Jedi Knight III

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152269 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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4918 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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495305 downloads

Uploaded:11-10-2003

Jedi Knight Academy Patch 1.01

jkacademy1_01.exe | 11.09 MB

below. ~AmosMagee

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40126 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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37380 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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46764 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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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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4875 downloads

Uploaded:11-18-2008

Final Fantasy VII Compilation

ff7compilation.zip | 13.61 MB

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

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75357 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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3788 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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126465 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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53740 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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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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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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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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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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4004 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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4160 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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47391 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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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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2903 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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18620 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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21547 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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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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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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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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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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23457 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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6783 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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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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59357 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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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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999 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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9361 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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26567 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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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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2317 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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23824 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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37270 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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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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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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36202 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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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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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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110009 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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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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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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6551 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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485 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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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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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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5926 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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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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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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7243 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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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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927 downloads

Uploaded:03-19-2008

Dark Side Perspective

dark_side_perspective_mod.zip | 69.57 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.

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1685 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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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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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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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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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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20768 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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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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1241 downloads

Uploaded:08-01-2006

KotOR Officers

kotor_officers.zip | 1.36 MB

(or officer), a Telos Soldier (or officer), and Trask. I\'m going to start by going over the Trask skin. Firstly, while Trask might have had white hair, it didn\'t stand out as much as the hair on this model does. It looks like the author took a black and white version of the Jedi hair and then put it onto the skin. But other than that little thing, the other detail on the skin is pretty good, if a little plain. It is obvious that the author put effort into making this look good, but in wanting to make it look good he kind of forgot to make it look realistic. Armor is generally battleworn, not all shiny. I applaud the author\'s efforts, it doesn\'t look bad at all. Now for the Republic and Telos soldiers (or officers). Like the Trask skin, they\'re a good attempt. However, the author forgot to edit the vest on the rebel model, so we have the pretty good attempt, and then we have it covered up by the vest. The biggest thing is the vest, as it shouldn\'t be there at all. Other than that, the armor on both skins should be scuffed-up, and more battleworn. One big thing for all the skins in this pack is the lack of facial reskinning. I don\'t want to see a rebel under a republican uniform. I want a republican in a republican uniform! And last time I checked, Trask does not have a face that looks like a jedi\'s. But anyways, download if you want good attempts at Knight of the Old Republic skins. Bot Support: No Team Support: No Npc Support: No New Sounds: No ~Zach

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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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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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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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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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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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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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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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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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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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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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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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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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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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4445 downloads

Uploaded:07-02-2010

Jedi Council GCX - 2010

jedi_council_gcx_2010.zip | 34.7 MB

done major improvements to several parts of the level. Redoing some areas was a noticeable effect on many of the 'stages'. What I personally noticed the most were those sounds in the Medical Room. Besides the improvements to FPS and the (Amagawd thank you) enabled locking of the Bot Spawn Room, I can't really say much. It's the same map in a way, and that's what still makes it have that glow. At least for me, that is. You decide if the glow is yours! New Textures - Yes New Music - Yes Bot Support - Yes ~The Denariax

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342 downloads

Uploaded:06-20-2010

Jedi Temple Library Duel

jedi_temple_library_duel_1.0.zip | 11.03 MB

Since this is the Jedi Temple, the map has a rather soothing light blue and gray colour scheme. The music however is the General Grievous music from Episode 3 I think, so its rousing enough so that you don't start relaxing too much! Nevertheless I personally would have preferred something more long the lines of the Battle of the Heroes music from the epic Mustafar duel, since that is better suited as duel music, since... well, its actual [i]duel music[/i]! The map itself is on two levels, with corridors at either side which connect the ground to the first floor, providing multiple levels to duel (or chase) your opponent through. As far as the look of the map is concerned, I particularly liked the pattern on the carpet and how if fitted in with the central column and I also liked the holographic planet in the middle of said column. All together a good Jedi Library representation, although I think the texture on the walls (the holo-book-thing texture) could probably do with some nice glowyness! All in all though a nice little duel map here! Keep up the good mapping Snipeye! :) [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] Yes [b]Bot Routes:[/b] Yes [b]Game Types:[/b] Duel, Power Duel ~Nozyspy~

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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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2777 downloads

Uploaded:05-24-2010

Darth Malak's Lightsaber Hilt

malignant.zip | 1.94 MB

THEN, ANOTHER FILE CAME IN! This time it's Malak's hilt, apparently known as "Malignant" (BOOOOO >_> [b]*hurls an ear of corn at whoever named that hilt*[/b]) and this time, it's not so humble and plain: Hilt carved into a double-knotted pommel, a shaft flecked with gold, and a twin pronged emitter guard to effectively so the galaxy can see this guy liked him some fancy. So, another comparison shot for us, and...well, honestly, it looks like he's hit every detail, and even made the hilt look far more polished than in the picture. Well played, Templar =_> No graphical errors or defects as far as I can see, so once again, another potent submission by master SimonKTemplar, and a worthy addition to any KOTOR or saber enthusiast's collection. - Averus Retruthan

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458 downloads

Uploaded:02-22-2010

Star Wars Episode III Palpatine's Rooftop

star_wars_episode_iii_palpatines_rooftop.zip | 17.16 MB

curtain basically drops, and no one feels compelled to compete with that author's work...until today. Attempting to stand out from [file="42800"]SJC's Palpatine Complex[/file] map, the author JamyzGenius has attempted to turn SJC's materials against him and compiling his OWN version of the office complex where the fated corruption of everyone's favorite wooden crybaby took place. So, what makes it stand out? Hmm...well, we have: [b]- An assload of destructibles:[/b] I love destructible environments. It gives me an excuse to throw grenades everywhere...like enough to level a building. However, I was disappointed to find out that it only applied to the office control room, office, and the hallway connecting. Afterwards, there were no destructibles. [b]- An expanded section beyond the original areas:[/b] Yep, the author decided to branch out past the office, creating a series of corridors that connect to a huge pillar laden reception area that empties out into a small landing bay, where the Raven's Claw and a Lambda Shuttle doth sit. ...and really, that's about it. Were it not for those, one would think the author was attempting to emulate SJC. Not that one could be easily fooled, however, as there were quite a bit of errors and nitpicks that I could point out: [b]- Destructible Visual Issues:[/b] There were several projector bulbs in the office area that were destructible entirely, but most of them presented a hole in detail where you could see into the brush, revealing the one-sidedness of the brush. A bit sloppy, but it made a neat foxhole! :D I think there may have been a bit of overload on the destructibles. Half of the control room can be blown to bits, but I cannot bring myself to find this to a good thing. It may have been smarter to create some sort of "destroyed" version of the brush underneath some of these destructibles, ESPECIALLY in the control room, to account for all the battle damage, because all this seems to accomplish is blasting away the details. Additionally, I noticed you could see holes in the ruined chairs that also proved onesided, since you could see the floor below. [b]- Door sounds:[/b] There were a total of three doors in this map, and only one had sound. This I cannot abide by. Either have all or none. What you have now just proves a lax work ethic. [b]- Skybox window looks unreal:[/b]There is a window in the corridor nearest the pillared room where the skybox texture was just plastered behind the segmented window(another bad move.) This just didn't look good at all, nor did it make spatial sense, since right next door was the pillared room! [b]- Map transparency issues:[/b] I noticed that not only could you see the flat square that is the landing bay from the control room, you could see the fractured brushwork of the control room from the landing bay. This didn't even require a scout's eye to see, so I'd suggest patching that up or addressing that somehow. Overall, this is a very rough product. It's better than some of the author's past works, but it's still very unpolished. The lighting in this map is very splotchy, with light entities sprinkled about with little plausible sourcing. The cons seem to outweigh the pros, and with all that being said, I definitely must say that there's a lot left to be desired, but there is yet hope... New Textures: Aye New Music: Aye Secrets to plunder: Nay Bot Support: Aye - Averus Retruthan

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2781 downloads

Uploaded:09-04-2009

[CONTEST] Amock Hangar T-31

78amock_hangar_t31.zip | 33.99 MB

Taris map. We felt that the best angle for the contest would be to do something original instead of the expected sunset type mood that Taris is known for. The map also includes a sister ship to the Ebon Hawk, which we have named the "Ivory Eagle". [/i] [b]Pros:[/b] [*] Good atmosphere. [*] Enterable ship in the hangar. [*] Good Cityscape Skybox. [*] Some interactive features. [b]Cons:[/b] [*] Low FPS when looking in certain directions. [*] The outside area feels a little empty, no sky traffic for example. [*] A few misaligned brushes on the ship in the hanger. Note: This map has been given a generalised review to avoid any biasing of the voters. All maps submitted for the contest will be fully re-reviewed after the contest has finished. If you wish to vote for your favourite map in the contest, please go to this forum thread and vote in the poll!

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1447 downloads

Uploaded:08-21-2009

Sith Stalker Single saber version

sithstalkersingle_ls_ashuradx.zip | 295.11 KB

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

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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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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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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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2846 downloads

Uploaded:07-13-2009

RPG Carida Academy

rpg_carida_v2.zip | 14.9 MB

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

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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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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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2225 downloads

Uploaded:01-28-2009

Tatooine Outpost

tatooine_outpost.zip | 35.52 MB

author: [quote]This is a place where travelers going through the desert may stop for a drink, rest or other activities.[/quote] Eloquently said. Now what he didn't mention was how he made his atmosphere very well. I mean he's thought it out very well. From the ambient NPCs in the bar to the textures to the ambient droid parts strewn everywhere. This map works so very well in so many ways that you really can't lose with it. Bah, listen to me gushing. Enough with this, A BRIEF TEXTUAL PREVIEW I SAY! The exterior of the outpost actually looks like similar to the Skywalker homestead in Episode IV, save for some modifications here and there. Almost right from the get go you'll notice there are several control panels that can be activated. These activate a diverse medley of NPCs that you may have the pleasure of combatting. Once you enter inside via the dwelling, the exploration begins. Connected by hallways with machinery, wires, powerlines, and cracked surfaces, one can find the following: - Bar, complete with optional ambient NPCs(activated via panel outside entrance) - Prison Cells - Generator Room - Various machinery room(not sure what to call it XD) - Armory/Locker Room - Bedrooms - "Arena" with side bar. - Storage Chamber(s) All of these areas are so beautifully crafted I feel ashamed for condensing them. Now, onto some of the suggested areas for improvement: - The Music: Now first off, let me say that I have absolutely NO problem with the music, and that I honestly enjoy the fact that the author decided to actually go with crystal clear sound quality from a soundtrack versus using stock Raven sounds. In fact, I used to hate the cantina music, but now that I could hear it in a higher quality, I'm not so irked about it. What I AM irked about is that you chose to make the music a sound object versus actually making the background music. Why is this? Background music can be stopped with soundstop. Looping sounds, however, cannot. This proves to be quite a problem, as the only solution to fixing this would either be to delete the sound files in the pk3, or turn down your sound effects volume. Not a fun choice to make, especially since you have great music here. Now I understand what was being done here, and I can appreciate that from a certain viewpoint, but not everyone likes to listen to the map's music. In a V2, here is what I suggest happen: 1.) make the desert outpost music the primary background music. 2.) make the jukebox usable, and have the bar music toggleable. That way, you won't risk turning away players, not that I really foresee that being a problem. The only other problem I see: - Doors: Some doors lack ambient sound. Others don't open, and some SHOULD open. Well, by some, I mean the big cargo door could have been openable. As for the doors with nothing behind them, I suggest making them usable and have them play the locked sound when used. Either that or uh...you could put stuff behind them maybe? in a V2? Maybe? =_,o Other than that, those were the ONLY two improvements I noted, and even those were relatively minor in comparison to how malevolently magnificent this map is. I see a bright future and a lot of use coming out of this map, from many crowds, really. I needn't say anymore. The screenshots and Submit Unto Filefront button should do the rest of my job for me =_,= New Textures: Aye New Music: Aye Secrets to plunder: Nay Bot Support: Aye - Averus Retruthan

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6954 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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2908 downloads

Uploaded:12-22-2008

Onossia Jedi Academy

onossia_v1.zip | 24.36 MB

night-time one. Whilst only a few of the areas (namely the ones that are open to the sky) have different night-time lighting and sky textures, the difference in feeling between the two versions is quite noticeable. I have reviewed plenty of Academy themed maps whilst I’ve been around here, but I must say this one is rather unique out of all the ones I have seen. It does of course have all the necessary Academy features, such as a dorm / bedroom area, saber duelling rooms, large open communal areas and of course the ever present council room and secret areas that only those in the leadership of the clan traditionally know how to get to. The unique feature I am talking about is the actual texturing of the map. Generally speaking Academy themed maps tend to use a lot of Yavin textures, since the Jedi Praxeum on Yavin is the most well known ‘Jedi Academy’ probably followed closely from the Dantooine Academy from Knights of the Old Republic. This map has plenty of Yavin textures, but the unusual thing is that they seem to be mixed in with rather a lot of Bespin textures as well. I would never have thought of putting the two together since the old weathered Yavin stone textures wouldn’t seem to go very well with the relatively new, clean metallic Bespin textures. However whilst there are certain areas in this map where they didn’t fit together very well, on the whole I was quite surprised to find that they generally fit together pretty well in this map. The architecture is a similar mix between rounded structures, and the more traditional angular Yavin style architecture. Overall though, like the texturing, the two styles work pretty well together. One thing is for sure, this map is [b]huge[/b] and there are loads of places to explore, one of which I thought was a nice little nod to the Dantooine Academy out of KotOR. One ‘crossroads’ has a feature in the middle, with some basins full of water, and a tree at the top, with an open skylight above that. If I remember rightly this is exactly what was featured in some concept art for the Dantooine Jedi Enclave under level that featured in Knights of the Old Republic 2: The Sith Lords. I cant remember whether that area made it into the final game, but I do remember that piece of concept art as it was one of my favourites. Also along the Dantooine Academy theme, this map features the music from the Dantooine Academy level of KotOR, which is another nice touch. Some other areas that are of particular note are the Council rooms (yes, there seems to be more than one council room!) an outside courtyard area and the expansive, secret, underground labyrinth. There are definitely some areas I feel could be improved upon though. One of the main ones was the scenery you can see outside some of the windows. The hills and such you can see through these windows are rather too angular and do not look natural enough, I definitely think these need to be softened a bit to make them look more natural and organic. Another less noticeable area that needs some tweaking are the stairs. Don’t forget to place a wedge shaped brush covered in the ‘noclip’ texture over the stars, so when you run up them, you go up smoothly, rather than bouncing up and down as you step up each step. Lastly I would suggest continuing working on texture combinations and architectural details to really polish this map up to a brilliant shine. ;) All in all though, good work here! What is more, I couldn’t find any clan logo’s or references in this map, so it should be suitable for all clans to use, which is always a bonus. If you guys like the look of it, give it a download! [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 ~Nozyspy~

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2964 downloads

Uploaded:11-25-2008

Link (Twilight Princess)

tp_link.zip | 2.55 MB

Nintendo Wii and Nintendo Gamecube. Not much else to be said beyond that.[/quote] Personally I have only played a little of Link's latest adventure. From what I've seen this skin is very accurate. The main change from the old is that Link now sports a nice chainmail hauberk. All of Link's clothing has been updated accordingly and I must say it looks very nice. This skin does the origional a great justice and gives us all, in my opinion, the best version of Link so far to play with. Although in the event of a version 2 I would certainly like to see team skins, if not for the nostalgia of Links old tunics from the previous games. I will certainly be keeping this in my base folder. If your a fan of TLoZ or just like gender confused elves then I recommend you give this one a download. [b]New Sounds:[/b] Yes [b]Bot Support:[/b] No [b]Team Support:[/b] No [b]NPC Support:[/b] No -Sciacca

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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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4112 downloads

Uploaded:08-05-2008

Mercenary Battle V2

merc_battle_v2.zip | 41.7 MB

albeit its primary focus was for the small enclave of gun users in JA. Now, four years later, the map returns in a v2, sporting all the glory from the first map, and more =_=. This map continues its predecessor's path by featuring the map's setting in a desert canyon. Near the center is a small gunning outpost, adorned with an alarm...for when you feel like being annoying. TO THE EAST(saying facing the outpost as a Northern reference,) is a ship. Behold, as it is wrecked, a feature that was consistent with its predecessor. This time, however, it seems more believable as a wrecked vehicle, let alone a recently wrecked one, as the electricity still seems to spark and hurt children. I guess my only complaint here is that there is not actual feature that looks like a command bridge, but I digress on this subject. Dotted throughout the map are a couple of small sniper nests, and a lot of ambient environmental features, some of which contain the general secret of darkness. The rocks are the key, as a dark secret lurks beneath the surface of this silent canyon =_=. Architecturally and texturally speaking, you can't go wrong. It's divine, no questions asked. Everything felt natural, and there were hardly any out of place geometric figures or what have you to make it feel unearthly. From above the map, the canyon itself felt a bit rectangular, but honestly, it didn't matter too much. The canyon was very natural looking, and showed no unnatural form. Even the rubble in that place that I won't mention looked very realistic, as opposed to a clump of garbage that was just placed there to make it seem like a collapsed tunnel. I think the only concern I had was with the lighting in that mysterious region, as I'm not sure if the torches provided there would light it up that much. Maybe it could, but it just didn't feel too right .-. Another thing I did notice was that FPS was alarmingly low in the main wastes. Looking left or right from the northern outpost would warrant a huge FPS drop, where I would be getting like 20-30 FPS as opposed to the usual 80-90 I get. Besides that problem mentioned above, this is actually quite the solid map. It has combat potential, bot routes, and a little(just a little) RP spice in there as well. A decent balance, to say the least. BANDWIDTH called, and he said you should go drop him off at Filefront and pick up this map. New Textures: Aye New Music: Nay Secrets to plunder: Aye Bot Support: Aye - Averus Retruthan

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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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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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1369 downloads

Uploaded:01-17-2008

Spacefighter Factory: Project Shadow Streak

spacefighter_factory.zip | 21.41 MB

space ships\" is moderately accurate. Not entirely, as the majority of the map is not a hangar. So let me cut to the chase and explain what we\'ve got. The first bit I saw was the factory. It\'s actually a very large and long room full of ships -- some of them in pieces -- being assembled. This is probably one of the coolest things I\'ve ever seen in a map. One ship is getting a wing welded on, while another is getting the cockpit ready for assembly. As you explore further into the complex you\'ll see various other ships. There\'s one that seems to be on display, and it\'s bristling with weaponry (included some pretty wicked-looking rockets). In another room there are several ships being fueled, and in yet another room there\'s a ship hovering as if ready to take off. I hope it doesn\'t, though, because it\'s faced the wrong way! There are at least three distinct designs portrayed in this map, and what I find most impressive is that all these ships seem to be made of brushes! I\'ve seen impressive brushwork in the past but I think this probably takes the cake. They remind me a bit of the Nubian... on steroids. The Nubian didn\'t have any weapons, after all. The map itself also uses all custom textures. Yeah, [i]all[/i]. The strength of this map, beyond the very unique concept, is in the detail. From the detailed starships to the spinning ceiling fans to the scaffolding holding up the not yet attached wings of the ships. These are the kinds of details that make a good map a great map, and I\'d say they really do their job here. Great map overall, and fairly big! Should keep players very interested. [b]Bot Support[/b]: Yes [b]New Models[/b]: No [b]New Textures[/b]: Yes [b]New Music[/b]: Yes ~Inyri

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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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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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1778 downloads

Uploaded:10-30-2007

Demonic Saber

demonic_saber.rar | 2.32 MB

four variants, and I shall break them all down in a quick explanation =_o: - Normal Effectless Saber: Has a regular skin with a 54 scale blade instead of the regular 40 - Normal Shader Saber: Same as above, but with a shader to increase the brightness of the texture. Wasn\'t appealing to me personally, but that is another tale =_o. - Special Effectless Saber: Has same skin of Normal and retains the 54 scale, but now has a Parry Bonus of 9, Break Parry of 3, Lockbonus of 9, and an increased animation scale to 1.2. Believe me, that speed means something. - Special Shader Saber: Same as above, but with the shader. Quite frankly, I\'m glad that the author took the consideration and foresight to make 4 variants. The style allows the public to really be able to insert almost any of their preferred saber into their base, and yet still be able to use it on a server that has it. I foresee most will insert the normal blade, but the public has the option of using a shader or not, so that\'s quite amusing =_,=. While I\'m on this tirade, I will alert the masses that you must naturally insert only ONE of these blades, as they all use the same model name, .sab information, etc. Keep this in mind, and SUBMIT BANDWIDTH AT YOUR WILL =_= - Averus Retruthan

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10744 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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5930 downloads

Uploaded:09-18-2007

Darth Vader Hilt

darthvaderhilt.zip | 284.55 KB

screenshot speak for itself. And it\'s best if you just test it yourself. ~AmosMagee

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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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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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3846 downloads

Uploaded:09-18-2007

Buster Sword (FF7)

buster_if.zip | 646.1 KB

least I think it is roughly the same size as in FF7. The skin here is excellent. Its not brand spanking new and shiny, its used and battle-worn. The way it should be, with bullet dents, chips and scrapes. The hilt even looks dirty and used so Good Job there. The only thing that lets this sword down is the sounds. Its sounds too faint and weak, like a regular sized sword sounds. The Buster Sword should have loud and strong sounding slashes because of the size of it. Overall the model and skin are perfect for the FF7 Buster Sword, just the sounds let it down a small portion. But in any case I know it'll be staying in my base folder to annihilate some so-called sith lords with. Before you comment let me just stress that this is the Final Fantasy 7 Buster Sword! Not the Kingdom Hearts or Advent Children versions but the good ole classic FF7 one! -ElegosVos

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3274 downloads

Uploaded:09-18-2007

Anakin Hilt Collection

anakin_hilt_col.1.5.zip | 2.2 MB

included, and were fully usable with a little .sab file modification. If you use this file as-is, you\'ll get graphical errors, won\'t be able to select the new hilts, and for some odd and very much unknown reason the Retaliator hilt has been renamed as \'Exar Kun\'. However, like I said, the saber models are still in the pk3, and they\'re still usable. What I did manage to learn from raiding the pk3, however, is that the sabers are also not MP compatible (the notInMP parameter has been set to \'1\'). I think the author should definitely remove that parameter. New sounds are included, and the menu entries are available in both English and German. I couldn\'t isolate the error which was causing my problems, though. From what little I could see in ModView, the models themselves are good quality, so if you want some extra Anakin hilts and you\'re competent at modding .sab files, then this might be of interest to you. The hilts are good quality, and for someone who knows what they\'re doing, it\'ll take three minutes tops to fix the problems. For the rest of you, well, you\'ll have to hope that the author takes up my strong suggestion that he tries to isolate the problem and resubmit a fixed copy. ~ Kouen

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3740 downloads

Uploaded:09-08-2007

Grand Jedi Skills: *Flaw Stories

grandflawv2_jka.zip | 49.53 MB

hadn\'t gotten that from the very high file size. Proportionally I wouldn\'t consider the file size extreme, though, because this map is gigundous. Yes, non-English speakers, I just made up a word. You should see what the spell checker tried to change it to, though... Aaaanyway, if you\'re looking for a map that truly pushes the engine to its limits, check this one out. Now there\'s a big difference between making a map that pushes a game to its limits and making an outstanding map. Not that this map is bad, but it certainly has a lot of room for improvement. My first thought about this map was that maybe the author made it a little too big for his attention span. For instance some of the areas have some really nice brushwork and overall architecture, while others are really very bland, architecturally. This can sometimes even be seen in the span of a single room -- half the room is really wicked-looking, and the other half looks like first-map architecture. My second real bit of grief with this map is the lighting, which seems somewhat sub-par to me. It\'s not bad lighting, it\'s just not very realistic or smooth. Could be a JK2 thing, though. I don\'t play it or get to review maps for it all that often, so I\'m not up on the big differences between JK2 and JK3 mapping. The lighting only really bothered me a couple times in some of the areas where it was really dark, or in some of the areas where light from another room was seeping beneath a seamless wall. Let\'s stop with the negatives though, shall we? This map certainly deserves props for being so huge with so much in it. If you can even find all of the locations, I don\'t imagine it\'s going to bore you very quickly. There\'s plenty to look at and plenty to find, and none of the rooms seem remotely similar to each which, in this case, is a good thing, as it keeps everything fresh and interesting. I wouldn\'t recommend this map for any type of series combat gameplay, though. You\'d get so lost you\'d never find an opponent! But with all I can say about it, the screenshots I took should speak more for the map\'s ingenuity and innovation. There was simply too much there for me to remember too many details! And just for the record, I don\'t claim to have found every area, if that tells you anything about the sheer acreage of this map. Overall a very nice map. Definitely a download recommendation for JK2 map enthusiasts, if you can spare the bandwidth![/quote]There are some changes to this Jedi Academy version, although most of it seemed to either be content changes or small almost unnoticible changes. The lighting does seem a little better, though. Still a map well worth picking up! [b]Bot Support[/b]: Yes [b]New Sounds[/b]: Yes [b]New Textures[/b]: Yes [b]New Music[/b]: Yes [b]Game Mods[/b]: ffa, tffa, ctf ~Inyri

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1552 downloads

Uploaded:08-10-2007

Alzoc 3 Spaceport

alzoc_3_spaceport.zip | 7.46 MB

thick. Yes...you guessed it already, didn't you? *sighs* v_v oh well, I tried. There are a few notable areas in this medium-sized spaceport. There are two ships, one of which you can enter, although the interior's not that large. There was a small tavern area with which to hang about in. The outside area of that has one swoop, and no space to ride it in. Not sure what the intent was there. Overall, I wouldn't say it'd be good for RP, but I suppose it could make some interesting gun fights. THINK YOU CAN USE IT?! SUBMIT BANDWIDTH WITH THE FORCE OF 100 OXEN divided by 25 oxen, minus 3 oxen, then add half an ox. New Textures: Aye New Music: Nay Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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2370 downloads

Uploaded:05-05-2007

Qymaen jai Sheelal

sheelal_version_2.zip | 4.21 MB

changes: [quote]Everyone fancies themself a General Grievous fan these days. I wonder, though, how many will see this in the file list and say \"Hey, that\'s Grievous! Rock on!\" Few, I\'m betting. In any case, this is Grievous before he became so grieved. Out of all the characters in the prequels -- except maybe Jango Fett -- Grievous seemed to be the most interesting and yet the most disappointingly portrayed. However simply because his part was botched doesn\'t mean he\'s any less of an interesting character. Indeed this particular model portrays part of that interest. I\'ll leave you to hit Wookieepedia and read up on it if you don\'t already know. Let\'s get into the technicals. The model, I would say, is about 75% accurate to the original. Several parts were taken from Raven models, so those in and of themselves make the model inaccurate. The torso is far too small/frail, as his torso is supposedly covered in armor as far as I can tell. The face isn\'t quite shaped right, and the cape doesn\'t seem big enough and isn\'t tattered at the bottom. Some aspects of the texturing also don\'t help things along. The sleeves and flesh areas seem random -- the striations on the sleeves don\'t seem to be present in the images I\'ve seen. One of the biggest problems with the textures is they rely far too heavily on photoshop filters. Filters only get you so far. The rest has to come down to by-hand tweaks. Now on to the in-game performance. It\'s not too bad, really, despite some missing sounds and some really poor weighting in some areas (namely the cape -- capes are hard to weigh, but you can do them somewhat believably). Sounds such as the jump sound and the land sound are missing, so they are replaced by default Jaden sounds. Well gee, that all seemed so negative. Let\'s move on to some positive things, since this model isn\'t all that bad. A custom weapon has been included with this mod, namely Kummar\'s Lig sword. It seems a bit small, but otherwise seems to fit. A new sound has also been included, supposedly taken from an interview with Matthew Wood. No team skins, which is a shame, but bot support has been included, which is a nice addition. Overall a good and new addition to our archives that, while it could certainly benefit from more attention, is certainly acceptable as-is. ~Inyri[/quote] Now, as far as I saw, the only new thing was team support. I found that a bit disappointing, as I was expecting more from it, such as more choices for skins, npc support, possibly SP support, etc. But, the changes don\'t bring it down, so it\'s still a good update. Give it a download! Bot Support: Yes Team Support: Yes NPC Support: No New Sounds: Yes

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8094 downloads

Uploaded:04-09-2007

Grey Fox Model: Sound Fix

soundfix_gray_fox.zip | 3.14 MB

in .pk3 file, so you can now use this wonderful model in Jedi Academy, with working sounds. ~Wolf

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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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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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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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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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163 downloads

Uploaded:09-01-2006

Smugglers Hideout

smugglers_hideout.zip | 1.31 MB

you get is a small hangar and a platform. There are several crates in the map, and they all contain various weapons and ammo. The hangar is small and only holds one X-Wing, and why you\'d use a X-Wing for smuggling I don\'t know. Anyhow, there\'s a protocol droid in the hangar, as well as a R5 unit, with a R2 unit waiting behind a wall. You can activate a forcefield and lock yourself in, as well as close the doors so on one can bother you. There isn\'t that much to this map. There\'s a great big fan with three blades at the bottom to kill you, along with a strange console area that\'s got a heavy repeater near it as well. There are some pipes with steam nearby where you can turn the steam on and off, so that\'s fun. One thing I did notice was that you can land on the fan guards before hitting the fan, and surviving. Now THAT would be an interesting duel. I did find the secret, but only by accident. No I won\'t tell you where it is, that wouldn\'t be fair. But here\'s a hint: It\'s bigger than an ewok and smaller than a wookie. Or is it? You decide. Bot Support: Yes New Models: No New Music: No New Textures: No Gametypes: Duel, FFA, TFFA ~Zach

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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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330 downloads

Uploaded:02-17-2006

Campi Flegrei

duel_cf.zip | 10.91 MB

would not have been made from shiny stone. Stone, yes, but the material used for the temple in this map looks like metal, with a rocky colour. And an environment map. :( The layout is fairly simple - a large duelling floor in the centre, surrounded by a small pool of water, and then enclosed by some cliffs. The water around the edge looks very nice, and the envmap used works well with the sky. The sky owns by the way. ;) The architecture is questionable - at least with the textures used, although it's good to see that some finer details have been made in 3-D rather that relying on texture work. However, the texture used for the floor of the main duelling arena just doesn't look right - seems cartoonish somehow, but I can't put my finger on exactly what the problem with it is. :( For duels, it's a very good size, and easy to play in, and the map comes with a nice music track and full bot support. If you like the look of it, I don't see why you shouldn't try it - but I do admit, the style won't appeal to all. New Textures: Yes New Sounds: Yes Bot Support: Yes ~Szico VII~

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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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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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348 downloads

Uploaded:11-18-2005

Ancient Tomb

ancient_tomb.zip | 236.57 KB

things), the trim on the walls, and the little blue flames on the mini pyramid things. It\'s the little things like that that give an artistic and aesthetic flair to a map. The map itself is only two rooms and is not cluttered enough to interfere with intense dueling, but has enough objects in it to make things a little trickier. The two rooms are separated by a very neat-looking pulsing teleporter. It gives quick access between the first room and the second room. One I found funny with this map was that it was very [i]blue[/i]. The blue lighting is very strong, but oddly doesn\'t seem to have much of a source. Both rooms have a pyramid with blue flames on top, but the light doesn\'t seem to be coming from them. Personally blue isn\'t a favorite color of mine, so I would\'ve preferred to see something a little more subdued. Perhaps something slightly less saturated, as it wouldn\'t have been so painfully... blue. Other than that, the actual look of the tomb is very \"tomby\", which is the objective here. If this is a sample of the author\'s work on a single-player campaign, I eagerly await seeing that. I just hope perhaps it won\'t be so blue! :p New Textures: No New Models: No New Music: No Bot Support: Yes ~Inyri

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543 downloads

Uploaded:11-16-2005

Tarkin

tarkin.zip | 5.67 MB

Princess Leia Amidala Skywalker, was essentially the first [i]Star Wars[/i] villian who wasn\'t suited up to scare or delight. He died a loser in [i]Death Star I[/i] in \"Star Wars: Episode IV—A New Hope,\" the very first film in the franchise, and thus was forgotten. Alex533 remembered him with this skin, an ugly old man. The skin doesn\'t look good. The textures try to be detailed, but the detail seems to end up in all the wrong places. The ugly wrinkles seem to go where they shouldn\'t; he looks rather artificial. The model choice of HapSlash and InfinityBlade\'s Count Dooku, which isn\'t the first time Alex used this model for a so-so skin, again, doesn\'t fit. It\'s probably the best model out there at the moment for Tarkin, but Tarkin\'s head and body have a shape that no one else has. He\'s lanky in an old man way without necessarily being skinny, and Peter Cushing\'s head is just too unlike anyone else\'s to match. This skin would be better off trying to make itself look like the ugly Tarkin who appeared in Episode III. I don\'t really like the team skins, but there really isn\'t any other choice with characters as dull as high-ranking Imperials. The hair is totally out of place and colored too monotonously which adds to the skin\'s inaccuracy and unattractiveness. Alex533 actually got it with Tarkin\'s cold facial expression, but it seems that Tarkin got a face-lift. —Ra-Kom

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197 downloads

Uploaded:11-12-2005

Statue Duel

statueduel.zip | 4.19 MB

work. Okay, you look at the statue, and it's cool, although a bit blurry due to it's size enhancement - but in the middle of space?? Look at it the other way... "cool it's in space!" but then... what? a giant statue? I guess looking up at the skybox reminds me of the UT2004 Face Classic level, but the whole effect is substandard. This map obviously required very little effort on the part of the mapper, and with such a simple map, I feel much more detail should have been added, and the clipping... well have you ever heard of the auto-clip function? At the moment, there's like a square invisible wall around the platform you duel on, and around the statue... oh yeah.... and that light is awful. Where's the source?? The music choice... fits to a certaine extent, and I'm very.. very glad the author included bot support ;) Innded a new idea for a map, but unfortunately not a very well excecuted one. I think this is a case of 'right idea, wrong application.' You can still duel on it and fall to your death though.. obviously ;) New Textures: No New Sounds: Yes Bot Support: Yes ~Szico VII~

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12803 downloads

Uploaded:11-04-2005

Silver Dragon

silverdragon.zip | 1.45 MB

to mimic something that already exists. Is this that? Could be. It\'s certainly not a Jedi, though, and definitely has a unique flaire. My favorite part, oddly enough, is the hands. How many of you modellers out there use Raven\'s hands? Or learned your technique from them? *raises her hand* This author wouldn\'t have that, however. He seems to have made his hands from scratch, with the biggest difference being there are three, not four, fingers. The claws on each finger are also unique. My second favorite part is the head, and wouldn\'t you know it, the mouth even moves! Personally I\'d rather replace Desann with this model if it was JO compatible. He just looks so much nastier than Desann ever was, and Desann was pretty cool in my books. Now to the technical aspects. What makes this model so neat is the skin has a specular shine to it, giving it the impression of being armored scales. It\'s very subtle, so it\'s not over the top and metal-looking. The deformation looks pretty good too, especially considering it\'s a first model. What I\'m not so fond of is the very grainy look of the textures, which luckily you won\'t notice much unless you\'re looking at it very close-up, or looking directly at the textures, as I have a tendency to do. Other than that, however, the skin looks fantastic, as does the model. And on top of all that, it has single player support. Always excellent. I\'d recommend this to everyone except... well, nevermind. I recommend it to everyone. I mean really, who doesn\'t like dragons? If you can stomach lightsabers, the Force, and Wookiees, I don\'t think a silver dragon is out of the question ;) Bot Support: Yes Team Support: Yes New Sounds: Desann\'s NPC Support: No ~Inyri

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63078 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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252 downloads

Uploaded:09-24-2005

Sith Docks

sithdocks.zip | 1.19 MB

water. We all know JK3 default water shaders suck for the most part, so creating your own would have been a good choice here, add an environment map to make it look nicer, theres a nice tutorial HERE. Secondly, in water moving that quickly, I\'d expect to get moved downstream when I fell in.. but meh. I\'d also have liked it more if there had been a boat in there... ;) But enough moaning about the water. There was quite a lot of different textures used for such a small map, which made it look a little too \'active\' for a sith dock along the walls, plus there was a strange glowing symbol which came from one of the walls. It looked interesting, but I wonder why it was only happening on that one bit of wall, and more importantly, I was wondering what it actually was. *shrug* The lighting from the torches was spot-on, however the shadows they left were very square. In a map of this size you could maybe consider adding some ambient styles, such as a flicker, and compile with \'-samples 3\' to smooth out those shadows. :) In a dock I\'d have also expected some kind of mooring devices, especially in such a fast-flowing current. Overall the map is a good design with a nice ambiance - Jenova, you evidently have some skill with the editor, but I want to see you go that extra bit further to make a good map into a brilliant map! You obviously understand themed-architecture and enjoy playing with fire, however maybe try expanding on future maps, just to give them that little bit extra :) New Textures: No New Sounds: No Bot Support: Yes ~Szico VII~

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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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22241 downloads

Uploaded:07-13-2005

Jedi Pyramid 2

rpg_jedipyramid2.zip | 26.36 MB

with the city area. The actual city area I am torn. Aspects of the buildings look very well done such as some of the texturing and the general layout. There are a couple entrances to other areas out there, afew being a small auditorium, a bar of sorts that looks really nice, and an elevator. Now, once you take the elevator to the top, it takes you to an office type room (see pics below). My complaint I guess would be the general lack of detail in the city, along with the abrupt edges of the city that just stop.\" - From first version\'s review. The rest of the review will be different due to the changes the author has made. Now, the general layout of this map remains the same. Upon entering the pyramid, you find yourself in a lobby area once again meeting c3po. From here, there are three different directions you can take. One leads to areas of specialized rooms I think each designed for specific people. Another direction will take you to a form of jedi quarters divided into blue and green sides. The final direction leads you to a hangar type room connected to a medical lab. The difference\'s in the two maps, v1 and v2, rest in the areas of both texturing and lighting. While the outside remains unchanged as far as I can tell, the inside of the pyramid has been slightly altered in spots. Some of the rooms in v1 where very bright in reference to colors while in this version, things have been toned down. The quarter\'s hallways, the council room, and the yellow hallway are prime examples of the changes. The council room is probably the most noticeable and is a great improvment in my opinion. The same things I noted in v1 remain though as far as negatives. Some z-fighting still can be seen and in some areas there is a general lack of detail. And, there are still some missing textures(example-c3po room in the corners). Having said this, I liked v1 and I prefer the changes that have been made in v2, Nice improvments. ~LK~

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9396 downloads

Uploaded:07-07-2005

!SoS! Underground

map_sos_underground.zip | 9.64 MB

say it always fits the feel of the map, but it still looks pretty amazing (albeit impractical in some cases ;) ) I say impractical, because although the architecture is great, I do wonder why some of it is there - for example, in the red corridor (see second screenshot) why is there railings going up the wall? Strange. However that\'s not really a negative point at all, just a bit of an observement. The lighting in this map seems very Doom3 inspired, as does the rocky with lava theme. Of course this is all in line with a Sith-themed building, for the SOS clan. (Shadows of the Sith) Ah, I hear you cry, \"It\'s a nasty old clan map.\" No so - there is one little section with a picture of the clan and a \'coming soon\' picture which spoils that room, but aside from that you really wouldn\'t realise this is a clan map, and besides it\'s so well made I would have advised you to try it even if it had been plastered with clan logos. The ambient sounds, while used very well with the lava splash effects, seem just a little wrong for the sound of laval, and where the giant rumbling coems from is anyones guess, but the ambient music is fantastic for the style and setting of the map and both visuals and auditory effects come together really well. The map comes with full bot support, so no qualms here, and there\'s some very nice movers in this map as well - I liked the room with the giant cog - great work with the sounds here, and there\'s a nice feature on some of the duel rooms whereby this sign outside the room ligths up when people are inside dueling. This is a little buggy, as sometimes when people go in/out in twos and stuff the light somehow switches around (i.e its on when people aren\'t dueling and off when they are) However, this was mostly a very rare occurence. I advise you to take a look at this map, although as much as I am impressed by the map, it isn\'t my kind of atmosphere, it\'s too dark and \'indoors\' (lol :) ) but that\'s not to say it is in any way a bad map :D New Textures: Yes New Sounds: Yes Bot Support: Yes ~Szico VII~

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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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779 downloads

Uploaded:03-10-2005

A View on Lok

viewonlok.zip | 6.54 MB

most of his released maps and I\'ve been quite impressed. Duel maps are small but good looking this one is that, it doesn\'t have many points of interest but it looks alot like the pictures I\'ve seen of the Emperors throne room, so that\'s what counts!. Great work, this is a pretty and slick duel map keep it up! Bot Support: Yes New Music: Yes New Textures: Yes Gametypes: Duel, Powerduel -Rink

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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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16645 downloads

Uploaded:01-26-2005

Super Battle Droid

sbd.zip | 423.74 KB

Battle Droid. The only thing, visually, I see missing is a little red dot. Other than that, this is a perfect model. Though it\'s not a complete package. No bot support was included, which is a shame. Cause like, you totally need an army of these things to kill, y\'know? And most unfortunate of all, there are no new sounds. :( Regardless, this is a great model and I can\'t wait to see what\'s next from Chairwalker. :D Bot Support: No Team Colors: Yes New Sounds: No ~AmosMagee

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972 downloads

Uploaded:01-17-2005

Theed Montross Hangar

macestmh.zip | 10.24 MB

comes to duel maps. I have no idea how accurate this map is, but I\'m not fond of the angles, or the textures used. By angles, I mean the map is too angular. Nothing seems blended well, and there\'s no real flow to the map. Also there are too many vehicles in the map, that serve no purpose. While the map does include everything I like to see in a map - bot routes, custom textures, etc. - it just doesn\'t make up for the poor game play. I wouldn\'t put this on a server of my own, but maybe it\'s something you\'ll like. So download it and test it and decide for yourself. Bot Support: Yes New Textures: Yes New Music: Yes Game Types: Duel, Powerduel, FFA, TFFA ~AmosMagee

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9956 downloads

Uploaded:12-16-2004

Master Chief

master_chief_by_david.zip | 612.58 KB

there will be one made. Cause, really, Master Chief should be bigger than this. There's bot support and team skins. The team skins are simply red and blue. No new sounds though. *sigh* Oh well. If you're a fan of Halo, you may want to download this. Otherwise, it's just a trooper to me. *shrug* Bot Support: Yes Team Colors: Yes New Sounds: No ~AmosMagee

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16263 downloads

Uploaded:12-02-2004

The Giant's House

giants_house.zip | 17.13 MB

play it with a couple of people is really fun. Lots of comedy value here I spawned at the computer desk (you can go inside the computer screen) and I started to explore the huge room and it really does have some crazy things and items. It can be pretty fun trying to get around since everything’s scaled much larger than yourself, it would be a great map for grapple hook swinging. There's quite alot of custom textures used it adds to the whole big room feeling. The detail and fun factor of the map is great only it makes you want to explore more there isn't many places to go except in that big room and one or two secret rooms which is a disappointment because I would love to see more of this map. I also saw a hamster cage with a Wampa in it too LOL. The music is good for the map too the whole wacky theme really adds to it. Great map the only improvements could be adding another room or more secrets but play this with others and you'll have a blast. Bot Support: Yes New Textures: Yes New Music: Yes Game Type: FFA, Duel Rating: 8/10 -Rink

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1124 downloads

Uploaded:12-01-2004

Koriban Palace Two

korpalace2.zip | 4.88 MB

hallway on the other. you can break the windows and go outside. if you do, you can see how big this palace is. I couldn’t capture it all on a screen shot :P. If you decide to go through the hallway, there is a statue of Ragnos in there. The lights flicker, adding to the overall effect. The author used the textures very well. Everything just look wonderful. There is even stuff to break! I found some jars around the place. The ceiling has a lot of miniature domes, which looks very nice. Oh, I almost forgot, there is music as well. I think its from Pirates Of The Caribbean. Im not 100% sure though, since the name of the file is mp_ffa2. I was able to get a good FPS on this map, but I have a very fast computer, with a high graphics card, so I don’t know if you will get the FPS I got. It’s a real nice map, just be careful outside, I wouldn’t want anyone to fall off the edge. (Unless your fighting against me :) ) This map also includes Bot Support, so you can use it when there is no one else to play. Keep up the good work! Bot Support: Yes! New Textures: Yes! New Music: Yes! Game Types: Duel, Power Duel -Airm

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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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232832 downloads

Uploaded:08-07-2004

Jedi's Home (JL)

jedishomejl1.1.zip | 10.14 MB

because you're so excited that you actually made something and you want to share it with everyone. However, the best thing to do is just what the author of this map did - he created two maps before this one, but never released them. They were used to just learn how to map. Then he made Jedi's Home and it's just a wonderful map. It's hard to believe that it's a clan map, but it is. It is obviously inspired by Sevker's Jedi Archives, Griffinclaw's Jedi Council and there are some elements of ShroomDuck's maps here and there too. In my opinion, you can't get much better than combining those ideas, skills and talents. So as you can see from the first screenshot, Shadow Stone played around with a lot of curves. The lighting and textures in the main room are just perfect, in my opinion. The chandelier hanging sways gently and rotates. There's a less impressive meeting room down one hall, but will work for duels. A small dojo in another area serves its purpose, but isn't my favorite room. There's a large arena that has some interesting lighting and though you can't see it in my screenshots, has a 1st, 2nd and 3rd place thing that is reminiscent of Tournament Central in the TMBJ map. I love the bar. It's not a main part of the map, which is nice. You have to take an elevator up to the small, open bar which features some lovely lighting and three TV's hanging from the ceiling. The railing around the bar is wood and gives it a cabin-like feeling. Makes it very cozy. The bar is slippery - I'll let you guess where that concept came from. Outside you'll find a landing pad which is always good for FFAing, much like in Bespin Streets. The only parts of the map that make it clear that this is a clan map are the council rooms, secret areas and the living quarters. I have to say though, those are the most impressive beds I've seen yet. At the end of the room are three couches surrounding a large table. There are buttons on the sides of the couches, that when pressed will produce a large TV in front of each one. The meeting room with the large chairs looks great and also has that button thing going on. A small TV will slowly slide up in front of the leader's chair. And when another button is pressed, a map/chart thing will come up in the middle of the table for the benefit of the others around the table. One of my favorite areas has to be the hospital thingy. I remember people wanting to do the whole bacta thing the right way, and I'm not sure if anyone really was able to do it, but Shadow Stone sorta got it. Someone stands in the center of the um ... thingy ... and you press a button and down comes a tube and up comes water. After a few seconds, it drains and opens. There's a large council room upstairs that's just pretty. I really didn't find any of the secrets, but that's because I was busy exploring what wasn't secret. I kinda forgot to look. I was already so impressed by what I had seen. My FPS wasn't too bad, but it may suffer slightly on a server with a bunch of people. Still, it's worth it, I think, for those who like maps like Jedi Archives, GC's Jedi Council and the TMBJ map. I really can't wait to see your next map, Shadow Stone! Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA, TFFA ~AmosMagee Ps. Shadow just fixed a little error and sent this to me. So I deleted the old version and put this one up. So if you downloaded the old one, be sure you grab this new one. :)

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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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20520 downloads

Uploaded:07-09-2004

Far Cry of the Jedi

farcry_of_the_jedi_sith_j_cull.zip | 8.58 MB

if you’re interested, let me know. Thanks for reviewing Far Cry of the Jedi, Shroom! :D ~Amy ----------------------------------- In his readme, Sith-J-Cull says ‘This map should not be compared in anyway to the game FarCry’, but I think this comparison is unavoidable. Sure, the ancient Q3 engine can’t bring us even close to the immersive graphics and physics as seen in the game FarCry, but inventive mappers like Mr. Cull here can certainly bring us a hint of the game’s level design. The first thing you’ll notice in this map is the extensive use of terrain. Wow! The terrain is amazing. The second thing you’ll notice is the horizon. WOW! This is the first time I’ve seen a mapper realistically have ground-level water meeting the skybox. Usually one would just have the water in the skybox, and then try to occlude the edges to give the illusion of water stretching out as far as the eye can see. Here, the water itself actually stretches out as far as the eye can see. Brilliant stuff. With a smoldering volcano as the centerpiece of this map, one will find various installation equipment scattered throughout. Radar dishes, towers, landing pad, cables strung across a split in the island, and much more. Sith-J has also included many useable items such as a swoop bike, AT-ST, Z95 Spacecraft and some really well placed turrets. The potential fun-factor on this map is HUGE. The terrain creates a varied and interesting battlefield, supplemented by even weapon and item placement. When this map shows up on servers, ya’ll are going to have a real blast! Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA -ShroomDuck

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14883 downloads

Uploaded:07-02-2004

Anchorhead Slums (v2.0)

anchordhead_slums.zip | 2.23 MB

wanted just that ... a really big Tatooine map. My screenshots are a bit darker than what the map really is. There are so many areas to explore here. The most frustrating thing about this map though, is that very few of the doors open. But you have to try them all, because you never know which ones will open. This is a very curvy map. I really like it because the curves of some of the walls and paths really break up the monotony of the same textures all over this map. My favorite place in the map is the bar. Hmm. I say that a bit too often, don\'t I? The bar is almost always my favorite place. LOL Anyway ... I love the lighting and the tables in here. The layout is interesting too. And I just love the look of the actual bar. There are some very cute posters on the wall here and there. This seems to be a perfect map for RPing. There are weapons here and there, but they\'re sparse. Which is a good thing, I think. I saw a few instances of z-fighting here and there, but they were minor. Overall, it\'s a decent map, but it would be best for a large FFA. Cause, yeah, this map is huge. [/quote] Nothing seems to have really changed. If you want to see the screenshots of the map, go here: http://jediknight.filefront.com/file.info?ID=26515 I didn\'t really take any screenshots of this second version because, well ... nothing seems to have really changed. CTF works. So I tried that out. Oh, I also am including a screenshot of where I spawned when I switched to the red team. Yikes. That should probably be fixed. (I couldn\'t move. :/) Anyway, so yeah ... this is the second version. I\'m trying to think of what else to say ... but ... um ... I have more reviews to do. So ... download this map and stuff, k? Bot Support: Yes New Textures: Yes New Music: No Game Types: FFA, TFFA, Duel, CTF ~AmosMagee

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160 downloads

Uploaded:07-02-2004

Fire Temple

firetemple.zip | 793.72 KB

afterthought. I was expecting something grandiose and impressive and just really surrounded by fire. The main room where I spawned in this map is a boring room with two doors and a set of stairs. The stairs are just a little too close to the wall, in my opinion. The large door takes you into a temple-like room where an enormous statue sits holding tiny flames. I believe upstairs there\'s a room with all of these tiny statues and the room really is pointless, I think. And there\'s just too much light coming in here from outside. There\'s one hallway with some flames that you have to cross to get into the dueling area. I suppose this room is my favorite. The bluish (did I spell that right ... is it a word?) electrical bolts give this very dark room some spark (haha) and some personality. But that\'s really where it ends. If this is a first-time effort, then it\'s a decent try. But I\'m just not fond of the result. When I think of a fire temple, Yavin textures do not come to mind. Neither does a daytime skybox. And there wasn\'t nearly enough fire to call this a file temple. Bot Support: No New Textures: No New Music: No Game Types: FFA ~AmosMagee

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535 downloads

Uploaded:05-27-2004

Byss Duel

byssduel.zip | 319.8 KB

up the center meaning you have to go around it - a simple but nice change as it brings in a cat and mouse idea instead of constant fighting. The map makes good use of light emitting shader(s) that have glow in them (those of you who can use r_dynamicglow turn it on now!) The occasional jet of stream around the outside is also good however due to the position they are too frequent and feel a bit too much \'copy and paste\'. The thing I do like though is the rapid flash light at the lower end of the ring, it fits in with the energy light on the roof which is simple but effective (it was the first thing I noticed). Errorwise...well you can spot the one error I found in the screenshots below, texture alignment gone a bit wrong! - This is the best bit though, this mapper can texture curves fine...but messed up on a brush...go figure! As I said, it\'s dark but not too dark, I think a lot of you will enjoy it. New Sounds: No New Textures: No Bot Support: Yes -WadeV1589-

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14997 downloads

Uploaded:05-19-2004

All Hidden Model Stuff

allhiddenmodelstuff.zip | 1.54 KB

can\'t choose from the player menu for the game. Such as wearing the Hoth/winter clothes in multiplayer. Or maybe you\'d rather play as Kyle, but have death sounds like a Rancor or Wampa. If this is something that interests you, download this file for the list of commands. ~AmosMagee

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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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1198 downloads

Uploaded:04-14-2004

Tatooine Cave (v3.0)

tatooinecavev3.zip | 5.02 MB

previously: Quote: -------------------------------------------------------------------------------- Most of the time I preach the KISS rule. Keep It Simple, Stupid. Sometimes though, the less is more rule is taken a bit too far, and then there\'s nothing interesting to see at all. This duel map by Rebel Guard does have a few nice design elements. I like the cave itself. The map could use some more eye candy though. Also, for a cave, this seems a bit bright. Then again, it could also just be my settings are a bit off. Duel maps do need to remain simple, but this one is just too bland for my taste. Also, I\'ve come to expect at least one little extra included with a map, like bot support or a new texture or something. This map doesn\'t even have music. If this is a first attempt for you, Rebel Guard, it\'s a good start and I expect your next map to look much better and have more included to make it worth the download. Bot Support: No New Textures: No New Music: No Game Types: Duel, Powerduel ~AmosMagee -------------------------------------------------------------------------------- Since version 1, Rebel Guard has added bot routes and torches! TORCHES! WOOHOO! And that\'s all I have to say about that. Bot Support: Yes New Textures: No New Music: No Game Types: Duel, Powerduel -ShroomDuck [/quote] Keeping with the theme of the previous short review ... all that\'s been added to this new version that I noticed is new music. Um, to elaborate on what Shroom said about torches ... they do look great. :) And the lighting is so much better compared to the first version that I reviewed. Bot Support: Yes New Textures: No New Music: Yes Game Types: Duel, Powerduel ~AmosMagee

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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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8050 downloads

Uploaded:03-20-2004

Haps Trooper

hapstrooper.zip | 1.49 MB

the original model, more of a subtle change, but it makes a difference and makes the model more appealing for me, any way. HapSlash has also changed the team versions from the all blue/red armour that Raven used, and just highlighted select area’s of the amour, and for me it’s an improvement on the raven team colours although personally I would have used a darker shade of red/blue. HapSlash has also kindly included a new E-11 blaster which again adds a few new subtle changes and improves the appearance of the blaster. I should also mention that both the E-11 and the Storm Trooper model replace ravens original models. ~Wolf New sounds: No (Ravens sounds are used) Bot support: Yes (Ravens bot support is used) Team colours: Yes

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4630 downloads

Uploaded:03-15-2004

Bespin Tower

bespintower.zip | 1.81 MB

and love and four platforms perfect for dueling. Also good for FFAing. The platforms seem to be much bigger than the one in JK2\'s Bespin Streets. On the lowest one, the sun is casting a shadow on the ground and there are lifts to take you up to the next level. The second one is fairly boring. Nothing much sets it apart from the other levels, except that it\'s quite plain. The third platform is probably my favorite because I just love those lampposts. And the uppermost level is of course, the landing pad for the Millenium Falcon. All in all, I\'d have to say this is a good map for any FFA server out there. The elevators move quickly enough and there\'s plenty of room on each level for there to be multiple duels. With great FPS and bot support, what more could you want? I may add this to my server rotation. :) Good work, Killermic! Bot Support: Yes New Textures: Yes New Music: No Game Types: FFA, TFFA, Duel, Powerduel ~AmosMagee

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1280 downloads

Uploaded:01-16-2004

Atak Cargo Bay

artak_cargo_bay.zip | 2.01 MB

deals...It\'s quite the opposite, and this authors uses them all quite effectively to bring us a nice duel map. There is a hallway thing that takes you around one side of the map full of guns, health, and other goodies that I really enjoyed. The FPS on this map was good, so it\'s great for fighting. This map could also be used for a small FFA map for a couple people. There is however one thing I did not like about this map. The music. It\'s good while it plays, but I think the song is to short, and you can really tell when it ends, I prefer music that\'s more ambient and you don\'t hear it start over again. To me that is effective music in a level. This author has some skill and I would like to see an FFA arena so I can throw it on my server and have a blast with it! Keep up Sith-J-Cull! I want to see a lot more from you. One thing I forgot to mention is that this map is bot routed, which makes it all the better...Enjoy everyone! New Music: Yes New Textures: No Bot Support: Yes GameTypes: FFA Duel SanosuKe

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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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52125 downloads

Uploaded:11-24-2003

Singleplayer Yoda 1.0

sp_yoda1.0.zip | 2.51 MB

know my opinion - I\'ve always felt that they are pointless and a waste of space. That said, a woman has a right to change her mind. ;) Replacement mods for JK2 were often just Kyle being replaced by the model or skin du jour. They became boring to play and review. Now I know that replacing the main character with Yoda has been done before, but for JA, it\'s just so much more entertaining. I love the first glimpse of Yoda on the ship ... you see Rosh sitting there as the camera pans over to Yoda, and then all you see is an empty seat and just a small shot of his ears. LOL Love that! Anyway, Yoda is the proper size and though everything doesn\'t all line up, I can forgive that just because it was fun playing with Yoda in this. :) What I like best about this SP mod is what\'s promised for the next version. All of Jaden\'s sounds will be replaced with Yoda\'s sounds and Yoda will even have a custom made ship (read the readme for more info). If only there were a Yoda impersonator who could do the voice-over for the cut scenes (if that\'s even possible). That would really complete this mod. :) I have a feeling that SP replacement mods are going to be much better for JA than they were for JK2 and I\'m actually looking forward to playing some now. :) ~AmosMagee

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339 downloads

Uploaded:06-14-2012

New Jumpz Animation

jumpz.zip | 8.24 MB

that, the best characters that this should be used with, are ones that are seen to be able to fly in their respective genres. It does basically look like you are flying for 1.5 seconds. Perfect for use in screenshots, especially with models like [url=\"http://jediknight3.filefront.com/file/Superman_Bonus_Superpowers;68265/\"] this[/url], or maybe even the Neo model included in [url=\"http://jediknight3.filefront.com/file/TMU_Neo_Morpheus_Katana;82931/\"] this pack[/url]. [b]New Animation:[/b] Yes [b]New Sounds:[/b] No -SuperSmeg

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221 downloads

Uploaded:05-22-2012

Nataria\'s Melee Pack 2

nataria_melee_pack_2.zip | 7.5 MB

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

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250 downloads

Uploaded:05-02-2012

Tensa Zangetsu

tensazangetsu.rar | 705.67 KB

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

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37 downloads

Uploaded:05-02-2012

Basilisc

basilisc.rar | 2.69 MB

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

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130 downloads

Uploaded:04-22-2012

Renaissance Academy

renaissance_academy.zip | 53.6 MB

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

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23 downloads

Uploaded:04-17-2012

Hand Of Justice

handofjustice.rar | 3.98 MB

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

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75 downloads

Uploaded:03-02-2012

Glider Vehicle

46glider_vehicle.zip | 834.27 KB

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

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184 downloads

Uploaded:02-15-2012

Thaede Wolphe v2 - Customization

thaede_wolphe_v2customization.zip | 11.01 MB

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

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165 downloads

Uploaded:12-24-2011

GoldenEye Caverns

goldeneye_caverns.rar | 30.2 MB

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

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431 downloads

Uploaded:12-13-2011

Temple of the Snakes

jungletempleffa.rar | 3.8 MB

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

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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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206 downloads

Uploaded:12-08-2011

DooM.pk3

doom.zip | 108.58 MB

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

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87 downloads

Uploaded:11-21-2011

Korriban Arena [Fixed]

kor_arena_fixed.zip | 4.57 MB

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

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341 downloads

Uploaded:11-21-2011

Troll\'s Den Station

trolls_den_station.zip | 20.44 MB

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

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995 downloads

Uploaded:11-07-2011

Jedi Council GCX - 2010

jedi_council_gcx_2010.zip | 36.22 MB

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

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18 downloads

Uploaded:10-27-2011

Korriban Arena

kor_arena.rar | 4.67 MB

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

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213 downloads

Uploaded:10-16-2011

Temple of the Massassi

tom.zip | 43.78 MB

someone that was in fact made by another author after being converted over to Jedi Academy from a different game that it was originally made for, but here we have a very special exception. Some of you may be familiar with the Temple of the Massassi, or in its original guise, Pyramid of the Magician. The JKA map has been floating around the net for a long time now; it was originally converted by persons unknown from the Quake III Arena source files released by its original author, mapping genius [url=http://www.simonoc.com/pages/design/maps_q3/pom.htm]Simon 'Sock' O'Callaghan[/url]. And when I say genius, I really do mean that. I know we have had amazing mappers like Darth Norman and Sith J Cull here over the years, but Sock's work is of a level which I do not think any map released here has ever been able to match. Seriously, go to the link above and check out his work (he also has some excellent tutorials on some more advanced mapping features)! Anyway, at first I was going to reject this map as per our rules, however it would be a shame to deny this map an 'official' presence on a JKA modding site, and so I emailed Sock to ask him what he wanted me to do with the map, and to my great surprise he said he was absolutely fine with it. That's extremely good of you Sock! So since the submitter did not make the map I think I should review this on its own merits as though it has had a few changes in the conversion over from its original source material, it is largely the same map. So, why is this map so incredible? Perhaps the stand out feature is the naturalness of the terrain and cavern systems. In more modern games we are spoiled with fantastic visuals made from high poly models and high resolution bump mapped textures, but getting natural looking terrain and caves in the older Q3 engine is not that easy and takes a lot of practice. Add to that the amazing dot2product terrain texture blending between the grass and the rock walls and other areas and this is just about the most realistic and natural looking terrain I think it is possible to get with the Q3 engine. The map itself is not massive, rather it is medium sized but seems much bigger because of the caves and multiple levels accessible via holes in the cave roof and jump pads below which provide an interesting form of vertical transportation! The sounds they produce are also quite amusing... doiinngg! That brings me onto the ambient sounds, or which there are many; birds and insects chirping and singing away in quite a cacophony. There is no music with this conversion unfortunately, I don’t know whether the original map had any music, but I think some music from the Indiana Jones films would fit right in with this map, especially when you come across the Temple/Pyramid itself. Though it is fairly small it fits snugly into the environment and blends in brilliantly. The only real complaint I have with the original map is that the textures are a little low resolution. Don’t get me wrong, they look still look good, but with a map who’s structure and construction is this good it seems a shame that the textures aren’t a little sharper in their detail. Unfortunately one of the things that didn’t convert across when the map was converted to work with JKA is the skybox, which is now the default Yavin one. That said it actually fits pretty well with the map as does its new name; Temple of the Massassi. In fact, this whole area looks just like Yavin IV anyway. Overall an absolutely amazing map, and it is great to finally, and legitimately have it up for download here on JKFiles. I want to say a big thank you to the submitter also; Jvins2289 for finding this map and putting it back in the spotlight! If there is only one map you download this week, I think this is well worth that download. ;) [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Music:[/b] No [b]Game Types:[/b] FFA, TFFA, Duel ~Nozyspy~ ***The main download link at the bottom of the page is currently not working! Please download from here instead!*** [b]*Edit* Sock told me that he believes the original conversion to Jedi Academy was made by Salinga![/b]

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103 downloads

Uploaded:09-11-2011

Krayt Canyon CTF

ctf_krayt.zip | 2.05 MB

[url=http://jediknight3.filefront.com/file/Vertigo;41203]Vertigo[/url]! Like that map this is also a CTF map, one that reminds me greatly of some of the levels from Dark Forces II or JK2 both in terms of architecture and the colour pallete of the textures. This should be a great map for strategy as there are multiple walkways on various levels between the two bases, providing plenty of room for jumping from walkway to walkway to escape your pursuers once you have pinched their flag. In the middle is a small control room and a missile which looks like it is ready for launch, though I have to say, the control panels in the control room were way too large! The map is very open and has a fairly simple layout and so is great for fast and furious CTF matches, though of course you always want to be cautious of not falling to your doom from the walkways in the middle of an adrenaline pumping match, that would be just a bit annoying/facepalm\'ing! One thing that is annoying for a whole different reason though is the hissing sound that the steam/jump vents make (I.e. you walk onto them and get catapulted up to the next level), is is loud and really starts to get on your nerves after a while. I remember a while ago I was making a map and needed a hissing steam sound for it and I think I probably used this very soundset, but after a while it started to drive me nuts! I ended up using a sound editor to make it quieter and softer. All in all though I think this is a genuinely great map for a CTF match, though it is missing music. Then again, as with duel maps, I guess people will often be playing their own music in the background to get themselves pumped for the match. Keep up the fine work on your CTF maps Cuko! :) [b]Bot Support:[/b] No [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] No [b]Game Types:[/b] CTF ~Nozyspy~

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255 downloads

Uploaded:08-31-2011

Tron Legacy/Evolution Disk

trondisk.zip | 1.38 MB

bits, which makes me happy. I have to say it was pretty cool swinging a glowing frisbee/Tron Identity Disk around, it certainly make for an unusual weapon! I think that the disk would probably look better if you have dynamic glow turned off, as dynamic glow adds quite a bit of glow to the saber effect and it kind of obscures the disk a bit, but it still looks cool nonetheless! There is one thing that was a little disappointing; when thrown the disk rotates vertically, rather than horizontally as a thrown disk/frisbee actually does. Unfortunately I don’t see a way around this because of the way the way saber hilts are positioned in the game, but its not really a big deal. The Tron themed Luke skin is also pretty cool, even though it is a fairly simple reskin; his outfit now sports some glowing lines around the edges of his clothing like the Tron Legacy characters. Personally I think there are other models besides Luke that this might look better on, but it still looks cool nonetheless and its fun to use the Identity Disk and skin together as in the pics below. Lastly, if you do a v2, I think a phrase or two from the film itself would be good to use as a taunt! All in all a cool Tron themed pack here, if you are a fan of the film, or a fan of glowy things (like me) be sure to give it a download! :) [u]Luke Skin:[/u] [b]New Sounds:[/b] No [b]Bot Support:[/b] No [b]Team Support:[/b] Yes [u]Identity Disk[/u] [b]New Sounds:[/b] No [b]New Effects:[/b] Yes ~Nozyspy~

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46 downloads

Uploaded:08-29-2011

Berserk - Guts\' Golden Age arc Sword

berserk_golden_age.zip | 8.49 MB

able to lift it up, let alone wield it. The same goes for anime/manga characters hair, defying gravity as it does. That said, I did see a guy in a park once that seemed to have actual anime styles hair, I swear those spikes were held up by super glue, but I digress! Here we have a sword which is called, aptly, \'Guts\' which is from the Golden Age arc of the anime/manga Berserk. While I know nothing about this anime, I was able to find a few pictures on the internet to compare the model to. While the design of the sword on the pictures I found seem to vary a bit they are all roughly the same and I would say that the excellent modelling on this model does the sword justice. Even more impressive for me were the very clean and high resolution textures with the crisp looking details which compliment the model very well. There are also some new sounds thrown in too! The only bugs I noticed were that when you hit a wall, the sword does not make a sound or bounce off, and the player holds the hilt a little too low down, though the author does mention this in his readme. All in all good work here, and another fine addition to our collection of anime/manga swords! [b]New Sounds:[/b] Yes [b]New Effects:[/b] No ~Nozyspy~ [b]PS, a note from the author, DiNeRo: [quote]I am currently taking up requests (as long as it is a project i find interesting) :3[/quote][/b]

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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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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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138 downloads

Uploaded:07-11-2011

The Matrix Unleashed - SubMetro

tmu_submetro.zip | 57.81 MB

from Szico VII. Yes, after quite a times away, it appears Szico has released another product, this time hailing strangely from the Matrix. Yes, the Matrix Unleashed, a now defunct project, presumably had quite a few maps like this one. Though the original map rights were held by SmoKE_89, Szico has rebuilt and destroyed planets to form a scene from "The Matrix Reloaded." I'll be honest, it's been several years since I even laid eyes on the cover of a Matrix film, so in terms of any accuracy to a recreation is gonna have to be up to someone else's judgement. I'm just gonna attack it from the naive perspective. I started out inside a sewers-ish area. Already there's a LOT of stuff that can be broken. A random pipe(requires a gun higher than pistol, and no saber,) a table in the midst of the tunel, and plenty of wooden boarding covering multiple entrances to this area. Already I was so anxious I didn't know where to begin XD. Inevitably, I chose to use one of Szico's Famous Scripted Doors That Swing Open(TM) and skip the boarded up elevator. Walking around, you can really get a feel for the subdued atmosphere just by drinking in the textures. Surprisingly, the underground area was rather will lit, which I suppose is fair in this day and age. Stepping outside, I was treated to the full power of just how run-down this side of town really was. With the beauteous skyscrapers of metropolis staring down at me mockingly from the skybox, I was forced to trod the streets alone. Looking down, I actually could see a rain puddle that hadn't evaporated, with a very vague image of the cityscape reflected in its surface. A very nice touch, indeed. Suddenly, there came the part I was dreading: Matrix code. Yeah, can't be in the matrix unless you see the code, eh? Both sides of a particular street terminated in a tunnel with matrix code blocking it. A crying shame too, because it just sorta kicked me out of my mood and reminded me I was reviewing a map. Desperate to get away, I made my way to a cracked-up building and blew out the boarding covering a tunnel. After crossing a makeshift bridge over an aquaduct, I took an elevator and....came full circle back to where I started. Huh, that was fast... So, as you can probably guess from above, this isn't exactly the biggest map known to mankind. Granted, it's spacious, but it may leave one hungry for more exploration,(though that could just be because Szico makes these things so tantalizing to explore.) After a brisk noclip throughout the entire map, I did find something I wouldn't have noticed before: The main street has room for battle damage! Yeah, just shoot around and you'll find a few surprises in certain parts. Pretty entertaining aspect to add to a firefight, I'll say. Well, there weren't many technical flaws that I had noticed from an average playthrough. I did notice that the puddles texture did have a visible seam around the edges, but it was faint enough that your everday player wouldn't really notice or care about it. I'd say the only thing that was actually a true bug was the global setting on the door sounds. You could hear them from like any part of the map, or even outside it. Kinda like a big "HEY, COMIN THROUGH HERE!" exclamation to the whole world. Everything else is soundly constructed as usual. Music is thematically matrix-y, has bot support if y'still play with those, and it supports almost every gametype except siege. Welp, guess that's it for now. Hopefully this isn't the last we'll see of ya, Szico. We can always use a good map to help inspire the community at large, and far as I'm concerned, yours are always ones to treasure. ....Kbuh-bye. New Textures: Aye New Music: Aye Secrets to plunder: Nay Bot 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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379 downloads

Uploaded:06-12-2011

Old Rebel Base V3

orb_v3.zip | 12.39 MB

pre-uploading the screenshots for me so that I don't have to. Anyway, what's new, you ask? According to the author, this map: -Has better lightning -Is bigger -Contains two new hangars (one filled with x-wings, one empty) and a cargo storage room Personally, I'm still unsure about the lighting. It's fine in some places, but in many others (such as the hangars and the control room) it's still very bland. I'd love to see [i]even more[/i] contrast there. I also wouldn't mind some sort of outdoors area. Still, not a bad map at all, but would love to see another update ;) [b]New Textures:[/b] Yup [b]New Sounds:[/b] Nope [b]New Music:[/b] Nope [b]Bot Routes:[/b] Nope -Caelum

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164 downloads

Uploaded:06-07-2011

Garden of Eden V2

edenv2.zip | 26.68 MB

with the letter S. [quote]What's new: Woah! sorry guys for the unspeakable water fog glitch. It's now solved and working. Repaired some missing textures and overlappings here and there but some of these problems were way too puzzleing for me to solve and for that I apologize. Moreover I added a quite simple bot support; and since some of you (thanks Insecure for the advice)would have liked a way more lively and sunny version I also added this; it's called eden_day.bsp[/quote] So, basically, problem solving and a new, sunny version. Rejoice. [b]New Textures:[/b] Yep [b]New Sounds:[/b] Nay [b]New Music:[/b] Yep [b]Bot Routes:[/b] Yep -Caelum

Garden of Eden - Screenshots Screenshots:

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205 downloads

Uploaded:05-30-2011

Cathar Species

catharspecies.rar | 15.52 MB

will see it: ME. -=Syrup streaks across the sky=- But seriously, we got cats.[/quote] One takes the original female Jaden species. One retextures them to look like cats. One then gives them new, additional clothes. Behold: the Cathar are born - a species of female Jadencats. Alas, no male variants yet. Even so, they work, they work, and they work. And you have to admit they look kind of neat. Furries and non-furries alike, rejoice. For the record: these do not overwrite anything, they're a new species. [b]Bot Support:[/b] Nope [b]NPC Support:[/b] Nope [b]New Sounds:[/b] Nope [b]Team Support:[/b] Nope -Caelum

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

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386 downloads

Uploaded:05-14-2011

Jaden Korr's Lightsaber

jadensaber.zip | 3.15 MB

well made and refined. Maybe he didn’t make it after all, but bought it off the Holonet?! Here Jose brings us a much more accurate representation of what you might expect Jaden, someone with no Jedi training to make; a hilt bodged and cobbled together from bits and pieces! It looks like it may have been constructed using part of his microwave an old lead pipe and some chicken wire, and probably held together with some duck tape. Yes I said duck tape, not 'duct' tape, that’s what it is called in Britain, deal with it! :P Overall I would say that Jose has captured perfectly what Jaden's first hilt [i]should[/i] have looked like. Indeed I would say that some of the edges on that hilt look more likely to cut your fingers off than the blade itself! Anyway. so far as points for improvement go the only thing I can think to suggest would be to add some new sounds, It’s probably reasonable to assume that since the hilt itself has been bodged together from various parts, the blade would probably not ignite with a clean sharp hiss as is usual, but rather would sound a bit more rusty, clunky, rougher, less refined etc. Yes I know an energy beam cant be 'rusty' but you know what I mean! Anyways, if you fancy using this in your singleplayer runthrough to give it a bit more believabiliy, then be sure to give it a download! :D [b]New Model:[/b] Yes [b]New Sounds:[/b] No [b]New Effects:[/b] No ~Nozyspy~

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243 downloads

Uploaded:05-06-2011

Nero's Blue rose (DMC4)

nerosbluerose_ashuradx.zip | 6.22 MB

chamber for the kill rocks, and they make people fall on their ass. Sometimes dead. Very fun weaponry, indeed, and I guess Ashura agrees, since he found it prudent to replicate a model revolver from the Devil May Cry series. I don't know whether to love or hate it ;_; Basically, like any game that features Japanese inspiration always has some weird quirk to it, this revolver has...two barrels. Not unheard of, but I'm just like "aw c'mon ._. really? Can't have a NORMAL weapon?" Honestly, I shouldn't be whining, because other than the second barrel, this gun is actually pretty tame. I looked at some comparison shots and was quite impressed. Y'hit it pretty nicely. All the major details seem to be accounted for, and I like how you kept the cylinders hollowed so you could see the bullets lined up with the muzzle. Just hope for y'alls sake you don't miss. The actual firing sound, though, I was slightly disappointed at. The gun's sound signature sounded WAAAY too meek, especially for a gun that was firing from TWO barrels. I know, I know, they were authentic, but a little amplitude wouldn'ta hurt :( the only other thing I noticed was that the weapon was being held a tad too low in the model's hand. Definitely something I'd recommend fixing if y'make a 1.1 or a 2. Welp, that aside, I doubt any of what I say will stop diehard DMC4 fans. Have at it. Screenshots broken or not, you know you wanna try it >_> - Averus Retruthan

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

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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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329 downloads

Uploaded:03-09-2011

The Dagger of Time Movie Edition

dot_movie_ashuradx.zip | 3.2 MB

somewhat less glowy, but just as cool! As the title suggests, this is based off the Dagger of Time from the recent Prince of Persia movie, rather than from the games and as such is less glowy and abstract and looks something more like a real dagger, albeit a very intricate one. On that note, the texturing work on this weapon, especially on the blade is amazing and looks quite beautiful. The detail on the hilt of the dagger is also most impressive and the hilt itself seems to have a slight glow, presumably because the sands of time are contained within? I’m not familiar with the Prince of Persia but I’m sure those of you who are fans will appreciate these nicely detailed touches! On the subject of realistic touches, obviously a daggers range is pretty limited, being only a small weapon, and the author has reflected this by reducing the damagescale of the weapon. While this may seem a little impractical, it is logical and the author also recommends using the dagger in one hand and a sword in the other to mitigate the effect. Once again an excellent weapon mod from AshuraDX! Included in the .zip file is also the customary model render wallpaper of the Dagger model for you to use as wallpaper should you wish, which I think is a very nice touch, though I would like to see a widesceen variant as well, seeing as many people have 16:9/16:10 displays these days! The only other thing I would suggest is maybe the jewel on the pommel of the dagger should have been more of a reddish colour as opposed to purple, though I could be completely wrong, as it was very difficult to find any reference pictures on the net which clearly showed the jewel. Anyways, keep up the good work Ashura! :D [b]New Model:[/b] Yes [b]New Sounds:[/b] No [b]New Effects:[/b] No ~Nozyspy~

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241 downloads

Uploaded:02-07-2011

Sith Dungeon Duel Map

sithdungeonmap.zip | 1.5 MB

you can use your deadly force powers wherever you please. Still, a creepy underground area lit by lava flowing underneath the floors always makes for an atmospheric and Sithy themed map! The map itself has a central well lit area with two crypt like rooms on either side, filled with the sarcophagi of dead Sith Lords no doubt. These areas are a little too dim if I’m totally honest, the red lighting from the lava under the grate in the floor is nice, but its just a little too dark. There is also a button in one corner of the central area, which when pressed opens up some trap doors in the floor under which are pools of lava! However, the button did not seem to work very well, sometimes I pressed it and nothing happened, and other times the traps opened right away. I cant really say what this is happening, but it was a little frustrating. Overall a nice little duel map, though there were a few other bugs that I noticed. On one side of the central room, the columns do not reach all the way up to their plinth, so there is a bit of a gap there, and on the other side, the plinths are not directly over the columns, but rather off center. Nothing major but they could do with moving back into their proper place. Also, the Sith statues in the alcoves need clipping, as you can walk right through them! As I said, a nice little duel map, though it could do with some improvement here and there. Its nice to see TK-962 return with a new map, and hopefully we shall see more from him! :) [b]Bot Support:[/b] Yes [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Music:[/b] No [b]Game Types:[/b] Duel ~Nozyspy~

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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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467 downloads

Uploaded:01-23-2011

GoldenEye Facility

goldeneye_facility.zip | 21.4 MB

based on one of the more famous multiplayer maps from GoldenEye N64 and is supposed to be some kind of chemical weapons facility. Whilst I remember playing a bit of GoldenEye N64 all those years ago, I have no idea what levels we played on and I certainly cant remember what they were like, so I decided to have a look at some videos of this particular level on Youtube. And I have to say, from what I have seen, this level is pretty accurate, both in its layout and appearance, though having never actually played the original level (or maybe I did but just cant remember!) I cant vouch for the accuracy of every aspect of the map. The map itself is fairly simple, both in construction and lighting, however since this is comparable to the original map, I will presume it has been designed like this for the sake of reproducing the original accurately, as the author doesn’t specify whether or not this is the case in the readme. Otherwise I would make some suggestions on how the architecture and such can be improved, but if the map is meant to look just like the original, there isn’t really any point, as its architecture and texturing are simple on purpose! All in all this is a decent map for FFA\'s, though it is perhaps a little small for JKA standards (the dimensions of the original map perhaps do not translate well into the Q3 engine on which JKA is based). Otherwise, on the subject of textures, I would suggest working on them a little more to make them even more true to the textures used on the original map. One feature I especially liked though was that the author used a script to make the doors rotate and not just slide, which is something I don’t think we see enough in maps, so good work there! On the subject of sliding doors, though, don’t forget to put a slight delay on your sliding doors to stop them opening and closing instantly if you press the use button for a little too long. But wait, that’s not all! This mod also includes a second .pk3 file, which makes JKA a little more James Bond\'ish, adding some new splash screens and even a new intro movie in the form of the classic James Bond intro, which was a nice touch! This second .pk3 also replaces the menu sounds and weapon sounds, though it only contains the sounds for the weapons, not the weapons themselves as seen in the screenies below. Weapons and accessories sold separately. :P Keep up the mapping, I hope you will make some more GoldenEye N64 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 ~Nozyspy~ (Oh, and see if you can find the GoldenEye DVD/Video that’s been misplaced somewhere in the map, probably by a careless guard, Bond minions are usually on par with Stormtroopers... XD )

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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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441 downloads

Uploaded:01-04-2011

Kel Dor & Rodian Male Sound Fix

kdm_rm_fix2.0.zip | 1.14 KB

taunt and how human it sounded for the Kel Dor and Rodian Jaden. So what I\'ve done is edited the sound.cfg of each and replaced them both. Kel Dor now uses the Gran sounds for grunts and taunts. The Rodian Jaden now uses the actual rodian soundset in MP. Sounds pretty straightforward, right? There is, unfortunately, one issue: the Rodian Jaden still uses its old sounds, despite this mod. I suspect the reason for this is a typo in a folder name: \'jedi_rdm\' should be \'jedi_rm\'. Despite that, I like the Kel Dor sounds. I\'d still like to see a second version that actually replaces the Rodian Jaden\'s sounds though wink Neat little mod - you know you want it if the Kel Dor Jaden\'s sounds annoy you. -Caelum[/quote] n\' MagSul sed this: [quote]Holy crap, that\'s embarrassing. I tested it, it worked. Y\'know why? You were right caelum! Tis a bad idea to save your own mods into the assets, things get beffuddled. I already had the original one (that worked) in my assets0. When I made that it was a quick re-slap together and presto - typo. My bad. I\'ll send the fixed one in. o_o [/quote] Then this thing said: [quote]IMHIERREVIEWPLZ[/quote] The end. - Averus Retruthan

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477 downloads

Uploaded:01-04-2011

Sith Cave

sithcave.zip | 4.72 MB

this cave is. :( So, I guess by the word Sith and my intro, you probably guessed this is a duel map in a lava cave. First thing I noticed was the hammed up Battle of the Heroes anthem ringing in my head @_@; something a little more dark and foreboding mighta worked better. Then came the actual map itself; it had two \"areas\" in a manner of speaking, connected through an archway. The bigger area is a large bridge suspended ...either in or over the lava at a very low altitude, don\'t know what the author preferred to think was going on. The smaller was a small circular battle platform intended for more close quarters dueling, I presume. There\'s not much to speak on the smaller dueling area from a technical standpoint. Everything seems okay, save for maybe the repetitive texturing. It\'s the larger area that I was more disappointed in, actually. Rule of thumb, LDC: Don\'t assume we won\'t go there. There was very little effort applied in the lava. I understand, you\'re probably a bit fresh in mapping and it can get tedious, but shortcutting like this will affect your overall work in the long run. The first thing I always test with lava, acid, or water: Does it kill you the way MP/FFA5\'s lava does? Some people take the effort, others don\'t. This was sort of below average, because basically only a thin layer of lava stands between you and safety. Yep, below that, you can walk around with impunity, and enjoy the warmth. It gets worse: The waterfalls don\'t even have the proper triggers to burn you up. It looks like there was an attempt, but I guess the lava monsters packed up and went home, leaving the elderly behind. Should a player force jump to the lavafalls, he can effectively sneak under the map proper and basically lurk under there for a while. Along with that, there\'s a couple holes in the map under there, and I could even see one above the lavafall. So yeah, I\'d say this map has quite a bit of flaws in its current state, but with a little elbow grease, this can be polished off into a respectable duel map. Make the lava more of a threat, fix your levelshots directory(You spelled it leveshots,) and maybe add some music that isn\'t so....oh, wait, your Lord Darth Corny...well, okay then .-. New Textures: Nay New Music: Aye Secrets to plunder: Nay Bot Support: Aye - Averus Retruthan

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59 downloads

Uploaded:12-09-2010

Alphas Shoop da Whoop on a Stick

afl_alphas_shoop_da_whoop_on_a_stick.zip | 188.26 KB

That\'s all there is to it, I suppose. Looks accurate to the the images on the net, n\' it has no bugs. Have at. - Averus Retruthan

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231 downloads

Uploaded:12-09-2010

Frank Drebin

drebin.zip | 1.96 MB

Swan Juno Eclipse, and is surrounded by a horde of fan girls fan boys. ...Moving on, today we are presented with Frank Drebin, a police detective from the Police Squad series and the Naked Gun movies, portrayed by Leslie Nielsen. I'll be frank (no pun intended, I swear), up until today I had never even heard of Frank Drebin. Yay for Wikipedia though, which soon showed me [url=http://upload.wikimedia.org/wikipedia/en/8/8d/FrankDrebin.jpg]what he looks like[/url]. [quote]He is known for being a bumbling fool, causing lots of problems, often more than he solves [...] He and Ted Olson (scientist) are the only characters that appeared in both Police Squad! and the Naked Gun films and were portrayed by the same actor.[/quote] While it's not a perfect duplicate, it is definitely a good try. Model-wise, I have no objections. Skin-wise, there are a few things to note. For the most part: -The hair. I'd love to see some more detailed hair, perhaps with some more colour shades. It seems too white to be credible right now, even if Drebin's hair is supposed to be white. -The hands: the skin on them seems considerably lighter than the head. Oversight? ;) -The suit: as with the hair, I'd love to see some more detail in that, possibly with more different colour shades Also - I have to ask - this is a new model right? Regardless though, as I said, definitely a good attempt already. Would like to see a second version of this :) [b]Bot Support:[/b] Yup [b]NPC Support:[/b] Yup [b]New Sounds:[/b] Yup (+1 for good quality) [b]Team Support:[/b] Yup -Caelum EDIT: Now it gets embarrassing. Apparently, Leslie Nielsen died recently. I swear I had no idea writing this until Crazy poked me about it, shows how little I know about the guy or his shows. :p As per poke'ge: RIP.

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123 downloads

Uploaded:12-03-2010

xmas3000

xmas3000.zip | 2.51 MB

officially started. Bah, humbug. This file is no exception though...and I love it :) [quote]The xmas3000 DEMP2 gun replaces/overwrites the regular DEMP2 gun. This is a weapon of xMASS destruction! It has a candy cane grip, dual present power supply, a jello cooling unit, & last but not least a Rudolph the Red-Nosed Reindeer emitter muzzle.[/quote] Fear it. Essentially, this replaces the DEMP2 electricity shooty gun with the lethal weapon of fatal death included on all of the screenshots (the last two in particular though). It also replaces the DEMP2 scorch mark with a genius scorch mark that has a random Christmas-related decoration on it: think scorch marks shaped as Christmas trees, reindeer and more. There is one drawback: FPS. I cringed when I hit my primary fire button and saw my FPS drop from 70 to 35 in a single shot. Personally, I think it's awesome. I'll admit it: I'm sort of hoping for similar replacements for all other guns :p My name is Caelum, and I highly approve of this file. -Scrooge Caelum

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459 downloads

Uploaded:11-25-2010

[CONTEST] Aegis

96.jccontest.zip | 1.62 MB

spiky.[/i] [b]Pros:[/b] [*] Excellent shaders and textures. [*] Slightly unorthodox 'simple' design for a Sith Hilt. [b]Cons:[/b] [*] Slightly unorthodox 'simple' design for a Sith Hilt. Note: This hilt has been given a generalised review to avoid any biasing of the voters. All hilts submitted for the contest will be fully re-reviewed after the contest has finished.

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396 downloads

Uploaded:11-25-2010

[CONTEST] Naga Sadow's Sith Sword

contest_sith_sword_of_naga_sadow.zip | 769.67 KB

around 5000 BBY. I've been fiddling around with shaders and voila! I got them to work![/i] [b]Pros:[/b] [*] Accurate and good looking model. [*] Sith Sword not a subject often explored in JKA modding. [b]Cons:[/b] [*] Textures look somewhat blurry. Note: This hilt has been given a generalised review to avoid any biasing of the voters. All maps submitted for the contest will be fully re-reviewed after the contest has finished.

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331 downloads

Uploaded:11-25-2010

[CONTEST] Beast Tamer

contestbeasttamer.zip | 4.3 MB

saber in SP you can use this (cheat)code : "saber w_varac"[/i] [b]Pros:[/b] [*] Very unusual animals head design. [*] Cool looking energy ribbon visible through cut-out in hilt. [b]Cons:[/b] [*] The textures and model of the beasts head could do with a little more detail. Note: This Hilt has been given a generalised review to avoid any biasing of the voters. All Hilts submitted for the contest will be fully re-reviewed after the contest has finished.

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377 downloads

Uploaded:11-24-2010

Fully Featured TP Link Pack

full_tp_link_pack.zip | 3.68 MB

any extras included in the skin. Welp, TK-962 fixed that with a couple tunic recolors and some bot and NPC files. Enjoy. - Averus Retruthan

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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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181 downloads

Uploaded:11-09-2010

Imperial Outpost Duel

imperialoutpostduel.zip | 6.69 MB

though :p Right, so, today brings us a neat little duel map by Lord Demhter. Unrelated question - is that spelled "dueling" or "duelling"? Opera's spell-checker and my mind appear to disagree on it. Regardless... [quote]Once when I was a little boy I built an Imperial outpost room with LEGO, I still got this LEGO room, and that's why I thought "Hey, why don't you rebuild it for JKA?" Done. :D[/quote] [b]Layout[/b] The layout here is fairly straightforward, to the point where I'd say your best bet is just clicking screenshot #3. It's simple, easy on FPS and works for duels, though I figure it might get boring after a while. [b]Looks[/b] Normally, I'd say this room isn't very exciting. I fell in love with the way the glass roof was done though; the view on the forest-like outside really does add something, without making my Stone Age computer overheat. That and the view behind the table. (middle-left-y, screenshot #3). [b]Suggestions, glitches, etc[/b] Now, there are two points of criticism I have here. -First off, there's a missing texture. Whilst not too disrupting, you'll notice the completely out-of-place black and white squares of textureless doom near the red consoles in the middle of screenshot #2. -The area around the table is blocked! The moment you walk up the two steps onto that area (screenshot #3 again), you get blocked by an invisible wall, and it annoys me :( What I'd love to see is that area being just as accessible as the rest of the map, since it doesn't look like you can't get into it or anything. Other than that though, I like it. Approved. [b]New Textures:[/b] Technically yes, but they're sort of missing. [b]New Sounds:[/b] No [b]New Music:[/b] Yes [b]Bot Routes:[/b] Yes -Caelum

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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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330 downloads

Uploaded:10-19-2010

Bramble Gambol 2

bramblegambol2.zip | 19.06 MB

was basically the inside of a hollow thorn bush, with ten jumping-based challenges with varying difficulty. I decided to check out the older version before trying the new one. Suffice to say, these courses are HARD. Like, intensely hard. I've played old video games easier than these. Is this a bad thing? Hell no, it ain't. Why? [quote] - All courses were tested thoroughly and proven possible over and over again. No course is luck, or randomly timed based. All can be done 100% of the time if your skill is up to the challenge.[/quote] Hiddenspy was prepared for skeptics, it seems. I can understand. This second version contains some whole new courses and a couple "reimagined classics," that translated from the first map. Each of them is pretty potent and very challenging. Basically, be prepared to die A LOT. Much like Authuran, I was able to completely like, one or two courses, and the rest I just epicfailed on. Basically, to complete these courses, read through the readme for tips, and tone your reflexes and reaction time. You're gonna need all of these. Good luck. New Textures: Aye New Music: Aye Secrets to plunder: Aye Bot Support: Nay(Why would there be?) - 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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207 downloads

Uploaded:09-29-2010

Tatooine Oasis CTF

tatooine_oasis.zip | 36.73 MB

properly for a while now. Why do I ask? ...What, you hadn't figured it out yet? Today we have a CTF map, brought to us by TK-962. Bear in mind, this is his second map, and pretty good work for a second map in my opinion. [b]Layout[/b] Here's my favorite bit about the map - the layout. It's definitely a very simple layout, but honestly, I figure it might lead to some interesting matches. Should, at the very least, be amusing if you're into CTF. Also, noticed a ship in there somewhere (screenshot #3), which, while I have to ask if it has any real use other than being fancy, [i]is[/i] fancy. Yes, I'm a sucker for ship interiors, folks, even if prefabs :p [b]Textures[/b] The choice of textures here seems fine. This brings me to my main gripe though - repetitive textures. You can see it perfectly in screenshot #3: the same pattern over and over and over and over again. I'd love to see a version with far less repetitive textures, TK. :) [b]Lightning[/b] While I can't claim to have much of a problem with the lightning indoors, the exterior of this map seems pretty much equally lit, aside from some bits of unsourced lightning (see the ground on screenshot #3). Might be related to that bug TK mentioned though; getting to that. [b]Skybox[/b] Aside from the file title, the only thing that made it clear that this was in fact an oasis on Tatooine was the skybox, but that's not a major problem considering it's a CTF map. In all, the Caelum is satisfied with the skybox :p [b]Bugzilla strikes again[/b] Now, I'll quote the readme a little for the mappers out there who are feeling helpful... [quote]This is my second map and my first CTF map. There were two errors that I couldn't fix. (1) The terrain outside of the imperial facility is so dark!!! No matter how many lights I put on it it was still dark. Doesn't make any sense. (2) When I try to make music using worldspawn it doesn't work.[/quote] But yeah, before anyone thinks I'm ranting, while this isn't the best thing since the 1.01 patch, it's definitely good work for a second map. Keep on improving, TK :p [b]New Textures:[/b] Yup [b]New Sounds:[/b] Nope [b]New Music:[/b] Yup [b]Bot Routes:[/b] Yup -Caelum

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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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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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258 downloads

Uploaded:09-19-2010

Ancient Egyptian Catacombs

catacombs.zip | 3.71 MB

here and there, this could turn out very nicely. The basic theme here is that you\'re in an egyptian underground complex, with many tight corridors and a balanced weapons placement schemata. It\'s very well made for a classic Q3-Style guns-only FFA. Now, let\'s see what exactly needs to be tweaked here. [b]1.) Atmosphere:[/b] Lighting is definitely going to improve this map ten-fold, because as it stands, it\'s just too bright to be a catacombs. Catacombs are usually dark, and lighting is very sparse, but you can still add enough light to make it navigable without spoiling the mood. Definitely get to experimenting with lighting as soon as you get your hands on a good tutorial, and don\'t be afraid to try adding in some music to suit the mood. [b]2.) Technical Tweaks:[/b] Alright, so I can see as a mapper you\'re off to a good start. You\'ve shown proficiency in making standard brushes, ramps, curves, and had adequate practice using textures and even some map objects. Now you gotta do some tweaks. I noticed one particular corridor had two mismatching walls, which seemed a little off, and the random \"Yavin\" room was VERY awkward. One of the textures for your wall awasn\'t included(It\'s JK2 texture,) and resulted in a missing texture error, and your grass(?) texture was tiled as opposed to stretched out over the area, which made it look quite weird. Actually, the whole Yavin room seemed rather out of place in conjunction with the rest of the architecture, so maybe next version might be wise to change that until you have a better mastery of nature design. [b]3.) Tactical Tweaks:[/b] Alright, so while I said the weapons placement was balanced, I meant the weapon selection. The placement of the weapons and the items themselves is a tad systematical, but the health and shield pickups suffer the most here. The health and the shields were all confined to one room, one room for shields, the other for health. They were a fair distance apart, but already I can see this being a problem, as people may begin to camp at these locations to try and hold monopoly on these pickups, which may make gameplay slightly irritating. I\'d recommend placing more of these pickups around the map, so you can avoid that detrimental scenario. Otherwise, nice job placing the weapons. So with all that in mind, I can only imagine what awesome that this map could hold in the future. I gotta say I\'m rather impressed by this creation. You\'ve really put some gumption into this piece, and I would so very much like to see a cleaned up version 2 of this, man. No kiddin\' Even for a first map, this is definitely worth a look, lads n\' lasses. Give \'er a peek if you\'re after something a little close quarters, \'cause this\'ll definitely get the job done. New Textures: Nay New Music: Nay Secrets to plunder: Nay Bot Support: Aye - Averus Retruthan

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175 downloads

Uploaded:09-12-2010

Shockwave Hammer

shockwave_hammer.zip | 197.94 KB

opponents. It also glows! So, anyway, found while rummaging through an old hard drive... [quote]This is a two handed hammer that releases a shockwave upon impact with an object.[/quote] It is, of course, of proper 1ShotDoctor quality, coming with appropriate (default) sounds, fancy effects & a nice glow. It\'s about the length of a normal lightsaber. My only gripe is the effect upon impact with an object (see screenshot #1). While, sure, the circley thingy is fancy, I\'d prefer to see it gone. That\'s just me, though; for all I know you guys might love that. Regardless, a hammer of fine quality. You know you want it. -Caelum

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906 downloads

Uploaded:09-11-2010

NPC Droid Pack

npc_droid_pack.zip | 3.27 MB

alone, not counting the available vehicles in this pack. That\'s right, you can drive some droids as well. So basically, the best way to sum up this pack is to call it a big ol\' recolor pack. Sounds kinda crude, I know, but that\'s about accurate. The majority of the droids are simply recolors of the base textures. Some are good, some are weird, others are repeats, but most of them are not. It\'s a pretty interesting pack, and some of the designs are really appealing. I like the imperial recolor of the R5 in particular, along with some of the green R2/R5\'s. Quite intriguing. Now, what about these vehicles? Pretty simple, you get to drive a regular R2, an imperial R2, and a regular R5. Now what Helena here has done that\'s quite ingenious is using the VH_ANIMAL vehicle class, which unlike the walker class, will NOT run over everyone you see, which was an unintended feature in some of the other packs I\'ve seen. It kinda makes it difficult when your R2 unit\'s rolling by you and he accidentally mows you down. This makes it so the droids won\'t be as much of a hazard, so you can walk alongside them without fear of getting crushed. Now there is one minor technical nitpick I want to make. I noticed the droids seem to constantly loop the movement rotor sounds regardless if the droid is in motion or not. This may be an unintended side effect of the class, and could very well be remedied by simply jumping out, but maybe there\'s a way to fix this? Now, am I the only one who thinks this needs a sequel? There\'s always the protocol droids to drive, gonks, and if you\'re feeling really adventurous, you can try your hand at interrogators, probes, and sentries. With a little creative .veh work, I think all of these could work beautifully. Just some food for thought thar. Anyway, think you need moar droids to work with? Answer: This pack. VICTORY! - Averus Retruthan

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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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803 downloads

Uploaded:09-10-2010

Battlestar Galactica Vehicle Pack

bsg_vehicle_pack.zip | 15.14 MB

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

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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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189 downloads

Uploaded:09-02-2010

Episode III Lego Spaceships

ep3_lego_vehicles.zip | 4.9 MB

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

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2371 downloads

Uploaded:08-28-2010

D SKULL airship

dskullship.zip | 133.18 MB

here goes:[/i] Once again, DLEGION unleashes a massive mortar of a map whose content shakes the FPS and makes you just go \"Wauuuuuggh @_@\" So, 133 MB, and whaddya get? A HUGE, pretty much luxurious cruiser. Quite RPable, although the ship is so incredibly expansive, it might confuse the hell out of you. At this point, I have little to no choice but to pretty much take it deck by deck.. [b]Deck 5 -----------[/b] Alright, so before I begin, each deck has a teleport that can warp the player to Decks 1, 2, 4, and 5. Deck 3 is only accessible from Deck 4, and there\'s no teleport from there. As you journey throughout the ships, expect a lot of NPC bikini gals about, as I guess the corporation that owns this ship likes to employ a lot of women. Deck 5 is essentially the pleasure deck, adorned with a bar, foozball table, hot tub, honeymoon bed, TV, and a holo-deck. The holo-deck takes you to two places: A beach, and and a ruined castle scape in the mountains. These places, I\'ll admit, are pretty neat, but a word of advice to JA+ users: [b]DO NOT GRAPPLE![/b] As soon as you hit \"use\" to disconnect, you\'ll exit the holograph immediately, as the entire room seems to hold one giant usable entity. [b]Deck 4 -----------[/b] Deck 4 is where the players spawn. Unfortunately, there\'s only two spawn points, so expect a bit of heavy spawn resistance if the map is restarted n\' what not. Behind the spawn points is a hatch that will allow you to exit the ship and drop into space(with no consequences.) I\'ll go in depth into this area later. Deck 4 has a bar, a conference table of sorts, several cryo-tubes, an infirmary, barracks, and what appears to be the bridge. I guess this serves as a bit of a multi-purpose deck. I noticed a rather odd entity in the bridge, where the triad of chairs in the front seem to have a set of cubes that expand and contract for some reason. All I can say is ._. ...neat. [b]Deck 3 -----------[/b] This deck, as said before, is reachable only via Deck 4 by stairs, and can be sealed off with the press of a button. This deck has a large swimming pool of sorts, a bar, bedrooms, all sorts of furniture(including a piano,) and two hatches that allow you to drop outside the ship like Deck 4. Not much else to say here, so moving on... [b]Deck 2 -----------[/b] Deck 2 seems to be where it\'s at, as there\'s a lot going on here. We have an Astrometrics(I think that\'s the right term,) room, a set of general machine assembly labs, an armory, mechanical cryo chambers(since they store droids,) engineering, and what appears to be a reactor room. The deeper you go into this area, the lower your FPS is going to drop. I myself sunk to about 22 FPS on my Geforce GTS 250. [b]Deck 1 -----------[/b] Deck 1, thankfully, has only one use: It\'s the hangar. This is where you can acquire one of Manquesa\'s splendid Episode 3 Starfighters and fly on out into space...this is also where you learn that there\'s a HYPER turbolaser that\'ll fire at you(not sure if there\'s a control button for that or not) at mach 5 and inevitably take you down. This place is very spacious, has very healthy FPS, and since it doesn\'t have the \"use\" trap that the holo decks possess, I\'d recommend this deck for any dueling you feel like partaking in. There is a static ship you can enter via the use button, but it\'d not exactly what you\'d call expansive, but I figured I\'d mention it anyway. [b]The Rest of the Map ------------------------[/b] As I\'ve been passing through these decks, I have consistently passed on mentioning that the skybox is pretty much visible here on every deck. Essentially, to answer any questions, it\'s the spacescape in Battle over Coruscant, which doesn\'t make much sense to me, but I guess it works. The flightspace outside the ship is somewhat confined, and the additional downside of the spastic turrets and the MASSIVE FPS drop when you turn your fighter towards the cruiser(went down to 15 for me,) makes it sort of useless to fight out here. Your best best will more than likely to fly downwards, which will take you into a condensed version of [file=\"111283\"]Eurocorp Citadel.[/file] This cityscape has plenty of space for you to fly your ships without fear of getting shot out by the lasers, and have a reasonably peaceful FPS. If you survive/get bored, you can just fly up into the sky to return to the ship. [b]The Map as a Whole ------------------------[/b] I\'ll confess, the first time I set eyes on this map, I really didn\'t like it. Over time, however, as I got more familiar with the map, i\'ve found it\'s not that bad. It\'s certainly an RPable map for those interested in roleplay, though practical applications for other players may be limited, as the ship is quite close quarters. Even as I write this review, I\'m still constantly discovering secrets and interactive objects that I have yet to see. Even more interesting is that he seems to have implemented some sort of \"noclip countermeasure\" throughout the ship, so you can\'t really noclip through it without being bounced around and disoriented. It\'s plain to see Punitore worked his ass off to make this map happen, and suffice to say, it\'s worth a look. Welp, quite the astounding piece of work y\'got there, chief. I can definitely say your work is improving. Hope to see what else you got in store for us. New Textures: Aye New Music: Aye Secrets to plunder: Aye Bot Support: Nay - Averus Retruthan

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418 downloads

Uploaded:08-26-2010

Desann\'s Saber Hilt

hilt_desann_sp_v2.zip | 216.83 KB

just the hilt for you! Personally I never understood what that big spiky blob was for on the bottom o0f the hilt, bashing people on the head I guess! This mod also allows you to choose the red blade colour in SP, for that added dark side effect! Anyways, not much more I can say about this, if you want to be able to use Desanns\'s unique and scary looking hilt in either SP or MP then be sure to give this mod a download! Keep up the good work Darth_Mak! :) [b]New Model:[/b] Yes, sort of. [b]New Sounds:[/b] No [b]New Effects:[/b] No ~Nozyspy~

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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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49 downloads

Uploaded:08-22-2010

AT-AT Driver

atat_driver_version_25.zip | 4.6 MB

eyes on the TIE Pilot helmet differ vastly from the AT-AT pilots. The eyes on the former have wider lenses to compensate for vision space. I would argue they could just have a full visor instead of two lenses, but since they have such a confined viewport to look out of, it hardly matters. Regardless, the AT-AT pilots sport the traditional stormtrooper lenses, for some reason or another, so that's why It's a Trap(TM) Despite this, this version gets closer and more interactive than the other two attempts. Attempt #2 was TK-962's(whereas #1 was [file="13110"]tried by JP-30[/file] in JK2,) as is this #3, but we've still got a ways to go before it's even close to accurate. So, first off, let's see what you got right: - The helmet, sans the lenses - The gloves - The gray in the jumpsuit and that's about it. Now, what needs to be added? Quite a bit. Because I want you to succeed so much in this, I'm going to give you this picture link: [img]http://www.heycomputer.com/marmit1.jpg[/img] This should allow you to view the pilot from every angle you need. Now, as you can see, the lower suit has the same set of harnesses a rebel pilot has. That in itself gives you a possible image to reference/borrow if need be. Now, the plate you have looks to be a cross between the snowtrooper plate, and the rebel padding. JP-30 did this too for some reason, but both of them are pretty much incorrect. Every image I've seen(plus an action figure I had from when I was a kid,) suggests that the plate is actually sort of a hemmed stormtrooper breastplate. It's hard to see, but it's there. Now, concerning the pauldrons. Despite the inherent limitations of the model, JP-30 was indeed able to skin some on there, so we know it's not impossible. By all means, use whatever resources you can to make this thing the most accurate AT-AT pilot you can. You've got little competition, so might as well stamp them out now while you can. With the criticism out of the way, a brief discussion of the features. This skin will replace your original TIE pilot, which isn't exactly a good thing. I'd recommend this feature be optional in the next version. There are team skins and bot support, but the team skins aren't very attractive, given they look to be just very bright recolors. There is also the option of a helmetless version, but it's basically the same textures applied to the Jedi model. Nothing fancy, but it does make this pack have that one little ounce of flare to make it unique. If you need yourself an AT-AT pilot, be it for RP or just so you can be one for kicks, then I can say this is a fair choice for now. I definitely do wanna see a version 3 or 3.5 or whatever number you want to call it. This is a triumph in the making, I can feel it =_,= Bot Support:Aye NPC Support:Nay New Sounds:Nay Team Support:Aye - Averus Retruthan

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626 downloads

Uploaded:08-20-2010

Wookie Lightsaber Hilts

wookie_sabers_ashuradx.zip | 2.7 MB

difference between them is that one is (almost) all wood, and the other is wood with a lot of chrome trim. The model offers a unique shroud and grip, and even has a ring to attach to one's belt. [b]Review:[/b] Well, they're certainly very interesting hilts. I can't say they'd fit my personal taste, but I'm sure we can find a home for them around here. The model itself is actually at a rather high level of quality, which can be attributed to Ashura's skill with a modeling program. The textures aren't quite as good as the model though. While the chrome version is ok, there appears to be line in the shroud caused by not texturing the entire UV map, and the wood version's shroud/trim looks a little strange to me. Although, it could just be my experience (or lack thereof) with wood in real life, so I won't count it against the rest of the mod. Shaders are present, so metal lovers rejoice. Bugs: Yeah, there are two bugs. (One for each hilt? :P) Bug 1: The models are placed juuuust a little to far forward in the player's hands. (That is, the shroud is too close to the hand) Bug 2: The saber files aren't complete. For both sabers, the on/off/loop sounds aren't defined, (resulting in default darkside sounds being used), and there's no mention of a saber length. This means the blade will be the default 32 length, rather than the normal 40 that comes with most single-blade hilts. Not a huge difference, but it's enough that you'd notice in a comparison shot for sure, and you might notice just by looking at the blades. In all, a nice pair of hilts. They'd be much better with a few bug fixes. New Model: Yes New Sounds: No New Textures: Yes New Shaders: Yes ~Crazy

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1043 downloads

Uploaded:08-20-2010

Zuckuss

zuckuss.zip | 5.95 MB

literature, but I did read "Tales of the Bounty Hunters," and I found that I enjoyed: "Of Possible Futures: The Tale of Zuckuss and 4-LOM," quite intensely. I found the character of Zuckuss to be quite an entertaining and awesome entity. Zuckuss, for those unaware, is a Gand, an insectoid species that lives on the ammonia shrouded planet of Gand. Two species exist: those with lungs, and those without. If you've looked at the screenshots by now, you can probably guess Zuckuss is the former, and he is doubly unfortunate, as a problematic bounty hunt resulted in him being exposed to oxygen, and his lungs were damaged by the toxic mixture. He also has a very amusing split personality disorder. I'm actually very tempted to re-read Tales of the Bounty Hunters just to celebrate this release. So, with that aside, BEHOLD the Zuckuss model, and let me say, the accuracy is nearly astounding. Notice I said nearly, as there is one major accuracy issue. All Gands, lungless or not, have only three fingers on each hand, where as this one has a standard human hand. Honestly, I'm willing to overlook this for now though, because: 1.) The way this model is built, it looks like it could easily be cut off and replaced in future versions 2.) The hand there doesn't look that bad 3.)This model was based off of the Empire Strikes Back appearance, so the actor may have had a regular glove instead of the three fingers on the screen.(Points to whoever verifies this for me.) Everything else looks stellar. Seriously, thank you Scout, you've brought the Holy Grail to mah proverbial sick Arthur. There are a couple model-related issues, namely the weird deformation at the back of the skirt and a seam in the waist, but the deformation is negligible and the seam can only be seen at certain angles, so honestly, neither present that big of a problem. The skin work here is impeccable. I dare say this thing has some of the most humble yet awesome team skins I've seen in a while. The colors are nice and dark and blend in nicely with the character and the rest of the skin. To top it all off, this thing DOES have sounds, though there is a slight issue with JA+ users. Essentially, Scouttrooper made a modified trandoshan soundset(that fits in REALLY nicely, might I add,) but only included a single taunt. This means if you use JA+ or any other mod that features multiple taunts, you'll hear a lot of "Take Thats" before you hear the actual taunt. I know I can live past that, how about y'all? =_= And so, 5 out of the 6 bounty hunters are completed. All that's needed is Dengar, and the original ESB bounty hunter troupe will be complete. Scout, this is an excellent contribution, and a smashing debut into our little modding community. Bravo, sir, bravo. I am so totally going to be using this ad nauseum. Pharaoh commands that bandwidth be thrust into submission. DO AS I COMMAND! Bot Support:Aye NPC Support:Aye New Sounds:Aye Team Support:Aye - Averus Retruthan

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110 downloads

Uploaded:08-20-2010

Ultimate Baseball Bat

ultimate_baseball_bat.rar | 567.5 KB

well. It\'s a shame, too, because this bat has a pretty decent model. It\'s not too showy, with the only fleck of color other than the wood grain being a small strip tied around the midsection. There\'s four colors, being red, blue, black, and a strange spiral pattern one. The model itself isn\'t bad at all, it\'s the sounds that kinda put me off. They\'re rather...cartoony, in a bad way. The turn on and off sounds is some guy yelling \"GEETTT UP!,\" or \"WHAAAAT?!\" respectively. The swing sound literally sounds like some guy making the sound with his mouth, and the hit sounds are stock punch impact noises. It goes without saying, I think a more unified soundset would have made this a lot more appealing instead of what you have now. I can probably guess you were going for a comical appeal, but I think y\'coulda used a normal soundset since it\'d be still funny to smack cultists in the head with a bat. So, with all that being said, the choice is yours, obviously. - Averus Retruthan

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602 downloads

Uploaded:08-20-2010

SCORPION Vz61 (Fixed)

vz61_fixed.zip | 1.2 MB

were in the previous download, and has custom name support, as an added bonus. [b]Review:[/b] I didn\'t show any real interest in version 1, so I had to go download it in order to compare this version. It\'s pretty much the same as before, so Nozy\'s review still mostly applies. You can find it [file=\"100236\"]here[/file]. Bug fixes, as listed in the readme: 1. \"model indication in the first person was revised in the multi-player\". I\'m assuming the author means the first person model was fixed, as the original version had a bugged first-person view, and in this version, it\'s no longer bugged. +1 for that. I may keep this version... 2. \"Sound was a little changed.\" In testing, only the hit-surface sound is different. Now it\'s a high-pitched ping. (Nozy should be happy now. :P) 3. \"A language file was added\". As I said above, custom name support. Now, when you select the repeater, it doesn\'t say \'Imperial Heavy Repeater\', it says SCORPION Vz61. Not a requirement, but certainly a plus for a mod like this one. 4. \"Texture is just a little corrected\" I honestly couldn\'t tell the difference. Maybe I\'m blind, maybe the author\'s pulling my leg. I don\'t know. More likely the first one. Final thoughts: It\'s a nice weapon mod, there\'s no denying that. I have some gripes, but they\'re all personal taste gripes. First, I don\'t like the firing sound. It\'s too... Simple? It\'s hard to say for sure. Something about that sound just doesn\'t do this model justice. My other gripe would be the effects. True, they add to realism, but I can\'t stand having effects that hinder my ability to see (and in some cases hear, but not in this mod) incoming fire. Now, me being a modder, it is but a trivial matter for me to \'fix\' my gripes. But not everyone mods, so making the effects optional (and finding a better sound) should be a consideration in future versions. Still, it\'s a nice gun. Worth a download, even if just to try it out. [b]New Model:[/b] Yes [b]New Sounds:[/b] Yes ~Crazy

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327 downloads

Uploaded:08-19-2010

Yavin Final Jedi Academy Version

yavin_final_jedi_academy_version.rar | 3.5 MB

chamber where Kyle Katarn and Desann crossed their laser swords for the first and final time at the end of JK2. The room is pretty vast, actually bigger than the original chamber. There\'s some pot lookin things on the upper level, and the beam is more of a model than it is an effect. Now, the major painful problem is the lack of the JK2 textures in this map. The last screenshot below shows what someone without the JK2 textures would see. Yeah, not a pretty sight, eh? Definitely could use a patch for that. Now, if you\'re fortunate enough to have the JK2 textures with you(I was, up until recently ;_;) then this map won\'t look as terrible. Honestly though, it feels a little barren. The expanded size just makes it feel like there should be more decoration in this room. I say, either shrink it or decor it. BOOOOM. New Textures: Aye New Music: Aye Secrets to plunder: Nay Bot Support: Aye - Averus Retruthan

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625 downloads

Uploaded:08-19-2010

Death Star Hangar Duel JKA

death_star_hangar_duel.rar | 6.95 MB

the hangar wall, and a door. Nothing too ornate, but it\'s actually pretty nice lookin. Methinks a service lift woulda helped this place look a little more authentic, and that missing JK2 texture coulda been thrown in as well. Otherwise, not a bad product. A-zooooom. New Textures: Aye New Music: Aye Secrets to plunder: Nay Bot Support: Aye - Averus Retruthan

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825 downloads

Uploaded:08-19-2010

Luke Skywalker\'s Saber Hilt

hilt_avenge.zip | 178.14 KB

be able to see them nice and delightfully. No multiplayer though, but I guess it\'ll have to wait for now. More to come. Mak is indeed on a roll. - Averus Retruthan

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652 downloads

Uploaded:08-17-2010

Boss Nass

bossnass.rar | 3.41 MB

the \"boss\" of gungans. We could see his debut back when Episode I The Phantom Menace was released. Now onto the model itself. The model is well made and resembles the character almost perfectly. All the most important details were nicely carved onto the mesh, including straps on the coat aswell as spikes on the eyebrows. Face looks spot on, although he has this \"angry\" look to him, maybe it should have been more neutral? My only real complaint lies with the fact he\'s not as... chubby as he\'s supposed to be aswell as a few clipping issues here and there but I guess that can\'t be helped considering the engine limitations. Textures are very detailed, especially the head and feet aswell the the pattern on the coat. Shoulderpads, hands and the golden necklace seem a bit blurry but I guess it\'s not that much of a problem. There\'s really nothing else I could pick on except for the arms of the coat being a slightly darker shade than the main portion making the arm-torso connection area seem a bit weird. As a cherry on top, the model comes with authentic sounds straight from Episode I, so you can expect the famous \"BLRBLRBLRBRLBL\" aswell as \"Wesa give yousa una bongo!\". Well then, what are you waiting for? Give this great model a download, you surely won\'t regret it. New Model - Yup Sounds - Yup Bot /NPC Support - Nay Team Support - Nay ~The Denariax

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63 downloads

Uploaded:08-17-2010

Reactor Room

reactor_room_duel_map.zip | 1.67 MB

is very simple although for a Duel map it doesn't really have to be that big and this one is no exception. The three rooms included are the main reactor which has a fairly large Red reactor beam which goes straight through the middle of the room all the way down to a bottomless pit, the second room is a room with what looks like smaller reactors which can be broken I believe and finally the third room is more like a small control room with a forcefield between the room and space. The level design is very much suited to Duelling and has been thought out fairly well, in a way similar to that of the Phantom Menace (with the duel near the end with Darth Maul) although obviously no where near as complex as that one. Although the texturing could use a little more of an improvement in that they do look fairly simple for the map in question however as the author is going to improve that for his next version I won't mention that. Overall however while not the best nor the worst map ever made, the layout is good enough for a Duel map although I personally can see several areas that would need a little improvement in some places (mainly the texturing). The map however does fit its purpose very well and will no doubt provide some interesting duels, especially in the reactor room! New Textures: No New Sounds: No New Music: No Bot Routes: Yes Game Types: Duel, Power Duel ~Danny~

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127 downloads

Uploaded:08-17-2010

Platform Training 2010

platform_training_arena_v1.zip | 21.06 MB

the map author. Whilst it is a small map it is perfect for duelling mainly although it does also work for FFAs. The map is fairly dark for the most part, although it does have small amounts of lighting covering the map and the main arena but then again there is always the Lava which of course provides more lighting (and obviously death if you fall in!). This map also includes a fairly interesting feature as mentioned before, a small cage that you can't get into without using the noclip function. The cage is mainly used again for duelling and with it being completely sealed in no one can interfere with or escape from a duel which makes it almost perfect in a small way. Although there is a small thing but not that noticeable where there is a light in the cage without a source but that doesn't really effect the game that much. To add to this there is a small observation platform above the main duelling area from which you can watch duels in this room, it does have a fairly good view of the area below although there is a bad point unfortunately to this, this is where the npcs seem to spawn if you wish to use bots that is. Overall I would say that this map would be perfect for Duelling, and with upto three areas for duels this map is fairly good although with the map being a little darker than most it adds that small touch of an evil Villain's secret base (especially with the lava!) New Textures: Yes New Sounds: No New Music: No Bot Routes: Yes Game Types: FFA, Duel ~Danny~

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612 downloads

Uploaded:08-08-2010

Clone Galen Marek's Lightsaber (Fixed)

clonegalensaber2.zip | 2.27 MB

[url=http://jediknight3.filefront.com/file/Clone_Galen_Mareks_lightsaber;115195]here[/url]. I had originally looked at these files before, and from what I see, not much has changed. However, the Multiplayer bug has been officially fixed. Thanks, HOUOU! Galen will certainly have an easier time to roam with his fixed sabers in hands! MULTIPLAYER FIX ADDED ~The Denariax

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446 downloads

Uploaded:08-08-2010

Astral Swords

astralsabers.zip | 2.12 MB

much longer, presumably meaning they are able to damage an enemy from farther away. I personally hope this does not affect player vs player multiplayer dueling, since having a saber that can damage from further away than your opponent is very unfair! But anyways, I also noticed that the speed of the attack animations and even the players run was significantly faster than normal, I\'m not sure how this would affect general gameplay, but I can tell you I wouldn\'t like to be stood near someone who could move a sword around [i]that fast[/i]. :P All in all an interesting little mod here, which is based on a very nice sword model. Give it a download if you like the look of it! :) [b]New Model:[/b] Yes [b]New Sounds:[/b] No [b]New Effects:[/b] Yes ~Nozyspy~

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1652 downloads

Uploaded:07-15-2010

Justin Onasi's Lightsaber Hilt

revelationsaber.zip | 791.75 KB

homage of a fanfic that Simon has crafted. As such, it's definitely a unique hilt, in that the grip seems to be separated into two sections, as if you were meant to hold this blade in a certain position. The emitter has a standard fin decor, and the pommel has an interesting curve to it. All in all, it's both humble and intriguing at the same time. There's not much else to say, other than Simon's only going up from here. You'll know if you want it. - Averus Retruthan

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2404 downloads

Uploaded:07-13-2010

Clone Wars Lightsaber Blades with Pointed Tips

clone_wars_lightsabers_with_pointy_tips.zip | 1.71 MB

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

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708 downloads

Uploaded:07-13-2010

Sith Lightsaber

sith_saber_bonez_v3.zip | 2.01 MB

multiple skins, now with singleplayer support.[/quote] Basically, it now has SP support - no more need to use cheats to get it. Nothing else has changed in this version. [b]*Caelum runs off to get chocolate*[/b] -Caelum

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865 downloads

Uploaded:07-10-2010

Star Wars Episode III: Jedi Temple - Cin Drallig Duel

jedi_temple_cin_drallig_duel.rar | 11.18 MB

Troopers when Bail Organa lands at the Jedi Temple in Episode 3? He was called Zett Jukasa, and was played by Jett Lucas, George Lucas' son. Cin Drallig is, in fact, Nick Gillard backwards, minus the K. Nick Gillard was the sword master and stunt coordinator for the prequel trilogy, and choreographed all the lightsaber battles you see therein. This method of using a persons real name (usually a fiend of the author or creator) to make a name for a fictional character is called [url=http://starwars.wikia.com/wiki/Tuckerization]Tuckerization[/url]. Anyway, this map we have here is based off the level from the Star Wars Episode III: Revenge of the Sith game, and is where Cin Drallig has his fateful duel with Anakin Skywalker (now Darth Vader) as he invades the Jedi Temple with the 501st Legion. You see a short clip of this duel in the film itself, where Obi-Wan checks the holo recordings and sees Anakin fighting a couple of Jedi, the one with the long hair being Cin Drallig. I have never played the Episode 3 game, since I don't own an Xbox or Play Station, being a PC Gamer and viewing all consoles as the work of the devil! The map itself would be perfect for guild/clan trials or duels, because of its setting in the Jedi temple and its wide open space. There is a door at one end of the map, which will teleport you to an observation area above the main arena, so you can watch any duels or ceremonies. The texturing and architecture are very nice, and the choice of skybox was excellent and really adds to the feel of the map. The music is also very atmospheric, though its more dark and gloomy and perhaps doesn't lend itself to a frantic lightsaber battle. As for improvements, I'm not really that fond of teleporters being used where more logical methods would be better. Since there is a door there (where the teleporter is) and the observation area is straight above, why not use an elevator? I think this might add a bit more to the quality of the map, since improperly used teleporters often strike me as cutting corners when transporting the player. The other thing is the windows, since brushes have been used to give the impression of a curved window, you need to put either noclip or caulk on the face of the brush where it connects to the brush next to it, because as it is now, you can see the seams in between the brushes. Alternately you you could also use a patch mesh to get an even nicer rounded window. Overall though a nice little map here, keep up the good work JamyzGenius! :) [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, Duel, Power Fuel ~Nozyspy~

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2622 downloads

Uploaded:07-05-2010

Jedi Council GCX - 2010

jedicouncilgcx2010_v2.zip | 36.32 MB

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... [b]-=The Lobby=-[/b] [b]Old:[/b] 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. [b]New:[/b] 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. [b]-=The Dark, NPC, Dojo, and Water training Rooms=-[/b] [b]Old:[/b]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. [b]New:[/b] 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. [b]-=Archives=-[/b] [b]Old:[/b] 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. [b]New:[/b] 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. [b]-=The Hangar, Bar, and Prison=-[/b] [b]Old:[/b] 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. [b]New:[/b] 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! [b]-=The Hallways[/b]=- [b]Old:[/b] GCX, despite being a great map, had very bland and lifeless hallways. They were pretty much simplistic rectangular transitions. [b]New:[/b] 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. [b]-=The Upper Rooms=-[/b] [b]Old:[/b] 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. [b]New:[/b] 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

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1943 downloads

Uploaded:07-03-2010

Alzoc 3 Spaceport V2

alzoc3_spaceport.zip | 8 MB

ReviewmobileTM gave me a warning about how great errors and mass hysteria would ensue if I were to unleash it upon JK3Files. I kid you not. It literally said mass hysteria. Buuuttttt after crawling through the ReviewmobileTM for ages, it should now work. Who remembers [file="81814"]Alzoc 3 Spaceport[/file]? A second version graces the site - and don't anyone dare start that mass hysteria I was warned about. [quote]The only major change since v1 is the different skybox. Instead of the base JA skybox, I used the same snowy mountainscape from my Alzoc 3 Capital map. The outdoor lighting is now closer to dusk than daytime, which frankly is more atmospheric than what I had done before. I also removed the useless Swoop bike. [/quote] If you'll compare the screenshots with those of the previous version, you'll easily see what an improvement the outdoor lightning is. Hats off for that one. ;) [b]New Textures:[/b] JA! [b]New Sounds:[/b] Nein [b]New Music:[/b] Nein [b]Bot Routes:[/b] Nein -Caelum

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559 downloads

Uploaded:06-27-2010

Star Wars Episode I Jedi Temple - Training Room

episode_1_jedi_temple_training_room.rar | 18.86 MB

just found that amusing. PRESENTING...probably one of the only products that was inspired by the "Obi-Wan" Xbox game. This particular map is one big ol' training room, very symmetrical in design. Essentially it looks sort of like a bigger version of the Jedi Council room, but with a large outer ring that players can leap to to acquire health packets. There's also a ledge one could technically get to with JA+ or noclip, but nothing fancy there. There's not much to say, as the room is pretty basic, and the screenshots cover about everything. Definitely would make a fine duel/powerduel map, as there's plenty of room to scuffle about, which makes it a good small FFA map as well. I'd say if you're looking for something new, pretty, and utiltarian, this'd fit the bill easy. Mr. body massage machine, [b]GO![/b] New Textures: Aye New Music: Aye Secrets to plunder: Nay Bot Support: Aye - Averus Retruthan

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3185 downloads

Uploaded:06-22-2010

Giant Playable Piano

playablepiano.zip | 44.98 MB

collision with a metronome? For that, playing piano, and more, you've come to the right place. Remember [file="114735"]The Giant Piano[/file]? BlueNinja returns with a second version, ready to blow your mind. [quote]Version 1 was a small room, but this time I have mapped the upstairs section of a house I used to live in, using a video for precise reference. The house is gigantic, and is really meant for long range sniper battles. There is a lot more to do and see in this map than in V1![/quote] Did I mention there's [b]a lot[/b] more to do and see in this map than in V1? ;) Probably the most important change is in the piano. Each of the 88 keys of the piano can now be played using the use button, which is, naturally, completely awesome. Additionally, as said, the map no longer consists of a single room, but of an entire floor, complete with vehicles you can use and a toilet you can swim into. As you can see on the screenshots, there's more to explore in these rooms than I could possibly summarize in a single paragraph. Sufficed to say, I'm positively amazed at this map. The only thing that did irk me was the fact that the max visibility gets exceeded by this map (which means if you're on one side of the largest room and look at the other side, that part isn't visible until you get closer). This isn't the author's fault though; blame the id Tech 3 engine. All in all, this map's a must-see. Protip: don't use grapple or jetpack if you fancy a challenge. [b]New Textures:[/b] Yus [b]New Sounds:[/b] Yus [b]New Music:[/b] Yus [b]Bot Routes:[/b] Yus -Caelum

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1409 downloads

Uploaded:06-22-2010

Komari Vosa's Lightsaber Hilt

vosa_crescent.zip | 1005.83 KB

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

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1897 downloads

Uploaded:06-15-2010

Sith Temple v2

sithtemple_blueninja_v2.zip | 14.78 MB

[file="98888"]Sith Temple[/file] map BlueNinja made? Roughly a year later, we have here a second, Caelum-approved version! [quote]This map is an ancient temple of the Sith, dating back to a time far before even the tombs at Korriban were built. It was constructed on a volcanic planet, thus the lava[/quote] Like Nozy previously pointed out, both the architecture and the use of textures is very impressive. There's also plenty of room to play, and it could even work for some roleplaying. I won't bother repeating Nozy's review here, basically, new since previous version: -Bot routes -Dungeon is now escapable -Slight increase of lightning -New music, which the author composed & produced himself (!) -Three new areas The music is fitting, the lightning looks fine to me the dungeon is evil and the botroutes are a plus. New areas-wise, firstly, there's now a very neat outdoor courtyard. As the author states, it really is a welcome relief to the dark and red tinged interior. It fits in the map just fine, though. As you can see on screenshots 1, 2 & 5, it looks quite good. My only gripe is the skybox - being the only place where you can really look at it, the skybox seems somewhat bland from the courtyard. Something more...lava-planet-y might be a good idea for a next version, perhaps? ;) Also new is a round duelling-platform up a long spiral staircase, as seen on screenshot 6. As duelling area, it works just fine. My main comment would be - don't forget to look up. The "ceiling" looks very fancy. Last but not least, is the corridor seen on screenshots 3 & 4 corridor with hovering and rotating platforms, each of which has electric-doughnut-things around them (hey, that's name the author gave them!). Very interesting to play on, except the electric-doughnut-things unfortunately are not fatal or even damaging (which I'm guessing is a bug). Still a neat area though. ...Did I just seriously write that wall of text? ... ... Right. Yeah. I'll stop now then. As I said, map's Caelum-approved :P [b]New Textures:[/b] Oui! [b]New Sounds:[/b] Non! [b]New Music:[/b] Oui! [b]Bot Routes:[/b] Oui! [b]Camembert:[/b] Oui! -Caelum

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931 downloads

Uploaded:06-06-2010

The Tardis

duke_tardis_duel.zip | 6.14 MB

proceeded to drool. For those heretics who, for some reason, don't know Doctor Who, in short, think sci-fi series involving The Doctor and companions travelling through time and space in a telephone box that's bigger on the inside, armed with a high-tech screwdriver. This results in one of the most awesome sci-fi series to date. We have here a recreation of the console room of the TARDIS (Time And Relative Dimension In Space - said telephone box), as used by the 9th and 10th Doctor, usable for duels & power duels. When it comes to accuracy, I like it. While it isn't a perfect recreation, it's very much recognisable. In future versions though, what I'd love to see is... -Darker, more yellow lightning -The return of the power cords dangling inside the TARDIS -A slightly different texture on the pillars perhaps Quality-wise, the map's good. I couldn't find any glitches or errors. ;) Finally, actual gameplay. Unfortunately, for normal duelling, it feels somewhat boxed in (no pun intended...OR WAS THERE?!). I'm not sure if it can be helped though; there just isn't a whole lot of space to duel. Additionally, it would be nice if one could just easily run up the ladders, like a staircase. All in all though, very nice map. Doctor Who fans (and anyone else who likes this too), go get it. Allons-y! :P [b]New Textures[/b]: Yep [b]New Sounds[/b]: Yep [b]New Music[/b]: Nope [b]Bot Routes[/b]: Yep -Caelum

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557 downloads

Uploaded:06-05-2010

Faith

faith.zip | 12.4 MB

live under rocks too? So anyway, we got another Mirror's Edge rendition of Faith, the main character. This time, we got more accuracy, sounds, AND team skins. Yeah, Tyrael64 really pulled out the big guns on this one. The main skin is almost dead on with Faith's appearance, save for in the face, but that's not a tricky road to go down. I pretty much trapped myself into a short review strictly by saying that sentence. Seriously, I can't find much of anything to nitpick....well okay, there's that seam on the back of the neck that I could poke at, but that's also a tricky one to fix...plus it could very well be the model. Now I'm sure people will scream: "HER FACE IDN'T RIGHT," or "HER TATTOO AINT 100% RIGHT" or "I PEED ON THE CAT IN MY SLEEP," but honestly, I think this is the best we're getting until someone reconstructs that face. All in all, a damn fine job, Tyrael. You win a brick made of popcorn. Bot Support: Nay NPC Support: Aye New Sounds: Aye Team Support: Aye - Averus Retruthan

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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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2841 downloads

Uploaded:05-24-2010

Revan's Lightsaber Hilt

revanchist.zip | 793.19 KB

a real life model of the weapon. Honestly, it's a relief to see such a humble hilt, as I do grow tired of the overly ornate temples that people hold in their hands these days. So, comparing the shot to the model, and the model looks like it's just about perfect down to the last detail, as does the skinjob. I noted no graphical defects or errors, and honestly, why should there be? This hilt makes no demands upon itself, but rather says: "Welp, here I am. Take it or leave it, but I could save your life one day..." ...and save you, it could. Because it burns things. - Averus Retruthan

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5430 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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752 downloads

Uploaded:05-04-2010

Star Wars Episode III Palpatines Rooftop Version 2

episode_iii_palpatine_rooftop_version_2.zip | 17.41 MB

room and started to tear it apart. Nope, not too much new there, though I did notice as I looked the window that the landing pad was no longer a flat square...and I noticed some of the detail remained in the room despite my blastings and fastings. Oh well. Ran into the corridor through silent door'ge, n' found not much there. Went into conference room, saw the lighting still had the spotlight fever going on. It dawned on me, however, as I went through to the glass walkway: Why have two doors if one leads to nothing? Oh well. Moved onto the next room, noticed the fake window was gone. Good deal, good deal. Finally went outside, and saw that the brushes gave a better illusion of there being a building there. Overall I think this version was trying to say: "I'm much more fluid and plausible now," and I'm not one to disagree. However, the door sounds really need to be fixed as well, because even the quietest door makes noise. Other than that, this map has definitely made some strides in improvement. Keep on truckin, and give those other doors a place to go, and you've got yourself a fine little product. New Textures: Aye New Music: Aye Secrets to plunder: Nay Bot Support: Aye - Averus Retruthan

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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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572 downloads

Uploaded:04-26-2010

Rusty Bucket Bay v2

bk_rusty_bucket_bay.zip | 61.92 MB

awesomeness, Borm Kloon have utterly remade the powerfully fun and amusing Rusty Bucket Bay, from the game Banjo Kazooie, and whose predecessor I also had the pleasure of reviewing. This one, however, is MUCH more expanded. There's all sorts of areas from the game that you can find by smashing certain objects, or entering secret doorways. As with the last one, the architecture and textures closely resemble what little I've seen out of the old N64 game. There were only two issues I found with this map. The first one was a onesided brush on the puzzle piece cage. Not a big deal. The only other one was that in the small little boathouse, one could walk along the bottom of the water with impunity. Besides those two issues, y'can't lose with this map. It's just too fun to pass up. Whether you've played Banjo Kazooie or not, I invite you to give this map a play, and take a swim in the bay. Isn't the water beautiful?... New Textures: Aye New Music: Aye Secrets to plunder: Aye Bot Support: Aye - Averus Retruthan

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617 downloads

Uploaded:04-26-2010

DKS Saber Pack 1

dks_sabers1.zip | 6.32 MB

OmNi server.. *sighs* Oh well, SWORDS! O_,@ These swords in particular are probably the first sign of life out of LordWraith that I've heard since DKS Medevil. Enclosed are 5 blades, most of them a longsword variant, but also are present are the scimitar and the vorpal blade. The one thing I noticed, however, was how BIG the handles were. The handles on these things were massive, and really needed to be scaled down a bit. These behemoths ended up having the player hold the weapon down near the pommel, which would seem very incredibly awkward to handle, and it sure bugged me quite a bit. However, beyond that, these weapons are quite gorgeously modelled AND textured, and would be quite the addition to any sword arsenal. - Averus Retruthan

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421 downloads

Uploaded:04-26-2010

Cartoon World

cartoonmap.zip | 4.56 MB

toast. So, Delta 135 has bore unto us a map depicting a world from a bright and colorful animated world. No one world in particular, just a world. The main area is a wide open plain, which dominated by a bright green texture that you would see in an old Atari game. Spread out upon this plain is a large dual-tower structure for sniping, a treewalk with some shielding items along the path, a small little pond, a nearby ridge, and a dwelling that looks like it could be a wacky scientist's home. Like any custom creation, there's always a way to make it better, so here be some bugs and or graphical suggestions: 1.) Unifying your theme - Definitely see if you can make or acquire some cartoon tree and grass blade textures/models. Also, I believe a more colorful rebellion decal would suit those sniper towers much more(though they're good as they stand.) 2.) The Pond - I believe the cartoon water texture as is looks a little too patterned, and gives me the impression that a scaly film is upon the water. You could easily just go with a solid light blue texture there, and it'd look great. 3.) The Rocks/Ridge: Like with the pond, I believe a solid texture would benefit these more than the patterned texture you have here. 4.)The House - Upstairs on the bed you have some texture-fighting between the bed and the covers. There is one other bug that is horribly weird, but not necessarily in need of attention: Firing a DEMP2 alt blast at the windows of the house causes texture fighting between the decal and the window. Oh, the joys of randomly firing weapons everywhere... So other than the JA trees and grass haunting the area, I'd say this map is well on its way to becoming quite the amusing craftwork. I would also recommend increasing the skybox's boundary so that ships may be flown about, as there is quite a bit of space, more than enough to fly in. Well, I'm done. What say you? New Textures: Aye New Music: Nay Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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1085 downloads

Uploaded:04-19-2010

World 1-1

marioworld_11.zip | 5.95 MB

again I'm the one to review it. How ironic. WELL! For those of you in the loop about Mario, here's some of the features this map possesses: - Moving 2D cloud background and authentic texturing. - "?" blocks that generate either an authentic "mushroom sound" or a "coin sound" when you bump your head on them(AND they go blank!) - An interesting orchestral remix of the Mario 1-1 theme and the underground theme compacted into one MP3 - Destructible blocks - Pitfalls - A hidden block that I presume was in the game as well! - A tube can take you into a bonus area with 2D coins you can collect.(with sound included.) - A green skull flag you can bring down(though sadly you can't bring up the red star flag.) Alright, so a pretty good rendition if you ask me. The author definitely wanted to pay some serious homage, that much is certain. Now, a brief list of bugs: - Flag only seems to work once - Hidden block may "ensnare" you if you come at it from above or the side. - Castle is sorta boxed off so your feet float above it just a little. - Tubing is a tad bit difficult to enter, and may cause the "warp" to fire prematurely. Other than that, it's a pretty good rendition. IN terms of terrain, I can't speak for its accuracy, but you'll hear no complaints from me. A solid tribute to a classic vidjia game, and definitely worth a peek. New Textures: Aye New Music: Aye Secrets to plunder: Aye Bot Support: Nay - Averus Retruthan

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489 downloads

Uploaded:04-12-2010

Race For Death

race_for_death.zip | 6.82 MB

suitable. You will both have to run through an obstacle course, whoever makes it first will get the job, the other one will be rejected the Sith way. Along the way, you will have several opportunities to attack your opponent, but you won't be able to get on his side of the obstacle course. May the force be with you![/quote] Safe bet this friendship is ended after all's said n' done, eh? Well this was a tricky map to review, as it actually [b]required[/b] a second tester, since a bot is no good in a real race. Now mind you, I did this review at about 2 this morning, so finding a co-tester at such short notice was next to impossible. However "Raven, the Imperial Crow" as he wishes to be called, was willing to volunteer his services to make this happen. Thanks again, Rav! Now, the basic premises is just like Pathos said: An obstacle course, except on steroids. This map is meant to be played on either Duel or Team FFA, and is meant to be played with guns as well. Your primary directive? Get the hell through this course as fast as you can, so you can execute your opponent. There are actually several outcomes that can be executed: - Stepping on the pad ends it, executing your opponent and you win. - Hitting the bottom button where the fire glows red allows you to slowly kill your opponent, inflicting moderate amounts of damage and reveling in the splendor of their pain. - Hitting the top button warps you and your opponent to a final arena, where you may take your chances and strike down your opponent in the flesh. Knocking them down into the surrounding pit throws them into a cage at which you may do what you please to them. Not a bad selection, if y'ask me. The only curious oddity we could not identify was the function of the button at the beginning chamber. I noticed the door during one point was shut, so I'm guessing it controls the doors. It's not easy to really test unless under ideal dueling conditions :| but oh well. Overall, a pretty neat and unique map in its own right, and, as my co-tester so eloquently put it: [quote]^Garret Artemisia Sage: I find it to have a noveltous enjoyability.[/quote] Exactly. Now, RACE FOR MY AMUSEMENT. New Textures: Aye New Music: Aye Secrets to plunder: Nay Bot Support: Aye - Averus Retruthan

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1152 downloads

Uploaded:04-11-2010

The Council of Light

the_council_of_light.zip | 1.91 MB

shrine located on a large floating rock, with smaller chunks of earth orbiting it. The shrine itself is probably the smartest use of the Korriban textures I've ever seen in a map lately. A small dome encloses the majority of the ragnos symbol on the floor, supported by four pillars, CoL banners hanging high above. Coming out of all four cardinal directions are stone walkways, two of which sport either a dead end or another tribute, in the form of a darth maul statue dedicated to a "T. Maath," and a CoL memorial plague of sorts. I won't lie, I like this map quite a bit. I feel as if it has a sort of "Olympian" vibe to it, if that makes sense to anyone. It makes a modest and likeable hangout map, and the expanded skybox allows for some dogfighting if the mood strikes one. I'm tempted to keep this just for the hell of it. A fitting tribute, I say! Now...let there be merriment. [b]*raises goblet*[/b] New Textures: Aye New Music: Nay Secrets to plunder: Nay Bot Support: Aye - Averus Retruthan

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201 downloads

Uploaded:04-07-2010

The Intergalactic Trash Can

trash_can.zip | 412.23 KB

compactor known as Are-Tew-Dee-Tew. There is a meme-like sign on the front, showing that it frowns upon the shenanigans of Rosh's demise. Its hard to keep my sanity here. I honestly cannot believe how this awesome could be thought up. This replaces the original R2D2- which is hilarious if you're in Single Player and randomly see one rolling by. Has the original R2D2 model and skin, with the head off to show Rosh crumpled up inside, sticking out a bit. This doesn't have any multiplayer animations, sadly... So no, you can't run around chopping people in half with the extended hand of Rosh out of the trash compactor. Wait, this is a good idea, lemme write it down... Anyways. Submit bandwidth, or you too shall be... compacted... by the Intergalactic Trash Can. New Model - Rosh and R2D2 combined into one. New Textures - Original textures from the Lucasarts. New Sounds - R2D2 sounds ~The Denariax (Seriously, my mind hurts from this insanity.)

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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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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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538 downloads

Uploaded:03-21-2010

The DaeMon

sp_daemon.zip | 13.12 MB

Quinlan Vos as a base ._. and reminds me much of Shagrath from Dimmu Borgir. He's pretty much dressed in standard gothic attire, complete with the spikes, those bigass metal hoop belts, and the brightest thing is his corpse-paint skin. Woot. There's also a slew of variations on this skin in the species menu, including a big ol'skirt to complete that whole gothic priest look. Oh, and he has an electrical shader too >__> Texturally speaking, this skin is pretty clean all around. It's definitely no splatter of black in MS Paint, I'll tell ya that much. Much as I don't care for this skin, I must admit that it is a very solid package, a true uncompromised piece of work. The author knew exactly what he wanted, and knew what he needed to do to get it. It is also very well-rounded in that it has everything one would need .-. team skins, NPCs, new sounds, bot support...yep, he has it all. This is probably one of the most complete works I've seen in quite some time. Anyone who approves of this would definitely get their bandwidth's worth. Welp, I'm done making an ass of myself .-. proceed to the bandwidth vacuum button. Bot Support: Aye NPC Support: Aye New Sounds: Aye Team Support: Aye - Averus Retruthan

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310 downloads

Uploaded:03-20-2010

JKR - Castlevania

jkr_castlevania.zip | 11.59 MB

steal men's souls and make them your slaves!"[/i] [b]"Perhaps the same could be said of all religions."[/b] [i]"Your words are as empty as your soul. Mankind ill needs a savior such as you."[/i] [b]"What is a man?! A miserable little pile of secrets! But enough talk, have at you!"[/b] Ah, one of my favorite game intros ever! For those who know it not, this is the conversation between Richter Belmont and Dracula at the start of the original english translation of Castlevania: Symphony of the Night. And of course, I mention this because of my love for Castlevania, on which this map is loosely based. My first thought upon seeing the map in the list of files to be reviewed was, "Awesome, finally another CV map!" Unfortunately, while the castle can be seen, it can not really be explored. No, this map was made specifically for racing swoops around the outside of the castle, and only a corridor or two indoors. When I spawned, I immediately thought to myself that the surrounding trees look horrid. They are 2D, which is something that I wouldn't mind if they didn't look so stretched and blurry. I was surrounded by a number of swoops, which I immediately hopped on and started my race! Into the castle I sped, trying to take in as much of the scenery as possible without crashing. Right after the first turn inside the castle, I happened to notice that one of the candles was floating a bit in front of the wall, and it's glow showing only sometimes. Not too noticeable if you're racing along with other people, though. On my second turn, I found myself in a corridor with a bunch of paintings on the wall. Of course, I jumped off my swoop to examine them closely. "Pretty cool," I thought to myself. Then I turned around and saw the ugly 2D trees outside and decided to move on. The next turn led me outside to the graveyard. I tried to jump my swoop over it, but unfortunately, I hit an invisible wall. That disappointed me a little bit. After failing my attempt at a shortcut, I found myself at a bridge to jump. This is probably my favorite part of the entire map. Sadly, using the boost to get over it resulted in me hitting the ground a bit too hard, which slowed me to a near-stop. From there, it simply led back around to where the race started, with no real outstanding features. It's a rather short map. By the time I was starting to really get into the race, it was already over. I'd love to see another version with more to it. Also, the scenery could use some work. Trees don't ever form a flat sided acute angle. Hell, they never form a flat surface, ever. Also, at the top of that texture is a random line. You can't really notice while racing, but when you stop to look at it, it is painfully obvious. Bottom line: This map could use some work, but it is far from bad as it is. I'd definitely recommend a download to any fan of Castlevania, or racing! Game Types: FFA, TFFA New textures: Yes New sounds: No New music: Yes New models: No

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513 downloads

Uploaded:03-12-2010

Jaggers Birthday Map

extrajka.zip | 25.78 MB

marked...with a malevolent map. Upon entering, the familiar hymn of Oblivion's overworld music hit my ears. In fact, a lot of Elder Scrolls influence lurks in this map. From the black hand button(whose function still remains unclear to me,) to the Daedra concept art, to the large incredibly lit bridge that pays homage to Castle Skingrad's brazier-laden bridge, it seems someone was a big ol' fan of Oblivion. I don't blame you =_,= Well, since we're on the topic of the bridge, let's address one of the main issues that plagues this map: Particle overload. Upon entering the main area of the map, my immediate notice was that sounds were chopping up. Namely, my lightsaber activation and deactivation sounds were taking their sweet fat time to play, and some times not at all. I don't know what the exact particle limit is, but with your overload of flame braziers and that tower sparkle, methinks you went quite enough over the limit. It's a shame too, because the architecture and overall theme of the map was very enticing. The three main structures were very entertaining to explore, and seemed just as whimsical and majestic on the inside as they did on the outside. There was one other primary area worth mentioning that has a couple of bugs. This area is the large desert canyon used for vehicle combat. It would be here that two issues present themselves. Both are relatively ignorable, but do hinder the playability of this area a little. 1.) Skyline was far too low: The last thing any pilot wants to worry about is a limit on how high he can go. The highest you could go was only a few meters above the sand canyon. BLEH @_@; seriously, at least give the starfighters a little more breathing room. What you've got now makes me want to duck my head. 2.) There was bit of a portaling issue in this area. Depending on where you were, the canyon walls would disappear, redrawing when you got closer to them. This is just an aesthetic issue, though, so no hurry on really fixing that one. The only other issue I noticed off hand was the brush-fighting on the presents. Other than that, it's actually quite an intriguing map to hang out in. An excellent tribute, and certainly worth beholding, should you have the time to indulge it. If thou dost approve, maketh thine move. New Textures: Aye New Music: Aye Secrets to plunder: Aye Bot Support: Nay - Averus Retruthan

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1158 downloads

Uploaded:03-04-2010

EUROCORP CITADEL

deurocity3fix2.zip | 89.39 MB

so far. This one is no exception. Calling back from his previous endeavors, D-Legion has returned with a map that sort of expands on his Euro Syndicate Airship concept, placing it within an expanded cityscape, along with a few other extras. I find myself having not much to say, as like I said earlier, a lot of this work seems to be rehashed from previous maps. The map itself is so big, yet it feels so empty at the same time. Most of the cityscape is dominated by unexplorable buildings. There is also a huge unexplorable cruiser as well. Actually, there's quite a bit that's not explorable this time o_O just stuff from his old maps. The only things that felt genuinely new were honestly just little splashes of detail, namely the large garden atop the skyscraper, the small plaza below it, and a few other things here and there. Everything else just feels like a "been there, done that, got this hat," sort of deal. D, I would strongly encourage you to start branching out and make something completely fresh. This in itself just feels like a D-Monolith v4 in a very distant sense. Keeping old relics in your maps just seems to foster a static level of lesser skill use when mapping is definitely one of those arts you'd want to encourage growth. Believe me, I share sentiments about losing all that hard work, but don't worry, cochise, it's safe here, really! To all those not familiar with D-Legion's work, I do apologize for witholding much of the detail of this map, but as I said before, a lot of it's just rehash. I encourage you to take a look at his older works so you too can understand why this map just seemed to fail to impress. New Textures: Aye New Music: Aye Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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149 downloads

Uploaded:03-01-2010

Sith Cellar Duel

sith_cellar_duel.zip | 4.56 MB

was fooled into thinking this map was bigger than it really was, but it's only two rooms. Yep, a lava pit platform room and an arena room. Very small, and made me sorta just stop and say "That's it?" out loud. So, how does it fare? Pretty decently, actually. The lava pit room is roomy enough for fighting space, yet precarious enough that one could be flung to their doom. A VERY nice touch with the curved ceiling. Any fool who jumps up and hits the ceiling is almost certain to become one with the molten slag below. The doorway connecting the two rooms is rather elegant, with a ominous frame seemingly holding a large amber stone. The arena is a little more cramped, with torches and the ramp leading downward cutting the combat space significantly. This would be more suited for the fencing style of [file="91118"]OJP,[/file] but a JA+ or BaseJA fight could be performed here, if the combatants are neat enough. Sound and lighting were probably the only lax departments in this map's presence. Your only sound was the constant crackle of fire from the various lightsources, which honestly wouldn't make total audible sense in this map's case. The lighting was just...pure red. Nothing more, nothing less. A little disappointing, since in reality, both rooms would have normal light, the platform light being a slight brighter from the glow of the lava. Overall, not a bad first public step into mapping. I would expand this idea as a whole, maybe create a whole Sithese dungeon with various creatures and traps awaiting to ensnare you and end your life. Just a thought =_,= New Textures: Nay New Music: Nay Secrets to plunder: Aye Bot Support: Aye - Averus Retruthan

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304 downloads

Uploaded:02-16-2010

World of Weapons - Pack 2

world_of_weapons_pack_2.zip | 2.98 MB

up to thee to learn of it from[file="110653"] previous tales.[/file] So, presented before our altar are a set of low level weapons that your typical warrior might encounter as you first begin the game. Considering I never even laid eyes upon a computer screen of someone who plays it, I cannot say...and no, the Youtube funeral attack video does not count. Now, the weapons: [b]- Enti's Quenched Sword:[/b] Now I have no clue who Enti is, or what is it that he quenched his blade in before distributing it to the public. Suffice to say, this is a rather modest weapon. Much more modest than I had expected out of a game like World of Warcraft. Though the blade looks to be about as long as an arming or a bastard sword, the handle is FAR too long to be a fruitful balance to this weapon, realistically speaking. [b]- Battleworn Hammer:[/b] This hammer looks sorta comical in appearance, really. A big ol' wooden mallet with green string binding it at the head and handle. [b]- Crooked Staff:[/b] A quarterstaff, bent all out of shape and nearly unusable for anything save a walking stick. This weapon seems rather odd because the white cloth wrapping about it seems to excede the diameter of the stick itself, thus making the appearance of duck tape rolls upon it o_O [b]- Pitchfork:[/b] Woe unto the one who would dare question the might of the Hayfork. This one seems to be more equipped for battle, however, as the prongs are far too short for efficably working with hay. [b]- Broad Axe:[/b] Your standard war axe. Good for leaving embedded in the skulls of your enemies. *nod* All in all, I would not be surprised if Akimoto must step in to counter those who believe these weapons are ported again. XD These are actually quite agreeable weapons overall. I feared overly ornate weapons would be coming our way...now of course, they will be, but for now, I am appeased by the simplicity of this weapons pack. Retain your vigil, masses. More is yet to come. - Averus Retruthan

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300 downloads

Uploaded:02-15-2010

World of Weapons - Pack 1

world_of_weapons_pack_1.zip | 2.45 MB

that I would refuse to let this see the light of day. Quite the contrary, really. There was quite a bit of behind the scenes work to ensure these weapons would receive a proper reception, both on the team's and the author's part. Akimoto surprised us all when he flooded our inbox with these weapons. We had feared the worst, but it is true: He has managed to craft a staggering amount of weapons and release them unto us in such a short amount of time =_=; This particular pack is one of multiple that will be coming out. The primary theme in this weapon pack is: Tools. Yes, tools..of trade, of excellence, and of fishing. Let us reveal the contents of this pack unto the masses: [b]- Arclight Spanner:[/b] A rather funny name for a wrench, if you ask me. That's all it is, a humble silver wrench. BRILLIANT! =_,= [b]- Big Iron Fishing Pole:[/b] The name speaks for itself. A large fishing pole, used to fish out the undergarments of many fair maidens from beneath their skirts...or fish, take your pick. [b]- Blacksmith's Hammer:[/b] Without the blacksmith's mighty hammer to tame the metals of our world into tools of great import. Strangely enough, however, is that it looks more like a warhammer than a smithing hammer o_O [b]- Mining Pick:[/b] Much as our smith's hammer beat the metal into our tools, where would the hammer lay its head without the pick that unearths the metal ores that would then become a sword? [b]- Skinning Knife:[/b] Ah yes, a tool that could be considered of just as of import, if not more, than the other tools. This blade would be instrumental to clading our bodies with the furs of great beasts, and skinning skull and bones to form armor...or trophies, or handpuppets. It matters not, the knife is indiscriminate in its service. All of these weapons were modelled quite well, and do quite the service to their World of Warcraft counterparts. The texturing, however, seems to do it a mild disservice. We learned that the good Akimoto had decided to photosource the weapon textures to fit his needs. The result is a rather low quality texture, but honestly, this texturing is actually quite sufficient for its purposes. I should only hope that in the future, Akimoto proves bold enough to craft his own textures! All the weapons are relatively uniform in their handling. Both sounds and .sab files are pretty much the same, save for a few differences here and there, none of which would prove detrimental to this file's use in public. In fact, he himself assured us that: [quote]No special "attributes" are added to keep the playability "fair" on most servers.[/quote] And fair they are. Now, what could improve these, I wonder? I would say a bit of catering to the sound department is the only thing I can currently recommend at this time, other than higher resolution textures. The sounds are definitely a bit bland, in that there's virtually no difference. I should think that a fishing pole of such thin stature would make a sort of "whipping" sound, and the blacksmith's hammer would cut through the air with heavier wooshes. The arclight spanner probably should hardly make a sound, but what fun would that provide? Either way, these improvements would be minor and should not in any way affect your enjoyment of these weapons. Should you enjoy the malevolence of these weapons, retain your vigil. More shall come swiftly to tantalize and delight your depraved desires. =_,= - Averus Retruthan

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343 downloads

Uploaded:02-14-2010

After Hours

after_hours_v1.0.zip | 6.57 MB

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

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976 downloads

Uploaded:02-12-2010

Back to the Roots

back_to_the_roots.zip | 12 MB

doesn't mean they are bad. This one is actually very good overall. Lots of time has been spent on this creation, and it shows. Let's start with a basic overview. As I said above, the map is based on Yavin, and is built academy-style. There are many areas available to explore, including a large TFFA arena and two mission-style areas that I imagine are for training. The architecture is not classic yavin-style - instead, the author has branched out and created a smooth, but still stony appearance. I daresay it looks more like Korriban in places - that's ok, though, it looks good overall. So let's go over some positives. Each room is sized nicely, although I feel the first room (the one you spawn into) could use a little widening out. Still, that's trivial. Like I said before, the architecture is nice overall. Also, there are things to do if you join an empty server. The atmosphere is nice, and there's eye candy all over the place. There's also a TFFA arena off on one side, which made a really nice addition. It has an observation area on the top, and a large fighting area down below. The lighting is [i]very[/i] good - I'm sure that took a lot of time to work out. Texturing is very well done, I couldn't find any terrible seams or stretched ones anywhere. FPS was good overall as well. Now...that's not a very good list of positives; there's still more. But I don't want to ramble forever. As you'd expect, here comes a list of negatives as well. Some areas of the map should be clipped. By this I mean things like stairs - most of them are clipped, giving a smooth walk to the top. Others aren't so smooth and go bumpitty bump bump all the way to the top. Also, the elevator doors leading to the TFFA arena need clip added to them - it is possible to stand on the ledge of the door and get crushed against the ceiling when it tries to open. Another glitch is that when you walk through a door, all the visible entities and players disappear for an instant. This is due to incorrect areaportals - you're supposed to use system/skip on 5 sides of the brush and the system/areaportal texture for the sixth. ;) A few doors were missing sounds (maybe it was just my computer) and a few other things were glitchy here and there, but nothing too big. A few of the areas seemed like they were meant to be expanded but were not - I'd love to see more in a version 2. This map shows promise and it would be nice to see the full potential brought out. On that note, there are no scripts - add some! Scripts are the best thing that ever happened to JA maps. New sounds: [b]No[/b] New models: [b]No[/b] New textures: [b]Yes[/b] New music: [b]Yes[/b] ~Dretzel [i]P.S. - You don't need to include base game assets in your pk3, ever. They're already in the game. ;)[/i]

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815 downloads

Uploaded:02-02-2010

Qu Rahn's Lightsaber Hilt

jman_rahn_kyle_saber.zip | 86.28 KB

well worth buying! Here we have a new model of Qu Rahn's lightsaber hilt from Dark Forces 2. As you can see from the screenshots below, the author had some very detailed reference material to work from and as a result the modelling work here is excellent! The colour, textures and shape of the hilt are all as accurate as I think it is possible to get considering the only reference material you can get from the game itself are either shots of the low poly model ingame or some low resolution shots from the live action cutscenes. Excellent work here, and as far as I can see there isn't really anything I would suggest for improvements. Definitely worth a download if you are a Dark Forces 2 fan! I look forward to seeing more from you Journeyman! :) [b]New Model:[/b] Yes [b]New Sounds:[/b] No [b]New Effects:[/b] No ~Nozyspy~

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2622 downloads

Uploaded:01-17-2010

Homer Simpson

jka_homer.zip | 1.19 MB

Simpson model or skin released here for JKA, there haven't been any Simpson's skins released here besides [file=37279]ArchAngel's Homer Simpson[/file] skin that was released here for JK2 back in 2005, upon which this mod is based. The skin itself does not appear to have been changed, however it does have several new features, including; bot support, NPC support and new authentic Homer sounds, which was my favourite part! Afterall what would a Simpson's mod/skin be without some authentic character sounds? ;) This also includes the team skins from the original mod, including evil Homer for the red team, of course. As for improvements, I would say that since this is a cartoon character, this skin would benefit a lot from being cell shaded, which would give Homer that more 'animated' appearance. Overall its good to see that this mod has been brought over to JKA and also to see that the author has added some new sounds and taunts to spruce up and old JK2 classic. If you are a Simpson's fan, this is a must download! ;) [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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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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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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184 downloads

Uploaded:12-02-2009

Dark Forces II Kyle's Lightsaber

kyles_saber.zip | 1.21 MB

gripkicking of the later games in the series, but it would have been far less without one particular item: The lightsaber. This particular file is an attempt to bring that lightsaber into Jedi Academy by reskinning the single_1 saber into it. Unfortunately, there's one major flaw with this plan: It looks nothing like it. What it does look like, however, is the single_1 saber model with a slapped-on metal texture with no noticeable attempt at detail or trying to get it all to fit together properly. Still, it's a start, and with practice it can improve. You know the drill: You likey, you download!

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209 downloads

Uploaded:11-27-2009

Gibson Flying V

gibsonv.zip | 27.78 MB

guitar. One of the rock and roll icons is to [i]smash[/i] your guitar upon the stage, with the power of rock supporting you. Now you can do the same, minus the casualities. Making guitar weapons is quite popular. After all, who doesn't want to smash a few instruments on Rosh's head? When the Stratocaster came out, we said "Les Paul!" When the Les Paul weapon came out, we said "Explorer!" When the Explorer came out, we said "SG!" When the SG came out, we said "Flying V!" When opening the door to the tenement that is jedi knight files, I saw something of interest upon the stoop. Upon testing it, I can indeed recommend this model to any guitar fanatic or just cool weapon lover. The Flying V delivers no dissapointment, bug-free, crazy wicked sounds, and the pinpoint accuracy that this deserves. Aw, but... just a few skins right? WRONG. [b]18[/b] different skins to rock out with, all of very high quality. So, if you want to be a guitar hero with the power of rock supporting you in your fight against the sith, I recommend you download this. Enjoy. ~Authuran

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449 downloads

Uploaded:11-27-2009

Gilder Vehicle

gliderflight.zip | 653.43 KB

consistently slow speed. The rideable version rides like a swoop, and bounces high in the air. No bugs here besides one texturing problem where you can't see the top of the wings. Other than that, enjoy. ~Authuran

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551 downloads

Uploaded:11-27-2009

Multiplayer Role Player 2

mprp2.zip | 24.88 MB

There is some helpful into in there, plus a few hints that should help you get through. This map is intended to be a cooperative team-based game. Having never role played before, I don't know if it qualifies as an RP map, but it is something new. You're supposed to escape from a prison (with help from a noghri), make your way through the facility to a generator, disable it and leave. Pretty straightforward, and two experienced players could probably finish this in under 10 minutes. The map itself does need a good bit more work. There are definitely some places where some hinting would be quite useful, and other areas where an areaportal couldn't hurt. Lots of excess triangles being drawn, there. ;) There are quite a few textures that are mismatched *just* enough to be noticeable from a distance, while other areas had somewhat repetitive texturing. Brushwork was a little lacking as well. The stairs were missing clip, so using them was a little bouncy. Also, at one point during testing, when I set foot on one of the staircases, one of the scripts was sent into a runaway loop and the game began to run very choppy. This may have been because I was noclipping around (both times), but it's still a pretty bad bug. Some of the NPCs didn't seem to want to attack me...not sure if that was a bug or intentional. Finally, in the final room, after completing the mission, the void is very clearly visible on all sides...no idea what happened there. So, there's lots to work on - improving brushwork and texturing would be key. I think it's still something new and interesting, though. Maybe you will too - take a look at the screenshots and decide for yourself. New textures: [b]Yes[/b] New sounds: [b]No[/b] New music: [b]Yes[/b] New models: [b]No[/b] New scripts: [b]Yes[/b] ~Dretzel

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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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5623 downloads

Uploaded:11-18-2009

Starkiller's Lightsaber

starkiller_saber.zip | 1.59 MB

Edition. The modelling work here is fantastic, the model is detailed, high-poly and well made. The texturing work is also excellent, with plenty of textural detail crammed in there as well. Bear in mind of course that this is the Ultimate Sith Edition version of Starkiller's saber hilt. This is the hilt he uses if he turns to the Dark Side (as far as I am aware) and the hilt is styled accordingly with some spiky appendages and an overall sharp and painful look about it. As I said Houou has done an excellent job of modelling this saber and what is more he has also included both a normal and backhanded version of the saber from which you can take your pick. Overall excellent work here, this is one mod that I honestly can't fault! Keep it up Houou, I look forward to seeing more from you in the future! :) [b]New Hilt Model:[/b] Yes [b]New Sounds:[/b] No [b]New Effects:[/b]No ~Nozyspy~

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3288 downloads

Uploaded:11-10-2009

Double-Cross on Nar Shaddaa

dfii_ns_double_cross_sp.rar | 35.74 MB

please note that you will have to open the console and type "map zurvan6" to load the level. It's a remake of the first level in Jedi Knight, titled Double-Cross on Nar Shaddaa. Or, at least, it's supposed to be a remake of that level. Right off the bat, when I spawned in the level, I found that things looked far different than they did in the old game. Having a Reborn attack me first thing didn't help either. Running through the level, I found that some parts of it matched the source quite well while others did not even come close. It almost makes me wonder if the author really had any experience playing the level, or if they just watched someone play it and decided to try to remake it. Some of the enemies and rooms were correct, but the addition of Sith to the level sorta ruined it for me. I was looking forward to a level where I wouldn't have to use my saber. On a final note, I don't know what the purpose of including the IG-88 model was, as the droid doesn't seem to make an appearance in the level... [b]EDIT: Apparently he does show up, but when I played through three times it he didn't show at all.[/b] Anyway, if you're expecting an exact remake of the first level of Jedi Knight 1, then this level isn't for you. If you want a new SP level, though, there's no reason to not give it a download!

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374 downloads

Uploaded:11-08-2009

Arkham Asylum

25arkham.zip | 22.29 MB

place is quite small, being only a small wing of an insane asylum. The environment is, in my opinion, perfect in all aspects - the rooms were way too small, the floor is an unusual shape, the lighting is very dim and spotty, and there is a phonograph at the end of the hallway, behind bars, playing a piano tune. And believe me...I've never heard a piano set the tone for a map so well. It sounded evil, yet innocent at the same time. The only negative I found was that the blood stains on the floor weren't very realistic - they were too transparent. Other than that, it's good. High five to the author! New textures: [b]Yes[/b] New sounds: [b]No[/b] New music: [b]Yes[/b] New models: [b]No[/b] ~Dretzel

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594 downloads

Uploaded:11-03-2009

Malevolence

malevolence.zip | 11.71 MB

because it's undoubtedly the wave of the future. This map is an interactive duel. Players spawn into a chamber to duke it out with each other. One one side of the room, an imperial officer taunts you and two stormtroopers, with guns trained, stand guard. There is a window in the ceiling that shows tie-bombers flying by, and gratings in the floor reveal lava underneath. Now comes the good part. Every so often, an alarm bell will sound and a preprogrammed event will happen that will try to kill both players. Since these events are the biggest attraction of the map, I won't ruin what they are, but I will say this much - if you play smart, you won't be killed by them. This is definitely a unique map - that alone makes it stand out from the competition. I'm honestly impressed with it, I'm sure it'll make for some epic duels. I'm not fond of using rock-ish music in JA at all, but this one actually fit the bill. It's almost perfect. The only cons I could find are that some of the visuals aren't quite up to what we're all used to. A few textures tile a little too much, and clip was missed in a few areas. But you know what? Forget that. If you want to have a fun, new duel, this is your map. New textures: [b]Yes[/b] New sounds: [b]No[/b] New music: [b]Yes[/b] New models: [b]No[/b] New scripts: [b]Yes[/b] ~Dretzel

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1205 downloads

Uploaded:11-02-2009

Labyrinth -Halloween Special- JKA EDITION

halloween_labyrinth_jka.zip | 16.36 MB

Since this map was just converted from Jedi Outcast, I will just provide all of you with the original review of [url="http://jediknight3.filefront.com/file/Labyrinth_Halloween_Special;7261"]The Labyrinth by Claxon[/url]: [quote]Description: From the Author: The Labyrinth is a large maze where players must find the best way to navigate their way around and defeat their opponents. Is it best to run along the tops of walls in plain sight, or inside the labyrinth to avoid detection until the time is right? In the center of the Labyrinth is a tower which can be entered to give players access to several sniper spots, but beware...whilst they give you a good view of the maze below, can be easily spotted. There are several small dueling areas, but almost the entire map is good for wall walks and fast, furious saber fights. ---------------- This map has many hidden features so there is always more to find. Oh and did I mention that it is haunted? Couldn't have said it better myself. :D Fun map, many little death traps set around and I love the spooky sounds! The inside of that tower looks amazing too! Good job on the rocky surfaces, they came out well too, especially the bridge thing! Now THIS is what I call a labyrinth. :D[/quote] Do you know what I've noticed? All of the reviews from years ago were [i]so[/i] short and seemed like they had little effort put into them. I don't know, maybe that's just me. Anyways, nothing really changed in the conversion process. I saw no major bugs and/or glitches. Usually you see them after a map conversion, but I didn't happen to notice any. If anybody finds any, feel free to list your findings in the comment section. I'd like to say that there was a lot of good memories on this map. I remember years ago, on Halloween, I played on this map [i]all[/i] night long. Ah, the memories.. >_> Overall, this turned out to be a great conversion. I'd like to thank the original author, Claxon, for a fantastic and scary map! Also, thanks to Azenin for the physical conversion. Once again, I'd like to apologize for not reviewing this in time! Nevertheless, this is a fantastic map. This is definitely worth a download if you played the JK2 version, or want to play an awesome Halloween map! :D [b]New Models:[/b] Aye [b]New Music:[/b] Aye [b]New Textures:[/b] Aye [b]Bot Support:[/b] Aye [b]Gamemodes:[/b] FFA / CTF / TFFA ~Syyrax

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429 downloads

Uploaded:10-30-2009

Stokhli Spray Stick

stokhli_spray_stick.zip | 777.9 KB

[url=http://starwars.wikia.com/wiki/Stokhli_spray_stick ]Stokhli Spray Stick's[/url]. Well, there is another gap in my Star Wars knowledge filled! ;) I always thought they looked pretty cool, especially with that poison gas type firing effect and now thanks to An_Innocent_Bystander we have the chance to use these weapons for ourselves! This mod replaces the DEMP 2 rifle with the Stokhli Spray Stick, which I personally think is a good choice, since I was never a particular fan of the DEMP 2 as a weapon. The new model looks great as do the new effects, although keep in mind that you can choose to use this weapon wither with or without the Spray Stick Effects, since there are two .pk3s in the .zip. There is also a new icon for the weapon in the weapon selection menu that pops up, although I did notice that the text hasn't been changed and still names the weapon as the DEMP 2, so this is something I think could be fixed for next time. The only other bug is that in first person view, the weapon isn't properly visible, there is just a floating round blob in the middle of the screen, which is the end of the gun, the rest being invisible. No doubt this is due to the fact that the new weapon model doesn't quite fit in with the first person perspective. I don't know what could be done about this, but I think it would be good if it could be fixed. Overall though this is a very cool weapon mod and I will happily be playing around with this for a while to come! :) [b]New Model:[/b] Yes (Base JKA) [b]New Sounds:[/b] Yes (Base JKA) [b]New Effects:[/b] Yes (Base JKA) ~Nozyspy~

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1064 downloads

Uploaded:10-28-2009

Eurocorp Syndicate Airship

eurosyndicate.zip | 85.32 MB

within the hangar area itself we have the Eurocorp Syndicate Airship made by DLegion. I am presuming this Eurocorp Syndicate is some kind of clan, especially since the airship itself has all the things you would expect from a clan map, although I could be wrong! RunAmock's Hanger T-31 map is a fantastic map, and it wouldn't be fair of me to review that map here since that is a separate map my a different author and will soon have its own review when I can get around to getting all the contest entries re-reviewed! Although more than half of the map is made up of RunAmock's map, the main subject of this file is the airship contained within the hanger and the other additions made by DLegion, so that is what I will be looking at. The airship itself is very reminiscent of something from Star Trek... and indeed the interior contains several references to Star Trek, including technical deck plans of the USS Voyager, a few instances of Federation Symbols and other Trek related textures. Heck, the ship even has what appears to be warp nacelles on each side (which incidentally you can enter from the inside!) albeit green ones instead of the normal Trek Red and Blue. Inside the airship are several decks to explore, including a flight deck/hangar complete with small fighter type craft and some kind of huge mech suit. The interior of the ship looks very comfortable and looks like the perfect place for a clan to meet. The one major problem with the interior though is that the ceilings are just [i]too low[/i] which makes it difficult to find your way around, since your normal perception of space is a bit skewed due to the cramped surroundings. Nevertheless though, it is nicely decorated, with several different areas, including a library, a small pool, areas to lounge out in and even a few toilets! ;) Not to mention multiple maintenance and storage type areas and tunnels including the engine areas. Now, onto the other additions to RunAmock's map. One addition, accessible via the elevator at the back of the hangar is an office like area right at the top of the skyscraper. The architecture of this area, along with the somewhat creepy music definitely reminds me of something from one of the Final Fantasy series of games. The second area is the outside area of the DLegion Monolith, the full map of which you can find [file=92869]here[/file]. This area can be accessed via the 'holodeck' room in the Airship itself, so you could say it is a holodeck simulation! There might be other areas, but I wasn't able to find any, this is a pretty large and sprawling map though so I would be surprised if there are some more secrets to be found! As for improvements, I think for next time around, the ceilings of the decks on the airship should definitely be made a fair bit higher, since at the moment the whole ship feels very cramped due to the low ceilings. I would also like to see a bit more exterior detailing on the Airship, like some pipes and other such things, just to make it look a little less flat. Other than that I think the texturing needs a little more work inside, perhaps using more similar textures to tie the interior of the ship together as a whole. Overall this is a cool combination of maps, although adding more features to the RunAmock Hangar T-31 (which already has quite low framerate in some areas) does lead to some very low framerates in certain areas of the map. Nevertheless I think its cool to see this kind of co-operation between different mappers and indeed, different maps. I look forward to seeing any future versions of the Eurocorp Syndicate Airship! :) [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Music:[/b] Yes [b]Bot Routes:[/b] No [b]Game Types:[/b] FFA, TFFA, Duel ~Nozyspy~

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279 downloads

Uploaded:10-25-2009

The New Academy

the_new_academy_v2_2.zip | 11.9 MB

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

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2886 downloads

Uploaded:10-22-2009

SJC - Naboo Crystal Sanctuary

sjc_naboo_sanctuary.zip | 44.18 MB

map which was converted to JKA as 'Pyramid of the Massassi'. Unfortunately though, it appears that we no longer have that map on the site, I don't know why, but it is a shame indeed. However, that famous map has heavily inspired Sith J's latest creation; Naboo Crystal Sanctuary! Anyone who has played on the Pyramid of the Magician/Massassi map will instantly recognise the features that have been inspired by that map. These include the jump pads in various locations, used to catapult you up to a higher level, the canyon like layout, dense foliage and other features. From what I understand, some textures have also been carried over from the original map by Sock, though these mostly appear to be the plant and leaf textures (which would be difficult to make from scratch, believe me, I've tried!). Some of the stone textures were really quite low resolution, which makes me thing that maybe these minor textures also came from the original map. The only other thing that has come over from the original map by Sock is a few sounds, which lend the whole map a nice ambience. That brings me onto the music, which is very unusual indeed. I haven't a clue where it is from, but it seems to combine elements of both the Star Wars themes and some Star Trek themes, oddly. Anywho, the music fits perfectly and nicely fits in with the rest of the audio ambience. Now, onto a rather big and impressive part of the map; the dot2product terrain blending! Dot2product is probably the most complicated way of creating a nice and natural blend of different textures for your terrain, however it is the best looking. Proof that you can learn new tricks no matter how long you have been mapping, Sith J has done an excellent job of using dot2product on this map to create a seamless and natural blend of textures for the varied terrain here. I must say though, despite the excellent job Sith J has done, it still doesn't quite match up to the truly masterful job that Sock did on his original Pyramid of the Magician map. There is some room for improvement as far as making sure all the textures are aligned around some of the rock walls, where the various lumps and bumps tend to through out texture alignment a little. The layout itself is quite complicated, even though this isn't a very large map, which means that you can spend plenty of time exploring and discovering things! Whilst I liked the outdoor areas with the small ruined Naboo style pavilion's and pillars, my favourite area had to be the caves. There is just something about caves in JKA, they are very hard to do right, but if you succeed they really are a great feature to add to a map. Sith J has done a top notch job of making the labyrinthine caves in this map, complete with hanging vines and mushrooms! Lets not forget what the title of the map is though, Naboo [b]Crystal[/b] Sanctuary. Also in the caves and other areas around the map are groups of crystals, which lend the map its name. I was a bit disappointed that there weren't more crystals to be honest, I would have liked to see a cave full of them, like the inside of a [url=http://news.bbc.co.uk/1/hi/sci/tech/787776.stm]giant geode[/url]. Overall this is another very impressive map from Sith J Cull, although I do think there are a few areas that could be worked on and polished up a little more, especially those lower resolution stone textures which don't look too great close up. They are only used in a few places however and not on large areas, so that isn't too much of an issue. I also think it would be cool if the crystals were more 'glowy', not that crystals generally glow, but it just looks cool! ;) Once again this is another excellent release from Sith J, but I do think that the low resolution textures in certain areas let it down a little, apart from that though I highly recommend you download this map, I don't think you will be disappointed! :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, TFFA, CTF ~Nozyspy~

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698 downloads

Uploaded:10-15-2009

KYRPG

kyrpg.zip | 13.66 MB

of detail in them often detracts from the general playability and efficiency of play in the map. It is maps like this one here however, that while they make the superb visuals of the very best maps, they make up for that in their playability. These kind of maps aren't fussy or packed with minute detail, and that makes them much more practical to play on and while I love to see a great looking map, I also love to see a great playing map, and this here is one of those maps. This is pretty huge, which necessary since it is an RPG themed map. Unfortunately though that does mean that there are no weapon spawns and such, which is a bit of a shame, because I think this would also make an excellent full scale FFA map. But the author and the clan he is in are obviously more geared towards the RPG side of things. There weren't any clan logo's or such that I could see though, so that means this map is suitable for anyone to use. There is a nice variety of different terrain here, with some open grassy spaces, rocky outcroppings, a large forest, a lake and even a series of desert canyons. The whole map is inhabited by a variety of deadly animals, such as Rancor's, Velociraptor's, Howlers and Sand Worms, which provide some danger to exploration and such. Personally I really enjoyed the variety of different places and the layout of the map and there are also a few secrets hidden around for you to find which can be used as quest material if you are into the RPG'ing. There is also a blacksmith type building hidden away in the forest and a few market tent like structures, which give the map a medieval flavour. One thing I think could be improved though is the lighting, since at the moment there isn't any! The whole map is just 'fullbright' (lacking a light compile), which while it doesn't look that bad in this case, it's always best to have proper lighting! One other issue is that the player character doesn't appear to be lit at all, or at least not properly, which is odd since the 'fullbright' should also light the character too. Definitely something to look into there. Overall though this is a very enjoyable map to explore and I hope it is expanded upon in the future! :) If any of you guys like RPG'ing and need a new map for your server, then this is an excellent candidate! If your not into RPG'ing then this map is still worth a download to enjoy the exploration, and trying to avoid the deadly critters roaming it. ;) [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] No [b]Bot Routes:[/b] No [b]Game Types:[/b] FFA ~Nozyspy~

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942 downloads

Uploaded:10-15-2009

Berserk Dragonslayer Sword

dragonslayer_d.zip | 3.56 MB

typically gravity-defying anime style weapon (from the anime series 'Berserk'), so large that it would probably weigh twice as much as the person trying to wield it, but hey, this is fiction, anything can happen! ;) The model itself is simple, but well made and looks good. The texturing job fits perfectly and I didn't notice any misalignment in any of the textures. The rough metal texture running along the center of the blade makes this look like it is made out of rough cast iron or something, giving the impression that its even heavier, well it does to me anyway. There also appear to be some new sounds included, which sound cool. Even though there are sword like sounds in Base JKA (for the Sith Sword) I think any proper sword mod deserves some authentic custom sounds. Overall this is a cool sword mod here, definitely one for fans of anime style weapons! Keep up the good work mate, I look forward to seeing more from you! :) [b]New Model:[/b] Yes [b]New Sounds:[/b] Yes [b]New Effects:[/b] No ~Nozyspy~

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2243 downloads

Uploaded:09-29-2009

Rahm Kota's Lightsaber

kotasaber.zip | 876.71 KB

Unleashed mods! What we have here is a very impressive recreation of Rahm Kota's lightsaber hilt, y'know the Jedi who is basically just a Star Wars-ized Samurai. ;) The Samurai theme is also evident in the design of the hilt itself, which looks very much like the hilt of a Katana sword, with the interwoven wrappings. The quality of this hilt is very impressive and shows a good grasp of both modelling and texturing on the author's part. What is more, there are two different versions to choose from, the ordinary one and the ever popular back handed version. Although there is nothing as a 'perfect' mod, to be honest, in this case I think this hilt is pretty much as good as it can be, the author has done an excellent job here. Perhaps a modder who is more familiar with the process of making hilt models would be able to point out some areas for improvement though. All in all excellent work here and another worthy addition to our growing library of The Force Unleashed themed mod's! If you are a fan of The Force Unleashed or just like the look of this saber hilt, be sure to give it a download! :) [b]New Model:[/b] Yes [b]New Sounds:[/b] No [b]New Effects:[/b] No ~Nozyspy~

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225 downloads

Uploaded:09-27-2009

Gibson Explorer

gibson_explorer.zip | 7.76 MB

and styles of electric guitar as there are different kinds of people and musical styles that use them. Here today we have the Gibson Explorer model from Last Wish and Duragon, the makers of the [file=96165]Gibson SG[/file] saber hilt that I reviewed a while back. Just like their previous work, this new hilt model is both very well made and very accurate the its real life counterpart (only, you don't go around attacking Stormtroopers with the real version now... do you? :P). There are a variety of skins to choose from here, four in fact, to suit your tastes. There is a plain white one, a plain black and white one, an unusual red one and one that has some kind of anime style pictures over it. Now I don't play the guitar or any musical instrument for that matter (though I did learn to play the violin a little back when I was at school) but one of my best friends does. To be honest I prefer the more traditional style of electric guitar that he plays, as opposed to these crazy looking ones with the pointy bits that look like they could poke someone's eyes out. :P Like their last guitar mod, the sounds for this model are short guitar clips, which is a cool idea. No doubt if you had a few players with using these guitar hilts in synch, you could probably play a simple tune or something... I hope we get a video of an ingame concert submitted in the future, now that would be something quite unique! As far as improvements go, I would say to add more skins for the next version if you decide to make it. Considering the wide verity of decorations these guitars can have I think you could easily double, or triple the size of this pack! Apart from that though I would say maybe add different guitar clips to each of the different guitar skins and then you really could have a proper ingame concert! All in all good work again here from Last Wish and Duragon, keep up the good work guys! [b]New Hilt Model:[/b] Yes [b]New Sounds:[/b] Yes ~Nozyspy~

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2036 downloads

Uploaded:09-16-2009

Demonic Weapons

demonicweapons.zip | 1014.6 KB

whacked-out lightsaber crystal... So five weapons, the sword, the drill-bit gauntlet, the impaley-spikey gauntlet, the battery-powered pizza cutters and the Lady Deathstrike claws. What's so special about them then? They're well-made and fairly stylish, and that's something. They're also not the exact kind of thing we usually get, even though they're not particularly creative (black + red + pentagram = demonic, for instance). Surely we can forgive Sithmaster555 for playing off a trope, though. Somewhat similar to Daedric themes encountered throughout the Elder Scrolls mythos, these weapons consist of physical components made out of obsidian, with stylised molten pointy bits which may be steel or may, in fact, be hardened lava. Bugger knows. Moving past the obvious, there are no actual errors with the file so all is good, the weapons aren't perfectly balanced against 'traditional' weapons but they do appear to be suitably balanced for actual usage, and aside from the shaders occasionally looking dodgy (and not looking too good without dynamic glow) these are pretty much par for the course with Sithmaster. Do so wish that just once, one person would break away from the misconceptions of blacks, reds and pentagrams adding up to demonic/satanic, though. Just once, to show that it is possible. Hey, come to think of it, maybe using those elements without invoking any tropes would be a good challenge for Sithmaster's next project! :p -Mikouen

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668 downloads

Uploaded:09-16-2009

Crystal Weapons

crystalweapons.zip | 1015.88 KB

rifles, daggers etc. These require rare components and a master weapon smith to make them and even Naktra Crystal weapons with mediocre stats go for ludicrous sums of money. Here we have three new Crystal themed weapons from Sithmaster555 that even the Ice Queen would be proud to have. First off we have [b]Deaths Hand[/b], which is basically a ball of crystal shards surrounding your hand. This was probably my favourite weapon out of the pack since it looks like one of the Ice Queen's evil snowballs! :P Next we have the [b]Crystal Sword[/b] which does exactly as it says on the tin, it’s a sword made out of crystal! This very much reminds me of the Naktra Crystal Dagger from Star Wars Galaxies. I do think however that this should be bigger and longer, since it isn't really the size you would expect from a sword, it is more like a large dagger. Last up we have the [b]Spiked Crystal Sword[/b] which is similar to the Crystal Sword but is double ended and has rather more spikes around the handle, hence the name. Again I think this should have been made bigger, perhaps more to the size of the staff saber or a little smaller. It just doesn't look quite right at its current size. That’s just my opinion though. All of the weapons are nice and glowy, which is a feature I have come to expect from Sithmaster555 and one which fits well with the crystal theme, although I would also have said that they could equally have been called Ice Weapons. All in all another excellent weapons pack here from Sithmaster555, although I would like to see this Crystal theme expanded upon in future, perhaps with some larger scale weapons. Besides, you gotta love stuff that glows! ;) [b]New Model:[/b] Yes [b]New Sounds:[/b] No [b]New Effects:[/b] No ~Nozyspy~

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3249 downloads

Uploaded:09-12-2009

Ichigo Kurosaki

ichigo_kurosaki.zip | 716.3 KB

show, so I can't say I found any major flaws. However, from what I saw a few minutes ago, this model's accuracy is spot on. The hair is good, the clothes were 100% accurate and his sword is strapped onto his back. Too bad you can't pull it off and use it...that'd be the bomb. Even the icy cold stare was included... *shudder* Aside from not being able to use the sword, The only real downside to this was that there were no new sounds. Ichigo sounds like *grunt* *grunt* *wheeze*. Kyle is the farthest thing from that. Aren't there any english versions of Bleach out there? The pk3 did include the sound folders, so I'm not sure if there won't be any, if they're coming out in the final version or if the author forgot to include them. No extras were included. Bot and NPC support would be nice to see for future releases, so you may want to consider it. That being said, for a beta, this certainly is close to being complete. New sounds: [b]No[/b] Team support: [b]No[/b] Bot support: [b]No[/b] NPC Support: [b]No[/b] ~Dretzel [i]P.S. - I added your readme to the .zip file, where it needs to be...please remember that in the future. :)[/i]

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1756 downloads

Uploaded:09-07-2009

[CONTEST] Taris Landing

taris_landing.zip | 13.16 MB

of a total of 2 small and 2 big platforms. An empty landing platform and another one with a CCT Spaceship on top of it, and a smaller platform and a sensor node. All platforms are surrounded by the city of Taris, including tall buildings with glowing lights and ships, where you can hop on/off, flying through them.[/i] [b]Pros:[/b] [*] Air Traffic Circles through the map, making it feel more like a living city. [*] Excellent architecture. [*] Good lighting. [b]Cons:[/b] [*] Small size, not big enough for even a small FFA. [*] A Couple of small missing textures. Note: This map has been given a generalised review to avoid any biasing of the voters. All maps submitted for the contest will be fully re-reviewed after the contest has finished. If you wish to vote for your favourite map in the contest, please go to this forum thread and vote in the poll!

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5274 downloads

Uploaded:09-06-2009

[CONTEST] Horizons of Taris

tarishorizons_mace.zip | 36.63 MB

Taris at sunset, inspired by both the concepts for Taris as well as the game itself.[/i] [b]Pros:[/b] [*] Fantastic visuals. [*] Large enough for a mid sized FFA. [*] Excellent Cityscape Skybox. [*] 'Orbital Bombardment Mode' [b]Cons:[/b] [*] Map feels quite empty. [*] Slightly complex layout for a small to mid sized FFA map. Note: This map has been given a generalised review to avoid any biasing of the voters. All maps submitted for the contest will be fully re-reviewed after the contest has finished. If you wish to vote for your favourite map in the contest, please go to this forum thread and vote in the poll!

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641 downloads

Uploaded:09-03-2009

Katanaswords-pack

ashuras_katanapack.zip | 14.56 MB

I sure hope it doesn't suck." My prayers have been answered thankfully. Ashura was requested by a Mr. "Random Guy" on MSN to make a Katana weapon for the game. Being as this was then shared with us, I can only assume that it met the request's requirements satisfyingly. It is a three part package. The first is a Katana with what can best be described as 'redonkulous' amount of dismemberment, as well as a sheathed version, and just the sheath by itself. Each sheath variety adopt the staff katas, giving it a great look and feel. Also, damage is reduced for the sheathed versions, substituted by a slight pushback effect. Your not going to go launching anyone off a ledge (well, not easily at least), but it will get them back a foot or two for you to try to edge in with another swing. The blade itself is simple, nothing to take your breath away, but in sharp contrast, I was very impressed by the job that Ashura did with the hilt and handle of the sword. It is simple, with the right amount of precision to really bring out the detail. I'm not sure if it was intentional, but the original Milkshape (.ms3d) source files have been included for your pleasure. No prisoners taken! Fifteen megabyte TGA's! Compression to the max! All new blueberry flavor! Keep it coming Ashura! -Sared New Models: Yes New Textures: Yes New Flavor: Yes New Sounds: No New Animations: Yes Overall rating: eight out of ten boxes of pockey. Hmmm.....pocky.....

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848 downloads

Uploaded:09-03-2009

Hazardtrooper

hazardtrooper.zip | 2.73 MB

business). Big, imposing, and no normal diet to speak of, these Hazard Troopers can coming crashing towards you with several hundred thousand credits worth of Imperial ordinance down on your toes. Built to withstand everything from acid, lava, and the hard vacuum of space: Hazard Troopers are some of the toughest and strongest that the Stormtrooper ranks have to offer. The model itself is not at all well-suited for the standard model animations (particularly lightsaber and acrobatics), but it does look fairly natural with a firearm equipped. From a game play standpoint, I can see one of these guys presenting a pretty big target to your opponents; but I'll chalk that one up for psychological warfare. The animations are really all that can be hacked at, but without some major model altercations and re-weighing, I understand that there is little that can be done. I would also like to point out that this is the right kind of thinking towards making your own mod. Does it seem obvious? Sound like someone's already made something like that? You might be right. If your not, then go make it yourself! That is what An_Innocent_Bystander did and I applaud him for it. -Sared New Textures: Yes Bot Support: No New Animations: No Overall rating: seven out of ten blueberry candy canes.

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348 downloads

Uploaded:08-31-2009

Turquoise Dragon

turquoise_dragonv1.6.zip | 3.51 MB

color of the scales has been given a turquiose tint, the shoulder pads were removed and a black t-shirt has replaced the scales on the torso. The color of the pupils has also been changed, although as the author pointed out in the readme, it's not easily noticeable unless you're watching a cutscene in SP. I would venture to say the shirt is a little [i]too[/i] black, myself - it's just an absolute black with a logo painted onto the front. On top of that, I don't think black is a good color choice...even white would probably contrast better with the new color scheme. Ultimately, though, it's personal taste more than anything else. Also, since the shoulder pads were skinned off, some slight "enhancements" were left in the muscle tone on the shoulders...we'll say that's a good thing for now. XD One thing screamed out to be fixed, though - there are no muscle/scale shadows on the shirt. I realize that it is a black shirt, but the team skins are blue and red, and they are just [i]screaming[/i] to have shadows added. Flat color shirts make the wearer look like they didn't eat any vegetables since they were two weeks old. Team and NPC support were included, although I didn't see anything about bot support. Overall, I would say this is a decent first file, but it [i]definitely[/i] could be something bigger and better. Keep going! [b]New sounds:[/b] Just Desann [b]Team support:[/b] Yar [b]Bot support:[/b] Not that I saw [b]NPC Support:[/b] Yar ~Dretzel

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1504 downloads

Uploaded:08-22-2009

Arcane Weapons Pack

arcane_pack.zip | 4.7 MB

because its particularly elegant or eye-catching (which it is), but because of the authors approach to it. Straightforward really, he didn't see one, so he decided to make it himself! Dyyor has presented us three simple weapons. A sword, a gauntlet (that thinks its a sword) and a shield. The first thing that knocked my socks off was the attention to detail on the shaders. The sword alone has five seperately rotating glyphs as well as the runes fading in and out on the blade itself. Likewise, the shield is composed of many rings rotating within rings within rings. The gauntlet is also shaped well and fits perfectly to hand of the player model. For the animations, dyyor has replaced the kata for the gauntlets with the spin/slash attack. Also take note, that the shield will not go flying off into the air if you attempt the same kata, only the blade. Do yourself a favor and make sure that you have dynamic glow (bloom) turned on when you use the shield, it adds a great deal of effect to it. Overall, I like this a lot. Simple design with intriguing detail. It's enough to look good without being (too) gaudy. Dyyor has promised to expand on this pack in the future and I eagerly await what he has to show us. My only suggestion would be colors; if I pick a purple blade, can I have a shiny purple shield? Please pretty please? -Sared New Textures: Yes New Sounds: No New Shaders: Very Yes New Models: Yes Overall rating: eight out of ten baked potatoes. Sour cream and cheese. Hold the bacon bits.

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760 downloads

Uploaded:08-16-2009

New Stormtrooper

new_stormtrooper_skins.zip | 9.56 MB

reskin of it! A couple reskins, actually, all in different flavors. There's your black licorice, your blue gumdrops, your green taffy, your red lollipop, and an officer. Hmm.. what would the officer flavor be like? The skinning on these is okay. Not much can be said for recolors, but Forogorn has added some of his own touch with scratches and other markings that some would consider to be... unnatural. Quote courtesy of Palpatine. Download if you like, and I must say these are decently made skins. Keep it up Forogorn. Enjoy. ~Authuran

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3987 downloads

Uploaded:08-12-2009

Galen Marek lightsaber V2+ bonus hilt

galenmareklightsaberv2.zip | 18.1 MB

frown. But from the looks of this it seems accurate enough to Starkiller's lightsaber hilt. I mean really who ever gets that close to the lightsaber hilt where they can actually tell the difference? I know I don't. Nevertheless, this is nicely accurate to Starkiller's saber, and not to mention it comes with an optional pk3 to make the hilt use the staff stance, so it appears as if he is using Marek's moves himself. This has no bugs that I can tell, so +1 on that. Secondly, there is lots of detail, right down to the little button's on the grip so +1 on that also. Thirdly, there is a handy pk3 that makes it so we can use the hilt more like it was in The Force Unleashed so +1 on that. In conclusion, this hilt is definitely base worthy for those of you that enjoyed The Force Unleashed and I know will stay in mine. Enjoy. [/quote] Version 2 is here! And boy oh boy is it a treat for the TFU fans. Anyone sick of just Starkiller's hilt being made? Well... Ashura has included another secret hilt... which is pretty dark side ;) and won't be much of a secret in a second. [b]Starkiller's hilt[/b] Nothing much has been changed here, just been given SP support that the SP players out there will like :P [b]Sith Stalker hilt[/b] Wow. Anyone played through the dark side ending of the game, and then used the sith stalker hilt all through out the second game you start? I didn't... :( Well, I chose the dark side ending, but I didn't use the Sith Stalker hilt. I seriously don't know why looking back on it now. However, now you lot can use it in Jedi Academy SP, created games and servers that allow unsupported hilts. Now, you know how I said that I didn't use the sith stalker hilt? I ended up having to search pictures on google, and oh boy this model is dead on. I couldn't notice any differences at all. The quality is amazing. Nothing much could be changed if you made a v3. Starkiller only had 2 custom hilts with the game, right? All the other discoverable hilts were like Obi Wans hilt, Vaders hilt, etc... only real thing you could add is single support for the sith stalker hilt, so some of the non-backhanded stylists can use it regularly. Other than that, fantastic job! Enjoy. ~Authuran

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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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1060 downloads

Uploaded:08-11-2009

Organization XIII Weapons Pack

orgxiii.zip | 2.9 MB

disney people get together and beat the crap out of each other? Well, there is a cult inside this game entitled Organization XIII. No, not Organization 13. Organization XIII. You gotta get the, uh, Roman Numerals... and everything. Anyways, this organization has SO MANY PEOPLE I COULDN'T COUNT, but then I could and there are only 13 people. It kinda fits, you know? They all have their own swords, which are bright and colorful and extremely deadly, and large. Which has gotten them the title of big-ass swords. Not all of them are too big, actually some of them are pretty small. But as Yoda said, size matters not. For these smaller weapons pack a bigger punch, a kick in the face of your enemies! Kingdom hearts fans will rejoice! These are no under-par attempts to recreate a basic outline of them. These are actually high quality (or really the highest quality JKA can get) recreations I've seen so far! Really, I haven't seen any else but if I did these would probably be the greater. Just to name a few, there's the Big Scythe, the Yellow Claw Things, the Orb with a Lightsaber Laser in It, and much much more. The author has even put in new stances for them, so when you're using the attack and defense cards, instead of that hunched position you get when using basic sabers, you get a spread out stance, like 'hit me'. And when you hit someone with it, it is no laughing matter. Earth, wind and fire effects will stream from your enemies deep flesh wounds when they get the unfortunate slash across the face. These are high quality recreations here people, and it would be foolish for a Kingdom Heart fan [b]not[/b] to get these! Enjoy! ~Authuran

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283 downloads

Uploaded:08-11-2009

Bramble Gambol

bramble_gambol.zip | 12.3 MB

the jumping is. I mean in real life if you jumped into a wall you wouldn't roll along with it, you would either smash right through it, or if said wall has bonus points you would probably die. But one neat feature is you can control where your character is flying through the air. And the fact that the game has that feature has inspired many jump-related challenges for your bunch of pixels to pixelate through. This map takes place inside a giant tree or rose bush, and features one main platform where you spawn, and then several protrusions that lead to the challenges, which are about 9 in total. They are marked by difficulty with stars. However they are all sort of difficult. I only finished one of them, and my score ended up in the negative fifties. Mostly consisting of jumping off platforms and jump pads, there are some things that make it unique. A very large root runs through some of the map, decently crafted and fun to run up and down. And, the round platforms you jump off of have a tendency to fall to oblivion if you stand on them for too long, which in turn will make your soul fall to the lowest layer of hell, the depths to which no man, not even Kirk, has gone before. I did notice several bugs up in this here map. There is no lighting. Generally I would give a "LIGHTING MAKES A MAP" speech but it's not necessary in this map, because lighting would probably make it harder to spot platforms. Maybe. Or maybe the author just didn't have lighting for whatever reason. Some of the objects didn't line up together right, causing creases and sparklies that look unnatural. I hope Hiddenspy makes a v2 of this great map in the future. Enjoy. ~Authuran

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225 downloads

Uploaded:08-05-2009

Howler And Gonks as Vehicles

howlerandgonk_vehicles.zip | 6.33 KB

mighty steed, and the other version is where you're sitting inside of him, somehow jammed inside his internal organs. With the gonk, you just get inside the tiny little thing and drive around. Put those together, add a little speed and turbo, and you have a funny-as-hell mod. What looks more funnier then just walking down a street, then VOOM a little lizard thing comes flying by you at like 50mph? What about finding a droid in the middle of nowhere, then all of a sudden seeing him fly away to Neverland? First when I tested it, I spawned to mp/ffa3 because I thought it was going to be like the regular NPCs but you controlled them. Boy was I wrong! I got in the howler, turned off the parking brake, put the key in, checked my rear view mirror, put it in drive and said "meh. Lets get this over with." Hitting the boost I was suddenly rocketed across the little square I was in. I was like "HOLY FISH PASTE" and immediately jumped out at the risk of my life. How amazed I was at the spectacular diet that it must have eaten to have acquired such rocket fusion and neuromanic distortion. Yes I just made that up, but I'll leave the rest of the file up for you to test. Enjoy ;) ~Authuran

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985 downloads

Uploaded:07-28-2009

Rockettrooper

aib_rockettrooper.zip | 1.95 MB

together and I can only assume that they're meant as zero-g soldiers, or soldiers in really abnormal and hazardous ground conditions. Now I don't remember where they fell into place in JKA but I do remember that they were in it. I also remember that Forcemod 3 included the rockettrooper skins as selectable models. This modder has basically done what Forcemod 3 did: take the rockettrooper and make it available as a multiplayer model. I think this is the first time it's been released on its own, however. The skin comes with a couple of very nice look team skins as well as the default gray. Team skins: Ja. New Sounds: Nej. Bot Support: Nej. NPC Support: Nej. ~Laam'inui

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3520 downloads

Uploaded:07-22-2009

Galen Marek's lightsaber + New Animations

galen_marek_lightsaberanimations_ashuradx.zip | 10.89 MB

haven't played The Force Unleashed too much, only on other people's consoles because I never bothered to get a 360 or the Playstation 3 :(. But from the looks of this it seems accurate enough to Starkiller's lightsaber hilt. I mean really who ever gets that close to the lightsaber hilt where they can actually tell the difference? I know I don't. Nevertheless, this is nicely accurate to Starkiller's saber, and not to mention it comes with an optional pk3 to make the hilt use the staff stance, so it appears as if he is using Marek's moves himself. This has no bugs that I can tell, so +1 on that. Secondly, there is lots of detail, right down to the little button's on the grip so +1 on that also. Thirdly, there is a handy pk3 that makes it so we can use the hilt more like it was in The Force Unleashed so +1 on that. In conclusion, this hilt is definitely base worthy for those of you that enjoyed The Force Unleashed and I know will stay in mine. Enjoy. ~Authuran

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1242 downloads

Uploaded:07-14-2009

New York

new_york_map.zip | 103.07 MB

should know because it's pretty important. Pick up a dern newspaper! Don't you have no sense boy! *Ehem*, anyways, at 103mb I'm sure most of you would say 'Wow! This must be an intricate map!' Unfortunately, that may be the opposite of what we have here. Jesus Fernandez Garcia, AKA jamyzgenius, has returned with his latest map. Now NYC is not a popular map to make, I understand that. I recognize the author for going boldly where little mappers have gone before. What we get here is basically a ghost town, but I'll get further into that later. First of all, this map comes with a venom model/skin/whatever. On the loading screen, the author takes a quote from Iron Man, so I'm not sure if this map is Iron Man themed or Spiderman themed. Of course I assumed the latter since Iron Man, of course, does not even operate in New York. But on to the map now =p. When I spawned I immediately looked around. Nothing except for some buildings. I wondered, gee, where is everyone? Where's the vendors and the cars? Am I having flashbacks to I Am Legend? Apparently not, because the only detail the author has put in the streets is a sidewalk, which is slightly raised. Interesting, I thought, and set out on my exploration. I came across a park, with some trees. That's it. So I continued. Walking past the endless buildings I came to another park, this time a 'grass farm' as all there was was tall grass just placed in rows. So I continued. I eventually came to a Wall-Street or Times Square like street. I looked around at the buildings and saw tram-laW (author note: flip your textures so they don't read backwards) and other big corporations like Office Depot, and Oscorp. I looked up and saw Stark Industries and was like WUT. Looking past this 'Stark Industries' I saw a large building with a sign that read Get a Life. I was unaware the Get a Life Co. existed and obviously need to write a wikipedia article on that. I ventured past the Get a Life Co. headquarters and saw the construction site from Spiderman 3, where he fought the Sandman. Again, I said WUT. Also, there's an island which would normally house the Statue of Liberty, but instead hosts another Ragnos statue. Maybe that's why everyone left

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1919 downloads

Uploaded:07-14-2009

TFU Secret_Apprentice_HK NPC

tfu_secret_apprentice_hk.zip | 6.46 MB

brought you what you asked for, which isn't much, but for the people who love fighting with NPCs this will be a fun little mod. Enjoy. ~Authuran

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1219 downloads

Uploaded:07-14-2009

Dark Side Perspective Mod v4

darkforcev4.zip | 11.52 MB

ease of use. First off we have a mod which isn’t really ‘Dark Side themed’ but nevertheless does fit well with everything else in the compilation (since its red and sort of evil looking); an Alien Vs Predator 2 style crosshair. Next up we have a mod which changes the colour of force lightning to… you guessed it! Red! To be honest I have always thought that red lightning looks much scarier and more evil than the normal force lightning. I seem to remember that Darth Maul, in the final boss battle of the Episode 1 game, used red lightning against the player. Maybe that’s where it stems from? Anyways, this is a simple change, but it is indeed effective and I like it! Next up we have a saber stance mod which is supposed to give you a back-handed lightsaber stance like in The Force Unleashed. However the only stance this seemed to affect was the stance for the staff saber, rather than the single saber style as I was expecting. Last up we have the HUD mod, which is basically the same HUD as the default JKA one, but in a red and black colour theme which fits well with the rest of the red themed mod’s in this compilation. There are also some interesting additions; the first one you will notice is the new splash screen that shows when you start up the game. Whilst this looks ok, I think it would have been better fitting with the theme of the mod if it had a Sith character on it, or some red lightsaber’s/lightning to indicate the Dark Side connection. There is also a .exe to start the mod, although this isn’t necessary since the mod starts up with the game if you just place the .pk3 in your base folder. Also included is a cheat .cfg file, if you are so inclined! Lastly, there is also a new load screen based on the one with the two characters duelling against the starry background, you know the one. This has been edited slightly with… oddly… the addition of a few bell peppers?! (Yes, the fruit!) I’m not sure what that’s all about! :P Whilst the author didn’t make these mod’s, I must say I am glad that they have been compiled into one easy to use mod, rather than having to look all over and download each one individually. All of the mod’s fit well together despite being made by different authors (who’s names you can find in the included readme’s) so I must say well done to the author of this file for finding and compiling a series of mod’s which fit so well together. Overall a nice compilation mod here, if you want to take a walk on the Dark Side, then give this a download! :) ~Nozyspy~

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384 downloads

Uploaded:07-13-2009

Lego e11 & repeater

legogun_ashuradx.zip | 394.05 KB

Legos are, please, step forward. If you don't know what they are, they're like building blocks used to make houses, ships, whatever you want, really. That's the fun of it. They also came with little characters to play with, and if you ever had a Star Wars battledroid character, you'll know that they came with the little blaster. The author has modeled this gun and put it ingame and replaced the e11 & repeater with it. Simple enough =p? So when I went ingame and tested it I was a little happy being the fan of Legos I am. I shot up some things (jawas, etc.) to make sure there were no bugs, but the author states there were no bugs so I didn't worry about anything. Be aware this only replaces the model, so effects and stances are not changed. Although I saw that when switching guns, the e11 picture at the bottom of the screen was untextured, though that may be only me. Download if you like legos. Srsly. ~Authuran

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1926 downloads

Uploaded:07-09-2009

Ahsoka Tano's Lightsaber Hilt

ahsoka_tanos_lightsaber.zip | 5.29 MB

flavours as well. But I will come to that a bit later. 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 [b]one version[/b] of the hilt. Oddly there appears to be [i]two different versions[/i], 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! To be honest, the back-handed animations seemed to be just fine without the .cfg file, being a back-handed single saber variant of the dual saber animations, which actually looks really good! 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? Overall though good work here! Its nice to see more mod’s based on the Clone Wars series. Now all we need is an Ahsoka skin! ;) [b]New Model:[/b] Yes [b]New Sounds:[/b] No [b]New Effects:[/b] No ~Nozyspy~

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1902 downloads

Uploaded:07-09-2009

Ganondorf (Twilight Princess)

tp_ganondorf.zip | 3.53 MB

the Zelda games, or their characters, but really you don’t need to, to appreciate that this guy is one scary guy! The combination of that greyish skin and fiery orange hair is pretty striking. And just look at that nose! Only bad guys have noses like that… What we have here is a reskin of the Ganondorf model by Antizac to make the character appear as he does in Twilight Princess. So does this reskin do this guy justice? Well, the short answer is yes! This is a really impressive reskin, the quality of the skinning and the textures is very good and all the different textures fit and blend together well. The armour is pretty ornate and looks cool as well, but I think one of the best parts was the cape, which the author has had to research quite a bit to get the look just right. Rounding off the skin nicely is team support and new sounds, although there isn’t any bot support, which is a shame since that would have made a full house. There are also a few other things that I think could be worked on, though these are mostly minor. Firstly I think the textures could be slightly higher resolution, as they look a little blurry in places. Also I would really love to see that sword that is in the screenshots below included as well, as that would round the mod off nicely. That’s just a suggestion though. Lastly, as I mentioned above, I would also like to see some bot support, though that is really only a minor thing. Overall this is impressive work here from Tyrael, if you are a fan of the Zelda series or just fancy playing as a really creepy bad guy, then make sure to give this a download! :D [b]New Sounds:[/b] Yes [b]Bot Support:[/b] No [b]Team Support:[/b] Yes ~Nozyspy~

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3301 downloads

Uploaded:06-13-2009

JamyzGenius First Choice Animations

jamyzgenius_first_choices_animations_1.0.zip | 8.23 MB

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

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411 downloads

Uploaded:06-09-2009

God Of War Chain of Olympus Map

gowcojm.zip | 3.82 MB

mechanics. [b]Layout[/b] The layout is pretty straightforward. It's a linear-based map, with not much in the way of alternate paths to take. There are three basic areas: A grassy area, a circular arena-ish area, and a temple-ish building. [b]Architecture[/b] The geometry is simple, but could use some work in a few areas. In fact, it could use a lot of work. Texture selection is pretty decent, but it still needs work. The lighting could use some debugging too. The map is lit as if there was a shining sun, yet the under-side surfaces are pitch-black. [b]Gameplay[/b] Ah, now we get to the fun part. For those who wish to play CTF, you will need at least two players on each team. Why, asketh you? Simple. The flag spawns are blocked by doors, and are opened by switces off to the side. Be warned though: In the time it takes to get from the switch to the flag spawn is long enough that the door will have already closed by the time you get there. I call that pretty clever, if you ask me. Something such as this can really add to the gameplay if done right. It forces teams to work together to achieve their goals, and provides a bit of a challenge in the process. [b]Bugs[/b] "A map is never complete... just released..." --Sith-J-Cull Yes, there are bugs to be found. The two real big ones are simple, and can be fixed with relative ease. First, the door to the red flag. It has been split into two door entities, and so part of it goes up part-way, while the rest goes up completely. (Can be fixed by selecting the entire door, right-clicking, and selecting 'move into entity'.) Next, of course, is the lighting. Due to the angle of the light, it gives squared fall-off, and the undersides of some areas are unlit. There are two steps to fixing this: For the squared fall-off, try setting the linear and/or noincidence spawnflags for the sun light. To fixed the unlit undersides, try adding the ambient key to your worldspawn (Select a non-entity brush and press N). I find 50 to be a good low-end value, so try around 75. In all, a basic map, but an interesting one for gameplay lovers. ~Crazy New Sounds: No New Textures: Yes New Music: Yes Bot Routing: No Gametypes: FFA, TFFA, Duel, CTF

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11394 downloads

Uploaded:06-04-2009

Terminative 3 Home

t3home22009.zip | 21.72 MB

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

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2138 downloads

Uploaded:06-03-2009

Chalmun's Cantina

chalmuns_cantina.zip | 42.92 MB

Trap map made by Sssid LivingDeadJedi and Sith J Cull a long while back. But this is the first map I have seen in which the author has attempted to make the look and layout as close as possible to the film and other sources. Most Star Wars fans are probably familiar with this location from the films, but how many of you knew that it was actually called [url=http://starwars.wikia.com/wiki/Chalmun%27s_Cantina]Chalmun’s Cantina[/url]? The cantina is run by a Wookiee called Chalmun, hence the name! [b]Accuracy[/b] As the author says in his readme, he used the “Incredible Locations” cross-section book for the Original Trilogy in the construction of this map, and you can certainly tell! Whilst the accuracy is not 100% spot on, most likely due to the problems with actually building such an odd shaped structure in Radiant, it is very accurate to both the film and the pictures in the cross-section book. Even one of the obscure little details, the basement featuring skeletons buried in some alcoves at the far end! The layout of the interior of the cantina is very close to the diagrams, featuring even the correct placing of the stage from which the band plays. Particularly impressive though is the bar in the center, which features the best looking set of those crazy metal bottles and pipes that I have ever seen in any map! Im pretty sure these are models, since you cant get detail and shapes that good by using patches in Radiant. Either way, the center bar looks fantastic, especially when you have dynamic glow turned on. ;) Since the ‘Incredible Locations’ book doesn’t really show much of the area surrounding the cantina, I cant really comment on the accuracy of the rest of the map, although I did spot a few features that are just about included on the edge of the picture in the book. [b]Architecture[/b] The architecture is also accurate, and very well made considering the difficulty of working with patches in Radiant. I especially liked the ceiling of the cantina, with the beams running across it. Outside features typical Tatooine architecture with plenty of domed buildings and some nice little dome houses as well as a couple of large towers. Another enterable building besides the cantina is a small hanger which features a very accurate T-16 Skyhopper. Again the author used a book here, this time ‘The Essential Guide to Vehicles and Vessels’ to get a very accurate look and dimensions for the ship. The ship is on a platform which you can raise up by pressing the console in the small control room, although don’t get stuck underneath the platform if it comes back down! Personally I think this little area under the platform would be a great place to have a small vent or hatch that you could open and crawl through to escape or take you to another part of the map, just for a bit extra fun! [b]Graphics[/b] The most fantastic part of this map though is the terrain, which I think utilises [url=http://szicovii.com/modules/smartsection/item.php?itemid=1]Szico’s ‘Horizon Blending’ technique. The results are absolutely fantastic, just take a look at the screenshots below. It actually looks like there is an infinite horizon rather than just a square of terrain surrounded by a skybox, it looks like you could just walk out into the desert... Seeing this map has definitely inspired me to try out this technique too! [b]Improvements[/b] I do feel that there could be some improvements made to the map though, afterall no map is perfect, right? I definitely think that the outside architecture needs some improvement, since it is a little plain. Its not bad, I just think it needs a bit more detail, that’s all. Perhaps a few more crumbling walls, a blaster mark on the wall here and there, rougher edges, etc. I also think that the buildings would look better in more of a brown colour, as opposed to the base JKA white coloured stucco used here. Other than that I think that the shadows need to be improved, perhaps by adding an ‘ambient 15’ command to the worldspawn in Radiant to make them a little less black and using the –filter option when you compile the map to smooth out the shadows a little. The only other thing is that there is no music in the map! Except for the cantina band music playing in the cantina. Although I guess map music would play over the cantina band music and spoil it a bit, it is rather too quiet outside, perhaps adding some sound effects, like some talking people, or a whistling breeze would be good. [b]Conclusion[/b] All in all though, this is a good map, it’s pièce de résistance being the cantina interior and that fantastic terrain horizon blending! An interesting addition is that this file actually contains two maps, one with the cantina and the rest of the surroundings, and one with only the cantina interior. The difference is that the map which has [i]only[/i] the cantina interior also has a blue mist throughout the map. Personally I think this looks more atmospheric that the normal cantina interior. I put this down the patrons smoking too many death sticks! Don’t do it kids, its bad for your health! Anyway, this map is definitely worth a download I think, and I look forward to seeing more of Krattle’s work! :D [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes (Yes, its that famous cantina band music!) [b]New Music:[/b] No [b]Game Types:[/b] FFA, TFFA, Duel (for the interior only map) ~Nozyspy~

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1000 downloads

Uploaded:05-28-2009

Alice Abernathy

alice_abernathy.zip | 5.09 MB

any more for the sake of not offending Resident Evil fans. ;) Slightly odd name aside, this lady is quite a looker, and was played by Milla Jovovich in the movies, though besides that I know absolutely nothing about the Resident Evil series! However, after having a look at some of the movie promo photos of this character, and comparing them against this skin (which is a re-skinned Yuna model) I can say that this is an impressively accurate representation of the character. Even despite the fact that it uses a model that was not deigned for this character. There are a few points where I think the accuracy could be improved still more however. Firstly, the dress on the front of the model needs to be draped longer over the hip like it is on the back, secondly I think the hair needs to be more of a reddish-brown colour as opposed to the more light blond colour it is now. Other than that I would suggest trying to get rid of the strange lines that appear on the back of the arms. All in all this is a well-made and pretty accurate reskin here, and worth a download for Resident Evil fans. :) For next time though I definitely think you should add some custom sounds and team support, since these are important features of a skin. [b]New Sounds:[/b] No [b]Bot Support:[/b] No [b]Team Support:[/b] No ~Nozyspy~

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2455 downloads

Uploaded:04-23-2009

Prince Vegeta

vegeta.zip | 1.66 MB

LEVEL!! IT'S OVER NINE THOUSAAAAAAAAAAAAAAND!!!!!!111".[/quote] And look what we have here! It's already done. Impressive. Vegeta was probably my favorite character from Dragonball Z just because he was such a BAMF and such a jerk to everyone, and now you too can be a BAMF and a jerk to everyone with Sibeyle's model! =D The model comes with two versions and two subversions of each version. In simple-speak, that means we have armored Vegeta normal and amored Vegeta Super Saiyan, and unarmored Vegeta normal and unarmored Vegeta Super Saiyan. Basically what Super Saiyan is is the original but with blond hair. Yes. Their hair turns blond when they power up because us blondies are just so powerful and cool. The models themselves are somewhat disappointing when compared to the Cell model pack, especially the Perfect Cell model. They're blocky, somewhat lacking in detail, and they very easily distort when going through the basic Jedi Academy animations. The skins have the same problems as the models - blockiness, lack of detail, and prone to distortion. It looks like Vegeta and it looks good at a glance but upon closer examination they're not all that great. The skins are extremely simple and while they get the cartoony feel of Dragonball Z across they just don't look high quality. The skins look rushed just like the models. However you have to take into account the fact that no Vegeta model's been released before. There have been attempts to morph Goku models into Vegeta but those didn't really go very well, so this man is a pioneer! Chances are we'll get a version 2 from somebody. The best thing about this skin is the sounds, hands down. The PK3 contains an impressive array of Vegeta quotes, grunts, and insults, but these are NOTHING compared to one of the quotes. Yeah, I think you all know what I'm talking about. The author has included, as quote1.wav, Vegeta's most famous line in the entire Dragonball Z series. [quote]IT'S OVER NINE THOUSAAAAAAAAND!!!!![/quote] Yeah. Anyway, if you want to play Vegeta and pair up with the Goku model to fight the Cell and Broly models, go ahead; now you can. New Sounds: Ja. Team Skins: Nej. Bot Support: Nej. NPC Support: Nej. ~Laam'inui

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888 downloads

Uploaded:04-21-2009

Multiplayer Role Player Level

mprp1.zip | 11.38 MB

chopping each other up with your lightsaber. But what happens when you mix the two together? Well, you get Role Play of course! Although I have never been into role-playing in JKA myself, I do know that it is very popular. Here we have a map that has been designed for multiplayer role-play / co-op gameplay. The aim is for you and your fellow players to work your way though the maps various traps and puzzles as a team. The readme suggests that this map is best for three players and also says that the record for one player completing this level stands at a whopping 12:30s! The map is evidently a decent size then, and contains plenty of enemies and other features to keep you occupied. I must say that in the time I spent playing on this map, I did have quite a bit of fun, fighting off Reborn’s and Stormtrooper’s and trying to figure out how to open the locked doors. So I imagine it will be even more fun for a group of friends! :) I do think that this map needs some more work though. My main concern is that it is very simple bare inside. I definitely think the map needs some more detail adding; as I often say, some pipes or pillars on the wall or some crates lying around go a long way to making the map more realistic and more fun to play in. Those are just some simple basic suggestions to start off with, but there are many other things that can be added to a map to give it more flavour that you can often only discover by playing around with different ideas yourself. As far as the mapping goes, you definitely need to make sure you caulk any faces of brushes that are not visible to the player. [b]You can select a single face of a brush to texture in Radiant by pressing CTRL, SHIFT and then clicking the left mouse button all together on the face you want to select in the 3D preview window.[/b] So, lets round up some pro’s and con’s: [b]Pro’s[/b] [*] Good size. [*] Plenty of enemies and other features to keep you occupied. [*] Good for role-play and co-op games. [b]Con’s[/b] [*] Needs more detailing as it feels a bit bare. [*] Needs a story to go along with the map, to make it more fun for RP’ing. [*] Some of the objectives need to be a little clearer, as some of them are easy to miss. Overall a decent map here, and I look forward to seeing more of your work mate! If you guys like role-playing or co-op games, then you might like this map. Oh and one more thing, [b]don’t forget to read the comments section in the readme where you will find some hints![/b] ;) [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Music:[/b] No [b]Bot Routes:[/b] No [b]Game Types:[/b] FFA ~Nozyspy~

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2326 downloads

Uploaded:04-17-2009

T.I.M.O.N. Temple In Middle Of Nowhere II

tc_timon_2.zip | 19.4 MB

almost as big as JediCouncilGCX or SithCouncil V3. Like I said...it's big. There are many different areas to explore. There are many notable ones - the pool, the bedrooms, the council room, and my favorite, the big open hallway with the glass and the trees.[/quote] Well, this version is considerably smaller, but the rest still stands. As I recall, the FPS has been majorly improved, so that's a good change. Many locations have been revamped as well - I like the doors with the holographic writing, it looks really neat. I also liked the duel room doors because they let off a puff of steam when they are opened. I have never role played, but I assume there is a reasonable amount of RP value in this map, too. I'll attempt to give you a rough idea of what to expect inside...the map is a large council building in the middle of nowhere, as it's name states. There's quite a variety of stuff here, ranging from a bedroom and council area to a generator room and library. Everything is spaced out by hallways and teleporters. There's a cantina somewhere...I can't remember where. Most of the areas seem connected somewhat randomly, but after a few minutes, you can find your way around with ease. The overall look is very nice. Some of the lights and the water fountain could use some extra detail maybe, but it isn't bad at all. Oh, my personal favorite...there are now scripts in the map!! I'm so happy. Any map with scripts in it automatically stands out, so good going. :) Now, there are still a few issues with this version. Some of the doors are not teamed, so only the one you walk in front of will open. I assume this is not intentional. Also, just like with version 1, there is at least one elevator that is operated by a trigger with no wait value, meaning you have to press use very quickly to get it to operate. Also, the areaportals aren't quite done right, so there's a brief glitch every time you walk through a portaled door. There's also a few areas where the texturing should be improved, particularly with the computer console textures. Some of them are quite...stretched. This is much improved over version 1. If you liked the first one, I think you'll like this one even better. If you haven't seen either or these, check them out! There's a good bit of creativity here. I found inspiration for something out of this map already. Too bad I can't make good on it. :p Keep going, Luk, you're getting better! New textures: Yes New sounds: Yes New music: Yes New models: Yes New scripts: [b]Yes![/b] ~Dretzel

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2133 downloads

Uploaded:04-17-2009

Inferno

inferno_v1.0.zip | 34.54 MB

very bloody well done. The map's name, Inferno, I'm assuming comes from the gigantic raging pit of fire in the center of the map. The map is big, I'll just say this for starters. It's not huge, and it's not BIG, but it's fairly large sized. Its actual size, however, is completely dwarfed by what the map [i]feels[/i] like. The distant buildings, the skybox, the smoke, and the misty clouds and black smoke passing overhead all make this map seem like it's just a small part of a behemoth industrial complex; in a way the gigantic structures and the ominous setting make it feel like the Citadel from Half-Life 2. I love it. My only complaint is that you couldn't go in any doors; it really was kind of a let down. This map would be twice as valuable to roleplayers as well as clans if there were just some rooms and hallways to go around in, plus it would make the map feel even bigger than it already feels. The graphics and visuals that this map employs to get its point across are stunning and are just about unrivaled in any other map. I have never seen a map with fire or smoke that looked this good, and all the architecture is superb; the textures and shapes all blend together seamlessly. The visual theme is that of grit and darkness and every texture shows that through little effects such as dirt, scratches, or burn marks. From rubble to pipes to distant towers, it just looks amazing, and this quality is just amplified by the lighting. I can say that quite a few maps which would have been very nice maps have been ruined due to crappy lighting, and also that a few maps that would have been mediocre at best have been made surprisingly nice by the use of proper lighting effects. This map takes what I've seen done with lighting in the past and blows it out of the water. The massive, roaring flames give off a perfect and frightening reddish glow that echos around the entire area while the sky, black with breaking clouds of mist and smoke, illuminates the majority of the ground aided by some extremely well done spot lights that remind me of the ones from Republic Commando. There are other little lights scattered around the map as well. Seriously, I love the lighting in here. The author says that there are some "weird lighting issues" but I didn't see a single one. It all looked fantastic. The sound components of the map are supplied completely through the music track, which consists of howling wind and other ambient effects which finish up the icing on the cake. There are a few problems with this, however. One is that the track doesn't loop perfectly and so there is a very noticeable gap between the loops which kind of makes me wince every time it happens. The other is that the massive inferno itself doesn't have any sound effects, so if you run up to it with music off the flames are completely silent. I would think that the fire should have [i]some[/i] sort of sound effects, considering that massive flames generally ROAARRRRRRRRR. The author has said that this is a bug, and he can't figure it out. Kind of sucks, since it takes away from the atmosphere. The author talks about TONS of bugs in the map, most of which I didn't even notice; I guess the creator knows his creation better than the observer, eh? At any rate, this is one of the coolest maps I have ever had the privilege to review on Jedi Knight 3 files. Good job, Jedi_Mediator, and I really hope you make a version two and add... maybe some more areas and expand it some, as well as try a bit more to fix some of those sound bugs. I think this map deserves it. ~Laam'inui

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226 downloads

Uploaded:04-09-2009

Duel_ezrium

duel_ezrium.zip | 1.14 MB

just really grown old. Luckily, this isn't a forest map, so I can stop talking about them! =D On to the actual substance of the review. The map is small, but seeing as it is a duel map this is perfectly acceptable. The architecture perfectly blends the ancient theme of old, intricately and carefully built ruins forgotten in a desert with the high-tech aspect of Star Wars, which can be seen in the doors on each side of the map. The doors don't go anywhere, but again they don't have to because this is a duel map. Every aspect of the architecture just flows together and fits, from the carved stone surfaces to the torches and the sand. The lighting in the map is really well done for the most part with the majority of the lighting provided by the low sun in the sky, though the torches spaced around the arena each give off an appropriate glow. The shadows in the map are really what give it a sense of atmosphere, but then that atmosphere is somewhat detracted by the absence of shadows in other places. The pillars, for example, really need shadows so that they look more realistic and natural. The music is just some default JA Star Wars music, which was a bit disappointing too, but it works. I think a more unique track would fit better, like maybe something from Age of Conan. Overall, though, it's a very solid piece of work; if you're looking for a map to duel on then give this a shot. You won't be disappointed. ~Laam'inui

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2066 downloads

Uploaded:03-24-2009

Energy Polearms

energypolearms.zip | 1.88 MB

is his latest work, a pack of five ‘Energy Polearms’ which are available from the staff saber menu. Apart from the standard Energy Polearm, there is also the Magma Polearm, Energy Polearm of Tides, Energy Polearm of Light and Energy Polearm of Darkness. Judging by the names, I would presume that these are fantasy inspired weapons as opposed to something more Sci-Fi. On each and of the weapon is a sort of double bladed head, each blade a colour that goes with its name, orange for the Magma Polearm, dark purple for the Energy Polearm of Darkness etc. The blades are also nice and glowy, which I like very much. :P The only thing really that I think could be made better here are the sounds, which seem to be the default JKA sword ‘swooshing’ sounds. I think different sounds for the different types of Polearm would be cool, maybe a hissing, or bubbling noise for the Magma Polearm, a waterfall sound for the Energy Polearm of Tides and so on. Once again though, a good quality weapon mod here from SithMaster555, keep up the good work mate! :) If you guys fancy some new weapons to try out, especially if you like fantasy themed ones, then give this file a download! [b]New Hilt Model:[/b] Yes [b]New Sounds:[/b] No ~Nozyspy~

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505 downloads

Uploaded:03-15-2009

Industry

pande_industry_v_final.zip | 13.75 MB

is still orange and the water still falls from last nights storms onto the ground below.[/quote] A dark description for a dark map. You spawn in what appears to be a concrete canyon. Water is indeed dropping down from overhead, but it's more water dropping from pools above than rain. Considering this is A: an exterior only map, and B: the aren't any desks, this isn't really a workplace. Think of it instead as a landing zone FOR the workplace. The textures look like concrete, as advertised, so no quarrels there. As for the sounds... Well... They need revisiting. The only other problem I could find is a distinct lack of lighting. Seriously, this map is dark in all the wrong places. I suggest throwing a couple of flood lights on the walls and aiming them at the floor. Other than that, 'tis a good duel map. Perfect size, no overabundant eye-candy to distract you, and a strong ambiance. (Especially if you have the music enabled!) DOWNLOAD THIS MAP OR BE BOMBARDED WITH AVERUS-STYLE INSULTS! ~Crazy New Textures: Yes New Sounds: Yes New Music: Yes Bot Routing: Yes (!) Gametypes: Duel, Powerduel, FFA, Team FFA

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258 downloads

Uploaded:03-10-2009

Gnome Kyle

gnomekyle.zip | 1.05 MB

in-game... This is a [i]saber[/i]. That's right, folks, this is a lightsaber hilt! Kyle has been shrunk and stiffened, so now you can swing and wave him at your enemies. The best part is that he protests getting his head hit off walls and being thrown. I enjoyed standing in a corner beating his poor little head off the rocks for no reason. Somehow the sounds made it more fun. :p Very fun idea. I love crazy little mods...add this and a few other whacked-out files to your base folder and you have something truly epic on your hands! ~Dretzel

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529 downloads

Uploaded:03-07-2009

The Butcher Sword

butchersword.zip | 1.14 MB

pretty nice, and the texturing is good. There's a shader applied for a slight shine, which adds a nice touch. I would say the shape is a little off, though. I google image searched for butcher knife...then promptly regretted it. Too much graphic stuff. But anyways, from what I saw, only one side should be sharp, and the other should be fairly straight. Now, since this is a sword, it's really not a bad thing. Swords should be two-sided. Maybe just make the edge a little more gradual. Oh yeah, this thing does some nice damage. The author doubled the damage effects of this baby. Of course, the server you play on needs this weapon installed for that to work. Excellent quality job. I would ask for a shape adjustment adjustment if you do a v2, but it's still a cool weapon. Have at it! ~Dretzel

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928 downloads

Uploaded:03-05-2009

Ghost's Zanpakto - Cruel and Unusual Blades

ghosts_zanpakto_r1_cruel_and_unusual_blades.zip | 1.07 MB

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

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1249 downloads

Uploaded:03-01-2009

Shadow Moses Island

shadowmosesisland.zip | 4.48 MB

you would know... especially judging by Gamespot's 10/10 review of MGS4. =_= This map is based off a map from Metal Gear Solid, and even though I don't know the original map it's still easy to enjoy this one. It's a sort of pseudo-military industrial complex with boxes scattered everywhere in a snowy mountain island. There are a few flaws but overall it's a really solid map, and I'm really impressed since it's only the author's second map. I'll start with the texturing, which looks nice at a glance but upon closer examination reveals itself to be flat and cartoony. It works since the entire map uses these flat and cartoony textures, but I just can't help but thinking if the textures were realistic and had some depth to them then the map would look so much better. The only textures that aren't flat and cartoony are the snow and rock textures. The skybox also could have been a bit better. It looked good but it was just sky at every angle. If you're on an island, wouldn't there be water or land or [i]something[/i] around you other than sky? The architecture, on the other hand, is not cartoony and actually looks nice for the most part. The guard rails, mine shafts, and the general structure of the map is very well done, but it's little things that could be improved. The snow on top of the roof of the complex, for example, is blocky and polygonal when it should be smooth and rounded as snow actually is. I will say that I love the massive mech the author's included and how you can actually enter the cockpit of the mech. It's a cool feature. The lighting in the map works, but it could be better. For a complex at night with so few and such small lights, it's awfully bright. The lighting should be more localized I think and shadows should be more pronounced to give it atmosphere. If you made the whole map more like the hangar where the giant mech is that'd be a big leap forward. The one thing that annoyed me more than any other was the fact that... there are no doors. None. You get around the place by crawling through vents. Really? Why wouldn't there be any working doors? Are vents easier to defend or something? I also don't get the random spots of light in the vents when there [i]are[/i] no lights. The map could also be a bit bigger with more rooms but that's up to the author to decide if he wants to do since the current size already works. Bot routes aren't included but that's not too big of a problem. Know what the best news of all is? There's going to be a version 2. I'm looking forward to see what Borm comes up with for v2 and I'm impressed that he could pull this off for just his second map. ~Laam'inui

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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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241 downloads

Uploaded:02-19-2009

Team Forts!

team_forts.zip | 19.67 MB

understand from what the readme says, this is a recreation of a map from the classic [i]Team Fortress[/i] game, though having never played that game I cant comment on that particular point. The maps name is pretty self explanatory though, with a fortress on each side of the map with a building containing a somewhat maze like interior in the middle, separating the two team bases. The flag itself is situated on top of a large tower and the only way up is a small walkway that winds itself around the tower. Force speed is definitely out of the question when trying to take a flag in this position, as there are no railings… So unless you want to fly like superman, before abruptly splattering on the ground below, I wouldn’t try using force speed to get up this walkway! :P Also of note are the glowing forcefield’s at the bottom, near where you spawn. Don’t walk into these, otherwise you will be fried, no matter which team you are on! Whilst it be a bit annoying to be killed by your own defences, it does make your opponent think twice before trying to attack your spawn points (a dishonourable tactic anyway). I also liked the rather amusing warning poster emblazoned upon the top of the central building, check the screenies below! There is also some custom music, which sounds great, and compliments the map nicely! This definitely has the potential to be a very fun CTF map, although there are a few areas that I feel still need some work. The main thing is that this map is very, very dark. The inside areas are lit up ok, but the outside areas are very dark indeed, making it difficult to see much in the outside areas. Whilst this may prove to be an interesting gameplay feature – making your enemies more difficult to spot – I still think it was rather too dark. The other area is the construction of the map itself. I would have liked to see some more detail in the map, since many of the walls are flat with relatively plain textures (although I was pleased to see some good custom textures in there too). Adding some pipes, vents, or pillars always adds some nice architectural detail to the map. As I said though, this has great potential, it just needs a bit more work. That said though, I did enjoy the map and so I look forward to any new maps you make MooMooMonkey! If you guys like the look of this map, then make sure to give it a download! :) [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, CTF ~Nozyspy~

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5949 downloads

Uploaded:02-08-2009

Council Building BB

councilbuildingbb.zip | 17.26 MB

planned for a council building. Everything branches out from the main hall in a simple, yet nice floor-plan. Improvements? Bigger. This map needs more places to go. [b]Brush-Work[/b] The brush-work on this map is detailed and simple at the same time. Something that can be rather difficult to do at times, so +1 to the Author for that. If a version 2 is made, I suggest adding a few more details, though. [b]Textures[/b] The texture-work here is particularly nice. One nice touch that I noticed was the carpet in the main hall. Take a look and you'll see what I mean. Improvements? None, really. [b]Lighting[/b] 'Tis a well-lit map, but there were one or two spots that could stand to have a few extra lights in it. [b]Gameplay[/b] Overall, this map is best enjoyed by the dueling, chataholic, racing, RP'ing, and Lugormod communities. And maybe movie groups as well. [b]Notable Features[/b] Racetrack: Bespin at night, in-depth background, twisting track, start/finish, swoops, and a barrier for the pre-start of the race. What more could you possible need? Council Room: Seats your leaders. All it needs is a secret or two. :P Obstacle Course: It's like dodging trip mines, but without the blowing up part. Nicely done. [b]Secrets[/b] THE SECRETS ARE AS FOLLOWS: Just kidding. I'm not THAT nice... Averus might be, but not me. :P Seriously though. It's clear that the author put some real effort into hiding the secrets. Bayoon, for making secrets that have proven difficult to find without cheats, you get a [b]cake[/b] ~Crazy New Textures: Yes Bot Routing: Yes New Shaders: Yes New Music: No Gametypes: FFA, TFFA

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458 downloads

Uploaded:02-06-2009

The Charmcaster

charmcaster.zip | 3.84 MB

wastes. Replacing the concussion rifle, this weapon resembles a sort of oversized revolver with energy clouds jutting out from it. I was going to say jetting, but unfortunately there's no animation to the excess energy streaming out of it. Methinks with a little effort, that could have been corrected. However, the healthy alternative provided is a "no energy" version that's simply the gun without the fumes venting out. While the design is admittedly clever, I find the lack of change in visual effects for the projectiles slightly disappointing. However, we should merely be thankful this was even released, as from the sound of it, this was the result of some boredom. Overall it looks rather impressive, so submit bandwidth while you can, as I'm definitely not going to let these weapons last for long =_= - Averus Retruthan

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3894 downloads

Uploaded:02-05-2009

Dash Rendar Resurgence

dr_resurgence.zip | 54.55 MB

presents us with an enhanced conversion to JKA of a single player campaign mod that he made back in 2003 for JK2. Here is a quick synopsis straight from the readme: [quote] Dash Rendar has been hired to smuggle weapons to a mining colony planning a hostile takeover from a corrupt organization that has been exploiting them. After the reliable weapons supplier fails to meet at the rendezvous point, Dash goes on a search for him at the coordinates of where he last made communication.[/quote] So to start off, lets have a look at the first level, and its good and bad points. [b]Part 1: Investigation and Recovery[/b] [b]Good Bits[/b] Straight away, as soon as you start up this mod, you can tell it is of excellent quality. After the opening scroll, explaining a bit about the story we then get to watch custom made CG cinematic’s, which are very impressive, considering the majority of modders (including me) probably have absolutely no idea how to make a good CG cinematic. Not only were the CG cinematic’s throughout the game impressive, but so were the in-game cut-scenes, which I would say were as good quality as the actual JKA single player cut-scenes. Once the game proper starts, you are put into a huge open map, which is set on a dark, barren and rocky world. Nearby is an enterable version of Dash Rendar’s ship, the [i]Outrider[/i]. Unfortunately though only the main area in the ship is enterable, all the other doors are locked. .If you try to open them you will occasionally get a comment from Dash’s droid sidekick Leebo, such as “The ship is safe with me sir” and We’ll never get paid if you stay here all day”, which I thought were nice touches. There is a long trail that you must travel; through barren canyons and even a short tunnel at one point. The terrain is well done, and if I had to guess, I would say this terrain was made by hand, rather than with a program like EasyGen. If that is the case then this area represents a huge amount of high quality work. Once you have worked your way through the barren canyons, encountering some Imperial Troops along the way, you will eventually find yourself at a large chasm. The only way across is a hovering tram that must be summoned from the other side. Once there you must battle more Stormies and then go through the huge doors into a cargo bay like area. Though the architecture was fairly simple in these areas it was well made and well textured and brought back fond memories of playing through JK2 for the first time. Once inside the main structure you need to find your way to a conference room, which holds your ultimate objective for this level. I won’t say any more on that matter, as I don’t want to spoil the fun! :P The scripting for the level is very well done and I didn’t encounter any bugs when I played through it. It ran smoothly and all the proper events and cinematic’s were triggered at the right time. One thing in particular that I really liked was the way that every now and again, once you had passed certain points, Leebo would comm you, giving you a hint on where to go next. An ingenuitive little game mechanic there! [b]Bad Bits[/b] All in all the level was of very high quality, although there were a few things that I think could have been improved. For one, I think there should have been a bit more detail in the levels – though the architecture was good, there were a lot of flat plain areas. Also, I think some rock models scattered around the canyons would have been good as well, as they seem just a bit too clean and clear for rocky canyons on a barren planet. I think these issues could be put down to the fact that this mod was originally made for JK2, which has a less powerful engine than JKA and thus cant handle as much detail in a map. My major concern though was that the outside area was very dark. After a while wandering around I had to turn um my gamma in the options menu, because I just couldn’t see where I was going properly. I think the ambient lighting in the worldspawn should have been raised a little to make the map a little less dark, especially the canyon areas. That’s just my opinion however, and like I said, a quick change in the gamma settings fixed the issue without much problem. There was only one part of the gameplay that bothered me; getting into the conference room where your final objective is. It took me forever to figure out how I was supposed to get in there! I wont spoil the challenge for you, but I will give you one hint, for the sake of your sanity… try and find destructible crates, they will help you to get into that final room… Now lets move onto the second, and last level of the mod: [b]Part 2: Retribution[/b] [b]Good Bits[/b] This level is [b]much larger[/b] than the first level, and as Mercenary explains in his readme, the gameplay of this level is non-linear, which means that you can complete the multiple objectives in any order you want. This time around, your ultimate objective is to find the missing weapons supplier, another objective includes stopping some experiments that are being conducted on (apparently) frozen people. I think they’re frozen anyway…they look it! Some of the other objectives include blowing up some computer banks, and finding a way to shut off some power generators. This level is much lighter than the previous one, since it now in the daytime, making it easier to find your way around this time! You start off near a landing area with some tall buildings and walkways above you, and a gentle snowfall drifting through the air. As I said, this level is [b]huge[/b], much, much bigger than the first level and the areas are interconnected by many different paths – elevators, corridors, locked doors that need opening – which form somewhat of a maze. Again Leebo will comm you occasionally with information on where to go and what to look for next. There is no point me trying to describe the path to your ultimate objective, because it could be different each time you play, due to the non-linear nature of the level. This is a very interesting and clever gameplay mechanic used by Mercenary here, as it means your game doesn’t have to be the same next time around, you can complete things in a different order if you want. This does lead to some potential issues however, which I will come to a bit later. My favourite areas were probably the TIE fighter hangar and the nearby control room, which reminded me a bit of the Doomgiver levels from JK2. I must say though that those TIE fighter pilots seemed a little too engrossed in whatever they were doing (maybe fixing their ships?) as they didn’t seem to notice me when I walked in. Only when I started shooting at them did they seem to bother moving! :P Another great area is the power core type thing, at the top of which are some nicely scripted walkways that swing down, allowing you to get into the central control panel of the power core. Once again, the level is interspersed with well made cut scenes and some pretty impressive voice acting, especially from Leebo the droid. [b]Bad Bits[/b] As I said above, the non-linear nature of this level is a big advantage, as it allows you to complete the level how you want. However it is at the same time also a disadvantage. Why? Because it is easy to get lost and forget what you were doing. In a linear level, you go from the start to the finish, completing your objectives along the way. You go in a straight line, so to speak (although not literally). Whereas in a non-linear level, if you don’t keep track of where you have been, you can end up going through the same places multiple times trying to find your way around which can take quite a long time and also be rather frustrating. A few other minor issues were that the objectives seemed a little vague at times. One of them is to shut down the two power generating areas. The first one I found easily enough, but it took me a while to figure out where the second one was. I kept trying to blow up two rows of generators in a small room, figuring that since they were near the first power generator you had to destroy, they must be the second ones. But alas they weren’t, and it took me a while to figure out where the second generator was and how to get to it. Lastly there is the instance where you have to find a switch to turn off some shields blocking your path, however I feel the game didn’t give you enough information on what you were looking for – after all there are many switches in the map, how would you know which one to use? Although, that said, in the end it didn’t take me that long to find the switch, as it was in a nearby room. Still though I did panic for a moment, wondering if I had forgotten some switch somewhere within this gigantic map! [b]Conclusion[/b] Overall this is a fantastic single player campaign, which despite the few frustrations, I did thoroughly enjoy. It is a bit of a shame that the story isnt longer, as I would have liked to find out what happens next. But when you remember that Mercenary has done almost all the work here himself - as opposed to the guys at Raven software who had an entire team to create JK2 and JKA’s single player campaigns - you suddenly realise that two levels for one person is a heck of a lot of work. All in all this is a very impressive mod, and I hope to see more work like this from Mercenary in the future! :D I definitely recommend downloading this guys, you won’t be disappointed! [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Music:[/b] Yes [b]Game Types:[/b] Single Player Campaign ~Nozyspy~

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5708 downloads

Uploaded:02-04-2009

Grand Jedi Skills: Inner City Stories

jka_innercity.zip | 89.31 MB

out on some play time. If you don't want to play it, the source files are included, so this can help you with your own projects. So, here's my story. I spawned on a rooftop and had a look around. All I saw was a basketball court, a cool-looking water fountain, a fence, a bunch of surrounding buildings, the rest of the building above me, some other objects of interest and...a door. Once that door opened, there was no going back to it. I went down. And I went down. And I went down some more. Finally, I figured I'd just take the elevator. I took one look down the elevator shaft...and I my lower jaw crashed on the surface miles below. That's exaggerating it a lot, but that's certainly what it felt like, seeing it for the first time. By the way, this map is huge. There's a lot to explore here. There's a game room, a cafeteria, a bar, a pool, a shopping strip, a box shredder, a storage room and more...about the only thing I didn't see was bedrooms. Now, since all the spawns are on the rooftop, it takes a while to get to the lobby on the ground floor. But in a sense, that's a good thing because it makes the map [i]much[/i] less confusing...you don't get spawned in random areas and have to find your way around. On a map this scale, that would be quite irritating. Did I mention the map is huge? Boddo is really good at shaders. From this map alone, I've seen shaders that impress me more than any other. The water shaders are the most impressive ones. The grass/fur shader is also really neat. One of the truly unique shaders is a clock that shows you how long you've been in the map. Neat idea. Oh yeah, I forgot to tell ya, the map is...loaded with stuff to do! Ha, you thought I was going to say huge...well, it's huge, too. And there's also stuff to do everywhere. There are several unlockable areas throughout the building, and if you make it down to the lobby, there's a bunch of unlockables there as well. Good luck...you'll need that and force jump 3, and in some cases, you'll also need force heal and a really fast forceregentime. The FPS was good for the most part. A few areas were semi-choppy, specifically in one of the bonus areas. I forget which one...it could have been my video card, though. SCRIPTS! This map has scripts in it! A true rarity, although they're picking up of late. Boddo has added a bunch of scripts that enable the secret areas, and make sure they function correctly. I probably missed a bunch of other scripts, but I was impressed with what I saw in the secrets alone. The best secret is the awesome ice slope. There are four snowboarders you can hop onto and have a fun race to the bottom with your friends...if you can unlock it. There's also a remote control helicopter that will be available if you unlock everything. Now, I didn't have the pleasure of operating it, but I'm sure it's a lot of fun to use. I can only imagine all the mischief I could get into with that thing... >:] There are also several new weapons included. Check the screenshots - they look pretty sweet. I think I like the plunger and the mop. And the bats...aw, forget picking favorites, I like them all! Now, as always, improvements...I can't be too critical, honestly. Some of the textures were somewhat stretched on the walls, and a few areas were a tad empty. There is also no music, but really, those are petty downsides, and that's the worst I could dig up. Maybe some minor VIS tweaking here and there couldn't hurt, either, but all in all, this is well refined and tested. So, this review covers...probably about half of the map's features. If you like what you see so far, download it and discover the rest for yourself - this one's a beast! Oh, and for a 90 MB map, it loads up [i]very[/i] quickly. I'm impressed. New textures: Yes New sounds: Yes New music: No New models: Yes New scripts: Yes! ~Dretzel

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1295 downloads

Uploaded:01-31-2009

Obi-Wan Kenobi's Episode 4 Lightsaber - As New

obiwan_episode_4_saber.zip | 1.42 MB

Star Wars. But have you ever wondered what it looked like when it was shiny and new? Well wonder no longer, because here we have an excellent recreation of Obi-Wan’s Episode 4 lightsaber, as new, made by Dantrag_tc! This is really high quality work, and all the authentic details are here, right down to that strange ring od small dots that are around the emitter tip of the lightsaber. The model itself looks to have a pretty high poly count, though I am not really versed in such things. This means though that the detail is crisp and clean. A bonus of this file is that the saber can also be used in Single Player. Though as the author states in the readme, there may be some problems (the game may crash) if you try to use two of these sabers in duel wield or with very detailed playermodels because of the high poly count. All in all though excellent work here, this is definitely of the highest quality. Keep up the good work Dantrag_tc, I look forward to seeing more from you! :thumbsup: [b]New Hilt Model:[/b] Yes [b]New Sounds:[/b] No ~Nozyspy~

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3726 downloads

Uploaded:01-31-2009

Apcotyl Temple

apcotyl_temple.zip | 43.42 MB

Apocalypse, it is in fact completely unrelated! Anyway… what is this map about then? Well it seems to be a sort of clan map, judging from what is included and how it is laid out. Even if clan maps aren’t your cup of tea, don’t leave just yet, because there are some really cool surprises to be found in this map! More on them later… First off let’s have a look at the layout of the map and the main areas it contains. Probably the biggest area is the outside area, which contains a waterfall and river on one side and a ‘lava-fall’ on the other. The center of this area has a nice little place to duel, and if the switch on one of the broken columns is pressed, a reborn is spawned to spar with. With the ambient noises of the waterfall and other natural sounds, combined with the beautiful music, this area is really very relaxing and would make a fantastic place for clan gatherings. The whole map is based around the principle of fire and water it seems, and most of the areas have a mixture of water and lava in various places, as well as red and blue lighting, which is a very effective combination. There are what seem to be a few duel rooms, which are quite large, and each one of them is different. The customary council rooms are of course included, beyond un-openable doors (un-openable at least to people who aren’t the clan leaders ;)), one of my favourite areas of the map was the council chambers themselves and the multicoloured glowing crystal statues, the likes of which I have never seen before! The best bit is yet to come though, well at least in my opinion anyway! Work your way through the map and you will eventually come to the hangar, where a very nice replica of the Republic shuttle out of the opening scenes of Episode 1 is docked. This is one of those nice surprises I talked about earlier. Apart from being [b]huge[/b] and looking great on the outside, the ship is fully enterable. In the center is a seating area, which passengers would occupy, whilst at the back end is a small bar, toilets (which flush!) and up some stairs, a medical center. Towards the front end is a lounge type area with big windows for admiring the view, and then above that is the bridge. If you use the consoles in the bridge, you can fire the left and right guns on the front of the ship, which is a cool interactive feature. Although unfortunately they only fire at the wall, rather than at anybody loitering below! It’s a real shame that you can’t actually take off in this ship, because it is really cool, but alas that is beyond JKA’s capabilities I’m afraid. Although saying that, I think it would have been nice if there was a version of the ship you could teleport to that was in space, perhaps with some moving stars and such. Now, lets move onto the architecture and build quality. I must say that overall, though there were a few areas where the build quality could have been improved a little, I think that the map was built very well. I couldn’t find any obvious bugs, and the whole map ran smoothly. The architecture is also well built, and follows the theme of water and fire, with some areas dark and rock like, and other areas light and using more wood textures. I do feel that some areas could have done with some more architectural detail. I also think the rock walls, particularly in the main outside area need to be smoothed a bit more, to look more organic because they look a little flat at the moment. I think those few things are the main areas that could be improved upon really. Apart from that I think the map just needs some more detail here and there and some improved architecture in a few places. All in all a very cool clan map here! I couldn’t see any obvious clan symbols or insignia either, so that is a big bonus as it means that this map is suitable for use by any clan. Personally I really loved this map, especially the huge hanger and the docked ship, that was quite a unique touch for a clan map I think. Excellent work here, and well worth a download I think! :D [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Music:[/b] Yes [b]Bot Routes:[/b] No [b]Game Types:[/b] FFA, TFFA ~Nozyspy~

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326 downloads

Uploaded:01-24-2009

Rickenbacker 4001

rickenbacker.zip | 1.26 MB

support and comes in a red and blue varriant.[/quote] That pretty much explains enough as it is, save for one thing: The red variant is blue. Yeah, I was wondering for a moment why he put two of the same side by side, but it appears that .sab error resulted in duplicates. How this wasn't caught is beyond me but that's just how it went. Other than the silent collision sound and the saber spin on red kata, the sounds are pretty solid. Combined with this rather sensual model, I daresay you can have quite the debacle as you ruin musical instruments by misusing them like some simian... Well, go on, START SMASHING! SMASH THE INSTRUMENT UNTIL YOU CRY AND BUY A NEW ONE TO SMASH! - Averus Retruthan

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270 downloads

Uploaded:01-18-2009

Plunger

plunger.zip | 215.55 KB

it's by no means boring, I had a great deal of fun beating my opponents to a pulp with this plumbing aid. The model looks very, well, plunger-ish. The textures accurately represent the object they are meant to. I found no bugs with this weapon so if you fancy yourself as a more violent version of Mario give this mighty tool a download. Enjoy. -Sciacca

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284 downloads

Uploaded:01-18-2009

Hyperbolic Time Chamber

hyperbolic_time_chamber.zip | 10.83 MB

a bit of searching around, I found out that it was a [url=http://dragonball.wikia.com/wiki/Hyperbolic_Time_Chamber]location from the Dragon Ball anime series[/url]. I still have no idea what it does though, because I haven’t finished reading the article yet! :P Anyway, looking at the picture featured in that article I can definitely see that this is an accurate representation of this location, including those giant sand timers on either side. I have to mention the sky however, as that is the part of the map that blew me away. Inspired by the sky in Rgoer’s ‘Docking tower Seven’ map, DarthStevenus here has made a fantastic looking sky, which swirls around the map and has some wonderful colours in it. In fact it kind of reminds me of an Aurora, or perhaps a winters evening when the sky is awash with many colours. So good job there mate! :thumbsup: The building in the middle of the map is pretty small, but like I said, it is an accurate representation of what appears in the anime series. You can walk off the edge of the paved area though, because there is an invisible floor around the map, so you won’t fall to your death. I must admit, the first time I tried this it was a bit of a weird feeling, since I am used to falling to my death when walking off the edge of what looks like solid ground! Another nice touch was the clock on the building…which runs backwards! Obviously something to with what the Hyperbolic Time Chamber does I presume. As far as bugs are concerned, I couldn’t see any, although for improvements I would work a bit more on giving the textures a bit more depth, though I understand that they are supposed to look animated. Its just that they look a little too flat in places. Overall though a very cool nap here, I especially loved the music, which fits perfectly with the map, and is from the Dragon Ball series itself. What more could you ask for! :D Good work here mate, I look forward to seeing more from you! [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] Yes [b]Bot Routes:[/b] Yes [b]Game Types:[/b] Duel, Power Duel ~Nozyspy~

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214 downloads

Uploaded:01-15-2009

Showdown at Baron's Hed

duel_sabh.zip | 2.29 MB

that Barons Hed featured in the game though. Some of you may remember the many times I have lamented that I have never played the full games of Dark Forces 2 and Mysteries of the Sith, only the demos. Well I [b]finally[/b] decided enough was enough and went to try and find the game. It didn’t take long either, a quick search on Amazon brought it up and I bought it, so I will soon, finally, be able to play through these two great games! :D Anyway, back to the map. This is a very small duel map, a single room in fact that I guess represents an area of Barons Hed that was seen in Dark Forces 2. The word ‘showdown’ in the title suggests to me that this is where you fight a boss or something? Anyway, the map is solidly built, and like all of Plasma’s maps that I have seen the textures are good quality and well used. The map is very tall, so there is plenty of room for jumping around, but it is rather cramped widthways. There is no custom music, but I think the music that is used (the music that plays on the JK2 Multiplayer main menu) fits perfectly. As for improvements…well firstly I must say that the wooden table in the center of the map looks a little out of place, perhaps some more detail or different textures would help there. Also, like I said, this map is very small, even for a duel map, so I think it would be a great idea to make it bigger, or perhaps even make an FFA version too. Other than that though a nice little duel map here, if you guys like the look of it, then give it a download! :) [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] No [b]Bot Routes:[/b] Yes [b]Game Types:[/b] Duel, Power Duel ~Nozyspy~

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824 downloads

Uploaded:01-15-2009

Matrix Lobby

ffa_matrix_lobby.zip | 12.01 MB

a giant computer program that we think is the real world and providing an electricity supply for the population of robots that took over the world from us. That there is no spoon though, is of course the most important thing we learned from the Matrix. Ehm, anyway, enough talk of spoons, let’s get on with the review! What we have here is a map of the famous lobby scene in the first Matrix movie, where Neo and Trinity trash the lobby of an office building whilst on their way to rescue Morpheus, who has been captured by Agents. This is a small map, suitable really only for duelling in (though it is available for FFA as well), so there isn’t much to explore, however this map looks absolutely amazing. Especially if you put the extra .pk3 file included here in your base folder. Ordinarily the floor in this map looks just shiny, as you see in plenty of other maps, add in the extra .pk3 however and the shiny floor will be replaced with a [b]mirror shiny[/b] floor! Just make sure your computer can handle the extra workload though, because this new floor shader in essence mirrors the entire map, which can drag FPS down quite a bit if you have a slower computer. Add to that all the good quality textures, and those great glowy lights and you have one very cinematic looking map here. There is interactivity too! Neo and Trinity made a complete mess of the lobby in the film, and now you can too! Go and hack at the pillars and big chunks will break off and litter the floor, the computer screens - one of which has a screenshot of the Movie Battles 2(nice touch!) – are also destructible. Another nice little touch is that when you walk through the metal detectors, they go off! Fortunately though there aren’t any guards there to get in your way. ;) I really cant think of any way to improve this map, other than making it bigger and maybe including the rooftop and the office where Morpheus is held prisoner. For a duel map though this is great, and I highly recommend a download, especially if you are a fan of the Matrix trilogy! :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, TFFA, Duel, Power Duel ~Nozyspy~

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1198 downloads

Uploaded:01-14-2009

Rahm Kota

rham_kota.rar | 1.35 MB

be nice,) my instincts kicked in: what I was hearing was: "I wasn't trying too hard, but please praise my work regardless." Maybe that sounds a bit harsh, but it's not a very good attitude to have when skinning, or modding in general. That leads to quite a bit of negative backlash from the community. SO! The major thing I noticed immediately what the rather solid colors that are tell-tale mark of MS Paint. The pants, eye-wrap, and hair are pretty much victim to this editing. The rest of the skin seemed to be the result of default texture digging, as I noted the Jedi2 shirt was used here, as were parts of the Jedi1, I believe. At the risk of punching myself in the face, I will simply refer you to the master sticky found here: http://forums.filefront.com/sw-jk3-modding-editing/234876-master-sticky-read-before-posting-contains-tutorials-links-utilities.html As valiant as your attempt was, it fell quite short, and I would definitely sharpen your skinning skills before sending in another public display skin. This one doesn't bode well as a good start. However, MaceCrusherMadunusus, a renowned MB2 mapper, also had a rather rough start in his earlier days. Give it some time and practice, and you too can pown mightily with your skins. Also, the directory begins with SOUND, not SOUNDS. I was wondering for about 5 minutes why your sounds weren't working until I caught that tiny mistake. A shame that threw your total soundset usage out the window, so basically you just tagged on extra useless weight to your file's size, worse since you could have simply used a sounds.cfg to achieve the desired soundset. Insert Quarter and Try Again. You have a bit to learn, but I look forward to seeing what the fruits of your labor will yield. Bot Support:Nay NPC Support:Aye New Sounds: Nay Team Support:Aye - Averus Retruthan

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3285 downloads

Uploaded:01-09-2009

Trade Federation Battleship

ffa_tradefed.zip | 26.54 MB

one and only Plasma! I remember a long time ago when The Phantom Menace was still pretty new, that I got the Episode 1 game. The first level you played on, was of course, the Trade Federation battleship. I still vividly remember playing through those levels, so that will serve me well when checking the accuracy of this map! So, without further ado, lets begin… The first bit that I wanted to mention and that also caught my attention quickly was the bridge. Unfortunately in the Episode 1 game, you couldn’t get into the bridge, which always frustrated me. Finally though, with this map I can wander in and out of the bridge area as I please, which brings a smile to my face as I remember the hours of frustration all those years ago, trying to figure out if there was a cheat, or a way in to the bridge in that old game. You will notice if you look outside the window that straight ahead is Naboo, as well as an awful lot of Trade Federation battleships. I think the skybox here looks fantastic! :D Two other big features are the hangars, one of which is filled with Droid Starfighter’s ready to deploy. The other seems to be more like a storage hangar, there are crates and tanks stacked around and also some Droid Tanks and a Droid Transport at one end. Whilst some of the doors do not open (indicated by the red light) many do open and the map is interconnected with passageways, which make this a good medium sized FFA map. Alas the room where the Trade Federation lays out some refreshing drinks for Obi-Wan and Qui-Gon, and then promptly tries to pump them full of poisoned gas isn’t included, which is a bit of a shame. That is one of the improvements I feel could be made for the next time around, adding that room into the map. Apart from that, the map is a good size and well built. I do feel some of the textures could do with some more detail on them though, as they look a little too flat and clean. Perhaps some scuff marks, or giving the textures some more detail and texture would be cool. Other than that though, this is an excellent map, which I enjoyed playing on. Its been a while since I have seen some good sized movie map reproductions, so I am pleased to have been able to review this! If you guys like the look of this map, or fancy adding a new movie map to your collection, then give this a download! :) [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 ~Nozyspy~ [b]***EDIT*** Much to my shame, I actually missed a couple of areas in this map when I write the above review! I stand corrected, the conference room area where the Trade Federation attempt to poison Qui-Gon and Obi-Wan IS in here, complete with little clouds of poisoned gas! Added to that there is also a Droideka storage room that was featured as part of the Trade Federation Battleship level for The Phantom menace PC game. I do apologise for missing these areas! To get to them you just have to go through the doors on the opposite side of the Droid Starfighter hangar. Alas I completely missed this part! :( [/b]

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266 downloads

Uploaded:01-06-2009

Averus Retruthan

averusretruthan.zip | 4.32 MB

I have worked closely with Moomoo, who has edited some of the JCP skins to create myself. The majority of the outfit is black, but has gold accents in certain areas =_= and then of course, I have a gold-plated mask adorned with drow runes. Then of course my face =_= pretty much based off the true me, including the hair. As a bonus, I hassled poor Moomoo into giving me robed, tunic only, and hooded versions. Thanks for putting up with my hounding =_,= The only thing I lack is team support, because I AM MY OWN TEAM, FOOLS. Apparently, as some extras, there's apparently a splash screen with me on it, but as I said, optional =_= I know not everyone wants my face plastered on their game. Overall, it's just how I like it: Plain, simple, and elegant. Thank you for supplying me with a new avatar, Moomoo =_,= you shall be duly rewarded with riches that I don't have yet...so let me just go out and get them =_> Oh and P.S. the screenshots you see are slightly outdated, I told Moomoo I wanted both to have flowing sleeves versus the Anakin look. Bot Support: Aye NPC Support: Aye New Sounds: Aye Team Support: Nay - Averus Retruthan

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844 downloads

Uploaded:01-01-2009

Jedi Temple Lobby

84jedi_temple.zip | 19.47 MB

map. Its a symmetrical lobby. Man, I wish I could think of something else to say about it other than its pretty much symmetrical XD. So far what we've got is great. The architecture and texture choices are pretty much spot on and it's a great start to what would have been an interesting competitor map to =Tom='s Jedi Temple map. It's just a bit disappointing that work appears to have been halted on it. I hope some form of inspiration hits you in the face and prompts you to at least try again. Well, with what you've got, I could see this being used as both a good duel map and a modest saber FFA map. Performance-wise, it won't fail you. Now, enough banter, GO YOU NOW TO FILEFRONT'S CHAMBER AND SEIZE YOUR BANDWIDTH BY THE GROIN AND HURL IT. New Textures: Aye New Music: Aye Secrets to plunder: Nay Bot Support: Aye - Averus Retruthan

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471 downloads

Uploaded:01-01-2009

Christmas in Helix

christmas_in_helix.zip | 29.64 MB

Saturnali-- Christmas. So, according to our author, this is a representation of a certain town in....somewhere in the world. Naturally, a few creative liberties were exercised, as very few towns in the world have a catapulting ski-jump leaping through a hoop, save for perhaps the village near my tower, but that's more of a catapult into a Gorgon's rectum. So, as would be expected, there's a lot of houses, buildings, plenty of snow, and of course, some fun gadgets to mess around with. Seeing as the author gave it some reasonable effort and did what he could within his time restrictions, I'll let the rather geometric architecture slide...except for one area, namely the back of this one house marked by the missing back wall! C'mon now, I know there's no reason for us to be back there, but you could have at least put a brush there and covered up your proverbial handiwork. Oy, even as I write this review, I'm finding more lazy mistakes, but I'm just going to let them slide in the spirit of the holidays...for now =_=. Moving on to the missing textures, even though he mentioned them, they probably should have been addressed at the very least. That tree's missing texture is extremely detrimental to the seasonal immersion. =_o along with the train. I think the absolute best thing about the map was definitely the choice of music, but I guess that's just my personal opinion since it's one of my favorite Alvis Time songs. Oh, wait, I meant Christmas. Yeah, whatever ⌐_⌐ So honestly, looking from his description, I'm gonna have to say he did pretty decently. Granted, nothing seemed to work out as he planned, but it's good to see that he tried his best. Maybe next Christmas you'll have more time to make a better version, huh? So yeah, it's already 2009, but hell, I COMMAND YOU TO AT LEAST SEE THE FRUITS OF HIS WORK =_=..plox. New Textures: Aye New Music: Aye Secrets to plunder: Nay Bot Support: Aye - Averus Retruthan

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1257 downloads

Uploaded:01-01-2009

Halls of Torture

halls_of_torture.zip | 8.82 MB

gnashed my teeth in joy. A hall dedicated to the best hobby around: mindless torture. Well, I decided for the heck of it to take a peek. The premises? She is simple: Apparently Jaden was too incompetent to escape the Sith's grasp and now you have to get out. The level itself is very short. After busting out of your cage, you're immediately greeted by REBORN. Old reborn, at that. So, a few hack n' slash battles later, you basically have to weasel through a few passages, take in the scenery, and then hand the younger Tavion's ass back to her. Find the nice little escape route and bam, you're done. So, how was it, Averus? Eh, could use some work. The author's intent was to create a horror-oriented atmosphere. Whilst the choice of music was good, the rest of it was sort of, well, plain. The choice of textures for the area was great, but every so often you'd run into this big splat of what I presume to be blood. It really didn't work too well because the blood was bright and glowing, as if irradiated. Also, this same texture was repeated wherever he put it, thereby sort of ruining the realistic immersion. I think the best use of that texture, glow included, would be down in the pit's bottom, where the bones of the fallen have congregated to wallow in their own self-pity until I animate them into something useful. Brush design and architecture were splendid. There were a few rooms in particular that really emulated a Sith dungeon. In fact, a good number of them did. Some of the contemporary technological gizmos (speaking of which, how do those strange torture devices in that one hall work? XD) and the glowing sort of put off the theme a bit, but otherwise you couldn't go wrong. Challenge? Well, considering you had to manually change the map, that all depended on your last save. If you can handle the stock NPCs, it won't be too irritating. The journey's pretty short anyway. Overall, I would definitely suggest making a new map with a similar theme. See if you can upgrade the horror element. Hanging bodies/skeletons, more variations on the blood, maybe a head on a pole or two; see what you can scrounge up. Also, like any good mapper, I would suggest buffing up on Radiant and its functions. Your ending was pretty abrupt, and it would probably make things feel a little more fluent if you at least put a centered message or at least fade out to credits to make it at least feel like you've accomplished something. Despite that, it's definitely a nice shot, especially for a darker atmosphere. I'm done =_= make your decision, oggle the screenshots, do as you must. Aim your bandwidth cannon 25 degrees to Port, and FIRE AWAY! New Textures: Aye New Music: Aye Secrets to plunder: Nay - Averus Retruthan

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169 downloads

Uploaded:12-25-2008

Callisto

callisto.zip | 10.32 MB

anything about this game though, I might be at a little bit of a disadvantage. However, it seems from reading the Wikipedia article that this map represents Callisto, the moon of Jupiter, which seems to feature in the Zone of the Enders series. This is a cool looking duel map, quite literally, as it is snowing and very foggy. There is a central area, with a small entrance way to what might be a base, and also a good sized landing platform, which a Z-95 takes off from, leaving you with a good area for duelling. If you do some jumping around, you will be able to get past this central area, over the small hills and into the surrounding terrain, which provides an interesting area to duel in due to the cramped conditions and uneven terrain. There is some new music with this map, which I presume to be from the Zone of the Enders soundtrack, and though it sounds unusual at first, personally I think it does fit quite well with the map. There are some things that need to be improved upon however. Mainly I feel the map could do with a bit more detailing and also that the terrain around the central area should be slightly larger and more accessible for duelling. The main problem though is the sky. Whilst the skybox looks fantastic, the fog in the map is only applied to the objects in the map, which means it doesn’t actually cover the skybox. This means that the sky is very clear and visible, whilst the bulk of the map is very foggy and difficult to see. I have encountered this problem quite a few times before myself and haven’t yet figured out a way to get the fog to apply to the skybox as well as the rest of the map. Personally I would suggest making a new skybox with more of a misty / foggy sky, then it will blend better with the fog used in the map. Other than that, this is a good medium sized duel map, and it certainly fits with the time of year! Thankfully though it is not quite as cold on Earth as it is on Callisto, otherwise we would all be frozen solid! :P Make sure to give this map a download if you like the look of it! :) [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Music:[/b] Yes [b]Bot Routes:[/b] Yes [b]Game Types:[/b] Duel, Power Duel ~Nozyspy~

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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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367 downloads

Uploaded:12-24-2008

White Odyssey

white_odyssey.zip | 17.57 MB

very impressive for that. I would like to congratulate the author on a speedy map that is actually [i]good[/i]. It's very easy to see how Blueice Twilight inspired this map. Where to begin... I'll start with the layout. There are three main areas. All of them are outdoors, and all of them are at least somewhat blue. One is a bridge over a chasm, another is a short road in a large ditch that opens up to a larger area, and the last one is the main area, containing a house and most of the goodies. All three had very nice terrain work. I can't say for sure how the terrain was made, but it looks very nice. Starting with the road in a ditch area. It's very small, but if you open up the door at the side, you'll have access to a nice, large, open area. At the far end, you'll find Santa's sleigh. I don't know if maybe his reindeer ran out of fuel and crashed and he left to get his insurance information, or if he's still loading up the presents, but in any case, they're scattered all over the ground. I wanted to open them so badly...too bad my lightsaber couldn't get through the outer shell. What ARE those things wrapped in? Next up is the bridge. There's a road crossing a chasm, and on the other side are plenty of trees. I didn't see any guardrails on the bridge. There's a balloon that floats around over the bridge and out over the chasm from which you can get a nice view of the place. There's not a whole lot to do here, though. The main area was the really nice part. One of the cool things is the slide up near the top. If you go down it, it throws you up in the air and lands you directly on the frozen pond. There's a tauntaun spawner behind the house, and a small graveyard. There are several huge presents piled up in one area, and there are many presents around trees elsewhere. There's also a fire pit in a small clearing. Now, on the side of improvements. Since this was a quick thrown-together project for Christmas, I highly doubt we'll see a version 2, but still, it's nice to give some points to improve. First off, the presents were all made with brushes. Because of this, they couldn't be rotated without misfitting the textures. I woud suggest converting them to ASE models and making good use of the autosolid option, that way they can be rotated or scaled any way you like. The piles would look so much more realistic. I would also suggest a higher-resolution texture on the bricks and crates, it would make everything look more clear and uniform. As a final note, a notice was passed on to me from Crazy, who got it from the author: they said that you can use their work, just give them credit for what you take. They forgot to include it in the readme, so it's up here in the review. Well, that's all I have to say. If you want a christmas map this year, this is it! New Textures: Yes New Sounds: No New Music: Yes New Models: Yes New Scripts: No Bot Support: Yes Gametype: FFA ~Dretzel

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1673 downloads

Uploaded:12-23-2008

Futurama PC Pack

futurama_ambrom.zip | 21.74 MB

with this show, it's on Comedy Central. If you want more information on the show's main plot, you can find it here: [b][url="http://en.wikipedia.org/wiki/Futurama"]Futurama[/url][/b] The first thing you'll notice about these models is the cel-shading. For those of you who don't know what cel-shading is, it's basically a technique used on skins & models to make them more cartoonish perse. As you can see, these models look just like the actual characters from the show. Cel-shading was actually a very good idea for this model pack because It gives you the feel of actually being in Futurama. Or is that just me? The first model in the pack is Fry. Fry is the main character in the popular show, and if you've watched Futurama from the beginning, you'd know his full story. The author did a great job on the textures of Fry. The cel-shading definitely added to the amazing features. Fry actually comes with two versions: With his jacket, and without it. Both versions are very good, and I didn't see any real problems with the actual model. The next model in the line-up is Bender. Unfortunately, I think the author made a boo-boo, because you can't change to the model in-game due to an unsupported model error. I'm sure the Author can fix this in a version two, but meanwhile, you'll all have to suffer through the fact that you can't play as Bender with this pack! >_> Last but not least, we have Leela. Yes, the cyclops with two ya-ya's and one eye! Strange, isn't it? Oh well. Anyways, once again, the author did a great job on this model. My only problem with Leela is when you look up, the back of her head looks squareish. Now, I'm not sure if this was intentional, or something you couldn't really fix. Although, I'd like to see it have more of a round look in a possible version two. Besides, when was the last time you'll saw a person walking around with a square head? Lately? Nope. Ah, I almost forget the sound files! You'll also notice that the taunts are quite funny, and are quotes directly from the show. I would tell all of you what they are, but I wouldn't wanna ruin the surprise now would I? Also, there's a hidden npc in this model pack, and it's none other than Lars himself from [i]Bender's Big Score[/i], the first Futurama movie. I'll leave it to all of you to figure out the npc name.... Overall, this is an awesome model pack, and the cel-shading makes it so much more like the actual characters in the show. I'm pretty sure you'll all have hours of fun playing as Fry, and Leela! Unfortunately, as I said, Bender is unplayable at the moment. Hopefully Ambrom can fix the model file in the next version. This is definitely worth a download if you are a fan of [i]Futurama[/i]. [b]New Sounds:[/b] Aye [b]Bot Support:[/b] Aye [b]Team Support:[/b] Nay [b]NPC Support:[/b] Aye (Also a secret npc) ~Syyrax

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182 downloads

Uploaded:12-21-2008

Rosh on a Spear

rosh_spear.zip | 383.72 KB

met his end. This time, not only does it have some originality, it has some amusement. Poor Rosh... I wonder what goes on in his mind, day after day, year after year. Must be torture to have to go through all those deaths. Wait, am I feeling sympathy for Rosh? *slaps self* Sorry, must have gone a bit crazy for a minute there. :P This saber mod gave me a bit of a chuckle, particularly when I struck an enemy with it. Yeah, cleaver use of the sounds there. I say download, and be amused! ~Crazy

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262 downloads

Uploaded:12-19-2008

Bat'Leth

batleth.zip | 470.75 KB

scary, crazy Klingon double handed sword thing from Star Trek! Until now I didn’t even know what this thing was called, but after copy pasting the name from the readme into the Memory Alpha Star Trek Wiki I was finally able to read up a bit on this weapon, called a [url=http://memory-alpha.org/en/wiki/Bat%27leth]Bat'leth[/url]. So with the advantage of a few pictures and some information on this thing, I feel I am now able to give it thorough reviewing. The first thing that is striking as soon as you set eyes upon these weapons is how scary looking they are, kinda like the Klingon’s (or pasty heads as i like to call then) themselves. :P There are two versions of this weapon contained in this pack, one that is spiky and vicious in style, and one that is rounded along the front. From looking at the pictures it’s easy to see that the models here are very well made and accurate to the actual props. There isn’t that much really I can say on their construction and skins though, because they aren’t very ornate weapons. There is the unusual shaped metal blade and the leather handles and that is it, but that’s exactly what they are supposed to look like! Both weapons are accessible from the staff saber selection menu, and are used much like a staff saber and there are also some new sounds to compliment the excellent models. All in all very good work here from Last Wish, this is a definite must download for anyone who is a fan of Star Trek or the scary Pasty Heads! ;) [b]New Hilt Model:[/b] Yes [b]New Sounds:[/b] Yes ~Nozyspy~

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340 downloads

Uploaded:12-06-2008

Gibson SG

gibsonsg.zip | 3.39 MB

menu, three new guitar hilts, each of which with a different funky pattern emblazoned on it. These hilts are modelled after the Gibson SG electric guitar, and so far as I can see from the photos I managed to find on the Internet, these models are impressively accurate! The coolest bit (at least in my opinion) are the new sounds. I bet you can guess what they are can’t you? :P Yes, that’s right, the new sounds for the swinging, hitting, and saber on/off animations are appropriately shot clips of guitar music, a really cool and original feature there, great idea guys! Not really got the money spare to smash a [i]real[/i] guitar up? Well now you can do it in-game courtesy of Last Wish & Duragon! If you get enough people together who have this mod, I imagine you might even be able to actually play a little tune using the sound effects for these hilts. Great work here guys! :rock: [b]New Hilt Model:[/b] Yes [b]New Sounds:[/b] Yes ~Nozyspy~

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3023 downloads

Uploaded:12-06-2008

Star Killer

star_killer_final2.zip | 4.97 MB

version. ;) Not to worry though, because this is a good skin and I am glad to see it back. Firstly, it is worth noting that there have only been some slight changes since last time around, as the author himself admits in his readme, he only slightly changed the default skins and thus the team skins are still the same as the last version. From what I can tell, the gloves and forearms have different textures as does the armour around his neck. The team skins are still the same, so that means a scary, pale, orange-eyed Sith for the red team skin and a clean robed Jedi for the blue team skin, both of which look great as I have said before. The author has also included Starkiller’s saber hilt (which uses the back handed stance ingame) with this file, which nicely rounds this file off. As I am sure I have said before, I would really have liked some custom sounds for the taunts and such, perhaps from the game itself, but the default sounds used for this skin do fit well so that’s not too much of a worry. All in all there have only been a few slight changes made, but they are an improvement I think. A good mod here for those who liked Starkiller and The Force Unleashed, if you guys like the look of it, then give it a download! :) [b]New Sounds:[/b] No [b]Bot Support:[/b] No [b]Team Support:[/b] Yes ~Nozyspy~

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331 downloads

Uploaded:11-23-2008

Glacial Wind

iceblade.zip | 1017.85 KB

out of ice. Nice idea - I think it looks pretty good! The model looks like a frozen flame, trimmed to a sharp point and with a hilt added onto it. The sounds are actually the best sword sounds I think I've ever heard, so that's another plus. Ice sword plus good sounds is a winning combination. The only thing this sword didn't do was bounce off of walls when I hit them, but we wouldn't want to risk shattering this beauty, now, would we? Pictures are worth a googolplex worth of words, so have a look. I'd highly recommend this to sword collectors. ~Dretzel

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556 downloads

Uploaded:11-22-2008

SM Swords n' axes

sm_axesandswords.zip | 1.58 MB

Something interesting packaged into a nice little download. This pack includes two axes and two swords. There's a basic axe and a basic longsword, and then a neat variation of an axe and a rusted shortsword. These are pretty basic, and at the same time, elegant. The axes look and function like axes, and the swords look and funciton like swords. I think the rusted longsword could have looked a little rustier, but otherwise, these served their purpose well. I do believe I even spied some shader work on them. Like medieval weaponry? Here's your file! ~Dretzel

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1032 downloads

Uploaded:11-20-2008