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Something I find ironic, is that a map made out of pure boredom, has the most fun and exhilarating gameplay I've seen in a long time.
The arena of the title is a very basic map, with a simple 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.
Bot Support: Yes New Textures: No New Models: No Custom Music: Yes
Gametypes: Free For All Team Free For All Duel Powerduel
/\\\\\\\\\| Arena, by Red Rebel| \//////////////////| /\\\\\\\\\\\\| Table of Contents| \////////////////////////| 1.Installation 2.Description 3.Credits 4.Contact Information 5.Legal Notes 6.Bugs /\\\\\\\\\| 1.Installation| \/////////////////| Just extract rr_arena.pk3 to your Gamedata/base folder. /\\\\\\\\\| 2.Description| \//////////////////| Well I got bored one day and decided to make an arena FFA/Duel map, and this is what came out. I had some issues with it at the start, but they got resolved. If I get bored enough, there may be a verion 2, and they door *might* lead somewhere, but don't count on it. GameTypes: T/FFA, Duel, Power Duel New Textures: No New Sounds/Music: Yes Bot Support: Yes (not very good) Non-entity Brush Count: 85 Entity Count: 30 Time to Create: Around 5 hours (dawdle time included) /\\\\\\| 3.Credits| \////////////| Map Creation: Red Rebel Concept: Red Rebel Answering Red Rebel's stupid questions: iswer, bobaandy, Kouen /\\\\\\\\\\\\\\| Contact Information| \///////////////////////////| E-mail: Red_Rebel42@yahoo.com Please leave all bug reports, comments etc etc on the Forums, or in the site's comment section. Hate mail can be forwarded to Inyri Forge. /\\\\\\\\\\| 5.Legal Notes| \///////////////////| 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. Feel free to use any and all of the textures in this map, because all textures in this map are default (unless one of the map I downloaded replaced a texture, in which case you'd just see the default one unless you have the same map..). You may edit this map, just mention me in the credits. /\\\| Bugs| \//////| The only bug I've found is the bot routes. Sometimes the bots will try to jump through the catwalk, or walk under the ramp (where you have to crouch), rather than over, or around it.
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