Jedi Knight III

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22862 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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50631 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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116122 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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25855 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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65822 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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10956 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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44135 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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70330 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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5913 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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6585 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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20204 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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36021 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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4229 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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7196 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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22140 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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9124 downloads

Uploaded:07-11-2005

Carrack Light Class Cruiser

carrackclass2v1.0.zip | 66.98 MB

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

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21994 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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8703 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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6204 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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39147 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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765 downloads

Uploaded:10-24-2006

Factory1201

factory1201.zip | 12.49 MB

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

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14267 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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9261 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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42253 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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45267 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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1555 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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22195 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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10892 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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11283 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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8872 downloads

Uploaded:02-17-2006

()Academy

gjov4.zip | 10.05 MB

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

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11997 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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4311 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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30770 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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47178 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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13895 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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3091 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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409 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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5621 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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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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50437 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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18945 downloads

Uploaded:03-03-2004

Temple of the Dragon (final)

dragon10ja2.zip | 22.55 MB

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

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3610 downloads

Uploaded:12-15-2003

UKM Academy

ukm_academy_v10b.zip | 40.94 MB

than just putting up portraits of your character and your name under it. And the offices - I mean, who actually plays in those rooms? At the very least, the offices should be smaller in size. With that said, I shall now present UKM Academy. :D UK pride is prevalent throughout this map, but especially when you spawn in the front of the temple. Now let\'s take a look at the Training room. In the center of the room are four short, spinning pillars. I assume this is to help you with dodging. There are more pillars of different size all around the room with goal post things where you are supposed to jump through. At the top is a grate floor suspended from the ceiling for dueling. If you take the side door from below, it\'ll transport you to the viewing room, where, correct me if I\'m wrong, there\'s a pic of Darth Vader in a dress. :| Just through another door is a vast library with many books that fill the bookshelves in the huge room. Above is a room with what looks to be Roman Doric columns and a ceiling with a big fingerprint on it. :D There are a few doors here. One will take you to a low ceiling\'ed Council room, another door will lead you to the requisite offices. Two are modest in size and decor, and I assume the biggest one belongs to the leader of the clan. It even includes a bed in wall - with the ugliest quilt known to man. Just below the Library is a large fountain with a lovely plaque. More doors surround the large marblized room. One opens to a very familiar room with many stone pillars and a platform high above. The only real difference between this room and the one that is originally from the very popular Jedi Council map by Griffenclaw, is that some of the pillars circle the platform. Mmkay, when you come across a button that asks you not to press it - don\'t. I always learn these things the hard way. The duel arenas include this big, dark bubble. There\'s no way out, except death. :/ Good luck dueling in that room! There\'s another room that\'s definitely a tourney room. The duelists walk onto the platform, bow, and then the floor drops out from under the platform. If you step off the platform, there\'s nothing under you to save you! There\'s more than enough room to sit and watch the match. Onto my favorite part of this map! The pool & spa! Upon entering, you can watch as people swim in the cool, blue water. Or take the stairs up and take an elevator ride up to one of the three diving boards and join the swimmers below. I really love the greenhouse-like glass that looks out. There are two things that I like about the hockey rink here: the scoreboard and the stands. Those were done really well. :) The rink itself is what you\'d expect. A slippery surface, but not much more. With admin mods out now though, we can sleep a bot and use it as a puck! YAY! Outside in the gardens are a couple of trampolines to bounce around on. And y\'know those big bouncy things you see at parks? They\'re usually rented for kids\' birthdays. There\'s a very colorful one in a corner of the gardens. Also, there\'s a small area for a casual duel. There is one secret in this map - but I\'m not telling you where. :) The author gives you a hint in the readme. It\'s fun, but when I got to the end, I didn\'t really see the point. :/ There was nowhere to go after that. As expected, there\'s no bot support - there usually isn\'t with clan maps. There are many, many new textures, though most of \'em seem to be screenshots of stuff. :/ And for your listening pleasure, it sounds like a track from the movie Krull (composed by James Horner) - the main theme, I think. Overall, this is a good clan map. I averaged 20 FPS in most areas, sometimes a bit higher in some places. Oh, and the filesize is over freakin\' 40MB! There were a few fun things, but really this is nothing new. I\'ve seen this done with so many clan maps, that I was kinda bored of seeing no originality. I\'d mention map names, but you guys should know what I\'m talking about. ;) Good job, Strider - I look forward to your future work. Bot Support: No New Textures: TONS! New Music: Yes Game Types: FFA ~AmosMagee

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3654 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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3820 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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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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4503 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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5580 downloads

Uploaded:08-28-2007

Mos Eisley Backstreets - Day

day_moseisley_bkstreets.zip | 32.06 MB

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

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9534 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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9399 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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24050 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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60989 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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1830 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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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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2850 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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10241 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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1099 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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2900 downloads

Uploaded:11-07-2006

Attack Cruiser V2

acv2tjt.zip | 9.29 MB

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

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10063 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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9062 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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7641 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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1474 downloads

Uploaded:01-14-2006

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

hgc_hangout42.zip | 14.75 MB

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

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12185 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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5055 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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9257 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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6409 downloads

Uploaded:05-08-2005

The Sanctuary

ts.zip | 12.07 MB

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

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15018 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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17701 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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2280 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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6463 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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32681 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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1155 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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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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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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5888 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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2149 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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3187 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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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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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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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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3228 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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10920 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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550 downloads

Uploaded:05-31-2007

Sacred Forest

sacred_forest.zip | 5 MB

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

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2692 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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818 downloads

Uploaded:04-24-2007

Makermod Paradise

makerparav1.zip | 1.78 MB

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

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8070 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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6211 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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2545 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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7746 downloads

Uploaded:01-02-2006

Tantive IV - Rebel Blockade Runner v1

sssid_blockade_runner_v1.zip | 6.48 MB

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

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1790 downloads

Uploaded:10-24-2005

The SPJ Fortress

spjfortress.zip | 16.05 MB

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

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14155 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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7572 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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1773 downloads

Uploaded:07-05-2005

Xar Dynasty Temple

xartemple.zip | 12.86 MB

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

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16040 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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17692 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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9812 downloads

Uploaded:08-19-2004

Academy Castle V1.0

academycastle.zip | 8.16 MB

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

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505 downloads

Uploaded:01-25-2004

Lin Kuei Clan Map

lk_training_grounds.zip | 8.93 MB

plenty of area for spectators to enjoy a duel or an FFA match below on the blue mat marked with the clan\'s tag. It\'s a very balanced room. Take one of the staircases up to a room where you can choose another room to go to. Your choices include a beach, a merc room or the Admin Tower. So I started with the merc room. There were many tall, square pillars that stretched from floor to ceiling in this room. Weapons weren\'t hard to find, but finding an opponent in that room might be. There are several areas to hide and snipe someone from. Though it wasn\'t exactly easy to get around the room. When I tired of that room (which doesn\'t take long when you\'re playing in a merc room alone), I moved on to the beach. I took the elevator up - which seemed odd, since a beach should be like, y\'know, on the ground. But then I saw that I was simply above the water on many platforms. You could have some great duels there, I think. So then I took the elevator down to the beach. Okay, this is supposed to be a beach?? The water didn\'t look great, even though it lapped the edge a bit, it just looked unnatural. And the black ground looks more like asphalt than sand. The one thing that reminded me of a beach were the platforms supports. It kinda had that pier supports look ... only not really. So ... yeah. Then I was off to the Admin Tower. Two statues greeted me at the end of a hallway that just ... didn\'t need to be there. Oh well. Then, like, I saw the sign. Take a look at the screenshot there. Yup. Admin abuse. *rolls eyes* I\'ll try not to let that affect my review. The glass lifts that will take you up onto each new level are a bit tricky. You have to be standing in just the right spot and hit your use key. That got old fast. Not like I\'d have a reason for going up into the admin tower again anyway. The rooms seemed to be nothing more than a place to wallpaper with screenshots and spraypaint names of people in the clan. The only secret area I found was a large room with two thrones. I suppose I didn\'t need to worry about the admin abuse thing tainting my view of this clan and this map. The map alone did that. Really there is one good room in this map - the very first one. The map just goes downhill from there. If there were more secret areas, I didn\'t find them. I really didn\'t have the patience to find them. CORK obviously knows how to make a map - now make a better one. Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA, TFFA ~AmosMagee

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23111 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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9421 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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4594 downloads

Uploaded:09-29-2003

Eternal Lair of Ragnos Disciples

ragnos.zip | 7.25 MB

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

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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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1265 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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1684 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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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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6211 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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3923 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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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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579 downloads

Uploaded:10-01-2007

Dosuun Facility

dosuun_facility.zip | 1.28 MB

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

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2923 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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676 downloads

Uploaded:09-24-2007

Apple Station

applestation.zip | 6.12 MB

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

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976 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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6990 downloads

Uploaded:07-01-2007

Tatooine Nights

tatooine_nights_v2.zip | 42.51 MB

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

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6178 downloads

Uploaded:06-28-2007

The Enclave

the_enclave.zip | 13.84 MB

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

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450 downloads

Uploaded:01-31-2007

Covs/>Sun Temple

covs_sun_temple.zip | 7.28 MB

able to recognize the Yavin jungle style in its architecture and texturing. My major concern with the map was that it was quite dark. This is not due to poor lighting, per se, but I would rather say a lack of good lighting. You know what I mean... it's like when you go to your aunt's house, and her living room is being lit by one lamp over in the corner. Makes it hard to see, yes? You [i]can[/i], but another few lamps would really ease up on the eye strain. In this case, I'd recommend some wall torches or something -- in fact I thought I saw where a torch [i]should[/i] have been, but no flame... I thought it was quite curious, indeed. The overall design of the map I really liked. I'll be the first to admit it was boxy, but to be fair it [i]is[/i] a Yavin temple. How many curvy archy Yavin temples have [i]you[/i] seen? Anyway, I digress. As I was going to mention, it was the little extra details I really liked. The shallow more aesthetic than functional stairs, a few little hidden away areas, random holes in the ceilings or walls (ie. missing bricks), and even just a few trees here and there. All the little things that always make a difference are present in this map. That said, the base architecture could probably use a bit of intrigue. The walls mainly. Not a huge deal, but a little bit of brush or texture variation would probably go a long way to get rid of the "tedious" nature of some of the rooms. A couple other odd bugs here and there include one single instance of z-fighting that I saw. I also noticed in some areas the light seemed to be spewing forth from the bottom of certain walls. Definitely an odd look. Despite these flaws, though, I think this map holds great potential, style-wise, and probably offers some pretty decent gameplay as well, for those of you who enjoy sabers. [b]Bot Support[/b]: No [b]New Models[/b]: No [b]New Textures[/b]: Yes [b]New Music[/b]: No ~Inyri

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1686 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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5297 downloads

Uploaded:09-26-2006

The Quad 1.0

the_quad_1_0.zip | 15.81 MB

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

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2061 downloads

Uploaded:08-29-2006

Dune Sea Tower

dune_sea_tower.zip | 6.11 MB

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

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9708 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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739 downloads

Uploaded:06-23-2006

Sanctuary of the Forest

sotf_jr.zip | 7.51 MB

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

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2126 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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2371 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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8128 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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303 downloads

Uploaded:02-17-2006

SOR Clan Map

sorclanmap.zip | 5.91 MB

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

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9434 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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457 downloads

Uploaded:12-17-2005

Business District

business_district.zip | 742.37 KB

size of the map isn’t too bad, the outside areas are a bit small, but they are still big enough to have a good duel in :) Inside is much bigger, as there are many corridors and hallways. There are also many doors, but unfortunately they don’t open :( If you make a v2, it would be cool to put some offices in there or something :) The texturing is good, there isn’t loads of patterned textures all over the place that hurt your eyes after a while. The texturing is clean and simple. It is however a little bit plain in some places, like the stairways. It could have done with a bit more variety in textures there, and maybe some more decoration on the walls, like maybe some advertisements or something. Or maybe some light textures, as the light in the hallways didn’t seem to be coming from any actual light fitting :/ I did like the lights in the hallways though, the way they are set into the pillar type things and have some reflective glass over the top looks quite cool :) I especially liked the overhead walkways in the outside area as well, they looked very nice architecturally. A few things that could be improved upon; in the main area, the floor has some weird shadows on it, I suspect this has been caused because you used a texture with a phong shader attatched to I, although I might be wrong. A phong texture smooths out the shadows on the object to which it is applied. If the surface to which it is applied has been clipped up into too many pieces, the phong texture can sometimes throw out weird looking shadows :/ Most textures with phong shaders attatched them have _phong on the end of the texture name, so always make sure to look out for ones that don’t have _phong on the end. Unless of course you specifically need a phong shader for something :) Inside, the walls could maybe do with a few pipes or strip lights adding perhaps, just for some extra detailing. But besides that a good map here! So well done to Kessno :) I think this map has really captured the atmosphere of a Buisiness area with maybe some wearhouses nearby. The sorta thing you might see on Corellia perhaps. I hope to see a v2 of this! ;) Bot Support: Yes New Textures: Yes New Sounds: No New Music: No Game Types: FFA, TFFA ~Nozyspy~

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4544 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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1761 downloads

Uploaded:09-15-2005

Lava Hot Death Match 2

lavahot2c.zip | 13.88 MB

that [i]that's[/i] settled... I really liked this map. The music was perfect for it in my opinion, and the ambient noises from the lava really put you in the right mood. It seems like it was a good choice to borrow some of Sith J-Cull's lava textures, because they look wonderful. The texturing is very consistent, and it all looks very nice and doesn't clash with the background. It is subtle enough that it does not take the focus away from the map's main feature - the lava. The lighting in the map is dim, but bright enough so that you don't have to strain to see. There are no visible light sources other than the lava, but the light entity placement doesn't seem to suggest there should be. I did find one problem with a couple brushes, which you'll see in the screenshot I included. There's a visible line between two brushes in a couple of the lava falls in one section of the map. Not only this, but they are solid, so should you try to jump through them (I don't know why you would :p) they will act as solid brushes. Not a big deal, as you shouldn't be jumping through lava anyway! Those brushes do look like they could be merged, though. Maybe they can't, though. I can't speculate strongly on item placement, as it's not my forte, but things seemed to be placed in logcal areas. For example, the thermal detonators are near the trip mines. You'll have to look more into that for yourself. We are blessed with bot support as well. Just remember that the author suggests you play this map with Force enabled, else you'll have an "interesting" time maneuvering the many traps and pitfalls with this map. And do keep in mind that unless you're an expert rock hopper, you will die. So have fun with it ;) New Textures: Yes New Sounds: Yes Bot Support: Yes ~Inyri

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7943 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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3059 downloads

Uploaded:09-03-2005

Ghost in the Shell - Tokyo

tokyo.zip | 14.11 MB

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

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9534 downloads

Uploaded:07-14-2005

Order of the Expendable Jedi Knights Temple

ex_jedi_temple.zip | 25.68 MB

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

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549 downloads

Uploaded:07-09-2005

Jedi Pyramid

rpg_jedipyramid.zip | 26.65 MB

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

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5506 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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627 downloads

Uploaded:02-01-2005

Philosophical Illusions Clan Map

piclanmap.zip | 10.1 MB

It seems this map is a bit of a Frankenstein. Rooms pieced and held loosely together with bits of string. Each area on its own is just fine. But when you put these rooms together, it just seems unbalanced and not planned at all. Mostly it\'s a training map with NPCs to fight and some areas for dueling and FFAing. The lighting isn\'t exactly terrible, but it does leave something to be desired. More than anything, these rooms bore me. The entertaining area was the one with the NPCs. *shrug* Maybe the next map released will be more promising. Bot Support: No New Textures: Yes New Music: No Game Types: FFA ~AmosMagee

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9526 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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2612 downloads

Uploaded:01-16-2005

Corellian Water Treatment Plant

cwtp.zip | 1.46 MB

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

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15932 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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10413 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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8585 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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20458 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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6407 downloads

Uploaded:04-09-2004

DKS Forest (v1.1)

dksforest1.zip | 9.09 MB

bridges, the dark sky, the rain, the mass amounts of foliage and the music. *sigh* This map is so peaceful. I\'m quite familiar with Wraith\'s work and it surprised me that this was made by him. I\'m used to all of his really, really, really shiny stuff. DKS Forest is a lovely map with many areas for dueling and FFAing. There are pools of water surrounded by rocks and trees and open grassy areas, and rain everywhere. You can\'t exactly jump from each area to the next, so there are portals you can find in some places. I really like the stone textures used on and around the portals. And the grass coming up through the stones is a nice detail. There\'s a waterfall in one area, but you can\'t really get to it. It\'s just there as a nice little effect ... ambience, y\'know? Thankfully, there are some points of interest for duels. An area with statues and a fallen tree, a platform that isn\'t exactly ruins, but kinda is. Does that make sense? I only wish there were more ruins in other places. The grassy fields are nice, but it gets to be a bit too repetitive after a while. Okay, yay for good FPS! With many of Wraith\'s maps, I get horrible FPS, but not on this map! The only error I noticed was something about weather zones. Maybe that has something to do with the fact that it was raining under a rock. The other thing this map needs is more ambient sounds. Like, animals or wind or both or something, y\'know? Even without those added things, this is a great map. No, I take that back. This is a spiffimatic map. New word brought to you by LordWraith himself. Though I\'ve adopted that new word and it is now and forever will be ... my word. And here\'s an exact definition of that word from Wraith: Quote: -------------------------------------------------------------------------------- Spiffimatic = having the qualities of spiffiness, or so spiffy that spiffiness is automatically a trait. ie: SAY! that cheese burger was spiffimatic, or MY GOODNESS that map pwns so much it was spiffimatic! -------------------------------------------------------------------------------- So yeah, spiffimatic map, Wraith. [/quote] So sometimes mappers aren\'t satisfied with maps that are already great. Or, maybe I had something to do with this second version because of my comments to Wraith. I didn\'t mention it in the review because it didn\'t seem relevant. But I didn\'t feel there were enough points of interest in the map. It\'s a beautiful map, but it didn\'t have enough going on in the first version. Wraith has added some more \"points of interest\" to this map. Nothing was taken away. In fact, it still rains under the rocks. ;) But that\'s okay. It\'s still a spiffimatic map! :D Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA, TFFA ~AmosMagee

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18347 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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2150 downloads

Uploaded:02-03-2004

Universal Training

universal_training.zip | 5.29 MB

large bridge set over a lovely river. The water looks great, but it doesn\'t act like water. When you step into it, it\'s more like stepping into fog, or nothing at all. No splashing. :( But the animation looks wonderful and the sounds of the water rushing by are great. Most of the weapons available can be retrieved on the bridge. And then off in the distance are two dueling arenas. They\'re not enclosed, but they are surrounded by pillars that give it a fenced off feel to it. It\'s kind of a small map for FFA, but with the two seperate dueling areas, one large and one small, the bridge and the other areas around ... it just might work for my server. :D My issues with this map have more to do with the skybox, music and ambient sounds. Okay, so the map is set outdoors at night, but the ambient sounds you hear (birds chirping and whatnot) just have a daytime feel to \'em, y\'know? Then there\'s the music. It just doesn\'t fit with the theme of the map. I expected something more calm, serene, soft rather than what Sith-J-Cull included. Not that it makes much of a difference to me, anyway. The only music I listen to on a map is the TMBJ clan map. :P Oh, I also didn\'t like the lights added around the dueling arenas. They just seemed too ... I dunno ... industrial, maybe ... for an outdoor area like this. Good news! There is bot support and this map also supports the duel game type. Overall, I really like this map and the FPS was good (oh yeah, I kinda upgraded ... so I\'m not sure I\'ll be saying that a map has bad FPS anymore ... YAY!). So, good job, James. :) Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, Duel ~AmosMagee

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26247 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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5500 downloads

Uploaded:10-18-2003

<|FeaR|> Outpost

ffa_fear_outpost.zip | 6.21 MB

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

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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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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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359 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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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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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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1836 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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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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153 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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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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3268 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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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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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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2811 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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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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628 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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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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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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877 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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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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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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341 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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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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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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2777 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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1600 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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2383 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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1108 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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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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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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435 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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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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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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3365 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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956 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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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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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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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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1697 downloads

Uploaded:09-01-2007

Eathdor

rpg_eathdor.zip | 22.92 MB

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

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617 downloads

Uploaded:07-23-2007

boonville

boonville1.zip | 7.46 MB

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

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4717 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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2128 downloads

Uploaded:06-07-2007

Space Bound Sanctuary

spaceboundsanctuary.zip | 16.13 MB

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

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854 downloads

Uploaded:05-20-2007

Jedi's School

jedis_school_v1.zip | 751.45 KB

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

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3607 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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294 downloads

Uploaded:02-20-2007

-=TLMC=- Duel

tlmcduelv2.zip | 2.11 MB

in a completely different style, being set inside rather than outside. What I found most interesting about this map is that, despite it\'s name, it\'s not even available in duel mode. Odd, eh? Anyway, on to the details. This map has a specific style, which I don\'t think the door texture particularly matches, but in any case it\'s pretty consistent, minus the random outdoor Yavin-themed room. In the main room, however, the walls are a rosy pink color, decorated with a few columns. There are four rooms in total in this map, each moderately large and mainly empty. Once again, the exception here is the outdoor Yavin-ish room, with sports a couple of plants. No bot support has been included, and also no music, which is a shame. Personally I think a little bit more extra detail to spruce this map up visually would really add a new dimension to it, as right now it\'s just kind of... dull. [b]Bot Suppor[/b]: No [b]New Textures[/b]: Yes [b]New Models[/b]: No [b]New Music[/b]: No ~Inyri

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1108 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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397 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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2691 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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2147 downloads

Uploaded:12-20-2006

Taspir Power Complex, Version 2

taspir_power_complex_v2.zip | 21.78 MB

versions, I’m just going to tell you about some of the changes. Firstly, the lighting has been redone, there are a lot areas where FPS was an issue…I can only think of one or two times when I got around 20 FPS, and that was when I was moving really fast. Anyways, secrets have been added, and tweaked. Oh, the outside of the map has also been dramatically expanded, the elevators are now actually elevators instead of teleporters (or am I thinking of the wrong map? I have no clue.) Anyways, the outside mountainous area is much bigger, and as for the secrets, I got a tour. So anyways, one of the secret areas in this map is an area that basically lets you control the entire map. One of it’s functions is that it can map Taspir ‘erupt’ and flood the entire lower area of the map with lava. Scary, no? There are certainly more secret areas in the map, and I won’t tell you about them. Ooh! I almost forgot! A dueling area next to the power complex has been added! Basically a lot has been added and fixed, and you should download the map itself and try it out. Bot Support: Yes New Sounds: Yes New Music: Yes New Models: No Gametypes: FFA ~Zach

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1370 downloads

Uploaded:12-09-2006

Christmas At City 6B

xmas_city6b.zip | 5.53 MB

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

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2502 downloads

Uploaded:11-16-2006

New Tatooine "Oasis in the Desert"

v2_new_tattoine_oasis.zip | 11.12 MB

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

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191 downloads

Uploaded:11-13-2006

TrueMandolorian Clan Map FFA

truemandolorianclanmap.zip | 6.02 MB

TrueMandalorian, which is a clan, is actually spelled right by everyone else. The map itself is one of those bright icky maps with bad lighting that\'s great for clan stuff because it has a lot in it. Throne rooms, duel areas, bedrooms, you name it... except a bar, unless I missed it. This is the first map of this type without a bar, that I\'ve seen. Odd, in kind of a refreshing way. What do a bunch of kids need a bar for anyway? ;) As I mentioned previously, the lighting in this map is pretty bad. I didn\'t see a single light entity that had a source, and not even any sources without a light entity. It is apparently magical lighting that lights the TrueMandalorian headquarters. In any case, the map itself also had several errors. Firstly there was a wall that kept disappearing and reappearing, and my map expertise isn\'t great enough that I know what causes that, so I\'m sure some of you do. There was also at least one area where I could see the void, and several examples of z-fighting. There were also several areas where you could see over the walls into the skybox. In fact one room had a glass floor such that you could see the bottoms of some of the other rooms. A bit tacky, if you ask me. A couple other more negligible \"bugs\": no custom music, which is really a bummer for a map like this. In fact there doesn\'t seem to be any music at all. In addition the botroutes, while included, seem to be a little silly, as the bots always spawn in exactly the same place, according to my testing. I watched the bots for about 5-10 minutes, and with three bots they never managed to get outside a 10x10 radius, making for some pretty boring entertainment on my part. However with a map like this, I wouldn\'t even expect it to be used for bot matches. This is really more of a clan get-together map, and for this purpose it should function exceptionally well. Still, some fitting music would definitely be a plus... but then again with all these new-fangled music player tracker thingamabobs, I suppose you don\'t really need map music. I guess I\'m just old fashioned. :p [b]Bot Support[/b]: Yes [b]New Textures[/b]: Yes [b]New Models[/b]: No [b]New Music[/b]: No ~Inyri

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305 downloads

Uploaded:10-24-2006

Halloween Frost

frostyyyyv2.zip | 5.14 MB

square arena with a pit. The pit contains a rod of magma ( o_0 ) and a rancor. Lightning will strike in the pit occasionally dealing fatal damage if it connects with a player. Oh, and there's a rancor. This map has all the hallmarks of a typical first map, and I assume it is, so I'm really not going to judge it as I'd judge something from an experienced mapper. I'm merely going to suggest that the author moves on and works on something higher up the food chain. As a starter map, well, I've seen worse and I've seen better. At least FuL*CruM has a good mind of what he does wrong, and how to fix it for an update. I see that you have some potential, FuL*CruM, so push forward, challenge yourself, see how far you can push your abilities. ~ Kouen (Tip: As awesomely sexy as Matt Uelman's work for the Diablo II soundtrack is, it sadly doesn't work for games centered around action.) [b]Bot Support:[/b] No [b]Custom Music:[/b] Yes [b]Custom Textures:[/b] No [b]Custom Models:[/b] No [b]Gametypes:[/b] Free-For-All Team Free-For-All Duel Powerduel

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2240 downloads

Uploaded:08-29-2006

Attack Cruiser

attack_cruiser.zip | 10.98 MB

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

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3877 downloads

Uploaded:08-29-2006

FFA Bespin

adnan_sahin_fix_ffa_bespin.zip | 3.22 MB

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

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848 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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2142 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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767 downloads

Uploaded:07-11-2006

Peninsula District Prison

prison_if.zip | 9.1 MB

aside.... What we\'ve got here, is quite an accurate representation of the Peninsula District Prison area from Neverwinter Nights. It may not look like much at all, and it does have the traits of a typical first map (although it\'s \"technically\" not), but this really is what the area looked like in NWN (aside from the Korriban textures, but that\'s a technicality). First thing you\'ll notice is that the lighting is almost completely uniform. While I would usually list that as a bad point, I\'m listing it as neutral here. The bad side, is that it detracts from the aesthetic quality of the map. The good side, is that it\'s accurate to it\'s source - and this is a replica, after all. So, while it may be a bad thing, it\'s justified. Second thing that may be obvious, is the repetitive textures. You\'ll hardly notice in-game, as the lighting will cover it up to a degree, and the textures used don\'t tile in the most horrible fashion. Textures are from the Korriban set, as previously mentioned, so this is one point of inaccuracy. Regardless, this style actually works more in the map\'s favor than the NWN interior design. OK, with those out of the way, let\'s look at the architecture. The layout is simple, yet good for gun battles. Plenty of places to duck and take cover, good space to dodge shots but not enough to make dodging too easy. Explosives and splash damage weapons are not recommended if you do hold a gun battle in here, as they\'d spoil that factor. The general layout is almost perfectly accurate to NWN, as stated before, so no worries there. In the ways of design, the whole level has a romanesque feel to it which wasn\'t entirely present in the original. This is reflected in the columns and the winding passageways, as well as the style of doorframes used throughout. Maybe it\'s just a consequence of the level\'s 3D appearance, who can say. When passing the cells, you\'ll no doubt notice the classical, almost cliché D&D style to them - well, they don\'t feature in the map\'s gameplay, so that\'s OK. The simple layout of the cells, coupled with the design of the grilles covering them, adds to the atmosphere. The music increases that atmosphere further. In a game where you\'re not sure of your opponent\'s location at all, the design aspects, combined with ambience, makes for tense cat-and-mouse gameplay. Right, done with the aesthetics. Now, onto the technical side. Thankfully, there are very few technical issues due to Kessno\'s thorough beta testing. Most of these are just minor improvements. Scripted doors. Dungeons & Dragons doors don\'t slide straight into the wall like a DS into your pocket. It is possible to create rotating doors via script, and not that difficult at all. On the subject of the doors, they sometimes interfere with the camera in various ways when passing through them, even when they\'re fully opened. Some texture misalignments are in there, which aren\'t very noticable but present all the same. Bot routing has been done, but the bots have a tendency to act like complete tools - but then again, this section is for flaws with the map, not the game\'s default AI. :p For the NWN fans out there, or just those looking for something a bit different, this is a good map to try out. Sure, it\'s nothing particularly impressive, and it\'s certainly not your average JK map, for sure, but there\'s still a degree of fun to be had, and this really is something different. Who knows, maybe Inyri The Mapper will strike again, or maybe not. Either way, it\'s almost certain that JKFiles hasn\'t seen the last of Neverwinter Nights.... ~ Kouen [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Models:[/b] Yes [b]Custom Music:[/b] Yes [b]Gametypes:[/b] Free For All [b]Other Files of Interest:[/b] Just a few orther files which work well with this to complete the AD&D experience. ;) [url=\"http://jediknight2.filefront.com/file/Inyris_Melee_Pack;60612\"]Inyri\'s Melee Pack[/url] [url=\"http://jediknight2.filefront.com/file/Kobold;57109\"]Kobold[/url] [url=\"http://jediknight2.filefront.com/file/Osiris_blades_V2;65038\"]Osiris Blades V2[/url]

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742 downloads

Uploaded:06-05-2006

Velocity Racing Facility

velocityracingfacility.zip | 1.23 MB

go into a hallway. Yay for hallways. Not much in the hallway. Moving on. Okay, now we're at the swoop track. On the left side, you get two buttons, one spawns the swoops, the other one lowers the gate so that you can start the race. There was barely any lighting on the track itself, so it was dark. But given the atmosphere of the map, darkness suits it. I think it could have used more light, but that's me. While the track was build nicely, it was very simple. It was just a loop. But not just any loop, it's a square loop! And it's very cramped. We certainly could use a bigger track, if not a more intricate one. after all, what good is a square track with just enough space for four swoops? We need hazards, ones controlled by the people not racing. So, basically, expand the map. More options, maybe even make several tracks on the map. Oh, there were a couple of missing textures as well. Anyways, if you like it, download it. New Music: No New Models: No New Textures: Yes Bot Support: No ~Zach

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2469 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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2694 downloads

Uploaded:04-22-2006

Jumpspace

jumpspace.zip | 2.34 MB

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

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3381 downloads

Uploaded:04-15-2006

New FFA Bespin

ffa_new_bespin.zip | 1.9 MB

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

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1712 downloads

Uploaded:04-08-2006

Taspir Power Complex

taspir_power_complex.zip | 8.69 MB

accessible, and added a power complex! While the main part of the map hasn't been modified that much, it is noticable. It's darker than the original Taspir map, which I think is a downer. One thing that has been added that decreased confusion for me was that the authors color coded the buildings. The authors have also added a sense of realism to the map. In the old version, you could get righ up to the lava and take no damage. Not so here. If you get close to the lava, you slowly take damage. Kudos for the realism! All the previously unreachable areas of the map are now reachable, and there have been dueling areas added at the top of every building, except for one, but then it has a rather interesting tower. :) The authors have also added a lava spout at the bottom of the map. (Which is nice seeing as there's a power plant, although it would have looked a bit more realistic if there were more spouts, or if there was a small lava fall.) And as a side note, in the default taspir there is a lava ''glitch'' where you can spawn a rancor in the lava and go ''lava diving''. Not so in this version. Now on to the power complex. You enter through a door that was previously blocked, and you go into a large corridor. Along the corridor there's a long window that shows the complex itself. The area itself is pretty big, but is occupied with power generators and walkways. The dynamo (That's what I think it is) has five pillars, and four of them are glowing with electricty. But don't touch! It's deadly! ;p The authors also put in a ''control room'', which has a protocol droid in it, as well as a tube with lightning in it, covered by panels. A nice touch. You can lock the door top the control room as well as put a force field around the upper half of the dynamo. there is also a control panel on the upper level of the dynamo with which to close off the area. The author did mention a few bugs in the map. The first one is that it can be VERY clippy. But the author included a document in the file that gives suggestions about how to fix it. The second on that he mentioned that sound sometimes leaks from the processing plant tubines, but this is seemingly erratic and doesn't happen all the time, but it is annoying. The author plans on fixing it in his next version. I think that this map would also be good for RPG's because of the added power complex, but that's just me. This map does has a few secrets in it, and I didn't have that much luck in finding them. So if you want a break from the regular version of Taspir, or if this interests you, then give this a download! New Music: Yes New Textures: Yes Bot Support: Yes ~Zach

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3316 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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2602 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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974 downloads

Uploaded:02-25-2006

The Imperial Space Station

the_imperial_space_station.zip | 5.16 MB

played. My memory does let me down from time to time though ;) Well...maybe I'll take this issue up with the author at a later time, but now, the review. It's a spaceship, so it makes sense that it's in space. What doesn't make sense though, is why the imperials would have lava pits, reborns (locked-up, not free) pictures of C-3P0 on their walls, various traps, a council room and a big button that says "Do Not press - you have been warned!" Naturally, I pressed that button, and obviously it ended up in my death, but seriously...you have to stretch your limits of belief if you truly want to believe this is an imperial space ship as you have seen in the films. This reminds me of a clan map, but set in a spacestation as opposed to a boring council-typed building. The theme I guess is a welcome change, but not the general ideology within it's construction. The general standard of the architecture wasn't bad, it just lacked creativity, and there were a great many aesthetic problems - for example why the ship looks like a giant block from outside, and why the stairwells had stairs on the roofs, as well as the floor. However the issue I took up the most with was the general lighting. It's just so darn bland. There are light sources yes, but.... the light they emit looks so plain and monotonic that it really degrades the overall appearance of the map, and surely in the bedrooms, when you turn the lights off, the texture on the ceiling should switch to an off position also? Oh yeah, while I'm talking about bedrooms.... you can get trapped in them, due to the way the doors are engineered. First a forcefield comes down, then a metal door. These two aren't in sync, so you can end up being trapped because one opens but the other closes. Some other doors also opened too quickly to get through, but they did all have sounds :) Oh, and missing out the -vis stage in a compile is [b]NEVER[/b] a good idea. The framerate is alright when looking at eye level, but look up or down and it plummets to about 20. And furthermore there is no bot support. New Textures: Yes New Sounds: Yes Bot Support: No ~Szico VII~

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1106 downloads

Uploaded:02-04-2006

Ancient Trials

ancienttrials.zip | 2.59 MB

factor. Technically, it's a different story. I did have fun on this map, even on my own - and that's not something which happens to me often. The whole map, as per the name 'trials,' is filled with traps, jumps, and a very cool maze. I say maze, but it's really more like a labyrinth as I only found one path to the middle - you just have to run a fair bit to get there ;) Of course, I still believe it's unfair when I fall into a trap which you can't avoid; e.g. just suddenly dying as you run down a corridor, which was marked 'End'. So don't go down that corridor ;) Technically however, the map does show far too well the timeframe in which it was built. Architecture is blocky, and the textures endlessly repeat in practically every room, there's very little detailing of features or curves and there was a missing texture in one of the duelling rooms. The way the architecture was engineered and used to create the trials was good, but aesthetically, it is [b]not[/b] good. :( I especially wanted to smash up that overused duel room which has a closing glass shield around it. I swear, If I see that in another map I'll scream, and you wouldn't want that. ;) It's also quite buggy in a few rooms. The most prominent bugs you'll find are in the camera 'hub' room. Basically, it's a load of cameras looking at different areas of the map... but it's gone wrong. You can see into the void from half of them, as well as see random lights in the middle of the sky....well, it's just weird. Oh, and some of the images are upside down as well. The lighting was also very, very boring. Some corridors were not lit at all, only by a discreet ambient light, and everything else was lit by torches, which were vastly overused. At least I didn't find any lighting without a source. I have to say, I was fairly put-out by this map - simply because it could have been so much more. I can't ever recommend a 2-day build for a map, and this map shows it. By the way, the author didn't need to include the system_new textures in his pk3, they're just taking up space and aren't doing anything. New Textures: Yes New Sounds: No Bot Support: No ~Szico VII~

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2184 downloads

Uploaded:02-01-2006

Council Mygeeto

councilmygeeto.zip | 3.58 MB

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

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314 downloads

Uploaded:01-18-2006

Bespin Oasis

bespin_oasis.zip | 623.32 KB

beginning room, there were approximately four lights, but no sources for any of them, and they were still not strong enough to illuminate most of the room. Another big problem was that if you jumped high enough in a given room, you could see over the walls to see the outsides of the other rooms. There were also some "holes" in the map, especially around doorways. The design of the map itself also betrays its author's skill. Each room is very boxy, and some of the areas are even kind of ugly, such as the "glass" walkway in the water-filled room. However it does have some features that show the author was actively learning during the process, such as a breakable glass section, and functional botrouting. So it's a good start. The author just needs to work more on his technique and style, and make some more original architecture. Another thing to work on would be to make the map more functional. Currently, I don't see this map being large enough or the right shape for a decent free for all. New Textures: No New Models: No New Music: No Bot Support: Yes ~Inyri

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3756 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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2133 downloads

Uploaded:12-15-2005

Coruscant Heights

coruscant_heights.zip | 19.27 MB

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

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3980 downloads

Uploaded:12-13-2005

Sith-J Christmas Map FFA

sithjchristmas.zip | 18.75 MB

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

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7136 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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369 downloads

Uploaded:12-10-2005

Usurped Academy

usurped_acad.zip | 3.6 MB

the review I mention that; [quote] Falgard tells me that he is working on an FFA version of this map, and so far it looks pretty good, so I will look forward to playing that map! [/quote] Well, here is that FFA map! Now, the first thing that I must say I really like about this map is the concept. Afterall we have all seen Sith Academies and Jedi Academies. But have you ever seen a Sith Academy built ONTOP of a Jedi Sanctuary! I find that idea very clever and unique ;) Now, lets start off with the Sith Academy part of the map. This level pretty much follows the typical style and layout of a Sith Academy. As with all academies there are plenty of duel rooms, meeting rooms, and a bot training room where you can spawn various bots for saber training using one of the four buttons. And as with any good Sith Academy, there’s lots of stone and deep red lighting. However the red lighting in this map comes from big red strip-lights, instead of the normal fire stands that seem to provide the lighting for other Sith Academies. Personally I find this way of lighting more easy on the eye (although the red is perhaps a little too bright) – there’s not lots of moving flames to distract you (or burn you!) when your dueling. It also frees up more floor space because there aren’t loads of fire stands cluttering it up! I also think that the combination for the red strip-light texture and the stone wall texture used is a nice mix. The architecture of the map – the shape and placement of pillars and light textures and other decoration – is also pleasing to the eye. Things that could be improved upon on the Sith Academy Level: Hmmm I don’t know really. Overall it is well done, clean and simple. I don’t think there were any bugs really. The problem with the circular lights in the square holes on the ceiling that I mentioned in my review of the duel version of this map has been pretty much fixed. Perhaps the only thing that bugged me a bit, was that in one duel room, the lava used was bright and glowy and it moved. If you look in the corridors there are a few stands filled with lava, with some Sith statues on top. However the lava in there is not the same as the lava in the duel room – its really dark and doesn’t move. I suppose its just a different shader that was used. However it doesn’t look too bad, its not something that caught my eye straight away :) Now onto the underlevel; the Jedi Sanctuary. Like I said the idea of having a Sith Academy built ontop of an ancient Jedi Sanctuary is quite unique and pretty cool. The way you actually get down into the Jedi level is pretty cool too. As you explore the Sith level, you will come across a crack in the wall, go through this and then jump down the shaft and you will find yourself at the entrance of the Jedi Sanctuary level. Its easier to go down the shaft than get back up I can tell you! The way the big pipes in the shaft are positioned so you can jump back up is cool though :) Just like the Sith level, the Jedi level also has an Academy layout, although it is quite a bit smaller than the Sith level. There is a council type room and what appears to be a Jedi library, and a cool little room which appears to be a teaching or meditation room, with some grass and trees in it! The first thing you see however when you come through the entrance is some Jedi catacombs. Which I think is an interesting feature for a map! As far as architecture goes, it is very nice, and it is in keeping with the setting. The lighting is also nice. A soft cold blue, just like the Rift MP and SP maps. The use of the circular light decals and the white flares looks very good. It adds some nice detailing to the map and looks great! Oh and watch out for the miniature garden (with miniature trees) inside a glass case in the Jedi level, I noticed that as soon as I walked in the room, as its something quite unusual and cool ;) Things that could be improved upon in the Jedi Sanctuary level; well, as with the Sith level above it, not much really. It is well made, well lighted and textured, and very few bugs. Some of the things I could think of that could be improved upon would be maybe adding a bit more detail to some of the rooms as one or two are a bit simple (that’s not really a bad thing though when your dueling!). Also because you have to press the use button on the doors to open them, it would be good if you could put a delay on the doors so they don’t quickly open and close if you hold the use key down too long. All in all though a good map here! This should suit a wide range of uses, whether you are in a clan or just like exploring :) I look forward to seeing what this author brings out in the future :) Bot Support: No New Textures: Yes New Sounds: No New Music: No Game Types: FFA, TFFA ~Nozyspy~

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319 downloads

Uploaded:12-03-2005

The Battlefield

the_battlefield_v1.zip | 319.15 KB

map. ;) The lighting is all one shade, and for a moment I didn't think the author had used the light compile for his map (which basically makes everything white-lit) However, there was [b]one shadow[/b] and.. uh. yea, thats all there was. And there's a really bad bug in the floor as well. There is an effect in JK3 known as H.O.M (Hall of Mirrors) and this is where you see the 'void' - it looks like your screen is spazzing out as the engine traws huge trails of what you've just been looking at. Take a look at the last screenshot to see what I mean. A similar bug also occurs in the outside area - except here every now and again the floor disappears, and you can see the sky through the hole. Not very aesthetic really is it? The architecure was very plain and flat, and although the clipping of models was done correctly, the wrong shader was applied. You want the physics_clip, not just clip. Clip stops the player from going through it, but still lets bullets through. Consequently, you can shoot [b]through[/b] any model in this map, such as the Shuttle. The doors also need a 'wait' key to stop them closing and opening really rapidly when you try and open them, plus you need a soundset, as they shouldn't be silent, it's just wrong. ;) The terrain is flat, and for some reason, you can't get to C-3P0 to chop his head off :( That probably annoyed me more than anything else on this map IF I'm being brutally honest :) I reckon the author shouldn't give up - most people's first map are a shambles, but many of them become much better with time and practise, and I'm sure you could too. :D New Textures: No New Sounds: No Bot Support: No ~Szico VII~

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348 downloads

Uploaded:11-12-2005

Destructive Forc3 Arena

dfarena.zip | 9.5 MB

control the players - and you also uphold the fatal 'No Laming' rule... something you can probably tell I am not a supporter of - but did you really have to put a giant sign in the level about it?! I guess whilst this map, is structurally good, its just not insipring, and the ambiance kinda makes me want to cringe. Super-coloured floors and duel arenas? It's almost as bad as that bouncy castle in the Matrix reloaded map! ;) I guess the lighting was okay (No sources though), but it was very generic - most of the difference in tones was down to the textures, which were sometimes okay, and sometimes out of place. A great deal of the floor textures didn't match up with the walls, and the skybox was an inapproapriate choice, considering you can see the bottom of it, which is just a plain yellowy square.. so yeah... moving on. :( I have to hand it to the author(s) though, the map does have a fair amount of interactivity - it's just that the interactivity isnt that varied or insipred. Lots of special duel areas with NPC's to spawn, and buttons which cage you in so you can duel in peace.. but to be honest, isn't that precisely what the duel function is JK3 is for? Lots of falling floors though - but when the original floor starts to move down, it looks very odd when it slides slowly [b]through[/b] the bottom which is already there, and disappears through a solid floor. Additionally, the amount of teleporting I had to do to get around was ridicuous, and confusing. Why not have all the areas linked with corridors and areaportal them? That way the FPS still stays high, but the teleporters aren't needed. The music used is a good piece, it's the final from a New Hope. Nice piece, but doesn't fit with that map brilliantly - it doesn't loop well and it's not really complementing the map, it sounds more as if you're just playing a track whilst playing the game, as opposed to feeling that the track playing is enhanceing the experience. Overall? Well it's a bit hit and miss. Technically, the map isn't that bad, but it's just uninspired, same old, whatever you want to call it. My advice? Try making something which goes 'outside the box' next time, instead of following the trend. :) Oh, and include bot-routing next time around! *Slapped wrists* New Textures: Yes New Sounds: Yes Bot Support: No ~Szico VII~

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2665 downloads

Uploaded:10-27-2005

Council Tournament

council_tournament_v1.zip | 5.39 MB

maps, and most people have realised people don't like hundreds of adverts in a map they're playing.... I think I'm starting to like them... it's got me a little worried heh. Anyways, the map. First of all, nice music choice - it's gotta be one of my favourite default JK3 pieces, and definitely works with the yavin-moon landscape. Usually with this texture set, i see the bespin skybox, which isn't one of my favourites, but I was quite pleased to see the yavin sky. I spawned into a small outdoor area where the author has made a decent attempt at creating some organic scenery. That leaf texture doesn't work for the floor though, and make sure you use physics_clip on your trees, instead of ordinary clip; as it stands you can fire through the trees. The lighting out here is also incredibly bland, and definitely needs work - the plants are too dark and everything else is too bright. Inside is much better lighting wise. There's no sources that I could see, but nevertheless the ambiance fits the style. But that doesn't mean you shouldn't have light sources - I would definitely like to see some of those. Most of you will recognise the style - it's been done to death in maps like Jedi Council-GC and all its mini-clones. However, at least this attempt isn't an ugly one. Patches have been used, for the most part, nicely, and the rooms didn't feel 'square' or boxy. The author might want to check his clipping on some of his plant-in-pot modles though, you can shoot through and run through some of them. Another point - some of the doors haven't been given a wait values (or the trigger for them haven't been given the value) and consequently unless you press the button super-fast it opens and closes too quickly. Another consideration is maybe to improve the roof textures in some areas - such as the areas with wooden roofs, and be careful, this map is on the verge of overusing the red nar-shaddaa textures. Have a cookie for the framerate though - very good it was too. :) Infact, with all these frames spare, why don't you add some more details to those rooms which look a little empty? ;) Oh yeah, and the levelshot doesn't work because you placed it in a 'levelshot' folder, rather than a 'levelshots' folder. New Sounds: No New Textures: Yes Bot Support: Yes ~Szico VII~

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2505 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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3577 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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4384 downloads

Uploaded:08-28-2005

Mos Espa Outskirts v2

mos_espa_outskirts_v2.zip | 21.46 MB

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 ~Nozyspy~

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5764 downloads

Uploaded:08-14-2005

The Lost Temple v2

thelosttemple2.zip | 28.47 MB

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

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336 downloads

Uploaded:08-01-2005

OwF Clan Meetings

ffa_owfmeetings.zip | 7.94 MB

disbanded. The map itslef is fairly simple in design. I'm sure its original function was served well by it. There are approx. 7 areas to this map, most built for forms of dueling in mind. The main area is similar to the academy map in single player.. you know.. the one where Luke is always yapping in. On both sides though, there are walkways that lead to a perched viewing area. Outside of this, is some nice looking terrain (points to pics below). The other areas range from a indoor swimming pool (wish the diving board had a trigger push on it lol), a cafeteria type area, a dojo of sorts, and two more outdoor areas. Aspects of this map were done pretty well, while other areas were not. The terrain for instance... you can definitely see the different approaches in spots how they were created. Another would be the cafeteria looks really nice while other rooms feel boxy and/or empty. And.. were portions of this map taken from previously made maps of the authors? I could be wrong on that but.... Take a look and see what ya think. I can see where this might be a fun little map to mess around on with some buddies. Oh.. don't mind the pic with me staring at the birdie.. It kinda mesmerized me lol. New Textures : YES New Music : YES Game Type: FFA, Duel, Power Duel ~LK~

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4754 downloads

Uploaded:06-19-2005

=PX= Galactic Zoo

the_galactic_zoo.zip | 6.52 MB

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

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3572 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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682 downloads

Uploaded:02-17-2005

Funmap

funmap.zip | 2.96 MB

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

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4740 downloads

Uploaded:02-08-2005

Manaan Beta

manaan_beta.zip | 3.56 MB

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

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2469 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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1022 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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15660 downloads

Uploaded:01-24-2005

Korriban Citadel

ffa_kor_citadel.zip | 15.75 MB

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

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1894 downloads

Uploaded:12-20-2004

Darksaber_TDM

darksaber_tdm.zip | 1.53 MB

There is another extension of this map, which is like a hallway. You can see space from outside of them, and they are covered in a red force field. There are more places as well. The map has weapons in it, so you can blast your opponent. This map works for FFA and TFFA. In some parts, this map gets really shiny. There is bot support, so all of you that are on Dial-Up, you can have fun too. There are new textures, which is an improvement from the original duel version of this map. Nicely done! Bot Support: Yes New Textures: Yes New Music: No Game Types: FFA, TFFA -Airm

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16174 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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15246 downloads

Uploaded:10-05-2004

Casa De Los Parias

casa_de_los_parias.zip | 31.38 MB

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

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3098 downloads

Uploaded:09-15-2004

Corsec Base v2

corsec_base.zip | 1.92 MB

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

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1860 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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8597 downloads

Uploaded:09-10-2004

Taspir: Clan Edition

ffa5_new.zip | 3.39 MB

observation deck that sorta looks like a council room, in a way. There are several buttons that will allow the person at the helm to close the door to the deck, randomly strike lightning at the players below, or control the lighting on the pad below. There\'s a bar added at the bottom of the map ... y\'know, near the lava ... and it\'s actually the best addition to this map, in my opinion. There are some lava waterfalls as you enter the bar. The room itself has a nice shape and design to it. As much as I like the bar, everything seems a bit oversized. It would\'ve been nice to see the Taspir theme continued in the additions for this map. The rooftops just don\'t have the same Taspir look. And I did find some gaps here and there. So it\'s kinda like ... hmm ... let\'s see if I can think of something to compare it to ... like if you were to buy a model ship already assembled and stuff. It looks perfect as is, but you want to add a few things to it, and instead of using the same materials, you use cardboard and paint that doesn\'t match just right. Bot Support: Yes New Textures: Yes New Music: No Game Types: FFA, TFFA ~AmosMagee

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5939 downloads

Uploaded:08-06-2004

Onobi's Funhouse

onobis_funhouse.zip | 38.57 MB

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

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21857 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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253 downloads

Uploaded:07-08-2004

Official FOE HQ

halli5.zip | 1.97 MB

very few points of interest. Mostly this map consists of a bunch of big rooms - too big. Of course, there\'s a bar. I think the only interesting part of this map has to be the maze. I\'m horrible at mazes. I still need someone to escort me through the one on CR2 and I\'m always killed in the maze on Country Academy. There\'s usually a reward at the end of a maze, right? Well, your reward in this case is ... a picture. I\'m assuming it\'s of the mapper. Reward or punishment? You decide. ;) Anyway, don\'t get me wrong - this isn\'t a bad map. It\'s just too much like the last one that Curry made, and so I don\'t feel like there\'s anything new here - except the maze. *shrug* Bot Support: No New Textures: Yes New Music: No Game Types: FFA ~AmosMagee

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1920 downloads

Uploaded:07-02-2004

Submarine-Station

submarinestation.zip | 7.49 MB

submarine which is docked here (all made with brushes and patches, congrats on that). The detail isn\'t major in most places and in the readme he even states this but that really does not matter for this map because there is enough detail there for what it is supposed to be and I think it works extremely well. The lighting feels extremely well thought out, light doesn\'t just appear in this map, it always has a source to it...from a mappers point of view though the shadows are weak, what did you use to compile and what options? It feels like the old pre-Q3Map2 maps when it comes to the shadows. All glass is breakable and all boxes are too which is a very good touch, it makes the scene feel more interactive which is always a good idea - so many people seem to love breakable stuff in maps it\'s kinda freaky - you know who you are! I only have one grudge with this map and it\'s a minor thing really, the water...it\'s too blue when you go in it! From above it seems extremely clear but when you jump in it\'s extreme fog, very thick blue which just appears as you fall into the water, it needs to be much weaker - set the fog to have a larger view distance. Great for FFA and definately worth the download if you don\'t want to stick to Jedi type maps - like me :D New Sounds:Yes (Music) New Textures: Yes Bot Support: No -WadeV1589-

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4172 downloads

Uploaded:07-02-2004

FFA Skytemple (final)

ffaskytemplef.zip | 8.73 MB

playing a JA version of Castles in the Sky. The skybox is simplistic but works well, making the islands hover over the sea with the moon lighting up the map, aided by a few fires of course. The author says he\'s made use of the latest compiler features and I certainly noticed them, light styles for the flames and penumbra shadows cast by the moon...although this doesn\'t happen much in real life it sure looks fine. I also have seen this guy in the Q3Map2 forums so I know he knows his stuff about the compiler. I love the attention to detail here, the ground is cluttered with rubble and small grass plants, where there is stone flooring it\'s broken up and uneven, then of course there is that beautiful miniature waterfall coming out of the rocks that look like real moss-ridden rocks. Going down into the small and simple temple, the same simple attention to detail has been kept, shadows are clearly defined without being solid and the temple is literally cut into the island, you can see hints of solid walls in there but the majority of the room is rough stone that is part of the island, a very nice touch! This is such a simple yet rewarding map, , perfect for small FFA\'s where you want multiple duels, in fact it\'d work great for duel maps too, you won\'t fall off easily but there is always that chance![/quote] Now my review of the final version: Unfortunately, I didn\'t get a chance to play the first version of this map, so I\'m not quite sure what has changed here, but I love the final version. The skybox is dark and stormy, with a vast ocean below. It\'s pouring rain and thunder roars as a bolt of lightning strikes nearby. The broken pillars and tiles of stone look great on the very green blanket of grass on this big rock that seems to be floating in the sky. The arch with the bridge out to a smaller rock is probably one of my favorite pieces here. The low lighting and the fire burning really sets the atmosphere. It\'s a rather small map, but it\'s perfect for a cozy little 6-8 player FFA. Lots of areas for dueling, and some small FFA areas. The tiny temple looks great too. I love all of the details. The only thing I don\'t get is that cluster of rocks hanging over by the waterfall. All I know is that I was killed standing on them. I think I was struck by lightning. There is music in there, but I don\'t think it\'s new. And I didn\'t like it. It needs something ... creepier. More ominous. But I do like this map. It has great ambience. I recommend this to anyone who wants to play a wonderful small map that looks great, sounds great and has a decent flow to the gameplay. Nice job, Pazur. Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, TFFA ~AmosMagee

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1860 downloads

Uploaded:05-27-2004

Disco

hotdisco.zip | 4.84 MB

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

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3661 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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10726 downloads

Uploaded:04-09-2004

Mos Eisley Meanstreets

ffamoseisleymeanstreetsv3.zip | 4.87 MB

of Mos Eisley and serves as an academy for mercenaries working for the Hutts. That said, what the hell is the Millennium Falcon doing there? Oh, and it's not just any Falcon, Several Sided Sid built that himself. Yup. You can even explore inside. :) The whole town definitely has that Tattooine feel to it. There's a bar in one area, what seems to be a warehouse in another area, and alleyways throughout. There's a lot to see in this map. Unfortunately there's no bot support, nor any new textures. But he didn't really need to create any new textures for a map like this. My FPS was just fine and the map was fun even just to explore. I could see people playing all kinds of FFA on this map and even RPing (if that's something you do). The music was quite interesting. A friend of the author's took some well-known Star Wars themes and kinda did a remix just for this map. It's an interesting track. I do recommend you download this map and check it out. :) Bot Support: No New Textures: No New Music: Yes Game Types: FFA, TFFA, Duel ~AmosMagee

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2297 downloads

Uploaded:04-08-2004

FFA Nowhere

ffanowhere.zip | 10.21 MB

seriously added to the atmosphere; thank god I have control of my bladder! The next room I went to was an outdoor area, a half destroyed room where it was raining and it felt good; by that I mean it felt like it should, run down house broke apart by age and weather. The main bulk of the house is corridors (those are quite large corridors btw) which are very dark and damp with the occasional flickering light (nice touch). The bordered up windows and doors along with the various broken object and sharp corners really do give it that horror feel which helps you forget about the fact that in decor this house is somewhat lacking. There was one place that really was cool, I won\'t go into it fully but put it this way...just because it seems like it\'s a corridor that you can walk down does not mean you can walk down it....falling however is a much faster method. Oh and if you\'re scared of small spaces avoid this place! Solidary confinement is not a nice place. I suppose I should now point out it is infact more of an asylum and if walking past those torn down doors on cells don\'t freak you out...you\'re on a par with George Bush for reaction and intelligence! One think that puts me off this map is the fact teleporters move you from place to place through doorways which I don\'t think there was need for. New Sounds: Yes (+Music) New Textures: Yes Bot Support: No -WadeV1589-

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3133 downloads

Uploaded:03-27-2004

Forsaken Monument

izzysforsaken.zip | 5.39 MB

is great! I thought it would be low because of all the brushes and such, but it wasn\'t and I loved that. The whole map flows together and follows the same theme all around so nothing looks silly or out of place. The architecture was done well with lots of cool looking things to look at. The music went very nicely with this map. It added to the feeling of the map and it was great. There are some secrets in this map and trust me they aren\'t easy to find! Good luck! All in all very nice work. I want to see more from this author. Bot Support- Yes New Textures- Yes New Music- Yes Gametypes- FFA TFFA -SanosuKe

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4063 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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14027 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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9084 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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7195 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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4861 downloads

Uploaded:01-21-2004

Hidden Dragon

hidden_dragon.zip | 12.5 MB

in this room. The open area is perfect for a good duel, and there\'s plenty of space for people to watch from the sidelines without getting in the way. It\'s also great for a small FFA. Once again, Orb doesn\'t miss a single detail. The chairs are perfect, the small plants, the weapons on the side walls, the shadows and lighting - it\'s all just wonderful. And I thought that was all there was to this map. I was ready to write a review after just taking a look at this one room, but then I discovered a door. I entered the next room and it just stole my breath. I remember being so captivated with the windows and the sun pouring through in the Chapel of the Ysalamiri map from JK2 and it\'s done in this room as well. The windows themselves are gorgeous and the mix of the woods are just beautiful. Once again, I thought that\'s all there was, so I went back to the main room to start to get screenshots, when I noticed another door. Yay! I followed a small path of stepping stones to the most magnificant waterfall I\'ve ever seen in an MP map. Oh wait, before I get to that, I did turn around and noticed the details of the building, like the curved roof thing. Very nice. And there was a small wooden spa/pond thing. Also lovely, but I wanted to get to the waterfall. :) The screenshots really don\'t do this map jusitice. The water softly laps the edges of the rocks all around. But eye-candy aside, duels on these rocks would be fun. Now after all of that gushing I did, let me get to some of the things that did kinda bug me. I didn\'t quite understand the stepping stones ... over a stone ground. It probably should\'ve been dirt or grass or something. Also, while I enjoyed the music selection, it just didn\'t seem to fit the mood of this map. I suppose I expected something a bit more exotic. But it is a peaceful piece. As Orb says, guns were not appropriate for this map inspired by Crouching Tiger, Hidden Dragon. So this would be a perfect map for duels or just small FFA\'s. Wonderful job, Orb. Definitely my favorite. Now I see why you were eager for me to see this one. You hit the nail on the head. I love this map. :) Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, Duel, Powerduel ~AmosMagee Ps. I forgot to add one other thing. There were two skins created just for this map. A reskin of Tavion and a reskin of the Jedi Trainer. They\'re not spectacular reskins, but they fit the feel of the map. You\'ll find a lovely dragon tattoo on Tavion and a dragon on the back of the guy. Nice job. :)

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4853 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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2192 downloads

Uploaded:01-05-2004

Desert Streets

desert_streets.zip | 5.98 MB

don\'t understand how it got the name \'desert\' (perhaps its set in tattoine, like the afformentioned level), or even \'streets,\' because its not really either - its more like some dusty mansion grounds (In a good way :) ). The second thing I noticed was the music. At first I thought - hey, its a Star Wars piece! Then i noticed it was slightly different. You know the music which comes on when you start multiplayer mode? It\'s that, except slower. I don\'t like it. :( Anyway, on to the actual map. It\'s very much all the same theme, throughout the whole map, which led to some very samey corridors and areas, but at least FPS was good, and I enjoyed playing about with the STAPS. :) The best area was probably the bar, because it was the most varied place. There were a few clipping problems around the tables - I found myself standing in midair (see screenshots) but it\'s not that great a fault. Even though its a bit plain in style, the walls are never flat, theres always detail, such as pillars or supports. These make the map so much more interesting to play, and show the author\'s mapping knowledge :) What else is there? Well, there\'s not a lot of jumping \'areas\' - there are multiple floors, but they\'re all on one level, meaning fights or duels can become a little protracted. Luckily, theres so many different areas to try this, I can imagine some very decent FFA\'s with this map, and the author chose his gametype well. ;) Overall, a nice big map with lots of detail, slightly let down by the plain theme, lack of height and the over-used music. 7/10 :) ~Szico VII~

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2808 downloads

Uploaded:12-13-2003

JKR Ship Arena

jkr-shiparena.zip | 416.03 KB

this is my ship Yangyan. It is equipped with new sounds, and bot support so if I need my baby R2C2 to fly then bang baby its in hyper drive! We are on our way to the Ship Arena we believe the President is hiding there with his stuffed animal "Buckles". Meanwhile at the Ship Arena Dr.Vash was planning an evil plot against Space Captain Adrid. Dr.Vash: Muahahaha that dumb old Space Captain Adrid is going to fall in my trap of bad FPS unless he has an incredible video card! Then he will be running around and see that random parts of the Ship Arena shall go missing!!! He will also see ship that’s in a nosedive and try to save it and he should die! Muahahaha!!! Dr.Vash set up all the traps and Space Captain Adrid was about to arrive. Space Captain Adrid: R2C2 put us into Hyper Drive and lets get this baby rolling! R2C2: Beep Oo Beep Boop eet Space Captain Adrid: Watch out R2C2!! Those are Asteroids!!!! Let me fly! R2C2: Poob Space Captain Adrid: Take that you nasty Asteroid! Whoa that was a strange teleport how come I can't leave this area I keep teleporting!! Look there is the Ship Arena hang on tight R2C2 we are going to dive into it I am going to jump out of this baby and let you fly it to safety let me get my saber and everything. Dr.Vash: Aha! There he is what an idiot falling for a trap. Soon he will get the terrible FPS when I add this Bot. *Adds bot* Muahahaha!! Space Captain Adrid: Hmm, how should I find the Presi ahhhhh!!! Lag!!! FPS LAG!!!! Help me!!! Must hit that bot! *Throws Saber* yes! I got it. Time to look for Mr. President. Dr.Vash: Why hello there Space Captain Adrid. Space Captain Adrid: It's my Arch Rival Dr.Vash! What are you doing here? Dr.Vash: Oh just the usual drinking tea with my best bud over there. Space Captain Adrid: *Turns around* Where? Dr.Vash: *Bang* Haha! Knocked you out cold Adrid and the best part is it was with all-clad pan 4-inch titanium steel! Space Captain Adrid: Ow!! Time to bring out my Light Saber! Wait I forgot my light saber in my mom's car... darn! Dr.Vash now I will just push you off this ledge and you will never see me again! *Space Captain Adrid gets pushed off the platform* Space Captain Adrid: Hmm what can I do I know! I will teleport back to the top get in one of those many ships and fly towards that strange rancor and then direct him toward the rest of the ships and let him blow them all up and each time they re-spawn they will go back to normal! Then I will go get on one of those swoops and race around the track once then fly off and nail Dr.Vash in the head with a Jomamo kick! *Warp* Here it goes! Space Captain Adrid gets in an x-wing and flies toward the Rancor and lures him toward the rest of the ships and Dr.Vash began running as fast as he could to the swoops he finally got on one and said Aha! Space Captain Adrid jumped out of the x-wing and got on a swoop. Space Captain Adrid: I will get you!! Dr.Vash: Dream on I have been riding these forever Space Captain Adrid: *Stands up on front of swoop and jumps onto Dr.Vash's swoop* Aha! Take this and that and this and that. Bang! Boom! Wam! Kaboom! Smack! That's the last time you will be putting no new textures over this Space Arena. You’re going to the Chronomium Institute. Dr.Vash: Nooo!! Space Captain Adrid shipped Dr.Vash off to the Chronomium Institute and began observing the Ship Arena. He noticed that some of the walls would randomly go missing and that with one shot you could destroy an asteroid. He also noticed how low the FPS was because of all those ships and such. He saw that all the ships re-spawned fine and that there was bot support with some Matrix music playing. He saw no new textures and was sad at that. He didn't like the fact that it was so laggy with all the ships, but he did like the fact that the map was a JKR map and it had swoops to race with. He loved the fact that you could never crash too unless you run into asteroids or walls of course or other ships. Space Captain Adrid: I knew I could use the Yangyan! -XgamerX New Sounds: Yes New Textures: No Bot Support: Yes Game Types: FFA

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3281 downloads

Uploaded:10-25-2003

<|FeaR|> Headquarters for JKA

fear_headquarters_jka.zip | 1.19 MB

Storm\'s latest map, Headquarters is less than what we\'ve come to expect from him. The map seems to be one big hallway, with the sides being mirror images of each other. There are many staircases and ramps up and down the hall and small doors that lead to practically empty rooms with more staircases and platforms for dueling. There seems to be at least two ways of getting to each room here. The only thing added for decoration seems to be those big statues and then some custom textures with the logo and stuff on \'em. Speaking of textures, there are some missing. :/ Moving onto another room and it seems that it\'s kind of a shrine to a player. In my opinion, there\'s only one really interesting place for a duel or FFA and that\'s outside with that one huge statue of Ragnos. At the other end of the map is the same room as what you see in the beginning, but with snow. Sometimes there are maps with a monotonous look to them, but still have great gameplay. As I\'ve said many times before, eye candy doesn\'t make a map great. But in this case, this map has nothing going for it. No bot support, no new music, the new textures do nothing to add to the ambiance of the map and finally, the map isn\'t fun to play. The layout seems awkward, being just one big hallway with rooms here and there and no real center for FFA\'s. You seem to have some fans out there, Storm, so maybe this is just a small hitch and you\'ll really impress us with your next map. :) Bot Support: No New Textures: Yes New Music: No Game Types: FFA, TFFA ~AmosMagee

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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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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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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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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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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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236 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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196 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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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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179 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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859 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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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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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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405 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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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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367 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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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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426 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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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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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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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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173 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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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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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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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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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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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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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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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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564 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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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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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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748 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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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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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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1805 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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1095 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 b