Big Boo's Haunt

This map grew on me as I tested it. I never had an N64 as a kid (went right from SNES to PS1 -- we weren't quite as 'lucky' as all you ki...


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This map grew on me as I tested it. I never had an N64 as a kid (went right from SNES to PS1 -- we weren't quite as 'lucky' as all you kids at age 10 with your PS3 and XBOX 360's :p) so I kind of missed the cartoony but still 3D phase. I have an N64 now, although I still don't have a lot of games for it, but I get the whole style. This map might actually veer a little bit toward 'too 3D', but you do what you can with what you have and the more I played it the more I agreed that this map is a pretty good representation of the N64 feel, and I'm actually growing to like it!

Just in time for Halloween, this Mario 64 inspired map brings Big Boo's Haunt to life, complete with images of the roly poly ghost himself. Don't ignore large images of Big Boo, by the way (I say no more!). The map looks a lot smaller than it actually is, which struck me as a rather pleasant surprise, so make sure to explore a bit before casting judgment. It has several somewhat interactive features, such as moving brushes, traps, and more than a couple secrets. It also has what I would call a very consistent style, which is much appreciated.

Potentially one of the nicest things about this map is its ambiance, which is not really scary, but is a bit ghoulish. It features some very subtle mood music along with darker, low saturation colors that also help set the mood and feel of the map. The architecture is blocky, but this is based on an N64 location so that can slide. Overall I found it entertaining and engaging. Plenty of gun pickups make this map ideal for a good ol' shoot-em-up on Halloween night, so if you're staying indoors this year (stuck giving out the candy, like me) you might want to consider setting up a Halloween match and you might want to consider including this themed map in your rotation!

One last thought before signing off: this map seems to be compatible with Jedi Academy save for the skybox. The author may want to consider using a new or custom skybox, or including the JO skybox in the package, for full Jedi Academy compatibility!

Bot Support: Yes New Textures: Yes New Sounds: No New Music: Yes Game Modes: duel, ffa, team ffa


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Super Mario 64 Halloween! Big Boo's Haunt
Author Information
Author: KaiStagon.
Email Address:

As you may be aware of, the ShroomDuck map pack is nearing completion (we swear this time). My initial map in the pack, Super Mario 64, was originally going to consist of the major areas from the game.
It had to be whittled down, and this was one of the areas which got cut. In a way, I feel better about releasing it separately, because it will be enjoyed better as a stand-alone FFA based area.
As with bomb-omb battlefield, and any of my other Mario work (can be viewed via the SD map pack teaser or if you've been in on a beta test) it is very accurate.
I assure you this is because the map is meant to be a recreation of an area which brings much nostalgic joy to me. The map is designed for gameplay, not eye candy.

File Information
File Name: bigbooshaunt.pk3
Map Size: Approx. 3.4MB
Version: 1

Date Of Release: November 15, 2006
Boo! Anyone who remembers the nineties grew up with Super Mario 64-- arguably Nintendo’s greatest platformer. This level is based on an area which I admit scared the six-year-old pants off me as a kid.
While now I view it with a much more comedic view, it still seems perfect for the spooky season! 

- Incredibly accurate presentation of the old classic
- High-Resolution Textures based on the original N64 textures made by Cloud Scapes. Cloud Scapes is a texture modder for Project64 roms.
- Blue Boo walls are non-solid! Functions just like the game.
- Boo's Carousel makes an interesting duel.
- Several tricky- traps designed to make fighting a bit more interesting.

Special Thanks
-Bear with A Gun for helping me with the layout, the SD Map Pack for early help and shader fixes, and map craft for helping me with the non-solid boo shader.

Licence Agreement
* I admit that *
(as required by the LEC Licence Agreement about Addon Levels)

1. My Level works only with the retail version of the
Software, and does not work with any demo or OEM versions
of the Software.
2. My Level does not modify any COM, EXE, DLL or other executable files.
3. My Level does not contain any illegal, scandalous,
illicit, defamatory, libelous, or objectionable material
(as may be determined by LEC in its sole discretion), or
any material that infringes any trademarks, copyrights,
protected works, publicity, proprietary, or other rights
of any third party or of LEC.
4. My Level does not include any LEC sound effects or music files or
portions thereof.
5. My Level identifies in every description file, on-
line description, read-me, and in comments in the New
Level code: (a) the name, address, and e-mail address of
the level's creators, and (b) the following disclaimer:
6. My Level may not be sold, bartered, or distributed with
any other product for which any charge is made (other than
incidental charges for time spent on-line), but rather
must be distributed free of charge.
7. By distributing or permitting the distribution of any New
Levels, all creators or owners of any trademark,
copyright, or other right, title or interest therein grant
to LEC an irrevocable, perpetual, royalty-free, sub-
licensable right to distribute the New Level by any means
(whether now known or hereafter invented), and to create
and distribute by any means (whether now known or here-
after invented) derivative works thereof, and to charge
for the distribution of such New Level or such derivative
work, with no obligation to account to any creators or
owners of the New Level in any manner.

Copyright / Permissions


You MAY distribute this level, provided you include this file, with
no modifications. You may distribute this file in any electronic
format (BBS, Diskette, CD, etc) as long as you include this file
intact, with NO charge (other than incidental charges for time spent on-line).


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Registered 25th November 2006

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