Jedi Knight III

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117012 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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11161 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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26359 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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20594 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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51322 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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62904 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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72900 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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3359 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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11314 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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1233 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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31019 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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9348 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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23338 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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1358 downloads

Uploaded:01-05-2009

Project: Rocketlauncher

project_rocketlauncher_v1.0.zip | 21.9 MB

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

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61453 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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5779 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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24068 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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3033 downloads

Uploaded:07-10-2005

Abandoned City of Antalya

icm_ctf2.zip | 3.21 MB

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

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1037 downloads

Uploaded:06-23-2008

Air kill train map

asms.zip | 2.43 MB

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

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6246 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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7373 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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3244 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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8921 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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47292 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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42458 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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22223 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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5864 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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2312 downloads

Uploaded:04-17-2009

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

tc_timon_2.zip | 19.4 MB

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

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2888 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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2751 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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44305 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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5233 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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2757 downloads

Uploaded:09-04-2009

[CONTEST] Amock Hangar T-31

78amock_hangar_t31.zip | 33.99 MB

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

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4087 downloads

Uploaded:08-05-2008

Mercenary Battle V2

merc_battle_v2.zip | 41.7 MB

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

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2987 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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7700 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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70631 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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65940 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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1367 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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8040 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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3764 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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11029 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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10961 downloads

Uploaded:06-24-2008

Taspir Power Complex V3

taspir_power_complex_v3.zip | 51.02 MB

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

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1886 downloads

Uploaded:05-14-2008

Battlefront Bespin Platforms

battlfront_bespiniii.zip | 29.34 MB

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

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1144 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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26368 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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5516 downloads

Uploaded:10-18-2003

<|FeaR|> Outpost

ffa_fear_outpost.zip | 6.21 MB

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

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126 downloads

Uploaded:06-17-2010

Ringu - Ryuji's Apartment

ringu.zip | 3.18 MB

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

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3838 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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2654 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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5638 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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14409 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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9550 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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8686 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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23233 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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210 downloads

Uploaded:09-14-2010

Mayan Temple

ffa_mtemplev1.zip | 7.92 MB

with a few structures and a pyramid in one corner. I am disappointed to say though that for the most part the map isn’t very Mayan themed, the pyramid being the only structure that resembles real life Mayan buildings. The map is also very dark, which, although it goes with the gloomy sky and rain (reminds me of the good old British weather!), is a bit [i]too[/i] dark really, making it difficult to see the map. There are plenty of nice touches which could make this a good 4-6 player FFA map though, including the walkway across the map, which would make an excellent sniper position, and the walls and pillars to duck behind. The terrain is also pretty good, although I think you need to put some kind of stone or dirt texture in the pools, since water straight on top of grass doesn’t look quite right. One other thing that bugs me a bit is that one end of the map is completely open, so you can walk right to the edge of the map and see the skybox, this doesn’t look quite right either. Perhaps enclosing the map completely, or making the terrain larger and simply putting some noclip around the edge of the map to stop the player from going to far would be good. Something like that would help the map to feel like it is part of a larger world. Overall though this is a decent map. Perhaps if you make a v2 you could make that pyramid bigger and put it in the middle of the map. You could maybe even add a hidden tomb. And mummies, definitely add mummies to guard the tomb. Everyone loves mummies! ;) [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] Yes [b]Bot Routes:[/b] No [b]Game Types:[/b] FFA, Team FFA ~Nozyspy~

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464 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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988 downloads

Uploaded:07-20-2007

Jedi Power Battles Level 1

jedi_power_battles.zip | 2.68 MB

fruitless attempt to... oh wait, I\'m supposed to be reviewing the map. Right. So this map is a free-for-all map that recreates a part of the first level from Jedi Power Battles. Design-wise it does a very good job, as I easily recognize it. Map-wise it needs a little help in a few areas, particularly lighting, but it\'s rather passable. My first complaint, just after looking at the screenshots, was that almost none of the lights in this map have any sources. Just because your source game came from an older console does not give you an excuse to make lights with no sources! When \'upgrading\' an original source area, it\'s okay -- no, [i]imperative[/i] -- to make certain adjustments for a realistic feel. Blobs of light without sources simply makes the map feel... weird. I was also a little disappointed that the conveyor is now simply a raised pathway. I was looking forward to being transported down a long conveyor and having to jump over the gaps (which, by the way, are not here in this map). Minus two accuracy points. I was also a little disappointed at the lack of interactivity. JPB fans will remember how you could get extra points for destroying all the consoles and things. No such luck here. Bummer. Let\'s stop being so nit-picky, shall we? I think, despite the errors, it\'s a great replica map that really gives that JPB feel. That\'s not to say I don\'t think there should be a version two that fixes all the things I mentioned (and everything I invariably missed that our commenters will not shy away from describing), but as it is now I would [i]certainly[/i] say it\'s worth a download. Break out the Qui-gon and Obi-wan skins and give it a whirl. It won\'t be a disappointment. [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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11354 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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9635 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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14231 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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45361 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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6724 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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687 downloads

Uploaded:09-24-2007

Apple Station

applestation.zip | 6.12 MB

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

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4601 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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704 downloads

Uploaded:03-15-2007

Egg Carrier

eggcarrier.zip | 5.98 MB

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

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4116 downloads

Uploaded:10-24-2006

Temple of the Elders

temple_of_the_elders.zip | 17.33 MB

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

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419 downloads

Uploaded:04-23-2006

Streets

streets_v2.zip | 6.2 MB

perspective of someone who had to turn the brightness all the way up to even be able to see the textures. For as many streetlights as there are in this map it\'s incredibly dark! It\'s a shame as well because once you do turn the brightness up and are able to see the texturing it\'s actually a very nice looking map. The archtecture is quite nice - the curbs along the street are not perfectly straight, there are railings, fences, walls, a graveyard, and of course a large church, complete with bell tower and stained glass windows. Another technical error with the map: the bot support. This is a killer... he named the botroutes folder \"bot routes\" by mistake, so his botroute data is missing. Whoopsies! Perhaps he will fix that along with his lighting for a version two... and maybe we could also talk him into a new skybox, since I don\'t think France, Germany, or Holland has a gas giant on their horizon. Other than these couple of errors I found that I really enjoyed the map. There\'s plenty of space, and it\'s just a nice-looking map. I do hope the author fixes these problems so it can be even more enjoyable. Well done map - just needs a little more attention![/quote]The lighting and bot problems have both been fixed, and a new skybox was added. However I don\'t feel like everything is completely fixed. The map is still [i]extraordinarily[/i] dark, given how many streetlamps they are. Even at dusk, when you\'ve got that many burning lamps it\'s going to be brighter. Secondly for a dusk map the sun is quite high in the sky. An actual custom skybox would\'ve fit much better here - Terragen probably could\'ve created something a bit closer to what the author was looking for. Overall, though, it\'s a vast improvement over version one and you\'ll be able to appreciate the map that much more. New Textures: Yes New Models: No New Music: Yes Bot Support: Yes ~Inyri

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2626 downloads

Uploaded:03-31-2006

Ilum CTF

ilam_ctf.zip | 17.49 MB

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

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12112 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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50622 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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36145 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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5953 downloads

Uploaded:08-06-2004

Onobi's Funhouse

onobis_funhouse.zip | 38.57 MB

of a funhouse in a carnival. The way she's always shrinking and then growing again - it's kinda like looking in one of those funky mirrors, y'know? Aaaaaanyway, so this map is a perfect example of the funhouses I remember. But I think this is probably a little freakier. ;) Onobi Foondu's Funhouse has some great scripts that scared the hell out of me one moment, made me laugh the next. There's even a mirror on one wall! Though it doesn't make you all distorted, which is disappointing. More than anything this map is just a very weird, but very cool visual feast. I can't wait to play this map with others! :D Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee Ps. I totally forgot to mention that my biggest complaint about this map is that it's too short. Like, the whole experience just doesn't last long enough. And it'd be nice if the rooms were less ... what's the word I'm looking for ... um... integrated or something? Y'know, so you could like, go into the Hall of Mirrors or something and have a duel there ... looking at distorted images of yourself and then like a room where there are platforms floating at different angles and you have to jump from one to the other... and so on... anyway, just my opinion. Okay, done now. :)

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54100 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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8266 downloads

Uploaded:11-14-2003

Vader\'s Meditation Chamber

vader.zip | 2.26 MB

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

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32776 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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194 downloads

Uploaded:07-23-2012

Space Racing

space_racing.zip | 16.5 MB

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

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422 downloads

Uploaded:12-13-2011

Temple of the Snakes

jungletempleffa.rar | 3.8 MB

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

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2351 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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4403 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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3291 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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3783 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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2455 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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6661 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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2577 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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4573 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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5245 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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1124 downloads

Uploaded:02-14-2007

Night City

nightcityja.zip | 19.49 MB

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

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3321 downloads

Uploaded:01-08-2006

Duel Carbon JA

duel_carbon_ja.zip | 2.7 MB

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

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3600 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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9355 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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9618 downloads

Uploaded:12-22-2004

Geonosis Complex

izzy_ffa_geonosis.zip | 14.56 MB

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

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17775 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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10625 downloads

Uploaded:09-02-2004

Imperial Raid 2: The Bank Job

imp_raid2_bank_job.zip | 39.69 MB

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

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2047 downloads

Uploaded:08-25-2004

Ancient Arena Duel Map

duel_aarena.zip | 1.82 MB

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

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5981 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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14870 downloads

Uploaded:07-02-2004

Anchorhead Slums (v2.0)

anchordhead_slums.zip | 2.23 MB

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

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271 downloads

Uploaded:11-23-2010

Jhey's Mansion

jheysmansion.zip | 8.2 MB

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

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1906 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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1150 downloads

Uploaded:01-31-2010

(>XT

xtv4jk3.zip | 89.03 MB

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

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439 downloads

Uploaded:03-22-2009

Gold Saucer

goldsaucer.zip | 2.73 MB

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

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6374 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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1103 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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281 downloads

Uploaded:02-22-2009

Rusty Bucket Bay

rustybucketbay.zip | 3.62 MB

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

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5684 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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348 downloads

Uploaded:01-14-2009

Kitchen

kitchen.zip | 1.43 MB

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

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2085 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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2110 downloads

Uploaded:09-17-2007

ldj_mappack

ldj_mappack.zip | 33.54 MB

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

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7040 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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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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3083 downloads

Uploaded:01-17-2007

The City of Adana: Fifth District

the_city_of_adanafifth_dt.zip | 15.41 MB

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

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3821 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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6629 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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669 downloads

Uploaded:06-10-2006

Smaug's Dream

smaugs_dream.zip | 17.22 MB

blocky fall-off you see in most maps, and although he's used the oh-so-annoying clip brush technique to prevent the player from walking around to the edges, it's a great look. :) Maybe I should back up a bit first though. The map is a Lord of the Rings/The Hobbit spin-off, of a small area in the mountains where a dragon called Smaug lives. This map is a 3d-portrayal of the area depicted in the book. Before I say anything else though, I must point out, that for a FFA map, this is very small. I'd much rather recommend it for duels. :( Okay, so I've already indicated my first impressions, now onto the rest of the map. Well, it's very dark. So dark that unless you can see the doors at the end of the long staircase, you won't have a clue where you are, where you're going, or what you might've accidentally stepped in. The engraved doors are a nice touch; they look very much like the ones in the film when the party enters Moria. The architecture looked very basic, but the impression it creates is believable. The only real spoilers are the piles of money, which look ridiculous; they're floating off the ground and have smiley faces on them, and there is an area of splodge lighting which doesn't have a source. The music is, as you might expect, from the LOTR films. Once you get down the staircase you're in the dragon's lair. I think the dragon is either dead, or asleep, because it didn't attack me, ;) but it was still nice to see a fairly good model instead of one made using brushes. The pillars looked a bit out of place though - well, not the pillars themselves, but the decoration on them just didn't seem to fit. Aside from that, well, there's not much else to see. But you can play it with bots as the author included bot support. Hurrah! New Textures: Yes New Sounds: Yes Bot Support: Yes ~Szico VII~

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9484 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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5779 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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39305 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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3582 downloads

Uploaded:05-24-2005

Icy\'s Castle

icys_castle.zip | 2.94 MB

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

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2377 downloads

Uploaded:03-16-2005

Fusion 2

fusion2.zip | 4.65 MB

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

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4816 downloads

Uploaded:03-02-2005

Bloodmine Shaft

bloodmine.zip | 26.13 MB

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

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6046 downloads

Uploaded:02-23-2005

CTF Empires

ctf_empires.zip | 3.68 MB

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

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17801 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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64750 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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4786 downloads

Uploaded:08-30-2004

JKA Tron

jkatron.zip | 32.44 MB

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

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8512 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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8708 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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3803 downloads

Uploaded:02-12-2004

[HR] City of the Dead (v2)

hrctfv2.zip | 10.2 MB

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

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14091 downloads

Uploaded:02-09-2004

Battlefront Yavin (with ATST)

battlefrontyavinwithatstsithjcull.zip | 7.45 MB

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

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1272 downloads

Uploaded:01-16-2004

Atak Cargo Bay

artak_cargo_bay.zip | 2.01 MB

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

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851 downloads

Uploaded:07-10-2010

Star Wars Episode III: Jedi Temple - Cin Drallig Duel

jedi_temple_cin_drallig_duel.rar | 11.18 MB

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

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436 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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790 downloads

Uploaded:02-09-2010

(Dis)Assembly

1disassembly.zip | 45.31 MB

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

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813 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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2198 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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3858 downloads

Uploaded:08-02-2008

Jedi Rift Enclave

rpg_rift.zip | 18.66 MB

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

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684 downloads

Uploaded:07-15-2008

The Animatrix: Training Dojo

animatrix_dojo.zip | 8.55 MB

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

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1902 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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7454 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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457 downloads

Uploaded:02-06-2008

Sun and Sky

sun_and_sky.zip | 1.16 MB

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

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3391 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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1699 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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3485 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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187 downloads

Uploaded:08-12-2007

Bridge

bridgeduel.zip | 1.57 MB

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

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2143 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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1963 downloads

Uploaded:06-06-2007

[CONTEST] Water Metropolis

contestduel_water.zip | 7.95 MB

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

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1241 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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2729 downloads

Uploaded:04-28-2007

Arrevanous 7

am_arrevanous7.rar | 14.95 MB

go against my word will result in death. The location was said to have been molded from the author\'s dreams. Dreams can mold strange things, and some of these products can be very impressive. In this case, there is no exception. The landscape portrays an old and mystical land, adorned with ruins that whisper secrets of past times and a wayshrine situated in a large pool of water. Within this shrine lies a crystal and three stone slabs adorned with runes that I believe are of elven origin. I don\'t like reading elven, mainly because it involves tributes to pathetic deities and how the trees are angry at them. Idiotic elves, I hope a good number of them get the plague.. Overall, the architecture was splendid, albeit I did not quite discover the purpose of the random button in the midst of one circular ruin. Perhaps you all may find that out yourselves. My care is minimal. I believe the thing that would make this map better is the use of custom music. Otherwise, I\'ve nothing much else to roar at. Gaze at the screenshots before you; DO YOU LIKE WHAT YOU SEE?? DO YOU? IF SO, THEN CURL UP INTO THE FETAL POSITION AND SQUEAL LIKE A LITTLE GIRL, THEN SUBMIT BANDWIDTH. IF YOU DON\'T...well then...you can just ignore those instructions then, can\'t you? WRONG, BECAUSE YOU ARE FORCED TO DOWNLOAD IT! You will never leave this page alive unless you do =_,= SUBMIT BANDWIDTH IMMEDIATELY OR PERISH LIKE AGE-ED CHEESEFOOD. *awaits the mass of squealing fetal people so that he can laugh heartily as he always does* New Textures: Yes New Music: Nay Secrets to plunder: Maaaaybe =_= Bot Support: Nay - Averus Retruthan

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1440 downloads

Uploaded:04-10-2007

The 5 Gates

draco5_gates.zip | 18.81 MB

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

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903 downloads

Uploaded:10-24-2006

Station 19

station19.zip | 4.57 MB

ever seeing a few. And since this map was made for a mapping contest it's extra-special good. It seems to be like this "Station 19" is a mining station. When I first spawned in I couldn't figure out what this annoying noise was. After exploring a bit (and since it's a duel map, there's not a whole lot to explore) I discovered the source of the sound: a rather large (and functional!) drilling apparatus. I was quite impressed with the drill bits, considering they were made with brushes, and the animated functional bit really adds a new dimension to the map. The [i]only[/i] beef I have with the map is how bright the water is, although if he had made it look proper, you'd be fighting in the dark, which is probably just as bad. The very bright cyan rather grew on me as I tested it. Despite the fact that this is a duel map, it does contain botrouting, which is rather nice. It also features new textures (such as the underwater skybox) and some very nice background music. One of the best bits about this map is going around and checking out all the added detail (the extra drill bits, the various panels and parts, the extra drilling equipment, etc), and the glass walls and rounded viewports really give it an underwater feel. All it's missing is some fish. :) [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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1751 downloads

Uploaded:10-21-2006

Hydroball Map Pack

hydroball_mappack.zip | 1.51 MB

group of three maps. The point of the maps is to play Hydroball, although in most of the maps you can always watch from the sidelines. For some reason on all these maps, be it because I’m an idiot (likely), or there’s a problem with the mod, I could see them in the map menu, but I couldn’t select them. BUT! I was still able to get into the maps via the console.. Anyways, the first map was nice, because you spawned on top of the Hydroball arena. In fact, you stand on top of it! :p Anyways, you just jump down and then start playing. The second arena was like the first, only you went down some ramps, and the goals were triangular shaped. I liked this arena, mainly because it somehow reminds me of a hockey ring. No, I don’t play hockey, it’s just a cool sport. The last map was nice like the others, except for this time you’re in an aquarium! It’s got a castle, and bushes, and a sandy bottom! :p Although I wish there was something looking like a desk or something that the aquarium would rest on. It’s just floating in space for now. Also, there wasn’t any real lighting in the map. Yes, the area was lit, but no light went on the characters, so they and all the other objects in the map (like flags and such) was black. Not all the objects were black, but having black characters isn’t a good thing. I don’t remember if you could watch matches in this map or not. This is a nice little map pack for Hydroball. I mean really, you don’t need much for a Hydroball map. So if you like Hydroball, or want to get into it, then download this! Bot Support: No (It’s hydroball) New Music: No New Textures: No New Models: No Gametypes: Duh, Hydroball. ~Zach

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2769 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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1243 downloads

Uploaded:05-26-2006

Taspir Outpost

taspir_outpost.zip | 2.56 MB

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

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10112 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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22361 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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2701 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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230 downloads

Uploaded:04-12-2006

Pasor Final

pasor_final.zip | 11.09 MB

definitely has a minimalistic feel to it, and a little eye-candy wouldn't have hurt. It's hard to like a map that's nothing but wide-open rooms and wide-open corridors. I suppose that leaves plenty of room to fight in, but something more than an occasional potted plant might make it a bit more interesting. Personally I felt there was just too much in the way of surfaces. With ceilings that were well over 100 feet tall (proportionally) in some areas, it made even a decent texture look repetitive. The map is well-lit throughout - sometimes too well-lit in areas, and while every light seems to have a source there also seems to be a bit of global lighting throughout the level as well. Perhaps not, but it certainly gives that feeling. The fact that this very much non-Star Wars feeling map had very Star Wars music also just didn't quite feel right. No bot support has been included, which is a shame. Don't listen to me, though. Judge from the screenshots and try it out yourself to see if it's your kind of thing. ~Inyri

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8191 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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237 downloads

Uploaded:02-25-2006

Seraph Landing Pad

seraph_landing_pad.zip | 9.2 MB

if it had been there when he beta tested, it would have been noticed. The bug in question is basically a big missing brush which for some reason accidentally got covered in caulk or deleted before the final compile - allowing you to see into the void through a fairly large gap. This is highly unfortunate, as aside from that the map has some very good qualities. It comes 'equipped' with a nice new music track and full bot support. Of course, I hate the bespin sky, it's just plain ugly, but I shall try and put away my hatred of it for a moment here. This map is a good sized duel arena with some nice design allowing duels to flow between different areas of the map. The framerate is quite low in most sections due to the huge number of complex models and strut supports, which is a pity, as the number of struts used is slightly over-bearing and removing some of them might have improved the framerate [b]and[/b] made it look a little less cluttered. As it stands however, that is not the case, and the framerate suffers because of it. :( The other little problem was that you can jump onto the top of the supports dotted around the walls and see into the outside caulked areas of the map. Although for a duel the gameplay is made to suffer by the high number of triangles being drawn, it does look impressive. There's some very nice shadowing, architecture and dangerous water pools. The water texture used works in some pools and doesn't in others - in the darkly lit pools, it looks very odd but in the lit ones it passes as well as a default jk3 water texture could be expected. Everything is very sharp though - I think a few more curves here and there might have done wonders - oh, and I feel the need to protest against the textures used for the struts and their cross-supports. Overall though, it's clear that the author has a good eye for design, and he certainly found a good mentor to help him out, so I expect good things to come in the future :) New Sounds: Yes New Textures: Yes Bot Support: Yes ~Szico VII~

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12309 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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9463 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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9198 downloads

Uploaded:07-11-2005

Carrack Light Class Cruiser

carrackclass2v1.0.zip | 66.98 MB

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

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2031 downloads

Uploaded:07-03-2005

Atomic Division Station I-13

icm_ctf4v2.zip | 2.94 MB

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

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7852 downloads

Uploaded:06-30-2005

Hotel Coruscant

hotelcoruscant.zip | 5.67 MB

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

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4194 downloads

Uploaded:06-27-2005

Peril in the Core

core.zip | 12.73 MB

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

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22998 downloads

Uploaded:03-27-2005

Final Fantasy VII - Midgar

midgarv2.0.zip | 38.22 MB

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

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15993 downloads

Uploaded:12-22-2004

Naboo Streets

sjc_naboowip.zip | 8.51 MB

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

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782 downloads

Uploaded:10-11-2004

Duel Endor

duel_endor.zip | 2.65 MB

but it didn\'t bother me much. There was a weather effect- rain- so my FPS was high forties low fifties, just standing. It is a very dark map in some places, good for either running away or sneak attacking. This is one of those maps you either hate or love, and have to try dueling in to appreciate it. Bot Support: No New Textures: No New Music: Yes Gametypes: FFA, Duel, Powerduel -Shahadi

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21891 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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20503 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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4590 downloads

Uploaded:07-02-2004

Fearis Incident

fearisjkf.zip | 9.08 MB

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

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13995 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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7271 downloads

Uploaded:05-20-2004

Yavin Elite Academy

yeaffa.zip | 2.56 MB

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

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1876 downloads

Uploaded:05-20-2004

Gulf of Souls

gulfofsouls.zip | 5.47 MB

alone, I kinda got chills. Then again, I have an overactive imagination. ;) In the back of my mind was the story and so as I turned each corner, I kept anticipating something that shouldn\'t have been there, y\'know? The map is dark, but not too dark. I actually really like the lighting in it. Bright colors here and there break up what could\'ve been monotonous textures throughout the map. And what is it about that industrial look and blue lighting? They just really go well together. And it\'s one of my favorite styles. Once again, I wasn\'t fond of the music choice here. I felt that the music should\'ve been darker, softer, much more eerie. It would\'ve helped the atmosphere. But one thing the mapper really gets right are the sound effects. They\'re perfect. And I didn\'t find any errors in the map. Great work here. :) I can\'t wait to see more maps from you, but I hope to see something a little bigger. Maybe a CTF map? :D Bot Support: Yes New Textures: No New Music: Yes Game Types: FFA ~AmosMagee

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61079 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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4517 downloads

Uploaded:04-08-2004

Owl City (v1)

owlcity.zip | 11.13 MB

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

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18435 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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7212 downloads

Uploaded:01-21-2004

Indiana Jedi and the Temple of Chewbacca

indiana_jedi.zip | 17.25 MB

locale is exotic and beautiful outside, there are traps and sticky situations to get into. It\'s a wonderful map. When you first enter the temple, you have a few different ways to go. There\'s the Worship Center, or the Battle Dome, and other places that I don\'t remember the names of. :) There are many obstacles that are hard to get by, but once you do, you\'re certainly not done. There are some places in the map that are obviously inspired by the movies, and some are just from Orb\'s mind, I think. You\'ll hear familiar sound clips in some key places. There are some beautiful and ornate textures all around. Ooooh ... and there\'s a mine shaft thing, with a mine car thingy (I have no idea what they\'re called). Unfortunately, it doesn\'t move, but if you follow the path around the corner, you\'ll find that it\'s probably best that the car didn\'t work anyway. If you fall, make sure you have good aim, because there is a bridge that can save you. You\'ll have the option of entering The Evil Lair or start over by taking the Emergancy Exit route. The Evil Lair is so amusing. I love how Orb has combined so many movies together in this map. :) I did notice that in some area, I actually fell through like, the wall. Not sure what happened there. But I ended up in that area that you see in the last two screenshots there. I don\'t recall what I did or how I got there. But I did press the big red button. :D There are probably a dozen more things I missed in this map. The music is ... oh c\'mon, do I really have to tell you? This map is wonderful. I had a great time playing it. But it\'s not enough! Nope. I\'m not satified. You need to make another one, Orb! But like, with more. Like, a map that could be played in SP or MP with all the scripting and stuff so you can play it alone or like, with others. Oooh. I\'d love that. But anyway ... this map is great. There\'s a bonus with this map, too. A bunch of new skins created just for this map. There are several Wookiees, a new Lando, a Noghri and an \"evil anthropologist\". The Lando is fairly plain in appearance and I haven\'t much to say about him. The Wookiees definitely add some variety to those who prefer to play as the furry kind. The reskin of Rax only makes him look even more icky - and I didn\'t think that was possible. The new skins are courtesy of ENmiTy. Don\'t expect new sounds for the skin or team support, but these were just made for the map, so no complaints here. :) Nice work. :) Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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9462 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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6525 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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3145 downloads

Uploaded:11-08-2003

Bespin Reloaded-JK3

jk3bespin.zip | 1.4 MB

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

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4636 downloads

Uploaded:09-29-2003

Eternal Lair of Ragnos Disciples

ragnos.zip | 7.25 MB

good. The map is titled ¡§The Eternal Lair of Ragnos¡¦ Deciples.¡¨ Even that sound like it could be from the game. This map consists of four basic parts. There is a main room, and three hallways branching off it. The first thing I noticed when I entered this map was the architecture. It was so amazing I felt like crying over the fact that not in a million years could I produce such quality. The columns spiral upward to a detailed ceiling (see pictures). Now we walk down a curved arched hallway with a very nice doorway (see other picture ƒº) entering the first area, which happens to be outdoors. Unlike some outdoor areas that are blocky and unrealistic, this one looks almost perfect. The ground is rocky and cracked with lava flowing far below. There is a broken column creating a bridge across a gap in the long winding path leading up to what looks like an ancient Greek or Roman temple. Inside a statue sits on a giant throne and the lights (another great part of this map) shines through holes in the ceiling. Next we return to the main hall, and go down the second passage. This leads to yet another outdoor area. This one consists of a huge pit of lava, with the only way across being to jump from rock to rock above the lava. On the other side of the pit, there is a smaller (yet still huge) room with some more of the cool spirally columns. We return once again to the main hall, and take the final passage. This leads to a small crossroads with four doorways. Above each is a colored gem, yellow, blue, red. Two of these doorways lead to lava rooms, and one to an ice one. This is the final passage I found and so ends the map. Still those parts are more than enough to make this perhaps the best map I have seen, for JK2 or 3. The architecture, lighting, music, and atmosphere of this map are great. Period. This map is wonderful. I absolutely love it. This map is a MUST download, no buts, no excuses, no anything. If you don¡¦t download this map after you¡¦ve read this review, I will come and hunt you down and eat you }>. I would be very surprised if this map didn¡¦t go into most rotations. Its great atmosphere and good game play make it perfect for most any server. Awesome work, its maps like these that make my day, month, week, and year happy. I hope this is the first of many great maps from Desostros, and other members of the JK3 Community. Once again, great work, keep it up. 10/10 ~DeathBringer New Texture: Yes New Music: Yes Bot Support: Yes Game Types: FFA

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264 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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336 downloads

Uploaded:11-21-2011

Troll\'s Den Station

trolls_den_station.zip | 20.44 MB

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

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206 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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174 downloads

Uploaded:03-10-2011

20 Brush Space Station

20_brush_station.zip | 2.32 MB

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

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946 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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3158 downloads

Uploaded:06-22-2010

Giant Playable Piano

playablepiano.zip | 44.98 MB

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

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331 downloads

Uploaded:06-20-2010

Jedi Temple Library Duel

jedi_temple_library_duel_1.0.zip | 11.03 MB

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

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1874 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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185 downloads

Uploaded:06-11-2010

Hoth Cavern

84hothcave_ffa.zip | 1.03 MB

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

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883 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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734 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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564 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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1075 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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486 downloads

Uploaded:04-12-2010

Race For Death

race_for_death.zip | 6.82 MB

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

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1710 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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169 downloads

Uploaded:02-02-2010

Bespin Duel

bespinduel.zip | 5 MB

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

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316 downloads

Uploaded:01-17-2010

Taspir - Stargate Elite Version

88ffa5_sgelite.zip | 4.71 MB

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

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1594 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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412 downloads

Uploaded:11-13-2009

Strafe Trainer 2

strafetrainer2.zip | 1.09 MB

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

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1365 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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464 downloads

Uploaded:09-08-2009

Duel Taris

zid_duel_taris.zip | 15.65 MB

Good choice of music for a duel themed map. [*] Multiple levels of platforms for duelling. [*] Blue fog creates a moody atmosphere. [*] Good architectural detail on the landing pads. [b]Cons:[/b] [*] Skybox doesn't fit with the colour theme of the map and shows through fog. [*] Exterior buildings architecturally simple. [*] Map feels somewhat empty. Note: This map has been given a generalised review to avoid any biasing of the voters. All maps submitted for the contest will be fully re-reviewed after the contest has finished.

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1741 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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2120 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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233 downloads

Uploaded:03-06-2009

Arena

arena.zip | 1.72 MB

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

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5940 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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180 downloads

Uploaded:01-15-2009

Duel At The Imperial Base

duel_imp_base.zip | 7.75 MB

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

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814 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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3253 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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1246 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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303 downloads

Uploaded:10-23-2008

Yavin IV: Jedi Academy Trainingroom

yavin_iv_jedi_academy_trainingroom.zip | 3.26 MB

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

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765 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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10371 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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179 downloads

Uploaded:06-11-2008

Narshadda Town Wall

narrtownwall.zip | 25.88 MB

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

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2637 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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1647 downloads

Uploaded:04-21-2008

Warrior Guild Assault

siege_warcom.zip | 23.54 MB

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

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3515 downloads

Uploaded:03-02-2008

Phantom

phantom.zip | 34.89 MB

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

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584 downloads

Uploaded:02-16-2008

RJA-Hogwarts

rjahogwartsv4.zip | 38.16 MB

Witchcraft and Wizardry should look like. This... most [i]certainly[/i]... is not really what I had in mind. This map suffers from many of the basic problems that plague a lot of beginning maps. It's fraught with z-fighting, repetitive texturing, and a lack of caulking. The other portions of the map are also clearly visible from various locations (which makes it seem that the school is floating out in space). There were a few places I did manage to recognize, and my sister came home and told me there should be a kitchen behind the portrait of the vegetables (although when she saw the 'kitchen' she was a little confused, so I'm guessing it didn't look proper). The portrait of Qui Gon... well I don't think JK Rowling put that in the books [i]or[/i] the films anywhere. The entire map is 2-3 times larger than it should be, resulting in chairs larger than people and stairs that are impossible to climb without using the Force (and aren't clipped, by the way, so you really do have to jump up the stairs). Not all the stairs are the same size, either. There are no moving portraits (bummer, I know -- that would've been awesome). Now I'm not one to pounce on a fan for making something they're a fan of, but really... if the author is a Harry Potter fan and can honestly look at his map and say "yeah, that's what it looks like" then it has me wondering. I myself would probably not try to recreate something I was a fan of unless/until I felt I had the skills required to do it well. This blocky, poorly textured building is simply not Hogwarts, and I strongly encourage the author to build up his or her skills and try again later, when the time is right. [b]Bot Support[/b]: Yes [b]New Models[/b]: No [b]New Textures[/b]: Yes [b]New Music[/b]: Yes [b]Game Modes[/b]: ffa, duel ~Inyri

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6280 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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2414 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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281 downloads

Uploaded:11-23-2007

Cargo Drop

iefa.zip | 3.88 MB

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

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298 downloads

Uploaded:10-13-2007

Island

islandv2.zip | 15.32 MB

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

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158 downloads

Uploaded:10-12-2007

Stranger

stranger.zip | 5.51 MB

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

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2461 downloads

Uploaded:08-29-2007

Silent Hill

silent_hill.zip | 75.62 MB

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

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1519 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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189 downloads

Uploaded:08-11-2007

Acid Place

acidplace.zip | 536.92 KB

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

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4311 downloads

Uploaded:08-07-2007

BoC Duel Observation Deck

boc_duel_observation_deck.zip | 33.56 MB

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

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1242 downloads

Uploaded:07-31-2007

Lugor City

lugor_city2.zip | 1.48 MB

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

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1523 downloads

Uploaded:07-26-2007

Hoth Hangar

hoth_hangar.zip | 2.87 MB

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

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2931 downloads

Uploaded:07-09-2007

JSA Downtown

jsa_downtown.zip | 12.56 MB

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

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201 downloads

Uploaded:06-12-2007

Obsidian Duel Pack

obsidian_duel_packprevis.zip | 2.82 MB

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

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711 downloads

Uploaded:05-27-2007

Blackcastle (Public version)

lz_blackcastle.zip | 1.43 MB

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

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417 downloads

Uploaded:05-22-2007

Xenofaar

xenofaar.zip | 659.14 KB

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

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864 downloads

Uploaded:05-20-2007

Jedi's School

jedis_school_v1.zip | 751.45 KB

thats all". But, of all the reasons to release a map before it's ready... well, let's just say that's the most "unique" reason I've ever heard, and I don't mean "unique" in a particularly positive way, but more in a "Er... OK..." way. Now, reserving names is all well and good - if you're playing an MMORPG, that is. With a map, there's really no such thing as "name reservation", so really this release is pretty much pointless. It really shouldn't have been released until it was ready. That's just the way it is. Anyway, what does this map consist of, you ask? A room containing a glass box, with two goals inside and a bunch of seats. Two buttons are also near the glass box, however they do nothing. There's a few hallways, one leading outside and another leading to a room which is for... something. Outside, there's just some flat green that drops off into the Bespin skybox. That's it. Now, I'm not going to bother giving any judgement, because due to the unfinished nature of this map it would be a pretty dirty tactic. However, I will offer the author some advice: - Ditch the skybox. The Bespin skybox is good for nothing but Bespin, and therefore no one should be using it in any custom map, unless it's Bespin-themed. Even then, they shouldn't use it and should opt for custom, because Raven's Bespin skybox is utterly [i]terrible[/i]. - Disguise the edge of the map. Just having land mysteriously end is never a good thing, and it detracts from your map's appeal. Cover it up with walls, terrain, trees, whatever - but your map will look a lot better if you disguise it. - Architecture. Use some. Boxes are all well and good, but they don't really give your map any edge over.... well.... anything. If people wanted to run around a box, then I daresay they'd play DooM. Learning how to create architecture will improve your map by endless bounds - the Quake 3 engine, as primitive and outdated as it is, is still capable of rendering more than just boxes - utilise the engine's capabilities, and you'll find that not only do the results of your modding improve drastically, but you'll also have a lot more fun in the process. - Gameplay. As pretty as you want your map to look, [i]never[/i] compromise gameplay. A map that isn't much good for actual gameplay is a bad map. Yeah, sure, it can probably be used by RP groups, but they shouldn't even be on an FPS if they want to roleplay since it's an entirely different platform and they're just depriving themselves of a satisfying game experience. Jedi Academy is a first-person shooter/platformer hybrid, and even when not played as those types of games, it still follows similar gameflow dynamic. If you want to get anywhere in the mapping world, learn to not only make your maps look good but also play good. People don't play games to walk around a 3D art gallery, after all. Well, my judgement is reserved. My biggest piece of advice to the author is to finish something before you release it. This doesn't even qualify as a BETA version. I'll be happy to pass some fair judgement on your map once it's finished, but until then... keep at it. ~ Kouen

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821 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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76 downloads

Uploaded:03-26-2007

[CONTEST] Encounter Duel

encounter_duel.zip | 917.19 KB

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

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3625 downloads

Uploaded:03-19-2007

Final Fantasy VII - Anxious Hearts

ahf.zip | 34.89 MB

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

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2474 downloads

Uploaded:02-01-2007

Azure Mountain: Alpha Station

mc_azurealphastation.zip | 29.11 MB

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

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707 downloads

Uploaded:01-19-2007

The Takeda Dojo

bwn_dojo.zip | 1.91 MB

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

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400 downloads

Uploaded:01-13-2007

Tatooine Town

tatooine_town_v1.zip | 10.24 MB

the name. But it’s a very blocky map. The main area basically just consists of buildings…nothing to make the map look “busy”. No speeders on the sides, no trash. No jawas…nothing. Just buildings. The insides of the buildings were blocky and roomy…Basically just space-wise, the author needs to think about whether the space used is too roomy or too tight. I mean, the basic construction of the map wasn’t all that bad…it could have been re-thought. That’s all. There were two smaller duel areas that you gained access to through with a teleporter. One area was yavin-ish, with a couple plants and a waterfall…the other one used a taspir platform texture, although one the main circle wasn’t complete. How? The way I saw it was that three fours of the texture were correct, and one was machinery. Strange. Meh. As I said before, the texture usage was strange. How? In buildings where there were chairs of couches…the seats would be blue…now what makes seats on Tatooine blue? Don’t ask me. As I said, the textures are strange. Anyhow, there are bunch of places to go, and you should explore them. Another thing: I had problems with the buttons. It was almost as if there was no delay between when I could toggle them, so if I held the button, nothing would happen. Try putting a pause between the time you can push buttons. Anyways, there is bunch of stuff in this map. You should try it out. Bot Support: Yes New Music: Yes New Sounds: No New Models: No New Textures: Yes Gametypes: FFA ~Zach

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1379 downloads

Uploaded:12-09-2006

Christmas At City 6B

xmas_city6b.zip | 5.53 MB

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

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1657 downloads

Uploaded:11-26-2006

Mustafar Control Room

mb2_duel_cr.zip | 4.18 MB

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

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253 downloads

Uploaded:11-09-2006

Negata-G

negatagfinal.zip | 1.29 MB

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

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824 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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5314 downloads

Uploaded:09-26-2006

The Quad 1.0

the_quad_1_0.zip | 15.81 MB

RP atmosphere. It either contains: - All the rooms and furniture necessary for basic extended periods of living. - Enough objects and archaic evils to have some sort of evil ceremonial rite or something involving evil... Anyway, following this grand explanation, This map contains the former. Intended for FFA, it seems, no, it IS an amazingly built map. I found virtually no flaws that could irritate the crap out of most everybody. The theme of this map is basically a Jedi Academy(ish) feel, but it seems more of a college-based map O_o but then again, what do I know?. It also has a couple features, namely like light switches and cute little pictures. PICTURES OF EVIL AND STAR WARS..and a couple clan recruitment things..otherwise, this map is RIDICULOUSLY INSANE! Overall...I COMMAND ALL RP SERVERS TO DOWNLOAD THIS IMMEDIATELY! This pitiful review doesn\'t do this map justice. The map is large, has good FPS, supports almost EVERY RP aspect, and has good arenas for FFA\'ers and duelers. Offer your bandwidth now! NOW!! - Averus Retruthan Secrets: Nay(at least from MY explorations.) Bot Support: No(but the author yelled at me about that v_v) New Textures: Aye(I think)

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770 downloads

Uploaded:09-06-2006

Castlevania Keep

castlevania_keep_v3.zip | 3.83 MB

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

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9789 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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2173 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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704 downloads

Uploaded:06-07-2006

Prophet Clan Map

cp_xtreme.zip | 4.97 MB

be. You start out in a nice little arena area, one which you stay in during a TFFA. Yep, that\'s right, no running around trying to catch people in tffa\'s now! You\'re just in one area, and the area where you spawn is protected, so you don\'t *have* to go into spectator when you\'re afk. Anyways, that area has two ways you can go, one leads to a room with a health \'\'kiosk\'\' (It\'s more of a stall, thing, but I wanted to say kiosk.) Then on the other side is a black mirror. That means you can\'t see anything until you get really close to it. And now for the center part of this room, there is a teleporter. And what does it teleport you to? A flight area. One filled with miniature tie fighters and bombers. Okay, on to the other room. This leads you to a hallway, which leads to several other areas. One is a training area. This consists of pillars with spikes on them that damage you, so you need to dodge in and out while attacking. Then there are various dueling rooms. There is also a nice outside \'\'garden\'\'. It\'s nice to have an outside place to go when the rest of the map is inside. And there are also some cool secrets. One is in the council room, another is easy to find. Heh, I got the grand tour, so I\'m special. This wasn\'t a bad map. It was rather nice, in fact. If you really want to see if you like or dislike this map, then download and test it. Although I would\'ve liked to see bot support and new music. New Music: No Bot Support: No New Textures: Yes New Models: No ~Zach

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180 downloads

Uploaded:03-24-2006

Red's Cantina

redscantina.zip | 1.5 MB

Damn these new 2D wines!" Okay, that's not the most original script ever created, but you get the point. I think its high time people who make bars for JK3 should start using the 3D bottles that come as models, or create their own from patches and brushes. Especially when the entire map is focused around a bar, it just seems so plain when the best it has is the same texture you see in every other map with a bar in it. A 2D texture. In fact, it’s not [b]just[/b] the bottle texture which looks odd in this map. There's a fair few, including the red light used on the walkways and the one used on the tables. The architecture is average at best - very blocky in places, but not so bad that you can condemn it ;) However, this is one of a surprisingly small selection of maps that has got a fairly good lighting setup - most of the lighting comes from sources. I'm not convinced the illumination on a few of the walls had a source...but I can't be sure, so I'll give the author the benefit of the doubt there. What was disconcerting though, were the missing textures (Grey and white squares of death) dotted around the room. Please people; is it that hard to test maps with a clean base before release? :( The map does have a small outdoor section, which I assumed was some sort of car park, however when you look down you see a big black plain which appears from nowhere - very odd. Furthermore, there were ambient sounds that really didn't fit with the map - sounded more like machinery, and the lack of a good background track brings down the overall ambience. Also, for future reference, the author needs to caulk his hidden surfaces a lot better. It doesn't affect the framerate much on a map of this size and detail, but in larger more detailed maps, the framerate hit will be subsiantial, yet still not as hard as the hit I'm going to give you for not including bot support! New Textures: Yes (But broken) New Sounds: Yes Bot Support: No ~Szico VII~

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184 downloads

Uploaded:03-11-2006

Forest Duel

forest_duel.zip | 380.96 KB

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

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2632 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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215 downloads

Uploaded:03-06-2006

Rift Duel

rift_duel_v01.5.zip | 7.27 MB

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

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6070 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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8925 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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2040 downloads

Uploaded:02-01-2006

House of the Fallen

siege_hotfo1a.zip | 6.59 MB

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

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8748 downloads

Uploaded:12-27-2005

Battle of Geonosis - Siege

geonosis1a.zip | 19.97 MB

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

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709 downloads

Uploaded:12-21-2005

Subway

oxy_subway_by_oxyonagon.zip | 5.01 MB

imagine it could work for around 4 players maximum before getting a bit crowded. Having said that, one of the themes for this map is 'lonely' so maybe it's not supposed to have a lot of players in it. *shrug.* The subway itself definitely fits the theme 'urban,' although perhaps a few litter bins, and a few more decals might have added to the ambiance here. The other theme, as I said before, is lonely. Now, I'm still unsure whether I think this map is lonely - the music kind of suggests lonely, but I think maybe its more suggesting 'ominous' or 'foreboding.' The lighting and shadowing certainly reflect this as well. The lighting was very nice by the way, every light had a source, and it looked like it was shader-lit. :) Having said that, the solid white glow texture used for them does seem a little bland, and I think some more varied choices here might have looked nicer. There are also a few nifty interactive features in the map. Firstly, there's the trains which come through the station (at [b]very[/b] high speeds!) So you'll have to watch out for those. Incidentally, the trains don't actually kill you on impact; they simply move you to the end of the tunnel, where you get a fade-death. That seemed a little odd to me. :( Then there are also the force-reactive boxes which you can pull around and blow up. The paths the boxes fly when you force pull them do seem a bit wonky at times; you can pull it and it will come at you in a straight line, then suddenly veer to the left before exploding. I did like the way the door to the signal room came off and shattered when Force Pulled, however I didn't feel the explosion was necessary, after all, how many doors do you know that are volatile? ;) I did enjoy messing around in this map, although there's not much to see due to it's size, and a few of the textures (such as the super-shiny white tiles) didn't seem to fit with the gloomy ambiance of the rest of the map Still, nice work here Oxy :D New Textures: Yes New Sounds: Yes Bot Support: Yes ~Szico VII~

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2153 downloads

Uploaded:12-15-2005

Coruscant Heights

coruscant_heights.zip | 19.27 MB

Streets. (My favourite level of the game) You'll instantly recognise the style used in this map. It actually looks like the author has directly used some of Raven's original map for jk2 to create this one, which whilst not that challenging, still looks good ;) And of course now it's Coruscant-texture themed, and not Nar Shaddaa. Of course, it does have a few small flaws, as well as a few not-so-small ones. Most obviously, especially from some of the screenshots, is the missing floor texture. Now, if this has been on a crate or something, I'd probably have overlooked it. However, when the entire floor of one half of the map is an ugly grey and white texture, you tend to notice it ;) Furthermore, the framerate can get a bit choppy sometimes, although it isn't in general bad. However, I can tell without looking at the included .map file that the author has failed to caulk many of his hidden surfaces, which immediately lets me know the framerate could have been so much better! :( I'm actually more amazed at the scope of this level, rather than the design. You'll need a Force 3 jump to get around most places, although there are a few trams and lifts which move you around as well. However, unless you're a full-force jump user, you won't be able to get around very easily. Oh yes, the doors. Very annoying. The author has forgotten to put a 'wait' key on his door triggers, and consequently when you press 'use', the door opens and closes too rapidly for you to get through. Overall though, the gameplay of this map is great - plenty of height variation and enough room for well over 32 players. I especially liked the fog-esque effect around the building bases. That just looks so good compared to a black drop-off that I will tip my hat to the author. Very nice. :D In conclusion, this map is very inspiring, although technically and visually there are some rather unpleasant flaws which absolutely MUST be fixed because as they are they're ruining the map. Oh yes, and there is no bot support, so I'm afraid the author gets a big black cross put by his name ;) Next time get them in there for Pete’s sake! New Textures: Yes New Sounds: Yes Bot Support: No ~Szico VII~

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1429 downloads

Uploaded:11-26-2005

Quake 3 Remake Pack

q3_remakepk1_jr.zip | 4.52 MB

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

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166 downloads

Uploaded:11-25-2005

Duel Firstgo

duel_firstgo.zip | 1.89 MB

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

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1024 downloads

Uploaded:11-23-2005

Academy Duel

duel_acad.zip | 98.05 KB

The architecture is also nicely done, and the window at one end of the room is a nice feature. There are also a couple of nice interactive things here. There are two buttons at the window end of the room, press one and the floor in the center of the room will open up, press the other one and a pad will rise out of the floor. I always like some interactivity in a map, and this was a nice touch ;) As always though there are things that could be improved upon. But being only a small duel map there’s not really that many, only a couple that I could think of Infact. One, I noticed the light fittings on the ceiling are square, and have a square recess in, where the light texture is applied. But the light on the texture is round. So there’s a round light in a square hole. Although this looks pretty good from directly underneath, if you go to certain positions around it, as you move, the sides of the circular light texture will disappear as the edge of the square light recess goes over the texture. If you know what I mean (sorry it’s a bit difficult to explain lol). So you end up with a circle with a bit chopped off the side. It’s not really that noticeable however. The other thing was that this map is very small, even for a duel map. But, Falgard tells me that he is working on an FFA version of this map, and so far it looks pretty good, so I will look forward to playing that map! :) All in all a very nice little duel map! Bot Support: No New Textures: No New Sounds: No New Music: No Game Types: Duel, Power Duel ~Nozyspy~

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193 downloads

Uploaded:11-12-2005

Statue Duel

statueduel.zip | 4.19 MB

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

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850 downloads

Uploaded:10-11-2005

RJK Mappack

rjkmappack.zip | 949.73 KB

reason being the cool waterfall going down the wall in the room you spawn in. I think the mixture of the waterfall texture and the misty effect at the bottom of the waterfall is quite effective :) This map isnt too big, so there are only a few rooms, which include the waterfall room, and a lava duel room, which I would imagine would be an interesting place for some intense dueling! It also has a GIANT swimming pool hehe, the water in which looks like tropical water, you know, when it’s a nice light blue and really clear. Now all we need is an indoor beach…..;) There was one thing that was a bit strange, there was like a corridor in the main hall, filled with fog, but as soon as you walk into it, it kills you! I couldn’t really figure out what this was for :S One thing that bugged me about this map, was that the lighting in some areas was quite harsh, and bright. But this author is still relatively new to mapping, so the skill of effective lighting will come with time and experience :) Nobody is brilliant when they start trust me! RJK-HQ: This map is slightly bigger than the Hangout map. There is a small outdoor area surrounded by fencing, and a large tower in the middle. The tower contains many floors, including another big swimming pool ;) And a large observation deck at the top. The ground floor also contains like a little security room, which allows you to lock the inside door, stopping people from gaining access to the upper floors in the tower, which I thought was a cool feature. Then theres the little details like the fact that the switches make a noise when you press them, that’s cool too. Things that bugged me on this map; pretty much the same as the last, the harsh lighting, although on the HQ map, the outside is VERY dark, that could really do with some extra lighting because I couldn’t see where I was going :/. Some more detailing, like pipes on the walls and other little details like that would be cool too. But nevertheless these two maps are a good start to your mapping career Renek, and I hope to see some more of your work soon ;) Bot Support: Yes New Textures: No New Sounds: No New Music: No Game Types: FFA, TFFA ~Nozyspy~

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2517 downloads

Uploaded:09-27-2005

Battle on Mustafar

battle_on_mustafar.zip | 1.12 MB

start with the good, there are some things going on in this map that could make it interesting. There’s some lifts, bobbing platforms, spinning blades, and some locations that could make duels fun let alone ffa. I suppose the layout is alright as well. Now, what really kills this map in my opinion, is the texturing. First thing I noticed going into the map was, it is taspir not Mustafar. It looks nothing like Mustafar but a creation based loosely on ffa5. That being said, the second thing I noticed was the actual use of textures, especially on the rock walls. Yes, I should have said rock cliffs, but they don’t look like cliffs but more like walls. And the third thing I noticed was the repeating and repeating and still more repeating rock texture. It looks bad, and really hurts the map. The author needed to stretch it some and maybe even angle it if he wanted to use it. And maybe make the map alittle bit darker to help hide things he doesn’t yet know how to fix. See.. here’s the thing. A mapper can put all kinds of special effects in a map, and if they don’t first learn the basics, then your left with a poor looking map. This map for instance, could be very cool. If the author decided to do a v2, and he/she addressed the issues I brought up, and some of the other things (models that are black, lack of detail etc) he then would have a cool map that people would love. Fps ranged from 80 to 30 for me and my machine is upper end. But it still should be good enough for anyone not to have issues. To the author.. I hope you do a v2 with this map because I liked the general premise of the map. Just take your time on the texturing and detail work. There are several forums out there that are filled with helpful mappers who will take time to assist. Good Luck, and hope to see more work from you in the future! shaders: yes Bots: yes ~LK~

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376 downloads

Uploaded:09-24-2005

Melkor's Home

melkorshome.zip | 9.58 MB

giving it a more 2-D effect than I imagine the author would have liked.. still, it is much preferred to the default Bespin sky.. yuck ;) Now... you can fall off the tower and land on an invisible floor in the middle of the sky, which is just plain wrong. Additionally whilst doing this, you can easily see the repeating water texture flowing down all sides of the tower which looks plain ugly. Luckily, the top section is somewhat more interesting. Lightwise its very basic, 2 glowing poles, a blue crystal statue and the sunlight. Nothing special, but no unsourced lighting either. Now, the pad on which the tower rests is very flat, and contains a sort of moat around the building. Nothing interesting in the water or around the pathways, so I went inside. Now, it looks FAR nicer from inside, as you can see through the windows, wheras from the outside you only see reflective blue sheen. Inside it actually looks pretty nice, albeit underdecorated for a home. At first the function of the little glass pads eluded me, but I later discovered it to be a lift. However the author has apparently not given it a wait key, so often you can press use and nothing will happen, or the doors in the ceiling will open but the lift won't move. The upstairs is again, very basic architecturally but it has a nice scope through the windows...which you can shoot through despite there being glass there. *shrug* The bed is adequate, and the glass table looks decent. It's still very bare though - wheres the cooker, how will this guy eat? e.t.c. The second map in this file is a duel which is just a black room with a logo on the floor. Not very inspired. Still, you'll always get a good framerate :) New Textures: Yes New Sounds: Yes Bot Support: Yes ~Szico VII~

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1085 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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3077 downloads

Uploaded:09-03-2005

Ghost in the Shell - Tokyo

tokyo.zip | 14.11 MB

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

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6417 downloads

Uploaded:08-22-2005

Kashyyyk

kashyyyk.zip | 8.36 MB

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

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7616 downloads

Uploaded:08-17-2005

() Academy V3

gjoacademyv3.zip | 9.19 MB

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

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933 downloads

Uploaded:08-16-2005

njo_gardens

njo_gardens.zip | 2.03 MB

create was really good. It gives you a sense of being in a lush tropical area. Maybe I'm going over board with that, but i liked it so sue me. The areas with the waterfalls and flowing waters looks fairly nice with it surrounded by trees etc. I also like the lighting used in this map. Ok, while aspects of the terrain were done well, some areas feel to blocky. The one thing that really bugged me was the waterfalls themselves. They look so nice, but my eye kept being drawn back to the edges at 90 degree angles. Most of the map seams to be lit by natural lighting, torches etc. But the author decided to use in specific places textures of light fixtures.. kinda doesnt fit. Some of the areas have objects with the "black effect", and there is at least one place were the caulk has no texture at all. Overall, this is a nice little map. The author did some things that make areas stand out. It looks like the author is on his/her way in mapping having learned some techniques. Keep it up... I think in a little more time, your going to be producing some very good work. - sidenote to the author... I recommend next time not placing the .map file you "accidently" placed in your pk3. Don't do that unless you want people taking your work. And, there was no music.. why? ~LK~

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754 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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8584 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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2234 downloads

Uploaded:07-14-2005

Coruscant Streets II

ctf2.zip | 2.07 MB

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

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9572 downloads

Uploaded:07-14-2005

Order of the Expendable Jedi Knights Temple

ex_jedi_temple.zip | 25.68 MB

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

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1581 downloads

Uploaded:07-10-2005

The Sith Cathedral

icm_ctf1.zip | 9.79 MB

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

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1783 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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433 downloads

Uploaded:06-10-2005

Meta Lab

nk_meta.zip | 933.57 KB

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

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507 downloads

Uploaded:06-06-2005

CTF Korriban

ctf_korriban.zip | 3.54 MB

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

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1346 downloads

Uploaded:05-11-2005

CTF Outcast

ctf_outcast.zip | 2.6 MB

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

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3369 downloads

Uploaded:05-09-2005

SoulesS Stadium

ffa_souless.zip | 5.49 MB

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

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246 downloads

Uploaded:04-19-2005

The Gauntlet

the_gauntlet.zip | 2.8 MB

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

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590 downloads

Uploaded:03-02-2005

Desert Temple

deserttemple.zip | 687.34 KB

I haven\'t really liked any of the maps he\'s produced until now. And it\'s like a complete 180 for me here. I love this map. I know there are no new textures, no new music - nothing new about it. But it\'s pretty. And it\'s well-designed in my opinion. The theme is consistant and the lighting is low and understated. There aren\'t too many obstacles and Swampster didn\'t try to add too much of ... well, of anything. So it\'s simple and well done. Great job. Keep at it, Swamp! Bot Support: No New Textures: No New Music: No Game Types: Duel, FFA ~AmosMagee

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12296 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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3973 downloads

Uploaded:02-01-2005

Over The Bridge

overthebridgejkspamapsiied.zip | 1.63 MB

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

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15732 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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947 downloads

Uploaded:01-20-2005

Crazy Train

crazytrain.zip | 7.4 MB

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

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1647 downloads

Uploaded:01-17-2005

Nar Kreeta

ctf_nar_kreeta.zip | 4.48 MB

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

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2636 downloads

Uploaded:01-16-2005

Corellian Water Treatment Plant

cwtp.zip | 1.46 MB

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

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15092 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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16213 downloads

Uploaded:12-02-2004

The Giant's House

giants_house.zip | 17.13 MB

play it with a couple of people is really fun. Lots of comedy value here I spawned at the computer desk (you can go inside the computer screen) and I started to explore the huge room and it really does have some crazy things and items. It can be pretty fun trying to get around since everything’s scaled much larger than yourself, it would be a great map for grapple hook swinging. There's quite alot of custom textures used it adds to the whole big room feeling. The detail and fun factor of the map is great only it makes you want to explore more there isn't many places to go except in that big room and one or two secret rooms which is a disappointment because I would love to see more of this map. I also saw a hamster cage with a Wampa in it too LOL. The music is good for the map too the whole wacky theme really adds to it. Great map the only improvements could be adding another room or more secrets but play this with others and you'll have a blast. Bot Support: Yes New Textures: Yes New Music: Yes Game Type: FFA, Duel Rating: 8/10 -Rink

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1096 downloads

Uploaded:12-01-2004

Koriban Palace Two

korpalace2.zip | 4.88 MB

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

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2555 downloads

Uploaded:09-30-2004

Sultanate of Ruusan

sor.zip | 18.34 MB

you have to play a real FFA on to appreciate. Like, with guns, y\'know? And lots of people. It\'s a pretty map, and while it appears dark from the screenshots, it\'s not nearly that dark in-game. One of the coolest things in this map has to be the room that has the spinning model in it. You have to see it. It\'s perfect for this map. And then there\'s a Ragnos NPC that you can release and fight. A fair warning though, it will respawn elsewhere in the map - so only release it if you want to fight it again and again. This is a beautiful, dark map with great textures, and full bot support. You can\'t ask for more than this. Oh, well, I guess we could ask for it to be a CTF or Siege map, but oh well. ;) Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, TFFA ~AmosMagee

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3120 downloads

Uploaded:09-15-2004

Corsec Base v2

corsec_base.zip | 1.92 MB

and bushes, an area full of computers, some gated room thing with stuff like, generators or something in it, another gated room with some rocks that I just don\'t trust ... they look like eggs or something. Then you\'ll find an area with some jail cells, a cargo room, a large room for target practice, a common area that should have a bar in it, sleeping quarters, an armory, some offices, a health care room thingy that has a bunch of tall aquariums in it ... er, bacta things, right. Anyway, the textures are simple and consistent here. The FPS is decent in most areas, but mine did drop to 25 at one point. :/ It would\'ve been nice to have some new music in this level, but it doesn\'t need it. I didn\'t find anything really wrong with this map, but I do think this is best for guns FFA or RPing. Bot Support: No New Textures: Yes New Music: No Game Types: FFA ~AmosMagee

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6876 downloads

Uploaded:08-09-2004

City of Darkness

cityofdarkness1.0.zip | 4.9 MB

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

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213 downloads

Uploaded:08-01-2004

Imperial Storage Facility

isf.zip | 5.19 MB

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

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1167 downloads

Uploaded:08-01-2004

Duel Hell

hellduel.zip | 9.53 MB

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

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1363 downloads

Uploaded:07-22-2004

Castle Hall

castlehall.zip | 2.87 MB

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

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16911 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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5154 downloads

Uploaded:07-08-2004

Orbs Duel Server Expansion Pack

orbsduelserverexpansionpack.zip | 54.84 MB

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

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349 downloads

Uploaded:07-08-2004

Rust

rust.zip | 2.92 MB

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

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1863 downloads

Uploaded:07-02-2004

Duel Arena

duelarena.zip | 3.06 MB

holding those blue flames look really creepy to me. It\'s exactly the same as the day version, just the skybox and lighting have changed. The duel arena looks a bit like an arena you\'d find in Rome, or something. It looks somewhat ancient, but still in decent condition. There are only a few places for spectators, but a huge arena for duels. You\'ll find bones and bodies that indicate the carnage that takes place in here. It seems a bit too large to be a duel map to me, though. It looks as if it would be a good map for a small FFA. It\'s a good looking map that could look better. How? I don\'t know. I think for a duel map, it should be smaller. And then things wouldn\'t looks so out of place. Like, the props used just seem too sparse because the arena is so big. Hope that makes sense. :) Anyway, worth a download. Bot Support: Yes New Textures: Yes New Music: No Game Types: Duel, Powerduel, FFA ~AmosMagee

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2963 downloads

Uploaded:05-20-2004

Corellian Platform Encounter

corplatenc.zip | 1.54 MB

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

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3670 downloads

Uploaded:05-19-2004

Crystal Palace

crystalpalace.zip | 3.42 MB

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

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8164 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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2604 downloads

Uploaded:04-08-2004

Fortress

fortressctf.zip | 1.75 MB

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

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1895 downloads

Uploaded:03-15-2004

Mechanical Redux

mechanicalredux.zip | 4.98 MB

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

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1382 downloads

Uploaded:02-25-2004

-=SotG=- ARENA

sotg_arena.zip | 2.17 MB

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

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1919 downloads

Uploaded:02-16-2004

Ragnos\' Chamber

motlduelkorriban.zip | 453.4 KB

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

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1457 downloads

Uploaded:02-09-2004

Taris Project

tarisproject.zip | 2.4 MB

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

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390 downloads

Uploaded:01-18-2004

Mega Punishment

mpmap.zip | 133.36 KB

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

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883 downloads

Uploaded:12-21-2003

Duel Turbulent

duel_turbulentv11.zip | 3.61 MB

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

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1842 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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2070 downloads

Uploaded:12-13-2003

eGaming-League.net duel

duel_egl.zip | 4.74 MB

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

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3526 downloads

Uploaded:12-07-2003

The BX Dojo

dojo.zip | 1.69 MB

clean dojo will be like this...you can\'t help but wonder if a bit of variety in that cream texture wouldn\'t have gone a miss. Everything in this [one room] map has had thought put into it; the map is light by candles - or is supposed to make you think it is - which have their own mini flames. Because this is such a small map I would have probably added a light style into the lights though so it gives a true candle feel. On the topic of lighting, the shadows look very good, clearly taking advantage of what Q3Map2 has to offer in that department. Your character will appear dark at times however because of the way JA works out lighting of entities so expect some dark battles. As I touched on before, the texturing is good, very nice wood and floor textures with the only faulty one being the cream walls that make it looks like it was newly built and polished. A very good map for either Matrix 1 fans or for dueling in a crisp environment. New Sounds: No New Textures: Yes Bot Support: No -WadeV1589-

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2482 downloads

Uploaded:12-06-2003

JKR Coruscant

jkr_coruscant_v4_with_eyecandy.zip | 4.76 MB

to start. First of all is the FPS...they\'re quite bad in some area\'s due to no vis blocking and excess pre-spawned NPC\'s - one room is full of R2D2\'s, c3PO\'s and jawa\'s - while fun to kill, they do adversly affect game speed. There are also one or two texture overlaps such as the blue transport beams overlapping their containing brushes. The textures are also quite repetative, while this is to be expected being building heights, sometimes the scale is too off which makes it look rather odd. One of the transporters has a bit of a direction problem which causes you to get stuck on the upper race track also due to a direction problem on the transport target. My final real thought is on the music...I am really not a heavy music fan so I had to turn it off, however I know a lot of you will like the music...the question for me to answer though is, is it fitting for the map? I don\'t think it is! The map is basically 3 race tracks, one above the other. The top race track is black...pure black, I can\'t work out if this was by design (to make it hard to navigate) or a lack of lights and the readme does not say either. This also may just be my pc refusing to load dynamic shader glows which illuminate their environment dynamically...I hope it\'s not! The lighting could have done with tweaking in other areas but at least this map has lighting! So many people are releasing racing/flying maps without lighting that it\'s getting annoying. I\'m glad to see the author attempted to light the map :) This map is a JKR map, i.e. it is designed for racing mainly in swoops and the courses will give you a challenge, many parts of the map bob up and down which means if you time things wrong you\'ll end up falling to your death! The map also has use of the shader cars (see pic below) which is a simple effect that adds a bit more movement to the map making it more appealing. This map does have faults, but the mapper is new and I offered to help in the early stages of development and so can vouch for his eagerness to learn. This is a good first step in the advanced mapping process :) New Textures: Yes New Sounds: Yes (music) Bot Support: No -WadeV1589-

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2035 downloads

Uploaded:12-04-2003

DC Cavern

dc_cavern.zip | 7.59 MB

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

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1759 downloads

Uploaded:11-15-2003

Sith Duel

sithduel.zip | 880.1 KB

interesting job on this map, he made this weird design of the way you have to fight. There are elevators, which started to annoy me because if you don\'t stand on the exact spot you just keep going up and down and end up dying. The lava was done very well its actually a pool of lava so you jump in swim for like 2 seconds and die, now is that fun or what! Well hey I think it is :P. It’s a very interesting idea he made it so sith like with statues all over the walls. One thing that might irritate is the redness although I think it gives it that lava feel and burning feel it might burn people’s eyes. I like how he hid one of the statues so if there is a lamer fest you can go hide up there =D. Its very fun just back flipping into the lava I must say. *Goes swimming in lava* Ah much better, ok so overall this is a nice looking map. The bridges on the top make it real nice looking so its clean. I like the placement of statues it matches the map, gives it that sense of sith power. Normally I don’t like sith type things because I am a Jedi type person. Wookie you did an outstanding job on this map the lava is just so well done it flows very slowly like real lava. Good job and I look forward to more work from you! -XgamerX New Sounds: Yes Bot Support: Yes New Textures: Yes Game Types: FFA, Duel, Power duel

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2131 downloads

Uploaded:11-08-2003

FFA Sniper Wars

ffa-sniper_wars.zip | 14.87 MB

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

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8334 downloads

Uploaded:11-08-2003

Jk3Duelpack

jk3duelpack.zip | 598.71 KB

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

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72 downloads

Uploaded:03-26-2012

[CONTEST] Turquoise Dragon's Secret Pluto Base

contest_turquoisedragons_secret_plutobase.rar | 17.21 MB

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

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93 downloads

Uploaded:03-25-2012

[CONTEST] Mine Station

me_mine_station.zip | 10.37 MB

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

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98 downloads

Uploaded:12-10-2011

(MKBK) Mon Calamari Duel Base

mkbkmoncalamari.zip | 748.88 KB

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

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31 downloads

Uploaded:12-07-2011

Korribound

korribound.zip | 2.3 MB

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

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153 downloads

Uploaded:12-07-2011

Labyrinth Maze

labyrinth.zip | 6.8 MB

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

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111 downloads

Uploaded:09-13-2011

Bestine Praetorium

ctf_bestine.zip | 3.27 MB

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

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97 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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83 downloads

Uploaded:07-07-2011

Yavin Sanctuary

yavin_sanctuary.zip | 766.64 KB

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

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374 downloads

Uploaded:06-12-2011

Old Rebel Base V3

orb_v3.zip | 12.39 MB

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

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156 downloads

Uploaded:06-07-2011

Garden of Eden V2

edenv2.zip | 26.68 MB

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

Garden of Eden - Screenshots Screenshots:

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232 downloads

Uploaded:03-07-2011

GoldenEye Temple

goldeneye_temple.zip | 3.26 MB

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

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236 downloads

Uploaded:02-07-2011

Sith Dungeon Duel Map

sithdungeonmap.zip | 1.5 MB

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

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455 downloads

Uploaded:01-23-2011

GoldenEye Facility

goldeneye_facility.zip | 21.4 MB

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

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1177 downloads

Uploaded:01-20-2011

Sirens Enclave

sirens_enclave.zip | 28.7 MB

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

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467 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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188 downloads

Uploaded:12-01-2010

JKA_Flatgrass

jka_flatgrass.zip | 3.73 MB

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

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201 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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2011 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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747 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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913 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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103 downloads

Uploaded:05-10-2010

Force Duel Map

forceduelmap.zip | 1.7 MB

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

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268 downloads

Uploaded:03-08-2010

Bespin Saber Arena

mug_bespin_arena.zip | 793.43 KB

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

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142 downloads

Uploaded:03-07-2010

Cosmos Home Base Duel

mug_cosmos_teaser.zip | 3.29 MB

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

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147 downloads

Uploaded:03-01-2010

Sith Cellar Duel

sith_cellar_duel.zip | 4.56 MB

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

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53 downloads

Uploaded:02-27-2010

The Duels Zone

the_duels_map.zip | 11.55 MB

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

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251 downloads

Uploaded:02-17-2010

Pads Duel

pads_duel.zip | 3.14 MB

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

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3323 downloads

Uploaded:02-15-2010

Battle on Theed (FFA)