Jedi Knight III

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117088 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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3827 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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51360 downloads

Uploaded:03-09-2007

The Academy

the_academy_v3.zip | 24.36 MB

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

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61491 downloads

Uploaded:07-11-2005

Star Wars Episode III JKA Map Pack - Part 2

sjc_eiii_mappack_partii.zip | 82.43 MB

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

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23368 downloads

Uploaded:06-29-2005

Sith Council

sithcouncilv2.zip | 30.79 MB

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

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62936 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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72927 downloads

Uploaded:06-06-2005

Star Wars Episode III JKA Map Pack - Part 1

sjc_eiii_mappack_part1.zip | 54.04 MB

reading this review, downloading this map pack, then you saw Episode III. If not, don\'t read my review - there may be a spoiler or two. Okay, so I spawned in that one big room near the elevators. I immediately crawled down the broken one and explored the shaft. I don\'t think you can tell from the screenshots there, but there seemed to be water I was walking in here and there. Oh, and these screenshots are a bit out of order. See R2 down there in the water? I didn\'t mean for him to fall down there... I just love breaking grates. :D And that damn droid kept saying something every once in a while. Startled me every time and I expected them to spawn and start shooting at me and R2. Of course, R2 would\'ve kicked their asses. As you can see from the last screenshot there, I wouldn\'t have been much help to R2 since I decided to go and press buttons and got launched out into space. My FPS was decent on The Invisible Hand and I wouldn\'t be surprised if this map becomes as popular as the Duel of the Fates map - especially with that space-sucker-outer button. ;) And now Palpatine\'s Office - no, wait, that\'s a screenshot of Sith-J-Cull\'s office - or is it George Lucas\'? Bah. Maybe George and James share an office? ;) Well, I have no idea how to legitimately get to this room, I cheated and noclipped. :P But definitely check it out, it\'s amusing. :) The design and lighting of this map are great and accurate, though my poor screenshots don\'t justify the map. I\'m not quite sure why the chairs in the office can be pushed and pulled, but they can be. And the glass OF COURSE can be broken - how else could you reenact the scene where Windu gets - okay, I\'ll stop there. :) After testing these two maps, I\'m tempted to go back and find your first map ever submitted, James ... just so I can see if there was ever any improvement to be made. It seems to me you\'ve always been a great mapper and always will be. By the way, there are two screenshots of James\' upcoming work included in the zip file. So be sure to download part 1 of this map pack! Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, Duel ~AmosMagee

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26378 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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20619 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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3388 downloads

Uploaded:11-09-2010

JK2 Multiplayer Maps

jk2_multiplayer_maps.zip | 64.57 MB

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

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64777 downloads

Uploaded:10-02-2004

Naboo Hills 2.1

naboohills21.zip | 8.67 MB

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

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2676 downloads

Uploaded:11-11-2007

Nar Shaddaa Streets Map Pack

nar_shaddaa_streets_map_pack.zip | 34.54 MB

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

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70649 downloads

Uploaded:08-08-2004

Kamino

kamino.zip | 16.63 MB

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

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5795 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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11170 downloads

Uploaded:07-14-2009

Taris RP

taris_rp.zip | 56.5 MB

maps". It's a nice coincidence that this Taris RP map is being released while the Taris mapping contest is going on. Some of you probably remember Cydon (Ki_Adi_Mundi) for his Yalara roleplaying map which was a very nicely made map for roleplaying but was really lacking in the visuals, something that really turned some people off the map. He returns now after having "set out to do better, even if only slightly" with a map based on Taris, and I've got to say that he succeeded. [b]Accuracy:[/b] I want to start off by first of all saying that this isn't a map that was built to replicate the KotOR version of Taris. Everyone who's played Knights of the Old Republic knows that Taris got the $*#@ blown out of it by Malak's sith fleet, and so seeing as this is set over 4,000 years after that we can guess that the city was rebuilt and obviously the passage of time has changed some things as well. With that said, there's no mistaking that this is definitely Taris. Everything from the architecture to the sky, lighting, and of course the KotOR music just screams 'TARIS!' I was confused how the author calls Taris' lower levels the 'Undercity' when the undercity was ACTUALLY that dark and scary place on the floor of the planet that housed horrible monsters like Rakghouls and Igear. [b]Content:[/b] To say this map is a [i]large[/i] map for roleplaying is an understatement - this map is massive. You start off near one of two ships, either on the upper levels by a Republic dropship or in a lower-level hangar outside a familiar Nabooan ship which, by the way, is enterable and features all you'd expect from a ship including a briefing room, crew bunks, bridge, refrigerator, and more (I couldn't find a bathroom though... WHY DOESN'T ANYONE IN STAR WARS EVER HAVE TO GO TO THE BATHROOM?!) If you start in the upper level then you can go down one of those suspended walkways that Taris is so famous for and visit a number of locations. You've got a nice upper brow cantina; a government building complete with senate room and military base (Which in and of itself has a ton of content, including a shooting range, armory, and prison); and various other rooms for different government or military purposes (Who knows half of what those crazy feds do?) There's also a Jedi Temple with some really cool things like a display of floating rocks in the center of the entrance area, a nice library, a council room, and basically everything you'd expect from your average Jedi Temple. Also on the upper level is a door that leads to a nice lift-area that takes you to the lower levels, specifically a starport area (The area that houses the other spawnpoint at the Naboo shuttle). This then leads out to a dark and grimy lower area with a bunch of doors as you walk down. The doors lead to a bank (Which I thought was kind of odd to have on the lower level rather than the upper level); a cantina akin to the one in KotOR complete with crime lord throne, singing lounge, and combat arena, however the arena isn't even close to the complexity of the KotOR arena which was like an actual gladiator pit - this one is just a small sand box in the floor. Then you, of course, have the sewers which KotOR made so famous. In short, there's a lot to do on this map. [b]Visuals[/b] Yalara had potential to look great but the lack of appropriate lighting, some weird terrain bugs and too simple architecture, and a really bad choice of textures in some areas just destroyed that potential. The author took just about all they they did wrong in the last map and did it [i]right[/i] in this one - probably for the better because Taris is cooler than Yalara anyway. The very first thing I can say is that this looks like Taris. The architecture fits and the lighting is great in almost every area, from the Taris sky to the grimy lower level. There are a few places that look worse than the others due to what I guess would just be low-quality architecture and/or textures, such as in the senate room which looks too blocky. There are other areas, however, where the quality of the map really shines, such as in the main chamber in the Jedi temple or the entire outside plaza of the upper levels. Something that caught my eye was how the author makes use of a lot of sprites to make it look like air traffic is busy all over Taris, and it works really, really well on the upper levels as you look at the criss-crossing lanes of traffic in the sky. Unfortunately when this is attempted in the lower levels outside a window, the effect doesn't look nearly as good; just looks like 2D toy ships flying 3 feet away. The lighting is very well done, more more so than in the Yalara map and makes a wide use of shadows and actual light sources rather than just blanket lighting. It makes the map look so nice. [b]Conclusion[/b] All in all this is a very nice map and definitely an improvement in quality over Cydon's last project. ~Laam'inui

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8933 downloads

Uploaded:02-13-2008

Episode 3 - Mustafar

episode_3_mustafar.rar | 31.41 MB

or whatever. Here we got a map which the author made basing it on what we saw in the movie, nothing more nothing less. We got the landing platform where Padme\'s ship is docked, we got the bridge on which Anakin and Obi start out fighting leading to the control room which also has the conference room, finally we got the balcony on which our two jedi fight and ultimately leap down to the giant metal arm that collapses near the end of the brawl. All these spaces look very good and I must say it\'s the most accurate in proportion in my opinion. Some other maps are either way too big in some areas or way too small, this one feels more like you\'re on a very nice replica of the set. The only thing here is that the bot routes are not defined. The music is the battle music from the movie instead of just the Battle of the Heroes, which is good. Overall a nice map, not very big for a big fight but good enough for some roleplaying or just hanging out and fighting the big fight. Download this now! :D [i]Ayane Yamazaki[/i]

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6344 downloads

Uploaded:09-09-2007

Alzoc 3 Capital

alzoc_3_capital.zip | 26.2 MB

earnest, a good chunk of the map has retained the nature of its previous counterparts, so let\'s see what our friend Lady Forge had to say about the previous \"version\". [quote]I must say, this is one of the most amazing maps I\'ve seen. After testing the map for the better part of a half hour (and I\'m sure I didn\'t test every area, it was that big) I only found one error. This is Corellia. It\'s a very metropolitan take on Corellia, featuring many of the high-flying aspects of Coruscant. It\'s basically three skyscrapers jutting out of the sky of Corellia, each holding their own secrets to discover. I use the word \"secrets\" lightly, so don\'t take it literally. There were so many areas to explore, but I\'ll narrow it down to a few. First I\'ll start with the outside. Basically the outside is what it sounds like - the area outside of the towers. It features landing platforms, bridges between the towers (lest you fall to an unpleasant death), as well as various signs and displays. Quite possibly the coolest thing about these maps is that very little of the detail is static. Things blink and rotate, adding quite heavily to the metropolitan feel of the map. It is very reminiscent of Coruscant from Episode II. Inside the towers is plenty to explore. For instance I managed to find several vehicles (so to speak). Inside one of the towers was some kind of small ground vehicle, though unusable, and outside the towers were a cloakshape fighter and what looked like a T-16 skyhopper. That part was cool, because you can actually go inside of it from within one of the towers. Finding your way around these towers is no easy task, though. Just when I thought I\'d seen everything, I\'d find out that the elevators went down too! This is one of those maps that just seems ideal for an RP server. It\'s huge, has plenty of areas, as well as many things to \"claim\" as your own, including rooms, cantinas, and even what seemed like a black market stash of weapons, hidden behind some breakable glass. The one thing I found kind of distracting was that the atmosphere in certain areas seemed a little \"misty\", foggy even, though perhaps it\'s just my eyes. Still, ane excellent map, and certainly worth a download from anyone who considers themselves a map connoisseur. [/quote] In essence, the map pretty much has mostly additions and one subtraction I could note. For example, the Sky-high factor was subtracted in this version, and instead of falling to your death, you fall into a lower area with large pipes that slow eats away at your health until you get out. Should you find it, an elevator goes from there to a building with the glass doors in the previous one. This building has been renovated as well, the elevator you would have taken being the only functional one. The main addition was a new building. You\'re presented with a magnificent revolving glass door and a marble lobby. Quite magnificent. Going up the \'vator, one can then explore the new interesting interiors and MAKE MERRY =_=. Another small addition was a large catwalk that can be used for multiple purpose. Nothing too useful here other than a sniper and a glass platform. Other than that, it\'s almost like the previous versions, but with an atmosphere change(skybox, music, etc.) applied to it. Personally, however, I believe said change was for the better. I personally suggest you initiate Project Take A Look Around And See If You Could Use It. =_,= GIVE ME BANDWIDTH OR I GIVE YOU DEATH =_= Man, I love twisting and destroying historical quotes.. New Textures: Aye New Music: Aye Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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14244 downloads

Uploaded:10-19-2005

Battle of Geonosis

ffa_pgeo1.zip | 9.51 MB

famous scene in the movie, and not to bad a job at it to. I think the general feel one gets is what the author was striving for. Since this is being made for somthing else, I wont discuss other areas such as other rooms etc, since I do not know the reason or place this map holds in battlemovies. I will ask about two things that really stood out though. The first thing, would be the "sun" rays. I dont get them, and they do feel out of place. Maybe they were forgotten to be removed? In any case, the other issue is the weapons placement. In the under areas of this map, there are rows and rows of weapons all in the same place. The map is fairly pretty and like I already stated, does carry the general feel of its intention. Can't wait to see the finished / full version in the coming Moviebattles! ~LK~

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5239 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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6254 downloads

Uploaded:04-14-2008

Crash On Tatooine

crash_on_tatooine_reup.zip | 9.1 MB

and it's rare to find one without any apparent flaws. The text crawl is here, the cutscenes are smooth and flawless, the voice acting is good and has seamless lip-synch, and the plot, while short, is sweet nevertheless. You are one of the Academy students. While your comrades in arms are sent off dealing with Tavion Axmis and her cult, you are assigned to investigate a shuttle crash on Tatooine. In doing so, you must first engage in a canyon swoop battle with several teams of mercenaries, then a large warband of Tusken Raiders, before finally cutting through some elite Cult of Ragnos assassins. After that, Kyle [i]finally[/i] arrives with backup. All you have to fight with during this, is your lightsaber, a single medkit, and an E-11 blaster. The map design is quite good, although some areas are a little tricky for your swoop to maneuver due to it seemingly having either heightened speed or nerfed handling. Or both. All the details are in where they need to be, from the smoke on the crashed shuttle to the jawas milling around the sandcrawler. Relatively short mission, but very much enjoyable, and seamlessly constructed. Highly recommended for fans of singleplayer missions. Mercenary pretty much said "Errors? We don't [i]need[/i] no god damn errors!". ~ Kouen Edit Apr/14/2008: Added different screenshots and updated readme file at developer's request.

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3034 downloads

Uploaded:07-10-2005

Abandoned City of Antalya

icm_ctf2.zip | 3.21 MB

the attempt to recreate this, and it shows. It has the same ole freaky feeling that the single player map had. While it does truely resemble the single player map, you will notice differences here and there. Some things have been added while other things have been left out. The texturing was done very well giving it the same feel with few areas of mistakes. The FPS overall is not bad, but there are a few spots where some people may have some issues. There is one area where an entrance way is a water texture which then teleports you not to far... not quite sure about the reasoning for that. Again, while this also may be a re-release, those of ya who enjoy CTF maps would find this a good one. Check it out! -Bot support: yes ~LK~

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12310 downloads

Uploaded:02-08-2005

Jedi Academy Single Player Maps

ja_spmaps_mod.zip | 7.65 MB

least, that\'s how it appears to me. :) So all the NPCs are still there. And I didn\'t realize that right away. Well, I did when I ran into the Snowtroopers. But I had completely forgotten about the Wampas. So I was eaten. I\'m all better now. There are a lot of SP maps included here. So just download this little file, toss it in the base folder and you can access the SP maps much easier - y\'know, through the menu. ~AmosMagee

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47301 downloads

Uploaded:12-07-2004

Deathstar Trench v2.0

deathstar_trench_2.zip | 10.58 MB

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

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3849 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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31030 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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3791 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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2098 downloads

Uploaded:05-16-2008

Jedi Dojo

jedidojo.zip | 365.99 KB

that\'s what you get with this file. To get to the map, you have to manually switch to it, which is a bit annoying, but something that I can live with. The overall difficulty is average for ladder maps. Honestly, there\'s nothing more to say about it than that, really. Give it a download if you\'re interested in it.

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42468 downloads

Uploaded:10-20-2004

Episode III - Mustafar Duel/FFA

episode_iii_mustafar_sjc.zip | 13.77 MB

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

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5875 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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7465 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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7383 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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22232 downloads

Uploaded:05-02-2004

Sunset on Coruscant

rgoerduel2.zip | 9.21 MB

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

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2894 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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39315 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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54111 downloads

Uploaded:01-17-2004

Matrix Reloaded

matrixv3.zip | 33.34 MB

so much to choose from. I might as well begin with the main FFA maps, which come in day, and nightime versions. The main area has had a huge work overhaul, and isn't quite the same as usual. There's still the basketball court, middle section e.t.c, but it's seems a little smaller, possibly because the floor textures are bigger then they were before. ;) If this is so, how is the filesize bigger? Well, here's why. There's a whole host of new arenas, textures and fun duel areas to keep your interest, and there's even a bouncy castle now! I spent over half an hour bouncing around there and looking like a prat :) Anyway, more on that later. The second reason for the larger filesize is that Nathan has included a new piece of music (as well as the Burlybrawl.mp3) which happens to be my favourite Matrix music of all time :D Just listen to it at around 1:00min. FANTASTIC :) (It's the chateaux fighting music.) Now then, back to the map. There are some new areas, and some old ones have gone. This may cause unrest for those who enjoyed these areas, and I hope I won't detract from anyone's expreience. The sniper areas are still intact, for which I'm very happy, although Nathan has decided not to include the flat areas in his interests of keeping high FPS throughout the whole map, which I might add he has done spectacularly well :) I averaged over 100fps throughout the whole map! And i still averaged over 35fps with 4x Anti-Aliasing on :) No kidding! So, although the flats are gone, servers wont be getting any lag problems with this map. Now, don't get upset because they're gone, be happy, because the new and improved areas make up for this loss very well. The skating rink looks neater than ever (Love the blue beams) and the fans in there weren't just added to fill space, you can tell each area has been really well thought out. As I mentioned before, there's also a bouncy castle area (which is great fun) and also a raceway which stretches around the top of the main arena, and theres a short one in the car park as well. So, that brings me onto the car park area. Now this is probably the area which has changed the most from the V2. For a start, the textures in here are a HUGE improvement over the v2, and this makes the whole arena that much more creative. Secondly, the road has been tweaked and altered into a 3-storey ...thingy. ;) Which looks very good. The roof area is still intact, and the electric room is more detailed. What's next? Ah yes, the secret room. This area of the map looks nicely made, with a huge stereo system and a DJ set. Pity most of its textures were missing :( Not to worry, its a hidden room, so I doubt many people will use it :) The other areas, which many will remember from the V1 and v2 are the Chateaux, the Teahouse and the 'Coded' Teahouse. The teahouse is very well designed, and realistic. It's probably the best one-on-one duel area in the map, so I spent lots of time looking at all the cool architecture e.t.c. Then I moved onto the 'Coded' version. The first thing I noticed was that the scrolling matrix code looks much, MUCH neater and flows together with each other in a much improved way. Plus, it looks especially cool with Dynamic Glow on :) The final area I found was the Chateaux. It has come a long way from the v1, although not much has changed here from the V2 version. Good job :) Finally, the Architects room. The textures in here are a little misaligned, but I can't see them being any better. ( Being a mapper myselft and knowing how frustrating curves can be;) ) Theres still the good old chair and 2 doors to choose from. This room is a good duel area, although its fun to see how many people you can cram in there :) That's about all I have to say for the day version. Next, the NIGHT version ! Well, it's basically the same map, except at night-time :) The most noticable difference, aside from it having a nicer sky and darker lighting, is the windows in the main area. They now glow from within, casting lovely shadows all over the arena. My one downer was that the colour is a little too contrasted for my liking, but its still a lovely effect. Oh wait, I missed an area! The corridors! They are again, much improved, and look better. You can also tell which doors teleport and which ones dont because some pulsate and some dont. Anyway, back on track. What else is different in the night version.. well, that's actually about it. There's no special arenas in it, but it doesnt need em. I just like the change in atmosphere :) Finally, there is now a clever map in the levelshot, showing you where all the arenas are, so if you found yourself getting lost in the V2, this should make life easier for you :D I personally think this is a much better idea than having 2 maps, one with, and one without signs (like the V2) because it would make the filesize way too large. I really can't recommend this download enough, it may be a bit on the large side, but it's well worth it :) :) The other 7 maps are duel maps, ecah one in a certain part of the main map. They're basically the same areas found in the main ffa maps, except with the rest closed off. And don't worry, they also come in day and night variations :D 10/10 Perfect work. :) New Textures: Yes New Music: Yes Bot Support : Yes ~Szico VII~

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1915 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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2758 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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4580 downloads

Uploaded:01-14-2008

Korriban Sith Academy

korriban_sith_academy_v1.1.zip | 7.24 MB

features two generalized areas -- inside and outside. The outside portion is a valley, not dissimilar to all the descriptions of the Valley of the Dark Lords that we have out there. It\'s got valley right there in the name, after all! The terrain is pretty good, although there are many areas that are not smoothed which detracts from a realistic feel. The entrance to the main complex really struck me as unique. Scripts are used to create a compound door that opens in a very interesting way. In terms of gameplay, this may hinder gameplay as the doors open very slowly. So you trade playability for eye candy -- your call on whether that\'s for you or not. I found the architecture inside to be somewhat hit or miss. I originally thought that the textures didn\'t fit with the more modern architectural style, but after a while it grew on me. I do love the layout of the map, and it\'s big enough to support a decent-sized free for all. The architecture is also varied enough to avoid boredom. There are some small updates and some minor additions from the first version, but I\'ll let you read about them in the read-me as they do seem more detail oriented than content oriented. My biggest suggestion would be to work on the lighting. In some areas the lighting just seems fairly unrealistic (ie pitch black in the shadows outside, and the light from the flames seems far too yellow). Otherwise seems like a good map and I think with some more aesthetic updates it could really polish up well. [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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1146 downloads

Uploaded:03-04-2006

CTF Tribute

tribute.zip | 1.31 MB

in JK2! So I’m always glad when I get to review a new CTF map ;) Personally I quite enjoyed this map, overall I think that the gameplay, and the flow of the map was very good, you could certainly have some frantic battles here. Features like the breakable glass added to the fun of the map, after all, who doesn’t like to shoot at a window with their blaster and see the glass shatter? ;) As for the weapon placement, which is very important in a CTF map, I must say that it is pretty well balanced. There weren’t too many weapons too close together, they were all well spread out, and they were in strategic places too. For instance trip mines and rocket launchers on a ledge overlooking a narrow pathway between the two bases. Now, onto the architecture and lighting. All in all I think the construction and architecture of the map was pretty cool, there were quite a few nice features, like the pillars rising out of a bottomless pit in the flag base area. The shapes were very unusual but I really liked them. I also liked how they were textured, white overall, but with black in the areas that were cut out of the pillar. The black and white textures used (they are the same texture, one coloured white, and one coloured black) go together quite nicely I think. However I feel that in some areas they were used a bit too often, and some parts looked a little flat. Overall though, I liked the way the black and white textures were used, because they made the map look quite ‘space-age’. The other textures used went with the black and white ones pretty well too I think. :) As for the lighting, that also was pretty good, however in one or two areas it seemed a bit harsh. Overall though, not bad! I think this is a pretty cool CTF map, it looks cool, and has good playability too. Probably my favourite area, is where there are two bottomless pits, with a narrow passage inbetween them that connects the blue base to the red base. Out of the pits rise two pillars with weapons on top, and overlooking the passage are ledges where there are rocket launchers and trip mines. That place would be great for some really intense battles! One thing the map could have done with is some music though! It’s a bit too quiet. :/ But all in all a nice CTF map here, give it a download if you like the look of it! ;) Bot Support: No New Textures: Yes New Sounds: No New Music: No Game Types: CTF ~Nozyspy~

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24070 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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44313 downloads

Uploaded:03-29-2005

Jurancor Park

sjc_jurancor_park.zip | 53.51 MB

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

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36155 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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8522 downloads

Uploaded:07-25-2004

Lost Temples Map Pack

fctlosttemples.zip | 4.92 MB

all that impressive when you first spawn into it. I wasn\'t quite sure what to expect, but it seemed a bit too bland. I approached the statue in the center and and thought that was kinda cool, but meh. So I explored some more. And I saw these three portals that apparently went to different rooms - I certainly didn\'t expect to be taken to like, another world. :) I won\'t tell you about each place because they\'re also the duel maps included in this pack. One very cool feature for each arena is that you can lock it by pressing a button near the door to lock it for a full minute so no one else can enter. Korriban Tomb - A very colorfully lighted map with large angular pillars, a light fog throughout the whole map and some nice detail. There are small rooms that surround the large area for dueling where a throne sits. Yavin Temple - A very high ceiling here, as is the case with most Yavin temples. Tall windows line the walls and there\'s a structure that obstructs the area, which always adds some interest to a duel. Praxeum Temple - Probably my favorite of the three duel maps. There\'s a low-ceilinged room with triangular pillars with blue lights embedded in them. It\'s a dark map, but take the elevator up to a brighter, blue room with large round pillars and familiar textures. Bonus map - There this extra map thrown in that is great for duels or FFAs, I\'m thinkin\'. It\'s just a big colosseum with some very nice details, but also some bland and boring textures. I have mixed feelings about each of the individual maps, definitely the Praxeum Temple being my favorite. It\'s a concept close to that of the JK2 favorite Cloudshark. It\'s perfect for those JA FFA servers where people mostly duel (well, the FFA map, that is). Great work here! Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, TFFA, Duel ~AmosMagee

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1376 downloads

Uploaded:06-05-2010

ISD Exactor

isd_exactor.rar | 6.91 MB

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

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8201 downloads

Uploaded:03-18-2006

Jedi Temple Battle Map

jedi_temple_battle.zip | 9.23 MB

that I really like, and then there are parts which I really don't like. As a gameplay map, this certainly doesn't have the best layout, and the framerate is far from good, but it is acceptable. Architecturally, it is a gold mine. Unfortunately, this particular mine only has sparse deposits of gold. Although what architecture there is is very aesthetic, it just isn't consistent. Some rooms, such as the medical lab, are incredible, as are most of the areas of interest, but in between the focal areas, there's huge sections of repetition and several lapses in quality, such as in the long hallway overlooking the city, and the archives, which were by far the worst places. :( The lighting also lets this map down somewhat - mostly because it seemed very blurred and unfocused - lacking definition, but also because there were a great many unsourced lights, or rather the sources didn't match the illumination. There was also some 'splodge' lighting in the circular room with the globe, but that was kept to a minimum. I did like the use of the player models as statues though; they looked very impressive from a distance. Not so good from up close I'll admit, but it's good to see people taking the initiative and moving away from the overused Korriban ones. :D The other small problems included small areas of Z-fighting, missing noises on doors, models you could shoot through, (use physics_clip to combat that) misaligned textures and mismatched patches, which left gaps between the seams. Aside from these small errors though, as a whole, the quality is above average. I do think including the council chamber/meeting room would have been a good idea though! But not including bot-support was a very BAD idea. New Sounds: Yes New Textures: Yes Bot Support: No ~Szico VII~

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8934 downloads

Uploaded:02-17-2006

()Academy

gjov4.zip | 10.05 MB

one map, and consequently, it doesn't flow very well - each area doesn't merge with the next, almost seeming random at times. There's also the problem with the framerate. Whilst some areas are okay, a great portion of the main fife areas have a framerate that is less than brilliant. This could be solved with a more solid design and linkage between areas, using structural brushes and than areaportalling off each area. The lighting is for the most part, very nice - sometimes it can be a bit vivid, but most things have a source and the lighting is appropriate for the scenario. There are exceptions however - some corridors are far too bright and the outside sections are far far too dark. The patchwork in this map comes in sporadic sections of excellence - the biological-looking room being an example. That room is creepy, I swear, so I didn't like getting locked in there too much. Creepy, but very well-made. The rest of the map also shows better than average design work, with models and brushwork combining to create some nice ambience. There were parts I didn't like though - many of the doors and switches were silent, causing confusion as to whether they had been activated or not, and whilst the author attempted a portal sky, the terrain just looks far too fake - the texture repetition on them really lets it down, despite the nice clouds he's added into it. The music also has its up and down points - the beginning is nice, but then it degenerates into a soulless rhythm. The many clan logos and star wars pictures posted around the place also spoil the setting, pulling you out of the otherwise believable world that ZidZabre has created here. There is also a small bug created by the sky portal in one area, but fortunately this is the only area it appears to be affecting - whereby giant black 'curtains' appear across the corridor. There's a lot more I could say about each and every area of this map, but it would simply take far too long, and if you like the look of it it's best if you simply try it yourself. I enjoyed exploring it, both through beta and this final stage, and whilst I am disappointed the author didn't fix some of the errors I pointed out to him at that time, he should be proud of what he's managed to create here. Except for the fact that he didn't include botroutes. Bad Zidzabre! *slap* ;) New Textures: Yes New Sounds: Yes Bot Support: No ~Szico VII~

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7707 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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14004 downloads

Uploaded:05-20-2004

-[ZoU]- Zone of Ultima Fortress

zoufortress.zip | 24.7 MB

But! We all know there are exceptions to that generalization and in my opinion this is one of them. This map is cool! There are so many things to explore and the rooms have their own cool sounds and what not. I particularly liked the underground portion of this map, the sounds and fog and such fit so well in that part. There were however some FPS problems in some areas but this was quickly forgotten about while I was running around looking for the secrets and such. This map has a cool \"music room\" where you can change the music over the entire map. There was a problem with one of the choices for the music, I guess the song was renamed of not packed in the .pk3 or something because it said it couldn\'t find the file. Still quite a good map though! In the readme it says there\'s a spawnable NPC that you can fight by pressing use on a clan logo somewhere, I didn\'t get the chance to try to fight him so I can\'t tell you how to beat him =). All in all quite a cool map! It has tons of new shaders and textures and nifty doodads that you can play with. I hope to see more than clan maps from you El Cuko. Good WOrk! Bot Support: Yes New Textures: Yes New Music: Yes Gametypes: FFA, CTF, TFFA -SanosuKe

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32784 downloads

Uploaded:10-16-2003

Shroom\'s Deathstar

shroomsdeathstar.zip | 7.47 MB

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

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3251 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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5692 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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2584 downloads

Uploaded:03-24-2008

Operation: Spaceport

sp_spaceport.zip | 5.01 MB

maps. I have for you all one of those exact things that I love. The map is pretty well built from what I have seen so far. There are some secret areas to explore, at least I assume there is more than the one I found... There was a bit of trouble getting around some areas, for example, the part where you have to go underwater, I had the hardest time jumping up out of the water for some reason. That could have just been me, though, and any other little troubles are really not the author\'s fault, but the game\'s fault. I was a bit disappointed that there was no introduction to the level, besides the camera coming down to where the player spawns, but if anyone wants the backstory, they can read the readme. :p There are no set objectives in the menu, which I found to be a little disappointing also, but I managed to run around randomly until I found what appeared to be the right path. I was a bit disappointed that you can\'t choose your difficulty, create your character, and choose your saber like you could in the normal game, but it really was not that big a deal to me. Of course, this made the level feel too easy for me, but it was still pretty fun to play. I\'d suggest a download to any SP players out there like myself.

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3400 downloads

Uploaded:01-17-2008

Frozen Temple {RGD}

frozen_temple_renegade.zip | 40.43 MB

of it, and I spent a good long time looking around. What I really noticed most of all, though, is that there is no overall theme to this map and that the style is inconsistent from room to room. This may perhaps be what the clan requested, but to me it simply make the map seem fractured. My first thought on this map was \"frozen temple... but there\'s lava and palm trees!\" Potentially a moot point, but only a small portion of the map seems to have anything to do with the name. Most of the architecture seems sound, varied, and interesting, but I found myself not liking most of the texturing. None of it seemed to flow -- especially from area to area where the style often did a complete 180 -- and the doors especially bothered me. All the doors in this map look like walls until you bump into them and they open! This makes it very hard to move around until you get used to the door texture scheme. I also felt the lighting in certain areas was below average, such as in the throne room with the Marka Ragnos statue. There no source for the big light splotches on the wall which wasn\'t something I expected to see from a well-versed mapper. Individually I\'d say each room definitely has its strengths, but for some reason putting them altogether just seems not to make much sense and there doesn\'t seem to be any rhyme or reason to it. As far as gameplay goes you better bring a lot of friends or you\'ll never have anyone to fight. The map is so big that apparently the author reached the brush limit and had to stop. It seems designed okay for gameplay, although there were some areas that I thought were a little bit confusing to maneuver through. Overall not a bad map visually, I just got a disconnected feeling from it. It\'s still very interesting and well constructed so if you don\'t mind that no two rooms are alike then feel free to give it a download! There are only a couple of references to the clan that requested it so it may not be a big problem for non-clan members. [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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5252 downloads

Uploaded:10-09-2007

Battle of Mygeeto

siege_mygeeto1c.zip | 34.74 MB

definitely not a bad thing. So if you hadn\'t noticed, this map is a siege map. I know a lot of people will [i]love[/i] that, but naturally there will be others that will say \"Darn, if only it was a free for all map!\" In either case, the map is very well put together and is bound to impress any prequel enthusiast, and the fact that it\'s a siege map only makes it more impressive. I found the detail in the brushwork to be most enticing -- the complex nature of the designs was enough to win me over. The texturing is also very much fitting, as is the overall ambiance which is greatly enhanced by adequate lighting. But the thing that really brings the entire map together is the skybox. The skybox itself is beautiful, and aside from a few obvious mismatches with the bridge lights it looks almost perfect. This map is definitely one of those you should pick up, and I certainly hope that when the author has this map up to the level he wants it that he releases a non-siege version. I\'m sure it would do just as well, if not better, in the downloads department. [b]Bot Support[/b]: Yes [b]New Textures[/b]: Yes [b]New Sounds[/b]: Yes [b]New Music[/b]: Yes ~Inyri

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5643 downloads

Uploaded:08-28-2007

Mos Eisley Backstreets - Day

day_moseisley_bkstreets.zip | 32.06 MB

Star Wars game features a Tatooine area, from Knights of the Old Republic to Force Commander to Battlefront. It's the epitome of Star Wars locales. This is probably why every serious mapper has done (or at least attempted) a Tatooine map. Whether it be Anchorhead, Mos Espa, or Mos Eisley, they come in waves of Jawa-y goodness. Oh sorry, no Jawas in this map. Scratch that. This is Mos Eisley, and boy is it a treat. The emphasis of this map, architecturally, is most certainly curves. Everything contains curves, from the buildings themselves to the draped overhangs on the mango stalls. And if I see another mango... Ahem. Anyway... The architecture here is beautiful, by far dwarfing anything the Raven development team put together. Although many JA mappers have shown that dwarfing Raven is not a difficult thing to do. =p My favorite location here is probably the junkyard, just because it's so awesome. It's got a very realistic feel about it, not to mention the sheer amount of [i]junk[/i] in it is bound to make for some great combat. Don't trip! My next favorite location is the cantina, which very tastefully (and amusingly) uses screenshots of JA swoops as well as KotOR swoop racing to give it a very sports bar feel. The furniture in there is also to die for -- very realistic! Some great brushwork here where many might resort to map objects. I could go on for hours about this map, but I have to save some stuff for [file="82445"]the night time version[/file]. Yeah, you heard me... Make sure and check that one out too! [b]Bot Support[/b]: Yes [b]New Textures[/b]: Yes [b]New Sounds[/b]: No [b]New Music[/b]: No [b]Game Modes[/b]: ffa, team ffa ~Inyri

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6637 downloads

Uploaded:08-06-2006

Legend of Zelda: Ocarina of Time Duel Pack

zelda_map_pack.zip | 22.75 MB

Sorry bout that, Data. :p )[/i] So, what do we have here? Awesomeness. On all four counts - technical, aesthetic, gameplay, and accuracy. Not meaning to sound like a drooling fanboy, but I was literally stunned at how much of the originals I could recognise in here. I even had to set up my N64 and do a comparison, just to be sure my mind wasn't playing tricks on me. Four maps are included here - Temple of Time, Zelda's Garden, Chamber of Sages, and The Sacred Realm. For each of them, I had no issues whatsoever. Almost no glitches, perfect lag-free gameplay, and a noticable lack of retinal injury. All four maps stand out enough to look more like Zelda than Jedi Academy, but they don't stand out so much as to contrast with the game. I'll start with Temple of Time. Firstly, the texturing job looks very professional, and is incredibly accurate to the game, down to the very last pixel (although some artistic liberties have been taken for things the game doesn't actually show ;) ). The Master Sword's room at the back is, literally, the perfect representation. Even the little stones have been added in, looking just like they should, right down to the texture and shader used. Zelda's Garden is just as it was in the game. This was where I encountered a glitch or two - in the side rooms, they pass off into the void. This doesn't happen in the throne room though, which I'm sure any roleplayers or movie makers will be glad to hear, if they ever intend on a Zelda RP or movie. The water shader is surprisingly pretty, and has a good degree of cartoonyness to it (I make words up a lot - so sue me :) ), although it's not exactly like the OoT shader. That can be attributed to the engine, though. The Sacred Realm, while not seen in it's exact form, is as close to any rendition I've ever seen. I had a bit of a gripe, namely the Triforce - it clashes with the flare used. Personally I would have added a dynamic glow instead, but at least this way, anyone can see the glow. Other than that, not much else to comment on - it's a fairly simple map. Finally, the Chamber of Sages. All I can say, is "neat". Take a look, and see for yourselves. This room did have more glitches, though - the water shaders are visible through each other, and if you use noclip, you can see up through the central column and clearly see where the medallions and Triforce are caulked. Not really anything that can be done about that, though, aside from putting a stone column in the center of the water - and that is not how it was in OoT. Frankly, these maps are beyond constructive criticism. It's clearly visible that they've been tested, retested, tested, retested, and tested some more until the authors were happy that they'd perfected them. I can pin glitches and slight flaws on, but I severely doubt those were fixable due to Q3's limitations. It makes me a happy panda to see that authors have gone over their work repeatedly, making sure everything is fixed, and pushing the quality of their work to the limits, and for that, Jeffrey and Gaara deserve some kudos - and that's before observing the quality of their work. I can't wait to see how the Hyrule Castle FFA map turns out, and no doubt there'll be more to come. Just keep your hands off the Fire Temple and Water Temple - those are [i]my[/i] bishies! ;) This pack is an absolute must for any Ocarina of Time fan, any Zelda fan in general, and a definite item of interest for anyone who likes quality duel maps. ~ Kouen [b]Bot Support:[/b] [b]Custom Textures:[/b] [b]Custom Models:[/b] [b]Custom Music:[/b] [b]Gametypes:[/b] Duel Powerduel [b]Other Files of Interest:[/b] [file=63486]Link (4.0)[/file]

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1436 downloads

Uploaded:11-26-2005

Quake 3 Remake Pack

q3_remakepk1_jr.zip | 4.52 MB

better for guns-only matches ,due to height restrictions in many of the areas throughout both of the maps included in this pack. I haven\'t played quake 3 by the way, so I have no idea whether there are good replicas or not. ;) Oh yeah, I have a personal request. Next time you make a map, could you possibly make the map filenames a little bit easier to remember? As they are, i had to check back like 4 times before i managed to load it in the console - just a thought. :) Oh yes, and you haven\'t caulked the outside of the maps, which will lower framerates...Onto the review then! I\'ll start with the day-time one (I forget the exact name.) The major spoling point to this map is the missing textures you get as soon as you spawn in, on the archways. Unfortunately that really spoils any atmosphere and looks really ugly, so you have to fix that. Architecturally, It\'s good, although I imagine most of it came from looking at the original maps and isn\'t your own inspiration. The lighting and fire effects are nice as well, although sometimes the glow emitted is a bit too big for the source. I also really liked that big mouth - again not original, but still very cool-looking, oh, and the rain coming through the ceiling looks good, but doesn\'t really fit with a sunny sky ;) Ah yes, also, before I forget, the music is really :thumbsdown: and is just too repetetive and well... just not a good choice in my opinion. The second map is really what the first should have been, but for the missing textures. Its surprisingly similar to the first map, architecturally, but is set in the evening, and has a different ambiance, more of a quiet feeling. The blue lights you can see around the level are great, but i noticed that many had no sources, so blue light appeared to be coming from nowhere. In other areas, white glow was coming from blue lights, and vise versa. I suggest you change the teleport texture too - it just doesn\'t look like a teleporter. :( Overall though, great pack, especially the second map - they both have bot support and unfortunately the same (awful) music, but I can see them being good fun to play guns in :) New Textures: No New Sounds: Yes Bot Support: Yes ~Szico VII~

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17779 downloads

Uploaded:12-04-2004

Coruscant Streets

coruscantstreets.zip | 21.89 MB

worth another look for me, because I really hate having to shut down all of my programs, restart, start everything back up again, load the map - only to have it crash again. So, Black Hunter, let me start by saying that this map looks great when you consider the screenshots. Anything that\'s Coruscant Streets-like is going to appeal to me. I love this theme. However, you screwed up in some MAJOR ways. There are several missing textures. The music doesn\'t fit this map AT ALL. You\'ve added posters that just aren\'t consistant with the Coruscant theme and really cheapen the atmosphere that it seems you wanted to create here. And finally, worst of all, I was getting about 9 FPS in some areas. It\'s a pretty map at first glance, but don\'t judge a book by its cover. This map has some serious flaws and it needs to be fixed. It\'s too big, sluggish, inconsistant visually and musically and it crashed my computer. I never, ever, ever rate maps. At least, not to my recollection. However, to make my point completely clear that making good maps are about how the map plays, I\'ll rate this one and I\'ll give it a 2/10. And that\'s generous of me. You get 2 points simply for making a map that does work, and almost getting the theme right. Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, TFFA, CTF ~AmosMagee

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50629 downloads

Uploaded:09-02-2004

FFA Episode 1 2004

ffa_episode1_2004.zip | 30.87 MB

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

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18968 downloads

Uploaded:03-03-2004

Temple of the Dragon (final)

dragon10ja2.zip | 22.55 MB

greeted by a nice looking, petit garden with its own chinese bridge and bench to put my feet up on. The design of this garden is pretty simple however it has detail enough to look nice and would be good for dueling in. You walk into a teleporter that is an image of the council chamber to go...into the council chamber unsurprisingly! I must say this room is nicely done, I particularly like the dragon flag fluttering in the breeze, it shimmers like water. The thrones are nicely done, looking sharp like dragons fangs and as though they are really plastic (I know they\'re notsupposed to be but the environment map makes them look like black shiny plastic which I really liked). In the council chamber though the environment mapping is slightly excessive and doesn\'t work well on the black floor, it is too strong. I entered the first transporter which took me into a small cliff-side rock room which a weird pattern on the floor. I saw two buttons, hitting the one on the left changed the music to a song I don\'t recognise but I didn\'t mind, was quite quiet and I like it when the music doesn\'t sound like I\'m in a concert. I hit the button on the right and then a rancor vehicle appeared next to me..although at first I jumped back and squeeled cuz I thought it was going to attack me (No sleep, I was hallucinating!) I headed back off to the council chamber and then went thru the second teleporter to find myself outside again in what appeared to be the floor of a temple, kinda like ruins of very very old; more buttons to press here to spawn things and change the music. This is a perfect dueling area, flat ground in the centre, little decor around the edge in a nice bright skybox. The next transporter took me into a weird futuristic room where each corner has a bounce pad which is fun when you\'re diving around and accidentally touch one, the wall texture in here was stretched somewhat though and I found that displeasing. Two more buttons here, music again and a reborn spawner - these button respawners are great for those of you on a server with no other people yet. Makes it choosably interactive Finally I went through the last transporter to find myself in no other than a (slightly trimmed down) version of the dojo from the first Matrix film where you could of course spawn someone to kill The only problem with this room was the light beam effects on one side of the room, the walls themselves were not bright so it was effectively a dim wall where sunlight was mysteriously coming through. In this room, you also had the music button but this time, of course, it was some Matrix music which is a very good choice, it\'s one of my favorite Matrix tracks. There are secrets on this map, most noteably the flashing discotheque with funky music known as \"Shady\'s Dragon Bar\". I\'ve always been a fan of bars simply because they are totally unneeded in any map but the mapper puts in the effort to make them anyway for a chill zone. Being a secret they are often declared as no kill zones which pleases many people who believe in nokill area\'s. In my travels I also found what appears to be a secret council room that takes a slight knights of the round table theme and warps it into a dragon clans idea of a council room. The music is very very mellow in here and fitting for the name dragon. There are more secret rooms but I\'ll leave you to find them on your own Overall, a nice map, it may be a clan map but it is a nice map and worthy of anyones base folder. Neatly mapped out, nice texturing and suitable for FFA, tournaments and dueling as well as those of you who are plain bored and want a fun mini world to explore![/quote] The only difference between the JK2 version of this map and this one is that the one for JA took the same concept used for music in each room and made an NPC generator in the rooms. So you can fight a Rancor, a Wampa or just a Reborn with a staff saber, if you want. It\'s a clever idea and works well for this map and the way it\'s laid out. I don\'t know if there was bot support in the last version of this map, but there is now. I couldn\'t find all of the secret areas, I don\'t think, so good luck to you. :) This is the final version of this map, so I can\'t wait to see what else Night Shade has in store for the community. Hopefully more maps. :) Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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18444 downloads

Uploaded:02-15-2004

FFA Bespin (Update)

ffabespinupdate.zip | 3.53 MB

Just a port. No changes made, just good old Bespin Streets FFA! And that is not necessarily a bad thing. Obviously, all the familiar areas make a return, such as the landing pad, the streets themselves, and the rectangular building. There\'s not all that much that can be said about this, as it is simply a port. A most welcome port, however. I find the base maps in JKA to be rather boring, and there is only five of them. The base maps in JK2 managed to stay fresh the entire year and a half I played the game. Bravo, Tysplo! ~Lord Griever~ New Textures - Yes(JK2 textures) Bot Support - Yes New Music - No [/quote] The only thing that has changed with this version is the fact the problem with Rift Sanctuary has been rectified. That\'s all there is too it! This has been fixed by [BLU]LCARS> but the map was not originally done by him as he clearly states in the readme. -WadeV1589-

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8047 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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6730 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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1108 downloads

Uploaded:02-22-2009

Crimea

map_duel_crimea.zip | 4.18 MB

review, a basic rundown: this map is a two-arena ground that honestly keeps reminding me of some sort of temple proving grounds. Texturing and architecture here are just sublime, and the music makes me feel like hosting a tournament =_= ...hmm.. I think there's honestly only one thing that was wrong with the map, and that was in the cemetary. One of the cross markers was partially detached from the base of the cross, so you had a brush sorta floating there in mid-air. Not a good look, but then again, it's not particularly super noticeable. Otherwise, this map rules hard, and I can see it being used for small saber FFAs as well as duels. You would be wise to investigate this handiwork, as I may abduct you in the middle of the night and force you to compete in my bloodsoaked tournament =_,= mhmhmhmmhmhmhmhmhm..... [b]-=Averus vanishes into the darkness, leaving only a picture of macaroni and cheese=-[/b] New Textures: Aye New Music: Aye Secrets to plunder: Nay Bot Support: Aye - Averus Retruthan

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2204 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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11033 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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2643 downloads

Uploaded:05-31-2008

Valley of the Jedi

duel_votj.zip | 6.24 MB

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

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10970 downloads

Uploaded:08-25-2007

Hexes Ghetto 2 JK3

hexes_ghetto_2_jk3.zip | 41.5 MB

still has an awesome feel and it was fun exploring the new rooms. Here's my original review: [quote]Generally when I open up a mod or a map and take a look at it in JA, I always manage to find something that the map or mod reminds me of. In this case, that opening scene of the film "Blade Runner" with the noodle bar man and Harrison Ford. Maybe a little bit of Tokyo in here as well, crossed with a bit of Coruscant....ANYWHO, the review! Ive chosen to re-review this from the previous review of the JK2 version, mainly because I have quite a lot to say about this map. I really like some of the features, lots of nice pretty lights, moving screens, gives it that Coruscant/Blade Runner feel which I really do take interest in. Definitely the main city is my favourite part of the map. The snipe wars and throwing people off that top balcony...I could have such a blast, and I'm sure you will to. The main area leads you off to several different places of the map, each for a different purpose I presume. Many areas for holding duels in, and the architecture is top quality in almost every place of the map. The textures give this map a really nice feel as well, the variation is great and the quality is also good. All the rooms are decent sizes, and have a unique look and feel about them. Again perfect for mass FFA and merc wars, but I could also see some very nice RP's happening here as well. That's what I like about the map, it has the potential to be used for other activities such as RP, and is not limited to one type of fun. A suggestion for a V2 though, put a bar outside, then I can recreate that "Blade Runner" scene Roll Eyes (sarcastic). One thing that really put me off though, was the choice of music. Now I'm more of a Metal head/old school rock fan, so techno Star Wars isn't really my thing, but hey, I'm sure others will like it. I don't think there's any difference between the JK2 version and this one, I checked the screenshots of the JK2 version and I'm pretty sure its the same map. Author states there's seven secrets all together, so lots of time for exploring! I like this map, I suggest giving this a download if your a futuristic/Star Wars/Blade Runner fan, you wont be disappointed. -|Sho'Hen|-[/quote] Whats new in this version? well Hexes has added a load more things to check out room wise. There's a maze, a pit lava duel room and other new rooms for exploration. As far as I could tell, all the new places are secrets. I no-clipped the map to find them so I cant point you in the right direction I'm afraid!:D A couple of original rooms now have npc support in them so you can spawn until your heart is content. If you liked the first version, you'll love this one! Give it a download! -|Jorka Sho'Hen|-

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3632 downloads

Uploaded:03-19-2007

Final Fantasy VII - Anxious Hearts

ahf.zip | 34.89 MB

Garden. Humans start out in the Temple of the Ancients. From there, there are four poles of sorts that are warps to certain areas. Starting at the left of the spawn area and going clockwise, you can visit: - Nibelheim - Balamb Garden, 2f Classrooms - Rocket Town - Kalm and about 6 other areas you can reach by other methods. Each of these areas suffers from one or more of the following: - Sketchy texture usage: this encompasses either a poor texture/skybox choice usage, or a texture misalignment(in pertaining to the various crates and containers.) Switching gears, I\'ll mention that the Scene of Aerith\'s Death has overlapping tube textures. If you move, you can see two texture conflicting with each other. I\'m not proficient in Radiant by any means, but I know the quick fix: adjust one texture slightly above or below the other. - Questionable lighting: Nibelheim probably had the most problems with this particular area, because it was too blasphemously dark even for Averus =_O+. Aerith\'s Death scene appeared to have the second worst offense with it\'s random shadow spots. - Smurf Windows: AKA incredibly tiny windows. The space for the texture of the window was rather insufficent to be plausible. Kalm and Rocket Town were the worst offenders. and finally, in the Balamb Garden\'s case, the door opened in a rather ill-fashioned way. I believe(and anyone who remembers hopefully can assist Averus on this =_=.) the door opened horizontally, splitting in two. But don\'t let these factors get your opinion warped. In terms of accuracy, this map is sufficient in its purpose. There\'s not as much substance, such as interiors and what not, as what would be hoped for. Regardless, this has a lot of potential. Add some interiors and detail to each area, and I believe you\'d have yourself an incredibly popular RP map. I kept this review shorter than it should be because there\'s actually quite a bit of areas. A total of 10 regular areas and 1 hidden one, to be exact. Suffice to say, it\'s quite a bit of areas from the game. Put a little more emphasis on substance and proportion, and I think you\'ll be alright =_,= FF7 Fanchildren and the other people, I command that you offer bandwidth to the temple and give this map a good long poke around =_= New Textures: Aye New Music: Aye Secrets to plunder: Aye Bot Support: Nay - Averus Retruthan

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8754 downloads

Uploaded:12-27-2005

Battle of Geonosis - Siege

geonosis1a.zip | 19.97 MB

however the author has converted it to siege :) As far as I can see it is much the same as the FFA version, with the addition of locks on the doors leading to the Siege objective (you didn’t expect to just be able to walk through did you? :P). Also the FPS is much better, and the lighting appears to be slightly different (personally I liked the lighting better before, it was more orangy and kinda fit with the setting better). Also there has been a change of skybox, which I must say looks very good, for a base JKA skybox it fits very well with the Geonosis setting! Let me get to the main point of this map though, sure it’s a siege map, but its special because there is only ONE objective. This is the only siege map that I have ever seen that only has one objective. What this would play like in a siege game I don’t really know, I would imagine that it would be fast paced and frenzied! Seeing as there’s only one objective to capture / defend to win the game. There are a couple of ways into the objective room, so I would imagine it would be great fun (and tough) to try and get in / defend that room! Now onto the rest of the map. Overall this is a very nice map, theres plenty of nice details that really give it that Geonosis arena feeling. From the main arena you must either jump up to the next level or walk through very narrow steep passages, which im sure would be interesting places to try and get through in the middle of a battle. There are a few things that could do with fixing though, one would be that there are a few weird looking shadows around. Now, I believe these may have been caused by the author using phong shader/textures. Remember, if you use a phong shader on a surface that has been clipped in too many places (for instace if there are a lot of cuts going through eachother) then that can sometimes throw up weird looking lighting/shadows in that area. Overall the shadows arent too bad, its just in a few places they look a bit strange. One other thing also to do with the lighting would be the passageways that you must climb to reach the various levels of the arena. The passageways are all very bright inside, which looks a bit strange considering that there are no light sources to make that light :S Also the floor is very dark in contrast to the walls, which may have been caused by the phong texture/shaders the author used. To improve this you could maybe use a texture that isnt attatched to a phong shader for the floor, and also have maybe some kind of light source inside. You could use one of the base JKA models, they look a little like landing strip lights. You can find this model in the misc_model/map_objects/desert folder, the model itself is called landing_light. If you find that this model is a bit big for the passage ways you could just scale it down. To anyone who doesn’t know how to change the sizes of models, all you need to do is select the model and press the N key to get the entity window up. Then in the Key bit, put: modelscale and in the value bit put the number that you want to scale the model up/down by. For instance 2 would make the model twice the size, and 0.5 would make it half the size. :) Overall this map is nicely made, and is a pretty good representation of the Geonosis arena from Episode 2! The single siege objective should certainly make for some interesting games, so if you like the look of it, give it a download! ;) Bot Support: No New Textures: No New Sounds: No New Music: Yes Game Types: Siege ~Nozyspy~ (Also included are skins of people who appeared at the Arena, including some Clones, Count Dooku and Kit Fisto, made by various authors. It definitely gives the map even more of a Geonosis arena feeling when you play with these skins! ;) )

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1062 downloads

Uploaded:07-30-2004

={FeTT}= Playground

izzy_fettplayground.zip | 5.09 MB

up to lately. ;) Anyway, when I first spawned in this map, the first thing I realized that the skybox was a different color than what it was in the levelshot. Hmm, ah well, no biggy. :p I started off in the spectators box overlooking two swoops in the middle. So I rode one around the map for a while, and I can say it's a great design. The course for the swoops isn't just a rectangle, there are extra turns, and in the middle a ramp overlooking a hole with spikes in it. Again, awesome. :) Okay, after the swoop course, I went through a hallway to the middle section of the map, which is basically a large arena with an AT-ST in each corner. On one side of the arena, there was a dueling platform. Great for those people who don't particularly wish to ride all the time, as the readme says. :) Anyway, as the readme says, there aren't any issues, ( I did see a messed up side of a brush at one point but that's way out of any conventional visibilty) except don't kill any vehicles that are on their spawing points. Reason being, the next swoops spawns instantly, while the other one is still burning, consequently triggering a chain reaction of swoop explosions that takes them all out, leaving no swoops until you reset the map again. The same thing happens with the AT-STs too. :( I think you could fix that problem Izzy, if you set the vehicles to not respawn so quickly. Overall, this is an extremely good map. It's laid out well, has a good amount of detail, and most importantly, is fun to play on. I can't wait to see this one appearing on the servers. :D -TiM [b]Supported Gametypes[/b] - FFA, TDM [b]Bot Support[/b] - Yes [b]New Textures[/b] - Yes

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5988 downloads

Uploaded:07-30-2004

DoA Flight Arena

doaflight.zip | 8.2 MB

is this map\'s layout practical, it\'s pretty! :) The screenshots really don\'t do the map justice. I love the glass everywhere and trust me, it looks much better in-game. In the main lobby area, you can either take a lift to the top where you can station yourself at a gun and take some shots are ships flying by, or take one of the um ... well, what would you call it? It\'s like, a little transporter car thingy. Take one of those to another little round lobby where you take the elevator down to the paths that will lead you to one of the numerous pads. Press a button and voila - a ship appears. Jump in and fly around, blowing stuff up and hopefully not crashing - like I tend to do. I love this map and I\'m really warming up to the whole flying thing. Oh, but guess what!? I have to tell you guys this. I actually managed to fly out to one of the large pads out in the distance without blowing myself up. AND ... I landed the ship!!! (See the last three screenshots.) That\'s pretty damn amazing for me. LOL Of course, the ship ended up exploding anyway ... but I remained unscathed! WOO! By the way, I totally credit Shroom with my ability to land now. All that practice with Troopers. :D Bot Support: Yes New Textures: Yes New Music: No Game Types: FFA, TFFA ~AmosMagee

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6444 downloads

Uploaded:04-09-2004

DKS Forest (v1.1)

dksforest1.zip | 9.09 MB

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

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9469 downloads

Uploaded:01-14-2004

Beware the Rancor Duel Map

btr_duel.zip | 908.85 KB

screenshots and get out. So I\'m just wandering around the map, thinkin\' \"Hey, this is a pretty cool duel map.\" It has a dark dungeon feel to it, there are some bridges out, but it\'s an easy jump from the alcoves to the main dueling area. So then I try to walk across a thin rope thing - and anyone who\'s played with me knows how I am with like, heights and balance and stuff. I fall. Often. I hear a rumbling growl and before I know it, I\'m being mauled by a hungry Rancor. OMG! I decided to spare you all the sight of me being eaten by that beast. The pictures are just too gory. :P Now that I know what this map is all about, I spectate to take the rest of the pics. LOL The floor is littered with bones of previous victims who fell before me and there\'s one cage intact, and another where, obviously, the Rancor has broken out of. If you\'re quick enough, you can get back to the top of the dueling pad by running into the tower where there\'s a bouncy thing that takes you straight up. This is, in my opinion, one of Gigon\'s better maps. All of his maps are very simple in design, but this is one of his more detailed ones. It\'s a duel map, but also supports FFA. This would be a good small FFA map. I kinda like the added pressure of making sure you don\'t fall to the bottom while dueling. The impact shouldn\'t hurt too much, but the Rancor will do his best to finish you off. Great job, Gigon. :) Bot Support: Yes New Textures: No New Music: No Game Types: FFA, TFFA, Duel, Powerduel ~AmosMagee

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65945 downloads

Uploaded:10-17-2003

KOTOR Flight School

kotor_flight_school.zip | 10.21 MB

to stay grounded. (Like me ... I should stay out of the air ... notice the last screenshot there ... yeah.) Throughout the space nearby are many rocks, or asteroids for your target practice pleasure. ;) Perhaps you just want to swing your saber a bit? No problem - plenty of room for that too. I can\'t tell whether the vehicles included in this map respawn or not, I didn\'t stay alive long enough to find out. LOL Also, I\'m sure there are other elements that I can\'t comment on simply because I tested the map alone, not with others who would be attempting to blow me up. :D What I can say is: this map has HUGE potential. I had fun flying around on my own, shooting at, well, everything ... hehe ... and just testing out the different ships kept me busy for a while. I wonder what this would be like with bot support? Hmmm. As I hinted above, there is no bot support, but that\'s almost a non-issue here. :) This is definitely intended for multiplayer servers, not to play alone. There are new textures and sound effects and music. Okay, a comment on the music here - AAHH! That is all. I didn\'t really comment on the textures and whether I liked the map itself. There was just too much to play with for me to notice the look of the map. LOL Honestly, though, it\'s not something I\'d even come close to calling eye candy, but it\'s not an eye sore either. It doesn\'t need to look good to be fun. :) Overall, this is a great idea. It isn\'t simply a map, it\'s a mod and a map ... sorta. Okay, it\'s a map, but like, so much more. :D Great job and I can\'t wait to see the updates! Bot Support: No New Textures: Yes New Music/Sounds: Yes Game Types: FFA, TFFA, CTF, Duel ~AmosMagee

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425 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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467 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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565 downloads

Uploaded:02-01-2010

Tatooine Trap

wow.zip | 200.46 KB

you need to kill all the enemies and save the Tusken's and Jawa. The map itself is very, very small and unfortunately there isn't much in it, apart from a few Stormtroopers, a Swoop and some pipes, and also the aforementioned cage. For some reason this map reminds me of either Dark Forces 2 or Star Wars Droid Works, but I cant quite put my finger on why. :S Anyway, this map definitely needs a fair few improvements. You definitely need to work on expanding the map (especially so you have more room to ride the Swoop around properly) and adding more detail and features to it. Also work on making those rock walls look more natural in their shape, rather than flat. Also, you need to make some proper objectives, so that once you have defeated the Stormies and saved the prisoners the map ends or there is a message to tell you that you have completed the level. Work on these things and I think this map will be much improved! A decent start here but like I said, definitely some more work needed here. Keep up the mapping, I look forward to seeing more from you in the future! :) [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Music:[/b] No [b]Bot Routes:[/b] No [b]Game Types:[/b] Singleplayer ~Nozyspy~

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6379 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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10376 downloads

Uploaded:07-08-2008

Sith Council Final

sithcouncilv3.zip | 22.35 MB

maps pretty closely over the years, being rather impressed with their strong RP value and general amusement. This version, being the final version, is basically a devil's deal in my book. The main term I'd like to emphasize in this review is [i]trade-off.[/i] Whilst there are good aesthetic changes and pretty decent content revamps, these same things could also be reversed into negatives, which is possible, although uncommon, especially in maps. To preface, I'll be tackling this review basically in a room-to-room fashion somewhat, in an effort to help emphasize the changes in the content. [i]Main Lobby/Darth Bar[/i] - The Main room has gotten a rather large overhaul in regards to texture, but in essence, it remains similar to the JedicouncilGC map as it was intended. The doors have been moved and removed as necessary in this revamp. The textures, I must say, aren't a great change. It must attempt a look at being wood, but in the end, they just look like the walls are covered in a very fine fur =_o. These textures plague a large majority of the map, and hurt its visual appeal. The wooden pillars now no longer fit in with the map, alienating themselves from the color scheme. Lighting seems to be much more noticeably unsourced than the last version. I think the only real good changes in my opinion would be the stairs and the use of daises to prelude the exit hall doorway. Darth Bar looks completely...dare I say repulsive? Nay, but it's definitely taken an aesthetic hit. The red furry looking texture has made the bar seem like some sort of cafe for failing abstract artists who think they're unique. The signs have been removed, and the actual bar itself seems realistically unservicable. [i]The "Side Rooms"[/i] - Now we shall branch out into the rooms on either side of the main hall. The "lava pit" has been revamped into an indoor cavernous area of sorts. A bland box of stone, with the worst lava texture I've seen out there. This lava texture is used in pretty much every lava area now, and looks so very ugly without a glow shader or what have you. Moving next door, we approach the armory. Like the main hall, it's received that horrible furry red texture. The appeasing trade off was the use of cubbies to store the weapon spawns. Otherwise, unappeasing. On the other balcony lies the Dojo from V2. No changes there(screenshot ) Moving down to the first floor, underneath the lava pit room, we find the acid pit room. Honestly, the new acid texture makes it look like...snot. It also doesn't look very liquid-esque when you look at the texture. Basically the same as the lava pit room now. Across the room, next to the bar, is the library. It was extracted from V2, and looks the same.(screenshot ) Next door is the old interrogation room. It didn't get a very decent revamp. Biggest change I noticed was the torture room's downsize. I was going to flesh this out a little more, but I didn't feel like it =_= [i]The Halls[/i]- The halls are probably the most impressive changes I noticed. The annex as you enter from the main lobby I liked with its sourced red hue. From there you can reach a couple halls. The upper halls are the most interesting, having a triangular architecture, and I find it quite tasteful. The lower basement halls, however, seemed overly broad, and unappealing. It had promise, albeit it was wasted. The biggest disappointment was that the "RP hall" was destroyed, ousting the classroom and cafeteria. [i]Med bay[/i]- Suffice to say, it looked like it was more based roughly on the Jedi's Home JL II map's med bay, although there it was a rough look. Otherwise, it retains the usual bacta tank functions, including the out of order one. [i]Cage Arena[/i]- Probably the best room to overhaul, although it wasn't 100% improved. The room did, however, get completely rebuilt. The arena retains its general shape, but there's no long as much wasted space. The stadium seating is now positioned in the corners of the rooms. The council observation area chairs look very baudy now, with a bright spectrum of colors. Also, the elevator looks very tacky, having a box texture that doesn't blend in with the scheme. [i]Bedrooms[/i] - All the bedrooms have been effectively ravaged, no longer retaining the simple appeal of the others. The size of the rooms have become monstrous, and the number of furnishings don't really compensate. A lot of the rooms contain camera portals of certain areas. Honestly, it feels like more was taken away than added. [i]Basement Areas[/i] - I mentioned the problem with the basement halls. I'll simply attack the rooms. The dungeon was my favorite revamp, having received a nice stone dungeon rehaul. There is now a control center with which to seal off the dungeon cells with a forcefield. There is also a very blatant secret exit route that leads out into the main halls. The council room looks slightly more like a council room in terms of chairs, but otherwise, the room now looks like some sort of angsty artist's creation, with the furry red texture and the odd shaped windows. The pillar room no longer has the battle platform, so now it's just for jumping around and... [i]Outside/Court Room[/i] - Now then =_= the outside has received both good and bad revamps. An aesthetically good revamp definitely was the footbridges and the path leading the the courtroom. The stone door to it could have at least gotten a better texture. The secret door factor was basically ruined with the path. Whilst the waterfall route was a lot better, the super smooth hill just didn't feel very realistic, and the loss of the chasm of death sort of ruined the sithese feel. Ah well.. The courthouse was a much better overhaul, it looks a lot more size appropriate and less oversized. The textures are thankfully quite pleasant, the pit is a lot more ominous. [i]Secrets[/i] - Some secrets are more obvious now, and some aren't. Sadly, some of the secret control areas don't have textures. Not a very good sign. Overall, this map was on a very different, and arguably lower, level than with its predecessor. Granted, this could be expected by conservative fans, but even from an objective point of view, viewing it as a stand alone, it doesn't quite earn the cigar. Granted, it's still [b]Good,[/b] but it could have been better. A shame this is the final version of the map, as it doesn't seem to leave behind the best legacy. My words mean nothing to many. SUBMIT BANDWIDTH, VIEW, AND JUDGE FOR YOURSELF. For some, it could still be a grand improvement. For myself, on the other hand, it leaves more to be desired. New Textures: Aye New Music: Aye Secrets to plunder: Aye Bot Support: Aye - Averus Retruthan

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6663 downloads

Uploaded:06-23-2008

Tatooine rpg

tatooine_rpg.zip | 9.42 MB

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

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294 downloads

Uploaded:06-19-2007

OUTIN

outin.zip | 1.55 MB

there too. Along with all of the above, it contains some of the less exciting characteristics of clan maps, mainly lack of lighting, repeating (and unvaried use of) textures, and very blocky architecture. Because in most rooms the walls, ceiling, and floor all use the same texture, and there is no real lighting in this map, it's sometimes hard to figure out where you are and where you're going. Personally I think this map needs a little more direction and cohesion. It seems like a conglomeration of rooms at the moment rather than a single map. Some kind of theme (beyond OMG DIE IN 80 DIFFERENT WAYS!) would really help tie this map together. That, and maybe some more aesthetic texturing. And some nice lighting. :) Oh, a working arena file would also help things tremendously. Remember -- you have to change the actual file extension! [b]Bot Support[/b]: No [b]New Textures[/b]: No [b]New Models[b]: No [b]New Music[/b]: No ~Inyri

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9355 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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4784 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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8270 downloads

Uploaded:11-14-2003

Vader\'s Meditation Chamber

vader.zip | 2.26 MB

Meditation Chamber is the same room that you fight Rosh in. And what you have here is exactly that. I\'m supposed to be impressed because the author created this room, like, from scratch. He just took some screenshots in-game and built this map from just some images. Impressive. :) Of course, this is a great map for a good duel. Plenty of room and good lighting. I\'m just not all that interested in this map. And it\'s not the author\'s fault. This is Raven\'s design. I just find it a bit boring. Thankfully, there is bot support included. You can never have too many duel maps on a duel server. So add this to your rotation for variety. :) Bot Support: Yes New Textures: No New Music: Yes Game Types: Duel ~AmosMagee

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1598 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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3293 downloads

Uploaded:06-09-2009

Asteroid: H5

asteroidh5.zip | 20.3 MB

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

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11317 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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2125 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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1358 downloads

Uploaded:01-05-2009

Project: Rocketlauncher

project_rocketlauncher_v1.0.zip | 21.9 MB

readme for instructions as to how to properly pwn in this mission. I ran through the mission and it worked quite perfectly. First off, design and architecture are EXCELLENT. Hands down. This map was very fluid in design, and can easily function as an autonomous FFA/RP Map, save for a few implausibilities in the missle shaft itself. To name them, I found it a little odd that stormtroopers were to be found on lone maintenance platforms with no actual method to get them to the elevator, and some sort of method to actually climb up and down onto the elevator from the floor of the outside base would have been nice. However, these are dwarfed in comparison to the rest of the map's functionality. The elevator here in the missle shaft is magnificent, and probably the most unique this community has seen in a while, if not ever. The rocket itself looks very imposing and well constructed, and the entire base itself is just to die for =_,= seriously, I should hijack it and aim it at your house. Now, the objectives in this map are pretty decently constructed. I found it a little odd that you were ordered to kill the commander of the base as he left the shuttle AFTER waiting 10 minutes for the boss to exit. 10 grueling minutes of killing swarms of reborns and stormtroopers...can't get much more entertaining than that XD. Overall, objective challenge was healthy. You weren't fighting gobs and gobs of super hard enemies all at once. With a little ingenuity and luck, you can make use of that laser turret and make things much easier. I found that I easily killed about 130 enemies before the 10 minute was over, and this is BEFORE entering the base. Seriously, if you haven't sated your sociopathic urges by the end of this map, seek medical attention =__=....Hmm >_> Overall, this is definitely a map worth using. As with his last map, there are both NPC-objective versions and then a no NPC explorable version for your using pleasure, so this map doesn't lose its charm. BANDWIDTH IS DEMANDED FROM EVERY PARTY, as you can't lose with this map. Now, if you'll excuse me, I do believe I have to go visit one of those wizards known as "psychotherapists." Which is stupid, because I'll probably kill her too.. New Textures: Aye New Music: Aye Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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4087 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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2992 downloads

Uploaded:06-05-2008

Leviathan Bridge Duel & Revans Flagship Duel *BONUS*

mace_leviathan_revan_duel.zip | 19.01 MB

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

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2116 downloads

Uploaded:09-17-2007

ldj_mappack

ldj_mappack.zip | 33.54 MB

suitable for decent-sized free for alls. Let\'s start with ctf_outpost1, since I tested that map first. The style is definitely Imperial, and many locations reminded me a lot of some film locations from the Death Star (I could almost see Luke and Leia swinging across the chasm, chased by stormtroopers!). The architecture is beautiful, and I think what makes this map significantly different from other Imperial-themed maps is that it\'s a little bit darker. The normally pristine gray walls have just a touch of shadow too them, which really adds a lot of mystery with such a simple gesture. This particular map has some cool features in addition to just looking pretty. If you\'re looking for quick transit, be sure to check out the functional subway/tram. Also make sure to check out the [i]whole[/i] map - it\'s pretty huge, and you\'ll be sorry you missed out if you don\'t check out every nook and cranny. The second map in this pack, thelosttemple, has a much different feel to it, although at the same time it also has a bit of an Imperial flair. It has some outdoor areas, some indoor areas, some very industrial areas, and some ruins. I can say with certainty that this map has plenty of variation just from one room to the next, yet doesn\'t feel disconnected. I\'d go as far as to say it looks like some ruins were [i]converted[/i] into some kind of Imperial base or installment. I won\'t claim to know what was going through LDJ\'s head at the time, though. ;) Definitely a wonderful pair of maps, and the screenshots will speak more for them than I could possibly express. Those looking for exciting large-scale free for alls should definitely consider picking these up. They\'ve got enough creativity to keep them from being boring, but don\'t stray so much from Star Wars to annoy the purists. A win-win situation! [b]Bot Support[/b]: Yes [b]New Textures[/b]: Yes [b]New Sounds[/b]: No [b]New Music[/b]: Yes ~Inyri

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4606 downloads

Uploaded:06-06-2007

[CONTEST] The Emperor's Throne Room

duke_throne_duel.zip | 8.7 MB

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

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1281 downloads

Uploaded:03-02-2007

Halo: Flood Encounter

flood_encounter_v1.zip | 17.43 MB

enjoyable. It’s supposed to be an area from Halo, and I recognized it as one. With the exception of the doors, it did look Halo-ish. I liked the design of the map, and how the map was done, but a couple of things confused me. The doors next to the control room thingy, I was only able to open them by swinging/igniting my saber next to them, is there some sort of strange trigger on this? It just confused me, and the other doors did as well. Some of them only open from one side, and this was strange. Yes, it makes for some interesting duels, but it was still confusing. But anyways, I liked how this map was, and the music went well with it. This is a map that is certainly worth a download. Bot Support: Yes New Sounds/Music: Yes New Textures: No, not really Gametypes: Duel ~Zach

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11356 downloads

Uploaded:03-02-2007

KOTOR Flight School Final

fsf.zip | 43.67 MB

where opposite teams spawn on different bases, fly out, and try to destroy the other base. I was impressed by the hangar bays, where the doors would actually open when you went close to them, and how there were some nice bomber bays in the imperial base. Although…I was disappointed at how biased this map towards imperials. To destroy the rebel base, you can just attack the big tanks on it, which are easy to hit. For the imperial base, you have to fly inside the base and hit little tiny targets. And there isn’t that much flying space either. But other than that, my biggest complaint was that if you leave your ship while within space, you fall. You don’t die until you reach a certain point, you just fall. Another thing is that this map uses (in likelyhood) JA+ animations, or some animations that I didn’t have, because when I died I would sometimes go into a T pose, and I was running a clean base folder so I could use all the vehicles. I liked how this map included several different vehicles you could choose from. (which are interchangeable) I also liked how you could control turrets within the map. Imagine CTF games on this map…those could be fun… with a moderately populated server. There are several things in this map that need improving, like the things I mentioned, but I still liked it a lot. Oh! I almost forgot! When playing in BaseJKA, whenever I attacked and destroyed part of a base, it would broadcast a message using underscores. Encompass the message in quotes, and you shouldn’t have that problem. It might not work, but then it might. Bot Support: Yes New Vehicles: Yes New Music: Yes Gametypes: FFA, TFFA, CTF ~Zach

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3343 downloads

Uploaded:03-18-2006

Halo - Precipitation

jka_ffa_map_halo_precipitacion_by_master_melkor.zip | 17.65 MB

maps, and for that, well done. :D However, the quality is far short of what you would see in the actual Halo map, so let\'s see how it could be improved. First and foremost is the lighting. I\'ve probably said this over a trillion times over the years, but I\'ll say it again. Sourcing, sourcing sourcing. None of the lighting in this map has a source, save the sky lighting. And in fact, I\'m not convinced that a sky shader was used, as some of the shadows over the building are so blocky and plain weird looking, I doubt than unless you decreased your lightmapscale a hell of a lot, you\'d get that effect with a sky shader. Secondly, are the texturing and style issues. As I previously said, the layout is recognisable, but the quality is significantly lower. This is in general due to the lack of brush and texture detail that has been transferred from the original map. Some of the buildings just look bland, repetitive and boring, which isn\'t helped by the lighting, especially in the inner areas. The best part for me was the terrain on the ground levels. It was good to see some undulation, and what was even better was that it undulated in specific areas - it built up around the steps, and lowered around where the vehicles were. Yes, there are swoop vehicles. No tanks or ghosts unfortunately ;) Overall... well it\'s a split map. On one hand, it\'s still got the overall feel of the original Halo map, which was awesome. On the other, this version is seriously degraded in quality from the original. Like it or not, that’s up to you. And have a cookie for including bot support! ;) New Textures: Yes New Sounds: Yes Bot Support: Yes ~Szico VII~

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14415 downloads

Uploaded:03-10-2006

Cloud City

cloudcity.zip | 34.97 MB

find a fair few places of recognition when you explore around; I think the most noticeable area for me was that dining room where Han has his little spat with Vader, but there are also the classic landing pads and curved corridors. However, this is definitely a role-playing map, as the layout doesn’t really allow for a proper-FFA - it has too many corridors going off in all different directions, and you have to traverse a fairly long distance to get between areas. On the theme of shadowing, I think I’ll talk about the lighting next. On the whole it was fairly consistent, and most areas had reasonable sources, even though in places light was coming from nowhere, and for the outside sections the sky light was far too orangey. I think the main problem here though, is that it looks as though the author has reduced his ‘lightmapscale’ or ‘gridsize’ settings when compiling the map, which has resulted in rather jagged shadowing, and a general lack of definition from specific sources. There’s also, the horrible bespin sky, but fortunately the custom one here isn’t quite as horrible as the default one that Raven used in their original map. The buildings in it actually look rather nice, and the shadowing on them is also of a nice definition compared with the map itself :) Other extras included some JK2 model conversions, such as the Lando statue, which was particularly fitting. And also some not-so-fitting things, such as the logos advertising LDJ's site/workgroup. This map does perform extremely well in the architectural section though, with plenty of nice brush detailing, curves, and features of interest, combined with some nice moving entities and tidbits, such as the opening armoury :) There were a few areas where the quality dropped a little however, and the chandelier model-things had such an awful texture on them, which spoiled the areas in which they were located somewhat. There were also some floating objects between the upper and lower walkways outside, and at the door to the Falcon (Which, you can’t go in by the way – “Boo, Hiss! ;) ) And, there’s also a rather unfortunate bug too – when on the high walkway looking down to the lower one, if you turn around and jump off the other side, you can land on the invisible floor and walk around the underside of the map. The duel arena was nice though – I won’t comment on the amusement of the announcer voice in case it was recorded by who I think might have recorded it ;) – but the idea works well and the engineering was good….until it broke and the retracting pieces went out of sync… ;) The lifts were also very classy – A bit more lighting on the walls might have been in order when they were moving though, I couldn’t tell they were moving at first. It’s cloud city, how can you not enjoy it? The map isn’t a real gameplay fest though, and to my utmost horror, no bot support was included, yet for Nostalgia value and simply for creating the Star-Wars universe feel, you should at least check it out. New Sounds: Yes New Textures: Yes Bot Support: No ~Szico VII~

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9467 downloads

Uploaded:11-12-2005

20th Century Fox

20thcenturyfoxv21.zip | 3.99 MB

:) Okay, so the map is reasonably accurate to the actual logo, however there's a few thing's I'd like to see set straight. Firstly, the lights need to be swinging, as they do in the logo opening - and incidentally you need an actual [b]source[/b] for the lights too - i can see the mechanism for them but there's no actual 'bulb' section in them. Secondly.... you need a specular shader! The 20th century fox emblem is GOLD... not yellow ;) Make it shine! I realise the intro sound in the actual movie is too short for a map, but it would've been nice to hear it somewhere in the map.. but never mind. We actually get the main theme from star wars, which, fits reasonably well. The author has also tried to implement a custom water shader... which doesn't quite work well, but it's better than the default water shaders :D Oh, and there's some small misalignment problems on the lettering, but you won't notice it :) New Textures: Yes New Sounds: No Bot Support: Yes ~Szico VII~

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4478 downloads

Uploaded:10-06-2005

Tendron RPG

tendron_version1.zip | 27.97 MB

sound of nails on a chalkboard converted into a visual—a map that you can see and touch. The retinas in my eyes have sufferred permanent damage due to this atrocious mapping presentation. Gil-Dagor seems to know how to use many map interactivity tricks, but in the process seems to have skipped the step of learning how to map. Did he miss the most basic steps? There's no music at all—just silence—and the levelshot that is supposed to show when the map is loading does not show up in the loading process. Uh-oh. My question for you is: did you test the map yourself, or with anyone else? It initially didn't work, because I needed something that would allow me to have additional vehicles ([file="43679"]99 Vehicles Fix[/file] worked for me); tsk tsk—you didn't mention that in the email nor in the readme, Gil-Dagor. It's intended for role-playing, and I can see how that has affected it. I spawned into an area with a table with seats and a … reception area, which shows up in many places throughout the map, and on the far side was a set of teleporters. These teleporters take you to the different areas of the map, which can also be accessed by flying ships through teleporter markers, which is an interesting idea, but not a pretty one. Without reading the readme, I would not have known what the purpose was of those red dots in the sky of the city. One of the areas is the ugliest city that I have ever seen created in a map. Missing textures [i]everywhere[/i], this city is a disgusting, angular, white mess. The city ends abruptly into a surrounding desert area. The water is plain and artificial-looking, and oh gosh, it hurts to remember what it was like. Just look at the screenshots. No, wait … don't. It could hurt. Just leave this webpage and wait for the author's next map update. There were some fun ideas practiced throughout the map, including Earth-like spaceships and a mostly pointless metro—a metro is a good idea and it was executed well, but it doesn't really take you anywhere useful in the map. There're also many turrets that don't fire at the ships that you man in the turrets' respective station. Overall, this author really did know what he was doing when he decided to make this an RPG map. I really did have fun in some portions; I was surprised to find many buttons that did things, and there certainly was a lot to explore. Though, sometimes you'll come across an empty room that simply takes up space, or exists just for the sake of having another door or lift leading to another room. Other areas of the map included an asteroid field that contained ugly asteroids that don't look like asteroids, but just blocks of brown map, a space station—which I really liked and thought was pretty neat and original—or two, and other spectacles. Actually, they shouldn't be called spectacles, because they're not pretty things for you to see. I think they should just be called "activities," because although they're not fun to look at, I liked exploring everything here. Lighting is non-existent in "Tendron RPG." It was explained in the readme that the map was whipped up in a hurry, but that doesn't necessarily justify it. It's poor quality from someone who's perfectly capable. This map isn't anywhere near complete, so why did the author submit it? At first, I wondered if my brightness was set to an insanely high level. Well, no, it wasn't; when I said that lighting didn't exist, I meant that everything was evenly—albeit grotesquely—lit to the same high level. There were no light sources, no shadows, just light—everywhere. Gil-Dagor, don't whip things up in a hurry. Have integrity; take your time. Make it as complete as possible before giving it to me so that you don't have to ever again see me bashing your maps in my reviews. I know; I can sound really evil, but hopefully you haven't wrongly interpreted this review. You know how to make a map interactive, how to make it fun, but you you learned things backwards; you submitted a map that demonstrates an ability to do things with maps but an inability to make maps look good. Try forwards next time, mate. I don't think that this map really demonstrates the skill that I think you may have, Gil-Dagor, and so if you just take my advice—slow down the process; take your time; work out the bugs and the kinks—your map will most definitely be better next time. —Ra-Kom

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8687 downloads

Uploaded:01-24-2005

Padme\'s Apartment

padmes_apartment.zip | 22.62 MB

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

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9623 downloads

Uploaded:12-22-2004

Geonosis Complex

izzy_ffa_geonosis.zip | 14.56 MB

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

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16218 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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2052 downloads

Uploaded:08-25-2004

Ancient Arena Duel Map

duel_aarena.zip | 1.82 MB

can\'t give the name off hand :P) Now first thing you notice is that the rock in front of you seems to make the face of a demonic teddy bear. A bridge from your starting leads into the mouth and over a pit of molten lava.. Spooky! After a short but brisk walk through a small corridor you come into the main chamber that is adorned with spikes galore. Spikes stopping you from falling, spikes making architecture. Spooky once again! Also in four corners are statues which are clipped very well. I listened to the music for a short while and I think that the piece very much suits the map. Some maps can be totally ruined and empty of atmosphere when you have a very serene looking landscape and have vanilla ice in the background :P. I don\'t believe my pictures do the map justice so download it for yourself and check it out. Map Stats: Bot Support: No New Textures: No New Sounds: Yes -Mithran-

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195 downloads

Uploaded:06-27-2011

Delta's Duel Pack

dl_duel_pack.zip | 28.37 MB

write a little bit for each map and cap it off with a conclusion! [b]Corridor Duel[/b] Does exactly what it says on the tin, its a corridor that you can duel in! This reminds me somewhat of the original Jedi Knight games for some reason and I quite like this map, though for improvements I would suggest putting three dimensional pipes under the grating rather than a texture of pipes to give the map a bit more depth and detail. [b]Duel Under The Tower[/b] I love the blue laser beam in this map, I want to use it in a map myself now! I also like the rain falling from the dark sky through the hole in the roof, though I think that this hole needs some more damage detailing such as more hanging pipes or some sparks falling, etc. Overall I also think the map needs some better architecture and choice of textures. Oh and you should die if you jump or get pushed into the blue laser beam, that would make duels more fun! [b]Tower Duel[/b] A nice large arena style map surrounded by some lava covered hills. Simple and clean, but I think the texturing is a little too flat to be honest. This map does have some of my favourite music though, which takes me back to playing the Mysteries of the Sith Demo all those years ago! ;) [b]Space Duel[/b] A duel outside of a space station sat atop a large asteroid. Presumably there must be an invisible forcefield present, because you evidently do not need a space suit! Actually I learned something interesting the other day, humans can survive in space without a space suit for a very short period before loosing consciousness. Apparently, you do not freeze solid and you certainly don’t explode! It looks like 2001: A Space Odyssey got it right after all! Anyway, I very much liked the asteroids in the skybox, though I think it would be cool to throw a few more in there, I also thought the lightsaber dropped at the end of the walkway was a nice touch, obviously a Jedi has been fighting here before and lost. Presumably he is now floating around in space! [b]Space Station Duel[/b] A Small duel map based around a walkway above a Tie Fighter hangar, I shouldn’t have to point out that falling off the walkway has bad results. ;) I also liked the architecture of the control room off to the side, though it is a shame you cant get inside it. [b]Trippy Duel[/b] I'm not sure how to describe this map, scary is the first word that springs to mind. A few floating walkways connected to a floating room. Inside the room appear to be the skeletons of its unfortunate former inhabitants. The green smoke and the unusual skybox add to the creepy feeling. There was a bug I noticed here though, if you go on the roof of the room at the end opposite the walkways and peek over the edge, you can see through the wall. Not something you are likely to notice whilst duelling, but it is worth a mention. [b]Trippy Duel 2[/b] A floating wooden walkway that goes to a floating forcefield walkway that goes into a kind of open cargo container type area, which has some floating water and static filled TV screens inside. Very trippy indeed and pretty creepy, it looks like some strange location out of a nightmare. I like the idea but I have to say it is very small and the duelling possibilities are somewhat limited. [b]City of Weirdness Duel[/b] This map reminds me very much of Nar Shaddaa from JK2. The narrow walkways make duelling dangerous and nerve-wracking, exactly as it should be! The creepy dark sky from the previous two maps is back and I like the way that the moving clouds texture, when stretched around the outside of the map almost looks like gloomy sunlight streaming in from between the clouds. Its difficult to describe, but its worth checking out as I think it is quite a nice effect! [b]Water Grave[/b] The creepy sky is back, along with some menacing mechanical sound effects. This map reminds me of an abandoned industrial complex and its center is a large pool, which I imagine is meant to be the main duel area. Underwater duelling is an excellent idea I think, one that should be tried more often with duel maps as the ability to float around makes duelling more difficult but also provides for some neat ways to dispatch your enemy, such as sneaking up from below or above them. An added level of strategy is timing coming up for air so you aren’t left vulnerable to an opponent coming up from beneath you to cut you in half while you float at the top! [b]Rancor Cage[/b] Floating cages with Rancor's in them! For your own safety its best to try and stay on the top of the cages, using them as duel pads, the danger comes when your jump comes short or you get pushed off the top by your opponent, only to fall through the bars of the cage next to you and meet an untimely demise at the hands (claws) of a hungry Rancor! [b]Sewer Control in Everness[/b] Unusual name, but a cool map with a variety of areas to take your duel into, including an area with a moving platform and what looks like a maintenance hole in the center of the main room beneath which seems to be an area where several sewer pipes meet, including one with a breakable grate where you can hide from your opponent, after all, he wont want to go down into a sewer would he? “Get in there you big furry oaf! I don't care what you smell!” [b]A Duel at Home?[/b] I’m not sure who's home this is meant to be, perhaps a giants? It has a giant tank at one end, which again provides a good place to have an underwater duel, though thankfully there are no fish in this tank so you don’t have to worry about being eaten! I have to admit, this isn’t my favourite map as it is difficult to know exactly what it is meant to be, that said it is still a large area with a few different obstacles so it should still provide for some good duels! [b]?[/b] Yes that is the name of the map! Personally this is one of my favourite, if not my favourite map in this pack. Its difficult to describe this map, it is sort of like a totally blacked out maze, except for the lights on the walls. Because there is no real point of reference it messes with your sense of perception (sort of like that totally white room in KotOR which holds the Rakatan prisoner) therefore it is easy to forget where you are and makes this a perfect map for sneaking up behind a lost and confused opponent, except there is also a good chance that could be you! A very cool map and well worth a try! :) [b]Vjun Duel[/b] A fairly simple map, basically a landing pad jutting out from a rocky cliff face. As usual with these types of duel maps, falling off the edge is as big a danger as being cut in half by your opponent! Personally I woul have liked to see some kind of damage effect here from the acid rain, as it would have been interesting to not only have to concentrate on duelling your opponent, but trying to defeat him before you succumb to the effects of the deadly rain, but that’s something to think about for next time! [b]Space Control Duel (Rebel)[/b] Another fairly simple duel map, this time the control room of a Rebel space station. There is plenty of room for running around, though jumping is limited due to the lower ceiling, so adjust your strategy accordingly! [b]Space Control Duel (Imperial)[/b] Personally I prefer this map to the Rebel version, though it is much smaller. Rather than a space station, to be honest I think this looks more like the bridge of a small Star Destroyer, with the pointed bow visible through the window. Of course, the first thing you will notice is the unbelievably shiny floor which reflects everything and looks very cool. I don’t know what this obsession the Imperials have with highly polished floors is, but they obviously don’t give much attention to health and safety. “Argghh! Damn, I slipped on this floor again! Maybe I should sue!” [b]Space Station Control Duel[/b] This map has much more substance than the previous two, and is probably my favourite out of the three Space Station themed maps. It has a little window at one end at either ide of which you can see some rocks, which makes it look as through this has been constructed inside an asteroid and it also has some nice shiny reflective floors! There are also a couple of other rooms/corridors on either side and a couple of levels to duel on. Overall I would say this map is large enough for a small FFA and rounds off this map pack nicely! [b]Conclusion[/b] Phew, well thats probably the longest review I have written in a while! Overall a nice compilation of duel maps here that should have something for everyone! Some stood out as more impressive than others but overall as far as improvements go, I think there could be some more improvements in architecture, detailing and finishing. That said this is still a good map pack with some clever and interesting mapos in it and I hope you will make a v2 sometime in the future Delta_135! Keep up the good work! :) [b]New Textures:[/b] No (All) [b]New Sounds:[/b] No (All) [b]New Music:[/b] No (All) [b]Bot Routes:[/b] No (All) [b]Game Types:[/b] Duel (All) ~Nozyspy~

Delta's Duel Pack - Screenshots Screenshots:

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1368 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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751 downloads

Uploaded:07-03-2010

Imperial Starship Bridge

imperial_starship_bridge.zip | 2.96 MB

REVIEWMOBILE! [quote]I designed this map as a small, contained, but highly detailed depiction of the bridge of an unspecified Imperial starship. The layout of the map is very simple but it should be an enjoyable duel map. Look for little details like coffee mugs at some of the work stations and several forced-perspective starships beyond the viewports.[/quote] Basically, what he said. We have here an Imperial bridge duelling map, complete with coffee mugs (do people drink coffee in Star Wars?) Quite honestly, this map isn't bad at all. The layout of the bridge is pretty neat, and the lightning only adds to the awesomeness. Claustrophobics beware though, it isn't spacious. In an unrelated note, my browser just told me the word "claustrophobics" doesn't exist. On to the alternative spelling. :P Right, as I was saying, claustrofobix beware. This map is definitely somewhat cramped. Though not necessarily bad, I personally wouldn't mind a slightly higher ceiling and some more space to actually fight in. Even so, I rather liked this map. Give it a shot if you like what you're seeing ;) [b]New Textures:[/b] Aye [b]New Sounds:[/b] Nay [b]New Music:[/b] Nay [b]Bot Routes:[/b] Nay -Caelum

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441 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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2312 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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1889 downloads

Uploaded:05-14-2008

Battlefront Bespin Platforms

battlfront_bespiniii.zip | 29.34 MB

just so happens to be one of my favourites! So I am glad to see that someone has brought it to JKA. I didn’t actually play the previous version of this map. I saw it, and was going to download it, but something must have interrupted me and I completely forgot, so I was rather pleased to see this in the JKFiles waiting list! :D [b]Let’s start of with the pro’s first of all.[/b] As the author explains in his readme, the amount of space to fly around in has been increased, which means more room for dogfights! The skybox also has a new texture, a re-coloured version of the original Bespin skybox, which I actually think looks rather good (although the original Bespin skybox was actually more accurate colour wise if I remember). He also says there are more ships to use and that the maps geometry has been improved over the last version. One of the most important parts is that there is actually two maps in here! One for the Clone Wars era, and another for the Galactic Civil War era, which I thought was a very nice touch! There is also new music, which goes well with the map, although the music in the Clone Wars era map didn’t sound very good quality. Overall, from what I can remember of the actual Battlefront map, the layout of this map is very accurate, and instantly reminded me of the Battlefront version, so well done there mate! [b]Now, let’s move onto the con’s.[/b] Although the layout of the map is good, the geometry and structures in the map could still do with quite a bit of work. For example the roof of the central platform doesn’t appear to be a proper conical shape, some of its sides are oddly cut and don’t line up properly. I think in examples like this, patches are the best things to use. If you are not a mapper, you probably wont have a clue what patches are, so basically think if it like a mesh rather than the normal solid blocks which you have to cut bits off of. Patches are slightly more advanced though, so I would advise reading up on any tutorials you can find first. The texturing could also do with some more variation, although I am pleased to see that the author has tried using custom textures! :) Also worth considering, is using a sun entity to light the map in a realistic fashion. A tutorial for that can be found [url=http://www.map-review.com/index.php?page=tutorial_view&id=19]here[/url]. All in all a well laid out map here, accurate to the layout of the original battlefront map, although I do believe it could do with more improvements overall. If you decide to do a v4 of this map I will be eagerly waiting here to download it! :) If you guy’s like the look of this map, then give it a download! [b]Bot Support: Yes New Textures: Yes New Sounds: No New Music: Yes Game Types: FFA, TFFA[/b] ~Nozyspy~ [b]***NOTE*** If you get an error when loading the map because of the amount of vehicles in it (i think the error is something like ".veh extentions too large" or something) then you shold try the JA+Mod 2.3.[/b]

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4776 downloads

Uploaded:06-24-2007

Naboo Lake Retreat

naboo_lake_retreat_final.zip | 24.71 MB

place has a number of floors. The whole retreat contains a bar, bathroom, bedroom, hot tub, pool, and a duel area of sorts. The RPability of this map is decent. It also makes interesting battles and eye candy. Death, doom, and, in fact, gloom. My only wish is that there were more rooms for RPability. Otherwise, GOOD FOR AVERUS =_= BANDWIDTH *points to you* GIVE ME THAT WHICH IS BANDWIDTH. New Textures: Aye New Music: Aye Secrets to plunder: Aye Bot Support: Aye - Averus Retruthan

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2362 downloads

Uploaded:12-25-2006

Final Fantasy VII - Midgar v3.0 Source Files

final_fantasy_vii_midgar_v3.0_source.zip | 27.43 MB

version of the map. - These resources are available purely for learning purposes. - You MAY edit the resources in this package, however you MAY NOT distribute any resources to anyone without first gaining permission from the author(s) who created them. - You may NOT claim credit for any work taken from this package. The map itself should be along sometime later. Szico hasn't submitted it yet, so we can't really put it up seeing as we don't have it. Have fun! ~ Kouen

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1375 downloads

Uploaded:10-26-2006

Bodycount Map Pack

bodycount_mappackv2.zip | 6.59 MB

to move through the air a lot. Okay, the FFA map in this mod is reminiscent of a Q3 map I once played on, mainly because it has lots of little jumps. But that’s about it. It’s a dark map, and you can see the jump pads clearly. You just walk/run onto one and kapow! Off you go to the other side of the map. I did fall through the gaps in the metal plating a couple of times, but that’s just another nice little hazard. I do kind of wish this map was a little bigger, or that it had some more lights on it, but it’s fine. The second map is a CTF map, and it seems to be smaller, which saddens me. There isn’t much space in between the two flags, and there aren’t that many weapons. This map could certainly be a lot bigger, although if you were running an Instagib mod it could be fun. New Models: No New Textures: No Bot Support: Yes New Music: Yes Gametypes: FFA, CTF ~Zach

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9793 downloads

Uploaded:08-27-2006

Ancient Outpost

ancient_outpost.zip | 29.97 MB

be able to find each other! This map is huge, perfect for large free for all, and it's just beautiful. Mixed with indoor and outdoor areas, both the various corridors and the mile-high rock faces are wonderfully done. The outdoor areas are bright, but not brighter than you would expect given the overcast sky. The meshed walkways connect various buildings, leaving many places to potentially fall to a gruesome death in the lava below, and the rocky skybox perfects the atmosphere. To add to the somewhat industrial feel, large pipes stretch from one building to another, so [i]if[/i] you fall you might be lucky enough to land on one of them. And boy do those pipes look stunning. I've never appreciated plumbing quite so much before. The inside is a mix between an industrial atmosphere and a more medieval one. The walls are mainly stone, lined with crystal-like lights, but some more advanced technology makes an appearance, such as control panels, lighted bridges, and some very neat looking mechanical doors. The lighting hops back and forth between white lights and blue lights, occasionally accompanied by a red glow from some lava. The really neat part about this map is how varied the architecture is from one area -- or even one corridor -- to the next. You'll rarely feel like you've been in the same place twice, but somehow the map still holds a sense of unity of style. Both the lighting and architecture vary enough to keep the map continuously interesting, and there is no lack of details, ranging from arched bridges to warning signs. A good word for this map would be [b]complete[/b]. It is very much complete, with very little lacking or that could be significantly improved upon. Even botrouting has been included, which is a must-have for a map as large as this (I can imagine some great bot matches to be played here!). Definitely a must-have. [b]Bot Support[/b]Yes [b]New Textures[/b]: Yes [b]New Models[/b]: Yes [b]New Music[/b]: Yes ~Inyri

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2704 downloads

Uploaded:04-22-2006

Jumpspace

jumpspace.zip | 2.34 MB

PLEASE submit your other maps here Norman! ;) I suppose his maps are like Mclaren F1’s. For the people who don’t know what these are, they are EXTREMELY rare and expensive supercars. They cost around £600,000 (which is just over $1,000,000 yes that is 1 MILLION Dollars!). They’re so rare (just 100 road going cars were sold), its unlikely you would ever see one driving down the street in your lifetime! They are also very well made cars, afterall, they have to be to go over 230 Miles Per Hour! Anyway, Darth Norman’s maps are kinda like those cars, they’re rare, but very well made and look incredible! I believe this map is part of Map-Reviews 5th mapping contest (now finished), more info can be found here: http://www.map-review.com/forums/viewtopic.php?t=1577 This is honestly the most unusual map I’ve ever seen. It looks like something out of the movie TRON. At first when you load the map it looks like the lighting is on full bright, but it isn’t, there is proper lighting. But there are no shadows, which is kinda weird at first, but when you think about the setting of this map, which is like some kind of digital world, big black shadows would look out of place. ;) The theme of the Map-Review challenge was Gameplay. And this map certainly has brilliant gameplay. My computer is probably mid-range, and I get 70-80 FPS throughout the map. This map isn’t small either, it’s a nice size, so it’s really good to get such great FPS here. I suppose this map is kinda like a city, there’s lots of different buildings, and little street like areas. I have a feeling this map would be brilliant for an all-guns FFA. Considering that there seem to bee two different coloured areas opposite each other, I would have thought this would make an excellent CTF map. But the author has only made this useable in FFA and TFFA gametypes. :( Weapons and power-ups were well placed for FFA gameplay though. There were also a few very nice details that I absolutely loved. One being that the sky (and a very unusual sky at that!) actually MOVES! How on earth he managed to do that I don’t know. He has included the .map file with the .pk3 though, so I will be having a look to find out! Another nice touch that I liked, was the little 1’s and 0’s that floated off the telepads in each ‘base’, they looked very cool. :) But what about bugs? Well I’m pleased to say that just like his Arevass map he released a while ago ( http://jediknight2.filefront.com/file/Arevass;45281 ) there are hardly any. Obviously a PERFECT map is impossible to make, but I would say Darth Norman has got about as close to a perfect bug-less map as you can get! I only noticed one texture that was slightly out of alignment with the rest. Apart from that the only other thing that bugged me was that there isn’t any new music in this map. Its just normal Base-JKA music, and whilst it still fits well with the map, I would have liked something a bit more ‘tech’ or ‘digital’ to go with the theme of the map, but that’s just my opinion. All in all another superb map from Darth Norman here! :) I do hope you submit some of your other maps here that I’ve seen on your site ( http://www.illusions-tec.de/dntuts/content.html ) Norman! Bot Support: Yes New Textures: Yes New Sounds: No New Music: No Game Types: FFA, TFFA ~Nozyspy~ Note: I must apologize to Darth Norman, because my graphics card cant seem to use dynamic glow the screenshots I took don’t show his map off in its full glory. So if dynamic glow in JKA works for you, this map will look even better!

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2626 downloads

Uploaded:03-31-2006

Ilum CTF

ilam_ctf.zip | 17.49 MB

almost two years ago, but LivingDeadJedi never submitted it here. So in that sense, it’s an ‘old’ map, but it’s new to JK3Files! So what’s this map like? Well, considering it’s almost two years old, it’s absolutely incredible. I remember what I was like two years ago…and well, lets not go there. ;) I doubt there are many mappers out there who were just as good two years ago as they are now, but LDJ is one. This map really is massive, there are two large bases, one for the red team and one for the blue (this is a CTF afterall). At the center of each base is the flag base, and nearby, a cool red or blue coloured crystal hanging over a pit which has lava at the bottom! I found the idea of having lava on a snow planet (which Ilum is) a bit strange, but then again, there are volcano’s in Antarctica, so I suppose it’s perfectly possible! However…if you jump down the pits, and onto a ledge that’s only on one side, you will find yourself near a door. And behind that door is a tram! Hop on the tram and it will take you to a bridge near the bottom of the crevasse that separates the flag bases. Then you can take the very cool looking elevator up to the upper platforms. I especially like the use of the girder type texture here, it fits in very well with the architecture. If you’re trying to make a quick getaway with the flag, this is a cool way to escape (or hot considering the lava…). Just make sure you don’t miss the ledge on the way down! Otherwise you really will find yourself in hot water…erm lava. Its kinda a shame though that you cant cross the bridge and hop onto the tram at the other side, then you could go back to your own base (or your enemies). Then you could step out onto another ledge that would shoot you up through the hole and into yours or your enemies flag base. That would make for some interesting gameplay. :P Of course if you want to go the simple (but longer I think) way, you could just run out of the doors in the flag base. Then go through a very nicely made corridor (the architecture and texturing in this particular corridor look superb) and out onto the bridges and platforms that span the top of the crevasse. Then into the other base! However, you might find yourself falling pray to snipers…as the roofs of the bases are accessible via a very unusual but cool looking elevator system! It’s just a shame you cant smash the skylight and rappel down into the flag base. :( All in all a very nice map here…HA! You thought I had finished didn’t you! :P There’s more…also included in the .pk3 is a second map. Its exactly the same to this, only, its snowing. And there’s also a nice pale blue fog, which adds a nice feeling to the map. The FPS in this map is also a bit better I think. That brings me onto my next point; bugs. Overall the map is superb in build quality, architecture and texturing. The main gripe I had with this map was that the FPS in some areas is very low. Now this map is a CTF and so would have lots of players on it in a proper match and this would decrease the FPS even further. However though, the FPS in many areas was decent enough for good gameplay. Probably the worst area for FPS is when you look out from one base, right to the other base on the other side of the crevasse. The only other thing is that on the Snowing version, some parts of the terrain have bluish triangles all over them. I’m presuming that’s something to do with the fog and the terrain shader reacting strangely, but I’m not sure. Apart from that though, this map is excellent. :) I still can’t believe that its almost two years old! Bot Support: No New Textures: Yes New Sounds: No New Music: No Game Types: CTF ~Nozyspy~

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1488 downloads

Uploaded:01-14-2006

))=((iddens Gaming Club ))=((angout 4

hgc_hangout42.zip | 14.75 MB

wouldn't want to sleep on that pointy of a pillow." These are some of the challenges presented to mappers, however talented and experienced mappers can hide this angular nature and help hard edges become softer. It is obvious this mapper has not yet mastered that technique... or really delved into it at all. The next thing I noticed was the texturing. The texturing seems... random, at best. In some areas it fits, and then in other areas, especially the living areas, it seems incredibly random and disjointed. I found the pinkness of the author's "room" to be a little frightening. More the pattern than the color. If I had that kind of wallpaper in my bedroom I'd probably have a seizure. And because of the sheer height of some of the brushes, many of the textures look incredibly repetitive. The only real texture [i]problem[/i] I had was with one of the shaders, though I don't know if that is a problem with the map or a problem with me. The last important flaw I found was the lighting. In some areas it was okay, but in others is was simply horrendous. In fact in one screenshot you will find a hallway filled with lights that have no sources. There's also a brick wall that is illuminated by a non-existent light source. Some people may not care about that kind of thing, but lighting can really make or break a map. New Textures: Yes New Models: Yes New Music: Yes Bot Support: No ~Inyri

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7803 downloads

Uploaded:01-02-2006

Tantive IV - Rebel Blockade Runner v1

sssid_blockade_runner_v1.zip | 6.48 MB

Revenge of the Sith. Due to this map being a movie location not only is this map going to be popular, but it also must have been very difficult to make! The thing about maps made after movie locations is that unlike an ordinary map, where you create what you see in your head, a movie map has to look like the place it is meant to represent. Not only that but you must also get the scale of things correct to achieve that. For instance, you need to make sure that the things in your map, like the height of the ceilings, the size of the doorways and such is to a similar scale as what is portrayed in the film. It wouldn’t look right if the doorways in the map were twice as big as they looked in the movie would they? I am glad to say that Sssid has done a brilliant job of getting the scale and proportions in this map just right, not only that but the custom textures look superb too and make this feel like a really authentic portrayal of the Tantive IV! Now as for the size of it; it’s probably a medium to large sized map, but with all the winding corridors it makes it seem much bigger! Luckily in the conference room though (the one where Bail, Yoda and Obi are at the end of Episode 3) there is a map on the wall, which should give you a good idea of the layout. I hear Sssid’s been working on this map for a long time, well he has certainly produced a great map! Like I said before, he has got the proportions just right, the corridors and rooms really look like those out of the movies. One very clever thing I liked was that the white doors appear to have been made out of a base JKA texture from the Desert (Tatooine type textures) folder. There is plenty to explore in this map, and I would imagine with all these corridors that it would make a great guns FFA map. The spaces in this map are a little bit small for dueling though I would say. You could still have a duel in here, but you wouldn’t be able to jump much! All in all I think this is a very impressive representation of the Tantive IV. Its all here, from that famous corridor where the Stormtroopers break in, in the original Star Wars film, to the conference room featured near the end of Episode 3. The use of curves, and the way the textures have been used looks great, so well done there mate! :D There are one or two things that could be improved upon perhaps though. The biggest bit would be the Star Destroyer outside of the Bridge windows. Its rotated at a bit of an odd angle, which skews some of the textures on it so that they look out of place in parts. I must admit it does look good at that angle – it looks like its coming right at you! – but maybe a bit of a simpler angle would be good so that it doesn’t skew the textures too much. Also in the more grubby engineering type areas (such as where Princess Leia puts the hologram in R2D2) the base JKA textures used there look a bit out of place (I think there’s a Bespin door texture in there somewhere :S). However, the way they are used still looks good :) One other thing would be that on some of the textures inside the ship, there is a small grey control panel type texture that has been placed ontop of the white wall texture. This small grey control panel looks very pixelated and thus stands out against the very nice, clean, crisp white walls. This is only a very very small thing, but I’m a perfectionist! ;) Apart from that a brilliant professional quality map here! Nice work mate! ***NOTE*** By the way, apparently Sssid has dropped another can of Coke somewhere in this map (surely there must be bins somewhere on the Tantive IV! :P ). See if you can find it! Bot Support: Yes New Textures: Yes New Sounds: No New Music: No Game Types: FFA, TFFA ~Nozyspy~

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1206 downloads

Uploaded:11-25-2005

Mustafar Duel

mustafar_duel.zip | 199.23 KB

just 5 hours work is beyond me, but here it is, and here's the review. Basically.... its pretty bad. There are about, 4 different textures, 2 of which repeat endlessly and are just horrible to look at. The other ones, which make up the 2-D platforms and little floating bridge in the middle, are bad choices, and aren't aligned properly at all. Oh, and there's no lighting either. And the author hasn't caulked the outsides of his level. (Not that the fps is bad, but just a point.) I'm clutching at strings here for something positive to say, but I'm coming up empty. :thumbsdown: The lava rock texture could work on the rocks, but not as the actual lava texture. When you jump into it you fall through what looks like solid rock, and die. So yeah... changes needed here. Well...i guess the skybox looks nice. Additionally, there's no levelshot, something really quite important in a map. At least the author managed to get the map to show up in the menu, although I can't see many people downloading the map just because of that. Basically, its the 'classic' first map. Bad design, bad lighting, bad texturing, broken features and no music or sound effects. Sorry, but that's what it is. New Textures: No New Sounds: No Bot Support: No ~Szico VII~

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629 downloads

Uploaded:09-24-2005

Korriban Championship Arena

korribanchampa.zip | 968.99 KB

defy the laws of even JK3 physics, but they're just damn annoying when you don't know they're there! And despite these invisible walls, you didn't clip your steps! Tut tut ;) So yeah, this map has some invisble walls around the top half of the arena which make you stop in mid-air if you try and jump to the higher level, and then you fall flat on your face. Just a note for anyone planning to duel with this map. In terms of aesthetics however, I quite enjoyed this map, despite the minor lighting glitches on the lamps, where the illumination was coming from below where it should be. The broken down walls near the top of the arena and various Korriban-themed statues come together well to create an authentic looking duel arena. And it has bot support as well! :thumbsup: Of course, it isn't perfect - the duel space in the middle could be a little bit small for some duelers, and there is some slight illumination spots which don't look very natural. Conversely, the organic roots in the ground and crumbly rocks look very nice, and the texture set used works fairly well, although the pillars look a little too sheek compared to the debris in the rest of the level. The slanting corridors behind the main dueling arena are a little sparse in details, but they get the job done well enough and I must re-iterate that I am being a little picky here. My advice, if you're a keen dueler you should check it out - it's a very small download, but it's too small for FFA, even if the gametype is supported, so I'd stick to duels. :( New Textures: No New Sounds: No Bot Support: Yes ~Szico VII~

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826 downloads

Uploaded:08-25-2005

Club Obi-Wan

clubobiwan.zip | 5.91 MB

the other 2, just not that one :/), so I cant really comment on how accurate this map is….but anyways, on with the review… From what I can remember from the film, this map does indeed look similar to the area that the film starts off in, although, like I said I cant comment on the details, having only seen the film a couple of times. The map is pretty good, there are some very nice details here and there like the cocktail glasses and the wine bottles. The staircase (which unfortunately, you cant go up :() looks very nice and well made, and the stage area looks good too, overall the map is quite nicely made. The music is very cool too :D However, I was surprised at how small it was. It works on FFA, but really, this is only a Duel sized map. I can understand why it might be small though, afterall, it is quite difficult to get a lot of reference material from a film, for a map. The lighting is also quite harsh and flat, it would have been nice if it had been a bit more toned down and had stronger coloured lighting from the stage. Also, the fps drops quite a lot when you face the stage area. However, on a plus note, it does have bot support! This is quite a cool map, especially if you’re an Indiana Jones fan! Nice work here man :) Bot Support: Yes New Textures: Yes New Sounds: No New Music: Yes Game Types: FFA, TFFA, Duel, Power Duel ~Nozyspy~

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7855 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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9358 downloads

Uploaded:01-20-2005

Sex Kingdom

sexkingdom.zip | 3.7 MB

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

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15996 downloads

Uploaded:12-22-2004

Naboo Streets

sjc_naboowip.zip | 8.51 MB

is. But for FFAing? Meh. I realize that you intend on releasing another version of this map that is more FPS friendly and stuff, James, but for now, this map is good for a quick glance and maybe a duel or two, but that\'s about it. There are no real points of interest in this map. The stairwells are a bit too narrow and the inside is too cramped for good gameplay. I absolutely love this design. It\'s a gorgeous map and deserves a second chance from me. There just isn\'t any balance for FFAing without a few more levels to play on. Kinda like Bespin Streets, y\'know? There are streets at different heights, there\'s a pad for dueling, roofs, etc. I just think Naboo Streets needs more, y\'know? Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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3984 downloads

Uploaded:07-30-2004

ModSect\'s Evil Map Pack

modsectsevilmappack.zip | 10.6 MB

The first is the daytime version of the Sith Tournament map. It\'s a lovely map that has torches all around and a large dueling pad in the center. There are lifts that will take you up from and down to the arena. I adore the design of some of the columns. Very Sith-like. My favorite parts of this map are the little rooms up top, where pieces of the wall have been cut out and there are spiderwebs hanging. Inside, you\'ll find either a bacta, force boon or a large shield cradled by a very sharp, evil looking platform. My absolute favorite part of this is the ceiling. The angles and haphazard way the boards are placed there are just so appealing to me. The nighttime version of this map is exactly the same, just darker and with a night skybox. The final map included is actually a CTF map. It has the same look, but included are some new paths to a \"crypt\" where you\'ll find the flag. I just love that one corner with the cut-outs in the wall. It\'s clear where each base is and the color of the flames will keep you on the right track. The only thing I don\'t understand is why the flames are gone from the tall torches. *shrug* Regardless, great work here, Orb. :D Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, Duel, PowerDuel, CTF ~AmosMagee

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16914 downloads

Uploaded:07-08-2004

Battle on Yavin 4

siegeyavin4.zip | 3.53 MB

said, it\'s a shame Raven didn\'t just put out an expansion for JK2 and give us the two new game types of Powerduel and more importantly, Siege. I\'ll admit that I haven\'t played a lot of Siege, but I am familiar with it and I love it. In fact, I\'ve mostly been playing JK2 and Troopers lately. (Troopers is a mod for UT2K4.) Anyway, this map reminded me of the Objective map Yavin for Troopers. The objectives aren\'t the same in all cases, but very similiar. I spent way too much time on this map, blowing up generators. Not that I wanted to spend so much time doing that, it\'s just that it takes forever to blow them up and there\'s like, 4 or 5 of them. I know I destroyed 4, but I never got a nudge to move on to the next objective. In any case, it\'s a fun map, I think. And I really should be playing more Siege. It\'s just about the only thing I enjoy about JA and this map would be a lot more fun to play with others. Cause like, playing Siege alone sucks. Bot Support: No New Textures: Yes New Music: No Game Types: Siege ~AmosMagee

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8713 downloads

Uploaded:04-08-2004

Boba Fett\'s Hideout

bobafetthideoutsjc.zip | 9.02 MB

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

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45364 downloads

Uploaded:03-02-2004

Boonta Eve Tatooine Pod Race JKR Speedway

boontaevetatooinepodrace.zip | 11.07 MB

the created game type is Boonta Eve - Tatooine Pod Race. The map is huge. And it\'s not just one big circle that you race around for a few minutes and get bored. There are a few different paths you can take and there are a few obstacles you have to watch out for. I didn\'t expect to find a Wampa on the track and his growl as I passed by scared the crap outta me. There are also some of those little training droid ball things that shoot at you, placed all around the map - and not surprisingly, there are Tusken Raiders that will try to take you out. Sure, the FPS is a little low, but it\'s not so bad that you won\'t be able to race. The map looks great - there were some areas with z-fighting, but the areas aren\'t important and I only saw them when I spectated and flew around, looking at the tops of buildings and stuff. No bot support, but you don\'t really need it for a JKR map. The sounds are perfect, taken straight from the movie, I believe. I think the track is fairly accurate, but I haven\'t seen the movie in a while, so I can\'t say for sure. Most importantly, I had fun racing in this map. And I can\'t wait to see more of these Speedway maps from you James. Before long, we may see some strictly JKR servers hosting only your maps! :) Great work! Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA (JKR) ~AmosMagee

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3091 downloads

Uploaded:01-13-2004

AT-ST Duel

atstduel.zip | 328.69 KB

places to jump up to the top, and those little openings make for a great place to set some trip mines. :D In addition to all of the weapons, there\'s even more firepower on the tops of the buildings and in each corner. There are eight turrets and four AT-ST\'s. They all respawn, so even if you eliminate one, expect your enemy to resume position and keep firing at you. There is bot support in this map, but the author does note that the bots will not use the turrets or the AT-ST\'s. Have fun playing this map! It\'s not a map I\'d use for saber only, just because the size is a bit too small and really it\'s set up for guns. FPS is great, of course. Good job, Gigon! Bot Support: Yes New Textures: No New Music: No Game Types: Duel, Powerdul, FFA, TFFA ~AmosMagee

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1622 downloads

Uploaded:12-24-2003

(Power)Duel Arena

powerduel_arena_by_sinhope6.zip | 245.66 KB

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

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2354 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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948 downloads

Uploaded:08-19-2010

Kotor II - Malachor IV Trayus Core Duel

kotor_ii_malachor_iv_trayus_core_duel.rar | 1.99 MB

locale. Now I\'ve seen an MB2 version, so I know how it\'s generally supposed to look. This isn\'t bad; it doesn\'t have a sky, so to speak, as the other one did, but it has the basic arena and it has two bridges extending out into the blackness. Not much in the way of sourced lighting, but it\'s a decent map. Not much in the way of bugs so it can be considered stable as well. That being said, go butcher people. New Textures: Aye New Music: Aye Secrets to plunder: Nay Bot Support: Aye - Averus Retruthan

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4406 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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369 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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1057 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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27 downloads

Uploaded:07-15-2009

Duel Fall

duel_fall.zip | 138.58 KB

virtually no effort put into lighting. It's boxes, stacked with boxes, and more boxes, in one huge box. Enough of that though, this level actually reached me in one very important department: concept. It's very simple, a few speed-dependent weapons (golan, repeater) in a distance-based environment. In playtesting, it took quite a bit to hit of focus to aim and actually hit an opponent in several different, physics-based scenarios. Target at range. Target falling away/towards you. Target at same height while you are falling away towards. Target with cheeseburger. Target falling from same height as you. The only major bug I found was the kill entity at the base of the map. It isn't big enough to kill you if you're passing though it at that speed, and you end up at the bottom of the map with twenty something health. I really like this concept. A lot. I would like to see a little more detailed level geometry, some more platforms, different textures for different platforms/walls so players can keep a better sense of direction. Please, download this level and try it with a couple of friends. You'll hopefully see what I do, and maybe you'll get inspired! -Sared Overall rating: four out of ten cheeseburgers. New Textures: No New Sounds: No New Music: No Bot Routes: No Game Types: Duel

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3256 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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2458 downloads

Uploaded:09-20-2008

MMG-Hoth

mmghoth.zip | 14.73 MB

Outside, you have a snowy valley with a functional Ion Cannon, the trademark hoth turret, and a a distant radar dish based off the ROTJ shield generator. Oh, and the shield generator itself >_> can't forget that. On the inside, of course, is actually a decently mapped out complex, that, whilst not faithfully accurate to the movies, is still a decent layout regardless. The hangar is decked with snowspeeders and the Millenium Falcon, and surrounding it are the primary base areas, of which contain: - armory/storage - Med bay - lounge/bedroom area(cease. hammer event: this particular area looked most out of place because of the different choice of texture, architecture, and giraffes. You'll see what I mean if you DL it -_-) - command center(with special treat) - generator room(or gunnery room, I'm not sure) - tauntaun barn - pilot prep room - and other fun prizes! The main factor that will probably set this map apart is its new script sequence. Along with having the vehicles and other supplies ready, this map contains a button located in the command center that will essentially allow you to recreate the battle of Hoth. Quite impressive actually. Starts with the probe droid, and then the drop ships come =_,= and then...mayhem...Sort of v_v unfortunately it's up to the players to fend off the invasion, with no NPC backup. Sorta ruins the experience when you ain't got any allies but hey, at least the generator can blow up =_,= Some relative bugs in the map include a couple unclipped objects in the generator room, and a strange shader error with the included vader model. I'm not sure what it is, but apparently the result is a very buggy cape that acts sort of amorphously. Not sure if that was to make the cape look like it naturally flutters or something, but it didn't work too well. Honestly, this is definitely one of those maps I'd suggest trying on your own rather than just reading my review. It's definitely not a bad experience, and I daresay there is some moderate RP potential within the map. Would need some tweaking but it could be done. New Textures: Aye New Music: Nay Secrets to plunder: Nay Bot Support: Aye - Averus Retruthan

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1539 downloads

Uploaded:08-31-2008

Abandoned Academy

abandonedacademyv2.0.zip | 5.67 MB

ages ago. Hell, I still managed to find the secrets! O_o (well, most of them.) So, the Abandoned Academy is pretty much utilitarian versus RPable, so sorry RPers :\ not good enough for it. It essentially contains mostly duel rooms and training courses. Ah, a true testament to its age: player -contact switches(as opposed to usable switches.) This map is definitely still amusing to play on, although now that I'm older and darker, I did notice quite a few bugs with it. Quoting my handy wordpad notes: - Grass poking through pavement: this was primarily in the spawning area. Instances also included clipping through the fountains as well. - Foliage clips into Fountain: a large bush clipped into one of the fountain. - Blue fog error: The presence of the water fog shaded some of the surrounding flora blue. - Ambient Noise missing on door(s) - Water efx only shows up at frontal angle. - Missing Texture on window frame: Visible in the room with the door facing the entryway. - Some unintentional parts of the map visible from same window. - boxy cavern tunnel: Mostly in a secret area, so might not be too problematic. - silent ambient fountain: the fountain with the frontal effects made no sound. - fire sound radius too large: I could hear the fires from one area two areas away O_o I would definitely love to see an expansion of such an old map if possible, although I'm sure Jenova has long since discarded the .map, so mebbe a redux or something would be awesome. Otherwise, I would definitely suggest taking a look at this map, regardless of its numerous errors. It's worth the look, I can assure you =_= New Textures: Nay New Music: Aye Secrets to plunder: Aye Bot Support: Aye - Averus Retruthan

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768 downloads

Uploaded:08-07-2008

Planetary Base

planetary_base.zip | 1.19 MB

think people just slap the word "Beta" on their versions to ward off the impending wrath of people like me who want to vent their rage on an inferior product. This is definitely something that needs to be thickened out, exponentially. This micro-adventure is basically a tiny gauntlet, containing a whopping 4 enemies: Two reborns, an imperial, and the Possessed Tavion. There's barely any detail, one door, and one elevator. The rest is near bare, save for that ripped T2_rancor hall and that minuscule command center. Honestly, this seems more of a grab for attention versus an actual beta map. There's hardly anything to beta test here, which was what the author was trying to portray was the purpose of this publishing. Try again later, when you actually put more in here -_-; Maps like this are just a waste of time and space, no offense directed toward you. New Textures: Nay New Music: Nay Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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146 downloads

Uploaded:09-24-2007

Dark-san\'s palace

darksanspalacev2.rar | 4.82 MB

seemingly random room. First off, none of the doors open. But you can break through some of them. People generally make their doors open. If you have to break down the doors at least make them take more than one hit to demolish. This definitely could have used some scripting. The throne room is incredibly dark. No light sources. None. I don\'t know if this was intended, but I think it could use some light. It\'s just a big room with pillars and a throne. Not that much. The overlooks consist of panels on one wall. And they take up ALL of the one wall. No variation. Just panels. The overlooks are red and blue, alternately. The \'\'box room\'\' is just that. A room with crates in it of various sizes. The seemingly random room, you are supposed to use an elevator to get to. and guess what? The elevator doesn\'t work. So yes, you have to break your way through. There isn\'t even much in the room. just a sentry gun and an e-web. There were some missing textures around the map, but not in overly large areas. Just on borders and such. This map could have used scripting. Or the author could have at least included the missing textures.[/quote] Suffice to say, the map just seems to expand on this throne room, but it doesn\'t seem like too much advice was taken. The palace now has an exterior up to the outer wall. Honestly, it\'s not very impressive. The main building is a giant box. There are turrets everywhere on the outer wall. =_o Ready for the best part? They\'re invulnerable, so good luck laying siege to them. There is a ship that seems to have been used from a previous map he made, so I\'ll simply paraphrase and say that it\'s way too unshiplike. The interior of the palace is blocky and dull, but the most damning part of it was that the silence of everything. The music included was a .wma, so there was no way I think it would have worked. Either that or he didn\'t bother to implement it correctly. Worse yet, Averus had to strain himself while in a silent atmosphere. There were no ambient sounds, and the doors lacked sound as well. There were a couple \"RP-friendly\" rooms, but the rest of the map is too irritating to really have a comfortable RP in. The rest of the rooms feel so very empty and annoying that I would rather not delve in too much further. The only upside I could think of is that there are a number of secrets that you could probe and a number of breakables. Otherwise, here is what I would recommend if you intend on making a third version. - Sounds, sounds, SOUNDS - There are a lot of useless doors. Fix that =_= - Spruce up your rooms and give them a little more purpose. - Make your music compatible/functional There\'s my piece =_= Honestly, while it\'s not the best of maps, I\'m sure imaginative RPers could possibly make use of this. I just don\'t see it going that far. Definite improvements are necess\'ry, so you are encouraged to engage in a third version =_,= New Textures: Nay New Music: Non-functional Secrets to plunder: Aye Bot Support: Nay - Averus Retruthan

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623 downloads

Uploaded:07-23-2007

boonville

boonville1.zip | 7.46 MB

three-year-old and MS Paint, layout is extremely standard with no interesting features to remark on. It\'s just your simple run-around-and-shoot-stuff map. What you see is exactly what you get. For your own mental health, not to mention your ability to actually play the game without cringing, I suggest muting the in-game music and using a killtracker or Winamp. The less we say about [i][b]that[/b][/i], the better. Suffice to say I needed to take a dose of my meds to repair my brain in the aftermath of listening to [i][b]that[/b][/i] for twenty-five minutes of botmatch. Anyway, basic map, what you see is what you get. Good FPS because there\'s little if anything to reduce the FPS. Clean gameplay that doesn\'t require any particular tactics. I think you can decide whether or not you want to download this all on your own without any recommendations from me. ~ Kouen [b]Bot Routing:[/b] Yes [b]Custom Audio:[/b] That\'s [i]one[/i] way of putting it.... [b]Custom Textures:[/b] Er, yeah. [b]Custom Models:[/b] Heck no.

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1126 downloads

Uploaded:02-14-2007

Night City

nightcityja.zip | 19.49 MB

construction of the map is decent, the lighting in some areas is strange. Like the interior hallway is lighted purple. That’s just weird. From the movie, and from Jedi Outcast, I thought Bespin was more of a brown and whitish city, rather than a purple one. Anyways, other than the strange purple hallway, the map was pretty decent. The weapons were placed so you could easily get them, along with ammunition. Although…there were some areas of the map that looked like I was supposed to be able to get to them, but when I jumped towards them I hit a barrier…and died. When I jump on something that looks like there’s a ledge, there should be a ledge! Not an invisible barrier! Anyways, the barriers aside, I was able to get a nice rooftop sniper position with a view of basically the entire map. Anyways, my main qualms were with the ledges being blocked. But I have some small qualms with the bot routes. I was watching the bot, and it seemed to repeat one path a few times, then move on. So that could use a little tweaking. But it’s still a pretty neat map. This is the Jedi Academy version of Night City. This took a little longer for me to load than a normal map, but it does work. Bot Support: Yes New Models: No New Music: Yes Gametypes: FFA, Team FFA ~Zach

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4116 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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2771 downloads

Uploaded:06-13-2006

Jedi-Mart

jedimart.zip | 13.6 MB

serious, though, this map is funfunfun, and very well made for a first map. You'll likely spawn in the parking lot, surrounded by vehicles, and with a wide cityscape around you. First thing I did was enter the mart. Second thing I did was laugh at the first poster, which I conveniently took a screenshot of. All of these here posters are classy parodies. You should have known what to expect inside. Aisles full of products, a post office section, toilets, pharmacy, staff area, video game area (more JKA than Halo... grrrr!), and checkouts. It's all pretty routine. The extra areas are what got me. There's a garden area. And a restaurant, however it's built more like a duel-café. Plenty of space for fun-running around the outside buildings, and a decent amount of flying space too, if you have small-ish fighters - X-Wings are FAR too big to maneuver. Lucky snipers can even spot three mercenary NPCs having a sneaky chat somewhere off to the side. ;) ICARUS scripting work has been done, which is a rarity. Various things such as rotating doors have been created. The music adds atmosphere, although maybe not the intended atmosphere for an FFA. Still, it's what you'd expect to here inside a mart, and it's a beautiful, peaceful composition, too. Kudos to the composer, Joe Bongiorno, for an [i]excellent song[/i], and kudos to Fir'en for having good taste in music and picking a track which fits the map well. As for the FPS issues you'll no doubt expect to encounter, with this being Fir'en's first map, it's excusable. However, I would have fixed it by sticking areaportals everywhere I could get away with. Also, I think some of the brushes have wrongly been set to detail rather than structural, as I could see the game drawing faces behind some structures. The lighting is also quite bland. A little variation would have been very nice. I'm not sure if this guy was meant to do anything, but the Imperial officer stood next to the shuttle simply asked me if I'd like to go to the arena and did nothing else. This may be intentional, it may be a bug, or maybe I just didn't know how to trigger it. Either way, I just said "meh" and gave the guy a saber-raping (I'll be damned if his HP isn't high!). Other things which would enhance the map are all aesthetic. The architecture was fine, but it could have been generally more interesting. But on the other hand, considering how basic most of Raven Software's architecture was, I'd say it fits in with the game just fine. The other thing, is textures. While the texture choice was good enough, a little more variation there would have been nice too. I'm also not sure on this, but I seemed to spawn in the same place every time, so I think there's only one spawn point. More flight space would have bee nice too. Overall, this is a heck of a map for a first, and despite being understandably basic, it has it where it counts - gameplay, and effort. There are enough features here to keep you more than busy, and accessing the (beautifully designed) secret area will be a nice challenge. Some features are quite fun too, such as the staff area's main two items - the trampoline and the aptly named "Jawa Smasher". Mirrors have been used in appropriate places, although thankfully quite sparingly. Another nice touch is that the various vending machines will drop shields and health packs for you. The rotating door is masterfully done too - it's just like something from Sherlock Holmes! You'll see what I mean when you find it. ;) This is a good map to add to an RP server, or just for use as an alternate FFA/TFFA environment. Either way, Fir'en has some real potential if he gives time and effort to making his maps as well as this one, and I'd like to see a v2 of this, as well as more maps from him in the future, showing improvement. This map comes highly recommended. ~ Kouen [b]Bot Support:[/b] No [b]Custom Models:[/b] Yes [b]Custom Textures:[/b] Yes [b]Custom Music:[/b] Yes [b]Gametypes:[/b] Free For All Team Free For All Duel Powerduel

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9636 downloads

Uploaded:05-22-2006

Star Destroyer II

stardestroyer_ii.zip | 4.31 MB

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

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6246 downloads

Uploaded:01-30-2006

ffa_corellia

ffa_corellia.zip | 23.19 MB

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

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3321 downloads

Uploaded:01-08-2006

Duel Carbon JA

duel_carbon_ja.zip | 2.7 MB

really isn’t ported from JK2, Darth Norman has built it from scratch! This is a really superb recreation of the original JK2 map. All the little details are here, like the steam coming up off the pipes, and even the pipes on the ceiling. However, there have been a few improvements. There are 2 switches in this map, one switches the white lights on and off (perfect if you want the map to have a more heavy atmosphere…just turn the lights off!) and one switch that raises and lowers the carbonite block in the chamber. That is probably not much use while your in a duel, but its still adds a nice touch to the map! :) There’s not really much else I can say about this map as it is only a small duel map. There weren’t any bugs that I could see, so all in all another very nice professional quality map from Darth Norman here! If you liked the JK2 version of the map, then I’m sure you will love this! ;) Bot Support: Yes New Textures: Yes New Sounds: No New Music: No Game Types: FFA, TFFA, Duel, Power Duel ~Nozyspy~

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2156 downloads

Uploaded:12-15-2005

Coruscant Heights

coruscant_heights.zip | 19.27 MB

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! New Textures: Yes New Sounds: Yes Bot Support: No ~Szico VII~

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3604 downloads

Uploaded:09-25-2005

Super Mario Bros BETA

nesmariobeta.zip | 3.56 MB

that this level, architecturally, comes pretty close to recreating the first Mario level from the game. I could also tell you that it uses original NES graphics. But then I might remind you that it uses the Quake engine, which might clue you in to how 8-bit graphics look on one of today's engines. I can't really say much positive about this map. The graphics are crude, and while they're supposed to be, many of them are even cruder than they should be, due to resizing. The tell-tale question blocks are so stretched that you can hardly tell it's a question mark, and while most (if not all, I couldn't get some of them to work) of the normal 'blocks' are breakable, the question blocks are completely non-interactive, which kind of ruined it for me. I'm more into all or nothing. My second gripe is the skybox, which unfortunately doesn't exist. I really would have preferred a skybox with funny 8-bit looking clouds, rather than walls with clouds painted on them. It works fine for a side scroller, but looks funny in a 360 degree engine. The pits were a little too narrow, and not deep enough. Falling 8 feet and dying really kind of ruins it for me. My third grip is the pipes. Pipes in Mario did [i]not[/i] look like that. They were just... ugh. If you're going to do it, you've got to get it right. Also, the pipes were like flat circular planes. The pipes should have some thickness to them. For the final, I'd fix both that and the texturing. What next? Oh yes, the castle. The entire interior of the castle is destructible, just by standing on it. Scared the bejeezus out of me, I'll tell ya. About the only thing I [i]did[/i] like about this map was the music, and I've been listening to that song for years. It's a great song. Fits the map and everything. The map itself just needs a major overhaul. There's a point where you should use original textures, and a point where you should recreate them. Some of the textures work, and some of them don't. Use your best judement and do as good as you can with what you have. I'm telling you right now though, you can do better than this. Get advice from the community. They'll know their Mario if they're true gamers. New Textures: Yes New Models: No New Music: Yes Bot Support: No ~Inyri

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5780 downloads

Uploaded:08-14-2005

The Lost Temple v2

thelosttemple2.zip | 28.47 MB

actually 2 maps here (one is a small duel sized map, that is also a part of the main map). So I will do the main one first of all. The main one is pretty big. That was the first thing that struck me when I explored it, was how big it is. Its also pretty well detailed. It’s in the Korriban temple style (I believe one or two bits were taken from the Korriban Single Player map). I’ve seen a lot of Korriban styled maps, probably a few too many lol…that style can get a bit repetitive after a while, but in this case I am pleased to say that the author has done a good job of making the architecture and texturing nice, and making sure it doesn’t get too repetitive. There’s also some very nice use of effects. Like the cascading lava in one room, and little spark like things that float off some of the lights, that kinda thing adds a nice touch to a map. (look out for the nice twisty columns in the main area). Both the music and lighting fitted in well with the style of the map, the music especially so. Stargate music is always cool to use in a temple themed map ;) One of my favourite areas was the outside landing pad like area, with the Z-95 and the big glass control room, that looked cool ;) I also liked the terrain below, with the volcano, it’s a shame it kills you when you jump off, I would have liked to go down there, it would have been a good place for duelling… **imagines using choke to hold someone over the volcano…hehe** eehm, anywayy.… One of the coolest bits was this hidden teleporter, that took you to a spiders web like duel area, which looked brilliant, with the spiders that crawl all around it hehe. And that takes me toooo…..the second map in the pack, which was…the spiders web area! I can see why the author made this area into a separate duel map as well, it would be a very interesting place to duel! The textures used look brilliant, the crawling spiders are amazing, and the water droplet thingy that falls down from the middle also looks cool. All in all an excellent map(s) that I think is well worth a download, especially if you are in a clan or like RPG’ing (the bar area is cool, with an actual working mirror in the toilet!), its also a brilliant map if you just want somewhere cool to play, or fancy exploring (its pretty BIG). There were a few things that I think could be worked on though (on the main map), one was making the layout a little less complicated, because it took me soooo long to find my way around, and I’m still not sure whether I saw EVERYTHING. There also seemed to be a couple of missing textures. One other thing was the gold light fittings in one of the main rooms, they just seemed….a bit too bright, the colour I mean. The bright gold just didn’t seem to go with the old Korriban temple look, maybe if you could have made them a bit darker or something, to fit in with the surroundings. Lastly, in the room with the lava falls, the roof there was…just solid black, I dunno whether that was intentional, or an error or something, but it did look pretty weird. Not a bad map at all m8! Keep up the good work, I look forward to seeing more maps from you.:) (Don’t forget to look for the secrets, which there are quite a few of! ;) ) Bot Support: Yes New Textures: Yes New Sounds: Yes New Music: Yes Game Types: FFA, TFFA, Duel, Power Duel (for BOTH maps) ~Nozyspy~

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9554 downloads

Uploaded:02-01-2005

Wrecked Alien Spacecraft

spacecraft_jado.zip | 8.26 MB

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

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23336 downloads

Uploaded:10-11-2004

BDC Racing Club (v1.2)

bdcracingv12.zip | 19.25 MB

without vehicle errors. But anyway, this map is very nice. It is themed around a huge racing track, but has many many many buildings and arenas to duel in, and just some simple little pads. There are ships of course on this map, as well. The one thing that makes this map really stand out is the detail. The mountains and cliffs are done beautifully, and the things that spawn vehicles are simply intricate and awesome. This is a must download for all you JKA players. Bot Support: No New Textures: Yes New Music: No Gametypes: Duel, Powerduel, FFA, TFFA -Shahadi

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15294 downloads

Uploaded:10-05-2004

Casa De Los Parias

casa_de_los_parias.zip | 31.38 MB

come back at some point and just throw together a map just as beautiful as this one just for me (but for JK2). :D Casa de los Parias is just a gorgeous map. And it\'s even unfinished, if you can believe that. On one side of the island, a large cargo ship is docked. The sound effects are great, and creepy. LOL I hate that creaking metal sound. I wish there was more to the ship. I wanted to go inside and I wanted there to be stuff to play with, like switches and buttons to press. :) Bored with the ship, I explored the small island. Everything from the sky to the water to the sand to the grass is just lovely. The fountains are very pretty, but your FPS may take a bit of a hit when you\'re around them. I love, love, love the bright Carribean-like blue water and the beach. Eventually, I pulled myself away from outdoors and went inside. The first room I found myself in was the billiards room. I wish someone could figure out how to make that work, y\'know, for real. I don\'t know why, but I\'d love to shoot pool with my saber. Anyway, the bedrooms were spacious, but decorated sparsely. There\'s art all over in this house. And then, OMG, the bathroom. I want to move into this freakin\' house. At the top of the house is a helipad with your own private helicopter waiting for you. Okay, back indoors. The dining room has a long, formal table with candles and \"china\" settings. I adore the kitchen. It even has a \"working\" dishwasher (at least, that\'s what it appears to be, it\'s next to the sinks and has steam and ... careful, it\'s hot!). There are several rooms to explore on this map and obviously it\'s meant for RPing. The music chosen is perfect for the setting, though I\'m sure it\'ll get on your nerves before too long. Get this map. Download it now and play it. It\'s not for guns FFA, and it\'s barely suitable for sabers (though I wouldn\'t mind dueling on the beach), so keep in mind what this map is. :) Great work Orb. I wish you\'d finish it and add more to the ship and stuff. I also really hope you\'ll occasionally make a map for the JK community now and again. Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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24210 downloads

Uploaded:09-07-2004

Syndicate: Initiation

syndicate1.zip | 24.95 MB

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

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24120 downloads

Uploaded:07-30-2004

Naboo Hills

naboohills2.zip | 8.01 MB

the first thing I saw put me in doubt about the map. The map itself is a large open map with a repetative grass texture on it; when the ground turns into rock (under the water) it\'s sudden and doesn\'t take advantage of the fact Q3Map2 can help you make it a smooth transition that you can fully control. Because of the sheer size of the map the author has put in distance cull which because there is no fog is highly obvious and you can see triangles of the terrain appearing in the distance - JA doesn\'t have the best distancecull implementation and this map lets you see just how bad it is. There are two bases on this map for TFFA where the vehicles spawn at opposite corners of the map. These are nicely done especially the naboo palace which has a fair bit of detail and really looks like time was spent on it. I\'m not too sure about this map, the vehicle fanatics will love it to bits but the general FFA player will have no use for it whatsoever because unless you use the vehicles, going from one side of the map to the other takes a very long time. New Sounds: No New Textures: No Bot Support: Yes -WadeV1589-

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1365 downloads

Uploaded:07-22-2004

Castle Hall

castlehall.zip | 2.87 MB

reminded myself - it\'s a castle. Of course it\'s going to have stone everywhere. And the walls actually look great next to that stone texture. The map is a bit narrow for my taste, but I like that there are some tables added that can be used as obstacles - which could either work for you or against you. I like the torches in the columns and covered with glass. The throne is a bit too large, but it works. And I like the skybox used here. So I guess, after reading all of that, I\'d have to say I like this map. And I think I do. There\'s just something about it that seems too simple to me. When you make a duel map, you really do have a lot you can do because you don\'t have to worry so much about FPS issues, giving you almost carte blanche to pretty it up as much as possible. ;) As much as I like the music included, it\'s really too slow and ethereal for a duel map, in my opinion. Regardless, I could see this being added to some duel servers. Bot Support: No New Textures: One New Music: Yes Game Types: Duel, Powerduel ~AmosMagee

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61081 downloads

Uploaded:04-14-2004

Country Academy (JA)

countryacademy.zip | 9.59 MB

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

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23235 downloads

Uploaded:01-12-2004

Helm\'s Deep (v2)

helmsdeep.zip | 12.05 MB

screenshot. I expected it. Still, when it exploded, I screamed and about jumped out of my chair. But that\'s not all that\'s scary! It\'s raining. And there\'s thunder and lightning. Okay, whenever there\'s a storm like, where I live, I\'m practically hiding under my bed. I\'m such a chicken. Add to that, I read in the readme that there are Rancors in this map. Yeah, so there was no venturing into dark caves for this little girl. The map is beautiful - par for the course, for Nathan. There\'s so much detail in this map and it\'s huge - the tower seems even bigger in this map than his previous Helm\'s Deep for JK2 - but that could just be the lighting that makes it appear so. *shrug* You can expect to have low FPS due to the size of the map and all of the effects. The rain and lightning really add to the ambience in this map. The music is, of course, appropriate. And yay! There\'s bot support included. That\'s probably one of the most important things he could add to his map since playing this map online with a bunch of other people with low FPS is probably not practical. Great job, as always, Nathan! By the way, I\'d love to see you do a Siege map! Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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26372 downloads

Uploaded:12-07-2003

Christmas in WhoVille

christmas_final.zip | 19.79 MB

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

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37 downloads

Uploaded:10-20-2011

Duel Fall Revised

duel_fall_revised.zip | 1.85 MB

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

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176 downloads

Uploaded:03-10-2011

20 Brush Space Station

20_brush_station.zip | 2.32 MB

Of course then I read the readme which explains that the map was part of a contest over at [url=http://www.map-craft.com/index.php]Map-Craft[/url] to create a duel map using only 20 brushes (the blocks that a map is made out of, for those not familiar with mapping terminology). As such don’t expect to look at the floor ans see every individual bolt holding each floor panel down, or really that much detail at all, because that’s not what this map is about! Considering this has been made using only 20 brushes I think the author has done a good job making an interesting duel map. “But its just a room with a space skybox and a glass tube in the middle” I hear you say. Well that glass tube with the energy beam in the middle is what makes duels in this map more interesting; destroy it and sirens start blaring, the lighting changes to a \'red alert\' theme and sparks shoot up from the floor. The player also takes damage if they stray outside the four platforms in the corners of the room as there is water under the grating separating them. And everyone knows; electricity + water = bad. This makes the \'energy tube\' an interesting feature; will you destroy it to put the screws on your opponent but risk damaging yourself, or try and protect it and prolong the duel? Clever! There is one thing I’m not quite sure about though, and that is the water itself, water under the floor in a space station just seems... a bit weird! Personally I would have added an \'electric shader\' brush so when you destroy the \'energy tube\' it simply switches this on and electrifies the floor, but thats just me! Anyways, good work Garyn Dakari, I was also quite fond of the music, it sounds like something from Conan the Barbarian perhaps? Anyway, keep up the mapping! Hopefully we may even see some more of these \'20 Brush Map\' contest entries submitted to JKFiles. I definitely should check out Map-Craft more often! [b]Bot Support:[/b] Yes [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Music:[/b] Yes [b]Game Types:[/b] Duel, Power Duel ~Nozyspy~

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469 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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3161 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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339 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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1150 downloads

Uploaded:01-31-2010

(>XT

xtv4jk3.zip | 89.03 MB

out on it's own in many ways - Some good, some bad. All in all, it probably breaks even. Let's start with a brief description. The author says the map is in the middle of a city. While I fail to see the "city" side of things, I do see a secluded campus-like facility. There are two main areas here - the area where you start, which contains the housing areas (dorms?), and the large building which serves as a container for some more interesting activities. At the top is the mapper's office. There are many secrets listed in the map, but due to time constraints, I was unable to find any. The other area is an outdoor arena dotted with trees. As far as looks go, I'd say it's on a basic skill level. Most of the brushes seem to have a single texture on them on all faces - this is not necessary. It is possible to select a single face at a time and choose a different texture for each face. Bugs...well, first off, even though it isn't a bug, most of the map could be areaportaled with no side effects whatsoever - increased framerate is always a good plus to have. Second, there was at least one missing texture and the X-wing model was missing. Other bugs included unclipped stairs, triggered doors without waits on the trigger, unteamed doors and...I think that's about it. Well, there you go...now that you know what you're doing, MutantRuki, let's hone those skills and get some awesome entity work. :) New textures: [b]Yes[/b] New sounds: [b]Yes[/b] New music: [b]Yes (but not ambient)[/b] New models: [b]Yes[/b] ~Dretzel

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466 downloads

Uploaded:09-08-2009

Duel Taris

zid_duel_taris.zip | 15.65 MB

Good choice of music for a duel themed map. [*] Multiple levels of platforms for duelling. [*] Blue fog creates a moody atmosphere. [*] Good architectural detail on the landing pads. [b]Cons:[/b] [*] Skybox doesn't fit with the colour theme of the map and shows through fog. [*] Exterior buildings architecturally simple. [*] Map feels somewhat empty. 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.

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1743 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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652 downloads

Uploaded:07-13-2009

Hogwartsv2

hogwartsv2.zip | 19.34 MB

keep me for having mediocre expectations for a map based off of the idea. Sadly though, for my first returning review, I am here to report that this is, indeed, what a map should look like.......in mid-development. There are several buildings, all just boxes, mostly floating mysteriously above a box of water with no bottom. (Unless you count the skybox as 'the bottom'. Admittedly, the stairs and the room of paintings must have been tedious to arrange, but honest to god, even the addition of proper lighting would have been a huge improvement. I'm not going to tell you how to make a map, but I will say that this needs work. Lots of work. New Textures: Yes New Sounds: No New Music: Yes Bot Routes: No Game Types: FFA Overall rating: One out of ten hamburgers. -Sared

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809 downloads

Uploaded:05-31-2009

Lava Sanctuary Final

lavasanctuary_final.rar | 75.88 MB

‘Lava Sanctuary’ I was expecting lots of the hot glowy stuff, and I wasn’t disappointed! This seems to be a sort of clan themed map for the RJA clan, who have released quite a lot of mod’s over the years. I didn’t notice any clan logos or anything like that, so this map should be suitable for any clan to use. This map includes numerous areas, one of my favourite of which was the incredibly tall room with lava falls gushing from the top far down to the lava lake below. Numerous little platforms hovering around the room at different levels provide a really cool (or should that be hot?) environment in which to have a duel. There is also a large outdoor area which is lit by dark blue lighting that contrasts very strongly with the lava rooms and giving this area a somewhat spooky feeling, which is appropriate since there appears to be some sort of graveyard in this area! There is also some pretty spooky map music, which I think fits really well! :eek: This map still needs some work though, as there are a few areas that are full of missing textures, including a few rooms and also a few long corridors. This is a shame really, because the rest of the map looks pretty good. Missing textures are a mapper’s worst nightmare and I definitely think you should make a v2 of this map and make sure you include those textures. Other than that I feel the map could do with a few tweaks here and there, like perhaps some more detailing, since some of the rooms seem a little bare. Also, the outside area lit with blue lights was a bit too dark so I feel that you should increase the light a bit in that area so it is easier to find your way around. Overall though a decent map, but it’s a big shame about the missing textures. Take a look at the screenshots, and if you guys like the look of this map, then give it a download! :) [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] Yes [b]Bot Routes:[/b] No [b]Game Types:[/b] FFA, TFFA ~Nozyspy~

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284 downloads

Uploaded:02-22-2009

Rusty Bucket Bay

rustybucketbay.zip | 3.62 MB

a large rustic vessel whose cargo is stlil being loaded and/or unloaded. The ship glares at you with a vile gaze, truly hellbent on castrating all who walk her decks... So, Averus has never played Banjo Kazooie for more than 5 seconds, but he has played itenough to detect a good helping of accuracy. The textures pretty much seem to match the game's cartoonish style, yet the texturing is tolerable enough to actually be used by anyone, methinks. The music is probably straight from the game, and probably fits completely. So there are a couple of secrets here, all of which appear to be accessible in the same manner. They're all rather nice looking, so all in all, this map is a pretty nice little bugger. I daresay I might just...=_=; *gasp* Keep it? New Textures: Aye New Music: Aye Secrets to plunder: Aye? Bot Support: Nay - Averus Retruthan

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3706 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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350 downloads

Uploaded:01-14-2009

Kitchen

kitchen.zip | 1.43 MB

furnishings appear to be all white. The lighting is rather poor, as it just makes the entire room seem SEVERELY sterile. That and it sort of offends the eyes. However, those aside, the room looks great. It felt practically like a kitchen, save for a few things: - Appliances Sizes: I noticed the appliances had some rather strange sizes. The oven, dishwasher, and the washer/dryer set seemed a bit wider than necessary, and the fridge seemed a bit taller than needed. The counters however were at a good usable height. - Some things are a bit high: Yeah, shouldn't have to get up on a chair to fetch the phone. The overhead oven controls were also rather high, as were some of the cupboards. - Heads don't go in the microwave: I can't speak on the rancor baby in the toaster oven, but HEADS ARE NOT microwave-friendly. Believe me, I tried it once. They're best cooked in a pot or cauldron, so you can spoon out the hair and what not. However, this isn't home ec, so I'll leave it at that. Now, practical game playability is a bit hard to see. In a close quarters mod like [file="91118"]OJP[/file], maybe it'll work, but there's not enough space for a real duel to really happen in BaseJA/JA+ combat. Why? It's one tiny room. Not much maneuverability. A kata could cover a lot of ground here. Also, the following weapons are available: - E11 - Bowcaster - Dets, Detpack, Tripmines There are also health packs, shields, bacta, ammo, and a force field. Honestly, no matter how I think it, it's going to result in VERY short duel sessions. VERY short, indeed. All in all, however, this is a very nice display of skill. Perhaps the author may be tempted to expand it into a full house with surrounding yard. Now THAT I could see as a playable duel map. Death. New Textures: Aye New Music: Nay Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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118 downloads

Uploaded:09-26-2008

Hutfield

hutfield.zip | 8.48 MB

needs a LOT of improvement, even from a cartoonish perspective. So first off, the basics. This is essentially an incredibly warped town @_@ it looks like it might have been even intended for some light role play, but not by much. What YOU the viewer will notice is that the map is horribly ugly. I can't even be gentle or soft on it. The textures he has used, whilst good for a cartoon perspective, have been abused to the point where they lose their value. Okay, I'm gonna get to the part to repair, save, and improve on this map now, since this was in fact your intent. - Diversify your textures: Definitely take your time on the next version. Not every wall, roof, floor, etc. must have the same texture! It was very difficult to locate the doors, which brings me to my next point. - SMALLER DOORS: Whilst Japanese doors are nice, I don't think even they have/had an entire wall that needed to be slid back. Don't forget to learn how to include ambient noises for your door operation! -Skybox, learn to make 'em: This entire "town" was inside a box, as opposed to having an open skybox that you could believe in. Half of the box was covered in a HUGE repetitive cloud texture, and looked very tacky. - NPC placement: Okay, so you had fun with the NPCs; time to put them away! Abstract NPC placement was evident in a couple areas, namely involving the R5's(and one bouncing on the others head o_O) and the haphazard placement of those stupid chiss bartenders XD speaking of the bar, I went to a bar last night, and last I checked, there weren't 5 bartenders behind the bar >_> hint hint. - Weapon placement: Okay, so I have the Ten Commandments of Mapping here *holds up datapad* nope, none of them say you have to include every weapon imaginable in the map! Yes, I know you were experimenting, but this is just for your improvement advice. Don't be afraid to rule out weapons you wouldn't give to your audience. Not every one needs to sport a rocket launcher. I noticed that yes, you had a rancor guarding it, but we can easily outrun it ⌐_⌐. Also, see if you can sport guns at strategic locations versus just in haphazard clumps around the map. - Map Layout: Whether for Role Play, FFA, or, hell, even hang out, you definitely gotta fix this layout -_-. Not every player, contrary to popular belief and evidence, is a force user. Not everyone can force jump their way to the Krusty Burger in the sky. Also, I would definitely work on more decoration once you've diversified your textures. You made a valiant start, but you'll need moar! Oh, and also, modern day towns and cities no longer require to have a fortified wall to defend from hordes of Barbaric tribes or that king you offended by stealing his peasants pigs and kidnapping his daughter even though she said she needed passage to Styx and I had the only boat that could go there... and finally.... - Don't clutter your PK3: You basically guaranteed your files lack of downloadability by unnecessarily jacking up the size. Either that, or I did by calling you out on it XD regardless, your file has a bunch of textured that, whilst you thankfully credited the author for, still take up a huge amount of space, and is also pretty bad form. Y'know, I think this is enough to lay on the platter for now. All that should probably keep you pretty busy as it is. Thus, version 1.1.0 is reviewed. I await your future attempts with glee. Good luck to you =_,= New Textures: Aye New Music: Nay Secrets to Plunder: Nay Bot Support: Nay - Averus Retruthan

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3858 downloads

Uploaded:08-02-2008

Jedi Rift Enclave

rpg_rift.zip | 18.66 MB

an RP group that I actually used to belong to. In fact, I was actually part of this group during the initial release of this map to the server. As such, I actually know the backstory to this map, but I shan't shed that upon you for now. The basic concept of this map is a revamped T3_Rift map, converted into a large RP map. It includes basically everything an RPGer would need to run an underground Jedi Enclave, and I do mean EVERYTHING: - Fully Decked(at least in the latter,) for both students and higher ranks - Cantina - Archives - Sealed off Master Archives/Crypt(A feature rarely featured on RP maps) - Training facility - Briefing Room/Classroom - Meditation Chambers - Infirmary - Hydroponic Garden - Storage - Council Room - Detention Center - Starpad, with a hidden entrance to the enclave itself. This powerful RP Map is sadly not without powerful errors. I warned the author about them, but alas, he declined to fix any of them -_- Here's what I found: - Weird Unsourced Lighting in training room - Okay, so there were some very strange lights in the training room along the walls. They were outright unsourced, and I just found them to be a little unnecessary. Maybe ousting them would rule planets. - Linear - Okay, so revamping an SP map like this cannot prevent this outright, but a little rearrangement of the map could have been possible. In RP, most of the areas are cramped in the end of the canyon. The problem is, getting to the starpad takes FOREVER to get to. It's very irritating to get to, and could be fatal to those who totally get owned in combat and have to be wheeled to the medbay. A bit of a rearrangement could seriously pwn planets. - That invisible brush on the stairway - There is an invisible brush or barrier of some sort that blocks contact with the actual stairs and landing. This was actually the first error I noticed, as I noticed I was sort of hovering off the ground when I walked over it. It was most disconcerting =_= - Cylindrical water? - So there were two waterfall fountains of sorts near the entrance of the hydroponic garden. This water was VERY cylindrical and seems very odd. Ah well.. - Not the best sound choice next to the river - The hydroponic garden had a second error of sorts. The water shore is very loud. Horribly loud, at that. Perhaps something a little quieter. - Bad FPS in certain areas - Yeah, the large SP canyon setting makes the map a littl elaggy staring out into the canyon. - Missing Textures - This one sort of disappointed me, as I'm SURE the author would have fixed this. There were actually quite a few missing, primarily in the cantina and bedroom areas. The drawers are primarily missing a yavin texture, the couch in one room lacked texture, and the vegetation in one room lacks texture. Not exactly a great error. - Disappearing brushes - The antechamber in one of the dorms has a problem..if you move in just the right position, the brushes on the map seem to outright disappear. Another one seems to be viewable on the balcony of the dorms closer to the canyon face. It's pretty glaring there. - Unclipped chairs in sham enclave - Something I'm sure could have been fixed >_> really. - Seam on the cliff face near the tiny elevator shaft with that control panel - Seeing as there wasn't much change in the area it was after, I don't think this is the author's fault. - Torches don't damage - EVIL

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1439 downloads

Uploaded:07-28-2008

Imperial Bunker

impbunkerv2.1.zip | 32.44 MB

hit'. Let's begin with the technical details: the simple 'Does it work or no?' question. While the author says that it was intended for multiplayer use for FFA, team FFA, and dueling, it doesn't work for any of them. I tried to start it up in multiplayer and each time I got in-game my JKA crashed. Okay, so half of the map's purpose scratched off the board right there. Now I tried singleplayer and, lo and behold, it worked! Unfortunately it wasn't really as spectacular as he makes it out to be. You start off at a different place just about every time you play the map in singleplayer which can be quite confusing, and there's a number of missing textures such as on the Z-95 landing pad. The textures that aren't missing are generally over-used and too small so you get the bad tiled-texture-effect. The missing textures can be overlooked however, but the different spawning places just becomes a bigger problem when added with another little thing: screwy triggers and whatnot. For example: A door will open from one side and you go outside. Once outside you want to get back in but you can't. There's absolutely no way to open the door. You try to jump over the building to get another door but OH NOES! THERE'S AN INVISIBLE WALL KEEPING YOU IN YOUR PRISON! You try to jump off the side to get into the water so you can swim around to another door but OH NOES! THE WATER IS INSTA-DEATH WATER! You die as soon as you hit it! Another example would be that going in one door doesn't trigger an event needed to continue through the map, so you have to go back and around to ANOTHER door in order for the event to be triggered. This was one helluva confusing map. Another little thing that confused me was one of the rooms with what appear to be holding cells. The only problem is that in the holding cells are stormtroopers, snowtroopers, imperial officers, and skeletons. >_> If this is an IMPERIAL bunker, then how come there are IMPERIALS being imprisoned? Put rebels in there or something. I heard no music playing either as I navigated through the bunker so I checked the PK3 file. There is indeed a music file but it doesn't play; it's probably for the better though since the music he chose doesn't fit the map at all. If the music DID work, what you would hear is 'Sweet Child O'Mine' by Guns N'Roses. Now I know this is a pretty decent song but honestly. It doesn't fit the mood AT ALL; why play a light-hearted rock song in a Star Wars Imperial military establishment? This map has too many problems and is too frustrating. Try to fix the multiplayer so it doesn't crash, fix all the triggers and doors, and fix the NPCs and music; then resubmit it. Then hopefully I'll be able to give it a decent review. ~Laam'inui

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3516 downloads

Uploaded:03-02-2008

Phantom

phantom.zip | 34.89 MB

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

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3487 downloads

Uploaded:11-04-2007

Star Forge Observation Deck

starforge1.1.zip | 19.02 MB

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

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1360 downloads

Uploaded:10-15-2007

Pokemon Duel Arena

pokemonduelarena.zip | 3.47 MB

sides of the court which look like wood seem to be the stands and it has what appears to be the scoreboard which is really a white rectangle with the Pokemon logo and a few stats about Ash and some other characters. Then there is something that appears to be the screen where the commentators show up so the people on the stands can see them but these are two happy faced drawings, you could at least used a pic of them to put here, I’m sure you could find one or ask someone to provide you with one, it just takes away from a map that already feels incomplete. The green color of the court could use a tone down because it’s too bright. If you are planning on releasing a V2 of this, work a bit more on textures, and add more detail to the map, I don’t think the arenas on the show were as simple and unappealing as this one. Keep at it, you got many sources to get this down right. [i]Lady Trinity[/i]

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1117 downloads

Uploaded:09-01-2007

Valley of the Dark Lords

kor_vdl.zip | 2.07 MB

portay a section of the Valley of the Dark Lords. While architecturally good, the textures on certain buildings doesn\'t seem to match Korriban\'s choice of building materials. One looked like it was made out of pure rock, giving it a look of some other civilization whose name I can\'t put my finger on...I want to say it looks like Adobe but I\'m not sure if that was it =_o. While you wander in the map, it gives you sort of a Korriban feeling. It feels pretty solid. The only problem I would have had with it had to be that it wasn\'t very detailed in terms of areas and places you could go. Definitely built for those interested in fighting in such a setting. BALLISTIZE BANDWIDTH =_= or be cast into the Moonchild Domain. New Textures: Aye New Music: Nay Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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2464 downloads

Uploaded:08-29-2007

Silent Hill

silent_hill.zip | 75.62 MB

one of my favorite game series. The first thing that I noticed when I downloaded it to my computer was it\'s size. The filesize is huge. Here I was, thinking that it was because the map would be huge. Sadly, it is not as large as I had though, and the cause for the size is the music file, which is 10+/- songs from the Silent Hill series put into one file. So I load this map up, and take a look around. I found myself disappointed with much of it. It was very blocky, and some areas seemed to have proportion issues. It did, though, have many areas from all throughout the series, such as parts of the school from the first game, the final boss area of the second, and the hospital of the third. Errr... I think it was the hospital... And the third game... I don\'t remember... XD The various areas run through eachother, suddenly changing. It was as if someone took a ton of rooms and connected them together like Legos or something. A lot of the areas looked like normal buildings, and did not quite give off that Silent Hill feel that I was hoping for. Even the \'hellish\' areas lacked the proper feeling for me. At least it was foggy! But, unfortunately, that fog seemed to slow my framerate more than anything. So what were the main things I think needed improvement? Well, as I said before, it is quite blocky. That needs to be fixed, along with the proportions. Some of the walls weren\'t quite connected in certain places as well, but I can\'t quite remember where they were, since I was lost most of the time I was in the map. There also seemed to be a lack of props in the map, as well. Some dangers in the map like a trap of some sort could help out too. Sometimes they can amplify the mood greatly. The hellish areas need work. For example, the SH3 hospital area... If I remember correctly, in the original game, the wall textures were moving, glowing. While you might not be able to achieve that same effect in this game, you could do more than make it look like a wall with some unidentifiable substance splattered all over it. The last major thing that I thought about was how to get around... Sometimes, once I went through a door that teleported me to another area, it was a pain finding my way back to that area. Either there needs to be more ways back, a different layout, or even a map will do. Something needs to be done about that though, I thought. All in all, this isn\'t the worst map I have ever seen, but it could use a lot of work. And, if it gets that, I can see this becoming a popular map. Well, I know that it will with me, with improvements. Give it a download if you like the sound of it. Bot Support: Yes New Textures: Yes New Sounds: No New Music: Yes Game Modes: ffa, team ffa

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684 downloads

Uploaded:08-06-2007

Hexes Ghetto JK3

hexes_ghetto_jk3.zip | 31.48 MB

with the noodle bar man and Harrison Ford. Maybe a little bit of Tokyo in here as well, crossed with a bit of Coruscant....ANYWHO, the review! Ive chosen to re-review this from the previous review of the JK2 version, mainly because I have quite a lot to say about this map. I really like some of the features, lots of nice pretty lights, moving screens, gives it that Coruscant/Blade Runner feel which I really do take interest in. Definitely the main city is my favourite part of the map. The snipe wars and throwing people off that top balcony...I could have such a blast, and I'm sure you will to. The main area leads you off to several different places of the map, each for a different purpose I presume. Many areas for holding duels in, and the architecture is top quality in almost every place of the map. The textures give this map a really nice feel as well, the variation is great and the quality is also good. All the rooms are decent sizes, and have a unique look and feel about them. Again perfect for mass FFA and merc wars, but I could also see some very nice RP's happening here as well. That's what I like about the map, it has the potential to be used for other activities such as RP, and is not limited to one type of fun. A suggestion for a V2 though, put a bar outside, then I can recreate that "Blade Runner" scene :rolleyes:. One thing that really put me off though, was the choice of music. Now I'm more of a Metal head/old school rock fan, so techno Star Wars isn't really my thing, but hey, I'm sure others will like it. I don't think there's any difference between the JK2 version and this one, I checked the screenshots of the JK2 version and I'm pretty sure its the same map. Author states there's seven secrets all together, so lots of time for exploring! I like this map, I suggest giving this a download if your a futuristic/Star Wars/Blade Runner fan, you wont be disappointed. -|Sho'Hen|- [b]Bot Support:[/b] Indeed [b]New Textures:[/b] Indeed [b]New Music:[/b] Indeed [b]New Models:[/b] Indeed (JK2 models) [b]Game types:[/b] FFA, Team FFA Hexes_Ghetto_JK3_Video.wmv

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1243 downloads

Uploaded:07-31-2007

Lugor City

lugor_city2.zip | 1.48 MB

what I would call: \"An RP map for Lugormod enthusiasts\" This map was intended for lugormod, a mod with which I\'m sure at least an okay portion of the community is familiar with. For those who aren\'t, Lugormod is somewhat of a sandbox mod, among other things, and it allows you to spawn in map objects to create an environment of your choosing. Sir Baggiepants has created an environment in which to enjoy this =_=. As stated in the readme, there are 30 houses in the area, most of which are pretty dull on the outside. I noticed almost immediately that most of the doors do not open. I am not sure if there is a way to override that in Lugormod somehow, but I can certainly tell you it won\'t work in most other mods without noclipping or teleporting. The only door I was able to get open was the cantina, which was predecorated for the most part. Everything else? Nope. However, if this is taken care of in Lugormod, then by all means, I can assure you that this would be an interesting place to make your own decorated house and maybe do a simple little RP even. Personally, I just wished the houses were a little more creative. Otherwise, not a bad map =_= LUGORMOD HUMANS, BANDWIDTH PL0x[/quote] The additions are few and small. Lighting was supposedly tweaked a bit, the cantina door now opens automatically, and now there\'s a race track on the outer rim of the map. Honestly, while I would suggest killing some of that broad grassy space, I think that\'d be perfect for building something interesting, so I digress. Fork over your bandwidth or I shall hurl Armadillos at you =_= New Textures: Nay New Music: Nay Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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1525 downloads

Uploaded:07-26-2007

Hoth Hangar

hoth_hangar.zip | 2.87 MB

Hoth base, perhaps a representation of the Empire Strikes Back base. The map is relatively medium sized, but the biggest problem seems to be the framerate. Throughout the map, I was kept at a constant 14-30 FPS, and I have a pretty good system, despite its age.The music doesn\'t work, so I suppose he didn\'t include it in the pk3 I suppose. Kind of boring with a silent map, as there isn\'t much ambience sound. Looking past all that, however, it was a pretty nice map, architecturally and lightly speaking =_=. My suggestion is definitely to fix the FPS and sounds. Clear that up, and I\'d say you\'d have a pretty nice map New Textures: Nay New Music: Nay Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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26 downloads

Uploaded:07-02-2007

Catwalk Arena

catwalk_arena.zip | 1.83 MB

skylight there are various levels of glass/clear catwalks, trimmed with stone on the edges. The brush detail is good, as is the texturing. Speaking of the texturing, there is one [i]teensie[/i] little issue. Some of the textures are from Jedi Outcast, and they're not included with the PK3, so if you don't have those textures you will see missing textures. The screenshot I put up are with a clean base folder, but I did include one with the proper textures just to be nice. However naturally in the future this kind of thing should be taken into consideration. The least the author could have done would be to [i]tell[/i] us where these textures came from... [b]Bot Support[/b]: No [b]New Textures[/b]: No [b]New Models[/b]: No [b]New Music[/b]: No ~Inyri

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7043 downloads

Uploaded:07-01-2007

Tatooine Nights

tatooine_nights_v2.zip | 42.51 MB

on. It was a simple reason, to be honest. To start from the beginning, the author\'s mission was to simply recreate a Tatooine space port district at night. There\'s just one part that was added that most mappers don\'t add: Ambient NPCs. It was quite impressive to watch the stormtrooper patrol along the perimeter, until they started shooting at me. Then I had to unleash the power of my Scythe =_O+ So, in terms of role-play ability, I would say this map is pretty set for it, at least for a decent scene. Our district contains: - A cantina(complete with bandstand) - A speeder dealership(with some interesting goods =_,=) - A droid dealership(run by Jawas. Owned by me,although no one knows that =_,=) - A barracks/storage warehouse of sorts.(Filled with stormtroopers) - A huttese merc base(you can tell its owned by a hutt given the large platform used to accompany their blubber) - A landing pad Afterall, what\'s a space port without the landing zone? =_= In general, I would say this map will show up soon on role-play servers, methinks. There\'s no reason not to have it, to be honest. I think the only major drawback would be that the stormtroopers and dark jedi would need to be killed off initially due to hostile intent. That, and you can\'t silence the music. That angers Averus greatly =_=. However, the only track that would be of any irritation would be the one in the hutt base. However, that\'s merely me. Overall, a wonderful map. Good for exploring, fighting, and role-playing. Now that\'s a pretty good combo =_,= SUBMIT YOUR BANDWIDTH OR RISK THE WRATH OF HAVING A HUTT DROPPED ON YOU =_=+ New Textures: Aye New Music: Aye Secrets to plunder: Aye(ish) Bot Support: Aye - Averus Retruthan

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477 downloads

Uploaded:06-06-2007

[CONTEST] Glassduel

glassduel.zip | 3.41 MB

gameplay. Let's describe this map from the bottom up. I'm not sure what the skybox is supposed to be, but it looks like an interesting veriation of clouds. The texture is somewhat repetitive on the bottom...but here's the catch: it's animated. The clouds are actually moving. I couldn't tell if it was a skyportal or clever trickery, but it works. Anyways, the playable area of the map starts with a square base. There are two platforms here, zipping about in circles, waiting at each corner. In the center, there is a force boon. There are four smaller platforms extending out off the edge a short ways, and above them are a bunch of floating platforms. Above the center of all this is a big rotating glass box. Aside from the fact that JA's physics are terribly glitchy and would jam the box up when I stepped on it, it was actually pretty fun to toy with. To top it all off, there is a round glass platform on top of all this with a few item spawns on it. Visually, this map lacks a great many elements. There isn't much color, and basic glass shaders were used, so it doesn't look totally fantasmical. Also, the glass box has some "caution" texture running the full length of it near the hole...should have mitered that. ;) However, if you look at the gameplay aspect, this map offers a neat new twist. I can see this being a fun map to play on. Take a peek at the screenshots, they show pretty much everything. New textures: [b]No[/b] New sounds: [b]No[/b] New music: [b]Yes[/b] New models: [b]No[/b] ~Dretzel

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2466 downloads

Uploaded:06-06-2007

[CONTEST] The Last Command

thelastcommand.zip | 25.59 MB

happening in the future. This map consists of three sections, each separated by a door. It is the perfect size for a good, intense duel. And to make it even more realistic, the author has made the environment partially destroyable. Way to use those entities! The architecture was well built, and fit with the theme. The colors also blended well (I especially liked the neon glows). I can't use dynamic glow, but I can only imagine how much it would enhance the atmosphere. Everything else aside, what really made this map stand out to me was the scripted doors. Scripts are a rarity, but this map made good use of them. When the doors open, they release jets of steam from the corners as a lock-type mechanism releases. Nice touch! I also noticed that you can't open more than one door at a time. Good idea, as it keeps the fighting area down to a manageable size. Oh yeah, one more thing. The source files for everything are included, so if you want to check out the mechanics at work here, you're free to do so! The only downer is that it runs just a tad choppier than most maps. However, I would personally overlook that to have an epic duel. For all you duelers out there, this is one map to snatch. 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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712 downloads

Uploaded:05-27-2007

Blackcastle (Public version)

lz_blackcastle.zip | 1.43 MB

bridge towards the keep, I noticed that the canyon\'s texture was highly repetitive. The lava gazed up at me below as I traversed the bridge into the keep. When I entered, I notice there was a large L coat of arms adorned on the wall. What it meant, I do not know or care anymore. I proceeded to inspect the castle\'s interior, slaying all who opposed me. Most of the rooms had either a table, a keg or two, or a combination of both. Not much excitement in that, but oh well... I made my way to the back of the castle, when I noticed that there was a hole in the cliff O_o; Someone really ought to fix that =_=. After clearing the castle, I made my way out of there..it was then as I crossed the bridge back that I noticed there was another hole in the canyon. Definitely requires fixing =_o; Overall, I think the rooms could have been more diversified. Not every room is a storage cellar. That and those two canyon holes could have been fixed. Otherwise, it\'s an alright map. Plenty of gun placements, so it can be done in many modes of your choice. Death, doom, and gloom....*gores a random animal* Submit Bandwidth if you want a cheap piece of real estate =_,= New Textures: Nay New Music: Nay Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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1658 downloads

Uploaded:11-26-2006

Mustafar Control Room

mb2_duel_cr.zip | 4.18 MB

to be a bunch of duelists reenacting that fateful scene like crazy. Now, seeing as this map is very small, it\'s easy to take a look around. While looking around, one could nod and say: \"Yes, this looks like the place. Man, I should pay Averus all my money!\" The textures look true enough to the movie. Everything\'s in place. There\'s no bot support but there\'s certainly the music to accompany the mood. All that\'s left is for the battle to begin. Other than that, there\'s really not much to say as it\'s just one room. Painfully confining, but that\'s the purpose of a duel room =_O! The End New Textures: Aye New Music: Aye Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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772 downloads

Uploaded:09-06-2006

Castlevania Keep

castlevania_keep_v3.zip | 3.83 MB

[i]not[/i] to say it\'s not a welcome touch-up, however, because it is. Firstly, the most striking change is the lack of that horrible purple lighting from v2. There\'s a downside to this - the map is now almost universally bright. It\'s been done on a non-light compile, as opposed to a final stage compile. The second major change, is the throne. Not something you\'d sit on, like, but it looks the part. Third, the giant bat... \"thing\" above the throne. It doesn\'t look so good. Brushes just can\'t give the complexity you\'d need for such an object. Several recurring problems have another cameo in this episode. Many of the custom textures are still fuzzy, although some admittedly aren\'t majorly noticable at medium-long range. There are a few instances of sparklies on the curtains, but you\'ll practically never notice them. There are a few instances where you can see through them too. Sure, they\'re rare and obscure, but I\'m a nitpicker. Some of the textures just don\'t look right with the altered lighting, such as the door and lower wall trim. Two base textures have been used, and they don\'t fit at all, but that\'s not the author\'s fault - very few of the base resources fit with anything, including the base game itself. I also stand by my comments on the music. Castlevania\'s soundtrack isn\'t [i]too[/i] terrible, but it really doesn\'t work for any game - it barely worked out in Castlevania itself. More has been improved than has been worsened. I can still see how some people might prefer v2, though. It\'s your choice in the end, so whatever. And remember - gotta catch \'em all. ~ Kouen [b]Bot Routing:[/b] Yes [b]Custom Models:[/b] No [b]Custom Textures:[/b] Yes [b]Custom Music:[/b] Yes

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2176 downloads

Uploaded:08-24-2006

Mario 64 Pyramid

sm64_pyramid.zip | 1.71 MB

but they don\'t really detract from the map. The map itself isn\'t really built in a pyramid shape, you just keep going up...and up...until you reach the top, that is. This map is constructed like the N64 level, with the freaky moving blocks that\'ll smash you. (Yes, I don\'t know what they\'re called, so sue me.) So we have a N64 themed map. So what? It\'s got some N64 goodies, including those freaky blocks that Mario is always hitting with his head. (Yes, I don\'t know what these are called, either). However, these are on the ground, so no hitting it with your head. :( The author has put in *quicksand* but it\'s just sand-colored water. No sound changes or anything, but I don\'t think that\'s possible, and if it was, it\'d overwrite the sounds on all the other maps. The biggest problem I had with this map was with the bot routes. They were done poorly. The bots wouldn\'t continue up the map, and they frequently got stuck in one or two areas. That, and they didn\'t move around too terribly much. But they still moved enough to get some good sniping practice in. :p But, this was a pretty fun map to test, although N64-esque maps really aren\'t my thing. Bot Support: Yes New Music: Yes New Textures: Yes New Models: No Gametypes: FFA, TFFA, Duel ~Zach

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2691 downloads

Uploaded:06-09-2006

Battle of the Bowl

botb_jr.zip | 4.54 MB

really sorry about that, but well, at least it finally got done. :D Alright, so this is one of those giants-house maps. Basically it is a giant bathroom, with a shower, toilet, bath, and a few wooden cupboards. The idea has been used before to good reception, and aside from a few bugs, I think this one has potential too. The main problem here is the missing textures. I checked the console logs, and it looks like some textures from the Doomed map were needed in the pk3, and weren't put in. They're quite obvious in several places, such as the window frame and the sides of the doors, and do dampen the map a little. The other problem is the detail. Now, if anyone had made this bathroom as a normal-size, I think this kind of detail would be acceptable. However, when working to such a large scale there is so much more that could have been done - for example, crafting each tile on the shower wall individually, making the hinges on the cupboard doors, etcetera, etcetera. I also felt that a shader imitating water pouring down the walls of the shower should have been present, maybe a slight misting at the bottom of the glass, as that would certainly have looked cool. However, the map doesn't have all those things, but that doesn't mean its all bad news - it's still a decent attempt, and the water shader used is probably the best I've ever seen in a jk3 map. I think perhaps Jenova owes some credit to Darth Norman in the readme for using his cube map texture for it, but I'm not 100% sure about that. Seriously though, the water owns. Which begs me to ask the question.... why in the name of pete did you not use it in the toilet as well?? The stock texture there is awful. The lighting isn't exquisite, but then again, it's a bathroom. And they aren't designed for fancy lighting usually, so it’s been done perfectly adequately. Oh yeah, and the music is really horrible. Just not fitting at all, as it's some kind of techno-rock beat which is endlessly repetitive. :( My final misgiving is the lack of bot support. Don't try and ever tell me bot support is pointless - even if they only run along the floor at the bottom, its still a heck of a lot better than the crazed jumping machines we often see. Next time, if it isn't present, I might have to go give Jenova a visit with some of my homemade pies......eew. ;) New Sounds: Yes New Textures: Yes Bot Support: No ~Szico VII~

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22362 downloads

Uploaded:05-09-2006

Academy 1.2

a1_v1.2.zip | 8.61 MB

But, I'll just start with the first one. The first floor is the ground floor, with three dueling rooms, an npc room, a training room, and a cantina, among a few other things. Two of the three dueling rooms are identical, each with a dueling area and seats so you can watch the duel in comfort, as well as an observation box on the wall. The third on, is more of a hazardous duel area, involving a pit. Although, you don't die when you hit the ground, making it a somewhat safer duel area. Also an interesting one, seeing as the person up top is likely to slash you as you come up. The npc room is extremely simple, almost too simple. It only spawns three npcs, all various brands of cultist. I found one small bug, or rather, minor issue. If you spawn the noc, and then just stand there, the npc will spawn, and the door will open, but it will close, leaving the npc in there. So you have to spawn another npc and then fight them both. This might be seen as a good thing, or a bad thing, to some. I would've The training room, was very simple. In one corner, was a box where you could spawn a sentry droid, in the center of the room was a small area from which you could spawn a R5 unit, or Kyle. Yay! Let's all kill Kyle! There is an observation box on the wall, as well. Okay, now go outside. Yes! There's an outside! It's very spacious as well. It had some custom areas, but a lot of it was bare, as in, there wasn't much there. There were trees, but they just seemed a bit too spread out to me. One thing I did like about this was the waterside area. It was very casual, made just for those who want to sit and talk by the water. I didn't like the way the water was done, at least in the river. But water [i]is[/i] a hard thing to do, so that doesn't really matter. The cantina, was, well, a cantina. Albeit a small one. It had a nice little stage on it, as well as a small bar off to the corner, with a storage room. The main area was taken up by chairs. There were a few alcoves in the cantina, but not very many. And, last up for the bottom floor, is the arena! Great idea. Nothing better than a good old arena. This is a small indoor arena, which isn't bad in and of itself. While great for FFA's and such, it would be very nice, and cool, if you could spawn a rancor behind a gate, and have the gate open. Fight on! But, other than that, it's not bad. Okay, I think that that's about it on the bottom floor. On to the next one! The second floor is a lot simpler, with only five areas. It has an Audience Chamber, as Tournament Chamber, what I think it a teachers area, and finally, an area that leads to the next floor, and the main little entrance area, which is actually the center of the floor. The main little area isn't all that big, it just has a tree surrounded by water. The two areas off to the side are the teachers room, which consists of a few beds and a bathtub. The second area is the tournament room, which is like a dueling area, only with chairs on the side, and a observation box. Not that much. The audience chamber is a lot like the chamber seen in single player, except the windows on the side are huge. I think that they're a little too big. Someone might walk out through the window and die. Okay. The last floor. Yay! I feel like I'm writing a book. First, you go up a long elevator, and then you finally get to the top floor! And it only has two rooms, a council room and a sun deck. The sun deck is very nice, being sunny and all, it's a great place to socialize, get a drink, take a nap, read a book, or use a terminal. And that's what you can do! Great social area. However, the shelves in this area just seemed to stick out like a sore thumb, so that's one thing that could use a bit of change. And finally, the council room. Well, it's a council room, with lots of chairs in a circular area. Am I done? No. There's still the Admin room. It's dark, to say the least. and from it you can lock various rooms, and areas of the map. I would have liked it if, when you locked a room, a ''locked'' message would be displayed. But that's me. I did find some bugs. When the cantina was locked, I would go and press the button, and I would hear the cantina music. Meh. The other major thing was the lighting. In places this was a very dark, or less than ideally lit. But, this is a great map for clans in general, or just simple RPG's. So if you like this, or if your clan could use a nice map to use, then give this a download. Bot Support: Sadly, No. New Models: Yes. New Music: No New Textures: Yes GameTypes: FFA, TFFA, Duel ~Zach

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8115 downloads

Uploaded:04-18-2006

Twilight Manor

tmevoacad2_jr.zip | 17.09 MB

seems most of the community now tend to RPG more than actually play the game, which is a little frustrating, but there it is nevertheless. So no deductions for you Jenova. :) I spawned into the entry hall, and whilst, the brick texture used seemed overly-large and somewhat cartoonish, the rest of the area was very \'pretty\' and the lighting was especially atmospheric. The entire map, for that matter had a nice soothing ambiance, which I believe was 50% due to the nature of the map, and 50% due to the music. I tried playing without the music and it just wasn\'t the same, so my advice is to play this map with the music on, or you\'ll miss out. There\'s a great variance of areas to try out, including a few duelling rooms, some dungeons, a swimming pool, a dojo, a boxing ring, a bouncy castle..... and so on and so forth. It\'s not all that original, and to my horror, It had a bar. People need to stop putting bars in their maps. Seriously, it\'s getting tiring. The two best areas were definitely the outside ones, which looked very inspired by Arevass and FarCry, with the little guard towers and the circular pillars. They\'re a little small, and I actually found one of only a few unsourced lights there, but they\'re just nice to look at, especially the waterfall, although don\'t get too close if you want your framerate to live. Speaking of framerates, this map is probably the first large one I\'ve seen by Jenova which has got a fairly decent framerate, so well done there. It could be better - there\'s still portions of the map drawn to the player which needn\'t be, but it\'s not so bad that it causes severe lag. Architecturally, the map is also above average, and although draws on themes from a lot of other people\'s work, somehow this map manages to combine them well. The swimming pool especially reminded me of the one from Tomb Raiders manor house, mainly due to the textures used in there, and for the most part, I\'m pleased to say that the map is well built. Of course, there\'s always a few buts. First-off, the bouncy castle just looks plain ugly as it is, super-lit. Secondly, you can jump on the walls and see area\'s you\'re not supposed to see. Finally the mushroom section. Not only is it utterly pointless, but if you look down you see a square block of water, and if you look up you can see other areas of the map from the outside. :( In the camera room, there\'s also a ton of HOM errors when you stand too far back from them. On a positive note though, there is bot support, which whilst not brilliantly done, works well enough - and anything is better than crazed jumping bots. As I\'ve mentioned before, the best part of this map is the ambiance brought about by the music, lighting and kind of fairly-tale theme in some areas. Kinda reminded me a bit of the Mario castle at first, with the painting room and stuff. But I digress. Whilst the map isn\'t the best map ever conceived, I admit, this is one of the few maps recently which I have truly enjoyed exploring, and I\'m sure many of you out there will too. New Sounds: Yes New Textures: Yes Bot Support: Yes ~Szico VII~

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418 downloads

Uploaded:03-11-2006

Coruscant Duel

coruscant_duel.zip | 81.34 KB

seeing as it is his first map - however, that still doesn't change the fact that all this map is is a floating walkway with two blocks at either end. Oh and, there are non-opening doors on each with misaligned textures. ;) And no sourced lighting. The only interactive feature was the glass in the centre of the walkway, which does break and you [b]can[/b] fall through and die. Trust me, I know. The author has also rounded off dsome of his building edges using the clip tool, which was actually extremely pleasant to see in a first map - the overall feel is still boxy...but not as bad as most beginners maps. Of course, it still isn't really comparable to most, maps, hence the low score, but the author has started on a good track - he even included Bot-routing. Yes! I want more authors like this! ;) New Sounds: No New Textures: No Bot Support: Yes ~Szico VII~

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9102 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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9487 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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8097 downloads

Uploaded:12-11-2005

Siege Endor Mappack

siege_endor_mst_03.zip | 47.77 MB

maps, its just a shame they are Siege only and not FFA’s too. First of all, the Ewok Village Map; Let me start off with the size. I wouldn’t say this map is too big or too small, infact, I find it…just right really. There’s plenty of space to have a good battle here, whether it’s in the treetops or on the ground. That brings me onto the ground. There’s some excellent terrain here! I don’t know what you used to do it (it seems too good for easygen) but it looks great! Just like a forest floor. There’s plenty of stuff on the ground to explore, all the ditches and trenches, and even hollow logs that you can walk through. Now lets move up into the trees. This map really does recreate the Ewok village feel brilliantly! I absolutely love the texture used for the wooden floor, the idea of using a flat texture with see-through bits around the edges of the wooden planks is very clever. It sort of makes it look 3D without it having to be made out of many parts, which would lower the framerate. The same method of using 2d textures is used again with the trees around the edge of the map. Just a flat see-through texture, but with trees on it. Put a couple of layers of that together and hey presto, it looks like a proper forest! Another great thing is the skybox, which works really well to give the map that forest feel. Unfortunately this map is only for Siege, that’s a shame because I think it would have made a brilliant FFA map too. There has been some clever things done with the Siege gametype though. When you come to choose which team you will be on, there is an actual proper map at the side, displaying the objectives, which is really cool. That makes it feel much more professional. Another thing that is quite nifty is the blue and red rings of light that look sorta like the command posts out of Starwars Battlefront. These are apparently the objectives, and there’s a clever way of capturing them…you need to hold down the use key on the objective, until it changes to your teams colour, which I think is a really cool idea ;) Also another great feature is that as you complete one map, depending on who wins, the game automatically loads up the next map in the series! There are some things that could be improved upon, but like it says in the readme this map is still in Beta Testing. One would be that on both the trees around the edge of the map, and on all the objectives, just at the top of each one, there is a small line, where it looks like the texture used is about to start repeating. So the texture could do with stretching just a little to get rid of that line. Also the big trees to which the structures are attached could do with some foliage adding to them, but the author tells me that he’s working on that, so that’s cool :) All in all though an excellent, and professional looking siege map here, good job m8! Right, next up is the Battle of Endor map. Really this map is very similar in looks to the Endor Village map, except this one is in the daytime. This is also the map that leads into the Shield Generator Complex. As with the Ewok Village map there are plenty of big trees, and some Ewok huts scattered around them. This is probably the largest map in the pack, if my senses are correct. There are a few cool features in this map which include: Log traps (remember all the log traps the Ewoks used in the final battle, like the two logs that swing together to crush the ATST’s head? Well they’re here ;)) There is a catapult too, which if you fire it when an ATST is just in the right position, if will fling a boulder at the ATST that will destroy it. Once again the terrain and lighting look excellent. Probably the main thing that could be improved upon here is the fog. The fog looks kinda weird, because you can see the skybox clearly through it, but all the trees and ground are fogged up. So when you look straight ahead, the fogged up trees really stand out against the crystal clear skybox, and so the trees kinda look like big bluish blobs :/ All I could suggest to try to fix this would be to enlarge the skybox a lot, and then make sure you have a really big fog brush that extends well beyond the playable borders of the map. I seem to remember this worked for me on one of my maps once. I dunno whether it was a fluke though :S To be honest though this map might look better without the fog. Also this map doesn’t have a level shot either. But besides that, another good map here! Now, onto the Endor Shield Generator Map; This map is much much smaller, but still looks brilliant. Once again the 2D tree textures are put to good use to give depth to the map. The terrain is once again excellent and the big pine trees here also look really cool, the dappled shade they create is very nice ;) There are a lot more buildings in this map than there were in the other two, and these are all the Imperial type ones. This would make a great place for a battle weaving your way in and out of the buildings, and pipes. Inside is also great, and very detailed. Probably my favourite part inside was what I presume is the generator room. You know, it’s the one where near the end of Return of the Jedi, when Han and the gang break into the bunker, they get ambushed by some Imperials, and Han chucks something at one of the Imperials and he goes flying over the railing into this big room, with all these pylons that have electricity sparking around them….well that part has been very well recreated here! There’s even a nifty little viewscreen thingy in the facilities control centre that allows you to see what is happening at one of the objectives in another room! And who can forget that insanely large dish outside that projects the shields up to the second Death Star…well that’s here too and its massive!. Things that could be improved upon here: not much really! Probably just the problem with the Objective, and Tree textures around the edge of the map that need stretching slightly again. Although this map also needs a level shot, because it hasn’t got one at the moment. You can also play all the maps with bots (but they don’t seem to work too well on the Battle of Endor map) with the siege gametype, this is what the readme says: [quote] If you are playing by yourself, you\'ll need to open the \"consol\" window and type /addbot nameofbot eg: /addbot rebel [/quote] Also although they are siege maps only from the main menu, there is a sneaky way that you can play them in FFA. Simply start up an FFA map as normal, then, once you get in type /devmap mp/siege_endor_village, /devmap mp/siege_endor_shieldgen or /devmap mp/siege_endor_bunker in the console. Then just spawn bots as normal from the menu :) They actually work pretty well! Unfortunately though the bots don’t work on the Battle of Endor map :/ Great maps here m8, I cant wait to see what other maps you make ;) Battle of Endor: Bot Support: No New Textures: Yes New Sounds: Yes (There’s this guy who actually speaks when you capture an objective, hehe cool!) New Music: No Game Types: Siege Ewok Village: Bot Support: Yes New Textures: Yes New Sounds: Yes (The guy who did the speaking in the last map is back again!) New Music: No Game Types: Siege Shield Generator: Bot Support: Yes New Textures: Yes New Sounds: No (There didn’t appear to be any sounds on this one :( ) New Music: No Game Types: Siege ~Nozyspy~ Ohhh and by the way, don’t forget to check out the cool player models included in the .zip!

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12312 downloads

Uploaded:11-16-2005

Stargate Atlantis

sgaja.zip | 25.17 MB

was going to be to the last one I reviewed. As last time, the first thing that hit me when I explored this map was that its HUGE! There really is plenty of things to do in this map, there’s plenty of places to explore, and a feature that I always love in a map….flyable custom vehicles! Let me start off with the main area, unlike last time, now I have been able to actually watch some of Stargate Atlantis on the TV, so now I have the advantage of knowing more about what the main area looks like in the program. The place you start off in is rather barren, and there’s nothing but snow and fog all around, but I presume its supposed to be in Antarctica or something? So I suppose that would be quite realistic for the setting! Mind you, if you explore a bit, you will come to a small rocky area, that is filled with Wampas! Now I don’t think there are really Wampas in Antarctica…so lets just say they are Polar Bears ;) Once through the Stargate (hopefully with no Wampas following lol) you will end up in the main area of the Atlantis City complex thing (or whatever this Atlantis thing is supposed to be :S well sorry :P…I didn’t see THAT much of the program, so I still don’t know what it is, just what it looks like lol). There are quite a few cool features in this area, the architecture is good, and it does indeed look like the setting in the TV show, I love the cool bluish windows at the opposite end to where the Stargate is, and the great skybox! Go up to the main control area, and there is a button you can push which seals the Stargate with what looks like a force field version of the ‘Iris’ from the original Stargate Series. I remember in the last SG Atlantis map I reviewed, when you come through the Stargate, on the left side of the large area you come into was some kind of conference room. But when I looked around this map, I couldn’t find it! There was just a wall there…or so I thought… I had a hunch…so I pressed my use button on the ‘wall’ and hey presto, it opened up to reveal a large conference room type area behind it! The way the wall just opened up was sooo cool. Absolutely brilliant! Travel up some stairs on your right as you come through the Stargate, and you will end up in what can only be described as a hangar for Puddle Jumpers I *think* they are called. The real skill here is actually getting the things out of the hangar! Its pretty difficult to take off in such a small place and then get out of the roof opening without blowing up! But once outside there is PLENTY of room to have an air battle, there’s even some turbo laser turrets scattered around to make things more interesting. Overall there were a lot of cool things in this map, which included some subtle things that just make it look better, like the patterns in the glass that look a bit like etching or something. But as with all maps there are always things that can be improved upon. Even for all the good points, there is still quite a lot of stuff that could be done to this map to improve it. Overall the lighting isn’t too bad, but in some places its very harsh, and bright, and it doesn’t appear to be coming from an actual light source, like a light on the ceiling or anything, it sometimes just looks like its floating. However, with all the different kinds of light fittings spread out in this map, I imagine the lighting would be quite difficult anyway. Probably the biggest problem though is the large amount of z-fighting (for anyone who doesn’t know what that means its when two objects, like say walls, occupy the same space, so as you move through the room the wall will appear to flicker. Because there are 2 walls in exactly the same area, the game doesn’t know which one to draw or something like that. Correct me if I’m wrong lol). The fps is also quite bad in places, but that’s understandable with a map this size. Oh and also, there no music! :( Not a bad map here, like with the last Stargate Atlantis map, if your into the TV program you might like this ;) Bot Support: No New Textures: Yes New Sounds: Yes New Music: No Game Types: FFA, TFFA, CTF ~Nozyspy~

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5086 downloads

Uploaded:09-22-2005

The Star Destroyer

stardestroyer.zip | 8.28 MB

the hangar would be large enough for a good free for all, but there's also a second area, which looks something like a 'command deck', with some power ups and such. There were a couple of things I didn't like about this map, so let me hit those first. First of all, there was a missing texture. From the error message, I'm guessing it's a shader boo-boo. I also found the lifts to be incredibly slow. Maybe I'm just impatient, but they took an awful long time to get up to the top. One of the lifts even crushed me when I got on. Seems like it went up a wee bit too far. Now for the music. It's the Imperial March, but for those of you hard-core Star Wars gamers, you'll recognize it as the Imperial March from Force Commander. Now honestly I don't think it fits the map very well, but it's not the worst choice of music either. After a while you kind of just forget about it being there. I should also warn you, along with the lift thing, not to try and walk on the hangar entrance. It's not like in other maps where it's a solid force field. You will fall straight through. However that's handy, because when you spawn the TIEs you can go out and get shot by the Star Destroyer's guns ;) Overall I liked this map. It has its bugs, but it looks like it'd be fun to play around in, either inside the ship or outside in a little furball. Maybe we could get some bot support next time, though. New Textures: No New Models: No New Music: Yes Bot Support: No ~Inyri

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474 downloads

Uploaded:09-21-2005

Organic Temple

organic_templefinale.zip | 4.31 MB

real artistic feel to it. It is a little dark, but no darker than you would expect the bowels of a vine-ridden temple to be. When I say vines I don\'t mean the Tarzan kind. More like the eat-you-alive kind. Big, thick, nasty vines. The vines, the cobwebs, the crumbled walkway, and the water-filled base of the temple all add to the feel of this map. Not only is it a beautiful looking map, but it\'s functional as well. Getting around takes a bit of talent, but there are plenty of separate areas to duel, including a raised platform, the upper walkways, and the watery base. It\'s a smaller map, so close-quarters combat will be a must. It seems to work very well for a duel map. There are not too many obstructions, so a skilled player should be able to easily navigate the map (unlike me :p) without many problems. I mentioned the music earlier. When I first heard it, it reminded me strongly of the battle music from Final Fantasy 7, though fans of the series will note that it is [i]not[/i] that music... exactly, anyway. At first I was confused, and didn\'t think the music fit at all. But the more I roamed around the map, the more I found it to fit quite well. However a better arrangement of it would have sounded better, but we have to work with what we have, and most of the time rearranging music is not among a mapper\'s fortes, so this music will do just fine. Once again a great map from Jenova*Rebirth*. The texturing is great, considering there are no new textures, and all of the architecture meshes together quite nicely to produce a formidable dueling arena. I can also say I\'m looking forward to the map mentioned in the read-me. However I\'ll leave you to read about that for yourselves... New Textures: No New Models: No New Music: Yes Bot Support: Yes ~Inyri

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7975 downloads

Uploaded:09-13-2005

Trade Federation Droid Control Ship

tradeship.zip | 13.28 MB

of four (also 7/10) and above means that I recommend it; anything below means that it's just another file in the database, from my point of view. CommanderKEEN's well-constructed Trade Federation Droid Control Ship recreates the essential scenes from the opening sequences of "Star Wars: Episode I—The Phantom Menace." Rooms include the docking bay where Obi-Wan Kenobi and Qui-Gon Jinn land, the gassy Conference Room in which they sit for the "short" negotiations, the corridors where they fought battle droids, the bridge where the nemoidians schemed, and something of the author's imagination—a dock control station. Before I get to what I like, I'll tell you the thing that was missing: a good, solid framerate. I can't bring up it's score even though the low framerate is excusable: all big maps like this are bound by the laws of the engine to have low framerate in order for everything to be the way that it's supposed to be, unless you use some handy mapping tricks. Also, the lighting/shadowing was explained by the author to be bad due to his lowly PC (he hopes to upgrade). He's mostly right, but I tend to be really leniant about lighting and shadowing and that whole league of mapping perfection, unless it's so obvious that [i]anyone[/i] will notice or care. The first thing that I noticed when I entered the map was the music, which was fittingly exciting for this map. I spawned in the conference room, where I saw cups near the end chairs of the table, out of which Obi-Wan Kenobi and Qui-Gon Jinn drank during their treasonously short negotiations. I also liked the blockade scene outside windows. Exploring the map, I found that textures (credited to Breath and Leaving Dead Jedi) consistently worked for where they were—except maybe the dock control station, where at least the floor had some blocky, repetitive textures—the elevators had no problems, and the doors opened with a seemingly familiar sound that I hadn't before heard used for opening doors (I liked it, obviously). The rooms were all thoroughly detailed to look the way that they should, and I just happen to like dock control stations (there's something fun about looking down on things from a heightened point of view, even in games). The docking bay should be a great place for dueling and other fun activities, but maps like this are usually reserved for the role-player. It might not be as delightfully feature-rich as some other role-play maps, but imagination tends to make them more fun anyway. I really enjoyed exploring this map—even if the framerate needed improvement—it's a well-tried and mostly successful effort to recreate those [i]Star Wars[/i] moments. I actually thought that it was just the right size for what it is—but if the author wants to make it bigger when he gets a better computer (good luck!), I am in full support. —Ra-Kom

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3079 downloads

Uploaded:09-03-2005

Ghost in the Shell - Tokyo

tokyo.zip | 14.11 MB

that's the only river I've ever seen in a map where one of Raven's default water textures actually works pretty well! ;) The design looks, from the top, like a big Y shape, 3 roads meeting at a centre point. This seems a perfectly ideal layout to me, and there are a few side-routes, tunnels and bridges. Unfortunately, the framerate on this map did sink pretty low (below 25) in places near the edges of the map, due to the fact that the engine is always drawing everything in the map. I suggest the author takes some time to have a look into the way the Q3 engine vis process works, and place some antiportal brushes in the buildings to cut off vis - thus increasing the framerate and allowing better playability. The use of caulk needs improving too; there were several areas which i could jump to which were invisible from behind, and some areas I couldn't get to (without noclip) which should have been caulked and weren't. (such as the innner faces of the buildings) :( Additionally, on the more complex curved structures such as the boats, there were a lot of patch errors with overlapping sides e.t.c. I did enjoy the location of the map, I always enjoy real-life settings and texture sets - I was especially fond of the hanging streetlights and banners. The roads looked good as well, however the white lines down the middle were very small in some roads due to texture distortiion. Oh, and I hate those invisible walls into the tunnels. The tunnels look nice, but I would have liked to go down them. Have a player crushed by a car or something instead of an invisible wall ;) The dark alley corners and dustbins were also impressive, but I think the fact that each building had a different design and didn't look replicated was the most impressive feature of the map. Conversely, the sea-front section has a mass of water which just cuts off and looks ugly - plus the skybox looks more like a floating city than Tokyo, and the buildings in it are kinda.. broken. And solid white. Architecturally, the map is quite pleasing - the bridge geometry and road-blocks were impressive, although I would have liked a little more interactivity, and some sniping points from say, an inside room would have been great. As is, there are no indoor sections which is a shame. There's also one big building which has a missing texture and spoils that section a great deal. I reccommend you fix these problems and release a V2 as that kind of big glitch needs to be ironed out. On a final note, the music was very eerie for me, it made the city feel very deserted, similar to in the film 28 days later. Still, that's just my personal preference, and the music IS Japanese, so I guess it's fitting *shrug* Oh, and slapped wrists for not including bot support on a map which would only require simple routing! :mad: New Textures: Yes New Sounds: Yes Bot Support: No ~Szico VII~

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2234 downloads

Uploaded:07-14-2005

Coruscant Streets II

ctf2.zip | 2.07 MB

lack of ambient music. For those of you who play with your own music or just turn it off altogether, this will be a treat for you, but I find it drains the potential atmopshere from a map. So I'm going to plead to the author to add some music if he's making a future version! :D The level itself is very solidly built, with a sturdy framerate in every part of the map, for me between 60-65FPS :thumbsup: This does mean there's not too much exquisite detailing or mind-blowing effects but it's still a fairly impressive design. The inspiration from the original map was apparent when you play this and the original side by side, but there's enough difference to keep you playing. The lifts in particular, I thought were very well made, as were the flag areas, however there's this odd blue misty fog throughout the level which looked just a little out of place, not only in the red base, but other areas, because the map is in an enclosed city with some endless holes. It just didn't seem particularly fitting. There was also this kinda annoying/creepy sound I kept hearing when walking around the bases, and I couldn't figure out what it was or where it was coming from... wierd. :( It's always good to see bot support, especially in CTF maps, so kudos for including them, but this map could have done without those posters which are placed around on giant billboards in some places. The pictures just didn't seem like the kind of things that would have been advertised in coruscant, that's all. Oh, and you didn't put a sky in! I'd have though you'd be able to see at least a few stars in the coruscant sky, but instead it looks like an endless hole, but going upward. :( Still, most people don't run around facing the ceiling so I'm going to let that drop :D The layout was fairly standard I think, for a CTF. There's two main routes to the flag on the main floor, and some little interlinking lifts between floors. For a more stealthy CTF I don't think there's enough variance, so you'll most likely run into someone when stealing/returning the flag. Still, maybe that's what CTF is about in JKA, I can't confess to playing it a great deal. :( If there was another complaint I'd have to make It'd be the blandness of the envoronment. More flashy neon signs and stuff could have brightened up this level a good deal, currently I just feel a little 'greyed-out.' However in conclusion I do have an overall positive opinion on this map, it's not bug-ridden or mad design, it just doesn't seem to go that extra mile for me. That won't stop you all from enoying it though :) - download it and see what you think. New Textures: Yes New Sounds: No Bot Support: Yes ~Szico VII~

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9575 downloads

Uploaded:07-14-2005

Order of the Expendable Jedi Knights Temple

ex_jedi_temple.zip | 25.68 MB

impressed. The author took quite a while in producing this map, and his time and work have paid off. There is much fun availible to the public, as in all clan maps, there are training rooms, and this one certainly hasn't forgotten such. I played around in the dueling arena for a bit, as it looks like it would be the main source of attention. Having a surrounding viewing platform, shielding with glass note, and a door for contestants to walk through and teleport into the arena. The main hall itself is quite large, featuring three floors, while being the same, it does reveal that there are many more areas in the map to visit.. I could not detail everything that this map contains, so I should leave it up to you for further exploration. Definately a map that is staying in my game folder. New Textures: Yes New Sounds: Yes Bot Support: No -LordMyth

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9201 downloads

Uploaded:07-11-2005

Carrack Light Class Cruiser

carrackclass2v1.0.zip | 66.98 MB

structural/detail brushes could easily have fixed this problem. Still, there's always the ability to make a v2 right? The map itself, lag aside, looks very nice. You lose the atmopshere a little in some of the crew's quaters, with very out-of-place posters, including one of what 'appeared' to be an imperial officer with a moustache... very odd. There's not just the cruiser either, you can teleport down to a planet which is shrouded in red fog. Don't ask me how to teleport back, I couldn't find out how.. I wasn't too keen on the red fog personally, and theres a few errors with it, it doesn't always envelop obejcts properly and you can sometimes see random bits of skybox. The gun turrets here which aim and shoot at your are very cool though! :thumbsup: The skybox itself also looks very well-made, works fairly well with the environment. The best sections are by far on the ship, although the top of it in space where that laser-cannon is needs to be edited so the textures don't repeat as much. I enjoyed the hanger, although it was a pity you couldn't fly the ships, instead being teleported to a cockpit, which you can't actually use :( Nice idea though. There's also some controllable droids which although fun at first, quickly become kinda pointless, plus they take up a lot of your vehicle limit. Overall the map has a good design, but is severly flawed by lag and doesn't flow particularly well, as you'll find when having to travel by slow lifts and long corridors, with no bot support! Tut tut ;) New Textures: Yes New Sounds: Yes Bot Support: No ~Szico VII~

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4779 downloads

Uploaded:06-19-2005

=PX= Galactic Zoo

the_galactic_zoo.zip | 6.52 MB

things, and mine monsters. The author has put buttons above where you can "feed" the animals... the food is jawas and people. Once you get down below in this map, you find two mine monsters that you can ride.. actually, have to ride to get to the other area. So, you hop in ur bug, and go in a small opening in the wall being careful not to fall off the walkway. In the next room, are the same creatures that are all rideable. The author has added some new textures, mainly in the form of text. New music has been added as well. This is the authors first map and being so, it looks it. I found z-fighting in afew areas, overlapping textures are a no no. Some textures seam blurry maybe due to fitting. The map itself I think is a fun idea, and the mine monsters are really cool. A version two with some of these things fixed, along with alot more detail and better lighting would make this map alot better. -Lizardking

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508 downloads

Uploaded:06-06-2005

CTF Korriban

ctf_korriban.zip | 3.54 MB

http://jediknight2.filefront.com/file/JediVMerc;28850), but now this version only supports CTF. There are many additions to make this map better including removing those yellow crystals. ;) Because this is now for CTF, you\'ll find more weapons and ammo and other pickups. And there have been some touch-ups here and there to make it prettier. It\'s a great map to add to any CTF server. Bot Support: Yes New Textures: No New Music: No Game Types: CTF ~AmosMagee

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3370 downloads

Uploaded:05-09-2005

SoulesS Stadium

ffa_souless.zip | 5.49 MB

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

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6433 downloads

Uploaded:05-08-2005

The Sanctuary

ts.zip | 12.07 MB

walled garden type thing. Its beautiful, the mapper really has done a superb job on this, I remember seeing the work in progress forum thread for this map over at www.map-review.com and thinking how brilliant it looked, I never thought that I would actually be reviewing it! It’s a great honour :) The outside of the building is cool, the roof looks brilliant, and those doors actually ROTATE when they open, wow, you don’t see them often ;) The inside is breathtaking, the light halo thingies shining through the windows, and the light patches on the foor, look incredibly scenic. The only thing I could think of to add, would be a trickling water sound by the river, that would sound really tranquil along with the whistling birds that are already there :) Excellent, excellent work, I really cant wait so see your next map, its going to be one to look out for! Bot Support: Yes New Textures: Yes New Sounds: Yes New Music: Yes Game Types: FFA, TFFA ~Nozyspy~

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2377 downloads

Uploaded:03-16-2005

Fusion 2

fusion2.zip | 4.65 MB

possibly Doom3 inspired, it makes for a pretty fun playing arena. I'm not too sure about what's happening near the top though. It seems like it could be a sky, judging by the wind noises, but up close its actually just a pitch black wall. It would probably have been bettter to put a starry sky here or similar. As for the layout, its pretty decent, with several routes to the flag, including a passageway through the pipework underground and a sort of hidden power room. A nice feature is that the flags are actually right next to each other, divided by a forcefield. Although tactically, its perhaps not the best setup to allow some good old sneaking around, for many it should help you to work out where the flag of the opponent is - I know I always have trouble finding it on a new map :) The textures used are slightly bland, and even though that's what's expected of an industrial-type map, it still gets a little boring to look at sooner or later. Luckily, there's plenty of nice touches such as danger strips and glowing flares, similar to the Taspir map. The lighting is also very nice in most places, although near the underground pipe room its a bit off-looking and overall it's a little dark - but it all adds to the atmosphere right? (Oh, that's excluding the odd sign of a rebel holding a rocket launcher by the way ;) ) I'm not a huge fan of CTF in Jedi Academy myself, but I'm sure those who do play this will find it a nice map, although don't be expecting hundreds of different ways to the flag - its a fairly small map in width, but has multiple floors, so it's slightly bigger than it appears in the screenshots. Incidentally, there's no music, which increases the potency of the ambient noises, but drains a little of the atomsphere - I think it could be much better with the right style. Anyhow, these are all really only minor flaws, overall its a good map for a gametype that doesn't often get custom maps - and this map is clearly designed for CTF with coloured base areas e.t.c. New Textures: Yes New Sounds: No Bot Support: Yes ~Szico VII~

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3974 downloads

Uploaded:02-01-2005

Over The Bridge

overthebridgejkspamapsiied.zip | 1.63 MB

this map, was trying to get to the top. I should tell you now, you can\'t get up there. I died 8 times trying. LOL But you will find various ledges above and below with weapons that would be quite useful in a guns FFA. Though I\'d have to say this map seems like the perfect size for a Powerduel. Very, very nice job here. :) Bot Support: Yes New Textures: No New Music: No Game Types: FFA, TFFA, Duel, Powerduel ~AmosMagee

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228 downloads

Uploaded:02-01-2005

SK Clanmap

skclanmap.zip | 8.49 MB

textures used are bland and repetitive and don\'t work well together. The buildings are pretty much just blocks with blocks on top of \'em. There\'s a salami (ysalamiri) statue out in the middle of nowhere that serves no purpose and breaks up the symmetry of the map. The weapons room has everything clumped together on one shelf and there\'s not a lot to choose from. Oh, and you can\'t exactly choose ... you walk up to it and get you get everything. Including a jetpack - whether you want it or not. The hospital is not only not functional - the cross is lopsided. :| There\'s z-fighting and other issues with this map. There\'s nothing about it that is worth playing. Granted, this is the beta version of this map. But I\'m sorry, my advice to you is to go back to the drawing board. This map is terrible and should just be thrown out. You never, ever, ever submit your first map unless you know it\'s good. Even then, it\'s probably going to have issues. But quite frankly, the only thing I found RIGHT about this map is that you were able to create it, compile it, and send it in. (Harsh, I know, I\'m sorry ... but, please, read my reviews of other maps and you\'ll see that if it\'s a first-time mapper, I always tell them to get some beta testers and never submit their first map.) Bot Support: No New Textures: No New Music: Yes Game Types: FFA ~AmosMagee

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16102 downloads

Uploaded:01-17-2005

Evolution Academy

evolutionacademy.zip | 14.93 MB

and I totally left that room as quickly as possible. Most of the map hasn\'t changed at all, but I was very impressed with this one room. There\'s this twisty platform in a pool of lava and a bunch of small platforms you need to jump to to get to the main one or to get out of the room. I really, really like the look of this room. Yes, this map has your basics for your standard \"academy\" map, but this one is actually fun. And there are so many things one can do here. You can fight NPCs, RP, duel, FFA. I think this is a very well done map, though it doesn\'t offer much by way of eye candy. Bot Support: Yes New Textures: Yes New Music: Sorta Game Types: FFA, Duel ~AmosMagee

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347 downloads

Uploaded:08-13-2004

Nightsister Burial Tomb

nbtdathburial.zip | 4.45 MB

like, but there are a few things that bug me too. The main room looks great and has a Dathomir feel to it. I love the broken board in the floor to the right where if you fall ... well, you won\'t be coming back. Water is dripping from the ceiling and into a small pool of water in the center. I really like the ambience in this room. Go through the door and you\'ll find yourself staring down a twisting ramp down to the bottom of a lake of lava. :| That leads to a firey room with a coffin in it. I\'ll be honest, I don\'t like the four lava-like shader\'ed pillars in the burial room. They just don\'t work for me. Also, I\'m not fond of the choice of skybox because it\'s all bright and sunny outside ... in Dathomir? Where it\'s so dark in this burial site? And where\'s the water coming from? I like the water dripping from the ceiling, but shouldn\'t it at least be dark outside so we can just assume there\'s a storm or something? Or maybe both levels are underground and ... wait, no ... because then how could you see the bright blue sky outside? Anyway, decent job. I like the theme, there are just a few elements I don\'t like. Bot Support: Yes New Textures: Yes New Music: Yes Game Types: Duel, Powerduel ~AmosMagee

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5156 downloads

Uploaded:07-08-2004

Orbs Duel Server Expansion Pack

orbsduelserverexpansionpack.zip | 54.84 MB

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

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4591 downloads

Uploaded:07-02-2004

Fearis Incident

fearisjkf.zip | 9.08 MB

Bespin Streets is equally satisfying ... but I digress. I love it when mappers create levels that lend themselves well to a migrating duel. This is one of those maps. Don\'t quote me on this, but I do believe this is mslaf\'s first map ever and it won first place in the duel map contest he entered this into. Nice job. Outside, there is a landing pad and a path into a building that\'s been situated inside of a mountain. There are several rooms to explore and be sure to have a little force enabled, otherwise you might not get to see everything. Use push and pull on lots of objects. This is a very interactive map. And it really makes for some interesting duels. Some may not be happy with the textures. They are quite stark, but they\'re very clean and tech-y. And I love that look. It\'s quite lovely and I had fun playing this map. I can\'t wait to see what else you make, mslaf. Please keep mapping! Bot Support: Yes New Textures: Yes New Music: Yes Game Types: Duel, Powerduel ~AmosMagee

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9257 downloads

Uploaded:03-13-2004

Imperial Warehouse Night Raid

imperialwarehousenightraid.zip | 18.04 MB

textures for the map, are really realistic, and make the map feel some what authentic. As you may have guessed from the title of this siege map it is not set within the star wars universe, as such, and has objectives such as, destroy the drugs shipment and destroy the nuclear missiles, however although the map isn’t set within the star wars universe, you can either play as the storm troopers or the J.E.D.I. When I test played this map on my clan server, I couldn’t help but notice all the comments about how fun the game play of the map is, and I have to agree with them, the game play for this map really is amazing, and it is certainly enjoyable to say the least! The map does have a few bugs however but trust me these do not subtract from the map enough to effect it seriously. ~Wolf Bot support: No New Textures: Yes Game Type: Siege

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4083 downloads

Uploaded:02-09-2004

Battlefront Yavin (no ATST)

battlefrontyavinnoatstsithjcull.zip | 7.46 MB

map, James!?! It looks like it was set up perfectly for CTF. I mean, the sides don\'t mirror each other, but it\'s hard to get lost in this map. It seems that Sith-J-Cull just keeps getting better and better with each map he creates. There are stone walls and pillars all around the whole map. You\'ll find a few high towers with stationary guns up top, swoops in some areas, and AT-ST\'s placed sparsely. The waterfall is just gorgeous, and the ambient sounds are perfect. The stone paths have grass growing up through the cracks, and in some areas, you\'ll see only a dirt path. I adore the terrain in this map. Hills, rocks, tight turns, grass, dirt ... all of it. Also the layout makes the map seem bigger than it is. Well, it\'s big anyway. Once again, we see a bridge over a small stream. I still haven\'t grown weary of that look. The landscape is lush ... everywhere you go there are trees and bushes, but it\'s in Yavin and so you\'ll find some technical touches here and there. There are also a few secret areas that will help you get to another place faster, and without being seen - you see what I mean?? Perfect for CTF! Anyway, in the third area, there\'s this rope bridge that could make for some very interesting duels. :) It hangs high above a raging river and large rocks. When you manage to get across, you\'ll find yourself in a small room with a blue platform. There\'s also a red platform on the other side of the map. Okay, that SO screams CTF. But nowhere I read did it say that this map supports CTF. :( The music included is much more suitable than that other one, James. :) Yay! I think I now have a new favorite map! If only it didn\'t have swoops in it, I\'d so add this to my server. Great job, James! Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, TFFA ~AmosMagee

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1865 downloads

Uploaded:01-09-2004

Crystal Caves

duel_crystal.zip | 201.3 KB

The mix of textures on the ground work perfectly. And yes, this map does remind me of one that came with the game. I don\'t recall there being a duel map like this though. The map is dark, but the lights spotlighting the crystals give you just enough light to duel by. The only disappointing part about this map is that there\'s no new music. For some reason, I\'m starting to place a lot of importance on new music for maps. And especially in duel maps. Of course, FPS was great in this map. There\'s not much else I can say here - except that I am looking forward to see what you make next, MessiaH! Bot Support: No New Textures: No New Music: No Game Types: Duel, Powerduel ~AmosMagee

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6528 downloads

Uploaded:01-08-2004

-=AFL=- Korriban: Resurrection

afl_kor_res.zip | 5.55 MB

map. It\'s beautiful and the layout is good. Thankfully, it seems the spawn points are all in one rooms - so that\'s good for FFA\'s. If only the FPS were higher for me, darn it. So I first spawn in this room of rock and an apparently open ceiling for stargazing. Tall curved pillars flank either side and a small door opens up into a hallway that leads to the room with the platforms that float up and down on the lava. The platforms do disappear for a moment, but I didn\'t get any damage from walking on the lava when they did. I ventured further through more hallways and finally found myself here. And by here, I mean the room with the grates on the floor. Never has a cliche worked like \"Curiousity killed the cat\" works here. I find my way down into the sandy pit and I\'m immediately greeted by a big Rancor who\'s eager to add to his collection of bones. So I \"noclipped\" out. *giggle* Then I found myself deeper in this map where it seems there were a bunch of tombs or something. Ooooh ... and then ... there was the coolest elevator I ever saw. In a place like this, you just can\'t have the latest technology in elevators, y\'know? I don\'t know if this kind of elevator is featured in the game or if this is purely the author\'s creation - but I loved it! You press a button by the lift, step on, and then you watch as you go up and a big block goes down. Yes, I\'m amused easily. :P Okay, so there\'s bot support and there\'s one new texture - you\'ll find it on the elevator button. :) The music is from Return of the Jedi, I believe. Bottom line, I like this map. Unfortunately, it\'s not practical for me unless I turn my graphics way down and I just don\'t want to do that. Anyway, if your FPS is generally better than mine - you should check out this map. :) Good job, Lord Yoset! Bot Support: Yes New Textures: Yes - one. New Music: Yes Game Types: FFA, Duel ~AmosMagee

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8337 downloads

Uploaded:11-08-2003

Jk3Duelpack

jk3duelpack.zip | 598.71 KB

first duel map is simply a landing platform in Coruscant. What looks to be a large eclipsed moon hangs low in the starry sky. There\'s plenty of room for a good duel or powerduel. The second map is reminescent of the duel pit from JK2, to me. A small round room with an annoying pit in the center and platforms all around the room. Simple design, but it\'s a tried and true design that always works for dueling. And the look and feel is a bit more stylish than those from JK2, in my opinion. Here\'s the best part - both of these maps have bot support, for those of you who don\'t play online. And it\'s small in size, for those of you who don\'t play online because you\'re on dial-up. ;) There are no new textures, or new music. But both maps look good and are fun to play. Good work here. :) Bot Support: Yes New Textures: No New Music: No Game Types: Duel, PowerDuel ~AmosMagee

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265 downloads

Uploaded:03-25-2012

[CONTEST] Unnatural Moon

contest_nozyspy_unnatural_moon.zip | 27.82 MB

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

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314 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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234 downloads

Uploaded:03-07-2011

GoldenEye Temple

goldeneye_temple.zip | 3.26 MB

has nothing to do with the film, but only ever played a little bit of GoldenEye on the N64 so I’m just guessing either the story was different, or this was just an unusual multiplayer map, considering the theme of the game. Anyway, just like his last map [file=118180]GoldenEye Facility[/file] this is a pretty accurate recreation of the original, from the reference screenshots I was able to find. Of course, BongoBob also made a GoldenEye Temple map many aeons ago, back in 2004 to be exact, but personally I think the texturing is more accurate in this new map. That said I do think that the lighting needs a fair bit more work. I would also recommend putting a delay key on the doors, since if you press the use key down just a little too long, the door \'jumps around\', opening and closing again almost instantly. As with the Omega Sigma\'s GoldenEye Facility map, being an authentic recreation of the original this map is very simple and is a good map for an all gins FFA, as indeed the original was designed to be back in 1997. Because of that it wont be to everyone’s tastes, but I think people that enjoy a simple good old gun battle will like this map. I do think that any future maps of this kind should have Team FFA support though, as this kind of map obviously lends itself well to team play. All in all a decent map here, the original GoldenEye music was a nice touch, though it could still do with some improvement in the lighting. Keep up the mapping Omega Sigma, I hope to see more GoldenEye themed maps from you! ;) [b]Bot Support:[/b] No [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] Yes [b]Game Types:[/b] FFA ~Nozyspy~

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457 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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2012 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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1875 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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914 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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736 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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415 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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1077 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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3325 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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170 downloads

Uploaded:02-02-2010

Bespin Duel

bespinduel.zip | 5 MB

harm him in the end? Oh well, doesn't matter, MAYP REEVYEWING TIEMZIG! This one's actually...well, there's not much to be seen, actually. The major factor to notice is that this map bears a striking resemblance to MP/duel1 of the default Raven maps. Some of the main differences include: - Much more space - Brighter lighting - New Music - A small additional area where some more cloud cars are parked in the air. Comparing from Raven's and this one, I actually think I would prefer using this duel map over Raven's. There is one tiny bug though...two, technically: - Your window bears the black touch of the void, so looking at it is a tad disorienting. I'd rectify that particular issue ASAP. - Your brush geometry on the car lot elevator seems to be incomplete. Big ol' seam dividing the front brush from it's buddies. With those being said, however, I don't think this should stop anyone from really using this map at all. Verdict? ACQUISITION MOST RECOMMENDED. *points finger threateningly at the download button* =_v New Textures: Aye New Music: Aye Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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613 downloads

Uploaded:01-30-2010

meleeSP

meleesp.zip | 324.46 KB

use cheats to access melee in SP!" Ah, that may be correct, but why waste time typing in the commands when you can just use this mod? It's a fantastic idea! Don't you all agree? :) There isn't really much else to say about this mod. It's simple and fantastic. Although, this could just be used for all of you ''lazy'' players out there who don't feel like typing in the commands with the console. Unfortunately, there are two downsides to this mini-mod. One of them is that the script won't work in the t2_dpred mission. According to the author, he's not very good at Icarus scripting and couldn't figure it out. Maybe somebody could help with that? We'll see I suppose! The other downside was that some of you may have problems with kicking. Although, on a positive note, you can access cheats and use these commands to fix it: [b]/helpusobi 1[/b] [b]/g_debugmelee 1[/b] Overall, this isn't a bad little mod! I could definitely see myself using it if I ever got tired of using cheats to access melee. My only recommendation for the author is to see if you can find a way to use the script on the t2_dpred mission. It's not really something that is extremely important, but some people would probably like to have the script available on all of the missions. Anyways, fantastic job author! I hope to see more work from you in the future. This is definitely worth a download if you don't like to use cheats to access melee in SP! ~Syyrax

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316 downloads

Uploaded:01-17-2010

Taspir - Stargate Elite Version

88ffa5_sgelite.zip | 4.71 MB

textures and a few added effects. Plus, the map itself was expanded! I'll start with the textures. Some parts have been changed from the usual red to a strange light blue. I would say this was somewhat of an improvement, as it did seem a bit... different, from my usual FFA5. The clan logo is also pasted in a very large manner on one of the towers, almost glaring at you with its large letters and icon. The second part of this review is the map expansion. This has some part to do with textures as well, but that'll be explained later. A lower area with a bar has magically and deliciously appeared, along with a bar. But, alas, there are broken textures in this bar. The seats seem to be made of grey and white fluff. And the fluff made out of steel. Now, hold on. There is some light. The added effects are simply amazing. Not only are there teleporters throughout the map, but there is now an added [b]spawning effect![/b] Thats right kids. Now, not only can you gaze apon the glory of a remade FFA5 from the makers of Stargate Atlademy (that's a play on words, children!), but now you can be all sparkly as you appear on the battlefield! Beam me up Sco- wait, wrong show... Anyways! I would suggest immediate departure in the ways of the Bandwidth. If not, we might all teleport to a galaxy far far away. Like our own. By the way, this map [b]does not[/b] replace the current FFA5. TEXTURES - SOMEWHAT NEW (From the Elite Force 2) MAP - SOMEWHAT NEW (FFA5 has been remade slightly) SOUNDS - NO (Not that I personally noticed. Comment if you do find one!) -=Denariax=-

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547 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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414 downloads

Uploaded:11-13-2009

Strafe Trainer 2

strafetrainer2.zip | 1.09 MB

jumping. So what's in it? It's a long, but thin map with a series of platforms in increasing distances. If you miss a platform, it teleports you right back to the starting point. Well, there was one little part where I didn't get teleported, but I was unable to replicate the experience... There's really nothing more to say about it. If you need a good map to learn strafe jumping in, give it a download.

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314 downloads

Uploaded:11-13-2009

Evolution Academy 3 Teaser

evolutionacademy3teaser.zip | 26.9 MB

while. Anyway, here's a beta (aka incomplete) version of the third map in the series! It features a central courtyard, a few duel rooms, a throne room, and a few secrets, none of which I was able to find in my short time playing on the map. But then again, I wasn't looking too hard anyway. :p The entire map seems to be great quality, although I found that one of the duel rooms wouldn't let me leave it, and the rancor room wouldn't spawn another rancor after I slaughtered the first with my blade. A great start though, got me looking forward to the full version! I hope that the music changes in the final version, though. I wasn't that fond of the music in this one. If you're a fan of Evolution Academy, or just a fan of good levels, give it a download. Though it's incomplete, you won't be disappointed! Game Types: FFA, TFFA New textures: Yes New sounds: Yes New music: Yes New models: Yes

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1632 downloads

Uploaded:11-12-2009

The Dark Forest

51the_dark_forest.zip | 4.37 MB

small house. Imagine invisible walls being there to prevent you from leaving the roads. One road has ends that drop off the face of the earth, and the other has a cave that leads to an underground arena. That would be what this map consists of. Not being able to wander freely through the forest really bugged me, and the edges of the map abruptly ending didn't help things, but otherwise I really like this map. The atmosphere is just my style, and it's all pretty well built, although the teleporters in the arena could have been a bit more obvious as being teleporters. I walked right into one without knowing that it was a teleporter. Also, there's really no way to find the path leading to the house unless you press up against the invisible walls until you find it, but even then it isn't guaranteed. I tried that method and didn't find it. The teleporter to the house was the only way I even found out about that path. Anyway, good map, if you ask me. A few changes and it could easily be a great map, though! If ya like it, you know what to do. Game Types: FFA, TFFA New textures: No New sounds: No New music: Yes New models: No

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644 downloads

Uploaded:08-16-2009

Jedi Academy BETA Siege Map Pack

jkasiege.com_2fer_beta2.zip | 30.67 MB

machinery. You get what I mean because I probably don't make much sense. Each team spawns at a different side of the town, and must blast their way through it to get to the objectives, which is steal the power mod and restore power to the outside doors, reach the courtyard of the estate grounds, use codes contained in droids to disable the estate locks, and once inside the estate, disable the containment core shield which is busy containing the head of legendary pops. By all means this is a greatly executed idea, which includes sneaking around underground, behind buildings, etcetera. Only complaints I have is that in the FFA versions, it is literally impossible to escape the interior warehouse type rooms, due to the doors being locked. Anyways, you're going to have to discover the rest of what's in this map, and maybe a little more stick out tongue [b]Korriball[/b] Anyone remember Droidball? Well this is similar. Okay, well if you don't remember what Droidball is... anyone watch or follow American football? This is pretty much the same idea here. Except star wars style. Which makes it even more cooler. Instead of a pigskin, or 'football' here, we have the green crystal! So in all it is like football. Now on to what you actually do. You grab the green crystal, but Authuran? How do you kick a crystal in Jedi Academy? No need to worry about that my dear split personallity, there is jump pads to rocket you into the goal, which is abit small this time, only like a sort of portal or teleporter, which if you get the crystal in it you win! No, you have to get 7 points, so if you get the crystal in 7 times you win! After you get the crystal in, you're teleported back to the playing field, which as you can figure out by the name, is in Korriban. So you have your Sith statues and sharp-edged rock formations. Very fun map.[/quote] This is version 1.0b. The maps have been tweaked and refined, to improve FPS and competitive gameplay. It actually took me a week or so to realize this was not a duplicate entry, so apologies to the author. Hmm, nothing else to say here except enjoy. ~Authuran

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440 downloads

Uploaded:03-22-2009

Gold Saucer

goldsaucer.zip | 2.73 MB

For those of you who have played [i]Final Fantasy VII[/i], I'm sure this duel map will feel very familiar to you. This map is filled with many different color varieties, but it's only focusing on the entrance zone of the Gold Saucer Theme Park. If I remember correctly, the actual Theme Park in the game is quite "massive." Since this is just the duel map version, don't expect anything over the top. Most of the things you'll find here are small, and appropriate for a duel map. If you take a look around, you'll notice a lot of different architectural structures. One of the first structures you'll notice is a small house. You can't go in it, but it's just there for decoration. The largest structure you'll come across is a tram I'm guessing, but It could be classified as a ride too. Other than those two things, all there's left to see is the Entrance with the welcome sign. Oh, before I forget; If you take a look above the tram roof, you'll find three moogles staring down at you! Or maybe they're staring into the distance.. It's always hard to tell what they're looking at actually. >_> The last thing I'd like to talk about is the trees. The author decided to add shaders onto them, to give them a glowing yellow effect. It actually makes the map feel twice as good if you ask me. It also gives the entire area that ''dim'' feel. Also, if any of you have the White Cloud model, I'd highly suggest using it when you're dueling on this map! But don't forget to use dynamic glow with it, because then you can blend in with the trees! Or wait... o_O Overall, this isn't a bad duel map. I've always loved [i]Final Fantasy VII[/i], and I love when people make Final Fantasy based maps too! It's all so exciting when somebody takes the effort to make an amazing area from such amazing games. Anyways, I hope to see the FFA version of Gold Saucer soon! I'm quite excited for it, just so all of you know. If you thought I was excited with this version, just wait.... :p If you loved [i]Final Fantasy VII[/i], then this is definitely worth a download! :) [b]New Textures:[/b] Aye [b]New Sounds:[/b] Aye [b]New Music:[/b] Aye [b]Bot Routes:[/b] Nay [b]Game Types:[/b] Duel, Power Duel ~Syyrax

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815 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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468 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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1625 downloads

Uploaded:09-20-2008

Naboo Town

naboo_town.zip | 13.64 MB

map as a whole would be: bare. "Averus you're crazy! There's plenty of detail lying around this map! Go to hell!" Wish granted, but this doesn't change the fact that there's still some key details missing here. First off, let's figure out what the hell I'm talking about by going over what IS in the map. The main setting of the map is primarily in some quarter of a naboo town of sorts, mimicking the Italian-inspired architecture rather decently, on the outside, with a few buildings here and there, some archways decorating the street, and a nice river flowing through the town with a grate to block off the exit. There are some streetlights along this river, some interior areas around the map, along with a set of huge banners on large structure with "Greedo

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1276 downloads

Uploaded:08-16-2008

Onderon Base

onderon_base.zip | 7.13 MB

has been assembled by an former imperial general, who has taught himself the ways of the dark side. They prepare theirselfs in a hidden base on the planet Onderon for a crushing blow against the Onderon military to take over the whole planet. The only way to stop them is iniltrating there base and killing their leader.[/quote] It is basically the same theme as the last two, sith bases with endless dark jedi to fight xD It is quite difficult and I doubt many will get through the whole level without dying. (I died about 25-35 times :( ) The map itself is longer, and so there is more to kill and to explore. The quality of the map is a lot better and the textures used are more suited to a sith base. There is lighting in certain areas, but there is also plain lighting in places where there are no light sources whatsoever o_O There is music! This made it a lot better and more interesting. Again there are no cutscenes and so this drops the experience in my opinion. You spawn as your player and are immediately facing a shadowtrooper and a cultist. When they are dead you face more enemies. Once you have fought your way through the 20 sith or so, you face their leader (who looks like an aged Galak Fyarr) When you kill him, you open the door,which can be opened before killing him, and there is a texture of text saying you have defeated the sith etc. A thing I noticed which confused me was that near the end there is a room in which two alora's spawn from. Several times they just fell through the floor and jumped back up again. I don't know whether or not this was a bug or a feature. Overall an improvement to the two previous levels and a wider variety of dark jedi which also makes it a lot better. If you like the sound/look of it, give it a download! -Dommie Kun New textures : Yes New music: Yes Gametype: Single-Player

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2295 downloads

Uploaded:08-08-2008

D-Legion Monolith

dmonolith2.zip | 48.38 MB

hard to find anything that was changed and/or new, so here's basically what I could find: - New Ambient Sounds: There were some screams and a new bridge creaking noise. Trouble is, I do mean "noise." It's looped repetitively to a point, and the screams basically come out of nowhere in a silent map. They really didn't add much atmosphere - New Arena down at the bottom of the chasmed conference room: A couple new teleporters will take you to a simple chain-held arena where an abyss once was. - New Skybox in Skull Castle Area: Sort of looks like Halo now, although in some ways it doesn't. (at least to me, seeing I've only played Halo 1) - Secret to ruining the game: Whilst I'm not sure if this was in the last version or not, I noted a very very very potent secret, which I normally wouldn't reveal, but seeing as it could mean the difference between staying and leaving the server, I'll speak'th it: Basically there's this one button in the map called the "Annihilation of the Universe" button. In essence, when pressed, EVERYONE(including the presser,) dies. What makes it worse is that everyone dies PERMANENTLY, in a matter of speaking. Every time you respawn, you automatically "fall to your death." It sucks horribly if you're in a crowded server and someone finds the button whilst you're having fun. - The rancor below the throne room is audible now. - There seems to be a new hatch on the giant tank: albeit I'm not sure how it can be opened from the outside. - The castle and monolith seem to be linked now, although whether that was in the other version remains to be seen. Overall, the changes here seem to be very minor to warrant a full 2.0, but ah well. My mind is too weary and battered to think of anything cunning or witty, so commence bandwidth destroying as you will -_-; New Textures: Aye New Music: Nay Secrets to plunder: Aye Bot Support: Nay - Averus Retruthan

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2182 downloads

Uploaded:07-30-2008

Sith Facility

sith_facility_2.0 | 6.87 MB

custom Single Player map for JKA! So long in fact, that I can’t even remember what map it was. Therefore I am glad to get the chance to test a new SP map out today, which is entitled; Sith Facility. Let’s have a look at the map layout first. As you would expect of a Single Player map, the layout is very linear, designed to take you along a set path to your ultimate showdown with the ‘boss’ at the end of the level. Along the way though, you have plenty of detail and interesting architectural features to look at which I think is a good thing in a Single Player map. Afterall, you don’t generally just want to rush straight from one end to the other as fast as possible, you want to enjoy playing the map as well. The lighting (often red) and industrial architecture of the map does indeed fit well with the theme of an ancient facility used by Dark-sider’s, and the map does have a certain feeling of foreboding because you never know when a Reborn will jump out next! That brings me to the next point, the bad guys. There are plenty of Reborn’s throughout the map, though they only appear in pairs so you should be able to have a good duel without being overwhelmed. At the end of the map is a room in which resides the Boss Reborn. Strangely, though the rest of the Reborn’s seem to speak English, I am pretty sure that the Boss at the end is speaking in German, which is a most interesting touch. Lastly, lets look at the things that could be improved upon. The main thing I think is the back-story. The readme doesn’t really give you much description about the map or the story behind it. I think writing a back-story to the map would be a good touch, as it gives the map that bit extra ‘something’ which adds to the overall enjoyment. Also I think it would be good if the map was made larger and had extra routs to the main area at the end. The reason for this is to give the player some choice as to which route to take whilst still making sure the map is linear enough to make sure the player ends up in the right place. Lastly when you get to the end and defeat the Boss Reborn, nothing happens. Personally I think it would be cool if a little message were to appear on the screen saying something like “congratulations for reaching the end of the level and defeating the Boss Reborn” or something of the sort, just add closure to the level so that you know you have reached the end and have completed the objective of the level. Oh and one more thing before I forget, there wasn’t any music for this map, so if there is a v2 of this I would definitely suggest putting some music in it, as music always adds a lot to the feel of a map! All in all though a good map here, both in terms of the build quality and architecture, and also the fun factor, I quite enjoyed playing through the level and the different areas of the map provided interesting places to duel the resident Reborn’s. However like I said, I feel that there are some areas that could be improved upon.[/quote] In the second version, Zurvan does what he says; Add staff-wielding reborns with some cloaked, put the matching music file into the pk3 and lightened up the rooms. Nozyspy pretty much summed the map up, but I will give my own [b]constructive[/b] (:P) criticism, in pro-con style, as it helps. [b]Pro's:[/b] Everything that is supposed to work works. There are no obvious signs of texture repetition, always good. Pretty challenging(..for me atleast, I couldn't even get past the first wave without dying.. /phail :D) He made his own textures which I liked. [b]Con's:[/b] There is no camera use, so you just spawn from the very beginning Too many reborns. Cultist_destroyer etc would have been good additions, as they are non-saber sith and it adds variation A tad boxy. Don't get me wrong, it didn't distract me from the gameplay, but as a modeller I hate boxes ^^ The ending. You fight -npc- and even if you do not, you can still open the door I think, which says the final saying of the game. [b]Overall conclusion:[/b] A pretty good map and a tad challenging and, as Nozy said, it has the fun factor xD If you want to try and kill the evil -npc- then give it a shot! Dommie Kun [b]New textures:[/b] Yep [b]New sounds:[/b] Yep [b]New music:[/b] Yep [b]Gametype:[/b] Singleplayer

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10961 downloads

Uploaded:06-24-2008

Taspir Power Complex V3

taspir_power_complex_v3.zip | 51.02 MB

Seriously! The insides of the three towers around the map all look the same, and I could never tell where I was or which floor I was on. Mind you, I did get lost in [i]my own map[/i] once... Errm, perhaps I shouldn't have said that. Ehem, anyway, on with the review! Well, we have a big treat for you here today. Fans of the previous two versions of the Taspir Power Complex map will be drooling to get their hands on the latest version no doubt. Never fear, for your download is near (well just at the bottom of this review actually)! I think people who have never heard of this map, or perhaps didn’t like the previous two versions will be won over by the latest maps incredible features. Since this is such an [i]epic[/i] map, this is going to be quite a lengthy review, even then I will have to cut bits out, since there are such a huge amount of features in this map, I would have to write a book to cover them all! If you have been waiting for this map, my nice long review will be a good thing for you, since it will take you marginally longer to scroll down the page to get to the download button, thanks to its length. Hopefully this will build up the suspense and excitement just a little bit more. :P Anyway, where do I start? This is such a HUGE map that there is a lot to cover here. In fact the main map could really be two maps in one (I shall come to that later). Although I should really call this a map pack, since there are actually a number of maps included in the .pk3 here, including a night time version of the main map, and also a CTF map and a couple of duel maps! Since there is so much here, I will concentrate mostly on the main FFA map of the files title. First of all lets have a look at the: [b]Architecture[/b] The architecture of the original Taspir map was pretty simple, yet at the same time distinctive. The author here has improved the architecture for the original areas of the map; however, the real challenge comes when you start adding new areas to the original one. The thing is, to make the transition between old and new as seamless as possible, you have to build your new areas in the same style of architecture as the old areas. This makes the map seem more of a whole, rather than an obvious mixture between the original parts, and the new additions. Trust me when I say that this is a difficult thing to do! The author has done an excellent job here, merging the original Taspir areas with his new additions. In some areas, I honestly couldn’t tell where the old map ended, and where the new additions began, they were that well blended together. That is a difficult thing to do, so well done there mate! :) [b]Additions[/b] Well, where do I start?! There are so many new areas to explore here, I could spend all day writing about them! One of my favourite areas was the ‘clan bedrooms’ area. This seems to be a feature on quite a lot of clan oriented maps, such as Sith Council v2, however, I think the bedroom area in this map is the best I have ever seen in any clan themed map. It is well laid out, there is lots of space and the furniture is much more realistic than I’ve seen in other maps. Importantly though, the furniture here is also properly sized, so no gigantic desks or chairs, they are the right proportion to the player character! We also have new areas added to the top of the towers in the main part of the map. There are some landing pads with spawnable ships, gun turrets, and even what looks to be an air traffic control tower! There are also many other features up here, however, another one of my favourite areas was down below… Going through a door in the mountain side down at the bottom near the lava takes you into what must be the reason for the maps name; the Power Complex. This is a large area inside a huge cave, with power generators, lots of walkways with girders, pipes, and all manner of industrial looking apparatus filling the area. Also most impressive is how the lava is down below, lighting the cavernous space with its fiery red glow. On a side note, I also want to say how much I was impressed with the new lava texture, it is a vast improvement over the original Base JKA lava texture! The most colossal addition to this map (in fact, it could be a whole map in itself) is the massive space area, filled with asteroids! There is a space station with spawnable ships, masses of asteroids and other features, and my favourite part) a huge asteroid in the middle much like the one seen in Episode 2 during the dogfight between Jango and Obi Wan. It has several holes in it, and a sizeable area inside, so you can test your piloting skills out trying to fly through it! ;) Even more clever, the way to get to this space area is simply to get one of the spawnable ships and fly it up into the sky…you are then teleported straight to the space sector! If you want to go back to the planet’s surface, then all you need to do is fly towards the planet in the skybox in space. A very clever system for moving between the two areas that I haven’t seen done before. Even after all that, there is still a huge amount of new features and areas to explore on this map, you can keep coming back day after day and keep finding new things! [b]Interactivity[/b] Once again, I could write a book with the amount of interactive features there are on this map! As I have already said, there are spawnable ships in various areas of the map for flying around in, as well as many new areas which have interactive features. This map has a total of [b]56[/b] scripts which control and enable certain things to happen around the map. Now that probably won’t mean a lot to most people unless you are a mapper. But let me say that most maps have [i]no[/i] scripts at all! And the ones that do have scripts, generally speaking don’t have that many. In that light that 56 scripts in a single map, is a huge amount and must have taken a lot of work! There is one particular secret, which probably involves a fair few of those scripts, which will make your eyes pop out with the incredible changes it actually makes to the map, however that is a secret, so I shall say no more. :P Perhaps the best interactive feature of this map is the ability to customise it for your own clan. I know on some clan-oriented maps, various different clans that use the map will replace the original clan’s textures (logos and such) in the .pk3, with their own textures and logos. Thus when they play the map, the original clan’s logos and textures have been replaced with their own, thus customising it for their own use. This map is very special however, in that this is the first map I have ever come across that has this ability [i]built into the design of the map[/i] which means the map was meant to have certain textures replaced so clans can customise it for themselves! [b] ***Full instructions on how to do this are on the authors website, you can find the address in the readme below.***[/b] As well as that, there are a huge amount of teleporters hidden throughout the map which take you to various secret places. Including secret observation rooms, rooms with lots o’ buttons that do various things throughout the map (including changing the music), excellent sniping positions, secret areas for duelling in and so on. A nifty feature in the hidden duel rooms is the auto return feature, so if you are defeated in the duel, or die any other way, you are automatically teleported back into the duel room you were in before. To leave the room or disable this feature all you need to do is just walk to the exit sign, and you are teleported back into the main map. [b]Extras[/b] In reality, this isn’t just one map, but actually [b]six[/b] maps! First of all we have the main FFA map, which comes in two flavours, both a day and a night version! The night version gives a whole different feel to the map, and is very well done. Then we have a CTF version of the main map, which has had several areas changed, including the main platform in the middle of the map, which has been made dramatically smaller. It also new moves up and down, and deploys a small ramp to get onto it, all by using the console near it. This was very well made, and could be useful for all kinds of things, especially duels and such. The layout of other areas is also slightly different, but still similar to the main FFA map. The red and blue flags are housed at the top of the towers, which are lit by red and blue lights respectively on the outside. Moving on, we then have another tree Duel maps! Two of them are the same, being the main platform area from the original map, once again coming in night and day versions. A really cool (and somewhat scary) feature of these maps is that the lava down below the platform starts to rise every so often, accompanied by a small earthquake…until the lava engulfs the two lower platforms / areas leaving just the main platform up to! So if you are duelling down below, and the earthquakes start, you know that’s your que to move to the upper platforms, or get engulfed by rising lava! The other duel map, is another area from the new main map, the underground cavern where the power plant is. This makes a fantastic place to duel because of the numerous walkways and the deadly lava down below! ;) [b]Conclusion[/b] All in all this is an absolutely epic map, and I’m really not exaggerating when I say that. It really is [i]that[/i] good! It has endless secrets to explore, new areas to discover, incredible interactivity and on top of all of that, it has been tailored to also suit the needs of clans. As far as interactive clan themed maps go, I really do believe that this map sets the new [b]gold standard[/b] in terms of the huge amount of features it offers, and the overall consistent excellent build quality. And if you are wondering about low FPS, the author also included another .pk3 in the .zip file (Tpcv3_low_fps_fix.pk3) which disables certain features which may slow older computer systems, thus making the map even more accessible to people. This is an absolute [i]must download[/i] as far as I am concerned, I haven’t seen a map with this many things to do, secrets to discover and new areas to explore for longer than I can remember! Come on guys, give this map a download, you know you want to! ;) [b]Main Map:[/b] [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Music:[/b] Yes [b]New Scripts:[/b] Yes (TONS of them!) [b]Game Types:[/b] FFA, TFFA CTF [b]CTF Map:[/b] [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Music:[/b] Yes [b]New Scripts:[/b] Yes [b]Game Types:[/b] CTF [b]Duel Maps:[/b] [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Music:[/b] Yes [b]Game Types:[/b] Duel, Power Duel ~Nozyspy~

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872 downloads

Uploaded:06-07-2008

Pirates CTF

jk3piratas.zip | 4.68 MB

liked that map, it was a very interesting and new idea for a CTF map. Now MageC brings us a new version of the map, this time for JKA. So lets have a look around! As last time, this is a pirate themed CTF map and takes the form of a large lake with the buildings housing the flags at each end. Once again each team has its own pirate ship to board, subtly colour co-ordinated so each team knows which is its ship, a feature I thought was well done here. [b]Now, let’s move onto the pro’s:[/b] This map has been [i]hugely[/i] improved over the last version. MageC’s skills have improved a lot! For example; the pirate ships themselves now look absolutely fantastic. They are much more accurate to what a real pirate galley would look like. They have new rigging and sails, a new area for the ‘captain’ so sit, a poop deck complete with ships wheel and a large under deck area where you can hide once you have captured the other teams flag! ;) Perhaps the part of the ships I was most impressed with was the bow (front end). There is some fantastic patch-work here, the bow now looks flowing and smooth, and has been very well shaped. Overall the ships look fantastic, and very realistic in their shape. Like I said, I was also impressed with the colour co-ordination of the ships to each team. The red and blue colours don’t hit you in the face, they are subtly done, which looks very good. The buildings at each end of the lake have also been given a makeover, the architecture now looks better on the main buildings, and the small courtyards infront along with the walls and piers also look much better now. There is only one door into the buildings, but from there you have a choice of 3 routs to the room where the flag is kept. You can either try the full frontal assault, or you can go through either of the two side passages, if you want to try something a little sneakier. However, before you get into the flag room, both of the side passages first lead to a large room on each side with what looks like a grandstand and some kind of battle area in the middle. This could lead to some interesting battles on your way to the flag room, but I suspect the main purpose behind these rooms is for clans to use them because of their construction. Another big plus over the last version, is that the ships are now controllable. By pressing the use button on the ships wheel, or the small mast right at the rear of the poop deck, you can move the ship backwards or forwards. And no, that isn’t what you might think it is, :P the poop deck is basically the top deck of the ship, on top of the captains cabin, where the ships wheel is. Last time around the ships were on a set course, so if you missed your ship when it departed, you would have to stand your ground at the enemy’s base till it came back. Now however you can hop onto your teams ship and sail off whenever you need to! [b]As with all maps, there are some things to be improved upon here, so lets move onto the con’s:[/b] Personally I still feel that the architecture of the main buildings at either end of the map could be improved. Some more pillars, or like I said last time, making the windows 3D instead of 2D textures would help improve the look and feel of the buildings. At the moment they look ok, but there just isn’t enough detail on them I feel. The main thing I think could be improved upon though is the size of the lake dividing the two flag bases. It seems to be a lot smaller than it was in the previous JK2 version, and considering that the ships are bigger in this new version, I feel the lake here should have been much bigger. Also, like last time, there doesn’t seem to be any way of climbing out of the water back onto dry land, if you fall overboard (or are forced to walk the plank! :P). This could be a problem since unless the players used the /kill command in the console and respawn, they wouldn’t be able to get back to dry land. Lastly, I must say that I am rather disappointed that the author didn’t include the same Pirates of the Caribbean music that was on the previous JK2 version, since that fitted the theme of the map so well! This map is still a Beta however, so im sure it will improve even further when it comes to its full release! All in all though an excellent CTF map here which should provide many interesting battles! MageC’s skills have improved much since he released the previous JK2 version of this map, so I look forward to seeing more work from him! :) [b]Bot Support:[/b] No [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] No [b]Game Types:[/b] FFA, CTF ~Nozyspy~

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719 downloads

Uploaded:02-14-2008

Train battle

trainbattlev2.zip | 6.15 MB

since I am an admitted MegaMan know-nothing. But then the author said it was only based on MegaMan, so I figured I was safe. This map, as you may have guessed, involves a train. Not just one trains, as luck would have it, but two, and they\'re moving. Well, not really... but it certainly looks like they are. Don\'t fall off if you don\'t want to ruin the illusion! So what do you get when you have two trains, moving side by side, with insta-kill ground below them? One heck of an interesting duel, I\'m sure. Combine that with a fierce snowstorm and you\'re set! I must admit that I found this map very intriguing. The ambiance of it is wonderful, and despite its small size it feels very much complete. I wouldn\'t try having a good-sized free for all on this map, though. It seems like anything more than two or three people would really ruin what this map has going for it. My one complaint here is the texturing, which could be a lot better. Also, the train cars are a little bit bland and could stand to be a little bit more interesting. After all, only trains these days are perfectly flat, and even then you occasionally get some cars with glass panels or timber or something. These trains are not only short, but are carrying nothing but blocks. A little variation would certainly spice up a duel. As it is I don\'t see that there would be a whole lot of challenge jumping between these trains -- unless you have no finesse![/quote] A few things have improved along the way. First off, you can now enter all the wagons. Granted, there\'s not much there, some weapons on one train and heaters on the other, but it\'s something. Also, one train has been replaced by a diesel engine. No more are two steamies racing side-by-side. And when you fall off, there\'s no jumping quick enough to save you from having a horribly painful fall. They also seem to be screaming down the rails a bit faster. And both trains have horns. Which is really quite awesome. Still, there are a few issues. As I already mentioned, the wagons are pretty much empty. They\'re small, not enough for two to run side-by-side, so it\'s understandable, but the point still stands. Also, I\'m assuming the gray thing on the wagon behind the steam engine is coal. It doesn\'t look much like coal. The music loops noticeably, but that might not be a problem in the middle of a fight. - Jose [b]Bot support:[/b] Nope [b]New music:[/b] Yup [b]New textures:[/b] Aye [b]Gametypes:[/b] FFA, Duel

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408 downloads

Uploaded:01-17-2008

Snow Facility 4

snowfacility4.zip | 2.33 MB

game type. There\'s nothing wrong with that, but there [i]is[/i] something to be said for a map that doesn\'t try to do it all. This map is a duel map. It\'s not meant for free for all and it wouldn\'t be good to play as a free for all. It just wants to be a duel map and that\'s fine as far as I\'m concerned. It\'s adequately sized for a duel and it keeps a consistent theme, which is nice. If you hadn\'t guessed from the title it\'s some type of facility built in a very snowy area -- perhaps Hoth, although I\'m certain there are plenty of other cold locations in the galaxy. The facility features glass ceilings to show off this environment and it also features one small outdoor area -- a walkway into the facility. What I really like about this map is that it keeps gameplay in perspective but also focuses heavily on environment, and I\'m not talking about the snow this time. The map is set up to really look like some kind of industrial facility, including control panels, pipes, machinery, you name it. It\'s given a good design so that duels will be interesting an varied, but while you\'re playing you\'re not going to feel like you\'re in a dueling ring which I\'m sure will appeal to some people. Overall I think it\'s a great little map that\'s visually unique and should provide for a fine duel. No botroutes obviously (it\'s a duel map -- why would you need them?) and no new music, although the stock music chosen seems to really fit well. I\'d say this one\'s a keeper. [b]Bot Support[/b]: No [b]New Models[/b]: No [b]New Textures[/b]: Yes [b]New Music[/b]: No ~Inyri

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6282 downloads

Uploaded:12-14-2007

The Real Jedi Academy

therealjediacademyv2.zip | 15.23 MB

as opposed to [i]a[/i] Jedi Academy. Apparently no hubris was intended. Now that we've got past that, this is a map of the Yavin IV Jedi Academy as seen in Jedi Outcast. We've been assured that it's not just a splice of the old JK2 maps, so that's enough for me. Most of this wouldn't be too hard to recreate anyway, it seems, and I'd really say only about half of it is old material. 66%, tops. A lot of the material is new, unseen in JK2, and seems to be based on several locations seen in A New Hope, and a couple locations I think may not have been seen at all. For instance there's the front of the temple which is kind of similar to the front as seen in the new version of A New Hope (with some changes to make it playable -- couldn't add the whole jungle, could we?). There's also a medical wing which I don't think was displayed in any of the films, but it stands to reason with a bunch of Jedi wannabe's running around they'd need some medical facilities. There's also some kind of storage closet, which I got a kick out of because like... what's the point? None, which makes it all the more awesome. :p I think the Yavin temple free for all (or CTF, or whichever it was) map for JK2 was my favorite during my very [i]brief[/i] multi-player stint back in 2003 or whenever it came out. One of the outdoor sections of that map is included here, which is kind of neat. Also, if you ever explored the Yavin temple in JK2's single-player campaign, before speaking to Luke, you may have noticed some students shoving blocks around with the Force. You can do that now too, if you're feeling bored. Overall it's a [i]huge[/i] map, so if you're actually planning on doing a free-for-all bring a lot of your buddies otherwise you might get bored trying to find each other! I'd bring my GPS unit too, just to be on the safe side. Map looks great for role-players too, so it can do double duty. I personally think it's a great replica with a lot of potential for use, so I'd definitely recommend serious players pick it up. I'm sure I forgot to mention a few areas (there're so many that I started forgetting them before I finished testing the map) so definitely go exploring. [b]Bot Support[/b]: No [b]New Models[b]: No [b]New Textures[/b]: No [b]New Music[/b]: No ~Inyri

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3988 downloads

Uploaded:10-31-2007

Serenity - Firefly

serenity_rp.zip | 17.96 MB

roleplaying, not dueling. When I saw this I was excited to see it and when I played it I was even more happy. The map consists of only Serenity, the ship that the heroes in Firefly travel on. Accuracy wise it’s amazing, I felt I was really on it. At first I spawned on the medical bay, the doors to the medical room are noticeable from behind the archway but that’s not really a big deal as all the detail is spot on. The only thing I could complain about is that on every door I seemed to got stuck on, sometimes I even had to crouch to walk through them. But other than that is great it’s got the dinning room, the cockpit, the cargo bay, the engine room, everything is pretty much the same as in the movie and show. One thing, the author says that the bot routes are defined but everytime I tried to add a bot, my game froze. It does have new music taken from the soundtrack of Firefly which adds to this greatly. And new textures as well, overall a very good map. So if you’re a roleplayer and think this map will be good on your server then give it a download, just don’t try to put 16 people inside, it might be a little too cramped in there. :D [i]Ayane Yamazaki[/i]

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899 downloads

Uploaded:10-17-2007

Gully of the Mist

gotem_.zip | 10.61 MB

notice about the map -- after you realize how [i]green[/i] it is! -- is that it's positively [i]huge[/i]. The drawback to this, though, is that it's immensely large but doesn't have the extra detail to back up the space. The result is a lot of random terrain with very little detail. It's almost as if the terrain is supposed to be the focal point of the map which I don't think makes a whole lot of sense. Besides the less than rolling hills and valleys this map sports various trees, most of which have been turned into structures. This design (and the map name) really made me think of Fern Gully the whole time I was watching it (I'll be pleased if none of you have seen that movie). It's like you're a little person in a giant forest. Unfortunately foliage is kept to a minimum which kind of ruins the 'forest' feel for me. From a gameplay perspective I can't see this map really bringing much to the table. It's possible to get stuck in some of the deeper crevasses, and even if you don't get stuck it'll take you god knows how long to find another person to fight. As an exercise in terrain it's alright. As a playable map... I'd say optimize it a bit for gameplay. There's something to be said for some more [i]subtle[/i] terrain. [b]Bot Support[/b]: No [b]New Sounds[/b]: Yes [b]New Music[/b]: Yes [b]New Textures[/b]: Yes [b]Game Modes[/b]: ffa, ctf[/quote]This archive contains the texture fix for the last version as well as the map. The fix is included as a separate PK3, so if you already have the map you can simply use the new PK3 along with the old one to fix the missing texture. ~Inyri

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158 downloads

Uploaded:10-12-2007

Stranger

stranger.zip | 5.51 MB

on the latter. As I said, this pack contains two very similar maps: one duel map and one FFA map. The FFA map is basically just an expansion of the duel map. The first thing that really came to my mind when I tested these out was that the author figured out how to make brushes move and went over the top playing with the map feature. This map didn't really flow for me, and also gave me a slight headache, what with the blue, red, and pulsing. It's a migrane waiting to happen. Unless you like tricky footing, the gameplay isn't really designed for you (unless you're good at making precise jumps to avoid all the moving platforms). In short, this isn't my slice of pie, but it certainly could be yours. Just be ready for some bold colors and architecture. If you enjoy subtlety, as I do, steer towards other maps.[/quote]I still agree with myself that this map is anything but subtle. The rest of the points I'm ready to ease up on, though. I didn't have a migrane when I finished testing it, so that's a bonus. The map also had a great feeling of cohesion which means that the lack of gameplay flow has been fixed. It also seems to me like all of the gameplay features are far more enhanced. You can actually [i]play[/i] on this map, and you won't have to worry too much! Just don't fall off the balcony thing... that's the one thing I really disliked in this map because you can fall off and see the disarray that is the [i]outside[/i] of the map. In any case, the map is greatly improved from the first version. Instead of simply looking like a crazy mish mosh of brushes this actually looks like it could be some kind of high-tech hideout which, lemme tell ya, is a better place for the author to be than just looking like a jumble. The music, although too technoy for my tastes, goes pretty well with the theme of the map, and the ambiance, though dark, is very fitting and helps make the map look pretty nice in this reviewer's humble opinion. Definitely leaps and bounds over the last version. Big disappointment: no bot support! Bummer. Some nice person should e-mail us a bot routing tutorial that we can put up since the only one I know of seems to be gone *hinthint*. In any case this is probably minor, although it would have certainly been a nice treat. [b][i]Want the moving lights? [file="83581"]Download the strobed version here[/file].[/b][/i] [b]Bot Support[/b]: No [b]New Textures[/b]: No [b]New Sounds[/b]: No [b]New Music[/b]: Yes ~Inyri

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2951 downloads

Uploaded:09-26-2007

Endor and More

endor_and_more.zip | 20.02 MB

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

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3718 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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3260 downloads

Uploaded:08-28-2007

Mos Eisley Backstreets - Night

night_moseisley_bkstreets.zip | 27.58 MB

different feel to it. I won\'t cover the same points I mentioned in the review for the day version, so I recommend reading that review as well to get a real feel for what the map contains. Lighting wasn\'t as important to mention with the day-time version, but here the lighting will either make or break the map. Made! Lighting here is great and really sets the mood, along with the much softer, slower-paced, and most importantly [i]peaceful[/i] music. It\'s easy to tell right away that just because it\'s night time doesn\'t mean the map\'s going to be pitch black. With three moons, a lot of moonlight is thrown across the map, and the combination between darker shadows from buildings and brighter light from the random lights near the building doors really provides good contrast and keeps things looking very realistic. Along with the night version of the map, a new skybox was needed. I\'m a little on the edge on this skybox -- I know Nozyspy worked pretty hard on it, and I gave him advice along the way to improve it which, if I remember correctly, he implemented -- but I think the engine has really failed us here. The whole idea of the skybox is to avoid that very static [i]walled[/i] feeling you\'d get if you just put sky textures on the sides of your map. Despite Nozy\'s best intentions, the three moons unfortunately get warped (stretched or thinned) depending on how you\'re looking. I don\'t really blame that one on him, though, and it hasn\'t reduced my enjoyment of the map significantly in any way. Overall a wonderful variation on the orginal map -- more maps should provide such added bonuses! If you like this one, definitely make sure to take a look at the [file=\"82444\"]day-time version of the Mos Eisley Backstreets[/file]. [b]Bot Support[/b]: Yes [b]New Textures[b]: Yes [b]New Sounds[/b]: No [b]New Music[/b]: No [b]Game Modes[/b]: ffa, team ffa ~Inyri

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189 downloads

Uploaded:08-11-2007

Acid Place

acidplace.zip | 536.92 KB

platforms jutting out from a sea of acid. So basically watch where you step, or you\'ll get the flesh melted off of you. Luckily Jedi Academy wasn\'t designed to show such things... good for our delicate sensibilities, eh? ;) After a bit of jumping around, I determined that play in this map is indeed hazardous, as several jumps will use just about all your Force if you have jump set to its highest rank (which I recommend for this map, unless you [i]really[/i] want to challenge yourself). You\'ll have to be cautious when moving around -- you wouldn\'t want your jump to come up short, would you? Aesthetically this map could use a lot of work, although in functionality it is solid. Architecture is pretty plain, and the map is rather drab, as the author himself suggests in the read-me. Lighting is a little odd, and textures are repetitive. Spruce it up aesthetically and you will take this already very playable map and bring it up to the next notch -- a playable map that looks good, to boot. Right now, though, if you\'re just looking for an interesting and fun location, this ought to provide what you\'re looking for. [b]Bot Support[/b]: No [b]New Textures[/b]: No [b]New Models[/b]: No [b]New Music[/b]: No ~Inyri

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1546 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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4311 downloads

Uploaded:08-07-2007

BoC Duel Observation Deck

boc_duel_observation_deck.zip | 33.56 MB

Hand, we are taken back to the observation deck, the key scene where Dooku meets his \"fair enough\" end. (Better than Grievous\'s, far as I\'m concerned =_=+) So then, I will start out by saying that the entire scene is ridiculously accurate, of course. I mean seriously accurate. Darth Norman even included Chancellor Palpatine himself in the chair, held by the energy bonds. Oh yes, and recall that part where Obi-wan gets crushed under a chunk of catwalk? Use force push and BEHOLD =_O you too can be crushed like Obi boy. The real party has to be outside, however. The battle outside rages quite well. Laser bolts flying everywhere, Ambient noise to assure it, ships flying around in the background, the wonderful skybox, the little starfighters flying around in the background and of course, a fun little jedi starfighter zooms by the window. Can it get any better? Mebbe ._. I noticed only one real \"bug\" in the map, which really wasn\'t that big of a deal. If you shine your saber over Palpatine in the chair, his skin starts to change color to your saber color O_o. It\'s very odd, and I can\'t quite say personally why it does that, but I just wanted that to be known. Other than that, a marvelous duel map. This definitely will make a fine addition to your projects =_= New Textures: Aye New Music: Aye Secrets to plunder: Aye Bot Support: Aye - Averus Retruthan

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185 downloads

Uploaded:06-09-2007

KOA Clan Map

koa_clan_map.zip | 6.17 MB

made from a minotaur, and I adorn myself in my battle robes=- This map is rather small, and very empty. The lighting is very very poor, and you can barely see a thing. However, since this is a WIP, I will take an objective stance and list out some suggestions to improve this map: - Lighting: Upgrade the lighting exponentially - Furnish some areas: Whether it be for role-play, or simply hanging out reasons, Furnishing an area can add to the overall realism and atmosphere of a map. After all, this map is to be your clan's home. Shouldn't it feel like one? - See if you can make the fountain statue spout streams move - Destroy planets - I accidentally discovered that your water on the bridge is not quite all the way there. I would suggest planting a bottom, removing that death trigger, and then perhaps ousting those invisible walls. It would make the map feel less constricting. - Make your "skybox" an actual skybox. What you have there is rather ill-looking That's all I can think of right now. Take or leave those suggestions as you wish, for it is your map, not mine. I shall look forward to see what the Knights of Apocalypse will have in store for version 2. Man, that's an awesome name..even the acronym seems to seem intimidating...=_,= New Textures: Aye New Music: Nay Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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2145 downloads

Uploaded:06-07-2007

Space Bound Sanctuary

spaceboundsanctuary.zip | 16.13 MB

quality. Not to say there isn't, just that it would have to be a very mild RP. Regardless, the map consists of a series of areas on what one would assume is sort of a space vessel. Sadly, you cannot exit outside, but nevertheless, you still have a number of areas to battle in. The lighting is varied throughout the ship, so keep your eyes focused =_= lest something handicapped happen. The whole style of the ship seems reminiscent of Jedi's home because he used some of the textures from his previous map. Oh yes, the RP areas, as I mentioned, would have to be just the cockpit/bridge and the prison. Otherwise, a bit dry for RP. There are a number of secret areas for you treasure hunters to find. I've found only one that I can easily access. Perhaps the rest of you can find the rest =_,=. EAT FILE. NOW. DOOM. BLOOD. GORE. Must I go on? =_= New Textures: Aye New Music: Aye Secrets to plunder: Aye Bot Support: Aye - Averus Retruthan

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775 downloads

Uploaded:06-06-2007

[CONTEST] Tomb of Ragnos

tomb_of_ragnos.zip | 1.61 MB

this is supposed to be part of Ragnos' tomb. It looks like it's just a passageway, given there's a door on each end. One end has stairs, so it is assumed that you're near the burial chamber or descending to it. Architecturally, the map is stable. There are stone pillars lining the walls, and behind them are statues of sith lords and whatnot. The floor is slightly recessed, and lining the edge of it are some stone...torchy-things-with-flames. On one side of the room, there is a large, round insignia of sorts. I do find the visuals slightly lacking, though...I think it could use a little more color and some more light sources, like something casting eery shadows from the ceiling. For gameplay, there isn't really much to say. There are invisible walls blocking players from getting behind the pillars to hide, so it'll just be an all-out duel to the finish. See screenshots for details, and download at your discretion. New textures: [b]No[/b] New sounds: [b]No[/b] New music: [b]No[/b] New models: [b]No[/b] ~Dretzel

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950 downloads

Uploaded:06-06-2007

[CONTEST] Ancient Temple

ancient_temple.zip | 2.84 MB

animation for a little while again, this time to help review some of the finalist maps for the recent JKFiles Duel map Contest. Now onto the review! :) Well, I must say that when the contest was in progress, this was one of the first maps that caught my eye. ‘How come?’ I hear you say, well in one word: colour. This map is one of the most colourful maps I’ve seen in a long time, the combination of that fantastic skybox, and the nicely coloured lighting, was very striking! I know quite a few people commented that this map was too small, however I’m not so sure. Personally I think it’s a very nice size for a duel map, it’s not so big that you can get lost in it. But its not so small that you cant get out of the way if your opponent decides to do a kata! There’s plenty of room for running and jumping, and the little temple in the middle makes a nice central feature. However I would agree that the rest of the map is a little sparse. Perhaps if some of the walls were made more crumbly, with some large chunks of stone laying around or maybe some more plants were added to the main area, it would give it just that extra edge on the detailing side of things. :) Now, onto the architecture. Although architecturally simple, the temple feature in the middle of the map has a pleasing shape to it, along with that the trees also fit quite nicely around it. One of my favourite parts was the very beautiful looking water. The author obviously spent some time getting a very nice water shader together, and I think the results look very nice and professional! Another feature that I particularly loved was the fantastic skybox, which I think fits perfectly with the theme of the map, and also the lighting which is very well used here. As with all maps there are always some things that could be improved upon here. There were one or two little errors here and there like one little missing texture on part of the temple. But the main thing I feel could be improved is the area beyond the walls. The terrain was rather flat in this area, it would be cool to maybe put some easygen terrain in here. For those who don’t know what easygen is, it’s a program, which you can use to generate terrain to put into your map. It looks complicated at first, but its really easy once you get the hang of it! A tutorial for Easygen, along with download links can be viewed here: http://www.map-review.com/index.php?page=tutorial_view&id=12 As always of course you can use the JK2/JKA modding forums here on FileFront to ask any questions. :) So lets round up some pro’s and con’s: Pro’s: [*]Well balanced for a 1v1 Duel. [*]Very nice skybox and excellent custom water shaders. [*]Good lighting. [*]Simple but nice architecture. Con’s: [*]Some minor errors. [*]Not particularly suited to guns play, though there are pickups for such. [*]Needs some more detailing to fill the map out and give it that extra edge. [*]Having lots of trees in the area outside the walls decreases the framerate quite a lot, remember duel maps need good high FPS. All in all though, an excellent good looking map here. Keep up the good work mate! Why not give it a download? ;) Bot Support: Yes New Textures: Yes New Sounds: No New Music: No Game Types: FFA, Duel (It could do with the power duel gametype being added though) ~Nozyspy~

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1964 downloads

Uploaded:06-06-2007

[CONTEST] Water Metropolis

contestduel_water.zip | 7.95 MB

some post-modern civilization that redirected water in an artsy fashion around their buildings and let it gather under the main drag...I don't know. It looks very cool, it's just hard to describe. This map offers superb visuals. The colors work out very harmoniously together, the water has a nice shader applied to it, and there are plenty of pillars, doors and random half-broken constructions all over the place. So this raises a question...what used to stand here? Anyways, you spawn on a circular platform in the center of the map. Somewhat typical, yes, but still effective. There are planty of platforms for you to jump toward, although if you miss, beware. There is no way out of the water, so you simply fall into the pit and never resurface. Some of the platforms are moving up and down near the center. I really didn't find any downers here...the music is definitely not what I'm used to hearing, and at first it seemed a little out of place, but as the track progressed, I changed my mind. FPS is good, too. The map is a little larger than your average duel map in appearance, but the actual dueling space is much smaller. This truly is one of ZidZabre's masterpieces. If you play duels, get it now. New textures: [b]Yes[/b] New sounds: [b]Yes[/b] New music: [b]Yes[/b] New models: [b]Yes[/b] New scripts: [b]No[/b] ~Dretzel

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417 downloads

Uploaded:05-22-2007

Xenofaar

xenofaar.zip | 659.14 KB

this is a 100% faithful replica thereof, why don't I tell you more about the map? Well, this might not be the place you would want to go for your summer vacation (which is coming up soon, yaay), I don't know if it's the pools of acid, the seemingly uninhabitable rocky landscape, or the gloomy, threatening music. But that's certainly not a bad thing. This map has climate, and lots of it. While I can't really put my hand on what it is about this map, it's been done very well. It's rare to see a small map like this portray so much about it's surroundings, especially without being stuffed with unnecessary objects. I must certainly complement the author on the use of lighting in this map. It's very good indeed. Everything seems to cast the proper shadow, from the large platform towering over my head, to the particularly looking tree. Dueling here is quite pleasant, with plenty of elbow room, and nothing getting in the way. One could complain about the lack of platforms to add dimension to the battle, but I won't :]. When I was dueling my friendly Initiate Cultist, I did quickly find a way to win every time. Simply stand on one end corner of the stairs, and when the enemy gets on them, push them into the acid pit. :p All you have to do now is wait for the eerily satisfying sizzle and painful groan. Supported Gametypes: Duel, Power Duel New Textures: No New Music: No ~Metall Pingwin

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164 downloads

Uploaded:04-19-2007

Bespin Store Room

bespin_store_room.zip | 4.06 MB

add to the atmosphere and a control room with a notice board and a light control system. While I like the consideration for the light control, the area itself doesn't seem to feel like a storage chamber. Case in point, there's not enough JUNK! Storage chambers require lots of crates and what not to function. Yes, I realize this may make dueling difficult, BUT you could make said crates destructible. I noticed you mentioned the destructible grate. Perhaps next version you could attempt destructible crates? This way, it'll at least INITIALLY feel like a store room =_,=. Otherwise, not a bad duel map. Just requires more crates and parts and what not. New Textures: Aye New Music: Aye Secrets to plunder: Nay Bot Support: Aye - Averus Retruthan

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263 downloads

Uploaded:03-29-2007

Dawn on the Plains

dawn_on_the_plains_fix.zip | 9.58 MB

to the original review! [quote][b]This map was submitted for the Jan-Feb 2007 Mapping Contest. To see the winners, check our [url=\"/info/ContestArchives\"]Contest Archives[/url].[/b] This particular map, submitted for the [b]Intermediate[/b] skill level, had quite a few high points, but enough bugs to keep it from making it to the finalist group. I has a great overall feel to it; atmosphere is something this map definitely doesn\'t lack. However several missing textures and some missing ambient sounds really lowered the overall quality of the map, which is certainly a shame. Architecturally, this map is quite the sight. The terrain, while lacking its texture, certainly shows the author\'s proficiency with the software, and the castle-looking structure also shows itself off quite well. The only other thing that really lowers the quality of the map is the use of very repetitive texturing and, in some cases, unfit textures. The lighting could also be better in the indoor areas. Overall a wonderful submission, though one that could use some work in specific areas. I definitely hope to see work from this author in future contests. Just make sure to thoroughly test your maps first! [b]Bot Support[/b]: Yes [b]New Models[/b]: No [b]New Textures[/b]: Yes [b]New Music[/b]: No[/quote] ~Inyri

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76 downloads

Uploaded:03-26-2007

[CONTEST] Encounter Duel

encounter_duel.zip | 917.19 KB

intermediate skill level, is very large for a duel map. It consists of about a half dozen rooms, arranged in a ring, with several transparent windows that give you a sneak peak into the rest of the map. It is chalk full of weapons pick ups, making me think it was designed primarily for FFA, but it's not even available for FFA game mod, so who knows. The map makes strong use of colored lighting, but the sources of these lights are a mystery to me. There is no cohesive texture theme throughout this map, with each room seeming to have a unique look. There are a few curves in the 'last' room, but otherwise the map has a distinctly blocky feel to it. I did, however, like the use of the dreadnought models outside of the playable area. When scaled down, it looks like a fleet of warships is approaching at a distance. Overall it's got a lot of style issues, but with some practice I'm confident this author could produce something very worthy of our attention. Please participate in the next contest, but perhaps consider jumping down a skill level until you've gained more experience. [b]Bot Support[/b]: No [b]New Models[/b]: No [b]New Textures[/b]: Yes [b]New Music[/b]: No ~Inyri

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122 downloads

Uploaded:03-21-2007

Duel Harder

duelharder.zip | 411.06 KB

知己知彼,百戰不貽﹔不知彼而知己,一勝一負﹔不知彼不知 己,每戰必貽。 " The words of Sun Tzu, possibly the wisest general ever to grace the battlefields of Earth. Well, that has zilch to do with the map, but the wisdom behind those words may actually help you people in combat - not just on JKA, but in any game, and even in real life (for those of you who are in the military) - ...if you can understand them, that is. ;) The words will also become important when fighting on this map, since one sneaky tactic by your opponent can end things. How? Well, that'll spoil the secret, so I'm staying hush. :p Now, this is a nice little map, actually. It's basic enough to be considered tacky, but it has several unique aspects (and one or two dreadfully overused ones). You'll see from the screenshots that this is a multi-tiered arena. Pretty basic and stable, using a theme we've all seen before. Well, appearances can be deceiving, and this map has a few tricks of it's own to turn. I'm not gonna give it away, like I said, you'll have to see for yourselves. Anyway, here's the few problems I discovered: - Some dodgy texture usage. Some textures used were just plain wrong. I do refer specifically to the textures used on the four... "panels" on the walls. The textures used really weren't appropriate for how they've been used, and the surface inspector wasn't used to set them to the face properly. (To use the inspector, select a brush face [hold Ctrl+Shift, then click the face in the 3D view] and tap 'S'.) - Primitive lighting. Well, this is the author's first attempts with lighting, so we'll let that slip. It could have been a bit more interesting, though. - Clipping/sparklies. Yep, there were a few issues with these, as well as a little z-fighting. In future, the author should look very closely for these - they can be harmless, but they can also cause major visual discrepancies too. For the clipping issue, the author should use the Entity Properties to tell moving entities (such as doors and plats) exactly how far they should go, rather than letting them just move a distance equal to their own length/height. Still, this is a minor issue which can be safely ignored. Apart from a few teething troubles, this is a good map. It don't look like much, but it's got it where it counts - gameplay. This map should definitely receive more work in the future - it has a good premise. Just don't judge it from the screenshots - you have to play it to really know what the gameplay element is. Heh, kinda makes me wonder what's next, though. [i]'Duel Hard with a Vengeance'[/i], perhaps? ~ Kouen [b]Bot Routes:[/b] No [b]Custom Audio:[/b] No [b]Custom Textures:[/b] No [b]Custom Models:[/b] No

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743 downloads

Uploaded:02-23-2007

At the Senatu Shrine

duel_atss.zip | 12.44 MB

square stone "platform" surrounded by statues, and the entire thing is surrounded by a dense forest of trees and plants. I did find that the intense amount of models in this map and the rain did reduce my own FPS to between 8 and 10 average, and I don't consider my rig to be all that bad, so FPS may be an issue. For those interested, this map does come with some pretty decent bot support, which may increase its playability. As a duel map, it has plenty of open space for a pretty intense duel, and if you feel the need for something a little less straightforward you can always flit in between the trees and rocks to really mess around with your opponent. It should provide a little something for everyone. [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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2070 downloads

Uploaded:02-19-2007

Deep in the Forest

forest_final.zip | 2.56 MB

primarily for gun play, sporting several gun pickups, plenty of health pickups, and a few extra things here and there. They can be found within the few huts found within the map, seemingly abandoned (and rather poorly furnished, if I do say so myself). The abundance of trees really give it an interesting atmosphere, though I must admit the textures on the huts really contrast poorly against the stock textures. Especially the hay-ish roof texture. It's far too large, and doesn't really fit the map at all. Where are you going to get hay in a jungle/forest anyway? I also thought the lighting could've been a little more drastic. With all the foliage, there should have been some more shadowing on the ground. I also feel the need to say that's a [i]really[/i] young tree stump to be so large... but laying science aside... :p The one "secret" in this map, as far as I can tell, isn't really a secret at all, in the conventional sense. Even so, I didn't include screenshots of it, to appease the manic secret-searching sect. I'll tell you, though, that if you can't find it, you may want to put your glasses on. When [i]I[/i] can find secrets, you know they're too obvious! [b]Bot Support[/b]: Yes [b]New Models[/b]: No [b]New Textures[/b]: Yes [b]New Music[/b]: No ~Inyri

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3083 downloads

Uploaded:01-17-2007

The City of Adana: Fifth District

the_city_of_adanafifth_dt.zip | 15.41 MB

start with the day version. The construction looked nice, the map didn’t look blocky. The buildings seemed fluid and went with the map. But anyways, the texture use was nice, and so was the music choice. I liked how this map was done, with a few minor details: the lighting, and the position of the sun in the skybox. With the way the map was lit you might think it was dusk, while the sun in the skybox isn’t really close to being in the sunset position. And then there’s the fact that it’s easier to see in the night-time version of the map than the day-time version. Now, for the night-time version. It’s just the day version with different lighting, with some brushes missing. The author says there are a few less brushes than in the day-time version, so I’ll take his word on that. Anyways, basically the same map, silly posters and everything, just different lighting. I found this map enjoyable, so you should download it and check it out! Bot Support: No New Music: Yes New Textures: Yes New Models: No New Sounds: No Gametypes: FFA, Team FFA ~Zach

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1157 downloads

Uploaded:01-17-2007

Tatooine Nights

tatooine_nights.zip | 22.64 MB

construction of the map is Tatooine-ish, with many things indoors, or in little almost-underground hangars. There are several areas to walk around in, there’s even a little cantina to go into. I liked how it was made, because if you were on the ground, it looked like there was a city. When I say that, I mean that I wasn’t just looking into a skybox. That, and the way the map was lit was nice. It was lit in a way so it was dark, but I could still see. Then there’s the fact that I felt like a ninja. I really did like how this was made. It [i]could[/i] be used for RPs, but it’s not really too big. Ooh! I almost forgot! The author made nice usage of npcs in the map. There are jawas lurking in corners with droids, and a couple of stormtroopers in the map. And if you look hard, you’ll find some tuskens. There was really only two areas of the map I couldn’t get to, and that’s because when I pressed the button to open the door, it didn’t open. But all in all, I liked the lighting and construction of the map, although the music could have been different. Bot Support: Yes New Music: Yes New Sounds: Yes New Models: No New Textures: Yes Gametypes: FFA, TFFA ~Zach

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1458 downloads

Uploaded:01-03-2007

Bloodletter Arena

bloodletter_arena_v1.zip | 15.04 MB

then it’s totally different from what I remember. Basically the map has been turned into a gladiator arena, and while parts of it might be simple, they look nice. Parts of the map are blocky, in fact most of the map is blocky. But while the construction might be blocky, the idea behind the map makes up for it. The lighting in the map was nice, if a little dark in some areas, and be it the lighting or the construction, the FPS on this map was around 30 – 40 consistently. There are several gameplay option for this map, and each has a different little variation. Not in the map itself, but in the spawn points. For example, in the team FFA version, you spawn in opposing gates. You don’t do that for duels, however. I think it’d be cool if you spawned in the same places as the Team FFA players did, but only have the gates open up automatically as you hit a switch on a floor. Anyways, I found this an enjoyable map to review, and I suggest that you download and test it out. Bot Support: Yes New Textures: Yes New Music: Yes Gametypes: Duel, Power Duel, FFA, TFFA. ~Zach

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3081 downloads

Uploaded:12-23-2006

Hell On The Taspir

hott.zip | 5.6 MB

Advance SP (if you were to hold one up to your monitor and compare) - and that\'s at 1280x1024 resolution. Needless to say, it\'s not big enough. Anyway, you progress through a small canyon, go through a door, up an elevator, and kill an Imperial Officer. You then have to use two brain cells to figure out how to progress (hint: it\'s destructive), then you kill a few Workers. Down another tunnel, you kill some more Imperials. Then in the next pas- ah, you get the point. In the next room, there are several blocks you have to hop down to get to the door. I could find no way of opening said door, so I noclipped it. A cultist and some more Imperials await. Finally, we reach the end, which is a small outcropping leading to another static Raven\'s Claw. Then the level ends and it takes you to a Tier 1 mission from the actual SP game (for me it was t1_rail). I could only find two scripted events that were used, and all one did was play one of Jaden\'s voiceclips before jumping down a shaft. The second was the end of level script. What can be said? It\'s a simple case of running through the map, shooting things down. The level could look far better, too. There are openings where there shouldn\'t be, texture glitches, and some places which just downright look ugly. Let\'s not forget that a LOT of textures are missing. Architecture is nothing special, either - the map is almost entirely made of blocks. Oh, and as a side effect, while you have this pk3 in your base folder, the default Cultist skin turns purple. It\'s so rare for us to get a singleplayer map, and I wish I could recommend this - but it\'s all been done before, and so much better, too. I just hope the author doesn\'t let this bad review get them down, because they\'re not inherently useless - there\'s just a very good reason why people don\'t release first attempts, and that reason is that they need to get some practice and to refine their product. This one isn\'t necessarily bad, it\'s just [i]far[/i] too flawed for my standards. Refine your abilities and do extensive beta testing before releasing things. Your work will be much better quality if you put the extra time in. ~ Kouen

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2753 downloads

Uploaded:12-20-2006

3MJ Space Station

3mjspacestation.zip | 3.76 MB

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

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253 downloads

Uploaded:11-09-2006

Negata-G

negatagfinal.zip | 1.29 MB

Connecting the two islands is a very long glassy-looking bridge. The red team by far has the advantage, as they have an automated turret protecting their flag. The blue team doesn\'t seem to have anything. On top of that, if you fall off either of the islands, or the bridge, be prepared to kill yourself, as not only will the fall not kill you, but it will shove you to the blue side of the map, leaving you unable to move. To be honest, for a final version of a map I find this rather buggy, to the extent that it probably wouldn\'t be a lot of fun to play. It\'s a bit too small and too simple to be an effective CTF map as well, and there\'s really not a lot of room to fight, so I would imagine it would be more a game of \"who falls off first.\" [b]Bot Support[/b]: No [b]New Textures[/b]: No [b]New Music[/b]: No [b]New Models[/b]: No ~Inyri

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826 downloads

Uploaded:11-07-2006

FFA Rooftop

lz_rooftop.zip | 3.16 MB

feel to it. But then it also doesn't feel anything like Nar Shaddaa, and in a good way. It's bright, clean, very much not the grungy, underworldish feel we normally get from Nar Shaddaa, but then it also is just as easy to fall off of, featuring dozens of catwalks and building to walk between and around, and even through. The thing that got me about this map was how bright it is. Not in an incorrect lighting kind of way, but in a bustling city kind of way. All of the buildings are lit up, and the catwalks and bridges are all adequately lit. Despite the map being at night, you'll have no trouble finding your way around. At least not due to darkness. The "maze" aspect of this map, however, might keep you guessing. It's not a maze of its own right, but the intertwining catwalks certainly give this map a maze-ish feel, just because many of the sections, though certainly different, look similar. I continually forgot where I was, and it took a while to get to a place I could easily recognize. This map, as the read-me says, is designed for "real" FFA. This means there are plenty of weapon pickups, and the map is ideally suited to gun play, but it is also perfect for sabers. In fact, if you don't use them both I can see you getting slaughtered on this map. With a large, saber-suited platform, and a small, easily unnoticible sniping alcove (not in the same area, unfortunately -- that would have been interesting!) you'll need to know you way around both a blade and a blaster to make it in a game using this map. Even the bots will obtain quite an arsenal to fight you with, using the well-done botrouting that will take them right to all the powerups. [b]Note[/b]: Archive is now in ZIP format, instead of RAR. [b]Bot Support[/b]: Yes [b]New Textures[/b]: No [b]New Models[/b]: No [b]New Music[/b]: No ~Inyri

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3822 downloads

Uploaded:11-07-2006

The Korriban Temple

thekorribantemple.zip | 5.21 MB

is that it\'s a single-player map, but at first it seems to have no purpose. You begin in a room with a couple of Sith statues, and as you progress you fight some random reborn and cultists. You finally end up outside, in a large opening with an X-wing, and the level ends. Or so I thought. I became a bit suspicious when it started loading, and I soon realized it was loading the second Korriban level from the Raven campaign. So I guess the idea is it\'s a level between Korriban 1 and Korriban 2, but since Korriban 1 won\'t point to it, it\'s kind of silly to set it up that way. The level itself is very boxy, and the lighting is really nothing like the default Korriban maps. Several reborns make an appearance, but many of the rooms are really too small to fight them in. The only room that\'s large enough also features a couple of Jedi to help you, but the statues on the far side of the room are missing textures. In the room beyond, the entire room it seems is one big missing texture, which really spoils the mood. Overall it just seems far too short and far too... pointless, really, to be a decent SP map. From what I can gather, it\'s just a \"fight your way through another little section of Korriban on your way to Ragnos\' tomb\" map, except not long enough to have any real substance. And interesting idea, still. [b]New Textures[/b]: No [b]New Models[/b]: No [b]New Music[/b]: No ~Inyri

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1619 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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2253 downloads

Uploaded:08-29-2006

Attack Cruiser

attack_cruiser.zip | 10.98 MB

extras, including a pilot\'s lounge. I noticed the lounge had a few missing texture issues, but I didn\'t include screenshots, feeling that the ones the author sent in were good enough. Just for future notice, if you send in a map, you don\'t have to send in screenshots. We\'ll generally take screenshots for you. The hanger hit me a a recreation of a Battlefront II hangar, which isn\'t a bad thing. There were about three ships to choose from: a jedi starfighter, a X-Wing or a Z-95. I was under the impression that this was an Imperial vessel. Where are the TIE fighters and bombers? Well that doesn\'t matter. One of my big dislikes in this map is the actual ship itself. It doesn\'t look like a good attack cruiser. The author has the vertical outline of a star destroyer done pretty good, but it\'s just not big enough. You have a huge hangar and the rest of the ship looks like it was made to hold the hangar, and it looks like it\'s straining to do so. Also, I found a bug. If you go down towards the tip of the cruiser and land your fighter, you can get out and walk around. neat, huh? Yes, but it takes away some realism. So my biggest buff against this map is the ship design. Big deal, most of you probably won\'t care. I have one other thing. The lighting. There looks to be next to none. With this in mind, I could barely see anything unless I increased the brightness of my screen. Yes, it\'s that dark. I could barely see anything in the map. It needs at least [i]some[/i] light to see by. This map needs a lot of improvement, but if the author does improve it, I think it could become a very fun map. Oh, and one thing, if this is an attack cruiser, put some turbolasers on the bottom of the ship. ;) Bot Support: No New Models: No New Textures: No New Music: Yes Gametypes: FFA, TFFA ~Zach

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758 downloads

Uploaded:06-23-2006

Sanctuary of the Forest

sotf_jr.zip | 7.51 MB

sanctuary within a forest, obviously. It\'s comparable to the forest temple concept from Ocarina of Time, although it\'s in no way inspired by it. You get all the rooms you\'d expect - main hall, couple of duel rooms, a few areas which don\'t do much except look cool, and a few areas good for some gunplay. The first to rooms which I checked out were the lava duel rooms. They both do their job well, both have good architecture, are well-lit (although there isn\'t much variation in the lighting), and are pretty much stock duel rooms. Checked out the shrine room near the spawn point. Pretty dark, could hardly see anything, moved on. The next area I went through lead to the main courtyard, and from here, I was pretty impressed. The whole place is well-designed, well-lit, and nice for a good FFA or some duels. I carried on straight forward into the forest clearing, and this is another dark area, although it\'s lit well enough for duels. Wouldn\'t advise guns in here - aiming will be a pain. Then, finally, I went into the small green room. I liked the lighting and effect usage in here. Now, the bad sides, which are negligible considering this map gives excellent gameplay. The lighting was generally quite bland, and also impossibly dark at some points. For all screenshots except the first two, I had to raise brightness and contrast by 35%, which is far too much. Weapon placement was dodgy, and not as strategic as in the default FFA maps. The texturing didn\'t have much variation, but that\'s OK, since the Yavin theme consists of a grand total of two textures anyway according to Raven Software. :p I\'d also like to remark on the music - it\'s a very.... unusual combination used to make this particular remix. But, it actually works! If anyone manages to work out the original song, you\'ll be surprised at how well the remix works. Anyway, if you want a new map for an FFA map for your server, be it true FFA or duel FFA, or you just want a map to load up and chill out with friends on, then give this one a go. Just don\'t forget to turn your brightness up a touch. ~ Kouen [b]New Music:[/b] Yes [b]New Textures:[/b] Yes [b]New Effects:[/b] Yes [b]Bot Routing:[/b] Yes [b]Gametypes:[/b] Free For All

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148 downloads

Uploaded:06-06-2006

Lava Duel

lava_duel3.zip | 314.38 KB

walkways. Anyways, when you\'re on a lava duel map, isn\'t the lava supposed to hurt you? Yes. It\'s something called a hazard. Well, the author, being sick and tired of people kicking him around, has basically negated the entire point of lava by making it so you teleport back to the walkway if you *happen* to fall in. Great, huh? And what\'s more, you only teleport to one spot. That\'s going to be great when both of you fall into the lava. So anyways, I fail to see the point of a lava map where the lava doesnt kill you. Don\'t like flipkick? Disable it. New Music: No New Textures: No Bot Support: No ~Zach

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1243 downloads

Uploaded:05-26-2006

Taspir Outpost

taspir_outpost.zip | 2.56 MB

http://www.illusions-tec.de/dntuts/content.html ) Norman![/quote] Well…that wish has just come true! Darth Norman has recently submitted 3 of his other superb maps here to JK3Files so expect to see them reviewed soon! ;) This is Norman’s Taspir Outpost map. But this isn’t what you might think it is at first glance of the name. ;) This is a duel map, which makes sense because it is quite small. The area you start off in is a very Taspir themed room, with loads of pipes and industrial looking stuff and a lava pit in the middle. There are two things that I thought were really cool about this room. The first one is the new lava texture, which I think looks a lot more realistic than the Base JKA one. The second thing is the really nice glass panels going all the way around the ceiling, architecturally this looks really nice. And if you press one of the consoles, shutters close over the top of the ceiling too, which looks cool. All in all this is a nice sized room for a Duel or Power-Duel, and there’s plenty of detail crammed in there for you to look at whist your in spectator mode waiting for the current duel to finish. ;) However, if you go towards what looks like the exit to the room, you will notice something a bit out of place for a Starwars map…an emergency exit type sign. :S Not only that, but there is a picture above it of a Lava field type place, with a giant egg in the middle. Seriously there is a giant egg in the middle! Now you may be thinking that this is all a bit bizarre, but trust me, these are clues which lead to a very unusual but extremely cool part of the map! ;) I’m not going to tell you the secret of how you get to the place in the picture, you should be able to work it out by looking at where the Exit sign is pointing and that is on the walls…that’s all I’m saying! :P When you find the secret you will be teleported to the place in the picture. This part of the map is seriously incredible, it’s like a whole separate duel map. Its like a rocky lava-field type area (once again with that great lava texture) with a giant stone egg in the middle, chained to the ground. Around the egg spins loads of letters (some kind of Starwars type font) which looks really unusual, but very cool! And if you look up to the sky you will see a big hurricane shaped cloud spinning around over head, which looks great too! If you want to go back to the main area, just walk onto the little pad with the Exit sign and it will take you back. I couldn’t really find any bugs with this map, the only thing that was a bit disappointing was that there was no music. :/ But besides that, this is a brilliant duel map with a very cool twist! ;) Bot Support: Yes New Textures: Yes New Sounds: Yes New Music: No Game Types: Duel, Power Duel ~Nozyspy~

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270 downloads

Uploaded:05-24-2006

Corridor Duel

corridorduel.zip | 5.33 MB

doesn\'t. It just has two crates. It also has steam vents. There really isn\'t that much to say about this map, except that it looks nice, although I found a bit of z fighting on top of one of the crates, as well as the tarp textures looked a little blurry. So just a little bit of texture touch-ups, and this would be better. If you like this, download it. New Music: Yes Bot Support: Yes New Models: No New Textures: Yes Gametype: Duel ~Zach

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50 downloads

Uploaded:05-14-2006

Slave Duel

slave_duel.zip | 172.1 KB

filename. It\'s a commonly used concept, but one that sometimes gets misinterpreted. For this map, the concept works. However, the end result isn\'t so good. This map consists of a square pit with lava at the bottom, which has a small slippery platform suspended above it by impossibly thin metal bars. There\'s a small walkway around the edge, and a spike coming out of each pit wall. Above the whole thing is a rather chunky cage hung from the roof by a bar. That\'s about it. In theory, this isn\'t a bad concept. In practice, there is so much more work which needs to be done on this. For a start, there are a lot of errors - z-fighting is a lot more common than it should be in a map of this size. There are only two spawn points - one of which is hovering above the floor, meaning you can\'t move for up to three seconds until you drop to the floor after respawning - in a duel, three seconds can be precious time. The other spawn point is actually stuck in the metal bar above the cage, and the only way to free yourself from here is to use [b]/kill[/b], something which people won\'t want to do in duel games. The next problem is texture alignment - or rather, the lack of it. None of the textures seem to be properly aligned at all, and the texture used for the spikes really shouldn\'t have been used, since it\'s a texture made for use on shutters. The big issue, however, is the fact that the map has been submitted after a [b]-meta[/b] compile. This means the only thing taken into account by the game are the brushes, and the spawn entities, so even if lighting was done, it doesn\'t show in-game. None of the outside edges have been caulked either, and although it doesn\'t have any effect in this case, the principle remains - brush faces the player won\'t see should always be caulked. There\'s no music either, and the bot routing doesn\'t work due to a misnamed folder. Now, don\'t get me wrong, I\'m not saying this is a bad map. Simple, yes. Buggy, very. Bad? Not necessarily. It\'s a nice, simple concept for a duel map. But, I\'m thinking that the author should have spent more than ten minutes making it, and should have read some tutorials and familiarised themselves with GtkRadiant more before releasing this map. Last Wish can use the mapping tools correctly - that much is clear. All it takes now is a little work, a bit more effort, some practice, and most of all, beta testing. Keep trying Last Wish, you should be able to improve your skills over time with practice. Summary? Well, this map is playable, so if you like the looks of it and don\'t mind the bugs, then go ahead and download it if you see yourself using it. ~ Kouen [b]Bot Support:[/b] No (broken) [b]Music:[/b] No [b]New Textures:[/b] No [b]Gametypes:[/b] Duel

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170 downloads

Uploaded:05-04-2006

Castlevania Keep

castlevania_keep.zip | 2.83 MB

and quite empty. I'm sure that was the intention, but somehow it just takes away from the map in my opinion. Also the lighting is quite poor. There are two lamps in the room, and somehow the entire room is uniformly lit. Something not right about that. I also noticed at least one place where the texturing was misaligned, and the curved areas seemed like they might have been z-fighting a bit. I seem to remember reading something about that... Eh, well, I'm not a mapping expert, so I'm not going to try to explain it :p. The first thing I [i]really[/i] noticed was the music. Nintendo 64 music is... well... icky. Just like any music prior to the PS2 generation consoles. Luckily there are several game music remix sites out there, my favorite being [url=http://www.ocremix.org]OCRemix.org[/url]. I looked and it seems they have quite a collection of Castlevania remixes. While the choice included wasn't too bad, I didn't feel that its mood really matched that of the map. We were lucky enough to get bot support, though. One last note: while I can't prove you "borrowed" textures because you haven't so much as mentioned them in your read-me, please credit people next time. I'm only turning a blind eye to this because it looks like stuff you could easily find on google. But if you didn't make your material you need to properly credit whoever you took it from. New Textures: Yes New Models: No New Music: Yes Bot Support: Yes ~Inyri

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3169 downloads

Uploaded:04-14-2006

Doomed

doomed_jr.zip | 13.78 MB

although I\'m afraid we\'ll have to resign ourselves to the fact that Jedi Academy is not Doom3, all technical comparisons with the D3 engine aside, I have to say, Jenova has given it a pretty good shot. My favorite area, and by far the most detailed, was the control room, where you get attacked by the Pinky demon in Doom 3. The sun lighting through the windows here was particularly effective, and the floor was crafted in 3D using individual blocks. This and other areas have been taken straight from Doom3’s design, so most of you should have little trouble recognizing many of the locations. The good thing about this map was that there was plenty of detail to the environment, especially in the areas which they player couldn’t access – for example, when traveling between areas with the tram or looking out a window, you can usually see the Martian terrain. There is also a re-creation of the teleport system you use in Doom3, complete with sounds and weird-looking tunnel. The lighting in this map is also in step, (as far as JK3 allows) with the original designs, although whilst dark gloomy areas work well in SP campaigns, for multiplayer maps, such vast sections of darkness are somewhat of a nuisance, especially when fighting with guns. I also feel more could have been made of the shadowing – techniques such as alpha-shadowing and ‘receive shadow’ brushes could have improved the atmosphere. On the whole though, the lighting was quite impressive. The only exceptions were with the little notices you can read on the wall which for some reason, were glowing. I don’t know about you guys, but paper doesn’t usually glow where I’m from. ;) The general architecture also was of a decent standard; perhaps not the most original, but re-created fairly well. Jenova has also tried to simulate the bump-mapping as seen in D3, but I’m afraid to say that JK3 doesn’t handle it anywhere near as well as more modern games. Now, I was just about to wrap this up when I thought to check the general visibility structure of the map. I hadn’t noticed before, but as it turned out, it’s engineered extremely badly. The entire map is usually drawn to the player, which causes extreme framerate drops on less than top-spec pc’s. This was an extreme disappointment for me, as the rest of the map is of such a good quality. To conclude, well… it’s certainly a fairly good map which shows high proficiency with radiant, but for those who are looking to see Doom3 exactly as it was in the original game, you may be disappointed. Oh yeah, and the bots tend to get stuck running around the central control room, but at least the support is there. New Textures: Yes New Sounds: Yes Bot Support: Yes ~Szico VII~

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184 downloads

Uploaded:03-11-2006

Forest Duel

forest_duel.zip | 380.96 KB

it. It's a pretty small map, even for a duel - yet it has FFA support just in case, which is never a bad idea. :) The most fatal error the mapper made when constructing this was the lighting. Either something went wrong with his compile, or he tried re-compiling light without the rest of the map, because for some reason, there are light-grid mismatch errors, and everything looks the same colour. Whether or not the author designed it like that is unclear, but it's a present bug nevertheless. I was nicely surprised though, that he had made his terrain (small though it is) bumpy, and that's a nice touch. However, it has a bump through the middle of solid rock/concrete, which was a little odd. Another small fall in aesthetics was around the edges - the author has tried to hide the drop-off to the map, but you can still see through to a giant black square. :( I think this map has something going for it, or rather, it would have done if the lighting had been up to scratch, the map boundaries screened of a little better and bot support included. I would quite like to see a new version with these things fixed, to see how it goes. You can also fix the texture-misalignments and z-fighting in the small pools if you do make a new version though SJLGamer. New Sounds: No New Textures: No Bot Support: No ~Szico VII~

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2633 downloads

Uploaded:03-09-2006

-=[LJ]=-New Temple

lj_new_temple.zip | 9.63 MB

unfortunately has repetitive textures round it which spoils the coolness of it. I loved the plant boxes I just thought these were a nice touch, but some of the plants go into the brushes which make it look wierd. But, the texutres are well totally random. Theres four types of marble textures and two types of bright orange tiles which just look plain old ugly. The Stone textures for the walls and such were fine though. When I ran up a large amount of stairs and entered the door I entered some sort of clustered area with more doors. The architecture here was also very well done and I loved the cool beams next to the stairs. The lights in here are cool, small but cool they kind of looked like lava lamps which I loved. But the texturing again was ugly. Especially the glossy parts, one looked like a green rock texture turned glossy, which was ugly. So next I choose to go right and was in some kind of meeting room. There are some very large chairs and a very large table, which looked fine. The architecture here is again nice and well done, I liked the cool platforms with the fire on it, but once again the texturing spoils it! Lose the green marble, its just ugh. The only part of the room in here which wasn't glossy was the carpet, it looks like if you touch anything your going to be sent sliding! Ok so I went back out and this time went left. What a sigh of relief this room was, no more green marble, well maybe not but at least the room was dominated by it. This room is like a sort of trial room and has some cool features about it. Like the nice indents with the statues. So yeah this room has really nice architecture and textures for once! I went back out and went through the last door, the council room. Architecture is really cool but its a bit to much for such a small room. The chairs were totally original so well done with that, they also looked really cool. But the green marble has made a come back and now covers most of the room, its just so ugly. The floor texture also spoils the room because it is very stretched and looks really wierd. Once I was done looking round that area, I went back to the courtyard and through another door. Which was another relief, it was a kind of cool Chandrilla -the crystal default map mp/ffa4- looking hallway. It had some cool purple lighting but no sources as far as I could see and although this room was really cool its a totally different theme from the rest of the map. After I reached the end of the corridor, I found myself in a large outdoor area, very hilly. But the area looked really orange, the author has used orange lighting here but the skybox is a bright blue colour so it looks wierd. Out here there are some cool little platforms but they have a purple light inside them with no source, so it looks kind of random. Theres a small lake with a platform on it and a large waterfall but part of the waterfall is bright orange. I don't know maybe its polluted. Overall a really nicely built map in terms of architecture but the textures totally spoil it, I would recommend the author choose one theme and sticking to it because it seems like the author can't decide on one theme so mixes them all, along with a disgusting overused green marble texture. The lighting also needs some work because alot of the lights have no sources and look wierd, and some even a strange colour. For the outside I know he author wanted to make it look like the sun was reflecting but I recommend they choose a white with a small hint of yellow in it for that skybox, not bright orange. Work on the textures and the lighting and I guarantee you'll have a top map here! Oh and don't forget to add bot routes, whats a map when the bots jump around like bouncy balls! Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA -ElegosVos

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218 downloads

Uploaded:03-05-2006

Korriban Duel

korduel_mp.zip | 270.43 KB

I’ve seen loads of them. What I'm trying to say it that, first-off, people need more original names for their maps. Just look at some of GothiX's map titles! ;) The map is pretty good. There are lots of nice decals and debris scattered around, simulating the cracking and crumbling cave effect, and I especially liked the lighting emanating from the various torches. Sure it’s a cliché style, but if it's done well, then you can't fault it. Of course, if there are bugs, like there usually are, [b]then[/b] you can fault it. ;) The ones I found were only minor though, yet still made me a little aggravated. First off, the torches in the statue bowls were off-centre, which is feasible, but just seemed odd. And there was no bot support! I just want to let the author know that I'm sharpening my knife, and I know where he lives. Because we all know how easy it is to implement such a feature on small maps like this, and it drives you all crazy when it doesn't happen, right? right?!?! Anyhow, aside from that you've got a nice map. It’s rather small and the debris can get in the way of duelling, but the general architecture, lighting and gameplay are satisfactory, and there's plenty of room to jump around. New Sounds: No New Textures: No Bot Support: No ~Szico VII~

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1549 downloads

Uploaded:02-17-2006

Sigma: The Combined World

sigma_v11.1.zip | 64.61 MB

an average map, seem extraordinary! Of course, there's also all the custom models and players included in the pk3 to spice things up as well. But the map itself isn't particularly breathtaking. It does have a certain allure however, especially the snowy section. The trees and plants look okay, although the textures on them don't blend to transparency very well, and the terrain has some extremely deep holes which once in, you can't get out of. I can't confess to finding everything in this map because, well, I couldn't! I ended up no-clipping between areas, so my apologies if I missed anything important. For example, there's three custom music tracks included in the pk3, but I have no idea how to listen to 2 of them in game. The one thing which really does let this map down though, is the fact that it doesn't seem the author was bothered to do a -light compile, so everything is the same brightness, no shadows, colours e.t.c The general texture usage was also shoddy in a fair few places, such as using a solid red colour for the giant square buttons. (Even though pressing them and watching them slide in was very satisfying.) I think perhaps, the screenshots provide a better view of the map than I can really describe. All I can say is that whilst not the greatest artwork for JK3, this creation does have certain... something which makes it stand out. I'm sorry, good music goes straight to my head I'm nearly tempted to overlook the lack of botroutes...but nah, all maps should have botrouting, I stand by that.[/quote] Now, don't get me wrong, the new music in this map is also very nice, but I have to say....WHYYYY??! The old music was just.... incredible, why change something that doesn't need changing? :( Oh, and the file size of this map seems to be increasing exponentially with every new release. It now stands at a whopping 60MB. Overkill if you ask me - the map is large, I'll give you that, but it certainly needn’t be as large as this. I also wish the author would revise his pk3 knowledge, because once again, he's included unnecessary files such as the .srf and the .prt. Furthermore, there are [b]still[/b] no bot routes, and the NPC helpers still won't budge to help you. Unfortunately the lighting hasn't improved, which was a major negative. Many of the points in the original review still stand - but at least this time I managed to find the teleporter's to the other areas. And dammit, there's now a super-sized mutant rancor in the space section. There's also a button that you can use to kill it, but that's no fun at all now is it? ;) If I had to choose one word to describe this map... it would be abstract. It's certainly not the norm, but it has some weird style about it that makes it interesting. The new sky works better than the old one I think, but I didn't manage to find the secret area described in the readme. Oh well. :( For the next version, cut back on the filesize, get some nicer lighting, (try a shader sky sun) and for Pete’s sake get that old music back in there ;) New Textures: Yes New Sounds: Yes Bot Support: No ~Szico VII~

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4 downloads

Uploaded:02-09-2006

Trashcan

trashcan.zip | 128.04 KB

are some serious issues with this map, and the overall quality is simply abysmal. The first thing any of you will will have noticed from the screenshots is the missing texture problem. It's okay when perhaps there is just a small missing texture in one section, but it's just taking the biscuit when the entire map is covered in the grey and white squares of death. Don't mappers get their friends or a few other players to test their maps before they release them anymore? *sigh* :( Another thing that aggravated me was the way that the glass section in the centre broke, but turned into rocks as it broke. Use a func_glass next time as opposed to a func_breakable. And for crying out loud, don't make me listen to the menu music any more than is totally necessary! Then there's also the structural problems. I reccommend next time the author maps, he snaps his brush building to the radiant grid, as that way his brushes (things a level is made up from) will line up perfectly, instead of having gaps at intersections and joins. There was also some Z-fighting along the corners of the raised platform in the center of the map. Trashcan? Doesn't look like one to me. But it's definitely trashcan material. Bin this now. New Sounds: No New Textures: No Bot Support: No ~Szico VII~

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353 downloads

Uploaded:02-08-2006

Breaking Floor Duel

breaking_floor.zip | 4.96 MB

off. And to be honest, that is all it is when you consider that the main point of this map isn\'t really that practical. Remember I said novel, not practical ;) Basically, you can destroy the floor by slicing it with your saber. I can\'t see how you\'d have time to stand around slicing the floor when there\'s an enemy dueller trying to kill you, and I find it even harder to see how you could duel once the entire floor had been destroyed. Oh wait, I take that back. There are 4 squares, one in each corner, which are indestructible. But don\'t think you can play on those, just the one player barely fits onto it. Aside from that though, this is just a basic box, with a nice looking roof and some spikes at the bottom. Due to that fact, there\'s not much technical skill to analyse, but what I did notice was this. Each floor tile has obviously been copied and pasted to each square, and the author hasn\'t realised that the texture on each tile now looks exactly the same, so you get texture misalignment. It might also have been nice to see some breakable sections that [b]weren\'t[/b] perfect squares, as thing\'s don\'t usually tend to break like that. Oh, and the music included doesn\'t work, so It\'s basically just there taking up file space. The author managed to redeem himself by including botroutes though. :D New Textures: No New Sounds: Yes (Don\'t work) Bot Support: Yes ~Szico VII~

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1494 downloads

Uploaded:01-05-2006

Christmas Retreat

christmasretreat.zip | 11.36 MB

posted. Better late than never, right? The map itself is only partially Christmasy. Personally I can see how people might want to use it throughout the winter season, especially those types who are too lazy to pull down their Christmas decorations until March. [i]You know who you are, slackers.[/i] The map consists of four areas: the bar, the spa and skating rink, the ski slopes, and the pool area. The pool area really gets me. It's cool, and comes complete with water slides, but... the author must think we're part of the Polar Bear club! :p In his read-me, the author notes that he had issues with the trees not showing textures, but one of his beta testers did not. I had the same problem the author did, so this led me to believe that it's not a texture error, but a possible shader conflict. Then I looked at the PK3 and realized there were no shaders, so I'm a bit baffled. Definitely something to look into for the next version. I found the texturing to be a little redundant in areas, especially in the bar where the lighting actually seemed to be rather poor. I must say it's the most well-lit bar I've ever seen! The fireplace in the bar, however, is nice, and while the furniture is rather square it does still look cozy. I didn't notice any really big technical problems, though I did find navigating the map to be a little difficult at times, especially getting out of the pools/hottubs, and getting up to the water slides. It took me almost five minutes to realize there was no button for the lift, and you had to actually activate the [i]lift itself[/i]. Then again, I'm a little dense sometimes. Ah yes, and a note to the author: I looked at your music, and noticed a few things. First of all, it's sampled at 8000hz. This is probably the reason it's not working (check the tutorials thread on the forum for more information about sound/music requirements). Also, I'd recommend using MP3s. They save space. There's no sense in having a 3mb WAV in your PK3 when you could convert it to a 1mb (or less) MP3. Again, sorry for the delay in posting, however I'd still recommend people check it out. Even though it's past Christmas, and the map has a few problems, I still found it to be entertaining and I imagine it'd be fun to chill out in, and perhaps have some casual fighting/dueling. New Textures: Yes New Models: Yes New Music: Non-functional Bot Support: No ~Inyri

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1408 downloads

Uploaded:12-18-2005

Ock Foresty

foresty.zip | 7.46 MB

assume \'nature\' and \'peaceful\' automatically go together. I definitely felt the nature vibe, but I didn\'t feel that peaceful. I think a different music choice and some sharper shadows could have gone a long way in achieving this, although, to give credit, he\'s managed to blend his terrain using alpha brushes, something I\'m not brilliant at yet. ;) It\'s set in a very small floating (and invisible from underneath) piece of rock. When you\'re stood in the middle, it looks great, but once you get to the edge there\'s the classic nasty level dropout. You could quite easily have put a small fence or something here, and a bit more terrain after that to make it look lots better. And yea, that\'s easily possible because I don\'t know what the author saying about framerate problems, but mine was solidly over 80! Plenty of room for expansion! There wasn\'t even any real need for those sprites, which whilst good, can\'t really out-do a proper 3D model. Ah yes, and the texture alignment on the tree sprites is a teensy bit off, as you can see if you jump above the trees - there\'s random bits of leaf in midair ;) What else? Well there were a few missing textures on the radar dish, and inside on the floor grate, but overall the map is of a high quality. It\'s just too small with obscured visibility most of the time to play on. And the glass on the control panels in the comm center doesn’t break. Preposterous! ;) Just kidding Ock, but if you\'ve got more time before the compo deadline, I suggest you fix the errors and expand the level a bit, give it a proper boundary. :D New Textures: Yes New Sounds: No Bot Support: Yes ~Szico VII~

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4008 downloads

Uploaded:12-13-2005

Sith-J Christmas Map FFA

sithjchristmas.zip | 18.75 MB

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

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7199 downloads

Uploaded:12-13-2005

Springfield

springfield.zip | 18.24 MB

deciding it was too big a job for me to do to a decent standard. That unfortunately, also seems to be the problem this author has had; whilst some areas, like Moe's tavern and the Quik-E-Mart bear huge resemblance to the series, you can tell much less effort has been put into some of the other areas, almost as if they were quickly slapped on afterward, most noticeably the grassy outdoor area and the church, which was much too small. However much as I feel I should criticise the textures used, I'm going to hold my tongue here on the basis that it's [b]supposed[/b] to look like this, cartoony. It's not perfect, and some textures still look sloppy, even by cartoon standards, and these shortcomings are amplified tenfold by the lighting setup. I don't know whether a giant ambient light was added, but it sure looks like it - I didn't see shadows anywhere, or any brighter or darker spots. Come on, even in cartoons there is lighting! Oh yes, I almost forgot. The music is not a particularly good choice to go with someone playing a game - okay for the introduction on the TV show, but the conversion of songs in the background track are just very off putting. Despite my intense dislike of the skybox used, due to it's over-exaggerated scale compared to the rest of the level (You need more sky, less building height.) I did like the overall feel of the map - it does [b]look[/b] like Springfield. Except for the giant drop-offs at the edges of the level, those are ugly. And the 'park' section's pretty bad as well, save for the statue, which is actually quite well modelled if it was done in radiant! In conclusion, this will definitely be a hit with any Simpsons fans, and for others if you can look past some of the shabbier sections and slightly low framerate :) Oh yeah, there's bot support as well, for which I must give a big :thumbsup: to the author! New Textures: Yes New Sounds: Yes Bot Support: Yes ~Szico VII~

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360 downloads

Uploaded:12-03-2005

Q3 Map Pack Texture Fix

q3mappacktxfix.zip | 159.57 KB

HERE: http://jediknight2.filefront.com/file/Quake_3_Remake_Pack;50846 I personally think having two pk3\'s for the same file clutters my base folder more than I would like, and youd\'ve been better off just releasing a version 2 Jenova, but if you don\'t mind and want to play the map pack without that ugly missing texture, well, here\'s the fix. And yes, it does work :) ~Szico VII~

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166 downloads

Uploaded:11-25-2005

Duel Firstgo

duel_firstgo.zip | 1.89 MB

between this and doom3 when I play it. Maybe it's the lighting ;) (That's a compliment as Doom3's lighting was superb :thumbsup: ) That's not to say it doesn't have flaws though. For a duel map, the layout is fairly well-worked; there's different height variations to jump between, and a circular route. The ceiling is possibly a bit low, as you can't do the full force jump without hitting it, but for the most part you'll have adequate dueling room. The one thing it lacks is a central area of a good size. There's the sandpit, but that has a wierd lighting bug, probably caused by the way you've organised your brushes, as it looks like the shadows are formed where brushes meet... and it looks a little put of place in a metal-walled complex. The loading screen seems a bit of a wierd choice as well.....but moving on... As I said previously, the lighting is nice, although I can't help but feel that the illumination from the source is a little big. And downward pointing lights don't tend to produce that big of a glow on the ceiling. Some of the shadows looked a bit funky too, but for a first attempt at jk3 mapping it's not bad. I certainly think if you like the look of it from the screenshots you should give it a spin, but if it it's not your bag I'd advise you give this one a miss. By the way, it's a big shame you didn't include bot support in this map, as it really should be there for a map of this size and simple layout. I'm not sure if you know this.... but a .nav file isn't a botroute file, and I can only assume you've placed a .nav into the botroutes folder through mistake. For future reference, the file you want is a .wnt and the tutorial for creating them can be found here at jk3files, on the left hand menu :) New Textures: No New Sounds: No Bot Support: No ~Szico VII~

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343 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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2158 downloads

Uploaded:11-16-2005

Lava Duel Map Pack

lava_duel_map_pack.zip | 2.26 MB

is testing out different techniques to learn of their effect. I can see each map progress differently. It\'s an honorable attempt to create simple maps that are still enjoyably playable by anyone. Each of them are small, fiery red lava maps intended for close-quarters dueling, except for the fourth one in the set, which gives you more room to move. Had these not been lava maps, they would be much less likable, but the author knew that this was his best bet to get people to download them. I know that they are simple starter maps because there are still simple aspects that lack. The levelshots do not work, and this is because it\'s not understood that although each map exists in a seperate file, they are not necessarily seperate maps. PK3 files are treated similarly to the way that they would be treated if you took every single PK3 file in your base folder, extracted it into one place, and then zipped it back up again as one single PK3. The levelshot folder of the maps contain what are supposed to be the splash screens, but they are named \"shot00[i]xx[/i].jpg,\" which is not telling the game to what map it is regarding. If I extracted all the maps to one place and zipped them up as one PK3, the levelshot folder would just contain a bunch of anonymous screenshots. The solution, of course, is to name the splash screen levelshot picture files the name of the map so that the game can identify to which one each shot belongs—map \"lava_duel\" should have a levelshot named \"lava_duel.jpg.\" Another simple essential that was missing was good music to fit each map. Default music was used, default music that just didn\'t go with them. The only music that barely fit with the map was that which was applied to lava duel two, which I think was the rancor scene music from the under-rated \"Return of the Jedi.\" The other maps used curiously cheerful music. If I were pitted against a deadly enemy across a narrow catwalk above spitting fires of lava, would the game do well to accompany me by playing this happy, leap-for-joy music? The best music that could fit would sound energetic, epic, and dangerous. \"Battle of the Heroes\" from the Episode III soundtrack might work. All textures were default, which is okay for maps like these. It still looks all right just in these maps to use Raven\'s monotonous \"blah\" textures. Consequently, and also because no new music was added, these four maps are fitted into 2.25 MegaBytes. That\'s pretty small for maps, and could really serve as quite useful if dial-up users got tired of the default maps and wanted to play against some bots in a lava pit. From a mapping quality standpoint, one of the most unattractive flaws with these maps is that lighting is faked. Shadows are unnatural, dark black blobs, and when I walk into them, I don\'t actually walk into a shadow; I walk onto one. However, the author did execute one nice effect, which was that whenever the map restarted for another duel session, rocks would fall from the ceiling. This added to the atmosphere of the map which was originally so poor due to the smiling music. I liked the fires decorated around the map, and I liked the narrow catwalks which really added to how careful you had to be when dueling here, but I did not like that the author apparently didn\'t learn how to make the lava appear to flow until the third map in the pack, without going back to parts one and two to give the lava in those some life. A few things seemed randomly placed for only moderately successful effect. Certain parts of the maps, specifically the ceiling in map three, tried to be circular but instead achieved an angularity that just didn\'t look good. I really think, even if the FPS got taken down, that curves would have been better here. Also in map three, a statue in the lava and bones in the catwalk were placed there, but they just didn\'t make sense there, because there was only one of each. There was no symmetry. The largest problem with maps three and four is that their more expansive nature causes them to lose the immediacy of the danger that was achieved with maps one and two. Other than that, I can see these maps as great for training. The conventional duel wouldn\'t work, but if you need practice for better footing without regards to advanced mapping, I suggest you give this pack a look. —Ra-Kom

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1062 downloads

Uploaded:10-04-2005

Space Dust CTF

spacedust.zip | 4.64 MB

design. And being a CTF map, this certainly has plenty of strategic design! The theme of the map is also very interesting, its not often you get to have a CTF game in space! You wont need any space-suits however…;) The basic layout is the same as any CTF, Blues on one side and Reds on the other. However, on this map, instead of working your way around obstacles in the middle of the map, inbetween the two teams, because this is in space, there is something a bit more special….Teleporters! All around the floating platforms in this map are jump pads, which, when you walk onto them, shoot you off in the direction they point. Some take you to other pads, but others shoot you off towards floating teleporters that are infront of the flag bases. Being a relatively simple map, there’s not really much more I can say , the music and texturing is very cool. And it would be great fun to play a CTF game on! Perhaps the only things I think could be improved upon is, making it bigger – perhaps adding more platforms, or bigger platforms, with more things on them – and maybe adding some more detailing to the platforms, maybe like with some pipes or something like that. One thing that also bugged me was the bot support. There is bot support, but the bots act a bit strangely, like, they will walk off the end of a platform, or jump in the green goo and then die lol. That seems to be a fairly common problem with these maps that have platforms on, where if you fall off them, you die. That’s probably because of the difficulties with making bot routes so that the bots jump over and are able to land on the other platform. That’s not too much of a problem on this map though (unless you like playing CTF’s with bot players) as this map is MUCH more fun if played with real players ;) An excellent map here! If CTF is your thing, give it a download, oh, and watch out for that nasty green goo ;) Bot Support: Yes New Textures: Yes New Sounds: No New Music: Yes Game Types: CTF ~Nozyspy~

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501 downloads

Uploaded:09-29-2005

Taun Taun Joust

taunjoust.zip | 2.8 MB

the other end, whilst swinging your saber, trying to slice your opponent in half. I feel a bit sorry for the poor TaunTaun though….:( Now, I’ve seen one of these before on another map, I can’t remember which one, but I do remember it was fun! As far as the look of the map goes, it looks pretty nice, there seems to be a frozen pond type thing at either end, with pond plants in, and frozen water coming half out some pipes above the ponds, which looks cool. There is some cool music here too, that fits well with the theme of the map I think. Being a duel map, and thus pretty small, there’s not really that many bugs you can find usually. The only thing that bugged me (forgive the pun :P) here, was that the lighting on the cliffs you could see outside the grates at either side of the map, looked a little strange, but I’m not really sure what would be needed to improve that. Besides that, another cool map here! Bot Support: Yes New Textures: No New Sounds: No New Music: Yes Game Types: Duel, Power Duel ~Nozyspy~

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248 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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6419 downloads

Uploaded:08-22-2005

Kashyyyk

kashyyyk.zip | 8.36 MB

aggeess ago, and bizarrely it was very similar to this! :S However, I dropped that project, because it was just too difficult. What is this place? Its Kashyyyk, home of the Wookiee’s! Like I said, I tried to make a map of Kashyyyk, and I might still do one day. When I tried, it was a long time ago, and I wasn’t so good at mapping, suffice it to say, it was just too difficult, and so I had to drop it. When I tried it, I used giant Yavin tree models, but it was really difficult trying to build around them. However, this author has used models, but only as branches to the trees (see screenshots), the main trunks of which are actually made out of patch meshes I think. That would make it much easier I imagine to build stuff around the trees. I really am impressed by the way this author has tackled such a difficult subject. Its certainly inspired me to have another go at a Kashyyyk map :) The architecture of the buildings seems to have been inspired by the piece of KotOR (Knights of the Old Republic) concept art that is on the startup screen, and the author hasn’t done too bad in recreating the style. Some of my favourite architectural features, were the very cool supports that support the roofs of the buildings, they looked very nice ;) However, as with any map, theres always things that can be improved upon. One thing that did bug me a bit was the skybox, which was pretty plain really, it could have done with trees on it (im not sure how you could do that though :S) to make it look more “Kashyyyky”. However that must be very very difficult to do something like that, and make it look convincing, so im not really too bothered about that. The main points I think could be improved upon are: The fog around the edge of the map. It was a bit werid this, as there seemed to be a little strip of fog or something right around the edge of the terrain, but none in the middle. Im not sure if it was meant to obscure the edges of the map, but it just looked a bit weird :/ Secondly, and probably most importantly, there were no health powerups or weapons! NOOOO! :’( Another thing was that the tops of the trees, were just flat. It would have looked better if they tapered off towards the top, then had the branches (the tree models) around there. Lastly, the ramp that curved down round a tree, to what appeared to be a landing platform, was skewed or bent strangely in the middle. Im presuming that’s because it was a patchmesh, its not a massive problem, but it does look kinda weird. And that bugged me a bit. All in all a really cool map. I certainly loved playing it. It has good playability, i.e. there was plenty of room to duel or have an FFA (if there were any weapons :( ), and the fps wasn’t too bad either. My computer is probably upper mid-range in performance, and I was getting around 45-60 fps with all my settings on high. If you like Kashyyyk or Wookiee’s then you might like this, I certainly did :) I shall look forward to more maps from this author. Bot Support: No New Textures: Yes New Sounds: No New Music: Yes Game Types: FFA, TFFA, Duel, Power Duel ~Nozyspy~

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662 downloads

Uploaded:08-11-2005

Japanese Garden

j_garden.zip | 4.58 MB

reference, you do not need to include: The .prt, .nav or .srf. You should definitely NOT include the .map or .bak, unless you wish for people to be able to steal your work. The second thing I'm going to say is that, seeing as it's your first submission, I'll let you off ;) Even for a duel map, this is tiny. What you see in the screens is everything in the map. Yet for a first map, it looks very nice! :) Although the grass sprites are a little in the air, and the edges of the grass look very sharp, the atmosphere and textures used combine well, so even if it's not a practical map for playing, I still enjoyed looking around what little there was of it. My suggestions? Make it bigger, with more stuff, but keep the ambiance... and possibly change the music. It helps the mood, but just sound's a little creepy. Some ambient sounds wouldn't go a miss either ;) Unfortunately, this isn't a well designed duel map, it's just too small, and the rocks on the path (which aren't clipped) mean that fighting is very difficult. Whilst nice to look at, playable it is not. I do wish to see future maps from you though Eiji, this one is a good start - oh, and next time add bot support! New Textures: Yes New Sounds: No Bot Support: No ~Szico VII~

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1869 downloads

Uploaded:07-10-2005

Bespin Streets

icm_ctf3.zip | 1.86 MB

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

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2032 downloads

Uploaded:07-03-2005

Atomic Division Station I-13

icm_ctf4v2.zip | 2.94 MB

errors - It wouldn't let me fall into the lava-typed material :( And I always test that if there's lava in a map ;) Anyhow, there's also some cool effects in the base areas and central section, consisting of laser-beams and floating objects held in forcefields. I couldn't work out exactly what it was that was floating and spinning, but I guess it isn't that important. There's two main levels of getting through the map, although once you reach the middle section they all kinda meet - I wish there'd been more options here, instead of always having to meet your enemies in the middle. The architecture and lighting were very adept, with the expected base-colourings and a style that reflected the ambiance. The music choice was fitting for the map, although I would have liked some more-prominent ambient sounds on top of that, to give the machinery and stuff a better feel to it. :( Don't ask me what an 'Atomic Division Station' actually is lol, It kinda baffled me, but I think it should still be a great map to play and test your skills on. Well done for including bot-routes - they're not perfect, but I had a look and for the most part the bots act as cleverly as can be expected from a JKA bot, traversing the paths, but they did tend to fall into the gaping bottomless holes lol. Seems a bit perilous to have giant holes in the floor of a plant with no guardrails but heh, what the heck. ;) New Textures: No New Sounds: No Bot Support: Yes ~Szico VII~

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4194 downloads

Uploaded:06-27-2005

Peril in the Core

core.zip | 12.73 MB

terms of dangerous heights and jumping to tricky ledges e.t.c. I\'m going to point out the only two main negative things first to get them out of the way. There\'s a few small errors where curved patches meet (See second screenshot) which leaves a gap between obstacles - nothing which spoils the map, but it\'s still a small bug which is a pity. Otherwise, my gripes come with the lighting and design, in the small \'whitish\' sections that come off from the area with four walkways, leading to the lifts. Everything else in this map looks great, but these two little corridors seem bland, and the textures just seem a tiny bit out of place. Now onto the good things, which make up 90% of the map, and more. :) The shaders and effects used for the most part are fantastic - loving that circular forcefield with the rotating rings and the jump pads, but hating those annoying robots which always shoot at you. Grrrr. The map is kind of divided into two sections, the bit above the forcefield and the bit below. If you\'re above and fall, you\'re safe, but if you\'re below you\'re likely to fall to a nasty doom, however there are ways out, such as the gusts of air which pull you up the pipes and the moving platforms. Additionally, there\'s a small circular platform right at the bottom which reminds me of the place where Luke and Vader have their duel on Hoth, which was nice I guess. It all has this nice bluey glow, with some cool light flares and some very intricate architecture and patch work. I guess the only real flaw was the general wall texture, which repeats a little if you stare at it long enough lol, but I guess when you\'re dueling you won\'t notice :D I also believe this map comes with custom music and skybox, of which the latter you wont see too much of, but it\'s still nice to look out on in the elevator shafts. The music is general Star-wars stuff from Episode II (I think) and not to my tastes, but you can\'t argue with the fact that Star Wars music and a Star Wars map mix lol. There\'s also bot support, which is a necessary addition for all duel maps, so good job! New Textures: Yes New Sounds: Yes Bot Support: Yes ~Szico VII~

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12113 downloads

Uploaded:06-09-2005

Imperial Dreadnaught Final v 1.3

rpg_dread.zip | 13.01 MB

review a map that reminds me of them, that’s definitely good! This map really does have that JK2 flavour to it, its an Imperial Dreadnaught, and the interior and layout, reminds me a little of the Doomgiver level from JK2 SP. Its massive! The corridors seem to go on forever, and its easy to get lost, which is actually a good thing in a map like this, because it makes it so much more fun, never knowing who or what might be around the corner ;) There are loads of rooms, and lots of crawlspaces, that make you feel like your in the bowels of the ship. This is an excellent map for an RPG! Oh no, I’m not finished yet, there’s tons more cool features to come yet :) This map actually has….WORKING ladders! Yes, actual ladders up the wall that you can CLIMB. That’s so cool! Theres ladders all over the place, and its especially cool when they take you to crawlspaces, which have all these fuel lines n’ stuff in them :) Theres more, there are loads of control panels and stuff like that, especially in the bridge which, when pressed, make noises or do certain things, I noticed one control panel in the bridge made hyperspace appear outside the windows! No, im not finished, there is yet more! Make sure you read the Functions List.txt in the zip file, that tells you all the neat stuff you can do on this map. You can go inside the imperial shuttle, which takes you to Hoth below (part of the base JKA Hoth Siege map), where you can go inside an ATAT!!! One of the best things was that you could see the dreadnaught in the skybox from the cockpit of the Imperial shuttle, nice touch there! The only things I didn’t really like were that on some of the models, the textures were all black (I think this is caused because the model was only designed to work for single player or something, that’s what I heard anyway :S ) And it could do with bot support, it would be an even cooler map then :) (if you want to know how to do bot support, read this: http://jediknight2.filefront.com/info/BotWaypointTutorial it works for both JK2 and JKA) But apart from that its an excellent map, which would be great for RPG’s, with its winding corridors, medical room, shooting gallery, and lots of other rooms :) Well done mate! This is REALLY worth a download! :D Bot Support: No New Textures: Yes New Sounds: Yes New Music: No Game Types: FFA ~Nozyspy~

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246 downloads

Uploaded:04-19-2005

The Gauntlet

the_gauntlet.zip | 2.8 MB

anyway. So another one would\'ve been nice to break up the monotony. :P I do like the ceiling because it\'s ... not stone. The water at the bottom and the small waterfall things give this map some points of interest. But there\'s just not much going on. And with a name like \"The Gauntlet\", you just expect it to be a map that\'ll really test your skills as a duelist. And this just doesn\'t deliver. Bot Support: No New Textures: No New Music: Yes Game Types: FFA, Duel ~AmosMagee

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12025 downloads

Uploaded:03-29-2005

Movie Academy

sjc_movie_academy_beta.zip | 38.06 MB

FFA map and it\'s actually pretty decent just like that. I don\'t like the way the weapons were done here and I feel it should be used as a saber only map, but that\'s just me. But the heart of this map is downstairs. It\'s a theater. It has couches and a huge movie theater screen with the curtains and everything. Press the button on the right and the curtains part. Press the button on the left and you can watch the Episode III trailer. Keep an eye out for this map to be updated by James in the near future - for this will be where you\'ll be able to see the teasers for his next maps. :D Brilliant idea, pretty map set in Coruscant and it\'s just ... great, James. Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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1139 downloads

Uploaded:03-02-2005

Nar Shadaa Streets

ns_streets.zip | 7.41 MB

recreated NS Streets for those who were missing it for Jedi Academy, but (and I\'m sorry) he seriously screwed it up. There are new textures that DO NOT work for this map, there are missing textures and while the basic structure of the map is here, it\'s just ... not the same. Don\'t believe me? Download it. Play it. You\'ll see what I mean. Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, CTF ~AmosMagee

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4816 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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6046 downloads

Uploaded:02-23-2005

CTF Empires

ctf_empires.zip | 3.68 MB

CTF? I mean, do you really love CTF? If so, then you always appreciate a good CTF map. One that not only looks great, but also has wonderfully simple, yet complex routes for the flag carrier. Places to perch for sniping. Good weapon placement. You want the sides to be mirrored, and fair for both offense and defense. This map does all that you ask for in a CTF map. As an added bonus, this map would work great as an FFA or TFFA map. Taking out the flags doesn\'t take anything away from this map. It may take a while to learn all of the routes, but once you do, I\'m sure it\'s quite rewarding to play. Also, there is bot support, so if you can\'t play online with others, you can play with bots. Great job, Zod. I\'d love to see more maps by you! Bot Support: Yes New Textures: Yes New Music: No Game Types: CTF, FFA, TFFA ~AmosMagee

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4874 downloads

Uploaded:01-24-2005

Christmas Village

christmas_village.zip | 34.17 MB

even now, so long after Christmas. I should let you know right away though that this is not a very interactive map. You won\'t find any slides, rides, or reindeer pulling sleighs. This isn\'t one of those maps that will keep you busy for hours. It\'s a lovely map, just the same. It\'s a decent size for dueling and FFAing. There are even some weapons here and there. More than anything, you need to just check this map out to see all of the animated lights and figures. Exploring this map is much like jumping in the car and driving down streets in your town to look at all of the displays on front lawns during the holidays. The music is perfect. The map is great. There is only one thing that disappointed me. I wanted to go into all of the houses. I wanted to explore them and find Christmas trees with presents, cookies and milk left out for Santa, etc. I wanted to see the scene complete. Anyway, this is a wonderful map and should be enjoyed anytime of the year. Besides, shouldn\'t we celebrate the spirit of the holidays everyday? :D Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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15734 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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1647 downloads

Uploaded:01-17-2005

Nar Kreeta

ctf_nar_kreeta.zip | 4.48 MB

on, say, CTF, then the map usually works really well for what it\'s intended purpose is. Such as this map. Not only does it play well, it\'s also pretty. :D The textures alone might be considered bland, but they were used well so that the monochromatic look doesn\'t become repetitive. Of course, Kaan has been doing this for a while, so he knows what he\'s doing. The lighting also keeps things interesting. It\'s dark in some areas, bright in other hallways. And you most likely won\'t get lost. The blue and red was used well so you know which side you\'re on. Nice work here, glad you released this CTF map. :) Bot Support: Yes New Textures: Yes New Music: No Game Types: CTF ~AmosMagee

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964 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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17802 downloads

Uploaded:12-22-2004

Coruscant Part I - Padme\'s Home

sjc_coruscantp1.zip | 13.88 MB

James certainly did the city justice. The traffic, the color, the buildings - it\'s all perfect. Perfection comes with a cost though - FPS is a bit low. :/ My first reaction to the gameplay in this map is that there isn\'t enough to really make an FFA satisfying, but I\'ve changed my mind on that. I\'m trying to remember that this is only a small part of a larger map. Also, I think the moving pods could make for some interesting duels. :D The jail surprised me. And how I got in there was unexpected as well, until I started thinking about ... well, you\'ll see. The most impressive thing about this map has to be the models and textures and how it all comes together so well. I absolutely love some of the chairs included in this map. And the lighting is very pretty too. Though you should really see it in-game before judging this map. :) Amazing job, James. I can\'t wait to see the completed map. :D Bot Support: Yes New Textures: Yes New Music: No Game Types: FFA ~AmosMagee

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15094 downloads

Uploaded:12-22-2004

Sith-J-Cull\'s Falcon

sjc_falconovr.zip | 13.42 MB

cockpit to that little game with the dudes, I can\'t remember the name of it, to the bedrooms to things you don\'t expect - like Mandalorian toilet paper. You\'ll see what I mean. ;) It\'s pretty impressive how much he included in this map and how you can explore every nook and cranny, including crawlspaces. I don\'t want to even tell you all that\'s here because you need to see it for yourself. You\'ve outdone yourself, James. Though I wouldn\'t suggest this map for those who want to play an FFA of any kind. This is, in my opinion, one of those maps for exploration or RPing. Bot Support: Yes New Textures: Yes New Music: No Game Types: FFA ~AmosMagee

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8611 downloads

Uploaded:09-17-2004

Battlefront Endor

battlefrontendor.zip | 10.14 MB

things. In my opinion this map wasn\'t ready to be released yet. The most obvious problem with this map is the z-fighting in the trees. You can\'t see it in the screenshots, but when you play the map, you\'ll see what I mean. It doesn\'t affect FPS or anything at all, but it drives me nuts. Some of the plants seem out of place or are just too sparse or something, and the colour seems a bit too bright on some of them. I understand the weapon placement, but I don\'t like it. Really all of the weapons should be spread out around the whole map instead of in one big line down a hallway. That really bugs me. Plus there are just some things that could\'ve been cleaned up - like, there are some lines that are just too sharp, shapes aren\'t fully defined or something. All of those things aside, this is a great map. And it\'s bigger than it appears at first. There are two sides outside and swoops here and there. I have to say I had more fun flying around in this map than others because of the hills and trees. I don\'t want to tell you much more about this map simply because I think you need to download it and experience it yourself. :) Bot Support: No New Textures: Yes New Music: No Game Types: FFA ~AmosMagee

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985 downloads

Uploaded:09-15-2004

Bespin Shaft Duel

bespinshaftduel.zip | 1.84 MB

are shafts to catch you if you fall and you can make your way back up, but at the bottom is an illusion of danger. There\'s this one thing that\'s like, spouting flames. But it didn\'t seem to do any damage, so no worries. Now, my favorite part of this whole map is the most irreverent part, of course. In a control room above, you\'ll find three Ugnaughts. They just stand there, holding their purses and start crouching. Up and down, over and over. LOL Love it. Bot Support: No New Textures: No New Music: Yes Game Types: Duel, FFA ~AmosMagee

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2682 downloads

Uploaded:09-13-2004

Bespin Gas Refinery

bespin_refinery.zip | 3.17 MB

for guns. Weapon placement is very important, in my opinion. Go look at the maps created by Raven. Look at where the weapons are. Notice how they\'re all spread out? You won\'t find one gun next to another. You might find some ammo for that particular weapon next to it, but never more than one thingy of ammo. Now there\'s a reason I pointed all of that out up there before continuing my review of this map. While this is a decent map, and the layout isn\'t bad, it does have poor weapon placement. The area where you\'ll find the weapons reminds me of the map by Raven that I hated though. LOL Y\'know the Raven HQ one? Gah. There was like no room in that map to jump or anything. Really tight quarters. BUT ... it made for a great guns map. This map gives you room on the pad for duels and is great for those gripwhores out there. ;) As for guns, it would probably make a fast-paced, frenzied FFA, but there\'s too much firepower here, in my opinion. I do look forward to seeing your next submission. It\'s a good looking map. But put in fewer guns, less ammo or spread it out a bit more. :) Bot Support: No New Textures: No New Music: No Game Types: FFA, TFFA ~AmosMagee

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4788 downloads

Uploaded:08-30-2004

JKA Tron

jkatron.zip | 32.44 MB

it himself. Asty\'s skin is included with the map. So it\'s like, a complete Tron thingy. But what would really make it complete is if the author could\'ve somehow skinned a ship to make it look like one of those things ... y\'know, I forget the name of them ... those weird claw things in Tron. Anyway, this is not a map for those who have a weak system. And by that I mean, you need to have a decent video card and enough RAM to handle this map. My FPS was fine, though it was choppy in some areas. I can\'t imagine playing with 15 others on a server, but I might be able to handle it if I dropped my resolution and stuff. I simply cannot express how beautiful this level is. I really felt like I was thrust into the world of Tron. There\'s an arena that\'s perfect for dueling, ships on two different pads so you can fly around the map (which is huge) to check it out, or y\'know, kill stuff. Oh, and then there\'s like, this tram that goes all around the map. I didn\'t notice if it stopped at certain places or not, but it does take you to a bar on the other side of the map. Speaking of the bar, I did notice one itty, bitty, tiny little error. One of the walls at the bar you can walk through. :/ Anyhow, the bar is just lovely. Everything is. I just love the textures used for this map. The whole map has this faint glow about it. If you\'re looking at the screenshots and you\'re just confused because you have no idea what Tron is - leave your computer right now, go rent the movie and watch it. Sure, it\'s dated. But it\'s a wonderful movie. It was the first of its kind. Great job on this map ... I can\'t wait to see more from you guys. :D Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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9845 downloads

Uploaded:08-19-2004

Academy Castle V1.0

academycastle.zip | 8.16 MB

FFA map - it\'s a clan map! And I have to say that when I took my first look, I was quite impressed. The building itself is really pretty! I love the outside of this building. But then I explored and found nothing but mostly large empty rooms, some z-fighting and boring textures. :/ Take a look at the screenshots and you\'ll see what I mean. My FPS wasn\'t bad at all, though it dropped a bit outside. Some doors can\'t be opened without using force push, so this isn\'t a map for those who run NF servers. And I do like it when mappers add those little things, but I just expected something more interesting in this map. Also, I\'d like to add that some rooms were waaayyy too dark. The lighting in this map is off in several places. Keep at it though, Jones. You made a beautiful building, but the map still needs work. Bot Support: No New Textures: Yes New Music: No Game Types: FFA ~AmosMagee

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371 downloads

Uploaded:08-17-2004

Korduel

korduel.zip | 3.7 MB

Korriban duel map. There are some hanging torches and some very nice arches. Statues surround the dueling platform in the center. The map is set at nighttime and is a bit dark, but it works well. This is definitely a good map to add to your duel server. That is, unless, you\'re tired of this theme already. Still, it seems to me to be a good duel map staple. :) Bot Support: Yes New Textures: No New Music: Yes Game Types: Duel, Powerduel ~AmosMagee

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478 downloads

Uploaded:08-01-2004

Hevil Duel

hevilduel.zip | 271.14 KB

dark and stormy night (hehe ... I always wanted to use that phrase somewhere in my writing) and it\'s all just put together very well. It\'s a simple map, but there\'s something that is so enjoyable about occasionally dueling on a dark and rainy map. Enjoy this map. :) Bot Support: Yes New Textures: No New Music: No Game Types: Duel, Powerduel ~AmosMagee

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4161 downloads

Uploaded:07-31-2004

Rome Arena

romearena.zip | 8.04 MB

laugh, read the readme, it\'s funny because it\'s so light hearted. Now onto the map, an interesting FFA map with many of my favorite things: JAWA\'s! Mix the JAWA\'s with the fact you\'re playing to the hitchhikers guide to the galaxy music and you\'ve got a pretty light map. The map overall is done quite well using meshes for the most part, most places are curved and the pillars look well done, the texture could do with being higher quality however. The main arena is large with plenty of JAWA\'s (I have to type it in capitals, I love \'em to bits! Everyone say it with me JAWA!) that you can slaughter as well as 1 or 2 of those evil NPC\'s that have force and a saber who will try and chop you up. An interes