Jedi Knight II

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152252 downloads

Uploaded:03-27-2004

Bloody Dismemberment

jabloodydismemberment.zip | 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]

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4904 downloads

Uploaded:05-11-2010

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~

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495251 downloads

Uploaded:11-10-2003

Jedi Knight Academy Patch 1.01

jkacademy1_01.exe | 11.09 MB

below. ~AmosMagee

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77600 downloads

Uploaded:04-29-2005

JA+ Mod 2.3

japlus_v2.3.zip | 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=http://jediknight2.filefront.com/file/JA_Client_Side_Plugin_v13;41256]here[/url]

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75356 downloads

Uploaded:08-12-2007

JEDI Costumization PLUS

jedi_costumization_plusfd.zip | 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

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37368 downloads

Uploaded:05-29-2008

bloodPLUS Gore/Dismemberment Mod

bloodplus.zip | 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

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40105 downloads

Uploaded:10-16-2008

The Force Unleashed Pack

tfu_pack.zip | 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]

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46756 downloads

Uploaded:08-13-2010

Movie Battles II V0.0.2 - Full

mbii_v0.0.2_full.zip | 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!

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53739 downloads

Uploaded:10-28-2009

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 involved...in 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 path...so 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

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445148 downloads

Uploaded:11-12-2002

Jedi Knight 2 Patch 1.04

jkiiup104.exe | 9.08 MB

up and down properly when using the backstab move in light saber stance. [*] Corrected bug allowing players to pivot while executing backstab moves in all stances. Players may no longer pivot when executing these moves. [*] Fixed bug causing force pull to be unblockable by people with equal or greater pull rank. [*] Adjusted ammo usage of the Imperial repeater alt-fire. [*] Fixed bug allowing inventory items to be used in FFA saber challenges. [*] Corrected an exploit which allowed players to fall from large heights at a slow rate. [*] Corrected issue which caused pain sounds not to play properly when hit by opponents. Pain sounds should now be relative to the amount of damage taken.[/list]And more!! Be sure to download this patch and check out the very much improved JK2!

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144585 downloads

Uploaded:04-25-2005

Darth Vader

vadervm2.2.zip | 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

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18614 downloads

Uploaded:07-02-2004

NPC Tool v1.0.0.116

npctool.zip | 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

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18618 downloads

Uploaded:11-14-2009

Clone Wars Stances and Effects Mod

zzzzzclonewarsmodv6.zip | 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-

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23330 downloads

Uploaded:09-20-2004

JK3 dismemberment

jk3_dismemberment.zip | 1.41 KB

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18309 downloads

Uploaded:06-15-2008

OJP Enhanced

ojp.zip | 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 - http://jediknight3.filefront.com/file/Naboo_Hills_21;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 of...an 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(

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34388 downloads

Uploaded:02-02-2004

Darth Revan From KotoR

darth_revan.zip | 803 KB

skin, I have no idea if it looks just like Darth Revan or not. I couldn\'t, for the life of me, find a picture of him anywhere! So I\'m just gonna take the author\'s word for it, and believe that this is exactly what Darth Revan looks like. The skin has a very muted look to it. Maybe that was intentional. I like it. The red and blue skins for team support are just what you\'d expect. Nothing fancy here, just red and blue, respectively. There are no new sounds, just the plain Raven ones. The author mentions that it makes sense because you never hear Darth Revan speak. Well, wouldn\'t it make more sense to include a couple of silent sounds? An update to include those sounds and bot support would be nice, I suppose, for those who really like this skin. :) Bot Support: No Team Colors: Yes New Sounds: No ~AmosMagee

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16904 downloads

Uploaded:07-10-2002

Enyak's Mutilator (Saber-cutoff limbs)

enyak_mutilate.zip | 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

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50911 downloads

Uploaded:07-15-2008

Spanki's SITH Customization

spankis_sith_customization.zip | 98.89 MB

us get started. FIrst off, I shall give out the basic stats that Spanki provided for us in the readme. Not including the bonus skins of famous SW characters he provided, the customization offers: - 27 customization screens - 96 customizable heads ( + 11 unique heads of RPG chars ) - 288 customizable torsos ( + 11 unique torsos of RPG chars ) - 20 customizable boots - red and blue glowing lights variations - 552.960 possibilities at all These factors are no doubt earth-shatteringly astounding to the publics eyes, no less. This, however, presents a problem to those who enjoy the JCP: 32 customization screens is the limit on JA, and as such, you're left to either fend for yourself in hunting for the right outfit, or you'll have to dump one. Sort of disappointing, actually, because I felt like this could have been prevented. The reason I say this is because most of the focus on this pack was mostly in the TORSOS, as opposed to the heads. There are only actually 3 "sets" of heads to work with, so to speak. Whilst you were given slightly limited clothing options with 6 sets of heads in the JCP, now you have 3 sets with MASSIVE clothing options. Honestly, *I* personally didn't like the trade off, as it resulted in the above problem, and the head selection was a little out there for my tastes. Granted, the above paragraph IN NO WAY states that this skin pack is bad. Suffice to say, it's magnificent to behold and use. However, I'm not the kind of guy who likes his Sith to be dressed in enough aesthetics to mask his entire ethnicity half the time and be mistaken for a gluttonous merchant. Whilst this is not the case in this pack, I did notice that there weren't exactly a lot of normal, human faces. The first set of faces is dark, brooding, and unnatural looking, as a typical Sith would look like. The second set features mostly alien races. The third set is a mixture of some human and alien races. Most of the human faces in this section aren't very diverse, however. They tend to sport similar features, and as I mentioned before, there's no average looking face. Not every Dark force user bathes in pure Darkside in the morning o_O. Gripes aside, we move onto the massive department store of outfits. My word, looks like black and brooding is in this season, eh? =_o A lot of the clothing options here were pretty dark, but a lot of them sported SOME form of alternating color, so as not to make every outfit the same. Armor variations and what have you were also included in this pack, so you can go into combat well-armed. Featured exclusively in this customization to stand out from the JCP would be the ability to have a "hood only" customization option, so as to mask your visage without having the heavy robe to carry about. Diverting away from the customization section, we can see in our menu that we have 11 delicious characters to select now. They are: Exar Khun Darth Bane Darth Krayt A´shared Hett Darth Kruhl Ulic Qel Droma Kyp Durron Cade Skywalker Aviar Jagged Fel Nomi Sunrider ( I wanted to include something for the ladies :P ) Apparently one female skin was enough to say he was throwing the ladies a bone XD ⌐_⌐.... Moving on, it is safe to say that all of these skins are amazingly awesome to behold. They're finely crafted, although a lot of them don't seem to sport hooded versions. Ah well. Sounds. The majority of the sounds in this pack were composed of altered Kyle and Jaden(both genders if I'm not mistaken,) soundbits. Some taunts sounded out of place for some of the RPG characters presented, and I wasn't too thrilled when the customizations were stuck with a monstrous form of dark side Jaden's overacted lines, but overall, they were still a pretty well chosen set of sounds. So =_= here it is. Now you must decide for yourself whether to remain on your so called path of light or embrace the power of emotion, and unleash the true fury of humanoid-kind. Those willing for the latter(or both O_o) are more than encouraged to submit bandwidth to this powerful pack of skins. Me? Eh, might keep it, might not. Either way, it still stomps colons. Bot Support:Aye NPC Support:Aye New Sounds: Aye Team Support:Nay - Averus Retruthan

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94897 downloads

Uploaded:09-01-2005

Obi-Wan Kenobi

hs_kenobi_rots.zip | 7.35 MB

work of art - I find it hard to believe a modder could come up with better than Raven ever could - just look at what they turned Luke into - yet here's proof! Obi-Wan's face is spot on, and I mean right down to that little warty thing by his nose. I review loads of Star-Wars based models, but most of them are only recognisable by the clothes, because the face always seems... wrong. And this is why I love this model over all of those :D Sure, he looks in a slightly angry mood, but by my standards I'd pick this model over any other one currently out for JK3. Obi comes with full Bot, NPC and Team Support, and 4 different skins. My favourites are the classic robed versions, which come hoodless and non-hoodless, but the war-torn version of his normal clothes (minus the robe) and his standard outfit are also very impressive, and the textures have been modelled to a high standard. The hair, which is usually the worst part of a model, is also very close to the real thing, and I am absolutely positive every Obi-Wan fan will want to download this. Now, and some of you are gonna hate me for this - there are a few small problems, but let me stress that whilst they are small, they still should be fixed. Firstly the single-player selection doesn't work - it comes up with a model not found error and I end up as a stormtrooper. It still works through the console, but I was kinda looking forward to seeing Obi in the cutscenes. I don't think it's a problem on my end, but it could be. Secondly, while most of the sounds are fitting, some have music in the background, which sounds wierd to me. Still, it's not like I ever use taunts ingame. ;) Also included in the file is Kenobi's saber from Episode 3. I have never looked closely at his saber so I can't vouch for its realism, but it does look very good. It is also in a seperate pk3 from the SP model and the normal MP model so you can remove it if you wish. I have no doubt this will be a highly-downloaded model, and I am also sure it will keep all the Anakin fans appeased untill HapSlash releases his episode 3 model :) New Sounds: Yes Team Support: Yes Bot Support: Yes NPC Support: Yes ~Szico VII~

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12626 downloads

Uploaded:09-18-2007

Custom Lightsaber Pack

ts_saberpack.zip | 1.58 MB

but keeping the same style, I especially like the one with the blue stripes (4th saber down in the screenshot), There\'s also shaders which is a big plus for me, too often are there saber hilts submitted without shaders and kinda degrades the realism from it in game. The pack also include the hilts to be used in Single Player, which I\'m sure will please you SP fans. All round good saber models here, I\'m really impressed with a few of them and may even consider uploading them to my clan’s server. Trauma also made these on his Birthday! So everyone remember to wish him a Happy Birthday -Rink

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64506 downloads

Uploaded:10-06-2006

HS Anakin Skywalker

hs_anakin.zip | 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

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51077 downloads

Uploaded:07-02-2004

Human Female Skin Expansion Pack

jedihfexpansion.zip | 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

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5429 downloads

Uploaded:05-20-2010

SW: TOR Sith Lord Improved

swtor.zip | 3.98 MB

creation: http://jediknight3.filefront.com/file/SWTOR_Sith_Lord;107655 A devilish figure known as MrHunt has plastered a new face texture on this skin. Essentially, it was just a photosource instead of a custom job. Now it just looks photosourced. I'd say there was little improvement. Overall, I agree with Nozy: different model is gonna be needed for this to succeed. Alternatively, I'd say modify Keller even more so it fits the character's unique structure. However, if you aren't planning on looking at the front too much, it's not a bad looking skin. Nothing more need be said. Bot Support: Nay NPC Support: Aye New Sounds: Aye Team Support: Nay - Averus Retruthan

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77573 downloads

Uploaded:08-04-2002

JediMod Official

jedimod1_2.zip | 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

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3784 downloads

Uploaded:09-28-2011

Ultimate Jedi Academy v3

ultimate_jedi_academy_v3.zip | 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=http://starwars.wikia.com/wiki/Darth_Talon]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~

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37408 downloads

Uploaded:12-15-2003

SP Red Saber

redsaberspv102.zip | 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~

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22735 downloads

Uploaded:11-11-2003

JK3 Dedicated Server for WIn32 (1.011)

jawinded_1.011.zip | 405.92 KB

found here: http://www.jk2files.com/file.info?ID=20459 ~AmosMagee

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91216 downloads

Uploaded:06-10-2003

ForceMod II - The Mercs Strike Back

forcemod2_install.zip | 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

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100056 downloads

Uploaded:07-11-2002

Darth Maul

model_maul_mp.zip | 2.77 MB

your duel blading pleasure. :D

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4841 downloads

Uploaded:09-20-2008

Ben 10 Alien Force

ben.zip | 2.77 MB

from the commercials. In other news, this is a skin representing the alleged protagonist of the "Ben 10 Alien Force" cartoon. As such, the textures and model are surprisingly quite befitting. I'm also rather impressed how the author was able to keep the whole "big eyes" factor and keep the illusion relatively sound. Granted, whilst you can still tell they're not big eyes, it's better than other attempts in the past, I'll say that much. Including with the skin is some sort of "Alien X" whose character I've never heard of, and with a lame name like that, I'd rather not =_o. Basically it looks like a dude in all black leather, covered head to toe, with some sort of star light specular shader. Kind of cool, kind of not, but hey, this is a cartoon we speak of =_=. Overall, the texture work and model selections were decent for a cartoon, but I think only two things bothered me: 1.) I could hardly tell Ben's hair was brown, and it looked black. 2.) The sounds were of mediocre quality. Other than that, not a bad set of skins, especially for a first skin O_o yep, this is the author's first work, and I think it's definitely a great effort. Well done, chap. Proceed onward to Stage 2, and give your hungry audience what they crave =_,=! P.S. - There are also some small bonus extras, like the Buffy's Fist hilt that allows you to do combat without a saber, and the melee sounds have been changed. Bot Support:Aye NPC Support:Aye New Sounds: Aye Team Support:Aye - Averus Retruthan

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11191 downloads

Uploaded:03-15-2008

JA Unlimited

ja_unlimited_1.1.zip | 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

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126463 downloads

Uploaded:12-18-2004

TGA to JPG Converter

tgaconverter.zip | 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

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47389 downloads

Uploaded:10-19-2004

Pakscape

pakscape.zip | 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~

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6548 downloads

Uploaded:10-20-2010

Katanamaru Backhand Styles

katanamaru_backhand_styles_mod.zip | 13.08 MB

sabers. -------- To start off, I\'d like to point out something that wasn\'t made entirely clear in the readme: [b]This mod is meant for Single-Player[/b] Now, the actual animations aren\'t that bad, but there\'s clear and definite room for improvement. To start, I found the slashes to be veeery slow compared to their normal counterparts. Not only that, but attempting to use any of the single-saber stances result in not being able to move at all. Also, the block/deflect animations still act as if you were wielding normal sabers. On the plus side, what the author did to the left/right lean animations was pretty clever. But then there\'s the cinematics. Well, to put it simply: [b]Just skip them.[/b] Why? Because Jaden Galen simply stands there, no animation at all. Probably has something to do with how the backhand stance is achieved. But aside from that, this stance pretty much works. Only a hand-full of problems to deal with. You\'ll know if you want if, you backhanded addicts. :P ...Why are you still reading this? Seriously, you\'re creeping me out... -.o ~Crazy ...Ok, seriously, stop reading already!! I\'m warning you...

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14924 downloads

Uploaded:08-13-2007

Bloody Dismemberment

bloody_dismemberment_jk2.zip | 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

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68035 downloads

Uploaded:08-30-2004

Vengeance of the Sith

vengeance_of_the_sith.zip | 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

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16497 downloads

Uploaded:01-10-2008

Enhanced Saber Realism

enhancedsaberrealism.zip | 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

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23751 downloads

Uploaded:03-23-2006

Escape: Yavin IV - The Lost Maps

ey4.zip | 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

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5888 downloads

Uploaded:10-20-2010

SJC Coruscant Adventures Pack (Night and Day)

sithjcull_coruscant_adventures_pack_night_and_day.zip | 75.25 MB

bedazzlement...at 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 second...is 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=-

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1626 downloads

Uploaded:01-04-2010

Expedition

expedition1.03_jka.zip | 71.09 MB

and various activities. I have to admit, it's just getting better with every release. This version is much improved and expanded, and the visuals are improving as well. So, where do I start? Well, let's recap Nozyspy's summary from the last version: " The map is mainly based around an Academy theme, and it has plenty of areas which would be great for use by clans, such as a jump training area, a main hall and duelling areas. The additional, more unusual areas would also be fun for clan groups to tackle as well I think. " I didn't test out every single puzzle in the map - that would have taken me hours, which I do not have. However, just noclipping around revealed that there's a lot more to this map than meets the eye. I don't know if I missed seeing everything in the first version or if it was added since then, but it's nice. One of the puzzles that has been in the map since version 1 is the two vertical climbing puzzles where you jump up a huge vertical tower to get to the top. What's scary is that every time I thought I was at the top, I wasn't. I thought that halfway up...while noclipping. Does that give you an idea how huge these towers are? Also continued from the previous versions is a strafe jumping course, where players use a special jump technique to gain extra speed and jump across larger and larger distances. There are eight different sets of platforms, each one going in both directions. I'm not sure if the bar area was new or not, so I'll include it - there's a huge bar area added on the side of the spawning room. It features a dance floor off to the side (with music!), a cellar with the "special" drinks hidden inside, and an upper floor with more tables. Overall, I think the wood texture was a bit overused and there should be a railing on the second floor to prevent people from falling, but that's about it. There are even more areas and more puzzles left, but at the moment, I can't recall all of them and time prevents me from doing so. But let me just assure you...this map is big. You'll have to play it to truly appreciate it. The only criticisms I have are thus... I don't like the skybox for one reason - there is no down image! I think it looks really goofy to look down and see solid green underneath my feet. Also, the brick/mortar texture looks like it has been tweaked (unless my eyes decieve me), but it still needs a little more tweaking...it's not quite there yet [/quote] Yup. There you have it folks. A review inside a review inside a review. Anyways, a few things have changed, nothing huge however. 1) changed Maze Mountain 2) added banthas 3) added a new industrial area 4) added various details throughout the map If you enjoyed this in Jedi Outcast, have fun, you can now play in Jedi Academy! I'm sure this will up the downloads by a quite significant number as the majority of people on this website play JK3. Enjoy. ~Authuran

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40322 downloads

Uploaded:02-07-2006

HS Jedi Customization

hs_jedi_customizationv4.zip | 19.79 MB

\"knight\" version and a \"padawan\" version. I find the variations provided here a bit boring, however. You get one style, then color variations of it. Nothing is added as in some other packs, there is nothing \"exciting\" about them, unless you really like having different colors of the same thing. No sounds were included, so if you don\'t have the original models these use (HapSlash\'s Obi-wan and Kevin Coyle\'s Anakin) you will likely just hear boring ol\' Jaden. Personally I think the Obi-wan model has just about been beaten to death now. We\'ve got dozens upon dozens of outfits for good ol\' Obi-wan, and I\'m sure he has about six pairs of the same robes now! Please... move on to something new. We can only stand seeing the same things over and over so many times. Other than the single-player support, which is the point of the mod, no extras. These skins aren\'t even usable without using the customizations creen. They just have looots of colors. Bot Support: No Team Support: No New Sounds: No NPC Support: No ~Inyri

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24047 downloads

Uploaded:01-28-2006

Saber Selection

saberselection_sp.zip | 4.89 KB

does just that. Think of it - Jaden with a saber staff during training... Okay, maybe it\'s not [i]that[/i] appealing, but maybe it\'ll spice up single-player a bit. Either way, a useful little utility to have, in case you\'re one of those who still plays single-player from time to time. ~Inyri

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29274 downloads

Uploaded:12-16-2004

Dark Origins Total Conversion

darkorigins_tc.zip | 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

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58958 downloads

Uploaded:01-26-2004

-A- Hilts

-a-hilts.zip | 2.71 MB

have custom stances and some have altered sabers, like the really short one. The only hilts that I didn\'t really like were the reversed saber ones. Like, you hold the hilt in front of you, with the saber behind you, sorta. You\'ll have to test the hilts to see what I mean. Some of the hilts here, I really like, but I\'d rather use the hilts without the altered stances and animations. This hilt pack didn\'t really need any new sounds added. They are, after all, still just sabers. And I\'m glad there are no new sounds, actually. As much as I like some of the hilts here, I won\'t be keeping this pack. There are just too many here that I don\'t like. But the file size is small enough that it shouldn\'t be too much of a hinderance for you guys to download it. So, enjoy. :) ~AmosMagee

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1378 downloads

Uploaded:08-24-2008

Super Heroes Skin Pack

rjaheroes_pack.rar | 7.67 MB

Warrior Shadow Trooper - Flying Man (Author's own design) Jedi - Engima Now, onto the reviews. [b]Mr. Freeze[/b] - I think I could say what has been done here - the head has been desaturated and the eye colour has been changed to red. The torso down has had the colour turned to blue and the saturation turned up, which I am guessing is why the belt has all those multi-coloured pixels. No new sounds. Mr.Freeze = Blue, Rosh = Blue. Works, I guess. [b]The Green Warrior[/b] - Probably the one I thought looked the best - as the author put it [quote]Kyle Katarn in a new super hero role.[/quote] His torso down have been altered - All black with a green belt, a green shoulder pad and a few bits of green here and there. I thought it looked pretty good... until I saw the two letters GW (green warrior) printed on the back of his torso. This ruined it in my opinion, but some of you others may like it, I don't know. No new sounds. [b]Flying Man - Default :[/b] Shadow Trooper with a lot of green sections around him and a full body shader. I thought it looked okay.. until I looked at the front and saw RTA printed above his belt in different colours. I don't even know what that stands for xD [b]Red:[/b] EVIL FLYING MAN o_O. Same as above but where it was green it is now red and there is a blue splodge on his back. [b]Blue:[/b] AQUA FLYING MAN. ... Same as Default Flying Man but his armour is a light blue water colour *hence the name* and RTA printed above his belt in white letters. He also has a green symbol behind his back. No New sounds. (The symbols and the design of Flying Man remind me of LightSource's Vampire Batman) [b]Enigma (Batman's Villain):[/b] I couldn't find any images of him so I had to rely on my poor memory of him from a film... There's not much to say about this skin; Almost-Solid green overalls with a lot of black question marks around his clothes, red hair, and green markings around his eyes. [b]Enigma Red:[/b] Same as above but with a red torso and orange trousers. [b]Enigma Blue:[/b] Same as default but with blue overalls. No new sounds. So, I think it was generally okay, but the printed words on them dropped it down. If you are interested in a super hero skin pack, or simply like the look of them, give it a download! -Dommie Kun New sounds: Nope Team Support: Yep Bot Support: Nope

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21544 downloads

Uploaded:09-18-2007

Revan Dark Star Wars Hilts

revandark_starwars_hilts.zip | 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

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20766 downloads

Uploaded:06-30-2007

Jedi Temple

jedi_temple.zip | 22.95 MB

areas portrayed in this map simply weren\'t shown in detail. Most of this is either an educated guess or an artistic liberty, portraying a version of the temple the author likely visualized using confirmed details as starting points. To put it simply: the whole thing strikes me as a kind of improvised dealio. With that said, though, the map is still a jolly good, epic little hangout. It has all the features one would expect. Hangar, council chamber, grand hall, another grand hall (this one with a skylight), a medical room, the archives, a briefing room, and one hell of a lot of bloody passageways. Everything has been properly textured and shadered, however unlike it\'s most recent rival in the high-end mapping scene (The Enclave), very few base resources have been used here. Dynamic glow has been utilised for good effect in shader lighting, which is a nice touch. Possibly the thing which impressed me most, however, is the skybox. They\'re certainly not easy things to create, I assure you. Every minor detail seems to have been covered, including the Gunships in the hangar (you can even sit inside them!) and the lights on the walls. I\'m also glad to report that there are no visible errors for me to draw attention to. However, there is a lot of wasted space. The map is far bigger than it needs to be, and it\'s just so empty. This will cause problems for those with low-end rigs. My GeForce FX5200 was pushed to the limit, and in benchmarks this card even held it\'s own against a GeForce 7600GS. God only knows what you\'re letting yourself in for if your computer uses any GeForce older than mine, or any pre-2005 Radeon card. Your FPS [b]will[/b] die in quiet a few places due to the size and emptiness. Low-performance systems with low vid settings will also encounter the Hall Of Mirrors effect. The map may not have any errors, but expect some hardware homicide. Either way, what we have here is a finely-crafted, epic map which is a pretty decent representation of what the full Jedi Temple may well have looked like. Wander around, marvel at it\'s size and architecture, etc etc. Just don\'t expect it to run as fast as, say, Jedi Council GCX or Academy v2. ~ Kouen [b]Bot Routing:[/b] No [b]Custom Textures:[/b] Yes [b]Custom Music:[/b] Yes [b]Custom Models:[/b] Yes

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2901 downloads

Uploaded:01-21-2011

FlufMod 0.9.5 Beta

flufmod_install.zip | 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 filefront.com 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~

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2369 downloads

Uploaded:09-12-2010

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 http://www.microsoft.com/downloads/details.aspx?familyid=A5C84275-3B97-4AB7-A40D-3802B2AF5FC2&displaylang=en 64 Bit http://www.microsoft.com/downloads/details.aspx?FamilyID=ba9257ca-337f-4b40-8c14-157cfdffee4e&DisplayLang=en If the utility wont start you need to install Net Framework 3.5 http://www.microsoft.com/downloads/details.aspx?FamilyID=333325fd-ae52-4e35-b531-508d977d32a6&displaylang=en [/quote] Regardless, Lugormod builders, rejoice. -Caelum Note: once again, this requires a Windows machine running .net framework 3.5 or later.

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3997 downloads

Uploaded:08-12-2009

Hirman's Ahsoka Tano

hirmans_ahsoka_tano.zip | 8.12 MB

move the file queue, so here I go. What we have here today is a new model to our collection. Not just a random model though, it's Ashoka Tano, Anakin's Apprentice from the recent Clone Wars Animated Series (the 3D ones, for those who spent last year under a rock or something :P ). Because it comes in 3 variants I'll try to describe them one after another. The first one is obviously, the default one. It shows how Ashoka looks in most of the episodes, with her normal bra-shirt, gauntlets, skirt, leggings and leather boots. As much as it comes to accuracy it looks pretty decently. The model could use some work still, because some parts are inaccurate. For example there is complete lack of gloves, even though Ashoka had gloves that were a part of the gauntlets. Another thing is head, which looks a bit too square, but that could be just me. The second variant is the same as the first with the exception that it has a backpack. The very same one in which Ashoka carried Jabba's son in the movie. The backpack looks nice and accurate so there's nothing else I can say about this one. Finally the last one, which is hooded version of Ashoka. She carries a cloak with a hood that covers up her lekku and bends in the same place where lekku bend, so that's a good thing, since I've seen a few Twi'lek hooded skins with hoods that didn't form as they should because of the lekku. Sadly, the hood suffers from a bit of clipping in animations (you can see head stick out on the back of the hood aswell as it's sides) while cape is as stiff as on VaderVM. That would be all when it comes to this variat, now time for a bit of criticism on texturing.. or maybe lack of it. The whole model seems to have the textures photosourced from many images that could be found on google which makes it look well, not up to the "good" standard. Photosourcing shouldn't be done unless you know what you're doing, in this case I can safely assume the person wanted to finish it fast, but it turned out as it shouldn't. The "textures" are blurry, you can see straight away they were copied and they lack accuracy. The face is the biggest issue really, beacuse of the photosourcing, it looks stiff, unreal. The lekku Have pretty much no shading or detail at all, cape suffers from the same issue. The leggings have wrong color, they were white with slight addition of pink, not pink as the author made them. I suggest looking into those details if V2 is ever going to be released. Overall it's a good start, but in my eyes it's more of a unfinished product, fixing up the problems would really give a lot of love to this model and surely get more attention to it. As a side note I'd like to add that there are also team skins and new sounds, so don't worry. Last thing I've got to say, is that the author suggested using Ashoka's lightsaber hilt made by Ashura, so if you want a "complete experiance", I suggest you grab it :) Now please submit some bandwidth if this model fits your taste. Team skins: Yes. New Sounds: Yes. Bot Support: Yes. NPC Support: Hey look, again yes. -Schrödinger

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7475 downloads

Uploaded:07-09-2007

Ingame Character and Saber Menus

char_saberingamemenus.zip | 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.

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7767 downloads

Uploaded:03-04-2004

The Last Hope Mod (v0.1.1)

thelasthope011.zip | 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

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565 downloads

Uploaded:06-05-2011

Sintra Messon - Journey to the Dark Side

zadsintravmj2ds.rar | 12.69 MB

re-skin of NeoMarz's SM Mesh and might I say bravo on a job well done; the skins are nicely textured, the sabers are well-detailed (not to mention rather creative and SHINY :eek:), and I especially love the ghost skin and highly recommend this to those who like to get in touch with the nether-world of the force. All-in-all, a great re-skin with lots of playability, so just click that download button and start playing! -Computernerd [quote]Sintra Messon - Journey to the Dark Side Reskin of the NeoMarz SM Mesh, for a Jedi-to-Sith progression feel, comes with custom sabers and a bonus skin for the NeoMarz Shakti mesh, suggestive of Sintra's 'Master'...[/quote]

Sintra Messon - Journey to the Dark Side - Screenshots Screenshots:

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3360 downloads

Uploaded:02-15-2010

Battle on Theed (FFA)

theed1a_ffa.zip | 40.85 MB

instilled fear into us all... ...This map is [b]HUGE![/b] O_o; Seriously, getting lost almost seemed like a mandatory part of playing this map. There's so much to drink in. When you think you're done seeing the whole map, you see yet another thing you missed! However, there was virtually NOTHING I found that I wasn't impressed by. So, Theed. The city that lasted a single Episode, and yet, it's remarkable beauty impacted us for years on end. It's a shame it played little to no part in the rest of the prequels. So, what...is...in...the...map? Quite a lot of exterior, really. There's not much interior to be found, but there is enough. This map was designed with upcoming siege objectives in mind(Yes, that includes MB2,) though it is also to be featured in the JKA Siege Mappack as well when it graces our altars. There are 3 major exterior regions, each one crowned with teal marble domes and fuchsia marble roofs on the majority of the buildings. The streets are paved with bricks and almost everywhere you turn, there's a stairway leading somewhere deeper into the map. The streets are adorned with neatly trimmed bushes,[b]*snicker[/b] strategically planted trees, and traces of ivy cling to the various structures in the area. Yep, the author painted one hell of a picture. Better yet, there's barely anything wrong with this map. The texture choices were nothing short of exquisite, and the custom skybox fit so well I actually thought there was more to the map than met the eye. Architecturally speaking, this is probably one of the most complex maps I've seen in a while. It felt like there was over 100 ways to reach another part of the map, and this maps predominant use of arches looks like it took quite some time to get all just right. The lighting seemed near-perfect. There was one area I noticed seemed a bit unsourced in natural lighting, but other than that there was hardly a place that seemed out of place in that department. Now, I did say there's BARELY anything wrong, so let's see what plagues it: [b]1.)Doors:[/b] Alright, so I must admit it's very difficult to put in sci-fi doors into an environment that has a late renaissance feel to it. However, while most of the smaller doors fit in perfectly, some of the larger doors appeared to clash with their environments. Basically picturing a large black industrial-looking door in the midst of all the grace, it just dudn't fit. [b]2.)Ambient Atmosphere:[/b] This was probably the most disappointing department to me, as there was hardly ANY ambient background in this map at all, and I honestly think it really could have benefited from some. Once the music is turned off in your game, all you hear is almost dead silence. The only ambient noise comes from the various fountains sprinkled about the map, and you have to get pretty close to them to hear anything. The exteriors really could have used maybe some birds singing in the background, maybe a few church bells tolling every so often. The stream direly needed some noise, as it appeared it was flowing too quickly to be that quiet. The interiors could have used some noise emitting from some of the computer consoles, and that large column that looked like a reactor wouldn't have hurt to have had some humming coming from it. As this currently stands, this is quite a product here. I would definitely suggest the masses ingest this file, even if just to take a quick look at it. One can only wonder what malevolence is being adding to it, to make this map a true force among forces. I shall remain on the lookout for future versions of this map =_= as I am most curious as to what you've in store for us, Lord J3rk. New Textures: Aye New Music: Aye Secrets to plunder: Nay Bot Support: Aye - Averus Retruthan

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7242 downloads

Uploaded:06-22-2008

KOTOR Stances

kotor_stances_2.0.zip | 12.01 MB

Republic. Well, first, I'll redirect you to [file="91004"]Nozy's original review of this file[/file], then... well, highlighting what's changed between the two versions is tricky, as the change log wasn't so specific. And then... well, I can't really round off with a summation of the changes, since the changelog didn't specify exactly what had been altered between versions and I can't spare half an hour right now in order to closely examine each and every animation compared to the previous release, sorry. Beat in mind that like all animation mods, you can only have one active at one time, and attempting to have more than one causes the others to simply not work. Richard would probably also throttle me if I didn't slap a big "DON'T TRY TO USE THIS WITH OJP!!!!" sticker across this review, because like any custom animation mod it will bugger up OJP's saber system, so the OJP community have been warned as well. ~ Kouen

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6102 downloads

Uploaded:10-15-2007

Darth Talon

darthtalon.zip | 3.97 MB

very familiar with this series or the character, but from all the pictures I could find, this skin is almost dead-on. This file is reskinned off the Female Twi\'lek Jaden model, and it works. But there is ONE problem...When she talks, you can see through her mouth and out the back of her head...ouch... New sounds have been included too, and they fit nicely. Though, the rolling sound was kind of annoying...Whenever I rolled she said, \"Hmmmmmmmm...\". But, just...don\'t...roll as much, and you\'ll be fine. And Sadly, Bot, Team, or NPC support were not added...But if you want them that badly, you can make them yourself. Overall, a nice skin, and one that will stay in my base folder. Team Support: Nope NPC Support: Nay Bot Support: Zip New Sounds: Ya ~ Yami

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51578 downloads

Uploaded:03-09-2007

The Academy

the_academy_v3.zip | 24.36 MB

map. If there were ever such a thing as evolution, this would define it. Players of The Academy v2 won\'t recognise much except the core fundamentals. Everything has changed, yet at the same time so much remains the same. Firstly, I\'ll start with the main chamber. I had to use noclip to access this, as it\'s initially locked, hence the screenshots not being taken in spectator mode. This room fits the theme of a council chamber perfectly, in every sense. As well as having the Jedi theme, it also has some unexplainable academic edge to it, some element I can\'t quite isolate. Needless to say, the architecture is great, and is quite possibly the best I\'ve seen in a Yavin Temple map for ages - it\'s simple, yet at the same time visually pleasing. Not one mis-aligned texture to be found - this is the point where I realised exactly why this map had taken so long: Virtue\'s gone over it with a fine-toothed comb, and then gone over it again with an even finer one. There\'s really not much to say about this as the screenshots will say enough, except that the view over the courtyard looks good and gives it that \"campus\" feel. Leading off from the main chamber are the security rooms and a sparring room. The sparring room is essentially the same design principle as the equivalent room in v2, except that much more attention to detail has been given to it. Again, it\'s what you\'d expect. The security room is simple - it just has buttons to lock down parts of the academy. Typical Rebel base design, yet still very well constructed too look the part almost impeccably. Next is the battleground. Believe me when I say that you won\'t recognise it. It has been translated from a walled-in enclosure into a large outdoor area. The terrain looks as good as it can in Q3 engine, there\'s good use of lighting and effects, and the area is littered with weapons - leading me to believe that the majority of combat and lessons takes place out here. Across the battleground you\'ll find a small ruin with an elevator. This leads into what appears to be the dorm area. Several rooms are down here: medical room, bar, strategy center, and a few storage rooms. Everything is, again, well-designed and error-free. What impressed me most was the strategy center\'s layout - it hits the spot exactly, and I suspect that a little inspiration was likely taken from real world sources. My only grievance is that the music in the bar is still present, and there\'s no way short of deleting the mp3 to make it shut up (you can tell that I dislike that song, huh?) - which is a shame, as it clashes with the great BGM. Interestingly enough, this underground dormitory area is also a training zone, although I suspected it may be since only RP\'ers would really have much use for many of the areas (except the bar - that can universally be used as a \"Safe Zone\" in any type of server). Now... Ah, wait, screw it, I\'m too lazy to keep switching between spec and ingame modes. Ahem, now let\'s move on to the central courtyard, possibly my fave area. This is almost the same as v2, which is good, because it\'s a little bit of the original in there, but what makes it stand out is the adjoining \"Hall of Fame\" area. As well as being possibly the most aesthetically-pleasing part of the map, it contains memorials which count as a way of honoring the people who made the Academy what it is - quite sentimental, and hell, those guys deserve an honorable mention for giving up most of their free time for the benefit of a gaming community which on the whole generally doesn\'t appreciate the sacrifices that have been made for them by many. Most important of all is the memorial to Vladarion - I\'m glad that\'s still in there. An in-game memorial to an in-game friend. Nerdy? Hell yes, but really, who cares? Honoring someone you knew well and cared for is the right thing to do, and a friend is still a friend whether you know them as a human or as an avatar. Again, another display that we\'re all still humans behind the keyboards, and that can only be a good thing. OK, this review is getting long. Too long. Let\'s move on before Inyri starts making wisecracks about Oscar acceptance speeches or some such nonsense... >_> The classrooms are the core of the map, naturally. The three sparring rooms are still intact and very much unchanged aside from the removal of the viewing areas. What is really new now, is the stairways leading to elevators. These lead up to the second floor, where there\'s a brand spankin\' new classroom built for all kinds of classes. It\'s got seating (which, in non-RP terms, means \"Go stand over there so you don\'t get in the way!\" :p ), and the glass walkways make it easier to see what\'s going on around the room. Jutting off from here is a supply room for healing, and a sentry room for defensive training (which I have to admit, I took a few lessons in myself while playtesting >_> ). All in all, everything a Jedi will need to train themselves, I guess. The final room to cover, is the bridge room. I loved this one, and now with the addition of multiple levels, I love it even more. Why? I dunno, I guess I like combat in these environments. Must still be jacked in to the Matrix or something. (By the way, Ghost is WAY cooler than Neo. And Enter The Matrix should have been much longer than it was.) Er, yeah, this room is still fun for combat, and if you like, you can even simulate Revolver Ocelot-style pistol matches a lá Metal Gear Solid. ;) All in all, a fun little sparring room. Now, because I\'ve made this review extremely wordy and unnecessarily long, I\'ll summarise: - Texture Usage: All textures appropriately used and well-fitted. No errors. - Architecture: A bit plain, very simple, yet still aesthetically pleasing and appropriate. - Design: Simple, yet elegant. Made for a purpose and suits it perfectly. The theme ties in very well together. - Creativity: It\'s an updated remake. The heck are you asking me about creativity for? :p - Custom Material: Surprisingly, most of this is built with base resources. Congrats on utilising them better than Raven Software could! The few custom resources in the pack are just fine. Some of them could work better, but they\'re fine for their purpose. I admit it, I\'m gushing with nothing but praise for this. Why? Because it\'s the best map ever? No, I don\'t make judgements like that. Because it looks more awesome than any other map? Nope. So why is it then? Because it [i]works[/i]. It\'s been properly tested, properly tweaked, properly optimised, so on and so forth, and Virtue\'s delayed the release of it almost indefinitely in order to make sure it was only released when it was [i]ready[/i] - something that no mapper seems to do these days. Overall, this is an improvement in every way over v2, and the Academy members should be proud to call this their \"home away from home\". Virtue should also be proud for creating something which raises the standard and finally proves that complexity is [i]not[/i] synonymous with quality. Great work, Virtue, and I hope you expand your mapping horizons. I also hope that others follow from your example of thinking purely about the map rather than about the reaction it will get from the general public. ~ Kouen [b]Bot Routing:[/b] Yes [b]Custom Textures:[/b] Yes [b]Custom Music:[/b] Yes [b]Custom Models:[/b] Yes

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39396 downloads

Uploaded:07-10-2005

Battle Over Coruscant

ep3_battle_over_coruscant.zip | 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~

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37268 downloads

Uploaded:04-19-2005

Dismemberment Mod

jka_dismember.zip | 431.78 KB

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

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175855 downloads

Uploaded:08-17-2004

ForceMod III - Return of the Sith (Win Installer)

forcemod_iii_v1.0_win32_install.zip | 39 MB

Academy. ForceMod III - Return of the Sith gives you the option of nearly 30 different classes. I can\'t even list all of the classes here, there are just too many. But as an example, as a Jedi Warden, you get a limited number of force powers, a lower saber attack level, but you get a Bryar. As an Aurorian, you get all light side force powers (up to level 4!) and level 4 attack and defense at max, but no other weapons other than your sabers. There are many other variations on these limitations which really seem to balance the mod/game. There are several new stances added - some specifically for single, dual or staff sabers. Some of the sabers are destructable as well. There are many new special moves added and a ton of other stuff including, but not limited to, cloaking, flame gauntlet, optic radar and a jetpack. There\'s just so much here, I really can\'t cover it all. Download this mod and check it out. I wouldn\'t be surprised if this starts popping up on a bunch of servers. :D ~AmosMagee

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26565 downloads

Uploaded:07-21-2008

Atlantica

atlantica.zip | 143.97 MB

with this map in hands, I can effectively say I've been compensated for mah troubles >_> Forst, background. Conceived for the ::JEDI:: clan by Szico VII, this map, set on planet Mon Calamari, is a soul-harvesting, child-eating, and corn worshiping power house of script, design, and sexy. Seriously, feel free to take a look at the screenshots before reading on if you don't believe me. This map has effectively stamped out all of Szico's predecessors in virtually every aspect. Enough pole-jocking, I say! Let us proceed to a small walkthrough, shall we? To preface, I must note to you all that there are [b]TWO[/b] versions of this map, but both contain the same essential items, save for a couple features. Now then, to start us off on our grand journey, we shall begin with the broad exterior. Starting from an empty landing pad, one can take in and grasp the true beauty of the architecture of the exterior and texture work of the water and skybox. Szico REALLY went all out on this one. It felt like I was really in the middle of Mon Calamari/The Antarctic. The water was crisp, clear, and looked damningly cold. It also blends incredibly smoothly with the skybox, making the map feel very realistic. The skybox suggests that we're sequestered in a valley of sorts, and quite exquisitely, at that. Moving on from the background, we find ourselves staring at a monstrous dome of sorts, with a tower atop it, along with several other jutting extremities coming from outside the dome. This empty pad contains an interesting little device, but I shall save it for later. LETS PROCEED INTO THE DOME. The dome is massive, and made almost completely out of glass. It's quite an excellent observation area. The inside of the dome is what I like to call "rage city," as it has enough destructibles to almost completely wreck up the place. The overhanging lights can be pulled down on top of your opponents and kill them, you can kill the lights to the stairs, the main halo light,knock a monument down, and pretty much own every tree there is with your saber. It's beastly, without a doubt. Looking forth at the other extremities, we'll just glance over at the delicious shuttle that takes off and lands every few minutes, and proceed to the strange little spiral staircase. Inside? A room, with a familiar object of chaos...go ahead and pull the switch, I dares you =_>. I daren't say more, so let us return to the surface! Returning back to our empty pad, we'll finally discuss one of the scripted specialty features: dynamic elevators. Ah, yes, this one's a doozy. What sets this one apart from others other than the earth-shaking scripting? Simple: It's a BEAM-LINE elevator. As the elevator is hailed, you can see the beam path the elevator pad glides along with great ease. It is, without a doubt, quite awesome to behold. Granted, in some angles it looks very 2D, but it can be overlooked for the greater good, here. From this pad, we can either choose to go to the shuttle's landing pad, or to the command tower. Let's go command things, shall we? Once we hit the tower, one must circle around to the next elevator to get to the peak of the tower. Now to call down the next--WHAT?!? WARNING: LIFT RESTRICTION?! CURSE YOU DIRTY AND GLUTTONOUS STAFF. Force users at this point will have to manually climb up the tower(or just respawn there,) and push the crate off the elevator. Foulness, indeed. Afterwards, the elevator works. At the top of the tower is the admin room, a simple room that has more practical value in the RPG version, which will be explained later. Activate the console with the code provided in the readme, and all shall be revealed. See below at the end of the review, as the code here IS customizable. Now, it's time to FINALLY go inside, having left a few unturned stones for you to discover out there later. Retreating to a particular extremity adjacent to the dome, we shall be entering by a contact-triggered elevator. Quite stylish, I know. Step on the arrow as you walk in, and our journey shall begin. Landing in the awesome nexus, there are a huge plethora of doors. Eenie, meany, MINEY, MO! Well, wouldja look at that? A BAR. Hasn't anyone heard of an actual restaurant in this community? I mean you could include a bar IN IT, but RPG'ers needa eat @_@. Moving on, this bar is eloquently designed in the oval structure, allowing for more movement of the bartender. In the corner is a window to one of the most awesome skyboxes I've seen. It makes you feel like you're actually underwater >_> seriously. Anyway, evading subjective fits of rage, lets bail out for the next door into the detention center. Now THIS is what I call a detention center. Forcefields, steel doors, and controlled gun turrets make great security measures, and hurt many feelings. Now granted, it woulda been nice if he installed like, poopers, so people can poop, but hardly anybody lets forth a corn log in RP anymore(at least, in serious RP >_> it's too cool for them.) Anyway, let us take flight from this deliciously miserable place. Oh yes, by the way, please scorn and laugh at Szico for not being able to properly read and spell my name in that screenshot. Whilst that screenshot with my "name" in it was doctored(so I don't have a private cell), I just want to make him feel retarded anyway XD Let's GO TO TEH PARK! WOOT. Moving swiftly on, we come across a deliciously designed underwater park, complete with streetlights, and, in the basic version, NPCS that wander about. Honestly, whatever I say here would be a waste of breath, as it's just miles better to just inhale the visuals for yourself. Trust me, you shall be awe struck, methinks. Now we can finally attack the meat and potatoes of this compound. Moving down a corridor, we can stop by and see there's two...pits? Yes, Szico found it more entertaining to have the players leap down and be carried up in this particular area, instead of actual elevators. Not exactly the most PRACTICAL of ideas, but he at least designed the shaft to be quite entertaining to behold. Dropping down to a soft landing, we come upon a lobby with a malevolent TV screaming and hawking ::JEDI:: and the map. In my initial beta testing of this map, I attacked it in a childish rage, scorning its existance. Suffice to say, It breaks, and >_> can be fixed, although I will explain that later as well. Man, I have a lot of explaining to do -_-; So then, there's a nice lil protocol desk droid waiting for you, his function also being covered later. Heading left, we'll prod and poke the "west wing" of the compound. Walking along the scenic hallway, we arrive at the stairway nexus which leads to the deliciously scripted infirmary, VR stealth training room, and laser dodging training area. Definitely worth a personal investigation, as my words alone cannot recreate the experiences extracted from them. A long stairway across the infirmary leads down to meditation and prep rooms, one of the combat prep rooms housing Szico's pride and joy: Hexagonal Honeycomb windows. I must admit, these are thoroughly awesome, and as such, warrant a soul harvest. The annex here is definitely also worth a look at, as it was beautifully crafted, and features a nice fountain here, along with the vaulted glass ceiling, which is quite priceless. Alright, finally, we'll hit the East wing, which contains the archives, dormitories, and the council rooms. Archives contains something that will be explained later >_> NOW, the council is built like your average council room, save for the laser security and the RPG function that will ALSO be mentioned later. The dormitories are quite awesome, although the beds are ENORMOUS, even the bunk beds. Downsize much? Whew...seriously. and now,intermission.... [b]-=Averus goes to go eat=-[/b] Ahh, most delicious. Now that I can focus on the map rather than eating, it's time to hit some of the more technical aspects. First off, if it isn't obvious enough, this file/map is HUGE, and as such, may annihilate lower end PCs, so beware. Map loading time was like...well, longer than most maps, so I'd suggest finding something to amuse yourself within that time frame >_> Bugs: There's some. I'll just note them in list format. Granted, whilst we had MaceCrusherMadunsus in the server at the time pointing out bugs, truth be told I wasn't listening so XD here's what *I* found/recorded(whichever came first): - Elevator/Annex area: You can jump through the unclipped rock and step into the void. - Some doors may get stuck, depending on how you handle them. - You can see brushes and map objects in certain windows/ceiling windows depending on what area of the map you're in. - (one time deal, but still possible) The beam elevator's console brush disconnected from the pad. - A few hardly noticeable clipping issues with curves. - Certain sounds can be heard globally when they were meant to be local, an issue Szico cannot fix. - There is no mess hall, despite Szico's texture >_> - Doors can kill you >_> rather easily if you're not careful. - Doorway leading to lobby has a few clipping/textural issues(not too noticeable, really.) That's just a few. (I was told there was some z-fighting somewhere although I never personally spotted it.) So now I can finally attack the stuff I've been meaning to save for the final parts of this review, which has taken way too long because of distractions and general fun XD. There are two versions, as I'm sure I've mentioned before, or thought I did...who cares, DEATH TO ALL. [b]Atlantica - Basic[/b]: This is where RP can commence more smoothly, in my opinion. This area is void of most of the following features that will be covered in the RPG Version of the map, and features an expanded bound so you can fly ships within distance of the dome station. Now, to actually hit the cream. [b]Atlantica - RPG[/b]: This is the map where most of the fun is stored, for the most part. You must VENTURE FORTH and gain credits(respawning objects easily attainable in certain areas,) or complete certain missions to gain credits to buy your way up the clearance ladder! Missions include simple tasks like clearing out a hall way to completing VR training missions successfully. Also, whilst you're out and about, you can get the toolbox and boredly repair the broken TV and lamp posts in the park. Here, in a nut shell, is where clearance can be reached: Lvl 1: Freebie granted in the drop shafts. Lvl 2: 50 Credits, purchase at the desk droid Lvl 3: 300 Credits, Purchase in archives Lvl 4: 400 Credits, plus a 10 switch console hunt is in order to activate the console itself. Lvl 5: Admin Control Tower Also, a couple other functions require paying of credits, I.E. the infirmary bacta tank. The last other difference I recall between the RPG version and basic is that now the RPG version has an x-wing in the once empty pad, and the bridge to it can be destroyed. Okay, I've typed far enough

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2967 downloads

Uploaded:09-26-2007

Endor and More

endor_and_more.zip | 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

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11594 downloads

Uploaded:11-03-2006

HS_Gweth_Kelia

hs_gweth_kelia_v2.zip | 13.9 MB

ultimate female model that will replace Leela and hurt her feelings and make her cry, where I shall promptly laugh and then cleave through both their skulls. The result of this effort? Hapslash quality. Need I say more? Okay fine, it's really good, but it's not really not that thrilling to me. However, I'm sure the female players are rejoicing like crazy and will probably roar at me for not giving a rave review of this sensational model. I wasn't thrilled with the soundsets on Gweth at all. Apparantly they're from Babylon 5. They sounded like some uppity crank feminist who hasn't slept in five years and needs to be hit over the head with a scythe. The sound quality is decent, minus one gloating sound. Is it good overall? Yeah, definitely. I just can't say it's THAT great just because it feels like Hapslash sold out. That may not be the case, but I don't plan on playing Sherlock Holmes to find out the motive behind this model. Surrender your bandwidth immediately, lest I cleave you with a scythe myself. Bot Support:Aye NPC Support:Aye New Sounds:Aye Team Support:Aye - Averus Retruthan

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117414 downloads

Uploaded:08-01-2005

Jedi's Home (JL) II

jedihomejl_ii.zip | 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~

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35014 downloads

Uploaded:06-20-2005

MaulVM

maulvm1.0.zip | 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

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118253 downloads

Uploaded:09-10-2004

Survival Mod 2: Revenge Of The Droids

izzysurvivalmod2.zip | 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

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910 downloads

Uploaded:12-14-2011

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=http://starwars.wikia.com/wiki/Sith_(species)]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!***

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9360 downloads

Uploaded:10-12-2010

The Force Unleashed 2 Starkiller Pack

starkiller_tfu2.zip | 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

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11095 downloads

Uploaded:12-25-2008

SJC - Mos Kreetle

sjc_jkg_preview.zip | 114.94 MB

return of a legend after a long period of absence. I saw this map when Sith J started production on it many, many aeons ago, and when Sith J mysteriously vanished due to real life work commitments I feared we would never see this map. But, he hasn’t disappointed us, as with excellent timing the finished map is delivered to our doorstep! And believe me we have a treat for you here today! Before starting off the review though, it is best that I first mention the mod which this map is largely based around. This is the JKA Galaxies Mod, a mod that aims to replicate the MMORPG feeling of Star Wars Galaxies using Jedi Academy. Here is what I think is a good summary of the main aims of the mod and this map from the readme: [quote] This map will eventually form a player world in the upcoming mod JKA Galaxies, the map act as a preview to that mod. I have included instructions throughout the map given by protocol droids that are standing near shuttle ports, and banking terminals and other key areas, the will inform you that you cannot do carry out a particular function at the moment, these actions are a part of the Galaxies Mod so thats something to look forward to in the new year. The map stands as a completely playable FFA map however with plenty of areas to explore and also lends itself well to the RPGEr as there are living quarters and underground bars to name a few.[/quote] The droids mentioned are spread throughout the map and are easy to find, they really do give you instructions too when you press the use button on them, a very nice little touch there on the interactivity side there! Now lets have a good look at this very large map. In true Star Wars Galaxies style, this is laid out just as the towns are in SWG, there is an entrance and exit point, that in SWG would lead to the outside world. However of course you cannot go past these areas in this map as it would be physically impossible to replicate the completely open world that Star Wars Galaxies features. The town itself is within some low walls, which allow you to look over and see some scenery beyond, which helps prevent the map from feeling too enclosed. The buildings, and indeed the whole town has a lot of SWG references, such as the droid sounds from SWG used for the many R2 units wandering around, and also the occasional electrical hum and other such noise. All of these are an excellent touch, which adds greatly to the ambience of the map. Buildings to explore include a Medical Center, a few small shuttle ports, between which a small platform flies, transporting you to various parts of the map. There is also a droid / junk shop, some houses (including an outskirts ‘mud-house’ type area), a garage and a bar, all of which are enterable. And I haven’t even gotten to the best part yet! The best (at least in my opinion) and also the biggest part of the map is the shuttle port area. Now, you all remember Sith J’s Millennium Falcon map don’t you? Well the Falcon (a fully enterable one too!) is back for this map, docked in one of the docking bays of the spaceport. But wait, there is more! One legendary, fully enterable ship wasn’t enough to put in this space port, there is another famous fully enterable ship docked here… [b]The Ebon Hawk![/b] Yes that’s right, Sith J has turned his multitude of talents towards providing us with what I think is the definitive rendition of the Ebon Hawk ever see in a JKA map. There have been several maps which feature the Ebon Hawk, both enterable and non-enterable versions, so what sets this apart? Well for one, the attention to detail is incredible. This is definitely the best replication of the Ebon Hawk that I have ever seen. The shape and textures are spot on, though the ship itself is somewhat oversized I think (as is the Falcon) but that is necessary to make all the inside areas fit in, so it isn’t too much of a problem. All the areas we remember from KotOR are here, the bedroom areas, the storage rooms, the bridge, the central room and more. One particularly special feature that caught my eye in the central room was the holo-projector, which has hovering above it a display of a system of planes and asteroids rotating around the Binary Star System of Tatooine’s two suns. Moving back out into the map in general more features that caught my eye was the huge wrecked ship crashed into the middle of the town (very similar to the Dowager Queen that rests in the middle of Mos Eisley) and also the maps textures. The textures are of note because they seem to use some form of bump mapping, which I can’t figure out. The effect looks great, and fits nicely with the rough, grimy appearance of Tatooine in general. Another textural feature of note is the special ENV maps that certain textures have - the ones where only certain parts of the texture are made shiny, whereas the rest remain matt. I forget what this type of shader is called now, but it is a difficult effect to actually make, so well done there Sith J mate. ;) I could go on for much longer with this review, but I think my fingers might fall off with too much typing. :P To sum it up, the layout of this map is very reminiscent of the Star Wars Galaxies locations without being just a copy. The textures are excellent and have been well used, as is the lighting, especially in the underground passageways of the spaceport. These areas look very cinematic, which their low lighting and slight haze in the air. Sith J Cull is always very impressive when it comes to hunting down and getting rid of bugs and errors, however I did notice a small few that managed to slip through. These though are mostly just small areas where a texture is misaligned or not scaled correctly, and in a map this big you wont notice little things like that unless you are looking for them pretty hard. Other than that, I would say that the terrain doesn’t look quite natural and smooth enough in a few areas, but again, that doesn’t spoil the overall excellent quality and workmanship displayed in this map. Overall then a fantastic map here and a magnificent return by Sith J Cull! As far as legends go, he might not be might not be ‘The Man in the Hat’, but he certainly is back! :D [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 ~Nozyspy~

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11059 downloads

Uploaded:06-04-2008

UltimateWeapons

ultimateweapons.zip | 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~

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3529 downloads

Uploaded:11-04-2007

Star Forge Observation Deck

starforge1.1.zip | 19.02 MB

recognize this map as a pretty high quality recreation of the observation deck of the Star Forge, where the final battle between your character and Darth Malak takes place. This map, though not a 100% perfect recreation, does a very admirable job of recreating the location, complete with Force harvesters, big wires everywhere, and one amazing skybox courtesy of MaceCrusherMadunusus. While this version certainly has a brighter, more yellow feel than the original, most of the proportions and details are there and relatively spot on, creating a wonderful ambiance and a wonderfully accurate overall feel for the whole map. The brush and patchwork are also excellent. It\'s obvious a lot of blood sweat and tears were put into this map and it goes a lot farther than a lot of similar maps would! Now for the super fanboys I\'ll cover some of the inaccuracies and bugs. First of all don\'t try to devmap this map like I did. It\'s not designed for free for all and doesn\'t even have the appropriate spawn points, so it\'ll crash. Just use it for duel like it was meant to be. Secondly die-hard fans will notice that some details are slightly inaccurate, such as the backs of the harvesters on the raised platforms and some other minor details, and that some details are missing entirely, such as the two locked doors on the lowered dead-end ramps. This doesn\'t particularly bother me since I didn\'t know they were there in the first place (heck, if you went down there in KotOR Malak would destroy you!). One last thing I wanted to mention was that I did notice some untextured faces on the bottom of the back of the harvester, which I assume never got uncaulked, so that may deserve some attention. Perhaps if a fix is planned the harvesters could be looked at to be given the appropriate effects as seen in KotOR. wink Overall I\'d say it\'s a great map to add to the KotOR collection. It\'s a memorable location, and now you can have your own epic duels while observing the battle for the Star Forge! Just remember... duel only![/quote]Shadriss has whipped together a quick fix for some of the bugs in the original release. The fixes here include corrections to the spawn points, the addition of ffa game type, a texture fix for the Force harvesters, and an aesthetic glow addition to the harvesters. A great and surely much appreciated fix! [b]Bot Support[/b]: Yes [b]New Sounds[/b]: No [b]New Music[/b]: Yes [b]New Textures[/b]: Yes [b]Game Modes[/b]: duel, power duel, ffa ~Inyri

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6960 downloads

Uploaded:09-18-2007

Blastech DC-15A

dc15a_pah.zip | 987.75 KB

shame, and this DC-15A is no lesser a model. I\'m sure a lot of you remember this gun, either from the Battlefront series or Republic Commando. It\'s quite an accurate replica, and we should all feel lucky to have it, as it was originally made for Movie Battles, but has been graciously converted for use with baseJKA. It replaces the repeater, and comes with its own icons so you will actually see this weapon when you are changing guns. It also has some custom sounds and, if that wasn\'t enough, the strings have also been altered to reflect the change of weapon. Ideally you shouldn\'t seen \"repeater\" pop up anywhere in multiplayer! This is definitely a gun worth picking up for those that enjoy new additions, especially Star Wars related additions. Personally I think it\'s loads more interesting than the default repeater and is a great escape from the norm! Give it a download now. ~Inyri

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4158 downloads

Uploaded:10-24-2006

Temple of the Elders

temple_of_the_elders.zip | 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

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10416 downloads

Uploaded:07-06-2006

Forest House

forest_house.zip | 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

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41026 downloads

Uploaded:12-24-2005

Clones Ultima

clonesult.zip | 18.05 MB

have seen his original clones for JO. I, to this day, still use one of the reskins. This project is also very interesting, because it was not done by one man, but by 6. The Clonetroopers had to fight in an uncomfortable type of armor during the first years of the Clone Wars. That armor is called the Phase I armor and we've already seen it as a JO/JA model - Marz gave it to us in the previous pack. The models were kind of thin, and generally looked... strange. The new version corrects this, and they finally look like they were supposed to. There are quite a few color variations included, red, green, yellow and more. However, I really miss a SWBF1 Jet Trooper (a green clone with a jetpack, that is featured on the ARCs). It's pretty easy to do, too... Oh well. The ARC Trooper are great, lots of accessories, there are actually a little bit too many. You can't turn the jetpack off (coincidentally the very same jetpack that can be used to create the Jet Trooper) . Once again, there are many variants, and wow... They look great... When they're not moving. The legs clip through the skirt, and the pauldron is invisible from underneath. The model and the skins are really great, but these bugs always kind of down-grade it. The clones were given some better clothes later in the war, dubbed the Phase II armor. You could see the designs in Episode III. Noone has ever released a new model of these trooper before, there were, however, a few tries to skin them on a stormtrooper. The basic Clonetrooper is nice, just as it should be. There are quite a few paint jobs available, orange, green, grey, blue, red. They all have scratches over their bodies and are absolutely terrific, skin-wise. Detailed. And there's the Shadow Clone, something pretty new. He's nice, check him out on the screenshot below. There's also Gree, one of the few unfortunate clone commanders. He was slayed by Yoda on Kashyyyk. Once again, a detailed skin, everything as it should be. Next, Neyo! He seems to be an un-mirrored and reskinned Clonetrooper. He's okay, nothing spectacular. Commander Bacara is very nice. However, the skirt clips again! Bly, his troops, and Comamnder Deviss are almost perfect... Almost. Deviss doesn't have his binoculars down, as he should have (he always does in the promo screenshots). The skin is done very well, and will probably be one of my favourites. Along with this one, the 2nd Airborne trooper, sometimes called the "beehive trooper" at various JA forums. I think that he has one of the coolest SW helmets ever. I wonder, how many polies does this thing have? The skin is once again really good. Many people have tried skinning the Galactic Marine (incorrectly called the clone commander in both SWBF2 and this file) on the Snowtrooper model. It finally gets its own, but I can't say I'm impressed with it. It's too fat in my opinion, and the chest could surely be reworked. Next, Commander Cody. A wonderful skin by Darth Cuilerre (I hope I got the name right). There are a few mistakes on the skin. The strap should only be on the left leg, and the belt packs are not correctly coloured. That's because the model is mirrored, which isn't a good thing for non-symetrical skins. And last comes the Clone Commando. I can't say I like the model... at all. It's not like it should be, just take a look. The visor is wrong too... This could certainly be improved. Some of the clones are good, some are not. I miss the clone pilot and a few more variants, like the engineer. Still, the pack is going to be essential in the next couple of weeks and months, so get it or you'll only see Kyles! Arthenik PS: Big thanks to people from the *VaS* Ewok Hut server! Namely ElegosVos, Warfang, *VaS*MauroX *VaS*Axl, Grant Hammerhoof and my friend, Phoenix. Bot Support: Yes NPC Support: No Team Colors: On some of the models New Sounds: Yes (from RC)

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23823 downloads

Uploaded:12-07-2005

Clone Wars Cartoon Model Pack

psk0_cw_model_pack.zip | 15.26 MB

gentlemen, cel-shaded and look just like the real-life... actually cartoon-life counterparts! This is done rather nicely by using a small trick - texturing only one side of a face, so it looks like it is contoured from one side and it looks like it isn't from the other. Pretty clever, and it works well. First we have quite a few Jedi, namely Anakin, Obi-Wan, Luminara Unduli, Barriss Offee, Mace Windu, Yoda and Kit Fisto. Anakin looks pretty spiffy, with a nice-looking costume and the robotic hand, which is actually quite good :) It might not be eprfect, but it does get the job done. Obi-Wan is... strange. I don't know, his face jsut doesn't look too Obi-Wan-ish and certainly won't be my favourite, even though I like him in the miniseries. Luminara has a bug that I don't quite understand... Her cloak's front side doesn't appear in my game. It does work in ModView though... Anyway, she is exactly who she is supposed to be - Luminara Unduli. Psyk0Sith did a great job at her, it's one of my favourite models in the pack. Barriss Offee is Luminara's Padawan and appears in one or two CW episodes, along with her master. I don't know why, but it just doesn't strike me "this is Barriss Offee!" when I'm looking at the model in-game. Maybe it was because of her rather short time on screen, maybe it's just me, or maybe it is the model's fault. I'd lean towards the 3rd theory, though... Don't get me wrong, the model isn't bad! It's just that it's not clearly her. And she, by the way, has the same bug as Luminara does. Master Windu in this costume appeared in an episode devoted to him and him only, and in one or two comm transmissions. There are actually 2 versions of this skin, with and without a generic robe. The model is pretty much accurate, but... But... I'm not particularly impressed with the head, it could be thinner, I think the author could do that around the cheek area. Yoda, the little green guy with the funny quotes! He has two robe colors, a dark gray one and a tan one. I'm pretty much impressed with this little person, although the weighting is really sloppy. This model is really just like the Yoda from CW. It has the CW-esque head shape that it didn't have anywhere else. I like that one :) Then we have Kit Fisto, an another green guy, this time with an octopus on his head. He's only dressed in underwear, as portraied in an episode of CW, where he fought against the Quarren. I don't like the look on his face, he should be smiling, that's his trademark. I don't like his taunt either, but that's pretty much secondary. The model itself (except for that smile) is done rather well and you cannot possibly think it's someone else than Kit himself. Next we have the Dark Side people! Count Dooku, Asajj Ventress, General Grievous and Durge... Count Dooku is great, model-wise, I love how his goatie turned out! The clothes could be lighter, they jsut don't seem appealing to me. The cloaked variant is nice, but once again, there is a rigging problem, the little chain goes right through the robe in a weird way... Asajj, the Sith wannabe... I think she's not really new, but still, she is one of the better models in this pack. Nice, nice! The detail on this model is pretty good, considering the need for a lack of detail (animated series animators have to make the character frames as simple to draw as possible). The model is just liek the Dark Jedi I know :) Grievous next! I'm don't like the skin colors (too dark), or the face (looks like a human face enclosed in metal, the chin shouldn't really be pointed down THAT much), but I absolutely love the legs, I've never seen anything simmilar on a JA model, and wow, it totally fits in. Durge, the weird-looking octopusy...thingy. Now here I'm sure I've seen him already, released on his own. Poor Durge. Oh well, the model you ask? It's just like what you would imagine, and that is a good thing! He is bulky, jsut like the CW Durge was, and is really one of the best models in this pack. And last, but certainly not least, come the soldiers... A pink battle droid and a super battle droid for the CIS, and a Clonetrooper and an ARC Trooper for the good guys, the Republic. A battle droid... hm... And it's the pink, post-Geonosis variant. It's also one of the best models in the pack (I might say that ít is the best one) It is detailed, and looks just like it should, with everything working and functional. I love this model. Next, the SBD. The model is very nice and clean, but I don't like the sounds. A bit too high-pitched. I think they do come from Episode III, but I still don't like them. The model is great otherwise, almost perfect :) And now my favourite troopers of all times... Yeah, I do like Clonetroopers :) The model is very, very nice, but the clipping! That's really one of the few weak points of this pack... Now the independent Clonetroopers, the ARC Troopers. They are very, very, very nice and they are my favourites, along with the BD. They don't look like ARC Troopers, they are ARC Troopers! While the model is perfect, parts of the model clip through each another, due to the weighting. Shame, really. To sum it up, most of the models are pretty good, and I do like them. The sounds are not bad either, but there are a few soundsets I don't really like, the SBD one for example. Then there is the weighting. That really downgraded the pack alot, so I would surely try to improve in that. Clipping just isn't appealing. I hope you'll make more of these, this time with better weighting ;) PS: For an even more complete CW Cartoon experience, use the new lightsaber blades included in the Zip. New Sounds: Yes Team Support: Yes Bot Support: Yes NPC Support: Yes Arthenik

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60632 downloads

Uploaded:07-02-2005

Count Dooku

hs_dookuja.zip | 3.79 MB

every way... Count Dooku\'s cape isn\'t stiff like on other models, his cape flows nicely, I\'m sure alot of you are glad to hear that :P. There are several skins included with the model, there is the default which is Dooku\'s Episode III robes, an Attack of the Clones version, which is his clothes from Episode II, the team skins and an imperial version (you need to download Hapslash\'s \"Improved Imperial Officer\" to see it) What I really like about the model is the attention to detail, it looks exactly like Christopher Lee, who plays Dooku in the films and there is nearly no clipping what so ever. Not only do you get this awesome model, Hapslash has also included Dooku\'s Lightsaber hilt, and an optional overwrite hilt. There\'s an NPC there, and new sounds. Most of the sounds are from Episode III, and I think they were great choices they fit well into combat. Pretty much the best model to come to JKA so far in my opinion, and I think I speak on behalf of the whole community when I say, Thank You Hapslash and Infinity Blade. New Sounds: Yes Bot Support: Yes Team Support: Yes NPC Support: Yes -Rink

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60312 downloads

Uploaded:06-21-2005

General Grievous

grievousvm.zip | 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

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110008 downloads

Uploaded:10-19-2003

Modeling/Skinning Guide and Tools

jedi_academy_modelsandanimation.zip | 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

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1735 downloads

Uploaded:04-06-2010

Alora2 SP Fix

alora2fix.zip | 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

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2560 downloads

Uploaded:08-20-2009

Hirman's Cad bane

hirmanscadbane.zip | 13.68 MB

truth in all this excitement I've kinda lost track myself. But being this is a .44 Magnum - the most powerful hand gun in the world and would blow your head clean off, you've got to ask yourself one question--Do I feel lucky? Well, do ya punk?![/quote] This particular quote would surely fit if it was ment to be said by the guy of whose model we've got today. Yes, Cad Bane is a recent addition to already vast storage of Star Wars villains. We can see him debut in last episode of first season of Clone Wars (The 3D ones). Many people knew who he was based on as soon as he could be seen on screen, that of course, is Clint Eastwood. A man so badass that a replica of him had to make it's way into Star Wars, but enough with this nerdy babble, time for the file itself. This is another nice model from Hirman that's based on Cad Bane, obviously. It comes in 3 main flavours aswell as additional teamskins. To make this review cleaner I'll desribe each of them seperately. First one would be the default one. What we get is a Duros bounty hunter in clothes that clearly come from western movies. He wears a big... really big cowboy hat (Is he compensating for something? *wink wink*) A leather coat, pair of gauntlets, similar to the ones worn by Mandalorians, tight pants and pair of ordinary looking boots with something that looks like exhaust vent attached to side of each boot. The most notable thing though are the pipes comming from his back straight into his cheeks, could they be special surgery pipes that would allow him to breath in hazardous areas? Well, I don't know. As far as it comes to accuracy the model is quite spot-on and there aren't any issues to whine about really. The next variant is the same as the first one, except for one little change. His hat is gone. Instead we see his ball-head in full glory. But that's when I have to criticize for the first inaccuracy part. As some of you may already know, Cad Bane is of Duros race. Their heads have special shape that differs them from other humanoidal species, but Hirman didn't reflect that on his model. I suggest taking a good look at how Duros race looks online and then fixing that issue for the next version, if there's any planned. The last variant has its hat back on, but at the cost of the leather coat, so we get to see his skinnyness. The undershirt looks okay as far as I can tell but the belt from the sack he keeps on his right side sometimes clips into body, it's a nasty issue. Feel free to improve it in the future. Then of course we have those team variants that are same as the default one with the exception of gauntles being colored blue and red, depending on which team you'll be playing. Now comes the great finale, but before that I have one last thing to complain about. Once again Hirman used photosourced textures which take a lot of quality that could be done if the model has proper texturing done from scratch. Thankfully it doesn't look as bad as on Ahsoka and keeps the overall character look intact (As long you don't zoom-in, that is). Overall it's a solid model with decent texturing, despite it being photosourcing, which resembles Cad Bane the way it should. If you like Clint Eastwood or simply like badass villains, you must submit some of your bandwidth for this file. Then you may proceed to kidnapping senators, rescuing Jabba's friends and all that. Team skins: Yes. New Sounds: Yes. Bot Support: Yes. NPC Support: Yes. -Schrödinger

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16639 downloads

Uploaded:09-18-2007

Star Wars Saga Ultimate Hilt Pack

swsaga_ultimate_hilt_pack.zip | 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

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16599 downloads

Uploaded:07-06-2007

Backhand Lightsabers

bh_lightsabers.zip | 525.9 KB

picked wisely. :p And so, here is a nice little set of lightsabers from HOUOU. Anyone who played the console EPIII video game will instantly recognize this funky backhand fighting style. And this is basically all the mod does, the author made a rather simple (but neat looking) hilt to go with his backhand lightsaber, called sniper. There are three pk3s included, a regular version of his sniper hilt, a backhand version, and a backhand Katarn hilt. There are some major issues with multiplayer, as the game seems to crash when trying it out with all pk3s in your base folder (solo mode worked perfectly fine). The solution would be to pick one, and stick with it, or not use them in MP... After all, I doubt any server would simply allow exploits like that, but if you find one, enjoy. ~Metall Pingwin

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24887 downloads

Uploaded:04-14-2007

Saber Realism

saber_realism.zip | 8.74 MB

let me cover the basics of what it changes:[list][*]manual blocking[*]slowed combat speed[*]one-hit saber kills[*]massively increased automatic blocking (for compensation to the above point)[*]new saber sounds[*]other stuff listed in the read-me which I didn't get a chance to test (so read it!)[/list]My favorite bit here is the slowed combat speed and the increased blocking. It's a filmer's dream! Not that I make films... :p. Anyway, I am talentless when it comes to JA, but I managed to have some pretty awesome looking fights using this mod with only a mere reborn. So anything that makes JA cooler is a bonus in my book. Then there's the "realism" angle; after all, it's in the name of the mod! Does this make saber fighting more realistic? [i]Yes![/i] When was the last time you saw [i]any[/i] Jedi take 10 hits with a lightsaber before going down? Puh-lease. Is this increased realism a good thing? That's debatable. I like it, because I think despite the one-hit-kills it's still quite balanced (which is where a lot of similar mods fail). When he says blocking was beefed up, he really means it. In case it wasn't clear earlier, there is still automatic blocking. The manual blocking is in [i]addition[/i] to it, and it works as advertised (read the read-me for that). If you want to use this mod in multiplayer, though, you're going to come across a few problems. I'm guessing, based on the batch file, that this mod was designed for SP. In MP some notable "bugs" are the clash effect doesn't work, manual blocking doesn't seem to work, and (maybe it's just my imagination) but the sabers seem faster than in the SP. Overall it's not really working too well in MP, although you could certainly still use it. The author may want to think about working it into a usable MP mod as well, if possible. Did I mention he removed the red stance? :D (Don't cry, it's supposedly coming back in the next version. Except less ghey.) I have [i]one[/i] gripe. The sounds! No, they're not bad. They're just... well, the most common swing sound is like... a fast swing sound. And none of the swings are fast. It bothers me. The author better fix/change it or I'll cry. :p Now if that isn't a [i]minor[/i] gripe, I don't know what is... Now if you'll excuse me, I'm going to go play through single player to see what else has been changed. :p ~Inyri

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15629 downloads

Uploaded:03-23-2006

EP III Stances

ep3stancesv2.zip | 8.24 MB

that I can say, so I'll let the screenshots speak for themselves ;) Sorry for the bad screens, I had to learn to change the camera angle, then I took the screens on a dinky test map (others took to long to load). But hopefully you get the idea :p ~ Red Rebel

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4989 downloads

Uploaded:06-10-2005

Clone Wars Saber Sounds V2

cwv2_saber_sounds.zip | 1.8 MB

(maybe i just need to go get my hearing tested), but there are various differences between them. Download them, take a peak..err.. a listen, and see what ya think. Not much more to write.. I could try to make the sounds for you.. **weeeeessshhh\".. but doesnt have the same effect i think. -Lizardking

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4487068 downloads

Uploaded:02-16-2005

Escape: Yavin IV

escape.zip | 109.39 MB

models, new cutscenes, animations, etc. All of this is new and it's all done quite well. It was a bit of a challenge for me and I didn't even come close to finishing it (mostly because of a time restraint). If you've been bored with the SP game from Jedi Academy, you might want to check out Escape: Yavin IV. The only things I was disappointed in are significant, but don't make or break this game. The size, of course, is a factor. It's over 100MB in size, so it's going to take a while to download for quite a few of you. Second complaint would be the voice acting. It was all done by one person. And I'm not quite sure why the Queen's voice had a tinny sound to it. That didn't make any sense. Anyway, try getting more people to help voice act for your levels - there are quite a few out there who are willing. Several guys I know out there who'd be interested. And there are fewer women available, but I'm one of them! :D [/shamelessplug] Aaaaaaanyway, if you can tolerate the download - check this total conversion out! ~AmosMagee Ps. There's a walkthrough included! Okay, totally going to cheat and play this all the way through later. :D

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59356 downloads

Uploaded:07-30-2004

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.

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4862 downloads

Uploaded:07-30-2004

Desann Reskin Multiplayer/Singleplayer V1.1

desann_reskin.zip | 12.31 MB

just doesn\'t fit him. Not that the female Jaden voice would be any better. ;) What the author has done is revamped the sounds so that Jaden, when played as Desann, will have a deeper voice. It was a little weird playing it and seeing and hearing Desann speak so casually since I\'m used to him being all \"Save your strength\" in his mocking, evil voice thing. Anyway, there are a few torsos and legs to choose from and two heads. They look great and this is worth a download if you\'re a fan of Desann\'s. Bot Support: No Team Colors: Yes New Sounds: Yes ~AmosMagee

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8742 downloads

Uploaded:04-08-2004

Boba Fett\'s Hideout

bobafetthideoutsjc.zip | 9.02 MB

pad. It\'s a good start for a great map. When you walk through that very cool door there, you find yourself in a lovely ... well, almost a courtyard. There\'s a small creek running through and a beautiful bridge that takes you across to a small circular clearing with only one tree in the center. Then there\'s a building with very few hallways. Inside you\'ll see a Carbon-Freeze-Chamber-esque room and then outside again is a perfect area for dueling. Up on top of that platform that I\'m not quite sure what it is. But it looks great. :) I suppose I\'m an easy person to please. I always love James\' maps. But believe it or not, I have a few complaints! *gasp* First of all, what ship is that there, anyway? And where is Slave 1? There is a JK2 model of that. Why wasn\'t that used instead? Also, if this is a \"hideout\", why would there be jetpacks laying around everywhere? Why not create an armory for the jetpacks and weapons? Well, I know the answer to that ... gameplay would then suck. :) And finally, the FPS. Mine was fine, but on slower/older systems, it\'s going to be quite choppy for you in some areas. As always, it\'s a beautiful map, James. Though I\'m not sure I\'d want to play a guns FFA on it - it seems quite suitable for saber only FFA\'s, actually. Plenty of areas for dueling. Great job! :) Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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29217 downloads

Uploaded:03-05-2004

Dual Lightstaff Mod

dual_lightstaff_mod.zip | 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

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26391 downloads

Uploaded:12-07-2003

Christmas in WhoVille

christmas_final.zip | 19.79 MB

to the bottom it has the review :). Narrator: Once upon a time there was a small town called WhoVille, with small people and large. It was a cold night and all was fair until a green fellow came out of there. Shroomy Lou Hoo: Amy, when is Christmas Amy: It will be in exactly 20 days. Shroomy Lou Hoo: Oh boy I can\'t wait! Narrator: Shroomy Lou Hoo was always excited about Christmas because he always knew a new map would come out. As Shroomy Lou Hoo finished saying wait! His father walked into the door. HempKnight: Hello Shroomy, Hello Amy. Shroomy Lou Hoo: Hi Daddy! Amy: Hi Dad! HempKnight: Where is mom? Amy: She went Christmas shopping. HempKnight: Very good it\'s always good to get a head start on gift-wrapping. Narrator: In WhoVille they had a few things to worry about... The one thing they worried about was the Big Bad Green Grinch. He was a mean one, and a green one. He was 5\'6 and had a plan to steal Christmas. *Ring!!!!!!!* Shroomy Lou Hoo: CHRISTMAS!!!!!!!!! Narrator: Shroomy Lou Hoo was so excited that Christmas had come. He ran to his sister Amy and then ran to his Father and yelled and screamed that Christmas was hear, but it was 2:00 AM, but that didn\'t stop him from going to the Christmas Tree. He ran to the Christmas tree to see the big tree there. It was covered in ornaments and candy canes. Shroomy Lou Hoo\'s mother was outside putting up the final decoration lights for the WhoVille \"Who Can Light Up WhoVille!” Their next-door neighbor had always won the competition, but this year was different. Meanwhile The Grinch was working in his cave with his dog Plague. Grinch: Hmmm, *Rubs hands together* What can I do to ruin those WhoVille people\'s Christmas Plague? Plague: Woof Woof! Grinch: I will write up a plan that will destroy Christmas forever! Narrator: The Grinch worked on his plan all morning until 10:00 AM. He worked and worked thinking of all kinds of ways to make a plan. Once he finished it turned out to be a map of WhoVille. Grinch: This will work perfectly! Narrator: The Grinch then went lower into his cave to go see if he could find something to wear to go to the party that he was invited to. Little did the WhoVille people, The Grinch was going to light the party on fire! The Grinch found clothes to wear and went down to WhoVille to go to the party. Meanwhile in WhoVille Shroomy Lou Hoo was wondering what The Grinch\'s cave was like. He decided to leave when his parents and sister went to the party. Shroomy Lou Hoo: Bye Mom, Bye Dad, Bye Amy! Have Fun! Mom, Hemp, and Amy: Have fun! Narrator: Shroomy Lou Hoo got ready to leave his home in search of the cave. He went up the hill and as he was going up the hill he saw another part of WhoVille that he never went to before. It was beautiful, it had snow falling and many houses there were animals he had never seen before called a TaunTaun. There were about 8 of them in a small pen for you to go play with. Next to them was this huge ride that lifts you in the air and you can see all of the land. Shroomy Lou Hoo was so amazed he went and made little snowmen around the place and he then saw the giant ramp and slide. He yelled AWESOME! And ran to the slide, he slid down and was launched in the air then magically put right back where the ramp began. Then he went on the slide it was green with a clear top so you can watch everyone go weeee! That one teleported him too right back where the slide was once the ride ended. Shroomy Lou Hoo then saw a giant door and decided to see what was on the other side. Something strange about this part of WhoVille was it was isolated from all the other parts of WhoVille it was separated by beautiful snowy mountains. Shroomy Lou Hoo passed the large doors to see the houses. Almost all the houses were locked except for one, he walked into the door and noticed a fireplace and two comfy chairs that did not like they came out of a Dr.Suess world. Shroomy Lou Hoo: Oh what a beautiful place, but where are all the people? Narrator: There were no people there because the Grinch had scared them away a long time ago and no one ever dared to go back up there, and Shroomy Lou Hoo then figured out what the Grinch would do to the other WhoVille. So Shroomy Lou Hoo ran out of Whoville and went up the mountain farther and farther until he reached The Grinch\'s cave. He went inside and looked around the cave and he saw the Grinch\'s dog, Plague, he began snarling at Shroomy Lou Hoo and Shroomy Lou Hoo began talking to the dog. Shroomy Lou Hoo: Good little doggy. Plague: Grrr! Woof! Woof! Shroomy Lou Hoo: Here is a piece of meat straight from my pants. Plague: :) Narrator: Plague ran up to Shroomy Lou Hoo and wham! Shroomy Lou Hoo smacked Plague over the head with his shoe. Shroomy Lou Hoo: Sorry little guy. Narrator: Shroomy Lou Hoo then had a time of bad gas and just kept letting some gas out poisoning the walls of the caves so when the Grinch came back he would be poisoned hopefully. Shroomy Lou Hoo ran around the cave until he came upon a paper rolled up. Shroomy Lou Hoo: I found it! Lets see what it says. :O He is going to light the giant Christmas tree in Whoville on fire!!!! What can I do!!! Narrator: Shroomy Lou Hoo thought and thought and he finally came up with a plan he went and whistled and 2 giant Kiebler Elves came to help. Kiebler Elf 1: Ho, Ho there little guy what do you need? Shroomy Lou Hoo: The Grinch is going to Steal Christmas! Kiebler Elf 2: You mean that Canadian Grinch? Kiebler Elf 1: No you idiot he’s talking about the green one that Dr.Suess made duh. Shroomy Lou Hoo: *Sigh* never rely on Kiebler Elves to do the job they are shipped from Indonesia. Narrator: Shroomy Lou Hoo had to run down the hill to WhoVille. Once he got to the bottom he was covered in snow and he ran straight to the party. Once he got to the party he broke out into a song. Shroomy Lou Hoo: You\'re a mean one, Mr. Grinch. You really are a heel. You\'re as cuddly as a cactus, You\'re as charming as an eel. Mr. Grinch. You\'re a bad banana With a greasy black peel. You\'re a monster, Mr. Grinch. Your heart\'s an empty hole. Your brain is full of spiders, You\'ve got garlic in your soul. Mr. Grinch. I wouldn\'t touch you, with a thirty-nine-and-a-half foot pole. You\'re a vile one, Mr. Grinch. You have termites in your smile. You have all the tender sweetness Of a seasick crocodile. Mr. Grinch. Given the choice between the two of you I\'d take the seasick crocodile. You\'re a foul one, Mr. Grinch. You\'re a nasty, wasty skunk. Your heart is full of unwashed socks Your soul is full of gunk. Mr. Grinch. The three words that best describe you, are, and I quote: \"Stink. Stank. Stunk.\" You\'re a rotter, Mr. Grinch. You\'re the king of sinful sots. Your heart\'s a dead tomato splot With moldy purple spots, Mr. Grinch. Your soul is an appalling dump heap overflowing with the most disgraceful assortment of deplorable rubbish imaginable, Mangled up in tangled up knots. You nauseate me, Mr. Grinch. With a nauseous super-naus. You\'re a crooked jerky jockey And you drive a crooked horse. Mr. Grinch. You\'re a three Decker sauerkraut and toadstool sandwich With arsenic sauce. Grinch: How Dare you! Everyone behold this is a match! I am about to light this Christmas Tree on fire and no one can stop me! Narrator: It seemed to be the end of Christmas for the Who’s, but it wasn’t. Shroomy Lou Hoo: You will never be able to the tree is plastic moron. Grinch: Impossible! I planned it all out! Shroomy Lou Hoo: Exactly I went into your cave and got the plans and I see this little map you had of the old Whoville. *Gasps in the crowd* Mayor ColdCanadian: What are you talking about Shroomy Lou Hoo? Shroomy Lou Hoo: There is another WhoVille full of fun and games and a few houses. Mayor ColdCanadian: So, what did The Grinch do to the old WhoVille? Shroomy Lou Hoo: No need to call him the Grinch anymore I also found his Birth Certificate. His real name is James Volbi. Mayor ColdCanadian: Wait, James Volbi where have I heard that name before… that’s right! You’re from Whoville! You were born on Christmas Eve and never liked Christmas as a child and still you don’t! Volbi: You people are too smart, too bad the Christmas tree has melted as you idiots were talking. Mayor ColdCanadian: That’s fine Christmas will always be in our hearts and in Whoville. Also Shroomy Lou Hoo please tell us about this wonderful place called old Whoville. Narrator: When Mayor ColdCanadian said “Christmas will always be in our hearts and Whoville” Volbi’s smile became so bright everyone says those words opened his heart and made him realize that Christmas is not about gift giving, but being with family. Shroomy Lou Hoo: Well, it is a great looking place. It was made by Onobi Foondu and he did a really good job. It has this thing called bot support so you can add bots! Then when you go its playing awesome Christmas music I was swinging back and forth. There was this giant free fall looking ride and I kept going up and down on it. There was one house that I was able to go into and there was a fireplace and two couches, but they didn’t look like Whoville furniture they were too blocky. There were little Frosty the Snowmen around the place and Candy Canes that were crossed. There is a giant slide that you can stand and run through and then when you reach the end your about to fall on the ice and it teleports you straight back onto the platform where the slide started from! Then there is this giant ramp that if you go down it, it launches you into the sky and you teleport back up when you hit a certain level. There is a smaller ramp for the little people too. There were these strange creatures called a TaunTaun and I rode them down the slides and it was fun! Then there was even a welcome sign! There were even new textures that were made for the map it was so cool! I really want to go live there so maybe we can all migrate over there! Then we can have FFAs! It’s even surrounded by mountains with a nice sky and beautiful lighting. Last, but not least there was even a Ski lift! So you could go and check Whoville out, it was really really really cool. I really liked old WhoVille it was awesome, I think I shall call it the Whoville! Narrator: Well, Christmas did stay in their heart and all the love of Christmas filled the air and it fixed the Christmas tree and almost all of people in WhoVille moved to the new WhoVille including Volbi. Volbi lived with Shroomy Lou Hoo and Volbi’s dog Plague lived with them also. They all lived happily ever after and Shroomy Lou Hoo got his first light saber for Christmas. Volbi got the best thing ever Canadian bacon. Amy got an “I like em big” gun for the whole family to use and that night they all saw Santa flying to Canada in his newest sled The Canada 2000. Happy Holidays everyone! The End Hope you All Enjoyed the Story. -XgamerX New Textures: Yes Bot Support: Yes New Music: Yes! Game Types: FFA

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52619 downloads

Uploaded:01-28-2003

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).

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39662 downloads

Uploaded:09-08-2002

Episode 3: A Jedi's Worst Fear

ep3se.zip | 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 - http://www.jediknight2files.com/file.info?ID=4164 Padme - http://www.jediknight2files.com/file.info?ID=3967

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2948 downloads

Uploaded:08-10-2011

The Sith Stalker For Jedi Academy

ds_sith_stalker_sp.zip | 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!***

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3984 downloads

Uploaded:11-21-2010

TFU 2 sabers

tfu2_ashuradx.zip | 2.17 MB

our cleverly marketed icon and new community deity, Galen Merak. The hilts remind me distantly of the default Praetor hilt, but they seem to maintain a degree of appeal and accuracy to their reference material. They look good, I won\'t lie about that. They definitely have a nice humble design about them, and look like they won\'t be too much of a resource hog(in the small way that sabers can be, that is.) I\'d say the real genius lies in how he markets this thing. It\'s clear to me Ash knew from the start people were going to want that diversity offered by TFU2\'s backhand wielding marketing tool, so we have a standard handed version for those of us who like treating our lightsabers like actual swords, and a backhand version. The backhand version alone functions as a one-bladed staff, BUT...he left out enough restrictions so that you, as a standard player, can indeed wield two backhand sabers with impunity, and you can still throw the right hander, so basically, y\'got nothing lost. Combine this with some VERY easy and memorable saber names, and you got yourself a very difficult weapon to simply pass up. So, any bugs to mention, Averus? Not really, this thing pretty much has nothing to break in itself, I\'d say. It\'s a solid, complete package, and I can\'t think of any reason why this would merit a V2, save for maybe if you wanted to add sounds or something, but honestly, a saber hum is a saber hum, I think we\'ll be okay. Off with ye, now, I have hands to wash. - Averus Retruthan

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10045 downloads

Uploaded:09-27-2010

Darth Revan

darth_revan.zip | 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~

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4104 downloads

Uploaded:09-02-2010

Base Customization

basecustom.zip | 1020.6 KB

other BaseJKA models, such as Luke and Kyle. -------- Wow, for real? Ravensoft could have used a style like this. Seriously, I'm surprised they didn't. Not only would it be relatively easy to do, it would allow for so much customization. This mod does a good job. All sorts of customization, no default kyle when someone doesn't have it. If I have one gripe, it's the fact that some parts are missing (such as Kyle's shoulder pad) due to them not existing on the jedi or reborn. But I understand that the author can't do much about that, so I'll forgive him. There's not much else I can say about this mod, so I'll end the review on this note: It's worth it. New Models: No New Textures: No New Icons: Yes New Shaders: No New Sounds: No Bot Support: Default NPC Support: Default [b]-------- This ends my review. If you are interested in reading a short commentary on player models, read on. Otherwise, proceed to the download button. --------[/b] It saddens me that player models in BaseJKA had to be so basic. Even the SP customization setup is basic, as you can only adjust 3 areas (Being the head, torso, and legs), and even then, there's only a hand full of options. Something I'd like to see in a coding mod would be increased customization. Specifically, more options in the SP-style setup. For instance, rather than the current 3, have options like hair, face, torso, legs, extras (such as a blaster holster), robe, arms, and sounds. On top of that, more of each would go a long way. Think of games like WoW, SWG, Oblivion, Morrowind, and Fallout 3. They all share a few common traits, but the one I want to focus on is the player. In each game, player customization is high, even reaching near-through-the-roof levels. That's one big problem with a game like this: Unless you are using some special player model/skin, there's an easy 4 dozen clones of you walking around. It gets old after a while. On a side note, all of this can also apply to sabers. Because let's face it: There aren't enough of them. Ok, that's all I have to say. Again, this mod is worth the download. ~Crazy

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4014 downloads

Uploaded:06-03-2010

Star Wars Episode 1: Duel Of The Fates v3

star_wars_episode_i_duel_of_the_fates_version_3.zip | 40.96 MB

that's one thumbs of for this map already! This is version 3 of JamyzGenius Duel of the Fates map. From what I remember we kinda skipped v2, because he sent in v3 while v2 was still in the waiting list, but looking over v1, which we will say is the previous version, there is a massive improvement! I am most impressed with the improvement in JamyzGenius' skills all round in fact, the architecture, texturing and lighting is of a nice standard in this map, gone are the full-bright rooms and repeating textures, now the lighting is natural and the textures and structure of the map look nicely accurate to the film. There are still things that need to be worked on however. For example, in the generator room, if you are on the lowest platforms and look up, you will notice you get a hall of mirrors (HOM) effect, because the room is so tall that the game is not rendering anything past a certain limit. To fix this I think you will have to change the distance cull limit (it is a world-spawn command if I remember rightly), the same thing also happens outside on the grassy area. This grassy area could also do with some more natural looking terrain, since the patches used at the moment look a little too 'pointy' and not soft and rounded like terrain should be. Of course, trisoup or quadsoup are the best things to use for terrain making but they can be difficult to use and are a more advanced concept. One other thing I should mention is that the large double doors do not open together. To fix this problem you need to open the entity window on each door at a time and enter the key: [i]team[/i] and the value: [i]door_1[/i] or whatever you want, so long as you put a unique name in for each pair of doors. This will ensure that both doors will open together, as a 'team'! Overall I really liked this map though, the generator room especially was very movie accurate and looked great, the walkways making for perfect places to have a duel or even an FFA Also of note is the long and also massive marble corridor that is accessible via the main hangar. I think it is perhaps a little too tall, the windows a little too high off the floor and the floor texture a bit too stretched, as it makes the character look unusually tiny in comparison to the room. Obviously the room is meant to be massive, but it just doesn't feel quite right to me. Nevertheless, the huge marble columns and those massive flanking windows look fantastic and impressive! All in all a very nice map here, although there are still a few things that could do with further improvement. As I said before, I am most impressed with how far JamyzGenius skills have come and I definitely look forward to seeing more from him! :D [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] Yes [b]Bot Routes:[/b] Yes [b]Game Types:[/b] FFA, TFFA, Duel, Power Duel ~Nozyspy~

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749 downloads

Uploaded:10-27-2009

Resident Evil's Alice Abernathy

8resident_evils_alice_v2.zip | 6.71 MB

I just didn't. Anyways, here we have Alice Abernathy, and after a quick Wikipedia search, my computing machine says that she is not a game character, infact, she was actually created for the live-action movies. But, as Wikipedia also says, she is generally regarded as an [quote]ass-kicking amnesiac[/quote] and an [quote]iconic figure and is closely associated with the series[/quote] Alright then. Enough background information. On to the quality of the skin. For a skin, I'd say this is very close. Besides the hair being off (skin can't fix that though, it's the model's fault), to the naked eye you can't really see anything wrong with it. Sure, it probably has its faults like everything does, but running around and killing zombies (well, probably Rosh :P) you won't really be able to tell the difference. The quality of the skin is very high, I saw no blurriness, enormous stretching or anything. The hair has an excellent texture. It's a shame that JKA has no cloth physics to make it bounce around realistically. As a bonus, it has a shader that makes it shine. A downside though, is, there are no new sounds, so enjoy Alora's taunts/dying. Other than that, enjoy I guess. Nothing else really to say here. ~Authuran

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5167 downloads

Uploaded:03-18-2009

Imperial Assassin

imperial_assassin_v3.zip | 4.03 MB

version, all the markings on the skin are now glowy. As I am sure you all know by now, I do rather like glowy things! Of course, for a [i]real[/i] assassin who wishes to hide and strike from the shadows, being lit up like a neon sign probably wont help with the stealthy aspect of being an assassin, but hey, it’s Star Wars! Glowy assassins are allowed! :P I think it is good how the author got around the potential problem of the team skins for this new version. As the original default skin had red markings, this would obviously mean that the red team skin would be exactly the same as the default one. But for this version, the default skin now has white glowy markings, which I actually prefer to the red ones. The red team skin is of course… red, and the blue team skin is…blue! All three skins look great and I think the author has done a very good job with the skinning job, and especially that cool glowy shader. There are also some new sounds, courtesy of some sounds from Scerendo’s ST Shadowtrooper pack. There doesn’t seem to be any bot support however, which is one thing I would suggest as an improvement for next time. There is still the issue with the eyeballs not being glowy, but it doesn’t seem as though that can be fixed, and it not really that noticeable anyway. Besides that I didn’t notice any bugs, and I think the skins are pretty well polished up now, so I cant really think of what other improvements could be made. All in all I really like these skins, and I look forward to seeing more work from GoodJawa! :thumbsup: If you guys like the look of this skin, then be sure to give it a download! [b]New Sounds:[/b] Yes [b]Bot Support:[/b] No [b]Team Support:[/b] Yes ~Nozyspy~

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6451 downloads

Uploaded:02-26-2009

Siege - Battle over Coruscant

siege_boc.zip | 69.63 MB

specifically, the battle aboard General Grievous’ ship, the Invisible Hand from the beginning of Revenge of the Sith has been given a pretty good going over by excellent mappers in the past. Orbitus and Hatrus gave us a full space map, with the ability to fly between ships, and Sith J Cull made one of his excellent movie map recreations of the interior of the invisible Hand. But, whilst I love both of those maps, I really must admit that this map surpasses both of those in terms of graphical beauty and technical excellence. Afterall, we all know Darth Norman is a perfectionist, and this map has been in production a long time indeed, so expect a bug free, wonderfully polished map here. Whilst you might not be able to fly between ships in space as in Orb’s and Hatrus’ map, or see as many different areas as you could in Sith J’s map, this map has one great strength that the other two didn’t have, and indeed a strength that in fact most maps don’t have. Included in this pack is both an FFA and a [b]Siege version![/b] New Siege maps are pretty rare, so its really great to have such a fantastic quality movie map available as both an FFA and a Siege map! But wait, it gets better…also included are two duel maps, one featuring the observation deck and the other featuring the hangar area, both of which are well sized and make good areas to duel. For ease of reading, I am going to split this review up into different sections, covering the graphics gameplay, quality etc. First up: [b]Gameplay[/b] This is a pretty big map, which contains plenty of areas to do battle in. The general layout fits perfectly with both the FFA and Siege gametype’s, which is not an easy thing to do. Generally I would have expected the Siege and FFA versions to be structurally different, but in this case both of the maps are the same. Apart from the entities and scripting needed for the different gametype’s of course. There are plenty of corridors to wind your way around, and they take on somewhat of a labyrinthine nature due to the fact that they are very similar in appearance. So whilst you cannot actually get lost (that map isn’t [i]that[/i] big!), seeing so many corridors looking the same can lead to confusion. This is a good thing though, as it adds an interesting extra level of gameplay, especially to the Siege side of things. As far as siege objectives go, there are only two for each team. You either have to defend / capture the hanger and then once that objective has been passed, you will need to defend / capture the bridge and free Palpatine, which makes this nicely authentic to the movie. [b]Grapics and Sound[/b] Well, what can I say?! Darth Norman has made some spectacular looking maps in the past, but this one edges the bar up even higher! Look outside of the hangar shields and you can see a great looking skybox filled with ships. There are plenty of laser blasts flying around too adding to the chaos of battle. Get close enough to the shields and you will also here the cool sound effects of firing turbo laser cannons and ships engines. The thing that most impressed me about the hanger though, after the incredible level of detail, was the glowing shine on the hangar floor. Those who are familiar with mapping will know about glow shaders and ‘env’ or shiny shaders. However I have seen very, very few maps in which a shiny ‘env’ shader also glows! The skybox, combined with the shader makes it look as though the rays of the sun bursting over Coruscant’s horizon is reflecting off of the hangar floor, a very nice effect indeed. The rest of the map is of similar quality, with high levels of 3D detailing, rather than just relying on textures to make surfaces look three-dimensional. The observation deck and the Bridge were also fantastic. As soon as you step through the door if feels like you have just walked straight into the film! The sound effects for the doors, elevators and such all sound authentic as well, and when combined with the maps lighting, detail and excellent textures, it creates an immersive experience. [b]Quality[/b] As I am sure anyone reading this can tell, I have already spent most of the review praising Norman’s excellent mapping skills, and its never a good thing to give nothing but praise with no constructive criticism at all… But I am genuinely having trouble finding things wrong with this map. The quality is just as good as all of Norman’s other maps, which means this map is about as perfect and polished as you can get. There were a couple of minor things that caught my attention, though when I say minor, I really do mean [i]minor[/i]. I will come to those next… [b]Improvements[/b] Whilst I hold that it is impossible for there ever to be a perfect map, I must admit that Darth Norman doesn’t give me much to work with when it comes to suggesting improvements! :P There were a few very minor things I noticed, which I think could have been a little better. One was a floor texture in the bridge area, which seemed rather low resolution when compared to the rest of the high-res quality textures. Nothing too big, but mappers notice these things you see! Another thing was the skybox, which was also quite grainy when it came to the ships, although that is a side effect of the process of making these kind of skybox’s and would be very difficult to correct. Lastly, the ‘glowing shine’ shader on the floor of the hangar gets clipped off at an angle when viewed from high up from certain angles. Again though this is minor and most people will never notice. [b]Conclusion[/b] Well, this has been quite a long review, but it’s been good to stretch my fingers again, both typing and playing! ;) This is an incredible map, and the fact that you can play it in both the Siege and FFA gametype’s makes it even better. I most definitely recommend a download for this map. In fact…you would be crazy not to download it! :P Go on guys…you know you want to! ;) [b]***NOTE*** Norman asked me to mention this in the review, although it is actually in the readme too: [quote]Feel free to make a replacement pack that includes new models for an authentic siege experience. You are allowed to change the classes as well. Send that pack to me (darthnorman@gmx.de) or load it up and just send me the link. The best pack will be hosted it on my site together with this map.[/quote] So guys, you also have a challenge here; Darth Norman would like to see a pack made that replaces the player models and siege classes with ones that are more similar to those we saw in the movie, adding to the authentic movie like feeling. If your up to the challenge, why not give it a go? You could have your pack featured on Darth Norman’s site![/b] [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, Siege, Duel, Power Duel ~Nozyspy~

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4878 downloads

Uploaded:05-19-2007

Republic Commando HUD

rc_hud.zip | 384.18 KB

remember, and some added parts to make it fit with Jedi Academy. The shield bars are where you would expect from RC, with the shield counter in the bottom left. Health is also in the normal place, with the counter in the bottom right. One slight inconsistency is that the health bars won\'t change color as your health drops. Your Force counter is on the left, in the middle, and the ammunition counter is opposite it on the right. The rest of the HUD is aesthetic. Definitely a great recreation of the RC HUD. Fans should pick it up right away. ~Inyri

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15789 downloads

Uploaded:04-06-2006

All Enemies Are Sith

all_enemies_are_sith.rar | 14.2 MB

with sith characters. Using the added on skins and models, this mod also replaces some of the other characters. Tavion, for instance, is now Palpatine. Other are replaced as well. I didn't take the time to test this fully, but it looks very fun, and a bit more challenging than usual. Try protecting rosh from two sith that should be howlers. :p If you like SP mods, or if you want something more challenging, give this a download. ~Zach

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5101 downloads

Uploaded:11-11-2005

Blacklight_saber

blacklight_saber.zip | 65.27 KB

it. In fact, it also makes the default hilt purple. I don\'t know why he described it as a black saber if there\'s no black anywhere. It kind of looks like a black [b]light[/b], but not really, if that was the intent, which is anything but clear from the read-me. However on its own merit, it is kind of neat. I like purple though, so I think I prefer the original purple saber. Check the screenshot for a taste of how this saber will look in-game. ~Inyri

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1502 downloads

Uploaded:08-19-2005

Yun's Saber

yunsaber.zip | 523.6 KB

author advises in order for this to overwrite, both files need to be used. The Yun saber itself appears fairly sleak and smooth, with the author using two seperate shaders to add to it's glimmer. The actual concept derived from the Dark Forces II: Jedi Knight series. Now I did a search on this and came up empty handed as far as imagies go, and not being overly familiar with that game, I wouldnt know. But the saber is quite nice, simple in design, with no glitches being found. This would be a nice saber addition to someone's collection. ~LK~

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8455 downloads

Uploaded:07-20-2005

Movie Saber Clash effects Mod

moviesaberclashmod.zip | 115.28 KB

the body look like a saber clash. Overall it gives the effect of a more realistic saber fight because it doesn\'t look like you are actually hitting anyone, making it perfect for movie making. It also makes the saber fights feel faster paced and exhilarating. I can only really see two downsides to this mod, firstly it would give you a bit of a disadvantage in duels, and normally you can tell if you got a good hit in or not. Also you still get the shield effect which kinda ruins the feel of it. Maybe that could be changed in version 2 *hint* I think this is probably one of the most practical mods I have ever seen; I can see a valid use for it. All in all, Good Work -TheSpike

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35648 downloads

Uploaded:07-08-2005

Episode III Palpatine

episode_iii_palpatine.zip | 6.95 MB

version) skins, but the ones that I found weren't perfect: One had a good model but not a great skin and decent sounds, one had a good costume and face but whose model was buggy, and one had a great lightning-scarred face, but the author explicitly stated that he disliked the costume. So, I took these three and put them together into one non-robed Palpatine skin that I think is good. As for the robed versions (Darth Sidious in red and black robed with hood), I found two great skins that just needed sound.[/quote] Rather straightforward. The author makes it clear that he has acted as nothing more than a 'rearranger', and properly credits all the original authors in his read-me should you like to look up the original files. Now to be honest, as I was reading the read-me I couldn't remember what the heck Palpatine was wearing at these individual parts of Episode III. However after looking at the skins here they look pretty good. Despite the fact that I personally thing the original authors could have done a much better job on the facial textures, the arrangement of the graphics here seems to do ol' Palpy justice. So if you're looking for another Darth Sidious or Senator Palpatine skin to add to your collection, see if these float your boat. Also don't forget, the author has included Sidious' saber in this pack as well, with both single and staff functions! Not a bad looking saber, actually, and I'm pretty picky about my sabers. Bot Support: No Team Support: No New Sounds: Yes NPC Support: No ~Inyri

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23574 downloads

Uploaded:06-29-2005

Sith Council

sithcouncilv2.zip | 30.79 MB

the Sith Council map. [/quote] Incidentally, the version one of this map has had over 40,000 downloads, and comparing the screens between the two versions, I can't see how this one has gotten worse, but then again, not having played the first, I can't say much more about that. What did I think about it? Well, for starters, it's big. Really big. Not as in huge terrains or giant FFA areas, but there's a lot of small, localised areas within the map, as well as a fairly spacious outdoor area with a few trees and a pretty, (albiet very square and unatural-looking) waterfall. I'm gonna start with the music used, as I think it combines with the outdoor atmosphere and the rain particularly well, even though I believe it's from the bit in Episode 6 where Vader dies, but meh, whatever. Every time i died, I spawned back in the main room. That's not to say there might not be other spawns elsewhere, and I hope I was just unlucky, as having all the spawns in the same room would be a bit boring. I'd have to say my favourite area was the cafe, as it reminded me a great deal of a typical university cafe, and I'm all for real-life stuff. I didn't have time to explore all the secrets, but I did work out that a great deal of the main room can become destroyed, leaving a giant lava pit in it e.t.c. Lots of the rooms are very well detailed and made, but of course, there's always a gripe. Some rooms kind of look like they've been slapped on, and obviously haven't had as much effort put into them, plus some are far too dark, most noticeably the bedroom areas, which are pitch black even when they have windows... (Plus I couldn't find the lightswitches, bah!) :( There's also a few missing textures on the toilet handles and stuff in here, and looking out of a few windows you can see bits of map which you shouldn't be able to see. It's an easy error to fix using the system/antiportal texture, or a decent vis blocker, and it's unfortunate this error is here, as it does spoil the views somewhat. Oh, there's also a skin called Kahn in here, wonder where that name came from.. *cough* ;) Anyway, it's a fairly decent skin (based on the Quinlan-vos model, although the hair clips through his shoulders and the textures used on the hair seem a little odd. Aside from that it looks okay, although not very sith-like, as you'd expect with this map. It's also good to see Kahn has taken onboard some suggestions from Amy's previous review: [quote]You press a button and get a weapon or ammo. It's perfect except for one thing - you can't tell what you're getting until you press the button. It would've been nice to have seen some clear labels over each button.[/quote] Now, there's clear identifiable labels over each button, so kudos to you for fixing this. Underground, theres a lot of small, torch-lit rooms for dueling and there's also a scary-looking, but easy to complete jumping room, which leads you to a suspended dueling pad, which was nice. I guess the area which was most lacking in detail was the church/choir singing section. (At least thats what it looked a little like) This area looks just, bland and the lighting was a little nasty, with no viable sources. Naturally, there's also the water bug which isn't really avoidable (with water flowing sideways) and a few other small errors with light-shafts e.t.c but I think they're all very small and localised. To top it off, there's also bot support, and some new models made for quake3. The paths are a little strange due to this, but it shouldn't effect gameplay :) New Sounds: Yes New Textures: Yes Bot Support: Yes ~Szico VII~

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4842 downloads

Uploaded:03-02-2005

Bloodmine Shaft

bloodmine.zip | 26.13 MB

only three maps created by him - though there may be more, I dunno. I had fun with my counting and may have lost track. One, ahahahaha, two, ahahahahaha... anyway. First and foremost, this is a lovely map. It really is very pretty. And like most beautiful things, it\'s also complicated. I\'m not even sure I found a flag base. And I spent at least 15 minutes exploring this map. Granted, I was playing in FFA mode, but flag bases are usually obvious. I thought I found a base approximately 9 times, but I was probably wrong. To really understand why this map is already a favorite by me, you have to play it. It\'s great for CTF, but it\'s good for FFA too. Ammo and weapons are plentiful. I really want to play a CTF on this map, but I don\'t see that happening - since he didn\'t make it for JK2! *cries* Anyway, check out this map by Wedge and then send him no less than 483 emails telling him why he should make more maps. :D Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, CTF, TFFA ~AmosMagee

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23454 downloads

Uploaded:02-01-2005

Movie Stances 2.0

movie_stances_2.0.zip | 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

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38154 downloads

Uploaded:08-06-2004

Singleplayer Vader

sp_vader.zip | 2.17 MB

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

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25225 downloads

Uploaded:07-25-2004

!SoS! Skin Pack

zsospackalgar.zip | 20.87 MB

used and they are all selectable from the player menu, or the custom species menu. Some of these skins are from JK2, some are new, it\'s just a big skin pack of all of Darth Algar\'s skins for his clan. There\'s no way I\'m going to name them all, so let\'s just go in order of screenshots. :) 1 - The Rodian here is obviously Sith in his dark clothing and markings. It\'s a great looking skin that gives the Rodian a little bit of polish and takes away that ... I dunno ... that utilitarian look that Rodians always seem to have. 2. I have no idea what model was used for this skin. But I absolutely love the shoulder shield thingy in the back. That\'s just too freakin\' cool. Other than that, I thought the face was just a bit too dark. 3. Padme gone Sith. She still keeps that sweetness about her even dressed in shiny leather (er, that PVC stuff, right?) and in spite of the glowing red eyes and dark tats on her face. 4. Probably one of my favorites of the females included in this pack. The Twi\'lek has an ethereal quality about her. She\'s still very evil-looking, but softer, too. The light blue tattoos all over her body are almost like veins. 5. Meh. This skin kinda bugs me. That\'s Anakin, right? With the really pointed chin and really broad shoulders. There\'s just something that bugs me about the face of this one. It looks too goth for the clothes he\'s wearing or something. 6. Okay, I have mixed feelings about this Kyle reskin. I like Kyle all Sith-like and stuff. But the tag on the front, mixed with the skull (I think) on the arm, with the Batman-esque painted on mask tattoo - blah. 7. Desann reskins are sometimes my favorites. I love to see what people do with the lizard. In this case, the author attempted to make him even more evil with a skull on his chest. Meh. I like the rest of the skin, but the skull thing just seems too cliche to me. 8. I do believe this is probably Darth Algar\'s personal skin. But don\'t quote me on that. He seems to really favor the Zabrak, so I\'m assuming it\'s his. It\'s a very simple skin, with the focus on the white face with some very nice artwork. 9. There is just something about this skin that bugs me. Maybe it\'s the focus on the breasts and how unnatural they look. I do like the clothes and the face tattoos, but the bodice just annoys me. 10. Okay, creepiest skin ever. The shader is very cool and you can like, peer into this Sith\'s evil soul and ... yeah. *shudder* 11. This is such a great Austin Powers skin. The suit is perfect and he totally looks like him. It\'s just a modified version of the one by Shadow Blight. Love it. Great job on this skin pack, Darth Algar. :D Bot Support: Yes Team Colors: Yes New Sounds: Yes ~AmosMagee

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8678 downloads

Uploaded:02-12-2004

Bobo\'s Jedi Trainer

bobojeditrainer.zip | 2.01 MB

explain in his own words: [quote]This is not a ladder. This is my Merry-Go-round Style Trainer. Designed to be hard, not excessively so, for intermediate to experienced players mainly. Originally this map was a ladder, but that was really annoying. So I made kind of a Round-Robin thing. This latest incarnation (and the first one I\'ve submitted) features two Jedi at a time. They start one a hard level and one an easy. When you kill the easy one a harder one spawns. When you kill the hard one an easier one respawns. And they up and down like that. You could call it a ladder, but I prefer something along the lines of a Merry-Go-Round. This map was designed not to help newbies get better, but to hone the skills of intermediate to advanced players. (This is not to say that newbie shouldn\'t play it, just that they might get frustrated at first.)[/quote] I played this for at least an hour and never survived long enough to know if there\'s an end to the NPCs, lol. As I\'m not the most skilled duelist, especially in JA, I\'m probably the n00b Bobo was talking about. ;) The only thing I would change about this is maybe get more of a variety in the enemies you battle (at least model/skin-wise) and add a briefing at the load screen with some information and hints. Technical Data: Pros: 1. Good solid dueling. 2. The Reborn Acrobat, Fencer, and Force-User skins from JK2 have been ported for use in this mod. Cons: 1. None, except a seemingly infinite supply of minions attempting to wreak havoc on my body. Rating: 8/10 JEDIofONE :mepimp:

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4483 downloads

Uploaded:12-29-2003

Dark Streets FINAL

darkforces_streets_final.zip | 21.29 MB

aesthetics, and succeeds at really bringing this map to life. The custom textures are great and a lot of fun! Most texture problems from Version 1 have been addressed here, and the map really comes together in feel and graphical flow. Perhaps where this map falters somewhat is at a raw gameplay level. There isn’t much height variation in the main fighting areas. Most areas are relatively flat compared to each other. This is of course due to the ‘street’ nature of this city based map but it certainly would be nice to see some variation there. On the other end of the coin, Darkforces Streets does feature some great weapon placement and some ‘omg this looks so cool let’s duel here’ areas. As a solid first effort for a multi-player map, this is a must-download. P.S. (note to mappers): Stop using those purple crystals in your maps! I mean really… what’s the point?[/quote] Hmmm. Where do I begin? Y'know, I think I'll start with the music of all things. I am so rarely impressed by the choice of music for maps, and the five minute mp3 included for this map works fairly well. I also just really like the music. :D It has a very dark, like, detective feel to it. I was tempted to hide in the shadows cast on the brick walls surrounding the map and sneak around the perimeter, humming along with the mysterious music. In fact, the music alone made me long for a good detective-like map. Y'know, like, a 40's noir kinda thing - complete with a detective's office high up in a building, with rain pouring down, a desk littered with cigarette butts, an old phone and an empty bottle of whiskey. A bare lightbulb burning overhead and a dented file cabinet in the corner. Okay, you get my point. :) Fortunately, this map lived up to my expectations when I first heard the music and spawned in a dark street with several empty wooden boxes around me, although I guess 15 frames per second isn't a great way to start off. My FPS did improve in other areas of the map, but not in the areas that I would've wanted to duel. Szico included several speeders and a short street raceway that was really a satisfying jaunt. I suppose the most impressive room was the bedroom, though everything seems a bit oversized (Easy for fighting though). The same can be said for the bar and barstools in the McDonald's down the street, and the picnic tables outside. It seemed that everywhere I turned, there was a scrolling neon sign with clan tags and names. The bar in the Pizza Express was way too high and the chairs and tables are only there for decoration - you can't really sit in a chair. The clan room, for lack of a better term, was nice. I did like the lockdown feature - but I was most grateful for turning off that darn alarm thing. Rawr. I am glad that Szico didn't make an office for each member of the clan - that is a pet peeve of mine. :) The best place, in my opinion, for a good duel is the area below the clan room. So I guess this is one of those maps that you just kinda hang out on. I can't imagine a good FFA on this map simply because of the FPS I got on it (although it is probably due to my Graphics card.) Szico claims this is the final version of this map and he added quite a bit to this version, including new textures, better bot support and more secret areas. So for those of you who are a fan of the previous versions, you should download this final map. And for those of you who haven't seen this map before, it is worth a look. Pretty darn impressive for a first map. I can't wait to see what Szico designs next! :) Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, TFFA, Duel, CTF, JKR ~AmosMagee~

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32025 downloads

Uploaded:12-10-2003

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

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23520 downloads

Uploaded:11-08-2003

All in one saber sounds

all_in_one_saber_sounds.zip | 2.73 MB

saber sound mods that I\'ve liked much for that reason. But some people feel that saber sounds like the ones featured in this mod are more \"realistic\" and therefore prefer these sounds. Kudos to Aryyn for giving us some choice in our saber sounds. You have some updated \"normal\" saber sounds to choose from, or go with the more scratchy Sith sound, and if that doesn\'t float your boat, there\'s always the Luke and Yoda saber sounds that have a more \"powerful\" swooshing sound. If you\'re interested in some new saber sounds for Jedi Academy, this is a good place to start. ~AmosMagee

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7133 downloads

Uploaded:11-15-2002

Duel of the Fates

dotf.zip | 23.75 MB

area. The hangar opens out to a perfect view of Naboo which really looks good! The architecture reminded me alot of the movie (which I guess is the point ;)) very clean brush work and very nice lighting! The Reactor complex is equally amazing, very neat work and looks so cool it's almost real! I loved how the Reactor core things faded away into the darkness, compared to other maps this seemed to look much more natural. The 'duel room' where QuiGon and Maul fight also follows the same above pattern of 'goodness' :D. Nice lighting again and the very clear textures definitely made the room MUCH better than anything else I've seen. (Well overall, the textures were very well done and if they weren't half as good I doubt the map would have been the same) Another cool thing: the colour of the brick walls is kinda reddish. But if you like the yellowish colour (like in LivingDeadJedi's map) then there is a pk3 file that you will need to extract also that does this. Lastly, there are also two maps in here. One is an FFA map (FFA_DotF) and the second is a duel version (Duel_DotF). The Duel version is basically includes the room where QuiGon and Maul fight. I found this view by mistake, but I thought it looked pretty cool! So here is the screeny ;) [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]Game Types:[/b] FFA_DotF: FFA, TFFA JediMaster; Duel_DotF: Duel

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148 downloads

Uploaded:05-22-2012

Jedi Tunic Pack

jedi_tunic_pack.zip | 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

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3871 downloads

Uploaded:03-24-2011

Tron Legacy - Enter the Grid

tronlegacy.zip | 2.26 MB

unfamiliarity with the latest Tron film I know a cool skin when I see one, especially when it has glowy bits! Mmmmm glowyness... Eherm, anyway, this skin is based in part off the character of Rinzler from Tron: Legacy and having had a look at the pictures I could find of this character on t'internet I think the author has done a good job on the likeness. Certainly he chose the right model to reskin as it has just the right shape, however while the skin itself is good, the shiny shader that has been applied to it is way too shiny in my opinion and obscures the detail on the clothing itself. Looking at some reference pictures I think more of a satin sheen would be better, I’m pretty sure there is a texture/shader for that somewhere in JKA's assets, I know I have used one of the Byss floor shaders before which if my memory serves me correctly has more of a satin sheen. Though that was for a map I’m sure the shader and texture can be reused for a skin. Despite the somewhat overbearing shiny shader this does have team skins and also some cool new sounds which is a big plus, while I can understand the difficulty of finding/making new sounds for a skin I definitely think it is well worth the effort! The readme does say that there are other colour variations for this skin, including orange, green and others, these did not appear in the skin selection menu and the readme does not include the model codes to get them, so that’s something that’s worth including next time. All in all a cool skin here, especially the glowy bits, which you will need to have dynamic glow enabled to properly enjoy of course, though as I said that shiny shader is a bit overbearing. Definitely worth a download if you are a Tron fan or are looking for something glowy. ;) Keep up the good work RedFury! Now all someone needs to do is make some Tron Disk melee weapons! *wink wink, nudge nudge* ;) [b]New Sounds:[/b] Yes [b]Bot Support:[/b] No [b]Team Support:[/b] Yes ~Nozyspy~

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1393 downloads

Uploaded:06-11-2010

Darth Bane's Lightsaber Hilt

overlord.zip | 1.51 MB

reviewmobile once more. Today on Reviewmobile TM: [quote]This lightsaber hilt belonged to Darth Bane, a fearsome Sith Overlord who lived approximately a millenia before the events that took place in Star Wars: Episode I. [/quote] Simon K Templar, you're making it excruciatingly hard to write a review about your sabers. *Points accusing finger* ...I have nothing to complain about. No, seriously, I know, it's dull, I want something to complain about, but quite honestly, there isn't anything. Both when it comes to accuracy and quality, this hilt is Caelum-approved. It looks good and it looks exactly like Bane's saber. Additionally, it has custom sounds and can be used for all your sabering needs. Long story short, if you've always wanted to use an excellent replica of Darth Bane's saber, behold, here it is. -Caelum

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929 downloads

Uploaded:11-18-2009

Sifo Dyas

sifodyas.zip | 2.69 MB

story, taken from Wookieepedia: [quote] Sifo-Dyas was once a good friend of fellow Jedi Master Dooku, and had the gift of precognition. Sometime before 32 BBY, he predicted that the Galactic Republic would face war. To defend the Republic, he secretly commissioned a clone army on Kamino. Prior to this, Dooku had left the Jedi Order, and had fallen in league with Darth Sidious. He was told by the Sith Master about Sifo-Dyas' actions, and Sidious also revealed that they could use the clone army for their own ends. As a final test of his allegiance to the dark side of the Force, Dooku murdered Sifo-Dyas and took control of the project for himself. It was Sidious' true intention to use Sifo-Dyas only as a dead-end cover for Palpatine's plot to use the clone army. [/quote] For more info, check out the [url=http://starwars.wikia.com/wiki/Sifo-Dyas]Wookieepedia Article on Sifo-Dyas[/url]. Anyway, now the background is covered, let's get on with the review! Obviously there isn't much source material for Sifo-Dyas apart from a couple of small pictures as shown in the Wookieepedia article above, so the author has done a good job of recreating this mysterious character! Whilst the face is a little blurry and could certainly do with a bit more detail, he does definitely look like the few pictures of Sifo-Dyas that exist. There are two versions that are directly accessible from the skin selection menu, and the main difference between these two is the hair. One of the skins has hair resting over his collarbones, Qui-Gon style, and the other has his hair resting on his back instead. The former could do with some more work, as the hair just doesn't look right the way it is textured over the front of the skin. The latter however looks much better and this is the one I prefer. There are also hooded and robed versions, although these apparently aren't available from the skin selection menu. This is definitely something I think should be changed for next time around, because it is needlessly inconvenient having to pull the console down to type in the commands to get these extra skins. For your reference however, here are all the commands for the various skins: /model sifodyas/default /model sifodyas/defaultalt /model sifodyas/robe /model sifodyas/hood /model sifodyas/hoodtotal A big plus though is that these skins have some cool custom sounds, which I presume were recorded by the author himself and which actually sound really good and fit with the oriental theme of the character perfectly! Lastly I also think these skins need team support, which I always believe is an important part of any skin! Overall though this is a well made skin and an original idea. I would love to see more obscure characters like Sifo-Dyas made into skins! While this is a good set of skins, I do think there are a few improvements that could me made, as listed above. Apart from those things though, good work here mate, keep it up! :) [b]New Sounds:[/b] Yes [b]Bot Support:[/b] No [b]Team Support:[/b] No ~Nozyspy~

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6001 downloads

Uploaded:08-16-2009

TFU Push V2

tfu_push_v2.zip | 8.34 MB

command This mod pleases Authuran. As a fan of The Force Unleashed, I have been wishing someone would make the push from it into our beloved game. And we have it. Not a perfect replica, I will admit. The push from the game sent out some crazy purple and blue thing from it. Yes, thing. I can't think of any other word to describe it. Anyways, this mod is great for people who love to use the force, people who love to spawn NPCs, and people who just love seeing other people fly away at incredible speeds! This mod certainly pleases Authuran. Not before have we got a super-push-new-effect-new-animation mod that can live up to this one. Certainly a high quality replication from the game, and from what I could find, only one bug. In singeplayer, if you try a melee move, if you end up picking up the person and throwing them, the NPC will fly at incredible speed, even if you don't use push on them. But if you make a version 3, it would be fantastic, especially if it didn't modify melee combat, and if you could make that crazy purple and blue thing that flies out of his hands when he pushes someone. I have no clue if that is possible as I am not an effect maker, but if it is, it would be nice. I recommend this mod, certainly no typical waste of hard drive. Enjoy. ~Authuran

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5197 downloads

Uploaded:02-13-2009

JK2 Jedi Customization Pack

jk2_jedi_customization_pack_beta_1.zip | 38.13 MB

the game. JK2 of course never had this, because afterall you were playing as Kyle Katarn! Now, being able to create your own custom character is no longer a feature exclusive to JKA for now we have this fantastic mod made by LukeSkillz, Raziel2121! Whilst this mod may seem rather complicated at first when you read the instructions in the readme, it is actually pretty simple. You can customise a character by choosing different heads, torsos and legs, just like you do in JKA. However because there is no means of doing this actually in-game, what you need to do is follow the instructions and then when you are ready, select a character and then select the different heads, torsos and legs for that character that you want. When you have chosen them you put them in the folder that you will have created whilst reading the readme, and then load the mod in –game and voila! Now the first character icon in the selection screen in-game will be the character that you created earlier! Of course, you can only use the parts from a single character, meaning that you can’t mix a Shadowtrooper’s head with Luke’s body and Kyle’s legs, since they are different models. :P Also included are several new custom lightsaber hilts made by different authors, and lightsaber blade mod’s – my favourite of which is the one that makes the blades look like they do in the Dark Forces games. There are also some .pk3’s and .cfg files which allow you to change the colour of the lightsaber in singleplayer too. That leads me onto the ‘icing on the cake’ for this mod, so to speak. A huge bonus is that this mod works in both singleplayer and multiplayer! So now you can have your own custom Jedi, along with custom lightsaber hilt, blades and colours in singleplayer instead of boring old Kyle (no, we all love good old Kyle really!). The readme also states that this mod should work for JKA as well which is cool, although I didn’t have time to test this in JKA. As for bugs and improvements; well I didn’t encounter any bugs while I was testing this, although it is a [b]big[/b] mod so there may be some. Improvement wise, all I can think of is adding more variations and more models that can be customised (although bare in mind that this is only a Beta version). Overall I found this mod to be of the highest quality so I don’t think there really is much that could be improved upon! Overall a fantastic mod here, original and well executed. I am sure people will be very pleased to finally be able to customise their player characters in JK2 as well as JKA. I definitely recommend downloading this! [b]I must say though, that it is VERY IMPORTANT you read the readme thoroughly so you know where to put the files, because this mod doesn’t follow quite the usual rule of just putting .pk3’s in your base folder. Don’t worry though, it might look complicated, but as long as you read the readme properly, you will find it to be very simple! :)[/b] [b]New Textures:[/b] Yes, lots! [b]New Sounds:[/b] No [b]Team Support:[/b] No (almost impossible for a mod of this type I should imagine) ~Nozyspy~

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3852 downloads

Uploaded:01-18-2009

Mustafar

ffa_mustafar.zip | 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~

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4886 downloads

Uploaded:08-10-2008

Jedi Academy Unleashed

jedi_academy_unleashed.zip | 1.81 MB

Stormtroopers have Force powers. Nothing much to say about this particular mod apart from the necessaries. Most jedi/sith have FULL lvl 3 force powers on every power. and the Stormtrooper now push me away with force push :/ ~Rets

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3590 downloads

Uploaded:06-28-2008

Bleach Zanpakuto pack 1

bleach_zanpakutos_pack_1.zip | 7.91 MB

deliver on that. Instead, you get a bunch of katana-like swords that are all similar to each other with a few slight differences, such as Kenpachi's sword, which has a broken down and jagged blade. Included are the following weapons, all in their basic form (I forget the actual name for the term): [quote]The swords included are (In no particular order): - Kyoka Suigetsu, the sword of the main bad guy of the series, Aizen Sousuke - Shinji Hirako's unnamed sword - Haineko, the sword of Rangiku Matsumoto, the female vice-captain of 10th squad - Gamuza, the sword of the arrancar Nell Tu - Pantera, the sword of the arrancar Grimmjow Jaggerjaq - Zaraki Kenpachi's sword, with it's beaten up cutting edge and rough appearance - Suzumushi, Kaname Tousen's sword - Shinsou, Ichimaru Gin's wakizashi. - Zenbonsakura, the sword of Kuchiki Byakuya[/quote] From everything I remember and have seen, they are pretty accurate. I'm not 100% about the lengths of the blades, since blades on swords always look off to me even if they are right for some reason... Skin-wise, it's pretty simple work, but accurate to what they are supposed to be. The shaders on the weapons help take the attention away from the simple skin. Couple that with the fact that you prolly wouldn't notice while playing anyway, and you've got a pretty good sword set here. You know the drill, give it a download if you like it!

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358 downloads

Uploaded:06-17-2008

UltimateWeapons - JK2 Version

ultimateweapons_jk2.zip | 16 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~

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2664 downloads

Uploaded:05-31-2008

Valley of the Jedi

duel_votj.zip | 6.24 MB

a thousand years before what we see in Star Wars Episode I. And yes I did have to look that up to get the details. :P This place should be familiar to anyone who played the original Dark Forces games, and Jedi Outcast (where it briefly featured). Personally, when I say this map in the JK2 cut-scenes during the Single Player game I always wondered why the developers hadn’t made it into a proper map. Somewhat embarrassingly I never actually played the two original Dark Forces games. Back when they came out I was still pretty new to computers, and I had no idea these games existed. My Jedi Knight odyssey started with the Mysteries of the Sith demo I got bundled with my new computer way back then. Even then it took me ages before I finally managed to figure out how to play it… Ehem, I will stop embarrassing myself now…moving swiftly on! Though I never played the original game with the Valley featured in, I have seen enough videos, screenshots and artwork to have a very good idea of what the location is like. In fact, personally this is one of my favourite locations and I have considered making a map of this before. But I am incredibly slow at mapping, so that never materialised! :P Thankfully Plasma has released a map of it! (with a little persuasion from me ;)) Now as Plasma says in his readme: [quote] This map was originally created by Raven and included as a sample map in Jedi Outcast.[/quote] However, don’t let that put you off, as he then goes on to say: [quote] Azuvector bugged me to do a VOTJ for MB2's new duel mode so I ended up fixing it up, adding some new textures as well as other stuff.[/quote] And from comparing this with the Base JK2 version of this map, I can say that the author has made some very big improvements. Firstly, the force ‘well-spring’ in the middle (the big orange glowy thing in other words) has been changed quite a bit from the original. For one, it now actually glows, and since JK2 doesn’t support dynamic glow (at least not to my knowledge) Plasma must have added a glow shader to the effect, which as you can see is very effective. Added to that are new textures which can be seen in the form of floor tiles in various parts of the map. They are well done and I think add some nice textural detail that was lacking in the original JK2 map. Also, although it gets quite dark at the edges of the map, you can make out that Plasma has also added various architectural features around the outside edge of the map. To me these look like entranceways or temples, and I think they add a good feeling of depth to the map that was also missing in the original. The map is only available in Duel and Power duel modes, which I think was the right choice. Though you could have a small FFA in here, its much better suited as a Dual oriented map. The music fits very well, and the cinematic feel of the map is sure to make for some enjoyable duels! As with all maps there are a few things I feel could be improved upon. The main one is that as far as I have seen, in other pictures of the Valley of the Jedi, the ceiling is meant to be covered in huge carved heads and faces. This is understandable though, putting that kind of architectural sculpture into a map would be a difficult task. Still, if it could be done, I think it would add much more detail and depth to the map. Apart from that, all I could recommend is that it would be good if some new textures were made to replace the original Base JK2 ones, which aren’t quite as good quality as the rest of the textures in Base JK2 I feel. All in all then a very big improvement over the original JK2 map that this was made from, with new glowy effects, features and textures among other things. This map is definitely going to stay in my base folder I think. ;) Well, if you are a fan of the original Dark Forces 2: Jedi Knight game or just like the look of this map, I recommend a download! [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] Yes [b]Game Types:[/b] Duel, Powerduel ~Nozyspy~

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6126 downloads

Uploaded:05-09-2008

Clone Wars Stances and Effects Mod

clonewarsv5.zip | 25.38 MB

JA+, MBII, and OJP support. Now, about the stances themselves. I like the blue stance, which is basically the normal standing position, but with the saber pointed off to the side. Walking uses the same basic stance, but with the legs moving. Yellow holds the saber close, and red looks like it is trying to imitate a certain stance in Episode 2. Dual stance holds one saber forward and one up above, and finally, the staff stance holds the saber back behind the body. Walking stance for the staff looks like the upper half of the body uses the staff walking animation, but the legs use the duals walking animation. Walking stance for duals holds both sabers back, and learning forward, which I think is perfect for duals while running, but doesn't work so well while just walking... If that isn't enough for you, there's also an option to add in some new swings. I personally don't like these much, simply because while they looks kinda cool (though they suffer from the typical animation mod flaw of it not flowing like it should), they cause less hits to get in. However, I liked being able to do that spin attack that Palpatine uses. :p I'm not going to go into the specifics of the changes, but I will say that pretty much every attack is changed. The best way to tell how is to download it and try it yourselves! All in all, this is a good stance/animation mod. It could use a little work, but still worth at least trying out. I suggest giving it a download! Oh yeah, this mod also overwrites the base sabers also, so if you don't want the default ones changed, you'll need to edit the pk3 yourselves...

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1684 downloads

Uploaded:10-15-2007

Hercules and Xena Skins

hercules_xena_skins_versi2.zip | 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]

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2632 downloads

Uploaded:09-30-2007

Devil May Cry Weapons Pack

mb_dmcpack.zip | 1.77 MB

pack. Behold as I tackle them all in the least amount of words possible: - Agni & Ruda: Fruity fraternal swords. Textures were decent, models were good, and I don\'t think they were too big - Alastor: Great model, superb textures, but looks too big. - Force Edge: Ditto - Rebellion: Ditto - Sparda: Awesome weapon, but I\'ma have to say Ditto once more. Notice a pattern? Yes, so did Averus. For the most part, the size was the biggest flaw. The second greatest flaw in a number of these weapons was that the .sab files were recycled carelessly, and that some of the sounds are not present, thus we end up with saber sounds for regular swords. A bit hasty, and overlooked, methinks. At a minimum, I would suggest tuning the sounds, and then this pack would be a lot more clean cut =_=. If you have modding skill or can deal with saber sounds, and demand this pack, SUBMIT BANDWIDTH NOW. Otherwise, hold off bandwidth until next version. - Averus Retruthan

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2573 downloads

Uploaded:09-18-2007

Bow v1

bowv1.zip | 446.57 KB

were great, They sounded like a bow. Especially the arrow thuds when they hit something. I really like this weapon mod. With the alternate fire, I really loved the concept and look of bouncing arrows. The arrows also stay sticking out of whatever they are shot into! Major plus! Great job! -Shahadi

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8524 downloads

Uploaded:09-18-2007

Obi Wan Kenobi\'s ROTS saber

saber_obiwan.zip | 1.26 MB

2, reflection mapped New textures: YES New Models: YES Specularity Maps: YES Reflection Map: Yes, on ObiWanRotSRef (second version) elros

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4672 downloads

Uploaded:05-22-2007

Dark Side mod

dark_side_mod_beta.zip | 17.92 KB

is Tavion, Kyle is Alora, Rosh and Jedi Knights are cultists, and you are a reborn. Not the most creative mod around, I am sure I have seen almost the exact same thing elsewhere, but if you like the sound of it, give it a download. Note to author: Next time, if you want your screenies included, please submit them in the proper format (jpg) and they will be added as well.

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5136 downloads

Uploaded:04-09-2007

Raiden

gvraidenja.zip | 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-

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23479 downloads

Uploaded:12-31-2006

Lord Maul

lord_darth_maul.zip | 5.47 MB

retexturing, all made to appear to be a bit more realistic. To be more specific about the changes, I'll speak about each one seperately. The robed version: I can see no real differences between this version and the original besides how the top of the robe has been darkened quite a bit, and more shadow added to the face. The shirtless version: Again, no real changes seem to have been made besides the darkening of shadows on the body and clothing. The normal version: The only part of this with team skins, though the only change is the color of the belt. For the rest of the skin it is the same for each team and default, which seems to only be a darkening of the clothes and skin. There are new sounds for it, bot support, and npc support, but sadly, there is no single player customization support. All in all, not bad changes, they just did not seem like very much to me. Give it a download if you want a more realistically lighted Maul. Bot Support: Yes Team Support: Yes Npc Support: Yes New Sounds: Yes

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13886 downloads

Uploaded:09-05-2006

ROTS_DARTH_VADER

darthvaderepisodeiii.zip | 2.52 MB

so I am happy to say that this particular author felt kind enough to grace us with a comparison shot between his skin, the original, and what he has dubbed a "common" reskin (although I've never noticed this model to be commonly reskinned!). The comparison is actually very important, as it shows some of the important differences. And there [i]is[/i] a difference. A big one. My first thought was "Wow, he actually did something noticible!", something I'm not entirely used to. But this reskin, I have to say, looks leaps and bounds better than the original, and quite a bit better than his "common" reskin example too. I only have two complaints, actually. Maybe three, if you count the team colors being the same as the default. Complaint 1: I would have preferred a happy medium between the helmet shader on the "common reskin" version and this version. It just doesn't seem shiny enough, but the other seems a bit too shiny. Complaint 2: The cape looks awfully flat. NPC, team, and bot support have all been included, as well as the Vader sounds you have come to expect from such skins. Would I recommend this skin? You betcha. It's realistic, it's got all the goodies, and it just looks awesome. Any RotS fan who passes this skin up should be forced to do pushups. [b]Team Support[/b]: Yes [b]NPC Support[/b]: Yes [b]Bot Support[/b]: Yes [b]New Sounds[/b]: Original Model ~Inyri

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4386 downloads

Uploaded:09-04-2006

Queen Amidala + Handmaiden 1 and 2

queen_amidalahandmaidens.zip | 5.11 MB

a good thing. The skinning is also very well done. Although...the neck could use a little work, because other than its shape, it doesn't really make me think of a neck. But that's just a small detail. A bigger issue I have with this model is that it doesn't quite look like Natalie Portman. The head just doesn't really look to be shaped quite right. Feel free to correct me on it. But in all truthfulness, this is a good skin pack. There are two other handmaidens included in this pack, so enjoy. Bot Support: No Team Support: Yes Npc Support: No New Sounds: Yes ~Zach

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14827 downloads

Uploaded:06-18-2006

Darth Nihilus

nihilus.zip | 3.85 MB

seeing as the only thing you have to do is darken the cape and apste the mask on the face - which is exactly what the author did. He did it well and I don't really have a reason to say that it is bad, simply because it does its job well. Save the sounds, I was able to locate only one changed track (the taunt - insect-like noises), the rest were standard stock Jaden sounds. Arthenik New Sounds: Only the taunt Bot Support: No NPC Support: No Team Support: No

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46638 downloads

Uploaded:06-01-2006

Four Armed Grevious

grievous4_mlz_1_01.zip | 1.49 MB

give Grievous four arms! You generally would expect something of a remodel, but that\'s not the case here. First off, there are now four arms. All that the author has done is split the original Grievous arm, and then raise it up, and then he weighed it to the arms. While this works, it doesn\'t look all too good. First off, the top arms are very stretched, and they only move when the regular arms move. Otherwise you have two very stretched arms coming out of Grievous\'s back. It\'s funny, as I heard somewhere that Grievous looks like a chicken. Anyways, to make him look like a chicken, crouch, and you\'ll see what I mean. Anyways, the weighing wasn\'t that great, as evidenced in the stretching. I saw some places where a couple of reset xforms could have fixed. The left arm, mainly. When you walked it would be sideways. This model could have been weighed better. Okay, other the weighing issues, the author also made Grievous hunched. Yay. Now he looks like a hunched chicken. The hunchedoveredness really messes up a bunch of animations. Seriously, when you do the /bow animation, it looks like Grievous is smoothing his nonexistent hair or giving his head a massage. The strong stance animation makes it look like Grievous is scared and is hiding behind his arms. Okay, in taking the weighing issues and the hunchbacked animation issues, this could use some more work. But, on a plus side, the author has included a four saber mod to go along with the model. But, other issues aside, this can use some serious work. But I\'m sure some of you will like it nonetheless. Bot Support: Yes Npc Support: Yes Team Support: Yes New Sounds: Default Grievous Sounds. ~Zach[/quote] The only changes that were done is that the bot now uses the four saber mod, and that works, at least. But the author also tried to make it tos that the sabers that the bot used were blue and green. That didn\'t work. This model has some serious weighting issues, I would\'ve liked to see the next version actually be a reweighed version. Bot Support: Yes Npc Support: Yes Team Support: Yes New Sounds: Default Grievous Sounds ~Zach

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7247 downloads

Uploaded:05-04-2006

Padme_EpIII

padme_epiii.zip | 12.69 MB

you may very well have stumbled across it. I\'ll admit it - I liked Padme. Well... I like Natalie Portman as an actress. Anyway, this model - or shall I say model [i]pack[/i] - gives a good representation of Padme in some of the outfits that haven\'t yet been represented. Stingray hasn\'t bothered including, for instance, the Geonosis outfit. Probably because this is an Episode III pack :p, but that outfit\'s already been beaten to death anyway. This pack consists of mostly Padme in her more formal garb, as seen in Episode III, as well as one outfit from Episode II. All are quite good and the face is remarkably similar to Natalie Portman\'s without looking like a picture was just pasted on the head. Kudos there! I didn\'t look extraordinarily hard at these models for technical kinks, but I did notice some slight weighting errors around the shoulders and knees, a couple of areas which are quite difficult to weight as it is. However neither area are easily noticible during gameplay so most of you will probably never even notice. I only noticed because I have a trained eye ;). Overall a very good pack of models, including both team and bot support. Definitely give it a download if you\'re a prequel fan - this is a pack not to be missed. Bot Support: Yes Team Support: Yes New Sounds: Yes NPC Support: No ~Inyri

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9126 downloads

Uploaded:02-26-2006

Mos Eisley Trap

mos_eisley_trap_v1.zip | 28.45 MB

Titanic (everyone’s heard of that ship right? :P) and the Britannic. Another example is a story, it has a beginning, middle and end. Take one out, and the story wouldn’t be complete. Yet another example is cookies, you have chocolate cookies , double chocolate cookies and triple chocolate cookies! Ok I will stop blathering on about how good the number 3 is now :P But really, as you can see, lots of cool things come in threes. Here we have yet another great thing that involves the number 3. This isn’t any ordinary map, no, this is a map made by…you guessed it! Three great mappers! This unique map was produced out of the combined efforts of Several Sided Sid, LivingDeadJedi and Sith J Cull! What a team eh? ;) Now, lets get down to the map. First of all let me say that I have NEVER got the same feeling from any map, which I got from this one. The feeling I got from this map was quite unique, and it’s quite difficult to describe. I suppose the best word to describe it would be…epic, I get the same kinda feeling from this map as I get sometimes when I play Starwars Galaxies, that really epic felling of being in a massive world that you can explore. The feeling I got was also one of the map being ‘alive’ you could say. It can be a bit lonely sometimes exploring a big map on your own, but I didn’t feel that with this map, the map really felt alive. I think the map being set at night contributed towards that feeling, with the sound effects, like the cantina music, and all the flickering lights, the map really felt alive, I almost felt I could go round a corner and find a group of Jawa’s or criminals plotting something! Like I say, the atmosphere in the map is brilliant, great lighting, nice architecture, epic feeling. What’s the construction like though? Solid. That’s one way to put it, being made by three of the best mappers out there, you can tell its really well made. I didn’t see any texture or structural bugs whilst I was exploring it, considering the size of the map, it gets a big thumbs up there! ;) As for the size of the map, epic would once again be the best word to use there. There’s loads to explore here, from the cantina (where of course, that cool cantina music is playing), to a hotel, to a restaurant. Careful you don’t get lost! One cool feature that I really liked was the massive docking bay that you can go in, which contains…Sith J’s Millennium Falcon! Unfortunately though you can’t go in it. :( Sssid tells me that they tried putting the interior in the Falcon, but with all that extra stuff, the map wouldn’t compile. It’s a shame, but still, just having the Millennium Falcon there is cool. Unfortunately one of the side effects of having such a large map, combined with lots of flickering lights, is that in certain areas, the fps will be quite bad. There were one or two places that my FPS went down a lot. But on the whole, I got pretty good FPS throughout the map. Probably one of my favourite areas in the map would be Jens diner, I think that area, with the bar and hotel rooms nearby, Is just great. ;) I really love the way that all the different parts of the map mesh together. Sith J Made the Falcon, Sssid constructed the tall buildings around the outskirts, the little speeders (which are back from Sssid’s Mos Eisely Meanstreets map) and the bobbing ‘Trilong’ ship, as well as adding lots of lighting touches. And LivingDeadJedi did areas like the Cantina, the Hotel Building and the wonderful terrain! As for bugs and other things, I really couldn’t find any structural or texture bugs. The only thing that bothered me was the low FPS in some areas, and that there were a lot of flickering lights, but that was quite subtle really so it wasn’t too bad. Also personally I thought the music was a bit dramatic for the night-time setting of the map. Personally I would have preferred more relaxing music, like The Jedi Academy theme music. But it’s still cool! :) All in all a great unique map here! As Sssid describes it “Mos Eisley Spaceport by night. You will never find a more wretched hive of scum and villainy. You might, however, find Sssid's can of coke! Have fun!” Bot Support: Yes (on a map of this size that’s incredible!) New Textures: Yes New Sounds: No New Music: No Game Types: FFA ~Nozyspy~ ***NOTE*** Don’t forget to look out for the famous can of Coke that Sssid has dropped somewhere in the map again!

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7750 downloads

Uploaded:01-27-2006

Coruscant Heights 2

coruscant_heights2.zip | 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~

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43818 downloads

Uploaded:10-09-2005

YodaVM

yodavm.zip | 4.54 MB

created us a new Yoda, with plenty to choose from. There are 4 different skins included in this, and Ep2, Ep3, Ep5 and Fleeing Yoda. The model is great, only a few clipping problems, but as with the youngling, it is hard to avoid because of the size of the model (remember to add it to your JAplus modelscale server admins!!) The Ep2/3/5 are all easily explained, they\'re basically the robes Yoda was wearing in each of those movies, the Fleeing Yoda (Yoda heading to dagobah) includes a backpack, which is a unique idea and very well executed. There are a few taunts here too, some of them add two quotes together which work quite well. Overall it\'s currently the best Yoda we have and probably we have for the rest of this game\'s time. Yoda fans should be pleased ;) [b]To get the right size for Yoda, I suggest you add the following to ‘modelscale.cfg’ in your JAplus Folder: \"yodavm\" 0.75 \"yodaflee\" 0.75[/b] New Sounds: Yes Team Support: Yes NPC Support: Yes Bot Support: Yes -Rink

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18593 downloads

Uploaded:10-09-2005

Younglings

younglings.zip | 1.85 MB

Episode II and III. There are a variety of different skins included in the pack, most are explained in the readme, however there is a secret skin that should please a few people.. I don\'t want to spoil the surprise… The model is nice, although there is some clipping, that is understandable considering the model is supposed to be small (remember to use JAplus or another modelscaling mod to scale down the model to it\'s appropriate size), that\'s the only real problem that can be picked out with it. There are new sounds and they\'re so cute! Definitely worth a download if you\'re into Role Play, movie making or just kicking some grown up ass! [b]Be sure to add the following values to your JAplus modelscale.cfg \"youngani\" 0.7 \"youngfem\" 0.7 \"youngling\" 0.7 \"youngshak\" 0.7[/b] Sort of gave the secret skin away there, you can see the secret skin in the center of one of the screenshots.. :P Team Colors: Yes Bot Support: Yes NPC Support: Yes New Sounds: Yes (Beware those cold hearted, even you will be struck with the cuteness of these sounds) -Rink

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64844 downloads

Uploaded:10-02-2004

Naboo Hills 2.1

naboohills21.zip | 8.67 MB

vehicles allowed in jedi academy,the vehicles do add the extra fun to the map. The map is basicly made out of a few buildings that function as different bases,it is a big grasslandscape with trees and rocks, not much has changed since the last version, except that there is an inside area added under one of the buildings and the Trade Federation Droid Lander has been improved. also the CTF spawn points are fixed and a few other little adjustments have been made. I think you should just download it and form your own oppinion :) New Textures: Yes Bot Support: Yes New Music: No Game Types: TFFA, FFA, Duel , Power Duel, CTF >)-Buffy-(

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32651 downloads

Uploaded:08-27-2004

Jedi Academy Minimizer

ja_minimizer.zip | 31.38 KB

Also, there\'s a feature that will display a clock in-game so you don\'t have to minimize to see how many hours you\'ve wasted playing JA. :P So if you\'re looking for a minimizer for Jedi Academy, this is like, a minimizer and you should download it. :D ~AmosMagee

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10094 downloads

Uploaded:07-02-2004

First Person Lightsaber Mod

jaspfpls.zip | 1.79 KB

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1711 downloads

Uploaded:07-02-2004

Female Imperial Officer

fofficer.zip | 3.02 MB

Officer (quite catchy that ;)) and to my knowledge it uses the Leela_jedi model as was said in the readme. Now I LOVE imperial officers I dunno, I guess it\'s just the fancy uniform they have that. Well the jacket here is a very good job, looks pretty much like what the Imp officer one does. I\'m just not too keen on that skirt she wears, I dunno it seems a bit too short to be Imperial dress code (Unless they are all perverts :P). This is two skins in one as well. Although really only the hairstyle changes but I prefer the second one with the shorter hair, because quite frankly the first one looks rather fake (see second screenshot). Disapointing fact is that there are NO team colours! I play alot of CTF\'s and I wouldn\'t mind using this skin from time to time, without the team colours I can\'t :(. Also although there appears to be sounds I tried the taunt and everything else, but they were just standard Jan sounds, again quite disapointing. To top it all off there is no bot support either, so 56k\'ers might not find it too worthwhile to download this skin. I don\'t think I\'ll be keeping this skin, the lack of team support, sounds and bot support means unless the skin is quite special it won\'t be strong enough to stand by itself. If at least Team colours are added I\'ll reconsider my verdict on the skin. So all in all not too bad a skin, but not too good because of missing extras which are becoming standard. Skin Stats Team Colours: No New Sounds: No Bot Support: No -Mithran-

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17492 downloads

Uploaded:04-30-2004

Unlimited Force

unlimited_force.zip | 1.27 KB

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26770 downloads

Uploaded:04-14-2004

Mara Jade

mara_jade.zip | 7.67 MB

Mara Jade I\'ve seen. And now, you can have it for JA! Lilandra is releasing this for JA, I\'m assuming with the author\'s permission. It doesn\'t appear as if anything was changed really. So this is the same great model as before, but now available for Jedi Academy users. There\'s bot support, team skins and new sounds. There are also a few different skins included. And you can choose between a ponytailed version or the one with her hair down. It\'s nice to have options. :) Bot Support: Yes Team Colors: Yes New Sounds: Yes ~AmosMagee

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25250 downloads

Uploaded:04-08-2004

Darth Malak Version 1.02

darthmalakv2.zip | 1.5 MB

(I hope that\'s right, if not, I shall keel Rhad) is finally modeled and added for Jedi Academy players. I have no idea what he really looks like, but this model is so non-descript, I kinda hope the character doesn\'t really look like this. The red team skin is the same as the default skin and then there\'s the blue one. There are some new taunts and other sounds included and bot support, though the author claims there are some issues with adding a bot. The biggest issue I came across was the saber. This model holds the saber and swings it much like that old Mandalorian model - remember that? It really bugs me. I would only suggest you download this model so you can offer suggestions for some changes to the author. Otherwise, wait for an update.[/quote] Looks like the author fixed a few things on this model. The eyes aren\'t so dark, and some weighting issues were corrected. The model still doesn\'t look that different than before, but you might want to download this updated version. :) Bot Support: Yes Team Colors: Yes New Sounds: Yes ~AmosMagee

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18765 downloads

Uploaded:11-26-2003

JKA Saber Hilt Pack (v2.0)

jka_28_hilt_pack.zip | 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

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12847 downloads

Uploaded:06-20-2003

Assembled Jedi Kyle Mod

assembled_jedi_kyle.zip | 5.7 MB

in blue and red stances, and different saber colors for each reborn. Kyle is reskinned, Chris Reed's blood mod, and Andrew McLaughlin's dark-lightning mod are all implimented. It is an interesting idea for a mod. I definately prefer the reskin of kyle to normal kyle, but I'm not a fan of the blood mod, and most of the new animations (Forward and Backward rolls are akin to "amspin2" in vulcanus, pull and push look really messed up, and the way you hold your saber in blue stance looks REALLY stupid, held outward like you had just lost a saber lock). The side rolling cartwheels looked cool, and the dark-lightning looks good. I also like the way your character looks like he's "breathing", his chest and shoulders moving up and down slowly. Other then that though... I don't really see much reason to download this mod. It has a few perks, but mostly not. The changes aren't that big, but they're small in a bad way. However I can see why some people would want to download this mod. If you want a little twist on the game, maybe the old animations bore you, then feel free to download this. I, however, will not. (This mod will also permanently replace your startup screen.) Ultima

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1745 downloads

Uploaded:02-22-2003

Gta3

gta3.zip | 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

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46431 downloads

Uploaded:10-02-2002

Kit Fisto

ct_fisto.zip | 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 ;))

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20915 downloads

Uploaded:09-10-2002

Geonosis Hanger Duel

ghanger.zip | 4.44 MB

the Ep 2 movie. Quite tough though! [b]Note:[/b] Extract the pk3 to your 'base' folder. Open SP and go to "Load a game".. in the saved game list find the name called "ghanger" and load it. This might replace Kyle/Desann models also so keep note of that :)

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14968 downloads

Uploaded:07-10-2002

Blacklight saber

blacklightsaber.zip | 164 KB

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998 downloads

Uploaded:07-07-2011

Assassins Creed weaponspack

ac_weapons_ashu.zip | 8.62 MB

character known as Altair, the main protagonist, presumably. I have to say, lot of fancy tools for killing a man. Thought a rusty dagger would've been enough, but I reckon 'tis not. ANYWAY, all of these weapons are uh...shall we say, slanted, when it comes to damages/stances, save for one. Essentially, we are granted 1 weapon replacement and 5 sabers. For speed's sake, I'll just attack the former first. Alrighty, so instead of having the clunky DL-44, Ashura has replaced them to make THROWING KNIVES. They even say THROWING KNIVES in all caps in-game. Kind of obnoxious, since a quick string change woulda saved face. The knife model is pretty majestic looking, I'd surmise, and even though there weren't any stance adjustments to make the motions look a bit more believable, it wasn't that big of a deal. Good stuff, indeed. The blob effect was changed to a knife, but sadly, no impact effect to reflect a knife stuck in the wall. However, I doubt this hasn't gone unforgotten by the good doctor. SO, swords. Yeah, I'm gonna say it off the bat: they're all rigged. Every weapon has a custom stance or altered scale to compensate for the smaller length. You want to piss people off, you use the hidden blade. Damagescale is 6x. Actually, the only person it'll piss off is you, because the length is so small you have to REALLY get up in their face to use it...and even then it's like a 1 in 5 chance you can hit them. Sucks, but hey, the hit is devastating. The rest goes down from there, settings-wise. The shortswords only have 2x damage scale, and the swords have regular scale, but instead have Tavion stance. When it comes to visuals and construction, the models are all eloquently crafted, and look pretty dead-on to their real game counterparts. My favor rests in the simplistic first longsword, as the rest are simply too fancy. SHING! Right, yeah, it's film time

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4843 downloads

Uploaded:01-25-2011

TOR Hilt Pack

tor_sabers.zip | 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~

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502 downloads

Uploaded:11-09-2010

JAX White Light Saber

jax_blacksaber.zip | 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

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1605 downloads

Uploaded:09-28-2010

Hirman's Darth Bane

hirmans_darthbane.zip | 26.52 MB

Bane skin[/file] this entire site. All of that has just changed though - Hirman brings us Darth Bane. For those of us who have no idea who he is (or presumably, like me, never played KotOR read any Star Wars comics/novels), Wookieepedia has an article on the Sith in question right here. He's basically the guy who invented the Rule of Two. Regardless, this Darth Bane really isn't bad at all - I personally prefer the way it looks over the other one I linked to. It also comes with sounds, NPCs, bots & more. To me, it seems pretty accurate to the pictures of Bane I could find, and the skin & model are both of good quality. In fact, my only real gripe (aside from how teamskins really would be nice in a later version ;)), is clipping. Unfortunately, with the kind of clothes Bane is wearing, clipping is inevitable. I did notice several spots (arms, cloak, etc) where it might be fixable though, but I'm no expert. Still, this grand total of 3 Darth Banes to choose from (see screenshots) should more than satisfy all your Bane-related needs. ;) [b]Bot Support:[/b] Yep [b]NPC Support:[/b] Yep [b]New Sounds:[/b] Yep [b]Team Support:[/b] Nope -Caelum

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1840 downloads

Uploaded:05-29-2010

Bastila's Lightsaber Hilt

meditant.zip | 1.46 MB

the author has named Meditant, in reference to Bastila's famous Battle Meditation. The hilt model is accurate to the one from Knights of the Old Republic, and its good to see that people are still making KotOR themed mods for JKA even after all this time. In fact, its good to see that both JKA and KotOR both still have active modding communities. I hope that will continue for years to come! The only think I can think of as far as improvements go would be to make the buttons on the hilt red, since it looks a little odd to me without them. Red buttons would break up the otherwise solid silver hilt. But, that said, I cant remember whether Bastila's hilt actually did have any red buttons, so maybe thats just personal preference on my part. Anyway, good work here SimonKTemplar, I hope you will make some more KotOR themed mods for us in the future! :) [b]New Model:[/b] Yes [b]New Sounds:[/b] No [b]New Effects:[/b] No ~Nozyspy~

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303 downloads

Uploaded:02-02-2010

ZULU

52zulu.zip | 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

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1867 downloads

Uploaded:01-04-2010

Jedi Galen's saber + Kota's saber V2

jedigalensaber.zip | 1.35 MB

Houou's hits is nicely modelled and textured even down to the thin wrapping around the top of the hilt. Next up is Starkiller or Galen Marek's Jedi ceremonial lightsaber. Again, the modelling is excellent here, although the model itself is a simpler shape than Kota's hilt. The texturing is also very nice here, although I think it would look even better with a stronger looking shiny or specular shader on it since it looks a little flat grey at the moment. That's just my opinion though! All in all this is a very nice hilt pack, one to add to the list of top quality TFU mod's that we have on JKFiles! Keep up the good work Houou! :) [b]New Hilt Model:[/b] Yes [b]New Sounds:[/b] No ~Nozyspy~

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5556 downloads

Uploaded:07-29-2009

The ShroomDuck Inc. Map Pack v2.0

_shroomduckincmappackv2.zip | 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 fast-paced...so 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 setup...it 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 find...you'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 sure...now 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 areas...be 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

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5747 downloads

Uploaded:07-15-2009

Ahsoka Tano's lightsaber hilt

ashoka_lightsaber_ashuradx_v2.zip | 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

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5925 downloads

Uploaded:06-24-2009

Eve of Redemption

redemption_1_1.zip | 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

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1300 downloads

Uploaded:04-28-2009

Jedi Outcast Saber Cursors

outcast_saber_cursors_v1.1.zip | 211.04 KB

colours too! In the .zip is a choice of yellow, orange, red, purple, cyan, blue, green colours, all you need to do is pick the colour you like and put the corresponding .pk3 in your base folder, and voila! Just make sure not to put more than one of the .pk3’s in your base folder at a time, since the mod wont work properly if you do. Overall, a small but cool mod here, I think this is one that I will keep in my base folder! If you guys want a piece of classic JK2 in JKA, then be sure to give this a download! :) ~Nozyspy~

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5314 downloads

Uploaded:09-16-2008

Mandalorians

mandalorians.zip | 31.43 MB

a little confuzzeling but I think you get the idea. :P Here Laam'inui brings us a large selection of new Mandalorian themed skins, not just as complete skins, but also for use in the species customisation screen which is a pleasing feature. I will go into some more detail further on, but I think I should paste in here the description the author gives from his readme, as it sums up most of the main points nicely. [quote] This is a kit-bashed model made out of multiple Neomarz models; his clones and his Mandalorian. I DID NOT bash these models together; I came across the smashed together model and try as I might, I could not find out who made it. I even sent emails to Neomarz, but I received no reply. Nonetheless, credits to whoever bashed Neomarz's models together. And of course, ALL credits to Neomarz for every single model piece on this wonderful project. Without him, compilation would not have been possible. Credits for the sounds go to the Knights of the Old Republic game. Also, credits to the MovieBattles II team, from whose Mandalorian’s I borrowed a few textures, namely the Boba Fett textures which I modified to fit onto Marz's model and then tweaked. They did the majority of the work for the Boba skin. Lots of credits to Spanki for his facial textures, which I used from his Jedi Customisation pack and tweaked and modified for this pack. His work is amazing, and my reskinning his work for this pack is just because his facial textures are, in my opinion, the best. This is an extremely large skin-pack I began making as soon as I discovered this smashed together model sometime in April-May. I've been circulating previous versions of this skin-pack among my RPG server for a while now, but I just recently got the idea to send it to JK3files (D'oh). It contains team skins, new sounds, a species customisation menu, and lots and lots of Mandalorian goodness.[/quote] Well, I think that sums most of the main points up very nicely, now let’s have a closer look at the skins themselves. There is a wide range of skins here, including an excellent looking Boba Fett. Most of the skins tend to stick to a dark colour scheme, featuring plenty of black and dark grey and other subdued colours. However a few of the skins have a nice splash of colour here and there which livens them up. I especially liked the orange and black Mandalorian armour. Not bright orange mind you, but more of a burnt orange, the two colours went together very nicely here I think. We also have one in desert-sand coloured armour, and one in a kind of forest green camouflage armour, which was my personal favourite out of all of them. And that is to name but a few, there are plenty more to choose from ingame! The skinning job is excellent, and I didn’t notice any bugs whilst I was testing these skins out. The range of customisation was also most impressive, with a choice of heads both with and without the helmet. Also changeable was the backpack, for which you have three different selections, the fourth one being no backpack at all. One thing that did bug me a bit though was the shine on the armour. Personally I am not particularly fond of putting a shiny shader on armour, because the JKA version of ‘shininess’ doesn’t always look that good depending on what type of texture you apply it to. That said, there is certainly nothing wrong with the way these skins look, its just that I personally am not that fond of shiny shaders being applied to skins. One other thing is that there is only one team skin for each team. Considering the range of skins in the default team menu, I think it would be cool if more red and blue team versions of these skins were made for use in team games. Overall though an excellent skin-pack here, with a wide range of customisation options and good skinning. If you are a fan of Mandalorian’s, or want a cool new skin-pack to get your teeth into, give this a download! :) [b]Species customization:[/b] Yes [b]New Sounds:[/b] Yes [b]Bot Support:[/b] No [b]Team Support:[/b] Yes ~Nozyspy~

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1462 downloads

Uploaded:06-01-2008

Cyber Trooper and sword

cyber_trooper.zip | 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

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2017 downloads

Uploaded:06-01-2008

Only Imperial Stormtroopers are so precise

only_imperial_storm_troopers_are_so_precise.zip | 5.99 KB

Emperors best troops were defeated by a bunch of rock and stick wielding teddy bears… In fact, according to Wikipedia this is a common feature in action films, the principle is actually called [url=http://en.wikipedia.org/wiki/Stormtrooper_effect]Principle of Evil Marksmanship[/url], which basically means the bad guys always have rubbish aim… Well, if you ever felt that the Stormtroopers in JKA were a little lax in their targeting, fear no more! Raarventje brings us his mod, fittingly called ‘Only Imperial Stormtroopers are so precise’. Basically what this mod does is make the Stormtroopers in the Single Player side of JKA a bit smarter and more accurate in their aiming. Personally I think this is a good idea for a mod, little changes like that can make quite a difference overall in a game. :thumbsup: So if you like the idea of this mod and want to give it a try, give it a download! :) ~Nozyspy~

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4769 downloads

Uploaded:03-03-2008

BGMod (Better Graphics for JKA)

bgmod.zip | 329.44 MB

claim, as I think they\'ve simply got a higher contrast which makes everything look bumpy and, dare I say, somewhat unrealistic. I guess one positive side effect is that since the textures are all smaller, the game will run better with a lower-quality machine. But then again I never had problems playing the game on an ancient machine with a GeForce 2 graphics card, which was outdated [i]then[/i], so if you\'re running something worse than that you shouldn\'t use this mod -- you should upgrade your system. This mod also changes a lot of the menus and things, so if that would annoy you (blue --> red menus, etc) then you might want to think twice about this. I didn\'t notice a significant increase in game playability either (my FPS was basically the same as it was normally). Frankly with the read-me stated 1 FPS increase between baseJKA and this mod, I don\'t necessarily think it\'s worth the download time unless you like the look better. ~Inyri

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298 downloads

Uploaded:12-23-2007

The Grinch

grinch.zip | 29.37 MB

see between the two is the music and sounds that have been used. The story itself really seems to have nothing to do with it. The idea here is that Reelo is the Grinch, although he does nothing in the film that really suggests he\'s a grinchy type. Santa, on the other hand, kicks his butt for impersonating him. Now to me [i]that[/i] seems pretty grinchy. Anyway, that\'s about what I got out of the plot. Some Jedi are playing, then Reelo shows up, stands there for about 5 minutes without moving (just a couple eye twitches), then he jumps down the chimney and eventually gets in a scuffle with Santa. I\'m not sure where the Grinch comes into all of that. As for the film quality, the camera movements, when they move, are very choppy. Most of the time, however, the camera just jumps from still to still and doesn\'t attempt to follow what little action there is. Most of the film really is just stills of people standing still which, suffice it to say, is a bit boring. The audio cutting is downright poor, for lack of any type of better description. No attempt was made to keep the audio flowing. Instead it abruptly enters and abruptly cuts off with no fades. Also the music was so inconsistent that at times I wondered if I had muted my computer. No, I hadn\'t... there just wasn\'t any music in several places where there should have been. Overall I\'d say work on your filming style, and [i]definitely[/i] work on your audio editing. And for future reference, a 2 minute scene with Reelo and Santa saying \"eh?\" back and forth could be significantly cut down, or cut out altogether. ~Inyri

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7457 downloads

Uploaded:12-10-2007

The Jedi Enclave on Dantooine

kotor_dantooine_enclave.zip | 13.07 MB

detail than some of the others as well. Previously not seen details, such as footlockers and workbenches, are quite at home in this particular enclave. With textures close enough to the real thing to not be noticed as fabricated, but definitely not ported, you may forget you're playing Jedi Academy and not Knights of the Old Republic. The strengths in this map are definitely the very close-to-the-real-thing textures, as well as the very accurate style. Two of the most impressive bits, however, may be the Ebon Hawk, seemingly made completely from brushes instead of the existing Ebon Hawk map objects, and the impressive blba tree model. I must admit, months ago I was asked to create that particular model, but I shamefully declined. However my kudos go to SMoKE for completing it himself with excellent results. While this map is not as expansive as some other Enclave maps - it does not allow you to venture inside the Ebon Hawk, or venture outside the Enclave walls - it's definitely worth a look for KotOR fans. It includes bot routing, as well as appropriate Jedi Enclave music. Definitely worth a download as another great KotOR Jedi Enclave map.[/quote]It seems the enclave has gotten a visual overhaul. Smoke decided that the original wasn't up to his current skill level, so he spruced it up a bit. Personally I'd say the biggest improvement (and he may disagree with me on this) is the lighting -- it makes me personally more able to enjoy the [i]rest[/i] of the wonderful changes. Second place goes to the doors. I'm not even going to tell you about them -- just go open one and find out. You'll like it. Overall it seems like this is more of a fixer-upper. Everything is crisper, clearer, and overall better on the eyes. It's a great improvement, though, and it really feels a lot more like Dantooine than before, just by making a few changes to the map's presentation. The only thing it needs now is some Jedi walking around saying old Chinese proverbs! Definitely a great improvement here! [b]Bot Support[/b]: Yes [b]New Texures[/b]: Yes [b]New Models[/b]: Yes [b]New Music[/b]: Yes ~Inyri

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462 downloads

Uploaded:10-31-2007

Halloween at the Jedi Academy

finish_halloween_low_def.zip | 13.1 MB

(seriously, I hate trick or treaters... especially the teenaged ones!). The film, however, has its high points if you can sit through it. The basic idea here is that it\'s Halloween and Kyle, Luke, and Jan have to figure out what to do about all the trick or treaters that apparently live on Yavin IV. Yeah, beats me on that one! But Jan and Kyle run off to the supermarket to stock up on last-minute candy... much like my father. The story gets wackier and wackier as time runs on, with Jack Skellington teaming up with Evil Mon Mothma to... scare Jan? I couldn\'t quite figure out what all happened with that, but Jan is continually spooked by everything imaginable while Kyle is attacked/potentially eaten by a werewolf. And then of course Kyle turns into a zombie and goes off to kill Luke. THE END! Well, except for the bloopers, some of which are amusing. I\'m thinking this video was really just an excuse for the author to share every Halloween-y song he could muster up with some added amusing footage to go with them. ;) There are no voice overs for this video, so you\'ll have to figure out which color text goes with which character. It\'s not too difficult if you pay attention at the beginning. In the end, this video carries on the Halloween spirit. Check it out if you\'re still in the Halloween mood! ~Inyri

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6323 downloads

Uploaded:10-30-2007

Barret XM-109

barret_xm109.zip | 4.87 MB

Halo Sniper =_o. Whether there is any correlation to this observation, I am not certain. Regardless, the model and first person are Jakal quality, along with his efficient use of photo sourcing skins. The model comes both in a standard and camoflouge variant, so have at =_=. All of this is fine but I was personally taken aback by the scope. Currently in my base is a FN FAL which has a scope that is currently off by a good centimeter or two in terms of accuracy. While that may sound minor, it certainly makes a difference when you end up shooting past the target, and they notice. This scope, after testing, proved to have minimal inaccuracy. I believe it was off by a couple millimeters up, which, in the grand scheme, should not affect your target hit ratio too much. The scope is also rather attractive to Averus >_>

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5041 downloads

Uploaded:10-14-2007

M4 Snub-Compact Carbine

m4_snub_jk3blstr.zip | 1.58 MB

rifle, putting in its placed a silenced \"M4 Snub-Compact Carbine\" in its place. Suffice to say, I enjoyed the sounds that came with it. Quick, quiet, and to the point, unlike me. The model was wonderful, and I\'m guessing the skin was photosourced, as was the last project\'s. My only eyebrow raising qualm would have to be the comparison between the first and third person views. The first person view brings the weapon to look so small, yet the third person says otherwise. I cannot vouch for the weapon\'s size at this point in time, so I will leave that task to you. If you demand a little silence in your killing, then ENGAGE BANDWIDTH VACUUMS TO MAXIMUM INHALING! - Averus Retruthan

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5737 downloads

Uploaded:10-13-2007

FN Tactical Shotgun

fn_tactical_v2b.zip | 831.52 KB

overwrites the flechette gun with a shotgun, both in first person and third person views. It still fires the same kind of shot and ammo, but with a new model and new sounds it really does make the gun seem more like a shotgun. It has one of the more typical flaws with this kind of weapon -- many of the sides stretch due to not being UV mapped properly. This is a very common mistake, so hopefully the author will correct this for future models. However in the grand scheme of things it won't be noticeable, so don't let it stop you from downloading this snazzy-looking shotgun! Two variants of this gun are included -- the typical black and a desert variant. Remember to only choose one![/quote]Most of the above review still applies, although there are a couple of important changes to note. First of all I labeled this as a JK3 mod instead of a JK2 mod -- it'll work in both (just like the last version), so JK2 players can still feel free to download it! One of the other big changes is that the desert version has been removed. I don't know why, but, eh, that's how these things go. To go along with that, the entire texture has been modified. I said the texture was [i]modified[/i] rather than being improved for a reason. While I do agree with most of you that it's definitely an improvement, it is also still completely photosourced from real images. This has its benefits and its drawbacks. It makes the model look more realistic, but it also can hilight just where the model is inaccurate. Plus you can't claim as much credit over the final product when you 'borrowed' the textures from a google image search. With regards to the 'bugs' mentioned in the v1 review, there is still some stretching in the UV map, which is unfortunate since that could have easily been corrected between the versions. It's not nearly as bad or as noticeable as in the first version, though, so that's a plus. To be honest, though, I'd remove the cocking sound from the firing sounds. It seems out of place since the player doesn't actually go through the motion. ~Inyri

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12105 downloads

Uploaded:09-28-2007

EA Obi Wan Kenobi

ea_obiwan_v2.1.zip | 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

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10743 downloads

Uploaded:09-18-2007

The New Revan Dark Weapons

new_revandark_weapons.zip | 13.27 MB

magnificent weapon. Of course I'm not saying the skins on these weapons are bad, I'm just saying they're simple, and that works. The beauty of these places - and hilts - comes from their shaders. With a simply shaded skin, a custom chrome shader goes a long way. That's right. It's not the ordinary Raven chrome shader. Well, actually the shader [i]is[/i] the same, but the environment maps are custom-made to fit the style of the blades better. This produces an excellent chrome effect on the blades and hilts. This pack actually contains something I, until this very moment, thought was not possible to do in JA - a genuine glow. I'm definitely keeping this in my base folder, more to learn as a modeller than to use. Folks, this pack is very well done, both visually and technically. My hat's off to you, Revan. You are a god among mortals. Oh, in case you guys don't feel like reading the read-me (shame on you!) there are twenty-one weapons in this pack, including 4 lightsabers, 11 swords, 4 staves, 1 hammer (geez is it ever big), and one gun (a DEMP replacement). Read the read-me for more information on special weapons included in this pack. ~Inyri

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1211 downloads

Uploaded:09-18-2007

Lego Lightsabers

lego_lightsabersv2.zip | 495.34 KB

the sabers are now accessible in the single player menu, so enjoy. Here\'s the previous review. [quote]Well, it appears like IFailedEnglish has decided to continue on Last Wish\'s idea of lego lightsabers. The author has expanded on Last Wish\'s idea by including several different sabers, and different styles of them. You get a lego Dooku saber, a regular lego saber, and a lego saber staff. There are also reverse versions of the Dooku and regular saber. The sabers also come in three different colors: plastic, silver, and gold. These look cool, and certainly look more detailed than Last Wish\'s single lego saber.[/quote] Oh, and optional lego lightsaber blades are included. ;) ~Zach

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3541 downloads

Uploaded:09-18-2007

Kensai\'s Hilt Pack

kensai_ja_hilts_fixed.zip | 2.16 MB

went into these. Here\'s a little more indepth on each saber: [b]Goldenbone:[/b] You can choose either the single saber, or staff saber for this, which is modeled after Darth Maul\'s hilt as seen in Episode 1. Obviously it is gold in color, and it shines like I would a golden saber to. [b]Silverbone:[/b] Sister of the Goldenbone, it is the same hilt, just colored silver. This also comes with the choice of using as a single saber or staff saber. [b]Tataku:[/b] A japanese styled saber staff. Looks like something a samurai would use... very badass looking. [b]Diago:[/b] A reskin of the Plo Koon hilt that is available here on JK2files. Had the rounded, silvery feel to it. [b]Saul:[/b] Modeled for the player Saul, it looks like Luke\'s saber with a few things added where the blade extends from. [b]Immortal:[/b] A plain looking, but gold-colored saber. Pretty simple here. [b]SithSM:[/b] Obviously a saber that is intended for sith use. Looks good, too. [b]Saesee Tiin:[/b] This one has been posted already on jk2files, but the author was given permission to use it in this pack.[/b] Overall, this is a beautiful hilt pack. I\'d highly reccommend downloading and adding these to your collection. ~Lord Griever~

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2910 downloads

Uploaded:09-18-2007

Battle Realms Melee Pack

ts_brmeleepack.zip | 1.37 MB

definitely want to take a look here. Apparently this pack was initially intended for the Battle Realms mod, but apparently that's gone bottom up so Trauma has decided to release it on his own, and I'm sure quite a few people will be glad for that. There are quite a good number of weapons in this pack. Since I'm not up on my oriental weapons, I'm not going to try describing them lest I sound like a dunce, so I'll just let Trauma's read-me do the work for me: [quote]A variety of oriental weapons, all of them modified to have certain attributes depending on your fighting style you will want to use only a few of these, all these weapons have balanced attributes, for example, those that are fast have diminished capacity to inflict damage, and those are shorter have the capacity to parry and block easier, just like in real life =D Included in this pack is: A wide long sword Two staves of similar design A katana A wakizashi A ninjato A battle fan intended for dual using A crescent-shaped blade intended for dual using A large katana A large wide sword[/quote]Now as for critiquing this, I'm going to start out by saying the texturing could be better. Trauma is, by his own admission, not an A+ texturer, but these weapons look just fine in-game so I doubt any but the pickiest critiquers would care much about the texturing. His blade textures always look very nice. My personal favorite is the fan. It's so simple, yet so incredibly amusing... I was actually going to make one myself until I discovered Trauma had already beaten me to it. I do absolutely love the large blade draw sound. I may even steal it... ;) I did find one bug, however. It seems when you use the fan (at least) the ready animation is supposed to be the button hold animation. Unfortunately it seems to loop... Overall a great pack. Enough variety for anyone, and plenty of orientalness for any ninja or oriental weapon fan. Once again a great pack by Trauma Sensei, and I hope to see more in the future. ~Inyri

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1984 downloads

Uploaded:09-18-2007

Anakin Solo Hilt

asolohilt.zip | 99.61 KB

saber hilt that\'s been posted has been by Broken Hope. :P As always, there\'s only one bad thing I can say about his hilts - they replace default hilts in the game. ~AmosMagee

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2290 downloads

Uploaded:09-18-2007

1ShotDoctors Personal Sabers

1shotdoctorspersonalsabers.zip | 698.98 KB

designs for each of the hilts are good, and the look of them in-game are also very sleek. My only concerns lie with the seemingly sub-par skinmaps, which are covered up by the chrome shader, and the inefficience of the models themselves. It seems like one or more of the models used a 16 sided cylinder - twice than what's necessary! An 8-sided cylinder would be plenty for what the author wanted to do here. The skinmaps also didn't do the models any favors. They were simple, and not realistic looking, as if the author was counting on the chrome shaders covering them up. Now that's a valid approach, however I personally detest it as it's the "easy" way out, and reduces the workload of the author. I would rather put out something I could be proud of, even if the detail won't be seen, rather than throwing something together and sticking a shader on top of it. In any case, however, the hilts do look very nice in-game, have interesting designs, and shouldn't really cripple an average computer. Just keep in mind, though, that insanely high-poly hilts are not only unnecessary, but can actually slow down weaker computers. Plus if you're not going to put the detail in the texture, putting it into the model is also kind of silly. ~Inyri

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14915 downloads

Uploaded:09-03-2007

Toshi's Yoda

t_yoda.zip | 13.34 MB

model, and boy, I don't know how Toshi does it but he's not only a fast modeler, hes a decent one at that. This is his take on on the famous Jedi Master which as described in the readme was not intended for release, but we are now graced with the release of this model. Now I will admit, its not perfect in places. There is a little clipping but its really only minor and to me it isn't a problem. Plus that's the JA skeleton being a pain. The detail on this model is spectacular, you can really see Yoda's facial detail come out in the texture work. His proportions are spot on as far as I can tell as well. I really don't have anything bad to say about this model, Its just, Yoda o.O. The accuracy is amazing. The only thing I would suggest is adding in different versions of Yoda maybe if there is a version 2 planned. The author has included new sounds, team skins, bot support, and Yoda is also playable in SP. Toshi has also made a custom .glm to fit Yoda's fighting style better. Unfortunately it only works in SP though. Read more about this in the readme. To really put the cherry on top, Toshi has added Yoda's saber in here aswell also made by himself. This model definitely competes with those Yoda's already out there, and in my opinion is the best one out there. This is a must have for your base folder, I demand bandwidth is submitted! -|Jorka Sho'Hen|- [b]Bot Support:[/b] Indeed. [b]NPC Support:[/b] Indeed. [b]Team Skins:[/b] Indeed. [b]New Sounds:[/b] Indeed. [b]SP Support:[/b] Indeed.

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1621 downloads

Uploaded:07-18-2007

Jaden Skins

jaden_skins.zip | 703.4 KB

that add on to pre-existing species are always great. This mod adds four new heads to the game -- three for male Human Jaden, and one for male Rodian Jaden. The basic idea of these is to mix up what\'s already there. For instance there is a version of the black Human Jaden that has the brown-haired Jaden\'s hair, and there\'s a brown-haired version of the blond Jaden. It\'s subtle changes that really add some usable new heads to the game. I personally think it\'s a novel idea, and while it\'s no artistic masterpiece, it will certainly be [i]very[/i] useful and worthwhile. If I planned to play SP through again I\'d grab this right away. I\'m guessing that MP players who make frequent use of the Jaden species combos will want to give this a look as well, though. ~Inyri

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12236 downloads

Uploaded:04-09-2007

Yuna

yuna.zip | 6.46 MB

with it. I'm a Final Fantasy freak and love everything Final Fantasy, so when this beauty came along it made my day. The hair, the clothes, the skin, the face - everything about this is nigh-on exact to the games. I can only think of one or two points to criticise, and even then I'm nitpicking. Firstly, the face isn't as spot on as the rest of the skin. Yes, it's still amazing, but at a close glance there are a few irregularities. Secondly (and now I'm REALLY nitpicking) was with the skins shown in the second screenshot. In Final Fantasy X, Yuna's dress didn't quite expand as wide as that about her waist, it makes her look a little fatter ;) But apart from that, this model is brilliant. It has all the neat touches and details from the game, and I'm most impressed that they've managed to avoid any noticeable clipping errors with the hanging down dress thing she wears in the first screenshot. There were some when executing moves, but trust me, you won't notice them :D There are 3 skins for this model - Yuna from FFX, Yuna (Gunner Dressphere) from FFX-2 and Yuna (Songstress Dressphere) from FFX-2. All three are intricately textured and detailed to the finest detail, but my favourite has to be the Gunner skin. It's just so spot-on! The others are pretty much as well, but the first one just reminds me of the game more than the other two. There are new sounds taken from the games, which are fine, as they sound like the real thing. I think the author could have found some more interesting ones though, especially for the angry noises (Yuna throws some real fits in FFX-2 ;) ) but aside from personal preference there's nothing wrong with these. No team skins however, and personally I wouldn't really mind as the original ones are brilliant, but maybe if you're making a v2 which is more customised to JA you should include team skins. Bot support too! I'd really enjoy some bot support here :) New Sounds: Yes Team Support: No Bot Support: No ~Szico VII~

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6196 downloads

Uploaded:04-04-2007

Realistic Dead Bodies

realistic_dead_bodys.zip | 1.13 KB

don\'t disappear as they normally do. So if you feel the need to have a big pile of dead Jawas sitting around for all eternity, this is the mod for you. This mod changes more than just the corpse removal time, however -- it edits your autoexec.cfg and adds in some other goodies, like dismemberment probabilities and knockback, and it automatically turns cheats on (so it can perform these commands, obviously) so keep this in mind if you plan to use it. ~Inyri

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1457 downloads

Uploaded:02-20-2007

.map to .ase Converter Utility

map_to_ase_converter.zip | 101.74 KB

point that it made no sense to convert an entire map into a model. But, apparently, it saves brushes, and I thought of something you could use it for. You could take your map, and then convert it to a .ase, scale it down, and have it be a miniature map in your map! Although, while a program to convert files is nice, Darth NormaN told me that he uses batch files to do conversions, and that Darth Arth’s q3map2GUI, and even q3map2build can do something similar, although you have to compile your map first and then convert it into .ase. Now this, it just takes a .map and converts it to .ase. This definitely sounds nifty, because if I was making a map, I wouldn’t want to compile (and take a long time compiling) for one model. Now I can just use one little tool. There are a few things that could use changing, and that’s the fact that it starts out semi-transparent. It’s a noted bug. Another small thing that Darth NormaN pointed out to me is that he wanted a scrollbar that showed every .map available. Note: You MUST have .NET Framework Version 2.0 installed on your computer for this to work! Oh, I would like to thank both Darth NormaN and SithDagger for their input on this. It really helped me out when reviewing this. Darth NormaN tested it out for me, and it works just fine. ~Zach

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31130 downloads

Uploaded:12-28-2006

Final Fantasy VII - Midgar

final_fantasy_vii_midgar_v3.0.zip | 4.35 MB

with it out of the way. First off, it took forever to load. The load time is right up there with some of the load times for HL2, and those take forever. Another problem was that I didnt have the best framerate out there while on this map. However, that could be easily fixed if I lowered the graphics settings a bit instead of running em on the highest settings. There are many new models included, such as brand new chocobos, the motorcycles from Advent Children, the Turks, Tifa, and Yuffie. While the models were well done, I thought that the skinning on them could have been a bit better, especially on Rufus. There is also two additional pk3s, one being the One Wing Jetpack, which contains a new jetpack and teleport effects, and one being the First Sword pack, which includes Cloud's swords from Advent Children and a holster for all you JA+ users. Now onto the map itself. It is a very well made map, if you ask me. It has everything that I would like in a map, and more. The first place I visited was where I spawned, in the Highwind. Well made map, and true to the ship from the game, with the exception of the stairs that took you outside in the game took you to a teleporter room here. While wanering around the ship, I ran into Yuffie. Being the person I am, I shot her, and proceeded to get attacked by her... :/ Anyway, I took care of her and ran up to the teleporter room. I was given four choices: Chocobo Farm, Battle Square, Shinra HQ, and Sector 7. I decided to hit Battle Square first. Once there, I noticed that the text on the floor in the circle had been changed to fit what was said in FF7. I hopped up, and pressed the button to spawn the bots. I do a series of battles with various characters, including some Turks, and Sephiroth at the end. Once I amused myself by throwing them all into the deadly surrounding liquid, I took off back to the teleport room on the Highwind. This time I take a turn to Sector 7. I hop down, look around, and head to where anyone would head: 7th Heaven Bar. Who should I find there, but Tifa herself? Once I check out the bar, I head up to the pillar that was blown up in FF7 to bring down the plate. Nothing particularly amazing here, besides how close to the original game it is. Wandering around more, going through the Train Graveyard and sewers, I eventually wind up at Shinra HQ. While it only has the top levels, it is still a great place. At the top is the presidental room, where I found Rufus, and at the bottom is a garage filled with motorcycles from Advent Children, along with a passage leading out to the highway in Midgar. After getting lost many times, not to mention crashed into and killed by passing vehicles, I wound up in the Chocobo Farm, where I found the brand new chocobos, which I immediately fell in love with. I also found the Zolom that Sephiroth killed by a cave that leads to where a golden chocobo is locked into. I'll leave it up to you players to figure out how to unlock it. :p Somewhere along the way I found myself in Aerith's church. I was half expecting myself to find Aerith in there, but only slightly disappointed by her absence. Well, I think that covers the main areas in the map. Each of the areas were done to near perfection, all of which are as true to FF7 as you can get while still having a playable map. Now then, go download this map. Even if you do not like FF7, I would still suggest giving this map a download, because it is so well made. Enjoy! New Textures: Yes New Sounds: Yes New Models: Yes New Scripts: Yes Bot Support: Yes Gametypes: FFA,TFFA,Duel,Powerduel

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1057 downloads

Uploaded:09-20-2006

Barret Wallace

barrat_wallace.zip | 1.92 MB

model, though, it\'s not half-bad of a resemblance. In fact, the aforementioned resemblance close enough to [i]da man[/i] to qualify for the Celebrities category - something which isn\'t easy to do when you have high-standard reviewers and no suitable model to skin into the desired celeb. Who\'s not familiar with Barret? Anyone? Well, I\'m sure there\'s someone, so here\'s a brief (and barely coherent ;) ) synopsis. Arm busted up, replaced with gun. Bossy S.O.B. who likes taking charge, but has a lighter side to him as well, most notably his affection towards his adopted daughter, Marlene. He\'s reckless and a bit of a klutz (as seen in FF7:AC), and is mostly present in a lot of scenes for comic relief. He\'s always going to be remembered for his line spoken to Cloud in an AC fan sub - \"You\'re late, b****!\". The first thing you\'ll notice about this skin, is that the model used is not bulky enough to be Barret. This is acknowledged by the author too, so we can overlook this fact. I managed to spot a few downsides to the skinning job done. Most notably, the flesh doesn\'t look too fleshy. The texturing on the jacket for the \"AC\" version looks somewhat flat, as if it\'s had a satin layer or specular shader added, and the pants look like they\'ve been made using the same technique. It\'s a decent enough technique, but doesn\'t work so well for modern-era clothing. The vest also shouldn\'t flow below the belt - it just looks funky. The arm itself looks pretty off due to the way it\'s been textured. The texturing is very visibly seamed. It\'s also a bit too long. The blue outfit has the same troubles with the vest, and like the default version, the jacket looks too sequined. Now onto the face and hair. Comparing the face to an AC shot, it\'s not essentially Barret. It\'s close enough, though. The model is really no excuse, as I\'ve seen skinners completely transform models in the past, but those skinners are generally very experienced - as such, one can be forgiven for not working to that standard. Good detail work can make more of a difference than tweaking the model mesh in a lot of cases. Similarly, the hair is the wrong style, but it does match the outdated style from FF7, so the author gets off on a technicality. Don\'t misunderstand me - I\'m not saying the skin is bad, merely that it could use a little extra work. Overall, it\'s a fine piece of work, and there\'s nothing to stop people from using it. If you\'re looking to fill the niche created by the lack of tough-guy models/skins, this one should suit you just fine. So... enjoy! ~ Kouen [b]Bot Support:[/b] No [b]NPC Support:[/b] No [b]Team Support:[/b] Yes [b]Custom Sounds:[/b] No

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4442 downloads

Uploaded:09-20-2006

Movie Realism SP Mod

movie_realism_sp_mod.rar | 301.63 KB

creativity or effort. The author basically attempted to adjust all the stats in the base .npc and .veh files along with a couple of mods he coupled with it, (giving credits to their authors.) and made the action more \"realistic.\" First off, what kind of moving picture set are you talking about? You included bloody dismemberment, and I don\'t recall any drop of blood ever portrayed in the Star Wars movies and/or games you mention. The blood vessels get seared shut, if I\'m not mistaken, although I do wish blood and gore would be displayed on the big screen. (I made an entire remake of the trilogy with blood and gore once.) Now then, onto technical aspects. The stats are good, but the installation may be way over some folk\'s heads. The author expects you to basically know how to use winrar (since he submitted a rar) on a slightly higher level...bad assumption. In English, he just put the ext_data folder in the rar and caled it a day. It made the .rar very messy, and almost confusing. (Definitely for those who don\'t mess around in pk3s) Overall, this is for the bored souls out there who play SP and want a change. The bloody dismemberment mod can work in MP, and everything else is made basically for SP. With that said, I shall go forth and raise an undead army and march to Bangladesh. - Averus Retruthan

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5555 downloads

Uploaded:09-04-2006

Elegance HUD

elegance_hud.zip | 138.5 KB

original HUD. Darth NormaN, who you would much more readily expect to see a map from, seems to be expanding his horizons. This very tiny, interesting, and futuristic HUD should be great for people who find the default HUD clunky and find that it obstructs their view of the playing field. Definitely worth looking into! ~Inyri

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14737 downloads

Uploaded:05-31-2006

Link

link_4ja.zip | 7.08 MB

users. And quite a few of his weapons. And some new animations. (Yes, I'm aware that there are previous versions of this - however, I'm referring to it as "new" since it's been extensively overhauled, and in truth I really wouldn't have known they were related just by looking at them.) Dan Kappahn, aka DAK, aka Antizac, brings us a great model pack here. We'll start with Adult Link. I can say, that it looks very much like Ocarina of Time, only more lifelike. If I saw Link walk round the corner on my way to college, I expect this is what he'd look like. The accuracy, considering the difference between the sources of the engines, is quite surprising. The customisation offers the three tunics - Kokiri, Goron, and Zora (green, red and blue respectively, for those who don't know), as well as three extras - purple, cyan and grey. I'm not sure if these were actually used in any of the games, since I've only played A Link To The Past, Ocarina of Time, Majora's Mask and OoT: Master Quest, but they look just as natural as the 'canon' colors. You can also make your own with JA+'s RGB selectors. Black and gold look rather cool, if I may say so. Wonder what masks those correspond with - Ninja Mask and Paladin Mask, maybe? :p My gripes with the Adult model are few. The boots - towards the top of the boots, the skin seems to turn into a flat black color. This doesn't detract from overall quality, but it's still not very nice-looking. Second is the holster. It looks good, and is a nice touch, but it doesn't really do anything. For JA+ users, it could have been added as a holster, but the swords don't seem holster-compatible either. Now onto the 'Fierce Deity' skin. While it does look like the Fierce Diety version of link, I do have one complaint. The eyes look quite dodgy the way they were skinned. That's just a minor gripe, and not really noticable ingame though. Other than that, it's just as high-quality as the adult Link skin. Next up, is Young Link. He certainly resembles his Ocarina Of Time counterpart very well. He's a bit chubby, though - I suppose with the baddies defeated, he's missing his excercise. One problem with Young Link, is that no modelscale.cfg was included. While this would do nothing for a lot of people, considering most servers run JA+, it would have been a nice touch. Not many gripes here either. The weapons are next. Included, are the Kokiri Sword, Master Sword, Hylian Shield, Kokiri Shield, and two versions of the Hero's Sword - one from Twilight Princess, the other from Majora's Mask. The weapons are all modelled... well, like weapons. They closely resemble their LoZ counterparts, but like the model, they've been changed a little to look more realistic. I didn't take seperate screenshots of the weapons, but I tried to include at least one shot of each with the model screens, so take a look for yourselves. Now, I admit, I didn't test the new animations pk3 which has been included, but apparently it changes the dual saber stance to something more suitable for a sword and shield. Anyway, this is a great pack, and a very nice upgrade. If you like this, download it. Even if you just like swords, get the swords - they're worth it. ;) ~ Kouen [b]Bot Support:[/b] Yes [b]Team Skins:[/b] Yes [b]NPC Support:[/b] Yes [b]New Sounds:[/b] Yes

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9684 downloads

Uploaded:05-22-2006

Star Destroyer II

stardestroyer_ii.zip | 4.31 MB

taken, I think he actually rebuilt the whole thing! This map contains all the standard features - hangar, dorm room, catina, prison, command deck, random room with cages holding wildlife(?), a nice bit of external flight space, and a crapload of corridors. Typical SD interior. I'll start with criticism. The shader error from the previous version is still present, and I doubt it's a shader clash - my base folder is empty. Some of the elevators take far too long to get to where they're supposed to be, which is a bad thing as it induces tedium. My third criticism, is the lighting - it's not uniform lighting, but it may as well be.There just isn't enough variation in the lighting to make it interesting. Bot support hasnt been added in this version, which is a shame. I also found some z-fighting on the outside which no one actually [i]playing the game normally[/i] would probably ever see - but, it's there! :p Onto the good parts - this map provides a great TFFA environment, since certain areas of this map can be used for some very interesting and strategic teamplay. The general design of the interior works very well, in addition to the exterior is very well built. Most of the areas are accurate to what the interior of a Star Destroyer would look like, too. There is one thing to be aware of - don't hit the button to open the hangar door while it's still opening or closing. This will result in it locking up until you restart the map. Every door in JKA and other Q3 engine games does that though, so it's no fault of the authors. Overall, this is a good map for those who like a bit of FFA or roleplay. Check it out - there's plenty of features in here to keep you amused for a while. ~ Kouen [b]Bot Support:[/b] No [b]New Textures:[/b] No [b]New Music:[/b] Yes [b]New Models:[/b] No [b]Patches:[/b] [file=62935]Star Destroyer II - Botrouting Patch[/file]

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23492 downloads

Uploaded:04-21-2006

Yoda Episode III and II

episodeiii_yoda_kaio.zip | 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

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1824 downloads

Uploaded:03-10-2006

Twi'lek Tint Colors

twilek_tints.zip | 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

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24132 downloads

Uploaded:12-14-2005

BlueIce Twilight

blueice_twilight.zip | 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 ;)

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4017 downloads

Uploaded:12-13-2005

Sith-J Christmas Map FFA

sithjchristmas.zip | 18.75 MB

this map exactly, but it sounds cool anyway ;) Onwards we go then. :D As you may have noticed, this is designed as a Christmas map, and I certainly can't argue that it doesn't do it's job there! Unfortunately, it's not the Christmas map it was once going to be. I believe Sith-J ran out of personal free time to create the map, so released what he'd done so far. This means the map is, whilst very pretty, also very small. You can still squeeze a small FFA on it, but there's not much to explore or do, and I thought the music could've been a bit more festive for the season! The lighting was very nice, especially the fluorescent mushrooms and little orange lamps, as was the general architecture - after what we have all come to expect from Sith-J, I'd expect no less. But, and there is a rather big BUT, there are a few annoying bugs/style issues. Firstly there’s a fudged up spawn point which leaves you stuck into an invisible clip wall, and secondly the terrain doesn't undulate very much, even in the small forest area. :( I also think the texture for the path looks a little weird in the way it blends into the snow, but that’s a personal issue. Oh yeah, there's also some caulk brushes visible on the undersides of the archways, but nothing really serious. Finally, there’s a small area with a snowman in a glass ball. Looks nice, but doesn't really serve any practical gameplay purpose. :( My verdict is that this is a smashing little themed-map for the season, but flawed due to the rush it was made in. Maybe just start a little earlier next year James. Or even better, finish this one off for next Christmas :D Loving that Santa flying through the sky though ;) New Textures: Yes New Sounds: Yes Bot Support: Yes ~Szico VII~

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2401 downloads

Uploaded:12-03-2005

Main Menu Title Video (Vader vs Luke)

main_menu_title_video_vader_vs_luke.zip | 12.88 MB

scene, and the quality isn\'t really sacrificed here, so you can see it pretty well. It\'s not really short, either, so it\'s a good flight from the norm. I\'d recommend it. [b]The Minus[/b]: Other than the file-size being reasonably large, the grid over the video makes it very hard to see. Sure, we should all know what\'s going on, but removing the grid would have made this mod 100% better, in my opinion, since it\'s not very hard at all to do. Even with the minus, it\'s a mod not many people try to do, so kudos for taking the time to learn how to make a ROQ video. I\'d recommend to everyone to try this out, unless you don\'t like Return of the Jedi *cough*blasphemy*cough*. ~Inyri

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14760 downloads

Uploaded:09-08-2005

General Kenobi

general_kenobi_v2.zip | 5.67 MB

Based off one of the most incredible models to arrive at JK3files recently(in my opinion), Haplash's ROTS Obi-wan Kenobi. Now for the details. The entire outfit, has been redone to look like armor, and done pretty well at that. The screenshots alone do not do this skin justice. The immense amount of detail is amazing, and I just dig the rusty looking feeling added to certain areas. Best of all, this comes with TEAM skins, yes..so you may enjoy in all types of games. Time to end this actually, I'll let you examine the screenshots, and then put it to the test ingame. Have fun. -LordMyth

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218 downloads

Uploaded:06-12-2005

Snow Covered E-11

snowcoverede11_v2.zip | 517.52 KB

say.. and i don\'t care lol. What he did, he did well. Looks really good in my opinion, good work! -Lizardking

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7244 downloads

Uploaded:03-29-2005

New Prequel Jedi Pack

newprequeljedipack.zip | 9.98 MB

play ... well, actually the author says this is more for RPG play. Anyway, it\'s a decent looking skin and you\'re bound to find something you like here, robed, hooded or not. Bot Support: No Team Colors: No New Sounds: No ~AmosMagee

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25153 downloads

Uploaded:02-17-2005

Darth Vader

vadervm.zip | 1.49 MB

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

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15769 downloads

Uploaded:01-24-2005

Korriban Citadel

ffa_kor_citadel.zip | 15.75 MB

but since I\'ve done so many reviews, I cannot recall whether I admitted this yet or not. I have not finished the single player game for Jedi Academy. *gasp* I know, I know. Feel free to string me up by my toes and tar and feather me - but not until I finish 100 reviews, k? So how much of this map is the author\'s and how much is Raven\'s? Gosh, I have no idea. All I know is, I like this map for multiplayer. Except for one thing. If you know me, you\'ll know what that is. Yup. There\'s a Rancor. There\'s a door with a picture of a Rancor on it. And the Rancor totally growled at me before I even got to the door. Scared the living crap out of me. I got up enough courage to open the door, but I pressed my use key one too many times and the door opened, then promptly closed. I decided that everything happens for a reason and I wasn\'t meant to play with the Rancor. I moved onto a safer area in the map. Statues of Ragnos are EVERYWHERE in this map. Like, almost a shrine kinda thing. There\'s a nice little lake of lava below one platform and there are some pieces of stone that can be pushed or pulled. That got a bit frustrating and I died immediately. I took that as a hint to move on and look at other stuff in the map. I love the lighting in this map and there are many places to duel or FFA in this map. There are apparently some secrets here and there, but I found none of them. Frankly, the Rancor scared me off. Nevertheless, this is a map worth your time to download and explore. And would be a good staple for your basic saber-only FFA server. Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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15303 downloads

Uploaded:01-20-2005

Rcon SE

rconse.zip | 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

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2034 downloads

Uploaded:11-29-2004

Real Sabers

real_sabers.zip | 2.76 MB

There\'s something about these sabers I like though. They\'re brighter, more ... solid or something. Not that I haven\'t seen something like it before. But Micah added a few extras that most saber mods don\'t have. There\'s a new loading screen and even a new pointer that\'s a saber hilt. The author claims that this mod is more true to the movies. The sabers are more real. Download it and decide for yourself. :) ~AmosMagee

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17688 downloads

Uploaded:11-06-2004

Dark Forces Mod (Demo 2)

dfmod_demo_ja.zip | 194.51 MB

Forces was the first game in the Jedi Knight Series (Dark Forces, Dark Forces II: Jedi Knight, Jedi Knight, Jedi Knight II e.t.c), and it came out way way back when I got my first PC. In fact, the original game was probably the first FPS I ever played and in that respect I think I know the game pretty well :) This file is basically a remake of that game for Jedi Academy. What the team for this mod has done is taken the old game and completely transferred it onto JKA, new textures, new sounds, better all around you could say. There are three demo levels in this mod, all of them fairly large, but you have to play them in order, starting with the good old imperial base. I spawned in a small lift and the grate opens into a narrow corridor, exactly as I remembered it from the original game. Here comes my biggest and worst point about the entire first two levels of the demo. FPS. It's absolutely awful, and running around this level is absolutely horrifying. It doesn't go too low, i.e below 10, but in the cavern area it never goes above 20 either. If a little more attention to VIS had been used, and techniques such as area-portaling, some indoor areas could have been vastly improved. The same applies to the second city level. Whilst it looks fantastic, and the weather effects are stunning, the map may be verging on 'unplayable' for those with lower spec PC's. However, this is THE worst thing about the mod, because pretty much everything else is great :D (As you'd expect from three years work) After stealing the plans from the imperial base in level 1, you're treated to some remakes of the original cut-scenes which are very nice indeed. The downside is that the character's mouths don't move which looks a little silly, but the whole effect is simply jaw-dropping. This leads you onto Level 2. (My favourite) Set on a planet called Talay, a city-typed area called Tak-Base has come under fire from the imperial forces and their new 'secret' weapon (A.K.A Dark Trooper.) Spawning into this level and I was instantly greeted with some intense weather effects and some brilliant ambient noise. Then I was off through the city, trying to find the power generator. It was a pain at first as its so darn easy to get lost, but when you get there and turn all the lights on the city is much brighter and well, you get the idea. Onto the musical aspects. Each level comes with the same music it had in the original game, except remade so it isn't so midi-like. Whilst this is accurate to the game, they're not that amazing to listen to anymore, and the transition between the action music and the stealth music isn't always as smooth as it could have been. My example here would be the title credits you see when you first load a new game. Whilst the music is what it sounded like in the original game, it would have been much better to have put the orchestrated version here because it sounds so much better! There are a few new enemies to kick around, like the sewer monsters in level 3, but the animations need tweaking slightly to make them more lifelike. As they stand, they look like cardboard cut-outs when they die ;) The weapons here are also from the original game, but the two you'll use the most in this demo are pretty much the same as the JKA versions. (The Bryar pistol and the E11) You also get thermal detonators, but I was disappointed there were none of the cooler weapons available to test out. All health and ammo pickups have been altered to resemble those from the original game, as has the HUD. The startup menus have also been changed, now being more green and saying "Dark Forces" instead of Jedi Academy. But for the final, please get rid of the annoying button-click sounds, they are far too loud and repetitive! What else? I'm not going to go into describing the depth and detail of the levels because it would take far too long. Just have a look at the screenshots and then test it yourself to from your own opinion. :) Oh yes, the enemy AI. I don't know whether it's the default JKA which I'm criticising here, but sometimes I could be stood behind an enemy, or sometimes even in front of them and they wouldn't notice I was there, whilst other came after me from halfway around the level (Stupid interrogator droids ;) ) My favourite level was Talay because I love cityscapes, but the best to play was Anoat Sewers because the framerate there was vastly improved. I'm sure there's plenty more I've forgotten to mention, such as the cool cutscenes and briefing screens, but If you download the mod you can see for yourself! I believe with some fiddling this demo will also work on a MAC. Check the developer's website for more info. ~Szico VII~

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11071 downloads

Uploaded:10-22-2004

Mara Jade SP

mara_jade_sp.zip | 4.52 MB

straightforward mod. ~AmosMagee

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70774 downloads

Uploaded:08-08-2004

Kamino

kamino.zip | 16.63 MB

Wars map. The skybox outside is lovely (though could be improved upon and probably will be for version 2), there's rain and fog and mist, the lighting is beautiful, and that's just like, from where I spawned. Now, keep in mind, this is a HUGE map. It took almost a full minute for the map to load for me. So don't freak out and think the game has frozen or anything. Just be patient. :) There are some windows looking out into the sea and the water is just drenching the glass ... it looks great. The hallways are bright and sterile looking. Lots of great details can be found in small rooms here and there. There are some great doors and ... goodness, there's just so much here. That one room with the white spoon chairs - totally freaked me out. LOL This really is an incredible map, James. And I know a lot of you have been looking forward to this map's release. :) There are a few errors I found here and there. The elevator/lift doesn't work as well as it could, there's some z-fighting in two areas that I found (can you spot it? ;)) but there is a version 2 coming. This is definitely a map for RPing. And if you aren't into that, then like, try a game of Hide 'n Seek on this map. It's big enough. :P Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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29016 downloads

Uploaded:07-27-2004

Olts Male & Olts Female

oltsvfinaljk3.zip | 19.62 MB

it\'s nice to see someone add to that selection menu. Especially when they add a whole new character altogether. This is the Olts Male. OLTS is a clan, and Lord Vili is the author of this wonderful addition to our site. Included are three new heads, seven torsos and four legs. I didn\'t show every possible combination here, of course, but you get the idea. All of the skins look great and you have several colors to choose from. The detail on the heads is fabulous, though none of the options really look very Jedi to me. Every choice here has a dark, Sith feel to it. There are no new sounds, but with everything else that the author has included here, I\'m not in the least disappointed. If you\'re looking for more variety and you like that Dark Side look, definitely download this file. Great work, Lord Vili! I can\'t wait to see what else you send us![/quote] Lord Vili strikes again! First of all, go ahead and toss your old OLTS file into the recycle bin. This skin pack has both the male and female OLTS races. There have been several additions to the male race so now there is a total of 11 heads, 11 torsos and 7 legs to choose from. The female OLTS race has a mere 3 heads, 5 torsos and 3 legs. But it still gives us more options, so that\'s always a good thing. Have fun playing with the combinations of these heads, torsos and legs by Lord Vili. And once again, I can\'t wait to see what you\'ll make next. :D ~AmosMagee

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3268 downloads

Uploaded:07-08-2004

Cinematic Sabers

cinematicsabers.zip | 668.83 KB

There are some new sounds, but really, I don\'t see why you\'d want to keep this mod in your base folder. I do suggest you download it though and decide for yourself. ~AmosMagee

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22296 downloads

Uploaded:05-02-2004

Sunset on Coruscant

rgoerduel2.zip | 9.21 MB

my first glimpse of what I see to be, the best looking duel map ever created for JKA! :D This map is simply stunning to look at from the screenshots I\'ve taken, and with my settings on full it may have been unplayable, but just look at it. The glowing auras of the buildings, the water fountain and the almost unbeliavebly realistic skybox - This map is literally the most realistic duel map you\'re ever likely to see for Jedi Academy. Yes, the map isn\'t as perfect when you want to play it, because our Graphics cards just wont work with 8x Ansiotropic Filtering and 16x Anti-Aliasing, but still this map is simply awe-inspiring. The use of amazing shaders and effects for the fountain and pool in the center of the platform looks unbelievable, and every texture with the exception of the retail ones are photo-realistic.:D The one downfall is the underside areas of the platform, which can spoil an otherwise perfect view, but fortunately, you usually only see this bit when you are dead. The architecture is similarly spot-on. The shining towers and the sleek curving pillars will blow you away with their detail, and although FPS tends to drop lower than a normal duel map, the design and layout, coupled with eveything afformentioned make this (In my opinion) JKA\'s best duel map to date! :) And yes, it does have bot support. File of the Week Amy! New Textures: Yes New Sounds: No Bot Support: Yes ~Szico VII~

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7829 downloads

Uploaded:03-20-2004

Haps Sand Trooper

hapssandtrooper.zip | 2.45 MB

main difference been the beautifully detailed backpack of the storm troops back, the detail is wonderful. The armour has also been touched up to give it the appearance of it been sand stained, and ands some authenticity to the model. Nice work here HapSlash ƒº ~Wolf New sounds: No (Raven¡¦s sounds) Bot support: No Team colours: Yes

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10086 downloads

Uploaded:03-05-2004

Battlefront Yavin CTF

ctfbattlefrontyavin.zip | 8.02 MB

red base than the blue base - especially with that rope bridge there. It seems to be a challenging CTF map, so it should be fun. I can\'t wait to try it! :) The ATST\'s have been removed and so have the swoops, so that\'s good, in my opinion, anyway. There\'s not much more I can say about this map that I haven\'t said already in the review of the FFA version. So if you want to check that out, read it here: http://www.jk2files.com/file.info?ID=23520 Bot Support: Yes New Textures: Yes New Music: No Game Types: FFA, TFFA, CTF ~AmosMagee

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4851 downloads

Uploaded:01-13-2004

Night Bespin 2310AD (v1)

bespin2310ad.zip | 13 MB

chased and if you like playing nearing ledges, one side of the map makes it easy for you to toss your opponent to his death, while the other side will let you focus on sabering him. :) But after playing Bespin for so long, many have grown tired of it. So V.Engineer has updated Bespin. It\'s now Bespin Streets at night and there\'s red lighting all around the map. You can\'t quite see it in my screenshot, but the area at the bottom has a new texture and see that little round thing there? I\'m talking about in the second screenshot, by the way. :) That\'s an elevator. An elevator to take you up to the second pad. So now, no more waiting in line at the pad for duels! Yay! The msuic for this map sounds familiar, but I can\'t place it, darn it. Only problem with this map is the same problem we\'ve come across with all Bespin Streets maps - there\'s an interference of some kind between it and that one map with the crystals. I can only remember it by the map name, mp/ffa4. That really, really bugs me. This is a great map and I\'d love to use it. Hmm. Maybe I should just take that one JA map out of my rotation? Anyway, great job, V.Engineer. Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, TFFA ~AmosMagee

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11613 downloads

Uploaded:12-10-2003

Human Male Clothes Skins Pack

show7_skins_v1.zip | 3 MB

And believe me when I say it looks absolutely AWESOME! :D It\'s still the jaden model, but the author has remade the top, legs, and even altered his eyes. It is a re-skin, but it is a brilliant reskin. Jaden now wears some kind of futuristical armour, which looks a little like Vegeta\'s armour in DBZ, but there are some seethrough bits, where the author has applied the most cool shader affect I have seen in quite a while ;) He says it\'s suppossed to look like the energy of the character running through the person, and it does. Amazing work. The legs he has added also have the cool effect, but instead they\'re like a stripe going down the outer leg - image the adidas stripe on a pair of tracksuit bottoms and you\'ll see what I mean. Other skinners are going to have to work hard in order to beat this! :) Overall, a must download for all Jedi Knight 3 owners. The only thing i ask is that the author remakes this as an MP skin! I can\'t wait for a cool skin like that in MP. Brilliant work dude 10/10 :D ~Szico VII~

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933 downloads

Uploaded:08-29-2003

Young Emperor Clone

jk2_gl_emperorclone.zip | 5.19 MB

;) Garik Loran based this skin on an Obi-Wan model. Included with the default skin is a cloaked version that gives the Emperor a more intimidating presence. I really like this skin. The details in the face are fabulous and the likeness to the character in the comics is superb! With bot support, team colors and many taunts to choose from, what more could one want in a young Emperor clone skin? Bot Support: Yes Team Colors: Yes New Sounds: Yes ~AmosMagee

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10591 downloads

Uploaded:08-02-2003

Mercenary Kyle Katarn

ib_merc_kyle.zip | 2.78 MB

Kyle. Personally, I love this model. It\'s everything Kyle should have looked like in JK2 (albeit a lot older) and gives you that definite mercenary feel. The team colors add to the variety of an already growing amount of new models out there, and the bonus PK3 for Single Player is great - considering many model and skins are not released with them at all. I hope to see more from this guy, especially for JKA. - Chrono Bot Support: Yes New Sounds: No New Textures: Yes

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62298 downloads

Uploaded:05-12-2003

Griffinclaw's Jedi Council

jedicouncilgc.zip | 8.26 MB

said about the beta of this map: [quote] For a first time mapper, damn good! There is a lot mapped out, some of it is quite familiar from the Episode II Movie. There are lots of rooms lined up on the walls, though some are a little empty, there are some rooms which are interesting; a pitch black one with these white circles in the air (a little freaky because you have no idea where you are going if it wasn't for the small light leaking in from outside it would be hard to get out) another room has small pools and ledges, a training room of some sort. All in all, the map was quite good, it needs some skyboxes rather than statix images that can be seen in the main council chamber and another room, I'm sure it'll be there in the final release To see what all is being put in the final release check the readme out Bot Support: No New Textures: No New Sounds: No [/quote] Now, the most significant change to this map has to be the add-on of the "Room of a Thousand Fountains". As noted by the author in the readme, there aren't a thousand fountains. But it is a very peaceful outdoors areas with a waterfall and rivers and trees and it's just lovely. GC has also added several more bedrooms and one, like, uber bedroom, a medical center and he changed a few details here and there in some of the rooms. Almost every door now only opens by pressing a button. The chairs in the council room are no longer just an illusion. ;) And there's just ... so much to see. Personally, I gotta tell ya, I love this map. I've always liked this map, but now with the add-ons, it's even better. There's just something about this map that's fun to play. And it seems to be pretty much a staple map on every server. The only thing that really, really bugs me about this map are the buttons. I can understand why they're there, but they really inhibit an FFA or CTF or any other fast-paced game. But it does seem that the reason the buttons are there is to keep the FFA in the main room and out of the training rooms where training could be going on. :/ Either way, great map - I love it. And I can't wait for the next update! (And yeah, there's still no bot support, but he promised it'd be in the next update - I think he promised. He at least said he'd try. So, yeah.) Bot Support: No New Textures: Yes New Music: Yes Game Types: CTF, CTY, Duel, FFA, TFFA, JM, HFFA ~AmosMagee

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61420 downloads

Uploaded:12-17-2002

Qui-Gon Jinn

tex_quigon.zip | 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

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20805 downloads

Uploaded:09-02-2002

Enhanced Sabers

es2.zip | 1.23 MB

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42103 downloads

Uploaded:07-19-2002

Darth Vader

cheshire_arco_vader.zip | 994.72 KB

retouch the model a slight bit. There were only about 3 key changes made to the model, namely in UV mapping, several model parts, and some skinning. Arco redid the arms and legs for the model, and Cheshire provided a new helmet for Vader to use. To those already with Vader, this is a completely seperate model and will NOT affect the existing Vader model. It is simply being provided as an update to the model. I did away with LOD model support for this model, i am sorry about that but i felt was necessary, and plus i just felt too lazy to create LOD\'s right now. heh[/quote] A collective effore by sithlord-II, Cheshire and Arco, Vader 2.0 is just as great as it\'s predecessor. The updates/changes are noticeable and (to me) worth the download.

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9696 downloads

Uploaded:07-10-2002

The Mainframe

mainframe_20.zip | 6.5 MB

been bigger. Well now IT IS! There are now two maps, one called part 1 and the other called part 2. Part 2 will be familiar to all those who have played the original. I don\'t want to spoil any surprises, so what are you waiting for go play! Kyle and Luke have found that Tavion has somehow resurrected Darth Vader. Luke decides to go to Kejim alone and defeat his father once again. At the meantime Kyle must try and find out where Tavion is hiding. However Kyle senses a disturbance in the force and feels that Luke is in trouble. Kyle decides to go to Kejim and help out Luke. Kyle arrives at the Imperial outpost on Kejim. Luke\'s ship is there but he is nowhere in sight. However Kyle can sense were he went and follows his trail. Just as he is about to enter the base a Reborn and two stormtroopers come through a door followed by a familiar droid sound approaching from behind. This is it there is no turning back. Can you defeat Darth Vader? or will you fail and allow Vader to bring about the rebirth of the empire. DO OR DO NOT, THERE IS NO TRY. - Jedi Master Yoda Mission Objectives: 1.) Kill Darth Vader 2.) Engage all Remnant troops in the area 3.) Find Luke 4.) Escape with Luke alive[/quote]Very cool second version of the popular Mainframe first version. Now with 2 levels of jedi knight fun :D . Enjoy this great sp mod :cool:

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14883 downloads

Uploaded:07-10-2002

IRG Coruscant

irgcoruscantmappack.zip | 3.97 MB

has it own style and yet very playable , my personnal fav is the darker ctf "saweeet!" ... enjoy it

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279 downloads

Uploaded:12-08-2011

Hawke

hawke.zip | 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

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399 downloads

Uploaded:08-11-2011

Sith Assassin Blade

assassinblade_v1.zip | 3.15 MB

basically, he decided to adapt the hidden blade to the Star Wars Universe. So, creatively speaking, the thing's gorgeous. The model looks nice, and they attach to the wrist and look good both active and inactive on a character....if it's a default JKA model. Yeah, I been looking around, and custom models, JK3 or otherwise, don't seem to be very friendly with this mod. I did see that the Anakin Skywalker model operated with it fine, but others were not so lucky. Some had the hilts flying away from the wrists, others had them positioned awkwardly. Either way, when you download this, test to see if this works with your model. Otherwise, y'might be kinda disappointed. So yeah, otherwise, nice weapon mod. Definitely worth a peek if you enjoy unique types of weaponry. - Averus Retruthan ***The main download link at the bottom of the page is currently not working! Please download from here instead!***

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54 downloads

Uploaded:04-14-2011

Flash Bombs

flash_bomb.zip | 140.7 KB

I'M AWESOME, REVIEW ME ALREADY [b]Me:[/b] Hnnng *starts up JKA* [b]File:[/b] GO ON, TRY ME! [b]Me:[/b] ...Huh. This is actually kinda neat. So, basically: [quote]This is a simple mod that makes the flash effect for the Detonation Pack much brighter and longer. I suppose it would be good for distractions in a battle.[/quote] A file that makes the det pack explosion brighter, longer, and more blinding. Here's the good part though - it only happens if you're standing close to an exploding det pack. If you move sufficiently far away, you get the default explosion. It's actually kind of neat; might be useful for an RP server or two. But, alas: there's always an issue. Two if you count the fact that my connection just broke for the 43092358th time and I have no idea whether I'll be able to finish this review. ...Okay, panic over, connection's back. Basically, here's the issue: -First off, on extremely wide ingame resolutions (like my 1920 x 1080), the effect won't cover the entire screen - the sides of my screen are normal, whilst the middle of my screen is exploding in a blinding flash of light. I'm sure you can imagine how it gets annoying. I'm not entirely sure whether this is fixable though, and doubt there's much the author can do about it -Secondly, though it's not supposed to affect the rocket launcher's explosions according to the readme, it kind of does. The effect is fairly unnoticeable though (unless suffering from the above bug), and not all that blinding. Still, I can imagine there being some use for it, particularly amongst ye RPers. -Caelum

Flash Bombs - Screenshots   Screenshots:

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1543 downloads

Uploaded:04-14-2011

Jaden Addon Pack

jadenaddon.rar | 14.24 MB

lumberjack and using his lightsaber to cut trees down and make bridges, he enjoys being a wooden plank and one of the worst characters in the history of Star Wars. Today, we have an addon pack for the Jaden species, that adds new Jaden options. Several people contributed to it, and apparently more contributions are wanted for it. This pack contains contributions by Ryojin, Inyri Forge & Kalek_Dakar. What do you get? -7 new human male Jaden legs, 8 torsos & 11 heads. -1 new human female Jaden leg style, torso & 1 head. -2 new Kel Dor male legs, 1 torso & 1 head. There's various styles here, including armoured Jadens, cultist Jadens, Assassin's Creed Jadens, and even a cybernetic robo-Kel Dor Jaden. Yes, that's right, iron man meets Star Wars. Honestly, I'm pleasantly surprised by this pack; all of the skins are fairly good, and it's definitely worth a look. Solid pack here; would love to see it being expanded further in future. [b]Bot Support:[/b] Nope [b]NPC Support:[/b] Nope [b]New Sounds:[/b] Nope [b]Team Support:[/b] Nope -Caelum

Jaden Addon Pack - Screenshots   Screenshots:

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6382 downloads

Uploaded:03-07-2011

The Force Unleashed Animations SP

tfu_animation.zip | 11.73 MB

Unleashed is in a way the spiritual successor of the Jedi Knight series. Therefore I suppose it isn’t surprising that we get a steady stream of The Force Unleashed themed mods here at JKFiles. This latest mod gives JKA a TFU flavour by adding in TFU inspired animations for several things, including death, roll and lightsaber animations (though there only appears to be one lightsaber style from what I could see). It also adds a TFU style HUD in the top left of the screen as well as new menu and map loading images. Not only that but there seems to be a few new sounds and even new saber clash effects (which look much better than the Base JKA ones I think). The lightsaber style animations look pretty good, and I like the addition of the new splash images, menu and loading screens along with the HUD. There are a couple of things that could do with improving though, one being the new splash, menu and loading screens, which look quite pixelated, I would definitely suggest trying to find some higher resolution images for these. The other thing is the roll animation, which is now a kind of force dash; the characters pose looks a little awkward and the length of the dash is not very far, if possible I think it should be lengthened a little and the characters pose worked on some more, but that’s just my opinion! Overall however, a nice compact mod with several TFU inspired animations and other features that I think is worth a download for fans of The Force Unleashed series! Give it a download if you like the look of it! ;) ~Nozyspy~

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1589 downloads

Uploaded:01-19-2011

ForceMod III Classic Edition - Version 1.3A Basic

fm3ce13a.zip | 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~

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3525 downloads

Uploaded:11-09-2010

JK2 Multiplayer Maps

jk2_multiplayer_maps.zip | 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

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4824 downloads

Uploaded:09-30-2010

Darth Sidious

darth_sidious.zip | 3.62 MB

do you need to know? Oh, what? Details? Fine. Textures appear to be made out of a pattern, probably in Photoshop or an equivalent thereof. While simplistic, they work well. The model itself is okish, but there's a lot of room for improvement. For a start, the shroud-like article of clothing (referred to as the flaps in the readme) bellows out, making it look like stiff padding rather than simple cloth. Next is the hood. Parts of the hood don't line up with the chest, letting you see a gap between them. This is easier to see on the "tfu" version (no shroud-like article of clothing (referred to as the flaps in the readme)). And then there's the sounds. Ow, my ears. Unfortunately, in order to acquire sounds for Sidious, one must rip them from only a handful of places, primarily, the movies. This means either A: There will be a lot of background noise, or B: The sounds will be hard on your ears due to the editing done to remove said background noise. Why, you ask? Because in removing the background noise, the voice has gained some noise 'artifacts' that are rather easy to hear. But hey, there isn't exactly an abundance of background-noise-free Sidious voice tracks available to the public, so that can be (slightly) overlooked. In all, a nice skin, but it needs work. Also, I recommend using the non-wing version ("tfu" version (no shroud-like article of clothing (referred to as the flaps in the readme))). New Sounds: Yes New Textures: Yes New Shaders: Yes Bot Support: No Team Support: No NPC Support: Yes SP Support: No Char_Color Support: No ~Crazy

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2024 downloads

Uploaded:09-10-2010

The (JAWA) Temple

69the_jawa_temple.zip | 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

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8120 downloads

Uploaded:07-15-2010

Jedi Council GCX - 2010

jedicouncilgcx2010_v3.zip | 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

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3096 downloads

Uploaded:07-15-2010

Lightsaber in-game customizer

rgbsabersmp.zip | 1.48 MB

here took some code from the Open Jedi Project and added the ability to use RGB sabers for base JA. I cannot guarantee any mod compatibility, but you're certainly welcome to try at your own expense. Anyway, there are instructions included to help you adjust your blade type, so I suggest taking a peek in there when you have the time. All in all, a nice and somewhat practical mod. Worth a look, methinks. - Averus Retruthan

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2691 downloads

Uploaded:07-07-2010

Ingame Character and Saber Menu

ingame_char_saber_menu_v2.zip | 10.25 KB

would not have made it under normal circumstances, it has been removed. Apologies to both Awakibiji and Master Ibonek.[/i][/b] Amazingly enough though, it would appear that this version of the in game menus will make up for this grievous error. Why? Well first off, a brief recap on this mod's function: This mod allows you to evoke the player creation menu and saber creation menu while playing single-player. A very nice function, if not slightly cheating. The previous mod only allowed you to switch a new model and a single saber model and color, and you had to activate a separate button to change it. This version, however: - Fixed the saber menu so you can evoke duals and staff - You may now choose the red saber color for your weapon. - The changes are automatically complete upon exiting the menu. This is definitely an improvement, but there are a lot of issues that crop up if you abuse this menu too much. For example, if you change from staff to single, you still have the staff stance in your repertoire of styles. If you change to ANYTHING while possessing dualies, you will still retain the second saber. This can result in you possessing both a staff and a single, which neat as it sounds, makes your animation incredibly buggy, since the games' trying to figure out which set to use...and failing. However, if used properly, this menu is quite the asset. YOU KNOW WHAT TO DO. GET IT OR SIT ON IT. - Averus Retruthan

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2630 downloads

Uploaded:07-05-2010

Cheat Menu

cheatmenu.zip | 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

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953 downloads

Uploaded:07-03-2010

Sniper Oasis

sniper_oasis.zip | 10.39 MB

down on the couch of reasonable comfort and proceeded to furiously pound away at his keyboard to come up with Shakespeare. ...Then again, maybe just a review. :P I'm deeply ashamed to say I've never heard of this map until now, but let's hope somebody remembers [file="82376"]Sniper War v2[/file]. [quote]A small ffa map designed around a lake. Towers, catwalks, and numerous hiding places make this map perfect for sniping. Includes other weapons if you don't like sniping. This is the final version of my map Sniper War and since then I have implemented several improvements. The water is now clear and far less repetitive than the previous texture, I used Szico's "skybox blending" to reduce the sense of discontinuity between the terrain and the skybox, and I added a deadly laser beam that shoots down a long tube and can be activated from a nearby building to surreptitiously vaporize your opponents. There are also numerous minor texture and architectural changes throughout the map.[/quote] There you have it; improved water, skybox blending, texture and architectural changes and lazors to fire. To quote Averus' previous review, MALEVOLENCE. Quite honestly, my only gripe here is the complete lack of music. I know most of yas play without sounds on, but even so, some sort of music would be nice. ...That is, I play without sounds. Don't argue with the great Raisuli. Regardless, like bow ties and fezes, this map is cool. ;) Definitely worth a look, especially for the sniper-lovers amongst us. [b]New Textures:[/b] Yeah [b]New Sounds:[/b] Ni [b]New Music:[/b] Ni [b]Bot Routes:[/b] Ni -Caelum

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2225 downloads

Uploaded:06-12-2010

Legacy of the Sith II

lots_ii.zip | 3.95 MB

Sith characters. Darth Bane and Darth Revan probably tie as my favourite, since I have enjoyed reading the new Darth Bane novels, and KotOR is one of my favourite games of all time, Darth Nihilus comes in close behind, since well, he was just weird, but in a cool bad guy kinda way. [url=http://starwars.wikia.com/wiki/Darth_Ruin]Darth Ruin[/url] is a character I have only ever seen in the Jedi Vs Sith: The Essential Guide to the Force book, but is nonetheless another cool looking bad guy! Interestingly, each one of these skins uses the same model and despite this look very different. You would have thought that four skins all using the same model would look a bit samey but the author has done a good job of making each of these look unique (Darth Bane's face looking particularly impressive considering the texture was 'photosourced' as making photosouced textures look just right can be tricky). Whilst the model used doesn't look like characters do in their reference material, the good texturing means you don't really notice the discrepancy too much. Although custom models for each character would be cool the main thing I would like to see for any future versions are some custom sounds, for Darth Revan and Darth Nihilus this shouldn't be too much of a problem since you could probably get a little sound bite from KotOR and KotOR 2. Darth Bane and Darth Ruin would be more difficult, but I'm sure a suitable sounding taunt could be found somewhere! Apart from that though I am most impressed with this skin pack, not least because it brings some more of my favourite characters into JKA. I also like how each skin looks unique despite using the same player model, which could have caused problems, but thankfully didn't as the model fits pretty well with each of the characters. Finally these skins also include team support and bot support, which rounds up the pack nicely! Keep up the good work Lord Parias, I hope you will make more Old Republic themed characters! (Lord Kaan is one I would like to see ;)) [b]New Sounds:[/b] No [b]Bot Support:[/b] Yes [b]Team Support:[/b] Yes ~Nozyspy~

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2027 downloads

Uploaded:05-25-2010

Zero Suit Samus v2

zerosuit.zip | 6.51 MB

skin when I see one. Having seen the original version of the skin, and after looking up some pictures on the internet I can say that overall this skin is much more accurate than the last version. The shoes particularly look much improved. For some reason many of the shoes/boots in JKA look far too pointy and far too flat, which is a problem the last version suffered from, but the new versions shoes look much more like the reference pictures I looked at, so a thumbs up there! :thumbsup: The hair on the previous version however seemed to be more accurate to the reference pictures I found; a bright yellowy blonde, as opposed to the more realistic and natural coloured blond on this skin. That isn't really a big deal though, for one amazing thing I should point out about the hair is that it appears to have its own specular textures! I have never seen this before, and the effect is pretty amazing, even though the hair is obviously only a tiny part of the skin. Actually seeing the shine off the hair change as you move the camera looks great and makes a big difference in the realism of the skin, so another thumbs up there! :thumbsup: I must point out though, that if you do not see the skin in your skin selection menu when you go ingame, don't be alarmed, the skin is there, but you have to select it from the skin customization menu. This I found somewhat odd, since you cant actually customize the skin, there are no extra heads or legs, so the skins you select from the torso menu represent the whole skin. Unless the author is planning on adding more components for the customization menu later on, this really seems like an odd and not particularly good thing to do, since initially I was wondering why no Samus skins were showing up in the skin selection menu. So I have to say a bit of a thumbs down there. :thumbsdown: Apart from that though this is an excellent mod, the skins look fantastic and there are a variety of colours to choose from. A must download for Samus and Metroid fans here! Keep up the good work Tyrael64, this is most impressive and I look forward to seeing more skins of this quality from you! :) [b]New Sounds:[/b] Yes [b]Bot Support:[/b] No [b]Team Support:[/b] No ~Nozyspy~

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869 downloads

Uploaded:04-29-2010

Harley Quinn

harleyquinn.rar | 5.01 MB

shiver ran down my spine as I picked up the phone, with the only answer being a "Hello." A slightly girly sound came from the other end, and it was probably something that normal men shouldn't hear. "Hey, Denariax! It's Harley Quinn. No, seriously! Look, I got a hot tip for 'ya. Check out your mailbox, you got a surprise waiting for 'ya!" Intrigued by a response such as this, I proceeded to open my mailbox. Lo and behold, it was more than just a hot tip. It was Harley Quinn herself, manufactured into a three-dimensional player object for a game that I review for! Instantly satisfied, I placed this woman in my base folder, and started up my Jedi Academy game. After connecting, I ripped through the files I already have, and noticed Harley's face on an icon. I proceeded to click on it, and decided that it was worthy. The model itself is more than satisfactory. Instead of giving us something 'realistic', it went for the old style comic book look. Averus himself stated that she looked a bit smaller than the average normal person, or even the average Miss America. However, I began to tell him that this is what Harley Quinn actually looks like. She was extremely anorexic, and this model only details that fact with only a sense true Batman nerds will enjoy. Now, I then began to notice several issues. The neck itself was strange, a bit stiff you might say. However, I looked past this, as I noticed a blank spot where an icon should be. I clicked on that, and whoopsies! Harley's jester hat seemingly disappeared, which apparently also held her makeup togehter. I saw the short-haired girl I remembered, and I was happy. Now, this skin was more than satisfactory. I noticed that there were team skins! Usually, it would be red and black, and blue and black, correct? Well, not exactly. I saw a red and white, which didn't even look desaturated! I was impressed, with an impressitude not seen before many mere mortals. This is when I entered the game, and decided to see if this woman could speak. I pressed my 'I' key, the key I binded for Taunts. I was then attacked by a four-worded phrase, directly from the old cartoon itself. However, while being called a loser three times, followed by a laugh, I was still happy. And that, fellow citizens of Gotham Academy, is Harley Quinn in a detailed nutshell. I must leave you now, as I must now find someone to play the Harley for my Joker persona. Toodles! ~New Models - Yes ~New Textures - Yes ~New Sounds - Yes ~New Teamskins - Yes -The Denariax- PS: There is a reference somewhere in this page. Ohhhh, my comic teacher would be so proud.

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2083 downloads

Uploaded:04-19-2010

Lightning Effects

lightning_effects.zip | 72.06 MB

pleasure. The level 1 & 2 bolts are literally a concentrated beam of lightning of sorts, where as level 3 has a large bolt strike down from above. A neat change, and looks like a wizard's spell. Wow, that's...about all I can say. Just uh...don't install this with another lightning mod, and marvel at the potency of the lightningzes. - Averus Retruthan

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9831 downloads

Uploaded:03-28-2010

Ahsoka Tano

v2ahsokatano.zip | 14.29 MB

have here today is Ahsoka Tano, otherwise known to the Jedi Council as 'Snips', the Anakin with a better personality. What I see here is good. Textures are flawless on some aspects, but a bit bland. That is to say, it's accurate, but it just seems strange in the middle of battle. The only real problem I have with this model is not its textures or it's weighting. The bot support is good, and so is the alternative skins. My problem is that Ahsoka seems to have put on quite a bit of weight. I'm not entirely sure on that, so please remedy this situation with a sledgehammer to my jawbone. Regardless of this situation, however, the model is good. I would say for you to submit your bandwidth immediately. And I am. Do it to it. SOUNDS - No (At least, not that I could hear) TEXTURES - Yes TEAMSKINS - Yes BOT SUPPORT - Yes MODELS - Yes ~The Denariax

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1744 downloads

Uploaded:02-17-2010

Alternate Rosh Penin

zzz_rosh_penin_v2.rar | 1.55 MB

far better than Jaden Korrs(with the female variant being slightly better in comparison.) Second, his character would have been more entertaining to play as than that plank of wood. Third, I love how he irritates all of you to no end =_,= So, Mert poses us a question: [quote]Remember the alternate Rosh Penin skin that had the model of Hapslash's Anakin?[/quote] No, I don't, actually o_O and I did take the time to look around the site for a few minutes to see if I could find it. I could not, but perhaps I tried not hard enough. Suffice to say, the product by TDuragon was nothing short of a much-needed facelift. Rosh is now much cleaner looking now, both structurally and texturally speaking. Best of all, his clothing has been fit to adapt to the Anakin model we all know so well. The end result is quite effective, really. If we combine that with Mert's Slick Rick addition of team skins to this, and you now have a fully functional replacement for the Rosh Penin model. Messy looking default, or clean and appealing alternative? ...Nolo Contendere. Bot Support: Default NPC Support: Default New Sounds: Default Team Support: Default - Averus Retruthan

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6779 downloads

Uploaded:12-14-2009

SJC The Palace of Jabba the Hutt - Map Pack

sjc_jabba_1.zip | 71.03 MB

being masterpieces of mapping design. Yes there are mappers that are technically more skilled with the fancy aspects of mapping like ridiculously complex scripting and the like, but Sith J has been here right from the start, the granddaddy of em all and he has released may maps over that time. So, let's have a look at his latest creation; Jabba's Crib! As I said above, this map comes in both Daytime and Sunset versions, each with a different mood and atmosphere. Personally my favourite is the daytime version, primarily because it obviously looks and feels like the more traditional Tatooine map. There are a few small issues with the sunset version though, but I will come to those later. This map is pretty huge, it features a large outdoors area among the dunes infront of the palace entrance and the interior of the palace itself, which is an incredible maze like structure. Walking among the dunes outside was highly entertaining, especially for me as I absolutely love a good outdoors map. You should watch out for the Sand People though, as they are, as usual, in a foul mood (though who wouldn't be with that lumpy mask glued to your face for your entire life?). This is one of those little features which really adds to a map, just that little extra something that isn't really necessary, buts adds that extra depth. Wander around a little more and you will stumble upon the Sarlacc pit, although hopefully not too literally eh? :P I must admit I would have liked to see a little more movement out of the Sarlacc's tentacles (which are flat transparent textures rather than being three dimensional), which I am guessing some adjustment in the shader for the tentacle texture could do. Making the image a sprite as well (if it is possible to have a vertex deforming sprite image) may have been a good idea, since the tentacles are flat textures, as you move around them they disappear momentarily. For those who don't know what a sprite texture is, a sprite texture always faces you no matter where you are even though they are just flat textures. Moving on, you will also come across the ribcage of some once huge beast and nearby you will also find an archway, which looks impressively similar to the ones from the original Ralph McQuarrie concept art. The roof of this archway and also of the palace itself has a fantastic shader on it, which gives it a purply metallic shine. Just ahead of this archway is one of the entrances to Jabba's Palace, this one running underground. The main entrance of course is right at the front, and that famous door which R2 and 3PO stand before at the beginning of Return of the Jedi looks nicely authentic, right down to the sand piled up in the recesses of the door. Also worth noting is the specular shader on the stucco like walls of the palace, which when viewed from a certain angle gives the walls a nice sheen in the sunlight. Inside the palace is huge, and maze like, it is very easy to actually get lost, there are just sop many rooms, corridors and levels! I have a feeling quite a bit of the inside layout is based on the 'Inside the Worlds of Star Wars' location cross section book, which itself has a very nicely detailed illustration of the innards of Jabba's Palace. For those of you who like feeding your defeated enemies to a Rancor... yes the Rancor pit is here, complete with Rancor. ;) The texturing throughout the map is excellent as always, accurate too, even all the little patterns on the borders look accurate to all the reference pictures I could find, so a big thumbs up there! During your wanderings through the palace you may also occasionally come across a B'omarr monk, although unfortunately these are only map objects and so don't do anything other than add a little more atmosphere to the place. Personally I think it would be cool if someone could make a B'omarr monk NPC model, since having a few of the disembodied brains-in-jars-with-legs wandering around would be very cool indeed! To be honest there is so much inside the palace to see that I could write several pages about it, but then again that would spoil the adventure of exploring the map for you guys wouldn't it? With a map like this that is both huge and great to look at, exploring is a big part of it! ;) Now I said earlier that there are two versions of this map, Daytime and Sunset, the daytime being my favourite mainly because it is traditional Tatooine. However I also said that there were a few issues with the sunset version, and now I shall elaborate. Basically my main gripe with this version is that the insides of the palace are just [i]too dark[/i]! Its difficult to see all the great detail that went into the interior of the map, and the lights just don't seem to light up the interiors as much as they should do. The outside area isn't too bad though, although there are a few rather dark spots in the shadows. The sunset skybox, with the twin suns setting in the distance, is one of the most amazing skyboxes I have ever seen and is quite beautiful. Overall this is a fantastic map and I am once again glad to see Sith J Cull return to us with a new creation! I do think the lighting in the sunset version could have been tweaked a little more to make the light levels more comfortable, but you can always turn your gamma up a bit higher ingame if you have to. Keep up the excellent work Sith J, the community really appreciates that talented mappers still stick around and produce amazing work like this, even after all these many years. I look forward to seeing what you have up your sleeve for us next! :D [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 ~Nozyspy~ [b][Edit][/b] Shockingly, I forgot to mention that you should look out for Han in carbonite, because... well it isn't Han. Could the face on this frozen carbonite man be the visage of the great man himself?!

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2709 downloads

Uploaded:10-04-2009

Playable Model Pack

playable_model_pack_v1.zip | 10.28 MB

float around as a ghost swinging your lightsaber. Even better still, I use the light side of the force, so testing this out in-game was even more awkward than ever. But even playing as Ragnos didn't protect me from Tavion's wrath. Stupid yawing NPCs... Anywho, the weighting seemed fine to me, I didn't spot any glitches. Sounds are used from the respective sources in the game, although no taunts were there (obviously). A ragnos NPC has been added, but it still didn't stop my game from crashing when I used [b]/npc spawn ragnos[/b]. Looking at the NPC file, there's info about Desann in there, but Desann still spawned as himself. Not sure what's going on there. The hazard trooper and rocket trooper have been slightly downsized to fit onto the human skeleton, so they don't quite look right. That can't really be helped without the assistance of a serverside mod, though. Team support is included, but NPC and bot support aren't necessary. That's about all I have to say. I like this pack a lot - playing as Ragnos is the bomb. Check it out! New sounds: [b]No[/b] Team support: [b]Yes[/b] Bot support: [b]Not needed[/b] NPC Support: [b]Not needed[/b] ~Dretzel

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13690 downloads

Uploaded:08-12-2009

Backhand Normal Stance HQ

backhand_saber_stance_hq.zip | 8.31 MB

Though there isn't really much room for variation on the simple back-handed stance, there are a few cool features that set this mod out from the crowd. First of all, the stance is a pretty dramatic pose, a bit more animated looking than the previous ones I have seen. But the really cool part is that you stand there, you can see your characters head and shoulders bob up and down slightly making it look like they are panting heavily, perhaps after battling some Sith Lord. ;) This is a really nice little feature I think, as it makes your player character look much more alive and dynamic. All in all a cool mod here, though it only works with the single saber of course. Personally I would like to see a version which also adjusts the dual and staff saber stances, adding that 'panting' movement effect in there too. If you like the look of this mod, then be sure to give it a download, especially if you are looking for a stance mod to compliment your other Force Unleashed mod's! ~Nozyspy~

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6321 downloads

Uploaded:07-26-2009

Samurais And Ninjas Pack

san.zip | 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=http://jediknight3.filefront.com/file/Yaleck_Vos;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

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1188 downloads

Uploaded:06-17-2009

Lightning Reborn

lightning_reborn.rar | 557.76 KB

given a shader, which produces a web of purple coloured electricity that covers his body. I think the effect here looks fantastic, the moving, and jolting electricity covering the skin also looks pretty dangerous. If only it could be made so that anyone who approaches the player with this skin automatically gets shocked by a bolt of lightning, now that would be cool! The skin apart from that is really rather simple though, basically just a grey and black Reborn skin, this i think though is the perfect background for the electricity shader as it really produces a strong contrast which makes the electricity really jump out at you! (Pun intended! Yes another lame one I know, but what do you expect? :P) A plus here is that this skin also has team skins, with the electricity being coloured red or blue depending on the team of course, another nice little touch there. Unfortunately though there is no bot support, which is a shame because I think it would be quite fun to have a big fight with a bunch of these guys, it would be electrifying! (Yes, another one…) So, for next time I would recommend adding bot support, and as something else to think about, I also think it would be cool if you made these skins useable for JKA too. Overall good work here. I look forward to seeing more from you mate! :) [b]New Sounds:[/b] No [b]Bot Support:[/b] No [b]Team Support:[/b] Yes ~Nozyspy~

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4724 downloads

Uploaded:03-24-2009

Star Wars - Masters Of The Force Stances

star_wars_masters_of_the_force_stances_jedi_academy.zip | 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~

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2419 downloads

Uploaded:02-22-2009

Better Game Effects

better_game_effects.zip | 4.51 MB

we have a mod that changes various game effects, including some of the projectile effects for the weapons, the saber blades, and also some new sounds. First off, it is easy to see that the saber blades have been changed; they now look much more like the ones in Episode 3, longer, thicker and pointier (careful, you might poke someone’s eye out with that thing! ;)). The saber also has loads of new sounds, which sound like they may have come from the original Jedi Knight game. Personally whilst they don’t sound quite like the movie sabers, I do prefer these changes since they sound much more deadly and visceral. The projectile effects for some of the weapons have also been changed. The Bowcaster now fires red bolts as it does in the films, instead of the traditional green that it has been in the Jedi Knight games and the repeater also fires red blaster bolts instead of the small round white bolts it fired before. Personally I prefer the red blaster bolts that the repeater now fires, I think they fit better with the weapon somehow. But that’s just me. There have also been some changes to the force lightning, saber lock and saber deflection effects, though in my limited time testing the mod I wasn’t able to try out all the new effects. One nice feature though was the new splash screen that displays when the game first loads and also when a map loads, I [b]much prefer[/b] this new one to the Base JKA one, it looks great! :D Added to that there is also a new background for the drop down console. All in all this is a cool mod here, and a welcome addition to the library of effects mod’s that we have here on the site. If you guys like the look of the mod from the screenshots below, be sure to give it a download! ~Nozyspy~

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2211 downloads

Uploaded:02-17-2009

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

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6953 downloads

Uploaded:01-19-2009

Secret_Apprentice_HK

secret_apprentice_hk.zip | 6.46 MB

At last, I can use the ultimate Marek model to unleash my ultimate TFU-hulk-smash! NOW WITNESS THE PO-... aw, #*@!, I've already used up all my Garen Marek-related bashing on the other skins, models, and files that I've reviewed. I'm all out of material. Blegh, I guess it's directly on to the review. I'd just like to say before anything else in this review a personal note to HellKobra: TIE UP YOUR DAMN MODELS. There's dozens upon dozens of loose little miscellaneous parts on this model, from little boxes on the arms to straps on the torso and legs. Honestly, group the tiny little individual model parts together into a 'Leg' or 'arm' instead of just leaving it all separate like a jumble of Lego bricks. Not that it affects the ingame play in any way, it's just a all very confusing for us skinners to look at in the .skin file or in modview. I'm also guessing that if you grouped them together before weighting, then the actual weighting process would be easier since you wouldn't have dozens of things to connect to one bone. /endnote Now, the things that concern all of you little people. It's a fairly well done model, very accurate to what we all know little Mr. Marek to look like. We have the perplexing overabundance of leather belts, cloth strips, and torn clothing that the actual TFU model all bears. I don't understand why, but he chooses to dress like this. The skinning is all well done for the most part; it looks good, however it's not spectacular. More detail could certainly be put into the textures and make it look a bit sharper. Everything for the most part is just slightly blurry. Shrug. That's not to say there aren't little details because there are, such cuts beneath the ripped fabric or the blast marks on his metal collar thing. The face is done well and looks very much like Mr. Marek, but again we have the blurriness issue. Despite that however it is the highest quality skin of Mr. Marek that I've seen. Team skins are included, however they simply change the color of the loincloth that hangs down (I don't understand the loin cloth though. He wears pants. What's the point of it?) 2 new taunts are included however that is the extent of the new sounds. Kind of disappointing, but perhaps those were the only quality sounds he was able to find. Overall a nice addition to your vault of Galen Marek skins and models. This is what, the 12th or 13th you'll be putting in your base? Team skins - Ja. New sounds - Ja/Nej (Only 2 taunts, so kind of... but not really.) Bot Support - Nej. NPC Support - Nej. ~Laam'inui

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182 downloads

Uploaded:01-05-2009

Christmas Cheer!

christmas_cheer.zip | 16.79 MB

read it yourself! HA! So, since MooMoo has been gracious enough to include it in his readme, I'll bring the changes out here and ROAR violently. Included: --------------------------------------------------------- Skins: Prince of the Ice, Leonard - The white in the clothes here is pretty undetailed, but otherwise an alright reskin of what I think is th eEp 2 Obi wan. Averus Claus - Some dumbass in a mask and santa robe. Oh well, from the look of it, doesn't look like he volunteered for that picture, or even present, for that matter.. The Snow Gypsy - A skin based off his Ayamei Firas skin, reskinned into a wintry theme. Looks pretty good. Santa Claws - Apparently a demon hellbent on dominating the North Pole. A rather crude coloration of the ewok but eh, all in good fun. The Elf Soldier - An elven wretch offering servitude to the above demon. Looks alright from what he's got =_= Weapons: The Prince's Rapier (Leonard's weapon against the hords of evil elves of Santa Claws' armies) Santa Claws' Rapier (a red/white rapier of Claws' evil little three-fingered hand) The above two weapons are pretty decently skinned BUT I'm still questioning as to the strange grip stance of the weapons themselves. A rapier is not a greatsword XD The Elven Sword (the standard sword for the Elf Soldiers) ...as opposed to this weapon, which is, so kudos there. Also a couple changes to base weapons, too small to really notice, save for the blaster rifle's blast fire. True that, white muzzle blast on the E-11 Various edits: HUD (now a high tech candy cane interface that still carries the JA theme) COnsole (now a snowy backround with snowflakes falling softly in front) Startup Loading Screen (now a festive picture with a friendly message) Loading Screen (now showing a snowboarder getting extreme air in front of a sunset) Player's Personal Shield (instead of it just being green, it's now red with snowflakes) Red saber colour now has a peppermint theme with red and white Green saber colour now has a spearmint theme with green and white Blue saber colour is now a strange looking snowflake theme that didn't and will never, as long as JA remains itself, come out working correctly =_= Yep, those all function. Sucks to see that this mod was regrettably released so very late and without completion. Ah well, always next year, eh? Overall, not a bad little set. If the spirit is still within you, inject bandwidth in here and take a look. Alternatively, you can wait till the end of 2009 and submit bandwidth here again. TAKE YOUR PICK =_= - Averus Retruthan

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2844 downloads

Uploaded:09-05-2008

Lightsource's Joker Model Pack

lsjoker.zip | 12.79 MB

all of which were good skins. However Lightsource fresh from his recent triumph; making the best [file=93102]Batman skin-pack[/file] out there now brings us his version of the most infamous movie villain of the year, the Joker! As you would expect from a modder of Lightsource’s skill, the attention to detail and accuracy of this skin-pack is quite stunning. Just look at that face! To be honest, I think that is probably about as close as you can get in terms of accuracy to the makeup caked face of the Joker himself. The clothes are also incredibly accurate, both in terms of modelling and textural detail. Adding to that are the new sounds, which have been taken directly from the film itself, including the Jokers favourite; “Why so serious?!”. However, we dot just have the Joker in this pack, we also have one of his clown-masked goons. Unfortunately though this isn’t available as a player skin, but rather as a bot. Infact all the skins in this pack have bot support, but the goon is the only one that cant be selected as a player skin. Again though, even despite this, it is obvious that a lot of time and effort has been put into making this skin / model too. The texturing is accurate, and so is the modelling, creating an impressive likeness to those loveable Joker goons in the movie. ;) That’s not all though, the pack also includes a Joker themed HUD, which comes in a separate .pk3. Actually there are two .pk3s for this HUD, one which you put in your base folder as normal, and one which has been designed to work with JA+ which you will need to put in your JA+ folder (instructions in the readme). Graphically the HUD looks great, with the familiar coloured bars indicating, health, shields, ammo and force replaced by ‘Joker cards’ of different kinds, whilst the HUD itself is actually drawn in red in a sketchy, kind of psycho style, fitting to the Jokers personality. Wait, I haven’t finished yet! Also included are some new loading screens that show up when the game loads and when you load a map, scribbled over in Joker style, with big red smiles and green hair drawn on the faces of the two characters on the map loading screen. Akin to the scribbles you see on the mayors face on a newspaper in the film. Also scribbled on the loading screens are some of the Jokers favourite one-liners. And if all of that wasn’t enough, we also have a new weapon included too, which is both available for the player to use and also is used by the goon bots, one of the Jokers many knives. Now, as for things that could be improved upon…well to be honest I am at quite a loss to think of anything. This is a well rounded and all-inclusive pack here, which contains everything you need to become the Joker, if you so choose. One thing I would suggest is to perhaps make the Joker goon a playable character, or maybe even make a new pack full of different kinds of Joker goons from the movie. Apart from that the only other thing I would ask is…please make a Commissioner Gordon skin! We now have Batman, the Joker and Harvey Dent / Two Face. Now all we need is Commissioner Gordon! :D All in all then excellent work from Lightsource here. This is a must download for fans of Batman or the Joker! Oh and one last thing… [b]WHY SO SERIOUS?! HA HA HA HA HA![/b] [b]New Sounds:[/b] Yes [b]Bot Support:[/b]Yes [b]NPC Support:[/b]Yes [b]Team Support:[/b] Yes ~Nozyspy~

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3392 downloads

Uploaded:08-01-2008

Prince of Persia Warrior Within Stance

wwstance.rar | 7.88 MB

his stance modification which replaces the dual saber stance with the one from Prince of Persia - Warrior Within. I honestly do not know what the stance from WW looks like, so I just have to go with his word on this one. There isn't much more to say. If you are a fan of PoP or simply like the look of the stance, download. If not, pass up. Dommie Kun

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3054 downloads

Uploaded:06-05-2008

Leviathan Bridge Duel & Revans Flagship Duel *BONUS*

mace_leviathan_revan_duel.zip | 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~

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39608 downloads

Uploaded:05-15-2008

Star Wars Movie Duels

install_star_wars_movie_duels_v1.01.exe | 255.64 MB

admitting powerful opposing forces. This mod is dedicated solely for Single Player purposes, built for those waves upon waves of masses who want to jump in on the key critical prequel battles. Yes, that's right, prequel battles only. Rather despairing for those of us who would have wanted to take on the beastly form of Vader that isn't a total pansy boy. However, I digress; ONWARD TO THE BEEF =_=! First off, it's time to point the bony finger at the technical issues. First off, practically in every campaign sequence, there's a bit of a saber issue: If you cycle to one particular blue stance, whose name evades me, it locks up your stance cycle choices, pretty much =_=. This may make it a little difficult to fight in some already difficult fights =_=+ A small issue with the hud seems to be that the right saber indicator's "MD" is backwards, but that's easily ignored. One final bug to mention: Quicksaving is not exactly a good thing to do for immersion purposes. Why? Well, when it loads, the model you're playing as will usually screw up unmercifully. Worst instance being in Dooku's. Trust me =_= Now then, for the actual synopsis and destructive force of this mod. First off, know that this mod is actually presents you with a number of well-scripted and pretty well choreographed battle sequences, complete with clips from the actual movies. The scenes vary in quality and length, depending on what player you play as. That's right, you have the CHOICE to pick between one party over the other. Which character you play will change the scenario to a varying degree. Each scenario contains a bonus mission that you can use to mix things up with >_>! Behold, the options available to you. Each mission has an Easy, Medium, and Hard setting, which you can view how they affect your battle. For the sake of brevity, I will be referring to the campaign sequences broadly, so as not to spoil the fun, and save my wrists =_= [b]Episode I[/b] [i]Outskirts of Tatooine -[/i]This is a decent recreation of the battle between Maul and Qui Gon out in the desert. This one is a little different in the fact that you'll not actually engage your quarry immediately. In both Maul and Qui-Gon's case, you have to go through a varying amount of Tuskens. Qui-gon sadly has to tote a kid along, albeit he's not much of a liability. Personally, I found this battle to be a little lopsided in difficulty =_,= if you don't play fair. For kicks, I decided to fight Qui-gon with Maul on his trademark speeder. Suffice to say, it was quite amusing to watch him perish. Qui-gon actually got the short end of the stick, because he doesn't have many force powers to defend with. Suffice to say, the bonus mission was a rather amusing twist. [b]Episode II[/b] [i]Encounter with Count Dooku -[/i]Probably one of the best in the bunch next to the Battle of the Heroes campaign that will be explained shortly. This battle is a relatively accurate battle recreation of the final Episode II lightsaber battle between Anakin, Obiwan, and Yoda, as they take on the malevolently awesome Christopher Lee.....you know him as Count Dooku =_=. Anyway, the only oddity I noticed was some of the lousy repetitive combat action in the cinematic sequences. Otherwise, it's near gold, in terms of accuracy. You'll not be disappointed, except perhaps in the bonus mission, I suppose. Didn't feel very inspired, but I digress. Allow me to preface by saying that Episode III was sadly the most fleshed out one. This is understandable, seeing as there were more battles, but something tells me more could have been added to the other two (bare minimum being Duel of the Fates.) [b]Episode III[/b] [i]Rescue Over Coruscant -[/i]The classic battle aboard the invisible hand. A well-scripted and effectively used scene. At this point, there wasn't much worth noting other than the hefty length: be prepared for some serious hardship when in combat, no matter what side you're on. The bonus mission is an interesting new spin on what could have occurred aboard the Invisible Hand. You would be wise to take a look. Short as it is, it's still amusing to think about. [i]Engaging General Grievous -[/i] To preface, yes, you will be going up against all four of Grievous's arms =_,= fear them well, or use them well. This battle I found to be rather amusing, particularly in scripting, as there were some interesting little surprises once the battle got underway =_=. Mid-battle cutscene sequences felt a little dry, but fine otherwise. My favorite sequence had to be the final electrostaff combat scene between the two. Nothing more amusing than going staff to staff =_,= unless of course, Grievous feels like taking potshots upon ye. Bonus mission is okay, albeit not great. [i]Battle of Heroes -[/i]Yes, the ones you EP3 fanchildren have been waiting for =_= *sighs* Suffice to say, this one was probably the most epic, both in scripting, mapping, and cinematics. This battle was pretty much the most impressive, and it took massive works. A rather impressive feat that I noted in the second half of the battle, whilst on the sinking lava machinery, there are bits of ash and lava in the air that hiss against your saber. A nice touch =_,= This one I noted had actual very large differing outcomes, depending on what character you fought as. Whilst playing as Obi Wan gave you the canon ending, an Anakin victory had you...well =_= I'll just let you fight for that. Bonus mission added an odd possibility to the mix of who could attack Anakin. I got exhausted and didn't play through it all, so you will have to find out what happens =_,= Done with all that? Well then, try out the CHALLENGE MODE! Yes =_= a ladder-esque combat sequence in which you can choose what character you fight as, and engage in a series of battles versus different characters, some of which you don't normally see fight =_=. Well, this has all been fun and all, but I've finally defeated the bulk of this mod's content =_= not literally, as midway, I decided to enable the convenient "god mode" button to help speed up the process, rather than get slain time and time again. This mod is quite challenging, and will probably give you great pride in defeating everything. I can safely say that the large file size is worth the epic battles you will have =_,=. BANDWIDTH TO ALL, FAR AND WIDE, OR ELSE I WILL REND YOUR SPINE ASUNDER FOR MAKING ME TYPE ALL THIS CRAP IN VAIN =_= - Averus Retruthan

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2681 downloads

Uploaded:04-22-2008

Sasuke Katana

katana_sasukev2.zip | 210.46 KB

low-detail weapon model, basic in construction and just as basic in the texture detailing. That\'s not to say it\'s bad, but aside from the shadowing on the blade I can see no texture detail at all. Shape-wise the model is spot on to the general design of a straight-edged Japanese weapon, not extravagant but at the same time functional. I\'d guess there\'s accuracy to the source material judging from the usage of the term \"manga\" in describing the source, and I know how much the Japanese love their black-and-white themes for these things. Simple but effective sword model. A Glock isn\'t pretty either, but it kills - and so does this sword. One more for the arsenal, eh? ~ Kouen

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49 downloads

Uploaded:03-26-2008

Pumpkin interrogator

pumpkin_interrogator.zip | 216.02 KB

the great big downfall of its costume is that as a droid, it couldn't get a competent look at a pumpkin. It's been pretty much paintbucketed, with some green and darker lines which, I'd assume, are meant to make it look more like an actual pumpkin. Sadly, no dice. It doesn't look much like what it strives to be. Instead, it looks like a droid trying to cosplay as a vegetable. The lines on a pumpkin aren't a solid color, they're shadows created by the light interacting with the grooves on its surface. As such, they have some color variation, they don't start and end at the drop of a hat. Mandinga, this is your unicorn, this is what drags it all down. I can only suggest some light and shadow theory, references and lots of practice. Oh, by the way, it replaces the base interrogator. - Jose

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1149 downloads

Uploaded:03-25-2008

Dark Side perspective

dark_side_perspective_mod_v0.5.zip | 136.2 KB

characters become the 'bad' ones, but it also makes some other minor changes, such as only being able to choose a red bladed saber from the saber menu. To be honest, I personally wasn't thrilled with this mod. I've seen this sort of thing done before, multiple times. However, for those who still play the single player game, and want a slightly new experience, give it a download and have fun with it. I'll wait for another version with more features.[/quote] Hello new version with new features! What new features, you ask? Why, the choice to play as a cultist, and the ability to launch the game through a .bat file! Doing this execs some cfgs that screw up your settings... I was a bit annoyed that I had to set my video settings back up to the level they were before, not to mention resetting all my controls. It's funny, jump was unbound, and that's a bit important when playing this game... Oh yeah, a lot of the binds were changed to give you full force when you use them, pretty much making it so that you would have unlimited force. Of course, you have to enable cheats for that to work, since they are turned off by default when you start the game. To be honest, I'm still not thrilled. It's an improvement, yes, but still has quite a long way to go before it is your above average Dark Side mod...

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7490 downloads

Uploaded:03-23-2008

Requiem Sanctuary

requiem_sanctuary.zip | 27.12 MB

I'll go through, room by room. You're likely to spawn in the garden, which I must say is exceptionally well decalified (Is that a real word? It is now!). Sprites have been used to excellent effect to give the garden a good variety of plant life without drastically decreasing the game's performance, and so long as you don't look too close they look great. They are just sprites, though, so don't expect them to look perfect. There's the usual Yavin trees, and a very nice palm tree, as well as four pwetty entryways each denoted by a symbol. First, let's go into the lightsaber section (marked by the crossed lightsabers icon). Upon entering this lovely hall, you'll notice the small water feature, which again is understated yet attractive. The three doors each lead to duel rooms which are quite stereotypical, but still fitting. Duel Room #1 is your typical Academy duel room, like the rest of the map it's finely crafted, but nothing particularly special. Your standard duel room for standard duels. Duel Room II is your standard Korriban room. Broken platforms over a precarious pit of lava, with all the architecture except said platforms carved out of the rock walls. Some minor flaws in this room, such as one or two texture alignments, but if you notice those, maybe you should pay less attention to the wall and more attention to the guy trying to cut your head off. This duel room is the only actual shared component from The Enclave to Requiem Sanctuary, it would appear. Those rooms are both unremarkable, though. Duel Room III, I like. A lot. It is by far the most elaborately crafted of the three, and has a much lighter, sanctuary theme to it. I get the feeling this is the "major" room, primarly for team duels and tournaments and such. The water features are perfectly implemented and look great compared to most waterfalls I've seen in this game - again, they're understated and clearly not meant to draw your eye but instead compliment the rest of the room. Water is a central feature, also implemented on the duel pad itself as a decal, and the finely-crafted pattering on the duel pad makes this a very stylish arena. Now, back to the garden and let's go to the rifle section (marked by rifle icons on both sides of the door).This passage was longer than the others, and I found myself involuntarily doubling back and looking for an elevator. What can I say, reflex from my times as a TJA student. Hehehe... This is a full-featured map-within-a-map. You could easily get away with putting this section out there on it's own as a 2-6 player FFA map without question. The shuttle is constructed entirely from brushes, and looks great despite the problems inherent to applying textures to irregular brush objects such as those fuel pods on the side. Great work on that, if I'd tried that it would've looked like a pile of bread dough. The Korriban temple acts as an armory, and is loaded with goodies on the inside. But, it's in the temple I found a glaring error! :o Yes, that's right, a wall textured with the "shader not found" grid. Okay, sure, so it's inside a wall and you'll never see it without noclip. Still, shoulda caulk'ed it. :p Roleplayers will love the control tower, fits the bill just fine, and the shuttle is explorable too (not much in there though). Back to the garden, and we shall explore the "Sun" room next. All I have to say about this lobby, is [i]damn[/i]. This is the kind of level design really reminiscent of a game I've played, but the name so horribly eludes me at this moment. It's nice, though. Major deja vu, however. If you take a left after entering the lobby, you'll come to a part-duel part-NPC training room. Nothing much to say, it's pretty, but relatively standard issue. Railings are a nice touch though, not many mappers take the time with such minor details. 'North' of here is the jump room, also standard issue. Totally disagree with the green rock texture used on the railing here though. 'South' of the jump room is the lounge, which is so "Oblivion meets Star Wars". Finely crafted, no visible errors, and the skybox pictures on the walls are a very nice touch. Back to the NPC room and right across the hall - ooh, samurai stuffs. Dojo! This'll be where you're taught ninja skills, eh? The Dojo, whilst most scenic, is disappointingly plain compared to the rest of the map. Ah well. Going through the sheltered door in the lobby takes you to a jump room very similar to the one in Academy v3. At the back is a lockable meeting room, which again is nice but understated. To the left and right are plain white and plain black duel rooms. No, I'm not screenshotting those. Use your imaginations! And finally, the rather impressive icon-less buildingfront to the north of the garden. One word: campus.Upon entering you will notice the great hall. Which is great. Very magnificent in scale and style. The door to the left will lead to the archive/library, where all the dynamic lights will make low-end graphics cards have a heart attack. To the right, is the bar. Frat party! :o Through the back of the great hall, we reach another long (and pwetty) hallway. First door on the left, medical facility. Nothing specific to highlight, it's standard issue. Second door on the left, prison block, which isn't so much. Averus would love this, it appears delectably evil. The walkway with lava pits on both sides? Lovely touch. Prison wardens desk? Nice minor detail. The door on the right, leads to another nice hallway, then to the council chamber. I adore the architecture in these rooms. Yavin-themed council chambers are rare, and when they do pop up they are almost never natural looking. This one is surprisingly close to achieving that status, though. Lovely patterning on the floor, the roof statue is beautifully crafted, it's all so elaborate yet so understated. And finally, right at the back. Another hall similar to the one preceding the council chamber (check out the gargoyle heads spitting the water - nice!). Beyond this hall is the final room, the grand meeting chamber. Again, understated, again, finely crafted. Error in here though - the large plus cut out of the southern wall allows you to see through the top of the hall roof. Bit of an oversight there. (Side note, I've seen an awful lot of those patchwork structures hanging from the ceiling, while playing [i]Guild Wars: Factions[/i]. I've spent the past hour trying to work out why those looked familiar!) See the screenshots for yourselves, don't rely on my half-arsed descriptions. You have to see it to truly know what's got me so praise-ful. You'll notice that during this review, I didn't really point out any flaws or errors. Why, you say? Because, they'd all been thoroughly searched for and fixed before submission, which is an extreme rarity and something which makes this job worth doing - not getting to review quality maps, but seeing first-hand that there are still people who go the extra mile to make them. This is the standard everyone else should work towards, and it's really not as hard as any of you think. I mean no offense to Xenon, but one thing I commonly hear, is people saying maps like this are in a seperate league to what they can produce. That is simply complete and utter crap. Everyone has the potential, the difference is that some - like Xenon, Szico, Virtue, Orbitius, to name just four of the many - work hard to reach that potential, whereas others just... give up. Look at how many maps Xenon has made - [i]two[/i], one of which was a collaboration - and you see that Xenon is the living proof. Work at it, and you'll soon find there's a lot more in your "league" than you think. Just because one cannot do something effortlessly, does not mean one is not capable of doing it. From what you see in-game to what's going on under the surface, I can honestly find no glaring flaws with this map that aren't either niggles, personal preference, or totally irrelevant. It's rare for so many themes to be mixed together, and obviously they don't look natural here, but still, they just... flow. The merging of said themes doesn't look artificial as such, it looks constructed. As in, "Yeah, we meant to do that when we built the place, it's part of the facility's design!" rather than "We randomly threw that in because we thought it looked cool!". The question I [b]know[/b] people are going to want the answer to: Is it an Academy v3 beater? That's a question I'm so very reluctant to answer. Both maps have their strong points, both maps have weak... Okay, yeah. Both maps have their strong points. I simply do not want to write off either Virtue [i]or[/i] Xenon, they've both created great works. However, if the two were to do a collab project... ;) This is a great map for multiplayer servers, be they clan, roleplay, training, or just chillaxing. It's functional, and it's heavy on the aesthetics, but the aesthetics could be a problem for those with lower end systems or for those who just want a functional map. Basically, it's all preference in the end. If you're into Academy maps, this is one you will definitely want in your rotation. Emphasis on [i]rotation[/i], because there are so many great maps out there now, anyone who can choose just one has some deep-seeded pathological issues. No kidding. A great follow-up to The Enclave, without question. ~Kouen [b]Bot Routes:[/b] No [b]Custom Meshes:[/b] Yes [b]Custom Textures:[/b] Yes [b]Custom Music:[/b] No

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1086 downloads

Uploaded:01-28-2008

-={OcTavius}=- Sith Lords Clan Skin

sl_octaviusv3.zip | 3.97 MB

[i]why?[/i] From what I can tell on the most basic of levels this is simply the original Anakin Skywalker model, parts of the robes have been desaturated, the pants have been desaturated, and the SL clan tags have been added to the shoulders. There are a few other minor tweaks here and there but that's basically the gist of it. At that point why even bother with the extra work when you could just put the clan tags on the original skin and be done with it? The changes made here are so unnoticeable and negligible that I would go so far as to say there was no point in making them at all, as they simply make the model look silly (for instance the sleeves of his shirt are black, but the front part is brown...?). I still don't understand why clan members feel like they should change a color here and there, put their name on it, and call it their own skin. I thought the idea of having a personalized skin was to look unique, not to look almost exactly just like the other 32,800 people who have downloaded the Anakin model. [b]Team Support[/b]: Yes [b]Bot Support[/b]: No [b]NPC Support[/b]: No [b]New Sounds[/b]: No ~Inyri

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6270 downloads

Uploaded:11-29-2007

Desert Eagle .50 Cal

desert_eagle_blaster_pistol.zip | 5.44 MB

annoying weapons to behold, in my opinion.(CSS has swayed my opinion to the P228 =_,=) Well, there are two versions within this pack, and this time, they\'re quite different, rather than just a skinjob. The standard nickel-plated deagle is decent, the model being of JaKaL\'s usual quality and the standard photosourced quality. My only discrepency would probably be the hand\'s ill texturing, but that is easily overlooked. The Tactical version has a decent model, and is actually pretty cool. One problem though: The FIRST PERSON IS TINY O_O+ The gun looks like a tiny little wuss, and we all know that Deagles generally ain\'t that small =_=. All in all, if I were anyone interested, I would say that the standard version overrules the tactical in terms of accuracy, but the tactical looks cooler, by a long shot. SUBMIT BANDWIDTH AS YOU WILL, FOR I WILL...do something. Somebody remind me to refill the threat jar eventually =_o. - Averus Retruthan

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5403 downloads

Uploaded:10-26-2007

Delta Force M-16/M203 w/ACOG and C-Mag

delta_m16m203.zip | 6.23 MB

weaponry, that basically means a standard machine gun rifle with a grenade launcher, scope, and drum ammunition cartridge. Quite lovely, really. The general model itself is quite exquisite, with what I\'m assuming to be another well-done photosourced texture. Not just one, but two! Standard black, and desert camee-flaj. =_= Yes, now you too can join Averus in his desert campaign to recruit the middle eastern fanatics to the cause =_,=. The first person was exquisite, as were the sounds. Granted, I\'m not certain if that\'s what an M-16 truly sounds like, but honestly, I don\'t care. It sounds marvelous regardless. I\'ve said my part =_= gawk at the screenshots and ENGAGE BANDWIDTH SUBMISSION. - Averus Retruthan

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8797 downloads

Uploaded:10-21-2007

Darth Nihilus

darth_nihilus.zip | 4.18 MB

within the hood\'s depths. Not very detailed, but perhaps the masses may overlook this. Luckily, the sounds may help, as they are true Nihilus sounds. Submit Bandwidth as you will =_o Bot Support:Aye NPC Support:Nay New Sounds: Aye Team Support:Aye - Averus Retruthan

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10974 downloads

Uploaded:10-07-2007

Soldier Customization

soldier_customization_v2.zip | 43.65 MB

Scout Trooper skins to fit for SP Use, and then to add some creative pepper =_= the author made a number of new skins to go in with them. Suffice to say, it looks like the entire gang is here, and I must say that this pack is definitely effective. Really, I could ramble on and on about this, but I daresay a good look at the screenshots will probably illustrate more than that, so I will simply poke the screenshots and run off in a nonchalant fashion _>[/quote]Looks like in this second version we have some new customization options, so if you liked it before make sure to pick up this update! Team support has not been included because, as the author pointed out, you can simply download the original releases of these skins and models which will not interfere with the customization. [b]Team Support[/b]: No [b]Bot Support[/b]: No [b]NPC Support[/b]: No [b]New Sounds[/b]: Yes ~Inyri

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10899 downloads

Uploaded:09-18-2007

Star Wars Saber pack

_swsaberpack.zip | 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

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2316 downloads

Uploaded:09-18-2007

Exar Kun\'s Staff Hilt

exarkun_staffhilt.zip | 176.68 KB

perfect for those of you who want to be Exar Kun in every way. ~AmosMagee

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1887 downloads

Uploaded:09-18-2007

Dragon\'s Wing Hilt

dragonswingv2.zip | 231.2 KB

awesome feature. A Unique saber that is certainly worth checking out. -Rink

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1564 downloads

Uploaded:09-18-2007

Crossbow

crossbow_if.zip | 535.76 KB

and shoots bolts instead of arrows? Yes, it’s that kind of crossbow. The model looks nice, and it certainly does look like a crossbow, it’s missing a few things. One of them is the string. Crossbows certainly don’t magically fling arrows, now do they? Well this one does – meaning (if you haven’t already guessed) that it has no string. Well, okay, that’s about the only missing thing on this. Anyhow, Inyri has made bolts (the short, fat crossbow variant of arrows) replace the fire for the blaster rifle, which the crossbow replaces. She’s also changed the model for blaster pack ammunition to a couple of bolts. Now, for some things that could be added: first is that there be a crossbow icon for weapon selection – because right now it’s just the normal blaster rifle. Then next thing is that the icon for blaster pack ammunition be changed to be crossed bolts. (Meaning you see bolts when you pick up bolts instead of seeing a blaster pack). And the last, main thing is that the string for picking up blaster ammo to be changed to something along the lines of “picked up a couple of bolts”. But those are only suggestions to make the model (not the model in itself, the modification as a whole) better. Inyri has included content in this to make it more enjoyable. One is that she’s changed the firing rate in single player so that it’s slower, and more realistic. She has also included sounds for it. Now, I’ve blabbed about this for long enough. If you like it, download it, and if you don’t, then do the opposite of what I previously said. ~Zach

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3243 downloads

Uploaded:09-18-2007

Classic Trilogy Lightsabers

classic_sabers2.zip | 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

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1541 downloads

Uploaded:09-18-2007

Cable Blade

cable_blade.zip | 4.95 MB

the author made a regular saber hilt that didn’t look too bad, then he added blades on each side of where the saber blade would be. And what do you get then? Something that’s scary whenever the blade is on or off. For a composite saber/sword, this doesn’t look too bad. I would use it! There are several different versions of this saber/sword, all with different coloring. ~Zach

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6384 downloads

Uploaded:09-09-2007

Alzoc 3 Capital

alzoc_3_capital.zip | 26.2 MB

earnest, a good chunk of the map has retained the nature of its previous counterparts, so let\'s see what our friend Lady Forge had to say about the previous \"version\". [quote]I must say, this is one of the most amazing maps I\'ve seen. After testing the map for the better part of a half hour (and I\'m sure I didn\'t test every area, it was that big) I only found one 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 inside 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 down 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. [/quote] In essence, the map pretty much has mostly additions and one subtraction I could note. For example, the Sky-high factor was subtracted in this version, and instead of falling to your death, you fall into a lower area with large pipes that slow eats away at your health until you get out. Should you find it, an elevator goes from there to a building with the glass doors in the previous one. This building has been renovated as well, the elevator you would have taken being the only functional one. The main addition was a new building. You\'re presented with a magnificent revolving glass door and a marble lobby. Quite magnificent. Going up the \'vator, one can then explore the new interesting interiors and MAKE MERRY =_=. Another small addition was a large catwalk that can be used for multiple purpose. Nothing too useful here other than a sniper and a glass platform. Other than that, it\'s almost like the previous versions, but with an atmosphere change(skybox, music, etc.) applied to it. Personally, however, I believe said change was for the better. I personally suggest you initiate Project Take A Look Around And See If You Could Use It. =_,= GIVE ME BANDWIDTH OR I GIVE YOU DEATH =_= Man, I love twisting and destroying historical quotes.. New Textures: Aye New Music: Aye Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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4419 downloads

Uploaded:07-12-2007

Bender

bender.zip | 6.19 MB

apparatus, whatever they may call it, is madly inaccurate. I noticed it immediately, because Bender has two horizontal lines (at least) in the show that function as lips. This one in particular, however, only has one, so it looks like he has teeth, not a grid. The model also has a slight lopside to it, especially when you duck. The saber also holds strange in the right hand. O_o However, minus all that, it\'s still an amusing model XD. There are a few variants: - Normal - Flexo(the Bender look alike with the goatee) - Gold Bender - Dirty Bender with Burgle hat =_= All of which, while perhaps not totally accurate, is still an amusing package. I could see this being an amusing addition to the community. SUBMIT BANDWIDTH NOW, OR AS BENDER HATH SPOKEN: \"Compare your lives to mine and then kill yourselves!\" Bot Support: Aye NPC Support: Aye Team Skins: Aye New Sounds: Aye - Averus Retruthan

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9854 downloads

Uploaded:06-24-2007

Dark Side SP

dark_side_sp.zip | 3.9 MB

have been switched around, such as Alora being Kyle, Luke being Tavion, etc. (To see a full list of character switches, read the readme). Also, some sounds have been changed so that the right characters have the right voices in battle. I happened to notice, however, that while viewing the cutscenes, the voices are the same, which does not quite fit the mod, as Alora spoke with Kyle's voice. :p Other than that, I had fun slaughtering the jedi with this mod. Give it a download if you want a little change to your SP. Heheh... Thank you! *Cough* No more RE4 for me...

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4643 downloads

Uploaded:06-06-2007

[CONTEST] The Emperor's Throne Room

duke_throne_duel.zip | 8.7 MB

recent JKFiles Duel Map contest, this one being the winner of the Intermediate skill group. As is obvious from the name of the map, this is perhaps one of the most famous locations out of Return of the Jedi; the Emperors Throne Room that sits atop the second Death Star. And a good recreation it is too! ;) First of all lets start off with the size. The map is a pretty decent size for a duel map, it is quite large, but it’s not too large. You could have a good duel in here, as there’s plenty of obstacles to jump over, duck behind and such as well as a couple of different levels to fight your way around. And of course, a couple of staircases as seen in the movie, I dunno why…but dueling up a staircase seems to be quite a popular feature of those old swashbuckling movies, I guess that kinda carried over to Starwars! Now, let’s move onto the architecture and detailing, always important parts of a nice looking and practical map! Firstly the architecture, obviously being a movie location based map, you cant really be as creative as you might an original themed map when it comes to the architecture, because of course its meant to look like the location in the movie! That’s also where the challenge lies, because it’s not easy to make a faithful recreation of a movie location. However Duke has done an excellent job with that here, and I would say…it appears as though he’s been looking through the ‘Inside the Worlds of Starwars’ books (kinda like the cross-section books, but for the locations in the movies rather than the vehicles). I noticed a few parts in this map like the holo-projector which don’t appear in the film, but are shown in a lot of detail in the book, so good job to the author on managing to fit those in! As for the detailing, I would also say that it is well done. Like I mentioned above, the author has managed to fit in even the areas that are not actually see in the movie, but that are in other books and stuff, which is always good. The windows are well made, and I believe they use a texture from JK2 that was used quite a bit on the old Stardestroyer FFA map, which looks good. The author also made the outside look pretty good too, so what you see when you look out of the windows is a pretty accurate representation of what the Throne Room tower actually looked like on the outside. One other thing is the nice rotating elevator doors, good scripting there. ;) Now, as always there are some areas of this map that I feel could be improved upon. The most major thing is the framerate, which was a little low in this map, at least for me anyway. High framerate is always essential to a practical duel map, though I’m sure people with more powerful systems (mines getting a little old, its getting an upgrade soon!) shouldn’t have much problem with that. There were one or two other areas in the map which maybe could have been more detailed, or textures that didn’t quite fit, but apart from that an excellent map here! So lets round up some pro’s and con’s: Pro’s: [*]Good recreation of the movie location. [*]Good brushwork. [*]Good use of lighting and textures, especially for the windows. Con’s: [*]Slightly low framerate for a duel map. [*]Textures in a few places seem a bit out of place. [*]It could do with a little extra detail here and there. Bot Support: Yes New Textures: Yes New Sounds: No New Music: Yes Game Types: Duel, Power Duel ~Nozyspy~

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11123 downloads

Uploaded:04-09-2007

Vincent Valentine

vincentvnew.zip | 4.92 MB

=_=. Ahem...at last, after many trials and tribulations, the JKA community is endowed with Final Fantasy VII's most famous antihero, Vincent Valentine. This model is nothing short of splend'rous, and to think otherwise MEANS HERESY. Regardless, this model's detail, texturing, and accuracy are superb to a fault. It looks almost exactly like the model used in Dirge of Cerberus, and perhaps even better than that. Included are not just 1, but 4 variants: The teamskins, a black version, and a slightly redder "Chaos" version. Ah yes, and SP Support Bah...uou fools almost had my hopes up when I saw Chaos in the selection XD I thought you secretly made Chaos and included it. CURSE YOU =_= Guess what came along with the good pimply Vincent? Yes, that is correct: Cerberus. For those of you unfamiliar with what I speak of, I refer to his trusty tri-barreled pistol made famous by DoC. The detail and texturing are nothing short of supreme, thus constituting the previous Heretical statement. The factors that initially confused me were the fact it changed the blaster pistol and why there was a saber of it. These actions were justified with custom animations and the idea of "pistol whipping" in mind. Sadly, there are a couple quirks: - Vincent's mouth isn't rigged: This was actually quite a problem in the forum, as there were a lot of complications involving the skin on the mouth. In short, it seems that they cut out mouth rigging. Perhaps it will appear in a second version. - Awkward choice for Cerberus saber attacks: While the idea of pistol whipping was a rather smart idea, the execution was a bit off. I would think that the dual saber attacks would have been more appropriate. Why? Because: 1.) It would look more as if he were pistol whipping in quite a couple attacks. 2.) It would involve use of his claw, which he used more for melee in DoC than the pistol. - The new animations have a few "flaws": For one, they are not compatible with JA+ users, which would be discouraging for those folk. Second, and while this is more of Raven's fault, the other guns will be shot with one hand. This is because Raven was lazy and decided to spam one stance for almost every gun in the game. Lazy fools. I shall lay death at their doorstep. - The NPC had a saber. Sort of stupid, but I suppose the agile disposition makes up for it. Otherwise, I would not pay attention to those flaws too much. Despite the flaws, I figure no mortal can resist the dark and mysterious disposition of Vincent Valentine =_= if they can, well then they have more gall than I. In that case, I would hunt them down and slay them so that I would rule still =_,=. ....QUIT READING MY GARBAGE TEXT AND SURRENDER BANDWIDTH ASAP. FILEFRONT DEMANDS YOU BREAK IT IN =_,= HAMMER IT WITH ALL THE PACKETS YOUR ISP CAN PROVIDE. Bot Support:Aye NPC Support:Aye New Sounds:Aye Team Support:Aye - Averus Retruthan

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5160 downloads

Uploaded:04-09-2007

Sora

sora.zip | 2.96 MB

Shady-D picked up the model and skinned and weighted it for use in Jedi Academy. The skin, while simple, definitely looks like Sora, and while there are a few parts of it I don\'t like (contrast! I can\'t see Sora\'s face unless I\'m 2 inches away from it!) overall it does a good job. The real pitfall of this model is the weighting. I\'m not talking about little tiny issues, either. I\'m talking about arm-breaking weighting flaws. By \"arm breaking\" I mean that during some animations sora looks like he has a complete arm fracture about 3 inches above his elbow - arms don\'t bend that way! Also during several animations portions of Sora\'s torso peek out through his jacket, as if a couple of individual vertices were weighted to the wrong bone. Also the shoulders leave something to be desired, though to be honest that\'s probably because the shoulders don\'t seem to have been modeled with rig deformation in mind. One other deformation error I noticed was with the mouth, but I\'m going to help out with this. I may be bad at a lot of things when it comes to weighting, but weighting mouths I\'ve pretty much gotten down to a science. The easiest way to get proper lip deformation is to weigh the lips .4 to their respective lip bones and .6 to the cranium. Weigh the verts in the middle .6 to the cranium and .2 to the right and left lip bones. Don\'t forget to do the same for the chin, as well! This should keep your model from looking like it had a stroke. Symmetry is the key. For those of you who aren\'t familiar with weighting, don\'t feel bad if I just confused you. Anyway, overall it\'s a good model. It has a few problems, but that won\'t keep fans from enjoying it, and it certainly wouldn\'t keep [i]me[/i] from enjoying it. Bot Support: No Team Support: Yes New Sounds: Yes NPC Support: Yes ~Inyri

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8011 downloads

Uploaded:04-09-2007

Solid Snake

snakev3.zip | 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

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1014 downloads

Uploaded:02-14-2007

New Sabercolors

newsabercolor.zip | 191.09 KB

are the changes? Well it looks to me like the author enlarged the glow of the saber, and a white core has been added, with a bit more contrast on the colors. Simple? Yes. How could it be improved? If the author had troubleshot the reason the orange color changes didn’t work, fixed them, and then had a complete pack. If you like it, then download it. ~Zach

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2029 downloads

Uploaded:01-09-2007

Cyberpunk HUD

cyberpunk_hud.zip | 28.21 KB

on the Elegance HUD, as you can see (The tic marks are very similar). Simple design, and it doesn’t look too bad. I thought the colors were a bit bland, as it’s all white. Maybe have each bar for health, ammo, shields and force be slightly tinged red, orange, green and blue. Or not. I’d just like a little bit of variation. Anyways, if you like the look of this, then download it. ~Zach (I stand corrected. It does not work in Jedi Outcast.)

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2765 downloads

Uploaded:12-20-2006

3MJ Space Station

3mjspacestation.zip | 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

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7123 downloads

Uploaded:11-10-2006

Exploration

exploration2.zip | 18.53 MB

doorway above the temple in the top of the village. This trigger allows you to blowup a hole in the center that is a secret area. 2) I also added a secret door that can be pressed inside the temple near the village. There are two new pics you can jump in from there. One lets you pull up a door to annoy people attempting the Jump. The other lets you knock people off who are trying to climb the mountain. 3) other small changes that aren\'t worth mentioning. -Acrobat[/quote] And since those are the changes, here is the original and detailed review of the map. [quote]Been a while since there was a big JK2 map. Quite a while indeed. Believe me when I say this one is big. Anyway, a run-down of the main areas. You\'ll spawn on a landing pad outside the temple. Look around. See all those little ridges in the cliff? Yeah, those ones. And the little holes? Good. That\'s a fully explorable cavern system. Anyway, let\'s ignore that, and look at the map itself rather than the out-of-the-way extras. Going inside, we\'ve got the temple set-up. Lava, pillars, doors and stairways. So far, so standard. I found the texturing here somewhat bland, like I did with the rest of the map. In the two back rooms, there are big floating blocks with pictures on them. Not attached to the wall, just floating. The lava doesn\'t reach all the way dwown, so if you jump in, you\'ll end up underneath it with only 60% hp lost - something the author should fix in a future version. Through the door to the left (from the entrance), you\'ll find a small jump challenge, and another two doors. The door on the right will take you to the council room. That place is a break from the usual mould - go see for yourself. Straight ahead, you\'ll come to the \"city\" area. Wide, open area with a large courtyard and a lot of wooden buildings to jump around, as well as a bit of rock climbing. Like everywhere else, the lighting is mostly ambient. Not much to comment on here, the screenshot explains it all. Back at the entrance again, the door on the right leads to a large duel room, where the duels take place on a floating platform. If you fall to the floor in here, you\'ll notice a massive glitch - you can see through the void. Try not to fall, though, because you can\'t get out. Behind the teleport point in the \"city\", you\'ll find portraits teleporting you to two other rooms. There\'s the long jump room, which is pretty plain, and another jumping room which involves vaulting - again quite plain. The one room that wins it, however, is the massive climbing room. It really is that big, and fun to try getting to the top of, although there are a few parts you can\'t possibly get past via legitimate means. One fun thing I found was getting to the top and jumping down, trying to land in the pool at the bottom - which brings me to another glitch, when accessing this pool from the tunnel below, it\'s possible to get trapped between the water brushes, as they haven\'t been appropriately caulked. OK, so that\'s the tour (with a few rooms omitted, for the sake of them being hidden). Now onto good and weak points. The good points. The map is big, there\'s plenty to explore, and there are plenty of areas which will give some rather unorthodox duels. Some areas are almost standard, but this map adds a somewhat unique twist to them. Structurally, the map isn\'t really lacking, although the architectural style is somewhat primitive it\'s very appropriate. Take into account this is a first map, and I\'d say it\'s leagues ahead of it\'s brethren. For things which need improvement, the lighting is uniform almost everywhere, although there are shadows and some entities have been used. At least it\'s not a -meta compile. Texture choices are somewhat plain, and in most cases not the prettiest textures which could have been used. Z-fighting shows up in quite a few places, and in some areas you can see right into the void. The sheer size of the map causes FPS issues at times, and some of the areas could be a little more closed-off. Some of the challenges are borderline impossible. I\'m really not going to bother sending Acrobat to the Master Sticky in search of tutorials - it seems there\'s more than enough understanding of Radiant here. As far as first maps go, it has all the cliché problems new mappers leave, but those habits will fade over time. It\'s very rare for me to see a map I enjoy playing about on, so kudos for getting through to the harshest critic, Acrobat. All I can really suggest is to practice and refine your technique. For the downloaders, I\'m going to be honest - there are better maps out there. However, should you want some fun rather than eye candy, and/or a fun little game of cat \'n\' mouse, this map should suit your needs well enough. There\'s certainly plenty of space for it. ~ Kouen [/quote] Bot Support: Yes New Textures: Yes New Music: Yes New sounds: No Gametypes: Free For All ~Zach

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1651 downloads

Uploaded:11-10-2006

Zora\'s Domain

zoras_domain.zip | 10.15 MB

accuracy in portrayal is actually quite high. Having played the game this hailed from before, I maneuvered around the map with high familiarity and nostalgia. The area is highly aquatic, yet the music is what truly sets the mood. A feeling of peace and quiet. I love that feeling, especially after an entire battlefield of young lads has been completely wiped out and their bones are being gnawed on by the ravens. Quite a satisfying feeling. The map has gun placements everywhere to make it a versatile battlefield. That\'s always a plus. My only concern was the repetitive textures in many areas. The worst case was perhaps the Jabbu Jabbu site. The walls were very repetitive and unappealing. It was too obvious. There were also certain areas where the map had holes in it. However, they were in areas people normally don\'t hang around, so I won\'t count that too much against you. For the author\'s sake, the areas were in the Zora\'s Fountain above the exit from the throne room, and a waterfall along the river. Otherwise, this was a decent map. The author has generally decided to include a Zora start up theme. However, the way it was packaged will not register it as a success. However, if you have enough knowledge to make it work, this could give you something to do. Offer your bandwidth to the Fishy Zora Men =_O! New Textures: Aye New Music: Aye Secrets to plunder: Aye Bot Support: Nay - Averus Retruthan

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8191 downloads

Uploaded:10-29-2006

Battledroid SP

bd_sp.zip | 13.55 MB

basics, you get a partial tradeoff for your Single Player adventure: imperials for battle droids. Personally I like the trade off, but naturally there are flaws. However, the author mentioned the voice problem, so scot-free for now. Hm..an army of cyborgs..yes. I think that shall do wonderfully. Oh yes, offer your bandwidth, if not for the change in combat, then for the fact that you\'ll need those machines TO DEFEND AGAINST MY CYBORG ARMY. - Averus Retruthan

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1628 downloads

Uploaded:10-05-2006

Zanzibar

jka_ffa_zanzibar_m3lk0r.zip | 29.72 MB

tri-vane in a large arch that turns due to some scripts, and on certain parts of the map there are smaller vanes. The map is completely walled in on three sides, with a beach on the fourth. Lets start with the benefits. The map is accurate as said above, and there are new textures/effects. There¡¦s a new model for a palm tree, which I liked. The author put some interesting effects, like crows in the sky and the foam in the water. Two things I liked that were from the original map was that they included turrets (still JA turrets instead of Halo ones :( but they still work) and also there were those pesky exploding barrels (watch it when they explode, they pack a punch!). Losses are both obvious and hidden. First, in the beach area there is a huge invisible wall (I hate invisible walls) If possible, there could be something else (similar to the trigger for vehicles that turn you back around). On one point of the wall, with force jump you can jump over the wall and walk UNDER the map! That¡¦s not supposed to happen. If you have invisible walls, put them here. Plus, on the turbines, if you jump in front of them or near them, they stop. I would love if they either carry you or crush you. One last thing is that the weapons should be more spread out instead of clumped in one or two areas. If you want a specific map (sniper-, explosives-, assault-, or saber-only) then just put the weapons you want in (this would be a great grenade and assault guns map, like the original). My last complaint is that the noises and music are there but don¡¦t work. Summary: Good map construction, some things to work on for a new version! (>ZemmurkTrooper

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15361 downloads

Uploaded:08-15-2006

-[SithLords]-Pack

sithlordspack.zip | 14.69 MB

So now they\'re supposed to be sith lords or something like that. Okay, so you have a bunch of black and white and gray Jadens, what can be improved? Well first off you could make it so that they don\'t overwrite the default Jadens when you load it. How does one do this, you ask? Look at the file structure for the skin, and eventually you\'ll figure it out. But the big thing here, is to make it so that your base Jaden skins are not overwritten. Why? Because when they are, every part is overwritten. There are other parts to this mod, like being only able to use force jump and the saber attack and defense powers, but the main thing in this mod was the skins. Bot Support: No Team Support: No Npc Support: No New Sounds: No ~Zach

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9638 downloads

Uploaded:07-18-2006

Ep3 like blades

ep3_lightsabers_alt.zip | 68.78 KB

been rounded out. It\'s been said in many reviews, and I\'m going to say it again. The saber blades in the movies are never consistent. They\'re always changing. I know! Why don\'t we make a mod that will cycle through all the different kinds of saber tips! Brilliant! Unfortunately, I don\'t think that\'s possible without any coding. Oh well. It\'s an idea. ~Zach

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10967 downloads

Uploaded:06-03-2006

Sith-J\'s Mygeeto FFA/CTF

sjc_mygeeto.zip | 11.01 MB

;) Anyway enough of that! :P Here we have a brilliant new map from Sith J Cull, this is certainly one I’ve been waiting for, and I know quite a lot of other people have been waiting eagerly for it too. Now where to start? Lets start with the size first. Now this map isn’t as big as some of Sith J’s previous work, but as he explains in the readme: [quote] I wanted to do so much more with this map, but time constraints this year have made working on anything JKA related very hard, so I made this little CTF/FFA map based on mygeeto blah thats it! hope you like it.[/quote] Not to worry though, as this map is still a good size for a medium FFA and a nice size for a good CTF match too, which is mainly what this map was designed for anyway. I don’t think Sith J has made many CTF maps, there are only 2 that I know of and this is one of them. I used to play CTF [b]alot[/b] back when I played JK2, so I always enjoy testing out new CTF maps to see what the gameplay and map flow is like. I couldn’t really properly test out gameplay on this map, because…well bots aren’t exactly as good as humans! The bot routing was still very good though! What about map flow though? I think it’s very good, this map could certainly make for some interesting CTF matches. There are basically two ways to get to the flag bases. Straight through the middle from one side to the other, or over a little bridge that connects from the middle of the map over to the side of the flag base, so you can try and sneak in. To make things even more interesting, the bridge is protected by what can only be laser-bolt proof glass. ;) So you cant just shoot at people from the side as they’re running along it! The look of this map is great, more Base JKA textures have been used here than normal, but that’s certainly not a bad thing! The texturing of the map is great. My favourite bits were the towers over the flag bases, the architecture on them looks really cool! The hills and BIG chunks of rock jutting up (they look like something from the planet Krypton in Superman) look great, they really add a sense of depth to the map. The dust hanging in the air looks cool as well, though it would have been a bit better if it fell like snow, just much, much slower. But I suppose you would have to edit the .efx file for that or something, and it could take quite a while to get just the effect you want (I know that from personal experience ;) ). All in all a very nice map here, I hope to see this played on some CTF servers out there! ;) Just before I wrap up my final review here at JK3Files, Sith J wanted me to mention that he wasn’t able to spend as much time as he would have liked on this map. Because of real life things and the fact that he wanted to work more on his new Tatooine map, he didn’t get around to finishing this map off to as high a standard as he would have liked. He also says that he will be releasing some other maps this year that he has been working on for a while, including: The Tatooine style Mos Kreetle. Complete with underground tram system, a bar, and a space port with the Falcon (inside and out) docked, and Queen Amidala’s Starship. After that its Kamino II. Then his Stargate map. He also says that the JKA-G mod (which will bring Starwars Galaxies style gameplay to JKA) is in the hands of a new coder so although at the moment progress is at a stand still, things will pick up this year. Well there we go, this is one map that I certainly liked, and I’m sure lots of other people will like it too! If you like the look of it, why not give it a download? ;) Bot Support: Yes New Textures: Yes New Sounds: Yes New Music: Yes Game Types: FFA, TFFA, CTF ~Nozyspy~

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5218 downloads

Uploaded:03-25-2006

Console Spawn

consolespawn.zip | 4.02 MB

SP part of this, because my JKA SP is messed up on my PC, but the MP parts worked great. I highly recommend this to anyone who spawns NPCs/vehicles, or cheats frequently. -Red

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5214 downloads

Uploaded:02-14-2006

DS-Online Clientside

dsonline_1.3_clientside.zip | 5.7 MB

in 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. ~Inyri

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5710 downloads

Uploaded:01-15-2006

Jedi Trainer Species Pack

trainer_species.zip | 5.24 MB

leg varieties. Unlike some similar models, though, there's more difference between each skin in this one than the others than just a few colors, which would probably be nice if anyone wanted this for an RPG server, or something of the sort. I really can't find much to complain about. Like I said, each skin is different, and textured quite well. One thing that bugged me, though, was with one of the torsos, where he seems to be wearing a collar. Maybe that's okay for a female model, but not so much for a guy. Other than that, it's good. I give it a 7/10 /-( Raptor522 )- Note: Yes, I am aware I put this in "Models" instead of "Skins"...my mistake, sorry, I'll do better next time. :)

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9514 downloads

Uploaded:01-01-2006

Mos Espa Outskirts v2 FIXED

sssid_mos_espa_outskirts_v2_fixed.zip | 21.46 MB

Sssid says he has now fixed this problem. So if you were having that problem before, you can now play this map problem free! :) Apart from that nothing else has changed here. However Sssid tells me that he hopes to update the map in the future, so I shall look forward to that! ~Nozyspy~ Here’s the review from the original v2 release. [quote]Well, here we have Several Sided Sid’s (you cant beat that name ;) ) latest version of Mos Espa Outskirts. And I can safely say, that if you loved the first version, you will love this. Now, there’s not really any DRASTIC changes, but there’s been quite a bit of polishing done. The falcon has been given a good going over, and looks much nicer inside now than it did in the previous version. There’s also been some new, more nicer textures used, some of which were supplied by Sssid’s friend SathiroN. There have also been a few more tweaks, not all of which are visible to the player, but increase the overall build quality of the map. Watch out for the new location of the famous can of coke, Sssid’s dropped it somewhere again ;) (see screenshot below for a clue) I’m very impressed also, at the overall quality of the map, when maps get to this gigantic size, its easy to miss bugs, and places that may not be built as well as they should. But the overall build quality of this map is very impressive, despite the fact that it’s massive. That brings me to the sheer size of this place. If you never saw v1, (for some reason v1 was never posted here :S) then you have to download this, even if its only to explore. This map is massive, and has loads of areas, from residential areas, to underground passageways, then to docking bays, there’s just so much to see here. This map is great for RPG’ers or anyone who loves Tatooine themed maps, or even anyone who just likes to explore. By the way, watch out for SathiroN’s ship in the SathiroN docking bay, that’s one fine ship! However, as with all maps, there’s always something that can be worked on. However, like I said, the overall build quality here is excellent, so there’s not that many things that I would think of improving. Its mainly just superficial details like textures that look a bit misplaced (there’s an archway into one of the buildings somewhere, I cant remember where, but the combination of textures on the arch, and the surrounding walls didn’t really mix well :/), and things like some stairways lacking clip brushes over them (so when you walk up, its smooth, you don’t bounce from step to step). Also in some places, the lighting from the sky looked a bit flat, and strong. However, its hardly noticeable, for the most part, the lighting from the sky looks fine :) Anyway, as I said, the build quality on this map is excellent. And the size and variety of this map will appeal to anyone from explorers, to RPG’ers. Well done here Sssid! This is definitely worth a download! ;) Bot Support: Yes (on a map of this size, that’s incredible!) New Textures: Yes New Sounds: No New Music: Yes Game Types: FFA, TFFA [/quote]

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2239 downloads

Uploaded:12-13-2005

Snowball Mod

snowballs.zip | 6.28 KB

new year, a new mod, and a new review :) ) What this mod basically does, for those who can\'t already tell, is give you some snowvballs to chuck at people. It replaces the thermal detonator, and lowers the damage somewhat. Firstly, I really enjoyed this mod, mostly because it\'s Christmas and I\'m in a festive mood - but also because it\'s actually not a bad mod either ;) You have both types of throw, as with the thermal detonator, one which bounces (slightly more than a normal snowball would I might add,) and one which puffs in a cloud of snow upon impact, leaving a white splodge behind. The effect of snow splatting up is a bit odd-looking, more like blobs than the powder you\'d expect, so when you release this mod again next year, maybe have a look into that ;) Overall its a true seasonal mod, which best of all, is really fun to play with! Sure the novelty will wear off by January, but till then have a blast! ~Szico VII~ (It appears the file uploaded to our servers had somehow become corrupted, so I\'ve reuploaded and posted the file.)

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8281 downloads

Uploaded:11-29-2005

Stance and Animation Modification

stancesanimations.zip | 16.85 KB

uncomfortable and unpleasant, and don\'t mesh as well with the combat animations as the new strong stance does. Strong stance looks like like the normal medium stance, but it has that \"heavier\" look about it. I like it much better than the default strong stance. The real treat of this mod, though, is the blaster block animation, taken from one of the many katas. It looks really cool when you use it, and despite the fact that I don\'t like those other two stances I may keep it just for that. Whether or not you like the stances, however, is entirely a matter of opinion, so don\'t take my word for it - check it out yourself and see what [i]you[/i] think. ~Inyri

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39217 downloads

Uploaded:11-25-2005

Q3E Minimizer

q3e_minimizer_151.zip | 440.32 KB

fixed. I checked up on some of the fixes listed in the readme and they do appear to have been fixed. So yeah... get the latest version, even if just because you like to feel on top if things ;) By the way, In case you couldn't tell by the name, this is a small utility which will minimise any games based on the Q3 engine, such as JK3, JK2, Medal of Honor, Quake1-4, Call of Duty e.t.c with a quick key combination. Extremely useful in my opinion, and removed the need to have different minimisers for different games :) ~Szico VII~

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63077 downloads

Uploaded:11-02-2005

Star Wars Episode III JKA Map Pack - Part 3

sjc_epiii_mappack_part3.zip | 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~

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22090 downloads

Uploaded:08-30-2005

AnakinVM

anakinvm.zip | 4.9 MB

model as compared to Mars' usual work. The skin was only so-so, and parts of the model deformed horribly. I know from experience that those particular sections are some of the hardest to weight (the shoulders, especially), but I would've expected something cleaner from an experienced modeller like Mars. As for the skin, the hair looks very unrealistic, the hands are a completely different skintone from the face, and the face is blurry. The model is quite good, but it's screaming "rushed!" at me. That said, it's still one of the best Anakin model's I've seen. And trust me, with all the reskins lately I've seen a lot of them. Because we are the lucky group we are, Mars has given us bot support, npc support, and movie sounds. There's team support, but the team skins are the same as the default skin. He also gave us Vader, to go with Anakin, so you can enjoy that model again! This isn't the best work I've seen from Mars, but it should certainly tide many of you over who have been waiting for a good Anakin model. Bot Support: Yes Team Support: No New Sounds: Yes NPC Support: Yes ~Inyri

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5483 downloads

Uploaded:08-25-2005

New SP Species

speciespack.zip | 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

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2433 downloads

Uploaded:08-24-2005

Hidden Mine (Siege)

siege_mine2a.zip | 19.93 MB

can't really talk about the objectives and things, because for me to test that I'd have to play it with someone on a server... but I can talk about the layout and design of the map. This map most certainly is big enough for a siege map. Numerous passages and areas make it easy to find ways to where you need to go, and to have some nice battles. The flow of it is nice, but at times it is a little confusing. There are various map weapons, such as automatic turbolaser guns to shoot the enemy, the lazer turrets that you can control youself, and some button-activated laser turrets as well, all spread through the map. The atmosphere is excellent. In the outside areas I'm pretty sure the author used a Sun Light Entity to give nice looking shadows, but without making anything too dark. I'm not exactly sure about this, but I think the author may have created new skybox and lava textures. The lava moves and stretches in ways I don't think I have seen before, and the skybox moves as well. It moves in layers, to help give depth to the clouds. and a much better sense of realism. The mountains in the outdoor areas are a little lack-luster though. It seems a little too blocky, and the textures seem a little too repetitive. Stretching/fitting the textures, or a different texture alltogether may have solved this problem. I would recommend to the author the program [url="http://www.map-review.com/index.php?page=tutorial_view&id=12"]EasyGen[/url]. It is very good for making mountains and hills (link is to a tutorial, and that has a link to the program). The author seems to have a very limited knowledge of curves, seeing as in numerous places on the map, there should be curves, but instead the author has resorted to cutting the brushes himself to resemble curves. It's not so bad, but it is one of the things that really takes away from the map. Probably my favorite part about this map is that rather than using Stormtroopers and Rebels and the like, it takes you back to the older days with the Rebublic and the Separatists. It comes with the all the models for it, so no need to download them separatly (the authors of all models have been credited by means of placing thier original readmes in the .zip). [u]Bottom Line[/u] Nice to see a new siege map. I hope to see some servers running this, and hope for an update too. Bot Support: Impossible for Siege ;) New Textures: No New Music: Yes ~ Innocent Hawk

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8595 downloads

Uploaded:07-26-2005

Arevass

arevass.zip | 5.42 MB

literally couldn’t find any bugs on this map. The ONLY things I could think of to improve (I personally believe that a perfect map is IMPOSSIBLE) would be to make it just a little bit bigger, maybe having an area with a large cave or something that you could go in. The only other thing, would be the portalsky, the texture on it looks a bit too stretched. The only way to fix that, that I am aware of, is to make a larger texture for it (for example, on my Mustafar map portalsky I used a 4096x4096 pixel texture, insanely big, bit it did get rid of that nasty stretching). Now onto the good bits, which was basically 99.999999999999999999999999999999999999999999% of the map. The water…..oohh the water. It looks really beautiful, and extremely realistic. And the water lapping against the shoreline and the rocks in the water (which is based on one of Sith J’s shaders) looked just brilliant. The terrain looked brilliant too, also extremely realistic. The use of models to create the cliffs around the map is also very well done. There’s excellent use of lighting and textures in this map (the sky looks beautiful), and some excellent shaders too. Such as the banner (originally a texture from the Korriban texture set) which looks like its moving gently in the wind. Also, the rainbow type things in the map, like the one that is in the waterfall (just like they are in real life) are something I’ve never seen in a map before, so when I saw them, it totally blew me away. Now for the sounds, which again, were used brilliantly. The tweeting birds, the music, it all fit in with the map really well. I always think some fitting music, and especially ambient sounds, add to the feel and realism of the map, and it certainly did here! Excellent job m8, you have made a map, that I’m sure even the guys at Raven would be proud to call their own ;) I seriously cannot wait to see more work from you :) C'est bien fait! Bot Support: Yes New Textures: Yes New Sounds: No New Music: No Game Types: FFA, TFFA, Duel, Power Duel ~Nozyspy~ p.s. I just read the readme again, and it says there’s a secret :eek: I will be having a look around for it ;) See if you can find it too, hehe.

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1880 downloads

Uploaded:07-10-2005

Bespin Streets

icm_ctf3.zip | 1.86 MB

Bespin streets is based on... can ya guess... yep, thats right, bespin. Ion has in my opinion done a very nice job with this map. This is a medium sized CTF map in reference to actual playable size in my opinion, and is relatively small in DL size. The FPS should be pretty good regardless of the type of cpu your running. The general layout is smooth flowing from one side to the other with simple, but effective architecture. The texturing was done really well, with few if any errors. Lighting as well was done fairly well. I looked around this map for a some time trying to find somthing wrong and couldnt. I do not know if this is a re-release or not (date on readme), but either way, if CTF is your game style, check this out! Nice job Ion. :) Botroute: yes - ~LK~

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9016 downloads

Uploaded:07-05-2005

Serra Keto with Sounds

s_serra_keto_with_sound.zip | 976.19 KB

be on JK3Files, so that\'s an added bonus! I\'m hoping the author of the sounds doesn\'t mind that I added him [i]and[/i] Mars as the author. Since this model isn\'t yet up on JK3Files, I feel the need to critique it as well. My first impression of it is that she is quite stocky. It doesn\'t seem to look that way in-game, but in ModView she looks a bit heavy-set. The skin itself seems rather good, except in a few areas, and despite the proportions of the model I like it well enough, and may actually keep it. Now for the sounds, added by Kurt Libengood. He says he ripped them from the Episode III game. Now I don\'t want to know any more about that, because odds are it\'s not legal, but a few sounds never hurt anybody (nor made anyone not buy a game - that\'s the point of a EULA, right?) so I\'m going to let them slide. They seem to fit the model, and as I have no idea who Serra Keto is I can\'t comment on it any more than that. I [i]can[/i] say there was a particular taunt I absolutely adore... \"They\'re right, the dark side [i]does[/i] make you ugly.\" Made me laugh quite hard :p So for a model that had no original sounds, we now have some. Hopefully Mars doesn\'t mind his model being posted here along with all the rest. Good job on the model Mars, good job on the sounds Kurt, and may the community enjoy! Bot Support: Yes Team Support: Yes New Sounds: Yes NPC Support: Yes ~Inyri

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4622 downloads

Uploaded:07-04-2005

EP 2 Saber Sounds

ep2_saber_sounds.zip | 481.18 KB

same . if you are a fan of ep2 this one is for you elros

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7883 downloads

Uploaded:06-30-2005

Hotel Coruscant

hotelcoruscant.zip | 5.67 MB

originally made to the Movie Battles mod, you can tell by the fact that as you run round you may run across some objects that have a health meter but having never played the Movie Battles version, I have no idea what they do, if anything. I am very impressed with the features of the map, there is a lift which takes you between the floors, although if you are not quick enough you can get stuck in it. If lifts aren\'t your style you can still take the stairs Id say this would make a good role playing map, Even the size of the map doesn\'t affect Duel and PowerDuel game modes, you will always spawn on the roof giving quite a decent duel area. My only gripe with the map is the lighting level on floor 10, it is just that bit too dark, this was probably relevant when the map was in Movie Battles. The map doesn’t have bot support, which is understandable; you can’t teach old bots how to use new lifts All said, generally a very good map. Bot-Support: NO New Textures: YES New Music: NO -TheSpike-

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306 downloads

Uploaded:06-26-2005

Imperial Intelligence Skins

imperial_intelligence_skins.zip | 1.35 MB

read-me of a file he borrower, namely RaSiN HeCk\'s Lt. Ors skin. These skins are basically a red-colored version of the Galak skin and RaSiN HeCk\'s Lt. Ors skin. While seemingly simple, I do like them well enough, especially since the author did attempt to customize Galak\'s face a bit. The mustache he added looks a little funny, but you can tell the effort is there. Use some hair brushes next time, though. You\'ll be amazed how simple it is to get great accurate-looking hair with a simple stroke ;) On to the technical. As I said, there are two versions of this: male and female. Very thoughtful on the author\'s part, if I do say so myself. No bot/NPC support, and no team support. It\'s a good start into the skinning realm, and I\'ll look for more complicated skins from you in the future. Keep it up. Bot Support: No Team Support: No New Sounds: No NPC Support: No ~Inyri

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18317 downloads

Uploaded:06-21-2005

Asajj Ventress

asajj_ventress.zip | 886.89 KB

have bot, NPC, and team support, but no new sounds. Add this to your list of female models! Bot Support: Yes Team Support: Yes New Sounds: No NPC Support: Yes ~Inyri

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4328 downloads

Uploaded:05-21-2005

Clone Wars Saber Sounds

cwsabersounds.zip | 1.82 MB

to get a bit boring after a while lol. The only thing that bothered me was that sometimes the different sounds sounded a bit strange when you did several swings in a row, as it might go from a small hum, to a powerful hum on different swings, but still, a really cool mod, one that I will be keeping ;) Nice job mate. ~Nozyspy~

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76806 downloads

Uploaded:04-23-2005

JAM's JK2/3 Kill Tracker

jamktv2.zip | 1.59 MB

tracking (obviously) 2. Spam-echoer 3. JK2 and JA support 4. Note and friend lists 5. Message configurator with a command variable help, color scheme help, and a preview window 6. Media player with playlist capabilities 7. Update check (click JAM in the main browser) and contact information Having been around since the first days of JK2, I've seen all the kill trackers and never been impressed. Whenever someone joined one of the clan servers I played on and I saw that exacerbating kill tracker message, I repeatedly used my "kill tracker off" bind or spammed the same message in the console. To me, "!kt off" was the only good thing about them. JAM's version may have changed my mind about that. While I still don't see the need to publicly track your statistics, the auto-message feature and music options are definitely an evlolution from the early versions. I realize that those options have been available for a while, but as a graphic designer, the ease of use, graphics, and media player feel make JAM's version my choice. The readme for this program is located by default at: "C:/Program Files/JAM's Jedi Knight KT/readme.txt" once it is installed. Technical Data: Pros: 1. Very easy to use. 2. Gorgeous layout. Cons: 1. NA Rating: 10/10[/quote] A few usful things have been added in v2 and a few fixes too. The interface looks much more slick now, I felt the first version looks a bit big and clunky. The black colour has been added to color schemes now, thats great since alot of people use black in their names. Good job JAM, this is a great tool for recording your kills, playing music, adding friend lists and more. Once again this version works for both JK2 and JKA, update it now! -Rink

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44390 downloads

Uploaded:03-29-2005

Jurancor Park

sjc_jurancor_park.zip | 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

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4799 downloads

Uploaded:02-08-2005

Manaan Beta

manaan_beta.zip | 3.56 MB

guessing it is. Not because it\'s a bad map, but it definitely has an amateur touch to it. Every room is quite expansive, too expansive, that is. The hallways are long and wide. Each room does have something in it - the Falcon, a clump of cargo boxes - so the mapper did get the concept of adding obstacles. However, the rooms are just so big, there\'s almost no point in putting anything in them. There are these other rooms that have these interesting fountains in the center, which I like very much. Overall, though, this is not one of my favorite maps. It\'s just a bit too bland for my taste. I found a few technical errors here and there. One thing that should be changed is that you can jump off and into the water at the edge, but there\'s no water and you don\'t die. Anyway, nice attempt here. Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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2101 downloads

Uploaded:02-01-2005

Jurancor Park Teaser

jurancor_park_teaser_sjc.zip | 19.34 MB

my favorite soundtracks, too). This is definitely the most anticipated maps of yours for me. You definitely need to make sure FPS is high. I can\'t wait for this map. I\'m reviewing it when it comes out - I totally call dibs on this map. ;) However, here\'s how I want to test it - I want a personal tour from you, k? :D Oh, and while I\'m asking for stuff, can you make me a personal map just for me, too!?! ;) ~AmosMagee

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17819 downloads

Uploaded:02-01-2005

Anakin Skywalker Episode III

anakinjk_3.zip | 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

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8707 downloads

Uploaded:01-24-2005

Padme\'s Apartment

padmes_apartment.zip | 22.62 MB

frustrated that I couldn\'t go up the staircases in this map. And they look so freakin\' inviting too. The textures used are just beautiful. Everything is so opulant here, which is just what I\'d expect of Padme\'s Apartment. My absolute favorite part of this map is the area with the couches. That area is just gorgeous and perfect. I really like the animated, neon billboards just outside. And there are a few pads to duel on. Seems to me this would be a perfect Powerduel map. But it\'s a bit too small for a large FFA. Nice work, Onobi. Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, Duel, Powerduel ~AmosMagee

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9390 downloads

Uploaded:01-20-2005

Sex Kingdom

sexkingdom.zip | 3.7 MB

won\'t mind putting on your server. You won\'t find clan tags or pictures plastered all over the map. In fact, I was pleasantly surprised by this map. While I\'m not fond of all of the lighting used in this map, there are some areas that are just pretty to look at. Fortunately, it\'s also a fun map to play. There are some areas where the water rushing by looks as though it will sweep you under and over a waterfall - and that\'s exactly what happens. There\'s a bedroom in this map, but I like it. Generally I\'m not a fan of clan maps that include bedrooms because they\'re usually plain and useless. Not in this case. The bedroom is quite lovely, with a bath that I would LOVE to have in my own room. There are plenty of places to duel and FFA. Weapons are well-placed, so is the ammo. It\'s too bad no new music was added, but that\'s not a huge complaint for me. I did find some minor z-fighting in a few places, but it\'s not enough to be an issue. My FPS was decent. Overall, this is a good clan map that I wouldn\'t mind placing on my own server if I still played JA. :P Bot Support: No New Textures: Yes New Music: No Game Types: FFA, TFFA ~AmosMagee

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37364 downloads

Uploaded:01-19-2005

ForceMod III - Return of the Sith - v1.01 Patch

forcemod_iii_v1.01_win32_patch.zip | 4.68 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 Windows. ~AmosMagee

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5443 downloads

Uploaded:12-16-2004

Darth Maul

darthmaul_byzero.zip | 296.61 KB

looks great! Okay, this skin isn't bad or anything, but what's different from the original that it's based on, except the colors and maybe a little bit of design of the face tattoos (IF that's even changed at all)? There's no bot support, no team skins, no new sounds. Hmm. Not staying in my base folder. Bot Support: No Team Colors: No New Sounds: No ~AmosMagee

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11396 downloads

Uploaded:12-16-2004

Nina Mod 1.5

nina_1.5.zip | 36.19 MB

As a result, she is neither Sith nor Jedi, but is host to a number of neutral powers and one power of each side of the force. I believe the author describes her well when he says: "But talk about money with her, and she’ll become your best friend." Larry has proven that he has a firm grasp of Radiant with this latest addition to the Nina storyline. If you want to see the original review and screenshots, go here. In addition to the original mod, Larry has added a third level to the mod based on Tatooine. He has done a wonderful job of capturing the SW feel to his levels, even though I think he could have supported it with a better storyline or more expansive levels. The only bug in the mod was the lack of voices. There ARE cutscenes, but the author seems to have left out the audio bytes for each scene. Overall, I felt wanting for bigger, more including levels. A custom skin for the heroine wouldn't have hurt as well. -Sared

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47382 downloads

Uploaded:12-07-2004

Deathstar Trench v2.0

deathstar_trench_2.zip | 10.58 MB

place, you can choose between the X-Wing, A-Wing, and Y-Wing. You then go through hyper space, and arrive at the Death Star. What could be better? Your opponents are waiting on the other side, that's what. The other team has access to all kind of Tie Fighters, even a real strange looking one. Look at the screen shots below, I’m sure you will be able to spot it. That one is my favorite. You can choose the vehicle you wish to have in the game, by going to one of the control panels. A name will appear on the screen, it tell you what it spawns. You can then spawn it, and start flying it around. Be careful if you choose a rebel vehicle. There are turrets on the Death Star, that would love to put a hole in you, if you know what I mean. ;) Don’t let your mind wander though, if you spawn in one of the hangers in the Death Star, make sure you are in a vehicle, when you exit the hanger. There is no air outside of the hanger, so you better be in a vehicle. Near the end of the trench, there is a hole on the ground. Aim at that and fire. You will see an explosion effect, and you get 25 points added to your score. I couldn’t really find any bugs in this map, which makes me very happy. I did though have trouble approaching the Y-Wing. Every time I got near, it shot me. :PThe author also included version 2 versions of this map. The first version just has the basic ships. The second has all the ships. The author also put the proper credits in his Readme, even giving credit to the vehicles. You need to unzip all the .PK3’s from the .zip. One is the map, the others are the vehicles that the maps uses. Great Job Dude! Bot Support: No New Textures: Yes New Music: No Game Types: FFA, TFFA -Airm

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2657 downloads

Uploaded:12-03-2004

Luke Skywalker SP

luke_skywalker_spmod.zip | 1.1 MB

as Luke and meeting Luke, which is pretty weird, then have fun. Luke's saber was a bonus that kinda adds to it. Warning though, it'll replace your saber and Kyle in MP too. -Rink

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42541 downloads

Uploaded:10-20-2004

Episode III - Mustafar Duel/FFA

episode_iii_mustafar_sjc.zip | 13.77 MB

don't know what the rumours are for the final movie of the trilogy. Apparently it involves lava. James never fails to impress me with his maps. Mustafar is no exception. You did surprise me, James, by making this a duel map. You never do duel maps! And frankly, I don't see this as a duel map at all. It's clearly FFA. The weapon placement is great and there are lots of weapons. There are places where you'll need to press buttons, use force or your saber to get to where you need to go. I love how interactive the map is. And it's just gorgeous. Unfortunately, there are some FPS issues when you step out and see the incredible scene of the lava pits, volcanoes and the pad above. Now let me describe this map in order of screenshots. When I first entered the map, I spawned in this room and it wasn't exactly all that great looking, though I love those doors. I saw this panel over by the window that looks out and I love to press buttons, so I did. And look what happened. :) That would be fun to play with. I like how James incorporated the "natural" surroundings with the building. It feels like this was built in the side of a mountain. The pit over there is inviting for those of us who use grip and want to toss someone down into the lava. :D And I just have to say that I LOVE the windows in here. That weathered look is great. Then I stepped outside and my FPS plummeted. ;) But that's okay. This looks amazing! The terrain is uneven and beautiful. The structure in the center has a few interesting things going on with it and then when you get to the top, things just keep getting more interesting. There's a room to the side where you'll need to figure out (it's easy) how to get inside. Press a button inside and voila! Now anyone dueling on that pad will be electructed! Fun! I thought that was the end of the map, but then I discovered that there was a bridge to another area. I followed that and went through a few rooms 'til I came out on the other side of the volcano. I followed the catwalk until I came to boxes that were blocking the path. Took care of those, and almost fell, but managed to stay on and found my way into that one corridor with the red grating on the bottom. And then I was thankful that bots are really stupid, so I was in no danger of being dropped into the lava below. As always, wonderful job, James. I don't know how you keep doing it, but your maps are some of the best produced. Keep at it!

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3889 downloads

Uploaded:10-19-2004

Chicago Streets

chicago_streets.zip | 21.41 MB

JK2. The first version was for JA. And it had some terrible FPS issues. Chicago Streets for JK2 though, has great FPS. Of course, there are no speeders or lockdown feature, but it's still a good-looking map. [quote]Hmmm. Where do I begin? Y'know, I think I'll start with the music of all things. I am so rarely impressed by the choice of music for maps, and the five minute mp3 included for this map works fairly well. I also just really like the music. It has a very dark, like, detective feel to it. I was tempted to hide in the shadows cast on the brick walls surrounding the map and sneak around the perimeter, humming along with the mysterious music. In fact, the music alone made me long for a good detective-like map. Y'know, like, a 40's noir kinda thing - complete with a detective's office high up in a building, with rain pouring down, a desk littered with cigarette butts, an old phone and an empty bottle of whiskey. A bare lightbulb burning overhead and a dented file cabinet in the corner. Okay, you get my point. Fortunately, this map lived up to my expectations when I first heard the music and spawned in a dark street with several empty wooden boxes around me, although I guess 15 frames per second isn't a great way to start off. My FPS did improve in other areas of the map, but not in the areas that I would've wanted to duel. Szico included several speeders and a short street raceway that was really a satisfying jaunt. I suppose the most impressive room was the bedroom, though everything seems a bit oversized (Easy for fighting though). The same can be said for the bar and barstools in the McDonald's down the street, and the picnic tables outside. It seemed that everywhere I turned, there was a scrolling neon sign with clan tags and names. The bar in the Pizza Express was way too high and the chairs and tables are only there for decoration - you can't really sit in a chair. The clan room, for lack of a better term, was nice. I did like the lockdown feature - but I was most grateful for turning off that darn alarm thing. Rawr. I am glad that Szico didn't make an office for each member of the clan - that is a pet peeve of mine. The best place, in my opinion, for a good duel is the area below the clan room. So I guess this is one of those maps that you just kinda hang out on. I can't imagine a good FFA on this map simply because of the FPS I got on it (although it is probably due to my Graphics card.) Szico claims this is the final version of this map and he added quite a bit to this version, including new textures, better bot support and more secret areas. So for those of you who are a fan of the previous versions, you should download this final map. And for those of you who haven't seen this map before, it is worth a look. Pretty darn impressive for a first map. I can't wait to see what Szico designs next! [/quote] Great work, as always, Szico. :) Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, Duel, CTF ~AmosMagee

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10325 downloads

Uploaded:09-18-2004

Naruto Skinpack

naruto_skinpack.zip | 1.12 MB

many people. But googling for the characters I was able to find that the skins show similarities to the anime counterparts. As you can probably guess it uses the cloud model, looking at the pictures I\'ve found I guess it makes sense for the hair. But are there no other models out there with shorter hair? Well the skins look incredibly flat, no real texturing to the body or the face for that matter. I do like the Kakashi skin more though.. It looks as though more work has been put into it. I\'m not too keen on the Naruto skin because well.. That orange jumpsuit looks like it\'s attached to him. A little texture on the clothing could go a long way to making this skin look better. I\'m not too fond of the face either, although you can see the similarities between it and the anime character. The model picked just makes the face look long yet comical. Points given for it being a first skin and for some attempt to resemble the character. Now the Kakashi skin, I like this more than the Naruto one but it isn\'t all that much better. For this skin I think the hair is really the let down to it. Again it looks flat and lifeless, that could be solved with a bit more complex texturing perhaps? The clothes also look a bit lifeless but at least you can somewhat believe that they are clothes instead of painted skin, perhaps because it\'s not just one colour? I\'m not sure but I do know I think it\'s not too bad a skin. Now both skins lack sound, team and bot support, although sound and team support are hopefully going to be added in future versions of the pack. Kudos for the first skinning efforts and I hope you try and add a little extra detail into the skin. Skin Stats: New Sounds: No Team Support: No Bot Support: No -Mithran-

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3566 downloads

Uploaded:09-16-2004

21st Century Gun Sounds

21st_century_gun_sounds.pk3.zip | 798.24 KB

normal fire), especially the explosion of the thermal detonators. Download and take a hear for yourself, this was certainly done well. -Shahadi

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615 downloads

Uploaded:09-13-2004

Sev\'Rance Tann v1.1

sev_rance_tann.zip | 520.19 KB

tan uniform. The texture of her skin on her face is a little funky ... very alien ... but kinda cool. The team support is what you\'d expect - the uniform\'s colour changes to red or blue. But there are no new sounds. And this skin really needs new sounds, or at the very least a custom taunt. Bot Support: Yes Team Colours: Yes New Sounds: No ~AmosMagee

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24243 downloads

Uploaded:09-07-2004

Syndicate: Initiation

syndicate1.zip | 24.95 MB

level. It was done really well ... not just the mapping, but the animations and the sequencing and stuff. This is not one of those levels where you just fight a bunch of spawned NPC's. This was quite well thought out. In fact, the whole level is mostly puzzles. I'm horrible at these things. So I did use the walkthrough that was provided (it'll probably be posted by the author later in the comments) and even then I had a bit of trouble with the second puzzle. If you enjoy a good continuing story, a pretty map, challenging puzzles and great production, download this now. I've heard nothing but great things about this mod. And I actually played through the whole level and was quite satisfied with the end. :) Great work guys! ~AmosMagee

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50686 downloads

Uploaded:09-02-2004

FFA Episode 1 2004

ffa_episode1_2004.zip | 30.87 MB

lot new here. I found one room that was added on, but really the only purpose that hallway serves is to house a few more weapons. The map is definitely signiture LDJ eye candy and the FPS is quite telling of that. I have a decent system (not the best, but not ancient) and I was getting about 20 FPS in that one big area with the things ... y\'know, those big glowy things. What are those called, damn it? Oh, and those red shield things ... those were changed a little. An animation was added and it just looks a lot better. There is one thing that I remember from one of the older versions and that is that we were able to go outside to play. But that\'s blocked off now. It\'s all just to look at. :( Anyway, for those who are experiencing LDJ\'s maps for the first time - I\'m sure you\'ll enjoy this map. He\'s always quite accurate and detailed. And the JK2 version was a lot of fun, at first. I have to admit, I got bored after the novelty of the map wore off. My biggest complaint about this map is, of course, the FPS. While the gameplay is great on this map (okay, I do have a lot of memories of being pushed, pulled, gripped and thrown off into the pit, only to be saved by one of those walkways and jump up behind Shroom and kick him off ... heh heh), there\'s nothing here that most of us haven\'t seen before. I\'d like to see LDJ create a new map that\'s all about the gameplay and less focused on eye candy. Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA, Duel ~AmosMagee

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36201 downloads

Uploaded:08-06-2004

Matrix Reloaded FINAL

matrix_reloaded_mp.zip | 31.84 MB

than I remember. The new textures are nice. The Blah Room is interesting. Thankfully, many of the teleports are labeled, so you know where you\'re going. There\'s a new nightclub added. And there are some great duel areas added. Now onto what I really was impressed by - the bonus maps. :D The Kill Bill map is lovely. Snow falls all around the place where that famous huge fight happened. The textures I just love, the lighting is great, and it seems fairly accurate. I adore this map. FFA Streets is also a great map and reminds me of a duel map I used to play on. I love that night city look. The neon lights, the buildings, all of it looks wonderful. Oh, and it totally has a ship, just like JK2\'s FFA map NS Streets. Don\'t judge this final version of the Matrix Reloaded by the screenshots, you need to download the map and play it to really get a feel for it. I love what Nathan\'s done with the swoops and the track. Great map! Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, TFFA, Duel ~AmosMagee

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1615 downloads

Uploaded:07-30-2004

Luke and Mara 1.0

lukeandmara1.0.zip | 10.36 MB

you\'ve played the single player game for JK2, then it will. Once again, is anything here originally this author\'s? Nope. But he did sort of give credit in the readme. Anyway, download this if you\'re bored with Kyle, Jan and Luke. :) ~AmosMagee

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29995 downloads

Uploaded:07-30-2004

Old Ben Kenobi

kc_oldbenkenobiv1.zip | 3.3 MB

Wars Trilogy. This model looks almost Life-Like. Personally, I think that this model and the skins made for it are all awesome. The taunts are perfect, the model is perfect. If i could put this on a rating scale, it would be off the scale. Bot Support: Yes Team Support: Yes New Textures: Yes Taunts: Yes - Spectrum

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22048 downloads

Uploaded:07-15-2004

Zion

zion.zip | 25.3 MB

pool, Hanger, Space Battle Zone \"with one mean Slayer Class Battle Ship\", Wild West Town, Lake with Jet Ski Race Track, Fluffy\'s pen, multi duel room\'s and more. (quote of readme there). The simple fact is it\'s huge, there are lots of places to go and a lot to do. Visually the map isn\'t always stunning, many areas lack detail, [i]however[/i] the good use of lighting (except the occasional dark spot) and some of the structures are simply stunning. The main area is the large corridor that connects all the areas together, this has been done simply but quite well, pillars to support the roof, a central raised arch and the occasional statue mean it\'s not amazing but it certainly is pleasant and has space to fight in. The rancor fighting area I think is close to perfect in the way it works; you have a viewing area very high up with glass floors and then small elevators to go down to where the rancors are; the room is grass on the floor with decayed walls; it would have been perfect if the floor had been uneven and there were a few broken stones but you can\'t ask for it all! There is a bar in here that has some music you\'ll recognise, felt a bit like a walk down memory lane hearing it. Also the space idea while not brilliantly done is something different, it\'s fun to say the least and makes an interest added bonus to the map. Mix in with all of this the music, especially in the \'Wild West\' and it\'s a great map. As I\'ve said, it\'s not amazing in it\'s detail - in fact it lacks detail in most places but it is a good map for many other reasons, it\'s just very different in how it looks and feels; my second map this week I\'ve been able to say that about. New Sounds: Yes New Textures: Yes Bot Support: Yes -WadeV1589-

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9422 downloads

Uploaded:07-02-2004

Realistic Sabers

realisticsabers.zip | 43.63 KB

core is white, there\'s less color and the only color comes from the glow. The saber itself is also a bit slimmer. So if you\'re interested in a saber mod that doesn\'t change the saber too much, this might be one for you to try. ~AmosMagee

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1879 downloads

Uploaded:05-27-2004

Disco

hotdisco.zip | 4.84 MB

large speakers and a disco floor. The idea certainly is novel, something different that the map be purely a 'disco' instead of a clan map with the token bar. Problems with it are clear though, most noticeably the glass...I can't remember what causes it but the glass window will void on you if you are too close to it (pictured below). Lighting is also done quite poorly, asides from the well done lights on the walls the actual disco lighting and room lighting just appears magically which never has looked good. Texturing is good however which seems an odd thing to say for such a simple map...but the fact is the texturing is done well. As I said, this is a 'for the minority' map, some of you will like it, some of you will love it but I fear many will just not like it. I've not seen many maps like this do well but I could be wrong! New Sounds: Yes (music) New Textures: Yes Bot Support: Yes -WadeV1589-

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924 downloads

Uploaded:05-17-2004

JK2 Lightning

jk2lightning.zip | 27.85 KB

tea I would download it, but personally I think the JA Lightning effects are better. - Chrono

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5466 downloads

Uploaded:01-19-2004

Even More NPC\'s Mod

tz_tg_npcs.zip | 12.9 KB

Tarados Gon are working on. Their next NPC mod called NPC Wars will include several pk3\'s with a Star Wars movie theme for each one. Y\'know, like The Phantom NPC\'s, Attack of the NPC\'s, A New NPC, The NPC\'s Strike Back ... etc. :) But I\'m getting way ahead of myself here because that\'s not the mod we\'re reviewing here. This mod will allow you to spawn such NPC\'s as Eeth Koth, PloKoon, Windu, KitFisto, Dooku, Anakin and Yarael Poof (AAHHH! Creepy toes!) ... among many others. You can find the entire list of NPC\'s below in the readme. It\'s a good collection of NPC\'s. And I can\'t wait to see what you guys have put together for your next mod. :) Especially if there\'s some customization of the NPC\'s. ~AmosMagee

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15401 downloads

Uploaded:01-14-2004

JediStyle Mod

jedistyle_modv1.0.zip | 11.62 KB

core _humanoid animation set via modifying the animation.cfg file, effectively making the model perform a different motion when an action is done. According to the ReadMe, these changes are: *Walk animation for Dual sabers *Walk animation for the Staff *Run animation for dual sabers *Run animation for the Staff *Force Jump animation *Blue stance for single saber(animated) *Red stance for single saber(animated) *Dual sabers stance *Stand idle animation *Dual sabers victory taunt (gloat) *Red stance victory taunt (gloat) Now I know the concept of rearranging the animation.cfg to make different animations isn\'t very new, but overall, I think the new animations look quite good. Some look a little weird in some cases (Like when you stop running on single red stance), but I think this is file is still worth a download. :) -TiM

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28728 downloads

Uploaded:12-29-2003

Anakin Skywalker

kc_anakin_ja.zip | 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

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1629 downloads

Uploaded:12-24-2003

(Power)Duel Arena

powerduel_arena_by_sinhope6.zip | 245.66 KB

places to openly battle, jump down from or try and jump up to (using wall climbing). There are a few power ups in this map but they are all the way at the top so actually getting up there for them is a challenge and you may find yourself being shot up the jacksie by a lightsaber if you try! The texturing is very simple but isn\'t repetative (phew!) and the lighting is OK - most of the time it does appear to come from a light source, even if it does mean the light bends a corner or two! You duelers out there should like it if you like a simple open area to duel in with a bit of a variety and the possibility of a power up [i]if[/i] you can get to it. Bot Support: No New Textures: No New Sounds: No -WadeV1589-

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21725 downloads

Uploaded:12-15-2003

Darth Maul as Jaden

jedi_maul.zip | 1.72 MB

SP again just so I could be Darth Maul. Though, it does have a certain irony to it, Darth Maul as Jaden. Darth Maul ... training to be a Jedi. Darth Maul ... apologizing for offending someone!? HA! One very good thing about this is that you have a few different Maul looks to choose from. So at least there\'s a little variety there. As with other JK2 models that have been dragged along to JA, not everything works the way it should. The mouth does not move with the dialogue and there are some issues with the dual sabers. Bottom line, though, this is a good SP replacement mod, as far as SP replacement mods go. :) ~AmosMagee

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7545 downloads

Uploaded:11-24-2003

Darth Revan

darth_revan.zip | 273.14 KB

There\'s not all that much to look at here. It almost just looks like a Bounty Hunter model that has been taken and colored almost all black. And the stormtrooper sounds that are used seem... very out of place on a dark skin like this. It almost gives it a more comical feel, because the storm trooper sounds ARE kinda funny. Overall, this is mediocre at best. ~Lord Griever~ [b]Bot Support - No Team Colors - No New Sounds - No[/b]

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9039 downloads

Uploaded:10-18-2003

Dragon Remix: EndGame Edition

dree.zip | 56.11 MB

have the same single player game, with a new face. Dressed up a bit. Sure, Jan as a reskin of Mara Jade is much easier on the eyes and having unlimited ammo is a plus for some, but overall, there\'s nothing new here. The author calls it a total conversion, but there\'s no new story, no new maps - just the appearance of the characters and weapons and other effects have changed. If you are interested in playing JK2 SP all over again, but you want a twist to it, I do suggest you download a single player mod. Would I suggest this one? I\'m not so sure. I did test it and the game did crash. :/ But maybe that won\'t happen to you. :) There\'s a lot included with this mod, be sure you look at the readme ... it\'s all there. That\'s one thing I have to note. The readme included here is like, the most thorough readme EVER. Oh, I should also mention that this mod is approximately 60MB ... so ... yeah. ~AmosMagee Ps. I wrote my review before I realized that this was an update to a previous version. My opinion still hasn\'t changed. This is just a replacement of characters and effects and not necessarily worth the almost 60MB download - but it still looks great. :)

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32819 downloads

Uploaded:10-16-2003

Shroom\'s Deathstar

shroomsdeathstar.zip | 7.47 MB

ShroomDuck is easily the best-known mapper in JK2. I\'m sure most everyone has played on ffa_tmbj at least once. Of course, Shroom had released many maps prior to that, such as the Clan WoV map, Hail the Boognish, and many more obscure maps. Well, it has been 11 months since we have seen work from the Duck. But now that JKA has been released, [b]the Duck is back![/b] And Shroom brings his personal vision of what the death star really should have been. Sit back, and enjoy the ride. As soon as you enter the map, you are greeted with a techno mix of Darth Vader\'s music. Somehow, the music fits the traditional Shroom style of... eclectic music. :D The main hangar area looks similar to that of the hangar area found in JK2, except this one has more goodies. For instance, in the middle you will find the Millenium Falcon. Look at the ceiling and you will notice a large tube jutting from the ceiling. It\'s a stormtrooper dispenser! It doesn\'t appear to serve any real purpose, but it is rather hilarious when you drop a stormtrooper over someone\'s head! Perpendicular to this module is a button that allows you to open the bay doors, and do some exploring on the outside. Not too much to see out here, but if you wait, you\'ll see a tie fighter drift past. :P Scattered about the rest of the maps are various control rooms, and down in the depths there is a generator room. Did I mention that this is Shroom\'s first star wars-flavored map for JK? If I didn’t know any better, I would’ve thought this was a default map that Raven made for JKA. But it isn’t! It is exactly how the Death Star should’ve looked and functioned in JK2. So nice to see the Duck back in action. I can’t wait for future map releases for JKA! Keep ‘em coming, Shroomer. :D ~Lord Griever~ [b]New textures – Yes New Music – Yes Bot Support – Yes[/b]

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16834 downloads

Uploaded:10-03-2003

JK2 Special Scripts

queen_of_noobs.zip | 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

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3027 downloads

Uploaded:09-18-2003

Dawn of Darkness

dawn_of_darkness.zip | 13.53 MB

waste of space, time and effort. In my humble opinion. :D This SP mod is a bit more interesting than just a replacement of Kyle. The authors did not try to assemble the characters from Episode 1 or 2 into the Jedi Outcast story. Instead, they wrote their own story to sort of, parallel the story of the game. The authors were incredibly detailed, giving background through personal files on the lead characters and even diary entries from a Jedi. Who knew a Jedi would keep a diary? ;) Not only is there an involved story going on here, there are many new skins. Kyle is now Chiss Merc - a reskin of the Kyle Mercenary skin. It looks great. And his sidekick, Jan is now a Chiss Mara. There are also Chiss Admirals, Troopers and Officers. Darth Mantis makes an appearance as Desann and the evil Tavion is replaced by Darth Spectre, a reskin of Padme. And much, much more! ;) To really appreciate this mod, you need to read everything that is included here. There\'s nothing new in the game at all except for the skins. So keep that in mind if you want to download this. :) I really like that they created their own story - it\'s too bad that they didn\'t put together a team who could help make this story come to life and give it its own maps and missions. But maybe, there are some of you out there who just might show some interest in doing just that for JK3 with the authors? Maybe? Hmmm. Anyhow, good job for what you had to work with guys. :) ~AmosMagee

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357 downloads

Uploaded:09-13-2003

Ysanne Isard

isard.zip | 1.5 MB

of her father, Armand, who was director of Imperial Intelligence. Despite such highly placed parentage, she excelled on her own merits, proving a capable student and remarkable field agent. In fact, it's testament to her skills that she was able to surprise her father by engineering his downfall. Prior to the first Death Star's completion, Rebel agents were able to steal a datapack containing coordinates for Despayre, the barren world that was the battle station's cradle. She was dispatched to gather that data, but failed. Rather than be punished, Ysanne instead turned the tables on her father, who had assigned her that mission. She claimed that her father had allowed the data to fall into Rebel hands in the first place. The elder Isard was summarily executed, and Ysanne became director of Imperial Intelligence. From this position, and from her icy, cruel and vengeful personality, Ysanne earned the nickname "Iceheart." Though she was beautiful -- with a striking face with one blue and one red eye -- her chilling demeanor was anything but inviting. At Isard's suggestion, Palpatine allowed her to construct a terrifying prison complex that would also serve as a brainwashing facility. The Lusankya was actually a functional Super Star Destroyer secretly constructed beneath the towering skylines of Coruscant. In here, prisoners toiled under the illusion of being trapped on some barren rock-world, never aware of the bustling cityscapes surrounding them. After the Emperor's death at Endor, Isard allied herself with Grand Vizier Sate Pestage, the Emperor's advisor who assumed command. The ever-scheming Isard allowed Pestage to be captured by the New Republic at Brentaal. The Ruling Circle of Imperial officials came to power next, but it was only a matter of time before Isard had them slain as well, seizing control of the Empire for herself. Isard's rule was hardly absolute. From all corners of the galaxy, a parade of would-be successors, warlords and charlatans all claimed ownership of the Empire's corpse. But Isard had one key asset that they did not: Coruscant. She knew it would soon be a target to the ever-growing New Republic. Knowing she'd be hard pressed to defend the Imperial capital world, Isard left an insidious gift to the New Republic invaders. Her scientists engineered the Krytos virus, a fatal virus that targeted non-human species. She unleashed the deadly pathogen into the planet's water supply, leaving the Republic to deal with the chaos that ensued. Isard fled Coruscant, tearing a huge portion of the cityscape apart as she blasted away aboard the Lusankya. She headed to Thyferra, home of the bacta cartel, and seized the world and its life-saving assets. Rogue Squadron engaged Isard in a conflict that became known as the Bacta War, and she was eventually defeated. The New Republic captured the Lusankya, though Isard had managed to scatter most of the prisoners. She herself escaped the battle. While Isard recovered from her defeat, she watched as Grand Admiral Thrawn attempted to conquer the New Republic. After his failure, she approached her old hated foes, Rogue Squadron, to enlist their help in stopping an Imperial warlord. Prince Admiral Krennel had allied himself with a clone of Ysanne Isard. It was this clone that had hidden the Lusankya prisoners; Rogue Squadron agreed to help Isard if they could secure the release of the prisoners to New Republic custody. Isard agreed. [/quote] There is not much change here from the Mara Jade Model, just some small changes here and there, could have done a better job there, but overall pretty good skin 7/10, Good job! keep it up! New Sounds-Yes Team Colors-Yes Bot Support-Yes ~Revan~

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116 downloads

Uploaded:08-29-2003

Kyp Durron

kyparmor.zip | 1.44 MB

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42010 downloads

Uploaded:04-23-2003

Episode 3: Begining of Darth Vader SE

episode_3_se.zip | 16.97 MB

mean new to SP). From the title you should get the idea of what is going on here, Kyle is replaced with Anakin and Jan with Padme. To be honest with you I only play the MP version of this game but I actually enjoyed playing this version with Anakin. It looks like the authors took some time in making this as the whole menu is revamped and lots more. Nice work I can’t wait till the total conversion is available. Large in size but well worth it. Listed below are some of the changes: [quote]Modifications: : New Menu (like in MP) : New miusic (in final battle) : New skins (New Skin Pack) : New characters (Padme is a Jedi) : New Sounds (BattleDroid,saber) : New menu miusic : New diffiucit levels (with different Lightsaber colors and health & armor settings) : New Weapon effects (ROTJ bowcast) : New Force effect (lightning - Lord Osiris) : New Loding screens : New Moves : New Hud : New AT-ST hud.... : New force level settings on each maps : New Textures (few maps have new looking) : New Sounds (saber sounds (just few)) : New Strip (Anakin has die instead of Kyle Katarn has die) : New force status bar (Green instead of Blue) : Improved diffucit level (desann is now VERY hard opponent) : And many many more..[/quote] Maddog

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17468 downloads

Uploaded:04-09-2003

Boinga1's Episode 1 MOD

ep1.zip | 18.99 MB

skins. Tavion is now Aurra Sing, Stormtroopers are appropriately transformed into Battle Droids, the bartender is now Watto, Lando is Mace Windu and of course, Luke is Qui-Gon. There are new sounds for everything, it seems and even new music for Yavin_final. I think the best part about this mod has to be that you have a saber and limited force from the very beginning. As you go through the game, your force increases. None of the story has changed and there are no new maps. So just think of this as an enhanced JK2 SP game. Unfortunately, I did run into a few shader errors, but it didn't seem to affect the game, so ... yeah. Anyway, my opinion of this mod is sort of neutral. I didn't have any expectations, so I wasn't disappointed, but I wasn't blown away by anything because not much was changed here. ~AmosMagee Ps. Completely unimportant, but thought I'd tell you anyway. There is a point in which there's a close up of Desann's face (in a cut scene, I believe). Since Darth Maul replaces Desann and he's not nearly as big, you get a close up of the Zabrak's horns on his head ...which is rather funny, considering how dramatic it's supposed to be at that moment. ;) (PPS. Opps! Silly me, that's Obi-Wan, not Anakin. I blame it on lack of caffiene, I had no coffee, and there wasn't a can of Jolt to be found in the house. Did I mention I had no caffiene? ~AmosMagee)

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18195 downloads

Uploaded:12-21-2002

Covenant Elite - FINAL

covelite.zip | 14.18 MB

that plagued the beta. Well done! - Astyanax

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8985 downloads

Uploaded:11-28-2002

Qui-Gon Jinn SP

jk2quigonjinnsp.zip | 857.8 KB

blade. I replaced the blue saber into green so that the cutscenes will show Qui-gon holding his green-colored lightsaber) and complete HUD icons. NOTE THAT THIS MOD WILL ALSO REPLACE GOOD OL' KYLE KATARN IN MULTIPLAYER.

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7414 downloads

Uploaded:09-30-2002

WLS: CTF Map Pack

wls_ctf.zip | 13.99 MB

Jesterspaz[/i] CTF_WLS1 has got multiple ways to go form one base to another and definitely is my fav ;). [i]CTF_WLS2 by Takimoto[/i] CTF_WLS 2 takes place on planet side, half of the map is above the ground while the rest is underground. The two places are interconnected by two transporters in each base. This one is fairly open then the rest too. [i]CTF_WLS3 by Dubbilan[/i] CTF_WLS 3 is just green :p. Actually this one has a medeival-ish effect to it, stone walls, though there are curves and some cool architecture. There are also these green light tube things which look cool ;) [i]CTF_WLS4 by Expandable[/i] CTF_WLS 4 is kinda like an Imperial theme to it. This one feels like some abandoned station but it's still alive with sounds and hums from the machines ;)... this map is also pretty big and many passages and such to get around. [b]Bot Support:[/b] Yes [b]New Sounds:[/b] No [b]New Textures:[/b] Yes [b]Game Types:[/b] CTF, CTY [some maps support FFA, TFFA and JediMaster]

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72807 downloads

Uploaded:09-21-2002

Darth Sidious/Emperor Palpatine

ct_palpatine_v1_01.zip | 7.27 MB

Palpatine by Arco, Grafox, Psynex and Sithlord. Psynex has even provided a 'Holo Sidious' which is the holo image of Palpatine that we see in the movies. Download this now!! [b]Bot Support:[/b] Yes [b]CTF/CTY Support:[/b] Yes [b]New Sounds:[/b] Yes [b]LODs:[/b] No

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6750 downloads

Uploaded:09-06-2002

Gamorrean

gamorrean20.zip | 1.27 MB

extremly dangerous!!!!![/quote] The model kinda looks like a that animal that Pumba from Lion King is (can't remember the name right now hehe). The model looks really cool actually, I barely noticed any model clipping (as is common with msot 'fat' models). A new and fresh model out there for all of you! Check it out! [b]Bot Support:[/b] Yes [b]CTF/CTY Support:[/b] Yes [b]New Sounds:[/b] Yes [b]LODs:[/b] No

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31084 downloads

Uploaded:07-19-2002

JediMod

jedimod.zip | 638.99 KB

[quote]This is version 1.0 of JediMod. It includes: [list][*] Can have two sabers at once [*] Two new stances [*] New special move [*] Can scale how often blocks occur [*] Saber scaling [*] Emotes /sit /taunt /kiss [*] Chose to nerf or un-nerf back stab dammage [*] Chose to allow players to spin mouse during backstabs [*] funSize [*] Kick Tag [*] kicking off walls while not on ground [*] The goal of this mod is to customize your saber and to let you have the color you want. (because a lightsaber is personal and everyone is different so they need to be diferent in game) so you can define the color of your saber with the R G and B parameters. in the setup screen choose TCK MOD and define the colors with the sliding bars or setting the exact values. [*] Your oponents will see the custom color of your saber and bots may have custom colors too (for bots open bots.txt in the pk3). [*] The double bladed light saber are not cheat protected anymore but a server cvar : g_enabledoublesaber allows or not the activation of double bladed sabers. [*] Added a new feature extended blade (like Corran horn's saber or Gantorris' saber).toggoled by the command tck_dualphase(or go to the controls/other setup screen) .Admins can remove it with g_enableextended 0. [*] Added 2 diferent colors for each players. The normal one, and one for the extended saber or the second blade of your double bladed saber. [*] Added the model scaling possibility. So you can have yoda at a good height :).[/list][/quote] And a host of other things as well. In the zip you will find a "cvar.txt" file which will tell you about all the commands and how to use the features in this mod (Please read it first thoroughly before posting comments on how to get something to work! Most likely that file will answer your question :D). [b]Install:[/b] Extract all the files to your "GameData" directory. Run the game and choose "JediMod v1.0" from the MODS list. [b]Note:[/b] To enable the double sabers, you must first holster your saber and then type in the command. : It's probably a good idea to bind the 'emotions' to a key (like sit, nod, shake, etc.) : To change the colours for your saber, while in-game, press "esc" key and then go to 'Setup'. Select the 'TCK' option at the very end and you can give each of your sabers a different colour! The 'sit' emotion: The double saber in action ;): Fight fight fight!!! :D

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14922 downloads

Uploaded:07-10-2002

Flame Saber

flamesaberv2.zip | 50.73 KB

your Jedi Outcast directory. :) [b]Uninstall:[/b] Brutally remove the "flamesaberv2.pk3" file from the GameData/base folder in your Jedi Outcast directory. :D

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11465 downloads

Uploaded:07-10-2002

1-Hit-Kill Mod

1-hit-kill_mod.zip | 115.88 KB

sabers have higher health, for better lightsaber dules that last longer, and then, beings w/o sabers just die in one hit. I didn\'t make it so that rebels and stuff have one health, cause that would be tough. But I did rise jedis\' and jeditrainers\' health so that they will be near the same as all the reborns\'. A: v1.0 makes it so that all enemies have 1 health. B: v1.1 makes it so that EVERYONE has 1 health. C: v1.2 makes it so that enemies with sabers\' health rises for longer saber battles, but everyone without saber dies in one slice, shot, etc...[/quote] The zip file contains 3 pk3\'s, only extract one (the 3 pk3\'s are mentioned just above to what they do) An interesting twist to the game :D

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19167 downloads

Uploaded:05-31-2002

JK2 Editing Tools

jk2editingtools2.exe | 9.98 MB

create Icarus scripts. IBIZE.exe - the Icarus script compiler (Note: the ICARUS compiler used in JK2 is the same as the Elite Force version, but the BehavEd.bhc file has changed.) roq.exe - tool to compile images into a RoQ video. and these Documents: bot_tutorialot_tutorial.txt - how to make bots for MP Bot waypoint tutorial.doc Guide to SOF2JK2 Vertigons.doc Guide to SOF2JK2 Weather.doc ICARUS Manual.doc JK2_Model_Tutorial_by_Tim_Appleby_JK2.doc Model Constuction Conventions.doc Using_EffectsEd.doc and SPscripts.zip - all the scripts from JK2 Single Player as reference. It will also extract the game source folders: Code - all the source code for the game VMs. (see CodeMakeAMod_readme.txt for more info) bin - the folder for code compiling ui - support folder to compile code Plus some more example maps and models to Base as well. ========================================== There are quite a few .maps included, ctf_ns_streets for example. There are also some more player models included. [b]Note:[/b] These tools are unsupported by Raven Software, Activision or LucasArts.

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327 downloads

Uploaded:12-10-2011

Dark Forces 2 CTF Map Pack

df2_ctf_pack.zip | 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]

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304 downloads

Uploaded:10-04-2011

Minecraft Playermodel

minecraft_playermodel.zip | 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

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1038 downloads

Uploaded:05-16-2011

Ashura'S Saberbuilder 1.0

ashuras_saberbuilder.zip | 22.69 MB

own lightsaber hilt from premade parts, save it and then use it in Jedi Academy .There are 331776 possible combinations![/quote] So, this is basically a program that lets you build your own hilt from three premade emitter options, three body options, three button options, three handle options and three pommel options. You can color each part as you like, name it, and add a custom length if you want. Though the readme makes it sound slightly daunting at first, if you follow the instructions step by step it's easy enough. The only drawback is that it requires 7-Zip to be installed on your system. If in doubt, you can always uninstall it when done, though. Bottom-line, it works like a charm and is an awesome tool for creating yourself a saber hilt. My only possible gripe is I'd like to see even more options for the shapes and colors of the various parts of the hilt. Either way, you know you want it. -Caelum

Nero's Blue Rose (DMC4) - Screenshots Screenshots:

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400 downloads

Uploaded:04-23-2011

Mandolorians 30 ABY V3

mandolorians_30aby_v3.zip | 29.69 MB

you to choose from a wide-range of skins and also choose whether or not your player has a jet-pack (which is pretty darn cool, if I do say so myself). The textures themselves are a nice feature; they all have their own unique characteristics and give a sense of creativity in the over-all design. There's not too much more I can say about this mod (or maybe too much =p), other than if you're looking for a classy, detailed pack of Mandalorian skins, this is the mod for you. [b]Bot Support[/b]: Yes [b]NPC Support[/b]: Yes [b]New Sounds[/b]: No [b]Team Support[/b]: Yes -Computernerd [quote]Description:New Updated version 3 .New and improved Mandolorians of the year 30ABY now includes brand new shaders and textures for Boba Fett and also includes Ghes_Orade(who is a bounty Hunter in 17aby up through the Vong Wars) and Jango Fett.Their are also 4 other new skins and many more new helmets to choose from.I have made new icons for all the helmet choices and new character icons for multiplayer with more bots for you killing pleasure.Hope all Mandolores out there like these new armors hope to hear from all you. ...Go now and Die on the Field with Honor... OLD VERSIONS NOTES DESCRIPTION:NEW UPDATED version Includes New texture tweaks Jetbacks Jetpack opions and singleplayer support with team skins and bots as a bonus NPCs . 17 head choices with some of them skinned to some of the arms for more combinations 22 torso choices some with and with out jetpacks 11 sets of leg choices DESCRIPTION: This is my Mandolorian of 30 ABY "after the Battle of Yavin".In the expanded universe thier were other Jango Fett clones that surived the through the CloneWars and the fall of the Empire.So this skin pack is clone commander Thire and the last squad of ARC troopers who became mercenaries for hire.After all if Bobba Fett could do it so could they in fact they are better trained.[/quote]

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1408 downloads

Uploaded:03-28-2011

Korriban Holdout

korriban_holdout.zip | 4.94 MB

themed maps, probably because the texture set is well defined and has plenty of textures to choose from, and the architecture is fairly simple yet looks cool and you can get a nice eerie Sith atmosphere with the careful use of light and sound/music. While I don’t think the music for this map fits particularly well (its the MP main menu music) the author has done a good job with the sharp and angular Korriban themed architecture, which has improved nicely since his last Korriban themed duel map. Being an FFA map there is also quite a lot to explore here with the winding passageways and sets of stairs leading here and there giving the impression of a hive. I especially liked the cracked wall, which can be destroyed to reach the chamber beyond, though I was a little disappointed to find that I could have just walked into the chamber from the other side if I had just gone around the corner! Cracked and broken walls like that are best used to point the way to a secret area rather than an easily accessible one, but it was a fun little feature nonetheless! There are a few features which don’t fit with the Korriban theme however, one of these is the trees in the courtyard, Korriban is a volcanic desert wasteland, and as far as I know doesn’t have any trees. There is also a pool of water under a glass section in the floor in one of the rooms, to be honest I think any Sith Lord living here would much prefer lava instead! Lastly the statues with the blue crystals are Jedi styles statues and again the blue theme doesn’t really fit Korriban/Sith architecture which works much better with reds and yellows for the lighting. Overall though this map fits the Korriban theme very nicely and has some nice architectural features, though there are a few bugs that need squashing. One being in the porch entrance to the courtyard, if you look up though the skylight you can see the edges of the brushes which face the top of the porch entrance, since the backs are invisible, but the sides are textured! One other one is in the topmost room the cylindrical patch 'ring' which is meant to be the edge of the circular skylight is invisible, all you need to do though is go into GTK Radiant and go to curve → matrix → invert to make sure the textured face is the right way round! Apart from those and a few other very small niggled this is an excellent FFA map and TK-962's skills continue to improve at an impressive rate! I’m sure we will see more cool maps from him in the future! :) [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] No [b]Game Types:[/b] FFA, TFFA ~Nozyspy~

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161 downloads

Uploaded:03-07-2011

African American Jedi

black_jedi.zip | 861.37 KB

facial hair. Maybe the Rebels use clones for their Troopers too! Either that of the guys at Raven were too lazy to make more than one version of the skin. :P Either way we now also have an African American Jedi, courtesy of TK962, though since neither Africa or America exists in Star Wars, that’s probably not the best description! Though as the author says, he only used that term as he wanted to distinguish this from simply a black clothed Jedi. I think its a great idea to diversify the skin colours of player characters in JKA, well, for humans that is, since we already have green, red and other skin colours depending on your species! That said, I do think this skin needs some more work, as at the moment he just doesn’t look like a black guy, an Indian or Malay perhaps, but not black African. As a base it might be a good idea to work from the Lando face skin, and maybe just remove that moustache, or add some different facial hair. You could even use the shaven headed Jedi Trainer model if you wanted shorter cropped hair, or a bald skin, though Samuel L. Jackson may come and kick your door in for attempting to usurp him there! XD On the subject of hair, it would be better to use a short curly hair texture, as that is what is most common among black Africans, again I would say that the straight/wavy hair here is more akin to an Indian or Malay. All in all good work for trying to add a bit more racial diversity to JKA, the skin itself is ok, though I think it ended up being of a different racial group than the African American that was intended. The skin is pretty accurate, just to more of an Indian or Malay appearance than black African/African American, all the same you have succeeded in adding some much needed variety to JKA, and I am sure with some further work you will get the appearance you were looking for. Keep up the skinning and I hope to see more from you in the future TK962! :) [b]New Sounds:[/b] No [b]Bot Support:[/b] No [b]Team Support:[/b] No ~Nozyspy~

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1185 downloads

Uploaded:01-20-2011

Sirens Enclave

sirens_enclave.zip | 28.7 MB

would lure sailors with their song to shipwreck on the rocky coast of the island where they lived. In this map you can indeed find a shipwreck at the entrance to the fantastically huge cave, though I do think the ship could have done with a bit more detail, or used some more patches in order to get some rounded corners in there. The main cave itself, like I said, is huge with a great rock spire rising in the middle amid a shallow lake filled with rocks and waterfalls cascading down the walls of the cave. The waters reflections on the walls, or the [i]water caustics[/i] to use the correct term, look great and really contribute to the atmosphere of the area, though I have to say that they don’t quite look realistic. I cant quite put my finger on the reason though, but if I had to suggest something to help in this regards, I would suggest making the lighting in this main area a little more blue, I think that would help the water caustics reflecting on the walls fit in a little more. Nevertheless I still think they look really nice, good work there! Branching off from this main area are several tunnels leading to different areas of the map. Going through the largest entrance results in you being swept away by the rapid, eventually landing on a large rock at the head of a huge waterfall, which was quite a sight! This waterfall lands in a lake in another huge cavern, which is surrounded by more waterfalls which come from other areas of the map, whilst the sin floods in from a hole in the ceiling. The map all round is very atmospheric, with the sound of rushing water, the great caverns and the cramped tunnels filled with water, the sandy banks and the beautiful music, which I must say fits perfectly with the theme of the map. I can actually imagine this making a good clan map, since it is peaceful and relaxing, whilst still offering a variety of interesting locations to do battle in and a good deal of exploration and the fun of discovering the maps secrets, of which it has several. Be sure to look out for hidden entrances and piles of rocks which you may be able to destroy to reveal a new passageway. ;) No map is perfect however, and there are areas where I feel this map could be improved. As I mentioned, the wrecked ship could do with an overhaul, perhaps using more patches as it is very angular at the moment and lacks detail. Also, some of the rock walls in the tunnels need some more work, as there are areas where the brushes do not seem to fit together properly and you can see tiny gaps or \'sparklies\'. Try to use either brushes or patches for the tunnels as well if you can, since using a mixture of both doesn’t look quite right due to the rounded curves of the patches and the angular sides of the brushes, but still, good work overall. This is a cool map here and hopefully HiddenSpy will release more maps in the future. I would especially like to see some more mythology themed maps! ;) [b]Bot Support:[/b] No [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Music:[/b] Yes [b]Game Types:[/b] FFA, Duel ~Nozyspy~

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966 downloads

Uploaded:12-22-2010

Haazens Lightsaber

haazen_saber_ashuradx.zip | 1.9 MB

picked up. This contains 2 lightsabers: Haazen's lightsaber and a backhanded version of it. I've also added (optional) SP support for both.[/quote] I have to say, I rather like it. Then again, I rather like Haazen's hilt to begin with for the simple reason that it has an awesome shape. As usual though, both the quality and the accuracy here are great. Additionally, for the backhand saber fans amongst us, Ashura made a special backhand version. Other than that, it also comes with optional SP support for those of us who somehow actually like SP (yes, I'm looking at you Averus :p), though it does mention that... [quote]This collides with other SP compatible saber hilts , if you want to use SP support for this you have to remove all other hilts with SP support from your basefolder[/quote] Long story short: my name is Caelum and I approve of this hilt. -Caelum EDIT: And then I read the last line of comment #2. I'm afraid I may never look upon this hilt the same way again (or my bananas comment)...

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368 downloads

Uploaded:12-08-2010

Deathrun

deathrun.rar | 118.16 KB

the dungeon master controlling the traps, and take his place. There are 6 rules that have been suggested, though I sense some of them aren\'t entirely necessary. With all that in mind, what\'s the map look like? Pretty boxy and plain, actually. A large oblong box sits in the midst of a much larger box, with a spiraling path leading up to the top of the box, where one enters the box\'s interior. From there, you can see a perfect 360 degree view of the entire arena, but they can\'t see you. Use the consoles to activate all the traps that the map possesses, and watch the chaos ensue. I\'d say this is a pretty good idea. Not only will the players be fighting against each other, they\'ll be fighting against you in a struggle to avoid the traps. If people get ahead of the pack, the boxmaster will have a hell of a time trying to choose whether to slay the pack or the lead. After all, the pathway isn\'t exactly the most sturdy.... Give it a whirl, and see how it strikes you. New Textures: Nay New Music: Nay Bot Support: Nay - Averus Retruthan

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998 downloads

Uploaded:12-08-2010

Dee Hilts

z_deehilts.zip | 3.19 MB

with its own distinctive flare. While I see a lot of character hilt influences in these creations, it\'s safe to say that each hilt is indeed unique in its own right. Y\'mighta noticed that Galant, the first saber from the left, is quite shorter than its peers. This is probably a saber best used in the off-hand, given it looks slightly dorky to swing it by default. This one seemed like it could\'ve at least used a custom idle stance. The other hilts? Nah, they\'re fine. So, I\'m sure if you\'ve looked down at the shot and are somehow still reading, you can see these things are pretty neatly detailed. I\'m particularly fond of the variation of the ignition triggers between the hilts. I can tell a lot of planning and thought when into these, and for a customly created hilt, that counts for a lot. So, what\'s the Averus\'s favorite hilt? Regrettably, Tyrant, the fifth one.. What can I say, I like the grip on the handle ¬_¬ feels more ergonomically pleasing. Well, once again, you\'ve pumped some real effort into these hilts, Dee. I\'m quite impressed with the turnout. By all means, if you come up with some new ideas, show us. Always nice to see some ingenuity in this community. - Averus Retruthan

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749 downloads

Uploaded:11-21-2010

Android

androidsui.zip | 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

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174 downloads

Uploaded:11-03-2010

Sol Clan map

solclanmap.zip | 2.93 MB

to partake in regardless. So, this here be one of Ajunta Pall\'s maps. I believe this is his second publically released clan map..whadda we got? This map has a centralized hub with a large SOL standard positioned in the midst of it. From here, we can reach several locales: A throne hall, a council room, two arenas, a bar, and a jail block. Speaking of Jail block, I want to comment on how strange this particular block was laid out, and how it contrasted with the quality of the rest of the map. WHile the majority of the map had a nice crisp clean feeling with many ornate pillars supporting it, the hallways leading around the secondary arena and the jailblock had some unsourced lighting and looked generally a bit more plain than the rest of the map. I could appreciate the \"older\" feel of this part, but the unsourced lighting? Nuh uh ._. The rest of the map was pretty well done, for the most part. I was surprised to see that there was only one custom texture. The areas were dominated by a large count of pillars in most every room. The bar room was extremely well done, considering the lack of custom materials used. The council room was also nicely conceived, though I was rather derked about the squat chairs and the fact you can literally leap out of the circular skylight in the center of the room and into non-mappery. I\'d say the worst thing that plagues this map is a peculiar sound issue. A couple doorways, and even the catawlk in the annex have some zones where you sound as if you\'re walking through water, which I\'m not sure what the cause of that is. However, nothing that would impede normal day to day gameplay. Shpart. New Textures: One New Music: Nay Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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1317 downloads

Uploaded:10-06-2010

Darth Nihilus Lightsaber

nihilus_hilt_ashuradx.zip | 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

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1432 downloads

Uploaded:09-30-2010

Ultimate Expanded Universe

ultimate_expanded_universe_v2.zip | 60.91 MB

[url="http://jediknight3.filefront.com/developer/HollywoodG1;31783"]previous submissions,[/url] and some new content that makes this mod worth the download. Enclosed are the Solo kidlets, Jaina and Jacen, Clone Merek, some content from his previous edition, and more. And more? More like whut? Ya, thar's more. We got some mandalorian skins that replace the human mercenary playermodels/NPCs, some loading screens for your enjoyment, some backhand hilts created by HOUOU, and another red saber unlock mod for singleplayer. Oh, and additional music, I reckon. Yeah, so there's plenty of stuff in this pack worth a peek. I really do like this Jacen Solo skin. Outift looks a lot like the outfits I've seen him in the pictures, but still hoping to see some creative face skinning soon. The human merc replacements methink shoulda been at least optional, as could the red saber and hilt additions. I noticed the hilts were sort of hastily compiled. There was an attempt at making the hilts both OVERRIDE two default hilts, but both hilts use the "Firebrand" menu name. There were non-backhand sabers included(I think?) but in .sab file only, so they're dud entries. Not smart :| Other than that, not a bad pack at all. NOW, gaze you now upon the various screenshots, and make your judgements. Then, you know what to do =_= Bot Support:Aye NPC Support:Aye New Sounds:Nay Team Support:Aye - Averus Retruthan

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719 downloads

Uploaded:09-06-2010

DT's Dark Forces 2 Kyle

dt_kyle2_ja.zip | 1.14 MB

methinks. Why? Well, how many of them can say they use a whole new model? Not many. This Kyle model literally blows the old kyle out of the water tenfold. So, starting from head to toe, let's see what's gone on here. ...So, anyway, the head. There's so many things about this that puts the Raven Kyle model to shame. The overall head itself is much more crisp and smooth, and doesn't feel as jagged as the old model did. The nose is perfectly rounded off, instead of terminating in that pointy tip that some of you may noticed the old one does. The moustache is no longer grafted into the model, so people who inevitably reskin this will not have to contend with that ugly moustache blurring into their fresh faced characters. Now, the neck and torso, which also made me go "WHOA!" are a lot more vivid and lifelike. I've never really cared much for the old Kyle's shirt, as it felt grainy and generally unpleasing to look at. It didn't even feel like a real shirt so much as it did a bad texture. DT has changed that immensely, and the shirt now feels like it's an actual article of clothing instead of a texture applied to a generic body. You can see in the collar region where the flesh ends and the shirt clearly begins, and the difference is three dimensional, which is truly an excellent effect. The shoulder pad is no longer that hard and rigid piece of suck'age, but is now a nice and soft pauldron that conforms nicely over Kyle's shoulder. Guess what, skinners? I did some toying around and found out: [b]This Pauldron CAN be safely surfed off![/b] Intense, I know! O_o Kyle's belt now has a new addition that shoulda been here ages ago: THE OL' BRYAR PISTOL, resting in its holster. This too, and the belt, can be surfed off with no negative rammifications. I swear, I'm going to explode in awe. @_@; The pants didn't see much action model-wise, but the texture definitely speaks for itself. Very nice black pants. The boots are no longer those jagged clunky anchors but now they're slick leather boots in the purest sense. There was no expense spared here. All this, and I still haven't mentioned how amazing the textures are. DT, I can't believe you were able to effectively make Kyle's old grainy shirt look good. It's shocking. The skin textures were simply sublime, the pants, however dark they may be, are fluid and quite well done, and...I honestly should just stop talking before my feet spontaneously spawn high heels. XD Now, I feel like I gotta cover the extras. Rather than slap Kyle into a set of red or blue pajamas this time around, DT recolored the shirts accordingly, and they look good. They're appealing, subtle, and they get the job done. Now, there was no bot or NPC support added for the skin, and for good reason. This packet contains an extra PK3 that allows you to [b]replace your old kyle,[/b] and basically add the bot and NPC support for you. Sounds? Old JK2/3 voice, and not JK1. This isn't what I'd call a disappointment, since the old actor wasn't exactly the best in that department. Before I close out, I guess it's worth tapping on the subject of likeness. One of DT's objectives was to try and make this guy look like Jason Court, the full-motion video actor who played Katarn in JK1. The question is: is there a likeness? Ehh, I'm not seeing much of a resemblance here, but honestly, it doesn't matter. Even though it isn't a dead-on look of the actor, it *IS* a dead-on solid look of Kyle Katarn, both in Dark Forces II and, honestly, I'd say it could carry through JK2 and 3, and that definitely counts for something. I can see this staying in my base for as long as I keep this game installed, as it's simply the most beautiful recreation of Kyle Katarn I've ever seen, and will change the way I see Kyle(literally,) forever. Enough of this babbling. TO THE BANDWIDTH PITS WITH YOU ALL! Bot Support:Nay NPC Support:Nay New Sounds:Nay Team Support:Aye - Averus Retruthan [i]P.S. - The Yun skin in screenshot #2, along with a beautiful array of other DF2 skins, can be downloaded [file="108275"]here[/file] to fully complete your JK1 experience![/i]

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2610 downloads

Uploaded:09-06-2010

Sith Lord from TOR

22sith_lord_from_tor.zip | 4.29 MB

skin of that anonymous Sith man. So, I guess I\'ve missed some things, as I don\'t recall seeing this guy without a mask, but whatever. Skinned off of Hapslash\'s infamous Anakin model, I gotta say this guy looks really ugly. Not quality ugly but character ugly. I don\'t know what it is with Bioware and disfigured Sith Lords(although that seems to be a trend all throughout Star Wars as well,) but this guy\'s face looks like he tried to shave with his lightsaber one afternoon and paid dearly for it. Now that\'s what the actual character looks to have done; the SKIN, however, seems to have taken it to the next level. It looks far more severe, and it looks like it was just delivered. It reminds me a lot of the saber scorchmarks that show up on characters in singleplayer. Otherwise, does it look like the character in question? Eh...not really. Just looks like a sith anakin with mandalorian chest plating and interesting wrist gauntlets. All in all, it\'s not a terrible first skin, but I reckon a lot of face work will need to be done before it looks anything like the guy in those pictures. Either way, welcome to the moddin\' community and good luck with your future projects ._.! Bot Support:Aye NPC Support:Aye New Sounds:Aye Team Support:Nay - Averus Retruthan

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1429 downloads

Uploaded:09-03-2010

Desann+

desann_smp.zip | 9.56 MB

team colors available at your whim. - Select the Retribution saber in single player and what not. - Select the red blade. Additionally, he has pitch-corrected the Jaden Male sounds so that they\'re deeper, to immerse yourself in the Chistori experience. Overall, not a bad mod, but I guess the only caveat is that now Jaden has desann sounds, which irked me a bit, but that was to be an expected side effect. You know the drill. Get it or don\'t. - Averus Retruthan

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527 downloads

Uploaded:08-26-2010

Uriziel and Beliar\'s Claw

gothiclegendaryswords_ashuradx.zip | 6.07 MB

from a series of games called \'Gothic\'. Both are large, two-handed weapons, with Uriziel flaunting a large blue gem in the middle of the blade towards the hilt, and Beliar\'s Claw parading a large skull with horns between the blade and the hilt. -------- Wow. Interesting pair of swords, to say the least. The design of both swords may not be my cup of tea, but they\'d sure add to anyone\'s fantasy sword collection, even in real life. I can\'t say much on the accuracy, having never played any of the Gothic games, and having only reference pictures to go on. But from what I can tell, they\'re pretty much spot on. The model quality is very good, one only 2 noticeable errors. Both are on Beliar\'s Claw, and both are very minor. -The entire sword is slightly offset from the center. You can\'t really notice unless you spin it around in ModView though. -There are some \'holes\' in the skull, caused by the skull\'s design. It\'s hard to see this too, but you can if you get real close to the hilt. Regardless, these swords are certainly deadly-looking. [i]*eyes the hooks along Uriziel\'s blade*[/i] The textures are also very good. They come complete with specular maps and shaders to boot. My only qualms here would be the gem for Uriziel. From far away, it looks good, but up close you can see the seams in the texture that are caused by how it is textured. Also, there\'s a thin black line on the one side of the gold frame surrounding the gem. Veeeeeery minor, but it\'s a not-texturing-the-entire-UV-map error, I believe. There\'s also the nit-pickings of the shaders themselves. Doesn\'t make a difference, but you don\'t need the q3map_nolightmap parm for a saber model texture. That\'s used when compiling maps only, hence the \'q3map2\' prefix. No, this doesn\'t warrant an immediate release with a fix. In fact, it could be ignored. Like I said: I\'m nit-picking. [i](And padding my review, but don\'t tell Nozy that.)[/i] :P One more area before I release you upon the download button: The saber files. The .sab file itself is set up properly, for the most part. (Missing a numblades line or two, but that\'s unimportant) And, like any good sword mod, they have sword sounds all set up. (BaseJKA sounds though) Before you download, a few things to keep in mind: -These sabers cannot be thrown. -These sabers bounce on walls. -Uriziel has a blade length of 45, instead of the standard 40. Despite all the minor quirks I outlined, they\'re still very nice sabers. Definitely worth a download, even if just to satisfy your own curiosity. New Models: Yes New Textures: Yes New Shaders: Yes New Sounds: No ~Crazy

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843 downloads

Uploaded:08-23-2010

Ashura's Jawa Pack V1.1

jawa_pack_ashuradx_1.1.zip | 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

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484 downloads

Uploaded:08-22-2010

The Pit - Jedi Academy

the_pit_jedi_academy_version_1.rar | 7.6 MB

game(having not finished JK2 SP,) I thought Tavion was the final boss...and had welder\'s goggles on, but enough of my misguided views, ONTO MY SLIGHTLY MORE GUIDED ONES. This is essentially a JK3 rebuild of the Pit, which actually looks pretty good, sans the massive JK2 texture missing again. The size is about on par with the original JK2 counterpart, but the lighting is far less oppressive. The music...well, this time around, there IS music, as the Pit had no music. Music\'s kinda neat, although I don\'t know if it\'s thematically appropriate, but whatever, it\'s the Pit, do what ya want with it >_> ....Start putting the JK2 textures in though, seriously. New Textures: Aye New Music: Aye Secrets to plunder: Nay Bot Support: Aye - Averus Retruthan

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626 downloads

Uploaded:08-20-2010

Wookie Lightsaber Hilts

wookie_sabers_ashu