Jedi Knight III

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113763 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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48910 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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21526 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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10415 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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7975 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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69496 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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5868 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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38682 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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30022 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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24608 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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41854 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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46860 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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19318 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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3750 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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21868 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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43703 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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6202 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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10413 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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22893 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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6820 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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3138 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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10807 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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9837 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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18057 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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13905 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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50051 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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2660 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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9266 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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11692 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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9531 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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13639 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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11083 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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691 downloads

Uploaded:06-07-2006

Prophet Clan Map

cp_xtreme.zip | 4.97 MB

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

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7425 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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35737 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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65577 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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45031 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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1101 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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5444 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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4262 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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2608 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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2087 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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3036 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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3633 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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6808 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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8863 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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9388 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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21758 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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32433 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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2856 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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1980 downloads

Uploaded:02-19-2007

Deep in the Forest

forest_final.zip | 2.56 MB

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

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9260 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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3656 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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3547 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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17461 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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8298 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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3754 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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5412 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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9875 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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9274 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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7827 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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6234 downloads

Uploaded:08-22-2005

Kashyyyk

kashyyyk.zip | 8.36 MB

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

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9088 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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1456 downloads

Uploaded:05-21-2005

Lando\'s Square

landos_square.zip | 10.61 MB

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

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15497 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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232721 downloads

Uploaded:08-07-2004

Jedi's Home (JL)

jedishomejl1.1.zip | 10.14 MB

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

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6325 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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1564 downloads

Uploaded:11-08-2003

Clock Tower FFA

clock_tower.zip | 11.01 MB

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

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1674 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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3126 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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2659 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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6123 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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7626 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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7042 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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15952 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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14844 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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9426 downloads

Uploaded:12-22-2004

Geonosis Complex

izzy_ffa_geonosis.zip | 14.56 MB

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

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17490 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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4700 downloads

Uploaded:08-30-2004

JKA Tron

jkatron.zip | 32.44 MB

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

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5727 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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8519 downloads

Uploaded:04-08-2004

Boba Fett\'s Hideout

bobafetthideoutsjc.zip | 9.02 MB

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

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8987 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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7101 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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308 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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395 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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2929 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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5726 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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1781 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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2732 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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2418 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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3278 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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11932 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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8453 downloads

Uploaded:07-26-2005

Arevass

arevass.zip | 5.42 MB

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

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5380 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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16065 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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9334 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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215 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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2132 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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70 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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1447 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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3102 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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2029 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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2273 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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1401 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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1754 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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2600 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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3307 downloads

Uploaded:09-19-2006

Final Fantasy VII - Nibelheim

ff7nibelheim.zip | 12.52 MB

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

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2007 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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3111 downloads

Uploaded:04-14-2006

Doomed

doomed_jr.zip | 13.78 MB

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

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7994 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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1852 downloads

Uploaded:12-29-2005

Otoh Gunga

otoh_gunga.zip | 6.24 MB

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

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3547 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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4623 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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9046 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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9776 downloads

Uploaded:11-07-2004

Force Council Headquaters

fchq2.zip | 9.26 MB

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

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15113 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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981 downloads

Uploaded:07-30-2004

={FeTT}= Playground

izzy_fettplayground.zip | 5.09 MB

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

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23896 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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21855 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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4128 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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1491 downloads

Uploaded:05-17-2004

Endor Imperial Base

endorimperialbase.zip | 956.21 KB

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

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60798 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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112 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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193 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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107 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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165 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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714 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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522 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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1096 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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904 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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2166 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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7090 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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6008 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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654 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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1022 downloads

Uploaded:11-12-2006

Nivalis

nivalisv2.zip | 10.95 MB

you're going, so I was glad the author provided the screenshots else I might not have been able to find everything, even despite this map's relatively small size. The map consists of two areas: a small, indoor section, and a much larger outdoor section. The indoor section is secluded from the snow falling outside, but as I mentions it is relatively small, so you will be quite vulnerable. Outside is a different story. The snow reduces visibility, and even despite the glowing lightsaber it's very difficult to see things at a distance. It will be far easier for you to sneak up on your foe. Of course it's easier for them to do the same, as well. The map contains an interesting choice in music: Vivaldi. In fact, it is the Winter concerto from Vivaldi's Four Seasons. Fitting, it seems, given the swirling snow. There was one thing missing, though: ambient sounds. It was amazing to see so much snow falling, but no wind or other snow-related sounds. It was kind of disappointing, but probably not all that noticible for most people. The author also claims the map is meant for role-play. Whilst I'm sure that's what he had in mind, I personally can't see this map being great for role-play. Not only is 75% of it hard to see, but it's just not very interactive. It still seems like a great map for saber fights, though. Give it a try if you're looking for another good snow map. [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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5214 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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2201 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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3783 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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2457 downloads

Uploaded:05-23-2006

Star Destroyer II - Botrouting Patch

stardestroyer_ii_botroute.zip | 12.03 KB

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

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3332 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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8953 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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8740 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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2081 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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13892 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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2473 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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825 downloads

Uploaded:09-16-2005

Kampong Cham River Crossing

kampongcham_jr.zip | 3.51 MB

clearof this map. The reasons for the low FPS in this map are 1) The Fog covers the whole map, and 2) there are a ton of large tree models. This causes some serious strain on the graphics card, but I must say it does look quite cool. The map is supposed to be a river base in Vietnam. Rather than music, you are treated to the soothing sounds of jungle effects: trees rustling in the wind, crickets, etc. The only thing missing is the sound for the gentle rain that is falling. The author designed this map mainly for gunplay. There really is no large, open space for a saber fight, all space is occupied by hills, trees, water, or ruins of buildings that provide good cover in a gun fight. I personally have always loved guns more than sabers, but JA just does not do a really good job with guns, so fighting someone with them is just annoying (because of force, everybody just jumps around like a rabbit on steroids, and you can't hit anything at all unless you are using a weapon with a blast radius). I really like this map, but I would suggest to the author that his next map doesn't put so much strain on the graphics card next time ;). [u]Bottom Line[/u] A good-looking map, but comps with bad graphics cards will have some FPS trouble in this map. New Textures: Yes New Music: Yes (Jungle sounds, not actually music hehe.) Bot Support: Yes ~ Innocent Hawk

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2433 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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5586 downloads

Uploaded:12-22-2004

Grapple City2: Highway to Hell

grapplecity2.zip | 20.2 MB

little mini-game. Besides the Burger King and Waffle House, you\'ll find a very large apartment building with lots of different rooms. My only complaint about that building is the elevator. Rawr. It takes forever to take the elevator up to whatever floor you\'re seeking. And that\'s just with one person trying to get somewhere. You should\'ve considered doing a few elevators, like in a lobby or something or teleports. While I like this map, I do wish it were bigger and had more ... stuff. :D The FPS was decent for a map like this, though I fear it would drop in a server full of people all driving around on swoops and so ... yeah. In any case, good job with this map, Mongo. :) Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, TFFA ~AmosMagee

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15759 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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8489 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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20349 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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142141 downloads

Uploaded:04-30-2004

Sith Council

sithcouncil.zip | 12.66 MB

Sith Council map. It's not exactly like GCJC, but one look at the screenshots and you'll agree that it was heavily inspired by it. The main area does have columns, a long red carpet, a bar, and several rooms, including a dojo, for dueling in. One of my favorite areas has to be the Armory. I can't believe I haven't seen this concept used before. 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. There's an interrogation room with a one-sided mirror-like thing, where you press a button to allow the interrogator to escort the prisoner to the torture room. The torture room doesn't live up to my expectations, but it's decent anyway. There's a medical room and bedrooms. The bedrooms are great. They're quite dark when you first enter, but there's a lightswitch. HA! So yeah, turn on the light and you'll be able to find your way easily to the beds or desks. And yes, that screenshot there is of Kent Brockman. I just, had to include that. Who doesn't love The Simpsons? :D My only real complaint about this map is that the textures are so repetitive, so it is kinda boring to just look at. But it's a fun map to explore and lends itself well to RPing, just as GCJC did. I wouldn't be surprised if this does become a favorite map for JA players. Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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4299 downloads

Uploaded:04-03-2004

Byss Outpost

byssoutpost.zip | 3.42 MB

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

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4582 downloads

Uploaded:03-15-2004

Bespin Tower

bespintower.zip | 1.81 MB

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

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13928 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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3738 downloads

Uploaded:01-28-2004

Hidden Valley of the [EJK]

hidden_valley_of_the_ejk.zip | 18.69 MB

Valley. I'm not sure if this is [EJK]Viper-=HC=-'s first map or not, but I didn't find his name on the site - so I'll assume it is. And if that's the case, this is a darn good first map. The first screenshot there shows the requisite bar, with a very colorful dance floor and some very square billiards balls (is there another name for those?). And all of the cue sticks are the same size! I'm too short to use those! Well, it's not like you can really play pool on that table anyway. Okay, so the bar. Looks a bit plain, but here's the coolest part about it: go behind the bar and you'll find a few buttons across the back of it. Press one and a bacta spawns on the bar! Very cool - love that. So then I explored another room and found one that reminds me so much of the room in Griffinclaw's Jedi Council map for JK2. I suppose it's nice to see that the author here got some inspiration from that great map. It's not exactly the same, so I'm still smiling here. :) The next room I ventured into was a training area - appropriate, considering that this is a training map. ;) There are several guns to choose from, but limited ammo. I don't quite understand why some of the guns that he chose are there - some aren't made for target practice, in my opinion. The targets on the far side of the room move back and forth, up and down and even in circles, I think. If only the shots were to leave a black mark so you'd know if you hit the target or not. They didn't leave marks for me at all. Or maybe my aim so bad that I didn't even hit the wall! *gasp* There's this one room that's just a big curved pit thing. That's about all I can say about that. Mmkay, so then I found a dojo-like room that almost reminded me again of the Jedi Council map, but this one has a very different element to it - you can spawn NPC's to fight here. One little detail I noticed is that the door to this room doesn't just open - you have to hit your use button to open it. I assume that's to keep the NPC's from escaping. Very cool. There are four buttons on the side wall for you to choose a single saber, dual sabers or staff duelist to fight. Then there was this other room and I know I've seen something like this before - but it wasn't done as well (I mean in the other map). There are several rotating, um, things in this room with a grate platform at top. At the top of the staircase is a lovely clock with hands that move - nice touch. :) Down below are several thrones and some ornamentation here and there that suit the map's theme. One thing that seemed out of place here was the group of trees with a little campfire in the middle ... inside a building ... on a stone floor. *scratches head* Yeah, just seems a little odd. But I still like it. Across from that is a wading pool surrounded by more trees and benches. And then there's outside. Out here you'll find swoops and ships to fly around a vast field that has a very cool edge to it. If you often lose control of your vehicle and go smashing into a wall, no worries here - you fly into a border, and you're simply transported high above the field and you just float back down. Your land might be a bit jarring, but you won't crash into anything. This is also a clever way of keeping the swoops and ships in the place they're supposed to be - outside. :P There's also a dueling pad high up, some spectating areas and lower there's another duel pad that has a spinning center. The design is nice. I like it. :) Holy crap this is a long review. Well, it is a big map. There are many areas for FFA's and duels and even just hang out and RP if that's your thing. I enjoyed exploring this map and I think it might become a favorite among many. Unfortunately, my FPS averaged at about 20-30 most of the map. :/ *kicks video card* Yes, I will upgrade soon. Though I think it's more about my proces- never mind. So, overall, great clan map. I don't recall seeing one clan tag anywhere in this map! Yay for that! I think I've said enough. I'm going to bed now. G'night. Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA, TFFA ~AmosMagee

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4800 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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3644 downloads

Uploaded:01-08-2004

Bespin Sky

bespin_sky.zip | 3.02 MB

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

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2249 downloads

Uploaded:12-29-2003

RJ Sublime 3

rj_sublime3-academy.zip | 8.31 MB

JKA and it surpasses my expectations. Nothing has really changed from the map for JK2. The glass platform is still quite breakable and it can be resurrected. The dueling rooms are still the same and the same secrets can be found in the same places. But there has been a ton added here. There are many, many tunnels to explore and they lead to several different areas. The author has included a Swoop Arena and a very, very clever way of giving you the swoops. There is a room at the top of the map that is restricted access to admins only. You have to teleport into the room and press a couple buttons to allow access to swoops. The same goes for Taun Tauns. This makes it so much easier to control a server. Fabulous idea. Bot support has been included and a ton of new textures (well, same as the ones that were in the JK2 map). I am quite impressed with the addons and the FPS is still wonderful. I can\'t wait to see what else Ruggiero makes for JKA. And I am most likely adding this map to my server. I can\'t recommend this map enough! :D Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, TFFA, Duel ~AmosMagee

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3584 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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26000 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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5221 downloads

Uploaded:11-08-2003

Sith Academy

sith_academy.zip | 607.29 KB

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

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5463 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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353 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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1038 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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899 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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1713 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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930 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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992 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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1009 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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164 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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2003 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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3505 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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784 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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1078 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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2719 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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1170 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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1447 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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3318 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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1042 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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2359 downloads

Uploaded:08-29-2007

Silent Hill

silent_hill.zip | 75.62 MB

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

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1453 downloads

Uploaded:07-26-2007

Hoth Hangar

hoth_hangar.zip | 2.87 MB

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

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4645 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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534 downloads

Uploaded:06-09-2007

World 1-1

world_11.zip | 5.61 MB

friends work hard to stop Mario there =_,= except that idiot who likes to play peek-a-boo >_>+ Well,basically this map is a huge, long rectangle, as would be expected in a 2D-turned-3D map. The map is littered with a number of the old fashioned blocks. Touch any of them, and they disappear 1 second later, regardless if you attacked or not. Shooting them with DEMP2 or Pistol(or melee) does nothing. There is one token pit, and then the flag with the castle next to it. Going in the castle, you are returned to the start. Texture-wise, it looks relatively accurate. My only suggestion is fixing that hill's eyes. He looks retarded. Honestly, that's the first thing I thought. Other than that, I would suggest maybe making the borders blend in a little more. That, and fix your music. I saw you had some, but it didn't work. Oh, and perhaps it would be wise not to cram useless pictures in your file. It takes up meaningless space. MARIO JUNKIES SLAM YOUR HEADS UNDER THE BANDWIDTH BLOCK TO GET THIS FILE. =_= If not, then you can just perform the action described in words 3 through 5 in my previous sentence. New Textures: Aye New Music: Aye(Not functional) Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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2095 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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1238 downloads

Uploaded:04-01-2007

EnigmaTrainingZone

enigmatrainingzone.zip | 7.69 MB

of the dueling rooms had interesting traps or features, while some of them you really have to watch your step in, because you’ll die if you don’t. Construction in some areas was simple, other areas had a nice usage of effects. I would enjoy this map a couple of times. Oh, one thing that I did notice was on one of the ‘elevators’ that you use to switch floors was that it’s hard to get in. That means that I would try to jump in and collide with the rim of the tube. It wasn’t really bad, just annoying. Mainly because I really had to try to get up. As always, there are a few secret areas. Or not. There was a small control room to lock down part of the map. There were some areas that I thought were cool, but don’t know how to get to (mainly because I just noclip’d in and out). But all in all, I thought this was a pretty cool map. The halo music wasn’t too bad. I just would’ve liked music that looped a bit smoother. Bot Support: No New Models: Yes New Music: Yes New Sounds: No New Textures: Yes Gametypes: FFA ~Zach

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3554 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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686 downloads

Uploaded:03-15-2007

Egg Carrier

eggcarrier.zip | 5.98 MB

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

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3014 downloads

Uploaded:01-17-2007

The City of Adana: Fifth District

the_city_of_adanafifth_dt.zip | 15.41 MB

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

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1471 downloads

Uploaded:11-07-2006

Attack Cruiser V2 - Hangar

acv2hangar.zip | 10.17 MB

review: http://jediknight2.filefront.com/file/Attack_Cruiser_V2;72148 With that out of the way, I present to you a version of the previously mentioned map inside a humongous hangar. How huge, you ask? Well let\'s just say I could fly a HO-IX in it and have a space battle in it. It\'s a very huge hangar, and I\'m not sure where it came from, but it\'s a huge box for a warship. The additions to the ship\'s hangar are a control center that doesn\'t function, random smaller ships scattered about, and a ramp that leads into the main hangar of the ship. Technical errors are mentioned in the previous review. If you liked the map above, then I DEMAND YOU TO GROVEL BEFORE MIGHTY FILEFRONT AND TELL IT YOU WANT THIS MAP! - Averus Retruthan

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2820 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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2685 downloads

Uploaded:06-13-2006

Jedi-Mart

jedimart.zip | 13.6 MB

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

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21938 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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2096 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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2354 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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403 downloads

Uploaded:04-06-2006

Desert Outpost

desert.zip | 3.02 MB

to kind of fall off the map at one point, though... So in light of this note in his read-me I tried to take screenshots that would help you guys help [i]him[/i] so get out your \"helpful community\" caps and be the sporting reviewers I know you can be! So apparently he was trying to do some terrain here by hand. Now I\'ll admit I\'m a modeller and not a mapper, so when I see this I think \"ooh, he didn\'t use smoothing groups!\" I don\'t know what the mapper\'s equivalent is, but that\'s kind of the feel you get. The edges are very hard here. There\'s some breakable glass in and around the couple of buildings in the map, one of which is a bit difficult to get in/out of. The walls around the edge could also probably stand to be a bit higher. I was in a weird mood so I thought I\'d jump up around the edge and walk around the perimeter of the entire map - that\'s when I fell off. The side of the map seems clipped, though, so I kind of got stuck between a rock and an invisible wall. There also seemed to be a hole of sorts in one corner - I tried to take a screenshot of it. And of course the giant stone opening leading to nowhere was quite amusing. I think this map will give other mappers plenty to work with in terms of suggestions and help; remember, guys: support each other. New Textures: No New Models: No New Music: No Bot Support: Yes ~Inyri

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1359 downloads

Uploaded:12-18-2005

Ock Foresty

foresty.zip | 7.46 MB

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

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2655 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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7455 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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9437 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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4688 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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5352 downloads

Uploaded:06-06-2005

Dark Jedi Academy

dark_jedi_academy.zip | 4.66 MB

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

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1696 downloads

Uploaded:06-06-2005

Nozy\'s Sith Academy

sith_academy_nozy.zip | 7.62 MB

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

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11938 downloads

Uploaded:03-29-2005

Movie Academy

sjc_movie_academy_beta.zip | 38.06 MB

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

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2569 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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4934 downloads

Uploaded:12-22-2004

The North Pole

northpole.zip | 21.04 MB

slopes for sledding and fires blazing in the fireplaces and trees decorated with bright lights and pretty baubles. This is the North Pole map I've been waiting for. You'll find a real sleigh, a WORKING sleigh to drive around the map, a train circling the small town below, smiling snowmen and even a toy shop and a stable full of reindeer. Santa sits in a chair, smoking his pipe, flanked by huge candy canes and cheery wallpaper all around. The most surprising discovery in this map was the duel pad high and far back in the map. It seems a bit out of place. But all in all, this is definitely my favorite Christmas map. Great work, Mongo. :D So, Merry Christmas, Happy Hanukkah or Happy Holidays ... pick the one that works for you! Have a wonderful holiday everyone. :D Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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8556 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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9731 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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748 downloads

Uploaded:08-06-2004

Rift\'s Forums

riftsforums.zip | 3.4 MB

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

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193 downloads

Uploaded:08-01-2004

Imperial Storage Facility

isf.zip | 5.19 MB

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

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949 downloads

Uploaded:07-02-2004

Goldeneye Temple

goldeneyetemple.zip | 1.65 MB

Version. But the textures are from goldeneye(cept for the walls, but I\'ll fix that in a later release ¬_¬).[/quote] Okay, so first of all, I have no idea what he\'s talking about. :) I\'ll assume the author is talking about a game. A game I\'m not familiar with. So all I can tell you is that I have no idea if this is an accurate representation or not. Another thing I can tell you is that the map itself is boring. There are weapons and ammo everywhere. There are several levels that twist and turn and you end up back in the same place you started. Or did you? You\'re never quite sure, because every room, every corridor looks EXACTLY the same! The textures are sooooo redundant and boring. I don\'t like the doors. Some open easily and quickly, others take forever to come up. And the doors are just ugly. This whole map is ugly. Maybe it has good game play for like, a guns FFA, but I dunno. Plus the music drives me nuts. It\'s appropriate because of the theme here, but it\'s a really, really short track. So you hear the same piece over and over and it\'s just too short to be looping like that. What the author should\'ve done was just take some tracks from a soundtrack and put the theme in here and there among some ... oh never mind. Bottom line, I don\'t like this map. Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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1831 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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1069 downloads

Uploaded:04-18-2004

DoA Tournament Complex

doatourny2.zip | 1.46 MB

interesting atmosphere. The map is basically 4 identical corners so I\'m sure mapping it wasn\'t too hard but the detail is good, not amazing but good, nicely done and it just seems to work, to be honest it\'s on par with a Raven release duel map however it\'s big enough for plenty of fighting. All the texturing has been done properly and there is lighting without real shadow which in maps like this work, it gives atmosphere, add in the sound of the wind and the rain and you\'ve got a great map here for good old fashioned FFA. There is a fault however but it\'s more a minor fault...if you fall off the map the bottom is caulked...now I know I\'m one of those who go on about the importance of caulking but in a map like this where you can fall off the underside needs texturing as you can see it when you fall. New Sounds: No New Textures: Yes Bot Support: Yes Gametypes: FFA TFFA -WadeV1589-

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10675 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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1687 downloads

Uploaded:03-24-2004

DoA Tournament

doatourny.zip | 1.39 MB

didn't see any logos or anything. (No bar either, like in alot of clan maps). At first, my fps was in the mid 20's, but that's as low as it got. Sometimes as high as 60. (Not bad for an onboard 64mb graphics card eh? ;) ) I really like the way Roshi used curves in this map. From the structure itself, to the glass walls to keep you from falling off. The map kinda looks like what an ore depository for the Empire would look like on Bespin. This is one I'd put on my server. This map has 2 basic levels for fighting. Ideal for medium sized FFA's or Duels. The lower level is basically just cooridor type thingys, the upper level, contains 4 areas for duelling. And for the force pushers/grippers out there, you can pitch people off the upper level to thier demise. This map include bots support, allthough no new textures or music. But this map really didn't need them. It's a great usage of what came with JA. Roshi kept the level design simple, but very effective. Great job Roshi. Hope to see more from you. Game Types - FFA Team FFA Bot Support - Yes New Textures - No New Music - No --LordXan :cool:

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2264 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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772 downloads

Uploaded:01-14-2004

Jedi Battle Arena

jedi_battle_arena_ffa_map.zip | 4.62 MB

that...Please make sure you do a proper compile when you make a map so we don\'t burn everyone\'s retnas. Anyway on to the architectural details. This map is on room, with the worst texturing on the walls. The floor and sides of the buildings are texture the same, so not only is it fully lit all the textures are white...gah! the bright!! There are however some positive things to say about this authors first map. The architecture isn\'t all boxes and that makes me rather happy and suggests that this author has some potential. There are arches and circles and cool nifty things like that. The tops of the buildings aren\'t perfectly flat so it\'s not like a box with a door on it. If the author fixed the lighting, made it bigger, and fixed the texturing...we could have a fairly decent map here... There\'s no music, bot support, or new textures...so there\'s no extras that could really boost this map\'s quality. Overall it\'s nothing special, but not bad for a first attempt. Myself, I do not suggest releasing your first map, I know there are verying opinions on this but, I think you should learn to use the program, make a couple maps so when you do release that awesome map you can look like a real pro. Bot Support: No New Music: No New Textures: No Gametypes: FFA SanosuKe

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4783 downloads

Uploaded:01-13-2004

Night Bespin 2310AD (v1)

bespin2310ad.zip | 13 MB

chased and if you like playing nearing ledges, one side of the map makes it easy for you to toss your opponent to his death, while the other side will let you focus on sabering him. :) But after playing Bespin for so long, many have grown tired of it. So V.Engineer has updated Bespin. It\'s now Bespin Streets at night and there\'s red lighting all around the map. You can\'t quite see it in my screenshot, but the area at the bottom has a new texture and see that little round thing there? I\'m talking about in the second screenshot, by the way. :) That\'s an elevator. An elevator to take you up to the second pad. So now, no more waiting in line at the pad for duels! Yay! The msuic for this map sounds familiar, but I can\'t place it, darn it. Only problem with this map is the same problem we\'ve come across with all Bespin Streets maps - there\'s an interference of some kind between it and that one map with the crystals. I can only remember it by the map name, mp/ffa4. That really, really bugs me. This is a great map and I\'d love to use it. Hmm. Maybe I should just take that one JA map out of my rotation? Anyway, great job, V.Engineer. Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, TFFA ~AmosMagee

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6312 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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2184 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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2468 downloads

Uploaded:12-06-2003

JKR Coruscant

jkr_coruscant_v4_with_eyecandy.zip | 4.76 MB

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

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130 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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133 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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140 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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339 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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363 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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673 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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858 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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300 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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166 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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593 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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2047 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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1185 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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1237 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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219 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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346 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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2558 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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546 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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1549 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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192 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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170 downloads

Uploaded:06-11-2008

Narshadda Town Wall

narrtownwall.zip | 25.88 MB

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

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423 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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2021 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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306 downloads

Uploaded:03-02-2008

The Academy Of Tyrany

academy_tyr.zip | 1.75 MB

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

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415 downloads

Uploaded:02-20-2008

SL_coliseum

sl_coliseum.zip | 1.28 MB

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

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341 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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308 downloads

Uploaded:10-04-2007

DS Station

dsstation.zip | 221.43 KB

common features and bugs of clan maps, from my experiences. The biggest problem I noticed with this map is that there is at least one missing texture, possibly more. This missing texture appears in various locations around the map, so it is quite distracting. Texture application in general is also not that great -- they\'re simply not cohesive and don\'t flow very well throughout the map. The architecture is also blocky, which is a pretty good sign that this is one of the author\'s first projects. I don\'t foresee this map being all that great for gameplay, as many of the rooms are either too small or too cluttered, and for future projects there should really be something done with the lighting. Keep practicing your technique! [b]Bot Support[/b]: No [b]New Textures[/b]: No [b]New Sounds[/b]: No [b]New Music[/b]: No ~Inyri

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562 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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248 downloads

Uploaded:09-30-2007

Arcane Citadel

arcane_citadel_v0.8.zip | 3.21 MB

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

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940 downloads

Uploaded:09-18-2007

ffa_rift(Tw)

ffa_rift.zip | 2.43 MB

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

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669 downloads

Uploaded:08-06-2007

Hexes Ghetto JK3

hexes_ghetto_jk3.zip | 31.48 MB

with the noodle bar man and Harrison Ford. Maybe a little bit of Tokyo in here as well, crossed with a bit of Coruscant....ANYWHO, the review! Ive chosen to re-review this from the previous review of the JK2 version, mainly because I have quite a lot to say about this map. I really like some of the features, lots of nice pretty lights, moving screens, gives it that Coruscant/Blade Runner feel which I really do take interest in. Definitely the main city is my favourite part of the map. The snipe wars and throwing people off that top balcony...I could have such a blast, and I'm sure you will to. The main area leads you off to several different places of the map, each for a different purpose I presume. Many areas for holding duels in, and the architecture is top quality in almost every place of the map. The textures give this map a really nice feel as well, the variation is great and the quality is also good. All the rooms are decent sizes, and have a unique look and feel about them. Again perfect for mass FFA and merc wars, but I could also see some very nice RP's happening here as well. That's what I like about the map, it has the potential to be used for other activities such as RP, and is not limited to one type of fun. A suggestion for a V2 though, put a bar outside, then I can recreate that "Blade Runner" scene :rolleyes:. One thing that really put me off though, was the choice of music. Now I'm more of a Metal head/old school rock fan, so techno Star Wars isn't really my thing, but hey, I'm sure others will like it. I don't think there's any difference between the JK2 version and this one, I checked the screenshots of the JK2 version and I'm pretty sure its the same map. Author states there's seven secrets all together, so lots of time for exploring! I like this map, I suggest giving this a download if your a futuristic/Star Wars/Blade Runner fan, you wont be disappointed. -|Sho'Hen|- [b]Bot Support:[/b] Indeed [b]New Textures:[/b] Indeed [b]New Music:[/b] Indeed [b]New Models:[/b] Indeed (JK2 models) [b]Game types:[/b] FFA, Team FFA Hexes_Ghetto_JK3_Video.wmv

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6084 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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182 downloads

Uploaded:06-24-2007

GdF Coliseo

gdf_coliseo.zip | 3.09 MB

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

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181 downloads

Uploaded:06-09-2007

KOA Clan Map

koa_clan_map.zip | 6.17 MB

made from a minotaur, and I adorn myself in my battle robes=- This map is rather small, and very empty. The lighting is very very poor, and you can barely see a thing. However, since this is a WIP, I will take an objective stance and list out some suggestions to improve this map: - Lighting: Upgrade the lighting exponentially - Furnish some areas: Whether it be for role-play, or simply hanging out reasons, Furnishing an area can add to the overall realism and atmosphere of a map. After all, this map is to be your clan's home. Shouldn't it feel like one? - See if you can make the fountain statue spout streams move - Destroy planets - I accidentally discovered that your water on the bridge is not quite all the way there. I would suggest planting a bottom, removing that death trigger, and then perhaps ousting those invisible walls. It would make the map feel less constricting. - Make your "skybox" an actual skybox. What you have there is rather ill-looking That's all I can think of right now. Take or leave those suggestions as you wish, for it is your map, not mine. I shall look forward to see what the Knights of Apocalypse will have in store for version 2. Man, that's an awesome name..even the acronym seems to seem intimidating...=_,= New Textures: Aye New Music: Nay Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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373 downloads

Uploaded:06-09-2007

Coruscant Stacked

ffa_stacked.zip | 3.13 MB

One Coruscant, the other Quake. This map is an enclosed part of a building overlooking Coruscant. My first thought once I got in was that it was a pretty cool map, though the textures were a bit lacking in detail. They appeared to be just flat colors. However, the map\'s structure makes up for that in my mind. You\'d prolly be moving too much in a true FFA to even really notice, anyway. There are multiple floors in this map, most of which are rather small and curvy, broken by either a ramp leading up to the next floor, a little jumppad to knock you up, down, or across, or a teleporter that brings you to another area of the map. This map works nicely with saber duels or FFAs, but is much better for small to medium sized gun FFAs. There are plenty of places to run to, but enough empty spaces to make it a challenge getting from place to place with enemies about. It does fit a sort of Quake-ish theme, with it being a small map, yet with many areas to run to. I\'m rather certain that there was something else that I was going to mention, but I have now forgotten. Ah well, no matter. Though I would like to see some better textures in a new version of this, and perhaps some more areas to explore, this map is adequate for my slightly high standards for maps. Give it a download if you feel the same. Bot Support: Nope New Textures: Yep New Models: Nope New Music: Nope

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535 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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844 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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2642 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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540 downloads

Uploaded:04-25-2007

Calc\'s Space Walk

calcffa1.zip | 843.71 KB

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

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803 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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1007 downloads

Uploaded:04-21-2007

Final Fantasy: The End of Time

the_end_of_time.zip | 15.43 MB

here. >_> OK, the basic concept of this map is a ruined post-cataclysm city. There\'s a few busted-up buildings, some rubble, and a lot of fires. Yes, the layout really is that simple. It\'s big, though. Big enough to comfortably fit a Z-95 in, provided you can handle very tight cornering. Several elements caught my attention, but mostly for the wrong reasons. As soon as I entered the map, I was smacked with a horribly low FPS despite having a brand new high-end Radeon. Didn\'t take me long to find out why, since evidence of it is dotted around the map. There\'s a lack of optimisation going on, most likely because of the map being so open. Texture alignment was another visual problem. There\'s misaligned textures all over the place, and plenty of textures which simply shouldn\'t have been used because they tile far too much on the large surfaces they\'ve been assigned to. I also spotted a few cases where textures haven\'t been wrapped around an object properly, and even one case where a texture had been fitted to a 1:1 ratio on a surface far too small for it. So, the texturing needs work. There isn\'t really a good gameflow in this map. Part of this is due to the fact that some areas are virtually intraversable, but it\'s mostly because the map lacks just about every single element which would define a map as functional. It\'s definitely one for the roleplayers, although even they\'d be hard pressed to build a scenario around it. Oh, and a little hint? The music is overkill and doesn\'t fit with the map at all. Next time you should pick music which works with the map, rather than annoys the hell out of everyone who hears it. One Winged Angel isn\'t really all that good a composition, and it definitely has no place in an FPS under any circumstance. Still, it\'s not too bad a venture into the mapping world, and a good level of technique has been displayed in the creation of the map. It just needs far more work in order to really be of interest to the community as a whole. ~ Kouen (PS: What the heck is that floating nVidia symbol doing spinning above the map? o_0 ) [b]Bot Routing:[/b] No [b]Custom Music:[/b] Yes [b]Custom Models:[/b] No [b]Custom Textures:[/b] Yes

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195 downloads

Uploaded:04-13-2007

Old Arena

old_arena.zip | 4.67 MB

and my senses have exploded... Moving onward, this is basically a medium sized FFA arena of sorts with a pit with hovering platforms in the middle. I liked the use of the chair and the stadium seating. Most amusing =_,= Unfortunately that\'s all really. That and a couple of gun spawns and a crusher at the bottom of the pit. Overall, simple and effective. I\'d suggest branching out a little bit with this map, give it more areas, and make it a little more interesting. New Textures: Nay New Music: Nay Secrets to plunder: Nay Bot Support: Aye - Averus Retruthan

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372 downloads

Uploaded:02-23-2007

Jawaball

jawaball.zip | 79.77 KB

really happened after you got a specific number of goals (labeled in the readme) so you might just have to keep score yourself. The map itself is, unfortunately, kind of ugly. The texturing is bland, and there is no skybox. Rather, the author simply applied the skybox [i]textures[/i] rather than the shader, so it doesn't work. Beyond that there's very little to say, other than that this map is not nearly big enough to provide any kind of gameplay other than maybe a duel, which is not what it was designed for. To provide enough room for any sport, it would need to be proportionally sized. As it is, it is not really much of a challenge. Two to three rounds of Force push will get the Jawa through the goal. Just imagine if there was a soccer game where you could kick the ball twice and score... not much fun, eh? [b]Bot Support[/b]: No [b]New Textures[/b]: Yes [b]New Models[/b]: No [b]New Music[/b]: No ~Inyri

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277 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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310 downloads

Uploaded:02-07-2007

Glassmap

glassmap_v2_archive.zip | 5.92 MB

lighting, weapons, npc’s that spawn, and traps have been added. The two new levels don’t really do much, except give you farther to fall, or jump. But in my opinion they needlessly expand the size of the map. The lighting…in my opinion is not ‘better’, just changed. How so? The color is different on each little level. Weapons and other items have been added, although there’s NO weapon specific ammo, which reduces the playability/challenge of doing gun battles in this map. Out of ammo? Go grab another weapon, and get a refill from the ammo dispensers around it! That brings me to item placement. It’s almost as if there was no thought put into it at all. There was a line of bacta tanks in one place, although I may be mistaken. So, basically, this really isn’t suited for gun battles at all, since it’s unbalanced. ‘Fun’ elements? Traps? Those are for RP, or for being hazards that will be run into often. I found one trap in this map, and when I touched I was greeted with a [i]very[/i] annoying “LOL xD” on my screen, followed by blaster bolts. Are spawning npc’s fun? Not to me. They’re only fun if I want them there, and if I want a nice, quiet duel with someone I have to kill the bots first. There have been other things added to this map, one of which is a tower of floating Morgan heads. This brings me to ask this question: Why? If it was some evil shrine, then whatever, but it’s a tower of heads. Oh, one other thing that really annoyed me is that the pit doesn’t kill you anymore! Yeah! Now you get some annoying “Yahoo!” text shoved in your face, and then you’re teleported to the top. That totally destroys the “watch your step” idea behind the original map. Now, to my main question: Why take someone’s source, and change it when the map is so incredibly simple? That just strikes me as lazy. With someone’s source, you have to move things around, change things, and you feel cheated in the end because not all of it is yours. I just wonder how hard it would’ve been to make your own version, and not use someone’s source. Is this worth downloading? I’m not going to say. Is it an improvement in my eyes? No. But it’s your eyes that matter. Bot Support: Yes New Models: Not really New Sounds: No New Music: Yes Gametypes: FFA ~Zach

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713 downloads

Uploaded:01-09-2007

-[CETJ]-Yavin Metal

cetjyavin_metal.zip | 1.22 MB

on.=- *munching on a stick of beef jerky* mmm...=_= now, it seems we\'ve yet another clan map brought to the altar. *Kicks a corpse of out of the way* Now I\'ve seen some of the author\'s previous work, and to be honest, he hasn\'t made too much effort to improve his tech-nee-que. What we were brought was a decent, yet still significantly flawed map. However, there were good aspects of the map. The first was the graveyard. Yes, I\'m biased. Whenever I see a graveyard, my eyes flare up in utter malevolent joy and I do a ceremonial grave dance of joyous death. This time was no different. Afterward, I did what I always do to in graveyards: I raised soldiers. However, there was one grave that was out of place in the grave alignment. I asked the inhabitant what the deal with that was, and he had no idea. The terrain was also relatively good. However, it was canceled out by the map\'s various negative aspects: -Shrubbery in water has no roots: though a mere nitpick, you would think the plant would have taken root at some point. It is supposedly in flowing water, so apparently you\'ve found a godly plant. I shall have to battle it to the death later =_=. - Tuning Fork Waterfall: this aspect was very strange. The main \"core\" of the stream seemed to go invisible at certain angles, and it increased as you jumped higher. Strange, yes. Knowledge of how to correct that? I cannot supply it. Ask some more benign force, for I am the epitome of \"not good\" - Fog: This was probably the most blasphemous thing in the entire map, simply because good intent was overshadowed by horrible implementation. I too enjoy a wonderful bit of ground fog or mist myself. I\'m assuming that was the author\'s intent, simply because I don\'t think there\'s another explanation for it. The result was two horribly joined rectangles going down the slope with poor siding. You could see under the fog. The two rectangles intending to represent this fog had a line that went down across the map. Clearly the fog was harmed! YOU HURT FOG\'S FEELINGS =_=. - Blocky map: this part was probably not as bad, but the entire map was very square. There was maybe one bend in the architecture to make it seem not like a rectangle. I also noticed that there somehow was a second skybox behind the map o_O what that means, I\'m not certain. Perhaps he was intending to fool us with a false sky. That happened to me once with the sun falling, but then I remembered I had summoned a meteor to play a trick on a Brachiosaurus. Sucker didn\'t see it coming. Overall, however, this could be another map that might end up going to the Trolls for dinner.(and I mean the big gnarled angry ones, not the ones that run around naked with huge hair) I would highly suggest cleaning up your maps\' errors before submitting, dear lad. They come in bulk, and it\'s very displeasing to many. *walks back up onto the ghost vessel and flies off, leaving the circus in ruins* New Textures: Nay New Music: Nay Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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1671 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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1340 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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405 downloads

Uploaded:11-29-2006

Sub-Bespin

sub_bespin_v2winter.zip | 9.56 MB

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

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2464 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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789 downloads

Uploaded:11-07-2006

FFA Rooftop

lz_rooftop.zip | 3.16 MB

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

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1384 downloads

Uploaded:10-22-2006

Free Saber Alliance Council

fsa_council.zip | 19.22 MB

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

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244 downloads

Uploaded:09-28-2006

The Battle Arena

thebattlearena.zip | 2.37 KB

happening in this map is a bunch of people blasting the bejeezus out of each other and the line of Jawas between them. It's too small to be good for dueling if you have more than 2 or 3 people, plus I suspect the turrets would get in the way. There is also no lighting done, so it's fully-lit, making it incredibly bright. Once again, this map simply needs more to it, and it needs to be spacious enough to support its gametype. [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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474 downloads

Uploaded:08-29-2006

Korriban Duel Valley

kor_ffa_valley.zip | 1.67 MB

there\'s a nice stairway going down, and the statues don\'t have any textures on them. :( Anyways, once you go down the stairs, there are four areas that you can go to: a pool, a statue of Ragnos, a cafe, and a jail. The pool isn\'t much, it\'s just a pool. To get to the statue of Ragnos you have to descend down an elevator, which goes rather slowly. At first when I saw the statue and the black abyss under my I thought I\'d have to jump or die. Alas, You don\'t have to jump or die, you can just walk up a walkway. There is a hole in Ragnos\'s chest, but don\'t go in there! You\'ll die! The third area is a cafe, which isn\'t that special, except that it has a missing texture or two. Then there\'s the jail, again, nothing that special, except for when you push the buttons there\'s some z-fighting, but that\'s about it. In fact, with all the buttons all you had to do to activate them was touch them. Again, in this map, the main thing that needed work was the lighting. That, and the fire didn\'t hurt me. v_v So basically with this map the aesthetics need work. Bot Support: No New Models: No New Music: No New Textures: No Gametypes:FFA Duel TFFA Power Duel ~Zach

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754 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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172 downloads

Uploaded:06-30-2006

Red Rebel's Arena

rr_arena.zip | 4.84 MB

design theme. That doesn't mean it's bad though. It's the typical small arena you'd expect from a Q3 engine game, which really wasn't used well enough in JKA. A platform in the middle, four ramps leading up to it, and a walkway around the edge. And a glass roof, of course. The good parts. Your FPS is going to rock on this thing, truly. Shader lighting has been used, rather than entities, although Red hasn't used anything to disguise the shader light textures - naughty naughty ;) . Guns and ammo are liberally scattered around. In the way of size, the arena is sort of cramped, but open enough for it to avoid being claustrophobic - this leads to some excellent Q3A-style gameplay. Red's done a great job of using the base textures - at first I didn't recognise a few of them because of how they fit into the map's theme. The music works great in the heat of battle, but sounds oddly familiar, especially at the start... The bad parts, which are mostly nitpicks. It's sort of boring, although it's objective renders that irrelevant - I'm just too used to eye candy. A couple of extra levels of platforms never hurts, and some less standard designed rooms would have been great. Again, the shader lights are undisguised, and the plain white texture isn't all that attractive. Putting a glass layer over it would have been nice, and would have made it look that much better. Anyway, this one's fun for the gunners, and it's fun for the duelists to fight in the middle of a hail of gunfire :p . I wouldn't recommend disabling anything when using this map in FFA mode, however, as it loses most of it's edge when not used for true all-out FFA. Despite a few issues with the music, which had an amusingly simple solution in the end ( :D ), the map's nothing flashy, but it gives the smoothest gameplay, and it's one heck of a wild ride. I'd recommend this for those who have FPS problems due to weaker computers, and also to those who want to give a bit of True FFA a go in traditional Quake III style. ~ Kouen [b]Bot Support:[/b] Yes [b]New Textures:[/b] No [b]New Models:[/b] No [b]Custom Music:[/b] Yes [b]Gametypes:[/b] Free For All Team Free For All Duel Powerduel

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636 downloads

Uploaded:06-10-2006

Smaug's Dream

smaugs_dream.zip | 17.22 MB

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

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505 downloads

Uploaded:04-20-2006

Wasteland...

_wasteland_.zip | 17.27 MB

everybody knows that Raven maps are of a fairly high quality, so it\'s no surprise that they managed it a good deal better than this map, especially the blending between the edges of the map and the skybox. Because, whilst the terrain is not too bad, and the water shader used is a far deal better than anything raven came up with, the edges of this map let it down tremendously. Not only does the sudden texture change look wierd, but the boxy edges just make me cringe. The second problem is a problem that W4bird has been failing to attend to even since his much earlier maps. I pointed out it\'s ugliness then but apparently lighting is not all that important in maps nowadays. Yes, this map gets away with it slightly better than an indoor map, but it\'s plainly obvious when the map hasn\'t had a light compile, because everything is the same bland shade. No shadows, no glows, nada. Either that or he\'s used strong ambient lighting, which does exactly the same thing. But that\'s enough criticism for one day. ;) The terrain itself is actually fairly neat, and from a distance where you can\'t see the edge easily and where you don\'t get distracted by the lighting, it actually looks alright. I did really like the coconut trees, which seemed a little out of place in a desert maybe, but still looked nice,as did the skybox. There are also several pieces of debris scattered around and a sort of pad where some...(desert-speeders?) are kept. I\'m not going to go into the new skin on them because I might end up insulting someone, but.... if highly red hued skins are your thing, then these are for you. And also, there\'s no bot support. Damn. New Sounds: Yes New Textures: Yes Bot Support: No ~Szico VII~

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1357 downloads

Uploaded:03-15-2006

[SJO] Training

sjo_training_sacrificexss_map.zip | 9.26 MB

they’re plastered all over the walls! However you do get quite a few clan maps that don’t have many, if any clan logos in them. These are much more practical for other people, because anyone can play them without being constantly confronted by clan insignias every time they enter a room! This is one of those maps where there aren’t any clan logos in the map, which is cool, because anyone can use it :D The layout of the map isn’t too bad, there’s everything here that you would expect from a clan map, a Council Room, Dueling Rooms and a Bar too, among other things. Probably my favourite area was the Jail and Rancor Pit though. The jail consists of some glass cells (toughened glass I hope!) that you can keep your prisoners in. But there’s also a big view screen on the wall where you can actually see what’s happening in the Rancor Pit! There’s also a handy button to spawn a Rancor on the wall too ;) What do you feed the Rancor I hear you ask? Well anyone who is giving you trouble! :P Because there is also a lift there where you can put someone to be taken down to the Rancor Pit, once he’s in there, spawn a Rancor, and watch the action on the viewscreen! ;) Another area I liked was the Mercenary Battle area accessible from the Bar. There’s two fort like things, one on either end, defended by some emplaced turrets which can be used. When you have had a good battle then you can retire to the Bar next door for some refreshing drinks! The architecture of the map was pretty good, but it was a bit simple really. I suppose that’s good for FPS, but it would have been nice if there was more detailing in the map. Maybe some more things like pillars along the walls or maybe some pipes or crates here and there. One thing I thought went well with the map is the music! KotOR music is great, and the music here fits just right with the academy theme of the map I think. ;) One thing I think could be improved upon though was the doors. Doors that you have to press the use button on to open are ok, but they can get a bit annoying after while, because I always walk into the door expecting it to open…and then it doesn’t. Thank goodness I can’t feel pain from my character! The main thing on this map though was that when you press the use button on the door, if you hold it down too long or press it accidentally again, the door opens and closes very rapidly. What you need is to delay the triggering of the door, so the door can’t open and close quickly if you hold the use button down too long. To do this, go into Radiant and select your func_door, then press the N key to get the entity window up. Then put in the Key part: delay and in the Value part: However many seconds you want the door to wait before it moves. It could also do with some bot support, if you want to know how to do bot routing, check this tutorial out: http://jediknight2.filefront.com/info/BotWaypointTutorial I know it says it’s for JK2 but it does work for JKA too. Other than that, a nice academy themed map here. I look forward to seeing more work from this author! Bot Support: No New Textures: Yes New Sounds: No New Music: Yes Game Types: FFA, TFFA ~Nozyspy~

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2534 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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1541 downloads

Uploaded:02-17-2006

Sigma: The Combined World

sigma_v11.1.zip | 64.61 MB

an average map, seem extraordinary! Of course, there's also all the custom models and players included in the pk3 to spice things up as well. But the map itself isn't particularly breathtaking. It does have a certain allure however, especially the snowy section. The trees and plants look okay, although the textures on them don't blend to transparency very well, and the terrain has some extremely deep holes which once in, you can't get out of. I can't confess to finding everything in this map because, well, I couldn't! I ended up no-clipping between areas, so my apologies if I missed anything important. For example, there's three custom music tracks included in the pk3, but I have no idea how to listen to 2 of them in game. The one thing which really does let this map down though, is the fact that it doesn't seem the author was bothered to do a -light compile, so everything is the same brightness, no shadows, colours e.t.c The general texture usage was also shoddy in a fair few places, such as using a solid red colour for the giant square buttons. (Even though pressing them and watching them slide in was very satisfying.) I think perhaps, the screenshots provide a better view of the map than I can really describe. All I can say is that whilst not the greatest artwork for JK3, this creation does have certain... something which makes it stand out. I'm sorry, good music goes straight to my head I'm nearly tempted to overlook the lack of botroutes...but nah, all maps should have botrouting, I stand by that.[/quote] Now, don't get me wrong, the new music in this map is also very nice, but I have to say....WHYYYY??! The old music was just.... incredible, why change something that doesn't need changing? :( Oh, and the file size of this map seems to be increasing exponentially with every new release. It now stands at a whopping 60MB. Overkill if you ask me - the map is large, I'll give you that, but it certainly needn’t be as large as this. I also wish the author would revise his pk3 knowledge, because once again, he's included unnecessary files such as the .srf and the .prt. Furthermore, there are [b]still[/b] no bot routes, and the NPC helpers still won't budge to help you. Unfortunately the lighting hasn't improved, which was a major negative. Many of the points in the original review still stand - but at least this time I managed to find the teleporter's to the other areas. And dammit, there's now a super-sized mutant rancor in the space section. There's also a button that you can use to kill it, but that's no fun at all now is it? ;) If I had to choose one word to describe this map... it would be abstract. It's certainly not the norm, but it has some weird style about it that makes it interesting. The new sky works better than the old one I think, but I didn't manage to find the secret area described in the readme. Oh well. :( For the next version, cut back on the filesize, get some nicer lighting, (try a shader sky sun) and for Pete’s sake get that old music back in there ;) New Textures: Yes New Sounds: Yes Bot Support: No ~Szico VII~

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1087 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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426 downloads

Uploaded:01-29-2006

The Ancients Shrine

the_ancients_shrine.zip | 2.91 MB

fighting always seemed to be in good places with plenty of room. I do think sometimes the corridors were a little too long, but aside from that it flowed very well. However, the map as a whole was very... samey. It's too much corridor and not enough FFA area. Whilst that may have worked for Q3, in JK3 where open areas are needed for large FFA's, it just doesn't come off with quite the same effect. Luckily, there was a nice focal point in the centre of the map which I'm guessing was the 'Shrine,' due to the giant worship statue in there. This is by far the most superior room in the map for a number of reasons. Firstly, it's the only place in the map which has some variety in the lighting. I don't mind blue maps, but this wasn't blue, with variation here and there, it was all one flat shade - blue, blue, and more blue. The shrine is the only room in the entire area which looks new and different, and was a welcome change. So the lighting was a bit generic and boring, and the texture work wasn't amazing either. Quite often textures on the walls clashed and repeated too much, and in a few cases there was misalignment on pillars. Architecturally it was alright - some attempts at more interesting designs, and some curves - but it just didn't go far enough to immerse me. Some of the models were repeated far too much, especially those big glowing crustal pillar-type ones, and this added to the feeling of repetition, like I'd seen it before. I also need to question the envmap (shiny) shader used on some of the crystal podiums - it just didn't fit the theme whatsoever. This is quite a typical standard of map both in terms of design quality and overall playability, it doesn't stand out from the crowd and consequntially, falls into the big bucket of maps that don't often make it onto a server. Don't let that dishearten you (the author) though - it's a great start and you clearly have begun to understand the basics of creating a richer and more atmospheric level, you just need a bit more practise with the editor, and perhaps some extra infusion of style to really make the map yours. New Textures: No New Sounds: No Bot Support: Yes ~Szico VII~

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1444 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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1468 downloads

Uploaded:01-05-2006

Christmas Retreat

christmasretreat.zip | 11.36 MB

posted. Better late than never, right? The map itself is only partially Christmasy. Personally I can see how people might want to use it throughout the winter season, especially those types who are too lazy to pull down their Christmas decorations until March. [i]You know who you are, slackers.[/i] The map consists of four areas: the bar, the spa and skating rink, the ski slopes, and the pool area. The pool area really gets me. It's cool, and comes complete with water slides, but... the author must think we're part of the Polar Bear club! :p In his read-me, the author notes that he had issues with the trees not showing textures, but one of his beta testers did not. I had the same problem the author did, so this led me to believe that it's not a texture error, but a possible shader conflict. Then I looked at the PK3 and realized there were no shaders, so I'm a bit baffled. Definitely something to look into for the next version. I found the texturing to be a little redundant in areas, especially in the bar where the lighting actually seemed to be rather poor. I must say it's the most well-lit bar I've ever seen! The fireplace in the bar, however, is nice, and while the furniture is rather square it does still look cozy. I didn't notice any really big technical problems, though I did find navigating the map to be a little difficult at times, especially getting out of the pools/hottubs, and getting up to the water slides. It took me almost five minutes to realize there was no button for the lift, and you had to actually activate the [i]lift itself[/i]. Then again, I'm a little dense sometimes. Ah yes, and a note to the author: I looked at your music, and noticed a few things. First of all, it's sampled at 8000hz. This is probably the reason it's not working (check the tutorials thread on the forum for more information about sound/music requirements). Also, I'd recommend using MP3s. They save space. There's no sense in having a 3mb WAV in your PK3 when you could convert it to a 1mb (or less) MP3. Again, sorry for the delay in posting, however I'd still recommend people check it out. Even though it's past Christmas, and the map has a few problems, I still found it to be entertaining and I imagine it'd be fun to chill out in, and perhaps have some casual fighting/dueling. New Textures: Yes New Models: Yes New Music: Non-functional Bot Support: No ~Inyri

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3481 downloads

Uploaded:12-28-2005

Council Tatooine

counciltatooine.zip | 2.34 MB

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

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685 downloads

Uploaded:12-21-2005

Subway

oxy_subway_by_oxyonagon.zip | 5.01 MB

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

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439 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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764 downloads

Uploaded:11-20-2005

Jedi Fort

etr_jedifort.zip | 718.07 KB

a castle type thing. This really reminded me of that because it’s kinda similar. It has walls all the way round and a big courtyard, with the Keep (the main Castle tower) in the middle. And there’s also some other buildings scattered around the courtyard. However, my map had a big forest around it, whereas this map is set in the desert :) This map also has a small (but EXTREMELY deep) moat around the Keep. For something that is the author’s first map, this isn’t bad at all mate! The idea of a castle map is pretty cool, and for your first map you haven’t done too badly. I would really like to see you expand and improve upon the idea and maybe release a v2 :) Some of the things you could work on: One thing I noticed what that there were some swoops in this map, so you could have some cool races around the keep ;) But the swoops have missing textures on! :( Remember when you use swoops in a multiplayer map, make sure you use the swoop_mp vehicle, otherwise the textures wont work. There were also one or two missing textures, but that wasn’t too bad. Also in one of the buildings in the courtyard (the one with all the weapons in) when I climbed the stairs I kept getting stuck at the top, because the ceiling wasn’t high enough to let me go all the way to the top, so I had to crouch. So play around a bit with the dimensions of things, it takes a bit of practice to get all the dimensions right, so the character can get to certain places. I remember when I started off I was terrible at it, and I kept making corridors that you had to crouch in to get through lol! With a bit of practice though I soon learned how to make things just the right size. Practice makes perfect as they say! :) If you or any other new mappers need help mapping, try the forums here on this site (there’s a link on the bar on the left side of the screen), alternatively www.map-center.com is also a great place to go to learn more about mapping! Not a bad map here for your first map mate, keep at the mapping! Bot Support: No New Textures: No New Sounds: No New Music: No Game Types: FFA, TFFA ~Nozyspy~

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1767 downloads

Uploaded:09-24-2005

House of p!ng

ffa_hop1a.zip | 6.37 MB

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

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4957 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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803 downloads

Uploaded:09-09-2005

KashT-228

kasht228.zip | 8.5 MB

use 10 textures. Now, on to the map itself. This map is set on a moon built by miners. The actual structure of the map has three levels with lifts, stairs, and walkways connecting them in various sections of the map. The layout is really nice making for good game play, especially guns which I sooo can see playin on this. Before i forget, I wanted to comment on the music. It\'s Star Wars themed, but his choice was a good one. While checking this map out, I found myself moving faster and faster with the music lol. Immenor did some impressive detail work in this map, one look at the screenshots will show ya that. It\'s always impressive to see a mapper put under restrictions, and still be able to produce somthing so good. I\'d say my favorite part of the map.. well.. theres two. Outside in the cavern area was cool. The contrast from the mechanical/tech interior, and then stepping out into green grass with rain really added to the maps atmosphere. And.. yes lol.. I really liked the purple fog. The fps here was not that bad. I ranged from 25 -60.. but mainly in the upper 50\'s. If you have a old machine, you may have some issues, but everyone else should be ok. With the detail work, moving parts, and other effects, the author must have done some nice hint work at the minimum. Nice work Immenor! I can\'t wait to see your next map. This is one I will be keeping. NEW MUSIC: yes NEW TEXTURES: yes NEW SHADERS: yes NEW SOUNDS: yes BOT SUPPORT: yes ~LK~

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878 downloads

Uploaded:09-07-2005

Mustard

gx_geo1.zip | 9.78 MB

expect a) A weird name, and b) a well-made map. Okay, on that note I have no idea why this map was named Mustard, as its more grey than well, mustardy. Still, I think GothicX is known for his odd map names, oh and his mapping skills of course. I did get the feeling he was being quite conservative with his abilities in this map, probably due to the contest restrictions and his year-absence from mapping. I guess I'll start with the music. It instantly reminded me of a UT-style track, and the level design certainly seemed like UT2004. Also, it is definitely a guns map - too small for any large-scale battles, but for a few friends duking out it seems an ideal map, as it has very nice height variation as well as ground space for jumping around and showing off your cool JK3 skills. Of course, I have no JK3 skills so I could only look at it. :) I did find a bug though! Underwater, the gun spawn isn't on the floor and is kinda floating.. and looks a little wierd. The water itself is okay - better than JK3 defaults, but I think I'm too used to HL2 water :) Aside from that though, and the general lack of color in the map, it's a fun play. I liked the skybox as well - I think I'd have chosen a different glass texture however. Seems a little off from the feel of the rest of the map. Heh, I'm not complaining though. Just promise you'll make some more maps :) Oh, and I don't buy that bot support excuse in the readme - for me, any bot support is better than none! *slapped wrists* New Textures: Yes New Sounds: Yes Bot Support: No ~Szico VII~

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3022 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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2171 downloads

Uploaded:08-31-2005

-{JotR}- FFA SandTrap v1

jotrffa_sandtrap_v1.zip | 7.35 MB

well as a normal FFA I should imagine. So really, this is a bit of an all rounder ;) This is a Tatooine map (Tatooine maps always seem to be very popular for some reason :S) with architecture that resembles some of the architecture featured on Knights of The Old Republic (KotOR), such as the very large skylights with the rounded off edges which remind me of the ones that were in the Jedi Academy on Dantooine. The bar areas also resemble those found on KotOR, they even have the KotOR bar music (which I love ;) ). Quite a bit of the architecture here has rounded-off edges, like the two large pillars in the main docking bay area, features such as that also remind me of the KotOR architecture, and I think add a nice touch to this map :) There is some interesting use of windows too, like lots of small round windows all along a wall, which looks cool, but is a bit unusual for a Desert Base / Tatooine themed map. One of the best things was a sort of indoor stadium / arena. I was looking through the map (which is fairly large, and a bit difficult to find your way around at times) and I thought I had seen everything….when I stumbled upon this indoor arena. This was definitely the best architectural feature of the map! This would make an excellent place for Duels and Dueling tourneys, or for lessons on dueling, if the map is used by clans or academies. The use of patch meshes in this arena was brilliant, I have no idea how the author did the seating but it really looks brilliant. The only error I saw there was that part of the ceiling wasn’t quite stretched to the end, and I could see inbetween the end of the ceiling and the wall, but its not really noticeable if your dueling, Infact, I almost missed it myself! Best of all though, the map had KotOR music (which I also LOVE) it was the one that plays when your in the Sand People Enclave, and it really fit well with the map :) Things that could be improved upon: Mainly the lighting, overall, the quality wasn’t too bad, but it did annoy me a bit after a while, because it seemed quite blotchy in places, and the shadows created were quite rough. Try compiling with BSP –meta –vis –light –fast –filter as that makes the shadows smoother I find. The structure of the map wasn’t too bad, but in some places the patch meshes didn’t seem to fit very well. The texturing was mostly pretty good though. All in all a nice map here, it could do with a little improvement here and there, but a nice map nonetheless. Keep up the good work! :) Bot Support: No New Textures: No New Sounds: Yes New Music: Yes Game Types: FFA, TFFA ~Nozyspy~

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5701 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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2145 downloads

Uploaded:07-28-2005

Jedi's Hideout

jedishideoutv1.zip | 17.15 MB

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

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3635 downloads

Uploaded:07-17-2005

Map-Review\'s Academy v2

mapreviewsacademyv2.zip | 7.45 MB

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

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3323 downloads

Uploaded:05-09-2005

SoulesS Stadium

ffa_souless.zip | 5.49 MB

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

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6346 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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1427 downloads

Uploaded:04-30-2005

ANP City

anpcity.zip | 2.88 MB

anything, as the author didn’t say. For starters, some of the technical aspects of this map aren’t too bad, there are teleporters, a few rounded patches here and there, an NPC spawn room and….a couple of spiral staircases (I haven’t yet figured out how to properly do those lol), the kinda stuff I didn’t know how to do when I first started mapping. However, there are quite a few things lacking, that a good map really needs, the first is proper lighting :( Using the BSP –meta compile makes everything light all over, its best to use a sun entity or something, and make sure to place other light entities to light up the inside of buildings n stuff. Try using BSP –meta –vis –light –fast –filter (try www.map-review.com or www.map-center.com for some good tutorials on sun entities and other things) Another is that it has quite low fps in some places, probably caused by all the tree models. Also remember, when you are doing double doors, in the entity window in GTK Radiant, type team for the key bit, and bigdoors or bigdoors1 or something like that, for the value part (make sure the value is different for every set of double doors) on both doors, this way your double doors will ALWAYS open at exactly the same time, because on this map I noticed that each door of the double doors seemed to open independently. Plus, most of the signs over the doors seemed to be in German :/ There also wasn’t any music on it either :’( Faults aside, there was one thing on this map I LOVED, it was the lamer prison, there were these pits in the floor, where you can just dump a lamer, then you press this button and these cool doors close over the top, I absolutely loved that part, it was really cool! :D :D All in all, it’s a good try, there are some nice features on this map, however, there are quite a few bits that need working on. Good luck on your next map mate! :) Bot Support: No New Textures: Yes New Sounds: No New Music: No Game Types: FFA, TFFA ~Nozyspy~

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1111 downloads

Uploaded:03-02-2005

Nar Shadaa Streets

ns_streets.zip | 7.41 MB

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

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4779 downloads

Uploaded:01-24-2005

Christmas Village

christmas_village.zip | 34.17 MB

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

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1877 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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2853 downloads

Uploaded:12-09-2004

Fortress Japan

fortress_japan.zip | 6.1 MB

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

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5021 downloads

Uploaded:11-06-2004

Imperial Excavation Site

ffa_imperialdigsite1.zip | 4.92 MB

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

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2684 downloads

Uploaded:10-18-2004

Island Thunder Final

islandthunderfinal.zip | 11.93 MB

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

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2661 downloads

Uploaded:09-13-2004

Bespin Gas Refinery

bespin_refinery.zip | 3.17 MB

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

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846 downloads

Uploaded:08-17-2004

Imperial Bay

imperialbay.zip | 794.76 KB

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

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6372 downloads

Uploaded:08-08-2004

Evolution Academy (beta)

evoacadbeta.zip | 11.98 MB

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

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5902 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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682 downloads

Uploaded:08-01-2004

JediVMerc

jedivmerc.zip | 3.36 MB

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

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4118 downloads

Uploaded:07-31-2004

Rome Arena

romearena.zip | 8.04 MB

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

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1311 downloads

Uploaded:07-08-2004

Joe\'s Academy Lounge

joeslounge.zip | 4.86 MB

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

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1825 downloads

Uploaded:05-20-2004

Gulf of Souls

gulfofsouls.zip | 5.47 MB

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

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2493 downloads

Uploaded:05-19-2004

Massassi Temple

massasitemple.zip | 548.14 KB

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

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4462 downloads

Uploaded:04-08-2004

Owl City (v1)

owlcity.zip | 11.13 MB

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

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3115 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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969 downloads

Uploaded:02-09-2004

Get Ready to Rumble - Knockout

grtrknockout.zip | 5.31 MB

expanded upon it - made it a little better. So I suppose that\'s a good thing. :) I remember having some great FFA\'s on the TMBJ map in the boxing ring. And that\'s what this entire map is - the boxing ring! Except, with the music and flashing lights, I kinda see this more as a cross between a boxing ring and a disco. Heh. The map consists of one large room with some stands for the spectators to occupy during a fight. The ring itself is a bit small, but perfect for a duel. There\'s an area for the \"announcer\" who can ring the bell, announce that classic line \"Get ready to rumble\" and lower the cage, all with their use key. :) If you\'re in the ring when the cage is lowered, it is most definitely going to be a fight to the death - or until someone lifts the cage again. And if you hit the ropes, you will bounce back. It looks like up top, those four black boxes are supposed to be speakers, and that room up there is for the media - is that correct? I guess the only things that really disappoint me about this map are the lack of detail in some areas, and those doors that don\'t open! Would\'ve been clever to have those two doors (red and blue) open into locker rooms and maybe have them controlled by the announcer. Y\'know, like the announcer could give the specs on each fighter and then lift the door and they could come either running out and playing to the crowd, or walking out, like, playing it cool and stuff. *giggle* Anyway, so yeah. Other than that, I like this map. It\'s a clever idea for a small FFA, or for a fun little duel tourney. :) Bot Support: No New Textures: Yes New Music: Yes Game Types: Duel, FFA, TFFA ~AmosMagee

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4837 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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1378 downloads

Uploaded:01-15-2004

The Desert Temple

dt.zip | 3.89 MB

sand drift and the large rocks. I wasn\'t sure if something was waiting back there to pounce on me or not, so I just kinda, didn\'t go back there. If you find anything, let me know! So anyway, the grand staircase leads up to a formidable statue. The temple almost seems abandoned to me, yet the torches are lit. Below are two levels of many columns that hold the whole thing up. There are two ways into the blue room. Okay, technically three. If you jump up high on the temple, from the outside, you\'ll find a door on either side that is dark and leads down into the room. Or you can just go through the two big doors - which I forgot to get a screenshot of, darn it. I do like this map. The author has combined the different textures nicely, in my opinion, though they seem a bit too repetitive in some areas. There is bot support for this map and new music. Though, I have to say, I\'m glad I listen to my own music when I play. The music in this map is less than two minutes long and the constant looping of it would drive me insane. Also, I\'m not necessarily sure that the track the author chose works that well for this map. The map looks bigger than it is. It might be a good FFA map, I\'m not sure. It seems the only place for a good open FFA area is the blue room. But it\'s a pretty map. :) Bot Support: Yes New Textures: No New Music: Yes Game Types: FFA ~AmosMagee

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1322 downloads

Uploaded:01-13-2004

Karmageddon

karmageddon.zip | 658.79 KB

from, blasting your opponent or jumping out of the way of fire. In fact, if it weren\'t for the AT-ST\'s, I\'d totally add this map to my rotation. The way the buildings are set up, and the road below, it makes for a great migrating duel. Y\'know, I may add it anyway, in spite of the AT-ST\'s! Once again, Gigon acknowledges that the bots are stupid and they won\'t use the AT-ST\'s. ;) I really like this map, but as I often say, I can\'t tell you why. There\'s just something about it I like. I\'d love to see you do a CTF map or maybe a Siege map, Gigon. Y\'know, something a little bigger, more involved. :) Bot Support: Yes New Textures: No New Music: No Game Types: Duel, Powerdul, FFA, TFFA ~AmosMagee

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529 downloads

Uploaded:01-04-2004

BS Clan Map

bsclan.zip | 1.36 MB

on these days. ^_^ 3 raised platforms stand outside, while 3 dueling rooms stand inside. It really is a constrictive map, but if there is something I have to say...it's that the architecture is amazing. The level of detail achieved through the use of brushes is amazing for such a simple map. These guys are big on the dark side, but I see great things in this particular mapper's future. I would recommend more expansive maps, even though the simplified look deceivingly contains wonderful construction. Great map to play on, could have been much better...but the level of detail is great. For a simple map, of course. - Chrono

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1533 downloads

Uploaded:12-26-2003

Uprising III

u3.zip | 2.88 MB

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

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428 downloads

Uploaded:12-21-2003

Temple Of The Damned

temple_of_damned.zip | 6.44 MB

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

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1707 downloads

Uploaded:12-17-2003

[DS] - Kalakar six

ds_kalakarsix.zip | 1.19 MB

screenshot of where you first spawn. Well, no matter. The reason for disappointment was simply because the room was so dark, I could barely make out the Roman numerals at the top of the four doors. Each door opens into a small, dark hallway which is lighted only occasionally by a few harsh lights. It\'s a short hallway, so you don\'t really need the light to make it to the room. The first room I entered was a dark swamp-like outdoor area. Unfortunately, the fog was too high to make for some interesting duels in the mist. The ground is dark and the sparse lighting only seems to illuminate the plants. :/ The two statues flanking the door are kinda out of sync with their fire. I much prefer the one on the left, with the glowing firelight cast upon the statue\'s face. The second room had a much colder feel to it. Harsh white lights surround a dome dueling area with a stone floor. If you take an elevator from the hall up, you\'ll find yourself on the second level where specators can view the duel without getting in the way. This third room was my favorite. A seemingly unstable platform which appears to be structured of iron and glass is suspended over a pool of lava. I really like the blue lights above and the only thing that would\'ve made this better for me would\'ve been to have breakable glass ... hehe. And finally, the last room here is a great hall with wall torches and some hanging from the ceiling above. I believe there is some ruin on the far side, but the room is so dark, I can barely tell. There are a few flaws here and there in this map, but overall, I\'d say this would be a great addition to a small FFA server that runs a mod which allows for multiple duels. If there were a few more rooms and the whole map had better lighting, I\'d definitely add this to my server. :) Bot Support: No New Textures: No New Music: No Game Type: FFA ~AmosMagee

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2791 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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12696 downloads

Uploaded:12-10-2003

The Kempy Map

ffa_kempy.zip | 6.25 MB

1 of 4 dueling areas or the bar/GTK room (the one below with the GTKRad sign in it :)) Most of the architecture is simple and yet is still very pleasing, the dueling areas all have their own viewing galleries and the area's to duel and spacious and look good without killing FPS. Each area has its own color scheme, nothing too bright, nothing too drab while the bar is still mellow but has 'warm' lighting and textures - Changing Rooms eat your heart out. The trees use alpha shadows to cast nice looking shadows on the surroundin terrain - a small thing which adds detail and looks good. One place that does look odd is the outside area (green portal), the rock faces are too blocky, I'd recommend next time using the surface generator in the plugins menu to get a simple but varied rock fack. Also most of the lighting seems to appear from nowhere...I don't see many light emitting sources but everywhere is still lit. This map works for both Duel and FFA but it's best in FFA so all 4 duel rooms can be used simulatenously with on-looking spectators. New Textures: Yes New Sounds: No Bot Support: No -WadeV1589-

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902 downloads

Uploaded:12-05-2003

Tal Erulanei (JA)

ffa_talerulanei_ja.zip | 8.6 MB

battered by Deathbringer as I bet he wanted to review this... however he was right about it being a cool map in JO so when I saw it I had to get it out for JA ASAP! From the slowly rotating lights in the oval room (picture 1) to the cool doors and lights in the green corridors this map looks very nice (picture 2). Of course like all maps it has some minor faults; one problem with curves is getting the textures to look right on them, especially when there are so many and at some joins you can see where the textures suddenly change scaling; due to the smart textures used (i.e. mildly bland) unless you stare you tend to not notice these texture scale changes. The music is quite entrancing and is fitting for the style of the map, I\'m always happy when I can leave the music on. The only other music that would have fit (and I would have left cuz I\'m a huuuuuuge fan) is Enya. It is a very serene map. One to keep and if you don\'t mind mazes to play frequently. New Textures: Yes New Sounds: Yes (a couple) Bot Support: Yes -WadeV1589-

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7051 downloads

Uploaded:12-05-2003

Force Council Headquarters

fchq.zip | 11.38 MB

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

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581 downloads

Uploaded:11-27-2003

FFA Battle Arena

ffa_battlearena.zip | 408.4 KB

linked by some tunnels. This map has some nice ideas, and reminds me of some sort of medieval castle. Unfortunately the map has too many problems to be considered good. For one all the architecture in the map is blocky. Mind ya this is to be expected of a new mapper, but it still isn’t good. Also it seems that the authors only uses two textures for the entire map… well I guess that’s not horrible since there are only two rooms… wait, yes it still is. Also this map lacks music, or bot support. Overall this is the sort of map you probably don’t want to download, however at the same time, you might wanna watch for some better work coming from this author in the future. Nice try, keep it up ~DeathBringer Bot Support: No New Textures: No New Sounds: no Game types: FFA, Team FFA

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17987 downloads

Uploaded:11-14-2003

Matrix Reloaded (v2)

matrix_reloaded_v2.1.zip | 26.42 MB

had complaints about. My biggest issue was the FPS. It was hard to have an FFA in the main area because the FPS was so low. Others didn't like how the teleporters were set up because they couldn't remember where the Tea Room was or how to get to the Architect's Room. I had the Matrix Reloaded map on my server for quite a while and people quickly got bored of the map. The only place people really dueled or FFA'ed was in the main area because it was so hard to tell someone where you were or how to get there. The main area hasn't changed at all really. Except I did notice that the FPS there has increased for me. The phone booth teleporters now have signs over them, so you can easily figure out which way to go. :) The power station has been revamped. It's much more colorful than before. That spark that was in the tower thing has been fixed. Though I kinda liked it and hoped it'd stay. Oh well. And a half pipe has been added under the overpass. The Chateau arena has also had a bit of a face lift. And then there are the corridors. They still take you to places like the Tea Room (where Neo fights Seraph), the Matrix-y Tea Room and the Architect's room, with only a few minor changes. The Jolt bar is still up on the roof, but it's had a bit of an upgrade. Oooh ... fun thing added to the roof ... a "Jump Programme". It just catapults you from one side to the next. Oh, and you remember that "flat" from the Jolt bar? It's still there and things have been rearranged in it a bit. But there's a second one. Has a very interesting little area upstairs. Take the slide down and you'll whoosh past a few places that you'll probably want to visit again later. Darn my curiousity. I spent more time on that slide thing trying to get to the various places that branched off from there than I spent anywhere else on the map. Now there are four distinct new areas added. The first one I came across was the Ice Programme. Pretty much it's just an ice rink with a slippery surface. I do really like the look of the ice here. The whole place looks great. Then I found my way to the Kick Programme. Um, I don't get this area. You slide down into that green stuff down at the bottom and it just transports you back to where you began in the program. How is kicking involved? Especially in JKA where we can't kick! Grrr. Then there's the Bounce Programme. Yup, you guessed it - you bounce here. The platform slowly moves up and down and you bounce in various areas on the platform. And finally, my favorite room here, the Matrix Raceway. There are several swoops waiting for you when you transport in and you can race along the bottom, underneath the track or up on the track all around that Matrix-y thing in the center. That green pole thing in the center actually serves as a transporter thing back to the main area. And yes, you can go through on your swoop. Ah, but Nathan was clever and he put in this fence thing so you can't take the swoops out into the main area. I always liked the first version of the Matrix Reloaded map, but this one is much better. It battles that boredom that people experienced with the first, because the first map seemed to just be something to look at. In fact, this new version reminds me of a map that I almost never got bored of playing - the TMBJ clan map. A lot of the new rooms added here are very similiar to those of that map. Good work here, Nathan. I look forward to seeing more from you in the future. Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA (& JKR), Duel ~AmosMagee

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4517 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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231 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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44 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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149 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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185 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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88 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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317 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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153 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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30 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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127 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 he