Jedi Knight III

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116871 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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23297 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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3309 downloads

Uploaded:11-09-2010

JK2 Multiplayer Maps

jk2_multiplayer_maps.zip | 64.57 MB

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

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10945 downloads

Uploaded:06-24-2008

Taspir Power Complex V3

taspir_power_complex_v3.zip | 51.02 MB

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

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26295 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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51240 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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1352 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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3735 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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11101 downloads

Uploaded:07-14-2009

Taris RP

taris_rp.zip | 56.5 MB

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

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20533 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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2435 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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62852 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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30986 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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61410 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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70597 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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11287 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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4106 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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2341 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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72847 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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3230 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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2869 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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2974 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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8020 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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44286 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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12285 downloads

Uploaded:02-08-2005

Jedi Academy Single Player Maps

ja_spmaps_mod.zip | 7.65 MB

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

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16082 downloads

Uploaded:01-17-2005

Evolution Academy

evolutionacademy.zip | 14.93 MB

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

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5845 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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1098 downloads

Uploaded:02-22-2009

Crimea

map_duel_crimea.zip | 4.18 MB

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

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10362 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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6321 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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8108 downloads

Uploaded:04-18-2006

Twilight Manor

tmevoacad2_jr.zip | 17.09 MB

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

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24039 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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9459 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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8502 downloads

Uploaded:07-25-2004

Lost Temples Map Pack

fctlosttemples.zip | 4.92 MB

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

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3826 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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5672 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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1435 downloads

Uploaded:07-28-2008

Imperial Bunker

impbunkerv2.1.zip | 32.44 MB

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

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12301 downloads

Uploaded:11-16-2005

Stargate Atlantis

sgaja.zip | 25.17 MB

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

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64733 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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4444 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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7346 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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1357 downloads

Uploaded:10-15-2007

Pokemon Duel Arena

pokemonduelarena.zip | 3.47 MB

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

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4305 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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39292 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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4397 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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5937 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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3715 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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45352 downloads

Uploaded:03-02-2004

Boonta Eve Tatooine Pod Race JKR Speedway

boontaevetatooinepodrace.zip | 11.07 MB

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

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6220 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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7190 downloads

Uploaded:12-13-2005

Springfield

springfield.zip | 18.24 MB

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

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3595 downloads

Uploaded:09-25-2005

Super Mario Bros BETA

nesmariobeta.zip | 3.56 MB

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

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42436 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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61070 downloads

Uploaded:04-14-2004

Country Academy (JA)

countryacademy.zip | 9.59 MB

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

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5748 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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5220 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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5627 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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6622 downloads

Uploaded:08-06-2006

Legend of Zelda: Ocarina of Time Duel Pack

zelda_map_pack.zip | 22.75 MB

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

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10924 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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14394 downloads

Uploaded:03-10-2006

Cloud City

cloudcity.zip | 34.97 MB

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

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15727 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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9347 downloads

Uploaded:01-20-2005

Sex Kingdom

sexkingdom.zip | 3.7 MB

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

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36136 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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23225 downloads

Uploaded:01-12-2004

Helm\'s Deep (v2)

helmsdeep.zip | 12.05 MB

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

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26358 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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994 downloads

Uploaded:04-27-2012

Renaissance Yavin IV Academy

renaissance_academy.rar | 70.24 MB

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

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912 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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559 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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3283 downloads

Uploaded:06-09-2009

Asteroid: H5

asteroidh5.zip | 20.3 MB

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

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2570 downloads

Uploaded:03-24-2008

Operation: Spaceport

sp_spaceport.zip | 5.01 MB

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

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8903 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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10954 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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11347 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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20497 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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10052 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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9458 downloads

Uploaded:11-27-2003

Arena of the Rancor

rancor.zip | 6.97 MB

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

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607 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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1901 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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1707 downloads

Uploaded:03-29-2010

Several Sided Sid's Tantive IV Rebel Blockade Runner v2

several_sided_sids_tantive_iv_rebel_blockade_runner_v2.zip | 6.58 MB

Tantive IV map! Since there are not many changes, let me quote the previous review: [quote]Here we have a new map from Several Sided Sid that I�m sure you will all love! This is the Rebel Blockade Runner, or Tantive IV, as it appears in Star Wars Episode IV: A New Hope and Episode III Revenge of the Sith. Due to this map being a movie location not only is this map going to be popular, but it also must have been very difficult to make! The thing about maps made after movie locations is that unlike an ordinary map, where you create what you see in your head, a movie map has to look like the place it is meant to represent. Not only that but you must also get the scale of things correct to achieve that. For instance, you need to make sure that the things in your map, like the height of the ceilings, the size of the doorways and such is to a similar scale as what is portrayed in the film. It wouldn�t look right if the doorways in the map were twice as big as they looked in the movie would they? I am glad to say that Sssid has done a brilliant job of getting the scale and proportions in this map just right, not only that but the custom textures look superb too and make this feel like a really authentic portrayal of the Tantive IV! Now as for the size of it; it�s probably a medium to large sized map, but with all the winding corridors it makes it seem much bigger! Luckily in the conference room though (the one where Bail, Yoda and Obi are at the end of Episode 3) there is a map on the wall, which should give you a good idea of the layout. I hear Sssid�s been working on this map for a long time, well he has certainly produced a great map! Like I said before, he has got the proportions just right, the corridors and rooms really look like those out of the movies. One very clever thing I liked was that the white doors appear to have been made out of a base JKA texture from the Desert (Tatooine type textures) folder. There is plenty to explore in this map, and I would imagine with all these corridors that it would make a great guns FFA map. The spaces in this map are a little bit small for dueling though I would say. You could still have a duel in here, but you wouldn�t be able to jump much! All in all I think this is a very impressive representation of the Tantive IV. Its all here, from that famous corridor where the Stormtroopers break in, in the original Star Wars film, to the conference room featured near the end of Episode 3. The use of curves, and the way the textures have been used looks great, so well done there mate! big grin There are one or two things that could be improved upon perhaps though. The biggest bit would be the Star Destroyer outside of the Bridge windows. Its rotated at a bit of an odd angle, which skews some of the textures on it so that they look out of place in parts. I must admit it does look good at that angle � it looks like its coming right at you! � but maybe a bit of a simpler angle would be good so that it doesn�t skew the textures too much. Also in the more grubby engineering type areas (such as where Princess Leia puts the hologram in R2D2) the base JKA textures used there look a bit out of place (I think there�s a Bespin door texture in there somewhere :S). However, the way they are used still looks good smile One other thing would be that on some of the textures inside the ship, there is a small grey control panel type texture that has been placed ontop of the white wall texture. This small grey control panel looks very pixelated and thus stands out against the very nice, clean, crisp white walls. This is only a very very small thing, but I�m a perfectionist! wink Apart from that a brilliant professional quality map here! Nice work mate! ***NOTE*** By the way, apparently Sssid has dropped another can of Coke somewhere in this map (surely there must be bins somewhere on the Tantive IV! stick out tongue ). See if you can find it! Bot Support: Yes New Textures: Yes New Sounds: No New Music: No Game Types: FFA, TFFA ~Nozyspy~[/quote] So what's new? Well, apparently very little. Coke Can locations have changed, some more walls explode, and there were a couple of texture touch-ups, according to the readme. Small updates, sure, but effective ones. If you liked the first version, or if you've never played on the first one, I highly suggest giving this a download! Game Types: FFA, TFFA New textures: Yes New sounds: No New music: No New models: No

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2629 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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7445 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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4567 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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3478 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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9786 downloads

Uploaded:08-27-2006

Ancient Outpost

ancient_outpost.zip | 29.97 MB

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

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8678 downloads

Uploaded:01-24-2005

Padme\'s Apartment

padmes_apartment.zip | 22.62 MB

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

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47269 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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17767 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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23330 downloads

Uploaded:10-11-2004

BDC Racing Club (v1.2)

bdcracingv12.zip | 19.25 MB

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

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24203 downloads

Uploaded:09-07-2004

Syndicate: Initiation

syndicate1.zip | 24.95 MB

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

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50606 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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232822 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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24106 downloads

Uploaded:07-30-2004

Naboo Hills

naboohills2.zip | 8.01 MB

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

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22204 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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18958 downloads

Uploaded:03-03-2004

Temple of the Dragon (final)

dragon10ja2.zip | 22.55 MB

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

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9457 downloads

Uploaded:01-14-2004

Beware the Rancor Duel Map

btr_duel.zip | 908.85 KB

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

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1612 downloads

Uploaded:11-08-2003

Clock Tower FFA

clock_tower.zip | 11.01 MB

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

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32764 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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943 downloads

Uploaded:08-19-2010

Kotor II - Malachor IV Trayus Core Duel

kotor_ii_malachor_iv_trayus_core_duel.rar | 1.99 MB

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

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1366 downloads

Uploaded:06-05-2010

ISD Exactor

isd_exactor.rar | 6.91 MB

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

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610 downloads

Uploaded:01-30-2010

meleeSP

meleesp.zip | 324.46 KB

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

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463 downloads

Uploaded:12-08-2009

KOTOR Ebon Hawk Prefab

ebon_hawk_prefab.zip | 6.21 MB

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

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1627 downloads

Uploaded:11-12-2009

The Dark Forest

51the_dark_forest.zip | 4.37 MB

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

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3769 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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209 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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1273 downloads

Uploaded:08-16-2008

Onderon Base

onderon_base.zip | 7.13 MB

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

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763 downloads

Uploaded:08-07-2008

Planetary Base

planetary_base.zip | 1.19 MB

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

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3854 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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2177 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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857 downloads

Uploaded:07-25-2008

Sith Facility

sith_facility.rar | 3.44 MB

[url=http://www.win-rar.com/download.html]www.WinRAR.com[/url] ***ANOTHER NOTE*** To start this map up ingame, you need to go into the console and type devmap zurvan1[/b] Well, it’s been a long time since I last played on a custom Single Player map for JKA! So long in fact, that I can’t even remember what map it was. Therefore I am glad to get the chance to test a new SP map out today, which is entitled; Sith Facility. Let’s have a look at the map layout first. As you would expect of a Single Player map, the layout is very linear, designed to take you along a set path to your ultimate showdown with the ‘boss’ at the end of the level. Along the way though, you have plenty of detail and interesting architectural features to look at which I think is a good thing in a Single Player map. Afterall, you don’t generally just want to rush straight from one end to the other as fast as possible, you want to enjoy playing the map as well. The lighting (often red) and industrial architecture of the map does indeed fit well with the theme of an ancient facility used by Dark-sider’s, and the map does have a certain feeling of foreboding because you never know when a Reborn will jump out next! That brings me to the next point, the bad guys. There are plenty of Reborn’s throughout the map, though they only appear in pairs so you should be able to have a good duel without being overwhelmed. At the end of the map is a room in which resides the Boss Reborn. Strangely, though the rest of the Reborn’s seem to speak English, I am pretty sure that the Boss at the end is speaking in German, which is a most interesting touch. ;) Lastly, lets look at the things that could be improved upon. The main thing I think is the back-story. The readme doesn’t really give you much description about the map or the story behind it. I think writing a back-story to the map would be a good touch, as it gives the map that bit extra ‘something’ which adds to the overall enjoyment. Also I think it would be good if the map was made larger and had extra routs to the main area at the end. The reason for this is to give the player some choice as to which route to take whilst still making sure the map is linear enough to make sure the player ends up in the right place. Lastly when you get to the end and defeat the Boss Reborn, nothing happens. Personally I think it would be cool if a little message were to appear on the screen saying something like “congratulations for reaching the end of the level and defeating the Boss Reborn” or something of the sort, just add closure to the level so that you know you have reached the end and have completed the objective of the level. Oh and one more thing before I forget, there wasn’t any music for this map, so if there is a v2 of this I would definitely suggest putting some music in it, as music always adds a lot to the feel of a map! All in all though a good map here, both in terms of the build quality and architecture, and also the fun factor, I quite enjoyed playing through the level and the different areas of the map provided interesting places to duel the resident Reborn’s. However like I said, I feel that there are some areas that could be improved upon. Overall though, good work here! If you guys fancy trying the level out, then give it a download! :) [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] No [b]Game Types:[/b] Single Player ~Nozyspy~

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6656 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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1896 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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5238 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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4769 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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3313 downloads

Uploaded:01-08-2006

Duel Carbon JA

duel_carbon_ja.zip | 2.7 MB

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

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14222 downloads

Uploaded:10-19-2005

Battle of Geonosis

ffa_pgeo1.zip | 9.51 MB

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

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2675 downloads

Uploaded:09-23-2005

Imperial Fighter Bays CTF

ctf_fighterbays.zip | 1.7 MB

is it's two hangars on what I'm guessing to be a star destroyer of some sort. The only real problem is that the space area is really quite small. If you don't watch where you're flying you can easily run into a wall, or the 'bottom' of space. Yes, you can't fly down out of the hangar area, unfortunately. I died several times trying. While the setup of the hangars themselves are great, a few of the more technical aspects bugged me. Being on the red team, I continually spawned inside the blue team's hangar, making it incredibly easy to snatch their flag. Also, there's no bot support on this map. Not that you should be playing CTF alone or anything, but some kind of bot support would be nice. Seeing my bots run and jump out of the hangar to their deaths was only funny for so long. With those things in mind to work on for next time, I definitely think this is a map worth having if you're a CTF fan. It has a little bit of everything, so you're sure not to be disappointed. New Textures: No New Models: No New Music: No Bot Support: No ~Inyri

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8581 downloads

Uploaded:07-26-2005

Arevass

arevass.zip | 5.42 MB

literally couldn’t find any bugs on this map. The ONLY things I could think of to improve (I personally believe that a perfect map is IMPOSSIBLE) would be to make it just a little bit bigger, maybe having an area with a large cave or something that you could go in. The only other thing, would be the portalsky, the texture on it looks a bit too stretched. The only way to fix that, that I am aware of, is to make a larger texture for it (for example, on my Mustafar map portalsky I used a 4096x4096 pixel texture, insanely big, bit it did get rid of that nasty stretching). Now onto the good bits, which was basically 99.999999999999999999999999999999999999999999% of the map. The water…..oohh the water. It looks really beautiful, and extremely realistic. And the water lapping against the shoreline and the rocks in the water (which is based on one of Sith J’s shaders) looked just brilliant. The terrain looked brilliant too, also extremely realistic. The use of models to create the cliffs around the map is also very well done. There’s excellent use of lighting and textures in this map (the sky looks beautiful), and some excellent shaders too. Such as the banner (originally a texture from the Korriban texture set) which looks like its moving gently in the wind. Also, the rainbow type things in the map, like the one that is in the waterfall (just like they are in real life) are something I’ve never seen in a map before, so when I saw them, it totally blew me away. Now for the sounds, which again, were used brilliantly. The tweeting birds, the music, it all fit in with the map really well. I always think some fitting music, and especially ambient sounds, add to the feel and realism of the map, and it certainly did here! Excellent job m8, you have made a map, that I’m sure even the guys at Raven would be proud to call their own ;) I seriously cannot wait to see more work from you :) C'est bien fait! Bot Support: Yes New Textures: Yes New Sounds: No New Music: No Game Types: FFA, TFFA, Duel, Power Duel ~Nozyspy~ p.s. I just read the readme again, and it says there’s a secret :eek: I will be having a look around for it ;) See if you can find it too, hehe.

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22210 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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9323 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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12098 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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15088 downloads

Uploaded:12-22-2004

Sith-J-Cull\'s Falcon

sjc_falconovr.zip | 13.42 MB

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

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11180 downloads

Uploaded:07-08-2004

100 Stormtroopers

100storm.zip | 493.62 KB

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

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13988 downloads

Uploaded:05-20-2004

-[ZoU]- Zone of Ultima Fortress

zoufortress.zip | 24.7 MB

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

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8704 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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9117 downloads

Uploaded:01-25-2004

Coruscant Speedway

jkr_coruscant_speedway.zip | 4.15 MB

and arrows that keep you headed in the right direction. Jump on a swoop at the Start line and wait for the announcer to start you off. Then you\'ll race against others through many different tunnels on the track, all the while having a view of the city through windows on the side or above you. You\'ll also pass spectator areas where people will cheer on the leader of the race. There are obstacles like big, moving blocks that will try to crush you and knock you out of the lead and buttons that you\'ll need to slow down and press with the nose of your swoop to open up the next path you\'ll need to race down. At the end of the race, you\'ll be greeted by more spectators and the applause of the crowd. If you\'re not in the mood to race and plan to just watch, there\'s a room where you can choose which area you want to watch the race from. It\'ll transport you to one of three areas and each area has a teleporter to take you back to the start line. If you\'re announcing the race and starting off the contestents, there is a place for you to stand and press the button to get them started. All of the new sounds are perfect and the map is a lot of fun to play. I suppose if you wanted to duel or start a small FFA, it\'s feasible, but really this is a JKR map. This is definitely my favorite JKR map to date. Great work, Sith-J-Cull. I can\'t wait to see more JKR maps from you. That is, if you plan to do more Speedways. :) Bot Support: Yes New Textures: No New Music: Yes Game Types: FFA, JKR ~AmosMagee

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54090 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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18421 downloads

Uploaded:11-13-2003

SG4REALJA

sg4realja.zip | 28.9 MB

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

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1073 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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160 downloads

Uploaded:01-07-2010

JK3 Dust

jk3_dust.zip | 1.67 MB

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

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1590 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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6709 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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2858 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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2301 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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6360 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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2193 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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1243 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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2883 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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2074 downloads

Uploaded:05-16-2008

Jedi Dojo

jedidojo.zip | 365.99 KB

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

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2636 downloads

Uploaded:05-10-2008

Imperial Outpost Part 1

iop.zip | 20 MB

the installation notes in the readme file, as that would cause conflicts with the base game. Instead, what I'd do, is thus: 1) Paste the 'Imperial Outpost' folder in gamedata. 2) Rename it to 'ImperialOutpost', 'iop', or whatever - just something without spaces. I did 'ImperialOutpost'. 3) Open Notepad. Paste in the following text: [quote]jasp +set sv_pure 0 +set fs_game ImperialOutpost[/quote] 4) Still in Notepad, go to File->Save As, change the filetype drop-down box to say 'All Files'. 5) Type [b]iop.bat[/b] in the Filename box, and click Save. 6) Run that .bat file, once JA has loaded, simply click on New Game to load the map. One spoiler-free review coming right up. Now, onto the map itself. Simple mission, you got caught, a lot of people are coming to stop your ship. And blast you. You start armed with nothing but your trusty lightsaber. Your mission, which you accept whether you choose to or not given that you don't have much of a choice, is to battle through the base, disable security and get the hell out, I assume. It's not specified via cutscenes or dialogue, so. Visually this is a well-built map. No two ways about it, it's well-built. Aside from one missing texture I saw, I have no real beefs about how the map is built, architecturally or texture-wise. Were this an original creation, I'd probably have one or two things to mention disliking, but in a comparison with the Byss, Doomgiver, Kejim and Death Star levels from JK2/JA, this map is fitting. There are, however, a couple of entities buried inside solid objects, according to the console. Hardly game-breaking, but if those entities were part of the mission, they won't work while they're wedged inside a brush or other object that's rendered solid by the game. The crafting of the mission element is smoothly done. Scripted events are at Raven-quality, basically. The NPCs have their tasks and do them, although there are one or two just lurking. The level is based on a cause-and-effect progression model - you progress in a linear manner, fighting through, but before advancing to the next segment you have to find and activate the trigger to allow you to proceed. It's a guarantee you'll get confused at least a few times throughout the whole level, since it's not made obvious what you did and what that does, you're left to work it out on your own. Of course, that does make sense, given that Jedi don't seem to be able to use astro-projection to view events occuring outside of their line of sight. Patience is your friend. A nice addition to your SP mission collection, unfortunately there's no cutscenes or new VA work done, and storyline elements appear to have been kept at a minimal in favour of gameplay elements. Still, it's of a far higher standard than Jedi Academy's base missions, so that counts for something in my book. Can't wait to see the next part. ~ Kouen

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2639 downloads

Uploaded:11-11-2007

Nar Shaddaa Streets Map Pack

nar_shaddaa_streets_map_pack.zip | 34.54 MB

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

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475 downloads

Uploaded:10-30-2007

ESL Saber Arena

esl_saber_arena.zip | 4.07 MB

Overall, it a somewhat architecturally sound map, minus one hole in one of the corners. For the author\'s reference, I have taken a screenshot of the hole and the general area around it. Now, back to the main subject at hand =_,=. The arena itself is generally easy to distinguish, as it has 4 torches around it and the ESL clan logo on it. There are three spectator seats above it, and the elevator to get to them is SLOW =_O. Other than the hole, the only real beef I had with this map was its rather dark setting. \"But Averus!\" You may say, \"The lighting looks fine in the screenshots!\" Lies and deception the screenshot taker has used. =_= The brightened player icon was enough to say that he turned up his brightness to take the shots. In reality, at normal brightness, the map is somewhat dark. Not dark enough to ruin the fun, but certainly not to help either. Regardless of this, however, the map should serve its masters well =_,= SUBMIT BANDWIDTH WHENEVER. I DUN CARE AT THE MOMENT...wait, now I care. SUBMIT BANDWIDTH NOW =_O!. - Averus Retruthan

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1305 downloads

Uploaded:10-21-2007

Monastery on Yavin

monastery_v2.zip | 14.58 MB

days… Anyways, the map is fairly large, to approach it I will discuss it level by level starting from the top. The top level of the monastery has several rooms with a bed and several chairs around a glass table, these rooms while simple provide a good place to rest for RPers. Also on this level are two rooms that cannot be open by anything other that force pushing them, so having no force in these rooms equals staying there forever, although there are not that bed either, these two rooms are like the suites in hotels, it has a Jacuzzi, gathering area, and on a mid level in these rooms are beds with closets. Also in this level you’ll find two doors that go out to a terrace that overlooks the entire horizon. The weird thing is I did not see any stairs going through the levels of this map, so you have to jump or grapple your way up there. Now on the first floor you find several dueling rooms that fit all your needs, there’s even an arena with ice on it so dueling on it gets a bit more interesting. The funnest room in this level has to be the room with the NPC buttons as it allows you to spawn as many reborn troops, dark troopers, tavions, aloras and the like as much as you want. When you walk through the main door you’ll find a bunch of stairs going down to what seems to be a small garden which is one of the best looking areas on this map, it looks so green and all the plants and trees and rocks add to it making you feel like you’re in the forest and did I mention how green it is? >.< Now some of the next areas are only accessible by discovering the secrets, one of these areas is a hidden cavern that is huge, with several rock formations and platforms with lava here and there. On the top of this room is some sort of mirror, reminded me of Harry Potter and the Philosopher’s Stone, where you walk through it and takes you back to the library rooms that are also on the first level of the monastery. There also appears to be a council chamber that must be found too, this one looks great as well. Overall it’s a big map, it’s not as detailed as many others out there but it’s fun, clans will appreciate its many dueling areas and rooms as they can use it to both resting and just to hang out. The only downside I could find was it has no bot routes and no music which really brings it down. So download this monastery if you like it, and if you don’t like it judging by the screenies give it a shot, it’s npc area was addictive. :D [i]Lady_Trinity[/i][/quote] So the author made some fixing on this map, mainly the textures that were missing and he added music now which is a big plus. But I'm not sure the Duel of Fates song was good for this map as the whole Monastery gig this has going on called for a much slower and smoother song, but anyways it's better now. So if you liked v1 and you want the complete map now, download this with no regrets. I't s definately worth it. :D [i]Lady Trinity[/i]

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6200 downloads

Uploaded:06-28-2007

The Enclave

the_enclave.zip | 13.84 MB

where's my spell book...? Here, now lessee, we got conjuration, abjuration, mysticism, ah... Here we are... Domestication spells. A quick cast of Summon Floor-Mopping Imp should deal with this. Now, please stop drooling on my shiny floor. I'd rather not give a guided tour of this one, since there's far too much to mention. I will, however, include screenshots of each and every seperate room/area (I count 16), and I'll give you the basic run-down here. The rooms included range from the standard duel rooms, to a few battlegrounds and training rooms. There's also a social club area for those who want to take a break from the fighting, the obligatory NPC training room with four Mon Mothmas for target practice or a sentry drone for deflect training, jump training/racing, tournament arena, council chamber, and various other rooms I can't discern the intended nature of. The weirdest ones by far are the rooms made from pure white/black. Be careful if you fight in the white room, because you won't be able to see yours or your opponents sabers. The first impression this map struck me with, was one of semi-awe due to the seemingly epic scale. It's really not as big as one would think, but due to the design it looks and feels like a truly massive, ancient building. The individual elements add to the feeling of granduer, with intricate patterning and designs spread around. The architecture is extremely well-made down to the last detail, indicating a level of craftsmanship I've never seen unleashed upon a Q3 engine game before. Effects and map objects are used to great effect to complement it. The quality in this map is almost flawless in all technical aspects. That's the kind of dedication I rarely see from a mapper. Usually there's some telltale sign of either laziness or negligence on the developer's part, but not here. Quite a pleasant surprise, actually. Doubly so, considering this is a clan map. >_> An in-depth analysis is what I'd planned to do, but one picture can speak a thousand words, so I'll just upload all 16 screenshots and let you see for yourselves. Naturally I didn't bother screenshotting the white and black rooms - if you can't imagine what those look like, then it's time for a crash course in lateral thinking. :p ~ Kouen [b]Bot Routing:[/b] No [b]Custom Textures:[/b] Yes [b]Custom Models:[/b] No [b]Custom Sound:[/b] Yes

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801 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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741 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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1788 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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3816 downloads

Uploaded:11-07-2006

The Korriban Temple

thekorribantemple.zip | 5.21 MB

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

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2935 downloads

Uploaded:11-07-2006

Attack Cruiser V2

acv2tjt.zip | 9.29 MB

not. This was, of course, most likely intended for RP. This is basically a layout of an EP3 star destroy-esque warship. (I don\'t care what the correct term for them is.) The ship had basic functions that were needed in an average RP: a few rooms, a mess hall, hangar, and of course the bridge.What\'s even better was that the bridge had turbolaser controls. Quite effective, although perhaps the turbolasers are rather indiscriminate. What irked me was the lack of a barracks, armory, and maintenance and engineering access. Apparantly the clones were very certain their ships wouldn\'t be destroyed. Precisely why they went down in flames. Fools =_,= Technical errors included the following: - Ships: there was apparantly room for a jedi starfighter in there. However, they weren\'t in there. Seeing as I hated the X-wing and Z-95, I decided to jump into my own vessel of choice and fly around. - Music: Not only was there John Williams swill in there, there was a broken jukebox button that was supposed to play \"Livin La Vida Yoda.\" *sighs and shakes head* Overall, however, this was a very nice map for RPing. Though lacking, it could serve useful. All this can be yours if you make your pilgramage to the Filefront Temple! =_,= - Averus Retruthan

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2164 downloads

Uploaded:08-24-2006

Mario 64 Pyramid

sm64_pyramid.zip | 1.71 MB

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

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10103 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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9628 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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22356 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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7688 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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7795 downloads

Uploaded:01-02-2006

Tantive IV - Rebel Blockade Runner v1

sssid_blockade_runner_v1.zip | 6.48 MB

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

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1902 downloads

Uploaded:12-29-2005

Otoh Gunga

otoh_gunga.zip | 6.24 MB

inside. For a map based on Otoh Gunga from Episode one, I\'m pretty confused on why there\'s all these curved catwalks all over the main bubble. From what I remember, Otoh Gunga consisted mainly of a bunch of bubbles and curved corners. Anyway, the problem with these walkways is that they\'re way too thin, so it\'s pretty easy to fall off. Another problem is that sometimes it\'s impossible to walk across some walkways without crouching because a higher walkway is too close. Other than that, this map is fairly-well built, but really inaccurate. The main drawback here is that the lighting and texturing is horrible. I\'m still not sure whether or not I saw a shadow in this map. It seems that the author skipped the light stage during the compile. The texturing job here ranges from good to really ugly. There\'s a lot of areas with textures that have one solid color for the entire texture. Some of the textures are well done, though the other ones really take away from the map. The map is actually pretty fun to play on, though. Even though it\'s small for a city map, it\'s still large enough to sustain 6-8 players. It\'s a good map for sniping, too, and disenagrations never get old. :D There\'s bot support too, and the bots are fairly intellegent except they occasionally get stuck under catwalks and can\'t get out. The FPS on this map can go from about 60 in some areas to 14, which is almost unplayable. This is pretty good for a first map, though it\'s nothing overally spectacular. Just take your time and the next one will come out better. ;) Bot Support: Yes New Textures: Yes New Music: Yes New Sounds: No Supported Gametypes: FFA, TFFA ~IfritZero~

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5775 downloads

Uploaded:08-14-2005

The Lost Temple v2

thelosttemple2.zip | 28.47 MB

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

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752 downloads

Uploaded:07-28-2005

Acrition City - Rooftop

acrition_roof.zip | 4.18 MB

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

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4190 downloads

Uploaded:06-27-2005

Peril in the Core

core.zip | 12.73 MB

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

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2372 downloads

Uploaded:03-16-2005

Fusion 2

fusion2.zip | 4.65 MB

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

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6041 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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17792 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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15287 downloads

Uploaded:10-05-2004

Casa De Los Parias

casa_de_los_parias.zip | 31.38 MB

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

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5968 downloads

Uploaded:07-30-2004

DoA Flight Arena

doaflight.zip | 8.2 MB

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

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21881 downloads

Uploaded:07-30-2004

Tatooine Scum and wampas?

tatooinescumandwamassjc.zip | 8.96 MB

when i entered a building.It was a group of wampa\'s locked in some sort of prison/cage. The hallways are very nice detailed and alot of shader work has been used.Though the doors are rather tricky to open at first. As I walk up to an impressive large building I notice some nice effects like smoke *Thumbs Up*. and as I go inside the building I find a nice open room with box\'s you can smash open with your saber. Back outside I find a landing pad and some watch towers, perfect for sniping people. And as I go through a large door back to the village part of the map. I start testing some doors from the buildings there.Some doors open leading me to a room with loads of weapons. and another room that looks a bit like an shop for vehicle parts and guns. Then I come to a larger building which contains a very nice bar. with alot of details. and even a little stage. going up on the stairs in the bar I find even more weapons. and little peek holes/windows facing the bar (another nice spot for sniping) as I walk further I even find some sort of toilet! Outside again I also find a very nice Lambda shuttle. where u can go inside. Though u can\'t fly it. In other words:This map is very nice detailed and everything looks smooth. Very original and realistic. This map will be loads of fun to play with alot of people. and also some role playing could be done in here. I\'d have to say Sith-J-Cull you did a very nice job once again. and I can\'t wait to see the Finished part for the MovieBattles Mod. And the Textures, Terrain, Shaders, Effects are perfect. -Buffy- Botsupport: Yes New Textures: Yes New Music: Yes Game Types: FFA , Team FFA

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18427 downloads

Uploaded:02-15-2004

FFA Bespin (Update)

ffabespinupdate.zip | 3.53 MB

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

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6514 downloads

Uploaded:01-08-2004

-=AFL=- Korriban: Resurrection

afl_kor_res.zip | 5.55 MB

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

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795 downloads

Uploaded:01-04-2004

Glass Prison

glass_prison.zip | 716.75 KB

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

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1840 downloads

Uploaded:12-16-2003

Duel Falls

duel_falls.zip | 573.76 KB

seemed a bit odd, I would have gone for a much more suttle music choice, it would fit in well with that background noise of the waterfall. Speaking of the water, don\'t fall into it unless you want to find yourself visiting the Grim Reaper fast! The cliffs have been beautifully sculpted and the lighting smooths them out making them appealing, the buildinds aren\'t blocky and come across as very fitted to the terrain, the bridge is a real looking bridge that you would expect in the JK universe and the skybox fits perfectly with the color theme of the map. What can I say, for a dueling map with an edge this is a good map! It has a simplistic style to it which makes it very nicely done. Of course it has its faults, the way the waterfall turns at 90 degrees so sharply at the base, no splashing at the edges but hey, they\'re minor thing that this map gets away without having New Sounds: No New Textures: No Bot Support: Yes -WadeV1589-

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4541 downloads

Uploaded:11-27-2003

Sniper Zone and F-Zero Beta Maps

sniperzone_and_fzero_beta_maps.zip | 6.04 MB

two of them are beta maps based on the Team Fortress Classic Sniper maps, and are also going to be used in his upcoming Disruption mod. The other map included is a beta of a map made for Jedi Knight Racing, which is modeled after a map found in the game F-Zero. The Sniper Wars maps are clearly meant for just that: sniping. Both of the maps are styled similarly, with 2 large, dimly lit buildings on either side and no means of getting to the other side, alive. The only difference between the maps is the coloring, and the second of the map has an area that juts out further than anywhere else. There is plenty of Disruptors and ammo lying about for sniping. The idea is solid, but I would like to be able to use a little more of the map to snipe, rather than just having to camp near the outside to get clear shots of the other. With a little work the mod that you are working on will be awesome! Again, the other map is a Jedi Knight Racing map, modeled after a map in F-Zero. Having never played F-Zero myself, this track seems rather basic, and the swoops included are untextured. The track does have a neat shader, which makes it light up every few seconds. It is certainly nice to see Nathan working on new projects! :D A recurring problem I noticed in all of the maps included here is that they are all quite dark. Also the swoops are untextured in the JKR map. I understand this is all beta, and bugs are yet to be worked out. The sniping maps are a good idea, and it\'s nice to see JKR being further expanded upon! Keep it up, Nathan! :) Screenshots 1-3: F-Zero Screenshots 4-5: Sniper Map 1 Screenshots 6-7: Sniper Map 2 ~Lord Griever~ [b]New Textures - Yes Bot Support - No New Music - No[/b]

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5258 downloads

Uploaded:11-08-2003

Sith Academy

sith_academy.zip | 607.29 KB

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

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65924 downloads

Uploaded:10-17-2003

KOTOR Flight School

kotor_flight_school.zip | 10.21 MB

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

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312 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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746 downloads

Uploaded:07-03-2010

Imperial Starship Bridge

imperial_starship_bridge.zip | 2.96 MB

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

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1868 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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880 downloads

Uploaded:06-07-2010

FFA3 - Yavin Edition

64ffa3_yavin1.0.zip | 3.21 MB

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

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159 downloads

Uploaded:05-09-2010

{ Taspir - $nake Division Version }

taspir_sd_version.zip | 4.65 MB

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

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335 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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1130 downloads

Uploaded:01-31-2010

(>XT

xtv4jk3.zip | 89.03 MB

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

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759 downloads

Uploaded:08-15-2009

Hidden Beach

hidden_beach.zip | 5.16 MB

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

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126 downloads

Uploaded:07-19-2009

ATAT Prefab

atat_prefab.zip | 20.84 KB

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

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897 downloads

Uploaded:04-24-2009

Moo Moo's Lasertag Arena

lasertagarena.zip | 11.05 MB

was; [b]“MY EYES! MY BEAUTIFUL EYES!!”[/b] However, after playing around on this map for a bit, my reaction turned to; [b]“Whoa, hey, this is cool!”[/b]. If you look at the screenshots below, you may have a similar reaction! This map is [i]very[/i] glowy, as you can see. The whole place is filled with glowing transparent fortifications of various kinds, along with ‘emergency lighting’ style strips on the floor and walkways which show you where the edge is so you don’t fall off, which is useful because the rest of this map is incredibly dark. I am presuming that this map is modelled after a real Laser Tag arena, and the photos I managed to find on Google seemed to support this. I myself have only ever been to the ‘Laser Quest’ arena at the Trafford Center in Manchester (England, of course), and that wasn’t really quite so glowy as this! Nevertheless, as some of you probably know by now from my previous reviews, I love glowy stuff! That isn’t the only reason I love this map. It is very reminiscent of the movie Tron in its style and also Darth Norman’s Jumpspace map that I reviewed three years back (almost exactly to the day!). Man I feel so old now! :eek: Ehem, anyway, moving on… I am glad to see that this map has CTF support, as the fact that it is laid out in two halves, with red glowy things on one side, blue glowy things on the other with some neutral green glowy objects in the middle, makes this a perfect layout for a CTF map. Even though it also supports FFA and Team FFA. There are some great areas for gun battles in here, especially the ramps leading up to the walkways, which are protected by staggered barriers that look like energy shields. As I said above, the ‘emergency lighting’ style glowy strips along the edge of the walkways, and around the doors both look cool, and stop you walking into the wall or falling to your death! A cool extra that has been included is a custom skin to go with the map. The skin is covered in glowy green lines, which definitely remind me of Tron. Of course, the skin also has red and blue variants for when you are playing a team game. Yet another extra is that there are some files contained in the .pk3 which change your blaster bolts to a green colour, presumably to fit in with the colour scheme of the map and make them look more ‘laser like’. A nice little touch there! As much as I like this map though, there are some things I think need working on. As far as the map structure goes, it is very well made and looks good, however, the pipe like areas where you spawn do look a little bland. I think some ring like supports running around the inside of the pipe, or maybe some different textures would look good. Also, the framerate can get rather low when you look out across the entire map, which I guess is down to the huge amount of glowy things in the map. Turning your dynamic glow off should help with this, but the map wont look nearly as good! So, lets round up a few pro’s and con’s. [b]Pro’s[/b] [*]Good layout for team games, especially CTF. [*]Lots of glowy things! The map really looks great with dynamic glow on! [*]Good use of strategic defences [b]Con’s[/b] [*]FPS can drop quite a lot when you look out over the entire level. [*]Some areas are a bit too dark and it is easy to get a bit lost in these places. [*]The pipe areas where you spawn could do with a bit more detail. Overall though, this is a really cool map, and definitely one of my favourites out of the recent maps I have seen! Keep up the good work Moo Moo! :D [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] Yes [b]Bot Routes:[/b] No [b]Game Types:[/b] FFA, TFFA, CTF ~Nozyspy~

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1339 downloads

Uploaded:01-05-2009

Project: Rocketlauncher

project_rocketlauncher_v1.0.zip | 21.9 MB

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

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831 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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11010 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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178 downloads

Uploaded:06-07-2008

Multiple Coloured Screens

multicolourscreens.zip | 39.39 KB

heard of "green-screening". Example: actors can't really fly. So, in a movie about a flying man, they have the actor strike the pose while in a room made of green surfaces, where he films his motions and dialogue during 'flight' scenes. Then, afterwards in post-processing, an editing package is used to render the actor and delete the namesake "green screen", at which point a seperate video file of his 'flight path' is added behind him. The finished product shows a flying man. And considering I've just completely [u]ruined[/u] the illusion of most movie and TV show stunts for you, I think I should move swiftly on, because I haven't the heart to tell you that WWE isn't real.... Oops! :p Essentially that's what's brought up here. Green screen maps. You film the character performing their actions on the green screen, then in a video editing package you render out the green color, and lay an image in the background - thus presenting a rudimentary form of CGI. Also included are several different colors of screen, because obviously if something you want to film just happens to be green, that'd be erased along with the green screen. Black, blue, cyan, pink, red, white and yellow are included, for your color screening pleasure. Good tool for edited movies and screenshots. ~ Kouen Embedded sample video provided by Wawel.

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2119 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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608 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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2908 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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3388 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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901 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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747 downloads

Uploaded:08-06-2007

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

visionv2.zip | 5.56 MB

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.[/quote]It\'s been a bit longer than expected (with us partly to blame) but here we have a fix and update to the Link\'s Vision map. All missing textures have been added, and while you will still find death an unsuspecting step away, you [i]will[/i] fall this time. Naturally because the background is black you won\'t see it coming though... cruel, if you ask me... but hey, Darwin\'s Law... :p Overall a cool map -- maybe a little small for a real FFA -- and with that fall you\'ve got ample peril waiting for you, especially since you can\'t see it! I\'m really liking the ambiance of the tri-force, floating up there... it looks really [i]awesome[/i] if you ask me. [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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7034 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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4591 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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2066 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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1444 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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2735 downloads

Uploaded:12-20-2006

3MJ Space Station

3mjspacestation.zip | 3.76 MB

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

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259 downloads

Uploaded:11-12-2006

Bespin Shaft

bespinshaft.zip | 211.59 KB

there's very little room to move around. It will be a test of who can fire fasted, with the best aim, without blowing themselves up. The lighting could be better, as I really didn't see any light sources to explain the full and complete illumination of the map. Bot support is included, so for a small map it should provide a bit of entertainment. I can't really see this being good for more than 2 or 3 players, 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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383 downloads

Uploaded:11-03-2006

Eye Candy Realm and Prison Version 1

eye_candy_realm_bonus_material.zip | 3.54 MB

first map that I tested was a prison map, and it was made (as I understand it) as an experiment in chain sprites and func_breakables. The experiments were successes, or else I wouldn’t have the map in front of me! Anyways, you spawn in a little room with some interrogator droids. There’s a little pillar that you can use, which breaks it. Inside are some stormtroopers and a Stouker rifle. So have fun there. Some things to do with this map are to make it a bit lighter, maybe have some light shine through the windows. The second map was weird. It was an experiment with func_walls, and it was probably a success. It was strange. It had a lot of white walls. Well, I guess that’s why it was a func_wall experiment. Anyways, there were traps on the walkways, some would flicker (a freaky thing, have a walkway be there but not be there, if you know what I mean…). Anyways, whenever you would fall off, you’d be teleported into a room that you couldn’t get out of. (at least I couldn’t get out of it.) Anyways, a simple little test pack. Could be kind of amusing, if you’re flexible with your gameplay strategies. Bot Support: No New Textures: Yes New Music: Yes New Models: No New Sounds: No ~Zach

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2120 downloads

Uploaded:09-14-2006

Maze Arena

ctf_mazearena.zip | 6.32 MB

opportunities. The maze in the middle is the biggest one. This battlefield will have you playing like a marine - you never know what\'s coming, and whoever gets the first shot gets the win. Add in the traps controlled by the overlooking bunker, and there\'s an added dimension. So, you\'ve got to control the bunker, use fireteam tactics in the maze, and still keep a defensive wall at your base. Sounds cool, don\'t it? Add in smooth FPS, plenty of room for fancy stuff, and plenty of space for action, and you\'re onto a fun 16v16 CTF. LAN party, anyone? So, it plays well, but how does it look? Thought you\'d never ask. ;) Well, it\'s all down to taste. I quite like the design but dislike the theme, yet others will hate the design and love the theme. Y\'know, \"beauty is in the eye of the beholder\"... From all technical viewpoints, the level of craftsmanship has to be admired. The overall theme of the map changes pretty abruptly when moving from the interior to the exterior, but you\'ll never feel that it\'s an extreme change. The maze, as well as doing it\'s job of being confusing, looks the perfect part, as do the base fronts - you\'d almost expect grand temples to be waiting inside. The seamless mix of ancient and futuristic comes as no surprise really, given LDJ\'s track record. So, it plays good, and looks good. What\'s the catch, you say? No catch here. Bot support is provided, as well as compatibility for FFA mode without the need for devmap hax. The only fine print is that without a decent amount of players, you won\'t be able to enjoy the map\'s full potential. Like I said, perfect for 16v16s, although those with low-end systems should probably stick to 8v8 for performance\'s sake. Again, I\'d recommend dropping the sabers and force powers, and gunning it, but the choice is yours. Another work of art from LDJ, although this ain\'t museum art - this is interactive. There\'s nothing I can really say, the map speaks for itself. However, my opinion as an experienced CTF player, in both JK2 and many other CTF games, is that this should be a staple for any CTF server. ~ Kouen [b]Bot Routing:[/b] Yes [b]New Textures:[/b] Yes [b]New Music:[/b] No [b]New Models:[/b] No [b]Gametypes:[/b] Free For All Capture the Flag

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3902 downloads

Uploaded:08-29-2006

FFA Bespin

adnan_sahin_fix_ffa_bespin.zip | 3.22 MB

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

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634 downloads

Uploaded:06-13-2006

FFA Yavin Jungle

ffayavinjunglev1.1.zip | 7.74 MB

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

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2630 downloads

Uploaded:03-09-2006

-=[LJ]=-New Temple

lj_new_temple.zip | 9.63 MB

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

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9096 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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6066 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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5588 downloads

Uploaded:02-05-2006

JKA Siege Map Pack 1a

siege_pack1a.zip | 33.56 MB

Base Assault, the Battle of Geonosis, and the Hidden Mine. All are siege maps, and they have all been recompiled to remove an error that was received because of custom models. These models have been removed so all the maps should not be playable! Each map here is strong in its own right, and each has a very different theme. I liked the first quite a bit, the Base Assault map, as it had that \"base\" feel to it. The variation in lighting was also nice - some parts were lit in a white light, and others with a red light. The variation in brightness and texture also gave it a little bit more of an interesting feel, and with [i]all[/i] of these maps they are of a decent size for a good siege match. The second map, Battle of Geonosis, I was quite impressed with. I haven\'t watched Episode II in a while now, but I could immediately recognize the arena in which Padme, Anakin, and Obi-wan were supposed to be killed. Of course the map shows a point at which the three had already escaped (you can see the toppled pillar), and the rest of the arena looks quite accurate. The texturing is quite fitting, and the transport ships in the air above really add to the map. The third map, the Hidden Mine, is quite a bit more expansive than I originally thought it to be. Is is somewhat of a rocky map, filled with lava, but definitely feels like some kind of mining or drilling project. The music, however - Duel of the Fates - didn\'t really seem to fit it all that well. The music in the other two maps fit very well, though. [b]If you have previous versions of these maps, make sure to read the read-me for important installation information![/b] New Textures: No New Models: Yes New Music: Yes Bot Support: No ~Inyri

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6242 downloads

Uploaded:01-30-2006

ffa_corellia

ffa_corellia.zip | 23.19 MB

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

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9478 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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805 downloads

Uploaded:12-21-2005

SOR CTF

sorteam.zip | 7.2 MB

features to it that kinda remind me of some of the ones that were in the JK2 maps. Where to start? Well, probably the first thing I noticed when I started up the map was that the two main bases in the outdoor area where I spawned looked as if they were from the Taspir Multiplayer level. But the way that they have been placed and made part of the map looks great. There are some very cool features in here, which make it interesting trying to get to the enemies flag base, after all its not supposes to be easy right? ;) There are three ways that I saw to get to the enemies flag base. First you can go from one outside base to another. These bases as I have said look like the towers out of the Taspir MP map. There is a tower on either side of a bridge, beneath which is a sea of lava. And there’s also some cool terrain around here too :) Once you are inside the tower you need to take the very cool lift (that has each teams logo on what looks like a giant pane of glass) to the top floor then hop into the teleporter. The teleporter is a bit hard to see as its in a dark area and it kinda blends in with the wall, so just walk along the wall till you find it ;) That then takes you to the enemies flag base. Now from there you can either go back the way you came and go over the bridge to your base, or take one of the other two options. One is a really crazy maze, but I couldn’t find my way around that as I didn’t look at the map of the maze included in the .zip lol, my bad. The other way is the shortest but probably the MOST difficult one to get across. I like that kind of tactics on a CTF map, the quickest way should always be made more difficult to keep the gameplay balance right. This way you have to jump across some poles that sink into the lava below as you jump across….if that wasn’t bad enough, you then have to wade through a swimming pool that is in a little area in the middle of the lava (the water in that pool is gonna be HOT with all that lava underneath!), and then jump back across MORE sinking poles! Its great fun though! I would love to see how that plays in a proper CTF match. There are however one or two bugs that could do with sorting out. Probably the main one would be that in one or two areas there are bits of the wall that just disappear. This leaves a nasty looking Hall of Mirrors (or HOM) effect behind it. Now, as far as I am aware this can happen if you have too many structural brushes on one area. Always make sure that only your main walls, floor and ceiling, or anything like doors that have to block visibility are structural. Anything like pillars and crates and other details like that should be made into detail brushes. (In Radiant select the brushes you want and go to the Selection menu and then go to make Detail). That should hopefully fix that :) However the affected area is only rather small, so it can be ignored, especially in the heat of an intense CTF battle! One other thing that wasn’t really that important but that bugged me a little bit, was that the lava in the two towers area wasn’t stretched very well. When you look at it you can see that the texture repeats quite often and that looks a bit weird. But you don’t really notice it that much when your playing. Overall a nice sized and nicely made CTF here, there are some nice features on this map which should make your CTF games that bit more interesting! ;) I look forward to seeing more maps (hopefully some CTF ones too) from this author! Bot Support: Yes New Textures: Yes New Sounds: No New Music: Yes Game Types: CTF ~Nozyspy~

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1082 downloads

Uploaded:09-09-2005

Devolution

devo.zip | 10.95 MB

theme based of a lab in both past and present, depending on which section of the map your on. In past section, you are confronted by a lab of sorts in pristine condition. The structure along with the detail work done by the author is amazing. The only issue I could see was.. as the author stated, the fps is poor so if your machine is not the best, you WILL have issues (and even those with high end machines will most likely). The fire doesnt hurt as well. The area for the present section has been invaded by vines destroying much of the lab. Again, stunning. Even with the contraints of the contest, the author still did a great job of balancing the textures and producing a visually pleasing map. You'll have to DL this to see for yourself. It's rather sad though... the map is so nice and the fps is so bad. New textures: yes bot support: yes music: no ~LK~

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1866 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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1781 downloads

Uploaded:07-05-2005

Xar Dynasty Temple

xartemple.zip | 12.86 MB

isn't many maps that pull it off, Xar Dynasty Temple, uses the 'hidden ancient temple' style. Besides looking beautiful, originality is all around here. The main room is rather nice, with multiple routes to go, there are three dojos, The Standard Dojo, where you can just duel away. The Platform / Z-Axis Dojo, which is quite cool, it consists of platforms and water and a Weapons Reflection Dojo, this is by far my favourite, you shoot the walls and the blast bounces off the wall, quite nifty. There's the usual bar, which is quite common in maps these days, it can be turned into a disco, by pressing a button, music plays in the background to give it the realistic touch :D. The garden looks great, it has a waterfall and feels quite peaceful. There are also puzzles, which everyone seems to be able to solve except me, lol. There's alot to explore here, all of the rooms are listed in the readme with a good amount of secrets to find. The music gives the map a great atmosphere and there's a wide range of new textures that look awesome too. Unfortunately, there is no bot support, however everything else is still there If you're looking for a pretty Jedi-Like map, I suggest you check it out, it’s all good. New Textures: Yes New Music: Yes Bot Support: No -Rink

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1723 downloads

Uploaded:06-06-2005

Nozy\'s Sith Academy

sith_academy_nozy.zip | 7.62 MB

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

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566 downloads

Uploaded:05-08-2005

Imperial Prison

imperial_prison.zip | 503.6 KB

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

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1246 downloads

Uploaded:03-06-2005

Maps and Scripts for Escape: Yavin IV

escape_maps.zip | 2.88 MB

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

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9541 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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4872 downloads

Uploaded:01-24-2005

Christmas Village

christmas_village.zip | 34.17 MB

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

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9820 downloads

Uploaded:11-07-2004

Force Council Headquaters

fchq2.zip | 9.26 MB

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

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9839 downloads

Uploaded:08-19-2004

Academy Castle V1.0

academycastle.zip | 8.16 MB

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

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8001 downloads

Uploaded:07-25-2004

Invade H3H Headquarters

h3hsiegev2.zip | 28.17 MB

work has gone into this map and the objectives. I love the flow in some of these areas. When first spawning on the map, you just don\'t get a sense of what this map really is on the inside. So take a look at the screenshots, then download it and go play it. THEN come back and rate it. I\'d also like to say, it\'s nice to see a whole clan releasing something y\'know, as a team. :) Bot Support: No New Textures: Yes New Music: Yes Game Types: Siege ~AmosMagee

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16909 downloads

Uploaded:07-08-2004

Battle on Yavin 4

siegeyavin4.zip | 3.53 MB

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

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2568 downloads

Uploaded:05-19-2004

Massassi Temple

massasitemple.zip | 548.14 KB

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

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8160 downloads

Uploaded:04-30-2004

Docking Tower Seven

rgoerduel1.zip | 9.15 MB

who\'ve been in the JK community for a while and try out different maps all the time must remember Chapel of the Ysalamiri. :) That was rgoer\'s first map, I believe. And he did an amazing job with that. Now, I recently mentioned that most mappers need to remember to keep things simple, but that isn\'t always the case. This is a duel map and so rgoer had a lot of room to play around with details and props and the result is just incredible. I\'m not sure what to call each thing I see in this map. So I\'m just going to say that overall, it looks amazing. My FPS was a little low for a duel map, but it didn\'t affect gameplay for me at all. While there\'s no new music added, the music chosen works perfectly for this map. In my opinion, all duel maps should have bot support, and rgoer didn\'t leave it out. Though, that may have been a requirement for the map contest, I dunno. Doesn\'t matter. I only wish rgoer would make more maps! :) Great job! Bot Support: Yes New Textures: Yes New Music: No Game Types: Duel, Powerduel, FFA ~AmosMagee

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1191 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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15735 downloads

Uploaded:02-18-2004

SGEgyptJA

sgegyptja.zip | 32.05 MB

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

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3682 downloads

Uploaded:01-08-2004

Bespin Sky

bespin_sky.zip | 3.02 MB

keep the map from interfering with the JA maps. So I suppose a good solution to that is to just make a Bespin map. Which is exactly what Sverrearagorn did. No, it\'s not Bespin Streets. But it is Bespin-flavored. The map is pretty small, and the textures are somewhat bland. But the gameplay is great! You spawn in a large room where you can have a great FFA without the fear of falling to your death or being gripped off an edge. But if that\'s the kind of FFA you want, just go through a door and down a hallway and you\'ll find a slightly smaller pad than what was on Bespin Streets. It\'ll serve the same purpose though. Good size for duels too. There\'s no new music included, but there is bot support. This is smaller than I usually like in a map, but I still think it could make for a good frenzied FFA. I\'m even considering this for my server. :) You don\'t have to search 839 rooms just to find someone to duel. ;) Good work here, Sverrearagorn. Bot Support: Yes New Textures: Yes New Music: No Game Types: FFA ~AmosMagee

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262 downloads

Uploaded:03-25-2012

[CONTEST] Unnatural Moon

contest_nozyspy_unnatural_moon.zip | 27.82 MB

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

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204 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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96 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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260 downloads

Uploaded:05-15-2011

Taris Cantina

taris_cantina.zip | 7.33 MB

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

Bloody Desann - Screenshots Screenshots:

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464 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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200 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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2010 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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384 downloads

Uploaded:08-23-2010

Strike on Nar Shaddaa

siege_narshaddaa_v1_1.zip | 21.11 MB

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

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457 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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322 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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213 downloads

Uploaded:08-17-2010

The Duel Arena's

theduelarenasv1.5.zip | 8.99 MB

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

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2608 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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731 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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373 downloads

Uploaded:04-05-2010

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

several_sided_sids_mos_espa_slave_quarters_colahunt.zip | 4.12 MB

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

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508 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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1150 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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431 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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3321 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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1188 downloads

Uploaded:01-21-2010

castillo del clan gf

castillogf.zip | 8.7 MB

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

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548 downloads

Uploaded:01-17-2010

Siege BoC Source

siege_boc_source.zip | 4.2 MB

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

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1364 downloads

Uploaded:10-24-2009

Nar Shadda Landing Zone 17

landing_zone_17.zip | 23.57 MB

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

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186 downloads

Uploaded:10-12-2009

Old Rebel Base

oldrebbasev2.zip | 5.29 MB

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

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907 downloads

Uploaded:09-16-2009

Hoth Temple

hoth_temple.zip | 21.92 MB

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

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1739 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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930 downloads

Uploaded:08-24-2009

Battle on Mygeeto BETA

siege_mygeeto3a.zip | 27.51 MB

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

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278 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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1213 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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177 downloads

Uploaded:07-13-2009

Imperial Factory

impfactory.zip | 1.63 MB

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

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2826 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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649 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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2127 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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810 downloads

Uploaded:04-17-2009

True Mandalorian Clan Map

tmcmv3.zip | 22.78 MB

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

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2117 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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1240 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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812 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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3248 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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169 downloads

Uploaded:12-25-2008

The Clocktower

clock_tower.zip | 3.68 MB

inside of a Clock Tower, featuring the turning gears, the huge bells, the equally huge pendulum and of course the clock face that you expect to find inside a clock. Actually, from the pictures I have seen, that’s looks rather like the inside of Big Ben in London, so it definitely does look like the innards of a Clock Tower. The map itself would make both a great Duel or FFA space, as it is big enough to have a proper mid-sized FFA in, but the confined areas of the ramps and turning gears would also make for a very challenging duelling area. The map is big also in terms of height, you really do not want to fall of any of those platforms, otherwise you will be falling for quite a while. ;) This provides an interesting multi-layer environment in which to play in. The textures used are also fitting for the location, especially with the gothic style stone texture used on the walls. One very cool feature of this map is that the clock actually works, the hands move, and what is more the clock will actually keep time for as long as you keep playing Multiplayer. So for example, if you start up this map, but then change the map to something else, and then change back to this map, the clock will have kept time and kept ticking away whilst you were playing on the other map. How this works is a complete mystery to me, but it is very cool nonetheless! There are some areas that I definitely feel need improving upon though. For one, both the roof and floor of this map are textured with a flat black texture, which doesn’t look right. Personally I think some architecture, like some supporting beams or arches should be added to the ceiling, and then perhaps a fog could be applied to the entire level, to mask the floor and add to the sense of depth. I also feel that there needs to be a greater variety of textures used around the map, as well as adding some more detailing, since the map is rather bare at the moment. Lastly, the lighting is also quite flat, so I would definitely continue to work on the lighting of the map, maybe making it dark and foreboding. Overall though, this is a really good idea for a map location and the author has done pretty well here and I definitely think that with some more improvements and polishing up, this will turn out to be a really great map! So keep up the good work mate! :) If you guys fancy a Joker vs. Batman rematch, or just like the look of this map, then give it a download! ;) [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] Yes [b]Bot Routes:[/b] No [b]Game Types:[/b] FFA, Duel, Power Duel ~Nozyspy~

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693 downloads

Uploaded:12-22-2008

Yavin Battle

yavin_battle_v2.zip | 6.49 MB

one of my favourite maps. I never really enjoyed CTF matches the same in JKA, I don’t know why, I just wasn’t fond of a lot of JKA’s CTF maps. Well for any CTF lovers out there, we have a treat for you today, a proper good old CTF map! :D This map follows the traditional CTF rules of having two opposing bases, each a mirror of the other, with plenty of obstacles in the middle. At first glance it looks like it would be a bit too easy to capture the enemies flag on this map…but look again. There is a river flowing through the middle of the map, which is easy enough to get over, but then there is also a bridge in the middle with force fields which can only be de-activated from a bunker on one side of the map. This bunker is protected by pre-laid trip mines, so be careful where you walk! Once you get across the river, the have to get into the enemy’s fort, which isn’t as easy as you might think. The front gate of the fort (which can only be opened from the inside) is guarded by a blaster cannon, as is the main building in the fort, which are activated via a control panel in the bunker which contains the flag base. The walls of the fort have loopholes so the defending team can fire at any attackers, and the tops of the towers along the walls have useable blaster cannon emplacements. That’s not all though! One feature I was especially impressed by, and which I think is a very clever way of utilising different types of gameplay was the AT-ST’s. The thing is, you cannot actually access your own AT-ST! First of all you have to destroy the enemies shield generator, which then de-activates the shield infront of the building housing your AT-ST. This is a very clever gameplay twist I think and this was a great idea! There is one other twist to the gameplay, there are traps in the ground that can be ‘built’. These take the form of pits with spikes in the bottom, presumably as another defence against the AT-ST’s, however, as yet I have not been able to figure out how to activate them. :/ The environment is very well planned and it looks great, especially the waterfall which looks both well made and natural. At least in my experience with them, it is pretty tough to make waterfalls look good, but this author has done an excellent job I think. As far as improvements go, I guess one of the most obvious things to me was that inside the main building in each base the lighting was rather too strong and it kinda bleached out all the shadows, which doesn’t look quite right. Also, this map could really do with some bot routes. But, that said, considering the complexity of this map, bot routes would be very difficult to make. Other than that I really cant think of that much on this map that could be improved, it’s a really solid, well made map that also looks and plays well. I definitely recommend this as a download to anyone who is a fan of the CTF gametype. You won’t be disappointed! :D [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] No [b]Bot Routes:[/b] No [b]Game Types:[/b] FFA, TFFA, CTF ~Nozyspy~

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665 downloads

Uploaded:09-20-2008

Teletubbie Land

teletubbieland.zip | 5.28 MB

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

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1621 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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177 downloads

Uploaded:09-07-2008

High Stakes Duel

blue_ninja_high_stakes_duel.zip | 6.99 MB

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

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1530 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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320 downloads

Uploaded:07-26-2008

Taspir Power Complex V3 Source Files

tpcv3_source_files.zip | 6.22 MB

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

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1227 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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748 downloads

Uploaded:04-15-2008

RJA Map Pack

rja_mappackv2.rar | 93.02 MB

texture usage on the main shaft, you chose a texture that\'s far too small, tiles far too many times, and isn\'t suitable at all for what you\'re using it for. Personally, I would\'ve gone with factory/outerwall_pipes, although I would\'ve darkened and blackened the texture in Photoshop first. Larger textures designed for mechanical wall panels, should be used in said way, whereas border panels are just that, border panels. The key is picking which textures will tile properly for your chosen surface. The fact that you similarly chose to use that same texture for almost every other surface in this room, just lessens it\'s effect. You also failed to apply system/caulk on many of the surfaces it should have been applied on. - Lighting The lighting in this room is a real enigma, RJA. In some cases, you\'ve got perfectly atmospheric, blended lighting, yet in others you\'ve got unsourced light entities which stick out like crazy and just look.... well, tawdry. You\'ve shown you can use light entities to a good effect, yet just a few meters away shown a lack of discipline.... which is confusing, to say the least. You can do good lighting, you\'ve shown that; try for consistency. - Architecture The architecture is nothing special, mostly standard beginner mapper fare. However, one thing I would say, is that the method you used for creating those cylinders? So not the most efficient way of doing it. Overall the map is mostly blocks, but at least usage of the clip tool has been exhibited. Overall, I can\'t help but feel RJA needs to experiment a little more on some variational architecture rather than going with basic squares. Experimentation breeds innovation, as I\'ve said somewhere before. - Error! Ah yes, we can see into the void by looking up or down. Oh my. The reason is that RJA left the visual rendering range set to default, but made an open space exceeding that range. One way to repair this is by using the distancecull key in the Worldspawn entity\'s parameters, and setting it to a higher value (12000 is default). Another way would be simply reducing the distance of the architectural elements - it\'s really not necessary to have all this empty space, you could use illusion work to make the shaft appear much, much taller than it is, with black fog and the fade-kill effect. [i]Ancient Sanctuary[/i] Ah, now this is more like it. We begin to see improvement. This map tends to be rather stale in it\'s texture and lighting choices. A little more variation goes a long way, and sadly there are still areas where lights are clearly entities and not part of the map\'s atmosphere. And the blue in the start area - good grief, we\'re not playin\' World of Warcraft. ;) Ancient Sanctuary is leaps and bounds ahead on interactivity, there are platforms with specifically-positioned invisible buttons which will transport you around, there\'s the age-old falling platforms. Oh, and lava. Lava which is actually solid. Okay... Architecture in this map is more complex than the former, but still not up to what RJA\'s capable of, I\'m afraid to say. Visually, the lava could look better, given how it\'s large solid cuboids of what is meant to be a liquid. Just something to consider for later - remember that you can freely make smaller and smaller brushes by changing Radiant\'s grid size or by disabling snap to grid. Be warned, that once you reach the end of this assault course, the only way you\'re getting out is the way you came in. And you can\'t escape back to the starting area anyway. Since that\'s where the weapons and ammo are found, this map strikes me as more of an assault course than a combat map. [i]The Elevator V2[/i] No elevators here, oddly enough. Just a chain of boxy hallways. There\'s one room with a wall-maze area, followed by two hallways which are again too lengthy - lengthier than the distancecull setting, as you can see into the void yet again producing a Hall Of Mirrors effect... without any mirrors. At the end of these hallways, two boxy shafts with jump pads. We now find ourselves at what appears to be the bottom of an overgrown shaft with several columns of platforms. Seemingly no way to progress further. Same problems as the prior maps applies, dead basic architecture, primitive unblended lighting, etc. Granted with this map, there were more than three textures total used. Major scaling issues, though. Personally, I doubt these maps were even tested. No doubt if they were, RJA would have refined them, troubleshooted them, and asked for assistance if needed. Frankly, though, I have few doubts about one thing - RJA could have done far better than this. No lessons learned, no tries at improvement, it seems, and that\'s saddening. RJA, for your next maps, try and push your boundaries, and don\'t be afraid to ask for advice and tips on our forums. It\'s what we\'re here for. ~ Kouen [b]Bot Routing:[/b] No [b]Custom Textures:[/b Yes [b]Custom Music:[/b] Yes [b]Custom Meshes:[/b] No

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358 downloads

Uploaded:03-31-2008

Cave Prefabs

cave_prefabs.zip | 279.02 KB

long windy bits of tunnel to make a huge maze if you wanted. And yes, I promise I'm getting to my point. This pack is a set of prefabs designed to work kind of like a tileset -- you can mix'n'match them to make some windy tunnels. Yay! The quality looks pretty good, but keep in mind that it's [i]imperative[/i] that you read the instructions in the read-me in order to use this appropriately (and, more importantly, as easy as possible!). Looks like this should help out people who aren't really great with terrain but still want to make some kind of cave map. ~Inyri P.S. Did I mention you should [i]read the read-me before using these?[/i] :)

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1072 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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6276 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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1010 downloads

Uploaded:12-13-2007

MB2 - Battle for the Laser Tag Arena

mb2_lt_guss.zip | 8.58 MB

locations I\'ve visited in the past, so kudos for accuracy. The main feature of the map is a geometric room filled with all sorts of glowy pillars, some with walls between them, and some barrels. For those of you who have played laser tag, there are two sides, one for each team I suppose, and a centralized area in the middle. There are also two floors, both of which seem, as far as I can tell, to be identical. The layout of the map is fine and is very much what I would have expected it to be based on its theme. The music didn\'t do much for me, but after about 5 minutes of listening to it it grew on me enough that I can say it works okay. I still wouldn\'t say it\'s the best choice -- not all techno is equal, and I\'m thinking there are better pieces that could have been used. Overall not a bad map for being a laser tag arena. It looks like its supposed to, which is good, and everybody likes glowy things so that should work in its favor. All you need now is the laser gun and you\'ll be all set. Don\'t forget to look around the corner before you jump out! [b]Bot Support[/b]: No [b]New Models[/b]: No [b]New Textures[/b]: Yes [b]New Music[/b]: Yes ~Inyri

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1696 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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2411 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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2948 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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768 downloads

Uploaded:09-24-2007

Dark Academy

dark_academy.zip | 3.51 MB

main large rooms. One you spawn right into and the other one you follow from the spawning point room through a hall, to the other huge room. The spawning room is a huge cylinder type room. It has no roof and is very dark and gloomy. The lighting is very poor in area’s as well, especially towards the back. The next big room is of an even bigger size. This is where you can follow certain doors into different area’s of the map. These doors I found really hard to locate as there built into the walls and the textures tend to blend together >.>. There’s a council type room, a dungeon, a cantina, bedrooms, a tomb, and a kind of duel type room, with a torch in the middle of it. The general feel of this map has been created well however. Korriban is the theme, and though simple, it does capture the feel of Korriban. I do suggest though, that a lot more could be done with this map, structure wise. The amount of space is endless so I guess that’s good for huge FFA’s ad maybe a few hundred Rancors ;). Overall not a bad effort but try to work on your lighting, structuring, and your textures a little more. -|Jorka Sho\'Hen|- Bot Support: Nope New Textures: Nope New Sounds: Nope New Music: Nope

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1515 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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366 downloads

Uploaded:08-16-2007

Fortress of Solitude

fortress_of_solitude.zip | 9.97 MB

platforms of ice. One is raised and armed with icicles that don't hurt you. Add sets of ice walls and a roof, a couple ice columns,some snow effects, and bam! =_= It's a nice map, albeit it's not a very entertaining one,This may merely be me. THOSE WITH SUPERMAN LORE WOULD BE WISE TO ROAR AND SUBMIT BANDWIDTH. New Textures: Nay New Music: Aye Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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1259 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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2140 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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773 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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1574 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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2463 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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1929 downloads

Uploaded:05-18-2007

Taris Uper City South

tarisuper.zip | 4.43 MB

own. Now to the actual map shall we? We start at the main section of Upper Taris, the walkways, let it suffice when I say it looks very good, albeit a bit empty, however it's just an alpha so things are surely subject to change. The walkways seem a bit shorter than they were in the original KOTOR, but maybe the running speed was just slower in that game. The slightly more interesting section of the map is the medical room. It includes the mighty healing bacta tanks, all of which lack clipping, so if you feel damaged, or just dirty you too, can visit one the way Revan did. It was wonderful seeing Taris in all of its glory, not even the medical hub was understaffed, there are two droids, and a man just waiting to fulfill your greatest medical fantasies. The whole area is pretty faithful to the original, I would have checked down to the number of bacta tanks but my copy of the game seems to have been misplaced. The texturing of the entire level is done very well, the author even used the bump mapping simulation technique, and it does its job. The textures are very crisp and just pleasant to look at, maybe slightly bland... I guess the biggest fault of the map is that it's plagued with invisible walls. There is literally no such thing as falling out of the level, save for one glitch I found which lets you scale the sky scrapers, and consequently, fall off. I found no glitches the author didn't mention, those being some invincible NPCs, bugged doors and water which doesn't always go SPLASH when you try to take a bath. All of which have been promised to be fixed. ~Metall Pingwin

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1238 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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559 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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242 downloads

Uploaded:04-25-2007

Factory Room Duel

zzzz_factory_duel.zip | 5.44 MB

first painting, would you? I know stick figures are now considered \'modern art\' ( :rolleyes: ) but here people aren\'t quite as friendly to the modern arts. This author has taken that advice to heart. This is his first [i]released[/i] map, but definitely not his first. The past practice really shows in the final product. This map is quite small, bit enough only for a two-person duel really, but it should provide for pretty good duel gameplay. It consists of an elongated rectangular room with a platform about halfway to the ceiling. Two sets of metal stairs lead to this platform. The walls pulse electrically, and the corners are decorated with displays and the like. The lighting here is pretty good; definitely not your run-of-the-mill newbie lighting. I\'m liking the texturing too, with the exception of the pillars holding up the platform which, compared to the rest of the texturing which goes together quite nicely, simply looks sloppy, misaligned, and out of place. Luckily they\'re thin so you might not notice them so much. It seems to really be the only thing this author didn\'t pay enough attention to. There\'s no bot support, alas, but it includes some very cool and very mood-enhancing music from NewGrounds which really adds greatly to the map\'s overall ambiance. A very good choice, indeed. Overall a nice map, especially for a beginner. :) [b]Bot Support[/b]: No [b]New Models[/b]: No [b]New Textures[/b]: Yes [b]New Music[/b]: Yes ~Inyri

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819 downloads

Uploaded:04-24-2007

Makermod Paradise

makerparav1.zip | 1.78 MB

to say about it. There's space... lots of it. At first i decided to traverse the open desert on my handy (for unexplained reason) textureless swoop, but after about a minute of seemingly going nowhere i just noclipped. And let me tell you... the author was right about it's size. The map is huge, and surprisingly there was absolutely no lag for me. I don't know if i can credit that to my new machine or if it's just a very well designed map. The only problem i could find, was that as the author mentioned, the map won't appear in your selection menu, so you will have to type "/devmap makerparav1" in order to actually play it. ~ Metall Pingwin New textures: Yes(?) Bot support: No Music: No

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2358 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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250 downloads

Uploaded:12-04-2006

Bespin Shaft CTF

bespinshaftctfv2.zip | 1.1 MB

hangar and a small corridor with a shaft on it. The add-ons looked nice, but the floor still bothered me as it did in Inyri’s review. While the floor might be metal, you would expet it all to be the same sound, right? Well that wasn’t the case with me. The floor on one side of the map sounded one way, while the floor on the other side of the map was different. Both were metallic, but distinctly different. Right now I think that the biggest thing that needs to be done with the map is (possibly) expanding it to have some more routes to the flag, and things like that. The second biggest thing that needs to be one is making the floor sound the same all the way through the map. And since this is just a version two, with a few changes above, here’s Inyri’s review of the first version. [quote] The author claims this map is a medium-sized map ideal for CTF. While it still seems a bit cramped to me for an interesting CTF game, it certainly is a lot larger and more interesting than the original version of this map. I wouldn\'t be surprised if it was started again from scratch. My biggest complaint was the floors were too metally. Sounds picky, right? The sound of the metallic footsteps just started to drive me insane after a while. The layout of the map is indeed suited for CTF. While I do find each side to be a little lacking, it\'s is not quite a straight shot to the flags. There are a couple of turns involved, and the passageways leading to the flags aren\'t nearly as cramped as some maps I\'ve seen. You can just shoot your enemy out of the sky, or you can hack them down with your saber. There should be plenty of room for either... if you\'re careful. The pit, as was seen in the last version, has been greatly expanded and now features two t-shaped bridges across it. The only other complaint I had, other than the metallic assault on my delicate ears, was the lighting. Before I go any further, I want to mention that the lighting is not bad. It\'s just a little... off. The entities individually, to be precise. Most of the entities have a clear source, and it\'s easy to see where the unclear entities are supposed to be coming from. Realistically, though, there are several lights placed such that they would not actually light a surface as they do in reality. These are mostly entities lighting the ceiling between two light sources. Other than that, though, it\'s not a bad little map. It has support for CTF and FFA, plus bot support for those that like bot matches. Might be worth a download for CTF enthusiasts![/quote] Bot Support: Yes New Textures: No New Models: No New Music: No ~Zach

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497 downloads

Uploaded:11-18-2006

The Underground Hydroball Arena

hydroballmap_guss.zip | 6.01 MB

appeared very spartan, because when you enter the map it looks bland. At least until you turn on dynamic glow, then the map lightens up a little bit. But the biggest thing with this map is it’s simplicity. When you spawn you go forwards or backwards to enter the area (which was kind of hard to get out of, and the water texture on top was either missing, or I was having a conflict with it, which is doubtful since I have barely any maps in my base folder), or you can go to the right or left and go to one of the observation areas. Dynamic glow is a very important thing in this map. Most of the aesthetic qualities of this map come from the dynamic lighting, so make sure you have r_dynamicglow set to 1 if you can use it. And as a side note…some parts of this map are great for hiding in. If there were sniper rifles somewhere I’d certainly grab one and hide…which brings me to a map idea: Have a regular map made, great for FFA, CTF, whatever, and have a hydroball area off to the side. That would be kind of fun – at least having a FFA area off to the side would be fun. Bot Support: No New Sounds: No New Music: Yes New Models: No New Textures: Yes Gametypes: Hydroball ~Zach

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1643 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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822 downloads

Uploaded:11-07-2006

FFA Rooftop

lz_rooftop.zip | 3.16 MB

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

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130 downloads

Uploaded:08-30-2006

Red Rebel\'s Arena

rr_arena_2.zip | 4.93 MB

actually thought of this one more as a duel map than a gunner\'s map, to be honest. To quote my previous review, [quote]Something I find ironic, is that a map made out of pure boredom, has the most fun and exhilarating gameplay I\'ve seen in a long time. The arena of the title is a very basic map, with a simple design theme. That doesn\'t mean it\'s bad though. It\'s the typical small arena you\'d expect from a Q3 engine game, which really wasn\'t used well enough in JKA. A platform in the middle, four ramps leading up to it, and a walkway around the edge. And a glass roof, of course. The good parts. Your FPS is going to rock on this thing, truly. Shader lighting has been used, rather than entities, although Red hasn\'t used anything to disguise the shader light textures - naughty naughty ;) . Guns and ammo are liberally scattered around. In the way of size, the arena is sort of cramped, but open enough for it to avoid being claustrophobic - this leads to some excellent Q3A-style gameplay. Red\'s done a great job of using the base textures - at first I didn\'t recognise a few of them because of how they fit into the map\'s theme. The music works great in the heat of battle, but sounds oddly familiar, especially at the start... The bad parts, which are mostly nitpicks. It\'s sort of boring, although it\'s objective renders that irrelevant - I\'m just too used to eye candy. A couple of extra levels of platforms never hurts, and some less standard designed rooms would have been great. Again, the shader lights are undisguised, and the plain white texture isn\'t all that attractive. Putting a glass layer over it would have been nice, and would have made it look that much better. Anyway, this one\'s fun for the gunners, and it\'s fun for the duelists to fight in the middle of a hail of gunfire :p . I wouldn\'t recommend disabling anything when using this map in FFA mode, however, as it loses most of it\'s edge when not used for true all-out FFA. Despite a few issues with the music, which had an amusingly simple solution in the end ( :D ), the map\'s nothing flashy, but it gives the smoothest gameplay, and it\'s one heck of a wild ride. I\'d recommend this for those who have FPS problems due to weaker computers, and also to those who want to give a bit of True FFA a go in traditional Quake III style.[/quote] New additions include a second level in the center, an \'lol secret room\', a few architectural alterations, and some new improved bot routing (even though they still hate going up high). So, what else can I say? Disable your sabers and Force powers, load this up, and find out what true deathmatch is all about. ~ Kouen [b]Bot Support:[/b] Yes [b]Custom Textures:[/b] No [b]Custom Models:[/b] No [b]Custom Music:[/b] Yes (Incubus - \'Follow\' - Halo 2 Original Soundtrack) [b]Gametypes:[/b] Free For All Team Free For All Duel Powerduel

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2251 downloads

Uploaded:08-29-2006

Attack Cruiser

attack_cruiser.zip | 10.98 MB

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

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2078 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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756 downloads

Uploaded:06-23-2006

Sanctuary of the Forest

sotf_jr.zip | 7.51 MB

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

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2766 downloads

Uploaded:06-13-2006

Jedi-Mart

jedimart.zip | 13.6 MB

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

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1050 downloads

Uploaded:06-03-2006

Facility

facility_v2.zip | 3.64 MB

streak of top-class maps with this little gem. Again, the style of the map reminds me of UT2004, hence the feeling of loss due to not having a Skaarj model or an ASMD shock rifle handy. Yet again, it\'s a well designed, complex map, and I\'m struggling to believe that this was built in GtkRadiant - it truly looks UnrealEd quality. The general theme of the map is an abandoned facility, which is conveniently laid out in a perfect setting for a tournament. Not to mention the liberal scattering of weaponry. It always creeped me out how buildings could be left in such a perfect state for people to run deathmatch competitions in. It\'s just [b]too[/b] convenient... We\'ll start with the grand tour. The first room seems to be some sort of storage room. There are two vats on either side filled with water, and other than that, the room seems empty and purpose-less. Nice environment for fragging. The weapons in this room are the thermal detonator, rocket launcher, concussion rifle, and tripmines. Not all are easy to find (but sadly, easier than they should be because of JKA\'s horrible floaty-gunny-spawn-point thing). Going through the cleverly-designed door (which I thought was just there for decoration at first), you\'ll come out into a small hallway. This room has no real purpose other than to connect the two major rooms. You\'ll find a few more munitions in here, but nothing really significant. Now, onto my favorite room. This last room is considerably more open than the previous two. As well as finding the more \'traditional\' guns in here, you\'ll find plenty of space, and plenty of cover, for some serious gunplay. I found the architectural quality of this room to be [i]very[/i] impressive. Overall, I could find very few flaws, and the ones I did find were more personal preference than actual rational flaws. The only problem you may find is that the botrouting isn\'t high quality (NormaN admits this himself), and that your FPS may be slightly sub-par. If you\'re looking for a nice arena for guns and duels, then this is the map for you. However, I do advise you to have a game with no force powers except Jump level 1 and guns only at least [i]once[/i] - because in a map like this, it\'s great fun to play as if JKA was a traditional FPS. ~ Kouen [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Music:[/b] No [b]New Models:[/b] No [b]Gametypes:[/b] Free For All Team Free For All Duel Powerduel [b]Recommended Players:[/b] 10-16

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1240 downloads

Uploaded:05-26-2006

Taspir Outpost

taspir_outpost.zip | 2.56 MB

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

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422 downloads

Uploaded:05-04-2006

Cavern of Death

cavern.zip | 11.35 MB

seen on Jedi academy.[/quote] I wonder who said that. This map isn't [i]bad[/i], but I certainly wouldn't classify it under the heading of "one of the best." The cave looks like it was scooped out with an ice cream scooper - the ceilings are very smooth, just rounded a bit. The ground is very angular, not particularly looking the way that rock would form in a cavern. There are no light sources that I can see in the main area to produce the light that is present. The texturing is repetitive, and in areas changes with no transition. In short this map has a lot of errors that most experienced mappers would not make, and as such I am disappointed that they claimed it was one of the best Jedi Academy maps ever created. Seems kind of insulting to those authors who really [i]do[/i] put out excellent work, and are humble about it. No bot support has been included, which is kind of a bummer, and no new models or extra goodies. However if you look around you'll find interesting messages like "don't lame" on the walls. Personally I find it to not deliver on what the read-me promised, and when I get false information I'm especially more unlikely to download. False promises are disappointing. New Textures: Yes New Models: No New Music: Yes Bot Support: No ~Inyri

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492 downloads

Uploaded:05-02-2006

Rift Mines

ctf_rift_mines.zip | 4.04 MB

This author has recreated that feel by using the same texture set, but has managed to give the rift a whole new feel. It now strongly resembles a mine, complete with catwalks, rocky walls, and even mine track. It also has that same run-down feel the original rift map had, including crumbling sections and knocked-down pillars. Personally I love the look of it, but I feel it\'s really lacking in that it has no music! Nothing brings a map alive better than fitting music, and this map unfortunately has none. It doesn\'t even have [i]un[/i]fitting music. None at all... which is a shame. It also lacks bot support, though for a CTF map that probably isn\'t really important - what fun is playing CTF against bots anyhow? Despite these couple of things I\'d definitely recommend it. It\'s large, has what seems to be a well-thought-out CTF-based layout, and plenty of room for the odd duel here and there. Definitely a keeper. New Textures: Yes New Models: No New Music: No Bot Support: No ~Inyri

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2698 downloads

Uploaded:04-22-2006

Jumpspace

jumpspace.zip | 2.34 MB

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

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3389 downloads

Uploaded:04-15-2006

New FFA Bespin

ffa_new_bespin.zip | 1.9 MB

the two are style and the platforms sticking out the side. This map fits in very well with the Bespin atmosphere and, as the author put it in his read-me, has plenty of structural eye candy. The map is more expansive than Bespin Streets which promises quite a bit of good gameplay. It contains criss-crossing pathways, buildings, and corridors, plus an ample amount of health and shield powerups scattered throughout the map. It\'s definitely an aesthetically pleasing map. I did discover one big problem with it. If you have your jump set all the way up you can very easily reach portions of the map that allow you to see sections you aren\'t supposed to see, such the caulked portions of the tops of some of the buildings. This should probably be looked at if we\'re to be graced with a version two. Otherwise I really couldn\'t find much to complain about! New Textures: No New Models: No New Music: No Bot Support: Yes ~Inyri

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310 downloads

Uploaded:03-29-2006

Cloakshape Fighter Prefab

cloakshape.zip | 1.37 MB

Fighter prefab for Jedi Academy, featured in the map ffa_corellia if I\'m not mistaken. It\'s not quite proportionally accurate, but it is easily recognizable as a Cloakshape Fighter so it works. For those of you who aren\'t \"in the know\", a Cloakshape Fighter is an expanded universe starfighter used mainly by smugglers, pirates, bounty hunters, and equivalent riff-raff. They\'re cheap and reasonably sturdy, so they make a good choice on a budget. I believe they were first featured in the Dark Empire comic series, but they made an appearance in the game X-wing Alliance, if you\'re really curious about them. They\'re really fun to kill, as a matter of fact. So, should you find yourself in need of a Cloakshape Fighter for one reason or another, Krattle has been generous enough to share his prefab with us (for which I found myself needing to make a new category). I do hope that he (or others) will give us some more prefabs so I didn\'t make this category just for one file! ;) ~Inyri

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3335 downloads

Uploaded:03-18-2006

Halo - Precipitation

jka_ffa_map_halo_precipitacion_by_master_melkor.zip | 17.65 MB

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

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8183 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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1134 downloads

Uploaded:03-04-2006

CTF Tribute

tribute.zip | 1.31 MB

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

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8922 downloads

Uploaded:02-17-2006

()Academy

gjov4.zip | 10.05 MB

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

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469 downloads

Uploaded:02-10-2006

Trixster's Hideout

trixter_stuff_cool_spikes.zip | 2.54 MB

see some of them in newer maps, but even I have to admit that it's rare to see every single one of these errors in one single map. Oh, and d'you know what's worse? The shader errors cause massive texture loss on default levels, not just on this level itself. :( So I highly recommend you don't download this, unless of course you despise all default Raven maps, however unlikely that may sound. There are two maps included in this pack, both of which exhibit the above problems, although the smaller duel map to a much lesser extent. The duel map is actually not too bad, aside from the fact that its name is spelt ridiculously - make sure you check how the map is actually named before trying to load it through the console. ;) The main FFA map is the main culprit of my wrath for this review though ;) The most annoying thing is the extreme darkness in a multitude of areas. The only way to see for about half of the map is with your saber glow, and in the other half the lighting is plain, and without sourcing. Architecture is blocky throughout, and textures repeat endlessly wherever you look. Oh, and there's the fact of getting stuck at the bottom of pits where you are supposed to die, but actually, don't. :( The rancor duel map is alright though. Still far too dark, but looks much cleaner and the architecture and lighting is vastly improved, with some green neon glows, and a spectator area. I have to say though, the most impressive part of this map pack is actually the custom skin of Desann you get with it. Impressive, but darn creepy if you ask me. It's kind of like the Joker from that Batman film - an evil clown looking uh, thing. Oh, and for some reason his belt is transparent so you can see through his body. Aside from that though, it doesn't look half bad. :D Sure, the textures are a little painted-on in places, and the bot that comes with it acts as if he only has one brain-cell; but meh, I can live with that. Hell, with my skill, I actually look forward to a bot I can actually kill! ;) New Sounds: No New Textures: Yes Bot Support: No ~Szico VII~

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563 downloads

Uploaded:01-20-2006

Sorteam-V2

sorteamv2.zip | 5.64 MB

in here, pretty much all of it is new. The only things that reminded me of the previous map was the architecture, such as the stone pillars, and the use of textures. What is the same from the first map however, is that this map contains features that would make it a very interesting venue for a CTF match! One of those features is again, just like v1, a maze! Just as with the first map there are plenty of interesting and unusual features that make this a challenging CTF map to play on. Like I said above the maze is back, plus a new feature is the ability to fly around in an outside area! I will talk about the outside area a bit first. Basically there are two bases, one for the red team and one for the blue, either side of a very large area. So large infact that from one base, you cannot see the other. The bases are made up of several platforms from which you can spawn ships and fly them to the other teams base. However there is a catch, each base is defended by very strong turbolaser turrets! Hey, no-one said it was gonna be easy! ;) At one end of each base is a building which you can go in, then use a lift to go down to the bottom floor, which houses your flag area. From there is an entrance to the maze and a teleporter to a cool death room, which I shall talk about later. The great thing about the area where you can spawn ships is that bots can fly the ships too! However one thing I think could be improved upon here is the double doors. You have to force push them to open them, but then only one side of the double doors opens. If anyone is wondering how to do double doors, remember, when you make the doors, select them both, then press the N key in Radiant to get the entity window up. Then type in the Key bit: team And in the value bit: doors1 Or whatever you want the double doors to be called (make sure you don’t do more than one set of double doors with the same name though!) This will make both the doors open at the same time, even if only one has been triggered. Despite that, the outside area is great! Also, once again the maze is back! This time however there is a map above the entrance to the maze so hopefully you will know vaguely where you are going this time ;) Now, onto the death room, which I think is a very clever and interesting thing to use in a CTF map, for the reason that it, just like the maze, is a puzzle that you have to figure out. There’s a catch though…here is what the readme says: [quote] you spawn in a room that has letters on the floor you have to spell out a palindrome word (a word that can be spelt the same back to front) if you choose the wrong letter you will be killed by 1 of 4 ways the clue to the word is (a type of bread) get to the other side alive through the door into the opposition base[/quote] Hey, you didn’t think it was going to be easy did you?! :P I managed to figure it out…but only because I remembered that the night before I was testing this map, my friend was at my house…and he was eating that particular type of bread! All these cool features make for a great map, one that would certainly be fun to play in a CTF match. There wasn’t much here that bugged me, but one of the things that did was that on the platforms outside, the lighting is very harsh and bright. It could really do with toning down a little. Besides that it was only really the double doors not opening at the same time that bugged me a bit. So besides that, another cool CTF map here from Jedi Max! Bot Support: Yes New Textures: Yes New Sounds: Yes New Music: Yes Game Types: FFA, TFFA, Duel, Power Duel, CTF ~Nozyspy~

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1483 downloads

Uploaded:01-14-2006

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

hgc_hangout42.zip | 14.75 MB

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

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2587 downloads

Uploaded:01-09-2006

Mountain Temple

mountain_temple.zip | 15.79 MB

the word. The temple itself is very reminiscent of the Pantheon, right down to the open dome with the small circle of light playing across the inside of the centralized dome. Okay, can you tell Greek history and mythology was one of my favorite subjects in school? Enough of Greek history, though. I don't want to bore you all to tears. So let's take a look at the isolated aspects of the map. The map itself is a floating island, so to speak, surrounded by a mountainous skybox which I thought was just beautiful. The texturing here is excellent, as is the placement of little "extras", such as the short broken "walls" placed strategically throughout the map, behind which is a weapon of one kind of another. These make for good places to pick up a gun and snipe off your opponents, while crouching behind the fallen bricks to avoid an early demise. On one side of the map is a pair of bridges which lead to an underground walkway and stairwell. I found it to be especially good because, while the stairwell itself was bland (it's underground, though, so bland and undecorated is to be expected) the lighting actually came from a source, and was well-done. The lighting, however, brings in a decidedly [i]non[/i]-Greek element to this map, as most of the lighting in this map seems to come from crystals which are either mounted on the wall, or in case of the temple itself mounted onto statues. So on to the temple itself. The design is simple on the inside. It consists of a central chamber with several statues in the "corners" - there are no corners because it is a round chamber, however the placement of the statues, as well as some of the surrounding pillars, gives the illusion of corners, which I find incredibly interesting. The "lights" in the temple give it a blue glow, giving it an aura of mystery, somewhat like that which surrounds the Greek pagan mythology. The arches around the central chamber give it a feel of genuine architecture, though I should note that such arches are not a feature of [i]Greek[/i] architecture, but are a feature of [i]Roman[/i] architecture. Anyway, I feel like I've written an essay for my old humanities course, so I'm going to stop here and let you experience the map for yourself. If you enjoy a well-made map, or like I am a Greek or Roman fan, definitely check it out. Everything from the texturing to the music will really give you a feel for the style the map was created in. New Textures: Yes New Models: Yes New Music: Yes Bot Support: Yes ~Inyri

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1001 downloads

Uploaded:01-08-2006

Coruscant Bridges

ctf_coruscant_bridges.zip | 13.56 MB

introduction. The city is not like the Coruscant we all know, it is not flashy, with traffic and all. It is also quite blocky, blockier than it should be. Blockier than Coruscant is. And the skybox is just bad. You should add some buildings on it, and maybe make the near buildings a little more busy. The texturing is a little bit bland, too. The lighting actually wasn\'t really that bad - most of the lights had their sources, and those that did not were not that easy to spot (for an untrained eye). It also separates the two teams\' bases, Red and Blue. Both are identical and are mirrored, just like a normal CTF map. There is some sort of a song included, that plays in the map. I don\'t know it, not sure about the rest, and I don\'t think that it fit in. It, once again, took the Coruscant feel away - it doesn\'t sound like Star Wars at all. And the conclusion? The map sure has its potential, but it needs better visual appearance. I can\'t really try the map out in a CTF match (with 4+ people), but I could think of many more CTF-friendly elements, that would help the map greatly. New Textures: Yes New Models: No New Music: Yes Bot Support: Yes Game Types: CTF, TFFA Arthenik

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3796 downloads

Uploaded:12-19-2005

Winter's Gift

wintersgift_bf_jr.zip | 21.7 MB

though? Well, no. But it's still a good romp and it's definitely festive! :) My main gripe(s) about this map is basically the gameplay. Don't even try playing this with bots, your framerate will go down to about 12, and as standard it's usually about 25 in the central area. A framerate like this, for me, is just unplayable. However, in the other areas, the framerate is much improved - it's just the main central area. The other factor that brings this map down is the lighting and some of the textures. The classic 'light without source' problem is shown very plainly in the maze, but it is present throughout the entire map. :( Having said that, the map does look very pretty, save a few odd-looking shaders here and there, such as the light's on the Christmas trees. However, there is some really neat stuff here too, such as the new bauble models, the wooden cabin walls and the little playground. They won't make it any more fun to play, but they look great! The maze area seemed kind of pointless to me really - you can't fight in there, and you don't get anything for going successfully through it.... meh. The other secret area, the 'North Pole' looks no different from the main area in style, except its a lot smaller and has a ferris wheel! Okay, so it doesn't work quite right, as the platforms you stand on don't move in time with the spokes, but it's a nice touch. Other bugs present are some rather blocky looking hedges (which for some reason didn't have snow on them) some weird looking ice in the North Pole area, and the bots tend to get stuck in several places, so you'll have to go and hunt them down if they disappear for ages. :( But the main point about this map, I think, is to be festive and enjoy yourself. If you can play through the low framerate then I see no reason why you shouldn't check this map out; there's plenty of things to do (yeah, some of them are tedious and pointless, like the present hunt, seeing as most of them don't give you anything ;) ) but most of them are fun - specially sniping people from the cable car! New Sounds: Yes New Textures: Yes Bot Support: Yes ~Szico VII~

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1405 downloads

Uploaded:12-18-2005

Ock Foresty

foresty.zip | 7.46 MB

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

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2151 downloads

Uploaded:12-15-2005

Coruscant Heights

coruscant_heights.zip | 19.27 MB

Streets. (My favourite level of the game) You'll instantly recognise the style used in this map. It actually looks like the author has directly used some of Raven's original map for jk2 to create this one, which whilst not that challenging, still looks good ;) And of course now it's Coruscant-texture themed, and not Nar Shaddaa. Of course, it does have a few small flaws, as well as a few not-so-small ones. Most obviously, especially from some of the screenshots, is the missing floor texture. Now, if this has been on a crate or something, I'd probably have overlooked it. However, when the entire floor of one half of the map is an ugly grey and white texture, you tend to notice it ;) Furthermore, the framerate can get a bit choppy sometimes, although it isn't in general bad. However, I can tell without looking at the included .map file that the author has failed to caulk many of his hidden surfaces, which immediately lets me know the framerate could have been so much better! :( I'm actually more amazed at the scope of this level, rather than the desig