Coruscant Heights

Ahh... okay. Just so you know, this map is so big that I just simply didn't have time to explore it all, so I apologise in advance If I've m...

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Ahh... okay. Just so you know, this map is so big that I just simply didn't have time to explore it all, so I apologise in advance If I've missed anything. 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!

New Textures: Yes New Sounds: Yes Bot Support: No

~Szico VII~

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Download 'coruscant_heights.zip' (19.27MB)

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*********************************** 
Jedi Knight: Jedi Academy 
*********************************** 
TITLE: Coruscant Heights 
AUTHOR: Jonathan Eloff
E-MAIL: Jon.Eloff@gmail.com  

FILENAME: corheights.pk3 
FILESIZE: 19,327 kb 
DATE RELEASED: 10 December 2005 

Bot Support: No - But you can add it yourself using the uncompiled map file inside the .zip
Game Modes: FFA only - Once again you can add others yourself using the uncompiled map file

You're welcome to use my uncompiled map file to create a new variant of the map, my only request is that if you publish my map or any variant of it you would credit me for my work.


CREDITS: Credit goes to myself for the map, and some of the textures, but the vast majority of the textures used in this map are credited to Ravensoft as I used primarily JK2 and JK3 textures for my map. Credit also goes to Ravensoft for the sounds and effects I used, as I simply modified some of theirs which were provided with Jedi Academy. 


INSTALLATION INSTRUCTIONS: Extract "corheights.pk3" to your Lucasarts\Star Wars Jedi Knight Jedi Academy\GameData\base directory

You can then play the map as you would play any other FFA map in Jedi Academy. 


DESCRIPTION: This FFA map is modelled loosely after the city of Coruscant, and the old Nar Shadaa Streets multiplayer map from Jedi Knight 2. The map is very large, but very open as well, and it has two tram cars running along its length and stopping at various places in the map to pick up passengers. Like Nar Shadaa these tram cars cross walkways and will knock you off if you get in their way. 

Also, please note this map has a lot of doors which will only open by pressing the use key when you are in front of them, so if a door doesn't open automatically, try the use key, if it still doesn't open, its probably a fake door. 

Some elevators and doors also operate via switches which you will need to use the use button for as well. Somtimes a door will not open for you when you press use, this is because any hallway which leads from one half of the map to the other has at least two doors, and if one is open, the second one won't open until the first one closes. I did this in order to prevent the game from ever rendering any more than half of the map at once, thus you get higher framerates while playing on my map.

There are also a LOT of traps and secrets in this map, which I will detail further below, but if you'd rather find them for yourself then don't read anything inside the ***SPOILER*** tags. Note that i'm only going to explain what traps and secrets exist in my map, not how to find them, or how to get past them.


                                           ***SPOILER***

Hot Steam

-There is a shortcut to the top of the map, a series of catwalks winding around through an industrial sector with hot steam pouring out of vents in the sides of the buildings. The steam vents fire randomly, but if you're walking past one when it fires you'll get slightly cooked.


The Laser Grid, and the Stepping Stones

-There is another shortcut to the top of the map, through two big doors there are lasers beams firing randomly in a hallway, you have to negotiate a way through to the end of the hallway without getting killed, if you make it, there are a series of stepping stones beyond in a similar hallway. Step on the wrong step and you will be squashed flatter than a pancake by the wall to your right.

The only way through this puzzle is to memorize which stones to step on. You cannot fly over the trap, or use force speed, and just because I hate "cheat codes" i'm not going to tell you the safe way through the trap.

If you make it past all of this, there is a one way elevator to the top of the map through the door to the left. 

If someone followed you through the traps and you hopped on the elevator, all he has to do is open the door at the bottom of the elevator shaft and the secret opening at the top of the elevator shaft will not open for you. You will be crushed against the ceiling. I thought this was kind of cool, so if it happens to you, its not because the elevator is buggy, its because it was meant to happen. 


Did you say Concussion rifle? Yes, but you'll have to work for it.

Elsewhere in the level there is a switch which when held with the use button (a timer bar will appear) will spawn a concussion rifle at the end of these traps, it is the only such weapon in the map, and if you pick it up, the elevator door will lock shut and you will have to either wait there for several minutes before it opens up again or you will have to go back through the traps.


Punch a Few Holes
 
-There are a couple destructable floor pieces at the place where the emplaced guns are located. 


The Garbage Chute

-At the top of the yellow building which the tram cars go into is a nice duelling area, beware, however, the floor in the centre opens up randomly to throw people down a chute out of the building and into the abyss. If you're using the ForceMod III you can also get back into the building via the door you get thrown out of, using a jetpack or grapple hook.


Switches that open doors... or close them

-Inside this same area at the top of the yellow building are two switches, which can be activated via the use key. The switch nearest to the windows will lock or unlock the doors leading to a room down below. Inside this room on either side of a generator are two switches which when held with the use key will open and shut a backdoor to this same room. So if the back door is open, or you manage to get in via the windows, while the other doors are locked, you can hide away inside this room quite safely, and also shoot out at people through the windows.

The second switch towards the back of the duelling area at the top of the yellow building will open and shut the doors leading to a shortcut elevator in the map. Once the doors to this elevator are open you can get inside the elevator and hold the use key on the switch at the corner of the elevator to make it go up.


The Cage

-Another secret in this map, is that on the second level inside the CN-tower-like building are two switches. A red switch and a green switch. When you press the use key on the red switch, it locks the door leading into the CN building. When you press the use key on the green switch it unlocks the door leading into the CN building. You can only get into the top of this building via the door, so these switches can lock you inside the top of the building. Its kind of nice because the top of the building is encased in glass, so you can see when it is safe to leave your self-made home free.


Medical Supplies

-There is a big Bacta hidden inside a hollow crate somwhere inside the map. Don't be afraid to shoot the crates!


The 4 Blast Shields

-There are 4 blast shields which are kind of a blue metal color. You can open and close these via the use button, behind the shields are glass billboards which you can shoot out in order to get into the hollow space behind. Then, if you like you can close the blast shield with you inside, or you can simply pick up the ammo and etc. you find there.


The Glass Blast Shield

-On the walkway in front of the big yellow building is a Glass blast shield which can be raised and lowered via the control panel in front of it, again don't be afraid to press the use button.


The Metallic Blast Shield

-Getting tired of blast shields? Well this one is important so pay attention. Inside a red-lit room one of the walls has a control panel up against it, use the control panel and the wall will rise up revealing two large windows, which look out on the steam vent area. You can shoot out the windows if you like... and here is the important part. Once the blast shield has been opened, one of the two doors leading to the room will be deactivated. This door will only be reactivated again when you go through the second door in this room.

That's it, good luck finding it all, if you're really stuck, you can e-mail me.  

                                           ***SPOILER***

Recommended Computer Specs:

I managed to make the map play pretty well on the average computer, I have a friend who managed to play on it with a 2.4 ghz cpu, 512 mb memory, and a ATI 9200SE with 128mb of memory, but I would reccommend that you have a better video card in order to play on this map. Anything as good as a 9600 PRO and above should work fairly well.


BUGS: 

There are no bugs in this map, if you find one by all means submit it to me via e-mail, and if its really big I may consider fixing it. Otherwise, if you think somthing is a bug, it was likely intentionally done by me, see the "Spoilers" above for some intentional "bugs." This map has been thoroughly tested, the only thing that doesn't work as intended is the outdoor lighting. There are odd shadows in the map, unfortunately I couldn't fix this due to the amount of work it would take, but they don't seriously disrupt the visual appeal of the map.

I included the uncompiled map file along with a readme as to how to compile it so that you can fix the lighting for yourself, and or change anything else about the map. My only request is that if you publish my map or any variant of it you would credit me for my work. 


Finally, I recommend you play this map with the ForceMod III, you can get it here: http://fm.mt-wudan.com/


THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR 
LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS 
ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.

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Jonathan Eloff


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Registered 16th December 2005

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