Jedi Knight III

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1025 downloads

Uploaded:04-27-2012

Renaissance Yavin IV Academy

renaissance_academy.rar | 70.24 MB

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

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6691 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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7755 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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3857 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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117418 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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4163 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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5892 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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281 downloads

Uploaded:10-25-2009

The New Academy

the_new_academy_v2_2.zip | 11.9 MB

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

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2855 downloads

Uploaded:07-13-2009

RPG Carida Academy

rpg_carida_v2.zip | 14.9 MB

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

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536 downloads

Uploaded:07-13-2009

The Phantom Menace Episode 1 Duel of the Fates

duel_of_the_fates_by_jamyzgenius.zip | 20.25 MB

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

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5929 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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3056 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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207 downloads

Uploaded:05-20-2006

Castlevania Keep

castlevaniakeepv2.zip | 6.67 MB

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

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63081 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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39398 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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12961 downloads

Uploaded:05-11-2005

Mustafar

mustafar.zip | 13.9 MB

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

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44392 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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9648 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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201 downloads

Uploaded:07-23-2012

Space Racing

space_racing.zip | 16.5 MB

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

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3526 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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2025 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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110 downloads

Uploaded:08-25-2010

Corellian Corvette by Duke

corelliancorvettebyduke.zip | 250.44 KB

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

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8122 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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1388 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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344 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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3306 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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11396 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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3540 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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2727 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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2968 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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2483 downloads

Uploaded:02-01-2007

Azure Mountain: Alpha Station

mc_azurealphastation.zip | 29.11 MB

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

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2766 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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1514 downloads

Uploaded:11-07-2006

Attack Cruiser V2 - Hangar

acv2hangar.zip | 10.17 MB

review: http://jediknight2.filefront.com/file/Attack_Cruiser_V2;72148 With that out of the way, I present to you a version of the previously mentioned map inside a humongous hangar. How huge, you ask? Well let\'s just say I could fly a HO-IX in it and have a space battle in it. It\'s a very huge hangar, and I\'m not sure where it came from, but it\'s a huge box for a warship. The additions to the ship\'s hangar are a control center that doesn\'t function, random smaller ships scattered about, and a ramp that leads into the main hangar of the ship. Technical errors are mentioned in the previous review. If you liked the map above, then I DEMAND YOU TO GROVEL BEFORE MIGHTY FILEFRONT AND TELL IT YOU WANT THIS MAP! - Averus Retruthan

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2536 downloads

Uploaded:05-23-2006

Star Destroyer II - Botrouting Patch

stardestroyer_ii_botroute.zip | 12.03 KB

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

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6270 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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24132 downloads

Uploaded:12-14-2005

BlueIce Twilight

blueice_twilight.zip | 24.42 MB

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

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61656 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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12144 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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3382 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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9570 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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10465 downloads

Uploaded:12-15-2004

Samurai Village

samuraivillage.zip | 21.18 MB

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

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36203 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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4168 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 interesting thing is the use of the button to raise the pillars in the arena (discussed in readme). I think one of the best looking places has to be the meeting room however; it is small but it look good, the lighting is good and I like the use of the pillars outside, that style would be good for a map of it\'s own. The \'doggie\' room is a simpler shaped room with 2 levels, 1 surrounding outer path and the lower fighting area, again it\'s a good large space that will work well for fighting in. Oh the entrance to the meeting room is near this place too and isn\'t that hard to find which is why I\'m actually saying this here. ;) The lighting is quite poor however, outside the skybox has a very red sun low down and then the lighting is close to mid-day - the sun is directly above head (or at least the light is). It\'s a shame as well as the actual arena does look quite good for someone who\'s only just found out how to bend meshes. Throughout the rest of the map the lights in some area\'s are too sparse which leads to totally black areas that can be hard to find your way through also many places have light even though there is nothing to emit light - that\'s one of those mapping no-no\'s for the future - you can only have light where it\'s emitted from something. New Sounds: Yes New Textures: Yes -WadeV1589-

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5163 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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6459 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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264 downloads

Uploaded:05-22-2012

Antiquus Roma

antiquusroma.zip | 14.13 MB

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

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130 downloads

Uploaded:04-22-2012

Renaissance Academy

renaissance_academy.zip | 53.6 MB

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

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51 downloads

Uploaded:04-07-2012

RK Oriental Virtue

rk_oriental_virtue.zip | 16.94 MB

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

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73 downloads

Uploaded:03-26-2012

[CONTEST] Turquoise Dragon's Secret Pluto Base

contest_turquoisedragons_secret_plutobase.rar | 17.21 MB

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

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270 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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95 downloads

Uploaded:03-25-2012

[CONTEST] Mine Station

me_mine_station.zip | 10.37 MB

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

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165 downloads

Uploaded:12-24-2011

GoldenEye Caverns

goldeneye_caverns.rar | 30.2 MB

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

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146 downloads

Uploaded:12-13-2011

Space FFA

space_ffa.zip | 1.11 MB

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

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431 downloads

Uploaded:12-13-2011

Temple of the Snakes

jungletempleffa.rar | 3.8 MB

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

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101 downloads

Uploaded:12-10-2011

(MKBK) Mon Calamari Duel Base

mkbkmoncalamari.zip | 748.88 KB

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

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327 downloads

Uploaded:12-10-2011

Dark Forces 2 CTF Map Pack

df2_ctf_pack.zip | 11.48 MB

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

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206 downloads

Uploaded:12-08-2011

DooM.pk3

doom.zip | 108.58 MB

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

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32 downloads

Uploaded:12-07-2011

Korribound

korribound.zip | 2.3 MB

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

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154 downloads

Uploaded:12-07-2011

Labyrinth Maze

labyrinth.zip | 6.8 MB

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

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105 downloads

Uploaded:12-04-2011

Hangout

djehangoutbeta.zip | 28.1 MB

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

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87 downloads

Uploaded:11-21-2011

Korriban Arena [Fixed]

kor_arena_fixed.zip | 4.57 MB

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

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341 downloads

Uploaded:11-21-2011

Troll\'s Den Station

trolls_den_station.zip | 20.44 MB

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

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995 downloads

Uploaded:11-07-2011

Jedi Council GCX - 2010

jedi_council_gcx_2010.zip | 36.22 MB

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

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18 downloads

Uploaded:10-27-2011

Korriban Arena

kor_arena.rar | 4.67 MB

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

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38 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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213 downloads

Uploaded:10-16-2011

Temple of the Massassi

tom.zip | 43.78 MB

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

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116 downloads

Uploaded:09-13-2011

Bestine Praetorium

ctf_bestine.zip | 3.27 MB

this gent had disappeared from the scene entirely. Not entirely so, it seems. So, Cuko has decided to bless our bountiful chest of goodies with a CTF map. I have to say I'm torn. On one hand, I find the map to be a little small. On the other, it feels too big. How the hell is that possible, you ask? Well, the overall path between the flags feels pretty short. There's roughly three paths that can be taken, though depending on the settings you can obviously mix it up a bit. However, there's only like, three areas, with one area just separating the two bases. Not very inspiring, to say the least. The large factor of the map is just how broad and spacious the map is. There's no way a fun CTF could be had with just guns, you'd have to use the force to leap about, or else it'll just get too long. Even so, with that in mind, y'need a decent amount of players to get a good CTF going here in this map. Another minor oddity: Why does the water kill you instantly? Seems unnecessary, really. Despite these aesthetic issues, the map's quite fine, structurally speaking. It's not exactly "OMG-WOW" but I'm guessing this was more for function than anything. Since I found myself at a lack of numbers for a proper CTF, I definitely suggest hard-core CTFers try this out and give some constructive advice on how to make this map boom-chaka-boom. Good eve. New Textures: Aye New Music: Nay Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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103 downloads

Uploaded:09-11-2011

Krayt Canyon CTF

ctf_krayt.zip | 2.05 MB

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

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36 downloads

Uploaded:07-19-2011

TFFA Communist Map

tffa_communist_by_dezoxy.zip | 7.58 MB

amusing. So, honestly, as I view this map now, I'm sorta put off by it. Not because of the communist references thrown in there, but just because of how empty and boring the map really is. I mean, yes, it has plenty of sprinkles of detail, but overall it just doesn't really grab the attention. To top it all off, why is Sons of Anarchy, a TV series from capitalistic US, included as a poster in one of the areas? Sends a mixed message, in my opinion. What this map lacks in beauty, it makes up for in performance. The broad empty areas makes for plenty of dueling space, and the circuitous build of the map makes for an easy return to the battle front. I'd say this could actually make a functional clan map, if you felt comfortable being in the midst all of the Reddery. Well, that's about all that need be said about this. Enjoy. New Textures: Aye New Music: Aye Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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135 downloads

Uploaded:07-13-2011

Out Side The Old Rebel Base

reb_out.zip | 15.16 MB

stuff. So for whatever reason, either this was an interpretation of the Hoth base, or it must have been important enough for the Imperials to lead a vehicle-based assault on, because the hills outside the complex are littered with dead mecha, AT-AT and AT-ST alike. I can see why, too, since the outskirts of this terrain are so steep, any thing would slip and fall on that slope. The terrain inside the map is rather hilly, so whoever commanded this attack is probably either mopping floors now or has a snapped neck. Among the hills is a gunnery housing for a twin cannon that has...a TV dish on it? Huh. Works for me. Anyway, you can go inside the gunnery housing, not exactly super fancy, but then again, wasn't the intent. The terrain, sans the fog and the snow, is actually sort of dull. Repetitive textures on the hillsides and in other areas just sorta don't inspire the mind, and the general emptiness(for the most part,there were details flecked here and there,) beyond the battlefield, while appropriate, left little to really want to stay on the map. While I can't imagine a full-blooded FFA brewing on this map right now, I believe it can be saved. Dial back on that mountainy texture that makes the cliffsides look like they have freckles, and already we're on a good track. The skybox could stand to be lifted up a bit more, because I can see this actually being an amusing spaceship FFA arena, though that'd also mean the fog might need to be dialed back on. Finally, expand that box of a rebel base, make it look like less of a box. I can't make any specific suggestions, I'd rely on your peers for this'n. Other than that, it's definitely a good start. The terrain could stand to be roughened up a bit, but it's not totally implausible. Hope to see future versions of this craft, or else fire. New Textures: Aye New Music: Nay Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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138 downloads

Uploaded:07-11-2011

The Matrix Unleashed - SubMetro

tmu_submetro.zip | 57.81 MB

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

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88 downloads

Uploaded:07-07-2011

Yavin Sanctuary

yavin_sanctuary.zip | 766.64 KB

level with some statues and trees One neat feature is that the floor in the center can be moved to produce an uneven duelling area with different levels, with individual blocks that you can move up and down via the use of force push and pull. Apart from duelling, this map also lends itself well to clan trials or competitions, as spectators can sit around the edges of the upper level to watch the action, which is presumably why the author also made this map available from the FFA map menu rather than being duel only. There is also a little secret in this map which would make for a good place to relax after a tough tournament, though the only clue I will give you is to check the walls. ;) That said the upper level, with the trees and statues also provides a good place to duel, with the extra cover which could make things more interesting, or provide a hiding place should you be fleeing in terror from an invincible opponent! Muahaha! Personally though I would add some lighting in this area though as it is very dark, perhaps in the form of some torches or fire stands. The darkness could of course be another addition to a duel, but for the purpose of spectating the spectators would probably want to see a bit better where they were going. Its not a big deal, but as I said, personally I would prefer a little more illumination in these areas. All in all though a clean, simple Yavin themed duel map here, the soothing sound effects and nice music fit the theme very well, but are perhaps more appropriate for an FFA map where some exploration and admiring of the location is involved. Obviously you don’t generally have time for that while duelling! So I hope you will make some Yavin themed FFA maps in the future as well MagSul! [b]Bot Support:[/b] No [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Music:[/b] No [b]Game Types:[/b] FFA, Duel ~Nozyspy~

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202 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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379 downloads

Uploaded:06-12-2011

Old Rebel Base V3

orb_v3.zip | 12.39 MB

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

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13 downloads

Uploaded:06-12-2011

Yavin Duel Temple

17yavin_duel_temple.zip | 789.28 KB

map. Though not mind-blowing, it's definitely not a bad map. The map itself consists of a small square area filled with pillars, four of which in the very middle of it. There's a view on the Yavin skybox, and FPS is unavoidably good. I also couldn't help but notice a sort of cross-shape cleverly hidden in plain sight - is that some sort of intentional mapper's signature? :p My main problem with this map were the lights. They're bright white, and got on my nerves, but considering it's a duel map I suppose that's nothing major. Still, if a future version is made, I'd like to see different lights tried. Also, one note to the author: in future, you may want to double check your file before submitting. You left in a redundant (albeit harmless) desktop.ini file ;) Other than that, it the map does what it advertises - a small Yavin temple-themed duel map. [b]New Textures:[/b] Nope [b]New Sounds:[/b] Nope [b]New Music:[/b] Nope [b]Bot Routes:[/b] Nope -Caelum

Yavin Duel Temple - Screenshots Screenshots:

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122 downloads

Uploaded:06-07-2011

Versatility

versatility.zip | 8.53 MB

this map changes shape after a certain amount of time, which makes for some really great duels. Not only that, but the map itself is well-made, the textures are good, and I always love mid-air platforms. In short, I can see why this map won the Map-Craft.com contest, so I highly recommend you give this one a shot :) [b]Bot Support: Yes[/b] [b]New Music: Yes[/b] [b]New Textures: Yes[/b] -Computernerd [quote]This map has been built for and won the 20 Brush Mapping contest on map-craft.com: http://www.map-craft.com/modules.php?name=Forums&file=modules&name=Forums&file=viewtopic&t=3275&postdays=0&postorder=asc&start=0 As it only consists of 20 Brushes, it is rather small and therefore mainly suited for Duels, Power Duels and small FFAs (gets crowded easily but is a lot of fun!) The main concept is having the few brushes rearrange to form in total 4 different shapes. This happens randomly every 20 seconds.[/quote]

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164 downloads

Uploaded:06-07-2011

Garden of Eden V2

edenv2.zip | 26.68 MB

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

Garden of Eden - Screenshots Screenshots:

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266 downloads

Uploaded:05-15-2011

Taris Cantina

taris_cantina.zip | 7.33 MB

not. I can, however, critique the map itself. I spawned in a long, tall room with a table in the center. There was a door at the end of the hallway leading to a central hub of sorts that connected the four rooms that the map consists of. Each room joins at a 90 degree angle. The rooms are fairly simple overall, but they work. Lighting was nice, coming from many smaller lights distributed around the room or across a large space near the ceiling. There is a droppable floor in one of the rooms, as well as a force field over the bar in case things get out of hand. There is also an awesome R5 droid with a drink tray. Too bad I couldn't blow it up... =p I thought the center room was the best, overall - great use of curves and trim. Overall it is a very basic map - there's not exactly a lot of stuff to do, but it's sufficient. On the downside, I personally find it to be a little too basic. Well, basic isn't the word I'm looking for...perhaps simplistic fits better. The textures are mostly base JA textures, and are oversized so they are a tad grainy. For some of the textures that's all right, but for others it's not too great. Specifically I'm referring to the trim used in the room that I spawned in. The texture on the round tables probably could be changed, too. The biggest thing that bothered me was actually the oversized everything...the furniture, the tables, the rooms to a small degree...everything is made for giants. I always prefer being able to /amsit2 in a nonsolid chair than /amsit in an oversized chair that engulfs me. ;) The music was really a meh, but really, who even listens to map music any more? It was probably the most non-cliche music that base JA had to offer so it's all right. I also noclipped around and didn't see any secrets. :( So - somewhat simplistic, big furniture, cantina. Want a new cantina map to RP or just mess around with? Check it out. It's a pretty small download anyway. P.S. Inyri Forge is a girl. ~Dretzel

Bloody Desann - Screenshots Screenshots:

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99 downloads

Uploaded:05-06-2011

Garden of Eden

eden.zip | 18.57 MB

screwed ourselves over. So, all religious subtext packed in a fish barrel, presenting Somnus Nemuri's take on the Garden of Eden's appearance. Unlike the majority of depictions, this Eden is not only full of stone architecture that man would not have mastered for ages, but it's also floating WAAAY up. I can just imagine getting kicked out of there. My spine is already hissing in discomfort. The map construction is basically like a hollow circular pyramid, with levels of garden ascending into the sky. The levels are separated and supported by tall stone pillars, and the center of the map contains a set of elevators to help you get up or down. Waterfalls splatter down the sides to the lower levels. It's a pretty impressive scene, really. There are a couple aesthetic issues with the map, unfortunately. The first one is probably the roughest to fix. Y'know how water can sometimes turn your character blue in the presence of it? Well, that's pretty prevalent throughout the entire map. There's also a z-fighting issue on an archway on the first floor facing the statue. Couple that with some chunks missing out of the top level arches, and y'got a bit of work to fix. The only other thing I'd recommend is nature sounds, and then this map is mastercraft. So yeah, keep at it, and I'd say this map is victory. New Textures: Nay New Music: Aye Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

Garden of Eden - Screenshots Screenshots:

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83 downloads

Uploaded:05-06-2011

Reactor Room

reactor_room_3.zip | 3.45 MB

exception, from the exploding hypermatter reactor of the Death Stars to that other glaring design flaw of placing a Star Destroyers solar ionization reactor in an easily visible bulb on the bottom of the ship. Imperial designers clearly have a proclivity for horrific engineering decisions! Anyway, I digress. Here we have a new map based on the theme of a reactor room, but which has some nice, subtle features such as the lighting scheme changing from blue, to green and then to red as you approach the reactor core itself. The map itself reminds me a lot of the Bespin shafts levels of JK2, especially the one where you have to work your way up to the top by waiting for those forcefields to appear which you then run across to get to the other side of the shaft in order to hitch a lift up to the next level. Personally I think the map is a little sparse and could probably do with some more mechanical features, such as pipes, control panels, wires etc., though I did like the holographic displays used in the map. The author definitely shows he has some talent with architecture though as there are some nice shapes in the map, like the pillars/supports in the 'blue room' and those cool doors! I also liked the rotating object above the reactor beam, though it would be nice if it was more visible, or made into a bit more of a feature. Alas there is no music, which generally is a negative in my books, but this is often forgiveable in a duel map such as this simply because people often play their own music, maybe through their killtracker, while they duel. Another thing; though there is a quiet 'reactor-y' type sound when you are right next to the reactor, a map of this theme definitely needs some more mechanical sounds. A real reactor room would never be that quiet, even in the comfortable, well carpeted halls of Star Trek fiction! Overall though a nice little map here, though it could do with some more detailing to give it the sense of being a working, dangerous environment. Keep up the good mapping Dark Wii Player! [/quote] So, what's been updated? Quite a bit, it seems. The room where the energy pillar lied is now a much larger room with energy pillars out and about. The place is multi-level as well, with control consoles dotted about everywhere. They all seem to have a purpose, such as toggling power to the energy bridges, or the moving platform. Random question: Why use that when you can just walk around to the other side? XD There wasn't much on the bug front, just one missing texture. (textures/KIPL/blackmetal ring a bell?) With new versions constantly on the way, who knows? This thing could turn into an FFA map. That would be most amusing. Time for another shadow walk. POOF. New Textures: Aye New Music: Nay Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

Reactor Room (3.0) - Screenshots Screenshots:

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67 downloads

Uploaded:04-26-2011

Terrain Test

terrain_test.zip | 3.02 MB

repetition in an attempt to create a flower or leaf patch. Other than that, the only other feature than the hills is the water hole and the couple trees dotted about. That's about it, really. Good stuff, and it has the source files if you want to build or expand off it. Give it a peek, see if its worth your attention. - Averus Retruthan

Terrain Test - Screenshots Screenshots:

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131 downloads

Uploaded:04-26-2011

AoF Council

aof_council.zip | 17.21 MB

array of council chairs seated around a circular uh...carpet, sure, let's go with that. Nice lookin' icon on it, I'll say that much. But yeah, pretty simplistic design, and it gets the job done. Makes for a good meeting, or trial, or even a small quarters tournament or duel. The only thing I'd recommend doing if you update this thing is just cropping some of that lava field around the general area. Just could use a trim perimeter, and that would make it just perfect. A'right, no more barking, off y'go. New Textures: Aye New Music: Nay Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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55 downloads

Uploaded:04-17-2011

The Proving Grounds

proving_grounds.zip | 593.62 KB

at that map and its review is strangely like touching the past, going back to a time when JKA was brimming with life and I had just started my career here as a reviewer. Of course, things are slower nowadays, but I wouldn’t agree with the authors sentiments that JKA is \'dead\' after all, if it is dead, why submit this map? But maybe I am just being defensive, this community means a great deal to me and I expect it to continue for a long time to come. As I have often said, people still mod the original Jedi Knight game and that is well over 10 years old now! ;) Anyway, what kind of changes have been made to improve this map? Well the most obvious change is in the texture department and I have to say that the t2_trip texture set looks much nicer with the architecture than the original Korriban textures. As far as the actual structure of the map is concerned there do not appear to have been a great deal of changes, though the lamp stands have been removed. I very much like the new bluer lighting scheme as it goes nicely with the blue hints in the texture set, though personally I preferred if the lights fixed atop the ceiling supports had stayed as they framed the edge of the ceiling opening quite nicely. But as always that\'s just my opinion! I did like the new positioning of the lights around the spiral columns however! The addition of some music would have added greatly to the atmosphere of the map, though as is often the case with duel maps, the players duelling will quite likely have their own music playing to get them pumped. Its nice to see an author return after many years, though there hasn’t been the kind of drastic changes one might have expected from someone going back to an older map of theirs and re-releasing it. That said, there really isn’t anything wrong with that in this case as the original map was very good to start with and I think this is more of a refinement on that solid formula than an entirely new or reworked map. All in all; good work here! As I said I believe the JKA community has many years left in it yet, and I hope the author will perhaps release more maps in future as he obviously has the talent! If you are looking for a clean, simple, yet professional and nice looking map for a duel or small FFA/Team FFA than you might like this map! [b]Bot Support:[/b] No [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Music:[/b] No [b]Game Types:[/b] FFA, TFFA, Duel ~Nozyspy~

The Proving Grounds - Screenshots Screenshots:

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129 downloads

Uploaded:04-13-2011

AoF Inferno Trial

aof_inferno_trial.zip | 17.2 MB

to become a Knight in the clan and eventually Master and above; duelling the leader and needing to win a certain number of those duels to prove yourself worthy. Fun times, though they seem so long ago now! Now I don’t know what other clans do, but I’m pretty sure that all clans past and present have had some kind of trial that a member must go through to rank up, and this map is an ideal arena for such an event, created for the AoF (Angels of Fire) clan by Kalek Da'karr. Now you may be thinking 'ugh a clan map, it will surely have loads of clan logos and insignia plastered all over it!' but you would be wrong. Apart from two rather large logo's, one on the floor and the other on the ceiling, there are no other clan references, and the logo's themselves could simply be considered part of the artwork of the map if you so wished, as there is no writing on them to tie them to any particular clan, which is always helpful if you are in another clan but might like to use this yourself. The quality of the mapping is very nice; there are some good strong architectural features and the map has a nice atmosphere with the red lights, dark grey metal and stone walls and a dash of lava here and there for good measure. I think 'inferno' is a very apt name for the atmosphere of this map! That said, there are a couple of improvements that I feel could be made. Firstly, there is no music! Though as a clan trials map I can forgive that as I imagine the participants would probably be playing their own music to get them pumped. Secondly are the statues, the map features both the Sith torch bearer statues and the Jedi statues with the glowing crystals, but neither quite seem to fit. The Sith statues don’t quite fit because they have a brown sandstone type texture, which does not go with the dark grey texture theme of the rest of the map. On the other hand the Jedi statues are the right colour, but are holding light blue crystals, which doesn’t go with the red lighting theme of the map. Personally what I would suggest here is to get rid of the Sith statues and just use the Jedi statues, but to make a crystal shaped brush out of the red crystal texture, which I believe can be found in the textures/common folder and place that over the blue crystal the Jedi statues are holding, thus giving you the best of both worlds; the crystal will match the lighting scheme, and the statue will match the texture scheme! That’s just my suggestion anyway! Overall a nice little map here, the AoF clan is very lucky to have such a cool arena in which to hold its trials. Keep up the good work Kalek, I can see from our files queue that we have several more files from you to come yet! [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] No [b]Bot Routes:[/b] No [b]Game Types:[/b] FFA ~Nozyspy~

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1408 downloads

Uploaded:03-28-2011

Korriban Holdout

korriban_holdout.zip | 4.94 MB

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

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177 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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247 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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241 downloads

Uploaded:02-07-2011

Sith Dungeon Duel Map

sithdungeonmap.zip | 1.5 MB

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

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467 downloads

Uploaded:01-23-2011

GoldenEye Facility

goldeneye_facility.zip | 21.4 MB

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

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1185 downloads

Uploaded:01-20-2011

Sirens Enclave

sirens_enclave.zip | 28.7 MB

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

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477 downloads

Uploaded:01-04-2011

Sith Cave

sithcave.zip | 4.72 MB

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

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193 downloads

Uploaded:12-01-2010

JKA_Flatgrass

jka_flatgrass.zip | 3.73 MB

funny thing is, it\'s really not that complex. It\'s literally just a singular platform in the middle of a huge plain of grass. It\'s mostly meant for mods like Lugor and Maker mod. Y\'know, mods that involve creatin\' crap, since this map was inspired by a Garry\'s Mod map, which the mod itself was made for buildin\'. Guess there\'s not much else to say here. As with every other file, you\'ll know if you want it. New Textures: Aye New Music: Nay Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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274 downloads

Uploaded:11-23-2010

Jhey's Mansion

jheysmansion.zip | 8.2 MB

an uncompleted map of a mansion situated on an island. The map has a small maze under the main building, and features a small dock also.[/quote] Now, before moving on, it has to be said - I like the idea of this map. Islands are always nice, and the screenshots do make this map look pretty neat. First off, the good. [b]The good[/b] This map has a very stable FPS, some very nice shapes (the glass domes for instance) and some very nice use of textures. The atmosphere here is very nice, though I would welcome a change of background music ;) I also quite liked what you did with both the dock and the beach in general. [b]The bad[/b] Unfortunately, in the author's own words... [quote]there are quite a few mistakes, mainly because I have given up on this map, and consider it quite an achievement and wanted to share with the community. [/quote] There are several things I'd love to see changed in a second version: -Water (outside). The water used in the ocean overlaps, flows randomly into a variety of equally illogical directions, and has several glitchy patches that just look awkward. I'd suggest using a different sort of water altogether there :P -The water inside annoys me too, not so much because there's something wrong with it, but because it does not move. At all. It does not bob up and down, and it does not move from side to side, leaving me to wonder whether or not I'm standing on a surface of vanilla disguised as water. -There are several VERY large gaps in the map. Mostly underwater, but not exclusively. -There are several textures that just don't match each other correctly. Just look at the inside of one of the windows and you'll see what I mean. This isn't very major though. -A new skybox might be worth a shot. Right now, you have all sides of the map covered in an ocean that mysteriously morphs into a jungle skybox. [b]In all[/b] Both the idea and the execution aren't bad at all here. My main gripe is the fact that this map could be so much better. Don't get me wrong, it's a valid attempt, and not at all bad for a second submitted map, but there are lots of things that could be done to make it atleast a dozen times more awesome. ;) Would like to see a second version. [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Music:[/b] Yes [b]Bot Routes:[/b] No -Caelum

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181 downloads

Uploaded:11-09-2010

Imperial Outpost Duel

imperialoutpostduel.zip | 6.69 MB

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

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351 downloads

Uploaded:11-05-2010

Temple of Everlasting Night

ffa_everlast.zip | 6.17 MB

something I hope I can use more often. The Temple of Everlasting Night is a concept pretty much spun purely from imagination, using the Korriban texture set to predominantly set the stage: A small stone compound that houses three tombs of some form of force monastic, as there a small lecturn housing 3 lightsaber hilts. There\'s an interesting little arena on the other end of this room, with a two way barrier you can raise: You can\'t see spectators, but they can see you. Good for concentration, I reckon. The remainder of the map is mostly just a loop around the compound. There\'s a nice little X-wing landing pad , an area in which you can duel outside, and a nice little covered walkway as well. There is also one secret that can be found. \'Tis easy to seek, but I shall leave you with one small clue: [b]*QUACK QUACK*[/b] This map is quite clean and well-built for a first publication. It\'s nice and dimly lit, relying mostly on torchlight for your ambient lighting. The fire does hurt, by the way, so don\'t touch it...or do, I don\'t care. The architecture here is definitely a step or two up from most first maps, so its safe to say this gent had some practice with his radiant skills. Paid off too, I reckon, as it shows he can definitely apply his artistic skills well. I\'d say the only atmospheric defects this map even has is a hiccup or two in unsourced lighting, and they can easily be overlooked, and not even worth adjusting. This map is already a solid enough product that its good for release. Ya did good, Ravz, ya did good. Don\'t just sit there and look like an idjit =_o go submit, already. New Textures: Aye(3) New Music: Nay Secrets to plunder: Aye(1) Bot Support: Nay - Averus Retruthan

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330 downloads

Uploaded:10-19-2010

Bramble Gambol 2

bramblegambol2.zip | 19.06 MB

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

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207 downloads

Uploaded:09-29-2010

Tatooine Oasis CTF

tatooine_oasis.zip | 36.73 MB

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

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258 downloads

Uploaded:09-19-2010

Ancient Egyptian Catacombs

catacombs.zip | 3.71 MB

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

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212 downloads

Uploaded:09-14-2010

Mayan Temple

ffa_mtemplev1.zip | 7.92 MB

with a few structures and a pyramid in one corner. I am disappointed to say though that for the most part the map isn’t very Mayan themed, the pyramid being the only structure that resembles real life Mayan buildings. The map is also very dark, which, although it goes with the gloomy sky and rain (reminds me of the good old British weather!), is a bit [i]too[/i] dark really, making it difficult to see the map. There are plenty of nice touches which could make this a good 4-6 player FFA map though, including the walkway across the map, which would make an excellent sniper position, and the walls and pillars to duck behind. The terrain is also pretty good, although I think you need to put some kind of stone or dirt texture in the pools, since water straight on top of grass doesn’t look quite right. One other thing that bugs me a bit is that one end of the map is completely open, so you can walk right to the edge of the map and see the skybox, this doesn’t look quite right either. Perhaps enclosing the map completely, or making the terrain larger and simply putting some noclip around the edge of the map to stop the player from going to far would be good. Something like that would help the map to feel like it is part of a larger world. Overall though this is a decent map. Perhaps if you make a v2 you could make that pyramid bigger and put it in the middle of the map. You could maybe even add a hidden tomb. And mummies, definitely add mummies to guard the tomb. Everyone loves mummies! ;) [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, Team FFA ~Nozyspy~

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2371 downloads

Uploaded:08-28-2010

D SKULL airship

dskullship.zip | 133.18 MB

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

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397 downloads

Uploaded:08-23-2010

Strike on Nar Shaddaa

siege_narshaddaa_v1_1.zip | 21.11 MB

can make excellent sandbox (Lugormod or Makermod, your pick) maps due to their being so large. Sadly, this map has proven to be a disappointment in that department, being a little too small for my taste. As a siege map, however... I can\'t really speak for what the actual gameplay will be like here, having no way to gather up testers within a reasonable amount of time. At the same time though, the author has stated that gameplay was the main focus here, so it should be up there in quality. The texturing, while a little simplistic, is effective. You can easily tell if you are inside or outside (even when ignoring the outside \'vistas\'), you aren\'t blinded by horrid texturing, and doors/paths are obvious. (Helped somewhat by the arrows on the floor.) The geometry is also simplistic, but less so than the texturing. Though it is, for the most part, gameplay oriented, there\'s still room for improvement. (Particularly around the interior doors that have no door frames.) There are numerous crates all over the place, offering points of cover from enemy fire. While not very geometry intensive, it\'s a good way to create easy points of cover fast. But at the same time, you shouldn\'t go overboard with these unless you\'re making a warehouse map. Also, I noticed a fair amount of geometry that was borrowed from Hoth Attack (mp/siege_hoth). While not a bad thing, it does help to avoid borrowing too much. (Before anybody panics, the siege_hoth source was released, and can be downloaded from here.) The lighting in each area is pretty uniform, with only slight hints of shadows near the light sources. While not phenomenal, it does get the job done for this map. I don\'t think there\'s any real room for improvement here, so we\'ll move on. In all, it\'s an ok map, but I have some suggestions for the author. -Wider variety of areas. As it is, most of the map rests on the same level, with very few areas that are above or below said level. Not only that, but most of the areas are the same. While this does promote a theme, it doesn\'t fit Nar Shaddaa\'s proper theme. Look at [file=\"105657\"]this[/file] map. (Ignoring that I helped make it.

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485 downloads

Uploaded:08-22-2010

The Pit - Jedi Academy

the_pit_jedi_academy_version_1.rar | 7.6 MB

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

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965 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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327 downloads

Uploaded:08-19-2010

Yavin Final Jedi Academy Version

yavin_final_jedi_academy_version.rar | 3.5 MB

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

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625 downloads

Uploaded:08-19-2010

Death Star Hangar Duel JKA

death_star_hangar_duel.rar | 6.95 MB

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

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80 downloads

Uploaded:08-19-2010

Kyle Wan Episodes - Duel Pyramid

the_duel_pyramid_kyle_wan_history_.rar | 7.4 MB

rather symmetrical(to a point,) and features something I like to call a \"shaved ziggurat.\" Essentially it\'s supposed to be a pyramid, but it just doesn\'t look like one. There are two MASSIVE staircases that lead to the summit, where there are four armories, one in each of the top structures. In the center is what I suppose is either an antenna or a beam shooting up into the skybox. Well, there\'s only two main things that hurt this map: 1.) There\'s JK2 textures in here that aren\'t included. 2.) No rain ambient noise. Other than that, it\'s an okay map. The structure is pretty simplistic, but since this was intended for a large FFA massacre, this plays pretty well, as my FPS remained pretty stable all around, so hopefully the same applies to y\'all =_=. New Textures: Aye New Music: Aye Secrets to plunder: Nay Bot Support: Aye - Averus Retruthan

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63 downloads

Uploaded:08-17-2010

Reactor Room

reactor_room_duel_map.zip | 1.67 MB

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

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221 downloads

Uploaded:08-17-2010

The Duel Arena's

theduelarenasv1.5.zip | 8.99 MB

maps are very similar although one of which is set in a fairly large city while the other is set in more of a desert type environment, however that being said both maps are for the most part identical with the exception of different textures. The third map which is a FFA map is a lot bigger in size but also includes at least 5 different duelling areas on three different levels which are fighter landing pads (I.e. for the Z95 or what ever fighters you have installed). The FFA map does have a lot of playability where you can use it for almost everything (well except for Capture the flag) including Fighters, Dueling or simple free for all so, many possibilities there although you will need to spawn the fighters onto the launch pads however (yes there are fighters in the hanger, it would probably be a lot easier to spawn them directly). Although it should be mentioned that this map does have one fairly large flaw where there is a band around the whole map which does affect the scenery of the sand a little bit really. The two duel maps as mentioned above are for the most part very similar to one another and for the most part I would personally say simple but effective that's because it does what its designed for - duelling. The first map of the two which is mainly based upon a desert type map with a sand background that makes it look like its in a desert very effectively although I think that the sand itself could be improved a little bit to make it slightly more realistic however. As for a duel map its about the correct size as it would need to be and does work perfectly as a small floating platform however whilst a little minor it is missing the dust storms that you would normally see in a desert. The second duel map is very similar to the first although this one as mentioned in the first paragraph is set in a large city. The map however is practically identical to that of the desert map, although the only real difference is the cityscape background and the more metallic textures of the duel area. However that being said whilst it is perfect for being a duel map (i.e. small and fairly effective and has a fairly decent background), I feel that the background buildings could be improved a little by being a little closer to the duelling area mainly because this way it would seem more like a busier city. Overall all three maps are fairly simple maps and are very well suited to the map types that they use, while these aren't the best maps they can still be fairly fun to try (the FFA map can be fun too although probably a little on the small side for any large dog fights between fighters though) New Textures: Yes New Sounds: No New Music: No Bot Routes: Yes Game Types: FFA, Duel, Power Duel ~Danny~

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127 downloads

Uploaded:08-17-2010

Platform Training 2010

platform_training_arena_v1.zip | 21.06 MB

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

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317 downloads

Uploaded:08-10-2010

Yavin Retreat v2

yavin_retreat_v2.zip | 3.81 MB

various elevated pads, presumably for jump training and the such, and a room with a raised glass platform for dueling also, à la the Yavin Academy map from JK2 single player. There is a small observation platform in the main hall from which you can watch duels in this room, although it could probably do with being enlarged a little so you can better see the action! The focal point however is probably the garden area with the waterfall and river, providing a nice open space to relax or gather in. This area does need some improvement though, mainly as with regards to the terrain, which is made out of various patch meshes. Patch meshes aren\'t really the best things to make terrain out of, except under special circumstances. I would suggest, for this map, trying some quadsoup, or trisoup terrain. What this is, is basically lots of square (or triangular brushes, e.g. a square cut diagonally across) which you then select and use the vertex tool (the V key by default in Radiant) and adjust the height of the corners to create terrain. This is worth a go in this area of the map, as I think it would help it to look much more natural. There is also some very nice, and relaxing KotOR music featured in the map, which although it is from KotOR, fits perfectly with the Yavin Academy theme of the map. Keep up the good work MagSul, I look forward to seeing more maps from you! :) [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] Yes [b]Bot Routes:[/b] No [b]Game Types:[/b] FFA, Duel ~Nozyspy~

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865 downloads

Uploaded:07-10-2010

Star Wars Episode III: Jedi Temple - Cin Drallig Duel

jedi_temple_cin_drallig_duel.rar | 11.18 MB

Troopers when Bail Organa lands at the Jedi Temple in Episode 3? He was called Zett Jukasa, and was played by Jett Lucas, George Lucas' son. Cin Drallig is, in fact, Nick Gillard backwards, minus the K. Nick Gillard was the sword master and stunt coordinator for the prequel trilogy, and choreographed all the lightsaber battles you see therein. This method of using a persons real name (usually a fiend of the author or creator) to make a name for a fictional character is called [url=http://starwars.wikia.com/wiki/Tuckerization]Tuckerization[/url]. Anyway, this map we have here is based off the level from the Star Wars Episode III: Revenge of the Sith game, and is where Cin Drallig has his fateful duel with Anakin Skywalker (now Darth Vader) as he invades the Jedi Temple with the 501st Legion. You see a short clip of this duel in the film itself, where Obi-Wan checks the holo recordings and sees Anakin fighting a couple of Jedi, the one with the long hair being Cin Drallig. I have never played the Episode 3 game, since I don't own an Xbox or Play Station, being a PC Gamer and viewing all consoles as the work of the devil! The map itself would be perfect for guild/clan trials or duels, because of its setting in the Jedi temple and its wide open space. There is a door at one end of the map, which will teleport you to an observation area above the main arena, so you can watch any duels or ceremonies. The texturing and architecture are very nice, and the choice of skybox was excellent and really adds to the feel of the map. The music is also very atmospheric, though its more dark and gloomy and perhaps doesn't lend itself to a frantic lightsaber battle. As for improvements, I'm not really that fond of teleporters being used where more logical methods would be better. Since there is a door there (where the teleporter is) and the observation area is straight above, why not use an elevator? I think this might add a bit more to the quality of the map, since improperly used teleporters often strike me as cutting corners when transporting the player. The other thing is the windows, since brushes have been used to give the impression of a curved window, you need to put either noclip or caulk on the face of the brush where it connects to the brush next to it, because as it is now, you can see the seams in between the brushes. Alternately you you could also use a patch mesh to get an even nicer rounded window. Overall though a nice little map here, keep up the good work JamyzGenius! :) [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] Yes [b]Bot Routes:[/b] Yes [b]Game Types:[/b] FFA, Duel, Power Fuel ~Nozyspy~

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2623 downloads

Uploaded:07-05-2010

Jedi Council GCX - 2010

jedicouncilgcx2010_v2.zip | 36.32 MB

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

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1943 downloads

Uploaded:07-03-2010

Alzoc 3 Spaceport V2

alzoc3_spaceport.zip | 8 MB

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

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953 downloads

Uploaded:07-03-2010

Sniper Oasis

sniper_oasis.zip | 10.39 MB

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

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763 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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4445 downloads

Uploaded:07-02-2010

Jedi Council GCX - 2010

jedi_council_gcx_2010.zip | 34.7 MB

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

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559 downloads

Uploaded:06-27-2010

Star Wars Episode I Jedi Temple - Training Room

episode_1_jedi_temple_training_room.rar | 18.86 MB

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

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1245 downloads

Uploaded:06-25-2010

Kyleball3

kyleball3.zip | 24.8 MB

now that I have chocolate, back to the reviewmobile. As I was saying, do you ever get that feeling of 'Damn, why didn't I think of that'? That's exactly the feeling this map gave me. Prepare your vuvuzelas (preferably somewhere away from me. Far away), for we have here a soccer/football map that allows you to swing Kyle through a pitch, into a goal, whilst listening to music that makes it sound like you're saving the universe with it. ;) Now, it has to be said, I hate football and anything related to it with a burning passion (such as Youtube's new 'blow vuvuzela noise out of your speakers' button), but I digress. This map is pretty neat. [quote]Soccer for Jka - kyleball. Let's keep it nice and short: Basically this is like playing soccer with a kyle. With the correct server settings Kyle moves when you hit him with your saber. [/quote] Genius concept, and a fully functional map to go along with it. The readme contains a set of rules, suggestions, server settings, and so on. Seeing as the folks at T3 graciously played a game or two with me (end result: 5-0 for T3), I can honestly say it's easier than it looks. Finally, we even have an admittedly slightly seizurific promotion video. All in all, as said, genius concept and fun to play. Give it a shot or I'll have to...uhh...report you to Aperture Science. [b]New Textures:[/b] Aye [b]New Sounds:[/b] Aye [b]New Music:[/b] Aye -Caelum

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3186 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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342 downloads

Uploaded:06-20-2010

Jedi Temple Library Duel

jedi_temple_library_duel_1.0.zip | 11.03 MB

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

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127 downloads

Uploaded:06-17-2010

Ringu - Ryuji's Apartment

ringu.zip | 3.18 MB

novel. So anyway, this map is based off of a location in the Japanese version of the Ring series "Ringu," and recreates the apartment of "Ryuji Takayama," one of the protagonists and allegedly a victim of a malignant specter's curse. This place is VERY small, and for some reason, I don't know why, but Hydeist, the author, says he built this for single player, although a lot of evidence (multi spawn points, arena geared with FFA,) says otherwise. So, stepping in, as I said, this place is pretty small. It doesn't appear to be the entirety of the house, but it essentially covers the study area and the TV area of the house. I'm not going to lie, I, Averus Retruthan, dabbler in the black arts, was creeped out by this map. The area was very dimly lit, save for a little ambient light and the lamp shining on the desk. The music was so complimenting to the atmosphere, it felt ominous despite it's peaceful melody. All of this just made me feel like something was going to get me in that house...eesh

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1897 downloads

Uploaded:06-15-2010

Sith Temple v2

sithtemple_blueninja_v2.zip | 14.78 MB

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

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187 downloads

Uploaded:06-11-2010

Hoth Cavern

84hothcave_ffa.zip | 1.03 MB

The goal was to design and build a level in 11 days. This map is still in beta, and there are several issues, but it should still be playable. [/quote] While the concept of making a map in 11 days is interesting enough, the result, unfortunately, isn't. Don't get me wrong - I love caves, I love snow-covered planets, and I love any combination thereof, and the idea of this map definitely isn't bad. In fact, in some spots this map looked almost inside-a-glacier-ish. ...Some spots. Unfortunately... -This map seems to be mysteriously floating in space. -There are missing textures on the outside. -There are MANY instances of z-fighting and plain holes in the map (I fell out of the map several times). Honestly, while the concept is good, right now it needs [b]a lot[/b] of polishing and bug squashing. Improvements texture-wise would be good too. A polished and bug-sprayed v2 would be nice ;) [b]New Textures:[/b] Da [b]New Sounds:[/b] Njet [b]New Music:[/b] Njet [b]Bot Routes:[/b] Da -Caelum [i]Also, in future, you only need to include the .bsp in the 'maps' folder. The .map lets others edit it & the rest are unnecessary ;)[/i]

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335 downloads

Uploaded:06-10-2010

Giant Piano

pianomap.zip | 24.93 MB

a dwarf, halfling, sfirvneblin, goblin, hobbit, or otherwise small creature. [quote]This map is a practise room, of some generic music school. In this practise room is a Yamaha Grand Piano, along with some filing cabinets of sheet music, a chair for a teacher, and inspirational artwork on the walls. Oh yeah, another thing. This room and its contents are large. Very, very large! One key on the piano is larger than the player. [/quote] Yes, you read that right; a single key on the piano is larger than the player. Along with all this, as background music, come various piano pieces with a total time of 16 minutes (that is, it takes 16 minutes before it repeats from the beginning). Honestly, I quite liked this map. It's fun to play on (especially without grapple/jetpack/noclip), has plenty of room for FFAing and duelling, and best of all, has an evil metronome. No, seriously, I just [i]had to[/i] run into that metronome to see what would happen... :P Texture and quality wise, I have nothing to complain about. In fact, my only complaint about this map would probably be that there isn't more; I'd love to see a further expanded v2 eventually. You know what to do; go get it if you like the sound of it. ;) [b]New Textures:[/b] Yup [b]New Sounds:[/b] Yup [b]New Music:[/b] Yup [b]Bot Routes:[/b] Nah -Caelum

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911 downloads

Uploaded:06-07-2010

FFA3 - Yavin Edition

64ffa3_yavin1.0.zip | 3.21 MB

in mind that for the most part (with a few small additions, secrets and extra models), the actual structure of the map remains almost exactly the same as the default version, only it now has Yavin textures, instead of Tatooine textures! Oh and it also has some Yavin music, to fit with the new theme of course! There is also a hidden teleport which will take you to another small base JKA duel map which is also been made part of this map. As I mentioned, a few trees have been added around the upper part of the map to give the impression of a jungle beyond and there is now what appears to be a big screen TV in the main bar area (a broken big screen TV that is :P). Instead of being a Tatooine spaceport type map, it now feels more like a retrofitted ancient Yavin temple, which is pretty amazing considering the only major changes are the textures and trees! That stands as testament to just what you can do to revitalize even an old and oft played base JKA map like FFA3. There is a rather big drawback however I'm afraid. This is meant to be a server side map, so it is not selectable from the map menu in JKA because, it in effect, replaces the base JKA FFA3 map. If you load up FFA3 in JKA from the map menu it will load this Yavin version, but the author says that if you join a server which has the unaltered FFA3 it will instead load that. Not only that, but of you run this map on your server, anyone joining should not have to download and install this map, since all the textures and everything else is server side. So, it kinda replaces, and yet also doesn't replace the original FFA3, depending on the circumstances. :S Personally I think this is fat too over complicated, I would have much preferred to see a simple straight forward map, which can be selected and started up from the map menu, in [i]addition[/i] to the default FFA3, rather than having some kind of complicated system for replacing or not replacing the map depending on what server you join. I really liked this map, I think the Yavin theme actually fits this map much better than the Tatooine one it was designed with, but in my opinion though, not being able to play it in a straight forward manner like most other maps is a big drawback. That's just my opinion however! Of course, if you released this map in the normal sense, I would me most happy! :) Anyway, if you like the look of this map and think it will be useful for your server (I'm sure it would be excellent for clan servers, Yavin themed maps are always popular there!) then give it a download! [b]New Textures:[/b] Yes and No, original textures replaced with other default ones! [b]New Sounds:[/b] No [b]New Music:[/b] Yes and No, same as above! [b]Bot Routes:[/b] Yes [b]Game Types:[/b] FFA, TFFA ~Nozyspy~

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931 downloads

Uploaded:06-06-2010

The Tardis

duke_tardis_duel.zip | 6.14 MB

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

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74 downloads

Uploaded:06-04-2010

Tatooine_town

tatooine_town.rar | 4.83 MB

plain block town on Tatooine. The houses are literally copy-pasta, with the same rooms and decor...which brings out the fact that every interior is practically bare and useless, save for tight quarters combat, and the whole atmosphere is monochrome, with barely any distinction between building and the sand around it. Did I mention not a single map object is clipped? Alright, Krisko, I know you're proud that you learned how to map, and you're excited to put yourself out into the public, but it's highly advised that you keep low until you have better control of your mapping capabilities. Communities like http://www.map-craft.com/ or even our own forums can help you develop your skills as you continue to map. Believe me, our community's great advice dwarfs a few lessons on youtube XD Sorry to have to hose ya down like that, but I'm just trying to save you from running away from mapping altogether XD New Textures: Aye New Music: Nay Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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4014 downloads

Uploaded:06-03-2010

Star Wars Episode 1: Duel Of The Fates v3

star_wars_episode_i_duel_of_the_fates_version_3.zip | 40.96 MB

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

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979 downloads

Uploaded:05-28-2010

Cosmos Home Base (Under Construction)

cosmoshomebaseb2.zip | 15.11 MB

EVER: COSMOS! [b]*spits on the floor*[/b] If you couldn't tell, I was joking at a level III rate of sarcasm. Cosmos Boys are alright with me >_> and this clan map they've created is sorta neat. The exterior doesn't quite lend itself to one particular theme, but just sort of explores a bunch of themes, and it's blatantly obvious that these gents ain't finished yet...literally, there's scaffolding and building supplies strewn throughout the map, which I find quite amusing. Anyway, what's this map got so far? Well, we got: - Council Room - Bar - Several Duel/FFA Arenas - A makeshift swoop track for their monthly tournaments. - 3 Accessible secrets.(Technically 4 but one's accessible only through noclip, as the authors admit openly.) - And a...turret...duel room? It's not a bad start, so far. Definitely have all a clan would need to hang about on this map and have some fun. Now seeing as I've spoken with these guys personally, rather than list bugs out for them to read again, I'm going to let you, the masses, know of what's wrong and what they intend to fix. - Doors will have sound. - There is a part of the water that doesn't quite hug the building properly. This too, will be addressed. - There will be additions(cliffs) to make the map seem as if its not floating in the midst of the sky. - There will be cake. All in all, there's a lot in store for future versions of this map, and I'd definitely recommend one to download this, be it they have ties with Cosmos, you like hunting you some secrets, or if you're just for whatever reason crosses your mind. Or the mini-tie fighters... _> I've said too much. [b]*flee*[/b] New Textures: Aye New Music: Aye Secrets to plunder: Aye Bot Support: Nay - Averus Retruthan

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106 downloads

Uploaded:05-10-2010

Force Duel Map

forceduelmap.zip | 1.7 MB

you might find somewhere in the seedier parts of Coruscant or Taris. I am playing Mass Effect 2 at the moment (fantastic game!) and this map even reminds me of some of the clubs you visit, what with the glowing, transparent, neon green wall decorations and the glowy signs. The Aurek Besh characters was a nice authentic Star Wars tough too. I was disappointed that there wasn't any music however, whilst a lot of people probably play their own music during dueling, I think some good map music always adds to the atmosphere and quality of the map. Perhaps something Vangelis-esque or even some Mass Effect music would fit well with the theme? ;) The only other thing I would change is to remove the stone/brick like textures and stay with more metallic textures, since the glowy wall decorations don't really fit with stone/brick textures, but that's just my opinion. Maybe I've just been playing too much Mass Effect.. No, wait, that's impossible! :) All in all a nice little map here, keep up the good work mate! [i]Blasto the Hanar Spectre says; "Enkindle THIS!"[/i] [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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160 downloads

Uploaded:05-09-2010

{ Taspir - $nake Division Version }

taspir_sd_version.zip | 4.65 MB

without any problems. Well, Snake Division didn't do that, but instead, sent their map here. Basically, what you got here is an expanded FFA5, with a few more rooms, some outward expansion to the map, with a volcano, swoop race track, and ship spawns. Don't get me wrong here, I'm not saying: "DO NOT WANT," but I think I should recommend you make this as an MP/FFA5 overwrite instead of a whole 'nother map, as it would help promote newcomers to your server without making them rage over having to download a custom map. See if you can make it happen, or ask around other clan servers, or even our own forums, how to make this happen. I'd hate to see a clan lose traffic just because they walled themselves in a custom map. Until then, Snake Division members/visitors, make your move. - Averus Retruthan

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752 downloads

Uploaded:05-04-2010

Star Wars Episode III Palpatines Rooftop Version 2

episode_iii_palpatine_rooftop_version_2.zip | 17.41 MB

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

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572 downloads

Uploaded:04-26-2010

Rusty Bucket Bay v2

bk_rusty_bucket_bay.zip | 61.92 MB

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

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421 downloads

Uploaded:04-26-2010

Cartoon World

cartoonmap.zip | 4.56 MB

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

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1085 downloads

Uploaded:04-19-2010

World 1-1

marioworld_11.zip | 5.95 MB

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

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489 downloads

Uploaded:04-12-2010

Race For Death

race_for_death.zip | 6.82 MB

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

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1152 downloads

Uploaded:04-11-2010

The Council of Light

the_council_of_light.zip | 1.91 MB

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

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134 downloads

Uploaded:04-11-2010

Bayonetta Prologue

prologue.zip | 6 MB

research if you're that interested. This map is apparently a rendition of Bayonetta's prologue scene, which I vaguely recall seeing in some trailer or some such. Basically, the map sets you in motion, constantly falling off some cliff while riding the remains of a clock tower or some such. Why? I don't know, but it's not a terrible map to duel on, I can say that much. Texturally and architecturally speaking, it's pretty decent. The chunks of rock and tower falling through and the wind blasting up past it give a pretty good illusion of falling into the abyss. I must warn, however, that [b]this map's shaders can conflict or mess up other shaders.[/b] Most noticeably, I saw that it messed with JA+'s main menu a tad, there's no telling what else it might have struck. Other than that, a pretty good homage. You'll know if y'want it, so activate decision machine. New Textures: Aye New Music: Aye Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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376 downloads

Uploaded:04-05-2010

Several Sided Sid's Mos Espa Slave Quarters - Cola-Hunt

several_sided_sids_mos_espa_slave_quarters_colahunt.zip | 4.12 MB

days of spare time in between writing my books. For those of you familiar with the little cans of coke hidden in most of my maps for your searching pleasure, I thought it might be fun to move the cans to new locations and re-release the maps so you can search for them again! Nothing else here is changed (except a poster texture)... so please don't say you weren't warned. Think purely of the fun! There is ONE can hidden in this map. There wasn't a can previously in this map... so there ya go![/quote] You heard the man. Get hunting. - Averus Retruthan

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1728 downloads

Uploaded:03-29-2010

Several Sided Sid's Tantive IV Rebel Blockade Runner v2

several_sided_sids_tantive_iv_rebel_blockade_runner_v2.zip | 6.58 MB

Tantive IV map! Since there are not many changes, let me quote the previous review: [quote]Here we have a new map from Several Sided Sid that I�m sure you will all love! This is the Rebel Blockade Runner, or Tantive IV, as it appears in Star Wars Episode IV: A New Hope and Episode III 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! big grin 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 smile 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! wink 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! stick out tongue ). See if you can find it! Bot Support: Yes New Textures: Yes New Sounds: No New Music: No Game Types: FFA, TFFA ~Nozyspy~[/quote] So what's new? Well, apparently very little. Coke Can locations have changed, some more walls explode, and there were a couple of texture touch-ups, according to the readme. Small updates, sure, but effective ones. If you liked the first version, or if you've never played on the first one, I highly suggest giving this a download! Game Types: FFA, TFFA New textures: Yes New sounds: No New music: No New models: No

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310 downloads

Uploaded:03-20-2010

JKR - Castlevania

jkr_castlevania.zip | 11.59 MB

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

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513 downloads

Uploaded:03-12-2010

Jaggers Birthday Map

extrajka.zip | 25.78 MB

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

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82 downloads

Uploaded:03-08-2010

Marble Mansion

mug_marble_mansion.zip | 940.67 KB

arena is not exactly as nice looking as I had hoped. Why? Well, the description I gave you is pretty much all that was in the map. Even with the columns everywhere, the map feels very empty. Another big caveat is that none of the lighting has any plausible sourcing, which honestly hurts this map seriously because any form of lighting decoration might've made it feel less empty. Now don't get me wrong, for its intended use, it could definitely accomplish something, but as it stands, I don't know if the pretty texture factor would motivate others to acquire this map. I'd definitely say give it a little more life other than columns, and it might just work =_= for all... New Textures: Aye New Music: Nay Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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271 downloads

Uploaded:03-08-2010

Bespin Saber Arena

mug_bespin_arena.zip | 793.43 KB

style arena styled with bespin textures, resulting in quite an elegant result. The arena itself is a simple gray platform with a neat little image of a MUG ( |_|] ) and covered stairways on either side leading to an unopenable door. Surrounding the arena are the stands, adorned with both bench seating and stools much like you see them jedeez sittin on. Accepting my bias, I'll just say it now: I like this map. It's very simple, well-constructed, and has just enough space for what anyone would need it for. It looks believable, to a point(I'd say a ramp leading onto the arena platform would just complete it,)lighting is quite satisfactory, and it suffers from no real detracting errors. This seems almost ideal for clan tournaments, and comes highly recommended to you shouldst thou be looking for something other than MP/FFA3 to enjoy yourself upon. New Textures: Nay New Music: Nay Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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143 downloads

Uploaded:03-07-2010

Cosmos Home Base Duel

mug_cosmos_teaser.zip | 3.29 MB

process, usually to instill such surprise for fun. Expecting some sort of space-themed celestial battle platform or some such, I was thrown off guard when all that I saw was a nice little arena comprised of Yavin textures. It was spacious, open to the elements, and architecturally, was very appealing, despite how much I hate the overuse of Yavin's textures. The essential long-short of the arena is an overlooking structure surrounded by a small moat with some search-lamp torches adorning the corners. I was particularly impressed by the curved grand staircase leading onto the edge of the arena. Now, since this is still in production, some advice while you work on it: - The tiles that seemed unearthed from a position had no place they fit into. I would suggest carving in some place where that tile would have fit into so it doesn't seem like tiles were randomly strewn about. - I'd swap the textures on those boxes. That's usually an elevator platform texture, so it definitely seems out of place with all the stone blocks. - The path of the water flow...well, the water was flowing period. This moat seemed to have no place to process the water's passage, so one had to ask of the rationale there. - See what you can do about that backwall connecting the overlook. The repetitive tile texture is definitely not easy on the eye. Other than that, looking good. I am most eager to see what becomes of the final product =_= New Textures: Nay New Music: Nay Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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1158 downloads

Uploaded:03-04-2010

EUROCORP CITADEL

deurocity3fix2.zip | 89.39 MB

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

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149 downloads

Uploaded:03-01-2010

Sith Cellar Duel

sith_cellar_duel.zip | 4.56 MB

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

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173 downloads

Uploaded:03-01-2010

TPC_v3_mod_Clan_Tork

taspir_power_complex_v3_mod_clan_tork.zip | 1.66 MB

provided to effectively customize the map to their clan's liking. The Tork Clan has done just that. That's about all that need be said. If you are a regular at the Tork Clan server, than your commander bids you ACQUIRE IT. - Averus Retruthan

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56 downloads

Uploaded:02-27-2010

The Duels Zone

the_duels_map.zip | 11.55 MB

Unfortunately, the comb that was run over this map wasn't nearly fine enough. Let's get down to the grit. This map is an FFA map that has been divided up into a series of duel maps. Seven different areas are available, but it's hard to put a name on each of them. They vary from a maze to a roman fighting arena to a tomb on korriban. Players seem to spawn in random places, and each one has a teleporter to a "master" room of sorts. From this "master" room, you can go to any of the other rooms. It would seem that there are NPCs in most of the rooms, and if I'm not mistaken, some of them respawn when they are killed. The idea behind this is great, but it needs a lot of work. The visuals in each area are okay for the most part, but other areas really need some work. Two such places are the hallway with the destroyable walls. They can be destroyed in such a way that other parts of the wall are left floating. This is fixable (and quite easily), and really needs to be. The whole room is also quite bare triangle-wise, though...there isn't much stuff in it. It needs some variation as well. A few other areas were plagued by problems. The "master" room has a couple of very repetitive textures on it. And I mean *very* repetitive textures. Also, the pictures that represented each dueling area were very low-res. They definitely needed enhancement - I'd say quadruple the resolution on each texture. Grainy rooms don't look very appealing, especially when you have to walk into them to move from area to area. One last area that I had issues with. I think it's the one the author referred to as the "Rome Duel". By far, this had the most issues. First off, get ready for some FPS drop if you have a lower end machine, because the outer walls are made of patch meshes (and I still can't figure out why). This is a big waste of triangles - you could save a [i]few hundred[/i] triangles by changing those to brushes. If you're using patches because you need a one-way-wall effect, you can use nonsolid brushwork for the visuals and patches for the physics. Either way, it's a big waste of triangles and really has to go. Second, the archways that teleport you back to the "master" room...they need tops on them. How on earth can you have an arch with an invisible top but a visible bottom? My last gripe, although minor, is that the water doesn't meet the walls. This isn't really a problem, but it gives the room a sloppy feel. The other areas seemed all right to me. The visuals aren't the most enticing things on earth, but they do their job. FPS was good overall, but that's more because of a lack of detail than anything else. Great for low-end computers. My favorite area was the one with the water and sparks under the platform. Those poor reborn never stood a chance... :p Overall, the whole thing screams new mapper. I don't want to discourage you, especially with a useful idea like this - but this comes off as sloppy in many ways. You need to give things some more time and branch out some more. You've got the basics of Radiant down - now it's time to straighten up and treat your creations with care. New sounds: [b]No[/b] New models: [b]No[/b] New textures: [b]Yes[/b] New music: [b]Yes[/b] ~Dretzel

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458 downloads

Uploaded:02-22-2010

Star Wars Episode III Palpatine's Rooftop

star_wars_episode_iii_palpatines_rooftop.zip | 17.16 MB

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

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254 downloads

Uploaded:02-17-2010

Pads Duel

pads_duel.zip | 3.14 MB

room to move around. That being said, this duel maps works perfectly for me! Based on Tatooine, this duel map contains a few buildings in a valley of sand and rock. In the center is what appears to be a small landing pad of some sort. It's large enough for more than just a duel, but small enough to be able to quickly meet your opponent in a duel situation, a perfect combination if you ask me. The textures are well placed, with the exception of what appears to be a missing texture on one of the buildings. I'd suggest giving this map a download if you're a dueler, or if you just like Tatooine. Game Types: Duel, Power Duel New textures: Yes New sounds: No New music: No New models: No

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3363 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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163 downloads

Uploaded:02-12-2010

Sylar's Spacewalk

sylarss_spacewalk.zip | 15.53 MB

overlapping textures, some shaders that don't really seem to fit in, and some deathtraps here and there! The catwalks are bright and slightly transparent, making them a little difficult to see then there are many of them around. To be completely honest, I have seen some JK1 maps that are more visually appealing than this map. That being said, this map's true value is in the gameplay. Wide open areas and thin catwalks for you gunners, wide platforms for all you duelers, etc. If you don't mind the graphics that much, this map can actually be quite fun, and I can imagine it being challenging in a large scale free for all. It isn't so great for small groups and the jumping/landing-impaired, though. I would love to see another version of this map with some improvements, especially if one improvement is changing how those catwalks look... But anyway, enough of my yapping! Give it a download if ya like it! Game Types: FFA, TFFA New textures: Yes New sounds: No New music: No New models: No

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976 downloads

Uploaded:02-12-2010

Back to the Roots

back_to_the_roots.zip | 12 MB

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

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798 downloads

Uploaded:02-09-2010

(Dis)Assembly

1disassembly.zip | 45.31 MB

this Rebel factory and has left it in ruins. My only complaint with this is that if it was a [i]Super Star Destroyer[/i], then this part of the [i]planet[/i] should be... well, no longer there! :P There are three kinds of map, though you only really see two of these most of the time. Firstly; purely functional (as in a clan map or academy map), then balanced (balanced between looks and gameplay) and finally a piece of mapping art (the best looking map it is possible to construct and play in JKA). Generally speaking most maps are either over to the functional or artistic sides I would say, I don't think maps that are truly balanced between the two come around that often. Whilst this certainly makes a good duel map, due to the plethora of platforms and tight winding spaces, as Pande says in his readme, this is more a piece of art. There are a few features in this map which really make it stand out in terms of artistic excellence; the first one is the light, which gradually fades in and out, simulating the passing of clouds overhead. Secondly, you will also notice that the light rays coming through the holes in the roof also fade in and out. Combined with the thick layer of dust billowing around the floors, this creates a very dramatic visual effect. When you combine the visual effects with the level of detail and also that fantastic and moody music (made by Pande himself no less) you have a really nice map to look at. And as I said above, it is also excellent for having duels in, so its not all just about the looks, although players with slower computers may have a little trouble due to the amount of detail and number of visual effects here. One the subject of the music, since it was made by Pande; obviously if you wanted to use it in any way you would need to get his permission first! For all the good bits in this map though, there are improvements that I feel could be made. Whilst the lighting is very good, especially with the sunlight fading in and out, simulating clouds, there is just something not quite right about the overall interior lighting. Its not easy to put my finger on, it just doesn't look quite right. I think the problem is that the contrast between the light areas and the shadows is too great; the shadows are a bit too dark and the light areas look a little bleached out when the light is at its strongest. I just feel that it doesn't look quite natural, I would definitely suggest lightening up the shadows with some extra ambient light anyway. I also think it would be great if this could be expanded into a full FFA map, since the setting of the map just begs for more areas to be explored! Overall though this is a very high quality map from Pande and well worth a download, especially if you love a good duel map! You are definitely one mapper I will be keeping an eye on Pande, as you are continuing to improve your skills! :) [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] Yes [b]Bot Routes:[/b] Yes [b]Game Types:[/b] FFA, Duel, Power Duel ~Nozyspy~

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146 downloads

Uploaded:02-08-2010

Starbase 1138

starbase1138.zip | 3.93 MB

pretty much two primary areas(Three if you count the duplicate:) - Enterprise Class Starship: [b]*keeps hidden under the shield while a thunderous volley of rocks slam into his shield*[/b] So there's two of these things, each one pretty much the exact same. As per the author's notes, they have a bridge comprised of a single chair in a round room, a cramped meeting room , and a teleport room that's missing a JK2 texture on the console. Each ship has VERY little detail in it, other than basic shapes and a single texture draped over the entire ship in both cases. There is also a ...well, since a ship really can't fly out of it, I guess you could call it the ship's anus, that you can jump out of. This region comprises almost the entire lower fuselage, so it's one big empty room. Decent for combat space but still sorta bland and lifeless, which sucks, since I do like the Enterprise's desiiiiHAAAAAAAAGH! [b]*breaks into a dash*[/b] [b]-=A horrendously vandalized Church of Star Trek narrowly missings crushes Averus as it is dropped from the sky.=-[/b] Eesh =_^; Well, then. The next area: - Star Base: It's mostly just a large collection of circular platforms copy-pasted in a circle around a larger circle with a rectangular building in the center of it. The building stands out a bit, but there's not much to it. Just an empty room with a single jump pad that can propel you through a ...water pipe of sorts to the roof. There are a couple neat--HAH V_v; [b]*watches in shock as his tower shield suddenly burns up, noting two dumpy looking stormtroopers with still-smoking E-11 barrels*[/b] =_=...[b]*pulls out the Famas and burst-fires them both*[/b] HEAAD SHAWWTT =_,= Ahem..so, I did notice that the author did include two functions that allowed you to seal blast doors on the star base building, and a "pit" which I discovered was actually an X-wing deployment post. Hit use on the console nearby, and then drop on in. Not a bad deal I'd say. All in all, I'd say this map wasn't exactly a magnum opus, but from what the author put in his readme, it obviously wasn't intended to be. Either way, I can say this review's officially over, and this should mean no more Star Trek haters attacking me... =_> ...[b]-=A heavily cloaked figure drops down from the balcony above, a scarlet blade erupting from its hand.=-[/b] ..Excuse me. [b]*pulls saber staff out from behind him, an orange blade extending from either tip*[/b] New Textures: Nay New Music: Aye Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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173 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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569 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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1165 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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617 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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437 downloads

Uploaded:01-25-2010

JKA Battle of Caretan

jk3_carentan.zip | 3.97 MB

to find multiple reference screenshots via google and also a top down map shot. From these screenshots I can see that it is a pretty good replica of the CoD2 map, with both the textures and architecture being very close. Bit I was most impressed with the layout, that, bar a few differences, is very similar to the layout of the original CoD2 map. The one major difference is the entrance area which in the original was a kind of dirt road I think, whereas in this the same area is more of a walled off garden which definitely doesn't look as authentic to the original map or what the real life area would have been like. This map is fantastic for gun FFA players since it has some narrow winding streets and plenty of buildings to hide in, fight in and snipe from. There are a few demolished walls here and there and a nice semi-demolished house that must have been hit by a bomb or shell. The level of detail in the map is fairly simple, but that isnt really a bad thing in this case as that usually fits better with a hardcore guns FFA type map. A few suggestions I would make as to improvements though are the following: [*] Make some more natural looking terrain for the grassy areas, since they look a little too angular at the moment. [*] Don't forget to place a wedge shaped brush covered in the system/noclip texture over your stairs so you don't get that annoying bouncing up and down when you walk up them! Doing this will make walking up the stairs nice and smooth. [*] Work a little more on the lighting, perhaps using a sun entity as shown in this excellent tutorial. [*] Some custom WW2 themed music would be cool! [*] Bot support would be a big plus on a map like this. Overall though this is a cool map, and like I say, brilliant for all guns FFA's! If that is your kind of thing, or you were a fan of the original Call of Duty 2 map, then be sure to give this a download! :) [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 ~Nozyspy~

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1198 downloads

Uploaded:01-21-2010

castillo del clan gf

castillogf.zip | 8.7 MB

that to the sides and behind where I was, I could see the edges of the map. This one likely won't be one I find to be too big and empty! There is a grave in one corner of the map, rocks in the middle and other side of the edge of the map, with some weapons nearby. There is a large and rather blocky castle-like structure. Inside it is a large courtyard-type area. One wall has a picture that seems rather pointless to me on it. There's also a small jail, some small rooms leading to stairs that lead upward, and a door that teleported me to a small hall with a bunch of person rooms for the clan members. On the side of the castle is a small body of water. Across it is an island with a tree and the entrance to the sewers. At this point, I got completely lost, ran into a dead end, and got killed by the letters "GF" floating in the air at the end. All the textures seemed to be quite simple, but not too bad. Everything in the map is pretty blocky looking, but otherwise I actually liked this map. It didn't feel too big, and the clan related stuff wasn't too much. It might be worth the download if you value gameplay over graphics. If ya want it, you know what to do! Game Types: FFA, TFFA New textures: Yes New sounds: No New music: Yes New models: No

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551 downloads

Uploaded:01-17-2010

Siege BoC Source

siege_boc_source.zip | 4.2 MB

Battle over Coruscant, FFA - Battle over Coruscant and BoC Duel Observation Deck. Obviously some know-how with regards to mapping is needed to be able to open and understand these source files, but as long as you have some mapping experience you shouldn't have any trouble! :) However, for these source files to work fully, you will need to also download Norman's Battle Over Coruscant map! Also, don't forget to read the readme for further instructions. Remember though, don't copy or use any of these assets in your own mods. If you wish to do anything like that you [b]must[/b] contact Darth Norman for his permission first! You can of course find his contact information in his readme. Here is a chance to learn from one of the great masters of JKA mapping! So if you want to learn some new skills, or are just curious as to how Norman actually makes his great maps, then you will definitely enjoy looking through these source files! :D ~Nozyspy~

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320 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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163 downloads

Uploaded:01-07-2010

JK3 Dust

jk3_dust.zip | 1.67 MB

version and since I also reviewed that last version, it makes sense to paste in that previous review here, since it should cover this map just fine as well. ;) [quote] Here MageC brings us his latest map, also a CTF map, entitled JK Dust. Now the title doesn’t really give any clue as to what the map will be about, so I was very curious to find out more. Upon having a look at the readme it seems that this map may have something to do with Counter Strike: Source, but since I have never played that game I don't know what the relation is. Anyway, let's continue on into the map. The map is very maze like, and feels very much like city streets, or perhaps some huge industrial complex. However you cannot jump over the walls or buildings, since there are clip brushes in the way to stop you. This makes it all the better for CTF games, because it means you have to try and find your way around the map to the other teams flag, you cant just jump over everything. Personally I think the layout of the map has been well done, there a few open spaces, and some roofed over spaces, making lots of passageways and such, which are fun to explore. At either end of the map is of course the flag bases, which are obvious from the change to colour coded textures and lighting. At each flag base you will find all the weapons you will need. Each base has a couple of ways to get in. They aren't too much of a bottleneck and have strategically placed cover, so you won't be mown down by blaster fire as soon as you go through them. But they are placed in such a way to still make it challenging, just not [i]too[/i] difficult. A tough balance to strike on a CTF map, but I think MageC has done it very well here, so well done mate. :) Now, onto the part I liked the most. ;) Both bases have a control panel nearby. When used this control panel fires a volley of blaster fire into the main entrance into the base, sort of like the shuttle does in Jedi's Home v2 when it fires into the big doorway. This doesn't provide an unfair advantage though, because it is a reasonable distance from where the flag actually is, and there is still a second way in. This feature means some interesting tactics can be used in your base’s defence. There are a few things I felt could be improved upon though. For one I think the map needs some more detailing, perhaps some pipes here and there, or maybe some tanks that explode when you fire at them. Also whilst having all the weapons in one place at your flag base is convenient, it is still much better to spread them evenly throughout the map. This is because having all the weapons in one place means the huge barrage of fire from rockets and other explosives makes it difficult and very frustrating to enter the base to capture the flag. This is something that also comes up on siege maps, where there are too many members of the assault or heavy weapons groups covering one small doorway. You get a huge bottleneck where it is very difficult and frustrating to get through to your objective. All in all though a really good map here, one that I especially like because it reminds me of my favourite CTF maps from when I used to play a lot of CTF in JK2! ;) So good job here MageC! If you guys like the look of this map, or like the CTF gametype (though the map is also available in FFA) then I encourage you to download it! [b]Bot Support:[/b] Yes [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Music:[/b] No [b]Game Types:[/b] CTF, FFA ~Nozyspy~ [/quote] Well, there we have it guys! Unfortunately, unlike its predecessor, this map does not have bot support, which is a little disappointing, but nothing too serious. One other thing that I also must point out is that this map doesn't have a levelshot, which is really something I think maps should always have. Its good to see a JK2 map like this, which is excellent for FFA's and CTF's converted over to JKA by its original author. Also be sure to look out for the other maps by Mage C which should be reviewed soon! :) [b]Bot Support:[/b] No [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] No [b]Game Types:[/b] CTF, FFA, TFFA ~Nozyspy~

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1626 downloads

Uploaded:01-04-2010

Expedition

expedition1.03_jka.zip | 71.09 MB

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

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6783 downloads

Uploaded:12-14-2009

SJC The Palace of Jabba the Hutt - Map Pack

sjc_jabba_1.zip | 71.03 MB

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

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469 downloads

Uploaded:12-08-2009

KOTOR Ebon Hawk Prefab

ebon_hawk_prefab.zip | 6.21 MB

the Outer Rim - something most ships claim to be. But, as I have never played the games not buying them for the computer nor buying them for the XBOX yet, I can't really say. The internet is littered with pictures of this thing though, seriously. Doubt it's appearance? Look it up. Most people have probably already gotten friendly with it, so they probably know the appearance quite well. Anyways, putting aside all the dilly dally small talk, let's just get right on to the juicy part. This is, as the title obliviously states, a prefab addition for your beautifully crafted levels. Strapped for time? Can't make your own look as good as this? This looks very close to the actual thing. It lacks an interior, however, so just expect to be looking at the outside. It has its own textures, they aren't very good however. I recommend putting your own on if you're going for the spot on look. Enjoy. ~Authuran

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551 downloads

Uploaded:11-27-2009

Multiplayer Role Player 2

mprp2.zip | 24.88 MB

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

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130 downloads

Uploaded:11-20-2009

shaftduel

shaftduel.zip | 15.95 MB

around the base of the beams and a hollow center so deep you can't even see the bottom, a center that will most certainly bring about your demise should you fall. And of course, all Bespin themed. That is this map. Normally I am not a huge fan of duel maps, but I love any map that promises death if you misstep. It looks well made, I found few issues with anything except for the fact that there is only one way to get to the duel pad at the top, one single air vent to blast you up. There's also the fact that contrary to what the level's name may imply, this level can not be selected in the duel modes, which is a bit disappointing, but not a huge deal. Either way, it's a great duel map! If ya like it, give it a download! Game Types: FFA, TFFA New textures: Yes New sounds: No New music: No New models: No

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153 downloads

Uploaded:11-13-2009

Midair 2

26midair2.zip | 720.58 KB

Why, attacking opponents in midair, of course! Really fun to spawn a bot, and launch a bunch of homing rockets at it while it is flying up and down through the small level. Only a matter of time until one hits and the rest follow! Simple, yes. Effective, yes. Fun, yes. The only issue I had was the lack of new music, or any music at all, for that matter. Give it a download if ya wanna try a different way of gunning (Or sabering) your enemies! Game Types: FFA, TFFA, CTF New textures: No New sounds: No New music: No New models: No

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417 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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315 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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1656 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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3289 downloads

Uploaded:11-10-2009

Double-Cross on Nar Shaddaa

dfii_ns_double_cross_sp.rar | 35.74 MB

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

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374 downloads

Uploaded:11-08-2009

Arkham Asylum

25arkham.zip | 22.29 MB

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

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594 downloads

Uploaded:11-03-2009

Malevolence

malevolence.zip | 11.71 MB

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

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1206 downloads

Uploaded:11-02-2009

Labyrinth -Halloween Special- JKA EDITION

halloween_labyrinth_jka.zip | 16.36 MB

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

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1064 downloads

Uploaded:10-28-2009

Eurocorp Syndicate Airship

eurosyndicate.zip | 85.32 MB

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

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13 downloads

Uploaded:10-26-2009

The Duel Zone

duelzone.zip | 3.9 MB

central nexus. Whilst we're on that subject, let's cover the nexus. Upon entry, you're greeted with this ABRUPTLY BRIGHT WHITE LIGHT @_@; holy crap, was it painful at first. Before you are a series of racks loaded with a large repetitive selection of every gun and ammunition set known to JA. On each side are textured squares you'll clamor to that go to separate themed rooms, one for each duelist. I'll name them off in a quick fashion: - A hoth textured duel arena with a rock bridge suspended over an icy floor - A bespin-ish map with a series of spinning wheels..O_o kay - A large yavin-textured pool area. - A korriban themed, lava chamber with floating platforms to jump upon Each area has an elevator that leads you back to the nexus area. Most of these areas are very blocky, being mostly just large squares. Otherwise, very little variation, save for the effects in each area and the textures. It's a good start, but if you intend to expand this map @_@; for the love of our eyes, don't make that nexus room all white. New Textures: Nay New Music: Aye Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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42 downloads

Uploaded:10-26-2009

Merc War

merc_war.zip | 4.12 MB

the design is.. complicated. It's hard to explain. It's made of dirt, regarding the texture, so I wouldn't expect dirt to hold up so well against laser fire. But it does. The overall design of the map is bad. First of all, [b]there's no light[/b]. No excuse for not having light in a map, with [i]extremely[/i] little exceptions. Second of all there's many missing textures, which will unfortunately so appear as obnoxious grey and white tiles for the unaware. Third of all, some of the brushes don't even match up. That's right, some of them are just floating in midair, like if this was the force unleashed and I was gtkradiant using telekinesis on the all the staircase brushes simultaneously. The brush layout is not so good, the boxes with the turrets in them are made of a thin wall of dirt yet somehow manage to be invincible. Gameplay is very limited in this map. Other than taking some untextured tiny alleyways around the map, there's no way to get to the other side. It looks like that in the picture, yes. But for some unfathomable reason the blue ground in the middle kills you. Don't ask me why, it just does. It renders the areas for shooting the other team useless, as there is no way they can get across without jetpack or force jump. So you can't shoot incoming enemies. There's also no objectives really, there's two sides, and they both have little buildings filled with alcohol. Maybe that's the objective, look at they enemies alcohol since you can't really do anything with it. In conclusion, the idea of this map is unoriginal, the way the author planned out the architecture is original, the way the architecture is constructed is bad. I hope you improve upon this map in the future and release a v2. Enjoy. ~Authuran

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1378 downloads

Uploaded:10-24-2009

Nar Shadda Landing Zone 17

landing_zone_17.zip | 23.57 MB

of the particpants on Map-Craft.com forums. Starting with a single, untextured room with a rough design and no obvious draws to any particular style of planet in the SW universe, the first 'reciever' was asked to expand the room, add to it, and texture it. Start a style, in other words. But, they only had a week, which meant they could not go too far and leave too much of a mark. The map was then passed on to a second participant who then expanded with their own imagination ontop of the work of the first. And so, through 8 participants, a map was born, overseen by Pande (who made some last minute bot routing and map changes :D) heavily scripted by the final participant, NAB622 (on top of/modifying previous scripting done in the map previously). The entire idea of the map, from the begining, was to stuff as much detail into a small duel map as possible, and I think the team duly succeeded. From floor patterns to machinery to lights, this map is stuffed full of stuff to look at. And thanks to serious scrutiny by members of the team, no area is left unoptimized or not hinted. You can be sure of maximum FPS possible in the map while playing. :)[/quote] You've seen it here folks. A map, by not 1, not 2, not 3 authors, but [b]8[/b] people worked on this map! It was definitely worth it, too. And... on to the review. You know what this map reminds me of? Doctor Who. The orange lights, rusted metal, platforms and pipes all make me feel like I'm in one of their stories, it's so eerie. An abandoned station, a deserted depot, the lights on, waiting for none. According to the authors, the map really isn't set to a theme, but y'know, I like to set one anyways. On the technical part, the map is full of detail. Every brace, indentation, ridge, and panel is coming out right at you, none of those textures that make it look 3D. 100 hours of work and it has really paid off. Texture quality is amazing, I didn't see any that were blurred or stretched, it's obvious you can tell that they really did a good job with that. Each room was different from each other, meaning that the whole map isn't just a repeat of every aspect. One on side of it, you've got rusted metal, orange lights and catwalks. On the other side, you've got sleek and shiny black paneling, and intricate shapes. The feeling of walking around this place is, as I said earlier, eerie. The music is chilling, it's dark, and it's like you're just waiting for something to jump out at you. It's still, but there are things such as flashing lights and smoke that give it that tiny little effect like it's in motion, it'll give you the creeps if you play this in the dark. The map's design was very professional and unique. Notable details and various spaceships make it feel like it was developed by a big-budget developing company. Only downside is that the item placement is bad. In the FFA version, I can only find 2 guns in the entire map. Yep, that's it. All in all, this map is definitely worth a download to check out. The only bug I could find is when you destroy the benches, pieces of them are left behind, floating in midair. Very good for a fan of suspense, and oh yes, enjoy. ~Authuran

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567 downloads

Uploaded:10-23-2009

Malachor V - v2

malachoriv_v2.zip | 13.36 MB

chopped out of the final game, leaving many bugs and quests which you couldn't finish properly. [url=http://www.team-gizka.org/]Team Gizka[/url] is a KotOR 2 modding team that is attempting to restore as much of the content as possible that was removed in an effort to make the game play better. When they will finally finish and release that mod, nobody knows, but its something to look forward to for KotOR fans! Here today though we have a little piece of KotOR 2 in our very own JKA, the Trayus Academy on Malachor V! :D JamyzGenius's mapping skills are progressing nicely and he has made a pretty good representation of the Trayus Academy on Malachor JamyzGenius here. I wouldn't say that it is a replica of the original KotOR level (though I could be wrong), but it has the main features, including the Trayus Core, which was where the climax of KotOR 2 was played out. The various corridors and rooms do look like the ones from the KotOR 2 level, including the grey texturing with those red lights on the floor and walls. There were a few areas in these corridors where the wall brushes did not appear to be aligned properly, allowing you to see through the gap into the void causing the HOM (hall of mirrors) effect. This is definitely something that needs to be fixed for next time around. The overall architecture of the map was good, but a little simple; I would have liked to see some more architectural detail in the map, especially at the Trayus Core itself, which didn't quite look like its KotOR 2 counterpart in architecture or scale. One thing that needs fixing in the Trayus core room is the room itself, which is so huge that the game engine actually culls parts of the walls because they are so far away from the player. This definitely needs to be fixed for next time, since large portions of the exterior walls disappear when you walk into this room, again creating the HOM (hall of mirrors) effect, since you can see the void. Despite those annoying little areas where you get the HOM, overall the map is pretty well built. Although custom textures are always preferable in a map like this, JamyzGenius has done a fantastic job of using base JKA textures to give the look and feel of the Trayus Academy and the result is pretty effective! The layout is somewhat sprawling however and coupled with the low lighting it is easy to get a bit lost. I would definitely suggest making the lighting a little brighter. Not a lot brighter, since that would spoil the Sithy mood of the map, but just a little lighter so it is easier to find your way around. Lastly I would suggest working a bit more on some of the doors, specifically the ones that open into four pieces. The problem is the sections of the door don't all open at the same time. To fix this what you need to do us select all the pieces of that door in Radiant and then open up the entity window for that door by pressing the N key. Then put in the key box 'team' (without the quotes) and then in the value box put a name for that door, like 'door_one' (again without the quotes). Add that to the list in the entity window and when you get ingame, all the sections of the door will open at the same time! Despite the few flaws here and there, this is overall an enjoyable and pretty well built map. I certainly enjoyed all the glowy lights! ;) If you are a fan of the KotOR series or Malachor V and the Trayus Academy in particular, then you may enjoy this map, so give it a download! Keep up the good work JamyzGenius, I look forward to seeing more of your maps! :) [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] Yes [b]Bot Routes:[/b] No [b]Game Types:[/b] FFA, Duel, Power Duel ~Nozyspy~

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2887 downloads

Uploaded:10-22-2009

SJC - Naboo Crystal Sanctuary

sjc_naboo_sanctuary.zip | 44.18 MB

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

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698 downloads

Uploaded:10-15-2009

KYRPG

kyrpg.zip | 13.66 MB

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

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187 downloads

Uploaded:10-12-2009

Old Rebel Base

oldrebbasev2.zip | 5.29 MB

they're not really rebelling against anything... anyways, no offense to the author, but this map is pretty bland. Yes, I understand you haven't been doing this since time existed but still, read a few tutorials, learn how to spice things up. Notably: [b]1. Lighting[/b] - thank god this map actually had some, but it was very bland, and one could mistake it for not having any at all. [b]2. Colors[/b] - the poor lighting combined with the dull, flat textures makes for one map visually unpleasurable for the retina. [b]3. Lack of detail[/b] - yeah, trust me, I know it seems like a pain making a brush out of every crease but trust me, in a small map like this it will be totally and completely worth it, instead of using a flat texture. [b]4. Music & weapons[/b] - I found neither. Both would be appreciated. Fix these and this level will stand above average. Other than that, download if you are interested. Enjoy. And I know there are no screenshots, but that just adds to the [i]mystery.[/i] ~Authuran

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910 downloads

Uploaded:09-16-2009

Hoth Temple

hoth_temple.zip | 21.92 MB

down the giant 'dogs'. Well, you're on it, and in an RP. Can I say this is good? It's... acceptable. I really didn't like it, but it's a first map. An RP is a hard thing to do for a first map. Ya gotta have your balance, your entertainment, your sleeping and living quarters, places to hang... all the stuff. This map does an ok job of it. You spawn in a valley (on Hoth) and there is a ship nearby. It's useless really, just there to show that you actually got there somehow instead of just magically atomizing there. Anyways, you walk or run or drive or fly or launch across the canyon and end up at some runway. Yeah, I don't know either. You go into the beginning of the runway and then you're teleported inside the Hoth Temple. Exploring through the hallways, you will come across your typical rooms such as bunks, library, training, etc. And... that's it. This is to play with your friends on, not spend 10 hours exploring. The whole thing just lacks detail. I'm sorry, but the only detailed part I liked was the canyon and the jungle training room. Others were just square walls and floor with an object here or there. I suggest adding things like pillars, and instead of just slapping textures on a surface try to do it in 3d. Meaning if you have something like a stone wall, instead of putting a stone wall texture on it actually.. build a bunch of stones that look cool and in 3d O.o Also make more rooms. I was seriously disappointed by the lack of things to do in this map. It would be grand to have more rooms, interactive features. A couple textures here and there are missing, might want to look into that. The doors open in a funny way. Also, try to have it make more sense. It's not really logical to just randomly spawn in the middle of the valley then teleport via signpost to a room, which you then have to walk into the actual part. Guns, too. I couldn't find any guns. So, download if you enjoy this! Huh... that's pretty obvious. Oh yeah, ENJOY, mortals. ~Authuran

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217 downloads

Uploaded:09-13-2009

One Slip

one_slip.zip | 6.79 MB

looks bad, because it doesn't - it just doesn't have a whole lot of stuff in it. Basically, the entire map is a large octagonal framework of thin pipes, suspended in the middle of a black fog. As the title suggests, one slip and you fall to your death. There are pickups for the DEMP 2 and the Wookiee Bowcaster scattered about, so if you have guns enabled, everyone should be falling like flies. There really isn't a whole lot more to say. It's an interesting idea, and if you like the sound of it and want a quick match with someone, here's one way to do it. New textures: [b]No[/b] New sounds: [b]No[/b] New music: [b]Yes[/b] New models: [b]No[/b] New scripts: [b]No[/b] ~Dretzel

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470 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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1756 downloads

Uploaded:09-07-2009

[CONTEST] Taris Landing

taris_landing.zip | 13.16 MB

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

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5274 downloads

Uploaded:09-06-2009

[CONTEST] Horizons of Taris

tarishorizons_mace.zip | 36.63 MB

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

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2781 downloads

Uploaded:09-04-2009

[CONTEST] Amock Hangar T-31

78amock_hangar_t31.zip | 33.99 MB

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

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113 downloads

Uploaded:08-28-2009

Space Bound

space_bound.zip | 2.13 MB

combination of brushwork, shaders, effects and ambient audio is more elaborate than we'd usually see from a newer mapper. This demonstrates a degree of initiative, aptitude and non-lateral thinking which shows promise. Technique is easier to learn, creativity not so much. Unfortunately, we gotta move from praising that nice centerpiece of creaive expression, to pointing out (and troubleshooting) a small myriad of errors. The most obvious problem you'll notice when loading the map is that the wood texture used for the teepees and paths is missing. Unfortunately, that one wasn't a baseja texture. Now we've all forgotten a texture or two in the past, so let's not dwell on that fact. Okay klorrel, let's give you some troubleshooting tips. [b]A:[/b] To prevent fall damage on a surface (such as the floor in your pit escpae route), encase the brush inside another brush made out of the 'cushion' texture, located in the 'system' folder of Radiant's texture browser. [b]B:[/b] Caulk is a pink shader also found under 'system', which renders any surface it's applied to as invisible. It's good practice to caulk all surfaces that the player won't see; in fact, using this to prevent weird overlap on transparent surfaces is a must (example: the windows in this very map). [b]C:[/b] I found some small z-fighting in the map. Z-fighting is where two textures occupy the same space, and they flicker while 'fighting' to determine which is displayed. Avoiding this is simple, just make sure never to have two brush faces overlap each other. [b]D:[/b] Surface Inspector. This is a useful tool accessed within Radiant by selecting a single surface, and pressing the S key. The inspector can be used to precisely align and manipulate textures on a surface. There are a few spots in the map where this would have helped greatly, it's a good skill to learn. [b]E:[/b] Compiling. I notice that this map has been released only after a -meta compile, which is a mistake. -meta is a basic test compile that does not process any lighting data, which makes maps just bright and, I daresay, actually rather ugly. Your maps will be much improved if you take the time to add lighting and do proper compiles. These two tutorials may well be of interest to you - [url="http://www.richdiesal.map-craft.com/tutorials/gc101lsn6.html"]Basic Lighting[/url] and [url="http://www.richdiesal.map-craft.com/tutorials/gc102lsn2.html"]Compiling[/url]. [b]F:[/b] Skyboxes. I can tell with a glance that you created your sky simply by adding sky textures to surfaces, which has created this static "painted" sky. For a real sky, as you'd see in Raven's maps, instead select each surface which is intended as a sky panel and apply the skybox shader (that blue square with the word "SKY" written in it). As a personal gripe I'd like to note the inclusion of pre-spawned NPCs in the map as a critique. NPCs are horribly, horribly broken in JA MP, and pre-spawning them is not always the wisest of ideas as only so many NPCs can be spawned before a server crashes. Not only that but they get in the way of actually using the map. Well, if there was anything else to point out, it's slipped from memory. Here we have another sample of work which demonstrates the progression of a fairly new mapper - if anyone else has any feedback, I'm sure it would be much appreciated by klorrel. -Mikouen [b]Bot Support[/b]: Nope [b]Custom Audio:[/b] Unfortunately, yes. [b]Custom Textures:[/b] Used but not packed. [b]Supported Gametypes:[/b] FFA

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934 downloads

Uploaded:08-24-2009

Battle on Mygeeto BETA

siege_mygeeto3a.zip | 27.51 MB

wasteland rock in which Master Ki-Adi-Mundi led the Galactic Marines on a siege against the CIS in the [url="http://starwars.wikia.com/wiki/Battle_of_Mygeeto_(Clone_Wars)"]Battle of Mygeeto[/url]. Raining fire upon the planets Confederate bases located on the hillsides of mountains, the Marines rushed to storm the outposts, the sound of firing and death screams echoing through the walls, the consoles blasted with Clone helmets hanging off, the doors blown off their hinges, mangled droids crawling through the halls, the Clonetroopers lining up in the morning to march to their victory... This particular map is a command post, set on Mygeeto. Now that the blissfully unaware people might know what it is, I can get down to the juicy part. No run of the mill siege map, the idea is that the enemy is attacking a crucial Republic base on the mountains of Mygeeto. Your objectives: Bring an ATST into the base, destroy the core, and do numerous attacks on the infrastructure. Fun? I'm kind of split on whether it's fun or not. Read on, mortal! To delve further into the map, I will write my opinion on the content.... now! Please shift your eyes to the right

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463 downloads

Uploaded:08-19-2009

Arena of Saint Fire

aosf.zip | 1.55 MB

we look at this map we see a dark room that's not too cramped but not too big either. On the side of entrance we have doors, but seeing as this is a duel map we can't really open them, instead we simply spawn in front of them right inside the room. On the other side there are two statues of dogs that look like ones that would belong to a nasty, evil Sith. Between them there is a small set of stairs that lead to Sidious-like statue holding a rock dish with fire. Left and right sides of the room are filled with three columns respectively on each side with torches between them. The map plays quite well as a duel map, however it could use a bit more light, when fighting with a few bots during testing, sometimes I couldn't see them unless they turned the lightsaber on. All in all it's a nice, climatic duel map that will surely take a nice spot in every Duel-Mode fan's Base folder. Please submit some of your beloved and precioussssss bandwidth. -Schrödinger

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56 downloads

Uploaded:08-18-2009

Duel Fall v2

duel_fall_v2.zip | 205.48 KB

another skinny box, filled with skinny boxes. Surprisingly though, I was rather touched by it. On one hand I see poor execution. Poor texturing, uncreative weapons layout, and 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[/quote] So what has changed since last time around? Well firstly there have been some textural changes so now the various platforms have different textures and stand out much better, on the down side though some of the textures just don't fit and there are just too many different kinds. There are also various platforms and sections of floor that will actually destruct when you jump/fall on them, which could be rather nasty if you already have low health! Some of them even bob up and down! As Sared said in his review, the overall concept of this map is very interesting, and with some more work this could really turn out to be something cool. My thoughts are though that the map needs to be a little less deep, it is so deep in fact that you can't see the bottom of the pit since the engine just wont draw it because it is so far away. I also think the platforms could be laid our a little better for ease of travelling both up and down the chasm and there are also a few platforms with missing textures. I would also like to see more time spent on the looks and architecture, maybe making the walls look more natural and rocky and turning the various platforms into features in their own right by adding more detailing. Overall though a good concept here, but it definitely needs some more work. I look forward to seeing what v3 might be like StarGateSG_1! Oh and one last thing, I definitely wouldn't recommend attacking your enemies with cheeseburgers, generally speaking I don't think they do much damage. Unless of course you count having a massive heart attack due to the amount of fat and other stuff in them. :P [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Music:[/b] No [b]Bot Routes:[/b] No [b]Game Types:[/b] Duel, Powerduel ~Nozyspy~

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308 downloads

Uploaded:08-17-2009

Solarwind Carbon Mine

solarwindcm.zip | 26.63 MB

(haha fart joke) is quite dark. Infact so dark you can't even see the ground. So it's hard to make out details. There's some... junk scattered a bit around the raised area that I do not know is there for. Dueling? This is an FFA map. I guess it would be good for FFAs. This map comes with its own theme: [quote]Almost 1,000 years ago a great Sith Lord came to Bespin and conquered the last of the wastelands and built huge citadels on the barren deserts, and great temples and carbon mines to extract the crystal ore to power the Ion Generators. In this time we prospered and made great advances in science and use of the force. Then a dark time came to us. The Ancient Sith Lords grew strong and sent their armies to fight the few Neutralists who were left on this ravaged place to take our power and ore. We were weakened by our neutral power which had not been activated for nearly 5,000 years. We had no need, we could absorb the dark and light and use it to energize our race. Then, a final, and tragic battle ensued and our planet, located nearly 3,000 galactic pulses from Bespin, was destroyed. The few of us escaped in small stapods and ended up on an abandoned outer carbon mining facility called Solarwind. Here we have been, alone, without contact or help for so long ![/quote] A dark theme for a dark map, fitting. But this still doesn't explain.. what's that flying black orb?? Interesting map. The architecture serves the purpose of the map decently, although it is a bit blocky. This map comes with a few vehicles, and a rancor. That's it, really. Enjoy. ~Authuran

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650 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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764 downloads

Uploaded:08-15-2009

Hidden Beach

hidden_beach.zip | 5.16 MB

standards for both, I guess. The "look, don't touch" type of maps I mentioned, have their standards, a map which serves purpose only to enhance the visuals and look a certain way that our brain would be delighted in. So, you could say art? That would mean that mapping is an art, which it completely is. But, as is most visual art, there is exceptions. Did M.C. Escher make his drawings look beautiful? Yes, but they were more than a waterfall, or a staircase. They had an extra value to them, which this map contains within its pee kay three. This map serves more than a map just to look at. The duel, one of the most practiced forms of combat since the beginning of combat itself. A beautiful form of expression, to inflict pain upon one's enemy. The expression of getting within the control of your surroundings, to take advantage of the mind itself and strike the opponent with a fierce, deadly instrument of pain. Which in this case is a lightsaber. And by duel, I mean jumping around bashing the left click on your mouse. Which is what most duels are in this game. It is understandable, however. The Quake 3 engine does not allow for facial expressions to match the controller, nor does it allow personal feelings to be expressed on your character's body, may it be sadness, injury, shame, contempt, you name it. But on the bright side, this Quake 3 engine has a good combat system implemented by the spiritual entity commonly known as Raven Software. In this combat system, you can take advantage of the perfect strikes of the lightsaber, in a duel mode to face off against your common opponent, much like the known Kumite *HIYA*. What is a Kumite *HIYA* you ask? Well, according to The Boondocks, that is a death match held on a far away island. Which is similar to our JKA duel gametype pixel things.. But that's enough talk about dueling. On to the actual map. This map is set in a small cliffy area, complete with a beach, river, and bar. The beach is peaceful and quiet, set upon the open water, which is not really so open considering you can go so far and then be stopped by an invisible wall. But it is hidden, in a small little zone, so there is the comfortableness factor. It is shadowed by a... staircase! :0 But it's what the staircase leads to. A raised cliff area, containing a bar and a river, which is quite loud concerning its size. The map, although not the best, is one heck of a piece of eye candy. The beach is serene with a dock containing small torches, adding a touch of ambience to the hideaway. The wood texture is used nicely, making some sort of a rickety old staircase which perfectly matches the theme of nature. The river runs curved along the outer edge, leading into the cliff, which features holes that line shines through to the area. There is also a bar put in, randomly I suppose, I can't imagine who would want to maintain a bar in the middle of nowhere. The door is locked by the way, so don't expect to be going out (or in olol). In conclusion, this map is a nice, serene area, perfect place for a duel in which there is no distractions, and plenty of environment to hold your stand against your enemy. Enjoy. ~Authuran

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175 downloads

Uploaded:08-14-2009

SNES Mario Kart Battle Arena

mkbattle.zip | 1.22 MB

imagine going from city A to city B that's 2 miles away if you take the straight road, but taking that trip by a detour which makes it 10 miles. That's how accurate this map is, sadly. The skybox is the same as on Yavin IV, which doesn't go well with the map, while the map itself is just big, gray "texture" that is simply filled with gray painbucket and a few rectangular shaped bricks in different colors that are supposedly track lines. There are a few swoops spawned randomly here and there (In the place of Karts, I presume). Overall, it's well... a bad map. But if it's your first map OmegaSigma, then atleast you're learning how to make maps. I suggest getting more experiance with Radiant and when you feel you've got enough, then you could redo this map as a V2. Remember that you can't stay fully true to the original on the graphics side because people don't want SNES-like graphic on Quake 3 Engine (which JKA uses). Anyone who still thinks this map will have any use for him/her, then you can always submit your bandwidth. -Schrödinger

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283 downloads

Uploaded:08-11-2009

Bramble Gambol

bramble_gambol.zip | 12.3 MB

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

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269 downloads

Uploaded:08-10-2009

YavinBattle

yavin_battle_v2.1.zip | 6.37 MB

looks like it would be a bit too easy to capture the enemies flag on this map�but look again. There is a river flowing through the middle of the map, which is easy enough to get over, but then there is also a bridge in the middle with force fields which can only be de-activated from a bunker on one side of the map. This bunker is protected by pre-laid trip mines, so be careful where you walk! Once you get across the river, the have to get into the enemy�s fort, which isn�t as easy as you might think. The front gate of the fort (which can only be opened from the inside) is guarded by a blaster cannon, as is the main building in the fort, which are activated via a control panel in the bunker which contains the flag base. The walls of the fort have loopholes so the defending team can fire at any attackers, and the tops of the towers along the walls have useable blaster cannon emplacements. That�s not all though! One feature I was especially impressed by, and which I think is a very clever way of utilising different types of gameplay was the AT-ST�s. The thing is, you cannot actually access your own AT-ST! First of all you have to destroy the enemies shield generator, which then de-activates the shield infront of the building housing your AT-ST. This is a very clever gameplay twist I think and this was a great idea! There is one other twist to the gameplay, there are traps in the ground that can be �built�. These take the form of pits with spikes in the bottom, presumably as another defence against the AT-ST�s, however, as yet I have not been able to figure out how to activate them. :/ The environment is very well planned and it looks great, especially the waterfall which looks both well made and natural. At least in my experience with them, it is pretty tough to make waterfalls look good, but this author has done an excellent job I think. As far as improvements go, I guess one of the most obvious things to me was that inside the main building in each base the lighting was rather too strong and it kinda bleached out all the shadows, which doesn�t look quite right. Also, this map could really do with some bot routes. But, that said, considering the complexity of this map, bot routes would be very difficult to make. Other than that I really cant think of that much on this map that could be improved, it�s a really solid, well made map that also looks and plays well.[/quote] Not much has been corrected, just some bugs which are probably the ones mentioned in the above paragraph, and something called class, huh, dunno what that is. Enjoy. ~Authuran

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651 downloads

Uploaded:08-07-2009

Jedi Academy BETA Siege Map Pack

jkasiege.com_2fer_beta.zip | 31.15 MB

[b]two[/b], count 'em two, siege maps to play with in the meantime. In the meantime, you say? Yeah, dats right fool, because this is only a BETA. 5 more maps to come. In the words of Borat, Wow wow wee wa! [b]Base Assault II[/b] Hmm, how can I describe this map... well I'll say that it's sort of a mixture of Japan-style architecture with Star Wars-style warehouses and 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 :P [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. All in all, this is a great mappack, and more to come o.O so watchout for that in the future. Also I should mention this comes with a Tardis or something ; if I can gather what little information I know about the SyFy channel, it's from Dr. Who, and I think he uses it to fly around, or go back and forth in time or so. These are betas, too, so they might have a bit o' problems here and there. Keep it up, p1ng! ~Authuran

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65 downloads

Uploaded:08-05-2009

Decepticon's Cybertron

cybertron.zip | 2.28 MB

loosely based off the 2007 video game. the map is mostly unfinshed and bland, due to lack of knowlage in photoshop or any other texturing programs[/quote] The author is aware that his map is not the best and I applaud you for that sir. It is a lot easier to point out suggestions for the creator if the creator is aware of his/her mistakes. And here we goooo. Cybertron, the home planet of the Transformers. You know, those cars that turn into robots? Don't you wish you had one? This planet once may have stood proud, yet due to war there is no power, which I assume is what makes the Transformers live, because their robots! That's pretty obvious. I guess power to them is like what food is to us. Imagine a world with no food, and everybody died. I guess that is what this map is about. On to the architecture. The architecture, as I previously mentioned, and you probably read about a second ago, is... decent. If this is the authors first map, then you have dun well. Most people start off with just squares, and floating squares. But but but but but but I tell this to alot of people..... LIGHT. Yes, I said light. Some people are going to say "Autuhran!1 What r u stupid or somthing? This map has light!" If it had light, it would have shadows. The underpart of things such as bridges and platforms would be a dark color. Trust me, every map needs light. That is just like... essential. If a map doesn't have light it looks goofy and unnatural. Stretch your textures, too. For example, you have a rock, or a rock wall. You apply a texture to it. But it looks like a million of them all formed together into a tiny grid. This is why you need to use Surface Inspector to stretch it, which is why it looks good in singeplayer, because Ravensoft stretched it. Therefore it gets rid of the repetitiveness, and looks a hole lot better. I'll just leave the explorin' for you peoplez this time. Enjoy. ~Authuran

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472 downloads

Uploaded:08-02-2009

Calc's Desert City

desert_city_calc_beta_3.zip | 27.55 MB

most importantly it made great usage of the game scripts. This map brought me right back. There is a beauty in simplicity found here that you don't see very often. Not the most complex or in-depth architecture, but a solid design all-around, and great usage of scripting and placement. Lets get one thing strait, this is a big map. Surprisingly so considering a mere 23 meg pk3. I shed a tear when I finally gave up and used noclip to get around the map faster. Don't do what I did kids. Stay in school. Take the time to explore this map fully and you'll grow a fond appreciation with it the longer you look around. Almost like being re-introduced to an old friend. The basic story (as seen in the readme) is this: Years ago CalcProgrammer1 started making this map, starting with the 'PC Land' area. He bought a Wii and over time, lost interest in mapping, and subsequently lost all of his source files. Now he's approaching it all with a fresh mindset and decided to hammer this out for us. I'm not going to give you a full description of each and every area (this map really is worth the time it takes to explore), but I will cover some of the highlights that stood out to me. Form: Small town, lots of empty buildings. Lots of freedom to make it 'your way' using Lugor or another mod. The detail in simple, little things stands out and adds depth to different parts of the map (the rafters in the gym for example). The detail in 'PC Land' is painfully beautiful, from the fans to the GPU to the CPU, heat sink, hard drive, memory, ribbon cables...everything. It gives you the feeling that we are all playing around in CalcProgrammer1's digital world inside his computer (ReBoot anyone?). There is always some little bit you haven't seen yet. Just when you've seen 'it all', you find another door or another room or hallway or building or something. Function: Scripts are your friends. They really are. Doors function (mostly) reasonably, and elevators don't crush you when you screw up. There are even vector thrusts used in the swimming pool (the diving board and ladder) as appropriate (because we all know how annoying it can be to jump out of water). Simplicity: This is not a fancy map. What this IS, is pre-meditated design that accomplishes what it sets out to become. It is fun. Plain and simple. With roomy spaces being roomy and cramped spaces being cramped. Since I still have to criticize it, I'll leave it for here: No custom music. Sure, its un-needed for this sort of map, but I think just a touch of ambiance couldn't have hurt, particularly if it was set by area. Blocky geometry is easily overcome by incredible lighting and well-shaped items, but in one or two places it sticks out. Not a major concern. Humor. The TI-86 OF DOOM. There is some great little funnies spread around, and it could have used a little more without going over the top. Again, not a major concern. Skybox. There is one room (great for duels) that features a sort of starry motif around the walls. I think that one or two portions could have been replaced by a night sky skybox with railing without taking away too much. While the lighting in-doors is spectacular (and colorful!), the whole 'topside' is really dark. Honestly my biggest complaint is that I couldn't find the hidden 'daytime' switch to switch the map. If you find it, let me know! Again, I can't say this enough: resist using noclip for as long as you can. Explore this map with your friends and I promise you will have a good time. -Sared P.S. I will not use /blowup on doors, func_rotates, or players. I will only use it on NPC's. I will not use /blowup on doors, func_rotates, or players. I will only use it on NPC's. I will not use /blowup on doors, func_rotates, or players. I will only use it on NPC's. I will not use /blowup on doors, func_rotates, or players. I will only use it on NPC's. I will not use /blowup on doors, func_rotates, or players. I will only use it on NPC's. ......... Bot Support: No New Textures: Yes New Sounds: No New Music: No Game Types: FFA Overall rating: nine out of ten sour patch kids, and a cold can of Dr. Pepper to wash it down.

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119 downloads

Uploaded:07-26-2009

Sandcrawler Prefab

auth_sandcrawler.zip | 25.94 KB

have any idea how to use Radiant, so I'll just go by the screenshots and the author's word on this one. The prefab uses base Raven textures (Which, gathering from the readme, the author doesn't like at all) and consists of both an interior and exterior. From what I can see in the screenshots this seems to be a very simple, basic prefab. It is rather blocky and the textures are simple and repetitive; I'm feeling like a ton more detail could be put into this if the author tried. Still, if you just want a quick sandcrawler for a map then feel free to go ahead and use this. ~Laam'inui

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127 downloads

Uploaded:07-19-2009

ATAT Prefab

atat_prefab.zip | 20.84 KB

If you back out the tube connecting the cockpit with the body, you will see a control station that opens the hatch to let snowtroopers out. That is pretty much it. I DID NOT get to compile it so i have no clue if the door or the misc_weapon_shooters work.[/quote] An ATAT prefab, this will be useful for people who want to construct... stuff that this prefab will be handy with. Now personally I don't like it much and I'll tell you why. First of all, those effects and the environment you made in the editor is totally unnecessary, because all people are going to need is the model. Second of all, I don't much like the architecture, because well, simply, it looks like it ate too many wampa burgers. And by that I mean its chubby. And sort of small. The textures are also repetitive and there needs to be more detail on the inside, rather than just a box. If you do a v2, make it taller and longer, look [i]closely[/i] at pictures and detailed drawings of it so you can construct it more accurately. Put more detail on the inside and outside, like boxes and cables and such. Also, remove the unnecessary shaders and effects you put in, so there is just the model. ~Authuran

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30 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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1242 downloads

Uploaded:07-14-2009

New York

new_york_map.zip | 103.07 MB

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

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11222 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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177 downloads

Uploaded:07-13-2009

Black and White

black_and_white_v4.zip | 2.34 MB

map is fiendishly simple and effective; make a sniping map that is just flat black and flat white and provide a flat black skin to go with it. The result? The ultimate test of your sniper abilities! Obviously you wont be able to see a flat black skin against a flat black background, making finding and tracking your opponents incredibly hard, unless of course they stray into the flat white area, in which case they stick out like a sore thumb! This map is of a medium size; big enough for a medium FFA, although it is probably better suited to a small FFA to make finding your opponents more difficult. It has numerous ramps and walkways and different types of cover. Importantly no force powers are needed for this map, since the only areas which require you to jump, have jump pads for that purpose. I must also compliment the choice of music (which sounds like something from the Bourne films), since it fits perfectly with the theme of this map! The only bug I encountered was related to these jump pads; on one of the jump pads that catapult you from one side of the map to the other (right at the top of the walkways) there seemed to be a miscalculation in the path of the jump. Meaning that it shot you into the side of the opposite jump pad, bouncing you right back off and into a nasty fall, rather than catapulting you onto the opposite walkway. Apart from that small but somewhat annoying glitch, this map is a fantastic example of an original idea come good. If sniping is your thing, then you will like this map! I hope to see this map on servers soon! :D [b]New Textures:[/b] No [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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179 downloads

Uploaded:07-13-2009

Imperial Factory

impfactory.zip | 1.63 MB

introduction map with a few twists. Standard square room after square room, connected by less-than-square hallways and doors. Right off the bat I noticed non-collision objects (namely chairs and benches) which was in sharp contrast to the collision-enabled ships parked in the various hangers. I don't know if there was one reason or another, or if he simply forgot to tag those models before compiling. There are various and confusing doors placed in the level. One area has Push/Pull enabled doors, but another section/hallway has two doors both linked to the same toggle. Little confusing when you are trying to make it through the hallway quickly. Despite its simplicity, the hallways and rooms had just enough rooms that I think a healthy smattering of weapon placement would actually improved it quite a bit. I would hope to see a future version with some sprite effects (sparks/flames), some moving conveyor belts, and some correctly aligned textures. Keep batting! -Sared Overall rating: five out of ten tacos.

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144 downloads

Uploaded:07-13-2009

AT-RT Prefab

atrt_by_yhuthosa.zip | 11.08 KB

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657 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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91 downloads

Uploaded:07-11-2009

Tram Prefab Version

tram_prefab_v2.zip | 414.34 KB

two of a previous tram prefab. Now I have no screenshots to see nor am I a mapper so I cannot vouch for the quality nor the changes of the release, however judging by what the author says it is drastically better than the last. If you need trains in your map then give this a shot. ~Laam'inui

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149 downloads

Uploaded:06-22-2009

Skyhopper Prefab v2

skyhoppers_v2.zip | 898.97 KB

accuracy is pretty good, but the detail and texture selection could be improved. Unfortunately, that's all I can say about this file, since it's a prefab. I don't doubt that mappers could find a use for these. Enjoy. ~Crazy

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143 downloads

Uploaded:06-15-2009

THUG Tampa Party Boat

party_boat.zip | 4.63 MB

off of one of the levels from the Tony Hawk’s Underground game. Basically this is a boat with some skating stuff on it; quaterpipes if I presume correctly and some speakers and such. A cool feature on this map is that if you run up to the ramps they will push you into the air. You can even do some tricks, minus the skateboard of course! Although the perspective is wrong, I was nevertheless quite impressed with the skybox, since it fits well with the map. If the perspective issues could be fixed and the water blended in with the skybox a bit, it would look even better. This was one of the main things that I think needs to be working on. Other than that I would like to see the boat, and the rest of the map made a bit larger, since it is rather cramped even if it is supposed to be a recreation of one of the levels from Tony Hawk’s Underground. I must admit I am rather surprised at the idea of having a skate park on a boat, what happens if you misjudge a trick and fly off into the water?! Well, I guess the landing would probably be a bit softer than concrete, so long as there are no sharks in the water of course. :P Overall a decent little map here. I look forward to seeing more from you mate! If you guys like skating, Tony Hawk’s Underground, or just like the look of this map, be sure to give it a download! [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] Yes [b]Bot Routes:[/b] No [b]Game Types:[/b] FFA, TFFA, Duel ~Nozyspy~

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124 downloads

Uploaded:06-13-2009

Abandoned Old Republic Factory

orfactory.zip | 278.23 KB

mainly due to the big room full of conveyor belts! What the factory makes however, is not revealed! That is left up to our imagination. This is a fairly small map, which I would say is suitable for a small to medium sized FFA of around 6 players. Although I also think it would make a good duel map due to its reasonably small side and multiple levels. Access to the conveyor belt level is gained through jumping through a glass section in the floor of the main room, which is apparently a throne room of some sort, judging by the throne on the far wall. For some reason smashing glass is one of my favourite things to do when playing a game; if there is glass in a level I feel the urge to shoot at it or otherwise throw something through it. Thankfully this doesn’t extend to the real world though! [b]*Evil chuckle*[/b] Obviously being a new mapper, the author is still learning and I hope with some more time and experience he will come back and make a v2 of this map using his improved mapping skills! Here are a few things I think could be improved or changed. [*]Try and add more detail to the map, as I always say, some pipes, control panels pillars and other bits and pieces really fill a map out and make it more realistic. [*]Since this is an FFA map, try and make it a bit larger, perhaps with some more rooms, like a power core room for example, which powers the factory. [*]Don’t forget to add some music to the map! Music makes a lot of difference to the feeling of the map. [*]If you need any mapping tips or help, don’t forget to check out our modding forums; accessable from the menu to the left under ‘The Community’. Or you can try the [url=http://www.richdiesal.map-craft.com/]RichDiesal’s mapping tutorials[/url]! All in all not a bad map for someone who is new to mapping, keep up the good work mate, I look forward to seeing more from you! :) [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Music:[/b] No [b]Bot Routes:[/b] No [b]Game Types:[/b] FFA, TFFA, Duel, Power Duel ~Nozyspy~

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411 downloads

Uploaded:06-09-2009

God Of War Chain of Olympus Map

gowcojm.zip | 3.82 MB

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

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2138 downloads

Uploaded:06-03-2009

Chalmun's Cantina

chalmuns_cantina.zip | 42.92 MB

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

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815 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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70 downloads

Uploaded:05-20-2009

Meeting Room Prefab

meeting_room_prefab.zip | 2.21 MB

not choose to employ when engaging in the art of tri-dimensional cartography. [/quazi-smarty] :P Unfortunately, while the concept was good, the execution was poor. A room such as this shouldn't be more than 40 brushes for the layout, but somehow, the author managed to create this room with more than double that. In addition, there is no clear sign of -proper- texture selection. Unseen walls aren't caulked, the sky isn't actually a sky shader, and every brush has exactly one texture, meaning that the elevated section of the room uses exactly one texture. And trust me, the texture being used there isn't meant to be used for floors. So overall, it's close, but no cigar. I suggest lots of practice, and seeking advice from 'da boys' over [url=http://www.map-craft.com/]Map-Craft[/url]. [i](They would be listed as an affiliate to the right, but Darth G, the head admin over there, has been inactive lately...[/i] ~Crazy A

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280 downloads

Uploaded:05-12-2009

Hoth Duel

hoth_duel.zip | 9.34 MB

landing platform in it. It's just the right size for a duel. There are two versions - a day version and a night version. I've always liked nighttime maps - the contrast looks great and the lightsabers cast a bright glow about them. :) Architecturally, these maps are just a little bland. Most of the brushwork is square shaped in essence. The landing pad could definitely use a little work, but otherwise, it's not bad. For a Hoth map, it's about what I expected. Take a look at the screenies, and make your decision! New textures: No New sounds: No New music: Yes New models: No New scripts: No ~Dretzel

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137 downloads

Uploaded:05-05-2009

Cas (CrypteV2 - By [HCF]Athanor)

cas.zip | 1.85 MB

Author's own words, I'd say this is a first map. Warning bells should be sounding for miles around by now. If they aren't, clean your ears. The concept behind this map is a tomb that has been sealed up. Within this tomb is the coffin (which is missing its body due to there being a large hole in it), a rather small chapel, and a somewhat larger temple. You would think the chapel and the tomb are one in the same, but no. They aren't. All the architecture I could find has the mark of a first map (or early alpha stage of a non-first map), and while that might cause some sympathy, it is drowned out by the fact that the Author broke Sacred Rule #1 in the ancient art of mapping: Don't release your first map. However, some people are not aware of this rule *cough*, so I'll be nice, and give some general advice to the Author, and any aspiring mappers out there who happen to read this far into the review. First and foremost, don't release your first map. If you find you are having trouble getting the hang of things, then extend this rule to your third or even fourth map. Next, start small. Concentrate not on making a map, but making details FOR a map. How? Doodads! Make an elevator, or a light post, or a control station. Something that doesn't require massive work, but still gives you good detail experience. When you're ready, go larger, making things like room interiors for use as prefabs, basic maps, and building exteriors. Lastly, If you ever find you need help, don't be afraid to ask! There [b]are[/b] people out there who will try to help you and won't laugh at your map. Places like [url=http://www.map-craft.com]Map-Craft[/url] are a good place to start. Well, that's all for today, children. Run along and download now. :P ~Crazy Assassin New Textures: Yes New Sounds: No Bot Support: No Gametypes: FFA, TFFA, Duel [i]P.S. --A note for the Author: It is not recommended that you include the .map file in your release unless you are fine with open source.[/i]

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419 downloads

Uploaded:04-24-2009

lv_426's Duel Map Pack

duelmappack_v1.zip | 7.57 MB

which contains four maps; [b]Yavin Temple Rift Cavern Korriban Duel Korriban Lava Duel[/b] These are fairly small duel maps, even by duel map standards, but they pack quite a punch when it comes to atmosphere as you can see from the screenshots below. So, lets have a look at each one of these maps in turn. [b]Yavin Temple[/b] Personally I think this is probably my favourite map out of this pack, there is some good architectural detail in here and the architecture does indeed look like Yavin. The Korriban style hanging lamp does look a little out of place however. I think this, along with the Rift Cavern map is one of the most atmospheric maps too, with the fire stands and the deep brooding reddish lighting. I do feel that this map could have been somewhat bigger though, as it is a little cramped, and there is not much room for jumping around. Although some duellers would prefer it if their opponent isn’t jumping around like a rabbit on steroids! ;) [b]Rift Cavern[/b] This is probably my other favourite map after Yavin Temple. This map is really exactly the opposite of the Yavin Temple map, with the deep blue Rift style lighting and the very vertical nature of the map. There is a big drop below you, and a very high ceiling! You have to be careful not to fall off the narrow walkway though, never mind the fact that part of it crumbles away if you step on it! This definitely makes for an interesting area to duel in. As with the last map, and indeed all maps in this pack, I would like to see it expanded more, as it is very small, even for a duel map. Perhaps some more walkways, maybe even on multiple levels would be cool. [b]Korriban Duel[/b] This is a fairly simple Korriban themed map, basically a round room with a walkway in the middle and pools of water either side. The layout of the map itself is pretty good for duelling in, but I would definitely like to see some more detail in this map, especially architectural detail such as some columns for instance. If you want a more dangerous version of this map, then just look below! [b]Korriban Lava Duel[/b] This is definitely my preferred version of the two Korriban Duel maps. If you thought it was a little odd to have pools of water on a Korriban map (a planet which is a volcanic desert) then do not fear, for this version has [b]lava[/b]! Yes that’s right, this has plenty of everyone’s favourite deadly hot, glowing liquid! This definitely hots things up (if you will forgive the terrible pun) when duelling since you will obviously want to avoid falling in! A nice touch her was that there are frequent little eruptions of lava which sport up occasionally just to remind you that you will be cooked if you fall over the edge. ;) As I said for the other version of this map though, I do think it could do with some more architectural detail and perhaps being made a little bigger also. [b]Also, do beware; all of the lava spurt effects play at the same time when you first start the map, and the noise that goes with them is very loud and can make you jump out of your skin if you are not prepared![/b] Overall though, a good map pack here! I am sure you could have some excellent duels on these maps, although as I said, I do think they could be a bit bigger and perhaps more detailed. Nevertheless though, good work here lv_426, and I look forward to seeing more from you! :) [b]Yavin Temple[/b] [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Music:[/b] No [b]Bot Routes:[/b] Yes [b]Game Types:[/b] Duel [b]Rift Cavern[/b] [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Music:[/b] No [b]Bot Routes:[/b] Yes [b]Game Types:[/b] Duel [b]Korriban Duel[/b] [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 [b]Korriban Lava Duel[/b] [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 ~Nozyspy~

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902 downloads

Uploaded:04-24-2009

Moo Moo's Lasertag Arena

lasertagarena.zip | 11.05 MB

was; [b]“MY EYES! MY BEAUTIFUL EYES!!”[/b] However, after playing around on this map for a bit, my reaction turned to; [b]“Whoa, hey, this is cool!”[/b]. If you look at the screenshots below, you may have a similar reaction! This map is [i]very[/i] glowy, as you can see. The whole place is filled with glowing transparent fortifications of various kinds, along with ‘emergency lighting’ style strips on the floor and walkways which show you where the edge is so you don’t fall off, which is useful because the rest of this map is incredibly dark. I am presuming that this map is modelled after a real Laser Tag arena, and the photos I managed to find on Google seemed to support this. I myself have only ever been to the ‘Laser Quest’ arena at the Trafford Center in Manchester (England, of course), and that wasn’t really quite so glowy as this! Nevertheless, as some of you probably know by now from my previous reviews, I love glowy stuff! That isn’t the only reason I love this map. It is very reminiscent of the movie Tron in its style and also Darth Norman’s Jumpspace map that I reviewed three years back (almost exactly to the day!). Man I feel so old now! :eek: Ehem, anyway, moving on… I am glad to see that this map has CTF support, as the fact that it is laid out in two halves, with red glowy things on one side, blue glowy things on the other with some neutral green glowy objects in the middle, makes this a perfect layout for a CTF map. Even though it also supports FFA and Team FFA. There are some great areas for gun battles in here, especially the ramps leading up to the walkways, which are protected by staggered barriers that look like energy shields. As I said above, the ‘emergency lighting’ style glowy strips along the edge of the walkways, and around the doors both look cool, and stop you walking into the wall or falling to your death! A cool extra that has been included is a custom skin to go with the map. The skin is covered in glowy green lines, which definitely remind me of Tron. Of course, the skin also has red and blue variants for when you are playing a team game. Yet another extra is that there are some files contained in the .pk3 which change your blaster bolts to a green colour, presumably to fit in with the colour scheme of the map and make them look more ‘laser like’. A nice little touch there! As much as I like this map though, there are some things I think need working on. As far as the map structure goes, it is very well made and looks good, however, the pipe like areas where you spawn do look a little bland. I think some ring like supports running around the inside of the pipe, or maybe some different textures would look good. Also, the framerate can get rather low when you look out across the entire map, which I guess is down to the huge amount of glowy things in the map. Turning your dynamic glow off should help with this, but the map wont look nearly as good! So, lets round up a few pro’s and con’s. [b]Pro’s[/b] [*]Good layout for team games, especially CTF. [*]Lots of glowy things! The map really looks great with dynamic glow on! [*]Good use of strategic defences [b]Con’s[/b] [*]FPS can drop quite a lot when you look out over the entire level. [*]Some areas are a bit too dark and it is easy to get a bit lost in these places. [*]The pipe areas where you spawn could do with a bit more detail. Overall though, this is a really cool map, and definitely one of my favourites out of the recent maps I have seen! Keep up the good work Moo Moo! :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, TFFA, CTF ~Nozyspy~

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888 downloads

Uploaded:04-21-2009

Multiplayer Role Player Level

mprp1.zip | 11.38 MB

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

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816 downloads

Uploaded:04-17-2009

True Mandalorian Clan Map

tmcmv3.zip | 22.78 MB

Modders, add "Mandalorian" to the title of your mod even if it has nothing to do with them; it will get them reviewed faster!) Kidding of course. >_> Apart from the title, though, this map bears really no similarity to Mandalorians and probably just references them because that is what the clan that this map was made for is named. A bit disappointing to a die-hard Mando fan like me, but I'll continue on... somehow. ='( _> Right. I'll actually review it now. The map is a good attempt but falls short in a number of areas which honestly make it too difficult to play or enjoy. First off the map is very poorly constructed. Every single area is confusing and hard to get around, and they aren't really worth getting around anyway. The map is riddled with bugs such as crackling fires that can be heard across the map at an even volume and lifts with confusing triggers. These problems are only compounded by the fact that for a large portion of the map you can barely see where you're going. The actual "Valley" is so dark that I had to crank my brightness up just to see what was there, which wasn't much. The architecture and texturing is repetitive, blocky, and not very interesting to look at. There are a lot of areas present, from the valley to some sort of space station to a weird dojo-ey area. What you do to get to the space station I thought was pretty neat: you have to hop into this big speeder-ship and press a button, and then voila! You appear in the hangar of the station in said ship, almost as if you flew. The other parts of the map are not so easy to get to, unfortunately. The only way I found the majority of the map, aside from the valley and Space station, was by noclipping around. People generally like to be able to find their way while playing. >_> All the areas do have some nice parts though, such as bars, bedrooms, and bathrooms (the bathroom had the cool feature of being able to close the bathroom door while you're in there). This map could have redeemed itself by [i]not hurting my eyes[/i]. Yes. This map actually made me shut my eyes and look away multiple times. The reason for this? Horrible, horrible FPS. I can play Crysis on High settings and yet I join this map and my usual 70 FPS drops to 10 or 16. The horrendously low FPS just kills any playability that it could have had. I don't know how other large maps keep their FPS at a steady, even rate but you should try doing what they do. Whatever that is. =_= There is one saving grace, however, which comes in the form of the music. The map features several tracks from, correct me if I'm wrong, the Halo 2 soundtrack. Martin O'Donnell is an amazing composer and his music adds back some of what was taken away by all the problems in the design and implementation. In short this map had a good idea behind it but the execution was really botched up. My advice to the author is to try making a new map but focus on the quality and optimization aspects instead of the "I wonder how much stuff I can cram in here!" aspect. ~Laam'inui

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2327 downloads

Uploaded:04-17-2009

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

tc_timon_2.zip | 19.4 MB

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

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2133 downloads

Uploaded:04-17-2009

Inferno

inferno_v1.0.zip | 34.54 MB

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

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702 downloads

Uploaded:04-11-2009

RPG Carida Academy

rpg_carida.zip | 9.81 MB

their characterization, and the actions succeed or fail according to a formal system of rules and guidelines. Within the rules, players have the freedom to improvise; their choices shape the direction and outcome of the game.[/quote] In case any of you were wondering what an RPG is. >_> Roleplaying maps are my favorite type because, well, I'm a roleplayer! How about that? I've reviewed a few RP maps in the past and most of them were somewhat lacking in the... pretty department. It seems that roleplaying mappers just find a map and shove in as much RP content as possible without trying to make it look all that pretty; fortunately that's not the case in this map and the mapper has managed to make a military base, something that COULD have been a bunch of ugly gray boxes everywhere, into something pleasing. You start off in a courtyard of sorts with a landing pad and various consoles and whatnot. On the landing pad is the much beloved Republic Gunship, but this is no ordinary gunship brush. When walk into the gunship's hatch it teleports you to [i]another[/i] landing pad with the same gunship and a very different looking planet. The first is swampy and this is sandy, but each is tied together with the gunship. The use of the gunship to travel back and forth between two parts of the map is a really neat mechanic and makes you feel like you're being dropped off for a mission or were just ferried back to base. The two parts of the map are a military base and a scary warehouse that looks perfect for urban combat. The warehouse has very nice lighting and a really dark atmosphere, but something I noticed was that while the lighting was good, it was still not coming from a source. Try adding some lamps into your next update. The warehouse contains a bunch of old boxes and shelves and the occasional prefab-barrier that looks like it was set up as a defense. It's pretty easy to imagine going in with a squad of soldiers and storming the building. The other half of the map is the military base and it is a pretty nice looking base. It has everything from lobbies to offices to firing ranges. There's even a firing range for normal weapons and then a firing range for long ranged (Sniper rifle) weapons. Every officer's office looks very nice and a few of them even have lobbies outside of them. The barracks might be my favorite part of the map with long rows of bunks with cool cyan lights shining at their heads; there's even a door that leads to a shower room, though there's no toilets anywhere which confuses me. There's also a medbay and several conference rooms as well as a storage room with plenty of weapons to pick up. The base layout was a bit confusing, though, so it would be nice to have maybe some holographic signs or something to point people toward the room they want to go to. The map makes extensive use of Inyri's KotOR models and not only does it add an air of familiarity to the map, but it also makes it just look so much nicer and more varied instead of JK3 boxes. The music on the map is the track "Prologue" from the Republic Commando soundtrack, which I love; "Prologue" is my favorite track from any Star Wars game by far. It fits perfectly with the map as it feels militaristic and has both ups and downs to it. A few improvements could probably be made in the next version, though, such as fixing a few misaligned brushes (I saw one on the sand-planet-landing courtyard place. In the wall.) and fixing up a bit of the lighting. The base's lighting just seemed too boring and bland. I also think a bit of interactivity could be added now that the main structure has been added and maybe a bit more eye candy could be thrown in to make it even prettier. Overall though this is a very solid map and I recommend it to anyone who needs a good roleplaying map. ~Laam'inui

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226 downloads

Uploaded:04-09-2009

Duel_ezrium

duel_ezrium.zip | 1.14 MB

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

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1421 downloads

Uploaded:04-08-2009

Sith Temple

sithtemple_blueninja_v1.zip | 9.82 MB

very unusual mix of both Sith, Gothic and slightly Fantasy themed architecture. I’m almost expecting Dracula to come sweeping down from the rafters as much as I am some Sith minion! Though the mix of different architectural styles is unusual, the author has managed to mesh them all together very nicely, so that nothing in the map looks completely out of place. I for one, loved those vaulted ceilings, very nicely made indeed! One other area that I particularly liked was the library room. It is very similar to the Jedi Archives, except of course, instead of being all nice and blue, glowy and modern, this is filled with leather bound books and burning torches. This map is a pretty decent size, so there is plenty of room for an FFA, though I would say that it isnt really suited so much to full time clan use because it doesn’t have the standard clan features like a council room, duel rooms etc. It would, however, make a good RP map I think, as it is very atmospheric and has plenty of interesting locations, like a prison area for example, where you can lock up and torture your Jedi prisoners, if you are so inclined! The texturing was also an interesting mix, with dark Sith-y Korriban textures and lighter Jedi Rift textures together. Although you would imagine the two wouldn’t go together at all, again the author has done a good job or meshing them together and preventing them from looking out of place. Another interesting mix was the music, which is a nice classical track, which kinda gave this map the flavour of a fantasy location, perhaps something out of Lord of the Rings or Harry Potter rather than Star Wars. That’s not a bad thing though, since I said above, the author has picked a track which also works for a Sith themed map, preventing it from feeling too out of place. There are some things I think need to be worked on though, as this map has huge potential and definitely deserves a v2 made. One big issue I found was that some areas are just too dark, especially around some of the staircases, which means it’s not easy to tell if you are going in the right direction! I think perhaps an ambient light value of 10 in the worldspawn would help lighten up those very deep shadows a bit. I would also like to see some more areas, perhaps some duel rooms and a council room or something similar to make it more usable by clans, because it has great potential for that kind of map. Lastly, I really think some bot routing would be good, although that might be difficult considering some of the features in this map (such as the fire jets, which propel you down one of the corridors!). All in all though, I like this map and I think it has a great deal of potential as both a clan themed map and an RP map, as well as being a generally fun map to explore, but I do think it needs a bit more work in places. Keep up the good work mate! :) [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, Duel ~Nozyspy~

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441 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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1058 downloads

Uploaded:03-21-2009

CCT Spaceships

cct_spaceships.zip | 2.1 MB

some effort into this. There are a total of four versions of this corvette, with the differences being in number of seats, cargo space, and a door for said cargo. The exteriors for each variant are identical, with the exception of said door for said cargo. (Have I said 'said' enough, yet? :P) [b]Variant 1[/b] A 24-seater transport with minimal cargo space. Good for personnel or soldiers. There are a few things that could be improved, though. First, the texture selection. As a troop carrier it would make sense, but not as a civilian transport. It needs more carpeting and a luxury-ish feel for that. Second, is the seat configuration. Usually, a troop carrier has the soldiers along the wall, with space in the middle for small vehicles (This ship would need a door in the center of the floor to fit one). Also, I don't know about some people, but I'd find it uncomfortable to be facing someone while sitting in this kind of setting. I suggest flipping and moving every other row of seating so it's more like a commercial jet, as opposed to an old-fashioned train from the early 20th century. Overall, a good setup, but it doesn't quite fit the role I see this ship in. [b]Variant 2[/b] An 18-seater, with 12 of those seats along one wall, in the same configuration as above. The other six seats are up against the opposite wall, in traditional troop-carrier style. This variant offers a little more room for cargo than above, but it still doesn't quite fit the role I see this ship in. [b]Variant 3[/b] A 12-seater, with the seats along the walls in proper troop-carrier fashion, resulting in plenty of space in the middle. It isn't quite there, but it's close to the role I imagined. [b]Variant 4[/b] A 3-seater, with a large door in the middle of the floor. (Hey! That rhymes!) Apart from the three seats, which are up against the front wall, the entire interior is given over to cargo space. Far from the role I imagined... All four variants come with a cockpit containing two seats. The window setup here is rather ingenious. There are also two control panels that control slightly-overpowered turrets on the wings. :P Overall, an excellent job. Now here's what I imagined for the role that this ship would play: Take variant 4, remove the cargo and the 3 front-wall seats, import the seats from variant 3, and add a small vehicle-crane to the ceiling and centered over the door. The result? A fast-flying dropship that can deliver a medium-sized squad along with a scout vehicle to the battlefield with ease, efficiency, and relative safety. Yeah, I'm a sci-fi vehicle connoisseur. :P ~Crazy New Textures: No (Used one from Raven Bonus Pack) New Sounds: No [b]Warning: These ships were created using GTKRadiant 1.5! Opening them in 1.4 will result in errors![/b]

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505 downloads

Uploaded:03-15-2009

Industry

pande_industry_v_final.zip | 13.75 MB

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

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236 downloads

Uploaded:03-06-2009

Arena

arena.zip | 1.72 MB

quite well, since the floors are separated by an elevator. Basically, it's a medium-large hollowed box with two floors, and an elevator going between them. Simple to explain, but the visuals make it more interesting than that. There are some pipes on the bottom floor, and some glass walls blocking the walkways on the top floor. There are also several columns supporting the upper floor. One thing I would definitely change is the resolution of the loading screenshot. It should be a higher resolution. Also, a few randomly placed misc_models would add some nice eye candy. And of course, change the shape of the room to something other than a square. Overall, this first map shows that the author has a grasp of the basic elements. I'd like to see some more in the future. :) ~Dretzel

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1249 downloads

Uploaded:03-01-2009

Shadow Moses Island

shadowmosesisland.zip | 4.48 MB

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

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145 downloads

Uploaded:02-28-2009

Jhey's Complex

jheys_cfinal.zip | 4 MB

author's first release, though probably not his first map. Good, he knows rule #1 about mapping: Don't release your first map. This map features two levels, with a large stairway in the center. The lower level features a few boutiques, a ground-level vista, bar (What map DOESN'T have one? :P), and a small lounge. The upper level features an entry way, a food-court-that's-not-really-a-food-court, a loungish area that's smaller than the lounge on the ground level, and a high-vaulted ceiling. Of all the features listed, I'd say the lounge and the vista were the best. The boutiques are built well, though the electronics one has a distinct lack of iPods. -.- In all honesty, this map is too small to be an FFA map, so I recommend playing it on duel. Bugs. Yep, this map too, I'm afraid. Fortunately, they're few and far between, so I'll just post a list. 1. The side windows in the vaulted ceiling are missing a few wall edges, so they lack the proper depth. 2. There was some z-fighting in the entry-way to the mini-lounge on the upper floor. 3. No weapon spawns! (I even checked my server config to make sure they weren't being disabled.) Yeah, short list. Now on to the improvements! 1. One word: INTERACTIVITY 2. This map is QUIET. No music, no ambient sounds, nothing. 3. Immersiveness. This map needs it. What do I mean by that? Simple: Cars on the street, voices on a PA, shopping bags forgotten by the couches, a few of the games in the narrow-gaming-options gaming boutique missing from the shelves (as if someone bought them), half-eaten food on tables near the food court, and lots more! In short: Things you would find in a real store in real life! (Seeing as this is supposed to BE real life.) Well, that's all. Download if you like it, don't flame the author if you don't. ~Crazy Bot Routing: No New Textures: Yes New Shaders: No New Music: No New Sounds: No Gametypes: FFA Mapname: jhey

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6451 downloads

Uploaded:02-26-2009

Siege - Battle over Coruscant

siege_boc.zip | 69.63 MB

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

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1132 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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286 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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241 downloads

Uploaded:02-19-2009

Team Forts!

team_forts.zip | 19.67 MB

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

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5949 downloads

Uploaded:02-08-2009

Council Building BB

councilbuildingbb.zip | 17.26 MB

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

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134 downloads

Uploaded:02-06-2009

Castle NRN

castle_nrn.zip | 6.81 MB

things. This release was just rather sloppy. So, essentially, what we're given is a horrendously blocky looking map of a castle and a surrounding courtyard. I'd be damned if I saw a single round object anywhere. Oh, and JK2 textures were used, but not included. Apparently you're on your own with those textures. The buildings and architecture thereof are far too shabby to really appreciate, as ithe dominant blockiness and stock JA textures really make no significant impression on the beholder. The castle gates are just moving brushes, as opposed to actual doors. First floor is practically one big empty space. Second floor rooms are pretty much littered with weapon spawns and repetition. Very obnoxious and very unsettling. So overall? Eh, definitely needs some work. This could definitely work as a "screw around" map, but otherwise, it's not the best map to present to the public. New Textures: Nay New Music: Aye Secrets to plunder: Aye Bot Support: Nay - Averus Retruthan

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3896 downloads

Uploaded:02-05-2009

Dash Rendar Resurgence

dr_resurgence.zip | 54.55 MB

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

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5708 downloads

Uploaded:02-04-2009

Grand Jedi Skills: Inner City Stories

jka_innercity.zip | 89.31 MB

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

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3726 downloads

Uploaded:01-31-2009

Apcotyl Temple

apcotyl_temple.zip | 43.42 MB

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

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279 downloads

Uploaded:01-29-2009

Sniper Map

24sniper.zip | 4.02 MB

between them, and a tunnel running underneath. It feels like a laser tag/CTF map, really. The map was built for good old fashioned sniper combat, and the author evidently said "To hell with eye candy!" There's three versions that you have to manually map due to lacking .arena file. Map names are: Sniper SniperV2 SniperV3 If you can't remember those, report to Fail Jail. New Textures: Nay New Music: Aye Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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2225 downloads

Uploaded:01-28-2009

Tatooine Outpost

tatooine_outpost.zip | 35.52 MB

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

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227 downloads

Uploaded:01-22-2009

Dojo X2

dojoeras.zip | 4.98 MB

same map with retextures. In general, the structure goes like this: "A large near-cube room with sunlight pouring through some window panels(the proper term eluding me at the moment.) The spawn points are located atop a stair-cased platform overlooking a large matted floor with a large wooden stand of sorts, a brazier poised before it. Atop the roof is a lamp that emits a flame...with no real assistance to lighting." That about covers it. The music enclosed is very ethnically appropriate, with percussion-heavy combat music, perfect for a "honorable" showdown. There are two versions: - Japanese Dojo: Appropriately themed/textured for the occasion. - 1000 A.B.Y. Dojo: The version you want to avoid since it appears to lack some textures. That's about all that's needed to say. I've tried to extort more information out of it, but honestly, only so much can be said. New Textures: Aye New Music: Aye Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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284 downloads

Uploaded:01-18-2009

Hyperbolic Time Chamber

hyperbolic_time_chamber.zip | 10.83 MB

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

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182 downloads

Uploaded:01-15-2009

Duel At The Imperial Base

duel_imp_base.zip | 7.75 MB

hours. So, this is a recreation of the front of an imperial base. Not overly exciting, I will admit, but not too bland, either. The readme states it is inspired by a location from MovieBattles. I don't know how accurate it is, but judging by the simple architecture, I'm sure it is quite different. The map is pretty small, as a duel map should be - it consists of a walkway and some stairs leading up to the entry of an imperial base. This is set in a hole in the ground, with a door on the backside, implying that there is more behind all the rocks. Honestly, I can say that I like this. However, I would suggest a few things to work on for future projects: first off, use curve patches for your pipes. It sounds scary at first, but you can make [i]much[/i] more realistic piping out of cylinders than you can out of brushwork. Not only that, but it's nicer on the FPS. Second, your skybox isn't flush with the rest of the map. You definitely need to fix the gaps between the skybox and the terrain, because I was able to fall into a few places and get stuck. Overall opinion: Not a bad start at all. Keep going, take a little more time, get your skills up and I'm sure you'll do even better with your next map. New textures: Yes New sounds: No New music: No New models: No ~Dretzel

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214 downloads

Uploaded:01-15-2009

Showdown at Baron's Hed

duel_sabh.zip | 2.29 MB

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

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824 downloads

Uploaded:01-15-2009

Matrix Lobby

ffa_matrix_lobby.zip | 12.01 MB

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

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353 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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3286 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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1374 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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844 downloads

Uploaded:01-01-2009

Jedi Temple Lobby

84jedi_temple.zip | 19.47 MB

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

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471 downloads

Uploaded:01-01-2009

Christmas in Helix

christmas_in_helix.zip | 29.64 MB

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

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1257 downloads

Uploaded:01-01-2009

Halls of Torture

halls_of_torture.zip | 8.82 MB

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

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236 downloads

Uploaded:12-30-2008

Hill Valley 1885

22rja_hillvalley1885.rar | 7.94 MB

all time favourite film series’. Unfortunately for this review however, one of the few that I haven’t got on DVD yet! Blast…must get on Amazon later… Anyway, since I cant go and check out the accuracy of this map versus what was in the film, I will have to try and remember what it was like from the last time I watched Back to the Future III, a looonngg time ago. What we have here is a re-creation of the town of Hill Valley in 1885 from Back to the Future III, y’know, the one where Doc makes a time machine out of a train right at the end… This is a reasonably sized map, with various buildings, including the bar and the famous Hill Valley Town Hall, still being constructed in this time period. The Town Hall was probably my favourite area in this map, since I think the author captured the half-constructed building pretty well. The clock face is still waiting to be put up, and you can see through the areas where the walls haven’t been completed into the superstructure inside. The maps music is from the film, which is definitely a plus point, since it adds to the feeling of the map. :thumbsup: There is rather a lot of work that still needs to be done however. Mainly I feel that the rest of the buildings in the map need a lot more work. They need to be made smaller and the roofs need to be made more in scale to the rest of the building. Also there should be more enterable buildings, since the bar and the Town Hall are the only buildings you can go inside. The doors to the bar need some tweaking too, since when you go up to them and press the use key, only the door you press the use key on actually opens whilst the other one stays shut (there are two). What you need to do to fix this is go into the entity window for the door entity in Radiant and put the word “team” in the key box (without the quotes) and then put a value like “bar_doors” (again without quotes) in the value box. Make sure you do this when you have both the doors selected. When you go ingame, the doors should both open together at the same time because they have now been made into a ‘team’. I hope that helps you and anyone else who is having the same problem! :) Lastly I would also work more on the detailing of the map, perhaps add some street lamps, crates or bushes around the map, just to fill it out a bit more and add in more detail. Overall, this is a decent map, but it does still need quite a bit of work. I am glad to see a Back to the Future map though, and I would definitely like to see a v2 of this map, so keep up the good work mate! :) Don’t forget to leave the author some helpful hints on where he can improve the map in the comments section! [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, Duel ~Nozyspy~

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169 downloads

Uploaded:12-25-2008

Callisto

callisto.zip | 10.32 MB

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

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171 downloads

Uploaded:12-25-2008

The Clocktower

clock_tower.zip | 3.68 MB

inside of a Clock Tower, featuring the turning gears, the huge bells, the equally huge pendulum and of course the clock face that you expect to find inside a clock. Actually, from the pictures I have seen, that’s looks rather like the inside of Big Ben in London, so it definitely does look like the innards of a Clock Tower. The map itself would make both a great Duel or FFA space, as it is big enough to have a proper mid-sized FFA in, but the confined areas of the ramps and turning gears would also make for a very challenging duelling area. The map is big also in terms of height, you really do not want to fall of any of those platforms, otherwise you will be falling for quite a while. ;) This provides an interesting multi-layer environment in which to play in. The textures used are also fitting for the location, especially with the gothic style stone texture used on the walls. One very cool feature of this map is that the clock actually works, the hands move, and what is more the clock will actually keep time for as long as you keep playing Multiplayer. So for example, if you start up this map, but then change the map to something else, and then change back to this map, the clock will have kept time and kept ticking away whilst you were playing on the other map. How this works is a complete mystery to me, but it is very cool nonetheless! There are some areas that I definitely feel need improving upon though. For one, both the roof and floor of this map are textured with a flat black texture, which doesn’t look right. Personally I think some architecture, like some supporting beams or arches should be added to the ceiling, and then perhaps a fog could be applied to the entire level, to mask the floor and add to the sense of depth. I also feel that there needs to be a greater variety of textures used around the map, as well as adding some more detailing, since the map is rather bare at the moment. Lastly, the lighting is also quite flat, so I would definitely continue to work on the lighting of the map, maybe making it dark and foreboding. Overall though, this is a really good idea for a map location and the author has done pretty well here and I definitely think that with some more improvements and polishing up, this will turn out to be a really great map! So keep up the good work mate! :) If you guys fancy a Joker vs. Batman rematch, or just 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, Duel, Power Duel ~Nozyspy~

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11102 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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134 downloads

Uploaded:12-25-2008

T.I.M.O.N.

tc_timon.zip | 24.64 MB

I can spot that attest to this, but I'll go into those later. Positives first. This map is huge. I think it's 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. Architecturally, this map is pretty stable. The FPS was actually pretty good on most of the map, which surprised me, since most first maps seem to have terrible FPS. I also found the choice of music fitting, even thought it's base JA music. The author has even made a good attempt at using entities very generously and actually has more interactivity here than most people do on their first project. Good job there. One thing that impressed me the most was the swimming pool. Apparently, the author noticed that pools are hard to get out of, so they made stairs on all four corners. You can climb out with ease. I don't see that in a lot of maps, so that was a nice change. Now, for improvements. I'm glad to hear that the author plans a V2, because this map can be so much more. First, I found a few bugs. One of the elevators has a trigger with no wait time, so when you try to make it move, half the time it will go nowhere. That could definitely use fixing. I'd also like to mention something about the doors found throughout the map - instead of making the two halves open separately, you should make use of the "team" key and force them to move in unison. FPS was a slight issue in a few areas, but rest assured, it's fixable. First off, make sure you're using a lot of caulking on the outside of the map. Secondly, instead of using teleporters on your doors, you can learn areaportaling and hinting. That way, the doors that teleport you can actually open into their respective rooms without any FPS drop. Not a bad start at all. I like the looks of it, and I would definitely love to see a V2 of this. Keep going, you're showing some promise! New textures: Yes New sounds: No New music: No New models: No New scripts: No ~Dretzel

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367 downloads

Uploaded:12-24-2008

White Odyssey

white_odyssey.zip | 17.57 MB

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

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700 downloads

Uploaded:12-22-2008

Yavin Battle

yavin_battle_v2.zip | 6.49 MB

one of my favourite maps. I never really enjoyed CTF matches the same in JKA, I don’t know why, I just wasn’t fond of a lot of JKA’s CTF maps. Well for any CTF lovers out there, we have a treat for you today, a proper good old CTF map! :D This map follows the traditional CTF rules of having two opposing bases, each a mirror of the other, with plenty of obstacles in the middle. At first glance it looks like it would be a bit too easy to capture the enemies flag on this map…but look again. There is a river flowing through the middle of the map, which is easy enough to get over, but then there is also a bridge in the middle with force fields which can only be de-activated from a bunker on one side of the map. This bunker is protected by pre-laid trip mines, so be careful where you walk! Once you get across the river, the have to get into the enemy’s fort, which isn’t as easy as you might think. The front gate of the fort (which can only be opened from the inside) is guarded by a blaster cannon, as is the main building in the fort, which are activated via a control panel in the bunker which contains the flag base. The walls of the fort have loopholes so the defending team can fire at any attackers, and the tops of the towers along the walls have useable blaster cannon emplacements. That’s not all though! One feature I was especially impressed by, and which I think is a very clever way of utilising different types of gameplay was the AT-ST’s. The thing is, you cannot actually access your own AT-ST! First of all you have to destroy the enemies shield generator, which then de-activates the shield infront of the building housing your AT-ST. This is a very clever gameplay twist I think and this was a great idea! There is one other twist to the gameplay, there are traps in the ground that can be ‘built’. These take the form of pits with spikes in the bottom, presumably as another defence against the AT-ST’s, however, as yet I have not been able to figure out how to activate them. :/ The environment is very well planned and it looks great, especially the waterfall which looks both well made and natural. At least in my experience with them, it is pretty tough to make waterfalls look good, but this author has done an excellent job I think. As far as improvements go, I guess one of the most obvious things to me was that inside the main building in each base the lighting was rather too strong and it kinda bleached out all the shadows, which doesn’t look quite right. Also, this map could really do with some bot routes. But, that said, considering the complexity of this map, bot routes would be very difficult to make. Other than that I really cant think of that much on this map that could be improved, it’s a really solid, well made map that also looks and plays well. I definitely recommend this as a download to anyone who is a fan of the CTF gametype. You won’t be disappointed! :D [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, CTF ~Nozyspy~

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2909 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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145 downloads

Uploaded:12-17-2008

Redcliff

redcliff2.0.zip | 1.85 MB

lighting, skybox and effects. So, how does this new version stack up to the previous version I reviewed a few days ago? Well first of all I will paste in my previous review below and then we can look at some of the new features of this map! [quote]Do you like red? Well if you don’t, I am afraid you might be a little put off this map…because it is very red indeed! At first I wasn’t sure what the maps title ‘Redcliff’ was supposed to imply, but as soon as I played it I realised why it was called this. One look and you can see…the sky is a brilliant crimson red and the lighting is also red, giving the map quite a dark-side feel. This is a fairly simple duel map, with a small pad at one end, and some walkways at either side of the map connected by another walkway with a rather large hole in it. Good if you like gripping and dropping your opponent to their death! :P The texturing looks good, and the walls on either side of the map add a bit of structure and architecture. There are also a couple of fire stands in the central area, which also add to the dark and foreboding feel of the map. The music I think fits very well with the map, and I don’t think I would have chosen anything else to go with this. It is also raining, which seems a little odd at first, since you would usually associate a red sky with a very hot planet, the rain looks fine though once you get used to it. One curious feature is the windmills that are around the edge of the map, I’m not quite sure what they are supposed to be for, but I think they actually look quite cool, and the spinning blades add some more movement to the map. Look below you and you will also see another huge spinning blade! These blades don’t have any soundset’s though, which is a bit of a shame, since I think a ‘whoosh whoosh’ sound for them would have added to the effect. Overall though this is rather a small map, and I do feel it could be expanded upon, perhaps with some more walls or a building enclosing the area more, to give you a more diverse area to duel in. Also, I do think that although the texturing is good, it could do with a bit more variety. Also, this probably should have been made available for Power Duel, since it is already available for the Duel, FFA and TFFA gametype’s. Other than that though a pretty good duel map here, one especially that would be good to use with some Sith skins, as it has that kind of feel about it. Give it a download if you like the look of it guys! :)[/quote] So, what has changed since the last version? Well one particularly noticeable thing is that there is now a rotating ‘rings within rings’ object in the middle of the map complete with a glowing orb at its center. I was rather hoping that if I jumped into this glowing orb something would happen, but alas it doesn’t do anything. Also noticeable are the several new windmills around the edge of the map. Personally I think there are a few too many moving objects in the map now, and it gets rather distracting after a while. I definitely think that if there is a v3 the map should be expanded somewhat to give you more space to duel in. I also preferred the map with fewer moving objects as I said, because it can get rather distracting. Other than that and a few other small changes, the map is pretty much the same. Once again I would say that this is a good map, and 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] No [b]Bot Routes:[/b] No [b]Game Types:[/b] FFA, TFFA, Duel ~Nozyspy~

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1134 downloads

Uploaded:12-15-2008

Lord of the Rings - The Argonath

lord_of_the_rings_argonath_by_yamax.zip | 10.5 MB

[url=http://lotr.wikia.com/wiki/Argonath]Argonath[/url], those two colossal statues from the Fellowship of the Ring. Lord of the Rings is full of impressive buildings and constructions, but out of all of them this is my personal favourite, followed closely by Minas Tirith. Because of the unusual structure of this particular location, I always imagined it would be a tough one to make into a map, but I must say YaMax has done an excellent job here. Only one of the statues is actually physically there, because they are so huge that it would be difficult to make the map big enough to fit both in the map with the proper scale. The other statue is part of the skybox, and has been very well blended in. The statue itself is [b]huge[/b]. You spawn right on the top, along the arm or on the head. Because of its unusual nature, this map is really best for a small FFA, as there isn’t an awful amount or room at the top. Also because of its unusual shape, you cannot get directly from the arm, to the top of the hand or head by jumping or climbing, instead a few small ‘jump boards’ have been placed in the necessary areas. All you need to do is walk onto the jump boards and you will be catapulted up to your destination. How do you get down again without a parachute? Well, all you need to do is jump…you won’t die, so there is nothing to worry about! The map has been made with what I presume is a special shader which prevents the player from suffering damage after the fall. The map contains some nice Lord of the Rings music, which fits brilliantly with the map and I must give the author a big pat on the back, because he has done an excellent job of recreating the face and helmet of the Argonath. As for improvements, I would suggest to work on the lighting a bit, as it is a little flat at the moment. Also I think the textures probably need stretching a bit, as from a distance they repeat quite a lot. The other thing that I noticed was that the jump board that is supposed to take you onto the top of the hand actually tends to overshoot you, and send you flying off the end to your death! :P All in all though, a very unique map here, and one that I definitely think is worth a download because of that. Keep up the good work YaMax, I look forward to seeing more from you, and I also hope you make a v2 of this excellent map! :) [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, Duel, Power Duel ~Nozyspy~

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4 downloads

Uploaded:12-15-2008

Redcliff

redcliff.zip | 1.76 MB

as soon as I played it I realised why it was called this. One look and you can see…the sky is a brilliant crimson red and the lighting is also red, giving the map quite a dark-side feel. This is a fairly simple duel map, with a small pad at one end, and some walkways at either side of the map connected by another walkway with a rather large hole in it. Good if you like gripping and dropping your opponent to their death! :P The texturing looks good, and the walls on either side of the map add a bit of structure and architecture. There are also a couple of fire stands in the central area, which also add to the dark and foreboding feel of the map. The music I think fits very well with the map, and I don’t think I would have chosen anything else to go with this. It is also raining, which seems a little odd at first, since you would usually associate a red sky with a very hot planet, the rain looks fine though once you get used to it. One curious feature is the windmills that are around the edge of the map, I’m not quite sure what they are supposed to be for, but I think they actually look quite cool, and the spinning blades add some more movement to the map. Look below you and you will also see another huge spinning blade! These blades don’t have any soundset’s though, which is a bit of a shame, since I think a ‘whoosh whoosh’ sound for them would have added to the effect. Overall though this is rather a small map, and I do feel it could be expanded upon, perhaps with some more walls or a building enclosing the area more, to give you a more diverse area to duel in. Also, I do think that although the texturing is good, it could do with a bit more variety. Also, this probably should have been made available for Power Duel, since it is already available for the Duel, FFA and TFFA gametype’s. Other than that though a pretty good duel map here, one especially that would be good to use with some Sith skins, as it has that kind of feel about it. Give it a download if you like the look of it guys! :) [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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170 downloads

Uploaded:12-05-2008

Hill Valley 1955 Source Files

hillvalley_source.zip | 9.71 MB

the courthouse and several surrounding buildings. The author has stated that they have lost interest and it would seem they don't mind someone taking over and finishing it up. That being the case, I'll be a little more technical, so that if someone takes this on, they have a good place to start: The textures are repetitive in many places. It would be better to have much higher resolution textures on everything, that way the repeats aren't as obvious and things won't be as fuzzy. The trim should be added to the courthouse roof. It would look much more like the building from the movie. The roadway that ran beside the courthouse was way too short, it needs to be much longer. If I remember right, what's-his-face drove a car down that road to reach 55 MPh. Well, there's not [i]quite[/i] enough room for that here. I'll mention the bushes as well. The bushes are simply rectangles with a leaf texture on them. I think it needs some real bushes there, even if they're just sprites. Last, the skybox extends beyond the map. I was able to walk off the edge, and when I landed on the skybox below, I crouched and walked under the map. I find stuff like that very amusing. This does need a lot of work, but it's a start. There are plenty of things I didn't mention, mainly because any mapper can see them and know what to do about it. I can't really think of a way to close out the review, so... ''That's all, folks!'' ~Dretzel

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74 downloads

Uploaded:11-22-2008

Cirque Du Freak: Cavern of Retribution

cavernofretribution.zip | 210.25 KB

the book the author wanted to recreate, but I don't see much happening here. It's a square room with a square raised platform, and a square pit underneath. There are two doors, but they are only decorations. I remember seeing a topic on the forum about missing spikes in a pit. I will assume this is the same file. Don't give up, because you have the concept down. But you need to cash in on a good idea and persist until it looks great. For this map, I think it should be made into something with a less [edit] square [/edit] environment, a lot of added eye candy and the spikes fixed. New textures: No New sounds: No New music: No New models: No ~Dretzel

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579 downloads

Uploaded:11-01-2008

{HR} Tournament Map

htournament_map_v2.zip | 7.62 MB

thing to have in maps, but not here. Even if you did have slowdown problems, you can simply remove a file and everything will become 'un-shiny.' I spawned into the entrance room, (with the mirrored floor) and grimaced at the music. Its kinda like a creepy church organ piece, sounds like something from Silent Hill. Not a great start. Now , theres a desk and 2 ways to go. One said visitors, and the other said Clan Members. Well, I wanted to go and see what the clan room was like first, and went in. Now, it became obvious by the size of the beer bottles behind the bar that the clan like their alcahol ;) and every member of the clan (at least i think it is all of em) has their own special poster displayed on the wall. Now, the visitors area is absically the same, except it doesn't have the posters. Both sides look onto another large room, which is probably the main duel area. It has two 'Shyboxes' for people to watch from, as well as the clan and visitor rooms. I also noticed that the walkways extending to this duel room (from the entrances) worked by the lifts that take you there. The idea is nice, but you can just jump it if you really want to :p That's about it. One last point. In the readme I have read that there is a secret room, with 'adult' material in it. I didn't find the room, but I'm giving you the warning anyway. Overall, the map is of basic design for a clan map, and there's nothing too special or wonderous, but it does its purpose well enough. And I did like the shaders used on the pillars of the duel area. Finally, can't compliment enough on the mirrors. How do you do it ? :) New Textures: Yes New Sounds: Yes Bot Support: Yes ~Szico VII~

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144 downloads

Uploaded:10-30-2008

Mindwarp

mindwarp.zip | 1.04 MB

that to get the best out of this map you must enable dynamic glow via the /r_dynamicglow 1 command. When I first entered the map it instantly reminded me of playing QUB3D on GTA 4, which I loved. The layout is very interesting, I haven't seen a map quite like it. The author didn't state what the purpose of the map was so I assume it's for merc wars judging by the weapon placements and the overall design. The map contains a "Obnoxiously Massive Red Megadome", a "Celestial City" and "Neo Tunnels". To get into the Obnoxiously Massive Red Megadome is apparently a secret but I found it pretty quickly, I won't give away what's inside the dome as I'll let you find that out for yourself but you will unlock items that would benefit you greatly in a merc war if you were to figure it out. As far as I could see there wasn't much in the Celestial City area however I will say that your reward for gaining access to the Red Megadome is in this area ;) The Neo Tunnels contain a concussion rifle, there really isn't much to the tunnels as they're very short and go in a circular motion so you'll always go to the same place which was a bit of a let down since I was hoping for a maze of some sort. There are also a couple of teleporters around the map which allow you to get to certain places around the map much quicker and easier, this is also a good way to dodge rockets. There are quite a few brushes that don't fit together right and the bottom of the sky box doesn't align properly with the rest of the pattern but those are both easily fixable. [b]Bot Support:[/b] No [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] No [b]Game Types:[/b] Duel, FFA and TFFA. - SiLink

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577 downloads

Uploaded:10-29-2008

Karrde's Lair 2008

karrdes_lair_2008.zip | 15.68 MB

Sorry about that, guys. XD I actually liked this map a lot. The setting is either sea-side or lake-side, I can't decide which. Seeing the huge hills next to the water made me wonder how in the world it all got there. I really can't think of words to describe the environment very thoroughly. Anyhow, there are several buildings just offshore. They are old, and many areas have deteriorated. The largest building seems to be built around a huge tree, which actually looked pretty awesome. After starting the map, one of the first things I noticed was the pipes that are placed around the facility. Apparently, they carry an electric charge - watch out, it hurts! There are also explosive crates, steam vents that shoot you from rooftop to rooftop, and a cage with a rancor in it. The weapon and item placement seemed pretty solid for a good FFA or CTF, although some of the guns were hidden quite far away from the map, encouraging sniper wars. There were many Ysalimiri and force items hidden as well. Now for the "improvement" side of things. The author stated in the readme that he was finished with the map and included the source file. It's sort of a shame to hear that, because I see this map having some potential. The biggest problem, as you may have guessed, is the FPS. The map just under normal for the most part, but as soon as you look toward the big building, be ready for a big drop in FPS. Apparently, there is a camera inside the building that can see itself, so it sucks up fps like a sponge. The other thing I didn't like was the music. The author used the music from a base JA ffa map, which I thought pulled some of the energy out of the map. There were also several unclipped staircases, but that's trivial. I like the map, I really do. It's a shame that it won't be finished. Have at it, folks! ~Dretzel

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76 downloads

Uploaded:10-29-2008

Red Lights Temple

red_lights_temple.zip | 249.26 KB

you'd usually imagine a duel map to be. The author did not provide an actual description of the map’s back story so I assume it's simply just a first try. Unlike most first maps, this one has lighting but sadly it's not very well placed and there is definitely not enough of it to allow the player to be able to see where they are going along the corridors. Were there is lighting there is no actual source as the map is completely interior with no visible light emitters or windows for light to get through so that seemed a little strange. One thing I was surprised at was that the map had bot routes which are a big bonus for any duel map but if you plan to train on a bot then expect it to sometimes run away from you around the corridors and spawn on the other side of the map. A few brushes are out of place and almost all of the textures don't align together well which sadly ruins the effect of realism in terms of visuals, some textures are also stretched beyond belief which don't look too great either. Overall it’s basic but it’s also really not bad for a first map. If you like dark duel areas then I'd give this one a good look. [b]Bot Support:[/b] Yes [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Music:[/b] No [b]Game Types:[/b] Duel - SiLink

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307 downloads

Uploaded:10-23-2008

Yavin IV: Jedi Academy Trainingroom

yavin_iv_jedi_academy_trainingroom.zip | 3.26 MB

one hand I would prefer some more detailing, although some people may find a simpler duel map to be better, afterall there is less to distract you from duelling! The map is small, but is plenty spacious enough for a good duel, with a duel pad in the middle and a few columns. I really think this map needs some more detail though, and perhaps be made a little bigger. Some ledges or walkways similar to the ones you can see in the JK2 and JKA Singleplayer Yavin maps would be cool I think. Also I think some light rays coming through the windows would add a nice effect too. All in all though a decent map here, though I feel it needs some more polish to make it even better. Keep up the mapping mate! :) [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes (from Jedi Knight II: Jedi Outcast) [b]New Sounds:[/b] No [b]New Music:[/b] Yes (from Jedi Knight II: Jedi Outcast) [b]Game Types:[/b] Duel ~Nozyspy~

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155 downloads

Uploaded:09-28-2008

Sith Lodge

sith_lodge_.zip | 274.31 KB

Missing textures, empty rooms, no interactivity. Of those three, it's the lack of interactivity that really gets me. On the plus side, there are a number of big, empty spaces for dueling. And if you "merc" yourself with that mod called Japlus, *shudder* you can have some gun battles here and there. Suggestions: This has every appearance of a first map, so I say practice, and try focusing work on a specific item. Kinda like that elevator I showed you the other day. Really, just sitting down and practicing by making small items for a map helps a lot. When you're ready, start over from scratch, taking into account layout, textures, lighting, and architecture. Since you're new to mapping, don't worry too much about interactivity. After all, if you use Lugormod, interactivity won't be a problem. :P ~Crazy Assassin New Textures: Missing New Sounds: No New Music: No Bot Routing: No Gametypes: FFA

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119 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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91 downloads

Uploaded:09-26-2008

Infinity Duel

infinityduel.zip | 2.78 MB

you, the player, be sucked into it, falling forever, battling your also falling opponents at a horrendously frightening speed. A shame that he couldn't have just made you fall permanently, but I'm guessing that's because JA can't support such concepts. Man, this reminds me of Peter Schilling's remix of Major Tom. Eaaarth beelooow uss. Driifffting, faaalling. Floooating weeeightless. Coooming coooming hooooome! Oh yeah, and download this map. You'll seriously love it =_= New Textures: Aye New Music: Aye Secrets to plunder: Aye Bot Support: Aye - Averus Retruthan

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670 downloads

Uploaded:09-20-2008

Teletubbie Land

teletubbieland.zip | 5.28 MB

appeared they had some sort of futuristic door attached to it. Being the well-mannered gentleman that I am, I barged into the room without knocking, as knocking generates noise. Inside were four haggard looking creatures in pajamas and a television embedded in their stomachs. They appeared to be in pain, and with good reason, as that TV looked like it hurt. They told me in tales of horribly slurred speech and giggles of their horribly bland lives, involving eating strange circular toast with smiles on them, and associating with their living vacuum cleaner whose evil cannot be denied, and of course, living under the eternal wrath of the Sun Child, a devious solar being with the face of a newborn, to hide his true demeanor. Serving under him was the strange periscope speaker that would control them with its bellowing announcements such as "Time for Teletubbies," a phrase that clearly denoted that they were forced to perform for the Sun Child. In an act of kindness and irritation, I slew them all and banished the Sun Child forever. So, as you can see, I unfortunately know too much about the teletubbies, despite my best wishes. That story, however, did not mention bugs or other fun joys that this map contains. You will not receive teletubbies or the devious Sun Child in this map, as the skybox is a simple Yavin one. You will receive, however, the following: - The devious periscope speaker, complete with animaiton and noise - The tubby house - A shaft that launches you out of the hill - A randomized switch that will either grant you a concussion rifle, turn on disco lights, hurl demonic toast at you, knock over a chair, scream "TIME FOR TELETUBBIES" or probably something else that I didn't notice. - Destructible chairs - Toaster that hurls demonic toast - That vile vacuum cleaner I noticed only a couple errors that the author didn't..actually the author missed some. [quote] -The Building is not perfect... Don't have time or motivation to fix this -Flowers are too dark - also too lazy to fix it... -Sometimes you fall through the grass... Yes, i should have used terrain. No, i won't use any more time on this map. [/quote] Gotta love his conviction ⌐_⌐. Anyway, here's the few things I caught. - Couple seams in the surrounding terrain and in the sloping hill. - The demon periscope has some seams that can be visible from certain angles - The boundaries aren't perfect, and you can fall under the map(what I think bug 2 was getting at) - The vacuum's vile nozzle desyncs with the rest of the body when near done with its train sequence. Other than that, I must say it's a rather disturbing recreation of this television show. Well done, minion of darkness. You will more than likely scare many insecure kids here with this =_= New Textures: Aye New Music: Aye Secrets to plunder: Nay Bot Support: Aye - Averus Retruthan

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1635 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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2493 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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1124 downloads

Uploaded:09-20-2008

South Tower

uag_map_h001_st.zip | 4.84 MB

saw this file I was puzzled as to what the name actually meant, after all a ‘south tower’ could be pretty much anything to do with ‘towers’ of any kind. However, upon testing the map out I found that it was very interestingly made. Firstly, the Cyrillic symbols scattered around must mean that this map has some relation to Russia / Eastern Europe; either the author lives there and speaks that language, or the map is based off an actual building in that region. Personally, considering the architecture of that map, I would say it is the latter. Although, it could be both! Anyway, before I start getting too deep into architecture and culture, lets have a better look at how the map is built. Basically what we have is a large courtyard – including some nice pond type areas – surrounding the main building. In the middle of the main building is…a large tower! This I presume is the reason for the map being called ‘South Tower’. The map is well laid out and would be excellent for an FFA of any kind, either with sabers or guns, since there is plenty of areas to hide in, and lots of cover too. Now onto the overall look of the map. Overall, the texturing is pretty simple, but I think it looks great! The buildings look realistically textured and the textures and colours all fit together nicely. I do think the map could so with some more custom textures here and there, but all in all the default JKA texture sets have been used to good effect. :) As far as improvements are concerned, personally I think there should be some more custom textures, and also bot routes. Bot routes are a small thing, but I really feel that add a lot to the overall polish of the map. All in all though a really good map here and the custom music used is absolutely fantastic! Good work Alice, I look forward to seeing more maps from you in the future! :) [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]Bot Support:[/b] No [b]New Music:[/b] Yes [b]Game Types:[/b] FFA ~Nozyspy~

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98 downloads

Uploaded:09-19-2008

Tram Prefab

tram_prefab_1.5.zip | 235.92 KB

though not that big of an improvement. Basically, all that was changed were a few gameplay tweaks and some benches. The architecture is still basic, but apparently, that's gonna change with the next version. For those of you who haven't looked at version 1 or the screenshots, read on. Today we are given a tram prefab. This prefab consists of two towers with a tram moving between them. At each tower is an elevator going to the bottom of the tower, which is revealed to be hollowed out with little thought to visuals. Suggestions: 1. The architecture is too simple, increase this dramatically. 2. The insides of the towers look odd with the hollowed out part. Try adding a ceiling at the bottom of the shaft. 3. Add some real interactivity to this. Like, use scripts to make it so you have to buy a ticket to get on and stuff. (Yes, you can get help with the scripting if you need it!) Despite short-comings, I look forward to version 2. :D ~Crazy

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96 downloads

Uploaded:09-19-2008

Ceremus Duel

ceremus_duel.zip | 4.68 MB

one of my first maps(actually, first release ever), so any suggestions are welcome. Either by comment, or by e-mailing me tips on how to improve. I also included botrouting, but I'm pretty sure it can be done more efficiently. If anyone has some tips, please don't keep them for yourselves =) The middle ages - The time when a Man was a real Man. Knights, crusades, Varangian Guard! Mamluks! Ahhhh, those were the days... Here we have a medieval duel map! And a decent one! Yay! First off - A very well built map. I found no serious flaws, it worked well, music was nice and very medieval-y (It was a choir). Lighting for the most part was good. Unfortunately, I have quite a few qualms with out, mostly just my personal preference though. First off: The Chandeliers. They look odd. I generally haven't seen wood chandeliers like that. They just look... off. 2nd: The statues on the wall don't fit. They're blue and have glowing crystals... NEED MOAR MEDIEVAL STATUES THAT DON'T GLOW. 3rd: The ceiling is... solid blue. I suppose it could be a night sky or something, but I'd prefer a wood or stone ceiling. 4th: The stone textures. The blocks used on the side walls are small, while the blocks used on each end are larger. Shouldn't all the stones used in a building generally be the same size? I dunno. Also, the stones are way too white and unblemished. When I think of medieval I think of gray stone walls, dirty, cracked. C'mon! Grungy! 5th: The lighting could have been better. Less 'overall' lighting and more 'localized' lighting with the torches. Overall a good map for dueling, despite my personal qualms. Looking forward to future versions. ~Laam'inui

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576 downloads

Uploaded:09-16-2008

Skijumping

ski.zip | 10.49 MB

course. Personally, I would scrap the skiing part and replace it with a human-cannonball sized missile launcher, but that's beside the point. There are two huts, one at the bottom of the hill, and one at the top. The lower one features a living room with a view, bathrooms, a room for... archaeology? Bleh. And lastly, there's a door to the ski lift. Up on top of the hill, is a somewhat smaller house. This one features a lounge with a fireplace, bar (what is it with maps and bars? It's like women and shoes!), and a case full of small momento-things. In a room to one side is the ski-jump itself, and a connecting door to the lifts. Moving back to the bottom, the gounds feature a frozen lake, the bottom end of the ski slope, and the edge of the whole flat world! :P And now for my gripes. 1. The thing is on an island in the sky. Baaaad. 2. The ice on the lake isn't textured underneath, so if you break only a small hole and fall in, you can see out from under the ice. 3. The couch in the lower lodge has some holes in it. 4. Not enough interactivity. 5. Needs more mappage to it: More areas, more details, more immersiveness. On the whole, a nice little map. When in one of the lodges, I get a sense of comfort that is achieved by being in a warm cottage with a view of the cold. Nice work there. :D ~Crazy Assassin New Textures: Yes New Sounds: Yes Bot Routing: Yes Gametypes: FFA, TFFA, Duel, CTF (With FFA being the primary mode)

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98 downloads

Uploaded:09-11-2008

Tram station Prefab

tram_prefab.zip | 94.5 KB

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77 downloads

Uploaded:09-11-2008

Duel - Desert Temple

duel_desert_temple.zip | 3.14 MB

massive box that's falling apart. There are the remains of a stone floor, pillars in each corner (Though some are broken or fallen down), and the top is open to the sky. Not much to say about it. If you've been looking for a nice, open, desert place to duel then this is where to go. ~Laam'inui

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180 downloads

Uploaded:09-07-2008

High Stakes Duel

blue_ninja_high_stakes_duel.zip | 6.99 MB

are suspended over an electrical pit =_,= and all can be viewed from the delightfully dark spectator boxes provided. There's a whole intricate story in the readme about the map's origins. Quite impressive. This is definitely a map where the stakes are quite high, both literally and metaphorically. Jumping from platform to platform to take on your opponent has always been a fantasy of mine =_,= Well, I'm pretty much out of st00f to say, so ENGAGE AS NECESSARY. New Textures: Aye New Music: Aye Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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1553 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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701 downloads

Uploaded:08-28-2008

Martial Arts Galactic Tournament Arena

blue_ninjatournamentarena.zip | 5.64 MB

The lighting is well done, and so is item placement. Unfortunately, the detailing and texturing is a little bland in the stadium seating, and the elevators have no sound. Now, this is a matter of personal preference, but if I were the Dev, I would use a night skybox and add a few lights along the rear wall of the stadium. In all, a good map, but there's always room for improvement. ~Crazy Assassin Bot Routing: No New Textures: One New Music: Yes New Shaders: No Gametypes: FFA, TFFA, Duel (What about powerduel?)

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202 downloads

Uploaded:08-25-2008

Nave Panda

navepanda1.1.rar | 5.4 MB

use of lighting, but there's an occasional splotch where there shouldn't be (remember, patches don't normally cast shadows, but brushes do!) -clipping where it's needed (pit and bug window) -stretched textures -bad areaportalling -only one side of the areaportal brush should have the areaportal shader, the others use skip!) -door that leads to outside the map (Run for your life!!!!) -a bar... what is it with clan maps and bars? -no sounds on door movement -SMALL: rail around floor window in main area has no visible means of support -no music -decent use of light 'cones' -should expand outwards more -clan reference! -grating in side room should have a grate-ish sound to it (no Q3map_material in the shader) -nice use of shadowing in hidden passage -passage has two visible doors, but only one actually works! (one is still structural brush) -doors open wrong! (the big ones should be in two halves that slide to each side, not one whole piece that slides down!) -side window thing can be used to get outside with ease! -lack of interactivity -no weapon or health pickups, despite what Tanu said in the readme (not good for free for all!) -author mentioned missing texture... where is it? (maybe i have it while he doesn't? o.O) -too small for a real ffa, more like a duel -only one spawn point! that's a baaad no-no! -easy to get through patches with japlus--try adding physics clip BRUSHES on the other side! -Tanu says there are NPCs to be found, where are they? Basically, what we have appears to be a clan map. It's a spaceship, but odly enough, it's not in orbit! Oh well, some ships DO enter atmo at times. This particular ship is rather small, with a main room, a side room, and a corridor that leads outside the map. There is a secret passage that can be accessed from the corridor, but it only leads to a fake door. There's some good use of light sources present, and good architecture. I noticed, while running around, that there was the high amount of patches being used to good purpose. That's a big plus for the author, especially since it's his first map. Unfortunately, there is some stretching of textures here and there... Bugs: There are quite a few present. Refer to my notes to see what I'm talking about. Also, the author didn't include a .arena file, so you have to use /map to get to it. And that's another thing, the map name is vt.bsp. I suggest renaming that to NavePanda.bsp or something. And next submission use .zip instead of .rar, to increase user friendlyness. At a glance, I wouldn't think this was a first map, but the first map rules aren't written in stone, so I'll let the author live. :P[/quote] Well, well... This IS an improvement. Apparently, Tanu uploaded the wrong file with the last one. I won't go into depth though. Changes: GREATLY improved layout and size, weapon spawns are present, NPCs in one or two areas, a proper .arena file, and music! More areas to explore now, from what appears to be a communications room to a prison, to air ducts. Bugs: There's a light that seems to float below the ceiling in one point, the white shader Tanu mentioned is there now (try looking at your shader), the door to the armory doesn't open, and there are still a few places where it's easy to get out of the map at. Oh, and when looking in the side window in the bridge, you can see other parts of the map. Bot Routing: No New Textures: Yes New Shaders: Yes New Music: Yes (warning: it's rather annoying!) Secrets: Yes (One) Gametype: FFA

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87 downloads

Uploaded:08-25-2008

Nave panda

navepanda.rar | 1.19 MB

patches -decent layout -good use of lighting, but there's an occasional splotch where there shouldn't be (remember, patches don't normally cast shadows, but brushes do!) -clipping where it's needed (pit and bug window) -stretched textures -bad areaportalling -only one side of the areaportal brush should have the areaportal shader, the others use skip!) -door that leads to outside the map (Run for your life!!!!) -a bar... what is it with clan maps and bars? -no sounds on door movement -SMALL: rail around floor window in main area has no visible means of support -no music -decent use of light 'cones' -should expand outwards more -clan reference! -grating in side room should have a grate-ish sound to it (no Q3map_material in the shader) -nice use of shadowing in hidden passage -passage has two visible doors, but only one actually works! (one is still structural brush) -doors open wrong! (the big ones should be in two halves that slide to each side, not one whole piece that slides down!) -side window thing can be used to get outside with ease! -lack of interactivity -no weapon or health pickups, despite what Tanu said in the readme (not good for free for all!) -author mentioned missing texture... where is it? (maybe i have it while he doesn't? o.O) -too small for a real ffa, more like a duel -only one spawn point! that's a baaad no-no! -easy to get through patches with japlus--try adding physics clip BRUSHES on the other side! -Tanu says there are NPCs to be found, where are they?[/i] Basically, what we have appears to be a clan map. It's a spaceship, but odly enough, it's not in orbit! Oh well, some ships DO enter atmo at times. This particular ship is rather small, with a main room, a side room, and a corridor that leads outside the map. There is a secret passage that can be accessed from the corridor, but it only leads to a fake door. There's some good use of light sources present, and good architecture. I noticed, while running around, that there was the high amount of patches being used to good purpose. That's a big plus for the author, especially since it's his first map. Unfortunately, there is some stretching of textures here and there... Bugs: There are quite a few present. Refer to my notes to see what I'm talking about. Also, the author didn't include a .arena file, so you have to use /map to get to it. And that's another thing, the map name is vt.bsp. I suggest renaming that to NavePanda.bsp or something. And next submission use .zip instead of .rar, to increase user friendlyness. At a glance, I wouldn't think this was a first map, but the first map rules aren't written in stone, so I'll let the author live. :P ~Crazy Assassin Bot Routing: No Secrets: Yes (only one) Gametype: FFA New Textures: Yes New Shaders: Yes New Sounds: No New Music: No

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371 downloads

Uploaded:08-21-2008

Isle of Cthulhu

isle_of_cthulhu.zip | 14.39 MB

roughly on the Cthulhu stories. Whilst I can't call for accuracy, I will say it looks damned impressive. The surrounding terrain and ambient ruins make for quite an interesting duel location. I noted two possible concerns with the map: 1.)The ground in front of the largest building(presumably the combat ground seemed to have a repetitive texture 2.)There was a gap in the brushes on one of those strange, daedric-esque protrusions. Hardly noticeable to the average eye, but it's noticeable to a point. The only other possible concern that was primarily aesthetic(and therefore didn't really measure up to be counted as a true concern,) was probably the choice of music, which was from Final Fantasy X. Suffice to say, it's not the best track for this particular ambiance. Heck, if you used FFX strictly as your source, I coulda thought of quite a few tracks that would have been a lot more appropriate for the ambiance. Other than that, it's quite an impressive duel map. Unlike other duel maps, this one boasts of a secret, a secret with an interesting hint included in the .zip. I actually went pretty far out when trying to solve this puzzle, doing bits here and there of research to see if I could decipher the author's clue. Alas, I overestimated my intellectual opponent, and whilst I had to end up noclipping to find where to use the clue, I must say that the clue wasn't exactly complex v_v ah well. So then =_= PROCEED TO DEVOUR BANDWIDTH. ITS WORTH A LOOK, BY ALL MEANS. Man, typing in all caps amuses me. So does going off on a tirade in AIM. Ah well. *trots off abruptly* New Textures: Aye New Music: Aye Secrets to plunder: Aye Bot Support: Aye - Averus Retruthan

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1286 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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2299 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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771 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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4113 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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3871 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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2899 downloads

Uploaded:08-01-2008

Yalara Roleplay

yalara.zip | 29.86 MB

heard any details on it (I haven't concerned myself with it; I'm too busy playing Mandalorian) so I resorted to Wookieepedia! It had this gold mine of information to share with me. >_> [quote]Yalara was a primitive planet. Jedi Master Broden Kel Verdox installed a cloaking device which kept the entire planet hidden. This was to protect the primitive civilization. Darth Vader, however, sent Noghri there, who wiped out the indigenous population. The Imperial Remnant, under the command of the Disciples of Ragnos, attempted to lay hands on the cloaking device. In order to avert this, Jedi Knight Jaden Korr destroyed the whole device. [/quote] WOW, THANKS FOR ALL THE INFORMATION. Uninformative jerks. =_= Anyway, on to the map. It is the author's first (Which impresses me) and last (Which saddens me) map. Fortunately the author has provided the source code for the map so if anyone else takes up the task of improving this work of art they have what they need. I'm also surprised at the quality of the map due to the relatively short time that it was created in. You start off in the spaceport, which is a wonderful area with two wonderful ships you can enter and run around in. They even have working laser cannons! My only qualm so far is the lack of spawning points. There is only one spawn point, so I can foresee many-a-spawn-kills on populated servers. Also in the starport you'll find a number of smaller ships and starfighters, some wonderful benches, vendor stalls, travel information, data terminals, and more. It is a very well-done depiction of a starport and it really gets you in the RP mood. Another great addition is the sound of a ship flying overhead or taking off every few seconds. Continue through the big imposing door that is so familiar in many maps and you enter an area that seems very familiar if you've ever been in an airport. It is the 'waiting area with travel information and departure times and computers for employees and lots of benches' room. Very well done, again. Continue through the next door and you're greeted with an amazing scene (Very realistic and, once again, gets you in the mood for RP). If another. You come out to a winding ramp down to a bridge that extends over a river to a town. On your left is a massive waterfall and a cliff, and on your right is another cliff. When we enter the town we come across a marketplace-type district with more vendor stalls, clothing hanging up, and TVs on display (A lovely touch is a sparking TV that has fallen off the table and broken) Continue through the streets and you are travelling through more vendor stalls, plants, pop machines, benches, and signs. The architecture and setting of this town very much reminds me of Antioch (Both the real Medieval setting and the JKA map based off of it.) In the town you'll come across a military base with all your essentials such as a prison, command room, armory, etc, a hotel, a cantina. Everything you'd expect and it is all very well done. My only problem is the lighting; rooms are very bright without any lighting source and it slightly dampens the immersion effect of the map. If you put in some lighting fixtures and added some shadows and whatnot, the rooms would be perfect. Also included is an old abandoned warehouse-type building that leads down to a dark room with sparse lighting, a bunch of crates, some wooden chairs, lots of weapons, and an entrance to the sewer. It's a perfectly done rebel/terrorist/criminal building. There's also a tram station, which is VERY well done and VERY well lit. It is quite possibly my favorite area of the map (My second favorite would be the criminal-warehouse. There are several areas where you can enter the sewers and crawl around and even get to this outdoor scenic-ruins area. The textures here are rather repetitive and I feel like some swaying grass and more trees should be added to it. There's lots of things to explore, such as some caves and a temple and whatnot. Overall this map is extremely successful at what it set out to accomplish - Be an immersive, complete map for RPers, and I can see that I'm going to love roleplaying on this map for a very long time. Another plus of it is that although it's such a complete, dense, and great map, it's not too big; it doesn't take forever to load like some maps (Cough Atlantica Cough) and thus will be able to be played on by many RPers. I didn't hear any music while I ran around the map but I checked in the PK3 file and there IS a music file, so the author tried to add some. The main problems of the map are the repetitive textures in some areas (Mainly the outdoors) and the poor lighting in some areas (Mainly indoors, such as in the hotel. Some areas however had spectacular lighting such as the Tram and the warehouse.) I STRONGLY suggest somebody to take up the task of improving this already spectacular map by improving the textures, lighting, and adding some music. I'd love to see a version two of this. ~Laam'inui

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412 downloads

Uploaded:08-01-2008

Riguref's Ship and The Lunar Temple

rshipltemplev2.zip | 3.91 MB

screenshots, and I can say that the map is definitely much improved from the last version! The ship for one, which looks similar to a Zeppelin air ship (which is hinted at in the name of the map in the selection menu: Travels of the Zephlin) has been much improved both inside and out. The ship now has much better use of textures, better architecture and the whole map has proper lighting. :) The ship is divided into three floors, each containing what seem to be passenger rooms with beds and such. The bottom room contains the bridge area (the bridge on a real Zeppelin being on the bottom, not the top) and the top level contains two teleporters. One of which takes you to the Lunar Temple portion of the map, the other of which you are teleported back to when you leave the Lunar temple area. Now, onto the Lunar Temple area. This is a very interesting part of the map I think, the concept of an ancient temple on a far flung moon just captures my imagination. You teleport o a large outdoor area under a starry sky, with the entrance to the temple in a nearby mountain. The whole Lunar Temple area is lit in an otherworldly blue light, both inside and out. The main feature of the temple is a hidden room, which contains a Jade crystal. There is a clue to its location written in one of the rooms in the temple, and the crystal itself shoots a beam of light up into the sky where it is visible from the outside. Personally I liked the map on the whole, the repeated crescent moon motifs in the temple area were quite clever I think, and the architecture and use of lighting was also pretty good. There are some things I feel could be improved upon however. Inside the Lunar Temple area is a bit too dark in my opinion, it could do with some more ambient light to make it easier to see where you are going. The main thing that needs to be looked at however are the doors. You need to press the use key on the doors in order to open them, but the problem is the doors don’t seem to have a delay or wait key on them (it’s a mappers thing). Basically what this means is that no ‘wait’ or ‘delay’ key has been used for the doors in Radiant. This means that when you press use on the doors, you can instantly press use again. So if you hold down the use key a bit too long the door will keep making the opening sound but wont actually open because the signal for it to open is being sent multiple times instead of just once, which kind of messes it up. The solution to this is to put a ‘wait’ or ‘delay’ key on the door entity in Radiant. This will make sure you can only press use on the door once in a certain amount of time (2 seconds for example) and there is also a slight delay of perhaps a second or so until the door opens after you press the use key. The only problem is, I can never remember which one, ‘wait’ or ‘delay’ applies to which aspect. XD Sorry if that sounded like gibberish to the rest of you guys, that’s really more for the author and other mappers that would understand it. ;) To wrap things up, all in all I think this is a good map with a very cool atmosphere to it, although like I said there are some things that could be improved upon. Well, that wraps it up, 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] No [b]Game Types:[/b] FFA, TFFA ~Nozyspy~

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2204 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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1448 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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279 downloads

Uploaded:07-26-2008

Arena-088

arena088jb.zip | 3.34 MB

mutiliate each other for his enjoyment. It's even more fun if the said arena is an interesting place. This arena is more than interesting; it's... in-in-in-INSANE! This is a very unique map from my experiences with arena maps, and it's quite enjoyable. It's very well put together and allows for plenty of amusing situations, what with all the platforms and rotating structure. I'm also surprised at how good it looks considering the author ONLY used base JA textures. The best way to describe it is as the author put it: [quote] Its a map that is a place that doesn't seem to have any purpose, and it dosn't other than to look cool, and have people kill each other mercilessly. :D Its an octagonal structure that rotates slowly. if you know where to stand yoou can get up to the top of the map. [/quote] Bravo. I had fun cutting Reborns to itty bitty pieces in here with my Mighty Mandalorian Powers. Unfortunately the lack of bot routes meant that killing the Reborns was woefully easy due to their tendency to run in place and try to push through the walls. >_> The map features new music that is fitting for the futuristic-death-match-for-fun theme: Techno! My main suggestions for a next version would be bot routes and possibly some new textures; maybe something sleek and white like Kamino. Kandosii, Jake, for such an original concept and a brilliant execution. ~Laam'inui

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177 downloads

Uploaded:07-26-2008

AoF Joust

aof_joust.zip | 1.78 MB

in the map one thing that bother me a lot was the lighting. There was random dark spots every where, like along the walls the floor would be pure black yet the walls had light on them. That's just one thing that bothers me because it just makes the map looks odd. One thing you might notice right away are all the lights. Not only is there fire spreed around the map, there are "box's" of lava. Well all the box's of lava are actually lights, dunno if its supposed to give the illusion of fire or what, but it looks nice none the less. By the name of the map you might guess it has something to do with Jousting. Well it dose. If you have ever jousted in JA its rather fun, but takes for ever. With this map you can have 2 joust matches going on at once. To start them off you go down a hall way, and come to these odd looking rooms. Just go through the doors, and hit the button then blam a taun tauns appears. Jump on it light up your saber and joust!! One thing i noticed was some of the textures. On one set of what i would call council seats i saw the textures were backwards, and upside down. Reason why i know the logo is upside down is cus ive seen the normal one. And finally has a jouster you hate still alive? Ever wish there was a rancor around to eat him and make you happy. Why settle for a 1 rancor and a wish when you can toss him down in to the rancor pit with 2 rancor's. Well you can, just go find the random door in side of a stair case with noises coming out of it and kick him down the hole. [quote]Non-clan members may NOT use for other modifications or maps Clan members may ask for permission to use for other modifications[/quote] ~T89T Bot Support: nup New Textures: Clan Logos New Sounds: nup

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760 downloads

Uploaded:07-26-2008

JSP Dark Temple

jsp_dark_temple.zip | 9.62 MB

indeed a dark temple. Dark temples please me; especially well built ones that truly feel frightening (To others, of course. I would 'never' feel scared in one.) Let's go on a field trip. We start off in a large hall flanked by two massive staircases. On either side of the hall are raised platforms where the ceiling is held up by pillars bearing an engraving of some type of ancient sith warlord or something. My only irk in this room would be a few spots where surfaces are glowing with red light that comes from nowhere. I mean, all light should have a source, right? When we head up either of the stairways we come face to face with what I think is the crowning glory of this room: the torch-bearing statues. Now yes yes I know these aren't of HIS making and that they were in the original game's maps, but what the author does with them is quite impressive. He has a red light fade in and out to accompany the flames which gives the statues a MUCH more ominous feel than they would by themselves. Continue through the massive 2 foot thick stone door in the wall and we enter a long hallway with more torch-bearing statues (Unfortunately these don't have the same lighting effect as the previous ones did. A pity; it would have made this hallway so much creepier). On each side is a small door and at the end of the hallway is another frighteningly large doorway (I wonder how they open... they're so big. o_o) Let's take the door on the right, shall we? We enter through a doorway covered with intimidating spikes (Perfect to shove people into, though they don't do damage sadly.) There's a grate in the middle of the room and a button to open the grate! OH NOES! WE FELL IN! We've fallen into a room filled with mysterious red light. There's a gateway (Oddly covered with technological buttons and gizmos. Might want to remove that and make it just simple stone, or even better... add the spikes that you have on doorways in other places) to a larger chamber housing a circular stone platform surrounding by spikes with one big spike in the center which sports a pair of skeletons! The skeletons are very nicely done and look like they're in sheer agony (Or at least their spirits are). I believe there's supposed to be a rancor in here but it didn't spawn for me. I have trouble spawning things in the first place so don't let that worry you. Now, let's respawn to get out of this nasty pit. Now that we're back in the hallway let's go into the door on the left. We enter what appears to be a dueling room with a large skylight. Nicely done but my main problem is the bright blue square in the center of the room; I suppose it's supposed to be the glow cast from the night sky but it should be toned down a bit to something more realistic. Let's continue down the long hallway to the other massive door. We enter a courtyard with broken stones and that same annoying bright blue square effect; you really need to tone the blue down. Anyway, there are 3 large doorways. Continue through them and we'll find ourselves in an equally blue-bathed hallway that continues all the way around the courtyard and connects all the doors. Along the hallway we find various doors leading to things such as the bottomless pit room where you jump from pillar to pillar, the 'grassy mossy temple duel room' (Which has that same bright blue square. I thought it was water when I first entered it. >_>) and the 'huge fireplace with lots of statues room'. Now at one end of the hallway we enter the training area, which is where it really gets fun. The main room is a large place with lots of big blocks hanging off of chains that you can slash at. One section even has 4 blocks that rotate around so you can practice hitting a moving target. Now this room features 3 doors that lead off into different training areas. The first is a very nicely done laser corridor; touch the lasers and you're dead. You have to hop, crouch, and dive to get through them. The next is a room the author calls the 'Dead Corridor room'. In short it is an obstacle course of blocks and spikes that smash you to pieces if you make a wrong move. I lost quite a few limbs in there. =_= The third is the 'water block room'. This is a room where you hop across the water on the pillars sticking up; as soon as you touch one of the pillars it shoots down into the water so you have to be quick and leap to another pillar as soon as you touch one. This room is the only one out of the three that isn't fatal! Yay! Safe and fun playtime in the water! :D This map features new music which fits VERY nicely with the atmosphere. It's the theme from the Emperor's Throne Room I believe. There are rather nice shaders, new textures, and there's a secret according to the author (Which I wasn't able to find unfortunately. Hopefully you guys can be luckier than me

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325 downloads

Uploaded:07-26-2008

Taspir Power Complex V3 Source Files

tpcv3_source_files.zip | 6.22 MB

Parabolic has also been a clever bunny and put in place something of an anti-Vandal system so people can't copy his work and post it as their own! Have Fun with it! //Rets

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858 downloads

Uploaded:07-25-2008

Sith Facility

sith_facility.rar | 3.44 MB

[url=http://www.win-rar.com/download.html]www.WinRAR.com[/url] ***ANOTHER NOTE*** To start this map up ingame, you need to go into the console and type devmap zurvan1[/b] Well, it’s been a long time since I last played on a 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. Overall though, good work here! If you guys fancy trying the level out, then give it a download! :) [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] No [b]Game Types:[/b] Single Player ~Nozyspy~

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1234 downloads

Uploaded:07-21-2008

Atlantica - Source Files

atlantica_source.zip | 10.92 MB

education, and guide to making the custom admin keycodes for use in your server. You naturally [b]must[/b] have this map in your base, and whilst I'm uncertain, minimum of GTK Radiant 1.4.0 is needed, although I can hardly see any reason why those brave 1.5 users can't use them. Then again I never played with 1.5.0 that long, because Szico whined and begged me to convert, like the wuss he is >_> XD I'm done here =_= *throws sticks* - Averus Retruthan

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26568 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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1185 downloads

Uploaded:07-17-2008

The Tidal Tower

thetidaltower.zip | 24.33 MB

author informed me of his lack of intent to make the map visually appealing, and whilst it shows a bit in architecture and texturing, the map makes up for its interactivity, definitely. So basically, I think what I'll do is hit what I believe will be the more popular rooms for now,. - Entry area: The spawn point is actually pretty nice to look at, despite its lack of ambient noise. Moving through the silent door, one arrives within...guess what? A BAR. Yes, go figure. This area, along with some adjacent ones, is the primary "RP" area included within the map. This section, along with a lot of other areas, seems to make use of JK2 textures, so if you lack them, they'll be missing. There are bedrooms here, along with a stage of sorts that you can open/close, and reach a back area with. - Upper levels: Once you find the stairs, you can make your way to the good chunks of the map. As you ascend, you'll run into a couple duel rooms, some rooms which I PRESUMED, were NPC spawn rooms(albeit the button in there did nothing,) a pool room(or two,) and a karaoke room with the Dark Lord Rick Astley himself on the machine. Alright, time to move onto the fun >_> - Quiz Room: This was the first room I noticed and made me realize; this may be the first map EVER to feature one of these O_o. I don't know this for sure, but it's the first one in my experience, most definitely. Excellent use of toggle able spotlights, I must say. I would have thought you could have made the quizmaster's stand a little more lit, but that can be overlooked. So then, quite simple, the contestants are given three buttons. To answer, you must attack one of the buttons briefly, and your answer will display to the quizmaster and the audience. Quite a clever set up. Quick note though: Once that question's over, you must hit the button again to erase your answer. - Taun Taun Races: Spawn your tauntaun and race through the maze of EVILE =_O. This room was the most plagued by lacking textures, as the entire maze used the same texture, save for a couple obstacles. Whilst I ran through it on foot, it'd definitely be more challenging on tauntauns, I'm sure. - Hedge Maze: Holy crap, I almost missed it initially. It wasn't exactly well marked, but it's there. So yes, just your typical hedge maze, albeit very narrow, and difficult to discern the true path =_= good luck, as I didn't bother finding it =_,= - Shooting range: yeah ._. ...there wasn't anything to shoot. - Mario Party Room: Subjective statement imminent: this is definitely the best room of the map, both texturally, architecturally, and interactively. Basically, it's one huge board game, complete with a randomized dice system and bonus squares! The rules are simple, really: Shoot the blue square mounted high on the wall(hard to reach on the first square, but still shootable,) to roll the dice. After which, a panel will reveal a number 1-5, and you move that many squares. Roll on a yellow tile and hold use, and you can "hack" the tile so you will be shot forward a number of tiles(number varies from tile to tile.) Roll and hack a red, and you receive either a bonus or deficit of "throw again" or "move back 3 spaces." These bonuses are also randomized, so you'll never have the same gameplay again. First one to reach the finish square is teh winrar! Overall, whilst I was skeptical at first, this map proved to be quite fun, particularly in that one room of awesome where I versed myself and won many times =_,=. Whilst I'm hoping the author could provide the public who doesn't own JK2 with textures to supplement their experience, I'd definitely advise taking this map for a test drive anyway, as you may like it regardless. ARROWS AWAY! [b]UPDATE: I think one of the files I was reviewing is conflicting with my npc file database, so the shooting range and NPC rooms might be working after all[/b] New Textures: Aye New Music: Aye Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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691 downloads

Uploaded:07-15-2008

The Animatrix: Training Dojo

animatrix_dojo.zip | 8.55 MB

such, brought some good old fashioned nostalgia. The second time warp brought me back to the old memories of the Animatrix movie...compilation. As such, I recall the Final Flight of the Osiris piece. This duel map represents the rather sensuous opening scene between the two duelists whose names evade me. Accuracy wise, I'm not sure the author could have gone too astray, given how most of the matrix dojos seem roughly the same. As such, I will give the author credit for at least emulating the matrixal atmosphere, right down to the actual featured music. Textures are rather expertly crafted, and are quite exquisite. The only "flaw" in this map? No .arena file, so you'll have to manually map to animatrix_dojo. Other than that, a solid and relatively complete package. Bandwidth suggested/demanded.[/quote] Congratulations. You now get it for JK3. GET! =_= New Textures: Aye New Music: Aye Secrets to plunder: Aye(More of an easter egg) Bot Support: Aye - Averus Retruthan

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105 downloads

Uploaded:07-11-2008

Strangest

strangest.zip | 7.64 MB

fancy bells and whistles, super fine detail and zillions of features! But here is exactly one of those maps! X3no here brings us one very incredible looking map, like his previous Stranger and Stranger Lights maps, this map features dazzling use of strong colours, flashing lights, and unique architecture. I will start on the main feature of this map, which is of course, the incredible colour scheme. :D There are only two colours in this map, blue and red (while you do see a bit of purple here and there where they combine) and there is a very limited selection of textures to go along with that. That is of course the whole point of the map! However, that does not show any lack of skill on the part of the author, in fact it shows quite the opposite! Working with such a small palette of textures and coloured lights, X3no has done a fantastic job here in making such a large and interesting map. The contrast between the red and blue is a shock at first, but after a few minutes wandering around the map you begin to appreciate the time and effort that has gone into the precise placing of each of the lights in order to create the desired effect. The author puts it very well in his readme when he says; [quote] The overall purpose of this map is an experimentation in light, and its impact on the map itself. In Strangest, only three textures are used for a majority of the map. I instead defined areas of interest by using contrast between blue and red, which makes an interesting effect to behold.[/quote] As you walk around, you notice that the faces of the walls and other architecture change abruptly from blue to red and vice versa, and all this is done using coloured lights, not coloured textures! Occasionally you will come across an area where the two colours merge into one another creating a nice hue of purple. The architecture in this map has been very carefully designed to make full use of the coloured lights, with many unusual shapes and features. The main area contains some interestingly positioned walkways and unusually shaped pillars. Then down below surrounding the map is an area full of upright pillars, forming a sort of maze, all the while producing interesting effects with the light. As well as that, there are various pits in which there are red lights that flash slowly to counteract the blue lights that surround them. These produce a flash of red that illuminates the blue wall behind them, creating a great looking reddish-purple colour. Of course this is all in the large area at the bottom of the map, you actually start right at the top in a much smaller area. The way down? Jump right through the hole in the middle! A series of teleporters slow your descent, though the bottom one has been broken and looks like it is about to fall out of the air at any minute! You land with quite a thud, though thankfully there is a health pack there to take your health bar back up, a clever little design feature by the author there! ;) He explains this in a most amusing way in his readme; [quote] It's also worth mentioning that the last teleportation ring below the initial spawn was hit by a flying jawa, and is thus... broken. Please take care to use one of the provided medpacks(tm) before continuing in your FFA.[/quote] At each side of the bottom area there is a walkway that extends off ending with a teleporter. This takes you to the duel room, which features a brain-bending array of flashing and strobing blue and red lights! I’m sure it would be most interesting to have a duel in there! Lastly, the music choice for this map is very appropriate, it is a kind of techno-electronic type of music, and I personally quite like it and think it fits perfectly with this map. Now, things to be improved upon…well, I honestly don’t know what to say here. Since this map is more about artistic expression and experimentation, rather than a straight out FFA you cant apply the same rules to it. There are no weapon spawns, and also no bot-routs. They both have a good reason for their absence though, for the weapon spawns…well they would just mess up the look of the map! As for the bot routs, as the author explains in his readme; [quote] I DID NOT include bot routing on purpose, since the initial teleport won't allow me to bring the bots down to the main level.[/quote] All in all an absolutely incredible map here, it defies comparison with any other map due to its sheer uniqueness. This is a rare gem I think, because it concentrates more on the art of the map, rather than the gameplay. The whole map feels like one giant sculpture or art display! :) Good work here X3no! I do hope you continue making more maps, these kind of very artistic maps are a type of map I feel aren’t appreciated as much as they should be by the community! [b]Bot Support:[/b] No [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Music:[/b] Yes [b]Game Types:[/b] FFA ~Nozyspy~ [b]***NOTE*** The author has also included the source .map file for this map in the .zip, but please respect his wishes as explained in the readme; [quote] I give permission for derivatives to be made with the source from this map, but credit must be given to me for the original creation, and I would appreciate it if you emailed me about it! (I just like to know these sort of things)[/quote][/b]

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105 downloads

Uploaded:07-11-2008

NME Clan Teaser Map: Iorn Bar

nme_clan_teaser_map_iorn_bar.zip | 756.15 KB

point, this definitely needs work with atmosphere. Architecturally, it's relatively sound, and pretty decent to look at. Sound, however, is definitely a necessity. Music is a a minimum, but it could use other miscellaneous sounds. The other thing to complete the atmosphere would be a little more detail. I would suggest moving the stools slightly back so you have leg room. The kitchen needs utilities in there, definitely. Finally, this map needs some massively sourced lighting. Import or some sort of lamp or something, so the light doesn't seem spontaneously conjured from air. Overall, a good start. Keep up the good slave work =_= just make sure you enhance the map experience any way you can. Creativity encouraged. New Textures: Nay New Music: Nay Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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173 downloads

Uploaded:07-11-2008

Hallway Prefabs

45hallway_prefabs.zip | 10.7 KB

includes: Straight hallways A corner point for straight hallways A T junction for straight hallways A cross junction for straight hallways Diagonal hallways A corner point for diagonal hallways A T junction for diagonal hallways A cross junction for diagonal hallways (or an X junction) A connector used to connect a diagonal hallway to straight hallway. These were made in GTK Radiant 1.4. Pretty simple, just throw them in your base/maps folder and open away. Definitely good for shortcutting, I'd say. Very expertly crafted nonetheless. - Averus Retruthan

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1826 downloads

Uploaded:07-11-2008

]LJ[ Orbital Zone

orbitalzonelj.zip | 27.37 MB

changed since I've seen it. To preface, this map makes heavy use of vehicles. As such, the vehicles included in this pack make them [b]almost[/b] a necessity, although there are pads with which to spawn default vehicles. The primary area in this map is a large space area, composed of sporadic space pads, both a red and blue (obviously denoting its use for CTF,) pad with four vehicle spawns. The vehicles vary depending on which pad you pick. The pad designs, however, remain the same. Both red and blue stations contain a sublevel where presumably the flag is hidden, and where you can access a large number of turrets. This is probably where the first technical error would arguably be. The turrets are all on one low level, where nobody would really fly, in reality. Another oddity, this being a "Starfighter CTF," is that it's pretty much a short, straight shot to and from the bases. Whilst some may argue that's not exactly a bad thing, I'd think it is when you can pretty much zoom straight past the enemy, jump outta the ship, run for the flag, jump into another spawned ship and rush. Granted, I'm sure it'd be much harder to do that, but a few obstacles might make the CTF more entertaining. Speaking of ship jumping, I also noticed this area didn't have space triggers in it, so that might lead to a little bit of exploitation. However, it's not really necessary. Beyond the blue space pad is a "taxi station" of sorts, with a floating sign in spanish. The station itself is very irritating, as the same loud beeping noise cycling thorugh constantly. Not very cool @_@; combining that with the ever-irritating cantina music theeme that EVERYONE who has a remote knowledge of Star Wars has known. From here, we'll go down to this portal region that leads to a "starship." Overall, this area is pretty decently constructed, although the strangest error seems to lurk here. A large chunk of the (constantly beeping) bridge is sort of missing..the textures are invisible or something. Not sure what possible error conjures this result, but alas. The shuttle outside the taxi station works, although the door is virtually impossible to find at first glance. I actually went through an unclipped window to get in initially, but then I found it after a brief hunt. A brief console walk later, and I found myself warped into Coruscant(not counting the slighltly "hard to stop at" pitstop of the inbetween region.) The Coruscant region was incredibly busy with unnecessary noise, like the other regions. There wasn't much to offer, other than a diplomatic office and a hidden gym/house. Overall, the map has a few general caveats such as the hairpin use func triggers and unpleasantly looping noises, but for a starfighter CTF/FFA It's definitely a reasonable map to combat on. Submit bandwidth as you will =_o New Textures: Aye New Music: Aye Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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10411 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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1100 downloads

Uploaded:07-07-2008

D-Legion Monolith

dmonolith.zip | 46.08 MB

and everyone's an evil, corrupt bastard. Anyone with any moral fiber would be sickened by the attitudes portrayed by WH40K, [i]especially[/i] the Space Marines, who along with the rest of the Imperium are the aforementioned Nazis - and yet they're the most popular. Man, there's a scary thought. The Necrons are essentially the zombies of WH40K. Big... metal... zombies. Yeah. Now that I've broken the minds of half our audience (I knew there was a reason I liked WH40K despite it's representations of the worst humanity has to offer :p ), I'll point out the 'Monolith' part of things - the Monolith is a Necron fortress, which serves as a headquarters and... fortress. Upon entering the map, you'll start in a misty alcove. You'll notice that individual elements are overall rather primitive, but they tie together elaborately and when looking at the bigger picture, "primitive" is going to be the last thing on your mind. First, cross that finely-constructed wooden bridge, then turn 180 degrees and look up. Yeah. If only that were to scale, y'all would be too busy drooling to spam the comments for a week. First thing's first, get up that mountain trail and above the fogbank. Wait, wha- you're asking [i]why[/i]? C'mon, haven't you ever read the Stephen King short story, 'The Mist'? No? Okay, well here's another great reason to get up that trail: [b]MOVE IT OR I'LL CUT YOU OPEN![/b] Ahh, that always works. As you get up to the top, you'll see another nicely-done wooden bridge leading into the Monolith, and a side path to a landing pad. Shuttle, some guns and supplies, and a turret. Load up then head across the bridge. Now, personally, I think someone's been watching too much [i]Doctor Who[/i], because the Monolith is bigger on the inside. Open the gate, you'll figure out how, and proceed through the trans-dimensional rift in space and time to enter the Monolith. (Okay, so I didn't want to say "magic door". Sue me.) [b]Area 1: Or should that be Area [i]51[/i]?[/b] You'll be spewed out teetering on the precipice of a doom pit. If you fall in, then stop with the drunk gaming, it's embarassing. You see those faces carved out in the rock walls? Oooh. How very Necron. Both WH40K and the last boss of FFIX. Aside from fighting over the name, those guys would get along. This is all very cyberpunk to the tune sang by Quake III Revolution, but hey. Points of interest on the first floor, aside from the marvellous blending of several themes, would be the statues. The job done on texturing is essentially flawless, the whole area's construction is nothing less than appealing, the lighting can be a bit psychedelic at times though. Second floor, we've got the throne room. If you haven't realised by now, it should be fairly obvious that this Monolith has undergone some customization. The Lord and Master's throne and control panel, as well as control systems for his left-hand and right-hand men, plenty of 40k/Star Wars themed portraits and statues, as well as a few Q3 homages. If I had to guess, I'd say that book contained the tenets of the Na- er, [i]Space Marines[/i], sorry. The construction is as solid as the lower floor, even if the visual theme doesn't work so well. There's a third floor above contains a few more portals, and a couple of impressive classical style textures. Overall the area is flawed like the lower floor, but the construction is fairly solid if not the most attractive. The skylight is probably the highlight of the room, so be sure to look up. Let's check the portals next. [b]Portal 1: Barren Lands[/b] To reach this area, return to the first floor entrance. Head to the back-left corner. The portal is surrounded by two green illuminated walls, and is a dark shot of a rocky landscape with green crystals. This area carries off the shattered world theme brilliantly. The mostly-buried statue will attract your notice no doubt. Nice touch. Terrain isn't this engine's strongest point, but it's been pushed pretty far here and doesn't suffer too much because of it. From the top of the head you can see two green crystals - the one on the right will warp you to this area's secondary entrance in the pit room - the one beside the Unnamed Havok statue. The one on the left dumps you near the Dan statue, where you came in. Ahead you notice a red toothy structure - still not sure what they're called - but I'm fairly sure structures of this nature are of Chaos origin, not Necron. If I may direct your attention ninety degrees clockwise, you'll see another warp crystal in an archway. Let's hop over there, not an easy task. [b]Portal 2: The Tank[/b] Yes, tank. As in, a Space Marines Land Raider tank. Fully stocked with armory, engine rooms, crew room, medbay, and control room. And turrets. Not much to say except it's as accurate to the real deal as it's going to get without a crapload of concept art which isn't available to the public. Coming from the crystal warp point, you'll be thrust into a sniper nest way above the tank. It's pretty dark this far up, even with the brightness cranked up, so watch your footing. This area is mostly just rock walls overlooking the tank, so it's relatively pointless. There's a doorway embedded in a ledge above the tank, leading back to the portal room. This also reveals the portal to the tank's location from said main area: second floor, just east of the throne. Which brings us to our next portal, on the other side of the wall immediately to your left after returning from the tank room. [b]Portal 3: Lara Croft Would Have A Field Day[/b] Yes, this is the kind of room you'd expect to find the new, 'badass' Lara Croft hanging around in. Come to think of it, wasn't there a museum level in the [i]TR: Angel of Darkness[/i] demo that had a similar theme to this room (minus the glass floor and Vjun skybox)? This is basically a one-room personal gallery. A few photos, couple of game screenshots and some illustrations. The room is well-constructed and I do like the understated museum theme with a touch of futuristic trans-dimensional styling, though I'm not sure the choice of decorations does it any favours. The next portal is straight ahead from this one upon returning, so let's go there next. [b]Portal 4: Looks Just Like Relic Entertainment's Offices![/b] After the critical reception Soulstorm got - don't see why, it wasn't that bad, albeit a little underwhelming - many Dawn of War fans will appreciate that reference. There's a hellish theme on one side, the Yavin skybox on the other. Major clash there. Lava wall, skewered corpses, skeletal conference table, a mirror, two gargoyles and some Space Marines concept art. One thing I'll never get is the Space Marine hero worship. Funny thing is a lot of Warhammer fans claim to have a distinct anti-Nazi stance if you were to ask them, but the Space Marines have and promote ideals which make the Nazis seem like fluffy puppies - okay, sure, they're fictional, but still, said ideals are rather disgusting nevertheless. Ah, I digress. Not the time nor the place. This room is fairly standard, you can get what you need from the screenshots. As with the tank room, the next portal is directly to the left after exiting, right on the other side of the wall. [b]Portal 5: Well, ONE Of You Is Spartacus![/b] Old-fashioned colosseum, eh? You can use this as a duel arena or an NPC training room - which again is a redundant concept, but to each their own - however if you plan on using it as the former, I'd either force other players into spectator mode, or remove the NPC files from the server. There's a lot of spawn buttons up there. It's a basic room, so not much for me to rattle on about. Upon exiting this room, turn ninety degrees counter-clockwise. See that Space Marine painting? That's where we want to be. [b]Portal 6: Facing Worlds?[/b] You'll be thrown off on the side of a large pyramind. Climb to the top, you'll see another one at the opposite end - accessed through the portal opposite the one you just entered. Each pyramid works as a duel arena, I suppose they'd work as teleport points for a team FFA match too. Construction is basic enough, but for something like this you hardly need unparalleled complexity. For anyone not getting the title reference, play more [i]Unreal Tournament[/i]. Namely the first one, and the CTF-Face map. The thematic likeness is most uncanny. [b]Portal 7: Mario Kart Takes To The Skies[/b] The next portal is right above the last portal you entered. It'll drop you on top of the Monolith in the first area, where you can spawn and fly Mini TIEs. I've already said my piece on this area, so on we go! Note the Scepter of Ragnos cased beside the portal? [b]Portal 8: More [i]Portal[/i]s Than Source Engine![/b] The next portal is - yep, you guessed it - in the same place as #7, only at the other end of the room. It's a boxing ring and gym. Be careful of the Shadowtrooper if you didn't run a killall when the map loaded. Yeah, annoying, ain't it? Exiting back to the main chamber, that archway just ahead holds another portal, this one showing a lush, grassy area. [b]Portal 9: In The Garden Of Eden, Honey....[/b] Yeah, it's a garden. You've got some grassy areas, bit of a hill, a waterfall, a lake and a veranda. The veranda contains a wardrobe, a Dawn Of War victory screenshot, another piece of Space Marine concept art and a Tavion spawn button. One more portal, and it's opposite the garden. [b]Portal 10: [i]Halo[/i] Should Sue Your Ass Off[/b] So, let's see what- wait. Long bridge over a large abyss. Holographic projection of a planet dead ahead. Now either I'm getting deja vu, buddy, or I had bad shrimp for lunch. And I didn't have shrimp for lunch. So yes, that bit is very reminiscent of [i]Halo[/i], and probably half a dozen other sci-fis. I suppose the conference room either belongs to Dr Evil or Matt Damon, one of the two. Having the statue actually [i]holding[/i] the conference room was a nice touch indeed. The statues on either side of the bridge, the gargoyles over the two visible portals, and the giant statue add a brilliantly sinister effect to this room. The iD Tech 3 engine may not handle these types of environments as good as other engines, but damn if you can't pull it off anyway. The portals at the back take you to a five-story base inside the tower. Reception lounge, library, veranda room, conference room, and roof. Slight bug on the roof, in that the back of the statue is untextured. [b]Area 11 - The Awesome that Kouen Forgot{Skull Castle Edit by Averus}[/b] As a gesture of good will, Averus is making an addendum to this review at the author's request in a previous sector. There was an excellently crafted section that I can see why the author was so eager to have it known to the public. As reference, I posted a new screenshot below featuring this castle's gate. Suffice to say, it's the most awesome gate I've seen in a while now. A giant skull opens its gaping maw, sticking its tongue out as a bridge for you to cross =_,= Oh man that rules. I'm so adding that to the tower... Now then, once inside, there's quite a bit to see. On your left is a small roman shrine with a statue of what I presume to be Zeus, lit by two....unshaded light sources? The two light sources here weren't functioning too well, and I noticed a couple other bugs: Sounds did not play UNLESS your saber was on whilst in this shrine's presence, and I do mean just your saber. Another odd bug was that the statue disappeared when you jumped high enough o_O. Across from the shrine is a small garden with a crystal in it. It's nice looking, save for the obnoxiously repeating bird noise. I'd at least switch it up, eh? The spires of the castle contained a couple interesting areas, IE a conference room, a den of sorts, among other routes to the outside of the castle, where atop is an awesome circular shrine of sorts. A bug I noted: the balcony of the spire facing the garden/throne room has some mal-fitted brushes, leaving a nice visible hole. And now, we make our approach to the throne. Whilst it looks basically like the other thrones in the area, it's still pretty awesome to behold, especially on the way. The vaulted ceiling is most impressive to behold, and I definitely liked the use of flying buttresses outside the castle. Going behind the throne, one can force push the glass and open it to reveal a nice observation area. Moving back inside...hey' whassadhis? A tunnel? Indeed, and guess where it leads to? If you guessed vaulted interior with a rancor in it, then you win. A shame this place doesn't allow sound, as even the rancor can't angrily eat you...It'd be a quiet dinner v_v there's also a tunnel breaking off to your right as you enter that leads to another observation area. That should at the very least hit the bigger chunks of the map for now. There are still some demonic surprises in store, but for now, back to ye, Kouen =_= [b]{/addendum}[/b] Well that's possibly the longest review the site has ever seen, and I suspect I may have left a few stones unturned but enough is enough - two hours is a ridiculous review period. This may easily be the largest and most epic map we've had, and while it's not perfect - and the personalisations will hurt it's appeal to the general populace - you won't run out of ideas, especially not if you're into roleplaying. One important bug you should be informed of - bots are not compatible with this map. Also, I wouldn't advise spawning anything either. Keep it strictly for humans, unless you want instantaneous server crash. Obviously there's the issue of pre-spawned NPCs, but whatever. People are going to keep using them despite the inherent flaws in the system, I guess everyone will just have to deal with it. The construction as a whole is brilliantly handled, there's a few errors and one or two minor performance downgrades but nothing that will hurt too much. Not a bad end result and no doubt a lot of work went into this. There is room for improvement, though, as well as maybe redoing certain details to make the map more suitable for public use. ~ Kouen [b]Bot Routing:[/b] No [b]Custom Meshes:[/b] Yes [b]Custom Textures:[/b] Yes [b]Custom Audio:[/b] Yes [b]Review Statistics[/b] [b]Characters:[/b] 11904 [b]Time Taken:[/b] 117 Minutes

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151 downloads

Uploaded:06-30-2008

Imperial Bunker

bunkerbatav1.0.zip | 7.89 MB

but then we've got some inexplicable nice touches which aren't typical of someone's first map. Oh look, plenty of great big threatening buttons! * Kouen goes on a button-pressing spree. Aw man, they're just door and light switches. That's about as anti-climactic as holding a serious discussion on politics with a group of /b/tards. :( Sourced lighting has been used, which I rarely see used by veteran mappers let alone newer ones. Irregular polygonal architecture has been used, and while it's still basic overall, there's a few demonstrations of more advanced Radiant usage. The aforementioned buttons offer interactivity in the way of adjusting the map's layout. One notable technique is the doors of the prison pit - combining multiple brushes into a 'fused' entity. I very rarely see that done. So how does it look? Not as pretty as it could. As I mentioned earlier, the theme of the texturing is generally uncoordinated, and it's not very Imperial-looking. For what it is, it works, but it won't with any aesthetic awards. I sure hope razgiz never does interior design for my apartment though - columns may have worked for the Romans, but for a bunch of futuristic lightbulb-wielding space hippie stoners, it just screams "pompous". :p Can't say much for the taste in music, either. Nice enough track, but doesn't synergise with the map. Reminds me of [i]Diablo II[/i], actually.... Right, not that pretty. It shines in gameplay though. Freedom of movement, balanced areas that aren't too hard to fight in, decent layout for a little gameflow (although in a duel map that's not an overriding priority). Your FPS will be great, there's no resource whores hanging around. Oh... but is that an error? Two in fact? Yep. One missing texture on the 'airlock' area connected to the prison pit room, and half the NPCs in said pit are textureless due to .skin file errors. What we have here isn't so much a show of talent, as it is a show of potential. Keep crackin' at it, kid, you're off to a good start. ~ Kouen [b]Bot Routing:[/b] No [b]Custom Textures:[/b] No [b]Custom Meshes:[/b] No [b]Custom Audio:[/b] Yes (PS: You don't need to include base game assets with your files. Nor do you need to include the system folder - those shaders will work whether people have them or not, given that they're just instructions for the game engine. ;) )

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470 downloads

Uploaded:06-24-2008

Kadus' Temple

kadus_temple.zip | 9.05 MB

of his previous map, Rin Temple. The map is laid out as, and I presume is intended to be, a clan map. However, fear not, for there are no clan logos, insignia, or anything of the such that I could find, except for a small insignia in what seems to be the Admin chamber. This however appears to be the authors personal insignia, and not related to any clan. All the main features of a good clan map are here. There is a main hall area, for meetings, three duel rooms, each with a different theme (an aquatic one, one on multiple levels, and a plain simple one) a ‘Jedi Archive’ style room and also a large open battleground area. I said at the start that this was a most interesting map, and now I shall explain why. The maps architecture is, as most popular clan maps, based around the Yavin style of architecture. However, its not the pure Yavin style that you find on maps like ‘The Academy’ and others. Instead I would describe it as more of a ‘neo-Yavin’ style. This might not make much sense to some people, so let me explain. :P The maps architecture is very simple, with clean simple lines and good use of textures. It is based on the ‘Yavin’ style, and uses many Yavin textures, however, it is like a more modern style of ‘Yavin’. For example, the architecture is simpler, and so is the texture usage. The effect I feel is very nice. One area that was particularly interesting was the battleground area. There were many unusually shaped blocks placed around the area, which I think looked quite like some art-deco style work of art! :) As with all maps, there are some things I feel could be improved upon. Mainly, I think in some areas the architecture is a little [i]too[/i] simple. This is nothing major, but I feel areas such as the roof of the archives room needs some more detail, its just a bit too plain. Perhaps some extra texturing or architectural detail would look cool here. Another thing is bot routing. Now this isn’t that important for a clan ‘academy’ themed map, since it isn’t meant to be used as an FFA map, it is meant to have human players on it rather than bots. However, I always feel that putting bot routing in any map just adds that little bit extra polish to it. Lastly, and this is only a very minor thing that may very well just be down to my personal taste, is the maps music. It is nice music and is quite relaxing, the kind of thing you usually expect on an academy themed map. However, personally it just didn’t feel quite right with this map. However, that’s just me, so you may disagree! All in all though, a very nice map here. It is a good size and I am sure it will be vary useful to various clans. It is well made, and well textured, and I hope that the author may release another version in the future! :) [b]Bot Support:[/b] No [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] Yes [b]Game Types:[/b] FFA, TFFA ~Nozyspy~

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10993 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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1049 downloads

Uploaded:06-23-2008

Air kill train map

asms.zip | 2.43 MB

an enclosed area - with no bot routes, hence any bots added will just jump around - and your goal is to practice mid-jump kills. Imagine that! The map itself is simple enough to construct, sort of an in-out-wham-bam-thank-you-mam-five-minutes job. The 'training' aspect is basically achieved by not adding bot routes. Unlike other maps without bot routes, though, this map keeps bots confined to an area suitable for the training purpose. So, if you want a quick-and-easy environment to practice your mid-jump kills, this'll do the trick better than most. ~ Kouen [b]Bot Routes:[/b] Nope [b]Custom Textures:[/b] Zilch [b]Custom Meshes:[/b] Nada [b]Custom Audio:[/b] Nein

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99 downloads

Uploaded:06-23-2008

Cjs DueLs

cjs_duels.rar | 5.9 MB

relatively even-footing duel platform for straightforward fights. That said there's relatively little custom content used to supplement the map, for the most part it's built with what came in the game package. All that's custom are the clan logos, basically. Design-wise it won't win any awards for innovation, but the design aspect is something we don't exactly see all the time either. Gameplay-wise, it is what it is. Stay near the center and you'll be fine. Aside from the obvious problem of breathing - namely how no one should be able to - there are no real issues with the map. Although I am dubious about the popcorn machines, they seem to be spewing out quite a few staticmeshes as part of their effect.... Oh, and the music, Devils Never Cry? It's not such a good fit with the map. But that's a relatively minor non-issue so whatever. Different version than the one that's included in the official soundtrack I got off Amazon, though, so woot - I got a new song out of this one! :p ~ Kouen [b]Bot Routing:[/b] No [b]Custom Meshes:[/b] No [b]Custom Textures:[/b] Yes [b]Custom Audio:[/b] Yes

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170 downloads

Uploaded:06-20-2008

Duel Garden

duelgarden.rar | 614.08 KB

patio, statue in the center, planters around the edges providing some shrubbery. Balcony overhead going around, useful for observation or multi-level duels. This map displays two upgrades to Nurse's technique. First, curved architecture, as opposed to the standard-issue basic construction in the prior maps. Second, that statue in the center is a pretty good sign of carpentry. Not too happy with the stone texture used, it's a wee bit easy to see that it tiles, and that always niggles me; but it does the trick so what the hell. A decent map if you want a nice, small, balanced arena for duels where the only factor is your saber proficiency. ~ Kouen [b]Bot Routing:[/b] No [b]Custom Textures:[/b] No [b]Custom Meshes:[/b] No [b]Custom Audio:[/b] No