Jedi Knight III

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3360 downloads

Uploaded:02-15-2010

Battle on Theed (FFA)

theed1a_ffa.zip | 40.85 MB

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

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4160 downloads

Uploaded:10-24-2006

Temple of the Elders

temple_of_the_elders.zip | 17.33 MB

Darth NormaN map, after all, and since it was once again made for a mapping contest it is of the highest quality. This map comes backed with everything it should: bot routes, new textures, new shaders, and lots and lots of dynamic glow and environment effects. As a result this map may play a little choppy for some, especially if you have dynamic glow on. My laptop has not chugged on a map as of yet, until this one. I was running at about 10 fps outside with dynamic glow on. With glow off it\'s significantly better, but doesn\'t look as pretty! Which makes me sad, because I like pretty. However players with a decent rig should be fine with this map. The map itself is a temple, of the ancient variety. Overgrown, a little caved in, and somewhat forgotten, this temple provides the perfect atmosphere for an intense duel, or a no holds barred free-for-all. It has full bot routing, for those hectic bot matches everyone loves, and while relatively small compared to many free-for-all maps, it\'s plenty large with no worries of getting lost. The foggy and rainy atmosphere adds to the mood of the map, giving it the perfect setting. The music also enhances the mood. It\'s definitely worth a look, if not an immediate download. A nice break from all the industrial-looking maps! [b]Bot Support[/b]: Yes [b]New Models[/b]: Yes [b]New Textures[/b]: Yes [b]New Music[/b]: Yes ~Inyri

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39396 downloads

Uploaded:07-10-2005

Battle Over Coruscant

ep3_battle_over_coruscant.zip | 34.43 MB

fighting, as I quickly realised when my JA game came up with the max vehicles error, and this was with NO extra vehicles in my base folder. So yeah, before you even think about downloading this you'll need to get the 99 Vehicles Fix which can be found HERE or use a mod which does the same thing, e.g JA+ You do get a large sense of scale when playing in the open space area, and although it isn't quite what is in the movie, it's still fairly fun to play online, provided you have some skill flying the space vehicles and can shoot other people down. The FPS was a little iffy, it did drop a little low sometimes, but generally its playable and I didn't encounter too many problems in this respect. The design of the level, is also very interesting as well - You start in a small room with three teleports leading to different hangers, and then you get a ship and go kill somebody ;) Can't say I like those teleporters, not too obvious what they are, look more like infrared beams to me, but I'll let that slide for now :) I guess my favourite ship was the droid control ship, as it is very similar to the one in the movies - pity it's only the hangers you can go into ;) Oh, however I thought the shields over the hangers were there to protect the ships from laser-fire? As it turns out you can still shoot ships through them, which kinda defeats the point but meh. Also, If you accidentally jump ship whilst flying, you'll find yourself in an eternal loop, teleporting from the bottom of the arena to the top, with no way out that I could find without cheats being on. So don't jump ship ;) Oh, there's also a few console errors when you first load the map but they wont affect gameplay. Overall it's a very daring map with a huge scope for atmosphere. I did enjoy the music used whilst gunning down my enemy, but for me a whole map geared around vehicle fighting isn't what I look for. Yes, there are fighting areas but they aren't particularly huge and you need a LOT of people to fill the map up. I think many of you will have fun with this map, especially with the new vehicles included (Theres 12!) But if you're not a pilot I'd give this a miss. New Textures: Yes New Sounds: Yes Bot Support: No ~Szico VII~

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6783 downloads

Uploaded:12-14-2009

SJC The Palace of Jabba the Hutt - Map Pack

sjc_jabba_1.zip | 71.03 MB

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

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26391 downloads

Uploaded:12-07-2003

Christmas in WhoVille

christmas_final.zip | 19.79 MB

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

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26566 downloads

Uploaded:07-21-2008

Atlantica

atlantica.zip | 143.97 MB

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

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4842 downloads

Uploaded:03-02-2005

Bloodmine Shaft

bloodmine.zip | 26.13 MB

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

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4483 downloads

Uploaded:12-29-2003

Dark Streets FINAL

darkforces_streets_final.zip | 21.29 MB

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

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51578 downloads

Uploaded:03-09-2007

The Academy

the_academy_v3.zip | 24.36 MB

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

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9126 downloads

Uploaded:02-26-2006

Mos Eisley Trap

mos_eisley_trap_v1.zip | 28.45 MB

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

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117414 downloads

Uploaded:08-01-2005

Jedi's Home (JL) II

jedihomejl_ii.zip | 15.18 MB

really, after all considering what a smash hit the original Jedi’s Home was, it should have occurred to me that there was a good possibility for a v2. Oh well, I always seem to miss the obvious! Anywayyy…on with the review! Now, on the whole I liked the original map, it was roomy, good for clans, and had some great secrets. However there were a few things that bugged me quite a bit, one of which was the texturing in one or two areas, like that dark blue carpet in the main hall. It drove me mad trying to duel there, because I could never see my character, or my opponent properly. They just seemed to blend in with the dark carpet! Of course, when I lost because of that, I’m not sure anyone believed me when I said it was all the carpets fault. Surely other people had the same problem though? One of the main things a v2 should always accomplish is to correct the errors, or not so good bits of its predecessor. The worst case scenario is that a v2 would expand upon the not so good bits of its predecessor and get worse! I am happy to say that isn’t the case here. If you liked the original Jedi’s Home, your gonna be drooling over this one! :D Lets move onto the architecture first of all. This is really a map and a half, the architecture looks great all over. Wonderful smooth flowing lines, along with grand staircases and a lot of nice architectural detailing makes this an excellent map visually. It also feels a lot more solidly built than the original, but I guess a Jedi safe house needs to be though right? Some areas which I particularly liked was of course the wonderful main hall, with that great ceiling, but also the kind of modern-Japanese style dojo room thingies. At least that’s what they looked like to me! There is some nice architectural features and texturing in there, and the lights look pretty nifty too. ;) Now, that brings me onto the texturing, which is also very impressive. Quite a bit of the texturing in the main areas of the map is in relatively plain and simple textures, but nice looking ones nevertheless. Plain or simple textures are certainly not a bad thing if they are used properly however. In this map they are used very well I think, and personally I think they really bring out the wonderful architecture, whereas complicated, cluttered textures would draw your eye away from the architecture and more onto the texturing. There have also been some nice new shiny marble textures added to the map here and there, which i think looked rather posh! Best of all though (in my opinion at least) is that the carpet in the main area now looks much better, so hopefully I wont keep loosing my duels so much due to the colour of the carpet. I bet you still don’t believe me about that do you! :P Anyway… Just like the original, there is sooo much to explore on this map. The map itself is gigantic, and of course, theres plenty of secrets! One of the coolest bits I thought, was a transport ship that’s outside on a landing platform. Step on the boarding ramp undernieth and it brings you up into the bowls of the ship. However, if you move into the cockpit and press the controls, you can fire its laser cannons! Hopefully none of your friends will be standing infront of it…or maybe that was the idea? Mwahaha… Theres a totally revamped medical room, and also a cool duel room with a glass box that closes around the duelers (sorta like the one in Sith Council). As I said above, there is of course, plenty of secrets here. Theres hidden chambers, as well as come nifty floating dueling platforms in the sky, though I couldn’t figure out how to get there normally…I had to use noclip. Still, I imagine theres a teleporter somewhere for that. One secret that I thought was very cool was this security room that I found. It had a big screen on the wall where you could actually see one of the corridors in the map, and also when people walking through it. Just like a proper security camera! The only thing that I didn’t really like in the map was the fact that you had to press the use button on some of the doors to open them. Doing that just gets a bit irritating after a while, because I keep walking into doors expecting them to open! Owch… Besides that though I don’t remember noticing any substantial bugs, or any bugs at all for that matter! So, lets round up a few pro’s and con’s before we finish up. Pro’s: [*]An excellent map for clans. [*]Excellent looking architecture, you gotta love all those curves! [*]Solid and well-made brushwork. [*]Beautiful texturing and lighting. [*]Plenty of secrets to discover! Con’s: [*]It is very large, which can lead to you getting a bit lost if you don’t know the map well. [*]You have to press the use button on some of the doors to get them to open, which gets a little irritating after a while. This really is a superb map, which will be great for clans or RPG folk, or anyone who appreciates a well made and good looking map. An excellent map all round, be sure to give it a download! Bot Support: Yes New Textures: Yes New Sounds: No New Music: Yes Game Types: FFA, TFFA ~Nozyspy~

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1626 downloads

Uploaded:01-04-2010

Expedition

expedition1.03_jka.zip | 71.09 MB

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

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7750 downloads

Uploaded:01-27-2006

Coruscant Heights 2

coruscant_heights2.zip | 20.09 MB

If you've ever played JK2 Nar Shaddaa Streets. (My favourite level of the game) You'll instantly recognise the style used in this map. It actually looks like the author has directly used some of Raven's original map for jk2 to create this one, which whilst not that challenging, still looks good ;) And of course now it's Coruscant-texture themed, and not Nar Shaddaa. Of course, it does have a few small flaws, as well as a few not-so-small ones. Most obviously, especially from some of the screenshots, is the missing floor texture. Now, if this has been on a crate or something, I'd probably have overlooked it. However, when the entire floor of one half of the map is an ugly grey and white texture, you tend to notice it ;) Furthermore, the framerate can get a bit choppy sometimes, although it isn't in general bad. However, I can tell without looking at the included .map file that the author has failed to caulk many of his hidden surfaces, which immediately lets me know the framerate could have been so much better! :( I'm actually more amazed at the scope of this level, rather than the design. You'll need a Force 3 jump to get around most places, although there are a few trams and lifts which move you around as well. However, unless you're a full-force jump user, you won't be able to get around very easily. Oh yes, the doors. Very annoying. The author has forgotten to put a 'wait' key on his door triggers, and consequently when you press 'use', the door opens and closes too rapidly for you to get through. Overall though, the gameplay of this map is great - plenty of height variation and enough room for well over 32 players. I especially liked the fog-esque effect around the building bases. That just looks so good compared to a black drop-off that I will tip my hat to the author. Very nice. :D In conclusion, this map is very inspiring, although technically and visually there are some rather unpleasant flaws which absolutely MUST be fixed because as they are they're ruining the map. Oh yes, and there is no bot support, so I'm afraid the author gets a big black cross put by his name ;) Next time get them in there for Pete’s sake![/quote] So, here's the second version of the map, which, looking at the readme, has fixed a fair few bugs and other problems. Most importantly, is the texture problem which proved to be a fatal flaw in the original. As you'd expect, that issue has been fixed for this new version, so we can all get on and be happy. The map is essentially the same as the first version, there are no major design changes, although one of the cool cable cars has been removed, and there's a few new additions, including sounds for the doors and wait values. There were a couple of new errors I discovered this time around, and a few new things to comment on which I didn't notice originally. Firstly, there are now some caulked surfaces which that player can actually see, so what you get is basically an invisible wall in a few places (See screenshot 6). Secondly, is the texture usage. Now, I know that the author has prevented his textures from looking repetitive by breaking them up using other textures, but I think going a step further could give another visual boost to the map. Looking sideward, the textures are fine, but looking up and down, they repeat. Furthermore, when textures which are the same sit next to each other, and some of the windows have glows, it looks weird when the set of windows directly next to them has exactly the same set of glows. The new support sections and walkways are well created, but you need to create the flares properly, because, at the moment, they're 2D. Okay, all flares are 2D, but they're supposed to look 3D. This is done by making a light and giving it the following keys and values: [quote] key: _flareshader value: textures/flares/nameofflareshader[/quote] Furthermore, when looking into the crevices between some buildings, you can see half-cut window textures which really don’t fit. (Screenshot 2)There's also a small issue on that broken pane of glass in the building near the top of the level, where the author has not caulked the gaps where 2 pieces of glass meet, so it looks a little weird. Also, were those cars there before? I mean at the top of the level. They just don't look as good there as they do at the bottom. There are also a few uncaulked surfaces on the buildings, but I'm still loving that fog ;) Conclusion? It's a very nice map, which seems to capture the physique and scope of a cityscape very well. Gameplay-wise, it's also on a very level, with plenty of height variation and room to breathe. In order make this a brilliant map though, you'll need to really push your design ambition - don't just have square buildings, give them more detail, create some focal points and really bring it to life. Its a great design, but it can get quite monotonous after staring at it for a while. Make a focal point, and bring some more lighting contrasts into play to spice areas up a bit - some shadowed allies e.t.c. Overall though, a definite improvement over the first. Although, you're still getting slapped wrists for not including bot support. Honestly, it is such a good extra to have, and isn't particularly hard to implement! Oh yea, and is the inclusion of that custom skybox really a necessary addition - you can only see the top of it in game and there's plenty of JK3 skyboxes which would have worked just as well, if not better. New Textures: Yes New Sounds: No Bot Support: No ~Szico VII~

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4017 downloads

Uploaded:12-13-2005

Sith-J Christmas Map FFA

sithjchristmas.zip | 18.75 MB

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

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15769 downloads

Uploaded:01-24-2005

Korriban Citadel

ffa_kor_citadel.zip | 15.75 MB

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

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36202 downloads

Uploaded:08-06-2004

Matrix Reloaded FINAL

matrix_reloaded_mp.zip | 31.84 MB

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

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8742 downloads

Uploaded:04-08-2004

Boba Fett\'s Hideout

bobafetthideoutsjc.zip | 9.02 MB

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

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10086 downloads

Uploaded:03-05-2004

Battlefront Yavin CTF

ctfbattlefrontyavin.zip | 8.02 MB

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

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485 downloads

Uploaded:08-22-2010

The Pit - Jedi Academy

the_pit_jedi_academy_version_1.rar | 7.6 MB

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

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8120 downloads

Uploaded:07-15-2010

Jedi Council GCX - 2010

jedicouncilgcx2010_v3.zip | 37.22 MB

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

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5925 downloads

Uploaded:06-24-2009

Eve of Redemption

redemption_1_1.zip | 45.84 MB

is, but I have several guesses. I probably missed something, so don't mind me. In this mod, you play as a reborn. You are out to get revenge and also to make a place for yourself in the galaxy, neither of which can be done at the same time. The plot wasn't bad, actually - I expected a bit less at first. The visuals are well done - in fact, I saw several things that just took the cake. First off, the atmosphere in the sewer system was something I have never seen in JA before. Second, the skybox on the coruscant map enticed me so much that I literally fell off the balcony admiring it. Great work! The cutscenes were well-done. The voices are somewhat quiet, but they are there. For non-professional material, they are actually high quality. I admit, I was impressed by the voice of the main character and the imperial officer. No horrible artifacts, no clipping, and good pronounciation. Good work here as well. The [i]only[/i] gripe I have is that the game was short. Very short. Now, I do understand that a [i]lot[/i] of work went into this, and I am very appreciative of what has been given - it's one of the best single player mods, to be sure. If there is ever a future version, though, it would certainly be nice to see another level, There you have it. Look at the screenshots while the file downloads - I'm sure you'll like what you see. ~Dretzel

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6451 downloads

Uploaded:02-26-2009

Siege - Battle over Coruscant

siege_boc.zip | 69.63 MB

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

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3852 downloads

Uploaded:01-18-2009

Mustafar

ffa_mustafar.zip | 34.3 MB

Star Wars fans waited thirty years to see, since there have been rumours and legends about the fiery volcanic planet where Vader gets roasted ever since the Original Trilogy was made. It is also perhaps one of the most difficult locations to make a map of, because of its distinct character. I think though that Plasma has pretty much nailed it here though! There are two maps in this pack, an FFA version and a Duel version. The duel version of course is a little smaller and also features Padme’s starship, which isn’t in the FFA version. The most important part of Mustafar is of course the [b]lava[/b] and good looking lava is surprisingly difficult to make. I am pleased to say that the lava in this map does indeed look very gloopy, hot and ‘lava-ry’, perfect for roasting Anakin! ;) I was particularly impressed with the lava falls and the lava bursts which jet out of the lava streams occasionally, which looked great. All the main movie areas are here bar one. That’s the outside of the facility where the collection arms are. However the collection arm is still featured, but in another part of the map. What is more, when you destroy the control panel in the control room, disabling the shields, the arm will eventually break off and float down the lava river, just like in the movie – including the bit where an eruption dumps a load of molten lava onto the collection arm! Other areas include the conference room, plenty of corridors, walkways over the lava and some storage rooms, as well as the main control room, which I mentioned above. The FFA map is a perfect size for a medium to large FFA, though I did feel that the Duel version was a little large for a duel map. Really I think the duel version could have done with being somewhat smaller, perhaps concentrating on just a couple of main areas. I also would have like to have seen a full realisation of the cliff area on which the mining facility is perched as well as all the collection arms. Lastly, I think Padme’s starship in the duel version could have done with a little more work, as it looked a bit out of proportion. Apart from those issues though, this is an excellent map, which once again displays Plasma’s impressive mapping skills. This is definitely one of the best Mustafar maps I have seen and I would recommend a download, especially to anyone who is a fan of Episode 3! :thumbsup: [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Music:[/b] Yes [b]Bot Routes:[/b] Yes [b]Game Types:[/b] FFA, TFFA, Duel, Power Duel ~Nozyspy~

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7490 downloads

Uploaded:03-23-2008

Requiem Sanctuary

requiem_sanctuary.zip | 27.12 MB

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

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3529 downloads

Uploaded:11-04-2007

Star Forge Observation Deck

starforge1.1.zip | 19.02 MB

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

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20767 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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31130 downloads

Uploaded:12-28-2006

Final Fantasy VII - Midgar

final_fantasy_vii_midgar_v3.0.zip | 4.35 MB

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

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1651 downloads

Uploaded:11-10-2006

Zora\'s Domain

zoras_domain.zip | 10.15 MB

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

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1628 downloads

Uploaded:10-05-2006

Zanzibar

jka_ffa_zanzibar_m3lk0r.zip | 29.72 MB

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

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10967 downloads

Uploaded:06-03-2006

Sith-J\'s Mygeeto FFA/CTF

sjc_mygeeto.zip | 11.01 MB

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

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9684 downloads

Uploaded:05-22-2006

Star Destroyer II

stardestroyer_ii.zip | 4.31 MB

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

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9514 downloads

Uploaded:01-01-2006

Mos Espa Outskirts v2 FIXED

sssid_mos_espa_outskirts_v2_fixed.zip | 21.46 MB

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

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24132 downloads

Uploaded:12-14-2005

BlueIce Twilight

blueice_twilight.zip | 24.42 MB

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

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63077 downloads

Uploaded:11-02-2005

Star Wars Episode III JKA Map Pack - Part 3

sjc_epiii_mappack_part3.zip | 119.12 MB

one can say that they haven’t been waiting for at least one of these maps! The one I was most looking forward to was the Senate ;) Well, this is going to be an insanely long review lol, so I will give each map its own little (or not so little) section. Kashyyyk Battle: First lets start with Kashyyyk. Now, having bought the Ep3 DVD yesterday (October 31st mwahaha we in Britain get it a day before the Americans! Makes a change to get something first for once lol…anywayyy…) Probably one of my favourite battle scenes (of which there were many) was the Kashyyyk one. Giant furry people against robots? Who wouldn’t like to see such a match up ;) This map is truly MASSIVE, among some of the ace things included are many vehicles made by various other authors. Including the Hailfire Droid and the Clone Gunship. Now, I know how annoying it can be to try and fly around in a map that’s too small, and you keep banging into the skybox and blowing up…but thankfully this map has easily enough room for a dogfight in the sky ;) This would, I imagine, be a great map for gunbattles and TFFA’s because of all the vehicles and the massive amount of room. Not to mention all the walkways pads and cool features like barricades on the ground. Graphically this map is superb, there’s a little Republic Star Destroyer moving in the sky, also there is a bird that is actually flying round! That’s not the best bit though, what was really great was the fact that there were multiple rooms in the giant trees that you could actually go inside, and not only that the leaves on the trees, actually sway, so it looks like there is a slight breeze blowing! The water even looks like its lapping against the shore! Sometimes it’s the little things like that which really make a map more alive graphically. All in all a really good map here, if you like exploring or like having a battle, you will love this! Also this map reminds me of Naboo Hills By Darth Zappa, because of the vast amount of space and all the vehicles, so if you liked that map, you will love this! The Senate: Well this is the map that I most wanted to see in this pack :) Its probably a bit smaller than I expected, but like he said in the readme, it needed to be made smaller for obvious reasons! Kashyyyk was best in my opinion as a battle map, this however is probably better as a dueling map. That’s because there are lots of platforms and tricky areas to jump around, which is great whilst you are dueling! Its also good for exploring, as with all of Sith J’s maps there’s always plenty of places to explore! There’s even the little tunnel included that Yoda crawls through to escape at the end of the film. That’s not it though, this map contains a couple of extremely cool features, which I’m sure you will want to play around with…. One being a small control panel at the bottom of the senate area. If you press and hold the use button on it (similar to what you do when you are trying to hack the control panels on Hoth Siege), when the timer bar goes all the way down to the bottom, the entire map will change from being all perfect, to after Yoda and Palpatine have finished dueling, with Senate pods crashed all over the place and plenty of smoke! Another super cool feature is the Iris type thingy that opens to allow Palpatines Platform to rise up into the middle of the Senate arena. That must have been a difficult thing to make! If you have the Yoda and Palpatine models this would be a great place to re-enact their battle ;) There were only a couple of small things that bugged me here (a perfect map is impossible to get!) One would be that the Senate area itself is a bit small, but like he says in the readme, it would have been almost impossible to make it at its full size! The other would be the ordinary senate pods they are quite low detail compared to the better looking ones that are floating around, but again, if you made them too detailed it would drag the fps right down because there are so many of them. Nevertheless the overall look is very realistic, and as always this map is great fun to explore! This map is the one I was really looking forward to in this pack, and I can certainly say that it doesn’t disappoint! Now onto the last and smallest map in this pack, Vaders Reconstruction Chamber, where he dons that famous black suit! (mind you he’s pretty much crippled then so its probably actually the medical droids that don it for him, but that doesn’t sound as good…ehm anyway) Vaders Reconstruction Chamber: This map, according to the readme, is a teaser for a bigger map that will come later on. But its still brilliant! This map doesn’t appear to have bot support (although I’m sure the finished version will), but its too small to be played properly with bots anyway. This thing that really got me in this map is the atmosphere created, it is really just like what you see in the film, dark, heavy and gloomy. Its really got that evil atmosphere. Graphically it is also very good, there’s plenty of detailing to look at. What’s best of all though, is the bed that Vader is reconstructed on, press one of the 2 control panels near the entrance and the bed raises and lowers! This is another great map, and I look forward to seeing the full size version! Another excellent mappack here from Sith J, and as usual I found virtually no bugs, or things that I didn’t like, because his maps are such high quality! Battle of Kashyyyk: Bot Support: Yes New Textures: Yes New Sounds: Yes New Music: Yes Game Types: FFA, TFFA The Senate: Bot Support: Yes New Textures: Yes New Sounds: No New Music: Yes Game Types: FFA, TFFA Vaders Reconstruction Chamber: Bot Support: No New Textures: Yes New Sounds: Yes New Music: Yes Game Types: FFA, TFFA ~Nozyspy~

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2433 downloads

Uploaded:08-24-2005

Hidden Mine (Siege)

siege_mine2a.zip | 19.93 MB

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

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1880 downloads

Uploaded:07-10-2005

Bespin Streets

icm_ctf3.zip | 1.86 MB

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

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47382 downloads

Uploaded:12-07-2004

Deathstar Trench v2.0

deathstar_trench_2.zip | 10.58 MB

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

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42541 downloads

Uploaded:10-20-2004

Episode III - Mustafar Duel/FFA

episode_iii_mustafar_sjc.zip | 13.77 MB

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

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22048 downloads

Uploaded:07-15-2004

Zion

zion.zip | 25.3 MB

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

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1879 downloads

Uploaded:05-27-2004

Disco

hotdisco.zip | 4.84 MB

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

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22296 downloads

Uploaded:05-02-2004

Sunset on Coruscant

rgoerduel2.zip | 9.21 MB

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

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1629 downloads

Uploaded:12-24-2003

(Power)Duel Arena

powerduel_arena_by_sinhope6.zip | 245.66 KB

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

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32819 downloads

Uploaded:10-16-2003

Shroom\'s Deathstar

shroomsdeathstar.zip | 7.47 MB

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

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327 downloads

Uploaded:12-10-2011

Dark Forces 2 CTF Map Pack

df2_ctf_pack.zip | 11.48 MB

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

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1408 downloads

Uploaded:03-28-2011

Korriban Holdout

korriban_holdout.zip | 4.94 MB

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

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1185 downloads

Uploaded:01-20-2011

Sirens Enclave

sirens_enclave.zip | 28.7 MB

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

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5888 downloads

Uploaded:10-20-2010

SJC Coruscant Adventures Pack (Night and Day)

sithjcull_coruscant_adventures_pack_night_and_day.zip | 75.25 MB

bedazzlement...at least once a year, SJC has valiantly produced at least one map each year, each one's impact being the equivilant of getting a shotgun blast of awesome straight to your face, leaving a crater of glory in the aftermath. Now normally Nozyspy handles SJC's maps, but...Caelum and I wish to punish him for his sloth and impertinence >:B so we are going to double-team this map in our own collective fashion, and the Hive will celebrate as our efforts result in the explosive joy of everyone's celebratory dances and offering tribute to this map. [b]Exteriors:[/b] ----------------- Right, so, when it comes to the outside, this thing is big and pretty, in short. First of all, I should probobably note that the outside feels a bit like a maze, especially at first. This isn't at all bad though, considering coruscant is supposed to be a confusing, massive, global city. There were some very minor lightning problems here and there, but both the day and the night version had an awesome atmosphere to it. Tons of fancy details help with that - advertisement banners (screenshot #4), an awesome skybox, appropriate music and more. Outside, we find a maze of corridors, going all the way down from the upper parts (screenshot #2) to the lower parts of Coruscant (screenshot #4) and eventually the undercity, where even the sunlight doesn't reach according to SW lore. There's entrances to a variety of areas, as well as a considerable race track/highway-like course (complete with swoops - yes, you can use this map for all your racing needs), along the path of which are various bars and night clubs. More about inside areas from Averus though. [b]Interiors:[/b] ----------------- The interiors can pretty much be divided into two major classes: Beds and Bars. Sounds pretty sleezy, but hey, this is the entertainment district, what do you expect? Now, there are pretty much two main bars in the map. The first bar is the famous Outlander Club that was featured most prominently in Star Wars Episode II: Attack of the Clones, in which Obi-Wan Kenobi mindtricked Elan Sel'Sabagno into effectively rethinking his life, a feat which, to my knowledge, did him little good. It's scary to look at its ingame carnation, because it's just so...empty, save for the bar itself. Most of the few tables that are available are just pushed off to the side, near the Holonet receivers, where there's a couple nice lil' sporting events, namely the swoop race and the ...wheelchair football match? I 'unno.. The second level access can be reached by a strange little force lift of sorts. Not much to discuss up there except where the doors go. One of the doors leads to a hall that will inevitably take you to some mini-bedrooms with 1-2 beds, depending on the room. This is where I started noticing that the doors in this map have a bit of a impatient streak in them. No wait function on most of them, but thankfully, if you hold use long enough, they decide to give you space to walk through. The rooms are pretty modest, not much to offer, but they definitely get the job done. Mostly chairs and beds, the occasional portrait, but otherwise nothing special worth noting about these rooms. The next major interior is yet another bar, although this one is a bit more spacious and is a bit darker than its Outlander counterpart. This one appears to have a little bit more in the way of seating and even features a stage where a holographic dancer is....wait a second...is that from....[b]IMVU?!? WAAAAAAAAAGH!!!!!!!![/b] [b]-=Averus explodes into a fine ashen powder. Another Averus steps in.=-[/b] Anywho, the bar also has two levels, though the method of getting up there is slightly peculiar: A jump pad. Nothing we're used to, but I can just imagine any character wearing a skirt freaking out at the prospect of ascending these pads. Other than the host of seating, the atmosphere(see: music) is pretty much the same. Nothing much to elaborate on, other than I really like the atmosphere here. The slew of posters, the less colorful bar, the...suggestive holo-images. Really feels like a Star-Warsy downtown bar. ONWARD, to the...apartment complexes. Here, a most devious set of interiors await thee. Most of the apartments here feature pretty barebones furnishings, mostly a desk with a terminal and a bed, with the only decor being some wall posters. Amusingly enough, one of the apartments has a malfunctioning door. Privacy, you has it not. The most fortunate of the apartments is one that(I'm assuming, here, since I've never watched the animations,) belonged to Cad Bane. This one is most fortunate in its furnishings, as it holds desks, bed, WINDOWS, and...some holographic droid of sorts. Not sure what it's deal is, but SJC loves him some holograms. Winding the base here, it's time to finish off and mention the roadside "underground" bar, which is the most unorthodox of the taverns. This one features a large critter underneath the floorboards. Guess what it is? A RANCOR?! OF COURSE! Most of the actual seating for this den is actually strewn in a side alcove. The main area is mostly an arena strewn with laser turrets and a control panel to unleasha deh rannycor(nice tough with the sound clip, by the way XD) Couple TVs, some more holo-decor, and you've got the underground den pretty much laid out. It's a shame there wasn't much seating in this one, maybe behind a two-way mirror, where the betters can see who wins and who gets eaten. Dunno, just a thought :D [b]Closing Thoughts:[/b] ------------------------ Part of me was surprised at just how small the map was in comparison to the file size, but considering the MASSIVE amount of custom textures and shaders that went into this map, I can understand just how easily that stuff can add up. Overall, a magnificent map, and it's projects like these that make me feel ever so grateful for the master server's resurrection. En Taro Tassadar...really? That's how I'm gonna end it? *sighs*....Okay. Back to you, Caelum. Now, quality-wise. Sufficed to say, this is SJC quality. There were some areas where the FPS of my less-than-modern machine struggled a little, but in all, this map seems stable & looks awesome. I also have to say those 3D image thingies (like the road blocking droid & the female dancer) are very fancy. There is one thingy I would like to see in a future version - an expanded interior for that landed ship (see screenshots #1 & #3). Yeah, I'm a sucker for ship interiors ;) Worth getting, though? Well, obviously! :P New Textures: Aye New Music: Aye Secrets to plunder: Aye Bot Support: Aye -=Cosmos Duality - Averus & Caelum=-

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625 downloads

Uploaded:08-19-2010

Death Star Hangar Duel JKA

death_star_hangar_duel.rar | 6.95 MB

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

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342 downloads

Uploaded:06-20-2010

Jedi Temple Library Duel

jedi_temple_library_duel_1.0.zip | 11.03 MB

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

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931 downloads

Uploaded:06-06-2010

The Tardis

duke_tardis_duel.zip | 6.14 MB

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

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4014 downloads

Uploaded:06-03-2010

Star Wars Episode 1: Duel Of The Fates v3

star_wars_episode_i_duel_of_the_fates_version_3.zip | 40.96 MB

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

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458 downloads

Uploaded:02-22-2010

Star Wars Episode III Palpatine's Rooftop

star_wars_episode_iii_palpatines_rooftop.zip | 17.16 MB

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

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2781 downloads

Uploaded:09-04-2009

[CONTEST] Amock Hangar T-31

78amock_hangar_t31.zip | 33.99 MB

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

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2846 downloads

Uploaded:07-13-2009

RPG Carida Academy

rpg_carida_v2.zip | 14.9 MB

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

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2326 downloads

Uploaded:04-17-2009

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

tc_timon_2.zip | 19.4 MB

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

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3894 downloads

Uploaded:02-05-2009

Dash Rendar Resurgence

dr_resurgence.zip | 54.55 MB

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

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2225 downloads

Uploaded:01-28-2009

Tatooine Outpost

tatooine_outpost.zip | 35.52 MB

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

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11095 downloads

Uploaded:12-25-2008

SJC - Mos Kreetle

sjc_jkg_preview.zip | 114.94 MB

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

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2908 downloads

Uploaded:12-22-2008

Onossia Jedi Academy

onossia_v1.zip | 24.36 MB

night-time one. Whilst only a few of the areas (namely the ones that are open to the sky) have different night-time lighting and sky textures, the difference in feeling between the two versions is quite noticeable. I have reviewed plenty of Academy themed maps whilst I’ve been around here, but I must say this one is rather unique out of all the ones I have seen. It does of course have all the necessary Academy features, such as a dorm / bedroom area, saber duelling rooms, large open communal areas and of course the ever present council room and secret areas that only those in the leadership of the clan traditionally know how to get to. The unique feature I am talking about is the actual texturing of the map. Generally speaking Academy themed maps tend to use a lot of Yavin textures, since the Jedi Praxeum on Yavin is the most well known ‘Jedi Academy’ probably followed closely from the Dantooine Academy from Knights of the Old Republic. This map has plenty of Yavin textures, but the unusual thing is that they seem to be mixed in with rather a lot of Bespin textures as well. I would never have thought of putting the two together since the old weathered Yavin stone textures wouldn’t seem to go very well with the relatively new, clean metallic Bespin textures. However whilst there are certain areas in this map where they didn’t fit together very well, on the whole I was quite surprised to find that they generally fit together pretty well in this map. The architecture is a similar mix between rounded structures, and the more traditional angular Yavin style architecture. Overall though, like the texturing, the two styles work pretty well together. One thing is for sure, this map is [b]huge[/b] and there are loads of places to explore, one of which I thought was a nice little nod to the Dantooine Academy out of KotOR. One ‘crossroads’ has a feature in the middle, with some basins full of water, and a tree at the top, with an open skylight above that. If I remember rightly this is exactly what was featured in some concept art for the Dantooine Jedi Enclave under level that featured in Knights of the Old Republic 2: The Sith Lords. I cant remember whether that area made it into the final game, but I do remember that piece of concept art as it was one of my favourites. Also along the Dantooine Academy theme, this map features the music from the Dantooine Academy level of KotOR, which is another nice touch. Some other areas that are of particular note are the Council rooms (yes, there seems to be more than one council room!) an outside courtyard area and the expansive, secret, underground labyrinth. There are definitely some areas I feel could be improved upon though. One of the main ones was the scenery you can see outside some of the windows. The hills and such you can see through these windows are rather too angular and do not look natural enough, I definitely think these need to be softened a bit to make them look more natural and organic. Another less noticeable area that needs some tweaking are the stairs. Don’t forget to place a wedge shaped brush covered in the ‘noclip’ texture over the stars, so when you run up them, you go up smoothly, rather than bouncing up and down as you step up each step. Lastly I would suggest continuing working on texture combinations and architectural details to really polish this map up to a brilliant shine. ;) All in all though, good work here! What is more, I couldn’t find any clan logo’s or references in this map, so it should be suitable for all clans to use, which is always a bonus. If you guys like the look of it, give it a download! [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] Yes [b]Bot Routes:[/b] Yes [b]Game Types:[/b] FFA ~Nozyspy~

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1635 downloads

Uploaded:09-20-2008

Naboo Town

naboo_town.zip | 13.64 MB

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

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4112 downloads

Uploaded:08-05-2008

Mercenary Battle V2

merc_battle_v2.zip | 41.7 MB

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

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10411 downloads

Uploaded:07-08-2008

Sith Council Final

sithcouncilv3.zip | 22.35 MB

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

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6686 downloads

Uploaded:06-23-2008

Tatooine rpg

tatooine_rpg.zip | 9.42 MB

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

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3054 downloads

Uploaded:06-05-2008

Leviathan Bridge Duel & Revans Flagship Duel *BONUS*

mace_leviathan_revan_duel.zip | 19.01 MB

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

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9011 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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1369 downloads

Uploaded:01-17-2008

Spacefighter Factory: Project Shadow Streak

spacefighter_factory.zip | 21.41 MB

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

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7457 downloads

Uploaded:12-10-2007

The Jedi Enclave on Dantooine

kotor_dantooine_enclave.zip | 13.07 MB

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

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2434 downloads

Uploaded:11-30-2007

Ravager Duel

mace_ravagerduel.zip | 11.24 MB

worried about accuracy, you shouldn\'t be disappointed. Admittedly KotOR2 was [i]not[/i] my favorite game, and Nihilus was [i]not[/i] my favorite Sith Lord, but despite these things I always found the concept, style, and execution of Nihilus\'s Ravager to be fascinating and, well, downright rather cool. We have nothing less here. This is just the bridge portion of the Ravager, so don\'t be expecting to explore the exposed bowels of the ship. Despite this limitation the bridge is absolutely [i]huge[/i] -- much larger than I remembered, though I haven\'t played that portion of KotOR2 in probably two years -- and really from what I remember looks spot on, right from the glowing red steps to the Telos and Citadel Station skybox. There\'s plenty of room to fight, some interactive bits (don\'t attack the scenery!) and... well... just remember that the Ravager\'s a bit beat up. There\'s nothing separating you from the great wide beyond! Take that as a warning to watch where you jump. MovieBattles fans will be happy to hear that this map is going to featured in the next MovieBattles update. It includes bot support, and is available for both duel and free for all. Great release, Mace! Definitely a great reproduction, and fun to play to boot! [b]Bot Support[/b]: Yes [b]New Models[/b]: Yes [b]New Textires[/b]: Yes [b]New Music[/b]: Yes [b]Game Modes[/b]: duel, power duel, free for all ~Inyri

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2967 downloads

Uploaded:09-26-2007

Endor and More

endor_and_more.zip | 20.02 MB

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

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984 downloads

Uploaded:09-18-2007

ffa_rift(Tw)

ffa_rift.zip | 2.43 MB

location to make an entirely new free for all with the same style. I always [i]loved[/i] that location -- both the single player map and the multiplayer version -- so I was bound to love this map right off the bat. Doesn\'t hurt that it\'s not only gorgeous, but functional as well. The architecture is spot on. There are some great stone walls covered by rifty platforms, complete with the typical strange and mystical ruins that seem to serve no function. Y\'know, the staple of Star Wars and so many other fantasy plotlines. What I really love about this map is that the architecture is in no way square. It\'s still [i]angular[/i], but hardly anything here is actually four-sided, which is always nice. The map also contains the typical crystal theme that the rift is so well known for, as well as many elements that simply add to a ruined sanctuary feel, such as broken walkways and rubble. From the perspective of gameplay, this map should support a medium to large free for all. The author claims six to seven players is best, and I\'d tend to agree. There\'s plenty of room to stretch, but any more than that and it\'ll get hectic. It\'s a decent sized map, but by no means would I go so far as to say it\'s [i]large[/i] (when compared to some other monstrously large \'omg I\'m lost!\' types of maps). Plenty of things to trip over too, so you won\'t be able to just run around and swing your saber. Bummer, I know. ;) Overall a good map. The author worked a long time on it and it certainly shows. Definitely has that rift feel to it! [b]Bot Support[/b]: Yes [b]New Textures[/b]: No [b]New Sounds[/b]: No [b]New Music[/b]: No ~Inyri

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2127 downloads

Uploaded:09-17-2007

ldj_mappack

ldj_mappack.zip | 33.54 MB

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

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6384 downloads

Uploaded:09-09-2007

Alzoc 3 Capital

alzoc_3_capital.zip | 26.2 MB

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

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3740 downloads

Uploaded:09-08-2007

Grand Jedi Skills: *Flaw Stories

grandflawv2_jka.zip | 49.53 MB

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

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3277 downloads

Uploaded:08-28-2007

Mos Eisley Backstreets - Night

night_moseisley_bkstreets.zip | 27.58 MB

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

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1552 downloads

Uploaded:08-10-2007

Alzoc 3 Spaceport

alzoc_3_spaceport.zip | 7.46 MB

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

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4325 downloads

Uploaded:08-07-2007

BoC Duel Observation Deck

boc_duel_observation_deck.zip | 33.56 MB

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

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4643 downloads

Uploaded:06-06-2007

[CONTEST] The Emperor's Throne Room

duke_throne_duel.zip | 8.7 MB

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

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163 downloads

Uploaded:09-01-2006

Smugglers Hideout

smugglers_hideout.zip | 1.31 MB

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

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2085 downloads

Uploaded:08-29-2006

Dune Sea Tower

dune_sea_tower.zip | 6.11 MB

the Darth Arth Mapping Academy Map Contest, and while I don\'t know who won this particular contest, this map certainly has \"winner\" written all over it. This map seems ideally suited for guns matches, if only because there are so many weapon pickups scattered around the map. There are plenty of weapons and plenty of ammo, and the map is arranged in such a way that should provide for some very interesting fire fights. There is enough cover and nooks and crannies to hide yourself, or shoot from cover. The layout of the map is very good, providing both good gameplay and interesting scenery. The map itself seems to be a compound set in the Dune Sea of Tatooine. I did find the architecture -- or rather the texture choices -- a little strange for a Tatooine-based map. However I can\'t say it isn\'t unique. The texturing and coloring of the structures, which might remind you more of Bespin, is set in an unending desert, with occasional sand making an appearance spilling over some of the walkways. An electric fence blocks you from exiting the compound, so don\'t try to escape. You wouldn\'t last a day out there in the Dune Sea anyway ;). Overall a great map we\'ve got here, perfectly sized for a decent brawl. It\'s got good looks, a good layout, and plenty of ammunition to keep you busy for hours. Another wondeful piece by Darth NormaN! [b]New Textures[/b]: Yes [b]New Music[/b]: Yes [b]New Models[/b]: No [b]Bot Support[/b]: Yes ~Inyri

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10139 downloads

Uploaded:05-23-2006

Sssid - Jedi Temple on Coruscant v1

sssid_jedi_temple_v1.zip | 10.27 MB

would have to be MASSIVE and that could cause problems making and compiling the map. But Several Sided Sid has succeeded in creating just a map! And the way he has got around potential problems is ingenious! ;) Many of you will probably remember that in Episode 3 where Anakin storms into the Jedi Temple with his army of clones that it is night-time. Well that’s the way that Sssid has cleverly got around the potential difficulties with this map…its night-time! Since it’s night-time most of the map is very dark (except for the entrance area that you play in). Because of this the author has been able to get away with simply not constructing half of the map. If it had been daytime you would have had to make the entire exterior for it to look realistic. But since its night-time in this map, Sssid has only recreated the entrance area in detail, and some parts around it. After that it just fades into darkness, with a few lights on the wall to give the idea that the front of the temple actually carries on into the distance. That’s the thing that I really love about this map, if feels like the entire exterior of the Jedi Temple is there, but really it’s only the main entrance area! A very ingenious solution to some very difficult problems with mapping such a building! The actual entrance area isn’t an absolutely EXACT replica of the one from the films. There are four rows of massive pillar type things at the front (which in this map look fantastic!). In the film, these had giant carvings on them (which look like legendary ancient Jedi or something). In this map however there have been added instead pictures of four famous Jedi from the films; Yoda, Anakin, Mace Windu and Obi Wan. It has been made to look like the characters have been carved out of the stone pillars, which I think looks really cool. :) This map is REALLY big, so there’s plenty of area for dueling or FFA’ing which is good! There are a few things that bugged me a bit here though. One small one would be the sky. Although the ‘fading into darkness’ thing is a really clever way to avoid potential problems with this map, it does look kinda weird that the sky doesn’t have any stars. :S But I suppose that would give away where the edges of the map were. The main thing though was the texturing of the Temple exterior above the four rows of massive pillars. Most of the exterior is textured in a kind of light coloured smooth stone texture, which looks really good. But above the pillars there’s a big red coloured stripe and some heavily patterned stone tile textures, which look out of place with the rest of the texturing. :/ But besides that another superb map here from Sssid! Don’t forget to see if you can find the famous can of Coca Cola that Sssid has dropped somewhere in this map! He must go through a lot of cans! :P Another thing to note is that this map is part of a much bigger project by a team of mappers to create the Jedi Temple inside and out. I shall definitely look forward to seeing more work from that project! :) Bot Support: Yes New Textures: Yes New Sounds: No New Music: Yes Game Types: FFA, TFFA ~Nozyspy~

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22403 downloads

Uploaded:05-09-2006

Academy 1.2

a1_v1.2.zip | 8.61 MB

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

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5011 downloads

Uploaded:04-30-2006

Shadows of the Empire Escape from Echo Base

shadows_of_the_empire_mod_level1.zip | 5.84 MB

different, the mapping styles probably aren't all that different. This map just seems... bland. And I haven't even gotten into the technical problems, of which there are many. Why don't we cover those first? First of all: missing textures. There are quite a few, which you'll notice as you go along. Secondly, z-fighting. Quite a bit of that, as well, in various places. There are also misaligned brushes, holes in the map, and I didn't see a light that had a source [i]anywhere[/i] in the map. Older games didn't worry about light sources, but with a newer engine (in comparison) that ought to be taken into account as a factor. Nobody said you couldn't spruce up an old concept by adding new detail when you have the power. There are quite a few problems that are unrelated to the mapping as well. First of all the music doesn't work, mainly because the author didn't bother to include it in the PK3. As a single-player level it's also a bit difficult to get loaded - you have to load it as a mod, then load it up in the console as well. Having a batch file to do this for us would have been a heck of a lot simpler. Also Force has not been disabled, and you don't play as Dash Rendar (which is kind of a disappointment). This means you're basically a Jedi running around with a blaster on Hoth and no lightsaber. Then, to end off the level... nothing happens. You beat the end guy and you just sit there. You can go back and kill some stormtroopers if you want, because the level won't end itself. Personally for something like this I would have suggested a crew of a few more people, or I would at least suggest the author gains a bit more knowledge about single-player mapping so he can get the level working 100% correctly. Having a SP map come out only half done is really kind of a bummer, especially when it's something as cool as Shadows of the Empire. [b]Note[/b]: Should you decide you want to play it, the read-me is incorrect in its play instructions. The map name is [b]sote_echo_base1[/b], not sote_echo_base. New Textures: No New Models: No New Music: No Bot Support: N/A ~Inyri

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3181 downloads

Uploaded:04-14-2006

Doomed

doomed_jr.zip | 13.78 MB

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

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8214 downloads

Uploaded:03-18-2006

Jedi Temple Battle Map

jedi_temple_battle.zip | 9.23 MB

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

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218 downloads

Uploaded:03-06-2006

Rift Duel

rift_duel_v01.5.zip | 7.27 MB

smaller you can ‘concentrate’ the detail. And there’s plenty of nice little details in this map! But before I get to that, lets have a look at what else is in the map. First of all the lighting. Now when I first loaded this map up the colours gave me quite a shock! Deep blue and deep red are an interesting mix! I suppose that blue lighting is kinda a must if you are making a Rift themed map (which this is) and the red lighting is also a must if you have lava (which there is some of in this map). After a few minutes though I got used to the strong contrast in colours, and I must say, I actually really like how the two colours go together, the deep blue from the blue crystals and the deep red from the lava looks cool! The sharp contrast adds a lot to the feel of the map. :) So I give two thumbs up for the lighting! As for the effects used on the map, the lava spurts and the fog look cool, but what I love the most is the blue and red coloured lightning that sometimes flashes down over the duel pad! The Obi-wan Vs Anakin music from Episode 3 also fits really well, its great music to duel to! Now onto the architecture, this is where what I mentioned about the detail earlier comes in. There’s plenty of detail crammed into this map. When you move out from the area with the lava and go into the tunnel there is tons of detail. Just look at how the pillars are made, and the really nice lattice type effect connecting the arches, it looks very cool. The texturing here also adds a lot to the overall feeling of detail. As well as that models are also very well used, some statues here and there, and good use of the Rift Crystal models. ;) One thing that bugged me though is that at the end of the tunnel there’s just a wall. :S It would have been nice if it ended in a little room or something, its kinda strange having the tunnel just ending abruptly with a wall. :( But apart from that, a very nice duel map here! I thought it was great. ;) If you like the look of it, why not give it a download? :) Bot Support: Yes New Textures: Yes New Sounds: No New Music: Yes Game Types: Duel, Power Duel ~Nozyspy~

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6085 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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330 downloads

Uploaded:02-17-2006

Campi Flegrei

duel_cf.zip | 10.91 MB

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

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348 downloads

Uploaded:11-18-2005

Ancient Tomb

ancient_tomb.zip | 236.57 KB

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

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197 downloads

Uploaded:11-12-2005

Statue Duel

statueduel.zip | 4.19 MB

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

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9501 downloads

Uploaded:11-12-2005

20th Century Fox

20thcenturyfoxv21.zip | 3.99 MB

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

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252 downloads

Uploaded:09-24-2005

Sith Docks

sithdocks.zip | 1.19 MB

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

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7645 downloads

Uploaded:08-17-2005

() Academy V3

gjoacademyv3.zip | 9.19 MB

this rate he will be brilliant before long ;) As I said, this is his latest and best map so far, it’s a medium sized academy map, which seems to be primarily for the GJO clan, although I only ever noticed ONE reference to anything to do with GJO. For the most part, the map just looked like a general academy map, which you really wouldn’t think was associated with any particular clan. Really this is a map any clan could enjoy. The main hall area is really cool I think, with a nice, but unusual mixture of different textures. The rest of the map is also textured quite nicely :) The architecture is nice, and also quite simple. Probably my favourite room was what seemed to be the council room, I cant think what it reminded me of, but it was brilliant! Oh and don’t forget the banana bar too! (Yes that is a bannana you see in the screenshot ;) ) I think its a good thing to have simple architecture in a clan, or academy map, where there is gonna be a lot of duelling, or FFA’ing n’ stuff, because its easy on the eye - you don’t have to concentrate too much on your surroundings whilst duelling. So you can concentrate more on your opponent. It also keeps the frame rate decent, which is a must especially when you’re duelling! As with all clan maps there are secrets to be discovered here, and they’re pretty cool too, not just your average “secret room” these are interesting secrets ;) As with all maps, there’s always something that can be improved upon. Here I noticed that there was quite a bit of z-fighting in some areas, there were also one or two places where the lighting could be improved, like in the round duel room, with the pool in the middle. Perhaps if there were some torches, or lamps on the 4 pillars, to give some more natural lighting. Also, it could really do with bot support. That’s something all authors should try and put in their maps. There’s an excellent tutorial here: http://jediknight2.filefront.com/info/BotWaypointTutorial I know it says JK2, but it works fine for JKA too. Perhaps most of all though, it could really do with some weapons and ammo for FFA’ing! :( Not a bad map at all here, I’m sure its something you might like to take a look at if your in a clan ;) Oh, and last of all, the music on the map is sweeeeet! You gotta love that matrix music ;) Bot Support: No New Textures: Yes New Sounds: No New Music: Yes Game Types: FFA, TFFA ~Nozyspy~

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22241 downloads

Uploaded:07-13-2005

Jedi Pyramid 2

rpg_jedipyramid2.zip | 26.36 MB

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

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61653 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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9396 downloads

Uploaded:07-07-2005

!SoS! Underground

map_sos_underground.zip | 9.64 MB

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

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7883 downloads

Uploaded:06-30-2005

Hotel Coruscant

hotelcoruscant.zip | 5.67 MB

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

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23574 downloads

Uploaded:06-29-2005

Sith Council

sithcouncilv2.zip | 30.79 MB

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

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12143 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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73075 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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44390 downloads

Uploaded:03-29-2005

Jurancor Park

sjc_jurancor_park.zip | 53.51 MB

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

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779 downloads

Uploaded:03-10-2005

A View on Lok

viewonlok.zip | 6.54 MB

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

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6063 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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4799 downloads

Uploaded:02-08-2005

Manaan Beta

manaan_beta.zip | 3.56 MB

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

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9568 downloads

Uploaded:02-01-2005

Wrecked Alien Spacecraft

spacecraft_jado.zip | 8.26 MB

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

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972 downloads

Uploaded:01-17-2005

Theed Montross Hangar

macestmh.zip | 10.24 MB

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

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17828 downloads

Uploaded:12-22-2004

Coruscant Part I - Padme\'s Home

sjc_coruscantp1.zip | 13.88 MB

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

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17810 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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1124 downloads

Uploaded:12-01-2004

Koriban Palace Two

korpalace2.zip | 4.88 MB

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

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64844 downloads

Uploaded:10-02-2004

Naboo Hills 2.1

naboohills21.zip | 8.67 MB

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

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50686 downloads

Uploaded:09-02-2004

FFA Episode 1 2004

ffa_episode1_2004.zip | 30.87 MB

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

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70774 downloads

Uploaded:08-08-2004

Kamino

kamino.zip | 16.63 MB

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

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232832 downloads

Uploaded:08-07-2004

Jedi's Home (JL)

jedishomejl1.1.zip | 10.14 MB

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

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20520 downloads

Uploaded:07-09-2004

Far Cry of the Jedi

farcry_of_the_jedi_sith_j_cull.zip | 8.58 MB

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

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14883 downloads

Uploaded:07-02-2004

Anchorhead Slums (v2.0)

anchordhead_slums.zip | 2.23 MB

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

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160 downloads

Uploaded:07-02-2004

Fire Temple

firetemple.zip | 793.72 KB

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

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535 downloads

Uploaded:05-27-2004

Byss Duel

byssduel.zip | 319.8 KB

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

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1198 downloads

Uploaded:04-14-2004

Tatooine Cave (v3.0)

tatooinecavev3.zip | 5.02 MB

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

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4630 downloads

Uploaded:03-15-2004

Bespin Tower

bespintower.zip | 1.81 MB

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

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624 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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54137 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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1280 downloads

Uploaded:01-16-2004

Atak Cargo Bay

artak_cargo_bay.zip | 2.01 MB

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

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4851 downloads

Uploaded:01-13-2004

Night Bespin 2310AD (v1)

bespin2310ad.zip | 13 MB

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

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8286 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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130 downloads

Uploaded:04-22-2012

Renaissance Academy

renaissance_academy.zip | 53.6 MB

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

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165 downloads

Uploaded:12-24-2011

GoldenEye Caverns

goldeneye_caverns.rar | 30.2 MB

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

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431 downloads

Uploaded:12-13-2011

Temple of the Snakes

jungletempleffa.rar | 3.8 MB

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

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206 downloads

Uploaded:12-08-2011

DooM.pk3

doom.zip | 108.58 MB

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

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87 downloads

Uploaded:11-21-2011

Korriban Arena [Fixed]

kor_arena_fixed.zip | 4.57 MB

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

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341 downloads

Uploaded:11-21-2011

Troll\'s Den Station

trolls_den_station.zip | 20.44 MB

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

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995 downloads

Uploaded:11-07-2011

Jedi Council GCX - 2010

jedi_council_gcx_2010.zip | 36.22 MB

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

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18 downloads

Uploaded:10-27-2011

Korriban Arena

kor_arena.rar | 4.67 MB

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

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213 downloads

Uploaded:10-16-2011

Temple of the Massassi

tom.zip | 43.78 MB

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

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103 downloads

Uploaded:09-11-2011

Krayt Canyon CTF

ctf_krayt.zip | 2.05 MB

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

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138 downloads

Uploaded:07-11-2011

The Matrix Unleashed - SubMetro

tmu_submetro.zip | 57.81 MB

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

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379 downloads

Uploaded:06-12-2011

Old Rebel Base V3

orb_v3.zip | 12.39 MB

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

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164 downloads

Uploaded:06-07-2011

Garden of Eden V2

edenv2.zip | 26.68 MB

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

Garden of Eden - Screenshots Screenshots:

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247 downloads

Uploaded:03-07-2011

GoldenEye Temple

goldeneye_temple.zip | 3.26 MB

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

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241 downloads

Uploaded:02-07-2011

Sith Dungeon Duel Map

sithdungeonmap.zip | 1.5 MB

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

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467 downloads

Uploaded:01-23-2011

GoldenEye Facility

goldeneye_facility.zip | 21.4 MB

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

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477 downloads

Uploaded:01-04-2011

Sith Cave

sithcave.zip | 4.72 MB

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

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181 downloads

Uploaded:11-09-2010

Imperial Outpost Duel

imperialoutpostduel.zip | 6.69 MB

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

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330 downloads

Uploaded:10-19-2010

Bramble Gambol 2

bramblegambol2.zip | 19.06 MB

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

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207 downloads

Uploaded:09-29-2010

Tatooine Oasis CTF

tatooine_oasis.zip | 36.73 MB

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

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258 downloads

Uploaded:09-19-2010

Ancient Egyptian Catacombs

catacombs.zip | 3.71 MB

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

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2024 downloads

Uploaded:09-10-2010

The (JAWA) Temple

69the_jawa_temple.zip | 25.8 MB

version of the authors\' description. [quote]It\'s centered around (or more precisely within) a speeder bike track, although for obvious reasons the spawn points are all away from the track itself. The main area of the map includes a large council building with a three-doored lobby, featuring some greenery and the clan emblem, a couple of elevators to the bar, and of course the waiting room and council chamber. Other areas in the main portion of the map include the \"Shrine of the Founders\", near the bar, which has statues of clan founders Matt and Iniowe, as well as Link, who\'s led the clan since 2005. Continuing along from the Shrine of the Founders is a bridge over the main area of the map to the target range. This features targets that actually do something when shot. Outside there\'s also an elevator down to the main level of the map, with room for several people. Near the elevator on the main level is a large arena with galleries for observers. Other areas outside include a small park near the \"Great Gate of the Jawas,\" a large park partly under the speeder track (check out the skylights on the track itself), which kept growing more elaborate throughout the development of the map, a small arena for training, also with working health dispensers, a swimming pool (try the diving board!), and a couple of false doors to buildings that couldn\'t really have finished interiors due to the complexity of the map. One of them is where regular clan members live, and I haven\'t come up with a story for the smaller building... Opposite the swimming pool is the door to the council members\' private apartments. There are several on each level, and all feature lockable doors that can\'t be triggered from the outside. The map comes with a number of droid NPC\'s which can be safely spawned on any server with this map installed. I\'ll probably submit a separate pack consisting of the droids alone. People who don\'t have the droids can still see untextured R2 and R5 models, so there shouldn\'t be any crashing. There\'s a complete list of them in the readme. This map supports FFA, TFFA, Duel, and Power Duel, although due to FPS issues I wouldn\'t really recommend it for TFFA. I did add botroutes to it before finishing, and it has appropriate weapons, ammo, and Force pickups in various locations, as well as spawn points for team play. I\'ll be glad to answer any questions that you have about the map or anything in it! Helena Revan[/quote] -------- Whoa. First off, I\'d like to say this map actually rivals BDC Racing Club as my favorite racing map. The architecture present in this map is well done, though there are a couple of areas that could be improved. Everything is clear-cut and straight, as should be expected with stonework. The texturing is also well done, and really adds to the architecture. Add in the lighting, and you get a superb map that fits the \'newly built yavin\' theme quite well. Of course, the yavin theme doesn\'t end there. Outside, you can hear wildlife, and where there\'s water, there\'s watery sounds. +1 for ambiance. This map includes numerous features, including duel rooms, a firing range, a council room, and more, but most importantly: [b]A race track.[/b] Well, that\'s obvious, considering what I said above regarding BDC... :P The entire temple complex is situated in the middle of the track, with access provided through the race control room. The track itself is nice, being detailed and twisty, but unfortunately, it\'s very short. With the swoops provided, I could complete a lap in a little under 45 seconds. (About 55 seconds without turbo) That\'s depressingly short. Sadly, this map has another downside besides the short track... There are a number of custom vehicles included (which are nice), but these were packaged in the same pk3 as the map, meaning people who aren\'t running a mod such as Japlus will have to be careful about what custom vehicles they have installed. In all my looking, I found three secrets (Lugormod REALLY helps with that, given its ability to show entity info in-game.), and one bug: The toggleable ramp for the track covers some of the see-through-floor seconds, but it isn\'t textured on the bottom. In all, a very nice map, and well worth the download. Oh, and find the secrets yourself. New Sounds: No New Textures: Yes New Shaders: Yes Botrouting: Yes Gametypes: FFA, TFFA, Duel, Powerduel -------- I have some suggestions for the authors. You don\'t have to follow these, but I recommend you do anyway. :P -Longer Track I\'d say one lap should take 2 to 4 minutes with turbo. You could also convert the track\'s \"shortcut\" to be a 1 to 2 minute track, thus letting people choose between a short race and a long race. -Improved Buttons The func_usable button setup used could be done more efficiently. You can save entities, brushes, and triangles by using only one func_usable, and making a couple anim-map shaders. If you need help with this, don\'t hesitate to ask. -Vehicles Seriously, move them to a separate pk3. Also, if you want vehicles to remain available, I can help you there with a script or two that will let server owners pick between custom and base vehicles. That\'s all. Again: Worth the download. ~Crazy

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2371 downloads

Uploaded:08-28-2010

D SKULL airship

dskullship.zip | 133.18 MB

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

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327 downloads

Uploaded:08-19-2010

Yavin Final Jedi Academy Version

yavin_final_jedi_academy_version.rar | 3.5 MB

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

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63 downloads

Uploaded:08-17-2010

Reactor Room

reactor_room_duel_map.zip | 1.67 MB

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

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127 downloads

Uploaded:08-17-2010

Platform Training 2010

platform_training_arena_v1.zip | 21.06 MB

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

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865 downloads

Uploaded:07-10-2010

Star Wars Episode III: Jedi Temple - Cin Drallig Duel

jedi_temple_cin_drallig_duel.rar | 11.18 MB

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

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2622 downloads

Uploaded:07-05-2010

Jedi Council GCX - 2010

jedicouncilgcx2010_v2.zip | 36.32 MB

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

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1943 downloads

Uploaded:07-03-2010

Alzoc 3 Spaceport V2

alzoc3_spaceport.zip | 8 MB

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

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4444 downloads

Uploaded:07-02-2010

Jedi Council GCX - 2010

jedi_council_gcx_2010.zip | 34.7 MB

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

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559 downloads

Uploaded:06-27-2010

Star Wars Episode I Jedi Temple - Training Room

episode_1_jedi_temple_training_room.rar | 18.86 MB

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

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3185 downloads

Uploaded:06-22-2010

Giant Playable Piano

playablepiano.zip | 44.98 MB

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

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1897 downloads

Uploaded:06-15-2010

Sith Temple v2

sithtemple_blueninja_v2.zip | 14.78 MB

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

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752 downloads

Uploaded:05-04-2010

Star Wars Episode III Palpatines Rooftop Version 2

episode_iii_palpatine_rooftop_version_2.zip | 17.41 MB

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

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572 downloads

Uploaded:04-26-2010

Rusty Bucket Bay v2

bk_rusty_bucket_bay.zip | 61.92 MB

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

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421 downloads

Uploaded:04-26-2010

Cartoon World

cartoonmap.zip | 4.56 MB

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

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1085 downloads

Uploaded:04-19-2010

World 1-1

marioworld_11.zip | 5.95 MB

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

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489 downloads

Uploaded:04-12-2010

Race For Death

race_for_death.zip | 6.82 MB

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

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1152 downloads

Uploaded:04-11-2010

The Council of Light

the_council_of_light.zip | 1.91 MB

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

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310 downloads

Uploaded:03-20-2010

JKR - Castlevania

jkr_castlevania.zip | 11.59 MB

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

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513 downloads

Uploaded:03-12-2010

Jaggers Birthday Map

extrajka.zip | 25.78 MB

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

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1158 downloads

Uploaded:03-04-2010

EUROCORP CITADEL

deurocity3fix2.zip | 89.39 MB

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

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149 downloads

Uploaded:03-01-2010

Sith Cellar Duel

sith_cellar_duel.zip | 4.56 MB

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

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343 downloads

Uploaded:02-14-2010

After Hours

after_hours_v1.0.zip | 6.57 MB

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

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976 downloads

Uploaded:02-12-2010

Back to the Roots

back_to_the_roots.zip | 12 MB

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

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551 downloads

Uploaded:11-27-2009

Multiplayer Role Player 2

mprp2.zip | 24.88 MB

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

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3288 downloads

Uploaded:11-10-2009

Double-Cross on Nar Shaddaa

dfii_ns_double_cross_sp.rar | 35.74 MB

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

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374 downloads

Uploaded:11-08-2009

Arkham Asylum

25arkham.zip | 22.29 MB

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

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594 downloads

Uploaded:11-03-2009

Malevolence

malevolence.zip | 11.71 MB

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

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1205 downloads

Uploaded:11-02-2009

Labyrinth -Halloween Special- JKA EDITION

halloween_labyrinth_jka.zip | 16.36 MB

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

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1064 downloads

Uploaded:10-28-2009

Eurocorp Syndicate Airship

eurosyndicate.zip | 85.32 MB

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

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279 downloads

Uploaded:10-25-2009

The New Academy

the_new_academy_v2_2.zip | 11.9 MB

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

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2886 downloads

Uploaded:10-22-2009

SJC - Naboo Crystal Sanctuary

sjc_naboo_sanctuary.zip | 44.18 MB

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

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698 downloads

Uploaded:10-15-2009

KYRPG

kyrpg.zip | 13.66 MB

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

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1756 downloads

Uploaded:09-07-2009

[CONTEST] Taris Landing

taris_landing.zip | 13.16 MB

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

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5274 downloads

Uploaded:09-06-2009

[CONTEST] Horizons of Taris

tarishorizons_mace.zip | 36.63 MB

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

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650 downloads

Uploaded:08-16-2009

Jedi Academy BETA Siege Map Pack

jkasiege.com_2fer_beta2.zip | 30.67 MB

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

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283 downloads

Uploaded:08-11-2009

Bramble Gambol

bramble_gambol.zip | 12.3 MB

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

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1242 downloads

Uploaded:07-14-2009

New York

new_york_map.zip | 103.07 MB

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

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657 downloads

Uploaded:07-13-2009

Hogwartsv2

hogwartsv2.zip | 19.34 MB

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

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411 downloads

Uploaded:06-09-2009

God Of War Chain of Olympus Map

gowcojm.zip | 3.82 MB

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

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11394 downloads

Uploaded:06-04-2009

Terminative 3 Home

t3home22009.zip | 21.72 MB

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

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2138 downloads

Uploaded:06-03-2009

Chalmun's Cantina

chalmuns_cantina.zip | 42.92 MB

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

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815 downloads

Uploaded:05-31-2009

Lava Sanctuary Final

lavasanctuary_final.rar | 75.88 MB

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

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888 downloads

Uploaded:04-21-2009

Multiplayer Role Player Level

mprp1.zip | 11.38 MB

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

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2133 downloads

Uploaded:04-17-2009

Inferno

inferno_v1.0.zip | 34.54 MB

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

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505 downloads

Uploaded:03-15-2009

Industry

pande_industry_v_final.zip | 13.75 MB

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

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1249 downloads

Uploaded:03-01-2009

Shadow Moses Island

shadowmosesisland.zip | 4.48 MB

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

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241 downloads

Uploaded:02-19-2009

Team Forts!

team_forts.zip | 19.67 MB

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

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5949 downloads

Uploaded:02-08-2009

Council Building BB

councilbuildingbb.zip | 17.26 MB

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

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5708 downloads

Uploaded:02-04-2009

Grand Jedi Skills: Inner City Stories

jka_innercity.zip | 89.31 MB

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

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3726 downloads

Uploaded:01-31-2009

Apcotyl Temple

apcotyl_temple.zip | 43.42 MB

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

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284 downloads

Uploaded:01-18-2009

Hyperbolic Time Chamber

hyperbolic_time_chamber.zip | 10.83 MB

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

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214 downloads

Uploaded:01-15-2009

Showdown at Baron's Hed

duel_sabh.zip | 2.29 MB

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

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824 downloads

Uploaded:01-15-2009

Matrix Lobby

ffa_matrix_lobby.zip | 12.01 MB

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

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3285 downloads

Uploaded:01-09-2009

Trade Federation Battleship

ffa_tradefed.zip | 26.54 MB

one and only Plasma! I remember a long time ago when The Phantom Menace was still pretty new, that I got the Episode 1 game. The first level you played on, was of course, the Trade Federation battleship. I still vividly remember playing through those levels, so that will serve me well when checking the accuracy of this map! So, without further ado, lets begin… The first bit that I wanted to mention and that also caught my attention quickly was the bridge. Unfortunately in the Episode 1 game, you couldn’t get into the bridge, which always frustrated me. Finally though, with this map I can wander in and out of the bridge area as I please, which brings a smile to my face as I remember the hours of frustration all those years ago, trying to figure out if there was a cheat, or a way in to the bridge in that old game. You will notice if you look outside the window that straight ahead is Naboo, as well as an awful lot of Trade Federation battleships. I think the skybox here looks fantastic! :D Two other big features are the hangars, one of which is filled with Droid Starfighter’s ready to deploy. The other seems to be more like a storage hangar, there are crates and tanks stacked around and also some Droid Tanks and a Droid Transport at one end. Whilst some of the doors do not open (indicated by the red light) many do open and the map is interconnected with passageways, which make this a good medium sized FFA map. Alas the room where the Trade Federation lays out some refreshing drinks for Obi-Wan and Qui-Gon, and then promptly tries to pump them full of poisoned gas isn’t included, which is a bit of a shame. That is one of the improvements I feel could be made for the next time around, adding that room into the map. Apart from that, the map is a good size and well built. I do feel some of the textures could do with some more detail on them though, as they look a little too flat and clean. Perhaps some scuff marks, or giving the textures some more detail and texture would be cool. Other than that though, this is an excellent map, which I enjoyed playing on. Its been a while since I have seen some good sized movie map reproductions, so I am pleased to have been able to review this! If you guys like the look of this map, or fancy adding a new movie map to your collection, then give this a download! :) [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] Yes [b]Bot Routes:[/b] Yes [b]Game Types:[/b] FFA, TFFA ~Nozyspy~ [b]***EDIT*** Much to my shame, I actually missed a couple of areas in this map when I write the above review! I stand corrected, the conference room area where the Trade Federation attempt to poison Qui-Gon and Obi-Wan IS in here, complete with little clouds of poisoned gas! Added to that there is also a Droideka storage room that was featured as part of the Trade Federation Battleship level for The Phantom menace PC game. I do apologise for missing these areas! To get to them you just have to go through the doors on the opposite side of the Droid Starfighter hangar. Alas I completely missed this part! :( [/b]

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844 downloads

Uploaded:01-01-2009

Jedi Temple Lobby

84jedi_temple.zip | 19.47 MB

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

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471 downloads

Uploaded:01-01-2009

Christmas in Helix

christmas_in_helix.zip | 29.64 MB

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

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1257 downloads

Uploaded:01-01-2009

Halls of Torture

halls_of_torture.zip | 8.82 MB

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

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169 downloads

Uploaded:12-25-2008

Callisto

callisto.zip | 10.32 MB

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

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367 downloads

Uploaded:12-24-2008

White Odyssey

white_odyssey.zip | 17.57 MB

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

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579 downloads

Uploaded:11-01-2008

{HR} Tournament Map

htournament_map_v2.zip | 7.62 MB

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

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76 downloads

Uploaded:10-29-2008

Red Lights Temple

red_lights_temple.zip | 249.26 KB

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

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307 downloads

Uploaded:10-23-2008

Yavin IV: Jedi Academy Trainingroom

yavin_iv_jedi_academy_trainingroom.zip | 3.26 MB

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

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91 downloads

Uploaded:09-26-2008

Infinity Duel

infinityduel.zip | 2.78 MB

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

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2493 downloads

Uploaded:09-20-2008

MMG-Hoth

mmghoth.zip | 14.73 MB

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

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1124 downloads

Uploaded:09-20-2008

South Tower

uag_map_h001_st.zip | 4.84 MB

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

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576 downloads

Uploaded:09-16-2008

Skijumping

ski.zip | 10.49 MB

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

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1553 downloads

Uploaded:08-31-2008

Abandoned Academy

abandonedacademyv2.0.zip | 5.67 MB

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

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371 downloads

Uploaded:08-21-2008

Isle of Cthulhu

isle_of_cthulhu.zip | 14.39 MB

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

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2299 downloads

Uploaded:08-08-2008

D-Legion Monolith

dmonolith2.zip | 48.38 MB

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

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3870 downloads

Uploaded:08-02-2008

Jedi Rift Enclave

rpg_rift.zip | 18.66 MB

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

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2898 downloads

Uploaded:08-01-2008

Yalara Roleplay

yalara.zip | 29.86 MB

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

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2204 downloads

Uploaded:07-30-2008

Sith Facility

sith_facility_2.0 | 6.87 MB

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

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1234 downloads

Uploaded:07-21-2008

Atlantica - Source Files

atlantica_source.zip | 10.92 MB

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

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691 downloads

Uploaded:07-15-2008

The Animatrix: Training Dojo

animatrix_dojo.zip | 8.55 MB

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

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185 downloads

Uploaded:06-11-2008

Narshadda Town Wall

narrtownwall.zip | 25.88 MB

what it's built on? Here's one idea. So, summary. Rocky basin with a small lake, the wall leading into the Nar Shaddaa undercity at one end, at the other end what looks like some 'outcast' base consisting of a sentry post, a few run-down buildings, what I can only guess is a tank hangar, and a few guns. Both places have what I assume are flag resting zones for CTF. There's also one secret room that's not much of a secret at all - that glass wall gave a kinda weird effect, almost 'hall of mirrors' like you get when looking into the void, but not quite. Okay, the good points. The level is wide and open, plenty of space for firefights but it's mostly going to come down to long-range combat. The closing distance for Jedi players is a bit of a pain. For that reason the map, for it's relative simplicity, is a gunner's dream. There's definitely a cyberpunk theme going on, even if it's not exactly Nar Shaddaa's style. Given the size of the map, performance is good, and there's no relatively glaring errors. Iffy things. That Z-95 up there should tilt forwards and fall. Luckily for whoever's sat in the cockpit, JA doesn't have a physics system, or they'd be strawberry jam. The lighting in some spots is dodgy, and the rapidly flashing lights in one area may harm the eyes of any mildly epileptic players, so be careful. Texture alignment is off in places but it's really not that bad and you won't particularly see it unless you look for it. Also, the Star Wars logos and Force Unleased character poster.... breaks the suspension of disbelief. :p And now onto the bad things. The entire map is very basic, and while that's not inherently bad, I feel more could have been done and can be done for other versions; and can still be done for future versions. No sign of the bottom of the 'megacity' in the skybox, which is a shame - it would have made a nice touch, but I can live without it I guess. Once destroyed, guns won't respawn until the map is reloaded, which obviously puts a dampener on the gameplay aspect as once they're down and out, your choices come to lightsaber or disruptor - and getting a Jedi in close might be troublesome if the other team's guns are still active. Not a bad map at all, though it could be better it's a very good start. I'll be keeping my eyes open for future versions. Definitely recommended for the CTF gametype, though - it's charm in other gametypes would be somewhat limited. ~ Kouen [b]Bot Routing:[/b] Yes [b]Custom Audio:[/b] Yes [b]Custom Textures:[/b] Yes [b]Custom Meshes[/b] No

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72 downloads

Uploaded:06-05-2008

James' Inferno

james_inferno.zip | 667.95 KB

this map in FFA mode. Personally I think this is pretty good for a first map, and there are some nice features here which should make for an interesting duel. ;) The main feature is a large breakable glass panel in the middle of the duel pad, break this and you will fall a looonngg way. However you usually land on an elevator pad which will take you back up to the duelling level. However, luring hungrily below this is a big mutant rancor! Presumable this chappy hasn’t been fed in a while, so he is all to happy to go after any players unfortunate enough to fall into his den. Also to beware of is the lava below the main duelling pad, so be careful not to fall off the edge! I guess this is the main reason why the name if the map is ‘James’ Inferno’! I also like the colour scheme here, I think the mixture of the vivid blue with red hints provides an interesting contrast. Coloured lighting is a difficult thing to get right, but I think the author has pulled off the effect between the textures and lighting quite well here. There are some things I think could be improved upon though. For one, I think it would be good to add in some more architectural detail. I think lots of big industrial pipes and maybe some steam jet effects running up the walls would look cool. Also the lava down below is just a still texture, I recommend using the lava texture out of the imp_mine texture folder, since that moves around and glows. Also, the map didn’t appear to have any music. Music is always plays a big part in setting the tone and feeling of the map, so for next time around, definitely try to find some good music to put in your map. Other than that though a good job here mate considering it is your first map! :) The bot support too is a nice feature, which you don’t often see, in first maps. Well, if you guys like the look of the map, then give it a download, and don’t forget to leave the author some good constructive comments so he knows what points to improve upon for next time. :) [b]Bot Support:[/b] Yes [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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2664 downloads

Uploaded:05-31-2008

Valley of the Jedi

duel_votj.zip | 6.24 MB

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

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445 downloads

Uploaded:05-29-2008

House of Origin

houseoforiginv2.rar | 1.89 MB

off to a good start. In fact, there's a grand total of two panels with the clan's name written on, and that's about it for logos. What we have here is a sign of steady progression from Nurse's other maps. Not coming on in leaps and bounds, but definitely progressing at a careful rate. Each individual architectural element is basic to the point of pure simplicity, yet combined with what's around, more often than not the individual elements blend into something more elaborate. Again, everything is composed primarily of square or polygonal brushes, yet it ties together nicely in a minimalistic sense. In the ways of layout, you have what you'd expect from a clan map. Duel rooms, meeting room, bar, roleplay rooms and a hell of a lot of long, wide, open passageways. The map is quite empty and devoid of details aside from structure, so this map would be appropriate for Makermod users to decorate. The emptiness, however, is a blessing and a curse. I could easily see myself using this for a TFFA if only there were some pickups. Performance issues are a negative, solid 25-30 FPS throughout (which is as high as it gets with my frame limiter locked at 30). The passages do tend to be too long at times, and running down them does get tedious after a while. Also, the textures could be a bit more varied. Map felt a little monotone, because there's not much variation from one area to the next, y'see. Still, mostly personal preferences. There's no real bugs, and while the map's not all it could be, it's not entirely unreasonable to assume Nurse will end up coming back to it as the skill levels go up. Nurse is showing a good, steady rate of improvement, even if said rate could be faster. If you liked Nurse's other maps you'll like this one, it's a good contender, even if it is simple and empty. It's definitely appropriate for those who like sandbox maps. ~ Kouen [b]Bot Routing:[/b] Yes [b]Custom Textures:[/b] No [b]Custom Meshes:[/b] No [b]Custom Audio:[/b] No

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1917 downloads

Uploaded:05-16-2008

Sith Valley

sp_sith_valley.zip | 4.12 MB

after loading up this file the way the readme describes is that it\'s more than just a simple SP map. The main menu has been changed. It now features a shot of the level with the title at the top. Upon clicking the new game button, I found that I couldn\'t choose a difficulty. A minor annoyance. It was nice to see the camerawork at the start of the level, but it felt a little jerky. It did it\'s job, though, which was to point out where to go. The overall layout of the level is pretty good. Items and enemies are well placed from what I have played of the level. It starts out easy enough, and seems to get more difficult as you go along. There\'s some cool secret areas around, and some puzzles that a skilled jedi should be able to get through without too many problems. The only problem I ran into is that once I got to what I think was the area shown in the opening cutscene, nothing happens. After wandering around for a little bit, I just gave up. I\'m not sure exactly if I was just missing something, or if there isn\'t a proper end to the level, though. There\'s no voice acting to it, and almost no plot to the level, but it is still a fun and well-built level to run around and play in. I would recommend a download to those who still play SP.

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1911 downloads

Uploaded:05-14-2008

Battlefront Bespin Platforms

battlfront_bespiniii.zip | 29.34 MB

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

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2133 downloads

Uploaded:05-10-2008

Lost Temple

lost_temple.zip | 22.3 MB

has been well-crafted, both technically and creatively for the most part. Rather than going through every area, I\'m just going to hit the technical aspects. Architecturally speaking, it\'s magnificent. The courtyard reminds me faintly of a roman villa. Tastefully accented with vaulted roof, arches, fountains and a missing texture. Ouch, indeed =_o the roof texture seems to be apparently missing, as it\'s in fact a JK2 yavin texture, I believe. Unfortunately, what else is there to say? It needs replacin. Some other noteworthy texture bugs: - Stools in the delightful waterfall pit seem to lack texture - Statues in the waterwheel pit lacked texture. I also noticed that there were tufts of grass in the stone bunkers in the stone pyramid area. Otherwise, nothing I can note at this moment. The entirety of the place was also tastefully textured, using a nice range of base textures, but also branching out to use a couple custom ones. The map objects that dot the map make it even more interesting. One particular area is the large concave courtyard with the strange fountains and miscellany. Very exotic feel to it. The most interesting part for me personally, however, are the two secrets. To this point, I do not know how to activate them. They\'re not what you call gimmes =_=. The areas are concealed individually by a stone seal or a stone folding stairset, which, might I add, was excellently done, up to the switch that activates it from the inside =_,= Overall, a definitely good map to check out. My appraisal denoted that it also could possibly have a light RP potential, if used imaginatively. I would advise, no, I COMMAND you to engage in bandwidth submission. Failure to submit will result in being caned by 20 senior citizen barbarians. Fear =_= New Textures: Aye New Music: Aye Secrets to plunder: Aye Bot Support: Aye - Averus Retruthan

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140 downloads

Uploaded:05-01-2008

KoH Trials Beta

koh_trials_beta21.zip | 7.6 MB

the Knights of Honour Clan. The map is basically a duel arena, with a viewing platform up at one end so the clan masters or ‘higher ups’ can watch the trials of their student member’s progress down below. I must say, that I liked the inclusion of some custom models that were used for the teleporters, little touches like that really add to a map I think. The style of the architecture in this map is reminiscent of that in the Jedi’s Home maps, with the curvy ceilings, which I think looks good. There is a problem though in that one of the ‘cross-beams’ on top of the pillars (the one nearest the viewing platform) cuts across the line of sight of the viewing platform. This isn’t anything major, since you can still see all the action down below. But its just a little something to work on, maybe lower the viewing platform slightly so the crossbeam isn’t in your line of site, because it is quite distracting. The clan references in this map are confined to the center of the duel ring, where there is the KOH clan logo, but that’s it. And as the author says in his readme: [quote] I hope others (besides KoH) enjoy this map as well.[/quote] I know some clans wont like to use another clans map, but I agree with the author in that I hope this map will be used by other people besides the KoH clan. I think it is a map that might be quite useful to many clans, if they aren’t able to have their own map for such ‘clan trial’ type purposes. All in all a nice little map here, members of the KoH clan will like it especially, but I think that others will find it useful too. There’s only a few small issues to work on, but like the file name says, this map is still a Beta. I look forward to seeing how the next version of this map will turn out! :) So, if you are a member of KoH or just like the look of this map, give it a download! [b]Bot Support: Yes (though they only appear to spawn in the observation platform) New Textures: Yes New Sounds: No New Music: Yes Game Types: FFA[/b] ~Nozyspy~

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201 downloads

Uploaded:04-23-2008

«Platform OF Guardians»

pogffa.zip | 2.6 MB

platform suspended in the sky, and as you can imagine will most likely appeal to those FFA’ers who prefer a bit of the ‘don’t fall off the edge into the abyss!’ kind of danger. You will need to keep your wits about you here, as some of the walkways are quite narrow, and its always easy to fall off when having a frantic FFA! Obviously when you are in an FFA you’re concentrating on that, and it’s easy to forget where the edge of the walkway was, especially when running around madly trying to avoid incoming gunfire or lightsaber swings! ;) Personally I think this has the makings of a fun FFA map. Although I do have some concerns, The main one is that it is very small for an FFA map, and wont be able to hold many players, another is that it is perhaps a bit too simple, and could do with some more detailing. Personally I think this would make a good and fun Duel map. I really think for an FFA map this needs to be substantially bigger and have more areas. However like I said this would make a good dual map, and does have the makings of a good FFA map, so good job there mate! All you need to do is make it a lot bigger and add in some more detail and hey presto! I hope that there will be a V2 of this map! Well, that’s about it, so if you like the look of this map, give it a download! Also, don’t forget to leave the author some feedback on the comments (constructive of course!) so he gets some pointers on where he can improve. :) Bot Support: Yes New Textures: No New Sounds: No New Music: No Game Types: FFA ~Nozyspy~

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1650 downloads

Uploaded:04-21-2008

Warrior Guild Assault

siege_warcom.zip | 23.54 MB

gametype elements of the map, so I just had a look around and found anything worth noting. Okay, let's take a look at the design. It's basic, architecturally, something which initially strikes one as a flaw but soon shows itself as part of the design. After all, back in the dark ages, with such primitive tools, while complex architecture was achieved it was done very rarely and only in special cases. The texture usage does compliment the layout, by sticking with the theme - back then, decorations were rare, according to history. Usually whatever the walls and floors were made out if, is whatever they looked like. The layout, now [i]that[/i] was fun. This is, without a doubt, one of the largest environments I've seen for games built on iD Tech 3. Courtyard, stables, inner sanctum, underground passages, mining shafts, windmill, what can be best described as a worker's village, as well as various features such as an attic, various rooftop areas for battling on, etc. Just explore, you won't be disappointed. Okay, now. Technical remarks. There are quite a few sparklies lying around which could use fixing, I found one wall blocking the end of a passage, and one side of it was left caulked. There's a few places where the player can move in and see the edge of the map cutting off against the skybox, which breaks the illusion and thus the map's immersion, although you would have to specifically know those locations where there and aim to find them. Aside from those niggles, the only real disappointment was that there's no accounting for people running this outside of siege mode - there's plenty in here to appease the average clan server. Roleplay potential, plenty of good areas for duel tournaments and practice matches, and let's face it, the map would simply be brilliant as an FFA/TFFA/CTF map. If this is a taste of what's to come with the NDA project, then one thing is certain. They've definitely got my attention. What about you? ~ Kouen [b]Bot Profiles:[/b] Yes [b]Custom Meshes:[/b] No [b]Custom Textures:[/b] Yes [b]Custom Audio:[/b] Yes

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6292 downloads

Uploaded:04-14-2008

Crash On Tatooine

crash_on_tatooine_reup.zip | 9.1 MB

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

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560 downloads

Uploaded:04-04-2008

Battlefront-Bespin Platforms: Clone Wars + Galactic Civil War v2

battlfront_bespinv2.zip | 26.56 MB

his previous effort. Now, its faults can be grouped together pretty nicely, since they're spread uniformly all over the map. The first thing I noticed is that there's a lot of geometry mismatching all over the place. The arches on the imperial/droid walkways and ramps on the bridges are the most noticeable. There are some places where the texturing goes terribly wonky, such as the aforementioned ramps. Some places show the missing texture grid (the same ramps, this time below them) and the walkway's alpha mapping is pretty shoddy. And as Double W Jedi already mentioned in his readme, you can see through some of the walls. Again, there is no lighting anywhere in the map, which is another thing that might want fixing. All in all, it's mediocre. For a beginner,it's not bad. Fix the geometry, add some lighting and it'll look tons better. - Jose [b]Bot support:[/b] Aye [b]New textures:[/b] Aye [b]New music:[/b] Aye [b]Gametypes:[/b] T/FFA

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171 downloads

Uploaded:03-29-2008

Jedi Daycare

jedidaycare_map.rar | 355.1 KB

has to do with daycare, but I do really like the idea and design of this map. It looks like some ruins with checkerboards all over (some together, some separate). It has that feeling that it\'s been abandoned for a long time and has just been re-discovered... or somesuch. As far as technical details go, it could certainly use some improvements. The lighting was a little lack-luster -- literally, as the whole map seemed very dark compared to the brightness of the skybox -- and could do with some improvement I think, especially near the edges of the map. The texturing I found surprisingly adequate, and the checkerboards break up the monotony of the browns quite nicely, so I don\'t think any changes are really necessary there. Some refinement of the general architecture might be worth considering, though -- just smooth out some of the rough edges and I\'d say this map is definitely worth trying out. [b]Bot Support[/b]: Yes [b]New Models[/b]: No [b]New Textures[/b]: No [b]New Music[/b]: No ~Inyri

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1077 downloads

Uploaded:03-25-2008

Monsoontide's Abregado Casino

abregado_casino_mst.zip | 15.43 MB

Seriously, the architecture of this casino is malevolent. I can detect massive RP potential within this particular setting, given all the delicious features there are. To name a few, there are the following: - A bar/dance club, with a patrolling bounce/bartender (I'm not sure which but I assumed the stereotypical chiss dictated bartendery) - A rather delicious stage with three alora bots patrolling about on it, ready to kill you should you get too close. - A target range, although I wish the targets respawned - The beast arena, with 4 creatures ready to fight for my (and I suppose your) amusement. and of course, the random assortment of gambling items. Honestly, I had no idea that there was actually anything at stake when I activated these items. Basically, you just "hack" the item, and it gives you a random number of positive or negative points. I didn't figure this out till I was 300 points in debt ⌐_⌐ that's a clear sign for me. This map, despite it's malevolent and pristine beauty, is not without flaws. A lot of the areas have a bit of low optimization, a flaw MST admits openly. Most notable region I noticed was in the theater sector. Also, I noticed there was a lack of music. Rather uncanny for a veteran author to make that decision, but I will not persecute =_= finally, the stream on the second floor seemed to lack any water qualities, a demonic sin indeed, but it's not like everyone plays in streams at a casino >_>. Overall, a devilishly fine map that merits bandwidth =_= take a look, gamble your "assets" away, and then cry in a hotel room. New Textures: Aye New Music: Nay Secrets to plunder: Nay Bot Support: Aye - Averus Retruthan

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207 downloads

Uploaded:03-24-2008

Massassi Ruins Duel Arena

massassi_ruins_by_pande.zip | 1.24 MB

lords and ladies, I present to ye all Pande\'s first map. Tis a duel arena, based on the Massassi theme. And ruins. Tis an octagonal platform, suspended above a small patch of grass, surrounded by walls (occasionally adorned with doorways) and a flight of stairs that leads to another (as of yet out of order) door. Alas, there is a downfall, though a minor one. Tis far too small for the slaughter that is an FFA. Pande doth claim that tis a \"teaser\" of a map to come, a small part of that grander complex. I strongly suggest that you try it out. - Jose [b]Bot support:[/b] Aye [b]New textures:[/b] Aye [b]New music:[/b] No [b]Gametypes:[/b] Duel, FFA

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614 downloads

Uploaded:03-22-2008

Transfiguration Courtyard

hp_transfiguration_courtyard.zip | 17.1 MB

visualize it best from the Harry Potter and the Order of the Phoenix game (geez, is Hogwarts big or what??). Various things have taken place here (although my favorite was when Malfoy got turned into a ferret) and as far as I remember this is a very good recreation of the courtyard. Mind you it\'s [i]only[/i] the courtyard, not a larger section of Hogwarts, so don\'t go expecting miracles. Actually you [i]can[/i] expect a miracle, because this map is more like a teaser of Smoke\'s work to come (featuring, supposedly, that much larger section of Hogwarts that I just mentioned). Anyway, let\'s get into the nitty gritty. My overall thoughts on this map is that the architecture is all great (there\'s even a great use of caulking to keep surfaces from rendering if they won\'t be seen). I loved the windows, which look like the sky is reflecting off of them when you move, and there\'s even one of the famous moving paintings. As far as gameplay is concerned the courtyard is basically empty, save for the benches and statue in the center, so it should be a fairly playable map. There is a semi-open corridor circling the courtyard, so if you like a bit more cramped gameplay and/or some obstacles to deal with you can go hide over there. The only real complaint I have about this map brings us back to those corridors. The lighting inside... I was a bit shocked, actually. It\'s clear that each corridor is lined with light entities that have no source. If the tell-tale round blobs of light weren\'t present I could have been convinced it was meant to be sunlight flooding in from the open archways, but... That needs some fixing, I feel. Maybe Smoke will take the opportunity to look at that when he\'s working on his bigger project. The lighting in the actual courtyard is fantastic, though, so it\'s probably a bit of a moot point in the field of \'enjoyability.\' In short, this is a must-have for Harry Potter aficionados. It\'s a solid map all around so even folks who aren\'t into the book/film series might find themselves able to enjoy it. [b]Bot Support[/b]: Yes [b]New Models[/b]: No [b]New Textures[/b]: Yes [b]New Music[/b]: Yes ~Inyri

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1526 downloads

Uploaded:03-18-2008

RPG Base attack (No NPC\'s)

rpg_baseattack_v1.0_no_npc.zip | 13.27 MB

floating in the rivers of time. One such tale follows the New Republic General lolwookiee in the final assault against the Dark Lord of the Morons, Desann. [[i]snipped[/i]] I\'ve seen many attempts at converting an Assault gametype (in the style of UT2004) across to iD Tech 3 games. [[i]snipped[/i]] By far the most impressive element, for me, was the ship you\'ll probably spawn in. [[i]snipped[/i]] Other high points would be the base layout [[i]snipped[/i]]. The surrounding terrain is up to par [[i]snipped[/i]] . On the technical side, there are a hella lot of NPCs running around, and eventually you\'ll run out of ghoul2 transform space. [[i]snipped[/i]] Still, an interesting take on the mapping scene [[i]snipped[/i]] A version without all the turrets, objectives and NPC spawners for just messing around [[i]snipped[/i]] would be a nice follow-up release. ~ Kouen[/quote] Toshik took his words to heart and removed the npc spawns and powered down the turrets, so you don\'t have to worry about getting blasted to Kingdom Come while minding yer own business. Should the other version, for some reason, be the worse option for ye, then thou might want to cast thine eye upon this one. - Jose

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2921 downloads

Uploaded:03-17-2008

RPG Base attack

rpg_baseattack_v1.0.zip | 13.33 MB

the Morons, Desann. [i]lolwookiee turned to the marines under his command, and with a growl, encouragingly assured his men that the hour of victory was at hand! As the Republic Gunship [i]Camaro[/i] inserted them into a canyon, they were beset by turrets. What were they to do? While lolwookiee bravely deflected the blaster bolts with his dual-bladed lightsaber, the marines bravely charged forward under the cover of their commanding officer. Upon bypassing the turrets, they approached the secured gate of Desann's fortress. "I know how to... [i]handle[/i] these things!" lolwookiee roared triumphantly, as he sliced the gate console. Moments later the marines fearlessly rushed in, and swarmed Desann's guard, who were cut down in moments. Slicing the inner doors while under the cover of his marines, lolwookiee slowly progressed to the power generator, which he then shut down with a mighty roar. Meanwhile, up in the control room, Desann said "Well, that's lucky. It's the middle of summer and we can't afford the heating bill!". Backtracking through the base, lolwookiee cut down more hapless moro- er, [i]guards[/i], and taking the elevator, proceeded to beat down Desann's elite guard. Confronting the Dark Lord, lolwookiee ignited his saber, and goaded the overgrown stuffed lizard. Desann, in response, growled "icanhazcheezeberger?" before igniting his lightsaber and rushing our wookiee hero. Blades clashed, Force powers were used, and as the battle raged in the control room the fighting minions below suddenly stopped to gaze, as each warrior became more and more fatigued. Sensing the upper hand, lolwookiee unleashed a flurry of katas and sweeps against Barney's adoptive son, before Desann could withstand no more. Having finally subdued the Dark Lord, lolwookiee fell to his knees, gasping for breath, relieved that the battle was over. Silently, he uttered a prayer to his gods, who had given him the strength to emerge triumphant.... "Oh, [url="http://www.scubb.com/images/products/PS2%20action%20replay%20max%20evolution_box.jpg"]sweet merciful Datel[/url], I thank thee for guiding my hand through these trials and tribulations!". The End[/i] I've seen many attempts at converting an Assault gametype (in the style of UT2004) across to iD Tech 3 games. Raven Software's attempt at a Siege mode, Splash Damage's free game [i]Wolfenstein: Enemy Territory[/i], and countless maps that have tried similar play styles. I can honestly say this one probably comes closer than any of them, for the reason that the map isn't static. By far the most impressive element, for me, was the ship you'll probably spawn in. The whole thing moves, and I use the term "whole" as in the context of "the entire thing moves together". This is the first time I've seen a mapper seamlessly combine movement of seperate structural elements, usually there'll be discrepancies which can be noticed by looking closely. None here, not noticeable ones, anyway. Other high points would be the base layout, it's fitting for a military base, and despite simple architecture (due to the high brush count, no doubt) it looks the part exceedingly well. The surrounding terrain is up to par, although the turrets are annoying. There's plenty of space on that canyon approach for an AT-TE, if you catch my drift. My only real complaint with the mission itself is that it's linear. Your objectives consist primarly of running to the next console and holding Use to slice it, and you have to restart if your crosshair moves so much as a pixel, which is a bummer ('specially on the first two consoles). I feel a little variety in objectives would have been good - although at least the player interacts with these objectives, which is more than can be said for UT2004, which consisted of either standing in a target area or blowing something up. On the technical side, there are a hella lot of NPCs running around, and eventually you'll run out of ghoul2 transform space. This is inevitable. Short of editing the .bsp in Notepad and hauling out all the entity spawners (if that's even remotely possible), there's no way to prevent the respawning of NPCs aside from the mission objectives which shut off some of the spawners. Still, an interesting take on the mapping scene, and worth checking out if you want to look at something different. However, you won't get much "standard" gameplay out of it due to the mission elements interfering. A version without all the turrets, objectives and NPC spawners for just messing around, Lugormod/Makermod, or making your own gameplay in SP with /npc spawn, would be a nice follow-up release. ~ Kouen

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104 downloads

Uploaded:03-12-2008

^Origin-Clanmap

originclanmap.rar | 1.37 MB

trend. Okay, I\'m going to break it down into categories. [b]Architecture[/b] Simple, pretty much straight out of a tutorial. Nurse shows a good understanding of Radiant\'s tools and how to achieve various effects with brushes. An understanding of modified shapes is shown as well as manipulating brushes to give less of a clean-and-tidy appearance. I get the feeling Nurse is still at the \"read one, do one\" stage, though, which is all well and good for a newer developer, but there comes a time when any developer has to begin thinking outside the box and change their philosophy to \"have an idea, research the idea\". Nurse is almost ready to make that leap, since the basics appear to be nailed down pretty tight. [b]Design[/b] For a basic design, there\'s not much to find fault with, however one picky comment I could make is lack of texture variation. The map looks almost like it\'s monotoned. Don\'t be afraid to experiment with textures a little, sometimes the exotic combinations work out best. There\'s also a distinct lack of detail in how the map is crafted, which is a sure sign of an early map - but given that this is a second map, detail probably isn\'t a primary concern, so griping there would be unfair. [b]Layout[/b] Layout is one of the key factors in level design, and it\'s not a problem here. The layout is smooth, and it flows. The three rooms breaking off from the main area all lead to dead ends, though, so this is pretty much a duel map through and through and won\'t hold too much weight in traditional FFAs. The basic summary of the layout is thus. There\'s the central duel area with two tiers of raised platforms. The first tier is presumably seating, the second tier is the walkway leading to the upper rooms. Behind the duel area is an empty room with a fallen pillar. The two top rooms are thus. Number 1 is a zoo, with a Chiss, a Jawa, and a Wampa in cages. It\'s spacious enough to be an auxiliary duel room. Across from the zoo, you\'ll reach a passage leading to a spacious balcony with a block I\'m assuming is a bench. Miscellaneous points, aside from what\'s mentioned above, is to really do more with the map. Expand and build further until you\'re happy, make full use of available space etc. Hover around the forums for advice, I\'m sure the regulars there would happily play Changing Rooms and offer up pre-release critiques and ideas. And, of course, think outside the box. That\'s my personal numero uno. ;) If you\'re in this clan, you\'ll want this map. If you\'re not, then whether you download it or not depends on criteria. It\'s good for anyone wanting an open map that runs as smooth as a baby\'s bottom. Like most basic maps, performance really isn\'t an issue, so if your computer\'s ancient or your LAN/internet slow, then like other basic maps you might be able to play this in MP games without lagging all the way to Starbase 12, which definitely gives it merit. Not a bad start, Nurse... not a bad start at all. Keep at it. ~ Kouen [b]Bot Routing:[/b] Yes [b]Custom Textures:[/b] No [b]Custom Music:[/b] No [b]Custom Meshes:[/b] No {[b]NOTE:[/b] There\'s a few problems with the developer database. If this file is listed under the correct developer profile, cool, if not, I can\'t fix it right now. Sorry.}

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610 downloads

Uploaded:03-09-2008

Worldship

worldship.zip | 7.98 MB

turrets, race your friends on swoops, or even take to the skies in a Z-95 Headhunter! Here's the author's description: [quote]The Worldship is an enormous, mobile ground-based combat training facility. It has two, almost identical bases on artifical terrain, with four AT-STs in each. On the top of the bases there are turrets for defense. Not far from the second base, there is a little dueling place. The ship has a command tower, with a very small hangar and a cargo holding area. For quick transport, there are some swoops at the turbolift entrance. The powering systems and generators are on a platform over the combat space, with a Z-95 Headhunter ready for takeoff( Note: there aren't other ways to get there, just spawning).[/quote] This map seems like one that is best played in vehicles. It is too open to just run around, trying to find someone to kill. The whole map seems a bit blocky and plain, but nothing that is too horribly distracting or annoying. The uneven ground makes gunfights in the open a bit more fun, as you can just duck behind a small hill if you need a place to hide, but it also causes more damage to any swoops that might be speeding around. I was a bit disappointed by the fact that I couldn't get back up to the Z-95 unless I died and respawned there, but figure that it is probably better that way, so we won't have people just running to that ship and blasting everything in sight with it. The tower seemed a bit useless to me. When I entered it, I found no way to rise to the top. I could have simply overlooked a switch somewhere, but I am fairly certain that I spent enough time there to have found a switch if there was one. The one thing that I found to really be problematic with this map is that the elevators did not have switches at the bottoms to lower them so that you could ride them up, so you'll need full force jump to get to some places. Overall, I thought this was a decent map for a first release (Not first made). It could use a little work to make it a bit more interesting, and to fix a few little things, but a good job altogether. Give it a download and try it out! Bot Support: Yes New Models: No New Textures: No New Music: No

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426 downloads

Uploaded:02-20-2008

SL_coliseum

sl_coliseum.zip | 1.28 MB

spectating, one of which is very straight-forward and the other which requires you to find a hidden door. The layout of the map, while lacking obstacles that might provide for more interesting gameplay, does seem designed for fighting whilst clan members watch the action, either from the stands surrounding the arena or from the booths on either side. My biggest qualms with this map come from two main areas: lighting and texturing. The lighting, while there [i]is[/i] some, is unrealistic. The area seems to be lit by maybe a half-dozen of those Korriban chandelier things. Now I\'m sure we\'ve all seen fire. Fire does not produce enough light to illuminate that whole area with such a small amount of sources. As such, the whole area is much too bright when compared with the amount of light sources -- either the sources need to go up or the illumination needs to go down. I\'d be partial to a combination therein as I believe it would give the whole map a much nicer ambiance and feel if it were a little darker. The other thing I mentioned was texturing. This map suffers from Korriban syndrome. That is it uses what seems to be all Korriban textures, but stylistically doesn\'t seem like Korriban at all. Plus I\'m thinking a lot of you will agree with me when I say that Korriban is the most overused texture set... well, maybe second right after Bespin. In any case I think a mixture of texture sets -- or some custom textures even -- could help break up some of the monotony of this map. I didn\'t mention architecture as being one of my \'two big qualms\', but I would like to mention that it\'s a bit straightforward and could do with some flair. However I\'d say it\'s alright as it is -- functional, if a bit bland. Overall though this is a pretty solid map and for a clan map it doesn\'t have tags on every other wall so that\'ll help with its playability with non-clan members. I think for the author\'s benefit I\'ll mention that there\'s a small caulking bug at the \'secret door\' which he might want to fix. Don\'t look up when you find the door. ;) [b]Bot Support[/b]: Yes [b]New Models[/b]: No [b]New Textures[/b]: Yes [b]New Music[/b]: No ~Inyri

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4 downloads

Uploaded:02-14-2008

KoH Trials Beta

koh_trials_beta2.zip | 8.25 MB

teleporter at each end. One does nothing, the other takes you to the arena. And this is where the meat lies. The arena itself is quite high up, so you'll either have to jump or climb one of the stairs on the side. And on the arena floor, there's what I'll assume is the clan logo. There's a small higher platform suitable for the ones conducting the trials. And that pretty much sums it up. Architecture wise, the map looks nice. There's quite a bit of archs around the arena walls and large spikes in the corners. Although I did find one thing to be odd. There's a red carpet that leads to two seemingly marble staircases, which are connected to the arena floor by wooden boards. That kinda ruins the majestic feel I got from the map. Also, the music sounds a bit metallic and loops very obviously. Overall, I find it to be likable. While it's not all that innovative, it takes what it's supposed to do and it does it well. Could be improved a bit, maybe add some dexterity or speed challenges, fix up the music, whatever you can think of. But all in all, it's alright as it is. I say have a go. - Jose [b]Bot support:[/b] Yup [b]New music:[/b] Yup [b]New textures:[/b] Aye [b]Gametypes:[/b] FFA

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188 downloads

Uploaded:02-11-2008

Halcyon Eyght (beta 1) test map

halcyon8.zip | 18.5 MB

is allegedly a preface for a clan map. The author claims it is his first map. Whether this is released or created is beyond me, but it certainly looks nice, regardless. The biggest problem is that it\'s not very practical in my opinion. The majority of the map is composed of mostly duel arenas and one launch pad for a ship. All of which are connected by grotesquely long and rather confusing hallways, which is the main weak point here. For future versions, I would suggest shorter connections, as I don\'t think many people enjoy walking for long stretches when they\'re in a hurry. Visual and executing bugs include: - all of the buttons on the consoles in the hangar have misaligned textures. - There is a missing computer console in one of the control room areas. Whether this was intentional or not is questionable - The doors in the duel arena complex opened in a half motion, out of sync, I would assume, if you didn\'t approach them straight on. Other than the large and drawn out architecture, it\'s not bad for a starter map. I think this map cut the proverbial mustard for the most part, as the author wished it would. You are commanded to investigate the map\'s might, so as to behold what lies in store for you from this author =_= New Textures: Aye New Music: Aye Secrets to plunder: Nay Bot Support: Aye - Averus Retruthan

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462 downloads

Uploaded:02-06-2008

Sun and Sky

sun_and_sky.zip | 1.16 MB

author claimed that it's been sitting around for quite a while. Why, I've no idea. The map, as I said earlier, is simple. There's four platforms (that act as spawnpoints) connected to a central platform and on top of that one, there's a smaller one. There's also some pillars to spice things up a bit. And a tiny bit of land under the walkways for those dramatic reappearances when your opponent thinks you kicked the bucket or fell to the ground far below their feet. Architecturally, that's pretty much all there is. Now, this is a fine little map indeed. The music isn't as bad for it as X3no thinks. However, it's a wee bit small for an FFA, simply cause there's so little room for actual fighting. A duel, now that's where this thing shines. Sadly, it doesn't really show up in the menu and needs some console work to access. Which makes me a sad Jose. There's also bot support (but I found that at least half the time the bot happened to jump from the spawn platforms and plummet to its rocky death), so you won't need other people to swing your blade around. There's also a .map file included for the curious. - Jose [b]Bot support:[/b] Yup [b]New textures:[/b] No [b]New music:[/b] No [b]Gametypes:[/b] FFA

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2065 downloads

Uploaded:01-28-2008

Antioch

antioch.zip | 26.68 MB

brief synopsis of how this map relates to the Christian Crusades in Europe. If you\'re not religious or a history enthusiast don\'t fear, however. From what I\'ve heard this map was heavily inspired by the new hit game [b]Assassin\'s Creed[/b]. See, there\'s something for everyone! I liked this map before I ever saw it, back when Ayala came to me asking to borrow some of my work for use in it which I was happy to allow her to do. You see I like any map which is unique, and typically a middle-eastern flavored map set during a very unhappy time in history is not every mapper\'s first idea for a new map. Especially since a lot of mappers aren\'t [i]familiar[/i] with a lot of history. No no, not your fault. Blame modern education... I love history, though, and so I appreciate the story hidden behind the stone walls of this map. But I know that\'s not really what you care about, so let\'s move on to the details, which are what I think really gives this map its strength. It is a walled city, made of grey stone, and it features a lot of details that would otherwise make a somewhat empty, barren, and bland map a real jewel. Anybody can make buildings, but it\'s the rugs, the merchant stalls, the props, and even the NPCs that gives this map the great aura and ambiance that it has. Green tiled roofs, tropical trees, and brightly-colored ornate rugs hanging from the building walls break up the monotonous stone to give the map a bit of color and livelihood. Truth be told, my favorite bits of the map are the hanging rugs. They\'re small and trivial, I know, but these are the kinds of things any normal mapper probably would not consider (and might perhaps consider to be more effort than they\'re worth) but I really find they add a whole new dimension to the map. Also if you\'re looking for a more role-playish atmosphere there is a button near the entry doors that will spawn some NPCs to keep you company (non-aggressive by default, it seems). If you would rather not have the NPCs then simply don\'t spawn them. Overall a great map, and something new style-wise to add to our collection. Make sure to check it out if you\'re looking for a new map to try out, and check out those swaying trees... if I changed the music to something a little more tropical -- Jimmy Buffet maybe? -- it\'d be a great summer getaway. [b]Bot Support[/b]: Yes [b]New Models[/b]: Yes [b]New Textures[/b]: Yes [b]New Music[/b]: Yes [b]Game Modes[/b]: ffa, duel ~Inyri

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3407 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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412 downloads

Uploaded:01-17-2008

Snow Facility 4

snowfacility4.zip | 2.33 MB

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

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4605 downloads

Uploaded:01-14-2008

Korriban Sith Academy

korriban_sith_academy_v1.1.zip | 7.24 MB

features two generalized areas -- inside and outside. The outside portion is a valley, not dissimilar to all the descriptions of the Valley of the Dark Lords that we have out there. It\'s got valley right there in the name, after all! The terrain is pretty good, although there are many areas that are not smoothed which detracts from a realistic feel. The entrance to the main complex really struck me as unique. Scripts are used to create a compound door that opens in a very interesting way. In terms of gameplay, this may hinder gameplay as the doors open very slowly. So you trade playability for eye candy -- your call on whether that\'s for you or not. I found the architecture inside to be somewhat hit or miss. I originally thought that the textures didn\'t fit with the more modern architectural style, but after a while it grew on me. I do love the layout of the map, and it\'s big enough to support a decent-sized free for all. The architecture is also varied enough to avoid boredom. There are some small updates and some minor additions from the first version, but I\'ll let you read about them in the read-me as they do seem more detail oriented than content oriented. My biggest suggestion would be to work on the lighting. In some areas the lighting just seems fairly unrealistic (ie pitch black in the shadows outside, and the light from the flames seems far too yellow). Otherwise seems like a good map and I think with some more aesthetic updates it could really polish up well. [b]Bot Support[/b]: Yes [b]New Models[/b]: No [b]New Textures[/b]: Yes [b]New Music[/b]: Yes ~Inyri

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6311 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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847 downloads

Uploaded:12-13-2007

Tranquility Valley

tranquility_valley.zip | 16.12 MB

some ruins and what look like tombs. It also makes use of some nice Quake 3 custom map objects from [url=http://www.wemakemaps.com/mapmodels.htm]WeMakeMaps.com[/url] so you might want to check that out if you like what you see in this map. My biggest complaint with this map, to get it out of the way early, is the FPS. I typically get decent FPS, and I can deal with anything over 15, but I was getting a solid 8 frames per second on this map which irked me ever so slightly. It\'s a shame, because it\'s a very nice map and I\'d hate to see something like that kill it. So commentors if you could please check on the FPS yourselves and report back here with your findings to confirm/deny my choppiness. Beyond that though I had very few complaints. It\'s a pretty large area, and while most of it is open there\'s still enough in it to make it not feel empty. The trees used really add a dimension to the area, giving it a more realistic feel, and I do like the scattered ruins/tombs, several of which have interactive properties (figure it out yourself). And it looks like there\'s an altar in one part of the map, so if you\'re playing and realized you haven\'t yet made your human sacrifice to whatever pagan gods you worship you\'re all set! Just make sure you sacrifice the player with the lowest score. :) [b]Bot Support[/b]: Yes [b]New Models[/b]: Yes [b]New Textures[/b]: Yes [b]New Music[/b]: Yes [b]Game Mods[/b]: duel, power duel, free for all, team free for all ~Inyri

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1712 downloads

Uploaded:12-12-2007

Eathdor 2

eathdor2.zip | 25.43 MB

somewhat known for his sporadic RP maps, has submitted to us his final masterpiece. Most interesting had to be the first paragraph in his readme: Quote:This map accurately personifies who I am and what I stand for, I hope that every player that steps onto this digital realm can appreciate the beauty and serenity provided by this digital environment. O_o apparently he lives in Old Japan and is personified by mixing Star Wars into it. ._. Oh well, guess it\'s no better than a necromancer prancing about, dragging corpses around and doing nefarious things of nefarity. If my previous tirade did not clue you in, I was, of course, referring to the map\'s oriental architecture. Case in point, the exteriors are nothing short of amazing. Apparently, he was not kidding when he said he poured his heart and soul out. The exteriors are definitely almost exactly like a really sexy Japanese exterior @_@;. There are basic RP areas, the bar area being a wonderful area, as it somehow reminded me of Kill Bill\'s House of Blue Leaves. Don\'t ask me why =_O. There are a number of areas in the palace and what not. There is a medical area, some small apartments, and a grasslands area somewhere outside the village area. Most disappointing had to be the pagodas. While the pagoda\'s structure itself was enticingly beautiful, I believe he could have used more of the pagoda\'s upper floors for more apartments. Case in point, only the first floor was usable. Just seems like a shame to waste all that space =_=. The Palace felt slightly empty with all those duel arenas around, and didn\'t have quite an RP quality to them. The medical and weapon areas didn\'t feel too shop-like, I suppose. Last concern had to be the random Ebon Hawk parked in the middle of the village O_o; what, pray tell, was the deal with that? Oh well, I daresay I will not find out any time soon =_=. Overall, I could say it could be good for a basic average RP. Otherwise, I would use it for malevolence and dominate it within a week. I have spoken my piece, NOW YOU MUST SUBMIT BANDWIDTH OR ELSE WRITHE IN A PIT OF ACID. [/quote] Before I go on, Averus must make it known that he tends to judge RP maps on a much higher standard in terms of content and plausibility rather than visual appeal. I would rather live in an ugly hut that looks believable than a pretty hut that somehow has 300 rooms. Not that that particular atrocity has been committed here, per se, but I do believe the clause of plausibility has been thoroughly raped. I shall return to this later.. As I prefaced before, I can safely say that very little was added in the grand scheme of things. Perhaps it would better to say that there was little added that ENHANCED the content of the map. First off, an additional pagoda was added in the city, once again sporting a whopping one room instead the 4-7 that might have been possible. Oh, and even you can tell the space was wasted because the texture disappears when you look to the city from the courtyard, as an additional bug. There was a small aquaduct of sorts that was practically dropped in there next to the crashed TIE Fighter in the middle of this Japanese city. In the grassy area, there is a crystal cave with a 95% rectangular entrance. The cave itself was fine, but the passage just sort of killed the natural factors off. Averus convinced himself that the place was purposely mined =_=. Finally, Averus gets to the part that pretty much ruined the maps theme. Let me start by saying that I was being nice when I failed to mention Worr Sonn\'s modernized 20th century room with an incredibly oversized bed located in the middle of a Feudal Era Japanese mansion. Hell, I could have even overlooked the ships that were parked/crashed in the city. However, the theme received a royal kick in the anus WITH THE ADDITION OF A SCI-FI MILITARY BASE IN THE MIDDLE OF A JAPANESE PALACE. Don\'t get me wrong, the base itself was somewhat well done. It had only two major things I noticed. First, there was one misaligned texture on the back of a door in the storage area. Second, I found the medical bay to be very...unrealistic. I know my bacta shader is broken, but regardless: if even ONE of those tubes breaks, me thinks something\'s going to happen...second, where\'s the ramp/stairs? Not all jedi get cuts and bruises >_> some lose limbs like legs... Case in point, while the map hasn\'t been ruined, it hasn\'t exactly improved itself as an RP map either. The theme is very confused still, in my opinion. Hell, Worr may as well have put a Republic Cruiser circling overhead and a dancing Metroid throughout the streets. The latter would at least earn him personal bonus points from me. Oh well, I rest my case. If this map still piques your interests, then I will not stop you from submitting bandwidth =_=. Additional screenshots available on [file=\"82530\"]previous version[/file] DARKNESS DESCENDS. EVERYONE DIES. New Textures: Aye New Music: Aye Secrets to plunder: Aye Bot Support: Aye - Averus Retruthan [b]P.S. - Bonus points to barter for your lives to those who can identify the joke reference that I threw in that screenshot out of boredom.[/b]

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89 downloads

Uploaded:12-12-2007

Yavin Duel

yavin_duel.zip | 4.62 MB

Duel". All it is, is a small square surrounded by a wall, with some trees and hills around the wall. And inside this square is a statue holding some fire. Yeah, THAT statue...Then one little white ball of light in the center. And as you begin to fight your opponent, you become dizzy and start to throw up. For it seems the floor texture is missing, and all you see before you as you run is a bunch of gray squares outlined with glowing white lines flying past you. So basically, the most important texture in this map is the one that's missing. Also, the music for this map doesn't fit with the "duel" theme. When you are fighting someone, you don't want to hear depressing music that makes you want to cry. You want to here action music that makes you want to kill! So FlipSide, fix the texture, then spend a few hours adding more detail. Maybe make the map a little bigger too. [i]"That's all I got to say 'bout that." - Forrest Gump[/i] Download if you like what you see. Bot Support: Yes New Music: Yes, but still Star Wars music. New Textures: Missing New Models: No [i]~Ryan (Yami_Ryou)[/i]

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284 downloads

Uploaded:11-23-2007

Cargo Drop

iefa.zip | 3.88 MB

area. The surrounding area was actually more interesting to me than than the playable area, featuring what looks like the inside portion of the installation which is, unfortunately, unreachable. Consider it eye-candy. Curiously enough in my noclipping adventures I noticed that part of this unreachable area is fully furnished with detail that I don't believe is visible from the playable area. Perhaps it was meant to be playable, but the author decided against it. In terms of playability the map seems well suited for a lightsaber duel. The size seems to be just about perfect for two people, and it's not simply a flat area surrounded by stuff. There are enough obstacles to make your duel interesting and more challenging. The overall ambiance of the map is also very good. I did think it will a little bit too well lit compared with the size, location, and number of light sources, but the lighting overall is not too bad. There [i]was[/i] one slight brush problem where the skybox was visible because a brush seems to be too short, but it's not very noticible -- I almost missed it in my map tests. All in all a well constructed map that definitely has a Star Wars feel, making it fit in perfectly with the game. [b]Bot Support[/b]: Yes [b]New Textures[/b]: No [b]New Sounds[/b]: No [b]New Music[/b]: Yes ~Inyri

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445 downloads

Uploaded:11-06-2007

Catedral

catedral.zip | 2.6 MB

gothic Cathedral and while it doesn’t look that bad it is lacking a bit more detail, some rows of chairs would have been nice to see or if you didn’t want to put them so the space for the actual fighting was bigger and I can totally understand that but it feels really empty. Also the map had no music for what I could hear, and yes this time I did put my music settings to the top so I could hear if there was even a faint sound, but no there isn’t music. For a V2 I would recommend getting some music, maybe a slow organ played piece and maybe if not add chairs at least put in the altar so that it looks as if it was used at some time. Overall while not impressive it is a good representation of an old cathedral, too bad the bot routes and music are nowhere to be seen but there’s definitely room to improve. [i]Ayane Yamazaki[/i]

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857 downloads

Uploaded:10-21-2007

Twisted Souls\' Realm

twisted_souls_realm.zip | 12.35 MB

thoroughly handled. The map itself was a large piece, and looked more of a hang out place than it did a utlitarian map. There were, however, FFA rooms for those with a murderous intent, such as myself =_,=. For the most part, however, there was a large number of RP/hang out areas. Overall, There were a number of bugs that irked me, and a number of them were blatantly obvious: 1.) In the Obstacle Course, the teleporter pad had NO destination whatsoever. 2.) There was a huge unattractive leak in the Pantheon(Or parthenon, I forget XD) FFA room. Whether it was meant to look like a hole in the ceiling or not, it would have been smarter to put a skybox of some sort to cover it up, or at the very least, patch that leak up. 3.) The lower part of the pit pad was unfinished. 4.) The trials room had something similar. I regarded it to a similar to the Parthenon leak, but there was a skybox there, so it wasn\'t totally ruined. 5.)The sign textures were too small, and ended up repeating mildly on the edges. Those were just the ones I caught. I\'m sure there\'s plenty more that I\'m not aware of at the moment, but quite frankly, those 5 were bad enough. Overall, however, a decent map for a 1 week budget. I would recommend going over the map with a fine tooth comb and fix it up for your allies, and then it will no doubt serve its purpose well. SUBMIT BANDWIDTH AS YOU WILL =_= I\'d pose a threat to you all, but I\'m just too tired from walking around all day. New Textures: Aye New Music: Aye Secrets to plunder: Aye Bot Support: Nay - Averus Retruthan

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114 downloads

Uploaded:10-15-2007

Frostbane

frostbanehfv4.zip | 8.18 MB

this case, good) twin brother. Alas, I was somewhat disappointed to find that this is not one of those hacky-slashy things, but instead one of those places where you use said hacky-slashy things. But enough rambling, let\'s get to the arena! Kouen took care of the last version, which he welcomed with a speech not unlike this one: [quote]This map is small, simple, and really just an overhaul of the previous version. Granted, it\'s now more sensible, but it\'s still dead basics. The general outline is that it\'s a square arena with a pit. The pit contains a rod of magma ( o_0 ) and a rancor. Lightning will strike in the pit occasionally dealing fatal damage if it connects with a player. Oh, and there\'s a rancor. This map has all the hallmarks of a typical first map, and I assume it is, so I\'m really not going to judge it as I\'d judge something from an experienced mapper. I\'m merely going to suggest that the author moves on and works on something higher up the food chain. As a starter map, well, I\'ve seen worse and I\'ve seen better. At least FuL*CruM has a good mind of what he does wrong, and how to fix it for an update. I see that you have some potential, FuL*CruM, so push forward, challenge yourself, see how far you can push your abilities. ~ Kouen[/quote] Let\'s get the old and improved out of the way first. The lava column in the middle of the arena now pulsates with an orange/yellow light. The arena now has an alcove holding some much-needed defense for the wounded warrior and there\'s no more beastie nor thundering fists of higher power to eliminate your enemies for you (there is, however, another way of doing it, but we\'re yet to get to that). And on to the new. There\'s a small control room with a mighty portable bulletspewer called a Repeater and an elevator in the right hand wall. There\'s also a conveyor belt in a higher corner of the room, so you may hide away (albeit poorly) from the ravenous gangs after your hiney. Don\'t expect to escape, though, since the only other exit from the room is the elevator. It takes you down to a short corridor lined with computer terminals and a rocket launcher at the end. Your cheerful visage upon finding said weapon will soon fade when you realise that you can\'t get back up, cause the damned elevator control button is busted (this is the aforementioned new way of getting rid of your pursuers). There\'s also some new music for your ears while you joyously slice and dice your way around this arena (which I found to be quite nice) and bot support. Overall, I find it to be likeable. Sure, there is room for improvement (such as making the architecture consist of more than 90° angles) but for what it is, it\'s nice. I ended up having a somewhat-mass battle against 9 opponents and while things got really hectic, it was hella fun. Fair winds at your backs. - Jose [i]Note to author: My browser couldn\'t load your screenshots, so I took my own. Hope you don\'t mind. I also took the liberty of moving the files around in the .zip, removed the folders.[/i] Bot Support: Yup Custom Music: Quite fitting Custom Textures: Move along Custom Models: No such things

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173 downloads

Uploaded:10-14-2007

Krystal\'s Descent

krystal_descent1.0.zip | 4.14 MB

needs work. When I first entered this map, I was immediately greeted with disappointment, and yet, enjoyment. Suffice to say, the music is most befitting, and I\'m definitely keeping it, because it rules planets. Now, onto the disappointment. The lighting is nonexistant in this map, and it really shows. There are a couple token braziers mounted on the wall, putting no real light sources out, thus sort of making their purpose invalid. I cannot contest the current empty box-like regions in this map, as Nintendo is infamous for making a bunch of useless empty areas, most noted in Legend of Zelda games. That being said, I will not blame the author for trying to be accurate, if such was the case. The textures were a decent selection, but I believe they would have been much more useful and appealing with appropriate lighting. I can\'t say I agree 100% with the \"pipe\" textures on the outside of the palace, but I could bear with it. My biggest qualm was what I suppose were the \"light rays\" emitting from certain areas of the map. Not very realistic looking, or very appealing much, albeit the texture is an okay choice. However, without the lighting, it sort of kills the purpose. With all that being said, I have a number of suggestions/challenges for you: - Lighting is definitely a must have. Coordinate your lighting as appropriate with the light sources you have and any future sources. Also, those light beams need to be fixed accordingly to with the lighting you make. That, and perhaps make it branch out more like a circular pattern in the windows, rather than a cylinder. - The fallen pillars are a nice addition to the map. See if you can try to make them seem more \"broken off\" than what you have now. As of now, the pillars look like they just pop clean off. Perhaps trying modifying the ceiling, floor, and ends of the pillars to look as if they were broken away, rather than being popped out for replacement. Also, the entry pillar needs the other chunk, or rubble of it, minimum. - I dare you to defy Nintendo and spice up your map with furnishings. Make the map come alive! Add a throne room! Maybe a pool! Perhaps even a goring chamber with which to skin your enemies and make them into coats-- =_=...oh that\'s right. Starfox doesn\'t operate like I do. *sighs* Oh well, case in point, put some stuff in there! Palaces have more than just empty boxes in them. Suffice to say, the map itself isn\'t bad in its current stage, but I think it needs to be worked on more. It has potential though, despite its simple architecture. Perhaps the masses have more to offer than I, so I shall simply scream the bandwidth song and turn it over to the masses. [i]Bandwidth! Bandwidth! It\'s width with a band! O, how I\'d love to caress thee with my bonified hand. Bandwidth, Bandwidth, give me some now, OR ELSE I\'LL GUT YOU LIKE AN OVER RIPE COW![/i] Yeah...I\'ll have to work on it some more. New Textures: Nay New Music: Aye Secrets to plunder: Aye Bot Support: Nay - Averus Retruthan

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300 downloads

Uploaded:10-13-2007

Island

islandv2.zip | 15.32 MB

and not really anything new or exciting. The terrain of the island is pretty solid and well done, although I personally think it\'s a bit too small even for a duel. The biggest problem is that the wood texture of the majority of the structure is from JK2 and has not been included, so you\'ll have to patch that yourself if you have JK2. My only realistic complaint is with the lighting, which is far too dim when compared with the skybox. This gives the map a very unbalanced, unrealistic feel to it. I would definitely recommend this, along with the missing texture, be fixed. No bot support or anything else like that has been included, so if you\'re interested kick back on the beach with a margarita and watch the sunset. If you\'re under-age, just give the margarita to me. :)[/quote]This version two of the Island map really fixes the majority of the concerns that were expressed about version one. The lighting has been greatly improved and the missing JK2 wood texture has been replaced. I wouldn\'t go so far as to say this map is perfect and doesn\'t need any more updates, though. My biggest concern is the water versus skybox issue. First, the water is a completely different color than the water in the skybox which is kind of odd. Now I don\'t know what exactly can be done to make the water not look like it just [i]ends[/i]... but I\'d say trying to match the color would go a long way toward making it not quite as noticeable. I\'m also thinking some grass or something might aesthetically help the ground out a little, y\'know what I mean? One of the cool additions to this version is some boats that weren\'t in the last one. One of them even circles the island! Spooky, eh? Well, ghost ships are just in time for Halloween. Also watch out for some lightning strikes. The storm doesn\'t [i]sound[/i] too bad... but it\'s always the quiet ones that kill ya. [b]Bot Support[/b]: No [b]New Textures[/b]: Yes [b]New Sounds[/b]: No [b]New Music[/b]: No ~Inyri

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5273 downloads

Uploaded:10-09-2007

Battle of Mygeeto

siege_mygeeto1c.zip | 34.74 MB

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

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592 downloads

Uploaded:10-01-2007

Dosuun Facility

dosuun_facility.zip | 1.28 MB

theme, giving a free-for-all map to play on that looks very much like the original location. However the brushwork is all new, so the likeness is definitely a plus. Looks very accurate too me -- if I didn\'t know any better I\'d assume it was a version of the map that Raven had included with the base assets. My first thoughts with regards to gameplay is how open the map is. This is somewhat misleading since despite it [i]feeling[/i] wide open it actually sports many objects to hide behind or trip over, something that is particularly important since this map seems designed for guns play. The light pedestals as well as the shuttle provide ample hiding space while the guns pickups are spaced evenly throughout the map. If you\'re really crafty you can find the secret area with the rocket launcher. Good luck finding your way [i]out[/i] of it, though! The ambiance here is really quite perfect, since it seems like it could very well be a carbon copy of the original game location (despite having a completely different floorplan!). Certainly a small bit of eye candy here, and with a mid-sized free for all -- I\'d imagine no more than 6 people would be ideal -- this map could very well provide quite a bit of good-natured fun. Despite not having much new content I\'d say this map sure is a winner. [b]Bot Support[/b]: Yes [b]New Textures[/b]: No [b]New Sounds[/b]: No [b]New Music[/b]:No ~Inyri

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690 downloads

Uploaded:09-24-2007

Apple Station

applestation.zip | 6.12 MB

kind of booth and a door came down so I could exit. This map is a space station in the middle of space with various different rooms to accommodate your needs. Ill go through the bad area’s of the map to start with. Something that really does my head in, is some of the textures people tend to put in there maps these days. Lots of grey and random things that don’t go. This map is a good example of this, but only in some areas. Some of the rooms textures really just weren’t that great. Dull in places and just not matching. Saying that, there are some nice ones here and there. Now to the more positive parts of the map. There are a lot of nice area’s in this map. I particularly liked the cantina, even though some of the textures got to me, the generally architecture is pretty decent. I liked the fact it sort of had a SWG feel to it, due to the fact it has built in booths on the walls for people to sit in. I also liked the dueling room that had a sort of platform in the middle and was in a ball of sorts. That was a nice variation to your normal duelling room, so kudos to the author there. Another feature I liked, was the fact you could go flying. However though, as soon as you launch out, you get a warning error to head back to the station or you will blow up -.-. That was quite amusing but you tend to blow up either way. For improvement, I would suggest working on your textures mainly. The general architecture isn’t bad at all, but the textures really do not do it justice. Some nice original idea’s here though, and I look forward to more work from you in the future. -|Jorka Sho'Hen|- Bot Support: Yup New Textures: Yup New Sounds: Nope New Music: Yup Gametypes: FFA

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1499 downloads

Uploaded:09-16-2007

JSA Trials

jsa_trials.zip | 5.44 MB

suppose the biggest attraction has to be the dome like structure encasing the large circular arena. The dome reminded me structurally of a vague Sydney Opera House, but then again, we're talking vague enough that we'd require a paternity test to see if they even come from the same train of thought.. The arena floor is adorned with a rather ornate symbol of sorts, instead of a clan logo. Therefore, one could say that this map can be used for multiple instances instead of just this clan =_,=. Honestly, I would want to use this for trials as well. It's simple, effective, and it doesn't require 200 miles of walking to get to. SUBMIT BANDWIDTH AND LET THE TRIALS BEGIN =_= P.S. - The music destroys planets =_,= New Textures: Aye New Music: Aye Secrets to plunder: Nay Bot Support: Aye - Averus Retruthan

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1708 downloads

Uploaded:09-01-2007

Eathdor

rpg_eathdor.zip | 22.92 MB

personifies who I am and what I stand for, I hope that every player that steps onto this digital realm can appreciate the beauty and serenity provided by this digital environment.[/quote] O_o apparently he lives in Old Japan and is personified by mixing Star Wars into it. ._. Oh well, guess it\'s no better than a necromancer prancing about, dragging corpses around and doing nefarious things of nefarity. If my previous tirade did not clue you in, I was, of course, referring to the map\'s oriental architecture. Case in point, the exteriors are nothing short of amazing. Apparently, he was not kidding when he said he poured his heart and soul out. The exteriors are definitely almost exactly like a really sexy Japanese exterior @_@;. There are basic RP areas, the bar area being a wonderful area, as it somehow reminded me of Kill Bill\'s House of Blue Leaves. Don\'t ask me why =_O. There are a number of areas in the palace and what not. There is a medical area, some small apartments, and a grasslands area somewhere outside the village area. Most disappointing had to be the pagodas. While the pagoda\'s structure itself was enticingly beautiful, I believe he could have used more of the pagoda\'s upper floors for more apartments. Case in point, only the first floor was usable. Just seems like a shame to waste all that space =_=. The Palace felt slightly empty with all those duel arenas around, and didn\'t have quite an RP quality to them. The medical and weapon areas didn\'t feel too shop-like, I suppose. Last concern had to be the random Ebon Hawk parked in the middle of the village O_o; what, pray tell, was the deal with that? Oh well, I daresay I will not find out any time soon =_=. Overall, I could say it could be good for a basic average RP. Otherwise, I would use it for malevolence and dominate it within a week. I have spoken my piece, NOW YOU MUST SUBMIT BANDWIDTH OR ELSE WRITHE IN A PIT OF ACID. New Textures: Aye New Music: Aye Secrets to plunder: Aye Bot Support: Aye - Averus Retruthan

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2471 downloads

Uploaded:08-29-2007

Silent Hill

silent_hill.zip | 75.62 MB

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

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5665 downloads

Uploaded:08-28-2007

Mos Eisley Backstreets - Day

day_moseisley_bkstreets.zip | 32.06 MB

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

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187 downloads

Uploaded:08-28-2007

Volcanic Fate

volcanic_fate.zip | 1.37 MB

produce enough light to light an entire room, such as this map portrays. Not like it ruins the map, though. I\'m not a big fan of monochrome maps, and this map is certainly heavy on the red tones. In fact I don\'t know that I saw another significant color anywhere, to such an extent that I thought my screen was too dark. With brightness all the way up I still had trouble seeing, and I wouldn\'t put it all to the dim lighting. Good thing it\'s small, otherwise I\'d say some people might have a little trouble navigating. Let\'s put the low points aside for a moment and talk about some of the higher ones. When my eyes finally adjusted to the lack of contrast, I noticed that the architecture is pretty tasteful. It makes use of some curved cones, like many maps do, probably in part to this cool-looking bit of architecture being well covered in tutorials. These kind of frame a central platform, which is also framed by an outer walkway and is connected to the central platform by four bridges. Overall I found the architecture and overall style of the map very tasteful, and if it wasn\'t for the overpowering red coloring I think I would really like it. But let\'s just put that to my old fogey eyes. You younguns shouldn\'t have much of a problem with that. I\'d definitely recommend a download for those duelists that are always amused by lava-themed maps. This one is not too bad on the eyes and should definitely make for some entertaining gameplay. Well done on a decidedly successful update! [b]Bot Support[/b]: Yes [b]New Textures[/b]: Yes [b]New Sounds[/b]: No [b]New Music[/b]: No [b]Game Modes[/b]: duel, powerduel ~Inyri

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905 downloads

Uploaded:08-28-2007

Blade Runner Map

blade_runner.zip | 24.22 MB

a Blade Runner map would be a good addition to JKA ^_^. As soon as I got in-game I could tell this would be exciting to explore. Although small due to its game type, this map definitely caught my eye straight off and a lot of features reminded me of the first scene in Blade Runner. It was a few weeks ago I thought Hexes's Ghetto map had a hint of Blade Runner in it, and was hoping for his version two to have the famous noodle bar in it. My dreams came true when I came to the bar stationed on the side of the road. Takes you right back to the film in a lot of ways and even though this is a duel map, it still has a very futuristic and Sci-Fi feel about it, so it automatically goes well with Star Wars ;). The rain sets the mood for this map as well, it was raining in the actual film a lot as well so this was a good touch for the overall feel. Textures are spot on and we also have one of the vehicles used in Blade Runner parked on the side of the road. In some places though, the map seemed a little, boxy. I'm not a mapper myself but it just didn't look right in various parts of the map. As well as an outdoors to the map, we have an indoor room that looks a lot like a lobby area. I could definitely see a lot of potential for fun in this map. The music is also perfect. Vangelis did the original Blade Runner music and its found its way into this map as well. I cant really find anything wrong with this map at all. Its the perfect size for dueling and it does look a lot like Blade Runner, and probably the best you can get it in JA resemblance wise. You wont be disappointed if your a Blade Runner fan. Even if your not, I still suggest checking this out, and the movie as well. Overall a good addition to JA and I'm sure a lot of you will be interested in this map! Give it a download if you like what you see. -|Jorka Sho'Hen|- [b]Bot Support:[/b] Nope [b]New Music:[/b] Indeed - Blade Runner Blues composed by Vangelis [b]New Textures:[/b] Indeed [b]New Models:[/b] Nope [b]Game types:[/b] Duel

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1533 downloads

Uploaded:08-27-2007

Endor Assault

ffa_endor.zip | 29.59 MB

TFFA, and CTF. Suffice to say, the map wasn\'t intended for much else, I would surmise. There is both a small exterior and a medium-sized interior of the bunker that held the shield generator. Outside, if you look up, you can see your friend the Death Star staring down at you. What confused me was why it was pointing downward, but I will not question this decision. The interior felt somewhat empty, filled with boxes and corridors, and occasionally some generator related items. Otherwise, didn\'t feel inhabitable. However, I realize this was made for strict gameplay and not for realism XD The outside was beautiful, the grass plush and green, and I must say the water was quite malevolent. I daresay you completed the look of a forest moon, albeit I don\'t remember Endor being that deep of a green, but that\'s just me again XD. Overall, I daresay that you could use this for a number of reasons. Very lovely map, human =_= you have appeased the Camel god..for now. BANDWIDTH IS TO BE DEMANDED, of course...so get downloading. =_= New Textures: Aye New Music: Aye Secrets to plunder: Aye Bot Support: Aye - Averus Retruthan

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10985 downloads

Uploaded:08-25-2007

Hexes Ghetto 2 JK3

hexes_ghetto_2_jk3.zip | 41.5 MB

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

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1268 downloads

Uploaded:08-15-2007

Earthwood Arena

earthwood_arena.zip | 21.78 MB

practice your survival skills before entertaining me. Beds to sweat it out in, targets to practice marksman skills, dummies to attack, and then, of course, the arena itself. The arena is sealed off a portcullis, which I assume was inspired from Oblivion, as the arena\'s style reminds me greatly of the Imperial City arena. The arena itself has three points of access, one of which I would assume is a beast entrance =_,= Good, I needed one of them, because I hate having to keep my hook horrors on leashes. The main arena can be spectated from the above balcony boxes, one of each side over a portcullis. (The fourth portcullis is there for visual balance.) Overall, quite a magnificent and malevolent sight to behold. Guess what? BATTLES CAN BE DONE AT NIGHT AS WELL! =_,= This map is also compatible with duel types. My only qualm is probably the choice of texture. The brick look sorta looks strange, albeit it\'s acceptable. I would have personally scrounged or created a marble or smooth stone texture to improve the aura of an arena. Otherwise, well done job. =_,= SUBMIT BANDWIDTH AND FIGHT TO THE DEATH FOR MY AMUSEMENT. New Textures: Aye New Music: Aye Secrets to plunder: Nay Bot Support: Aye - Averus Retruthan

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96 downloads

Uploaded:07-28-2007

Taspir Hangar

taspir_hanger.zip | 380.71 KB

might have guessed by its game type, this map is rather small. Despite its small nature it manages to fit quite a few TIE fighters (not flyable, sorry!) and has a pseudo-second-level. Two sets of stairs lead up to a catwalk which houses six TIEs, three on each side. One light rather poorly illuminates the entire hangar. As the author mentioned in his read-me, this map is very dark. That could be roughly translated to poor lighting, which is only half true. The lighting is not adequate, which is obvious, and there is only one light source in the map despite several light entities. The open skybox on either side doesn\'t really seem to be throwing any kind of light or shadows on the map, despite being very bright. It wouldn\'t be fair to say the lighting is awful, though, because it seems to be compiled properly and isn\'t [i]all[/i] bad. I do hope it get fixed, though. The rest of the map is decidedly monotone. For having such a brilliantly-colored skybox the inside is basically all one color -- from the TIE\'s to the walls -- and has very little detail to it. There\'s a fake door on one side, and there\'s the stairs, catwalk, and TIE\'s, but beyond that there\'s very little to look at! I know it\'s a military installation, but still... Something could be added to spruce it up aesthetically. Not to mention obstacles always make for more interesting gameplay. :) [b]Bot Support[/b]: Yes [b]New Models[/b]: No [b]New Textures[/b]: No [b]New Music[/b]: No [b]Game Types[/b]: Duel, Powerduel ~Inyri

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6 downloads

Uploaded:07-24-2007

The Legend of Zelda: Twilight Princess - Link's Vision

vision2.zip | 5.66 MB

Unfortunately, Link dreams without textures, so it would seem. Or at least, not all of them. Case in point, the ambience of the vision is ruined by misplaced textures. Honestly, from the look of the screenshots, I don't think we were missing too terribly much. I must caution dueling hordes, however, that it would be unwise to wander too far from the Magical Triangle in the center, for a fate worse than death awaits you: A mysterious fall to your death, without falling =_=. After that particular missing texture, everything else in the center looks great. The Tri-Force is clean and shiny, the grass is pleasant and mystical. It's just that blackness that is needed to complete the effect. Fix that immediately, and I think you'll earn malevolent praise for your work, simple as it may be. New Textures: Aye New Music: Aye Secrets to plunder: Nay Bot Support: Aye - Averus Retruthan

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626 downloads

Uploaded:07-23-2007

boonville

boonville1.zip | 7.46 MB

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

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2941 downloads

Uploaded:07-09-2007

JSA Downtown

jsa_downtown.zip | 12.56 MB

Flying, and racing, basically. In the racing department, it would seem there are three different tracks going different ways. Naturally, this made me question if any of the tracks were shorter or longer, thus rigging ones chances for victory. However, I generally went a full circuit in about the same time, so I believe it's fine. Also, there is one new vehicle in here, a simple green swoop, to add to the track. Texture and architecture-wise, this map was decent to look at. It had a bespin feel to it, but with its own interesting flare. I think the most interesting part of the map had to be how they recorded someone to say "Three, Two, One, Go." An amusing addition, by far. You will be warned twice over that this map takes a long time to load on a number of machines, and mine was no different. Case in point, this might not be the most ideal of maps for quick meetings. However, it's not a bad pick either. Take a look around for yourself and see if you can find anything to do with it. New Textures: Aye New Music: Aye Secrets to plunder: Aye Bot Support: Aye - Averus Retruthan

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7077 downloads

Uploaded:07-01-2007

Tatooine Nights

tatooine_nights_v2.zip | 42.51 MB

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

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87 downloads

Uploaded:06-25-2007

Teh_Blizzy's Lava Duel

lava_duel_yet_another.zip | 2.2 MB

platform, surrounded by lava, and some bench-like structures. The first thing that I noticed was the lighting, it's quite peculiar. By no means is it realistic, (or at least, I have yet to see a lantern give out THAT much light) but it looks good, and in the end, isn't that what really matters? The architecture, as well as texturing, is quite bland. The whole map consists of an octagonal platform, the afore mentioned benches, and lava, to top it off, the entire map is compiled with seven textures (including the sky). In conclusion, gameplay wise, it's a pretty good map. However if your an eye candy person, stay away from this one, and wait for someone to release a map that took half a year to make, not a day. Gametypes: Duel, Power Duel, Bot Support: Yes, however limited to the middle platform. ~Metall Pingwin

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4786 downloads

Uploaded:06-24-2007

Naboo Lake Retreat

naboo_lake_retreat_final.zip | 24.71 MB

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

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204 downloads

Uploaded:06-12-2007

Obsidian Duel Pack

obsidian_duel_packprevis.zip | 2.82 MB

perfectly. It uses some very basic techniques: mainly simple spikes and curves. The end product is a round platforms with spikes everywhere. Not really the most unique duel location, and the spikes seemed to get in my way a little bit. The other part I didn\'t really like about this map is that it\'s very aesthetically bland. It uses very similar textures (you almost can\'t tell the difference) and with a dark skybox it\'s just very... blah. I get that it\'s supposed to be obsidian, but there really needs to be some texture variation to break up all the black. [b]Bot Support[/b]: Yes [b]New Models[/b]: No [b]New Textures[/b]: Yes [b]New Music[/b]: Yes ~Inyri

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542 downloads

Uploaded:06-09-2007

World 1-1

world_11.zip | 5.61 MB

friends work hard to stop Mario there =_,= except that idiot who likes to play peek-a-boo >_>+ Well,basically this map is a huge, long rectangle, as would be expected in a 2D-turned-3D map. The map is littered with a number of the old fashioned blocks. Touch any of them, and they disappear 1 second later, regardless if you attacked or not. Shooting them with DEMP2 or Pistol(or melee) does nothing. There is one token pit, and then the flag with the castle next to it. Going in the castle, you are returned to the start. Texture-wise, it looks relatively accurate. My only suggestion is fixing that hill's eyes. He looks retarded. Honestly, that's the first thing I thought. Other than that, I would suggest maybe making the borders blend in a little more. That, and fix your music. I saw you had some, but it didn't work. Oh, and perhaps it would be wise not to cram useless pictures in your file. It takes up meaningless space. MARIO JUNKIES SLAM YOUR HEADS UNDER THE BANDWIDTH BLOCK TO GET THIS FILE. =_= If not, then you can just perform the action described in words 3 through 5 in my previous sentence. New Textures: Aye New Music: Aye(Not functional) Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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2157 downloads

Uploaded:06-07-2007

Space Bound Sanctuary

spaceboundsanctuary.zip | 16.13 MB

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

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481 downloads

Uploaded:06-06-2007

[CONTEST] Glassduel

glassduel.zip | 3.41 MB

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

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782 downloads

Uploaded:06-06-2007

[CONTEST] Tomb of Ragnos

tomb_of_ragnos.zip | 1.61 MB

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

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957 downloads

Uploaded:06-06-2007

[CONTEST] Ancient Temple

ancient_temple.zip | 2.84 MB

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

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1589 downloads

Uploaded:06-06-2007

[CONTEST] Yuuzhan Vong Death Duel Arena

vong_deathduel_arena.zip | 13.7 MB

before. This arena is designed to look partially alive. The purple tint is a big aid in this, as are the doors built inside the rock walls...they look like heart valves or something. I wish they wriggled or opened...I'd love to see what's behind them. Oh yeah, that purple skybox is incredible. Anyways, the arena is made of rock, and I think it's the perfect size for a duel. There are a few boulders in the middle, and off to one side there's a small entryway/cave bored into the rocks. Inside this area, there are a lot of orange glowing orbs covering the walls. I'm not sure what to think of them, but they add a very errie look to this particular spot. Then we come to the...thingies. I have not the slightest idea what to call them...they're dark and scaly, and look almost like they should be alive. They have many short "arms" reaching upwards and there are orange, glowy lights on the tips. Whatever they are, they litter the map in random places. I had to study them...they look very interesting, and they add a cool touch to the map. Of course, some Yuuzhan Vong expert will come along and link me in the comments to a full definition, I'm sure... :p Lastly, we come to the music. This map had a really interesting track to it. It sounds like it's a little too intense for JA, but when you consider the highly unusual and alien atmosphere, it adds a touch of fear to the map. Overall this is masterful work. There could be some minor changes/improvements, but they aren't necessary. It's good as-is! New textures: [b]Yes[/b] New sounds: [b]No[/b] New music: [b]Yes[/b] New models: [b]Yes[/b] New scripts: [b]No[/b] ~Dretzel

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1980 downloads

Uploaded:06-06-2007

[CONTEST] Water Metropolis

contestduel_water.zip | 7.95 MB

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

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2481 downloads

Uploaded:06-06-2007

[CONTEST] The Last Command

thelastcommand.zip | 25.59 MB

happening in the future. This map consists of three sections, each separated by a door. It is the perfect size for a good, intense duel. And to make it even more realistic, the author has made the environment partially destroyable. Way to use those entities! The architecture was well built, and fit with the theme. The colors also blended well (I especially liked the neon glows). I can't use dynamic glow, but I can only imagine how much it would enhance the atmosphere. Everything else aside, what really made this map stand out to me was the scripted doors. Scripts are a rarity, but this map made good use of them. When the doors open, they release jets of steam from the corners as a lock-type mechanism releases. Nice touch! I also noticed that you can't open more than one door at a time. Good idea, as it keeps the fighting area down to a manageable size. Oh yeah, one more thing. The source files for everything are included, so if you want to check out the mechanics at work here, you're free to do so! The only downer is that it runs just a tad choppier than most maps. However, I would personally overlook that to have an epic duel. For all you duelers out there, this is one map to snatch. New textures: [b]Yes[/b] New sounds: [b]No[/b] New music: [b]Yes[/b] New models: [b]No[/b] New scripts: [b]Yes[/b] ~Dretzel

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557 downloads

Uploaded:05-31-2007

Sacred Forest

sacred_forest.zip | 5 MB

Saria, and again to enter the Forest Temple. In terms of accuracy, it\'s pretty decent. Texturewise, I\'d say about the same. It definitely reminds me of the intended area. I think my only qualm would lie in the hollowed out pass. It looks like it was made out of raisin cookies O_o. At least, that\'s the impression I\'m getting. Overall, there are textures packaged for this for future maps. I shall await them and see what else is in store. BANDWIDTH IF YOU DEMAND LOZ =_= New Textures: Aye New Music: Aye Secrets to plunder: Nay Bot Support: Aye - Averus Retruthan

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512 downloads

Uploaded:05-28-2007

Ladoras Rage

am_ladoras_rage_vii.zip | 7.45 MB

level.\" Nifty, eh? Not that I, uh, don\'t read read-mes... :D Aaanyway, hopefully those of you who are familiar with the recent UT games will feel somewhat at home in this map. It\'s not huge, but is certainly big enough for a comfortable FFA. And don\'t plan on using your saber much; this map is designed for guns play, and I don\'t see anyone with a saber getting very far here. There are weapon pickups everywhere, from fletchette guns to the concussion rifle, and naturally the disruptor (although good luck finding a good place to snipe from!). The map features a three-level industrial-like area. Despite its definite metallic and industrial feel, it makes good use of curves.. everywhere. Most of the walls feature some kind of curve, and this somehow still fits in with the texturing and style. The included music also fits quite well, not distracting, but adding to the mood. Definitely a great map; I felt right at home, and I hope you do too! [b]Bot Support[/b]: Yes [b]New Textures[/b]: Yes [b]New Models[/b]: No [b]New Music[/b]: Yes ~Inyri

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715 downloads

Uploaded:05-27-2007

Blackcastle (Public version)

lz_blackcastle.zip | 1.43 MB

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

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419 downloads

Uploaded:05-22-2007

Xenofaar

xenofaar.zip | 659.14 KB

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

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1418 downloads

Uploaded:05-22-2007

Rainbow Road

rainbowroad_iswer.zip | 8.97 MB

is flat, and by flat I mean that it has no vertical depth, which is kind of a nice addition. The texture follows the curves in the track, keeping the coloring continual throughout the track, and the entire track has been given a bit of a glow, for effect. A couple of things I haven\'t seen in a Rainbow Road map so far include: a new and custom skybox, including characters from the game, custom sounds played at different times during the map/track, and there\'s also a jump in the track. A couple of things that are still missing are the karts themselves (you could jury-rig a futuristic hovering go-kart -- ooh, that sounds like fun) and the starry fencing along the sides of the track are also still missing. The author seemingly had planned on adding this border, but had a problem with the shaders and scrapped it. Perhaps for a version two he could get a little assistance and get that worked back into the map. There are a few other gameplay-oriented details I felt should be mentioned. You can fall off the map (boo-hiss) but instead of dying, you are simply teleported to the starting line. You don\'t die, but you\'ve definitely lost your lead! Assuming you were out front. If you\'re at the back, no loss, eh? I\'d recommend falling off the track at least once, though. It\'s kind of funny. :D [b]Bot Support[/b]: Yes [b]New Models[/b]: No [b]New Textures[/b]: Yes [b]New Music[/b]: Yes ~Inyri

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1249 downloads

Uploaded:05-09-2007

Yavin Treetops

ctf_yavin.zip | 1.74 MB

place... This map brought to our fine altar, while well built, seems a little dull in the gameplay division. The map is virtually symmetrical, with two identical bases. Each base consists of a rather small doorway containing a flag holding area, a window for cover-fire, and a sniper nest. A note on that if you enter the sniper nest, you have to jump out of it or have someone open the door for you. Both of these bases are connected with relatively narrow bridge that connects to a middle platform of sorts. Honestly, I don\'t see the fun that could be put into this. You have hardly anywhere to hide, there\'s very little room to evade gunfire, and I can hardly see how you could squeeze through that tiny door without getting mauled. It\'s practically begging FFA Not to say that the map itself is bad or anything. In general, the concept and the general structure looks nice, but the gameplay just seems limited. To enhance your product, here are some suggestions: - Try making a series of more platforms that connect throughout the map. That way, the number of possible routes increase, and there is a lot more tactical availablity. This also would increase the need for more ground to be covered, because you can\'t have everyone holed up in the base or the flag would be impossible to reach. This brings me to my next point. - Expand the bases. First off, the doorway is way too small, and I foresee people being able to block off invaders with a flechette alone. There needs to be more space and possible routes to the objective, so as to put more of a tactical balance. On a final note, I would make the sniper nests have a button to return inside. You never know when your hotshot needs to do a last ditch defense on the flag. - Change your map\'s name. I haven\'t done any good research on hot CTF maps, but I know for a fact that CTF_Yavin is actually a Jedi Outcast CTF map. Personalize it a little, m\'lad! - Music is definitely a necessity. Not everyone has programs to listen to music. If all else, throw in the default JA tunes and call it a day. Just cover up that blasphemous silence. This is just from a non-CTF player point of view. Try and find some fellow CTF\'ers and see if they have any other suggestions. Your map has promise, lad. It\'s a good effort, but now you have to expand! New Textures: Nay New Music: Nay Secrets to plunder: Nay Bot Support: Aye - Averus Retruthan

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1278 downloads

Uploaded:04-30-2007

Playground

playground.zip | 1.16 MB

inclination [i]wasn\'t[/i] to set it on fire. You know those days. The swings, the slide, the roundy roundy thing you invariably ended up launching yourself off of and breaking your arm... Ahh, memories. So add some trip mines, a lightsaber, and various other weapons of less-than-mass destruction. [i]Now[/i] you\'ve got yourself a playground! It has weapons, it has traps, and it has... a very mountainous backdrop! But hey, with all the funness of a Star Wars playground, who\'d really be paying attention to the skybox? For some unique guns play, or saber play if you so desire, this map\'s surely a necessary download, if just to check out its cool and unique concept. It\'s executed fairly well, too. It\'s aesthetically acceptable, the lighting\'s pretty good, and... It just reminds me of being a kid again! Minus the falling off of the highest point part... *whistle* [b]Bot Support[/b]: Yes [b]New Textures[/b]: Yes [b]New Models[/b]: No [b]New Music[/b]: No ~Inyri

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206 downloads

Uploaded:04-30-2007

City in Teh Sky

cityintheskybeta.zip | 2.51 MB

\'official\' release. This map, however, is hardly playable. It is almost completely untextured, although all architecture is present. I\'m not even going to bother critiquing it though since without textures it\'s next to impossible to determine what\'s what. A map like this is going to be next to impossible to navigate, and difficult to tell what\'s supposed to be what, so I\'m not sure what the author expects to gain by such an early beta. My advice would be to sit down, finish texturing it, and [i]then[/i] release your beta. [i]This[/i] kind of beta is basically useless. To everyone. [b]Bot Support[/b]: No [b]New Models[/b]: No [b]New Textures[/b]: No [b]New Music[/b]: Yes ~Inyri

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562 downloads

Uploaded:04-25-2007

Calc\'s Space Walk

calcffa1.zip | 843.71 KB

accidentally fall off just by walking (I\'d rather spend my time playing than worrying intensely about how close I am to the edge). Some larger platforms would also help, and I find in this map there are precious few of them. This map functions somewhat as a maze, as the walkways overlap on several levels. There is also a platform that descends from the top level to the bottom level, although it seems to make no sound which always bugs me. The map is also texturally bare, using only a couple textures throughout. If you\'re looking for a stunning visual wonder, this isn\'t it, just due to this particular reason. One other qualm I had with the map is that all the weapon pickups seem to be clustered all in a couple of areas. This seems to me like it would make gameplay unbalanced (whoever got to the platform first would have a tremendous advantage). Spacing the pickups out across the map, since it is quite expansive, would balance things a little more, I think. Also I really can\'t stand musicless maps. I know a lot of people use their own music, but tasteful music really enhances the mood of a map, and those particular people can simply turn it off... The rest of us would like some fitting background music, though! [b]Bot Support[/b]: Yes [b]New Models[/b]: No [b]New Textures[/b]: No [b]New Music[/b]: No ~Inyri

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1032 downloads

Uploaded:04-21-2007

Final Fantasy: The End of Time

the_end_of_time.zip | 15.43 MB

here. >_> OK, the basic concept of this map is a ruined post-cataclysm city. There\'s a few busted-up buildings, some rubble, and a lot of fires. Yes, the layout really is that simple. It\'s big, though. Big enough to comfortably fit a Z-95 in, provided you can handle very tight cornering. Several elements caught my attention, but mostly for the wrong reasons. As soon as I entered the map, I was smacked with a horribly low FPS despite having a brand new high-end Radeon. Didn\'t take me long to find out why, since evidence of it is dotted around the map. There\'s a lack of optimisation going on, most likely because of the map being so open. Texture alignment was another visual problem. There\'s misaligned textures all over the place, and plenty of textures which simply shouldn\'t have been used because they tile far too much on the large surfaces they\'ve been assigned to. I also spotted a few cases where textures haven\'t been wrapped around an object properly, and even one case where a texture had been fitted to a 1:1 ratio on a surface far too small for it. So, the texturing needs work. There isn\'t really a good gameflow in this map. Part of this is due to the fact that some areas are virtually intraversable, but it\'s mostly because the map lacks just about every single element which would define a map as functional. It\'s definitely one for the roleplayers, although even they\'d be hard pressed to build a scenario around it. Oh, and a little hint? The music is overkill and doesn\'t fit with the map at all. Next time you should pick music which works with the map, rather than annoys the hell out of everyone who hears it. One Winged Angel isn\'t really all that good a composition, and it definitely has no place in an FPS under any circumstance. Still, it\'s not too bad a venture into the mapping world, and a good level of technique has been displayed in the creation of the map. It just needs far more work in order to really be of interest to the community as a whole. ~ Kouen (PS: What the heck is that floating nVidia symbol doing spinning above the map? o_0 ) [b]Bot Routing:[/b] No [b]Custom Music:[/b] Yes [b]Custom Models:[/b] No [b]Custom Textures:[/b] Yes

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167 downloads

Uploaded:04-19-2007

Bespin Store Room

bespin_store_room.zip | 4.06 MB

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

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380 downloads

Uploaded:04-18-2007

Force Academy RIP

forceacademyrip.zip | 2.28 MB

I mean almost caveman basic. Even I am not this basic O_o! However, I don't believe this was intended for aesthetics as it was intended for function. It meets the needs of the clan it serves. This being one of the few maps where screenshots are virtually unnecessary, I will list the features out: - 3 platforms(2 for dueling space, 1 for a launch platform of an X-wing{there was allegedly one with a tie}) - a number of NPC spawning chambers - space to fly vehicles Yep, that's about it. Simple and to the point. This is definitely a utiltarian map. I won't condemn them for this purpose one bit; however, there were a couple little bugs, although they weren't that bad. One was the X-wing spawning already in motion. For those of you who are unaware of what I mean, there are spawning instances when the X-wing wasn't spawned on a level surface. The x-wing will then proceed to pitch downward and fly downwards. The other bug wasn't so much a bug I suppose: the inner door switches on the NPC chambers didn't work. However that could be bypassed by having someone close it for you from the outside. This map is useful for training of sorts and a simple meeting place. I don't think it's that bad personally. Perhaps a little expansion would make the map more appealing, but I don't think that was the author's goal in mind. New Textures: Aye New Music: Nay Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan[/quote]So the question is what's different here. Well, the couple of bugs Averus mentioned - the x-wing issue and the doors issue - have been corrected. Bot support has also been added. This is a very necessity-based update, and other than some odd colored lights with no sources, this map seems pretty well described above. Grab it if you need a good training ground. Luckily, if you suck as much as me, you can trick Desann into falling off the map... *whistle* [b]Bot Support[/b]: Yes [b]New Textures[/b]: Yes [b]New Models[/b]: No [b]New Music[/b]: No ~Inyri

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1301 downloads

Uploaded:04-15-2007

Bespin Traps

bespin_traps_ja.zip | 6.34 MB

[i]trap[/i] would sound so much better.\" I now understand the S on the end. Very simply, there are trap[i]s[/i] in this map, and if you\'re clever you can uncover them and hopefully trick your opponents into killing themselves. Handy, eh? So I know what you\'re thinking. \"Aww, another Bespin map? Boo.\" Feel free to think it (but don\'t say it!), but this map is definitely not bad. It\'s actually quite easy on the eyes, and does not scream [b]Bespin![/b] at me like most Bespin maps do. It does have some custom textures, which might alleviate the monotony Bespin maps tend to get. However the fitting and well-crafted architecture really help to keep this map interesting. That, and it\'s made with gameplay in mind, not fitting a stereotype. The more I look at the architecture, the more I like it. The blue texture really makes all the difference, especially since the author has used it in several ways to make several different looks. However the curves, couple with this particular texture, really give a unique flair to what would normally be a bland overly-copied Bespin theme. My only advice to the map critic would be, if you happen to fall off, don\'t look up. [b]Bot Support[/b]: Yes [b]New Models[/b]: No [b]New Textures[/b]: Yes [b]New Music[/b]: No ~Inyri [b][i]Want this map for Jedi Oucast? [file=\"78052\"]Find it here![/file][/i][/b]

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354 downloads

Uploaded:04-14-2007

HydroDesert2

hydrodesert_2.zip | 6.18 MB

without Hydroball if you wanted... but why would you pass up such a cool mod? :p Okay... I\'ll be honest. I\'ve never played Hydroball. It makes me sad, actually, because I\'m intimately familiar with Blitzball and I\'d love to give hydroball a try. But for the purposes of this review, a big water-filled sphere is a big water-filled sphere, so it\'s the rest of the map that needs reviewing. So let\'s get on to it. This map actually has a really nice ambiance. It is set in what seems to be a town in the middle of the desert (Tatooine, anyone?) in the middle of the night. The lighting actually matches the time of day, which is nice. And it\'s not excessive or too little. There were a couple of instances, mainly inside the hydroball building itself, where I couldn\'t find a light source for a couple of the light entities, but for the most part the lights did have sources. The bits of the town itself are pretty easy on the eyes. I detected a definite Tatooine theme, which makes sense, and since it\'s night time it\'s not your typical Tatooine look (being dark, and all... as opposed to the blindingly bright Tatooines we\'re used to). The most impressive thing about this map is that it seems to use all baseJKA resources. No new textures or anything like that, and yet it doesn\'t have that recycled feel that a lot of maps without new content have. Man, it\'s like Zanarkand... if Zanarkand was on Tatooine. :lol: Give it a download if you\'re a Hydroball fan. Definitely. Y\'know, since hydroball maps are so few and far between... [b]Bot Support[/b]: Yes [b]New Textures[/b]: No [b]New Models[/b]: No [b]New Music[/b]: No ~Inyri

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201 downloads

Uploaded:04-13-2007

Old Arena

old_arena.zip | 4.67 MB

and my senses have exploded... Moving onward, this is basically a medium sized FFA arena of sorts with a pit with hovering platforms in the middle. I liked the use of the chair and the stadium seating. Most amusing =_,= Unfortunately that\'s all really. That and a couple of gun spawns and a crusher at the bottom of the pit. Overall, simple and effective. I\'d suggest branching out a little bit with this map, give it more areas, and make it a little more interesting. New Textures: Nay New Music: Nay Secrets to plunder: Nay Bot Support: Aye - Averus Retruthan

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1442 downloads

Uploaded:04-10-2007

The 5 Gates

draco5_gates.zip | 18.81 MB

technically I was sort of right...but I wasn\'t counting on it being a racing map O_o. Yes, this racing map is a bit unique in the fact that it actually contains racing swoops modified with lack of weapons, rationed boost, and a couple other alterations. This being said, I suggest you all pack your lightsaber/e-11 =_= or in my case, scythe =_,=. Along with these racing swoops are shadowtrooper reskins that match the color scheme of the swoops. Most thoughtful indeed. Enough about those. MAP REVIEW. This race track takes you through 5 areas, including the main one. - Starting Area: Spacely and an interesting glass road. A very excellent starting light signal was put there for starting the race. Swoop spawns are present in the garage. - Yavin Forestly area: this area was probably the most visually unappealing. Typical yavin forestry, nothing more. There were, however, a series of guiding lights so as to guide the racers towards their track. The big thing here? There was a point where the forest got darkened and it was hard to find where the actual path was. A naturally clever trap =_,=. - Tatooine sandly area: After exiting through a strange, loud gate of sorts, the racers end up in the desert. This track was easy to see where the track was, BUT there was a shortcut of sorts. I will not speak of its location, but I know that there is a spot where one could jump the track and get straight to the gate. Perhaps that exploit might require fixing XD - Angry Mustafar World: Lava, lava, everywhere. The turns become more hazardous, and at the end you had best hope no one collides into you during the big jump. - Industrial Space Stationish area: Another gate trip throws you into a bit of a strange space track area with a lot of electricity flying about. Sounds like Arieknas\' paradise..oh well. Evade the electrical poles. They do not

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806 downloads

Uploaded:03-26-2007

[CONTEST] Valley of the Jedi Tower

voj_tower_if.zip | 1.86 MB

reviewer, one of our previous staff members: Nozyspy. I obviously can't review my own map, so I asked for his help. Give him the same respect (preferably more) than you would give the regular staffers.[/i] :) JKFiles Headquarters, the cryogenics department: *Inyri walks up to a large grey coffin shaped machine, there are pipes everywhere and it is giving off a cool mist* *Inyri presses a large red ‘defrost button’ on the side of the machine* *Hsssssssssss* *The lid opens up, inside a frozen Nozyspy begins to stir* Oh hello, I am Nozyspy human cyborg relations how ca…errmm where am I? *Nozyspy’s brain comes properly back online* Ohh, you want me to do a map review? Ahh excellent, this should be fun! :D Well, now I am properly defrosted and out of suspended animation, lets get on with this review! Now this map is a recreation for JKA of a multiplayer map that was originally in the Dark Forces 2: Jedi Knight game. Now there’s a bit of nostalgia for you…man that game has been around for a loooong time, and people still mod for it too you know! Anyways… whist I’ve never actually properly played through the earlier Jedi Knight games (I have the Demo For Mysteries of the Sith and Dark Forces 2) Inyri has supplied me with an excellent vid of the map to get a good idea of what the original map was like. And I trust that as an avid fan of those earlier games Inyri will have made us as faithful a recreation as possible. For those that don’t know, this is the location where, in Dark Forces 2 Kyle battles and destroys Maw, one of the six Dark Jedi that accompanied Jerec on his quest to find the Valley of the Jedi. From what I can compare between the original and Inyri’s remake, this JKA version is very accurate to the original, one nice feature being the good remake of the texture for the landing pad which looks just like the original. All the architecture is there, along with the lift, and walkways and the crates in the small side rooms inside the main tower. And one part, which I particularly must compliment Inyri on, is the excellent skybox, which looks very much like the original and adds a nice touch to the map. ;) As with all maps there are some things that could be improved upon here. Firstly is the detailing. Now…this is a bit of an difficult subject as far as recreations of maps from older Jedi Knight games go…because they DIDN’T have that detail in the first place. So the question is, do you make it exactly the same, or do you add detail in there to make it look better, even though it wasn’t in the original? So far that’s one thing that’s put me off making a map based on one of the Mysteries of the Sith levels. Personally I think this map could have done with some more detailing to fill it out a bit more, but that would really be a personal choice for the author for the reasons I’ve explained above. One other big thing this map really could have benefited from is some terrain. Although the lack of terrain doesn’t actually look THAT bad, I really think it would have added that extra polish to the map. Terrain can be done in a variety of ways, from deforming patch meshes (although that method is not recommended) to making trisoup terrain (made out of lots of little triangles) either by hand, or using a very easy and handy program like easygen. One other thing is that the big cargo ship that was in the original map is missing…but that didn’t really bother me much. Putting something that size into the map would be pretty difficult anyway! Sooo, lets round up some of the pro’s and con’s Pro’s: - A pretty accurate recreation of the original map from Dark Forces 2. - An excellent custom skybox. - Fitting music for a duel map. - Pretty good use of textures. Con’s: - The map could do with some more detail, if possible. - The left was rather far off the ground, and a few parts were slightly out of proportion, such as the steps which were a little too high. - Some terrain would have polished the map up much better. - The lighting could be made more natural, it feels a bit flat at the moment. Apart from that though a good Duel map here, one I would recommend for any fans of Dark Forces 2: Jedi Knight! Keep up the good work Inyri and hopefully you will make us some more maps based on Dark Forces 2! :D Right, time for me to go back into suspended animation now! *Nozyspy disappears back into the mists* Bot Support: Yes New Textures: Yes New Sounds: No New Music: No Game Types: FFA, TFFA, Duel, Powerduel ~Nozyspy~

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534 downloads

Uploaded:03-26-2007

[CONTEST] Cafe Chic

cafechic.zip | 9.65 MB

map was considered a late entry, and as such was disqualified from competing for a finalist position. All errors have since been corrected.[/i] The back story of this map, submitted for the intermediate level of the contest, is a certain drunken and disorderly patron has made some trouble in this ritzy cafe. This explains the toppled chairs, which I presume are all impressively made of brushwork. The brushwork in this map is excellent, shown of well by many intricate chairs, and some oddly shaped tables. The map features lots and lots of curves, from a curved stage, to curved tables, to curved pillars, to arched windows... you get the idea. Curves are everywhere. Wood is also a predominant theme. It seems almost everything, except maybe the cushions on the couches, is made of wood. Varying types and colors of wood, which makes for nice contrast. The map itself is perfectly sized for a good duel, and several heights of platforms (the stage, and two balconies) provide some extra space for more heated duels (should a duelist wish to escape -- coward!). There is no shortage of detail, either, so duelists beware! While you are staring at those nice tapestries you might just lose an arm. My biggest downer on this map was the music. I love the song ([url="http://www.ocremix.org/remix/OCR01017/"]The Final Summoning[/url] by Jared Hudson) but a Final Fantasy X remix does not belong in this map. It fits so poorly that when I loaded up the map I thought maybe I still had winamp on. As I've said before, just because you [i]can[/i] include something doesn't mean you [i]should[/i]. More suitable music would have really polished off this map. Overall, though, it's a splendid piece. It's quite possibly the most detailed map that was received for this skill level. The author should be proud, and I certainly hope to see more work from this author in the future. [b]Bot Support[/b]: Yes [b]New Models[/b]: No [b]New Textures[/b]: Yes [b]New Music[/b]: Yes ~Inyri

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799 downloads

Uploaded:03-26-2007

[CONTEST] The Bath House

bath_house.zip | 6.54 MB

map was considered a late entry, and as such was disqualified from competing for a finalist position. All errors have since been corrected.[/i] This map, submitted for the intermediate category, brings us a style and theme which we don't see very often (but rightfully should). It is styled as a bath house. For those of you who are too Generation Y to know what a [i]bath[/i] is... Ha, just kidding. I hope you all know what baths are. Back in the days of yore, there was no running water. Gasp! I know. So they used baths. Often times public bathing structures: bath houses. I foresee an "eww, gross!" coming up at some point, but hey... it was a different time. In any case, this particular bath house must have been for the upper classes, as it is thick with marble, elegant arches and curves, and some very elegant stair cases. I just love the look of this map. Of the submissions, it could very well be my favorite, although this is probably just due to its unique subject matter. The brushwork in this particular map is very well done and quite varied, including both curves and hard edges. I also felt it interesting that the author chose to use unfitting models, such as some of the statues and hanging torches from Korriban, and yet despite this obvious clash they seem to fit in perfectly well. Texture usage is also good. The plain marble walls are broken up a bit more than midway up with a strip of what looks like engraving, and the blue makes for a good contrast with the white. The one texture-related thing that bothers me is the Quake flags. [i]Quake[/i] flags? Really. The map isn't even available for CTF as far as I can tell, so I'm unsure as to the purpose of these banners, being as how this is definitely not one of the Quake games. The only other qualm I had was the lighting. It looks cool, but to a trained eye it defies the laws of physics. Something to consider for the future. Overall a wonderful map. Hopefully this author will participate in future contests as well! [b]Bot Support[/b]: Yes [b]New Models[/b]: No [b]New Textures[/b]: Yes [b]New Music[/b]: Yes ~Inyri

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3639 downloads

Uploaded:03-19-2007

Final Fantasy VII - Anxious Hearts

ahf.zip | 34.89 MB

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

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158 downloads

Uploaded:03-19-2007

Korriban Duel Platform

duel_korplat.zip | 1.02 MB

what I meant by big and small at the same time. The playing area is composed of on central platform, which I personally feel is partially too small and quite too cluttered to serve as a good platform for a duel, but I could be wrong. In any case it should make things interesting. The rest of the ground area of the map is lava (don\'t fall in!) and there are several hanging/floating platforms a bit above the main platform, should you be able to jump up there without killing yourself. I didn\'t test whether they were actually reachable or not, because I was having too much fun watching the bots jump into the lava (botrouting is of questionable quality). Other than that, I thought the use of the stone texture was good - it blends well from the walls to the ceiling. The walls themselves are far too geometric to be a natural cave, though, so playing around with terrain might be the next step for this author. Other than that a solid duel map that shows some promise. Not bad for a first release! [b]Bot Support[/b]: Yes [b]New Textures[/b]: No [b]New Models[/b]: No [b]New Music[/b]: No ~Inyri

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709 downloads

Uploaded:03-15-2007

Egg Carrier

eggcarrier.zip | 5.98 MB

was repaird again (presumably by Eggman\'s bots) before the final battle, where it was destroyed by Perfect Chaos before it had a chance to do... well... anything. Does this look anything like it? No. Wait... I [i]think[/i] I can see a little bit of the real Egg Carrier\'s physical form. Just barely. So, first, what\'s good about it. It\'s big. You won\'t run out of room on this map. Er... the structure is a bit varied... And... that\'s about it. =/ Alright, I\'m itching to get this out of the way, so let\'s just get it over with. Architecture. Not good. A Sega Genesis is able to, and on numerous occasions has shown that it can, render better architecture than this. I\'d call this like a lego version of the Egg Carrier, but it doesn\'t really look like lego either. It resembles an overgrown Airfix model, to be honest. Texture usage. Ick. Many of the textures used don\'t even remotely resemble the materials they represent. Are we meant to believe that the Egg Carrier\'s hull is made of *carpet*? The author has also failed to align many of the textures to the brushes they\'re attached to. It\'s all a basic \"make brush, select face, click texture, finito\" job. Randomly applying textures just detracts from both the visual and technical aspects of a map. Oh. And the skybox. [i]Bespin[/i]? How the [i]heck[/i] would the Egg Carrier fly on Bespin? It\'s not designed for atmospheric travel at all! Damn, got sidetracked there - my point is that the Bespin skybox needs to die in a fire, and probably shouldn\'t be used by anyone for anything unless it\'s a Bespin-themed map. And if it\'s a Bespin-themed map, it better be good, because you just know that after all the other Bespin maps people have released, the community are going to be more critical than the cross-bred child of Godzilla and Simon Cowell. Oops, side-tracked again. >_> Layout and item placement won\'t promote any sort of gameflow at all. The items are placed in the dodgiest places, and much of the map is borderline intraversable. So, unless you want to be confined to one part of the map where you\'ll be at a disadvantage - stay on the flat parts at the top. No lighting, and no ambient lighting either, so I\'d guess that the map has been released after a mere -meta compile; this means that no elements of the map are compiled except for the basic architecture. I\'ve said it before, and I\'ll say it again - unless a map has been through several compile stages (one compile from each type, with a \"final\" compile being the last) then it\'s not ready for release, since virtually none of the map has been compiled. And... is that a spawn point for the DL-44, an infinite ammo weapon which is *automatically* given to the player when they spawn? And the point in that is...? >_> I\'m also guessing that the map hasn\'t been tested at all, since I found many aspects which needed attention but were neglected. Now, the author openly admits that the map couldn\'t be at the standards of the Dreamcast/Gamecube stages, and that\'s true, because the Quake 3 engine literally sucks compared to other game engines - even the Sega Saturn\'s rendering capabilities exceeded Q3\'s, and that thing was weaker than most PCs from 1996, never mind the modern-day era of computing. However, with that said, we\'ve seen that Q3\'s capabilities can be pushed further than this. The author just needs to take more time, work harder, and most importantly of all - know what they\'re mapping before they start mapping it. I gotta say this. This thing isn\'t the Egg Carrier. It\'s nowhere near. It misses almost every detail the actual Egg Carrier had - many of which were fully possible as well as practical - and what\'s more, even the details it does get right have almost 0% credibility to the real thing. And I should know. I\'ve played SADX to death. At this point, I\'d probably suggest that the author works on their skills a *lot*, since many of the fundamental abilities needed by all mappers are shown to be lacking here. I\'m still suggesting that, although I\'d like to comment that the V1 in the name is perturbing - don\'t even try another version of this. You just can\'t do it. Not in this engine. I\'d have thought y\'all would have learned that lesson after the Greatfox map. >_> Well, for the Sonic fans out there, sorry to disappoint, but this is only the Egg Carrier in the vaguest possible reference. For those who aren\'t Sonic fans, I\'ve included some snaps from the Egg Carrier for reference - and practically everything in those screenshots was replicable here (although they wouldn\'t have looked as sexy in Q3 engine >_> ). ~ Kouen [b]Bot Routes:[/b] No [b]Custom Music:[/b] Yes [b]Custom Textures:[/b] Yes [b]Custom Models:[/b] No [ [b]*[/b] Side Note: I don\'t give a hoot what anyone thinks - his *real* name is Robotnik. Eggman is merely his alias. Example: In [i]The Matrix[/i], Keanu Reeves actually played Thomas A Anderson - his alias was Neo. Yet, everyone called him \'Neo\' - his alias. However, that still doesn\'t change the fact that his real name is Thomas Anderson. So no matter how many times Sega\'s bipedal mammals call the fat dude Eggman, it doesn\'t change the fact that his [u]real[/u] name is Robotnik, and that Eggman is his alias. ]

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11382 downloads

Uploaded:03-02-2007

KOTOR Flight School Final

fsf.zip | 43.67 MB

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

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747 downloads

Uploaded:02-23-2007

At the Senatu Shrine

duel_atss.zip | 12.44 MB

square stone "platform" surrounded by statues, and the entire thing is surrounded by a dense forest of trees and plants. I did find that the intense amount of models in this map and the rain did reduce my own FPS to between 8 and 10 average, and I don't consider my rig to be all that bad, so FPS may be an issue. For those interested, this map does come with some pretty decent bot support, which may increase its playability. As a duel map, it has plenty of open space for a pretty intense duel, and if you feel the need for something a little less straightforward you can always flit in between the trees and rocks to really mess around with your opponent. It should provide a little something for everyone. [b]Bot Support[/b]: Yes [b]New Models[/b]: No [b]New Textures[/b]: Yes [b]New Music[/b]: Yes ~Inyri

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185 downloads

Uploaded:02-21-2007

Shaft

shaft.zip | 1.72 MB

fight for saber supremacy, but you have to fight for decent footing. This map is oriented vertically, rather than horizontally. It features a shaft, perhaps 20 feet across, but quite tall. The shaft is littered with thin platforms, no more than about three feet wide, for you to jump back and forth from to make your way to the top (should you so choose). The interesting thing about this map is that there is no \"solid ground\" so to speak. You don\'t climb up the shaft to be the first to reach a big platform; no such platform exists. Rather you must make a stand on the small platforms, using your skills to keep from falling to what could be a gruesome death (or just a fractured tibia, if you\'re lucky). Personally, while the map could probably use a little more aesthetic detail in certain areas, I think it\'s a really interesting concept. Several of the platforms will also break as soon as you step on them, so that\'s one more added peril that adds a little luck into the equation. As a duel map I think it\'s perfect, as it tests not only your skill with a saber, but your skill with your surroundings. On a side note, bot support was included... but I wouldn\'t recommend playing with it. I think it would end up being a very boring botmatch. ;) [b]Bot Support[/b]: Yes [b]New Models[/b]: No [b]New Textures[/b]: Yes [b]New Music[/b]: No ~Inyri

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2079 downloads

Uploaded:02-19-2007

Deep in the Forest

forest_final.zip | 2.56 MB

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

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1129 downloads

Uploaded:02-14-2007

Night City

nightcityja.zip | 19.49 MB

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

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319 downloads

Uploaded:02-07-2007

Glassmap

glassmap_v2_archive.zip | 5.92 MB

lighting, weapons, npc’s that spawn, and traps have been added. The two new levels don’t really do much, except give you farther to fall, or jump. But in my opinion they needlessly expand the size of the map. The lighting…in my opinion is not ‘better’, just changed. How so? The color is different on each little level. Weapons and other items have been added, although there’s NO weapon specific ammo, which reduces the playability/challenge of doing gun battles in this map. Out of ammo? Go grab another weapon, and get a refill from the ammo dispensers around it! That brings me to item placement. It’s almost as if there was no thought put into it at all. There was a line of bacta tanks in one place, although I may be mistaken. So, basically, this really isn’t suited for gun battles at all, since it’s unbalanced. ‘Fun’ elements? Traps? Those are for RP, or for being hazards that will be run into often. I found one trap in this map, and when I touched I was greeted with a [i]very[/i] annoying “LOL xD” on my screen, followed by blaster bolts. Are spawning npc’s fun? Not to me. They’re only fun if I want them there, and if I want a nice, quiet duel with someone I have to kill the bots first. There have been other things added to this map, one of which is a tower of floating Morgan heads. This brings me to ask this question: Why? If it was some evil shrine, then whatever, but it’s a tower of heads. Oh, one other thing that really annoyed me is that the pit doesn’t kill you anymore! Yeah! Now you get some annoying “Yahoo!” text shoved in your face, and then you’re teleported to the top. That totally destroys the “watch your step” idea behind the original map. Now, to my main question: Why take someone’s source, and change it when the map is so incredibly simple? That just strikes me as lazy. With someone’s source, you have to move things around, change things, and you feel cheated in the end because not all of it is yours. I just wonder how hard it would’ve been to make your own version, and not use someone’s source. Is this worth downloading? I’m not going to say. Is it an improvement in my eyes? No. But it’s your eyes that matter. Bot Support: Yes New Models: Not really New Sounds: No New Music: Yes Gametypes: FFA ~Zach

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2482 downloads

Uploaded:02-01-2007

Azure Mountain: Alpha Station

mc_azurealphastation.zip | 29.11 MB

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

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1794 downloads

Uploaded:02-01-2007

Arth\'s Tribal Castle

arth_tribal.zip | 6.4 MB

consists of one room (although it\'s a rather [i]large[/i] single room). This might be a disappointment to some who were looking for a castle map that you could actually enter, but rules are rules. As you may have guessed from the file name, this map has a tribal aspect to it. Think tribal tattoos... but \"tatooed\" onto walls and pillars. These tribal designed are displayed brightly across the map, as well as on jump pads which will launch you to the four corners of the map. Be careful, though. If you don\'t land precisely where the jump pad is sending you, you\'ll be gifted with fall damage. So don\'t be moving around in mid air if you want to conserve your health. The map itself is well constructed. It\'s got enough visual flair to keep you interested (just look at that castle!) and enough pickups to make for a decent round of guns. In addition, there seem to be quite a few good places to hide behind, so it wouldn\'t just be a straightforward fight. Open enough for a duel, but with enough room for a mid-sized free-for-all. The one thing that really bothered me about this map was the tribal designs I mentioned earlier. They\'d be fine, except the glow is very pixely around the edges. Noticibly so, which is a bummer. Also, one of the columns seemed to not all bet here (see the screenshots). Not sure why a chunk was missing, but a floating pillar doesn\'t quite seem to fit. Overall, though, a strong and sturdy map with a style all its own, and technique to back it up. Certainly not a map that should be quickly passed over. [b]Bot Support[/b]: Yes [b]New Textures[/b]: Yes [b]New Models[/b]: Yes [b]New Music[/b]: No ~Inyri

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709 downloads

Uploaded:01-19-2007

The Takeda Dojo

bwn_dojo.zip | 1.91 MB

you can tell by the name. As far as I know, in all my lack of dojo experience, this looks like your typical dojo. The walls are decorated with some very impressive weaponry, all done through brushwork (which is the impressive part), along with some sparse artwork, and the very typical architecture. The outside of the dojo is visible through the open door, although you can not actually reach it. It's a nice bit of scenery, though, which keeps the map from feeling too enclosed. The lighting is pretty good, although especially in the corners I find myself wondering where it's coming from, as the pillars don't seem to have a glow. Otherwise I would have assumed they were light sources. In any case, though, the map is well lit, and is not lacking in detail. It also includes bot support, in case you happen to need it. So now I guess we know what's in that back room at the Jedi Temple on Yavin IV, huh? [b]Bot Support[b]: Yes [b]New Models[/b]: No [b]New Textures[/b]: Yes [b]New Music[/b]: Yes ~Inyri

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490 downloads

Uploaded:01-19-2007

Corellian Rift of Lords

bwn_lords.zip | 1.33 MB

makes use of only stock textures, which makes the final product all the more impressive. The textures are blended wonderfully, giving it a very "temple ruins" look without looking like Yavin or Korriban, specifically. The lighting in this map is also rather good. It is not too bright, an impressive feat given the overcast sky, something most authors might not think very hard about. The blue crystals and orange flames add a little bit of hilight to the otherwise shady (but still perfectly well lit) map. For those interested, this map is available in both FFA and duel game modes. I'm not sure if it's big enough for a good-sized FFA, but in case you wanted it, it's there all the same. Bot support has also been included, so it might be an ideal map to do a little bot slaughtering in. For practice, of course. All in all a nice package, and nice looking to boot. [b]Bot Support[/b]: Yes [b]New Models[/b]: No [b]New Textures[/b]: No [b]New Music[/b]: No ~Inyri

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111 downloads

Uploaded:01-07-2007

Raxus Duel

d_raxus.zip | 599.94 KB

from one seemingly missing texture, and the lighting is also fairly decent and consistent with the skybox. For a small saber duel, it should fit its purpose. The lack of music or ambient sounds, however, is quite a bummer. Being set on a raised platform, I would have expected the typical wind ambient sounds. None exist, nor any background music at all, both of which would have really enhanced the mood of the map. On to the bugs. There are a few. As I already mentioned, there seems to be one missing texture. Also the author claims there are some sparklies, but I honestly couldn\'t find them, so if they\'re there, they\'re quite well hidden. The skybox, though, bothers me. It\'s nice and all... until you look at the bottom of it. There\'s supposed to be a fog layer, which I imagine was supposed to hide this ugly bottom, but it doesn\'t seem to work. Personally I would\'ve used a closer texture for the skybox bottom, to cover this, but... eh. I suppose when the fog\'s working, it\'ll look a lot better. Overall a decent duel map. Pick it up if you like close-quarters duels with a bit of peril. [b]Bot Support[/b]: Yes [b]New Textures[/b]: Yes [b]New Models[/b]: No [b]New Music[/b]: No ~Inyri

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130 downloads

Uploaded:01-05-2007

Skyhigh Arena

skyhigh_arena_v1.zip | 5.15 MB

center showing the battle zone, two forcefield sideline benches, and two forcefield advert screens. Firstly, the good parts. The map, as a whole, is flawlessly constructed. As a neat little touch, you can see other platforms similar to the main one out in the distance. One or two of the adverts are amusing parodies. The battlefield itself has a good size to it, allowing a moderate amount of movement. The skybox works pretty well with the map Parts I disliked. The refractive effect on the small red blocks underneath the torches was [i]too[/i] refractive. By all rights no reflection can ever look like that. Changing the shader would be a good bet for a future version. The pulse effect over the adverts just makes them look bad, and the rendering on the adverts themselves is rather choppy, which again doesn't help things. Speaking of the adverts, they are mostly kinda boring due to the fact that a lot of people won't get the joke behind them. As for the music, I gotta say that it doesn't fit well at all, but the wind drowns it out almost completely - so whatever, just bear in mind next time that you're making a Jedi Academy map, not a Neverwinter Nights module. If you want that kind of effect from the environment and music combination, then it's the Aurora Toolset you need, not GtkRadiant. It's not just the map you need to pick the right song for - the song also needs to compliment the game itself, and the type of gameplay it offers. A game that's all about combat and action is a bad place for calming music, which is why soundtracks from RPGs or movies have no place in an FPS. The map is pretty standard fare, aside from the generalised theme. It plays like a typical duel map, but looks pretty cool, because it's got that whole mysterious colosseum thing going for it. If you'd like a duel map that's a bit different, this one will be worth the time it takes to check out. I quite like it myself, although I'm not too fond of how it was executed due to individual tastes. ~ Kouen [b]Bot Support:[/b] Yes [b]Custom Textures:[/b] Yes [b]Custom Models:[/b] Yes [b]Custom Music:[/b] Yes

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1466 downloads

Uploaded:01-03-2007

Bloodletter Arena

bloodletter_arena_v1.zip | 15.04 MB

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

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4220 downloads

Uploaded:01-03-2007

New Worlds Map Pack

new_worlds_v1.1.zip | 47.7 MB

off into the internet. For once, this was not totally the case. I say not totally given that there is a duel map in there, but that\'s irrelevant. ON WITH THE UNHALLOWED EXAMINATION! Sky Dock - The great Arkaned Vice was born of a dream of mine, and in the author\'s case this is the same principle. The sky dock looks to me like a humongous oil rig that I haven\'t knocked over yet, save for the fact that it\'s flying in the sky. Flying fortresses are always fun, but it\'s so taxing to maintain a steady power source without crashing to the ground. However, the author needn\'t worry about that. In an overall glimpse, it\'s a rather well built area. I think my only beef would be with the dock itself. For one, it\'s too accursedly long! However, I have ways past that. The only boggling apparatus was the strange floating block with the words \"Shader not found\" in backwards. After careful examination, I could not discover its purpose. Perhaps the author will enlighten us later. Spire and Spire City - There were two variants of this SPIRE world, one of which made me a happy Pale Master. The Spire map was the token duel map in this pack, consisting of an articulate and archaic looking spire floating amidst a storm-ridden sky. A well-played piece of art. I\'d advise combatants to watch their step so as not to crush themsel- No, wait, nevermind. Proceed with battle. =_,= Spire City was a bit more articulate, building upon the spire theme and making a simple sky \"world\" of sorts made entirely of spires. The skybox is nothing short of malevolent, and made me wish to build a tower there. However, they told me that there was no space left to add on. =_=+ Regardless, the only real iffy part was that you could not reach the lowest level of spires seeing as you FELL TO YOUR DEATH =_O+. Oh well, I bear no ill will towards that...for this final time =_=. Bizzare - @_@....this clearly was an assassination attempt on either myself or another JKFiles staff member. As soon as I walked into the map, I was forced to don the Helm of Crimson Vision. THE WHOLE AREA WAS DISTURBINGLY COLORFUL. It was if a hippy danced into the room with a freshly painted tye dye shirt, then proceeded to spin wildly so as to blast the room with color. All evils aside, this map was very disturbing to my eyes, but it seemed like a tactically interesting FFA Map. There is also an \"Outside\" variant that has the skybox changed around it to a winter scene. This at least helped my vision become unblurred. Water Treatment - And finally, we arrive at a feces processing plant. I\'m not quite certain why water treatment plants would be an ideal place to battle. However, any place can become a battleground, unless it doesn\'t exist. This treatment plant had a decent set up, what with the towers and pipelines about. The only real problem I had with this map was the sewage of anger. The sewage rose and fell, but it didn\'t even look like sewage. It looked like solid ground due to the choice of texture O_o and it also was not liquified either. When you fall, you hit solid ground, die, and wonder why you never broke the surface. Perhaps the sewage found me unworthy to dive in v_v. Regardless, this was a well constructed map pack for one that took so very long to produce. I applaud your effort into creating such a diverse and decent map pack. Perhaps you could escalate your ideas into something more at some point. =_= *writes the following text in Black Energy letters in the air, then bows out through a rift* New Textures: Aye New Music: Aye Secrets to plunder: Nay Bot Support: Aye - Averus Retruthan

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247 downloads

Uploaded:01-02-2007

Taspir Factory

taspirfactoryv1.zip | 358.72 KB

there were pipes around, and plenty of space to move around, and jump, and pretty much have a pretty good duel. But it’s basically just a big square with some objects in it, and it could be livened up a little bit, maybe add some rooms to it. But it’s basically just up to the author. Bot Support: Yes New Sounds: No New Models: No New Textures: No New Music: No Gametypes: Duel, Power Duel ~Zach

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2367 downloads

Uploaded:12-25-2006

Final Fantasy VII - Midgar v3.0 Source Files

final_fantasy_vii_midgar_v3.0_source.zip | 27.43 MB

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

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4419 downloads

Uploaded:12-16-2006

The Jedi Enclave on Dantooine

sd_de_1.zip | 10.11 MB

than some of the others as well. Previously not seen details, such as footlockers and workbenches, are quite at home in this particular enclave. With textures close enough to the real thing to not be noticed as fabricated, but definitely not ported, you may forget you're playing Jedi Academy and not Knights of the Old Republic. The strengths in this map are definitely the very close-to-the-real-thing textures, as well as the very accurate style. Two of the most impressive bits, however, may be the Ebon Hawk, seemingly made completely from brushes instead of the existing Ebon Hawk map objects, and the impressive blba tree model. I must admit, months ago I was asked to create that particular model, but I shamefully declined. However my kudos go to SMoKE for completing it himself with excellent results. While this map is not as expansive as some other Enclave maps - it does not allow you to venture inside the Ebon Hawk, or venture outside the Enclave walls - it's definitely worth a look for KotOR fans. It includes bot routing, as well as appropriate Jedi Enclave music. Definitely worth a download as another great KotOR Jedi Enclave map. [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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1387 downloads

Uploaded:12-09-2006

Christmas At City 6B

xmas_city6b.zip | 5.53 MB

point. Pinch of salt, and all that.... *ahem* ------------------------------- Anyway, what we have here is something I\'d label as a small courtyard in the industrial sector of a city. Overall the map is a success, despite a few small things which I feel detract from it. Firstly, let\'s look at how it\'s built. The architecture is both impressively done and consistent with the Coruscant theme portrayed in the singleplayer campaign. Some odd choices are used in the texturing, but aside from a few niggles it\'s overall fine. I found the mix of Coruscant texturing and factory texturing to be an odd blend, but ZidZabre pulls it off pretty well. On the gameplay side of things, this map\'s primary application in gameplay is close-quarters gunplay. Take ya sabers and force powers elsewhere, because this map is suited perfectly for guns-only matches. The layout means that the action comes in thick and fast, and there are a few good tactical positions. The flow of gameplay is a little tricky, though, since the pathways are mostly linear. More movement, more ways to travel, are definitely something I\'d like to see in a future version. Still, you\'ve got the sniper point, the chokepoint, and the open area, so s\'all cool. There\'s mention of a possible extended version, and that\'s something I\'d like to see, with more space to move around, more areas to go through - heck, there\'s certainly enough potential for it. In it\'s current form, I\'d say a 4-6 player guns-only match would be extremely fun on this. Expand the map to something suitable for 8-12 players, and it\'ll be a gunner\'s [i]dream[/i]. Now, I mentioned a few tiny things that detracted from the map, that I would change. They are thus: - Music. It\'s a good composition, but not really suited for the map, especially considering how perfect it is for action-oriented gameplay. Something a bit pacier, yet slightly more subtle, would be perfect. - Snow. It\'s coming down at a dodgy angle, meaning it clips through the buildings on one side of the map. Judging from how much snow is on the ground, I\'d guess that coming straight-down at a steady pace would look better for the snowfall. - Skybox. Hoth would have looked way better. So, as far as quick \"throw-together\" projects go, this one\'s cool (no pun intended). If you like city maps, grab this. If you like winter maps, grab it. If you like snow, see a psychiatrist; rainbows are prettier. >_> ~ Kouen [b]Bot Routing:[/b] Yes [b]Custom Music:[/b] Yes [b]Custom Textures:[/b] No [b]Custom Models:[/b] No

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2514 downloads

Uploaded:11-16-2006

New Tatooine "Oasis in the Desert"

v2_new_tattoine_oasis.zip | 11.12 MB

from the Pk3 Hmm =_,O I daresay I enjoy the utter cleverness and dispicable evil input into this map. Truly a fascinating idea. The author basically took one of Raven's JA maps, namely the Tatooine map, and expanded it upon it so that it's almost perfect for RP! Brilliant observation and creativity on their part, as I myself saw potential in this map. There are a number of good features that make both a good RP but also a good FFA map. There a couple of good dueling areas for the avid duelist, along with an NPC spawner or two. For the RPist, there is a land vehicle-namely the landspeeder-at your disposal, along with the thrill of riding in a moving Millenium Falcon. I still wish to impound that obnoxiously fiendish flying contraption after my little escapade with it. =_= Now, you may wonder why these vehicles would be in here. The reason is that our creator here expanded the map to have an outside of the city as well. A good move on your part. There is also standard hotel rooms for people to enjoy. Apparantly a lot of people enjoy watching Darth Vader stand there and stare at you. Why this is I do not know. There is also a day and night version! A supreme move as well! In general, everything around the map was alright. The lighting seemed normal, but it bugged me because it seemed to make the stone texture a little ugly. I don't know, perhaps it's just me. Also, the fountain at the plaza has no water, yet there is a water sound. My theory to this is tha Tatooine is SO HEATED that the instant the water emits from the fountain, it dies and all that's left is a spectre of its original feel. Completely plausible and absolutely infallible in logic. Man, I AM a genius! =_,O Been looking for a desert map to RP on? I know I have. OFFER YOUR BANDWIDTH IMMEDIATELY OR ELSE I WILL THROW TATOOINES TWIN SUNS INTO YOUR FACE!! New Textures: Aye New Music: Nay Secrets to plunder: Nay Bot Support: Aye - Averus Retruthan

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195 downloads

Uploaded:11-13-2006

TrueMandolorian Clan Map FFA

truemandolorianclanmap.zip | 6.02 MB

TrueMandalorian, which is a clan, is actually spelled right by everyone else. The map itself is one of those bright icky maps with bad lighting that\'s great for clan stuff because it has a lot in it. Throne rooms, duel areas, bedrooms, you name it... except a bar, unless I missed it. This is the first map of this type without a bar, that I\'ve seen. Odd, in kind of a refreshing way. What do a bunch of kids need a bar for anyway? ;) As I mentioned previously, the lighting in this map is pretty bad. I didn\'t see a single light entity that had a source, and not even any sources without a light entity. It is apparently magical lighting that lights the TrueMandalorian headquarters. In any case, the map itself also had several errors. Firstly there was a wall that kept disappearing and reappearing, and my map expertise isn\'t great enough that I know what causes that, so I\'m sure some of you do. There was also at least one area where I could see the void, and several examples of z-fighting. There were also several areas where you could see over the walls into the skybox. In fact one room had a glass floor such that you could see the bottoms of some of the other rooms. A bit tacky, if you ask me. A couple other more negligible \"bugs\": no custom music, which is really a bummer for a map like this. In fact there doesn\'t seem to be any music at all. In addition the botr