Warrior Guild Assault

Ah, the first spawned release from the Neo Dark Ages project. Siege map, to boot. Two rarities in one file. Obviously, since Siege games are...

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File Description

Ah, the first spawned release from the Neo Dark Ages project. Siege map, to boot. Two rarities in one file. Obviously, since Siege games aren't playable solo, I couldn't test the actual siege gametype elements of the map, so I just had a look around and found anything worth noting.

Okay, let's take a look at the design. It's basic, architecturally, something which initially strikes one as a flaw but soon shows itself as part of the design. After all, back in the dark ages, with such primitive tools, while complex architecture was achieved it was done very rarely and only in special cases. The texture usage does compliment the layout, by sticking with the theme - back then, decorations were rare, according to history. Usually whatever the walls and floors were made out if, is whatever they looked like.

The layout, now that was fun. This is, without a doubt, one of the largest environments I've seen for games built on iD Tech 3. Courtyard, stables, inner sanctum, underground passages, mining shafts, windmill, what can be best described as a worker's village, as well as various features such as an attic, various rooftop areas for battling on, etc. Just explore, you won't be disappointed.

Okay, now. Technical remarks. There are quite a few sparklies lying around which could use fixing, I found one wall blocking the end of a passage, and one side of it was left caulked. There's a few places where the player can move in and see the edge of the map cutting off against the skybox, which breaks the illusion and thus the map's immersion, although you would have to specifically know those locations where there and aim to find them.

Aside from those niggles, the only real disappointment was that there's no accounting for people running this outside of siege mode - there's plenty in here to appease the average clan server. Roleplay potential, plenty of good areas for duel tournaments and practice matches, and let's face it, the map would simply be brilliant as an FFA/TFFA/CTF map.

If this is a taste of what's to come with the NDA project, then one thing is certain. They've definitely got my attention. What about you?

~ Kouen

Bot Profiles: Yes Custom Meshes: No Custom Textures: Yes Custom Audio: Yes

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Readme
Jedi Academy Siege Map "Warrior Guild Assault" (For Siege Gametype) Release
4/14/08

Title		: Warrior Guild Assault
Version		: Version 1.0b
Author		: p!ng
E-Mail		: h3hh4x@gmail.com
Website		: 
File Name	: 
File Size	: 25MB
Date Released	: 4/14/08
New Textures	: Yes
New Music	: Yes
Bot support	: No

This project was started as a contribution to the Neo Dark Ages project (neoda.jk3files.com).  It was always intended as a Siege map, and the JKA base release will use Star Wars classes.  There will be an NDA-specific release as well with the unique NDA classes.

IMPORTANT NOTES
***************

This version of the map uses default Hoth classes for now.  There should be no conflicts with other Siege maps.

***************************************************

Install Troubleshooting:

If you do not see the new map listed in-game, ensure that the file "siege_warcom.pk3" is located in your installation's "GameDatabase" folder. The default path is "C:Program FilesLucasArtsStar Wars Jedi Knight Jedi AcademyGameDatabase".  

You will see other .pk3 files in the correct "base" folder.  Simply drag and drop the file into the correct "Base" folder as noted above.

***************************************************

Time Limits: 
	* 20 Minute Initial Time Limit
	* If Imperial forces succeed before the time limit is reached, the teams switch sides (Imperial team becomes Rebel and vice versa)
	* Once the new teams are formed, the new Rebel team must complete the same objectives in the same or less amount of time than the first Rebel team did.

Goals:
There are 5 main objectives: 
	1) Open the mine gate 
	2) Make way through the mine and to Tarpiin's Windmill
	3) Destroy any barriers in your way and proceed through the Archers Guild 
		a) Stop the windmill which will allow you to use the red and blue mixes with crystals to create explosions
	4) Climb Hopes Abandonment and retract the cage which holds a captured Ysalimari
	5) Grab the Ysalimari and escape to the breach point

Players:
	* Recommended Maximum of 16 Players (8 per team)
	* Note: A maximum of 32 players are supported, but untested.  Play at your own risk.

***************************************************
CREDITS!

Thanks for the community support.  Especially BOMB.
Textures were used from one of the texture packs available here:  http://help.hourences.com/texturesabout.htm  Usage guidelines were strictly adhered to.

*********************************************

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p!ng


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Registered 25th August 2005

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