Jedi Knight III

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5116 downloads

Uploaded:09-22-2005

The Star Destroyer

stardestroyer.zip | 8.28 MB

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

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1143 downloads

Uploaded:12-01-2004

Koriban Palace Two

korpalace2.zip | 4.88 MB

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

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9022 downloads

Uploaded:02-13-2008

Episode 3 - Mustafar

episode_3_mustafar.rar | 31.41 MB

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

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438 downloads

Uploaded:03-02-2005

Hoth Duel

_hothduel.zip | 382.58 KB

first - it\'s snowing, there are some busted AT-STs and a building that appears to have a locked door - if you look closer, you\'ll find a gap in one wall, several areas that are plagued with sparklies and while those aren\'t serious issues - they\'re probably easy fixes and shouldn\'t have been overlooked by the author. Wow. That was a long sentence. Bot Support: Yes New Textures: Yes New Music: No Game Types: Duel, Powerduel ~AmosMage

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369 downloads

Uploaded:07-08-2004

Rust

rust.zip | 2.92 MB

leading upto metal grid walkways, always nice for a migrating duel up the stairs then off the end. So yeah, the map is a fairly dark one, although I think that sets the mood of it. The music of the map is from Vjun and seems to be quite fast paced, again very suitable to the map. Another thing I liked was the piston/pump/machinery that rotated underneath the middle of the walkway, I watched it for a while expecting it to do something like open a door or something :P, then again it is a duel map. Okay well I\'m not all that well so I\'ll finish the review here, find the rest out for yourselves! Map Stats Custom Textures: No New Music: No (Vjun) Bot Support: Yes -Mithran-

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4498 downloads

Uploaded:12-29-2003

Dark Streets FINAL

darkforces_streets_final.zip | 21.29 MB

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

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486 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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3894 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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11004 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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3555 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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120 downloads

Uploaded:07-19-2007

War On Sanity Castle

woscastle.zip | 291.21 KB

is blocky, there is no lighting, there are missing textures, and the map is wrapped in a square skybox (and you can fall off the map into the void... so don\'t fall). Texturing is pretty repetitive, using Yavin textures as many starter maps tend to. Some of the high points of this map include plenty of room to fight, some interactive content (jail, anybody?), and some social areas like a meeting room and an office. Of course the textures in this areas are partially missing, so they lose the luster. Hopefully that will be fixed at some point. No bot support or levelshot. Also no music. [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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2397 downloads

Uploaded:04-12-2006

Jedi Enclave

jedi_enclave_fix.zip | 7.1 MB

realized he had made an error and had not included the textures. Whoops! Happens to everybody once or twice, right? Well now we have a fixed version of this map with all the appropriate textures added, and it makes quite a difference! Have a look-see for yourself! Please note that I have only included new screenshots showing the fixed portions, so for a complete review and additional screenshots please see the [file=\"60067\"]original map, posted here[/file]. ~Inyri

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370 downloads

Uploaded:02-08-2006

Breaking Floor Duel

breaking_floor.zip | 4.96 MB

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

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1960 downloads

Uploaded:10-25-2005

Hoth Siege Modified

hoth_modified.zip | 1.3 MB

been added either side of the big door, in the area where you start the game. It was already hard enough trying to get an AT-ST up to that door, so your going to need much better team co-ordination now to try and get it through those two extra turrets! And also in the area behind that door where you must get to the Bridge controls at the other end, there’s a new emplaced turret on top of the Bridge Control Room that you can get in. There’s another large difference, but this is more on the side of gameplay mechanics rather than actual physical changes to the map. The hack times on all the consoles have been reduced, which I’m sure the players on the Imperial team will like! I know how annoying it could be to try and hack those consoles, then you keep getting shot and have to go back and do it again when you respawn. One other thing is that the health on a lot of things (like the turrets for example) has been increased, so as well as having more turrets, they’re also a lot more difficult to kill! O.o Probably the one thing I didn’t like most of all was the fact that there was no proper lighting, the entire map was on full brightness, which, when you have lots of very white snow…can be a bit blinding lol. Really, this was quite an interesting idea, making a siege map more challenging, but I feel the author could have perhaps done a bit more with this. But anyway if you like Hoth Siege and want to play a more challenging version with some friends, then you might like this :) Bot Support: No New Textures: No New Sounds: No New Music: No Game Types: Siege ~Nozyspy~

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1267 downloads

Uploaded:03-06-2005

Maps and Scripts for Escape: Yavin IV

escape_maps.zip | 2.88 MB

how it was made and how it works, not many authors do that! What a guy :D! -Rink If the mod sounds new to you be sure to grab it here!: http://jediknight2.filefront.com/file/Escape_Yavin_IV;37749

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11231 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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6011 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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11506 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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662 downloads

Uploaded:06-13-2006

FFA Yavin Jungle

ffayavinjunglev1.1.zip | 7.74 MB

folder and put this in here, a big area of the map was missing textures. The reason? The author failed to put the textures where they were supposed to be! So I decided to be nice, and I moved the textures to where they were supposed to be. I shouldn\'t have to do this, but I did it anyways. Well, after I fixed the whole texture misplacement thing, I found yet another missing texture. Don\'t worry it\'s small, but I\'ll tell you where it is when I get to it. Okay, well in addition to the original map, there are a few added areas. One is an eating area. It\'s not all that bad, and even has a tauntaun cooking on a grill! Why the grill uses a wood texture, I don\'t know. Anyways, there\'s a bar, and also a caged jawa! I just want to poke the little fellow. And here is where we find the missing texture. Yes, it\'s the bar sign. Another added area is an armory, you don\'t need to know about that. It\'s what it says. Another area is an underground duel cage, which is only toggle able from the outside. Can anyone say cage fight? :p There\'s also an \'\'evil\'\' place. I fail to see how it\'s evil. It\'s just a demonic judge in a room with red light. And another one of the new areas is a \'\'tribute\'\' area. It just has pictures of several Star Wars characters. Oh yeah, I almost forgot the tauntaun spawn area. Yep. Now you can go around on a tauntaun. The lighting in this version might actually be worse than in the first one. Everything was very dark, and this was \'\'supposed\'\' to have better lighting. I did notice a shader, but the texture that it uses isn\'t included in the file. And another thing, you\'ve got lots of fires around, fires give out light. More so than is shown here. So, lighting is really what needs the most improvement. Just keep working, you\'ll get it right. Oh, and this version does have bot support, so have a cookie. Bot Support: Yes New Models: Yes New Textures: Yes New Music: No (Same as old version) ~Zach

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63111 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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117442 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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9407 downloads

Uploaded:07-07-2005

!SoS! Underground

map_sos_underground.zip | 9.64 MB

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

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716 downloads

Uploaded:06-23-2005

Acrition City Duel

acritioncity.zip | 2.17 MB

polished.[/quote] Polished? Thats somewhat of an understatement. Everything... absolutely everything in this map shines, with the exception of the skybox. Not that that's a bad thing, it really depends how well your eyes can cope with a glare like that, but personally I think it's a little overdone, however that's not really a focal point of this map, so let's see what IS the focal point of this map. :) The name, Acrition City is a little exagerrated, as the map is only a small duel map with a city looking skyportal around it, and I didn't see a cathedral anywhere lol ;) Just kidding, but for a city it is a very small map, even with the skyportal it's a little small. Which brings me to my next point. When you look over the edge, you get the oh-so-nice view of an orange floor which sharply at 90 degrees joins into the desert skybox - not a very nice sight. Something needs to be done here, maybe a fog or something, as that is really not very nice to look at. Additionally, the textures used on the skyportal surroundings were too large and misaligned in quite a few places, but that's not to say it all was, just some of it. :( The actual dueling section in the middle isn't bad however, theres a few nice patch uses and a little bit of nature in a technological chasm, in the form of a tree. Sure it's a tree, but I think it's quite effective there. There was also some kind of pads which looked like they might've been some kind of hover vehicles, which you could have a moving duel on, but they turned out to be static and that was a little disappointing, unless I've missed a switch somewhere. The second gripe is the lighting - In the middle of the daytime in a desert surroundings, why have so many windows got their lights on maximum glow? Apart from this though, this is a fairly average duel map, with some nice features but is spoiled by some nasty visual errors. The music used can fit with the map or not, depending on how you invisige the area. Personally, I don't think it fits too well, it's very lively and loud, wheras the environment isn't really busy e.t.c. New Textures: No New Sounds: Yes Bot Support: Yes ~Szico VII~ EDIT: Sorry, there was bot support... my apologies.

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73093 downloads

Uploaded:06-06-2005

Star Wars Episode III JKA Map Pack - Part 1

sjc_eiii_mappack_part1.zip | 54.04 MB

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

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3592 downloads

Uploaded:05-24-2005

Icy\'s Castle

icys_castle.zip | 2.94 MB

has some cool features. As you can see, there is a drawbridge of sorts that\'ll keep you from frying in the lava moat. There is a button that\'ll extend the bridge, so hopefully you spawn in the castle. ;) The stairs up the turret are nice, but are a bit small and narrow. You can\'t comfortably run up them, without getting stuck on the torches. Each small turret has a disruptor, which I find to be a bit too much firepower. Probably should\'ve been limited to two of the towers. The armory doesn\'t have much to choose from and I did get stuck in it. I didn\'t figure out how to get out, because those things annoy me. So I noclipped out. :P The jail cells look good, but there was some z-fighting I found here and throughout the map. The last cell does lead to a cranky monster that wants to eat you. And that\'s why you see a picture of him from VERY far away. The doorways and staircases are nice, but like the turrets\' staircases, they seemed a bit narrow. I really like the dining hall and though I know the author was going for an RP theme here, with bactas at every seat - that\'s just way too much health for a good FFA map, in my opinion. Yes, there are bedrooms. Meh. Moving on. I really, really need to read the readme\'s first. I walked over to one of the buttons and thought, \"I wonder what this does? Does it open a door to a secret passage?\" No. It does not. It spawns things that want you dead. The stormtroopers scared the hell out of me. I jumped and landed in the lava. I think that was their plan all along. Anyway, all in all, this is a good map. It was fun to play, in spite of the few complaints I had. Could I actually play this on a guns server (which would be best) with other people? Heavens, no. The FPS was so bad, it gave me a headache. Work on the FPS issues and this might be a good addition to a gun server. Bot Support: Yes New Textures: No New Music: No Game Types: FFA ~AmosMagee

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5538 downloads

Uploaded:05-11-2005

Twilight on Tatooine

twilight.zip | 30.6 MB

run across a gem like this. Granted, this map should\'ve been posted LONG ago, but I\'m kinda glad I just now came across it. It\'s been a while since I\'ve reviewed a truly FUN map. When I first took a look at the map, I wasn\'t all that impressed. I mean, it doesn\'t have a mind-blowing theme, or fabulous graphics. But then I walked around a bit, threw my saber at a few things and ... OMGSOMETHINGBLEWUP! That\'s when it got fun. ;) This is definitely a map that would be best with guns. I\'ve got to hand it to the author - he really placed weapons, shields and health quite well. Just as you get fried by some lightning that you suspect will be there, but aren\'t quite sure ... you find a health pack. You jump to a large rock across the way and you know you\'re going to suffer some fall damage, but there\'s some health right there waiting for you - along with a gun and some ammo. :D I had a lot of fun with this map and that\'s just with trying to kill bots with the various booby traps here and there. This would be great on a guns server. Very nice job. :) Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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1369 downloads

Uploaded:05-11-2005

CTF Outcast

ctf_outcast.zip | 2.6 MB

to match it for me. For some of you, CTF for JA has been just as fun. But maybe you miss something about JK2. This map, CTF Outcast may be that something you\'ve been missing. The layout, the flow, the design all is reminescent of JK2 CTF maps. My only complaints would be that there\'s no bot support and the lighting seems to be a bit harsh in some areas, while there are too many shadows in others. Regardless, it\'s a CTF map and you should download it simply for that reason. :P Bot Support: No New Textures: Yes New Music: No Game Types: CTF, FFA, TFFA ~AmosMagee

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571 downloads

Uploaded:03-02-2005

TSA Mountain

tsamountain_mace.zip | 21.79 MB

mapping. No, wait. Maybe I shouldn\'t say that. I don\'t want to discourage anyone from mapping, but I really hate having to give such bad reviews. Let\'s just go point by point, shall we? FPS - See that screenshot? 3 FPS. No, that screenshot was not altered. It was seriously 3 FPS. I couldn\'t even move hardly. Why in the world would this map have such low FPS? Textures - Missing, that is. There were no other maps in my Base folder, except the game\'s maps, so there aren\'t any interfering textures. Rawr. Blockiness/Angular - All of his maps have this really blocky feel to it. There are no curves, just corners. Game Play - ??? Are you kidding me? What kind of game play can there be when you\'re getting an average of 2-3 FPS in the main area? Vehicles - There are vehicles in this map, somewhere. A TON of them. Where? I have no idea. I didn\'t have the patience with this map to find \'em. Mace. Why don\'t you have people testing your maps for you? It appears you\'re in a clan ... why can\'t your clanmates be your beta testers? Because, seriously, you NEED them. You need someone who\'s going to be honest about these things. This is at least your third map that you\'ve released, you should\'ve improved some by now. But you haven\'t, except that you figured a few other tricks out that just added to the plight of this map. Do I recommend that anyone download this map? Absolutely - if you want to see what NOT to do. Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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4848 downloads

Uploaded:03-02-2005

Bloodmine Shaft

bloodmine.zip | 26.13 MB

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

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361 downloads

Uploaded:02-25-2005

Fortress of Hevil

for-hevil.zip | 1.21 MB

spawn outside of this fortress near one of the four doors around the wall. When you go through the two doors, you\'ll find yourself in a very, very, very bright hallway. Circle around until you find a door that takes you into a dark room with torches lighting your way. For some reason, there\'s a big blue room with crystals and statues all around. There\'s also a transporter in here. I\'m sure you saw the transporters before you got to this room. I tried them all out and none of them worked. So I was skeptical of this one. But it did take me somewhere! Yay! To another big room with statues and torches, instead of crystals. Once again, there\'s a transporter thingy. And then the author throws us a curve ball by sending us to a small room with really big ... um ... things. Yeah. I think I took a transporter to get to the top of this fortress where a big metal grate thing serves as a roof. All around the square map are four gun turret things so you can easily obliterate your opponent. Weapon placement was actually fairly intuitive. It didn\'t seem like it was an afterthought in most cases. Now, I think my biggest complaints have to be lighting and textures. The lighting was way too bright in some areas, too dark in others, and too blue in one place. The textures were bland and repetitive. Keeping in mind that this is the first map for this author, it\'s a great first try! I do like the concept, but the map does need some work. The only thing that confuses me is that this is a map for JA, but JediMaster is a supported game type. Um, is that even supported by JA? Well, maybe a mod does it. :) The author plans on making updates to this map - so some feedback from you guys would be great! Bot Support: Yes New Textures: No New Music: No Game Types: FFA, TFFA, JediMaster?! ~AmosMagee

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1180 downloads

Uploaded:02-23-2005

Imperial Base

imperial_base.zip | 6.88 MB

a control room that allows someone to open the gate for the Rancor, turn the shield above on or off, etc. 2. This looks like an enormous parking garage. Hmm. One would expect to find swoops here, huh? Yeah, no. It\'s just a huge thing with levels that you climb to the top. 3. See that thing in the middle? It\'s kinda cool, I have to admit. But, it\'d be nice if it had some purpose in this map. It doesn\'t really. You ride the elevator up, you see a bunch of computers and stuff, and then go back down. *shrug* Everything else you see is for decoration only as well, though it\'s not well decorated. 4. AGAIN with the cargo boxes. Blah. And see that little open box with the hazard strips around it? Ride that elevator down and you\'ll find yourself in the map DS Clan Ultimate. No, I\'m not kidding. A map within a map. That\'s probably the coolest thing about this map. 5. This is inside ... something. I have no idea what. I was able to teleport into it once only. After that, if I tried, I simply died. What sucks is, I found that when I respawned, I\'d often respawn in the Rancor arena. *sigh* Problem with that? Well, if the big blue shield is on, you can\'t get out - unless someone\'s in the control room. I\'m thinking someone didn\'t plan this out very well. 6. That\'s just a close up of the interior of whatever I\'m inside in screenshot 5. Bottom line: Keep trying. Bot Support: Yes New Textures: Yes New Music: No Game Types: FFA ~AmosMagee

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1768 downloads

Uploaded:11-05-2004

Darksaber Duel

darksaber.zip | 1012.28 KB

very small, but its got plently of height for jumping and it feels larger than it actually is. The lighting is greeny but focused, and the sources all seem logical, as well as the whole map being mostly patches. Whilst it's not detailed in many areas, the look of it is pleasing, and I liked the music with it. Yes it's star wars, but its one of the better pieces :D My most negative point however is the shininess of the thing. It's not very easy oin the eyes, and it could look better with just a little less shine on the shaders! Theres no new textures or sounds, as this map makes do with only about 5-6 textures, but because of the size and layout it doesn't seem repetetive. New Textures: No New Sounds: No Bot Support: Yes ~Szico VII~

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2019 downloads

Uploaded:11-05-2004

OLTS Headquarters

olts_hq.zip | 5.84 MB

the way first shall we? The first area I spawned in was a stone hallway with various dueling rooms on either side. The first one i went into gave me a rather bad first impression as the objects hanging from the 2-d chains were untextured. These chains aren't bad, but I'm not sure what they are to be honest, and perhaps doing them in 3d would have been nicer. Most of these rooms are bug-free though, with the downside being that they are extremely dull to look at for the most part, spare the ceilings. There's also a design fault with the locking mechanisms here. All these rooms lock from the inside, which means if everybody in there gets killed, i.e there's no-one left in it to reopen the door, the room in question is locked forever. Kind of stupid? No, but there are those who will go in there, lock the door and kill themselves on purpose. There were LOTS of other areas in the map, but the theme was kind of disjointed, as I walked from an underground stone cavern into an imperial landing bay. :p All these areas were fairly bug free, but I did find some. In the bar theres a VIS error when looking through the laserdoors whereby you can see the void, (HOM effect) and the FPS in the main hanger dropped enormously for some bizarre reason. However the rest of the map was pretty good, running at 40+ FPS. Whilst this is good playability, the lack of intricate detail in pretty much every room makes them all kind of boring to look at, and the lighting was kind of odd in multiple places too, the most obvious being where theres a ceiling light whiich has one of those light-beam effects, except its the wrong way around, meaning the light gets stronger the further away the beam gets from the light. Very odd. Other minor bugs included doors not opening far enough for you to walk over them, (i.e sticking out of the ground) the lightning towers in the shaft room dont fit exactly and stick out of each side of the towers (see screenshot) and theres some orangey lighting in the space and Yavin areas which just looks wrong. :( Now, my favourite bits. Remember I told you about the bad FPS in the hanger room? Well, there's a small landing pad here with an open door into the vastness of space. Don't jump through it though, unless you want to die by falling to your death..... which is odd as you cant fall in space, but anyway.... ;) You can spawn Tie-Fighters here by pressing a small control panel, and the tie-fighter appears. Probably better if some kind of machine put it there but meh, not everything is perfect. The good part here is the transistion as you leave the hanger in the tie-fighter. You get to go through hyperspace in a cool animations sequence and appear in a GIANT space battlefield with little floating 'things' in it. I couldn't work out what they were, or how to get back to the hanger. So, whilst the hyperspace sequence is very nice, it's kind of a pain as the only way to get back is to die. (Well, thats the only way i could find) What else? Well most of the other areas aren't worth mentioning because they're just areas which are not buggy, but not really interesting either. Theres the clan council room, a few tunnels and stuff, a fog infested room which I couldn't find my way out of... (plus I've never seen red fog in a control room before) a giant rock cavern with a flat ceiling :| and also a lava pit. The music is plain, and a bit dragging in my opinion, but there is bot support and a new statue model. So in conclusion, its not a bad map but to be honest its very boring. Possibly only going to be used for this clan, what with such better maps around. To make the final note positive, I loved the lift in the hanger room, nice touch in the animation, and its SOOOO much better than a little square block :) New Textures: Yes New Sounds: Yes Bot Support: Yes ~Szico VII~

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64875 downloads

Uploaded:10-02-2004

Naboo Hills 2.1

naboohills21.zip | 8.67 MB

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

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1009 downloads

Uploaded:09-15-2004

Bespin Shaft Duel

bespinshaftduel.zip | 1.84 MB

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

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2401 downloads

Uploaded:07-31-2004

Eternal Lair of Seuss

eternallairofsuess.zip | 19.26 MB

have any Siege maps yet? No! I don\'t think we do! Well, um, now we do! Yay! Okay, so this is The Lorax - Under Siege! Or rather, Eternal Lair of Seuss. So you can choose to play the role of the Lorax (good guys) or the Once-ler (baddies) and your objectives are fairly simple. Like the map itself. Too simple for my taste. I loved the trees - they very much resembled the trees on the cover of the book. But Orb\'s reminded me of those dandelions that you can blow and make a wish as the seeds fly away. :) The Dr. Seuss look and the rocks used with it just didn\'t look right, though. The textures didn\'t compliment each other, in my opinion. I suppose my favorite thing has to be in the last picture there. The art definition scroll thing looks very cool. Orb keeps driving it into our heads that mapping is art. Hey, I never disagreed with that! It is! And I love the serious Ragnos statue with the silly Seuss-ish hat on his head. :) It would be nice if there was some bot support though. I couldn\'t even test this map fully because I couldn\'t have a bot. :( Oh well. It\'s a great concept and I\'d love to see more Seuss themed maps, but it really needs to be more colorful, less realistic. Hmm. Think ShroomDuck maps. ;) Bot Support: No New Textures: Yes New Music: Yes Game Types: Siege ~AmosMagee

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697 downloads

Uploaded:07-25-2004

Return to Hoth 2

returntohoth2.zip | 191.96 KB

map. I just had bigger expectations. I\'ve always liked cold, snowy Hoth mixed with that cold, tech, industrial look. This is just a simple duel map that might be good to add to your duel server. However, the third screenshot just shows where I found a little error (HOM effect). I know the screenshot doesn\'t show it very well, but it is there. Anyway, keep mapping. :) Bot Support: No New Textures: No New Music: No Game Types: Duel, FFA, TFFA ~AmosMagee

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311 downloads

Uploaded:07-18-2004

Koriban Palace

korpalace.zip | 657.6 KB

Soon I found some stuff to smash up, Some sort of glasses, Alot of attention was given to details. Though when I started trying the doors, I was a bit dissapointed that the map was only one room big. So it makes it a very nice Duel map. I hope in the next version (If there is going to be one) , That there will be an FFA version with alot of rooms. Because the idea is very nice. -~*Buffy*~- Botsupport: Yes New Textures: Yes New Music/Sounds: No Game Types: Duel

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1568 downloads

Uploaded:07-02-2004

Ninja Dojo

ninjadojo.zip | 1.19 MB

think it\'s a rather nice setting. As you spawn into the room there are two candles at opposite ends and two large stone pillar candle thingies. Anyway after noticing these I realised that I couldn\'t hear any music! Brought down the console, low and behold there is a problem with the music file. Maybe because it\'s a .wav file or maybe it\'s just been packaged incorrectly, not that the music matters too much on this map, the room is so small you\'ll be fighting constantly anyway. Bot support sadly isn\'t featured as well. But again the map is small enough that it probably wouldn\'t make a difference anyway, they could probably lightning-whore you from across the room :P. On the up side this map comes with new textures! One or two of them being a japanese (at least I assume?) symbol on the floor and two of the walls. There isn\'t much else to say apart from keep up the good work, get the broken music working and think bigger! :) Map Stats Gametype: Duel, PowerDuel New Textures: Yes New Music: Nope (none at all!) Bot Support: Nope -Mithran-

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1987 downloads

Uploaded:07-02-2004

Yavin Valley Botroutes

torchyctf1botroutes.zip | 6.42 KB

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17539 downloads

Uploaded:04-20-2004

The Real Jedi Academy

the_real_jedi_academy.zip | 5.29 MB

this map. It's exactly what it was in the single player game, except now you can push and pull the blocks ... yeah, because we all need to practice that. ;) But you can also press a button in one small room to summon a little droid/sentry thingy so you can get some practice in. I can't say this is a bad map, I mean, the design is Raven's. So it is good. But, something that does bug me is that this map has no guns and very few pick-ups. Maybe that was intentional, I dunno. There are bot routes, so you can play this alone, y'know, but like, with bots. Looks like the music included is from Knights of the Old Republic and it seems to fit just fine. This is probably a great map to add to an FFA rotation where the focus is dueling. So, good job. :) Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, TFFA ~AmosMagee

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1035 downloads

Uploaded:12-22-2003

Temple of Time

loztemple.zip | 3.75 MB

played this game, and as soon as I finished loading this map it reminded me of it exactly. He’s even made the doorway that you get out from in the game (you can’t get out in the map, though) darker, just as it is in the game. This map, all in all, is a good replica. The main down side though, in my opinion, is that it’s a little small even for a duel map. I prefer to duel through different areas, rather than just one area. Maybe next time an FFA map could be made, on a larger scale. Bot Support: No. New Textures: Yes. New Sounds: Yes. -Adamoose

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596 downloads

Uploaded:11-27-2003

FFA Battle Arena

ffa_battlearena.zip | 408.4 KB

linked by some tunnels. This map has some nice ideas, and reminds me of some sort of medieval castle. Unfortunately the map has too many problems to be considered good. For one all the architecture in the map is blocky. Mind ya this is to be expected of a new mapper, but it still isn’t good. Also it seems that the authors only uses two textures for the entire map… well I guess that’s not horrible since there are only two rooms… wait, yes it still is. Also this map lacks music, or bot support. Overall this is the sort of map you probably don’t want to download, however at the same time, you might wanna watch for some better work coming from this author in the future. Nice try, keep it up ~DeathBringer Bot Support: No New Textures: No New Sounds: no Game types: FFA, Team FFA

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2151 downloads

Uploaded:11-08-2003

FFA Sniper Wars

ffa-sniper_wars.zip | 14.87 MB

are trees and vegetation galore for hiding. A river runs through the map and bunkers are built into the large rock all around. This map is called Sniper Wars for a reason, so don\'t be surprised when the only weapons you find are trip mines and disruptor rifles. Now here\'s something I certainly did not expect to see in a map - two new bots are included. And, of course, bot support. :P The bots are sniper purists. They will only kill you with a disruptor (unless they run out of ammo or somehow find thermal dets on a map that isn\'t supposed to have any). This map does work for both JK2 and JA, but in JA, the elevators don\'t really work all that well. They take their sweet time going up. Unfortunately, I found that the music didn\'t work for me. I didn\'t test the map in JK2, so maybe it works there. I dunno. Anyway, great concept and I love the unexpected addition of the Sniper bots. Good job, Spector! Bot Support: Yes New Textures: Yes New Music: Yes (doesn\'t work) Game Types: FFA ~AmosMagee

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8371 downloads

Uploaded:11-08-2003

Jk3Duelpack

jk3duelpack.zip | 598.71 KB

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

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270 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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216 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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348 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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336 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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3198 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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4020 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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1456 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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3080 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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3429 downloads

Uploaded:01-17-2008

Frozen Temple {RGD}

frozen_temple_renegade.zip | 40.43 MB

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

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6319 downloads

Uploaded:12-14-2007

The Real Jedi Academy

therealjediacademyv2.zip | 15.23 MB

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

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197 downloads

Uploaded:08-12-2007

Bridge

bridgeduel.zip | 1.57 MB

and swing violently on tires dangling from trees. Simply constructed, we are given two opposing buildings, a bridge connecting them, whilst suspended over highly-repetitive lava. One of these buildings has a nice Hoth Turret ready to FIRE UPON THOSE UNSUSPECTING DUELISTS! Ha, fools. None can defeat it, for its HP is very high, and shouldn\'t you be focusing on your opponent? =_o If you find this bridge unappealing, you may go to two rocky islands, one with a tauntaun corpse on it for some reason o_O. Most likely to feed Averus, I suspect...or lure him into a trap. =_= To abbridge any long-winded ramblings, I shall simply post a list of possible improvements you may make: - Add music - Different lava texture - Cut the HP on the hoth turret - Change the skybox from Bespin to something a little more appropriate. Otherwise, a pretty decent map for a newcoming modder to our mysterious community of anger. SUBMIT BANDWIDTH, SHOULD THE IDEA OF BEING FIRED UPON WHILE DUELING AROUSE YOU HIGHLY =_= New Textures: Nay New Music: Nay Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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198 downloads

Uploaded:08-11-2007

Acid Place

acidplace.zip | 536.92 KB

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

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1558 downloads

Uploaded:08-10-2007

Alzoc 3 Spaceport

alzoc_3_spaceport.zip | 7.46 MB

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

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20804 downloads

Uploaded:06-30-2007

Jedi Temple

jedi_temple.zip | 22.95 MB

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

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51606 downloads

Uploaded:03-09-2007

The Academy

the_academy_v3.zip | 24.36 MB

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

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1181 downloads

Uploaded:01-17-2007

Tatooine Nights

tatooine_nights.zip | 22.64 MB

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

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118 downloads

Uploaded:10-31-2006

Duel_Martyr

duel_martyr.zip | 3.38 MB

ledges of various heights. A few new textures have been included, but 75% of them are advertisements so it still has a very \"stock\" feel to it. The various stock textures are combined well, however. The lighting is pretty good, and the layout is perfect for a duel without the duelists having to be cramped. Because it is a duel map no bot support has been included, but it\'s not really necessary in a duel map. [b]Bot Support[/b]: No [b]New Textures[/b]: Yes [b]New Models[/b]: No [b]New Music[/b]: Yes ~Inyri

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4206 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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85 downloads

Uploaded:10-17-2006

Halloween Frost

frostyyyy.zip | 193.69 KB

guess, this map is small. It's not necessarily poor, though, it's just... small, and kind of empty. There isn't much to it. The basics: It's a square, with a raised walkway on the outside, and a lowered area with a pillar in the middle. The real killer is that there are random lightning strikes. They didn't seem to make any sound, though, which seemed kind of strange, and there's no music, so the map really lacks any kind of mood. The Arena file is also incomplete, so you won't be able to access this map unless you load it from the console. Overall, it could probably stand at least another 30 minutes of attention. [b]Bot Support[/b]: No [b]New Models[/b]: No [b]New Textures[/b]: No [b]New Music[/b]: No ~Inyri

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219 downloads

Uploaded:10-17-2006

Development of a House

house.zip | 1.21 MB

bit about maps and what makes them good or bad. This map, other than showcasing the author\'s knowledge of carpentry, does little else. The number one problem with this map is, even if you wanted to admire the houses, you really can\'t. The doors are about 3/4 the size of your player model, making some so small you have to duck to get in, and other so small you can\'t pass through them at all. It\'s not just the doors, either. The ceilings of the first floor will be about 1-2 inches shy of your head. It\'s almost as if the author didn\'t bother testing his map along the way and never noticed it was improperly sized. Another big pitfall is the skybox and the edge of the map, which you can see quite easily. The map itself is not very big, and there is nothing blocking your view of the edges of the map, so you can see right down to the bottom of the skybox. If anything, the houses in this map will get in the way of any serious play. While I applaud the author\'s knowledge of home construction, a map showcasing it not only doesn\'t fit in Jedi Academy, but it really [i]distracts[/i] from gameplay, especially when all the houses are incorrectly scaled. [b]Bot Support[/b]: No [b]New Textures[/b]: Yes [b]New Models[/b]: No [b]New Music[/b]: No ~Inyri

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1519 downloads

Uploaded:10-05-2006

FunJumping RELOADED

funjumping_reloaded.zip | 7.9 MB

The map is still as unconventional as ever, so no worries on that count. You\'ll likely want to know what\'s changed and what hasn\'t, right? Well, the good ol\' tele-jump is still in there, provided you aim it right. The dojo remains, with some minor changes (the music button has been switched out and replaced with NPC controls). The music room seems to have been replaced with a lounge of sorts. The rancor room remains as it was, however the lag when running towards it has been smoothed slightly. Also, an extra level has been added in there. Now for the new areas. There\'s a slide chute at the top of the main shaft, which will drop you right back down. There\'s a new mini-game room called Jawa Bounce. Check that out for yourselves. A jump room has been added. While it is relatively simple, it\'s still fun, although I do have to question the interior design instincts of the author ;) . The other noticeably new area is the garden. Advice for the author: don\'t ever use that water shader again. It\'s possibly the most horrible of the game\'s liquid shaders, and it gives that awful blue aura to anything nearby. You\'ll find a secret somewhere in the garden, but I\'m not telling where. There are also plenty of secrets, and a few semi-secrets too. Overall, my gripes remain largely the same as before. The texturing, while better, still follows a somewhat conformative setup. It doesn\'t look bad, but really, a little creativity never goes amiss. The lighting is, again, uniform, but it\'s fairly obvious by now that looks aren\'t what this map is made for. I assume the author has fixed the areaportalling on the doors, but I went through them with first-person noclip to get screenies this time, so I wouldn\'t know for sure. Oh, be sure to turn your music volume down a bit in the game\'s options, especially if you use a headset. Either that, or keep some aspirin nearby. :p Overall, it\'s a fun map. Could be more in the aesthetics, but the mini-game potential more than makes up for it. Recommended for a download if you just like messing around - you\'ll have plenty of goofing off to do here. ~ Kouen [b]Bot Routing:[/b] No [b]Custom Model(s):[/b] Yes [b]Custom Texture(s):[/b] Yes [b]Custom Music:[/b] Yes

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26 downloads

Uploaded:09-03-2006

Dojo Duel

dojoduel.zip | 439.72 KB

arts dojo texturing, small flame lanterns, you know the deal. Only, all but one of the custom textures is missing - and that means there's only one textured surface in the entire map. Yes, you heard right. Personally, I don't like to "kick people when they're down", so I'm not really going to pass judgement. I do have a few tips for the author, aside from including the missing textures of course. Do more with the map. It's very plain, and could be expanded on in a lot of ways. Lighting is an essential component, as it adds atmosphere. Music is another component you should add. Something fitting, like some easy listening, what you'd normally hear in a dojo. Well, there's no real point to grabbing this in it's current state, unless you like black and white grids. =/ ~ Kouen [b]Bot Support:[/b] No [b]Custom Textures:[/b] Yes, most are missing [b]Custom Shaders:[/b] No [b]Custom Models:[/b] No [b]Custom Music:[/b] No

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141 downloads

Uploaded:09-03-2006

Tomb Duel

tomb_duel_v1.zip | 3.99 MB

Sith Lord who was challenged by many a Sith, slaying all of them but one, who would eventually kill the Sith Lord, leaving his tomb haunted and filled with the dark side. From various games, we all know a few things about Sith tombs. One: they're dark. Two: they always have creepy statues. Three: they must have a coffin, else they're really not a tomb, are they? And four: fire is a must. Bringing all these things together, you get a creepy, dark, dreary Sith tomb. This particular tomb is not what you might expect. Rather than the very square shape we're used to seeing with early maps, this map is rectangular, and much longer than it is wide. Somehow even this simple feature gives it a little spice. On each side it has a row of columns, each having both a capital and a base, and several of the very commonly-use Sith statues. This leads to a raised platform at one end with the coffin, of course, and two Sith dog statues, one on each side. I like the design of the map, however there are a couple of things that bug me. First and most notably is the music. It just doesn't fit, by any stretch of the imagination. Frankly I had to mute my computer while I reviewed the map. Secondly, the lighting on each side of the room is different, despite the fact that the architecture is identical. I would have to guess this is due to the placement of light entities, causing them to throw differing shadows, but the shadows being different for indentical features strikes me as a bit strange. Also there are no botroutes, but as the author points out (and I can't say I disagree) for a duel map of this size he felt botrouting was kind of pointless. Overall I find this map pretty good for an early map. Simple, but it fits the style it's supposed to be, and has a few quirks that make it interestingly unique. [b]New Textures[/b]: No [b]New Models[/b]: No [b]New Music[/b]: Yes [b]Bot Support[/b]: No ~Inyri

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181 downloads

Uploaded:09-01-2006

Smugglers Hideout

smugglers_hideout.zip | 1.31 MB

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

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2266 downloads

Uploaded:08-29-2006

Attack Cruiser

attack_cruiser.zip | 10.98 MB

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

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3932 downloads

Uploaded:08-29-2006

FFA Bespin

adnan_sahin_fix_ffa_bespin.zip | 3.22 MB

lights on the buildings and platforms are there, and they do glow! This version is especially good because it doesn\'t have the issues that I\'ve seen with other maps. Ah, nostalgia, my old friend, we meet again. Bot Support: Yes New Textures: Yes New Models: No New Music: No Gametype: FFA, TFFA ~Zach

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914 downloads

Uploaded:07-06-2006

Death Arena v2

arenav2.zip | 12.6 MB

time goofing off - and the development time should only include the time you spend working. :p That\'s beside the point, though. The map is generally simple. A central courtyard with a few bobbing rings, and four passages. An interesting note about the courtyard, is the button which lowers the floor. The leftover platforms look cool, but if you fall, you\'re teleported back to the top. No dueling underneath them. The four passages from the courtyard lead into seperate \"districts\". I\'ll give a short district-by-district description. The first area is the combat district. Four duel arenas in two rooms, with a third room between them. This room has a wide floor, NPC spawn buttons, and a small relaxation area. The second area has a swimming pool and a bar. Typical clan map area. Behind this room, you\'ll find a small Yavin-style room where you can spawn a Jedi Trainer NPC, and another NPC which I didn\'t bother to spawn. The third area is just a big duel room, entered via a button next to a doorway. Inside, another similar button teleports you out again. A third button, on the inside, raises a cage. Stepping through the passage near the aforementioned button, leads to a large empty duel room. The final room, through the fourth passage, is seemingly inaccessible. Yeah, right. Noclip for the win ;) . There\'s a small pond, a meeting table, and a row of buttons. Three of the buttons drop dead reborns into the pool, another button raises a stone platform into the pool, and the others seemingly do nothing, but I assume one unlocks the entrance. The good parts. Simple map, high framerate, good variation in areas, no really useless stuff, a good deal of things to do, moderate RP server value. The design isn\'t particularly striking, but it\'s not ugly either. Several ideas were quite smart strokes. A few aspects of the map are just neat. Clan tags aren\'t pasted anywhere. The bad parts. The texturing gets very repetitive. The lighting is boring - it seems as if one light entity has been stuck in the center of each room and adjusted to light the whole room. No light sources, and almost no variation. \"Don\'t Lame\" has been plastered everywhere, and has been constructed from brushes. For starters, it would have been better making a custom sign texture and using one brush for each occurence, rather than the dozens used to spell the words out. Secondly, dotting that everywhere lowers the RP value of the map, and in a map well-suited for FFA games, it makes little sense. The map tries to use too many themes in the different areas, and it doesn\'t work so well. Variation is nice, but it\'s hard to believe that a Yavin map can go from Yavin academy to Japanese dojo to roman-esque. Anyway, this isn\'t such a bad map, so if you like it, give it a download. I still don\'t believe that a map this simple took 12 weeks, though. ~ Kouen [b]Bot Support:[/b] No [b]New Models:[/b] No [b]New Textures:[/b] No [b]Custom Music:[/b] No [b]Gametypes:[/b] Free For All

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426 downloads

Uploaded:06-29-2006

Bounty Temple

bounty_temple.zip | 5.73 MB

level made up of what looks like ruins, where you can either fight on the ground or do aerial duels on the small platforms above that. Or, conversely, you can descend to an underground dueling area. While this map was nice, I had a few issues with it, as I always do. ;) The author failed to add new music, which isn't always bad, but music can make or break a map. And while this map is good, the lack of music just makes it seem kind of bland. One of the bugs in this was mentioned in the readme, which concerns the fire. You stand in it, and you don't get hurt. Yes, it's a nice to be able to do that. But it doesn't seem realistic. If you don't know how to make the fire do damage you can always stop by in the modding and editing forums. Other than the above mentioned parts, this was a very nice map that was consistent and enjoyable. This is a good look at how duel maps should be. :) New Music: No Bot Support: No New Models: No New Textures: No Supported Gametypes: Duel, Power Duel ~Zach

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270 downloads

Uploaded:06-01-2006

Marka Ragnos' Secret Tomb

marka_ragnos_secret_tomb.zip | 9.4 MB

are bland, unexciting, boring, etc etc. I'm sticking with basic, though. In a summary, this duel map consists of a big square room, with a glass panel in the floor, a statue of Marka Ragnos, four statues one of which is broken, a door, a window, one of those weird altar things, some torches, and a few pillars. For a redeeming point, this map isn't just a big empty block. The layout of the pillars and statues makes it seem a lot less bland. All the texturing works well together, even if it is a little monotonous. There is one major point where the map fails, and that is lighting. It's uniform lighting, and uniform lighting just looks plain ugly unless it's used very well. Proper lighting should [i]always[/i] be used. Although the texuring works, it does misalign in some places, most noticably on the pillars. I'd also comment on the glass texture used for the window, as it looks less than glassy, but very few of Raven's default textures look anything like they should anyway. Various other aesthetic problems are in the map, but you can see those for yourself. Throughout the map I found one error which wasn't purely aesthetic - underneath the glass panel, is one big missing texture. I admit to not trying to locate the source of this error due to time constraints. One big gripe I have, is the music - [i]Metallica[/i]? In a map which is supposed to resemble a Korriban tomb? I'm sorry, that just clashes horribly, and doesn't fit at all. Come to think of it, I can't possibly think of a poorer music choice. On the good sides, this map is a decent enough area for a duel, so if you like the looks of it, then you know where the download link is. If not, well, I can't say I blame you. To the author's credit, they've shown a good understanding of GtkRadiant, now they just need to work on their techniques before releasing another map. Next time, get some feedback and advice before releasing! There are many places to do so - you can ask friends, you can post in the [url="http://forums.filefront.com/forumdisplay.php?f=852"]JK Series Forums[/url], or you can read various tutorial sites which will likely include a "Do's and Don'ts" list somewhere. Keep at it, you have some mapping potential. As for this, though... I really find it hard to believe this is the best of your ability. ~ Kouen [b]New Textures:[/b] No [b]New Models:[/b] No [b]Bot Support:[/b] Yes [b]New Music:[/b] Yes [b]Gametypes:[/b] Duel

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2552 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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940 downloads

Uploaded:04-06-2006

The Lost Enclave

the_lost_enclave.zip | 3.89 MB

inhabited by the long dead Methusans. On to the map. First off, as I said before, it's huge. The author says that it's just about three times the size of a normal FFA map. It's believable. Now, I liked to mood that the music gave the map. It's slow, and it's violins, giving it a sad, sombre mood, which is fitting because it's in the ''memory'' of a long dead race. I also found the lighting to be very fitting for the environment in which the map is set. It's mostly dark, with the exception of a few light beacons, supplemented with lighting coming from wall structues pointing down (I don't know what they're called, I wish I did. :( ) Then there was the way it seemed natural. Then there was the crystal room. That, in my opinion, was the centerpiece of the map. A big, revolving, glowing green crystal, really adds a nice touch. Especially seeing as the Methusans were experimenting with other types of fuel and energy. The author has also tried to put in some Knights of the Old Republic elements into the map, since he liked the sith on korriban so much. The way he has tried to do this was by putting statues around the map. Although they are blocky, hey also add to the archeological air of the map. On to the main area of the map. It was very open, with what looks like an air speeder parked on the ground. I went up to it, got on it, and tried to find the button that makes it fly. But it doesn't! Oh well, it stil looks very nice. The author also put in a nice chasm. Make sure you don't fall off the edge when you're in the main area, it's a long way down! ;) Now on to a few things that I found wierd, or may be bugs. In the main area, there were two small places that looked like there may be lights, I only saw grey pads, maybe it was just me. And for the second thing, when I would fall down and hit the bottom, and it'd be a few seconds before I'd die, although I couldn't move. I really did like this map, and I can see this being a map used for RPG's, or just regular FFA. I definitely think that this is worth downloading. Kudos to Lord Yoset for making such a nice map! New Sounds: No New Music: Yes New Textures: No Bot Support: Yes ~Zach

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6090 downloads

Uploaded:02-23-2006

NeoTokyo

neotokyo.zip | 17.91 MB

Szico has managed to pull this great map together very quickly, I wish I could map that quick…I’m very slow :P Having never played the game that this map is based of, I can’t really comment on its accuracy, what I can say though is that it looks, and feels brilliant to play! The textures are all very high quality, and are well used, there weren’t any that repeated too much, or looked out of place. One texture I especially liked was the road texture, putting a shiny env map on it was very clever, seeing as its raining in the map, it looks like the road is wet, very clever ;) As for the construction of the map, just like Szico’s previous maps its very high quality, and there were no bugs that I could see The architecture was very good, lots of nice little details scattered around. It really looks like somewhere you might find in a Tokyo type city. Some of the nice little details that I like were the signs scattered around which really added to the feel of the map, and also the little splashes the raindrops made when they hit the ground. A very nice touch that also added a lot to the feel and ambience of the map. The music also fitted very well, and along with the rain and other effects, it added a great ambience to the map. One other thing that really added to the map was the skybox. It’s usually pretty much hidden by all the buildings in the map, but if you look from certain angles (or you could just take a look at the skybox textures inside the .pk3) you can see all the lit up buildings on the skybox! I thought that was really cool ;) One area I especially liked was the arcade of shops that you could walk through, ok, perhaps the window displays are a bit bare (every other shop seems to sell weapons! ) but they still look cool :) Another area that I really liked was the sewers, I had great fun trying to find my way though there (maybe add some killer rats next time Szico…hehe). Yet another thing that I liked, was the tram that periodically flies over one of the streets, I think that looked great, it’s just a shame you cant get in it! I really think this is a great map from Szico, probably my personal favourite actually. As for bugs or anything else wrong with the map, I really couldn’t see any, so well done to the author there! The only think I can really think of to do to this map, would be to maybe make it a bit bigger, or make it so that you could go inside some of the buildings. All in all another well made map from Szico here, if you are a fan of Time Splitters, have been waiting eagerly for this map, or just like the look of it, why not give it a download! ;) Bot Support: Yes New Textures: Yes New Sounds: Yes New Music: Yes Game Types: FFA, TFFA, Duel, Power Duel, CTF ***NOTE*** This is the JKA version of the map, if you want the JK2 version, please go here: http://jediknight2.filefront.com/file/;57374 Please also note that the .zip includes the source files! So you can take a look around the .map to find out just how Szico made this! ~Nozyspy~

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2050 downloads

Uploaded:02-01-2006

House of the Fallen

siege_hotfo1a.zip | 6.59 MB

I'm glad I figured it out halfway through, else my review might have been slightly unfair. I'm sure quite a few of you have played Counter Strike. I'm assuming that's what the author was refering to by saying it is "CS-style". Now I've never played CS, but I have watched my brother play it a few times and even just with the maps I saw him playing it does look very reminiscent of that style. This map is based on woodwork, and lots of it. It seems the two primary textures throughout this map are wood and stone. And somehow they don't really feel overused, because that's just what they're made out of. Rocks aren't going to be made of peat moss, after all. The one thing I found strange was the style of the light coming in from open windows. I'm aware this type of thing is highly restrictive because of the limitations of the engine, but having the light just suddenly stop was kind of strange. I am assuming some kind of alpha shader could be included to have the light taper off near the ends a bit, which I think would look a little cleaner than having it stop at a hard edge. Other than that, the lighting seemed very effective throughout the map, though occaisionally it seemed some lights had no sources. Make sure to check out the read-me for more important information on objectives and playability. New Textures: Yes New Models: No New Music: Yes Bot Support: No ~Inyri

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357 downloads

Uploaded:12-18-2005

Jedi Sanctuary

jedi_sanctuary.zip | 489.71 KB

the windows in the walls and the daytime sky... I would have thought these would cast light beams into the area, but for some reason, they don't. :( Still, if you bump your brightness up by a factor of 2 you should be able to see well enough to duel on. The architecture was nice in places, like the roof and upper ceiling, but some of the walls were very flat, and the texture used for some of the pillars doesn't work at all. There is also a little misalignment, but you won't notice it due to the lack of light. I was pleased to see that all the lights inside the room (Sparse as they were) did have believable sources :thumbsup: and as a general statement, it's a fairly decent map, and I especially liked the music chosen. Bot support has been included, and I can't really see any other reason why you shouldn't check it out, aside from the darkness, oh, and the fact that you might simply just not like its style. Personally, I'm not over the moon with it, but it's a decent effort, good work. New Textures: Yes New Sounds: No Bot Support: Yes ~Szico VII~

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4022 downloads

Uploaded:12-13-2005

Sith-J Christmas Map FFA

sithjchristmas.zip | 18.75 MB

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

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121 downloads

Uploaded:08-03-2005

WSM Clan Map

wsmmap.zip | 106.03 KB

skybox that isn't really a proper skybox, and models that are not solid. I'm not going to flame him for these errors, all new mappers have this trouble ;). The layout of the map is fairly good, with a secret duel room or 2, and the texture selection in some rooms it pretty good, but the problem with them is that they repeat alot. I think the best room in the map is probably the meeting room with the chairs that have shiny, crystal seats to sit on, which I don't think I have seen anyone do before. Unfortunalty the map comes with no music (it doesn't even use base JA music), and there is no Level Shot while loading the map (not entirely needed but nice to have). Also no Bot Support or new textures :(. Azkanan, I suggest that you come to the forum, I'd be happy to answer any of your questions, don't give up on mapping, practice makes perfect. Also, next time you send in a file, place the readme in a .zip next to the .pk3, rather than in the .pk3 ;). Bottom line: A first map with some typical errors. Bot Support: No New Textures: No New Music: No (no music at all) New Shaders: No ~ Innocent Hawk

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348 downloads

Uploaded:08-01-2005

OwF Clan Meetings

ffa_owfmeetings.zip | 7.94 MB

disbanded. The map itslef is fairly simple in design. I'm sure its original function was served well by it. There are approx. 7 areas to this map, most built for forms of dueling in mind. The main area is similar to the academy map in single player.. you know.. the one where Luke is always yapping in. On both sides though, there are walkways that lead to a perched viewing area. Outside of this, is some nice looking terrain (points to pics below). The other areas range from a indoor swimming pool (wish the diving board had a trigger push on it lol), a cafeteria type area, a dojo of sorts, and two more outdoor areas. Aspects of this map were done pretty well, while other areas were not. The terrain for instance... you can definitely see the different approaches in spots how they were created. Another would be the cafeteria looks really nice while other rooms feel boxy and/or empty. And.. were portions of this map taken from previously made maps of the authors? I could be wrong on that but.... Take a look and see what ya think. I can see where this might be a fun little map to mess around on with some buddies. Oh.. don't mind the pic with me staring at the birdie.. It kinda mesmerized me lol. New Textures : YES New Music : YES Game Type: FFA, Duel, Power Duel ~LK~

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766 downloads

Uploaded:07-28-2005

Acrition City - Rooftop

acrition_roof.zip | 4.18 MB

little wierd when everything just cuts off into blackness. A fog and some car shaders here would have worked nicely. Have a look at Ravens\' t1_rail map and see how they did it. Moving on however, The area itself which you can play in is fairly decent - FPS is evidently high due to the map\'s size, and there\'s a few small duel pads, which I was told are parking pads or something. It would have been nice if they\'d moved around though, make for some dangerous dueling :) The glass tunnel is well... a glass tunnel. It\'s probably one of the only non-shiny things in this map - there\'s some texture misalignment where two glass patches meet - try texturing them manually instead of using the \'natural\' or \'cap\' functions. Oh, and there\'s something very wrong with the lighting over the X-wing, it\'s about 5 times darker than it should be. Aside from these bugs though, it should make an interesting duel map, online or at home. New Textures: Yes New Sounds: Yes Bot Support: Yes ~Szico VII~

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2180 downloads

Uploaded:07-28-2005

Jedi's Hideout

jedishideoutv1.zip | 17.15 MB

of a hideout. The most obvious giveaway is the countless posters plastered around all the main 'council' rooms. Don't worry, they're not clan posters or anything, simply pictures of various Jedi Knights, however It kind of loses it's authenticity as I doubt there was posters of the Jedi's plastered around their council rooms in the films. The map is divided roughly into 3 sections, there's a small outside area, a large dueling section with multiple duel rooms leading off a very vividly-coloured hallway, also there is a bar. The third area is more like a recreation/working area, which contains the council rooms, some kind of amphitheatre for fights, oh, and of course, a pool :) The lighting throughout is adequate, and most things seem to have light sources, but there some odd looking shadows in places and lights emitting from nowhere. It's also very dark in the outside section, especially considering that the map is set in the daytime. The textures used are a little odd in a few places, such as the pool ramp which seems to be a solid white block which glows, and the corridor leading to the circular council room has textures which dont seem to fit together (Screenshot 11). Architecturally, it's fairly good, some curves here and there, but I guess i didn't find anything which stood out, or looked really fantastic. The framerate held at around 60 for every area I looked in, so it plays well, will easily support a large number of players, and features some NPC spawning rooms for training fights. The streams in the outside section don't seem very natural, and I thought a bit more effort here could have improved it a great deal. However, I was pleased to see most of the models were clipped to a good standard. Overall it's a pretty good map, but it just doesn't spark my imagination. It also lacks bot support, so I'd imagine this will be one for the servers. New Sounds: Yes New Textures: Yes Bot Support: No ~Szico VII~

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188 downloads

Uploaded:07-23-2005

DS Temple Duel

duel_templev2.zip | 1.18 MB

holders all around, it looked kinda like a crypt or something. In one of the rooms was a crashed Tie Fighter, I’m not sure how its supposed to have got there, but it does look kinda cool in a way :P Its also a bit dark, and could do with some bot support, and some cool “sithy” music or something. But besides that, it’s a nice little duel map, with a good atmosphere. You could have some fun duelling on here, why not give it a download :) Bot Support: No New Textures: No New Sounds: No New Music: No Game Types: Duel, Power Duel ~Nozyspy~

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3661 downloads

Uploaded:07-17-2005

Map-Review\'s Academy v2

mapreviewsacademyv2.zip | 7.45 MB

more info check here: http://www.map-review.com/forums/viewtopic.php?t=1286 Now that the competitions over, Jawa’s released a second version, which expands upon the original. There a some very noticeable changes in this map. The duelling rooms, that had the cool floor I liked, have been turned into 2 bars/duelling rooms, personally I really liked the floor as it was before :/ But oh well. There are a couple of other things I didn’t really like, like having to do the use function on the doors to open them, and in the storage room, I liked the lighting better as it was before. The area with the statue, has a solid roof over it now, not a glass one, which is good and bad, its good, because it looks like a room deep underground or something, which is cool, but it has trees in it, which look kinda weird for somewhere without any sunlight getting to it :S The good points I liked were that the maps been extended a bit, a new long corridor has been added, which opens up a lot of possibilities to expand the map further, like maybe adding some new duelling rooms along it. The new corridor fits perfectly with the original map, which is good. The light textures also look good, and the new music (from episode 3) goes very well I think too. :) Overall, a great map for clans, its pretty cool, however it does lack the strong atmospheric lighting of the first version, which I liked. A decent map for clans here like I said, give it a download, and see what you think :) Personally, I would love to see more versions of this in the future, there’s lots of possibilities you could expand on here in the future, good work m8 :) Bot Support: No New Textures: Yes New Sounds: No New Music: Yes Game Types: FFA, TFFA ~Nozyspy~

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2252 downloads

Uploaded:07-14-2005

Coruscant Streets II

ctf2.zip | 2.07 MB

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

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133 downloads

Uploaded:07-13-2005

SNJ Hotel Hangar Duel

snjhotelduel1.zip | 561.71 KB

very nice work. The lightening flashing, along with the rain pelting off of the floor and water really adds to the atmosphere. The hangar itself is a metal plate surrounded by waist deep water. The hangar shoots off into a hallway that I\'m guesing will lead to the rest of the map upon it\'s completion. The things that I saw on this map that may need attention would be minor changes if the author choices. The first thing that I noticed was, the storm, while cool, seams to be coming from space. The other thing was in the hallway, the middle of the walkway was cobble stone.. didnt fit with the map. Cant wait to see the full version! ~LK~

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333 downloads

Uploaded:07-13-2005

BladesJustin11\'s Disturbance

bj11duel1.zip | 9.53 MB

brother did this (guessing with some help from big brother). The biggest complaint I have with this map is the texturing. Yes, it does have a goth type feel which really works with this map, but some of the choices for placing specific textures are iffy. There is also alot of repeating textures throughout. While the overall lighting is good, there is a section where a shadow drapes down over a portion of the wall making it black. This needs to be lightened up just alittle bit. Having said these things, there are alot of cool things going on in this map.. alot of movement. Between the lazers firing below, to the elctrical streams, to the pretty lava.. etc. The structure of this map is also cool with my favorite being the spiraling walkway. This map has alot of potential with some more work (and a switch to ffa lol). ~LK~

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9233 downloads

Uploaded:07-11-2005

Carrack Light Class Cruiser

carrackclass2v1.0.zip | 66.98 MB

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

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61664 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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1592 downloads

Uploaded:07-10-2005

The Sith Cathedral

icm_ctf1.zip | 9.79 MB

one of them. As such all the previous comments have unfortunately been deleted, please accept our apologies for this! On the plus side, please take the time to download this classic file and leave some new comments! :) Thanks! ~The JKFiles Staff~ Below is the original review:[/b] ---------------------------------------------------------------------------------------------------------------------------- Ok this is the 1st of 3 CTF maps made by Ion lately. I love this map, I think it is one of the best CTF maps out there, and I for one aint a big CTF player! I highly recommend, to be honest I cant wait to check out the other two maps! Now the map is quite big and the FPS is very good for such a big map, the whole map is mirrored to one another, so both teams sides are exactly the same, which I think will be very beneficial for each team :D. The textures are quite good, just a few needed here and there but is a very good map in all. 9/10 New Music : Yes New Textures : Yes Bot Support : No -Z0rr0-

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39406 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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572 downloads

Uploaded:07-09-2005

Jedi Pyramid

rpg_jedipyramid.zip | 26.65 MB

the city area. The actual city area I am torn. Aspects of the buildings look very well done such as some of the texturing and the general layout. There are a couple entrances to other areas out there, afew being a small auditorium, a bar of sorts that looks really nice, and an elevator. Now, once you take the elevator to the top, it takes you to an office type room (see pics below). My complaint I guess would be the general lack of detail in the city, along with the abrupt edges of the city that just stop. You will find the entrance of the pyramid on one of the sides of the city. Going inside, I was met by c3po where we had a nice little conversation. In this lobby area, there are three directions you can chooice. There are several levels to the pyramid depending on where you go from here. The pyramid also contains sleeping quarters, private rooms with varying themes, a suedo-jail, medical area, hall of records, council areas and more. The author used several new textures in this map which were done nicely. I did not have any issues in reference to FPS, but depending on your cpu.... Overall, this map was nicely done. There are areas here that look really good, and some areas that lack any real detail though. I did find places of Z-fighting that were pretty bad depending on the angle. There still is one or two places where the textures were missing (lobby and a specific wall). Keep up the good work. New Textures: Yes New Sounds: Yes Bot Support: Yes ~LK~

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363 downloads

Uploaded:07-08-2005

Bespin Redeemed

bespin_redeemed.zip | 784.05 KB

huge areas with missing textures really do spoil any atmosphere the map may have had, and to be honest the map isn\'t hugely detailed, has no ambient or background music and lacks a certain quality which I feel is necessary for any well-crafted map. Still, it IS Bespin - even though I hate that sky myself, if that\'s what turns you on then so be it lol ;) The repeating texture grates on my eyes a bit, but the little ships and general theme suits the name of the map fairly well. I also found it was quite open, with lots of areas for large-scale duels and things, so I guess it\'s not too bad. Overall I\'d have to say I\'m a bit disappointed with this map - I loaded it up kinda expecting a more detailed, cool-looking version of bespin, however in my opinion, this bespin hasn\'t been \'redeemed.\' :( New Textures: No New Sounds: No Bot Support: No ~Szico VII~

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2050 downloads

Uploaded:07-03-2005

Atomic Division Station I-13

icm_ctf4v2.zip | 2.94 MB

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

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7889 downloads

Uploaded:06-30-2005

Hotel Coruscant

hotelcoruscant.zip | 5.67 MB

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

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621 downloads

Uploaded:06-29-2005

CTF-PPDisabled II

ctf_ppdisabledii.zip | 8.73 MB

well on the layout of the map for CTF, however I will say it is fun getting between the bases, and each side seems in appropriate proportions to the other. (So it should be an even match.) However, I think by far my favourite part of the map has to be the skybox. It's just so darn awesome! It's totally realistic, and looks fantastic with the setting of the map. Unfortunately, on one side it doesn't blend into another side, but you don't notice it all that much, so I don't class it as too much of a bug. The map itself looks and feels, for the most part, like a coruscant-themed map. Unfortunately, there are a few bugs which really need to be fixed, mostly shader problems resulting in images which should be see-through, not being see-through. Some of the textures used don't quite seem to fit either - it looks like the author has used the 'glow' sections of images instead of the actual image associated with the glow. However, these aren't huge bugs and seeing as this is a beta map, should be fixed for the final version :D There's also a few wierd looking buildings which disappear in midair near the bottom of the map, but overall the visual effect is very appealing. I also found myself liking the music which goes with the map, its fast-paced, but still fits the aura of the map. Conversely, there's no bot support which is a real downside to this map, and I can't say I like the levelshot, but thats just being too picky lol :) New Sounds: Yes New Textures: Yes Bot Support: No ~Szico VII~

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23589 downloads

Uploaded:06-29-2005

Sith Council

sithcouncilv2.zip | 30.79 MB

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

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816 downloads

Uploaded:06-27-2005

Paintball Arena

paintball_arena.zip | 870.24 KB

more shelter. While the name states paintball, let me assure you that little paint pellets arn't going to be hitting you here, no... the creator has put in so many gun spawn points, that your lucky if you manage to move more than 10 feet from spawning point. Don't take that as a bad thing, just by exploring this arena solo, I could tell there would be hours of fun contained in it if played on a populated server of either FFA, TFFA, CTF, and DUEL, yes there are FOUR different game modes for this map. So with the abundant amount of infrantry weapons, and the several mounted laser turrets, you're entering yourself in a war upon spawning in. - LordMyth

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4214 downloads

Uploaded:06-27-2005

Peril in the Core

core.zip | 12.73 MB

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

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7 downloads

Uploaded:06-26-2005

Map-Review's Academy

mapreviews_academy.zip | 4.38 MB

It's a small/medium sized FFA map with about 4 sections to it. The first thing I noticed (or didn't notice) was the lighting. This map is so incredibly dark it's hard to play in, but I guess we have the good ol' brightness control to sort that out. Still, it is annoying. :( The map itself seems to me to be fairly standard for an FFA, it reminds me a little of the default maps, which although good, are a bit boring. (in my opinion) As I said, theres four sections, which mostly resemble dueling areas. One is in a grassty courtyard with a statue in the middle, theres one with a glass floor, and there's also a small room filled with fire and , I think, ammo crates :p. I guess as the framerate is so good it would make a nice map for general purpose playing, which is what a lot of people want these days, and I don't think it's geared around RPG'ing that much, just fighting, saber style :D Interlinking the rooms are a series of little tunnels with purpley-neon lighting. Looks a little out of place, but it's a little different and I think it gives the lighting a little more 'edge.' There's not much more I can put about this - it has some classic Star Wars music in the background, of which I'm not a fan personally, but to each their own - and for such a map I really would have expected bot support. Overall it's a very 'JK3 -themed' map, which isn't all that exciting and by the way of nice eye-candy, its about average, but I can imagine some good FFA's here, but please.. fix the lighting :) New Sounds: Yes New Textures: No Bot Support: No ~Szico VII~

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76 downloads

Uploaded:06-14-2005

Desert Trap

desert_trap.zip | 3.64 MB

able to add models, health, change the lighting effects, and to add sound. Those, along with the use of cylinders, are some things most new mappers don't do. It also looks like he used easygen for parts of the floor. For those things, good job. Now, things to keep in mind for next time. The first thing I noticed was the overall lighting of this map. It is... kinda yellow. It doesnt look right to start, and second there is no light source. It's cool you can change the color of the light enitities, but the use here was not good. Other lights in the map have no sources to (blue lighting among them). The sounds he added are cool, but Im not sure where they are coming from since almost everything in this map is stone of some sort. next, the use of textures could be done better. repeating textures along with some that are still sideways coulda been easily fixed. The water in the map is a good idea, however the water you used.. The author states there is a secret room in this map, however I did not find it. For a first map, not bad. The use of some of the things you did are good starts. Keep at it. -Lizardking

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441 downloads

Uploaded:06-10-2005

Meta Lab

nk_meta.zip | 933.57 KB

story into the map/lab. Like others have said, I also enjoy reading a storyline into maps.. gives more.. atmosphere lol. Anyway, the map itself is fairly small in size which would make a powerduel kinda cramped but workable. In my opinion, the map itself is nicely designed and textured. The designs used for effect really help this map stand out. while some may think the lighting is to dark, I think it helps with the feel and look of the map overall. This would be a cool little duel map to add to someones duel server. Nice work Nkenobi! -Lizardking

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12151 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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5471 downloads

Uploaded:06-06-2005

Dark Jedi Academy

dark_jedi_academy.zip | 4.66 MB

map, but because of the setup and the textures in the corridors, you might get a bit turned around. In the council room, you\'ll find two buttons - one will open or close the bar, the other will open or close the one booth in the bar that allows players to watch a duel going on in another room. And I was skeptical about that window, too. It doesn\'t seem like the window is actually above the dueling arena - it\'s more like it\'s a mirror/screen or something. It has a weird effect, but it\'s very cool. So I spawned a HUGE AT-TE in the room and yeah, it works and stuff. (I didn\'t realize it was going to be that big, sorry.. hehe.) The bar is very cool because you can go around and be the bartender and just press a button to give the customer what they ordered - the drinks spawn as bactas and shields. It\'s a neat little addition to a bar. Anyway, this is a good map to add to a rotation if you want some variety to your FFA server. Just be sure that you don\'t stay on this map too long - it won\'t keep you interested for very long. Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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1734 downloads

Uploaded:06-06-2005

Nozy\'s Sith Academy

sith_academy_nozy.zip | 7.62 MB

curious, I decided to just stick to the safe corridors and rooms here. So I have no idea what\'s waiting beyond. Have fun exploring that! Yes, this is a Sith Academy and there are already a few out there. This one though, has one of the greatest bars I\'ve seen. Well, simply because Nozy mentioned some great beers. ;) And I do love that he added coasters on the bar and tables. The atmosphere is that of a Sith Academy, I would think - there\'s lava everywhere and for some reason, Sith and lava go hand-in-hand. There\'s a large training room in the back that offers Easy, Medium and Hard NPCs to spawn and duel. Other than that, I\'d say this is your average FFA that\'s designed more for a sabers only FFA server where the players prefer to duel and maybe hang out and chat. Not a bad map, Nozy. I look forward to seeing more of your work since you seem to keep improving. Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, TFFA ~AmosMagee

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946 downloads

Uploaded:06-06-2005

The Lakes of Blood and Tea

bloodandtea.zip | 8 MB

missing there is some tweeting birds). I find it very relaxing just to go under those trees, look out over the lake and listen to the music for a bit. And for that I love it. However, I feel it could be improved upon. Some of the terrain is a bit…jaggedy, especially around the beach area, it would be cool if that could be smoothed out, also a lot of the map is just bare, it would be cool if there were some more patches of trees, and maybe some big rocks scattered around, try using the rocks out of the Vjun models folder, scale them up by using the key: modelscale and a value of 2 or whatever you want, then remap them to use a different texture (because the default texture on the model doesn’t work) using the key: _remap and in the value bit put the path of the texture you wish to use on the model, like *;textures/desert /rockwall2 or whatever you want to use (make sure you keep the *; at the start, otherwise it wont work). Then just scatter them around to add some more depth to your map :) Also I think the shadows could be improved a little cause they were quite dark and angular, try smoothing the terrain out a bit and putting in the worldspawn in radiant the key: ambient and a value of 5 or whatever you want (this will add that amount of light to the ENTIRE map, so it lightens everything up a little). Apart from that I think it was an excellent map, very relaxing to play on it, it even has NIGHT and DAY versions!! I would absolutely love to see a v2! Well done mate :) By the way, why on earth did you call it “The Lakes of Blood and Tea” that’s a really strange name for a map lol. Oh and make sure to look at the read me, its well funny :D I think all readmes should include a bit of humour, it makes you want to actually read them lol. This was the best bit “AAAAAHAHAHAHAHAHAHA!!! Victory is mine!!! Build me a sandwich, slave!!!” LOL pure genius ;) Bot Support: No New Textures: Yes New Sounds: No New Music: Yes Game Types: FFA, TFFA ~Nozyspy~

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827 downloads

Uploaded:05-24-2005

RJA Sparring

rjasparring.zip | 6.25 MB

There\'s a constant theme, continuity, and it\'s just a very balanced map visually. Could it be better? Sure. But considering this is his first map and he used default textures, he did a fine job. Personally, I think this would be better as a PowerDuel map. I can\'t imagine anyone actually using the spectating areas for spectating - they seem to be there more for the atmosphere. There are four dueling areas, but it\'s a small map and probably more conducive to a small sabers only FFA. Good job though. And keep mapping! :) Bot Support: No New Textures: No New Music: Yes Game Types: FFA ~AmosMagee

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12968 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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3388 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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6451 downloads

Uploaded:05-08-2005

The Sanctuary

ts.zip | 12.07 MB

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

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573 downloads

Uploaded:05-08-2005

Imperial Prison

imperial_prison.zip | 503.6 KB

stuff. I noticed there were a few missing textures. Also, there were LOTS of teleporters, some seemed to be hidden, and others were set off by switches. I kept walking into them without realizing it, and ending up in a cell somewhere lol, mind you that’s probably the point, to trap the prisoners if they try to escape ;) The layout is quite confusing, I kept getting lost because I was being teleported all the time, plus, some of the switches on the walls didn’t seem to do anything, where as the one next to it, might close a door. There was also no music :( Really, this maps too blocky, and not as well laid out as I would have liked. It does need quite a lot more work, but its not a bad start, the teleporting was a good idea, if you do a v2 of this, I would love to see how you expand on that :) Bot Support: No New Textures: Yes New Sounds: No New Music: No Game Types: FFA, TFFA ~Nozyspy~

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581 downloads

Uploaded:04-28-2005

GJ Tower

gj_tower.zip | 8.68 MB

play in for several reasons. First let\'s just take a look at it, shall we? With that \"sky box\" and the flaming sword statues ... I\'m already disappointed. But what\'s this? It\'s a lovely tower. I really like it, actually. In my opinion, it\'s one of the few things this mapper got right. Outside though, he just had to put in the traffic below. Meh. It\'s supposed to add ambiance, but it\'s really just a distraction in this map. That third screenshot is a secret entrance thing, if I recall correctly. And in the fourth, there\'s a table and some benches on that all-too-familiar red carpet. By the way, is this map even lit? You have the requisite this-is-where-we-sit-when-we-have-a-meeting-but-never-really-use-it area. So, architecturally this has some interesting points here and there. But overall, the author has failed in making a fun map. Even visually it\'s not fabulous. The clear glass textures is overused. The map doesn\'t even look like it\'s lit and the different textures that are used are quite boring. The map doesn\'t have good flow and would be difficult to really play a good match in. I think you have a lot of potential though and I\'d love to see what you do next. :) Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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10 downloads

Uploaded:04-07-2005

FFA_SkyTemple

ffaskytemplebeta.zip | 5.54 MB

simplistic but works well, making the islands hover over the sea with the moon lighting up the map, aided by a few fires of course. The author says he's made use of the latest compiler features and I certainly noticed them, light styles for the flames and penumbra shadows cast by the moon...although this doesn't happen much in real life it sure looks fine. I also have seen this guy in the Q3Map2 forums so I know he knows his stuff about the compiler. I love the attention to detail here, the ground is cluttered with rubble and small grass plants, where there is stone flooring it's broken up and uneven, then of course there is that beautiful miniature waterfall coming out of the rocks that look like real moss-ridden rocks. Going down into the small and simple temple, the same simple attention to detail has been kept, shadows are clearly defined without being solid and the temple is literally cut into the island, you can see hints of solid walls in there but the majority of the room is rough stone that is part of the island, a very nice touch! This is such a simple yet rewarding map, , perfect for small FFA's where you want multiple duels, in fact it'd work great for duel maps too, you won't fall off easily but there is always that chance! New Textures: Yes New Sounds: Yes Bot Support: Yes -WadeV1589-

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12037 downloads

Uploaded:03-29-2005

Movie Academy

sjc_movie_academy_beta.zip | 38.06 MB

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

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44405 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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102 downloads

Uploaded:03-27-2005

EW Duel

ew_duel.zip | 5.42 MB

door, however kudos for making it a nicely lit and made door ;) The skybox has eben changed and the lighting boldened a little, and a rotating 3-D logo placed between the bars. All in all it should be a pretty nice map, but unfortunately in the process, a tetxure has gone amiss and now the floor is covered with nasty grey and white squares due to a shader error. Not that innovative, and spoiled by the texture errors. As you'd expect, uses botroutes, from the original level, and in the pk3 there is an unusual file in the/eagle directory which has no file extension. I don't know why it's there or what it does, but it seems pointless. There is also some Dark Forces music included which, for me, doesn't fit the map. New Sounds: Yes New Textures: No Bot Support: Yes ~Szico VII~

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552 downloads

Uploaded:03-27-2005

Angel's Chapel

angelschapel.zip | 3.37 MB

well for such a basic map, and adds the flavour eneded to move it up from 'boring' to 'alright.' It's a first map, don't be expecting too much here, and it is very basic. There's a few new textures, but for such a small map I would expect botrouting, which of course, there is none :( I wouldn't reccomend the download, but there's something for everyone! New Sounds: Yes New Textures: Yes Bot Support: No ~Szico VII~

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23018 downloads

Uploaded:03-27-2005

Final Fantasy VII - Midgar

midgarv2.0.zip | 38.22 MB

played FF7 or not, I can assure you that this map is worth trying out. The first thing you're probably thinking if you played the last version is, "I hope the FPS is improved" Well it is, alot. I got an average of 35-40 FPS in most areas and thats with absolute max settings (including cg_shadows 2 and dynamic glow, yeah I like it looking nice :D) Anyway, lets start with the map itself, First place I visited was the battle square, which would be the main place for duelers or people who like stuff like that. There is a button that you press and it spawns a series of NPC's that continually get harder (it goes from like, reborn and then a few more to a rancor, and the you'll face Sephiroth :o, it's just one of many of the fun things you can do). Great place to fight. The main area of Midgar is amazing, greatly lit and beautiful to look at, all FF7 fans will recognize the Shin-Ra HQ. This area is fantastic for guns and sniping, since it's large and has great places to move to and hide. The train yard is there and the village, there's a few secrets so keep an eye out for them :P. Exploring the map is great fun, especially if you do it with someone else. The last area is the Chocobo ranch, with RIDEABLE CHOCOBOS!!. They come in different colors and all have different properties (example, the blue one has water capabilities and the red one may have more HP, I'm not sure about this, it's just an example). There is switches that open the ranches doors around the map, they're well hidden, so finding them all won't be an easy task :P. So, you think it couldn't get any better huh? Well there's a realistic Sephiroth model in here too, I give you permission to jump around with joy and stop reading this review here to download it ;). Overall, one of the best maps made for JKA yet. Great music, great lighting, great textures and architecture, it's been vastly improved since the last version and there's tons of stuff to do. I suggest you download it even if you don't like Final Fantasy. There is also a duel map version of the battle square, so if you wanted to put it up on your duel server, there’s no problem. I'll be making sure that this map gets added to my clan's server, I'm sure you all will too! Bot Support: No New Music: Yes New Textures: Yes Gametypes: FFA, TFFA, Duel -Rink

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785 downloads

Uploaded:03-10-2005

A View on Lok

viewonlok.zip | 6.54 MB

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

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1149 downloads

Uploaded:03-02-2005

Nar Shadaa Streets

ns_streets.zip | 7.41 MB

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

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398 downloads

Uploaded:02-23-2005

DS Clanmap Ultimate

dsclanmap_ultimate.zip | 2.65 MB

though, this is where I ended up. That could be a problem for a server with lots of people. There\'s nothing all that interesting about this room, really. 2. This is the main room where you\'ll find four of these glass cages. Apparently they\'re for duels. Two people stand at the doors and await someone else to open the doors. Once they close, you\'re trapped inside, unless someone presses the button again. Inside, you can\'t see out. But specators can watch you. There are different obstacles in each cage. 3. This is another of those rooms. Those little red things kill you pretty quickly. Trust me. 4. For those who prefer to have everything spelled out for you, there\'s an arrow on these boxes indicating you should jump on top of it. When you do, you\'re flung to the top of a ledge high above. 5. This is what\'s up there. It\'s a large glass ceiling that looks down into the Rancor arena. 6. Yup. Rancor. Big room. Boring textures. 7. This is absolutely the definition of overkill. Rooms with lots of cargo boxes tightly packed make for great FFAs ... IF you have guns. And if they\'re small areas. This is soooooo overdone. 8. And finally, this room\'s only purpose is to blind anyone who wanders in. There\'s a narrow ledge that goes around this glowing ... thing back to the door from where you entered. Bottom line: This map has boring textures, no real theme, nothing unique and could only entertain for a short time, in my opinion. Nice try, but try again. Bot Support: Yes New Textures: No New Music: No Game Types: FFA ~AmosMagee

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6069 downloads

Uploaded:02-23-2005

CTF Empires

ctf_empires.zip | 3.68 MB

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

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203 downloads

Uploaded:02-17-2005

[D-s]Clanmap

dsclanmap.zip | 1.07 MB

place. I want to like this map it\'s just too bland in the lighting and repetitive. If you like what you see, download and enjoy. New Music: No Bot Support: No New Textures: No -Rink

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281 downloads

Uploaded:02-17-2005

[D-s]Clan City

dsclancity.zip | 8.66 MB

flies past are all something we\'d see in nar shaada. This map is extremely buggy, I found an area (as you may spot in one of the screenshots) that is just chaulk and there\'s a few missing textures. The lighting also needs work. I think the author should make a few more practice maps first before releasing them to the public, look for all possible bugs and try to correct them beforea map is released. Meh, this isn\'t anything new and I would only download this if you\'re in the clan. New Music: Kinda (JK2 Nar Shaada music) Bot Support: No New Textures: Nar Shaada again lol -Rink

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122 downloads

Uploaded:02-16-2005

Dema Duel

demas_duel.zip | 810.74 KB

is broken, and engulfed in flames - yes, the flames will hurt. This isn\'t a bad map for a first-timer. Something I don\'t get though, is that this is a duel map. Made for duels and powerduels. So why are there weapons? Who sets up a duel server and leaves weapons on? *shrug* Oh well, to each his own. Bot Support: No New Textures: No New Music: No Game Types: Duel, Powerduel ~AmosMagee

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12375 downloads

Uploaded:02-08-2005

Jedi Academy Single Player Maps

ja_spmaps_mod.zip | 7.65 MB

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

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4812 downloads

Uploaded:02-08-2005

Manaan Beta

manaan_beta.zip | 3.56 MB

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

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3989 downloads

Uploaded:02-01-2005

Over The Bridge

overthebridgejkspamapsiied.zip | 1.63 MB

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

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2496 downloads

Uploaded:02-01-2005

Mos Espa Slave Quarters Final

mos_espa_slave_quarters_final.zip | 4.12 MB

FFA, but is best suited for dueling. You won't find any secrets in this map or any weapons or any pickups of any kind. The FPS was just fine in this map. I have to give several sided sid credit for actually sticking with this design. The repetition of the small quarters would drive me insane. But it looks great. You won't find bot support or any new textures here. The music is something you may have heard before if you're familiar with several sided sid's work. Nice job here, Sid. I look forward to seeing more maps by you. [/quote] Y'know, I didn't think that this map could be improved, and I'm still not sure if it was or not. My FPS was fine in both versions, and it still looks great. I did see one new area added to this map and the lighting there is just beautiful. You'll also find bot support added to this final version of Mos Espa Slave Quarters. In my opinion, this map is best enjoyed as a Powerduel map. Great work, Sid! Bot Support: Yes New Textures: Sorta New Music: Yes Game Types: FFA ~AmosMagee

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208 downloads

Uploaded:01-25-2005

Rift Catacombs

riftcatacombs_ultimateworf.zip | 169.09 KB

good graphics card. This map has a platform that is placed overtop of a bottomless pit. So, you will need to be carful not to fall down. The overall theme was taken from the rift, so the walls are made of stone, and have crystals poking out. You can have weapons in this map, if you turn them on, so you can always have a duel with some of those. This map has bot support, so you can play it when you can’t get online. There are no new textures however. Bot Support: Yes New Textures: No New Music: No Game Types: Duel, PowerDuel, FFA, TFFA -Airm

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8714 downloads

Uploaded:01-24-2005

Padme\'s Apartment

padmes_apartment.zip | 22.62 MB

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

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549 downloads

Uploaded:01-24-2005

LoE Headquarters

loe_hq_beta.zip | 21.27 MB

reviewing this file. Take a look at the first three screenshots there. The sharp black ... THING ... just showed up out of nowhere. And only at certain angles. It totally just sneaked up behind me, I turned around to try to catch it and suddenly it was on the other side. Sneaky little black ... thing. I tried to get away from it by flying off into the sorbet-colored sky - only to find that black monolith from 2001: A Space Odyssey following me. I assure you though, as cool as that monolith is, none of this was intentional for this map. So I went back to the main room and took some screenshots of the pink carpet. Yes, pink. As female as I am, I would NEVER have pink carpet. Well, I might. But I wouldn\'t admit it. Besides, this carpet here is just TOO pink. Oh look! A dojo. Now THERE\'S a novel idea. I mean, I can\'t think of one, let alone 27 other maps that have a dojo in them! And what clan map is complete without a bar!? Not just a bar, but a bar with a clever little menu thing. Sorry, this is just sooooo 2 years ago, y\'know? Let\'s see something a little more interesting added to maps. Oh wait! What\'s that I hear? A Rancor? YES! Because this map needs one. Now, how the heck do I get to it? After several seconds (I\'m not exactly patient while testing files) of searching for a button, a door, SOMETHING, I gave up and no-clipped. And yes, there\'s a large room, with NOTHING save a very hungry Rancor. There was this other room that looked promising. A hallway with torches. A large door with a crystal above it. And inside? Sparklies! And a large white gap where there should\'ve been a wall! Meh. Not surprisingly, there\'s a council room with a fire. Best part about this council room is the hot tub. Or whatever this room is. Maybe it\'s like, the rec room or something. Ah yes, then we have the Element rooms. Each element gets a section of their own. I only took screenshots of the Earth Elements headquarters. Because every other area is EXACTLY the same, just with different colors. Finally, we\'re back to where I began - with the creepy black things that were stalking me. This room looks as though a robot threw up in here. There is such thing as overdoing it with the tech-y/industrial look. Don\'t let the CTF flags throw you - this map has no CTF support. They\'re just kinda, there. I should also mention the lighting - or would it be lack thereof? The whole map seemed either not lit at all, or too dark with just one spotlight here and there. I apologize if I was too harsh with this map, but what\'s the one lesson I teach more often than not? Never send me your beta map. Not to be reviewed and posted on our site. If your map is still in beta, there WILL be issues. And what\'s the point of giving the public a buggy, unbalanced map? Maybe you\'re looking for some feedback and/or advice. That\'s what beta testers are for. I\'d say it\'s not a bad concept that you have here, except that it\'s a tired concept and was not executed well. My advice/suggestion/feedback for you would be: back to the drawing board and get some beta testers. Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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15777 downloads

Uploaded:01-24-2005

Korriban Citadel

ffa_kor_citadel.zip | 15.75 MB

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

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398 downloads

Uploaded:01-20-2005

Korriban Training Arena

korriban_arena.zip | 288.23 KB

should always include bot routes. It\'s really not that hard, especially for such small duel maps like this one. New textures should be used as well cause like, well, I don\'t know why. They just should. This map has neither. Using common textures, the author just kinda threw together a square room and called it a duel map. Okay, to be fair, this may be his first map. In which case, I should say good job - you made a box with some textures and prefabs. But you also kinda need to learn how to make the textures work together. That industrial looking disc in the center really doesn\'t fit the Korriban look, in my opinion. Also, this is nothing more than just a big square to duel on. Nothing to interact with, no obstacles and no eye candy. Bot Support: No New Textures: No New Music: No Game Types: Duel, Powerduel, FFA ~AmosMagee

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959 downloads

Uploaded:01-20-2005

Crazy Train

crazytrain.zip | 7.4 MB

snap you out of a stupor such as the one I\'ve been in. This actually made me laugh. Thank you for putting a smile on my face. Now onto the map. While this map doesn\'t seem to be much to look at - it\'s a lot of fun to play. It\'s a small train that travels along a neverending track at a high speed. Seriously, don\'t fall off. Instant death. I suppose the music is fitting, though I can\'t say I like it. :P Simple concept for this map, but like I said, so much fun to play. Of course, FPS is just fine. And I didn\'t encounter any bugs at all. Nice job here. :) Bot Support: No New Textures: Yes New Music: Yes Game Types: Duel ~AmosMagee

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16118 downloads

Uploaded:01-17-2005

Evolution Academy

evolutionacademy.zip | 14.93 MB

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

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1659 downloads

Uploaded:01-17-2005

Nar Kreeta

ctf_nar_kreeta.zip | 4.48 MB

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

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2648 downloads

Uploaded:01-16-2005

Corellian Water Treatment Plant

cwtp.zip | 1.46 MB

nicely, even if there are some very steep drops and the elevator doesn\'t go from the top ;) (meaning you have to jump down) Theres a good model useage here, but some of the railings could have done with more accurate clipping, as you can\'t snipe through them :( The other bugs were only minor, but they still got on my nerves somewhat. The first odd looking thing is in the area with the 2 large waterfalls on each side of the walkway. Underneath there should be some kind of pit of water, but it certainly doesn\'t look like it from the top. Secondly, there\'s a large water churning machine with a spinning rotor in it (Obviously filtering the water ;) which doesn\'t work well with the laws of physics and water very well, as the water seems to be solid as it rotates because of its synchronisation with the rotor. Thirdly, theres a long pipe with some water flowing down it which looks a little odd, and at the top where it meets the supply, the meeting is a bit buggy. Finally, you can see into the void in the storage room area by jumping onto the pipes. Despite these present but small glitches, the water treatment is a great place to have a duel. There\'s a nice amount of model and brush detail around many areas, and the new water effects are pretty good as well. Weapon placement and spawn areas have been well thought out, and the doors impressed me, especially the one into the storage room which was very reminiscent of Doom 3. Yes, there was some slight texture misalignment, but it looks so much better than the doors that just disappear into the ceiling/floor. The only other thing which could have been a little better was the lighting. Its nice enough but indoors its a bit dark and there isn\'t always apparent light sources, along with those models that havent been lit properly and are just black ingame. However it\'s a nicely rounded map and it\'s ambiance is great with the sounds used :D New Textures: No New Sounds: No Bot Support : Yes ~Szico VII~

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15128 downloads

Uploaded:12-22-2004

Sith-J-Cull\'s Falcon

sjc_falconovr.zip | 13.42 MB

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

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16036 downloads

Uploaded:12-22-2004

Naboo Streets

sjc_naboowip.zip | 8.51 MB

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

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9653 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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907 downloads

Uploaded:12-22-2004

Taspir - Frag Edition

taspir_frag_edition.zip | 2.61 MB

more weapons, more ammo, more areas to explore and more ways to die. ;) While I\'m not fond of some of the textures used here, or how they were used, I am impressed with the better use of space in this map than what Raven did. This map proves that a lot more could\'ve been added and still worked with the flow of the map and gameplay. It is a map that is mostly for guns FFA, so keep that in mind. Your map still has some gaps and issues, but other than that, it\'s a nice effort. Bot Support: Yes New Textures: Yes New Music: No Game Types: FFA, TFFA ~AmosMagee

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201 downloads

Uploaded:12-16-2004

Retreat Duel

retreatduel.zip | 219.35 KB

overpowering to the eyes. Supported Gametypes: FFA, Duel New Textures: No Known Bugs: None -Sared

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1184 downloads

Uploaded:12-16-2004

Dimside

dimside.zip | 9.89 MB

that you can see, but can't get to unless you know the secret passageway. Oh, and lets not forget that huge clan logo that they pasted on everybody and thier dog. This map has one large room that the map seems to be centered around. It has two open areas that are well-placed for dueling, and a crosswalk near the roof that is wide enough to support a couple of fighters. There are four NPC rooms, each with a variety of different opponets. On the opposite side of the main chamber, there is a small bar with a rather humorus selection of drinks. My favorite is the "Twi'Lek Leg-Spreader". ;) The author has done something that caught my attention. He used the frosted_glass texture instead of the myriad of other transparent textures that I have seen. I find it a bit more relaxing on the eyes and more asthetically pleasing that harsh and rigid reflections from normal glass. I was extremely pleased by the outer-space section seen in the last screenshot. The free-standing platforms are great for strafejump practice, while the four larger platforms provide a great place to hold complex free-for-all's or full-force duels. New Models: No New Textures: Yes New Sounds: No Bot Support: Yes -Sared

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614 downloads

Uploaded:12-12-2004

Hidden's Gaming Club Hangout Map 2

hgc_hangout2.zip | 1.93 MB

name HGC written on the ground. That is all I could really find. This map has a courtyard, bar, a hut, and dueling platforms. Those are the things I could access by running to them. I discovered other places, however. I found a baseball field, a waterfall with diving boards, a jump pad, a peace room, a leader chamber place, and some other things. This map is really dark. It was hard to see where I was going in some parts of it. It became a real problem in some places. You can see this in the screen shots, they are real dark, even after I tried to brighten them up. I found some z-fighting in the map, but not too much. Unfortunately, the levelshot was done wrong, so you see the default game levelshot. This map is a FFA map only. There is no bot support, but since its a clan map, I guess it doesn't really need it. as I went around, I noticed that fire was mostly used to light the map, besides the sky that is. So, there are some lights in it from fire, there is a glowing orange look. In the outside, it is really dark. The sidewalk and stuff is kinda slanted. That makes it kind of fun to move on it. In the bar, the ceiling looks real strange. Its a domed ceiling, but the texture does not appear properly. This can be fixed by using the Surface Patch settings, and setting the ceiling to �Normal� for texture coordination. There is lava over the bartenders position, which is then covered by a sheet of glass. If you go behind, you can see a refrigerator, and even go inside it. There is a duel platform in one area, that floats above lava. The problem with this platform is it is too small. I could jump, and fall right off the other edge. You can also watch the duel. You can sit down and watch through the glass. I think I found a theater too. There is a stage with lights and there are benches all facing it. In the swamp area, there is a hut. Inside it are some chairs, all surrounding a fire. In another part of the map, there is a big area on the ground, that says �HGC� on it. There are two towers on either side of it, which you can climb up. There is then an entrance into the wall. This entrance is surrounded by two small towers. In the middle of these and right above the door, is a chamber. I was surprised when I found a baseball field in the map. I couldn�t find how anyone would get in without the use of a mod or cheat code. On one side of the field, in the outfield, the wall is multicolored. The other side has a doorway in red. I even found a Pool Table. Now I can play pool in JKA. :) I think I will use the thermal detonators as my balls. With my saber as my stick, I will �Blow Away� any opponent, if you get my drift. In all, this isn�t a bad map, there are very few clan tags at all, actually, I was only able to find one. This map would be great for hide and seek, it is so dark, it would be hard to find someone it it anyway. Bot Support: No New Textures: No New Music: No Game Types: FFA -Airm

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2885 downloads

Uploaded:12-09-2004

Fortress Japan

fortress_japan.zip | 6.1 MB

and this one isn’t. The buildings are made of plywood. Woo. I can’t say I’m very excited about this map. It’s small, yet still meant for a FFA as far as I can tell. I, well, can’t quite fathom blasting people around. However, this might be a good map for clan meetings. Still, there’s really nowhere to sit and chill. You’d have to stand. While emotes in my opinion are a bit stupid, who wants to stand around a giant pole in the middle of a map for a meeting? The map at least has fitting music. The music adds to the quiet theme, although I normally play without it. Still, a lot of people enjoy maps in their entirety, so a quiet matching Clone Wars theme is probably just fine. Still, it’s a game where you kill people. Can you quite imagine having a Free For All in someone’s garden? One thing I do to answer questions like this is I put them in real life perspective. Could you have a free for all in a deathstar? Well, sure. Can you have one in a factory? A gunfight perhaps? Absolutely. In real life, if you picked a fight with someone and wanted to meet them somewhere, would you do it in a garden? Probably not. This map does use some custom textures. However, because the thing is so small, it’s really not something that stands out as much. I swear, maybe I’m just spoiled with Rancor Arena and KFS_Beta (my two favorites), but mappers need to do stuff to spice things up. Even add the generic dueling platforms and I’d be happy. But this map is just cool to walk around. And walk some more. The map also only has one spawn point from what I can tell. Whoops. Makes it a bit hard to play with multiple people, let me tell you. Ugh. Still, everything else was done well, but came together in a not-so-desirable way. Get it if you want a clan meeting map and don’t like emotes. New Textures Yes New Music Yes BotRoutes No Gametypes: FFA? (Only menu it shows on, but messed spawn points) ~Wassup1444465

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1200 downloads

Uploaded:12-08-2004

Fight-Arena

fight_arena_gigon.zip | 849.41 KB

automatic win if ever there was one. Gigon placed these little blue jump pads, so that you can get to the center of the map. There are heaths, shields, and weapons spaced throughout this map. There are grates over the lava, so you can’t fall in. This map is compatible with FFA, Duel, Power Duel, and Team FFA. Bot Support is included, so that everybody who has a slow internet connection can have fun too. There is one requirement though. This map uses some of the textures from the JA Bonus Maps by Raven, which you can get here. Bot Support: Yes New Textures: No New Music: No Game Types: FFA, TFFA, Duel, Power Duel -Airm

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47389 downloads

Uploaded:12-07-2004

Deathstar Trench v2.0

deathstar_trench_2.zip | 10.58 MB

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

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17815 downloads

Uploaded:12-04-2004

Coruscant Streets

coruscantstreets.zip | 21.89 MB

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

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327 downloads

Uploaded:12-03-2004

Twi'lek-Dueling

twilekdueling.zip | 10.24 MB

while. As I went through this map, I found some errors. One, is with the elevators. I got an error that said “Entity Used Itself” There was also a bug with the falling death feature. When I fell to my death, I heard the noise and everything, but I landed on a floor and just stood their for about 5 seconds before I did. You have to use the doors to get them to open, they don’t open automatically. I did find a swimming pool, but that had missing textures too. Actually, I wouldn’t really call them missing, because they are certainly there, but when you enter the game, you get a lighmap problem. I did find some Z-Fighting places, but not very many. There is a place where you can watch a duel, through glass. On the other side of that glass is a wall, so people can see you, but you can’t see them, Or Vis-Versa depending on your location. I didn’t find any bot support in the map, but there is new sound. One thing that really bothered me, is the place that you spawn at. Actually, there is only one spawn point, and you know what happens when too many people attempt to spawn at the same point. In the place were you spawn, its a hallway, with doors on either said. This prevented me from Spectating, and moving around the map to get screen shots. That is why you can see my character in the screen shots, it was the only way I could navigate throughout the map. This map was also made for FFA. The author really needs to submit an update for this map. I am also wondering, if its called “Twi'lek-Dueling”, then why isn’t it a duel map? Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA -Airm

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9837 downloads

Uploaded:11-07-2004

Force Council Headquaters

fchq2.zip | 9.26 MB

FPS but due to some nice VIS areaportalling my FPS was always above 40. (No worries then) It's a big map, and takes a fair time to load - nothing like Kamino but longer than your average map. There's plenty on areas to look around, and some clan-based training areas like moving jump pads hovering over a foggy abyss :) Theres also some custom vehicles called "Mini-TIES's" which are basically really small versions of the original vehicles and are still pilotable. Its a downside you can't kill other people with them though, unless they're in a vehicle as well. You can fly around most of the base in there if you wanted, its good fun :D The ambient sounds here are great too, machinery, whistling winds down large holes, you name it - it's probably there. The music choice surprised me a bit, as it's so overused in my opinion and not really what I would have chosen.:( Moving on, there were a few things I was curious about. Firstly, there was a pitch black room with nothing that I could see in it. In the readme and pk3 there's vague references to some kind of camera room, which I suspect might mean there's more to this room that meets the eye, but I couldn't be bothered finding it ;) There were a few patch bugs in the room with the rebel symbol on the floor - If you look closely at the curve around it, it doesn't meet the patch on it, but to be honest you won't notice it unless you're looking for it. Other problems could include vehicle errors - as many of you know JKA has issues with a max custom vehicles limit, so if you get those errors you may need to remove other custom maps with custom vehicles included. However, this map was great fun to play and looks great. There's bot support as well, so you can play on your own! The final major thing that needs mentioning is the skyport area. You can teleport here and to other areas through floor teleporters around the map and end up at a hovering tower in a large bespin sky. There are 4 vehicles that respawn here for some ship fighting if that's your bag, and some guidance towers so you don't get lost ;) New Textures: Yes New Sounds: Yes Bot Support: Yes ~Szico VII~

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1145 downloads

Uploaded:10-22-2004

Mercenary Battle

merc_battle.zip | 3 MB

well. On with the review. Sure we all love sabers, right? Otherwise we wouldn\'t be on this site. But sometimes it\'s nice to just have it out with someone with a big gun. Ask anyone who knows me - I like big guns. This map has plenty of \'em. You\'ll find \'em in the crashed ships, near rocks, in the base ... they\'re all over the place. It\'s a fairly wide open map, but with lots of places to take cover. This is one of those maps that\'s low on the eye candy meter, but high in the fun factor (or game play, if you\'d like). As much as I think I like this map, I wish there was more to it. Some of the angles are a bit too sharp and um ... geometric or something. You\'ll know what I mean when you play it. I also was hoping for some new music or new textures. But this\'ll do. :) Bot Support: No New Textures: No New Music: No Game Types: FFA, TFFA ~AmosMagee

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143 downloads

Uploaded:10-22-2004

Curry\'s Duel 1

currysduel.zip | 120.04 KB

duelists. There\'s a path going around the arena, but no obstacles. While the textures are far from interesting, they work well for this map. Sure, they\'re a bit repetitive, but it\'s supposed to be with a theme like this. There\'s nothing really great or really horrible for me to focus on here. Rawr. In any case, there\'s no bot support, new textures or new music. But it\'s a well-made map. *shrugs* Good job? Bot Support: No New Textures: No New Music: No Game Types: Duel ~AmosMagee

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42547 downloads

Uploaded:10-20-2004

Episode III - Mustafar Duel/FFA

episode_iii_mustafar_sjc.zip | 13.77 MB

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

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1219 downloads

Uploaded:10-18-2004

Yavin Academy Retreat 1.2

gpjretreat.zip | 1.91 MB

of all, the map is huge. And it\'s made for sabers only FFA play. It\'s one of those \"academy\" maps where you have a bunch of different rooms for dueling in. But these rooms aren\'t very ... different. There\'s not much unique about this map at all. And the textures are so incredibly boring and repetitive. Like I said, there are a few things I like. That pretty much includes any of the Yavin-esque rooms with the sun pouring in through slits of windows. See that one screenshot there (it\'s pretty dark) with the missing texture? How does that happen? I mean, it doesn\'t appear as though the author used anything but the same texture over and over ... so how could he miss that little box? Oh well. It happens, I suppose. This map is full of corridors that all look the same, paths that are way too long and sometimes lead to the same damn place. The teleporters in that one room, they all lead to the same place, too. Meh. This is not a map I\'d keep, but check it out for yourself and form your own opinion. :P Bot Support: No New Textures: No New Music: No Game Types: FFA ~AmosMagee

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2723 downloads

Uploaded:10-18-2004

Island Thunder Final

islandthunderfinal.zip | 11.93 MB

around on swoops in the water and battle people on little islands all around the map. There are three maps included here. A small one, a big one and a MONSTROUS one. All of them include swoops and jetpacks and the bigger maps include X-wings. This is not an impressive map by way of looks. The textures are boring. But there\'s a big boat out in the middle along with a blimp and those things are cool. This map is all about gameplay. It\'s all about the vehicles and weapons. So don\'t expect to actually have an uninterrupted, civilized duel on this map. LOL There is bot support, but c\'mon, look at the maps - bot support isn\'t going to be all that great. I would imagine this would be a great map to play a TFFA on. Anyway, good job on a map that\'s all about gameplay. :) Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, TFFA ~AmosMagee

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6348 downloads

Uploaded:10-18-2004

Moe\'s Tavern

moes_tavern.zip | 10.13 MB

never expected anyone to come up with a Simpsons map so much later. But yay! This is Moe\'s Tavern and I love it! Outside, the hills are what you\'d expect in the town of Springfield. And keeping with the reputation of Moe\'s Tavern, there are beer cans everywhere. The men\'s restroom is appropriately a mess. The bar itself looks just like how I remember it in the show. There are Duff posters everywhere, drab wallpaper and really ugly window coverings. There are even Flaming Moes on the bar!!! Speaking of Flaming Moes, the music is GREAT! It\'s a bunch of songs from the show, kind of a medley of sorts including \"Flaming Moe\'s\", \"The Garbage Man\", \"See my Vest\" (or whatever the name of that one was) among other songs. I love this map. Is it great for duels or FFAing? LOL Absolutely not. This is a novelty map and I suppose, better for RPing. Now if only we only had some Simpson models! (Oh, and the author says he may do more Simpson maps! WOO!) Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA, Duel ~AmosMagee

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476 downloads

Uploaded:10-11-2004

Unknown Base Alpha

ukwn_alpha.zip | 1.61 MB

enter the first bulding. It has lava in a class \"cage\". You wonder what that is for, then you head upstairs via elevator. You see a dueling pad over the lava, and another dueling pad above it! You walk around the hall around the pads to come into a room that looks like a healing room, but has no healing supplies. You go back to the pads and climb higher, and outside. You are on a rooftop, and there are big guns. You go up even higher to what looks like a control/comm tower and elevator up that. You now have a view of the other building and decide to see what\'s in that one. You enter the second building. Unlike the first, this one has no lava. It has a double pad for neat dueling. You go up onto the \"roof\" which is another duel pad, with open space to the double duel pad you were just on. You\'re done with this building. You go over to the big tower next to it and take the elevator up. You find a sniper rifle, but you are surrounded by glass and can\'t snipe. You leave, deciding that you like the architecture of the place, and it has no errors, and lots of places to duel, but you just have nobody to duel with. Bot Support: Yes New Textures: No New Music: No Gametypes: FFA, Duel, Powerduel -Shahadi

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23362 downloads

Uploaded:10-11-2004

BDC Racing Club (v1.2)

bdcracingv12.zip | 19.25 MB

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

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941 downloads

Uploaded:10-10-2004

Yavin IV - Force Energy Temple

yaviniv_duel.zip | 2.87 MB

make the map interesting. The light in the center is nothing more than decorative and just sucks FPS down, from what I could tell. In my opinion, the map is too big for a duel map and too small for FFA. The author claims he doesn\'t think bot support is a good idea for this map because he thinks we should play with others for the \"interactivity\" ... um, what? I found nothing interactive about this map at all. Unless the mapper simply meant we should play with each other instead of bots. Meh. I think all duel maps should include bot support. Bot Support: No New Textures: No New Music: Yes Game Types: Duel, FFA ~AmosMagee

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15320 downloads

Uploaded:10-05-2004

Casa De Los Parias

casa_de_los_parias.zip | 31.38 MB

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

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8631 downloads

Uploaded:09-17-2004

Battlefront Endor

battlefrontendor.zip | 10.14 MB

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

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1879 downloads

Uploaded:09-15-2004

Yavin Summer House

yavin_summerhouse.zip | 2.9 MB

small house with a few bedrooms, a bar, a wine cellar, lots of fireplaces, a pool, a lake and an outhouse are featured here. Unfortunately there are several problems with this map. The rooms inside are WAY too small. And it\'s nearly impossible to navigate inside - let alone actually play in it. There seems to be a missing texture, though it could\'ve been an interference with another map I had in my base folder. And there\'s a ton of z-fighting everywhere. There are a few textures that Swampster borrowed from ShroomDuck that just don\'t seem to make much sense in this map. There\'s a boat on the lake, and a deck and a waterfall. The toilet in the outhouse actually flushes. LOL Like I said, it\'s a good concept, but there are so many issues with this map, I can\'t imagine many will be adding this to their servers to play. In my opinion, Swampster just tried to do too much with this map. There are a few secrets, but I didn\'t look for them. My advice to you, Swampster is to get some beta testers next time before submitting your map. You could\'ve gotten some very valuable feedback and fixed the problems with this map. Good luck with your next map! :) Bot Support: No New Textures: Yes New Music: No Game Types: FFA ~AmosMagee

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127 downloads

Uploaded:09-14-2004

Lunacy Temple

lunacy_temple.zip | 4.95 MB

there. Theres a huge spawn room, with untextured columns making a little hallway, and little heads on the columns. The floor is untextured, as is the ceiling. There\'s a little hallway in one of the corners that leads to another room. This is a big square room with square, untextured columns in it. I found this map very boring, but if you want something new and pretty much all untextured, check it out. New Textures: Yes (missing) Bot Support: Yes New Music: No Gametypes: FFA, TFFA, Duel, Powerduel -Shahadi

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2694 downloads

Uploaded:09-13-2004

Bespin Gas Refinery

bespin_refinery.zip | 3.17 MB

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

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8614 downloads

Uploaded:09-10-2004

Taspir: Clan Edition

ffa5_new.zip | 3.39 MB

observation deck that sorta looks like a council room, in a way. There are several buttons that will allow the person at the helm to close the door to the deck, randomly strike lightning at the players below, or control the lighting on the pad below. There\'s a bar added at the bottom of the map ... y\'know, near the lava ... and it\'s actually the best addition to this map, in my opinion. There are some lava waterfalls as you enter the bar. The room itself has a nice shape and design to it. As much as I like the bar, everything seems a bit oversized. It would\'ve been nice to see the Taspir theme continued in the additions for this map. The rooftops just don\'t have the same Taspir look. And I did find some gaps here and there. So it\'s kinda like ... hmm ... let\'s see if I can think of something to compare it to ... like if you were to buy a model ship already assembled and stuff. It looks perfect as is, but you want to add a few things to it, and instead of using the same materials, you use cardboard and paint that doesn\'t match just right. Bot Support: Yes New Textures: Yes New Music: No Game Types: FFA, TFFA ~AmosMagee

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24249 downloads

Uploaded:09-07-2004

Syndicate: Initiation

syndicate1.zip | 24.95 MB

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

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529 downloads

Uploaded:09-07-2004

Disabled Rebel Ship

rebelship.zip | 2.36 MB

parts of the map. Look at the screenshots and you\'ll see what I mean. Those are actual lighting.The FPS was good, and for some reason I could see myself dueling in this map. It seemed very practical and would be a fun map to duel in. The music had to be my favorite thing about the map, though. It was very suiting to themood of the map, and it was very great music, performed and written by the author himself! But as the map standpoint, this map isn\'t great to look at, but I think it would be very fun to play in. New Textures: No Bot Support: Yes New Sounds: Yes (performed and written by the author) Gametypes: Duel, Powerduel -Shahadi

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421 downloads

Uploaded:09-07-2004

WR Daytona

wrdaytona.zip | 99.39 KB

spawn buttons. This map has about no eyecandy, but it serves its purpose. It really doesn\'t have any similarities to a Daytona track except the oval shape. But if you want to run around a track on a wampa, this is the map for you. Bot support: No New textures: No New sounds: No Gametypes: FFA -Shahadi

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10645 downloads

Uploaded:09-02-2004

Imperial Raid 2: The Bank Job

imp_raid2_bank_job.zip | 39.69 MB

better. Even the screenshots don\'t do this map justice. My FPS was fine in the areas I did explore, but I didn\'t get through the whole map ... so there may be issues elsewhere. For those of you craving a new Siege map, well, here ya go. Orb never disppoints. All of the various sounds in the map are great additions and some are quite amusing (there\'s elevator music LOL). And the music choice ... the theme from Miami Vice ... perfect. LOL So if you play as an Imperial, you\'re job is, as suggested by the title of the map, to break in at the bank, get into the vault and steal the briefcase from the last Siege map by Orb and escape! Good luck. :D Bot Support: Meh New Textures: Yes New Music: Yes Game Types: FFA, Siege ~AmosMagee

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433 downloads

Uploaded:08-30-2004

[LS]Arena

ls_arena.zip | 970.66 KB

map I really like. For instance, in each corner there are some paintings on the walls that just really complete the look here. However, when I took a closer look at the ring itself, the textures chosen are really odd choices. They\'re Yavin textures that just don\'t work in a floating space arena thingy. The floor is that stone texture with grass growing in the cracks. The four corners are also stone with a lot more grass and then the \"ropes\" just look too stiff for this kind of thing. It\'s a decent looking map, the only thing I don\'t like is that some of the textures don\'t make sense to me. It would\'ve been nice to see some custom textures, new music and bot support, but this is the author\'s first map. And it\'s a good first try. :) Bot Support: No New Textures: No New Music: No Game Types: FFA, Duel ~AmosMagee

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4806 downloads

Uploaded:08-30-2004

JKA Tron

jkatron.zip | 32.44 MB

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

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2070 downloads

Uploaded:08-25-2004

Ancient Arena Duel Map

duel_aarena.zip | 1.82 MB

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

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9866 downloads

Uploaded:08-19-2004

Academy Castle V1.0

academycastle.zip | 8.16 MB

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

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379 downloads

Uploaded:08-17-2004

Korduel

korduel.zip | 3.7 MB

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

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483 downloads

Uploaded:08-17-2004

Ice Duel

the_ice_duel.zip | 4.95 MB

noticed the broken door and thought that was kinda cool. I guess I was expecting it to be kinda ... run down everywhere. Well, in a way ... hehe. Sorry. Okay, so I found A LOT of z-fighting and even some holes in the map here and there. :/ I went outside and like, the rocks totally look out of place where they are there. This being called \"Ice Duel\", I sorta expected there to be some slippery surfaces, y\'know, like the pieces of ice that are floating on the water there. At least, it looks like they\'re supposed to be ice. And it really would\'ve been cool if the author could make the ice like, move and stuff. That would make for a great duel! So then I noticed some green light over in another area. I don\'t get that. There\'s a little creature hanging out in the grass there. I kinda got bored with that area, so I went back to the lake thing. And I saw a button! I like buttons. I pressed the button. I didn\'t expect to turn around and see like, five hungry wampas poised to pounce on me! ... so I spectated. When I got the nerve, I joined the game and risked being mauled by them to see where that green box led. I barely made it down there intact. And again, I was confused. What is with this room? Why is there a big pool in the back? Bah, I\'m not gonna figure it out. Anyway, try the map ... you might like it. But I\'m not pressing buttons anymore. Bot Support: No New Textures: No New Music: Yes Game Types: FFA, Duel, Powerduel ~AmosMagee

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256 downloads

Uploaded:08-17-2004

Imperial Danger

imperial_danger.zip | 1.81 MB

really like. Some of the concepts are kinda cool. Like, dueling on a glass over the top of a pool of lava. Some of the textures are interesting. But mostly it\'s just ... kinda blah. And then I noticed there was a button across the lake of lava. I pressed it and nothing seemed to happen. I totally pressed it again and still, nothing. So I went upstairs. Now, while you can\'t tell from the screenshot, these boxes of controls and stuff are way too big and too high. My character was dwarved by them. And I could barely see what was going on down below. Then I noticed this screen on the side. It\'s like the dueling area was mirrored here. So theoretically, you could watch the duel taking place on the side here. That\'s kinda cool. Biggest issue I had with this map was that the FPS was a bit sporadic. In some areas I was getting 90, but others it dipped down to 30. I\'m sure FPS would fall even lower with someone else in there dueling you. It\'s one of those maps that, like I said before, has some very cool features and concepts, but it just wasn\'t pulled off successfully for my taste. Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA, Duel, Powerduel ~AmosMagee

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873 downloads

Uploaded:08-17-2004

Imperial Bay

imperialbay.zip | 794.76 KB

them! The only reason why is because the elevators weren\'t all that obvious in such a dark map. Speaking of the elevators - they don\'t work all that well. In some areas, you can\'t get them to work at all. The map itself looks fine. I\'d say that the textures are boring and repetitive, but what else do you expect from an Imperial Bay? ;) The ships docked there aren\'t flyable, but the AT-ST totally works. Some of the lighting is interesting, though I have to say I didn\'t quite understand the point of the red lights in that one hall. It just didn\'t fit with the overall theme in the rest of the map. The author mentioned something about a secret area, but I didn\'t discover one. So you guys find it. :P Anyway, decent map for guns FFA, but not one I\'d add to my server. Bot Support: Yes New Textures: Sorta New Music: No Game Types: FFA ~AmosMagee

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358 downloads

Uploaded:08-13-2004

Nightsister Burial Tomb

nbtdathburial.zip | 4.45 MB

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

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6888 downloads

Uploaded:08-09-2004

City of Darkness

cityofdarkness1.0.zip | 4.9 MB

periods are included in the design (mixture of electric and gas lighting). This map was very picturesque. Some parts of the map were probably useless in an FFA (namely the back alleys), but the courtyard/marketplace and canal compensates for that. When I first spawned in and was running between the houses and buildings, it occurred to me that this had the beginnings of a good CTF map. With some more upper and lower rooms in the houses for sniper nests and two bases, this would be a lot of fun. The marketplace would be a no-mans-land, while the back alleys allowed for alternate routes. There was only a few bugs that I came across, and that was a leak in the far corner of the map (if north is when you're in the market facing towards the river, it'd be the northeast corner) and another at the north west corner of the canal. Technical Data: Pros: 1. Weapon placement was good. Cons: 1. Leaks. 2. No music. 3. FFA only. 4. Pickups were scattered haphazardly. Rating: 8/10 Bot Support: No. New Textures: Yes. New Sounds/Music: No. Game Types: FFA. JEDIofONE :mepimp:

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70785 downloads

Uploaded:08-08-2004

Kamino

kamino.zip | 16.63 MB

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

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322 downloads

Uploaded:08-08-2004

[KOTS] Examination Arena

torneoskots.zip | 431.15 KB

don\'t like though - the weapon placement. They\'re all just in a line in one corner. Blah. Must\'ve been an afterthought. The elevator doesn\'t work properly. Especially when you want to go back up. And the buttons had some z-fighting on \'em after being pressed. I really like the center area. You don\'t fall to your death if you do fall ... it\'s water down below. And it\'s not too hard to jump back up. I suggest that you play a sabers only duel on this map. The map is designed just fine. It\'s become a tired theme, though. If Rift is your style though, grab this map. Bot Support: No New Textures: Yes New Music: No Game Types: FFA, Duel, Powerduel ~AmosMagee

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6402 downloads

Uploaded:08-08-2004

Evolution Academy (beta)

evoacadbeta.zip | 11.98 MB

Jenova\'s first map. If that is the case, it\'s pretty damn impressive for a first-timer. The courtyard you spawn into is nice, but would be lovelier with some more interesting textures. The textures throughout the whole map are a bit too repetitive. However, the map focuses more on interactive game play rather than its appearance. There are some interesting models that I don\'t recall seeing used in any MP map before. There are several large rooms for dueling and frankly, they\'re quite boring. But then I found the training area. I can see how this might get out of hand on a server, but the author did try to keep it pretty much contained. You press a button and an NPC spawns inside a small box. Press another button to open a door and release the enemy. I found that some of the NPC\'s are like, super-NPC\'s and took quite a while for me to kill them. Upstairs in the training room is the area for guns. Press a button for ammo and weapons. I love that. Then you can spawn Stormies who will try their best to kill you, but it\'ll take you a while to take them out. They seem to be super-NPC\'s too. There\'s a prison area that is obviously catering to those who enjoy RPing. There\'s even an electric chair that supposedly really works. Seeing as how I review everything alone, I couldn\'t test this part, so I\'ll just take the mapper\'s word for it. What I loved was the outside area. There\'s like, this temple thing which appears to me to have been built into a mountain and has these freaky skulls on either side. There\'s also an area for dueling and a mushroom hut! WOO! On the other side is a tree house with an elevator. The temple across the way has the most disturbing thing I\'ve EVER encountered in a JK2 or JA map. That model thing with the lava pouring out of its mouth and down its torso ... yeah. Freaky. Then there\'s the room of teleports! There\'s a room of mini-games including a bounce room thingy, a slide that\'ll shoot you into a small pool of water and a maze upstairs. I didn\'t make it through the maze, so I have no idea what was at the end of it. Leave that area and you\'ll be back at the teleports. I was curious about the boxing ring. Cause like, I love the one on the TMBJ map. I would have to say that this one has much better ambience. The ring itself looks great (but the ropes don\'t bounce you from one place to the next :() and the best part is the lighting. Press a button and all the lights shut off except a few spotlights on the ring itself. I LOVE that. Great for dueling tourneys or melee. :D The vehicle area includes swoops and AT-STs and probably more stuff, but I just played there a little. It\'s in a Hoth setting. The dojo is lovely. I like the textures used and the different levels. The bar, unfortunately, is a bit boring. It\'s a bar, some tables and stools and a dance floor that\'s just a bit too bright for the drab setting in the bar. There\'s another boring room - the council room. And I didn\'t really look for secret areas. Overall, this is a fun map. Some parts were really impressive, others were boring. I found a lot of little errors here and there. Like holes in corners and some misaligned textures. But nothing you can\'t just overlook. I\'d love to see an update to this map that would include some of the areas revamped. Oh, and I didn\'t really test the Rancor spawning area. For two reasons - 1. I wasn\'t sure how to do it ... I tried noclipping, but I couldn\'t get positioned just right to be able to press the button and 2. Rancors are scary. Bot Support: No New Textures: Yes New Music: No Game Types: FFA ~AmosMagee Ps. There are vehicles included here, so like, yeah. Just lettin\' ya know. I agree they should be in seperate pk3\'s, but oh well.

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232838 downloads

Uploaded:08-07-2004

Jedi's Home (JL)

jedishomejl1.1.zip | 10.14 MB

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

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771 downloads

Uploaded:08-06-2004

Rift\'s Forums

riftsforums.zip | 3.4 MB

areas that you can fall off from, so people like Plague and Shroom should be happy with that. :P I never found the secret areas, but I didn\'t really look either. It\'s definitely a pretty map, though I\'m kinda getting tired of that Rift look. I didn\'t find any major errors here and you\'ll be glad to know that bot support was included. :) Bot Support: Yes New Textures: Yes New Music: No Game Types: FFA, TFFA ~AmosMagee

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223 downloads

Uploaded:08-01-2004

Imperial Storage Facility

isf.zip | 5.19 MB

small and probably suited to about 6 players. The skybox is very nice, makes you feel like you\'re in the middle of a huge valley, and all the rooms are full of boxes, just what you\'d expect from a storage facility ;) The roofs are all accessable and theres lots of weapon and health pickups. Where this map perhaps falls behind is in the small mountain range around the map. It might have been a good idea to add another layer behind them, as theres a few little holes in them where you can see the skybox. The grass is also a bit repetetive, but aside from that this is a nice map, but a drastic charge from dark_crypt. New Textures: Yes New Sounds: No Bot Support: Yes ~Szico VII~

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693 downloads

Uploaded:08-01-2004

JediVMerc

jedivmerc.zip | 3.36 MB

curves and whatnot. I do like the textures used and how the whole map comes together. I suppose there\'s just one thing I don\'t like about it - the yellow crystals. They just seem REALLY out of place on this elegant map. In any case, this is a nice map and would be good for guns FFA or saber only. There are plenty of places to throw someone to their death, but lots of room for duels too. Nice work. :) Bot Support: Yes New Textures: No New Music: No Game Types: FFA, TFFA ~AmosMagee

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489 downloads

Uploaded:08-01-2004

Hevil Duel

hevilduel.zip | 271.14 KB

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

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381 downloads

Uploaded:08-01-2004

Hangar 103

hanger103.zip | 422.42 KB

to never, ever release their first map. There are very few cases where a mapper\'s first map didn\'t suck. There\'s a lot that this mapper could\'ve learned by having a few experienced beta testers. For example, spell \"hangar\" correctly. ;) There were some missing textures (again, that could\'ve been because of some interfering textures from other custom maps) and some z-fighting. Plus the lighting was just too sparse. Some of the rooms didn\'t make any sense at all and the ships just take up space here. The weapon placement wasn\'t thought out AT ALL. The room I spawned in just had a bunch of weapons thrown haphazardly here and there. In the room upstairs, I found one health pack and two shield generators. There is no rhyme or reason to this map. Good job though for making your first map - now go make your second and be sure you get a lot of input from some beta testers before releasing your next map. :) Bot Support: No New Textures: No New Music: No Game Types: FFA, TFFA ~AmosMagee

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1176 downloads

Uploaded:08-01-2004

Duel Hell

hellduel.zip | 9.53 MB

think. Lava, fire, spikes ... it\'s all here. Unfortunately, it seems there are some missing textures - or some interfering textures with other custom maps I was testing that I had in my base folder. So my apologies if that was on my end. In any case, this is a great looking map. There\'s a waterfall of lava that spills over into a small pool of lava at the bottom. Two bridges allow you to cross over to one side or the other. But be careful - one misstep and ... well ... the lava burns hot and quick. There\'s a teleporter thingy that will take you to another duel room that has rotating stones. Go through the pointy teeth gate and up the stairs and you\'ll find yourself finally in daylight. Though I have to say the light here is a bit blinding and I wasn\'t fond of this area. The room at the top and the back is just like, an office area. And these rooms just don\'t make much sense to have in this duel map, but meh. Regardless, nice work here. :) Bot Support: Yes New Textures: Yes New Music: Yes Game Types: Duel, Powerduel ~AmosMagee

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276 downloads

Uploaded:07-31-2004

Rift Canyon

duelriftupdate.zip | 1.61 MB

Anyway, once again, this looks much better in-game. I really like the columns in the first screenshot there. The whole map keeps with the theme quite well. And I love the Rift theme. By the way, no, that is not water. But, you are going to have to just trust your instinct in some areas. :) As much as I do like this theme, it\'s all a bit too much for me. A bit too blue, too bright ... too ... Rift ... hehe. In any case, it\'s a decent map. I love the effect of the bridge with the top pad. You\'ll see what I mean. I definitely jumped. LOL Good work here. Bot Support: Yes New Textures: No New Music: No Game Types: Duel, Powerduel ~AmosMagee

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623 downloads

Uploaded:07-31-2004

Outside The Sithwitch\'s Lair

sithwitchoutside.zip | 13.41 MB

for that, but the map in-game looks much better. It is a dark and moody map. It\'s foggy and just has great atmosphere. The map does support several game types, but as far as I could see, it works best as a duel map. Unless I didn\'t explore enough and I missed the entire map because I didn\'t fall down a hole, or find a door. :/ Gee, I hope not. Cause I was just going to say, I\'d love to see someone do a map of Dathomir. :) Great work here. I want more! Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, TFFA, Duel, Powerduel ~AmosMagee

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86 downloads

Uploaded:07-31-2004

Darkforces Streets - V2

darkforces_streets_v2.zip | 19.24 MB

first map, just first attempt at making an MP map First thing I noticed when I spawned was the music, it has a 70's private detective feel to it which I find rather catchy. You know it's there but it doesn't get annoying and can be left on. The layout of the map is very street like, how it should be of course It's set at night in a city that can only be described of a future earth...where retro is the fashion...or at least my vocabulary is currently limited to those words and any other description eludes me. As you run around you get a very interesting feeling, I'm not sure what it is but this map felt different, probably due to the unique style of it. You will of course spot various mapping bugs on the way, stuff like the lighting on the clock tower is rather odd and a bevel has some texture stretching; FPS will also go down a bit in the clock tower area due to the trees in there - isn't it a shame that even in the modern Q3 games transparency is still a big FPS issue? Also the swoops are the single player swoops - the untextured ones. The readme says it's multiple game type and it should indeed work well in most - except CTF of course. The layout is pleasing, there are plenty of open spaces and also plenty of places to hide and dive from. [/quote] So here we have Version 2 of Szico's Dark Forces map for JKA. Szico demonstrates his excellent understanding of lighting techniques and aesthetics, and succeeds at really bringing this map to life. The custom textures are great and a lot of fun! Most texture problems from Version 1 have been addressed here, and the map really comes together in feel and graphical flow. Perhaps where this map falters somewhat is at a raw gameplay level. There isn’t much height variation in the main fighting areas. Most areas are relatively flat compared to each other. This is of course due to the ‘street’ nature of this city based map but it certainly would be nice to see some variation there. On the other end of the coin, Darkforces Streets does feature some great weapon placement and some ‘omg this looks so cool let’s duel here’ areas. As a solid first effort for a multi-player map, this is a must-download. P.S. (note to mappers): Stop using those purple crystals in your maps! I mean really… what’s the point? Bot Support: Yes New Textures: Yes New Sounds: Yes ShroomDuck

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170 downloads

Uploaded:07-30-2004

AnchorHead Slums

anchorheadslums.zip | 2.97 MB

are a bit darker than what the map really is. There are so many areas to explore here. The most frustrating thing about this map though, is that very few of the doors open. But you have to try them all, because you never know which ones will open. This is a very curvy map. I really like it because the curves of some of the walls and paths really break up the monotony of the same textures all over this map. My favorite place in the map is the bar. Hmm. I say that a bit too often, don't I? The bar is almost always my favorite place. LOL Anyway ... I love the lighting and the tables in here. The layout is interesting too. And I just love the look of the actual bar. There are some very cute posters on the wall here and there. :) This seems to be a perfect map for RPing. There are weapons here and there, but they're sparse. Which is a good thing, I think. I saw a few instances of z-fighting here and there, but they were minor. Overall, it's a decent map, but it would be best for a large FFA. Cause, yeah, this map is huge. Bot Support: Yes New Textures: Yes New Music: No Game Types: FFA, TFFA, Duel ~AmosMagee

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1078 downloads

Uploaded:07-30-2004

={FeTT}= Playground

izzy_fettplayground.zip | 5.09 MB

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

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6047 downloads

Uploaded:07-30-2004

DoA Flight Arena

doaflight.zip | 8.2 MB

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

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24153 downloads

Uploaded:07-30-2004

Naboo Hills

naboohills2.zip | 8.01 MB

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

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4006 downloads

Uploaded:07-30-2004

ModSect\'s Evil Map Pack

modsectsevilmappack.zip | 10.6 MB

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

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1373 downloads

Uploaded:07-22-2004

Castle Hall

castlehall.zip | 2.87 MB

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

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570 downloads

Uploaded:07-18-2004

Hidden's Gaming Club Map

hgc.zip | 1.68 MB

they are rather bland, and don�t allow for any real movement around to gain any advantages or disadvantages from the surroundings. There�s one rather unusual room in the map, that�s just black and white, and also looks out of place in this map that�s full of rocky textures, and of course, no clan map would be complete without the bar. The author has certainly done a good job on this map, not making the textures seem repetitive, with objects and textures breaking up the space. The overall play of the map is good, and I�d recommend adding it to any server where people like to have duels during FFA�s and not just run around hacking each other, although this map would probably suit that kind of gaming as well. ~Wolf New Sounds: No New Textures: No Bot Support: No

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884 downloads

Uploaded:07-18-2004

Sky Platform Duel

duelplatform.zip | 141.54 KB

very small. You don\'t have alot of room to fight. which will probably make it very tricky to duel.Now when you look down you can see the end of the platforms which I think should have been hidden with fog. Now when you actually Jump down. You actually stand on the skybox/bottom for a while before you die.which is rather dissapointing. Now the rain is very nicely done and the sounds give it a special feel. when you look around you don\'t see any glitches on the skybox it runs smooth.when on some maps you can see its a box. So that is a good thing. For those hardcore Duelists amongst us this would be a good training spot. But I don\'t think this will be very usefull for the average person. -Buffy- Botsupport: No New Textures: No New Music/Sounds: Yes Game Types: Duel, Small FFA

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932 downloads

Uploaded:07-18-2004

Face Off

face_off.zip | 224.79 KB

square buildings. with a few floors. on each floor you find weapons etc. and you can break windows and pieces of walls. now the middle part between the buildings. There are two Emplaced turrets that don\'t work and you\'re actually capable of touching the skybox, Because it\'s attached to the sides, which is a big no,no. Also the map hasn\'t got any details. But I guess it is a good first attempt. Just keep on practising and you will get there.Though I strongly recommend to all you starting mappers, to not post your first map online. -~*Buffy*~- Botsupport: No New Textures: No New Music/Sounds: No Game Types: Capture the flag

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20526 downloads

Uploaded:07-09-2004

Far Cry of the Jedi

farcry_of_the_jedi_sith_j_cull.zip | 8.58 MB

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

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5172 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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11193 downloads

Uploaded:07-08-2004

100 Stormtroopers

100storm.zip | 493.62 KB

too. Everything seems very ... square, for lack of a better term. When you spawn in the small room, you get your choice of three weapons (or all three if you want) and then right through the door, you\'re greeted by a Stormtrooper and his E-11. You can kill him easily enough. Move on to the next room and you\'ll be bombarded by more E-11 shots from about half a dozen Troopers. I killed them easily enough with one det. The most peculiar room, however, has to be the next one where you look down and just see half of the room full of Stormies and the other half with Jans. Press a button and the untextured wall will move away to allow the NPC\'s slaughter each other. The final room has one lone Stormtrooper with his back to you. You can pick him off without a problem. I pressed the lower button, but nothing seemed to happen. The top button, however, will spawn a ton of Stormies for you to kill. It\'s kinda creepy the way they all turn to face you at once. Dets are quite useful at this point. After that, nothing. So this is like, just a quick little map with NPC\'s to kill. I\'m not even sure where to put this map. Therefore, it shall be placed in Miscellaneous. Is it a good map? Not really. Is it fun? Meh. Maybe the first time around. After that, it\'s just boring cause it\'s the same thing over and over. ~AmosMagee

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357 downloads

Uploaded:07-08-2004

[TDK]HQ v3

tdkhqv3.zip | 1.69 MB

them. :P There\'s something about this map that just feels too simple. I know I usually like simple, but ... I don\'t know. The jail is kinda cool. There are some missing textures, but that may have something to do with conflicting custom maps. Grr. There are some \"trial\" rooms/arenas and there\'s a really large dueling arena with stands and stuff. There\'s another area dedicated to duels, but all three rooms are almost identical. And then there\'s a secret council room (predictable) with a big fire pit thing in the center. All in all, if I were to rate this map, I\'d give a mediocre 5. I would\'ve gone as low as a 4, but the fire in the pit looks really cool. *shrug* Bot Support: No New Textures: No New Music: No Game Types: FFA, TFFA, Duel ~AmosMagee

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1322 downloads

Uploaded:07-08-2004

Joe\'s Academy Lounge

joeslounge.zip | 4.86 MB

don\'t have bot support or weapons. Because the creators of those maps probably play online, without bots, and prefer saber only play. The author of this map did just that - made a map he\'d like to play on and for his server and friends. I have to say, I actually like this map. There were a few little bugs here and there. Okay, there\'s actually quite a bit of z-fighting and there were some textures missing (though that could\'ve been because of some conflicting custom maps ... gah ... seems to only happen in JA and not JK2). The main area includes a large area for FFAing outside near a big pond/lake thing. Around the corner you\'ll find a bright green area for more dueling or FFAing. I\'ll admit that the lighting here bugs me. It\'s just too bright and colored lighting really should be used sparingly. There\'s a room with a button that if pressed, will deploy a few NPC\'s for you to saber. I certainly didn\'t expect to find a JKR area. There are three pads where you can spawn a STAP (which comes in the zip file in a seperate pk3) and take a spin around the track. I liked the layout of the track. It was a lot of fun to go around, even alone. The dueling area near the bar has that bright green lighting thing going on and it seemed to be missing something. I think it would\'ve been great to have the spectators in control ... give them a few buttons so they could spawn a Rancor or a Wampa or other NPC\'s on a whim for whoever\'s in the pit. Like I said, there were a few errors here and there and I found some gaps in walls and floors and such, but those aren\'t too distracting. Since the author used music for the bar, he probably should\'ve left regular music out completely. The two tracks really conflict. Otherwise though, this was a fun map for me to play on alone and it\'d probably be even better with others. :) Not a bad job here. Bot Support: No New Textures: No New Music: No Game Types: FFA ~AmosMagee

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166 downloads

Uploaded:07-08-2004

Yavin Duel

yavinduel.zip | 1.3 MB

map is just ... okay, I can bite my tongue a little. The map is a small duel map ... that includes weapons. There is a small box that one spawns in, but what's the point of it in a duel map? What's the point of having trip mines or a repeater in a duel map!? I have no idea what that thing in the center is supposed to be, or what purpose it serves. There's a very random hole on the side, next to a slim box, that stands next to a set of stairs. This whole map seems random and doesn't make a lot of sense. The lighting is terrible. I could go on, but it seems I'm feeling a bit merciful now. Bot Support: No New Textures: Yes New Music: No Game Types: Duel ~AmosMagee

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2201 downloads

Uploaded:07-03-2004

The Lost Temple

thelosttemple.zip | 5.69 MB

a one room map, good for dueling or maybe a small FFA (6-8 people max) nice large open area with only 2 small side areas that are actually covered up. It is also quite simple in design but looks good; I especially like the fountain just because it's not something you often see done like this. The texturing is done all correctly except for on the sides where there are patch meshes but it's forgiveable, it isn't blatantly obvious and it is the type of thing most gamers will basically not even notice until they read something like this :) The pillars are simple and curved but use a good texture that provides more detail and the candle holders themselves are well designed while remaining simple. The lighting is also well done, the candles flicker and there are no black areas, MeusH knows the features of Q3Map2 and has used them here making it feel much more real in how the area is lit. Bot Support: Yes New Sounds: Yes (Music) New Textures: Yes -WadeV1589-

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2019 downloads

Uploaded:07-02-2004

Red Cell Underwater Home

rc_water_home.zip | 3.25 MB

that\'s floating in a big pool of square water. And there\'s this ... thing ... at the end of the platform. I still have no idea what it is or why it\'s there. Your only real option is to jump down the shaft or take the stairs down. If your destination is one of the many, many, many, many rooms below, you should probably take the stairs. But seriously, how many rooms do you really need? I can\'t imagine anyone dueling or FFAing in these rooms. You can\'t FIND anyone. Sure, they look interesting (though one of the beds looks too wide and too short) but they really don\'t serve a purpose. (Oh, and there\'s a screenshot there showing a little issue with one of the hot tub/bath things.) When you finally get to the bottom of the stairwell, you\'ll find why this map might be worth your time to download. I actually like the \"common\" area very much. The glass tables, the bar, the waterfall, the low seats and low lighting. I like the atomosphere. They even have an arena for dueling and an area for the spectators. Although, the arena is so far down that you can\'t really see anything going on from above. And then there\'s like, this extra dojo for training, I guess. I do like the textures used, however, there is such thing as too much of a good thing. :/ Anyway, this is a clan map. The zillions of pointless rooms for each member should\'ve been a clue to that. So I\'m a bit torn on this map. I like some things, but mostly, not so much. Download it though - you decide. Bot Support: No New Textures: Yes New Music: No Game Types: FFA, TFFA, CTF ~AmosMagee

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1773 downloads

Uploaded:07-02-2004

BridgeStreet - Team Corellia Location

bridgestreet.zip | 772.93 KB

addition of weapons just seems silly. It\'s a very stylish map. I love the theme. The only thing I found myself wanting was more of the map. The map ended where it just started to get interesting. I wanted to explore more. The bridge is a lovely design and I do like the lighting and the details. This map is supposed to support not only duel, powerduel and FFA, but also TFFA and CTF. I didn\'t test out the CTF thing - I\'m not quite sure where the flags would be or how that would work - it\'s such a small map. But it\'s supposed to support all of those game types. *shrug* In any case, I like this map and it\'s perfect for a Powerduel, I think. Bot Support: Yes New Textures: No New Music: No Game Types: Duel, Powerduel, FFA, TFFA, CTF ~AmosMagee

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14913 downloads

Uploaded:07-02-2004

Anchorhead Slums (v2.0)

anchordhead_slums.zip | 2.23 MB

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

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2233 downloads

Uploaded:07-02-2004

TFW-Clanmap

tfwclanmap.zip | 6.69 MB

maps that set the standard for others. Like Griffinclaw\'s Jedi Council map. The TFW clan map definitely seems inspired by that. The main area has pillars and a ceiling designed much like the one in GCJC. But the textures are thankfully very different, and there seems to be a lot more attention paid to the details in this map than GC\'s. The second screenshot there shows the one room I have mixed feelings about. I love the room itself, the platform and even the textures (though they do seem a bit too bland). I don\'t like the lava. I understand why it\'s there, I just don\'t like how it looks in this room. *shrug* Sometimes I\'m very picky. :) I wasn\'t too impressed with the requisite bar, but there\'s nothing for me to complain about either. Oh, the fourth screenshot there shows a close shot of the stairs and the lift to that door. While I like how it looks, it\'s a bit much. Two sets of stairs and a small lift? It kinda bugs me, but meh ... whatever. I think one of my favorite areas is outside. I love the setting sun, the shadows ... the screenshots really don\'t do this map justice. :/ Oh, and see that one screenshot with the marks on the concrete there? Okay, yikes. Was that someone\'s really bad landing or ... something else? I started wondering if there was something out in those trees waiting to spawn and eat me. Soooooo ... I spectated for the other screenshots. LOL Of course there\'s a council room. Coolest part about this though, is that there\'s a button that will allow you to lock or unlock the council door. Oh, and there are a couple of guards hanging out at the door. But they\'re fairly useless. Neither of them even noticed my presence. There\'s a tournament room that is VERY much like the one in GC\'s map. Actually, it\'s the exact same design, but improved. The only thing I don\'t like in this room is the seating. They work fine if you\'re watching the duel while standing on the seats, but if you were to actually sit in the seats, you wouldn\'t be able to see anything that\'s going on. Through a different door, and a very cool corridor, you\'ll find the armory. There are only four lockers, I think, and each one houses a different weapon, along with a bit of ammo. Overall, this is a good map and worth a download. The music got on my nerves after a bit, but that\'s okay, I just turned it down. I\'m confused as to why this map supports duel and powerduel ... it\'s too big for those game types. But hey, more is better. :) I wouldn\'t be surprised to see this map on many servers. It\'s a clan map, but it doesn\'t have TFW stamped on every surface, which is refreshing. I almost forgot that this was a clan map. Good job. :D Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, TFFA, Duel, Powerduel ~AmosMagee

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1932 downloads

Uploaded:07-02-2004

Submarine-Station

submarinestation.zip | 7.49 MB

submarine which is docked here (all made with brushes and patches, congrats on that). The detail isn\'t major in most places and in the readme he even states this but that really does not matter for this map because there is enough detail there for what it is supposed to be and I think it works extremely well. The lighting feels extremely well thought out, light doesn\'t just appear in this map, it always has a source to it...from a mappers point of view though the shadows are weak, what did you use to compile and what options? It feels like the old pre-Q3Map2 maps when it comes to the shadows. All glass is breakable and all boxes are too which is a very good touch, it makes the scene feel more interactive which is always a good idea - so many people seem to love breakable stuff in maps it\'s kinda freaky - you know who you are! I only have one grudge with this map and it\'s a minor thing really, the water...it\'s too blue when you go in it! From above it seems extremely clear but when you jump in it\'s extreme fog, very thick blue which just appears as you fall into the water, it needs to be much weaker - set the fog to have a larger view distance. Great for FFA and definately worth the download if you don\'t want to stick to Jedi type maps - like me :D New Sounds:Yes (Music) New Textures: Yes Bot Support: No -WadeV1589-

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166 downloads

Uploaded:07-02-2004

Fire Temple

firetemple.zip | 793.72 KB

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

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4208 downloads

Uploaded:07-02-2004

FFA Skytemple (final)

ffaskytemplef.zip | 8.73 MB

playing a JA version of Castles in the Sky. The skybox is simplistic but works well, making the islands hover over the sea with the moon lighting up the map, aided by a few fires of course. The author says he\'s made use of the latest compiler features and I certainly noticed them, light styles for the flames and penumbra shadows cast by the moon...although this doesn\'t happen much in real life it sure looks fine. I also have seen this guy in the Q3Map2 forums so I know he knows his stuff about the compiler. I love the attention to detail here, the ground is cluttered with rubble and small grass plants, where there is stone flooring it\'s broken up and uneven, then of course there is that beautiful miniature waterfall coming out of the rocks that look like real moss-ridden rocks. Going down into the small and simple temple, the same simple attention to detail has been kept, shadows are clearly defined without being solid and the temple is literally cut into the island, you can see hints of solid walls in there but the majority of the room is rough stone that is part of the island, a very nice touch! This is such a simple yet rewarding map, , perfect for small FFA\'s where you want multiple duels, in fact it\'d work great for duel maps too, you won\'t fall off easily but there is always that chance![/quote] Now my review of the final version: Unfortunately, I didn\'t get a chance to play the first version of this map, so I\'m not quite sure what has changed here, but I love the final version. The skybox is dark and stormy, with a vast ocean below. It\'s pouring rain and thunder roars as a bolt of lightning strikes nearby. The broken pillars and tiles of stone look great on the very green blanket of grass on this big rock that seems to be floating in the sky. The arch with the bridge out to a smaller rock is probably one of my favorite pieces here. The low lighting and the fire burning really sets the atmosphere. It\'s a rather small map, but it\'s perfect for a cozy little 6-8 player FFA. Lots of areas for dueling, and some small FFA areas. The tiny temple looks great too. I love all of the details. The only thing I don\'t get is that cluster of rocks hanging over by the waterfall. All I know is that I was killed standing on them. I think I was struck by lightning. There is music in there, but I don\'t think it\'s new. And I didn\'t like it. It needs something ... creepier. More ominous. But I do like this map. It has great ambience. I recommend this to anyone who wants to play a wonderful small map that looks great, sounds great and has a decent flow to the gameplay. Nice job, Pazur. Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, TFFA ~AmosMagee

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92 downloads

Uploaded:07-02-2004

Platform Duel

platform_duel.zip | 111.35 KB

there are a few issues I have with the map. Let\'s start with the few features I did like. The two glass platforms on the side of the main platform are destructable. Yay! You can duel on top of the platform or underneath in the glass cage. So at least that adds some interest to the map. Now for the issues I have with this duel map. First of all, the ceiling is way too low. I suppose if you\'re playing with no force, it wouldn\'t be a problem, but it bugs me anyhow. The doors on the glass cage aren\'t exactly seamless, but that\'s a small issue. And then there are no new textures. Which would be fine, except the textures used here are a bit boring. There weren\'t really any glaring errors here, so that\'s a good thing. I\'m not fond of the lighting in this map, but that\'s not a huge complaint. More than anything, it looks like Zonr_0 just needs to focus on gameplay and the aesthetics of map-making. :) Bot Support: Yes New Textures: No New Music: No Game Types: Duel, Powerduel ~AmosMagee

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4618 downloads

Uploaded:07-02-2004

Fearis Incident

fearisjkf.zip | 9.08 MB

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

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201 downloads

Uploaded:07-02-2004

ET1 Arena

et1arena.zip | 3.29 MB

do, an open space, fall-and-die, duel map...with music that could have been better thought out - piece of advice to mappers, just because you like heavy music doesn\'t mean everyone else will, you need to find music that is an unclassifiable as possible if you want it to be the most appreciated in a map. There is very little else can be said about this map, the texturing fits nicely, that\'s something I\'ve not said yet...but aside from that, enjoy it if you like simple open duel maps! Although something I really don\'t get is the fact there are 2 versions of this map, test8 and test9...both of which as far as I can tell are totally identical. New Sounds: Yes (Music) New Textures: No Bot Support: No -WadeV1589-

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1885 downloads

Uploaded:05-27-2004

Disco

hotdisco.zip | 4.84 MB

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

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541 downloads

Uploaded:05-27-2004

Byss Duel

byssduel.zip | 319.8 KB

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

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7289 downloads

Uploaded:05-20-2004

Yavin Elite Academy

yeaffa.zip | 2.56 MB

works. The map has several open areas for dueling or FFAs and even some areas for just hanging out. It is a temple of sorts, but it\'s set outside and has that natural look all around. The lighting is lovely. I adore any map that has that late afternoon shadow thing goin\' on. And then there\'s this one area that is just perfect for migrating duels. It\'s like, one wing of the Yavin Elite Academy that seems to have been forgotten. Broken pillars, holes in the ground, part of the metal roof has fallen to the ground and created perfect precarious ledges and ramps for those migrating duels. This is my favorite part of the map. Unfortunately, there is no new music or bot support. But this is the kind of map that would be great for FFA servers, not necessarily for playing on your own with bots. I only wish there were more interesting points of interest in this map, like the ruins area. Anyway, nice job, static. I look forward to seeing what else you create in the future. :) Bot Support: No New Textures: Yes New Music: No Game Types: FFA, TFFA ~AmosMagee

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2976 downloads

Uploaded:05-20-2004

Corellian Platform Encounter

corplatenc.zip | 1.54 MB

When you enter the map, you\'ll find yourself somewhere in Corellia, caught in the middle of a storm. It could be day or night, I\'m unsure since the landing platform and the surrounding area is shrouded by dark fog. Rain pours and thunder claps as you explore the map. There are two levels, three if you want to count the water (hehe), and the layout of this map lends itself quite well to migrating duels. I imagine this would be especially challenging in a Powerduel. As much as I love the atmosphere of this map, I do have a few complaints. I really don\'t think the music choice was a good one. There should\'ve been something softer and more moody added. The music chosen is a bit overwhelming along with the thunder you hear in the background. In my opinion, the music should\'ve been more understated and even eerie. Also, I found that in one area on the landing pad, you just slip right through! I\'m not sure if that was intentional or not, but it certainly makes for a frustrating duel on that pad if you keep falling into the water. In any case, this was the author\'s first JA map. Amazing job for a first map (though he has made at least one map for JK2 that I can think of). Bot Support: Yes New Textures: Yes New Music: No Game Types: Duel, Powerduel ~AmosMagee

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2592 downloads

Uploaded:05-19-2004

Massassi Temple

massasitemple.zip | 548.14 KB

blend well or something. I\'m not sure why I like this map, but I do. And I don\'t think I even saw the entire map. The corridors are very narrow and the map feels small, yet there\'s a lot to explore. There are at least four levels where you can find well-placed weapons and strategic areas from where you can snipe an enemy. This seems to be a map that would lend itself well to migrating duels and FFA gunplay, but only for a small group. There is exactly one new texture and no new music. But dial-up users rejoice! There is bot support. The readme mentions an outdoor area that\'s quite large, but I didn\'t come across it. Some may find this map to be boring or too small, but there\'s just something about the layout and the levels that really appeal to me. Nice work. :) Bot Support: Yes New Textures: Yes (1) New Music: No Game Types: FFA ~AmosMagee

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10389 downloads

Uploaded:05-19-2004

Revan\'s Castle

burg.zip | 3.69 MB

then. It\'s unfortunate when someone makes a new map and they either don\'t have beta testers to spot simple mistakes or they forget to add a texture, or rename it or something and a texture goes missing. I\'ll bet there\'s a good little 40\'s detective type story thing in there somewhere. \"The Case of the Missing Texture.\" Aaaaaaaanyway ... I spawn into this map and standing right in front of me, blocking my way over the bridge to the castle is a freakin\' Rancor. And he looks hungry. Soooo ... I noclip into the castle. LOL There I find a ... um ... what are they called Weequays? Well, there\'s a guy up at the top with a gun, and then down below, I\'m greeted by a couple of guys with sabers. Really there doesn\'t seem to be much more to this map than that. You fight some stuff, you find your way to the end of the map. Maybe I missed something, I don\'t know. For a single player map, this leaves a lot to be desired. And I wouldn\'t dare suggest you play it as an FFA map on a server. I\'m guessing there\'s only one spawn point. Bot Support: No New Textures: No New Music: Yes Game Types: FFA ~AmosMagee

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3683 downloads

Uploaded:05-19-2004

Crystal Palace

crystalpalace.zip | 3.42 MB

textures, the lighting all of this sets up for a great gaming atmosphere. Now I do realize this isn\'t the first map done in this style and some people might over look it just because of that and I don\'t think one should. This map is fun and it has some really awesome architecture. There were only two problems I found with this map. First there was no music =( Not that it matters a whole lot to me since when I play I usually have winamp going but I still like to see maps have custom music for those players who do play with the game music going. Second there were no botroutes so I couldn\'t have fun with the various guns Keiran placed around this map. The FPS was great aswell! All in all nicely done Keiran keep it up. I hope to see some more work from you soon. Bot Support: No New Textures: No New Music: No Gametypes: FFA -SanosuKe

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4332 downloads

Uploaded:05-18-2004

FFA WoV 2

ffawov2.zip | 20.33 MB

http://www.jk2files.com/file.info?ID=5174 WoV is still around and now plays JA. So it makes sense that they'd want their beloved map converted for JA. So the leader of the clan went to Orbitius. To be fair, I did test both maps for JK2 and JA and I have to say that there really weren't many changes at all. The changes made were necessary ones - such as making the elevators/lifts work for JA. Orb claims there was an overhaul done on the lighting, but I can see no difference at all. My FPS was actually much better on the JK2 version of this map, but that could just be because it's for JK2. *shrug* I don't know. The textures all look exactly the same, though Orb says he replaced some with his own custom textures. The biggest change I noticed was the Tribunal pit. You'll see what I mean. :) There are supposed to be some new secret areas added by Orb, but I didn't find them. :( This map for JA has the same appeal it had for JK2. The music hasn't changed, nor has the skybox. The lighting, textures, design and atmosphere has ShroomDuck written all over it, but less tongue-in-cheek than his usual work. So while the author of this version of the map is Orbitius, this is still the same WoV map created by Shroom. Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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1529 downloads

Uploaded:05-17-2004

Endor Imperial Base

endorimperialbase.zip | 956.21 KB

beautiful. The problem? It\'d be better as a duel map. It\'s far too small for an FFA of any enjoyable size. This map is apparently set in Endor, and I will say some of the effects in the map are really good. I\'m not sure if it\'s a first effort or a first release but I would like to see the map expanded in some capacity. There are two main rooms (see screenshots) and a small hallway connecting them. They\'re not that great as far as size goes, but as I said...there is a lot of detail in the map (as far as the average Star Wars map is concerned). I recommend the author put in a few more elements, perhaps a miniature outside area or cavern where people could duel or even FFA in unhindered. - Chrono P.S. For the record the readme states this is a Power Duel map, it was submitted as an FFA. If this is the case, please forgive the mistake.

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690 downloads

Uploaded:05-03-2004

Jedi Evolution Office

jedievolutionoffice.zip | 3.78 MB

which come with first maps. Some people believe you should never release your first map, and others (including myself) believe if a first map is good enough then it helps a lot to get some helpful pointers on it, and I think the author will benefit a lot from this, such as the need for botroutes e.t.c As for my personal take on this map, it's not like I enjoy putting maps down and stuff, but it's an honest opinion. And put simply, this map needs improving. I spawned into the 'outside' area of the map, and this looks very square for terrain, and it kinda hangs out in midair. The thing which disappointed me the most was the lack of effort put into the river. It doesn't flow from anywhere to anywhere, its insides are perfectly straight, and the texture used isn't appropriate. Then I ventured inside the building, into a large square corridor which although not badly textured, lacked detail. There was a maze running off from one door, and the idea is its hard to get through, although one of the teleporters doesnt have a destination, although you could still find your way through, if you really wanted to :) Theres also a swimming pool on the other side of the hall. It's square and the room is plain, with a few sloped steps leading in and out of the pool. At least there's a nice view ;) There's also some kind of multi-themed duel floor above this, with a water pool, a lava pool, a little hill area and some rocks. Let me tell yuo that although these areas are the most detailed in the map, they're very small and really need more size to boost their impact and effectiveness. The top floor was probably my favourite. Although the caves were a little square and unnatural, there is a lot more atmosphere here created by the lights which cast shadows and beams on the ceilings. Theres also a little clan spectating area in front of this main duel room. Oh, and it's a pity the lifts' just teleport you, instead of actually being lifts :( The main downing point about this map is the lack of detail needed to make the rooms seem full. I spent quite a while trying to find the most interesting screenshots to post with this file, and it wasn't easy. Almost every room is a square, but with time and practise, I'm sure the beginners ideas can develop into nicer, more curved surroundings ;) New Textures: No New Sounds: No Bot Support: No ~Szico VII~

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22307 downloads

Uploaded:05-02-2004

Sunset on Coruscant

rgoerduel2.zip | 9.21 MB

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

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523 downloads

Uploaded:04-30-2004

Temple of the EJK Clan

templeejkclan.zip | 3.08 MB

Sometimes I say bigger is better, but other times I say that\'s not at all true. The EJK Temple is one of those maps that I have to say bigger is not always better. Recently, I was involved in beta testing a CTF map that, at first glance, looked like it was going to be a great map. Turns out that the map was so big that even with guns, it wasn\'t the best design for CTF. EJK Temple was expanded for CTF, specifically. And though I didn\'t test it as a CTF map, I hate to say it, but I think this map might be just a bit too big. And there are some things that just don\'t make sense in this map. What\'s with the swoops inside that arena? They don\'t exactly help the gameplay much - especially for a CTF. Then there\'s the item placement. An overabundance of weapons and ammo doesn\'t really present a player a challenge. I know this is for JA, but I\'m going to refer to JK2 for a moment. On Bespin Streets, the rocket launcher is on the pad. There\'s only one area (that I remember) where you can find ammo for that and it\'s on the other side of the map. That\'s good weapon and ammo placement. But CountDubious just dropped like, 5-8 of something all in one place, so it requires no strategy at all. The map itself is a little hard on the eyes. It\'s a dark map, but with bright colors and repetitive textures. And then there\'s that one moving texture thing ... it looks cool, but drains FPS and just doesn\'t do much for the map, especially when it seems to be everywhere. Something I probably don\'t say often enough is that this review is just my opinion. Feel free to download the map and disagree with me. You may think this is the best map ever made. *shrug* I can only tell you what I like and don\'t like, and what I\'ve observed based on what maps are popular and which ones servers don\'t use. :) Oh, and like, not all that important, but the arena file is kinda, like, for JK2, not JA. So I\'m only listing FFA and CTF, since I know those two game types are supported for this map and JA. Bot Support: No New Textures: No New Music: Yes Game Types: FFA, CTF (and probably some other stuff) ~AmosMagee

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1157 downloads

Uploaded:04-21-2004

EJK Compound

ejkcompound12.zip | 10.56 MB

room with huge doors, an area to fight in, an area to fly in (actually fly around the map which is small so good luck there!) and large corridors to connect them. Every single room has a plaque saying who that room belongs to and there are clan logos literally everywhere. The clanliness to one side however, the inside of the map isn\'t too bad as far as clan maps go, I mean it does have good lighting and the texturing is OK on everything but any glass in the map (I\'m sorry but visible glass edges is simply awful) and places such as the floor where the texture tiles just a bit too much. There is plenty of room for fighting in, the ceilings are high and the walls far apart meaning dueling is possible as well as large FFA\'s. May I recommend to really improve lighting next time you use a skybox where you can add a sun in, so much of this map has windows and open area\'s that a sun would work very well giving superb ambient light as well as giving you some well defined shadows. There is no vis data meaning the FPS is no where near as good as it could be. Vis is an important stage so you need to go look that up. There are plenty of tutorials if you need them. Also when you use glass, cover sides where two glass brushes touch in system/nodraw_solid that prevents that horrid effect of seeing thin lines of glass where the 2 pieces clearly meet. Bot Support: No New Sounds: Yes (music) New Textures: Yes -WadeV1589-

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107 downloads

Uploaded:04-19-2004

Rebel Fortress

rebelfortress.zip | 1.93 MB

although it may be a better idea to put them together next time. Wade\'s review of the CTF version: [quote] This is one of those fun to mess around on maps because it has plenty of vehicles and was designed with pure fun in mind - that\'s fun as in mess fun not saber fun! The first thing I found problematic was the lack of FFA support, it literally quit the map with the \"couldn\'t find a spawn point\" error! I also noted that one teams swoops face the wrong way making a quick getaway a true impossibility! Btw I apologise for the \"fell to his death\" text on the screenshots but seen as I had to do CTF when I loaded it up I was presented with 2 teams full of bots jumping to their doom... You can have a bit of fun flying from base to base (teleporting in between) and swoop jumping but to be honest I don\'t see it becoming a real good CTF map, it\'s just too \"crazy\" for that and the music choice really makes it feel lively and insane too! I\'m not saying it\'s a bad map just if you get that flag and get into a ship...you\'ve scored - and it\'s not that hard to get that far![/quote] Well, unlike the CTF version, there is only one base, and therefore all those errors Wade mentioned do not exist in this map. However, flying with the ships is still equally pointless as the sky is so small, you cannot fly around it without being an expert. I think I managed to take off and turn before I hit the wall at least once lol :) As for the design of it, It aint perfect, and It aint always pretty because the textures are a bit repetetive, but at least the rooms are innovative, despite being a bit bright and in your face. The best area is definitely the landing pad and the roof with the At-St\'s on it, lots of detail here. The areas splitting off from the side have distinctly awful textures on them, but it\'s not too much of a flaw. The music is from Star Wars, and It\'s one of the better ones - I was praying it wouldn\'t be the duel music and it wasn\'t :D There aren\'t really any new textures and it isn\'t botrouted which IS a major flaw. :( Especially as this probably won\'t be immensely popular on servers. However, I had a look at the previous file and the author seemed a bit depressed so I just want to say, don\'t give up. Sure, its not brilliant but it can only get better :) New Textures: No New Sounds: Yes Bot Support: Yes ~Szico VII~

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504 downloads

Uploaded:04-18-2004

PeanutButter

peanutbutter.zip | 7.12 MB

differ in their texturing. The design is very well done with good FPS all round, if I rememember correctly almost the entire map is mesh work and has a very interesting combination of smooth and sharp shapes all around. The only thing I don\'t like are the two curved horns sitting on top of the central structure, there oddness is most apparent in the tech version. Overall a very good set of maps, my preference is with the tech version as it fits the structure more, also the lighting just works beautifully with the tech version, it just works whereas in the temple version the curves and texturing just seem to not fit as well. If you\'re a duelist this is definately a map set to download, it may even work for a small FFA, as in 6 players tops. Oh and please don\'t ask me why they\'re called Peanutbutter, GothiX has a thing for peanuts... Bot Support: Yes New Sounds: Yes (music) New Textures: No Gametypes: Duel -WadeV1589-

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1093 downloads

Uploaded:04-18-2004

DoA Tournament Complex

doatourny2.zip | 1.46 MB

interesting atmosphere. The map is basically 4 identical corners so I\'m sure mapping it wasn\'t too hard but the detail is good, not amazing but good, nicely done and it just seems to work, to be honest it\'s on par with a Raven release duel map however it\'s big enough for plenty of fighting. All the texturing has been done properly and there is lighting without real shadow which in maps like this work, it gives atmosphere, add in the sound of the wind and the rain and you\'ve got a great map here for good old fashioned FFA. There is a fault however but it\'s more a minor fault...if you fall off the map the bottom is caulked...now I know I\'m one of those who go on about the importance of caulking but in a map like this where you can fall off the underside needs texturing as you can see it when you fall. New Sounds: No New Textures: Yes Bot Support: Yes Gametypes: FFA TFFA -WadeV1589-

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258 downloads

Uploaded:04-18-2004

-=|Lord|=- Duel-map

lordduel.zip | 720.36 KB

either way nothing is mentioned in the readme so I can\'t tell you what you need to see this one missing (but highly apparent) texture. The actual design of the map is very simplistic, perfect cylindrical pillars running down either side leading to 3 pillars that I presume are for the clan leaders to stand on at the front. Besides that there is nothing else in the map...it\'s just extremely simplified which may work well for some duelists (it gives good FPS and is open) but if you\'re missing that one texture...you\'re basically missing the walls which totally destroys the map. Duel maps, being usually a small simple place, require a bit of detail and certainly no missing textures. New Sounds: No New Textures: Yes Bot Support: Yes Gametypes: Duel -WadeV1589-

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61104 downloads

Uploaded:04-14-2004

Country Academy (JA)

countryacademy.zip | 9.59 MB

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

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1204 downloads

Uploaded:04-14-2004

Tatooine Cave (v3.0)

tatooinecavev3.zip | 5.02 MB

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

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10756 downloads

Uploaded:04-09-2004

Mos Eisley Meanstreets

ffamoseisleymeanstreetsv3.zip | 4.87 MB

of Mos Eisley and serves as an academy for mercenaries working for the Hutts. That said, what the hell is the Millennium Falcon doing there? Oh, and it's not just any Falcon, Several Sided Sid built that himself. Yup. You can even explore inside. :) The whole town definitely has that Tattooine feel to it. There's a bar in one area, what seems to be a warehouse in another area, and alleyways throughout. There's a lot to see in this map. Unfortunately there's no bot support, nor any new textures. But he didn't really need to create any new textures for a map like this. My FPS was just fine and the map was fun even just to explore. I could see people playing all kinds of FFA on this map and even RPing (if that's something you do). The music was quite interesting. A friend of the author's took some well-known Star Wars themes and kinda did a remix just for this map. It's an interesting track. I do recommend you download this map and check it out. :) Bot Support: No New Textures: No New Music: Yes Game Types: FFA, TFFA, Duel ~AmosMagee

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4531 downloads

Uploaded:04-08-2004

Owl City (v1)

owlcity.zip | 11.13 MB

of trees and foliage, benches and lightposts. There are bus stops with a map and a sign. Phone booths all over the place. There\'s an arena for matches with plenty of seating for spectators. The subway is just great. Down below are turnstyles and benches and phones. There\'s a parking lot with several vehicles parked, and a booth for the parking attendant. The police station actually seems to be the disco. LOL And there are just so many details everywhere. The map looks amazing and there\'s so much to explore. You can even find a swoop in an unexpected area and take it through the streets of the city to look around. My only issue with this map is the FPS. There were some areas I was getting only 25 FPS. So this is going to be kind of sluggish on some systems. The textures are great and there are so many great details, even down to the grates you\'ll find in the streets here and there. But this kind of map isn\'t for everyone. It is a bit large, so it might be difficult to find your way around, or find someone to duel. Anyway, I like it. :) Good job! Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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2618 downloads

Uploaded:04-08-2004

Fortress

fortressctf.zip | 1.75 MB

problematic was the lack of FFA support, it literally quit the map with the \"couldn\'t find a spawn point\" error! I also noted that one teams swoops face the wrong way making a quick getaway a true impossibility! Btw I apologise for the \"fell to his death\" text on the screenshots but seen as I had to do CTF when I loaded it up I was presented with 2 teams full of bots jumping to their doom... You can have a bit of fun flying from base to base (teleporting in between) and swoop jumping but to be honest I don\'t see it becoming a real good CTF map, it\'s just too \"crazy\" for that and the music choice really makes it feel lively and insane too! I\'m not saying it\'s a bad map just if you get that flag and get into a ship...you\'ve scored - and it\'s not that hard to get that far! New Sounds: No New Textures: No Bot Support: No -WadeV1589-

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4367 downloads

Uploaded:04-03-2004

Byss Outpost

byssoutpost.zip | 3.42 MB

think is the main area. It's a medium-sized room split up into 4 segments, with a lift goping down in the middle. Its very well made and my FPS was very good (even with 6xS antialiasing) I just really dislike the textures in this area - It all looks too similar. However, this is only my personal take on the textures, and I'm not gonna say its a bad map just becaquse I have grudges against base textures :p. Anyway, this area is set in a space-station kind of place, with energy shields barring you from the dangerous blackness. Now, I would have been disappointed if this was all the map had, but fortunately,there's a lot more.In the middle of this floor there was a platform. No button pressing was necessary,all I had to do was stand on it and off it went. The cool part about this was that the ceiling closed in behind me like one of those typical'Star Wars' doors and when i reached the bottom, the 4 doors there automatically opened. Very Impressive :) So I had found another floor to take a look at. This was shaped like a cross, and there were 4 shortish corridors to go down, each with a teleporter at the end, As usual, the architecture was amazing and looked totally professional.I tried each teleporter in turn. I was a bit disappointed that there was only this one route to each area, as it falters the flow of the map a little, and makes it a little stressful to get between areas. So, what did I find? Well, there were definetely themes to these areas - One was a desert-Tatooine kind of duel area,(complete with Rancors) the second was an icey-hoth kind of place,(complete with Taun-Tauns) the third was a grassy-Yavin area, and the final area I visited was the bespin-spaceport typed area, (complete with X-Wing and Millenium Falcon) :D All of these were well designed and easy to play in, although they all have very large flat areas with nothing in particular there, I can see this is for easy fighting and dueling, and not because the author couldn't be bothered. There are no new sounds, which means I'm stuck with some boring Star Wars music :r and No new textures, which I've already mentioned, but the map is botrouted so you can play on your own if you dont fancy all this online stuff :) Overall its a VERY well designed map with some very cool features, great FPS and, only put down a little by the lack of custom textures, no new music and the lack of quick access to every area. New Textures: No New Sounds: No Bot Support: Yes ~Szico VII~

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8325 downloads

Uploaded:04-03-2004

Final Fantasy VII - Midgar

midgar.zip | 26.58 MB

loads? The "has lightmap but no lightmap stage" errors are bareable...even though there's tons of them and the "untargeted target_teleporter" are numerous too! Then way at the top, func_train without a target. None of these errors will prevent gameplay just it doesn't look good to load up a map and see a console full of errors like that so for the next version they have to be fixed! I spawned at the top of a tower (for those of you who know FF7 it's the tower when you're trying to get into the Shinra building and have to run up those several screens of ramp to find Barrett fighting someone at the top. I looked over and saw the Shinra HQ...this is absolutely amazingly done, if you spawn here go all the way back down and just look up (screenshot below) and you see this huge building towering above you which quite frankly I have yet to see done better before (FPS issues aside). Next thing I noticed was the train pulling into the station, there's a bug with the window on the train as it lets you see effectively through the train to the platform behind...however due to the shine it's easy to mistake it as a reflection so in the end an error turns out to be a nice feature. The old train yard is here too looking great if not a little dark, lots of little stuff to collect in there...I just wish there were some ghost NPC's or something to really finish it off! In fact....there's an idea, how about for v2 you get someone to model an enemy or two from FF7 and in certain areas if you walk around there's a trigger to spawn the NPC next to you. It'd bring in that uncertain battle feel that the Final Fantasy series is known for. One area that is lacking in detail is the village, it just seems to simple and lacking, I know the FPS is already an issue but that area just needs more, it's too small and doesn't have the grime and atmosphere it had in the game. If you manage to get up to the top of the Shinra building (and it's no easier than in the game!) then you'll be greated with several rooms taken from the Shinra Inc building; the top room is the office and there are some things that really needs to go...the user logos in there, those logo's just don't work in this map; remain true to the game and avoid advertisement! I like the computer monitors however with the screenshot of your PC on a FF website, neat little idea. There are several open areas for fighting and it is of course perfect for sniping. Besides the FPS issues and those logo's I think this map has major potential; and I love the music choice, catchy to say the least! Gametype: FFA, TeamFFA, Duel New Sounds: Yes (and cool music!) New Textures: Yes Bot Support: Yes -Wadev1589-

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5078 downloads

Uploaded:03-29-2004

CTF Antalus Rift

antalusctftactical.zip | 12.56 MB

impressive, and music was really cool. Naturally you have the red and blue sides, and what\'s interesting is that these aren\'t just the same thing in different colours. They are a different base. I was so happy to find that you not only had to get to the flag base but you had to figure out how to get to the flag itself at the base, which was a great innovation. The map is a valley of sorts and is full of goodies like mines (evil grin) and rockets. As I said before this author never ceases to amaze, and I can\'t wait for more of his brilliant work. Gametypes - CTF New Music- Yes New Textures- Yes Bot Support- Yes -SanosuKe

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1707 downloads

Uploaded:03-24-2004

DoA Tournament

doatourny.zip | 1.39 MB

didn't see any logos or anything. (No bar either, like in alot of clan maps). At first, my fps was in the mid 20's, but that's as low as it got. Sometimes as high as 60. (Not bad for an onboard 64mb graphics card eh? ;) ) I really like the way Roshi used curves in this map. From the structure itself, to the glass walls to keep you from falling off. The map kinda looks like what an ore depository for the Empire would look like on Bespin. This is one I'd put on my server. This map has 2 basic levels for fighting. Ideal for medium sized FFA's or Duels. The lower level is basically just cooridor type thingys, the upper level, contains 4 areas for duelling. And for the force pushers/grippers out there, you can pitch people off the upper level to thier demise. This map include bots support, allthough no new textures or music. But this map really didn't need them. It's a great usage of what came with JA. Roshi kept the level design simple, but very effective. Great job Roshi. Hope to see more from you. Game Types - FFA Team FFA Bot Support - Yes New Textures - No New Music - No --LordXan :cool:

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323 downloads

Uploaded:03-15-2004

Platform

theplatform.zip | 143.2 KB

platform. There\'s a pole with a light on the top. All around you are hills and moutains. The end. Bot Support: No New Textures: No New Music: No Game Types: FFA, Duel, Powerduel ~AmosMagee

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4636 downloads

Uploaded:03-15-2004

Bespin Tower

bespintower.zip | 1.81 MB

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

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1577 downloads

Uploaded:03-15-2004

The Dungeon

dungeon.zip | 7.43 MB

slowly changed. Around every corner was a new room or a dark hallway with stairs leading down or up to a brighter area, or a darker room with a pit of fire, or a lake of lava. The shape of the doors keeps a continuity throughout the map, regardless of how different one room is compared to the next. There are many places to hide and the weapons are placed sporadically, so you kinda have to explore to get some good guns. With a name like \"Dungeon\", I didn\'t expect to find a large room with bright flags and a red carpet running down the floor to an Alice in Wonderland like room, with a large chessboard in the center. Go through another door and you\'ll find yourself in a dark library. But then turn the corner and again you\'re in a dark room with ruins. While the map has the title of Dungeon, it doesn\'t stick with that theme throughout the map. Usually, that bugs me. But it all flowed, somehow. The only things I\'d want for this map might be bot support, making it just a little bit lighter and definitely some creepy music. :) It\'s a map that would be best for guns FFA and with lots of people. Great job on this, cwv_8t88! Bot Support: No New Textures: Yes New Music: No Game Types: FFA ~AmosMagee

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1905 downloads

Uploaded:03-15-2004

Mechanical Redux

mechanicalredux.zip | 4.98 MB

moodiness of the map. The gears and stairs and platforms all work together seamlessly. And there\'s just something I really like about the thick fog and not being able to see what\'s just in front of you until it\'s right under your nose. The screenshots should speak for themselves. The FPS is decent and while this map does support FFA, it\'s really only made for dueling. If you\'re a duelist, you should check out this map. Don\'t rate it based on the screenshots alone. You need to play this map to really get a feel for it. Great work, Wes. I can\'t wait to see more from you! :D Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, Duel, Powerduel ~AmosMagee

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861 downloads

Uploaded:03-15-2004

Crack of Doom 2

duelcrackofdoom2.zip | 3.71 MB

with a lava floor, which it seems is feed by a small ‘cave’ in the wall, and a hole in the roof which I’m assuming is meant to be the mouth of Orodruin (the fiery mounting, my Tolkin companion can be so useful at times :P). The bridge in its self beautiful work, really it is and by a long way the best part of the map. Unfortunately the author has used one solid texture for the cavern walls and roof, so it does look extremely repetitive. If you were planning on creating a 3rd version of this map id suggest adding some out crop’s, small ledges, and cracks to the caver wall, making the hole are taller, and also make it darker, I’m not sure why but when ever I think of The Crack of Doom I always think of a dark ominous looking cavern that’s exceedingly deep. ~Wolf New Sounds: Yes New Textures: Yes Bot Support: Yes

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2113 downloads

Uploaded:03-05-2004

Sniper Wars

sniper_wars.zip | 8.09 MB

it\'s an FFA map, but it should be updated soon and made into a CTF map - which clearly it is set up to be. One of the most interesting features of this map has to be the one-way glass. It works sort of like a one-way mirror, except ... y\'know, not. All of the rooms in the building have glass on the outside so you can see inside and watch a duel or FFA that may be taking place, but if you\'re inside, you can\'t see out. Very cool. And there are several rooms for that. All with a different theme. Outside is dark and there\'s a lot of space between the two bases. To quickly get from one side to the other, you can take one of the stap vehicles included. Thankfully though, the vehicles are included in a seperate pk3, so if you don\'t want to run the map with vehicles, it makes it easy to do so. The music is familiar and works fine for this map. I do like the map, except it\'s a bit too dark outside for my taste. It\'ll be nice to see an update to this map. Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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1745 downloads

Uploaded:03-03-2004

Rocky\'s Arena

arena.zip | 11.67 MB

FFA map anyway. Yep, that was plural - authors. This map was done by a team of mappers including Mirenda, Klyss, Doomgiver and Jzz\'l - who will be known as the ToiletCleanersDev. Rockey\'s Arena is dedicated to the player RockyBalboa in the [Y3O] clan, but there\'s no real reason given as to why. The map itself isn\'t huge - but it\'s good for FFA servers. The main arena is big enough for a decent sized FFA, and there are three marked seperate rooms for dueling. Which are also big enough for FFAs. Like I said, they\'re marked. Smart move, guys. It\'ll be so much easier to find the duel or FFA you\'re looking for if someone can say \"Challenge Room 1\", instead of \"Y\'know, that one room, over by the pillar or pole thing ... to the right. Wait, your left. My right.\" Anyway, there\'s a disturbing scene below the grate in the floor. Bodies hanging from the wall, skeletons scattered. Oh, and one body of bones, or something down below is missing a texture! *gasp* There\'s a red room with a poster dedicated to Rocky, but it\'s barely legible. There\'s a caged Rancor on one side and his growls are quite loud and noticable. I didn\'t get near his room. There are a few things here that I just don\'t think work for this map. Take a look at those screenshots. They\'re quite dark, and it kinda has that dungeon feel to it, but there\'s this huge open area in the roof with a bright blue sky. Okay, huh? That just doesn\'t make sense to me. Why would the map be so dark with so much light coming in from there? I mean, it wouldn\'t be. Also, I mentioned that missing texture. And the music didn\'t work. Normally I\'d be forgiving of such tiny little things, but this is a TEAM of developers working on ONE map. Those little things shouldn\'t be overlooked. Bot Support: Yes New Textures: Yes New Music: Yes Game Types: Duel, FFA, TFFA ~AmosMagee

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18979 downloads

Uploaded:03-03-2004

Temple of the Dragon (final)

dragon10ja2.zip | 22.55 MB

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

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45407 downloads

Uploaded:03-02-2004

Boonta Eve Tatooine Pod Race JKR Speedway

boontaevetatooinepodrace.zip | 11.07 MB

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

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391 downloads

Uploaded:03-02-2004

Yalara landing pad

yalarapad.zip | 477.1 KB

includes the obligatory platform that you stand on to duel and falling off ensures doom. One thing I liked though was when I fell off, I got the usual falling to doom animation but it played a water splash sound too which made for a nice little addition whether thought of by the author or not. The textures are highly repetative however, some damage, dirt or variation would have helped a great deal. One thing MeusH has done though is line up all the textures so at least they fit and aren\'t simply \'there\'. I think one thing its lacking in is lighting, especially considering the skybox is rather gloomy, the place is lit up by a sunlight (you can see the shadow below) and it\'s in the wrong place for where the sun would be if it were visible (cloud shadows). So what I\'d recommend next time is ensure the skybox fits the lighting oh and look up adding a moving cloud layer to a skybox, it really makes it feel better. Aside from the lighting of the skybox though it is fitting, the water in the map does run off into the same direction as it should for the skybox which means the skybox was given some consideration. New Sounds: New Textures: Bot Support: -WadeV1589-

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7123 downloads

Uploaded:03-01-2004

Keiran\'s Duelling Center

kdcfinal.zip | 11.8 MB

boxes up at the top with their beautiful balconies then across the room is a set of pillars that come across as true decor not forgetting the 4 pillars that go the height of the room with that perfect light set near their top. Leaving that room takes you down a small-ish corridor that is sectioned by perfect looking pillars with a wooden door motif on their sides at the bottoms, beautiful map work in such a simple way. You then get into a beautiful central room with a red carpet leading up to two large doors, again the architecture is superb; there is not a single place that lacks some kind of picturesque detail. in this central room there is an elevator that takes you up into a bar that feels like part of the map, not just a bar placed for the sake of a bar, oh no, this is a bar for this building. The lighting is continued into it, along with candle lit tables, ceiling fans (a great touch I might add) and the walls have their own unique pillar style which compliments the map perfectly. There is also an underground, what I can only call a, \'fight club\'. It\'s dark, strong lighting, very moody and even though it breaks from the architecture of the rest of the place it\'s perfect because it\'s portrayed as an underground area. I won\'t talk about any more of the map, but take a look at the screenshots below, look at that for perfection! Throughout the entire map the lighting is well thought out, no random lighting anywhere, it all appears to come from somewhere and it looks like a bounce compile was used as it really comes across as smooth. Some maps must be downloaded, there is no excuse not to, and this is one of them, if just to wow at the amazing architecture. Get this map! Bot Support: No New Textures: Yes New Sounds: No -WadeV1589-

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575 downloads

Uploaded:02-28-2004

[GJP] Dungeon JKA

gpjdungeon.zip | 1.15 MB

chunks of lava that spew into the fountains in the main room. I also liked the platforms the author has added which float around on the lava. They\'re perhaps a little irratic in their patterns but they\'re still a good idea. The thing that let\'s this map down for me is the atmosphere. All it needs is some good music and this map would have seemed so much more interesting to me. Now it\'s just some building :( The second thing is the arcitecture, more noticably outside. It\'s all a little \'squared\' and doesn\'t look particularly natural. Maybe that\'s how it\'s suppossed to look, I dont know, but it doesn\'t suit my tastes. I just have to congratulate the author on all the good stuff in this map though. The lava, rocks and boulders all provide perfect dueling enviroments for people who want to duel in precarious situations ;) The map is extremely dark, and can be very hard to see, but I\'m not moaning. People do but I just say, \"Ever heard of the brightness control :)\" So as a final assesment: A well designed map with well designed areas but lacks atmoshpere, bot support and realism. I\'m sure you could make this better if you are working on a v2. I await it eagerly :) New Textures: No New Sounds: No Bot Support: No ~Szico VII~

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1390 downloads

Uploaded:02-25-2004

-=SotG=- ARENA

sotg_arena.zip | 2.17 MB

anger at the thought of people just sitting in JA shouting \'lamer\' and \'you must bow\', but I must review this map as a map! The music was ... an interesting choice. From Lord of the Rings of all places! The choice fits enough, considering this is a Jedi Academy clan map. Oh and to my surprise (my happy surprise) it was a duel map designed at the request of a clan but NOT a clan map! There are no annoying banners or anything :) There are still viewing benches however for those who enjoy sitting down doing nothing in an online game. Texturing was fine, but the map is simple in shape so texturing really isn\'t a big part of this map. That takes me nicely onto the lighting which is good, some thought was put into the lighting...for the most part anyhow. I like the way the models appear to cast light onto the central fighting area. It\'s a nice touch. It\'s a very basic map and will work just fine for duels and for small FFA\'s (read small FFA\'s filled with duelers) but I think being such a small and duel based map some more decals would have been nice and maybe 1 or 2 moving things to give the area less of a box feel and make it more atmospheric. Bot Support: No New Textures: No New Sounds: Yes (music) -WadeV1589-

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15753 downloads

Uploaded:02-18-2004

SGEgyptJA

sgegyptja.zip | 32.05 MB

more incredible than I could\'ve imagined it being. It\'s Egypt. And it\'s just ... I\'m seriously having trouble finding words for this ... it\'s amazing. The map is soooo vast and beautiful and the effects are gorgeous. You really cannot grasp how incredible this map is unless you play it. The screenshots, while lovely, do not do the map justice at all. I should apologize for writing such a short review, but if I were to say anything else, I\'d just repeating how beautiful this map is. But don\'t take my word for it - download the map now and find out for yourself. My FPS wasn\'t too bad either. Then again, I did upgrade. WOO! My other puter probably couldn\'t have handled this map. The music is appropriate, of course, because it\'s from Stargate SG-1. It really sets the mood for this map that\'s so much fun to explore. Though I have to say, I didn\'t explore the sands too much - I wasn\'t sure if Wade put any sandworms in there or not. Wonderful job, Wade. Seriously. I can\'t wait to see what you do next. :D Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA, TFFA, CTF ~AmosMagee Edit: By the way, there\'s a very cool little secret area in this map where you can fly a Deathglider. It\'s so freakin\' cool. I\'d show you screenshots, but I really suck at flying, so you really don\'t want to see those screenshots. ;) Good luck finding the secret area! Hint: Use your use button in unsuspecting places. :D

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4893 downloads

Uploaded:02-18-2004

Duel Dustball

dueldustball.zip | 9.07 MB

that. Duel Dustball is an amazing duel map that meets almost every expectation I would have in a map made by Raven! But this one is made by Gonk. The design is wonderful, the lighting is lovely, the textures are perfect - the detail is incredible. The buildings in the background are great because you know when some people use a skybox and you get like, I dunno what to call it, but you see seam-like things? It just can make the whole map look ugly. But this map is secure all around by all of the buildings and you see nothing but blue skies and white wispy clouds. Some of the props that most people would leave out of a duel map are included here and really add to the ambience of this map. And my FPS didn\'t dive, so that\'s a plus. :) The only thing this map is really missing is new music. That would really, really complete this duel map. While some may find it awkward dueling on the ship - I like it. It\'s not just a boring circle of sand in the middle like an arena. You feel like you\'re actually dueling somewhere, y\'know? Great work, Gonk - I can\'t wait to see more. I\'d love to see you do an FFA map! Bot Support: Yes New Textures: Yes New Music: No Game Types: Duel, Powerduel ~AmosMagee

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1450 downloads

Uploaded:02-18-2004

Interceptor

interceptor.zip | 4.79 MB

said, a part of a whole. Because, frankly, the water and the skybox kinda bugged me. The ship itself is great! It\'s fairly small, so this would only be good for a small FFA. There are cannons and a steering wheel thingy (I don\'t know any of the technical terms here, so hush) and a big silver bell. There are very small quarters in the belly of the ship with some tiny barrels. Oh, and in case you fall overboard, there\'s a small boat on one side that you can jump up into. One of the tiniest details I noticed is a piece of gold that was so important to the story on a table on the ship. Nice touch. :) I really like this ship, but I can\'t say that I like it as an FFA map. There\'s almost no room for dueling or even FFAing. Maybe when the author completes his entire map that will have this ship and hopefully *crosses fingers* the Dauntless docked. It\'s worth a download for a look at the map. Oh, and the music is perfect, of course - most likely taken from the soundtrack of the movie. Can\'t wait to see more from you, Trent! Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA, Duel ~AmosMagee

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4100 downloads

Uploaded:02-18-2004

KoG Server Files

kogserverpack1.zip | 32.29 MB

server and it's completely unnecessary. I'm wondering if maybe this isn't just some clever way for KoG to get some free advertising from JK2/3Files.com. Hmmm. The maps included are all of the Raven Bonus maps and the Helm's Deep map. That's all. I refuse to review all of those maps again, so instead, here are links to the original reviews of those maps: Raven Bonus Maps: http://www.jk2files.com/file.info?ID=21384 Helm's Deep: http://www.jk2files.com/file.info?ID=22538 Is there any reason at all for you to download this map pack? Absolutely not. Just get the freakin' maps from those links if you're playing on the KoG server. And some advice to the KoG guys ... just slap these links on a web page and send people there to get the maps. Unless I've somehow missed something else that was in this pack, but I doubt it. But if I did, another suggestion ... make a more descriptive readme file that tells the reviewers what we should be looking for. Bah. ~AmosMagee

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1934 downloads

Uploaded:02-16-2004

Ragnos\' Chamber

motlduelkorriban.zip | 453.4 KB

did here was just convert it for Duel and Powerduel game types. Now before you guys go getting your panties in a knot over whether he can do this or not because of legal crap - he got permission from Raven to do so. So there. :P As you can see from the screenshots, it\'s a very nice map for duels and just big enough for a powerduel. Of course it\'s good design - it\'s Raven\'s work! ;) So thanks to {MOTL}thesaiyan, you can now enjoy this single player map in multiplayer! Bot Support: Yes New Textures: No New Music: No Game Types: Duel, Powerduel ~AmosMagee

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18481 downloads

Uploaded:02-15-2004

FFA Bespin (Update)

ffabespinupdate.zip | 3.53 MB

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

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629 downloads

Uploaded:02-12-2004

Crack of Doom Duel Map

duelcrackofdoom.zip | 3.66 MB

consists of a large inverted funnel, two outcroppings midway down, and a sea of magma with beaches of rock. I can see where the DevMapAll was going with this, but I think there\'s just a few too many issues for me to keep this map. First, the skybox that is visible through the entrance(s) of the volcano is a bright blue sky drifting over sandy stone. It ruins the ambience of the map, and from what I\'ve read in the books and seen in the movie, is definitely not typical of Mordor. Another issue is the misaligned brushes at the side entrance. The edges of the curves do not coincide, not an easy thing to do for even an experienced mapper. From a design standpoint, the repeating textures of the walls make it seem fake. Try adding some stalactites or outgrowths on the walls and around the mouth. Finally, falling into the molten lava has an interesting phenomenon. When you float down, your surroundings become a surreal noclip product. I don\'t know if this is a bug with the map, or a game issue. Not really a problem, but there are ways to avoid it, like encasing the lava brush with rock-textured brushes. Now that I\'ve totally rained on his parade, let me bring out the sun. I\'m extremely impressed that there are bot routes here. Wow! This is very rare to see in maps submitted to us. Dev has also included one of the soundtracks (\"The End of All Things\") from the movie. The prominent strings and choral background in the song set a good ambience. IMO, to make this an uber map: fix the few bugs, get a darker and more ominous skybox (look through the JK2 skyboxes if JA doesn\'t have one), add some detail to the inside of the walls, and put some spewing lava effects (fx_runner) and motion to the magma. Do with you want with my picky advice, but either way, keep the work coming. I look forward to an update. :) Technical Data: Pros: 1. Botroutes! 2. Good music choice. Cons: 1. Bad skybox choice. 2. Brush gaps. 3. Simplistic and geometric design. Rating: 4/10 Bot Support: Yes New Textures: No New Sounds/Music: Yes Game Types: Duel, PowerDuel JEDIofONE :mepimp:

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3815 downloads

Uploaded:02-12-2004

[HR] City of the Dead (v2)

hrctfv2.zip | 10.2 MB

you\'re on because the lighting and the dense fog make it quite clear if you\'re in red or blue\'s territory. All of the fire does do damage, so careful around those turns. The random lightning adds to the ambience in this map - and I believe it does damage as well. There are shortcuts to your opponet\'s base, but it will require a bit of destruction of a wall or two. Don\'t confuse the liquid in blue\'s base for water - it is lava. That kinda surprised me. My FPS was okay in this map, though it could\'ve been better. And Apocolypse\'s suggestion for higher FPS is to remove the fire effects pk3. The fog, I felt, was just a little too thick and looking at all red or all blue for too long kinda got boring, and hard on the eyes. The layout is fine, though I initially had a hard time finding my way to the other side. The bases are mirrored, so it is laid out well for CTF. The new music, I thought, was a good choice for this map. I\'m looking forward to your future maps, Apocolypse. Bot Support: Yes New Textures: Yes New Music: Yes Game Types: CTF, FFA, TFFA ~AmosMagee

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1470 downloads

Uploaded:02-09-2004

Taris Project

tarisproject.zip | 2.4 MB

as it is open in the clouds It IS a duel map, small in size but with the space to move around, you are limited to the walkway and jumping off of it will kill you. I love the fact that it\'s a duel map with details around it, the hovering ship (needs to hover less next time) is on a nice smooth landing platform with the beams shining on it. There are also weird hovering tubes...no idea what they are but the fact they\'re there and moving makes the map all that more \'real\'. The use of curves is very well done, the main walkway is surrounded by nicely shaped curved structures that don\'t tear into each other and don\'t have horrid texturing, in fact it\'s up to the standard of an official map which is always nice to see! What baffles me then is why the lights around the walkway weren\'t modifed to be more curved (their sharp angle right now just doesn\'t fit in with the map. Lighting, perfect, bright enough, no real problems; my advice though, again with the lights around the walkway, add q3map_lightsubdivide 64 to the shader next time and it will emit light every 64 units instead of the default which i think is 128, or for a shader like this, measure the distance between the centres of 2 lights and use that a the lightsubdivide value. New Textures: One New Sounds: Music Bot Support: Yes -WadeV1589-

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2165 downloads

Uploaded:02-03-2004

Universal Training

universal_training.zip | 5.29 MB

large bridge set over a lovely river. The water looks great, but it doesn\'t act like water. When you step into it, it\'s more like stepping into fog, or nothing at all. No splashing. :( But the animation looks wonderful and the sounds of the water rushing by are great. Most of the weapons available can be retrieved on the bridge. And then off in the distance are two dueling arenas. They\'re not enclosed, but they are surrounded by pillars that give it a fenced off feel to it. It\'s kind of a small map for FFA, but with the two seperate dueling areas, one large and one small, the bridge and the other areas around ... it just might work for my server. :D My issues with this map have more to do with the skybox, music and ambient sounds. Okay, so the map is set outdoors at night, but the ambient sounds you hear (birds chirping and whatnot) just have a daytime feel to \'em, y\'know? Then there\'s the music. It just doesn\'t fit with the theme of the map. I expected something more calm, serene, soft rather than what Sith-J-Cull included. Not that it makes much of a difference to me, anyway. The only music I listen to on a map is the TMBJ clan map. :P Oh, I also didn\'t like the lights added around the dueling arenas. They just seemed too ... I dunno ... industrial, maybe ... for an outdoor area like this. Good news! There is bot support and this map also supports the duel game type. Overall, I really like this map and the FPS was good (oh yeah, I kinda upgraded ... so I\'m not sure I\'ll be saying that a map has bad FPS anymore ... YAY!). So, good job, James. :) Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, Duel ~AmosMagee

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1992 downloads

Uploaded:02-02-2004

Coruscant Speedway Texture Fix

coruscant_speedway_texture_fix.zip | 51.35 KB

on one building, I think and wasn\'t a big part of the map. If you have Coruscant Speedway and Sith-j-Cull\'s Dex Club map, then you shouldn\'t be missing that texture. So anyway, this is just a quick fix for those that don\'t have the Dex Club map and really feel the need to have that missing texture in Coruscant Speedway back. I really had no idea where to put this missing texture ... so I created a new category. Yay! Miscellaneous. That\'s as specific as I\'m willing to be for a one texture pk3. :P ~AmosMagee

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2021 downloads

Uploaded:01-30-2004

Dark Crypt

ffa_dark.zip | 891.04 KB

2) rain, 3) scripted NPC\'s 4) grass sprites. Although small, it looks great, the fog with rain adds a sense of a really murky night which is a rare used scene in JA maps (from what I have seen since I got JA). The fallen tree is a great little touch as it shows an area that has been under decay for quite some time. The gravestone area is simple but looks right, a few spread out headstone in no real order sided by a broken down wall and a few large graves. Venturing down into the nicely mapped crypt you\'re greeted by 2 very odd pools of water that can only remind me of a sci-fi where you\'d expect something to jump out at you from the deep. The bone model on the floor down here is a very nice touch and the lighting is clearly coming from the flames in the corners which adds to the ambience. As I said before, there are overlapping brushes that at times got to me; they really can let down a map. I also found 1 or 2 texture errors (mainly the pillars in the crypt) and also a visible caulked face at the bottom left of the ramp but this map has none of the \"remember and learn this for the future\" points that I can find. This also has been released as an FFA map...I\'d call it more a perfect duel map. New Sounds: Yes New Textures: No Bot Support: No -Wadev1589-

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3762 downloads

Uploaded:01-28-2004

Hidden Valley of the [EJK]

hidden_valley_of_the_ejk.zip | 18.69 MB

Valley. I'm not sure if this is [EJK]Viper-=HC=-'s first map or not, but I didn't find his name on the site - so I'll assume it is. And if that's the case, this is a darn good first map. The first screenshot there shows the requisite bar, with a very colorful dance floor and some very square billiards balls (is there another name for those?). And all of the cue sticks are the same size! I'm too short to use those! Well, it's not like you can really play pool on that table anyway. Okay, so the bar. Looks a bit plain, but here's the coolest part about it: go behind the bar and you'll find a few buttons across the back of it. Press one and a bacta spawns on the bar! Very cool - love that. So then I explored another room and found one that reminds me so much of the room in Griffinclaw's Jedi Council map for JK2. I suppose it's nice to see that the author here got some inspiration from that great map. It's not exactly the same, so I'm still smiling here. :) The next room I ventured into was a training area - appropriate, considering that this is a training map. ;) There are several guns to choose from, but limited ammo. I don't quite understand why some of the guns that he chose are there - some aren't made for target practice, in my opinion. The targets on the far side of the room move back and forth, up and down and even in circles, I think. If only the shots were to leave a black mark so you'd know if you hit the target or not. They didn't leave marks for me at all. Or maybe my aim so bad that I didn't even hit the wall! *gasp* There's this one room that's just a big curved pit thing. That's about all I can say about that. Mmkay, so then I found a dojo-like room that almost reminded me again of the Jedi Council map, but this one has a very different element to it - you can spawn NPC's to fight here. One little detail I noticed is that the door to this room doesn't just open - you have to hit your use button to open it. I assume that's to keep the NPC's from escaping. Very cool. There are four buttons on the side wall for you to choose a single saber, dual sabers or staff duelist to fight. Then there was this other room and I know I've seen something like this before - but it wasn't done as well (I mean in the other map). There are several rotating, um, things in this room with a grate platform at top. At the top of the staircase is a lovely clock with hands that move - nice touch. :) Down below are several thrones and some ornamentation here and there that suit the map's theme. One thing that seemed out of place here was the group of trees with a little campfire in the middle ... inside a building ... on a stone floor. *scratches head* Yeah, just seems a little odd. But I still like it. Across from that is a wading pool surrounded by more trees and benches. And then there's outside. Out here you'll find swoops and ships to fly around a vast field that has a very cool edge to it. If you often lose control of your vehicle and go smashing into a wall, no worries here - you fly into a border, and you're simply transported high above the field and you just float back down. Your land might be a bit jarring, but you won't crash into anything. This is also a clever way of keeping the swoops and ships in the place they're supposed to be - outside. :P There's also a dueling pad high up, some spectating areas and lower there's another duel pad that has a spinning center. The design is nice. I like it. :) Holy crap this is a long review. Well, it is a big map. There are many areas for FFA's and duels and even just hang out and RP if that's your thing. I enjoyed exploring this map and I think it might become a favorite among many. Unfortunately, my FPS averaged at about 20-30 most of the map. :/ *kicks video card* Yes, I will upgrade soon. Though I think it's more about my proces- never mind. So, overall, great clan map. I don't recall seeing one clan tag anywhere in this map! Yay for that! I think I've said enough. I'm going to bed now. G'night. Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA, TFFA ~AmosMagee

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329 downloads

Uploaded:01-25-2004

XceLenZ Clan Map

xlz_clanmapv1.zip | 7.65 MB

whole map just kinda, well, let\'s talk about what\'s here. Okay, so they switched the colors for Imperials and Rebels in the game, didn\'t they? So red is Imperial and blue is Rebel? I think that\'s right. Well, anyway, I spawned in the red room. At first, I kinda thought this might be an interesting map. The scratched symbol on the wall, the low lights. A cross in the middle of the room. Kind of puzzling, but okay. I went into the small hallway - which was just a bit too small, in my opinion. The doors just didn\'t seem wide enough either. And so coming out of a dimly lit room like that, I enter one that has pink, yellow and green letters spelling out the word pub on the opposite wall. Certainly not what I expected. A large table in the middle of the room held ammo and a small, weird statue thing. On either wall were small platforms and in the center up high, was a large tube/pipe thing. Meh. So I go into the pub. The sides of the bar don\'t look bad. I kinda like the square stools. But the whole room is just boring. If it weren\'t for the flashing lights, nothing would be going on in here at all. I suppose I don\'t need to mention the missing textures. The only intriguing part about this map was the beginning. Unfortunately, this map just doesn\'t deliver. Hopefully, KaBeRnA\'s next attempt will be better. This map is too small for an FFA - it\'s just three tiny rooms that just don\'t do anything for me. When a map is this small, I guess I expect a little eye candy, y\'know? Sorry KaBeRnA, but this map just falls short of satisfactory. Better luck next time. Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA, TFFA ~AmosMagee

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914 downloads

Uploaded:01-24-2004

Mighella\'s (The Sith Witch) Lair

sithwitch.zip | 9.22 MB

end, I thought the skybox he made was awesome, I loved that skybox. The music is good, it\'s taken from \"The Shadows Of The Empire Soundtrack By Joel McNeely\" and plays a good part in setting the overall evil effect for the map. I did however find one thing wrong with it. The FPS. The FPS in this level was rather low in the 30\'s. That\'s really all I can critize with this map. All the custom textures are nice, the skybox is great, the music, and lighting are fantastic.... Plus Cradle of Filth rocks, so Danni get\'s extra points! heheh Nice job -{LOF}- Dannifilth, keep up the nice work! Bot Support: Yes New Music: Yes New Textures: Yes Gametypes: Duel, Powerduel SanosuKe

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276 downloads

Uploaded:01-22-2004

Mobil Avenue

mobilave.zip | 3.81 MB

3rd Movie. I found it rather bright at first, which was a little distracting - However, nothing a little fiddle with the brightness settings couldn\'t fix :) The mapping itself is of high standard, but the map is just boring. Most of the textures make it look the part, but there\'s also a few really awful bits, where the wall is bright green. What were you thinking! :( The station is nearly identical to the movie, but being so makes it a very bad in terms of design. There isn\'t very much jumping area, and nothing to make this map stand out. I was kinda hoping for a train to come and crush me. Or I could get on it and it would take me to a new area :( Unfortunately, I found no such thing. As you would expect, the trainstation is endless, try and escape and you will get teleported back to the other side. The music included is the famous piece from the first movie, played in the bank-typed-place. Its okay, but not amazing. If you want a Matrix duel map and don\'t mind about its quality for a duel, then you\'ve found your map. If you\'re one of those who tends to want more professional duels, this is probably not your cup of tea. New Textures: Yes New Sounds: Yes Bot Support: Yes ~Szico VII~

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4877 downloads

Uploaded:01-21-2004

Hidden Dragon

hidden_dragon.zip | 12.5 MB

in this room. The open area is perfect for a good duel, and there\'s plenty of space for people to watch from the sidelines without getting in the way. It\'s also great for a small FFA. Once again, Orb doesn\'t miss a single detail. The chairs are perfect, the small plants, the weapons on the side walls, the shadows and lighting - it\'s all just wonderful. And I thought that was all there was to this map. I was ready to write a review after just taking a look at this one room, but then I discovered a door. I entered the next room and it just stole my breath. I remember being so captivated with the windows and the sun pouring through in the Chapel of the Ysalamiri map from JK2 and it\'s done in this room as well. The windows themselves are gorgeous and the mix of the woods are just beautiful. Once again, I thought that\'s all there was, so I went back to the main room to start to get screenshots, when I noticed another door. Yay! I followed a small path of stepping stones to the most magnificant waterfall I\'ve ever seen in an MP map. Oh wait, before I get to that, I did turn around and noticed the details of the building, like the curved roof thing. Very nice. And there was a small wooden spa/pond thing. Also lovely, but I wanted to get to the waterfall. :) The screenshots really don\'t do this map jusitice. The water softly laps the edges of the rocks all around. But eye-candy aside, duels on these rocks would be fun. Now after all of that gushing I did, let me get to some of the things that did kinda bug me. I didn\'t quite understand the stepping stones ... over a stone ground. It probably should\'ve been dirt or grass or something. Also, while I enjoyed the music selection, it just didn\'t seem to fit the mood of this map. I suppose I expected something a bit more exotic. But it is a peaceful piece. As Orb says, guns were not appropriate for this map inspired by Crouching Tiger, Hidden Dragon. So this would be a perfect map for duels or just small FFA\'s. Wonderful job, Orb. Definitely my favorite. Now I see why you were eager for me to see this one. You hit the nail on the head. I love this map. :) Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, Duel, Powerduel ~AmosMagee Ps. I forgot to add one other thing. There were two skins created just for this map. A reskin of Tavion and a reskin of the Jedi Trainer. They\'re not spectacular reskins, but they fit the feel of the map. You\'ll find a lovely dragon tattoo on Tavion and a dragon on the back of the guy. Nice job. :)

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397 downloads

Uploaded:01-18-2004

Mega Punishment

mpmap.zip | 133.36 KB

designed to be a guns FFA map. There are four gun turrets in this small map, all pointing at unbreakable glass. The glass works great as a shield, but it makes the turrets fairly useless unless someone walks directly in front of the gun. If there\'s any way to lower the glass, I didn\'t find it. You don\'t really have a huge selection of weapons to choose from. It\'s the E-11 or det packs. If you can manage to get up on top of the grate ceiling and into the indestructable glass cylinder, then you\'ll be rewarded with the concussion rifle. There are several bright green panels on the floor behind the turrets, but they didn\'t seem to serve a purpose. Maybe I\'m missing something about this map - but I just didn\'t find this an entertaining map at all. Of course, I couldn\'t test the map with bots, so I really don\'t know what an FFA would be like on this map. There\'s no point in playing a sabers only FFA on this map, and most duel servers that I know of don\'t use guns, so that seems pointless too. Don\'t get me wrong here, I like the idea of a small map geared towards frenzied FFA\'s. My issues are with the glass that doesn\'t appear to do anything but serve as a shield - but right in front of turrets, rendering the weapons useless, the lack of choices in weapons and there being too many of the weapons that are available. Limiting the ammo and number of det packs is what makes for a challenging FFA. Having an almost endless supply makes it easy for anyone to kill. That\'s just my thoughts on this map. Take \'em or leave \'em. Maybe this is exactly what the mapper was going for. It\'s just not how I like to play the game. :) Bot Support: No New Textures: No New Music: No Game Types: FFA, TFFA, Duel ~AmosMagee

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54144 downloads

Uploaded:01-17-2004

Matrix Reloaded

matrixv3.zip | 33.34 MB

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

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3802 downloads

Uploaded:01-16-2004

Swoop Fun (v1.1)

swoopfunv1.1.zip | 500.8 KB

which means if you get a max_vehicles error, this map is a part of that problem. If you must use new vehicles, they belong in a separate pk3 which is clearly labelled so newbies (aka those who know little about how JA works) can easily remove these files. Especially in this case where the 2 included vehicles are available for download so should remain in their own PK3 form. The new fun that JK3 brought was of course extensive and easy use of vehicles...what this also brought was mappers thinking it\'s totally fine to skip the light phase of compile due to technical difficulties that appear with larger maps! So this is (another) non-lit large map. The texturing is well done, it is of course repetative but repetative in a logical way - tiles on walls/floors etc. The walls around the top however tile too much and could do with some variety or at least decals to roughen them up. FPS is reasonable considering it\'s an open map, so there should be no problems there - vehicles do slow down FPS more than they ever really should BTW, not a fault of the mappers but a warning to anyone who places many NPC\'s in a map. [/quote] The only thing that Gigon changed about this map was to remove the swoops that he had previously included in the zip after reading Wade\'s review. I agree that the textures are repetitive, which makes this map a bit bland. But since the focus of the map is riding swoops in a circle and others trying to blow those riders up - eye candy is not important here. Especially when you want to keep FPS high. So if you ever got a max_vehicles error and want this map sans the swoops, download this version. Bot Support: Yes New Textures: No New Music: No Game Types: FFA, TFFA, CTF, Duel, Powerduel ~AmosMagee

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1286 downloads

Uploaded:01-16-2004

Atak Cargo Bay

artak_cargo_bay.zip | 2.01 MB

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

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4773 downloads

Uploaded:01-14-2004

A Duel of Two Kings

duel_chess.zip | 5.29 MB

tree in the corner. But it\'s effective. What makes for an even more interesting duel is that all of the pieces are destructable. Yay! Funny thing happened when I was destroying everything - one piece exploded and I found myself staring at this large symbol, with what appears to be stained glass all over it. Just jump right back in and you\'re back to the board again. Oh, and if you happen to be taunting someone from the edge of one of the walls and you fall (like I so often do), no worries - you\'ll reappear on the board again, but it will take 25 HP off. The music was lovely and I was surprised to find that it\'s a string tribute to Nine Inch Nails. The insipiration for this map came from the game \"American McGee\'s Alice\". I\'ve always loved that game and I would really, really love to see Daku create an FFA map with textures from that game. Like, a big Alice world - that would be amazing. :D FPS in this duel map isn\'t an issue at all. Now ready for the best part? This is Daku\'s first map. :) Oh, and the levelshot - quite impressive. That was made by Aeris. Wonderful job. I really can\'t wait to see what else Daku produces. Bot Support: Yes New Textures: Yes New Music: Yes Game Types: Duel, FFA, TFFA ~AmosMagee

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655 downloads

Uploaded:01-13-2004

SOS Clan Map

sos_clan_only.zip | 14.21 MB

Obrai Bane was just inspired by that map. The map does have a temple-like feel to it. I spawned outside and made a quick note about how much I didn\'t like the sky, but I soon forgot about the sky - especially since the author addressed that issue in the readme. :) Oh, did I forget to tell you guys? Yeah, Obrai Bane is a first-time mapper. Pretty darn impressive for a first-timer, eh? He accomplishes one thing really well - there are plenty of areas to duel. And at first I kinda thought that people would be getting in the way of duels because there were only three paths. But if you go to the left or the right, it\'s like, a circle. The two paths meet up in that large rectangular room. The largest room, down the straight path from outside, is what reminded me of Yavin Training Temple. It\'s high above the floor, and there are a few levels for dueling and FFAing. Ah yes, and then there\'s the council room. As he states in his readme, don\'t try getting there unless you have rcon (on a server). The author claimed that there were other little surprises, but I didn\'t stumble upon any. Then again, I wasn\'t really looking either. :P The worst thing I can say about this map is that the textures are a bit bland. But y\'know what? I like this map. It\'s big, has great FPS and there are different areas of interest. I\'d love to see an update to this map with a few fixes (like the sky) and maybe bot support for those who don\'t play on the servers. This is a decent-sized map and could be fun to do a big bot hunt on. :D I, for one, think you did a great job with this map, Obrai Bane. Keep up the good work and I can\'t wait to see your next maps! :) Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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3247 downloads

Uploaded:01-13-2004

Valley Of The Kings

egypt.zip | 10.68 MB

weapons in them. If you go on a bit you come a beautiful gate thing with with a valley and pyrimids beyond that. The landscape in this map truly is remarkable. It looks really real and gives you the feeling you are in egypt! I really do like this map. The music in this map is really good too. It suits the feel of the map and makes the playing experience that much better. Lighting is done well and I didn\'t see any Z-fighting. There are however some things I did not like about this map. One thing I found to be rather distracting was the sky. It\'s to flashy for my liking and distracts you from the game and the map itself. I suggest a more subtle sky to make it all the better. Another thing that I think should be improved is the fps. The high number of brushes and the detail of this map obviously take down the fps, I suggest trying to rectify this. All in all this map is beautiful with some very small things that should be fixed. I wouldn\'t add this to my server, but only because of the low fps. Keep it up and I can\'t wait to see what else you come out with! Bot Support: Yes New Textures: Yes New Music: Yes Gametypes: Free For All, Capture The Flag, and Team Free For All SanosuKe

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1343 downloads

Uploaded:01-13-2004

Karmageddon

karmageddon.zip | 658.79 KB

from, blasting your opponent or jumping out of the way of fire. In fact, if it weren\'t for the AT-ST\'s, I\'d totally add this map to my rotation. The way the buildings are set up, and the road below, it makes for a great migrating duel. Y\'know, I may add it anyway, in spite of the AT-ST\'s! Once again, Gigon acknowledges that the bots are stupid and they won\'t use the AT-ST\'s. ;) I really like this map, but as I often say, I can\'t tell you why. There\'s just something about it I like. I\'d love to see you do a CTF map or maybe a Siege map, Gigon. Y\'know, something a little bigger, more involved. :) Bot Support: Yes New Textures: No New Music: No Game Types: Duel, Powerdul, FFA, TFFA ~AmosMagee

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3104 downloads

Uploaded:01-13-2004

AT-ST Duel

atstduel.zip | 328.69 KB

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

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6750 downloads

Uploaded:01-13-2004

YAVIN VALLEY

torchyctf1.zip | 4.9 MB

mappers should take a look at this effort to see how it’s done. The lighting is even, consistent, and at just the right level to make anything in the map easily viewable, while still giving enough contrast for light sources and still emulate that pre-dusk feeling. While the ground is pretty much covered with the same texture throughout the entire level, you’ll hardly notice. There isn’t a flat ground surface to be found anywhere, and the terrain is decorated with rocks, trees, rivers, and large ferns, all of which help the variety and give the map a very natural and organic feel. The only non-organic areas are the flag bases, which are suitably geometric. Gameplay: For a CTF map, NOTHING is more important than how it plays, and this one plays great. It’s a classic 180 degree rotation of one base to another, but the paths flow together so smoothly it’s very hard to notice that it’s mirrored. I can’t emphasize how important this is. I have a major beef with CTF maps that aren’t mirrored. It gives an advantage to one team, no matter how much you try to balance it out. The real challenge however, is mirroring a map, without making it feel like a ‘Flip, then change red to blue’ type job. This map excels in this aspect, and it was a real pleasure to see. Weapons placement seems even enough, with many items being just off the beaten path. Z-axis is decent, with one area having a dramatic rock bridge crossing over a path encompassed by cliffs. An astounding effort by Torchy. I can’t wait to see more of your work! Bot Support: No New Textures: Yes New Music: No Game Types: CTF -ShroomDuck

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296 downloads

Uploaded:01-13-2004

Imperial Landing

imp_landing.zip | 135.02 KB

brightness is always set fairly high. There is one elevator I stumbled across that will take you to the top level where you can taunt your enemy from above. Then it\'s just a short drop to the bottom so you can maybe take them by surprise. :D I couldn\'t really test how fun this map is to play because there is no bot support. There\'s no new music and no custom textures. Simple is good, but there is such thing as too basic. I found no map errors (except the music), so since you\'ve proven you can build a map well, maybe next time you\'ll focus on the design, fun factor and the extras like bot support that most of us really appreciate. :) Bot Support: No New Textures: No New Music: No Game Types: FFA, Duel ~AmosMagee

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23270 downloads

Uploaded:01-12-2004

Helm\'s Deep (v2)

helmsdeep.zip | 12.05 MB

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

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434 downloads

Uploaded:01-12-2004

Training Duels

training_duels.zip | 875.84 KB

myself in a very large room with a small fountain in the middle and several panels lining the walls. When I touched these panels, I found that they teleported my player to various dueling arenas, each one with a different theme (Ie Fire, water, circular platforms). By moving through some more of those panels, I found myself in a room overlooking each of the dueling arenas as well as the main "lobby". In this room, there were several boxes labeled "Health" lined up on a table in the middle, but when I picked one up, I didn't know what to do with it. Afterwards, I jumped into the fountain to see if anything happened, and I was transported up to a glass box in the middle of the map which RockSolid calls the "prison". Overall, the design isn't very complex, and the detail is a bit shoddy in some parts. There is a levelshot In the lava room, the lava doesn't glow and it sounds like actual ground if you touch it. In the water level, the water brush doesn't quite reach the walls. However, overall, I can see that this map will definately serve it's purpose as a training map which means the detail doesn't really matter at all. All in all, a nice beginning map! [b]Game Types[/b] - FFA [b]Bot Support[/b] - No [b]New Textures[/b] - No [b]New Sounds[/b] - No -TiM

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383 downloads

Uploaded:01-10-2004

Deathpit

deathpit_ja.zip | 55.41 KB

first, but when falling in my character met with a hard surface. Maybe it's like solidified but is still really hot. Yeah, that's it. The room itself has a great hot red glow feel about it, and this my friend is where the compliments end. Oh wait... one more: GREAT FPS!!!!! The entire level is made of no more than 16 brushes (blocks for the lay person) and features some z-fighting (you know, where two textures are visually fighting for the same space and flicker on and off), some weird shadowing and some uninspired geometry. As poor as this map is, I sincerely hope that R|Troopers gives mapping another shot. He obviously knows how to use the tools, and now just has to invest more time into details and design. Good luck in your next project! Bot Support: Yes New Textures: No New Music: No Game Types: Duel, Powerduel - ShroomDuck

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4683 downloads

Uploaded:01-08-2004

Boonta Flag Hunt

boonta_flag_hunt.zip | 3.47 MB

Boonta Flag Hunt is an interesting CTF map that takes advantage of small advancements that JA brought us. The map is enormous and has several areas that are perfect for sniping. But don\'t be daunted by the size of the map. There are swoops available to get you from one end to the other. The biggest surprise for me was when I entered a large room with an abundance of weapons in the center in a big circle. I hesitated and only stepped on the edge. Suddenly, a gate dropped and I heard the menacing growl of a rancor. EEK! There aren\'t any other screenshots of that room cause I just kinda ran away. *giggle* I did explore a little and stumbled upon the red flag base. It wasn\'t where I expected it to be. The bases do not mirror each other. If you take a swoop to either end of the map, you\'re stopped by a rail that keeps you from venturing any further. An interesting addition to the map I found in one of the towers - a bar. And if you\'re in the mood for some karaoke, there\'s a microphone waiting for you on stage. Along with my favorite - big guns! :D I found my way up to the top and found another bar on the way up. This would be a perfect CTF map except for one thing - the FPS. Yikes. I believe I averaged around 14 FPS in almost every area. I really like the design of the map and the layout keeps things interesting. If it weren\'t for the poor FPS, I\'d consider adding this map to my server even for use as just an FFA map. Bot Support: No New Textures: Yes New Music: No Game Types: CTF, FFA, TFFA ~AmosMagee

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6565 downloads

Uploaded:01-08-2004

-=AFL=- Korriban: Resurrection

afl_kor_res.zip | 5.55 MB

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

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260 downloads

Uploaded:01-08-2004

Tatooine Cave Version 2.0

tatooine_cavev2.zip | 775 KB

then there's nothing interesting to see at all. This duel map by Rebel Guard does have a few nice design elements. I like the cave itself. The map could use some more eye candy though. Also, for a cave, this seems a bit bright. Then again, it could also just be my settings are a bit off. Duel maps do need to remain simple, but this one is just too bland for my taste. Also, I've come to expect at least one little extra included with a map, like bot support or a new texture or something. This map doesn't even have music. If this is a first attempt for you, Rebel Guard, it's a good start and I expect your next map to look much better and have more included to make it worth the download. Bot Support: No New Textures: No New Music: No Game Types: Duel, Powerduel ~AmosMagee [/quote] Since version 1, Rebel Guard has added bot routes and torches! TORCHES! WOOHOO! And that's all I have to say about that. :) Bot Support: Yes New Textures: No New Music: No Game Types: Duel, Powerduel -ShroomDuck

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541 downloads

Uploaded:01-04-2004

BS Clan Map

bsclan.zip | 1.36 MB

on these days. ^_^ 3 raised platforms stand outside, while 3 dueling rooms stand inside. It really is a constrictive map, but if there is something I have to say...it's that the architecture is amazing. The level of detail achieved through the use of brushes is amazing for such a simple map. These guys are big on the dark side, but I see great things in this particular mapper's future. I would recommend more expansive maps, even though the simplified look deceivingly contains wonderful construction. Great map to play on, could have been much better...but the level of detail is great. For a simple map, of course. - Chrono

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802 downloads

Uploaded:01-04-2004

Glass Prison

glass_prison.zip | 716.75 KB

but the confined spaces lead to alot of hard-to-play places. With small rooms on the outskirts, the main core of the map is made up of 3 floors of glass. An elevator leads from one floor to another, with tunnels leading around to the other floors. Running up from one starting point reminded me of Rainbow Road from Mario Kart. You'll know what I mean when you see it. ^_^ I don't have any problems with this map per-say, the lighting was pretty complete...the only aesthetic problem was the water on the bottom level. The water was solid-textured. I would work on that. ^_^ Anyway, download the map for some good FFA fun, but don't expect to be able to run around. Matter of fact, you should probably make a go-cart vehicle and use his stair textures to make a Rainbow Road map a'la Mario Kart. Mmmm....Mario Kart... - Chrono Bot Support: No New Sounds: No New Textures: Yes

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554 downloads

Uploaded:01-04-2004

Fairy Duel Map Pack

fairy_duel_pack_1.zip | 977.58 KB

lighting, I like the flow...it seems a bit too constricted for dueling on but the theme and architecture is really good. The second map, fairy_winter, seems to be based off of Hoth. The architecture and theme is very similar. It's a nice small map, not much room for jumping around in one of the rooms but good for close-quarters battling. The pictures pretty much speak for themselves. Great use of lighting, the level could stand to be just a tad bigger but overall it's a great job. The third map, based on a forest, is the only one I have criticism for. It credits the authors of the Whoville map for use of the trees...unfortunately the textures for the trees were not included. So go download the Whoville map!!! If you didn't, you'll be subjected to the lovely black/white texture box. Moving on to the map, it's pretty much the exact same thing, only two outdoor areas connected via a hallway. It's a nice touch, nice theme...just a little bland. Some platforms and larger areas would have made the third map in this series great. All in all it's great for dueling servers. If you run a dueling server these maps are a must-have. - Chrono Bot Support: Not needed Gametypes: Duel, Power Duel New Textures: Kind of

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2308 downloads

Uploaded:12-29-2003

RJ Sublime 3

rj_sublime3-academy.zip | 8.31 MB

JKA and it surpasses my expectations. Nothing has really changed from the map for JK2. The glass platform is still quite breakable and it can be resurrected. The dueling rooms are still the same and the same secrets can be found in the same places. But there has been a ton added here. There are many, many tunnels to explore and they lead to several different areas. The author has included a Swoop Arena and a very, very clever way of giving you the swoops. There is a room at the top of the map that is restricted access to admins only. You have to teleport into the room and press a couple buttons to allow access to swoops. The same goes for Taun Tauns. This makes it so much easier to control a server. Fabulous idea. Bot support has been included and a ton of new textures (well, same as the ones that were in the JK2 map). I am quite impressed with the addons and the FPS is still wonderful. I can\'t wait to see what else Ruggiero makes for JKA. And I am most likely adding this map to my server. I can\'t recommend this map enough! :D Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, TFFA, Duel ~AmosMagee

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885 downloads

Uploaded:12-27-2003

IGF Dojo

igf_dojo.zip | 5.39 MB

surprise) and is well done. Unfortunately this is the map's ONLY good point. :( For a start, the filesize. It's a waste of your download speed for all you dial-up users, because the map itself if only 300k, it's the music to go with it that makes up the other 5MB of this file, and frankly I hate it - It doesn't feel like a 'dojo' type pf music. :( And although there is new textures, it's not like you haven't seen them before, because they come from the Matrix Reloaded v2 map. Finally to sum it up, the ceiling is so low you can't jump high at all, so you are restricted to single level duels. Very badly designed, with awful gameplay, no bot support, (which is needed because I can't see this being played on a server) and it's too big. Try again. :p New Sounds: NO New Textures: YES (from Matrix Reloaded v2) Bot Support: NO ~Szico VII~

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1635 downloads

Uploaded:12-24-2003

(Power)Duel Arena

powerduel_arena_by_sinhope6.zip | 245.66 KB

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

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225 downloads

Uploaded:12-22-2003

Death Duel

death_duel.zip | 4.23 MB

Deathstar-type air shaft. Level design wise, this is rather nice. A non-linear bridge crosses overtop a secondary bridge with little jump pads bringing you up from one to the other. And this is where good duel maps go bad. The bad #1: the ENTIRE FLOOR TEXTURE is missing. Every now and again a mapper will have a missing texture, and miss it during beta tests... but on a small duel map where all you can see is the ugly grid of the missing texture, there is no excuse. Bad bad bad. The bad #2: one of MY textures are used here for the entire wall with no credit in the readme. Mappers: most texture artists don't mind if you use their textures as long as you either ask first, or just mention in your readme something like 'Some textures by ShroomDuck'. Bot Support: Yes New Textures: Yes. You're welcome. New Sounds: Yes (music) - ShroomDuck

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896 downloads

Uploaded:12-21-2003

Duel Turbulent

duel_turbulentv11.zip | 3.61 MB

always such fun for me. Anyways that is just the case for this map. Call Duel Turbulent, by Gonk, this is one of the best maps I’ve seen in quite a while. The details and architecture on this map are so great, it could easily pass for professional work. The map itself isn’t that big, it’s a small outside hangar area, on a world somewhat reminding me of Theed, however everywhere there are details. Not real tiny eye candy type details (which I also like BTW) but the sort of detail you find in a Raven map. Another great thing about this map is that it creates a whole new theme. A temperate style world. There are new textures, new shaders, and a new skybox. This map is great enough to have been part of the real game. It has every part a map needs and I found no bugs at all. Anyways great job Gonk, I really hope to see more work out of you. 10/10 ~DeathBringer New Texture: Yes New Sounds: No Bot Support: Yes Game Type: Duel

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245 downloads

Uploaded:12-21-2003

Duel Lair of Ragnos

duel_lair_of_ragnos.zip | 552.12 KB

Ragnos' (insert area here) map brings you to the wonderful world of not being able to see where you are fighting. Surprisingly, I could only find one critical flaw in the map's structure in the form of a huge hole on the underside of a specific part (that you probably couldn't see unless you fell down anyway). Delving into the map's specifics, it is 3 basic rooms connected together. The main area is a bridge (very small, you could cross it in a jump) over a lava pit, where the effects are lovely but as I said...poorly designed. The best course for a duel map in this case would be to widen and lengthen the bridge to give some room for fighting. The disease that this map suffers from the most is the lack of space to get any competent dueling done. And if you aren't struggling to hit your opponent, you are reaching for the flashlight in the amazingly dark areas of the map. The main area has two lead-offs which lead to the remaining two parts of the map. One area is a dark room with foreboding chairs and torches (the larger of the rooms) and the other is a jail-cell room (at least that's what it looked like). All in all, I would have liked to have seen better ambient lighting in the map, as well as more space to fight. This map is great for dueling if you're an Oompa Loompa, but lack of any fluidity to the duels you have really take away from the edge of this one. - Chrono Bot Support: No New Music: No

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450 downloads

Uploaded:12-21-2003

Temple Of The Damned

temple_of_damned.zip | 6.44 MB

going up (see pictures with an elevator moving slowly up and down. If you jump down through the whole in the bottom of the shaft you land in a hallway where you are surrounded by very nice architecture. If you go one way down the hallway, you come out in a large temple like room with columns, and a barred cage with a Wampa inside. If you go the other way you come to a room with a similar design, but a rancor instead of a Wampa, and a small button on the floor of the room. You can also take the elevator platform up to a roof area. Altogether this map is not very large however I like it. It is very cleanly done, and has some god architecture. Also it comes with bot support and good music. Good work like always Orbitius. 8.5/10 ~DeathBringer New Sounds: Yes Bot Support: Yes Game Types: Duel, FFA

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1734 downloads

Uploaded:12-17-2003

[DS] - Kalakar six

ds_kalakarsix.zip | 1.19 MB

screenshot of where you first spawn. Well, no matter. The reason for disappointment was simply because the room was so dark, I could barely make out the Roman numerals at the top of the four doors. Each door opens into a small, dark hallway which is lighted only occasionally by a few harsh lights. It\'s a short hallway, so you don\'t really need the light to make it to the room. The first room I entered was a dark swamp-like outdoor area. Unfortunately, the fog was too high to make for some interesting duels in the mist. The ground is dark and the sparse lighting only seems to illuminate the plants. :/ The two statues flanking the door are kinda out of sync with their fire. I much prefer the one on the left, with the glowing firelight cast upon the statue\'s face. The second room had a much colder feel to it. Harsh white lights surround a dome dueling area with a stone floor. If you take an elevator from the hall up, you\'ll find yourself on the second level where specators can view the duel without getting in the way. This third room was my favorite. A seemingly unstable platform which appears to be structured of iron and glass is suspended over a pool of lava. I really like the blue lights above and the only thing that would\'ve made this better for me would\'ve been to have breakable glass ... hehe. And finally, the last room here is a great hall with wall torches and some hanging from the ceiling above. I believe there is some ruin on the far side, but the room is so dark, I can barely tell. There are a few flaws here and there in this map, but overall, I\'d say this would be a great addition to a small FFA server that runs a mod which allows for multiple duels. If there were a few more rooms and the whole map had better lighting, I\'d definitely add this to my server. :) Bot Support: No New Textures: No New Music: No Game Type: FFA ~AmosMagee

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732 downloads

Uploaded:12-16-2003

The Ancient Temple Of The Jedi

ffa_tatotj.zip | 4.69 MB

Temple of the Jedi. Wow. With a title like that, you expect some grandiose temple-like thing that might have moss growing in the cracks of the old walls that are crumbling into a broken fountain that, while ancient and not working, still has a charm to it. Sooooo not the case here. I didn\'t include many screenshots, because there\'s just not much to see here. In the first one, you\'ll see that the best thing about this is the rain. See that tree over to the right? It\'s supposed to have fallen down and into the side of the building, I\'m guessing. Instead, it looks like a tree, placed inside a square stone ... thing with some very square crumbled pieces placed around it. Hrm. And next to that is a piece of a statue that looks somewhat buried ... in the stone floor. I\'m not sure I understand the point of the water in the center. It\'s not a fountain, but the water is only ankle deep. The columns on the left side look like glass, with water inside, but I dunno. I just ... am sort of at a loss for words here. There are a few places to duel - including a platform with a glass box thing that comes down over the duelists when you press a button. In the same room to the side is this decorative shrine like area thing. Yeah, no idea what it is. And then, I spared you all from having to see the lava room. There are several textures missing and there\'s only one redeeming quality about this map - my FPS was great! I\'m sorry if I\'m being harsh, but c\'mon - missing textures? If this is your first map, good job on the rain and the water looked great - even if I had no idea what it was supposed to there for. Oh, and the music was lovely, though I\'m not sure what it\'s from. Anyway, good luck on your next map Dannifilth! Bot Support: No New Textures: No New Music: Yes Game Type: FFA ~AmosMagee

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3630 downloads

Uploaded:12-15-2003

UKM Academy

ukm_academy_v10b.zip | 40.94 MB

than just putting up portraits of your character and your name under it. And the offices - I mean, who actually plays in those rooms? At the very least, the offices should be smaller in size. With that said, I shall now present UKM Academy. :D UK pride is prevalent throughout this map, but especially when you spawn in the front of the temple. Now let\'s take a look at the Training room. In the center of the room are four short, spinning pillars. I assume this is to help you with dodging. There are more pillars of different size all around the room with goal post things where you are supposed to jump through. At the top is a grate floor suspended from the ceiling for dueling. If you take the side door from below, it\'ll transport you to the viewing room, where, correct me if I\'m wrong, there\'s a pic of Darth Vader in a dress. :| Just through another door is a vast library with many books that fill the bookshelves in the huge room. Above is a room with what looks to be Roman Doric columns and a ceiling with a big fingerprint on it. :D There are a few doors here. One will take you to a low ceiling\'ed Council room, another door will lead you to the requisite offices. Two are modest in size and decor, and I assume the biggest one belongs to the leader of the clan. It even includes a bed in wall - with the ugliest quilt known to man. Just below the Library is a large fountain with a lovely plaque. More doors surround the large marblized room. One opens to a very familiar room with many stone pillars and a platform high above. The only real difference between this room and the one that is originally from the very popular Jedi Council map by Griffenclaw, is that some of the pillars circle the platform. Mmkay, when you come across a button that asks you not to press it - don\'t. I always learn these things the hard way. The duel arenas include this big, dark bubble. There\'s no way out, except death. :/ Good luck dueling in that room! There\'s another room that\'s definitely a tourney room. The duelists walk onto the platform, bow, and then the floor drops out from under the platform. If you step off the platform, there\'s nothing under you to save you! There\'s more than enough room to sit and watch the match. Onto my favorite part of this map! The pool & spa! Upon entering, you can watch as people swim in the cool, blue water. Or take the stairs up and take an elevator ride up to one of the three diving boards and join the swimmers below. I really love the greenhouse-like glass that looks out. There are two things that I like about the hockey rink here: the scoreboard and the stands. Those were done really well. :) The rink itself is what you\'d expect. A slippery surface, but not much more. With admin mods out now though, we can sleep a bot and use it as a puck! YAY! Outside in the gardens are a couple of trampolines to bounce around on. And y\'know those big bouncy things you see at parks? They\'re usually rented for kids\' birthdays. There\'s a very colorful one in a corner of the gardens. Also, there\'s a small area for a casual duel. There is one secret in this map - but I\'m not telling you where. :) The author gives you a hint in the readme. It\'s fun, but when I got to the end, I didn\'t really see the point. :/ There was nowhere to go after that. As expected, there\'s no bot support - there usually isn\'t with clan maps. There are many, many new textures, though most of \'em seem to be screenshots of stuff. :/ And for your listening pleasure, it sounds like a track from the movie Krull (composed by James Horner) - the main theme, I think. Overall, this is a good clan map. I averaged 20 FPS in most areas, sometimes a bit higher in some places. Oh, and the filesize is over freakin\' 40MB! There were a few fun things, but really this is nothing new. I\'ve seen this done with so many clan maps, that I was kinda bored of seeing no originality. I\'d mention map names, but you guys should know what I\'m talking about. ;) Good job, Strider - I look forward to your future work. Bot Support: No New Textures: TONS! New Music: Yes Game Types: FFA ~AmosMagee

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379 downloads

Uploaded:12-14-2003

Inclusion

inclusion.zip | 1.3 MB

the hurricane and leaves the blood. This stadium is made just for dueling our fighters are being elevated up. There are a few elevators around the level making it easy to access higher parts of the map. There is bot support so lets add a few bots to make their fighting a bit harder. *Adds bot* Ouch! That was a hard blow to the shoulder! It seems as the two fighters are attacking the bots. There were new textures involved in the making of the map and its very good. The stadium is all green :). So for all you green people then yay! It seems as if there was new music, but supposedly there isn\'t but then again the maker and supporter of this stadium says that it didn\'t have bot support either although it did. The fighters are making their way to the top of the level there is this strange looking caution tape on the bridge it looks very good when mixed with the metal. *Bang* Ouch that looked like it hurt a slice straight down the hand. This stadium is very good when you have force push, force pull, and jump of course. Now you have to be very careful not to move when the elevator is coming up and down because you might fall off or get squished by it. *Clash Cling Slash* Rocker Mark has been struck down! Will he get up? The ref is going in. \"1! 2!\" He is back up! He takes fast strafes towards El Nino Jedi what will happen next! *Crack* El Nino Jedi\'s armor cracked in half! It is on the ground it pieces and El Nino Jedi doesn\'t look too happy about that. *Swish Swoosh Vroom Vap* Rocker Mark has been struck again, but this time I don\'t think he will get up. \"1! 2! 3! HE\'S OUT!\" We have a winner! Thank you for watching this fight at the Inclusion Stadium built by Blood Asp. -XgamerX New Sounds: Yes (I think so) New Textures: Yes Bot support: Yes Game Types: Duel

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2078 downloads

Uploaded:12-13-2003

eGaming-League.net duel

duel_egl.zip | 4.74 MB

to it and is quite large for a duel map. Though, most of the space isn\'t used for dueling. There are beautiful, small details all around this map. From the walkways to the little lights flashing all around the platform. And then there are the bigger effects, like the spinning eGL logo. This map was made especially for eGaming-League.net. You can also play FFA on this map, and the weapon selection is nice, but there doesn\'t seem to be near enough room for a large FFA. The music included is quite fitting for the map itself, I believe it is a track from the Matrix Reloaded soundtrack. And Darth.Hunter does a great job with including bot routes too! So far, this is one of my favorite duel maps for JKA. Good job, Darth.Hunter ... and I can\'t wait to see some CTF and Siege maps from you! :D Bot Support: Yes New Textures: Yes New Music: Yes Game Types: Duel, FFA ~AmosMagee

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2823 downloads

Uploaded:12-13-2003

JKR Ship Arena

jkr-shiparena.zip | 416.03 KB

this is my ship Yangyan. It is equipped with new sounds, and bot support so if I need my baby R2C2 to fly then bang baby its in hyper drive! We are on our way to the Ship Arena we believe the President is hiding there with his stuffed animal "Buckles". Meanwhile at the Ship Arena Dr.Vash was planning an evil plot against Space Captain Adrid. Dr.Vash: Muahahaha that dumb old Space Captain Adrid is going to fall in my trap of bad FPS unless he has an incredible video card! Then he will be running around and see that random parts of the Ship Arena shall go missing!!! He will also see ship that’s in a nosedive and try to save it and he should die! Muahahaha!!! Dr.Vash set up all the traps and Space Captain Adrid was about to arrive. Space Captain Adrid: R2C2 put us into Hyper Drive and lets get this baby rolling! R2C2: Beep Oo Beep Boop eet Space Captain Adrid: Watch out R2C2!! Those are Asteroids!!!! Let me fly! R2C2: Poob Space Captain Adrid: Take that you nasty Asteroid! Whoa that was a strange teleport how come I can't leave this area I keep teleporting!! Look there is the Ship Arena hang on tight R2C2 we are going to dive into it I am going to jump out of this baby and let you fly it to safety let me get my saber and everything. Dr.Vash: Aha! There he is what an idiot falling for a trap. Soon he will get the terrible FPS when I add this Bot. *Adds bot* Muahahaha!! Space Captain Adrid: Hmm, how should I find the Presi ahhhhh!!! Lag!!! FPS LAG!!!! Help me!!! Must hit that bot! *Throws Saber* yes! I got it. Time to look for Mr. President. Dr.Vash: Why hello there Space Captain Adrid. Space Captain Adrid: It's my Arch Rival Dr.Vash! What are you doing here? Dr.Vash: Oh just the usual drinking tea with my best bud over there. Space Captain Adrid: *Turns around* Where? Dr.Vash: *Bang* Haha! Knocked you out cold Adrid and the best part is it was with all-clad pan 4-inch titanium steel! Space Captain Adrid: Ow!! Time to bring out my Light Saber! Wait I forgot my light saber in my mom's car... darn! Dr.Vash now I will just push you off this ledge and you will never see me again! *Space Captain Adrid gets pushed off the platform* Space Captain Adrid: Hmm what can I do I know! I will teleport back to the top get in one of those many ships and fly towards that strange rancor and then direct him toward the rest of the ships and let him blow them all up and each time they re-spawn they will go back to normal! Then I will go get on one of those swoops and race around the track once then fly off and nail Dr.Vash in the head with a Jomamo kick! *Warp* Here it goes! Space Captain Adrid gets in an x-wing and flies toward the Rancor and lures him toward the rest of the ships and Dr.Vash began running as fast as he could to the swoops he finally got on one and said Aha! Space Captain Adrid jumped out of the x-wing and got on a swoop. Space Captain Adrid: I will get you!! Dr.Vash: Dream on I have been riding these forever Space Captain Adrid: *Stands up on front of swoop and jumps onto Dr.Vash's swoop* Aha! Take this and that and this and that. Bang! Boom! Wam! Kaboom! Smack! That's the last time you will be putting no new textures over this Space Arena. You’re going to the Chronomium Institute. Dr.Vash: Nooo!! Space Captain Adrid shipped Dr.Vash off to the Chronomium Institute and began observing the Ship Arena. He noticed that some of the walls would randomly go missing and that with one shot you could destroy an asteroid. He also noticed how low the FPS was because of all those ships and such. He saw that all the ships re-spawned fine and that there was bot support with some Matrix music playing. He saw no new textures and was sad at that. He didn't like the fact that it was so laggy with all the ships, but he did like the fact that the map was a JKR map and it had swoops to race with. He loved the fact that you could never crash too unless you run into asteroids or walls of course or other ships. Space Captain Adrid: I knew I could use the Yangyan! -XgamerX New Sounds: Yes New Textures: No Bot Support: Yes Game Types: FFA

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842 downloads

Uploaded:12-11-2003

Warzone v1.3

warzone_1.3.zip | 2.83 MB

rock formations look very square and they dont stick outwards at more then one length. This map, although ffa, would probably be better suited to a duel map. :( It is very small for an ffa, and the weapons are all crowded into one corner - plus the bots all tend to congregate in a huge mass. Works in Medal of Honour, but not in JKA :( Right, now the bad stuff is out of the way, heres the good stuff :) First and foremost, this map comes with a new sniper rifle, new scope, and two new bots specifically designed for sniping -(again, better put to use in his map pack with the better sniping arena it includes) which are very big bonuses :D It also has a cool effect included which you cans ee when you shoot an object with the sniper. It's like a disintegration bubble ;) This map is probably awesome when playing a small number of humans, but no so good when you play bots or a large group. Oh yeah, almost forgot! There's a few gun turrets to blast your foes to death ;) ~Szico VII~

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12792 downloads

Uploaded:12-10-2003

The Kempy Map

ffa_kempy.zip | 6.25 MB

1 of 4 dueling areas or the bar/GTK room (the one below with the GTKRad sign in it :)) Most of the architecture is simple and yet is still very pleasing, the dueling areas all have their own viewing galleries and the area's to duel and spacious and look good without killing FPS. Each area has its own color scheme, nothing too bright, nothing too drab while the bar is still mellow but has 'warm' lighting and textures - Changing Rooms eat your heart out. The trees use alpha shadows to cast nice looking shadows on the surroundin terrain - a small thing which adds detail and looks good. One place that does look odd is the outside area (green portal), the rock faces are too blocky, I'd recommend next time using the surface generator in the plugins menu to get a simple but varied rock fack. Also most of the lighting seems to appear from nowhere...I don't see many light emitting sources but everywhere is still lit. This map works for both Duel and FFA but it's best in FFA so all 4 duel rooms can be used simulatenously with on-looking spectators. New Textures: Yes New Sounds: No Bot Support: No -WadeV1589-

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332 downloads

Uploaded:12-10-2003

The Platform Map

duel_plats.zip | 561.36 KB

because all it does is go around in a square. A Square arena makes it very annoying because you cant keep riding, you have to stop and turn the corners....... Anyway, enough ranting. For the main area, the author has implemente a fairly good idea, although i wouldn\'t reccommend actually dueling on it. There is a giant rotating structure with huge holes in it leading to a bottomless pit, which adds a little flavour, but it\'s really pretty pointless because you can\'t fight on it.. :( Nice idea though. ;) One more thing: If you know you can\'t play with this over the net, don\'t download it, because it has no bot support, and consequently you cant even attack the bots before they fall to their doom. My suggestions: Add bot support and make the swoop area a little less plain - and stop with the repeating textures!!! :( Bot Support: NO, and it needs it! New Textures: NO New Sounds: NO New Models: NO ~Szico VII~

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395 downloads

Uploaded:12-09-2003

TR-Arena

tr_arena.zip | 330.96 KB

huge square, the corridors are squares, the steps are squares. At least it has bot support. Another thing - the few item spawns there are are horribly placed - shoved into a corner for no apparent reason... :( My guess is that this is the authors first map, and if so he can learn from it. Next time spruce it up a bit. I see this is the first version, try and incorporate more ideas and themes next time. The floor of the arena is also a little spooky. There is some kind of moving texture that you can see through the grates in the floor, but i have no idea what they are.. A disappointing map. New Textures: NO New Sounds: NO New Models: NO Bot Support: YES ~Szico VII~

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26404 downloads

Uploaded:12-07-2003

Christmas in WhoVille

christmas_final.zip | 19.79 MB

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

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2044 downloads

Uploaded:12-04-2003

DC Cavern

dc_cavern.zip | 7.59 MB

no problems there. The included music is definately very fitting and for once I didn\'t feel the urge to turn it off, in fact I actually turned the volume up because of the atmosphere it added. At the sides of the dueling platform are two rooms that contain buttons that once pressed spawn npc skeletons to attack you - there is a skeleton skin included. I just wish they didn\'t sound like a living Jedi! It\'s like looking at Michael Jackson while hearing him speak, the two are contradictary. Dead body, living (weird) voice. Bot Support: Yes New Textures: Yes New Sounds: Yes (cool music) -WadeV1589-

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3634 downloads

Uploaded:12-04-2003

Orbital Extreme

o_extreme.zip | 4.02 MB

about it as this is a true duel map, one area that was focused on in order to allow for 2 people to battle it out. What I will say though is the use of curves on this map is beautiful, very art deco, it\'s futuristic while holding an edge of contemporary due to the smoothness of it all. There is a bit of an FPS drop in this map because of the volume of patches and people with low end graphics cards will struggle with it. Saying that...people with high end graphics cards are struggling to get JA running from time to time! The only thing I would like to see changed is the tubes emitting a small amount of blue light just to give it some natural ambience.

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2419 downloads

Uploaded:12-04-2003

Temple of the Dragon

dragon10ja.zip | 26.19 MB

own chinese bridge and bench to put my feet up on. The design of this garden is pretty simple however it has detail enough to look nice and would be good for dueling in. You walk into a teleporter that is an image of the council chamber to go...into the council chamber unsurprisingly! I must say this room is nicely done, I particularly like the dragon flag fluttering in the breeze, it shimmers like water. The thrones are nicely done, looking sharp like dragons fangs and as though they are really plastic (I know they're notsupposed to be but the environment map makes them look like black shiny plastic which I really liked). In the council chamber though the environment mapping is slightly excessive and doesn't work well on the black floor, it is too strong. I entered the first transporter which took me into a small cliff-side rock room which a weird pattern on the floor. I saw two buttons, hitting the one on the left changed the music to a song I don't recognise but I didn't mind, was quite quiet and I like it when the music doesn't sound like I'm in a concert. I hit the button on the right and then a rancor vehicle appeared next to me..although at first I jumped back and squeeled cuz I thought it was going to attack me :) (No sleep, I was hallucinating!) I headed back off to the council chamber and then went thru the second teleporter to find myself outside again in what appeared to be the floor of a temple, kinda like ruins of very very old; more buttons to press here to spawn things and change the music. This is a perfect dueling area, flat ground in the centre, little decor around the edge in a nice bright skybox. The next transporter took me into a weird futuristic room where each corner has a bounce pad which is fun when you're diving around and accidentally touch one, the wall texture in here was stretched somewhat though and I found that displeasing. Two more buttons here, music again and a reborn spawner - these button respawners are great for those of you on a server with no other people yet. Makes it choosably interactive :) Finally I went through the last transporter to find myself in no other than a (slightly trimmed down) version of the dojo from the first Matrix film where you could of course spawn someone to kill :) The only problem with this room was the light beam effects on one side of the room, the walls themselves were not bright so it was effectively a dim wall where sunlight was mysteriously coming through. In this room, you also had the music button but this time, of course, it was some Matrix music which is a very good choice, it's one of my favorite Matrix tracks. There are secrets on this map, most noteably the flashing discotheque with funky music known as "Shady's Dragon Bar". I've always been a fan of bars simply because they are totally unneeded in any map but the mapper puts in the effort to make them anyway for a chill zone. Being a secret they are often declared as no kill zones which pleases many people who believe in nokill area's. In my travels I also found what appears to be a secret council room that takes a slight knights of the round table theme and warps it into a dragon clans idea of a council room. The music is very very mellow in here and fitting for the name dragon. There are more secret rooms but I'll leave you to find them on your own :) Overall, a nice map, it may be a clan map but it is a nice map and worthy of anyones base folder. Neatly mapped out, nice texturing and suitable for FFA, tournaments and dueling as well as those of you who are plain bored and want a fun mini world to explore! New Models: Yes (Q3 based) Bot Support: Yes New Textures: Yes -WadeV1589-

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308 downloads

Uploaded:12-03-2003

Lunatic

lunacy.zip | 7.11 MB

trying this map out! I would presume this is John's first map, possibly second map from the way it is created. There are no apparent light sources but there is light and the texturing is rather repetative. There are a few new textures which are....interesting, especially the pentagram wall picture that is tiled (a lot). There was also one brush overlap that caused tearing. Overall this map won't become a big hit, I don't think, because it is basically 3-4 rooms connected by transporters in a very tiled environment which a few statues thrown in. Going with it most likely is from a new mapper though it should be taken that way and judged accordingly. Who knows, maybe it's simplicity will work out for duelers who want just a bit of variety, there have been far simpler maps out there that have been successful. -WadeV1589-

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9482 downloads

Uploaded:11-27-2003

Arena of the Rancor

rancor.zip | 6.97 MB

large oval arena with gates at each end to unleash the beastly Rancors. To assist brave Jedi in the slaying of these monsters are Tauntauns and explosives. A smaller causeway encircles the arena and thus encloses the map. No new textures were included, but the base JKA textures were used quite well. What is most striking, is the dramatic shadows created by the ceiling grating. This creates a great visual break on what would have been a rather boring arena floor. While the layout itself is beyond simple, gamers will enjoy the big open area for an all-out FFA in this dank, atmospheric map with just the right elements of distraction. Enjoy! New Textures - No Bot Support - Yes New Music - Yes ShroomDuck

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394 downloads

Uploaded:11-21-2003

NJO clan Map and Skin

njo_pack.zip | 1.86 MB

NJO clan skin. Now then… as for those who are not NJO members, you might as well forget this pack. Mind you there’s nothing horribly WRONG with this pack, but at the same time, its not really worth the dl. In the readme, the mapper says that he’s new at mapping, and it is obvious in the map quality. This map basically consists of a few boxy rooms connected by doorways. There’s the one room you start in, a duel room to one side, and a room with a staircase in the other. If you look under the staircase you can go down a small passage that leads to room with a pool of water. If you go up the staircase you get to some overhead glass parts where you can see into the rooms, and also go to the best room on the map, which I’ll call the “war” room. This room consists of two bunker building that contain all the weapons in the game, wit some obstacles in between. Very nice setup for a shootout }>. This map does not include any new textures, (actually it seems to be missing some), nor does it have bot support or even a level shot! On the other hand it does have new music which is a plus. It also has the bonus of coming with the NJO clan skin, which although doesn’t have team colors or bot support, is still kind of cool looking. Altogether, both these pieces (the map and skin) are pretty good for new editors; however they lack too many parts to get a high score. Still maybe a updated version with a few touch ups and generally more complete. Still not a bad start. ~DeathBringer}> MAP New Music: Yes New Textures: No Bot Support: No SKIN Bot Support: No Team Colors: No New Sounds: No

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675 downloads

Uploaded:11-15-2003

JGF Duel

jgf_duel.zip | 235.39 KB

of the map so I guess if you want to spectate in game that\'s where you go to :-/. If you go onto the bottom of the map it is hard to see where you are because it’s so dark. He says there is no bot support, but somehow when I was playing the map there was… strange, very strange. I didn’t see any point in this map exactly it was just really bland and dark. There are chandelier type things and I think he should have put a flame inside each one to make it look a bit better. There looks like he just threw things on the map and went done! Overall I don’t see anything special about the map. I think that he should have put some more work and detail into the map. It didn’t have any new textures or any new sounds. In fact there wasn’t even music! How are you supposed to duel without music. I really think a lot more work could have gone into this map Psycho. Next time you make a map put more lighting, music, and some of your own textures. -XgamerX New Sounds: No Bot Support: Yes New Textures: No Game Types: Duel, FFA, PowerDuel

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1786 downloads

Uploaded:11-15-2003

Duel Training

dueltraining.zip | 173.47 KB

hanging from the roof that’s big enough for a duel. In the middle of the map there is a glass platform that cannot break so you can beat it up as much as you want. Then on the bottom well its just the ground shucks. There was bot support, which is always good, but there were no new sounds. When the bots spawn they stay on the bottom of the map so they don\'t interfere with your duels. I was getting incredible FPS while playing the map. Killermic did a decent job on the map a bit plain, which is in some ways good and other ways bad. On the bottom of the map there was this glass covering a giant hole and I think you can open it, but not sure how just yet. The textures he used were very nicely used in the map. He made the concept interesting on 3 platforms to duel on. It kind of reminded me of the map on JK2 called Yavin Training Temple. So in the end of this all Killermic did a good job on the map. I did notice that the bottom is a bit cramped, but who cares the rest is fine :). I enjoyed this map just for duels and of course it will get extremely boring after a while because it can only go to a certain extent. There was a lot of lighting in the room, which was very nice. The design was very good for laying things out, which makes it a lot easier to duel. Good job Killermic hope to see more work from you maybe even a FFA map :). -XgamerX New Sounds: No (From original game) Bot Support: Yes New Textures: No Game Types: Duel and Power Duel

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8292 downloads

Uploaded:11-14-2003

Vader\'s Meditation Chamber

vader.zip | 2.26 MB

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

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18031 downloads

Uploaded:11-14-2003

Matrix Reloaded (v2)

matrix_reloaded_v2.1.zip | 26.42 MB

had complaints about. My biggest issue was the FPS. It was hard to have an FFA in the main area because the FPS was so low. Others didn't like how the teleporters were set up because they couldn't remember where the Tea Room was or how to get to the Architect's Room. I had the Matrix Reloaded map on my server for quite a while and people quickly got bored of the map. The only place people really dueled or FFA'ed was in the main area because it was so hard to tell someone where you were or how to get there. The main area hasn't changed at all really. Except I did notice that the FPS there has increased for me. The phone booth teleporters now have signs over them, so you can easily figure out which way to go. :) The power station has been revamped. It's much more colorful than before. That spark that was in the tower thing has been fixed. Though I kinda liked it and hoped it'd stay. Oh well. And a half pipe has been added under the overpass. The Chateau arena has also had a bit of a face lift. And then there are the corridors. They still take you to places like the Tea Room (where Neo fights Seraph), the Matrix-y Tea Room and the Architect's room, with only a few minor changes. The Jolt bar is still up on the roof, but it's had a bit of an upgrade. Oooh ... fun thing added to the roof ... a "Jump Programme". It just catapults you from one side to the next. Oh, and you remember that "flat" from the Jolt bar? It's still there and things have been rearranged in it a bit. But there's a second one. Has a very interesting little area upstairs. Take the slide down and you'll whoosh past a few places that you'll probably want to visit again later. Darn my curiousity. I spent more time on that slide thing trying to get to the various places that branched off from there than I spent anywhere else on the map. Now there are four distinct new areas added. The first one I came across was the Ice Programme. Pretty much it's just an ice rink with a slippery surface. I do really like the look of the ice here. The whole place looks great. Then I found my way to the Kick Programme. Um, I don't get this area. You slide down into that green stuff down at the bottom and it just transports you back to where you began in the program. How is kicking involved? Especially in JKA where we can't kick! Grrr. Then there's the Bounce Programme. Yup, you guessed it - you bounce here. The platform slowly moves up and down and you bounce in various areas on the platform. And finally, my favorite room here, the Matrix Raceway. There are several swoops waiting for you when you transport in and you can race along the bottom, underneath the track or up on the track all around that Matrix-y thing in the center. That green pole thing in the center actually serves as a transporter thing back to the main area. And yes, you can go through on your swoop. Ah, but Nathan was clever and he put in this fence thing so you can't take the swoops out into the main area. I always liked the first version of the Matrix Reloaded map, but this one is much better. It battles that boredom that people experienced with the first, because the first map seemed to just be something to look at. In fact, this new version reminds me of a map that I almost never got bored of playing - the TMBJ clan map. A lot of the new rooms added here are very similiar to those of that map. Good work here, Nathan. I look forward to seeing more from you in the future. Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA (& JKR), Duel ~AmosMagee

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18447 downloads

Uploaded:11-13-2003

SG4REALJA

sg4realja.zip | 28.9 MB

almost everything about it. I haven\'t played it in a while, but I remember having some FPS issues here and there, but overall, a great map. So, from the same guys who helped create that map, comes a new Stargate map: SG4Real. Upon first entering the map I\'m greeted by a large body of water and the beautiful tall blue columns you see in the first screenshot there. Inside are torch-lit walls and in the center a tall round ceiling. A lovely fountain sits in the middle with, what I believe are sphinxes around the edge. There are bactas everywhere, by the way. Not sure I get that, but yeah. Turn to the right and you\'ll find yourself stuck in a maze. Okay, I was stuck in there because I\'m horrible at mazes. :D So when I came back, I walked down the middle corridor, took a quick screenshot of the murals there. Lovely, dontcha think? So then ... in this next room, I see some circles on the floor and ceiling ... and a button on the wall. Naturally, I had to touch it. And then the ceiling opened up, dropped these rings over me and suddenly I was in this black marble room. :| And then, I find that the black marble goes on and on and on in various hallways. And then I come to this ... (please see screenshot) huge hangar thing. I go in through the door and it\'s like, okay, good place to duel and stuff. Then I go back to the hallway and just look out the window there, then notice the button. YAY! A button! Of course, I press it. It locks the door on the side that I just came through and opens the big doors way out there. Okay, very cool. Eventually, I get tired of wandering the halls and so instead of finding my way back, I kill myself. The next screenshot there should look familiar to those who know Stargate, and especially if you remember the old map. Now, I haven\'t played the old map in quite a while, but if memory serves right, it didn\'t look this good. The detail in this area is really incredible. I know it\'s just offices and stuff, but it looks great. And, y\'know, I had fun just going through the gate thingy because the actual transition is so cool. And the final screenshot there is where you end up ... which is the black marble area. So, do I even need to tell you that I love this map? I didn\'t get to try out CTF on this map, that should be interesting. The map doesn\'t have bot support, but this isn\'t really one of those maps that you play with bots. It\'s more of an exploration kinda map. And to experience everything this map has to offer, you can\'t do it alone - or with bots. So get it on your server and play there. :D Oh, the music ... can\'t forget to mention that. It, of course, suits the map very well. I don\'t usually listen to the music in a map, unless it really contributes to the ambiance of a map - this one certainly does just that. Great work guys ... I can\'t wait to see more from you! :D Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA, TFFA, CTF ~AmosMagee

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2108 downloads

Uploaded:11-08-2003

The Jedi Hall [DT]

ffa_jedihall.zip | 6.14 MB

looks either good or great. That\'s why this map is such a paradox to me. Some rooms I really like. They look great and you could have some spectacular duels in \'em. Others seem almost amateurish in comparison. The soft glow of the lights on the outside of the map are great, everything else outside is just ... blah. Inside, in the main room, there\'s like this weird curvy ceiling thing that I might\'ve liked if a different texture had been used. But most of the textures here are ... well ... part of me wants to say bland, another part of me wants to say stark. Take your pick. But then I turn the corner and enter a green room with floating platforms and strategically placed weapons and I have hope for this map. Then I find a red room, with the same feel as the green one, but instead of floating platforms, they\'re pillars at different heights. And I love the lighting in here. So imagine my disappointment when I find my way to the room with the benches and two rows of grass. This room serves no purpose and is just boring. Then the map\'s schizophrenia kicks in and I stumble into a large room with a decent looking fountain, more interesting architecture, albeit simple and sparse and again, my hope rises. Finally the last room in the map, and while I do like it, it just doesn\'t fit in with the theme of the map. Wait. What is the theme? *scratches head* Okay, well, do you see my point? This map has potential, but it fell short from getting my vote. Can\'t wait to see what else you make for JA though. It\'s okay to have your work hit and miss with people, but not all at once in the same map! ;) Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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3160 downloads

Uploaded:11-08-2003

Bespin Reloaded-JK3

jk3bespin.zip | 1.4 MB

loved by many is Bespin Exhaust Shafts. Here it makes an apparance for Jedi Academy, but with a new look. Looks to me like Voronwe_Elf took some textures from JKA and slapped them all over Bespin Exhaust Shafts, giving the map a brighter, more colorful facelift. Honestly, I liked the old ctf_bespin. But what\'s important here is the layout, mostly. We all know the routes here and so do the bots! ;) Voronwe_Elf didn\'t have to do too much work since the bot support was already there, but yay anyhow! :) This map supports four different game types making it quite versatile, just like other base maps. Though I don\'t like the choice of textures, I have to thank the author for at least breathing life into an old JK2 map for JKA. :) Bot Support: Yes New Textures: No New Music: No Game Types: FFA, TFFA, CTF, Duel ~AmosMagee

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1629 downloads

Uploaded:11-08-2003

Clock Tower FFA

clock_tower.zip | 11.01 MB

architecture, which blows my mind and is so good it makes me want to cry. However once in a very very rare while I come across a map that does both. This is definitely one of those maps. Clock tower isn’t the biggest map, and perhaps it should have been a Duel instead of a FFA, and there are a few problems with proportions (the stairs to the top of the tower are a little to large and you end up having to jump up them), but it is still one of the BEST maps I’ve seen in a long while. The map portrays what reminds me of some old early 1900’s clock tower. It starts you off at the bottom of the tower and as you look up you see a beautiful display of new textures, ropes hanging, gears spinning, and random clock thingies moving. As you look left and right you see the crisscrossing of wooden beams to support everything, and some crates that when you inspect closer, open up. If you take the time to climb to the top of the tower you’ll be able to jump around on the gears and spin happily (like I did) for hours, or if that’s not your thing, you can go outside and watch the time go by on the clock face. As you go through all these different parts you will be met with random clock sounds and some good old music. I really love this map, and had a great time testing it. I expect this map will come up on many a small FFA server. It has all the expectations for a great map. I can’t wait to see more maps from Orbitius. Great job, these are the sort of maps that really make my job worthwhile. 9.5/10 ~DeathBringer New Textures: Yes Bot Support: No New Music: Yes Game Types: FFA

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5274 downloads

Uploaded:11-08-2003

Sith Academy

sith_academy.zip | 607.29 KB

JK2. The map is meant to be played as an FFA and duel map, but personally I think duel is the best for it. The size of the map is quite small compared to other maps. There is just a bunch of rows and this giant spike thing on the bottom of rows of seat thingies. The lighting is terrible except for in the middle where all the light is. The sky is pure black, which isn't that bad because I always have black skies. There is not much room because of that giant spiked potato thingy its sort of scary looking. There is bot support so if you don't like playing online with others you can have power duels with the bots, which can be really fun. There were new textures I could not tell if there was new music because I was falling asleep like I am now. That potato thing looks like it could eat you eek! *Goes and Pokes the potato thing* Overall in my opinion there wasn't enough lighting and that potato thing was just creepy. This is a great map for either really small FFAs, but I think its best for duels and power duels. The textures were good for the map. It kind of reminded me of a tiny coliseum just with a giant potato in the center. He states that this is his first map for Jedi Academy and it is a very interesting map. If you don't play with people or bots on this map it will get mighty boring. The map could be used as a racetrack, you just go in circles with a swoop, rancor, or any other npc that you can ride. Pretty good job Mister, for a first Jedi Academy map it’s a decent map keep up the good work :). -XgamerX New Sounds: Yes (I think so) New Textures: Yes Bot Support: Yes Game Types: FFA, Duel

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771 downloads

Uploaded:11-08-2003

Line Duel

lineduel.zip | 51.58 KB

around 600-700 kb. Still I played this map I tested it and after that I have come to the following conclusion: Some ideas seem really cool, and they turn out really dumb… this map is one of those ideas. The whole setup of this map is two little platforms with pillars along the edge (actually very nice pillars) connected by a walkway (no railings.) Yep… that’s about the whole map… wait… that IS the whole map. And I don’t just mean map wise, I mean everything wise. That one little part is the only thing this download contains; except for an .arena file (that’s what makes the map show up on the menu list in game in case you don’t know). So anyways, here’s a summary of this map: New Textures: No New Models: No Music: No Bot Support: No Level Screenshot: No # Of brushes used: (Approx.) 3 non-curve, 8 curve I really feel bad for this mapper, cause if he would have just added a little more to this map, it could have been very good (the architecture for the parts he DOES have makes that a fact). Maybe next time though. 5/10 ~DeathBringer }>

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2899 downloads

Uploaded:11-06-2003

Rift Duel V1.5

rift_duell_v_1_5.zip | 756.42 KB

understanding, but Keiran decided to give it a shot. I don\'t know if this is his first map, but he did an excellent job with the architecture. Great use of the Rift theme throughout the entire map. My only argument against this map would be the lack of a bottomless pit (since you are in the Rift area), but he still tackles the theme arguably well. The map consists of a platform with bridges running into a central area - small corridors line the outskirts of this area. Ramps lead past exits that lead back up to the upper-area of the dueling map. This is a good map for small FFAs, but it\'s best used for duels. Great job on the map Keiran! I look forward to more work from you! [/quote] Well this is a great map, made ever so slightly greater. The new version adds bot support, along with glowing around each of the crystals, and generally better lighting. I think the bot support adds alot for many people who would otherwise have been unable to play this map (those with really slow modems, or rarely have internet.) and my only complaint is that my computer seems to have a little problem processing the glow around the crystal, and therefore it seems to flicker at odd times. Still, this is a nice update, I look forward to seeing more maps from you. Great job. ~DeathBringer

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1382 downloads

Uploaded:10-26-2003

Rift Duel

rift_duell.zip | 1.09 MB

shot. I don't know if this is his first map, but he did an excellent job with the architecture. Great use of the Rift theme throughout the entire map. My only argument against this map would be the lack of a bottomless pit (since you are in the Rift area), but he still tackles the theme arguably well. The map consists of a platform with bridges running into a central area - small corridors line the outskirts of this area. Ramps lead past exits that lead back up to the upper-area of the dueling map. This is a good map for small FFAs, but it's best used for duels. Great job on the map Keiran! I look forward to more work from you! - Chrono

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2295 downloads

Uploaded:10-25-2003

Wampa Joust

wampajoust.zip | 261.8 KB

at each other and smash each other till one falls off. Ok so you learned something now moving on. The map is quite fun just riding the wampas, but as you probably will learn it gets quite boring after like 10 minutes. What you really need is a Rancor so you see how a Rancor can make your wampas fly. The lighting sort of sucks it was quite dark, but maybe is was made so it looked like it was night time, don\'s ask me ;). The map is good for people who love to play with wampas or just like slaughtering them like mean sith. It is interesting to spawn some sort of NPC in the center of the map and you joust straight at it and the first person to kill it wins. There are different types of ways to play the map, but there is no room for FFAs except for like a four person one in the center of the map. There is not much room to ride the wampas and it’s not really that much of a joust. *Goes and jousts someone real quick and runs back* Overall, I liked and disliked this map in many ways. One downside was no bot support so for all you people that don’t like to play online or lost your Internet connection then I am sorry to say that this map is not the best map for you. If you have the access to spawn an npc then the map is extremely fun. There is no music playing on the map, but he said he would maybe make another version if you read the read-me file. The map is only for FFA from what I experienced. The sky looks pretty good, but in my case it wouldn’t matter. The size of the map is pretty good there isn’t any space that you wouldn’t use at one point or another. The map gets boring after a while without npcs or bots. I would get this map if you have an active server or just like to joust with people. Good job Mek and I hope to see an improved map from you where you have something like a cage that has a rancor or something in that sense and with bot support and music :). Now time to joust some more! -XgamerX New Sounds: No Bot Support: No New Textures: I think so Vehicles: Yes Wampas Game Types: FFA

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3300 downloads

Uploaded:10-25-2003

<|FeaR|> Headquarters for JKA

fear_headquarters_jka.zip | 1.19 MB

Storm\'s latest map, Headquarters is less than what we\'ve come to expect from him. The map seems to be one big hallway, with the sides being mirror images of each other. There are many staircases and ramps up and down the hall and small doors that lead to practically empty rooms with more staircases and platforms for dueling. There seems to be at least two ways of getting to each room here. The only thing added for decoration seems to be those big statues and then some custom textures with the logo and stuff on \'em. Speaking of textures, there are some missing. :/ Moving onto another room and it seems that it\'s kind of a shrine to a player. In my opinion, there\'s only one really interesting place for a duel or FFA and that\'s outside with that one huge statue of Ragnos. At the other end of the map is the same room as what you see in the beginning, but with snow. Sometimes there are maps with a monotonous look to them, but still have great gameplay. As I\'ve said many times before, eye candy doesn\'t make a map great. But in this case, this map has nothing going for it. No bot support, no new music, the new textures do nothing to add to the ambiance of the map and finally, the map isn\'t fun to play. The layout seems awkward, being just one big hallway with rooms here and there and no real center for FFA\'s. You seem to have some fans out there, Storm, so maybe this is just a small hitch and you\'ll really impress us with your next map. :) Bot Support: No New Textures: Yes New Music: No Game Types: FFA, TFFA ~AmosMagee

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9937 downloads

Uploaded:10-18-2003

Bespin Sea

bespin-sea.zip | 767.89 KB

Flying vehicles, to be exact. The sea between the two bases is vast. So huge that at one point both bases cannot be seen and it would seem as if you’re alone in the middle of nowhere. I had a lot of fun playing with this map. It’s huge sea is perfect for having dogfights, especially since the ceiling is so high. It is nearly impossible to accidentally run into the ceiling or ground or wall once you achieve a decent height. Ties versus X-Wings, Lambda Shuttles versus Tie-Bombers, and when new models are made even more fights can be done. The potential is very high for this map. The biggest problem with this file, though, is the vehicles do not spawn themselves. In order to activate the ships, cheats must be enabled. I can see that fact keeping this file from many servers. But I don’t see it being a problem playing on this map between friends who can be trusted. One item I found really neat about this map is CTF support. Grabbing the flag, jumping into a plane, then flying across the ocean while avoiding oncoming blasts from enemy ships is really exciting. Another fun tidbit of the map is the destructability of the bases. Launch a few attacks at them and in a flash stuff will be missing. This map is pretty cool to pop up every once in a while for a game or to practice your flying in. Other than that, though, I don’t see it being huge on servers because of the whole cheating thing. But give it a shot, it’s pretty fun. - Daku New Textures: Yes Bot Support: Yes (But it’s not very useful here) New Music: No Game Types: FFA, TFFA, CTF

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5528 downloads

Uploaded:10-18-2003

<|FeaR|> Outpost

ffa_fear_outpost.zip | 6.21 MB

for Jedi Academy with updated textures. Aside from its beauty it is also very functional for pretty much anything you might need. The map is based on a giant ship. There are a bunch of rooms with all kinds of cool stuff. There’s an X-Wing, a couple Ion Cannons and all over the walls are recruitment signs. Those are my favorite part of the map. “Do you feel the Darkside? Want to become a Knight or Guardian or maybe even a Lord?” one of the signs says. Most are accompanied with the clan’s site. While this could be annoying to some I find it to be a nice touch. While this map is relatively large I feel it best suits duelers. There are a couple rooms large enough for the occasional FFA, but most of the rooms are small. They are the perfect size for duels. One of the best rooms is the tiered room. It resembles one of the rooms in the Death Star map from JK2. Very nice for duels. Another room is simply a bridge stretching across a huge chasm. This could be used for some good duels, but there’s something tricky there. The bridge can break and send the two fighters tumbling to their deaths. I see it as an added challenge, myself. This map is really great and very creative. I’m glad the author has decided to port it over to JA. This is also only the first he’s ported over. I can’t wait to see the rest that I never saw before. Good job. - Daku New Sounds: Yes Bot Support: Yes New Textures: Yes Game Types: FFA, TFFA

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65987 downloads

Uploaded:10-17-2003

KOTOR Flight School

kotor_flight_school.zip | 10.21 MB

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

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1053 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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136 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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57 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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78 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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275 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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101 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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171 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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152 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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107 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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336 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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160 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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93 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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1006 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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44 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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220 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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122 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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110 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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44 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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141 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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144 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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94 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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213 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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405 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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19 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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128 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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170 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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272 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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104 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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74 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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139 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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61 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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1414 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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183 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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473 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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483 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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199 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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3541 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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5901 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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213 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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265 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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219 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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2039 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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117 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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403 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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500 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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332 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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631 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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85 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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69 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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227 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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133 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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8132 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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872 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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1948 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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960 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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770 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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1252 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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348 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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133 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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1904 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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193 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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918 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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937 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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984 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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759 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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430 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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1158 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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140 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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382 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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1735 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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316 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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88 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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277 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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1164 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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155 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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179 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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62 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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260 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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3369 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