harbingers of destruction and usually hitting the earth and ending the world. That is not completely fair however, since asteroids can be pretty cool too, afterall they make great heavily defended bases in space and also harbour giant space slugs which can swallow a starship! :eek: This particular asteroid however, you can live in! It has a bar, a racetrack a garden and more. And yes it is clan themed, but don’t worry because the clan references aren’t too in your face and really I think that this would be great for any clan to use. I have always had a soft spot for clan maps, perhaps because I remember the fun I used to have with clan maps years back when I was actually in a clan. This map in particular is one that I can see a lot of people using, it has tons of stuff to do and would keep a clan happy for ages! Basically this is an inhabitable asteroid and there is a little back-story displayed on the loading screen which explains a bit about it and its history, which I think is a neat idea. The whole asteroid has been excavated and built up so that it contains stuff like caves full of plants and spiders and some creepy spiders webs (but thankfully no spiders :P) a council room right on top of the asteroid, a bar (with a garden!) a racetrack and loads of other places crammed into nooks and crannies. One of my favourite places was the main cavern, which has a waterfall, a rope bridge and lots of rooms leading off. For clan purposes, there is a huge main hall with some holograms of the asteroid and plenty of space to meet and also a place that looks oddly like a theatre or something which I presume is used for clan meetings. There is also the aforementioned clan council room right at the top of the asteroid. I really like this map, it just has so much crammed into it and you could go of exploring for ages with your friends into all the little caves and nooks and still not find everything! It’s also fun, since it has a pretty cool (although slightly short) racetrack going around and through the asteroid. And yes, you can also [b]fly[/b] outside of the asteroid, there are a couple of hangars with TIE Fighters at either side of the racetracks grandstand. The area you can fly in is pretty huge as well, and has lots of smaller asteroid chunks floating out there, just be sure not to crash into them! Graphics wise, the skybox is fantastic, with that large planet looming in the sky with the blue corona of its atmosphere outlining the dark side of the planet. Combined with the music the whole map feels very peaceful. As for the map itself, I do think there is room for improvement, mainly in the actual construction of the asteroid, which is very angular in places and need to be smoothed out and made to look more natural and rock like. To be honest though, the map allows you to have so much fun that this may not be an issue really for the people who will get most use out of it. I also think some kind of sign system for the main areas of the map would be good, as the complexity of the map does mean that you can get lost! Overall though, this is a really fun map, and I would definitely recommend it to any clans out there. I really hope to see this map being played on some servers! :D [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] Yes [b]Bot Routes:[/b] No [b]Game Types:[/b] FFA ~Nozyspy~




Terminative 3 Home | 21.72 MB

JKFiles record that has been broken today! ;) It’s good though that the author chose to show as much of the map as possible, because this is a pretty incredible map! This is basically one huge training map, designed to hone your skills ingame. Though this was obviously designed for the Term!native 3 community, this is definitely a map that I would recommend to any clan or gaming community. The logos and references to the Term!native 3 community are pretty unintrusive and I think the training features in this map would be a fantastic asset for any clan. So, what kind of facilities does this map have? Well, one of my favourite features was the huge static training room, which features one of those rotating ‘jump & duck’ bars (though be careful not to get hit by it or you will be killed!) and various targets raging in size to test your aiming skills. It also has an area with two concentric circles, a small one inside of a larger one, with a button that spawns a Kyle in the center. The idea I think is that you have to use your saber skills to kill the Kyle bot without leaving the circles thus honing your close quarters combat skills. This is just one room though, which is accessed off a corridor, which is in turn accessed off the central hub, which leads to all the different areas. Other features include a duel room, two bot training rooms and a jump training area where you can spawn Kyle bot’s which fly around the room in various ways, helping you to practice your jumping attacks. There is an area that has three corridors filled with that I presume to be water. In these corridors are platforms spaced at regular intervals, with the spacing getting wider in the next corridor along. This area is I presume a place to practice your jumping techniques and accuracy. If you fall short of the platforms however and land in the water, you will be teleported back to the beginning! Yet another room is the interestingly named ‘Mysterious Pit’ room. Basically this features a big pit that opens up in the floor and, via the use of multiple buttons on the wall, you can customise with platforms and walkways that extend out into the pit to create a tailor-made duelling area! There is also kind of secret ‘council room’ type area. This last area has a very nifty method for accessing it… it has a combination lock! Outside of the doors to the ‘restricted area’ is a giant combination lock where you have to change the numbers to the correct code to open the doors. This I think, is a fantastic idea. It looks good and is a very nifty little feature that helps set this maps ‘council room’ apart from those of other clan themed maps. One other small, but clever idea are the little signs on the floor in various places instructing you not to stand there. Why? Well, because they are teleporter pads! When you use a teleporter (of which there are quite a few in the map) you will land on one of these pads, obviously you don’t want someone else to be stood there when you teleport in, otherwise you will crush them, sending them to an untimely demise. These notices are a clever little feature which should prevent people from being killed unnecessarily whilst on this map! (Health and Safety for the win!…) There are quite a few other features here as well, but it would take too long to mention them all, besides I want to leave something for you guys to discover for yourselves! ;) As for improvements, well to be honest there isn’t much I can think of that could be improved here. I would suggest though, if there is ever another version made of this map, that you add some more duel rooms, because one really isn’t enough to be honest. Other than that, I did notice a few missing textures, but these were few and far between and weren’t that noticeable anyway. Overall then an excellent map here, one that I wish had been around when I was in a clan; we could have used this kind of map for clan rank trials and such! If you are a clan leader looking for a new map or just like the look of this map, then be sure to give it a download! [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Music:[/b] Yes [b]Bot Routes:[/b] No [b]Game Types:[/b] FFA, TFFA ~Nozyspy~ [b]For a sneak peek, why not check out the trailer below?[/b]




Menu ++ (English and German Versions) | 15.93 KB

such that the mod introduces, but this is the first time I personally have seen a new menu mod made for the base JK2 game. This is a fairly small mod, but it does add quite a few new things that can be tweaked ingame. When I say ingame, I mean once you have actually gone [i]ingame[/i] since that is the only place this new menu is available from. You cannot access it through the main menu when you first start the game, which is a little confusing. Anyway, the new options that can be tweaked from this menu include changing the style of the crosshair, adding an FPS counter and a clock and also a lagometer display. There is also an option for optimizing your connection to the server you are on. Overall I think this is a great idea for a mod, and I would like to see more like this, although I do think it would be good id this menu was also available from the main menu screen when you start up JK2. If you guys want some more options to tweak ingame, then give this a download! :) ~Nozyspy~




Broly - The Legendary Super Sayajin | 1.31 MB

making a manga themed franchise into a live action film with real actors is just totally wrong… I mean come on, how on earth are [b]real[/b] people supposed to have such gravity defying hair?! Anyway, on with the review! Here we have a scary looking bloke with blue hair who is apparently called Broly. Add an extra L to that and you get Brolly, which is what we often call an umbrella in England! No umbrella is included with this model though, sorry. Ehem, anyway, I don’t really know much about this character, save what I read on Wikipedia; that he seems to be a villain and the Legendary Super-Sayajin. It doesn’t really matter whether or not you know anything about Dragon Ball, you can tell that this is a good quality model and skin. From the videos I managed to find on Youtube, this is pretty accurate to how the character looks in the anime, especially that very pointy face that seems to be typical of most Dragon Ball characters. The textures on the skin fit with the theme of this being an animated character; they are more stylised than realistic. The model also looks great and is of a high quality. This model also has new sounds, which sound pretty scary and from what I know of this character fit pretty well. There are a few things missing which I think need to be added for next time around though, the most obvious one being team support which I think should always be included with a skin. The other thing is bot support, which, whilst not as important as team support is still something I would like to see with a skin/model of this high a quality. Overall though this is a very good model/skin and I look forward to any future projects the author has planned! If you guys are fans of Dragon Ball or just like the look of this mod, then be sure to give it a download! :) [b]New Sounds:[/b] Yes [b]Bot Support:[/b] No [b]Team Support:[/b] No ~Nozyspy~




Star Wars - Masters Of The Force Stances | 8.23 MB

that that the makers of JKA didn’t make the animations more lifelike. Especially considering the improvements modders have been able to make. But, of course, Raven had time and monetary constraints that modders don’t have, so I guess there is a good reason! Here Jesus Fernandez Garcia brings us a mod, which brings together many new improvements to the lightsaber stances and other animations (including the jump animations and force power animations) for JKA. A full list of the changes to the animations can be found in the readme. So what are these new animations like? Well, very good I would say! The jumping animations for one look more natural I think, especially the speed at which the jumps are performed. The roll animations also look more natural, though I think the distance covered when you roll is a bit too much. All the saber stances have been changed and I think they look cool, especially the new stance for the staff saber which looks very sweeping and dramatic. There do seem to be a few bugs when transitioning between certain animations, but these aren’t serious and aren’t that noticeable either and overall I think all the new saber stance animations look very cool. After many years of playing with Base JKA animations, these are a refreshing change! :) There are also changes to the force power animations, including push, pull and grip among others. I think these too are a good improvement over the default JKA animations although the changes are a bit subtler than with the saber stances. For improvements I would suggest working on making the transition between animations a bit smoother, they do look a little jerky sometimes. I don’t know whether this is possible, but I think it would be cool to make some new animations for the Kata attacks too because I think that would be a refreshing change to the lightsaber combat in JKA. All in all a cool mod here which brings a lot of nice changes to the game. I definitely think this is worth a download for anyone who would like to see some more natural player animations in Jedi Academy! ~Nozyspy~




Ghost's Zanpakto - Cruel and Unusual Blades | 1.07 MB

[url=]Bleach[/url] is a popular media franchise covering comics and anime, though I have never seen it myself and don’t really know much about it other than what I have read on Wikipedia. Anime / Manga is of course well known for its absolutely crazy looking swords and other weapons. Usually they are about as big as the person wielding them or have shapes that defy the laws of physics! :P Anyway, here we have a pack of ‘Cruel and Unusual Blades’ which I presume have been based off those seen in the anime or comics. True to form these are damn scary looking and are weapons you wouldn’t want to be on the pointy end of! This pack contains quite a lot of new weapons to use, a full list of which can be found in the readme. These are all very well made, and I didn’t encounter any bugs other than that no sound plays when you use the saber throw. Other than that they work perfectly and I think this is a really cool pack for anyone interested in the Bleach series. Those who are uneducated about Bleach and what it is about (like me) will find this pack slightly confusing, as all the names are in Japanese. Though thankfully not actual Japanese characters! So to the untrained eye it’s very difficult to tell some names apart, and impossible to know what they mean unless you look them up. This isn’t really a problem though, as anyone who is interested in downloading a new weapon pack will be sure to enjoy these. All in all a very well made weapons pack here, a must download for any Bleach fans and I think this is also something that anyone interested in downloading a new weapon pack will enjoy. If you are a fan of Bleach, or just like the look of this weapons pack, be sure to give it a download! :D [b]New Hilt Model:[/b] Yes [b]New Sounds:[/b] No ~Nozyspy~




AdZ's Force Mod | 8.63 MB

animation is not included for functionality purposes. Since its the same, I will simply copy my review, just disregard the drain part... [quote]Well, I don't know about the rest of you, but I loved the V1 of AdZ's Force Mod, and am excited to review the next version.. This mod certainly doesn't dissappoint, it not only gives a new and fresh look to the effects shown when using the force powers, but includes a whole new set of icons for each power which look far better than the default, and far better than the v1 icons. So i'll start with saying that the icons are great, and for them alone, I would keep this mod. Now moving onto the effects themselves: [b]Lightning:[/b] There are not only new effects for the lightning power, but he has also included new sounds. The sound is nice, however i'm not sure if I would say it is better, certainly different though, and quite nice for a change. The lightning effect itself looks great though, and definately and improvement that I liked. [b]Mind Trick:[/b] Basically this power consists of small pink/purple dots flashing above a players head, i'm not sure why a purple colour was chosen, but it does look good, so cant complain about that! [b]Protect:[/b] Ok, the protect effect doesn't seem much different, it basically seems like a thinner and more transparent version of the default, but it also doesnt move around the skin like before, its more of a static effect. I never did like the default, and this new effect is a much more subtle and nicer effect.. much easier on the eyes for an old sod like me. [b]Drain:[/b] Now, for my favourite addition... the drain effect. This new effect is completely unlike the default, its more of a haze of red energy been pulled from the other player, rather than a lightning effect. I absolutely love this new effect, however I would prefer if it was slightly smaller, it covers a large amount of your aim, which might get difficult in the midst of combat, other than that its fantastic. As an addition to the new effects, the grip animation from the V1 version has still been included, but the animation itself has been made to go faster, and as an added bonus to the pack, he has also included a new flame burst / flame thrower sound. All in all, a fantastic force modification here, great work AdZ.. I hope you make a V3, i'll be keeping my eyes open for it, and for any other file you release! I COMMAND THEE ALL TO DOWNLOAD OR I SHALL STEAL YOUR SOULS AND PURGE YOU INTO THE UNDERWORLD... nah not really.. but seriously.. download this... *evil glare*[/quote] - AmonRa




Throwable Saber Staffs | 2.16 KB

small mod enables saber throw on saber staffs in single player mode. Quite deadly, as the author said, and I found it quite fun to play with. In addition, enemies will also pick up this ability, so be ready for some more action! ~Dretzel




ShroomDuck Inc. Map Pack | 240.97 MB

bombed, so Plan B comes to the table: Averus tackles the whole map pack in one sweep! There are 25 maps in this pack, and thankfully, Shroom's team was gracious enough to help us push the review along with a list of the maps. I'll be relying primarily on the map list, but add in certain commentary such as bugs, notable likes/dislikes, etc in brief snippets. Maps Include: [b]- Bespin Ruins-[/b] created by lil binger. This map features the classic MP Bespin totally demolished. All doors lead to areas modeled after the SP bespin missions. This is one huge map! 'Sho 'nuff, the description says a good portion: Bespin has seen better days. Good riddance, that map irritates me even from in JKA. The look of the destruction is brilliant, and the use of the striking meteors only makes it that much more amazing, but it didn't mention that some areas model after more than JUST the bespin SP missions(I saw Yavin and Doomgiver as well.) There were a few missing textures where glass should be, but otherwise, it was pretty awesome. [b]- Big Cannon-[/b] created by Drahcir with help from lil binger and KaiStagon. Touching the door attached to the nuclear cannon teleports the player inside, where he is then launched up and away at an incredible speed. Holy crap was this thing FUN =_,@ seriously, the sheer speed that this cannon shoots you out is so fast...well, just be glad that real physics don't apply in this game, because I'd reckon you'd be less than a pile of ash by the time the ride was over. So, as promised, this thing will BLAST you off into space at blinding speeds. At the top of it all is a small laser fielded area, along with another one that can be reached after a long arduous trek of jumping on platforms. All in all, an amazingly fun map. Only bug I noticed was the support beams on the cannon platform had a watery sound when you walked on them. Otherwise, no bugs. [b]- CTF_Country Roads-[/b] created by ShroomDuck, Kavu, & Drahcir with help from lil binger. Go catch the flag now, y'all, y'hear? One of Shroomduck's trademark themes, the Country Roads CTF map holds old JK2 map traditions with its barns and "Expressway routes." This time, however, you have quite a number of options to get from red barn to blue barn or vice versa. Alongside each barn is a "sniper silo" with a sea of...beans at the bottom. Overall, I can see this being a brisk and fun CTF map. [b]- CTF_BOOGNISH MINES-[/b] Concept by KaiStagon & ShroomDuck, created by KaiStagon, Drahcir, & Sirhc with help from rhiom, ook, lil binger, Kavu, and Blue. The immortal Boognish calls upon thee again! Two towers with destructable floors face each other, with flags nestled inside, and a mine shaft at the bottom. The control pannel in the heart of the mine activates the forcefield separating the two towers above ground. This map features a lot of brand new gametype techniques, as well as new mixed music made in the tradition of "ffa_ They Might Be Jedi's" iconic background track. Ah yes, the Cult of Boognish. A strange craze started by a band known as Ween. I dare not ask why, but merely bow my head and say "Okay." This is another fun CTF map based off the old traditional Boognish maps, using large towers with destructible towers much like in the others. There were no bugs of note. [b] - Khomm series-[/b] (multiple gametype maps- ctf_khomm, ffa_khomm, khomm_lab, khomm_lavacave, khomm_pit, tffa_khomm) created by lil binger. This series is a variation on a lava-encrusted asteroid, with each map adding to the red-hot atmosphere. So, the main premises of this series was quite frankly well executed and may I just say I absolutely *ADORE* the skybox =_,= and the meteors dropping from the direction of that blazing hot star was definitely a good addition. The music sort of detracted from the gloomy atmosphere though, which was kind of a weak move, but not enough to detract from the map series entirely. The maps generally share some common traits, texturally, architecturally, and sometimes, "areally" speaking. Case in point, Mustafar can shove the hell over, because Khomm reigns supreme! [b] - Jedi of the Carribean-[/b] created by ShroomDuck & Kavu with help from lil binger & ook. Yo ho, a Jedi's life for me! Features two fully explorable ships, The Pandy Fackler and The Grobe, as well as a rocky cliff with a lighthouse on top. This was probably an outdated description, as only one of the boats was explorable, and there was no sign of a lighthouse in this particular map. Regardless, the Pandy Fackler was explorable to the max, with crew quarters, cargo bay, captain quarters, and of course the top deck is yours to behold and enjoy. A fun little map, with no notable bugs. Nicely played with the shark >_> [b] - FFA_CARIBBEANII-[/b] Created by lil binger. Row boats equipped with deadly umbrellas traverse this water cave for a tight FFA! I'm guessing he meant "tight" as in cool, versus close-quarters, since this place is huge donut. The map's primary arena of combat is presumably on the various large boats that float through the caverns. A pretty interesting concept. There were no bugs to note. [b] - Jedi of the Caribbean Duel-[/b] created by ShroomDuck & Kavu with help from lil binger. Yargh, it's dueling time matey! This map's a bit disappointing, because it has the missing Grobe ship and the lighthouse, but you can't really access the Grobe by normal means O_=! Seriously, you're pretty much restricted in game to the top of the lighthouse tower and the adjacent cliffside. Trying to reach the Grobe will result only in a fall to your death. Devmap duel_Caribbean and noclip around to see the Grobe, or what was started of it. Overall, a good map, but wish it could have been finished. [b] - Yavin Duel-[/b] created by ShroomDuck. Shroom's variation on the JK2 classic. A simple duel map with some god awful lighting. This one was attempting to make rays of light shine through the Yavin Temple ceremonial hall, but it just ended up looking like really stripey fog. There's literally just a single E-11 spawn in the map, and then 3 shield boosters. Fix that lighting, and it could have been an impressive map. [b] - Pinworld Duel-[/b] created by Sirhc. Based on an area from Sirhc's map "Sirhc's Bowling." The dude abides! A small world with bowling pins as its predominant architecture theme. Only bug here was a missing texture on a pin on the bowling ball platform. [b] - Mustafar-[/b] created by Blue with help from KaiStagon. Blue's vision of how Mustafar might look after the events of Ep.3. I found that particular description amusing because it seemed to imply that Mustafar was drastically altered due to Anakin and Obi Wan's reckless battle. Welp, I guess we're both in agreement that they didn't do that much damage. Entering the map, everything looked fine. Sure, there was a few broken pieces of machinery here and there, but otherwise, the place looked undisturbed. A rather decent interpretation of post EpIII Mustafar, overall. [b] - Shroom's DeathStar v2-[/b] created by ShroomDuck with help from Kavu & KaiStagon. The old classic gets a MAJOR facelift! New textures, completely remodled areas, and brand-spankin' new areas such as the retracting bridge corridor added. I think it's time we witnessed the full power of this battle station... WOW, that droid would not shut up. So, this classic was actually originally for JKA, I believe, but was brought into JK2 for an overhaul. The description handles the majority of the change, but for the most part, the map retains the majority of its original form, layout-wise. That droid would NOT shut up though. Seriously, in the hangar, there's an R5 that continuously babbles in binary non-stop, and you can't even kill it. Very obnoxious. Other than that, no bugs. [b] - Ook's Haunt-[/b] created by Ook. BOO! This haunted house has more traps and secrets than you can handle! Try not to get too scared! During my first run, I noticed that this was the one map that had a little too many bugs for comfort. There were a lot of missing textures in several areas, but for now, a basic run through is just better stated. Essentially, you're looking at a haunted house, It's really the scary sounds and macabre look that hide the actual silly intent of the map. The "big scares" essentially are just...well, they may be slightly creepy at first, but honestly, the map is still just plain old fashioned silly halloween style fun. Nicely done with the "mirror" effect, by the way. - Super Mario 64- created by KaiStagon. It's-a-me, Mario! This map features Peach's Castle, Bomb-omb battlefield, Cool Cool Mountain, Bowser's Arena, and the Princess's slide all modeled after the N64 game. Definitely the description says it all. I was never a devoted fan of the Mario series(in fact I have no taste for it, really,) but I can definitely tell this map's intent was just pure screwing around fun. Beware, ye who enter with a serious attitude, as this place may slightly irritate you with its bright colors XD. [b] - Forest Moon of Endor-[/b] created by ShroomDuck with help from KaiStagon & Ook. Ewoks in the trees! Imperials in the bunker! ATAT & ATST can fire lazers, logs will swing, and springs will throw! Features Shroom's obstacle duel pad! Just complete and total silliness XD I mean with the goofy toned song, big comically oversized springboards, and extend-o-gloves socking you in the face, you can't help but just enjoy the game for what it is: pure entertainment. While the construction value seems a little low, this is where you just ask "Who cares?" and move on with the fun. - Rhiom's Retreat- created by rhiom. A beautiful samaurai paradise, complete with traditional architecture and hidden areas. This is more of a duel-arena heavy map, but there are guns sporadically placed throughout the map. No notable bugs here, an dthe multiple potential duel environments are vast and beautiful. - spacestation- concept by ShroomDuck, created by rhiom with help from Drahcir & KaiStagon. A large rotating station placed in space, fully explorable inside 'n out! A light beam at the bottom sucks the player in, and the slippery tubes throughout act as a unique mode of transportation. The description pretty much lends to itself an image of a sort of Unreal tournament style of map, with various bounce pads, and quick modes of transport that take you right to the killin. A nice and simple combat map. - Puerto De Drahcir- created by Drahcir. A scenic village placed along side a large ship. The picture in the ship's interior teleports the player to the at-sea battle! Two ships face off, fighting with emplaced guns and cannonballs! Once again, the description doesn't fail itself. There were no bugs of note. - Transdermal Celebration- created by KaiStagon. The Boognish watches from above... This map features destroyed castles floating high in the earth's atmosphere, and is inspired by the Ween song of the same name. A floating set of ruins. Granted, they feel a little empty, but the concept still remains awesome. Man, this review was mostly done for me, and yet it still took over 2 hours to look over all this stuff. Whew...I hope this sees some massive use in the JK2 community. I would definitely think it would be openly welcomed. I'd like to apologize on behalf of the staff for this being so damnably late, but this is definitely one of those "better late than never" files! Enough of this; BANDWIDTH IMMEDIATELY! New Textures: Aye New Music: Aye Secrets to plunder: Aye Bot Support: Aye - Averus Retruthan




BladeStaff Pack | 5.03 MB

something similar to what the Emperors Shadow Guards use. But these are something quite different! Basically what we have is a few new single sabers, a couple with an axe on the end, and one with a very painful looking spiky mace on the end. There is also one available from the staff saber menu (it is the same as the single sabers, but it changes the stance to the staff saber stance). These aren’t your ordinary terrifying looking giant axes though, as when you swing them you will notice that they leave a glowy trail. I am guessing this is why they are called blade staffs, because this is similar to the trail that a lightsaber leaves. Other than that there are no glowy areas on these weapons, so the glowy trail it leaves sort of looks like ‘magic trail’ or something. Although saying that, I have no idea if magical weapons leave a ‘magic trail’, I’m a Star Wars geek, I’m not really into the whole fantasy genre, so I wouldn’t know! :P There were a couple of minor bugs that I noticed. The main one though is that one of these new weapons seems to replace the Katarn hilt in the saber selection menu. Like I said it is only a minor bug, but it can be slightly annoying if you use the Katarn hilt, as I do. As for improvements, I would suggest working a bit more on the textures, giving them some more detail and depth, as they look a little flat at the moment. Also the red splotches on the spiky mace (which I presume to be blood) don’t look quite right. Its difficult to explain really, they just don’t seem to ‘fit’. But that’s just my opinion. Apart from those small things though this is a cool weapon pack here, and I really liked the coloured glowy trail that the weapons leave, because like I said, it looks sort of like a ‘magic trail’ or something as opposed to the usual light trails left by our sabers. All in all a good mod here, keep up the good work mate! :) [b]New Hilt Model:[/b] Yes [b]New Sounds:[/b] Yes ~Nozyspy~




RacecaR's RacetracK | 11.05 MB

the main menu and open up the console by pressing shift and the ~ key, then type in /set com_hunkmegs 256 and press enter. Exit and restart JK2 and then the map should work fine! Secondly; you will need to set g_speed to 1000 (default is 250 which is normal walking speed). To do this, start up the map and then open the console again and type in g_speed 1000 and then press enter. To get the walking speed back to normal type in g_speed 250 and press enter. If you don’t increase the g_speed then you wont be able to get through the full racetrack, since you need to be running very fast in order to get past certain areas.[/b] Do you want one hell of a wild ride? Well, look no further than this map! This map is absolutely and completely bananas. Its main purpose is as a kind of racetrack, hence the name. A dazzling array of pipes and tubes form the track itself and there are multiple ways to get from the starting line to the finishing line. Depending on which route you take, you will encounter different locations and quite a different experience along the way. However, as well as being a racetrack, this map is also one wild ride, possible something like being thrown outside of a ship while in hyperspace or some such experience I imagine. I mean, just look at those screenshots! Whilst some of the map uses the standard JK2 textures, for the most part the map is textured completely in dazzling psychedelic textures which give your senses quite a ride. Adding to that, the track itself twists and turns, goes up and down and round and round, sometimes completely disorientating you. This provides a very interesting and difficult environment for trying to have a race, an occasion where you really do need to know exactly where you are in relation to everything else. One particular area I want to mention, which I really liked, was the bit of the track that is ‘still under construction’. At this point you can come out of the tunnel, and walk around the outside of the tunnel, where workmen are obviously still building it. :P its cool to be able to walk around the outside and see the beams and structure holding the tunnel together. I think it is a nice contrast between the psychedelic, crazy tunnel and the more ordinary looking structure outside. There are some things that I feel could be improved upon however. One of the main things is that at certain points throughout the track it is possible to get stuck, or the areas which thrust you forwards, or upwards don’t quite work properly. In these cases you have to back step a bit and try again, which is a bit frustrating. Another thing I noticed was that the areas that have a sky don’t actually have a proper skybox. The sky texture is applied to patches to form the sky. This actually doesn’t look that bad and you don’t notice too much since you are moving through the map pretty fast. However, personally I think a proper skybox would have been good in these areas. Overall though this map is quite incredible. I wouldn’t spend too much time racing through those psychedelic tunnels though, as it may make you feel a bit queasy! :P An excellent map here though, one that I thoroughly enjoyed, and certainly haven’t seen the likes of before. If you guys fancy a wild ride, then you gotta download this map! [b]Bot Support:[/b] No [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] Yes [b]Game Types:[/b] FFA, TFFA ~Nozyspy~




Telekinesis | 121.61 KB

various refinements that the author has made since the last version, the essence of the mod is summed up pretty well in the readme where the author explains: [quote] This Mod replaces force choke with telekinesis (Moving people around with your mind), makes people react in a cooler way when you force push them and replaces close range drain with choke.[/quote] After trying this mod out, I can say that I much prefer the new animations for enemies when you force grip (or Telekinesis should I say), they look much cooler and more cinematic. The same can be said for the new force push animations as well, enemies now look like they are being knocked back by a powerful force, rather than just falling over. I couldn’t quite get in the right scenario ingame to test out the new force drain animation, which is replaced by the force grip animation at close range, however. Altogether this a cool little mod, and considering that it makes enemies react more realistically to your force attacks and also makes the animations of such look much cooler, I think this is a mod I will be keeping in my base folder! :) Make sure to give this a download if you like the sound of it! ~Nozyspy~




Platinum Edition | 6.23 MB

changes not just the main menu, but rather a lot of other things too. Rather than me trying to explain every one, it is probably better if I just paste in the list from the author’s readme, as I think that sums up the changes very well. [quote] Changes Main Menu screen to a rather cool looking view of space (lotsa stars hehe) Changes Main Menu & Dueling music to a cool techno Duel of the Fates Remix Changes the color of the lightsaber cursor Changes all lightsaber colors to more neon-looking colors Changes colors of the deployable sheilds Changes the darkness of the Trip Mines (not the laser, but the mine itself) Changes the default loading screen (to a similar pic as the main menu) Changes the color of the sheild (the spawn protection thing) Changes the color of the personal shield (when you get hit) Changes the Console to a neat star pic (also similar to the main menu) [/quote] I must say that I do really like the new main menu screen, the background of stars looks cool, and the black and white seems to compliment the red and blue of the lightsaber blades on the left side of the screen very well. Another noticeable change is to the lightsaber blades and colours. The colours are much brighter and as said above are more ‘neon’ looking. The core of the blades is also much thinner now, as opposed to the thicker white beam of the default blades. Another big change of course is the music, which is now a techno version of everyone’s favourite Duel of the Fates music from Episode 1. Personally this was not really to my taste, but that is just my personal preference. If you like techno or dance music, then I think you will definitely like this. :) All in all then an interesting and far ranging mix of different changes made to JK2 here although I think that the overall effect does look good. If you guys fancy a change from the default look and feel of JK2 both ingame and on the menu screen, then give this a download! ;) [b]***NOTE*** In response to the authors question (at the end of the readme) about taking screenshots without the console:[/b] What you need to do is bind the screenshot command to a key on your keyboard. So open the console and simply type /bind x screenshot and then press enter. X can be replaced with whatever key you fancy, then all you have to do is press that key to take screenshots. Don’t forget to remove the HUD though by typing /cgdraw2d 0 in the console. Once you want the HUD back, just put a 1 on the end instead of a 0 and press enter to change it back. You can also do the same thing to get rid of the gun in first person view, just type /cg_drawgun 0 to get rid of it and replace the 0 with a 1 to get the gun model back on again. I hope that helps! ~Nozyspy~




Mysteries of the Sith Kyle V2 | 3.07 MB

skin. For the most part the skin is the same, so I will paste in the original review below. However, there are some major differences with the team skins, and I will talk a bit more about that after I have pasted in my previous review. [quote][b]Yes!!![/b] Finally we have a Mysteries of the Sith Kyle reskin! Why am I so happy you ask? Well for me it was the Mysteries of the Sith demo that came with my then new PC that started off my love of the Jedi Knight series. I’ve played through that demo so many times, and it always brings back memories! I am most pleased therefore that DarthPhae, after having just released his excellent Yun skin has decided to release an MOTS Kyle skin too! So let’s have a look at this skin… DarthPhae has previously released three versions of his Dark Forces Kyle reskin, each getting better, now I am glad to see that he has also made an Mysteries of the Sith version of Kyle. Being quite familiar with Kyle’s appearance in MOTS I can tell you that this skin is indeed very accurate. I am especially impressed with the hair colouring, DarthPhae has got it just right, with the goatee beard and the hair fading from a nice brown colour into the trademark greying patches. Moving downwards, the distinctive black clothing and armour that Kyle wore in Mysteries of the Sith has also been faithfully reproduced. The texture work is up to a very good standard as has been evident with all of the author’s work thus far, and he has done a good job to get the details just right. Afterall the actual skin in MOTS used very low resolution textures, so there will have been a lot of questions as to what kind of fabric texture to use and what details to use when the author was making this skin. The skin also includes team support, and bot support also, which is good. There are a few things I think could be improved upon however. Foremost among these are the team skins. The skins have been very subtly tinted either red or blue for the respective teams, but the tinting is a bit too subtle and is not easy to make out sometimes. Personally I think some red or blue piping around the edges of the armour plates would look cool, or maybe a few subtle patches of colour here and there. Other than that I think the trousers could do with a bit more detail on them, perhaps a few creases here and there, as they look a little flat at the moment. Apart from that though a magnificent skin here! What is more the skin also contains the original sounds used in MOTS. My favourite being the ‘grunt’ sound that you usually get when you fall from a high place and loose some health. Instead of the usual grunt, Kyle wittily says “gravity is a harsh mistress!” which if I remember right is out of the second map of the Asteroid level. Genius! Fantastic idea to include that soundset there mate. ;) All in all then excellent work here, I recommend a download for anyone who is a fan of Mysteries of the Sith! :) [b]New Sounds:[/b] Yes [b]Bot Support:[/b]Yes [b]Team Support:[/b] Yes ~Nozyspy~ [/quote] Now, let’s have a look at those differences. The biggest difference I noticed was the team skins. I mentioned last time around that the colouring on the team skins was a bit too subtle, and it wasn’t easy to tell which belonged to which team. This time however the chest plate now features much brighter and easier to see team colours along with either the Imperial or Rebel insignia depending on the team, which I thought was a nice touch. The default skins also seem to have been tweaked a little. However the main thing that still bugged me was the trousers, they still look rather flat. I really think they need more defined texture on them, with some more wrinkles or something. Other than that though, the new team skins make this an excellent update. This is definitely a file I will be keeping in my base folder. Make sure to give it a download! :) [b]New Sounds:[/b] Yes [b]Bot Support:[/b]Yes [b]Team Support:[/b] Yes ~Nozyspy~




Kingdom Hearts II Sora Sounds | 329.1 KB

I've never tried the Sora Model or its sounds. However, I can hope they're worthwhile sounds, as this pack is not. Every sound is fulla background noise, and outright difficult to discern. In most instances, you can't discern how well you're doing against someone who would fight someone using this character with these sounds. They all sound practically the same! My suggestion? Different tracks, less BG noise, and more diverse if possible. - Averus Retruthan.




UltimateWeapons | 14.52 MB

Version[/file][/b] ------------------------------------------------------------------------------------------------------------------------------------------------------------- Well here it is finally! The Ultimate Weapons mod v1.3! I reviewed the trailer for this a few weeks back and was deeply impressed with what I saw. Realistic explosion physics and effects, better weapons sounds and better weapons effects too, I was eagerly awaiting the release of this mod, and now…here it is! And it certainly doesn’t disappoint! What we have here is a very comprehensive collection of both some of the author’s own work, and the best of other modder’s work too, all compiled into one all encompassing mod! There’s simply too much for me to describe here, so I will get right to the best bits! [b]New Sounds[/b] As far as I could see (or should I say heard?) it seems like every weapons sound sets have been replaced with movie accurate sounds. One of the most noticeable is the sounds for the E-11 Blaster rifle. To be honest I wasn’t that fond of the default JKA sounds for the E-11, they seemed a bit too high pitched. Thankfully this mod completely changes the sounds to ones that are much more like those you actually here in the films (like the detention center breakout from A New Hope). I also liked the change of sounds for the Flechette launcher and Bryar pistol too. All in all a vast improvement over the default JKA sounds, and that goes for all the weapons! Also included are new lightsaber sounds, which sound more like the ones from the Original Films and also the original Jedi Knight games, along with new sounds for force powers and melee attacks too. I liked the change of the force power sounds, they now sound much more discreet and realistic compared to the rather loud default JKA ones. [b]New Weapons [/b] Here the mod gets even better. Not only does it have completely new sounds, there are also four new weapons or should I say, replacement weapons included. Three are the Bryar pistol, E-11 Blaster rifle and Thermal Detonator from the JKA Dark Forces 2 mod (which replace their respective default weapons), and the other is the DC-15A more commonly known as the Clone Trooper blaster rifle, from the Movie Battles II mod. The new improved repeater rifle, with new shot effects and sounds looks much better than the original, but if you want a change from that, just put the optional DC-15A .pk3 in your base folder and the repeater is replaced with the clone rifle. The Wookiee Bowcaster has also been given a good polish up, as have some of the other weapons. [b]New Weapon Effects[/b] Along with new sounds and some replacement weapons this mod also has new weapon effects. For example, new muzzle flashes and blaster bolts. The projectiles for the repeater rifle have been changed to look bluish and the secondary fire has been changed as well, which I think looks great. Its pretty similar with the rest of the weapons, the E-11 blaster bolts have been changed, and now look much better, as have the firing effects for other weapons. The lightsaber has also received an upgrade with new blades made by D'halaine to look more like the saber blades seen in Episode 3 One interesting case is the Bowcaster. We all know that in the JK Games thus far (at least Mysteries of the Sith, JK2 and JKA) the Bowcaster bolts have traditionally been green. However, if you look at the original films, the Bowcaster bolts are actually red. This mod changes the green bolts to red, thus making it more realistic to the films. If though, you don’t like the red, there is an extra .pk3 you can put in your Base folder, which will change them back green again. But not only does it change the colour, it also improves the green Bowcaster bolt effects, so it is now much improved. [b]New Particle Effects[/b] This was one area I was super happy with! It seems to be an unusual (mostly male) characteristic that we like watching things explode and blow up. Whilst women on the other hand like nice quiet romantic stories…well give me a few explosions any day! :P Well I am very happy to say that the explosions and particle effects have been [b]massively[/b] improved over the default JKA ones. The explosions now actually look like powerful the explosions that you would expect to get from Thermal Detonators or Rocket Launchers. Along with that are all the little chunks of things and sparks and shrapnel that fly everywhere (very realistically). Along with the explosions is the new blaster hit effects. Instead of just a black blob on the wall (or indeed another player!) when you hit it with a blaster bolt, you now get what looks like a proper hole that’s been blasted out. Along with that you also get little glowy bits in the middle, and even a small tongue of flame (also like we saw in the movies when a Stormie blasts a chunk out of a wall). [b]Extras[/b] On top of all of that, as I have already said, there are some replacement weapons, and a handy .pk3 file for changing the Bowcaster bolt colours around from red to green and back again. Then there is also another couple of optional .pk3 files, which you can choose to use. One is a .pk3 file, which is called; ‘zzz_UltimateWeapons_LQEffects.pk3’. As the name suggests if you find that your computer is running slowly with the full-on-super-high-quality effects, you can put that .pk3 in your base folder and it makes the effects simpler and less taxing on your systems resources, which is great if you have a slower computer. I really think that was a nice thing to add in there, as it makes the mod even more accessible to people. :) Lastly we have another optional .pk3 which disables the blood effects in the mod. Personally I’m not that fond of blood effects, since laser bolts and lightsaber blades would in reality cauterise the wound and should stop it from bleeding…there goes my geek side again! :P The blood effects are on as default in the mod, but if you don’t want them to appear, you can put the ‘zzz_UltimateWeapons_NoBlood.pk3’ in your base folder and this will remove the blood splatter effects. [b]Conclusion[/b] All in all then an absolutely fantastic mod here, and what is more, it works in Single Player too! Though there is the possibility that this mod will conflict with other weapons mod’s and such, but that is to be expected considering how many things this changes. So if you want to know more about that, take a look in the files readme for more information. To be honest, this compilation is as close as I think it is possible to get to a perfect all round weapons mod for Jedi Academy, it truly recreates the movie feel in the game. And personally I think that this really breathes some fresh life into JKA when you play it. Fantastic work here D'halaine! I [i]very[/i] strongly recommend a download here, you wont be disappointed! :D ~Nozyspy~




Chuck Norris | 2.22 MB

make a right? Who can smell carbon monoxide? Who is the legendary slayer of chicken-ninjas everywhere? Well, actually, that last one is Mudkip, but the rest are the one and only Chuck Norris. There. I got all the memes out of the way. Now let's have a meme-free comments page. Okay, wewt! Now, this skin is based on Major Clod's Indiana Jones, which one would've thought wouldn't be a perfect template for the Chuckster given that it looks like Harrison Ford. One would've been [i]spectacularly[/i] wrong. First we'll start with the face. Here you have it, proof that 80% of a face's detailing is in the textures, as there isn't a whole lot of Indy in here. To say this looks like "The Man" would be an understatement. It's as close as you're going to get without a dedicated model, and with JA's detail levels a dedicated model would be pointless since it'd look the same anyway (aside from the outfit). Let's move on to the textures. Not as much glowing praise here, I'm afraid, as the torso texture in particular is somewhat low-resolution. It wouldn't show so much from a distance, but the badge, that is so obviously low-res it hurts. The detailing on the hat isn't much better, but long-range, you won't notice that. The textures for the shirt and pants suffer from this, albeit to a lesser degree. Aside from the belt, it doesn't show so much here, and the shirt looks fairly natural despite the obvious blurring overkill. There's custom sounds, which are fine enough for their purpose. No other extras, unfortunately. For the Chuck Norris fans, this is one you've been waiting for. Download, download, download. I'm keepin' it myself, not out of Chuck Norris fandom but mostly because I tend to like more "real world" models and skins. And by the way, my prior threat about memes still stands. Any more memes on this page, the Norris Roundhouse will be the least of your worries, I'll unleash my own brand of whoop-ass in the form of the Harris Uppercut Special. Don't say you didn't have fair warning! [img][/img] ~ Kouen [b]Bot Profiles:[/b] Nah [b]NPC Profiles:[/b] Nah [b]Team Colors:[/b] Uh huh. [b]Custom Sounds:[/b] Yeah




JA Unlimited | 1.09 MB

no visible limits on how many sabers you could actually have, but I guess I may have been wrong or I simply never had that many sabers. Even if you were under the limits, though, only twenty or so appeared on the list and the console was necessary for the others. With JA Unlimited, virtually all sabers will appear on the menu (obviously it's not really unlimited, but it may as well be) and there ceiling limit on how many you can have has been turned into the roof limit - 'tis much higher. Higher than I was able to reach with every lightsaber, sword, baseball bat, axe, halberd, polearm, voulge and God-only-knows-what-else I could procure from JKFiles. Since saber switching via /saber only appears to work in JA+, this is great for anyone not using these mods, since you no longer need to know the .sab designations to load your sabers. - Maps Again, you can usually have as many maps as you'll need, but now they'll all show on the menu so that you don't need to open pk3s in Pakscape/PakRat (shout-out for you Maccies out there ;) ), find the bsp name and use /devmap to load your maps. Great improvement in my book, helpful for those who don't check map pk3s by default, or don't know how to. - NPCs Now, this one you did have a limit on, and that limit is basically kaput. You can now have as many NPCs as you'll need - again, I'm figuring 65535 being the ceiling limit, but you'll probably never reach that many - without that pesky ".npc extensions are too large!" error in multiplayer. Score one for no annoyances! - Vehicles Oh yeah. Now we're talkin'. If you're like me and enjoy going to town with some serious vehicular manslaughter, again, this is the mod for you. No more .veh extensions errors, and the error with .vwp files (which were still at factory limits in the last release) is now fixed, so you can have as much firepower as you need in the base folder. - Models / Skins Considering the game can hold as many models/skins as you can use, I always found it kinda dopey that there was a limit on the amount of icons, but that limit is now gone. - Species Selections The limit was previously 32. Now, it's... what is it again? 65535 or something like that? Ain't that quite a resume? [b]Disclaimers[/b] ► This will [b]not[/b] work in the singleplayer game - source code for the SP DLLs was never released. Strictly MP only, sorry folks. ► Naturally, SP won't work at all if you're over any limits, so basically, my advice: don't put mods in base, make a seperate mod folder for this and dump your files in there, then launch this mod via .bat file. That way you can have as much as you need in MP, without shafting SP. ► Limits are there for reasons, as Kat Angel quite rightly states in the readme. Even though this mod means the game won't object to extreme amounts of mods, please try and factor in how much the iD Tech 3 engine can handle, and how much your computer can handle. If you have too much in your base folder, your game will take ages to load. The more you have, the slower it gets. The less RAM your computer has, the slower load times pass. The slower your CPU, the slower load times will be. You also risk your computer randomly shutting down, restarting, or random crashes by having more than the computer can handle. So, basically, if you never use it, don't keep it, 'cuz the more you got the more strain your system takes. Right, safety warnings and summaries out of the way, I think we're done here. Overall, great mod for you "pakrats" (no pun intended). If you play baseJA and like to use a lot of add-ons, this is a sure-fire winner. ClanMod version and OJP Basic / OJP Enhanced versions in the queue, uploadin' em as we speak (type? speak?). No JAE yet, sadly, so there's Kat Angel's next homework assignment. :p Now, if you don't mind, I'm going to go equip my game with every fighter, bomber, assault walker and tank I can get my hands on. World War III ain't gonna fight itself! :o Erm. Well. Nuts. I need a catchphrase. ~ Kouen




New Black Saber (JA+) | 126.92 KB

the good ol\' days... Give this a download if you\'re looking for a black saber that looks more like a saber rather than a stick of black death. ~Inyri




Phantom | 34.89 MB

feature pertaining to the Duel of the Fates, including the eponymous composition that drives me nuts now. Suffice to say, this mp3 could have used a little polishing, as it sounds like it was recorded almost. Very mediocre quality. The map itself, however, is superb. The hangar consists of the typical hangar, fitted with the N-1\'s we all recognize so well. The two rear doors open, revealing...WINDOWS WITH SCENERY OUTSIDE. Yes, there were actual buildings outside! Buildings I could use to commit arson! Buildings that...well, you couldn\'t reach, but they were alright to look at anyway. I will say I didn\'t like the grass, as it had a fake feel to it, but I won\'t go farther. Moving on, we traverse briefly down the halls to find a health and armor dispenser. Rather interesting =_=. Next, we can exit our divine hallway, and return to the hangar. First off, behold, as the large doors release their dead bolts =_,= and open forth. My attention was drawn actually to the right corridor. Adorned with marvelous pillars, marble flooring, and delightful windows revealing more scenery, the T-bone crossing of this particular corridor is a marvel to see. Next, going across from this corridor, is the typical Theed reactor area. I guess a separating factor here is that there are fewer catwalks, and that there\'s a set of them WAAAY down below. Follow the long path to the PIT OF FATE =_O It\'s worth noting here that the laser barriers were excellently scripted and equipped with much better sounds than previous version. The pit looks...pitty. Looks all good to me there. Overall, this map is very solid. Everything seems to be there that anyone would want. Best of all, the fun doesn\'t stop there. Included is an overscaled version (phantom_o) AND a small bonus map known basically as the \"Hyper\" map. It\'s a semi-UT play style of map, with spheres that you can bounce across the map\'s bounds with and activate a particular devious sphere that invokes my wrath =_,=. Good for rough basic gameplay. Bandwidth is commanded of you, as you will die without this map. Yes, now that it is released, the death timer has begun. Submit bandwidth now, if you want to live =_,= New Textures: Aye New Music: Aye Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan




Dedicated++ | 1.09 MB

consider grabbing this little utility. It support baseJK2, jk2Ded, JAMod, DCMod, Clanmod, and DS-Online. It provides you with what I assume is all the various options you can set for each of those mods, so all you have to do is set them, then select which mod you're making the config file for and press the 'generate' button. Handy, no? I gave it a dry run and it seems to function properly. Also it should be noted that old versions of this should be considered obsolete as this utility improves upon the old, individual versions. Good luck out there, server hosts! ~Inyri




Timeshift Darklier | 1.99 MB

who thought he could manipulate time. Truth is, he couldn\'t, but the game was still entertaining =_=. That longwinded introduction brings forth a replicated skin of the Beta Suit from Timeshift. Accuracy and quality is at a respectable quality, as the grayfox model was quite effective in providing the majority of the suit\'s physical design. In all fairness, this skin rules hard =_= even a non-TS player can appreciate the suit\'s awesome design. Quirks? Yes, unfortunately, said the Necromancer. Biggest problem with the skin itself is mainly in the visor department. Doesn\'t feel like glass at the moment. Given the constrictions of the model though, it\'s still a malevolent job. The only other issue I would point out is the rather odd choice of soundset. Suffice to say, few people sound like a demon =_> even in a suit. Other than that, bandwidth is highly demanded. The skin annihilates many planets, and yours could be next =_=. Bot Support:Nay NPC Support:Nay New Sounds: Aye Team Support:Nay - Averus Retruthan




Wooklyn\'s Awesome Saber Sounds Mod | 397.4 KB

the sounds to the public, or what silly/obscene things they feel the need to say in their custom sounds. When I see a mod composed [i]entirely[/i] of home-made sounds I need to prepare myself mentally before trying it out. I had a feeling this mod would be something fun, though. Either it was going to be awesome or the author was going to be a [i]total[/i] embarrassment to himself... either way, I would be entertained! Well I\'m happy to say -- both for your benefit and for the author\'s -- that this mod is sheer brilliance, is not embarrassing at all (well, I don\'t think it is), and is really [i]really[/i] funny. And, in a way, fitting with the game. You\'ll have to bare with me on that one as it may be subjective. :p A screenshot could not adequately portray the depth of this mod (mainly because it\'s a [i]sound[/i] mod, duh) so you will have to actually try it out yourself to see what it\'s like. Luckily the file size is very reasonable for a mod comprised entirely of sound files, so if you\'re feeling adventurous I highly recommend it. It certainly cheered me up. Basically all the saber sounds -- ignition, swings, clashes -- are done vocally. It sounds goofy, and it certainly is, but it\'s good goofy and not bad goofy. Some of the sounds actually sound very realistic. This guy might have a future in the television commercial industry! ~Inyri




Nar Shaddaa Streets Map Pack | 34.54 MB

impressive. Why do I say this? Well, quite frankly, all that was really done was a transfer in content from JO to JA. The author could have at least made the effort to possible fix the elevators and trash compactor so they worked properly. Well, okay, the trash compactor works fine, but sound would have been nice to fix. Other than that, it\'s nothing special from the old Jedi Outcast days. I certainly enjoy Nar Shaddaa, so I may very well keep these for the hell of it =_,=. You all may SUBMIT BANDWIDTH AT YOUR DISCRETION, AND SEE IF YOU WISH TO AS WELL. New Textures: Aye New Music: Aye Secrets to plunder: Nay Bot Support: Aye - Averus Retruthan




EA Obi Wan Kenobi | 5.09 MB

had its share of improvement. Now I'm no expert in this field, but it would appear that our authorial friend here decided to photosource Mr. Kenobi's face. Either that, or I retarded.(or both =_=) Combining it over the rest of the attire, I definitely have to say that it mixed in quite efficiently, with a grace that seems to make Obi Wan almost leap out and strangle spider monkeys. There are a good number of versions, some good, some not. The Battle Worn and 2 default skins are excellent, and I've no complaints about the robes =_=. The General Kenobi skin, however, seems a bit...well, the only word that comes to mind is "ghetto". Case in point, the robe's brown sleeves were removed to make way for the white sleeves. I don't know what this was intending to do, but it just seems very unflattering. Other than that, it was rather appealing. The sad thing is: the sounds don't work. Poor lad forgot to change the sounds.cfg XD Another oddity to note is that the pk3 contains two additional PK3s O_o One built for SP Support, and the other being just a general skin. I wouldn't have suggested doing it in that manner, but I supposse if you have Winzip experience, you can oust the pk3 you do not wish to have. Overall, the skinpack is visually appealing I suppose. Personally, I don't see myself using it, but perhaps you the masses will enjoy it =_=. That being said, I think you should all immediately submit bandwidth and then pay Averus $50 US Currency or your country's equivilant =_,=.[/quote]This minor update fixes both the sounds as well as fixing the nested PK3 issue. This does not add/modify any other content, as far as I'm aware. [b]Team Support[/b]: Yes [b]Bot Support[/b]: Yes [b]NPC Support[/b]: Yes [b]New Sounds[/b]: Yes ~Inyri




Endor and More | 20.02 MB

a variety of gameplay options that should keep folks busy. The basic idea of this map is that it is split into three sections -- a normal Endor section, an Endor swoop race section, and a beach hangout section which seemingly has nothing to do with any part of Endor [i]I\'ve[/i] ever seen. Although I have to say this map gets an instant 10 for having a copy of Dark Forces 2 in the shelving unit. The general atmosphere of the Endor sections seems a lot brighter than I remember Endor ever being. This is likely 100% or at least in part due to the very bright fog that seems to cover the entire section of the map. If it was a more neutral color it would probably blend a little better. I also think there are not as many trees as their should be, but I do understand the probably reasons behind having fewer trees and I more than respect it, especially since my FPS was not top notch to begin with, much less with 50 additional trees. The intense dynamic glow during certain portions of the map probably didn\'t help with that and nearly tempted me to disable the feature... Toning that down may be a good idea. The swoop section is pretty reminiscent of the swoop chase scene in RotJ, albeit with a [i]lot[/i] less flora so it looks a little bare. Still, I\'m sure it would be plenty of fun to race through. There are several spots in the terrain that are less than smooth -- angular even -- so that may be an area that the authors may want to work on for future maps. Overall a very nice map that, while it has its issues, provides quite a bit in terms of use and gameplay. Download this one to fight. Download this one to role-play. It would work fine for both! [b]Bot Support[/b]: Yes [b]New Textures[/b]: Yes [b]New Sounds[/b]: Yes [b]New Music[/b]: No ~Inyri




Spectre/Phantom Hilt Pack | 663.68 KB

glow each of the colors!! How is this cool!?! OH COME ON!!!! THEY GLOW! ...What? Stop looking at me like that!! Seriously though, excellent model, awesome use of the shaders...though you should have made the crystals glow (contact me and I\'ll let ya know how). It would have made them much better. - Chrono




Revan Dark Star Wars Hilts | 7.74 MB

been redone to death, these are probably the version you\'ll want. I must say I don\'t think I\'ve seen many hilts that were done better than these. I personally can\'t see one big one that\'s missing: there\'s Yoda, Anakin, Dooku, Maul, you name it, it\'s there. I like these because they have single-player support. That means not only can you use it in multiplayer, but if you\'re one of those strange people like me that still plays single-player, you can use these sabers there as well. The shaders were done very well, also. The result is a pack of 14 beautiful-looking hilts that look great in-game and out. I\'d definitely recommend this if you\'re a hilt buff. If not, I\'d recommend it anyway. They\'re a gorgeous bunch of hilts. ~Inyri




Komari Vosa's Saber Hilt | 151.04 KB

could no longer control her, he hired Jango Fett to kill her and, unless you lost at that game, he did. Some sources say the hilts were then destroyed, and other say they were passed on to Asajj Ventress. Either way, it is easy to see where Tryannus's influence came in with these hilts, which sport the curved handle design adopted by Tyrannus and many of his pupils. These models themselves are accurate in shape, and the skins aren't too bad. I have always disliked hilts that had all hilighting skinned on, though, and don't make use of a shader. This causes the hilts to look permanently strange because the hilights are much too bright, and won't move according to the light in the game. That's why putting shaders on metal weapons such as saber hilts is so important. However after comparing the hilts here to pictures of Vosa's hilts, the actually shaping of the hilts is almost spot on, so definite kudos there. ~Inyri




Final Duel Maul Sabers | 556.91 KB

it\'s chopped in half. It\'s a beautiful saber. I have yet to see a saber model/skin that looks quite so pretty. Wonderful job here. ~AmosMagee




Classic Trilogy Lightsabers | 1.71 MB

keeping saber hilt models low poly is two-fold - most of the time smoothing groups on, say, eight sides will look the same as smoothing groups on sixteen sides. Secondly, you hardly ever see the hilt up close enough to even see the detail. On the first saber I counted roughly a 24-sided cylinder. The first question that comes to mind is: "Why"? The other thing I noticed about these hilts is that, while there is a lot of detail in the model, there's not nearly as much detail in the skin, so much of the detailing in the model will go unnoticed. For such high-poly models, they should also have high-detail textures to make full use of this extra detail in the model. This is not the case here. It seems like the skins rely mostly on the included shaders for their looks. However honestly I think the chrome shaders are way over the top. Those sabers must've been polished for hours! Overall the models are very good, if just a little over the top, but the models and skins are not proportional to each other in detail, and this makes the hilts not quite as good as they could be. However if you're a detail freak, these hilts will probably be right up your alley.[/quote]In this version there are a few slight changes. Most notably among these changes are a softened shader and a texture change to the Ben saber (this adds another saber which has a more weathered look). I still must agree with my original review that the quality of the models [b][i]far[/i][/b] surpasses the quality of the textures, leaving them with something to be desired. However this time we also have included single-player menu support, so if you would like to use this hilts in single-player you can! Definitely a nice little bonus to add. Make sure to check the [file="57860"]original file[/file] for screenshots of the other hilts! ~Inyri




Davy Jones Singleplayer Mod | 19.51 MB

been such a smash hit, I doubt this mod will be greeted coldly. You might remember Saschi's original release of his [file="82146"]Tia Dalma skin[/file]. That is included in pack, which attempts to somewhat convert the single player campaign to a Davy Jones theme. Included are the following, along with the skins they overwrite:[list][*]Tia Dalma as Jan Ors[*]Davy Jones as Kyle Katarn[*]Backett as Luke Skywalker[*]Dutchman crewmember as Jedi[*]Pirate as Lando[*]Prisoner as... well... a prisoner :p[/list]The skins themselves aren't bad at all, though I must say I was a little disappointed that the faces on the Luke, Lando, and Jedi skins hadn't been changed significantly enough that they stopped looking like Star Wars characters, which really defeats the purpose of it being a PotC theme (to me -- maybe you don't see it that way!). Also only Tia and Davy have sounds, so the rest will continue to sound like who they're supposed to. And no stormtrooper overwrite, despite that it's probably the most seen model in the entire game... oh well, guess this is the Davy Jones gang versus the Empire! ~Inyri




The Tenth Doctor | 9.12 MB

based off of his main costume. This is Jedi_Master_Vox\'s first time at skining and releasing so it says in the readme, and for a first time skin, its pretty good. The textures on the torso, arms, legs all seem 80 percent accurate to me, though the author has made multiple errors around the shoulders, under the arms and around the waste, which can be seen via the screenshots. Facial wise to me this doesnt look much like David Tennant. I think an attempt has been made which is good to see, but I\'m not sure its the best of models to use for a Doctor Who re-skin head wise. But I could be wrong. Im trying to find a resemblance in the face but I couldn\'t really spot one:(. Now to my favourite part of this skin, the shoes. I always liked the fact the latest Doctor Who wore converses, gave him that kinda old school feel. Though I never remember seeing him wearing blue ones but rather white, I can let that pass though ;). There not perfectly in-line with the model but still a good attempt in this area and im glad the author didn\'t miss them out. For a first skin this is definitely not bad at all. Improvement wise, I suggest working on your face textures and getting rid of those skinning errors on the clothing, if you plan on releasing a V2. -|Sho\'Hen|- Bot Support: Nope Team Support: Nope Npc Support: Nope New Sounds: Nope




MBII Stance MOD | 12.08 KB

idle looks like. Simply put, this changes all 3 saber stances to a standing idly animation, saber down at your side, which, to your disadvantage, would easily kill the combat initiative of knowing what stance your opponent would be using. However, this was targeted for a specific audience, so that is acceptable. For the record, I would read the readme, as the author has specific instructions. Know that he hasn\'t tested the mod on your beloved JA+ ._. so beware. Don\'t care about stance advantage and just prefer to stand calmly in battle? Personally, I wouldn\'t mind it if it were just me, but I\'d prefer to be the only one. Regardless, if the idea doesn\'t bother you, THEN SUBMIT BANDWIDTH - Averus Retruthan




Super Mario 64 Duel Pack | 5.42 MB

athletics? It\'s stereotyping. Those who\'ve seen the cartoons will see the point. \"Oooh, look at-a me-a! I eat-a da pasta and-a bounce mucho high! When\'s-a your Dolmio Day?\" Bright colors, semi-imaginative characters, and level design so simple a kid could have made it, yet with puzzles that are so obvious most adults won\'t get them in one shot. It\'s what platform games are made of, and it\'s why they\'re enjoyed by people of all ages. None of this dark, broody stuff as seen in most modern games, but also not the brain-melting pre-school elements seen in most kid\'s games. Jedi Academy isn\'t a platform game. However, one good thing about platform games, is that their level designers drew upon a good dose of lateral thinking. With little to no adaptation, levels from platformers can have their concept changed with ease. Which is exactly what we see here. First up, we have the... er... Wingcap Stage. With neither a wing nor a cap in sight, but there are some rather psychadelic rainbow rings. This stage clearly wasn\'t designed with anything but SM64 in mind, as it\'s impossible to play a serious duel match on, whether you use sabers or guns. Upon stepping away from the edge of the central platform, you\'ll be boosted up through the rings and continue to bounce there. You either continue bouncing in that central zone, or you try to move out of it and die. If you like bouncy castles, this map is for you, but you won\'t get much JKA gameplay out of it. I don\'t recall seeing this stage in the game when I last played it, and it\'s damn nigh impossible to find ref pics of over the internet, but from the few shots I could find, the design looks to be spot-on. Next up, the Courtyard. This area seems to have become as iconic in gaming as the Green Hill Zone. This map, unlike the previous, has no oddities. What you see is pretty much what you get - it\'s a balanced map, good for a duel or two, bit small and lacking cover for gunfights. The trees don\'t really fit in with the theme, but I know how much of a pain it is to make new models, so that can be overlooked. Only other problem I see is again purely aesthetic, and that\'s the water shader - this shader, in all cases where it has been used, gives off a fugly blue aura to anything nearby. I believe there\'s an alternate water shader in the assets, might want to find and use that one instead. Other than that, the map is simple enough, lacks any problematic bugs, and looks pretty much how it\'s N64 counterpart did. Third and final map is Bowser\'s Dark World Arena. Pretty dark, floor has a blue tiled pattern, and there are yellow lights around the edge. I can\'t really say anything about this one - what is there to say, really? One observation I did make is that it was much much brighter in SM64. Aside from that it hits the mark, and is bug-free. Pretty impossible to have bugs in a map this simple, really. On the whole, the pack will hit the spot for SM64 fans. While only two of the levels are truly functional for gameplay, I guess the Wingcap stage could be fun too, if you like bouncy castles. Accurate, bug-free, just what the doctor ordered for you Super Mario 64 fans out there. ~ Kouen [b]Bot Routing:[/b] No [b]Custom Textures:[/b] Yes [b]Custom Audio:[/b] Yes [b]Custom Models:[/b] No




Ingame Character and Saber Menus | 8.16 KB

they look while playing, I would either have to start a new game each time I wanted a new part of the skin, or memorize the code for that particular part, both of which were annoying. Well, I now have a mod that will get rid of that problem. What this does is allows you to bind a key to open up the character select screen in SP, allowing you to change how your character looks. It also brings up the saber select menu once you have finished with the character select. Unfortunately, for it to take effect, you have to turn cheats on and type in \"playermodel player\" or just bind a key to do that. Overall, I think that\'s a small price to pay to do what this mod allows you to do. Hopefully a version two will get rid of the need to turn on cheats and reset the playermodel yourself... Give it a download if you find this as useful as I do.




Guan\'s Repeater Effects | 76.61 KB

author never claimed that he made it cooler (very smart, by the way) but I think it\'s cooler. They are some simple changes, in some ways: each shot now has a trail, as does the secondary fire. The effects look simple, but are likely far from it to produce. The end result: niftiness. Because this mod edits some default shader files without changing the names, there could potentially be some shader errors. In the future any mod that \'edits\' shaders should simply put the edited shader content in a new, stand-alone shader, which should overwrite anything in any of the default shaders. ~Inyri




Laming Virus | 6.8 MB

skin. The author, decided to discard the rest of his skins, and port this one for all you Jk2 players out there. To quote Averus' previous review of this skin: [quote]This one was rather interesting because it seems to have a strange glowing shader on it. As you will be able to see in a lower screenshot, it looks really trippy (and awesome) when you use Force Speed. Something I would sorta expect from a virus.[/quote] So there you have it, while it is another reborn reskin, it's unusual in it's use of shaders. If you use Force Speed a lot, this one might just be for you. ~Metall Pingwin




Predator Pack | 1.04 MB

that. There is a large number of skins in this pack, so in the interest of time, I will only post a few of the screenshots. This skin pack has, unfortunately, been sitting too long due to issues concerning its previous reviewer. Overall, each skin seems to have its own personal flavor, along with some that make a larger distinction by matching the terrain they are meant to hunt in. For example, the last screenshot shows the Arctic version of the Predatorial beasts of darkness. You'll never guess what terrain they're meant to hunt in. If you do, you win death =_,= Each skin was nothing short of marvelous, and I daresay I'll be retaining these in my base due to their flat out awesomery =_=. The hunt is on, lads and lasses, so I could suggest HIDING BY SUBMITTING BANDWIDTH TO THE FILEFRONT TEMPLE SO YOU CAN BLEND IN AND NOT GET GORED. Bot Support:Nay NPC Support:Aye New Sounds: Aye Team Support:Nay - Averus Retruthan




Dual Staffs | 1.34 KB

out, it wouldn\'t work in MP, so you don\'t get some superb advantage over your buddies. Just the already meager cultists in single player. Downside? Yeah... It\'s been done before. ~Metall Pingwin




Cybernetic Maul | 2.56 MB

survived his bisection and fall into the shaft on Naboo and was fitted with cybernetic legs. His hunt for the only person to have defeated him, Obi-Wan Kenobi, began.[/Quote] This revamped Maul, while non-canon, is still pretty intense. Can you imagine facing a foe you were certain was dead, yet he returns, and more menacing than ever? I can, mainly because it happens to me all the time. But honestly, this model is decently done. The structure and the skin are both decent. He even has some pretty well done sounds that I'm assuming were done by a friend. I almost thought it was Maul himself O_o. My only qualm lies in the face. NO ANIMATION =_=, how foul. Maul needs to at least bare his nasty, and now pry nastier, yellow teeth. Minus my qualms, this release is pretty nice. My only suggestion would probably work on the face. I'm sure plenty of others have complaints, but personally I express no care. A fine job, and I do believe this merits the Retruthan Seal of Approval. *Stamp* Bot Support:Aye NPC Support:Nay New Sounds:Aye Team Support:Aye - Averus Retruthan




JK2 Animations | 553.62 KB

and running stances from JK2 better than the ones in JK3? I know I personally do. The file I have here is a mod to change the idle, walking, and running stances to the ones in JK2. It does not change any of the actual stances while the lightsaber is on and the player is not moving, however. Also included is support for JA+ for those of you who use it. Give this a download if it sounds good to you. [/quote] So what\'s new? Well, that depends on which of the 6 included pk3s you use. There\'s the Version1Fix pk3s and the Version2 pk3s. For version 1 fix, all that\'s new is an error where when the character\'s legs aren\'t on the same level, it will still use the JK2 stance for the upper body. For version 2, apparently the legs will not bother re-elevating themselves on uneven ground. For both, from what I could tell, the wall run animations have been changed to the JK2 versions of them. Included is support for BaseJKA, JA+, and OJP for both versions of this file. Give it a download if you liked the JK2 Animations.




Thinner Lightsabers | 33.42 KB

see that that was the case, although I conceed that the bulge is indeed [i]much[/i] smaller. However as I may have some mods still conflicting (I\'m pretty sure I don\'t, but it\'s not out of the realm of possibility) I recommend anyone who\'s been looking for a mod to do that check it out. As for the blade [i]thinning[/i] they\'re a little too thin for my tastes. Well no even that, it\'s just that they look like they\'re [i]smushed[/i], like someone pressed them in a book or something. I suppose if it works for flowers... In any case, they\'re thinner, and the bulge has been reduced (if not completely removed). Give \'em a try if you\'re looking for a basic blade tweak! ~Inyri




Solid Snake | 12.75 MB

going to totally forgive some of the lack of detail on the texturing because of the great model AND the superb (read: wow) face on this guy. The texturing really could have done with a bit more sharpening in various places as it seems to blend slightly which is such a shame but besides that this model really is nicely done. This looks like a totally new model to me (it is right guys?) because it is perfectly fitting for the texturing; if it is a new model then kudos on the work on it, the guys chest is even done properly to give it the right shape for a well built guy. The prisoner model does have one problem however, he has lumps on his arms...they need to go! Besides that though the girls should be happy, the guy has no shirt on The \"BattleWorn\" one is kind of a blend of the normal one and him without a shirt on, as the name suggests it\'s like he\'s been in battle and they\'ve tore his cloths (as they always do when the main guy is well built don\'t they?) MGS3 is a camo outfit which is another one I particularly like, this one has the detail they all should have, clear good texturing and nice job on the face paint too! Good job on including new sounds for him too, they\'re clear and sound great, but \"you kept me waiting, huh?\" for what? lol I\'ve not played the game so I have no idea; but it sounds cool anyway! [/quote] This already is such a great model, I wasn\'t sure how Darth Kitty could improve upon it. The default skin doesn\'t appear to have anything new added. The team skins look great and are just what you\'d expect. Then there are some other skins in here that, well, frankly, I have no idea. Okay, but here\'s the best part about this Solid Snake model/skin rerelease: You can create your OWN Snake using the Create-a-Player custom skin maker thingy in JA. WOO! In that third screenshot, I have no idea why I put in two of the exact same guys there. So don\'t ask. Last screenshot there ... yeah ... that\'s Snake in his boxers. I really have nothing to say about that. But OMG! The Hydroball skin/model. I LOVE IT! He has ... flippers! Anyway, great job, Kitty! :D Bot Support: Yes Team Colors: Yes New Sounds: Yes ~AmosMagee




Solid Snake | 4.17 MB

guy from the Metal Gear Series and graves has captured his style very well, with the bandana, hair and suit. The Sounds are from the games themselves and graves has done great job adding them (It has multiple taunts). You can also select the color of the clothing using the rgb custom character select or JA+ which is real great so just say you wanted a green suit you can have it without reskinning it! ^_^. It just gets better because it\'s got just about everything supported, it has 2 LODs, bot support, OJP support and probably more so really this model is very complete indeed. It’s all looking very bug free too, I found nothing bugged or wrong with it. One of the best models you can get for JKA good job graves you should be proud and keep up the great modelling! I have no suggestions on how to improve it because there’s nothing lacking or missing, which is what makes this model great. Download this if you have good taste in models or you’re a fan of MGS. New Sounds: Yes Bot Support: Yes Team Support: Yes Rating: 10/10 -Rink




Red Power Ranger | 1.02 MB

that time are all the idiots at my school who tried to imitate the power rangers, but usually ended up maiming themselves. By the time I was allowed to watch it, I found it to be rather silly. Anyway, what we have here is a Red Power Ranger model from Inyri Forge, who\'s included bot support, NPC support, and single-player support though there aren\'t any team colors. She said she\'ll put them in the next version if she does it, though. The first thing I noticed when I loaded this model was that the back must be weighted wrong somehow, because every time I move the model\'s spine swishes around a little bit. He must be a jello power ranger. Inyri also said that she didn\'t weigh the fingers seperately from the hands. That doesn\'t seem to mean much since I used this model for a bit and didn\'t see any problems. Other than that, the model is built accurately and there\'s no other severe weighting errors. Then there\'s the skin. It really lacks shading on it. At first glance I thought it was two solid colors of red and white. However, I think this is due to the fact that their uniforms are made of plastic, which I\'m sure isn\'t easy to skin. There\'s also a shader for it that gives it a plastic-y shine. I think this is pretty well done model, though there is enough to warrent version two. ;) Team Support: No Bot Support: Yes New Sound: Yes NPC Support: Yes ~IfritZero~




Jason Voorhees (Friday the 13th) Version 2 | 5.7 MB

the most recognized slasher villans of all time. I have to admit, I have not seen Friday the 13th, but I have heard all about Jason. This model is very accurate, right down to Jason\'s Machette. The texturing job is really good, nice and detailed. Using the legs from the Indiana Jones model was definetly a good choice too. The model comes with Bot and NPC support, but no team colors unfortunatly. I like this model, but there are some things that still need improvement. The new sounds taken from the movie are really repetitive, and the sounds on the Machette are not complete. It makes a \"whoosh\" sound when you swing, but other than that is sounds like a lightsaber :(. Also, the head/mask seems a little too big... it might just be my imagination though.[/quote] Well things certainly have improved! The mask is not as big, so it looks better and a little more accurate. The machette sounds have been fixed, so the machette is now perfect in my opinion ;). Last, but not least, the team colors are there, but in a way I did not quite think the author would have done. Basically, the clothes are your average red/blue tint, but the mask changes: On default, he has one red marking above his nose, and a bloody gash in his mask (his clothes and hands are also bloody). On red, he has 3 red markings on the mask. On blue, he has two blue markings on the mask. Now, at first thought this does not seem too creative, but they are actually there to imitate Jason seen in various Friday the 13th \"parts\", like part five and so on... ah, just go look at the comparison picture lol ;). The only thing I think there is left to improve upon is the sounds. I think they are just too similar/repetitive. Hearing that odd noise (*[i]CHOO choo choo, HAH hah hah, CHOO choo choo[/i]* err however it goes) over and over and over again gets annoying. I\'d kinda rather hear some generic scary sounding guy sounds, but that is just me. [u]Bottom Line[/u] A must for the fans of Jason. Some nice improvements over the previous version. Bot Support: Yes NPC Support: Yes Team Colors: Yes New Sounds: Yes (*[i]CHOO choo choo, HAH hah hah, CHOO choo choo[/i]!*) ~ Innocent Hawk




Azure Mountain: Alpha Station | 29.11 MB

this or you\'ll be very sad. If you [i]do[/i] like those colors then you\'ll be in heaven. This map makes heavy use of dynamic glow, so you won\'t get the full effect unless your graphics card supports it (and you have it turned on, of course). The map consists of two rooms with a corridor separating them. The corridor features several windows in various places that give a look at the skybox and some cliffs just outside of the complex, definitely supporting the map\'s backstory of being an outpost in the mountains. Each area of the map has plenty of details to make it interesting, from boxes here and there, to glowing decals on the walls, floor, and ceiling, to seemingly random pools of water. You\'ll never run out of things to look at, although the incredibly monochrome nature of this map may begin to make your eyes sore eventually. If you can get past sore eyes, though, the architecture, style, and mood of this map are all wonderful, and I definitely think it\'s worth a download (unless you\'re one of the aforementioned blue haters). [b]Bot Support[/b]: Yes [b]New Models[/b]: No [b]New Textures[/b]: Yes [b]New Music[/b]: Yes ~Inyri




3MJ Space Station | 3.76 MB

good reason, I\'m sure; I doubt running around the station is the main purpose of the map. Once you get yourself outside of the station, the entire thing actually looks rather neat. It\'s basically a big ring, and it looks rather cool from a distance. If you\'re looking for some flying practice, this map may just be perfectly designed for you. While the inside tends to be a bit boring and undetailed, that\'s simply because you\'re not meant to stay indoors! Go grab a fighter and kill something, why don\'t you! [b]Bot Support[/b]: No [b]New Textures[/b]: No [b]New Models[/b]: No [b]New Music[/b]: No ~Inyri




Just a Sabermod | 961.28 KB

this puppy. Looking at the blades themselves, they have a firey look near the edges. Looking at the textures, I would guess the author simply used a glass effect, or some other distortion effect on the blade textures to acheive this effect. Probably nothing serious, and nothing that hasn\'t already been done before. While it\'s an effect that never seems to get old, you only need so many versions of the same thing. Something new that hasn\'t been done before would really hit the spot right about now... ~Inyri




Original Saber Sounds Pack | 79.55 KB

do come from the movie.The sounds are high enough quality, and I didn\'t catch any deterring factors. How can one say anymore about this pack? They sound like every other pack I\'ve come across, so if you intend to get this one, now is the time to offer your bandwidth up and giggle like a little girl. Upon which time, I shall promptly answer your download request with an upload of scythe blade to your skull, in which you will then scream in pain and I shall dance about in a fashion that desert nomads do. - Averus Retruthan




Realistic Bullet Hits | 2.5 KB

effect. So the author fiddled around with the effects until he came up with this, which in essence replaces the hit effects for the AT-ST, Bryar, Repeater, E-11, and turret with the effects for the disruptor. Not a bad little thing, since the effects do make sense. If you’re using an energy weapons, shouldn’t the walls melt, even a little? I think so, so I like this mod. I also tested it in Jedi Academy, and it works there as well as in Jedi Outcast. So enjoy. ~Zach




Attack Cruiser V2 - Hangar | 10.17 MB

review:;72148 With that out of the way, I present to you a version of the previously mentioned map inside a humongous hangar. How huge, you ask? Well let\'s just say I could fly a HO-IX in it and have a space battle in it. It\'s a very huge hangar, and I\'m not sure where it came from, but it\'s a huge box for a warship. The additions to the ship\'s hangar are a control center that doesn\'t function, random smaller ships scattered about, and a ramp that leads into the main hangar of the ship. Technical errors are mentioned in the previous review. If you liked the map above, then I DEMAND YOU TO GROVEL BEFORE MIGHTY FILEFRONT AND TELL IT YOU WANT THIS MAP! - Averus Retruthan




X-chat | 10.35 KB

chat binds. I mean really, if you\'re too lazy to type out something, then you should get help. But then, it\'s kind of hard to press 15 keys just to get a \"lol\" bind all in ASCII. So I guess there\'s [i]some[/i] point to the chat binds. There\'s also a tiny admin script, which contains the usual: \"No laming\", and a gunsleep/gunslap bind, along with amprotect and amempower. There is also a model script, which will change your character between six models. Then there\'s the name and emote binds, pretty self-explanitory. In regards to the name binds, I just make an entire personality, binds and everything, and then save a new config. There are also zoom binds that take advantage of cg_fov. There\'s also a grip kick and pull kick script. WHy the author needs this I don\'t know. Maybe he doesn\'t. But the point is these are worthless if someone has macro scan enabled on their server. There is also a vehicle spawn script. All of these commands use the vstr command well, although in my experience I\'ve had some problems getting the timing right with it, so I\'d be thinking it had selected \"command 1\" and it was really on \"command 2\". I don\'t think that happens with this script, it\'s just that I\'ve had it happen with me. There are some other things in this script, but they just consist of a cheat list, server command list (very spartan, if I might add), and a npc list. ~Zach




Walking Animations | 50.2 KB

The single animations were not changed for technical reasons, but it's not so bad, because I looked in Jedi Outcast and I can safely say that the single animations in both games are now the same! Well, except for the idle stance in Jedi Outcast, which I loved. But, this is a good animation pack, and it will work with JA+. So, if you have the previous version of this, then download this version. :) Oh, and the melee stance has been changed as well. :) ~Zach




Forest House | 19.54 MB

likely be facing the house. First off, the woods are very dark. In fact, there is almost no lighting in the forest area. This just really ruins a lot of the effect that the woods would have, and forces you to stumble around until you find something. And then there are the trees in the forest. Or all the trees in the map, as a matter of fact. I can walk through them all. That\'s great if you want fake trees, but I don\'t think that the author really wanted that. The next little area is a graveyard, which transitions from the very dark lighting of the forest to somewhat better lighting. I found the names on the gravestones rather funny, and I also found the \"sign here\" gravestone interesting. ;) I also found the smiley face tombstone to be funny. :) One side note about this map is that there is a wall all along the side. And guess what? You can walk on it! Yay! There\'s nothing I like more than going to places in a map that I\'m not supposed to get to! With this you can go on top of the tunnel leading to the graveyard, and have a nice time looking around. :p Okay, onto the house. You walk in and there\'s a desk to the right I believe. There\'s a button on the desk. Now what are you supposed to do when you find a button? That\'s right. You\'re supposed to press it. It took me a while to find out what this did, but when I did I thought \"Oh cool\". What it does is change the skybox so that the map is set in the daytime instead of nighttime. However, this doesn\'t really work. While the skybox changes, the lighting doesn\'t. So it\'s dark in the same places as it was before, and doesn\'t look realistic. So in that instance the lighting needs to be worked on. In fact, it needs to be worked on in general. It gets really dark in some areas, and really bright in others. Okay, so the inside. There are a few areas on the inside, and I\'m only going to mention a few. One of them is the dance area. ever hear the hamster dance song? Well it\'s a real uppity and happy song, and I think you\'ll enjoy it. Anyways, it plays when you turn it on when you go onto the dance floor. Watch your step, it\'s slippery. :) Another area in the map was a big piano, kind of like the one in the Old West map. Only the sound quality of this piano isn\'t nearly as good, and sounds more like an electronic piano that\'s out of tune. And the final area in the house that I\'m going to talk about is the little dining area. hungry? Grab some ysalamari. While this is a nice touch, I think that it could have been made better if the author had placed the spawn point for the ysalamari a bit lower just so that it\'d look like it was actually sitting on the table. I did find one or two missing textures, but you probably won\'t notice them. But the big thing that needed working on in this map was the lighting. There wasn\'t hardly enough in some areas, while there was enough in some. But, it\'s not a bad little map. But there is one little side note. You don\'t have to put color codes into the name of a map. Just put them into the arena file.. Bot Support: No New Models: No New Textures: No New Music: Yes Gametypes: FFA ~Zach




Movie Sabers | 5.35 KB

it\'s self-explanatory. ~ Kouen




\'Pirates of the Caribbean\' duel music | 2.37 MB

about this because it\'s pretty straight forward. But ... Nice One! ¬Elegos




Bespin Nights | 670.5 KB

that bespin just [i]happens[/i] to be a gas planet. The closest thing to an ocean that it has is a molten metal core. To build on this, bespin doesn\'t exactly have the clearest skies. Gas planets generally don\'t have clear skies. Here\'s a suggestion. Make an island map set in the night time, and use this for the skybox. Last time I checked, bespin wasn\'t a watery planet with a clear sky. Also, since this overrides the default bespin skybox textures, all other maps that use those textures will be affected. ~Zach




The Old West | 11.66 MB

bank, a cantina, church, armory (it's actually a weapons store, but I want to call it an armory) and a general store. Oh, let's not forget the gallows. Everyone loves the gallows. I'm not going to explain everything that this map has, but only some of it. First off, the gallows works. Yes, you can even stand on the platform and hang yourself. Well, you're not *hanging* yourself, you just trigger the trapdoor that plunges you into a kill effect. I dont know the *technical* term, but anyways. Working gallows. That's great. :) On to one of my favorite parts, the cantina. It's not my favorite because it's a cantina, because I don't drink. It's my favorite part because it's got a piano. And not just any piano! You step onto the chair and you're teleported onto a HUGE piano. and guess what? That's right, you step on the keys and a note plays! Fun for the family! Or, rather, fun for the reclusive star wars fan. Or, it could be torture for those who hate the piano. I personally think it's fun to be able to play a tune. But it's really hard doing it all by yourself. Host a server and get some friends and do some piano rocking! Now, for a quick synopsis of the secrets. One is in the bank, and I won't tell you how to get to it, because I'm mean. Anyways, you open up the safe, and go inside. You're teleported to a room. Go across it, and then you go a room from the Valley of the Jedi. You know, the room where Kyle talks to his dad, and goes into the force fountain? Yea, that place. I think it's a remake, but not entirely sure. anyways, it looks cool and could be great for ceremonies. One bad thing is that you have to kill yourself to get out. Meh. What it's doing in a Wild West map I have no clue. The second secret is in the barn. You get teleported to a white ''void''. I say void because absolutely NOTHING is there. So it's easy to get lost. But, you can find your way out. Just look for a little black dot. The music on this map, was...western, but annoying. Essentially, it was a tune similar a TV show that I don't remember what it's called. But if you've seen that show, you'll recognise the tune. Bot Support: Yes New Textures: Yes New Music: Yes ~Zach




JAM's JK2/JK3 Kill Tracker | 2.44 MB

3. Custom chat messages (This is not the kill message, this is something different) 4. A calculator. 5. A server tracker. 6. Custom Identities 7. Long name support. 8. Custom duel music (plays when you enter a duel) 9. Chat logging 10. Multiple playlists. 11. And some more. Having the tracker in your system tray is certainly nice, but I don't think it's needed. But, it does look cool. I did like the multi-language support, which means I can play with my game in french, although it doesn't auto detect what language you are using, so you have to manually set what language you're going to use in options. The custom chat messages are a nice addition, although you navigate through the messages with the keypad keys - , + , and *. I wish that the keys used to navigate were changeable, as I have screenshotting binds there. And, now, the calculator. I find this a random addition, so I made sure to find some bugs in it. While it does support several advanced commands such as sine, cosine, and tangent, as well as absolute values, rounding, and logarithms, it wasn't that great. First off, I use a calculator a lot, so I generally expect it to well. So, I tested if this did distrobution. It does, but you have to format your equation like so: a*(b+c). I prefer to format my equations a(b+c). It doesn't support that. Also, the sine, cosine, and tangent functions are only calculated in radians, and most people aren't intimately familiar with radians. More people are familiar with degrees. Another thing that could be worked on. And yet another thing, if you use the sine, cosine, or tangent functions, you have to format it like so: calc: sin(X) where X is a number. You cannot format it just as: calc: sin(X. It gives you an error. It doesn't even have an answer function, which just means that you can do ''ans'' and get your answer. (So it basically saves your answer, a useful thing when doing long calculations.) So the calculator was a medium disappointment to me, but it's perfect for the people that need to do simple math functions. Server tracker! Yay! I like this function mainly because when I use Xfire sometimes I crash out after joining a game. So this is a very nice touch. It will give you the server name, the number of players, and all the basic server info. Next up is Identities. A very nice touch, but I prefer configs. So I'll just stick to good old /writeconfig. Although, the /writeconfig trick doesn't work if you go to a different server that uses a different mod, so this option is nice as it's not mod dependant. It saves your name, binds, and model and is easily retreivable. Long name support. Certainly a nice thing for all of you people who like long and colorful names. Custom duel music. Not a bad idea, and I'm sure a lot of people will use it. But my music likes change, so I'll just pick a song that I like and play it at the start of each duel. Chat logging! Yay! Although I already have my game log my console already, this is great for those who don't know how to make their game log stuff, and want records of their games. Now, multiple playlists. Finally! Save that playlist! No longer will you have reload all of your music multiple times. Just load a playlist. Just make sure to click ''Create New Playlist" when you first load up, otherwise you won't get a playlist saved. It also has an auto name change feature! Yay! You can spend less time doing the whole /name thing! Also, there are several small functions that I haven't covered, but you'll hopefully find them Yay, now for some bugs that haven't been fixed. People can still spoof your name, although I'm not going to tell you how to do it. Secondly is a media player bug. First, let's replicate the bug. First, your play mode should be in shuffle, then, press the next or previous key a bunch of times. I get an error. It's specifically Run-time error '35600' Index Out of Bounds. But you shouldn't be affected by this bug unless you go insane with changing songs. It still has all of the regular features, including friends, statistics tracking, notes, kill messages, music playing with ID3 tag support, and a lot more. And, it still works for both Jedi Academy and Jedi Outcast! Despite some small bugs, this is great! I know a majority of people use this kill tracker, so download this! ~Zach[/quote] Nothing's changed from the previous review, so, I'm not re-reviewing it. I'm just tacking on a note about what's changed. [i]The following bugs have now been fixed:[/i] [b]#[/b] [i]Change Playlist cancel error[/i] [b]#[/b] [i]Prev/Next Index out-of-bounds error[/i] If those bugs are annoying you, here's your solution. ~ Kouen




Star Destroyer II - Botrouting Patch | 12.03 KB

any smarter than usual, which is a real shame - because bots, like any form of artificial intelligence, are... "limited", to put it nicely. :p [quote]You can have big funny dogfights (yay i tested it) on stardestroyer_ii by adding this mod.[/quote] According to the above quote, the bots will actually use fighters, which is something I'm impressed with as I've [b]never[/b] been able to convince a bot to jump into an X-Wing, no matter what. So, Zap, if that actually works, [i]nice one[/i]! Well, what more can I say? This is a patch for a map, which adds a little offline ability. So, if you've got the map, grab the patch. ~ Kouen PS: Yes, I know I put it in Maps>Free For All. It's here mainly for convenience, since it should show right below the map itself in the directory. [b]Bot Support:[/b] .... Well, duh. ;) [b]Required Files:[/b] [file=62886]Star Destroyer II[/file]




Yoda Episode III and II | 2.52 MB

at Mars' Yoda model lately). From the read-me it doesn't sound like much has been changed at all, but hey, everybody needs their chance to practice! All the extras are included: team skins, bot and npc support, and appropriate Yoda sounds. If you're looking or another variant of Yoda check this one out. Bot Support: Yes Team Support: Yes New Sounds: Yes NPC Support: Yes ~Inyri




Pwned\'s Rainbow Saber Scripts for SP and MP | 2.22 KB

depending on whether you move left, right, forwards or backwards. When I tried this out in multiplayer I only got three colors, yellow, purple, and blue. Besides the fact that it didn\'t fully work in Multiplayer, it still isn\'t all that bad, although I would have liked it more if it had gone through more than four colors. If you like your saber to change colors about every time you move, this could be for you. ~Zach




Better Saber Clash Effect | 30.25 KB

maybe if there was a mod which had all different kinds of saber clash effects that would be cool…unless there is already. :S Anyways, I couldn’t see much difference with this mod, to be honest the saber clash effects go so quickly after you have actually clashed the sabers, that I couldn’t tell the difference. I took tons of screen shots to try and see, but I could never get one at just the right time to see the sabers clash. :( From the picture of the flare in the .pk3 though, this does look pretty cool, so if you fancy having a change from the normal saber clash effect, why not give this a download? ;) ~Nozyspy~




Twi'lek Tint Colors | 232.72 KB

so maybe you didn't want to be eaten my a rancor, but I think you can see where I'm going with this. This mod adds eight color choices for the Raven twi'lek female model, including brown, pink, orange, line, green, teal, violet, and black. If you didn't have enough variation before this ought to be a step in the right direction! Now, if you're an avid Twi'lek model user, you can have that bit of extra customization to make your skin stand out as your own! ~Inyri




Rovas Galen | 5.79 MB

swamptrooper looks nothing like a bounty hunter, but this skin certainly does. It comes in several colors, as well: blue, red, green, black, and of course the default. It also comes with its own weapon, a vibroblade based off of the Knights of the Old Republic design, but far nicer looking than the one from KotOR. Personally this guy doesn\'t look like the vibroblade type - more like the blow-stuff-up type - but it\'s a nice added touch. The blue and red versions function as team skins, and the green and stealth versions are both reachable from the MP skin selection menu. Both NPC and BOT support are also included, so that\'s a nice treat. Definitely add it to your skin collection! Bot Support: Yes Team Support: Yes New Sounds: Yes (edited Raven sounds) NPC Support: Yes ~Inyri




JK2 : Gold Edition | 6.31 MB

should have noticed, this is a JK2 mod. Most of the material that was "borrowed" is from JK3, so this author is simply bringing his favorite bits over into JK2, while including some of his own work. So let's have a taste of what we get here. First, you can either play with a katana or some better sabers. Each have their own special effects, so check out the readme for what's compatible/incompatible. The spawn bubble is now red, and the menu has been changed a bit. This author even made his own opening logos ROQ video! There are also some new stances included, which are definitely different than anything I've seen. I love the red stance - looks like a baseball bat stance ;). Definitey some effort in this file, and the new menu and splash screens just look cool in my opinion. But if you're a JK2 player, decide for yourself! ~Inyri




Episode 3 Stances | 8.24 MB

like they emulate stances others chose not to. Blue is supposed to be an Obi-wan stance, yellow is quite obviously the Dooku/Anakin duel stance from Episode 2 (do they use it in Episode 3, too? I can't remember...), and red is supposed to be Senator Palpatine's stance. The dual and staff stances seem unrelated to the prequels, and while they both seem rather... ineffective, they both look pretty cool. The whole saber system in this game is relatively ineffective, though, so whining about an ineffective stance is pointless ;) Overall a good set of stances, with some new material I haven't seen before. Worth a look if you're a stance guru. ~Inyri




ffa_corellia | 23.19 MB

error. This is Corellia. It's a very metropolitan take on Corellia, featuring many of the high-flying aspects of Coruscant. It's basically three skyscrapers jutting out of the sky of Corellia, each holding their own secrets to discover. I use the word "secrets" lightly, so don't take it literally. There were so many areas to explore, but I'll narrow it down to a few. First I'll start with the outside. Basically the outside is what it sounds like - the area outside of the towers. It features landing platforms, bridges between the towers (lest you fall to an unpleasant death), as well as various signs and displays. Quite possibly the coolest thing about these maps is that very little of the detail is static. Things blink and rotate, adding quite heavily to the metropolitan feel of the map. It is very reminiscent of Coruscant from Episode II. Inside the towers is plenty to explore. For instance I managed to find several vehicles (so to speak). Inside one of the towers was some kind of small ground vehicle, though unusable, and outside the towers were a cloakshape fighter and what looked like a T-16 skyhopper. That part was cool, because you can actually go [i]inside[/i] of it from within one of the towers. Finding your way around these towers is no easy task, though. Just when I thought I'd seen everything, I'd find out that the elevators went [i]down[/i] too! This is one of those maps that just seems ideal for an RP server. It's huge, has plenty of areas, as well as many things to "claim" as your own, including rooms, cantinas, and even what seemed like a black market stash of weapons, hidden behind some breakable glass. The one thing I found kind of distracting was that the atmosphere in certain areas seemed a little "misty", foggy even, though perhaps it's just my eyes. Still, ane excellent map, and certainly worth a download from anyone who considers themselves a map connoisseur. New Textures: Yes New Models: Yes New Music: No Bot Support: Yes ~Inyri




Yoda Startup Screen | 218.38 KB

Dagobah to a certain extent, or even just matching Yoda. The border is kind of rough, and I think I can say with a good amount of certainty that Yoda's personality somewhat matches that border. Yoda was never one to sugar coat anything. The only thing I would have liked to see in this launcher than we don't get is new sounds. A good Yoda quote would have worked well as the launch sound, and mixing up the other GUI sounds would've been a bonus to the launcher, as the default ones can get a bit boring. Other than that, a solid launcher. It's not real fancy, but sometimes simplicity has its own benefits. ~Inyri




BlueIce Twilight | 24.42 MB

saying how large the map is. But this map really is MASSIVE. I cant believe how much stuff Szico has put into this map. You could explore it all day and still not find everything! This is a very snowy map, which I suppose is apt for this time of year, as December is usually known for its snow! Unless of course you live somewhere where it doesn’t snow… In the part of the UK that I live in, we rarely get proper snow. Its usually either mush that falls here, or when we do get snow its only a thin layer that melts anyway after a couple of hours unless its cold enough lol! Anywayyy…it looks like there’s been plenty of snow falling in this map as its absolutely covered in it! I must also say that the choice of base JKA skybox used is very clever. It might only be the night-time one that’s used on the Korriban Multiplayer FFA map, but it fits very nicely with the snow! There are just too many cool (forgive the pun) features in this map to list. So I will try and only comment on the best ones :D Firstly the area where I spawned was a frozen pond type thing. The texture and shiny shader used looked very effective, and being a frozen pond, its really slippery too, so watch your step! However, there’s something far cooler (forgive the pun again!) that just a frozen pond there. There are fireflies, tons of them! The author has really done a good job making this new effect, it really does look like fireflies are hovering around the pond, and it looks very scenic :) The choice of music for the map is also excellent and adds to the scenic atmosphere. The main area to the map is sorta like a little village. There are many small cottages scattered around, a few of them you can even go in. There’s a nice warm fire inside, some furniture, and even a sleeping bag type thing :) The way the doors of the cottages have been scripted to swing open is more like real life and looks very good, afterall how many cottage doors do you see that just slide away into the wall like the doors we are so used to seeing in Starwars maps? Around the back of some of the cottages is a TaunTaun pen, this is a BIG map remember, so TaunTaun’s are useful for getting around quickly! Another thing I like in this map is the Snow covered Fir trees, they fit very well with the map, and there is a nice little area where there is a camp fire surrounded by a few trees. Again very scenic. Lets not forget the Ski Lift and Ski Slope too! Its fun sliding down there…weeeee! *crack!* *crunch!* Owwww… Anywayyy, that’s just the main area, after that there is another area to get to. You get to this via a frozen sewer or river type thing. At first when I saw it, it was covered with ice, and I didn’t think anything of it. Then I jumped on it and *CRACK!* the ice broke and I fell into the water! That was a very cool idea, breakable ice ;) Anyway, once I swam my way through the sewer/river I came out at this shaft where I had to jump up in order to upon this hatch above me. Once out I worked my way out onto this snowy canyon road…with errmmm…an X-Wing at the side? That seemed a bit out of place for the setting of the map! Go through what looks like a boarded-up shaft, wind your way through the corridors and eventually you will find yourself back at the main area! Phew. Errm but that’s not it…there are loads of secrets and other places you can go in this map, including what I believe is a Final Fantasy themed duel room, control rooms, even deep underground through something that looks like a mine shaft! Now, I couldn’t tell you where all the secrets are of course, as well as making the review insanely long, that would spoil the fun :P I will give you some clues as to where to find one of the secret areas though ;) Look around for some padlocked hatches, you can break the padlocks and then press the use button to open the hatches…I’m not going to tell you anymore though, that would spoil the fun now wouldn’t it? Mwahaha! One other great thing was the teleporters around the map, they look incredible when they are turned on. Now it’s a bit complicated to turn them on, basically look for round buttons that you can press to turn them on (I had trouble finding them though, but then again I’m not good at finding things!) Also look for a hidden teleporter behind a brick wall somewhere. It’s a bit difficult to find, but I’m sure you will find where it is ;) Now, onto the things that could have been improved upon. Well the map is extremely high quality, and there was very little here that I thought could be improved upon. However there were still one or two things. One thing was that the boulders scattered around certain places in the map were very jaggedy, it would have looked cool if they were a bit more rounded off. But it still looks ok really ;) And of course, as with any map this size, the FPS in places did drop quite a bit for me. But overall I’m very glad to say that the FPS was very good :) Besides that an absolutely excellent map here! Well done Szico! :) Bot Support: Yes New Textures: Yes New Sounds: Yes New Music: Yes Game Types: FFA, TFFA, Duel, Power Duel, CTF ~Nozyspy~ Oh and by the way, Szico informs me that all the source files for this map are included in the .zip, I’m certainly going to enjoy looking through those, and I’m sure you will too ;)




Movie Abandonment Skinpack | 41.2 MB

many, it seems strange to give it a negative rating. However, quality has greater precedence over quantity, and most of these skins don't appeal. They come from all sorts of authors, some of the credit being rather confusing. The author included fourteen readmes from other authors, and it would be quite the collection if the skins just looked nicer. The author(s) used what the readme author Jolt calls a "tailoring" technique, "fitting existing textures to different models." I'm sure there might be a great skinner out there who can call his work that, but these aren't professional tailoring jobs. They're inconsistent: sometimes my left sleeve is two inches too short and my right four inches too long, but sometimes I get really lucky and they seem to fit just right; however, in my and perhaps many other file reviewers' experience, there is probably "no such thing as luck" (Obi-Wan Kenobi). I will give the author credit for compiling so many skins and having a select few of them look good, but it would have been smarter to submit only the decent ones. "Extra weequay" skins were included that aren't bad but, like many of the skins here, are unnecessary; the term "extra" is fitting. One of them has an icon that depicts the weequay with the things hanging out of his head, but there were none. The other had them. That is the only glaring problem, aside from the apparent lack of interest. Another case where the icon didn't match the model was any of the rebel skins, which were depicted in the icons to not have vests but had them in-game. Perhaps it was the fact that the author included so many skins that it all got over-loaded that messed up this experience, but that comes as a good thing, really, because you are given a lot of choice. However, most of these are still too dry. The Leia skins, who were perhaps a bit too quiet, and the Padme skin both seemed to be based on the same model, and this seemed to cause them both to suffer. They're both ugly, and they are the opposite in the films. Much more care could have been taken here to make the faces look decent and the clothes slightly more presentable. There was one Luke model upon which the skins were based that looked good and one that looked bad. The bad one, I believe, was one of HapSlash's earlier models. He obviously matured as a modeler dramatically after that mishap, because the model does not look like Luke the way it should. A shape of the head, or the hair, does not fit, and this model was used for "Luke_B_Pilot" and "Luke_B_Hoth"; I would avoid these, as they also seem a bit buggy (it was a JK2 model). The Luke model that I liked was the one used by the "Luke_Bespin" skin, whose shape and hair were both much more fitting, even if the hair was too shiny for the film Luke's sandy hair. This Luke I would view as entirely usable, casually. I'm not sure of the Landos included in this skin pack look as much like Lando as they should, but the skin jobs themselves weren't horrible. I thought that "Lando_Bespin" was monotonous with the dull, too-smooth texture used for the shirt, but I didn't mind "Lando_General." As a matter of fact, I would prefer the "Lando_General" in this skin pack over the default Lando. The deceitful Lando in his blue clothes I disliked in "The Empire Strikes Back," but I like him a lot better as General Lando in "Return of the Jedi." I admit that I had never heard of a Klatooinian before testing this skin pack, but the author should not have included such an obscure species from the [i]Star Wars[/i] Universe, because after looking him up on Wookieepedia, I found that the Klatooinian skins included were not accurate enough to the real thing for it to be recommendable. I liked it better before knowing that it was a race that was enslaved to the Hutts by the terms of the Treaty of Vontor. (I got scared while reading about them, because they seemed curiously [i]Star Trek[/i]–like in their origin story.) Now, about those Hutts. This skin pack includes a Hutt, a particularly famous, disgusting Hutt named Jabba. But the Jabba that I know from "Return of the Jedi," one who laughs at a thermal detonator and at a decoration of a cynical carbon-frozen human, did not appear in this skin pack. Instead I got what looked like a man poorly dressed up for (today, which happens to be) Halloween running around in a sac, and I can quite clearly see where his feet are in that sac. And the face: Why the long face? He's perhaps— You may disregard this comment: I was just eating a piece of candy (Happy Halloween), and it just flew out of my mouth. I do not know why. I am sorry for the interruption. —more of a horse now in his overly long face, which should be much wider to be proportionally accurate. The original Han Solo model released for Jedi Outcast was never really adequate for me, even though a lot of people liked it at the time. Something was distinctly wrong with his face; I think it might be too fat. The "Han_Hoth" skin included in this pack doesn't seem to bring enough of a difference to the model to be of any interest. The costume design in "The Empire Strikes Back" was a little bit dull compared to the others. The skins have fears in how far they go to make a difference, and they are quite clear. The "Grand_Moff_Tarkin" was a miscalculated skin, one that—I think—tried to be the younger version seen at the breathtaking end to the heavily flawed masterpiece "Star Wars: Episode III—Revenge of the Sith," but instead imitated a plastic doll. It's face too shiny and undetailed, I see no reason why anyone would want to use this spongy toy. Now where this skin pack really, really went off was with Dengar. Dengar was one of my favorite bounty hunters, probably because he had such a depth portrayed in his short story "Payback: The Tale of Dengar" in the book [i]Star Wars: The Tales of the Bounty Hunters[/i]. Dengar can only feel three emotions: rage, hope, and loneliness. This Dengar skin could not even give Dengar the respect of the only three emotions with which the Empire left him; all I see is loneliness—loneliness sitting inside a malformed suit (and messed up animations not noted in the readme, I might add) with a wax mask on his face, melting off in the sun. That's how it looks. At least the skin managed to get me to pity it as much as I pity the real Dengar, but for different reasons. And the last icon that I found in my player menu (not all the skins in the pack seemed to show in the menu) was the "ATST_Driver" skin. No model showed up under the vest if you looked at it from a certain angle, but other than that, and the apparent lack of accuracy to the film drivers, I liked this skin. There was something about the taunt combined with the glasses that made it cool. I do not understand how a Jawa skinned to the colors, tones, and textures of a fresh-faced Anakin Skywalker makes him that. "Anakin_CIS" (Anakin Cold in Space, whatever that means) is supposed to represent young Anakin from the flawed yet under-rated (overhyped) "Star Wars: Episode I—The Phantom Menace," but where is the resemblance? The sounds weren't even fixed to not be Jawa sounds. No one, to my knowledge, has created an accurate preteen Anakin yet. Hey, he was a good kid. I will not bother to compare the original Imperial model with the "Rax Joris Young" skin; I shouldn't need to. They look mostly the same. Can't we have some creativity here? And the "Rebel Hoth," who was given goggles that were actually just textures painted right onto his head, making them look like tattoos (I am shuttering at the thought of them), with the Hoth suit "tailored" to him, is just so unsatisfying. The Imperial model has an attraction for the drab. What am I going to do with this skin pack.... It also included a decent "Vibro-Ax," which I need not explain. You've seen these before. I liked a few of these, but I felt cheated at the end, because I had downloaded such a large and comprehensive skin pack, which must have required a lot of work just for the sheer number of skins here, yet not one of them is one-hundred percent there. Sir, as I said before, the lesson of the day is "quality, not quantity." —Ra-Kom




V-wing | 1.81 MB

models. Nothing is lacking here. The skin, done by Dark Cuillere (skinner of \"General Kenobi\"), is lacking in no areas. The model even has custom animations (the wings will move when you take off! yay!). It has custom shaders, effects, and even its own GUI display. How close is this to the real thing? It\'s spot on, for the most part. I\'ll admit, to me the wings look a little thicker than maybe they should be (this makes them look *very* angular, even though they\'re supposed to be), but other than that I can\'t find any serious flaws at all. It truly is a work of art, and it obviously took more than a day or two. If you\'re a prequel fan, or just a vehicle fan, give it a download and take a spin around one of the many space maps. You won\'t be disappointed. ~Inyri




Several Sided Sid: Portfolio Movie 1 | 47.12 MB

uncompleted state) and the Rebel Blockade Runner - Tantive IV. This is really worth a download, so get downlading it and see what you think. :D And don’t forget to check out his cool maps featured in the vid here: Mos Eisley Meanstreets:;24870 And heres a link for his Mos Espa Outskirts v2 (the FINISHED version of the one in the vid):;46588 All we need on jk3files now is the Tantive IV map…ehehe ~Nozyspy~




New SP Species | 1.34 MB

their own combat sounds, though you will of course still hear Jaden's voice for the single-player cutscenes. They each also have torso/head/lower icons for the selection menu. If you like these non-human models, now you can play them in single-player. I guess having Jaden's voice coming out of a Gran is no odder than having it come out of a Kel-Dor. ~Inyri




ARC Trooper | 1.25 MB

nothing else out there to reskin into an ep3 clone, so we'll just have to deal with these until someone *wink wink* makes an ep3 clone model. So let's get started with this review. First thing I notice is that there are 2 tones of red on the skin. That's not a good thing. I think the author should have at least tried to keep the red the same color. :/ The back of the legs are red, which is kind of silly imo. I'm not someone that knows the exact placement of the stripes on clonetroopers, but I know that shouldn't be there. The gloves are pure 1 tone red, and his forearm guards are the other tone of red, which makes it seem as if this ARC trooper was having a really bad day. Overall it would have been a decent skin if the author had kept the colors the same, and added more detail to the helmet. New sounds: no Team skins: no bot support: no npc support: no Shagolas




Star Wars Episode III JKA Map Pack - Part 2 | 82.43 MB

thats the harshness when everybody expects perfect maps from you SJC :) I've seen Episode III, and the similarity between the movie and the Mustafar map here is very good. Sure, it's not perfect, but in order to have a playable map which is fun, nobody mines a few small alterations. I'll start with the small errors I found, to get them out of the way. Firstly, when walking down the edge of the lava river leading to that giant waterfall, the lava doesn't always follow the path of the rocks... sometimes there's a hole between the rock and the lava flow, so you can see UNDER the lava... check the third screenshot. The textures when lava paths meet also look a little wierd but unfortunately with the q3 engine its near impossible to get that effect working perfectly. Oh, there's also quite a lot of shader errors in the console, but they won't affect gameplay. The FPS held pretty okay for most of the map, dropped maybe a little low in some bits but it's nothing to worry about, and the map is a lot bigger than I first thought, as there's a whole other area when you go through the connecting tunnels. After looking around I found Obi's ship, along with a shuttle and another ship whom I wasn't sure belonged to. The structures around the rockfaces and the rocks themselves are very well made, incredibly detailed, although might I suggest a different texture for where the lava meets the rocks? Kinda looks like scratched metal in a red colour from up-close. But I'm nit-picking here. Overall this is a brilliant map which I advise you all go and try out - on your own (there's bot support), but even better with others. Ah.. I haven't loved Force Push and Grip quite so much since Nar Shadda streets for JK2 :D Incidentally, there's quite a few interactive features here too, moving platforms across the lava, flying probes e.t.c. There's also traps here and there so you can retract walkways dropping people into the lava. Looks a bit odd when the walkway just disappears, but what the heck. I imagine with a large FFA this would be a very cool map, and perhaps whilst big for a one-on-one duel, you'll all be able to recreate that fantastic final duel of Episode III. Now onto Utapau. Don't get me wrong, it's a fantastic map - it just seemed a little bare from what I saw, especially that rocky area outside. (A few texture misalignment problems) I noclipped around and you might want to caulk a little more around the backs of the rocks to improve FPS for those with low-end PC's (I had no problems, just a small suggestion) And what are those grey smudge things at the bottom of the hole lol? The plafroms and sticking-out areas were great for the most part, however I wish there weren't quite so many locked doors. The readme states both maps have some improvements to be done, so I assume these WILL lead somewhere eventually. Incidentally, the doors in this map could use a soundset too, it's a bit odd when they don't make a noise. Again, there's full bot support, but very few bugs I found when compared to Mustafar - not that Mustafar is bug-ridden lol ;) It's just this in map there was less to go wrong I guess. My favourite section had to be the big sperical building jutting out from the rock-face. So cool... Anyway, Download it and take a look! It's very large (lots of textures, including some from his stargate map for some reason - might lead to conflicts in the future), so some of you may have to leave your PC on all night, but don't worry, it's worth it :D New Textures: Yes New Sounds: Yes Bot Support: Yes ~Szico VII~




MaulVM | 2.69 MB

are three different versions of maul contained in the pk3.. one the regular maul in his garb, a second with Maul cloaked, and a third with Mister Maul with no shirt. This was very well done and the only thing I could find about it that could be taken as a negative is the skin with no shirt is alittle pale. This is a very nice skin.. have I said that already?? NPC support: Yes Bot support: Yes Team support: Yes LOD support: No Great job! =-Lizardking




Prequel Saber Blades & Colors | 29.42 KB

seen in the prequels. There is a visible difference between these and the stock ones. For instance, the stock blades have a bright center glow to them, where these are more evenly lit. I guess it comes down to preference and what a person leans towards. Take a peak and see.. this might be up your alley. -Lizardking




Imperial Dreadnaught Final v 1.3 | 13.01 MB

review a map that reminds me of them, that’s definitely good! This map really does have that JK2 flavour to it, its an Imperial Dreadnaught, and the interior and layout, reminds me a little of the Doomgiver level from JK2 SP. Its massive! The corridors seem to go on forever, and its easy to get lost, which is actually a good thing in a map like this, because it makes it so much more fun, never knowing who or what might be around the corner ;) There are loads of rooms, and lots of crawlspaces, that make you feel like your in the bowels of the ship. This is an excellent map for an RPG! Oh no, I’m not finished yet, there’s tons more cool features to come yet :) This map actually has….WORKING ladders! Yes, actual ladders up the wall that you can CLIMB. That’s so cool! Theres ladders all over the place, and its especially cool when they take you to crawlspaces, which have all these fuel lines n’ stuff in them :) Theres more, there are loads of control panels and stuff like that, especially in the bridge which, when pressed, make noises or do certain things, I noticed one control panel in the bridge made hyperspace appear outside the windows! No, im not finished, there is yet more! Make sure you read the Functions List.txt in the zip file, that tells you all the neat stuff you can do on this map. You can go inside the imperial shuttle, which takes you to Hoth below (part of the base JKA Hoth Siege map), where you can go inside an ATAT!!! One of the best things was that you could see the dreadnaught in the skybox from the cockpit of the Imperial shuttle, nice touch there! The only things I didn’t really like were that on some of the models, the textures were all black (I think this is caused because the model was only designed to work for single player or something, that’s what I heard anyway :S ) And it could do with bot support, it would be an even cooler map then :) (if you want to know how to do bot support, read this: it works for both JK2 and JKA) But apart from that its an excellent map, which would be great for RPG’s, with its winding corridors, medical room, shooting gallery, and lots of other rooms :) Well done mate! This is REALLY worth a download! :D Bot Support: No New Textures: Yes New Sounds: Yes New Music: No Game Types: FFA ~Nozyspy~




JO: Darkness | 39.19 MB

it. This mod gives you some JA models, the Hutt model, some great skins, interesting colored sabers, and some other changes that just might breathe new life into JK2 for you. Check it out. :D ~AmosMagee




SoulesS Stadium | 5.49 MB

map, with a nice large space in the middle for clan matches, duel competitions and the like, and plenty of spectating space, ranging from seats around the stadium to a concourse that runs right around the top, with big windows to look out of. The music on this map is some of the most beautiful music I have ever heard, and is very soothing and relaxing. The things I could think of to improve with this map would be the detailing, and textures, and size. Some of the textures look a bit out of place, like the textures on the seats on the stands, the walls in general are also very bare, and could do with some detailing :) It would also be cool if there were some more rooms, like maybe a room, at either side, where clans could meet and talk about their strategies before a clan match. Or where duelers could spawn an NPC or two to have a practice before a dueling competition or something. Apart from that the map is very, very, practical if you need something like this for a clan, ive been a leader in a couple of clans, and I know how important it is to have an open map like this for tourneys and stuff. The map seems to be solidly built, and the fps is excellent, ranging from 82-90 fps. But it needs just one more thing, bot support!!! :( But good job anyway mate :) Bot Support: No New Textures: Yes New Sounds: No New Music: Yes Game Types: FFA, TFFA, Duel, Power Duel ~Nozyspy~




Darth Vader | 1.81 MB

Luke Skywalker and the character who made star wars so popular (in my opinion of course), Mars has captured Vader PERFECTLY in everyway from the shine on his helmet, the real-like textures on his cape and the metal parts on the suit, it all looks marvellously realistic. It was a treat to go into the game and run around in game with this fantastic model, it's a model that everyone would surely like, even if they don't use it they'll download it. The sounds are there, when you roll he does the whole machine-breathing thing, there are team colors, an unmasked version, which looks amazingly accurate, and even a white Vader version! This is a true treat for anyone who plays this game, Mars and Psyko have done an awesome job. Download this or I will have to use Level 3 Force-Poke-With-Stick on you. New Sounds: Yes Bot Support; Indeed Team Support: Yeah! -Rink[/quote] Darth Daddy's Back, version 2.2 include LOTS more stuff than version one. One of the very few complaints about version one was the eyes, although alot liked them a few didn't saying how they didn't match the real vader. In this version, there are multiple Vader skins you can choose from, the episode III suit, the original trilogy suit and the others like white, no mask, default (yeah with them cool eyes), red and blue (which have been improve greatly). As well as a few little bug fixes and NPC support (there's a few NPC's you can spawn), there is now 'troop' support. Explained in the readme, in singleplayer you can spawn stormtroopers and get them to follow you. HOW COOL IS THAT?. I don't think the model could get any better, 10/10. New Sounds: Yes Bot Support; Yes Team Support: Yes NPC Support: Yes Troop Support: Yes Everything Else: Yes -Rink




Movie Star Siege | 7.27 MB

a look at the models in multiplayer. If you\'ve lost me, don\'t worry. This is, as the name suggests, a Siege mod which basically replaces old siege classes/characters with more prominent ones such as darth vader. Whilst the models/skins are not on review here, as they are from other author\'s, the mod itself has proved extremely hard to get a good look at, so I\'m going to direct you to the readme for any indepth information. However from what I did manage to try, this mod seems to work perfectly fine, and although it\'s not particularly inspiring, if you wanted to play as Darth in Siege, well, this is for you. The Han Solo models/skins aren\'t as high quality as the Darth Vader, by Mars Marshall, but it has the general appearence of him. So yeah, If you\'re a siege player (which I confess I have only played once ) and you want a new character, have a look. Oh, all the skins/models here are available in multiplayer as well as siege, so If you have the individual pk3 files for these models, you will need to remove them :) ~Szico VII~




Brighter Thinner Sabers | 203.72 KB

nothing less. Because they\'re thinner, they appear longer - maybe they are longer, but I don\'t think so. Anyway, it\'s a saber mod, and you guys know how I feel about most saber mods - so download it and decide for yourself whether this is worthy of your base folder. ~AmosMagee




Lugormod 1.0 | 3.48 MB

said a documentation will come in version one so rejoice! But you\'re new to Lugormod and you\'re not sure exactly what it does? I believe I\'ve explained it all before in a previous review, It\'s good and all but it\'s \'work things out for yourself\' kinda thing, you can basically do anything with the mod, ranging from FFA to Role Playing. Things like \'King\' and admins being able to spawn things etc. Bot\'s are more intelligent, ask YOU to duel and saying.. strange things. You have to try it before you judge it, but I recommend if you\'re going to play it, to play it on a Lugormod server first to see how it works etc. Without a explanation I probably didn’t find half the stuff it can do.[/quote] So it seems the biggest complaint has to be that the mod didn\'t come with documentation. So you have no clue what you can or can\'t do with this mod. Though it seems to me that you can do just about anything with this mod. It\'s very versatile, it seems. And I love the \"AI\" of the bots. There are new features, a new gametype (though still in beta) and a bunch of other stuff. [quote] * The bots should be more of a challenge in duels than the original ones.* The bots can answer if you talk to them.* If you set bot_honorableduelacceptance, the bots will not only accept duels, but also challenge other players to duels. They will also behave better (they won\'t \"lame\" unless provoked).* I\'ve made the game more compatible with single player maps.* As administrator you can place new spawn points for weapons, items, npc\'s and more on the map, and have your changes load with the map.* Alt fire of the stun baton is a grappling hook.* The bryar pistol is a teleporter gun.* You can play the jedi master and capture the Ysalamiri game types.* I\'ve added a new game type (g_gametype 10) called Battle Ground (beta)* Players can register their nick name so that noone else can use it.[/quote] Check it out! ~AmosMagee




Wrecked Alien Spacecraft | 8.26 MB

couldn\'t even get through the whole map. I kept hearing these sounds ... and the music didn\'t help either! I swear, I need to stop opening the pk3 to see what\'s in there before exploring a map. I see something titled \"alien scream\" and I go into the map, already freaked out. I know there\'s something in this map that was waiting to scare the living crap out of me. So I took screenshots as quickly as possible and devmapped the next map ASAP. What I did find though, in my limited time spent in this map is that Jadogoth really knows how to map. And he either has a great imagination or is an alien himself and this is his ship that crashed here several years ago and he\'s designed this map from memory. It\'s a very blue map. There are big doors throughout the ship that open and close loudly. You\'ll find some glass pods in a room with just a wonderfully intricate ceiling. GAH! Okay, I was walking through the corridors and as I rounded a corner, suddenly a force field popped up in one area. I turned to go back the other way and found myself trapped. At this point, I squeaked, then covered my eyes and waited to be eaten by some alien. Fortunately, the force fields came up and I continued. Of course, when things like that happen, you KNOW something around the next corner will eat you. But nothing did. Obviously I was being set up. So I entered the next room which had sparks flying and I kept hearing things scratching or scuttling around. Eventually, I found my way through some other small corridors and into a very dark room with a pulsing light and it was about that time I noclipped for the rest of the screenshots and got the hell out of there. This is a GREAT map and I suggest you all play it. Then tell me if anything jumps out and eats you, or if I\'m just paranoid. Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee




Anakin Skywalker Episode III | 4.55 MB

statement regarding this skin. It\'s Anakin Skywalker as he should appear in Episode III. His hair is longer and he looks like he\'s licking his lips - er, well, IT DOES! Maybe he\'s supposed to be pursing his lips in anger, or he\'s being all serious or he\'s about to kiss Padme. *shrug* There are new sounds included here, but they, like, have no sound. Hrm. You\'ll also see that there\'s a robed/hooded version and a robed version. Enjoy! Bot Support: No Team Colors: No New Sounds: Yes ~AmosMagee




Samurai Village | 21.18 MB

feel of a feudal Japanese outpost. It includes a throne room in the center, and a zen-style sand garden. Encircleing the central area are a series of connecting single-room dwellings. Each has thier own particular features, including a forge, a meal room, and a room for meditation. My favorite feature of this map however are the two guard towers posted outside the enteryway. The attention to detail and precision here is remarkable. Whats more, the extensive work put into the roof of each building has not excaped my attention. The slopes are even and well spaced on each building. Included in the zip are a couple of Japanese-style swords, and a longbow that replaces the wookie bowcaster. When you shoot it, the arrows actually stick into things! :D My only complaint with this map is the corners around the small pond. The author did not go back to re-align the textures here and, though not noticable on casual inspection, was extremely distracting when I noticed it. Good job Worr Sonn. I would love to see more extensive maps following along this theme. New Textures: Yes New Models: Yes New Sounds: Yes New Music: No New Weapons: Yes Known Bugs: Texture misalignment beside the pond. -Sared Edit:// I went back and played through this map a second time with some of the recent Samurai/Ronin skins installed and let me tell you, the made me feel very much at home. :)




Lions Leaders JK2 Scripts | 11.26 KB

I kinda don\'t like, there\'s scripted gripkicks, pullkicks and combo\'s. I don\'t agree with using scripts for combos or moves or anything I think it\'s a bit cheap if I see someone in a server using them. You can customize which keys you use to exec certain scripts, if any are to your taste then enjoy but personally I\'d only use the combo one\'s as a resource on how to make your own scripts and experimenting with them. Nevertheless the lag ones could help you in times of need Full List of Scripts: 3fasthityellowinred drainbackstab gripbackstab lag_dfa lagondemandfull lagondemandhalf lagondemandthrid pull_leftsidekick pull_rightsidekick pullkick pullkickbetter regularfastdfa rregularfastdfa rspikerfull rspikerhalf spikerfull spikerhalf spikerthird unlagger 4yellow fastestfastdfa longestfastdfa rfastestdfa rfastestfastdfa rlongestdfa rlongestfastdfa -Rink




C3PO | 593.96 KB

was that the red team skin (rust colored) was missing a leg. Must've gotten it blown off or something. Good Job, dude! Bot Support: Yes New Sounds: Yes Team Support: Yes -Shahadi




JAMod 1.6 Fix | 287.04 KB




JK3 dismemberment | 1.41 KB




Survival Mod 2: Revenge Of The Droids | 31.32 MB

2: Revenge of the Droids. I'll admit that I cheated while playing this and I still didn't get past like, the second room (when I played as Immy). The enemies just keep coming! You can play as four seperate characters and it looks like each one of them has a different map that you play through. I only tested Immy and the Clonetrooper. I don't know how long it took IZaNaGI to make this mod, but he put an incredible amount of work into this. Yes it's a large download. Stop whining and download it. If you enjoy single player stuff, then you're going to love this. If you don't cheat, then it is quite a challenge. I will probably play through this when I have more time. :) That's two great SP maps/mods that I've reviewed this week. :D ~AmosMagee




MXS (v2.0) | 1.79 KB

with the binds provided, and just by exec\'ing the config, you\'ll get your lag \'o meter turned on, dismember and FPS counter. This is one of those config files for someone who just doesn\'t want to figure it out for themselves. Lazy people rejoice![/quote] Nothing has been changed in this second version, just a few things were fixed. :) ~AmosMagee




Singleplayer Vader | 2.17 MB

Vader\'s saber, and all force powers. That\'s it. There ya go. Nothing more to say here. ~AmosMagee




Raven Animation and Model Source Files (Part 3) | 74.59 MB

files for all the JKA animations AND the source files for all the standard player models created by Raven. We\'re currently in the process of sorting thru all the data and getting it organized for release. A big thanks to Keshire for talking Raven out of the files and then spending the time to organizing them.[/quote] This final package includes the Non Humanoid Models and Animations in XSI format. This is part 3 of a 3 part series of animation and model files from Raven Software. ~AmosMagee




Raven Animation and Model Source Files (Part 2) | 29.31 MB

files for all the JKA animations AND the source files for all the standard player models created by Raven. We\'re currently in the process of sorting thru all the data and getting it organized for release. A big thanks to Keshire for talking Raven out of the files and then spending the time to organizing them.[/quote] This next package contains files to help you in editing the Standard Player Models. It includes all the Standard Player Models in XSI format. This is part 2 of a 3 part series of animation and model files from Raven Software. ~AmosMagee




Raven Animation and Model Source Files (Part 1) | 54.95 MB

for all the JKA animations AND the source files for all the standard player models created by Raven. We're currently in the process of sorting thru all the data and getting it organized for release. A big thanks to Keshire for talking Raven out of the files and then spending the time to organizing them.[/quote] This first package includes files that could help you create your own custom animations. It has all the _humanoid animation files in XSI format with the exclusion of the cinematics. This is part 1 of a 3 part series of animation and model files from Raven Software. ~AmosMagee




Rome Arena | 8.04 MB

laugh, read the readme, it\'s funny because it\'s so light hearted. Now onto the map, an interesting FFA map with many of my favorite things: JAWA\'s! Mix the JAWA\'s with the fact you\'re playing to the hitchhikers guide to the galaxy music and you\'ve got a pretty light map. The map overall is done quite well using meshes for the most part, most places are curved and the pillars look well done, the texture could do with being higher quality however. The main arena is large with plenty of JAWA\'s (I have to type it in capitals, I love \'em to bits! Everyone say it with me JAWA!) that you can slaughter as well as 1 or 2 of those evil NPC\'s that have force and a saber who will try and chop you up. An interesting thing is the use of the button to raise the pillars in the arena (discussed in readme). I think one of the best looking places has to be the meeting room however; it is small but it look good, the lighting is good and I like the use of the pillars outside, that style would be good for a map of it\'s own. The \'doggie\' room is a simpler shaped room with 2 levels, 1 surrounding outer path and the lower fighting area, again it\'s a good large space that will work well for fighting in. Oh the entrance to the meeting room is near this place too and isn\'t that hard to find which is why I\'m actually saying this here. ;) The lighting is quite poor however, outside the skybox has a very red sun low down and then the lighting is close to mid-day - the sun is directly above head (or at least the light is). It\'s a shame as well as the actual arena does look quite good for someone who\'s only just found out how to bend meshes. Throughout the rest of the map the lights in some area\'s are too sparse which leads to totally black areas that can be hard to find your way through also many places have light even though there is nothing to emit light - that\'s one of those mapping no-no\'s for the future - you can only have light where it\'s emitted from something. New Sounds: Yes New Textures: Yes -WadeV1589-




Zora v2 | 12.29 MB

thing about it is that this skinpack uses its own species, therefor there are countless combinations you can make. for each person their own style. I couldn\'t really find anything that didnt fit together. which u often notice at zabrak skins nice work keep it up :) -Buffy- Bot support: No New music/sounds: Yes Team Support: No (New Species)




Anakin\'s Custom Jedi Starfighter (v1.1) | 857.35 KB

one of those yellow Naboo Starfighters from the Phantom Menace, except in blue. As usual, I couldn\'t fly it and ended up crashing every time. Whilst i died, I did notice a little bug. When the fighter blows up, it turns into an xwing blowing-up model. So you blow up as an X-wing instead of Anakins Starfighter. Naturally, you don\'t usually see it under all the flames which burn you to death, but just thought I should mention it. I was also unsure which author to put this under, as it seems credit should go equally to two authors. As the developer system is a little buggy I went with Zymotico, because he was already listed, but don\'t forget Neo_knight\'s part in this cool ship. Good work guys. Or is it guys? LOL never mind. Good work.[/quote] So there you have it. For the v1.1, not a whole lot has changed in terms of design, but there are a few. Firstly theres the R4 droid, which is a nice addition. The engines have also been changed, with the center one being removed, which in my opinion, is a not so nice \'addition.\' At least I can\'t see an x-wing when it blows up now :) One thing hasn\'t changed though. I still cant fly the darn thing :) ~Szico VII~




Orbs Duel Server Expansion Pack | 54.84 MB

see this more as a FFA then a Duel map, it\'s large enough to have a small FFA on it. The main colour of this map is red as the sky appears tainted with crimson. Anyway after running through the many pillars and stabbing people with your saber you might notice two walkways leading upto two pads. So I run upto those and suddenly I fall off the walkway, aparently there are invisible walls stopping you from walking up. Which made me irritated to say the least. Still for a small FFA it\'s not bad so long as all you do is run around and poke people with sabers Next map is Attic of Ragnos, all I can say is WOW I really like this map. It\'s got an atmosphere which you just can\'t shake. As you walk around the room you\'ll see torches burning on the walls and water dripping in from the roof, the room looks like it has been decaying and left in pretty bad shape. The centerpiece of the map is the large bust of Ragnos near the back of the room. On each side there are doorways and if you walk upto them the middle bit slides aside and reveals a stone head that shoots a little bit of flame out at you. This alone makes the pack worth it for me. After that map I tested out a map called Corridor of Infinity I think.. I didn\'t memorise the map names before writing this so you\'ll have to excuse me. Basicly there are pillars running down either side and it\'s just a straightforward fight on this small corridor. It\'s darkened in the distance to give the effect that the corridor does continue into infinity. There are two pretty cool modern maps, the first is the Bank Job Vault. Sadly the map is made up mainly of missing textures for me :(, although the vault is pretty nice, you\'ll see laser beams flying back and forth, up and down. If you touch one the alarms will be set off which I thought was a nice touch to it all. The other map is the warehouse fire of (insert correct year here). You spawn in a small warehouse with boxes littering the floor, and of course fires around and in these boxes. If you look out the windows you\'ll see what appear to be the lights from a police car, you\'ll also hear the faraway sirens of them. Now some of the smaller maps, the one that I remember most is House Warming, it looks more like a padded cell with the basic look of it all, the best part of this map was walking over to the lightswitches and turning the lights on and off :P. Also if anyone remembers the clock tower map it is included in this pack but is deceptive in trying to look like a big map but being rather linear. You can only run so far down the stairs before you are blocked by that infamous invisible wall. If you jump off your character will start screaming and when you hit the bottom.. Dead! Still there have been some changes like you don\'t revolve with the cogs, which means you can duel on them without getting dizzy. Another map I played which the name I cannot remember at the moment but I liked even though it was rather basic. This map you spawn into a small valley/lake area with a river of what appears to be blood flowing into it from a waterfall. I thank orbitus for removing the annoying underwater blue. It was so insanely hard to see with that. Another rather beautiful map is the crouching tiger dojo. It looks gorgeous as you wander around, looking at all the weapons in their racks and the murals on the walls. I think this map would be better for FFAing more than Bespin_Evil. There were some other maps that I didn\'t get round to testing, but that was because of real life issues and not boredom. I\'d of gladly checked out the others if I had the time. Map(s) stats: New Textures: Yes (on some, missing in others) New Music: Yes Bot Support: Yes -Mithran-




Tournament of Ieyasu | 6.15 MB

you just want to play through one or two levels of some single player action, but you crave a new story and some new action. While the Tournament of Ieyasu doesn\'t really have a story, and it really just plays as a ladder, it\'s still nice to have something, y\'know? The lighting was a bit too dark, I thought. Your opponents aren\'t all that difficult, but they should keep you busy for a while. It\'s supposed to be a tournament with no force, but like, the NPC\'s sooooo cheat and use force on you. Anyway, it\'s a fun little SP campaign that should satisfy you until another one comes out. :) ~AmosMagee




Saber X (v1.0) | 97.88 KB

occasionally a saber mod comes along that has one or two modifications that I like. And with this mod, Saber X, you may find something that appeals to you. It\'s kind of a hodgepodge mod. All of the sabers seem to have a different width, glow or color. Personally, I like the first one that replaces the original blue saber. It\'s a softer blue with more of a glow. The second one there seems to have a thinner core and replaces the purple/pink/magenta saber. Oddly enough, the third one there that looks ... well, I was going to say white, but to me it looks beige ... replaces the red saber. The stereotypical girl might like the replacement for the orange saber - it\'s a bright pink. The one that used to be yellow (the fifth saber there) is now like, a purple/pink/magenta color and is very wide with a lot of glow. And the last saber there is supposed to be green, but is now yellowish gold, with an interesting texture. Do I like this mod? No. I like one saber in it. And even then, I only like it for the color. However, this is a saber mod that has a nice variety of colors, styles, textures, etc. So it might have something you want. :) ~AmosMagee Ps. Something I realized AFTER I wrote my review is that this mod has something else about it that\'s very cool. I had to go back in and test it again to see it. The color of your saber changes color as you swing it! So when you swing the green (um, yellowish gold) one, the color goes blue. So ... yeah.




Country Academy | 9.59 MB

is James Culley - you guys might know him as Sith-J-Cull, a prolific JA mapper. Thanks for the review, James! :) ~Amy ----------------------------------------------------------------------------- First of all, I would like to thank Amos for giving me the chance and the honour to review this ShroomDuck exclusive – yes, that’s right, EXCLUSIVE - and what a map … so imaginative, with such a lot to do. Description: Well as the name states this is a country theme based map, essentially a country fair with stalls and games for you to enjoy, with countryside farmyard surroundings, animals, blue skies and lake complete with rickety bridge! (Sounds like a holiday brochure!) The idea behind this map is to have fun - there is so much to do. Basically you have a farmyard with some booths which give you access to the various games on the map: Get Lost a very mad maze Flying pig who can stay on the flying pig? Well an interesting bottomless pit for your falling pleasure! Square Dance a game of death using crushers The square dance is my favourite game which should be really fun with a load of players – unfortunately I was testing this map out alone so I couldn’t actually have the satisfaction of killing anyone. The map has its own public transport provided by the native chicken - yeah that’s right, Shroom brings us the Chickenvator :), trust me wherever you see chickens ... fun is sure to follow, make sure you jump on every chicken in your sight, as most serve as a means of transport to and from the different areas the map (oh yes and look out for the Turtle!) Textures / Lighting: 7/10 Country Academy uses almost all custom textures to pull off the country fair farmyard theme and it does so very well, the signs are amazing and the theme stays consistent throughout the map, there are lots of wooden textures of differing colours all of which are well done, there were a few completely black buttons here and there which I don’t know were intentional, if so maybe they could be sorted. The landscape was kept simplistic I think to keep the brush count low for frame rate reasons – as I know many people now use Easygen for landscapes which gives you more control over texturing. The hills that surround the map if I’m not wrong are made from huge brushes which have been clipped into slopes, the texture applied when viewing a large area of it do seem repetitive, although I know there isn’t a lot that can be done about that as stretching them too far looks ugly, so I think the way it was done here gives the right feel for the map :) The lighting again Is simplistic but it doesn’t need to anything else – the farmyard is such eye candy I do feel that it could look even better with a touch of ambient coloured light, ambient light would have helped reduce the completely black :( areas in the Maze area for example. Architecture: 7/10 This was the aspect of the map where I was both amazed and sometimes left wanting more. The whole feel and look of the map is generally brilliant, although the architecture goes from “wow that’s very cool” to “hmm that could look better” but then I am a mapper and I know Shroom would have thought the same about any of mine maps, I think that generally mappers go around playing maps and spend too much time looking at the technical aspects rather than having some fun playing – although I DID have a lot of fun playing this. Some highlights were the Barn and the Windmill very cool :) and I enjoyed the various technical aspects used to create the fun things in the map, things like func_trains, triggers and teleporters, crushers and jump pads! The map seems to be full of simple shaped brushes that in part are simple, but when they come together they form something that’s more than the sum of its parts. Game play / Level flow: 9/10 Well I don’t think anyone will be taking this map as a serious gunfight and that’s because there are no weapons on the map – The idea of this it to HAVE FUN and fun you will. The level is laid out well with the farmyard being the main area that connects all of the other areas together – for example the stalls can all be found here and each stall leads you the games, although getting back from each area normally requires getting on a chicken which gradually lifts you up like a lift into a teleporter that zaps you back to the main area again, this may be a problem with a lot of players as there may be arguments when it comes to getting on and off the chicken now ya’ll behave you hear! There are plenty of areas perfect for duelling which I am sure will please a lot of you, and there are also lots of things In the map that I probably didn’t mention in this review – but you will find them as you explore this world that is Country Academy (by the way make sure you use the outside toilet)! Music hmm/hmm Ok it was good the first time round The second time round it wasn’t bad The third time round I turned down my music volume! Fun Factor: 20/10 Fun, Fun, Fun :) Well I hope this review gives you guys the right message which I think is basically this: DOWNLOAD THIS NOW because ShroomChicken has provided us with hours of fun! Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA Sith-J-Cull (James Culley)




The Jedi Enclave | 966.49 KB

outside and just huge. The most positive thing I can say about this area though is that it makes a great map for practicing your strafe-jumping (circle-jumping). I did see a few places that had some z-fighting and the textures are just so repetitive. I don\'t quite understand the cavern-like area off to the side, but ... um, okay. *shrug* The main focus of this map is the actual enclave. Below ground is living quarters, training rooms and offices for Jedi. The first room I entered down below had a funky HOM (Hall of Mirrors) effect going on. I haven\'t a clue whether that was intentional or not. The living area consists of several bunkbeds and a bathroom. The sinks are a little weird, and the whole areas is quite cramped, but I suppose that makes sense because they are below ground. What\'s up with no doors on the stalls though!? C\'mon, give \'em a little privacy. Down the hall is what seems to be just a small room with a shallow hot tub. There are three very tiny offices down one hallway. And then there are the training rooms. One is a very small wooden floor, while the other is a bit bigger that could handle more than one duel. The most interesting part of this whole map is the room with the moving platforms. It\'s like a little puzzle you have to figure out while jumping from each platform to the next. Then there\'s a hidden council room. Is this a great map? No, not really. But it\'s a first map, and the author at least proved that he can do it. :) Now just hone your skills and make more maps! There are no new textures or bot support ... nor is there new music. But like I said, it\'s his first map. :) Good job. Bot Support: No New Textures: No New Music: No Game Types: FFA, TFFA, Duel ~AmosMagee




DKS Forest (v1.1) | 9.09 MB

bridges, the dark sky, the rain, the mass amounts of foliage and the music. *sigh* This map is so peaceful. I\'m quite familiar with Wraith\'s work and it surprised me that this was made by him. I\'m used to all of his really, really, really shiny stuff. DKS Forest is a lovely map with many areas for dueling and FFAing. There are pools of water surrounded by rocks and trees and open grassy areas, and rain everywhere. You can\'t exactly jump from each area to the next, so there are portals you can find in some places. I really like the stone textures used on and around the portals. And the grass coming up through the stones is a nice detail. There\'s a waterfall in one area, but you can\'t really get to it. It\'s just there as a nice little effect ... ambience, y\'know? Thankfully, there are some points of interest for duels. An area with statues and a fallen tree, a platform that isn\'t exactly ruins, but kinda is. Does that make sense? I only wish there were more ruins in other places. The grassy fields are nice, but it gets to be a bit too repetitive after a while. Okay, yay for good FPS! With many of Wraith\'s maps, I get horrible FPS, but not on this map! The only error I noticed was something about weather zones. Maybe that has something to do with the fact that it was raining under a rock. The other thing this map needs is more ambient sounds. Like, animals or wind or both or something, y\'know? Even without those added things, this is a great map. No, I take that back. This is a spiffimatic map. New word brought to you by LordWraith himself. Though I\'ve adopted that new word and it is now and forever will be ... my word. And here\'s an exact definition of that word from Wraith: Quote: -------------------------------------------------------------------------------- Spiffimatic = having the qualities of spiffiness, or so spiffy that spiffiness is automatically a trait. ie: SAY! that cheese burger was spiffimatic, or MY GOODNESS that map pwns so much it was spiffimatic! -------------------------------------------------------------------------------- So yeah, spiffimatic map, Wraith. [/quote] So sometimes mappers aren\'t satisfied with maps that are already great. Or, maybe I had something to do with this second version because of my comments to Wraith. I didn\'t mention it in the review because it didn\'t seem relevant. But I didn\'t feel there were enough points of interest in the map. It\'s a beautiful map, but it didn\'t have enough going on in the first version. Wraith has added some more \"points of interest\" to this map. Nothing was taken away. In fact, it still rains under the rocks. ;) But that\'s okay. It\'s still a spiffimatic map! :D Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA, TFFA ~AmosMagee




Jedi Academy Mod (1.6) | 286.88 KB

staple for JK2. Hands down, the best mod for the game. Admin commands were simple, you didn\'t drown in a sea of cvars and there were just enough emotes to keep the players satisfied. It\'s the mod that probably had the fewest updates, and was the most stable. But then JA came out. And 1.5 of Jedi Academy mod for JK2 was going to be the last. Since most people jumped over to JA, JK2 was kinda left behind. Then, several people decided they liked JK2 better and went back - only to find that idle hands are the devil\'s tools. Some bored \"hackers\" (and I use that term loosely) discovered an exploit in the 1.5 mod that would allow that person to join empowered and with full admin access. This was wreaking havoc on JK2 servers. ChosenOne was contacted by many regarding this exploit, but having moved on to other things, Chosen didn\'t intend to update his mod. Instead, he handed over the code to Orion who has now, finally, thankfully updated the mod and fixed the exploit for this favorite mod for JK2. So if you run a JK2 server and you like the JA mod, but didn\'t use it because of the exploit, go ahead and download 1.6. It should fix that exploit and once again bring order and peace to your server. :) Good work Orion. Can\'t wait to see what you do with the JAR mod for Jedi Academy! ~AmosMagee




Trandoshan Jedi Sabers | 678.84 KB

Turquoise The white saber is pretty cool, and probably the best one in the pack. ~Wolf




More Reborn | 62.51 MB

more of a challenge. Well, Jolt gives you - More Reborn! Yes, now you can play the SP game with a saber from the beginning and fight many more Reborn than before. The author says he put the Imperial Base single player map into his mod, but unfortunately, I couldn\'t find it anywhere. :/ So is this mod worth playing? Meh, not yet. Not until the author yells at me, tells me I did something wrong and that the map really is there or until he fixes it and submits a second version. :) ~AmosMagee




Anakin\'s Speeder | 322.6 KB

review his work. ;) It\'s always rewarding to review something by someone who is consistantly good at what he does. :) Anakin\'s Speeder is proof of that consistancy. There are two versions of this speeder in the pk3. You can use it like a swoop, and while it has no weapons on it, you can use a blaster or your saber. The other version will let you fly the speeder like a ship. Which I\'m really bad at, so I didn\'t take screenshots of me doing that. :D Great work, as always, Mars! ~AmosMagee




Anakin Skywalker | 4.48 MB

Now, when I tested the model at the resolution I play at, the nose was a bit angular, but it still looked amazing. The team skins are as you'd expect, so I didn't take screens of 'em. You may recognize the author's name because he's also the creator of the Diablo Barbarian model, the Old Ben model and Londo (from B5). All of those models were just as impressive as his newest submission. There is bot support included and several taunts to choose from. If you're looking for a model to add to your collection, this is definitely a must-download. This will probably be used by many people - so get it. Now. :D Bot Support: Yes Team Colors: Yes New Sounds: Yes ~AmosMagee




Episode 2 Blades | 270.16 KB

aren\'t that noticable, but the blue looks nicer :). The blades are also ever-so slightly thinner, and look a little different, but unless you look hard enough, you really wouldn\'t be able to tell the difference. :( The main thing about this mod is probably the new saber sounds (which are always welcome as part of a saber mod - Most people dont bother with new sounds) Now, although they are taken from the movie, they\'re obviously louder than the other lightsaber sounds, and stick out a bit. At first they\'re great, but they get annoying after a while, however you can always remove the sounds and keep the new colours, because the TimK has set up the file so you don\'t have to delete the whole file, just bits of it. :) The other thing about the sounds is that they sound a little \'obviously recorded\' if you see what i mean, they have a little static in some of them, and some of the lightsaber clash sounds sound more like explosions :r. Despite this, this is still a nice change from the original sounds and sabers, and for any Ep 2 fan they are a MUST-Download, because it\'s very accurate mod to the film :) ~Szico VII~




JKA Saber Hilt Pack (v2.0) | 4.77 MB

for you to choose from. If you played JK2 then most of these sabers here will seem a tad familiar. I'll just give a few words on each saber. I will be listing them in order of the screenshots. Desann: We should all recognize this saber, carried by the most lethal lizard/dragon Dark Jedi thing. Enjoyed by many in JK2 and now available for JKA! Stinger: Can't say I've seen this saber before, but I'm not one to download many sabers to replace the default ones ... so ... yeah. It came with the Desann one, but I'm not sure who credit goes to for it. Seems like a fairly plain saber. *shrug* Strider_Fellowship: No info included on who the author of this saber is. It's a good lookin' hilt and will look better as a sword without the saber glow thing. Luke: This is a saber hilt from a pack by a guy who did none of the saber hilts either. Yeah. I'm thinkin' this is just Luke's saber. Then again, I don't pay much attention to the hilts. Oniwan: Before you even start, I know that looks like a typo, but it's not one by me! HA! That's what whoever made this hilt called it. It's his typo! Decent hilt. Dooku: From the same guy who gave us the Luke and Oniwan hilts, here's the Dooku hilt. Wildly popular, I saw this hilt everywhere in JK2. While it looks like good craftsmanship, I can't stand this hilt. Maybe because it's curved like that, I dunno. Personal preference, I guess. Yoda: The final hilt from the pack that included the last three hilts, this one is called Yoda. Though, I think it looks a tad too big for Yoda. Very plain hilt. Nazgul: And now onto the Lord of the Rings (LOTR) hilts. This first one looks like the kind of sword the Black Riders would carry. Dark in color, sharp at the points. Looks like it could inflict pain on someone no matter which end you swung with. Morgul: A dark city in Mordor, Morgul (actually Minas Morgul) had this hilt made with its namesake and I think it fits its name nicely. Small and unassuming. Glamdring: Ah, Gandalf's sword. It's large and regal and it just really has a presence about it. Nice lookin' hilt. Sting: This helpful little sword was given to Frodo by Bilbo. I do like this LOTR hilt. It has more personality and character than the other hilts I've seen so far. Strider: Strider's sword is big and shiny and quite masculine. Mmm ... Strider. Oh, right, back to the hilt. This is a nice hilt, and seems to be consistant with the other LOTR sabers. Ranger: I'm assuming this sword is fashioned after one that Strider/Aragorn carried, or belonging to one of his kin. It's a great looking hilt and is well worth the download just for this one, I think. Ring_Wraith: Another great LOTR hilt, made with the Ring Wraith in mind. The detail on this sword is lovely, but would be lost in gameplay. Morgul_Sword: Again we see another hilt with Morgul in mind, and its style is very much the same as the first one we looked at. Not much more to say about it. Black Widow: Oops. I kinda cut off part of the hilt there at the front. Well, trust me, this is a great looking hilt. One I may consider keeping myself. It's very evil looking. Yun: Some may prefer the simpler saber hilts and for those, I suggest Yun. It's a nice hilt, decent size, not too big or small, all chrome. It has a solid look about it - if that makes sense. Fierce Deity: And finally, the sword that was included with the Link model. This thing is huge. I mean, seriously. Use this sword and people will question what you're compensating for. No one needs a sword that big! And there you have it. One download ... 18 saber hilts. Is it worth the download? Sure, if you like variety. I would take too long deciding which hilt to use, so I'll stick to the base hilts. [/quote] So what can you expect in version 2? Some typo fixes, more hilts, and all hilts are now in one pk3. WOOHOO! *ahem* Okay then ... here are descriptions and screenshots of the new hilts: Ultimate: Frankly, I can't see why this hilt was named "Ultimate". The word implies something grand and perfect and for some reason, to me, big. It's a thin, small hilt and I do like it, though it's a bit plain. SaeseeTiin: I have no idea what the name of this hilt means, but it's a decent design. Nothing all that unusual about it, but it has a balanced look to it. Kenobi: A lovely saber that's just the right size for anyone. Very simple in its design. Silverbone: This hilt's appeal, for me, is in its clean lines, and smooth silver surface. It's a good size and has buttons. I like buttons. 3dberkoll: I remember seeing this saber and liking it. I'm unsure if it's what it appears to be - glass. I like the design and the concept of a glass hilt. 3dberko: This hilt has a shader on it that makes it seem to glow red from the inside. Love the idea of this hilt. Caladien: For those who believe size matters ... the Caladien hilt. Personally, I just don't like this saber - too big and unwieldy. It's a good looking hilt - just too much for me to handle. Guardian: Darn it. I cut off part of this one in the screenshot. Well, take my word for it, this is a nice looking, average-sized hilt. Love the silver and black. Diago: Grrr. Ran outta room for this hilt too. It's a great looking polished black metal hilt that keeps its design very simple and sleek. With 9 more hilts to choose from in this pack, why would you ever download the old pack? ;) Get this update for more hilts and a few bugs fixed (I think). Good work! ~AmosMagee




JK3 Weapon Sound Mod | 8.97 MB

or any number of things. Many of these mods were quite popular and got high ratings. Personally, I like the sounds just the way they are, thank you very much. But you guys are modders, it\'s in your nature to change things. :) This sound mod changes everything from saber sounds to blaster shots. According to the author, these sound changes make it a more immersive gaming experience for players. I dunno. I have to disagree. While the changes he made sound great, I don\'t think they work for the game. Yes, they are more reminiscent of the movies, but those sounds were made for the movies, not for a game. In my opinion, they just don\'t sound right. But don\'t listen to me! Download this huge file and decide for yourself. (By the way, I believe this file is so big because the author included EVERY wav available, whether he changed it or not.) ~AmosMagee




Old Reborn Skins for JK3 | 1.92 MB

are the three reborns we were familiar with in JK2, but were not added to JKA. Now, Acrobat, Fencer and Force User can be yours! My only question here is why not at least add bot support? I can understand not adding new sounds - after all, they are just Reborn. Oh well. This is just one of those conversion mods anyways. So if you wanted more Reborn in your JKA, here ya go. Bot Support: No Team Colors: Yes New Sounds: No ~AmosMagee




Aayla Secura (Jedi Academy) | 620.21 KB

EXCELLENT. Unfortunately, as he says, it lacks shader compatibility in this version (so no team colors for Aayla I believe) but it still looks GREAT nonetheless. Did I mention it looks great? What are you waiting for? Download DOWNLOAD!!!!!! - Chrono




Honey, I Shrunk Luke | 661.05 KB

like an auditorium with a stage and some chairs. This room leads to a hallway, which leads to the room with the computer desk. The desk was pretty cool with a keyboard and mouse. I had a hard time getting onto the desk, even through the legs. There seems to be elevators and switches but I couldn’t get them to work. It’s a nice idea just not good for playing and doesn’t make much sense. Nothing was added to make this a must download and this has been done before (and done better in my opinion). Bot Support: No New Textures: No New Music: No Game Types: FFA Maddog




Goku | 801.15 KB

Unfortunately, it’s not a very good one, but I do see potential. By using the Cloud model, the author has managed to create three skins, a Goku skin, an SSJ skin and an SSJ 4 skin. As can be expected, at least by fans of the series, SSJ skin is Goku with gold hair and the SSJ 4 skin has weird red fur. I don’t know about the fur because I don’t know what goes on that far into the series, and neither does the author. So it might be accurate, it might not be, I don’t know. All I know is it doesn’t look very good. All the skins have some potential, but the current execution is in dire need of bettering. First off, there is no texture. Instead of looking like pants or a shirt or fur, it looks like everything is painted on. The quality is just not very good at all. I think if maybe some light wrinkles or something were added it would create another level of realism instead of these perfectly starched clothes. The fur on the SSJ 4 skin looks like it’s wearing some kind of strange, red vest. I feel the best of these, though, would be the SSJ skin. The hair is accurate and the cuts on the body look ok, not good, but ok. The muscle outline in the chest and abdomen areas is also decent, but could still use some touching up. It also has no new sounds since it still uses the Cloud sounds and it has no bot support and no team support. Also, the icons for the Goku and the SSJ 4 skins would not show up for me at all. Also, because of the way it is packaged, this will overwrite your Cloud skin in game, so be prepared for that. Plus, if you don’t have the Cloud skin you’ll be hearing Kyle’s sounds, since the sound.cfg is directed toward Cloud’s sounds. The Cloud model is the perfect choice for this skin. The hair is right, the body is right; I feel a really good Goku could come from this if some serious time and effort were put into it. As for this skin, if you’re a serious fan, download it. - Daku New Sounds: No Bot Support: No Team Support: No




Jedi Academy Minimizer | 18.24 KB

care of immediately. What do you do? How can you get to the program without popping out of the game and losing all your hard-earned points. Well, I’ll tell. We now have the utility everyone has been waiting for, a minimizer for Jedi Academy. It works in single player it works in multiplayer. It works everywhere you want it to work as long as it’s in Jedi Academy. The hotkeys are customizable, as would be expected, and everything seems to work perfectly. So start your downloads now because I have a feeling this one is going to popular. Have at it. - Daku




Blue Thermal Detonator | 266.22 KB

that have just been way to over the top,(for my tastes anyways)and end up being to much…more of a hindrance than anything else. Thankfully, Amadeus has just the right touch of flare and style with this Thermal Detonator recolor and modification. As he states, gone is the boring brown and grey Detonator ammo pick up. Now, it’s been replaced with a cool blue sheen that isn’t painful on the eyes. Actually I find it to be a really nice change. I mean everyone knows how a Thermal Detonator is supposed to look i.e. princess Leia all decked out as the bounty hunter threatening Jabba with one…(mmm slave girl outfit :D), but you know this modification improves on a good thing already. The explosion and after shock have been changed as well making a cool wave effect after, kind of like an EMP blast. (For those of you who don’t know, that’s an electro-magnetic pulse thing ;)) Amadeus did a good thing here, and there’s really nothing to complain about. Great work for sure, I’ll be hanging on to this pk3 myself and recommend it to anyone who’s hunting for something new and cool to do with their Thermal Detonators. :D New Textures : Yes New Gfx : Yes New HUD : Yes New sounds : No Rock on -=Sai-Wan=-




Episode II Blades | 450.94 KB

suited to drop in the JKA base directory, but fans of JK2 can appreciate this as well. Also, he added new sounds, and a variation of the blue saber (from Knights of the Old Republic) Great job! - Chrono Here's my previous review on it: [quote] The file is just like the title. This is an Episode II blade modification. And a darn good one too. I'm keeping this one installed, despite the author's lack of confidence. ^_^ It turns all the lightsaber glows into glows closer to that of Episode II. I've seen pretty much every blade modification out there, and by far this is my favorite. Hopefully TimK decides to do more for the community, especially when JKA finally hits the shelves. [/quote]




Star Wars JKII Saber Hilt Pack | 3.61 MB

saber hilt is now JediMod v1.1 Compatible!!! (Hilt Selection Mod Compatible)! Luke Skywalker Lightsaber Hilt by Raven Software Obi-Wan Kenobi Padawan Lightsaber Hilt by MeLoN Qui-Gon Jinn Lightsaber Hilt by snakeeyesa27 Yoda's Lightsaber Hilt by FallenAngel_NYC Plo Koon Lightsaber Hilt by Alaris Darth Maul Lightsaber Hilt by Vent Gala Count Dooku Lightsaber Hilt by MonkeyKungFu Darth Vader Lightsaber Hilt by SithLordII Obi-Wan Kenobi Lightsaber Hilt by MonkeyKungFu Mace Windu Lightsaber Hilt by Mau'dae The Schwartz by Chrono Kyle's Lightsaber Hilt by Raven Software All custom hud icons by Vandamme Currently the hilt selection mods need some work to get the HUD icons working. HUD icons default to gfx\hud\ directory including w_icon_lightsaber.tga, w_icon_lightsaber_na.tga, saber_stylesfast.jpg, saber_stylesmed.jpg, saber_stylesstrong.jpg. The Mods included saber_stylestavion.jpg and saber_stylesdesann.jpg for the two new stances. For the Player Setup Menu Selection Icons w_icon_lightsaber_na.tga the mods look in the Models\weapons2\saber_name\ directory. So far the mods only load the In game Saber Selection Icon for 1 hilt and that hilt only, so selecting a new saber hilt this icon does not change, nor does the saber_styles jpg's in the HUD change with each new hilt selection. At least that is the anamolies I have encountered. if anyone was able to follow that, and has some solutions, I would love to get the HUD icons to change - all the files are created for each saber and each style and in the appropriate directory structures according to JKII standard the mods just don't access them yet??? Look'n for answers and hopefully the mods will resolve these issues. Too much typing... later, Vandamme. Some of the models had to be recompiled, so if their appears to be some anomalies, the models may be tweaked - all files are included in the pack. Comments : Requires a Hilt Selection Mod such as JediMod V1.1 or JediPlus v3.0[/quote]




MotS Kyle | 1.92 MB

he wore in MotS.. down with that poncy white shirt and brown trousers I say. If this gets enough praise, I'll think about making a SP patch version. Feel free to modify/improve. [b]Note:[/b] You have to load this skin / mod through the setup > mods menu. Check the installation instructions in the readme.txt for instructions. And make sure u drop the skin in the GameData/ folder not in GameData/base ! However, I don't know why the author decided to have it done this way, what I just do is unzip the .pk3 file to the GameData/base directory and make sure my zip program doesn't unzip it with the directory structure on (since the file is defined as motskyle/motskyle.pk3), anyways, that's just my 2 cents.




SpiderPack | 1.46 MB

least I think it\'s the new one, I\'m not really up to date about the spidey comics anymore (haven\'t read any since forever ).[/quote] Well I have to say an excellent bunch of Spiderman skins! And now a 3 different versions :D [b]Bot Support:[/b] Yes [b]CTF/CTY Support:[/b] No [b]New Sounds:[/b] Yes




MotS Kyle | 1.33 MB

I'll think about making a SP patch version. Feel free to modify/improve. [b]Note:[/b] You have to load this skin / mod through the setup > mods menu. Check the installation instructions in the readme.txt for instructions. And make sure u drop the skin in the GameData/ folder not in GameData/base ! However, I don't know why the author decided to have it done this way, what I just do is unzip the .pk3 file to the GameData/base directory and make sure my zip program doesn't unzip it with the directory structure on (since the file is defined as motskyle/motskyle.pk3), anyways, that's just my 2 cents.




Jedi Knight: The New Republic SP Mod | 10.58 MB

story has. In keeping with the Mysteries of the Sith (MOTS) Jedi Knight conversion, this mod is intended to be more true to the original Jedi Knight game. Here's the back story: [quote]Takes place 3 years after Jedi Knight: Dark Forces 2 and 2 years before Jedi Knight: Mysteries of The Sith. Arkon, Jerec's brother is seeking revenge against Kyle Katarn for killing his brother.[/quote] So as you play this conversion of the SP game, the primary story elements are the same. Remnant on Kejim, Cortosis crystals, supposed death of Jan, return to the Jedi Academy, and so on. The key change is the principal characters. Desann is now Arkon, Jerec's brother; Jedi Trainer is now Mara Jade; Luke is now Jacen Solo; Lando is Dash Rendar; and so forth. There is quite a bit of reskinning of existing skins in the mod as well. You'll find that Kyle's look is new, as well as Tavion's, among others. I found this mod enjoyable to play. I don't know if I would say the character choices were better than the basic SP game, but if you're a big fan of the old Jedi Knight game, this will definitely entertain. Overall, a decent job. Nothing too drastic. VERY IMPORTANT: Installing this mod will seriously mess with the display of your MultiPlayer games, so be sure to remove the PK3 before playing MultiPlayer! Astyanax




SP_Rebel Pack #2 | 3.04 MB

your choice. This pack includes: 1. Morgan 2. Jedi Trainer 3. Jedi 4. Bespin Cop I\'m not sure I agree with Xeno\'s choices in all cases, because some of the characters are not humanoid, and very awkward to play with. You\'ll find that the video sequences don\'t work too well as a result, but playing SP as a Rodian has always been a desire of mine. :D It\'s just a VERY nice gesture to give the playing fans the freedom to play as the character of your choice, and I for one am thankful for that. XenoMasta is fulfilling a request that many have made and very few stepped up to the plate to assist in. He has been good enough to package a few at a time, so that we\'re not flooded with 30 files, and so that the files are not too big to download. So thanks to Xeno for meeting this need! Astyanax




Qui-Gon Jinn | 1.74 MB

comes tan and brown, and an optional open robe is included. Team colors are handled in a beautiful fashion, rather than simply tinting the entire skin blue or red. The red skin is more suited to Sith than Jedi, if you feel more like playing an evil Qui-Gon Jinn. The skin includes a number of taunts, as well as unique bot behaviors for each skin type. Wonderful work. Team Colors: Yes Bot Support: Yes Custom Taunt: Yes - Astyanax




Kit Fisto | 10.42 MB

they don't even deform or do anything weird (i.e. they look good ;)). Funny sounds too hehe. But the model also has a ton of skins to go along with it! Skins by Arco, Mars Marshall, Sithlord and Bleek. Good job all! [i]Ani-Gel by Bleek[/i] [i]Red version of Kit Fisto by Arco[/i] [b]Bot Support:[/b] Yes [b]CTF/CTY Support:[/b] Yes [b]New Sounds:[/b] Yes [b]LODs:[/b] Yes (First time I've seen a model with LODs I think ;))




FFA Sarlacc | 10.85 MB

there called :confused: ). The Sarlacc\'s insides make for a good dueling area if u mind the water ;) but the only way out is through death, which makes sence. Jabba\'s ship come with its own gun (which dont fire, radient prob i\'m told), jabba\'s seat thingy, a dinning area and for some of you the most important place, a bar :beer: All in all a very good map however you will need a relativly good PC to run it i would have thought 1Ghz would be ok but u might need more or less depending on RAM/GFx card.




Multiplayer Enabled Skins | 299.13 KB

alternate skin for 'Jedi' Especially the Ghost of Morgan skin will is very cool to play with, now all we need is more unpure servers :) because mp skins don't work on pure servers for those of you that didn't know this yet. Here's a few [b]important and useful notes from the author[/b], they can be found in the readme but I just wanted to post them here as well: - 'Ghost of Morgan' will work on servers without this "mod". All others require the server/other players to have it. - If you would like to use the other skins on servers without this mod, just go to the console (SHIFT + ~) and type: "model imperial/commander" for the Commander Skin "model imperial/officer" for the Officer Skin "model jedi/j2" for the Jedi Skin "model morgan/default" for the Ghost of MOrgan skin Type this without " " - I have not bothered to create Red/Blue team skins given that these will simply use the model's skin it is based off of. - I am NOT the author of these skins, nor do I wish to be credited as such. These skins are part of the game as is. All I have done/all this "mod" does is allow you to select these skins in multiplayer. If I am to be credited, please credit me as the maker of this "mod/patch", NOT as the author of the skins. Finally here's a cool collage that shows all 4 skins, I added the icons to it so you can recognize them in the menu: Here's a close up of the "Back Off" :)




ENTE's PadPack | 13.14 MB

from the Author: [quote]This PADPack contains four so called PADMaps, which are espacially designed for Duel-Matches. PADMaps represent a high detailed and very harmonic sort of Maps, which also are outstanding in their colourfulness. I wanted to create a PadPack with four totally different Duel Maps for a nice time of action. So I hope your Hardware takes this "Map-hit", otherwise i beg for your pardon :)[/quote] And guess what! Bots are supported as well! Screenshots of the four maps :D: PadHall PadHangar PadReactor PadTemple




Crush Trainer | 841.78 KB

shirt, but it is difficult to tell with the blue vest on it. No major problems with the skin itself. The texture work is ok. Although, in my opinion, nothing really makes this skin stand out above the crowd to me. I like the beard, so that\'s something at least. It is a seperate skin though, and is only designed to work in MP, so it will not be replacing the original default skin, unless you rig it up to do so on your own installs of the game. [b]Team Colours:[/b] No [b]Custom Sounds:[/b] No [b]Bot Support:[/b] No [b]NPC Support:[/b] No [b]SP Support:[/b] No -SuperSmeg




Raven Zhef | 2.42 MB

with the grey hair and goatee) which I was particularly fond of, indeed, I still use it! If yo have the skills to do skinning though it is great to make your own personal skin, and this is exactly what this author has done! Raven Zhef is a reskin of Nemoarz1\'s excellent Commander Cody model. I really like the look of the battle scared armour and the armour patterning, especially the little flourishes on the helmet, like the teeth! I also liked the symbol on the shoulder guard, a nice personalised touch.This mod does have team skins, although they are not the usual red and blue coloured versions, but rather while the default skin is fully suited up with helmet and backpack, the red team skin has no helmet and no backpack with a darker complexion and scar on the face, whereas the blue team skin also has no helmet or backpack, but has a lighter skin complexion and no scar. You can also use the model customization screen to mix and match heads and torsos to your preference, although there aren’t that many options to choose from. Perhaps for next time you could add more customization options, like different coloured armour or more heads with different scars/haircuts? One other thing, there is a .npc file in the .pk3 here, but no bot in the bot list, so I presume that is a bug, as a .npc file is no use without a bot to use it! All in all though good work here, with custom sounds as well! Though I would like to see some more options for the character customization screen! [b]New Sounds:[/b] Yes [b]Bot Support:[/b] No [b]Team Support:[/b] Yes ~Nozyspy~




Gram | 823.77 KB

author gives no information as to who this character is, or why he is called Gram. Is that short for \'Grampa\'? Maybe he is very light and only weighs a gram? I always like a bit info about a character to be included in the readme as it tells you more about the idea behind the skin. In any case, this is a pretty good reskin, it is quite simple and plain and has a clean colour scheme of purple sweater and grey pants, so it might appeal to a wide range of people looking for a personal skin to use, unless you hate purple of course! For next time I think adding in a bit more info or a back story would be cool, along with some team skins perhaps. All in all though a nice clean simple skin here, give it a download if you like the look of it! :) [b]New Sounds:[/b] No [b]Bot Support:[/b] No [b]Team Support:[/b] No ~Nozyspy~




Eric Lassard | 1.96 MB

80\'s and early 90\'s music, Jurassic Park and of course, the Police Academy films, which were always on TV in the 90\'s! I remember watching them when I was growing up, though I haven’t seen any for a long time now I still remember the characters. This is a skin of the benevolent yet clueless, goldfish and golfcart loving Commandant Eric Lassard. The skin is pretty awesome, the detailing on the clothing is excellent and the shiney buttons and badge are a nice detail. The face does resemble the character but it does look a bit \'fuzzy\' or smooth and lacking fine definition. I am guessing the face was photo sourced, but i imagine if it was sourced from stills of the movies themselves, that could be why the face is a bit \'fuzzy\'. If it is possible to find a high res photo of George Gaynes (who played Lassard) this might be a good way to get some more fine detailing into the facial texture. One other thing i think could do with tweaking are the team skins, they are different in colour, but the colours are so dark it is a bit difficult to actually tell them apart, i would brighten them up just a little to make it easier to distinguish them, but that is just me. Dont forget to use the included NPC file as well if you want some Lassard themed chat hilarity! All in all a very cool skin here, i love seeing unusual and interesting skins like this, so keep them coming! One Police Academy skin i would love to see is Sgt. Larvell “Motor Mouth” Jones (the real life Michael Winslow – Man of 10,000 sound effects), perhaps with some of his amazing, crazy, vocal sound effects as taunts! :D [b]New Sounds:[/b] Yes [b]Bot Support:[/b] Yes [b]Team Support:[/b] Yes ~Nozyspy~




Twifire1000 (serverside) | 930.07 KB

c_vars scripts and so on that you can use to customise things, but I have been more than a little baffled trying to get this mod to work myself. Twifire v1000 seems to have a lot of really awesome features but it seems like it meeds much more time and understanding than I have in order to get it to work properly. Some of the features include: [quote] From launching TIE fighters at your enemies to rapid fire super rocket launchers or maybe just flying around on a jetpack, there\'s nothing you can\'t do in Twifire. Twifire\'s most notable addition is fully working and fully powered in-game Map editing. Want to add a chair in the corner? Go ahead. Want to light in fire? Go ahead. Want to make it move when players get near it? Go ahead. You can do anything with just a little work. Players digging through the commands might even find my unfinished \'Minecraft\' mode. Remember, if this seems like too much to you, you can change a few options and the server isn\'t any different from a BaseJK server. Twifire also features tons of security systems to keep your server running online securely. No more angry hackers taking down your server. Twifire also can automatically restore some of the default singleplayer maps. (Some, not all) This mod requires no client downloads. [/quote] I have to say, the map editing feature sounds great, the author has even included some sample files in the .zip that you can use to start up a server to test these out. Please be aware though, that it does not seem this mod can be loaded ingame from the mod menu, rather, you need to start a dedicated server using the included batch (launcher.bat) file. I did find a bit of a problem with the batch file though; it would not start up the game when used. I had a peek inside and to fix it so it launches the game, you need to replace the: [quote].\\jk2mp[/quote] bit at the start with [quote] cd .. jk2mp[/quote] Also note from the batch file it will set the com_hunkmegs set to 128 or higher in order to prevent it hanging on the map startup screen! I succeeded in starting up a server, but I had several errors in the console telling me it could not load the .cfg\'s and when I joined my server nothing looked different... but as I said, server mods were never my strong point so I wouldn’t be surprised if I had dome something wrong and messed it up, that and I didn’t really have the time to familiarise myself with all the workings of the mod. Still if you are familiar with how to set up and use server mods, I encourage you to give this a download and have a go with it, as it has some pretty awesome features listed! If I had to make any suggestions, I would say that mods like this really need a simple step by step setup guide for dunces like me who have very little experience with server mods! If you like the sound of this mod, make sure to give it a try and feel free to tell me what I did wrong! XD ~Nozyspy~




Dosha Reborn | 19.38 MB

animation that you see in the developer made SP missions. Oh there are some great ones out there, but because of the limitations modders have when trying to make an SP story I have never been as interested in SP maps as MP maps. As far as multiplayer maps go, there are some out there that are 300% better than anything even Raven themselves made, because given plenty of time and ingenuity, mappers have been able to come up with all kinds of inventive ways to make maps look better and more detailed. However this short story/map Dosha Reborn has gone a significant way towards changing my view of player made singleplayer maps/stories. Right from the start, there is a custom title scroll and one of the more nondescript intro movies has been put in after it which means it fits very nicely together. It also completely skips the whole \'having to find good voice actors in the community and record lines\' issue by simply kit bashing together some of the less specific voice-over files that are already in the game! So, while Kyles lines are perhaps a little more limited than in the developer made SP cutscenes, there is enough non-specific dialogue in the game files to stick them together and get him to say a variety of things! The story itself is summed up by the author: [quote]Kyle is sent to infiltrate a base of a Trandoshan militant group and to call in the New Republic reinforcements if necessary.[/quote] As I said above, the cutscenes are excellent and the level design itself is pretty good, it flows nicely, though the architectural details are a little on the simple side. As always, avoid things like totally flat walls or cube like rooms and adding little things like pipes and such help give levels a bit more depth. Though considering this is the authors first map, It is great! Heck with my first map I could just about make four walls! There are a few interactive objects and also a few secret areas that you can discover (I have always loved the sound that plays when you discovered a secret area!). Overall this is a really nice story/map and I would very much like to see more in the future continuing the story! That said, there does need to be some explanation as to why Kyle has once again lost his force powers and only uses guns, I am sure Kyle isn’t that lazy! Excellent work here Halfdanr! I especially loved the brilliantly scripted Republic invasion force cutscene at the end, I really hope to see more from you in the future! ~Nozyspy~




Duck Model | 4.57 MB

this creature has the body of a duck with more human like arms and legs. That said, it quacks like a duck, and you know what they say about something if it walks like a duck and quacks like a duck... even if it does have scary appendages! Considering this is the authors first real model for JK2, I think he has done a great job. Ok so it isn’t completely anatomically accurate as far as a duck goes, but JK2\'s playermodel skeleton is pretty restrictive as far as limbs go. The texturing is also good, and there are also team variants! As far as improvements go, if you want to go down the more anatomically correct route, then bigger duck like feet is one place to start, though obviously you cant do too much with the legs because of the skeleton. You could also try adding some feathers to the edges of the arms, to make them look more wing like. That said though, I actually think that this looks pretty awesome as it is, certainly a slightly terrifying creature. The Donald Duck type sounds are also completely awesome! Maybe for next time we could have a Mallard variant, or even Donald Duck himself. ;) Keep up the excellent work Gnur! [b]New Sounds:[/b] Yes [b]Bot Support:[/b] Yes [b]Team Support:[/b] Yes ~Nozyspy~




Padme Startup Screen | 332.11 KB




Leslie Burke | 3.72 MB

character in a movie that I never saw (Bridge To Terabithia). From what I can see from Gggole Images, this model is a fairly accurate recreation of the character. The textures are overall not bad. Model work is quite good from what I can see too. That face though. That face, is so stoic and bland, and a little bit frightening. It\'s best to use this with the JA+ mod, as the proper size of the character is detailed within the readme. I used it without JA+ however, and I didn\'t see any problems. Could\'ve done with some new sounds though. [b]New Model:[/b] Yes [b]New Sounds:[/b] No [b]New Textures:[/b] Yes [b]Bot Support:[/b] Yes [b]Team Colours:[/b] Yes -SuperSmeg




Forsaken Reborn | 8.18 MB

Side Reborns would look like if they were attempting to break from the clutches of the Dark Side. It's basically your standard Reborn reskin. I do like that shaders used for the tattoos, in that they have a glow cycle, well, some of them at least. Other than that, there isn't really much else that could be said about these. The texturing is otherwise good. They MAY work as replacements for the Reborns in singleplayer, though I am not sure myself since I don't have an SP game saved, so I can't check it. Anyway, if you are bored of the basic game Reborn skins, this may spark your interest. [b]New Models:[/b] No [b]New Textures:[/b] Yes [b]Team Colours:[/b] Yes [b]New Sounds:[/b] No -SuperSmeg




DarthStevenus\'s Lightning Enhancement Pack v1.0 | 108.62 MB

Academy. Well, DarthStevenus to the rescue, and then some! :) I don\'t know why this is listed as a mini-mod when it is anything but. Todays package, is new effects for Force Lightning, or as I like to call it now, \"Force F*** You!, mwahaha! }> The only thing is that you can only have ONE variant installed at a time. Me personally, I\'ve love to see a mod made that lets you cycle through all the different effects and colours within the game itself, but I suspect that would be impossible. Still, you\'re spoilt for choice with this pack as it stands at the moment. :) Not only do you get a selection of new effects for Force Lightning (I love the data beam variant), but you also get a new Force Lightning stance, a new Force Push effect, a new lightsaber, and 3 slightly modified weapons. This is most definitely, a win. :) [b]New Sounds:[/b] Yes [b]New Animations:[/b] Yes [b]New Effects:[/b] Yes [b]New Models:[/b] Yes [b]New Textures:[/b] Yes -SuperSmeg




JK2MF Clientside (MacOSX) | 289.57 KB

for Mac OSX. If you want to create an anti-cheat enabled server, then you will need the sever side mod, this client side mod is for those who just want to play on an anti-cheat enabled server! Unfortunately the readme here does not really explain very much what the client side specifically does, but I presume it is similar in purpose to the server side mod, if you want more details on that, you can download and see the much more detailed readme for the server side mod here. Apologies to the author once again for the long delay, but keep up the excellent modding, its great to see that people still care about JK2! :D ~Nozyspy~




JK2MF Clientside (Windows) | 216.63 KB

the sever side mod, this client side mod is for those who just want to play on an anti-cheat enabled server! Unfortunately the readme here does not really explain very much what the client side specifically does, but I presume it is similar in purpose to the server side mod, if you want more details on that, you can download and see the much more detailed readme for the server side mod here. Apologies to the author once again for the long delay, but keep up the excellent modding, its great to see that people still care about JK2! :D If you need the Mac OSX version, please see here. ~Nozyspy~




JK2MF Serverside | 1.02 MB

be constantly too exhausted these day to get anything done, but I am trying to change that![/i] What we have here is a very nifty server side mod (the client side mod for Windows and MacOSX will be reviewed shortly!) which helps prevent cheaters from exploiting any loopholes and otherwise causing trouble on your server. To be honest I have always wondered if cheating was even actually possible in JK2 or JKA multiplayer, there have been a few people I have played with who seemed to be able to do more damage than should be allowed or able to hit you when you were nowhere near them, but I always put this down just to server lag or their skill. But it seems that some cheating is actually possible, which actually makes me look back at some experiences a little differently. Still after reading the authors readme, I really didn’t understand that much of it, all of these commands and coding are not really my area of expertise so I am not familiar with how it all works behind the scenes, though I did notice this: [quote]The anticheat system detects and blocks - code modifications ( jkbot, mombot, cvar unlockers, opengl hacks and more ) - unallowed clientside modifications ( cgame.qvm ) - movement scripts[/quote] To be honest I always thought that aimbot was a myth! Good to know there is a mod then that helps stop people from using it! I wonder if there is anything like this mod for JKA? Anyway, there you have it, a good server side mod here to help stop cheaters from prospering on your server! What is more you can also use this with other mods such as: DS-Online, DCMod, Twimod and most other mods. If you want to take a look at the details, be sure to have a good read through the readme. Good work to the author! :) ~Nozyspy~




Antiquus Roma | 14.13 MB

thousands of years ago. :( Either way, it's a fairly good quality map. It looks nice too, but it has a few optical illusions. One being, that you can't get out of the village and go right up to the wall. There also seems to be invisible ceilings on-top of the arena barrier, but not on higher parts like the area with the single chair in it. Shame really, as you don't get a very good, unobstructed view of the map with these boundries. A few pieces of model clipping exist on the arena itself. Otherwise, the map itself is fairly good looking. It's functional, and multilayered (to a point, sort of), and it would probably make for a very good role playing map if the villas were accessible. All we need know is some Roman Centurion and soldier models, and it could be a very good, fully themed map. :) MP-wise, it meets most of the requirements (multiple gametypes, new textures and models, etc). Other than the few model nitpicks, I didn't really see anything wrong with it. Check it out for yourselves. [b]Gametypes:[/b] FFA, Team FFA, Duel, Power Duel [b]New Models:[/b] Yes [b]New Textures:[/b] Yes [b]New Music: [/b]Yes [b]Bot Support:[/b] Yes -SuperSmeg




Jedi Tunic Pack | 5.05 MB

as before. The skin quality is good. It could\'ve been worse. Full credit given to HapSlash for the original textures. And no, these do not replace the single player equivilents either. They are seperate skins. I will say this though. I think the type of clothes seen here work better with human characters rather than non-human characters. That\'s just my own opinion. [b]New Textures:[/b] Yes [b]Team Skins:[/b] Yes [b]NPC Support:[/b] No [b]New Sounds:[/b] No -SuperSmeg




Jedi Master Tunic Luke Skywalker (v2) | 16.81 MB

Jedi", even though Ben Kenobi was the only one to wear anything similar to it. Rambled a bit there. Sorry. :( As for this skin, minus the cloak, it doesn't actually look that bad. Okay, it doesn't have the layers of fabric that Jedi robes of this era would have, and it does practically look like a jumpsuit with a Jedi robe pattern printed on it, but short of making a brand new model, there isn't really much more that could've been asked for. The quality of the skin job is suitable. I've seen better, and I've seen worse. This sort of sits comfortably in between those. It does it's job of recreating the prequel look on a original trilogy character. My only real gripe, is that it is a seperate skin. It is not made to replace the default Luke skin. Would've been nice to see it do that, especially in the single player mode. Yes, this is basically HapSlashs' Jedi robes texture slapped onto another model, but to be honest, which modder on here hasn't already done that? Full credit is given to HapSlash. Also includes a black version. It looks like something Luke would wear if he had joined the Emperor... [b]New Textures:[/b] Yes [b]Team Skins:[/b] Yes [b]NPC Support:[/b] No [b]New Sounds:[/b] No -SuperSmeg




Star Trek Jedi | 5.8 MB

characters, Jedi, Kyle, Morgan Katarn, the and Jedi Trainer. Or as the author puts it; Federation Jedi, Commander Kataarn, Captain Morgan and Starfleet Trainer! They are decked out in what appear to be Deep Space 9 Era uniforms (always preferred the later Next Generation and the original Star Trek Film uniforms myself!) and overall I would say that the skinning is excellent! The uniforms even come in a variety of colours depending on whether they are default or team skins but still follow the colour coding system of Starfleet! For those of you who are unfamiliar with the colour coding system of Starfleet personnel (and the skins), they are as follows: Yellow (engineering/security) and green (science/medical) are defaults, red (command) and blue (same as green) are team colours. All in all excellent work here, though they could perhaps do with some custom sounds. If you are a Star Wars AND Star Trek fan, then be sure to give this a download and enjoy decimating legions of redshirts! :D [b]New Sounds:[/b] No [b]Bot Support:[/b] Yes [b]Team Support:[/b] Yes ~Nozyspy~




Star Trek Phaser Hilt | 2.08 MB

This really took my by surprise and I think it is a very clever idea! This, combined with the authors Star Trek Jedi skins, which I will be reviewing soon, make a pretty cool Star Wars/Star Trek crossover package. As the author puts it: [quote]It\'s a Star Trek phaser, converted into a \"phaser saber\" by a force sensative Starfleet officer!!! It\'s a \"phasaber\"![/quote] Yes, I know that is utter sacrilege and no doubt I will have a price put on my head by some Star Wars and Star Trek fans for even mentioning the word \'crossover\' but I think this is a really original mod! :D Though it could do with some custom Phaser sound effects, overall this is some good work, keep it up! [b]New Model:[/b] Yes [b]New Sounds:[/b] No [b]New Effects:[/b] No ~Nozyspy~




Tensa Zangetsu

tensazangetsu.rar | 705.67 KB

absolutely nothing about. Perhaps the story centres around cleaning products. Anyway, the modelling and texturing work here is excellent. I have to say though that I absolutely love the 'shiny shader' used, it really does make the blade look like polished steel when it 'catches the light' so to speak. My only complaint is that the sword seems very long, I might be mistaken but I thought katana's were much shorter than that. Then again it could be an animé thing (judging by the artwork below). There is a 'blood mod' included here, but it didn’t work properly for me (I just got the grey and white squares instead of blood effects). Overall though another fine weapon from Ganseki! :) [b]New Model:[/b] Yes [b]New Sounds:[/b] No [b]New Effects:[/b] No ~Nozyspy~





basilisc.rar | 2.69 MB

not exactly a snake (though it is named for the red snake on the blade), but it looks quite capable of killing you with a single glancing blow! I am not quite sure how to describe it really, but the closest thing I can thing of is sharp lump of still red hot lava forged into a blade. Definitely something you do not want to be on the wrong end of then! I really quite like this sword, it is unusual and original and the modelling and textueing is excellent. The only thing I can think of to improve its lethality would be to have the red snake on the blade actually come to life, jump off, then bite the person you have probably just cut in half. You know, just to be sure. [b]New Model:[/b] Yes [b]New Sounds:[/b] No [b]New Effects:[/b] No ~Nozyspy~




Nataria\'s Melee Pack | 3.31 MB

total (8 in the single saber catagory, 2 in the staff catagory) and they all look pretty freakin\' cool. I\'m a big fan of the dragon claws! :) You\'ll need to load them via console in single player, but in multiplayer, they are available straight away. I didn\'t see any bugs when testing them. [b]New Models:[/b] Yes [b]New Textures: [/b] Yes [b]New Sounds: [/b] Yes [b]New Effects: [/b] Yes -SuperSmeg




Renaissance Academy | 53.6 MB

particular, feels like a combination of a Jedi academy, a prison complex, and a hotel, all nicely rolled into one. There is quite a lot to do here, if you like pushing door panels and such! :p One thing I like most about this, is the great level of interconnectivity in this map, without any major strain on the map itself. Sure, it's a beta, but I didn't notice any major problems on my exploration of it. I'm especially intrigued by the restricted access door. That tells me, that something very interesting lies beyond it, but we won't know until the next version. *Intense curiousity mode: activated* Something that would've made this map perfect though, in my opinion, would've been bot routes. Another issue, is that it can't be loaded from the normal map select menu. Has to be done via console. To open the in-game console, press the following sequence of keys at the same time: Right shift AND ¬ Console commands: map r_day map r_night [b]Gametypes:[/b] FFA, Team FFA, Duel, Power Duel [b]Multiple versions:[/b] Yes. Day and night mode [b]New Models:[/b] Yes [b]New Textures:[/b] Yes [b]New Music:[/b] No [b]NPC Support:[/b] Yes [b]Bot Support:[/b] No -SuperSmeg




Stargate Jaffa Pack | 46.42 MB

honest. With all the great JKA Stargate maps that have appeared over the years (some are on here, some aren't, and some you don't even know about *HINT*), you were also probably wishing, that great looking Jaffa models would've appeared by now... Fanboy prayers answered today! :) By now, you've pretty much guessed what this file is. It is a character model pack, containing Jaffa models, which are actually good (good Jaffa models in JKA?! :eek: ). And not only that, great textures and new sounds have also been made for them as well! Anyone of you, that has followed Stargate SG-1 as closely as I have, will recognise all the faction symbols on their foreheads. There is a distinct lack of Apophis's guards though, if you don't count Teal'c (he's in here too, but not in US Air Force fatigues). Infact, Teal'c is the only guard in this pack, rocking the First Prime tattoo (gold poured and dried into a carved wound on a chosen Jaffa’s' head). Other things I really like about this pack, is the inclusion of the Apophis serpent guard helmet. But like I said before, no-one is rockin' the Apophis head tattoo besides Teal'c. The armour also comes with red highlights as an option, to reflect Apophis's rogue status after he took control of some of Sokar's Jaffa, after he escaped from Netu (The Devil You Know, season 3, episode 13). And for all you fans of the original movie out there (me included), Ra's personal guard (Horus and Anubis Guards) make an appearance in this pack as well. :) Model and texture wise, because of the way the JKA character skeleton is, naturally, you are going to get some minor issues, but they are outweighed by the quality of the whole pack. Single player support is also included, but not for all the model types in this pack. You'll only be able to use the red and silver armour variants for single player. The mouths do move in single player, but it is a bit freaky looking... There are no team colours in MP though, so you can't have Jaffa running around in blue armour or anything like that... :( [b]New Sounds:[/b] Yes [b]Bot Support:[/b] Yes [b]Team Support:[/b] No [b]NPC Support:[/b] Yes [b]New Models:[/b] Yes [b]New Textures:[/b] Yes -SuperSmeg




The Master\'s Laser Screwdriver | 208.92 KB

I prefer sonic screwdrivers to laser screwdrivers, but that\'s probably just me. :D This is actually not a bad recreation of the Master\'s laser screwdriver, despite what the author says in his readme. Sure, it does have a couple of missing details, and is slightly larger than it should be, but that is only because if it were any smaller, it would be really difficult to see it. The texture is not bad, but it could have done with a bit more tweaking in my opinion. It\'s a new model though, and making new hilt models is not an easy task (I started on a false leg hilt a few months back, but it turned out to be a disaster, lol. :p ) Aside from that, it\'s a fairly good model, and goes great with the sonic screwdriver from [url=\";94911/\"]this[/url] pack, aswell with the [url=\";81827/\"]Doctor[/url] himself. Isomorphic controls have been left out of the laser screwdriver this time, so it\'ll work for you! :D One more thing, when the standard lightsaber blade is extended, it is actually 3 thinner blades. One for each \"port\" on the end of the laser screwdriver. I thought it was a nice touch. ;) -SuperSmeg




Hand Of Justice

handofjustice.rar | 3.98 MB

frightening looks, it should be called the 'hand of pain'! The modelling of the weapon is well done, though it could perhaps do with a few more polys, and a little more detail. The texturing is excellent though, very crisp and high resolution, something that is nice to see on a weapon; high quality textures often do not seem to be a priority for weapons, but I appreciate the extra detail! Overall a very strange weapon, I’m not exactly sure what else to say about it other than keep up the good work and I look forward to seeing what your imagination comes up with next! [b]New Model:[/b] Yes [b]New Sounds:[/b] No [b]New Effects:[/b] No ~Nozyspy~




RK Oriental Virtue | 16.94 MB

is that the architecture and atmosphere of these sort of zen garden, wood panelled areas is relaxing and peaceful; ideal places to hang around or maybe do some sparring with friends! The peaceful music also adds nicely to this atmosphere. The main area is a long street featuring housing for each of the clans members, the Renegade Knights. However there are no obvious switches to open the doors, they are all hidden along the walls, which seems a little weird, though I suppose the idea is to make them private for each individual. More annoying though is that once you get inside, the lights are off, but there is no light switch on the wall, again it is \'hidden\' which seems rather weird to be honest. If I just got inside my darkened house, I would want to see where my light switch was! Again, the switches to open the doors from the inside are also hidden. Moving on from the main street, you come into a large open wood panelled area with a tree in the center enclosed in a glass box, which can be raised so you can get inside. I suppose this is what you might call a meditation spot? To be honest this area seemed far too bright, especially since there is no obvious light source, so that is something to look at maybe for next time. There is a hidden Dojo off to one side, though you should be able to find the door if you look carefully for the slight depression in the wall! ;) Also off from this main area is a bar/eating area with a nice swimming pool and a duel arena in the middle. There is also a room full of weapons off this area should you want to arm up for a fight that people can watch whilst having a drink at the bar of lazing in the pool. To be honest if I was swimming in a pool when a couple of people suddenly started having a live fire fight nearby, I would leave as promptly as possible! Anyway, this is a nice little clan map, though its audience is limited because it has been designed specifically for the Renegade Knights. Still I am a fan of clan maps and its always nice to see a new one! [b]Bot Support:[/b] No [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] Yes [b]Game Types:[/b] FFA ~Nozyspy~




Teneb Kel

teneb_kel.rar | 1.33 MB

this was a personal skin or a character the author had created, but upon reading the readme I realised that this is one of the main characters from the Blood of the Empire comic series, one of the \'back story\' comic series for Star Wars: The Old Republic. Teneb Kel later becomes Darth Thanaton in The Old Republic, a member of the Dark Council. I had trouble finding proper reference pictures, but from the ones I found I would say this skin is very close. The colours are still a little bright, I would desaturate the turquoise sections of his robes a little bit more and make the black parts more of a grey. But that’s just my opinion based on the pictures I found! The face is excellent and the tattoos on the face look just right! There are no team skins, but there are 3 variations of the default skin, hooded, no hood and robed with a duelling mask. There was one bug I did encounter; the character icons are just black ingame, looking at the console it seems that the images used for the character pictures are not the correct size. As with textures in mapping, images need to be to the power of 2. The character pictures dont show up because they are 150x150 pixels, so I would try resizing them to 128x128. They should work then! All in all good work here, and its great to see some The Old Republic themed characters. I hope to see more in the future! :) [b]New Sounds:[/b] No [b]Bot Support:[/b] No [b]Team Support:[/b] No ~Nozyspy~




[CONTEST] Turquoise Dragon's Secret Pluto Base

contest_turquoisedragons_secret_plutobase.rar | 17.21 MB

good for my second map. [b]Pros:[/b] [*] Skybox featuring Pluto's moon Charon. [*] Lots of inside areas to explore. [*] Unusual subject matter. [b]Cons:[/b] [*] No custom music. [*] Terrain is blocky. Note: This map has been given a generalised review to avoid any biasing of the voters. All maps submitted for the contest will be fully re-reviewed after the contest has finished.




[CONTEST] Unnatural Moon | 27.82 MB

Soviet Union really run? ...” The inspirations behind this map were the Monolith from 2001: A Space Odyssey, the Crystal Fortress from Pokemon 3 and the conspiracy theory of the \'Black Knight\', a supposedly ancient alien satellite who’s radio transmissions have supposed to have been picked up by various people for almost 100 years, and is supposed to have \'shadowed\' Sputnik, mankind’s first artificial satellite, upon its launch. [b]Pros:[/b] [*] Large open map. [*] Unusual subject matter. [*] New music, effects and textures. [b]Cons:[/b] [*] Map is rather empty. [*] Large size and use of effects may lower FPS for some people. Note: This map has been given a generalised review to avoid any biasing of the voters. All maps submitted for the contest will be fully re-reviewed after the contest has finished.




[CONTEST] Mine Station | 10.37 MB

Working crystal machine! [b]Cons:[/b] [*] Simple architecture. [*] No true skybox. Note: This map has been given a generalised review to avoid any biasing of the voters. All maps submitted for the contest will be fully re-reviewed after the contest has finished.




Textureless Swoop Fix 2.0 | 8.04 KB

choose from a variety of colours. No metallic paint option though unfortunately, and the chromed exhaust pipes cost extra. Just remember to only put [i]one[/i] .pk3 in your base folder. Just pick the colour you want and away you go! ~Nozyspy~




501st Stormtrooper v4 (Final) | 12.66 MB

returns with version 4 of his... 501st Trooper! First off though here is my original review: [quote]I’m sure we are all familiar with the elite 501st Clone Trooper Legion, nicknamed \'Vader\'s fist\', with their distinctive blue striped armour as was seen when they ransacked the Jedi Temple in Episode III. Now the aptly named 501st_Trooper brings us his take on what a 501st Stormtrooper would look like. The armour patterns are similar in appearance to their Clone Trooper counterparts, but also different in their layout, which is good because it gives the sense of continuity whilst still allowing for some evolution in the markings and armours design. As far as the markings go, those on the front of the Stormtrooper look quite rough and jagged; though nothing serious, the edges would look much better if they were nice and smooth and anti aliased, at the moment the edges are rather sharp and jagged. The markings on the back of the Stormtrooper look nice and smooth however. While there are no new sounds (do Stormies ever say much more than \'move along, move along\' anyway?!) there is bot support and team support. Interestingly, the blue team skin has black markings. This makes sense, since the markings on the default skin are blue anyway, so why have exactly the same skin for the blue team as well? At least this way, there is a little more variety! One more point I think could be improved upon though; since this is an elite Stormtrooper and has probably seen a lot of action, it would look better to add some scuff marks, blaster burns, dirt etcetera to his armour, since it looks just too clean at the moment! All in all a decent skin here, personally I would like to see more Stormtrooper variants, as their plain white armour is practically a blank canvas, and you could invent loads of \'special\' Stormtrooper legions and have fun making up their own markings! Keep up the skinning man, I hope you will make more for us to review! New Sounds: No Bot Support: Yes Team Support: Yes ~Nozyspy~[/quote] Well first off I have to say that the markings on the armour are much sharper and more realistic looking than the previous version where there was a bit too much colour on the armour. The skin also now has NPC support. I am a little disappointed that there aren’t battle-worn variations of the armour as there were in v3 though, perhaps that is something to add for next time? I know you said this is the last version of this skin, but maybe you could even do a pack with different versions of the armour markings, like the soldiers have customized them as they have in the Clone Wars animated series? Overall though a nice improvement. Keep up the good work, its nice to see your skills improving! New Sounds: No Bot Support: Yes Team Support: Yes ~Nozyspy~




New Force Icons | 4.24 MB

graphics for the force icons in JKA. As you can see from the screenshots below, Dark Side powers are red (obviously!) blue is Neutral powers and green is Light Side powers. Personally I think it would have made more sense for the Light Side powers to be blue and Neutral to be green, but as the colour scheme has been taken from Dark Forces 2 I guess I cant complain as that is one of my favourite games. All in all a nice little mod here, personally I think these look much nicer than the base JKA icons! I also think a JK2 version of this mod would be cool! Give it a download if you fancy a change! ~Nozyspy~




Glider Vehicle | 834.27 KB

brings us this cool little mod which actually allows you to [i]fly[/i] the Glider! Flying around on a giant lizard bird thing? Yes please! :D To spawn the glider, you need to make sure cheats are enabled on the server, or your server has a mod like JA+ which allows people to spawn vehicles. To spawn the glider you need to put: /npc spawn vehicle glider_vehicle In the console! Ok so maybe you don’t exactly fly \'on\' it, unfortunately the character does not appear to sit on top of the bird, which is a shame, but I honestly have no idea how you could mod this to make the player appear to be sitting on the glider. Still, I guess you could pretend you [i]are[/i] the glider. Maybe pretend to be a Hitchcock style psycho bird and just randomly attack people?! Unfortunately though this bird does not carry guns under its wings, so you will have to use the beak! Either way I had quite a bit of fun flying this around, and there are also some new sounds as well! Amusingly the bird actually \'explodes\' when it takes enough damage. Evidently it must have eaten something rather combustible for lunch! All in all a very fun little mod here, give it a try! :D ~Nozyspy~




Missing NPC's | 1.39 MB

from the readme which explains what each of these missing NPC's is and what it does: [quote]The NPC's are: glider mark1 mark2 minemonster The glider is a flying reptile native to Yavin IV. It looks like a cross between a pterodactyl and a heron. When you spawn it, it will be "asleep." The easiest way to wake it up is to spawn a jawa nearby and walk in front of it. This works well for droids as well. The glider doesn't move very quickly, but it will follow you if you were the first person it saw when it woke up. Otherwise it's harmless. RavenSoft didn't make any sounds for the glider. For a more dynamic glider, check out my [url=;120635]Glider Vehicle pk3[/url]. It uses the pekopeko and shakk sounds. The mark1 is a large, heavily-armed attack droid. It'll attack as soon as it sees you. The mark2 is a small droid that sort of sits there whirring about as if deciding what to do next. So far as I've seen, it's harmless. Minemonsters, or "shrugs" as we've been calling them on the server for ages, are nasty little creatures from the crystal mines of Artus Prime. They're surprisingly fast and vicious, and a swarm of them can cause serious injuries in a short time. Thankfully, they're not very smart.[/quote] Well I certainly remember the Mine Monsters from Artus Prime in JK2, nasty little critters. If you take a look around the cantina level of JK2 when you speak to the Chiss Bartender, have a look around, there is actually a a pit nearby where a couple of patrons are fighting Mine Monsters! The glider is also really cool looking, but alas it doesn’t really do much. I also remember the Mark1 and Mark2 from the Doomgiver levels in JK2; the Mark1 is the mini AT-ST type thing that breakes out of some crates in the Doomgiver levels and attacks you, and the Mark2 is basically a mouse droid type thing... with a gun! Overall then a small but interesting mod which you can definitely have some fun with if you put it on your server! :D ~Nozyspy~





nypd.rar | 471.83 KB

Either that, or he's been hitting the steroids a bit too much. Skin wise, some of the textures are good, with a couple looking a little too large in my honest opinion. One problem I have with this, is that it cannot be loaded through the normal character select screen. It's a console command job. The console command can be found in the readme though, as well as for loading it as an NPC within single player. I wasn't able to load the single player version, but maybe other users will have more luck. New textures: Yes Team colours: No New taunts: No New model: No Download at your leisure. -SuperSmeg




Elite Role Play: The ultimate RP project | 11.31 MB

put ERP in the title so i can recognize it in my inbox[/quote] I always find it difficult to review animations. Basically, this is a beta animation pack for a hoefully larger mod. I assume, by the name, that it is for the purpose of a role playing mod, but don\'t quote me on that. :) There are a couple of bugs, but that is the purpose of betas. \"To squish the bugs\". I myself didn\'t really find any bugs at all, but then again, I probably don\'t have the right mods that fully utilizes the new animations. The ones I did see though, were really not bad at all. -SuperSmeg




jumpxtreme2 | 8.04 MB

without the quotations, and press Enter.[/u][/b] I\'m not sure of how many trick jumpers still exist within this community, or if any exist at all. If some do however, then here is a map to test your skills on, or drive you nuts because of the jumps required. ;) What this is, is basically a trick jumper\'s dream, or nightmare, depending on how much trick jumping you actually did within Jedi Outcast. A few different courses, all with varying difficulty levels, lasting 5 minutes for a pro, or an hour for a noob (I don\'t \"do\" trick jumping. :p ), and all with Joe Esposito\'s \"You\'re The Best\" playing in slighter higher speed on an endless loop. Fans of the original Karate Kid may get a kick out of this map. :p Sweep the leg! :D Moving on, the user claims to have new textures, but they all look familiar to me. They look like stock textures, but without going through the whole game, I can\'t be certain. If they are new, the credits in the readme file are justified. [b][u]Difficulty levels:[/u][/b] E=Easy H=Hard A=Arc jump room X=Xtreme D=Duelroom [b][u]Specs:[/u][/b] Game types: TFFA, FFA, Holocron FFA, Jedi Master Bot support: No Music: Yes New textures: Yes, apparently -SuperSmeg




RGB Rodian | 1.24 MB

[url=;120577]RGB Compatible Rebel Pilot[/url] this mod adds some new shaders and textures to allow you to change the colour of the Rodian models clothing. So, want Greedo in this seasons colours? All you need to do is go into the console and type: model rodian/sp Then you can change the colour to whatever you like by using the RGB commands in the console: char_color_red char_color_green char_color_blue For a black flight suit, you can set all three values to 256, like thus: char_color_red 256 char_color_green 256 char_color_blue 256 All you need to do is fiddle with the numbers a bit to get the colour you want! As with the RGB Rebel Pilot, the only thing I can really suggest to improve is to add the modifiable skin to the skin selection menu, as its just quicker and easier to pick it from there than to type the name out in the console whenever you want to use it. All in all though a fun little mod, keep up the good work Helena Revan! :) [b]New Sounds:[/b] No [b]Bot Support:[/b] No [b]Team Support:[/b] No (Just use the base JKA team skins!) ~Nozyspy~




RGB Compatible Rebel Pilot | 1.31 MB

other RGB compatible skins do, meaning it is possible to change the colour of the characters clothing ingame. To do this, first of all you will need to change to the correct skin using this command in the console: model rebel_pilot/sp Then you can change the colour to whatever you like by using the RGB commands in the console: char_color_red char_color_green char_color_blue For a black flight suit, you can set all three values to 256, like thus: char_color_red 256 char_color_green 256 char_color_blue 256 I had quite a bit of fun with the colours and I would love to see this kind of modifaction on some of the other base JKA skins! The only thing I can really suggest to improve is to add the modifiable skin to the skin selection menu, as its just quicker and easier to pick it from there than to type the name out in the console whenever you want to use it. Otherwise a fun skin here! :D [b]New Sounds:[/b] No [b]Bot Support:[/b] No [b]Team Support:[/b] No (You can just use the Base JKA team skins!) ~Nozyspy~




Thaede Wolphe v2 - Customization | 11.01 MB

like this before, apparently this character has 6 heads and 7 arms as well as... oh wait, that\'s just the customisation options, I wondered how someone could possibly have 16 torsos! Anywayyy, cwt624 is back and brings us his Thaede Wolphe version 2. As well as fixing the textureless model bug from the last version and including all the original skins and team skins, we also now have full customization options! As mentioned above there are quite a lot of these to choose from and it is always fun mixing and matching things! These customization options are also available for singleplayer, and considering this fellow is not really outlandish in any way, I.e. sprouting horns or or wearing pink armour, he could quite easily pass for another Jaden variant. Of course if you mixed the moustachioed face with the bare arms/leather vest options, I might be a little scared. All in all good work here and a nice step up from the original version, though if you decide to do a v3 I would definitely like to see some new sounds! Keep up the good work! [b]New Sounds:[/b] No [b]Bot Support:[/b] No [b]Team Support:[/b] Yes ~Nozyspy~




Unreal UI - V3 | 10.77 MB

anything about the source material, I can see that this is a very slick and well made mod. There is plenty of movement in the menus and such, this is immediately obvious when the main menu screen loads, and a giant \'U\' symbol tries to leap out of the screen to kill you with its sharp stabby edges. :P They certainly aren’t static, that’s for sure, the ingame menus pulse slowly and even the cursor moves gently from side to side. The HUD is neatly rolled into just one package on the left side of the screen, which contains everything you need to know. Once again the graphics and presentation here are very slick! This also happens to have been made for a clan who\'s logo is also the Unreal logo, however since that is the case this is perfectly suitable for anyone who might be a fan of the Unreal Tournament games! Overall I think this is a great piece of work, although my main complaint is that giant \'U\' on the main menu, the way it zooms in and out and moves around is a bit hypnotic and it was uncomfortable to look at after a little while, I would suggest maybe lessening the amount of movement it does, but that\'s just me. Keep up the excellent work! ~Nozyspy~




Patrick Cox | 1.04 MB

[url=]this video[/url] out! Informative no? Apparently his beard can solve third world hunger, cause IRS agents to drop dead where they stand and was instrumental in the death of Osama Bin Laden. Take that Chuck Norris\' beard! Unfortunately this skin will not automatically fix your tax problems, but it is great for a Chuck Vs Tax Master duel! That is one duel video I would like to see. :P This skin itself is a pretty good reskin of the Rax Joris model, which was a perfect choice for this skin. There are a few areas as far as texturing is concerned that I feel could be improved upon; the beard doesn’t really look like hair, I think using a hair texture from one of the base JKA models as a base to \'paint\' on the beard would be a good idea. Other than that I think the clothing needs a but more texture to it, as it looks a little flat. Perhaps a few wrinkles or a more cloth like texture would help here. Overall though a fun skin here! :D [b]New Sounds:[/b] Yes [b]Bot Support:[/b] No [b]Team Support:[/b] No ~Nozyspy~




Imperial Hostage | 106.33 MB

take the the Imperial forces down on foot. Hey, after all, they are Stormtroopers, you don’t [i]really[/i] need to rub in your advantage by simply shooting them from your fighter do you? Still, the Academy of Stormtrooper Marksmanship is well known across the galaxy as the number one school for teaching game, film and television bad guys their marksmanship skills. Now, how four people managed to fit into a single seat fighter, goodness knows, but I will leave that to your imagination. Oddly armed with bowcasters instead of blasters, the heroes make their way through the ranks of poor Stormtroopers, with some genuinely good fight scenes and excellent camera work along the way. Unfortunately though the heroes are met with some stiff resistance as they approach their objective, until stealthy assassin takes the Imperials from behind. The next part features Mon Mothma punching Boba Fett in the plums and then beating him to a pulp. This movie is well worth watching just for that! Old Mothma then proceeds to fly off in a Tie Bomber, much to the confusion of the heroes. Add in some really good music selection and you have yourself a very entertaining video that is well worth a download! :D I really look forward to seeing more stuff like this from ZeroTM! ~Nozyspy~




NetRadiant JKA Fix (Mac OSX) | 351.19 KB

over the years. Apparently though Net Radiant does not work properly on Mac\'s (which are also evil), so The One and Only has released this fix which should enable Mac users out there to use Net Radiant for JKA properly! :D He has also included a copy of the excellent Q3Map2 GUI for OSX made by Eridan for ease of compiling. Unfortunately though this only includes the necessary files for JKA, so it seems like making maps for JK2 using Net Radiant on a Mac may still not be possible. Maybe that is something to include for next time? Other than that there isn’t much more I can say about this, so if you are a Mac user and want a fix to let you work with Net Radiant, then this should be of help to you! ~Nozyspy~




Captain Corum | 2.82 MB

of what exactly I am not quite sure, and neither is the author as he says in his readme. That said he doesn’t really fit the theme of a bearded crime fighting crusader. He does however look sort of like a naval captain of some sort, with his blue uniform. The skin comes in several variations, though only two are available from the default JKA skin selection menu; if you do not have the JA+ plugin you will have to use the console commands listed in the readme to use the other skins, which is a little frustrating. The skins are simple and clean, though I think they could do with a little more detail here and there. Perhaps some more wrinkles in the clothing or gold edging on his uniform or some rank epaulettes? Team skins are also included, which rounds of a nice little package. As I said I would like to see some more detailing on the uniforms, but other than that, good work! :) [b]New Sounds:[/b] No [b]Bot Support:[/b] Yes [b]Team Support:[/b] Yes ~Nozyspy~




Neo Dark Ages - Version A3.16

neo_dark_ages.txt | 177 B

the download link only!*** Well, what a treat we have for you today! The long awaited Neo Dark Ages mod is here and it looks fantastic! As you can probably guess from the title of the mod and a cursory glance at the screenshots below, this is a dark ages/middle ages themed mod with the ever present fantasy twist. [b]Maps[/b] There are only two maps included here, a small mountain/canyon type map and a much larger medieval village type map. The mapping work on both is very good, though it is in some aspects a little blocky and some of the textures a little lower resolution that they probably should be, but it isn’t anything major and they are both very good. The village map is most certainly my favourite as it captures the fantasy/medieval village theme perfectly. Plenty of old wooden buildings placed on multiple levels with rocky outcrops and huge walls. The gate in the middle wall even has a dragon (!!) blocking the path. I did attack the dragon, but for some reason it did not cause me any damage, so I do not know whether that is a bug. That brings me on to the next major feature, probably my favourite part of the whole mod... [b]Weapons[/b] The weapons are, in a word, amazing. Some of the best weapon modelling, texturing, effects, and sounds I have ever seen. Not only is there a huge variety to choose from such as; axes, warhammers, swords, shields, pikes, banners and an assortment of more fantasy themed things like mystic looking tree branches and daggers. There are many more variations of each of these weapons to choose from as well. And that's only the melee weapons! For ranged weapons there is a crossbow which fires flaming arrows, a tree branch type thing that shoots mystical green energy balls, a dragon which sits on your back and breathes fire, and angelic wing that sits on your back and shoots angelic energy and a staff that shoots lightning bolts. Wait, I haven’t finished yet! Then there is a strange mechanical looking device which shoots balls of cosmic energy accompanied by effects that look like exploding galaxies when they hit and even a cross which shoots cross shaped bolts of energy. Yes I do mean a crucifix. A strange weapon to replace the Bryar Pistol, but it was kind of fun! The visual effects for these weapons are all new and custom made and the sound effects compliment the weapons wonderfully and sound amazing. I have to say I had quite a lot of fun firing the crossbow at the bullseye targets lined up in the village map. Though I think the arrows disappear too quickly afterwards, I do not know if it is possible to make the 'arrow stuck in target' effect to last longer, but I think it would be good if this was possible, as the arrows had a habit of disappearing before I could run to the target to check my aim! I can imagine this could be a very fun game itself for people to play on servers using this mod! [b]Skins[/b] There are a massive amount of skins to choose from. Knights in armour, animal skin clad barbarians, wizardy looking fellows and assassins. Not to mention the fact that you can also customise your own character using a variety of parts from the customisation menu. As with the weapons, all of the skinning here is top notch work, high resolution and packed with detail. [b]Everything Else[/b] There are many other smaller parts of the mod, which nevertheless are just as important as the large parts like skins and weapons. The main menu in particular is worthy of special note. It still has the same layout as the base JKA menu but is almost completely unrecognisable. It looks very much like an astrolabe and the moving 'cogs' in the center circle look really unique and I loved the overall feel of the menus. As for music, that two has its own unique feel that fits very well with the theme of the mod, though personally I would have preferred something a little more cinematic, Lord of the Rings perhaps? That’s just me though! Of course, no medieval setting would be complete without a trusty steed for the Knight, and yes, this mod does have ridable horses! The animation and modelling is great, but I would like to see a more open map that has plenty of space to ride the horses in, or maybe even a jousting arena? ;) [b]Conclusion[/b] This is a very unique mod and definitely worth a download. It has been in production for a long, long time; I remember looking in on the NDA website a couple of years ago out of curiosity so its great to see it come to fruition! That said this is still only an Alpha version and it has great potential to be expanded. There are quite a few features, like demo recording, a speedometer (!) and a zombie siege type mode (!!) among others! Be sure to check out the readme file for the full low down! The main thing I would probably suggest for the next version is to add a couple more maps as two isn’t very many compared to the amount of weapons and skins. Overall though I think this is very well polished for a mod that is still in alpha! Keep up the excellent work guys, you have something pretty special here, it just needs to be expanded upon! :D ~Nozyspy~ ***Please note that due to the size of this file, we could not upload it to JKFiles directly. Please download it from here! The main download link at the bottom of the page contains a dummy file with the download link only!***




Renegade Knights Chat Icon | 153.86 KB

to other players. :p It looks nice though. Kind of like a Battalion of Knights seal. I'm sorry. I recently watched "A Knight's Tale" tonight, so that was the first thing that popped into my head when I saw this mod. [b]New Textures: Yes[/b] Download at your leisure. -SuperSmeg




A Merry Star Wars Christmas! | 75.24 MB

hostility? :p It's the obligatory christmas pep video. Because everyone needs cheering up after unwrapping 4 or 5 pairs of socks left under our trees on Christmas Day! I love the maps used, and would love to be able to get them. Also, who knew that Jawas' were super-strong? I certainly didn't! :D So, have a very Happy Holiday this year, and we'll see you in 2012, that is, if we last the whole year. *Stupid 2012 end of the world prediction*. :( Happy Holidays from your friends at, from all at, and from ZeroTM and his crew! -SuperSmeg [b](PS: I dare you, all of you, to watch the Star Wars Holiday Special from 1978 at least once today. DO IT!!!)




GoldenEye Caverns

goldeneye_caverns.rar | 30.2 MB

announcement of a HD version of last year’s Wii letdown, GoldenEye 007, being released on Xbox 360 and PS3, staring Daniel Craig, meaning a lack of Pierce Brosnan (Brosnan single handedly made GoldenEye awesome!). Oh don\'t be fooled. GoldenEye 007 Reloaded was a complete shambles too, but at least Activision we\'re willing to try to bring the classic N64 game to us in some way, even though it had to be in the form of a shell of its former self. Don\'t worry though, as this mod is based on the excellent N64 original. I got a real sense of nostalgia when playing on this map, mostly because, my N64 isn\'t able to run any games anymore, which means a lack of GoldenEye 007. Kind of smells like burnt toast when trying to run a game on the old girl now. :( GoldenEye 007 N64 was not only famous for making FPS\'s on consoles successful, but also for its outstanding multiplayer mode. \"Complex\" was always my favourite map, but \"Caverns\" was a very close second also. And without ripping textures from the original game, this mod has turned out to be a rather good looking recreation of it. Also included in this package, is some original weapon sounds and music from the N64 game. I just wish that some guns could\'ve made an appearance aswell. Feels a bit odd to hear a blaster use Berretta 9MM sound effects! :) This would\'ve been the perfect opportunity to introduce Francisco Scaramanga\'s Golden Gun (The Man With The Golden Gun, 1974) into JKA, as it was included in the multiplayer for the original N64 game. But alas, it wasn\'t meant to be. Anyway, a new intro screen makes an appearance too, as well as original N64 menu sounds. Bot support would\'ve made it perfect though. [b]Bot Support: No New Textures: No, except for exploding barrels New Sounds: Yes New Music: Yes Game Types: FFA, TFFA[/b] -SuperSmeg [/b](PS: The \"no route\" issue seems to be popping up again. Let me know in the comments if it happens here, and I\'ll go and fix it, aswell as all the latest files affected)[/b]




Kyle\'s Stormtrooper Armor | 509.89 KB

the Jedi. Others, have them defecting to the Rebel Alliance. Some say, that they all took an extended leave of absence on Alderaan before it met its grisly destruction. I however, think that they all formed a galactic clown travelling act, but that\'s neither here nor there. :D Well, in either case, Kyle kept a hold of one of their suits of \"armour (term used very, very loosely :p )\" and got it branded with the Rebel Alliance insignia. Kyle replacement mods come and go often around here. Some of the textures are blurry, and the model looks \"meh\", but that\'s LucasArts fault. Would\'ve been nice if this mod could\'ve used Hapslashs\' stormtrooper model, but what we have here is not that bad, once you get going with it. There aren’t any variations of it, so if you use it in MP, in either team, it\'ll still have the same colours. [b]New Sounds: No Bot Support: No Team Support: No Singleplayer Support: Yes[/b] -SuperSmeg




Angels of Fire LAS 7th Anniversary | 36.73 MB

of the greatest JKA videos ever made! :D Anyway, here we have a very nicely made video commemorating the 7th Anniversary of the Angels of Fire clan. The video features the members participating in a \'last anything standing\' match and includes more hilarious moments than just the one mentioned above! Combined with some excellent camera work and some nice classical music I think this is a fitting tribute video to the clan! Of course, interest may be limited if you are not on the Angels of Fire clan, but I think you should check it out all the same, it is an entertaining one and a half minutes! Perhaps next year you might even make an 8th Anniversary video? :) ~Nozyspy~




Space FFA | 1.11 MB

levels of platforms, to be exact. Now, it's marked as a beta, but the author said that, he thought he lost it when his computer tried to go to "Silicon Heaven (don't tell Kryten that it doesn't exist!)", but he was able to recover it, and make it playable. I would've liked to have seen more, but I'm not sure if that will be happening anytime soon. Bot Support: Yes New Textures: No New Sounds: No New Music: No Game Types: FFA, Duel -SuperSmeg




Temple of the Snakes

jungletempleffa.rar | 3.8 MB

something fanboy! :D So, what we have here is a real treat for you today. They say that "good things come in small packages". Well, that is exactly the case with this map. It's a small temple, out in the middle of a jungle somewhere (let's say Yavin). It has a really nice atmosphere to it. You literally feel like you have just woken up in the jungle after some kind of aerial vehicle crash (JKA or LOST fans, make of that, what you will! :D ). Now, there are a few missing textures here and there, but that doesn't distract from the overall coolness of this map, and for a first attempt, it's really rather well done. Bot support would've been a nice addition, but given the size, I can understand why it was not a part of the overall package. I really hope to see more from ZARBOMBA. I think, the JKA community just gained another top level modder! :) [b]Bot Support: No New Textures: Yes New Sounds: Yes New Music: Yes Game Types: FFA, TFFA[/b] -SuperSmeg




(MKBK) Mon Calamari Duel Base | 748.88 KB

basically an underwater tank with great visuals and a confined space for all your dueling needs. Something that sticks out immediately is that the map uses little but expresses so much, it gives you a kind of tranquil feeling. I especially enjoy the style in which the author created this, in that it\'s dark and mysterious, but it\'s also really nice to look at and gives a feeling of isolation and privacy. The only thing I might suggest for a future update is aquatic creatures ;) To sum it up, it\'s a fine addition to the dueling repertoire and it will always have a place in my base folder. [b]Gametypes: Duel, Power Duel Bot Routing: No New Textures: Yes New Sounds: No New Music: No[/b] [qupte]A small Mon Calamari-themed underwater duel map. It was originally part of a larger FFA map (which is currently in development hell), but we decided to chop off a few bits, and release them as duel maps.[/quote]




Dark Forces 2 CTF Map Pack | 11.48 MB

everything right; textures, sounds, atmosphere, you name it, it's got it. I'm not sure how much I could go into short of you playing it and deciding for yourself, and I highly recommend you do if you're a fan of the original Dark Forces games. Our first map, Arena of Darkness and Light, is a CTF map that should provide you with a reasonable amount of entertainment, and as I said before the author did a great job on the textures, you even get the original elevator buttons and forcefields. But enough about textures, the map itself is particularly great in that it makes for a great CTF match and gives you a feeling of nostalgia. The second map, The Duel, is our dueling map, naturally =p This one is obviously smaller than the CTF map, but it's no less entertaining. The Duel is a straightforward light-saber fight, but it does have room to breathe, which is something I think Dueling maps might have lost in JO but was made up for in JA. Overall, I would really recommend downloading and playing for yourself, these maps are a great homage to the Jedi Knight maps upon which they're based, and the creativity and attention to detail is really refreshing. [b]~Computernerd[/b] [b]Game types supported : FFA, TFFA, CTF. New Textures : Yes. Bot support : Yes. Secret areas: Yes[/b] [quote]This mod contains two maps that originally come from LucasArt's "Dark Forces II: Jedi Knight" game from 1997. I was checking out the multiplayer maps (haven't played any MP in DF2 though) and I was pretty new to mapping, and I decided to try to remake these maps for the newer Jedi Academy for fun. The maps in this pk3: 1) The Duel 2) The Arena of Dark and Light The console commands are: /devmap df2_theduel /devmap df2_aodl Game types supported : FFA, TFFA, CTF. New Textures : Yes. Bot support : Yes. Secret areas: Yes.[/quote]




Cobra Commander | 3.32 MB

the point. :p I have at least some knowledge of the G.I. Joe mythology, just enough to know that all the "good guys" aren't all named Joe. :) But I digress. Here is the main bad guy, Cobra Commander, or it is at least very close to him, based on what pictures I have seen. All I really know about him, is that he has a worse sore throat than Darth Vader! :D It's essentially another Boba Fett reskin. I have seen a lot of those, but at least it's reskinned to be a character from a different media property, and not to be just another Mandalorian. "Cobra, retreat!!!" -SuperSmeg (I've also watched the redubbed PSA's, but that doesn't make me a G.I. Joe fan at all. And even though Christopher Eccleston (9th Doctor) is Cobra Commander in the movie, I refuse to watch it, even though I am a Chris Eccleston fan. No offense!)




DooM.pk3 | 108.58 MB

because I honestly don\'t know. It\'s essentially a large base on Mars. Almost every room is exploreable, though useable is another matter. There are a lot of control panels around that don\'t do anything, but at least they all look like they have a function. I didn\'t see any issues when playing around on this map. Some music wouldn\'t go unapreciated though. (I also noticed a lack of the BFG 9000. But then again, walking around with a gun with power equal to a tactical nuke wouldn\'t be fair.) [b]New Textures: Yep New Sounds: Yep New Music: No (as in no music, at all) Bot Routes: Yep Game Types: FFA, Team FFA[/b] -SuperSmeg




mcbeachv72 | 15.29 MB

clan maps are in a whole different league of their own. I guess I'll start off with functionality, and straight away, there is an error. The hunkmegs error appears as soon as you try to load it, and while that is easy to overcome, it doesn't distract from the visual issues, of which there are a few, such as missing textures, and map edges that just appear out of nowhere depending on which angle you view them. Download at your own discretion and decide for yourself. [b]New Textures: Yep New Sounds: No New Music: No (as in no music, at all) Bot Routes: No Game Types: Multiple -SuperSmeg.




Hawke | 17.66 MB

unfamiliar with Bioware\'s work (Mass Effect, oh how I love thee!) But just because I don\'t know anything about Dragon Age, doesn\'t mean that I can\'t appreciate a character model based on a character from it. This, is Hawke (not Ethan Hawke, incase there are any fan girls out there), and he looks amazing (not Ethan Hawke, this model, anyway). He plays like any other character model out there, but also comes with the most awesome, impractical weapon ever! :) I would\'ve liked to have been able to take this guy into the single player portion of the game, but I can understand why it was not included. -SuperSmeg




Stormtrooper Commander V2 | 1.27 MB

update to the Stormtrooper commander skin that is already in the game, but you will need Hapslash's Stormtrooper mod installed, otherwise if you use this on it's own, you are an disembodied, floating head, which is good for some situations (like teasing someone who drank too much Rodian Ale), just not much use to anyone ingame without the required mods. -SuperSmeg




JJ Hooka Master Temple | 28.55 MB

leads through the mountains to the remaining areas. One, near the mountain top, which Contains a garden and pavilion. The other, a mountain plateau with a temple housing a very large sculpture of a hookah.[/quote] What can I say about this map? No really. What words can sum up how amazing this map is? I can't think of anything suitable, so instead, I am going to try and string together my own thoughts about it. I love it! If it were a woman, I'd have no chance at going out with it, but I'd still try! :p It's everything you could imagine that a secluded temple would be. It's calm, peaceful, and hidden away from the troubles of the rest of the world. Be careful though as the underground passage way is quite large, and very easy to get lost in. A bit like an unintentional map. [b]New Textures: Yep! New Sounds: Yep! New Music: Yep! (and very relaxing) Bot Routes: Yep! Game Types: Free For All, Duel[/b] (And yes, this is my first file review for JKFiles, incase anyone were wondering), -SuperSmeg




Korribound | 2.3 MB

failures are something that I am constantly paranoid about, so I always make sure to back up all my important files onto a CD or DVD, or maybe a USB stick [i]as well[/i]. Better safe than sorry! ;) For a second map, this is pretty impressive! While the Korriban theme is something that is done fairly often, this map has some nice detailing, both architectural and texture wise, that sets it apart from the crowd. I think the music also is a very fitting choice, though rather than using just a snippet of the track (from Episode 3 I think) from Youtube, it probably would have been better just to buy it and use the whole thing, as the track is a little short! While I very much like this little map, there were a couple of things that bugged me. Firstly I think the stone panelling along the walls should go right up to the corners behind the statues, it looks a little odd to me just stopping short and leaving the corners blank. Also, the Sith don’t do round arches! Well at least not generally anyway. Straight diagonal corners would have been more fitting than rounded ones. Lastly, the fire sound effects are just too loud! If I had to guess I would say that a speaker entity has been placed next to each fire stand and the combined noise is a bit overwhelming, I think just one fire sound effect speaker entity in each corner would be sufficient. Still, this is a really nice and well detailed duel map (I loved the secret area by the way!), I very much home to see some more maps like this from you soon Ravz! :) [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] Yes [b]Bot Routes:[/b] No [b]Game Types:[/b] FFA, Duel ~Nozyspy~




Labyrinth Maze | 6.8 MB

things have been kept simple and practical. Of course you [i]will[/i] get lost and that will probably be frustrating after a few times, but look out for the pictures displayed on dead ends, they\'re freaking hilarious and will make your exploration a bit more fun! Though unfortunately there isn’t any [url=]Minotaur[/url]... Personally I found it a bit lonely wandering around on my own here, so I would suggest playing this map with friends or with your clan mates so you can help each other out and have some fun on the way! ;) [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] Yes [b]Bot Routes:[/b] No [b]Game Types:[/b] FFA, TFFA ~Nozyspy~




Kyle Katarn\'s Alternate Dimension Part I: Jan\'s Dead, Dead, Dead, Dead

kyle_katarns_alternate_dimension_part_i.txt | 95 B

into the review, therefore the file you can download is just a .txt file which contains Youtube link![/b] I am not entirely sure what I have just watched, my brain is still processing the insanity, but I gathered that this is the story of how (in an alternate universe) after Jan\'s death, Kyle goes on a drunken rampage after drinking some Charlie Sheen. Yes, that sentence made perfect sense, now lets move on! This has to be one of the more hilarious JKA videos I have seen in a while, with some great comic timing and excellent work on cutting and stitching the voiceovers! Ok, so compared to the stuff people have been able to do with Garry\'s Mod in HL2, JKA is fairly limited as far as being able to direct an animate characters is concerned, but the author has still done some fine work. The use of music and sound effects to alter the voiceovers also helps add some spice to make up for JKA\'s lack of easily customisable character animations. Just take a look at 0:40 (“I\'m back!”) 1:45 (I didn’t realise you could turn to the dark side that quickly!). And for those of you who are wondering if Rosh is going to pop up in all of this, wait for 4:25. ;) Overall this is a very funny video which actually made me laugh out loud, all I can say is; I want to see Part 2! ~Nozyspy~




Hangout | 28.1 MB

Trap Mos Eisley Backstreets The Academy v3 This map contains some textures from the above maps, however the author has not included them in the .pk3, so you will see a fair few missing textures if you don’t have them! I know that is somewhat of an inconvenience, and maps which use textures from other maps should always have them included in their own pk3's. However, lets not start on a downer, this does have the silver lining of encouraging you to download the above maps and give them a test as well! ;) First off I will let the author explain a little about the map in his own words and then we can take a look at the map itself: [quote]I created this map because it has been a life long dream of mine to become a level designer. As of the way the business is looking I would either want to design for Lucasarts, OR Bioware not just because of ToR but because of all the futuristic stuff they have done, including KotOR, and Mass Effect. I'm not sure if Nozy remembers me, but I used to go under a different alias, I had him added on MSN, and I chatted with him about the map he was working on (Mos Eisley Backstreets - I believe). He once showed me a picture of the map editor, and I was shocked that all of that ''blob'' of lines is what creates the 3d map. (I was 12). I then asked if he could teach me to map. He ended up sending me a long file saying the basics. I gave it a once over, and decided I wasn’t able to do it. Then I joined a clan called CoL, they have disbanded but they had a mapper who inspired me to re-open Nozy's file and focus on learning mapping. So with all the trial and error maps I have made I feel it is time to get my name at least out the door. I am one of those people who listens to what the players have to say. Since I have no other maps released, I turned to my clan < {DJE} > to help me out with ideas and other various things. So you could say this is a clan map with a good number of clan signs throughout the map, but don’t let that constrict the use of this map to only our clan. If you think it looks good then by all means give it a download. Now FINALLY onto the map. < {DJE} > stands for Dark Jedi Empire. So with that being said, you will notice much of the iconic themes of the star wars universe. Sith v.s. Jedi. But I tried to join them together as best I can and make them co-exist. Some areas are dark, with blue lighting, mixed with some red lighting. Giving you a feeling of a mixed society. In the hotel each floor is mixed with a light and dark side of the force. Floor 3 consists of Architecture from Yavin, and Architecture from Korriban. I decided to feature the map on Tatooine, as a sort of hidden academy for fallen Jedi. Tatooine is a perfect example of a place that is filled with back stabbers, and criminals. Most of the people on this planet are doing bad things. even though they feel it is for a good cause. So there is a lot of meaning behind the map. But don’t let that distract from the fun. There is a number of secrets to plunder, and a few fun things to do such as, dog fight over the beach, go down the water slide, diving boards, explore the yacht, a number of bars, tiki bar, RPG sections such as the Mandalorian hideout, and my re-creation of the EP 4 cantina (with a twist). And with that being said. Enjoy my first released map :) [/quote] I have to say, as a clan map, this features some great areas to chill out in, one that immediately springs to mind is the yacht and beach. One thing I would improve here is to add some hills around the outside of the lake, rather than just a wall, to make the area more natural, though I have to say I am quite impressed with the yacht itself. Yachts and beaches are always fun places to hang out! (If you are rich you might just be able to do this in real life!) There is also a Tatooine town themed area with its own cantina and even a garden surrounded by a very nice colonnade. There are plenty of other enterable buildings here too, perfect for RP'ing. Then there is the Yavin themed area, which contains the Academy elements you would expect in a clan map, including a nicely built grand hall, though this are was rather dark and I feel it could do with some lights, or fire stands. There are many more areas besides these, as well as a nice council room in space and I think that this is a good clan map overall. However the fact that certain custom textures from other maps were not included in the .pk3 is a disappointment. Otherwise, this is a solid start to your mapping career Polterninja, yes I do remember you, and I am glad to see you have started mapping and I hope to see more maps from you in the future! :) [b]Bot Support:[/b] No [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] Yes [b]Game Types:[/b] FFA, TFFA ~Nozyspy~




SWGalaxy - Jedi Academy Graphics Expansion

swgalaxy_mod_2.2.txt | 169 B

the download link only!*** [i]Firstly, I should apologise to the makers of this mod for the delays in getting it reviewed. Apart from the huge filesize, which was a problem for the site upload I am the only one working here at the moment (we are unable to hire new staff due to login bugs) and I have so many things to get done![/i] I have seen graphical improvement mods for a few other games, usually involving higher resolution textures or higher poly models, but here we have something rather special; a [i]huge[/i] graphical improvement mod for JKA, which not only has given the games textures a good going over, but adds some really beautiful new shader and bloom effects, helping to make JKA that little bit prettier! Before I go on though I should mention that I had some complications getting this mod to work. I run Windows 7 (XP was my old friend, Vista was evil and shall burn in hell) and I was getting the “VM_Create on UI Failed” error message in the console that stops the game from starting. On Vista and 7 this can be fixed by running JKA as an administrator and setting it to Win XP service pack 2 in the compatibility tab (right click on shortcut then properties). However this mod obviously did something which invalidated that. However, after a bit of faffing around and experimenting, I got it to work by going to my gamedata folder and doing the administrator/XP Compatibility thing on the jamp.exe (should also work for jasp.exe) and doing the same for the JAMinimizer.exe which can be found in the same folder. After that I used the mods shortcut on my desktop and it worked fine. Though when you set your display resolution and other things in game, you will need to restart the game properly for it to work. I should also mention that you need to make sure you select the correct path for your LucasArts/Jedi Academy folder in the installer as it is not set by default! Also, don’t forget to use the JA Configurator Tool to make sure the mods graphical and other settings (of which there are a variety, such as menu, JA++ etc.) are right for you! And if you decide you want to uninstall it that is very easy, just use the Uninstall Shortcut and it is done in a jiffy, so you needn’t worry about digging through your base folder to delete things. Anyway, on with the features! Apart from masses of revamped textures, which have been given more of a grainy, harsh look (those these can be turned off in the configurator), there are also some amazing bloom/glow effects. On their own, the textures would probably look a bit over done, but combined with the bloom effects it gives JKA a feel much more like the graphics in modern games. Daytime skies in particular look amazing with the bloom shader, though beware of snow, as the bloom effect washes out all detail in the snow texture and basically makes the ground look like a light bulb! I suppose they don’t call it snow blindness for nothing! There is a completely new menu, a rather eclectic mix of new skins and the ability to have a first person view for lightsabers, among many other things! I imagine some people will not like the way the game looks with this mod, it is a [i]big[/i] change and things like bloom effects tend to be love them or hate them kind of things. Still I think this mod is well worth a try if you are looking to spruce up the way JKA looks! I think the screenshots below speak for themselves! Unfortunately there are a few bugs here and there, one i encountered was that the graphcis settings kept resetting themselves. Another one is that for some reason maps which use portal skyboxes appear invisible which renders them unplayable. Rather weird bug! I cant think what could be causing a bug like that. :S Overall though this is a pretty amazing mod, I have not seen the likes of this before and I think this is some thing pretty special, so good work to all the people who worked on this! :D ~Nozyspy~ ***Please note that due to the size of this file, we could not upload it to JKFiles directly. Please download it from here! The main download link at the bottom of the page contains a dummy file with the download link only!***




501st Stormtrooper v3 | 37.63 MB

Stormtrooper Division =p There's not too much more I could say other than, it's a decent skin so by all means give it a go and try it out on a few siege battles. Team Support: yes Botsupport: yes NPC Support: yes New Textures: yes New Shaders: no New Effects: no New Models: no New Sound: no (defualt Stormtrooper) New Scripts: yes ~Computernerd [quote]I apologize for the VERY late upload, but i have been trying to upload this every day of the month, and it does not get through apparently, well, here you go, have fun! ~501st_Trooper[/quote]




Halloween 2003 | 8.53 MB

for a holiday. What shoulda gone out on Oct. 31st or 30th has now made it out at the 22nd of November XD better late than never I guess. Anywho, behold, and be shocked and amazed at Darth Arth\'s submission....y\'done? Good, let\'s move on. So the map is pretty tame for a halloween map. It\'s just a very quiet little neighborhood, with the only evidence of Halloween\'s influence is the presence of Jack-O-Lanterns and the suggestive music. None of the houses have any interiors, so your battleground is limited to the outside, it seems. The streets are big and desolate, and there\'s a graveyard with some really huge tombstones lodged in the ground. I think the main thing this map needed was a boost in the lighting factor, or rather, that it needed LESS lighting. A good night setting would have made the experience a lot more entertaining. There were some minor scaling inconsistencies(tombstones, doors too big, etc,) but honestly that can be easily ignored. Well, that\'s about all I can say about this piece. My brain has officially clocked out, and is now on ice. New Textures: Aye New Music: Nay Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan




Korriban Arena [Fixed] | 4.57 MB

JKA mapping, but I have to say it has been a while since I have seen one that is as good as this!smc762 brings us a medium sized duel map with some deadly traps to watch out for, such as deadly spikes and devices to roast you alive. I wont go into too much detail, as that would spoil the fun now wouldn’t it? Suffice it to say, there were a couple of instances where I jumped out of my skin whilst running around as these traps were well camouflaged and came as quite a surprise. The layout is simple and clean, bot offers a few different areas such as narrow walkways and a large open center area (which is more dangerous than it sounds... ehehehe) and the architecture has some nice details and the texturing is well done. One particular aspect I was impressed with is the lava which looks much more \'alive\' than the slightly insipid base JKA stuff, as it moves and oozes around a lot and looks quite cool (or hot)! Last but not least the map features the \'asteroid chase\' music from The Empire Strikes back, which has to be some of my favourite Star Wars music of all time and has a great tempo for a duel map! As far as improvements go, I would suggest putting a little more detail into the \'lava falls\' around the edge of the map, as they look a little flat. Perhaps some crusty dried lava around the edge of the falls, or some more structural elements like some buttresses containing the lava falls would be good, as they look a little flat at the moment. Apart from that this is a very well finished duel map with some cool booby traps and definitely worth a download if you are looking for some danger! ;) [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] No [b]Bot Routes:[/b] Yes [b]Game Types:[/b] Duel, Power Duel ~Nozyspy~[/quote] So whats new? Well the author lists the below bug fixes in his readme: [quote] Fixed misaligned textures. Added several missing spikes. Removed small floating brush near one of the doors. Removed several unnecessary brushes. Increased speed of sinking platforms. Added clip brushes to steps and corners. Added platform sound effects.[/quote] I am a bit of a perfectionist myself, so its cool to see someone revisit their map and polish, beat and iron out all the niggling little bugs that they may have noticed since they released it. I always hated being told about a bug I had missed in my own maps after they had been submitted, especially when you spend forever combing the map for them! Oh well, nothing is 100% perfect! Personally I would like to see an FFA version of this map, as it is one of the most creative Korriban themed maps I have seen for a bit. Keep up the fine work! [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] No [b]Bot Routes:[/b] Yes [b]Game Types:[/b] Duel, Power Duel ~Nozyspy~




Troll\'s Den Station | 20.44 MB

is, but something about this map just really grabs me. Maybe it is because I like the idea of locations like space stations, where so many different species build there own little enclaves and there are lots of nooks and crannies to hide a way in and so many different layers to explore. I really think this map has captured that spirit. This map strongly reminds me of Omega from Mass Effect 2, and after hearing the music playing in the club, which I am absolutely sure is the same music playing in the Afterlife club on Omega, I am wondering whether that is where the author got his inspiration! As you would expect from such a locale, the map is nice and grubby with rusting metal worn carpets and garishly coloured ads festooning the buildings. There is an apartment complex, a market, a med center and the aforementioned club, with features a stage with strobe lights and red lightning, which is either intended to \'energise\' the dancers or electrocute them if they are just terrible dancers. These coloured lights and the electric bolts can be individually turned off from panels on the wall though, as can the music which can be turned off behind the bar, if you are after something more sedate! Cleverly, the spawn points are actually in the \'cloning centers\' à la Star Wars Galaxies, which means that when you die you respawn in the cloning machines, a very clever alternative to having the spawn points just spread out everywhere, though the downside is that it makes this map unsuitable for an FFA, but then again that is not what it is designed for! With a training \'dojo\' and its own stadium, this map is perfectly set up for clan or guild use and I think it is one of the best such maps I have seen for a while! The map does lack some textural and architectural detail in places, and the layout is a little confusing, but these things aren’t really significant drawbacks. If anything, a slightly confusing layout makes the map feel more organic and chaotic, though I do think some more signs here and there would be useful! All in all a very cool theme and very good execution, though I would love to see a bigger version of the map! ;) Bot Support: Yes New Textures: Yes New Sounds: No New Music: Yes Game Types: FFA, TFFA ~Nozyspy~




"Neo Dark Ages" Mod Trailer

neo_dark_ages_mod_trailer_links.txt | 191 B

Youtube links to both this video and a version with voiceovers![/b] While I have been aware of the Neo Dark Ages mod for some time, I am embarrassed to say I do not know that much about it. However, I do know that this is a [i]huge[/i] Total Conversion mod that has been in production for a long time that that it is totally epic! Seeing this trailer and the amazing stuff in it has got me very interested in seeing how this mod progresses, if your interest has been piqued too, then be sure to check out their [url=]Official Website![/url]. The mod seems to be fantasy Middle Ages themed, and from the screenies on their site I can say that this looks freakin awesome! :D There is some genuinely amazing model, texture and mapping work there! No to mention that fact that it has some completely original music created just for this mod! So without further ado, here is the trailer! ~Nozyspy~




Dark Destruction by Fishguy3039 | 2.4 MB

mod which switches all of the characters around, basically meaning that Jawa\'s become Tusken Raiders and Tusken Raiders become Jawa\'s! Rebels become Stormtroopers, Imperials become Mon Mothma\'s and at the end of the game you get to fight a possessed Luke! Certainly a fun sounding concept, though I have the feeling something similar has been done before. Still, you can have a lot of fun with this mod! Of course the main problems with all replacement mods like this is that the Reborn will of course have Jaden\'s voice overs and Kyle and Luke will sound like women! It is worth playing through singleplayer with this mod just for that! :D All in all an interesting mod that is worth a go if you want to play singleplayer from a different perspective or maybe just fancy battling your way through a train full of Lando\'s then give this mod a try! ~Nozyspy~




JediNoob Red Squadron X-Wing Fighter Pack V1 | 13.17 MB

Squadron, Red Leader to Red Five. This would be all well and good, but...honestly, it looks like 13 MB of work was done for like, what, maybe 800 KB of product, maybe less? I\'ve been looking at the content inside for half an hour now. The only major differences I can note in this pack: - The X-Wings now have static droid choices, versus just random. - If you use the improved R2 mod, it\'ll change the idle babble the droids make. Otherwise, there appears to be NO difference in the skin content, at all. I looked painstakingly at all the screenshots, the textures, in-game renderings, even the .npc and .veh files. If this was intended to be a prank or joke, you succeeded, because goddess help me, I see no other reason to duplicate all this data save for either taking the long route of modding or just plain wasting a reviewer\'s time. I swear, I exhausted myself to insanity. All in all, I\'d say in the future, at least differentiate some textures on the Red Squadron members instead of keeping them all the same. If you can get a hold of a nice decal of a tie-fighter/bomber, plop some on the side to display just how many enemy fighters these heroes have destroyed, and maybe, just maybe.....a numerical depiction of their squad position? So, that\'s my spiel on it. Sorry if it sounded harsh, but I just had to be frank about how maddening the effort to file size and purpose ratio was. - Averus Retruthan




Jedi Council GCX - 2010 | 36.22 MB

just an overall fun place to have a lightsaber battle. This current release is a bit better organized and structured than the previous so you may noticed a slight improvement in performance and any other glitches you may have encountered with previous releases. A full list of updates can be seen in the readme below, so what are you waiting for?! Give this a download and join the party! ~Computernerd [quote]Just the final version of my Jedi Council GCX - 2010. Really not much else I can say outside of what the read me already states.[/quote]




SonofWindu96 | 1.35 MB

that the community and modders are still alive and kicking and listening to what people want to see! Here hollywood_g1 has made a skin requested by SonofWindu96 which is a black Jedi Trainer. I certainly think it is cool to see some more ethnic diversity and I have to say that overall the dark skin really fits well with the choice of model with the hair bob. There are also team skins, the red team varient being a sithy version with the evil eyes. I do have one complaint though and that Is the texturing on the face. It looks like the Lando face texture has been applied to this model and altered a bit, but the skin colour on the rest of the Jedi Trainers head, such as the neck, which has obviously been colour adjusted, does not match the skin colour on the face. This results in a fairly noticeable 'seam' between the two different brown skin colours. The is the only major thing that I think could be improved here as the rest of the skin is very good, but I do think that 'seam' kinda lets the skin down a bit as it looks like someone has chopped Lando's face off with a lightsaber (!) before grafting it onto a Jedi Trainer. Somewhat unfortunate for Lando I am sure. Apart from that though a very cool idea for a skin, and it gets a thumbs up :thumbsup: because it is a community request too, but I would definitely say the face needs some more work! Keep up the good work hollywood_g1, it is nice to see that there are modders that still care enough about the community to create community requests! :) [b]New Sounds:[/b] No [b]Bot Support:[/b] Yes [b]Team Support:[/b] Yes ~Nozyspy~ ***The main download link at the bottom of the page is currently not working! Please download from here instead!***




Galactic Alliance Jedi Armor v3 | 23.11 MB

which include glowy bits (eeexcellentt...) and shiny effects (as well as excellent specular shaders!) for added depth as well as four new heads! There are also two new full skins, a very Sithy looking bald guy decked out in red armour and a more Jedi looking guy in shiny bronze coloured armour and robes. For some reason the character avatars for these two skins did not show up and simply appeared as blank black pictures, which was a little confusing, but nothing that makes me want to tear my eyes out in horror. Included as an added bonus in this pack are HOUOU's backhanded saber hilts, should you want something more Force Unleashed style! Before I became aquanted with hollywood_g1's excellent customizable skin packs I considered the customisation menu to be a bit cumbersome for modders to use, but having seen this authors excellent and continued support for it I would encourage other skinners to have a go at including customisation options for their skin packs too, the end product is really quite fun! There are many skins I like in this pack, but I particularly liked the Rahm Kota themed simple metal chest plate and the more Clone Wars themed white Jedi armour with robes, though I should also note that some of these skins can be colour customised using the colour menu. Also interesting is the different coloured robed Jedi Mandalorian armour; if you have a look in the readme, it explains what each colour means in Mandalorian culture, which is a nice touch! If I had to suggest anything to add for next time, I would suggest making some organic Yuuzhan Vong themed Jedi armour, sort of like the kind that Darth Krayt wears in the Star Wars Legacy comics, though without all the pointy sticky-out bits! Once again an excellent skin pack from hollywood_g1 and well worth a download! :D [b]New Sounds:[/b] No [b]Bot Support:[/b] Yes [b]Team Support:[/b] No [b]Customisation Support:[/b] Yes ~Nozyspy~




Darth Ninurta | 2.84 MB

Sumerian god of war. I rather like history and ancient mythology (yay for Age of Mythology! ;)) and am familiar with various gods and goddesses from various cultures, but this is one I had not heard of before. Anyway, if I was a god of war who wanted to appear in physical form, a Noghri would probably be a good choice, freakin' scary as they are already. Not scary enough apparently though, as hollywood_g1 has added a few flourishes of his own, including some facial tattoos and the obligatory evil glowy yellow eyes. The team skins are nice and simple, having different facial colours, the red team skin having... red skin, which along with the yellow eyes makes this guy one you would not like to meet on a dark night! Unfortunately though, they very Jedi sounding 'take that!' taunt doesnt really fit with the character at all, so definitely something to look at improving for next time around! Overall a really great Noghri reskin, one of the best looking I think I have ever seen. I look forward to what else you have up your sleeve hollywood_g1 :D [b]New Sounds:[/b] No [b]Bot Support:[/b] Yes [b]Team Support:[/b] Yes [b]Customisation Support:[/b] Yes ~Nozyspy~ ***The main download link at the bottom of the page is currently not working! Please download from here instead!***




Dark Forces 2 HUD | 186.8 KB

the plain old base JKA HUD to look like the HUD in the original Dark Forces II: Jedi Knight. The HUD itself is accurate to the original, though much higher resolution of course and with an addition or two, such as the saber style indicator. So, if you fancy a change from the usual JKA HUD, or are a fan of the original Jedi Knight then give this a download! As for me, I am feeling a bit nostalgic, so I might just go and re-install DF2: Jedi Knight and Mysteries of the Sith... ;) ~Nozyspy~ ***The main download link at the bottom of the page is currently not working! Please download from here instead!***




Humans are Chiss

chiss_mod.rar | 42.55 MB

then, perhaps I\'m just a pervert. Ahem. Star Wars\' blue aliens are the Chiss, obviously. To quote Jedi_hm2: [quote]This mod just magically turns people into Chiss, and the Chiss is now a human.[/quote] That means all of them. Literally every human being has been turned into a Chiss, and the only Chiss in the game - which I just lost again - has gone human. Before moving on, I\'d just like to say that: 1) You\'re crazy, Jedi_hm2. 2) I\'m not sure I want to know just how much of a grind it was replacing every single human with a Chiss. Now, there\'s obviously gone a fair bit of effort into this, so your first points are in. Additionally, it\'s a step away from greyscaling everything you can lay your hands on, so it\'s probably justifiable to say you\'re improving. :p There were a few issues I noticed with this mod: -What a relief! Jaden\'s face has been turned into a mass of floating teeth! And his hands have been amputated! ...Seriously though, only the teeth remain of all Jaden models\' heads. And the hands disappeared. Something, somewhere, went horribly wrong. -You forgot about the Bespin Cop. Saves me a trauma, but still, he\'s still (partially) human. -There\'s still a bit of normal skin visible in the Jedi model\'s collar. The same may or may not be true for a handful of other models. As for what happened to the Chiss bartender: he\'s human alright, but oh god, that look...take a peek ingame yourself if you want to find out. Protip: don\'t bring your children. If you\'re a fan of blue aliens or creepy bartenders, this is a must-have. Would like to see a second version that fixes those issues though ;) -Caelum




Korriban Arena

kor_arena.rar | 4.67 MB

been a while since I have seen one that is as good as this!smc762 brings us a medium sized duel map with some deadly traps to watch out for, such as deadly spikes and devices to roast you alive. I wont go into too much detail, as that would spoil the fun now wouldn’t it? Suffice it to say, there were a couple of instances where I jumped out of my skin whilst running around as these traps were well camouflaged and came as quite a surprise. The layout is simple and clean, bot offers a few different areas such as narrow walkways and a large open center area (which is more dangerous than it sounds... ehehehe) and the architecture has some nice details and the texturing is well done. One particular aspect I was impressed with is the lava which looks much more 'alive' than the slightly insipid base JKA stuff, as it moves and oozes around a lot and looks quite cool (or hot)! Last but not least the map features the 'asteroid chase' music from The Empire Strikes back, which has to be some of my favourite Star Wars music of all time and has a great tempo for a duel map! As far as improvements go, I would suggest putting a little more detail into the 'lava falls' around the edge of the map, as they look a little flat. Perhaps some crusty dried lava around the edge of the falls, or some more structural elements like some buttresses containing the lava falls would be good, as they look a little flat at the moment. Apart from that this is a very well finished duel map with some cool booby traps and definitely worth a download if you are looking for some danger! ;) [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] No [b]Bot Routes:[/b] Yes [b]Game Types:[/b] Duel, Power Duel ~Nozyspy~ ***The main download link at the bottom of the page is currently not working! Please download from here instead!***




SonofWindu's Custom Lightsaber Blades | 1.28 MB

you swing, I mean, the OJP team managed to make film accurate lightsaber blur effects, why not Raven? It would have made the game much more cinematic... Oh well. SonofWindu here brings us a new mod which rather elegantly gets around that problem by simply removing the glowy white smudge in the middle of the saber trail and leaving a simple faintly coloured 'swoosh' instead, which I think looks very cool. The screenies the author has supplied below should give you a pretty good idea of what it looks like! The saber blades have also been tweaked; now looking slightly fuller with deeper richer colours and a slightly pointier tip. All in all a nice little saber mod here, which may just usurp the saber blade mod which I currently use! Keep up the fine work! :) ~Nozyspy~ ***The main download link at the bottom of the page is currently not working! Please download from here instead!***




Toxic Detonator | 1.23 MB

little mod here changes the thermal detonators into toxic grenades, complete with luminous green goo and splattery sound effects! I am particularly impressed with this mod, indeed it is one of the best weapon effect mods I have seen in quite a while. The author has obviously thought of all the things that needed changing to make the effect convincing and spent some time getting each of those things right, such as the green goo residue left on the floor (instead of a blast mark) the splatter sound effects, and even the flash of green light, instead of yellow, when the detonator goes off. It is a bit of a shame that the green goo left on the floor does not damage you when you go near it, as toxic residue should, but I don’t see how this could be done in JKA without changing some coding somewhere. All in all a very cool mod, the only think that is missing is a new weapon skin! :D ~Nozyspy~ ***The main download link at the bottom of the page is currently not working! Please download from here instead!***




Duel Fall Revised | 1.85 MB

when I reviewed the previous version of this map back in 2009 and I can say that StarGateSG_1's skills have vastly improved! The first versions of this map had an interesting concept, but were still fairly primitive in their construction and architecture. This map on the other hand looks great! It seems to be in the crater of a volcano; the rock walls are very natural looking and the hovering platforms are now levitating rocks which also natural... their shape I mean, ahem, real rocks do not actually levitate of course! Or do that? Some people say that vibrating a stone at a certain frequency can cause it to levitate, though unfortunately there has never been any proof put forward for that. Shame, floating rocks could be quite useful in the real world too! Anyway, this map is all around a massive improvement on the last version, the difference between night and day I would say. The red lighting from the lava below is very atmospheric and there is some great music to compliment the map as well! As with the last version, some of the levitating platforms break when jumped or fallen upon, so watch your step! As far as improvements to this version go, I would suggest making the map a little bit bigger and maybe making some of the hovering rocks a little larger too as well as making them a little more rounded as they are still a bit too square at the moment! Other than that I would suggest making a rounded opening at the top of the map rather than a rectangular one, as that just does not look natural or fit with the nice rock walls. A good method to use would be to make a cylinder in Radiant, then go to curve – matrix – invert, to get the texture on the inside of the cylinder, and then just stretch to fit! But that's just a suggestion! There was only one bug, and that is that the levelshot doesn’t work! This is because it is not the right size; level shots need to be 512x512 or 1024x1024 etc. for them to work, so all you need to do is just resize the picture. Overall a nice duel map here with some great music too, keep up the good work StarGateSG_1 your skills have certainly improved! :) [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Music:[/b] Yes [b]Bot Routes:[/b] Yes [b]Game Types:[/b] Duel, Power Duel ~Nozyspy~ ***The main download link at the bottom of the page is currently not working! Please download from here instead!***




Kryll - Dark Jedi | 2.23 MB

model, turning it into a bald, googled Dark Jedi! Strangely, the combination of those goggles and the bald head look like a cross between Lobot and Jerec from Dark Forces II: Jedi Knight. Of course, Jerec was a Miraluka so he didn’t have any eyes (they 'see' through the force) but the goggles on this skin look similar in shape to the 'eye cover' thingies that Jerec wore. Of course, I am also getting images of Robocop popping into my head! Anyway, this character is named Kryll, and the author says in his readme that he is hoping to use this in a Singleplayer story mod he has been wanting to make, which sounds cool. The skin itself is very good and the author has done an excellent job of turning the Human Merc model into something completely different. The combination of the goggles and the bald head really give this skin a unique appearance though personally I’m not too sure that the turquoise boots and armour pieces are very Dark Jedi-ish. Still it is an unusual colour combination and it stands out well! Unfortunately the team skins are only the default Human Merc team skins. If there is one thing I think it is always important to include it is proper team support, but maybe that is something to think about for next time! All in all a cool and unique skin here and what is more the author has also included a reskin of the Firebrand lightsaber hilt called Moonstone Gunblade which is colour co-ordinated with the skin (though it replaces the Firebrand hilt rather than adding a new hilt), which is a nice touch! Keep up the good work, I hope to see your singleplayer mod here in the future! :) [b]New Sounds:[/b] No [b]Bot Support:[/b] No [b]Team Support:[/b] Yes (Default Human Merc Team Skins) ~Nozyspy~ ***The main download link at the bottom of the page is currently not working! Please download from here instead!***




Demos4JK3 | 2.19 KB

script. In fact it comes with many useful binds for dedicated filmers - a button to remove/add the hud, to remove/add guns, one for noclip, one for slow motion, one for normal speed, and of course one to start/stop the demo. I tested them out for a bit and I think I may keep this script just for fun, even though I'm not much of a filmer anymore. The only problem I found was when I went back to view the test demo I made (I had to make sure it worked, after all!) none of the slow-mo effects appeared, and of course the hud didn't show up even when it was on (pretty much a good thing). I don't make demos, so maybe you all already knew that, but for those that didn't I thought I'd mention it. Overall a very helpful script, though. Filmers should appreciate it! ~Inyri




Temple of the Massassi | 43.78 MB

someone that was in fact made by another author after being converted over to Jedi Academy from a different game that it was originally made for, but here we have a very special exception. Some of you may be familiar with the Temple of the Massassi, or in its original guise, Pyramid of the Magician. The JKA map has been floating around the net for a long time now; it was originally converted by persons unknown from the Quake III Arena source files released by its original author, mapping genius [url=]Simon 'Sock' O'Callaghan[/url]. And when I say genius, I really do mean that. I know we have had amazing mappers like Darth Norman and Sith J Cull here over the years, but Sock's work is of a level which I do not think any map released here has ever been able to match. Seriously, go to the link above and check out his work (he also has some excellent tutorials on some more advanced mapping features)! Anyway, at first I was going to reject this map as per our rules, however it would be a shame to deny this map an 'official' presence on a JKA modding site, and so I emailed Sock to ask him what he wanted me to do with the map, and to my great surprise he said he was absolutely fine with it. That's extremely good of you Sock! So since the submitter did not make the map I think I should review this on its own merits as though it has had a few changes in the conversion over from its original source material, it is largely the same map. So, why is this map so incredible? Perhaps the stand out feature is the naturalness of the terrain and cavern systems. In more modern games we are spoiled with fantastic visuals made from high poly models and high resolution bump mapped textures, but getting natural looking terrain and caves in the older Q3 engine is not that easy and takes a lot of practice. Add to that the amazing dot2product terrain texture blending between the grass and the rock walls and other areas and this is just about the most realistic and natural looking terrain I think it is possible to get with the Q3 engine. The map itself is not massive, rather it is medium sized but seems much bigger because of the caves and multiple levels accessible via holes in the cave roof and jump pads below which provide an interesting form of vertical transportation! The sounds they produce are also quite amusing... doiinngg! That brings me onto the ambient sounds, or which there are many; birds and insects chirping and singing away in quite a cacophony. There is no music with this conversion unfortunately, I don’t know whether the original map had any music, but I think some music from the Indiana Jones films would fit right in with this map, especially when you come across the Temple/Pyramid itself. Though it is fairly small it fits snugly into the environment and blends in brilliantly. The only real complaint I have with the original map is that the textures are a little low resolution. Don’t get me wrong, they look still look good, but with a map who’s structure and construction is this good it seems a shame that the textures aren’t a little sharper in their detail. Unfortunately one of the things that didn’t convert across when the map was converted to work with JKA is the skybox, which is now the default Yavin one. That said it actually fits pretty well with the map as does its new name; Temple of the Massassi. In fact, this whole area looks just like Yavin IV anyway. Overall an absolutely amazing map, and it is great to finally, and legitimately have it up for download here on JKFiles. I want to say a big thank you to the submitter also; Jvins2289 for finding this map and putting it back in the spotlight! If there is only one map you download this week, I think this is well worth that download. ;) [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Music:[/b] No [b]Game Types:[/b] FFA, TFFA, Duel ~Nozyspy~ ***The main download link at the bottom of the page is currently not working! Please download from here instead!*** [b]*Edit* Sock told me that he believes the original conversion to Jedi Academy was made by Salinga![/b]




Force_Unlimited_(bronze_ed.) | 1.13 KB

is to give the user unlimited force energy and unlimited ammunition in single-player. It does just that, though the way it's set up may restrict your keybinds if you use something other than what's set up here, so it may involve some tweaking. The way it works it every time you hit a common key, it will either give you full ammo, a force crystal (which gives 200 force), or both. So since it works, I give it a thumbs up, though it may not be right for everyone. ~Inyri




Minecraft Playermodel | 517.98 KB

very blocky and therefore block oriented game. As such, the characters were very primitive and blocky. AshuraDX decided to publish a minecraft playermodel that not only celebrates the spirit of Minecraft, but you can also apply your own minecraft skin to the model. Technically, it also means you could prolly apply these textures to your character in minecraft with a little digging. Never has JK3 and MC been so closely married together in such a beautiful package. As to be expected, since this is a blocky character, there will be clipping. Otherwise, very entertaining addition. Bonus points if you can somehow get a creeper model produced. Bot Support:Nay NPC Support:Nay New Sounds:Nay Team Support:Aye - Averus Retruthan




Textureless Swoop Fix | 1.75 KB

though I'd recommend allowing people to choose the default color in a new version, hoss. - Averus Retruthan




JA Log Filter | 8.81 KB

.txt file and makes a filtered version in folder in which .jar program file is placed. User may: -chose part of logs to filter (like 30%-59% of the file) -chose what to filter (like making a file with just "say" parts) -filter color tags (tags like ^1, ^5, ^8 will be deleted, but its optional)[/quote] Tested. It works. You'll know if y'need it. - Averus Retruthan




Jaden Korr 41ABY | 4.97 MB

Force' books as well! Well, I never knew that! I actually have Crosscurrent but have not read it yet, so I guess i will have to now! From what I know of the plot, it seems a group of Sith from thousands of years ago get lost in a bad hyperspace jump and end up thousands of years in the future, perhaps the only example of time travel that I am aware of in the Star Wars Universe. Anyway, lets take a look at this skin pack! A fine addition to his already large collection of skins, hollywood_g1 has given Jaden an older and slightly rougher look to go along with his greater experience, no longer the Padawan learner he was in JKA. There are multiple skins with clothing inspired by Starkillers look from The Force Unleashed, which I think fits the idea of a battler hardened older Jaden very well. Some of his armour features the Rebel emblem, which while it looks good is slightly inaccurate as it should probabl;y bear the emblem of the New Republic or [url=]New Jedi Order[/url]. There are various different skins to choose from, there is a robed version, which I think is my favourite and looks closest to the reference picture below, as well as a fully armoured version, among many others! Though there are no team skins, the various body parts that make up these skins are available from the skin selection menu so you are able to create your own customized version of Jaden should you wish! I am glad to see that this is something that hollywoord_g1 has done quite a lot as it gives the player much more choice in which skin, or indeed, combination of skins they want to use. Of course, nothing is perfect, and one of the things I think could be improved upon here is the hair. The hair is an almost ginger colour on top and black with some splashes of grey at the sides. Personally, I think the hair should be a darkish brown all over, with just a few grey streaks at the side burns, to make Jaden look older and wiser in a similar style to Kyle. At the moment there is just too much of a difference in colour between the hair on the top of his head and the hair on the sides. Other than that though these skins are very good and certainly something a bit different! Overall this is a cool skin pack and they certainly resemble the cool piece of 'older Jaden' artwork (a book cover?) that hollywood_g1 has found and included in his screenshots below. Keep up the excellent skinning! :) [b]New Sounds:[/b] No [b]Bot Support:[/b] Yes [b]Team Support:[/b] No ~Nozyspy~




Bestine Praetorium | 3.27 MB

this gent had disappeared from the scene entirely. Not entirely so, it seems. So, Cuko has decided to bless our bountiful chest of goodies with a CTF map. I have to say I'm torn. On one hand, I find the map to be a little small. On the other, it feels too big. How the hell is that possible, you ask? Well, the overall path between the flags feels pretty short. There's roughly three paths that can be taken, though depending on the settings you can obviously mix it up a bit. However, there's only like, three areas, with one area just separating the two bases. Not very inspiring, to say the least. The large factor of the map is just how broad and spacious the map is. There's no way a fun CTF could be had with just guns, you'd have to use the force to leap about, or else it'll just get too long. Even so, with that in mind, y'need a decent amount of players to get a good CTF going here in this map. Another minor oddity: Why does the water kill you instantly? Seems unnecessary, really. Despite these aesthetic issues, the map's quite fine, structurally speaking. It's not exactly "OMG-WOW" but I'm guessin