Jedi Knight III

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116170 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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50663 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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25874 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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70348 downloads

Uploaded:08-08-2004

Kamino

kamino.zip | 16.63 MB

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

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20223 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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22878 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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8716 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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14279 downloads

Uploaded:03-10-2006

Cloud City

cloudcity.zip | 34.97 MB

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

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44147 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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7207 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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23122 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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32692 downloads

Uploaded:10-16-2003

Shroom\'s Deathstar

shroomsdeathstar.zip | 7.47 MB

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

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10966 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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42263 downloads

Uploaded:10-20-2004

Episode III - Mustafar Duel/FFA

episode_iii_mustafar_sjc.zip | 13.77 MB

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

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4238 downloads

Uploaded:07-02-2010

Jedi Council GCX - 2010

jedi_council_gcx_2010.zip | 34.7 MB

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

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22203 downloads

Uploaded:05-09-2006

Academy 1.2

a1_v1.2.zip | 8.61 MB

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

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36030 downloads

Uploaded:08-06-2004

Matrix Reloaded FINAL

matrix_reloaded_mp.zip | 31.84 MB

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

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39155 downloads

Uploaded:07-10-2005

Battle Over Coruscant

ep3_battle_over_coruscant.zip | 34.43 MB

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

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5921 downloads

Uploaded:07-30-2004

DoA Flight Arena

doaflight.zip | 8.2 MB

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

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5895 downloads

Uploaded:02-08-2009

Council Building BB

councilbuildingbb.zip | 17.26 MB

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

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3194 downloads

Uploaded:01-09-2009

Trade Federation Battleship

ffa_tradefed.zip | 26.54 MB

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

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10899 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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10248 downloads

Uploaded:07-08-2008

Sith Council Final

sithcouncilv3.zip | 22.35 MB

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

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6211 downloads

Uploaded:09-09-2007

Alzoc 3 Capital

alzoc_3_capital.zip | 26.2 MB

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

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30777 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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12004 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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47185 downloads

Uploaded:12-07-2004

Deathstar Trench v2.0

deathstar_trench_2.zip | 10.58 MB

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

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50444 downloads

Uploaded:09-02-2004

FFA Episode 1 2004

ffa_episode1_2004.zip | 30.87 MB

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

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4318 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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6217 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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2929 downloads

Uploaded:09-26-2007

Endor and More

endor_and_more.zip | 20.02 MB

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

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2475 downloads

Uploaded:05-31-2006

Ebon Hawk RP

ebonhawk_rp.zip | 6.33 MB

parts that look like the Ebon Hawk, but overall it just... isn't. Let's start out with the lighting, because that really killed the map. The Ebon Hawk shouldn't be grey. A lot of this is due to the fact that the interior is very bright. Strange, since it's supposed to be "broken" for lack of a better term. Things are laying all over the place and areas are sparking, but I guess [i]all[/i] the power got shunted into the lighting system. The next thing that really makes it not look like the Ebon Hawk is the layout. It tries to mimic the original, but it's just not working. The side quarters look more like storage rooms, and the curving corridors have been squared off. They curved because they followed the shape of the ship, so to see them squared really ruins the entire feel of the ship. The accuracy needed to make this a really good map just isn't there, which is really a shame. Unfortunately I'd say to have this map truly be what it is supposed to it would probably need to be redone from scratch, because I can't see any modifications to [i]this[/i] map bringing it to the standard which is should be reaching for. I've included some comparison shots if you're not sure or can't remember what the ship should actually look like. New Textures: Yes New Models: No New Music: Yes Bot Support: No ~Inyri

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9540 downloads

Uploaded:05-22-2006

Star Destroyer II

stardestroyer_ii.zip | 4.31 MB

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

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12191 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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45273 downloads

Uploaded:03-02-2004

Boonta Eve Tatooine Pod Race JKR Speedway

boontaevetatooinepodrace.zip | 11.07 MB

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

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1160 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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6590 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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11288 downloads

Uploaded:03-02-2007

KOTOR Flight School Final

fsf.zip | 43.67 MB

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

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14160 downloads

Uploaded:10-19-2005

Battle of Geonosis

ffa_pgeo1.zip | 9.51 MB

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

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9266 downloads

Uploaded:01-20-2005

Sex Kingdom

sexkingdom.zip | 3.7 MB

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

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18352 downloads

Uploaded:02-15-2004

FFA Bespin (Update)

ffabespinupdate.zip | 3.53 MB

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

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9425 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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413 downloads

Uploaded:02-22-2010

Star Wars Episode III Palpatine's Rooftop

star_wars_episode_iii_palpatines_rooftop.zip | 17.16 MB

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

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1559 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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632 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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4507 downloads

Uploaded:01-14-2008

Korriban Sith Academy

korriban_sith_academy_v1.1.zip | 7.24 MB

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

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7645 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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9261 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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20462 downloads

Uploaded:07-09-2004

Far Cry of the Jedi

farcry_of_the_jedi_sith_j_cull.zip | 8.58 MB

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

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14029 downloads

Uploaded:02-09-2004

Battlefront Yavin (with ATST)

battlefrontyavinwithatstsithjcull.zip | 7.45 MB

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

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65826 downloads

Uploaded:10-17-2003

KOTOR Flight School

kotor_flight_school.zip | 10.21 MB

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

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1268 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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1833 downloads

Uploaded:07-03-2010

Alzoc 3 Spaceport V2

alzoc3_spaceport.zip | 8 MB

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

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5624 downloads

Uploaded:02-04-2009

Grand Jedi Skills: Inner City Stories

jka_innercity.zip | 89.31 MB

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

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2780 downloads

Uploaded:12-22-2008

Onossia Jedi Academy

onossia_v1.zip | 24.36 MB

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

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3926 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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2694 downloads

Uploaded:12-20-2006

3MJ Space Station

3mjspacestation.zip | 3.76 MB

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

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851 downloads

Uploaded:08-28-2006

The City of Xia

cityofxia.zip | 3.07 MB

it is pretty big, and has a lot of things to do, and places to go. It also has a lot of secrets in it. In fact, as the author says that this map has RPG potential, I can see that this is true. This is good for a city RPG if you\'re not too picky about blocky architecture. As for me and RPG\'s, I\'ll stick to a game that\'s based off a RPG - Neverwinter Nights. But we\'re not talking about Neverwinter Nights, now are we? While I found most of the map to be pretty nice, the architecture really bothered me. Why? It was all very blocky. Almost all the buildings followed a square theme, and almost all the other details in the map were created using GTKRadiant. It\'s not that they were made in radiant that makes it bad, it\'s just that they look to be low quality. Other than the blocky layout and blocky objects, I think that this map could benefit from some custom textures, and possibly some lighting touch-up. But overall I found this map to be pretty cool, and pretty fun. :) Bot Support: No New Models: No New Music: No New Textures: No Gametypes: FFA, TFFA ~Zach

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2747 downloads

Uploaded:06-13-2006

Jedi-Mart

jedimart.zip | 13.6 MB

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

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10066 downloads

Uploaded:05-23-2006

Sssid - Jedi Temple on Coruscant v1

sssid_jedi_temple_v1.zip | 10.27 MB

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

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8073 downloads

Uploaded:04-18-2006

Twilight Manor

tmevoacad2_jr.zip | 17.09 MB

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

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8131 downloads

Uploaded:03-18-2006

Jedi Temple Battle Map

jedi_temple_battle.zip | 9.23 MB

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

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7139 downloads

Uploaded:12-13-2005

Springfield

springfield.zip | 18.24 MB

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

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9401 downloads

Uploaded:11-12-2005

20th Century Fox

20thcenturyfoxv21.zip | 3.99 MB

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

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6371 downloads

Uploaded:08-22-2005

Kashyyyk

kashyyyk.zip | 8.36 MB

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

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7575 downloads

Uploaded:08-17-2005

() Academy V3

gjoacademyv3.zip | 9.19 MB

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

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22143 downloads

Uploaded:07-13-2005

Jedi Pyramid 2

rpg_jedipyramid2.zip | 26.36 MB

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

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5509 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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15935 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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9557 downloads

Uploaded:12-22-2004

Geonosis Complex

izzy_ffa_geonosis.zip | 14.56 MB

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

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4152 downloads

Uploaded:07-31-2004

Rome Arena

romearena.zip | 8.04 MB

laugh, read the readme, it\'s funny because it\'s so light hearted. Now onto the map, an interesting FFA map with many of my favorite things: JAWA\'s! Mix the JAWA\'s with the fact you\'re playing to the hitchhikers guide to the galaxy music and you\'ve got a pretty light map. The map overall is done quite well using meshes for the most part, most places are curved and the pillars look well done, the texture could do with being higher quality however. The main arena is large with plenty of JAWA\'s (I have to type it in capitals, I love \'em to bits! Everyone say it with me JAWA!) that you can slaughter as well as 1 or 2 of those evil NPC\'s that have force and a saber who will try and chop you up. An interesting thing is the use of the button to raise the pillars in the arena (discussed in readme). I think one of the best looking places has to be the meeting room however; it is small but it look good, the lighting is good and I like the use of the pillars outside, that style would be good for a map of it\'s own. The \'doggie\' room is a simpler shaped room with 2 levels, 1 surrounding outer path and the lower fighting area, again it\'s a good large space that will work well for fighting in. Oh the entrance to the meeting room is near this place too and isn\'t that hard to find which is why I\'m actually saying this here. ;) The lighting is quite poor however, outside the skybox has a very red sun low down and then the lighting is close to mid-day - the sun is directly above head (or at least the light is). It\'s a shame as well as the actual arena does look quite good for someone who\'s only just found out how to bend meshes. Throughout the rest of the map the lights in some area\'s are too sparse which leads to totally black areas that can be hard to find your way through also many places have light even though there is nothing to emit light - that\'s one of those mapping no-no\'s for the future - you can only have light where it\'s emitted from something. New Sounds: Yes New Textures: Yes -WadeV1589-

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4506 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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7198 downloads

Uploaded:01-21-2004

Indiana Jedi and the Temple of Chewbacca

indiana_jedi.zip | 17.25 MB

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

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6466 downloads

Uploaded:01-08-2004

-=AFL=- Korriban: Resurrection

afl_kor_res.zip | 5.55 MB

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

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26250 downloads

Uploaded:12-07-2003

Christmas in WhoVille

christmas_final.zip | 19.79 MB

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

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360 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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3093 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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1686 downloads

Uploaded:03-29-2010

Several Sided Sid's Tantive IV Rebel Blockade Runner v2

several_sided_sids_tantive_iv_rebel_blockade_runner_v2.zip | 6.58 MB

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

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3270 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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2813 downloads

Uploaded:10-22-2009

SJC - Naboo Crystal Sanctuary

sjc_naboo_sanctuary.zip | 44.18 MB

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

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2151 downloads

Uploaded:01-28-2009

Tatooine Outpost

tatooine_outpost.zip | 35.52 MB

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

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2852 downloads

Uploaded:08-01-2008

Yalara Roleplay

yalara.zip | 29.86 MB

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

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2424 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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3230 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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10922 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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2694 downloads

Uploaded:04-28-2007

Arrevanous 7

am_arrevanous7.rar | 14.95 MB

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

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3609 downloads

Uploaded:03-19-2007

Final Fantasy VII - Anxious Hearts

ahf.zip | 34.89 MB

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

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1110 downloads

Uploaded:02-14-2007

Night City

nightcityja.zip | 19.49 MB

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

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3063 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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1688 downloads

Uploaded:01-08-2007

House of Tricks

houseoftricksv2.zip | 8.1 MB

been updated, so here I am! Let's get down to it though, shall we? This map is chalk full of secrets - if the name "House of Tricks" didn't give you that impression already, I'm telling you now. The author has tried to make it as interactive as possible, so be careful what you're pressing, where you're walking, or what you're swinging your lightsaber at. You never know what'll be behind door number three, or what'll explode when you hit that seemingly nondescript random button. Okay, so the buttons aren't really random, but sometimes the effects are. It keeps things interesting! The architecture, as with the first version, is still very blocky. Some details have been added, however, to soften the look up a little, such as curving pipes, or preciously stacked crates. This helps draw the attention more toward the decoration and less from the walls. I know that the wall textures in the first were repetitive. I couldn't say whether they were or not, because that was not where my attention was focused. Either kudos to the author's good planning, or kudos to his dumb luck. The map has also been expanded a bit, adding new rooms and new features for us to play around with. Bugs. I hate bugs, but they're always there, unfortunately. Missing textures, and z-fighting are my biggest complaints. Initially the missing textures seemed to be isolated to one door, but after further exploration there were a few other areas that were missing textures. I'd recommend releasing either a version 3, or a version 2 patch to fix up those textures, as unlike other bugs that can be a real deterrent to downloads. I only found one instance of z-fighting, so that wasn't too bad. But definitely something to remember for future mapping endeavors. As Kouen mentioned in the original review, you should always caulk surfaces that won't be seen. In fact, it's much safer to caulk everything, [i]then[/i] add your textures to a particular brush. That way you can make sure to only add textures to the surfaces you can actually see! Gameplay. You want to know how it is, right? Well unfortunately I'm not an expert in that realm, but I'd take a gander that gameplay should be pretty good. Lots of open space, and lots of weapon pickups, so you can blast each other til kingdom come as long as you want. Or you can trap your friend and perform nasty experiments on them. Your choice! The interactivity on this map is definitely a huge plus, so all you people who consistently scream "more secrets" in every single map's comments need to pick this puppy up immediately. With more practice, I'm sure this author will be able to make one heck of a secrets-packed map for you all. This map, however, isn't too shabby on its own. An improvement over the first version, to be sure, and definitely worth a look for people who enjoyed the original. [b]Bot Support[/b]: No [b]New Texures[/b]: No [b]New Models[/b]: No [b]New Music[/b]: Yes ~Inyri

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9710 downloads

Uploaded:08-27-2006

Ancient Outpost

ancient_outpost.zip | 29.97 MB

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

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2144 downloads

Uploaded:08-24-2006

Mario 64 Pyramid

sm64_pyramid.zip | 1.71 MB

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

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2604 downloads

Uploaded:03-09-2006

-=[LJ]=-New Temple

lj_new_temple.zip | 9.63 MB

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

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1623 downloads

Uploaded:01-22-2006

Techno Drome

technodromev1.zip | 12.05 MB

architecture are substantially lacking. I guess the best way to describe this map in one word would be ambitious. Creating a whole cityscape is one thing, creating a [b]brilliant[/b] cityscape is quite a different matter. As I have explained, this map has areas which really do shine, but there are also areas which fall short of the standard set by other areas of it's design. I spawned inside the actual Techno Drome ([b]No relation to the thing from Ninja Mutant Turtles[/b]) and opened the door in front of me. It was a disappointment that it neither had sounds nor a proper holster that it fitted into when it was closed - it just seemed to slide through solid metal. In fact, most of the doors were soundless and slid through solid materials. But I digress. The architecture of the room was very detailed and the environment mapping worked well. However, I felt that the author had failed to capitalise on this by using a decent lighting scheme. It's is far too dark for most of the map, and actually strains your eyes if you don't increase your brightness by at least 150%. The lights that are present look nice, but they simply don't emit as much light as they should. Furthermore, whilst the portal on the floor looks brilliant, it absolutely shafts the framerate, especially when the central door between the two indoor areas is open. Sure, I could turn my settings down and It'd be fine - but compared to a map designed by someone who fully understands how to enginerr the VIS section of the compile, it seems quite meek. Of course, you don't see the majority of the map until you get outside. This is where you really get the scope of the map (And an even lower framerate in places.) and can really have some fun. The biggest problem here was the texture scaling of the windows. Quite often, I could see a window that was smaller than my players head. I guess all the inmates are 'Borrowers'. The repetition of some textures was also a small problem, but Mace has managed to keep that to a mimimum by breaking them up with different buildings. The park section looked great ,(Still waaaay to dark though.) and the sprites, and models used here come together nicely to create a believable atmosphere. But try and avert your eyes from the water in the pond. It's not a pretty sight - evidently some lighting/shader error which really should have been fixed. Keep a lookout for a fuse box which turns off all the lights on the streets, but unless you want to get them to turn back on, id' refrain from doing so. (The mecanism for turning it back on is somewhat buggy and very hard to find.) There's a secret set of invisible steps that carries you to the top of some of the buildings, and some great places to snipe from, where you can see most of the level. I also enjoyed the good use of textures and flares to create the street lights and directional signs. The roads looked good, except for the junctions, where the white lines on the road start glowing. Wierd. On a final note, you will need to teleport between areas which doesn't work particularly well in this level, and there's a fair few drop-out areas where the map just stops. Mace really needs to fill these gaps up with buildings, as it looks rather ugly as is. In conclusion, a map which has plenty of innovation and style is let down slightly by a few small (but very impacting) design flaws. New Textures: Yes New Sounds: Yes Bot Support: Yes ~Szico VII~

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9436 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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3542 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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4546 downloads

Uploaded:10-17-2005

Jedi Hotel V2 (FIXED)

jedihotelv2.zip | 5.38 MB

you. If not, then you can download this small fix from PC Game Mods: http://www.pcgamemods.com/mod/16622.html It seems the author accidentally used some textures from Sith Council v2; here’s what he said: “The problem was, that some textures used in SithCouncilV2 showed up in shaderlist.txt (because he used filenames like bespin/(texture) which are the same folders used in JA hierarchy.” So basically the author of Sith Council v2 used names for his shaders which put the custom textures used in the Base JKA Texture folder instead of a separate texture folder for the custom textures :S It’s a bit complicated but mappers should understand what I mean lol. It’s a shame this author couldn’t recompile his map with working textures, but then again I don’t blame him, on a map this size compiling would take years! Now that that’s out of the way, on with the review! Ok, the first thing I noticed when I tested this map out was the fact that to get to any of the rooms in the map, all you need to do, is jump into one of the ‘windows’ in the main area where you start off. These ‘windows’ are really teleporters, and will teleport you to the room that they show. At first I was puzzled about how this ‘window’ thing worked, but then I realised that the author has very cleverly used cameras to enable you to see the room to which you are about to teleport. This is a bit difficult to explain really if you have never tried making one of these in GTK Radiant (the mapping program for those of you who are not familiar with it). Basically, you texture one side of a brush (block, wall or whatever you want to call it) with this special camera texture thingy. Then you use some entities to basically take what the ‘camera’ entity sees and project it on this special texture. So you see what the ‘camera’ sees. I absolutely love this feature, and I think it’s a stroke of genius how the author has used it in this map :) The second thing that hit me when I explored this map was how big it was. It really is massive! There’s LOADS of rooms here, and it would probably be great for a clan or an Academy. There’s plenty of space to duel or FFA and there some nice architecture too. There’s also plenty of atmosphere in this map, the combination of the architecture, and the textures used, reminds me a lot of the JK2 maps that I used to love playing. Some of the cool features in this map with added to the atmosphere were the lightning and rain effects and sounds. You can certainly tell that there’s a bad storm outside! The rain effect was especially cool. When the rain hits the ground it makes little splashes. I know that kind of effect has been used on a map or two before, but it was again used to good effect on this map. It looks really cool too! Yet MORE cool features were: The Reactor. From reading the readme, it sounds like there’s something that can happen to the reactor to make it blow up, and you have to crawl through all the ventilation shafts avoiding fans and whatnot to stop it from blowing up! Sounds really fun :) Another very small, but nice touch were the little rotating cubes above the various control panels throughout the map. There werent many things that bugged me in this map. Probably the main one was the fact that some of the textures were missing and that was quite noticable. However, if you download the texture fix from the link at the start of the readme, that mostly fixes the problem im glad to say :) One other thing was that there was bot rout data in the .pk3 but the bots didn’t seem to work ingame :S *Edit* Apparently they do work in the Lobby area though. Besides this is best played with human players anyway ;) All in all this is a superb map, which I really enjoyed playing, and im sure it would be great for a wide variety of players, whether you like FFA’ing, or your part of a clan or academy (if your in a clan or academy you will LOVE this trust me ;) ), or even if you just like exploring, this is definitely a map you might like ;) Bot Support: Yes (But ONLY in the Lobby area) New Textures: Yes New Sounds: No New Music: No Game Types: FFA, TFFA ~Nozyspy~

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8556 downloads

Uploaded:07-26-2005

Arevass

arevass.zip | 5.42 MB

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

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2471 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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16042 downloads

Uploaded:01-17-2005

Evolution Academy

evolutionacademy.zip | 14.93 MB

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

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17694 downloads

Uploaded:12-22-2004

Coruscant Part I - Padme\'s Home

sjc_coruscantp1.zip | 13.88 MB

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

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15020 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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10415 downloads

Uploaded:12-15-2004

Samurai Village

samuraivillage.zip | 21.18 MB

feel of a feudal Japanese outpost. It includes a throne room in the center, and a zen-style sand garden. Encircleing the central area are a series of connecting single-room dwellings. Each has thier own particular features, including a forge, a meal room, and a room for meditation. My favorite feature of this map however are the two guard towers posted outside the enteryway. The attention to detail and precision here is remarkable. Whats more, the extensive work put into the roof of each building has not excaped my attention. The slopes are even and well spaced on each building. Included in the zip are a couple of Japanese-style swords, and a longbow that replaces the wookie bowcaster. When you shoot it, the arrows actually stick into things! :D My only complaint with this map is the corners around the small pond. The author did not go back to re-align the textures here and, though not noticable on casual inspection, was extremely distracting when I noticed it. Good job Worr Sonn. I would love to see more extensive maps following along this theme. New Textures: Yes New Models: Yes New Sounds: Yes New Music: No New Weapons: Yes Known Bugs: Texture misalignment beside the pond. -Sared Edit:// I went back and played through this map a second time with some of the recent Samurai/Ronin skins installed and let me tell you, the made me feel very much at home. :)

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6853 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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21859 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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13897 downloads

Uploaded:05-20-2004

-[ZoU]- Zone of Ultima Fortress

zoufortress.zip | 24.7 MB

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

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60991 downloads

Uploaded:04-14-2004

Country Academy (JA)

countryacademy.zip | 9.59 MB

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

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4608 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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9086 downloads

Uploaded:01-25-2004

Coruscant Speedway

jkr_coruscant_speedway.zip | 4.15 MB

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

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1601 downloads

Uploaded:11-08-2003

Clock Tower FFA

clock_tower.zip | 11.01 MB

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

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237 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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197 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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1837 downloads

Uploaded:06-15-2010

Sith Temple v2

sithtemple_blueninja_v2.zip | 14.78 MB

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

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180 downloads

Uploaded:06-11-2010

Hoth Cavern

84hothcave_ffa.zip | 1.03 MB

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

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860 downloads

Uploaded:06-07-2010

FFA3 - Yavin Edition

64ffa3_yavin1.0.zip | 3.21 MB

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

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154 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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406 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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368 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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43 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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427 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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174 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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3231 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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878 downloads

Uploaded:04-21-2009

Multiplayer Role Player Level

mprp1.zip | 11.38 MB

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

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3655 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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342 downloads

Uploaded:01-14-2009

Kitchen

kitchen.zip | 1.43 MB

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

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1601 downloads

Uploaded:09-20-2008

Naboo Town

naboo_town.zip | 13.64 MB

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

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2384 downloads

Uploaded:09-20-2008

MMG-Hoth

mmghoth.zip | 14.73 MB

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

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1109 downloads

Uploaded:09-20-2008

South Tower

uag_map_h001_st.zip | 4.84 MB

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

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565 downloads

Uploaded:09-16-2008

Skijumping

ski.zip | 10.49 MB

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

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3821 downloads

Uploaded:08-02-2008

Jedi Rift Enclave

rpg_rift.zip | 18.66 MB

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

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749 downloads

Uploaded:07-26-2008

JSP Dark Temple

jsp_dark_temple.zip | 9.62 MB

indeed a dark temple. Dark temples please me; especially well built ones that truly feel frightening (To others, of course. I would 'never' feel scared in one.) Let's go on a field trip. We start off in a large hall flanked by two massive staircases. On either side of the hall are raised platforms where the ceiling is held up by pillars bearing an engraving of some type of ancient sith warlord or something. My only irk in this room would be a few spots where surfaces are glowing with red light that comes from nowhere. I mean, all light should have a source, right? When we head up either of the stairways we come face to face with what I think is the crowning glory of this room: the torch-bearing statues. Now yes yes I know these aren't of HIS making and that they were in the original game's maps, but what the author does with them is quite impressive. He has a red light fade in and out to accompany the flames which gives the statues a MUCH more ominous feel than they would by themselves. Continue through the massive 2 foot thick stone door in the wall and we enter a long hallway with more torch-bearing statues (Unfortunately these don't have the same lighting effect as the previous ones did. A pity; it would have made this hallway so much creepier). On each side is a small door and at the end of the hallway is another frighteningly large doorway (I wonder how they open... they're so big. o_o) Let's take the door on the right, shall we? We enter through a doorway covered with intimidating spikes (Perfect to shove people into, though they don't do damage sadly.) There's a grate in the middle of the room and a button to open the grate! OH NOES! WE FELL IN! We've fallen into a room filled with mysterious red light. There's a gateway (Oddly covered with technological buttons and gizmos. Might want to remove that and make it just simple stone, or even better... add the spikes that you have on doorways in other places) to a larger chamber housing a circular stone platform surrounding by spikes with one big spike in the center which sports a pair of skeletons! The skeletons are very nicely done and look like they're in sheer agony (Or at least their spirits are). I believe there's supposed to be a rancor in here but it didn't spawn for me. I have trouble spawning things in the first place so don't let that worry you. Now, let's respawn to get out of this nasty pit. Now that we're back in the hallway let's go into the door on the left. We enter what appears to be a dueling room with a large skylight. Nicely done but my main problem is the bright blue square in the center of the room; I suppose it's supposed to be the glow cast from the night sky but it should be toned down a bit to something more realistic. Let's continue down the long hallway to the other massive door. We enter a courtyard with broken stones and that same annoying bright blue square effect; you really need to tone the blue down. Anyway, there are 3 large doorways. Continue through them and we'll find ourselves in an equally blue-bathed hallway that continues all the way around the courtyard and connects all the doors. Along the hallway we find various doors leading to things such as the bottomless pit room where you jump from pillar to pillar, the 'grassy mossy temple duel room' (Which has that same bright blue square. I thought it was water when I first entered it. >_>) and the 'huge fireplace with lots of statues room'. Now at one end of the hallway we enter the training area, which is where it really gets fun. The main room is a large place with lots of big blocks hanging off of chains that you can slash at. One section even has 4 blocks that rotate around so you can practice hitting a moving target. Now this room features 3 doors that lead off into different training areas. The first is a very nicely done laser corridor; touch the lasers and you're dead. You have to hop, crouch, and dive to get through them. The next is a room the author calls the 'Dead Corridor room'. In short it is an obstacle course of blocks and spikes that smash you to pieces if you make a wrong move. I lost quite a few limbs in there. =_= The third is the 'water block room'. This is a room where you hop across the water on the pillars sticking up; as soon as you touch one of the pillars it shoots down into the water so you have to be quick and leap to another pillar as soon as you touch one. This room is the only one out of the three that isn't fatal! Yay! Safe and fun playtime in the water! :D This map features new music which fits VERY nicely with the atmosphere. It's the theme from the Emperor's Throne Room I believe. There are rather nice shaders, new textures, and there's a secret according to the author (Which I wasn't able to find unfortunately. Hopefully you guys can be luckier than me

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1806 downloads

Uploaded:07-11-2008

]LJ[ Orbital Zone

orbitalzonelj.zip | 27.37 MB

changed since I've seen it. To preface, this map makes heavy use of vehicles. As such, the vehicles included in this pack make them [b]almost[/b] a necessity, although there are pads with which to spawn default vehicles. The primary area in this map is a large space area, composed of sporadic space pads, both a red and blue (obviously denoting its use for CTF,) pad with four vehicle spawns. The vehicles vary depending on which pad you pick. The pad designs, however, remain the same. Both red and blue stations contain a sublevel where presumably the flag is hidden, and where you can access a large number of turrets. This is probably where the first technical error would arguably be. The turrets are all on one low level, where nobody would really fly, in reality. Another oddity, this being a "Starfighter CTF," is that it's pretty much a short, straight shot to and from the bases. Whilst some may argue that's not exactly a bad thing, I'd think it is when you can pretty much zoom straight past the enemy, jump outta the ship, run for the flag, jump into another spawned ship and rush. Granted, I'm sure it'd be much harder to do that, but a few obstacles might make the CTF more entertaining. Speaking of ship jumping, I also noticed this area didn't have space triggers in it, so that might lead to a little bit of exploitation. However, it's not really necessary. Beyond the blue space pad is a "taxi station" of sorts, with a floating sign in spanish. The station itself is very irritating, as the same loud beeping noise cycling thorugh constantly. Not very cool @_@; combining that with the ever-irritating cantina music theeme that EVERYONE who has a remote knowledge of Star Wars has known. From here, we'll go down to this portal region that leads to a "starship." Overall, this area is pretty decently constructed, although the strangest error seems to lurk here. A large chunk of the (constantly beeping) bridge is sort of missing..the textures are invisible or something. Not sure what possible error conjures this result, but alas. The shuttle outside the taxi station works, although the door is virtually impossible to find at first glance. I actually went through an unclipped window to get in initially, but then I found it after a brief hunt. A brief console walk later, and I found myself warped into Coruscant(not counting the slighltly "hard to stop at" pitstop of the inbetween region.) The Coruscant region was incredibly busy with unnecessary noise, like the other regions. There wasn't much to offer, other than a diplomatic office and a hidden gym/house. Overall, the map has a few general caveats such as the hairpin use func triggers and unpleasantly looping noises, but for a starfighter CTF/FFA It's definitely a reasonable map to combat on. Submit bandwidth as you will =_o New Textures: Aye New Music: Aye Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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1096 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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436 downloads

Uploaded:05-29-2008

House of Origin

houseoforiginv2.rar | 1.89 MB

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

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691 downloads

Uploaded:03-21-2008

STAR WARS Episode 7 - Coruscant Zoo

episode7_coruscant_zoo.zip | 5.91 MB

say, this map needs some serious work. First off, I'll say this: A zoo in the star wars universe is heresy =_= Hell, any zoo is heresy. Why anyone, including Lucas, would allow rumors to leak out about a zoo in Coruscant, the metropolis of aforementioned Universe, is frightening to imagine. Secondly, we all know that there's like a whopping like 4 creatures total that could be humanely zoo'ed. This author decided that jawas and tuskens were too unhumanoid and put htem on display in their own caged habitat. The entirety of the zoo is rather poorly textured. Building-wise, he did pretty well, but I think more work should have been considered to make the place seem more Coruscant style. The next offender would definitely be the attempts at what I would assume to be bars. There's no walking space to get to the thing with all the tables and chairs blocking the way, lad! Seriously, I don't mind accidentally throwing tables and people overboard into the maws of creatures, but others just might =_o so increase walking space up there. A third option I would recommend for safety reasons would be to try to find a way to block the rancors off from possibly grabbing people and children that I accidentally trip and shove within range. After that, fixed some of those glass objects, add some sourced lighting, and switch the primary textures. Last I checked, public zoos weren't held in warehouses anymore =_=. Also, I would fix that FPS problem in a hurry. Also, some music that works would not hurt either. CDA's don't play in JA, I'm afraid. Try .wav or .mp3 instead. As I said, this map has a lot of work to be done on it, but it is certainly a decent first map. A good attempt indeed =_=. New Textures: Aye New Music: Nay(broken) Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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3366 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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957 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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436 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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1100 downloads

Uploaded:09-01-2007

Valley of the Dark Lords

kor_vdl.zip | 2.07 MB

portay a section of the Valley of the Dark Lords. While architecturally good, the textures on certain buildings doesn\'t seem to match Korriban\'s choice of building materials. One looked like it was made out of pure rock, giving it a look of some other civilization whose name I can\'t put my finger on...I want to say it looks like Adobe but I\'m not sure if that was it =_o. While you wander in the map, it gives you sort of a Korriban feeling. It feels pretty solid. The only problem I would have had with it had to be that it wasn\'t very detailed in terms of areas and places you could go. Definitely built for those interested in fighting in such a setting. BALLISTIZE BANDWIDTH =_= or be cast into the Moonchild Domain. New Textures: Aye New Music: Nay Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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680 downloads

Uploaded:08-06-2007

Hexes Ghetto JK3

hexes_ghetto_jk3.zip | 31.48 MB

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 :rolleyes:. 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|- [b]Bot Support:[/b] Indeed [b]New Textures:[/b] Indeed [b]New Music:[/b] Indeed [b]New Models:[/b] Indeed (JK2 models) [b]Game types:[/b] FFA, Team FFA Hexes_Ghetto_JK3_Video.wmv

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1506 downloads

Uploaded:07-26-2007

Hoth Hangar

hoth_hangar.zip | 2.87 MB

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

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977 downloads

Uploaded:07-20-2007

Jedi Power Battles Level 1

jedi_power_battles.zip | 2.68 MB

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

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4718 downloads

Uploaded:06-24-2007

Naboo Lake Retreat

naboo_lake_retreat_final.zip | 24.71 MB

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

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556 downloads

Uploaded:04-25-2007

Calc\'s Space Walk

calcffa1.zip | 843.71 KB

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

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404 downloads

Uploaded:04-14-2007

The Cyberpunk Cafe V2

tcpcv2.zip | 13.17 MB

and faces the audience=- Ahem..I know you were possibly expecting Master Averus, but today he's still currently recovering from the shock. That being said, I will be reading his review for him. According to what he's written, this map has apparently....=_v *opens the chamber door a bit and calls to Averus* Sir, what is this word after apparently? =_o [b]Averus:[/b] TANTALIZING! @_@;; Ah, yes. Well, the textures are obviously "tantalizing" to him, as many of the areas are outlined with a green border in certain areas. I suppose the Master never told you he liked green along with red, black, and gray? =_o Oh well, I suppose he didn't deem you worth =_v. As this map was called the Cyberpunk Cafe, one would expect a cafe, correct? Well it would seem in the main area that there are three objects that spin and rotate in small alcoves. Touch them and you reach a new area. The master would like to add that he was fascinated by the creativity in this situation. Now then, along with the cafe, there are a number of duelist arenas for you to engage your fellow combatants. Each one has a relatively uniform color scheme, but the designs contain their own unique flavor. While there are three evident areas, there are also a number of areas that you are encouraged to hunt out for yourself. View the screenshots if you wish to see what areas are available to you. Now then, if you'll excuse me, I must give the master his dose of shock therapy. If he doesn't recover soon, he's instructed me to take over until he does -_-; For now Oh yes! I almost forgot to mention that this map is compatible with both Jedi Outcast as well as this game =_o; bah, I'm not cut out for this =_v; New Textures: Yes New Music: Somewhat, yes Secrets to plunder: Perhaps Bot Support: Afraid not - Averus Retruthan (~Presented by second-in-command Xathon)

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2034 downloads

Uploaded:02-19-2007

Deep in the Forest

forest_final.zip | 2.56 MB

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

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771 downloads

Uploaded:02-15-2007

Clan Atlantis Map

clanatlantismap.zip | 9.58 MB

is for. Anyway, this map for Clan Atlantis is, as I said, an underwater map, but really the only thing that makes it underwater is a seascape skybox. There are no ocean or underwater sounds to suggest that the map is really underwater, and beyond that it\'s really quite simple. The entire map seems to simply be rooms, connected by transparent corridors, with each room hosting a set of pictures/paintings of various things. Some serve as signs, mainly warnings to would-be rule violators. From what I understand, this map is designed for use with lugormod. I don\'t know a whole lot about lugormod, but I can say that the map does look more suited to a role-play type of game rather than serious combat, as most of the areas are cramped or hard to navigate. As a hang out, I\'m sure it will work fine for the CA clan. For anything else, it probably won\'t suit the needs of the downloader beyond its intended purpose, plus its heavy clan-centralized atmosphere. [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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398 downloads

Uploaded:01-13-2007

Tatooine Town

tatooine_town_v1.zip | 10.24 MB

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

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811 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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2358 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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3337 downloads

Uploaded:09-19-2006

Final Fantasy VII - Nibelheim

ff7nibelheim.zip | 12.52 MB

for its infamous burning by the even more infamous antagonist, Sephiroth. (May he slay many planets with his might.) Before I continue with the review of Herr Sanj\'s 1st submitted map, I must utter this fun fact: FUN FACT: Nibelheim is a modified version of the german words \"Nebel & Heim\" meaning \"Mist Home.\" This is further supported by the foggy Mt. Nibel. I COMMAND YOU TO HAVE FUN WITH THIS FACT AND MAKE MERRY IN ITS PROCLAMATION! Now then...expecting the exact town in JA format, I was naturally surprised. The town is correct in its architecture of the buildings, but only to the style. I was expecting a slight variation of the buildings heights. Nibelheim\'s buildings were MUCH higher, but I saw a motley of dwarf buildings! 1000 curses...also to quote on the architecture, the town\'s main plaza was more circular, as opposed to this variant, which seemed more rectangular. This, of course, detracted from the whole feel of the lordly Nibelheim feel. It just seemed like a burning alley of houses, which brings me to my next points... The flame sounds were repetitive, dear Sanj! My god I felt like the fire was being rewound and played back, trapping me in a time loop from which there was no end! I would suggest in a possible future version to have a longer flame track with smoother blending, as they did not match with the flames I saw. Also, the flames did not inflict MASSIVE AMOUNTS OF PAIN AND BURNING! I was quite disappointed, but then again I half suspected that this was intended given that the entire town was aflame and it would be impossible to combat in said situations realistically. Overall, t\'was a decent attempt at a wonderfully ominous town for a first submitted map. The author did mention that there were few interiors given his skill level, and that is acceptable. Sanj, I hope to see a more accurate remake from you, as I will then sacrifice 20 food items in your name.(I would have done humans but alas, I ran out.) Bot Support: Nay Secrets to plunder: Aye (3) New Textures: Aye (Wond\'rous skybox, might I add.) - Averus Retruthan

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657 downloads

Uploaded:06-10-2006

Smaug's Dream

smaugs_dream.zip | 17.22 MB

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

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336 downloads

Uploaded:06-07-2006

Flight Deck

flightdeck_v1.zip | 7.7 MB

got a moderately interesting layout, it's also kind of annoying. While it's got a ''layered'' set-up, the only way you can go up a level is to climb up the struts, and the only way to get down is to, well, fall. Unless you want to be smart and use the struts. While on the lower layer you can spawn four land vehicles: An AT-ST, rancor_vehicle, wild tauntaun, and a swoop. There is a nice little middle area that could be used for small ffa's, but there are also four small side chambers that can serve as dueling rooms. The middle level had the vehicles. Sadly, there are only four landing pads. Even sadder is the fact that you can only spawn two ships: Tie Bombers and and X-Wing. Flying maps generally let you have more than two ships. Now onto the top level. It isn't much, and all it has is turrets. Yay, go blow your friends out of the sky! One of my main gripes was the lighting. It is [i][b]extremely[/i][/b] dark. There needs to be a lot more light. Another one of my gripes was the lack of elevators. If it's going to be a ''spaceport'', shouldn't it have facilities for the lazy people? And then there's the holes in the deck around the ship spawn points. Watch your step or you'll fall. And one of my [i]other[/i] gripes was the kill effect at the bottom of the map. If it's a flying map, shouldn't you be able to fly under the spaceport? Well, you can't. Try to think up things that will make flying a lot funner for the people playing. But there is one plus, the music isn't bad. :cool: Bot Support: No New Textures: No New Models: No New Music: Yes ~Zach

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699 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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2508 downloads

Uploaded:05-23-2006

Star Destroyer II - Botrouting Patch

stardestroyer_ii_botroute.zip | 12.03 KB

any smarter than usual, which is a real shame - because bots, like any form of artificial intelligence, are... "limited", to put it nicely. :p [quote]You can have big funny dogfights (yay i tested it) on stardestroyer_ii by adding this mod.[/quote] According to the above quote, the bots will actually use fighters, which is something I'm impressed with as I've [b]never[/b] been able to convince a bot to jump into an X-Wing, no matter what. So, Zap, if that actually works, [i]nice one[/i]! Well, what more can I say? This is a patch for a map, which adds a little offline ability. So, if you've got the map, grab the patch. ~ Kouen PS: Yes, I know I put it in Maps>Free For All. It's here mainly for convenience, since it should show right below the map itself in the directory. [b]Bot Support:[/b] .... Well, duh. ;) [b]Required Files:[/b] [file=62886]Star Destroyer II[/file]

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2127 downloads

Uploaded:04-21-2006

Temple of Time

temple_of_time_v3fixed.zip | 4.22 MB

Garden. I still say that the main room needs to be a lot brighter. It's just too dark for the Temple of Time, otherwise known as the Light Temple. If it's a Light Temple, there should be more light! Okay. Room of Sages. The author has added the triforce symbol onto the ground, as well as adding the Sage Medallions onto the floor. He has also added some effects on the platforms, further giving them the waterfall effect. I think he's also expanded the room, as well. the only thing was that if you got high enough you'd see the other skies, which could use some fixing. Zelda's Garden. First off, the map is much brighter. Bushes have been modeled in. Although they could use a bit more detail, they were nice to have around. Ooh! Surprise! The author has added windows to the map! You can see Ganon, and two Hyrule guards through it, although they look like cardboard cutouts. Which is basically what they are, just photosourced images. The resolution on them wasn't that great, so I couldn't make out much detail. Another window has a picture of Mario and Peach in it. The other one is just there. You can break the windows, too! So for this area, just a little more work with the images. I don't expect you to make a Ganon or Hyrule Guard model just for this map, that would take a tremendous amount of time. But still, it's something to think about. You might even ask a modeller for help! There are some very nice improvements in this map. If you liked the other ones, then this is for you! Bot Support: Yes New Textures: Yes New Music: (same as previous versions) New Models: Yes ~Zach

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759 downloads

Uploaded:04-15-2006

UnionMatty

unionmatty.zip | 48.71 MB

of hidden ones. I\'m sure I didn\'t even find them all, and I was using noclip! To begin the main section of this map, where you spawn, seems to be a school. I know there\'s a spanish classroom - check the screenshots for that one. It\'s actually quite amusing. Off of the class area there is a commons area with bright blue carpet, amazing floaty tables, and a wide-screen TV. This is the point where you run out of places to go (other than the bathroom) if you don\'t search a little bit. There\'s a broom closet off of the commons area. If you search a little bit you\'ll find a door that leads to a sports bar where you can find an [i]endless hall of liquor[/i]. Sounds like fun, doesn\'t it? That\'s the only detail I\'m giving you, as I really can\'t remember how I got to the rest of the rooms... :p Also included are what seems like a bar/grill and dueling arena (more like a boxing ring - you can even bring up some glass-like walls to keep you and your opponent in the ring). This area includes a stereo, which is my favorite bit of the map, because if you use it it\'ll change the map music, which is a light Star Wars theme, to the Final Fanasy X battle music, which I like much better ;). There are a lot of interactive gizmos in this map other than that which kind of make up for the bright ugliness of it. I must say usually realistic lighting goes a [i]long[/i] way toward making a map prettier, so maybe work on that a bit for next time! Also maybe add some door sounds... completely silent doors are kind of creepy. New Textures: Yes New Models: No New Music: Yes Bot Support: No ~Inyri

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3161 downloads

Uploaded:04-14-2006

Doomed

doomed_jr.zip | 13.78 MB

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

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2372 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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3317 downloads

Uploaded:03-18-2006

Halo - Precipitation

jka_ffa_map_halo_precipitacion_by_master_melkor.zip | 17.65 MB

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

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9063 downloads

Uploaded:02-26-2006

Mos Eisley Trap

mos_eisley_trap_v1.zip | 28.45 MB

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

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6212 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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2546 downloads

Uploaded:01-09-2006

Mountain Temple

mountain_temple.zip | 15.79 MB

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

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705 downloads

Uploaded:12-21-2005

Subway

oxy_subway_by_oxyonagon.zip | 5.01 MB

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

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3757 downloads

Uploaded:12-19-2005

Winter's Gift

wintersgift_bf_jr.zip | 21.7 MB

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

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2506 downloads

Uploaded:09-27-2005

Battle on Mustafar

battle_on_mustafar.zip | 1.12 MB

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

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3578 downloads

Uploaded:09-25-2005

Super Mario Bros BETA

nesmariobeta.zip | 3.56 MB

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

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1788 downloads

Uploaded:09-24-2005

House of p!ng

ffa_hop1a.zip | 6.37 MB

Begins\" (2005) was one of the most spectacular films of the summer along with Episode III. Mapper p!ng has created a map that is loosely based off of the prison camp in which Bruce Wayne stays near the very beginning of the film—but, as he tells me, it is by no means faithful to it. I think it\'s more faithful than he thinks it is. When I entered the map, I was immediately greeted by dark, ominous music punctuated every so often by obscure speech that was mostly too rough to be heard clearly. I didn\'t need to know what it was. The music sounded a lot like the \"Batman Begins\" soundtrack, and may have been taken from there. The music created a tone that blended beautifully with the atmosphere of the map, and added to it. It might be a little repetitive, but it certainly made me feel like I was in a place where I didn\'t want to be. The architecture of this map is mostly boxy and angular, but this is justified by what it\'s depicting. It clearly looks like a horrible place to be, as you are constantly surrounded by grays. The sky is gray and shameful, the wood isn\'t a normal lively orange but instead a dead gray that desperately wants to give you a nasty splinter, and the stone ground is mostly gray, white, and black. The only exceptions to this rule of gray were metallic teleporters, which looked strange at first but I gradually understood their purpose, some duel floor surfaces, and the doors, which looked oddly like doors that came out of Korriban Tombs—that was just a bit out of place. But walking around, I found it to have an extremely dark atmosphere. The author of this map brilliantly creates the tone of a cold, dreary, remote prison camp. He also, in most cases, effectively adds humor to what would have been a dreadfully depressing map. It\'s all about the booby traps and trickery that you find. I went into a room, flipped a switch, saw that a trap door was opened somewhere else, and moved on to the next switch. I flipped it. The door to this room closed, and I couldn\'t get it back open. So I saw yet another switch that I hadn\'t seen before, flipped it, and fell down a pit. I fell for the trick. Little trap-door tricks and the like are located abundantly throughout the map so that the rustic mood doesn\'t bore you. It\'s a great map, and a great entertainment. Unfortunately, the author knows how to create an overall great map that seemingly goes on forever until you find yourself back at square one, but he doesn\'t know how to make it perfect. Also abundant are texturing errors—no [i]missing[/i] textures, mind you—and glitches with some of his attempts at tricks, but there\'s something funny about that. The tone of the map is surrounded by shadows such that when I encounter what might be a glitch, I wonder if it\'s really that. Sometimes doors don\'t open, and I wonder if there\'s a reason for it, or if I am missing something. Have I been fooled? I could never tell, and even if this was unintentional by the author, it\'s sort of brilliant. The maps had so many tricks and deceptive turns that I needed my friend Vanidor to help me test it. Together, we were able to uncover about twice as many things as I found. There are still a few places that puzzle me, though. P!ng, make sure all of your textures are correctly in place, and make sure every single one of those traps works. But keep up the creative, tricky work—just take more time next time. In the words of the friend who helped me test it, \"It has a secret. I can smell it.\" Whether or not it has this secret is irrelevant. In the words of [url=\"http://www.rogerebert.com/\"]Roger Ebert[/url]\'s description of the [i]Batman[/i] film, \"there\'s something to it,\" and I\'m still searching for it. —Ra-Kom (Note: the screenshots only depict the outside areas of the map, as I want players to find the secrets themselves.)

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5056 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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7944 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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5432 downloads

Uploaded:06-06-2005

Dark Jedi Academy

dark_jedi_academy.zip | 4.66 MB

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

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3573 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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1475 downloads

Uploaded:05-21-2005

Lando\'s Square

landos_square.zip | 10.61 MB

playability, its fun factor, or whatever else you want to call it. Sometimes, even if the actual map doesn’t look perfect, or the texturing doesn’t quite work, a map can still be a massive hit, just because of how fun it is to play. Don’t get me wrongo, there are some pretty nice looking areas on this map, that look really well done, I noticed that there is pretty good use of patches here and there. But there are areas, where its not so good, its still ok, but some of the textures, or the lighting, don’t quite fit, and there are also areas where the build quality doesn’t seem too good, if you know what I mean. But, like I said, this map is excellent fun to play. I would imagine clans might like this, or maybe people who want to have an all out guns and sabers FFA. The music fits really well, and….there’s a statue of Lando!!!!! :D Now, I have tried to use the Lando statue model before, but every time I tested it ingame, it just had the grey and white missing texture thing all over it, and I could never find the texture for it in any of the games folders :S But, somehow, the author of this map has found the correct texture for the model, please, please tell me where you found it lol, because so far it has escaped me. Another thing I liked in this map was the fountain on one of the rooms, it looks really good, and the rushing water sound is very relaxing too :) I also noticed that the author seems to have used much of Ravens Bespin duel map in the map, and I must say, the author has actually blended it in really well with the rest of the architecture. All in all, could do with some work on the build quality, the texturing and the lighting/shadows (try doing this compile BSP –meta –vis –light –fast –filter as it will make your shadows look better ;) ) But its still a fun map to play! :D Bot Support: Yes New Textures: Yes New Sounds: No New Music: Yes Game Types: FFA, TFFA ~Nozyspy~

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1166 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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9527 downloads

Uploaded:02-01-2005

Wrecked Alien Spacecraft

spacecraft_jado.zip | 8.26 MB

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

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1023 downloads

Uploaded:01-26-2005

Dark Temple of Ashore Tol

dd_darktemple.zip | 1.28 MB

lights and an occasional tapestry. The room I first got to had these yellow crystals with light beaming from them, or to them, or something. I\'m not exactly fond of this look. And then, while you can\'t really tell from the screenshot, there\'s this path lined with spikes to a weapon on a platform. If you had taken the other path, it would lead you down darker, more sinister hallways to a room of lava (and missing textures). Still, it\'s a cool room. It\'s a decent map in some areas, though other areas leave a lot to be desired. If this is a first map, it\'s a decent job, compared to other first maps I\'ve seen. Keep at it! Bot Support: No New Textures: No New Music: No Game Types: FFA ~AmosMagee

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4824 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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2876 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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17702 downloads

Uploaded:12-04-2004

Coruscant Streets

coruscantstreets.zip | 21.89 MB

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

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16175 downloads

Uploaded:12-02-2004

The Giant's House

giants_house.zip | 17.13 MB

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

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9797 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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6332 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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8586 downloads

Uploaded:09-17-2004

Battlefront Endor

battlefrontendor.zip | 10.14 MB

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

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1861 downloads

Uploaded:09-15-2004

Yavin Summer House

yavin_summerhouse.zip | 2.9 MB

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

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858 downloads

Uploaded:08-17-2004

Imperial Bay

imperialbay.zip | 794.76 KB

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

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232790 downloads

Uploaded:08-07-2004

Jedi's Home (JL)

jedishomejl1.1.zip | 10.14 MB

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

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1030 downloads

Uploaded:07-30-2004

={FeTT}= Playground

izzy_fettplayground.zip | 5.09 MB

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

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24051 downloads

Uploaded:07-30-2004

Naboo Hills

naboohills2.zip | 8.01 MB

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

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21995 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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7251 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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3662 downloads

Uploaded:05-19-2004

Crystal Palace

crystalpalace.zip | 3.42 MB

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

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1514 downloads

Uploaded:05-17-2004

Endor Imperial Base

endorimperialbase.zip | 956.21 KB

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

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4029 downloads

Uploaded:04-09-2004

Bespin Fight Club 2

bespinfc2.zip | 16.14 MB

first played it a year and a half ago. It never occurred to me that the map was a tournament map and was intended to be played as such. And I was just FFAing at the time. So I was annoyed with there not being a lot of space for dueling or just FFA. I don\'t dislike it now as much as I did before. My favorite things about Shroom\'s maps are how much fun they are and the irreverancy of the themes and textures he uses and creates. So when Shadow released Bespin Fight Club 2, I had to review it. :) The familiar textures are present, and the basic layout is the same, but there\'s a lot more in this map to keep you interested. There\'s actually a bowling alley in one area and I\'m quite impressed that Shadow pulled this off convincingly. (And a Coke machine with Fanta! Which isn\'t all that significant but reminds me of all of the commericials that we made and um ... yeah, never mind.) The slippery bar is there, and so are the destructable tables. On the roof is an area where the names of MsR members were added, which seems to be a bit of a tradition now for TMBJ/MsR. :) There aren\'t many guns (and maybe only the one, I think) on this map, but on the roof you\'ll find a Disrupter and you can practice your aim on targets on the other side of the roof. Okay, so there is a secret area, and no, I\'m not telling you where it is. :) You have to hunt for it yourself! Of course there are custom textures in this map and they all look great. Someone else who tested the map told me there was a bit of z-fighting, but I don\'t recall seeing much. Overall, it\'s a fairly solid map. The music choice is great, a track by the Pixies, which also sticks to the theme/tradition. The only thing I wanted and didn\'t get out of this map is for the bowling alley to actually be playable. I ran all over that room pressing my use key up against any and every thing. But oh well, we don\'t always get what we want. I enjoyed playing this map and I wouldn\'t be surprised to see it show up on several JA servers. Great job, Shad! :D Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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8643 downloads

Uploaded:04-08-2004

Boba Fett\'s Hideout

bobafetthideoutsjc.zip | 9.02 MB

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

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4337 downloads

Uploaded:04-03-2004

Byss Outpost

byssoutpost.zip | 3.42 MB

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

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8305 downloads

Uploaded:04-03-2004

Final Fantasy VII - Midgar

midgar.zip | 26.58 MB

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

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2281 downloads

Uploaded:02-18-2004

ObsidianDragon HeadQuarters Clan Map

ffaobsidiandragon.zip | 9.13 MB

as many rooms as possible. For those that are Dark clans, or Sith clans, I think lava is also a requisite. In the main room there\'s a big dueling pad with a dragon graphic in the center with some pillars speckled here and there. Three rooms house a weapon of some kind and nothing more than that. Then there\'s the entrance to the bar. The stone walls are decorated with many Star Wars posters and the bar is tended by none other than C-3PO. Explore a little and you\'ll find a large room perfect for dueling and FFAing with more SW posters. Then you\'ll make your way to a daunting path held up by wooden um, what do you call those? Grrr. I can\'t think of what they\'re called. Let\'s just go with \"supports\". And the whole thing is surrounded by glass. Below is a boiling lake of lava. At the end of that path is a large, rotating duel pad with the familiar dragon graphic. If you took another route from the main room, you\'d find yourself on your way to the shrine created for the Obsidian Dragon Queen. On your way, you\'ll pass several bedrooms. They\'re all identical. I like the paper on the table with their website address written on it. Nice touch. If you find the somewhat hidden entrance to the shrine, you\'ll be rewarded with a picture of the very cute Spawn, surrounded by several torches. There\'s also this one room with just a bunch of holes with water in \'em. Interesting. Anyway, this is a basic clan map, with a few little secrets here and there - what all clan maps should have. ;) The music was disappointing because it\'s so overuser - the Imperial March. While I didn\'t particularly care for the mix of textures used, this isn\'t a bad clan map - it\'s just kinda, predictable. Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, TFFA ~AmosMagee

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4064 downloads

Uploaded:02-09-2004

Battlefront Yavin (no ATST)

battlefrontyavinnoatstsithjcull.zip | 7.46 MB

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

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5269 downloads

Uploaded:01-08-2004

Rancor Spaceport

rancor_space_port.zip | 1.42 MB

sure you\'re well-armed before pressing ANY buttons. ;) You\'ll find about three different ships that are just there for decoration. The map is apparently Tatooine-flavored. There are plenty of weapons around and many gun turrets for you to operate. Trust me, you\'ll be thankful for them once someone releases the four rancors waiting to maul you. Your options for transportation include swoops and taun tauns. I had to go with the taun taun - they\'re so freakin\' cute! My taun taun bravely ran up the steps, but I think his bravery was more like ignorance. He didn\'t know there was a wampa waiting around the corner! Neither did I. Thank goodness for those big boulders in the corner. There was also a swoop in the room with the wampa. When he couldn\'t get to me and I ran past the swoop - the wampa attacked the vehicle! But my poor taun taun was also a victim. :( Like the coward that I am, I killed the wampa from afar. I scare too easily when it comes to rancors and wampas! You should see me playing SP games ... I jump at my own shadow! LOL I really hate that I can\'t add any of Sith-J-Cull\'s maps to my server. My FPS again was way too low for me to play. I, like, got motion sickness after playing his three maps. I suppose I could turn down my graphics, but darn it all to heck! Anyway, the author definitely has an eye for design and he knows how to make the gameplay fun. I just wish the FPS was higher. Bot Support: No New Textures: No New Music: No Game Types: FFA, TFFA ~AmosMagee

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4854 downloads

Uploaded:01-08-2004

DEX\'s Club

dex.zip | 2.34 MB

compact city feel to it. The lighting is something I really like in this map. It\'s dark, but there are many red spotlights here and there. I love the atmosphere it creates. The diner looks great and definitely has the same 50\'s diner feeling that it had in the movie. Now, there was a C-3PO in the back, and I admit that I kinda killed him. I had to test everything! Anyway, he kinda disappeared before I took the screenshot. :/ The ramps that take you up to a glass catwalk not too high above the streets looks wonderful. I love the design of it. Once again, it\'s unfortunate how low my FPS was. :( I really like this map and definitely would\'ve added it to my rotation, but I just can\'t imagine an FFA on this map with 15 FPS. The music included would quickly get on my nerves since it\'s only about a 30 second clip. That looping over and over for 30 minutes would drive me nuts. The weapon placement did seem like a bit of an afterthought, but it\'s not too bad. A beautiful map, but not practical for play. Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA, TFFA ~AmosMagee

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1551 downloads

Uploaded:12-26-2003

Uprising III

u3.zip | 2.88 MB

low vehicle limit in JA adding vehicles into your map PK3 files is a bad idea. Your map will most likely be the first to go if someone hits the vehicle limit! Always place the vehicles in their own PK3 so just those can be removed and added back later. Anyway, the map, first thing that caught my eye, the levelshot, very nicely done! The main area of this map is great for large open FFA\'s and you could always get a duel going in here, the FPS is respectable and the ambience isn\'t too bad; the lighting is a bit basic but it shows off the atmosphere enough, dark, gloomy and colored. I don\'t get the big black building though....way too dark. As you run around you\'ll come across strange colored things, when I ran into these I ended up in a small room with a glass door...I\'m guessing this is a torture thingy where if you trap someone in there you can kill them. There also seems to be a strange black thing in a carpetted room that put me into glass just above it...no idea what this was for...Speaking of torture, it is quite amusing, people get trapped in then you press a button on the floor et voila, they get killed in one of many ways! One area I particularly liked was the very simple reflective walls area, it was so simple but elegant, that\'s my kind of mapping taste. Beautifully simple using shaders to add the feel of the place. There is certainly a lot to explore in this map, and you\'ll have fun doing it. Nowhere is hard to get to, the torture room is easy as pi to find (that\'s 3.14159 btw, no food please!). It\'s a good fun FFA map I\'m sure you\'ll enjoy messing around on! New Sounds: No New Textures: Yes Bot Support: Yes -WadeV1589-

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7070 downloads

Uploaded:12-05-2003

Force Council Headquarters

fchq.zip | 11.38 MB

architecture is highly inventive and portrays the theme very well, the bland textures and static lighting detracts from this detail and creates a bland atmosphere. Doing lights manually would have helped a great deal in breaking up the monotony. In fact, doing hand placed lights could have made this map look STUNNING. Onto more important things: The gameplay value here is HIGH!!! Some very creative and innovative rooms means an endless array of fun duels and FFA’s. Of course… you’d have to find your opponent(s) first, which could be a task since so much of this map looks the same. Some cool rooms: - An open square room with upper viewing area to watch duels - Long hallway room with a forcefield as the floor - A ‘council’ type room, dueling area in the middle surrounded by sitting areas and what I assume would be a ‘leadership’ podium - An open ‘city’ type area reminiscent of NS-Streets features round pads connected by bridges over the gaping lower atmosphere of Bespin. - Various large ‘duel’ rooms including: dueling in a black room with glowing borders, dueling in room with circular pads over a pit, - A teleporter to an outdoor area with flyable Tie’s and Xwings Overall, a strong effort by Roshi. We’re looking forward to seeing your next work, but next time, please do manual lighting!!! ShroomDuck New Textures: Yes New Sounds: Yes (music) Bot Support: Yes

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252 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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128 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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50 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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162 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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140 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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392 downloads

Uploaded:12-13-2011

Temple of the Snakes

jungletempleffa.rar | 3.8 MB

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

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201 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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152 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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100 downloads

Uploaded:12-04-2011

Hangout

djehangoutbeta.zip | 28.1 MB

Trap Mos Eisley Backstreets The Academy v3 This map contains some textures from the above maps, however the author has not included them in the .pk3, so you will see a fair few missing textures if you don’t have them! I know that is somewhat of an inconvenience, and maps which use textures from other maps should always have them included in their own pk3's. However, lets not start on a downer, this does have the silver lining of encouraging you to download the above maps and give them a test as well! ;) First off I will let the author explain a little about the map in his own words and then we can take a look at the map itself: [quote]I created this map because it has been a life long dream of mine to become a level designer. As of the way the business is looking I would either want to design for Lucasarts, OR Bioware not just because of ToR but because of all the futuristic stuff they have done, including KotOR, and Mass Effect. I'm not sure if Nozy remembers me, but I used to go under a different alias, I had him added on MSN, and I chatted with him about the map he was working on (Mos Eisley Backstreets - I believe). He once showed me a picture of the map editor, and I was shocked that all of that ''blob'' of lines is what creates the 3d map. (I was 12). I then asked if he could teach me to map. He ended up sending me a long file saying the basics. I gave it a once over, and decided I wasn’t able to do it. Then I joined a clan called CoL, they have disbanded but they had a mapper who inspired me to re-open Nozy's file and focus on learning mapping. So with all the trial and error maps I have made I feel it is time to get my name at least out the door. I am one of those people who listens to what the players have to say. Since I have no other maps released, I turned to my clan < {DJE} > to help me out with ideas and other various things. So you could say this is a clan map with a good number of clan signs throughout the map, but don’t let that constrict the use of this map to only our clan. If you think it looks good then by all means give it a download. Now FINALLY onto the map. < {DJE} > stands for Dark Jedi Empire. So with that being said, you will notice much of the iconic themes of the star wars universe. Sith v.s. Jedi. But I tried to join them together as best I can and make them co-exist. Some areas are dark, with blue lighting, mixed with some red lighting. Giving you a feeling of a mixed society. In the hotel each floor is mixed with a light and dark side of the force. Floor 3 consists of Architecture from Yavin, and Architecture from Korriban. I decided to feature the map on Tatooine, as a sort of hidden academy for fallen Jedi. Tatooine is a perfect example of a place that is filled with back stabbers, and criminals. Most of the people on this planet are doing bad things. even though they feel it is for a good cause. So there is a lot of meaning behind the map. But don’t let that distract from the fun. There is a number of secrets to plunder, and a few fun things to do such as, dog fight over the beach, go down the water slide, diving boards, explore the yacht, a number of bars, tiki bar, RPG sections such as the Mandalorian hideout, and my re-creation of the EP 4 cantina (with a twist). And with that being said. Enjoy my first released map :) [/quote] I have to say, as a clan map, this features some great areas to chill out in, one that immediately springs to mind is the yacht and beach. One thing I would improve here is to add some hills around the outside of the lake, rather than just a wall, to make the area more natural, though I have to say I am quite impressed with the yacht itself. Yachts and beaches are always fun places to hang out! (If you are rich you might just be able to do this in real life!) There is also a Tatooine town themed area with its own cantina and even a garden surrounded by a very nice colonnade. There are plenty of other enterable buildings here too, perfect for RP'ing. Then there is the Yavin themed area, which contains the Academy elements you would expect in a clan map, including a nicely built grand hall, though this are was rather dark and I feel it could do with some lights, or fire stands. There are many more areas besides these, as well as a nice council room in space and I think that this is a good clan map overall. However the fact that certain custom textures from other maps were not included in the .pk3 is a disappointment. Otherwise, this is a solid start to your mapping career Polterninja, yes I do remember you, and I am glad to see you have started mapping and I hope to see more maps from you in the future! :) [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, TFFA ~Nozyspy~

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331 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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196 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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34 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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131 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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149 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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257 downloads

Uploaded:05-15-2011

Taris Cantina

taris_cantina.zip | 7.33 MB

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

Bloody Desann - Screenshots Screenshots:

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96 downloads

Uploaded:05-06-2011

Garden of Eden

eden.zip | 18.57 MB

screwed ourselves over. So, all religious subtext packed in a fish barrel, presenting Somnus Nemuri's take on the Garden of Eden's appearance. Unlike the majority of depictions, this Eden is not only full of stone architecture that man would not have mastered for ages, but it's also floating WAAAY up. I can just imagine getting kicked out of there. My spine is already hissing in discomfort. The map construction is basically like a hollow circular pyramid, with levels of garden ascending into the sky. The levels are separated and supported by tall stone pillars, and the center of the map contains a set of elevators to help you get up or down. Waterfalls splatter down the sides to the lower levels. It's a pretty impressive scene, really. There are a couple aesthetic issues with the map, unfortunately. The first one is probably the roughest to fix. Y'know how water can sometimes turn your character blue in the presence of it? Well, that's pretty prevalent throughout the entire map. There's also a z-fighting issue on an archway on the first floor facing the statue. Couple that with some chunks missing out of the top level arches, and y'got a bit of work to fix. The only other thing I'd recommend is nature sounds, and then this map is mastercraft. So yeah, keep at it, and I'd say this map is victory. New Textures: Nay New Music: Aye Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

Garden of Eden - Screenshots Screenshots:

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128 downloads

Uploaded:04-26-2011

AoF Council

aof_council.zip | 17.21 MB

array of council chairs seated around a circular uh...carpet, sure, let's go with that. Nice lookin' icon on it, I'll say that much. But yeah, pretty simplistic design, and it gets the job done. Makes for a good meeting, or trial, or even a small quarters tournament or duel. The only thing I'd recommend doing if you update this thing is just cropping some of that lava field around the general area. Just could use a trim perimeter, and that would make it just perfect. A'right, no more barking, off y'go. New Textures: Aye New Music: Nay Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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127 downloads

Uploaded:04-13-2011

AoF Inferno Trial

aof_inferno_trial.zip | 17.2 MB

to become a Knight in the clan and eventually Master and above; duelling the leader and needing to win a certain number of those duels to prove yourself worthy. Fun times, though they seem so long ago now! Now I don’t know what other clans do, but I’m pretty sure that all clans past and present have had some kind of trial that a member must go through to rank up, and this map is an ideal arena for such an event, created for the AoF (Angels of Fire) clan by Kalek Da'karr. Now you may be thinking 'ugh a clan map, it will surely have loads of clan logos and insignia plastered all over it!' but you would be wrong. Apart from two rather large logo's, one on the floor and the other on the ceiling, there are no other clan references, and the logo's themselves could simply be considered part of the artwork of the map if you so wished, as there is no writing on them to tie them to any particular clan, which is always helpful if you are in another clan but might like to use this yourself. The quality of the mapping is very nice; there are some good strong architectural features and the map has a nice atmosphere with the red lights, dark grey metal and stone walls and a dash of lava here and there for good measure. I think 'inferno' is a very apt name for the atmosphere of this map! That said, there are a couple of improvements that I feel could be made. Firstly, there is no music! Though as a clan trials map I can forgive that as I imagine the participants would probably be playing their own music to get them pumped. Secondly are the statues, the map features both the Sith torch bearer statues and the Jedi statues with the glowing crystals, but neither quite seem to fit. The Sith statues don’t quite fit because they have a brown sandstone type texture, which does not go with the dark grey texture theme of the rest of the map. On the other hand the Jedi statues are the right colour, but are holding light blue crystals, which doesn’t go with the red lighting theme of the map. Personally what I would suggest here is to get rid of the Sith statues and just use the Jedi statues, but to make a crystal shaped brush out of the red crystal texture, which I believe can be found in the textures/common folder and place that over the blue crystal the Jedi statues are holding, thus giving you the best of both worlds; the crystal will match the lighting scheme, and the statue will match the texture scheme! That’s just my suggestion anyway! Overall a nice little map here, the AoF clan is very lucky to have such a cool arena in which to hold its trials. Keep up the good work Kalek, I can see from our files queue that we have several more files from you to come yet! [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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220 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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434 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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265 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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349 downloads

Uploaded:11-05-2010

Temple of Everlasting Night

ffa_everlast.zip | 6.17 MB

something I hope I can use more often. The Temple of Everlasting Night is a concept pretty much spun purely from imagination, using the Korriban texture set to predominantly set the stage: A small stone compound that houses three tombs of some form of force monastic, as there a small lecturn housing 3 lightsaber hilts. There\'s an interesting little arena on the other end of this room, with a two way barrier you can raise: You can\'t see spectators, but they can see you. Good for concentration, I reckon. The remainder of the map is mostly just a loop around the compound. There\'s a nice little X-wing landing pad , an area in which you can duel outside, and a nice little covered walkway as well. There is also one secret that can be found. \'Tis easy to seek, but I shall leave you with one small clue: [b]*QUACK QUACK*[/b] This map is quite clean and well-built for a first publication. It\'s nice and dimly lit, relying mostly on torchlight for your ambient lighting. The fire does hurt, by the way, so don\'t touch it...or do, I don\'t care. The architecture here is definitely a step or two up from most first maps, so its safe to say this gent had some practice with his radiant skills. Paid off too, I reckon, as it shows he can definitely apply his artistic skills well. I\'d say the only atmospheric defects this map even has is a hiccup or two in unsourced lighting, and they can easily be overlooked, and not even worth adjusting. This map is already a solid enough product that its good for release. Ya did good, Ravz, ya did good. Don\'t just sit there and look like an idjit =_o go submit, already. New Textures: Aye(3) New Music: Nay Secrets to plunder: Aye(1) Bot Support: Nay - Averus Retruthan

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317 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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2272 downloads

Uploaded:08-28-2010

D SKULL airship

dskullship.zip | 133.18 MB

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

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124 downloads

Uploaded:08-17-2010

Platform Training 2010

platform_training_arena_v1.zip | 21.06 MB

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

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313 downloads

Uploaded:08-10-2010

Yavin Retreat v2

yavin_retreat_v2.zip | 3.81 MB

various elevated pads, presumably for jump training and the such, and a room with a raised glass platform for dueling also, à la the Yavin Academy map from JK2 single player. There is a small observation platform in the main hall from which you can watch duels in this room, although it could probably do with being enlarged a little so you can better see the action! The focal point however is probably the garden area with the waterfall and river, providing a nice open space to relax or gather in. This area does need some improvement though, mainly as with regards to the terrain, which is made out of various patch meshes. Patch meshes aren\'t really the best things to make terrain out of, except under special circumstances. I would suggest, for this map, trying some quadsoup, or trisoup terrain. What this is, is basically lots of square (or triangular brushes, e.g. a square cut diagonally across) which you then select and use the vertex tool (the V key by default in Radiant) and adjust the height of the corners to create terrain. This is worth a go in this area of the map, as I think it would help it to look much more natural. There is also some very nice, and relaxing KotOR music featured in the map, which although it is from KotOR, fits perfectly with the Yavin Academy theme of the map. Keep up the good work MagSul, I look forward to seeing more maps from you! :) [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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937 downloads

Uploaded:07-03-2010

Sniper Oasis

sniper_oasis.zip | 10.39 MB

down on the couch of reasonable comfort and proceeded to furiously pound away at his keyboard to come up with Shakespeare. ...Then again, maybe just a review. :P I'm deeply ashamed to say I've never heard of this map until now, but let's hope somebody remembers [file="82376"]Sniper War v2[/file]. [quote]A small ffa map designed around a lake. Towers, catwalks, and numerous hiding places make this map perfect for sniping. Includes other weapons if you don't like sniping. This is the final version of my map Sniper War and since then I have implemented several improvements. The water is now clear and far less repetitive than the previous texture, I used Szico's "skybox blending" to reduce the sense of discontinuity between the terrain and the skybox, and I added a deadly laser beam that shoots down a long tube and can be activated from a nearby building to surreptitiously vaporize your opponents. There are also numerous minor texture and architectural changes throughout the map.[/quote] There you have it; improved water, skybox blending, texture and architectural changes and lazors to fire. To quote Averus' previous review, MALEVOLENCE. Quite honestly, my only gripe here is the complete lack of music. I know most of yas play without sounds on, but even so, some sort of music would be nice. ...That is, I play without sounds. Don't argue with the great Raisuli. Regardless, like bow ties and fezes, this map is cool. ;) Definitely worth a look, especially for the sniper-lovers amongst us. [b]New Textures:[/b] Yeah [b]New Sounds:[/b] Ni [b]New Music:[/b] Ni [b]Bot Routes:[/b] Ni -Caelum

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118 downloads

Uploaded:06-17-2010

Ringu - Ryuji's Apartment

ringu.zip | 3.18 MB

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

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72 downloads

Uploaded:06-04-2010

Tatooine_town

tatooine_town.rar | 4.83 MB

plain block town on Tatooine. The houses are literally copy-pasta, with the same rooms and decor...which brings out the fact that every interior is practically bare and useless, save for tight quarters combat, and the whole atmosphere is monochrome, with barely any distinction between building and the sand around it. Did I mention not a single map object is clipped? Alright, Krisko, I know you're proud that you learned how to map, and you're excited to put yourself out into the public, but it's highly advised that you keep low until you have better control of your mapping capabilities. Communities like http://www.map-craft.com/ or even our own forums can help you develop your skills as you continue to map. Believe me, our community's great advice dwarfs a few lessons on youtube XD Sorry to have to hose ya down like that, but I'm just trying to save you from running away from mapping altogether XD New Textures: Aye New Music: Nay Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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966 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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543 downloads

Uploaded:04-26-2010

Rusty Bucket Bay v2

bk_rusty_bucket_bay.zip | 61.92 MB

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

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1050 downloads

Uploaded:04-19-2010

World 1-1

marioworld_11.zip | 5.95 MB

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

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306 downloads

Uploaded:03-20-2010

JKR - Castlevania

jkr_castlevania.zip | 11.59 MB

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

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505 downloads

Uploaded:03-12-2010

Jaggers Birthday Map

extrajka.zip | 25.78 MB

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

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1139 downloads

Uploaded:03-04-2010

EUROCORP CITADEL

deurocity3fix2.zip | 89.39 MB

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

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332 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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940 downloads

Uploaded:02-12-2010

Back to the Roots

back_to_the_roots.zip | 12 MB

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

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127 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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146 downloads

Uploaded:11-13-2009

Midair 2

26midair2.zip | 720.58 KB

Why, attacking opponents in midair, of course! Really fun to spawn a bot, and launch a bunch of homing rockets at it while it is flying up and down through the small level. Only a matter of time until one hits and the rest follow! Simple, yes. Effective, yes. Fun, yes. The only issue I had was the lack of new music, or any music at all, for that matter. Give it a download if ya wanna try a different way of gunning (Or sabering) your enemies! Game Types: FFA, TFFA, CTF New textures: No New sounds: No New music: No New models: No

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396 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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1041 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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41 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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681 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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182 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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886 downloads

Uploaded:09-16-2009

Hoth Temple

hoth_temple.zip | 21.92 MB

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

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109 downloads

Uploaded:08-28-2009

Space Bound

space_bound.zip | 2.13 MB

combination of brushwork, shaders, effects and ambient audio is more elaborate than we'd usually see from a newer mapper. This demonstrates a degree of initiative, aptitude and non-lateral thinking which shows promise. Technique is easier to learn, creativity not so much. Unfortunately, we gotta move from praising that nice centerpiece of creaive expression, to pointing out (and troubleshooting) a small myriad of errors. The most obvious problem you'll notice when loading the map is that the wood texture used for the teepees and paths is missing. Unfortunately, that one wasn't a baseja texture. Now we've all forgotten a texture or two in the past, so let's not dwell on that fact. Okay klorrel, let's give you some troubleshooting tips. [b]A:[/b] To prevent fall damage on a surface (such as the floor in your pit escpae route), encase the brush inside another brush made out of the 'cushion' texture, located in the 'system' folder of Radiant's texture browser. [b]B:[/b] Caulk is a pink shader also found under 'system', which renders any surface it's applied to as invisible. It's good practice to caulk all surfaces that the player won't see; in fact, using this to prevent weird overlap on transparent surfaces is a must (example: the windows in this very map). [b]C:[/b] I found some small z-fighting in the map. Z-fighting is where two textures occupy the same space, and they flicker while 'fighting' to determine which is displayed. Avoiding this is simple, just make sure never to have two brush faces overlap each other. [b]D:[/b] Surface Inspector. This is a useful tool accessed within Radiant by selecting a single surface, and pressing the S key. The inspector can be used to precisely align and manipulate textures on a surface. There are a few spots in the map where this would have helped greatly, it's a good skill to learn. [b]E:[/b] Compiling. I notice that this map has been released only after a -meta compile, which is a mistake. -meta is a basic test compile that does not process any lighting data, which makes maps just bright and, I daresay, actually rather ugly. Your maps will be much improved if you take the time to add lighting and do proper compiles. These two tutorials may well be of interest to you - [url="http://www.richdiesal.map-craft.com/tutorials/gc101lsn6.html"]Basic Lighting[/url] and [url="http://www.richdiesal.map-craft.com/tutorials/gc102lsn2.html"]Compiling[/url]. [b]F:[/b] Skyboxes. I can tell with a glance that you created your sky simply by adding sky textures to surfaces, which has created this static "painted" sky. For a real sky, as you'd see in Raven's maps, instead select each surface which is intended as a sky panel and apply the skybox shader (that blue square with the word "SKY" written in it). As a personal gripe I'd like to note the inclusion of pre-spawned NPCs in the map as a critique. NPCs are horribly, horribly broken in JA MP, and pre-spawning them is not always the wisest of ideas as only so many NPCs can be spawned before a server crashes. Not only that but they get in the way of actually using the map. Well, if there was anything else to point out, it's slipped from memory. Here we have another sample of work which demonstrates the progression of a fairly new mapper - if anyone else has any feedback, I'm sure it would be much appreciated by klorrel. -Mikouen [b]Bot Support[/b]: Nope [b]Custom Audio:[/b] Unfortunately, yes. [b]Custom Textures:[/b] Used but not packed. [b]Supported Gametypes:[/b] FFA

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304 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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167 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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276 downloads

Uploaded:08-11-2009

Bramble Gambol

bramble_gambol.zip | 12.3 MB

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

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176 downloads

Uploaded:07-13-2009

Imperial Factory

impfactory.zip | 1.63 MB

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

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2784 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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142 downloads

Uploaded:06-15-2009

THUG Tampa Party Boat

party_boat.zip | 4.63 MB

off of one of the levels from the Tony Hawk’s Underground game. Basically this is a boat with some skating stuff on it; quaterpipes if I presume correctly and some speakers and such. A cool feature on this map is that if you run up to the ramps they will push you into the air. You can even do some tricks, minus the skateboard of course! Although the perspective is wrong, I was nevertheless quite impressed with the skybox, since it fits well with the map. If the perspective issues could be fixed and the water blended in with the skybox a bit, it would look even better. This was one of the main things that I think needs to be working on. Other than that I would like to see the boat, and the rest of the map made a bit larger, since it is rather cramped even if it is supposed to be a recreation of one of the levels from Tony Hawk’s Underground. I must admit I am rather surprised at the idea of having a skate park on a boat, what happens if you misjudge a trick and fly off into the water?! Well, I guess the landing would probably be a bit softer than concrete, so long as there are no sharks in the water of course. :P Overall a decent little map here. I look forward to seeing more from you mate! If you guys like skating, Tony Hawk’s Underground, or just like the look of this map, be sure to give it a download! [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] Yes [b]Bot Routes:[/b] No [b]Game Types:[/b] FFA, TFFA, Duel ~Nozyspy~

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122 downloads

Uploaded:06-13-2009

Abandoned Old Republic Factory

orfactory.zip | 278.23 KB

mainly due to the big room full of conveyor belts! What the factory makes however, is not revealed! That is left up to our imagination. This is a fairly small map, which I would say is suitable for a small to medium sized FFA of around 6 players. Although I also think it would make a good duel map due to its reasonably small side and multiple levels. Access to the conveyor belt level is gained through jumping through a glass section in the floor of the main room, which is apparently a throne room of some sort, judging by the throne on the far wall. For some reason smashing glass is one of my favourite things to do when playing a game; if there is glass in a level I feel the urge to shoot at it or otherwise throw something through it. Thankfully this doesn’t extend to the real world though! [b]*Evil chuckle*[/b] Obviously being a new mapper, the author is still learning and I hope with some more time and experience he will come back and make a v2 of this map using his improved mapping skills! Here are a few things I think could be improved or changed. [*]Try and add more detail to the map, as I always say, some pipes, control panels pillars and other bits and pieces really fill a map out and make it more realistic. [*]Since this is an FFA map, try and make it a bit larger, perhaps with some more rooms, like a power core room for example, which powers the factory. [*]Don’t forget to add some music to the map! Music makes a lot of difference to the feeling of the map. [*]If you need any mapping tips or help, don’t forget to check out our modding forums; accessable from the menu to the left under ‘The Community’. Or you can try the [url=http://www.richdiesal.map-craft.com/]RichDiesal’s mapping tutorials[/url]! All in all not a bad map for someone who is new to mapping, keep up the good work mate, I look forward to seeing more from you! :) [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Music:[/b] No [b]Bot Routes:[/b] No [b]Game Types:[/b] FFA, TFFA, Duel, Power Duel ~Nozyspy~

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2097 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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796 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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801 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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2279 downloads

Uploaded:04-17-2009

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

tc_timon_2.zip | 19.4 MB

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

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2109 downloads

Uploaded:04-17-2009

Inferno

inferno_v1.0.zip | 34.54 MB

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

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697 downloads

Uploaded:04-11-2009

RPG Carida Academy

rpg_carida.zip | 9.81 MB

their characterization, and the actions succeed or fail according to a formal system of rules and guidelines. Within the rules, players have the freedom to improvise; their choices shape the direction and outcome of the game.[/quote] In case any of you were wondering what an RPG is. >_> Roleplaying maps are my favorite type because, well, I'm a roleplayer! How about that? I've reviewed a few RP maps in the past and most of them were somewhat lacking in the... pretty department. It seems that roleplaying mappers just find a map and shove in as much RP content as possible without trying to make it look all that pretty; fortunately that's not the case in this map and the mapper has managed to make a military base, something that COULD have been a bunch of ugly gray boxes everywhere, into something pleasing. You start off in a courtyard of sorts with a landing pad and various consoles and 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 [i]another[/i] 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. A few improvements could probably be made in the next version, though, such as fixing a few misaligned brushes (I saw one on the sand-planet-landing courtyard place. In the wall.) and fixing up a bit of the lighting. The base's lighting just seemed too boring and bland. I also think a bit of interactivity could be added now that the main structure has been added and maybe a bit more eye candy could be thrown in to make it even prettier. Overall though this is a very solid map and I recommend it to anyone who needs a good roleplaying map. ~Laam'inui

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1411 downloads

Uploaded:04-08-2009

Sith Temple

sithtemple_blueninja_v1.zip | 9.82 MB

very unusual mix of both Sith, Gothic and slightly Fantasy themed architecture. I’m almost expecting Dracula to come sweeping down from the rafters as much as I am some Sith minion! Though the mix of different architectural styles is unusual, the author has managed to mesh them all together very nicely, so that nothing in the map looks completely out of place. I for one, loved those vaulted ceilings, very nicely made indeed! One other area that I particularly liked was the library room. It is very similar to the Jedi Archives, except of course, instead of being all nice and blue, glowy and modern, this is filled with leather bound books and burning torches. This map is a pretty decent size, so there is plenty of room for an FFA, though I would say that it isnt really suited so much to full time clan use because it doesn’t have the standard clan features like a council room, duel rooms etc. It would, however, make a good RP map I think, as it is very atmospheric and has plenty of interesting locations, like a prison area for example, where you can lock up and torture your Jedi prisoners, if you are so inclined! The texturing was also an interesting mix, with dark Sith-y Korriban textures and lighter Jedi Rift textures together. Although you would imagine the two wouldn’t go together at all, again the author has done a good job or meshing them together and preventing them from looking out of place. Another interesting mix was the music, which is a nice classical track, which kinda gave this map the flavour of a fantasy location, perhaps something out of Lord of the Rings or Harry Potter rather than Star Wars. That’s not a bad thing though, since I said above, the author has picked a track which also works for a Sith themed map, preventing it from feeling too out of place. There are some things I think need to be worked on though, as this map has huge potential and definitely deserves a v2 made. One big issue I found was that some areas are just too dark, especially around some of the staircases, which means it’s not easy to tell if you are going in the right direction! I think perhaps an ambient light value of 10 in the worldspawn would help lighten up those very deep shadows a bit. I would also like to see some more areas, perhaps some duel rooms and a council room or something similar to make it more usable by clans, because it has great potential for that kind of map. Lastly, I really think some bot routing would be good, although that might be difficult considering some of the features in this map (such as the fire jets, which propel you down one of the corridors!). All in all though, I like this map and I think it has a great deal of potential as both a clan themed map and an RP map, as well as being a generally fun map to explore, but I do think it needs a bit more work in places. Keep up the good work mate! :) [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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1230 downloads

Uploaded:03-01-2009

Shadow Moses Island

shadowmosesisland.zip | 4.48 MB

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

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142 downloads

Uploaded:02-28-2009

Jhey's Complex

jheys_cfinal.zip | 4 MB

author's first release, though probably not his first map. Good, he knows rule #1 about mapping: Don't release your first map. This map features two levels, with a large stairway in the center. The lower level features a few boutiques, a ground-level vista, bar (What map DOESN'T have one? :P), and a small lounge. The upper level features an entry way, a food-court-that's-not-really-a-food-court, a loungish area that's smaller than the lounge on the ground level, and a high-vaulted ceiling. Of all the features listed, I'd say the lounge and the vista were the best. The boutiques are built well, though the electronics one has a distinct lack of iPods. -.- In all honesty, this map is too small to be an FFA map, so I recommend playing it on duel. Bugs. Yep, this map too, I'm afraid. Fortunately, they're few and far between, so I'll just post a list. 1. The side windows in the vaulted ceiling are missing a few wall edges, so they lack the proper depth. 2. There was some z-fighting in the entry-way to the mini-lounge on the upper floor. 3. No weapon spawns! (I even checked my server config to make sure they weren't being disabled.) Yeah, short list. Now on to the improvements! 1. One word: INTERACTIVITY 2. This map is QUIET. No music, no ambient sounds, nothing. 3. Immersiveness. This map needs it. What do I mean by that? Simple: Cars on the street, voices on a PA, shopping bags forgotten by the couches, a few of the games in the narrow-gaming-options gaming boutique missing from the shelves (as if someone bought them), half-eaten food on tables near the food court, and lots more! In short: Things you would find in a real store in real life! (Seeing as this is supposed to BE real life.) Well, that's all. Download if you like it, don't flame the author if you don't. ~Crazy Bot Routing: No New Textures: Yes New Shaders: No New Music: No New Sounds: No Gametypes: FFA Mapname: jhey

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274 downloads

Uploaded:02-22-2009

Rusty Bucket Bay

rustybucketbay.zip | 3.62 MB

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

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222 downloads

Uploaded:01-22-2009

Dojo X2

dojoeras.zip | 4.98 MB

same map with retextures. In general, the structure goes like this: "A large near-cube room with sunlight pouring through some window panels(the proper term eluding me at the moment.) The spawn points are located atop a stair-cased platform overlooking a large matted floor with a large wooden stand of sorts, a brazier poised before it. Atop the roof is a lamp that emits a flame...with no real assistance to lighting." That about covers it. The music enclosed is very ethnically appropriate, with percussion-heavy combat music, perfect for a "honorable" showdown. There are two versions: - Japanese Dojo: Appropriately themed/textured for the occasion. - 1000 A.B.Y. Dojo: The version you want to avoid since it appears to lack some textures. That's about all that's needed to say. I've tried to extort more information out of it, but honestly, only so much can be said. New Textures: Aye New Music: Aye Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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1309 downloads

Uploaded:01-05-2009

Project: Rocketlauncher

project_rocketlauncher_v1.0.zip | 21.9 MB

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

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818 downloads

Uploaded:01-01-2009

Jedi Temple Lobby

84jedi_temple.zip | 19.47 MB

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

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448 downloads

Uploaded:01-01-2009

Christmas in Helix

christmas_in_helix.zip | 29.64 MB

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

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230 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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129 downloads

Uploaded:12-25-2008

T.I.M.O.N.

tc_timon.zip | 24.64 MB

I can spot that attest to this, but I'll go into those later. Positives first. This map is huge. I think it's almost as big as JediCouncilGCX or SithCouncil V3. Like I said...it's big. There are many different areas to explore. There are many notable ones - the pool, the bedrooms, the council room, and my favorite, the big open hallway with the glass and the trees. Architecturally, this map is pretty stable. The FPS was actually pretty good on most of the map, which surprised me, since most first maps seem to have terrible FPS. I also found the choice of music fitting, even thought it's base JA music. The author has even made a good attempt at using entities very generously and actually has more interactivity here than most people do on their first project. Good job there. One thing that impressed me the most was the swimming pool. Apparently, the author noticed that pools are hard to get out of, so they made stairs on all four corners. You can climb out with ease. I don't see that in a lot of maps, so that was a nice change. Now, for improvements. I'm glad to hear that the author plans a V2, because this map can be so much more. First, I found a few bugs. One of the elevators has a trigger with no wait time, so when you try to make it move, half the time it will go nowhere. That could definitely use fixing. I'd also like to mention something about the doors found throughout the map - instead of making the two halves open separately, you should make use of the "team" key and force them to move in unison. FPS was a slight issue in a few areas, but rest assured, it's fixable. First off, make sure you're using a lot of caulking on the outside of the map. Secondly, instead of using teleporters on your doors, you can learn areaportaling and hinting. That way, the doors that teleport you can actually open into their respective rooms without any FPS drop. Not a bad start at all. I like the looks of it, and I would definitely love to see a V2 of this. Keep going, you're showing some promise! New textures: Yes New sounds: No New music: No New models: No New scripts: No ~Dretzel

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360 downloads

Uploaded:12-24-2008

White Odyssey

white_odyssey.zip | 17.57 MB

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

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72 downloads

Uploaded:11-22-2008

Cirque Du Freak: Cavern of Retribution

cavernofretribution.zip | 210.25 KB

the book the author wanted to recreate, but I don't see much happening here. It's a square room with a square raised platform, and a square pit underneath. There are two doors, but they are only decorations. I remember seeing a topic on the forum about missing spikes in a pit. I will assume this is the same file. Don't give up, because you have the concept down. But you need to cash in on a good idea and persist until it looks great. For this map, I think it should be made into something with a less [edit] square [/edit] environment, a lot of added eye candy and the spikes fixed. New textures: No New sounds: No New music: No New models: No ~Dretzel

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567 downloads

Uploaded:11-01-2008

{HR} Tournament Map

htournament_map_v2.zip | 7.62 MB

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

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153 downloads

Uploaded:09-28-2008

Sith Lodge

sith_lodge_.zip | 274.31 KB

Missing textures, empty rooms, no interactivity. Of those three, it's the lack of interactivity that really gets me. On the plus side, there are a number of big, empty spaces for dueling. And if you "merc" yourself with that mod called Japlus, *shudder* you can have some gun battles here and there. Suggestions: This has every appearance of a first map, so I say practice, and try focusing work on a specific item. Kinda like that elevator I showed you the other day. Really, just sitting down and practicing by making small items for a map helps a lot. When you're ready, start over from scratch, taking into account layout, textures, lighting, and architecture. Since you're new to mapping, don't worry too much about interactivity. After all, if you use Lugormod, interactivity won't be a problem. :P ~Crazy Assassin New Textures: Missing New Sounds: No New Music: No Bot Routing: No Gametypes: FFA

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115 downloads

Uploaded:09-26-2008

Hutfield

hutfield.zip | 8.48 MB

needs a LOT of improvement, even from a cartoonish perspective. So first off, the basics. This is essentially an incredibly warped town @_@ it looks like it might have been even intended for some light role play, but not by much. What YOU the viewer will notice is that the map is horribly ugly. I can't even be gentle or soft on it. The textures he has used, whilst good for a cartoon perspective, have been abused to the point where they lose their value. Okay, I'm gonna get to the part to repair, save, and improve on this map now, since this was in fact your intent. - Diversify your textures: Definitely take your time on the next version. Not every wall, roof, floor, etc. must have the same texture! It was very difficult to locate the doors, which brings me to my next point. - SMALLER DOORS: Whilst Japanese doors are nice, I don't think even they have/had an entire wall that needed to be slid back. Don't forget to learn how to include ambient noises for your door operation! -Skybox, learn to make 'em: This entire "town" was inside a box, as opposed to having an open skybox that you could believe in. Half of the box was covered in a HUGE repetitive cloud texture, and looked very tacky. - NPC placement: Okay, so you had fun with the NPCs; time to put them away! Abstract NPC placement was evident in a couple areas, namely involving the R5's(and one bouncing on the others head o_O) and the haphazard placement of those stupid chiss bartenders XD speaking of the bar, I went to a bar last night, and last I checked, there weren't 5 bartenders behind the bar >_> hint hint. - Weapon placement: Okay, so I have the Ten Commandments of Mapping here *holds up datapad* nope, none of them say you have to include every weapon imaginable in the map! Yes, I know you were experimenting, but this is just for your improvement advice. Don't be afraid to rule out weapons you wouldn't give to your audience. Not every one needs to sport a rocket launcher. I noticed that yes, you had a rancor guarding it, but we can easily outrun it ⌐_⌐. Also, see if you can sport guns at strategic locations versus just in haphazard clumps around the map. - Map Layout: Whether for Role Play, FFA, or, hell, even hang out, you definitely gotta fix this layout -_-. Not every player, contrary to popular belief and evidence, is a force user. Not everyone can force jump their way to the Krusty Burger in the sky. Also, I would definitely work on more decoration once you've diversified your textures. You made a valiant start, but you'll need moar! Oh, and also, modern day towns and cities no longer require to have a fortified wall to defend from hordes of Barbaric tribes or that king you offended by stealing his peasants pigs and kidnapping his daughter even though she said she needed passage to Styx and I had the only boat that could go there... and finally.... - Don't clutter your PK3: You basically guaranteed your files lack of downloadability by unnecessarily jacking up the size. Either that, or I did by calling you out on it XD regardless, your file has a bunch of textured that, whilst you thankfully credited the author for, still take up a huge amount of space, and is also pretty bad form. Y'know, I think this is enough to lay on the platter for now. All that should probably keep you pretty busy as it is. Thus, version 1.1.0 is reviewed. I await your future attempts with glee. Good luck to you =_,= New Textures: Aye New Music: Nay Secrets to Plunder: Nay Bot Support: Nay - Averus Retruthan

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1492 downloads

Uploaded:08-31-2008

Abandoned Academy

abandonedacademyv2.0.zip | 5.67 MB

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

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196 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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86 downloads

Uploaded:08-25-2008

Nave panda

navepanda.rar | 1.19 MB

patches -decent layout -good 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?[/i] 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 ~Crazy Assassin Bot Routing: No Secrets: Yes (only one) Gametype: FFA New Textures: Yes New Shaders: Yes New Sounds: No New Music: No

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2271 downloads

Uploaded:08-08-2008

D-Legion Monolith

dmonolith2.zip | 48.38 MB

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

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272 downloads

Uploaded:07-26-2008

Arena-088

arena088jb.zip | 3.34 MB

mutiliate each other for his enjoyment. It's even more fun if the said arena is an interesting place. This arena is more than interesting; it's... in-in-in-INSANE! This is a very unique map from my experiences with arena maps, and it's quite enjoyable. It's very well put together and allows for plenty of amusing situations, what with all the platforms and rotating structure. I'm also surprised at how good it looks considering the author ONLY used base JA textures. The best way to describe it is as the author put it: [quote] Its a map that is a place that doesn't seem to have any purpose, and it dosn't other than to look cool, and have people kill each other mercilessly. :D Its an octagonal structure that rotates slowly. if you know where to stand yoou can get up to the top of the map. [/quote] Bravo. I had fun cutting Reborns to itty bitty pieces in here with my Mighty Mandalorian Powers. Unfortunately the lack of bot routes meant that killing the Reborns was woefully easy due to their tendency to run in place and try to push through the walls. >_> The map features new music that is fitting for the futuristic-death-match-for-fun theme: Techno! My main suggestions for a next version would be bot routes and possibly some new textures; maybe something sleek and white like Kamino. Kandosii, Jake, for such an original concept and a brilliant execution. ~Laam'inui

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174 downloads

Uploaded:07-26-2008

AoF Joust

aof_joust.zip | 1.78 MB

in the map one thing that bother me a lot was the lighting. There was random dark spots every where, like along the walls the floor would be pure black yet the walls had light on them. That's just one thing that bothers me because it just makes the map looks odd. One thing you might notice right away are all the lights. Not only is there fire spreed around the map, there are "box's" of lava. Well all the box's of lava are actually lights, dunno if its supposed to give the illusion of fire or what, but it looks nice none the less. By the name of the map you might guess it has something to do with Jousting. Well it dose. If you have ever jousted in JA its rather fun, but takes for ever. With this map you can have 2 joust matches going on at once. To start them off you go down a hall way, and come to these odd looking rooms. Just go through the doors, and hit the button then blam a taun tauns appears. Jump on it light up your saber and joust!! One thing i noticed was some of the textures. On one set of what i would call council seats i saw the textures were backwards, and upside down. Reason why i know the logo is upside down is cus ive seen the normal one. And finally has a jouster you hate still alive? Ever wish there was a rancor around to eat him and make you happy. Why settle for a 1 rancor and a wish when you can toss him down in to the rancor pit with 2 rancor's. Well you can, just go find the random door in side of a stair case with noises coming out of it and kick him down the hole. [quote]Non-clan members may NOT use for other modifications or maps Clan members may ask for permission to use for other modifications[/quote] ~T89T Bot Support: nup New Textures: Clan Logos New Sounds: nup

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1213 downloads

Uploaded:07-21-2008

Atlantica - Source Files

atlantica_source.zip | 10.92 MB

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

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1182 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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102 downloads

Uploaded:07-11-2008

Strangest

strangest.zip | 7.64 MB

fancy bells and whistles, super fine detail and zillions of features! But here is exactly one of those maps! X3no here brings us one very incredible looking map, like his previous Stranger and Stranger Lights maps, this map features dazzling use of strong colours, flashing lights, and unique architecture. I will start on the main feature of this map, which is of course, the incredible colour scheme. :D There are only two colours in this map, blue and red (while you do see a bit of purple here and there where they combine) and there is a very limited selection of textures to go along with that. That is of course the whole point of the map! However, that does not show any lack of skill on the part of the author, in fact it shows quite the opposite! Working with such a small palette of textures and coloured lights, X3no has done a fantastic job here in making such a large and interesting map. The contrast between the red and blue is a shock at first, but after a few minutes wandering around the map you begin to appreciate the time and effort that has gone into the precise placing of each of the lights in order to create the desired effect. The author puts it very well in his readme when he says; [quote] The overall purpose of this map is an experimentation in light, and its impact on the map itself. In Strangest, only three textures are used for a majority of the map. I instead defined areas of interest by using contrast between blue and red, which makes an interesting effect to behold.[/quote] As you walk around, you notice that the faces of the walls and other architecture change abruptly from blue to red and vice versa, and all this is done using coloured lights, not coloured textures! Occasionally you will come across an area where the two colours merge into one another creating a nice hue of purple. The architecture in this map has been very carefully designed to make full use of the coloured lights, with many unusual shapes and features. The main area contains some interestingly positioned walkways and unusually shaped pillars. Then down below surrounding the map is an area full of upright pillars, forming a sort of maze, all the while producing interesting effects with the light. As well as that, there are various pits in which there are red lights that flash slowly to counteract the blue lights that surround them. These produce a flash of red that illuminates the blue wall behind them, creating a great looking reddish-purple colour. Of course this is all in the large area at the bottom of the map, you actually start right at the top in a much smaller area. The way down? Jump right through the hole in the middle! A series of teleporters slow your descent, though the bottom one has been broken and looks like it is about to fall out of the air at any minute! You land with quite a thud, though thankfully there is a health pack there to take your health bar back up, a clever little design feature by the author there! ;) He explains this in a most amusing way in his readme; [quote] It's also worth mentioning that the last teleportation ring below the initial spawn was hit by a flying jawa, and is thus... broken. Please take care to use one of the provided medpacks(tm) before continuing in your FFA.[/quote] At each side of the bottom area there is a walkway that extends off ending with a teleporter. This takes you to the duel room, which features a brain-bending array of flashing and strobing blue and red lights! I’m sure it would be most interesting to have a duel in there! Lastly, the music choice for this map is very appropriate, it is a kind of techno-electronic type of music, and I personally quite like it and think it fits perfectly with this map. Now, things to be improved upon…well, I honestly don’t know what to say here. Since this map is more about artistic expression and experimentation, rather than a straight out FFA you cant apply the same rules to it. There are no weapon spawns, and also no bot-routs. They both have a good reason for their absence though, for the weapon spawns…well they would just mess up the look of the map! As for the bot routs, as the author explains in his readme; [quote] I DID NOT include bot routing on purpose, since the initial teleport won't allow me to bring the bots down to the main level.[/quote] All in all an absolutely incredible map here, it defies comparison with any other map due to its sheer uniqueness. This is a rare gem I think, because it concentrates more on the art of the map, rather than the gameplay. The whole map feels like one giant sculpture or art display! :) Good work here X3no! I do hope you continue making more maps, these kind of very artistic maps are a type of map I feel aren’t appreciated as much as they should be by the community! [b]Bot Support:[/b] No [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Music:[/b] Yes [b]Game Types:[/b] FFA ~Nozyspy~ [b]***NOTE*** The author has also included the source .map file for this map in the .zip, but please respect his wishes as explained in the readme; [quote] I give permission for derivatives to be made with the source from this map, but credit must be given to me for the original creation, and I would appreciate it if you emailed me about it! (I just like to know these sort of things)[/quote][/b]

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103 downloads

Uploaded:07-11-2008

NME Clan Teaser Map: Iorn Bar

nme_clan_teaser_map_iorn_bar.zip | 756.15 KB

point, this definitely needs work with atmosphere. Architecturally, it's relatively sound, and pretty decent to look at. Sound, however, is definitely a necessity. Music is a a minimum, but it could use other miscellaneous sounds. The other thing to complete the atmosphere would be a little more detail. I would suggest moving the stools slightly back so you have leg room. The kitchen needs utilities in there, definitely. Finally, this map needs some massively sourced lighting. Import or some sort of lamp or something, so the light doesn't seem spontaneously conjured from air. Overall, a good start. Keep up the good slave work =_= just make sure you enhance the map experience any way you can. Creativity encouraged. New Textures: Nay New Music: Nay Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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464 downloads

Uploaded:06-24-2008

Kadus' Temple

kadus_temple.zip | 9.05 MB

of his previous map, Rin Temple. The map is laid out as, and I presume is intended to be, a clan map. However, fear not, for there are no clan logos, insignia, or anything of the such that I could find, except for a small insignia in what seems to be the Admin chamber. This however appears to be the authors personal insignia, and not related to any clan. All the main features of a good clan map are here. There is a main hall area, for meetings, three duel rooms, each with a different theme (an aquatic one, one on multiple levels, and a plain simple one) a ‘Jedi Archive’ style room and also a large open battleground area. I said at the start that this was a most interesting map, and now I shall explain why. The maps architecture is, as most popular clan maps, based around the Yavin style of architecture. However, its not the pure Yavin style that you find on maps like ‘The Academy’ and others. Instead I would describe it as more of a ‘neo-Yavin’ style. This might not make much sense to some people, so let me explain. :P The maps architecture is very simple, with clean simple lines and good use of textures. It is based on the ‘Yavin’ style, and uses many Yavin textures, however, it is like a more modern style of ‘Yavin’. For example, the architecture is simpler, and so is the texture usage. The effect I feel is very nice. One area that was particularly interesting was the battleground area. There were many unusually shaped blocks placed around the area, which I think looked quite like some art-deco style work of art! :) As with all maps, there are some things I feel could be improved upon. Mainly, I think in some areas the architecture is a little [i]too[/i] simple. This is nothing major, but I feel areas such as the roof of the archives room needs some more detail, its just a bit too plain. Perhaps some extra texturing or architectural detail would look cool here. Another thing is bot routing. Now this isn’t that important for a clan ‘academy’ themed map, since it isn’t meant to be used as an FFA map, it is meant to have human players on it rather than bots. However, I always feel that putting bot routing in any map just adds that little bit extra polish to it. Lastly, and this is only a very minor thing that may very well just be down to my personal taste, is the maps music. It is nice music and is quite relaxing, the kind of thing you usually expect on an academy themed map. However, personally it just didn’t feel quite right with this map. However, that’s just me, so you may disagree! All in all though, a very nice map here. It is a good size and I am sure it will be vary useful to various clans. It is well made, and well textured, and I hope that the author may release another version in the future! :) [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, TFFA ~Nozyspy~

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72 downloads

Uploaded:06-12-2008

etrdesign Academy Station

etr_academystation_v1.zip | 1.25 MB

synapsis. The player is spawned in a large grassy plain area that is quite plain and boring, save for a few bits of foliage. Entering a small plain building, you can enter the pitch black slipgate into a a rather broad space station, with some ships docked here and there. First off, while I was exploring this map, I found myself taking a lot of notes, so I'll just post them here in their raw format, and explain them as necessary. - Missing texture on map object - There seems to be a fish tank of sorts that doesn't seem to have any texture. My suspicions is that it's a JK2 map object, but that changes nothing .-. still need that texture. - Lighting is way off - Some properly sourced lighting was definitely needed in this map. The grassland area looked like an eclipse was going, but there was no other suggestion as to such things. The station could also have used a little more proper lighting in some areas, preferably with some visible sources. - Odd error - I had to ask Kouen on this one, as I had not seen one of these peculiar errors before, or at least not in recorded memory. When either entering the small building on the grassland with the web encrusted doorway, the area would blacken, and two walls would vanish. I couldn't evaluate if it applied anywhere else during that experience, but one could theorize that it's possibly a shader error. - Dull textures - The majority of the space station itself was covered in probably the most boring and blasphemous of textures of metal. A different, possibly smoother metal texture would be nice (the dreadnaught texture would be sufficient.) Whilst I'm on the subject of textures.. - Out of place textures - Texture placement wasn't very uniform in this map. Most notable are the odd yavin brick and misc. stone textures that appear in some wings of the station itself. Another particular oddity was the blue grating texture that appeared in the one corridor containing the academy vessel dock, which contains something I will explain later. - No ambient Noise - Silence is oppressive in JA. None of the doors, consoles, or anything for that matter, made a lick of noise. FIX THAT IMMEDIATELY. - Doors could be set to open as two not one - Most of your doors' textures suggested a two part opening, but you made them open as one big chunk. Not very sexy =_o I know some would pull some questions such as the space walkway one, but I'm sure even then you could compensate for that. - I see a light? O_o - You had a set of quarters linked via teleport in this map. The exit was way too out of place, looking more like a rip in the time space continuum then a warp back. Cut that crap out O_o - Unclipped Console - A few objects above the bar were unclipped. - Airlock/Tube link to acad vessel? - Should you ever make future space docks, remember that humans do not breathe space. It's very toxic to them >_> as such, I would suggest either an airlock, some sort of tube connection, or a combination thereof. Bridge just wouldn't cut it. - Made blue goo liquidy? - I noticed you had some rather sensuous blue liquid lying around...in simple texture form. Nothing worse than stepping on an injuring texture. Work on getting it into a liquid, rather than a solid. - Z-fighting - The bar/acad vessel corridor door had some noticeable z-fighting on the acad vessel side. - Texture combat - A number of incidents in the already tacky yavin area had a lot of texture fighting. - Fill some space O_o - Should you ever make a version two of this map(which I think you should, because it had a lot of potential,) ya really need to cut down on the empty space. Unlike grounded dwellings, space stations are not meant to have huge amounts of space. Gotta keep it big enough to sustain, biologically and financially. My suggestion? Lower the ceilings substantially, cut down the size of some of the rooms(namely those yavin rooms,) and fill what space you have left with necessary map object goodies. Those were the initial notes I took. Now, suggestions for improvement on the overall space station feel. A space station functions as a good resting place. Here are some suggestable areas that could go into the space station. - More landing areas - Mess Hall - Medical bay (for those with injuries) - Holding cells (I thought one of your areas functioned as one but you could make it a little more cell-like.) - Barracks/Quarters - Control areas for landing, life support, and station maintenance. - Maintenance ducts and I'm sure people in the comments could probably think of other areas that could be added. By all means, give some thought to making a version two now that you think you have more experience than you did when making this map. This map was a pretty decent attempt, despite all the errors. I would suggest that all members of the audience give it a look and help mr. author out =_= for those who don't listen to that, BANDWIDTH NOW. New Textures: Nay New Music: Nay Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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177 downloads

Uploaded:06-11-2008

Narshadda Town Wall

narrtownwall.zip | 25.88 MB

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

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685 downloads

Uploaded:06-08-2008

GE-Rift-Clanmap

geriftclanmap.zip | 30.14 MB

of clan maps, now's the time to retreat back to the main page. Yupyup. Before I begin, I'm going to leave a generalised message to game developers. Coding Rule #4: If it doesn't work, don't leave it in. The behaviour of JA's NPCs within the MP module is a joke, a perfect example of what happens when Rule #4 is ignored. Common sense dictates that if it's broken, you don't use it, and you don't leave in half a code module "just because" if you're not going to add the second half. There are two ways Raven should've handled MP NPCs: fix, or remove. That's why I pretty much point and laugh at clans using NPCs as a 'skill test'. Skill ain't a factor, folks, not against NPCs in MP. The code is too borked for them to behave anywhere close to how a human player would, which entirely defeats the point of AI entities. Ahem, onto the map. That aforementioned primal hatred? May be wise to supress it in this case, lest you miss out on a quality map. The architecture combines classic JA elements with unique twists, and on the whole it doesn't stay faithful to the Rift theme, but isn't particularly disruptive to it either. As far as layout goes, we have all the usual suspects. Recreational area, meeting hall, bar, duel rooms (with observation level, naturally), main arena, there's also a trap house lying around (clue - the entrance is an Indy-esque tight squeeze). All the typical clan facilities you'd usually see utilised on any roleplay and/or non-FFA server. Layout overall is nothing too fancy, and the level setup flows and works well enough. The bar itself is a nice work of construction with it's entity usage. I'll refrain from going into detail on the private clan areas, since I get the impression I wasn't supposed to go in there, but suffice to say they continue the standards set out by the rest of the map - exceeding them, in fact. The obligatory office room definitely exceeds the standards, and quite tastefully furnished too if I may say so. First time I've walked into a clan's 'offices' and not felt like I was walking right into page five of the IKEA catalogue. Resources, now this is the good part. Winsend has accomplished the task of constructing a map which deviates from a tried-and-true baseJA theme to something of a hybrid design, basically utilising only base resources. Sure, there's four or five custom textures knocking around in there, but not used in major parts of the map. However, in respect to the textures, I have to note that surface inspector wasn't implemented as much as it should have been. Ambient audio has also been used in place of music (for the most part), which probably does more for the map than any music would have. Just two things. 1) The flame sound doesn't play as you probably intended; I'd take a look at it's settings. 2) Audio entities have a volume setting. While there's feedback to be given and enhancements to be made, I'm not too happy about padding a review with those. 'tis why we have forums. The map is what it is. Something everyone will probably have a use for. By the way, kudos for the Ysalamiri. ~ Kouen [b]Bot Routing:[/b] [b]Custom Textures:[/b] Yes [b]Custom Audio:[/b] Yes [b]Custom Meshes:[/b] No (PS: If you use base assets, you don't need to include them in your pk3 - only custom assets need to be included. Could have easily chopped off a third of the filesize by leaving out unnecessary assets.)

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1853 downloads

Uploaded:05-14-2008

Battlefront Bespin Platforms

battlfront_bespiniii.zip | 29.34 MB

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

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2101 downloads

Uploaded:05-10-2008

Lost Temple

lost_temple.zip | 22.3 MB

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

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137 downloads

Uploaded:05-01-2008

KoH Trials Beta

koh_trials_beta21.zip | 7.6 MB

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

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97 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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195 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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554 downloads

Uploaded:04-04-2008

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

battlfront_bespinv2.zip | 26.56 MB

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

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167 downloads

Uploaded:03-29-2008

Jedi Daycare

jedidaycare_map.rar | 355.1 KB

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

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83 downloads

Uploaded:03-28-2008

Circle Depths

circledepth_v1.zip | 9.25 MB

accurate. Stepping on certain pieces of the floor launches you upward to another level. I noticed that the wall textures had some pretty bad seams in them, but otherwise, everything looked alright. There\'s really not a whole lot more to say about this. Give it a download if you\'re interested.

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7366 downloads

Uploaded:03-23-2008

Requiem Sanctuary

requiem_sanctuary.zip | 27.12 MB

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

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1503 downloads

Uploaded:03-18-2008

RPG Base attack (No NPC\'s)

rpg_baseattack_v1.0_no_npc.zip | 13.27 MB

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

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2867 downloads

Uploaded:03-17-2008

RPG Base attack

rpg_baseattack_v1.0.zip | 13.33 MB

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

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101 downloads

Uploaded:03-12-2008

^Origin-Clanmap

originclanmap.rar | 1.37 MB

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

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180 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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308 downloads

Uploaded:03-02-2008

The Academy Of Tyrany

academy_tyr.zip | 1.75 MB

afford to miss =_,=. Alas, as I entered, I saw that the map was dull and boring. You enter to have three "doors" to choose from. All of which lead--via teleportation, a gaudy way to link rooms in my opinion =_= --to duel rooms. One room leads to a shrine to Marka Ragnos, which is connecting two duel rooms. Other than that, not much to celebrate over. Don't get me wrong, however. The map is neatly done. It would probably look better if there were actual doors, first off. Secondly, the lava in the one duel room could use some livening up. That particular texture just makes it look like crap soup, and deadens the already dreary atmosphere. My suggestion would probably be to fix those, and perhaps play around some more with some more atmospheric building items. Or maybe that's just my dungeonly mood kicking in. Whichever works for you =_,= Oh, and change the music -_- ain't nothin worse than hearing a peaceful academy tune in the middle of a dungeon. New Textures: Nay New Music: Nay Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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217 downloads

Uploaded:03-02-2008

Ruins

ruins_06.zip | 21.48 MB

area with some broken architecture and an angular halfpipe (an aqueduct, maybe?) supported by arches. There\'s also a little hole in a wall, lit by some glowing orbs. In that hole is another hole that drops you down into a subterranean tunnel, also lit by aforementioned orbs. As far as architecture goes, that\'s it. Now for the good, the bad and the undecided. On the plus side, it\'s got great music. This nice, slow track, suitable for the gloomy atmosphere. Which is another plus. On the bad side, it\'s awfully dark. Now, since this is a night map, it should be. But no map should be so dark that one has to bright up their screen to the point where all colors look washed out simply to see where they\'re going. As for the undecided, that\'s the architecture itself. It\'s got promise, lots of it, but needs some corrections. Isla admitted that he\'s gonna make it less random, so I suppose that\'s taken care of. If you\'re a fan of dark and gloomy, you can get your very own copy of it in a matter of minutes. - Jose [b]New textures:[/b] Yup [b]New music:[/b] Aye [b]Bot support:[/b] No [b]Gametypes:[/b] FFA

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301 downloads

Uploaded:02-28-2008

Spacecheese

spacecheese.rar | 236.63 KB

exactly what this is supposed to be, but it seems obvious enough to me that there\'s a brick of cheese, a knife, a coffee mug, and an ashtray with a cigarette in it, all of massive proportions. The rest of the objects I couldn\'t place by name. Some of those thin post-its, maybe? A bottle of green liquor? Speaking of the bottle, don\'t go inside... The brushwork needs a lot of help here, but since the objects are all fairly recognizable I think we can amply claim that the author\'s done something right. With some practice, that crazy mind could be combined with some quality mapping to create something even better/stranger than a block of cheese. The levelshot needs to be properly sized, though, and some music next time would be nice. I can only imagine what would fit... [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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168 downloads

Uploaded:02-23-2008

Hamster_cage

hamster_cage.zip | 9.49 MB

noticed is that the lighting was still pretty wonky. Most of the rooms have no legitimate light source and so the shadowing gets to being really strange in some places. So let\'s get back to the basics. This map consists of many areas, most of which I couldn\'t fathom a purpose for (I\'m talking more like \"what\'s this for?\" when I see a bunch of random cylinders in the room). I guess they must just be the dueling rings the author mentions in his read-me. In any case it\'s a fairly large map and I suspect it would provide for some fairly good gameplay, but aesthetically and stylistically it needs some help. My first grip is that there\'s a high occurrence of z-fighting all over the map. There was even one stretch of the vent system that was two competing textures. Almost amusingly it seemed the two competing texture were the same texture, just slightly off from each other, so it kind of looked like the floor was moving. In any case this proved to be a bit of annoyance, and I already mentioned the lighting. The other big bug I noticed was one of the walls in the vent system seemed to be caulked instead of textured, so it produced the ever-amusing \'void\'. As far as style is concerned, it\'s a very blocky map, as are most beginner maps. It attempts a lot of things that a beginner wouldn\'t, though (breakable brushes, teleports [though they don\'t seem to work], etc) so I have to give the author kudos for that. I\'ve mentioned a lot of bugs here, mostly to help the author out with his next maps, so I hope he\'ll take them to heart and give it his all with his next work. I see promise here, but [i]this[/i] map just seems to have a lot of buggy areas that could bring down the fun factor. [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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418 downloads

Uploaded:02-20-2008

SL_coliseum

sl_coliseum.zip | 1.28 MB

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

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2 downloads

Uploaded:02-14-2008

KoH Trials Beta

koh_trials_beta2.zip | 8.25 MB

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

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185 downloads

Uploaded:02-11-2008

Halcyon Eyght (beta 1) test map

halcyon8.zip | 18.5 MB

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

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453 downloads

Uploaded:02-06-2008

Sun and Sky

sun_and_sky.zip | 1.16 MB

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

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751 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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568 downloads

Uploaded:02-02-2008

Senatu sanctuary

senatu_sanctuary.zip | 15.64 MB

skill and finesse. Simply put, I really don\'t know. But I\'m not here to discuss my opinion on academy maps in general. Instead, I wish to take you through a new academy that can be accessed through this very site. Come, walk with me and I shall show (or, rather, describe and you\'ll imagine) you a very nice complex. Now, the first thing I saw was the hull of the Millenium Falcon located inside a hangar. The hangar itself is nice and roomy and home for the aforementioned ship and two X-wings. The pillars and girders are a nice touch, they gave me a feeling that this place was built in a bit of a hurry (maybe they needed a place to hide out really fast). As I approached the elevator, I noticed the missing texture on the button. No matter, the button itself still works. Once I stepped off the elevator, I found myself in a very well-lit corridor that leads to a small open-air... place. There\'s a statue near the next door, which leads to another corridor. The first thing my ears picked up was the sound of something burning. A lot of something burning. That would be the sound of the stone torchieres in the next room. Now, this place is a hub of sorts. There\'s a bench on one of the grass patches and three doors leading to three different places. I took the left hand door and it led me to a massive room with four statues looming over me ominously (they have a tendency of doing that). A little ways down a staircase is what seems to be an auditorium for the learning jedi/sith warriors. There\'s a button on one of the pillars that raises a platform from the floor. What good that does, I\'ve no idea. But it looked cool, so I have no qualms with it. I went back to the hub and chose, once again, the door to the left. This new corridor first lead me down an elevator and into a huge room with loads of floating platforms. After several tries I managed to reach the top. As the roar of my triumph resonated throughout the cavernous room, I forgot that I was standing on the very edge of the relavitevly steady ground and took a step back. After retracing my steps from the hangar, I made my way to a small arena with a glass platform. The button below said platform created a nice big target on the glass and the button on the platform spawned one of those killer floating droid things. There were also two smaller platforms in the corners that had the missing texture grid all over them. Accross the hallway was another arena. Since there wasn\'t much to see there, I explored the last door left in there and that took me to a lounge-like place that overlooked the two arenas. Going back to the hub, I took the last door left. This last room, with its bright lighting and clean colors gave me a slightly cartoony vibe. As it turned out, it\'s a gallery of a whole lot of people. Brothers and sisters all, the two dozen or so images depict, in my understanding, the various members of the Senatu clan. And that\'s pretty much where my journey stopped. I went back to the auditorium, gave my last words on this map to an empty room (I guess no one likes my classes) and sat down on one of the bean-bag-stools and waited for my arcane magic practicing buddies to come and Gate me away from there. Now, since no one came to my class, I\'ll have to repeat everything I said here. First off, the music in the map is very nice and soothing. The architecture of the map is what you\'d expect from anything Yavin-themed and well done. There\'s little in the way of bugs, all I found was the missing textures, some z-fighting between the first elevator and first floor walls, no flame sounds in the first clearing and some more z-fighting in the lower conres of the hub doorframes. Aside from the textures, nothing one would really notice during gameplay. However, the fact that there are only two spawnpoints, both of which located inside the hangar, make it somewhat unsuitable for an all-out brawl, simply because everyone\'s in the same place when they start and there\'s no reason to go anywhere else. As it is, it\'s more suitable for roleplaying or clan meetings. Speaking of clans, there\'s quite a few clan tags scattered around the map. Nothing disruptive, though. There\'s no bot support, so you\'ll need living warriors if you want to do battle there. All in all, I really like it. As for you, well, if you\'re the kind that likes academies, this one\'s probably for you. If you don\'t find academies to be to your tastes, give it a whirl anyway. Trust me, it\'s cool. - Jose [b]New textures:[/b] Yup [b]New music:[/b] Yup [b]Bot support:[/b] Nay [b]Gametypes:[/b] Team/FFA

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1359 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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479 downloads

Uploaded:12-23-2007

Christmas Night

x_masnight.zip | 39.47 MB

they\'re poor or something. You don\'t get much more than a bed and a light switch in the bedrooms. So it\'s Christmas. It\'s snowing, the Christmas trees are up, and the lights are hung from the outside of the house. These are the Christmas aspects I was able to find, but some of the map\'s errors kind of distracted me from them. The snow falling inside the house was kind of a bummer. Time to call a thatcher. The music doesn\'t work, and the lighting is also pretty flat. There are no sources that I could find, and especially indoors there is no variation to the lighting. It\'s just glaringly bright all over. The architecture is also fairly blocky and while there are genuine attempts to make these houses look natural, they simply don\'t, mainly due to lack of detail. You can\'t try to make a good house then leave out all the furniture! Overall I\'d say as a Christmas map it doesn\'t have enough Christmas in it to make it interesting, and as a regular map it certainly has its sore spots that need some work. I\'d start with the lighting and work your way down, because it\'s really the lighting that\'s killing this map. [b]Bot Support[/b]: No [b]New Models[/b]: Yes [b]New Textures[/b]: Yes [b]New Music[/b]: Non-functional ~Inyri

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1688 downloads

Uploaded:12-12-2007

Eathdor 2

eathdor2.zip | 25.43 MB

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

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175 downloads

Uploaded:12-03-2007

TLS

tls.zip | 8.73 MB

together by wooden boards. There is access to a room on two buildings that are connected by a room with a conveyor belt which through a console you can change the direction on which the conveyor moves. In the middle of this room are two metal plates that close down every now and then and will get you killed if you run at the moment they close. Another of the buildings has an opening on which you fall to your death onto a machine with gears. The other building has a skylight that you can break to gain access to an office. By pressing a button in this office which is on the desk you can collapse the floor in the middle of the office to kill everyone there, it can be used to prank someone. :D The music is not really fitting in my opinion it\'s just loud and noisy, so I just recomend you guys get your winamp or Kill tracker to play a song but if you like metal music then you\'ll probably dig the song. The map comes with bot routes too although I do find the map a bit small for FFA. The only bug I noticed was that some of the lights in the map appear untextured, maybe the author took them directly from another map and forgot to add them to his pk3. Overall, not too bad but not too impressive, although all the things around that you can blow up are a nice addition. [i]Ayane Yamazaki[/i]

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349 downloads

Uploaded:11-29-2007

Crash at the Dunes

catdunes.zip | 5.77 MB

X-Wing has crashed at the dunes sea, just in the place of the ancient tomb under the dunes.[/quote] Okay, the tomb itself is generally okay looking. Granted, it\'s not as big and mysterious as I would have hoped to be, but oh well =_=. While I\'m not an expert in physics--hell, I haven\'t even taken it--I daresay that the X-wing\'s crash is semi-believable in terms of the crash itself. Now whether or not this would break open a subterranean tomb or not, I tend to doubt, given how it\'s positioned. My biggest irritant has to be the desert itself. ALL THE DUNES ARE UNIFORM. Now I know the skybox may have given you that idea, lad, BUT SAND DOES NOT UNIFORMLY MARCH IN COLUMNS. Believe me, it looks superiorly tacky, and does not mimick the gentle grace of a desert at all.. All in all, the majority of the map needs to get tweaked badly before this map could be even remotely tolerable to play on in terms of visuality. However, if this irritates you not, Then BANDWIDTH AWAY! New Textures: Aye New Music: Aye Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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1577 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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349 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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219 downloads

Uploaded:11-03-2007

Colonial war era ship

colonywars.zip | 546.75 KB

This ship, supposed to be in the style of the colonial era, is awfully dull. The ship has two and a half decks. Deck one is the upper deck, where you can run around from pretty much bow to stern (although the masts could end up in your way, stopping your gleeful pace) and leap off the ship. Deck two is the crew quarters and the cannon room. The half a deck is the captain\'s quarters, complete with a bed, a table (with a VERY wrong chart on it) and a pot (I\'ll not say, what it\'s for). And that\'s the gist of it. Fortunately the author admits that this is a test and asks everyone to chip in and help him/her make it better. First off, I must say the ship looks abandoned. It\'s almost as if the crew jumped ship the moment it got out of sight from the shore, cause the whole things seems to be in pristine condition. It needs something to show that it\'s been used, things like barrels for gunpowder, cannonballs, more stuff for the crew quarters and definately some lines to support the masts and sails. The shape of the ship is kinda off as well. Ships generally have curving hulls (due to the planks being steamed and bent into place), but this one has the sharpest corners I\'ve ever seen on a sea-faring vessel. There\'s also the problem that the texture isn\'t flowing right on the outside of the ship. They should be running from front to back, not top to bottom. Oh, and the masts! They\'re too large in diameter and you can see through some of the faces. Not good, I tell you. What more can I say? Search for references to use. There are thousands of photographs of recreated colonial era ships, even something newer or older will work perfectly. Heck, go watch Johnny Depp flail his arms about in a drunken stupor and you\'ll get plenty of references from there. Dozens of people have made 3d models of old ships, great references right there. You need to look for it, get in there and get your hands dirty. You have the time before this actually goes to use (since this is version 0.1), so use it to make it better. Good luck. Wisdom comes with age that can\'t be measured. - Jose

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1296 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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848 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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3 downloads

Uploaded:10-17-2007

Monastery on Yavin

monastery.zip | 8.35 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]

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169 downloads

Uploaded:10-14-2007

Krystal\'s Descent

krystal_descent1.0.zip | 4.14 MB

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

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143 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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156 downloads

Uploaded:10-12-2007

Stranger

stranger.zip | 5.51 MB

on the latter. As I said, this pack contains two very similar maps: one duel map and one FFA map. The FFA map is basically just an expansion of the duel map. The first thing that really came to my mind when I tested these out was that the author figured out how to make brushes move and went over the top playing with the map feature. This map didn't really flow for me, and also gave me a slight headache, what with the blue, red, and pulsing. It's a migrane waiting to happen. Unless you like tricky footing, the gameplay isn't really designed for you (unless you're good at making precise jumps to avoid all the moving platforms). In short, this isn't my slice of pie, but it certainly could be yours. Just be ready for some bold colors and architecture. If you enjoy subtlety, as I do, steer towards other maps.[/quote]I still agree with myself that this map is anything but subtle. The rest of the points I'm ready to ease up on, though. I didn't have a migrane when I finished testing it, so that's a bonus. The map also had a great feeling of cohesi