Sith Council Final

For those of you expecting an earth shattering sequel to the SithcouncilV2 map, I would advise you strongly to read this review before yo...

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For those of you expecting an earth shattering sequel to the SithcouncilV2 map, I would advise you strongly to read this review before you outright judge.

=_o I've followed the Sith Council 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 trade-off. 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.

Main Lobby/Darth Bar - 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.

The "Side Rooms" - 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 =_=

The Halls- 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.

Med bay- 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.

Cage Arena- 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.

Bedrooms - 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.

Basement Areas - 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...

Outside/Court Room - 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.

Secrets - 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 Good, 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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Download 'sithcouncilv3.zip' (22.35MB)

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********************************************************
JEDI KNIGHT III: Jedi Acadamy Sith Council Map Version 3
********************************************************

Title				: Sith Council Final
Author				: Nick Aikenhead(aka Kahn)
E-Mail				: aka_kahn@yahoo.ca
Website				: http://www.geocities.com/nso_sithkahn/

File Name			: sithcouncilv2b.pk3
File Size			: 23,896 KB
7Date Released			: 07/07/08

Game Type			: FFA
New Textures			: YES
New Models			: YES (well ones from other sites{credit below})
Music				: YES
Bot Route			: YES
Bugs				: If it is too dark, turns the brightness up on your monitor. It is perfect for me with a brightness of 30-40. Do not play with a brightness of 0.

Installation:			: Put the sithcouncilv3.pk3 into your /gamedata/base/ directory.

Uninstall (dont know why though): Take the sithcouncilv3.pk3 out of your /gamedata/base/ directory.

Description/File Info		: 

This is the Final Version of my Sith Council Map. This map is loosely based on the Jedi Council GC map form JK2. In the main area, there are 3 duel rooms, one interrogation room, one Armory and a Library. Also a bar to sit back and relax. Threw the main doors, to the left, is a medical room to be healed. To the right are one set of the bedrooms to rest and watch some good old tv. And straight is the other set of bedrooms and to the end of the hallway is the Main Duel room with stands to watch, also a VIP room for the high power followers of Kahn and Neo.

There is also an elevator going to the basement threw the main doors. In the basement, there is a jail. This jail has four different jail cells in it. All the cells can be locked and unlocked from the guards room. But hopefully they do not see you escaping from your room. The Pillar Room is back and located beside the jail. Finally, on the other side of the hallway is the Sith Council room. This is an area for clans to talk. There are chairs to sit back and relax and talk.

In the main Room, you also see a big door opposite to the door I just talked about. Threw the doors you will find another set of doors. Threw there is the out door area. There is many trees to hind behind and attack people. To the left of the entrance, there is a water fall, nice area to duel. Straight across you see a red light on the wall, go and press the button and the wall will open. There is a Court House to judge the lamers and a rancor pit beneath to teach them a lessen. And finally to the right of the entrance to the out door area and another waterfall, with an area down below to also duel. There is a NEW secret cave somewhere that leads to the tomb of Kahn and Neo. In the tomb, there is a sacrifice room to sacrifice all those needed. Have fun finding the entrance and the way threw the maze. 

Also, if you have played the RJ_Sublime map, you know about their control center. I have continued to use this idea in this version. There are three switches. One to close off the bar, one to transform the lava pit, and one to transform the acid pit.

Seeing there are many players who love to use noclip, I have come up with new ways to prevent you from using it to use the hidden secrets. I call it a "True Enter". Unless you enter the room the way you where suppose to, you will either be frozen in the room once you come unclip, or the secrets just wont be shown.

Comments			:  

	After so many people where asking for the Jedi Council GC Map for jk2 brought to JA, I decided to do something about it. I decided to make my own with a Sith feel to it. IN the .ZIP file, you will find the history behind the map and maybe some inside info to the entrance of the caves. This map was created from scratch and I never edited the Jedi Council GC .map file. This map has took about 4 years off and on to complete. Before you tell me there are problems or bugs, like i just said, if you use nolcip and become frozen in a room once you unclip, this is not a bug, I made it so it would do that. Also, if a button hurts you when you think its suppost to hurt someone else... no one says thats a bug either. Please do not e-mail me asking for hints and how to find the secrets, i will not tell you. I do not make secrets just to tell everyone how to get to them... wheres the fun in that?

Credits				: 

	85% of this map is my own, and 15% are idea from the Jedi Council GC map. All the textures in the scv3 folder or skies folder in this zip file are made by Neo or me. The other textures that I have used in the map are still in their original folder from their maps. I have not edited those ones. If you think you see one of your textures in this map and u want to know if it is yours, just look in the .pk3 file and see if you see your map texture folder. I do not take credit for making any textures that are not in the scv3 or skies folder. I have also got new models for this map that did not come with the game. I got them all at www.map-center.com. I do not take credit for these models too. Finnaly, and defiantly last, I have to thank my beta testers: Daniel, SolarisX and also other people who I have asked either on MSN, in the game, on jk3files.com, or in real life. I could not of done it all on my own.

Useing My Files			:
	If you do want to use one of my textures, just send an e-mail. Please give me credit in your read-me. Also, who knows where I will be in 2 years, who knows if I will still use this e-mail address. So give me an e-mail, if I do not respawned in 3 days, go ahead and use it but still give me credit. So again, any time after July 10th, 2010. use it with out an e-mail reply.

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.

IF IT BLOWS UP YOUR COMPUTER... NOT MY FAULT... DON'T DOWNLOAD SO MUCH PORN NEXT TIME...
©NICK AIKENHEAD aka KAHN.

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Kahn


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Registered 6th September 2003

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