Jedi Knight III

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5119 downloads

Uploaded:09-22-2005

The Star Destroyer

stardestroyer.zip | 8.28 MB

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

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1146 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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11511 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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3559 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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9024 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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11235 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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2271 downloads

Uploaded:08-29-2006

Attack Cruiser

attack_cruiser.zip | 10.98 MB

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

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220 downloads

Uploaded:12-08-2011

DooM.pk3

doom.zip | 108.58 MB

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

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115 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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3546 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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340 downloads

Uploaded:10-19-2010

Bramble Gambol 2

bramblegambol2.zip | 19.06 MB

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

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270 downloads

Uploaded:09-19-2010

Ancient Egyptian Catacombs

catacombs.zip | 3.71 MB

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

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224 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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2044 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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636 downloads

Uploaded:08-19-2010

Death Star Hangar Duel JKA

death_star_hangar_duel.rar | 6.95 MB

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

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232 downloads

Uploaded:08-17-2010

The Duel Arena's

theduelarenasv1.5.zip | 8.99 MB

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

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8137 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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265 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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183 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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1079 downloads

Uploaded:10-28-2009

Eurocorp Syndicate Airship

eurosyndicate.zip | 85.32 MB

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

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490 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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775 downloads

Uploaded:08-15-2009

Hidden Beach

hidden_beach.zip | 5.16 MB

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

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6014 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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11006 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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3433 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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1523 downloads

Uploaded:10-05-2006

FunJumping RELOADED

funjumping_reloaded.zip | 7.9 MB

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

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2421 downloads

Uploaded:08-09-2006

Ord Mantell Oasis Temple

oasistemple1.zip | 16.31 MB

Mantell to get rid of some weapons caches. But the author in this case, has expanded on that, and made an entirely different map! The end product: a big map that's great for FFA's of all types. On to the map itself. It's big, for one thing. And let me start off by saying that the music is excellent for FFA's, meaning that it's fast paced, and fights will go well with it. The weapons in this map are scattered around, Making getting them somewhat of a tedious task, and this can improve gameplay, provided that the guy that grabs the rocket launcher doesn't always use it. I found the architecture to be superb, and the lighting suits the map. While some people might think it to be too dark, it adds suspense to the map. I was impressed with how the lighting around the fires in the map flickered, so yay for detail. There is a waterfall in this map, and that's where just about my only gripe is. My gripe is that the waterfall just goes straight down, and if you move away from it, you can see that it just starts straight down and goes straight down. It doesn't look like it's going over a cliff or anything. I will say one thing. I love the maps that have been coming from the mapping contest that Ockniel is hosting. As for this map, it's wonderful, and I recommend that you download it. New Models: No New Textures: No New Music: Yes Bot Support: Yes Gametypes: FFA, TFFA, Duel, Power Duel ~Zach

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944 downloads

Uploaded:04-06-2006

The Lost Enclave

the_lost_enclave.zip | 3.89 MB

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

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6282 downloads

Uploaded:01-30-2006

ffa_corellia

ffa_corellia.zip | 23.19 MB

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

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7771 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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3576 downloads

Uploaded:12-28-2005

Council Tatooine

counciltatooine.zip | 2.34 MB

any general FFA server could use it really :) One of the things I was greatly impressed with in Bayoon’s last map was the superb use of curves, and once again, there are plenty of curves in this map, again also used very well. I remember from my time in clans that the base JKA Tatooine map (mp/ffa3) was always very popular, as it had a good layout for clans. It was just a nice size, not too big and not too small, there was a nicely sized FFA or tournament area, plenty of room for dueling and also lets not forget a bar ;) Tatooine always seemed to be a location that people liked, and that map was also very practical, I suppose that’s why it was so popular with the clans I was in. Well, this is also a Tatooine map, and just like that base JKA map, there are plenty of practical features here for clans, plus plenty of nice looking architecture and some good texturing. Some of the features include; training rooms (what clan map would be complete without them?) and a large main area, filled with buildings and walkways, (which I personally think would make a great place for gun or FFA battles!) The best bit in my opinion though is a very large duel room, surrounded by stands and seating areas behind the walls. How are you going to see the action I hear you say? Well from inside the seating areas you can see through glass windows, on the duel arena side though, you just see a wall. One-way glass is great! ;) In the seating area where I presume the admins are supposed to sit (this area had comfy chairs instead of the normal stands :P) there are 3 switches. Each one enables or disables a feature in the dual arena, such as a large walkway in the middle that can retract, or narrow walkways that rise from the floor. There’s even a switch that makes the floor disappear, to make the duel that bit more dangerous…fall and they will never hear you scream… Ehmm anywayy, there are also one or two things that could be improved upon here. One thing that bugged me was that in some areas, the lighting didn’t seem to be coming from any light source, it looked like the lights were just floating there and not coming from any ceiling or wall lights (such as in the main duel arena). Overall though I must still say that the lighting was very good. One other thing would be that in the main outside area with all the buildings, some of the textures did get a little repetitive, as there was a lot of some kinds of texture, but that wasn’t too noticeable. Oh and the skybox used isn’t a Tatooine one, but I’m just picking straws there :P It still looks great anyway! Another great clan oriented map here from Bayoon, your clans lucky to have a mapper like you! ;) I cant wait to see more of your work! :) Bot Support: No New Textures: Yes New Sounds: No New Music: No Game Types: FFA, TFFA ~Nozyspy~

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63114 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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1964 downloads

Uploaded:10-25-2005

Hoth Siege Modified

hoth_modified.zip | 1.3 MB

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

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513 downloads

Uploaded:09-29-2005

Taun Taun Joust

taunjoust.zip | 2.8 MB

the other end, whilst swinging your saber, trying to slice your opponent in half. I feel a bit sorry for the poor TaunTaun though….:( Now, I’ve seen one of these before on another map, I can’t remember which one, but I do remember it was fun! As far as the look of the map goes, it looks pretty nice, there seems to be a frozen pond type thing at either end, with pond plants in, and frozen water coming half out some pipes above the ponds, which looks cool. There is some cool music here too, that fits well with the theme of the map I think. Being a duel map, and thus pretty small, there’s not really that many bugs you can find usually. The only thing that bugged me (forgive the pun :P) here, was that the lighting on the cliffs you could see outside the grates at either side of the map, looked a little strange, but I’m not really sure what would be needed to improve that. Besides that, another cool map here! Bot Support: Yes New Textures: No New Sounds: No New Music: Yes Game Types: Duel, Power Duel ~Nozyspy~

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947 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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117445 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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770 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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9237 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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1596 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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2054 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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23593 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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719 downloads

Uploaded:06-23-2005

Acrition City Duel

acritioncity.zip | 2.17 MB

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

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73096 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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1738 downloads

Uploaded:06-06-2005

Nozy\'s Sith Academy

sith_academy_nozy.zip | 7.62 MB

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

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3595 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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1372 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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574 downloads

Uploaded:03-02-2005

TSA Mountain

tsamountain_mace.zip | 21.79 MB

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

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4851 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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440 downloads

Uploaded:03-02-2005

Hoth Duel

_hothduel.zip | 382.58 KB

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

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364 downloads

Uploaded:02-25-2005

Fortress of Hevil

for-hevil.zip | 1.21 MB

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

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1183 downloads

Uploaded:02-23-2005

Imperial Base

imperial_base.zip | 6.88 MB

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

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15781 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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332 downloads

Uploaded:12-03-2004

Twi'lek-Dueling

twilekdueling.zip | 10.24 MB

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

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2023 downloads

Uploaded:11-05-2004

OLTS Headquarters

olts_hq.zip | 5.84 MB

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

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1013 downloads

Uploaded:09-15-2004

Bespin Shaft Duel

bespinshaftduel.zip | 1.84 MB

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

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4811 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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698 downloads

Uploaded:08-01-2004

JediVMerc

jedivmerc.zip | 3.36 MB

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

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373 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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4500 downloads

Uploaded:12-29-2003

Dark Streets FINAL

darkforces_streets_final.zip | 21.29 MB

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

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1039 downloads

Uploaded:12-22-2003

Temple of Time

loztemple.zip | 3.75 MB

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

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1057 downloads

Uploaded:04-27-2012

Renaissance Yavin IV Academy

renaissance_academy.rar | 70.24 MB

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

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140 downloads

Uploaded:04-22-2012

Renaissance Academy

renaissance_academy.zip | 53.6 MB

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

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61 downloads

Uploaded:04-07-2012

RK Oriental Virtue

rk_oriental_virtue.zip | 16.94 MB

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

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105 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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340 downloads

Uploaded:12-10-2011

Dark Forces 2 CTF Map Pack

df2_ctf_pack.zip | 11.48 MB

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

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164 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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97 downloads

Uploaded:11-21-2011

Korriban Arena [Fixed]

kor_arena_fixed.zip | 4.57 MB

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

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351 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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48 downloads

Uploaded:07-19-2011

TFFA Communist Map

tffa_communist_by_dezoxy.zip | 7.58 MB

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

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145 downloads

Uploaded:07-13-2011

Out Side The Old Rebel Base

reb_out.zip | 15.16 MB

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

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148 downloads

Uploaded:07-11-2011

The Matrix Unleashed - SubMetro

tmu_submetro.zip | 57.81 MB

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

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409 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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174 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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1418 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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477 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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5905 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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89 downloads

Uploaded:08-19-2010

Kyle Wan Episodes - Duel Pyramid

the_duel_pyramid_kyle_wan_history_.rar | 7.4 MB

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

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73 downloads

Uploaded:08-17-2010

Reactor Room

reactor_room_duel_map.zip | 1.67 MB

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

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876 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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3202 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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386 downloads

Uploaded:04-05-2010

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

several_sided_sids_mos_espa_slave_quarters_colahunt.zip | 4.12 MB

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

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66 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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3373 downloads

Uploaded:02-15-2010

Battle on Theed (FFA)

theed1a_ffa.zip | 40.85 MB

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

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173 downloads

Uploaded:02-12-2010

Sylar's Spacewalk

sylarss_spacewalk.zip | 15.53 MB

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

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808 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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1176 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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6800 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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1217 downloads

Uploaded:11-02-2009

Labyrinth -Halloween Special- JKA EDITION

halloween_labyrinth_jka.zip | 16.36 MB

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

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197 downloads

Uploaded:10-12-2009

Old Rebel Base

oldrebbasev2.zip | 5.29 MB

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

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227 downloads

Uploaded:09-13-2009

One Slip

one_slip.zip | 6.79 MB

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

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185 downloads

Uploaded:08-14-2009

SNES Mario Kart Battle Arena

mkbattle.zip | 1.22 MB

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

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279 downloads

Uploaded:08-10-2009

YavinBattle

yavin_battle_v2.1.zip | 6.37 MB

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

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187 downloads

Uploaded:07-13-2009

Black and White

black_and_white_v4.zip | 2.34 MB

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

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2865 downloads

Uploaded:07-13-2009

RPG Carida Academy

rpg_carida_v2.zip | 14.9 MB

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

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546 downloads

Uploaded:07-13-2009

The Phantom Menace Episode 1 Duel of the Fates

duel_of_the_fates_by_jamyzgenius.zip | 20.25 MB

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

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3317 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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81 downloads

Uploaded:05-20-2009

Meeting Room Prefab

meeting_room_prefab.zip | 2.21 MB

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

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290 downloads

Uploaded:05-12-2009

Hoth Duel

hoth_duel.zip | 9.34 MB

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

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826 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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3896 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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11113 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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181 downloads

Uploaded:12-05-2008

Hill Valley 1955 Source Files

hillvalley_source.zip | 9.71 MB

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

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317 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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2076 downloads

Uploaded:01-28-2008

Antioch

antioch.zip | 26.68 MB

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

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1380 downloads

Uploaded:01-17-2008

Spacefighter Factory: Project Shadow Streak

spacefighter_factory.zip | 21.41 MB

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

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979 downloads

Uploaded:01-07-2008

Clan Atlantis Map II

camapiibycongo.zip | 11.42 MB

message body at all, be wary. Of course most authors pity us a little bit more than that and actually describe the file for us before we download it which, by the way, we really appreciate. But anyway, the point I was making is that we have our stereotypes. Someone says reborn, we picture a recolored version of the classic. Someone says clan map, we picture maps with awful lighting, lots of neon colors, and clan tags and silly pictures everywhere. Some files are the exception to the rule, however. I was a little surprised when it came to this map. The author was honest outright and said there [i]are[/i] clan tags in this map. I tested it a couple of days ago before I got swamped and I don't remember them, so either I wasn't able to find them or they were in an out of the way location and were tastefully included. So if you were worried about this being one of those clan maps that was made specifically for the clan's use and is rendered useless to everyone else, don't be. The map itself has a pretty nice design, though I don't really know how to describe it. Mix a castle/temple theme with an outdoor theme -- yep, the outdoors are indoors! Kinda backwards, eh? It really works here, though. I really love most of the architecture, which is simple yet complex. Backwards again, I know. You'll know what I mean when you see it, though. It's got a lot of great areas and is big enough for a fairly large-scale free for all. The rooms are connected by round teleporter pads. There is one room I absolutely [i]hate[/i], because it's both silly and ugly. It's ugly mainly because it's a conglomeration of oddly-cut brushes where the touching edges aren't caulked and the textures on these platforms are semi-transparent, so it just looks nasty. The idea is to find your way to the top and hit the teleporter pad to send you back out to where you came from. It must be for that forceball thing he talks about in his read-me, so if you're just using baseJKA I'd recommend avoiding the room altogether as it serves no purpose. In any case, I do like the [i]rest[/i] of the map quite a bit, so I'm just going to pretend that room doesn't exist. It has a great ambiance and the environment is interestingly varied and it should provide for some pretty good gameplay (grab those gun pickups!). My one recommendation -- to the community in general -- is to get a better bar texture. And for god's sake put some Sam Adam's on tap. [b]Bot Support[/b]: No [b]New Models[/b]: Yes [b]New Textures[/b]: Yes [b]New Music[/b]: Yes ~Inyri

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4022 downloads

Uploaded:10-31-2007

Serenity - Firefly

serenity_rp.zip | 17.96 MB

roleplaying, not dueling. When I saw this I was excited to see it and when I played it I was even more happy. The map consists of only Serenity, the ship that the heroes in Firefly travel on. Accuracy wise it’s amazing, I felt I was really on it. At first I spawned on the medical bay, the doors to the medical room are noticeable from behind the archway but that’s not really a big deal as all the detail is spot on. The only thing I could complain about is that on every door I seemed to got stuck on, sometimes I even had to crouch to walk through them. But other than that is great it’s got the dinning room, the cockpit, the cargo bay, the engine room, everything is pretty much the same as in the movie and show. One thing, the author says that the bot routes are defined but everytime I tried to add a bot, my game froze. It does have new music taken from the soundtrack of Firefly which adds to this greatly. And new textures as well, overall a very good map. So if you’re a roleplayer and think this map will be good on your server then give it a download, just don’t try to put 16 people inside, it might be a little too cramped in there. :D [i]Ayane Yamazaki[/i]

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867 downloads

Uploaded:10-21-2007

Twisted Souls\' Realm

twisted_souls_realm.zip | 12.35 MB

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

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919 downloads

Uploaded:10-17-2007

Gully of the Mist

gotem_.zip | 10.61 MB

notice about the map -- after you realize how [i]green[/i] it is! -- is that it's positively [i]huge[/i]. The drawback to this, though, is that it's immensely large but doesn't have the extra detail to back up the space. The result is a lot of random terrain with very little detail. It's almost as if the terrain is supposed to be the focal point of the map which I don't think makes a whole lot of sense. Besides the less than rolling hills and valleys this map sports various trees, most of which have been turned into structures. This design (and the map name) really made me think of Fern Gully the whole time I was watching it (I'll be pleased if none of you have seen that movie). It's like you're a little person in a giant forest. Unfortunately foliage is kept to a minimum which kind of ruins the 'forest' feel for me. From a gameplay perspective I can't see this map really bringing much to the table. It's possible to get stuck in some of the deeper crevasses, and even if you don't get stuck it'll take you god knows how long to find another person to fight. As an exercise in terrain it's alright. As a playable map... I'd say optimize it a bit for gameplay. There's something to be said for some more [i]subtle[/i] terrain. [b]Bot Support[/b]: No [b]New Sounds[/b]: Yes [b]New Music[/b]: Yes [b]New Textures[/b]: Yes [b]Game Modes[/b]: ffa, ctf[/quote]This archive contains the texture fix for the last version as well as the map. The fix is included as a separate PK3, so if you already have the map you can simply use the new PK3 along with the old one to fix the missing texture. ~Inyri

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121 downloads

Uploaded:07-19-2007

War On Sanity Castle

woscastle.zip | 291.21 KB

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

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20807 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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199 downloads

Uploaded:06-24-2007

GdF Coliseo

gdf_coliseo.zip | 3.09 MB

doesn\'t really disappoint in the sense that it delivers what it promises. Anyone remember Rome Arena? Well, this map is quite possibly a scaled-down Rome Arena - which is good, since that particular map could cause major FPS drops on lower-end machines - with similar features, and is more of a circular shape. The areas follow the same principles. An arena in the middle for combat, a room for the combatants to wait in until it\'s their turn, rows around the arena for seating, and a few controls to manipulate the arena itself. The controls are essentially what one would expect. The first, left-most button does... something. OK, I admit, I have no idea what it\'s supposed to do since the command is written in Spanish, but whatever it is, it doesn\'t seem to do it anyway. :( The second button closes a grill over the entrance room, preventing arena access - however, players can still access the spectator seating by touching the red teleporters. The third button is supposed to raise pillars, but again, nothing happened when I hit it. The fourth button raises platforms - but again, the same situation occured as with the third button. The fifth button, which did work, lowered the arena floor into a pool of lava covering the entire arena diameter. Aside from the fact that three of the function buttons don\'t work, I found a few missing textures, some z-fighting, the \"TV screens\" aren\'t configured properly and have vis problems, and some improper texture usage and alignment occured. If those problems were fixed, and other things such as bot routes and some nice coliseum-y music added (as well as a different theme - Bespin just doesn\'t work), I have no doubt that this map would see use on a decent amount of servers. Even like this, it still might, but if you do choose to use it, just know that you\'re getting what is essentially a beta version. ~ Kouen [b]Bot Routing:[/b] No [b]New Textures:[/b] No [b]New Models:[/b] No [b]Custom Audio:[/b] No

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390 downloads

Uploaded:04-18-2007

Force Academy RIP

forceacademyrip.zip | 2.28 MB

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

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1311 downloads

Uploaded:04-15-2007

Bespin Traps

bespin_traps_ja.zip | 6.34 MB

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

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820 downloads

Uploaded:03-26-2007

[CONTEST] The Bath House

bath_house.zip | 6.54 MB

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

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51609 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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99 downloads

Uploaded:02-03-2007

RevelationZ Clan Map

revelationz.zip | 12.18 MB

categories: list of negatives, list of positives, and advice. That's all there is to comment on, I'm afraid. --- [b]List of Negatives:[/b] - No lighting. The map has been released after only a -meta compile. - Horrendously oversized. - Bad texturing choices, which don't look pretty and may inflict retinal damage. - Rancors. They do nothing except make it more likely that the server will crash with a "run out of ghoul2 transform space" error. - No bot routing. - Broken .arena script. - It's just a bunch of hollowed blocks. - No optimization techniques used. - Unnecessarily increased load times and filesize due to the lack of optimization. - Only one spawn point for players, and not a single item/powerup in sight. --- [b]List of Positives:[/b] - You can't complain about not having enough space to move, that's for certain. --- [b]Advice:[/b] 1. Use the info_player_deathmatch entity as a scaling guide. The entity is the exact same size as the player in terms of worldunits, meaning that it will tell you exactly how big the map needs to be. 2. Never release a map that hasn't been through all the compile phases, one phase at a time. 3. Pick your textures better, and do more with them other than just slapping one texture across every surface. 4. Use lighting. It's not hard to do at all, and it adds so much depth to the map. 5. Don't use NPC spawner entities in a multiplayer map. Ever. NPCs do NOTHING for the map, aside from make it more likely that the server will crash with a "ran out of ghoul2 transform space" error. Let people choose whether or not they want to spawn NPCs. 6. When making an .arena script, the field 'map' is supposed to have the name of your .bsp file. 'Long Name' is where you put the name you want to see on the menu. 7. Architecture. Hollowed blocks really aren't enough to make a map. Read some tutorials, such as Rich Diesal's, and learn how to create things. We have a lot of tutorials in [url="http://forums.filefront.com/showthread.php?t=234876"][u]The Master Sticky[/u][/url]. 8. Don't use the hollow tool. It's very inefficient at creating rooms, and causes brush clashes. You're far better off making the rooms manually, it's not too hard to make six walls. 9. Always optimize your maps. Areaportal your doors, caulk any brush faces which won't be seen by the player, etc etc. Those little things increase your map's performance a lot, and decrease the filesize too. 10. Only include necessary files in your pk3. You know what I found in your pk3? basejka textures. This is definitely unnecessary, since everyone already has those textures. Also included is every single shader file from the base game. Totally unnecessary. Let's not forget the fact that every single model from the Yavin folder is in there, too - again, not necessary. 11. Levelshots need to be 1024x1024, and you only need the JPG file, not the TGA. 12. Always, [i]always[/i] have multiple player spawns, depending on how many players you recommend having play this map. One spawn point just ain't enough in MP. 13. Always, [b]always[/b] test your map before releasing it. Have other people test it, too. And whatever happens, make sure that people give you [u]honest[/u] feedback, rather than just saying good things to make you feel better. --- Overall, this is a typical first map, and in my opinion, it shouldn't have been released. There's just nothing I can see in it to make it worth using for anyone, not even the clan it's made for. My key advice to the author is to read tutorials and test products before they are released, as well as all the stuff listed above. Sorry, but as a gamer, I really have nothing non-critical to say in defense of this map. As a critic, I have nothing to say in praise of this map. =/ Just don't let the criticism put you off, GhoYo!so. We all get bashed for stuff in the beginning. Read through tutorials to learn about what you're supposed to be doing with Radiant, get some practice, and most of all, don't give up! You'll get better as time goes by. ~ Kouen [b]Bot Support:[/b] No [b]Custom Textures:[/b] Yes (1) [b]Custom Models:[/b] No [b]Custom Music:[/b] No

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3095 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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31143 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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154 downloads

Uploaded:12-15-2006

[DSF]Citadel

new_dsf.zip | 8.8 MB

side of you. Yes, as you may have guessed, it IS in fact a teleporter. So you get teleported to two areas: A duel room and a hall/practice room thing. The practice room thing has a repeater and some turrets to practice blocking. Now, what confuses me is how in the world you practice blocking when it’s an automatic process that is built into the game? And let’s not forget that the turrets in JA are slower then snails on depressants. I mean, really. You can outrun the turret’s targeting by WALKING. Oh, there are some fires in this room, but they don’t do damage to you – so there’s an overlook in detail. Oh (gasp, again!), there’s a flashing strobe light thing at the teleporter in this room. While the strobe light is all nice and good, the light doesn’t extend as far as you would think. While that might be a limitation in the goal, one could always duplicate the light, adjust the intensity, and move it so it looks like the effect was somewhat lifelike. Okay, now the other room…is just a duel room, as I said before. I noticed some problems with the lighting, where it would look like you were in the light, but were in the shadows totally. That’s about it. There are two chairs, and it’s pretty small. The main thing about this map that bothered me was the darkness. It was dark. But maybe the author wanted it that way. Meh. The other thing that bothered me was how there was only one exit for the teleporters (to come back to the main area). How simple is it to copy an entity and then edit it’s properties – okay, so I’m thinking of a different modding program (NWN2 Toolset ftw), but still it shouldn’t be that hard. Bot Support: No New Models: No New Music: No New Textures: No Gametypes: FFA ~Zach

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429 downloads

Uploaded:11-29-2006

Sub-Bespin

sub_bespin_v2winter.zip | 9.56 MB

But don\'t worry! Your weather is coming our way! Soon we\'ll all be able to enjoy the snowflaky-goodness of this map. If anybody remembers the original version of Sub-Bespin, this version is basically a normal, run-of-the-mill version two... with a twist. SNOW! Now I love snow, and I think it really adds a new dimension to this map. I really can\'t say I\'ve ever seen a snowy Bespin map, at the very least. Now frankly if you want to get really technical, the idea of snow on Bespin is kind of silly because it\'s a gas giant and probably doesn\'t have those kinds of weather patterns... well I don\'t know about you, but I don\'t really care for meteorology, so let\'s just enjoy its uniqueness for now, shall we? I personally like the snow. The added ice-skating rink also adds to the wintery feel... and the bar in the middle certainly couldn\'t hurt! As with the original map, this map still has several gun pickups, a bit of repetative texturing (especially on the exteriors of some of the larger buildings) and I\'m pretty sure I even saw some z-fighting, but in spite of all that I still really like this map. It\'s been expanded significantly, and while a lot of the expansion simply adds open space, several new buildings have been added, and some previously inaccessible buildings now have interiors. I especially liked the building with the fire you could turn on and off. Must be a gas fireplace. Oh yes, and that AFK section still strikes me as incredibly cruel. All it would take is one little push... :p Overall I think this map would be a great addition to any server, especially a role-play server for the winter season. The minor errors here and there won\'t really affect game play, or be very noticible, really, and how can someone resist a map with a hidden rancor in it? Oh yeah, you heard me... now go find it! [b]New Textures[/b]: Yes [b]New Music[/b]: No [b]Bot Support[/b]: Yes [b]New Models[/b]: No ~Inyri

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254 downloads

Uploaded:11-26-2006

Betrayal at Eosarim

mb2_imp_betrayal_duel.zip | 2.1 MB

the zip itself, I suppose. However, the map itself is indeed a duel map that all may use. Get it? Got it? Good =_= The map consists of two areas; one is a sort of core room, I\'m presuming, while the other room is the coolant tanks room. That\'s what I observed O_o. Textures are pretty standard, and the architecture is pretty solid, with the exception of the coolant tanks. They seem a little ill-formed. Also, not certain, but I believe there\'s a missing texture on the core emitter. Bot support is missing, which is probably a little more unforgiving on a duel map since the size is much smaller. Also, the music is there, but alas, I do not believe it works. Tisk tisk tisk! However, this map still seems like an almost ideal battleground, not in the sense that it\'s BUILT for battle, but rather one could expect a random battle to occur here. The catwalks are wide enough to sustain a duel, while narrow enough to make them seem believable. Duelists and MB2 wielders alike, I command you to EAT THIS FILE WITH THE BANDWIDTH MONSTER. New Textures: Nay New Music: Nay Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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2525 downloads

Uploaded:11-16-2006

New Tatooine "Oasis in the Desert"

v2_new_tattoine_oasis.zip | 11.12 MB

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

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841 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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2387 downloads

Uploaded:11-07-2006

[OotR] Jedi Enclave

suso_jedi_enclave.zip | 11.28 MB

this map, it's still a beta and as such still needs some reworking and fixing. Okelydokely readerinos, with that little disclaimer aside, let's dive in. I'll start by commenting on the architecture. In the way of layout, the map is very similar to KotOR (there are a few minor differences, and some things left out. The brushwork is overall very good, however there are problems here too. First, there are rips in many places which need patching up. Secondly, there was one place where I could see right through the map and down into the skybox; either the rooftop should be textured, or a clip layer inserted to prevent people from jumping high enough to see through the caulk. Third, there were quite a few small gaps between objects where there shouldn't be. Hovering plantpots, anyone? The texturing, overall, fits well. I mean, that [i]is[/i] how the place was supposed to look. The textures themselves are kinda flat and cartoony, and by that I don't mean cel-shaded; while it still looks good, depth and shadowing on textures works WONDERS for creating a beautiful atmosphere. There was some z-fighting and sparklies, mostly near the Ebon Hawk, but on the whole texturing is fine and mostly error-free. Lighting is almost exactly what you'd expect, and accurate to KotOR. It's bland, but the author can hardly be faulted for that thanks to the accuracy. While personally I think the Aurora Engine should be told to go... uh, do nasty things... when making recreations, it's sufficient. You can clearly tell where the author has used light entities - might want to try adjusting that, and maybe rely more on shader lights than entity lights. Gameflow is heavily compromised thanks to the layout. Ways to circumvent this are plentiful without editing the layout, such as ventilation shafts, hidden passages, etc etc. Anything which improves circulation can only greatly improve the gameflow of a map - dead-ends are bad for gameplay, and even though this is probably intended as an RP map, it never hurts to appeal to a wider audience. Which is also why I deem the lack of powerups and items a negative. (Although oddly the Force Boon powerup (which really needs taking out of the game and replacing with something worthwhile) is placed in the map. This is the only time in my immediate memory where I've seen an author use this powerup.) Overall, it's an excellent map for RPs, despite it's BETA status, and with a few subtle and non-intrusive modifications by the author, it can also appeal to the FFA crowd. While the map is slightly too similar to the Aurora Engine for it's own good (enhancement is always a good thing), it works well and is a good remake of the Jedi Enclave. Definitely one for KotOR fans, although if you like maps which maximise gameplay over eye candy, this one's a mixed bag. Worth a download, if for nothing other than the amusement of kneecapping C3P0 with saber throw because he keeps opening that damn door. ~ Kouen [i]"You don't know what your power has done to me, I wanna know if I'll heal in time..."[/i] [b]Bot Support:[/b] Nein [b]Custom Music:[/b] There's an MP3 in the pk3, so I assume so. I didn't hear it in-game because I was listening to Silvertide... >_> [b]Custom Textures:[/b] Yes [b]Custom Models:[/b] Is the sky blue? There's your answer. ;) [b]Gametypes:[/b] Free For All Team Free For All

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121 downloads

Uploaded:10-31-2006

Duel_Martyr

duel_martyr.zip | 3.38 MB

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

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783 downloads

Uploaded:10-24-2006

Factory1201

factory1201.zip | 12.49 MB

and it\'s not hard on the eyes. In fact it\'s rather nice looking, with quite a few features, good architecture, good lighting, and enough points of interest to keep you from getting bored. This map, on the whole is very dark. I don\'t mean it\'s not lit, I just mean that it makes use of darker texturing, instead of the bright, steely grey Imperial textures we\'re all used to. It also has quite a strong red component, adding a little splash of color, and a bit of blue lighting here and there adds yet another bit of interest. With breakable glass, glass-lined hallways and rooms, and industial-looking scenery, the map is perfectly set for the suggested gameplay. However it is also suitable for lightsaber dueling, with several rooms featuring towering ceilings, giving plenty of room to hop around with your light stick. The nice thing here is that not all the rooms are body. Some are certainly, but that comes with the map being a building. Buildings are designed on square. But many of the rooms feature additional brushes or objects that detract from the naturally square shapes, making the architecture seem far less repetative. Overall it has a good look to it and should make for some interesting gun matches. [b]Bot Support[/b]: Yes [b]New Models[/b]: No [b]New Textures[/b]: Yes [b]New Music[/b]: No ~Inyri

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4209 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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1409 downloads

Uploaded:10-22-2006

Free Saber Alliance Council

fsa_council.zip | 19.22 MB

to move around and have private duels away from the rest of the clan. I’ll start where you spawn; a red carpet t-section corridor. Each of the exits at the end of each passage lead to a new area obviously, one unmarked then the following: ‘Archives’, ‘The Crypt’ and ‘Training Arena.’ Training Area: The feel I get from the architecture of this room would be something from Unreal Tournament, which isn’t bad in my view; it’s a two level area. The top level is where spectators can sit and watch and the ring-leaders can spawn opponents for the participants below from four control panels, each a different level of difficulty I believe. The lower level is surrounded by glass, hence protecting spectators from combat. The Crypt: A little bluestone burial chamber, where beyond is a prison area with three cells each with a control to raise and lower shields. One side corridor leads to the archives. Archives: The Archives, well look very much like the Jedi Archives you see in the movies, in its basic form. Why do I say basic? I mean more classical form, instead of data entries it is a library of books. Instead of a dark architecture the pillars are of white marble reaching to a semi-arched ceiling; a design which much reminds me of roman architecture. *Gasp! “Is there a god?” I see a side exit within the archives and venture forth down a corridor titled, ‘Hydroponics…’ Right now is when the classical music set of the map really makes its mark with a sense of euphoria overwhelming me as I anticipate my future actions with whatever ‘hydroponics’ these Jedi have to offer. Hydroponics: Here you come to a wall surrounded courtyard with a clean cut lawn and cobblestone path, to the left is a waterfall flowing over the wall and into a small pond. To the right, is a greenhouse and just beyond that a place to sit down and relax on several benches. Within the greenhouse is…I was disappointed here, ferns and ‘long-grass’ weeds. In my view it could have done with a little more…or maybe something original. Back to the central corridor hub and through the unmarked door we enter a central hall, circular in design, again supported by columns. The mixture of marble textures for this room I do believe mix well, cream, light yellow and green marble. The small fire bowls along each stair-well do give a great finish. There are three other exits in this hall. Dome Arena: Just as it sounds, with a good classical design as half the rest of the map…a domelike room to duel. Duel Platform: A gothic style platform supported by chains from the ceiling, with a control panel to extend a bridge to get to this platform. Watch your step during combat; you may fall to your death. Ignore the labeled ‘control room’ for this area…it has no controls, the controls are in the main area of the platform arena. Exit: here you come to the main outside area of the map, same cobblestone path design and clean-cut lawn as the hydroponics area, yet with a stream running through and small footbridge to match. Yet this is not what people would come here for. They would come for the spawns of mini-tie’s to pilot and dog-fight in. Yes they’re miniature but somehow you can still jump in and go nuts with them, cute. Ok, despite being disappointed with the ‘hydroponics’ Greenhouse, I’d say I relatively enjoyed running around this map. Although I liked the classical music, I doubt most would enjoy this form of music. ------------ Gweth

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1641 downloads

Uploaded:10-05-2006

Zanzibar

jka_ffa_zanzibar_m3lk0r.zip | 29.72 MB

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

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144 downloads

Uploaded:09-03-2006

Tomb Duel

tomb_duel_v1.zip | 3.99 MB

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

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479 downloads

Uploaded:09-03-2006

Arious

arious.zip | 13.06 MB

quite well, looking good and having almost no impact on performance. The general concept is a forest clearing, with the obligatory waterfall, and some ruins. Sounds awfully simple, doesn't it? Aesthetically, the map is as pleasing as one would expect. Texture usage flows together solidly, the brushwork and terrain crafting has been masterfully done, and above all, it's true to what this environment would look like should you happen upon it. The environment itself responds to your presence as it should (taking into account the Q3 engine's limitations). My only real complaint was the almost uniform lighting, a bit of sunlight and shadowing would have been great. Throughout testing, the map held at a steady 35 FPS on highest settings with Media Player, two MSN Live instances, Xfire and the Rise of Legends demo download going. That's pretty impressive, and considering my system specs, I can only assume the author took playability into consideration all the way through the project. If you have a duel server, I advise adding this map into the rotation. It could also work for a Duel FFA server, provided the mod in use had duel alpha features which wrapped duelists in their own little pockets preventing interference or distractions [i]*cough*JAE*cough*[/i]. I like what I see here, and I'm hoping to see more maps from Demo in the future. ~ Kouen [b]Bot Routing:[/b] Yes [b]Custom Textures:[/b] Yes [b]Custom Shaders:[/b] Yes [b]Custom Models:[/b] No [b]Custom Music:[/b] No

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184 downloads

Uploaded:09-01-2006

Smugglers Hideout

smugglers_hideout.zip | 1.31 MB

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

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142 downloads

Uploaded:08-30-2006

Red Rebel\'s Arena

rr_arena_2.zip | 4.93 MB

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

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3935 downloads

Uploaded:08-29-2006

FFA Bespin

adnan_sahin_fix_ffa_bespin.zip | 3.22 MB

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

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270 downloads

Uploaded:08-25-2006

Gm Bespin Place

gm_bespin_place.zip | 2.07 MB

architecture, such as the grooves in the ground and the arching mesh over the light posts, as well as some very typical spike designs and some of those statues we've all become very familiar with. It also contains two rooms, one on each side, with a health powerup. There are some unfortunate negatives with this map. The first negative is that there are no botroutes. I would have really loved to see botrouting in this map, as it would be relatively simple to construct and, as a FFA map that's so open, it strikes me as an ideal map for a bot match with some friends. I also found a couple of missing textures, namely the statues themselves, and a texture in the two side rooms. A fix for that in an updated version with some botroutes would really whet my whistle on this otherwise nice-looking, nicely playable map. ~Inyri

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596 downloads

Uploaded:08-23-2006

-=[3MJ]=- Guardian Temple

guardiantemple.zip | 2.18 MB

cool. Second off, I like how the map was set up. Just two buildings, two islands, and a bridge in between them. While some may find it kind of spartan, I think it's cool. I just had a small problem with the map, and that was that there was way too much water in it. You should've made the map border a lot smaller, and taken out all of the extra water from the map, because as it is, there's a lot of unused space. But I guess one cool thing is that if you get a sniper rifle you can snipe people from in the water. Now doesn't that make you want to get a sniper rifle and do it? :p Anyways, this is a cool map. There is some z-fighting in a few places, and you can walk through some rocks, but I didn't really notice it. Bot Support: No New Textures: Yes New Music: No Gametypes: FFA, TFFA, Duel and Power Duel ~Zach

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917 downloads

Uploaded:07-06-2006

Death Arena v2

arenav2.zip | 12.6 MB

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

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429 downloads

Uploaded:06-29-2006

Bounty Temple

bounty_temple.zip | 5.73 MB

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

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2378 downloads

Uploaded:06-26-2006

Obstacle Course

obstacle_course_v2.zip | 1.37 MB

you know what to do in here. Hop across, but be aware that they start descending when you land on them. One or two don\'t, though. Second room is the same concept, except with horizontal bars which close into the walls as you touch them. The bars are inhumanly thin, and no average JKA player is going to be able to make it across on skill alone, unless you\'ve played for 6 months non-stop and been in this room the whole time. It\'s mostly luck. The third room, is a \"snake\", where you must wall-run. Fourth is the mashing walls, fifth is the ever-present drop-down-and-land-on-these-oddly-placed-beams room. Finally, you need to jump from one platform to the other. The anti-climactic ending of all that, is an empty passage and a stairway, which teleports you back to the start. The lighting is bland. Very, very, bland. The textures are boring and repetitive, and are far too small to be tiled over rooms this big without looking funky. The music is subtle and barely noticable, although that\'s not a bad thing as you\'ll need your focus. Quite a few areas have z-fighting, usually doorways. The architecture is fine for it\'s purpose, although a little more could have been done. On the good side, it\'s a fun and challenging little map to run through, so give it a go, and see how athletic you are. :p ~ Kouen [b]Bot Routing:[/b] No [b]New Textures:[/b] No [b]New Models:[/b] No [b]New Music:[/b] No

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664 downloads

Uploaded:06-13-2006

FFA Yavin Jungle

ffayavinjunglev1.1.zip | 7.74 MB

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

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2706 downloads

Uploaded:06-09-2006

Battle of the Bowl

botb_jr.zip | 4.54 MB

really sorry about that, but well, at least it finally got done. :D Alright, so this is one of those giants-house maps. Basically it is a giant bathroom, with a shower, toilet, bath, and a few wooden cupboards. The idea has been used before to good reception, and aside from a few bugs, I think this one has potential too. The main problem here is the missing textures. I checked the console logs, and it looks like some textures from the Doomed map were needed in the pk3, and weren't put in. They're quite obvious in several places, such as the window frame and the sides of the doors, and do dampen the map a little. The other problem is the detail. Now, if anyone had made this bathroom as a normal-size, I think this kind of detail would be acceptable. However, when working to such a large scale there is so much more that could have been done - for example, crafting each tile on the shower wall individually, making the hinges on the cupboard doors, etcetera, etcetera. I also felt that a shader imitating water pouring down the walls of the shower should have been present, maybe a slight misting at the bottom of the glass, as that would certainly have looked cool. However, the map doesn't have all those things, but that doesn't mean its all bad news - it's still a decent attempt, and the water shader used is probably the best I've ever seen in a jk3 map. I think perhaps Jenova owes some credit to Darth Norman in the readme for using his cube map texture for it, but I'm not 100% sure about that. Seriously though, the water owns. Which begs me to ask the question.... why in the name of pete did you not use it in the toilet as well?? The stock texture there is awful. The lighting isn't exquisite, but then again, it's a bathroom. And they aren't designed for fancy lighting usually, so it’s been done perfectly adequately. Oh yeah, and the music is really horrible. Just not fitting at all, as it's some kind of techno-rock beat which is endlessly repetitive. :( My final misgiving is the lack of bot support. Don't try and ever tell me bot support is pointless - even if they only run along the floor at the bottom, its still a heck of a lot better than the crazed jumping machines we often see. Next time, if it isn't present, I might have to go give Jenova a visit with some of my homemade pies......eew. ;) New Sounds: Yes New Textures: Yes Bot Support: No ~Szico VII~

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717 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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4715 downloads

Uploaded:05-29-2006

Ladies of the Sith - Cruise Liner

lotsship2.zip | 1.12 MB

that a guy named SkaterJohn16 made a map called Ladies of the Sith - Cruise Liner. But enough of my giggling. On to the map. The first thing that struck me was the music, and how much I felt it didn\'t fit with the map\'s theme. It\'s a very fast-paced duel-type piece of music, and for it to be playing onboard some kind of luxury yacht just doesn\'t seem right. I would expected something a bit slower, more reminiscent to \"elevator music\". But then again this whole map doesn\'t really strike me as much of a cruise liner at all. There are no rooms, there\'s only one deck, and the thing is decked out in turbolasers and has starfighters. Doesn\'t particularly fit with my idea of a cruise liner. That said, the map itself isn\'t bad. I actually quite like it - I just think the name is unfitting. The map boasts three main areas: the main room, which is the only section I believe comes close to looking like a cruise liner, the bridge, and the starfighter areas. The main room is quite nice looking. It\'s got trees, what looks like hanging glass platforms, and what looks like quite a few fluorescent lights. The Imperial logos on the walls make me a little uneasy - I fear it would be something of a stuffy cruise wink. The bridge area is relatively small - only a fraction of the size of the main area - but it has a very unique design, which you\'ll have to see for yourself. It makes strong use of rounded brushes, giving it a more feminine look (which may or may not have been the point, but for a clan called \"Ladies of the Sith\" it sounds like a good thing). The third section, the starfighter section, is a bit blander than the rest of the map, giving it a kind of \"behind the scenes\" look. Kind of like how there\'s a nice restaurant, then a really stark bland kitchen. You don\'t need a fancy kitchen, you just need it to work. Same concept here, so the starkness of this area does not look out of place. This area leads to several bays which contain X-wings and Z-95 starfighters, in case you\'d like to be blown out of the sky by the cruise liner\'s turbolasers. Fun times! Overall a pretty good map - plenty of room to run around. Personally I think it could be improved to better fit the theme chosen, but it works just as well the way it is.[/quote]This map now seems much more visually appealing to me, especially in the hangar area. Lots of things have been tweaked/fixed. For instance you can now shoot down those pesky TIEs from the bridge area (by popular demand, apparently -- and who could resist?!). Gameplay has also been improved in several ways. My favorite addition is the barracks section, which really does give it more of a cruise liner feel, even though it seems more like crew quarters. But in terms of functionality it does work quite well to give it a more multi-purpose feel. Definitely some good improvements here! For those who\'d rather just skim over the changelog, here it is: [quote]*****Fixes from v1: No longer can you shoot thru glass. Fixed buggy cargo-bay doors. Added a barracks section at the back of the ship for lounging. Added more things to fool around with in the bridge. Added controlable gun turrets by popular demand. Polished textures and details. Fixed a few texturing issues. Added more ships to fly around in. Modified hangar for easier takeoffs and landings. Better ambient sound. More sophisticated bsp compile. Dueling on the center glass in the lobby is no longer buggy.[/quote] New Textures: Yes New Models: No New Music: No Bot Support: Yes ~Inyri

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5022 downloads

Uploaded:04-30-2006

Shadows of the Empire Escape from Echo Base

shadows_of_the_empire_mod_level1.zip | 5.84 MB

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

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2719 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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2400 downloads

Uploaded:04-12-2006

Jedi Enclave

jedi_enclave_fix.zip | 7.1 MB

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

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114 downloads

Uploaded:04-10-2006

Temple of Time

temple_of_time.zip | 3.45 MB

taken a little bit longer making objects for the map. The detail for the Door of Time has just been textured on, and I would have loved to see the detail actually modeled on. The pedestal for the three Spiritual Stones just seemed very small, because in the game it took up a lot of space in front of the stairs, and in this it just seems...small... The room with the Master Sword in it doesn't actually have the Master Sword in it, which I thought was a bummer. But, when you get close to the pedestal it opens up, and when you go into the hole created you go into the room with the pedestal's of the Seven Sages! The pedestals are simple, and if you fall off them while trying to get to the top one and get out, you die. The author has also included Zelda's Garden! You know...the spot where you first meet Princess Zelda...Well anyways the garden in the middle is photosourced in, meaning that all the flowers and bushes are all very small. The author definitely could have taken the time to make the flowers and bushes. The water on the sides isn't that deep, but there is no place to get up! Meaning that once you're in, you can't get back out! The author should have thought of that little detail. The lighting on this map was dark, and this map also interfered with the sky texture for Taspir. Meaning that while you are using this, you only get a nice gray grid while using Taspir. The music also seemed of low quality. And the map was small enough that I think that it would have been better suited for dueling, instead of Free For All. But if you're a Zelda fan you might like this! New Textures: Yes New Music: Yes Bot Support: No ~Zach

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1152 downloads

Uploaded:04-06-2006

Jedi\'s Hideout

jedis_hideout_v2.zip | 20.43 MB

that. Let\'s immediately jump into the map, then, shall we? I\'ll start out with what I liked. First of all I liked the fact that it wasn\'t all one color. It was predominantly grey, but each room had a splash of color, ranging from dark green trim to bright red floor decorations to full red carpet. Architecturally each room was interesting - while most of the rooms were boxy, they each had features that made them unique, such as curved pillars or strange light fixtures. The map itself is quite large and seems well-suited for some saber dueling, especially given the fact that there are health and shield packs scattered around the map to make things more interesting. I can see this map being useful for a multitude of purposes. Now on to what could use work. The texturing was okay, but it could have been better. In many areas the textures on the brushes were a bit plain and it seems the author thought to work around this by adding features. The lighting was also wacky. In certain areas it was great, but in others it was either very bright or very dark. You can walk from a very dimly lit hallway to a room with 3000 light entities in it that scream \"SURFACE OF THE SUN!\". Okay, so maybe I\'m exaggerating a little. A happy medium would be good, though - neither style is really awful, but to mix them up so randomly within one map leaves the eyes a bit sore as they try to adjust from room to room. Also there\'s no bot support, which was really a bummer. In terms of what the map offers, I\'d say it\'s probably leaning more toward the \"good\" side with a few issues the author still needs to work on. I definitely like the outdoor section, which seems to have been adequately brightened from version one. It definitely looks like a great place to have a full-out battle with a bunch of your buddies, complete with emplaced weapons. It definitely offers a lot of areas to play around in, so if you were a fan of the first version or like big maps definitely give it a look. Despite the problems I think it\'s definitely worth the download. New Textures: Yes New Models: No New Music: Yes Bot Support: No ~Inyri

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6093 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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316 downloads

Uploaded:02-17-2006

SOR Clan Map

sorclanmap.zip | 5.91 MB

areas. Check. ;) Now, as you can see I wasn\'t too surprised when all of those things actually came up in this map, instantly confirming my original thought - another boring clan map. There are however, some things in this map to which I must give praise, for despite the lack of creativity here, it\'s not, on the whole a bad map - it actually has some very nicely designed areas, and there are very few clan posters e.t.c. I\'d better go over the two big negatives on this map first though. Lighting. Lighting lighting and more lighting. And the sloppy framerate. The lighting issues I have are due to the sheer number of unsourced lights. You can find them everywhere in this map, and I mean in practically every room. There are sourced lights, but the ratio of sourced to unsourced is very high. And overall it\'s far too dark in the majority of areas - with the only bright areas being the main entrance hall, and the entrance room. Then, as I mentioned, is the framerate. Have a look at the last screenshot. Everything in the map is always drawn to the player, vastly increasing the poly count being drawn at any particular times, and dropping a *poo* on your framerate from a great height. If you can get over the laggy framerate though, there\'s a decent eye for design to be seen at work here. Sure, you\'ve seen it all before, but for some of you it must never get old, even if it does for me. Some corridors do leave a lot to be desired, with repeating textures and very blocky and square architecture, but as you get further into the level the general quality improves significantly. There are still exceptions though, such as the awful maze. Not only is this section dull and boring, but you can also see the rest of the map through the roof. I especially thought the engineering of the shooting range was exceptional - I don\'t think I\'ve seen it done so well before. I need to get one thing straight with you guys - I dislike clan maps. If it was up to me...well, I\'m not sure what would happen. However, even I can admit the difference between the \'classic\' clan map, and a half-decent one. This is one of the better designed ones, but unfortunately it just doesn\'t have good gameplay or aesthetics. New Textures: Yes New Sounds: No Bot Support: Yes (A bit buggy mind) ~Szico VII~

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8958 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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339 downloads

Uploaded:02-17-2006

Campi Flegrei

duel_cf.zip | 10.91 MB

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

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609 downloads

Uploaded:02-17-2006

Desert Duel

desert_duel.zip | 2.68 MB

Interesting, and effective...kinda. As the name tells you, this is a \'Desert Duel.\' It\'s not actually a duel in the desert though, as you might expect. It\'s actually a duel in some kind of building which is suspended above a desert. A very small building I might add. It looks nice and solid, and the orange windows with the sun are very atmospheric. However, even for a duel map this is just too darn small. It\'s one room, and the actual duelling space is reduced further by steps in the middle and a small walkway around the outside. As I mentioned previously, the brushwork and patch geometry is nice, but the texturing on some of the curves is over-stretched, and the floor texture for the walkway doesn\'t fit at all in my opinion. Basically, it\'s a good looker, but doesn\'t play well. Bot support is present, as is a nice new music track. It doesn\'t fit perfectly with the map - the feel I got was that it was kind of secluded, but the music is very action-packed. Good for duelling, but not quite the kind of track which works with the ambiance created by the map. Conclusion? If you can duel on 5 meters of floor space, then go ahead and try it. If you can\'t, or find it frustrating (as most of you probably will,) then this is probably not the kind of map you are looking for. New Textures: Yes New Sounds: Yes Bot Support: Yes ~Szico VII~

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2205 downloads

Uploaded:02-01-2006

Council Mygeeto

councilmygeeto.zip | 3.58 MB

far, he has brought out some very nice maps in my opinion. And once again this is a nice map, although I would say that I liked his previous maps better. Again like his previous maps this is a clan-orientated map, with many clan-related features such as dueling rooms, and meeting rooms. Also again, there aren’t any clan insignias or logos or anything like that as far as I could see, so I suppose it could be used by any clan really. :) This map is based on the Mygeeto style architecture. Mygeeto was featured briefly in Revenge of the Sith, it’s the planet where Ki-Adi-Mundi gets blasted by turncoat Clone Troopers if I remember rightly. Although this isn’t based on any particular location seen in the film, Bayoon has tried to use Mygeeto style architecture in this map. Considering there isn’t really that much reference material for this style of architecture, I think Bayoon has done pretty well! Like I said this would make a good clan map for any clan really. Its got plenty of clan friendly features and is well made. Also seeing as the author has included weapons in this map it can also be used for a guns FFA! I imagine this kind of gameplay would be good fun on this map, because of the layout and the walkways, crates that you could duck behind and such. Of course as with any map there are areas that could be improved or worked upon. I said earlier that although this was a cool map, I didn’t like it as much as Bayoon’s previous maps, I shall explain why. To me this map didn’t feel completely finished, probably the main thing that caused this was the lack of a floor :S Below the map is just the skybox and that’s it. Now I can understand the reason for this, and the fact that it would be very difficult to make some good looking Mygeeto terrain, but it does look kinda weird just seeing the skybox when you look down :/ Probably the main thing in the map that bugged me was how often patterned textures were used. For example the roofs looked shiny and cool, but the texture used had a lot of lines in it, going in many different directions, and it just didn’t seem to fit as a roof texture. The other main thing was the doorways. Again the texture used on the doorframes had lines and other things on it, which didn’t look right. Personally I like plain textures for things like doorways, because when there are too many lines or patterns on it, it doesn’t look right :S Also the lighting outside was a little harsh and bright, I understand that it’s the skybox that lights the outside of this map up. But it would have been nice if the lighting was a bit softer and not so bright. A sun entity is a good thing to use to light up the outside of a map. If anyone wants to know how to make one of these there is a great tutorial here: http://www.map-review.com/index.php?page=tutorial_view&id=16 Apart from those things though, this is another cool map from Bayoon, and I certainly look forward to seeing more of his maps in the future! :) Bot Support: No New Textures: Yes New Sounds: No New Music: Yes Game Types: FFA, TFFA ~Nozyspy~

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9533 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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283 downloads

Uploaded:12-15-2005

Choyax Duel Complex

choyax_duel_complex.zip | 5.52 MB

doesn't reflect the value I'd have given it for ambiance, probably a 7 or 8, which would bump it up a bit. Unfortunately, there's no 'ambiance' option, but I felt I needed to point it out anyway! I suppose it's mostly down to the music, which is really 'themed.' It has a certain allure which takes you to the world of imagination where the map could be a real place. The lighting contrasts also added to this feeling. Conversely, on a technical note, the map is actually fairly average. The inside areas seem kind of empty, and the textures repeat far too much for my liking. I can see however, that some good effort has been put into making certain bits of architecture, it's just that it still looks a bit bland. Outside is a little better, although some texture blending around the pool would have looked a lot better than the sudden seams we can currently see. I especially liked the lighting here, although as a whole, the map is far too dark. The screenshots i took were at 1.5x normal brightness, so you'll have to mess around with your gamma settings in order to see where you're going. Oh yes, and I have a few issues with the water shader. Firstly, you could quite easily have used a mirrored water surface without too much of an FPS drop, which would have looked much better! The environment map is alright, but the lake looks far too blue for real water, and almost a bit cartoony compared to surrounding terrain. Oh yes, and shame on you for forgetting/not bothering to give this map bot support! It's becoming a pet peeve of mine when I see a map without bot-routes, especially when you know it's actually not that hard nor time consuming once you've read the tutorial on the subject, which can be found right here at JK3Files on the left hand menu! :( Additionally, the pictures looked very out-of-place, especially the repeating YingYang one. To be honest, the map itself has both good [b]and[/b] bad points, which I feel will appeal to different people in different ways (or not.) For me, I liked the atmosphere, but wasn't impressed with the other criteria as much. New Sounds: Yes New Textures: Yes Bot Support: No ~Szico VII~

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4025 downloads

Uploaded:12-13-2005

Sith-J Christmas Map FFA

sithjchristmas.zip | 18.75 MB

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

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8125 downloads

Uploaded:12-11-2005

Siege Endor Mappack

siege_endor_mst_03.zip | 47.77 MB

maps, its just a shame they are Siege only and not FFA’s too. First of all, the Ewok Village Map; Let me start off with the size. I wouldn’t say this map is too big or too small, infact, I find it…just right really. There’s plenty of space to have a good battle here, whether it’s in the treetops or on the ground. That brings me onto the ground. There’s some excellent terrain here! I don’t know what you used to do it (it seems too good for easygen) but it looks great! Just like a forest floor. There’s plenty of stuff on the ground to explore, all the ditches and trenches, and even hollow logs that you can walk through. Now lets move up into the trees. This map really does recreate the Ewok village feel brilliantly! I absolutely love the texture used for the wooden floor, the idea of using a flat texture with see-through bits around the edges of the wooden planks is very clever. It sort of makes it look 3D without it having to be made out of many parts, which would lower the framerate. The same method of using 2d textures is used again with the trees around the edge of the map. Just a flat see-through texture, but with trees on it. Put a couple of layers of that together and hey presto, it looks like a proper forest! Another great thing is the skybox, which works really well to give the map that forest feel. Unfortunately this map is only for Siege, that’s a shame because I think it would have made a brilliant FFA map too. There has been some clever things done with the Siege gametype though. When you come to choose which team you will be on, there is an actual proper map at the side, displaying the objectives, which is really cool. That makes it feel much more professional. Another thing that is quite nifty is the blue and red rings of light that look sorta like the command posts out of Starwars Battlefront. These are apparently the objectives, and there’s a clever way of capturing them…you need to hold down the use key on the objective, until it changes to your teams colour, which I think is a really cool idea ;) Also another great feature is that as you complete one map, depending on who wins, the game automatically loads up the next map in the series! There are some things that could be improved upon, but like it says in the readme this map is still in Beta Testing. One would be that on both the trees around the edge of the map, and on all the objectives, just at the top of each one, there is a small line, where it looks like the texture used is about to start repeating. So the texture could do with stretching just a little to get rid of that line. Also the big trees to which the structures are attached could do with some foliage adding to them, but the author tells me that he’s working on that, so that’s cool :) All in all though an excellent, and professional looking siege map here, good job m8! Right, next up is the Battle of Endor map. Really this map is very similar in looks to the Endor Village map, except this one is in the daytime. This is also the map that leads into the Shield Generator Complex. As with the Ewok Village map there are plenty of big trees, and some Ewok huts scattered around them. This is probably the largest map in the pack, if my senses are correct. There are a few cool features in this map which include: Log traps (remember all the log traps the Ewoks used in the final battle, like the two logs that swing together to crush the ATST’s head? Well they’re here ;)) There is a catapult too, which if you fire it when an ATST is just in the right position, if will fling a boulder at the ATST that will destroy it. Once again the terrain and lighting look excellent. Probably the main thing that could be improved upon here is the fog. The fog looks kinda weird, because you can see the skybox clearly through it, but all the trees and ground are fogged up. So when you look straight ahead, the fogged up trees really stand out against the crystal clear skybox, and so the trees kinda look like big bluish blobs :/ All I could suggest to try to fix this would be to enlarge the skybox a lot, and then make sure you have a really big fog brush that extends well beyond the playable borders of the map. I seem to remember this worked for me on one of my maps once. I dunno whether it was a fluke though :S To be honest though this map might look better without the fog. Also this map doesn’t have a level shot either. But besides that, another good map here! Now, onto the Endor Shield Generator Map; This map is much much smaller, but still looks brilliant. Once again the 2D tree textures are put to good use to give depth to the map. The terrain is once again excellent and the big pine trees here also look really cool, the dappled shade they create is very nice ;) There are a lot more buildings in this map than there were in the other two, and these are all the Imperial type ones. This would make a great place for a battle weaving your way in and out of the buildings, and pipes. Inside is also great, and very detailed. Probably my favourite part inside was what I presume is the generator room. You know, it’s the one where near the end of Return of the Jedi, when Han and the gang break into the bunker, they get ambushed by some Imperials, and Han chucks something at one of the Imperials and he goes flying over the railing into this big room, with all these pylons that have electricity sparking around them….well that part has been very well recreated here! There’s even a nifty little viewscreen thingy in the facilities control centre that allows you to see what is happening at one of the objectives in another room! And who can forget that insanely large dish outside that projects the shields up to the second Death Star…well that’s here too and its massive!. Things that could be improved upon here: not much really! Probably just the problem with the Objective, and Tree textures around the edge of the map that need stretching slightly again. Although this map also needs a level shot, because it hasn’t got one at the moment. You can also play all the maps with bots (but they don’t seem to work too well on the Battle of Endor map) with the siege gametype, this is what the readme says: [quote] If you are playing by yourself, you\'ll need to open the \"consol\" window and type /addbot nameofbot eg: /addbot rebel [/quote] Also although they are siege maps only from the main menu, there is a sneaky way that you can play them in FFA. Simply start up an FFA map as normal, then, once you get in type /devmap mp/siege_endor_village, /devmap mp/siege_endor_shieldgen or /devmap mp/siege_endor_bunker in the console. Then just spawn bots as normal from the menu :) They actually work pretty well! Unfortunately though the bots don’t work on the Battle of Endor map :/ Great maps here m8, I cant wait to see what other maps you make ;) Battle of Endor: Bot Support: No New Textures: Yes New Sounds: Yes (There’s this guy who actually speaks when you capture an objective, hehe cool!) New Music: No Game Types: Siege Ewok Village: Bot Support: Yes New Textures: Yes New Sounds: Yes (The guy who did the speaking in the last map is back again!) New Music: No Game Types: Siege Shield Generator: Bot Support: Yes New Textures: Yes New Sounds: No (There didn’t appear to be any sounds on this one :( ) New Music: No Game Types: Siege ~Nozyspy~ Ohhh and by the way, don’t forget to check out the cool player models included in the .zip!

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1451 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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12340 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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1210 downloads

Uploaded:11-04-2005

Basketball Court

basketball.zip | 20.52 MB

from just the music!!! Not that I like the music either :( When I saw it was titled spacejam.mp3 I was really hoping it'd be that awesome NBA pumpup theme from the Space Jam film. Unfortunately it was not to be. So yeah, theres quite a lot of useless extra download here... and uploading on my connection isn't exactly speedy at the moment.... anyway.. moving on ;) So it's a basketball court. Nothing more, nothing less. For such a small map I was kinda hoping for a better level of detail than i actually got. The outdoor section is nice, but you can't really see it from inside, and the ball, whilst slightly interactive, isn't what I would call a spherical shape ;) I guess that's the cool thing about this map though. Using force push or pull you can shoot the ball into either one goal or the other. They're both pre-secipted routes though, you can't actually direct the balls, so it gets tedious real fast. Lighting was a little vivid and there is room for improvement - maybe try shader lights on such a small map, and definitely find some better textures for the walls. As is, they're awfully blurred and low-res. Not bot support either! *gasp* Still, nice idea and it isn't by any definition bad.. it just doesn't go that extra step. New Textures: Yes New Sounds: Yes Bot Support: No ~Szico VII~

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1810 downloads

Uploaded:10-24-2005

The SPJ Fortress

spjfortress.zip | 16.05 MB

dueling(my favorite.) Lets just start the tour from the beginning. I spawn into a room, that is already the suitable size for dueling, with an assortment of weapons surrounding a hexagonal window glass on the floor. To either side of me are elevators, so I take one down. Here is where the clan area really is. Posters are everywhere. There isn\'t much to this room other than that, so I hit the next elevator button... going down even further. Not really to much here, just the first visibility of the large glass in the middle of the room. Running around the walkway, I hit the next elevator, reach the floor. Inside the glass seems to be bones and a NPC creature, you\'ll find out later what it is. Seeing no way in, I head to the door that leads outside. Let me say, I loved the first thing I say.. a large, flat, elevated area, perfect for dueling. Turning around, I see the full size of this tower...bigger than I thought. Continuing my trip, and venturing down the walkway to outside what seemed to be a defense gate. I met... the Millenium Falcon. Okay, not much use, but nice for looks. Beside me was a huge pond, and next to that was a small shack. Now this shack held the largest amount of weapons I\'d ever seen, or atleast in one place. For the last few bits outside, there was a small building surrounded by glass windows that I couldn\'t find the purpose for, and a few breakables inside the gates of what looked to be tablets. Then the crack in the floor. Peeking down, a large pit of lava...(man this map must be HUGE in radiant with the verticle size alone.) I jumped down...of course, I died. Hey, back at the beginning. This time I made a few more discoveies. Hopping on this window, I hit a button and found myself lifted into a cafe of sorts. Quite a relaxing place actually... even had a hot tub, or atleast what I thought was a hot tub and only found out to be a boiling bowl of lava. Dead again. Here we go again, this time going down. Now, I mentioned earlier that after the second elevator, I was just on a walkway that went around this hexagon in the center... well I saw another button. Hit it, and sure enough.. that glass came down. This is where I spent the remainder of my time in the map. I brutally fought with a Rancor... and lost. In the end, pretty decent map. Few brush errors I believe in a few spots though. I lead you to the screenshots for more details. -LordMyth

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524 downloads

Uploaded:10-13-2005

Clerici Tenebrosi Temple

ct_temple2.zip | 9.67 MB

name that seemed at first to be unnecessarily complex, until I checked his website and saw a bunch of Polish words; the clan and map name is clearly foreign. I found a foreign element of the map as well: what the author called "The Hall" was actually a Christian Church of some sort (I think so—but I'm not part of any Christ-oriented religion, so just ask the author, and don't yell at me if I'm wrong). I've never seen a church in a map before, and since this is a clan map, I would guess that the clan is probably Christian. What's surprising is that the map is actually quite dark, in both lighting and in spirit. The lighting in an academic sense is mediocre; there aren't always light sources. Actually, sometimes there are lights that are clearly in a place where there is no source nor any logical reason why the light should be there, such as the red light under some of the chairs and benches. There's also a problem here, when there's red light under chairs, in that some of the light seems to seep through to the top of the chair, as if there's a crack in it. It's a Korriban-based map, so the chairs and benches should be completely solid with no cracks, which makes this error valid. This map has a banality that's probably common with ordinary clan maps, specifically the lack of creative energy, and the stark rooms whose only non-barren areas are the room names posted on top of the doors and the clan sign plastered in the hall and duel rooms. It's an entirely uninteresting map, with no such delights or practical places to be. The only thing that's good about the map is that even know it's not fun, it's not necessarily bad or horrible. The bright color red wasn't used all that well in this map, but it doesn't seem to really stand out so much to make it truly negative; perhaps not using such a bright red would help. I think it added a darker atmosphere to the map, but I also think it could have been even a little darker than it was. Aside from lighting, the architecture and other map elements are not particularly bad, just not particularly well-done. It's no achievement, but it's nothing about which to cry. Good job not making this a bad map YooD4, but take a chance and try something more creative next time. —Ra-Kom Note: Just for the record, I was just informed that this actually isn't YooD4's clan, and that any lack of creativity is not to blame on YooD4 himself—the clan gave him the instructions for what to build, and for that, I would say he honored those instructions very well.

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142 downloads

Uploaded:09-15-2005

The Forgotten Academy

theforgotten_academy.zip | 4.7 MB

it was missing textures, and the music wouldn\'t play. I thought maybe I had a conflict in my base folder somewhere, so I emptied it. Still no luck. The actual map is broken into two parts, connected by a portal. Both parts have howlers in them, but the poor things wouldn\'t (or couldn\'t?) move. I was slightly amused when I accidentally fired my gun and they started dancing, as if they were trying to walk but weren\'t getting anywhere. It was amusing to watch. Aside from the fact that I don\'t know what the gound is supposed to look like, because there\'s no texturing on it, the map was rather sparsely decorated. A fallen tree here and there, a howler here and there, but nothing much else. One wall texture was used throughout the entire map, so it got a little repetitive. In one of the map sections, there was a small medical area with a few benches and a few bacta tanks. The door doesn\'t seem to make a noise when it opens, however. I can\'t see how this would be used as a FFA map. It seems much too small, and since it\'s about half corridors I think it would be a little too cramped to actually duel. The lighting could probably use a little tweaking as well. Even for being outside, it looks awfully bright. Oh, I forgot to mention one of the spawn points is actually in a wall. That should probably be something the author should pay more attention to in future maps. New Textures: No New Sounds: No Bot Support: No ~Inyri

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8012 downloads

Uploaded:09-13-2005

Trade Federation Droid Control Ship

tradeship.zip | 13.28 MB

of four (also 7/10) and above means that I recommend it; anything below means that it's just another file in the database, from my point of view. CommanderKEEN's well-constructed Trade Federation Droid Control Ship recreates the essential scenes from the opening sequences of "Star Wars: Episode I—The Phantom Menace." Rooms include the docking bay where Obi-Wan Kenobi and Qui-Gon Jinn land, the gassy Conference Room in which they sit for the "short" negotiations, the corridors where they fought battle droids, the bridge where the nemoidians schemed, and something of the author's imagination—a dock control station. Before I get to what I like, I'll tell you the thing that was missing: a good, solid framerate. I can't bring up it's score even though the low framerate is excusable: all big maps like this are bound by the laws of the engine to have low framerate in order for everything to be the way that it's supposed to be, unless you use some handy mapping tricks. Also, the lighting/shadowing was explained by the author to be bad due to his lowly PC (he hopes to upgrade). He's mostly right, but I tend to be really leniant about lighting and shadowing and that whole league of mapping perfection, unless it's so obvious that [i]anyone[/i] will notice or care. The first thing that I noticed when I entered the map was the music, which was fittingly exciting for this map. I spawned in the conference room, where I saw cups near the end chairs of the table, out of which Obi-Wan Kenobi and Qui-Gon Jinn drank during their treasonously short negotiations. I also liked the blockade scene outside windows. Exploring the map, I found that textures (credited to Breath and Leaving Dead Jedi) consistently worked for where they were—except maybe the dock control station, where at least the floor had some blocky, repetitive textures—the elevators had no problems, and the doors opened with a seemingly familiar sound that I hadn't before heard used for opening doors (I liked it, obviously). The rooms were all thoroughly detailed to look the way that they should, and I just happen to like dock control stations (there's something fun about looking down on things from a heightened point of view, even in games). The docking bay should be a great place for dueling and other fun activities, but maps like this are usually reserved for the role-player. It might not be as delightfully feature-rich as some other role-play maps, but imagination tends to make them more fun anyway. I really enjoyed exploring this map—even if the framerate needed improvement—it's a well-tried and mostly successful effort to recreate those [i]Star Wars[/i] moments. I actually thought that it was just the right size for what it is—but if the author wants to make it bigger when he gets a better computer (good luck!), I am in full support. —Ra-Kom

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674 downloads

Uploaded:08-11-2005

Japanese Garden

j_garden.zip | 4.58 MB

reference, you do not need to include: The .prt, .nav or .srf. You should definitely NOT include the .map or .bak, unless you wish for people to be able to steal your work. The second thing I'm going to say is that, seeing as it's your first submission, I'll let you off ;) Even for a duel map, this is tiny. What you see in the screens is everything in the map. Yet for a first map, it looks very nice! :) Although the grass sprites are a little in the air, and the edges of the grass look very sharp, the atmosphere and textures used combine well, so even if it's not a practical map for playing, I still enjoyed looking around what little there was of it. My suggestions? Make it bigger, with more stuff, but keep the ambiance... and possibly change the music. It helps the mood, but just sound's a little creepy. Some ambient sounds wouldn't go a miss either ;) Unfortunately, this isn't a well designed duel map, it's just too small, and the rocks on the path (which aren't clipped) mean that fighting is very difficult. Whilst nice to look at, playable it is not. I do wish to see future maps from you though Eiji, this one is a good start - oh, and next time add bot support! New Textures: Yes New Sounds: No Bot Support: No ~Szico VII~

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699 downloads

Uploaded:08-11-2005

CTF Empires II

ctf_empiresii.zip | 3.87 MB

the Sith like their dark maps, and considering the map is "Revenge of the Darkside," I guess it's suppossed to be a feature rather than an annoyance ;) The layout is typical CTF, one centre section and two base areas, although it's quite a small map and there's only one or two routes to each base, which limits the tactical player, so if you play this you'll need to be a good duelist in cramped quarters. Texture-wise, its samey, but not necessairily repetetive - the texture used through the centre hallway repeats too much, but that's about it. I enjoyed the space setting, and the architecture was okay, albeit a little devoid of detail. There was however, texture misalignment at various places all over the map, and there's a few dead ends, which are a no-no in CTF maps for me. :( The new textures were for the most part, very nice-looking, especially the chipboard/circuit ones. However once again, this is a map without bot support - *Puts big red cross on checklist* However you should still check it out and see what you think :) New Textures: Yes New Sounds: No Bot Support: No ~Szico VII~

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2183 downloads

Uploaded:07-28-2005

Jedi's Hideout

jedishideoutv1.zip | 17.15 MB

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

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191 downloads

Uploaded:07-23-2005

DS Temple Duel

duel_templev2.zip | 1.18 MB

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

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3664 downloads

Uploaded:07-17-2005

Map-Review\'s Academy v2

mapreviewsacademyv2.zip | 7.45 MB

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

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9598 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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336 downloads

Uploaded:07-13-2005

BladesJustin11\'s Disturbance

bj11duel1.zip | 9.53 MB

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

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61667 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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3073 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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575 downloads

Uploaded:07-09-2005

Jedi Pyramid

rpg_jedipyramid.zip | 26.65 MB

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

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9409 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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1799 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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7892 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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624 downloads

Uploaded:06-29-2005

CTF-PPDisabled II

ctf_ppdisabledii.zip | 8.73 MB

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

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4217 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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656 downloads

Uploaded:06-21-2005

The Lakes of Blood and Tea v2

bloodandteav2.zip | 8.02 MB

dappled shade created by the small forest (the only thing missing there is some tweeting birds). I find it very relaxing just to go under those trees, look out over the lake and listen to the music for a bit. And for that I love it. However, I feel it could be improved upon. Some of the terrain is a bit…jaggedy, especially around the beach area, it would be cool if that could be smoothed out, also a lot of the map is just bare, it would be cool if there were some more patches of trees, and maybe some big rocks scattered around, try using the rocks out of the Vjun models folder, scale them up by using the key: modelscale and a value of 2 or whatever you want, then remap them to use a different texture (because the default texture on the model doesn’t work) using the key: _remap and in the value bit put the path of the texture you wish to use on the model, like *;textures/desert /rockwall2 or whatever you want to use (make sure you keep the *; at the start, otherwise it wont work). Then just scatter them around to add some more depth to your map Also I think the shadows could be improved a little cause they were quite dark and angular, try smoothing the terrain out a bit and putting in the worldspawn in radiant the key: ambient and a value of 5 or whatever you want (this will add that amount of light to the ENTIRE map, so it lightens everything up a little).[/quote] Personally, I don't share in his optimism about this map, sorry. Looking at the screenshots between the old version and this one, I do wonder if there's been any significant improvement. I'll agree the music is nice, but with an environment as bland as this to go with it, it's hard to enjoy your play. The author(s) have smoothed out the terrain, but the fade-into-beach terrain has been blotted out by the surface of the water, which by the way, has an incredibly annoying and small repeating texture, and the colours seem a little vivid. Oh, and it rains UNDER the water. :P I found very little enjoyment on this map, no vehicles from what I could tell, and that cut-off around the edges of the map is dreadful :( There's also a texture error on the skybox in the night version. The forested area isn't too bad, but the clipping is a little iffy here and there, and it's just a whole lot of tree models put around, which isn't very interesting really. The repeating texture used essentially everywhere is aesthetically unsound, and the blocky lighting in the night-time version (Just look at the shadows of the trees) isn't exactly jaw-dropping. In the daytime version, well there's hardly any terrain lighting at all, except in the forested area - it's all one flat shade. I'm sorry but I can't really see the interest in this map, I'd suggest making at least a mountainous portal around the edges of the map to prevent that horrible cutoff, and implement some focal points. Oh, and I'm pretty sure trees don't grow in the middle of massively deep lakes... :( I dunno, a lot of people seemed to like the first version, don't ask me why, If this is what you want to see in a map then so be it - Oh, and unfortunately there's no bot support, and the author has included a lot of unnecessary files into the pk3 which makes it bigger than it really needs to be. The skybox is alright though ;) I realise JK3 isn't the greatest at creating nice terrains, but with a little more practise this could be so much more. As a final comment, remove the distance culling in any future versions - it's not like FPS is horrible at the moment, there's not a lot in it, and having things disappear over the horizon is, to say the least, disconcerting. New Textures: Yes New Sounds: No Bot Support: No ~Szico VII~

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4792 downloads

Uploaded:06-19-2005

=PX= Galactic Zoo

the_galactic_zoo.zip | 6.52 MB

things, and mine monsters. The author has put buttons above where you can "feed" the animals... the food is jawas and people. Once you get down below in this map, you find two mine monsters that you can ride.. actually, have to ride to get to the other area. So, you hop in ur bug, and go in a small opening in the wall being careful not to fall off the walkway. In the next room, are the same creatures that are all rideable. The author has added some new textures, mainly in the form of text. New music has been added as well. This is the authors first map and being so, it looks it. I found z-fighting in afew areas, overlapping textures are a no no. Some textures seam blurry maybe due to fitting. The map itself I think is a fun idea, and the mine monsters are really cool. A version two with some of these things fixed, along with alot more detail and better lighting would make this map alot better. -Lizardking

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79 downloads

Uploaded:06-14-2005

Desert Trap

desert_trap.zip | 3.64 MB

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

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12154 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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530 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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830 downloads

Uploaded:05-24-2005

RJA Sparring

rjasparring.zip | 6.25 MB

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

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12971 downloads

Uploaded:05-11-2005

Mustafar

mustafar.zip | 13.9 MB

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

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5540 downloads

Uploaded:05-11-2005

Twilight on Tatooine

twilight.zip | 30.6 MB

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

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3391 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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6454 downloads

Uploaded:05-08-2005

The Sanctuary

ts.zip | 12.07 MB

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

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584 downloads

Uploaded:04-28-2005

GJ Tower

gj_tower.zip | 8.68 MB

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

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256 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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12040 downloads

Uploaded:03-29-2005

Movie Academy

sjc_movie_academy_beta.zip | 38.06 MB

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

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44408 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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105 downloads

Uploaded:03-27-2005

EW Duel

ew_duel.zip | 5.42 MB

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

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555 downloads

Uploaded:03-27-2005

Angel's Chapel

angelschapel.zip | 3.37 MB

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

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788 downloads

Uploaded:03-10-2005

A View on Lok

viewonlok.zip | 6.54 MB

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

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1270 downloads

Uploaded:03-06-2005

Maps and Scripts for Escape: Yavin IV

escape_maps.zip | 2.88 MB

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

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1152 downloads

Uploaded:03-02-2005

Nar Shadaa Streets

ns_streets.zip | 7.41 MB

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

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693 downloads

Uploaded:02-17-2005

Funmap

funmap.zip | 2.96 MB

needs work and so does a few bugs. I suggest the author try a few more practice maps before releasing a maps to the public. Sadly I didn\'t have so much fun on this funmap :( New Music: Yes New Textures: Yes (Country Academy) Bot Support: No -Rink

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206 downloads

Uploaded:02-17-2005

[D-s]Clanmap

dsclanmap.zip | 1.07 MB

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

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534 downloads

Uploaded:02-16-2005

Living Dead Cantina

ld_cantina_v2.zip | 8.67 MB

is just a small part of a larger map being created. Don\'t get me wrong - this isn\'t a bad map - just not what I expected. The bar frustrated the heck out of me. I kept trying to kill the bartenders, but couldn\'t shoot underneath that glass barrier. I kept trying and ended up blowing myself up with the alternate fire of the flechette. The tables that are like, in the wall thing ... with the booths. I like those. They\'re very cool. And they\'re just big enough to crawl into. Oh, and there\'s this guard ... a Stormtrooper, with a Flechette. And it took me a while to figure out how to kill him. You see, he\'s all protected by this invisible barrier thing. And I had to annoy him enough to come closer so I could reach with my saber. One very cool feature was this mirror in the hallway. Aaaaaanyway, it\'s a decent map. Check it out. :) Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, Duel, Powerduel ~AmosMagee

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12378 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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4815 downloads

Uploaded:02-08-2005

Manaan Beta

manaan_beta.zip | 3.56 MB

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

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2499 downloads

Uploaded:02-01-2005

Mos Espa Slave Quarters Final

mos_espa_slave_quarters_final.zip | 4.12 MB

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

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341 downloads

Uploaded:01-26-2005

Roof Barny JA v2.0

roofbarnyja.zip | 5.39 MB

is, while I had much trouble with that word when the mapper first introduced us to his Roof Barny map for Jedi Outcast. Mmkay, so this isn\'t the prettiest map ever made, but I can see how it\'d be a lot of fun to play on. Especially with guns. There are lots of really bit platforms for duels/fights ... or a \"barny\". Gun placement is great. Perhaps my favorite room though, is the one that reminds us that barny is a fight, not a purple dinosaur. And that we should kill all Rodians. Definitely a map worth a look. Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, TFFA, Duel ~AmosMagee

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4888 downloads

Uploaded:01-24-2005

Christmas Village

christmas_village.zip | 34.17 MB

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

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552 downloads

Uploaded:01-24-2005

LoE Headquarters

loe_hq_beta.zip | 21.27 MB

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

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963 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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1663 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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2652 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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15132 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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16040 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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911 downloads

Uploaded:12-22-2004

Taspir - Frag Edition

taspir_frag_edition.zip | 2.61 MB

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

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1188 downloads

Uploaded:12-16-2004

Dimside

dimside.zip | 9.89 MB

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

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2889 downloads

Uploaded:12-09-2004

Fortress Japan

fortress_japan.zip | 6.1 MB

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

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9841 downloads

Uploaded:11-07-2004

Force Council Headquaters

fchq2.zip | 9.26 MB

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

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5106 downloads

Uploaded:11-06-2004

Imperial Excavation Site

ffa_imperialdigsite1.zip | 4.92 MB

and a little cave full of blue crystals which advance the theme. The FPS wasn't that great due to the huge number of trees in the arena, but the rocky walls look natural and the large amount of models used make the map look very detailed. There was the odd bug - texture misalignment on the packing crates was common, and a few rocks had vertex errors where you can see through them, but aside from that it's a fun map. :D Theres a lot of models used in the map, ranging from crystals and trees to large boxes and bits of junk in the ground. The author has used autoclip to save manually clipping them, and whilst it works a dream on all blocky models, the trees are also solid (i.e the leaves as well as the trunk) Whilst this is possible more/less realistic depending on the size of the branch, it would have been bettter to manually clip the trees. The ground is flat, and desert like but for some reason didn't look too out of place in an otherwise greenish map. As you'd expect there's a few bottomless mining shafts and a small indoor area in the centre which is full of boxes. A nice touch was with a few bits of scenery which have a health bar, and some railings can be destroyed, reveiling nice fire effects from the broken debris, and there's also an imperial shuttle perched on a high ledge. Overall it's a nice map, although not perfectly designed and error-free (I believe it's the authors first relased map) it is visually attractive and I had fun looking around :) Don't forget to check out the crystal mining caves if you download this - the imperials seem to have a thing for crystal mining. New Textures: No New Sounds: No Bot Support: Yes ~Szico VII~

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1223 downloads

Uploaded:10-18-2004

Yavin Academy Retreat 1.2

gpjretreat.zip | 1.91 MB

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

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2727 downloads

Uploaded:10-18-2004

Island Thunder Final

islandthunderfinal.zip | 11.93 MB

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

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6352 downloads

Uploaded:10-18-2004

Moe\'s Tavern

moes_tavern.zip | 10.13 MB

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

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480 downloads

Uploaded:10-11-2004

Unknown Base Alpha

ukwn_alpha.zip | 1.61 MB

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

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15324 downloads

Uploaded:10-05-2004

Casa De Los Parias

casa_de_los_parias.zip | 31.38 MB

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

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64878 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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131 downloads

Uploaded:09-14-2004

Lunacy Temple

lunacy_temple.zip | 4.95 MB

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

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2698 downloads

Uploaded:09-13-2004

Bespin Gas Refinery

bespin_refinery.zip | 3.17 MB

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

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24252 downloads

Uploaded:09-07-2004

Syndicate: Initiation

syndicate1.zip | 24.95 MB

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

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10649 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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6892 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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6406 downloads

Uploaded:08-08-2004

Evolution Academy (beta)

evoacadbeta.zip | 11.98 MB

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

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775 downloads

Uploaded:08-06-2004

Rift\'s Forums

riftsforums.zip | 3.4 MB

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

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1180 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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2404 downloads

Uploaded:07-31-2004

Eternal Lair of Seuss

eternallairofsuess.zip | 19.26 MB

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

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627 downloads

Uploaded:07-31-2004

Outside The Sithwitch\'s Lair

sithwitchoutside.zip | 13.41 MB

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

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5556 downloads

Uploaded:07-30-2004

Battle X

battlexfinal.zip | 8.11 MB

it\'s actually made by him. *gasp* Even if I had kept that secret and given \"The Triad\" here the by-line, you guys would\'ve caught on, right? It\'s pretty darn obvious. Anyway, this is probably my favorite of the Battle series. Though the map is for FFA, it really looks like it should be shrunk a bit and made into a duel map. The detail that Sevker uses and the FPS his maps suck just means he\'s focusing on the wrong game type. ;) Anyway, as you can see from the screenshots, Sevker uses a lot of color and light and seems to like to stick to that tech/industrial look. Since Sevker pays so close attention to detail, he might do well with a CTF map. It\'d be interesting to see it, anyway. I love the music included with this map. I think it fits the map quite well, but I also just like the music. :) Bot Support: No New Textures: No New Music: Yes Game Types: FFA ~AmosMagee

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21923 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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22058 downloads

Uploaded:07-15-2004

Zion

zion.zip | 25.3 MB

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

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1326 downloads

Uploaded:07-08-2004

Joe\'s Academy Lounge

joeslounge.zip | 4.86 MB

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

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170 downloads

Uploaded:07-08-2004

Yavin Duel

yavinduel.zip | 1.3 MB

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

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14917 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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4622 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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205 downloads

Uploaded:07-02-2004

ET1 Arena

et1arena.zip | 3.29 MB

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

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1889 downloads

Uploaded:05-27-2004

Disco

hotdisco.zip | 4.84 MB

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

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7293 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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3862 downloads

Uploaded:05-20-2004

The Crack of Doom

cod3.0.zip | 8.44 MB

there is no ambient sound to this one at all. The texturing is poor due to repetition. Good use of effect files. [b]Duel - End of all Things[/b] Again a LotR based map. This one set after the first one when the area is falling apart.With the sound of molten lava below you, fire exploding from below and smoke billowing up through the air. The texturing is so repetative that to someone who cares, it hurts. The layout of the map however is nicely done, it looks rough and cut up with a flat central area to battle in. The use of effects file for smoke and fire was a very nice touch, add in the moving rocks and the LotR music and you\'ve got a nice idea for a duel map here. It\'s no competition winner but it definately is a good one. New Sounds: Yes (music) New Textures: No Bot Support: Yes -WadeV1589-

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4336 downloads

Uploaded:05-18-2004

FFA WoV 2

ffawov2.zip | 20.33 MB

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

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22311 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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1161 downloads

Uploaded:04-21-2004

EJK Compound

ejkcompound12.zip | 10.56 MB

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

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1208 downloads

Uploaded:04-14-2004

Tatooine Cave (v3.0)

tatooinecavev3.zip | 5.02 MB

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

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4535 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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4640 downloads

Uploaded:03-15-2004

Bespin Tower

bespintower.zip | 1.81 MB

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

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18983 downloads

Uploaded:03-03-2004

Temple of the Dragon (final)

dragon10ja2.zip | 22.55 MB

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

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1454 downloads

Uploaded:02-18-2004

Interceptor

interceptor.zip | 4.79 MB

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

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23274 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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454 downloads

Uploaded:12-21-2003

Temple Of The Damned

temple_of_damned.zip | 6.44 MB

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

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9485 downloads

Uploaded:11-27-2003

Arena of the Rancor

rancor.zip | 6.97 MB

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

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4552 downloads

Uploaded:11-27-2003

Sniper Zone and F-Zero Beta Maps

sniperzone_and_fzero_beta_maps.zip | 6.04 MB

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

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272 downloads

Uploaded:05-22-2012

Antiquus Roma

antiquusroma.zip | 14.13 MB

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

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81 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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174 downloads

Uploaded:12-24-2011

GoldenEye Caverns

goldeneye_caverns.rar | 30.2 MB

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

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155 downloads

Uploaded:12-13-2011

Space FFA

space_ffa.zip | 1.11 MB

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

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41 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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47 downloads

Uploaded:10-20-2011

Duel Fall Revised

duel_fall_revised.zip | 1.85 MB

when I reviewed the previous version of this map back in 2009 and I can say that StarGateSG_1's skills have vastly improved! The first versions of this map had an interesting concept, but were still fairly primitive in their construction and architecture. This map on the other hand looks great! It seems to be in the crater of a volcano; the rock walls are very natural looking and the hovering platforms are now levitating rocks which also natural... their shape I mean, ahem, real rocks do not actually levitate of course! Or do that? Some people say that vibrating a stone at a certain frequency can cause it to levitate, though unfortunately there has never been any proof put forward for that. Shame, floating rocks could be quite useful in the real world too! Anyway, this map is all around a massive improvement on the last version, the difference between night and day I would say. The red lighting from the lava below is very atmospheric and there is some great music to compliment the map as well! As with the last version, some of the levitating platforms break when jumped or fallen upon, so watch your step! As far as improvements to this version go, I would suggest making the map a little bit bigger and maybe making some of the hovering rocks a little larger too as well as making them a little more rounded as they are still a bit too square at the moment! Other than that I would suggest making a rounded opening at the top of the map rather than a rectangular one, as that just does not look natural or fit with the nice rock walls. A good method to use would be to make a cylinder in Radiant, then go to curve – matrix – invert, to get the texture on the inside of the cylinder, and then just stretch to fit! But that's just a suggestion! There was only one bug, and that is that the levelshot doesn’t work! This is because it is not the right size; level shots need to be 512x512 or 1024x1024 etc. for them to work, so all you need to do is just resize the picture. Overall a nice duel map here with some great music too, keep up the good work StarGateSG_1 your skills have certainly improved! :) [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Music:[/b] Yes [b]Bot Routes:[/b] Yes [b]Game Types:[/b] Duel, Power Duel ~Nozyspy~ ***The main download link at the bottom of the page is currently not working! Please download from here instead!***

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223 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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125 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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216 downloads

Uploaded:06-27-2011

Delta's Duel Pack

dl_duel_pack.zip | 28.37 MB

write a little bit for each map and cap it off with a conclusion! [b]Corridor Duel[/b] Does exactly what it says on the tin, its a corridor that you can duel in! This reminds me somewhat of the original Jedi Knight games for some reason and I quite like this map, though for improvements I would suggest putting three dimensional pipes under the grating rather than a texture of pipes to give the map a bit more depth and detail. [b]Duel Under The Tower[/b] I love the blue laser beam in this map, I want to use it in a map myself now! I also like the rain falling from the dark sky through the hole in the roof, though I think that this hole needs some more damage detailing such as more hanging pipes or some sparks falling, etc. Overall I also think the map needs some better architecture and choice of textures. Oh and you should die if you jump or get pushed into the blue laser beam, that would make duels more fun! [b]Tower Duel[/b] A nice large arena style map surrounded by some lava covered hills. Simple and clean, but I think the texturing is a little too flat to be honest. This map does have some of my favourite music though, which takes me back to playing the Mysteries of the Sith Demo all those years ago! ;) [b]Space Duel[/b] A duel outside of a space station sat atop a large asteroid. Presumably there must be an invisible forcefield present, because you evidently do not need a space suit! Actually I learned something interesting the other day, humans can survive in space without a space suit for a very short period before loosing consciousness. Apparently, you do not freeze solid and you certainly don’t explode! It looks like 2001: A Space Odyssey got it right after all! Anyway, I very much liked the asteroids in the skybox, though I think it would be cool to throw a few more in there, I also thought the lightsaber dropped at the end of the walkway was a nice touch, obviously a Jedi has been fighting here before and lost. Presumably he is now floating around in space! [b]Space Station Duel[/b] A Small duel map based around a walkway above a Tie Fighter hangar, I shouldn’t have to point out that falling off the walkway has bad results. ;) I also liked the architecture of the control room off to the side, though it is a shame you cant get inside it. [b]Trippy Duel[/b] I'm not sure how to describe this map, scary is the first word that springs to mind. A few floating walkways connected to a floating room. Inside the room appear to be the skeletons of its unfortunate former inhabitants. The green smoke and the unusual skybox add to the creepy feeling. There was a bug I noticed here though, if you go on the roof of the room at the end opposite the walkways and peek over the edge, you can see through the wall. Not something you are likely to notice whilst duelling, but it is worth a mention. [b]Trippy Duel 2[/b] A floating wooden walkway that goes to a floating forcefield walkway that goes into a kind of open cargo container type area, which has some floating water and static filled TV screens inside. Very trippy indeed and pretty creepy, it looks like some strange location out of a nightmare. I like the idea but I have to say it is very small and the duelling possibilities are somewhat limited. [b]City of Weirdness Duel[/b] This map reminds me very much of Nar Shaddaa from JK2. The narrow walkways make duelling dangerous and nerve-wracking, exactly as it should be! The creepy dark sky from the previous two maps is back and I like the way that the moving clouds texture, when stretched around the outside of the map almost looks like gloomy sunlight streaming in from between the clouds. Its difficult to describe, but its worth checking out as I think it is quite a nice effect! [b]Water Grave[/b] The creepy sky is back, along with some menacing mechanical sound effects. This map reminds me of an abandoned industrial complex and its center is a large pool, which I imagine is meant to be the main duel area. Underwater duelling is an excellent idea I think, one that should be tried more often with duel maps as the ability to float around makes duelling more difficult but also provides for some neat ways to dispatch your enemy, such as sneaking up from below or above them. An added level of strategy is timing coming up for air so you aren’t left vulnerable to an opponent coming up from beneath you to cut you in half while you float at the top! [b]Rancor Cage[/b] Floating cages with Rancor's in them! For your own safety its best to try and stay on the top of the cages, using them as duel pads, the danger comes when your jump comes short or you get pushed off the top by your opponent, only to fall through the bars of the cage next to you and meet an untimely demise at the hands (claws) of a hungry Rancor! [b]Sewer Control in Everness[/b] Unusual name, but a cool map with a variety of areas to take your duel into, including an area with a moving platform and what looks like a maintenance hole in the center of the main room beneath which seems to be an area where several sewer pipes meet, including one with a breakable grate where you can hide from your opponent, after all, he wont want to go down into a sewer would he? “Get in there you big furry oaf! I don't care what you smell!” [b]A Duel at Home?[/b] I’m not sure who's home this is meant to be, perhaps a giants? It has a giant tank at one end, which again provides a good place to have an underwater duel, though thankfully there are no fish in this tank so you don’t have to worry about being eaten! I have to admit, this isn’t my favourite map as it is difficult to know exactly what it is meant to be, that said it is still a large area with a few different obstacles so it should still provide for some good duels! [b]?[/b] Yes that is the name of the map! Personally this is one of my favourite, if not my favourite map in this pack. Its difficult to describe this map, it is sort of like a totally blacked out maze, except for the lights on the walls. Because there is no real point of reference it messes with your sense of perception (sort of like that totally white room in KotOR which holds the Rakatan prisoner) therefore it is easy to forget where you are and makes this a perfect map for sneaking up behind a lost and confused opponent, except there is also a good chance that could be you! A very cool map and well worth a try! :) [b]Vjun Duel[/b] A fairly simple map, basically a landing pad jutting out from a rocky cliff face. As usual with these types of duel maps, falling off the edge is as big a danger as being cut in half by your opponent! Personally I woul have liked to see some kind of damage effect here from the acid rain, as it would have been interesting to not only have to concentrate on duelling your opponent, but trying to defeat him before you succumb to the effects of the deadly rain, but that’s something to think about for next time! [b]Space Control Duel (Rebel)[/b] Another fairly simple duel map, this time the control room of a Rebel space station. There is plenty of room for running around, though jumping is limited due to the lower ceiling, so adjust your strategy accordingly! [b]Space Control Duel (Imperial)[/b] Personally I prefer this map to the Rebel version, though it is much smaller. Rather than a space station, to be honest I think this looks more like the bridge of a small Star Destroyer, with the pointed bow visible through the window. Of course, the first thing you will notice is the unbelievably shiny floor which reflects everything and looks very cool. I don’t know what this obsession the Imperials have with highly polished floors is, but they obviously don’t give much attention to health and safety. “Argghh! Damn, I slipped on this floor again! Maybe I should sue!” [b]Space Station Control Duel[/b] This map has much more substance than the previous two, and is probably my favourite out of the three Space Station themed maps. It has a little window at one end at either ide of which you can see some rocks, which makes it look as through this has been constructed inside an asteroid and it also has some nice shiny reflective floors! There are also a couple of other rooms/corridors on either side and a couple of levels to duel on. Overall I would say this map is large enough for a small FFA and rounds off this map pack nicely! [b]Conclusion[/b] Phew, well thats probably the longest review I have written in a while! Overall a nice compilation of duel maps here that should have something for everyone! Some stood out as more impressive than others but overall as far as improvements go, I think there could be some more improvements in architecture, detailing and finishing. That said this is still a good map pack with some clever and interesting mapos in it and I hope you will make a v2 sometime in the future Delta_135! Keep up the good work! :) [b]New Textures:[/b] No (All) [b]New Sounds:[/b] No (All) [b]New Music:[/b] No (All) [b]Bot Routes:[/b] No (All) [b]Game Types:[/b] Duel (All) ~Nozyspy~

Delta's Duel Pack - Screenshots Screenshots:

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131 downloads

Uploaded:06-07-2011

Versatility

versatility.zip | 8.53 MB

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

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77 downloads

Uploaded:04-26-2011

Terrain Test

terrain_test.zip | 3.02 MB

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

Terrain Test - Screenshots Screenshots:

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256 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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1194 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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202 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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283 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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406 downloads

Uploaded:08-23-2010

Strike on Nar Shaddaa

siege_narshaddaa_v1_1.zip | 21.11 MB

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

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773 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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1255 downloads

Uploaded:06-25-2010

Kyleball3

kyleball3.zip | 24.8 MB

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

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351 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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986 downloads

Uploaded:05-28-2010

Cosmos Home Base (Under Construction)

cosmoshomebaseb2.zip | 15.11 MB

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

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169 downloads

Uploaded:05-09-2010

{ Taspir - $nake Division Version }

taspir_sd_version.zip | 4.65 MB

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

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433 downloads

Uploaded:04-26-2010

Cartoon World

cartoonmap.zip | 4.56 MB

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

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1161 downloads

Uploaded:04-11-2010

The Council of Light

the_council_of_light.zip | 1.91 MB

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

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353 downloads

Uploaded:02-14-2010

After Hours

after_hours_v1.0.zip | 6.57 MB

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

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155 downloads

Uploaded:02-08-2010

Starbase 1138

starbase1138.zip | 3.93 MB

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

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446 downloads

Uploaded:01-25-2010

JKA Battle of Caretan

jk3_carentan.zip | 3.97 MB

to find multiple reference screenshots via google and also a top down map shot. From these screenshots I can see that it is a pretty good replica of the CoD2 map, with both the textures and architecture being very close. Bit I was most impressed with the layout, that, bar a few differences, is very similar to the layout of the original CoD2 map. The one major difference is the entrance area which in the original was a kind of dirt road I think, whereas in this the same area is more of a walled off garden which definitely doesn't look as authentic to the original map or what the real life area would have been like. This map is fantastic for gun FFA players since it has some narrow winding streets and plenty of buildings to hide in, fight in and snipe from. There are a few demolished walls here and there and a nice semi-demolished house that must have been hit by a bomb or shell. The level of detail in the map is fairly simple, but that isnt really a bad thing in this case as that usually fits better with a hardcore guns FFA type map. A few suggestions I would make as to improvements though are the following: [*] Make some more natural looking terrain for the grassy areas, since they look a little too angular at the moment. [*] Don't forget to place a wedge shaped brush covered in the system/noclip texture over your stairs so you don't get that annoying bouncing up and down when you walk up them! Doing this will make walking up the stairs nice and smooth. [*] Work a little more on the lighting, perhaps using a sun entity as shown in this excellent tutorial. [*] Some custom WW2 themed music would be cool! [*] Bot support would be a big plus on a map like this. Overall though this is a cool map, and like I say, brilliant for all guns FFA's! If that is your kind of thing, or you were a fan of the original Call of Duty 2 map, then be sure to give this a download! :) [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] No [b]Bot Routes:[/b] No [b]Game Types:[/b] FFA, TFFA ~Nozyspy~

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1211 downloads

Uploaded:01-21-2010

castillo del clan gf

castillogf.zip | 8.7 MB

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

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1636 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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562 downloads

Uploaded:11-27-2009

Multiplayer Role Player 2

mprp2.zip | 24.88 MB

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

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139 downloads

Uploaded:11-20-2009

shaftduel

shaftduel.zip | 15.95 MB

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

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427 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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1665 downloads

Uploaded:11-12-2009

The Dark Forest

51the_dark_forest.zip | 4.37 MB

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

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385 downloads

Uploaded:11-08-2009

Arkham Asylum

25arkham.zip | 22.29 MB

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

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51 downloads

Uploaded:10-26-2009

Merc War

merc_war.zip | 4.12 MB

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

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291 downloads

Uploaded:10-25-2009

The New Academy

the_new_academy_v2_2.zip | 11.9 MB

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

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577 downloads

Uploaded:10-23-2009

Malachor V - v2

malachoriv_v2.zip | 13.36 MB

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

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707 downloads

Uploaded:10-15-2009

KYRPG

kyrpg.zip | 13.66 MB

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

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2790 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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473 downloads

Uploaded:08-19-2009

Arena of Saint Fire

aosf.zip | 1.55 MB

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

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317 downloads

Uploaded:08-17-2009

Solarwind Carbon Mine

solarwindcm.zip | 26.63 MB

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

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659 downloads

Uploaded:08-16-2009

Jedi Academy BETA Siege Map Pack

jkasiege.com_2fer_beta2.zip | 30.67 MB

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

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667 downloads

Uploaded:07-13-2009

Hogwartsv2

hogwartsv2.zip | 19.34 MB

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

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420 downloads

Uploaded:06-09-2009

God Of War Chain of Olympus Map

gowcojm.zip | 3.82 MB

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

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2147 downloads

Uploaded:06-03-2009

Chalmun's Cantina

chalmuns_cantina.zip | 42.92 MB

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

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825 downloads

Uploaded:05-31-2009

Lava Sanctuary Final

lavasanctuary_final.rar | 75.88 MB

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

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236 downloads

Uploaded:04-09-2009

Duel_ezrium

duel_ezrium.zip | 1.14 MB

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

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6465 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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3735 downloads

Uploaded:01-31-2009

Apcotyl Temple

apcotyl_temple.zip | 43.42 MB

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

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245 downloads

Uploaded:12-30-2008

Hill Valley 1885

22rja_hillvalley1885.rar | 7.94 MB

all time favourite film series’. Unfortunately for this review however, one of the few that I haven’t got on DVD yet! Blast…must get on Amazon later… Anyway, since I cant go and check out the accuracy of this map versus what was in the film, I will have to try and remember what it was like from the last time I watched Back to the Future III, a looonngg time ago. What we have here is a re-creation of the town of Hill Valley in 1885 from Back to the Future III, y’know, the one where Doc makes a time machine out of a train right at the end… This is a reasonably sized map, with various buildings, including the bar and the famous Hill Valley Town Hall, still being constructed in this time period. The Town Hall was probably my favourite area in this map, since I think the author captured the half-constructed building pretty well. The clock face is still waiting to be put up, and you can see through the areas where the walls haven’t been completed into the superstructure inside. The maps music is from the film, which is definitely a plus point, since it adds to the feeling of the map. :thumbsup: There is rather a lot of work that still needs to be done however. Mainly I feel that the rest of the buildings in the map need a lot more work. They need to be made smaller and the roofs need to be made more in scale to the rest of the building. Also there should be more enterable buildings, since the bar and the Town Hall are the only buildings you can go inside. The doors to the bar need some tweaking too, since when you go up to them and press the use key, only the door you press the use key on actually opens whilst the other one stays shut (there are two). What you need to do to fix this is go into the entity window for the door entity in Radiant and put the word “team” in the key box (without the quotes) and then put a value like “bar_doors” (again without quotes) in the value box. Make sure you do this when you have both the doors selected. When you go ingame, the doors should both open together at the same time because they have now been made into a ‘team’. I hope that helps you and anyone else who is having the same problem! :) Lastly I would also work more on the detailing of the map, perhaps add some street lamps, crates or bushes around the map, just to fill it out a bit more and add in more detail. Overall, this is a decent map, but it does still need quite a bit of work. I am glad to see a Back to the Future map though, and I would definitely like to see a v2 of this map, so keep up the good work mate! :) Don’t forget to leave the author some helpful hints on where he can improve the map in the comments section! [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] Yes [b]Bot Routes:[/b] No [b]Game Types:[/b] FFA, TFFA, Duel ~Nozyspy~

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178 downloads

Uploaded:12-25-2008

Callisto

callisto.zip | 10.32 MB

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

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100 downloads

Uploaded:09-26-2008

Infinity Duel

infinityduel.zip | 2.78 MB

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

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211 downloads

Uploaded:08-25-2008

Nave Panda

navepanda1.1.rar | 5.4 MB

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

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1458 downloads

Uploaded:07-28-2008

Imperial Bunker

impbunkerv2.1.zip | 32.44 MB

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

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26578 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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1195 downloads

Uploaded:07-17-2008

The Tidal Tower

thetidaltower.zip | 24.33 MB

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

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1108 downloads

Uploaded:07-07-2008

D-Legion Monolith

dmonolith.zip | 46.08 MB

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

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886 downloads

Uploaded:06-07-2008

Pirates CTF

jk3piratas.zip | 4.68 MB

liked that map, it was a very interesting and new idea for a CTF map. Now MageC brings us a new version of the map, this time for JKA. So lets have a look around! As last time, this is a pirate themed CTF map and takes the form of a large lake with the buildings housing the flags at each end. Once again each team has its own pirate ship to board, subtly colour co-ordinated so each team knows which is its ship, a feature I thought was well done here. [b]Now, let’s move onto the pro’s:[/b] This map has been [i]hugely[/i] improved over the last version. MageC’s skills have improved a lot! For example; the pirate ships themselves now look absolutely fantastic. They are much more accurate to what a real pirate galley would look like. They have new rigging and sails, a new area for the ‘captain’ so sit, a poop deck complete with ships wheel and a large under deck area where you can hide once you have captured the other teams flag! ;) Perhaps the part of the ships I was most impressed with was the bow (front end). There is some fantastic patch-work here, the bow now looks flowing and smooth, and has been very well shaped. Overall the ships look fantastic, and very realistic in their shape. Like I said, I was also impressed with the colour co-ordination of the ships to each team. The red and blue colours don’t hit you in the face, they are subtly done, which looks very good. The buildings at each end of the lake have also been given a makeover, the architecture now looks better on the main buildings, and the small courtyards infront along with the walls and piers also look much better now. There is only one door into the buildings, but from there you have a choice of 3 routs to the room where the flag is kept. You can either try the full frontal assault, or you can go through either of the two side passages, if you want to try something a little sneakier. However, before you get into the flag room, both of the side passages first lead to a large room on each side with what looks like a grandstand and some kind of battle area in the middle. This could lead to some interesting battles on your way to the flag room, but I suspect the main purpose behind these rooms is for clans to use them because of their construction. Another big plus over the last version, is that the ships are now controllable. By pressing the use button on the ships wheel, or the small mast right at the rear of the poop deck, you can move the ship backwards or forwards. And no, that isn’t what you might think it is, :P the poop deck is basically the top deck of the ship, on top of the captains cabin, where the ships wheel is. Last time around the ships were on a set course, so if you missed your ship when it departed, you would have to stand your ground at the enemy’s base till it came back. Now however you can hop onto your teams ship and sail off whenever you need to! [b]As with all maps, there are some things to be improved upon here, so lets move onto the con’s:[/b] Personally I still feel that the architecture of the main buildings at either end of the map could be improved. Some more pillars, or like I said last time, making the windows 3D instead of 2D textures would help improve the look and feel of the buildings. At the moment they look ok, but there just isn’t enough detail on them I feel. The main thing I think could be improved upon though is the size of the lake dividing the two flag bases. It seems to be a lot smaller than it was in the previous JK2 version, and considering that the ships are bigger in this new version, I feel the lake here should have been much bigger. Also, like last time, there doesn’t seem to be any way of climbing out of the water back onto dry land, if you fall overboard (or are forced to walk the plank! :P). This could be a problem since unless the players used the /kill command in the console and respawn, they wouldn’t be able to get back to dry land. Lastly, I must say that I am rather disappointed that the author didn’t include the same Pirates of the Caribbean music that was on the previous JK2 version, since that fitted the theme of the map so well! This map is still a Beta however, so im sure it will improve even further when it comes to its full release! All in all though an excellent CTF map here which should provide many interesting battles! MageC’s skills have improved much since he released the previous JK2 version of this map, so I look forward to seeing more work from him! :) [b]Bot Support:[/b] No [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] No [b]Game Types:[/b] FFA, CTF ~Nozyspy~

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108 downloads

Uploaded:04-25-2008

SLC Clan Map

slc.zip | 10.27 MB

for an FFA map or other gametype’s. Infact, a clan map really should have its own gametype! They are also unique to each clan, and offer a variety of features. Ok, I will stop saying how much I like clan maps now…lest some other mappers that I know decide to send assassins after me! Anywaaayyyy…lets move swiftly on with the review! ;) Here we have a small FFA clan map for the SLC clan. It’s basically like a small boxing stadium, with a boxing ring in the middle (which appears to be copiously blood soaked!), a grandstand at one end, and a bar at the other. One stand out feature that I liked about this map was that in the bar, there is a huge mirror. So you can sit there sipping your chosen beverage whilst looking at the FFA or duelling action going on in the ring behind you. Personally since this map doesn’t contain any other areas, I think it should have been rather a lot bigger. As it stands now, its only big enough for a duel, or a small FFA, but that’s just my opinion. I like the idea of this map, since it would be good for clan tournaments and such. However there are a few things that could be improved upon. Firstly, this map doesn’t have any music! Though I suppose that makes a certain amount of sense, since during clan tourneys and the like, the participants usually have their own music playing. There was also one missing texture, on the only door. Another thing, although not particularly important for a clan map, is that this map doesn’t have bot support. So a few minor things to work on there. All in all though a good style of map for clans, although it does have the SLC logo emblazoned on the walls, so some clans might not want to use it because of that. Also, just before I finish, I would like to mention that I was most impressed with the level shot. Though simple, it looks really cool, and adds a nice little touch when the map is loading. So if you like the look of this map, or are part of the SLC clan, why not give this map a download! [b]Bot Support:[/b] No [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] No [b]Game Types:[/b] FFA ~Nozyspy~

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210 downloads

Uploaded:04-23-2008

«Platform OF Guardians»

pogffa.zip | 2.6 MB

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

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1659 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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1086 downloads

Uploaded:03-25-2008

Monsoontide's Abregado Casino

abregado_casino_mst.zip | 15.43 MB

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

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191 downloads

Uploaded:03-09-2008

Sitharena

the_map_and_screenshots.zip | 1.09 MB

dueling areas. I felt that the outdoor area was too small. There was an invisible ceiling that was far too low, and the 'walls' were too close together, making it seem like the area was little more than an open room. On the inside is a small room with halls that lead to a bigger dueling room. Though it has a number of guns in it, I felt that this map would not be a good choice for gun fights. There weren't any real places to take cover, leaving you a sitting duck. The areas besides the dueling room seemed a bit pointless, as they were too closed in for any decent combat, and offered little visually. The lighting could use some work, to make it seem more realistic. A few fires lit in holes in the walls shouldn't generate the amount and quality of light seen in this map. Last, but not least, the switches to open the doors to the duel room could be a bit more obvious. I missed them completely when I first ran down the hall to see where it led. It isn't that bad for a duel map, but it could use some work if it should become more than that. Give it a download if you like it! Bot Support: No New Models: No New Textures: No New Music: No

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619 downloads

Uploaded:03-09-2008

Worldship

worldship.zip | 7.98 MB

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

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729 downloads

Uploaded:02-14-2008

Train battle

trainbattlev2.zip | 6.15 MB

since I am an admitted MegaMan know-nothing. But then the author said it was only based on MegaMan, so I figured I was safe. This map, as you may have guessed, involves a train. Not just one trains, as luck would have it, but two, and they\'re moving. Well, not really... but it certainly looks like they are. Don\'t fall off if you don\'t want to ruin the illusion! So what do you get when you have two trains, moving side by side, with insta-kill ground below them? One heck of an interesting duel, I\'m sure. Combine that with a fierce snowstorm and you\'re set! I must admit that I found this map very intriguing. The ambiance of it is wonderful, and despite its small size it feels very much complete. I wouldn\'t try having a good-sized free for all on this map, though. It seems like anything more than two or three people would really ruin what this map has going for it. My one complaint here is the texturing, which could be a lot better. Also, the train cars are a little bit bland and could stand to be a little bit more interesting. After all, only trains these days are perfectly flat, and even then you occasionally get some cars with glass panels or timber or something. These trains are not only short, but are carrying nothing but blocks. A little variation would certainly spice up a duel. As it is I don\'t see that there would be a whole lot of challenge jumping between these trains -- unless you have no finesse![/quote] A few things have improved along the way. First off, you can now enter all the wagons. Granted, there\'s not much there, some weapons on one train and heaters on the other, but it\'s something. Also, one train has been replaced by a diesel engine. No more are two steamies racing side-by-side. And when you fall off, there\'s no jumping quick enough to save you from having a horribly painful fall. They also seem to be screaming down the rails a bit faster. And both trains have horns. Which is really quite awesome. Still, there are a few issues. As I already mentioned, the wagons are pretty much empty. They\'re small, not enough for two to run side-by-side, so it\'s understandable, but the point still stands. Also, I\'m assuming the gray thing on the wagon behind the steam engine is coal. It doesn\'t look much like coal. The music loops noticeably, but that might not be a problem in the middle of a fight. - Jose [b]Bot support:[/b] Nope [b]New music:[/b] Yup [b]New textures:[/b] Aye [b]Gametypes:[/b] FFA, Duel

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768 downloads

Uploaded:02-02-2008

Swe2_temples

swe2_temples.zip | 15.45 MB

noticed was the music: Halo Theme. Not very fitting for the atmosphere. Fear then

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157 downloads

Uploaded:01-17-2008

EnigmaLaserTag

enigmalasertag.zip | 4.45 MB

Maybe if he shrunk the whole are down by 200% it might feel more like a real laser tag arena. This arena is very large and I\'d say features one and a half levels. I say half because the second level is just a ledge around the outside of the arena and some walkways between them. Each walkway seems to have a button, and the read-me suggests they\'re supposed to do something, but maybe you guys will have more luck than I did because I couldn\'t get them to do anything. I think there are probably two structural textures used in this entire map -- the one from the walls and the three variants of the transparent whatever-they\'re-supposed-to-be\'s. This makes for a kind of bland and repetitive-looking map that doesn\'t have much going for it visually. It\'s also a little bit architecturally bland. There was obviously some attempt at creating obstacles but as far as laser tag gameplay goes they\'re a little off as the idea is to have things to hide behind or shoot around. All the obstacles in this map are so huge that you might as well just be in another room. All in all I\'d say it doesn\'t have that laser tag feel to me. It just looks like a big grey room with some swirly glowy objects in it. My recommendation would be to take the night off, have a rousing game of laser tag, and take some notes while you\'re there. [b]Bot Support[/b]: No [b]New Models[/b]: Yes [b]New Music[/b]: Yes [b]New Textures[/b]: Yes [b]Game Modes[/b]: ffa, ctf ~Inyri

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6321 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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1021 downloads

Uploaded:12-13-2007

MB2 - Battle for the Laser Tag Arena

mb2_lt_guss.zip | 8.58 MB

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

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7470 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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1602 downloads

Uploaded:11-10-2007

Stadium

stadium_tw.rar | 8.03 MB

restaurant with a kitchen and other smaller areas. The detail is great I love the restaurant area and the kitchen. One of the things some of you will enjoy is that in the control room which overlooks the arena, you have three consoles, each activating a different npc spawn. One activates a rancor, another spawns a reborn master and the last one a wampa. The Author went for base JA music for the map and selected a song which in my opinion does feel suitable. He also added bot support for it which is a definite plus. Overall a good sized map perhaps for some RPing use too. [i]Ayane Yamazaki[/i]

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361 downloads

Uploaded:11-06-2007

SG The Academy v1.0

sg_academy_v1.zip | 24.13 MB

that, but it does have it’s fun factor. Basically it has an area with tauntauns so you can ride them all you want. It’s got consoles inside the building with some funny sounds and they also activate music. It also has a few secrets to discover. The only thing is the architecture of the place seems weird, all the buildings are just randomly connected and some of the areas I can’t for the life of me figure out why they are there. Like the teleporter in the middle of the glass room which only teleports you from one side of a small platform to the other and vice versa. Now the bugs I noticed are like the door in the main hall leading to the elevator seems to get stuck if you are infront of it, it only opened up when I walked away from it which is kind of weird. The author made a mirror but for some reason he could not figure out how to fix it so you got one big untextured rectangle that says mirror all over. The thing I would recommend for the author if there is going to be a V2 is to add bot routes, fix the mirror, and try to use some more appealing textures, I bet it would look much better. [i]Ayane Yamazaki[/i]

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455 downloads

Uploaded:11-06-2007

Catedral

catedral.zip | 2.6 MB

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

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3538 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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205 downloads

Uploaded:10-21-2007

FF4 Crystal Duel

ff4_crystal_duel.zip | 6.01 MB

Fantasy 7 my love for the series was revived and now Shadow comes to deliver his take on the Crystal Room in Final Fantasy 4. This map is fairly small, not big enough for FFA but good enough for dueling. You start in a small room which is connected to the Crystal room by a small hallway. After going into this room I felt nostalgia towards the FF4, it is much like it and the way it’s made reminds me of it. In the center of the room is some stairs leading up to the place where the crystal is in but beware the hole on the ground will kill you if you fall into it. While not a spectacular map it does it’s best to reminisce it’s original source. The bot routes are not defined so you’ll have them jumping around all the time. It does have music from the game which is in the all too familiar snes sound which adds to it in my opinion but you’ll have to judge for yourself. Overall not impressive but not bad, if you’re a fan go get this now! :D [i]Lady Trinity[/i]

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1322 downloads

Uploaded:10-21-2007

Monastery on Yavin

monastery_v2.zip | 14.58 MB

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

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124 downloads

Uploaded:10-15-2007

Frostbane

frostbanehfv4.zip | 8.18 MB

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

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153 downloads

Uploaded:10-12-2007

Stranger Lights

stranger_lights.zip | 4.55 MB

one with multiple game availabilities, I decided 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]Don\'t want the moving lights? [file=\"83580\"]Download the non-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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376 downloads

Uploaded:10-02-2007

Korriban Duel

korribanduel.zip | 2.12 MB

-- lava, Marka Ragnos, and fire are main themes -- but it provides some interesting gameplay options. This map is composed of only two rooms. The main room, which is decidedly larger and seems like it would be the main location of combat, consists of a circular platform seemingly floating on a bed of lava. Random locations on the surface of the lava are aflame and the whole platform is surrounded by some custom-made torches (cleverly composed of a brush and the Korriban chandelier model). Naturally the focal point of the room is the large statue of Marka Ragnos. Apparently he had several commissioned... The second room is something of a long hallway -- that leads to nowhere, ironically -- lined on both sides with a couple dozen of those torch pedestals. I don\'t imagine fighting in this hallway would be easy or enjoyable, due to the restrictive nature of the area, so I\'m not sure what use it would be. Other than the repetitive nature of the lava texture, I actually found I had little to complain about in that department. The texturing is actually pretty good, and while the lighting could certainly be better it could also be a whole lot worse. All in all this seems like a very solid map that seems like it would be very appropriate for duels. Might be worth checking out, Korriban fans! [b]Bot Support[/b]: No [b]New Textures[/b]: No [b]New Sounds[/b]: No [b]New Music[/b]: No [b]Game Modes[/b]: duel, ffa ~Inyri

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274 downloads

Uploaded:09-30-2007

Arcane Citadel

arcane_citadel_v0.8.zip | 3.21 MB

fulfills that title. Suffice to say, as soon as one enters, they are greeted with a deafening silence. Yes, this map is completely devoid of all ambient noise and music. Even the elevators and doors lack sounds. PLEASE O_O fix that as an imperative or else death =_= While I\'m on the \"empty\" subject, I could almost argue that the map feels almost entirely empty. This is not true, of course. There are some switches here and there, and there\'s a lot of walking space. While I\'m on the subject of switches, I would also recommend making them usable, rather than having to swat them with a saber. Much as we\'re moving towards a society that hits things to make them work, I\'d personally not illustrate it in the map we produce =_o. There are a couple ill-done RP areas. One is a bar that I couldn\'t even tell was a bar until a couple seconds after. There\'s a bathroom with a very horrid crapper. The throne might count, although it\'s way too huge for an ordinary human. Eh, after that, not much left. There are a number of areas you can duel/screw around in, and basically just have a good time. Honestly, since that\'s what the map was intended for, that\'s Grade A Okay for Averus. Since this is a beta, we can expect a new version coming some time soon. Just please add some sounds and fix those switches >_

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781 downloads

Uploaded:09-24-2007

Dark Academy

dark_academy.zip | 3.51 MB

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

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156 downloads

Uploaded:09-24-2007

Dark-san\'s palace

darksanspalacev2.rar | 4.82 MB

seemingly random room. First off, none of the doors open. But you can break through some of them. People generally make their doors open. If you have to break down the doors at least make them take more than one hit to demolish. This definitely could have used some scripting. The throne room is incredibly dark. No light sources. None. I don\'t know if this was intended, but I think it could use some light. It\'s just a big room with pillars and a throne. Not that much. The overlooks consist of panels on one wall. And they take up ALL of the one wall. No variation. Just panels. The overlooks are red and blue, alternately. The \'\'box room\'\' is just that. A room with crates in it of various sizes. The seemingly random room, you are supposed to use an elevator to get to. and guess what? The elevator doesn\'t work. So yes, you have to break your way through. There isn\'t even much in the room. just a sentry gun and an e-web. There were some missing textures around the map, but not in overly large areas. Just on borders and such. This map could have used scripting. Or the author could have at least included the missing textures.[/quote] Suffice to say, the map just seems to expand on this throne room, but it doesn\'t seem like too much advice was taken. The palace now has an exterior up to the outer wall. Honestly, it\'s not very impressive. The main building is a giant box. There are turrets everywhere on the outer wall. =_o Ready for the best part? They\'re invulnerable, so good luck laying siege to them. There is a ship that seems to have been used from a previous map he made, so I\'ll simply paraphrase and say that it\'s way too unshiplike. The interior of the palace is blocky and dull, but the most damning part of it was that the silence of everything. The music included was a .wma, so there was no way I think it would have worked. Either that or he didn\'t bother to implement it correctly. Worse yet, Averus had to strain himself while in a silent atmosphere. There were no ambient sounds, and the doors lacked sound as well. There were a couple \"RP-friendly\" rooms, but the rest of the map is too irritating to really have a comfortable RP in. The rest of the rooms feel so very empty and annoying that I would rather not delve in too much further. The only upside I could think of is that there are a number of secrets that you could probe and a number of breakables. Otherwise, here is what I would recommend if you intend on making a third version. - Sounds, sounds, SOUNDS - There are a lot of useless doors. Fix that =_= - Spruce up your rooms and give them a little more purpose. - Make your music compatible/functional There\'s my piece =_= Honestly, while it\'s not the best of maps, I\'m sure imaginative RPers could possibly make use of this. I just don\'t see it going that far. Definite improvements are necess\'ry, so you are encouraged to engage in a third version =_,= New Textures: Nay New Music: Non-functional Secrets to plunder: Aye Bot Support: Nay - Averus Retruthan

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82 downloads

Uploaded:09-18-2007

The Lost Duel

lost_duel.zip | 3.93 MB

seems to be missing (I think it\'s from JK2, but I didn\'t really have time to go to the extra effort of checking so the author can clarify that). I don\'t really know what the thrill of this is supposed to be - architecture is blocky, the map has very few positive gameplay elements, and the texturing is pretty bland. And even for a duel, this map is small. I would recommend that the author expand the map slightly and include some kind of architectural stylings to make the map less bland and more interesting in terms of gameplay. The only \'interesting\' thing that I can see happening is you might fall off of it during the middle of a duel. I always found that more annoying than exhilarating, though. Not entirely bad, but I\'d say keep working on it and make it even better. :) [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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992 downloads

Uploaded:09-18-2007

ffa_rift(Tw)

ffa_rift.zip | 2.43 MB

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

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2137 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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1508 downloads

Uploaded:09-16-2007

JSA Trials

jsa_trials.zip | 5.44 MB

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

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517 downloads

Uploaded:09-11-2007

Sniper War

sniper_war_v2_fix.zip | 5.03 MB

catwalks, two opposite towers, and a lake with an X-wing landing pad. There are multiple weapon placements, along with a couple stationary turrets with which to SHATTER YOUR OPPONENTS BRAINS WITH DUAL BLASTING MALEVOLENCE. Quite a decent map for its intended purpose. The only possible thing I would note would be the rather repetitive water texture. Not the best in the world, but other than that, no complaints. Lighting was good enough, and I did not have much difficulty maneuvering around. THOSE WHO NEED A SCOPE MUST SUBMIT BANDWIDTH. (I know I do XD) [/quote] In the previous version, there was a missing texture from the bonus JA map pack that was missing. I remember noticing it but I forgot to mention it XD. Case in point, however, the texture has been included in this new version. Otherwise, no other changes. For screenshots, refer to the [file="81813"]previous version.[/file] New Textures: Aye New Music: Nay Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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155 downloads

Uploaded:09-10-2007

Island

island.zip | 12.25 MB

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. :) [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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3749 downloads

Uploaded:09-08-2007

Grand Jedi Skills: *Flaw Stories

grandflawv2_jka.zip | 49.53 MB

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

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1716 downloads

Uploaded:09-01-2007

Eathdor

rpg_eathdor.zip | 22.92 MB

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

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169 downloads

Uploaded:09-01-2007

MoD - Clanmapv1

mod_clanmapv1.zip | 8.81 MB

it's a Duergar Helm from Neverwinter Nights, one I used for my Dread Knight division back in the olden days =_=. Case in point, the entire atmosphere said to me:"Techno Dark Jedi Mystics." There wasn't much of a Sith feeling to it, minus the fact that it had lava. (Because all Sith must have lava.) There was a lot of wiring and technological texturing, with a hint of ancient korriban-ish texturing, but the latter was almost diluted entirely. Content-wise, there were a number of typical clan areas, mostly consisting of dueling areas and what not. Some were more original than others. A council room was included so that they may worship Aver-- debate key issues whilst sitting in thrones over lava. There was a prison in which bad children may be thrown in and beaten by the Krampus. Otherwise, there's nothing special to note other than the atmosphere, which I've already done, so you lose =_=. SUBMIT BANDWIDTH AS YOU PLEASE New Textures: Aye New Music: Aye Secrets to plunder: Aye Bot Support: Nay - Averus Retruthan

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2480 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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3287 downloads

Uploaded:08-28-2007

Mos Eisley Backstreets - Night

night_moseisley_bkstreets.zip | 27.58 MB

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

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5674 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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914 downloads

Uploaded:08-28-2007

Blade Runner Map

blade_runner.zip | 24.22 MB

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

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10996 downloads

Uploaded:08-25-2007

Hexes Ghetto 2 JK3

hexes_ghetto_2_jk3.zip | 41.5 MB

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

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386 downloads

Uploaded:08-16-2007

Fortress of Solitude

fortress_of_solitude.zip | 9.97 MB

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

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1278 downloads

Uploaded:08-15-2007

Earthwood Arena

earthwood_arena.zip | 21.78 MB

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

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199 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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200 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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1560 downloads

Uploaded:08-10-2007

Alzoc 3 Spaceport

alzoc_3_spaceport.zip | 7.46 MB

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

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150 downloads

Uploaded:08-07-2007

The Silent Command

the_silent_command.zip | 8.38 MB

essence, okay. It\'s nothing that I would particularly be wowed by, but that doesn\'t mean it\'s crappy either. Basically, behold a patch of ruins while it\'s raining, and that\'s pretty much it. It\'s a small square, with vague boundries that are obscured slightly by the fog. The music is a really dull piece from Simon an