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64,553 downloads

Uploaded:14/04/2004

Country Academy

countryacademy.zip | 9.59 MB

is James Culley - you guys might know him as Sith-J-Cull, a prolific JA mapper. Thanks for the review, James! :) ~Amy ----------------------------------------------------------------------------- First of all, I would like to thank Amos for giving me the chance and the honour to review this ShroomDuck exclusive – yes, that’s right, EXCLUSIVE - and what a map … so imaginative, with such a lot to do. Description: Well as the name states this is a country theme based map, essentially a country fair with stalls and games for you to enjoy, with countryside farmyard surroundings, animals, blue skies and lake complete with rickety bridge! (Sounds like a holiday brochure!) The idea behind this map is to have fun - there is so much to do. Basically you have a farmyard with some booths which give you access to the various games on the map: Get Lost a very mad maze Flying pig who can stay on the flying pig? Well an interesting bottomless pit for your falling pleasure! Square Dance a game of death using crushers The square dance is my favourite game which should be really fun with a load of players – unfortunately I was testing this map out alone so I couldn’t actually have the satisfaction of killing anyone. The map has its own public transport provided by the native chicken - yeah that’s right, Shroom brings us the Chickenvator :), trust me wherever you see chickens ... fun is sure to follow, make sure you jump on every chicken in your sight, as most serve as a means of transport to and from the different areas the map (oh yes and look out for the Turtle!) Textures / Lighting: 7/10 Country Academy uses almost all custom textures to pull off the country fair farmyard theme and it does so very well, the signs are amazing and the theme stays consistent throughout the map, there are lots of wooden textures of differing colours all of which are well done, there were a few completely black buttons here and there which I don’t know were intentional, if so maybe they could be sorted. The landscape was kept simplistic I think to keep the brush count low for frame rate reasons – as I know many people now use Easygen for landscapes which gives you more control over texturing. The hills that surround the map if I’m not wrong are made from huge brushes which have been clipped into slopes, the texture applied when viewing a large area of it do seem repetitive, although I know there isn’t a lot that can be done about that as stretching them too far looks ugly, so I think the way it was done here gives the right feel for the map :) The lighting again Is simplistic but it doesn’t need to anything else – the farmyard is such eye candy I do feel that it could look even better with a touch of ambient coloured light, ambient light would have helped reduce the completely black :( areas in the Maze area for example. Architecture: 7/10 This was the aspect of the map where I was both amazed and sometimes left wanting more. The whole feel and look of the map is generally brilliant, although the architecture goes from “wow that’s very cool” to “hmm that could look better” but then I am a mapper and I know Shroom would have thought the same about any of mine maps, I think that generally mappers go around playing maps and spend too much time looking at the technical aspects rather than having some fun playing – although I DID have a lot of fun playing this. Some highlights were the Barn and the Windmill very cool :) and I enjoyed the various technical aspects used to create the fun things in the map, things like func_trains, triggers and teleporters, crushers and jump pads! The map seems to be full of simple shaped brushes that in part are simple, but when they come together they form something that’s more than the sum of its parts. Game play / Level flow: 9/10 Well I don’t think anyone will be taking this map as a serious gunfight and that’s because there are no weapons on the map – The idea of this it to HAVE FUN and fun you will. The level is laid out well with the farmyard being the main area that connects all of the other areas together – for example the stalls can all be found here and each stall leads you the games, although getting back from each area normally requires getting on a chicken which gradually lifts you up like a lift into a teleporter that zaps you back to the main area again, this may be a problem with a lot of players as there may be arguments when it comes to getting on and off the chicken now ya’ll behave you hear! There are plenty of areas perfect for duelling which I am sure will please a lot of you, and there are also lots of things In the map that I probably didn’t mention in this review – but you will find them as you explore this world that is Country Academy (by the way make sure you use the outside toilet)! Music hmm/hmm Ok it was good the first time round The second time round it wasn’t bad The third time round I turned down my music volume! Fun Factor: 20/10 Fun, Fun, Fun :) Well I hope this review gives you guys the right message which I think is basically this: DOWNLOAD THIS NOW because ShroomChicken has provided us with hours of fun! Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA Sith-J-Cull (James Culley)

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52,083 downloads

Uploaded:07/07/2003

Matrix Reloaded

matrix_reloaded.zip | 13.67 MB

seen Matrix: Reloaded - wait, did I just say [i]if[/i]?! Of course you\'ve seen this movie - right?! Okay, so there\'s that scene with Neo and several dozen Agent Smiths. Yes, yes, how could you forget that scene? Well, that\'s the focus and main area of this map. And it was done very well. Once you find the right door to go through, you\'ll find yourself being thrown through a teleporter and into that long hallway of doors. Explore a little and you\'ll be in the same room where Neo fought the program Seraph. If you happen to turn the other direction, you\'ll find yourself headed for the Source. The phone booths in the park, upon closer inspection, you\'ll find are teleporters. One will take you to the scene where Trinity breaks into the power plant in order to shut down ... well ... yeah. I\'ll stop there, for those who haven\'t seen it. Oh, and another place one of the teleporters will take you is the castle where Neo fights those cronies of that French program guy. The buildings surrounding the cement park are tall and a few are scalable. To get to the top of a building, you can try to climb it, but the easiest way is to take one of the portals at the bottom of a fire escape. Once on the roof, you can, like, go duel on the helipad or go to the Matrix bar and ... oh ... surprise, surprise, there\'s a door. Go through it and you\'ll find yourself in a house, it seems. So yeah, tons here to explore. Many places to duel and FFA. I really like this map. I had a lot of fun on it and could see it quickly becoming a favourite and added to many map rotations. With bot support included and music from the movie soundtrack, this is a very complete map. Great job! Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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44,231 downloads

Uploaded:10/07/2002

FFA Episode1

ffaepisode1.zip | 20.26 MB

where Darth Maul faces off with Obi Wan!! There are many cool spots to check out, there are some nice sniping areas in the hangar, there is a LARGE area in the middle of the map for some fun fights :D and sooo much more, you just HAVE to see for yourself! A short note from LivingDeadJedi himself :) : [quote]This is a recreation of end of episode 1, where Maul fights with Qui Gon and Obi Wan, with a little added Extras and new areas to add a bit more to the level.[/quote] Don't forget to read the readme for the 'known bugs'.. oh and also a short story too about some background :) One more cool aspect of the level, I'll just quote the readme: [quote]Ive added a random time to the red laser doors this means they can shut early, before they have all opened meaning some are open while others are closed, this is ok though it returns to normal after and i think adds to the WILL IT SHUT ON ME feeling LOL[/quote] Have fun with this map ;) :D [b]Extra screenies :D[/b]:

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33,759 downloads

Uploaded:09/08/2002

JediCouncil GC

jedicouncilgc.zip | 1.27 MB

from the movies to help build it, while putting in my own twist. The lower floors are designed to train our padawans away from the FFA madness that tends to happen in the main hall :) The upper levels in the hall include the archives, based roughly on the scene from Episode 2, while the other rooms are a basic duel room, and an advanced duel room using water as a 'booby-trap' :) On the top floor is the meditation room, also seen in Ep. 2, as well as the Jedi Council room beyond a small waiting room. There are 13 chairs in the room, as we have 13 Council members in our Order. Enjoy!!![/quote] For a first time mapper, damn good! There is a lot mapped out, some of it is quite familiar from the Episode II Movie. There are lots of rooms lined up on the walls, though some are a little empty, there are some rooms which are interesting; a pitch black one with these white circles in the air (a little freaky because you have no idea where you are going ;) if it wasn't for the small light leaking in from outside it would be hard to get out) another room has small pools and ledges, a training room of some sort. All in all, the map was quite good, it needs some skyboxes rather than statix images that can be seen in the main council chamber and another room, I'm sure it'll be there in the final release :D To see what all is being put in the final release check the readme out :D [b]Bot Support:[/b] No [b]New Textures:[/b] No [b]New Sounds:[/b] No

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26,982 downloads

Uploaded:03/06/2003

They Might Be Jedi - Clan Map

ffa_tmbj.zip | 16.99 MB

all Shroom's fault. :P Now, onto the review. ShroomDuck created this clan map for TMBJ (They Might Be Jedi) long ago (like, November of last year) but never sent it to JK2Files.com. This map is a favorite for many and is not your typical clan FFA map. Instead of, say, giving each member of the clan their own room, Shroom had many of them submit art that has been added to one room. Very nice personal touch, I thought, that allowed him to concentrate on making a fun map without a lot of bedrooms that serve no purpose really. Each room has a different theme, but every room is a great size for duels and FFA's alike. The main room where everyone spawns is small enough so you can find people easily and is set up so that you're encouraged to pick a room and not like, hang out in the "lobby" (for lack of a better term). The screenies below show all the rooms (well, almost), but to really form an opinion of this map, you gotta play it. This is, by far, my favorite ShroomDuck map. Anytime we play it on my server, I'm always asked to extend the timelimit. Shroom is known for making brightly colored (or is that coloured?) and fun maps. And the music. I rarely mention the music, but knowing how much time was spent on this, well, I gotta say something. There, I said something. ;) He really did a great job on this map, but I still question one thing - the Rainbow Room. Rrrright. ;) Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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21,371 downloads

Uploaded:10/06/2003

FFA Helms Deep

ffa_helms_deep.zip | 8.7 MB

I'm going to. Darth.Hunter's map is much more accurate, but it's nearly impossible to play on. This map, however, is quite playable. :) In fact, the layout of weapons is even well-thought out for reenacting that famous scene. I won't even touch on the subject of my FPS. ;) But it was better than I expected, anyway. There are several passageways and hallways and staircases all over inside. This could be a fun map to play with a large group. The tower appropriately houses a disrupter with ammo and, of course, the mines are found deep within the keep. Now, it's not exactly a secret if you're smart and read the readme first (which I didn't) - the wall explodes. It freakin' explodes! I had no warning whatsoever. OMG! The explosion scared the living $#&! out of me. I jumped about 2 feet out of my chair. OMG. Okay, so that was SO freakin' cool. So, bottom line, I really enjoyed this map. It was fun to explore and it looks like you could have a great time with a guns FFA on this map. Also, it includes bot support, so if you don't play online, you can still hope the bots will help you either defend Helm's Deep or maybe you can fend them all off on your own. ;) Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, Duel ~AmosMagee

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15,424 downloads

Uploaded:30/05/2003

Country Roads 2

ffa_country2.zip | 6.57 MB

on JK2Files.com. *gasp* Yes, I know. Shocking. Now on with the review. In this sequel to the popular first Country Roads map, there is now a maze, a pig\'s sty and a rideable tractor. ShroomDuck\'s signiture slippery surface makes a reappearance in the familiar \"Xpress way\". Thankfully the music has been updated with a more (in my opinion) tolerable version of the fitting song \"Country Roads\". Bottom line, this map is fun to play. Sure, it\'s ... blocky here and there. And it\'s not exactly ... visually stunning. But that wasn\'t the point of this map or the map before it. When asked why he made the Country Roads maps, Shroom says he simply asked himself \"What is the exact opposite of Star Wars?\" And this, most definitely, is the answer. Have fun, kids. :) Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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14,837 downloads

Uploaded:10/07/2002

Carbon Freeze

ffa_carbonfreeze.zip | 7.26 MB

enemy, but also fight yourself from falling down :p The map still has some textural glitches plus a bug mentioned in the readme, however, consider this a beta as it was rendered for LivingDeadJedi by the fine folks at Ravensoft because the SDK / JO Radiant isn't out yet, so this does not allow a mapper to fully optimize a map. Nonetheless a great map and a must have! Be sure to also get the final when it gets unleashed! I posted 16 screenies if you're not convinced yet. Oh and congratz to LivingDeadJedi for being the first person to release a Multiplayer level! You may have 1 :beer:'s now! (or more) [b]Note:[/b] I did not RATE this map yet as it is a beta and a newer version will be out once the SDK hits the scene! I did however take 80 screenshots (yeah I tend to overdo it) and you can find them if you scroll down a bit! Enjoy! [b]And some final notes from the author:[/b] [quote]This map will be part of a MUCH bigger cloud city map later this year with a falcon you can walk inside (which ive seen by the way =]) which is being made by my friend [XG]Darth Vader OH TRY TO BREAK WINDOW IN ERM WINDOW ROOM LOL one that breaks it gets a surprise HEHEHE[/quote]Check the readme for additional info, known bugs, credits and installation instructions! Be sure to tell us what you think by posting in the comments and by rating this map (near the top of the page)! [b]Inside Shots:[/b] [b]Let's take this outside![/b]

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14,161 downloads

Uploaded:03/08/2002

Jabbas Palace

jabbav2.zip | 17.36 MB

this one. For the original file review go to http://www.jk2files.com/file.info?ID=4324 and for the zipped screenshots go to http://www.jk2files.com/file.info?ID=4325

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12,619 downloads

Uploaded:10/07/2002

Duel of the Fates

ffa_duelofthefates.zip | 4.69 MB

nicely. Have fun with it!! This is a Must Download! Larger Screenshot (from the Author):D:

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10,690 downloads

Uploaded:03/03/2004

Temple of the Dragon (final)

dragon10jo.zip | 19.39 MB

is as blue as blue can be and the lush landscape suggests a tropical setting. There\'s a bridge over the small river that leads to a large door. Before entering the building, I\'m sure you are relaxed by the tranquil place you\'ve just arrived at. Prepare yourself for the unexpected. Once inside, I thought this must be a map of contrasts. While outside it was bright and sunny and made a nature-lover out of me, inside is a large, round room full of marble and fire. A river of red lava runs around the outside of the room (and possibly under). Enormous columns demand your attention, with large DRaGON murals spotlighted and hanging from two of the columns. Obviously this grand entrance is like a lobby of sorts, a meeting place for those who\'ve come to see the clan and their leader. There are tables and chairs set up on the platform and a small podium just below for the speaker to address the council. Far in the back is a large and quite intimidating chair for their leader, the Empress. If you can tear your gaze away from the shiny and mesmerizing marble all around, you\'ll notice some nifty little transporter things. One of those transporters will take you to a very Matrix-esque dojo. Murals are hung high. Daylight seeps in through the windows. Oooh ... and the best part ... some stuff is destructable! Yay! Take a different transporter from the main room and you\'ll find yourself in a very futuristically (is that a word?) textured duel arena. The entire room is actually dome shaped. If you know what that means, have fun with it. The four discs on the corners there are bouncy pad thingies. Yay! This actually reminds me of another duel map I played once on DarkSide servers. Just in it\'s gameplay, not design or textures. The third room the author told me what it was based on, but frankly, I\'ve forgotten. I have a horrible memory. But I like this room! It\'s all stone and has two very deep, very cool windows with a view of like, um, outside. There\'s a patio of sorts with tables and chairs. Maybe Night Shade said it was based on Mask of Zorro. I think that\'s it. Well, in any case, great room for dueling. And finally there\'s a lovely room outdoors for dueling, with old stone textures and trees. Nothing exciting or special about this room, but it makes for nice variety. That last screenshot you see there is of the disco/bar included. There\'s room to duel up above on a glass platform. This room is actually not all that easy to find. In fact, there are about half a dozen secrets in this map. And I\'m not telling you where they are, how to find them, or how cool they are. It\'s your job to hunt them down. Oh, and Night Shade asked me to tell you guys to not email him and ask him what the secrets are - he\'s not tellin\'. Just search and hunt and ... you\'ll find them eventually. Now, my favorite part about this whole map, besides the design in general is how the author handled music. Normally when I play a map, I don\'t listen to the music included because the loop of the same thing over and over is bound to drive anyone nuts. Look at what listening to \"Country Roads\" did to TMBJ! Anyhow, so I\'m taking this tour with the author of the map and I hear lovely sound effects where I\'ve spawned. So I turn up my sound effects and remember to move my music slider up as well. But I hear no music. So we get to the first room and I notice this little podium over on the side. It has a music note on it. Naturally, I run over and press the button. !!! Matrix-flavored music starts playing. We go to the next room and there\'s another podium there. Yup. New music. And the music stops when you leave the room, cause it\'s like, sound effects and stuff. OMG Yay! I\'ve seen this done before but it seemed more like a novelty. In this map, it\'s like specialized duel music depending on what kind of duel you\'re in the mood for. Night Shade\'s map reminds me a lot of other maps. I won\'t mention names of those other maps, but it\'s obvious that the author here was inspired by many different mappers. I have seen better maps before, I\'ve played maps that I\'ve had more fun playing, but can I just tell you guys something here? This is Night Shade\'s first map - EVER. I didn\'t notice any glaring errors anywhere. Sure, there were a few things I didn\'t like, but meh, there isn\'t one map out there that I like completely. For a first-time mapper ... no, I\'m not gonna do that. This is a great map, period. I could totally see this map joining the rotation on many FFA servers out there. Fabulous job, Night Shade. [/quote] I really liked the first version of this map and I didn\'t think it could get better. In fact, I\'m still not sure if it\'s better or not. I can\'t remember the music from the first version of this map and if there\'s a new secret area, it\'s hidden well, because I don\'t think I found it. Bot support was added for this final version of the Temple of the Dragon, so download it and don\'t worry, you won\'t have to download it again. This is the final version. Right? Isn\'t it always the final if the author says it is? Well, we\'ll see. ;) Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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10,481 downloads

Uploaded:28/11/2002

Stargate SG-1

ffa_sg1.zip | 10.03 MB

(did I just say simple? I meant to say, don't miss the wall detail in the corridor! Each pillar is made of a number of brushes) the corridor leads to a medium sized room where right infront of you is the amazing gate glowing :D There is also this console infront of it (not sure what it's called) but it too is very detailed! When you enter the gate, you are taken to the main SG Complex. This part is kinda small, you can only go in a rather linear route (though once again, many details to see on the wall!) There are two rooms to explore in this area, one has many computers (some kind of control room most probably) and above it is a conference room. The map seems to be canon to the show (though I haven't seen alot of the show) but I really was amazed at the detail. Little did I know something to take my breath away was coming next ;) Looking back to go back through the gate I thought I'd check out the first area again.. But only to find that the gate takes me to this station floating in space! Truly another piece of hard work that did not go unnoticed. Working with curves is hard, and this part of the map is flawless to the naked eye. It's huge! I mean HUGE! There are elevators that take you between the levels.. and this really gives a feeling of walking around a deserted/abandoned station.. Definitely a must download! If there is one file to dowload today, make it this one :D [b]Bot Support:[/b] No [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]Note:[/b] This map may require some extra memory. If you get a hunc_alloc error then do this: 1. Open the console 2. Type com_hunkmegs 128 (If you don't have 128mb of RAM then don't do this!!!!!!)

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10,423 downloads

Uploaded:06/07/2006

Forest House

forest_house.zip | 19.54 MB

likely be facing the house. First off, the woods are very dark. In fact, there is almost no lighting in the forest area. This just really ruins a lot of the effect that the woods would have, and forces you to stumble around until you find something. And then there are the trees in the forest. Or all the trees in the map, as a matter of fact. I can walk through them all. That\'s great if you want fake trees, but I don\'t think that the author really wanted that. The next little area is a graveyard, which transitions from the very dark lighting of the forest to somewhat better lighting. I found the names on the gravestones rather funny, and I also found the \"sign here\" gravestone interesting. ;) I also found the smiley face tombstone to be funny. :) One side note about this map is that there is a wall all along the side. And guess what? You can walk on it! Yay! There\'s nothing I like more than going to places in a map that I\'m not supposed to get to! With this you can go on top of the tunnel leading to the graveyard, and have a nice time looking around. :p Okay, onto the house. You walk in and there\'s a desk to the right I believe. There\'s a button on the desk. Now what are you supposed to do when you find a button? That\'s right. You\'re supposed to press it. It took me a while to find out what this did, but when I did I thought \"Oh cool\". What it does is change the skybox so that the map is set in the daytime instead of nighttime. However, this doesn\'t really work. While the skybox changes, the lighting doesn\'t. So it\'s dark in the same places as it was before, and doesn\'t look realistic. So in that instance the lighting needs to be worked on. In fact, it needs to be worked on in general. It gets really dark in some areas, and really bright in others. Okay, so the inside. There are a few areas on the inside, and I\'m only going to mention a few. One of them is the dance area. ever hear the hamster dance song? Well it\'s a real uppity and happy song, and I think you\'ll enjoy it. Anyways, it plays when you turn it on when you go onto the dance floor. Watch your step, it\'s slippery. :) Another area in the map was a big piano, kind of like the one in the Old West map. Only the sound quality of this piano isn\'t nearly as good, and sounds more like an electronic piano that\'s out of tune. And the final area in the house that I\'m going to talk about is the little dining area. hungry? Grab some ysalamari. While this is a nice touch, I think that it could have been made better if the author had placed the spawn point for the ysalamari a bit lower just so that it\'d look like it was actually sitting on the table. I did find one or two missing textures, but you probably won\'t notice them. But the big thing that needed working on in this map was the lighting. There wasn\'t hardly enough in some areas, while there was enough in some. But, it\'s not a bad little map. But there is one little side note. You don\'t have to put color codes into the name of a map. Just put them into the arena file.. Bot Support: No New Models: No New Textures: No New Music: Yes Gametypes: FFA ~Zach

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9,648 downloads

Uploaded:14/04/2003

Universal (beta)

universal.zip | 8.2 MB

Unfortunately, as I\'ve noted before, my puter sucks, so my FPS was considerably low in some areas. But, I can deal with occasional low FPS for this map. I thoroughly enjoyed this map. It really does have something for everyone. It has a dance floor, a bar, at least three very different dueling areas (I didn\'t cap all of them) and one of them is the landing pad at Bespin. LOL I love that. I mean, usually it\'s not a good idea to copy something that\'s already been done, but this is just one area of a large map with several unique and creative places. Each area is easy to get to and while it may not seem obvious how to get back to the main part of the map, well, just take a leap of faith. ;) Great job, Sevker! Bot Support: No New Textures: No Game Types: FFA, Duel(?) ~AmosMagee Ps. If you devs want better reviews of your maps from me - upgrade my puter for me. ;)

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9,270 downloads

Uploaded:20/12/2006

Bespin Christmas

bespinchristmas.zip | 9.45 MB

white. Well, not really. But I did get a pleasant surprise to find almost everything retextured to be Christmas-y. Things have been added on, changed, and areas have been expanded. For instance that one spire thingy in the original map has been replaced with a Christmas tree. Lights have been strewn across the map. There are wreaths all over. And there’s even a sleigh flying! And you can even jump up onto it and ride it. I liked how the snow in the map piled up to the walls, and how the lights flickered on and off. The sleigh was also fun to ride on. But the niceness of the map was counteracted because in some areas the textures were not redone, so you have regular Bespin textures in a snowy map. I did enjoy this map, and I suggest that you download it, just for a change of scenery. Bot Support: Yes New Music: Yes New Sounds: No New Models: No New Textures: Yes Gametypes: Duel, FFA, Jedi Master ~Zach

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8,578 downloads

Uploaded:01/08/2003

Chapel of the Ysalamiri (final)

chapel_v2.zip | 9.04 MB

you as you make your way up the grassy path and under a great arch to the doors of the chapel. Off to one side is a brightly lit door that leads to a small dueling area. If you continue walking past the viewing area, you come to a door that opens outside to a small, enclosed area with another statue of the Ysalamiri. A carefully laid stone path takes you to an old broken well. If you retrace your steps and continue towards the main doors of the chapel, you might find yourself distracted by the bright blue light off to the side. Found at the bottom of the long, winding staircase is the coveted Ysalamiri, with a beam of light shining down on it. Again, back to the chapel doors where upon entering the solemnity is nearly palpable. The only light in the large temple comes in from the beautiful stained glass windows, creating lovely patterns on the bare floor. Above, though, you do see the faint glow of lanterns. Go back out the large doors of the chapel and there on your right, through the door there, is a staircase, leading up to bridges and ledges and the roof and finally, as you round a corner, is a door that opens to reveal a long platform that goes almost the entire length of the chapel. A beautiful map to look at, yes. But I also think duels on the ledges and roof above could be exciting and dramatic. The only problem I see with gameplay is that not many will have the patience to climb those stairs everytime to just play up there, though there are some spawn points up high. Also, there are plenty of other areas to duel and have some great FFA\'s. I really haven\'t decided whether I like the lighting yet or not. In some areas, it adds to the drama, but is a bit dark for my taste. Though, could be great for hiding. The skybox ... well ... eh. *shrug* I love the curve details added outside and inside the buildings, they seem to draw the eye away from sharp edges. I think the only thing I didn\'t like about this map was the texture used on the umbrellas - just didn\'t seem to fit with the theme, to me, anyway. Keeping in mind this is a beta map, I won\'t get onto Rgoer about bot support. I anticipate the update to this map and I really hope he adds music too. Great job, Rgoer! (By the way, I think this is his first map, but don\'t quote me on that.) [/quote] Okay, it\'s obvious that I liked the beta version of this map, so can you think of any reason why I wouldn\'t like the final version? Yeah, me neither. There are some extra rooms here and there and some lighting changes which I think are a huge improvement. Remember the staircase down to the ysalamiri? Now you don\'t have to like, shield your eyes from the bright blue-white light. He\'s toned that down quite a bit. :) No more missing textures by that broken down well. And the biggest, most noticable change - the skybox! The large ysalamiri statues look so much nicer against the bright blue. Very pretty. :) Oooo ... and the reward for finding the secret area ... very cool, indeed. You can bet that this map will be updated on the JK2Files server very soon. :D Bot Support: Yes New Textures: Yes New Music: No Game Types: FFA, TFFA, Duel ~AmosMagee

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8,251 downloads

Uploaded:21/09/2003

Temple of the DRaGON

dragon10.zip | 18.98 MB

tropical setting. There's a bridge over the small river that leads to a large door. Before entering the building, I'm sure you are relaxed by the tranquil place you've just arrived at. Prepare yourself for the unexpected. Once inside, I thought this must be a map of contrasts. While outside it was bright and sunny and made a nature-lover out of me, inside is a large, round room full of marble and fire. A river of red lava runs around the outside of the room (and possibly under). Enormous columns demand your attention, with large DRaGON murals spotlighted and hanging from two of the columns. Obviously this grand entrance is like a lobby of sorts, a meeting place for those who've come to see the clan and their leader. There are tables and chairs set up on the platform and a small podium just below for the speaker to address the council. Far in the back is a large and quite intimidating chair for their leader, the Empress. If you can tear your gaze away from the shiny and mesmerizing marble all around, you'll notice some nifty little transporter things. One of those transporters will take you to a very Matrix-esque dojo. Murals are hung high. Daylight seeps in through the windows. Oooh ... and the best part ... some stuff is destructable! Yay! Take a different transporter from the main room and you'll find yourself in a very futuristically (is that a word?) textured duel arena. The entire room is actually dome shaped. If you know what that means, have fun with it. :D The four discs on the corners there are bouncy pad thingies. Yay! This actually reminds me of another duel map I played once on DarkSide servers. Just in it's gameplay, not design or textures. The third room the author told me what it was based on, but frankly, I've forgotten. :) I have a horrible memory. But I like this room! It's all stone and has two very deep, very cool windows with a view of like, um, outside. There's a patio of sorts with tables and chairs. Maybe Night Shade said it was based on Mask of Zorro. I think that's it. Well, in any case, great room for dueling. And finally there's a lovely room outdoors for dueling, with old stone textures and trees. Nothing exciting or special about this room, but it makes for nice variety. :) That last screenshot you see there is of the disco/bar included. There's room to duel up above on a glass platform. This room is actually not all that easy to find. In fact, there are about half a dozen secrets in this map. And I'm not telling you where they are, how to find them, or how cool they are. It's your job to hunt them down. Oh, and Night Shade asked me to tell you guys to not email him and ask him what the secrets are - he's not tellin'. ;) Just search and hunt and ... you'll find them eventually. Now, my favorite part about this whole map, besides the design in general is how the author handled music. Normally when I play a map, I don't listen to the music included because the loop of the same thing over and over is bound to drive anyone nuts. Look at what listening to "Country Roads" did to TMBJ! ;) Anyhow, so I'm taking this tour with the author of the map and I hear lovely sound effects where I've spawned. So I turn up my sound effects and remember to move my music slider up as well. But I hear no music. So we get to the first room and I notice this little podium over on the side. It has a music note on it. Naturally, I run over and press the button. !!! Matrix-flavored music starts playing. We go to the next room and there's another podium there. Yup. New music. And the music stops when you leave the room, cause it's like, sound effects and stuff. OMG Yay! I've seen this done before but it seemed more like a novelty. In this map, it's like specialized duel music depending on what kind of duel you're in the mood for. Night Shade's map reminds me a lot of other maps. I won't mention names of those other maps, but it's obvious that the author here was inspired by many different mappers. I have seen better maps before, I've played maps that I've had more fun playing, but can I just tell you guys something here? This is Night Shade's first map - EVER. I didn't notice any glaring errors anywhere. Sure, there were a few things I didn't like, but meh, there isn't one map out there that I like completely. For a first-time mapper ... no, I'm not gonna do that. This is a great map, period. I could totally see this map joining the rotation on many FFA servers out there. Fabulous job, Night Shade. :D Bot Support: No New Textures: Yes New Sounds/Music: Yes Game Types: FFA ~AmosMagee

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8,227 downloads

Uploaded:03/09/2002

FFA WOV

ffa_wov.zip | 14.12 MB

some background music too which I think sounds cool :D and again adds to the atmosphere. The only crib I have with the map is that the windows aren\'t breakable :O! Because of that you kinda get stuck in corners i.e. dead ends (like in the offices, etc.) which generally is never a good idea to have on a map. The map is made for clan WOV and has some personal things like landing pads for some of the members, conferenve rooms, training rooms, etc. Overall a pretty good map, has some cool stuff to it, definitely check it out! [b]Bot Support:[/b] No [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes

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7,954 downloads

Uploaded:26/07/2002

FFA Sarlacc

ffa_sarlacc.zip | 10.85 MB

there called :confused: ). The Sarlacc\'s insides make for a good dueling area if u mind the water ;) but the only way out is through death, which makes sence. Jabba\'s ship come with its own gun (which dont fire, radient prob i\'m told), jabba\'s seat thingy, a dinning area and for some of you the most important place, a bar :beer: All in all a very good map however you will need a relativly good PC to run it i would have thought 1Ghz would be ok but u might need more or less depending on RAM/GFx card.

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7,942 downloads

Uploaded:10/07/2002

Ewok Village

ewok_village.zip | 2.23 MB

The many also has many hidden passages and secret traps :D. As the author said, this it lotsa fun with many people!

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7,466 downloads

Uploaded:26/07/2002

Country Roads

countryroads.zip | 6.59 MB

map :D

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7,345 downloads

Uploaded:25/10/2003

DMF Clanbase

ffa_dmf_v2.zip | 30.18 MB

thirty-megabyte download? To be perfectly honest with you, I have no idea whatsoever. Don't get me wrong, this is an awesome map, but about a third of it is completely unnecessary. You'll understand what I mean in a bit. Until then, on with the review! The DMF Clanbase (version two, in case you care) is a veritable monstrosity, and it has it all when it comes to detail. So much, in fact, that it would be almost impossible for me to even attempt to give you all an idea of everything it has -- in detail, that is -- without making the review so incredibly long that the FilesNetwork server would collapse from the upload. Instead, you'll get a little rundown of the kind of things you can expect, in a nifty little list I've created because I'm too lazy to work the list into some sort of cohesive sentence: [list][*]Spawn room / hangar, replete with Slave I, X-Wings, Delta-Wings, astromechs, and even spawn tubes[*]Canyon river area with trees, great fighting spots, and a two-way monorail that runs its length, in case you need to get to the...[*]Two separate bars, one not-so-classy with a pool table and an easy atmosphere, the other more so with flashing lights, secluded booths, and a very New York Nightlife feel[*]A grand hall area with a pretty spinning globe that serves no purpose whatsoever except to be pretty and spinning[*]Two separate duel training areas with varied layouts for various skillsets[*]A swimming pool and heated spa for those times when you just need to relax in water... in a game... or something[*]A pair of jail cells designed just to make those with the keys feel important[*]A security camera network designed for security... on a map... in a game...[*]A network of underground tunnels that can transport you anywhere on the map, but that take just as long to travel by as the normal routes[*]And last, but certainly not least, row after row after row of offices, tailor-customized for the occupants.[/list]Now, I ask you: why in the world is a FULL THIRD of the map dedicated to OFFICE SPACE? The map's already so freaking huge that if JK2 supported 100-man servers, you'd see another player every ten minutes or so. Everyone has their own office, so if everyone in the clan sits in their own offices, they never get to see each other. What's the point? Yes, I can understand the novelty of being able to say "This is my office." The question remains, is it really worth it to waste ten megabytes on rooms that will never be used except to make the occupants feel a little more secure about themselves? Now, as far as the map goes, in general, it rocks. It's one of the best RP-style maps I've seen in a long time. If you're into using JK2 as a GUI IRC, a la There, then it will suit you just fine, if not more than fine. If not, your gaming experiences will be confined to two duel pads and anywhere else that you can scrounge into a battlefield. We've all played the Jedi Council map by GriffinClaw, right? That thing's riddled with offices too (although less so than this one), and they are NEVER used. Two entire levels of the main structure in this map are devoted to office doorways and office space. They're cool, but they aren't worth the ten megs that it took to pull them and all their furnishings (custom paintings = more textures = bigger map filesize) together. The Bottom Line: This is an awesome map. It's an RP-player's dream. It's also about ten megabytes too big, and is really designed for use by the clan members themselves, not by the public; there's simply not enough here, gameplay-wise, to keep folks interested. It's all novelty. If you can stand the minute-long wait it takes to load up the map each time you want to play, and if you can bother with the obscene download size, then jump at this map, because what it does well, it does very, very well (if you can't follow that train of thought, don't try, because I can't follow it myself, and I wrote it). If you're a hardcore FFA player with a craving desire for a new battleground, this one's not for you; it's a tiny soccer ball in a package a mile long. Ahh, I love analogies. Bot Support: YES New Music: YES New Textures: YES Game Types: FFA - Dan "ViperEye" Tennant [ORIGINAL REVIEW FOR V1 BELOW] [quote]The main room of the DMF clan map is like an art gallery - that is, if you can stretch your imagination enough to consider a portrait of Homer Simpson fine art. ;) The DMF Jedi's Inn is a cozy place to grab a shot of Bespin Brandy and a bite to eat. Then upstairs are quite a few rooms that seem to be the offices of the clan leaders. Each room has a little bit of the owner's personality in them that makes them unique. There are also a few places to duel outside. While this map is well-designed and it seems the author didn't forget a thing - he must've forgotten those whose puters can't handle such a detailed map. =/ My fps was constantly at 15 fps, and even dropped to 5! EEP! Then again, my computer sucks. ;) In spite of my low fps, I liked this map. There was a lot of work put into a lot of details. Could be a great map for some RPing, even. Bot Support: No New Textures: Yes Game Types: FFA ~AmosMagee[/quote]

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7,230 downloads

Uploaded:02/08/2002

Otoh Gunga - Gungan City

ffa_otohgunga.zip | 8.31 MB


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7,192 downloads

Uploaded:18/07/2003

Trade Federation Droid Control Ship

ffa_tradefed.zip | 15.99 MB

the map. This is an enormous map with many rooms and large corridors. The weapon placement does seem well thought out, except that since the map is so big, the weapons are very spread out and seem few and far between. There are some intersting shaders here and there and really the screenshots should tell you all you need to know. Is this map visually appealing? Sure. I mean, it does seem a little bit bland because so few textures are used in such large areas, but it still looks great. The only issue I have with the map is with the spawn points in relation to the biggest area of the map, which would be the most likely place for an FFA. Then again, that is where my FPS takes the biggest hit, so ... yeah. It\'s a lovely map and would be best for gun FFA\'s, in my opinion. Beautiful work, Breath. :) Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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7,147 downloads

Uploaded:10/11/2006

Exploration

exploration2.zip | 18.53 MB

doorway above the temple in the top of the village. This trigger allows you to blowup a hole in the center that is a secret area. 2) I also added a secret door that can be pressed inside the temple near the village. There are two new pics you can jump in from there. One lets you pull up a door to annoy people attempting the Jump. The other lets you knock people off who are trying to climb the mountain. 3) other small changes that aren\'t worth mentioning. -Acrobat[/quote] And since those are the changes, here is the original and detailed review of the map. [quote]Been a while since there was a big JK2 map. Quite a while indeed. Believe me when I say this one is big. Anyway, a run-down of the main areas. You\'ll spawn on a landing pad outside the temple. Look around. See all those little ridges in the cliff? Yeah, those ones. And the little holes? Good. That\'s a fully explorable cavern system. Anyway, let\'s ignore that, and look at the map itself rather than the out-of-the-way extras. Going inside, we\'ve got the temple set-up. Lava, pillars, doors and stairways. So far, so standard. I found the texturing here somewhat bland, like I did with the rest of the map. In the two back rooms, there are big floating blocks with pictures on them. Not attached to the wall, just floating. The lava doesn\'t reach all the way dwown, so if you jump in, you\'ll end up underneath it with only 60% hp lost - something the author should fix in a future version. Through the door to the left (from the entrance), you\'ll find a small jump challenge, and another two doors. The door on the right will take you to the council room. That place is a break from the usual mould - go see for yourself. Straight ahead, you\'ll come to the \"city\" area. Wide, open area with a large courtyard and a lot of wooden buildings to jump around, as well as a bit of rock climbing. Like everywhere else, the lighting is mostly ambient. Not much to comment on here, the screenshot explains it all. Back at the entrance again, the door on the right leads to a large duel room, where the duels take place on a floating platform. If you fall to the floor in here, you\'ll notice a massive glitch - you can see through the void. Try not to fall, though, because you can\'t get out. Behind the teleport point in the \"city\", you\'ll find portraits teleporting you to two other rooms. There\'s the long jump room, which is pretty plain, and another jumping room which involves vaulting - again quite plain. The one room that wins it, however, is the massive climbing room. It really is that big, and fun to try getting to the top of, although there are a few parts you can\'t possibly get past via legitimate means. One fun thing I found was getting to the top and jumping down, trying to land in the pool at the bottom - which brings me to another glitch, when accessing this pool from the tunnel below, it\'s possible to get trapped between the water brushes, as they haven\'t been appropriately caulked. OK, so that\'s the tour (with a few rooms omitted, for the sake of them being hidden). Now onto good and weak points. The good points. The map is big, there\'s plenty to explore, and there are plenty of areas which will give some rather unorthodox duels. Some areas are almost standard, but this map adds a somewhat unique twist to them. Structurally, the map isn\'t really lacking, although the architectural style is somewhat primitive it\'s very appropriate. Take into account this is a first map, and I\'d say it\'s leagues ahead of it\'s brethren. For things which need improvement, the lighting is uniform almost everywhere, although there are shadows and some entities have been used. At least it\'s not a -meta compile. Texture choices are somewhat plain, and in most cases not the prettiest textures which could have been used. Z-fighting shows up in quite a few places, and in some areas you can see right into the void. The sheer size of the map causes FPS issues at times, and some of the areas could be a little more closed-off. Some of the challenges are borderline impossible. I\'m really not going to bother sending Acrobat to the Master Sticky in search of tutorials - it seems there\'s more than enough understanding of Radiant here. As far as first maps go, it has all the cliché problems new mappers leave, but those habits will fade over time. It\'s very rare for me to see a map I enjoy playing about on, so kudos for getting through to the harshest critic, Acrobat. All I can really suggest is to practice and refine your technique. For the downloaders, I\'m going to be honest - there are better maps out there. However, should you want some fun rather than eye candy, and/or a fun little game of cat \'n\' mouse, this map should suit your needs well enough. There\'s certainly plenty of space for it. ~ Kouen [/quote] Bot Support: Yes New Textures: Yes New Music: Yes New sounds: No Gametypes: Free For All ~Zach

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7,144 downloads

Uploaded:10/07/2002

Episode VI: Jabba\'s Palace

ffa_jabbas_palace.zip | 2.44 MB

;)) details. There are many rooms to explore and buttons to push :D One thing I found was that soem rooms and corridors had dead ends, so try not to get yourself trapped ;)

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7,074 downloads

Uploaded:19/07/2002

Geonosis Droid Factory

ffa_factory.zip | 495.97 KB

, watch your step. Check this one out is :cool:.

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6,960 downloads

Uploaded:10/07/2002

Mos Eisley Cantina

ffa_cantina.zip | 4.24 MB

transports lying around, more detail and definitely still cool! :D Here's a picture of this version: --------------------------------------------- If it's any map you must check it, this should be one of them! While still in it's preview stage, the map is certainly quite good. It follows the theme rather well and ofcourse, it contains a rather well known place seen in the very first Star Wars movie. The Author will be releasing another version with some light fixes and such so keep a look out for that!!

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6,831 downloads

Uploaded:18/07/2003

Outcast Palace II

outcast_palace2.zip | 11.13 MB

crosses over to the double doors of the palace. Once inside, you face three thrones and on either side is a door. One door will take you to offices and a meeting/council room, of sorts. The other door will take you to a couple of dojos and a large sparring room. By far the coolest thing has to be the hallway there, with the torches that are triggered when you walk by. There are a few other rooms throughout the map that are a bit more difficult to find access to, but the room on top of the palace is very nice. Keeping in mind what this map was made to be, it is a great map. The textures are nice, the palace looks great and I especially like the dojos and Orbitius\' office. The choice of music, a piece by Sergei Rachmaninov, is lovely and sets the mood for this palace that seems tucked away in the corner of some remote location. It\'s a place of peace and quiet and maybe meditation. Unfortunately, this is not a fun FFA map. It looks great and serves its purpose as a clan map with a few areas to duel, but I can\'t imagine adding this to my rotation. Overall though, it\'s a beautiful map and is definitely worth a download to just explore. Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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6,584 downloads

Uploaded:10/07/2002

Dantooine

ffa_dantooine.zip | 3.27 MB

to hide and ambush from and lots of open places to fight it out on. This map supports weapons and is actually pretty neat when you use them (even though I prefer saber fights).[/quote] I think this map is pretty good! It\'s big and it\'s open and has a nice design/layout. On one side you have these tall circular type structures which give you the opporunity to snipe over the rest }> or even fight in. The corridors are filled with many weapons so really it\'s your pick what you like! The rest of the map is water with a walkway going around the map. In the centre you have circular platforms in different levels that let you get into the building and between the different levels. Everything about this map I really liked except for the \"imitation skybox\" ;) for those who map you know what I mean, everyone else, it doesn\'t really matter :D the map is great and definitely worth a download!

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6,517 downloads

Uploaded:03/07/2003

Yavin Training Temple

yavintemple.zip | 4.72 MB

carefully placed throughout the map, and ammo seems plentiful enough. Work your way up the ramps and the towers to a mid-level dueling area, flanked by torches on either side. Then, when you finally manage to get inside the glass corridors, you'll make your way into a small glass dueling area. From there, the only way to go is up. If you do finally make it to the very top, and there's someone else around, well, I'm thinkin' - kick duel! [TMBJ]Force Master has created a great training map with plenty of room for dueling and FFAing. I mean, this map is huge. No new textures were used in the creation of this map. None were needed really, considering the theme. With such a large map and being limited to just these Yavin textures, one would think it would just end up looking, I dunno, boring - redundant? But I thought everything was quite balanced. My FPS was decent throughout most of the map, occasionally bordered on average, but never dropped below 20. (Hey - that's good for me!) The music included is "Gerudo Valley" from Zelda 64 Ocarina of Time and works well for this map, I think. Many will be disappointed that bot support isn't included, but I don't think the bots could make it up to the top anyway. :P This is such a lovely map. So obviously Yavin, nice design, challenging jumps here and there. In fact, I tested this map on one of my servers a few weeks ago, and the average rating given by the people who tested it, ended up being an 8.5. For a first time mapper - great job! Bot Support: No New Textures: No New Music: Yes Game Types: FFA ~AmosMagee Ps. On a completely-unrelated-to-this-map note - thanks guys (they know who they are) - cause you were all SOOOOO helpful. :P (Um, especially Beebs!) ;)

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6,368 downloads

Uploaded:23/02/2005

NT Bespin

ffa_ntbespin.zip | 11.66 MB

is this really familiar, it doesn\'t feel that different. There are some new lights here and there, and there are a few areas that have been expanded. Also, I noticed that everything seems a bit smaller in scale. But in some places, things are more spread out. Much more friendly to short people. :D Anyway, I didn\'t think there were any new additions to the map except the giant Rodian statue - until I decided to check out that one area where the thermal dets are tucked away. And I found that this spot had been expanded. I walked around the corner and found an elevator up a tower. At the top is a Repeater - which is a good thing, because it totally wasn\'t in the spot it was supposed to be. Now you have a great place for sniping up here. And not just from this tower. There\'s another Repeater on a little tower to the side. At the very top of the center building, you\'ll find a pool has been added. Overall impression of this map is that it\'s Bespin, but a bit better. Then again, there are a few things that are missing that I\'d want back - like the Flechette! I didn\'t see it anywhere. Anyway, it\'s nice to see people customizing things the way they want them. :) Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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6,183 downloads

Uploaded:26/02/2003

-AJC- Academy

ajcacademy.zip | 1.74 MB

the same time, quite a few areas for dueling. For those who just like to explore, there\'s a lot to see on this map. There are even some elements for a good RPG. I really like this map because it seems very well constructed. The creator didn\'t just slap some rooms on the side of a building with no rhyme or reason. And my FPS was decent too, considering the size of the main room. This is the first map I\'ve seen by Count_Vispusous. Please, keep making maps! Bot Support: No New Textures: Yes Game Type: FFA ~AmosMagee

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5,906 downloads

Uploaded:13/10/2002

ERU Echo Base

eru_echobase.zip | 16.28 MB

base is a hangar of sorts with a couple rooms to explore, while the outside seems to be a battlefield :eek: with an Imperial base on the other side. It looks great, and for a beta, I was quite impressed, especially with the little "thing" in the battlefield ;) (won't say what it is, gotta check it for yourself). The only thing I was a bit disappointed on was the insides of the base wasn't as 'detailed' as the outside. Very blocky looking, but then again it still is a beta and judging from what I see it should turn out great! [b]Bot Support:[/b] No [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes

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5,549 downloads

Uploaded:10/07/2002

Besbin Arena

ffa_besbinarena.zip | 570.57 KB

good use of curves. There are circular floating platforms that are connected with a curving bridge, there are also pipe-like structures winding around near the centre of the map. There were a couple z-fighting errors at the ceilings, but other than that, nice map! Larger screenshot:

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5,458 downloads

Uploaded:10/07/2002

Ancient Sith Catacombs

ffa_sithcat.zip | 994.08 KB

this: Yes, those temples needed sewers because they had toilets. Where do you think the old Sith temples went to when they needed to go ;-P[/quote] And on that note on temple sewers ;):p great map and quite true to it's theme/name. It is a little dark but atleast that makes it more challenging to find your opponents. There is a cool sniping spot through which you can look over the lava area. Many levels as well throughout the map. Oh and watch out of the fire! It burns ;)

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5,334 downloads

Uploaded:26/07/2002

Hail the Boognish

hailtheboognish.zip | 5.07 MB


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5,167 downloads

Uploaded:24/06/2003

DexstersDiner

dexsters.zip | 16.59 MB

stage with some microphone stands and red spotlights. There is counter with see through windows to the kitchen with some burgers on the grill, and the back room is a larger fighting area with a viewing area. There are enough pick-ups for a good old gun FFA; there is plenty of room for dueling as well. With good looks comes bad FPS, for me anyway and I have a new graphics card and upgraded my memory. There is a lot of little things to look at like the jukebox, the moving droid and the cooking grills, a nice map for goofing off but not good for a serious fight. The Mcc as the usual do bring us another beautiful map, I just hope you all find a use for this. Great job, keep on mapping. Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, Duel Maddog

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5,044 downloads

Uploaded:22/09/2002

Mos Eisley Cantina

ffa_cantina_preview.zip | 28.3 MB

explore pretty much all the buildings in the map, it might even take you a bit to begin to realize where something is and the map layout! The map also has some extras to it such as the LandSpeeder. You can already picture what the map could look like when it's complete, but for now, this preview will have to hold you over :D [b]Bot Support:[/b] No [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes

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4,894 downloads

Uploaded:24/08/2003

Little Italy 1.1

little-italy.zip | 30.12 MB

that you can ffa including the roof tops :). Onobi updated the missing textures on the umbrellas and tables. He took digital pictures for some of the textures to make the map look realistic. He used the music from the GodFather, he used two of my favorite songs. The map truely looks like a Little Italy with its little resteraunts and I guess some of them could be cafes. The flowers blow in the wind giving it a realistic feeling. There is even a small apartment with a fish tank, couch, and a kitchen. The funnest part is using the water fountain to get onto the roofs. You jump up and it shoots you up and you can fly over to the rooftops. There are a few problems I encountered one is the FPS, in certain areas I would get about 10-20, but in some other areas I would get really high FPS. By the water fountain if you look at one of the spots it has a little red yellow and green thing just sitting there and it looks like he forgot to fill in that space, but you can only see it from the distance. Overall I really like this map, because of its giant ffa areas, places to just sit and talk, things to explore, and the realistic look of the map. I was very dissapointed that there was bad FPS around the map other wise I would say this map is perfect. It contains everything a map should contain such as places to explore or places to go duel and ffa. It is nice that he included the missing textures so we don't see missing textures all around the map. There is also a very nice sniper spot in the center of the map. If you have an older computer or older graphic card then this is not the map for you, if you have a high-end computer then this is a map you should give a shot. -XgamerX Bot Support: Yes New Textures: Yes New Music: Yes Game Type: FFA Here is JEDIofONE's review of the original map: [quote]This map is an incredible bit of work by Onobi Foondu. He has recreated an Italian city, and a staggering amount of detail. Everywhere you look there are photographic textures, realistic animations, and life-like architecture. ACK! What a monster! I know I have a crummy computer, but even on 320x240 with all the gfx turned off or down I still lagged my way around the map. If you have a high-end computer, I'd definitely suggest a download. For those of us with older machines, this isn't your cup of tea. Technical Data: Pros: 1. Details! Details everywhere! The flowers in the flower boxes even sway gently. 2. Some nice sniper spots. Cons: 1. The chairs and tables in some areas couldn't find their textures. 2. Terrible FPS. Rating: 9/10 Bot Support: Yes New Textures: Yes New Sounds/Music: Yes Game Types: FFA JEDIofONE[/quote]

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4,575 downloads

Uploaded:12/06/2003

Kurono Mountain Tournament

cr_tourney.zip | 18.53 MB

small, well-lit platform in the center and a ledge surrounding it, which would be perfect for viewing the duel taking place. Another arena includes a ship in deep, dark water and an island off in a corner. I love that the lanterns on the masts actually swing in the \"wind\", which you can hear the higher up you go on the masts. A dilapidated structure with busts that breathe fire greet you in an adjacent arena. The fallen columns, broken and splintered door and haphazard stairs here could make for some very interesting duels. And finally, the last arena has some large, floating rocks that form the shape of a dragon. The rocks do move slowly, but one wrong move and you could find yourself plummeting to your death in the pit below which houses what, I think, are dragon eggs afire. In the center of this map is a building with a sake bar and if you take the three flights of stairs up, there is a restaurant with a patio outside. While the building does seem a bit far from all four arenas, it still can serve as a viewing area. If you take the back door out the bar, you\'ll enter the \"Garden of Peace\" where there is a fountain and a memorial dedicated to President Scroob. And if you happen upon the right area, you\'ll be transported to the locker room where you\'ll find a very interesting piece of art on the wall and benches in the middle of the room, flanked by large lockers. Also, you\'ll notice, the last few screens there show the swamp canyon. Great little part of the map which is located ... well, have fun finding it. ;) The textures used in this map are gorgeous, the music is surprisingly appropriate (FF7 fans will recognize the track), the layout makes sense and it was all constructed well. Each arena is like it\'s own miniature duel map all connected with a viewing area and a little garden to make this a great tournament map. I believe my only complaint would be the FPS issue I have with this map. I averaged about 15-20 on most of the map. :/ Then again, you may have a better puter than me and your system could handle this. I think either way, this map is at least worth a gander. Great job, Chrono! :) Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA, TFFA, Duel ~AmosMagee

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4,529 downloads

Uploaded:29/09/2003

Forest Sanctuary

forestsanctuary.zip | 14.87 MB

games. This map is very expansive. The main spawn area is one small, enclosed room which has numerous teleports that lead to the various areas in the map. Every room in this map is fit for a large FFA, or numerous duels. And most areas have the hazard of lava or a pitfall. One room contains a large, circular platform, which is floating over lava, and is surrounded by many more small circular platforms. One gets the vibe of a “trial arena” sort of area. The trainer and trainee duel in the middle platform, while members of the clan or whatever watch from the smaller circular platforms. :) In another area, you will be confronted by a small maze of platforms over lava which deals death instantly. I didn’t really see a point at first, but spend a little time in here, and you’ll find something semi-hidden. :) In the third of the four rooms, you are dropped into a small building overlooking what appears to be a shrine area, with a large statue and pond in the center. This area has three more doors. The door directly behind the statue leads to a large, jungle area. The left door leads to a small, dimly lit room with a large fire in the center. Reminds me of the old days back in boy scouts. Take the right door to find a cantina, with… mmmmm…. Ysalamiri roasting over an open flame, and plenty of alcohol! The fourth and final area leads to another trial arena-like area, with another large, floating platform in the center, and a balcony surrounding it, instead of smaller platforms around the large one. There is also a small, windowed room where more people can sit and watch the duelers, or FFA’ers. I absolutely love this map! I had played it in JK2, and loved it then, and the port to JKA is most welcome! :D The frame rate of the map is wonderful, save for a few places. The music is great, it has kind of a soothing and relaxing feel to it. Mistress, make some more maps, NOW! ;) ~Lord Griever~ [b]New Textures – Yes New Music – Yes Bot Support – Yes[/b]

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4,523 downloads

Uploaded:04/12/2002

Dim Side Jedi Academy

ffa_dimside_se.zip | 4.51 MB


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4,522 downloads

Uploaded:15/05/2003

DKS Conundrum

conundrum.zip | 15.47 MB

find secret passageways, old tapestries, a cemetary with moonlight casting eerie shadows over the tombstones. In one room there's an inexplicable blue fog surrounding everything. There is room to duel in more than a few areas, but this map would probably be best for a guns FFA or even just used for RPing. I had so much fun exploring this map. Considering the (still not updgraded) puter I have and the size of this file, I was amazed that my FPS was still great! I really love the four poster bed ... it really completes that whole gothic bedroom look. The only thing this map really needs is well, a sequel? ;) (Oh yeah, and bot support, I suppose.) I refuse to give away the secrets in this map. :) They're fun to find. Tell me how many ravens you count. :D Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA, TFFA, Duel ~AmosMagee

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4,351 downloads

Uploaded:24/06/2003

Chapel of the Ysalamiri

chapel.zip | 5.9 MB

to the doors of the chapel. Off to one side is a brightly lit door that leads to a small dueling area. If you continue walking past the viewing area, you come to a door that opens outside to a small, enclosed area with another statue of the Ysalamiri. A carefully laid stone path takes you to an old broken well. If you retrace your steps and continue towards the main doors of the chapel, you might find yourself distracted by the bright blue light off to the side. Found at the bottom of the long, winding staircase is the coveted Ysalamiri, with a beam of light shining down on it. Again, back to the chapel doors where upon entering the solemnity is nearly palpable. The only light in the large temple comes in from the beautiful stained glass windows, creating lovely patterns on the bare floor. Above, though, you do see the faint glow of lanterns. Go back out the large doors of the chapel and there on your right, through the door there, is a staircase, leading up to bridges and ledges and the roof and finally, as you round a corner, is a door that opens to reveal a long platform that goes almost the entire length of the chapel. A beautiful map to look at, yes. But I also think duels on the ledges and roof above could be exciting and dramatic. The only problem I see with gameplay is that not many will have the patience to climb those stairs everytime to just play up there, though there are some spawn points up high. Also, there are plenty of other areas to duel and have some great FFA's. :) I really haven't decided whether I like the lighting yet or not. In some areas, it adds to the drama, but is a bit dark for my taste. Though, could be great for hiding. :D The skybox ... well ... eh. *shrug* I love the curve details added outside and inside the buildings, they seem to draw the eye away from sharp edges. I think the only thing I didn't like about this map was the texture used on the umbrellas - just didn't seem to fit with the theme, to me, anyway. Keeping in mind this is a beta map, I won't get onto Rgoer about bot support. ;) I anticipate the update to this map and I really hope he adds music too. :D Great job, Rgoer! (By the way, I think this is his first map, but don't quote me on that.) Bot Support: No New Textures: Yes New Music: No Game Types: FFA, TFFA, Duel ~AmosMagee

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4,340 downloads

Uploaded:10/07/2002

Large Sand Arena

ffa_sandarena.zip | 1.59 MB


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4,311 downloads

Uploaded:04/12/2002

=Darth= Training Grounds

darth_training.zip | 3.01 MB

parts. On one side is a large glass chamber where, presumably, people can practice with their sabers. Inside the chamber, there is a button on the wall which allows the player to leave the chamber when they wish to (this button is only inside the chamber btw). There is also a room connected to the chamber which is filled with health and shield pickups so that players can quickly 'regenerate' themselves should they need to. There are two rooms to be found outside of the chamber. One is filled with rows of weapons and ammo, though the door is locked from the inside. The other room contains some health/shields. There is also a walkway type of structure here. Basically two players can saber duel on this walkway and the first person to fall off, loses. It's challenging as you have to keep control of your player and movements. On the big wall dividing the map is a glass room where people can spectate. There are also 3 buttons on the walls which control doors the entrance to the glass chamber, the door to the health room in the chamber and the entrance to the weapons hold. On the other side is a walkway going around above a floor of death (i.e. if you fall you die). Like the walkway on the other side, this one just lets you practice over a death pit. It's open and wider so it's a bit more challenging. Circling around the map is a 'floating bunker'. Noone can hit you while you're in there (unless they are inside the bunker with you ;)) and it also gives you a birds eye view of the entire map. The map certainly works well in terms of clan training. However, I felt that despite that it's purpose is just to train, the map could have been made more 'aesthetically' appealing. The lighting was a little bland and 'white washes' the floor. The walls are high and repeated the same texture over and over. I would have suggested to have some more realistic lighting (for example, light fixtures on the wall acting as the source of light) and also some detail on the walls (perhaps changes in the texture, or little indentations just to give it more of a depth). I recommend this map for clan training or the like, but am not sure how well it would fare as a normal FFA map due to the large storage of health and weapon pickups. [b]Bot Support:[/b] No [b]New Textures:[/b] No [b]New Sounds:[/b] Yes [b]Game Types:[/b] FFA, TFFA, Duel

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4,235 downloads

Uploaded:24/05/2005

GR Bespin

grbespin.zip | 26.28 MB

than the original Bespin. There are more pads, more corridors, more of everything. But the basic Bespin Streets design is still there. I actually like this map. I didn\'t think I was going to when I first saw it. My initial reaction was, \"OMG They screwed with my Bespin!\" But after I explored a bit, I realized that the author of this map actually was able to improve upon Bespin. Nice job. [/quote] Just a few reviews ago, I added a \"new\" Bespin map for JK2 and I didn\'t like it at all. This map however, is nothing like that. The first version was decent and got a good rating from you guys - and had quite a few downloads. But this 2nd version is even better. It\'s surprising how just a few texture changes and a new skybox can completely change a map. This looks more like Coruscant at night than Bespin anymore. And I like it. Yes, it it a bit of a clan map with the silly Hall of Fame thing, but it was done well. There are only a few rooms, and they had some entertaining and interactive things going on there. This map is definitely worth your time to download - and I\'d love to see this added to servers. Great job updating Bespin! Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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4,143 downloads

Uploaded:19/05/2003

Jedi_vs_aliens

jedi_vs_aliens.zip | 12.93 MB

of work into his mapping with fresh textures and great music to set the mood. This FFA map is suitable for 6-20 players with plenty of room to hangout or destroy your opponents. This map should be added to your server rotation today and would be a great map for all you RPGers out there. I got great FPS but I just got a new graphics card :). This map includes some very interesting shaders bringing life to this map (most importantly the one room that looks like it is a living breathing organism). I was waiting for some of the alien tubes to break and attack me or make some strange noises. My only complaint about this map is the one hallway is kind of bright but nothing to hinder the download of this great map. Great work, keep on mapping. A little note to all of the map makers out there this is how it should be done and we all should take a lead from this refreshing map. Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA Maddog

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4,079 downloads

Uploaded:14/03/2003

Hogwarts Beta

hogwarts_beta.zip | 13.14 MB

in it. Personally, i think this is an excellent start. I think it would have been better for him to wait until the map was complete, because this is like teasing us. - Spectrum New Music: Yes New Textures: Yes New Shaders: Yes Bot Support: Yes

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3,999 downloads

Uploaded:11/12/2003

FFA Oracle

oracle.zip | 15.19 MB

my Hero¡K (For those who DON¡¦T know) WEDGE!!!!!!!!!!! Wedge has once again made a map worthy of recognition. This map titled oracle is yet another Wedge Map that utterly amazes me. The map has the Romanish(or maybe Greek I don¡¦t know) feel to it. Lots of big white marble building with huge columns and domes. It is a work of art. The whole map has a foggy feel to it, which makes it somewhat mysterious. The map is split up into 3 different temples, which are connected by pathways leading into a beautifully done pavilion (see pictures). Each temple has a brand new model in it, of huge statues of what I imagine are some ancient gods. The best one is the statue in the one main temple, which has a staff that has strange electricity shaders coming from it making a rather cool sight (again see picture). Another thing I like about this map are the textures and shaders. One of my favorites is the marble in the temples which has that shine to it that I love so very very much (like chocolate mints). The only problem (and its not even that big of a deal) are that the bushes out side in the map don¡¦t seem to be affected by the fog, so they seem oddly clear in a foggy map (look at picture once more) Oh also its once again for JK2!!!! Grrrr, at least their will be a JA version out soon, although with my luck certain OTHER reviewers who¡¦s names begin with Wade will probably try to review it before I can *cough cough*. Anyways¡K.. altogether though this map is some really nice work. This map like all of wedge¡¦s maps blows me away. I would recommend this map for everyone, if not to play on a server, just to look around and be amazed at ƒº. Great job wedge, I really look forward to your upcoming works. 10/10 ~DeathBringer New Textures: Yes New Sounds: Yes Bot Support: Yes Game Types: FFA

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3,812 downloads

Uploaded:21/01/2003

Mandalorian Base

mandalorean_base.zip | 3.05 MB


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3,778 downloads

Uploaded:19/01/2005

GR Bespin

ffa_grbespin.zip | 9.81 MB

corridors, more of everything. But the basic Bespin Streets design is still there. I actually like this map. I didn\'t think I was going to when I first saw it. My initial reaction was, \"OMG They screwed with my Bespin!\" But after I explored a bit, I realized that the author of this map actually was able to improve upon Bespin. Nice job. Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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3,726 downloads

Uploaded:10/07/2002

Canyon Oasis

canyon_oasis.zip | 1.26 MB

for good hiding places ;) I think that this map should be used in smaller games with not more than 8 people. Unfortunaly theres no instrustions for installation so just unzip the pk3 into the base folder in your JK2 directory. Oh and watchout for the little 'death trap' when its activated :D

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3,673 downloads

Uploaded:14/04/2004

{SITH} Clan Castle (v1.1)

sithmapjk211.zip | 2.71 MB

crawl spaces and stuff. The castle isn\'t physically large - in fact, the back is like, completely cut off. But inside, it\'s enormous. Outside are three ships and really I think this area is just for looks, even though it doesn\'t look that great. I\'m assuming this is Racer\'s first map. There appears to be a bit of an error with the spectating. If you spectate and go to the top of the castle, you can see the rest of the map as if you were noclipping, y\'know? Anyway, the focus of this map has to be the dueling arenas. There\'s a place for people to watch and not be in the same room, which was a good idea. And there are quite a few obstacles in each room to make for interesting and challenging duels. There are several secrets and points of interest in this map, though nothing looks particularly great. You\'re going to have to explore it yourself to see what I mean. There is bot support, but no new music, which is a shame. But this is only version 1.1, so there may be an update. We\'ll see. :) I did find a bit of z-fighting here and there, but it wasn\'t glaring or anything. Fairly minor. Not bad, especially if it\'s a first map. :) Bot Support: Yes New Textures: Yes New Music: No Game Types: FFA, TFFA ~AmosMagee

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3,609 downloads

Uploaded:05/04/2003

Mcc Village

mccvillage.zip | 10.59 MB

the prisoners. Try and find the secret in this map. This map would be very good for all the role players out there. There is so much to say about this map but I am at a lose for words, because it is so nice and it looks like a lot of work was put into this map. My personal favorite area of this map is the prison area and the torture methods. The little area with the animal paw prints on the ground is nice. I wish more mapmakers would take some tips from this map and do more original maps. Keep up the good work. Bot Support: Yes New Textures: Yes Game Types: FFA Maddog

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3,584 downloads

Uploaded:08/11/2003

Wookie City

wookie_city.zip | 9.83 MB

this map is one of the best features of this map. The gameplay here is fun, especially for a guns FFA. The author made good use of textures that could otherwise be boring and great placement of things like the computer displays and stuff. There are a few moving platforms that will carry you across a chasm or up to a great sniper spot. With catwalks and treehouses scattered about everywhere, you could have some great FFA's here. Unfortunately, there are a few annoyances in this map. Shall I start with the most obvious? That green sky is bugging me. First of all, on forested planets, you're gonna have a blue sky! (Or at least, you should, anyway, I think.) The green sky just makes this planet look polluted. Blech! I just don't like the green. And green is my favorite color! Secondly, the elevators. Once you step on one and press the button, the elevator goes up, but doesn't pause long enough for you to get off before going back down again. Grrr. And my final complain would have to be the FPS. It's not horrible, but with more people on the map and guns blazing, it's probably gonna suck the FPS down to 15 for me. Yay for all the specs! This map does have bot support and new textures and new music! It only supports FFA, but that's okay. I really like this map and only wish that the FPS were better and the green was gone. Great job, Michiel and I can't wait to see more from you! Bot Support: Yes New Textures: Yes New Music: Yes Game Types: ~AmosMagee

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3,509 downloads

Uploaded:20/06/2003

The Battle of Los Angeles

battle_of_la.zip | 9.18 MB

makes me wonder if he's ever been to LA. ;) There are two perpendicular streets and several buildings line both sides of one street. Only three, I think, of these buildings can you enter. One is a bar, the other two are house, or apartment buildings - I'm not sure. Everything is dilapidated ... boards across the windows, broken TV, fallen stairs, etc. At the end of the road is a neglected basketball court with a chainlink fence running around it. Just across from the court is a parking lot with two dumpsters in the shadows. One of those will take you to, well, a very unpleasant place (I thought it only fair of me to NOT take a screenshot of ... that). If you take the other street, both ways are dead ends. As the signs indicate: road closed. There is an upturned car lying in the street. Very colorful graffiti covers the walls around you. And the only guns that are available on the map are found in this area, on the medians and near the "Road closed" sign. There aren't many choices when it comes to weapons and I remember only seeing ammo for two of the four guns available. Health and shield pickups are few and far between. The manhole cover is breakable and leads to a long underground tunnel that takes you all around the small neighborhood. There are a few secrets to be found down there. The music, of course, I'm assuming, is Rage Against the Machine. Now personally, I just didn't much care for this map. I did actually test this map a few weeks ago on my server with quite a few people (as an FFA only) and it just wasn't that much fun to play on. I can't quite put my finger on the "why". I cannot fairly judge how the CTF gameplay is on that map, though I did just take a look at where the flags are and considering the short distance and many ways to both flags - it could make for a fun and fastpaced game. There is some major z-fighting going on in a few areas (namely, the "chainlink" fence) and I did notice a few textures that were quite familiar (yet no credit given in the readme to ShroomDuck for that road texture ... hrm). Even those points aside, this map just doesn't have enough to keep me interested more than a few minutes. Not to say this is a bad map, rather, it's a good idea that could be made better if expanded upon. Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA, CTF ~AmosMagee

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3,424 downloads

Uploaded:11/02/2003

Temple of Two Orders

temple_of_two_orders.zip | 1.3 MB

tall columns of flame which accompany the statues. You can take some long elevators up two levels and fight on unbreakable glass floors. If you choose to go down instead, an elevator takes you to a hangar area with both X-Wings and Imperial Shuttles inside. From there, large double-doors take you outside, and whatever you do, stay away from the floating lights! Also outside is a lengthy pool, which if you enter, you will find yourself at a hallway. Taking the hallway to its end leads you to a large chamber, in which there huge column of energy. At its base is a very enticing floating lightsaber. Don\'t touch it! IMO, this is a GREAT hangout map. It has plenty of areas for people to fight, but it\'s not so large that people will get lost too far apart. Get it, if for nothing else, for the floating saber! I\'d call it perfect if only it had bot support! Bot Support: No New Textures: No Game Types: FFA Astyanax

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3,277 downloads

Uploaded:22/11/2002

DJC Temple

djctemple.zip | 12.29 MB

map comes with a council room for meetings, a dueling arena that has a glass chamber centered above the ring, where spectators can sit. There is also a disco dance club and dormitories. There are so many things to do in this map, I personally think it\'s much more fun to exlpore the map :D I can\'t wait too see this map on servers everywhere! Very nice job Maniac, keep mapping man!

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3,175 downloads

Uploaded:03/08/2003

Little Italy

little_italy.zip | 30.08 MB

and life-like architecture. ACK! What a monster! I know I have a crummy computer, but even on 320x240 with all the gfx turned off or down I still lagged my way around the map. If you have a high-end computer, I'd definitely suggest a download. For those of us with older machines, this isn't your cup of tea. Technical Data: Pros: 1. Details! Details everywhere! The flowers in the flower boxes even sway gently. 2. Some nice sniper spots. :p Cons: 1. The chairs and tables in some areas couldn't find their textures. 2. Terrible FPS. Rating: 9/10 Bot Support: Yes New Textures: Yes New Sounds/Music: Yes Game Types: FFA JEDIofONE :mepimp:

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3,126 downloads

Uploaded:10/07/2002

XG Arena

ffa_xgarena.zip | 7.96 MB

vaders torture room where he asks solo for information (nicely). When your in there get a m8 to sit in the nice big chair and go press the button on the control panel and see what happens :cool: The second section of the map is made almost totaly for dueling. Theres a large rotating platform in the centre and some stands for u to sit and watch :D Make sure u read the section on BOTS in the readme before trying to use them and most importantly: [quote]HAVE FUN AND TRY TO HAVE AS MANY DUELS AS YOU CAN[/quote]

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3,118 downloads

Uploaded:07/07/2006

Frozen Bespin

frozenbespin.zip | 22.82 MB

you all know what Bespin is, and can probably imagine what it would look like covered in snow. Certain parts have been redone - the old landing pad has been remade in typical UT2004 style. Some buildings have been altered to look more "fitting" with the theme. A radically different, non-Bespin themed skybox has been included. Certain monuments have been rebuilt looking somewhat newer. The good points come first, as per usual. It's new and unique. Bespin Streets is likely to get some new life breathed into it thanks to this. There are no major theme clashes, although one or two textures are throughly out of place. It looks... 'real'. I actually get the genuine feeling of it being a snowy map. The author's gone on and used sparks of originality on certain parts, while still keeping the decent framerate the original provided. Overall, everything's well-thought out, and the author seems to have checked through the map quite thoroughly, as I can't find much which will detract from it. There are [i]some[/i] bad points. The music. Doesn't work at all, and it's the worst possible choice. You really should have gone to OCRemix, found a Sonic 3 Icecap Zone remix, and used that (making sure to give express and precise credits in the readme, of course - those guys all deserve it ;) ). I found several texture issues where a texture wasn't fitted properly - most notably the ramps. Surface Inspector is your friend. The lighting was plain, but at least there actually was lighting work done to this map. The other weaknesses of the original map are still present, too. On the whole, it's a nice new variation of Bespin, so give it a try. You'll probably like it. ~ Kouen [b]Bot Support:[/b] No [b]New Models:[/b] No [b]New Textures:[/b] No (JKA Textures) [b]Custom Music:[/b] Yes.... in a manner of speaking. [b]Gametypes:[/b] Free For All

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3,080 downloads

Uploaded:31/07/2004

Darth.Hunter\'s Helm\'s Deep

helms_deep.zip | 12.67 MB

This map is so freakin\' big and so detailed. The caves are very cool and the horn is ... well, if you\'re standing in the tower, it\'s deafening. I actually tested this map a while ago on my server with our clan and some regulars. I had no idea what to expect when walking up the stairs ... and OMG ... it\'s so freakin\' loud! LOL The caves are as dark as you would expect and ... well, just be sure you watch where you\'re walking. Lightsabers make for good flashlights. ;) As I\'m sure anyone would expect, there\'s great music included with this map. :) Oh, and it\'s not just one map - there\'s a day and a night version! I personally prefer the night map. Only bad thing I can say about this map is that it freakin\' drains FPS (and the horn being blown seems to affect FPS too). So, while this is a beautiful map to look at and explore maybe once, I won\'t be playing it again simply because my puter can\'t handle it. Bot Support: No New Textures: Yes Game Types: FFA New Music: Yes ~AmosMagee

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2,946 downloads

Uploaded:09/03/2010

Expedition

1.04expedition.zip | 72.97 MB

version: 1) council room 2) an open area outside the bar area 3) changed textures and shaders 4) reorganized map a bit [/quote] And even then, this map is quite the titan. The puzzles echo greatly of my adventures with Kreedz Climbing Mod on Half Life 2, cep'n we ain' got no grapple. There's literally gobs of areas to explore, puzzles to solve, challenges to overcome. You really can't get much more entertainment than this when it comes to maps >_> Much like Dretzel, I was forced for the sake of time to simply noclip throughout to get a good view of the map in its entirety. Suffice to say, it lives up to its namesake. If you have a few hours to piss away, then I'd surely recommend taking the Expedition across this map! I believe I found the new council room nested high above a cliff somewhere. Looked pretty nice and pleasant to congregate in. Chairs looked stiff to sit in though D: [b]A few quick technical notes, mostly to the players: 1.)As Acrobat suggests in the readme: Com_HunkMegs 128. Set it, even if you think you don't need to. Less hassle. 2.) This map possesses some sort of shader related issue. If you change your skins too many times, you may not be able to see the skins properly. Be forewarned.[/b] Other than that, this map's definitely good solid fun. Explore with yer friendses, or screw 'em and take the prize yourself! Either way, a worthy prize to any JK2 player's collection. Or, if you have the JK2 textures, JK3. Either way, just get it and get off mah back =_= New Textures: Aye New Music: Aye Secrets to plunder: Aye Bot Support: Aye - Averus Retruthan

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2,856 downloads

Uploaded:10/07/2002

Ancient Village

ffa_ancientvillagev3.zip | 266.83 KB

into the small village the map looks much better! I like the big buildings and the gateway. Each of the huts contains ammo/weapons as well as more other powerups high above on the rooftops.

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2,855 downloads

Uploaded:03/08/2003

={NS}=Jedi Academy

ns_jediacademy.zip | 4.83 MB

diving boards, a sauna, and two duel rooms. Unfortunately, this map was pretty dark; some areas were impossibly dark without fudging the gamma. Heh, I liked the jump platform. I spawned a bot and threw him into it, and he was flying all over the place. IMO, the map was pretty good as most clan maps go. An area for FFAs and some duel arenas, along with a mixture of lounge and recreation rooms. Half for chilling, half for killing. My advice: add alot more lights and/or increase the intensity of the ones already there. Technical Data: Pros: 1. Did I mention a bouncy floor? :) Cons: 1. No bot support...not even in the FFA area. 2. Too dark for gameplay. Rating: 6/10 Bot Support: No New Textures: Yes New Sounds/Music: Yes Game Types: FFA JEDIofONE :mepimp:

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2,757 downloads

Uploaded:10/07/2002

ENTE\'s PadStation

padstation.zip | 6.46 MB

details.[/quote] As all of ENTE\'s maps, this one is amazingly cool! There is a great amount of detail not only inside the map, but outside as well! Nice large hallways and open rooms to go around in. This is quite a large map, so I\'d say it could hold a fair number of players! Many weapons/ammo all over and also, one secret room! ;) i won\'t tell ya what it is.. try n find it yourself :D Great map, worth a download! This map can also be played in Team FFA, Jedi Master and Holocron

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2,744 downloads

Uploaded:12/03/2005

SA Bespin

ffa_sabespin.zip | 2.23 MB

a bespin one, which has its upsides and its downsides. Primarily, for me at least, it looks a lot nicer, although it clashes with the wall colours in some places, but the most obvious problem is when you look down from the edge of the level, where the skybox is less than perfect. In fact, its rather bad to be honest. A fog or something here could've cleared it up nicely. Additionally, theres also a fair bit of texture misalignment in places, and in the drop down to the underground room, theres a lot of red light with no apparent source. However its still essentially bespin, except with a different skybox and some additional areas. If you like the look of it it's probably worth the download, if not, you're not missing out on much from the normal bespin. New Sounds: No New Textures: No Bot Support: Yes ~Szico VII~

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2,686 downloads

Uploaded:14/05/2009

Expedition v1.00

85expeditionbyacro.zip | 38.49 MB

leave more room for fun. I would say half of the map is made of what seems like areas meant for dueling. There are a few typical dueling areas - an arena over a pit, an arena in the center of a junction, etc. There were two areas in particular that caught my attention - vertical duels. There are two vertical shafts with a lot of ramps/cutouts on the way up. I think these could make for some interesting duels. Also, great work with those caves. They look nice. ;) The atmosphere isn't bad. It's the classic academy feel, but it would seem that everything is underground. There is a very open feel...underground, yet open. Not a very common theme. There are a few unique activities here, such as an entire area devoted solely to strafe jumping. If you don't know what that is, search for Jedi Academy strafe jumping on youtube. Now, I personally don't see a point to jumping over a pit repeatedly, but if you add in some other players, I'm sure it can get interesting. On the downside: The brick texture looks a bit too CG. It could use a few more modifications. Specifically, the shadows are way too pronounced. It should have a little more grunge or dirt on it, and a much smaller shadows. The architecture is [i]slightly[/i] boxy in some areas. It's not bad overall, but some areas could use a bit of sprucing up. :) The pit has a skybox under it. I don't know what could be done about that...probably would have looked nice with some cliffs instead...or maybe just blackness. Anything but a skybox. If you're a collector of JK2 maps, this one's worth a look. Check out the screenshots and decide for yourself. New textures: Yes New sounds: No New music: Yes New models: Yes ~Dretzel

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2,677 downloads

Uploaded:10/07/2002

Kektik: Verlassener Stuetzpunkt

ffa_nan_dm2.zip | 2.7 MB

stairs and fog and cool lights and well hehe just get it :D. Great for any map collection.

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2,658 downloads

Uploaded:04/01/2003

Battle

battle.zip | 2.87 MB

Very greatly designed... Sevker made this map... So I changed the credit to the real creator -Worr Sonn

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2,657 downloads

Uploaded:24/11/2002

Dim Side Jedi Academy

ffa_dimside2.zip | 3.24 MB

rooms. In each room is a wonderful and unique arena, each with it's own colors and shape. Worr himself has three arenas, one which has a rotating platform in which you fight on. There is a room called Alvin's Dojo (Made by our own Alvinater) that is supposed to resemble a jungle I think, due to the light being green adn there are plants in there. Then, there's building two. Building two really is the multi-purpose building, with a council room, a "High Ranks" lounge, and much more. This map takes all the uniqueness of the first one and doubles it. I also liked that Worr Sonn added many people to his credits. Good Job man, I hope to see this map updated once more!!!

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2,652 downloads

Uploaded:04/12/2003

Tal Erulanei

ffa_talerulanei.zip | 8.25 MB

hero worship him in a whole other review. Yay! anyways back to what I was saying. This is perhaps the best map I have ever seen. Quite seriously. This map is by Wedge2211, one of the most famous Jedi Knight mappers in my opinion, rivaled only by perhaps dad*mad in the detail and uniqueness he puts into maps. Creator of City of The Ancient, FFA Mars, and the Orbital Transfer station, Wedge has a history of greatness. This map is one of two new map released by him, and it lives up to his greatness. By the way, in case you havent figured this out yet, Wedge is my favorite mapper of all time and Im his #1 fan so reviewing this is a great honor for me :D Well anyways, now that Ive explained his entire life story¡Konto the map. I think the first thing to say about this map is amazing. I think the thing I would say after that however, would be: curves. I mean more curves then youve EVER seen, in any map. This map is entirely curves. I do not see ANY part of that map that is not curved except maybe the skybox. This map has some of the most beautiful architecture I¡¦ve seen in a while. It consists of 3 structures floating in air over a beautiful water planet skybox, each connected by tunnels with Glass roof parts and not boxy tunnels, perfectly curved tunnels flowing from structure to structure.(take a look at the pictures) Going inside each building (if I may call them that, they¡¦re more floating blobs) there are huge passageways of tunnels connecting into multiple rooms with some amazing shaders and architecture (again take a look at the pictures). In the background there is this mysterious music. This map really completes a whole world. It has every part to make me actually picture myself in the map, wondering around. I think that is one of Wedges best skills, creating these strong maps that seem so amazing and mysterious. This map makes me cry with it beauty and cower with the feeling awe it give me in the pit of my stomach. I would pay thousands upon thousands of dollars to be able to create the art that wedge does. This map is a must download. Even if there is a version coming out for JKA, dont wait. Get out your copy of JK2 And just look around. You wont want to stop looking. Amazing job Wedge, you once again have made me bitterly jelous of you :D ~DeathBringer Amazing Job: Yes Must Download: Yes If you dont I will eat you: Yes New Textures: Yes New Sounds: Yes Great Architecture: Yes New Shaders: Yes Bot Support: Yes (But dont play with bots, be awed with yur friends and family )

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2,486 downloads

Uploaded:30/11/2002

[R][X] Arena

[r][x]arena.zip | 2.06 MB

large map; It has some sort of Arena in the very core with sloped passageways of glass leading to it, and a lift that takes you to the upper level of the Arena. It has a very clever and decieving use of glass indeed... I found myself stuck in some parts. The passageways do lots of damage if you jump ontop of them, so I don\'t recommend jumping on. There is a barrel-shaped passageway that takes you to some trials, which the author describes in a little more detail here - [quote]chamber 1: jump, control and coordination, and rolling...not too tough. chamber 2: wall run and reaction speed (run the right wall, then the left, you can cheat at the end)..tough for most, even veterans. reaction speed and control are CRUCIAL to pass. chamber 3: jump control, and reaction speed chamber 4: hall of glass(NOT HARD AT ALL) break glass to pass.. be careful, you can fail easily.[/quote] All in all i found this a good map, but i do think it needs more detail than it currently has.. The level of detail is more than most FFA\'s of this type but i still don\'t think it\'s enough. Great map though - I recommend a download. -Crawlius

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2,481 downloads

Uploaded:26/07/2002

LiCk Me

lickme.zip | 5.29 MB

fun, and features some challenging jumps, a duel room with a destructable floor, and some other hidden points of interest.[/quote]

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2,459 downloads

Uploaded:13/10/2002

End Of Time

end_of_time.zip | 8.59 MB

central location which has a bunch of teleporters grouped together. When you walk close to a teleporter it will tell you where it will take you. Each of these places are small and like little arenas good for duels or small FFA's. An interesting concept, wish I knew what it means though :) [b]Bot Support:[/b] No [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]Game Types:[/b] FFA, Duel, TFFA

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2,373 downloads

Uploaded:12/02/2003

JOC Jedi Room

joc_jedi_room.zip | 1.21 MB

Eric. -Worr Sonn

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2,369 downloads

Uploaded:05/06/2006

The Old West

oldwest_v2.zip | 11.66 MB

bank, a cantina, church, armory (it's actually a weapons store, but I want to call it an armory) and a general store. Oh, let's not forget the gallows. Everyone loves the gallows. I'm not going to explain everything that this map has, but only some of it. First off, the gallows works. Yes, you can even stand on the platform and hang yourself. Well, you're not *hanging* yourself, you just trigger the trapdoor that plunges you into a kill effect. I dont know the *technical* term, but anyways. Working gallows. That's great. :) On to one of my favorite parts, the cantina. It's not my favorite because it's a cantina, because I don't drink. It's my favorite part because it's got a piano. And not just any piano! You step onto the chair and you're teleported onto a HUGE piano. and guess what? That's right, you step on the keys and a note plays! Fun for the family! Or, rather, fun for the reclusive star wars fan. Or, it could be torture for those who hate the piano. I personally think it's fun to be able to play a tune. But it's really hard doing it all by yourself. Host a server and get some friends and do some piano rocking! Now, for a quick synopsis of the secrets. One is in the bank, and I won't tell you how to get to it, because I'm mean. Anyways, you open up the safe, and go inside. You're teleported to a room. Go across it, and then you go a room from the Valley of the Jedi. You know, the room where Kyle talks to his dad, and goes into the force fountain? Yea, that place. I think it's a remake, but not entirely sure. anyways, it looks cool and could be great for ceremonies. One bad thing is that you have to kill yourself to get out. Meh. What it's doing in a Wild West map I have no clue. The second secret is in the barn. You get teleported to a white ''void''. I say void because absolutely NOTHING is there. So it's easy to get lost. But, you can find your way out. Just look for a little black dot. The music on this map, was...western, but annoying. Essentially, it was a tune similar a TV show that I don't remember what it's called. But if you've seen that show, you'll recognise the tune. Bot Support: Yes New Textures: Yes New Music: Yes ~Zach

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2,299 downloads

Uploaded:02/06/2003

Worr Sonn\'s Final Map

ffa_final.zip | 14.8 MB

council only room, which I accidentally found the portal to it. There are a few secrets to unlock so good luck all, I got into one of them. This map is pretty cool and the music just furthers that notion. I had a few blurring problems when I opened a few of the doors other then that the windows in the council room need a little touch up. I really like the Sloda room and the dojo with the Luke combat dummy gotta love it. Great map sorry to hear it will be your last. Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA Maddog

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2,247 downloads

Uploaded:17/08/2003

Lost Temple

ffa_lost_temple.zip | 6.14 MB

I even have a uncle who's a paranoid skitzo (seriously; every day is [i]Conspiracy Theory[/i] for him). I have never, however, come in contact with one online. Now, admittedly, I'm not positive that the author of this map here is [i]actually[/i] a schizophrenic, but I'm pretty darn sure. Why, you ask? Simple: it's the only possible way this map could have been created, because it's a prime example of both fantastic and piece-of-shitaki mushroom design. Never before have I seen such a combination of beauty and simple elegance with imagery so harsh on the eyes it hurts. The map layout is actually relatively basic: a huge temple is the centerpiece for this oxymoronic marvel, a clover-leaf platform floating above a bottomless pit within the structure's walls, a slightly raised viewing walkway around the sides. The temple is an example of great mapping: aside from the disjointed feel of the roof, the detail of the area surrounding the dueling platform is visually pleasing while remaining technically light, allowing for some sweet dueling framerates. Head on downstairs and you'll find yourself in flame-lit catacombs (note that every single little torch deals damage to unwary jumpers) leading off two four separate dueling areas. Here, of course, is where things start getting problematic. Two of the dueling areas are gorgeous. Two look like they were concocted by a drunk and stoned Mr. Hyde. First up: the Greenhouse (and yes, I'm naming the arenas myself; I love naming things myself, because then if folks start using the names in-game -- which they won't, but I can pretend they will -- I get a major ego-boost). The Greenhouse is actually a simple dueling area: a flat square battleground ringing a lone tree, looking through a series of high windows out onto a breezy balcony. The balcony's cute, but the dueling surface itself is the gem. Little irrigation ditches crisscross the floor around the tree, giving the dueling surface a three-dimensional visual feel while keeping the gameplay solid and level. To be frank, aside from the floor the room is deceptively simple, but it [i]feels[/i] right, and that's what's important. Again, framerates are great. Then there's the Two Levels room. As far as I can tell, this was created for the sole purpose of playing around with curves. They're everywhere. Curves in the floor allow for really quirky patterns. Curves in the walls bend it into a giant circle. Curves in the [i]ceiling[/i] makes the roof look like a set of four bulbous balls making dents in cloth. The room makes zero sense. There's no feel of flow to duels, and framerates are horrible because of the overuse of curves. The area's a waste of space. There are so many curves in it that you get even sicker of them than you do of seeing the word “curves” so many times in this review. Of course, there's the Cavern as well. That's not to say that it's [i]actually[/i] a cavern... it's a big box with stalactites and stalagmites coming from the ceiling and floor, and a couple outcroppings to denote bends in the walls. There's a pool of water, but it might as well be flat, because it isn't deep at all. Basically, it's just a big flat room. Hoo. Ray. The last arena, however, is another simplistic marvel. Beautifully lit by a combination of wall torches and lit panels, it's virtually barren -- with the exception of the mirrors on the floor. Yes, I'll admit, it a VERY simple effect, but it doesn't seem to tax computer resources at all. It's elegant, it's striking, and it's fresh. The bottom line? Lost Temple is a very simple map. Four duel areas, a main arena, and connecting hallways. It’s both beautiful and eye-gougingly horrible, serene and daringly painful. It has the capability to house some absolutely terrific games. It also has the problem of simple architecture and boring textures in many locations. Should you download it? It all depends. If you're a mapper, grab it right now; it's a fantastic source of information on simple but effective use of basic design. If you're an FFA-er, you might want to skip on by. If you're an FFA-dueler, then pick it up, but be forewarned: you'll be spending your time in very specific locations of the map, and rarely hit anywhere else unless you're unlucky enough to spawn there. Oh, and if you're female, please find my phone number hidden strategically in the contents of this review. The first one to call gets two extra roses in the initial bouquet on our first date. Bot Support: No New Textures: No New Music: Yes Game Type: FFA - Dan "ViperEye" Tennant

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2,134 downloads

Uploaded:24/06/2003

FFA_GREATFOX

ffa_greatfox.zip | 8.68 MB

map the outside of the ship is hideous and too white, and the one room looks like it is missing textures. Take a little extra time and try and find the hidden room. In the reamdme the author says you cannot walk on the outside of the ship this is not true based on my screenshots. This map has a nice blend of Starfox and Star Wars giving it an overall decent fun factor and making it worth the download. A well-done map with two minor flaws that I mentioned above (nothing to stop you from downloading this), great work keep on mapping. Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA Maddog

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2,128 downloads

Uploaded:04/04/2003

Dim Side Jedi Academy ***Extra**

dimside-map.zip | 4.79 MB

purposes within the Dim Side clan. Each main member of Dim Side appears to have his or her own dojo or arena room, each with its own style. I\'ll let the screenies show you the detailsof soem of these rooms. There are a couple areas which I found to be blocked off by a shield barrier, presumably turned off by some secret for clan use only. In addition, there are certain shield barriers in the dojos and arenas that can be turned on and off to enclose the duelists, which I found to be quite cool. Well, Worr Sonn knows his mappng. His skills are quite complete, and the map seems to be a very fun \"hangout\" place. As with most of his maps, I found it to be a bit too colorful, but that\'s just me. Other than that, this is a very useful playing map, and with all the rooms you can visit, there\'s somethign for everyone. :) I didn\'t find a VERY large area for mass FFA\'ing, but hit this map with LOTS of people for the best experience when playing it. :) Bot Support: Yes New Textures: Yes Game Types: FFA, Duel Astyanax

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2,114 downloads

Uploaded:10/09/2002

Dim Side Castle

ffa_dscastle.zip | 4.48 MB

lets you just go to a room and saber and do whatever instead of going with the madness that is an FFA ;) The zip also creates a pk3 with textures so be sure to extract that to! [b]Bot Support:[/b] No [b]New Textures:[/b] Yes [b]New Sounds:[/b] No

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2,089 downloads

Uploaded:18/07/2004

DBD Academy

ffadbdacademy.zip | 14.78 MB

it\'s better not to put any self pimpage clan tags up around the place to ruin the mood. The first thing I noticed when I spawned was the music. After listening to it for a short while it felt right with the map, it had a powerful feel to it which enhanced the map as good music does. Now the map in itself seems very professionally designed. The map looks natural in the way that the hills are nicely curved and look better than some attempts (see my first map :P). The level consists mainly of dueling rooms, each one has it\'s own style. My favourite one by far is the platform suspended above what appears to be a foggy bottomless pit. In some of the other rooms there are windows that look to the outside, but unlike some maps where it\'s nothing it leads onto another part of the map with another duel area (usually, in some rooms it\'s done for asthetics but you can still go out there :D). Weapons are also included in this map, which is good. The weapon placement also seems balanced by where things are put. Now there is no bot support in the map and I failed to see any new textures apart from the same old Yavin ones, but the music is quite nice to listen to, it even gets more upbeat. I\'ll be keeping this map in my base folder and I recommend it to people that like playing for the duels. Map Stats: New Textures: No New Sounds: Yes Bot Support: No -Mithran-

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2,063 downloads

Uploaded:24/02/2003

={ORb}= Office Complex \"Midnight\"

ffa_orb.zip | 6.16 MB

the side of the office building. There were a few things that I just didn\'t get. One or two rooms that I just couldn\'t figure out what their use was. Then again, I didn\'t have coffee before doing this review. :P Scattered throughout both office buildings are several offices. And serving as a room divider in one office is a big box of water - which I think we\'re supposed to stretch our imagination and believe it is an aquarium. The elevator in one of the buildings works fine, as long as you\'re going up. But if you want to go down, you\'re gonna have to jump and just be thankful for the abundance of health all around. In some of the offices are these enormous coatracks that could almost serve as gallows. LOL And speaking of big, the file cabinets are so large, I don\'t think it\'s just files they\'re storing - question is - what? :/ Anyway ... this is a fun map, though a bit \"blocky\". You\'ll notice when you\'re outside that the grassy rock hill block things seem a bit ... odd. And the plants that are all over the map are the same \"consistancy\". But considering how the desks and file cabinets and other things were built, the foliage seems fitting. One thing I can\'t complain about is how smoothly the map ran. :) Overall, a decent clan map. It will definitely be interesting to see what Orbitius builds next. :) Bot Support: No New Textures: No Game Type: FFA ~AmosMagee

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2,034 downloads

Uploaded:22/07/2004

Battle 2

ffabattle2.zip | 10.81 MB

work or hate it. No, I guess that\'s not true. I still have mixed feelings about Universal. ;) Battle 2 is the sequel to Sevker\'s other map ... okay, guess the name ... Battle! :D Anyway, I don\'t think I played the first map that shares the same name, but I do like Battle 2. It has a very clean design and fun rooms to duel or FFA in. Thankfully this map does not have the same teleports that Universal had. :P Each of the four rooms have a slightly different theme. The first is a darker, more bland room with metal everywhere. There\'s a round platform in the middle with walkways around it. The next room is probably my favorite. Two towers stand opposite of each other which lead you up to a triangular almost-plaform. Really, at the top, they\'re just walkways that connect in a triangle. I love the textures and colors used here. I\'d imagine there could be some great FFA\'s there. The third room didn\'t really impress me. I didn\'t like the theme really, and the texture used on the torches just didn\'t really fit with the Yavin textures. The final room here has two teleporters that will toss you into the room underground - and there\'s no way out except death. Like I said, I like this map. I haven\'t seen any new maps from Sevker and I\'d love to see more from him. Come back Sevker! JK2 is still alive and well! ;) Bot Support: No New Textures: One New Music: Yes Game Types: FFA ~AmosMagee

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2,020 downloads

Uploaded:21/11/2003

DEA Palacev2.2

deapalace2.2.zip | 14.48 MB

map. And so, I have mixed feelings about clan maps. Some can really pull it off well and give you a fun map with lots of places to duel, good FFA areas and secrets to find. I\'m still unsure of how I feel about the DEA Palace version 2.2. The first screenshot there is where I spawned, outside of the palace. In that hut there to the right you\'ll find the DEA Code of Conduct where you\'ll learn that they follow most of the rules that other respectable clans also follow. On either side of the staircase leading up to the large palace doors are thrones. I couldn\'t quite figure out why, but ... okay, I\'ll go with it. There\'s also a well out here somewhere. Go ahead and drop in. :) Once inside the palace, you\'re greeted by a huge portrait of Lord and Lady Mahem. I\'m not going to tell you which door takes you where, because, frankly, I forgot. There are several paths to take. Downstairs, I do recall is a bar. Chef\'s Place. I actually really like the layout of this bar, I only wish it had a more creative name and maybe a fun menu. :) There are dueling rooms galore here. My favorite of them all has to be one in the center of the main room of the palace. You\'ll see a button on a pillar. Press it, then get out of the way. A platform lowers to the ground, then you hop on and it takes you up into the ceiling where there\'s a large blue/purplish dome above you. I think I particularly like the concept, though I don\'t much care for the texture or colors used here. Elevators and teleporters are everywhere. They\'ll take you to a large landing pad outside with DEA painted on it, a courtyard with blue skies and crumbling pillars, but running fountains, and even platforms suspended above hot lava. There\'s even a Bespin-esque area for some good FFAing. I really don\'t recall how I got to the Hall of Heads, but there it was. Though it was probably unintentional, it was really creepy. Reminded me of that one scene in Return to Oz. *shudder* Oh, and Lord Mahem has a killer office. Lots of bookshelves and a fireplace and other stuff. And now onto the bad stuff. :/ This map kills my FPS. In some places it was just fine ... 40-50. But in most areas it fluctuated too much. Pointed one direction, I\'d be at 30, but if I turned around, I\'d be down to 12. Not exactly great conditions for dueling and certainly not for FFAing. Now, I know it\'s a clan map. I understand that you want to tell everyone who sees the map that it\'s a DEA map. But, in my opinion, they went a little overboard with the DEA posters everywhere. So, I like this map, but it\'s not one I\'d put on my server. Way too big to be practical. I just have to remind myself that it\'s a clan map. They made it for them and they\'re sharing it with us. I liked a lot of the ideas they used and I enjoyed exploring the map. Good work. :) Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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2,000 downloads

Uploaded:06/09/2002

The Labyrinth

labyrinth.zip | 2.14 MB

be thinking, \"I bet I could find my away around like the back of my hand\" but don\'t be suprised if you run into a wall :p. The one thing I would have suggested is that the map have atleast one more level and the weapons scattered around a bit more. [b]Bot Support:[/b] No [b]New Textures:[/b] No [b]New Sounds:[/b] No

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1,987 downloads

Uploaded:06/09/2002

Force Crusaders Academy- Hangar

ffa_fcahangar.zip | 3.77 MB

and realistic it's hard to believe! The hangar inside is just as good as the outside. On the upper level you can find some X-wings and on the lower level Imperial crafts (I forget the name now ;)). There are also fast-moving elevators that will help you get between the levels and around the map quickly. As well a rather big elevator located outside that lowers to give access to the hangar below. Excellent design, good amount of detail, a must download!!! [b]Bot Support:[/b] No [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]Note:[/b] This map can be played in Team FFA and Duel as well.

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1,938 downloads

Uploaded:16/02/2003

*EKJO* Training - (BETA)

ekjobeta2.zip | 13.92 MB

really could be tuned down for the sake of FPS. I didn\'t see any Z-Fighting at all so good job. Other than that you need to Clip the models. Excellent job for a first time mapper. The final should turn out great. Lasty...... OZZY MUSIC!!!!! -Worr Sonn

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1,882 downloads

Uploaded:18/11/2002

Dim Side Jedi Academy

ffa_dimside.zip | 3.03 MB

the fighting should occur. You go into the main hallway, which BTW isn't very fun to fight in either. Now you're probably thinking " Now why the hell should I d/l this piece of s***?" Well here's where the magic comes. In eahc of those doors is a different dueling area, each unique with it's own architecture and color. However, the master Worr Sonn himself named 3 different arenas after himself. And the one titled Worr Sonn's Arena resembles a huge boxing ring As you can see, another awesome map released by Worr Sonn. Keep modding man!

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1,846 downloads

Uploaded:12/09/2005

Jedi Temple

jeditemple.zip | 4.23 MB

on Coruscant. There is nothing extremely wrong with this FFA / TFFA map, and I can see that the author is inexperienced and still learning, but there\'s a lot of work to be done for improvement. Coruscant is a city-planet, with bustling airways and tall skyscrapers. I look out of the windows of this map, and I see the dreary, dully orange sky of Bespin. The author made an effort in most areas except here; a picture of Coruscant as the skybox would have been better than Bespin. Despite this error or lack of effort, the sky isn\'t the point of the map—it\'s the interior at which I am really looking. Using scenes from the prequel trilogy, the author managed to create a map that has the distinct resemblance to the Jedi Temple, but it\'s not enough. We need more. The textures in the ceiling of the main hall don\'t seem to fit there, and I think that perhaps for the author\'s next map he should take a risk: try making new textures. The default textures are so monotonous that I would prefer new textures that may not be perfect but are perhaps more exciting than RavenSoft\'s smudges. Some rooms seem odd and impractical. The meeting room is too small for a true meeting—Jedi shouldn\'t need to crowd in such a colossal monument as the Jedi Temple—as is the map itself, which could use more detail, creativity, and space (fortunately, the filesize is good). I didn\'t understand the purpose of the room containing the drone and forcefield; it seemed too placed to naturally fit with the rest of the map. I liked the room with the many pillars and the main hall though, because they\'re just the right size for duels and medium-sized clan practices. It\'s annoying to have to run a mile in huge maps to get somewhere, but here things are condensed more effectively, if plainly. The author seemed to choose the right music. Many mappers use the \"Yoda and the Younglings\" track and the \"Across the Stars\" track from the soundtrack of \"Star Wars: Episode II—Attack of the Clones\" in making Jedi Temple–like maps. It\'s become something of a cliche. Some more emotional music from the original trilogy, though conventional and overused generally, works better for me in a Jedi Temple; it\'s something new when viewing something I\'ve seen so many times. Lighting seems to be a problem in need of fixing, and the architecture is acceptable—many straight, sharp edges, and not enough style or elegance (good use of curves might be too far ahead of what the author\'s learned about mapping so far, but that\'s all right). This map does not replicate the best representation of the Jedi Temple; it is an exercise in acquired skills. I don\'t discourage that, because we all need to continue to learn, and I can see that the author has certainly taken the time to learn things correctly—he doesn\'t let anything stand out as bad, so good job for him. As long as he continues to make sure nothing is truly atrocious or lousy, he will continue to learn and improve with whole-hearted effort. —Ra-Kom

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1,840 downloads

Uploaded:13/02/2003

Yavin RPG - BETA

ffa_yavin_rpg.zip | 8.53 MB

please download it, take a look, give us your comments, so that Worr Sonn can finalize the map and release his masterpiece! Constructive criticism only, please! Astyanax

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1,807 downloads

Uploaded:15/04/2003

Jedi Beach Landing

beach_landing.zip | 2.17 MB

the map, with the potholes in the ground. It brings that nostalgic military feeling to Jk2. Personally I think this map should have been left to the military games. I dont believe a Jedi would deal with a world that has such primitive technology. Other than that the detail is good. - Spectrum Bot Support: No New Textures: Yes Gametypes: FFA/Team FFA

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1,803 downloads

Uploaded:18/07/2004

Kooky Playground

kookyplayground.zip | 2.21 MB

made mini games (quite a few I\'ve played before this map was made). The map itself isn\'t incredibly detailed and the lights on this map are pretty blinding, I don\'t even think it was compiled on fullvis. Anyway some of these mini games are quite fun, like rocket tennis and thermal dodgeball. Then there\'s a firing range and a \'human cannon\'. Load up on health, sheilds and armour then drop some detpacks into the bottom of this tube and fire, you shoot off into the sky :P. Fun for a short while. There is also a bar that has a working grill which doesn\'t burn you! As well as a secret exit (think skywards). The huge tower in the middle has two lifts going up which brings you to a platform with spinning boxes flying around you in a circular motion. As well as a button with a target on, press that and watch the falling rocks kill anyone on the target pad, yay! There\'s also a very obvious secret room which leads out to the pool, won\'t spoil that for you. Now for the main crunch, it\'s a crazy map which I like alot, although there isn\'t any music with the map :(. I\'d of liked some crazy song or tune as backing. There are lots of custom textures in this map, including one scary purple dinosaur. No bot support although I really can\'t see how a bot would navigate this level hehe. So yeah it\'s not a bad download in my opinion, although only download it if you like random crazy things. -Map Stats- New Textures: Yes! New Sounds: No! Bot Support: No! -Mithran-

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1,765 downloads

Uploaded:10/07/2002

Maze of Death

maze_of_death.zip | 2 MB

can\'t jump over the maze walls even with Level 3 Jump :D so if you\'re in there, you\'re IN there! There are 3 buildings that connect to the maze, and one room. One of the buildings has an ATAT, another has a bridge and shallow pool, the third room has geometric shapes floating around. There is also a checkerboard like room which you can destroy the walls and ceilings. You might experience a little lag because of the size of the map, but it should generally run ok :).

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1,734 downloads

Uploaded:20/09/2003

-TNT- Academy

tntacademy.zip | 478.93 KB

since the clan folded, the map went uncompleted. But, even with this fact, Raven still found the urge to release his work so others could see what he’s done. I’m glad he did, because it is a decent map. I’d love to have seen what it would have been had it been completed. This is an FFA map, there’s no questioning that. It consists of two simple rooms with hallways leading to each. The first room looks just like the Lightsaber Training map that comes with the game. The glass platform is there, the stepping blocks are there, it’s all there. Through a door across the way you’ll find a hallway which leads to another hallway which leads to what I believe to be the main gathering area. It’s a very nice room with giant pillars in the back, behind which you can see stars in the night sky. This is the perfect area for an FFA. Tons of room, no obstacles, just an absolutely perfect area for some all-out mayhem. Everything in this map fits together very nicely. I find the lack of rooms to be disturbing, especially since it is obvious that this map could have been something truly amazing had it been truly completed. The signs are everywhere. Doors that don’t open seem to hint at rooms that were to have been. The absence of music also hints at incompleteness, but there’s always the possibility that the author wanted it that way. Either way, this is a good map. I don’t see it going into any major rotations, but it’s nice for a small server or for a group of people who want to get together and have a good time. I can only hope Raven will complete it. Maybe for Jedi Academy? - Daku New Textures: No New Sounds: No Bot Support: Yes

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1,731 downloads

Uploaded:15/11/2006

Sirhc\'s Bowling

sbowling.zip | 21.04 MB

mini games. The bowling alley area looks like a bowling alley, naturally. There are gutters, although when you go into one you’re teleported back to the start of the lane. I wish that you got teleported into a jail cell – to be later made into meat paste at your evil bowling partners’ whim. Anyways, in the arcade I saw some missing textures, and I’m running a nearly empty base folder. Anyways, there are three areas. One is an area from the old school Donkey Kong, and the other is a Pacman maze! Sure, you can’t really do much except move around, but there are those areas. I did notice some white areas on top of the ghosts in the Pacman area, but that’s not a big problem. There is also an air hockey table/area that you can get to, as well as a pool table/area. There is also a cool little area behind the bowling area that you’ll have to find. The basic architecture of the map is well made, although there are a few things, mainly textures, and placing of teleporters, which could be tweaked, but all in all, this was a pretty fun map. Bot Support: Yes New Models: No New Textures: Yes New Music: Yes New Sounds: Yes Gametypes: FFA ~Zach

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1,728 downloads

Uploaded:01/02/2005

BOTJ

botj.zip | 4.23 MB

emailing me to tell me to remove the file because someone stole Sevker\'s work - DarthTwim totally has Sevker\'s permission. Yes, this is the third version of the Battle maps. What\'s been added? As far as I can tell, it\'s mostly just a few little technical changes (the doors no longer have little buttons to press to open), bot support has been added, there are a few new textures and new music is included. There\'s one little addition that I really love about this map. In the last room where there\'s that wooden floor thingy, you press a button and the floor opens up to reveal the room below. You can still get into the room through teleports though. There\'s a council room added, but I\'m sorry ... I have no clue how to get there. I soooo cheated and just noclipped in. Anyway, good work, DarthTwim. [/quote] Not much has been changed here. In fact, according to the author, it\'s just a few pictures that were changed. So this is just a tiny update, but if you had this map before, and you play with BOTJ on any of their servers, you might want to grab this update. :) Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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1,717 downloads

Uploaded:05/04/2003

DKS Area42 V2.0

dksarea42v2.zip | 9.83 MB

can see from the screen shots, there are offices, bedrooms, a bar, a dueling area, very sterile hallways, two powerplants of some sort, and bizarre art and advertising. Almost nothing printed here is in English, so it all works together very nicely. The music is a high-energy minor-key track, which adds to a great fast-paced mood. I must say that this is an EXCELLENT map. Very exciting, enjoyable, well designed, and filled with unique architecture and devices. One of the best maps I\'ve seen in awhile. Definitely intended to be more of a hangout map than one in which you would fight a lot. Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA, Duel Astyanax

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1,682 downloads

Uploaded:07/08/2002

Saturday Night Force

saturdaynightforce.zip | 5.28 MB

fairly open, one \'dead end\' street though. [b]Bot Support:[/b] No [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes

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1,678 downloads

Uploaded:08/07/2006

New Age Sith Temple

newagesithtemple.zip | 38.02 MB

reaction to the map, considering I spawned in the worst area, the outer section. This is the kind of mapping which is trying to be creative and come up with a result, but has failed abysmally. In this area, the lighting, architecture and texturing were all bad bad [b]bad[/b]. It just looked over-bright and ugly. Now, you can't imagine how relieved I was when I saw the inside areas. It's like you've walked into a different map. Seriously, If you look at the first 2 screens of the outside area, and then of the inner area shots, you would be prepared to swear on your life that they were not from the same map. But, they are! Yes, the general lighting still has some splotchiness issues - partly due to JK2's outdated lighting system, partly due to an inappropriate compile line and partly (I suspect) due to a low lightmapscale, but it still manages to fit the theme, albeit a rather dark theme which is a little too dark to be perfect. Aside from the bedrooms where the splotch lighting really is unbearable, the rest of the map has a great ambiance, although seeing as the music didn't work, it falls a little bit short. For the authors reference, you need the following keys and values in your maps worldspawn to make the music work: [quote]Key: music Value: music/sith.mp3[/quote] The architecture in the inner areas is often smooth, but does vary a great deal, with the theme in one room totally contradicting the theme in the next. But it's all well-made, so its not as if this is a bad thing. What [b]is[/b] a bad thing however, is the framerate and general 'tidiness' of the map. If you look at my final example screenshot, you'll see that many areas the play will never see are textured, which increases load on the video card and lowers framerates. Using the 'caulk' texture on these surfaces would have eliminated this fault and improved playability. Engineering the -vis (visibility) section of the map better would also have helped. Furthermore, there is no bot support, *slap* and overall this is a map which, whilst well made in areas, just doesn't seem to have the completely rounded finish. New Textures: Yes New Sounds: No (Broken) Bot Support: No ~Szico VII~

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1,666 downloads

Uploaded:21/10/2002

Deep Forest

ffa_forest.zip | 947.76 KB

lying next to it (which are destroyable and might, or might not, give access to another area ;)) The grass/ground texture used looks very repetitive though. [b]Bot Support:[/b] No [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes

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1,649 downloads

Uploaded:30/07/2004

Jedi Archives 2

jedi_archive2.zip | 4.33 MB

call, but there is definitely plenty of room for FFA\'s galore! Bright and visually appealing, this map has a lot of potential - for those with better computers than mine. :P Now, I get about 40 FPS, on average, at Bespin Streets. The FPS for this map was about 14. It even dropped to 9 at one point. The lighting in certain areas of the map are just perfect, and add ambiance to a map that could\'ve been boring. I really liked the architecture in the archives room and the colors and textures all throughout the map were great! So while this is a nice map to look at, I just don\'t think of it as very practical. Bot Support: No New Textures: Yes Game Types: FFA ~AmosMagee

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1,606 downloads

Uploaded:10/07/2002

Imperial Waste Facility

ffa_wastefacility.zip | 6.24 MB

spots to find. Good lighting and creatively designed areas. :D

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1,600 downloads

Uploaded:22/07/2004

Jedi Archives

jediarchive.zip | 4.43 MB

difference between this map and the second one that Sevker created, except for one thing - I had a really crappy graphics card back when I reviewed that one and now my FPS is MUCH better. So my opinion of this map is completely different. It\'s a beautiful map that still has elevators that don\'t work properly. ;) But as beautiful as this map is, it\'s still mostly eye candy. I can\'t imagine having fun playing on this map, but I haven\'t played it on a full server either. Anyway, if anyone else can figure out what the differences are between this map and his second version of this, please let me know. :) Bot Support: No New Textures: No New Music: No Game Types: FFA ~AmosMagee

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1,584 downloads

Uploaded:24/05/2005

New Bespin

ffa_newbespin.zip | 2.34 MB

away. I explored the map a bit and only made note of a new texture for the ramps, until I came across a door that never opened before that opened! And the more I explored, the more little changes I noticed - like the addition of new weapons on places you couldn\'t get to before. And a very strange column of water that you can swim up that had some really bad z-fighting. Over by the pad was a swimming pool with a diving board AND a det pack. :D So I kept exploring and thought I\'d go pick up that big shield over by the trip mines and ... *gasp* it\'s gone! I walked in and to my surprise, I was transported to a land of Bespin pads! Poorly lit Bespin pads, I might add. I\'m sorry, but this is an old concept. Take an existing idea and improve upon it. That\'d be fine if it had happened here, but in my opinion, it hasn\'t. If I had my choice between this Bespin and the old one, I\'d take the original. There just isn\'t enough here to convince me that change is better. Bot Support: Yes New Textures: Yes New Music: No Game Types: FFA, TFFA, JM ~AmosMagee

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1,572 downloads

Uploaded:01/02/2003

Imperial Power Generator

ffa_ipg.zip | 7.08 MB

skill -Worr Sonn

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1,570 downloads

Uploaded:28/07/2009

Expedition v1.02

expedition1.2bubblewrap.zip | 59.81 MB

other maps, I know that he is a fan of puzzle type maps and settings. And this map is no exception! This is a slightly updated version of Acrobat's Expedition map, and new features this time around include a new area called 'Maze Mountain' a few secret areas, and many other small updates throughout the rest of the map. Lets start off with the most notable addition though, that huge mountain at the end of that long walkway in the main outside area. Instead of just a cliff with a hole in it, we now have a magnificent site; the big Marka Ragnos throne statue (from JKA) framed by two huge waterfalls on either side, and a few trees dotted around. This whole area looks fantastic, and much better than the previous version. The cave entrance is still there at the end of the walkway of course, and leads into a mass of dark winding caves. Good-looking caves are not easy to make in Radiant, so I'm always pleased to see some good quality cave areas in new maps! One of the other main features of this map is the huge vertical chasm, which you have to try and get to the top of. Believe me, it is HUGE, it seems to go on up forever! To be honest, you will need quite a bit of patience to reach the top, as it is pretty difficult. Mind you, it wouldn't be a puzzle if it was easy would it? ;) Also of note is the terrain blending, which I believe uses dot2product, a very advanced, difficult, but very good looking way of texturing the terrain in a natural manner. Good work here Acrobat, I didn't even know it was possible to do dot2product in JK2! The map is mainly based around an Academy theme, and it has plenty of areas which would be great for use by clans, such as a jump training area, a main hall and duelling areas. The additional, more unusual areas would also be fun for clan groups to tackle as well I think. There are several areas where I think the map could be improved though. Personally I agree with what Dretzel said last time around about the brick/stone texture, which doesnlt look realistic enough. It could do with the shadows being adjusted so they aren't so dark, and more texture on the brick itself. Though the terrain is excellent, the cliffs need some more work I think, since they look a little blocky and flat. Maybe add some more lumps and bumps etc. to give them a bit more diversity. Overall though, this is a superb map, all the more impressive since these great visuals are for JK2! If you are a fan of Acrobat's maps or just like the look of this, then be sure to give it a download! [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Music:[/b] Yes [b]Game Types:[/b] FFA, CTF, Duel ~Nozyspy~

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1,560 downloads

Uploaded:12/07/2006

=LM=Streets

lmstreets.zip | 11.09 MB

I'll only cover a few. I'll go over some of the single player areas first. At first I thought the author might have decompiled the the single player Nar Shaddaa maps and just reworked them. But upon further inspection, I found that they were in fact quite different. Anyways, there are a bunch of single player areas. These include Reelo's office, the bar, and other places. In the bar you can close it up just like it was in the single player campaign, although you fall down a hole and get teleported to Reelo's office. I was dissapointed when I saw that the Mine Monster pit was replaced with a pool table. I loved those little monsters. Oh. One little cool thing about this is that there was a grill in the bar. Well now it's cooking some Ysalamri. And a random leg. I wonder who it belongs to? Anyways, onto Reelo's office, sorry for that tangent. Please note that there are a few hidden buttons for some fun. One of them opens up the floor of the arena ( I don't know what it's called) and drops whoever's on it into a pit. Whoever pushed the button can then push another button and descend to a cage area where the other people are now trapped. And guess what? You can choose to either to release them or kill them. Great, huh? As I said, there are other single player areas, but I'm not going to go over all of them. Okay, and now to go over some of the add-ons. One of the obvious ones is the fact that there are now airspeeders flying around. Well, they aren't really flying, because they only go in two directions. And the scripting doesn't look great, as the speeders go forward, stop, and go backward. Why can't they just turn? Meh. One plus about the speeders is that you can ride in them. Another one of this add-ons is a set of floating pads on two parts of the map. All they really do is move up and down, but they make it easy to move from level to level. And one of my favorite areas was a new duel area. Whoopie, a duel area. You get to this by jumping into some freaky airflow thing, and it's just cool. As I said in the forest house map, the colored bsp name is annoying. Sure, it might get someone's attention on the server list, but it's still annoying. Another thing is that the music on this map didn't work. At least, it didn't work for me. And judging from what the song sounds like, I'm glad it doesn't work. Ick. Anyways, another thing that would have made this a better map is if there were no clan tags or references in it. Bot Support: No New Textures: Yes New Models: No New Music: Yes, but it didn't work for me. Gametypes: FFA ~Zach

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1,559 downloads

Uploaded:06/01/2003

LoM Aerial Training Pad

latp2.zip | 7.36 MB

6/10 -Worr sonn

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1,547 downloads

Uploaded:31/07/2004

Clan HQ

fearhq.zip | 20.86 MB

arenas, and a kick booty lounge. I spent a lot of time exploring this map and it is awesome. The design is excellent, the traditional first-timer z-fighting, but the complexity and creativity of the map totally overwrites that. The council and lounge were my personal favorites. This map is the shiznit One last tip... If you use any game models or texture you DO NOT have to include them, that woulda cut the file size down by almost a half. New Textures: Yes Bot Support: No Game Types: FFA, DUEL, TEAM FFA, JEDI MASTER, CTY, CTF -Worr Sonn

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1,535 downloads

Uploaded:03/08/2002

Jabbas Palace

jabba.zip | 17.35 MB

everything u would want in a palace. Look through the screenys i posted at http://www.jk2files.com/file.info?ID=4325. I really cant say anything more about the map its just sooo good. Its a MUST download.

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1,483 downloads

Uploaded:09/04/2004

The Jedi Enclave

jedienclave.zip | 966.49 KB

outside and just huge. The most positive thing I can say about this area though is that it makes a great map for practicing your strafe-jumping (circle-jumping). I did see a few places that had some z-fighting and the textures are just so repetitive. I don\'t quite understand the cavern-like area off to the side, but ... um, okay. *shrug* The main focus of this map is the actual enclave. Below ground is living quarters, training rooms and offices for Jedi. The first room I entered down below had a funky HOM (Hall of Mirrors) effect going on. I haven\'t a clue whether that was intentional or not. The living area consists of several bunkbeds and a bathroom. The sinks are a little weird, and the whole areas is quite cramped, but I suppose that makes sense because they are below ground. What\'s up with no doors on the stalls though!? C\'mon, give \'em a little privacy. Down the hall is what seems to be just a small room with a shallow hot tub. There are three very tiny offices down one hallway. And then there are the training rooms. One is a very small wooden floor, while the other is a bit bigger that could handle more than one duel. The most interesting part of this whole map is the room with the moving platforms. It\'s like a little puzzle you have to figure out while jumping from each platform to the next. Then there\'s a hidden council room. Is this a great map? No, not really. But it\'s a first map, and the author at least proved that he can do it. :) Now just hone your skills and make more maps! There are no new textures or bot support ... nor is there new music. But like I said, it\'s his first map. :) Good job. Bot Support: No New Textures: No New Music: No Game Types: FFA, TFFA, Duel ~AmosMagee

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1,474 downloads

Uploaded:14/01/2004

(CF)-Dessert

cf-dessert.zip | 203.12 KB

wrote Dessert, I could be mistaken). Anyway, this map is a small 1 roomed arena sort of thing with rocky walls. Now these walls were done fairly well although I did see some z-fighting in a few places. The lighting in this map was terrible to be honest. Big huge bright spots in some places and no light in others, you couldn\'t even see the sky in some places which by the way was a star looking texture that could only be seen in one place. This map is also very small with rocks sticking up in the middle, I don\'t know how you could have a good FFA in this map due it\'s compact size and obsticles in the middle. This map had no music, so it was also boring in that aspect...All in all this map isn\'t worth the download in my opinion, unless you\'re a (CF) and like a dark room with a sign that says CF at one end. I also think the author could have made a better readme which doesn\'t really say a lot for the map... Sorry (CF)-PiRanhA, please take a little more care with your maps, the biggest issue here in my opinion is the size and the lighting...so...maybe fix this map up a bit and you\'ll have a rockin\' FFA. Bot Support: No New Music: No New Textures: No Game Types: FFA Sanosuke

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1,462 downloads

Uploaded:17/09/2006

Grievous Command Ship

grievouscommandshipv2.zip | 3.97 MB

layout. Then I read the readme and saw that it had been completely rebuilt. So, it's a new replica of the old map, with additions and improvements. Sounds like someone's been doing monkey mechanics to me.... The first thing I think of when I remember the first map, is the lighting. Frankly, it was [i]bad[/i]. Command ships don't look like they've had a layer of flourescent white emulsion splashed everywhere. Thankfully, the author has now added better lighting, portraying a darker, moodier environment. I wouldn't say "sleeker", because it ain't a Mazda MX5, but it's getting there. Anyway, you're probably going to complain about how it doesn't look like the Invisible Hand, blah blah blah. Well, that's an advantage, actually. The map is a very playable guns FFA environment which still manages to capture the essence of the ship (albeit loosely). The layout works smoothly, plenty of movement space, and plenty of exploration routes. One bad side for no-force servers - you need Jump level 3 for some of the exploration. Power-ups, weapons and ammo are placed pretty specifically, as one would expect from deathmatch. So, in a nutshell, if you like Q3, Battlefront or UT's gun gameplay style, this map should interest you. Moving away from gameplay elements onto design, the first thing you'll notice is that it's blocky. Very blocky. I'm not going to say that's bad, because less fancy stuff means smoother gameplay, but I will advise the author to experiment with shapes and the clip tool a little for future maps. The texturing works well enough, although it's base textures, and many will be aware of the opinion many veteran mappers hold regarding base resources. My only beef with these was the scrolling star shader - it doesn't work as a skybox at all, especially when each image of it is moving in a different direction. The lighting, as I've mentioned, is well enough. Technically, there aren't many flaws at all. In fact, the only technical aspect I can list as a drawback is the ease of technique, but like I said, it's a welcome change to have something simple and effective every now and then. I will comment how the map seems small, though. Roughly EF-sized, if I'm not estimating wrong. There's enough room to move around, of course, but the map does need some scaling to fit JK2's proportions. If you're a gunner, or hang out on an RP server, this map ought to interest you. Just don't expect to be able to do botmatch - there's no routing, unfortunately. ~ Kouen [b]Bot Routing:[/b] No [b]Custom Models:[/b] No [b]Custom Textures:[/b] No [b]Custom Music:[/b] Yes

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1,451 downloads

Uploaded:29/07/2002

Imperial Training Grounds

ffa_imptraining.zip | 4.55 MB

weapons :D . A shuttle bay with a deadly attitude. A hallway that has magnetic walls, so dont fire a blaster in ther unless you got to ;) . A jump training area, where yo can pratice jumping, and if your brave enough, duel there too. A room with a tower in it. And my favorite room, that I could soend hours here: The Duel Chamber. A large dark room with a circular platform in the middle surrounded by a pitfall. The mood and lighting is just perfect. This is a good place to duel for you force users and those of you that like to run around when you duel. :thumbsup: This map is loaded with weapons, including an emplacement cannon. It wont show up and dosent cause damage, but it looks like your about to give someone a hug. This is USS Phenix's first map for any game and despite its plainess, I think it really fun to play with. :rock: This map is really worth the download!

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1,445 downloads

Uploaded:26/07/2003

FFA Rage

ffa_rage.zip | 2.22 MB

paths to take. Turn one way and you\'ll find yourself in a dark, low-ceilinged council room. Take another direction and you\'ll enter a low-lit bar with pictures of Sith galore and a few Jedi thrown in too. Upstairs is a teleporter that will toss you into a pool, but swim over to the elevator nearby and you\'ll be lifted out of the water and onto the edge. There\'s a very large, industrial looking slide and three diving boards. Another teleporter upstairs will take you to a very dark dueling arena of sorts. There are two levels to the platforms and the large room glows by firelight. Walk into the fire at the side and you\'ll be transported to a boxing ring, complete with stands for the spectators. Compared to his last map, Perseus\' second attempt is much more balanced when it comes to the lighting. And the whole map has a very Bespin-esque feel to it, though some areas don\'t seem to fit well. Yes, Cloud City did have some industrial areas to it (carbon chamber), and so this map is consistant with that design concept. But there are other areas that remind me of the Jedi Academy maps, for instance. Stone and wood textures. That just doesn\'t seem to gel with the look of the rest of the map. There are some clan elements here and there, which makes it seem like a clan map, but minimally so. Will I be adding this map to any of my server\'s rotations? I dunno. The pad would be great for FFA\'s and those who just wanted to play around have the pool. Duelists would make their way to the boxing ring and the glass platforms. So, I suppose this is a balanced map for gameplay, but it is a tad small too. I\'d say it\'s a great improvement from your last map. Good job! :) Bot Support: No New Textures: Yes New Music: No Game Types: FFA, TFFA ~AmosMagee

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1,442 downloads

Uploaded:01/09/2002

Dim Side Palace 2

dimsidepalace2.zip | 1.63 MB

that could be my computer\'s fault).

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1,392 downloads

Uploaded:27/04/2004

FFA Rogue Squadron

ffarogue.zip | 713.41 KB

nothing all that wrong with it. I suppose the main thing this map is missing is like, it\'s own voice. There\'s something about this map that just seems so generic to me. No theme, nothing unique about it at all. There are some rooms that seem made just for weapon and ammo placement. There\'s a bar with all the things that a bar is supposed to have. Oh, and there\'s like this corner on the bar that ... well, I don\'t think it\'s supposed to look like that. But oh well. Then there\'s this very small room with a ship in it. Which ... just seems strange. But ... the ceiling is like, open somewhat, so I guess it just ... yeah. So then there are like these, teleporters that look like elevators. And they take you to other parts of the map that, once again, just seem like rooms to hold weapons and ammo. Oh, and then there are these two rooms that will just blind you with color. A blue one and a red one. Something\'s up with two of the doors. I\'m guessing it\'s z-fighting, though it may be a different error that I know nothing about. In any case, this map lacks personality. To me, it is not much more than some walls, a floor, ceiling and props. You\'ve proven you can make a map, now work on making a creative and unique map. :) Bot Support: Yes New Textures: No New Music: No Game Types: FFA, TFFA ~AmosMagee

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1,367 downloads

Uploaded:10/07/2002

Kujar Forest

kujarforest.zip | 354.72 KB

and fallen pillars/ruins.[/quote] You can also walk through the trees, which is supposed to happen ;) Author suggests hiding inside the trees with your saber off for fun or stalking or somethin\' :D There are powerups located on 4 sides of the map, though if you stand too long in those alcoves you can be crushed!

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1,339 downloads

Uploaded:02/08/2002

=X= Tryout

ffa_x_tryout.zip | 765.87 KB

free space when dueling, without being constricted in any way.[/quote]

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1,336 downloads

Uploaded:23/01/2003

-[DM]- & [DA] Clan Map

ffa_dmda.zip | 5.02 MB


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1,333 downloads

Uploaded:08/04/2007

Hexes Ghetto

hexes_ghetto_jk2.zip | 34.02 MB

sun glasses on. You\'d better be a fan of the neon! The map is of adequate size for a medium to large free for all, with plenty of weapons pickups and sniping points for a good guns duel. It also supports bots, which is always a plus. I found no brush errors in my test, although I\'m not really trained to see those kinds of things unless they\'re obvious, so the craftmanship here is not in question. There is one thing I would question, though, and that is this author\'s choice of music. What could [i]possibly[/i] prompt him to use a [i][b]seventeen megabyte mp3 file for the music[/i][/b] is beyond me. It unnecessarily doubles the size of the map, which will deter a lot of people from downloading it. Not a lot of foresight there when the song, which is not incredibly complex, could have easily been cropped down to a more manageable size. In any case, if the large filesize isn\'t an issue for you I\'d say give it a download. The gameplay in this map looks quite good, so it should be great for the gun lovers out there. [b]Bot Support[/b]: Yes [b]New Textures[/b]: Yes [b]New Models[/b]: No [b]New Music[/b]: Yes ~Inyri

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1,303 downloads

Uploaded:08/12/2009

Expedition

expeditionversn1.03.zip | 62.33 MB

beginning, Expedition has stood out as a map full of interactive features and various activities. I have to admit, it's just getting better with every release. This version is much improved and expanded, and the visuals are improving as well. So, where do I start? Well, let's recap Nozyspy's summary from the last version: [quote]The map is mainly based around an Academy theme, and it has plenty of areas which would be great for use by clans, such as a jump training area, a main hall and duelling areas. The additional, more unusual areas would also be fun for clan groups to tackle as well I think.[/quote] I didn't test out every single puzzle in the map - that would have taken me hours, which I do not have. However, just noclipping around revealed that there's a [b]lot[/b] more to this map than meets the eye. I don't know if I missed seeing everything in the first version or if it was added since then, but it's nice. One of the puzzles that has been in the map since version 1 is the two vertical climbing puzzles where you jump up a huge vertical tower to get to the top. What's scary is that every time I thought I was at the top, I wasn't. I thought that halfway up...while noclipping. Does that give you an idea how huge these towers are? Also continued from the previous versions is a strafe jumping course, where players use a special jump technique to gain extra speed and jump across larger and larger distances. There are eight different sets of platforms, each one going in both directions. I'm not sure if the bar area was new or not, so I'll include it - there's a huge bar area added on the side of the spawning room. It features a dance floor off to the side (with music!), a cellar with the "special" drinks hidden inside, and an upper floor with more tables. Overall, I think the wood texture was a bit overused and there should be a railing on the second floor to prevent people from falling, but that's about it. There are even more areas and more puzzles left, but at the moment, I can't recall all of them and time prevents me from doing so. But let me just assure you...this map is [b]big[/b]. You'll have to play it to truly appreciate it. The only criticisms I have are thus... I don't like the skybox for one reason - there is no down image! I think it looks really goofy to look down and see solid green underneath my feet. Also, the brick/mortar texture looks like it has been tweaked (unless my eyes decieve me), but it still needs a little more tweaking...it's not [i]quite[/i] there yet. If you played either of the previous versions, definitely download this one - it's well worth your while! New textures: [b]Yes[/b] New sounds: [b]Yes[/b] New music: [b]Yes[/b] New models: [b]Yes[/b] ~Dretzel

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1,299 downloads

Uploaded:28/11/2002

Uprising

uprising.zip | 2.83 MB

may have the advantage. With the exception of one window, all glass is breakable. plenty of traps and bombs to detonate. The map was designed with bot support in mind - they have plenty of ammo- so stay low. (you\'ll be safer inside.) Because the camping sniping bots won\'t shoot through the glass (deliberately) you\'ll get the first strike at em.[/quote] Quite an interesting map. Many buildings to explore, many traps to find }> The map is spacious enough for saber battles, yet small enough to hide from weapons fire. There are many places to check out, so really, look around because of the darkness you might miss a couple things (I had to brighten up the screenshot so you can see better, it doesn\'t look like that in-game :)) [b]Bot Support:[/b] Yes [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]Game Types:[/b] FFA, TFFA, JediMaster

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1,293 downloads

Uploaded:16/09/2006

Jedi Unleashed Headquarters

juhq.zip | 12.13 MB

You can go in several directions, using doors or teleporters to move around. There are several big areas, and one of them has a castle that you can go into. There are lots of areas to go to, and the best thing that you can do is to download this map and explore it. It has a great big area for gun fighting, as well as areas to just fool around in. The biggest recommendation I can give to you is to download this and just play it. I wish I could say more, but this is a really nice map, with duel areas and other places that would be great for RPs.Tthere are a few clan symbols, but they're only in a few areas.. But other than that, this map is great! So what are you waiting for? Download it! There's even an emplaced turret! Bot Support: Yes New Models: Yes New Music: Yes New Textures: Yes Gametypes: FFA, Team FFA ~Zach

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1,289 downloads

Uploaded:04/12/2003

FFA Raptor Pen

raptor_pen.zip | 1.92 MB

and commenced to review this file. The first thing I noticed when I opened this map was the incomplete look of it(this is before I read that it was a beta). The basic design of it was fine, actually very good, the makings of a good map, however the lighting was terrible, and I mean TERRIBLE. The entire map is super bright and personally hurts my eyes. The other thing I noticed is that the map just kind of ends. There about 10 feet along every edge of map with perfectly flat terrain, with nothing on it, and then a sky box. For all you mappers that don’t already know this is not a good thing to do, as it looks unrealistic and generally bad. Basically if I was to summarize this map in 10 words: It is a good start but it needs a lot of work. Also you MIGHT want to upgrade it to JA, cause although there is still a JK2 Community, most people are playing JA. Anyways, nice start, and I really do look forward to an updated version ~DeathBringer New Textures: Yes New Sounds: Yes Bot Support: No

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1,288 downloads

Uploaded:24/07/2003

MW Clan HQ

mwclanhq.zip | 11.16 MB

choose from. Administration will obviously take you to offices. If you opt to turn left, you\'ll find yourself in a very empty room, which after a moment, you\'ll discover is actually an elevator. :/ There are a few rooms dedicated to Squads within the MW clan, I\'m assuming. One door you take will actually teleport you to a hangar that has a catwalk and two ships and one or two guns placed sporadically. Hrm. This map is definitely a clan map. It has the requisite offices and hangars. The MW clan logo is found everywhere - even as a texture on the floor in the main hall. Speaking of textures, the ones used in this map were so overused and boring. And the use of some textures that seemed like an attempt to break up the monotony of one constant texture just ended up looking very out of place. Lots of z-fighting can be found throughout the map, many of the elevators do not work properly and some of the ships weren\'t clipped right. The author has pointed out that this is his first map and this is the first version and that updates will follow. Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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1,275 downloads

Uploaded:06/08/2006

Exploration

exploration.zip | 9.01 MB

Look around. See all those little ridges in the cliff? Yeah, those ones. And the little holes? Good. That's a fully explorable cavern system. Anyway, let's ignore that, and look at the map itself rather than the out-of-the-way extras. Going inside, we've got the temple set-up. Lava, pillars, doors and stairways. So far, so standard. I found the texturing here somewhat bland, like I did with the rest of the map. In the two back rooms, there are big floating blocks with pictures on them. Not attached to the wall, just floating. The lava doesn't reach all the way dwown, so if you jump in, you'll end up underneath it with only 60% hp lost - something the author should fix in a future version. Through the door to the left (from the entrance), you'll find a small jump challenge, and another two doors. The door on the right will take you to the council room. That place is a break from the usual mould - go see for yourself. Straight ahead, you'll come to the "city" area. Wide, open area with a large courtyard and a lot of wooden buildings to jump around, as well as a bit of rock climbing. Like everywhere else, the lighting is mostly ambient. Not much to comment on here, the screenshot explains it all. Back at the entrance again, the door on the right leads to a large duel room, where the duels take place on a floating platform. If you fall to the floor in here, you'll notice a massive glitch - you can see through the void. Try not to fall, though, because you can't get out. Behind the teleport point in the "city", you'll find portraits teleporting you to two other rooms. There's the long jump room, which is pretty plain, and another jumping room which involves vaulting - again quite plain. The one room that wins it, however, is the massive climbing room. It really is that big, and fun to try getting to the top of, although there are a few parts you can't [i]possibly[/i] get past via legitimate means. One fun thing I found was getting to the top and jumping down, trying to land in the pool at the bottom - which brings me to another glitch, when accessing this pool from the tunnel below, it's possible to get trapped between the water brushes, as they haven't been appropriately caulked. OK, so that's the tour (with a few rooms omitted, for the sake of them being hidden). Now onto good and weak points. The good points. The map is big, there's plenty to explore, and there are plenty of areas which will give some rather unorthodox duels. Some areas are almost standard, but this map adds a somewhat unique twist to them. Structurally, the map isn't really lacking, although the architectural style is somewhat primitive it's very appropriate. Take into account this is a first map, and I'd say it's leagues ahead of it's brethren. For things which need improvement, the lighting is uniform almost everywhere, although there are shadows and some entities have been used. At least it's not a -meta compile. Texture choices are somewhat plain, and in most cases not the prettiest textures which could have been used. Z-fighting shows up in quite a few places, and in some areas you can see right into the void. The sheer size of the map causes FPS issues at times, and some of the areas could be a little more closed-off. Some of the challenges are borderline impossible. I'm really not going to bother sending Acrobat to the Master Sticky in search of tutorials - it seems there's more than enough understanding of Radiant here. As far as first maps go, it has all the cliché problems new mappers leave, but those habits will fade over time. It's very rare for me to see a map I enjoy playing about on, so kudos for getting through to the harshest critic, Acrobat. All I can really suggest is to practice and refine your technique. For the downloaders, I'm going to be honest - there are better maps out there. However, should you want some fun rather than eye candy, and/or a fun little game of cat 'n' mouse, this map should suit your needs well enough. There's certainly plenty of space for it. ~ Kouen [b]Bot Support:[/b] No [b]Custom Models:[/b] No [b]Custom Textures:[/b] Yes [b]Custom Music:[/b] Yes [b]Gametypes:[/b] Free For All (PS: Sorry for the lengthy delay in getting this up. Real life took over, and I forgot to pass all the files I was reviewing on to someone else.)

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1,260 downloads

Uploaded:24/06/2003

Coruscant Secrets v.3

coruscant_secretsv3.zip | 3.18 MB

navigate your way through all the halls. The author came up with this name for the map because he added a lot of secrets. Personally I think this map is a little too bright and is missing that little something extra making this an average map. If this is the author’s first map this is a decent attempt, so keep on mapping. There are a few flickering textures on the walls and floors causing bit of a distraction.[/quote] Unfortunately, I haven\'t any more positive to say than Maddog did. :/ If this is a first attempt at mapmaking, then I\'d say it was maybe a bit too ambitious of a project. The author tried to fit too many different elements into one map. There\'s a waterfall, somewhat of a maze of doors that leads to a pad to duel on, a bar and a hangar with a few vehicles of sort and a few rooms that are just empty and simply exist. Some of the secrets didn\'t make any sense to me. Some were just doors that opened to reveal, nothing. There\'s a ton of z-fighting all over the map, especially around doorways. There are a few different themes, mixed together here, but haphazardly and so it doesn\'t flow. Neither does gameplay, really. I don\'t recall seeing any weapons, except for Seeker Drones. I hate to say it, but I don\'t look forward to an update of this map. In my opinion, you should go back to the drawing board and pick one theme, stick with it and maybe make it smaller. Concentrate on the details and getting everything right in one room before moving onto the next. :) Bot Support: No New Textures: Yes New Music: No Game Types: FFA ~AmosMagee

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1,256 downloads

Uploaded:14/03/2003

CLU Holiday Home

cluholidayhome.zip | 5.14 MB

get to the good areas tho, its a lot of fun. I think this map is on my OK list... Id use it for the same reasons i use maps like ffa_tmbj.. For fun. - Spectrum New Textures: Yes Bot Support: No Gametypes: FFA

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1,248 downloads

Uploaded:03/12/2005

Twist Dojo

jj_twistdojo.zip | 4.14 MB

architecturally, and to a lesser extent, ambiance-wise, are both pretty sweet in this map, wheras the lighting, and gameplay are somewhat lacking. :( Especially in the hidden 'neon' duel areas, and that awful space duel section... I take my biggest issue up with the lighting because, basically, it's not very good. The outdoor areas are FAR too dark, especially in the outcropping sections. The super-bright light at the edges of each pad also look very odd. Looking more closely at bushes and trees, you can see that there's actually different coloured lights being projected onto different faces - now what's that all about? Inside is no better unfortunately - not only are there no apparent sources, some areas are over-bright, and some are pitch black. That's probably due to the texture of the bamboo sticks, except they don't look like bamboo sticks, beacuse instead of being transparent, they have a glaring white background. :( The flow of this map is also pretty poor, as I couldn't find a way to easily get from the bottom levels to the top. Actually, scrub that - I couldn't get there at all without noclip. Players can't really use the area if they can't get to it can they? The clipping of the trees was also very sloppy - that means you can be standing in midair over it, as it looks like the author has just plonked a giant clip brush about halfway up. The door opening setup on the roof doesn't appear to be powered/moved by anything such as a track, and consequently looks as if it's just floating in midair - something you need to think about fixing. As I said before, the architecture is fairly decent. Not brilliant, but acceptable, and the skybox and floating platforms give the map a certain sense of 'being there.' You definitely need a higher resolution skybox though, the current one is too pixellated... and the music is a bit too repetetive. Oh yeah, :thumbsup: for getting botroutes in - not enough mappers feel those are a necessary addition, but I assure you, they are :D New Textures: Yes New Sounds: Yes Bot Support: Yes ~Szico VII~

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1,242 downloads

Uploaded:13/08/2005

noFear Bespin Map

nf_bespin.zip | 2.5 MB

different twists on the Bespin Streets map by a few different authors in the past, but now, Deathmore gives us a new twist on this popular map. Its Bespin….but with Yavin textures! Yeah, I know at first glance that that may sound a bit bland, but really, the Yavin textures bring a new flavour to this map! Infact, its not only been retextured, there are also a lot of new and hidden areas. In some areas it feels like a warren, with loads of tunnels, and little rooms. The Yavin textures have been used pretty well, and it does give the feeling of an ancient town or something like that. And the new areas bring new life to places that you couldn’t go to in the Base JK2 Bespin Streets map, like on top of the towers (it always annoyed me on the original map that I couldn’t get up there lol, I always thought it would be a great place for sniping). It does have bot support, but I noticed the bots sometimes seemed to get stuck :S And there is no new music which is a shame, but the normal Bespin Streets music still works ok nevertheless. I also liked the new “statue” in the main square, I thought that was a nice touch ;) Not a bad map here at all, if you liked the original Bespin Streets, then you might like this, certainly if you liked both the Bespin Streets map and the Yavin maps, then I’m sure you will like the mix of the two themes here :) One thing I loved was the snooker table (no im not telling you where it is, you will have to find it yourself :P) Also, look out for secrets ;) One that I liked was where the floor was really slippy and you kept sliding around. Careful not to slide into the blocks in the corners of the walls though, because they will bounce you all over the place, hehe. A few things that could be improved upon though, in some areas the lighting was perhaps a bit too colourful, like very strong reds and other colours, perhaps these could be toned down a little. There also didn’t seem to be anything that would emit a red light or the other strong colours, the light just seemed to be coming from nowhere. Also, some of the new areas seemed a little, bland, maybe you could add some more detailing to them, to make them connect better to the original map. Nevertheless, a decent map here, and im sure if you like the Yavin style, or like new twists on the Bespin Streets map, then you will like this ;) Bot Support: Yes New Textures: No New Sounds: No New Music: No Game Types: FFA, TFFA, H-FFA, Jedi Master ~Nozyspy~

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1,200 downloads

Uploaded:04/01/2003

-{Dim Side}- Training Facility

ffa_dstrial.zip | 3.43 MB


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1,192 downloads

Uploaded:17/09/2003

RJ Sublime2

rj_sublime2.zip | 2.75 MB

get maps that successfully combine eye candy, fun gameplay and great FPS, but those are rare. RJ Sublime2 falls into the first category. Most of the textures used here are monotonous, not many are custom and it\'s just not one of those maps that when you first spawn you hear yourself \"Oooh\" and \"Aaahh\". Don\'t get me wrong though, there are a few interesting things to look at here and there. I especially like the room with the columns. And the door used on the floor there. I love that texture. If you allow yourself to explore the map a bit, you\'ll see that this map has great potential for a fun FFA map. Especially with weapons. :D But even saber only, you have a lot to work with. There are two very interesting rooms to duel in. One with rocks haphazardly thrown about the room, where you can duck behind a rock to avoid a swinging saber, or crouch down, with your saber off, then spring from a dark corner from behind a different rock and catch your opponent off guard. The other room of interest includes those bouncy trigger thingys all over the freakin\' room. If you don\'t get a headache from all the jumping or puke first ... this could be fun for duels. :) There are some hidden areas all over. Trust your instinct and go into the light. ;) You\'ll find yourself, in some cases, high above the rest of the map, with conveinent access to a Disrupter rifle and ammo. Sometimes there isn\'t a light to guide you and you have to just, explore a bit to find a new area. Some glass is breakable, but seems to incur about 10,000 points of damage before shattering. ;) And for the record, I think all glass needs to be breakable. :P Some rooms make no sense to me. This map was designed for a clan. The Reborn Jedi Clan. But they seem to be a front for like, a Rodian worshipping cult or something. You\'ll see what I mean. Through a door and down an elevator and through another door and you\'ll find yourself at an indoor pool with a huge window to space. Hmmm. Doesn\'t quite fit here with the other rooms and the theme of this map, but hey, use your imagination. Something I noticed about this map is that it seems to have taken ideas from other maps that set the standard for this type of map. Did that make sense? No, I\'m not saying the author stole anything here. It\'s definitely a unique map. But there\'s nothing innovative here. It\'s all been done before. Oh wait. Except the glass thing. It doesn\'t respawn, per se. But according to the readme, there is a way of getting the glass back! Read it, follow it\'s instructions and let me know if it works. I didn\'t test that part. :) Bottom line here, this is a fun map with great FPS everywhere. Not visually stunning, but some of my favoritest maps ever are far from eye candy. And some of my least favorite maps to play on look incredible, but aren\'t nearly as fun to play on. So, keep an open mind when trying this map, I think many of you will like it. :) Bot Support: Yes New Textures: Yes New Music: No Game Types: FFA, TFFA, Duel ~AmosMagee

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1,173 downloads

Uploaded:20/06/2003

Jedi Training Hall

jeditraininghall.zip | 479.23 KB

toss people down (:D). The map is gloomy, but not dark to the point of not being able to see. Health and Armor are easy to find, but not so plentiful that it\'s impossible to kill anyone. In my opinion, this is a really cool map. Especially for a first try. The room with the pit looks really cool with the opening in the ceiling above the pit, and the fire lit look of the map I definately like. My only complaint is that things are a little cramped in some areas. But, besides that, this map is quite good. I know I won\'t be deleting it after I finish this review. Bot Support: Yes New Textures: No New Music: No (Duel) Game Types: All Ultima

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1,163 downloads

Uploaded:11/11/2003

{PO}Training Facility

po_trainingfacility00.zip | 4.26 MB

wall that makes you fall out of the map, kinda weird, but we all make mistakes... I give the map 9/10 excellent job Prodigal. -Worr Sonn

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1,141 downloads

Uploaded:27/09/2003

Twisted v2.0

twisted_2.0.zip | 884.71 KB

blue laser of some kind. The center twisted iron mass rotates. The author\'s attention to detail does not go unnoticed, this is a lovely map. Though with music, it would feel more complete. My FPS was just fine and there\'s plenty of room for a duel. My only complaint would be the center twisting. Quite a distraction, or maybe just a challenge.[/quote] Lil Killa made a beautiful duel map when he created Twisted 1.0. Now that 2.0 is here, it\'s still a great duel map, but now it\'s also a fun small FFA map. The author has expanded upon the small platform and added some twisting glass ramps that would really add to the dynamic of a migrating duel. If you happen to use this map for a guns FFA, you\'ll find that there are plenty of weapons for a fast-paced, frenzied free-for-all. Sure it\'s a little small, but it makes it challenging. I love that, like, there\'s a bacta that sits just on the edge of the map, behind one of those pillars - so tempting to try to get, but if you\'re not careful, you might just slip right off the edge. :) This is a very simple map, but lovely. I enjoyed the author\'s first version as a duel map, and this is even better! I\'m not terribly disappointed that there are no new textures or new music. What the author has chosen for this map works for what it is. So let\'s call him resourceful. :) I can\'t wait to see what new projects Lil Killa has for us in the future. Great work! Bot Support: Yes New Textures: No New Music: No Game Types: FFA, Duel ~AmosMagee

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1,139 downloads

Uploaded:01/02/2003

Return to the Base

return_to_base.zip | 5.36 MB


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1,122 downloads

Uploaded:07/08/2002

Storybook Love

storybooklove.zip | 4.8 MB

I for one loved this map coming from one of my favourite movies :D The \"fighting area\" isn\'t the only part included in the map.. you even have the cliff face that the kidnappers had to climb up, though instead of a reaaalllyy long rope you have some conveniant ledges :D. The water right at the bottom takes your health away, so try to avoid it ;) [b]Bot Support:[/b] No [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes

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1,111 downloads

Uploaded:22/07/2004

Battle 2 - BOTJ Edition

battle3.zip | 4.25 MB

DarthTwim totally has Sevker's permission. Yes, this is the third version of the Battle maps. What's been added? As far as I can tell, it's mostly just a few little technical changes (the doors no longer have little buttons to press to open), bot support has been added, there are a few new textures and new music is included. There's one little addition that I really love about this map. In the last room where there's that wooden floor thingy, you press a button and the floor opens up to reveal the room below. You can still get into the room through teleports though. There's a council room added, but I'm sorry ... I have no clue how to get there. I soooo cheated and just noclipped in. Anyway, good work, DarthTwim. :) Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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1,087 downloads

Uploaded:18/09/2002

Shower Room Access

showerroom.zip | 6.54 MB

room. And as with every one of my maps (although this is the first map I have ever done) there is a secret area with a nice surprise in it.[/quote] I kinda liked the atmosphere in this map.. for some reason it felt \"spooky\" ;) There aren\'t many rooms and such so a duel or small FFA would work on this map but again some great atmosphere. In the sewers it seems all foggy and you can see broken down grates and everything. [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]Game Modes:[/b] Duel, FFA

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1,082 downloads

Uploaded:15/12/2005

World 1-1

mario_map.zip | 1.2 MB

so many....! Anyway, the map. Well, to be honest, although it\'s nostalgic, as a map it\'s pretty weak. Although specifically designed, evident from the Mario-style textures e.t.c, we\'re now in the days of Half Life2 and JK3. And also obviously, I would have thought, Mario looks like a pile of poo nowadays. You\'ll still find many of the classic \'features\' though, such as the big green tubes (one of which you can fall down) and the blocks of chocolate-lookin\' stuff. I was actually hoping for a fire-throwing plant, but it never came! :( Oh well. The level is very long, but not very wide, and you can\'t fall off the sides (Only down the holes.) Although Mario may have been 2D, JK3 is a 3D game and the author could really have expanded the Mario Universe, but instead he\'s stuck to basics, which isn\'t a good thing in this case. The music also really gets on my nerves - I swear the music used is some remix of Mario which has managed to make it even more annoying than it was before.. *shudder.* Anyhow, check out the screens and see what you think, whilst I try and calm myself down after seeing that there were no bot-routes included. New Textures: Yes New Sounds: Yes Bot Support: No ~Szico VII~

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1,081 downloads

Uploaded:07/04/2003

[TG]Pyramid

pyramid.zip | 3.34 MB

is the inside of a pyramid with 4 different areas to fight and explore. I like this map; I guess it has to do with my fetish for Egyptian culture. I just wish the author would’ve added some custom Egyptian textures. Great map keep up the good work, Now It’s Time I Disappear. Bot Support: Yes New Textures: No New Music: Yes Game Types: FFA Maddog

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1,081 downloads

Uploaded:16/10/2003

Honey, I Shrunk Luke

shrunk.zip | 661.05 KB

like an auditorium with a stage and some chairs. This room leads to a hallway, which leads to the room with the computer desk. The desk was pretty cool with a keyboard and mouse. I had a hard time getting onto the desk, even through the legs. There seems to be elevators and switches but I couldn’t get them to work. It’s a nice idea just not good for playing and doesn’t make much sense. Nothing was added to make this a must download and this has been done before (and done better in my opinion). Bot Support: No New Textures: No New Music: No Game Types: FFA Maddog

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1,062 downloads

Uploaded:27/09/2003

Cargo Bay: Section 12

ffa_cargoship.zip | 5.24 MB

and you\'re not quite sure what\'s around the next corner. And you\'re carrying a gun and there are like, 5 other people somewhere around you, in the same maze, also with guns and mines and rocket launchers and - need I go on? This map is soooo made for gun FFAs. There are weapons everywhere! Once you make your way out of the maze, you\'ll find yourself in a hallway of doors. Only a few you can go through and each one will take you into another room full of boxes. The textures are appropriate for what this map is. The map looks the way it should look for a cargo ship. In fact, this is a good example of a map that was made specifically for the gameplay rather than for eye candy. The music choice for this map is interesting, to say the least. It\'s definitely not what I expected for a map like this. One thing worth noting here is that the author included Jedi Master as a supported game type. Brilliant! This map seems to be made just for that game type! Oh, and bot support is included. Yay! Great work here, Grets Sirob! :D Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, TFFA, JM ~AmosMagee

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1,062 downloads

Uploaded:06/01/2003

DJC Asteroid Pad

ffa_asteroid_pad.zip | 2.58 MB


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1,049 downloads

Uploaded:04/11/2005

Gothic Halloween Map

halloween.zip | 10.84 MB

honest opinion, you didn't miss out on much. :( My most major gripe about this map has to be the lighing. In practically every singke screenshot you can see examples of how lighting should NOT be done in a map. For starters, the lights didn't have any sources. Not one! (Unless you caoun't the lava) Secondly, my retinas have been scorched with all those vivid colours. Haloween is supposed to be scary right? Well, strangely enough... luminous fluorescent blue lighting doesn't really fit the theme now does it? In the inside sections things defintely start to look up, but in the outdoor area its just very badly done - very flat terrain and textures were used inapproapriately. Furthermore it's ridiculously easy to get out of the level - just jump over the wall! To put it simply, the lighting in this map is the kind of thing that makes listening to 'Barbie Girl' seem bareable ;) Fortunately, other aspects of this map are somewhat more impressive, most noticeably the jail sections. Yes, it's not the peak of graphical design - but this section was made fairly well, and i did enjoy the broken rock chunks among other things. The author has let himself down though with some sloppy mistakes. As I mentioned before, clip brushes haven't been used anywhere that I can see - whether it be to prevent people jumping out of the map or to make climbing up stairs go smoothly. Additionally, whilst some patchwork is nice, in other places it looks decidedly dodgey. Find me a balcony that is that thin, and still stable, and I'll... well I'll do something drastic ;) Oh yes.. and the music didn't work. After listening to it separately in media player I'm actually kind of glad id doesn't. Vocals like that simply don't work in a game - you want instrumental only, although some vocals can work in certain tunes, but not here! :( To be honest I can't really critique the fps on this map - my system specs are so high they'd play even the worst made of maps (Haha, sorry I don't usually brag yet these SLI 7800GTX's... ;) ) - but looking at the triangles drawn through the areas I'd imagine it would be fine for most gamers. Oh yeah and theres a few breakable walls here and there - textures don't work particularly well but still, I like interactive features :) Oh, and there's no bot support, incidentally. Well there is.. but it's not very good ;) Now leave me alone whilst I bash my face on the keyboard ;) New Textures: Yes New Sounds: No Bot Support: No ~Szico VII~

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1,032 downloads

Uploaded:10/06/2006

District

district.zip | 9.19 MB

with the word district, even though I suppose it could be called a district. It's like one of those small villages that surround a castle, or at least, that’s the impression I got. I really enjoyed this map when I first began playing it. Hey, maybe the Oblivion background music somehow managed to fool me into thinking I was actually playing Oblivion at times, and thus distorted my view of the map, but I really did enjoy it, even if it's not the most technically accomplished. There is a church, and several houses along a kind of parade lined by trees. The only spoiler of the general design was the giant wall around the edge. That really was a disappointment to me. Not so much that it was so big, but it just looked very repetitive and the textures didn't work on the struts. Actually, there are a few textures in the map that didn't work, such as on the circular steps around the church, and of course, the horrific pictures of the map's author plastered over the walls of some houses. Honestly, the map could have done without those, they spoil the ambiance. :( There was also a missing texture bug, but by freak coincidence, you can almost mistake it for the right texture - it’s the one on the ceiling lights in the screenshots, and a few distorted textures on the patch roofs. On the other side of the coin, the architecture is believable and the majority of what you see fits the theme. The lighting can be splodgy, partly due to JK2's worse lighting calculations, but overall I thought it was pretty decent, and furthermore, the map has full bot support. I'm going to make a few suggestions here, because I see a great deal of potential for this map. Firstly, make the windows breakable. Secondly, make the church windows transparent and use alphashadowing and lightfiltering to get them to produce some coloured shadows. (There's a tutorial HERE) which you might want to take a look at. I hope this map progresses further, as it's certainly peaked my interest. New Sounds: Yes New Textures: Yes Bot Support: Yes ~Szico VII~

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1,031 downloads

Uploaded:03/09/2008

Elite Council

elite_council.zip | 22.07 MB

community. Some of the best mappers out there started off by making a map for the clan they were in (I know some personally) and they carried on from there and made some of the best maps around. Personally I love clan maps; they always fascinate me. Unlike a normal map, a clan map is designed specifically with the needs of that particular clan in mind, which means they often have very unique or sometimes quirky features that you simply wont find on any other map. Personally I have great respect for clan maps as a form of level design, since they are so different from everything else. Anyway, enough intellectual talk, let’s get on with the review! :P This particular clan map has been made by Orshay for the Elite Clan. Other than that I don’t really know much about the clan, because their forums appear to be in Spanish, which I can’t read! But as the author explains in his readme: [quote] This map is a Clan Council, which consists of a garden, lobby, Council Hall, duel room, rooms for members, swimming pool, changing rooms, bar and night-club, as well as many other elements.[/quote] First of all, there is a nice colonnaded walkway that leads into the main lobby area. The colonnade area uses textures from the Valley of the Jedi cut-scene level in JK2, which is good to see, since it seems to be pretty rare that these textures are actually used in maps. Paths to other parts of the map lead off from this lobby, which has a rather nice sculpture of the ‘JK’ Jedi Knight Lightsaber symbol in the middle. I personally thought this was a very nice touch, and looked good too! The main feature appears to be the [b]gigantic[/b] swimming pool, which is obviously designed to be used for huge clan swimming parties, or something like that. Along the same theme, the changing rooms, including working showers are on one side of the pool. On the other side is a row of bedrooms for the clan members. Moving on we come to a large door which leads to the garden area, which seems to be something very frequently featured in clan maps. Moving on again past the garden, and through another door, we come to the funky night-club area! Here we have a crazy multicoloured flashing disco floor on which to do your dancing. If you need music, well just press the button at one end, and it will start of some dance music! Lastly moving back into the main lobby area, there is an elevator that takes you to the upper level where you can walk on the balcony overlooking the pool. The balcony ends in a cool bar area, where you can grab a drink after doing all that swimming! Go to the other side of the upper floor and you will find yourself in the two large towers. One contains a duel room, again with a button you can press to start off some suitable duel type music. The other one contains a cool looking council room, with some nice fountains and water underneath a glass floor! All in all then, this contains most of the things you could need in a clan map. A big added advantage is that apart from the names above the bedroom doors, this map doesn’t appear to contain any overt clan logos or insignia, so it could be used by anyone. Now, things to work on. Personally I would like to see more architecture like in the colonnaded area infront of the lobby, I think that had a really nice feel about it. Also, a little thing that makes a big difference is the levelshot. Unfortunately this map doesn’t have one, so I would definitely add one for next time, a good levelshot is important for a good first impression. Apart from that I would say to keep working on the detailing of the map, and to add new and interesting areas. Overall a good job here, especially considering it is the authors first map! So well done there mate! :) If you are in the Elite Clan, want a new map to explore or think this map might be good for your clan, then give it a download! [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Music:[/b] Yes [b]Game Types:[/b] FFA, TFFA, Duel ~Nozyspy~

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1,019 downloads

Uploaded:27/09/2003

Sith Stadium

sith_stadium.zip | 4.81 MB

courtyard, with a red, translucent pillar-type thing in the middle which kills you instantly should you walk into it. The central courtyard area leads to six areas that are fit for dueling. However, when I say six, there are really only 2 different rooms. If you take the elevator up to the top from any corner of the map, and go down the slide into the red lit or blue lit entrances to the rooms at the top of the level, you will fall down into what looks to be a dank, foggy tomb or something of the sort, which is great for duels. I’ve always liked duels in foggy areas. :rock: The overhangs along the sides of these rooms are stocked with weapons, and there is a huge pillar in the middle of the room for no apparent reason. If you decide to walk up one of the four pyramids from the courtyard and venture inside, you will find yourself in a tiny room with some swaying bushes, and more weapons. And that’s about all the map has to offer. I believe this map could be great, if more effort were put into it. Having six separate rooms, I would expect each room to be different in some way from the other rooms. Also, the lighting in the main area could be better. Dark is good for Sith’s, but wandering around the main courtyard, I could hardly see in some places. Also, I noticed a few instances of heavy Z-Fighting. On the positive side, the music in this map is great, and the FPS in the large courtyard area is respectable. I would say this map would be awesome if all the rooms were tweaked a little bit, just to have some variety. :) Then this map would be pretty cool. But for now, it’s just an average map. ~Lord Griever~ [b]New Textures - Yes New Music - Yes Bot Support - Yes[/b]

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989 downloads

Uploaded:12/09/2005

Coruscant Apartments

coruscantapartmentsv1.1.zip | 2.86 MB

which I thought was a nice idea... until I looked up of course. You can see the hotel elevator windows which are fine, but the walls of the hotels are lit appaulingly. I have no idea how the author managed to light the building up with a giant stirp light-effect but somehow it\'s happened. And there was no feasible source which I could make out :( Oh, and it\'s floating, as hotels do. ;) I have to say that the lighting is the worst area in this map\'s construction. I don\'t think I found even one source, but there was a lot of awful shadowing and brightly lit and unnatural looking areas throughout the map. A few overhead lights, turn down the brightness of the lights in radiant and it\'ll look much better :) The elevators worked as I would expect, which was nice as they usually they go all screwy on you and refuse to go back up/down once you\'ve used them lol. The texture\'s used worked well together, but they weren\'t very coruscant-like. I think this map should be called Bespin Apartments really, as there is actually nothing coruscant-like at all. There was also a lot of texture misalignment, oversizing and Z-fighting, which was very noticeable on the balcony, looking up at the rest of the hotel. Some bot support wouldn\'t have gone amiss either - so many maps we get lack bot support and it really is a crucial element of a map like this - a few tutorials to read and that\'s it, not really too demanding. :( The map did have some nice areas, such as the lobby and some of the bedrooms, which although bare, did resemble hotel rooms. Aside from those imperial control panels.... *shrug.* I\'d quite like to see another version of this map, except at night, and with a coruscant sky - I think that would be quite cool, and probably would work with the map name better ;) New Textures: No New Sounds: Yes Bot Support: No ~Szico VII~

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975 downloads

Uploaded:10/07/2002

SDE Temple

ffa_sde_temple_v_10.zip | 805.89 KB

of corridors and different rooms to fight in. Really good size to for all your fighting needs. :D

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971 downloads

Uploaded:25/07/2009

Y-Mountain

100ymountainbubblewrap.zip | 7.04 MB

me strongly of some of the climbing type levels from the Tomb Raider games, and also oddly enough, the setting reminds me of the Sulon levels from Dark Forces 2. Whilst the map works on a simple principle; getting to the top, it is very well made and is actually pretty difficult. In fact I didn't even make it up to the first level... Ehem, mind you, I was a little lazy! :P As you explore the map, you will find lots of little nooks and crannies and hidden passageways which will help you reach the top, where you will have a better view of that unusual skybox. The choice of music is pretty unusual for this kind of map, but I actually think it fits pretty well and sounded good. At the bottom of the map is a marshy type of area with a few trees and some water, surrounded by those huge vertical cliffs, the effect of which is pretty striking. I do have one gripe though, which concerns the water in the bottom of the map. The water isn't actually water... rather it is solid, and when you stand on it you slide across it like ice, which is kind of strange, considering you are expecting to be swimming instead! Personally I think the water shader here should be changed so it is actually water, rather than being solid and slippery. Other than that though I found the map to be very well made. All in all a nice puzzle themed map here, if you liked the older Tomb Raider games, or like puzzle maps in general, then this will suit you perfectly! :) [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] Yes [b]Game Types:[/b] FFA, Duel ~Nozyspy~

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944 downloads

Uploaded:07/04/2006

Talon Jedi Academy

tja1.3.zip | 4.31 MB

author that while this is a clan map, it is used primarily for RPG's. It can certainly be used for RPG's, as it has a very nice training area, a big council area, and two private, locked rooms, in addition to other, unlocked rooms. Once I contacted the author asking how to get into those areas, he kindly obliged. On to the map. First off, the map is based on a gaseous world, so it floats like Bespin. I like the fact that the author put in repulsor towers to make it a bit more realistic. You start off the entrance, which has two levels. The first is glass, the second is the floor. Not much, but it is nicely done. The next area is the lobby, which has stairs going down, and to the sides of the stairs are the the rooms. There are several regular rooms, then there are two special rooms. Why are they special? Because they're locked! The first one, which is the authors room, is spacious and has a balcony going off of it. The second (and my favorite) was Master Ven's room. Although I don't know who Master Ven is, I did love his room. Apparently Master Ven is a mechanic, so he's got a X-Wing hanging from the ceiling. he's also got various droid parts in his room. I just loved the X-Wing. Next is the bar area. It has two areas, the bar is on the lower area, and then there's an upper area. The bar was done nicely, because people just generally put in pictures of the bar wall. Well, The author has, in addition to the pictures, put in bottles and cups! And it's a big bar as well. Now the upper area is just a floor and a nice long row of plants in the middle. Great for hide and go seek! :p The author has included a training area. But this one's special. Yes, it's locked too. But there is an area for visitors so that they can watch. The training area looks a lot like the training duel map, but it's also got two sub chambers for dueling. To my surprise, they had remotes in them! I walked up to them, hoping that they'd work. But then I found that there are no NPC's in Jedi Outcast. :( Oh well. There are two chambers, a brighter one and a dim one. On to the council area. It's locked by default, and the only way in is by using a secret, which teleports you to a security room. One mistake was a simple misspelling of the message stating that you needed to consult a council member if you wanted into the council area. But that wasn't that big of a deal. Continuing to the security room. After you reach the security room, you can open the door for your friends. The thing that I found a bit annoying was that there wasn't a switch beside the door allowing you to go out. That meant that I had to go to the security room every time that i wanted to leave. Meh, even a door to teleport out would have been nice. The council area opens up into an area that allows you to go two ways: either to an outside duel pad, or deeper into the map. When you go deeper into the map you come into a small council chamber, which leads to an elevator that leads to a dojo for dueling. I did like this map, and I would have liked it if it was bigger, both in the council area and in the area that isn't locked. But the author is working on another version, and I hear that it has a lot more goodies in it. :p This map does use textures from GriffinClaw's Jedi Council GC. You can get that map [url=http://jediknight2.filefront.com/file/Griffinclaws_Jedi_Council;13791]here[/url] If you like this map, or if you like RP maps, give this a try! New Music: No New Textures: No (Just some borrowed from JediCouncilGC) Bot Support: No I would like to thank |TJA|Gabriel (the author) and |TJA|Keero for helping me with screenshots. ~Zach

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943 downloads

Uploaded:20/10/2005

Yavin Temple

yavin_temple.zip | 6.37 MB

said, although this is called Yavin, its actually set on Yavin 4, you know, what I class as the 'cliche' of JK3 level mapping. So it's not all that innovative....but not all good things are innovative right? I spawned in to a small garden/stone-walled enclosure with what looked like a trench running through the middle of it. This trench actually turned out to be a river, although looking at it you'd never have guessed, as you can't see the water and its filled with green fog ;) The author has made an attempt at some more curvy scenery here, however the ground itself is far too flat to look natural, and the river curves could have been done more effectively. The random boulders and broken pillars look okay, but the lighting on the bushes and trees was quite buggy. Replacing those plant models with misc_model_static entity should fix the no-lighting problem. Going through the only obvious route I could see, I came to a large hall with pillars. Then there were 3 doors leading off to different parts of the map, a kind of hub of the level. It was a very square room, as were all the other areas, but they did have an acceptable level of detail, such as stone tablets, windows and lamps, although some rooms were a lot more bare than others, such as the dueling rooms. :( The hallways by far impressed me the most, nice atmosphere in those :thumbsup: The other areas were a second outdoor section which was very similar to the first, with some run-down buildings and a few more rooms with walkways over a lake of green gas... which does kill you, for the record ;) What else? Well the skybox is a little buggy when you can see the bottom of it - it really just spoils any realism the rest of it has created, but fortunately you can't [b]usually[/b] see it. Oh yeah, there's also a big, but ininspired bar which has music in it. This music does however, clash with the background music and sounds horrible. Fortunately you can turn it off and unplug your ears again though. ;) A lack of bot support is a really big negative for this map, but I am told by the readme that this map is compatible with a Mac PC, whichis a big plus - all the files seem to be there, but not being a mac owner, I can't comment on whether it works or not, sorry :( New Sounds: Yes New Textures: Yes Bot Support: No ~Szico VII~

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943 downloads

Uploaded:11/02/2003

IGF Arena

igfarena.zip | 1.13 MB

wrong. So many map designers these days focus great amounts of time and energy into developing maps that they feel combine various amounts of "cool", cool being defined as bright colors, triggered events, that sort of thing. They forget about one very important concept: How fun is it actually to play? That's where this map really takes its place as a leader in quality map design. What we have a here is a small complex of control rooms and and cargo rooms connected by a series of long hallways, scattered with cargo containers. The FPS is way high, the hiding places are numerous, and stalking around corners on this map is incredibly tense, even though the lighting is generally bright. The simple duck and fire tactic is useful here! There are one or two more open areas for fighting, and a darker area or two worth checking out as well. If you want something for FUN play, not flashy, but really entertaining, this is the one. So, so simple, yet so incredibly fun. I loved it. You'll see why when you load it up. Bot Support: Yes New Textures: No Game Types: Duel, FFA, Team FFA Astyanax

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936 downloads

Uploaded:25/09/2003

[DT] Clan Map

ffa_dt.zip | 7.22 MB

consists of a lobby floor, and then has an elevator that takes you up to a bunch of different dueling chambers. Towards the top there’s an indoor shooting range with targets and all the different weapons to practice with. Outside are some different areas to tone you JK2 skills. These include two obstacle courses, and some shooting ranges with some nice moving targets to practice accuracy, there are also towers along the edge of the map that make beautiful sniping spots }>. All these different areas except the gyms can be gotten to on the ground, or through glass tunnels overhead. Besides this being somewhat blocky, and having some unaligned textures, the only major problem is the lack of bot support. Even this isn’t that big of a deal in this case though since a map like this is mainly going to just be used for a clan to hang out on anyways, not for bots. This map is not much to look at, being rather blocky, and having more than a few unaligned textures, but I like the concept of it, and it has really fun game play. I would recommend this map not only to the [DT] clan, but to anybody with a smaller server that needs a map to hang out on into the late hours of the night ;). Good job Flyguy, I hope to see some more from you. 7/10 ~DeathBringer New Textures: Yes Bot Support: No New Sounds: Yes

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936 downloads

Uploaded:10/07/2002

Hollywood Holocaust

hollywoodholo.zip | 484.12 KB

\'break\' the square brown blocks on the walls and climb into it. [b]Note:[/b] There is one rather large error in this map, not very obvious, but if you fall through \'inbetween\' the building into utter darkness.. you have to type \"/kill\" it is the only way to re-spawn, otherwise you will fall forever and well, I\'m not sure what exactly will happen after a long time of doing this. But, if you ever do fall in, remember to type \"/kill\" in your console :)

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911 downloads

Uploaded:02/11/2002

The Dark Side of Kamino

ffa_dark.zip | 468.15 KB

(dunno if that\'s a bad thing though ;)). The room I liked the most is the one in the screenshot. I like the lighting and size, good for a duel. [b]Bot Support:[/b] No [b]New Textures:[/b] No [b]New Sounds:[/b] No

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900 downloads

Uploaded:17/09/2005

Grievous Command Ship

grievouscommandship.zip | 3.26 MB

really look like these areas, you'd get the general understanding that's what he was shooting for. Out of all this author's maps so far, this one would be my favorite. Not because it's so good, but because this one has a feel to it.. a funness about it. The map itself contains several areas such as the bridge, gun decks, the observation room and the hanger bay. It also includes vent shafts inbetween. The author definitely included more detail in this map than he has in the past, and I suggest to him to keep going in this direction. Detail as far as the little things that add ambience.. that keep rooms from looking blocky. But also detail as far as paying attention to texture placment, or to the back of monitors so they arent the same as the front. Or, stairs that kinda float in air because theres no visible supports. And while your elevators work great, maybe add some more to them so there not just a block of metal that comes when ur near. Those type things. Ok, enough lecturing lol. I have said this already once today, and I'll say it again. Keep at it, cuz I get the feeling your maps will be very good with alittle more experience. To everyone else, it's worth a look. new textures: no bots: no New music: no ~LK~

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896 downloads

Uploaded:03/12/2008

(>XT

xt_clan_map_v3.zip | 15.44 MB

anyway! So it is always both amazing and encouraging to see clan maps like this for JK2, as it shows that not only do people still play the game and make maps for it, but there are also still active clans around too, which I think is great! This clan map has all the main areas that you would expect a clan map to have, plus some more unusual areas that I will come to later. There is a bar (complete with a killer surprise in the toilet – quite literally!), a hotel like building full of bedrooms, a gun battle area and a huge tower with the clan ‘council’ area at the summit. Now, onto some of the more unusual features; these include a ‘slippery tunnel’ ride that goes from the top of the huge tower all the way down to the bottom, which was rather fun. ;) Also featuring is a disco area complete with flashing multicoloured lights and a small secret battle area which the sign near it says is the JK2 version of Halo’s Blood Gulch. There is also a small Cinema! Though unfortunately there isn’t actually a movie playing. :'( That’s not all, also in the map is a huge outside area, complete with a couple of lakes, trees, and a tram that goes straight from one end to the other. There is also another fairground type ride here in a large building at one end. You go up to the top and jump down the chute and it’s like a roller coaster all the way down! I even discovered (using noclip) another tram type area, which I presume is one of the secrets. Press the use button on the control panel in the control cabin of the tram and it creates a great effect where the stars are streaming pass the windows. Kinda like it does when a ship goes to Warp Speed in Star Trek. So then, there is a lot to see and do here, but there are a fair few things I feel could do with some extra work. One issue which will be a problem for people who may want to use this map on their servers is that it is a clan map, which means of course there are a lot of clan logo’s spread around the map. These include a rather amusing poster on which Devastation says to join the (>XT

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890 downloads

Uploaded:26/07/2003

Skybase

skybase.zip | 868.57 KB

nothing that really ties these many rooms together. In one room, you find yourself surrounded by large boxes - which might prove fun to duel in a few times. The next room I moved onto was so dark, I could barely find the floor. And considering the sky textures didn\'t match, I felt like I was looking at a painting of a planet. =/ The area with the yellowish fog and the giant wall with a slope was an interesting place and would be good for a decent sized FFA. I\'ll let the screenshots speak for the rest of the rooms. It\'s an interesting concept, but it\'s been done before. And without some visual appeal, this map proves to be very boring. It doesn\'t even seem as if the flow of an FFA was considered. When you take the stairs up, some you can climb without difficulty, others you have to jump. Grrr. The one room that would\'ve been my favorite was much too small and had a slope that you could see under (with a missing texture, to boot). When you\'re teleported into the room of water, you try looking for some way out, but really it\'s all about trial and error, so plan on dying a few times before finding the secret. For a first map, not bad, but leaves a lot to be desired. Bot Support: No New Textures: No New Music: No Game Types: FFA ~AmosMagee

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875 downloads

Uploaded:19/08/2003

{Fm} Council

fmcouncil21.zip | 4.75 MB

that everything within appears in glaring brightness; it\'s not the fact that there is a huge amount of empty space throughout the map that performs no useful purpose whatsoever other than to make the map seem bigger than it is in terms of gameplay; it\'s not even the fact that the map is absolutely riddled with error after error after error in creation, from blank brushes to uncaulked areas to every other mishap you could possibly land a finger on, even by accident. No, it\'s none of these things at all. It\'s the miserable fact the author knew about the issues, and he did absolutely nothing to fix any of them. I have neither the time nor the inclination to describe to you all every stupid little nuance of this map, so I\'ll just give you all a very quick rundown. Everything is cubic, with the exception of a few curved areas put in for no other reason than to be curved. Rooms are sickeningly textured, with unrelated textures smashed next to each other for no reason at all. Brush after brush after brush is left only partially textured or has z-fighting, so that practically no matter where you look, you\'ll see either a blank texture where there should be something, z-fighting between two overlapping textures, or simply textures missing completely. Passageways between rooms are sometimes not even tall or wide enough to traverse. And the author knew about it all. He included a little text document named \"secret areas\" in which he made that sad fact abundantly clear: after speaking of how to get down into a room from which a ventilation shaft leads off, he proceeds to explain that you can\'t actually get through the ventilation shaft, you just have to kill yourself to get out of the room. He actually playtested his map, saw his errors, and then did absolutely nothing to correct them. You know, normally I might be inclined to wish the author better luck with his future maps, but I gotta be honest, I just can\'t do that here. If he put so little effort into this map that he couldn\'t even take out the time to make sure that you could [i]walk up the stairs without having to jump every few steps[/i], then perhaps mapping just isn\'t his thing. The bottom line? This map has absolutely nothing new in it and nothing going for it that you can\'t find done abundantly better in other maps. So little effort was put into it that the only thing that disputes the concept that it was done in five minutes is its sheer size; say what you will, it\'s a damn big map with a lot of places to go. The problem? There\'s nothing fun to do in any of them. So just skim right by this map. Go download Griffinclaw\'s Jedi Council Chambers, or ShroomDuck\'s Clan [TMBJ] map. At least they\'re lit. Bot Support: No New Music: Yes New Textures: Yes Game Type: FFA - Dan \"ViperEye\" Tennant

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867 downloads

Uploaded:14/03/2003

Clan Arena

ffa_fear_arena.zip | 671.57 KB

all gorefests. Personally, I love the map. Its goin in my server rotation as soon as i can get it back up. This kind of map will make perfect for TFFA matches because it might finally convince people to spread out! - Spectrum New Textures: Yes Bot Support: No Gametypes: FFA, TFFA

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866 downloads

Uploaded:24/03/2006

KoTp HQ

kotphqv1_3.zip | 9.26 MB

I'm not convinced it does. There are two substantial problems with this map. One is the repetitive texturing, and the second is the lighting. You can probably see from the screenshots how most of the architecture looks very sharp and basic. That isn't to say it's bad - just basic, and with a severe deficiency in curves and smooth constructions; obviously a lot of room for improvement here. There is, I'll admit, the odd bit of nice detail such as the slanted pillars in the library, but overall I felt that it needed more. :( Splodge lighting is the biggest illumination problem here; that is, giant spots of light appearing from sources far too small to be emitting them, and often without a source at all, leaving giant white circles over the architecture. The areas lit by the skybox are noticeably improved, although some of the shadows still seem a little sharp. And as I mentioned previously, the texturing needs a lot of work. There's a few instances of Z-fighting, especially along the elevators made of water, (nice idea though) and various misalignment /over-repetition problems. On other occasions, the wrong texture was chosen, for example, the football pitch seems to be made from green blocks as opposed to grass. The map does have a fair bit to explore however, and I especially liked the painting room with pictures you can jump into, to get teleported to the displayed area. Mario 64 anyone? ;) Definitely something that RPG'ers might be interested in, if you're not all that bothered about eye-candy. I guess the map doesn't have that special atmosphere that I always look for in a map - it's just a bit too basic, although the music is fairly nice. But no bot support! GRAHHHHH! New Sounds: Yes New Textures: Yes Bot Support: No ~Szico VII~

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864 downloads

Uploaded:14/07/2003

Phantom Knights HQ v2

phantomknightshq2.zip | 1.3 MB

The lab looks very good and comes packed with tons of ammo and weapons for an all out free for all. Watch if you fall from the duel platform, you don’t die right away ;0. The author started planning this map when the game came out and it took him this long to get it right. I like this map this was made for people like me lots of ammo and traps. I suggest adding this to your rotation if you use weapons and like a good old slaughtering. At first I was annoyed with this map because I couldn’t get out of the bar, but playing around near the tables I opened the door. Download this map now but before you play it check out the readme :). Bot Support: Yes New Textures: No New Music: No Game Types: FFA Maddog

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863 downloads

Uploaded:09/08/2005

Doom Episode 1

doom.zip | 2.92 MB

does bear strong resemblance... well that can be both positive and negative, considering Doom came out years ago and graphics have advanced just a little bit since then ;) So, whilst the layout of this level is faithful to the original, unfortunately, so is the retro-style look, right down to misaligned and repeating textures. I realise some of you may enjoy that oldy-feel, but for a JK3 map it just seems very bare and the lighting is quite awful in some places. There is also a lot of lighting with no sources. I did like the green radioactive waste pools, however it looks like they have been lit using a light entity instead of a shader one, which results in uneven lighting of the surface. :( I enjoyed the music at first too, a heavy-techno style - it seemed fitting of the map, although after a while it does get on your nerves and becomes repetetive. Can I also reccommend you clip your steps, there's plenty of tutorials on the subject, as you can't actually go up them without jumping! However, because of the very low amount of detail, the framerate was always at 90 or above for me, which I guess means you won't be suffering any lag, however to be honest thats one of the few positive things about this map. Is this a first map for the author? I don't know, but you should keep trying if it is, and if it's supposed to be like this.. well let's just say it isn't my style ;) Botroutes should also have been included with a map as simple to route as this, and unfortunately this will limit playability as I can't see this being on many servers. To conclude, this map is a good flashback to the beginning of 3D videogames, but by JK3 standards, falls short. New Textures: Yes New Sounds: Yes Bot Support: No ~Szico VII~

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860 downloads

Uploaded:15/03/2004

FFA Destroyer

ffadestroyer.zip | 2.85 MB

weapons for a small FFA. There are three levels, and some rooms and platforms here and there, which might work well for some dueling. I happened upon a secret room, but I have no idea how I got there. So don\'t ask me. The music is appropriate for the map and its title. Too bad there\'s no bot support - but it\'s a small thing that we can live without. In my opinion, this isn\'t the greatest map for saber only. It\'s best with guns, and for small groups. I\'d love to see what else -=NJO=-DareDevil produces. :) Bot Support: No New Textures: No New Music: Yes Game Types: FFA, TFFA ~AmosMagee

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846 downloads

Uploaded:08/01/2004

Myth's Dojo Compound

myths_dojo_compound.zip | 11.8 MB

small outside patio area and a 'clan leader' room, blocked off by a laser gate. Pity it doesn't hurt to touch it ;) Anyway, that's the basic summary. There are 2 main areas. (at least thats what I think) On one side, you can find all the clan rooms, and a few duel areas which are fairly well designed. The other half is of a similar style, but includes some more innovative design, including a very sneaky lift and some nice glass doors. Theres the odd looking texture here and there, and the carpet miraculously turns into grass at an exact line, but apart from that this I can't really fault it. Theres some decoration in most rooms,including a few plants. However, the lights are palced in such a way, that you cant tell they're green, they just look black. The lighting let's this map down in quite a few areas, but seeing as this is the v1, I hope the clan will get to work on improving this problem, and I hope to be seeing more good work in the future. As a last point, the 'endless pits' need to be a little more 'endless' they're too shallow. ;) Nice music choice as well, I really like it, even if it is Star Wars based :) New Textures: Yes Bot Support: NO New Sounds: Yes ~Szico VII~

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838 downloads

Uploaded:13/06/2003

Chopper's Colossal Arena

cca_v1.zip | 4.22 MB

sniper gun and if you fall to the ground it’s to your death (dunno why the floor is a plain texture but its instant death). The main dueling area in this map can be enclosed by glass and operated by another person in the control room. There is a bacta dispenser for all of you Jedi Plus and Jedi Academy users. This map doesn't support a lot of players, I suggested clans holding trials download this. I was going to dig into this map and go off but since it’s only the first version and I hope to see some major changesI cut it some slack. I suggest some new textures a few more pick-ups and a lighting change in the elevators. Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA Maddog

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834 downloads

Uploaded:22/12/2003

Hangar Complex 3

hc3.zip | 2.62 MB

good. Well, on to more pressing issues, I bring to you Hangar Complex 3 (hereto referred as HC3). Startana wastes no time establishing his mapping ability in this map. The structure is very detailed and fluid, the rooms aren\'t quite pointless and it feels like a Hangar alright. Complex it may be, but simplistic is the gameplay. The main room has an elevator leading to a lower fighting level, and a Lambda shuttle sitting underneath the main connection room. This room leads slickly down a hallway (with several doors branching off into tiny, useless rooms) into yet another large room. This room is my favorite room. The use of shaders and effects can\'t be denied here, as a grated walkway humbles itself around a central pylon of lightning and energy. If only you could throw someone into them...*sigh*. This is easily the best room in the entire map, since unlike the other rooms...the space is actually used and utilized well enough to keep you interested in fighting there. Leading past this room... Is another hallway, leading to other pointless rooms, with 3 elevators. The middle elevators take you to a central command center above each particular room (said rooms can be access by doors just ahead of the elevators). I\'m not sure what the point of this center is but it certainly adds to the feel that this is indeed a station. The problem lies in the rooms themselves. They are large, and they have ships in them...but nothing else. No platforms to jump around on, no crates to hide behind...the rooms, other than the ships, are virtually identical. A few suggestions I would like to add are to fill these rooms up (mind you this is an \'incomplete version\') and to make the map feel more complete. The author was wrong in losing interest in the map, as it is visually beautiful...just virtually unplayable. The third elevator takes you to the top floor, where the Star Wars theme fades and in fades the Zelda theme. On the left side of the room, you have the beautiful Master Sword model entombed in the stone; on the right side - Kyle\'s floating lightsaber. There\'s plenty of room to jump and move around up here, but again: it seems as if gameplay was not thought of when this map was made. Whether or not we\'ll see another version (hopefully for Jedi Academy, which is so much better for mapping than JK2) remains to be seen. One thing is clear: for a hangar, this map certainly needs to clear some ships and staff out and make room for playability. - Chrono New Sounds: No New Textures: Yes (new shader) Bot Support: No

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833 downloads

Uploaded:01/07/2006

FFA_StormReloaded

ffa_stormreloadedbeta.zip | 20.87 MB

It's even got ads galore to reflect this! They're even pretty and animated. ;) While this is a city map, I found it to be lacking in terms of size. Yes, it's huge if you go up, but if you like the ground, it's not that big. Okay, I'm digressing. The bottom part of the map contains a few duel areas, a nice little pub, which has some nice fog effects in it. While the effects are nice, they did effect an area outside of the pub. Other than that the pub wasn't so bad. Then further on in the map was a strip club, nothing special. Then there were the hallways. They aren't bad in and of themselves, and they lead to several duel areas. One is a solid red area with a flaming 'SR' being the exit out. Seriously, that much red is not needed. Not for that, nor for the corridor that leads to it. There are three other duel areas that can be accessed from the hallways. One you get teleported to, and it's not that bad. It's rather quite simple and nice. And how do you get out, you ask? Simple, walk away, and get teleported out. Then there are the two other areas. Simple themes, one is red and one is blue. While they look nice, I was disappointed about how the texture for the floor was used. The author just took the texture from the carbon chamber on bespin, and used that. So you have the nice floor texture, and then solid black. The author could at least have recolored it so that it was red and blue, one version for each room. Now for above the ground. There's a lot of jumping space, and lots of places for snipers. ;) So..yeah. Lots of space for jumping and sniping. In my opinion, the best part of this map is the upper levels. You can just get lost up there. (Maybe not, but it's great for hide and seek.) But, there is a lot of space for dueling, and or just general fooling around. While this is a beta map, and there are bugs, one being the hallway doors. when they open, you can see them to the side. While I admit that I would never have noticed it unless the author had told me about it, it's still a bug and should be noted. The other big thing was lighting. In the corridors while there is some light, it doesn't really reflect onto the character, and in the alleyways, there are fires, and the the light from them doesn't really go anywhere. Oh, and the fire doesn't do damage. But as I said, it's a beta version. :) But it's a nice looking beta. Bot Support: No New Textures: Yes New Models: No New Music: Yes Gametypes: FFA ~Zach

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832 downloads

Uploaded:14/09/2003

AAW Clan Map 2

aaw_clan_map2.zip | 3.82 MB

suits right where a transporter is. The map is huge and perfect for FFAs and awesome all together. There are billions of rooms I got lost a few times while running around looking at all the textures and details. It is a good-looking map with all the textures my average fps was from 60-80 around the whole map. There are many elevators that go really really slow so it might take u like 30 seconds to get onto the very top. There is all kinds of rooms there is one room that is all bamboo and you have to duel in small areas, which in my opinion really sucks. There is no new music because Reflex wanted to make it so you can choose your own music he even said how you should do it, isn’t that nice of him :). Another thing I liked was all the doors; there were glass doors, normal doors, giant doors, and transporting doors. There is even a hanger with X-Wings and one other type of ship that the word isn’t coming to my mind at the moment. There is a cemetery for either all the members that have quit that clan or just wanted to be recognized not sure which though. There was amazing detail around the whole map and the best part was new textures! There was a bar too with one pool table, a bunch of tables, and of course beer :). Now kids don’t go near the beer, but go play pool ;). There were many areas to duel and FFA and there was a place just for the council how sweet :). I tried to get bots on it and for some strange reason it just kept restarting the map :(. The map is beautiful compared to some maps. One thing I like about this map is its simple enough that it’s really fun. There were no glitches that I was able to see all the textures were included there were no things that you could walk right through a wall and so on. The map had some great things in it and because of that you would think that the fps would be horrible and thank god it wasn\'t. Overall Reflex really proved he is a really good mapper. He made the level perfect because he didn’t put tons of things in it that might lag the heck out of you and then he made the place huge. I could not find any secret areas, but I bet there are some in the map. One thing I really liked was that he brought out details and in the main ffa room there were a bunch of boxes and it reminded me so much of that video of a remix of an Elvis song where they are in those boxes dancing. Back to the point, this map had almost everything a map could use except for the bot support and no new music. This map should be given a shot for all you Aussie people :) and also the non-aussie :). I really like this map and might try to get it onto my clan server, so I suggest all of you give this map a shot because personally it’s a pretty cool map. Good Job Reflex I can’t wait to see more work from you on JK3/ JKA. -XgamerX New Sounds: No New Textures: Yes Game Types: FFA Bot Support: No

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821 downloads

Uploaded:16/09/2003

Imperial Complex

imp_complex.zip | 4.09 MB

a very nice map, very nice understanding of Radiant :). You start out in a room with a glass floor with some plumbing it looks like (I have no idea, lol) With some platforms up above everything, very nice detail by the way Lev :) Then you have two small corridors leading to a small room, very nice and suitable for a duel or two :) Very nice map! Next time don\'t call it a ffa unless it has few more rooms :) I like this map, and I will be keeping it, very nice understanding of Radiant and all, not many bugs, except this one [quote]I notice the bots get stuck in the walls sometimes[/quote] besides that, and the music, imperial march would have been awesome for this map, but instead Duel of The Fates remixed :P But still good, great job keep up the good work Leviathan! Bot Routes- Yes New Textures- No Game Types- FFA, and Duel ~ReVan~

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818 downloads

Uploaded:08/10/2002

Eathdor Streets

eathdor_streets.zip | 4.38 MB

or something but it has some blatant errors in it. For one there are brushes extending too far (and are invisible on some faces). Second you can fall off the edge of the map. Third the bottom of the map gives the HOM effect... basically there were many problems which really bring down the map. [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes

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815 downloads

Uploaded:10/07/2002

SaberDome Minimus II

ffa_sabermin2.zip | 2 MB


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809 downloads

Uploaded:18/09/2003

Revan's Cavern

revanscavern.zip | 9.11 MB

into, and a small collapsed chamber that your teleported to. Each of these rooms is connected by torch lit hallways, with Lord Of The Rings music playing in the background. The biggest problem I found in this map was the lack of bot support. I think the lack of it takes away allot, and although in some complex maps I might understand not putting it in, with a map this small it wouldn’t take much time. I also found in this map was that there were a lot of curve patches that didn’t match up completely, so light comes through from the void after you teleport. The last problem I found was that on the rocks in the rooms, the author seems to have used a rock shader instead of a texture, so they all are emitting their own light, even when everything else is dim. There is also not a lot of detail in this map, and it’s not very large. At the same time there are some really odd looking statues in some of the rooms, and the author has used a lot of curve patches, which is not seen often very. All in all this is an ok map. It does have a lot of problems, but so do most maps. If Revan can iron out the bugs, add a little more detail, and add bot support, then this would be a map worth playing. I look forward to seeing an updated version. 7/10 ~DeathBringer}> Bot Support: Yes Game types: FFA, Duel New Music: Yes New Textures: No (comes with in game textures in his own folder but nothing new from what I see)

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799 downloads

Uploaded:26/11/2002

CrawlMeeting

crawlmeeting_v1.zip | 577.5 KB

how to get inside in the readme. It is based on a currently un-named planet in a large temple. I think the atmosphere is quite good, though it can get a bit noisy with all the fire. Enjoy. -Crawlius

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796 downloads

Uploaded:14/09/2003

TCCC

tccc4.zip | 13.9 MB

which was really fun to just run in run out and such. There was something like a river flowing and then you could go into a house from there. The music matched the country club feel really nice sounding music. There is one golfing hole so you can go golfing so for all you golfers now’s your chance to show off some of your golfing skill! I didn’t see any fps problems, but when I walked into I think it was like a bar or a chapel sort of thing I was about to blind because the white just is like glaring at your eyes, which really sucks. There is bot support so there’s one plus right there. There are new textures of course :). There is new music that gave it the country club feel. One thing he forgot was a hot tub for everyone to sit and relax. Now the chapel area was really interesting its right in front of the pool so go get married with your jk2 crush, then jump in the pool for a swim :P. There were a lot of trees in one area, which seemed like it split the country club in half. There was a lot of empty space so I am guessing they did that for FFAs and duels. The golf course seemed really hard to get the thermal in the hole :(. There is even a place to relax and have a few drinks or you can sit and watch some invisible T.V. The map is really interesting with all the things you can do and for some reason the canyon part of the map reminds me of the Legend Of Zelda: Ocarina of Time, no clue why, but it does heh. The map had one weird thing that I think was a secret area when I was flying around I noticed that there was a room with a bunch of health and I have no clue how to get in so maybe you guys can find out! The gun placement is pretty good there is something like a tree house that has a sniper in it so you lie down and shoot away :). There is a small cave that you have to step on this small target and a giant stone falls on you and kills you which made me laugh all you have to do is yell ‘AVALANCE!’. * Creeps around New York ringing a bell * Overall the map is pretty good because of everything it has, it’s a perfect map for duels and FFAs. There is a lot of activity that can be done on the map, but unfortunately there are areas that have a lot of empty areas :(. I think this map can be used just for fun if you are bored and all that junk. I really think this map shouldn’t be used too much because it can get really boring after a while. It wasn’t a bad map just it wasn’t the greatest to play its more of a map to just have fun, everyone needs some fun in their life. Shadow_Lord good job on the map it was pretty interesting to run around and hit all the buttons :). -XgamerX New Sounds: Yes New Textures: Yes Bot Support: Yes Game Type: FFA

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770 downloads

Uploaded:10/07/2002

Powerstation

ffa_powerstation.zip | 553.35 KB


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759 downloads

Uploaded:18/05/2004

The Backyard Map

ffabackyard.zip | 5.06 MB

at. The textures are all bright and vibrant (the yellow slide for example). Unless I\'m mistaken the bright lighting is supposed to simulate a sunny day or something. I didn\'t care for the music...It was kinda well...not my style heh, but I guess it went with the theme of the map. The map has a pool, a bunch of slides, guns, and a viewing/sitting place off to the side. The author said there\'s a secret bar, I found it so I leave that challenge to you guys to find it heh. Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA -SanosuKe

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752 downloads

Uploaded:03/06/2005

[RF]Fallen Castle

rffallen_castle.zip | 9.08 MB

on a story line that kinda makes things more interesting. Anyhow, This map Ben states is his 3rd attempt at mapping overall. To start, this map may not be for the faint of heart! I\'m telling you, I was attacked by a mutant sadistic rabbit/Dog!! Nearly took my leg off!! Yea, I know the author says there.. whats his words.. \"poorly made goats\", and some of you may think they are just poorly made models.. but I know better! Be alert for they are evil! Ok, back to the review. This map has several areas linked together by teleports that you find. These areas seam to be specifically made for friends of his in his clan. One room creeped me out, not because of the general texturing or lighting, but that there were several detached legs laying around the room in a circle. Of course, there is a pool of sorts with acouple diving boards above and even a type of water slide for lack of better words. The design itself is fairly boxy with few bends or curves. There are a few places due to the placment of the light entities, \"bright spots\" can be seen on the floor. The tree house that he made I think was a cool idea, if it wasnt for the fact the tree is inside of the treehouse. Another things that i noticed was the shack and the pen had electronic sliding doors with sound.. just didnt seam to fit with his concept. Some of the textures are rather repeating as well. Overall, for a third map this isnt to bad. More curves and less blocky would really help for future reference, along with not allowing some of the textures to repeat. I give you credit for the teleports, force-pushes and the attempts at the models, but more attention needs to be made on the basics. Along with those things, the lighting has no source in some areas.. example, in the main area, the sky is black and the map is lit as day. This map has some cool features for a third attempt, and could be fun. -Lizardking

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751 downloads

Uploaded:02/06/2003

Death Mine

deathmine.zip | 2.36 MB

the end of the maze; I got lost so good luck getting your weapons. The author says this map would be good for hide and seek, and you know what? He is right. There isn’t a whole lot of room to fight making this map a fun map for only a few players at a time. Not a bad map just needs to be a little larger in my opinion with some more pickups, very good idea though. Bot Support: No New Textures: No New Music: No Game Types: FFA Maddog

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748 downloads

Uploaded:14/02/2007

Night City

nightcityjo.zip | 13.99 MB

construction of the map is decent, the lighting in some areas is strange. Like the interior hallway is lighted purple. That’s just weird. From the movie, and from Jedi Outcast, I thought Bespin was more of a brown and whitish city, rather than a purple one. Anyways, other than the strange purple hallway, the map was pretty decent. The weapons were placed so you could easily get them, along with ammunition. Although…there were some areas of the map that looked like I was supposed to be able to get to them, but when I jumped towards them I hit a barrier…and died. When I jump on something that looks like there’s a ledge, there should be a ledge! Not an invisible barrier! Anyways, the barriers aside, I was able to get a nice rooftop sniper position with a view of basically the entire map. Anyways, my main qualms were with the ledges being blocked. But I have some small qualms with the bot routes. I was watching the bot, and it seemed to repeat one path a few times, then move on. So that could use a little tweaking. But it’s still a pretty neat map. Bot Support: Yes New Models: No New Music: Yes Gametypes: FFA, Team FFA ~Zach

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746 downloads

Uploaded:08/04/2003

FFA Bomberman

ffa_bomberman.zip | 3.66 MB

who knows what you\'ll find! In theory, this is a great idea, however, in it\'s execution it only works for one person and not as an FFA map. There is only one spawn point, so if there\'s more than one person playing this map, you have telefrag issues. And it\'s so small and cramped that it\'s not like you can really play a real FFA there. So this is more of an SP thing. I have to admit, I had fun at first. :) And finding something behind a wall was like, a treasure hunt almost. But they ended up being useless items, like a sentry gun or a seeker drone. Not very useful when I\'m there alone. :/ So, as I said, it\'s an interesting concept, but really this is more of a one person kind of maze game. And I\'m gonna go out on a limb here and say that this was intended and this map plays a lot like the game Bomberman. ;) Bot Support: No New Textures: No Game Types: FFA ~AmosMagee

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746 downloads

Uploaded:14/03/2003

DJC Experience

ffa_djc_experience.zip | 6.02 MB

CD/Magazine shop and a weapons shop. Its complex, but my FPS held steady at maximum,(though thats probably because of my video card). I personally think this map is great, it makes good for any roleplayers around. There is only one downside to the map: in the medical bay, theres a teleportation pad that puts you within a bacta tank. There's no way out. This map would be improved if the bacta tank actually functioned as a healing tank and not as a drowning tank! - Spectrum Bot Support: No New Textures: No Gametypes: FFA

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734 downloads

Uploaded:23/02/2005

Knights Templar Clan Map

ffa_kt_place.zip | 11.74 MB

and see some castle-like structure with some mismatched textures on it. I\'m already a bit disappointed, but I remind myself that this is a clan map. So I make my way to the front door and make note of the terrible lighting. In the main room is a large platform for dueling and it\'s not exactly practical because of the lighting. Okay, let me back up for a moment. Maybe the lighting isn\'t terrible. I don\'t really know if it is or not, technically. I just know I can\'t stand it. So then I find the room with the models that really don\'t belong there. And a brick wall with a floor that just doesn\'t work together. Aha! The yellow lighted area signals there\'s a room downstairs. So I follow the really, really, really narrow staircase down to a bar. Now, why is there a screenshot of this picture of Nirvana? Nirvana is a big influence in this map. So I thought I\'d point that out. I\'d also like to point out that they\'re all smiling. Which just seems to be a contradiction to me. Grunge and happy grins. Weird. Anyway ... surprise, surprise ... bedrooms for clan members! What I love is that one guy has a heart-shaped bed in his room. LOL There\'s a room downstairs that\'s a bathroom, but it\'s quite ... celebrated, as you can see. Apparently there\'s a sound attached to it, but I didn\'t listen to it. Totally not interested. Then there\'s a huge room that\'s like, one big pool. Outside there\'s a fountain and like, some really bright grass. And nothing more, really. Maybe I missed something. Maybe there\'s something greater here that I overlooked. I don\'t think so though. On top of all of that, there\'s some z-fighting. In the readme, the authors say that if people like this map, there will be a version 2. That\'s kinda silly. I\'d say that if people don\'t like this map, you should revisit it and make a second version. And if my opinion means anything at all, get to work on that second version. Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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725 downloads

Uploaded:01/07/2006

Disco

disco.zip | 4.84 MB

also some \'extras,\' although I use that term loosely. Some are quite entertaining, but others are also a little uninspiring. The basic areas are actually quite believable, especially the bar (the mirror was a nice touch by the way) which was detailed and had some nice lighting. There weren’t sources for all the lights in here, but the lighting still looked like it was correct. The disco floor was also alright, the floor itself at least. I do think though that it’s very bare around the edges, and also perhaps more could have been done to make the architecture a bit more interesting - all the rooms in this map are fairly square, but there are hints of detail. I also especially liked the disco lights coming from the ceiling and the dynamic color changes of illumination - it worked very well on the floor. The wall textures need some work though, as I wouldn\'t have expected stony walls in a high-tech club. The other areas were less entertaining. You get there by teleport (which are labeled via various pictures placed above them) and included a long slide, access to the DJ pad (where you can open the dance floor and send dancers to their doom ;) ) and a very big flat fighting arena in the stars. The DJ pad is alright, it\'s a part of the normal map which you can get to by opening a secret door, but the slide and space duel areas are somewhat lacking, mainly because the patchwork used on the slide was totally misaligned and left gaps between the geometry, plus it looked generally ugly. The same applied to the fighting arena and the \'HOM\' room. That’s what I call a room in the map where I think the author purposely allowed the player to see the HOM effect through some walls in order to create a psychedelic effect. It didn\'t work. :( As I\'ve said, general lighting was alright, especially the changing colour effects, but there were lots of unsourced ones, and the geometry is rather basic for the most part. It also lacks bot support which is in my opinion, a disaster, ;) but It does redeem itself slightly with the music choice. Everyone will recognize it, and it\'s not a bad track for the map. New Sounds: Yes New Textures: Yes Bot Support: No ~Szico VII~

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717 downloads

Uploaded:19/12/2003

Isengard Version 2

orthancii.zip | 1.15 MB

middle of a square area covered in yavin textures. You can go inside the tower and stairs lead all the way to the top with one place to walk outside en-route. On my way up I found a hole leading outside in one corner and three places where brushes overlap (one outside spanning the height of the tower. I can see this map probably being used as a simple dueling map by a select few if you can get around the fact half of the map is untextured...unless you have the map those missing textures are in of course. Provided you don\'t expect a life-like resemblance of Isengard I don\'t see why you can go killing a few people on this map, the open area and the high tower could work. I must admit though, this one is not for me and most likely not for many people. New Sounds: No New Textures: No Bot Support: No[/quote] Anyways, I do see SOME improvement with this map if not a lot. For one I got all the textures to work (JK2 BTW it won¡¦t work in JKA), and there seems to be some¡K.trees? Ents? Blobs of gunk put in to break up the terrain. I was hoping this map would be a lot better though. See this is kind of an interest to me, as I¡¦m the lead of the Lord Of The Rings Total Conversion ( http://lotrmod.digi-phoenix.com/ ), and I was hoping for something really good. Still can¡¦t always get what ya want. Anyways, there are still a lot of problems with this map. For one, it seem EXTREAMELY blocky, like most new mappers maps do, however this is a habit you want to break ASAP. Other problems with this map include unaligned textures, and lack of detail. Oh and I couldn¡¦t get it to come up on the menu, so I had to load it through the consol. Mind you, my first map was just as bad (Maybe even worse :D) however I didn¡¦t send it in. What I advise is make a couple practice maps before you go public. Also I suggest you goto http://richdiesal.jedioutcastmaps.com/tutorials/index.html as it will explain a lot of your problems, and in general teach you how to map well. Anyways that¡¦s about it, not a bad job, just a new one, practice some, and then lets get some really good work out of you ƒº ~DeathBringer

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713 downloads

Uploaded:15/07/2003

APHQ map

aphq.zip | 3.53 MB

The only pickups I noticed where in the dueling platform area. This is a very dark map with lots of statues and fire. This is a great headquarters map with the exception of all of the buttons to get into the rooms. There are two secret areas mentioned in the readme, I didn’t search to hard but happy hunting all. I like the darkness of the map and you cant go wrong with fire. Great map but if it’s a clan headquarters why release it to the public? Anyway great job and keep on mapping. Bot Support: No New Textures: Yes New Music: No Game Types: FFA Maddog

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711 downloads

Uploaded:30/03/2003

nDn Mansion

ndn_2.zip | 3.1 MB

river with ONE bridge. It now also includes a cave behind the waterfall, a walking route towards it and multiple other fix I still think this map is a very well designed map. I love the fact that SilverRayne decided to continue making this. I hope to see more mappers who have the skill to design a large house/mansion (been trying to get one done for a month already) - Spectrum New Textures: Yes Bot Support: No Game-Types: FFA and Team FFA

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705 downloads

Uploaded:20/05/2004

Jedi Dojo

jedidojo.zip | 380.72 KB

of map. However, nothing spawned. Soooo ... yeah. The map is a decent looking dojo. Lots of light and plenty of space to move around. And while some of the details are lovely, as a whole, the map is a bit boring. It\'s just very plain. There are some areas that could\'ve used some different textures, or just something on some of the walls. Since it\'s such a small map, a little eye candy would be good. :) There\'s nothing included for this map. No bot support or new music, which is disappointing. I didn\'t find any glaring errors, so that\'s good. :) Not a bad map, Kevin. I\'m assuming it\'s your first. So get to work on your second. :) Bot Support: No New Textures: No New Music: No Game Types: FFA? Duel? ~AmosMagee

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704 downloads

Uploaded:09/09/2005

Yavin Council

yavin_council.zip | 2.2 MB

landing area, pavilian of sorts, and surrounding terrain. The stone builing is fairly small including a foyer type are which leads to another small room with statues. Off of this, are two other closet size rooms which contain all the health and shields one could ever need.Off of the building you will find yourself in the landing area. This area contains a ship and several crates. Further down, is the pavilian, and then a gate to the outside of the compound. The fps on this map in most areas seams to be pretty high. I did notice that every now and then, the fps took a nose dive to in the 20's. The structure of this map is simple in design with some detail work being done, but not a whole lot. Weapon's placement seams adequate, although I think some weapons that were put in the crates may have been clipped over, but I could be wrong. And I did not find very many noticeable errors such as z-fighting or poor texture placement/allignment. For a first map, this is fairly good. I can see this being a fun map to hang out on and to have some battles. Nice job guys.. keep at it. oh.. almost forgot. The "secret" area was pretty cool. Of course i cheated and used noclip but, you'll have that. :) ~LK~

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685 downloads

Uploaded:07/01/2009

RacecaR's RacetracK

racetrack.zip | 11.05 MB

the main menu and open up the console by pressing shift and the ~ key, then type in /set com_hunkmegs 256 and press enter. Exit and restart JK2 and then the map should work fine! Secondly; you will need to set g_speed to 1000 (default is 250 which is normal walking speed). To do this, start up the map and then open the console again and type in g_speed 1000 and then press enter. To get the walking speed back to normal type in g_speed 250 and press enter. If you don’t increase the g_speed then you wont be able to get through the full racetrack, since you need to be running very fast in order to get past certain areas.[/b] Do you want one hell of a wild ride? Well, look no further than this map! This map is absolutely and completely bananas. Its main purpose is as a kind of racetrack, hence the name. A dazzling array of pipes and tubes form the track itself and there are multiple ways to get from the starting line to the finishing line. Depending on which route you take, you will encounter different locations and quite a different experience along the way. However, as well as being a racetrack, this map is also one wild ride, possible something like being thrown outside of a ship while in hyperspace or some such experience I imagine. I mean, just look at those screenshots! Whilst some of the map uses the standard JK2 textures, for the most part the map is textured completely in dazzling psychedelic textures which give your senses quite a ride. Adding to that, the track itself twists and turns, goes up and down and round and round, sometimes completely disorientating you. This provides a very interesting and difficult environment for trying to have a race, an occasion where you really do need to know exactly where you are in relation to everything else. One particular area I want to mention, which I really liked, was the bit of the track that is ‘still under construction’. At this point you can come out of the tunnel, and walk around the outside of the tunnel, where workmen are obviously still building it. :P its cool to be able to walk around the outside and see the beams and structure holding the tunnel together. I think it is a nice contrast between the psychedelic, crazy tunnel and the more ordinary looking structure outside. There are some things that I feel could be improved upon however. One of the main things is that at certain points throughout the track it is possible to get stuck, or the areas which thrust you forwards, or upwards don’t quite work properly. In these cases you have to back step a bit and try again, which is a bit frustrating. Another thing I noticed was that the areas that have a sky don’t actually have a proper skybox. The sky texture is applied to patches to form the sky. This actually doesn’t look that bad and you don’t notice too much since you are moving through the map pretty fast. However, personally I think a proper skybox would have been good in these areas. Overall though this map is quite incredible. I wouldn’t spend too much time racing through those psychedelic tunnels though, as it may make you feel a bit queasy! :P An excellent map here though, one that I thoroughly enjoyed, and certainly haven’t seen the likes of before. If you guys fancy a wild ride, then you gotta download this map! [b]Bot Support:[/b] No [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] Yes [b]Game Types:[/b] FFA, TFFA ~Nozyspy~

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678 downloads

Uploaded:01/08/2009

Bespin Streets 2

ffa_bespin2.zip | 707.47 KB

areas and it is well balanced for an FFA map. And it is Bespin, which is to JK2 what Tatooine was to JKA, the most popular theme and location for a map. Added together all these things make a really good FFA map. So how do you improve on that? Well many people have tried over the years, FFA Bespin has been a popular map to remake and there are various versions out there. Here we have the latest work from Programmer_beta AKA DarthShoot, named FFA Bespin 2. So, how different is this to the original FFA map? Well, it is [i]very[/i] different, yet at the same time very similar. As you can see from the screenshots below, the layout is quite a lot different, but at the same time it retains the core features of the original, such as the bridges, and the style of some of the buildings. There are many new inside areas where you can do battle, but unfortunately the landing pad area has been removed, so this map is actually quite a bit smaller than the original. To be honest, I'm not sure I would call this FFA Bespin 2 since it is just too different from the original to be a sequel or successor. But, it is a cool map in its own right, with some good architecture and texturing and a good layout for the new areas. There are a few things I would like to see improved though for next time around, the main one being the size. It just feels too small and closed in compared to the original FFA Bespin, perhaps adding another area along the lines of the landing pad area in the original would be a good idea, just to open the map up a bit more. Other than that I would say just to work a little more on some of the architecture, it looks like you used brushes for some of the arches, but its better to use patches in these areas, since it gives more of the flowing lines that Bespin is renowned for. All in all though a cool map here, its nice to see a new take on an old classic! Keep up the good work mate, I look forward to seeing more from you! (Hopefully some new versions of other classic JK2 maps too! :)) [b]Bot Support:[/b] Yes [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Music:[/b] No [b]Game Types:[/b] FFA, Holocron FFA, Jedi Master ~Nozyspy~

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677 downloads

Uploaded:06/03/2003

DJC Asteroid Base Special Edition

djc_se_asteroidbase.zip | 3.79 MB

with lots of room. Also there is alot of eye candy and secrets. A fantastic map that has secret traps thall have u killing ur friends (and enemies) in no time

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673 downloads

Uploaded:06/05/2003

JOC Sith Duel

jocsithduel.zip | 763.76 KB

large for a duel, my opponent kept running away when I fought. the bright red textures are a bit blinding, but you'll get used to it. It does have bot support, and weapon placement is nice and old-fashioned; you know, like one weapon at each edge of the map. I found it the most fun with 8-16 players. But i am fond of a room full of weapon wielding psychos... a very nice map indeed. - KiLLeR_SqUiRReL

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669 downloads

Uploaded:08/06/2003

Canyon Battlement

ffa_canyon.zip | 3.58 MB

here we go. Canyon Battlement is this mapper\'s first shot at the engine, and subsequently, it\'s pretty simple. The basic layout is a throwback to the original Jedi Knight\'s Canyon Oasis, although the similarities between the two stop at that most general of comparisons. You won\'t find any water in the map, and in place of the oasis is a large piece of completely flat ground potmarked with apparently random walls and shrubs thrown in to break things up. Where the concussion rifle used to sit is now a wall that, aside from a large shadered sign reading \"SOLO,\" is empty, though beneath it is an outcropping where the rocket launcher finds its home. You\'ll find the familiar U-shaped skywalk jutting through the sky, its tiny tunnel through bare rock, and that tunnel\'s destination at an upwards ramp. Even the prox-mines are in their right places. But the sad fact is, aside from these most basic of similarities, the map is a generic starter-upper. Brushes are misaligned in many places, the map cieling is low enough to cause noggin-whapping with a solid jump from the upper level, and none of the platforms seem to have any meaning other than the fact that they vaguely resemble Oasis\'s layout. There are two areas in the map that are completely unrelated to the original, and include a boxy duel arena and a tiny cavern lit by torchlight, and whether you\'re playing either with or without weapons, one of these two areas will always remain unused. The open feel of the map lends itself to sniping, and Ash helped things out by providing a nifty sniper\'s nest that overlooks the valley. Again, it will be used sometimes, but not others, which is a slight shame, but nothing worth screaming to Mommy about. The underlining fact of the map is that it\'s mearly mediocre. Whether you\'re looking for a throwback to Canyon Oasis or an exciting gameplay experience, there are better maps out there to suit your needs. Bot Support: NO New Textures: YES New Music: YES Game Types: FFA - Dan \"ViperEye\" Tennant

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667 downloads

Uploaded:18/09/2003

Gruta

gruta1.zip | 2.72 MB

JK2Files.com...\" Wild Frenzy: \"OMG-WTF-WOW-HOLY CRAP!!! This is incredible!!!\" Calm Monotone: \"Indeed. This map may not have a lot of open areas, lighting, or all the gimmicky eye-candy that seems to possess the minds of most mappers, but it rocks the competition with ingenious terrain, unique layout, and just honest-to-goodness l337ness.\" This is an FFA map by Kaynehril, but so much more than most maps. Instead of relying on the ease of rectilinear shapes/brushes to create the environment, he has exploded with a much more realistic terrain, hearkening to Moria or some other deep cavern. What can I say, but \"Wow...\". I know I seem to keep going on and on about this, but this map has \"terrain\". What\'s the big deal?, you might say. Simply this: it\'s rare, and it\'s realistic. Take 95-98% of the maps submitted and they all follow a simple boxy shape, with maybe a few curves thrown into the walls or ceiling for diversity. And although it doesn\'t have good lighting or anything besides the fundamentals (no bot support, etc.), I still give it a 9 right off. I realize bot support for this would be incredibly hard, but with a kickin\' background soundtrack and adding CTF capabilities, this would instantly be at least a 10. Good luck with the updates, and get \'em in soon! :D Technical Data: Pros: 1. Read the review. 2. Did I mention I liked the terrain? Cons: 1. No bot support, new textures, sounds, etc. Rating: 9/10 Bot Support: No New Textures: No New Sounds/Music: No Game Types: FFA, TFFA JEDIofONE :mepimp: All screenshots were take at r_gamma 2.

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665 downloads

Uploaded:04/08/2003

Weird Water Warehouse

www.zip | 3.75 MB

said \"I think so - never testet...\" and so I did this map to look if it works. Well and than I thought it would be a nice idea to put this map online - so I did! It\'s realy no special map, I only wanted to show you the crazy idea *lol* Well, yes and there was not much work on it so don\'t blame me for the bad light outside the water ;-)[/quote] It is a tall rectangular room, filled with stair-stepping water brushes. This idea is quite peculiar. It wasn\'t that hard to move around in, but it would\'ve been nice if there was mor platforms or at least some guns. Obviously the map is still beta. It would be fun to see an update to this, a more developed map with more areas and weapons. :) Technical Data: Pros: 1. Really bizarre, but fun idea. Cons: 1. No guns, no bots, no new textures, nada. Rating: 7/10 Bot Support: No New Textures: No New Sounds/Music: Yes Game Types: FFA, Duel JEDIofONE :mepimp:

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649 downloads

Uploaded:10/07/2002

The Dome

the_dome.zip | 1.06 MB

definitely has an abandoned feel to it in the \"middle of nowhere\" ;). The doors are quite big for the player but they work so no worries. All the glass is breakable either with weapons or with sabers (except the glass at the very back). There are also \'stepping stones\' floating in space that let you go to different levels of the map. Weapons are pretty nicely scattered around as well so rather good map I think!

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639 downloads

Uploaded:10/07/2002

Der El Bahari

der_el_bahari.zip | 1.19 MB

they intend to find out. [/quote] I thought this map was a mix between some ruins and a hidden base. At the top you find a small landing area for ships while underneath you find a cozy little base. At the very bottom there is a large hole in the centre and a very Yavin feel to it. To get between the different levels there are round transporters that float up and down.

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634 downloads

Uploaded:25/09/2007

Sith Academy

sith_academy.zip | 2.11 MB

-- bedrooms, bars, lava, thrones, more bars, training areas, [i]more[/i] bars, and more lava. Did I miss anything? This maps strength is more in its content than its execution. The lighting is pretty poor, the texturing is a bit repetitive and in some places doesn\'t match that well, and the architecture is blocky. But it provides a lot of gameplay options which I know a lot of folks will enjoy. There are places that are great for fighting, but there are also places that are better suited to hanging out or role-playing. For instance the several bedrooms and the no less than [i]three[/i] cantinas. I\'m beginning to wonder if this mapper isn\'t prematurely an alcoholic... There\'s a lot of lava in this map, but I wasn\'t able to find a [i]single[/i] instance of it that wasn\'t solid. In fact in the beginning room, stepping on it won\'t even hurt you it seems. Beware, though, that this is the only room in which this is the case. You may not take a dive, but you\'ll still swim with the fishes. Indeed peril is also a necessary component of any good map -- we can\'t always rely on our friends to do the dirty work quickly enough, can we? Nothing like spelling out your own demise! Not a bad early map, overall. It\'s not all that [i]pretty[/i], but it looks fun to play in. Retain that aspect while working on aesthetics and I think you\'re well on your way to producing some good work! [b]Bot Support[/b]: No [b]New Textures[/b]: No [b]New Sounds[/b]: No [b]New Music[/b]: No ~Inyri

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621 downloads

Uploaded:02/04/2008

(>XT

xt_clan_map_2.zip | 4.99 MB

to specific personal standards as opposed to general-purpose standards. For instance, while I\'m sure this map fits the clan\'s purposes quite well, I\'m not judging by a \"good enough to use\" standard and thus see flaws which may or may not bother the clan. Biggest problem I tweaked to is visual styling. A lot of things could have been done much better, architecturally and in the way of decals. You\'ll notice much of the map consists of hollow cuboids for buildings/rooms with no specific features for variation, and that cuboids are almost exclusively used to build the map. The brush count thus is likely to be extremely low, which means the author has a lot of room to add extra detail, which I\'d advise doing. It\'s one thing to work well, but if it looks good, that\'s just double the fun. Kinda like double choc chip cookies. wink The texture usage overall is basic, but effective. The Bespin theme is used, and for all it\'s elegance, there\'s little that can really be done with said theme. What isn\'t used, it appears, is the Surface Inspector. When applying textures to surfaces that aren\'t the same size and/or angle as the texture, this tool is a mapper\'s best friend; it would have certainly fixed those doors up right. Also, the stretching on the beds in the hotel, to me it looks like the surface inspector has been used, but it\'s set the textures to incorrect proportions, resulting in a \"warp\" pattern. Lighting is mostly fine, usually rather obvious that entity lights have been used but at least they\'re sourced, but I\'m going to have to gripe at the bar - Austin Powers would probably feel right at home in there. Little too psychedelic Sixties, if ya catch my drift. embarrasment Visual stylings aside, the layout works rather well. It\'s smooth, fluid, and while it may be linear there\'s no puzzles on getting from A to B. I did like the hovertrain - func_train entities are under-used if you ask me. One thing stopping this map from being used in normal gameplay is the armory. All the pickups are located in there, which cancels out the map\'s usage for general purpose FFA gameplay, so it really is just a hangout map rather than a serious FFA map. Admittedly I chuckled at seeing a building site in the location of a not-yet-constructed area.[/quote] Now, what\'s new, you ask? Well, for starters there\'s a new building next to the construction site. Included is a swimming pool, which aside from using that horrid baseJK2 water shader, is straightforward enough. Several button-activated doors have been added on the upper level. The lighting in the bar isn\'t as psychedelic now, although it\'s still very very blue (da ba dee). The DDDR (Dance Dance Duel Room - I kid you not!) has rainbow colored disco lights, and there\'s a suicide button added in the freezer duel room. The missing texture troubles have been fixed, the cable car now has a second counterpart going on a parallel course, and various minor details have been changed. Everything else is mostly as it was before. There\'s a new secret room, too - a rather psychedelic battlefield-style area. Don\'t know if y\'all found the trampoline secret room in the last version, but there\'s now a diner there too. The private jet now has a bathroom and a minibar, as well as the Raven\'s Claw hovering nearby (you can\'t see it, though, due to the angle). The beds in the hotel rooms have been changed, and while they\'re still not perfect, they\'re much improved over the last version. Each room also now has a desk and computer. All in all a relatively decent improvement over the prior release, although there are still some issues. First and foremost are scaling issues - you can\'t fail to notice that some elements have been constructed with no thoughts given to scale. [i]HINT: Use info_player_deathmatch entities as a scaling guide, as they are roughly the same size as the player.[/i] Other than that is the lighting, it\'s all rather strong, and unsourced. Try and create sources for your light rather than just plopping entities in there; your map will look more seamless and immersive. Shader lights are also very good friends if used properly. Generally, just don\'t be afraid to experiment with your architecture and texture usage, Ruki. Experimentation breeds innovation, so breaking the mould is something we should all aim to do. If anyone has been using the prior version, upgrade. Totally. Bug fixes and added content, who can find fault? By the way, Inyri, we\'re still waiting on that Gulfstream! ~Kouen [b]Bot Routing:[/b] No [b]Custom Textures:[/b] No [b]Custom Meshes:[/b] No [b]Custom Music:[/b] No

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615 downloads

Uploaded:27/10/2002

ErM Hangar

erm_hangar.zip | 3.91 MB

some mining area below (There is an invisible floor that prevents you from going down to the mining area.. unsure if it\'s intentional or a bug). The doors at the back don\'t seem to open either (couldn\'t find any buttons and the \'use\' key wasn\'t working) but I noclipped through anyway }> This room is smaller, but again well designed. Overall not a bad map, though maybe one of you can figure out those doors?? [b]Bot Support:[/b] Yes [b]New Textures:[/b] No [b]New Sounds:[/b] Yes [b]Game Types:[/b] FFA, Duel

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598 downloads

Uploaded:26/01/2004

[JSA] Temple

jsa_temple.zip | 7.41 MB

it tho!) Texture-wise it is all well chosen and flows perfectly...texture-mapping wise it has its faults, meshes aren\'t always textured how they should be but it\'s merely a missed thing not that the mapper does not know how. Also the floor texture (the red one in particular) is over tiled, it needs stretching a bit more next time. The corridors are nicely done in this map, large so you can battle in them, skylights which are ovular and fires in the corners which I really liked as an extra nice touch. There are several rooms for dueling/fighting in that are open and well suited to battling out. I also spotted something rather worrying with the layout which may make this map go slower than it should for some players, there is no vis data in this map whatsoever, at any one time you can (vis-ually) see the rest of the map which can knock your FPS down to 30-40 even on a Geforce FX! Oh and the music is quite suited too, I didn\'t have to turn it off for a change! Bot Support:Yes New Sounds:Yes New Textures:Yes -WadeV1589-

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589 downloads

Uploaded:14/05/2003

The Mary Celeste

the_mary_celeste.zip | 3.31 MB

massacre. There is an area for eating, kitchen, bunk area and a storage area. This map is also a duel map and could also function well as an RPG map for all you role players out there. I like this map the background is very dark setting the mood to fit the story behind this boat. My only suggestions to the author are bot support and maybe a new texture or two to break things up a bit. Great work keep on mapping. Below is a link to read more about the original boat, I had to check for myself. http://www.occultopedia.com/m/mary_celeste.htm Bot Support: No New Textures: No New Music: No Game Types: FFA Maddog

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583 downloads

Uploaded:03/09/2006

Bespin FFA Map

bespinffa.zip | 255.41 KB

pretty useless system to lag on here. Oddly enough, I managed to find an error in the form of a few sparklies. Not something you'd expect to see in such a basic map. For a first map, it's OK enough. But, I'm not so sure this needed submitting. People are probably just going to whine about how "sucky first maps shouldn't be sent in", which is going to result in a staff vs members argument, then some comment lockage, and... whatever, I guess all I can advise the author to do is learn to use Radiant to it's full potential, develop their technique, and create something on a higher level. Well, I'd probably advise ditching the Q3 engine and going to an engine worth modding for, like Source, but Zach would probably strangle me for going off on a tangent. ~ Kouen [b]Bot Support:[/b] No [b]Custom Models:[/b] No [b]Custom Textures:[/b] No [b]Custom Music:[/b] No

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580 downloads

Uploaded:01/08/2003

Shadow Mansion v2

shadowmansionv2.zip | 4.39 MB

areas, an enclosed dueling area, a room with water in it (I don’t know why) and a few other rooms. The top of the mansion has a steeple and there is a crazy waterfall thing that doesn’t have much purpose either except maybe for hiding. Granted this is the authors first map there are a ton of errors that should’ve been caught, not to mention missing textures. The map has no theme and lacks any kind of natural flow making this kid of useless as well as an eye sore. This map has lots of problems like z-fighting, missing textures and a secret room that is a black box, so in my opinion this is not worth the download unless you want to give constructive criticism to the author. Nice try, better luck on your second map. [/quote] After thoroughly exploring Shadow_Lord\'s second attempt, I have to say he did improve it a bit compared to the first. Maybe just adding the missing textures is enough to say that there\'s an improvement though. I really like the idea of the map. The steeple is a nice touch, in my opinion, though I was hoping for more of a reward when I got inside it. I also have to wonder what Maddog is wondering. What\'s the point of the room of water? There are a few interesting secret areas here and there and some of the rooms are great - conceptually. The execution is what needs a bit of work. A lot of textures are overused, or used together with another texture that just seems awkward. And the overall use of certain textures just makes the map seem very bland. Unfortunately, there just isn\'t enough here in this map to keep me interested. New music was included, but I got an error when the map loaded. :/ There\'s still some z-fighting and I saw a few gaps in between walls and an HOM effect in another area. For a new mapper, maybe Shadow_Lord took on too much too quickly. This is a decent sized map and not enough attention was paid to details. But as I said before, compared to his first submission, this is definitely an improvement. Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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577 downloads

Uploaded:12/02/2004

Jedi Forces Arena 1.0 Alpha

jfarena1a.zip | 5.26 MB

well today, so I\'m going to be more compassionate than I normally would for a map like this. JF Arena is a map created for the JF clan. It is, in layout, obviously a clan map. You have your obligatory bar (in this case, a cafe), the large room with stairs that lead to several rooms with different themes and of course, a council room. Unfortunately, there seems to be an awful lot of z-fighting all over in this map. I even found one area with an HOM effect (didn\'t get a screenshot of that). So yeah, there are some issues with this map, but this is RedGuard\'s first map. There\'s bound to be issues. I\'m surprised that he\'d take on such an ambitious project for his first map. The first room I checked out looks like a field of some kind, with two goals and some stands. Then when I found the bouncy-trampoline-thingy on the side of the stairs that took me up to the platform where a rocket launcher and ammo sat in the center, it all suddenly made sense! It\'s like, rocket tennis, but more like, rocket soccer. Or something. The rockets leave black marks on the bright blue and red goals, so you\'ll know when you\'ve scored. The goalie can keep rockets away with push ... and ... very cool idea. :) The only thing about this room that bugged me, really was the stairs. Easy to bound down them, but you can\'t just run back up them. Grr. So the second room was obviously devoted to FFAing. One big area had a few guns and no obstacles whatsoever. Just frag to your heart\'s content. Below that area were two dueling platforms. One was just a regular dueling surface, while the other was a big square pool for water duels. The stairs there bugged me too. Rawr. There\'s also this little room that just didn\'t make any sense to me at all. You hop through the window and like, there\'s nothing inside. Go through the door and around a corner and you\'re back in the larger room. Hmm. The third room was a water room with one dueling platform. You have to fight fast, because you are underwater. The fourth room was simply a dojo, I think, for dueling. The lights were a bit too bright and the whole room just had a harsh look to it. Then the last room was just a place to put the transporter thingy in to the council room. Like I said, this was an ambitious project for a first-time mapper. RedGuard\'s greatest accompliment here, in my opinion, would be the rocket room. That looks like fun. This map could definitely use some improvement. The z-fighting was quite distracting in some areas and minor in other areas. The lighting always seemed too bright or too dark to me. It\'s an excellent first attempt and you can only get better with time and practice. :) Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA, TFFA ~AmosMagee

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577 downloads

Uploaded:14/03/2003

The Valley of The Jedi Tower

jeditower.zip | 343.88 KB

There are few weapon pick-ups and a good spot for dueling. This is a good first map, but is very small and there isn’t much to do. In my opinion this would’ve been better as a duel map. There are a few texture problems nothing worth mentioning and they don’t hinder game play. Keep on mapping things only get better from here on out. Bot Support: No New Textures: Some New Sounds: No Game Modes: FFA Maddog

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572 downloads

Uploaded:18/02/2004

Temple Of Apocalypse

ffakoa.zip | 5.25 MB

of this map reminds me a little of Bespin Streets. And it\'s not just the pad that gives me that feeling. The buildings, some of the textures and just the way everything is laid out. I like the simple design. It\'ll probably be good for some mindless FFAing. However, I\'m not fond of the textures used in this map. That multicolored look for the stairs bugs me. It\'s not quite tech-y, nor is it stone. It looks like it\'s trying to be marble, but it doesn\'t pull it off. And then there are these water things that run down the stairs on the sides, but the water is greenish, and it doesn\'t flow downward - so it looks a little odd. The buildings look fine, but with that natural rock texture next to it, it all just kinda clashes. Speaking of clashing, the lamps everywhere with that bluish tint look great with the peach/pink, I think, but then you turn around and there are these twirly fire thingies (I\'ve see those somewhere before, I know it) and they just don\'t work together. The author doesn\'t break the trend of mixing two themes that just don\'t work together when he added the music. It has this tribal sound to it, with like, an asian flavor and then, I swear, an 80\'s music sound here and there. I\'m so confused. I like the simplicity of the map, but I don\'t like the textures. Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA, TFFA ~AmosMagee

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560 downloads

Uploaded:17/06/2003

[Mad] Platforms

clan_mad_platforms.zip | 12.5 MB

surrounded by two sky boxes for viewing from the side, the second room has a pillar in the center that has to glass platform on them connected by glass ramps with some room to fight on the ground are, the last room is a room with three platforms connected by catwalk like paths. Not a bad first map, the last room is kind of useless in my opinion with no room for fighting. You have to keep in mind this is the first version and expect bot support and some more goodies for the second version. The main room would be good for trials and the second and third rooms would be fun to grip and throw your opponent to their deaths. Not bad keep on mapping. Bot Support: No New Textures: No (Recolored) New Music: No (DOTF) Game Types: FFA Maddog

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553 downloads

Uploaded:10/07/2002

Chron-X Inner Sanctum

cx_inner_sanctum.zip | 329.1 KB

that takes you to a glass ledge on the top of the map. There are also (glass ;)) walkways that connect the columns on the top level. If you watch closely, the \"starry\" texture used all around the map moves slowly, it looks cool in some spots :D

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550 downloads

Uploaded:13/06/2003

The Wasenshi Compound

wasenshi_compound.zip | 8.82 MB

For our example today, we\'ll be using a brand-new map called The Wasenshi Compound, designed by a new developer. He\'s made a solid first effort, make no mistake, but there are a few issues we\'ll help him work out today. Everyone ready? Okay, take out your pencils, and we\'ll begin. The first thing you\'ll notice about this map is that it is bright. Very, very bright. It\'s so bright, in fact, that unless you made note of the shadows cast by the trees and such, you wouldn\'t even realize that the author had made a lightmap at all. Had he just compiled the map unlit, the effect would have been very much the same. Unfortunately, it makes it a little hard to enjoy the map, because it feels like all the details are thrown at you in one fell swoop -- careful lighting makes things a little more relaxed, and lets you absorb a map piecemeal. The lesson here, kids, is to always use lights in moderation. You don\'t want things garish, but you also don\'t want it too dark. Find a nice middle ground. Now, the map is divided into seven primary parts. At each corner is a deep, wide cube, set underground with glass riding the ceiling so that observers can peer down at ongoing duels. It\'s a cool idea, kids, but it\'s very uninteresting. You can find a thousand other places to have identical duels, and many of them have a much more enveloping atmosphere. Lesson number two is to remember that dueling areas need something to separate them from the norm. If you have four dueling areas in one map, and they\'re all identical, things are going to get very boring very quickly. Variety is the key, kids, variety is the key. Spice up those arenas! The other three parts of the level are the central courtyard, which is populated by a huge glass dueling booth, an accessible AT-AT, and a bridge; as well as a fenced-in garden, complete with trees and seats; and a big pyramid with a pretty small interior. The garden is nice for a change of pace, but feels all too blocky and doesn\'t carry atmosphere without proper lighting -- do you all remember Lesson One? The end effect is pretty monotonous. The pyramid is probably the most visually complex area of the map, but that\'s only because it has a couple of pretty, curved archways. The central area will probably get the most attention from players, but only because it\'s very trying on the eyes. Tell me, kids, have any of you ever attempted to duel in a big glass case? It might be cool with the proper shaders on the glass, but here, it\'s quite disorienting and difficult to judge depth, which is a very, very bad thing in a first-person shooter. All of these issues combine to give you Lesson Three: Keep the map visually appealing. The last lesson today is one of consistent theme. If you are trying to create a purposefully themed map, then keep the said theme consistent throughout. While the name of this map and its background music both lend a slightly Asian feel to the level, the only object within the level itself that denotes an Asian background is the bridge. The pyramid and dueling cubes feel Egyptian, the glass case futuristic, and the AT-AT simply out of place entirely (not to mention missing textures). The end result is a feeling of disorientation, and that\'s not how you want your maps to feel, children. Now, to sum up, we\'ve covered four lessons; the first was to use lighting in moderation, the second to keep duel areas interesting and entertaining, the third to ensure maps are visually appealing, and the forth to keep consistent theming in maps where such necessities prove vital to the atmosphere. As I\'m sure you\'ve been able to conclude, the visual styling of the map has been the major factor of today\'s class work. This is so, because the map is of such type that gameplay is not inset within, but created by the players. To put it simply, kids: if you make a map that\'s gamplay-free, it better look good so that players feel comfortable creating their own fun within. Thanks for stopping by, and I’ll see you all tomorrow! The Bottom Line: The Wasenshi Compound is an overly lit and underly fun map, but it nevertheless carries marks of effort. Trees have been individually modeled (JK2 doesn\'t come with palm tree prefabs), benches individually brushed, and dueling areas individually textured (they do carry coloration differentiation). A solid amount of work went into it, but there\'s no continual pattern to the level, no overpowering theme or feel. Quite simply, it feels as though different parts of the map were created on different days when the developer had different ideas about what he wanted the map to be. The end result is disjointed, but not overly negative. It\'s just very difficult to enjoy the gameplay, and a great part of this is due to the lighting. Download if you desire, but it will probably make its way onto only a few server rotations, the mapper\'s clan’s being one of them. It\'s your choice. Bot Support: NO New Music: YES New Textures: YES Game Types: FFA - Dan \"ViperEye\" Tennant

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536 downloads

Uploaded:14/05/2003

The Room

theroom.zip | 7.85 MB

looks like a throne room. The music is very relaxing and sets the mood for hangouts or clan meetings. I really like this maps secret room very good for hanging out. My only complaint is the size of the map, but then again it is a clan head quarters how big does it really need to be? There are enough pickups if you want to wreak some havoc but will be hard with the music included. The only problem I noticed was a couple of seems in the map nothing to deter you from downloading this. Great map keep on mapping. Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA Maddog

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517 downloads

Uploaded:02/05/2003

OOJ Empire - The Ancient Castle

ooj_empire.zip | 15.94 MB

picture is shown below of the room and the general area of it. Lots of new textures added so there is two parts to install to your base folder. This map is very dark and needs better lighting in my opinion. This map killed my FPS on the games lowest possible settings. I suggest downloading this map if you are in or play against the OOJ clan, based on the large file size and its abilities to eat away your FPS. Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA Maddog

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510 downloads

Uploaded:10/07/2002

Jungle Saberz

ffa_jungle.zip | 653.63 KB

and the Bowcaster.[/quote] Medium sized FFA map. It has simple structures in 4 corners and a large platform covering the entire map. The only problem with this is that it doesn't use a skybox but a static image for the sky. It kinda spoils the map a little, but if you keep that aside, a good map for FFA!

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510 downloads

Uploaded:14/08/2002

Worship the Goddess and Kill

worship.zip | 1.31 MB

alota walking space lol). There is also a cool little arena thing. [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] No (This map can be played in Duel mode also)

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502 downloads

Uploaded:31/08/2005

Coruscant apartments

coruscantapartments.zip | 2.86 MB

the feel and look of an apartment bulding, which in some ways... it does kinda. Several elevators were used in this map so getting around you have to run back and forth down the short halls. In these levels are bedrooms, work areas, a bar of sorts, a patio, and similar type rooms to these. Now, much like the first map, there are some areas of z-fighting, textures not aligned appropriately, and afew areas where there were no textures at all leaving the grid. The readme says no new textures, but then says thanks to Starunner for some textures.. so i assume the missing items are those. The pk3 contains no texture folder so maybe it was an oversight. Other things to work on would be the doors and elevators are somewhat glitchy. This map is an improvement over his first map with new things being tried. Like I stated in the first map.. Keep at it! bot support: nope new textures: ummm maybe but you wont see them type: FFA TFFA ~LK~

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486 downloads

Uploaded:04/10/2005

KoTp HQ v1.2

kotphq.zip | 3.07 MB

contains several areas to explore, all of which are semi connected by a main courtyard area. As in most clan style maps, there is a pool, a bar of sorts, and in this one.. a disco type room... if you can locate it. Some of the areas in this map look fairly nice in my opinion with some detail and decent use of textures. The basic layout of the map was also done well with many places good for duels and general game play. In other areas though, there remains a general lack of detail that really could have made this map. simple effects like anything to keep entire walls from being flat, or large sections of floors from being empty, or keeping things in the map already from being blocky would have been nice. The lighting, while over all appropriate, does have some areas where bright spots occur with no apparent sources. The fps in this map was not problematic. Overall, this seams like it would be a fun map to play around on with others, especially a clan. I would like to see a 1.3 with some of the things i mentioned addressed though. Keep up the effort and good work. ~LK~

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477 downloads

Uploaded:21/06/2005

Wrestling Arena

wrestling_arena.zip | 8.43 MB

nice, but the rings themselves look very sharp, especially those ropes! The lighting is very stark in these two areas, its either all red or all blue, and the boxing ring is surrounded by a huge dark, empytness - where are all the spectator stands?! Anyway, the final ring is (although still not lit well) by far the easiest on the eyes, and has a cross shaped podium in it - oh and this time the ropes are made of square lava ;) Being for JK2, it probably won't find a huge audience, but you never know :) There's not much else in this map, except for large grey rooms before each of the rings, oh, and a raised block which turns out to be a teleporter. It looks very much like a first map, although I'm not sure on this, and it is quite basic, especially eh limited sky which is just er, grey lol. No bot support is another negative as well :( New Textures: Yes New Sounds: Yes Bot Support: No ~Szico VII~

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473 downloads

Uploaded:09/07/2006

Dune IX

dune_ix.zip | 9.67 MB

either the top monument area, or inside the main room. The monument area isn\'t so bad, just standard issue. The stacked monument can make for some fun dueling, but sadly, the water shader is just terrible, as is the blue aura your character gets covered in when standing near it. The bridge does look a bit odd, and the jump pads really don\'t need to be there. The wall textures are repetitive, and the lighting is very bland and bright. You\'ll find an equally simple observation room under the main platform. The plaque on the wall featuring the names of those involved is a nice touch, though. Going in one of the little side tunnels will lead you to the main room. Which, oddly enough, gave me a crippling headache, although it probably won\'t affect you so badly. The room is almost uniformly lit with red and blue, again with no sources, and despite a few nice tricks, it\'s still very basic. This room contains the only Dune reference I found in the entire map - a sign saying House Atreides above one of the doors in the blue side. Other than that, a somewhat typical room full of mysteriously levitating circular platforms, two with the Rebel logo, two with the Imperial logo, and the oh so familiar lava pit. One nice touch is the sliding floors. They don\'t work like conveyor belts as you\'d think, but you can skate across them which is sort of fun. The water shafts are made of that same horrible texture, and you can\'t really use it to traverse the level without drowning. If anyone gets stuck finding their way around, I\'ll tell you three exits from this room - the two gratings on the sides of the top level are hiding flares which teleport you to the top. Underneath the main duel platform (if you can get there), you\'ll find a flare which will warp you to the \"slippyslide\" room. Which brings me to my third paragraph. The slippy-slide room is a fun concept, but still has it\'s problems. The outsides of the pipes are transparent, and you really shouldn\'t be able to see that, but since they\'re not hidden, you can. The lighting is just as bland as in the other rooms. Still, you can have a lot of fun going down the tubes. Upon reaching the bottom, you\'ll warp back up. You can use the flare to go back. Next up is a green gunge room. Suffice to say, it doesn\'t look all that aesthetically pleasing. The platforms are far too distant to reach via jumping, and I found no other means of getting across them. Similarly, the flare to warp out is just as hard to reach. There\'s a shaft under the goo you can swim down, and it leads to a second duel room sort of like the main room - only with more slime and the ugly flourescent green lighting. The final room is a small duel room following on from the slippy-slide design philosophy, only without the slippy-slides. Now, however, the platforms you\'re supposed to duel on are slippery. The ramps and platform around these areas are invisible, so it\'s almost imposible to notice them. For global downsides, you\'re mostly confined to the main room, as the other room\'s entrances are so obscure. The music... well, let me say one thing - commercial songs are good in your Winamp playlist, maybe in-game cutscenes, but they\'re not good for BGM in maps. Let alone Mudvayne - this particular song has created an anti-atmosphere in the map. The lighting doesn\'t work - for a start, you should use light sources, not for realism but because it\'s a nice professional touch. Secondly, uniform lighting is just plain ugly. For a small area, it can be excused, but for a whole map... This map just has all the trademarks of being designed by a new mapper, and it really reflects in the map\'s life expectancy. For a redeeming feature, there\'s quite a bit of room for fun mini-games. It just doesn\'t work for the intended JK gametypes at all, though. If you see yourself playing this, you know where to download it. ~ Kouen [b]Bot Support:[/b] No [b]New Textures:[/b] Yes [b]New Models:[/b] No [b]Custom Music:[/b] Yes [b]Gametypes:[/b] Free For All

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467 downloads

Uploaded:16/03/2003

Renegade Jedi training Grounds

ffa_training.zip | 502.44 KB

are a few acid pits you could fall into. This map is a must download for those of the -=RJ=- Clan or those who play on there servers. Keep up the good work. This map is alright in my opinion considering that it is the author’s first map. Bot support and some cool music for training would make this a must have for me. I like the cross on the map nice touch. Bot Support: No New Textures: No New Sounds: No Game Modes: FFA Maddog

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462 downloads

Uploaded:05/04/2003

MCC Training

mcctraining.zip | 8.49 MB

are big enough to fight in. I did not find many alternate ways to get from place to place, so this map seems a bit linear. This means that as a hangout map it would be great, but for the every-man-for-himself type of FFA, there aren\'t many surprises. But maybe I just didn\'t find them. For something that is completely enclosed and not overly high in polys, this map killed my FPS. I run a GeForce 2 Ti with 64MB DDR, and I usually get 60 FPS a t1024x768 in Bespin Streets. This map dropped me down to 20 FPS, and I\'m not sure why. The music, combined with the chosen sky texture for the windows, sets a GREAT mood for what would otherwise be a pretty average map, but I think with enough people, the FFA possibilities are pretty good. Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA Astyanax

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461 downloads

Uploaded:01/02/2005

SilverStar\'s Jedi Academy

ffa_ssja.zip | 1.92 MB

and used ideas here. That said, there are a lot of original ideas here and they were executed well. In the first screenshot you see the main room of this Academy map. It\'s small and probably not intended for FFAing in, but it can be done. The first room is a basic Jedi dojo. The next room is the equivelent of that one room in the Jedi Academy map we all love - y\'know, the chess board like one. Finally, a more original room here. An area filled with pillars. I always wondered why no one did this. Having those large pillars as obstacles seems obvious to me in a training map. And the last room for upstairs is one that follows the same pattern of the other Academy maps, with a platform above a big grid patterned floor. All rooms have a spectators area around the room. Downstairs you\'ll find a room (think I\'ve said room enough now?) full of pillars that you jump to and fro - much like that one room in Griffinclaw\'s Jedi Council map. The lighting in this room sucks. Though that may have been intentional to make the jumping harder. The next screenshot shows a pool of water and a big bridge across it. At first I thought this was very cool, until I realized that the bridge does have glass there in the center. That was disappointing. Would\'ve been fun to try to duel on just the ledges. *shrug* My favorite room has to be this one with water underneath this grid of small platforms. That\'s gotta be fun to duel on. And then there\'s another room with some various platforms and stuff. Not a bad map, but not the best. It\'d probably be a good staple for those of you who like to add Academy maps to your server. Always nice to see JK2 files. :D Bot Support: No New Textures: No New Music: No Game Types: FFA, TFFA ~AmosMagee

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453 downloads

Uploaded:30/08/2005

Yavin Academy

yavinacademy.zip | 817.68 KB

would expect. The rooms are mostly blocky with little detail work done. While some of the textures used match up fairly well with the map this is based on, others seem out of place. There are areas of z-fighting, places where textures are not lined up, and repeating issues. I will say that one or two rooms here did seem fairly close to the original, specifically the duel room and the meeting chamber. I will say to the author to keep at it, and just ask questions as you go for help. Im looking forward to some of your maps in the future! Bot: no text: no FFA Team ~LK~

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450 downloads

Uploaded:18/07/2003

Smaug\'s Lair

smaug.zip | 2.5 MB

dwarves, a hobbit, and a wizard went on a grand adventure to reclaim the treasure. Their journey ended in this lair of darkness. \"Far over the Misty Mountains cold To dungeons deep and caverns old We must away ere break of day To seek the pale enchanted gold.\" * Cracks knuckles * Let\'s get down to it shall we? Cazor brings us a nice rendition of a dungeon (Smaug\'s Lair) complete with torches, piles of gold, and wonderful ambience set by the sound of crackling flames. He proudly presents it as both a Free-For-All and Dueling map, and the architecture supports both rather well. He shows excellent use of patch meshes (especially with barrels and pots of gold) and brush use throughout the entire level. Every inch of detail is consistent with the theme he is aiming for and I found myself hoping that I could skid down the mounds of gold. Alas, I wasn\'t able to do so. The map in itself is far too small to support Free-For-Alls larger than 6 people. Even the largest area of the map would get too crowded at 8. There\'s a few aesthetic errors in the z-fighting (that can only be found in one small remote place). One of the most frustrating things I had discovered in this map were the constricting hallways. Folks, this is by far the most awkward place to partake in battles, as the hallways are barely large enough for one player to fit through. The turns are sudden and very player-unfriendly. All in all, this map is excellent as far as theming and architecture go. I would have liked to have seen a larger area, perhaps with larger mounds of gold and other treasures to support the grand story as told above. If I were you, I would download this map simply for dueling only - as you will find the more people you cram into the tight spaces found throughout the map, the less fun it will be. New Music : No New Textures : Yes New Objects : No Bot Support: No - Chrono

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440 downloads

Uploaded:18/02/2004

Mace Windu Clan Map

mwmap.zip | 865.31 KB

there are transporters that will take you to a large dueling pad hovering in the middle of space perfect for those who prefer to duel instead of FFA. The only thing I wasn\'t sure of was whether the dueling pads were different from each other or if the transporters all take you to the same pad. It would\'ve been nice to see four different pads and a way to tell which one you\'re going to. Can you imagine how frustrating it could be trying to find a duel and you keep going to the wrong pad? Rawr. Anyway, it\'s a decent map, very simple in its design. Just large enough for a good FFA, and plenty of space on those pads for duels. Like I said, it\'d just be nice to tell where you\'re going from each transporter thingy. Also, it\'d be nice if they\'d added their own music. Good work, though. :) Bot Support: No New Textures: Yes New Music: No Game Types: FFA, TFFA, Duel ~AmosMagee

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437 downloads

Uploaded:07/08/2009

Jumpxtreme

jumpxtreme.zip | 2.46 MB

first game to allow players to jump and crouch, or so I read. Jumping then is something that is pretty integral to the JK series, and it is also something that requires quite a lot of practice to fully master. This is where this map comes in; Jumpxtreme is basically a map that has been built for the purpose of allowing you to train and practice your jumping skills. The map is made up of various areas in a linear layout designed to test your jumping abilities, kind of like an obstacle course. Once you get past the first area you have the choice to take either the easy path (though its not that easy really!) or the hard path (and believe me it is [b]very[/b] difficult) indicated by the E and H outside the entrances. Along the way you will be tested by a variety of different rooms which test how accurately, how far, and how fast you can jump. I really like the idea of training maps like this, as they help you to improve your gaming skills. However, I do think that this map needs some more work, not least because some of the challenges are just unbelievably difficult, and that's not just me being lazy. :P There are some instances where I just cannot believe that it is possible to jump that far (even using force speed), such as the one room with the wooden platforms at the end and the corridors with the missing floors. Mind you I am somewhat out of practice, so that could be the explanation. Nevertheless, constantly falling short and being teleported back to the beginning of the room got incredibly annoying after a while. Besides that though all I would suggest is to continue working on adding some more detail and also working more on the architecture of the map. Lastly the map really needs some music! Maps should never be without music unless it is for a very special reason, since the music adds so much to the feel of the map. However considering that this is the author's first map I think this is pretty impressive. Keep up the good work mate! :) If you guys need somewhere to practice your jumping skills, then this map may be an ideal choice for you! [b]Bot Support:[/b] No [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] No [b]Game Types:[/b] FFA, Duel ~Nozyspy~

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436 downloads

Uploaded:10/07/2002

FFA Closequarters

ffa_closequarters.zip | 590.12 KB


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434 downloads

Uploaded:18/04/2003

SaberDome Barathrum

barathrum.zip | 1.31 MB

in the center. There is also a door which leads to a room with powerups. Down the abyss is a pool of water with lava surrounding it. Some corridors lead you to the final room with platforms jutting out of lava. A transporter takes you back to the top. I really enjoyed this map. The abyss took me a few tries to get right (I died at least 4 times) and once I figured it out, I was able to explore the rest of the map! This looks like a great FFA map since there are so many places to battle, it won\'t get crowded. Plus, the curved spikes look really cool :) Excellent job! [b]Bot Support:[/b] Yes [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]Gametypes:[/b] FFA/Team FFA ~OmegaDir

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433 downloads

Uploaded:10/07/2002

The Grid

grid.zip | 604.99 KB

learn radiant better.[/quote] Each of the rooms are connected with tubes. Rooms are mostly square-ish in size/shape. One room is like Yavin, another Imperial, there is one with white fog and many others. Pretty cool some of the rooms are, might wanna check this out.

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432 downloads

Uploaded:19/03/2009

IKBR Headquarters

ikbr_map.rar | 2.31 MB

readme, the author mentions that this map was actually made in 2004, but he only released it now. Anyways, to the review. Before I begin, I'd like to mention that you'll need a program like [i]WinRaR[/i] to extract this .pk3 to your base folder. You can download WinRaR here: [b][url]http://www.rarlab.com/[/url][/b] This is a pretty simple clan map, but fairly creative at the same time. There is many different places to explore, such as multiple duel rooms, with four major ones on each side of the map. It actually has that feel of [i]Griffinclaw's Jedi Council[/i] if you ask me. One of the largest rooms is the great hall, which has everything you'd think of, such as a bar, the guardian statues (of course, right?), and enough space to duel if you truly wanted too. If you're into jailing the players on your server, you're in for a treat! There's multiple jail cells for storing those naughty, naughty players that are disobeying you! Doesn't that sound fun? Anyways, many of the smaller rooms, such as the three Council rooms, are close to eachother, which makes it easier to get to each of them. Around the council rooms are bedrooms I'm going to assume. It's hard to tell whether they are bedrooms, or just more council rooms. They don't have any beds though, so they probably aren't bedrooms. o_O I'd also like to mention that there are a few rooms that are unique, and branch off of the main style of the rest of the map. They seem to be duel rooms, but each of them have a different feel to them. One of them has a glass platform, with the space skybox in the background. The other room is basically a "textural" grid. The last room can only be accessed by going up one of two elevators which are directly beside eachother. Once in the room, you'll notice that it's some kind of ''fight to the death'' room. That's what I thought of it as at least. Maybe you'll have a different opinion of it. The architecture of this map will be quite familiar to most of you if you've played on maps such as [i]Griffinclaw's Jedi Council[/i], and [i]Yavin Temple[/i]. Even though the textures aren't really blended together well, I have to give the author credit for making a true effort. The columns in the great hall could of been textured differently, because they don't really go with the style of the actual hall. Also, I'd like to mention that the amount of guardian statues might be a bit ''excessive.'' There's actually more than there should be in my honest opinion. Also, some of the wall textures were used in different areas more than they should of been. I saw the same textures in multiple places, which probably isn't the best idea. It's good to have a variety of different textures throughout your map. That's only part of what makes a great, and successful map. The map music will be familiar to most of you. I'll just let you discover what it is. How about that? Overall, this is a pretty cool clan map. I like the feeling of being able to explore a map, rather than feeling claustrophobic in basic, default maps. Although, this map could use some improvements, which I've already mentioned above. All this map really needs is a textural touch-up, and more variety. Once that's done, it will improve it exponentially. Other than that, I have no other complaints. Great job on the map, and I hope to see you more from you! :) This is definitely worth a download if you're into exploration, and clan maps. [b]New Textures:[/b] Aye [b]New Sounds:[/b] Nay [b]New Music:[/b] Aye [b]Bot Routes:[/b] Nay [b]Game Types:[/b] FFA, TFFA ~Syyrax

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428 downloads

Uploaded:17/12/2005

Cortosis Mine

ffa_cortosis.zip | 1.75 MB

pleased to see a noticeable improvement in map quality from the team’s first work, although it's still far from a quality map. The setting is the first thing that kind of threw me. For a mine, it certainly looks a lot like a floating platform in space, upon which, for some odd reason, there is a pit of lava which is holding its shape in a perfect square. Odd - you'd expect it to all float off. Secondly, the music. Sure it works alright for a single-player level, but it's just not active enough for multiplayer, and It kind of dulls down the atmosphere. Having said that however, I did think the mine section and the 'terrain' was done reasonably well. Nothing ambitious, and it doesn't look brilliant, but it does work, albeit a bit 'boxy.' The areas where this map really falls down is in the lighting and texturing. The amount of lights without a source, or a source but without a light texture, were very numerable. The shadow casting in the outside areas also seemed a bit weird, considering there was no light source in the skybox that I could see. Z-fighting is also a huge problem in this map, especially around opening doors - and there’s a fair amount of texture misalignment as well. Overall though, for a second attempt at mapping, it isn't a bad effort - I can see bigger amounts of detail around and better texture usage. Sure, the lava doesn't glow like it should, and it's still very boxy, but there's definitely been an improvement. I expect to see bot support and a working levelshot next time though! ;) New Textures: No New Sounds: No Bot Support: No ~Szico VII~

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425 downloads

Uploaded:02/08/2004

Yavin RPG *Final*

yavinrpg.zip | 12.49 MB

quite a bit. Also, he's rearranged the buildings somewhat, making for a better playing experience. As always with Worr's maps, the detail work is excellent, the colors are bright, and and the variety of novelties to check out in this map is great. Bot Support: Yes New Textures: Yes Game Types: FFA, TFFA, Duel Astyanax

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423 downloads

Uploaded:18/11/2002

Four

four_ffa.zip | 1.27 MB

you end back up at one. I would have liked if the author added some central room where all of the arenas could be linked together, tht way if there\'s a big battle going on in arena 3, someone in arena 1 wouldn\'t have to spend all that time getting there. Have fun with this map guys, it\'s a fun one!

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419 downloads

Uploaded:10/07/2002

Mock Arena

jk2_mock-arena.zip | 829.93 KB

which take you in dark cave-like areas which have ammo and armor. This map should lead to some interesting FFA's :)

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412 downloads

Uploaded:08/07/2006

Chaos Realm

chaos_realm.zip | 8.12 MB

shadowing going on that just makes it look very cool to me. Unfortunately, that isn't enough to merit a good rating, but it's nice to see something a little bit different! :D I have to say, that the duel pad here is a nice little area. It is made from alternating floor squares, with gaps in between, which makes for some very interesting duelling. I also really liked the music, it got me so pumped up to go and slay some people with my lightsaber, like lambs to the slaughter...and uh, what was I saying again? Hehe, anyway, my point is, that I just enjoyed the change in flow. The shadowing, as Ive already mentioned, is very random looking and funky, but the lighting is a little off, because there are some splodges on the ceiling with no sources. The indoor areas are the poorer sections of this map which look as though they've had much less effort put into them. Some are basically your beginners box-room, which isn't very appealing, and you've got the proverbial repeating texture in various areas such as the large walkway around the border of the map. Furthermore, the lack of bot support leads to a certain amount of depression for me, which is a bad thing, especially as it really isn't hard to do. So, what I'm saying is: This map isn't technically good, but it is...different. If you like the look of it I suggest you check it out - and to the author, work on your technical skills, and then maybe you can turn this from a map with a difference into a great map with a difference. New Sounds; Yes New Textures: Yes Bot Support: No ~Szico VII~

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401 downloads

Uploaded:06/08/2004

LoW Academy

lowacademy.zip | 2.05 MB

some good points about it. For example, I didn\'t see any glaring errors. There\'s some interesting lighting here and there. And it\'s rare to see new mappers add bot support, so that\'s a nice addition. As for the gameplay, I dunno. Maybe I should\'ve added a few bots to see how that would go. I don\'t think for a sabers only server, though, that it would be all that entertaining. The map uses boring textures and the layout is ... I dunno ... I just don\'t like it. The one area I do like is the jail cell thingy. That\'s kinda cool. But the rooms all seem a little too cramped. Like the walls are too close and the ceiling is too low. Anyway, it\'s not a bad map, just not a map I would really want to play. Download it and try it for yourself. Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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401 downloads

Uploaded:13/04/2006

Talons No Force ~ Temple

tnf_temple.zip | 10.77 MB

For a first map it's actually pretty good... however as with all first maps there are lots of things to work on. First of all it's a clan map, so there's really no overall theme to it or anything to tie it together. That's the general problem with clan maps... Secondly, not a single light entity that I could find had a source, so there are lots of randomly placed "light blobs" as I light to refer to them The texturing was inconsistent and the lighting throughout the map is poor so everything looks really bright. There are also random pictures on the walls throughout the map - generally of the clan members and their interests I'm guessing. All the guys will be happy about that because apparently one member of the clan likes cars, and at least [i]two[/i] like women. Sorry, no nudity. Thankfully... While the map itself is kind of visually ugly, it includes a lot of interesting features I wouldn't expect from a first-time mapper, including several types of doors (including kind of a 'trap' door), some fire effects, water passageways, and even a water slide. Reminded me of the Slip'n'Slide from my youth. It's obvious this mapper already has his foot in the door and more practice and constructive criticism from his peers will go a long way to improving his mapping, so nice first attempt and I hope to see more from you! New Textures: Yes New Models: No New Music: Yes Bot Support: No ~Inyri

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401 downloads

Uploaded:24/03/2003

DMF-Clanmap V1

ffa_dmf_v1.zip | 15.05 MB

to grab a shot of Bespin Brandy and a bite to eat. Then upstairs are quite a few rooms that seem to be the offices of the clan leaders. Each room has a little bit of the owner's personality in them that makes them unique. There are also a few places to duel outside. While this map is well-designed and it seems the author didn't forget a thing - he must've forgotten those whose puters can't handle such a detailed map. =/ My fps was constantly at 15 fps, and even dropped to 5! EEP! Then again, my computer sucks. ;) In spite of my low fps, I liked this map. There was a lot of work put into a lot of details. Could be a great map for some RPing, even. Bot Support: No New Textures: Yes Game Types: FFA ~AmosMagee

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401 downloads

Uploaded:03/10/2002

The Garbage Smasher

garbage_smasher.zip | 1.1 MB

red and blue dots flying all over the place. I'm not sure what they are but they look cool ;). Though be warned, they can sometimes push you off the edge of the map but no worries becauseif you fall down you get teleported back to the top. The second level has two circular arenas and a small box-room with a number of weapons, but inside the room is a trigger which can kill you... only trouble is I can't figure out how the trigger is set off :p [b]Bot Support:[/b] No [b]New Textures:[/b] Yes [b]New Sounds:[/b] No

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398 downloads

Uploaded:09/06/2008

JK2 Stadium

jk2_estadio.zip | 1.27 MB

You could use it for a full on FFA, or a TFFA. You could use it for clan purposes, perhaps as a tournament ground, or use it as a place where you test your members to see if they are ready to progress to the next ‘rank’ in the clan. Or you could also use it with some of the mod’s out there, which allow you to ‘kick’ a ball (or C-3PO’s head!) into the opposing teams goals. The stadium contains plenty of seating space, so you have plenty of room to find the best spot. The area in the middle is [i]huge[/i] and at one side of the ‘pitch’ there are a selection of buttons which change various things on the map. There was one that changed the surface texture into a tiled texture, and even better, one that changed the surface into a football pitch. And that is football as in [i]proper[/i] football (i.e ‘soccer’), not American Football, which is actually descended from the game of Rugby. :P The architecture is simple, but well made, and the texturing is also good. There are some areas I feel could be improved or expanded upon however. One is that on each side of the stadium are a series of windows. I was hoping these were going to be like VIP or commentary boxes, allowing you a better view of the action, but unfortunately there is nothing in them, and there is also no way of getting in them. I think it would be cool to add some rooms in there that people could go and explore, and also use to get a better view of the action. Secondly, where the selection of buttons were to change things in the map, there were several that I couldn’t figure out what they were for. A couple appeared to put up invisible barriers, and one seemed to make the floor slippery. I think it would be good if there were some signs or labels put next to these buttons, to tell you what each one does. All in all though a pretty well made and very useful map here. I would definitely recommend this to clans or people interested in having a big TFFA. Keep up the good work MageC! :) [b]Bot Support:[/b] No [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] No [b]Game Types:[/b] FFA ~Nozyspy~

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390 downloads

Uploaded:09/03/2005

CFF Training

cff_training.zip | 6.07 MB

standard to get a popular download rating, but to each his own. Saying that, for a first map it isn't horriffic. Despite its extremely small size and ugly drop off on the outside areas where the sky hits the land and you can see down where it looks... well, wrong, its alright. :) So theres a few trees outside, and 3 rooms inside with some flaming torches, water pools and very noticeably - walk-through models. This really is a must-fix If the author plands on updating this. As stated in the readme, there are a few Z-fighting bugs and the odd error here and there - the doors don't make a sounds and it won't be good for more than 6 players due to it's size but if the author can learn from it and make a better map in the future then I see no harm in downloading this map just to have a look, see how it can be improved e.t.c. There isn't a loading screen, which apparently was done purposefully - as to why, I'm not really sure but whatever ;) In conclusion, this map is evidently a piece of first work and isn't worth the download if you only want top-notch files, but have a look at it if it sparks your attention. Oh, and there's no bot support, so you'll probably be on your lonesome unless there's a server hosting it. New Sounds: Yes New Textures: No Bot Support: No ~Szico VII~

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380 downloads

Uploaded:19/03/2009

Council Room Duel

councilroom2.zip | 6.27 MB

somewhat simple, but at the same time, it's enough to keep the map from looking bare. Now, since council rooms as maps tend to be boring to non-council members, SniperTheSpy has added a few things to help. There is plenty of room to fight outside the center. In fact, there's plenty of room to fight on the table while council is in session. There may even be room on the table for a small FFA with council still in session. There are a few secrets hidden around the map as well. One of them leads up to the roof so you can drop rocks- I mean, SPY on the council. In the way of improvements, I would say add some more eye candy around the place and expand out with some more rooms. There are also a few stretched textures that can be quickly dealt with. This isn't a bad start at all. Develop some solid techniques and keep going. I'd like to see more, myself. ~Dretzel

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376 downloads

Uploaded:16/03/2003

Darena2

darena2.zip | 943.24 KB

area. The author tried to keep the FPS high and says that there isn’t too much to look at. To get this map to work you must type map darena2 into the console. There are a lot of textures that are missing making this map seem rushed and incomplete. I like the little touch of adding the blinking light above some of the doors, but can be a bit taxing on your eyes. If I was the author I would add some brushes, some more textures, some more pick-ups and some music to make this a top ten download. Keep up the good work. Bot Support: No New Textures: No New Sounds: No Game Modes: FFA Maddog

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372 downloads

Uploaded:09/08/2005

Sector A10 [Coliseum]

a10coliseum.zip | 4.63 MB

center dueling platform, and an area best described as a cantina. There is also an elevator that takes you down to a room that appears was used for experimentation or toture (table with handcuffs on it). The map itself maybe alittle to small for a large FFA, but would be very nice for dueling. The overall texturing looks fairly good with the exception of the small hallways off of the dueling area. Parts of them look nice, but other parts look bland. The elevator itself, while functioning properly, needs adjusted to be slower. Also, it would have been nice to see the hovering lights in the dueling area move alittle for effect, but thats just me. The map as I said is a pretty little map where afew duels might be fun to have. If you operate a duel server, you might like to check this out. ~LK~

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371 downloads

Uploaded:07/12/2010

Deathrun

deathrun.rar | 118.16 KB

the dungeon master controlling the traps, and take his place. There are 6 rules that have been suggested, though I sense some of them aren\'t entirely necessary. With all that in mind, what\'s the map look like? Pretty boxy and plain, actually. A large oblong box sits in the midst of a much larger box, with a spiraling path leading up to the top of the box, where one enters the box\'s interior. From there, you can see a perfect 360 degree view of the entire arena, but they can\'t see you. Use the consoles to activate all the traps that the map possesses, and watch the chaos ensue. I\'d say this is a pretty good idea. Not only will the players be fighting against each other, they\'ll be fighting against you in a struggle to avoid the traps. If people get ahead of the pack, the boxmaster will have a hell of a time trying to choose whether to slay the pack or the lead. After all, the pathway isn\'t exactly the most sturdy.... Give it a whirl, and see how it strikes you. New Textures: Nay New Music: Nay Bot Support: Nay - Averus Retruthan

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366 downloads

Uploaded:24/12/2004

FFA Tricky Trap

ffa_trickytrap.zip | 222.5 KB

author should have taken more effort and time on this map if he was originally planning to release it to the public, not much care was taken. I couldn\'t hear any music it was just silent. This concept could have been used successfully but it wasn\'t, it\'s just a big room with a switch... Oh there\'s a secret small room but that\'s all... I\'m a bit disappointed, my suggestions to the author is to take a bigger idea, make it a larger FFA map, I\'ve seen bigger duel maps than this and also take more of your time to work on it. New Music: No Bot Support: No New Textures: Yes (one) Gametypes: FFA -Rink

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363 downloads

Uploaded:29/08/2006

ORbian Soccer

orbian_soccer.zip | 15.32 MB

this map is that of a space-age soccer stadium. Or rather, two mini soccer stadiums off to each side. There\'s also an indoor area, if you can find it, but let\'s look at the stadiums first, since that\'s the distinguishing feature. This little mini-game is a hell of a lot of fun with 3v3. [quote]ORBIAN SOCCER RULES: The field\'s are designed for 1 v 1 but i\'m sure you could play small teams. It\'s push/pull/kick only and one side, the red for example tries to get the opposite team(blue) into the red goal. The blue team then tries to do the opposite. There are scoring machines on the side of the field to keep track and teleporter functions in the goals so you know for sure when score a goal. [/quote] Other than that, it\'s pretty much WYSIWYG. Very simplistic, but hey, it\'s a goddamned mini-game area. What more do ya want? The inside kinda reminded me of UT, actually. You\'ll find some guns dotted around, and you\'ve got plenty of space for some fragging. So, go crazy. As with any map, I found a few problematic things. For starters, the texture in the warp tunnel - kinda nauseating in a dark room. Secondly, some walls and the skybox often show some z-fighting with what looks like a blue neon texture. Thirdly, some entities occasionally decided that they didn\'t want to work unless the map was restarted. I didn\'t agree with the choice of skybox, either, considering the design theme of the whole map. This one\'s a pretty small map, but still not a bad one at all. I just wish some bot routing was included for some guns action. Either way, if you like mini game maps, this is one for the collection. ~ Kouen [b]Bot Routing:[/b] No [b]Custom Textures:[/b] Yes [b]Custom Models:[/b] No [b]Custom Music:[/b] Yes

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355 downloads

Uploaded:07/02/2004

Calixer

calixer.zip | 3.37 MB

lots of cool moving stuff. That part I liked. The FPS wasn\'t bad, this is probably due to its small size and lots of walls in that space so it doesn\'t draw a lot of the map at one time. The music is pretty cool, I thought it wasn\'t to bad for the style of the map, which to me seemed very industrial or something along those lines. Now for the more technical aspects of this map. First the lighting. I didn\'t like it. Multi-colored and huge spots everywhere with no source, for most mappers this is a no no because they like at least that much realism in maps. But other than the lighting there\'s not much really wrong with this map. I would like it to look a little less blocky and multi-colored...but maybe that\'s just me. There is however no bot support, so any bots you would like to play with will do nothing but jump around so you can\'t have real bot fights. Other than that it doesn\'t look to bad. I say we can expect some pretty cool things from this mapper in the future. Bot Support: No New Textures: No New Music: Yes Gametypes: FFA Duel SanosuKe

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349 downloads

Uploaded:27/06/2005

Court Room

ffa_court_room.zip | 1.1 MB

want to come outside , you have to jump out . there are 3 seats for the judges. an elevator to go up. the prison cells true to their name have only one way switches , careful if you remain more than 5 seconds in them you are trapped!!! and adjescent to the prison cell there is a huge hall way it is empty . on the whole i should say it is an average map.If it is a first time map then it is alright , there is a lot of clashing between the doors, the switches seem to move with the door. Some of the models seem to hang in mid air . There is definitely some room from improvement . elros

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347 downloads

Uploaded:18/09/2003

Rooms of Doom

rooms.zip.zip | 879.41 KB

good idea. So be happy. :) Unfortunately......This map has so much z-fighting, texture errors, skybox overlaps, and poor layout that first impressions are destroyed by one of disbelieving horror. Dual doors aren\'t scripted to open simultaenously, and they z-fight with the frames. Some rooms have abundance of repeating white \"textures,\" while others have curves that don\'t have caps, creating disappearing brushes. This map is still in early beta. I\'d suggest some serious work on these problems and correcting the little issues like mismatched textures, pointless brushes, etc. I\'ve seen your other maps, and I know you can do it, you just need to be patient and take time to do it right. Take a look at ViperEye\'s review here, and apply what he says to mapping. If you wouldn\'t donwload it, why ask someone else to? Technical Data: Pros: 1. Creative thinking behind the work. Cons: 1. -_- Rating: 3/10 Bot Support: No New Textures: Yes New Sounds/Music: No Game Types: Duel, FFA JEDIofONE :mepimp:

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340 downloads

Uploaded:04/02/2006

Quidtich

quidtich.zip | 505.63 KB

the arena is just good enough for a small FFA, but really, that's about the limits of this maps playability. However, the author has changed the gravity in this map to allow for players to move around as if they were playing quidditch, which was actually quite innovative. However, I kind of grimaced when I saw the 'balls.' There's a red block in mid-air, in front of one goals, and a blue in front of the other. Oh, and a white/grey one in the middle. They don't appear to do anything either, they just sit there. The author has fallen into the horrifying trap of actually placing textures for his sky, rather than using the sky shader, and consequently, the sky doesn't really look like a sky at all, more like the pink-fuzzy thing of death. Oh, and I didn't find a single light source for any of the lights he placed, which goes extremely well with the extremely over-stretched texture used for the quidditch arena floor! [/endsarcasm] ;) Well, that's about it. The stadium around it doesn't look bad as such, but it's just boring, and far too under-scaled. No bot support, no ambient noises, no music in the background, nada. At least there's a levelshot. New Sounds: No New Textures: Yes Bot Support: No ~Szico VII~

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336 downloads

Uploaded:05/08/2005

Fy-Hq

fyhq.zip | 3.6 MB

time to time), but I can remember the days (the good old days) when I used to play a lot on FFA and CTF servers on JK2. I used to love the gun battles n' stuff, great fun. Well, the good news is, if you're a fan of gun battles like I am, that this is an excellent map for a gun battle! There's plenty of good places to do battle with your E11 or Imperial Repeater, like behind the crates (which there are ALOT of) through passageways and over bridges. Best of all though, there are these little moving platforms that hover through the "streets" in the map, it would be really cool to hop on there with your blaster! :D There's also some good spots for sniping, like the large platform that is in the sky. The buildings adjoined to the platform would also be a good place for a gun battle (the windows there aren't breakable, but if they were made to be breakable it would be a good place for sniping on people down below) :) Overall the weapon placing in the map isn't too bad, there's a decent selection of weapons, and they are well spread out. Health and Shields could do with being a bit more spread out though, and ammo placement seems a bit too random. All in all the map isn't too bad, there are one or two places where the structure of the map could be improved (like the ramps that take you up to the area where he buildings are), and some of the textures could be changed, like the texture with the squares on that is on the bridges, caus it looks a bit weird :S. Most of all it could do with some bot support, then you can blast bots instead of trying to get people on a server (if your lazy like me that is :P). Not a bad map here, if you like gun battles then you might like this ;) Personally I would love to see a v2 of this. Its certainly inspired me to make another gun battle map! ;) Bot Support: No New Textures: No New Sounds: No New Music: Yes Game Types: FFA, TFFA, H-FFA, Jedi Master ~Nozyspy~

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335 downloads

Uploaded:10/07/2002

Infiltrate

ffa_infiltrate.zip | 2.22 MB


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333 downloads

Uploaded:20/09/2003

Metal Factory

metalfactory2.zip | 769.02 KB

attempting to get to the top of the giant, fan-filled tower, everyone who plays this map should have something to duel. The central point of the map is a giant silo-type tower. At your feet is a fan, underneath which is a special dueling room with a few surprises. Above are 80,000 giant fans, spinning in sync, ready to slice and dice anyone who comes near them. Well, maybe not 80,000, but there are a bunch of them. Circumventing the interior of this column are small platforms. These platforms lead to, guess where, the top. I can’t get to the top. The huge fans are much to crafty for me and they knock me off every time. But I feel this is a nice touch to what could be a rather bleak map. The dueling area below the main floor is actually some type of mold. In the center of this floating platform is a vat of lava or melted metal. Whatever it is, it burns if you touch it, so stay away. Since it’s right smack in the center of the platform and small streams of the vicious liquid run toward the edges of the floor, it really adds that extra bit of challenged that could either make or break anybody’s duel. I really like that. One nice touch in this room is the author’s creation of a viewing area through the use of an item that would normally be there. It makes more sense to incorporate part of a metal factory then to just randomly have some strange platform floating in the room. I can really see that some thought was put into this piece. Even though it’s a little small for a large FFA, I think the map has enough room to accommodate maybe 10 people or so. Any more than that and I think there may be some population issues, especially if people start spawning on top of each other. My only suggestion would be to perhaps make the map a little larger and add a couple more rooms. Having only two rooms and a giant tower of fans really isn’t sufficient for a good FFA map. It’s a good job, but I can’t wait to see more. - Daku New Sounds: No New Textures: No Bot Support: No

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328 downloads

Uploaded:04/01/2003

LoM (LAPT) Clan Map

latp.zip | 8.73 MB

for each duel pad, and a really cool looking green rocky area under the main room. There's also a weird little room that's a bar... Really cool map besides the loads of z-fighting. I give it a 5.5-6/10 -Worr Sonn

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328 downloads

Uploaded:24/11/2009

ATS Map clan

ats_zoned_v1.zip | 7.68 MB

map is sectioned off - there are a few dueling rooms, a hagnar intended for FFA, four arenas intended for contests/tournaments, a bar and a council area. Everything is plainly decorated, with good use of models to spruce things up. The lighting is a little plain, and the walls are bare in some areas, especially the four tournament chambers, but overall, it's actually thought out pretty well. There were no huge bugs or glitches, either - brushwork was simple, but matched up where it needed to. The textures in the bar and the council room were missing...definitely needs fixed. So, why am I going so light on the negatives? The author says this is their first map. And I have to admit, this is not bad for a first time - now, with some refining of the nitty gritty details and expanding on existing ideas, I think the full potential could be brought out. New textures: [b]Yes[/b] New sounds: [b]No[/b] New music: [b]No[/b] New models: [b]No[/b] ~Dretzel [i]P.S. - You don't need to include screenshots in the zip...especially not in two locations. ;)[/i]

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326 downloads

Uploaded:03/09/2008

>< Platforms

wop_platforms.zip | 8.79 MB

time, to be honest. When I saw the screenshots, I was actually impressed, just because it was a damned valiant effort. Essentially, the map models off of a floating island theme similar to the JKA Map [file="24867"]DKS Forest.[/file] However, this map is pretty much wasted in its efforts because there's enough trouble here to render itself dwarfed by comparison in this reviewer's eyes =_o SO, what's wrong with it, Averus? Well: - Each island's textures are bland and repetitive, with not even a moderate suggestion that there's actual grass there. - Each island's foliage is unclipped, so have fun walking through them. This may have been to help performance, but seeing as I forget if clipping affects performance(and all the other mappers I know are disposed of at the moment,) I guess I can't confirm it yet. - Lighting was completely unrealistic and downright ugly. - Music doesn't function, but was included anyway, thus jacking the file size up unnecessarily. - Some of the stalactites on the islands weren't connected properly, so you could see through them at a certain angle. - Falling with 100 HP wouldn't kill you, as it was expected the drop would have killed you. Little known fact that after a certain height, if you fall with 100 HP, you will remain with 4 HP, regardless of the height after you reach that point. You could fall off the empire state building and survive. As such, if you do manage that glorious fall, you'll have to kill yourself to continue playing. Probably would have been better to kill all that superfluous space and just put a fall trigger there. Well, besides all that, I guess I would label the map as "okay." It's not very exciting to play after all is said and done. I can't see it being very good for finding other people either, as there's pretty much a bunch of teleport options to go to different islands. Meh, it was worth the effort. Now ya just need to start the improvement phase. Good luck to ye, lad. New Textures: Nay New Music: Nay(Non-functioning) Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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326 downloads

Uploaded:23/06/2005

Llama's Hangout

llamashangout.zip | 8.19 MB

the FFA arena, the training section, the bar e.t.c. Now don't get me wrong, I do think this map is well inspired, and the areas have been crafted with fun in mind - either that or he was trying to kill inadept JKA players with his annoying assault course grrr. It took me oh, a whole 10 minutes to get past it. Never again lol. :( However, it is somewhat buggy and evidently there's room for a lot of improvement :) The lighting used in this level wasn't a very bright idea (No pun intended) in most of the areas, especially the outside FFA square and the training course, as the bright purple and yellows clash somewhat nastily, and the green light outside doesn't seem very natural-looking. Having said that however, the shadows and things aren't bad, and it's always bright enough to see what you are doing :) The thing the author really needs to improve on though is his detail. An empty room is bad, but an empty room stuffed with random boxes and a few gun emplacements kind of looks like the author had no other idea as to what to put there. Additionally, you need to work on your -vis and areaportalling, as when you jump high enough in the FFA section (don't worry about finding it, it has a giant FFA sign engraved onto the wall ;) ) you can see through the skybox and inside to the rest of the level. Areaportaling will cut this off, or the use of the anti-portal brush should sort this out (Although I'm not sure the antiportal brush exists in JK2.) The teleporters weren't bad, but the rotating bead/light effect used could be vastly improved, and I think it really needs a glow effect on it! Also, the bar area was somewhat lacking in detail, and it was very erm.. blue. Texture work was a little bit strange here and there, most noticeably outside, plus there was a very random room with the bespin skybox which didn't seem to have any purpose. Unfortunately, there's no bot support nor new sounds, and the level feels a bit bland without some musical ambiance to fill it up :(. Despite this, it isn't a bad map, it's just limited in quite a few areas. If the author keeps at it I'm sure he will surpass this with his next work, good luck :) New Textures: Yes New Sounds: No Bot Support: No ~Szico VII~

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323 downloads

Uploaded:01/02/2005

Peacekeepers Clan Map

pk.zip | 2.54 MB

really wrong with this map, save a few errors here and there. But there\'s only one thing about this map that really makes it stand out. If you like guns FFAs, then you might find the last screenshot interesting. It\'s a room FULL of cargo boxes. And weapons. And ammo. And tons of places to duck, take cover, sneak up behind someone and kill them. This would be a GREAT place for a guns FFA. Unfortunately, no other areas in this map really made an impression on me. But it is a clan map, so that\'s okay. :) It\'s for the Peacekeepers clan, so if they\'re happy with it, I can be, too. Bot Support: No New Textures: Yes New Music: No Game Types: FFA ~AmosMagee

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323 downloads

Uploaded:04/03/2004

Roof Barny v1.0

roofbarny.zip | 868.85 KB

it\'s bigger. And I suppose that\'s one of my issues with this map. Roof Barny - no idea what that means. Kinda like this pulled from the readme: [quote]And then some rooms to have a reet good barny :))[/quote] Yeah, no clue what that means. Anyway, it\'s an interesting map, to say the least. I do like that the author played around with different colored lights, but it\'s a bit too much. And the map is a bit darker than my screenshots show. As I mentioned before, the landing pads are big here - too big. I feel like I kinda get lost on them out there. There\'s a bit of z-fighting, but it\'s so minor, and only in one area that I found. I tried to take screenshots using spectator mode, but that was nearly impossible. I couldn\'t go through any of the doors. :/ The textures chosesn for this map don\'t all work very well together. It\'s a big building in the middle of space, but with Yavin-esque textures? I can\'t say that the map is boring, exactly, but I can\'t say that I had much fun playing on it. Nor could I imagine adding this to a server of mine. It\'s not a bad map, just not my kind of map. It would\'ve been better had there been some new textures or new music included. It\'ll be interesting to see what other maps you\'ll submit, Wik. Bot Support: No New Textures: No New Music: No Game Types: FFA, TFFA, Duel ~AmosMagee

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321 downloads

Uploaded:03/09/2006

Galactic Get-Away

galactic_getaway.zip | 5.64 MB

the awesomeness that is Neverwinter Nights multiplayer\" :p ). Kinda reminds me of a command center or base of some sort. Anyway, all the expected rooms are here. The bar, bedrooms, hangars, prison, sparring room, and weird duel area which serves no practical purpose other than ripping off an area from the movies. So far, so predictable, right? You\'ll likely be able to guess that the texturing style is a mix of Jedi Temple and Imperial, as many maps of this kind use. You would be correct. Now, I did pick out quite a few bugs, as well as things the author probably shouldn\'t have done. Firstly, the pillows in the bedrooms. Call me a nitpicker, but I believe that if a job is worth doing, it\'s worth doing properly. Using a pure white box with inclined sides for a pillow isn\'t doing a job properly. At least use a cushion shape covered by a real fabric texture. Secondly, the doors have a habit of snapping open and snapping shut again before you have a chance to go through them. Elevators often do this too, being triggered before you have the chance to board them. When using doors, the \'wait\' entity key is your friend. Some elevators don\'t even get to their destinations when you call them to the upper level, but it\'s impossible for me to discern why without having the source file - however, the consequence of this is that the upper level with the bedrooms requires /kill to escape from. Thirdly, the hangar forcefields produce a nice little void effect. Most likely cause of this is that the author didn\'t use caulk or nodraw on every side of the brush that the player can\'t see, although another probable cause is that there\'s nothing on the other side, and the transparent forcefield shader looks out into the void. Aesthetically, the lighting isn\'t up to par, with most of it being uniform. There\'s a distinct lack of curves, and while I [i]am[/i] fully aware that not everything in life is curved, I\'m equally aware that not everything is square. Boring architecture tends to reduce a map\'s visual appeal, which can lead to people tiring of it quickly. Also, the texturing in the Imperial-ish areas doesn\'t blend in with the rest of the map\'s theme. It just cuts away into an entirely different theme, very sharply. For positives, though, there\'s quite a bit of room for a guns only match, and decent enough areas for the duelists also. The theme works quite well, aside from the abrupt break-aways. This isn\'t to say it doesn\'t need fixing still, but if you like the looks of it for FFA, or run an RP server, this one is worth checking out. ~ Kouen [b]Bot Routing:[/b] Yes [b]New Textures:[/b] Yes [b]New Models:[/b] No [b]New Music:[/b] Yes [b]Gametypes:[/b] Free For All Team Free For All Holocron FFA Jedi Master

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321 downloads

Uploaded:07/07/2005

Old Reunion

old_reunion.zip | 11.69 MB

textures used. I'm not sure where I've seen that green scaly-looking one before, but as far as floor textures go... well it's not that great. A lot of other textures used are also inappropriate for where they were placed, and this diminishes the overall wuality of the map. The lighting was alright mostly, but there were some areas where it was very dodgy, such as the outside (Well inside, but with holes in the ceiling) rocky area, where incidentally, there is also a horribel repeating texture. There were some okay areas though, like the courtyard with the four flames in each corner (the flames don't hurt you) and the maze wasn't that bad, although it wasn't very interesting. I guess I quite liked the disco-themed rooms, the vivid lighting doesn't seem out of place in theese areas ;) and the lower floor of the disco bit looks quite comfortable! Having said that, this map does have a few bugs, such as the use of the glass texture on the closing duel area - remember to caulk the sides of the glass, and most of the rooms are just cubes. However, there will always be some support for this type of map - for those who like to 'hang out' I guess.... anyways I've gone on long enough lol :) The lack of bot routing is in my opinion, a severe weakness, the new textures aren't very impressive and the teleporters aren't very obvious either. Overall I personally think it's a fairly poor map, but everyone will think differently. To the author, I advise you spent a little more time crafting your areas, add some better details, use some patches and look at other's work for inspiration. I'm sure your next effort will far surpass this one :D Oh, and please don't use that background music ever again... its soo annoying ;) New Textures: Yes New Sounds: Yes Bot Support: Yes ~Szico VII~

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319 downloads

Uploaded:13/09/2003

Old Yavin Temple

ffa_tffa_old_yavin_temple.zip | 1.84 MB

a book by it\'s titl- er ... cover. Right. Well, it\'s the same principle. Wesley Wong has created this small FFA map that looks like it might be fun to play with about half a dozen people and with guns. I do appreciate it when people make maps using textures that come with the game because that means small file size and not much of a chance for missing textures. Yay! Unfortunately, though, that also means monotony in some cases. This temple has your typical temple type textures. The lighting is sparse, but it kinda works for this map. It has a couple of deathtraps, sorta. A body of electrified water will kill you on contact, and a pit that if you fall into will also kill you instantly. Some of the weapon placement makes sense - the Repeater is placed in a hallway and the Disrupter is high on the roof of the temple. But some things, like the Sentry is on one of the pillars, the trip mines are just kinda in the middle of the floor somewhere. Meh. Just seems randomly placed. This map supports both FFA and TFFA and while it does have music, it\'s nothing new. Since there\'s no bot support, I can\'t see any reason that those who don\'t play online would download this map. It just isn\'t visually appealing enough to be worth the download. Whenever I review a map, I consider it for my own servers that I run. This is not a map I would add to my rotation. Especially since the servers I run are saber only. There\'s just not enough here to keep me or my server regs interested. On the plus side, there are no errors, just a few little mistakes here and there in the map that really aren\'t worth mentioning. According to the readme, this is the author\'s second map, so I\'d say it\'s a decent job for a beginner. :) Keep mapping, you can only get better with time. Bot Support: No New Textures: No New Music: No Game Types: FFA, TFFA ~AmosMagee

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316 downloads

Uploaded:29/06/2003

Shadow Mansion

shadowmansion.zip | 1.17 MB

why) and a few other rooms. The top of the mansion has a steeple and there is a crazy waterfall thing that doesn’t have much purpose either except maybe for hiding. Granted this is the authors first map there are a ton of errors that should’ve been caught, not to mention missing textures. The map has no theme and lacks any kind of natural flow making this kid of useless as well as an eye sore. This map has lots of problems like z-fighting, missing textures and a secret room that is a black box, so in my opinion this is not worth the download unless you want to give constructive criticism to the author. Nice try, better luck on your second map. Bot Support: No New Textures: Yes New Music: No Game Types: FFA Maddog

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316 downloads

Uploaded:02/12/2005

HydroBotBall

hydrobotball.zip | 5 MB

mentions something called Bot Ball in the readme, but I also don’t know what that is! :| Since I cant really comment on how the map is played with this mod, I will instead review it based on other factors such as build quality, architecture, and other things that I normally look at when I review a map. First of all, I must say that the area I spawned in was very cool, there was a nice custom stone texture on the walls, and nice deep orange lighting coming from burning torches positioned on the walls. I think the combination between the texturing, torches and lighting was very effective ;) From there I could either walk into the main area where I presume the game is played, or I could walk up a steep flight of stairs to the stadium area on top. The actual play area inside the stadium doesn’t really have much in it, other than two hoops, one at either end of the arena. How you use these in the game is still a mystery to me :S (Note to Self: I must check out this Hydroball Mod sometime:) ) The stadium area at the top of the stairs would be a good place to watch the game that takes place below, it really does have that stadium feel, and there’s plenty of seating ;) the map looks like a pretty cool place to play this Hydroball game. So well done there mate! The map also works pretty well as a general FFA map, so that’s a bonus :) However, some things that could be improved upon: There is a massive glass box around the play area, and although I can understand the practicallity of this (afterall you wouldn’t want innocent spectators falling to their deaths over the edge, after they had had one too many juri juices) it just looks a bit weird, this massive glass box. Perhaps a different glass texture would make it look better, maybe the env_glass texture from the common textures folder. I often use that, caus it looks nice and shiny :) Just remember to make sure you REALLY stretch the texture so it doesn’t repeat itself too often. You could also try adding some frames or something around the glass, so it looks like all this glass is being supported by them and isnt freestanding. One other thing you could do is maybe add some more detailing around the map. Perhaps some pipes here and there, or a few models scattered around, just to fill the map out a bit more. But besides that, a good map here mate, I hope you make a v2 of this sometime :) Bot Support: No New Textures: Yes New Sounds: No New Music: No Game Types: FFA, TFFA, H-FFA, Jedi Master ~Nozyspy~

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312 downloads

Uploaded:17/02/2006

Globetrotters Hockey Arena

gt_hockey.zip | 7.93 MB

haven't already, as the basic gameplay principle between the two remains the same. This map however, is much better than the first for a number of reasons. There are still some of the old problems from the other map, such as the lights without sources, and the texture misalignments on the pitch floor, but I'm sure by looking at the screenshots of the two you can see the improvement in this one. This is primarily due to the increased detail in this map. Whether that's due to the fact that Ice rinks are by default more interesting places to be, is up to you, but this one definitely seems much less bare, and consequently, provided a more interesting gameplay environment. I still question some of the textures used, and on the glass the image used is far too small which makes it repeat. The corridors between each entrance of the hockey arenas are also horrific - a long fall short of the standard shown in the main arena. The music is also less lively than in the practise gym, but it also fits this theme better. And of course, the ice is slippy, making the gameplay harder. Bot-routes are included here as well, which is always a positive, plus there are also some weapon spawns this time around. New Textures: Yes New Sounds: Yes Bot Support: Yes ~Szico VII~

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305 downloads

Uploaded:19/03/2003

nDn Mansion

ndn.zip | 2.86 MB

bridge. In all, this map is a very decent, well designed map. Ive been waiting for someone who would do something like this for a while. I hope to see more mappers who have the skill to design a large house/mansion (been trying to get one done for a month already) - Spectrum New Textures: Yes Bot Support: No Game-Types: FFA and Team FFA

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296 downloads

Uploaded:07/12/2011

JJ Hooka Master Temple

jjhmt.zip | 28.55 MB

leads through the mountains to the remaining areas. One, near the mountain top, which Contains a garden and pavilion. The other, a mountain plateau with a temple housing a very large sculpture of a hookah.[/quote] What can I say about this map? No really. What words can sum up how amazing this map is? I can't think of anything suitable, so instead, I am going to try and string together my own thoughts about it. I love it! If it were a woman, I'd have no chance at going out with it, but I'd still try! :p It's everything you could imagine that a secluded temple would be. It's calm, peaceful, and hidden away from the troubles of the rest of the world. Be careful though as the underground passage way is quite large, and very easy to get lost in. A bit like an unintentional map. [b]New Textures: Yep! New Sounds: Yep! New Music: Yep! (and very relaxing) Bot Routes: Yep! Game Types: Free For All, Duel[/b] (And yes, this is my first file review for JKFiles, incase anyone were wondering), -SuperSmeg

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296 downloads

Uploaded:13/06/2006

FFA_CASTLE

ffa_castle.zip | 629.78 KB

Firstly, the spawn point will drop you in facing the wall. And I literally mean "the" - I only ever spawned at one place. Second, the map won't show on the menu, because the folder containing the arena script is named wrongly. Third, the lighting is completely uniform. I'm assuming this is because the map is done on a -meta compile, because of the brightness. Fourth, there's no music. The silence is just bland. Anyway, to access this map, you'll have to use [b]/devmap ffa_castle[/b], or for an online server, you'll have to use either the map command built-in to your mod or RCON. There's really nothing more to be said. For a first map, it's OK, but by putting in more time and effort, and trying to do as much work as possible, first maps can be quite good, rather than just "bleh". My advice to the author, is to keep at it, and push your abilities further. Try new things, and for your next map, try to produce something that's at the very best of your ability. As it is, this isn't necessarily a bad map, and it makes for some good 4-6 player FFAs, so hey, give it a download if you want it. The only real downer is that I've seen it all before. ~ Kouen [b]Bot Support:[/b] No [b]New Models:[/b] No [b]New Textures:[/b] No [b]Custom Music:[/b] No [b]Gametypes:[/b] None (ARENA script broken)

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292 downloads

Uploaded:03/06/2003

JediGround\'s

jedigrounds.zip | 3.58 MB

real theme to them. There aren’t many pickups except for the one room, lots of breakable glass (Watch out for the glass walkway the bottom doesn’t break but don’t run to fast the sides and end do, I fell off the end lol). Not bad for a first map, I like all of the breakable glass gives you something to do when no one else is around. If the author were to make an update I would fix the music and add more pickups. This map would be good for hide and seek on the upper levels or a little death match in the room with the pickups. Great work keep on mapping. Bot Support: No New Textures: No New Music: Yes (Didn’t work for me got an error message) Game Types: FFA Maddog

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291 downloads

Uploaded:29/08/2003

Duelling Station

ffa_duelling_station.zip | 1.81 MB

the hangar from the end of Episode 2, suitable for both duelling or for complete mayhem (FFA). The teleport room will take you to it, and to get back walk through the launch tube in the hangar.

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287 downloads

Uploaded:04/03/2008

(>XT

xt_clan_map.zip | 4.92 MB

this map fits the clan's purposes quite well, I'm not judging by a "good enough to use" standard and thus see flaws which may or may not bother the clan. Biggest problem I tweaked to is visual styling. A lot of things could have been done much better, architecturally and in the way of decals. You'll notice much of the map consists of hollow cuboids for buildings/rooms with no specific features for variation, and that cuboids are almost exclusively used to build the map. The brush count thus is likely to be extremely low, which means the author has a [b]lot[/b] of room to add extra detail, which I'd advise doing. It's one thing to work well, but if it looks good, that's just double the fun. Kinda like double choc chip cookies. ;) The texture usage overall is basic, but effective. The Bespin theme is used, and for all it's elegance, there's little that can really be done with said theme. What isn't used, it appears, is the Surface Inspector. When applying textures to surfaces that aren't the same size and/or angle as the texture, this tool is a mapper's best friend; it would have certainly fixed those doors up right. Also, the stretching on the beds in the hotel, to me it looks like the surface inspector has been used, but it's set the textures to incorrect proportions, resulting in a "warp" pattern. Lighting is mostly fine, usually rather obvious that entity lights have been used but at least they're sourced, but I'm going to have to gripe at the bar - Austin Powers would probably feel right at home in there. Little too psychedelic Sixties, if ya catch my drift. :o Visual stylings aside, the layout works rather well. It's smooth, fluid, and while it may be linear there's no puzzles on getting from A to B. I did like the hovertrain - func_train entities are under-used if you ask me. One thing stopping this map from being used in normal gameplay is the armory. All the pickups are located in there, which cancels out the map's usage for general purpose FFA gameplay, so it really is just a hangout map rather than a serious FFA map. Admittedly I chuckled at seeing a building site in the location of a not-yet-constructed area. There's one thing that truly irritated me - these guys have their own private jet! Inyri, you have so gotta get us a Gulfstream. :p While the map has it's problems, I'm sure it's more than suitable for the clan's purposes. Much could be improved, though, and there are missing textures that really need fixing. Since there's a v2.0 on the way, I'd advise trotting off to [url=http://forums.filefront.com/star-wars-jedi-knight-series-852/]our forums[/url] for design and technical tips before pushing that one out there. While basic may be more than enough, the engine can handle far more than what's used here, and you know the saying - "Waste not, want not!" - so I'm sure our resident mappers will be more than happy to hand out some advice for you, and teach you some tips and tricks as well as do any bug bashing that may need to be handled. If you're a member of this clan, or hang out in their server occasionally, you'll probably want this map. For anyone else.... well, there's not a whole lot here if you have no link to the clan, but there's a few nice things, it'll work as a hangout for anyone else too (only having one instance of the clan tag), and hunting the secrets should keep you amused for a little while. ~ Kouen [b]Bot Routing:[/b] No [b]Custom Textures:[/b] No [b]Custom Meshes:[/b] No [b]Custom Music:[/b] No

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285 downloads

Uploaded:05/09/2006

Jiang Wei\'s Training Ground

jiang_weis_training_grounds_1.1.zip | 1.03 MB

and two streams. Blaster rifles also dot the landscape, so there\'s some good space for a basic gun FFA. There are fires all over the map, but they sadly don\'t damage you when you step on them. For the actual training area, you have twin duel pads, some things to attack, and of course some med packs. I found a couple of issues with this map. The first one is the aforementioned fire not working. The second one has to do with the water. In some places you can walk in the water without actually being effected by it. No splash sounds played, your movement wasn\'t hindered, nothing. That\'s one thing that could certainly be fixed. My last issue was the lack of music. A good map needs music. Music sets the tone of a map, and good music can make a map better. For this map it certainly would\'ve made it better, provided it was calm, and something that you would encounter while training. Bot Support: No New Models: No New Textures: Yes New Music: No Gametypes: FFA, Duel ~Zach

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275 downloads

Uploaded:29/06/2003

[GPJ] The Room

gpj_room.zip | 402.7 KB

platforms last for forty five seconds, doesn’t seem like enough time to duel or fight. This isn’t the authors first map but it is his first one he has released, so go easy on the comments and offer some suggestions. Not a bad idea with the switches, but the textures don’t match the rest of the room and the platforms don’t stay out long enough in my opinion. Not a bad map but it needs a little work but great attempt, keep on mapping Bot Support: No New Textures: No New Music: No Game Types: FFA Maddog

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275 downloads

Uploaded:15/03/2003

FFA Nolo

ffa_nolo.zip | 201.14 KB

powers. This map is only for sabers fights; I didn’t see that many pick-ups. This is a good first map, but is very small and there isn’t much to do. The thing I don’t like is that in my opinion there is no point to this map, maybe the author should’ve made this a duel map. No bot support, nothing extra, nothing new not a must download in my opinion, but worth checking out if this is your cup of tea. Keep mapping. Bot Support: No New Textures: No New Sounds: No Game Modes: FFA Maddog

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273 downloads

Uploaded:02/03/2007

Cyber Punk Cafe

cpcjk2.zip | 1.82 MB

review. [quote]Well, my literary skills are at an all-time low, so rather than doing an editorial-style thingamabob, I'll just break it down into subcategories. [b]Architecture[/b] It's simple enough. Some would likely call it "primitive", but hey, it gets the job done. Major problem? There's not enough architecture. The map feels far too open, and the parts that don't are little more than standard room fodder. The obstruction training room is a decent concept, albeit executed somewhat sloppily. The obstructions sadly make little difference to battle. Also, it may just be me, but I find the highway segments very out of place. Meh. [b]Gameflow[/b] The openness of the map detracts from the gameflow somewhat. It's almost impossible to hit anything with guns because of the range, and saber duels are just boring on such wide open ground. For that reason I feel this map is more for the RP crowd, but they won't even have much to RP on it. Ouch. [b]Design[/b] The giant cups and grindrails are a unique feature, I'll give ya that. On the whole, though, the design of the map disappointed me. The wall textures look bad and far too bland, there's little to no variation in anything, and the yellow fog that's all over the place just spoils the whole thing. The Changing Rooms team would probably have a field day. Or maybe Ground Force - this place is too big for interior design. While I wouldn't go so far as to label this as being bad, it's not going to be to everyone's taste. In fact, I predict that it will only really be preferred by the people it was made for. There just isn't enough overall content in it to allow it to be good for general purpose usage. ~ Kouen[/quote] If you JK2 players wanted to get a little slice of the map, here's the JK2 version. ~ Kouen [b]Bot Routes:[/b] No [b]Custom Music:[/b] No [b]Custom Sounds:[/b] No [b]Custom Textures:[/b] Yes

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270 downloads

Uploaded:03/05/2006

Hoth Academy

hoth_academy.zip | 4.64 MB

solid white. But, other than that, it was...spartan... By spartan I mean it was very open, and wasn\'t cluttered. In fact, there might have not been enough objects. The biggest downer about this map was all the missing textures. Okay, you first spawn in a wierd..place with a force field. That\'s not really a big deal. The main area had two levels. A bottom and a top level. The bottom had a snowspeeder on the ground, along with a different craft that you could go into. The top area was a duel area, and, had missing textures. Meh. Another area was a hangar area, with what should be Slave 1. But, we have missing textures. Again. I would\'ve liked to be ble to go into Slave 1, but, I couldn\'t. The other thing in the hangar was what I thought to be a power core. Yet another area was this pit...thing... It was just grating and a pad at the other end that teleported you to a library. The library has holobooks, meaning that you can actually see through the books! There was a little puzzle thing, you have to get across it, and if you miss, you get teleported to a prison with an electrified floor. Not good. If you make it, then you get teleported outside the prison, and you can now laugh at the stupidity of the other people. The puzzle is very small. It would have been cool to have a maze-like thing along with it. Imagine. A maze, where you have to watch your step! I found two of three secret areas, (Or so I think) one of them is a small council room, wasn\'t all that bad, but the floor was solid white. The second one is supposed to be Calvary, where Christ was crucified. Wouldn\'t be all that bad, if the textures weren\'t missing. This map was very square, and what textures I could see, were very repetitive. So, put in the missing textures, and maybe work on the rooms a little, and it would be better. New Models: Yes New Textures: Yes (But they\'re missing) New Music: No Bot Support: No ~Zach

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267 downloads

Uploaded:18/09/2003

NZR Arena

nzrarena.zip | 251.04 KB

\"NZR\" on the last wall, the corners are obscured by the large, overused statues. For a duel map, this is excellent. For a FFA map, it\'s small. TFFA makes it more cramped; Jedi Master mode is just unfair mayhem. However, the author didn\'t include support for dueling, although it\'s possible to still be used as such. IMO, this map is only good for dueling. So d/l and let the sabers clash! :) Technical Data: Pros: 1. The layout of the map, and the use of glass is simple, yet very effective in terms of design and game play. Cons: 1. Very small!!! And no bot support on top of it... -_- 2. The statue models don\'t have clip brushes. Rating: 7/10 Bot Support: No New Textures: No New Sounds/Music: No Game Types: FFA, TFFA, Jedi Master JEDIofONE :mepimp:

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266 downloads

Uploaded:31/03/2003

Coruscant Secrets

coruscant_secretsv2.zip | 984.37 KB

this name for the map because he added a lot of secrets. Personally I think this map is a little too bright and is missing that little something extra making this an average map. If this is the author’s first map this is a decent attempt, so keep on mapping. There are a few flickering textures on the walls and floors causing bit of a distraction. New Textures: No Bot Support: No Game-Types: FFA Maddog

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265 downloads

Uploaded:20/09/2004

JK2 Temple

jk2temple.zip | 952.7 KB

and brown part, and then there\'s the inside, a little hallway with columns that has an eerie blue glow to it. There are little pools of water in the corners, and a little alter-like thing at the end. All in all, this map doesn\'t have much to offer, but whatever fits. Bot Support: Yes New Textures: No New Music: No Gametypes: FFA -Shahadi

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259 downloads

Uploaded:05/04/2010

Yavin_ATS_V1.8

yavin_ats_v1.8.rar | 9.44 MB

There's also a few other extras spread about the map. Neat little things, pool, bar, training areas, what not. Nothing very showy or distinguishable, unfortunately, but it gets the job done. Since there's not much else I feel I can say about this map, I'll simply quote my notes in finding bugs: - Z-fighting in glass arena. - Textures missing on dancefloor, doorway item, umbrella, chair models. - Meditation Hall is HUGE(maybe too huge) - No sound on the pool fountains. That's about all I dug up. None of these issues are crippling, so they can easily be ignored. Welp, 'nuffa dhis. [b]*Warp*[/b] New Textures: Aye New Music: Aye Secrets to plunder: Aye Bot Support: Nay - Averus Retruthan

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251 downloads

Uploaded:30/08/2009

RacecaR's Bombplay

32bombplay.zip | 6.77 MB

to. So here's the scoop. This map is designed to add a new style of gameplay into JO. It's based off the classic SNES bomberman style - break through walls to reach your opponents, and when you get to them, blow them to smithereens. Last one standing wins. Simple? Yes. Fun? You bet. Visually, the map is quite attractive. There are neon lights everywhere, lots of animations moving at once, and a lot of color. However, once you get onto the playing field, it does get somewhat bland. I'm sure this is to help keep things more visible, since you're only running through a maze being created by up to four people at once, but still, I'm sure there's some way to enhance it somehow. The camera for the spectators is placed a tad too close as well - you have to be really close to the raililng to see the full board. This isn't a big deal since you can just turn your character and see everything just fine. For creativity, this one goes to 11/10. I really liked the idea behind this! It's only a shame that JO doesn't have ICARUS enabled for multiplayer, because this could be so much better with a master script controlling everything - you wouldn't need to reset the map manually every time a match is complete. Oh, that's right, I didn't mention that yet, did I? If you want to play this, you will have to start the map in FFA mode and change two settings: [b]g_weapondisable 8 fraglimit 100[/b] I think this is a very creative idea and it definitely deserves some attention. Give it a shot, if all goes as planned you'll have a fun time! ~Dretzel

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250 downloads

Uploaded:01/02/2005

RF Corridor

rfcorridor.zip | 4.85 MB

some words for you about why this map is one I would not add to my server and one I wouldn\'t care to look at again. The ceiling with the domes and the stained glass, in concept, works. But executed, well, did you stand in the middle of that room and look up? It\'s nauseating. Don\'t take that the wrong way. It\'s just ... too much. It has a dizzying effect. Then there\'s the large stained glass window. Isn\'t there enough color in this room already? The corridor itself is fine, I suppose. But I just don\'t see the point to this map. The destination is a large dining room with a very long table. And apparently they are serving wooden turkeys ... hehe. Sorry, it\'s just not a very convincing turkey texture. It\'s a damn good attempt though. With the bread and apples too. After all of that, I have to say, it\'s a good try and you shouldn\'t give up mapping. Keep at it. I\'d love to see your third attempt and see how you improve. :) Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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244 downloads

Uploaded:08/11/2003

FFA Domination

ffa_domination.zip | 4.05 MB

when looking at the screens or playing the map. This map is freakin\' HUGE! For a first-time mapper, I\'d say he bit off a bit more than he could chew. I can\'t say I\'ve ever gotten tired while looking at a map. It took me 20 minutes to see everything. Unfortunately, none of it was worth seeing. :/ One teleporter next to a big platform will take you to something like, a house for giants. A large bouncy chair can be found in one room with an enormous TV standing across from it. Fans quietly spin above. Head into the next room and you\'ll find the biggest bed ever (also bouncy). Quickly find your way out of this area and back to the main part of the map. By the way, want a weapon? They\'re all in one place behind a building. Weapon placement seemed to be very much an afterthought here. The building that hides the weapons from plain sight seems to serve no purpose whatsoever. It\'s just a building with a lot of walls and three different textures throughout. When you do find your way to the center of the map, you\'ll find that it\'s a large blue arena with something off to the side with some ... things ... sticking out it. Those \"things\" are little transporters that will take you to all kinds of places, including an infuriating maze with a very disappointing payoff at the end, a large room with boxes and houses (missing textures) and a very bright purple thing. You\'ll probably be enticed by the stepping stones up the wall ... but don\'t be fooled ... get to the top and be rewarded with a swift death. One room almost has a different texture for each surface. None of these rooms really have anything in them. One does have several tables and chairs, like a dining area. But nothing is to scale. Another room has simply two staircases that lead up to an invisible platform, I guess. And finally, the biggest room of them all - a tournament room. I\'m sorry, but there is nothing about this map I enjoyed. Usually, if you climb your way up a large wall of platforms, you\'re rewarded with something else other than death at the top. When you go through a maze like the one in this map, you expect to find something at least interesting at the end. Instead, you come to two large boxes in the middle of a huge room. That\'s it. There\'s nothing else. I was so frustrated with this map it made me want to scream! I won\'t even go into the z-fighting and other errors. My only advice to you, Downdead, is to not stop mapping. You put a lot of time into this map. I mean, the sheer size alone tells us that. Though maybe on your next map, you should concentrate on making a smaller one. Maybe start with a duel map? Experiment with lighting and skyboxes and maybe even make your own textures! If you were to spend as much time on a 2nd, smaller, more detailed map as you apparently did on this one, you could produce something really great, I think. :) Good luck to you! Bot Support: No New Textures: No New Music: Yes Game Types: FFA ~AmosMagee

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240 downloads

Uploaded:10/03/2008

Syobon Pro

syobon.zip | 3.46 MB

vision cleared, I was standing in a room. A very blocky room. And I saw an image of a galaxy with an overabundance of flares. On the wall to my right was a huge billboard with a welcoming message. Behind me was an image of some.... thing. And the wall to my left would've been completely inconspicuous were it not for the z-fighting on a panel covering an image of the aforementioned thing. The galaxy took me to a somewhat psychedelic hexagonal arena. And that's when I decided I'd simply cast a spell, turn myself intangible and explore this place that way. And what I saw astounded me. You see that third image a little ways down the page? Notice those nice, green walls? Yeah, you don't get them. Instead, what you do get is the beautiful and amazingly detailed missing texture grid. Anyway, in this new grid-covered room, there are more pictures of the thing and its own rules. Namely, you fall, you die. Hit the floor and it's back to square one. After exploring a bit more (through more grid covered areas) I found that there's a little prize for those who survive. And with that my journey ended. I sent word to a friend mage and he got me out of there. The architecture of the map is blocky. It consists of little more than 90° angles. There's a lot of z-fighting in some areas and most of the map lacks textures. The music, however, is pretty lighthearted and might soothe your aches and pains from all the jumping you have to do. Have a go, if you like it. - Jose [b]Bot support:[/b] Nope [b]New textures:[/b] Yup [b]New music:[/b] Aye [b]Gametypes:[/b] All

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229 downloads

Uploaded:20/12/2007

Battle Facility

battle_facility.zip | 5.38 MB

connected to each other from sides of the room. There's a water canal dividing the room into two. The simplicity of it judging from the screenshots is very self explanatory but it indeed is a big place and could really hold a good FFA or TFFA. The bot routes are defined, it has it's own music although it did annoy me for a while. There's also a secret way to get to a lower level which I did not find :P but I guess you can all give this a chance, it's quite a decent JO map, not flashy as many of the latest ones but it delivers on the needs. [i]Ayane Yamazaki[/i]

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217 downloads

Uploaded:18/01/2004

Clans -=[KCD1]=- - [JET] Trials Arena

kcd1-jet_trials.zip | 2.7 MB

level is being tested, the clan leaders can watch and sum up the individuals saber prowess. And that's it! Nothing more to this map than that. Visually it's a minimalist effort. Metal is the base texture everywhere with red or blue 'self-lit' lights (self-lit is when a shader is used so that elements of a texture can be at full-brightness without the help of in-game lights or a lightmap). Overall lighting is dark and inconsistent. It would have been a great help to have some details like light sources. Mappers: don't underestimate this effect. Having a 'reason' for a light to be somewhere can be more dramatic than you think. Don't just light a room and think you're done. Think of where the light is coming from. A tiny bit of effort in this department can have great pay-offs. For clans who want to do try-out for new applicants, this map will do ya just fine. :) New Music: No New Textures: No Bot Support: Yes GameTypes: FFA, Team FFA, Duel - ShroomDuck

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212 downloads

Uploaded:14/05/2003

UOE Base

uoebase.zip | 2.04 MB

out into a few other rooms. The one room you can see from the outside, which is filled with ammo and weapons for an all out warfare. There are two nice areas for dueling. There is a hidden bar and some prison cells which I couldn’t find but the author will drop some hints if you email him. This map is a good for a clan base and some serious FFA action. The author added some sounds instead of music and it works well with this map. Great work I can’t wait to see more of your work. Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA Maddog

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203 downloads

Uploaded:05/04/2009

Battle Area #99

battlearea99.zip | 853.71 KB

new files! Sir_Ryan is back with a new map, Battle Area #99. This map follows the same lines as his previous ‘Battle Area’ maps; a simple clean open area filled with various kinds of obstacles and objects which make these maps good for both gun and saber FFA’s. This time around we have the familiar feature of a large central platform and walkways in the middle, combined with some underground passages, which, though they are only short, are easy to get lost in because they all look the same! There are some crates scattered around and the map has an urban, city like feel due to the various buildings in the map, which make for good sniper positions. It also appears that you can go into the buildings, where you can watch the FFA action from safety. However this appears to be a secret and as yet I haven’t actually found out how to get into the buildings other than using noclip! Perhaps you guys will have more luck finding the secret entrance. ;) As for improvements, again I feel that some more detail needs to be added. Yes a simple clean map does have its advantages, especially for a hardcore FFA, but its always nice to have some eye-catching detail in there, both in terms of architecture and using a variety of textures. The main thing I think should be worked on is the walls surrounding the map, which look rather too plain. Perhaps some buttresses or pipes on the walls would look nice. Or maybe make it so it looks like buildings are surrounding the map rather than plain walls. As far as bugs are concerned, the only major one was that there is no music in the map, since the music that map is supposed to use wasn’t included in the .pk3, definitely something to fix for next time. Overall though another decent map here from Sir_Ryan, though I feel it could do with a bit more work. These maps are excellent for FFA’s or perhaps clan training, so if you guys like the look of this map, then be sure to give it a download and leave some helpful tips in the comments on where the author can improve for next time! :) [b]Bot Support:[/b] Yes [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Music:[/b] No [b]Game Types:[/b] FFA, TFFA ~Nozyspy~

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203 downloads

Uploaded:06/10/2008

Theme Park

themepark.zip | 368.48 KB

for this theme park? Eh, not too too much, but it's still a good start. My first note when I came into the map was that it was [b]dead silent.[/b] Whilst it's important to not have silent maps period, it's doubly important for a theme park. Those things is noisy O_o! People screaming and talking, rides running and exploding,* games and what not, the whole package, y'know? Putting the silence aside, there are three attractions: A carousel, a bouncing compound, and a roller coaster. The Carousel was probably the least appealing of the three as the rotation made your player shake. Combine that with very uh...strange horses, and it was just sorta something one would wanna avoid. The bouncy castle is pretty mundane, very bland textures. Feels more like a bouncy prison versus a fun attraction XD and finally, the Roller Coaster, which is essentially a big func_train going on a track. To be honest, this was probably the best attraction, as it was very well scripted and the user could actually make use of it. So since you intend to make a 2.0, here's my suggestion list: - Carousel could use some work. Horses at least - Needs more sound, by far(Cannot stress that enough) - Better atmosphere than glass box in space - More fun annoying colors(because this place feels too dull to be a theme park Other than that, the only thing to mention is that there's one secret. Not too hard to find but it'll give you some decent weaponry. Overall, I'd say this map is a good start for a new mapping career. Just give it s'more time and patience, and I think this could really go somewhere. RALLY AND BANDWIDTIFY. New Textures: Nay New Music: Nay Secrets to plunder: Aye Bot Support: Nay - Averus Retruthan *explosions only guaranteed in my Graveyard Theme Park

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200 downloads

Uploaded:23/02/2005

FraggleRock HQ

fragrockhq.zip | 3.99 MB

what I was supposed to do with the glowing laser thingy that I held in my hand. And I\'ll always have great memories of that place. :D The countless hours we spent playing on the Jabba map. Aaaanyway, I always wondered when FR would get their own map and now they have one. Unfortunately, it doesn\'t do the community justice. In a way this map reminds me of the LiCk clan map, but it doesn\'t have much that\'s really fun to do. As you can see from the screenshots, the entire map is unnaturally bright. This is either because the map is unlit or it was a really bad lighting job. My money\'s on the former. There\'s a council room, a lounge, a lobby and some other rooms. It\'s a good start, Nuke, so keep at it. You\'ve successfully made a map, so now you need to improve upon what you have learned. Keep learning. And make this a great map. Bot Support: No New Textures: Yes New Music: No Game Types: Everything ~AmosMagee

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193 downloads

Uploaded:02/07/2004

Warders Hall v1

wardershallv1.zip | 3.02 MB

in the upper levels that have cool things like health in there. I like the style of this map. It\'s kind of temple like I guess you could say because it uses yavin textures but it doesn\'t have that typical temple feel/style to it. I like the outdoor area the best. The part with the bridge with the neat little glowy balls on it, the trees and the rock paths. It\'s really nice. Now, I\'m being nice and that\'s a little out of character for me (some people said I was to harsh with my reviews! Can you believe it!?) anyhow, here comes the parts I didn\'t like, and I\'ll try to be as nice as I can. Ok, so like everything else this map has it\'s faults. Firstly, in some spots the fps is a tad low, but it\'s a rare happening so it\'s not that big of a deal. Secondly, no music =( This made me sad because I like it when maps have music that really goes super awesomely well with a map, it does so much for the atmosphere and makes the map that much more fun to play on. Finally, there are no bot routes =( some people don\'t consider this an important part of a map, but they\'re not thinking of the poor 56Kers who can\'t just jump on any server they like and play everyone on there so they fight bots on cool custom maps. Overall this map isn\'t bad for small FFAs, take it for a spin. New sounds: No New Textures: No Bot Routes: No Gametypes: FFA -SanosuKe

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193 downloads

Uploaded:25/11/2009

Gephyrophobia

gephyrophobia.zip | 834.95 KB

middle resides a large bridge type structure with walkways at either side. There are also numerous smaller walkways that lead into rooms in the cliffs where one can find teleporters. These teleporters will take you to different parts of the map, but there are no signs or such to tell you where each one goes... So unless you memorise the destinations you will have to be on your toes incase you emerge from the other end in the middle of a firefight! I think this is an excellent way of using strategies and tactics and shaking up the gameplay a bit! Sir_Ryan's architectural skills are continuing to improve and the bridge structure has some good architectural detail without going over the top, which in a pure FFA map would be both distracting and potentially something that would lower the framerate. I think the texturing could still do with some improvement though, as there are a few very stretched textures. A little more three-dimensional detail on the outer walls, along with higher resolution, or less stretched textures in these areas would solve this, although it isn't really much of a problem when your in the middle of an intense FFA match! There aren’t any bot routs unfortunately either, but bot routing a map on so many different levels would be very difficult and its better to play on this type of map with real players anyway, so that isn't such an issue. I also thing some custom music would have been cool, personally I would recommend something with a techno theme, since I think that would fit quite well with the theme and origins of the map. Overall though this is a good map, one that offers some unique gameplay and strategy options. You are continuing to improve with your mapping Sir_Ryan, so keep up the good work! :) If you guys are fans of the Halo map on which this is based, or just fancy some good old fashioned FFA action, then be sure to give this map a download! [b]Bot Support:[/b] No [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Music:[/b] No [b]Game Types:[/b] FFA, TFFA ~Nozyspy~

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187 downloads

Uploaded:27/12/2008

Battle Facility

battlefacilityv4.zip | 1012.54 KB

except for the walls, which have now been completely changed. They are now straight flat walls, as opposed to the more shaped ones that were in the previous version and which provided a ledge around the walls for snipers to use. The original features are still here, including the small bunkers and the very big platform and walkways that dominate the center of the map, as are the curious pyramidal shaped features, which I still cant figure out what they are for! :P Another noticeable change has been with the textures. The walls, bunkers and buildings at each side of the map now use brown Bespin textures rather than the grey Imperial ones. Personally I think these new textures go great with the rest of the map, and provide a nice contrast with the grey Imperial textures, adding a little more warmth into the map. There are also a few secret areas in this map, though I only managed to find one (by being naughty and using noclip :P). Other than that the map seems to be pretty much the same as the last version, which isn’t a bad thing, since I have liked this map from the beginning for its simple, original JK2 FFA style. For improvements, I would suggest to keep working on the detailing, since adding a few details here and there can help spice up a map like seasoning on food, if you know what I mean. Again though there is no music, which is a shame, because I think some music should have been included, even if it is some of the default JK2 music, rather than custom music. Also, I do feel that the more shaped walls that were in the last version, with the ledge for snipers was a good feature, and unfortunately that has been taken out of this version. But nevertheless, keep up the good work Sir_Ryan, I look forward to seeing what changes you might make to this map in the future! :) [b]Bot Support:[/b] Yes [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Music:[/b] No [b]Game Types:[/b] FFA, TFFA ~Nozyspy~

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179 downloads

Uploaded:02/11/2010

Sol Clan map

solclanmap.zip | 2.93 MB

to partake in regardless. So, this here be one of Ajunta Pall\'s maps. I believe this is his second publically released clan map..whadda we got? This map has a centralized hub with a large SOL standard positioned in the midst of it. From here, we can reach several locales: A throne hall, a council room, two arenas, a bar, and a jail block. Speaking of Jail block, I want to comment on how strange this particular block was laid out, and how it contrasted with the quality of the rest of the map. WHile the majority of the map had a nice crisp clean feeling with many ornate pillars supporting it, the hallways leading around the secondary arena and the jailblock had some unsourced lighting and looked generally a bit more plain than the rest of the map. I could appreciate the \"older\" feel of this part, but the unsourced lighting? Nuh uh ._. The rest of the map was pretty well done, for the most part. I was surprised to see that there was only one custom texture. The areas were dominated by a large count of pillars in most every room. The bar room was extremely well done, considering the lack of custom materials used. The council room was also nicely conceived, though I was rather derked about the squat chairs and the fact you can literally leap out of the circular skylight in the center of the room and into non-mappery. I\'d say the worst thing that plagues this map is a peculiar sound issue. A couple doorways, and even the catawlk in the annex have some zones where you sound as if you\'re walking through water, which I\'m not sure what the cause of that is. However, nothing that would impede normal day to day gameplay. Shpart. New Textures: One New Music: Nay Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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173 downloads

Uploaded:03/08/2005

J3Di prison

j3diprison.zip | 1.88 MB

review this as if it was. First thing... some good points. The author has some interesting ideas with the areas in this map. There are afew jail type areas and along those lines, places where you can get put into and die lol. Several \"swimming pool\" type structures are easily found to. The author also added some custom textures, mainly along the lines of clan related signs etc. Some of the structure was done poorly, where floors dont line up well, textures are not aligned in places, and there are afew places where the textures simply are not there( i assume they were not packed in the pk3). Walking on specific textures for some reason you can hear water splashing when no water is around. The rooms over all feel boxy with little detail work. I am also assuming this map was designed for specific purposes, and there for most likely serves their need. Over all, this map definitely has a \"new mapper feel\" to it. Maybe a v2 will come along to help this map out for the premiss is a good one. ~LK~

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173 downloads

Uploaded:20/04/2004

DBS Pros

dbspros.zip | 279.13 KB

Griffinclaw\'s Jedi Council map. Frankly, I don\'t like this map by Fender. The textures are redundant and boring. The lighting leaves a lot to be desired. And, there\'s a missing texture. Not a little unnecessary texture, but like, a main texture. Maybe there\'s another map of mine that\'s interfering with this one, I don\'t know. There\'s really not a great place for more than two duels at one time. It\'s a small map, with no ceiling and it\'s just not great. Though, Fender seems to be satisfied with his map because he feels that it fulfills exactly what he wanted it to. Area for dueling, FFAing and an area for spectators. I can\'t imagine too many people adding this map to their rotation. But it\'s a good effort. I didn\'t see any noticable z-fighting or any other errors, so keep mapping, Fender. :) Bot Support: No New Textures: Maybe one. New Music: No Game Types: FFA ~AmosMagee

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170 downloads

Uploaded:27/11/2005

Jedi Training Corridor

jedicorridor.zip | 355.73 KB

they are reasonably sized, so you could comfortably have duels in there. You could also use the map for a guns FFA, but because it has no open areas (its all inside) and with the doors separating rooms, it just feels more like a Saber training map. But I suppose it could be used for lots of things :) The texturing wasn’t too bad, although it was a bit flat, maybe some extra architectural features like some pillars or something would have made it a bit nicer, but it wasn’t that bad :) There are plenty of weapons which is good :) And they are pretty well placed around the map. Some things that could be improved upon though: All around the map the lighting is very bright and harsh. I noticed some red light textures on the ceiling, try adding some reddish coloured lights near those light textures, it will add a bit more realism and variety to the lighting :) One other thing that was very noticeable was the z-fighting in some areas. That’s where two brushes occupy the same space, and when you look at it ingame, the wall or whatever appears to flicker as you move (for anyone who is not sure what that means). In most of the map there were only a few little bits where there was z-fighting, but in the water duel room, I noticed there was quite a bit of it happening in the water. Remember to only make sure there is one brush in the same place at the same time. Also when I went into the water, I noticed that the water brush seemed to have been clipped, so I could see what appeared to be a wall of water infront of me. Remember when you put two water brushes together, make sure you texture the two faces of the water texture that meet (to select a face of a brush press CTRL SHIFT and LEFT CLICK at the same time) with the nodraw texture (that can be found in the system textures folder). You could also use the caulk_water texture, which is also in the system textures, but I’m not sure if that works as I’ve never tried it lol. I hope that is of some help to you :) Overall though a good map here mate :) It could do with some bot support though (Bot Support Tutorial: http://jediknight2.filefront.com/info/BotWaypointTutorial) But its probably better played with real players anyway. This is also a good site for lots of different types of tutorials: http://www.darthg.com/richdiesal/tutorials/index.html. Keep up the mapping mate, I look forward to seeing more of your work ;) Bot Support: No New Textures: No New Sounds: No New Music: No Game Types: FFA, TFFA ~Nozyspy~

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168 downloads

Uploaded:13/09/2003

Mithran's First Map

ffa_yavintest.zip | 4.39 MB

some problems with the skybox as stated in his readme, it's just a blank sky with a sun... Good choice of a sky, but he should have used the sky from the Yavin Maps in the original game. Well Anyways, the maps starts out as a big outside area with some floating platforms, a waterfall, and some ledges. For the Waterfall, I think he could have used the waterfall water texture for, well, the waterfall. But he does admit his mistakes in his readme as right here: [quote]The only thing that bugs me is the roof/sky, I've no idea how to make a skybox so it's shoot able and looks quite bad when shot :[/quote] But then there is another secret room, that the only way to get to it is by getting the force enlightments on the way, and the door brings us to a small room, with health packs and weapons, and he also put a small pyramid shielding some more pickups! Overall a good attempt.. I'd like to see more maps of your skill Mithran! Good job! Botroutes- No New Textures- No Game Types- FFA ~Revan~

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160 downloads

Uploaded:06/06/2005

FY Temple

fytemple.zip | 1.59 MB

this map here. This boring and monotonous map is the FY Temple. There is a very large room with a ton of health and shields and some torches in the first screenshot. If you stand on that patch on the floor you\'ll be transported to above the room with the health and shields. If that\'s not exciting enough for you, there is a room with a platform above a big pit! Or maybe you\'d like to go worship the FY clan in a big room full of columns? No? How about the requisite clan map room full of bedrooms!? Well, there ya go. You can find all of that in this map! The best part I saved for last though (said without sarcasm). There is a large maze with weapons placed throughout. That\'s the ONLY fun you\'ll find in this map though. I think there\'s a secret room somewhere, but I didn\'t care to find it. Keep trying with the mapping thing - you definitely know how to build a map, now build a good map. I will thank you for one thing though. You have inspired me to start mapping for JK2. Bot Support: No New Textures: Yes New Music: No Game Types: FFA ~AmosMagee

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160 downloads

Uploaded:17/02/2006

Globetrotters Practice Gym

gt_gym.zip | 3.93 MB

supposed to play in it is a pretty good one - I tried it with bots (Yes, there [b]is[/b] bot support!!), and it is fairly fun, although I'd imagine with a full team on each side, it's be a great deal better - [quote]"The game is simple: ally with your team-mates to push/pull/grip and drop ugnaughts and Generals players into the bottomless pits at each end of the court!"[/quote] The lighting in the map is very glaring - you can see the evident light glows on certain areas of the floor, coming from nowhere and the textures on the floor and walls do seem to repeat a little more than I'd have liked. The netting on the goals also needs a transparency shader attached to it - nets have holes in them! Aside from that, there's not much else to say. Obviously this map isn't a work of art, and I'm not going to push the point right now, but in the future the author should concentrate on the aesthetics of his map as well as the gameplay side of things. New Textures: Yes New Sounds: Yes Bot Support: Yes ~Szico VII~

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159 downloads

Uploaded:23/04/2009

Battle Facility #2

battlefacilitynumber2.zip | 1.01 MB

is one of my favourites out of all the maps Sir_Ryan has made. What we have here is a simple, effective FFA map. There is no detail here, this is a pure and simple FFA map, for hardcore players. I have said many times before that I would like to see some more detail, preferably architectural detail in Sir_Ryan’s maps, but I do understand that for the proper hardcore FFA players, the less there is to distract you during a game, the better. Here we have a map, which is pretty big and has multiple levels and various different structures to use. Personally, this reminds me of that level out of Mirrors Edge (fantastic game!), y’know the one where you find Project Icarus and the bug ‘runner training area’ where you have to escape from those guys with the shock guns. This means that the map is excellent for both guns and sabers FFA training and matches. There is more than enough room in this map for a full sized FFA without it getting too cramped. As well as the outside areas, there are also some corridors that run through various structures in the map, making for interest indoors gameplay. As for improvements… well like I have said before, I would like to see some more detail in Sir_Ryans maps, perhaps some pipes or pillars / supports for the ceiling. Nothing too over the top so as not to distract those hardcore FFA’ers, just a little extra detail to add some more flavour to the map. I also think using a greater variety of textures would look good as well. And of course, I definitely think this map needs some music! So, lets round up a few pro’s and con’s: [b]Pro’s[/b] [*]Large enough for a full sized guns or sabers FFA. [*]Good layout and interesting features make this a great map to FFA on. [*]Both inside and outside areas. [*]Simple but effective construction. [b]Con’s[/b] [*]Could do with some more detail, even if it is only a little bit more. [*]Could do with more variation in texturing. [*]Needs some music! [*]Lighting needs some more work. Overall I think this is an excellent for hardcore FFA’ers, but I also think it could do with some extra details and features to please the rest of us, more casual players. I definitely think this is worth a download though if you love to FFA, or if you are looking for a good map to practice your own or your clan’s FFA skills on! :) [b]Bot Support:[/b] Yes [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Music:[/b] No [b]Game Types:[/b] FFA, TFFA ~Nozyspy~

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158 downloads

Uploaded:20/03/2005

Myrkr

ffamyrkr.zip | 511.96 KB

have had a serious attack from the brigtness control, let me assure you they haven't been tampered with. OK, over with that little rant. Basically this level is all one brightness, because the author hasn't compiled the map properly, plus there's a whole load of texture misalignment, model lighting fudged up, and some very annoying invisible walls in the middle of the grass surrounding the areas - a fence, a wall, anything is better than this! Oh, and please don't get me started on the sky. All I'm going to say is that the author has um, used 2D textures for the sky as opposed to the skybox which basically any other map uses - next time use the right shader! The buildings are all blocky and square, the vine-wall texture is used horrifically and far too often, and the radar dish has something seriously wrong with it. Oh, don't forget to look at the stairs. At least they're clipped..... I feel I've been maybe a little harsh, but an effort like this should really have been beta'd before release. A simple change here and there could have made this map so much more pleasing. I guess the plants and trees around the edge of the level work well though ;) Oh, and there isn't any botroutes or music, or ambient sounds, in case you were wondering. New Sounds: No New Textures: No Bot Support: No ~Szico VII~

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157 downloads

Uploaded:16/11/2010

Steamboat Willie

steamboatwillie.zip | 9.85 MB

Tresquall has attempted to recreate a scene from an ancient Disney cartoon. The first, in fact, to feature synced sound. Steamboat Willie, it was known as, and now we get to partake in the fun ourselves. Basically, we have the steamboat along with a rotating black and white map. The humongous contrast between the two colors is exasperating for the eyes. Maybe see if you can at least lessen the effect on the white? I mean, even the cartoons didn\'t feature BLINDING white like this. Random side note: Why the red stripes on the life preserver? Seems outta theme with the rest of the map. Now, bugs. We got quite a couple technical problems here that need be addressed. First and foremost, your wood texture doesn\'t seem to be registering with the map.(Says you ain\'t got a lightmap stage, if that\'s any help.) The end result isn\'t abhorrent, but it does afflict your dock and trim on the ship. The next thing? Probably wanna solidify some curving bounds if y\'can. I was able to inadvertently swim to the edge of the map and view the ugly graytile outside of the curvature. Despite all this, I gotta say, this is definitely an interesting little project. I especially enjoy sinking to the bottom of the black waters, though that might just be because of the sanctuary from the white texture. Definitely see what you can do about that, chief. That really is an eyesore. TOOOOT TOOOOOT, sez deh gravyboat

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156 downloads

Uploaded:21/11/2011

Halloween 2003

halloween2003.zip | 8.53 MB

for a holiday. What shoulda gone out on Oct. 31st or 30th has now made it out at the 22nd of November XD better late than never I guess. Anywho, behold, and be shocked and amazed at Darth Arth\'s submission....y\'done? Good, let\'s move on. So the map is pretty tame for a halloween map. It\'s just a very quiet little neighborhood, with the only evidence of Halloween\'s influence is the presence of Jack-O-Lanterns and the suggestive music. None of the houses have any interiors, so your battleground is limited to the outside, it seems. The streets are big and desolate, and there\'s a graveyard with some really huge tombstones lodged in the ground. I think the main thing this map needed was a boost in the lighting factor, or rather, that it needed LESS lighting. A good night setting would have made the experience a lot more entertaining. There were some minor scaling inconsistencies(tombstones, doors too big, etc,) but honestly that can be easily ignored. Well, that\'s about all I can say about this piece. My brain has officially clocked out, and is now on ice. New Textures: Aye New Music: Nay Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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155 downloads

Uploaded:27/12/2007

Strange Yavin

strange_yavin.zip | 1.29 MB

that I am, voulenteered to be Doored there and have a look around. When my eyes could see once more, I was standing... somewhere. By the looks of it, I was in someone\'s private garden. At first I thought that the spell had gone wrong and sent me somewhere I shouldn\'t be, but I quickly reminded myself that the mage was an experienced one when it came to folding space. So, with my confidence in my mates renewed, I decided to get to the exploring. Now, the first thing I noticed (aside from the peculiarity of my location) was the silence. Not a whisper anywhere, the only sounds echoing through this strange garden being those of my footsteps. But, being the brave soul that I am, I didn\'t let it disturb me. Looking around I saw a large brown... thing to my left. Upon closer examination, it turned out to be a maze. After walking around for a bit, I came upon a large poster on the wall. T\'was Tifa, the busty maiden from Final Fantasy VII. I decided not to contemplate the reasons behind her image being there and left the maze. The next thing that caught my eye was the large, steadily floating platform. Nothing special there, moving on. The next building was damaged when I neared it - a wall broke down and revealed to me some tubes in a glass container. A switch in the wall opened the container and I went to examine the tubes. And then it all went to hell. The container came down on me, trapping me under it and in a crouched position. \"Well, @£$&!\" I used my feeble arcane magic and turned myself intangible, escaping from my glassy prison. Leaving the house, I remembered that the roof had a hole in it. I broke the glass covering it and jumped in. What I saw next, quite astounded me. I was in a very green room, faced with a wall partially made of what seemed to be water and a booming voice of a lizard monster, doubting my being and contemplating the prowess of one Kyle Katarn. I left the room via a dark tunnel, another room and another dark tunnel, at the end of which I was whisked away by probably hostile mages. Able to see once more, I was stuck in a canyon with some trees (one of which growing out of sheer rock wall). I spied a hole in a corner and went for it. Next thing I know, I\'m all wet, at the bottom of a very murky pool and drowning. I found a way out, although to a place I know I don\'t want to return to. I was in a room with a... white thing in the middle, lots of computer terminals on one wall, some racks on another, three Pillar of Autumn-like cryotubes along a third wall and a door in the last. With the door being my only escape route (and escape I had in mind, for I was ill-prepared to face these powerful mages, who fling me from place to place with such ease), I didn\'t have much trouble deciding what to do. And behind the door was a large room with some huts, small bridges over an indoor river and very bright lights. There was a platform hanging above the middle of the room and I hoped to find there whoever it was that was responsible for my current state. Instead, I was greeted with the rather bored visage of Tifa once more. Unable to find a way to escape, I had to once again rely upon my magic to help me. When I escaped from the room and into the Howling (some call it the void), I noticed another very green room. I went right for it and found it to be somewhat akin to a football (soccer to all ye \'mericans) field. There was a platform hanging from a wall and I decided to investigate it. I found nothing there, except for a computer, which I couldn\'t use. Trapped once again, I got myself out of there and into the garden. I decided to explore the last place left in there, the bar. \"Oh, thank ye, above!\" By that time, I thought a drink was well-earned. But the bar was empty. No one, not even disgruntled customers demanding for a drink. \"Oh well, I\'ll just help myself,\" I thought. And then I discovered that it was a trap. There were no drinks. There was no mead for the weary warrior. Instead, I was whisked away once more to a room I hadn\'t seen before. There was a board on a wall with some addresses, some pictures on the walls (couldn\'t make out the men, the pictures were so blurry) and what seemed to be a pool table. There was a door in a corner, labeled \"exit\". Without thinking I went for it and found myself in mid-air, falling towards the large floating platform I saw earlier. With my exploring coming to an end, I used the scroll I was given and Doored myself out of there. And that\'s the astounding tale of my journey. Now, I must say a few things. The silence in there is deafening. Seriously, it haunts you at every turn. Bring your own bards along if you want to go there. Also, the pool table in the last room had a missing texture. And there\'s no bot routes, so you\'ll see the computer-Dominated fellow warriors constantly hopping around. The architecture of the map was pretty blocky and finding the hidden teleporters (seriously, one of them was in a ceiling corner) make getting from one room to the other rather tedious. For a first effort, I give it a thumbs up. The author seemed to know what they were doing most of the time. Give it a whirl, if you want. [i]The prophecies of one are the insane ramblings of another.[/i] - Jose [b]Bot support:[/b] No [b]New sounds:[/b] No [b]New textures:[/b] Some posters [b]Gamemodes:[/b] FFA

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153 downloads

Uploaded:27/07/2011

Bespin District

bespin_district.zip | 8.06 MB

I tested, but I forgot what it was. Either way, good stuff. This map, Bespin District, is actually fairly familiar. That\'s no coincidence, really. The majority of the map is pretty much a fanciful remix of FFA Bespin to a degree. Granted, the background architecture is way more beauteous, and there are elements added in that were never in the original Bespin(Lifts, anyone?) but most of the classical architectural choices, such as the large landing pad with the rocket launcher on it, the crossing aerial catwalks, and the large courtyard-ish area are present in this map. It has the combination of being both a new map, but not losing the touch of a classic default map. The only real caveat with this map is that there\'s no bot support, but it supports the three gametypes that FFA Bespin supported, so its not all bad. Another interesting feature available is the ability to choose from three lighting settings. Aye, DarthShoot has created a day, night, and a cloudy version that can be used at your discretion, without having to worry about which version the server possesses. I\'d say that\'s a fair deal, nay? New Textures: Aye New Music: Nay Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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151 downloads

Uploaded:03/12/2008

Battle Area 101

battlearea101.zip | 593.59 KB

JK2. Keep it up guys! :D Now, let’s have a good look at this map. First off, as soon as you start it up you can tell this was designed as a pure FFA map and like other maps recently this brings me right back to the good old days of JK2. The map is in a Bespin style and features numerous areas of interest that would make for an exciting FFA. Firstly, at either end of the map is a bunker like area to the side of which is the entrance to an underground passage which takes you through to the other side. The passage is somewhat maze like and quite cramped which would make it a great area for close quarters battles. In the middle of the map is a tall platform with access ramps at either side, which would make an excellent snipers nest, as would the walkways that round all around the side of the map set into the walls. There are also a few stacks of crates spread around to provide cover. Overall this is a very open map, and I think it would be great for either a full guns FFA or a saber only FFA. There are some areas I think could be improved upon though. Mainly I really think that the map is a bit too simple, and could do with some more architectural detail and such. Perhaps some more areas for cover, a more diverse range of textures and some other detailing would be good. Also, since the columns holding up the walkway in the middle are made out of patch cylinders, the textures are very squashed up. To change the texture stretch settings on patches you need to press [b]shift[/b] and [b]s[/b] to bring up the patch texture window. Overall I like this map, and I would like to see a v2 with some extra detail and improvements, because I think this map is great for FFA’s and Team FFA’s of any kind. If you guys like the look of it, then give it a download, and don’t forget to leave some helpful feedback in the comments so the author knows where he can improve the map for next time! :) [b]Bot Support:[/b] Yes [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Music:[/b] No [b]Game Types:[/b] FFA, TFFA ~Nozyspy~

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142 downloads

Uploaded:28/05/2008

eXt Jumpbattle

ext_jumpbattle_v1.zip | 1.84 MB

as a medium sized FFA or TFFA map. Now, let’s get onto the maps features. As the name suggests, this map involves…jumping! There are several jump pads around the map, which when walked onto, catapult you through the air onto a platform higher up. Disrupter Rifles have been well placed here, since these platforms make good sniping positions. There is also another larger platform containing a couple of X-wings. Though unfortunately you can’t fly them. This is reached by jumping up onto smaller platforms, which I should imagine would be an interesting place to have a duel. Speaking of duels, there is a landing pad type area at one end of the map, which has ample space for a good saber duel. I must say, in the relatively short time since Twitch sent us his last map, he has improved quite a bit! The map has more noticeable architecture (I especially liked the central area, for some reason it reminded me of a tennis court! ;)) and there is more detail there too. The lighting, like last time, has also been done well. The layout is very good for a FFA or TFFA, it’s a good-sized map with several features, like the landing pad type area and the various platforms and sniping positions. This map also has some new music, which I personally think was a good choice for this map, since it goes well with the theme I think. I couldn’t find any bugs when I tested this map, so well done there mate! :) A bug free map is always more enjoyable to play on. As for points to be improved upon, what I would suggest is to keep working on the architecture and detailing. Those two things are one of the hardest things to master when mapping I think. All in all a good FFA / TFFA map for JK2 here. Personally it reminds me of the maps I used to see in JK2’s heyday back soon after it had been released. I dunno what it is, but the map just has that kind of ‘fun feeling’ to it, similar to the ‘Hail the Boognish’ map (which so happens to be one of my all time favourite maps for JK2!) so good work there Twitch! I look forward to seeing more maps from Twitch in the future. As for now, if you guys like the look of this map, then give it a download! [b]Bot Support:[/b] No [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Music:[/b] Yes [b]Game Types:[/b] FFA, TFFA ~Nozyspy~

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139 downloads

Uploaded:11/12/2008

Battle Area #72

battlearea72v2.zip | 1.68 MB

déjà vu for me, since I reviewed them both back to back last time as well! :P Anyway, on with the review! So for this latest version of Battle Area #72 what has changed? Well straight off I noticed two big changes. One; there is now a new skybox (the one from the Kejim levels I think) and two; there are stacks of crates spread around the large light pillar in the center of the map. I must say that I think this new skybox fits much better than the starry / space skybox that the map had before. The bluish tint of the Kejim skybox fits very well with the blue textures used in the stacks of crates and also in the underground area. The stacked crates themselves provide more cover and also a more interesting play-area, as the map before was rather sparse. Other than that though I didn’t really notice any other changes to the map. It has the same layout as it had before, and those underground passages are still there. I would personally like to see a another version of this map in the future, because I do rather like Sir_Ryans maps. They are uncluttered and clean and provide an excellent area for a medium sized FFA or TFFA. For the future I would definitely suggest expanding the underground area so it is bigger, and also adding some more features like those crates around the edges of the map. Unfortunately though there is no music playing in this map. It seems to be because the custom music that the map was supposed to use was not included in the .pk3 file, so the game spits out a little error’ music not found’ message after starting up the map. Other than that though, good work again here Sir_Ryan, I look forward to seeing more from you! :) [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] No [b]Game Types:[/b] FFA, TFFA ~Nozyspy~

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132 downloads

Uploaded:16/05/2008

Battle Facility v2

battle_facility_v2.zip | 5.37 MB

Earlier this week I reviewed his [file=90154] Battle Area #72 [/file] map and having also had a look at his original Battle Facility map I am glad to see he has made a v2 of that map! From what I could see whilst testing the map, there have only been a few changes since last time around, but the look of the map has changed quite a bit thanks to the removal of the ‘roof’. Now the map is open to the sky, and the lighting has been improved, so the map feels much more open. The secret underground room from the original version appears to have been removed however. The layout is the same as the last version as far as I could see, but that’s fine, since the layout was good originally anyway. This would make an excellent map for medium sized FFA’s and TFFA’s because of the cover available in various places and the small bunkers. It would also be good as a saber-training map because of the platforms and walkways. There are a few things I feel could be improved upon though. For instance, the walls of the map are a bit too flat really, they need some more detailing on them, pillars, pipes and other little things like that make a big difference. :) I also think, it would be good if the map was made a little bigger, so to accommodate a large FFA or TFFA, with perhaps a few other features, like piles of crates for cover, and a sniping tower or something of the sort. All in all though a very nice and decent sized map for all your FFA-ing needs! It also has bot support, and new music, which I think fits the theme of the map well. So if you like the look of it, give it a download! :) [b]Bot Support:[/b] Yes [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Music:[/b] Yes [b]Game Types:[/b] FFA, TFFA ~Nozyspy~

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128 downloads

Uploaded:04/07/2006

Tenyan Jedi Academy

ffa_tenyan.zip | 1.1 MB

misses. In concept, the map's supposed to be a Jedi Academy situated on the third moon of Yavin, but to me, it's just a bunch of hollow boxes. You'll likely start in the garden. To get inside, you have to attack the block which is up against the wall with your saber (indeed...). You won't find much inside either. You'll start in an empty room, with a small staircase leading to a block which does nothing. Across from this set of steps, you'll find a hangar full of TIEs and X-Wings. They do nothing. They're packed impossibly close. And there's no way the could have gotten in or out of that room. You'll also find a small passage leading to a big empty room, and a lift shaft leading to two more empty rooms filled with floating blocks. I couldn't really discern any purpose to this room at all. There's a supposedly hidden door next to the hangar door, but because of the walls z-fighting, it's as clear as day. Just smack it with your saber to go through. This leads to two more duel areas. Another area has several chairs and a switch in it looking out over the skybox, but I didn't care to find the actual entrance, nor did I think to take a screenshot. Errors are rife in this map. Buttons are placed high above the players head. Lighting is mostly uniform, and where it isn't, the shadows look truly out of place. TArchitecturally, this map goes beyond basic - it's like the whole thing was constructed on the principle of rectangles. The outsides of the map haven't been caulked, and that's something which should always be done. Z-fighting is all over the place. Overall, the map's design is flawed - doors needing to be attacked to open, other doors opening excruciatingly slowly, some rooms having no purpose, ineffecient use of space, plain texturing, etc etc. The only real good side to this map, is the FPS you'll get while playing it. My advice to the author, is to practice more and more before releasing anything else. Look at other well-made maps and compare them to your own to figure out where those go right and yours go wrong. And above all, talk to people, get feedback and criticism, then rework your stuff! You can even use the forums for this. If anyone wants to download this map, feel free. I think personally I'll be sticking with the baseJK2 maps. ~ Kouen [b]Bot Support:[/b] Buggy, but present [b]New Textures:[/b] No [b]New Models:[/b] No [b]Custom Music:[/b] No [b]Gametypes:[/b] Free For All Team Free For All Duel Jedi Master

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123 downloads

Uploaded:27/03/2007

Yavin Dueling Grounds

yavin_dueling_grounds.zip | 4.29 MB

4-8 people before feeling cluttered). It consists of a central platform, with what looks like a jungle gym in the middle, and four towers jutting out from each side of the platform. Each tower has a couple of good sniper locations (complete with rifle). Naturally you\'ll need to be careful, because if you\'re sniping everyone will know where you are! The rest of the map seems geared mainly toward guns, although the \'jungle gym\' I mentioned earlier suggests that if you want the full experience, you\'ll need Force jump at the very least. Guns are littered across the map, but are fairly accessible. There are also enough obstacles so that a guns battle won\'t be quite as cut and dry as if you were on a wide open map. The texturing and brushwork on this map are a little bit bland, but very functional. So while it may be an eyesore to a certain extent, it should provide decent gameplay. To be fair, I\'ve seen texturing much worse than this. It could just use a little style. The lighting is also not [i]too[/i] bad, but could definitely be improved. Not a bad start, though! [b]Bot Support[/b]: No [b]New Models[/b]: No [b]New Textures[/b]: No [b]New Music[/b]: Yes ~Inyri

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122 downloads

Uploaded:15/12/2003

SITH Meet

sithmeet.zip | 2.31 MB

review, but I\'ll save those for last so I can end this on a good note. No need to adjust your monitor. Those screenshots are that dark because that\'s how dark the map is. I considered brightening them so you could see what was supposed to be in each room, but decided against it. After all, you want to know what it is you\'re downloading here, right? By the way, that second screenshot is of a room with some chairs in it. I couldn\'t really tell what the person was going for with this map. At first, with the chairs and then that one room that I assume is supposed to be like, living quarters, I thought maybe this was like, a clan map. But then when you circle around and find the purple room that leads to the red room, it loses its direction. There is nothing of significance to mention here, except the red room is easy to get lost in. There are several of these red-lighted pillar things everywhere, but no other light source. So it\'s pitch black otherwise. I can\'t imagine ever wanting to play this map - I\'d never be able to find someone to duel! And even if I did, where would we duel? Everything is so cramped ... and an FFA is almost out of the question. It\'d just be chaos. People shooting at anything that they think may have moved, when it might just be a chair that they can\'t quite make out in the poor lighting. :/ Onto the good things! Bot routes! WOO! At least they don\'t need lighting to find their way around the map. There are some new textures. And I have to say that the red room thing does look kinda cool. Oh, and there were no errors anywhere. That\'s good. *nods enthusiastically* I also noticed that this is considered a beta map. So keeping that in mind, this is a good start. I just hope you got my hints about lighting, continuity and gameplay. :) Bot Support: Yes New Textures: Yes New Music: No Game Types: FFA, Duel ~AmosMagee

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122 downloads

Uploaded:20/05/2008

Battle Complex

battle_complex.zip | 7.88 MB

battling in! The map is split up into several areas, which are reachable through teleporters infront of colour coded doors. So the blue door teleporter will take you to an area that is lit up in a blue light, the red door teleporter to a red area and so on. The map is quite maze like, I found I got lost quite easily. Though that may well lead to some interesting FFA’s, if you get lost, and then accidentally bump into one of your opponents… That chance encounter could lead to a furious battle in the winding passageways! Also on the plus side, the map the same custom music that the author has also used in his other recent maps, which fits the maps theme well. The various coloured areas correspond to different materials too. For instance, the red areas have lava, the green areas have acid, and the blue areas have water, which I thought was a nice touch There are quite a few things in this map I feel could be improved upon however. For one, although the maze like structure could lead to some interesting games, it can also be quite frustrating, because it is difficult to find your way around. :( Another thing is that the various coloured textures are very bright, and are solid colours too. Something more subtle would look good, with maybe hints of the different colours, rather than re-colouring the whole texture. Lastly, the structure of the map is quite blocky, I really think some more architectural detail would be good. This is only a v1 however, so I’m sure if the author decides to make a v2 it will be refined further. All in all though, an interesting map for FFA’s here. I hope to see more maps in the future from you Sir_Ryan! :) If you guys like the look of this map, then give it a download! [b]Bot Support:[/b] No [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] Yes [b]Game Types:[/b] FFA, TFFA ~Nozyspy~

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119 downloads

Uploaded:30/07/2009

Raen's World

raensworld.zip | 2.27 MB

Area #72 V2, Battle Complex v2 and a new addition called the 'Chaos Realm'. Sorry Warhammer Fans, its not related! Rather than write a mini review for every map within this map, or copy paste the original reviews, I think you should go check out his other maps for yourself, and maybe download a few. ;) All of his previous maps that have been rolled into this map have been somewhat improved with new additions here and there and slightly better lighting and architecture. The various different areas of the map are accessed via secret concealed corridors, which I wasn't able to find whilst testing this. Mind you I never was good with finding secret areas in JKA! This could be a problem for the less patient players out there though, personally I think it would have been more practical to make the entrances to the corridors connecting the different areas a bit more obvious, but that’s just my opinion. I liked the new 'Chaos Realm' area, since it makes for a very interesting place to duel or have a full out FFA. You need to watch that you don't fall to your death through the empty spaces in the checkerboard floor! The elevators and multi-level nature of this area also make for some interesting challenges. One of my favourite areas is still the Battle Facility #2 one, which reminds me of that level in Mirrors Edge where you get chased around that training area by those 'anti-runner' dudes or whatever they were called. Overall this is a good map, or should I say multi-map. There is plenty to explore and it would probably be good for clans, since you could have separate groups training in the different areas. I still think that the lighting could be improved though, especially in the inside areas where it is really too bright. I also think adding a bit more 'architectural strength' would be a good idea, since some of the areas have walls that are very thin and they look just too flimsy. Some extra detailing, like buttresses against the walls, or less plain textures would help a lot here. As I said though, overall this is a good map, but I think it could still use a little more refining to make it even better. If you guys like the look of it, then be sure to give it a download! :) [b]Bot Support:[/b] Yes [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Music:[/b] No [b]Game Types:[/b] FFA, TFFA ~Nozyspy~

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117 downloads

Uploaded:08/08/2004

Medievil

medievil.zip | 1.69 MB

sith trying to ambush you. My personal opinion of this map is that it is perfect for any Free For All with its just perfect amount of light and shadow, and the large rooms. I think a great improvement would be support for TFFA and bots, but I would still put this map in a server rotation. Bot Support: No Modes: FFA - Spectrum

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116 downloads

Uploaded:31/03/2007

The Ultimate Duel

tud.zip | 1.18 MB

sized free for all. It consists of a very small boxy room with some plants in it, and a bench, and some light posts. There is one very short and cramped hallway leading to a door that doesn\'t open. The ceiling of the main room is open with a skybox that seems to not exist (double check this to see if it\'s just me, but my base folder is [i]empty[/i] minus the assets and the official bonus maps). Another downside to this map is it has no bot support. Bot support for a map this tiny would be a cinch, so it\'s a shame there\'s none for this map. Frankly I think it\'s even a little too small for duel, so for future maps this author might want to think of a more unique design (not just a boxy room) and make it playable. I just don\'t see this map having enough room for anything but the most straightforward of duels. [b]Bot Support[/b]: No [b]New Models[/b]: No [b]New Textures[/b]: No [b]New Music[/b]: No ~Inyri

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113 downloads

Uploaded:16/02/2012

jumpxtreme2

jumpxtreme2.zip | 8.04 MB

without the quotations, and press Enter.[/u][/b] I\'m not sure of how many trick jumpers still exist within this community, or if any exist at all. If some do however, then here is a map to test your skills on, or drive you nuts because of the jumps required. ;) What this is, is basically a trick jumper\'s dream, or nightmare, depending on how much trick jumping you actually did within Jedi Outcast. A few different courses, all with varying difficulty levels, lasting 5 minutes for a pro, or an hour for a noob (I don\'t \"do\" trick jumping. :p ), and all with Joe Esposito\'s \"You\'re The Best\" playing in slighter higher speed on an endless loop. Fans of the original Karate Kid may get a kick out of this map. :p Sweep the leg! :D Moving on, the user claims to have new textures, but they all look familiar to me. They look like stock textures, but without going through the whole game, I can\'t be certain. If they are new, the credits in the readme file are justified. [b][u]Difficulty levels:[/u][/b] E=Easy H=Hard A=Arc jump room X=Xtreme D=Duelroom [b][u]Specs:[/u][/b] Game types: TFFA, FFA, Holocron FFA, Jedi Master Bot support: No Music: Yes New textures: Yes, apparently -SuperSmeg

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113 downloads

Uploaded:29/11/2006

The World's Alternation

the_worlds_alternation.zip | 3.52 MB

a lot of it due to the darkness, though, and I have higher than normal brightness. The map consists of a series of rooms and teleporters, and a couple of 'secret' areas, most of which have a view to the outside, which is either day or what appeared outer space, depending on where you are in the map. There were a couple of big open rooms where duels can take place, and a few good gun FFA areas, but not much other than that. There really didnt seem to be much to it, but a version 2 may be made, and if it is, I am looking forward to improvements, the main one being the lighting. New Textures: No New Music: No Bot Support: No New Models: No

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110 downloads

Uploaded:13/05/2008

Battle Area #72

battle_area_72.zip | 6.03 MB

suited to FFA’s or Team FFA’s. The construction of the map is pretty simple, there is a large battle area, with some platforms along the walls that make good sniping positions. Then, on each side of the arena there is an entrance to the lower level where a passage way on each side forms a cross-roads in the middle, which adds another dimension so how you battle. There’s not too much else I can say really, since the map is fairly simple. Personally I think you could have some interesting FFA’s on this map, but I really think the map needs to be expanded upon more. There needs to be some more detailing in the map, things like crates or small walls are good on an FFA map, since you can duck behind them to take cover from enemy fire. I liked the idea of another level underneath the main map, since as I said, this adds an interesting new dimension to how you play on the map, because you can go in one end and then pop up at the other and give your opponent a nasty surprise! ;) The author has used custom textures on this map to good effect, and as well as that, it also includes bot support and new music! The music is certainly battle music, and I think it fits the theme of the map perfectly. I didn’t see any bugs on this map, so good job there mate! All in all a nice little battle map here, even if it is a little simple. If you plan to do a v2 of this map, then the main point to work on that I suggest, is adding more detailing and perhaps a few extra features to the map. Some watch towers for example which can be used by snipers, and some crates here and there for cover. Well that just about wraps it up, if you like the look of this map, then give it a download! :) [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] Yes [b]Game Types:[/b] FFA, TFFA ~Nozyspy~

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106 downloads

Uploaded:05/05/2011

A-Mountain

amountain_jk2.zip | 6.43 MB

Your goal is up, up, and up. If y'fall, all the brushes are coated with anti-fall-damage magic, so all that's hurt is your progress. So, not much else to say about this map. It does work for JK3 so if you're looking to waste some large tracks of time with a jump puzzle, GO FOR IT. New Textures: Aye New Music: Aye Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

A-Mountain - Screenshots Screenshots:

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103 downloads

Uploaded:19/11/2005

Imperial Detention

impdetention.zip | 2.94 MB

they can..not be awesome. This is a first map which, I'm sorry to say, isn't that awesome. The main problem, aside from it's low aesthetic nature, are the bugs. And for such a small map, there's quite a few. :( Firstly, you haven't clipped your models of the shadowtrooper. That means you can walk through them. Secondly, the canister and generator models aren't lit properly. To fix this, make them misc_model_static as opposed to misc_model. Thirdly, there's no sources for those giant blobs of light I can see on the floor. Finally, and most annoyingly, it sounds as though the author has used caulk_water for the hidden surfaces, as opposed to just 'caulk.' While that may mean zip all to all you non-mappers, ;) I'll tell you that it results in your footsteps sounding like you're wading through water, when, in fact, you are standing on a solid floor. All the cells are the same, and all are lit badly. The architecture is as you would probably expect from a first map, although I have seen worse :) I suppose playing hide and seek could be quite fun on this map lol, but aside from that I'd look to other downloads if you need a good FFA map. Oh, and the music doesn't work, so that mp3 file is basically there just taking up file space. New Sounds: No New Textures: No Bot Support: No ~Szico VII~

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97 downloads

Uploaded:13/10/2007

Yavin Dueling Grounds

yavinv2.zip | 5.93 MB

Grounds". But first lets take a look at what Inyri had to say about [file="77256"]Version 1[/file]: [quote]This map is supposed to be set on Yavin, although the only thing that really shouts "Yavin" to me is the skybox. It's small, but probably big enough to support a small FFA (probably no more than 4-8 people before feeling cluttered). It consists of a central platform, with what looks like a jungle gym in the middle, and four towers jutting out from each side of the platform. Each tower has a couple of good sniper locations (complete with rifle). Naturally you'll need to be careful, because if you're sniping everyone will know where you are! The rest of the map seems geared mainly toward guns, although the 'jungle gym' I mentioned earlier suggests that if you want the full experience, you'll need Force jump at the very least. Guns are littered across the map, but are fairly accessible. There are also enough obstacles so that a guns battle won't be quite as cut and dry as if you were on a wide open map. The texturing and brushwork on this map are a little bit bland, but very functional. So while it may be an eyesore to a certain extent, it should provide decent gameplay. To be fair, I've seen texturing much worse than this. It could just use a little style. The lighting is also not too bad, but could definitely be improved. Not a bad start, though! Bot Support: No New Models: No New Textures: No New Music: Yes ~Inyri[/quote] Well, sadly to say, not much has changed. Only a couple of things have been added; a few little walls to hide from enemies, and a breakable box in the center of the platform. My guess is, the author just figured out how to make a breakable item and decided to find a place to stick it in his map. But I guess it adds...something. Some of the lighting has been changed as well, and while it might be a little better, it still doesn't fit the sky box. Try adding a sun entity to your next version. It adds a touch of realism, cause sunlight doesn't create little white balls of light everywhere. It's one big beam. Also, the author changed a couple of the textures. The texture work is still nothing spectacular, but it all fits together well, except for the "jungle gym" in the middle. The texture just looks odd, and could have been lined up better. Okay...Only 2 more things I need to mention before I go. The music is in the file, but doesn't work in-game. And when I listened to the song, I'm kinda glad it didn't work...Cause I would have turned it off anyway. Also, don't plan on getting to the map via the in-game map list. The author entered the wrong filename in the ".arena" file. So you'll have to type "/devmap yavin2" in the console. Overall, it's a stable map for a small, quick ffa or a duel. Just don't fall off the edge! rPopn, keep working and take some tutorials on lighting and brushwork, and you could make a pretty decent map some day. Keep up the good work! Bot Support: Nope New Models: Zip New Textures: Zero New Music: Yes, but doesn't work Secrets: Nada ~ Yami

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97 downloads

Uploaded:11/11/2003

{PO} Hangar

po_hanger3.0.zip | 3.44 MB

Personally I think this map is amazing, but a little bit unfinished. You spawn a little bit up in the air, and the buttons to open the doors are hidden. Otherwise this map is perfect. I love the breakable computer screens! High FPS -- mine didnt go lower than my max. Bot Support: No - Spectrum

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95 downloads

Uploaded:22/05/2008

eXt Battle

ext_battle_v1.zip | 2.15 MB

advise not to release your first ever map here, and in general I would agree. This is because it is always better to get as much practice as possible before releasing a map. I have personal experience of this, since I can tell you that my very first map was no more than two rooms with a corridor, and an AT-ST (not that there was enough room to actually move the AT-ST around!). ;) However, I must say, for your first map you have done a very good job Twitch! You can tell that this map has been thought out and that effort has been put into building it. Though it’s only a small map, it features two areas, which you can travel between by use of a teleporter (you don’t see teleporters in first maps very often, since that is a bit more advanced feature). Just walk into the glowing orb of light! There is also a jump pad in each area, walk onto it and it will catapult you up onto to the higher level, which also makes a good sniping position. :) Being Twitch’s first map, it is simple in its construction and architecture, though it does feel well made. Some things I think could be improved upon for next time include making the map a bit bigger. Perhaps making the two areas larger, or perhaps adding a third area. Also try to add more detail to the architecture, with pillars, vents and pipes on the wall, and other small features like that. They really add to the feeling of a map. As for bugs, there was only one noticeable one that I could find, and it wasn’t the author’s fault anyway. One of the textures he has used has a strange bug where, when you walk on it, it produces the splashing noise that you get from the water textures normally. This is a fault somewhere in Base JK2’s shader library I think, since I have noticed it on even a couple of JK2’s default maps (like the Yavin CTF, on the lintel just above the entrance doorway to the red teams area). All I can suggest for this, is maybe to try using a different, but similar looking texture next time. That should resolve the problem. All in all though a good first map here from Twitch. He has done a good job considering it is his first map, and I look forward to seeing more from him! [b]Bot Support:[/b] No [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Music:[/b] Yes (Unusual sounding music it is too, I couldn’t make head nor tails of the lyrics!) [b]Game Types:[/b] FFA, TFFA ~Nozyspy~

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95 downloads

Uploaded:10/12/2006

LSE_Duel Map

lse_duelv2.zip | 2.9 MB

guessed, the map is centered around dueling, and for that purpose there are a grand total of three levels for dueling. Each level is separated with glass, which makes for some nice duel watching, and each is separated by a staircase. Off to the side of the map are some memento’s of friends. One is a memorial for a friend that disappeared, another is for a mapper, and another one is just a room with someone’s name all over it. :p This map does have a bar, but it’s pretty spartan, although there is a door to an elevator that goes to a teleportation room. Be warned, if there’s something that says: “DO NOT ENTER”, don’t enter it. The lighting could have been worked on in this map. It could have been a tad brighter, and the constant on-off flickering of the lights in the memorial area was annoying, and disorienting. Anyways, this wasn’t a bad map, albeit a simple one that could use some elaboration, both in construction and lighting. Bot Support: No New Sounds: No New Music: No New Textures: Yes New Models: No Gametypes: FFA (The script that designated gametype didn’t have the gametype field, so it defaults to FFA in the map selection screen) ~Zach

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89 downloads

Uploaded:28/09/2006

LSE Duel

lse_duel.zip | 759.12 KB

other maps, this map uses a familiar concept - it\'s a duel arena, except it\'s intended for FFA mode. A lot of servers fit that profile these days, but even for the ones that don\'t, this map is good to use in that mode for tournaments. With three levels for duels and glass floors to see through, spectating from in-game is no hard matter, and that\'s probably the map\'s most unique concept. There\'s plenty of space for the combatants to move, and a bar area for those who want to get out of the arena for a while. You\'ll remember that I mentioned flaws, and there are a few. Small ones, but they are still there. The most strikingly obvious flaw is the glass - the seams are clear as day. This is because the author hasn\'t caulked the connected edges, and has left the entire brush as glass rather than just the top and bottom faces. Aside from the glass, all I can point out is a few things which need tweaking. The pillars are visibly seperated, which doesn\'t look so good. The texturing choice on the stairs and walls should be revised. I\'d also use a sloped clip layer over the stairs to smooth the climb out, since it\'s currently causing the camera to jump when they\'re traversed. Other than that, all that really needs to be done is some expansion on the design. As it is right now, it\'s a good first map, and I suspect that the author will only improve as time goes by. ~ Kouen [b]Bot Support:[/b] No [b]Custom Models:[/b] No [b]Custom Textures:[/b] Yes (one, borrowed from Jedi Council GC) [b]Custom Music:[/b] No

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78 downloads

Uploaded:16/04/2009

Battle Complex v2

battlecomplexv2.zip | 701.91 KB

So what has changed? Well, the style has remained very similar, with multi-level rooms of various shapes and sizes for battling in as well as teleporters like the last version did. However there have been many big changes. For one, you can see that the map no longer uses brightly coloured lights and textures, instead relying on a standard, plain, clean Bespin themed texture set for the entire map. The teleporters are also clearly marked in the passageways by the blue ‘plasma pipe’ texture. This makes the map much easier on the eyes and also looks more natural. The maze-like structure of the map and the use of teleporters to get from area to area makes for an interesting map to have an FFA in. This is one of the maps strengths, but also one of its weaknesses. Not everybody likes maze-like maps, because it can be incredibly frustrating if you keep getting lost. That really depends on the type of gameplay that the individual player likes though. There are a few things that I think need fixing and/or improving as well. The map doesn’t appear to have any music, which is a great shame, because even some base JKA music is better than no music at all! I definitely think this map deserves some cool custom music. Also, I still feel that the map is very plain and bare, and that it needs some more structural and architectural detail. Maybe some pillars here and there, or some pipes on the wall, just to add that bit extra flavour. Then again, the simplicity is also one of the advantages of the map, because there is nothing to distract the hardcore gamer in a frantic FFA. Nevertheless, I still think it would be cool to add in some more detail. Adding bot support would also be good I think, although this could be tricky with all the teleporters in the map. Overall another decent map here from Sir_Ryan, though I feel that it could still be improved. I look forward to seeing if Sir_Ryan decides to make a v3 of this map, and also his future map releases! :) If you are in need of a map to practice some hardcore FFA’ing or just like the look of this map, then give it a download, and don’t forget to leave the author some helpful tips and comments below on where he can improve for next time. Especially if you are a fellow mapper! [b]Bot Support:[/b] No [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Music:[/b] No [b]Game Types:[/b] FFA, TFFA ~Nozyspy~

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63 downloads

Uploaded:11/12/2008

Battle Facility v3

battlefacilityv3.zip | 1.01 MB

JK2 yet. :) A while back I reviewed the previous version of this map and thought that it was pretty good, so what changes have been made this time around? Well the general layout of the map seems to be pretty much the same as it was before, but there are now more objects in the map to provide cover, such as stacks of crates. Since the name of the map is ‘Battle Facility’ and it is designed to be used for an FFA, these additions are I think a good idea as they provide a more challenging environment. All the original features are still here, including the small bunkers and the very big platform and walkways that dominate the center of the map, as are the curious pyramidal shaped features. To be honest I am not exactly sure what these are for, perhaps some kind of obstacle course type area? Whatever they are, I think they look kinda cool. ;) Perhaps the biggest change has been to the walls surrounding the map, which now look a lot less flat and I think look much better than they did before, so good work there mate! All in all I like the changes to this map, it has been polished up some more without loosing the simple and clean feel of the original map and thus I would still recommend this map as an excellent map for a medium sized FFA or TFFA. Unfortunately though, there is no music, as the custom music that it seems that map was supposed to use (judging from the ‘music missing’ error message that pops up when you load the map) wasn’t been included in the .pk3. Other than that though this is a solid map all round. If you like the look of it, or need a good map for some FFA practice, then give this a download! [b]Bot Support:[/b] Yes [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Music:[/b] No [b]Game Types:[/b] FFA, TFFA ~Nozyspy~

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24 downloads

Uploaded:15/12/2011

jk2maps for multiplayer

single_player_maps_for_jk2_multiplayer.zip | 10.57 MB

memorable levels from JKO's single player mode, as if they were multiplayer. It was originally intended to be 5 maps, but Artus Prime doesn't seem to want to work at all. The only thing I found inconvenient about this, is that they are not selectable in the Free For All list like other maps would be. You need to enter them into the console to be able to play them. The Force power cubes on Yavin Streets now act as teleports. Be careful not to fall down the elevator shafts, because you won't be able to get back up. [u][b]To access the console[/b][/u] Hold SHIFT and ¬ on the JKO MP menu screen to open to bring down the console screen. [u][b]Map launch commands:[/b][/u] map yavin_temple map yavin_courtyard map bespin_streets map bespin_platform To load those maps with cheats enabled, replace "map" in the console commands with "devmap". [b]New Textures: No New Sounds: No New Music: No Bot Routes: Yes (but not on Yavin Courtyard) Game Types: FFA[/b] -SuperSmeg