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232,854 downloads

Uploaded:07/08/2004

Jedi's Home (JL)

jedishomejl1.1.zip | 10.14 MB

because you're so excited that you actually made something and you want to share it with everyone. However, the best thing to do is just what the author of this map did - he created two maps before this one, but never released them. They were used to just learn how to map. Then he made Jedi's Home and it's just a wonderful map. It's hard to believe that it's a clan map, but it is. It is obviously inspired by Sevker's Jedi Archives, Griffinclaw's Jedi Council and there are some elements of ShroomDuck's maps here and there too. In my opinion, you can't get much better than combining those ideas, skills and talents. So as you can see from the first screenshot, Shadow Stone played around with a lot of curves. The lighting and textures in the main room are just perfect, in my opinion. The chandelier hanging sways gently and rotates. There's a less impressive meeting room down one hall, but will work for duels. A small dojo in another area serves its purpose, but isn't my favorite room. There's a large arena that has some interesting lighting and though you can't see it in my screenshots, has a 1st, 2nd and 3rd place thing that is reminiscent of Tournament Central in the TMBJ map. I love the bar. It's not a main part of the map, which is nice. You have to take an elevator up to the small, open bar which features some lovely lighting and three TV's hanging from the ceiling. The railing around the bar is wood and gives it a cabin-like feeling. Makes it very cozy. The bar is slippery - I'll let you guess where that concept came from. Outside you'll find a landing pad which is always good for FFAing, much like in Bespin Streets. The only parts of the map that make it clear that this is a clan map are the council rooms, secret areas and the living quarters. I have to say though, those are the most impressive beds I've seen yet. At the end of the room are three couches surrounding a large table. There are buttons on the sides of the couches, that when pressed will produce a large TV in front of each one. The meeting room with the large chairs looks great and also has that button thing going on. A small TV will slowly slide up in front of the leader's chair. And when another button is pressed, a map/chart thing will come up in the middle of the table for the benefit of the others around the table. One of my favorite areas has to be the hospital thingy. I remember people wanting to do the whole bacta thing the right way, and I'm not sure if anyone really was able to do it, but Shadow Stone sorta got it. Someone stands in the center of the um ... thingy ... and you press a button and down comes a tube and up comes water. After a few seconds, it drains and opens. There's a large council room upstairs that's just pretty. I really didn't find any of the secrets, but that's because I was busy exploring what wasn't secret. I kinda forgot to look. I was already so impressed by what I had seen. My FPS wasn't too bad, but it may suffer slightly on a server with a bunch of people. Still, it's worth it, I think, for those who like maps like Jedi Archives, GC's Jedi Council and the TMBJ map. I really can't wait to see your next map, Shadow Stone! Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA, TFFA ~AmosMagee Ps. Shadow just fixed a little error and sent this to me. So I deleted the old version and put this one up. So if you downloaded the old one, be sure you grab this new one. :)

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142,198 downloads

Uploaded:30/04/2004

Sith Council

sithcouncil.zip | 12.66 MB

Sith Council map. It's not exactly like GCJC, but one look at the screenshots and you'll agree that it was heavily inspired by it. The main area does have columns, a long red carpet, a bar, and several rooms, including a dojo, for dueling in. One of my favorite areas has to be the Armory. I can't believe I haven't seen this concept used before. You press a button and get a weapon or ammo. It's perfect except for one thing - you can't tell what you're getting until you press the button. It would've been nice to have seen some clear labels over each button. There's an interrogation room with a one-sided mirror-like thing, where you press a button to allow the interrogator to escort the prisoner to the torture room. The torture room doesn't live up to my expectations, but it's decent anyway. There's a medical room and bedrooms. The bedrooms are great. They're quite dark when you first enter, but there's a lightswitch. HA! So yeah, turn on the light and you'll be able to find your way easily to the beds or desks. And yes, that screenshot there is of Kent Brockman. I just, had to include that. Who doesn't love The Simpsons? :D My only real complaint about this map is that the textures are so repetitive, so it is kinda boring to just look at. But it's a fun map to explore and lends itself well to RPing, just as GCJC did. I wouldn't be surprised if this does become a favorite map for JA players. Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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117,454 downloads

Uploaded:01/08/2005

Jedi's Home (JL) II

jedihomejl_ii.zip | 15.18 MB

really, after all considering what a smash hit the original Jedi’s Home was, it should have occurred to me that there was a good possibility for a v2. Oh well, I always seem to miss the obvious! Anywayyy…on with the review! Now, on the whole I liked the original map, it was roomy, good for clans, and had some great secrets. However there were a few things that bugged me quite a bit, one of which was the texturing in one or two areas, like that dark blue carpet in the main hall. It drove me mad trying to duel there, because I could never see my character, or my opponent properly. They just seemed to blend in with the dark carpet! Of course, when I lost because of that, I’m not sure anyone believed me when I said it was all the carpets fault. Surely other people had the same problem though? One of the main things a v2 should always accomplish is to correct the errors, or not so good bits of its predecessor. The worst case scenario is that a v2 would expand upon the not so good bits of its predecessor and get worse! I am happy to say that isn’t the case here. If you liked the original Jedi’s Home, your gonna be drooling over this one! :D Lets move onto the architecture first of all. This is really a map and a half, the architecture looks great all over. Wonderful smooth flowing lines, along with grand staircases and a lot of nice architectural detailing makes this an excellent map visually. It also feels a lot more solidly built than the original, but I guess a Jedi safe house needs to be though right? Some areas which I particularly liked was of course the wonderful main hall, with that great ceiling, but also the kind of modern-Japanese style dojo room thingies. At least that’s what they looked like to me! There is some nice architectural features and texturing in there, and the lights look pretty nifty too. ;) Now, that brings me onto the texturing, which is also very impressive. Quite a bit of the texturing in the main areas of the map is in relatively plain and simple textures, but nice looking ones nevertheless. Plain or simple textures are certainly not a bad thing if they are used properly however. In this map they are used very well I think, and personally I think they really bring out the wonderful architecture, whereas complicated, cluttered textures would draw your eye away from the architecture and more onto the texturing. There have also been some nice new shiny marble textures added to the map here and there, which i think looked rather posh! Best of all though (in my opinion at least) is that the carpet in the main area now looks much better, so hopefully I wont keep loosing my duels so much due to the colour of the carpet. I bet you still don’t believe me about that do you! :P Anyway… Just like the original, there is sooo much to explore on this map. The map itself is gigantic, and of course, theres plenty of secrets! One of the coolest bits I thought, was a transport ship that’s outside on a landing platform. Step on the boarding ramp undernieth and it brings you up into the bowls of the ship. However, if you move into the cockpit and press the controls, you can fire its laser cannons! Hopefully none of your friends will be standing infront of it…or maybe that was the idea? Mwahaha… Theres a totally revamped medical room, and also a cool duel room with a glass box that closes around the duelers (sorta like the one in Sith Council). As I said above, there is of course, plenty of secrets here. Theres hidden chambers, as well as come nifty floating dueling platforms in the sky, though I couldn’t figure out how to get there normally…I had to use noclip. Still, I imagine theres a teleporter somewhere for that. One secret that I thought was very cool was this security room that I found. It had a big screen on the wall where you could actually see one of the corridors in the map, and also when people walking through it. Just like a proper security camera! The only thing that I didn’t really like in the map was the fact that you had to press the use button on some of the doors to open them. Doing that just gets a bit irritating after a while, because I keep walking into doors expecting them to open! Owch… Besides that though I don’t remember noticing any substantial bugs, or any bugs at all for that matter! So, lets round up a few pro’s and con’s before we finish up. Pro’s: [*]An excellent map for clans. [*]Excellent looking architecture, you gotta love all those curves! [*]Solid and well-made brushwork. [*]Beautiful texturing and lighting. [*]Plenty of secrets to discover! Con’s: [*]It is very large, which can lead to you getting a bit lost if you don’t know the map well. [*]You have to press the use button on some of the doors to get them to open, which gets a little irritating after a while. This really is a superb map, which will be great for clans or RPG folk, or anyone who appreciates a well made and good looking map. An excellent map all round, be sure to give it a download! Bot Support: Yes New Textures: Yes New Sounds: No New Music: Yes Game Types: FFA, TFFA ~Nozyspy~

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73,101 downloads

Uploaded:06/06/2005

Star Wars Episode III JKA Map Pack - Part 1

sjc_eiii_mappack_part1.zip | 54.04 MB

reading this review, downloading this map pack, then you saw Episode III. If not, don\'t read my review - there may be a spoiler or two. Okay, so I spawned in that one big room near the elevators. I immediately crawled down the broken one and explored the shaft. I don\'t think you can tell from the screenshots there, but there seemed to be water I was walking in here and there. Oh, and these screenshots are a bit out of order. See R2 down there in the water? I didn\'t mean for him to fall down there... I just love breaking grates. :D And that damn droid kept saying something every once in a while. Startled me every time and I expected them to spawn and start shooting at me and R2. Of course, R2 would\'ve kicked their asses. As you can see from the last screenshot there, I wouldn\'t have been much help to R2 since I decided to go and press buttons and got launched out into space. My FPS was decent on The Invisible Hand and I wouldn\'t be surprised if this map becomes as popular as the Duel of the Fates map - especially with that space-sucker-outer button. ;) And now Palpatine\'s Office - no, wait, that\'s a screenshot of Sith-J-Cull\'s office - or is it George Lucas\'? Bah. Maybe George and James share an office? ;) Well, I have no idea how to legitimately get to this room, I cheated and noclipped. :P But definitely check it out, it\'s amusing. :) The design and lighting of this map are great and accurate, though my poor screenshots don\'t justify the map. I\'m not quite sure why the chairs in the office can be pushed and pulled, but they can be. And the glass OF COURSE can be broken - how else could you reenact the scene where Windu gets - okay, I\'ll stop there. :) After testing these two maps, I\'m tempted to go back and find your first map ever submitted, James ... just so I can see if there was ever any improvement to be made. It seems to me you\'ve always been a great mapper and always will be. By the way, there are two screenshots of James\' upcoming work included in the zip file. So be sure to download part 1 of this map pack! Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, Duel ~AmosMagee

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70,793 downloads

Uploaded:08/08/2004

Kamino

kamino.zip | 16.63 MB

Wars map. The skybox outside is lovely (though could be improved upon and probably will be for version 2), there's rain and fog and mist, the lighting is beautiful, and that's just like, from where I spawned. Now, keep in mind, this is a HUGE map. It took almost a full minute for the map to load for me. So don't freak out and think the game has frozen or anything. Just be patient. :) There are some windows looking out into the sea and the water is just drenching the glass ... it looks great. The hallways are bright and sterile looking. Lots of great details can be found in small rooms here and there. There are some great doors and ... goodness, there's just so much here. That one room with the white spoon chairs - totally freaked me out. LOL This really is an incredible map, James. And I know a lot of you have been looking forward to this map's release. :) There are a few errors I found here and there. The elevator/lift doesn't work as well as it could, there's some z-fighting in two areas that I found (can you spot it? ;)) but there is a version 2 coming. This is definitely a map for RPing. And if you aren't into that, then like, try a game of Hide 'n Seek on this map. It's big enough. :P Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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65,996 downloads

Uploaded:17/10/2003

KOTOR Flight School

kotor_flight_school.zip | 10.21 MB

to stay grounded. (Like me ... I should stay out of the air ... notice the last screenshot there ... yeah.) Throughout the space nearby are many rocks, or asteroids for your target practice pleasure. ;) Perhaps you just want to swing your saber a bit? No problem - plenty of room for that too. I can\'t tell whether the vehicles included in this map respawn or not, I didn\'t stay alive long enough to find out. LOL Also, I\'m sure there are other elements that I can\'t comment on simply because I tested the map alone, not with others who would be attempting to blow me up. :D What I can say is: this map has HUGE potential. I had fun flying around on my own, shooting at, well, everything ... hehe ... and just testing out the different ships kept me busy for a while. I wonder what this would be like with bot support? Hmmm. As I hinted above, there is no bot support, but that\'s almost a non-issue here. :) This is definitely intended for multiplayer servers, not to play alone. There are new textures and sound effects and music. Okay, a comment on the music here - AAHH! That is all. I didn\'t really comment on the textures and whether I liked the map itself. There was just too much to play with for me to notice the look of the map. LOL Honestly, though, it\'s not something I\'d even come close to calling eye candy, but it\'s not an eye sore either. It doesn\'t need to look good to be fun. :) Overall, this is a great idea. It isn\'t simply a map, it\'s a mod and a map ... sorta. Okay, it\'s a map, but like, so much more. :D Great job and I can\'t wait to see the updates! Bot Support: No New Textures: Yes New Music/Sounds: Yes Game Types: FFA, TFFA, CTF, Duel ~AmosMagee

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64,881 downloads

Uploaded:02/10/2004

Naboo Hills 2.1

naboohills21.zip | 8.67 MB

vehicles allowed in jedi academy,the vehicles do add the extra fun to the map. The map is basicly made out of a few buildings that function as different bases,it is a big grasslandscape with trees and rocks, not much has changed since the last version, except that there is an inside area added under one of the buildings and the Trade Federation Droid Lander has been improved. also the CTF spawn points are fixed and a few other little adjustments have been made. I think you should just download it and form your own oppinion :) New Textures: Yes Bot Support: Yes New Music: No Game Types: TFFA, FFA, Duel , Power Duel, CTF >)-Buffy-(

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63,121 downloads

Uploaded:02/11/2005

Star Wars Episode III JKA Map Pack - Part 3

sjc_epiii_mappack_part3.zip | 119.12 MB

one can say that they haven’t been waiting for at least one of these maps! The one I was most looking forward to was the Senate ;) Well, this is going to be an insanely long review lol, so I will give each map its own little (or not so little) section. Kashyyyk Battle: First lets start with Kashyyyk. Now, having bought the Ep3 DVD yesterday (October 31st mwahaha we in Britain get it a day before the Americans! Makes a change to get something first for once lol…anywayyy…) Probably one of my favourite battle scenes (of which there were many) was the Kashyyyk one. Giant furry people against robots? Who wouldn’t like to see such a match up ;) This map is truly MASSIVE, among some of the ace things included are many vehicles made by various other authors. Including the Hailfire Droid and the Clone Gunship. Now, I know how annoying it can be to try and fly around in a map that’s too small, and you keep banging into the skybox and blowing up…but thankfully this map has easily enough room for a dogfight in the sky ;) This would, I imagine, be a great map for gunbattles and TFFA’s because of all the vehicles and the massive amount of room. Not to mention all the walkways pads and cool features like barricades on the ground. Graphically this map is superb, there’s a little Republic Star Destroyer moving in the sky, also there is a bird that is actually flying round! That’s not the best bit though, what was really great was the fact that there were multiple rooms in the giant trees that you could actually go inside, and not only that the leaves on the trees, actually sway, so it looks like there is a slight breeze blowing! The water even looks like its lapping against the shore! Sometimes it’s the little things like that which really make a map more alive graphically. All in all a really good map here, if you like exploring or like having a battle, you will love this! Also this map reminds me of Naboo Hills By Darth Zappa, because of the vast amount of space and all the vehicles, so if you liked that map, you will love this! The Senate: Well this is the map that I most wanted to see in this pack :) Its probably a bit smaller than I expected, but like he said in the readme, it needed to be made smaller for obvious reasons! Kashyyyk was best in my opinion as a battle map, this however is probably better as a dueling map. That’s because there are lots of platforms and tricky areas to jump around, which is great whilst you are dueling! Its also good for exploring, as with all of Sith J’s maps there’s always plenty of places to explore! There’s even the little tunnel included that Yoda crawls through to escape at the end of the film. That’s not it though, this map contains a couple of extremely cool features, which I’m sure you will want to play around with…. One being a small control panel at the bottom of the senate area. If you press and hold the use button on it (similar to what you do when you are trying to hack the control panels on Hoth Siege), when the timer bar goes all the way down to the bottom, the entire map will change from being all perfect, to after Yoda and Palpatine have finished dueling, with Senate pods crashed all over the place and plenty of smoke! Another super cool feature is the Iris type thingy that opens to allow Palpatines Platform to rise up into the middle of the Senate arena. That must have been a difficult thing to make! If you have the Yoda and Palpatine models this would be a great place to re-enact their battle ;) There were only a couple of small things that bugged me here (a perfect map is impossible to get!) One would be that the Senate area itself is a bit small, but like he says in the readme, it would have been almost impossible to make it at its full size! The other would be the ordinary senate pods they are quite low detail compared to the better looking ones that are floating around, but again, if you made them too detailed it would drag the fps right down because there are so many of them. Nevertheless the overall look is very realistic, and as always this map is great fun to explore! This map is the one I was really looking forward to in this pack, and I can certainly say that it doesn’t disappoint! Now onto the last and smallest map in this pack, Vaders Reconstruction Chamber, where he dons that famous black suit! (mind you he’s pretty much crippled then so its probably actually the medical droids that don it for him, but that doesn’t sound as good…ehm anyway) Vaders Reconstruction Chamber: This map, according to the readme, is a teaser for a bigger map that will come later on. But its still brilliant! This map doesn’t appear to have bot support (although I’m sure the finished version will), but its too small to be played properly with bots anyway. This thing that really got me in this map is the atmosphere created, it is really just like what you see in the film, dark, heavy and gloomy. Its really got that evil atmosphere. Graphically it is also very good, there’s plenty of detailing to look at. What’s best of all though, is the bed that Vader is reconstructed on, press one of the 2 control panels near the entrance and the bed raises and lowers! This is another great map, and I look forward to seeing the full size version! Another excellent mappack here from Sith J, and as usual I found virtually no bugs, or things that I didn’t like, because his maps are such high quality! Battle of Kashyyyk: Bot Support: Yes New Textures: Yes New Sounds: Yes New Music: Yes Game Types: FFA, TFFA The Senate: Bot Support: Yes New Textures: Yes New Sounds: No New Music: Yes Game Types: FFA, TFFA Vaders Reconstruction Chamber: Bot Support: No New Textures: Yes New Sounds: Yes New Music: Yes Game Types: FFA, TFFA ~Nozyspy~

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61,669 downloads

Uploaded:11/07/2005

Star Wars Episode III JKA Map Pack - Part 2

sjc_eiii_mappack_partii.zip | 82.43 MB

thats the harshness when everybody expects perfect maps from you SJC :) I've seen Episode III, and the similarity between the movie and the Mustafar map here is very good. Sure, it's not perfect, but in order to have a playable map which is fun, nobody mines a few small alterations. I'll start with the small errors I found, to get them out of the way. Firstly, when walking down the edge of the lava river leading to that giant waterfall, the lava doesn't always follow the path of the rocks... sometimes there's a hole between the rock and the lava flow, so you can see UNDER the lava... check the third screenshot. The textures when lava paths meet also look a little wierd but unfortunately with the q3 engine its near impossible to get that effect working perfectly. Oh, there's also quite a lot of shader errors in the console, but they won't affect gameplay. The FPS held pretty okay for most of the map, dropped maybe a little low in some bits but it's nothing to worry about, and the map is a lot bigger than I first thought, as there's a whole other area when you go through the connecting tunnels. After looking around I found Obi's ship, along with a shuttle and another ship whom I wasn't sure belonged to. The structures around the rockfaces and the rocks themselves are very well made, incredibly detailed, although might I suggest a different texture for where the lava meets the rocks? Kinda looks like scratched metal in a red colour from up-close. But I'm nit-picking here. Overall this is a brilliant map which I advise you all go and try out - on your own (there's bot support), but even better with others. Ah.. I haven't loved Force Push and Grip quite so much since Nar Shadda streets for JK2 :D Incidentally, there's quite a few interactive features here too, moving platforms across the lava, flying probes e.t.c. There's also traps here and there so you can retract walkways dropping people into the lava. Looks a bit odd when the walkway just disappears, but what the heck. I imagine with a large FFA this would be a very cool map, and perhaps whilst big for a one-on-one duel, you'll all be able to recreate that fantastic final duel of Episode III. Now onto Utapau. Don't get me wrong, it's a fantastic map - it just seemed a little bare from what I saw, especially that rocky area outside. (A few texture misalignment problems) I noclipped around and you might want to caulk a little more around the backs of the rocks to improve FPS for those with low-end PC's (I had no problems, just a small suggestion) And what are those grey smudge things at the bottom of the hole lol? The plafroms and sticking-out areas were great for the most part, however I wish there weren't quite so many locked doors. The readme states both maps have some improvements to be done, so I assume these WILL lead somewhere eventually. Incidentally, the doors in this map could use a soundset too, it's a bit odd when they don't make a noise. Again, there's full bot support, but very few bugs I found when compared to Mustafar - not that Mustafar is bug-ridden lol ;) It's just this in map there was less to go wrong I guess. My favourite section had to be the big sperical building jutting out from the rock-face. So cool... Anyway, Download it and take a look! It's very large (lots of textures, including some from his stargate map for some reason - might lead to conflicts in the future), so some of you may have to leave your PC on all night, but don't worry, it's worth it :D New Textures: Yes New Sounds: Yes Bot Support: Yes ~Szico VII~

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61,111 downloads

Uploaded:14/04/2004

Country Academy (JA)

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 J, trust me where ever 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 J 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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54,151 downloads

Uploaded:17/01/2004

Matrix Reloaded

matrixv3.zip | 33.34 MB

so much to choose from. I might as well begin with the main FFA maps, which come in day, and nightime versions. The main area has had a huge work overhaul, and isn't quite the same as usual. There's still the basketball court, middle section e.t.c, but it's seems a little smaller, possibly because the floor textures are bigger then they were before. ;) If this is so, how is the filesize bigger? Well, here's why. There's a whole host of new arenas, textures and fun duel areas to keep your interest, and there's even a bouncy castle now! I spent over half an hour bouncing around there and looking like a prat :) Anyway, more on that later. The second reason for the larger filesize is that Nathan has included a new piece of music (as well as the Burlybrawl.mp3) which happens to be my favourite Matrix music of all time :D Just listen to it at around 1:00min. FANTASTIC :) (It's the chateaux fighting music.) Now then, back to the map. There are some new areas, and some old ones have gone. This may cause unrest for those who enjoyed these areas, and I hope I won't detract from anyone's expreience. The sniper areas are still intact, for which I'm very happy, although Nathan has decided not to include the flat areas in his interests of keeping high FPS throughout the whole map, which I might add he has done spectacularly well :) I averaged over 100fps throughout the whole map! And i still averaged over 35fps with 4x Anti-Aliasing on :) No kidding! So, although the flats are gone, servers wont be getting any lag problems with this map. Now, don't get upset because they're gone, be happy, because the new and improved areas make up for this loss very well. The skating rink looks neater than ever (Love the blue beams) and the fans in there weren't just added to fill space, you can tell each area has been really well thought out. As I mentioned before, there's also a bouncy castle area (which is great fun) and also a raceway which stretches around the top of the main arena, and theres a short one in the car park as well. So, that brings me onto the car park area. Now this is probably the area which has changed the most from the V2. For a start, the textures in here are a HUGE improvement over the v2, and this makes the whole arena that much more creative. Secondly, the road has been tweaked and altered into a 3-storey ...thingy. ;) Which looks very good. The roof area is still intact, and the electric room is more detailed. What's next? Ah yes, the secret room. This area of the map looks nicely made, with a huge stereo system and a DJ set. Pity most of its textures were missing :( Not to worry, its a hidden room, so I doubt many people will use it :) The other areas, which many will remember from the V1 and v2 are the Chateaux, the Teahouse and the 'Coded' Teahouse. The teahouse is very well designed, and realistic. It's probably the best one-on-one duel area in the map, so I spent lots of time looking at all the cool architecture e.t.c. Then I moved onto the 'Coded' version. The first thing I noticed was that the scrolling matrix code looks much, MUCH neater and flows together with each other in a much improved way. Plus, it looks especially cool with Dynamic Glow on :) The final area I found was the Chateaux. It has come a long way from the v1, although not much has changed here from the V2 version. Good job :) Finally, the Architects room. The textures in here are a little misaligned, but I can't see them being any better. ( Being a mapper myselft and knowing how frustrating curves can be;) ) Theres still the good old chair and 2 doors to choose from. This room is a good duel area, although its fun to see how many people you can cram in there :) That's about all I have to say for the day version. Next, the NIGHT version ! Well, it's basically the same map, except at night-time :) The most noticable difference, aside from it having a nicer sky and darker lighting, is the windows in the main area. They now glow from within, casting lovely shadows all over the arena. My one downer was that the colour is a little too contrasted for my liking, but its still a lovely effect. Oh wait, I missed an area! The corridors! They are again, much improved, and look better. You can also tell which doors teleport and which ones dont because some pulsate and some dont. Anyway, back on track. What else is different in the night version.. well, that's actually about it. There's no special arenas in it, but it doesnt need em. I just like the change in atmosphere :) Finally, there is now a clever map in the levelshot, showing you where all the arenas are, so if you found yourself getting lost in the V2, this should make life easier for you :D I personally think this is a much better idea than having 2 maps, one with, and one without signs (like the V2) because it would make the filesize way too large. I really can't recommend this download enough, it may be a bit on the large side, but it's well worth it :) :) The other 7 maps are duel maps, ecah one in a certain part of the main map. They're basically the same areas found in the main ffa maps, except with the rest closed off. And don't worry, they also come in day and night variations :D 10/10 Perfect work. :) New Textures: Yes New Music: Yes Bot Support : Yes ~Szico VII~

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51,617 downloads

Uploaded:09/03/2007

The Academy

the_academy_v3.zip | 24.36 MB

map. If there were ever such a thing as evolution, this would define it. Players of The Academy v2 won\'t recognise much except the core fundamentals. Everything has changed, yet at the same time so much remains the same. Firstly, I\'ll start with the main chamber. I had to use noclip to access this, as it\'s initially locked, hence the screenshots not being taken in spectator mode. This room fits the theme of a council chamber perfectly, in every sense. As well as having the Jedi theme, it also has some unexplainable academic edge to it, some element I can\'t quite isolate. Needless to say, the architecture is great, and is quite possibly the best I\'ve seen in a Yavin Temple map for ages - it\'s simple, yet at the same time visually pleasing. Not one mis-aligned texture to be found - this is the point where I realised exactly why this map had taken so long: Virtue\'s gone over it with a fine-toothed comb, and then gone over it again with an even finer one. There\'s really not much to say about this as the screenshots will say enough, except that the view over the courtyard looks good and gives it that \"campus\" feel. Leading off from the main chamber are the security rooms and a sparring room. The sparring room is essentially the same design principle as the equivalent room in v2, except that much more attention to detail has been given to it. Again, it\'s what you\'d expect. The security room is simple - it just has buttons to lock down parts of the academy. Typical Rebel base design, yet still very well constructed too look the part almost impeccably. Next is the battleground. Believe me when I say that you won\'t recognise it. It has been translated from a walled-in enclosure into a large outdoor area. The terrain looks as good as it can in Q3 engine, there\'s good use of lighting and effects, and the area is littered with weapons - leading me to believe that the majority of combat and lessons takes place out here. Across the battleground you\'ll find a small ruin with an elevator. This leads into what appears to be the dorm area. Several rooms are down here: medical room, bar, strategy center, and a few storage rooms. Everything is, again, well-designed and error-free. What impressed me most was the strategy center\'s layout - it hits the spot exactly, and I suspect that a little inspiration was likely taken from real world sources. My only grievance is that the music in the bar is still present, and there\'s no way short of deleting the mp3 to make it shut up (you can tell that I dislike that song, huh?) - which is a shame, as it clashes with the great BGM. Interestingly enough, this underground dormitory area is also a training zone, although I suspected it may be since only RP\'ers would really have much use for many of the areas (except the bar - that can universally be used as a \"Safe Zone\" in any type of server). Now... Ah, wait, screw it, I\'m too lazy to keep switching between spec and ingame modes. Ahem, now let\'s move on to the central courtyard, possibly my fave area. This is almost the same as v2, which is good, because it\'s a little bit of the original in there, but what makes it stand out is the adjoining \"Hall of Fame\" area. As well as being possibly the most aesthetically-pleasing part of the map, it contains memorials which count as a way of honoring the people who made the Academy what it is - quite sentimental, and hell, those guys deserve an honorable mention for giving up most of their free time for the benefit of a gaming community which on the whole generally doesn\'t appreciate the sacrifices that have been made for them by many. Most important of all is the memorial to Vladarion - I\'m glad that\'s still in there. An in-game memorial to an in-game friend. Nerdy? Hell yes, but really, who cares? Honoring someone you knew well and cared for is the right thing to do, and a friend is still a friend whether you know them as a human or as an avatar. Again, another display that we\'re all still humans behind the keyboards, and that can only be a good thing. OK, this review is getting long. Too long. Let\'s move on before Inyri starts making wisecracks about Oscar acceptance speeches or some such nonsense... >_> The classrooms are the core of the map, naturally. The three sparring rooms are still intact and very much unchanged aside from the removal of the viewing areas. What is really new now, is the stairways leading to elevators. These lead up to the second floor, where there\'s a brand spankin\' new classroom built for all kinds of classes. It\'s got seating (which, in non-RP terms, means \"Go stand over there so you don\'t get in the way!\" :p ), and the glass walkways make it easier to see what\'s going on around the room. Jutting off from here is a supply room for healing, and a sentry room for defensive training (which I have to admit, I took a few lessons in myself while playtesting >_> ). All in all, everything a Jedi will need to train themselves, I guess. The final room to cover, is the bridge room. I loved this one, and now with the addition of multiple levels, I love it even more. Why? I dunno, I guess I like combat in these environments. Must still be jacked in to the Matrix or something. (By the way, Ghost is WAY cooler than Neo. And Enter The Matrix should have been much longer than it was.) Er, yeah, this room is still fun for combat, and if you like, you can even simulate Revolver Ocelot-style pistol matches a lá Metal Gear Solid. ;) All in all, a fun little sparring room. Now, because I\'ve made this review extremely wordy and unnecessarily long, I\'ll summarise: - Texture Usage: All textures appropriately used and well-fitted. No errors. - Architecture: A bit plain, very simple, yet still aesthetically pleasing and appropriate. - Design: Simple, yet elegant. Made for a purpose and suits it perfectly. The theme ties in very well together. - Creativity: It\'s an updated remake. The heck are you asking me about creativity for? :p - Custom Material: Surprisingly, most of this is built with base resources. Congrats on utilising them better than Raven Software could! The few custom resources in the pack are just fine. Some of them could work better, but they\'re fine for their purpose. I admit it, I\'m gushing with nothing but praise for this. Why? Because it\'s the best map ever? No, I don\'t make judgements like that. Because it looks more awesome than any other map? Nope. So why is it then? Because it [i]works[/i]. It\'s been properly tested, properly tweaked, properly optimised, so on and so forth, and Virtue\'s delayed the release of it almost indefinitely in order to make sure it was only released when it was [i]ready[/i] - something that no mapper seems to do these days. Overall, this is an improvement in every way over v2, and the Academy members should be proud to call this their \"home away from home\". Virtue should also be proud for creating something which raises the standard and finally proves that complexity is [i]not[/i] synonymous with quality. Great work, Virtue, and I hope you expand your mapping horizons. I also hope that others follow from your example of thinking purely about the map rather than about the reaction it will get from the general public. ~ Kouen [b]Bot Routing:[/b] Yes [b]Custom Textures:[/b] Yes [b]Custom Music:[/b] Yes [b]Custom Models:[/b] Yes

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50,703 downloads

Uploaded:02/09/2004

FFA Episode 1 2004

ffa_episode1_2004.zip | 30.87 MB

lot new here. I found one room that was added on, but really the only purpose that hallway serves is to house a few more weapons. The map is definitely signiture LDJ eye candy and the FPS is quite telling of that. I have a decent system (not the best, but not ancient) and I was getting about 20 FPS in that one big area with the things ... y\'know, those big glowy things. What are those called, damn it? Oh, and those red shield things ... those were changed a little. An animation was added and it just looks a lot better. There is one thing that I remember from one of the older versions and that is that we were able to go outside to play. But that\'s blocked off now. It\'s all just to look at. :( Anyway, for those who are experiencing LDJ\'s maps for the first time - I\'m sure you\'ll enjoy this map. He\'s always quite accurate and detailed. And the JK2 version was a lot of fun, at first. I have to admit, I got bored after the novelty of the map wore off. My biggest complaint about this map is, of course, the FPS. While the gameplay is great on this map (okay, I do have a lot of memories of being pushed, pulled, gripped and thrown off into the pit, only to be saved by one of those walkways and jump up behind Shroom and kick him off ... heh heh), there\'s nothing here that most of us haven\'t seen before. I\'d like to see LDJ create a new map that\'s all about the gameplay and less focused on eye candy. Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA, Duel ~AmosMagee

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47,399 downloads

Uploaded:07/12/2004

Deathstar Trench v2.0

deathstar_trench_2.zip | 10.58 MB

place, you can choose between the X-Wing, A-Wing, and Y-Wing. You then go through hyper space, and arrive at the Death Star. What could be better? Your opponents are waiting on the other side, that's what. The other team has access to all kind of Tie Fighters, even a real strange looking one. Look at the screen shots below, I’m sure you will be able to spot it. That one is my favorite. You can choose the vehicle you wish to have in the game, by going to one of the control panels. A name will appear on the screen, it tell you what it spawns. You can then spawn it, and start flying it around. Be careful if you choose a rebel vehicle. There are turrets on the Death Star, that would love to put a hole in you, if you know what I mean. ;) Don’t let your mind wander though, if you spawn in one of the hangers in the Death Star, make sure you are in a vehicle, when you exit the hanger. There is no air outside of the hanger, so you better be in a vehicle. Near the end of the trench, there is a hole on the ground. Aim at that and fire. You will see an explosion effect, and you get 25 points added to your score. I couldn’t really find any bugs in this map, which makes me very happy. I did though have trouble approaching the Y-Wing. Every time I got near, it shot me. :PThe author also included version 2 versions of this map. The first version just has the basic ships. The second has all the ships. The author also put the proper credits in his Readme, even giving credit to the vehicles. You need to unzip all the .PK3’s from the .zip. One is the map, the others are the vehicles that the maps uses. Great Job Dude! Bot Support: No New Textures: Yes New Music: No Game Types: FFA, TFFA -Airm

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45,415 downloads

Uploaded:02/03/2004

Boonta Eve Tatooine Pod Race JKR Speedway

boontaevetatooinepodrace.zip | 11.07 MB

the created game type is Boonta Eve - Tatooine Pod Race. The map is huge. And it\'s not just one big circle that you race around for a few minutes and get bored. There are a few different paths you can take and there are a few obstacles you have to watch out for. I didn\'t expect to find a Wampa on the track and his growl as I passed by scared the crap outta me. There are also some of those little training droid ball things that shoot at you, placed all around the map - and not surprisingly, there are Tusken Raiders that will try to take you out. Sure, the FPS is a little low, but it\'s not so bad that you won\'t be able to race. The map looks great - there were some areas with z-fighting, but the areas aren\'t important and I only saw them when I spectated and flew around, looking at the tops of buildings and stuff. No bot support, but you don\'t really need it for a JKR map. The sounds are perfect, taken straight from the movie, I believe. I think the track is fairly accurate, but I haven\'t seen the movie in a while, so I can\'t say for sure. Most importantly, I had fun racing in this map. And I can\'t wait to see more of these Speedway maps from you James. Before long, we may see some strictly JKR servers hosting only your maps! :) Great work! Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA (JKR) ~AmosMagee

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44,416 downloads

Uploaded:29/03/2005

Jurancor Park

sjc_jurancor_park.zip | 53.51 MB

buttons if I had been playing alone. :P If these screenshots look familiar at all and you have seen Jurassic Park, then Sith-J-Cull has done his job. His accuracy is astounding. But he mixes it up a bit here and there to make sure the map has good gameplay. This is definitely one of those that combines decent areas for dueling, FFAing, RPGing and areas to explore. From the helipad, I cautiously entered the park through the large metal gate. (If only the fence was really electrified.) The enormous wooden gates welcomed me and one of the first things I saw was Sith-J's Restaurant. Amusing. :) And then I saw the Rancors. *gulp* Now, I admit I did explore the map before I got the tour from James, and so when I first saw the Rancor, I wasn't sure if a fence was going to spontaneously break and a Rancor come charging at me. So I ran through pretty quickly and touched NOTHING that had those yellow and black striped warning tape near it. But when I was with James, he made me push 'em. I then quickly climbed a tree or building to get out of the way of the hungry Rancors and Wampas. :P There are some custom swoops included for this map. The review and file for those to follow this. Weapon placement was done well. Oh yeah, those barrels are like, fun to play with. :) You'll find tunnels all around the map that'll take you to other parts of the map. Great for getting away from a Rancor or for just easily exploring - since this map is so big. The details in this map are impressive and here's a good example - go into the museum/center thingy. Pretty incredible from the things he included, the windows and images, fire extinguisher and even the little mosquito DNA movie and ride. The tour even includes the hatchery and it's just amazing. I think my favorite little detail has to be the fossilized walls. And InGen written in little places here and there. There's a lot more in this map that I didn't even mention or show screenhots of. So download this. Now. You won't regret it. Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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42,553 downloads

Uploaded:20/10/2004

Episode III - Mustafar Duel/FFA

episode_iii_mustafar_sjc.zip | 13.77 MB

don't know what the rumours are for the final movie of the trilogy. Apparently it involves lava. James never fails to impress me with his maps. Mustafar is no exception. You did surprise me, James, by making this a duel map. You never do duel maps! And frankly, I don't see this as a duel map at all. It's clearly FFA. The weapon placement is great and there are lots of weapons. There are places where you'll need to press buttons, use force or your saber to get to where you need to go. I love how interactive the map is. And it's just gorgeous. Unfortunately, there are some FPS issues when you step out and see the incredible scene of the lava pits, volcanoes and the pad above. Now let me describe this map in order of screenshots. When I first entered the map, I spawned in this room and it wasn't exactly all that great looking, though I love those doors. I saw this panel over by the window that looks out and I love to press buttons, so I did. And look what happened. :) That would be fun to play with. I like how James incorporated the "natural" surroundings with the building. It feels like this was built in the side of a mountain. The pit over there is inviting for those of us who use grip and want to toss someone down into the lava. :D And I just have to say that I LOVE the windows in here. That weathered look is great. Then I stepped outside and my FPS plummeted. ;) But that's okay. This looks amazing! The terrain is uneven and beautiful. The structure in the center has a few interesting things going on with it and then when you get to the top, things just keep getting more interesting. There's a room to the side where you'll need to figure out (it's easy) how to get inside. Press a button inside and voila! Now anyone dueling on that pad will be electructed! Fun! I thought that was the end of the map, but then I discovered that there was a bridge to another area. I followed that and went through a few rooms 'til I came out on the other side of the volcano. I followed the catwalk until I came to boxes that were blocking the path. Took care of those, and almost fell, but managed to stay on and found my way into that one corridor with the red grating on the bottom. And then I was thankful that bots are really stupid, so I was in no danger of being dropped into the lava below. As always, wonderful job, James. I don't know how you keep doing it, but your maps are some of the best produced. Keep at it!

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39,419 downloads

Uploaded:10/07/2005

Battle Over Coruscant

ep3_battle_over_coruscant.zip | 34.43 MB

fighting, as I quickly realised when my JA game came up with the max vehicles error, and this was with NO extra vehicles in my base folder. So yeah, before you even think about downloading this you'll need to get the 99 Vehicles Fix which can be found HERE or use a mod which does the same thing, e.g JA+ You do get a large sense of scale when playing in the open space area, and although it isn't quite what is in the movie, it's still fairly fun to play online, provided you have some skill flying the space vehicles and can shoot other people down. The FPS was a little iffy, it did drop a little low sometimes, but generally its playable and I didn't encounter too many problems in this respect. The design of the level, is also very interesting as well - You start in a small room with three teleports leading to different hangers, and then you get a ship and go kill somebody ;) Can't say I like those teleporters, not too obvious what they are, look more like infrared beams to me, but I'll let that slide for now :) I guess my favourite ship was the droid control ship, as it is very similar to the one in the movies - pity it's only the hangers you can go into ;) Oh, however I thought the shields over the hangers were there to protect the ships from laser-fire? As it turns out you can still shoot ships through them, which kinda defeats the point but meh. Also, If you accidentally jump ship whilst flying, you'll find yourself in an eternal loop, teleporting from the bottom of the arena to the top, with no way out that I could find without cheats being on. So don't jump ship ;) Oh, there's also a few console errors when you first load the map but they wont affect gameplay. Overall it's a very daring map with a huge scope for atmosphere. I did enjoy the music used whilst gunning down my enemy, but for me a whole map geared around vehicle fighting isn't what I look for. Yes, there are fighting areas but they aren't particularly huge and you need a LOT of people to fill the map up. I think many of you will have fun with this map, especially with the new vehicles included (Theres 12!) But if you're not a pilot I'd give this a miss. New Textures: Yes New Sounds: Yes Bot Support: No ~Szico VII~

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36,219 downloads

Uploaded:06/08/2004

Matrix Reloaded FINAL

matrix_reloaded_mp.zip | 31.84 MB

than I remember. The new textures are nice. The Blah Room is interesting. Thankfully, many of the teleports are labeled, so you know where you\'re going. There\'s a new nightclub added. And there are some great duel areas added. Now onto what I really was impressed by - the bonus maps. :D The Kill Bill map is lovely. Snow falls all around the place where that famous huge fight happened. The textures I just love, the lighting is great, and it seems fairly accurate. I adore this map. FFA Streets is also a great map and reminds me of a duel map I used to play on. I love that night city look. The neon lights, the buildings, all of it looks wonderful. Oh, and it totally has a ship, just like JK2\'s FFA map NS Streets. Don\'t judge this final version of the Matrix Reloaded by the screenshots, you need to download the map and play it to really get a feel for it. I love what Nathan\'s done with the swoops and the track. Great map! Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, TFFA, Duel ~AmosMagee

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32,830 downloads

Uploaded:16/10/2003

Shroom\'s Deathstar

shroomsdeathstar.zip | 7.47 MB

ShroomDuck is easily the best-known mapper in JK2. I\'m sure most everyone has played on ffa_tmbj at least once. Of course, Shroom had released many maps prior to that, such as the Clan WoV map, Hail the Boognish, and many more obscure maps. Well, it has been 11 months since we have seen work from the Duck. But now that JKA has been released, [b]the Duck is back![/b] And Shroom brings his personal vision of what the death star really should have been. Sit back, and enjoy the ride. As soon as you enter the map, you are greeted with a techno mix of Darth Vader\'s music. Somehow, the music fits the traditional Shroom style of... eclectic music. :D The main hangar area looks similar to that of the hangar area found in JK2, except this one has more goodies. For instance, in the middle you will find the Millenium Falcon. Look at the ceiling and you will notice a large tube jutting from the ceiling. It\'s a stormtrooper dispenser! It doesn\'t appear to serve any real purpose, but it is rather hilarious when you drop a stormtrooper over someone\'s head! Perpendicular to this module is a button that allows you to open the bay doors, and do some exploring on the outside. Not too much to see out here, but if you wait, you\'ll see a tie fighter drift past. :P Scattered about the rest of the maps are various control rooms, and down in the depths there is a generator room. Did I mention that this is Shroom\'s first star wars-flavored map for JK? If I didn’t know any better, I would’ve thought this was a default map that Raven made for JKA. But it isn’t! It is exactly how the Death Star should’ve looked and functioned in JK2. So nice to see the Duck back in action. I can’t wait for future map releases for JKA! Keep ‘em coming, Shroomer. :D ~Lord Griever~ [b]New textures – Yes New Music – Yes Bot Support – Yes[/b]

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31,140 downloads

Uploaded:28/12/2006

Final Fantasy VII - Midgar

final_fantasy_vii_midgar_v3.0.zip | 128.64 MB

with it out of the way. First off, it took forever to load. The load time is right up there with some of the load times for HL2, and those take forever. Another problem was that I didnt have the best framerate out there while on this map. However, that could be easily fixed if I lowered the graphics settings a bit instead of running em on the highest settings. There are many new models included, such as brand new chocobos, the motorcycles from Advent Children, the Turks, Tifa, and Yuffie. While the models were well done, I thought that the skinning on them could have been a bit better, especially on Rufus. There is also two additional pk3s, one being the One Wing Jetpack, which contains a new jetpack and teleport effects, and one being the First Sword pack, which includes Cloud's swords from Advent Children and a holster for all you JA+ users. Now onto the map itself. It is a very well made map, if you ask me. It has everything that I would like in a map, and more. The first place I visited was where I spawned, in the Highwind. Well made map, and true to the ship from the game, with the exception of the stairs that took you outside in the game took you to a teleporter room here. While wanering around the ship, I ran into Yuffie. Being the person I am, I shot her, and proceeded to get attacked by her... :/ Anyway, I took care of her and ran up to the teleporter room. I was given four choices: Chocobo Farm, Battle Square, Shinra HQ, and Sector 7. I decided to hit Battle Square first. Once there, I noticed that the text on the floor in the circle had been changed to fit what was said in FF7. I hopped up, and pressed the button to spawn the bots. I do a series of battles with various characters, including some Turks, and Sephiroth at the end. Once I amused myself by throwing them all into the deadly surrounding liquid, I took off back to the teleport room on the Highwind. This time I take a turn to Sector 7. I hop down, look around, and head to where anyone would head: 7th Heaven Bar. Who should I find there, but Tifa herself? Once I check out the bar, I head up to the pillar that was blown up in FF7 to bring down the plate. Nothing particularly amazing here, besides how close to the original game it is. Wandering around more, going through the Train Graveyard and sewers, I eventually wind up at Shinra HQ. While it only has the top levels, it is still a great place. At the top is the presidental room, where I found Rufus, and at the bottom is a garage filled with motorcycles from Advent Children, along with a passage leading out to the highway in Midgar. After getting lost many times, not to mention crashed into and killed by passing vehicles, I wound up in the Chocobo Farm, where I found the brand new chocobos, which I immediately fell in love with. I also found the Zolom that Sephiroth killed by a cave that leads to where a golden chocobo is locked into. I'll leave it up to you players to figure out how to unlock it. :p Somewhere along the way I found myself in Aerith's church. I was half expecting myself to find Aerith in there, but only slightly disappointed by her absence. Well, I think that covers the main areas in the map. Each of the areas were done to near perfection, all of which are as true to FF7 as you can get while still having a playable map. Now then, go download this map. Even if you do not like FF7, I would still suggest giving this map a download, because it is so well made. Enjoy! New Textures: Yes New Sounds: Yes New Models: Yes New Scripts: Yes Bot Support: Yes Gametypes: FFA,TFFA,Duel,Powerduel

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26,576 downloads

Uploaded:20/07/2008

Atlantica

atlantica.zip | 143.97 MB

with this map in hands, I can effectively say I've been compensated for mah troubles >_> Forst, background. Conceived for the ::JEDI:: clan by Szico VII, this map, set on planet Mon Calamari, is a soul-harvesting, child-eating, and corn worshiping power house of script, design, and sexy. Seriously, feel free to take a look at the screenshots before reading on if you don't believe me. This map has effectively stamped out all of Szico's predecessors in virtually every aspect. Enough pole-jocking, I say! Let us proceed to a small walkthrough, shall we? To preface, I must note to you all that there are [b]TWO[/b] versions of this map, but both contain the same essential items, save for a couple features. Now then, to start us off on our grand journey, we shall begin with the broad exterior. Starting from an empty landing pad, one can take in and grasp the true beauty of the architecture of the exterior and texture work of the water and skybox. Szico REALLY went all out on this one. It felt like I was really in the middle of Mon Calamari/The Antarctic. The water was crisp, clear, and looked damningly cold. It also blends incredibly smoothly with the skybox, making the map feel very realistic. The skybox suggests that we're sequestered in a valley of sorts, and quite exquisitely, at that. Moving on from the background, we find ourselves staring at a monstrous dome of sorts, with a tower atop it, along with several other jutting extremities coming from outside the dome. This empty pad contains an interesting little device, but I shall save it for later. LETS PROCEED INTO THE DOME. The dome is massive, and made almost completely out of glass. It's quite an excellent observation area. The inside of the dome is what I like to call "rage city," as it has enough destructibles to almost completely wreck up the place. The overhanging lights can be pulled down on top of your opponents and kill them, you can kill the lights to the stairs, the main halo light,knock a monument down, and pretty much own every tree there is with your saber. It's beastly, without a doubt. Looking forth at the other extremities, we'll just glance over at the delicious shuttle that takes off and lands every few minutes, and proceed to the strange little spiral staircase. Inside? A room, with a familiar object of chaos...go ahead and pull the switch, I dares you =_>. I daren't say more, so let us return to the surface! Returning back to our empty pad, we'll finally discuss one of the scripted specialty features: dynamic elevators. Ah, yes, this one's a doozy. What sets this one apart from others other than the earth-shaking scripting? Simple: It's a BEAM-LINE elevator. As the elevator is hailed, you can see the beam path the elevator pad glides along with great ease. It is, without a doubt, quite awesome to behold. Granted, in some angles it looks very 2D, but it can be overlooked for the greater good, here. From this pad, we can either choose to go to the shuttle's landing pad, or to the command tower. Let's go command things, shall we? Once we hit the tower, one must circle around to the next elevator to get to the peak of the tower. Now to call down the next--WHAT?!? WARNING: LIFT RESTRICTION?! CURSE YOU DIRTY AND GLUTTONOUS STAFF. Force users at this point will have to manually climb up the tower(or just respawn there,) and push the crate off the elevator. Foulness, indeed. Afterwards, the elevator works. At the top of the tower is the admin room, a simple room that has more practical value in the RPG version, which will be explained later. Activate the console with the code provided in the readme, and all shall be revealed. See below at the end of the review, as the code here IS customizable. Now, it's time to FINALLY go inside, having left a few unturned stones for you to discover out there later. Retreating to a particular extremity adjacent to the dome, we shall be entering by a contact-triggered elevator. Quite stylish, I know. Step on the arrow as you walk in, and our journey shall begin. Landing in the awesome nexus, there are a huge plethora of doors. Eenie, meany, MINEY, MO! Well, wouldja look at that? A BAR. Hasn't anyone heard of an actual restaurant in this community? I mean you could include a bar IN IT, but RPG'ers needa eat @_@. Moving on, this bar is eloquently designed in the oval structure, allowing for more movement of the bartender. In the corner is a window to one of the most awesome skyboxes I've seen. It makes you feel like you're actually underwater >_> seriously. Anyway, evading subjective fits of rage, lets bail out for the next door into the detention center. Now THIS is what I call a detention center. Forcefields, steel doors, and controlled gun turrets make great security measures, and hurt many feelings. Now granted, it woulda been nice if he installed like, poopers, so people can poop, but hardly anybody lets forth a corn log in RP anymore(at least, in serious RP >_> it's too cool for them.) Anyway, let us take flight from this deliciously miserable place. Oh yes, by the way, please scorn and laugh at Szico for not being able to properly read and spell my name in that screenshot. Whilst that screenshot with my "name" in it was doctored(so I don't have a private cell), I just want to make him feel retarded anyway XD Let's GO TO TEH PARK! WOOT. Moving swiftly on, we come across a deliciously designed underwater park, complete with streetlights, and, in the basic version, NPCS that wander about. Honestly, whatever I say here would be a waste of breath, as it's just miles better to just inhale the visuals for yourself. Trust me, you shall be awe struck, methinks. Now we can finally attack the meat and potatoes of this compound. Moving down a corridor, we can stop by and see there's two...pits? Yes, Szico found it more entertaining to have the players leap down and be carried up in this particular area, instead of actual elevators. Not exactly the most PRACTICAL of ideas, but he at least designed the shaft to be quite entertaining to behold. Dropping down to a soft landing, we come upon a lobby with a malevolent TV screaming and hawking ::JEDI:: and the map. In my initial beta testing of this map, I attacked it in a childish rage, scorning its existance. Suffice to say, It breaks, and >_> can be fixed, although I will explain that later as well. Man, I have a lot of explaining to do -_-; So then, there's a nice lil protocol desk droid waiting for you, his function also being covered later. Heading left, we'll prod and poke the "west wing" of the compound. Walking along the scenic hallway, we arrive at the stairway nexus which leads to the deliciously scripted infirmary, VR stealth training room, and laser dodging training area. Definitely worth a personal investigation, as my words alone cannot recreate the experiences extracted from them. A long stairway across the infirmary leads down to meditation and prep rooms, one of the combat prep rooms housing Szico's pride and joy: Hexagonal Honeycomb windows. I must admit, these are thoroughly awesome, and as such, warrant a soul harvest. The annex here is definitely also worth a look at, as it was beautifully crafted, and features a nice fountain here, along with the vaulted glass ceiling, which is quite priceless. Alright, finally, we'll hit the East wing, which contains the archives, dormitories, and the council rooms. Archives contains something that will be explained later >_> NOW, the council is built like your average council room, save for the laser security and the RPG function that will ALSO be mentioned later. The dormitories are quite awesome, although the beds are ENORMOUS, even the bunk beds. Downsize much? Whew...seriously. and now,intermission.... [b]-=Averus goes to go eat=-[/b] Ahh, most delicious. Now that I can focus on the map rather than eating, it's time to hit some of the more technical aspects. First off, if it isn't obvious enough, this file/map is HUGE, and as such, may annihilate lower end PCs, so beware. Map loading time was like...well, longer than most maps, so I'd suggest finding something to amuse yourself within that time frame >_> Bugs: There's some. I'll just note them in list format. Granted, whilst we had MaceCrusherMadunsus in the server at the time pointing out bugs, truth be told I wasn't listening so XD here's what *I* found/recorded(whichever came first): - Elevator/Annex area: You can jump through the unclipped rock and step into the void. - Some doors may get stuck, depending on how you handle them. - You can see brushes and map objects in certain windows/ceiling windows depending on what area of the map you're in. - (one time deal, but still possible) The beam elevator's console brush disconnected from the pad. - A few hardly noticeable clipping issues with curves. - Certain sounds can be heard globally when they were meant to be local, an issue Szico cannot fix. - There is no mess hall, despite Szico's texture >_> - Doors can kill you >_> rather easily if you're not careful. - Doorway leading to lobby has a few clipping/textural issues(not too noticeable, really.) That's just a few. (I was told there was some z-fighting somewhere although I never personally spotted it.) So now I can finally attack the stuff I've been meaning to save for the final parts of this review, which has taken way too long because of distractions and general fun XD. There are two versions, as I'm sure I've mentioned before, or thought I did...who cares, DEATH TO ALL. [b]Atlantica - Basic[/b]: This is where RP can commence more smoothly, in my opinion. This area is void of most of the following features that will be covered in the RPG Version of the map, and features an expanded bound so you can fly ships within distance of the dome station. Now, to actually hit the cream. [b]Atlantica - RPG[/b]: This is the map where most of the fun is stored, for the most part. You must VENTURE FORTH and gain credits(respawning objects easily attainable in certain areas,) or complete certain missions to gain credits to buy your way up the clearance ladder! Missions include simple tasks like clearing out a hall way to completing VR training missions successfully. Also, whilst you're out and about, you can get the toolbox and boredly repair the broken TV and lamp posts in the park. Here, in a nut shell, is where clearance can be reached: Lvl 1: Freebie granted in the drop shafts. Lvl 2: 50 Credits, purchase at the desk droid Lvl 3: 300 Credits, Purchase in archives Lvl 4: 400 Credits, plus a 10 switch console hunt is in order to activate the console itself. Lvl 5: Admin Control Tower Also, a couple other functions require paying of credits, I.E. the infirmary bacta tank. The last other difference I recall between the RPG version and basic is that now the RPG version has an x-wing in the once empty pad, and the bridge to it can be destroyed. Okay, I've typed far enough

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26,404 downloads

Uploaded:07/12/2003

Christmas in WhoVille

christmas_final.zip | 19.79 MB

to the bottom it has the review :). Narrator: Once upon a time there was a small town called WhoVille, with small people and large. It was a cold night and all was fair until a green fellow came out of there. Shroomy Lou Hoo: Amy, when is Christmas Amy: It will be in exactly 20 days. Shroomy Lou Hoo: Oh boy I can\'t wait! Narrator: Shroomy Lou Hoo was always excited about Christmas because he always knew a new map would come out. As Shroomy Lou Hoo finished saying wait! His father walked into the door. HempKnight: Hello Shroomy, Hello Amy. Shroomy Lou Hoo: Hi Daddy! Amy: Hi Dad! HempKnight: Where is mom? Amy: She went Christmas shopping. HempKnight: Very good it\'s always good to get a head start on gift-wrapping. Narrator: In WhoVille they had a few things to worry about... The one thing they worried about was the Big Bad Green Grinch. He was a mean one, and a green one. He was 5\'6 and had a plan to steal Christmas. *Ring!!!!!!!* Shroomy Lou Hoo: CHRISTMAS!!!!!!!!! Narrator: Shroomy Lou Hoo was so excited that Christmas had come. He ran to his sister Amy and then ran to his Father and yelled and screamed that Christmas was hear, but it was 2:00 AM, but that didn\'t stop him from going to the Christmas Tree. He ran to the Christmas tree to see the big tree there. It was covered in ornaments and candy canes. Shroomy Lou Hoo\'s mother was outside putting up the final decoration lights for the WhoVille \"Who Can Light Up WhoVille!” Their next-door neighbor had always won the competition, but this year was different. Meanwhile The Grinch was working in his cave with his dog Plague. Grinch: Hmmm, *Rubs hands together* What can I do to ruin those WhoVille people\'s Christmas Plague? Plague: Woof Woof! Grinch: I will write up a plan that will destroy Christmas forever! Narrator: The Grinch worked on his plan all morning until 10:00 AM. He worked and worked thinking of all kinds of ways to make a plan. Once he finished it turned out to be a map of WhoVille. Grinch: This will work perfectly! Narrator: The Grinch then went lower into his cave to go see if he could find something to wear to go to the party that he was invited to. Little did the WhoVille people, The Grinch was going to light the party on fire! The Grinch found clothes to wear and went down to WhoVille to go to the party. Meanwhile in WhoVille Shroomy Lou Hoo was wondering what The Grinch\'s cave was like. He decided to leave when his parents and sister went to the party. Shroomy Lou Hoo: Bye Mom, Bye Dad, Bye Amy! Have Fun! Mom, Hemp, and Amy: Have fun! Narrator: Shroomy Lou Hoo got ready to leave his home in search of the cave. He went up the hill and as he was going up the hill he saw another part of WhoVille that he never went to before. It was beautiful, it had snow falling and many houses there were animals he had never seen before called a TaunTaun. There were about 8 of them in a small pen for you to go play with. Next to them was this huge ride that lifts you in the air and you can see all of the land. Shroomy Lou Hoo was so amazed he went and made little snowmen around the place and he then saw the giant ramp and slide. He yelled AWESOME! And ran to the slide, he slid down and was launched in the air then magically put right back where the ramp began. Then he went on the slide it was green with a clear top so you can watch everyone go weeee! That one teleported him too right back where the slide was once the ride ended. Shroomy Lou Hoo then saw a giant door and decided to see what was on the other side. Something strange about this part of WhoVille was it was isolated from all the other parts of WhoVille it was separated by beautiful snowy mountains. Shroomy Lou Hoo passed the large doors to see the houses. Almost all the houses were locked except for one, he walked into the door and noticed a fireplace and two comfy chairs that did not like they came out of a Dr.Suess world. Shroomy Lou Hoo: Oh what a beautiful place, but where are all the people? Narrator: There were no people there because the Grinch had scared them away a long time ago and no one ever dared to go back up there, and Shroomy Lou Hoo then figured out what the Grinch would do to the other WhoVille. So Shroomy Lou Hoo ran out of Whoville and went up the mountain farther and farther until he reached The Grinch\'s cave. He went inside and looked around the cave and he saw the Grinch\'s dog, Plague, he began snarling at Shroomy Lou Hoo and Shroomy Lou Hoo began talking to the dog. Shroomy Lou Hoo: Good little doggy. Plague: Grrr! Woof! Woof! Shroomy Lou Hoo: Here is a piece of meat straight from my pants. Plague: :) Narrator: Plague ran up to Shroomy Lou Hoo and wham! Shroomy Lou Hoo smacked Plague over the head with his shoe. Shroomy Lou Hoo: Sorry little guy. Narrator: Shroomy Lou Hoo then had a time of bad gas and just kept letting some gas out poisoning the walls of the caves so when the Grinch came back he would be poisoned hopefully. Shroomy Lou Hoo ran around the cave until he came upon a paper rolled up. Shroomy Lou Hoo: I found it! Lets see what it says. :O He is going to light the giant Christmas tree in Whoville on fire!!!! What can I do!!! Narrator: Shroomy Lou Hoo thought and thought and he finally came up with a plan he went and whistled and 2 giant Kiebler Elves came to help. Kiebler Elf 1: Ho, Ho there little guy what do you need? Shroomy Lou Hoo: The Grinch is going to Steal Christmas! Kiebler Elf 2: You mean that Canadian Grinch? Kiebler Elf 1: No you idiot he’s talking about the green one that Dr.Suess made duh. Shroomy Lou Hoo: *Sigh* never rely on Kiebler Elves to do the job they are shipped from Indonesia. Narrator: Shroomy Lou Hoo had to run down the hill to WhoVille. Once he got to the bottom he was covered in snow and he ran straight to the party. Once he got to the party he broke out into a song. Shroomy Lou Hoo: You\'re a mean one, Mr. Grinch. You really are a heel. You\'re as cuddly as a cactus, You\'re as charming as an eel. Mr. Grinch. You\'re a bad banana With a greasy black peel. You\'re a monster, Mr. Grinch. Your heart\'s an empty hole. Your brain is full of spiders, You\'ve got garlic in your soul. Mr. Grinch. I wouldn\'t touch you, with a thirty-nine-and-a-half foot pole. You\'re a vile one, Mr. Grinch. You have termites in your smile. You have all the tender sweetness Of a seasick crocodile. Mr. Grinch. Given the choice between the two of you I\'d take the seasick crocodile. You\'re a foul one, Mr. Grinch. You\'re a nasty, wasty skunk. Your heart is full of unwashed socks Your soul is full of gunk. Mr. Grinch. The three words that best describe you, are, and I quote: \"Stink. Stank. Stunk.\" You\'re a rotter, Mr. Grinch. You\'re the king of sinful sots. Your heart\'s a dead tomato splot With moldy purple spots, Mr. Grinch. Your soul is an appalling dump heap overflowing with the most disgraceful assortment of deplorable rubbish imaginable, Mangled up in tangled up knots. You nauseate me, Mr. Grinch. With a nauseous super-naus. You\'re a crooked jerky jockey And you drive a crooked horse. Mr. Grinch. You\'re a three Decker sauerkraut and toadstool sandwich With arsenic sauce. Grinch: How Dare you! Everyone behold this is a match! I am about to light this Christmas Tree on fire and no one can stop me! Narrator: It seemed to be the end of Christmas for the Who’s, but it wasn’t. Shroomy Lou Hoo: You will never be able to the tree is plastic moron. Grinch: Impossible! I planned it all out! Shroomy Lou Hoo: Exactly I went into your cave and got the plans and I see this little map you had of the old Whoville. *Gasps in the crowd* Mayor ColdCanadian: What are you talking about Shroomy Lou Hoo? Shroomy Lou Hoo: There is another WhoVille full of fun and games and a few houses. Mayor ColdCanadian: So, what did The Grinch do to the old WhoVille? Shroomy Lou Hoo: No need to call him the Grinch anymore I also found his Birth Certificate. His real name is James Volbi. Mayor ColdCanadian: Wait, James Volbi where have I heard that name before… that’s right! You’re from Whoville! You were born on Christmas Eve and never liked Christmas as a child and still you don’t! Volbi: You people are too smart, too bad the Christmas tree has melted as you idiots were talking. Mayor ColdCanadian: That’s fine Christmas will always be in our hearts and in Whoville. Also Shroomy Lou Hoo please tell us about this wonderful place called old Whoville. Narrator: When Mayor ColdCanadian said “Christmas will always be in our hearts and Whoville” Volbi’s smile became so bright everyone says those words opened his heart and made him realize that Christmas is not about gift giving, but being with family. Shroomy Lou Hoo: Well, it is a great looking place. It was made by Onobi Foondu and he did a really good job. It has this thing called bot support so you can add bots! Then when you go its playing awesome Christmas music I was swinging back and forth. There was this giant free fall looking ride and I kept going up and down on it. There was one house that I was able to go into and there was a fireplace and two couches, but they didn’t look like Whoville furniture they were too blocky. There were little Frosty the Snowmen around the place and Candy Canes that were crossed. There is a giant slide that you can stand and run through and then when you reach the end your about to fall on the ice and it teleports you straight back onto the platform where the slide started from! Then there is this giant ramp that if you go down it, it launches you into the sky and you teleport back up when you hit a certain level. There is a smaller ramp for the little people too. There were these strange creatures called a TaunTaun and I rode them down the slides and it was fun! Then there was even a welcome sign! There were even new textures that were made for the map it was so cool! I really want to go live there so maybe we can all migrate over there! Then we can have FFAs! It’s even surrounded by mountains with a nice sky and beautiful lighting. Last, but not least there was even a Ski lift! So you could go and check Whoville out, it was really really really cool. I really liked old WhoVille it was awesome, I think I shall call it the Whoville! Narrator: Well, Christmas did stay in their heart and all the love of Christmas filled the air and it fixed the Christmas tree and almost all of people in WhoVille moved to the new WhoVille including Volbi. Volbi lived with Shroomy Lou Hoo and Volbi’s dog Plague lived with them also. They all lived happily ever after and Shroomy Lou Hoo got his first light saber for Christmas. Volbi got the best thing ever Canadian bacon. Amy got an “I like em big” gun for the whole family to use and that night they all saw Santa flying to Canada in his newest sled The Canada 2000. Happy Holidays everyone! The End Hope you All Enjoyed the Story. -XgamerX New Textures: Yes Bot Support: Yes New Music: Yes! Game Types: FFA

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24,250 downloads

Uploaded:07/09/2004

Syndicate: Initiation

syndicate1.zip | 24.95 MB

level. It was done really well ... not just the mapping, but the animations and the sequencing and stuff. This is not one of those levels where you just fight a bunch of spawned NPC's. This was quite well thought out. In fact, the whole level is mostly puzzles. I'm horrible at these things. So I did use the walkthrough that was provided (it'll probably be posted by the author later in the comments) and even then I had a bit of trouble with the second puzzle. If you enjoy a good continuing story, a pretty map, challenging puzzles and great production, download this now. I've heard nothing but great things about this mod. And I actually played through the whole level and was quite satisfied with the end. :) Great work guys! ~AmosMagee

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24,170 downloads

Uploaded:14/12/2005

BlueIce Twilight

blueice_twilight.zip | 24.42 MB

saying how large the map is. But this map really is MASSIVE. I cant believe how much stuff Szico has put into this map. You could explore it all day and still not find everything! This is a very snowy map, which I suppose is apt for this time of year, as December is usually known for its snow! Unless of course you live somewhere where it doesn’t snow… In the part of the UK that I live in, we rarely get proper snow. Its usually either mush that falls here, or when we do get snow its only a thin layer that melts anyway after a couple of hours unless its cold enough lol! Anywayyy…it looks like there’s been plenty of snow falling in this map as its absolutely covered in it! I must also say that the choice of base JKA skybox used is very clever. It might only be the night-time one that’s used on the Korriban Multiplayer FFA map, but it fits very nicely with the snow! There are just too many cool (forgive the pun) features in this map to list. So I will try and only comment on the best ones :D Firstly the area where I spawned was a frozen pond type thing. The texture and shiny shader used looked very effective, and being a frozen pond, its really slippery too, so watch your step! However, there’s something far cooler (forgive the pun again!) that just a frozen pond there. There are fireflies, tons of them! The author has really done a good job making this new effect, it really does look like fireflies are hovering around the pond, and it looks very scenic :) The choice of music for the map is also excellent and adds to the scenic atmosphere. The main area to the map is sorta like a little village. There are many small cottages scattered around, a few of them you can even go in. There’s a nice warm fire inside, some furniture, and even a sleeping bag type thing :) The way the doors of the cottages have been scripted to swing open is more like real life and looks very good, afterall how many cottage doors do you see that just slide away into the wall like the doors we are so used to seeing in Starwars maps? Around the back of some of the cottages is a TaunTaun pen, this is a BIG map remember, so TaunTaun’s are useful for getting around quickly! Another thing I like in this map is the Snow covered Fir trees, they fit very well with the map, and there is a nice little area where there is a camp fire surrounded by a few trees. Again very scenic. Lets not forget the Ski Lift and Ski Slope too! Its fun sliding down there…weeeee! *crack!* *crunch!* Owwww… Anywayyy, that’s just the main area, after that there is another area to get to. You get to this via a frozen sewer or river type thing. At first when I saw it, it was covered with ice, and I didn’t think anything of it. Then I jumped on it and *CRACK!* the ice broke and I fell into the water! That was a very cool idea, breakable ice ;) Anyway, once I swam my way through the sewer/river I came out at this shaft where I had to jump up in order to upon this hatch above me. Once out I worked my way out onto this snowy canyon road…with errmmm…an X-Wing at the side? That seemed a bit out of place for the setting of the map! Go through what looks like a boarded-up shaft, wind your way through the corridors and eventually you will find yourself back at the main area! Phew. Errm but that’s not it…there are loads of secrets and other places you can go in this map, including what I believe is a Final Fantasy themed duel room, control rooms, even deep underground through something that looks like a mine shaft! Now, I couldn’t tell you where all the secrets are of course, as well as making the review insanely long, that would spoil the fun :P I will give you some clues as to where to find one of the secret areas though ;) Look around for some padlocked hatches, you can break the padlocks and then press the use button to open the hatches…I’m not going to tell you anymore though, that would spoil the fun now wouldn’t it? Mwahaha! One other great thing was the teleporters around the map, they look incredible when they are turned on. Now it’s a bit complicated to turn them on, basically look for round buttons that you can press to turn them on (I had trouble finding them though, but then again I’m not good at finding things!) Also look for a hidden teleporter behind a brick wall somewhere. It’s a bit difficult to find, but I’m sure you will find where it is ;) Now, onto the things that could have been improved upon. Well the map is extremely high quality, and there was very little here that I thought could be improved upon. However there were still one or two things. One thing was that the boulders scattered around certain places in the map were very jaggedy, it would have looked cool if they were a bit more rounded off. But it still looks ok really ;) And of course, as with any map this size, the FPS in places did drop quite a bit for me. But overall I’m very glad to say that the FPS was very good :) Besides that an absolutely excellent map here! Well done Szico! :) Bot Support: Yes New Textures: Yes New Sounds: Yes New Music: Yes Game Types: FFA, TFFA, Duel, Power Duel, CTF ~Nozyspy~ Oh and by the way, Szico informs me that all the source files for this map are included in the .zip, I’m certainly going to enjoy looking through those, and I’m sure you will too ;)

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24,152 downloads

Uploaded:30/07/2004

Naboo Hills

naboohills2.zip | 8.01 MB

the first thing I saw put me in doubt about the map. The map itself is a large open map with a repetative grass texture on it; when the ground turns into rock (under the water) it\'s sudden and doesn\'t take advantage of the fact Q3Map2 can help you make it a smooth transition that you can fully control. Because of the sheer size of the map the author has put in distance cull which because there is no fog is highly obvious and you can see triangles of the terrain appearing in the distance - JA doesn\'t have the best distancecull implementation and this map lets you see just how bad it is. There are two bases on this map for TFFA where the vehicles spawn at opposite corners of the map. These are nicely done especially the naboo palace which has a fair bit of detail and really looks like time was spent on it. I\'m not too sure about this map, the vehicle fanatics will love it to bits but the general FFA player will have no use for it whatsoever because unless you use the vehicles, going from one side of the map to the other takes a very long time. New Sounds: No New Textures: No Bot Support: Yes -WadeV1589-

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23,590 downloads

Uploaded:29/06/2005

Sith Council

sithcouncilv2.zip | 30.79 MB

the Sith Council map. [/quote] Incidentally, the version one of this map has had over 40,000 downloads, and comparing the screens between the two versions, I can't see how this one has gotten worse, but then again, not having played the first, I can't say much more about that. What did I think about it? Well, for starters, it's big. Really big. Not as in huge terrains or giant FFA areas, but there's a lot of small, localised areas within the map, as well as a fairly spacious outdoor area with a few trees and a pretty, (albiet very square and unatural-looking) waterfall. I'm gonna start with the music used, as I think it combines with the outdoor atmosphere and the rain particularly well, even though I believe it's from the bit in Episode 6 where Vader dies, but meh, whatever. Every time i died, I spawned back in the main room. That's not to say there might not be other spawns elsewhere, and I hope I was just unlucky, as having all the spawns in the same room would be a bit boring. I'd have to say my favourite area was the cafe, as it reminded me a great deal of a typical university cafe, and I'm all for real-life stuff. I didn't have time to explore all the secrets, but I did work out that a great deal of the main room can become destroyed, leaving a giant lava pit in it e.t.c. Lots of the rooms are very well detailed and made, but of course, there's always a gripe. Some rooms kind of look like they've been slapped on, and obviously haven't had as much effort put into them, plus some are far too dark, most noticeably the bedroom areas, which are pitch black even when they have windows... (Plus I couldn't find the lightswitches, bah!) :( There's also a few missing textures on the toilet handles and stuff in here, and looking out of a few windows you can see bits of map which you shouldn't be able to see. It's an easy error to fix using the system/antiportal texture, or a decent vis blocker, and it's unfortunate this error is here, as it does spoil the views somewhat. Oh, there's also a skin called Kahn in here, wonder where that name came from.. *cough* ;) Anyway, it's a fairly decent skin (based on the Quinlan-vos model, although the hair clips through his shoulders and the textures used on the hair seem a little odd. Aside from that it looks okay, although not very sith-like, as you'd expect with this map. It's also good to see Kahn has taken onboard some suggestions from Amy's previous review: [quote]You press a button and get a weapon or ammo. It's perfect except for one thing - you can't tell what you're getting until you press the button. It would've been nice to have seen some clear labels over each button.[/quote] Now, there's clear identifiable labels over each button, so kudos to you for fixing this. Underground, theres a lot of small, torch-lit rooms for dueling and there's also a scary-looking, but easy to complete jumping room, which leads you to a suspended dueling pad, which was nice. I guess the area which was most lacking in detail was the church/choir singing section. (At least thats what it looked a little like) This area looks just, bland and the lighting was a little nasty, with no viable sources. Naturally, there's also the water bug which isn't really avoidable (with water flowing sideways) and a few other small errors with light-shafts e.t.c but I think they're all very small and localised. To top it off, there's also bot support, and some new models made for quake3. The paths are a little strange due to this, but it shouldn't effect gameplay :) New Sounds: Yes New Textures: Yes Bot Support: Yes ~Szico VII~

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23,367 downloads

Uploaded:11/10/2004

BDC Racing Club (v1.2)

bdcracingv12.zip | 19.25 MB

without vehicle errors. But anyway, this map is very nice. It is themed around a huge racing track, but has many many many buildings and arenas to duel in, and just some simple little pads. There are ships of course on this map, as well. The one thing that makes this map really stand out is the detail. The mountains and cliffs are done beautifully, and the things that spawn vehicles are simply intricate and awesome. This is a must download for all you JKA players. Bot Support: No New Textures: Yes New Music: No Gametypes: Duel, Powerduel, FFA, TFFA -Shahadi

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23,271 downloads

Uploaded:12/01/2004

Helm\'s Deep (v2)

helmsdeep.zip | 12.05 MB

screenshot. I expected it. Still, when it exploded, I screamed and about jumped out of my chair. But that\'s not all that\'s scary! It\'s raining. And there\'s thunder and lightning. Okay, whenever there\'s a storm like, where I live, I\'m practically hiding under my bed. I\'m such a chicken. Add to that, I read in the readme that there are Rancors in this map. Yeah, so there was no venturing into dark caves for this little girl. The map is beautiful - par for the course, for Nathan. There\'s so much detail in this map and it\'s huge - the tower seems even bigger in this map than his previous Helm\'s Deep for JK2 - but that could just be the lighting that makes it appear so. *shrug* You can expect to have low FPS due to the size of the map and all of the effects. The rain and lightning really add to the ambience in this map. The music is, of course, appropriate. And yay! There\'s bot support included. That\'s probably one of the most important things he could add to his map since playing this map online with a bunch of other people with low FPS is probably not practical. Great job, as always, Nathan! By the way, I\'d love to see you do a Siege map! Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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23,026 downloads

Uploaded:27/03/2005

Final Fantasy VII - Midgar

midgarv2.0.zip | 38.22 MB

played FF7 or not, I can assure you that this map is worth trying out. The first thing you're probably thinking if you played the last version is, "I hope the FPS is improved" Well it is, alot. I got an average of 35-40 FPS in most areas and thats with absolute max settings (including cg_shadows 2 and dynamic glow, yeah I like it looking nice :D) Anyway, lets start with the map itself, First place I visited was the battle square, which would be the main place for duelers or people who like stuff like that. There is a button that you press and it spawns a series of NPC's that continually get harder (it goes from like, reborn and then a few more to a rancor, and the you'll face Sephiroth :o, it's just one of many of the fun things you can do). Great place to fight. The main area of Midgar is amazing, greatly lit and beautiful to look at, all FF7 fans will recognize the Shin-Ra HQ. This area is fantastic for guns and sniping, since it's large and has great places to move to and hide. The train yard is there and the village, there's a few secrets so keep an eye out for them :P. Exploring the map is great fun, especially if you do it with someone else. The last area is the Chocobo ranch, with RIDEABLE CHOCOBOS!!. They come in different colors and all have different properties (example, the blue one has water capabilities and the red one may have more HP, I'm not sure about this, it's just an example). There is switches that open the ranches doors around the map, they're well hidden, so finding them all won't be an easy task :P. So, you think it couldn't get any better huh? Well there's a realistic Sephiroth model in here too, I give you permission to jump around with joy and stop reading this review here to download it ;). Overall, one of the best maps made for JKA yet. Great music, great lighting, great textures and architecture, it's been vastly improved since the last version and there's tons of stuff to do. I suggest you download it even if you don't like Final Fantasy. There is also a duel map version of the battle square, so if you wanted to put it up on your duel server, there’s no problem. I'll be making sure that this map gets added to my clan's server, I'm sure you all will too! Bot Support: No New Music: Yes New Textures: Yes Gametypes: FFA, TFFA, Duel -Rink

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22,411 downloads

Uploaded:09/05/2006

Academy 1.2

a1_v1.2.zip | 8.61 MB

But, I'll just start with the first one. The first floor is the ground floor, with three dueling rooms, an npc room, a training room, and a cantina, among a few other things. Two of the three dueling rooms are identical, each with a dueling area and seats so you can watch the duel in comfort, as well as an observation box on the wall. The third on, is more of a hazardous duel area, involving a pit. Although, you don't die when you hit the ground, making it a somewhat safer duel area. Also an interesting one, seeing as the person up top is likely to slash you as you come up. The npc room is extremely simple, almost too simple. It only spawns three npcs, all various brands of cultist. I found one small bug, or rather, minor issue. If you spawn the noc, and then just stand there, the npc will spawn, and the door will open, but it will close, leaving the npc in there. So you have to spawn another npc and then fight them both. This might be seen as a good thing, or a bad thing, to some. I would've The training room, was very simple. In one corner, was a box where you could spawn a sentry droid, in the center of the room was a small area from which you could spawn a R5 unit, or Kyle. Yay! Let's all kill Kyle! There is an observation box on the wall, as well. Okay, now go outside. Yes! There's an outside! It's very spacious as well. It had some custom areas, but a lot of it was bare, as in, there wasn't much there. There were trees, but they just seemed a bit too spread out to me. One thing I did like about this was the waterside area. It was very casual, made just for those who want to sit and talk by the water. I didn't like the way the water was done, at least in the river. But water [i]is[/i] a hard thing to do, so that doesn't really matter. The cantina, was, well, a cantina. Albeit a small one. It had a nice little stage on it, as well as a small bar off to the corner, with a storage room. The main area was taken up by chairs. There were a few alcoves in the cantina, but not very many. And, last up for the bottom floor, is the arena! Great idea. Nothing better than a good old arena. This is a small indoor arena, which isn't bad in and of itself. While great for FFA's and such, it would be very nice, and cool, if you could spawn a rancor behind a gate, and have the gate open. Fight on! But, other than that, it's not bad. Okay, I think that that's about it on the bottom floor. On to the next one! The second floor is a lot simpler, with only five areas. It has an Audience Chamber, as Tournament Chamber, what I think it a teachers area, and finally, an area that leads to the next floor, and the main little entrance area, which is actually the center of the floor. The main little area isn't all that big, it just has a tree surrounded by water. The two areas off to the side are the teachers room, which consists of a few beds and a bathtub. The second area is the tournament room, which is like a dueling area, only with chairs on the side, and a observation box. Not that much. The audience chamber is a lot like the chamber seen in single player, except the windows on the side are huge. I think that they're a little too big. Someone might walk out through the window and die. Okay. The last floor. Yay! I feel like I'm writing a book. First, you go up a long elevator, and then you finally get to the top floor! And it only has two rooms, a council room and a sun deck. The sun deck is very nice, being sunny and all, it's a great place to socialize, get a drink, take a nap, read a book, or use a terminal. And that's what you can do! Great social area. However, the shelves in this area just seemed to stick out like a sore thumb, so that's one thing that could use a bit of change. And finally, the council room. Well, it's a council room, with lots of chairs in a circular area. Am I done? No. There's still the Admin room. It's dark, to say the least. and from it you can lock various rooms, and areas of the map. I would have liked it if, when you locked a room, a ''locked'' message would be displayed. But that's me. I did find some bugs. When the cantina was locked, I would go and press the button, and I would hear the cantina music. Meh. The other major thing was the lighting. In places this was a very dark, or less than ideally lit. But, this is a great map for clans in general, or just simple RPG's. So if you like this, or if your clan could use a nice map to use, then give this a download. Bot Support: Sadly, No. New Models: Yes. New Music: No New Textures: Yes GameTypes: FFA, TFFA, Duel ~Zach

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22,310 downloads

Uploaded:02/05/2004

Sunset on Coruscant

rgoerduel2.zip | 9.21 MB

my first glimpse of what I see to be, the best looking duel map ever created for JKA! :D This map is simply stunning to look at from the screenshots I\'ve taken, and with my settings on full it may have been unplayable, but just look at it. The glowing auras of the buildings, the water fountain and the almost unbeliavebly realistic skybox - This map is literally the most realistic duel map you\'re ever likely to see for Jedi Academy. Yes, the map isn\'t as perfect when you want to play it, because our Graphics cards just wont work with 8x Ansiotropic Filtering and 16x Anti-Aliasing, but still this map is simply awe-inspiring. The use of amazing shaders and effects for the fountain and pool in the center of the platform looks unbelievable, and every texture with the exception of the retail ones are photo-realistic.:D The one downfall is the underside areas of the platform, which can spoil an otherwise perfect view, but fortunately, you usually only see this bit when you are dead. The architecture is similarly spot-on. The shining towers and the sleek curving pillars will blow you away with their detail, and although FPS tends to drop lower than a normal duel map, the design and layout, coupled with eveything afformentioned make this (In my opinion) JKA\'s best duel map to date! :) And yes, it does have bot support. File of the Week Amy! New Textures: Yes New Sounds: No Bot Support: Yes ~Szico VII~

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22,250 downloads

Uploaded:13/07/2005

Jedi Pyramid 2

rpg_jedipyramid2.zip | 26.36 MB

with the city area. The actual city area I am torn. Aspects of the buildings look very well done such as some of the texturing and the general layout. There are a couple entrances to other areas out there, afew being a small auditorium, a bar of sorts that looks really nice, and an elevator. Now, once you take the elevator to the top, it takes you to an office type room (see pics below). My complaint I guess would be the general lack of detail in the city, along with the abrupt edges of the city that just stop.\" - From first version\'s review. The rest of the review will be different due to the changes the author has made. Now, the general layout of this map remains the same. Upon entering the pyramid, you find yourself in a lobby area once again meeting c3po. From here, there are three different directions you can take. One leads to areas of specialized rooms I think each designed for specific people. Another direction will take you to a form of jedi quarters divided into blue and green sides. The final direction leads you to a hangar type room connected to a medical lab. The difference\'s in the two maps, v1 and v2, rest in the areas of both texturing and lighting. While the outside remains unchanged as far as I can tell, the inside of the pyramid has been slightly altered in spots. Some of the rooms in v1 where very bright in reference to colors while in this version, things have been toned down. The quarter\'s hallways, the council room, and the yellow hallway are prime examples of the changes. The council room is probably the most noticeable and is a great improvment in my opinion. The same things I noted in v1 remain though as far as negatives. Some z-fighting still can be seen and in some areas there is a general lack of detail. And, there are still some missing textures(example-c3po room in the corners). Having said this, I liked v1 and I prefer the changes that have been made in v2, Nice improvments. ~LK~

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22,055 downloads

Uploaded:15/07/2004

Zion

zion.zip | 25.3 MB

pool, Hanger, Space Battle Zone \"with one mean Slayer Class Battle Ship\", Wild West Town, Lake with Jet Ski Race Track, Fluffy\'s pen, multi duel room\'s and more. (quote of readme there). The simple fact is it\'s huge, there are lots of places to go and a lot to do. Visually the map isn\'t always stunning, many areas lack detail, [i]however[/i] the good use of lighting (except the occasional dark spot) and some of the structures are simply stunning. The main area is the large corridor that connects all the areas together, this has been done simply but quite well, pillars to support the roof, a central raised arch and the occasional statue mean it\'s not amazing but it certainly is pleasant and has space to fight in. The rancor fighting area I think is close to perfect in the way it works; you have a viewing area very high up with glass floors and then small elevators to go down to where the rancors are; the room is grass on the floor with decayed walls; it would have been perfect if the floor had been uneven and there were a few broken stones but you can\'t ask for it all! There is a bar in here that has some music you\'ll recognise, felt a bit like a walk down memory lane hearing it. Also the space idea while not brilliantly done is something different, it\'s fun to say the least and makes an interest added bonus to the map. Mix in with all of this the music, especially in the \'Wild West\' and it\'s a great map. As I\'ve said, it\'s not amazing in it\'s detail - in fact it lacks detail in most places but it is a good map for many other reasons, it\'s just very different in how it looks and feels; my second map this week I\'ve been able to say that about. New Sounds: Yes New Textures: Yes Bot Support: Yes -WadeV1589-

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21,920 downloads

Uploaded:30/07/2004

Tatooine Scum and wampas?

tatooinescumandwamassjc.zip | 8.96 MB

when i entered a building.It was a group of wampa\'s locked in some sort of prison/cage. The hallways are very nice detailed and alot of shader work has been used.Though the doors are rather tricky to open at first. As I walk up to an impressive large building I notice some nice effects like smoke *Thumbs Up*. and as I go inside the building I find a nice open room with box\'s you can smash open with your saber. Back outside I find a landing pad and some watch towers, perfect for sniping people. And as I go through a large door back to the village part of the map. I start testing some doors from the buildings there.Some doors open leading me to a room with loads of weapons. and another room that looks a bit like an shop for vehicle parts and guns. Then I come to a larger building which contains a very nice bar. with alot of details. and even a little stage. going up on the stairs in the bar I find even more weapons. and little peek holes/windows facing the bar (another nice spot for sniping) as I walk further I even find some sort of toilet! Outside again I also find a very nice Lambda shuttle. where u can go inside. Though u can\'t fly it. In other words:This map is very nice detailed and everything looks smooth. Very original and realistic. This map will be loads of fun to play with alot of people. and also some role playing could be done in here. I\'d have to say Sith-J-Cull you did a very nice job once again. and I can\'t wait to see the Finished part for the MovieBattles Mod. And the Textures, Terrain, Shaders, Effects are perfect. -Buffy- Botsupport: Yes New Textures: Yes New Music: Yes Game Types: FFA , Team FFA

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20,802 downloads

Uploaded:30/06/2007

Jedi Temple

jedi_temple.zip | 22.95 MB

areas portrayed in this map simply weren\'t shown in detail. Most of this is either an educated guess or an artistic liberty, portraying a version of the temple the author likely visualized using confirmed details as starting points. To put it simply: the whole thing strikes me as a kind of improvised dealio. With that said, though, the map is still a jolly good, epic little hangout. It has all the features one would expect. Hangar, council chamber, grand hall, another grand hall (this one with a skylight), a medical room, the archives, a briefing room, and one hell of a lot of bloody passageways. Everything has been properly textured and shadered, however unlike it\'s most recent rival in the high-end mapping scene (The Enclave), very few base resources have been used here. Dynamic glow has been utilised for good effect in shader lighting, which is a nice touch. Possibly the thing which impressed me most, however, is the skybox. They\'re certainly not easy things to create, I assure you. Every minor detail seems to have been covered, including the Gunships in the hangar (you can even sit inside them!) and the lights on the walls. I\'m also glad to report that there are no visible errors for me to draw attention to. However, there is a lot of wasted space. The map is far bigger than it needs to be, and it\'s just so empty. This will cause problems for those with low-end rigs. My GeForce FX5200 was pushed to the limit, and in benchmarks this card even held it\'s own against a GeForce 7600GS. God only knows what you\'re letting yourself in for if your computer uses any GeForce older than mine, or any pre-2005 Radeon card. Your FPS [b]will[/b] die in quiet a few places due to the size and emptiness. Low-performance systems with low vid settings will also encounter the Hall Of Mirrors effect. The map may not have any errors, but expect some hardware homicide. Either way, what we have here is a finely-crafted, epic map which is a pretty decent representation of what the full Jedi Temple may well have looked like. Wander around, marvel at it\'s size and architecture, etc etc. Just don\'t expect it to run as fast as, say, Jedi Council GCX or Academy v2. ~ Kouen [b]Bot Routing:[/b] No [b]Custom Textures:[/b] Yes [b]Custom Music:[/b] Yes [b]Custom Models:[/b] Yes

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20,527 downloads

Uploaded:09/07/2004

Far Cry of the Jedi

farcry_of_the_jedi_sith_j_cull.zip | 8.58 MB

if you’re interested, let me know. Thanks for reviewing Far Cry of the Jedi, Shroom! :D ~Amy ----------------------------------- In his readme, Sith-J-Cull says ‘This map should not be compared in anyway to the game FarCry’, but I think this comparison is unavoidable. Sure, the ancient Q3 engine can’t bring us even close to the immersive graphics and physics as seen in the game FarCry, but inventive mappers like Mr. Cull here can certainly bring us a hint of the game’s level design. The first thing you’ll notice in this map is the extensive use of terrain. Wow! The terrain is amazing. The second thing you’ll notice is the horizon. WOW! This is the first time I’ve seen a mapper realistically have ground-level water meeting the skybox. Usually one would just have the water in the skybox, and then try to occlude the edges to give the illusion of water stretching out as far as the eye can see. Here, the water itself actually stretches out as far as the eye can see. Brilliant stuff. With a smoldering volcano as the centerpiece of this map, one will find various installation equipment scattered throughout. Radar dishes, towers, landing pad, cables strung across a split in the island, and much more. Sith-J has also included many useable items such as a swoop bike, AT-ST, Z95 Spacecraft and some really well placed turrets. The potential fun-factor on this map is HUGE. The terrain creates a varied and interesting battlefield, supplemented by even weapon and item placement. When this map shows up on servers, ya’ll are going to have a real blast! Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA -ShroomDuck

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18,979 downloads

Uploaded:03/03/2004

Temple of the Dragon (final)

dragon10ja2.zip | 22.55 MB

greeted by a nice looking, petit garden with its own chinese bridge and bench to put my feet up on. The design of this garden is pretty simple however it has detail enough to look nice and would be good for dueling in. You walk into a teleporter that is an image of the council chamber to go...into the council chamber unsurprisingly! I must say this room is nicely done, I particularly like the dragon flag fluttering in the breeze, it shimmers like water. The thrones are nicely done, looking sharp like dragons fangs and as though they are really plastic (I know they\'re notsupposed to be but the environment map makes them look like black shiny plastic which I really liked). In the council chamber though the environment mapping is slightly excessive and doesn\'t work well on the black floor, it is too strong. I entered the first transporter which took me into a small cliff-side rock room which a weird pattern on the floor. I saw two buttons, hitting the one on the left changed the music to a song I don\'t recognise but I didn\'t mind, was quite quiet and I like it when the music doesn\'t sound like I\'m in a concert. I hit the button on the right and then a rancor vehicle appeared next to me..although at first I jumped back and squeeled cuz I thought it was going to attack me (No sleep, I was hallucinating!) I headed back off to the council chamber and then went thru the second teleporter to find myself outside again in what appeared to be the floor of a temple, kinda like ruins of very very old; more buttons to press here to spawn things and change the music. This is a perfect dueling area, flat ground in the centre, little decor around the edge in a nice bright skybox. The next transporter took me into a weird futuristic room where each corner has a bounce pad which is fun when you\'re diving around and accidentally touch one, the wall texture in here was stretched somewhat though and I found that displeasing. Two more buttons here, music again and a reborn spawner - these button respawners are great for those of you on a server with no other people yet. Makes it choosably interactive Finally I went through the last transporter to find myself in no other than a (slightly trimmed down) version of the dojo from the first Matrix film where you could of course spawn someone to kill The only problem with this room was the light beam effects on one side of the room, the walls themselves were not bright so it was effectively a dim wall where sunlight was mysteriously coming through. In this room, you also had the music button but this time, of course, it was some Matrix music which is a very good choice, it\'s one of my favorite Matrix tracks. There are secrets on this map, most noteably the flashing discotheque with funky music known as \"Shady\'s Dragon Bar\". I\'ve always been a fan of bars simply because they are totally unneeded in any map but the mapper puts in the effort to make them anyway for a chill zone. Being a secret they are often declared as no kill zones which pleases many people who believe in nokill area\'s. In my travels I also found what appears to be a secret council room that takes a slight knights of the round table theme and warps it into a dragon clans idea of a council room. The music is very very mellow in here and fitting for the name dragon. There are more secret rooms but I\'ll leave you to find them on your own Overall, a nice map, it may be a clan map but it is a nice map and worthy of anyones base folder. Neatly mapped out, nice texturing and suitable for FFA, tournaments and dueling as well as those of you who are plain bored and want a fun mini world to explore![/quote] The only difference between the JK2 version of this map and this one is that the one for JA took the same concept used for music in each room and made an NPC generator in the rooms. So you can fight a Rancor, a Wampa or just a Reborn with a staff saber, if you want. It\'s a clever idea and works well for this map and the way it\'s laid out. I don\'t know if there was bot support in the last version of this map, but there is now. I couldn\'t find all of the secret areas, I don\'t think, so good luck to you. :) This is the final version of this map, so I can\'t wait to see what else Night Shade has in store for the community. Hopefully more maps. :) Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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18,481 downloads

Uploaded:15/02/2004

FFA Bespin (Update)

ffabespinupdate.zip | 3.53 MB

Just a port. No changes made, just good old Bespin Streets FFA! And that is not necessarily a bad thing. Obviously, all the familiar areas make a return, such as the landing pad, the streets themselves, and the rectangular building. There\'s not all that much that can be said about this, as it is simply a port. A most welcome port, however. I find the base maps in JKA to be rather boring, and there is only five of them. The base maps in JK2 managed to stay fresh the entire year and a half I played the game. Bravo, Tysplo! ~Lord Griever~ New Textures - Yes(JK2 textures) Bot Support - Yes New Music - No [/quote] The only thing that has changed with this version is the fact the problem with Rift Sanctuary has been rectified. That\'s all there is too it! This has been fixed by [BLU]LCARS> but the map was not originally done by him as he clearly states in the readme. -WadeV1589-

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18,456 downloads

Uploaded:13/11/2003

SG4REALJA

sg4realja.zip | 28.9 MB

almost everything about it. I haven\'t played it in a while, but I remember having some FPS issues here and there, but overall, a great map. So, from the same guys who helped create that map, comes a new Stargate map: SG4Real. Upon first entering the map I\'m greeted by a large body of water and the beautiful tall blue columns you see in the first screenshot there. Inside are torch-lit walls and in the center a tall round ceiling. A lovely fountain sits in the middle with, what I believe are sphinxes around the edge. There are bactas everywhere, by the way. Not sure I get that, but yeah. Turn to the right and you\'ll find yourself stuck in a maze. Okay, I was stuck in there because I\'m horrible at mazes. :D So when I came back, I walked down the middle corridor, took a quick screenshot of the murals there. Lovely, dontcha think? So then ... in this next room, I see some circles on the floor and ceiling ... and a button on the wall. Naturally, I had to touch it. And then the ceiling opened up, dropped these rings over me and suddenly I was in this black marble room. :| And then, I find that the black marble goes on and on and on in various hallways. And then I come to this ... (please see screenshot) huge hangar thing. I go in through the door and it\'s like, okay, good place to duel and stuff. Then I go back to the hallway and just look out the window there, then notice the button. YAY! A button! Of course, I press it. It locks the door on the side that I just came through and opens the big doors way out there. Okay, very cool. Eventually, I get tired of wandering the halls and so instead of finding my way back, I kill myself. The next screenshot there should look familiar to those who know Stargate, and especially if you remember the old map. Now, I haven\'t played the old map in quite a while, but if memory serves right, it didn\'t look this good. The detail in this area is really incredible. I know it\'s just offices and stuff, but it looks great. And, y\'know, I had fun just going through the gate thingy because the actual transition is so cool. And the final screenshot there is where you end up ... which is the black marble area. So, do I even need to tell you that I love this map? I didn\'t get to try out CTF on this map, that should be interesting. The map doesn\'t have bot support, but this isn\'t really one of those maps that you play with bots. It\'s more of an exploration kinda map. And to experience everything this map has to offer, you can\'t do it alone - or with bots. So get it on your server and play there. :D Oh, the music ... can\'t forget to mention that. It, of course, suits the map very well. I don\'t usually listen to the music in a map, unless it really contributes to the ambiance of a map - this one certainly does just that. Great work guys ... I can\'t wait to see more from you! :D Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA, TFFA, CTF ~AmosMagee

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18,032 downloads

Uploaded:14/11/2003

Matrix Reloaded (v2)

matrix_reloaded_v2.1.zip | 26.42 MB

had complaints about. My biggest issue was the FPS. It was hard to have an FFA in the main area because the FPS was so low. Others didn't like how the teleporters were set up because they couldn't remember where the Tea Room was or how to get to the Architect's Room. I had the Matrix Reloaded map on my server for quite a while and people quickly got bored of the map. The only place people really dueled or FFA'ed was in the main area because it was so hard to tell someone where you were or how to get there. The main area hasn't changed at all really. Except I did notice that the FPS there has increased for me. The phone booth teleporters now have signs over them, so you can easily figure out which way to go. :) The power station has been revamped. It's much more colorful than before. That spark that was in the tower thing has been fixed. Though I kinda liked it and hoped it'd stay. Oh well. And a half pipe has been added under the overpass. The Chateau arena has also had a bit of a face lift. And then there are the corridors. They still take you to places like the Tea Room (where Neo fights Seraph), the Matrix-y Tea Room and the Architect's room, with only a few minor changes. The Jolt bar is still up on the roof, but it's had a bit of an upgrade. Oooh ... fun thing added to the roof ... a "Jump Programme". It just catapults you from one side to the next. Oh, and you remember that "flat" from the Jolt bar? It's still there and things have been rearranged in it a bit. But there's a second one. Has a very interesting little area upstairs. Take the slide down and you'll whoosh past a few places that you'll probably want to visit again later. Darn my curiousity. I spent more time on that slide thing trying to get to the various places that branched off from there than I spent anywhere else on the map. Now there are four distinct new areas added. The first one I came across was the Ice Programme. Pretty much it's just an ice rink with a slippery surface. I do really like the look of the ice here. The whole place looks great. Then I found my way to the Kick Programme. Um, I don't get this area. You slide down into that green stuff down at the bottom and it just transports you back to where you began in the program. How is kicking involved? Especially in JKA where we can't kick! Grrr. Then there's the Bounce Programme. Yup, you guessed it - you bounce here. The platform slowly moves up and down and you bounce in various areas on the platform. And finally, my favorite room here, the Matrix Raceway. There are several swoops waiting for you when you transport in and you can race along the bottom, underneath the track or up on the track all around that Matrix-y thing in the center. That green pole thing in the center actually serves as a transporter thing back to the main area. And yes, you can go through on your swoop. Ah, but Nathan was clever and he put in this fence thing so you can't take the swoops out into the main area. I always liked the first version of the Matrix Reloaded map, but this one is much better. It battles that boredom that people experienced with the first, because the first map seemed to just be something to look at. In fact, this new version reminds me of a map that I almost never got bored of playing - the TMBJ clan map. A lot of the new rooms added here are very similiar to those of that map. Good work here, Nathan. I look forward to seeing more from you in the future. Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA (& JKR), Duel ~AmosMagee

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17,834 downloads

Uploaded:22/12/2004

Coruscant Part I - Padme\'s Home

sjc_coruscantp1.zip | 13.88 MB

James certainly did the city justice. The traffic, the color, the buildings - it\'s all perfect. Perfection comes with a cost though - FPS is a bit low. :/ My first reaction to the gameplay in this map is that there isn\'t enough to really make an FFA satisfying, but I\'ve changed my mind on that. I\'m trying to remember that this is only a small part of a larger map. Also, I think the moving pods could make for some interesting duels. :D The jail surprised me. And how I got in there was unexpected as well, until I started thinking about ... well, you\'ll see. The most impressive thing about this map has to be the models and textures and how it all comes together so well. I absolutely love some of the chairs included in this map. And the lighting is very pretty too. Though you should really see it in-game before judging this map. :) Amazing job, James. I can\'t wait to see the completed map. :D Bot Support: Yes New Textures: Yes New Music: No Game Types: FFA ~AmosMagee

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17,815 downloads

Uploaded:04/12/2004

Coruscant Streets

coruscantstreets.zip | 21.89 MB

worth another look for me, because I really hate having to shut down all of my programs, restart, start everything back up again, load the map - only to have it crash again. So, Black Hunter, let me start by saying that this map looks great when you consider the screenshots. Anything that\'s Coruscant Streets-like is going to appeal to me. I love this theme. However, you screwed up in some MAJOR ways. There are several missing textures. The music doesn\'t fit this map AT ALL. You\'ve added posters that just aren\'t consistant with the Coruscant theme and really cheapen the atmosphere that it seems you wanted to create here. And finally, worst of all, I was getting about 9 FPS in some areas. It\'s a pretty map at first glance, but don\'t judge a book by its cover. This map has some serious flaws and it needs to be fixed. It\'s too big, sluggish, inconsistant visually and musically and it crashed my computer. I never, ever, ever rate maps. At least, not to my recollection. However, to make my point completely clear that making good maps are about how the map plays, I\'ll rate this one and I\'ll give it a 2/10. And that\'s generous of me. You get 2 points simply for making a map that does work, and almost getting the theme right. Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, TFFA, CTF ~AmosMagee

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17,538 downloads

Uploaded:20/04/2004

The Real Jedi Academy

the_real_jedi_academy.zip | 5.29 MB

this map. It's exactly what it was in the single player game, except now you can push and pull the blocks ... yeah, because we all need to practice that. ;) But you can also press a button in one small room to summon a little droid/sentry thingy so you can get some practice in. I can't say this is a bad map, I mean, the design is Raven's. So it is good. But, something that does bug me is that this map has no guns and very few pick-ups. Maybe that was intentional, I dunno. There are bot routes, so you can play this alone, y'know, but like, with bots. Looks like the music included is from Knights of the Old Republic and it seems to fit just fine. This is probably a great map to add to an FFA rotation where the focus is dueling. So, good job. :) Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, TFFA ~AmosMagee

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16,939 downloads

Uploaded:08/07/2004

Battle on Yavin 4

siegeyavin4.zip | 3.53 MB

said, it\'s a shame Raven didn\'t just put out an expansion for JK2 and give us the two new game types of Powerduel and more importantly, Siege. I\'ll admit that I haven\'t played a lot of Siege, but I am familiar with it and I love it. In fact, I\'ve mostly been playing JK2 and Troopers lately. (Troopers is a mod for UT2K4.) Anyway, this map reminded me of the Objective map Yavin for Troopers. The objectives aren\'t the same in all cases, but very similiar. I spent way too much time on this map, blowing up generators. Not that I wanted to spend so much time doing that, it\'s just that it takes forever to blow them up and there\'s like, 4 or 5 of them. I know I destroyed 4, but I never got a nudge to move on to the next objective. In any case, it\'s a fun map, I think. And I really should be playing more Siege. It\'s just about the only thing I enjoy about JA and this map would be a lot more fun to play with others. Cause like, playing Siege alone sucks. Bot Support: No New Textures: Yes New Music: No Game Types: Siege ~AmosMagee

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16,272 downloads

Uploaded:02/12/2004

The Giant's House

giants_house.zip | 17.13 MB

play it with a couple of people is really fun. Lots of comedy value here I spawned at the computer desk (you can go inside the computer screen) and I started to explore the huge room and it really does have some crazy things and items. It can be pretty fun trying to get around since everything’s scaled much larger than yourself, it would be a great map for grapple hook swinging. There's quite alot of custom textures used it adds to the whole big room feeling. The detail and fun factor of the map is great only it makes you want to explore more there isn't many places to go except in that big room and one or two secret rooms which is a disappointment because I would love to see more of this map. I also saw a hamster cage with a Wampa in it too LOL. The music is good for the map too the whole wacky theme really adds to it. Great map the only improvements could be adding another room or more secrets but play this with others and you'll have a blast. Bot Support: Yes New Textures: Yes New Music: Yes Game Type: FFA, Duel Rating: 8/10 -Rink

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16,120 downloads

Uploaded:17/01/2005

Evolution Academy

evolutionacademy.zip | 14.93 MB

and I totally left that room as quickly as possible. Most of the map hasn\'t changed at all, but I was very impressed with this one room. There\'s this twisty platform in a pool of lava and a bunch of small platforms you need to jump to to get to the main one or to get out of the room. I really, really like the look of this room. Yes, this map has your basics for your standard \"academy\" map, but this one is actually fun. And there are so many things one can do here. You can fight NPCs, RP, duel, FFA. I think this is a very well done map, though it doesn\'t offer much by way of eye candy. Bot Support: Yes New Textures: Yes New Music: Sorta Game Types: FFA, Duel ~AmosMagee

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16,037 downloads

Uploaded:22/12/2004

Naboo Streets

sjc_naboowip.zip | 8.51 MB

is. But for FFAing? Meh. I realize that you intend on releasing another version of this map that is more FPS friendly and stuff, James, but for now, this map is good for a quick glance and maybe a duel or two, but that\'s about it. There are no real points of interest in this map. The stairwells are a bit too narrow and the inside is too cramped for good gameplay. I absolutely love this design. It\'s a gorgeous map and deserves a second chance from me. There just isn\'t any balance for FFAing without a few more levels to play on. Kinda like Bespin Streets, y\'know? There are streets at different heights, there\'s a pad for dueling, roofs, etc. I just think Naboo Streets needs more, y\'know? Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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15,777 downloads

Uploaded:24/01/2005

Korriban Citadel

ffa_kor_citadel.zip | 15.75 MB

but since I\'ve done so many reviews, I cannot recall whether I admitted this yet or not. I have not finished the single player game for Jedi Academy. *gasp* I know, I know. Feel free to string me up by my toes and tar and feather me - but not until I finish 100 reviews, k? So how much of this map is the author\'s and how much is Raven\'s? Gosh, I have no idea. All I know is, I like this map for multiplayer. Except for one thing. If you know me, you\'ll know what that is. Yup. There\'s a Rancor. There\'s a door with a picture of a Rancor on it. And the Rancor totally growled at me before I even got to the door. Scared the living crap out of me. I got up enough courage to open the door, but I pressed my use key one too many times and the door opened, then promptly closed. I decided that everything happens for a reason and I wasn\'t meant to play with the Rancor. I moved onto a safer area in the map. Statues of Ragnos are EVERYWHERE in this map. Like, almost a shrine kinda thing. There\'s a nice little lake of lava below one platform and there are some pieces of stone that can be pushed or pulled. That got a bit frustrating and I died immediately. I took that as a hint to move on and look at other stuff in the map. I love the lighting in this map and there are many places to duel or FFA in this map. There are apparently some secrets here and there, but I found none of them. Frankly, the Rancor scared me off. Nevertheless, this is a map worth your time to download and explore. And would be a good staple for your basic saber-only FFA server. Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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15,760 downloads

Uploaded:18/02/2004

SGEgyptJA

sgegyptja.zip | 32.05 MB

more incredible than I could\'ve imagined it being. It\'s Egypt. And it\'s just ... I\'m seriously having trouble finding words for this ... it\'s amazing. The map is soooo vast and beautiful and the effects are gorgeous. You really cannot grasp how incredible this map is unless you play it. The screenshots, while lovely, do not do the map justice at all. I should apologize for writing such a short review, but if I were to say anything else, I\'d just repeating how beautiful this map is. But don\'t take my word for it - download the map now and find out for yourself. My FPS wasn\'t too bad either. Then again, I did upgrade. WOO! My other puter probably couldn\'t have handled this map. The music is appropriate, of course, because it\'s from Stargate SG-1. It really sets the mood for this map that\'s so much fun to explore. Though I have to say, I didn\'t explore the sands too much - I wasn\'t sure if Wade put any sandworms in there or not. Wonderful job, Wade. Seriously. I can\'t wait to see what you do next. :D Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA, TFFA, CTF ~AmosMagee Edit: By the way, there\'s a very cool little secret area in this map where you can fly a Deathglider. It\'s so freakin\' cool. I\'d show you screenshots, but I really suck at flying, so you really don\'t want to see those screenshots. ;) Good luck finding the secret area! Hint: Use your use button in unsuspecting places. :D

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15,321 downloads

Uploaded:05/10/2004

Casa De Los Parias

casa_de_los_parias.zip | 31.38 MB

come back at some point and just throw together a map just as beautiful as this one just for me (but for JK2). :D Casa de los Parias is just a gorgeous map. And it\'s even unfinished, if you can believe that. On one side of the island, a large cargo ship is docked. The sound effects are great, and creepy. LOL I hate that creaking metal sound. I wish there was more to the ship. I wanted to go inside and I wanted there to be stuff to play with, like switches and buttons to press. :) Bored with the ship, I explored the small island. Everything from the sky to the water to the sand to the grass is just lovely. The fountains are very pretty, but your FPS may take a bit of a hit when you\'re around them. I love, love, love the bright Carribean-like blue water and the beach. Eventually, I pulled myself away from outdoors and went inside. The first room I found myself in was the billiards room. I wish someone could figure out how to make that work, y\'know, for real. I don\'t know why, but I\'d love to shoot pool with my saber. Anyway, the bedrooms were spacious, but decorated sparsely. There\'s art all over in this house. And then, OMG, the bathroom. I want to move into this freakin\' house. At the top of the house is a helipad with your own private helicopter waiting for you. Okay, back indoors. The dining room has a long, formal table with candles and \"china\" settings. I adore the kitchen. It even has a \"working\" dishwasher (at least, that\'s what it appears to be, it\'s next to the sinks and has steam and ... careful, it\'s hot!). There are several rooms to explore on this map and obviously it\'s meant for RPing. The music chosen is perfect for the setting, though I\'m sure it\'ll get on your nerves before too long. Get this map. Download it now and play it. It\'s not for guns FFA, and it\'s barely suitable for sabers (though I wouldn\'t mind dueling on the beach), so keep in mind what this map is. :) Great work Orb. I wish you\'d finish it and add more to the ship and stuff. I also really hope you\'ll occasionally make a map for the JK community now and again. Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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15,129 downloads

Uploaded:22/12/2004

Sith-J-Cull\'s Falcon

sjc_falconovr.zip | 13.42 MB

cockpit to that little game with the dudes, I can\'t remember the name of it, to the bedrooms to things you don\'t expect - like Mandalorian toilet paper. You\'ll see what I mean. ;) It\'s pretty impressive how much he included in this map and how you can explore every nook and cranny, including crawlspaces. I don\'t want to even tell you all that\'s here because you need to see it for yourself. You\'ve outdone yourself, James. Though I wouldn\'t suggest this map for those who want to play an FFA of any kind. This is, in my opinion, one of those maps for exploration or RPing. Bot Support: Yes New Textures: Yes New Music: No Game Types: FFA ~AmosMagee

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14,920 downloads

Uploaded:02/07/2004

Anchorhead Slums (v2.0)

anchordhead_slums.zip | 2.23 MB

wanted just that ... a really big Tatooine map. My screenshots are a bit darker than what the map really is. There are so many areas to explore here. The most frustrating thing about this map though, is that very few of the doors open. But you have to try them all, because you never know which ones will open. This is a very curvy map. I really like it because the curves of some of the walls and paths really break up the monotony of the same textures all over this map. My favorite place in the map is the bar. Hmm. I say that a bit too often, don\'t I? The bar is almost always my favorite place. LOL Anyway ... I love the lighting and the tables in here. The layout is interesting too. And I just love the look of the actual bar. There are some very cute posters on the wall here and there. This seems to be a perfect map for RPing. There are weapons here and there, but they\'re sparse. Which is a good thing, I think. I saw a few instances of z-fighting here and there, but they were minor. Overall, it\'s a decent map, but it would be best for a large FFA. Cause, yeah, this map is huge. [/quote] Nothing seems to have really changed. If you want to see the screenshots of the map, go here: http://jediknight.filefront.com/file.info?ID=26515 I didn\'t really take any screenshots of this second version because, well ... nothing seems to have really changed. CTF works. So I tried that out. Oh, I also am including a screenshot of where I spawned when I switched to the red team. Yikes. That should probably be fixed. (I couldn\'t move. :/) Anyway, so yeah ... this is the second version. I\'m trying to think of what else to say ... but ... um ... I have more reviews to do. So ... download this map and stuff, k? Bot Support: Yes New Textures: Yes New Music: No Game Types: FFA, TFFA, Duel, CTF ~AmosMagee

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14,480 downloads

Uploaded:10/03/2006

Cloud City

cloudcity.zip | 34.97 MB

find a fair few places of recognition when you explore around; I think the most noticeable area for me was that dining room where Han has his little spat with Vader, but there are also the classic landing pads and curved corridors. However, this is definitely a role-playing map, as the layout doesn’t really allow for a proper-FFA - it has too many corridors going off in all different directions, and you have to traverse a fairly long distance to get between areas. On the theme of shadowing, I think I’ll talk about the lighting next. On the whole it was fairly consistent, and most areas had reasonable sources, even though in places light was coming from nowhere, and for the outside sections the sky light was far too orangey. I think the main problem here though, is that it looks as though the author has reduced his ‘lightmapscale’ or ‘gridsize’ settings when compiling the map, which has resulted in rather jagged shadowing, and a general lack of definition from specific sources. There’s also, the horrible bespin sky, but fortunately the custom one here isn’t quite as horrible as the default one that Raven used in their original map. The buildings in it actually look rather nice, and the shadowing on them is also of a nice definition compared with the map itself :) Other extras included some JK2 model conversions, such as the Lando statue, which was particularly fitting. And also some not-so-fitting things, such as the logos advertising LDJ's site/workgroup. This map does perform extremely well in the architectural section though, with plenty of nice brush detailing, curves, and features of interest, combined with some nice moving entities and tidbits, such as the opening armoury :) There were a few areas where the quality dropped a little however, and the chandelier model-things had such an awful texture on them, which spoiled the areas in which they were located somewhat. There were also some floating objects between the upper and lower walkways outside, and at the door to the Falcon (Which, you can’t go in by the way – “Boo, Hiss! ;) ) And, there’s also a rather unfortunate bug too – when on the high walkway looking down to the lower one, if you turn around and jump off the other side, you can land on the invisible floor and walk around the underside of the map. The duel arena was nice though – I won’t comment on the amusement of the announcer voice in case it was recorded by who I think might have recorded it ;) – but the idea works well and the engineering was good….until it broke and the retracting pieces went out of sync… ;) The lifts were also very classy – A bit more lighting on the walls might have been in order when they were moving though, I couldn’t tell they were moving at first. It’s cloud city, how can you not enjoy it? The map isn’t a real gameplay fest though, and to my utmost horror, no bot support was included, yet for Nostalgia value and simply for creating the Star-Wars universe feel, you should at least check it out. New Sounds: Yes New Textures: Yes Bot Support: No ~Szico VII~

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14,302 downloads

Uploaded:19/10/2005

Battle of Geonosis

ffa_pgeo1.zip | 9.51 MB

famous scene in the movie, and not to bad a job at it to. I think the general feel one gets is what the author was striving for. Since this is being made for somthing else, I wont discuss other areas such as other rooms etc, since I do not know the reason or place this map holds in battlemovies. I will ask about two things that really stood out though. The first thing, would be the "sun" rays. I dont get them, and they do feel out of place. Maybe they were forgotten to be removed? In any case, the other issue is the weapons placement. In the under areas of this map, there are rows and rows of weapons all in the same place. The map is fairly pretty and like I already stated, does carry the general feel of its intention. Can't wait to see the finished / full version in the coming Moviebattles! ~LK~

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14,117 downloads

Uploaded:09/02/2004

Battlefront Yavin (with ATST)

battlefrontyavinwithatstsithjcull.zip | 7.45 MB

seems that Sith-J-Cull just keeps getting better and better with each map he creates. There are stone walls and pillars all around the whole map. You\'ll find a few high towers with stationary guns up top, swoops in some areas, and AT-ST\'s placed sparsely. The waterfall is just gorgeous, and the ambient sounds are perfect. The stone paths have grass growing up through the cracks, and in some areas, you\'ll see only a dirt path. I adore the terrain in this map. Hills, rocks, tight turns, grass, dirt ... all of it. Also the layout makes the map seem bigger than it is. Well, it\'s big anyway. Once again, we see a bridge over a small stream. I still haven\'t grown weary of that look. The landscape is lush ... everywhere you go there are trees and bushes, but it\'s in Yavin and so you\'ll find some technical touches here and there. There are also a few secret areas that will help you get to another place faster, and without being seen - you see what I mean?? Perfect for CTF! Anyway, in the third area, there\'s this rope bridge that could make for some very interesting duels. :) It hangs high above a raging river and large rocks. When you manage to get across, you\'ll find yourself in a small room with a blue platform. There\'s also a red platform on the other side of the map. Okay, that SO screams CTF. But nowhere I read did it say that this map supports CTF. :( The music included is much more suitable than that other one, James. :) Yay! I think I now have a new favorite map! If only it didn\'t have swoops in it, I\'d so add this to my server. Great job, James! Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, TFFA ~AmosMagee

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14,057 downloads

Uploaded:20/05/2004

-[ZoU]- Zone of Ultima Fortress

zoufortress.zip | 24.7 MB

But! We all know there are exceptions to that generalization and in my opinion this is one of them. This map is cool! There are so many things to explore and the rooms have their own cool sounds and what not. I particularly liked the underground portion of this map, the sounds and fog and such fit so well in that part. There were however some FPS problems in some areas but this was quickly forgotten about while I was running around looking for the secrets and such. This map has a cool \"music room\" where you can change the music over the entire map. There was a problem with one of the choices for the music, I guess the song was renamed of not packed in the .pk3 or something because it said it couldn\'t find the file. Still quite a good map though! In the readme it says there\'s a spawnable NPC that you can fight by pressing use on a clan logo somewhere, I didn\'t get the chance to try to fight him so I can\'t tell you how to beat him =). All in all quite a cool map! It has tons of new shaders and textures and nifty doodads that you can play with. I hope to see more than clan maps from you El Cuko. Good WOrk! Bot Support: Yes New Textures: Yes New Music: Yes Gametypes: FFA, CTF, TFFA -SanosuKe

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12,973 downloads

Uploaded:11/05/2005

Mustafar

mustafar.zip | 13.9 MB

duel? Are you kidding me? If you\'re asking that question, leave now. Seriously, get out of here and never call yourself a Star Wars fan again. Poseur. Okay, so this is a Mustafar map. And while I have some complaints about it, this is a really fun map to play. I didn\'t expect it to be because it\'s just this big pit of lava and some mountains and it just didn\'t seem like it would be. But trust me, it is. Let\'s get my complaints out of the way. I know you spent a lot of time on the skybox, Nozy and you did a decent job, but it just looks a bit cartoonish to me. I can definitely appreciate the time and effort you put into it though. Only other complaint I have is that the map is so small. Then again, that could be why it\'s so much fun. You jump and hope that you find a stable spot to land, then attack a bot (or person on a server) and hope you don\'t get pushed off. It\'s a lot of fun and I actually prefer it with guns. Sniping a bot from across lava is just ... fun. Great job with this map. And I can\'t wait for part 2! Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, TFFA, Duel, Powerduel ~AmosMagee

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12,792 downloads

Uploaded:10/12/2003

The Kempy Map

ffa_kempy.zip | 6.25 MB

1 of 4 dueling areas or the bar/GTK room (the one below with the GTKRad sign in it :)) Most of the architecture is simple and yet is still very pleasing, the dueling areas all have their own viewing galleries and the area's to duel and spacious and look good without killing FPS. Each area has its own color scheme, nothing too bright, nothing too drab while the bar is still mellow but has 'warm' lighting and textures - Changing Rooms eat your heart out. The trees use alpha shadows to cast nice looking shadows on the surroundin terrain - a small thing which adds detail and looks good. One place that does look odd is the outside area (green portal), the rock faces are too blocky, I'd recommend next time using the surface generator in the plugins menu to get a simple but varied rock fack. Also most of the lighting seems to appear from nowhere...I don't see many light emitting sources but everywhere is still lit. This map works for both Duel and FFA but it's best in FFA so all 4 duel rooms can be used simulatenously with on-looking spectators. New Textures: Yes New Sounds: No Bot Support: No -WadeV1589-

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12,383 downloads

Uploaded:08/02/2005

Jedi Academy Single Player Maps

ja_spmaps_mod.zip | 7.65 MB

least, that\'s how it appears to me. :) So all the NPCs are still there. And I didn\'t realize that right away. Well, I did when I ran into the Snowtroopers. But I had completely forgotten about the Wampas. So I was eaten. I\'m all better now. There are a lot of SP maps included here. So just download this little file, toss it in the base folder and you can access the SP maps much easier - y\'know, through the menu. ~AmosMagee

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12,342 downloads

Uploaded:16/11/2005

Stargate Atlantis

sgaja.zip | 25.17 MB

was going to be to the last one I reviewed. As last time, the first thing that hit me when I explored this map was that its HUGE! There really is plenty of things to do in this map, there’s plenty of places to explore, and a feature that I always love in a map….flyable custom vehicles! Let me start off with the main area, unlike last time, now I have been able to actually watch some of Stargate Atlantis on the TV, so now I have the advantage of knowing more about what the main area looks like in the program. The place you start off in is rather barren, and there’s nothing but snow and fog all around, but I presume its supposed to be in Antarctica or something? So I suppose that would be quite realistic for the setting! Mind you, if you explore a bit, you will come to a small rocky area, that is filled with Wampas! Now I don’t think there are really Wampas in Antarctica…so lets just say they are Polar Bears ;) Once through the Stargate (hopefully with no Wampas following lol) you will end up in the main area of the Atlantis City complex thing (or whatever this Atlantis thing is supposed to be :S well sorry :P…I didn’t see THAT much of the program, so I still don’t know what it is, just what it looks like lol). There are quite a few cool features in this area, the architecture is good, and it does indeed look like the setting in the TV show, I love the cool bluish windows at the opposite end to where the Stargate is, and the great skybox! Go up to the main control area, and there is a button you can push which seals the Stargate with what looks like a force field version of the ‘Iris’ from the original Stargate Series. I remember in the last SG Atlantis map I reviewed, when you come through the Stargate, on the left side of the large area you come into was some kind of conference room. But when I looked around this map, I couldn’t find it! There was just a wall there…or so I thought… I had a hunch…so I pressed my use button on the ‘wall’ and hey presto, it opened up to reveal a large conference room type area behind it! The way the wall just opened up was sooo cool. Absolutely brilliant! Travel up some stairs on your right as you come through the Stargate, and you will end up in what can only be described as a hangar for Puddle Jumpers I *think* they are called. The real skill here is actually getting the things out of the hangar! Its pretty difficult to take off in such a small place and then get out of the roof opening without blowing up! But once outside there is PLENTY of room to have an air battle, there’s even some turbo laser turrets scattered around to make things more interesting. Overall there were a lot of cool things in this map, which included some subtle things that just make it look better, like the patterns in the glass that look a bit like etching or something. But as with all maps there are always things that can be improved upon. Even for all the good points, there is still quite a lot of stuff that could be done to this map to improve it. Overall the lighting isn’t too bad, but in some places its very harsh, and bright, and it doesn’t appear to be coming from an actual light source, like a light on the ceiling or anything, it sometimes just looks like its floating. However, with all the different kinds of light fittings spread out in this map, I imagine the lighting would be quite difficult anyway. Probably the biggest problem though is the large amount of z-fighting (for anyone who doesn’t know what that means its when two objects, like say walls, occupy the same space, so as you move through the room the wall will appear to flicker. Because there are 2 walls in exactly the same area, the game doesn’t know which one to draw or something like that. Correct me if I’m wrong lol). The fps is also quite bad in places, but that’s understandable with a map this size. Oh and also, there no music! :( Not a bad map here, like with the last Stargate Atlantis map, if your into the TV program you might like this ;) Bot Support: No New Textures: Yes New Sounds: Yes New Music: No Game Types: FFA, TFFA, CTF ~Nozyspy~

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12,154 downloads

Uploaded:09/06/2005

Imperial Dreadnaught Final v 1.3

rpg_dread.zip | 13.01 MB

review a map that reminds me of them, that’s definitely good! This map really does have that JK2 flavour to it, its an Imperial Dreadnaught, and the interior and layout, reminds me a little of the Doomgiver level from JK2 SP. Its massive! The corridors seem to go on forever, and its easy to get lost, which is actually a good thing in a map like this, because it makes it so much more fun, never knowing who or what might be around the corner ;) There are loads of rooms, and lots of crawlspaces, that make you feel like your in the bowels of the ship. This is an excellent map for an RPG! Oh no, I’m not finished yet, there’s tons more cool features to come yet :) This map actually has….WORKING ladders! Yes, actual ladders up the wall that you can CLIMB. That’s so cool! Theres ladders all over the place, and its especially cool when they take you to crawlspaces, which have all these fuel lines n’ stuff in them :) Theres more, there are loads of control panels and stuff like that, especially in the bridge which, when pressed, make noises or do certain things, I noticed one control panel in the bridge made hyperspace appear outside the windows! No, im not finished, there is yet more! Make sure you read the Functions List.txt in the zip file, that tells you all the neat stuff you can do on this map. You can go inside the imperial shuttle, which takes you to Hoth below (part of the base JKA Hoth Siege map), where you can go inside an ATAT!!! One of the best things was that you could see the dreadnaught in the skybox from the cockpit of the Imperial shuttle, nice touch there! The only things I didn’t really like were that on some of the models, the textures were all black (I think this is caused because the model was only designed to work for single player or something, that’s what I heard anyway :S ) And it could do with bot support, it would be an even cooler map then :) (if you want to know how to do bot support, read this: http://jediknight2.filefront.com/info/BotWaypointTutorial it works for both JK2 and JKA) But apart from that its an excellent map, which would be great for RPG’s, with its winding corridors, medical room, shooting gallery, and lots of other rooms :) Well done mate! This is REALLY worth a download! :D Bot Support: No New Textures: Yes New Sounds: Yes New Music: No Game Types: FFA ~Nozyspy~

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12,038 downloads

Uploaded:29/03/2005

Movie Academy

sjc_movie_academy_beta.zip | 38.06 MB

FFA map and it\'s actually pretty decent just like that. I don\'t like the way the weapons were done here and I feel it should be used as a saber only map, but that\'s just me. But the heart of this map is downstairs. It\'s a theater. It has couches and a huge movie theater screen with the curtains and everything. Press the button on the right and the curtains part. Press the button on the left and you can watch the Episode III trailer. Keep an eye out for this map to be updated by James in the near future - for this will be where you\'ll be able to see the teasers for his next maps. :D Brilliant idea, pretty map set in Coruscant and it\'s just ... great, James. Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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11,511 downloads

Uploaded:03/06/2009

Terminative 3 Home

t3home22009.zip | 21.72 MB

JKFiles record that has been broken today! ;) It’s good though that the author chose to show as much of the map as possible, because this is a pretty incredible map! This is basically one huge training map, designed to hone your skills ingame. Though this was obviously designed for the Term!native 3 community, this is definitely a map that I would recommend to any clan or gaming community. The logos and references to the Term!native 3 community are pretty unintrusive and I think the training features in this map would be a fantastic asset for any clan. So, what kind of facilities does this map have? Well, one of my favourite features was the huge static training room, which features one of those rotating ‘jump & duck’ bars (though be careful not to get hit by it or you will be killed!) and various targets raging in size to test your aiming skills. It also has an area with two concentric circles, a small one inside of a larger one, with a button that spawns a Kyle in the center. The idea I think is that you have to use your saber skills to kill the Kyle bot without leaving the circles thus honing your close quarters combat skills. This is just one room though, which is accessed off a corridor, which is in turn accessed off the central hub, which leads to all the different areas. Other features include a duel room, two bot training rooms and a jump training area where you can spawn Kyle bot’s which fly around the room in various ways, helping you to practice your jumping attacks. There is an area that has three corridors filled with that I presume to be water. In these corridors are platforms spaced at regular intervals, with the spacing getting wider in the next corridor along. This area is I presume a place to practice your jumping techniques and accuracy. If you fall short of the platforms however and land in the water, you will be teleported back to the beginning! Yet another room is the interestingly named ‘Mysterious Pit’ room. Basically this features a big pit that opens up in the floor and, via the use of multiple buttons on the wall, you can customise with platforms and walkways that extend out into the pit to create a tailor-made duelling area! There is also kind of secret ‘council room’ type area. This last area has a very nifty method for accessing it… it has a combination lock! Outside of the doors to the ‘restricted area’ is a giant combination lock where you have to change the numbers to the correct code to open the doors. This I think, is a fantastic idea. It looks good and is a very nifty little feature that helps set this maps ‘council room’ apart from those of other clan themed maps. One other small, but clever idea are the little signs on the floor in various places instructing you not to stand there. Why? Well, because they are teleporter pads! When you use a teleporter (of which there are quite a few in the map) you will land on one of these pads, obviously you don’t want someone else to be stood there when you teleport in, otherwise you will crush them, sending them to an untimely demise. These notices are a clever little feature which should prevent people from being killed unnecessarily whilst on this map! (Health and Safety for the win!…) There are quite a few other features here as well, but it would take too long to mention them all, besides I want to leave something for you guys to discover for yourselves! ;) As for improvements, well to be honest there isn’t much I can think of that could be improved here. I would suggest though, if there is ever another version made of this map, that you add some more duel rooms, because one really isn’t enough to be honest. Other than that, I did notice a few missing textures, but these were few and far between and weren’t that noticeable anyway. Overall then an excellent map here, one that I wish had been around when I was in a clan; we could have used this kind of map for clan rank trials and such! If you are a clan leader looking for a new map or just like the look of this map, then be sure to give it a download! [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Music:[/b] Yes [b]Bot Routes:[/b] No [b]Game Types:[/b] FFA, TFFA ~Nozyspy~ [b]For a sneak peek, why not check out the trailer below?[/b]

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11,392 downloads

Uploaded:02/03/2007

KOTOR Flight School Final

fsf.zip | 43.67 MB

where opposite teams spawn on different bases, fly out, and try to destroy the other base. I was impressed by the hangar bays, where the doors would actually open when you went close to them, and how there were some nice bomber bays in the imperial base. Although…I was disappointed at how biased this map towards imperials. To destroy the rebel base, you can just attack the big tanks on it, which are easy to hit. For the imperial base, you have to fly inside the base and hit little tiny targets. And there isn’t that much flying space either. But other than that, my biggest complaint was that if you leave your ship while within space, you fall. You don’t die until you reach a certain point, you just fall. Another thing is that this map uses (in likelyhood) JA+ animations, or some animations that I didn’t have, because when I died I would sometimes go into a T pose, and I was running a clean base folder so I could use all the vehicles. I liked how this map included several different vehicles you could choose from. (which are interchangeable) I also liked how you could control turrets within the map. Imagine CTF games on this map…those could be fun… with a moderately populated server. There are several things in this map that need improving, like the things I mentioned, but I still liked it a lot. Oh! I almost forgot! When playing in BaseJKA, whenever I attacked and destroyed part of a base, it would broadcast a message using underscores. Encompass the message in quotes, and you shouldn’t have that problem. It might not work, but then it might. Bot Support: Yes New Vehicles: Yes New Music: Yes Gametypes: FFA, TFFA, CTF ~Zach

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11,231 downloads

Uploaded:13/07/2009

Taris RP

taris_rp.zip | 56.5 MB

maps". It's a nice coincidence that this Taris RP map is being released while the Taris mapping contest is going on. Some of you probably remember Cydon (Ki_Adi_Mundi) for his Yalara roleplaying map which was a very nicely made map for roleplaying but was really lacking in the visuals, something that really turned some people off the map. He returns now after having "set out to do better, even if only slightly" with a map based on Taris, and I've got to say that he succeeded. [b]Accuracy:[/b] I want to start off by first of all saying that this isn't a map that was built to replicate the KotOR version of Taris. Everyone who's played Knights of the Old Republic knows that Taris got the $*#@ blown out of it by Malak's sith fleet, and so seeing as this is set over 4,000 years after that we can guess that the city was rebuilt and obviously the passage of time has changed some things as well. With that said, there's no mistaking that this is definitely Taris. Everything from the architecture to the sky, lighting, and of course the KotOR music just screams 'TARIS!' I was confused how the author calls Taris' lower levels the 'Undercity' when the undercity was ACTUALLY that dark and scary place on the floor of the planet that housed horrible monsters like Rakghouls and Igear. [b]Content:[/b] To say this map is a [i]large[/i] map for roleplaying is an understatement - this map is massive. You start off near one of two ships, either on the upper levels by a Republic dropship or in a lower-level hangar outside a familiar Nabooan ship which, by the way, is enterable and features all you'd expect from a ship including a briefing room, crew bunks, bridge, refrigerator, and more (I couldn't find a bathroom though... WHY DOESN'T ANYONE IN STAR WARS EVER HAVE TO GO TO THE BATHROOM?!) If you start in the upper level then you can go down one of those suspended walkways that Taris is so famous for and visit a number of locations. You've got a nice upper brow cantina; a government building complete with senate room and military base (Which in and of itself has a ton of content, including a shooting range, armory, and prison); and various other rooms for different government or military purposes (Who knows half of what those crazy feds do?) There's also a Jedi Temple with some really cool things like a display of floating rocks in the center of the entrance area, a nice library, a council room, and basically everything you'd expect from your average Jedi Temple. Also on the upper level is a door that leads to a nice lift-area that takes you to the lower levels, specifically a starport area (The area that houses the other spawnpoint at the Naboo shuttle). This then leads out to a dark and grimy lower area with a bunch of doors as you walk down. The doors lead to a bank (Which I thought was kind of odd to have on the lower level rather than the upper level); a cantina akin to the one in KotOR complete with crime lord throne, singing lounge, and combat arena, however the arena isn't even close to the complexity of the KotOR arena which was like an actual gladiator pit - this one is just a small sand box in the floor. Then you, of course, have the sewers which KotOR made so famous. In short, there's a lot to do on this map. [b]Visuals[/b] Yalara had potential to look great but the lack of appropriate lighting, some weird terrain bugs and too simple architecture, and a really bad choice of textures in some areas just destroyed that potential. The author took just about all they they did wrong in the last map and did it [i]right[/i] in this one - probably for the better because Taris is cooler than Yalara anyway. The very first thing I can say is that this looks like Taris. The architecture fits and the lighting is great in almost every area, from the Taris sky to the grimy lower level. There are a few places that look worse than the others due to what I guess would just be low-quality architecture and/or textures, such as in the senate room which looks too blocky. There are other areas, however, where the quality of the map really shines, such as in the main chamber in the Jedi temple or the entire outside plaza of the upper levels. Something that caught my eye was how the author makes use of a lot of sprites to make it look like air traffic is busy all over Taris, and it works really, really well on the upper levels as you look at the criss-crossing lanes of traffic in the sky. Unfortunately when this is attempted in the lower levels outside a window, the effect doesn't look nearly as good; just looks like 2D toy ships flying 3 feet away. The lighting is very well done, more more so than in the Yalara map and makes a wide use of shadows and actual light sources rather than just blanket lighting. It makes the map look so nice. [b]Conclusion[/b] All in all this is a very nice map and definitely an improvement in quality over Cydon's last project. ~Laam'inui

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11,194 downloads

Uploaded:08/07/2004

100 Stormtroopers

100storm.zip | 493.62 KB

too. Everything seems very ... square, for lack of a better term. When you spawn in the small room, you get your choice of three weapons (or all three if you want) and then right through the door, you\'re greeted by a Stormtrooper and his E-11. You can kill him easily enough. Move on to the next room and you\'ll be bombarded by more E-11 shots from about half a dozen Troopers. I killed them easily enough with one det. The most peculiar room, however, has to be the next one where you look down and just see half of the room full of Stormies and the other half with Jans. Press a button and the untextured wall will move away to allow the NPC\'s slaughter each other. The final room has one lone Stormtrooper with his back to you. You can pick him off without a problem. I pressed the lower button, but nothing seemed to happen. The top button, however, will spawn a ton of Stormies for you to kill. It\'s kinda creepy the way they all turn to face you at once. Dets are quite useful at this point. After that, nothing. So this is like, just a quick little map with NPC\'s to kill. I\'m not even sure where to put this map. Therefore, it shall be placed in Miscellaneous. Is it a good map? Not really. Is it fun? Meh. Maybe the first time around. After that, it\'s just boring cause it\'s the same thing over and over. ~AmosMagee

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11,112 downloads

Uploaded:24/12/2008

SJC - Mos Kreetle

sjc_jkg_preview.zip | 114.94 MB

return of a legend after a long period of absence. I saw this map when Sith J started production on it many, many aeons ago, and when Sith J mysteriously vanished due to real life work commitments I feared we would never see this map. But, he hasn’t disappointed us, as with excellent timing the finished map is delivered to our doorstep! And believe me we have a treat for you here today! Before starting off the review though, it is best that I first mention the mod which this map is largely based around. This is the JKA Galaxies Mod, a mod that aims to replicate the MMORPG feeling of Star Wars Galaxies using Jedi Academy. Here is what I think is a good summary of the main aims of the mod and this map from the readme: [quote] This map will eventually form a player world in the upcoming mod JKA Galaxies, the map act as a preview to that mod. I have included instructions throughout the map given by protocol droids that are standing near shuttle ports, and banking terminals and other key areas, the will inform you that you cannot do carry out a particular function at the moment, these actions are a part of the Galaxies Mod so thats something to look forward to in the new year. The map stands as a completely playable FFA map however with plenty of areas to explore and also lends itself well to the RPGEr as there are living quarters and underground bars to name a few.[/quote] The droids mentioned are spread throughout the map and are easy to find, they really do give you instructions too when you press the use button on them, a very nice little touch there on the interactivity side there! Now lets have a good look at this very large map. In true Star Wars Galaxies style, this is laid out just as the towns are in SWG, there is an entrance and exit point, that in SWG would lead to the outside world. However of course you cannot go past these areas in this map as it would be physically impossible to replicate the completely open world that Star Wars Galaxies features. The town itself is within some low walls, which allow you to look over and see some scenery beyond, which helps prevent the map from feeling too enclosed. The buildings, and indeed the whole town has a lot of SWG references, such as the droid sounds from SWG used for the many R2 units wandering around, and also the occasional electrical hum and other such noise. All of these are an excellent touch, which adds greatly to the ambience of the map. Buildings to explore include a Medical Center, a few small shuttle ports, between which a small platform flies, transporting you to various parts of the map. There is also a droid / junk shop, some houses (including an outskirts ‘mud-house’ type area), a garage and a bar, all of which are enterable. And I haven’t even gotten to the best part yet! The best (at least in my opinion) and also the biggest part of the map is the shuttle port area. Now, you all remember Sith J’s Millennium Falcon map don’t you? Well the Falcon (a fully enterable one too!) is back for this map, docked in one of the docking bays of the spaceport. But wait, there is more! One legendary, fully enterable ship wasn’t enough to put in this space port, there is another famous fully enterable ship docked here… [b]The Ebon Hawk![/b] Yes that’s right, Sith J has turned his multitude of talents towards providing us with what I think is the definitive rendition of the Ebon Hawk ever see in a JKA map. There have been several maps which feature the Ebon Hawk, both enterable and non-enterable versions, so what sets this apart? Well for one, the attention to detail is incredible. This is definitely the best replication of the Ebon Hawk that I have ever seen. The shape and textures are spot on, though the ship itself is somewhat oversized I think (as is the Falcon) but that is necessary to make all the inside areas fit in, so it isn’t too much of a problem. All the areas we remember from KotOR are here, the bedroom areas, the storage rooms, the bridge, the central room and more. One particularly special feature that caught my eye in the central room was the holo-projector, which has hovering above it a display of a system of planes and asteroids rotating around the Binary Star System of Tatooine’s two suns. Moving back out into the map in general more features that caught my eye was the huge wrecked ship crashed into the middle of the town (very similar to the Dowager Queen that rests in the middle of Mos Eisley) and also the maps textures. The textures are of note because they seem to use some form of bump mapping, which I can’t figure out. The effect looks great, and fits nicely with the rough, grimy appearance of Tatooine in general. Another textural feature of note is the special ENV maps that certain textures have - the ones where only certain parts of the texture are made shiny, whereas the rest remain matt. I forget what this type of shader is called now, but it is a difficult effect to actually make, so well done there Sith J mate. ;) I could go on for much longer with this review, but I think my fingers might fall off with too much typing. :P To sum it up, the layout of this map is very reminiscent of the Star Wars Galaxies locations without being just a copy. The textures are excellent and have been well used, as is the lighting, especially in the underground passageways of the spaceport. These areas look very cinematic, which their low lighting and slight haze in the air. Sith J Cull is always very impressive when it comes to hunting down and getting rid of bugs and errors, however I did notice a small few that managed to slip through. These though are mostly just small areas where a texture is misaligned or not scaled correctly, and in a map this big you wont notice little things like that unless you are looking for them pretty hard. Other than that, I would say that the terrain doesn’t look quite natural and smooth enough in a few areas, but again, that doesn’t spoil the overall excellent quality and workmanship displayed in this map. Overall then a fantastic map here and a magnificent return by Sith J Cull! As far as legends go, he might not be might not be ‘The Man in the Hat’, but he certainly is back! :D [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Music:[/b] Yes [b]Bot Routes:[/b] Yes [b]Game Types:[/b] FFA ~Nozyspy~

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11,010 downloads

Uploaded:23/06/2008

Taspir Power Complex V3

taspir_power_complex_v3.zip | 51.02 MB

Seriously! The insides of the three towers around the map all look the same, and I could never tell where I was or which floor I was on. Mind you, I did get lost in [i]my own map[/i] once... Errm, perhaps I shouldn't have said that. Ehem, anyway, on with the review! Well, we have a big treat for you here today. Fans of the previous two versions of the Taspir Power Complex map will be drooling to get their hands on the latest version no doubt. Never fear, for your download is near (well just at the bottom of this review actually)! I think people who have never heard of this map, or perhaps didn’t like the previous two versions will be won over by the latest maps incredible features. Since this is such an [i]epic[/i] map, this is going to be quite a lengthy review, even then I will have to cut bits out, since there are such a huge amount of features in this map, I would have to write a book to cover them all! If you have been waiting for this map, my nice long review will be a good thing for you, since it will take you marginally longer to scroll down the page to get to the download button, thanks to its length. Hopefully this will build up the suspense and excitement just a little bit more. :P Anyway, where do I start? This is such a HUGE map that there is a lot to cover here. In fact the main map could really be two maps in one (I shall come to that later). Although I should really call this a map pack, since there are actually a number of maps included in the .pk3 here, including a night time version of the main map, and also a CTF map and a couple of duel maps! Since there is so much here, I will concentrate mostly on the main FFA map of the files title. First of all lets have a look at the: [b]Architecture[/b] The architecture of the original Taspir map was pretty simple, yet at the same time distinctive. The author here has improved the architecture for the original areas of the map; however, the real challenge comes when you start adding new areas to the original one. The thing is, to make the transition between old and new as seamless as possible, you have to build your new areas in the same style of architecture as the old areas. This makes the map seem more of a whole, rather than an obvious mixture between the original parts, and the new additions. Trust me when I say that this is a difficult thing to do! The author has done an excellent job here, merging the original Taspir areas with his new additions. In some areas, I honestly couldn’t tell where the old map ended, and where the new additions began, they were that well blended together. That is a difficult thing to do, so well done there mate! :) [b]Additions[/b] Well, where do I start?! There are so many new areas to explore here, I could spend all day writing about them! One of my favourite areas was the ‘clan bedrooms’ area. This seems to be a feature on quite a lot of clan oriented maps, such as Sith Council v2, however, I think the bedroom area in this map is the best I have ever seen in any clan themed map. It is well laid out, there is lots of space and the furniture is much more realistic than I’ve seen in other maps. Importantly though, the furniture here is also properly sized, so no gigantic desks or chairs, they are the right proportion to the player character! We also have new areas added to the top of the towers in the main part of the map. There are some landing pads with spawnable ships, gun turrets, and even what looks to be an air traffic control tower! There are also many other features up here, however, another one of my favourite areas was down below… Going through a door in the mountain side down at the bottom near the lava takes you into what must be the reason for the maps name; the Power Complex. This is a large area inside a huge cave, with power generators, lots of walkways with girders, pipes, and all manner of industrial looking apparatus filling the area. Also most impressive is how the lava is down below, lighting the cavernous space with its fiery red glow. On a side note, I also want to say how much I was impressed with the new lava texture, it is a vast improvement over the original Base JKA lava texture! The most colossal addition to this map (in fact, it could be a whole map in itself) is the massive space area, filled with asteroids! There is a space station with spawnable ships, masses of asteroids and other features, and my favourite part) a huge asteroid in the middle much like the one seen in Episode 2 during the dogfight between Jango and Obi Wan. It has several holes in it, and a sizeable area inside, so you can test your piloting skills out trying to fly through it! ;) Even more clever, the way to get to this space area is simply to get one of the spawnable ships and fly it up into the sky…you are then teleported straight to the space sector! If you want to go back to the planet’s surface, then all you need to do is fly towards the planet in the skybox in space. A very clever system for moving between the two areas that I haven’t seen done before. Even after all that, there is still a huge amount of new features and areas to explore on this map, you can keep coming back day after day and keep finding new things! [b]Interactivity[/b] Once again, I could write a book with the amount of interactive features there are on this map! As I have already said, there are spawnable ships in various areas of the map for flying around in, as well as many new areas which have interactive features. This map has a total of [b]56[/b] scripts which control and enable certain things to happen around the map. Now that probably won’t mean a lot to most people unless you are a mapper. But let me say that most maps have [i]no[/i] scripts at all! And the ones that do have scripts, generally speaking don’t have that many. In that light that 56 scripts in a single map, is a huge amount and must have taken a lot of work! There is one particular secret, which probably involves a fair few of those scripts, which will make your eyes pop out with the incredible changes it actually makes to the map, however that is a secret, so I shall say no more. :P Perhaps the best interactive feature of this map is the ability to customise it for your own clan. I know on some clan-oriented maps, various different clans that use the map will replace the original clan’s textures (logos and such) in the .pk3, with their own textures and logos. Thus when they play the map, the original clan’s logos and textures have been replaced with their own, thus customising it for their own use. This map is very special however, in that this is the first map I have ever come across that has this ability [i]built into the design of the map[/i] which means the map was meant to have certain textures replaced so clans can customise it for themselves! [b] ***Full instructions on how to do this are on the authors website, you can find the address in the readme below.***[/b] As well as that, there are a huge amount of teleporters hidden throughout the map which take you to various secret places. Including secret observation rooms, rooms with lots o’ buttons that do various things throughout the map (including changing the music), excellent sniping positions, secret areas for duelling in and so on. A nifty feature in the hidden duel rooms is the auto return feature, so if you are defeated in the duel, or die any other way, you are automatically teleported back into the duel room you were in before. To leave the room or disable this feature all you need to do is just walk to the exit sign, and you are teleported back into the main map. [b]Extras[/b] In reality, this isn’t just one map, but actually [b]six[/b] maps! First of all we have the main FFA map, which comes in two flavours, both a day and a night version! The night version gives a whole different feel to the map, and is very well done. Then we have a CTF version of the main map, which has had several areas changed, including the main platform in the middle of the map, which has been made dramatically smaller. It also new moves up and down, and deploys a small ramp to get onto it, all by using the console near it. This was very well made, and could be useful for all kinds of things, especially duels and such. The layout of other areas is also slightly different, but still similar to the main FFA map. The red and blue flags are housed at the top of the towers, which are lit by red and blue lights respectively on the outside. Moving on, we then have another tree Duel maps! Two of them are the same, being the main platform area from the original map, once again coming in night and day versions. A really cool (and somewhat scary) feature of these maps is that the lava down below the platform starts to rise every so often, accompanied by a small earthquake…until the lava engulfs the two lower platforms / areas leaving just the main platform up to! So if you are duelling down below, and the earthquakes start, you know that’s your que to move to the upper platforms, or get engulfed by rising lava! The other duel map, is another area from the new main map, the underground cavern where the power plant is. This makes a fantastic place to duel because of the numerous walkways and the deadly lava down below! ;) [b]Conclusion[/b] All in all this is an absolutely epic map, and I’m really not exaggerating when I say that. It really is [i]that[/i] good! It has endless secrets to explore, new areas to discover, incredible interactivity and on top of all of that, it has been tailored to also suit the needs of clans. As far as interactive clan themed maps go, I really do believe that this map sets the new [b]gold standard[/b] in terms of the huge amount of features it offers, and the overall consistent excellent build quality. And if you are wondering about low FPS, the author also included another .pk3 in the .zip file (Tpcv3_low_fps_fix.pk3) which disables certain features which may slow older computer systems, thus making the map even more accessible to people. This is an absolute [i]must download[/i] as far as I am concerned, I haven’t seen a map with this many things to do, secrets to discover and new areas to explore for longer than I can remember! Come on guys, give this map a download, you know you want to! ;) [b]Main Map:[/b] [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Music:[/b] Yes [b]New Scripts:[/b] Yes (TONS of them!) [b]Game Types:[/b] FFA, TFFA CTF [b]CTF Map:[/b] [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Music:[/b] Yes [b]New Scripts:[/b] Yes [b]Game Types:[/b] CTF [b]Duel Maps:[/b] [b]Bot Support:[/b] Yes [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Music:[/b] Yes [b]Game Types:[/b] Duel, Power Duel ~Nozyspy~

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10,993 downloads

Uploaded:24/08/2007

Hexes Ghetto 2 JK3

hexes_ghetto_2_jk3.zip | 41.5 MB

still has an awesome feel and it was fun exploring the new rooms. Here's my original review: [quote]Generally when I open up a mod or a map and take a look at it in JA, I always manage to find something that the map or mod reminds me of. In this case, that opening scene of the film "Blade Runner" with the noodle bar man and Harrison Ford. Maybe a little bit of Tokyo in here as well, crossed with a bit of Coruscant....ANYWHO, the review! Ive chosen to re-review this from the previous review of the JK2 version, mainly because I have quite a lot to say about this map. I really like some of the features, lots of nice pretty lights, moving screens, gives it that Coruscant/Blade Runner feel which I really do take interest in. Definitely the main city is my favourite part of the map. The snipe wars and throwing people off that top balcony...I could have such a blast, and I'm sure you will to. The main area leads you off to several different places of the map, each for a different purpose I presume. Many areas for holding duels in, and the architecture is top quality in almost every place of the map. The textures give this map a really nice feel as well, the variation is great and the quality is also good. All the rooms are decent sizes, and have a unique look and feel about them. Again perfect for mass FFA and merc wars, but I could also see some very nice RP's happening here as well. That's what I like about the map, it has the potential to be used for other activities such as RP, and is not limited to one type of fun. A suggestion for a V2 though, put a bar outside, then I can recreate that "Blade Runner" scene Roll Eyes (sarcastic). One thing that really put me off though, was the choice of music. Now I'm more of a Metal head/old school rock fan, so techno Star Wars isn't really my thing, but hey, I'm sure others will like it. I don't think there's any difference between the JK2 version and this one, I checked the screenshots of the JK2 version and I'm pretty sure its the same map. Author states there's seven secrets all together, so lots of time for exploring! I like this map, I suggest giving this a download if your a futuristic/Star Wars/Blade Runner fan, you wont be disappointed. -|Sho'Hen|-[/quote] Whats new in this version? well Hexes has added a load more things to check out room wise. There's a maze, a pit lava duel room and other new rooms for exploration. As far as I could tell, all the new places are secrets. I no-clipped the map to find them so I cant point you in the right direction I'm afraid!:D A couple of original rooms now have npc support in them so you can spawn until your heart is content. If you liked the first version, you'll love this one! Give it a download! -|Jorka Sho'Hen|-

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10,975 downloads

Uploaded:03/06/2006

Sith-J\'s Mygeeto FFA/CTF

sjc_mygeeto.zip | 11.01 MB

;) Anyway enough of that! :P Here we have a brilliant new map from Sith J Cull, this is certainly one I’ve been waiting for, and I know quite a lot of other people have been waiting eagerly for it too. Now where to start? Lets start with the size first. Now this map isn’t as big as some of Sith J’s previous work, but as he explains in the readme: [quote] I wanted to do so much more with this map, but time constraints this year have made working on anything JKA related very hard, so I made this little CTF/FFA map based on mygeeto blah thats it! hope you like it.[/quote] Not to worry though, as this map is still a good size for a medium FFA and a nice size for a good CTF match too, which is mainly what this map was designed for anyway. I don’t think Sith J has made many CTF maps, there are only 2 that I know of and this is one of them. I used to play CTF [b]alot[/b] back when I played JK2, so I always enjoy testing out new CTF maps to see what the gameplay and map flow is like. I couldn’t really properly test out gameplay on this map, because…well bots aren’t exactly as good as humans! The bot routing was still very good though! What about map flow though? I think it’s very good, this map could certainly make for some interesting CTF matches. There are basically two ways to get to the flag bases. Straight through the middle from one side to the other, or over a little bridge that connects from the middle of the map over to the side of the flag base, so you can try and sneak in. To make things even more interesting, the bridge is protected by what can only be laser-bolt proof glass. ;) So you cant just shoot at people from the side as they’re running along it! The look of this map is great, more Base JKA textures have been used here than normal, but that’s certainly not a bad thing! The texturing of the map is great. My favourite bits were the towers over the flag bases, the architecture on them looks really cool! The hills and BIG chunks of rock jutting up (they look like something from the planet Krypton in Superman) look great, they really add a sense of depth to the map. The dust hanging in the air looks cool as well, though it would have been a bit better if it fell like snow, just much, much slower. But I suppose you would have to edit the .efx file for that or something, and it could take quite a while to get just the effect you want (I know that from personal experience ;) ). All in all a very nice map here, I hope to see this played on some CTF servers out there! ;) Just before I wrap up my final review here at JK3Files, Sith J wanted me to mention that he wasn’t able to spend as much time as he would have liked on this map. Because of real life things and the fact that he wanted to work more on his new Tatooine map, he didn’t get around to finishing this map off to as high a standard as he would have liked. He also says that he will be releasing some other maps this year that he has been working on for a while, including: The Tatooine style Mos Kreetle. Complete with underground tram system, a bar, and a space port with the Falcon (inside and out) docked, and Queen Amidala’s Starship. After that its Kamino II. Then his Stargate map. He also says that the JKA-G mod (which will bring Starwars Galaxies style gameplay to JKA) is in the hands of a new coder so although at the moment progress is at a stand still, things will pick up this year. Well there we go, this is one map that I certainly liked, and I’m sure lots of other people will like it too! If you like the look of it, why not give it a download? ;) Bot Support: Yes New Textures: Yes New Sounds: Yes New Music: Yes Game Types: FFA, TFFA, CTF ~Nozyspy~

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10,756 downloads

Uploaded:09/04/2004

Mos Eisley Meanstreets

ffamoseisleymeanstreetsv3.zip | 4.87 MB

of Mos Eisley and serves as an academy for mercenaries working for the Hutts. That said, what the hell is the Millennium Falcon doing there? Oh, and it's not just any Falcon, Several Sided Sid built that himself. Yup. You can even explore inside. :) The whole town definitely has that Tattooine feel to it. There's a bar in one area, what seems to be a warehouse in another area, and alleyways throughout. There's a lot to see in this map. Unfortunately there's no bot support, nor any new textures. But he didn't really need to create any new textures for a map like this. My FPS was just fine and the map was fun even just to explore. I could see people playing all kinds of FFA on this map and even RPing (if that's something you do). The music was quite interesting. A friend of the author's took some well-known Star Wars themes and kinda did a remix just for this map. It's an interesting track. I do recommend you download this map and check it out. :) Bot Support: No New Textures: No New Music: Yes Game Types: FFA, TFFA, Duel ~AmosMagee

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10,649 downloads

Uploaded:02/09/2004

Imperial Raid 2: The Bank Job

imp_raid2_bank_job.zip | 39.69 MB

better. Even the screenshots don\'t do this map justice. My FPS was fine in the areas I did explore, but I didn\'t get through the whole map ... so there may be issues elsewhere. For those of you craving a new Siege map, well, here ya go. Orb never disppoints. All of the various sounds in the map are great additions and some are quite amusing (there\'s elevator music LOL). And the music choice ... the theme from Miami Vice ... perfect. LOL So if you play as an Imperial, you\'re job is, as suggested by the title of the map, to break in at the bank, get into the vault and steal the briefcase from the last Siege map by Orb and escape! Good luck. :D Bot Support: Meh New Textures: Yes New Music: Yes Game Types: FFA, Siege ~AmosMagee

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10,473 downloads

Uploaded:15/12/2004

Samurai Village

samuraivillage.zip | 21.18 MB

feel of a feudal Japanese outpost. It includes a throne room in the center, and a zen-style sand garden. Encircleing the central area are a series of connecting single-room dwellings. Each has thier own particular features, including a forge, a meal room, and a room for meditation. My favorite feature of this map however are the two guard towers posted outside the enteryway. The attention to detail and precision here is remarkable. Whats more, the extensive work put into the roof of each building has not excaped my attention. The slopes are even and well spaced on each building. Included in the zip are a couple of Japanese-style swords, and a longbow that replaces the wookie bowcaster. When you shoot it, the arrows actually stick into things! :D My only complaint with this map is the corners around the small pond. The author did not go back to re-align the textures here and, though not noticable on casual inspection, was extremely distracting when I noticed it. Good job Worr Sonn. I would love to see more extensive maps following along this theme. New Textures: Yes New Models: Yes New Sounds: Yes New Music: No New Weapons: Yes Known Bugs: Texture misalignment beside the pond. -Sared Edit:// I went back and played through this map a second time with some of the recent Samurai/Ronin skins installed and let me tell you, the made me feel very much at home. :)

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10,420 downloads

Uploaded:07/07/2008

Sith Council Final

sithcouncilv3.zip | 22.35 MB

maps pretty closely over the years, being rather impressed with their strong RP value and general amusement. This version, being the final version, is basically a devil's deal in my book. The main term I'd like to emphasize in this review is [i]trade-off.[/i] Whilst there are good aesthetic changes and pretty decent content revamps, these same things could also be reversed into negatives, which is possible, although uncommon, especially in maps. To preface, I'll be tackling this review basically in a room-to-room fashion somewhat, in an effort to help emphasize the changes in the content. [i]Main Lobby/Darth Bar[/i] - The Main room has gotten a rather large overhaul in regards to texture, but in essence, it remains similar to the JedicouncilGC map as it was intended. The doors have been moved and removed as necessary in this revamp. The textures, I must say, aren't a great change. It must attempt a look at being wood, but in the end, they just look like the walls are covered in a very fine fur =_o. These textures plague a large majority of the map, and hurt its visual appeal. The wooden pillars now no longer fit in with the map, alienating themselves from the color scheme. Lighting seems to be much more noticeably unsourced than the last version. I think the only real good changes in my opinion would be the stairs and the use of daises to prelude the exit hall doorway. Darth Bar looks completely...dare I say repulsive? Nay, but it's definitely taken an aesthetic hit. The red furry looking texture has made the bar seem like some sort of cafe for failing abstract artists who think they're unique. The signs have been removed, and the actual bar itself seems realistically unservicable. [i]The "Side Rooms"[/i] - Now we shall branch out into the rooms on either side of the main hall. The "lava pit" has been revamped into an indoor cavernous area of sorts. A bland box of stone, with the worst lava texture I've seen out there. This lava texture is used in pretty much every lava area now, and looks so very ugly without a glow shader or what have you. Moving next door, we approach the armory. Like the main hall, it's received that horrible furry red texture. The appeasing trade off was the use of cubbies to store the weapon spawns. Otherwise, unappeasing. On the other balcony lies the Dojo from V2. No changes there(screenshot ) Moving down to the first floor, underneath the lava pit room, we find the acid pit room. Honestly, the new acid texture makes it look like...snot. It also doesn't look very liquid-esque when you look at the texture. Basically the same as the lava pit room now. Across the room, next to the bar, is the library. It was extracted from V2, and looks the same.(screenshot ) Next door is the old interrogation room. It didn't get a very decent revamp. Biggest change I noticed was the torture room's downsize. I was going to flesh this out a little more, but I didn't feel like it =_= [i]The Halls[/i]- The halls are probably the most impressive changes I noticed. The annex as you enter from the main lobby I liked with its sourced red hue. From there you can reach a couple halls. The upper halls are the most interesting, having a triangular architecture, and I find it quite tasteful. The lower basement halls, however, seemed overly broad, and unappealing. It had promise, albeit it was wasted. The biggest disappointment was that the "RP hall" was destroyed, ousting the classroom and cafeteria. [i]Med bay[/i]- Suffice to say, it looked like it was more based roughly on the Jedi's Home JL II map's med bay, although there it was a rough look. Otherwise, it retains the usual bacta tank functions, including the out of order one. [i]Cage Arena[/i]- Probably the best room to overhaul, although it wasn't 100% improved. The room did, however, get completely rebuilt. The arena retains its general shape, but there's no long as much wasted space. The stadium seating is now positioned in the corners of the rooms. The council observation area chairs look very baudy now, with a bright spectrum of colors. Also, the elevator looks very tacky, having a box texture that doesn't blend in with the scheme. [i]Bedrooms[/i] - All the bedrooms have been effectively ravaged, no longer retaining the simple appeal of the others. The size of the rooms have become monstrous, and the number of furnishings don't really compensate. A lot of the rooms contain camera portals of certain areas. Honestly, it feels like more was taken away than added. [i]Basement Areas[/i] - I mentioned the problem with the basement halls. I'll simply attack the rooms. The dungeon was my favorite revamp, having received a nice stone dungeon rehaul. There is now a control center with which to seal off the dungeon cells with a forcefield. There is also a very blatant secret exit route that leads out into the main halls. The council room looks slightly more like a council room in terms of chairs, but otherwise, the room now looks like some sort of angsty artist's creation, with the furry red texture and the odd shaped windows. The pillar room no longer has the battle platform, so now it's just for jumping around and... [i]Outside/Court Room[/i] - Now then =_= the outside has received both good and bad revamps. An aesthetically good revamp definitely was the footbridges and the path leading the the courtroom. The stone door to it could have at least gotten a better texture. The secret door factor was basically ruined with the path. Whilst the waterfall route was a lot better, the super smooth hill just didn't feel very realistic, and the loss of the chasm of death sort of ruined the sithese feel. Ah well.. The courthouse was a much better overhaul, it looks a lot more size appropriate and less oversized. The textures are thankfully quite pleasant, the pit is a lot more ominous. [i]Secrets[/i] - Some secrets are more obvious now, and some aren't. Sadly, some of the secret control areas don't have textures. Not a very good sign. Overall, this map was on a very different, and arguably lower, level than with its predecessor. Granted, this could be expected by conservative fans, but even from an objective point of view, viewing it as a stand alone, it doesn't quite earn the cigar. Granted, it's still [b]Good,[/b] but it could have been better. A shame this is the final version of the map, as it doesn't seem to leave behind the best legacy. My words mean nothing to many. SUBMIT BANDWIDTH, VIEW, AND JUDGE FOR YOURSELF. For some, it could still be a grand improvement. For myself, on the other hand, it leaves more to be desired. New Textures: Aye New Music: Aye Secrets to plunder: Aye Bot Support: Aye - Averus Retruthan

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10,391 downloads

Uploaded:19/05/2004

Revan\'s Castle

burg.zip | 3.69 MB

then. It\'s unfortunate when someone makes a new map and they either don\'t have beta testers to spot simple mistakes or they forget to add a texture, or rename it or something and a texture goes missing. I\'ll bet there\'s a good little 40\'s detective type story thing in there somewhere. \"The Case of the Missing Texture.\" Aaaaaaaanyway ... I spawn into this map and standing right in front of me, blocking my way over the bridge to the castle is a freakin\' Rancor. And he looks hungry. Soooo ... I noclip into the castle. LOL There I find a ... um ... what are they called Weequays? Well, there\'s a guy up at the top with a gun, and then down below, I\'m greeted by a couple of guys with sabers. Really there doesn\'t seem to be much more to this map than that. You fight some stuff, you find your way to the end of the map. Maybe I missed something, I don\'t know. For a single player map, this leaves a lot to be desired. And I wouldn\'t dare suggest you play it as an FFA map on a server. I\'m guessing there\'s only one spawn point. Bot Support: No New Textures: No New Music: Yes Game Types: FFA ~AmosMagee

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10,147 downloads

Uploaded:23/05/2006

Sssid - Jedi Temple on Coruscant v1

sssid_jedi_temple_v1.zip | 10.27 MB

would have to be MASSIVE and that could cause problems making and compiling the map. But Several Sided Sid has succeeded in creating just a map! And the way he has got around potential problems is ingenious! ;) Many of you will probably remember that in Episode 3 where Anakin storms into the Jedi Temple with his army of clones that it is night-time. Well that’s the way that Sssid has cleverly got around the potential difficulties with this map…its night-time! Since it’s night-time most of the map is very dark (except for the entrance area that you play in). Because of this the author has been able to get away with simply not constructing half of the map. If it had been daytime you would have had to make the entire exterior for it to look realistic. But since its night-time in this map, Sssid has only recreated the entrance area in detail, and some parts around it. After that it just fades into darkness, with a few lights on the wall to give the idea that the front of the temple actually carries on into the distance. That’s the thing that I really love about this map, if feels like the entire exterior of the Jedi Temple is there, but really it’s only the main entrance area! A very ingenious solution to some very difficult problems with mapping such a building! The actual entrance area isn’t an absolutely EXACT replica of the one from the films. There are four rows of massive pillar type things at the front (which in this map look fantastic!). In the film, these had giant carvings on them (which look like legendary ancient Jedi or something). In this map however there have been added instead pictures of four famous Jedi from the films; Yoda, Anakin, Mace Windu and Obi Wan. It has been made to look like the characters have been carved out of the stone pillars, which I think looks really cool. :) This map is REALLY big, so there’s plenty of area for dueling or FFA’ing which is good! There are a few things that bugged me a bit here though. One small one would be the sky. Although the ‘fading into darkness’ thing is a really clever way to avoid potential problems with this map, it does look kinda weird that the sky doesn’t have any stars. :S But I suppose that would give away where the edges of the map were. The main thing though was the texturing of the Temple exterior above the four rows of massive pillars. Most of the exterior is textured in a kind of light coloured smooth stone texture, which looks really good. But above the pillars there’s a big red coloured stripe and some heavily patterned stone tile textures, which look out of place with the rest of the texturing. :/ But besides that another superb map here from Sssid! Don’t forget to see if you can find the famous can of Coca Cola that Sssid has dropped somewhere in this map! He must go through a lot of cans! :P Another thing to note is that this map is part of a much bigger project by a team of mappers to create the Jedi Temple inside and out. I shall definitely look forward to seeing more work from that project! :) Bot Support: Yes New Textures: Yes New Sounds: No New Music: Yes Game Types: FFA, TFFA ~Nozyspy~

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10,093 downloads

Uploaded:05/03/2004

Battlefront Yavin CTF

ctfbattlefrontyavin.zip | 8.02 MB

red base than the blue base - especially with that rope bridge there. It seems to be a challenging CTF map, so it should be fun. I can\'t wait to try it! :) The ATST\'s have been removed and so have the swoops, so that\'s good, in my opinion, anyway. There\'s not much more I can say about this map that I haven\'t said already in the review of the FFA version. So if you want to check that out, read it here: http://www.jk2files.com/file.info?ID=23520 Bot Support: Yes New Textures: Yes New Music: No Game Types: FFA, TFFA, CTF ~AmosMagee

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9,937 downloads

Uploaded:18/10/2003

Bespin Sea

bespin-sea.zip | 767.89 KB

Flying vehicles, to be exact. The sea between the two bases is vast. So huge that at one point both bases cannot be seen and it would seem as if you’re alone in the middle of nowhere. I had a lot of fun playing with this map. It’s huge sea is perfect for having dogfights, especially since the ceiling is so high. It is nearly impossible to accidentally run into the ceiling or ground or wall once you achieve a decent height. Ties versus X-Wings, Lambda Shuttles versus Tie-Bombers, and when new models are made even more fights can be done. The potential is very high for this map. The biggest problem with this file, though, is the vehicles do not spawn themselves. In order to activate the ships, cheats must be enabled. I can see that fact keeping this file from many servers. But I don’t see it being a problem playing on this map between friends who can be trusted. One item I found really neat about this map is CTF support. Grabbing the flag, jumping into a plane, then flying across the ocean while avoiding oncoming blasts from enemy ships is really exciting. Another fun tidbit of the map is the destructability of the bases. Launch a few attacks at them and in a flash stuff will be missing. This map is pretty cool to pop up every once in a while for a game or to practice your flying in. Other than that, though, I don’t see it being huge on servers because of the whole cheating thing. But give it a shot, it’s pretty fun. - Daku New Textures: Yes Bot Support: Yes (But it’s not very useful here) New Music: No Game Types: FFA, TFFA, CTF

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9,866 downloads

Uploaded:19/08/2004

Academy Castle V1.0

academycastle.zip | 8.16 MB

FFA map - it\'s a clan map! And I have to say that when I took my first look, I was quite impressed. The building itself is really pretty! I love the outside of this building. But then I explored and found nothing but mostly large empty rooms, some z-fighting and boring textures. :/ Take a look at the screenshots and you\'ll see what I mean. My FPS wasn\'t bad at all, though it dropped a bit outside. Some doors can\'t be opened without using force push, so this isn\'t a map for those who run NF servers. And I do like it when mappers add those little things, but I just expected something more interesting in this map. Also, I\'d like to add that some rooms were waaayyy too dark. The lighting in this map is off in several places. Keep at it though, Jones. You made a beautiful building, but the map still needs work. Bot Support: No New Textures: Yes New Music: No Game Types: FFA ~AmosMagee

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9,837 downloads

Uploaded:07/11/2004

Force Council Headquaters

fchq2.zip | 9.26 MB

FPS but due to some nice VIS areaportalling my FPS was always above 40. (No worries then) It's a big map, and takes a fair time to load - nothing like Kamino but longer than your average map. There's plenty on areas to look around, and some clan-based training areas like moving jump pads hovering over a foggy abyss :) Theres also some custom vehicles called "Mini-TIES's" which are basically really small versions of the original vehicles and are still pilotable. Its a downside you can't kill other people with them though, unless they're in a vehicle as well. You can fly around most of the base in there if you wanted, its good fun :D The ambient sounds here are great too, machinery, whistling winds down large holes, you name it - it's probably there. The music choice surprised me a bit, as it's so overused in my opinion and not really what I would have chosen.:( Moving on, there were a few things I was curious about. Firstly, there was a pitch black room with nothing that I could see in it. In the readme and pk3 there's vague references to some kind of camera room, which I suspect might mean there's more to this room that meets the eye, but I couldn't be bothered finding it ;) There were a few patch bugs in the room with the rebel symbol on the floor - If you look closely at the curve around it, it doesn't meet the patch on it, but to be honest you won't notice it unless you're looking for it. Other problems could include vehicle errors - as many of you know JKA has issues with a max custom vehicles limit, so if you get those errors you may need to remove other custom maps with custom vehicles included. However, this map was great fun to play and looks great. There's bot support as well, so you can play on your own! The final major thing that needs mentioning is the skyport area. You can teleport here and to other areas through floor teleporters around the map and end up at a hovering tower in a large bespin sky. There are 4 vehicles that respawn here for some ship fighting if that's your bag, and some guidance towers so you don't get lost ;) New Textures: Yes New Sounds: Yes Bot Support: Yes ~Szico VII~

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9,836 downloads

Uploaded:27/08/2006

Ancient Outpost

ancient_outpost.zip | 29.97 MB

be able to find each other! This map is huge, perfect for large free for all, and it's just beautiful. Mixed with indoor and outdoor areas, both the various corridors and the mile-high rock faces are wonderfully done. The outdoor areas are bright, but not brighter than you would expect given the overcast sky. The meshed walkways connect various buildings, leaving many places to potentially fall to a gruesome death in the lava below, and the rocky skybox perfects the atmosphere. To add to the somewhat industrial feel, large pipes stretch from one building to another, so [i]if[/i] you fall you might be lucky enough to land on one of them. And boy do those pipes look stunning. I've never appreciated plumbing quite so much before. The inside is a mix between an industrial atmosphere and a more medieval one. The walls are mainly stone, lined with crystal-like lights, but some more advanced technology makes an appearance, such as control panels, lighted bridges, and some very neat looking mechanical doors. The lighting hops back and forth between white lights and blue lights, occasionally accompanied by a red glow from some lava. The really neat part about this map is how varied the architecture is from one area -- or even one corridor -- to the next. You'll rarely feel like you've been in the same place twice, but somehow the map still holds a sense of unity of style. Both the lighting and architecture vary enough to keep the map continuously interesting, and there is no lack of details, ranging from arched bridges to warning signs. A good word for this map would be [b]complete[/b]. It is very much complete, with very little lacking or that could be significantly improved upon. Even botrouting has been included, which is a must-have for a map as large as this (I can imagine some great bot matches to be played here!). Definitely a must-have. [b]Bot Support[/b]Yes [b]New Textures[/b]: Yes [b]New Models[/b]: Yes [b]New Music[/b]: Yes ~Inyri

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9,692 downloads

Uploaded:22/05/2006

Star Destroyer II

stardestroyer_ii.zip | 4.31 MB

taken, I think he actually rebuilt the whole thing! This map contains all the standard features - hangar, dorm room, catina, prison, command deck, random room with cages holding wildlife(?), a nice bit of external flight space, and a crapload of corridors. Typical SD interior. I'll start with criticism. The shader error from the previous version is still present, and I doubt it's a shader clash - my base folder is empty. Some of the elevators take far too long to get to where they're supposed to be, which is a bad thing as it induces tedium. My third criticism, is the lighting - it's not uniform lighting, but it may as well be.There just isn't enough variation in the lighting to make it interesting. Bot support hasnt been added in this version, which is a shame. I also found some z-fighting on the outside which no one actually [i]playing the game normally[/i] would probably ever see - but, it's there! :p Onto the good parts - this map provides a great TFFA environment, since certain areas of this map can be used for some very interesting and strategic teamplay. The general design of the interior works very well, in addition to the exterior is very well built. Most of the areas are accurate to what the interior of a Star Destroyer would look like, too. There is one thing to be aware of - don't hit the button to open the hangar door while it's still opening or closing. This will result in it locking up until you restart the map. Every door in JKA and other Q3 engine games does that though, so it's no fault of the authors. Overall, this is a good map for those who like a bit of FFA or roleplay. Check it out - there's plenty of features in here to keep you amused for a while. ~ Kouen [b]Bot Support:[/b] No [b]New Textures:[/b] No [b]New Music:[/b] Yes [b]New Models:[/b] No [b]Patches:[/b] [file=62935]Star Destroyer II - Botrouting Patch[/file]

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9,653 downloads

Uploaded:22/12/2004

Geonosis Complex

izzy_ffa_geonosis.zip | 14.56 MB

perfect, so is the skybox. I\'ll get to the inside of the complex, but I have to point out how impressive the outside was. The screenshots can\'t show the elements out there. The wind is blowing, the clouds are blowing by, there\'s so much movement and it\'s all just amazing. The screenshots also won\'t show the detail inside the complex. But they\'re fairly intricate. The chains hanging, the walkways, the lighting, the teleports ... I love it all. Great work here, Izzy, as always. :D Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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9,597 downloads

Uploaded:14/07/2005

Order of the Expendable Jedi Knights Temple

ex_jedi_temple.zip | 25.68 MB

impressed. The author took quite a while in producing this map, and his time and work have paid off. There is much fun availible to the public, as in all clan maps, there are training rooms, and this one certainly hasn't forgotten such. I played around in the dueling arena for a bit, as it looks like it would be the main source of attention. Having a surrounding viewing platform, shielding with glass note, and a door for contestants to walk through and teleport into the arena. The main hall itself is quite large, featuring three floors, while being the same, it does reveal that there are many more areas in the map to visit.. I could not detail everything that this map contains, so I should leave it up to you for further exploration. Definately a map that is staying in my game folder. New Textures: Yes New Sounds: Yes Bot Support: No -LordMyth

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9,581 downloads

Uploaded:01/02/2005

Wrecked Alien Spacecraft

spacecraft_jado.zip | 8.26 MB

couldn\'t even get through the whole map. I kept hearing these sounds ... and the music didn\'t help either! I swear, I need to stop opening the pk3 to see what\'s in there before exploring a map. I see something titled \"alien scream\" and I go into the map, already freaked out. I know there\'s something in this map that was waiting to scare the living crap out of me. So I took screenshots as quickly as possible and devmapped the next map ASAP. What I did find though, in my limited time spent in this map is that Jadogoth really knows how to map. And he either has a great imagination or is an alien himself and this is his ship that crashed here several years ago and he\'s designed this map from memory. It\'s a very blue map. There are big doors throughout the ship that open and close loudly. You\'ll find some glass pods in a room with just a wonderfully intricate ceiling. GAH! Okay, I was walking through the corridors and as I rounded a corner, suddenly a force field popped up in one area. I turned to go back the other way and found myself trapped. At this point, I squeaked, then covered my eyes and waited to be eaten by some alien. Fortunately, the force fields came up and I continued. Of course, when things like that happen, you KNOW something around the next corner will eat you. But nothing did. Obviously I was being set up. So I entered the next room which had sparks flying and I kept hearing things scratching or scuttling around. Eventually, I found my way through some other small corridors and into a very dark room with a pulsing light and it was about that time I noclipped for the rest of the screenshots and got the hell out of there. This is a GREAT map and I suggest you all play it. Then tell me if anything jumps out and eats you, or if I\'m just paranoid. Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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9,531 downloads

Uploaded:01/01/2006

Mos Espa Outskirts v2 FIXED

sssid_mos_espa_outskirts_v2_fixed.zip | 21.46 MB

Sssid says he has now fixed this problem. So if you were having that problem before, you can now play this map problem free! :) Apart from that nothing else has changed here. However Sssid tells me that he hopes to update the map in the future, so I shall look forward to that! ~Nozyspy~ Here’s the review from the original v2 release. [quote]Well, here we have Several Sided Sid’s (you cant beat that name ;) ) latest version of Mos Espa Outskirts. And I can safely say, that if you loved the first version, you will love this. Now, there’s not really any DRASTIC changes, but there’s been quite a bit of polishing done. The falcon has been given a good going over, and looks much nicer inside now than it did in the previous version. There’s also been some new, more nicer textures used, some of which were supplied by Sssid’s friend SathiroN. There have also been a few more tweaks, not all of which are visible to the player, but increase the overall build quality of the map. Watch out for the new location of the famous can of coke, Sssid’s dropped it somewhere again ;) (see screenshot below for a clue) I’m very impressed also, at the overall quality of the map, when maps get to this gigantic size, its easy to miss bugs, and places that may not be built as well as they should. But the overall build quality of this map is very impressive, despite the fact that it’s massive. That brings me to the sheer size of this place. If you never saw v1, (for some reason v1 was never posted here :S) then you have to download this, even if its only to explore. This map is massive, and has loads of areas, from residential areas, to underground passageways, then to docking bays, there’s just so much to see here. This map is great for RPG’ers or anyone who loves Tatooine themed maps, or even anyone who just likes to explore. By the way, watch out for SathiroN’s ship in the SathiroN docking bay, that’s one fine ship! However, as with all maps, there’s always something that can be worked on. However, like I said, the overall build quality here is excellent, so there’s not that many things that I would think of improving. Its mainly just superficial details like textures that look a bit misplaced (there’s an archway into one of the buildings somewhere, I cant remember where, but the combination of textures on the arch, and the surrounding walls didn’t really mix well :/), and things like some stairways lacking clip brushes over them (so when you walk up, its smooth, you don’t bounce from step to step). Also in some places, the lighting from the sky looked a bit flat, and strong. However, its hardly noticeable, for the most part, the lighting from the sky looks fine :) Anyway, as I said, the build quality on this map is excellent. And the size and variety of this map will appeal to anyone from explorers, to RPG’ers. Well done here Sssid! This is definitely worth a download! ;) Bot Support: Yes (on a map of this size, that’s incredible!) New Textures: Yes New Sounds: No New Music: Yes Game Types: FFA, TFFA [/quote]

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9,512 downloads

Uploaded:12/11/2005

20th Century Fox

20thcenturyfoxv21.zip | 3.99 MB

:) Okay, so the map is reasonably accurate to the actual logo, however there's a few thing's I'd like to see set straight. Firstly, the lights need to be swinging, as they do in the logo opening - and incidentally you need an actual [b]source[/b] for the lights too - i can see the mechanism for them but there's no actual 'bulb' section in them. Secondly.... you need a specular shader! The 20th century fox emblem is GOLD... not yellow ;) Make it shine! I realise the intro sound in the actual movie is too short for a map, but it would've been nice to hear it somewhere in the map.. but never mind. We actually get the main theme from star wars, which, fits reasonably well. The author has also tried to implement a custom water shader... which doesn't quite work well, but it's better than the default water shaders :D Oh, and there's some small misalignment problems on the lettering, but you won't notice it :) New Textures: Yes New Sounds: No Bot Support: Yes ~Szico VII~

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9,511 downloads

Uploaded:14/01/2004

Beware the Rancor Duel Map

btr_duel.zip | 908.85 KB

screenshots and get out. So I\'m just wandering around the map, thinkin\' \"Hey, this is a pretty cool duel map.\" It has a dark dungeon feel to it, there are some bridges out, but it\'s an easy jump from the alcoves to the main dueling area. So then I try to walk across a thin rope thing - and anyone who\'s played with me knows how I am with like, heights and balance and stuff. I fall. Often. I hear a rumbling growl and before I know it, I\'m being mauled by a hungry Rancor. OMG! I decided to spare you all the sight of me being eaten by that beast. The pictures are just too gory. :P Now that I know what this map is all about, I spectate to take the rest of the pics. LOL The floor is littered with bones of previous victims who fell before me and there\'s one cage intact, and another where, obviously, the Rancor has broken out of. If you\'re quick enough, you can get back to the top of the dueling pad by running into the tower where there\'s a bouncy thing that takes you straight up. This is, in my opinion, one of Gigon\'s better maps. All of his maps are very simple in design, but this is one of his more detailed ones. It\'s a duel map, but also supports FFA. This would be a good small FFA map. I kinda like the added pressure of making sure you don\'t fall to the bottom while dueling. The impact shouldn\'t hurt too much, but the Rancor will do his best to finish you off. Great job, Gigon. :) Bot Support: Yes New Textures: No New Music: No Game Types: FFA, TFFA, Duel, Powerduel ~AmosMagee

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9,482 downloads

Uploaded:27/11/2003

Arena of the Rancor

rancor.zip | 6.97 MB

large oval arena with gates at each end to unleash the beastly Rancors. To assist brave Jedi in the slaying of these monsters are Tauntauns and explosives. A smaller causeway encircles the arena and thus encloses the map. No new textures were included, but the base JKA textures were used quite well. What is most striking, is the dramatic shadows created by the ceiling grating. This creates a great visual break on what would have been a rather boring arena floor. While the layout itself is beyond simple, gamers will enjoy the big open area for an all-out FFA in this dank, atmospheric map with just the right elements of distraction. Enjoy! New Textures - No Bot Support - Yes New Music - Yes ShroomDuck

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9,406 downloads

Uploaded:07/07/2005

!SoS! Underground

map_sos_underground.zip | 9.64 MB

say it always fits the feel of the map, but it still looks pretty amazing (albeit impractical in some cases ;) ) I say impractical, because although the architecture is great, I do wonder why some of it is there - for example, in the red corridor (see second screenshot) why is there railings going up the wall? Strange. However that\'s not really a negative point at all, just a bit of an observement. The lighting in this map seems very Doom3 inspired, as does the rocky with lava theme. Of course this is all in line with a Sith-themed building, for the SOS clan. (Shadows of the Sith) Ah, I hear you cry, \"It\'s a nasty old clan map.\" No so - there is one little section with a picture of the clan and a \'coming soon\' picture which spoils that room, but aside from that you really wouldn\'t realise this is a clan map, and besides it\'s so well made I would have advised you to try it even if it had been plastered with clan logos. The ambient sounds, while used very well with the lava splash effects, seem just a little wrong for the sound of laval, and where the giant rumbling coems from is anyones guess, but the ambient music is fantastic for the style and setting of the map and both visuals and auditory effects come together really well. The map comes with full bot support, so no qualms here, and there\'s some very nice movers in this map as well - I liked the room with the giant cog - great work with the sounds here, and there\'s a nice feature on some of the duel rooms whereby this sign outside the room ligths up when people are inside dueling. This is a little buggy, as sometimes when people go in/out in twos and stuff the light somehow switches around (i.e its on when people aren\'t dueling and off when they are) However, this was mostly a very rare occurence. I advise you to take a look at this map, although as much as I am impressed by the map, it isn\'t my kind of atmosphere, it\'s too dark and \'indoors\' (lol :) ) but that\'s not to say it is in any way a bad map :D New Textures: Yes New Sounds: Yes Bot Support: Yes ~Szico VII~

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9,398 downloads

Uploaded:20/01/2005

Sex Kingdom

sexkingdom.zip | 3.7 MB

won\'t mind putting on your server. You won\'t find clan tags or pictures plastered all over the map. In fact, I was pleasantly surprised by this map. While I\'m not fond of all of the lighting used in this map, there are some areas that are just pretty to look at. Fortunately, it\'s also a fun map to play. There are some areas where the water rushing by looks as though it will sweep you under and over a waterfall - and that\'s exactly what happens. There\'s a bedroom in this map, but I like it. Generally I\'m not a fan of clan maps that include bedrooms because they\'re usually plain and useless. Not in this case. The bedroom is quite lovely, with a bath that I would LOVE to have in my own room. There are plenty of places to duel and FFA. Weapons are well-placed, so is the ammo. It\'s too bad no new music was added, but that\'s not a huge complaint for me. I did find some minor z-fighting in a few places, but it\'s not enough to be an issue. My FPS was decent. Overall, this is a good clan map that I wouldn\'t mind placing on my own server if I still played JA. :P Bot Support: No New Textures: Yes New Music: No Game Types: FFA, TFFA ~AmosMagee

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9,270 downloads

Uploaded:13/03/2004

Imperial Warehouse Night Raid

imperialwarehousenightraid.zip | 18.04 MB

textures for the map, are really realistic, and make the map feel some what authentic. As you may have guessed from the title of this siege map it is not set within the star wars universe, as such, and has objectives such as, destroy the drugs shipment and destroy the nuclear missiles, however although the map isn’t set within the star wars universe, you can either play as the storm troopers or the J.E.D.I. When I test played this map on my clan server, I couldn’t help but notice all the comments about how fun the game play of the map is, and I have to agree with them, the game play for this map really is amazing, and it is certainly enjoyable to say the least! The map does have a few bugs however but trust me these do not subtract from the map enough to effect it seriously. ~Wolf Bot support: No New Textures: Yes Game Type: Siege

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9,233 downloads

Uploaded:11/07/2005

Carrack Light Class Cruiser

carrackclass2v1.0.zip | 66.98 MB

structural/detail brushes could easily have fixed this problem. Still, there's always the ability to make a v2 right? The map itself, lag aside, looks very nice. You lose the atmopshere a little in some of the crew's quaters, with very out-of-place posters, including one of what 'appeared' to be an imperial officer with a moustache... very odd. There's not just the cruiser either, you can teleport down to a planet which is shrouded in red fog. Don't ask me how to teleport back, I couldn't find out how.. I wasn't too keen on the red fog personally, and theres a few errors with it, it doesn't always envelop obejcts properly and you can sometimes see random bits of skybox. The gun turrets here which aim and shoot at your are very cool though! :thumbsup: The skybox itself also looks very well-made, works fairly well with the environment. The best sections are by far on the ship, although the top of it in space where that laser-cannon is needs to be edited so the textures don't repeat as much. I enjoyed the hanger, although it was a pity you couldn't fly the ships, instead being teleported to a cockpit, which you can't actually use :( Nice idea though. There's also some controllable droids which although fun at first, quickly become kinda pointless, plus they take up a lot of your vehicle limit. Overall the map has a good design, but is severly flawed by lag and doesn't flow particularly well, as you'll find when having to travel by slow lifts and long corridors, with no bot support! Tut tut ;) New Textures: Yes New Sounds: Yes Bot Support: No ~Szico VII~

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9,142 downloads

Uploaded:25/01/2004

Coruscant Speedway

jkr_coruscant_speedway.zip | 4.15 MB

and arrows that keep you headed in the right direction. Jump on a swoop at the Start line and wait for the announcer to start you off. Then you\'ll race against others through many different tunnels on the track, all the while having a view of the city through windows on the side or above you. You\'ll also pass spectator areas where people will cheer on the leader of the race. There are obstacles like big, moving blocks that will try to crush you and knock you out of the lead and buttons that you\'ll need to slow down and press with the nose of your swoop to open up the next path you\'ll need to race down. At the end of the race, you\'ll be greeted by more spectators and the applause of the crowd. If you\'re not in the mood to race and plan to just watch, there\'s a room where you can choose which area you want to watch the race from. It\'ll transport you to one of three areas and each area has a teleporter to take you back to the start line. If you\'re announcing the race and starting off the contestents, there is a place for you to stand and press the button to get them started. All of the new sounds are perfect and the map is a lot of fun to play. I suppose if you wanted to duel or start a small FFA, it\'s feasible, but really this is a JKR map. This is definitely my favorite JKR map to date. Great work, Sith-J-Cull. I can\'t wait to see more JKR maps from you. That is, if you plan to do more Speedways. :) Bot Support: Yes New Textures: No New Music: Yes Game Types: FFA, JKR ~AmosMagee

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9,132 downloads

Uploaded:26/02/2006

Mos Eisley Trap

mos_eisley_trap_v1.zip | 28.45 MB

Titanic (everyone’s heard of that ship right? :P) and the Britannic. Another example is a story, it has a beginning, middle and end. Take one out, and the story wouldn’t be complete. Yet another example is cookies, you have chocolate cookies , double chocolate cookies and triple chocolate cookies! Ok I will stop blathering on about how good the number 3 is now :P But really, as you can see, lots of cool things come in threes. Here we have yet another great thing that involves the number 3. This isn’t any ordinary map, no, this is a map made by…you guessed it! Three great mappers! This unique map was produced out of the combined efforts of Several Sided Sid, LivingDeadJedi and Sith J Cull! What a team eh? ;) Now, lets get down to the map. First of all let me say that I have NEVER got the same feeling from any map, which I got from this one. The feeling I got from this map was quite unique, and it’s quite difficult to describe. I suppose the best word to describe it would be…epic, I get the same kinda feeling from this map as I get sometimes when I play Starwars Galaxies, that really epic felling of being in a massive world that you can explore. The feeling I got was also one of the map being ‘alive’ you could say. It can be a bit lonely sometimes exploring a big map on your own, but I didn’t feel that with this map, the map really felt alive. I think the map being set at night contributed towards that feeling, with the sound effects, like the cantina music, and all the flickering lights, the map really felt alive, I almost felt I could go round a corner and find a group of Jawa’s or criminals plotting something! Like I say, the atmosphere in the map is brilliant, great lighting, nice architecture, epic feeling. What’s the construction like though? Solid. That’s one way to put it, being made by three of the best mappers out there, you can tell its really well made. I didn’t see any texture or structural bugs whilst I was exploring it, considering the size of the map, it gets a big thumbs up there! ;) As for the size of the map, epic would once again be the best word to use there. There’s loads to explore here, from the cantina (where of course, that cool cantina music is playing), to a hotel, to a restaurant. Careful you don’t get lost! One cool feature that I really liked was the massive docking bay that you can go in, which contains…Sith J’s Millennium Falcon! Unfortunately though you can’t go in it. :( Sssid tells me that they tried putting the interior in the Falcon, but with all that extra stuff, the map wouldn’t compile. It’s a shame, but still, just having the Millennium Falcon there is cool. Unfortunately one of the side effects of having such a large map, combined with lots of flickering lights, is that in certain areas, the fps will be quite bad. There were one or two places that my FPS went down a lot. But on the whole, I got pretty good FPS throughout the map. Probably one of my favourite areas in the map would be Jens diner, I think that area, with the bar and hotel rooms nearby, Is just great. ;) I really love the way that all the different parts of the map mesh together. Sith J Made the Falcon, Sssid constructed the tall buildings around the outskirts, the little speeders (which are back from Sssid’s Mos Eisely Meanstreets map) and the bobbing ‘Trilong’ ship, as well as adding lots of lighting touches. And LivingDeadJedi did areas like the Cantina, the Hotel Building and the wonderful terrain! As for bugs and other things, I really couldn’t find any structural or texture bugs. The only thing that bothered me was the low FPS in some areas, and that there were a lot of flickering lights, but that was quite subtle really so it wasn’t too bad. Also personally I thought the music was a bit dramatic for the night-time setting of the map. Personally I would have preferred more relaxing music, like The Jedi Academy theme music. But it’s still cool! :) All in all a great unique map here! As Sssid describes it “Mos Eisley Spaceport by night. You will never find a more wretched hive of scum and villainy. You might, however, find Sssid's can of coke! Have fun!” Bot Support: Yes (on a map of this size that’s incredible!) New Textures: Yes New Sounds: No New Music: No Game Types: FFA ~Nozyspy~ ***NOTE*** Don’t forget to look out for the famous can of Coke that Sssid has dropped somewhere in the map again!

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9,018 downloads

Uploaded:12/02/2008

Episode 3 - Mustafar

episode_3_mustafar.rar | 31.41 MB

or whatever. Here we got a map which the author made basing it on what we saw in the movie, nothing more nothing less. We got the landing platform where Padme\'s ship is docked, we got the bridge on which Anakin and Obi start out fighting leading to the control room which also has the conference room, finally we got the balcony on which our two jedi fight and ultimately leap down to the giant metal arm that collapses near the end of the brawl. All these spaces look very good and I must say it\'s the most accurate in proportion in my opinion. Some other maps are either way too big in some areas or way too small, this one feels more like you\'re on a very nice replica of the set. The only thing here is that the bot routes are not defined. The music is the battle music from the movie instead of just the Battle of the Heroes, which is good. Overall a nice map, not very big for a big fight but good enough for some roleplaying or just hanging out and fighting the big fight. Download this now! :D [i]Ayane Yamazaki[/i]

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8,956 downloads

Uploaded:17/02/2006

()Academy

gjov4.zip | 10.05 MB

one map, and consequently, it doesn't flow very well - each area doesn't merge with the next, almost seeming random at times. There's also the problem with the framerate. Whilst some areas are okay, a great portion of the main fife areas have a framerate that is less than brilliant. This could be solved with a more solid design and linkage between areas, using structural brushes and than areaportalling off each area. The lighting is for the most part, very nice - sometimes it can be a bit vivid, but most things have a source and the lighting is appropriate for the scenario. There are exceptions however - some corridors are far too bright and the outside sections are far far too dark. The patchwork in this map comes in sporadic sections of excellence - the biological-looking room being an example. That room is creepy, I swear, so I didn't like getting locked in there too much. Creepy, but very well-made. The rest of the map also shows better than average design work, with models and brushwork combining to create some nice ambience. There were parts I didn't like though - many of the doors and switches were silent, causing confusion as to whether they had been activated or not, and whilst the author attempted a portal sky, the terrain just looks far too fake - the texture repetition on them really lets it down, despite the nice clouds he's added into it. The music also has its up and down points - the beginning is nice, but then it degenerates into a soulless rhythm. The many clan logos and star wars pictures posted around the place also spoil the setting, pulling you out of the otherwise believable world that ZidZabre has created here. There is also a small bug created by the sky portal in one area, but fortunately this is the only area it appears to be affecting - whereby giant black 'curtains' appear across the corridor. There's a lot more I could say about each and every area of this map, but it would simply take far too long, and if you like the look of it it's best if you simply try it yourself. I enjoyed exploring it, both through beta and this final stage, and whilst I am disappointed the author didn't fix some of the errors I pointed out to him at that time, he should be proud of what he's managed to create here. Except for the fact that he didn't include botroutes. Bad Zidzabre! *slap* ;) New Textures: Yes New Sounds: Yes Bot Support: No ~Szico VII~

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8,787 downloads

Uploaded:27/12/2005

Battle of Geonosis - Siege

geonosis1a.zip | 19.97 MB

however the author has converted it to siege :) As far as I can see it is much the same as the FFA version, with the addition of locks on the doors leading to the Siege objective (you didn’t expect to just be able to walk through did you? :P). Also the FPS is much better, and the lighting appears to be slightly different (personally I liked the lighting better before, it was more orangy and kinda fit with the setting better). Also there has been a change of skybox, which I must say looks very good, for a base JKA skybox it fits very well with the Geonosis setting! Let me get to the main point of this map though, sure it’s a siege map, but its special because there is only ONE objective. This is the only siege map that I have ever seen that only has one objective. What this would play like in a siege game I don’t really know, I would imagine that it would be fast paced and frenzied! Seeing as there’s only one objective to capture / defend to win the game. There are a couple of ways into the objective room, so I would imagine it would be great fun (and tough) to try and get in / defend that room! Now onto the rest of the map. Overall this is a very nice map, theres plenty of nice details that really give it that Geonosis arena feeling. From the main arena you must either jump up to the next level or walk through very narrow steep passages, which im sure would be interesting places to try and get through in the middle of a battle. There are a few things that could do with fixing though, one would be that there are a few weird looking shadows around. Now, I believe these may have been caused by the author using phong shader/textures. Remember, if you use a phong shader on a surface that has been clipped in too many places (for instace if there are a lot of cuts going through eachother) then that can sometimes throw up weird looking lighting/shadows in that area. Overall the shadows arent too bad, its just in a few places they look a bit strange. One other thing also to do with the lighting would be the passageways that you must climb to reach the various levels of the arena. The passageways are all very bright inside, which looks a bit strange considering that there are no light sources to make that light :S Also the floor is very dark in contrast to the walls, which may have been caused by the phong texture/shaders the author used. To improve this you could maybe use a texture that isnt attatched to a phong shader for the floor, and also have maybe some kind of light source inside. You could use one of the base JKA models, they look a little like landing strip lights. You can find this model in the misc_model/map_objects/desert folder, the model itself is called landing_light. If you find that this model is a bit big for the passage ways you could just scale it down. To anyone who doesn’t know how to change the sizes of models, all you need to do is select the model and press the N key to get the entity window up. Then in the Key bit, put: modelscale and in the value bit put the number that you want to scale the model up/down by. For instance 2 would make the model twice the size, and 0.5 would make it half the size. :) Overall this map is nicely made, and is a pretty good representation of the Geonosis arena from Episode 2! The single siege objective should certainly make for some interesting games, so if you like the look of it, give it a download! ;) Bot Support: No New Textures: No New Sounds: No New Music: Yes Game Types: Siege ~Nozyspy~ (Also included are skins of people who appeared at the Arena, including some Clones, Count Dooku and Kit Fisto, made by various authors. It definitely gives the map even more of a Geonosis arena feeling when you play with these skins! ;) )

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8,748 downloads

Uploaded:08/04/2004

Boba Fett\'s Hideout

bobafetthideoutsjc.zip | 9.02 MB

pad. It\'s a good start for a great map. When you walk through that very cool door there, you find yourself in a lovely ... well, almost a courtyard. There\'s a small creek running through and a beautiful bridge that takes you across to a small circular clearing with only one tree in the center. Then there\'s a building with very few hallways. Inside you\'ll see a Carbon-Freeze-Chamber-esque room and then outside again is a perfect area for dueling. Up on top of that platform that I\'m not quite sure what it is. But it looks great. :) I suppose I\'m an easy person to please. I always love James\' maps. But believe it or not, I have a few complaints! *gasp* First of all, what ship is that there, anyway? And where is Slave 1? There is a JK2 model of that. Why wasn\'t that used instead? Also, if this is a \"hideout\", why would there be jetpacks laying around everywhere? Why not create an armory for the jetpacks and weapons? Well, I know the answer to that ... gameplay would then suck. :) And finally, the FPS. Mine was fine, but on slower/older systems, it\'s going to be quite choppy for you in some areas. As always, it\'s a beautiful map, James. Though I\'m not sure I\'d want to play a guns FFA on it - it seems quite suitable for saber only FFA\'s, actually. Plenty of areas for dueling. Great job! :) Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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8,714 downloads

Uploaded:24/01/2005

Padme\'s Apartment

padmes_apartment.zip | 22.62 MB

frustrated that I couldn\'t go up the staircases in this map. And they look so freakin\' inviting too. The textures used are just beautiful. Everything is so opulant here, which is just what I\'d expect of Padme\'s Apartment. My absolute favorite part of this map is the area with the couches. That area is just gorgeous and perfect. I really like the animated, neon billboards just outside. And there are a few pads to duel on. Seems to me this would be a perfect Powerduel map. But it\'s a bit too small for a large FFA. Nice work, Onobi. Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, Duel, Powerduel ~AmosMagee

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8,633 downloads

Uploaded:17/09/2004

Battlefront Endor

battlefrontendor.zip | 10.14 MB

things. In my opinion this map wasn\'t ready to be released yet. The most obvious problem with this map is the z-fighting in the trees. You can\'t see it in the screenshots, but when you play the map, you\'ll see what I mean. It doesn\'t affect FPS or anything at all, but it drives me nuts. Some of the plants seem out of place or are just too sparse or something, and the colour seems a bit too bright on some of them. I understand the weapon placement, but I don\'t like it. Really all of the weapons should be spread out around the whole map instead of in one big line down a hallway. That really bugs me. Plus there are just some things that could\'ve been cleaned up - like, there are some lines that are just too sharp, shapes aren\'t fully defined or something. All of those things aside, this is a great map. And it\'s bigger than it appears at first. There are two sides outside and swoops here and there. I have to say I had more fun flying around in this map than others because of the hills and trees. I don\'t want to tell you much more about this map simply because I think you need to download it and experience it yourself. :) Bot Support: No New Textures: Yes New Music: No Game Types: FFA ~AmosMagee

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8,614 downloads

Uploaded:10/09/2004

Taspir: Clan Edition

ffa5_new.zip | 3.39 MB

observation deck that sorta looks like a council room, in a way. There are several buttons that will allow the person at the helm to close the door to the deck, randomly strike lightning at the players below, or control the lighting on the pad below. There\'s a bar added at the bottom of the map ... y\'know, near the lava ... and it\'s actually the best addition to this map, in my opinion. There are some lava waterfalls as you enter the bar. The room itself has a nice shape and design to it. As much as I like the bar, everything seems a bit oversized. It would\'ve been nice to see the Taspir theme continued in the additions for this map. The rooftops just don\'t have the same Taspir look. And I did find some gaps here and there. So it\'s kinda like ... hmm ... let\'s see if I can think of something to compare it to ... like if you were to buy a model ship already assembled and stuff. It looks perfect as is, but you want to add a few things to it, and instead of using the same materials, you use cardboard and paint that doesn\'t match just right. Bot Support: Yes New Textures: Yes New Music: No Game Types: FFA, TFFA ~AmosMagee

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8,613 downloads

Uploaded:26/07/2005

Arevass

arevass.zip | 5.42 MB

literally couldn’t find any bugs on this map. The ONLY things I could think of to improve (I personally believe that a perfect map is IMPOSSIBLE) would be to make it just a little bit bigger, maybe having an area with a large cave or something that you could go in. The only other thing, would be the portalsky, the texture on it looks a bit too stretched. The only way to fix that, that I am aware of, is to make a larger texture for it (for example, on my Mustafar map portalsky I used a 4096x4096 pixel texture, insanely big, bit it did get rid of that nasty stretching). Now onto the good bits, which was basically 99.999999999999999999999999999999999999999999% of the map. The water…..oohh the water. It looks really beautiful, and extremely realistic. And the water lapping against the shoreline and the rocks in the water (which is based on one of Sith J’s shaders) looked just brilliant. The terrain looked brilliant too, also extremely realistic. The use of models to create the cliffs around the map is also very well done. There’s excellent use of lighting and textures in this map (the sky looks beautiful), and some excellent shaders too. Such as the banner (originally a texture from the Korriban texture set) which looks like its moving gently in the wind. Also, the rainbow type things in the map, like the one that is in the waterfall (just like they are in real life) are something I’ve never seen in a map before, so when I saw them, it totally blew me away. Now for the sounds, which again, were used brilliantly. The tweeting birds, the music, it all fit in with the map really well. I always think some fitting music, and especially ambient sounds, add to the feel and realism of the map, and it certainly did here! Excellent job m8, you have made a map, that I’m sure even the guys at Raven would be proud to call their own ;) I seriously cannot wait to see more work from you :) C'est bien fait! Bot Support: Yes New Textures: Yes New Sounds: No New Music: No Game Types: FFA, TFFA, Duel, Power Duel ~Nozyspy~ p.s. I just read the readme again, and it says there’s a secret :eek: I will be having a look around for it ;) See if you can find it too, hehe.

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8,578 downloads

Uploaded:25/07/2004

Lost Temples Map Pack

fctlosttemples.zip | 4.92 MB

all that impressive when you first spawn into it. I wasn\'t quite sure what to expect, but it seemed a bit too bland. I approached the statue in the center and and thought that was kinda cool, but meh. So I explored some more. And I saw these three portals that apparently went to different rooms - I certainly didn\'t expect to be taken to like, another world. :) I won\'t tell you about each place because they\'re also the duel maps included in this pack. One very cool feature for each arena is that you can lock it by pressing a button near the door to lock it for a full minute so no one else can enter. Korriban Tomb - A very colorfully lighted map with large angular pillars, a light fog throughout the whole map and some nice detail. There are small rooms that surround the large area for dueling where a throne sits. Yavin Temple - A very high ceiling here, as is the case with most Yavin temples. Tall windows line the walls and there\'s a structure that obstructs the area, which always adds some interest to a duel. Praxeum Temple - Probably my favorite of the three duel maps. There\'s a low-ceilinged room with triangular pillars with blue lights embedded in them. It\'s a dark map, but take the elevator up to a brighter, blue room with large round pillars and familiar textures. Bonus map - There this extra map thrown in that is great for duels or FFAs, I\'m thinkin\'. It\'s just a big colosseum with some very nice details, but also some bland and boring textures. I have mixed feelings about each of the individual maps, definitely the Praxeum Temple being my favorite. It\'s a concept close to that of the JK2 favorite Cloudshark. It\'s perfect for those JA FFA servers where people mostly duel (well, the FFA map, that is). Great work here! Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, TFFA, Duel ~AmosMagee

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8,377 downloads

Uploaded:08/11/2003

Jk3Duelpack

jk3duelpack.zip | 598.71 KB

first duel map is simply a landing platform in Coruscant. What looks to be a large eclipsed moon hangs low in the starry sky. There\'s plenty of room for a good duel or powerduel. The second map is reminescent of the duel pit from JK2, to me. A small round room with an annoying pit in the center and platforms all around the room. Simple design, but it\'s a tried and true design that always works for dueling. And the look and feel is a bit more stylish than those from JK2, in my opinion. Here\'s the best part - both of these maps have bot support, for those of you who don\'t play online. And it\'s small in size, for those of you who don\'t play online because you\'re on dial-up. ;) There are no new textures, or new music. But both maps look good and are fun to play. Good work here. :) Bot Support: Yes New Textures: No New Music: No Game Types: Duel, PowerDuel ~AmosMagee

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8,325 downloads

Uploaded:03/04/2004

Final Fantasy VII - Midgar

midgar.zip | 26.58 MB

loads? The "has lightmap but no lightmap stage" errors are bareable...even though there's tons of them and the "untargeted target_teleporter" are numerous too! Then way at the top, func_train without a target. None of these errors will prevent gameplay just it doesn't look good to load up a map and see a console full of errors like that so for the next version they have to be fixed! I spawned at the top of a tower (for those of you who know FF7 it's the tower when you're trying to get into the Shinra building and have to run up those several screens of ramp to find Barrett fighting someone at the top. I looked over and saw the Shinra HQ...this is absolutely amazingly done, if you spawn here go all the way back down and just look up (screenshot below) and you see this huge building towering above you which quite frankly I have yet to see done better before (FPS issues aside). Next thing I noticed was the train pulling into the station, there's a bug with the window on the train as it lets you see effectively through the train to the platform behind...however due to the shine it's easy to mistake it as a reflection so in the end an error turns out to be a nice feature. The old train yard is here too looking great if not a little dark, lots of little stuff to collect in there...I just wish there were some ghost NPC's or something to really finish it off! In fact....there's an idea, how about for v2 you get someone to model an enemy or two from FF7 and in certain areas if you walk around there's a trigger to spawn the NPC next to you. It'd bring in that uncertain battle feel that the Final Fantasy series is known for. One area that is lacking in detail is the village, it just seems to simple and lacking, I know the FPS is already an issue but that area just needs more, it's too small and doesn't have the grime and atmosphere it had in the game. If you manage to get up to the top of the Shinra building (and it's no easier than in the game!) then you'll be greated with several rooms taken from the Shinra Inc building; the top room is the office and there are some things that really needs to go...the user logos in there, those logo's just don't work in this map; remain true to the game and avoid advertisement! I like the computer monitors however with the screenshot of your PC on a FF website, neat little idea. There are several open areas for fighting and it is of course perfect for sniping. Besides the FPS issues and those logo's I think this map has major potential; and I love the music choice, catchy to say the least! Gametype: FFA, TeamFFA, Duel New Sounds: Yes (and cool music!) New Textures: Yes Bot Support: Yes -Wadev1589-

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8,292 downloads

Uploaded:14/11/2003

Vader\'s Meditation Chamber

vader.zip | 2.26 MB

Meditation Chamber is the same room that you fight Rosh in. And what you have here is exactly that. I\'m supposed to be impressed because the author created this room, like, from scratch. He just took some screenshots in-game and built this map from just some images. Impressive. :) Of course, this is a great map for a good duel. Plenty of room and good lighting. I\'m just not all that interested in this map. And it\'s not the author\'s fault. This is Raven\'s design. I just find it a bit boring. Thankfully, there is bot support included. You can never have too many duel maps on a duel server. So add this to your rotation for variety. :) Bot Support: Yes New Textures: No New Music: Yes Game Types: Duel ~AmosMagee

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8,221 downloads

Uploaded:18/03/2006

Jedi Temple Battle Map

jedi_temple_battle.zip | 9.23 MB

that I really like, and then there are parts which I really don't like. As a gameplay map, this certainly doesn't have the best layout, and the framerate is far from good, but it is acceptable. Architecturally, it is a gold mine. Unfortunately, this particular mine only has sparse deposits of gold. Although what architecture there is is very aesthetic, it just isn't consistent. Some rooms, such as the medical lab, are incredible, as are most of the areas of interest, but in between the focal areas, there's huge sections of repetition and several lapses in quality, such as in the long hallway overlooking the city, and the archives, which were by far the worst places. :( The lighting also lets this map down somewhat - mostly because it seemed very blurred and unfocused - lacking definition, but also because there were a great many unsourced lights, or rather the sources didn't match the illumination. There was also some 'splodge' lighting in the circular room with the globe, but that was kept to a minimum. I did like the use of the player models as statues though; they looked very impressive from a distance. Not so good from up close I'll admit, but it's good to see people taking the initiative and moving away from the overused Korriban ones. :D The other small problems included small areas of Z-fighting, missing noises on doors, models you could shoot through, (use physics_clip to combat that) misaligned textures and mismatched patches, which left gaps between the seams. Aside from these small errors though, as a whole, the quality is above average. I do think including the council chamber/meeting room would have been a good idea though! But not including bot-support was a very BAD idea. New Sounds: Yes New Textures: Yes Bot Support: No ~Szico VII~

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8,178 downloads

Uploaded:30/04/2004

Docking Tower Seven

rgoerduel1.zip | 9.15 MB

who\'ve been in the JK community for a while and try out different maps all the time must remember Chapel of the Ysalamiri. :) That was rgoer\'s first map, I believe. And he did an amazing job with that. Now, I recently mentioned that most mappers need to remember to keep things simple, but that isn\'t always the case. This is a duel map and so rgoer had a lot of room to play around with details and props and the result is just incredible. I\'m not sure what to call each thing I see in this map. So I\'m just going to say that overall, it looks amazing. My FPS was a little low for a duel map, but it didn\'t affect gameplay for me at all. While there\'s no new music added, the music chosen works perfectly for this map. In my opinion, all duel maps should have bot support, and rgoer didn\'t leave it out. Though, that may have been a requirement for the map contest, I dunno. Doesn\'t matter. I only wish rgoer would make more maps! :) Great job! Bot Support: Yes New Textures: Yes New Music: No Game Types: Duel, Powerduel, FFA ~AmosMagee

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8,139 downloads

Uploaded:18/04/2006

Twilight Manor

tmevoacad2_jr.zip | 17.09 MB

seems most of the community now tend to RPG more than actually play the game, which is a little frustrating, but there it is nevertheless. So no deductions for you Jenova. :) I spawned into the entry hall, and whilst, the brick texture used seemed overly-large and somewhat cartoonish, the rest of the area was very \'pretty\' and the lighting was especially atmospheric. The entire map, for that matter had a nice soothing ambiance, which I believe was 50% due to the nature of the map, and 50% due to the music. I tried playing without the music and it just wasn\'t the same, so my advice is to play this map with the music on, or you\'ll miss out. There\'s a great variance of areas to try out, including a few duelling rooms, some dungeons, a swimming pool, a dojo, a boxing ring, a bouncy castle..... and so on and so forth. It\'s not all that original, and to my horror, It had a bar. People need to stop putting bars in their maps. Seriously, it\'s getting tiring. The two best areas were definitely the outside ones, which looked very inspired by Arevass and FarCry, with the little guard towers and the circular pillars. They\'re a little small, and I actually found one of only a few unsourced lights there, but they\'re just nice to look at, especially the waterfall, although don\'t get too close if you want your framerate to live. Speaking of framerates, this map is probably the first large one I\'ve seen by Jenova which has got a fairly decent framerate, so well done there. It could be better - there\'s still portions of the map drawn to the player which needn\'t be, but it\'s not so bad that it causes severe lag. Architecturally, the map is also above average, and although draws on themes from a lot of other people\'s work, somehow this map manages to combine them well. The swimming pool especially reminded me of the one from Tomb Raiders manor house, mainly due to the textures used in there, and for the most part, I\'m pleased to say that the map is well built. Of course, there\'s always a few buts. First-off, the bouncy castle just looks plain ugly as it is, super-lit. Secondly, you can jump on the walls and see area\'s you\'re not supposed to see. Finally the mushroom section. Not only is it utterly pointless, but if you look down you see a square block of water, and if you look up you can see other areas of the map from the outside. :( In the camera room, there\'s also a ton of HOM errors when you stand too far back from them. On a positive note though, there is bot support, which whilst not brilliantly done, works well enough - and anything is better than crazed jumping bots. As I\'ve mentioned before, the best part of this map is the ambiance brought about by the music, lighting and kind of fairly-tale theme in some areas. Kinda reminded me a bit of the Mario castle at first, with the painting room and stuff. But I digress. Whilst the map isn\'t the best map ever conceived, I admit, this is one of the few maps recently which I have truly enjoyed exploring, and I\'m sure many of you out there will too. New Sounds: Yes New Textures: Yes Bot Support: Yes ~Szico VII~

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8,131 downloads

Uploaded:14/07/2010

Jedi Council GCX - 2010

jedicouncilgcx2010_v3.zip | 37.22 MB

remember our server using it JedicouncilGC ad nausea. Erstok, in whatever enterprising mood struck him that day that he began, has decided to "update" JedicouncilGCX in an effort to breathe new life into the map. His plan? Rebuild the entire thing from scratch and make his desired changes. Now, before I begin, let me elaborate on the basic premises of JedicouncilGCX. This map was essentially the headquarters of the {O} clan back in the early 2000's. Somehow, someway, this map got leaked into the public, and was never officially released, per se. Since then, it has served as a grounds for Roleplay in a Jedi Temple setting, or a general hangout map for Jedi-oriented clans. In an effort to show you all just how the old and the new differ from each other, I will be describing each individually as I walk you through the map. We'll start in... -=The Lobby=- Old: This was always my least favorite room as it was always big and empty, and didn't have much appeal to me with the white marble. This room consisted of a large arched hallway with massive cylindrical pillars and red carpet leading up the stairs and around them. A lot of benches and plants were dotted about the general area, and there were many doorways that led to various training rooms, though a select few led to special or transitional areas within the temple. New: The function and architecture of this area hasn't changed much. From what I've been told, the pillars appear to be slightly different in construction, though I cannot say for certain if this is true. The red carpet originally did not lead to the NPC training room or the dark room(covered later,) but now there are paths to these rooms. Lighting has been altered in this area, including sunbeams peaking through the windows, which is definitely a neat touch. The statues, which were originally JK2, are now JK3 Rift statues. Door placement has not changed, however. -=The Dark, NPC, Dojo, and Water training Rooms=- Old:GCX was quite infamous for possessing a motley assortment of dueling/training areas. First, a dark room with minimal lighting and four turret positions at every corner of the room. Second, a japanese style dojo with some display cases in the room. Third, a glass dueling room with a pit of water below. Finally, a half-circle NPC training room, with a slew of default NPCs to train your battle skills upon, and a hidden observation room for teachers. New: The Dark Room now features a monochrome lighting scheme versus the red/blue scheme that the original possessed. The Japanese Dojo has endured no changes, which is sort of a shame, since there's no sourced lighting in this room. The glass dueling room has undergone a major change, with the glass catwalks now leading to TWO exits. The water is also much more shallow than the previous, making it easier to get back into the fight. Finally, the NPC training room has now undergone a full spherical overhaul, and the observation deck is much more visible. -=Archives=- Old: The archives in GCX were massive, almost intimidating. There were two doors that led into the archives, though for some reason, both led to only one section of the archives, with an additional section branching out to another section. Both sections had large grand staircases that led up to the second level, and equally massive windows to provide sunlight. The bookcases were also...just insanely massive, and on the outside of each shelf on the first floor were display cases full of saber hilts. New: This place was pretty much rebuilt entirely. The place is a lot less colossal, and a lot more plausible. The archives are a lot tighter now, which means less travel time, and the stairs are now near the doors, which now lead to individual sections of the archives instead of the same. There's also glass guards so you can't just walk off the second floor and hit the floor. The workstations are all on the first floor, so no random tables on the second floor. Windows are smaller, and the hilts are still there. -=The Hangar, Bar, and Prison=- Old: GCX featured a "Master Windu's Bar and Grill" in the middle of a hangar full of Jedi Starfighters created by Aaron Smith, along with an X-wing and YT-1300. On the upper floor, there was a detention block where people could be imprisoned. New: This update doesn't change much in the hangar. The bar has a bit darker lighting scheme, and now features a switch that toggles some lounge music. Very nice touch. The prison and the hangar hasn't gotten much overhaul other than the lighting, though the wire catwalk is now glass. Alright, this could go on forever... I think I'll do two more areas, and let you guys explore the rest XD! -=The Hallways=- Old: GCX, despite being a great map, had very bland and lifeless hallways. They were pretty much simplistic rectangular transitions. New: The new hallways are FAR more decorative. Complete with a brighter lighting, these hallways now have more ornate architecture with banners at set intervals. SOOO much better than the original. -=The Upper Rooms=- Old: Four elevators led up to an upper floor that led to two bedchamber wings, a meditation chamber, and a council chamber. This room was notorious for having concealed buttons in the council and the bedrooms. New: Wow, this place got a nice overhaul. First off, the bed chamber wings got shorter transitionary wings, filled with benches, a fountain structure in the middle of the room to fill it out better, and similar architecture to the hallways to fill it in moreso. The secret buttons? Visible now. Sorta sad, but sorta nice too. No biggy. The council room and meditation room are generally the same, though the sizes are a little different. Whew...alright, so, as you can see, this map already had a lot to offer back in GCX, and now GCX '10 offers even more. This version actually added the classic space council room from the JK2 JedicouncilGC, which was a pretty neat idea. Along with the new additions, I neglected to mention the new admin room to lock down some of the rooms, as well as the overhauled garden, but honestly, it's worth a look. Now...methinks this needs a 2.1, and lemme tell ya why! 1.) That pillar in the middle of the council room just has to go. It just seems so obstructive, and it makes no sense to place a stone pillar where a human could stand in the center in the middle of inquiries, and council members can't address people across the room without looking around it. 2.) You basically made the same mistake GC did, including enough of the vehicle information to make it semi-playable and displayable, but some of the shaders aren't there. Go beyond the book, and include the full set so people can use it without having to download the thing off of Lucasfiles!(hint, hint.) 3.)See if you can alter the bacta tanks so that a player can enter them. Trust me, seems stupid, but you'd please oh so many people. Seriously, if you include those things, this map would outclass it's inspired work in totality. I say go for it, Erstok. You've pulled a wise move, facelifting this map. Looking forward to see any future versions like crazy. =_,= New Textures: Aye New Music: Aye Secrets to plunder: Aye Bot Support: Aye - Averus Retruthan[/quote] Right, so what's new?! Quite a bit, really. We have a huge textural overhaul. A prime example I noticed is that the training room is now darker and has a HORDE of training damage. The carpet overhauls look pretty nice as well. Now, some additional changes: The hangar has now been completely overhauled, with the starfighters completely removed and in their place, stacks of boxes and a better floor. The bar has gotten an aesthetic overhaul, as did the detention center. Much better security, I'd say. In the medical bay...well remember when I asked if he could make the bacta tanks usable? Turns out, he made new ones and they're quite awesome =_= and they are fully interactive. And finally, the Jedi Council, the hallmark of the entire map, has been touched up, with an Atlantica style halo lamp and the removal of that blasted pillar. Rest well, Erstok, for you have done a great service to the JedicouncilGCX map's legacy. The temple is now much more lived in, and has greatly benefited from your handiwork. I declare this map to be in a far better(and far more RPable!) state than it used to be. Let all rejoice, and make merry... New Textures: Aye New Music: Aye Secrets to plunder: Aye Bot Support: Aye - Averus Retruthan

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8,123 downloads

Uploaded:11/12/2005

Siege Endor Mappack

siege_endor_mst_03.zip | 47.77 MB

maps, its just a shame they are Siege only and not FFA’s too. First of all, the Ewok Village Map; Let me start off with the size. I wouldn’t say this map is too big or too small, infact, I find it…just right really. There’s plenty of space to have a good battle here, whether it’s in the treetops or on the ground. That brings me onto the ground. There’s some excellent terrain here! I don’t know what you used to do it (it seems too good for easygen) but it looks great! Just like a forest floor. There’s plenty of stuff on the ground to explore, all the ditches and trenches, and even hollow logs that you can walk through. Now lets move up into the trees. This map really does recreate the Ewok village feel brilliantly! I absolutely love the texture used for the wooden floor, the idea of using a flat texture with see-through bits around the edges of the wooden planks is very clever. It sort of makes it look 3D without it having to be made out of many parts, which would lower the framerate. The same method of using 2d textures is used again with the trees around the edge of the map. Just a flat see-through texture, but with trees on it. Put a couple of layers of that together and hey presto, it looks like a proper forest! Another great thing is the skybox, which works really well to give the map that forest feel. Unfortunately this map is only for Siege, that’s a shame because I think it would have made a brilliant FFA map too. There has been some clever things done with the Siege gametype though. When you come to choose which team you will be on, there is an actual proper map at the side, displaying the objectives, which is really cool. That makes it feel much more professional. Another thing that is quite nifty is the blue and red rings of light that look sorta like the command posts out of Starwars Battlefront. These are apparently the objectives, and there’s a clever way of capturing them…you need to hold down the use key on the objective, until it changes to your teams colour, which I think is a really cool idea ;) Also another great feature is that as you complete one map, depending on who wins, the game automatically loads up the next map in the series! There are some things that could be improved upon, but like it says in the readme this map is still in Beta Testing. One would be that on both the trees around the edge of the map, and on all the objectives, just at the top of each one, there is a small line, where it looks like the texture used is about to start repeating. So the texture could do with stretching just a little to get rid of that line. Also the big trees to which the structures are attached could do with some foliage adding to them, but the author tells me that he’s working on that, so that’s cool :) All in all though an excellent, and professional looking siege map here, good job m8! Right, next up is the Battle of Endor map. Really this map is very similar in looks to the Endor Village map, except this one is in the daytime. This is also the map that leads into the Shield Generator Complex. As with the Ewok Village map there are plenty of big trees, and some Ewok huts scattered around them. This is probably the largest map in the pack, if my senses are correct. There are a few cool features in this map which include: Log traps (remember all the log traps the Ewoks used in the final battle, like the two logs that swing together to crush the ATST’s head? Well they’re here ;)) There is a catapult too, which if you fire it when an ATST is just in the right position, if will fling a boulder at the ATST that will destroy it. Once again the terrain and lighting look excellent. Probably the main thing that could be improved upon here is the fog. The fog looks kinda weird, because you can see the skybox clearly through it, but all the trees and ground are fogged up. So when you look straight ahead, the fogged up trees really stand out against the crystal clear skybox, and so the trees kinda look like big bluish blobs :/ All I could suggest to try to fix this would be to enlarge the skybox a lot, and then make sure you have a really big fog brush that extends well beyond the playable borders of the map. I seem to remember this worked for me on one of my maps once. I dunno whether it was a fluke though :S To be honest though this map might look better without the fog. Also this map doesn’t have a level shot either. But besides that, another good map here! Now, onto the Endor Shield Generator Map; This map is much much smaller, but still looks brilliant. Once again the 2D tree textures are put to good use to give depth to the map. The terrain is once again excellent and the big pine trees here also look really cool, the dappled shade they create is very nice ;) There are a lot more buildings in this map than there were in the other two, and these are all the Imperial type ones. This would make a great place for a battle weaving your way in and out of the buildings, and pipes. Inside is also great, and very detailed. Probably my favourite part inside was what I presume is the generator room. You know, it’s the one where near the end of Return of the Jedi, when Han and the gang break into the bunker, they get ambushed by some Imperials, and Han chucks something at one of the Imperials and he goes flying over the railing into this big room, with all these pylons that have electricity sparking around them….well that part has been very well recreated here! There’s even a nifty little viewscreen thingy in the facilities control centre that allows you to see what is happening at one of the objectives in another room! And who can forget that insanely large dish outside that projects the shields up to the second Death Star…well that’s here too and its massive!. Things that could be improved upon here: not much really! Probably just the problem with the Objective, and Tree textures around the edge of the map that need stretching slightly again. Although this map also needs a level shot, because it hasn’t got one at the moment. You can also play all the maps with bots (but they don’t seem to work too well on the Battle of Endor map) with the siege gametype, this is what the readme says: [quote] If you are playing by yourself, you\'ll need to open the \"consol\" window and type /addbot nameofbot eg: /addbot rebel [/quote] Also although they are siege maps only from the main menu, there is a sneaky way that you can play them in FFA. Simply start up an FFA map as normal, then, once you get in type /devmap mp/siege_endor_village, /devmap mp/siege_endor_shieldgen or /devmap mp/siege_endor_bunker in the console. Then just spawn bots as normal from the menu :) They actually work pretty well! Unfortunately though the bots don’t work on the Battle of Endor map :/ Great maps here m8, I cant wait to see what other maps you make ;) Battle of Endor: Bot Support: No New Textures: Yes New Sounds: Yes (There’s this guy who actually speaks when you capture an objective, hehe cool!) New Music: No Game Types: Siege Ewok Village: Bot Support: Yes New Textures: Yes New Sounds: Yes (The guy who did the speaking in the last map is back again!) New Music: No Game Types: Siege Shield Generator: Bot Support: Yes New Textures: Yes New Sounds: No (There didn’t appear to be any sounds on this one :( ) New Music: No Game Types: Siege ~Nozyspy~ Ohhh and by the way, don’t forget to check out the cool player models included in the .zip!

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8,015 downloads

Uploaded:25/07/2004

Invade H3H Headquarters

h3hsiegev2.zip | 28.17 MB

work has gone into this map and the objectives. I love the flow in some of these areas. When first spawning on the map, you just don\'t get a sense of what this map really is on the inside. So take a look at the screenshots, then download it and go play it. THEN come back and rate it. I\'d also like to say, it\'s nice to see a whole clan releasing something y\'know, as a team. :) Bot Support: No New Textures: Yes New Music: Yes Game Types: Siege ~AmosMagee

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8,010 downloads

Uploaded:13/09/2005

Trade Federation Droid Control Ship

tradeship.zip | 13.28 MB

of four (also 7/10) and above means that I recommend it; anything below means that it's just another file in the database, from my point of view. CommanderKEEN's well-constructed Trade Federation Droid Control Ship recreates the essential scenes from the opening sequences of "Star Wars: Episode I—The Phantom Menace." Rooms include the docking bay where Obi-Wan Kenobi and Qui-Gon Jinn land, the gassy Conference Room in which they sit for the "short" negotiations, the corridors where they fought battle droids, the bridge where the nemoidians schemed, and something of the author's imagination—a dock control station. Before I get to what I like, I'll tell you the thing that was missing: a good, solid framerate. I can't bring up it's score even though the low framerate is excusable: all big maps like this are bound by the laws of the engine to have low framerate in order for everything to be the way that it's supposed to be, unless you use some handy mapping tricks. Also, the lighting/shadowing was explained by the author to be bad due to his lowly PC (he hopes to upgrade). He's mostly right, but I tend to be really leniant about lighting and shadowing and that whole league of mapping perfection, unless it's so obvious that [i]anyone[/i] will notice or care. The first thing that I noticed when I entered the map was the music, which was fittingly exciting for this map. I spawned in the conference room, where I saw cups near the end chairs of the table, out of which Obi-Wan Kenobi and Qui-Gon Jinn drank during their treasonously short negotiations. I also liked the blockade scene outside windows. Exploring the map, I found that textures (credited to Breath and Leaving Dead Jedi) consistently worked for where they were—except maybe the dock control station, where at least the floor had some blocky, repetitive textures—the elevators had no problems, and the doors opened with a seemingly familiar sound that I hadn't before heard used for opening doors (I liked it, obviously). The rooms were all thoroughly detailed to look the way that they should, and I just happen to like dock control stations (there's something fun about looking down on things from a heightened point of view, even in games). The docking bay should be a great place for dueling and other fun activities, but maps like this are usually reserved for the role-player. It might not be as delightfully feature-rich as some other role-play maps, but imagination tends to make them more fun anyway. I really enjoyed exploring this map—even if the framerate needed improvement—it's a well-tried and mostly successful effort to recreate those [i]Star Wars[/i] moments. I actually thought that it was just the right size for what it is—but if the author wants to make it bigger when he gets a better computer (good luck!), I am in full support. —Ra-Kom

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7,915 downloads

Uploaded:17/12/2003

OmNi Crypt

omni_crypt_final.zip | 22.13 MB

originally done for the DKS Conundrum map, by LordWraith. He worked together with LouMineti on this map for JA. OmNi Crypt is so much like Conundrum that, in spite of the many hallways and twists and turns, I was able to find my way around quite easily. This map isn\'t nearly as dark as its predecessor and it has a lot more going on. Not only can you play this map as an FFA, but also a CTF. You\'ll notice that there are two areas that mirror each other and there\'s no mistaking which side you\'re on. There are many tributes to the OmNi clan throughout the map, but especially in one room with all of the names of clan members, past and present on large columns. There are quite a few secrets in this map, and I\'m sure I haven\'t found all of them. I really can\'t focus on each room in this map - there\'s just too much to go over. A few things I did notice, though, that I\'d like to mention, include the river with the bridge over it. The bad part first - the water isn\'t, y\'know, water. So you can\'t splash around and swim in that. The great part about this river though is the shape of it! So many people do very boring, straight rivers and it was nice to see some angles and a bit of dirt showing on the edges of the bank. This is a very well-constructed map. Besides the music not working, everything else about this map was perfect. Oh, and my FPS was great throughout the whole map! I suppose I only have two real complaints about this map. One - the sheer size of this map makes it difficult to play an FFA on. How do you find people? There are so many ramps and twists and turns - and it\'s difficult to give the rooms a name, so it\'s not easy for someone to find you when you tell them where you are. And two - the shader effects. They\'re blinding. In my opinion, there are shaders used in some very unnecessary areas and it\'s just too much. I had the same issue with Wraith\'s Area42 map (I think that\'s what it was called). Great map, but just too freakin\' shiny! All in all though, this is a wonderful map and I imagine many of you will add this to your servers. :) Bot Support: No New Textures: Yup New Music: Yes (but it doesn\'t work) Game Types: FFA, TFFA, CTF ~AmosMagee

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7,889 downloads

Uploaded:30/06/2005

Hotel Coruscant

hotelcoruscant.zip | 5.67 MB

originally made to the Movie Battles mod, you can tell by the fact that as you run round you may run across some objects that have a health meter but having never played the Movie Battles version, I have no idea what they do, if anything. I am very impressed with the features of the map, there is a lift which takes you between the floors, although if you are not quick enough you can get stuck in it. If lifts aren\'t your style you can still take the stairs Id say this would make a good role playing map, Even the size of the map doesn\'t affect Duel and PowerDuel game modes, you will always spawn on the roof giving quite a decent duel area. My only gripe with the map is the lighting level on floor 10, it is just that bit too dark, this was probably relevant when the map was in Movie Battles. The map doesn’t have bot support, which is understandable; you can’t teach old bots how to use new lifts All said, generally a very good map. Bot-Support: NO New Textures: YES New Music: NO -TheSpike-

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7,840 downloads

Uploaded:02/01/2006

Tantive IV - Rebel Blockade Runner v1

sssid_blockade_runner_v1.zip | 6.48 MB

Revenge of the Sith. Due to this map being a movie location not only is this map going to be popular, but it also must have been very difficult to make! The thing about maps made after movie locations is that unlike an ordinary map, where you create what you see in your head, a movie map has to look like the place it is meant to represent. Not only that but you must also get the scale of things correct to achieve that. For instance, you need to make sure that the things in your map, like the height of the ceilings, the size of the doorways and such is to a similar scale as what is portrayed in the film. It wouldn’t look right if the doorways in the map were twice as big as they looked in the movie would they? I am glad to say that Sssid has done a brilliant job of getting the scale and proportions in this map just right, not only that but the custom textures look superb too and make this feel like a really authentic portrayal of the Tantive IV! Now as for the size of it; it’s probably a medium to large sized map, but with all the winding corridors it makes it seem much bigger! Luckily in the conference room though (the one where Bail, Yoda and Obi are at the end of Episode 3) there is a map on the wall, which should give you a good idea of the layout. I hear Sssid’s been working on this map for a long time, well he has certainly produced a great map! Like I said before, he has got the proportions just right, the corridors and rooms really look like those out of the movies. One very clever thing I liked was that the white doors appear to have been made out of a base JKA texture from the Desert (Tatooine type textures) folder. There is plenty to explore in this map, and I would imagine with all these corridors that it would make a great guns FFA map. The spaces in this map are a little bit small for dueling though I would say. You could still have a duel in here, but you wouldn’t be able to jump much! All in all I think this is a very impressive representation of the Tantive IV. Its all here, from that famous corridor where the Stormtroopers break in, in the original Star Wars film, to the conference room featured near the end of Episode 3. The use of curves, and the way the textures have been used looks great, so well done there mate! :D There are one or two things that could be improved upon perhaps though. The biggest bit would be the Star Destroyer outside of the Bridge windows. Its rotated at a bit of an odd angle, which skews some of the textures on it so that they look out of place in parts. I must admit it does look good at that angle – it looks like its coming right at you! – but maybe a bit of a simpler angle would be good so that it doesn’t skew the textures too much. Also in the more grubby engineering type areas (such as where Princess Leia puts the hologram in R2D2) the base JKA textures used there look a bit out of place (I think there’s a Bespin door texture in there somewhere :S). However, the way they are used still looks good :) One other thing would be that on some of the textures inside the ship, there is a small grey control panel type texture that has been placed ontop of the white wall texture. This small grey control panel looks very pixelated and thus stands out against the very nice, clean, crisp white walls. This is only a very very small thing, but I’m a perfectionist! ;) Apart from that a brilliant professional quality map here! Nice work mate! ***NOTE*** By the way, apparently Sssid has dropped another can of Coke somewhere in this map (surely there must be bins somewhere on the Tantive IV! :P ). See if you can find it! Bot Support: Yes New Textures: Yes New Sounds: No New Music: No Game Types: FFA, TFFA ~Nozyspy~

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7,768 downloads

Uploaded:27/01/2006

Coruscant Heights 2

coruscant_heights2.zip | 20.09 MB

If you've ever played JK2 Nar Shaddaa Streets. (My favourite level of the game) You'll instantly recognise the style used in this map. It actually looks like the author has directly used some of Raven's original map for jk2 to create this one, which whilst not that challenging, still looks good ;) And of course now it's Coruscant-texture themed, and not Nar Shaddaa. Of course, it does have a few small flaws, as well as a few not-so-small ones. Most obviously, especially from some of the screenshots, is the missing floor texture. Now, if this has been on a crate or something, I'd probably have overlooked it. However, when the entire floor of one half of the map is an ugly grey and white texture, you tend to notice it ;) Furthermore, the framerate can get a bit choppy sometimes, although it isn't in general bad. However, I can tell without looking at the included .map file that the author has failed to caulk many of his hidden surfaces, which immediately lets me know the framerate could have been so much better! :( I'm actually more amazed at the scope of this level, rather than the design. You'll need a Force 3 jump to get around most places, although there are a few trams and lifts which move you around as well. However, unless you're a full-force jump user, you won't be able to get around very easily. Oh yes, the doors. Very annoying. The author has forgotten to put a 'wait' key on his door triggers, and consequently when you press 'use', the door opens and closes too rapidly for you to get through. Overall though, the gameplay of this map is great - plenty of height variation and enough room for well over 32 players. I especially liked the fog-esque effect around the building bases. That just looks so good compared to a black drop-off that I will tip my hat to the author. Very nice. :D In conclusion, this map is very inspiring, although technically and visually there are some rather unpleasant flaws which absolutely MUST be fixed because as they are they're ruining the map. Oh yes, and there is no bot support, so I'm afraid the author gets a big black cross put by his name ;) Next time get them in there for Pete’s sake![/quote] So, here's the second version of the map, which, looking at the readme, has fixed a fair few bugs and other problems. Most importantly, is the texture problem which proved to be a fatal flaw in the original. As you'd expect, that issue has been fixed for this new version, so we can all get on and be happy. The map is essentially the same as the first version, there are no major design changes, although one of the cool cable cars has been removed, and there's a few new additions, including sounds for the doors and wait values. There were a couple of new errors I discovered this time around, and a few new things to comment on which I didn't notice originally. Firstly, there are now some caulked surfaces which that player can actually see, so what you get is basically an invisible wall in a few places (See screenshot 6). Secondly, is the texture usage. Now, I know that the author has prevented his textures from looking repetitive by breaking them up using other textures, but I think going a step further could give another visual boost to the map. Looking sideward, the textures are fine, but looking up and down, they repeat. Furthermore, when textures which are the same sit next to each other, and some of the windows have glows, it looks weird when the set of windows directly next to them has exactly the same set of glows. The new support sections and walkways are well created, but you need to create the flares properly, because, at the moment, they're 2D. Okay, all flares are 2D, but they're supposed to look 3D. This is done by making a light and giving it the following keys and values: [quote] key: _flareshader value: textures/flares/nameofflareshader[/quote] Furthermore, when looking into the crevices between some buildings, you can see half-cut window textures which really don’t fit. (Screenshot 2)There's also a small issue on that broken pane of glass in the building near the top of the level, where the author has not caulked the gaps where 2 pieces of glass meet, so it looks a little weird. Also, were those cars there before? I mean at the top of the level. They just don't look as good there as they do at the bottom. There are also a few uncaulked surfaces on the buildings, but I'm still loving that fog ;) Conclusion? It's a very nice map, which seems to capture the physique and scope of a cityscape very well. Gameplay-wise, it's also on a very level, with plenty of height variation and room to breathe. In order make this a brilliant map though, you'll need to really push your design ambition - don't just have square buildings, give them more detail, create some focal points and really bring it to life. Its a great design, but it can get quite monotonous after staring at it for a while. Make a focal point, and bring some more lighting contrasts into play to spice areas up a bit - some shadowed allies e.t.c. Overall though, a definite improvement over the first. Although, you're still getting slapped wrists for not including bot support. Honestly, it is such a good extra to have, and isn't particularly hard to implement! Oh yea, and is the inclusion of that custom skybox really a necessary addition - you can only see the top of it in game and there's plenty of JK3 skyboxes which would have worked just as well, if not better. New Textures: Yes New Sounds: No Bot Support: No ~Szico VII~

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7,651 downloads

Uploaded:17/08/2005

() Academy V3

gjoacademyv3.zip | 9.19 MB

this rate he will be brilliant before long ;) As I said, this is his latest and best map so far, it’s a medium sized academy map, which seems to be primarily for the GJO clan, although I only ever noticed ONE reference to anything to do with GJO. For the most part, the map just looked like a general academy map, which you really wouldn’t think was associated with any particular clan. Really this is a map any clan could enjoy. The main hall area is really cool I think, with a nice, but unusual mixture of different textures. The rest of the map is also textured quite nicely :) The architecture is nice, and also quite simple. Probably my favourite room was what seemed to be the council room, I cant think what it reminded me of, but it was brilliant! Oh and don’t forget the banana bar too! (Yes that is a bannana you see in the screenshot ;) ) I think its a good thing to have simple architecture in a clan, or academy map, where there is gonna be a lot of duelling, or FFA’ing n’ stuff, because its easy on the eye - you don’t have to concentrate too much on your surroundings whilst duelling. So you can concentrate more on your opponent. It also keeps the frame rate decent, which is a must especially when you’re duelling! As with all clan maps there are secrets to be discovered here, and they’re pretty cool too, not just your average “secret room” these are interesting secrets ;) As with all maps, there’s always something that can be improved upon. Here I noticed that there was quite a bit of z-fighting in some areas, there were also one or two places where the lighting could be improved, like in the round duel room, with the pool in the middle. Perhaps if there were some torches, or lamps on the 4 pillars, to give some more natural lighting. Also, it could really do with bot support. That’s something all authors should try and put in their maps. There’s an excellent tutorial here: http://jediknight2.filefront.com/info/BotWaypointTutorial I know it says JK2, but it works fine for JKA too. Perhaps most of all though, it could really do with some weapons and ammo for FFA’ing! :( Not a bad map at all here, I’m sure its something you might like to take a look at if your in a clan ;) Oh, and last of all, the music on the map is sweeeeet! You gotta love that matrix music ;) Bot Support: No New Textures: Yes New Sounds: No New Music: Yes Game Types: FFA, TFFA ~Nozyspy~

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7,499 downloads

Uploaded:22/03/2008

Requiem Sanctuary

requiem_sanctuary.zip | 27.12 MB

I'll go through, room by room. You're likely to spawn in the garden, which I must say is exceptionally well decalified (Is that a real word? It is now!). Sprites have been used to excellent effect to give the garden a good variety of plant life without drastically decreasing the game's performance, and so long as you don't look too close they look great. They are just sprites, though, so don't expect them to look perfect. There's the usual Yavin trees, and a very nice palm tree, as well as four pwetty entryways each denoted by a symbol. First, let's go into the lightsaber section (marked by the crossed lightsabers icon). Upon entering this lovely hall, you'll notice the small water feature, which again is understated yet attractive. The three doors each lead to duel rooms which are quite stereotypical, but still fitting. Duel Room #1 is your typical Academy duel room, like the rest of the map it's finely crafted, but nothing particularly special. Your standard duel room for standard duels. Duel Room II is your standard Korriban room. Broken platforms over a precarious pit of lava, with all the architecture except said platforms carved out of the rock walls. Some minor flaws in this room, such as one or two texture alignments, but if you notice those, maybe you should pay less attention to the wall and more attention to the guy trying to cut your head off. This duel room is the only actual shared component from The Enclave to Requiem Sanctuary, it would appear. Those rooms are both unremarkable, though. Duel Room III, I like. A lot. It is by far the most elaborately crafted of the three, and has a much lighter, sanctuary theme to it. I get the feeling this is the "major" room, primarly for team duels and tournaments and such. The water features are perfectly implemented and look great compared to most waterfalls I've seen in this game - again, they're understated and clearly not meant to draw your eye but instead compliment the rest of the room. Water is a central feature, also implemented on the duel pad itself as a decal, and the finely-crafted pattering on the duel pad makes this a very stylish arena. Now, back to the garden and let's go to the rifle section (marked by rifle icons on both sides of the door).This passage was longer than the others, and I found myself involuntarily doubling back and looking for an elevator. What can I say, reflex from my times as a TJA student. Hehehe... This is a full-featured map-within-a-map. You could easily get away with putting this section out there on it's own as a 2-6 player FFA map without question. The shuttle is constructed entirely from brushes, and looks great despite the problems inherent to applying textures to irregular brush objects such as those fuel pods on the side. Great work on that, if I'd tried that it would've looked like a pile of bread dough. The Korriban temple acts as an armory, and is loaded with goodies on the inside. But, it's in the temple I found a glaring error! :o Yes, that's right, a wall textured with the "shader not found" grid. Okay, sure, so it's inside a wall and you'll never see it without noclip. Still, shoulda caulk'ed it. :p Roleplayers will love the control tower, fits the bill just fine, and the shuttle is explorable too (not much in there though). Back to the garden, and we shall explore the "Sun" room next. All I have to say about this lobby, is [i]damn[/i]. This is the kind of level design really reminiscent of a game I've played, but the name so horribly eludes me at this moment. It's nice, though. Major deja vu, however. If you take a left after entering the lobby, you'll come to a part-duel part-NPC training room. Nothing much to say, it's pretty, but relatively standard issue. Railings are a nice touch though, not many mappers take the time with such minor details. 'North' of here is the jump room, also standard issue. Totally disagree with the green rock texture used on the railing here though. 'South' of the jump room is the lounge, which is so "Oblivion meets Star Wars". Finely crafted, no visible errors, and the skybox pictures on the walls are a very nice touch. Back to the NPC room and right across the hall - ooh, samurai stuffs. Dojo! This'll be where you're taught ninja skills, eh? The Dojo, whilst most scenic, is disappointingly plain compared to the rest of the map. Ah well. Going through the sheltered door in the lobby takes you to a jump room very similar to the one in Academy v3. At the back is a lockable meeting room, which again is nice but understated. To the left and right are plain white and plain black duel rooms. No, I'm not screenshotting those. Use your imaginations! And finally, the rather impressive icon-less buildingfront to the north of the garden. One word: campus.Upon entering you will notice the great hall. Which is great. Very magnificent in scale and style. The door to the left will lead to the archive/library, where all the dynamic lights will make low-end graphics cards have a heart attack. To the right, is the bar. Frat party! :o Through the back of the great hall, we reach another long (and pwetty) hallway. First door on the left, medical facility. Nothing specific to highlight, it's standard issue. Second door on the left, prison block, which isn't so much. Averus would love this, it appears delectably evil. The walkway with lava pits on both sides? Lovely touch. Prison wardens desk? Nice minor detail. The door on the right, leads to another nice hallway, then to the council chamber. I adore the architecture in these rooms. Yavin-themed council chambers are rare, and when they do pop up they are almost never natural looking. This one is surprisingly close to achieving that status, though. Lovely patterning on the floor, the roof statue is beautifully crafted, it's all so elaborate yet so understated. And finally, right at the back. Another hall similar to the one preceding the council chamber (check out the gargoyle heads spitting the water - nice!). Beyond this hall is the final room, the grand meeting chamber. Again, understated, again, finely crafted. Error in here though - the large plus cut out of the southern wall allows you to see through the top of the hall roof. Bit of an oversight there. (Side note, I've seen an awful lot of those patchwork structures hanging from the ceiling, while playing [i]Guild Wars: Factions[/i]. I've spent the past hour trying to work out why those looked familiar!) See the screenshots for yourselves, don't rely on my half-arsed descriptions. You have to see it to truly know what's got me so praise-ful. You'll notice that during this review, I didn't really point out any flaws or errors. Why, you say? Because, they'd all been thoroughly searched for and fixed before submission, which is an extreme rarity and something which makes this job worth doing - not getting to review quality maps, but seeing first-hand that there are still people who go the extra mile to make them. This is the standard everyone else should work towards, and it's really not as hard as any of you think. I mean no offense to Xenon, but one thing I commonly hear, is people saying maps like this are in a seperate league to what they can produce. That is simply complete and utter crap. Everyone has the potential, the difference is that some - like Xenon, Szico, Virtue, Orbitius, to name just four of the many - work hard to reach that potential, whereas others just... give up. Look at how many maps Xenon has made - [i]two[/i], one of which was a collaboration - and you see that Xenon is the living proof. Work at it, and you'll soon find there's a lot more in your "league" than you think. Just because one cannot do something effortlessly, does not mean one is not capable of doing it. From what you see in-game to what's going on under the surface, I can honestly find no glaring flaws with this map that aren't either niggles, personal preference, or totally irrelevant. It's rare for so many themes to be mixed together, and obviously they don't look natural here, but still, they just... flow. The merging of said themes doesn't look artificial as such, it looks constructed. As in, "Yeah, we meant to do that when we built the place, it's part of the facility's design!" rather than "We randomly threw that in because we thought it looked cool!". The question I [b]know[/b] people are going to want the answer to: Is it an Academy v3 beater? That's a question I'm so very reluctant to answer. Both maps have their strong points, both maps have weak... Okay, yeah. Both maps have their strong points. I simply do not want to write off either Virtue [i]or[/i] Xenon, they've both created great works. However, if the two were to do a collab project... ;) This is a great map for multiplayer servers, be they clan, roleplay, training, or just chillaxing. It's functional, and it's heavy on the aesthetics, but the aesthetics could be a problem for those with lower end systems or for those who just want a functional map. Basically, it's all preference in the end. If you're into Academy maps, this is one you will definitely want in your rotation. Emphasis on [i]rotation[/i], because there are so many great maps out there now, anyone who can choose just one has some deep-seeded pathological issues. No kidding. A great follow-up to The Enclave, without question. ~Kouen [b]Bot Routes:[/b] No [b]Custom Meshes:[/b] Yes [b]Custom Textures:[/b] Yes [b]Custom Music:[/b] No

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7,468 downloads

Uploaded:09/12/2007

The Jedi Enclave on Dantooine

kotor_dantooine_enclave.zip | 13.07 MB

detail than some of the others as well. Previously not seen details, such as footlockers and workbenches, are quite at home in this particular enclave. With textures close enough to the real thing to not be noticed as fabricated, but definitely not ported, you may forget you're playing Jedi Academy and not Knights of the Old Republic. The strengths in this map are definitely the very close-to-the-real-thing textures, as well as the very accurate style. Two of the most impressive bits, however, may be the Ebon Hawk, seemingly made completely from brushes instead of the existing Ebon Hawk map objects, and the impressive blba tree model. I must admit, months ago I was asked to create that particular model, but I shamefully declined. However my kudos go to SMoKE for completing it himself with excellent results. While this map is not as expansive as some other Enclave maps - it does not allow you to venture inside the Ebon Hawk, or venture outside the Enclave walls - it's definitely worth a look for KotOR fans. It includes bot routing, as well as appropriate Jedi Enclave music. Definitely worth a download as another great KotOR Jedi Enclave map.[/quote]It seems the enclave has gotten a visual overhaul. Smoke decided that the original wasn't up to his current skill level, so he spruced it up a bit. Personally I'd say the biggest improvement (and he may disagree with me on this) is the lighting -- it makes me personally more able to enjoy the [i]rest[/i] of the wonderful changes. Second place goes to the doors. I'm not even going to tell you about them -- just go open one and find out. You'll like it. Overall it seems like this is more of a fixer-upper. Everything is crisper, clearer, and overall better on the eyes. It's a great improvement, though, and it really feels a lot more like Dantooine than before, just by making a few changes to the map's presentation. The only thing it needs now is some Jedi walking around saying old Chinese proverbs! Definitely a great improvement here! [b]Bot Support[/b]: Yes [b]New Texures[/b]: Yes [b]New Models[/b]: Yes [b]New Music[/b]: Yes ~Inyri

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7,289 downloads

Uploaded:20/05/2004

Yavin Elite Academy

yeaffa.zip | 2.56 MB

works. The map has several open areas for dueling or FFAs and even some areas for just hanging out. It is a temple of sorts, but it\'s set outside and has that natural look all around. The lighting is lovely. I adore any map that has that late afternoon shadow thing goin\' on. And then there\'s this one area that is just perfect for migrating duels. It\'s like, one wing of the Yavin Elite Academy that seems to have been forgotten. Broken pillars, holes in the ground, part of the metal roof has fallen to the ground and created perfect precarious ledges and ramps for those migrating duels. This is my favorite part of the map. Unfortunately, there is no new music or bot support. But this is the kind of map that would be great for FFA servers, not necessarily for playing on your own with bots. I only wish there were more interesting points of interest in this map, like the ruins area. Anyway, nice job, static. I look forward to seeing what else you create in the future. :) Bot Support: No New Textures: Yes New Music: No Game Types: FFA, TFFA ~AmosMagee

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7,232 downloads

Uploaded:21/01/2004

Indiana Jedi and the Temple of Chewbacca

indiana_jedi.zip | 17.25 MB

locale is exotic and beautiful outside, there are traps and sticky situations to get into. It\'s a wonderful map. When you first enter the temple, you have a few different ways to go. There\'s the Worship Center, or the Battle Dome, and other places that I don\'t remember the names of. :) There are many obstacles that are hard to get by, but once you do, you\'re certainly not done. There are some places in the map that are obviously inspired by the movies, and some are just from Orb\'s mind, I think. You\'ll hear familiar sound clips in some key places. There are some beautiful and ornate textures all around. Ooooh ... and there\'s a mine shaft thing, with a mine car thingy (I have no idea what they\'re called). Unfortunately, it doesn\'t move, but if you follow the path around the corner, you\'ll find that it\'s probably best that the car didn\'t work anyway. If you fall, make sure you have good aim, because there is a bridge that can save you. You\'ll have the option of entering The Evil Lair or start over by taking the Emergancy Exit route. The Evil Lair is so amusing. I love how Orb has combined so many movies together in this map. :) I did notice that in some area, I actually fell through like, the wall. Not sure what happened there. But I ended up in that area that you see in the last two screenshots there. I don\'t recall what I did or how I got there. But I did press the big red button. :D There are probably a dozen more things I missed in this map. The music is ... oh c\'mon, do I really have to tell you? This map is wonderful. I had a great time playing it. But it\'s not enough! Nope. I\'m not satified. You need to make another one, Orb! But like, with more. Like, a map that could be played in SP or MP with all the scripting and stuff so you can play it alone or like, with others. Oooh. I\'d love that. But anyway ... this map is great. There\'s a bonus with this map, too. A bunch of new skins created just for this map. There are several Wookiees, a new Lando, a Noghri and an \"evil anthropologist\". The Lando is fairly plain in appearance and I haven\'t much to say about him. The Wookiees definitely add some variety to those who prefer to play as the furry kind. The reskin of Rax only makes him look even more icky - and I didn\'t think that was possible. The new skins are courtesy of ENmiTy. Don\'t expect new sounds for the skin or team support, but these were just made for the map, so no complaints here. :) Nice work. :) Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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7,220 downloads

Uploaded:13/12/2005

Springfield

springfield.zip | 18.24 MB

deciding it was too big a job for me to do to a decent standard. That unfortunately, also seems to be the problem this author has had; whilst some areas, like Moe's tavern and the Quik-E-Mart bear huge resemblance to the series, you can tell much less effort has been put into some of the other areas, almost as if they were quickly slapped on afterward, most noticeably the grassy outdoor area and the church, which was much too small. However much as I feel I should criticise the textures used, I'm going to hold my tongue here on the basis that it's [b]supposed[/b] to look like this, cartoony. It's not perfect, and some textures still look sloppy, even by cartoon standards, and these shortcomings are amplified tenfold by the lighting setup. I don't know whether a giant ambient light was added, but it sure looks like it - I didn't see shadows anywhere, or any brighter or darker spots. Come on, even in cartoons there is lighting! Oh yes, I almost forgot. The music is not a particularly good choice to go with someone playing a game - okay for the introduction on the TV show, but the conversion of songs in the background track are just very off putting. Despite my intense dislike of the skybox used, due to it's over-exaggerated scale compared to the rest of the level (You need more sky, less building height.) I did like the overall feel of the map - it does [b]look[/b] like Springfield. Except for the giant drop-offs at the edges of the level, those are ugly. And the 'park' section's pretty bad as well, save for the statue, which is actually quite well modelled if it was done in radiant! In conclusion, this will definitely be a hit with any Simpsons fans, and for others if you can look past some of the shabbier sections and slightly low framerate :) Oh yeah, there's bot support as well, for which I must give a big :thumbsup: to the author! New Textures: Yes New Sounds: Yes Bot Support: Yes ~Szico VII~

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7,123 downloads

Uploaded:01/03/2004

Keiran\'s Duelling Center

kdcfinal.zip | 11.8 MB

boxes up at the top with their beautiful balconies then across the room is a set of pillars that come across as true decor not forgetting the 4 pillars that go the height of the room with that perfect light set near their top. Leaving that room takes you down a small-ish corridor that is sectioned by perfect looking pillars with a wooden door motif on their sides at the bottoms, beautiful map work in such a simple way. You then get into a beautiful central room with a red carpet leading up to two large doors, again the architecture is superb; there is not a single place that lacks some kind of picturesque detail. in this central room there is an elevator that takes you up into a bar that feels like part of the map, not just a bar placed for the sake of a bar, oh no, this is a bar for this building. The lighting is continued into it, along with candle lit tables, ceiling fans (a great touch I might add) and the walls have their own unique pillar style which compliments the map perfectly. There is also an underground, what I can only call a, \'fight club\'. It\'s dark, strong lighting, very moody and even though it breaks from the architecture of the rest of the place it\'s perfect because it\'s portrayed as an underground area. I won\'t talk about any more of the map, but take a look at the screenshots below, look at that for perfection! Throughout the entire map the lighting is well thought out, no random lighting anywhere, it all appears to come from somewhere and it looks like a bounce compile was used as it really comes across as smooth. Some maps must be downloaded, there is no excuse not to, and this is one of them, if just to wow at the amazing architecture. Get this map! Bot Support: No New Textures: Yes New Sounds: No -WadeV1589-

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7,092 downloads

Uploaded:05/12/2003

Force Council Headquarters

fchq.zip | 11.38 MB

architecture is highly inventive and portrays the theme very well, the bland textures and static lighting detracts from this detail and creates a bland atmosphere. Doing lights manually would have helped a great deal in breaking up the monotony. In fact, doing hand placed lights could have made this map look STUNNING. Onto more important things: The gameplay value here is HIGH!!! Some very creative and innovative rooms means an endless array of fun duels and FFA’s. Of course… you’d have to find your opponent(s) first, which could be a task since so much of this map looks the same. Some cool rooms: - An open square room with upper viewing area to watch duels - Long hallway room with a forcefield as the floor - A ‘council’ type room, dueling area in the middle surrounded by sitting areas and what I assume would be a ‘leadership’ podium - An open ‘city’ type area reminiscent of NS-Streets features round pads connected by bridges over the gaping lower atmosphere of Bespin. - Various large ‘duel’ rooms including: dueling in a black room with glowing borders, dueling in room with circular pads over a pit, - A teleporter to an outdoor area with flyable Tie’s and Xwings Overall, a strong effort by Roshi. We’re looking forward to seeing your next work, but next time, please do manual lighting!!! ShroomDuck New Textures: Yes New Sounds: Yes (music) Bot Support: Yes

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7,085 downloads

Uploaded:01/07/2007

Tatooine Nights

tatooine_nights_v2.zip | 42.51 MB

on. It was a simple reason, to be honest. To start from the beginning, the author\'s mission was to simply recreate a Tatooine space port district at night. There\'s just one part that was added that most mappers don\'t add: Ambient NPCs. It was quite impressive to watch the stormtrooper patrol along the perimeter, until they started shooting at me. Then I had to unleash the power of my Scythe =_O+ So, in terms of role-play ability, I would say this map is pretty set for it, at least for a decent scene. Our district contains: - A cantina(complete with bandstand) - A speeder dealership(with some interesting goods =_,=) - A droid dealership(run by Jawas. Owned by me,although no one knows that =_,=) - A barracks/storage warehouse of sorts.(Filled with stormtroopers) - A huttese merc base(you can tell its owned by a hutt given the large platform used to accompany their blubber) - A landing pad Afterall, what\'s a space port without the landing zone? =_= In general, I would say this map will show up soon on role-play servers, methinks. There\'s no reason not to have it, to be honest. I think the only major drawback would be that the stormtroopers and dark jedi would need to be killed off initially due to hostile intent. That, and you can\'t silence the music. That angers Averus greatly =_=. However, the only track that would be of any irritation would be the one in the hutt base. However, that\'s merely me. Overall, a wonderful map. Good for exploring, fighting, and role-playing. Now that\'s a pretty good combo =_,= SUBMIT YOUR BANDWIDTH OR RISK THE WRATH OF HAVING A HUTT DROPPED ON YOU =_=+ New Textures: Aye New Music: Aye Secrets to plunder: Aye(ish) Bot Support: Aye - Averus Retruthan

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6,888 downloads

Uploaded:09/08/2004

City of Darkness

cityofdarkness1.0.zip | 4.9 MB

periods are included in the design (mixture of electric and gas lighting). This map was very picturesque. Some parts of the map were probably useless in an FFA (namely the back alleys), but the courtyard/marketplace and canal compensates for that. When I first spawned in and was running between the houses and buildings, it occurred to me that this had the beginnings of a good CTF map. With some more upper and lower rooms in the houses for sniper nests and two bases, this would be a lot of fun. The marketplace would be a no-mans-land, while the back alleys allowed for alternate routes. There was only a few bugs that I came across, and that was a leak in the far corner of the map (if north is when you're in the market facing towards the river, it'd be the northeast corner) and another at the north west corner of the canal. Technical Data: Pros: 1. Weapon placement was good. Cons: 1. Leaks. 2. No music. 3. FFA only. 4. Pickups were scattered haphazardly. Rating: 8/10 Bot Support: No. New Textures: Yes. New Sounds/Music: No. Game Types: FFA. JEDIofONE :mepimp:

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6,795 downloads

Uploaded:13/12/2009

SJC The Palace of Jabba the Hutt - Map Pack

sjc_jabba_1.zip | 71.03 MB

being masterpieces of mapping design. Yes there are mappers that are technically more skilled with the fancy aspects of mapping like ridiculously complex scripting and the like, but Sith J has been here right from the start, the granddaddy of em all and he has released may maps over that time. So, let's have a look at his latest creation; Jabba's Crib! As I said above, this map comes in both Daytime and Sunset versions, each with a different mood and atmosphere. Personally my favourite is the daytime version, primarily because it obviously looks and feels like the more traditional Tatooine map. There are a few small issues with the sunset version though, but I will come to those later. This map is pretty huge, it features a large outdoors area among the dunes infront of the palace entrance and the interior of the palace itself, which is an incredible maze like structure. Walking among the dunes outside was highly entertaining, especially for me as I absolutely love a good outdoors map. You should watch out for the Sand People though, as they are, as usual, in a foul mood (though who wouldn't be with that lumpy mask glued to your face for your entire life?). This is one of those little features which really adds to a map, just that little extra something that isn't really necessary, buts adds that extra depth. Wander around a little more and you will stumble upon the Sarlacc pit, although hopefully not too literally eh? :P I must admit I would have liked to see a little more movement out of the Sarlacc's tentacles (which are flat transparent textures rather than being three dimensional), which I am guessing some adjustment in the shader for the tentacle texture could do. Making the image a sprite as well (if it is possible to have a vertex deforming sprite image) may have been a good idea, since the tentacles are flat textures, as you move around them they disappear momentarily. For those who don't know what a sprite texture is, a sprite texture always faces you no matter where you are even though they are just flat textures. Moving on, you will also come across the ribcage of some once huge beast and nearby you will also find an archway, which looks impressively similar to the ones from the original Ralph McQuarrie concept art. The roof of this archway and also of the palace itself has a fantastic shader on it, which gives it a purply metallic shine. Just ahead of this archway is one of the entrances to Jabba's Palace, this one running underground. The main entrance of course is right at the front, and that famous door which R2 and 3PO stand before at the beginning of Return of the Jedi looks nicely authentic, right down to the sand piled up in the recesses of the door. Also worth noting is the specular shader on the stucco like walls of the palace, which when viewed from a certain angle gives the walls a nice sheen in the sunlight. Inside the palace is huge, and maze like, it is very easy to actually get lost, there are just sop many rooms, corridors and levels! I have a feeling quite a bit of the inside layout is based on the 'Inside the Worlds of Star Wars' location cross section book, which itself has a very nicely detailed illustration of the innards of Jabba's Palace. For those of you who like feeding your defeated enemies to a Rancor... yes the Rancor pit is here, complete with Rancor. ;) The texturing throughout the map is excellent as always, accurate too, even all the little patterns on the borders look accurate to all the reference pictures I could find, so a big thumbs up there! During your wanderings through the palace you may also occasionally come across a B'omarr monk, although unfortunately these are only map objects and so don't do anything other than add a little more atmosphere to the place. Personally I think it would be cool if someone could make a B'omarr monk NPC model, since having a few of the disembodied brains-in-jars-with-legs wandering around would be very cool indeed! To be honest there is so much inside the palace to see that I could write several pages about it, but then again that would spoil the adventure of exploring the map for you guys wouldn't it? With a map like this that is both huge and great to look at, exploring is a big part of it! ;) Now I said earlier that there are two versions of this map, Daytime and Sunset, the daytime being my favourite mainly because it is traditional Tatooine. However I also said that there were a few issues with the sunset version, and now I shall elaborate. Basically my main gripe with this version is that the insides of the palace are just [i]too dark[/i]! Its difficult to see all the great detail that went into the interior of the map, and the lights just don't seem to light up the interiors as much as they should do. The outside area isn't too bad though, although there are a few rather dark spots in the shadows. The sunset skybox, with the twin suns setting in the distance, is one of the most amazing skyboxes I have ever seen and is quite beautiful. Overall this is a fantastic map and I am once again glad to see Sith J Cull return to us with a new creation! I do think the lighting in the sunset version could have been tweaked a little more to make the light levels more comfortable, but you can always turn your gamma up a bit higher ingame if you have to. Keep up the excellent work Sith J, the community really appreciates that talented mappers still stick around and produce amazing work like this, even after all these many years. I look forward to seeing what you have up your sleeve for us next! :D [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Music:[/b] Yes [b]Bot Routes:[/b] Yes [b]Game Types:[/b] FFA ~Nozyspy~ [b][Edit][/b] Shockingly, I forgot to mention that you should look out for Han in carbonite, because... well it isn't Han. Could the face on this frozen carbonite man be the visage of the great man himself?!

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6,750 downloads

Uploaded:13/01/2004

YAVIN VALLEY

torchyctf1.zip | 4.9 MB

mappers should take a look at this effort to see how it’s done. The lighting is even, consistent, and at just the right level to make anything in the map easily viewable, while still giving enough contrast for light sources and still emulate that pre-dusk feeling. While the ground is pretty much covered with the same texture throughout the entire level, you’ll hardly notice. There isn’t a flat ground surface to be found anywhere, and the terrain is decorated with rocks, trees, rivers, and large ferns, all of which help the variety and give the map a very natural and organic feel. The only non-organic areas are the flag bases, which are suitably geometric. Gameplay: For a CTF map, NOTHING is more important than how it plays, and this one plays great. It’s a classic 180 degree rotation of one base to another, but the paths flow together so smoothly it’s very hard to notice that it’s mirrored. I can’t emphasize how important this is. I have a major beef with CTF maps that aren’t mirrored. It gives an advantage to one team, no matter how much you try to balance it out. The real challenge however, is mirroring a map, without making it feel like a ‘Flip, then change red to blue’ type job. This map excels in this aspect, and it was a real pleasure to see. Weapons placement seems even enough, with many items being just off the beaten path. Z-axis is decent, with one area having a dramatic rock bridge crossing over a path encompassed by cliffs. An astounding effort by Torchy. I can’t wait to see more of your work! Bot Support: No New Textures: Yes New Music: No Game Types: CTF -ShroomDuck

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6,729 downloads

Uploaded:22/06/2008

Tatooine rpg

tatooine_rpg.zip | 9.42 MB

borderline or outright harsh commentary from this camp throughout this review, because this map practically fails at being a good RPG map. At first, I must say I was excited. Not many people do tatooine RPG maps. Just not a popular place to do a thick story in. However, upon retruthanspect (call that my horrible 6th sense mutilating retrospect,) it focused, in my opinion, on the wrong elements. Granted, there are some neat features here, so let's divert from the negative here for a bit: - The layout: the map layout and design wasn't actually that bad at all. You have the typical rural tatooine town with a not-so-typical arena(featuring an NPC spawner,) the vast desert with a sand crawler, a small homestead with a parked landspeeder, and a small tusken village. If you use a vehicle, you can fly upwards toward the sky and exit into space. A nice, relatively uncommon feature. - Points = money: There are a number of spawns, weapons and vehicles alike, that require you to use your points to spawn/acquire the item. - Decent Design: The majority of what he has now is respectably well designed, minus a few errors here and there. Unfortunately, this is where the positive end stops. Now we move onto the aspects that require pretty much immediate assistance. - One Interior: That's right, there is ONE interior in the entire map, unless you count the tusken tents and sandcrawler inside as interiors. Guess what that one interior is? That's right, a bar. Not even a good one, really. There's very few seats, the texturing is completely unmatched to the atmosphere, the door doesn't have any noise when opened,the lighting is questionable, and the curtains in the corner only have one side to them. This basically renders the village almost useless, more eye candy than it is actually useful. Ah yes, speaking of that sandcrawler interior... - THERE IS NO SANDCRAWLER INTERIOR: This one nearly threw me into a rage that woulda prompted throwing my monitor out the window. JA SP shows a decent representation of a sandcrawler interior, and the author pisses away this fact and makes it this giant hollow box with wheels. Okay, so there is like *A* catwalk with a jetpack spawn, but the rest of it is barren, save for the spawns. Since when did Jawas sell tauntauns anyway? Wouldn't swoops be a more appropriate spawn? - Spawns were an eyesore: There's no bigger buzzkill for me than walking into a tusken village, a village signifying simplicity and savagery, and seeing a disruptor and tauntaun spawner in the middle of it, in the open. The spawns pretty much killed the atmosphere heavily, and could have been crafted a little more artistically, rather than the same spawns over and over again. - Space Area was terrible: I wish I could put it nicely, but I can't. This area was downright irritating to behold. Whilst I had no complaint about the rough asteroids, there's not much originality or role-play value in having two color-opposing recreations of FFA Bespin from Jedi Knight 2 floating about in space. Mind you these are also open air, so enjoy the fresh space air whilst you can. To further add insult to injury here, they didn't bother even expanding on the recreation much either, as the doors here don't open. Overall, the negatives outweigh the positives here, as this map is fit for only a VERY crude RP session. We're talking like caveman crude here. At this point, I can only hope the author can take this review and apply it to improve this map heavily. It needs it. New Textures: Aye New Music: Nay Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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6,660 downloads

Uploaded:06/08/2006

Legend of Zelda: Ocarina of Time Duel Pack

zelda_map_pack.zip | 22.75 MB

Sorry bout that, Data. :p )[/i] So, what do we have here? Awesomeness. On all four counts - technical, aesthetic, gameplay, and accuracy. Not meaning to sound like a drooling fanboy, but I was literally stunned at how much of the originals I could recognise in here. I even had to set up my N64 and do a comparison, just to be sure my mind wasn't playing tricks on me. Four maps are included here - Temple of Time, Zelda's Garden, Chamber of Sages, and The Sacred Realm. For each of them, I had no issues whatsoever. Almost no glitches, perfect lag-free gameplay, and a noticable lack of retinal injury. All four maps stand out enough to look more like Zelda than Jedi Academy, but they don't stand out so much as to contrast with the game. I'll start with Temple of Time. Firstly, the texturing job looks very professional, and is incredibly accurate to the game, down to the very last pixel (although some artistic liberties have been taken for things the game doesn't actually show ;) ). The Master Sword's room at the back is, literally, the perfect representation. Even the little stones have been added in, looking just like they should, right down to the texture and shader used. Zelda's Garden is just as it was in the game. This was where I encountered a glitch or two - in the side rooms, they pass off into the void. This doesn't happen in the throne room though, which I'm sure any roleplayers or movie makers will be glad to hear, if they ever intend on a Zelda RP or movie. The water shader is surprisingly pretty, and has a good degree of cartoonyness to it (I make words up a lot - so sue me :) ), although it's not exactly like the OoT shader. That can be attributed to the engine, though. The Sacred Realm, while not seen in it's exact form, is as close to any rendition I've ever seen. I had a bit of a gripe, namely the Triforce - it clashes with the flare used. Personally I would have added a dynamic glow instead, but at least this way, anyone can see the glow. Other than that, not much else to comment on - it's a fairly simple map. Finally, the Chamber of Sages. All I can say, is "neat". Take a look, and see for yourselves. This room did have more glitches, though - the water shaders are visible through each other, and if you use noclip, you can see up through the central column and clearly see where the medallions and Triforce are caulked. Not really anything that can be done about that, though, aside from putting a stone column in the center of the water - and that is not how it was in OoT. Frankly, these maps are beyond constructive criticism. It's clearly visible that they've been tested, retested, tested, retested, and tested some more until the authors were happy that they'd perfected them. I can pin glitches and slight flaws on, but I severely doubt those were fixable due to Q3's limitations. It makes me a happy panda to see that authors have gone over their work repeatedly, making sure everything is fixed, and pushing the quality of their work to the limits, and for that, Jeffrey and Gaara deserve some kudos - and that's before observing the quality of their work. I can't wait to see how the Hyrule Castle FFA map turns out, and no doubt there'll be more to come. Just keep your hands off the Fire Temple and Water Temple - those are [i]my[/i] bishies! ;) This pack is an absolute must for any Ocarina of Time fan, any Zelda fan in general, and a definite item of interest for anyone who likes quality duel maps. ~ Kouen [b]Bot Support:[/b] [b]Custom Textures:[/b] [b]Custom Models:[/b] [b]Custom Music:[/b] [b]Gametypes:[/b] Duel Powerduel [b]Other Files of Interest:[/b] [file=63486]Link (4.0)[/file]

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6,566 downloads

Uploaded:08/01/2004

-=AFL=- Korriban: Resurrection

afl_kor_res.zip | 5.55 MB

map. It\'s beautiful and the layout is good. Thankfully, it seems the spawn points are all in one rooms - so that\'s good for FFA\'s. If only the FPS were higher for me, darn it. So I first spawn in this room of rock and an apparently open ceiling for stargazing. Tall curved pillars flank either side and a small door opens up into a hallway that leads to the room with the platforms that float up and down on the lava. The platforms do disappear for a moment, but I didn\'t get any damage from walking on the lava when they did. I ventured further through more hallways and finally found myself here. And by here, I mean the room with the grates on the floor. Never has a cliche worked like \"Curiousity killed the cat\" works here. I find my way down into the sandy pit and I\'m immediately greeted by a big Rancor who\'s eager to add to his collection of bones. So I \"noclipped\" out. *giggle* Then I found myself deeper in this map where it seems there were a bunch of tombs or something. Ooooh ... and then ... there was the coolest elevator I ever saw. In a place like this, you just can\'t have the latest technology in elevators, y\'know? I don\'t know if this kind of elevator is featured in the game or if this is purely the author\'s creation - but I loved it! You press a button by the lift, step on, and then you watch as you go up and a big block goes down. Yes, I\'m amused easily. :P Okay, so there\'s bot support and there\'s one new texture - you\'ll find it on the elevator button. :) The music is from Return of the Jedi, I believe. Bottom line, I like this map. Unfortunately, it\'s not practical for me unless I turn my graphics way down and I just don\'t want to do that. Anyway, if your FPS is generally better than mine - you should check out this map. :) Good job, Lord Yoset! Bot Support: Yes New Textures: Yes - one. New Music: Yes Game Types: FFA, Duel ~AmosMagee

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6,552 downloads

Uploaded:19/01/2004

World Domination

world_domination.zip | 24.47 MB

maps he\'s made. So, let\'s see which way I\'ll go on this map. World Domination is a map that was made to prove to you that Orbitius owns you. Yup. He and his Jawa army. I love a mapper with a sense of humor ... hehe. Okay, so in the first screenshot, you\'ll see a big building with a revolving door. That is Orb Global HQ. Everywhere are posters that advertise for [MODSECT], which normally would annoy me, but considering the theme for the map, it does make sense. And the posters look great! Outside are ramps that will take you up to turret cannons that will detect you quickly and will fire continously. Orbitius thinks this makes for a great CTF. I didn\'t test CTF on this map, but I think it does an add a fun challenge. If you take an elevator up inside the building, you\'ll just find a control room, but turn a few corners and ... gah! Again, with the Rancors. Seriously, what is it with you guys and the Rancors!? I didn\'t even hear this one and he was just like, there. After fleeing from the beast, I found myself in like, a nuclear warhead kinda room. Not surprisingly, there is a big red button. Curiousity killed the cat ... but not this kitty. I didn\'t press the button. You guys can. :P I don\'t recall how I found my way to the basement, but there are these Jawas just, standing there. It\'s eerie, really. Then I found the factory where Orbitius apparently has Chemical X produced and Jawa Juice. I\'d heard rumors about what Jawa Juice was made of, but I never believed it - \'til now. Okay, so add this map to the list of maps by Orbitius that I like. Except for his pet Rancor, Fluffy, I like everything about this map. Like I said, I didn\'t test CTF on this map, but I imagine it\'s a lot of fun. Part of the reason the file is so big is because of the music. It makes up for almost 10MB of this map. But it\'s worth it. The music included is not what I expected for a map like this. It\'s a very calm and peaceful classical piece - at first. But it builds up, and has this military feel in the background. Maybe it\'s just me, I dunno. Then the music falls again to a wistful sound - almost innocent. Then it sounds a bit proud or patriotic, maybe both. And then the track gets darker, more frantic and intense. I think this is the most I\'ve ever said about music in a map. It really is an interesting choice, though I\'m not sure who it\'s by. The only other map to have such great music added to it was the TMBJ clan map for JK2. Great work, Orbitius! What\'s next? :) Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, CTF ~AmosMagee Ps. Mmkay, so I read the readme again, but this time I paid attention and I see that the music is Tchaikovsky\'s \"Marche Slave\". So ... yeah.

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6,466 downloads

Uploaded:09/04/2004

DKS Forest (v1.1)

dksforest1.zip | 9.09 MB

bridges, the dark sky, the rain, the mass amounts of foliage and the music. *sigh* This map is so peaceful. I\'m quite familiar with Wraith\'s work and it surprised me that this was made by him. I\'m used to all of his really, really, really shiny stuff. DKS Forest is a lovely map with many areas for dueling and FFAing. There are pools of water surrounded by rocks and trees and open grassy areas, and rain everywhere. You can\'t exactly jump from each area to the next, so there are portals you can find in some places. I really like the stone textures used on and around the portals. And the grass coming up through the stones is a nice detail. There\'s a waterfall in one area, but you can\'t really get to it. It\'s just there as a nice little effect ... ambience, y\'know? Thankfully, there are some points of interest for duels. An area with statues and a fallen tree, a platform that isn\'t exactly ruins, but kinda is. Does that make sense? I only wish there were more ruins in other places. The grassy fields are nice, but it gets to be a bit too repetitive after a while. Okay, yay for good FPS! With many of Wraith\'s maps, I get horrible FPS, but not on this map! The only error I noticed was something about weather zones. Maybe that has something to do with the fact that it was raining under a rock. The other thing this map needs is more ambient sounds. Like, animals or wind or both or something, y\'know? Even without those added things, this is a great map. No, I take that back. This is a spiffimatic map. New word brought to you by LordWraith himself. Though I\'ve adopted that new word and it is now and forever will be ... my word. And here\'s an exact definition of that word from Wraith: Quote: -------------------------------------------------------------------------------- Spiffimatic = having the qualities of spiffiness, or so spiffy that spiffiness is automatically a trait. ie: SAY! that cheese burger was spiffimatic, or MY GOODNESS that map pwns so much it was spiffimatic! -------------------------------------------------------------------------------- So yeah, spiffimatic map, Wraith. [/quote] So sometimes mappers aren\'t satisfied with maps that are already great. Or, maybe I had something to do with this second version because of my comments to Wraith. I didn\'t mention it in the review because it didn\'t seem relevant. But I didn\'t feel there were enough points of interest in the map. It\'s a beautiful map, but it didn\'t have enough going on in the first version. Wraith has added some more \"points of interest\" to this map. Nothing was taken away. In fact, it still rains under the rocks. ;) But that\'s okay. It\'s still a spiffimatic map! :D Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA, TFFA ~AmosMagee

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6,462 downloads

Uploaded:25/02/2009

Siege - Battle over Coruscant

siege_boc.zip | 69.63 MB

specifically, the battle aboard General Grievous’ ship, the Invisible Hand from the beginning of Revenge of the Sith has been given a pretty good going over by excellent mappers in the past. Orbitus and Hatrus gave us a full space map, with the ability to fly between ships, and Sith J Cull made one of his excellent movie map recreations of the interior of the invisible Hand. But, whilst I love both of those maps, I really must admit that this map surpasses both of those in terms of graphical beauty and technical excellence. Afterall, we all know Darth Norman is a perfectionist, and this map has been in production a long time indeed, so expect a bug free, wonderfully polished map here. Whilst you might not be able to fly between ships in space as in Orb’s and Hatrus’ map, or see as many different areas as you could in Sith J’s map, this map has one great strength that the other two didn’t have, and indeed a strength that in fact most maps don’t have. Included in this pack is both an FFA and a [b]Siege version![/b] New Siege maps are pretty rare, so its really great to have such a fantastic quality movie map available as both an FFA and a Siege map! But wait, it gets better…also included are two duel maps, one featuring the observation deck and the other featuring the hangar area, both of which are well sized and make good areas to duel. For ease of reading, I am going to split this review up into different sections, covering the graphics gameplay, quality etc. First up: [b]Gameplay[/b] This is a pretty big map, which contains plenty of areas to do battle in. The general layout fits perfectly with both the FFA and Siege gametype’s, which is not an easy thing to do. Generally I would have expected the Siege and FFA versions to be structurally different, but in this case both of the maps are the same. Apart from the entities and scripting needed for the different gametype’s of course. There are plenty of corridors to wind your way around, and they take on somewhat of a labyrinthine nature due to the fact that they are very similar in appearance. So whilst you cannot actually get lost (that map isn’t [i]that[/i] big!), seeing so many corridors looking the same can lead to confusion. This is a good thing though, as it adds an interesting extra level of gameplay, especially to the Siege side of things. As far as siege objectives go, there are only two for each team. You either have to defend / capture the hanger and then once that objective has been passed, you will need to defend / capture the bridge and free Palpatine, which makes this nicely authentic to the movie. [b]Grapics and Sound[/b] Well, what can I say?! Darth Norman has made some spectacular looking maps in the past, but this one edges the bar up even higher! Look outside of the hangar shields and you can see a great looking skybox filled with ships. There are plenty of laser blasts flying around too adding to the chaos of battle. Get close enough to the shields and you will also here the cool sound effects of firing turbo laser cannons and ships engines. The thing that most impressed me about the hanger though, after the incredible level of detail, was the glowing shine on the hangar floor. Those who are familiar with mapping will know about glow shaders and ‘env’ or shiny shaders. However I have seen very, very few maps in which a shiny ‘env’ shader also glows! The skybox, combined with the shader makes it look as though the rays of the sun bursting over Coruscant’s horizon is reflecting off of the hangar floor, a very nice effect indeed. The rest of the map is of similar quality, with high levels of 3D detailing, rather than just relying on textures to make surfaces look three-dimensional. The observation deck and the Bridge were also fantastic. As soon as you step through the door if feels like you have just walked straight into the film! The sound effects for the doors, elevators and such all sound authentic as well, and when combined with the maps lighting, detail and excellent textures, it creates an immersive experience. [b]Quality[/b] As I am sure anyone reading this can tell, I have already spent most of the review praising Norman’s excellent mapping skills, and its never a good thing to give nothing but praise with no constructive criticism at all… But I am genuinely having trouble finding things wrong with this map. The quality is just as good as all of Norman’s other maps, which means this map is about as perfect and polished as you can get. There were a couple of minor things that caught my attention, though when I say minor, I really do mean [i]minor[/i]. I will come to those next… [b]Improvements[/b] Whilst I hold that it is impossible for there ever to be a perfect map, I must admit that Darth Norman doesn’t give me much to work with when it comes to suggesting improvements! :P There were a few very minor things I noticed, which I think could have been a little better. One was a floor texture in the bridge area, which seemed rather low resolution when compared to the rest of the high-res quality textures. Nothing too big, but mappers notice these things you see! Another thing was the skybox, which was also quite grainy when it came to the ships, although that is a side effect of the process of making these kind of skybox’s and would be very difficult to correct. Lastly, the ‘glowing shine’ shader on the floor of the hangar gets clipped off at an angle when viewed from high up from certain angles. Again though this is minor and most people will never notice. [b]Conclusion[/b] Well, this has been quite a long review, but it’s been good to stretch my fingers again, both typing and playing! ;) This is an incredible map, and the fact that you can play it in both the Siege and FFA gametype’s makes it even better. I most definitely recommend a download for this map. In fact…you would be crazy not to download it! :P Go on guys…you know you want to! ;) [b]***NOTE*** Norman asked me to mention this in the review, although it is actually in the readme too: [quote]Feel free to make a replacement pack that includes new models for an authentic siege experience. You are allowed to change the classes as well. Send that pack to me (darthnorman@gmx.de) or load it up and just send me the link. The best pack will be hosted it on my site together with this map.[/quote] So guys, you also have a challenge here; Darth Norman would like to see a pack made that replaces the player models and siege classes with ones that are more similar to those we saw in the movie, adding to the authentic movie like feeling. If your up to the challenge, why not give it a go? You could have your pack featured on Darth Norman’s site![/b] [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Music:[/b] Yes [b]Bot Routes:[/b] Yes [b]Game Types:[/b] FFA, Siege, Duel, Power Duel ~Nozyspy~

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6,455 downloads

Uploaded:22/08/2005

Kashyyyk

kashyyyk.zip | 8.36 MB

aggeess ago, and bizarrely it was very similar to this! :S However, I dropped that project, because it was just too difficult. What is this place? Its Kashyyyk, home of the Wookiee’s! Like I said, I tried to make a map of Kashyyyk, and I might still do one day. When I tried, it was a long time ago, and I wasn’t so good at mapping, suffice it to say, it was just too difficult, and so I had to drop it. When I tried it, I used giant Yavin tree models, but it was really difficult trying to build around them. However, this author has used models, but only as branches to the trees (see screenshots), the main trunks of which are actually made out of patch meshes I think. That would make it much easier I imagine to build stuff around the trees. I really am impressed by the way this author has tackled such a difficult subject. Its certainly inspired me to have another go at a Kashyyyk map :) The architecture of the buildings seems to have been inspired by the piece of KotOR (Knights of the Old Republic) concept art that is on the startup screen, and the author hasn’t done too bad in recreating the style. Some of my favourite architectural features, were the very cool supports that support the roofs of the buildings, they looked very nice ;) However, as with any map, theres always things that can be improved upon. One thing that did bug me a bit was the skybox, which was pretty plain really, it could have done with trees on it (im not sure how you could do that though :S) to make it look more “Kashyyyky”. However that must be very very difficult to do something like that, and make it look convincing, so im not really too bothered about that. The main points I think could be improved upon are: The fog around the edge of the map. It was a bit werid this, as there seemed to be a little strip of fog or something right around the edge of the terrain, but none in the middle. Im not sure if it was meant to obscure the edges of the map, but it just looked a bit weird :/ Secondly, and probably most importantly, there were no health powerups or weapons! NOOOO! :’( Another thing was that the tops of the trees, were just flat. It would have looked better if they tapered off towards the top, then had the branches (the tree models) around there. Lastly, the ramp that curved down round a tree, to what appeared to be a landing platform, was skewed or bent strangely in the middle. Im presuming that’s because it was a patchmesh, its not a massive problem, but it does look kinda weird. And that bugged me a bit. All in all a really cool map. I certainly loved playing it. It has good playability, i.e. there was plenty of room to duel or have an FFA (if there were any weapons :( ), and the fps wasn’t too bad either. My computer is probably upper mid-range in performance, and I was getting around 45-60 fps with all my settings on high. If you like Kashyyyk or Wookiee’s then you might like this, I certainly did :) I shall look forward to more maps from this author. Bot Support: No New Textures: Yes New Sounds: No New Music: Yes Game Types: FFA, TFFA, Duel, Power Duel ~Nozyspy~

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6,450 downloads

Uploaded:08/05/2005

The Sanctuary

ts.zip | 12.07 MB

walled garden type thing. Its beautiful, the mapper really has done a superb job on this, I remember seeing the work in progress forum thread for this map over at www.map-review.com and thinking how brilliant it looked, I never thought that I would actually be reviewing it! It’s a great honour :) The outside of the building is cool, the roof looks brilliant, and those doors actually ROTATE when they open, wow, you don’t see them often ;) The inside is breathtaking, the light halo thingies shining through the windows, and the light patches on the foor, look incredibly scenic. The only thing I could think of to add, would be a trickling water sound by the river, that would sound really tranquil along with the whistling birds that are already there :) Excellent, excellent work, I really cant wait so see your next map, its going to be one to look out for! Bot Support: Yes New Textures: Yes New Sounds: Yes New Music: Yes Game Types: FFA, TFFA ~Nozyspy~

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6,402 downloads

Uploaded:08/08/2004

Evolution Academy (beta)

evoacadbeta.zip | 11.98 MB

Jenova\'s first map. If that is the case, it\'s pretty damn impressive for a first-timer. The courtyard you spawn into is nice, but would be lovelier with some more interesting textures. The textures throughout the whole map are a bit too repetitive. However, the map focuses more on interactive game play rather than its appearance. There are some interesting models that I don\'t recall seeing used in any MP map before. There are several large rooms for dueling and frankly, they\'re quite boring. But then I found the training area. I can see how this might get out of hand on a server, but the author did try to keep it pretty much contained. You press a button and an NPC spawns inside a small box. Press another button to open a door and release the enemy. I found that some of the NPC\'s are like, super-NPC\'s and took quite a while for me to kill them. Upstairs in the training room is the area for guns. Press a button for ammo and weapons. I love that. Then you can spawn Stormies who will try their best to kill you, but it\'ll take you a while to take them out. They seem to be super-NPC\'s too. There\'s a prison area that is obviously catering to those who enjoy RPing. There\'s even an electric chair that supposedly really works. Seeing as how I review everything alone, I couldn\'t test this part, so I\'ll just take the mapper\'s word for it. What I loved was the outside area. There\'s like, this temple thing which appears to me to have been built into a mountain and has these freaky skulls on either side. There\'s also an area for dueling and a mushroom hut! WOO! On the other side is a tree house with an elevator. The temple across the way has the most disturbing thing I\'ve EVER encountered in a JK2 or JA map. That model thing with the lava pouring out of its mouth and down its torso ... yeah. Freaky. Then there\'s the room of teleports! There\'s a room of mini-games including a bounce room thingy, a slide that\'ll shoot you into a small pool of water and a maze upstairs. I didn\'t make it through the maze, so I have no idea what was at the end of it. Leave that area and you\'ll be back at the teleports. I was curious about the boxing ring. Cause like, I love the one on the TMBJ map. I would have to say that this one has much better ambience. The ring itself looks great (but the ropes don\'t bounce you from one place to the next :() and the best part is the lighting. Press a button and all the lights shut off except a few spotlights on the ring itself. I LOVE that. Great for dueling tourneys or melee. :D The vehicle area includes swoops and AT-STs and probably more stuff, but I just played there a little. It\'s in a Hoth setting. The dojo is lovely. I like the textures used and the different levels. The bar, unfortunately, is a bit boring. It\'s a bar, some tables and stools and a dance floor that\'s just a bit too bright for the drab setting in the bar. There\'s another boring room - the council room. And I didn\'t really look for secret areas. Overall, this is a fun map. Some parts were really impressive, others were boring. I found a lot of little errors here and there. Like holes in corners and some misaligned textures. But nothing you can\'t just overlook. I\'d love to see an update to this map that would include some of the areas revamped. Oh, and I didn\'t really test the Rancor spawning area. For two reasons - 1. I wasn\'t sure how to do it ... I tried noclipping, but I couldn\'t get positioned just right to be able to press the button and 2. Rancors are scary. Bot Support: No New Textures: Yes New Music: No Game Types: FFA ~AmosMagee Ps. There are vehicles included here, so like, yeah. Just lettin\' ya know. I agree they should be in seperate pk3\'s, but oh well.

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6,394 downloads

Uploaded:08/09/2007

Alzoc 3 Capital

alzoc_3_capital.zip | 26.2 MB

earnest, a good chunk of the map has retained the nature of its previous counterparts, so let\'s see what our friend Lady Forge had to say about the previous \"version\". [quote]I must say, this is one of the most amazing maps I\'ve seen. After testing the map for the better part of a half hour (and I\'m sure I didn\'t test every area, it was that big) I only found one error. This is Corellia. It\'s a very metropolitan take on Corellia, featuring many of the high-flying aspects of Coruscant. It\'s basically three skyscrapers jutting out of the sky of Corellia, each holding their own secrets to discover. I use the word \"secrets\" lightly, so don\'t take it literally. There were so many areas to explore, but I\'ll narrow it down to a few. First I\'ll start with the outside. Basically the outside is what it sounds like - the area outside of the towers. It features landing platforms, bridges between the towers (lest you fall to an unpleasant death), as well as various signs and displays. Quite possibly the coolest thing about these maps is that very little of the detail is static. Things blink and rotate, adding quite heavily to the metropolitan feel of the map. It is very reminiscent of Coruscant from Episode II. Inside the towers is plenty to explore. For instance I managed to find several vehicles (so to speak). Inside one of the towers was some kind of small ground vehicle, though unusable, and outside the towers were a cloakshape fighter and what looked like a T-16 skyhopper. That part was cool, because you can actually go inside of it from within one of the towers. Finding your way around these towers is no easy task, though. Just when I thought I\'d seen everything, I\'d find out that the elevators went down too! This is one of those maps that just seems ideal for an RP server. It\'s huge, has plenty of areas, as well as many things to \"claim\" as your own, including rooms, cantinas, and even what seemed like a black market stash of weapons, hidden behind some breakable glass. The one thing I found kind of distracting was that the atmosphere in certain areas seemed a little \"misty\", foggy even, though perhaps it\'s just my eyes. Still, ane excellent map, and certainly worth a download from anyone who considers themselves a map connoisseur. [/quote] In essence, the map pretty much has mostly additions and one subtraction I could note. For example, the Sky-high factor was subtracted in this version, and instead of falling to your death, you fall into a lower area with large pipes that slow eats away at your health until you get out. Should you find it, an elevator goes from there to a building with the glass doors in the previous one. This building has been renovated as well, the elevator you would have taken being the only functional one. The main addition was a new building. You\'re presented with a magnificent revolving glass door and a marble lobby. Quite magnificent. Going up the \'vator, one can then explore the new interesting interiors and MAKE MERRY =_=. Another small addition was a large catwalk that can be used for multiple purpose. Nothing too useful here other than a sniper and a glass platform. Other than that, it\'s almost like the previous versions, but with an atmosphere change(skybox, music, etc.) applied to it. Personally, however, I believe said change was for the better. I personally suggest you initiate Project Take A Look Around And See If You Could Use It. =_,= GIVE ME BANDWIDTH OR I GIVE YOU DEATH =_= Man, I love twisting and destroying historical quotes.. New Textures: Aye New Music: Aye Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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6,348 downloads

Uploaded:18/10/2004

Moe\'s Tavern

moes_tavern.zip | 10.13 MB

never expected anyone to come up with a Simpsons map so much later. But yay! This is Moe\'s Tavern and I love it! Outside, the hills are what you\'d expect in the town of Springfield. And keeping with the reputation of Moe\'s Tavern, there are beer cans everywhere. The men\'s restroom is appropriately a mess. The bar itself looks just like how I remember it in the show. There are Duff posters everywhere, drab wallpaper and really ugly window coverings. There are even Flaming Moes on the bar!!! Speaking of Flaming Moes, the music is GREAT! It\'s a bunch of songs from the show, kind of a medley of sorts including \"Flaming Moe\'s\", \"The Garbage Man\", \"See my Vest\" (or whatever the name of that one was) among other songs. I love this map. Is it great for duels or FFAing? LOL Absolutely not. This is a novelty map and I suppose, better for RPing. Now if only we only had some Simpson models! (Oh, and the author says he may do more Simpson maps! WOO!) Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA, Duel ~AmosMagee

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6,318 downloads

Uploaded:13/12/2007

The Real Jedi Academy

therealjediacademyv2.zip | 15.23 MB

as opposed to [i]a[/i] Jedi Academy. Apparently no hubris was intended. Now that we've got past that, this is a map of the Yavin IV Jedi Academy as seen in Jedi Outcast. We've been assured that it's not just a splice of the old JK2 maps, so that's enough for me. Most of this wouldn't be too hard to recreate anyway, it seems, and I'd really say only about half of it is old material. 66%, tops. A lot of the material is new, unseen in JK2, and seems to be based on several locations seen in A New Hope, and a couple locations I think may not have been seen at all. For instance there's the front of the temple which is kind of similar to the front as seen in the new version of A New Hope (with some changes to make it playable -- couldn't add the whole jungle, could we?). There's also a medical wing which I don't think was displayed in any of the films, but it stands to reason with a bunch of Jedi wannabe's running around they'd need some medical facilities. There's also some kind of storage closet, which I got a kick out of because like... what's the point? None, which makes it all the more awesome. :p I think the Yavin temple free for all (or CTF, or whichever it was) map for JK2 was my favorite during my very [i]brief[/i] multi-player stint back in 2003 or whenever it came out. One of the outdoor sections of that map is included here, which is kind of neat. Also, if you ever explored the Yavin temple in JK2's single-player campaign, before speaking to Luke, you may have noticed some students shoving blocks around with the Force. You can do that now too, if you're feeling bored. Overall it's a [i]huge[/i] map, so if you're actually planning on doing a free-for-all bring a lot of your buddies otherwise you might get bored trying to find each other! I'd bring my GPS unit too, just to be on the safe side. Map looks great for role-players too, so it can do double duty. I personally think it's a great replica with a lot of potential for use, so I'd definitely recommend serious players pick it up. I'm sure I forgot to mention a few areas (there're so many that I started forgetting them before I finished testing the map) so definitely go exploring. [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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6,300 downloads

Uploaded:13/04/2008

Crash On Tatooine

crash_on_tatooine_reup.zip | 9.1 MB

and it's rare to find one without any apparent flaws. The text crawl is here, the cutscenes are smooth and flawless, the voice acting is good and has seamless lip-synch, and the plot, while short, is sweet nevertheless. You are one of the Academy students. While your comrades in arms are sent off dealing with Tavion Axmis and her cult, you are assigned to investigate a shuttle crash on Tatooine. In doing so, you must first engage in a canyon swoop battle with several teams of mercenaries, then a large warband of Tusken Raiders, before finally cutting through some elite Cult of Ragnos assassins. After that, Kyle [i]finally[/i] arrives with backup. All you have to fight with during this, is your lightsaber, a single medkit, and an E-11 blaster. The map design is quite good, although some areas are a little tricky for your swoop to maneuver due to it seemingly having either heightened speed or nerfed handling. Or both. All the details are in where they need to be, from the smoke on the crashed shuttle to the jawas milling around the sandcrawler. Relatively short mission, but very much enjoyable, and seamlessly constructed. Highly recommended for fans of singleplayer missions. Mercenary pretty much said "Errors? We don't [i]need[/i] no god damn errors!". ~ Kouen Edit Apr/14/2008: Added different screenshots and updated readme file at developer's request.

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6,279 downloads

Uploaded:30/01/2006

ffa_corellia

ffa_corellia.zip | 23.19 MB

error. This is Corellia. It's a very metropolitan take on Corellia, featuring many of the high-flying aspects of Coruscant. It's basically three skyscrapers jutting out of the sky of Corellia, each holding their own secrets to discover. I use the word "secrets" lightly, so don't take it literally. There were so many areas to explore, but I'll narrow it down to a few. First I'll start with the outside. Basically the outside is what it sounds like - the area outside of the towers. It features landing platforms, bridges between the towers (lest you fall to an unpleasant death), as well as various signs and displays. Quite possibly the coolest thing about these maps is that very little of the detail is static. Things blink and rotate, adding quite heavily to the metropolitan feel of the map. It is very reminiscent of Coruscant from Episode II. Inside the towers is plenty to explore. For instance I managed to find several vehicles (so to speak). Inside one of the towers was some kind of small ground vehicle, though unusable, and outside the towers were a cloakshape fighter and what looked like a T-16 skyhopper. That part was cool, because you can actually go [i]inside[/i] of it from within one of the towers. Finding your way around these towers is no easy task, though. Just when I thought I'd seen everything, I'd find out that the elevators went [i]down[/i] too! This is one of those maps that just seems ideal for an RP server. It's huge, has plenty of areas, as well as many things to "claim" as your own, including rooms, cantinas, and even what seemed like a black market stash of weapons, hidden behind some breakable glass. The one thing I found kind of distracting was that the atmosphere in certain areas seemed a little "misty", foggy even, though perhaps it's just my eyes. Still, ane excellent map, and certainly worth a download from anyone who considers themselves a map connoisseur. New Textures: Yes New Models: Yes New Music: No Bot Support: Yes ~Inyri

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6,217 downloads

Uploaded:28/06/2007

The Enclave

the_enclave.zip | 13.84 MB

where's my spell book...? Here, now lessee, we got conjuration, abjuration, mysticism, ah... Here we are... Domestication spells. A quick cast of Summon Floor-Mopping Imp should deal with this. Now, please stop drooling on my shiny floor. I'd rather not give a guided tour of this one, since there's far too much to mention. I will, however, include screenshots of each and every seperate room/area (I count 16), and I'll give you the basic run-down here. The rooms included range from the standard duel rooms, to a few battlegrounds and training rooms. There's also a social club area for those who want to take a break from the fighting, the obligatory NPC training room with four Mon Mothmas for target practice or a sentry drone for deflect training, jump training/racing, tournament arena, council chamber, and various other rooms I can't discern the intended nature of. The weirdest ones by far are the rooms made from pure white/black. Be careful if you fight in the white room, because you won't be able to see yours or your opponents sabers. The first impression this map struck me with, was one of semi-awe due to the seemingly epic scale. It's really not as big as one would think, but due to the design it looks and feels like a truly massive, ancient building. The individual elements add to the feeling of granduer, with intricate patterning and designs spread around. The architecture is extremely well-made down to the last detail, indicating a level of craftsmanship I've never seen unleashed upon a Q3 engine game before. Effects and map objects are used to great effect to complement it. The quality in this map is almost flawless in all technical aspects. That's the kind of dedication I rarely see from a mapper. Usually there's some telltale sign of either laziness or negligence on the developer's part, but not here. Quite a pleasant surprise, actually. Doubly so, considering this is a clan map. >_> An in-depth analysis is what I'd planned to do, but one picture can speak a thousand words, so I'll just upload all 16 screenshots and let you see for yourselves. Naturally I didn't bother screenshotting the white and black rooms - if you can't imagine what those look like, then it's time for a crash course in lateral thinking. :p ~ Kouen [b]Bot Routing:[/b] No [b]Custom Textures:[/b] Yes [b]Custom Models:[/b] No [b]Custom Sound:[/b] Yes

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6,117 downloads

Uploaded:14/12/2003

Wayland

wayland.zip | 5.58 MB

and a host of tunnels and corridors. While the inside areas look very polished and are well designed, the outside area feels very enclosed, because it seems to have grass walls... :confused: Anyway, this is a very nice map, as it's fun to play, and is very creative. There is no music to go with the map, and because I am so used to hearing something, the atmosphere of this map seemed kinda lame. :( Apart from this, and a few mapping errors (i.e cracks between the odd joint) this is a great map - It has bot support so you can play well on your own (although you will need to play with a fair few or you will simply not find em ;) ) It has a few new textures which work well with the theme, and overall this is a very enjoyable map to play. It needs a little more atmosphere and the walls in the outside area look stupid, but I can't complain when everything else is pretty much spot-on. :) ~Szico VII~

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6,089 downloads

Uploaded:23/02/2006

NeoTokyo

neotokyo.zip | 17.91 MB

Szico has managed to pull this great map together very quickly, I wish I could map that quick…I’m very slow :P Having never played the game that this map is based of, I can’t really comment on its accuracy, what I can say though is that it looks, and feels brilliant to play! The textures are all very high quality, and are well used, there weren’t any that repeated too much, or looked out of place. One texture I especially liked was the road texture, putting a shiny env map on it was very clever, seeing as its raining in the map, it looks like the road is wet, very clever ;) As for the construction of the map, just like Szico’s previous maps its very high quality, and there were no bugs that I could see The architecture was very good, lots of nice little details scattered around. It really looks like somewhere you might find in a Tokyo type city. Some of the nice little details that I like were the signs scattered around which really added to the feel of the map, and also the little splashes the raindrops made when they hit the ground. A very nice touch that also added a lot to the feel and ambience of the map. The music also fitted very well, and along with the rain and other effects, it added a great ambience to the map. One other thing that really added to the map was the skybox. It’s usually pretty much hidden by all the buildings in the map, but if you look from certain angles (or you could just take a look at the skybox textures inside the .pk3) you can see all the lit up buildings on the skybox! I thought that was really cool ;) One area I especially liked was the arcade of shops that you could walk through, ok, perhaps the window displays are a bit bare (every other shop seems to sell weapons! ) but they still look cool :) Another area that I really liked was the sewers, I had great fun trying to find my way though there (maybe add some killer rats next time Szico…hehe). Yet another thing that I liked, was the tram that periodically flies over one of the streets, I think that looked great, it’s just a shame you cant get in it! I really think this is a great map from Szico, probably my personal favourite actually. As for bugs or anything else wrong with the map, I really couldn’t see any, so well done to the author there! The only think I can really think of to do to this map, would be to maybe make it a bit bigger, or make it so that you could go inside some of the buildings. All in all another well made map from Szico here, if you are a fan of Time Splitters, have been waiting eagerly for this map, or just like the look of it, why not give it a download! ;) Bot Support: Yes New Textures: Yes New Sounds: Yes New Music: Yes Game Types: FFA, TFFA, Duel, Power Duel, CTF ***NOTE*** This is the JKA version of the map, if you want the JK2 version, please go here: http://jediknight2.filefront.com/file/;57374 Please also note that the .zip includes the source files! So you can take a look around the .map to find out just how Szico made this! ~Nozyspy~

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6,069 downloads

Uploaded:23/02/2005

CTF Empires

ctf_empires.zip | 3.68 MB

CTF? I mean, do you really love CTF? If so, then you always appreciate a good CTF map. One that not only looks great, but also has wonderfully simple, yet complex routes for the flag carrier. Places to perch for sniping. Good weapon placement. You want the sides to be mirrored, and fair for both offense and defense. This map does all that you ask for in a CTF map. As an added bonus, this map would work great as an FFA or TFFA map. Taking out the flags doesn\'t take anything away from this map. It may take a while to learn all of the routes, but once you do, I\'m sure it\'s quite rewarding to play. Also, there is bot support, so if you can\'t play online with others, you can play with bots. Great job, Zod. I\'d love to see more maps by you! Bot Support: Yes New Textures: Yes New Music: No Game Types: CTF, FFA, TFFA ~AmosMagee

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6,046 downloads

Uploaded:30/07/2004

DoA Flight Arena

doaflight.zip | 8.2 MB

is this map\'s layout practical, it\'s pretty! :) The screenshots really don\'t do the map justice. I love the glass everywhere and trust me, it looks much better in-game. In the main lobby area, you can either take a lift to the top where you can station yourself at a gun and take some shots are ships flying by, or take one of the um ... well, what would you call it? It\'s like, a little transporter car thingy. Take one of those to another little round lobby where you take the elevator down to the paths that will lead you to one of the numerous pads. Press a button and voila - a ship appears. Jump in and fly around, blowing stuff up and hopefully not crashing - like I tend to do. I love this map and I\'m really warming up to the whole flying thing. Oh, but guess what!? I have to tell you guys this. I actually managed to fly out to one of the large pads out in the distance without blowing myself up. AND ... I landed the ship!!! (See the last three screenshots.) That\'s pretty damn amazing for me. LOL Of course, the ship ended up exploding anyway ... but I remained unscathed! WOO! By the way, I totally credit Shroom with my ability to land now. All that practice with Troopers. :D Bot Support: Yes New Textures: Yes New Music: No Game Types: FFA, TFFA ~AmosMagee

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6,009 downloads

Uploaded:23/06/2009

Eve of Redemption

redemption_1_1.zip | 45.84 MB

is, but I have several guesses. I probably missed something, so don't mind me. In this mod, you play as a reborn. You are out to get revenge and also to make a place for yourself in the galaxy, neither of which can be done at the same time. The plot wasn't bad, actually - I expected a bit less at first. The visuals are well done - in fact, I saw several things that just took the cake. First off, the atmosphere in the sewer system was something I have never seen in JA before. Second, the skybox on the coruscant map enticed me so much that I literally fell off the balcony admiring it. Great work! The cutscenes were well-done. The voices are somewhat quiet, but they are there. For non-professional material, they are actually high quality. I admit, I was impressed by the voice of the main character and the imperial officer. No horrible artifacts, no clipping, and good pronounciation. Good work here as well. The [i]only[/i] gripe I have is that the game was short. Very short. Now, I do understand that a [i]lot[/i] of work went into this, and I am very appreciative of what has been given - it's one of the best single player mods, to be sure. If there is ever a future version, though, it would certainly be nice to see another level, There you have it. Look at the screenshots while the file downloads - I'm sure you'll like what you see. ~Dretzel

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5,967 downloads

Uploaded:06/08/2004

Onobi's Funhouse

onobis_funhouse.zip | 38.57 MB

of a funhouse in a carnival. The way she's always shrinking and then growing again - it's kinda like looking in one of those funky mirrors, y'know? Aaaaaanyway, so this map is a perfect example of the funhouses I remember. But I think this is probably a little freakier. ;) Onobi Foondu's Funhouse has some great scripts that scared the hell out of me one moment, made me laugh the next. There's even a mirror on one wall! Though it doesn't make you all distorted, which is disappointing. More than anything this map is just a very weird, but very cool visual feast. I can't wait to play this map with others! :D Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee Ps. I totally forgot to mention that my biggest complaint about this map is that it's too short. Like, the whole experience just doesn't last long enough. And it'd be nice if the rooms were less ... what's the word I'm looking for ... um... integrated or something? Y'know, so you could like, go into the Hall of Mirrors or something and have a duel there ... looking at distorted images of yourself and then like a room where there are platforms floating at different angles and you have to jump from one to the other... and so on... anyway, just my opinion. Okay, done now. :)

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5,958 downloads

Uploaded:07/02/2009

Council Building BB

councilbuildingbb.zip | 17.26 MB

planned for a council building. Everything branches out from the main hall in a simple, yet nice floor-plan. Improvements? Bigger. This map needs more places to go. [b]Brush-Work[/b] The brush-work on this map is detailed and simple at the same time. Something that can be rather difficult to do at times, so +1 to the Author for that. If a version 2 is made, I suggest adding a few more details, though. [b]Textures[/b] The texture-work here is particularly nice. One nice touch that I noticed was the carpet in the main hall. Take a look and you'll see what I mean. Improvements? None, really. [b]Lighting[/b] 'Tis a well-lit map, but there were one or two spots that could stand to have a few extra lights in it. [b]Gameplay[/b] Overall, this map is best enjoyed by the dueling, chataholic, racing, RP'ing, and Lugormod communities. And maybe movie groups as well. [b]Notable Features[/b] Racetrack: Bespin at night, in-depth background, twisting track, start/finish, swoops, and a barrier for the pre-start of the race. What more could you possible need? Council Room: Seats your leaders. All it needs is a secret or two. :P Obstacle Course: It's like dodging trip mines, but without the blowing up part. Nicely done. [b]Secrets[/b] THE SECRETS ARE AS FOLLOWS: Just kidding. I'm not THAT nice... Averus might be, but not me. :P Seriously though. It's clear that the author put some real effort into hiding the secrets. Bayoon, for making secrets that have proven difficult to find without cheats, you get a [b]cake[/b] ~Crazy New Textures: Yes Bot Routing: Yes New Shaders: Yes New Music: No Gametypes: FFA, TFFA

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5,909 downloads

Uploaded:19/10/2010

SJC Coruscant Adventures Pack (Night and Day)

sithjcull_coruscant_adventures_pack_night_and_day.zip | 75.25 MB

bedazzlement...at least once a year, SJC has valiantly produced at least one map each year, each one's impact being the equivilant of getting a shotgun blast of awesome straight to your face, leaving a crater of glory in the aftermath. Now normally Nozyspy handles SJC's maps, but...Caelum and I wish to punish him for his sloth and impertinence >:B so we are going to double-team this map in our own collective fashion, and the Hive will celebrate as our efforts result in the explosive joy of everyone's celebratory dances and offering tribute to this map. [b]Exteriors:[/b] ----------------- Right, so, when it comes to the outside, this thing is big and pretty, in short. First of all, I should probobably note that the outside feels a bit like a maze, especially at first. This isn't at all bad though, considering coruscant is supposed to be a confusing, massive, global city. There were some very minor lightning problems here and there, but both the day and the night version had an awesome atmosphere to it. Tons of fancy details help with that - advertisement banners (screenshot #4), an awesome skybox, appropriate music and more. Outside, we find a maze of corridors, going all the way down from the upper parts (screenshot #2) to the lower parts of Coruscant (screenshot #4) and eventually the undercity, where even the sunlight doesn't reach according to SW lore. There's entrances to a variety of areas, as well as a considerable race track/highway-like course (complete with swoops - yes, you can use this map for all your racing needs), along the path of which are various bars and night clubs. More about inside areas from Averus though. [b]Interiors:[/b] ----------------- The interiors can pretty much be divided into two major classes: Beds and Bars. Sounds pretty sleezy, but hey, this is the entertainment district, what do you expect? Now, there are pretty much two main bars in the map. The first bar is the famous Outlander Club that was featured most prominently in Star Wars Episode II: Attack of the Clones, in which Obi-Wan Kenobi mindtricked Elan Sel'Sabagno into effectively rethinking his life, a feat which, to my knowledge, did him little good. It's scary to look at its ingame carnation, because it's just so...empty, save for the bar itself. Most of the few tables that are available are just pushed off to the side, near the Holonet receivers, where there's a couple nice lil' sporting events, namely the swoop race and the ...wheelchair football match? I 'unno.. The second level access can be reached by a strange little force lift of sorts. Not much to discuss up there except where the doors go. One of the doors leads to a hall that will inevitably take you to some mini-bedrooms with 1-2 beds, depending on the room. This is where I started noticing that the doors in this map have a bit of a impatient streak in them. No wait function on most of them, but thankfully, if you hold use long enough, they decide to give you space to walk through. The rooms are pretty modest, not much to offer, but they definitely get the job done. Mostly chairs and beds, the occasional portrait, but otherwise nothing special worth noting about these rooms. The next major interior is yet another bar, although this one is a bit more spacious and is a bit darker than its Outlander counterpart. This one appears to have a little bit more in the way of seating and even features a stage where a holographic dancer is....wait a second...is that from....[b]IMVU?!? WAAAAAAAAAGH!!!!!!!![/b] [b]-=Averus explodes into a fine ashen powder. Another Averus steps in.=-[/b] Anywho, the bar also has two levels, though the method of getting up there is slightly peculiar: A jump pad. Nothing we're used to, but I can just imagine any character wearing a skirt freaking out at the prospect of ascending these pads. Other than the host of seating, the atmosphere(see: music) is pretty much the same. Nothing much to elaborate on, other than I really like the atmosphere here. The slew of posters, the less colorful bar, the...suggestive holo-images. Really feels like a Star-Warsy downtown bar. ONWARD, to the...apartment complexes. Here, a most devious set of interiors await thee. Most of the apartments here feature pretty barebones furnishings, mostly a desk with a terminal and a bed, with the only decor being some wall posters. Amusingly enough, one of the apartments has a malfunctioning door. Privacy, you has it not. The most fortunate of the apartments is one that(I'm assuming, here, since I've never watched the animations,) belonged to Cad Bane. This one is most fortunate in its furnishings, as it holds desks, bed, WINDOWS, and...some holographic droid of sorts. Not sure what it's deal is, but SJC loves him some holograms. Winding the base here, it's time to finish off and mention the roadside "underground" bar, which is the most unorthodox of the taverns. This one features a large critter underneath the floorboards. Guess what it is? A RANCOR?! OF COURSE! Most of the actual seating for this den is actually strewn in a side alcove. The main area is mostly an arena strewn with laser turrets and a control panel to unleasha deh rannycor(nice tough with the sound clip, by the way XD) Couple TVs, some more holo-decor, and you've got the underground den pretty much laid out. It's a shame there wasn't much seating in this one, maybe behind a two-way mirror, where the betters can see who wins and who gets eaten. Dunno, just a thought :D [b]Closing Thoughts:[/b] ------------------------ Part of me was surprised at just how small the map was in comparison to the file size, but considering the MASSIVE amount of custom textures and shaders that went into this map, I can understand just how easily that stuff can add up. Overall, a magnificent map, and it's projects like these that make me feel ever so grateful for the master server's resurrection. En Taro Tassadar...really? That's how I'm gonna end it? *sighs*....Okay. Back to you, Caelum. Now, quality-wise. Sufficed to say, this is SJC quality. There were some areas where the FPS of my less-than-modern machine struggled a little, but in all, this map seems stable & looks awesome. I also have to say those 3D image thingies (like the road blocking droid & the female dancer) are very fancy. There is one thingy I would like to see in a future version - an expanded interior for that landed ship (see screenshots #1 & #3). Yeah, I'm a sucker for ship interiors ;) Worth getting, though? Well, obviously! :P New Textures: Aye New Music: Aye Secrets to plunder: Aye Bot Support: Aye -=Cosmos Duality - Averus & Caelum=-

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5,799 downloads

Uploaded:14/08/2005

The Lost Temple v2

thelosttemple2.zip | 28.47 MB

actually 2 maps here (one is a small duel sized map, that is also a part of the main map). So I will do the main one first of all. The main one is pretty big. That was the first thing that struck me when I explored it, was how big it is. Its also pretty well detailed. It’s in the Korriban temple style (I believe one or two bits were taken from the Korriban Single Player map). I’ve seen a lot of Korriban styled maps, probably a few too many lol…that style can get a bit repetitive after a while, but in this case I am pleased to say that the author has done a good job of making the architecture and texturing nice, and making sure it doesn’t get too repetitive. There’s also some very nice use of effects. Like the cascading lava in one room, and little spark like things that float off some of the lights, that kinda thing adds a nice touch to a map. (look out for the nice twisty columns in the main area). Both the music and lighting fitted in well with the style of the map, the music especially so. Stargate music is always cool to use in a temple themed map ;) One of my favourite areas was the outside landing pad like area, with the Z-95 and the big glass control room, that looked cool ;) I also liked the terrain below, with the volcano, it’s a shame it kills you when you jump off, I would have liked to go down there, it would have been a good place for duelling… **imagines using choke to hold someone over the volcano…hehe** eehm, anywayy.… One of the coolest bits was this hidden teleporter, that took you to a spiders web like duel area, which looked brilliant, with the spiders that crawl all around it hehe. And that takes me toooo…..the second map in the pack, which was…the spiders web area! I can see why the author made this area into a separate duel map as well, it would be a very interesting place to duel! The textures used look brilliant, the crawling spiders are amazing, and the water droplet thingy that falls down from the middle also looks cool. All in all an excellent map(s) that I think is well worth a download, especially if you are in a clan or like RPG’ing (the bar area is cool, with an actual working mirror in the toilet!), its also a brilliant map if you just want somewhere cool to play, or fancy exploring (its pretty BIG). There were a few things that I think could be worked on though (on the main map), one was making the layout a little less complicated, because it took me soooo long to find my way around, and I’m still not sure whether I saw EVERYTHING. There also seemed to be a couple of missing textures. One other thing was the gold light fittings in one of the main rooms, they just seemed….a bit too bright, the colour I mean. The bright gold just didn’t seem to go with the old Korriban temple look, maybe if you could have made them a bit darker or something, to fit in with the surroundings. Lastly, in the room with the lava falls, the roof there was…just solid black, I dunno whether that was intentional, or an error or something, but it did look pretty weird. Not a bad map at all m8! Keep up the good work, I look forward to seeing more maps from you.:) (Don’t forget to look for the secrets, which there are quite a few of! ;) ) Bot Support: Yes New Textures: Yes New Sounds: Yes New Music: Yes Game Types: FFA, TFFA, Duel, Power Duel (for BOTH maps) ~Nozyspy~

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5,716 downloads

Uploaded:03/02/2009

Grand Jedi Skills: Inner City Stories

jka_innercity.zip | 89.31 MB

out on some play time. If you don't want to play it, the source files are included, so this can help you with your own projects. So, here's my story. I spawned on a rooftop and had a look around. All I saw was a basketball court, a cool-looking water fountain, a fence, a bunch of surrounding buildings, the rest of the building above me, some other objects of interest and...a door. Once that door opened, there was no going back to it. I went down. And I went down. And I went down some more. Finally, I figured I'd just take the elevator. I took one look down the elevator shaft...and I my lower jaw crashed on the surface miles below. That's exaggerating it a lot, but that's certainly what it felt like, seeing it for the first time. By the way, this map is huge. There's a lot to explore here. There's a game room, a cafeteria, a bar, a pool, a shopping strip, a box shredder, a storage room and more...about the only thing I didn't see was bedrooms. Now, since all the spawns are on the rooftop, it takes a while to get to the lobby on the ground floor. But in a sense, that's a good thing because it makes the map [i]much[/i] less confusing...you don't get spawned in random areas and have to find your way around. On a map this scale, that would be quite irritating. Did I mention the map is huge? Boddo is really good at shaders. From this map alone, I've seen shaders that impress me more than any other. The water shaders are the most impressive ones. The grass/fur shader is also really neat. One of the truly unique shaders is a clock that shows you how long you've been in the map. Neat idea. Oh yeah, I forgot to tell ya, the map is...loaded with stuff to do! Ha, you thought I was going to say huge...well, it's huge, too. And there's also stuff to do everywhere. There are several unlockable areas throughout the building, and if you make it down to the lobby, there's a bunch of unlockables there as well. Good luck...you'll need that and force jump 3, and in some cases, you'll also need force heal and a really fast forceregentime. The FPS was good for the most part. A few areas were semi-choppy, specifically in one of the bonus areas. I forget which one...it could have been my video card, though. SCRIPTS! This map has scripts in it! A true rarity, although they're picking up of late. Boddo has added a bunch of scripts that enable the secret areas, and make sure they function correctly. I probably missed a bunch of other scripts, but I was impressed with what I saw in the secrets alone. The best secret is the awesome ice slope. There are four snowboarders you can hop onto and have a fun race to the bottom with your friends...if you can unlock it. There's also a remote control helicopter that will be available if you unlock everything. Now, I didn't have the pleasure of operating it, but I'm sure it's a lot of fun to use. I can only imagine all the mischief I could get into with that thing... >:] There are also several new weapons included. Check the screenshots - they look pretty sweet. I think I like the plunger and the mop. And the bats...aw, forget picking favorites, I like them all! Now, as always, improvements...I can't be too critical, honestly. Some of the textures were somewhat stretched on the walls, and a few areas were a tad empty. There is also no music, but really, those are petty downsides, and that's the worst I could dig up. Maybe some minor VIS tweaking here and there couldn't hurt, either, but all in all, this is well refined and tested. So, this review covers...probably about half of the map's features. If you like what you see so far, download it and discover the rest for yourself - this one's a beast! Oh, and for a 90 MB map, it loads up [i]very[/i] quickly. I'm impressed. New textures: Yes New sounds: Yes New music: No New models: Yes New scripts: Yes! ~Dretzel

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5,671 downloads

Uploaded:27/08/2007

Mos Eisley Backstreets - Day

day_moseisley_bkstreets.zip | 32.06 MB

Star Wars game features a Tatooine area, from Knights of the Old Republic to Force Commander to Battlefront. It's the epitome of Star Wars locales. This is probably why every serious mapper has done (or at least attempted) a Tatooine map. Whether it be Anchorhead, Mos Espa, or Mos Eisley, they come in waves of Jawa-y goodness. Oh sorry, no Jawas in this map. Scratch that. This is Mos Eisley, and boy is it a treat. The emphasis of this map, architecturally, is most certainly curves. Everything contains curves, from the buildings themselves to the draped overhangs on the mango stalls. And if I see another mango... Ahem. Anyway... The architecture here is beautiful, by far dwarfing anything the Raven development team put together. Although many JA mappers have shown that dwarfing Raven is not a difficult thing to do. =p My favorite location here is probably the junkyard, just because it's so awesome. It's got a very realistic feel about it, not to mention the sheer amount of [i]junk[/i] in it is bound to make for some great combat. Don't trip! My next favorite location is the cantina, which very tastefully (and amusingly) uses screenshots of JA swoops as well as KotOR swoop racing to give it a very sports bar feel. The furniture in there is also to die for -- very realistic! Some great brushwork here where many might resort to map objects. I could go on for hours about this map, but I have to save some stuff for [file="82445"]the night time version[/file]. Yeah, you heard me... Make sure and check that one out too! [b]Bot Support[/b]: Yes [b]New Textures[/b]: Yes [b]New Sounds[/b]: No [b]New Music[/b]: No [b]Game Modes[/b]: ffa, team ffa ~Inyri

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5,638 downloads

Uploaded:22/12/2004

Grapple City2: Highway to Hell

grapplecity2.zip | 20.2 MB

little mini-game. Besides the Burger King and Waffle House, you\'ll find a very large apartment building with lots of different rooms. My only complaint about that building is the elevator. Rawr. It takes forever to take the elevator up to whatever floor you\'re seeking. And that\'s just with one person trying to get somewhere. You should\'ve considered doing a few elevators, like in a lobby or something or teleports. While I like this map, I do wish it were bigger and had more ... stuff. :D The FPS was decent for a map like this, though I fear it would drop in a server full of people all driving around on swoops and so ... yeah. In any case, good job with this map, Mongo. :) Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, TFFA ~AmosMagee

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5,601 downloads

Uploaded:05/02/2006

JKA Siege Map Pack 1a

siege_pack1a.zip | 33.56 MB

Base Assault, the Battle of Geonosis, and the Hidden Mine. All are siege maps, and they have all been recompiled to remove an error that was received because of custom models. These models have been removed so all the maps should not be playable! Each map here is strong in its own right, and each has a very different theme. I liked the first quite a bit, the Base Assault map, as it had that \"base\" feel to it. The variation in lighting was also nice - some parts were lit in a white light, and others with a red light. The variation in brightness and texture also gave it a little bit more of an interesting feel, and with [i]all[/i] of these maps they are of a decent size for a good siege match. The second map, Battle of Geonosis, I was quite impressed with. I haven\'t watched Episode II in a while now, but I could immediately recognize the arena in which Padme, Anakin, and Obi-wan were supposed to be killed. Of course the map shows a point at which the three had already escaped (you can see the toppled pillar), and the rest of the arena looks quite accurate. The texturing is quite fitting, and the transport ships in the air above really add to the map. The third map, the Hidden Mine, is quite a bit more expansive than I originally thought it to be. Is is somewhat of a rocky map, filled with lava, but definitely feels like some kind of mining or drilling project. The music, however - Duel of the Fates - didn\'t really seem to fit it all that well. The music in the other two maps fit very well, though. [b]If you have previous versions of these maps, make sure to read the read-me for important installation information![/b] New Textures: No New Models: Yes New Music: Yes Bot Support: No ~Inyri

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5,552 downloads

Uploaded:30/07/2004

Battle X

battlexfinal.zip | 8.11 MB

it\'s actually made by him. *gasp* Even if I had kept that secret and given \"The Triad\" here the by-line, you guys would\'ve caught on, right? It\'s pretty darn obvious. Anyway, this is probably my favorite of the Battle series. Though the map is for FFA, it really looks like it should be shrunk a bit and made into a duel map. The detail that Sevker uses and the FPS his maps suck just means he\'s focusing on the wrong game type. ;) Anyway, as you can see from the screenshots, Sevker uses a lot of color and light and seems to like to stick to that tech/industrial look. Since Sevker pays so close attention to detail, he might do well with a CTF map. It\'d be interesting to see it, anyway. I love the music included with this map. I think it fits the map quite well, but I also just like the music. :) Bot Support: No New Textures: No New Music: Yes Game Types: FFA ~AmosMagee

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5,536 downloads

Uploaded:11/05/2005

Twilight on Tatooine

twilight.zip | 30.6 MB

run across a gem like this. Granted, this map should\'ve been posted LONG ago, but I\'m kinda glad I just now came across it. It\'s been a while since I\'ve reviewed a truly FUN map. When I first took a look at the map, I wasn\'t all that impressed. I mean, it doesn\'t have a mind-blowing theme, or fabulous graphics. But then I walked around a bit, threw my saber at a few things and ... OMGSOMETHINGBLEWUP! That\'s when it got fun. ;) This is definitely a map that would be best with guns. I\'ve got to hand it to the author - he really placed weapons, shields and health quite well. Just as you get fried by some lightning that you suspect will be there, but aren\'t quite sure ... you find a health pack. You jump to a large rock across the way and you know you\'re going to suffer some fall damage, but there\'s some health right there waiting for you - along with a gun and some ammo. :D I had a lot of fun with this map and that\'s just with trying to kill bots with the various booby traps here and there. This would be great on a guns server. Very nice job. :) Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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5,528 downloads

Uploaded:18/10/2003

Outpost

ffa_fear_outpost.zip | 6.21 MB

for Jedi Academy with updated textures. Aside from its beauty it is also very functional for pretty much anything you might need. The map is based on a giant ship. There are a bunch of rooms with all kinds of cool stuff. There’s an X-Wing, a couple Ion Cannons and all over the walls are recruitment signs. Those are my favorite part of the map. “Do you feel the Darkside? Want to become a Knight or Guardian or maybe even a Lord?” one of the signs says. Most are accompanied with the clan’s site. While this could be annoying to some I find it to be a nice touch. While this map is relatively large I feel it best suits duelers. There are a couple rooms large enough for the occasional FFA, but most of the rooms are small. They are the perfect size for duels. One of the best rooms is the tiered room. It resembles one of the rooms in the Death Star map from JK2. Very nice for duels. Another room is simply a bridge stretching across a huge chasm. This could be used for some good duels, but there’s something tricky there. The bridge can break and send the two fighters tumbling to their deaths. I see it as an added challenge, myself. This map is really great and very creative. I’m glad the author has decided to port it over to JA. This is also only the first he’s ported over. I can’t wait to see the rest that I never saw before. Good job. - Daku New Sounds: Yes Bot Support: Yes New Textures: Yes Game Types: FFA, TFFA

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5,471 downloads

Uploaded:06/06/2005

Dark Jedi Academy

dark_jedi_academy.zip | 4.66 MB

map, but because of the setup and the textures in the corridors, you might get a bit turned around. In the council room, you\'ll find two buttons - one will open or close the bar, the other will open or close the one booth in the bar that allows players to watch a duel going on in another room. And I was skeptical about that window, too. It doesn\'t seem like the window is actually above the dueling arena - it\'s more like it\'s a mirror/screen or something. It has a weird effect, but it\'s very cool. So I spawned a HUGE AT-TE in the room and yeah, it works and stuff. (I didn\'t realize it was going to be that big, sorry.. hehe.) The bar is very cool because you can go around and be the bartender and just press a button to give the customer what they ordered - the drinks spawn as bactas and shields. It\'s a neat little addition to a bar. Anyway, this is a good map to add to a rotation if you want some variety to your FFA server. Just be sure that you don\'t stay on this map too long - it won\'t keep you interested for very long. Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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5,334 downloads

Uploaded:26/09/2006

The Quad 1.0

the_quad_1_0.zip | 15.81 MB

RP atmosphere. It either contains: - All the rooms and furniture necessary for basic extended periods of living. - Enough objects and archaic evils to have some sort of evil ceremonial rite or something involving evil... Anyway, following this grand explanation, This map contains the former. Intended for FFA, it seems, no, it IS an amazingly built map. I found virtually no flaws that could irritate the crap out of most everybody. The theme of this map is basically a Jedi Academy(ish) feel, but it seems more of a college-based map O_o but then again, what do I know?. It also has a couple features, namely like light switches and cute little pictures. PICTURES OF EVIL AND STAR WARS..and a couple clan recruitment things..otherwise, this map is RIDICULOUSLY INSANE! Overall...I COMMAND ALL RP SERVERS TO DOWNLOAD THIS IMMEDIATELY! This pitiful review doesn\'t do this map justice. The map is large, has good FPS, supports almost EVERY RP aspect, and has good arenas for FFA\'ers and duelers. Offer your bandwidth now! NOW!! - Averus Retruthan Secrets: Nay(at least from MY explorations.) Bot Support: No(but the author yelled at me about that v_v) New Textures: Aye(I think)

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5,304 downloads

Uploaded:08/01/2004

Rancor Spaceport

rancor_space_port.zip | 1.42 MB

sure you\'re well-armed before pressing ANY buttons. ;) You\'ll find about three different ships that are just there for decoration. The map is apparently Tatooine-flavored. There are plenty of weapons around and many gun turrets for you to operate. Trust me, you\'ll be thankful for them once someone releases the four rancors waiting to maul you. Your options for transportation include swoops and taun tauns. I had to go with the taun taun - they\'re so freakin\' cute! My taun taun bravely ran up the steps, but I think his bravery was more like ignorance. He didn\'t know there was a wampa waiting around the corner! Neither did I. Thank goodness for those big boulders in the corner. There was also a swoop in the room with the wampa. When he couldn\'t get to me and I ran past the swoop - the wampa attacked the vehicle! But my poor taun taun was also a victim. :( Like the coward that I am, I killed the wampa from afar. I scare too easily when it comes to rancors and wampas! You should see me playing SP games ... I jump at my own shadow! LOL I really hate that I can\'t add any of Sith-J-Cull\'s maps to my server. My FPS again was way too low for me to play. I, like, got motion sickness after playing his three maps. I suppose I could turn down my graphics, but darn it all to heck! Anyway, the author definitely has an eye for design and he knows how to make the gameplay fun. I just wish the FPS was higher. Bot Support: No New Textures: No New Music: No Game Types: FFA, TFFA ~AmosMagee

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5,280 downloads

Uploaded:05/09/2009

[CONTEST] Horizons of Taris

tarishorizons_mace.zip | 36.63 MB

Taris at sunset, inspired by both the concepts for Taris as well as the game itself.[/i] [b]Pros:[/b] [*] Fantastic visuals. [*] Large enough for a mid sized FFA. [*] Excellent Cityscape Skybox. [*] 'Orbital Bombardment Mode' [b]Cons:[/b] [*] Map feels quite empty. [*] Slightly complex layout for a small to mid sized FFA map. Note: This map has been given a generalised review to avoid any biasing of the voters. All maps submitted for the contest will be fully re-reviewed after the contest has finished. If you wish to vote for your favourite map in the contest, please go to this forum thread and vote in the poll!

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5,277 downloads

Uploaded:08/10/2007

Battle of Mygeeto

siege_mygeeto1c.zip | 34.74 MB

definitely not a bad thing. So if you hadn\'t noticed, this map is a siege map. I know a lot of people will [i]love[/i] that, but naturally there will be others that will say \"Darn, if only it was a free for all map!\" In either case, the map is very well put together and is bound to impress any prequel enthusiast, and the fact that it\'s a siege map only makes it more impressive. I found the detail in the brushwork to be most enticing -- the complex nature of the designs was enough to win me over. The texturing is also very much fitting, as is the overall ambiance which is greatly enhanced by adequate lighting. But the thing that really brings the entire map together is the skybox. The skybox itself is beautiful, and aside from a few obvious mismatches with the bridge lights it looks almost perfect. This map is definitely one of those you should pick up, and I certainly hope that when the author has this map up to the level he wants it that he releases a non-siege version. I\'m sure it would do just as well, if not better, in the downloads department. [b]Bot Support[/b]: Yes [b]New Textures[/b]: Yes [b]New Sounds[/b]: Yes [b]New Music[/b]: Yes ~Inyri

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5,276 downloads

Uploaded:08/11/2003

Sith Academy

sith_academy.zip | 607.29 KB

JK2. The map is meant to be played as an FFA and duel map, but personally I think duel is the best for it. The size of the map is quite small compared to other maps. There is just a bunch of rows and this giant spike thing on the bottom of rows of seat thingies. The lighting is terrible except for in the middle where all the light is. The sky is pure black, which isn't that bad because I always have black skies. There is not much room because of that giant spiked potato thingy its sort of scary looking. There is bot support so if you don't like playing online with others you can have power duels with the bots, which can be really fun. There were new textures I could not tell if there was new music because I was falling asleep like I am now. That potato thing looks like it could eat you eek! *Goes and Pokes the potato thing* Overall in my opinion there wasn't enough lighting and that potato thing was just creepy. This is a great map for either really small FFAs, but I think its best for duels and power duels. The textures were good for the map. It kind of reminded me of a tiny coliseum just with a giant potato in the center. He states that this is his first map for Jedi Academy and it is a very interesting map. If you don't play with people or bots on this map it will get mighty boring. The map could be used as a racetrack, you just go in circles with a swoop, rancor, or any other npc that you can ride. Pretty good job Mister, for a first Jedi Academy map it’s a decent map keep up the good work :). -XgamerX New Sounds: Yes (I think so) New Textures: Yes Bot Support: Yes Game Types: FFA, Duel

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5,179 downloads

Uploaded:08/07/2004

Orbs Duel Server Expansion Pack

orbsduelserverexpansionpack.zip | 54.84 MB

see this more as a FFA then a Duel map, it\'s large enough to have a small FFA on it. The main colour of this map is red as the sky appears tainted with crimson. Anyway after running through the many pillars and stabbing people with your saber you might notice two walkways leading upto two pads. So I run upto those and suddenly I fall off the walkway, aparently there are invisible walls stopping you from walking up. Which made me irritated to say the least. Still for a small FFA it\'s not bad so long as all you do is run around and poke people with sabers Next map is Attic of Ragnos, all I can say is WOW I really like this map. It\'s got an atmosphere which you just can\'t shake. As you walk around the room you\'ll see torches burning on the walls and water dripping in from the roof, the room looks like it has been decaying and left in pretty bad shape. The centerpiece of the map is the large bust of Ragnos near the back of the room. On each side there are doorways and if you walk upto them the middle bit slides aside and reveals a stone head that shoots a little bit of flame out at you. This alone makes the pack worth it for me. After that map I tested out a map called Corridor of Infinity I think.. I didn\'t memorise the map names before writing this so you\'ll have to excuse me. Basicly there are pillars running down either side and it\'s just a straightforward fight on this small corridor. It\'s darkened in the distance to give the effect that the corridor does continue into infinity. There are two pretty cool modern maps, the first is the Bank Job Vault. Sadly the map is made up mainly of missing textures for me :(, although the vault is pretty nice, you\'ll see laser beams flying back and forth, up and down. If you touch one the alarms will be set off which I thought was a nice touch to it all. The other map is the warehouse fire of (insert correct year here). You spawn in a small warehouse with boxes littering the floor, and of course fires around and in these boxes. If you look out the windows you\'ll see what appear to be the lights from a police car, you\'ll also hear the faraway sirens of them. Now some of the smaller maps, the one that I remember most is House Warming, it looks more like a padded cell with the basic look of it all, the best part of this map was walking over to the lightswitches and turning the lights on and off :P. Also if anyone remembers the clock tower map it is included in this pack but is deceptive in trying to look like a big map but being rather linear. You can only run so far down the stairs before you are blocked by that infamous invisible wall. If you jump off your character will start screaming and when you hit the bottom.. Dead! Still there have been some changes like you don\'t revolve with the cogs, which means you can duel on them without getting dizzy. Another map I played which the name I cannot remember at the moment but I liked even though it was rather basic. This map you spawn into a small valley/lake area with a river of what appears to be blood flowing into it from a waterfall. I thank orbitus for removing the annoying underwater blue. It was so insanely hard to see with that. Another rather beautiful map is the crouching tiger dojo. It looks gorgeous as you wander around, looking at all the weapons in their racks and the murals on the walls. I think this map would be better for FFAing more than Bespin_Evil. There were some other maps that I didn\'t get round to testing, but that was because of real life issues and not boredom. I\'d of gladly checked out the others if I had the time. Map(s) stats: New Textures: Yes (on some, missing in others) New Music: Yes Bot Support: Yes -Mithran-

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5,112 downloads

Uploaded:22/09/2005

The Star Destroyer

stardestroyer.zip | 8.28 MB

the hangar would be large enough for a good free for all, but there's also a second area, which looks something like a 'command deck', with some power ups and such. There were a couple of things I didn't like about this map, so let me hit those first. First of all, there was a missing texture. From the error message, I'm guessing it's a shader boo-boo. I also found the lifts to be incredibly slow. Maybe I'm just impatient, but they took an awful long time to get up to the top. One of the lifts even crushed me when I got on. Seems like it went up a wee bit too far. Now for the music. It's the Imperial March, but for those of you hard-core Star Wars gamers, you'll recognize it as the Imperial March from Force Commander. Now honestly I don't think it fits the map very well, but it's not the worst choice of music either. After a while you kind of just forget about it being there. I should also warn you, along with the lift thing, not to try and walk on the hangar entrance. It's not like in other maps where it's a solid force field. You will fall straight through. However that's handy, because when you spawn the TIEs you can go out and get shot by the Star Destroyer's guns ;) Overall I liked this map. It has its bugs, but it looks like it'd be fun to play around in, either inside the ship or outside in a little furball. Maybe we could get some bot support next time, though. New Textures: No New Models: No New Music: Yes Bot Support: No ~Inyri

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5,102 downloads

Uploaded:06/11/2004

Imperial Excavation Site

ffa_imperialdigsite1.zip | 4.92 MB

and a little cave full of blue crystals which advance the theme. The FPS wasn't that great due to the huge number of trees in the arena, but the rocky walls look natural and the large amount of models used make the map look very detailed. There was the odd bug - texture misalignment on the packing crates was common, and a few rocks had vertex errors where you can see through them, but aside from that it's a fun map. :D Theres a lot of models used in the map, ranging from crystals and trees to large boxes and bits of junk in the ground. The author has used autoclip to save manually clipping them, and whilst it works a dream on all blocky models, the trees are also solid (i.e the leaves as well as the trunk) Whilst this is possible more/less realistic depending on the size of the branch, it would have been bettter to manually clip the trees. The ground is flat, and desert like but for some reason didn't look too out of place in an otherwise greenish map. As you'd expect there's a few bottomless mining shafts and a small indoor area in the centre which is full of boxes. A nice touch was with a few bits of scenery which have a health bar, and some railings can be destroyed, reveiling nice fire effects from the broken debris, and there's also an imperial shuttle perched on a high ledge. Overall it's a nice map, although not perfectly designed and error-free (I believe it's the authors first relased map) it is visually attractive and I had fun looking around :) Don't forget to check out the crystal mining caves if you download this - the imperials seem to have a thing for crystal mining. New Textures: No New Sounds: No Bot Support: Yes ~Szico VII~

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5,078 downloads

Uploaded:29/03/2004

CTF Antalus Rift

antalusctftactical.zip | 12.56 MB

impressive, and music was really cool. Naturally you have the red and blue sides, and what\'s interesting is that these aren\'t just the same thing in different colours. They are a different base. I was so happy to find that you not only had to get to the flag base but you had to figure out how to get to the flag itself at the base, which was a great innovation. The map is a valley of sorts and is full of goodies like mines (evil grin) and rockets. As I said before this author never ceases to amaze, and I can\'t wait for more of his brilliant work. Gametypes - CTF New Music- Yes New Textures- Yes Bot Support- Yes -SanosuKe

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5,022 downloads

Uploaded:30/04/2006

Shadows of the Empire Escape from Echo Base

shadows_of_the_empire_mod_level1.zip | 5.84 MB

different, the mapping styles probably aren't all that different. This map just seems... bland. And I haven't even gotten into the technical problems, of which there are many. Why don't we cover those first? First of all: missing textures. There are quite a few, which you'll notice as you go along. Secondly, z-fighting. Quite a bit of that, as well, in various places. There are also misaligned brushes, holes in the map, and I didn't see a light that had a source [i]anywhere[/i] in the map. Older games didn't worry about light sources, but with a newer engine (in comparison) that ought to be taken into account as a factor. Nobody said you couldn't spruce up an old concept by adding new detail when you have the power. There are quite a few problems that are unrelated to the mapping as well. First of all the music doesn't work, mainly because the author didn't bother to include it in the PK3. As a single-player level it's also a bit difficult to get loaded - you have to load it as a mod, then load it up in the console as well. Having a batch file to do this for us would have been a heck of a lot simpler. Also Force has not been disabled, and you don't play as Dash Rendar (which is kind of a disappointment). This means you're basically a Jedi running around with a blaster on Hoth and no lightsaber. Then, to end off the level... nothing happens. You beat the end guy and you just sit there. You can go back and kill some stormtroopers if you want, because the level won't end itself. Personally for something like this I would have suggested a crew of a few more people, or I would at least suggest the author gains a bit more knowledge about single-player mapping so he can get the level working 100% correctly. Having a SP map come out only half done is really kind of a bummer, especially when it's something as cool as Shadows of the Empire. [b]Note[/b]: Should you decide you want to play it, the read-me is incorrect in its play instructions. The map name is [b]sote_echo_base1[/b], not sote_echo_base. New Textures: No New Models: No New Music: No Bot Support: N/A ~Inyri

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5,001 downloads

Uploaded:22/12/2004

The North Pole

northpole.zip | 21.04 MB

slopes for sledding and fires blazing in the fireplaces and trees decorated with bright lights and pretty baubles. This is the North Pole map I've been waiting for. You'll find a real sleigh, a WORKING sleigh to drive around the map, a train circling the small town below, smiling snowmen and even a toy shop and a stable full of reindeer. Santa sits in a chair, smoking his pipe, flanked by huge candy canes and cheery wallpaper all around. The most surprising discovery in this map was the duel pad high and far back in the map. It seems a bit out of place. But all in all, this is definitely my favorite Christmas map. Great work, Mongo. :D So, Merry Christmas, Happy Hanukkah or Happy Holidays ... pick the one that works for you! Have a wonderful holiday everyone. :D Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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4,893 downloads

Uploaded:18/02/2004

Duel Dustball

dueldustball.zip | 9.07 MB

that. Duel Dustball is an amazing duel map that meets almost every expectation I would have in a map made by Raven! But this one is made by Gonk. The design is wonderful, the lighting is lovely, the textures are perfect - the detail is incredible. The buildings in the background are great because you know when some people use a skybox and you get like, I dunno what to call it, but you see seam-like things? It just can make the whole map look ugly. But this map is secure all around by all of the buildings and you see nothing but blue skies and white wispy clouds. Some of the props that most people would leave out of a duel map are included here and really add to the ambience of this map. And my FPS didn\'t dive, so that\'s a plus. :) The only thing this map is really missing is new music. That would really, really complete this duel map. While some may find it awkward dueling on the ship - I like it. It\'s not just a boring circle of sand in the middle like an arena. You feel like you\'re actually dueling somewhere, y\'know? Great work, Gonk - I can\'t wait to see more. I\'d love to see you do an FFA map! Bot Support: Yes New Textures: Yes New Music: No Game Types: Duel, Powerduel ~AmosMagee

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4,886 downloads

Uploaded:24/01/2005

Christmas Village

christmas_village.zip | 34.17 MB

even now, so long after Christmas. I should let you know right away though that this is not a very interactive map. You won\'t find any slides, rides, or reindeer pulling sleighs. This isn\'t one of those maps that will keep you busy for hours. It\'s a lovely map, just the same. It\'s a decent size for dueling and FFAing. There are even some weapons here and there. More than anything, you need to just check this map out to see all of the animated lights and figures. Exploring this map is much like jumping in the car and driving down streets in your town to look at all of the displays on front lawns during the holidays. The music is perfect. The map is great. There is only one thing that disappointed me. I wanted to go into all of the houses. I wanted to explore them and find Christmas trees with presents, cookies and milk left out for Santa, etc. I wanted to see the scene complete. Anyway, this is a wonderful map and should be enjoyed anytime of the year. Besides, shouldn\'t we celebrate the spirit of the holidays everyday? :D Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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4,882 downloads

Uploaded:08/01/2004

DEX\'s Club

dex.zip | 2.34 MB

compact city feel to it. The lighting is something I really like in this map. It\'s dark, but there are many red spotlights here and there. I love the atmosphere it creates. The diner looks great and definitely has the same 50\'s diner feeling that it had in the movie. Now, there was a C-3PO in the back, and I admit that I kinda killed him. I had to test everything! Anyway, he kinda disappeared before I took the screenshot. :/ The ramps that take you up to a glass catwalk not too high above the streets looks wonderful. I love the design of it. Once again, it\'s unfortunate how low my FPS was. :( I really like this map and definitely would\'ve added it to my rotation, but I just can\'t imagine an FFA on this map with 15 FPS. The music included would quickly get on my nerves since it\'s only about a 30 second clip. That looping over and over for 30 minutes would drive me nuts. The weapon placement did seem like a bit of an afterthought, but it\'s not too bad. A beautiful map, but not practical for play. Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA, TFFA ~AmosMagee

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4,877 downloads

Uploaded:21/01/2004

Hidden Dragon

hidden_dragon.zip | 12.5 MB

in this room. The open area is perfect for a good duel, and there\'s plenty of space for people to watch from the sidelines without getting in the way. It\'s also great for a small FFA. Once again, Orb doesn\'t miss a single detail. The chairs are perfect, the small plants, the weapons on the side walls, the shadows and lighting - it\'s all just wonderful. And I thought that was all there was to this map. I was ready to write a review after just taking a look at this one room, but then I discovered a door. I entered the next room and it just stole my breath. I remember being so captivated with the windows and the sun pouring through in the Chapel of the Ysalamiri map from JK2 and it\'s done in this room as well. The windows themselves are gorgeous and the mix of the woods are just beautiful. Once again, I thought that\'s all there was, so I went back to the main room to start to get screenshots, when I noticed another door. Yay! I followed a small path of stepping stones to the most magnificant waterfall I\'ve ever seen in an MP map. Oh wait, before I get to that, I did turn around and noticed the details of the building, like the curved roof thing. Very nice. And there was a small wooden spa/pond thing. Also lovely, but I wanted to get to the waterfall. :) The screenshots really don\'t do this map jusitice. The water softly laps the edges of the rocks all around. But eye-candy aside, duels on these rocks would be fun. Now after all of that gushing I did, let me get to some of the things that did kinda bug me. I didn\'t quite understand the stepping stones ... over a stone ground. It probably should\'ve been dirt or grass or something. Also, while I enjoyed the music selection, it just didn\'t seem to fit the mood of this map. I suppose I expected something a bit more exotic. But it is a peaceful piece. As Orb says, guns were not appropriate for this map inspired by Crouching Tiger, Hidden Dragon. So this would be a perfect map for duels or just small FFA\'s. Wonderful job, Orb. Definitely my favorite. Now I see why you were eager for me to see this one. You hit the nail on the head. I love this map. :) Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, Duel, Powerduel ~AmosMagee Ps. I forgot to add one other thing. There were two skins created just for this map. A reskin of Tavion and a reskin of the Jedi Trainer. They\'re not spectacular reskins, but they fit the feel of the map. You\'ll find a lovely dragon tattoo on Tavion and a dragon on the back of the guy. Nice job. :)

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4,857 downloads

Uploaded:13/01/2004

Night Bespin 2310AD (v1)

bespin2310ad.zip | 13 MB

chased and if you like playing nearing ledges, one side of the map makes it easy for you to toss your opponent to his death, while the other side will let you focus on sabering him. :) But after playing Bespin for so long, many have grown tired of it. So V.Engineer has updated Bespin. It\'s now Bespin Streets at night and there\'s red lighting all around the map. You can\'t quite see it in my screenshot, but the area at the bottom has a new texture and see that little round thing there? I\'m talking about in the second screenshot, by the way. :) That\'s an elevator. An elevator to take you up to the second pad. So now, no more waiting in line at the pad for duels! Yay! The msuic for this map sounds familiar, but I can\'t place it, darn it. Only problem with this map is the same problem we\'ve come across with all Bespin Streets maps - there\'s an interference of some kind between it and that one map with the crystals. I can only remember it by the map name, mp/ffa4. That really, really bugs me. This is a great map and I\'d love to use it. Hmm. Maybe I should just take that one JA map out of my rotation? Anyway, great job, V.Engineer. Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, TFFA ~AmosMagee

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4,848 downloads

Uploaded:02/03/2005

Bloodmine Shaft

bloodmine.zip | 26.13 MB

only three maps created by him - though there may be more, I dunno. I had fun with my counting and may have lost track. One, ahahahaha, two, ahahahahaha... anyway. First and foremost, this is a lovely map. It really is very pretty. And like most beautiful things, it\'s also complicated. I\'m not even sure I found a flag base. And I spent at least 15 minutes exploring this map. Granted, I was playing in FFA mode, but flag bases are usually obvious. I thought I found a base approximately 9 times, but I was probably wrong. To really understand why this map is already a favorite by me, you have to play it. It\'s great for CTF, but it\'s good for FFA too. Ammo and weapons are plentiful. I really want to play a CTF on this map, but I don\'t see that happening - since he didn\'t make it for JK2! *cries* Anyway, check out this map by Wedge and then send him no less than 483 emails telling him why he should make more maps. :D Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, CTF, TFFA ~AmosMagee

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4,811 downloads

Uploaded:08/02/2005

Manaan Beta

manaan_beta.zip | 3.56 MB

guessing it is. Not because it\'s a bad map, but it definitely has an amateur touch to it. Every room is quite expansive, too expansive, that is. The hallways are long and wide. Each room does have something in it - the Falcon, a clump of cargo boxes - so the mapper did get the concept of adding obstacles. However, the rooms are just so big, there\'s almost no point in putting anything in them. There are these other rooms that have these interesting fountains in the center, which I like very much. Overall, though, this is not one of my favorite maps. It\'s just a bit too bland for my taste. I found a few technical errors here and there. One thing that should be changed is that you can jump off and into the water at the edge, but there\'s no water and you don\'t die. Anyway, nice attempt here. Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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4,806 downloads

Uploaded:30/08/2004

JKA Tron

jkatron.zip | 32.44 MB

it himself. Asty\'s skin is included with the map. So it\'s like, a complete Tron thingy. But what would really make it complete is if the author could\'ve somehow skinned a ship to make it look like one of those things ... y\'know, I forget the name of them ... those weird claw things in Tron. Anyway, this is not a map for those who have a weak system. And by that I mean, you need to have a decent video card and enough RAM to handle this map. My FPS was fine, though it was choppy in some areas. I can\'t imagine playing with 15 others on a server, but I might be able to handle it if I dropped my resolution and stuff. I simply cannot express how beautiful this level is. I really felt like I was thrust into the world of Tron. There\'s an arena that\'s perfect for dueling, ships on two different pads so you can fly around the map (which is huge) to check it out, or y\'know, kill stuff. Oh, and then there\'s like, this tram that goes all around the map. I didn\'t notice if it stopped at certain places or not, but it does take you to a bar on the other side of the map. Speaking of the bar, I did notice one itty, bitty, tiny little error. One of the walls at the bar you can walk through. :/ Anyhow, the bar is just lovely. Everything is. I just love the textures used for this map. The whole map has this faint glow about it. If you\'re looking at the screenshots and you\'re just confused because you have no idea what Tron is - leave your computer right now, go rent the movie and watch it. Sure, it\'s dated. But it\'s a wonderful movie. It was the first of its kind. Great job on this map ... I can\'t wait to see more from you guys. :D Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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4,792 downloads

Uploaded:24/06/2007

Naboo Lake Retreat

naboo_lake_retreat_final.zip | 24.71 MB

place has a number of floors. The whole retreat contains a bar, bathroom, bedroom, hot tub, pool, and a duel area of sorts. The RPability of this map is decent. It also makes interesting battles and eye candy. Death, doom, and, in fact, gloom. My only wish is that there were more rooms for RPability. Otherwise, GOOD FOR AVERUS =_= BANDWIDTH *points to you* GIVE ME THAT WHICH IS BANDWIDTH. New Textures: Aye New Music: Aye Secrets to plunder: Aye Bot Support: Aye - Averus Retruthan

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4,789 downloads

Uploaded:19/06/2005

=PX= Galactic Zoo

the_galactic_zoo.zip | 6.52 MB

things, and mine monsters. The author has put buttons above where you can "feed" the animals... the food is jawas and people. Once you get down below in this map, you find two mine monsters that you can ride.. actually, have to ride to get to the other area. So, you hop in ur bug, and go in a small opening in the wall being careful not to fall off the walkway. In the next room, are the same creatures that are all rideable. The author has added some new textures, mainly in the form of text. New music has been added as well. This is the authors first map and being so, it looks it. I found z-fighting in afew areas, overlapping textures are a no no. Some textures seam blurry maybe due to fitting. The map itself I think is a fun idea, and the mine monsters are really cool. A version two with some of these things fixed, along with alot more detail and better lighting would make this map alot better. -Lizardking

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4,773 downloads

Uploaded:14/01/2004

A Duel of Two Kings

duel_chess.zip | 5.29 MB

tree in the corner. But it\'s effective. What makes for an even more interesting duel is that all of the pieces are destructable. Yay! Funny thing happened when I was destroying everything - one piece exploded and I found myself staring at this large symbol, with what appears to be stained glass all over it. Just jump right back in and you\'re back to the board again. Oh, and if you happen to be taunting someone from the edge of one of the walls and you fall (like I so often do), no worries - you\'ll reappear on the board again, but it will take 25 HP off. The music was lovely and I was surprised to find that it\'s a string tribute to Nine Inch Nails. The insipiration for this map came from the game \"American McGee\'s Alice\". I\'ve always loved that game and I would really, really love to see Daku create an FFA map with textures from that game. Like, a big Alice world - that would be amazing. :D FPS in this duel map isn\'t an issue at all. Now ready for the best part? This is Daku\'s first map. :) Oh, and the levelshot - quite impressive. That was made by Aeris. Wonderful job. I really can\'t wait to see what else Daku produces. Bot Support: Yes New Textures: Yes New Music: Yes Game Types: Duel, FFA, TFFA ~AmosMagee

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4,712 downloads

Uploaded:29/05/2006

Ladies of the Sith - Cruise Liner

lotsship2.zip | 1.12 MB

that a guy named SkaterJohn16 made a map called Ladies of the Sith - Cruise Liner. But enough of my giggling. On to the map. The first thing that struck me was the music, and how much I felt it didn\'t fit with the map\'s theme. It\'s a very fast-paced duel-type piece of music, and for it to be playing onboard some kind of luxury yacht just doesn\'t seem right. I would expected something a bit slower, more reminiscent to \"elevator music\". But then again this whole map doesn\'t really strike me as much of a cruise liner at all. There are no rooms, there\'s only one deck, and the thing is decked out in turbolasers and has starfighters. Doesn\'t particularly fit with my idea of a cruise liner. That said, the map itself isn\'t bad. I actually quite like it - I just think the name is unfitting. The map boasts three main areas: the main room, which is the only section I believe comes close to looking like a cruise liner, the bridge, and the starfighter areas. The main room is quite nice looking. It\'s got trees, what looks like hanging glass platforms, and what looks like quite a few fluorescent lights. The Imperial logos on the walls make me a little uneasy - I fear it would be something of a stuffy cruise wink. The bridge area is relatively small - only a fraction of the size of the main area - but it has a very unique design, which you\'ll have to see for yourself. It makes strong use of rounded brushes, giving it a more feminine look (which may or may not have been the point, but for a clan called \"Ladies of the Sith\" it sounds like a good thing). The third section, the starfighter section, is a bit blander than the rest of the map, giving it a kind of \"behind the scenes\" look. Kind of like how there\'s a nice restaurant, then a really stark bland kitchen. You don\'t need a fancy kitchen, you just need it to work. Same concept here, so the starkness of this area does not look out of place. This area leads to several bays which contain X-wings and Z-95 starfighters, in case you\'d like to be blown out of the sky by the cruise liner\'s turbolasers. Fun times! Overall a pretty good map - plenty of room to run around. Personally I think it could be improved to better fit the theme chosen, but it works just as well the way it is.[/quote]This map now seems much more visually appealing to me, especially in the hangar area. Lots of things have been tweaked/fixed. For instance you can now shoot down those pesky TIEs from the bridge area (by popular demand, apparently -- and who could resist?!). Gameplay has also been improved in several ways. My favorite addition is the barracks section, which really does give it more of a cruise liner feel, even though it seems more like crew quarters. But in terms of functionality it does work quite well to give it a more multi-purpose feel. Definitely some good improvements here! For those who\'d rather just skim over the changelog, here it is: [quote]*****Fixes from v1: No longer can you shoot thru glass. Fixed buggy cargo-bay doors. Added a barracks section at the back of the ship for lounging. Added more things to fool around with in the bridge. Added controlable gun turrets by popular demand. Polished textures and details. Fixed a few texturing issues. Added more ships to fly around in. Modified hangar for easier takeoffs and landings. Better ambient sound. More sophisticated bsp compile. Dueling on the center glass in the lobby is no longer buggy.[/quote] New Textures: Yes New Models: No New Music: No Bot Support: Yes ~Inyri

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4,683 downloads

Uploaded:08/01/2004

Boonta Flag Hunt

boonta_flag_hunt.zip | 3.47 MB

Boonta Flag Hunt is an interesting CTF map that takes advantage of small advancements that JA brought us. The map is enormous and has several areas that are perfect for sniping. But don\'t be daunted by the size of the map. There are swoops available to get you from one end to the other. The biggest surprise for me was when I entered a large room with an abundance of weapons in the center in a big circle. I hesitated and only stepped on the edge. Suddenly, a gate dropped and I heard the menacing growl of a rancor. EEK! There aren\'t any other screenshots of that room cause I just kinda ran away. *giggle* I did explore a little and stumbled upon the red flag base. It wasn\'t where I expected it to be. The bases do not mirror each other. If you take a swoop to either end of the map, you\'re stopped by a rail that keeps you from venturing any further. An interesting addition to the map I found in one of the towers - a bar. And if you\'re in the mood for some karaoke, there\'s a microphone waiting for you on stage. Along with my favorite - big guns! :D I found my way up to the top and found another bar on the way up. This would be a perfect CTF map except for one thing - the FPS. Yikes. I believe I averaged around 14 FPS in almost every area. I really like the design of the map and the layout keeps things interesting. If it weren\'t for the poor FPS, I\'d consider adding this map to my server even for use as just an FFA map. Bot Support: No New Textures: Yes New Music: No Game Types: CTF, FFA, TFFA ~AmosMagee

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4,664 downloads

Uploaded:29/09/2003

Eternal Lair of Ragnos Disciples

ragnos.zip | 7.25 MB

good. The map is titled ¡§The Eternal Lair of Ragnos¡¦ Deciples.¡¨ Even that sound like it could be from the game. This map consists of four basic parts. There is a main room, and three hallways branching off it. The first thing I noticed when I entered this map was the architecture. It was so amazing I felt like crying over the fact that not in a million years could I produce such quality. The columns spiral upward to a detailed ceiling (see pictures). Now we walk down a curved arched hallway with a very nice doorway (see other picture ƒº) entering the first area, which happens to be outdoors. Unlike some outdoor areas that are blocky and unrealistic, this one looks almost perfect. The ground is rocky and cracked with lava flowing far below. There is a broken column creating a bridge across a gap in the long winding path leading up to what looks like an ancient Greek or Roman temple. Inside a statue sits on a giant throne and the lights (another great part of this map) shines through holes in the ceiling. Next we return to the main hall, and go down the second passage. This leads to yet another outdoor area. This one consists of a huge pit of lava, with the only way across being to jump from rock to rock above the lava. On the other side of the pit, there is a smaller (yet still huge) room with some more of the cool spirally columns. We return once again to the main hall, and take the final passage. This leads to a small crossroads with four doorways. Above each is a colored gem, yellow, blue, red. Two of these doorways lead to lava rooms, and one to an ice one. This is the final passage I found and so ends the map. Still those parts are more than enough to make this perhaps the best map I have seen, for JK2 or 3. The architecture, lighting, music, and atmosphere of this map are great. Period. This map is wonderful. I absolutely love it. This map is a MUST download, no buts, no excuses, no anything. If you don¡¦t download this map after you¡¦ve read this review, I will come and hunt you down and eat you }>. I would be very surprised if this map didn¡¦t go into most rotations. Its great atmosphere and good game play make it perfect for most any server. Awesome work, its maps like these that make my day, month, week, and year happy. I hope this is the first of many great maps from Desostros, and other members of the JK3 Community. Once again, great work, keep it up. 10/10 ~DeathBringer New Texture: Yes New Music: Yes Bot Support: Yes Game Types: FFA

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4,650 downloads

Uploaded:06/06/2007

[CONTEST] The Emperor's Throne Room

duke_throne_duel.zip | 8.7 MB

recent JKFiles Duel Map contest, this one being the winner of the Intermediate skill group. As is obvious from the name of the map, this is perhaps one of the most famous locations out of Return of the Jedi; the Emperors Throne Room that sits atop the second Death Star. And a good recreation it is too! ;) First of all lets start off with the size. The map is a pretty decent size for a duel map, it is quite large, but it’s not too large. You could have a good duel in here, as there’s plenty of obstacles to jump over, duck behind and such as well as a couple of different levels to fight your way around. And of course, a couple of staircases as seen in the movie, I dunno why…but dueling up a staircase seems to be quite a popular feature of those old swashbuckling movies, I guess that kinda carried over to Starwars! Now, let’s move onto the architecture and detailing, always important parts of a nice looking and practical map! Firstly the architecture, obviously being a movie location based map, you cant really be as creative as you might an original themed map when it comes to the architecture, because of course its meant to look like the location in the movie! That’s also where the challenge lies, because it’s not easy to make a faithful recreation of a movie location. However Duke has done an excellent job with that here, and I would say…it appears as though he’s been looking through the ‘Inside the Worlds of Starwars’ books (kinda like the cross-section books, but for the locations in the movies rather than the vehicles). I noticed a few parts in this map like the holo-projector which don’t appear in the film, but are shown in a lot of detail in the book, so good job to the author on managing to fit those in! As for the detailing, I would also say that it is well done. Like I mentioned above, the author has managed to fit in even the areas that are not actually see in the movie, but that are in other books and stuff, which is always good. The windows are well made, and I believe they use a texture from JK2 that was used quite a bit on the old Stardestroyer FFA map, which looks good. The author also made the outside look pretty good too, so what you see when you look out of the windows is a pretty accurate representation of what the Throne Room tower actually looked like on the outside. One other thing is the nice rotating elevator doors, good scripting there. ;) Now, as always there are some areas of this map that I feel could be improved upon. The most major thing is the framerate, which was a little low in this map, at least for me anyway. High framerate is always essential to a practical duel map, though I’m sure people with more powerful systems (mines getting a little old, its getting an upgrade soon!) shouldn’t have much problem with that. There were one or two other areas in the map which maybe could have been more detailed, or textures that didn’t quite fit, but apart from that an excellent map here! So lets round up some pro’s and con’s: Pro’s: [*]Good recreation of the movie location. [*]Good brushwork. [*]Good use of lighting and textures, especially for the windows. Con’s: [*]Slightly low framerate for a duel map. [*]Textures in a few places seem a bit out of place. [*]It could do with a little extra detail here and there. Bot Support: Yes New Textures: Yes New Sounds: No New Music: Yes Game Types: Duel, Power Duel ~Nozyspy~

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4,636 downloads

Uploaded:15/03/2004

Bespin Tower

bespintower.zip | 1.81 MB

and love and four platforms perfect for dueling. Also good for FFAing. The platforms seem to be much bigger than the one in JK2\'s Bespin Streets. On the lowest one, the sun is casting a shadow on the ground and there are lifts to take you up to the next level. The second one is fairly boring. Nothing much sets it apart from the other levels, except that it\'s quite plain. The third platform is probably my favorite because I just love those lampposts. And the uppermost level is of course, the landing pad for the Millenium Falcon. All in all, I\'d have to say this is a good map for any FFA server out there. The elevators move quickly enough and there\'s plenty of room on each level for there to be multiple duels. With great FPS and bot support, what more could you want? I may add this to my server rotation. :) Good work, Killermic! Bot Support: Yes New Textures: Yes New Music: No Game Types: FFA, TFFA, Duel, Powerduel ~AmosMagee

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4,618 downloads

Uploaded:02/07/2004

Fearis Incident

fearisjkf.zip | 9.08 MB

Bespin Streets is equally satisfying ... but I digress. I love it when mappers create levels that lend themselves well to a migrating duel. This is one of those maps. Don\'t quote me on this, but I do believe this is mslaf\'s first map ever and it won first place in the duel map contest he entered this into. Nice job. Outside, there is a landing pad and a path into a building that\'s been situated inside of a mountain. There are several rooms to explore and be sure to have a little force enabled, otherwise you might not get to see everything. Use push and pull on lots of objects. This is a very interactive map. And it really makes for some interesting duels. Some may not be happy with the textures. They are quite stark, but they\'re very clean and tech-y. And I love that look. It\'s quite lovely and I had fun playing this map. I can\'t wait to see what else you make, mslaf. Please keep mapping! Bot Support: Yes New Textures: Yes New Music: Yes Game Types: Duel, Powerduel ~AmosMagee

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4,611 downloads

Uploaded:13/01/2008

Korriban Sith Academy

korriban_sith_academy_v1.1.zip | 7.24 MB

features two generalized areas -- inside and outside. The outside portion is a valley, not dissimilar to all the descriptions of the Valley of the Dark Lords that we have out there. It\'s got valley right there in the name, after all! The terrain is pretty good, although there are many areas that are not smoothed which detracts from a realistic feel. The entrance to the main complex really struck me as unique. Scripts are used to create a compound door that opens in a very interesting way. In terms of gameplay, this may hinder gameplay as the doors open very slowly. So you trade playability for eye candy -- your call on whether that\'s for you or not. I found the architecture inside to be somewhat hit or miss. I originally thought that the textures didn\'t fit with the more modern architectural style, but after a while it grew on me. I do love the layout of the map, and it\'s big enough to support a decent-sized free for all. The architecture is also varied enough to avoid boredom. There are some small updates and some minor additions from the first version, but I\'ll let you read about them in the read-me as they do seem more detail oriented than content oriented. My biggest suggestion would be to work on the lighting. In some areas the lighting just seems fairly unrealistic (ie pitch black in the shadows outside, and the light from the flames seems far too yellow). Otherwise seems like a good map and I think with some more aesthetic updates it could really polish up well. [b]Bot Support[/b]: Yes [b]New Models[/b]: No [b]New Textures[/b]: Yes [b]New Music[/b]: Yes ~Inyri

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4,572 downloads

Uploaded:17/10/2005

Jedi Hotel V2 (FIXED)

jedihotelv2.zip | 5.38 MB

you. If not, then you can download this small fix from PC Game Mods: http://www.pcgamemods.com/mod/16622.html It seems the author accidentally used some textures from Sith Council v2; here’s what he said: “The problem was, that some textures used in SithCouncilV2 showed up in shaderlist.txt (because he used filenames like bespin/(texture) which are the same folders used in JA hierarchy.” So basically the author of Sith Council v2 used names for his shaders which put the custom textures used in the Base JKA Texture folder instead of a separate texture folder for the custom textures :S It’s a bit complicated but mappers should understand what I mean lol. It’s a shame this author couldn’t recompile his map with working textures, but then again I don’t blame him, on a map this size compiling would take years! Now that that’s out of the way, on with the review! Ok, the first thing I noticed when I tested this map out was the fact that to get to any of the rooms in the map, all you need to do, is jump into one of the ‘windows’ in the main area where you start off. These ‘windows’ are really teleporters, and will teleport you to the room that they show. At first I was puzzled about how this ‘window’ thing worked, but then I realised that the author has very cleverly used cameras to enable you to see the room to which you are about to teleport. This is a bit difficult to explain really if you have never tried making one of these in GTK Radiant (the mapping program for those of you who are not familiar with it). Basically, you texture one side of a brush (block, wall or whatever you want to call it) with this special camera texture thingy. Then you use some entities to basically take what the ‘camera’ entity sees and project it on this special texture. So you see what the ‘camera’ sees. I absolutely love this feature, and I think it’s a stroke of genius how the author has used it in this map :) The second thing that hit me when I explored this map was how big it was. It really is massive! There’s LOADS of rooms here, and it would probably be great for a clan or an Academy. There’s plenty of space to duel or FFA and there some nice architecture too. There’s also plenty of atmosphere in this map, the combination of the architecture, and the textures used, reminds me a lot of the JK2 maps that I used to love playing. Some of the cool features in this map with added to the atmosphere were the lightning and rain effects and sounds. You can certainly tell that there’s a bad storm outside! The rain effect was especially cool. When the rain hits the ground it makes little splashes. I know that kind of effect has been used on a map or two before, but it was again used to good effect on this map. It looks really cool too! Yet MORE cool features were: The Reactor. From reading the readme, it sounds like there’s something that can happen to the reactor to make it blow up, and you have to crawl through all the ventilation shafts avoiding fans and whatnot to stop it from blowing up! Sounds really fun :) Another very small, but nice touch were the little rotating cubes above the various control panels throughout the map. There werent many things that bugged me in this map. Probably the main one was the fact that some of the textures were missing and that was quite noticable. However, if you download the texture fix from the link at the start of the readme, that mostly fixes the problem im glad to say :) One other thing was that there was bot rout data in the .pk3 but the bots didn’t seem to work ingame :S *Edit* Apparently they do work in the Lobby area though. Besides this is best played with human players anyway ;) All in all this is a superb map, which I really enjoyed playing, and im sure it would be great for a wide variety of players, whether you like FFA’ing, or your part of a clan or academy (if your in a clan or academy you will LOVE this trust me ;) ), or even if you just like exploring, this is definitely a map you might like ;) Bot Support: Yes (But ONLY in the Lobby area) New Textures: Yes New Sounds: No New Music: No Game Types: FFA, TFFA ~Nozyspy~

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4,556 downloads

Uploaded:27/11/2003

Sniper Zone and F-Zero Beta Maps

sniperzone_and_fzero_beta_maps.zip | 6.04 MB

two of them are beta maps based on the Team Fortress Classic Sniper maps, and are also going to be used in his upcoming Disruption mod. The other map included is a beta of a map made for Jedi Knight Racing, which is modeled after a map found in the game F-Zero. The Sniper Wars maps are clearly meant for just that: sniping. Both of the maps are styled similarly, with 2 large, dimly lit buildings on either side and no means of getting to the other side, alive. The only difference between the maps is the coloring, and the second of the map has an area that juts out further than anywhere else. There is plenty of Disruptors and ammo lying about for sniping. The idea is solid, but I would like to be able to use a little more of the map to snipe, rather than just having to camp near the outside to get clear shots of the other. With a little work the mod that you are working on will be awesome! Again, the other map is a Jedi Knight Racing map, modeled after a map in F-Zero. Having never played F-Zero myself, this track seems rather basic, and the swoops included are untextured. The track does have a neat shader, which makes it light up every few seconds. It is certainly nice to see Nathan working on new projects! :D A recurring problem I noticed in all of the maps included here is that they are all quite dark. Also the swoops are untextured in the JKR map. I understand this is all beta, and bugs are yet to be worked out. The sniping maps are a good idea, and it\'s nice to see JKR being further expanded upon! Keep it up, Nathan! :) Screenshots 1-3: F-Zero Screenshots 4-5: Sniper Map 1 Screenshots 6-7: Sniper Map 2 ~Lord Griever~ [b]New Textures - Yes Bot Support - No New Music - No[/b]

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4,531 downloads

Uploaded:08/04/2004

Owl City (v1)

owlcity.zip | 11.13 MB

of trees and foliage, benches and lightposts. There are bus stops with a map and a sign. Phone booths all over the place. There\'s an arena for matches with plenty of seating for spectators. The subway is just great. Down below are turnstyles and benches and phones. There\'s a parking lot with several vehicles parked, and a booth for the parking attendant. The police station actually seems to be the disco. LOL And there are just so many details everywhere. The map looks amazing and there\'s so much to explore. You can even find a swoop in an unexpected area and take it through the streets of the city to look around. My only issue with this map is the FPS. There were some areas I was getting only 25 FPS. So this is going to be kind of sluggish on some systems. The textures are great and there are so many great details, even down to the grates you\'ll find in the streets here and there. But this kind of map isn\'t for everyone. It is a bit large, so it might be difficult to find your way around, or find someone to duel. Anyway, I like it. :) Good job! Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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4,496 downloads

Uploaded:29/12/2003

Dark Streets FINAL

darkforces_streets_final.zip | 21.29 MB

aesthetics, and succeeds at really bringing this map to life. The custom textures are great and a lot of fun! Most texture problems from Version 1 have been addressed here, and the map really comes together in feel and graphical flow. Perhaps where this map falters somewhat is at a raw gameplay level. There isn’t much height variation in the main fighting areas. Most areas are relatively flat compared to each other. This is of course due to the ‘street’ nature of this city based map but it certainly would be nice to see some variation there. On the other end of the coin, Darkforces Streets does feature some great weapon placement and some ‘omg this looks so cool let’s duel here’ areas. As a solid first effort for a multi-player map, this is a must-download. P.S. (note to mappers): Stop using those purple crystals in your maps! I mean really… what’s the point?[/quote] Hmmm. Where do I begin? Y'know, I think I'll start with the music of all things. I am so rarely impressed by the choice of music for maps, and the five minute mp3 included for this map works fairly well. I also just really like the music. :D It has a very dark, like, detective feel to it. I was tempted to hide in the shadows cast on the brick walls surrounding the map and sneak around the perimeter, humming along with the mysterious music. In fact, the music alone made me long for a good detective-like map. Y'know, like, a 40's noir kinda thing - complete with a detective's office high up in a building, with rain pouring down, a desk littered with cigarette butts, an old phone and an empty bottle of whiskey. A bare lightbulb burning overhead and a dented file cabinet in the corner. Okay, you get my point. :) Fortunately, this map lived up to my expectations when I first heard the music and spawned in a dark street with several empty wooden boxes around me, although I guess 15 frames per second isn't a great way to start off. My FPS did improve in other areas of the map, but not in the areas that I would've wanted to duel. Szico included several speeders and a short street raceway that was really a satisfying jaunt. I suppose the most impressive room was the bedroom, though everything seems a bit oversized (Easy for fighting though). The same can be said for the bar and barstools in the McDonald's down the street, and the picnic tables outside. It seemed that everywhere I turned, there was a scrolling neon sign with clan tags and names. The bar in the Pizza Express was way too high and the chairs and tables are only there for decoration - you can't really sit in a chair. The clan room, for lack of a better term, was nice. I did like the lockdown feature - but I was most grateful for turning off that darn alarm thing. Rawr. I am glad that Szico didn't make an office for each member of the clan - that is a pet peeve of mine. :) The best place, in my opinion, for a good duel is the area below the clan room. So I guess this is one of those maps that you just kinda hang out on. I can't imagine a good FFA on this map simply because of the FPS I got on it (although it is probably due to my Graphics card.) Szico claims this is the final version of this map and he added quite a bit to this version, including new textures, better bot support and more secret areas. So for those of you who are a fan of the previous versions, you should download this final map. And for those of you who haven't seen this map before, it is worth a look. Pretty darn impressive for a first map. I can't wait to see what Szico designs next! :) Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, TFFA, Duel, CTF, JKR ~AmosMagee~

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4,489 downloads

Uploaded:06/10/2005

Tendron RPG

tendron_version1.zip | 27.97 MB

sound of nails on a chalkboard converted into a visual—a map that you can see and touch. The retinas in my eyes have sufferred permanent damage due to this atrocious mapping presentation. Gil-Dagor seems to know how to use many map interactivity tricks, but in the process seems to have skipped the step of learning how to map. Did he miss the most basic steps? There's no music at all—just silence—and the levelshot that is supposed to show when the map is loading does not show up in the loading process. Uh-oh. My question for you is: did you test the map yourself, or with anyone else? It initially didn't work, because I needed something that would allow me to have additional vehicles ([file="43679"]99 Vehicles Fix[/file] worked for me); tsk tsk—you didn't mention that in the email nor in the readme, Gil-Dagor. It's intended for role-playing, and I can see how that has affected it. I spawned into an area with a table with seats and a … reception area, which shows up in many places throughout the map, and on the far side was a set of teleporters. These teleporters take you to the different areas of the map, which can also be accessed by flying ships through teleporter markers, which is an interesting idea, but not a pretty one. Without reading the readme, I would not have known what the purpose was of those red dots in the sky of the city. One of the areas is the ugliest city that I have ever seen created in a map. Missing textures [i]everywhere[/i], this city is a disgusting, angular, white mess. The city ends abruptly into a surrounding desert area. The water is plain and artificial-looking, and oh gosh, it hurts to remember what it was like. Just look at the screenshots. No, wait … don't. It could hurt. Just leave this webpage and wait for the author's next map update. There were some fun ideas practiced throughout the map, including Earth-like spaceships and a mostly pointless metro—a metro is a good idea and it was executed well, but it doesn't really take you anywhere useful in the map. There're also many turrets that don't fire at the ships that you man in the turrets' respective station. Overall, this author really did know what he was doing when he decided to make this an RPG map. I really did have fun in some portions; I was surprised to find many buttons that did things, and there certainly was a lot to explore. Though, sometimes you'll come across an empty room that simply takes up space, or exists just for the sake of having another door or lift leading to another room. Other areas of the map included an asteroid field that contained ugly asteroids that don't look like asteroids, but just blocks of brown map, a space station—which I really liked and thought was pretty neat and original—or two, and other spectacles. Actually, they shouldn't be called spectacles, because they're not pretty things for you to see. I think they should just be called "activities," because although they're not fun to look at, I liked exploring everything here. Lighting is non-existent in "Tendron RPG." It was explained in the readme that the map was whipped up in a hurry, but that doesn't necessarily justify it. It's poor quality from someone who's perfectly capable. This map isn't anywhere near complete, so why did the author submit it? At first, I wondered if my brightness was set to an insanely high level. Well, no, it wasn't; when I said that lighting didn't exist, I meant that everything was evenly—albeit grotesquely—lit to the same high level. There were no light sources, no shadows, just light—everywhere. Gil-Dagor, don't whip things up in a hurry. Have integrity; take your time. Make it as complete as possible before giving it to me so that you don't have to ever again see me bashing your maps in my reviews. I know; I can sound really evil, but hopefully you haven't wrongly interpreted this review. You know how to make a map interactive, how to make it fun, but you you learned things backwards; you submitted a map that demonstrates an ability to do things with maps but an inability to make maps look good. Try forwards next time, mate. I don't think that this map really demonstrates the skill that I think you may have, Gil-Dagor, and so if you just take my advice—slow down the process; take your time; work out the bugs and the kinks—your map will most definitely be better next time. —Ra-Kom

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4,450 downloads

Uploaded:01/07/2010

Jedi Council GCX - 2010

jedi_council_gcx_2010.zip | 34.7 MB

done major improvements to several parts of the level. Redoing some areas was a noticeable effect on many of the 'stages'. What I personally noticed the most were those sounds in the Medical Room. Besides the improvements to FPS and the (Amagawd thank you) enabled locking of the Bot Spawn Room, I can't really say much. It's the same map in a way, and that's what still makes it have that glow. At least for me, that is. You decide if the glow is yours! New Textures - Yes New Music - Yes Bot Support - Yes ~The Denariax

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4,427 downloads

Uploaded:16/12/2006

The Jedi Enclave on Dantooine

sd_de_1.zip | 10.11 MB

than some of the others as well. Previously not seen details, such as footlockers and workbenches, are quite at home in this particular enclave. With textures close enough to the real thing to not be noticed as fabricated, but definitely not ported, you may forget you're playing Jedi Academy and not Knights of the Old Republic. The strengths in this map are definitely the very close-to-the-real-thing textures, as well as the very accurate style. Two of the most impressive bits, however, may be the Ebon Hawk, seemingly made completely from brushes instead of the existing Ebon Hawk map objects, and the impressive blba tree model. I must admit, months ago I was asked to create that particular model, but I shamefully declined. However my kudos go to SMoKE for completing it himself with excellent results. While this map is not as expansive as some other Enclave maps - it does not allow you to venture inside the Ebon Hawk, or venture outside the Enclave walls - it's definitely worth a look for KotOR fans. It includes bot routing, as well as appropriate Jedi Enclave music. Definitely worth a download as another great KotOR Jedi Enclave map. [b]Bot Support[/b]: Yes [b]New Models[/b]: Yes [b]New Textures[/b]: Yes [b]New Music[/b]: Yes ~Inyri

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4,404 downloads

Uploaded:28/08/2005

Mos Espa Outskirts v2

mos_espa_outskirts_v2.zip | 21.46 MB

not really any DRASTIC changes, but there’s been quite a bit of polishing done. The falcon has been given a good going over, and looks much nicer inside now than it did in the previous version. There’s also been some new, more nicer textures used, some of which were supplied by Sssid’s friend SathiroN. There have also been a few more tweaks, not all of which are visible to the player, but increase the overall build quality of the map. Watch out for the new location of the famous can of coke, Sssid’s dropped it somewhere again ;) (see screenshot below for a clue) I’m very impressed also, at the overall quality of the map, when maps get to this gigantic size, its easy to miss bugs, and places that may not be built as well as they should. But the overall build quality of this map is very impressive, despite the fact that it’s massive. That brings me to the sheer size of this place. If you never saw v1, (for some reason v1 was never posted here :S) then you have to download this, even if its only to explore. This map is massive, and has loads of areas, from residential areas, to underground passageways, then to docking bays, there’s just so much to see here. This map is great for RPG’ers or anyone who loves Tatooine themed maps, or even anyone who just likes to explore. By the way, watch out for SathiroN’s ship in the SathiroN docking bay, that’s one fine ship! However, as with all maps, there’s always something that can be worked on. However, like I said, the overall build quality here is excellent, so there’s not that many things that I would think of improving. Its mainly just superficial details like textures that look a bit misplaced (there’s an archway into one of the buildings somewhere, I cant remember where, but the combination of textures on the arch, and the surrounding walls didn’t really mix well :/), and things like some stairways lacking clip brushes over them (so when you walk up, its smooth, you don’t bounce from step to step). Also in some places, the lighting from the sky looked a bit flat, and strong. However, its hardly noticeable, for the most part, the lighting from the sky looks fine :) Anyway, as I said, the build quality on this map is excellent. And the size and variety of this map will appeal to anyone from explorers, to RPG’ers. Well done here Sssid! This is definitely worth a download! ;) Bot Support: Yes (on a map of this size, that’s incredible!) New Textures: Yes New Sounds: No New Music: Yes Game Types: FFA, TFFA ~Nozyspy~

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4,367 downloads

Uploaded:03/04/2004

Byss Outpost

byssoutpost.zip | 3.42 MB

think is the main area. It's a medium-sized room split up into 4 segments, with a lift goping down in the middle. Its very well made and my FPS was very good (even with 6xS antialiasing) I just really dislike the textures in this area - It all looks too similar. However, this is only my personal take on the textures, and I'm not gonna say its a bad map just becaquse I have grudges against base textures :p. Anyway, this area is set in a space-station kind of place, with energy shields barring you from the dangerous blackness. Now, I would have been disappointed if this was all the map had, but fortunately,there's a lot more.In the middle of this floor there was a platform. No button pressing was necessary,all I had to do was stand on it and off it went. The cool part about this was that the ceiling closed in behind me like one of those typical'Star Wars' doors and when i reached the bottom, the 4 doors there automatically opened. Very Impressive :) So I had found another floor to take a look at. This was shaped like a cross, and there were 4 shortish corridors to go down, each with a teleporter at the end, As usual, the architecture was amazing and looked totally professional.I tried each teleporter in turn. I was a bit disappointed that there was only this one route to each area, as it falters the flow of the map a little, and makes it a little stressful to get between areas. So, what did I find? Well, there were definetely themes to these areas - One was a desert-Tatooine kind of duel area,(complete with Rancors) the second was an icey-hoth kind of place,(complete with Taun-Tauns) the third was a grassy-Yavin area, and the final area I visited was the bespin-spaceport typed area, (complete with X-Wing and Millenium Falcon) :D All of these were well designed and easy to play in, although they all have very large flat areas with nothing in particular there, I can see this is for easy fighting and dueling, and not because the author couldn't be bothered. There are no new sounds, which means I'm stuck with some boring Star Wars music :r and No new textures, which I've already mentioned, but the map is botrouted so you can play on your own if you dont fancy all this online stuff :) Overall its a VERY well designed map with some very cool features, great FPS and, only put down a little by the lack of custom textures, no new music and the lack of quick access to every area. New Textures: No New Sounds: No Bot Support: Yes ~Szico VII~

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4,332 downloads

Uploaded:18/05/2004

FFA WoV 2

ffawov2.zip | 20.33 MB

http://www.jk2files.com/file.info?ID=5174 WoV is still around and now plays JA. So it makes sense that they'd want their beloved map converted for JA. So the leader of the clan went to Orbitius. To be fair, I did test both maps for JK2 and JA and I have to say that there really weren't many changes at all. The changes made were necessary ones - such as making the elevators/lifts work for JA. Orb claims there was an overhaul done on the lighting, but I can see no difference at all. My FPS was actually much better on the JK2 version of this map, but that could just be because it's for JK2. *shrug* I don't know. The textures all look exactly the same, though Orb says he replaced some with his own custom textures. The biggest change I noticed was the Tribunal pit. You'll see what I mean. :) There are supposed to be some new secret areas added by Orb, but I didn't find them. :( This map for JA has the same appeal it had for JK2. The music hasn't changed, nor has the skybox. The lighting, textures, design and atmosphere has ShroomDuck written all over it, but less tongue-in-cheek than his usual work. So while the author of this version of the map is Orbitius, this is still the same WoV map created by Shroom. Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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4,331 downloads

Uploaded:07/08/2007

BoC Duel Observation Deck

boc_duel_observation_deck.zip | 33.56 MB

Hand, we are taken back to the observation deck, the key scene where Dooku meets his \"fair enough\" end. (Better than Grievous\'s, far as I\'m concerned =_=+) So then, I will start out by saying that the entire scene is ridiculously accurate, of course. I mean seriously accurate. Darth Norman even included Chancellor Palpatine himself in the chair, held by the energy bonds. Oh yes, and recall that part where Obi-wan gets crushed under a chunk of catwalk? Use force push and BEHOLD =_O you too can be crushed like Obi boy. The real party has to be outside, however. The battle outside rages quite well. Laser bolts flying everywhere, Ambient noise to assure it, ships flying around in the background, the wonderful skybox, the little starfighters flying around in the background and of course, a fun little jedi starfighter zooms by the window. Can it get any better? Mebbe ._. I noticed only one real \"bug\" in the map, which really wasn\'t that big of a deal. If you shine your saber over Palpatine in the chair, his skin starts to change color to your saber color O_o. It\'s very odd, and I can\'t quite say personally why it does that, but I just wanted that to be known. Other than that, a marvelous duel map. This definitely will make a fine addition to your projects =_= New Textures: Aye New Music: Aye Secrets to plunder: Aye Bot Support: Aye - Averus Retruthan

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4,234 downloads

Uploaded:03/01/2007

New Worlds Map Pack

new_worlds_v1.1.zip | 47.7 MB

off into the internet. For once, this was not totally the case. I say not totally given that there is a duel map in there, but that\'s irrelevant. ON WITH THE UNHALLOWED EXAMINATION! Sky Dock - The great Arkaned Vice was born of a dream of mine, and in the author\'s case this is the same principle. The sky dock looks to me like a humongous oil rig that I haven\'t knocked over yet, save for the fact that it\'s flying in the sky. Flying fortresses are always fun, but it\'s so taxing to maintain a steady power source without crashing to the ground. However, the author needn\'t worry about that. In an overall glimpse, it\'s a rather well built area. I think my only beef would be with the dock itself. For one, it\'s too accursedly long! However, I have ways past that. The only boggling apparatus was the strange floating block with the words \"Shader not found\" in backwards. After careful examination, I could not discover its purpose. Perhaps the author will enlighten us later. Spire and Spire City - There were two variants of this SPIRE world, one of which made me a happy Pale Master. The Spire map was the token duel map in this pack, consisting of an articulate and archaic looking spire floating amidst a storm-ridden sky. A well-played piece of art. I\'d advise combatants to watch their step so as not to crush themsel- No, wait, nevermind. Proceed with battle. =_,= Spire City was a bit more articulate, building upon the spire theme and making a simple sky \"world\" of sorts made entirely of spires. The skybox is nothing short of malevolent, and made me wish to build a tower there. However, they told me that there was no space left to add on. =_=+ Regardless, the only real iffy part was that you could not reach the lowest level of spires seeing as you FELL TO YOUR DEATH =_O+. Oh well, I bear no ill will towards that...for this final time =_=. Bizzare - @_@....this clearly was an assassination attempt on either myself or another JKFiles staff member. As soon as I walked into the map, I was forced to don the Helm of Crimson Vision. THE WHOLE AREA WAS DISTURBINGLY COLORFUL. It was if a hippy danced into the room with a freshly painted tye dye shirt, then proceeded to spin wildly so as to blast the room with color. All evils aside, this map was very disturbing to my eyes, but it seemed like a tactically interesting FFA Map. There is also an \"Outside\" variant that has the skybox changed around it to a winter scene. This at least helped my vision become unblurred. Water Treatment - And finally, we arrive at a feces processing plant. I\'m not quite certain why water treatment plants would be an ideal place to battle. However, any place can become a battleground, unless it doesn\'t exist. This treatment plant had a decent set up, what with the towers and pipelines about. The only real problem I had with this map was the sewage of anger. The sewage rose and fell, but it didn\'t even look like sewage. It looked like solid ground due to the choice of texture O_o and it also was not liquified either. When you fall, you hit solid ground, die, and wonder why you never broke the surface. Perhaps the sewage found me unworthy to dive in v_v. Regardless, this was a well constructed map pack for one that took so very long to produce. I applaud your effort into creating such a diverse and decent map pack. Perhaps you could escalate your ideas into something more at some point. =_= *writes the following text in Black Energy letters in the air, then bows out through a rift* New Textures: Aye New Music: Aye Secrets to plunder: Nay Bot Support: Aye - Averus Retruthan

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4,213 downloads

Uploaded:27/06/2005

Peril in the Core

core.zip | 12.73 MB

terms of dangerous heights and jumping to tricky ledges e.t.c. I\'m going to point out the only two main negative things first to get them out of the way. There\'s a few small errors where curved patches meet (See second screenshot) which leaves a gap between obstacles - nothing which spoils the map, but it\'s still a small bug which is a pity. Otherwise, my gripes come with the lighting and design, in the small \'whitish\' sections that come off from the area with four walkways, leading to the lifts. Everything else in this map looks great, but these two little corridors seem bland, and the textures just seem a tiny bit out of place. Now onto the good things, which make up 90% of the map, and more. :) The shaders and effects used for the most part are fantastic - loving that circular forcefield with the rotating rings and the jump pads, but hating those annoying robots which always shoot at you. Grrrr. The map is kind of divided into two sections, the bit above the forcefield and the bit below. If you\'re above and fall, you\'re safe, but if you\'re below you\'re likely to fall to a nasty doom, however there are ways out, such as the gusts of air which pull you up the pipes and the moving platforms. Additionally, there\'s a small circular platform right at the bottom which reminds me of the place where Luke and Vader have their duel on Hoth, which was nice I guess. It all has this nice bluey glow, with some cool light flares and some very intricate architecture and patch work. I guess the only real flaw was the general wall texture, which repeats a little if you stare at it long enough lol, but I guess when you\'re dueling you won\'t notice :D I also believe this map comes with custom music and skybox, of which the latter you wont see too much of, but it\'s still nice to look out on in the elevator shafts. The music is general Star-wars stuff from Episode II (I think) and not to my tastes, but you can\'t argue with the fact that Star Wars music and a Star Wars map mix lol. There\'s also bot support, which is a necessary addition for all duel maps, so good job! New Textures: Yes New Sounds: Yes Bot Support: Yes ~Szico VII~

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4,209 downloads

Uploaded:02/07/2004

FFA Skytemple (final)

ffaskytemplef.zip | 8.73 MB

playing a JA version of Castles in the Sky. The skybox is simplistic but works well, making the islands hover over the sea with the moon lighting up the map, aided by a few fires of course. The author says he\'s made use of the latest compiler features and I certainly noticed them, light styles for the flames and penumbra shadows cast by the moon...although this doesn\'t happen much in real life it sure looks fine. I also have seen this guy in the Q3Map2 forums so I know he knows his stuff about the compiler. I love the attention to detail here, the ground is cluttered with rubble and small grass plants, where there is stone flooring it\'s broken up and uneven, then of course there is that beautiful miniature waterfall coming out of the rocks that look like real moss-ridden rocks. Going down into the small and simple temple, the same simple attention to detail has been kept, shadows are clearly defined without being solid and the temple is literally cut into the island, you can see hints of solid walls in there but the majority of the room is rough stone that is part of the island, a very nice touch! This is such a simple yet rewarding map, , perfect for small FFA\'s where you want multiple duels, in fact it\'d work great for duel maps too, you won\'t fall off easily but there is always that chance![/quote] Now my review of the final version: Unfortunately, I didn\'t get a chance to play the first version of this map, so I\'m not quite sure what has changed here, but I love the final version. The skybox is dark and stormy, with a vast ocean below. It\'s pouring rain and thunder roars as a bolt of lightning strikes nearby. The broken pillars and tiles of stone look great on the very green blanket of grass on this big rock that seems to be floating in the sky. The arch with the bridge out to a smaller rock is probably one of my favorite pieces here. The low lighting and the fire burning really sets the atmosphere. It\'s a rather small map, but it\'s perfect for a cozy little 6-8 player FFA. Lots of areas for dueling, and some small FFA areas. The tiny temple looks great too. I love all of the details. The only thing I don\'t get is that cluster of rocks hanging over by the waterfall. All I know is that I was killed standing on them. I think I was struck by lightning. There is music in there, but I don\'t think it\'s new. And I didn\'t like it. It needs something ... creepier. More ominous. But I do like this map. It has great ambience. I recommend this to anyone who wants to play a wonderful small map that looks great, sounds great and has a decent flow to the gameplay. Nice job, Pazur. Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, TFFA ~AmosMagee

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4,207 downloads

Uploaded:24/10/2006

Temple of the Elders

temple_of_the_elders.zip | 17.33 MB

Darth NormaN map, after all, and since it was once again made for a mapping contest it is of the highest quality. This map comes backed with everything it should: bot routes, new textures, new shaders, and lots and lots of dynamic glow and environment effects. As a result this map may play a little choppy for some, especially if you have dynamic glow on. My laptop has not chugged on a map as of yet, until this one. I was running at about 10 fps outside with dynamic glow on. With glow off it\'s significantly better, but doesn\'t look as pretty! Which makes me sad, because I like pretty. However players with a decent rig should be fine with this map. The map itself is a temple, of the ancient variety. Overgrown, a little caved in, and somewhat forgotten, this temple provides the perfect atmosphere for an intense duel, or a no holds barred free-for-all. It has full bot routing, for those hectic bot matches everyone loves, and while relatively small compared to many free-for-all maps, it\'s plenty large with no worries of getting lost. The foggy and rainy atmosphere adds to the mood of the map, giving it the perfect setting. The music also enhances the mood. It\'s definitely worth a look, if not an immediate download. A nice break from all the industrial-looking maps! [b]Bot Support[/b]: Yes [b]New Models[/b]: Yes [b]New Textures[/b]: Yes [b]New Music[/b]: Yes ~Inyri

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4,173 downloads

Uploaded:31/07/2004

Rome Arena

romearena.zip | 8.04 MB

laugh, read the readme, it\'s funny because it\'s so light hearted. Now onto the map, an interesting FFA map with many of my favorite things: JAWA\'s! Mix the JAWA\'s with the fact you\'re playing to the hitchhikers guide to the galaxy music and you\'ve got a pretty light map. The map overall is done quite well using meshes for the most part, most places are curved and the pillars look well done, the texture could do with being higher quality however. The main arena is large with plenty of JAWA\'s (I have to type it in capitals, I love \'em to bits! Everyone say it with me JAWA!) that you can slaughter as well as 1 or 2 of those evil NPC\'s that have force and a saber who will try and chop you up. An interesting thing is the use of the button to raise the pillars in the arena (discussed in readme). I think one of the best looking places has to be the meeting room however; it is small but it look good, the lighting is good and I like the use of the pillars outside, that style would be good for a map of it\'s own. The \'doggie\' room is a simpler shaped room with 2 levels, 1 surrounding outer path and the lower fighting area, again it\'s a good large space that will work well for fighting in. Oh the entrance to the meeting room is near this place too and isn\'t that hard to find which is why I\'m actually saying this here. ;) The lighting is quite poor however, outside the skybox has a very red sun low down and then the lighting is close to mid-day - the sun is directly above head (or at least the light is). It\'s a shame as well as the actual arena does look quite good for someone who\'s only just found out how to bend meshes. Throughout the rest of the map the lights in some area\'s are too sparse which leads to totally black areas that can be hard to find your way through also many places have light even though there is nothing to emit light - that\'s one of those mapping no-no\'s for the future - you can only have light where it\'s emitted from something. New Sounds: Yes New Textures: Yes -WadeV1589-

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4,123 downloads

Uploaded:04/08/2008

Mercenary Battle V2

merc_battle_v2.zip | 41.7 MB

albeit its primary focus was for the small enclave of gun users in JA. Now, four years later, the map returns in a v2, sporting all the glory from the first map, and more =_=. This map continues its predecessor's path by featuring the map's setting in a desert canyon. Near the center is a small gunning outpost, adorned with an alarm...for when you feel like being annoying. TO THE EAST(saying facing the outpost as a Northern reference,) is a ship. Behold, as it is wrecked, a feature that was consistent with its predecessor. This time, however, it seems more believable as a wrecked vehicle, let alone a recently wrecked one, as the electricity still seems to spark and hurt children. I guess my only complaint here is that there is not actual feature that looks like a command bridge, but I digress on this subject. Dotted throughout the map are a couple of small sniper nests, and a lot of ambient environmental features, some of which contain the general secret of darkness. The rocks are the key, as a dark secret lurks beneath the surface of this silent canyon =_=. Architecturally and texturally speaking, you can't go wrong. It's divine, no questions asked. Everything felt natural, and there were hardly any out of place geometric figures or what have you to make it feel unearthly. From above the map, the canyon itself felt a bit rectangular, but honestly, it didn't matter too much. The canyon was very natural looking, and showed no unnatural form. Even the rubble in that place that I won't mention looked very realistic, as opposed to a clump of garbage that was just placed there to make it seem like a collapsed tunnel. I think the only concern I had was with the lighting in that mysterious region, as I'm not sure if the torches provided there would light it up that much. Maybe it could, but it just didn't feel too right .-. Another thing I did notice was that FPS was alarmingly low in the main wastes. Looking left or right from the northern outpost would warrant a huge FPS drop, where I would be getting like 20-30 FPS as opposed to the usual 80-90 I get. Besides that problem mentioned above, this is actually quite the solid map. It has combat potential, bot routes, and a little(just a little) RP spice in there as well. A decent balance, to say the least. BANDWIDTH called, and he said you should go drop him off at Filefront and pick up this map. New Textures: Aye New Music: Nay Secrets to plunder: Aye Bot Support: Aye - Averus Retruthan

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4,107 downloads

Uploaded:18/02/2004

KoG Server Files

kogserverpack1.zip | 32.29 MB

server and it's completely unnecessary. I'm wondering if maybe this isn't just some clever way for KoG to get some free advertising from JK2/3Files.com. Hmmm. The maps included are all of the Raven Bonus maps and the Helm's Deep map. That's all. I refuse to review all of those maps again, so instead, here are links to the original reviews of those maps: Raven Bonus Maps: http://www.jk2files.com/file.info?ID=21384 Helm's Deep: http://www.jk2files.com/file.info?ID=22538 Is there any reason at all for you to download this map pack? Absolutely not. Just get the freakin' maps from those links if you're playing on the KoG server. And some advice to the KoG guys ... just slap these links on a web page and send people there to get the maps. Unless I've somehow missed something else that was in this pack, but I doubt it. But if I did, another suggestion ... make a more descriptive readme file that tells the reviewers what we should be looking for. Bah. ~AmosMagee

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4,093 downloads

Uploaded:09/02/2004

Battlefront Yavin (no ATST)

battlefrontyavinnoatstsithjcull.zip | 7.46 MB

map, James!?! It looks like it was set up perfectly for CTF. I mean, the sides don\'t mirror each other, but it\'s hard to get lost in this map. It seems that Sith-J-Cull just keeps getting better and better with each map he creates. There are stone walls and pillars all around the whole map. You\'ll find a few high towers with stationary guns up top, swoops in some areas, and AT-ST\'s placed sparsely. The waterfall is just gorgeous, and the ambient sounds are perfect. The stone paths have grass growing up through the cracks, and in some areas, you\'ll see only a dirt path. I adore the terrain in this map. Hills, rocks, tight turns, grass, dirt ... all of it. Also the layout makes the map seem bigger than it is. Well, it\'s big anyway. Once again, we see a bridge over a small stream. I still haven\'t grown weary of that look. The landscape is lush ... everywhere you go there are trees and bushes, but it\'s in Yavin and so you\'ll find some technical touches here and there. There are also a few secret areas that will help you get to another place faster, and without being seen - you see what I mean?? Perfect for CTF! Anyway, in the third area, there\'s this rope bridge that could make for some very interesting duels. :) It hangs high above a raging river and large rocks. When you manage to get across, you\'ll find yourself in a small room with a blue platform. There\'s also a red platform on the other side of the map. Okay, that SO screams CTF. But nowhere I read did it say that this map supports CTF. :( The music included is much more suitable than that other one, James. :) Yay! I think I now have a new favorite map! If only it didn\'t have swoops in it, I\'d so add this to my server. Great job, James! Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, TFFA ~AmosMagee

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4,041 downloads

Uploaded:09/04/2004

Bespin Fight Club 2

bespinfc2.zip | 16.14 MB

first played it a year and a half ago. It never occurred to me that the map was a tournament map and was intended to be played as such. And I was just FFAing at the time. So I was annoyed with there not being a lot of space for dueling or just FFA. I don\'t dislike it now as much as I did before. My favorite things about Shroom\'s maps are how much fun they are and the irreverancy of the themes and textures he uses and creates. So when Shadow released Bespin Fight Club 2, I had to review it. :) The familiar textures are present, and the basic layout is the same, but there\'s a lot more in this map to keep you interested. There\'s actually a bowling alley in one area and I\'m quite impressed that Shadow pulled this off convincingly. (And a Coke machine with Fanta! Which isn\'t all that significant but reminds me of all of the commericials that we made and um ... yeah, never mind.) The slippery bar is there, and so are the destructable tables. On the roof is an area where the names of MsR members were added, which seems to be a bit of a tradition now for TMBJ/MsR. :) There aren\'t many guns (and maybe only the one, I think) on this map, but on the roof you\'ll find a Disrupter and you can practice your aim on targets on the other side of the roof. Okay, so there is a secret area, and no, I\'m not telling you where it is. :) You have to hunt for it yourself! Of course there are custom textures in this map and they all look great. Someone else who tested the map told me there was a bit of z-fighting, but I don\'t recall seeing much. Overall, it\'s a fairly solid map. The music choice is great, a track by the Pixies, which also sticks to the theme/tradition. The only thing I wanted and didn\'t get out of this map is for the bowling alley to actually be playable. I ran all over that room pressing my use key up against any and every thing. But oh well, we don\'t always get what we want. I enjoyed playing this map and I wouldn\'t be surprised to see it show up on several JA servers. Great job, Shad! :D Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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4,022 downloads

Uploaded:13/12/2005

Sith-J Christmas Map FFA

sithjchristmas.zip | 18.75 MB

this map exactly, but it sounds cool anyway ;) Onwards we go then. :D As you may have noticed, this is designed as a Christmas map, and I certainly can't argue that it doesn't do it's job there! Unfortunately, it's not the Christmas map it was once going to be. I believe Sith-J ran out of personal free time to create the map, so released what he'd done so far. This means the map is, whilst very pretty, also very small. You can still squeeze a small FFA on it, but there's not much to explore or do, and I thought the music could've been a bit more festive for the season! The lighting was very nice, especially the fluorescent mushrooms and little orange lamps, as was the general architecture - after what we have all come to expect from Sith-J, I'd expect no less. But, and there is a rather big BUT, there are a few annoying bugs/style issues. Firstly there’s a fudged up spawn point which leaves you stuck into an invisible clip wall, and secondly the terrain doesn't undulate very much, even in the small forest area. :( I also think the texture for the path looks a little weird in the way it blends into the snow, but that’s a personal issue. Oh yeah, there's also some caulk brushes visible on the undersides of the archways, but nothing really serious. Finally, there’s a small area with a snowman in a glass ball. Looks nice, but doesn't really serve any practical gameplay purpose. :( My verdict is that this is a smashing little themed-map for the season, but flawed due to the rush it was made in. Maybe just start a little earlier next year James. Or even better, finish this one off for next Christmas :D Loving that Santa flying through the sky though ;) New Textures: Yes New Sounds: Yes Bot Support: Yes ~Szico VII~

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4,021 downloads

Uploaded:02/06/2010

Star Wars Episode 1: Duel Of The Fates v3

star_wars_episode_i_duel_of_the_fates_version_3.zip | 40.96 MB

that's one thumbs of for this map already! This is version 3 of JamyzGenius Duel of the Fates map. From what I remember we kinda skipped v2, because he sent in v3 while v2 was still in the waiting list, but looking over v1, which we will say is the previous version, there is a massive improvement! I am most impressed with the improvement in JamyzGenius' skills all round in fact, the architecture, texturing and lighting is of a nice standard in this map, gone are the full-bright rooms and repeating textures, now the lighting is natural and the textures and structure of the map look nicely accurate to the film. There are still things that need to be worked on however. For example, in the generator room, if you are on the lowest platforms and look up, you will notice you get a hall of mirrors (HOM) effect, because the room is so tall that the game is not rendering anything past a certain limit. To fix this I think you will have to change the distance cull limit (it is a world-spawn command if I remember rightly), the same thing also happens outside on the grassy area. This grassy area could also do with some more natural looking terrain, since the patches used at the moment look a little too 'pointy' and not soft and rounded like terrain should be. Of course, trisoup or quadsoup are the best things to use for terrain making but they can be difficult to use and are a more advanced concept. One other thing I should mention is that the large double doors do not open together. To fix this problem you need to open the entity window on each door at a time and enter the key: [i]team[/i] and the value: [i]door_1[/i] or whatever you want, so long as you put a unique name in for each pair of doors. This will ensure that both doors will open together, as a 'team'! Overall I really liked this map though, the generator room especially was very movie accurate and looked great, the walkways making for perfect places to have a duel or even an FFA Also of note is the long and also massive marble corridor that is accessible via the main hangar. I think it is perhaps a little too tall, the windows a little too high off the floor and the floor texture a bit too stretched, as it makes the character look unusually tiny in comparison to the room. Obviously the room is meant to be massive, but it just doesn't feel quite right to me. Nevertheless, the huge marble columns and those massive flanking windows look fantastic and impressive! All in all a very nice map here, although there are still a few things that could do with further improvement. As I said before, I am most impressed with how far JamyzGenius skills have come and I definitely look forward to seeing more from him! :D [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] Yes [b]Bot Routes:[/b] Yes [b]Game Types:[/b] FFA, TFFA, Duel, Power Duel ~Nozyspy~

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4,017 downloads

Uploaded:30/10/2007

Serenity - Firefly

serenity_rp.zip | 17.96 MB

roleplaying, not dueling. When I saw this I was excited to see it and when I played it I was even more happy. The map consists of only Serenity, the ship that the heroes in Firefly travel on. Accuracy wise it’s amazing, I felt I was really on it. At first I spawned on the medical bay, the doors to the medical room are noticeable from behind the archway but that’s not really a big deal as all the detail is spot on. The only thing I could complain about is that on every door I seemed to got stuck on, sometimes I even had to crouch to walk through them. But other than that is great it’s got the dinning room, the cockpit, the cargo bay, the engine room, everything is pretty much the same as in the movie and show. One thing, the author says that the bot routes are defined but everytime I tried to add a bot, my game froze. It does have new music taken from the soundtrack of Firefly which adds to this greatly. And new textures as well, overall a very good map. So if you’re a roleplayer and think this map will be good on your server then give it a download, just don’t try to put 16 people inside, it might be a little too cramped in there. :D [i]Ayane Yamazaki[/i]

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4,013 downloads

Uploaded:30/07/2004

ModSect\'s Evil Map Pack

modsectsevilmappack.zip | 10.6 MB

The first is the daytime version of the Sith Tournament map. It\'s a lovely map that has torches all around and a large dueling pad in the center. There are lifts that will take you up from and down to the arena. I adore the design of some of the columns. Very Sith-like. My favorite parts of this map are the little rooms up top, where pieces of the wall have been cut out and there are spiderwebs hanging. Inside, you\'ll find either a bacta, force boon or a large shield cradled by a very sharp, evil looking platform. My absolute favorite part of this is the ceiling. The angles and haphazard way the boards are placed there are just so appealing to me. The nighttime version of this map is exactly the same, just darker and with a night skybox. The final map included is actually a CTF map. It has the same look, but included are some new paths to a \"crypt\" where you\'ll find the flag. I just love that one corner with the cut-outs in the wall. It\'s clear where each base is and the color of the flames will keep you on the right track. The only thing I don\'t understand is why the flames are gone from the tall torches. *shrug* Regardless, great work here, Orb. :D Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, Duel, PowerDuel, CTF ~AmosMagee

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3,989 downloads

Uploaded:01/02/2005

Over The Bridge

overthebridgejkspamapsiied.zip | 1.63 MB

this map, was trying to get to the top. I should tell you now, you can\'t get up there. I died 8 times trying. LOL But you will find various ledges above and below with weapons that would be quite useful in a guns FFA. Though I\'d have to say this map seems like the perfect size for a Powerduel. Very, very nice job here. :) Bot Support: Yes New Textures: No New Music: No Game Types: FFA, TFFA, Duel, Powerduel ~AmosMagee

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3,932 downloads

Uploaded:29/08/2006

FFA Bespin

adnan_sahin_fix_ffa_bespin.zip | 3.22 MB

lights on the buildings and platforms are there, and they do glow! This version is especially good because it doesn\'t have the issues that I\'ve seen with other maps. Ah, nostalgia, my old friend, we meet again. Bot Support: Yes New Textures: Yes New Models: No New Music: No Gametype: FFA, TFFA ~Zach

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3,928 downloads

Uploaded:04/02/2009

Dash Rendar Resurgence

dr_resurgence.zip | 54.55 MB

presents us with an enhanced conversion to JKA of a single player campaign mod that he made back in 2003 for JK2. Here is a quick synopsis straight from the readme: [quote] Dash Rendar has been hired to smuggle weapons to a mining colony planning a hostile takeover from a corrupt organization that has been exploiting them. After the reliable weapons supplier fails to meet at the rendezvous point, Dash goes on a search for him at the coordinates of where he last made communication.[/quote] So to start off, lets have a look at the first level, and its good and bad points. [b]Part 1: Investigation and Recovery[/b] [b]Good Bits[/b] Straight away, as soon as you start up this mod, you can tell it is of excellent quality. After the opening scroll, explaining a bit about the story we then get to watch custom made CG cinematic’s, which are very impressive, considering the majority of modders (including me) probably have absolutely no idea how to make a good CG cinematic. Not only were the CG cinematic’s throughout the game impressive, but so were the in-game cut-scenes, which I would say were as good quality as the actual JKA single player cut-scenes. Once the game proper starts, you are put into a huge open map, which is set on a dark, barren and rocky world. Nearby is an enterable version of Dash Rendar’s ship, the [i]Outrider[/i]. Unfortunately though only the main area in the ship is enterable, all the other doors are locked. .If you try to open them you will occasionally get a comment from Dash’s droid sidekick Leebo, such as “The ship is safe with me sir” and We’ll never get paid if you stay here all day”, which I thought were nice touches. There is a long trail that you must travel; through barren canyons and even a short tunnel at one point. The terrain is well done, and if I had to guess, I would say this terrain was made by hand, rather than with a program like EasyGen. If that is the case then this area represents a huge amount of high quality work. Once you have worked your way through the barren canyons, encountering some Imperial Troops along the way, you will eventually find yourself at a large chasm. The only way across is a hovering tram that must be summoned from the other side. Once there you must battle more Stormies and then go through the huge doors into a cargo bay like area. Though the architecture was fairly simple in these areas it was well made and well textured and brought back fond memories of playing through JK2 for the first time. Once inside the main structure you need to find your way to a conference room, which holds your ultimate objective for this level. I won’t say any more on that matter, as I don’t want to spoil the fun! :P The scripting for the level is very well done and I didn’t encounter any bugs when I played through it. It ran smoothly and all the proper events and cinematic’s were triggered at the right time. One thing in particular that I really liked was the way that every now and again, once you had passed certain points, Leebo would comm you, giving you a hint on where to go next. An ingenuitive little game mechanic there! [b]Bad Bits[/b] All in all the level was of very high quality, although there were a few things that I think could have been improved. For one, I think there should have been a bit more detail in the levels – though the architecture was good, there were a lot of flat plain areas. Also, I think some rock models scattered around the canyons would have been good as well, as they seem just a bit too clean and clear for rocky canyons on a barren planet. I think these issues could be put down to the fact that this mod was originally made for JK2, which has a less powerful engine than JKA and thus cant handle as much detail in a map. My major concern though was that the outside area was very dark. After a while wandering around I had to turn um my gamma in the options menu, because I just couldn’t see where I was going properly. I think the ambient lighting in the worldspawn should have been raised a little to make the map a little less dark, especially the canyon areas. That’s just my opinion however, and like I said, a quick change in the gamma settings fixed the issue without much problem. There was only one part of the gameplay that bothered me; getting into the conference room where your final objective is. It took me forever to figure out how I was supposed to get in there! I wont spoil the challenge for you, but I will give you one hint, for the sake of your sanity… try and find destructible crates, they will help you to get into that final room… Now lets move onto the second, and last level of the mod: [b]Part 2: Retribution[/b] [b]Good Bits[/b] This level is [b]much larger[/b] than the first level, and as Mercenary explains in his readme, the gameplay of this level is non-linear, which means that you can complete the multiple objectives in any order you want. This time around, your ultimate objective is to find the missing weapons supplier, another objective includes stopping some experiments that are being conducted on (apparently) frozen people. I think they’re frozen anyway…they look it! Some of the other objectives include blowing up some computer banks, and finding a way to shut off some power generators. This level is much lighter than the previous one, since it now in the daytime, making it easier to find your way around this time! You start off near a landing area with some tall buildings and walkways above you, and a gentle snowfall drifting through the air. As I said, this level is [b]huge[/b], much, much bigger than the first level and the areas are interconnected by many different paths – elevators, corridors, locked doors that need opening – which form somewhat of a maze. Again Leebo will comm you occasionally with information on where to go and what to look for next. There is no point me trying to describe the path to your ultimate objective, because it could be different each time you play, due to the non-linear nature of the level. This is a very interesting and clever gameplay mechanic used by Mercenary here, as it means your game doesn’t have to be the same next time around, you can complete things in a different order if you want. This does lead to some potential issues however, which I will come to a bit later. My favourite areas were probably the TIE fighter hangar and the nearby control room, which reminded me a bit of the Doomgiver levels from JK2. I must say though that those TIE fighter pilots seemed a little too engrossed in whatever they were doing (maybe fixing their ships?) as they didn’t seem to notice me when I walked in. Only when I started shooting at them did they seem to bother moving! :P Another great area is the power core type thing, at the top of which are some nicely scripted walkways that swing down, allowing you to get into the central control panel of the power core. Once again, the level is interspersed with well made cut scenes and some pretty impressive voice acting, especially from Leebo the droid. [b]Bad Bits[/b] As I said above, the non-linear nature of this level is a big advantage, as it allows you to complete the level how you want. However it is at the same time also a disadvantage. Why? Because it is easy to get lost and forget what you were doing. In a linear level, you go from the start to the finish, completing your objectives along the way. You go in a straight line, so to speak (although not literally). Whereas in a non-linear level, if you don’t keep track of where you have been, you can end up going through the same places multiple times trying to find your way around which can take quite a long time and also be rather frustrating. A few other minor issues were that the objectives seemed a little vague at times. One of them is to shut down the two power generating areas. The first one I found easily enough, but it took me a while to figure out where the second one was. I kept trying to blow up two rows of generators in a small room, figuring that since they were near the first power generator you had to destroy, they must be the second ones. But alas they weren’t, and it took me a while to figure out where the second generator was and how to get to it. Lastly there is the instance where you have to find a switch to turn off some shields blocking your path, however I feel the game didn’t give you enough information on what you were looking for – after all there are many switches in the map, how would you know which one to use? Although, that said, in the end it didn’t take me that long to find the switch, as it was in a nearby room. Still though I did panic for a moment, wondering if I had forgotten some switch somewhere within this gigantic map! [b]Conclusion[/b] Overall this is a fantastic single player campaign, which despite the few frustrations, I did thoroughly enjoy. It is a bit of a shame that the story isnt longer, as I would have liked to find out what happens next. But when you remember that Mercenary has done almost all the work here himself - as opposed to the guys at Raven software who had an entire team to create JK2 and JKA’s single player campaigns - you suddenly realise that two levels for one person is a heck of a lot of work. All in all this is a very impressive mod, and I hope to see more work like this from Mercenary in the future! :D I definitely recommend downloading this guys, you won’t be disappointed! [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Music:[/b] Yes [b]Game Types:[/b] Single Player Campaign ~Nozyspy~

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3,914 downloads

Uploaded:21/01/2004

The Battle of LA 2

battle_of_la2.zip | 22.96 MB

for JA and I think I like it a bit better than JK2. Let\'s just go over the map here, first. As you can see from the screenshots, this map has the same look as the first Battle of LA map. The streets are a little smaller, the streetlights seem bigger and the whole thing seems less serious. I\'m not sure how to explain that. Um, it looks more cartoony, I guess. Anyway, the textures used are perfect. The walls look like they\'re crumbling, the windows are either broken or boarded up and the buildings look as though they\'ll fall over any moment. The file cabinets in that one room look amazing. There\'s a stack of money on one area and a stack of something else - not sure what, but I\'m not gonna speculate. :) Outside is this dirt patch with something next to it, but I don\'t know what they\'re supposed to be. They\'re untextured. :( And then there\'s the subway. I don\'t know if those cardboard boxes have been used on other maps or not, but I\'m impressed with the detail on them. There are movie posters everywhere and it looks like only one of them is backwards. But it\'s like, the most important one! Oh well. :) The subway cars look great, and of course, at the end you\'ll see that it\'s been derailed. Even the tracks look great. Orbitius is great with details. Another thing you\'ll find plastered all over the map are posters and signs that make either LA\'s or Orbitius\' political stance quite clear. I really wish that part had been left out. When I play JK2 or JA, I don\'t want to talk politics, or be reminded of them. I\'m trying to escape from those things when I play! Y\'know? Anyway, it\'s a decent map, but not my taste. The FPS was fine, so I have no real complaints about this map at all. Like I said, there was so much detail everywhere, so the map looks great. It\'s just not a map that I would enjoy playing. :) Regardless, good work. :) Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, TFFA, CTF, Duel, Powerduel ~AmosMagee

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3,894 downloads

Uploaded:17/01/2009

Mustafar

ffa_mustafar.zip | 34.3 MB

Star Wars fans waited thirty years to see, since there have been rumours and legends about the fiery volcanic planet where Vader gets roasted ever since the Original Trilogy was made. It is also perhaps one of the most difficult locations to make a map of, because of its distinct character. I think though that Plasma has pretty much nailed it here though! There are two maps in this pack, an FFA version and a Duel version. The duel version of course is a little smaller and also features Padme’s starship, which isn’t in the FFA version. The most important part of Mustafar is of course the [b]lava[/b] and good looking lava is surprisingly difficult to make. I am pleased to say that the lava in this map does indeed look very gloopy, hot and ‘lava-ry’, perfect for roasting Anakin! ;) I was particularly impressed with the lava falls and the lava bursts which jet out of the lava streams occasionally, which looked great. All the main movie areas are here bar one. That’s the outside of the facility where the collection arms are. However the collection arm is still featured, but in another part of the map. What is more, when you destroy the control panel in the control room, disabling the shields, the arm will eventually break off and float down the lava river, just like in the movie – including the bit where an eruption dumps a load of molten lava onto the collection arm! Other areas include the conference room, plenty of corridors, walkways over the lava and some storage rooms, as well as the main control room, which I mentioned above. The FFA map is a perfect size for a medium to large FFA, though I did feel that the Duel version was a little large for a duel map. Really I think the duel version could have done with being somewhat smaller, perhaps concentrating on just a couple of main areas. I also would have like to have seen a full realisation of the cliff area on which the mining facility is perched as well as all the collection arms. Lastly, I think Padme’s starship in the duel version could have done with a little more work, as it looked a bit out of proportion. Apart from those issues though, this is an excellent map, which once again displays Plasma’s impressive mapping skills. This is definitely one of the best Mustafar maps I have seen and I would recommend a download, especially to anyone who is a fan of Episode 3! :thumbsup: [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Music:[/b] Yes [b]Bot Routes:[/b] Yes [b]Game Types:[/b] FFA, TFFA, Duel, Power Duel ~Nozyspy~

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3,877 downloads

Uploaded:01/08/2008

Jedi Rift Enclave

rpg_rift.zip | 18.66 MB

an RP group that I actually used to belong to. In fact, I was actually part of this group during the initial release of this map to the server. As such, I actually know the backstory to this map, but I shan't shed that upon you for now. The basic concept of this map is a revamped T3_Rift map, converted into a large RP map. It includes basically everything an RPGer would need to run an underground Jedi Enclave, and I do mean EVERYTHING: - Fully Decked(at least in the latter,) for both students and higher ranks - Cantina - Archives - Sealed off Master Archives/Crypt(A feature rarely featured on RP maps) - Training facility - Briefing Room/Classroom - Meditation Chambers - Infirmary - Hydroponic Garden - Storage - Council Room - Detention Center - Starpad, with a hidden entrance to the enclave itself. This powerful RP Map is sadly not without powerful errors. I warned the author about them, but alas, he declined to fix any of them -_- Here's what I found: - Weird Unsourced Lighting in training room - Okay, so there were some very strange lights in the training room along the walls. They were outright unsourced, and I just found them to be a little unnecessary. Maybe ousting them would rule planets. - Linear - Okay, so revamping an SP map like this cannot prevent this outright, but a little rearrangement of the map could have been possible. In RP, most of the areas are cramped in the end of the canyon. The problem is, getting to the starpad takes FOREVER to get to. It's very irritating to get to, and could be fatal to those who totally get owned in combat and have to be wheeled to the medbay. A bit of a rearrangement could seriously pwn planets. - That invisible brush on the stairway - There is an invisible brush or barrier of some sort that blocks contact with the actual stairs and landing. This was actually the first error I noticed, as I noticed I was sort of hovering off the ground when I walked over it. It was most disconcerting =_= - Cylindrical water? - So there were two waterfall fountains of sorts near the entrance of the hydroponic garden. This water was VERY cylindrical and seems very odd. Ah well.. - Not the best sound choice next to the river - The hydroponic garden had a second error of sorts. The water shore is very loud. Horribly loud, at that. Perhaps something a little quieter. - Bad FPS in certain areas - Yeah, the large SP canyon setting makes the map a littl elaggy staring out into the canyon. - Missing Textures - This one sort of disappointed me, as I'm SURE the author would have fixed this. There were actually quite a few missing, primarily in the cantina and bedroom areas. The drawers are primarily missing a yavin texture, the couch in one room lacked texture, and the vegetation in one room lacks texture. Not exactly a great error. - Disappearing brushes - The antechamber in one of the dorms has a problem..if you move in just the right position, the brushes on the map seem to outright disappear. Another one seems to be viewable on the balcony of the dorms closer to the canyon face. It's pretty glaring there. - Unclipped chairs in sham enclave - Something I'm sure could have been fixed >_> really. - Seam on the cliff face near the tiny elevator shaft with that control panel - Seeing as there wasn't much change in the area it was after, I don't think this is the author's fault. - Torches don't damage - EVIL

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3,865 downloads

Uploaded:20/05/2004

The Crack of Doom

cod3.0.zip | 8.44 MB

there is no ambient sound to this one at all. The texturing is poor due to repetition. Good use of effect files. [b]Duel - End of all Things[/b] Again a LotR based map. This one set after the first one when the area is falling apart.With the sound of molten lava below you, fire exploding from below and smoke billowing up through the air. The texturing is so repetative that to someone who cares, it hurts. The layout of the map however is nicely done, it looks rough and cut up with a flat central area to battle in. The use of effects file for smoke and fire was a very nice touch, add in the moving rocks and the LotR music and you\'ve got a nice idea for a duel map here. It\'s no competition winner but it definately is a good one. New Sounds: Yes (music) New Textures: No Bot Support: Yes -WadeV1589-

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3,835 downloads

Uploaded:07/11/2006

The Korriban Temple

thekorribantemple.zip | 5.21 MB

is that it\'s a single-player map, but at first it seems to have no purpose. You begin in a room with a couple of Sith statues, and as you progress you fight some random reborn and cultists. You finally end up outside, in a large opening with an X-wing, and the level ends. Or so I thought. I became a bit suspicious when it started loading, and I soon realized it was loading the second Korriban level from the Raven campaign. So I guess the idea is it\'s a level between Korriban 1 and Korriban 2, but since Korriban 1 won\'t point to it, it\'s kind of silly to set it up that way. The level itself is very boxy, and the lighting is really nothing like the default Korriban maps. Several reborns make an appearance, but many of the rooms are really too small to fight them in. The only room that\'s large enough also features a couple of Jedi to help you, but the statues on the far side of the room are missing textures. In the room beyond, the entire room it seems is one big missing texture, which really spoils the mood. Overall it just seems far too short and far too... pointless, really, to be a decent SP map. From what I can gather, it\'s just a \"fight your way through another little section of Korriban on your way to Ragnos\' tomb\" map, except not long enough to have any real substance. And interesting idea, still. [b]New Textures[/b]: No [b]New Models[/b]: No [b]New Music[/b]: No ~Inyri

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3,817 downloads

Uploaded:19/12/2005

Winter's Gift

wintersgift_bf_jr.zip | 21.7 MB

though? Well, no. But it's still a good romp and it's definitely festive! :) My main gripe(s) about this map is basically the gameplay. Don't even try playing this with bots, your framerate will go down to about 12, and as standard it's usually about 25 in the central area. A framerate like this, for me, is just unplayable. However, in the other areas, the framerate is much improved - it's just the main central area. The other factor that brings this map down is the lighting and some of the textures. The classic 'light without source' problem is shown very plainly in the maze, but it is present throughout the entire map. :( Having said that, the map does look very pretty, save a few odd-looking shaders here and there, such as the light's on the Christmas trees. However, there is some really neat stuff here too, such as the new bauble models, the wooden cabin walls and the little playground. They won't make it any more fun to play, but they look great! The maze area seemed kind of pointless to me really - you can't fight in there, and you don't get anything for going successfully through it.... meh. The other secret area, the 'North Pole' looks no different from the main area in style, except its a lot smaller and has a ferris wheel! Okay, so it doesn't work quite right, as the platforms you stand on don't move in time with the spokes, but it's a nice touch. Other bugs present are some rather blocky looking hedges (which for some reason didn't have snow on them) some weird looking ice in the North Pole area, and the bots tend to get stuck in several places, so you'll have to go and hunt them down if they disappear for ages. :( But the main point about this map, I think, is to be festive and enjoy yourself. If you can play through the low framerate then I see no reason why you shouldn't check this map out; there's plenty of things to do (yeah, some of them are tedious and pointless, like the present hunt, seeing as most of them don't give you anything ;) ) but most of them are fun - specially sniping people from the cable car! New Sounds: Yes New Textures: Yes Bot Support: Yes ~Szico VII~

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3,816 downloads

Uploaded:12/02/2004

[HR] City of the Dead (v2)

hrctfv2.zip | 10.2 MB

you\'re on because the lighting and the dense fog make it quite clear if you\'re in red or blue\'s territory. All of the fire does do damage, so careful around those turns. The random lightning adds to the ambience in this map - and I believe it does damage as well. There are shortcuts to your opponet\'s base, but it will require a bit of destruction of a wall or two. Don\'t confuse the liquid in blue\'s base for water - it is lava. That kinda surprised me. My FPS was okay in this map, though it could\'ve been better. And Apocolypse\'s suggestion for higher FPS is to remove the fire effects pk3. The fog, I felt, was just a little too thick and looking at all red or all blue for too long kinda got boring, and hard on the eyes. The layout is fine, though I initially had a hard time finding my way to the other side. The bases are mirrored, so it is laid out well for CTF. The new music, I thought, was a good choice for this map. I\'m looking forward to your future maps, Apocolypse. Bot Support: Yes New Textures: Yes New Music: Yes Game Types: CTF, FFA, TFFA ~AmosMagee

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3,803 downloads

Uploaded:16/01/2004

Swoop Fun (v1.1)

swoopfunv1.1.zip | 500.8 KB

which means if you get a max_vehicles error, this map is a part of that problem. If you must use new vehicles, they belong in a separate pk3 which is clearly labelled so newbies (aka those who know little about how JA works) can easily remove these files. Especially in this case where the 2 included vehicles are available for download so should remain in their own PK3 form. The new fun that JK3 brought was of course extensive and easy use of vehicles...what this also brought was mappers thinking it\'s totally fine to skip the light phase of compile due to technical difficulties that appear with larger maps! So this is (another) non-lit large map. The texturing is well done, it is of course repetative but repetative in a logical way - tiles on walls/floors etc. The walls around the top however tile too much and could do with some variety or at least decals to roughen them up. FPS is reasonable considering it\'s an open map, so there should be no problems there - vehicles do slow down FPS more than they ever really should BTW, not a fault of the mappers but a warning to anyone who places many NPC\'s in a map. [/quote] The only thing that Gigon changed about this map was to remove the swoops that he had previously included in the zip after reading Wade\'s review. I agree that the textures are repetitive, which makes this map a bit bland. But since the focus of the map is riding swoops in a circle and others trying to blow those riders up - eye candy is not important here. Especially when you want to keep FPS high. So if you ever got a max_vehicles error and want this map sans the swoops, download this version. Bot Support: Yes New Textures: No New Music: No Game Types: FFA, TFFA, CTF, Duel, Powerduel ~AmosMagee

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3,772 downloads

Uploaded:13/11/2003

FFA Industrial Complex

ffa_industrial_complex_final.zip | 15.68 MB

there are a few maps out that cater to the racer and the duelist! :D Industrial Complex is a great map that offers quite a few places for dueling. I first spawned outside where there's this huge purple glass platform standing high above the ground and large rocks and mountains towering alongside. Through the big gate you find yourself inside the "industrial complex". The hallways are brightly lit, very colorful and full of ... well ... industrial metal stuff. LOL Anyway ... outside there's some room for a good duel with boxes all around. Down a long hallway and through a little door you'll find a short lighted path to a lift. Take the lift down and you'll be transported to a large outdoor area with tall mountains all around. Just to the side is an area housing four swoops, all revved up and ready to go. Hop on one and take it through the center of the mountains. And don't say I didn't warn you ... there are those stationary gun thingies around. So people will probably man those and try to pick you off as you come around a bend. :) I have to say that this is one of my favorite JKR maps so far. The track is fun and I love the music included. You can almost always count on Spector to make his maps complete with bot support, new textures and new music. I've seen a lot of Spector's work and I'm glad to see that he's getting better and better at this. Keep it up! :D Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA (JKR!) ~AmosMagee [Edit: Yes, the vehicles DO respawn. Forgot to mention that. ~Amy]

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3,762 downloads

Uploaded:28/01/2004

Hidden Valley of the [EJK]

hidden_valley_of_the_ejk.zip | 18.69 MB

Valley. I'm not sure if this is [EJK]Viper-=HC=-'s first map or not, but I didn't find his name on the site - so I'll assume it is. And if that's the case, this is a darn good first map. The first screenshot there shows the requisite bar, with a very colorful dance floor and some very square billiards balls (is there another name for those?). And all of the cue sticks are the same size! I'm too short to use those! Well, it's not like you can really play pool on that table anyway. Okay, so the bar. Looks a bit plain, but here's the coolest part about it: go behind the bar and you'll find a few buttons across the back of it. Press one and a bacta spawns on the bar! Very cool - love that. So then I explored another room and found one that reminds me so much of the room in Griffinclaw's Jedi Council map for JK2. I suppose it's nice to see that the author here got some inspiration from that great map. It's not exactly the same, so I'm still smiling here. :) The next room I ventured into was a training area - appropriate, considering that this is a training map. ;) There are several guns to choose from, but limited ammo. I don't quite understand why some of the guns that he chose are there - some aren't made for target practice, in my opinion. The targets on the far side of the room move back and forth, up and down and even in circles, I think. If only the shots were to leave a black mark so you'd know if you hit the target or not. They didn't leave marks for me at all. Or maybe my aim so bad that I didn't even hit the wall! *gasp* There's this one room that's just a big curved pit thing. That's about all I can say about that. Mmkay, so then I found a dojo-like room that almost reminded me again of the Jedi Council map, but this one has a very different element to it - you can spawn NPC's to fight here. One little detail I noticed is that the door to this room doesn't just open - you have to hit your use button to open it. I assume that's to keep the NPC's from escaping. Very cool. There are four buttons on the side wall for you to choose a single saber, dual sabers or staff duelist to fight. Then there was this other room and I know I've seen something like this before - but it wasn't done as well (I mean in the other map). There are several rotating, um, things in this room with a grate platform at top. At the top of the staircase is a lovely clock with hands that move - nice touch. :) Down below are several thrones and some ornamentation here and there that suit the map's theme. One thing that seemed out of place here was the group of trees with a little campfire in the middle ... inside a building ... on a stone floor. *scratches head* Yeah, just seems a little odd. But I still like it. Across from that is a wading pool surrounded by more trees and benches. And then there's outside. Out here you'll find swoops and ships to fly around a vast field that has a very cool edge to it. If you often lose control of your vehicle and go smashing into a wall, no worries here - you fly into a border, and you're simply transported high above the field and you just float back down. Your land might be a bit jarring, but you won't crash into anything. This is also a clever way of keeping the swoops and ships in the place they're supposed to be - outside. :P There's also a dueling pad high up, some spectating areas and lower there's another duel pad that has a spinning center. The design is nice. I like it. :) Holy crap this is a long review. Well, it is a big map. There are many areas for FFA's and duels and even just hang out and RP if that's your thing. I enjoyed exploring this map and I think it might become a favorite among many. Unfortunately, my FPS averaged at about 20-30 most of the map. :/ *kicks video card* Yes, I will upgrade soon. Though I think it's more about my proces- never mind. So, overall, great clan map. I don't recall seeing one clan tag anywhere in this map! Yay for that! I think I've said enough. I'm going to bed now. G'night. Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA, TFFA ~AmosMagee

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3,745 downloads

Uploaded:07/09/2007

Grand Jedi Skills: *Flaw Stories

grandflawv2_jka.zip | 49.53 MB

hadn\'t gotten that from the very high file size. Proportionally I wouldn\'t consider the file size extreme, though, because this map is gigundous. Yes, non-English speakers, I just made up a word. You should see what the spell checker tried to change it to, though... Aaaanyway, if you\'re looking for a map that truly pushes the engine to its limits, check this one out. Now there\'s a big difference between making a map that pushes a game to its limits and making an outstanding map. Not that this map is bad, but it certainly has a lot of room for improvement. My first thought about this map was that maybe the author made it a little too big for his attention span. For instance some of the areas have some really nice brushwork and overall architecture, while others are really very bland, architecturally. This can sometimes even be seen in the span of a single room -- half the room is really wicked-looking, and the other half looks like first-map architecture. My second real bit of grief with this map is the lighting, which seems somewhat sub-par to me. It\'s not bad lighting, it\'s just not very realistic or smooth. Could be a JK2 thing, though. I don\'t play it or get to review maps for it all that often, so I\'m not up on the big differences between JK2 and JK3 mapping. The lighting only really bothered me a couple times in some of the areas where it was really dark, or in some of the areas where light from another room was seeping beneath a seamless wall. Let\'s stop with the negatives though, shall we? This map certainly deserves props for being so huge with so much in it. If you can even find all of the locations, I don\'t imagine it\'s going to bore you very quickly. There\'s plenty to look at and plenty to find, and none of the rooms seem remotely similar to each which, in this case, is a good thing, as it keeps everything fresh and interesting. I wouldn\'t recommend this map for any type of series combat gameplay, though. You\'d get so lost you\'d never find an opponent! But with all I can say about it, the screenshots I took should speak more for the map\'s ingenuity and innovation. There was simply too much there for me to remember too many details! And just for the record, I don\'t claim to have found every area, if that tells you anything about the sheer acreage of this map. Overall a very nice map. Definitely a download recommendation for JK2 map enthusiasts, if you can spare the bandwidth![/quote]There are some changes to this Jedi Academy version, although most of it seemed to either be content changes or small almost unnoticible changes. The lighting does seem a little better, though. Still a map well worth picking up! [b]Bot Support[/b]: Yes [b]New Sounds[/b]: Yes [b]New Textures[/b]: Yes [b]New Music[/b]: Yes [b]Game Mods[/b]: ffa, tffa, ctf ~Inyri

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3,731 downloads

Uploaded:30/01/2009

Apcotyl Temple

apcotyl_temple.zip | 43.42 MB

Apocalypse, it is in fact completely unrelated! Anyway… what is this map about then? Well it seems to be a sort of clan map, judging from what is included and how it is laid out. Even if clan maps aren’t your cup of tea, don’t leave just yet, because there are some really cool surprises to be found in this map! More on them later… First off let’s have a look at the layout of the map and the main areas it contains. Probably the biggest area is the outside area, which contains a waterfall and river on one side and a ‘lava-fall’ on the other. The center of this area has a nice little place to duel, and if the switch on one of the broken columns is pressed, a reborn is spawned to spar with. With the ambient noises of the waterfall and other natural sounds, combined with the beautiful music, this area is really very relaxing and would make a fantastic place for clan gatherings. The whole map is based around the principle of fire and water it seems, and most of the areas have a mixture of water and lava in various places, as well as red and blue lighting, which is a very effective combination. There are what seem to be a few duel rooms, which are quite large, and each one of them is different. The customary council rooms are of course included, beyond un-openable doors (un-openable at least to people who aren’t the clan leaders ;)), one of my favourite areas of the map was the council chambers themselves and the multicoloured glowing crystal statues, the likes of which I have never seen before! The best bit is yet to come though, well at least in my opinion anyway! Work your way through the map and you will eventually come to the hangar, where a very nice replica of the Republic shuttle out of the opening scenes of Episode 1 is docked. This is one of those nice surprises I talked about earlier. Apart from being [b]huge[/b] and looking great on the outside, the ship is fully enterable. In the center is a seating area, which passengers would occupy, whilst at the back end is a small bar, toilets (which flush!) and up some stairs, a medical center. Towards the front end is a lounge type area with big windows for admiring the view, and then above that is the bridge. If you use the consoles in the bridge, you can fire the left and right guns on the front of the ship, which is a cool interactive feature. Although unfortunately they only fire at the wall, rather than at anybody loitering below! It’s a real shame that you can’t actually take off in this ship, because it is really cool, but alas that is beyond JKA’s capabilities I’m afraid. Although saying that, I think it would have been nice if there was a version of the ship you could teleport to that was in space, perhaps with some moving stars and such. Now, lets move onto the architecture and build quality. I must say that overall, though there were a few areas where the build quality could have been improved a little, I think that the map was built very well. I couldn’t find any obvious bugs, and the whole map ran smoothly. The architecture is also well built, and follows the theme of water and fire, with some areas dark and rock like, and other areas light and using more wood textures. I do feel that some areas could have done with some more architectural detail. I also think the rock walls, particularly in the main outside area need to be smoothed a bit more, to look more organic because they look a little flat at the moment. I think those few things are the main areas that could be improved upon really. Apart from that I think the map just needs some more detail here and there and some improved architecture in a few places. All in all a very cool clan map here! I couldn’t see any obvious clan symbols or insignia either, so that is a big bonus as it means that this map is suitable for use by any clan. Personally I really loved this map, especially the huge hanger and the docked ship, that was quite a unique touch for a clan map I think. Excellent work here, and well worth a download I think! :D [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Music:[/b] Yes [b]Bot Routes:[/b] No [b]Game Types:[/b] FFA, TFFA ~Nozyspy~

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3,698 downloads

Uploaded:08/01/2004

Bespin Sky

bespin_sky.zip | 3.02 MB

keep the map from interfering with the JA maps. So I suppose a good solution to that is to just make a Bespin map. Which is exactly what Sverrearagorn did. No, it\'s not Bespin Streets. But it is Bespin-flavored. The map is pretty small, and the textures are somewhat bland. But the gameplay is great! You spawn in a large room where you can have a great FFA without the fear of falling to your death or being gripped off an edge. But if that\'s the kind of FFA you want, just go through a door and down a hallway and you\'ll find a slightly smaller pad than what was on Bespin Streets. It\'ll serve the same purpose though. Good size for duels too. There\'s no new music included, but there is bot support. This is smaller than I usually like in a map, but I still think it could make for a good frenzied FFA. I\'m even considering this for my server. :) You don\'t have to search 839 rooms just to find someone to duel. ;) Good work here, Sverrearagorn. Bot Support: Yes New Textures: Yes New Music: No Game Types: FFA ~AmosMagee

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3,682 downloads

Uploaded:19/05/2004

Crystal Palace

crystalpalace.zip | 3.42 MB

textures, the lighting all of this sets up for a great gaming atmosphere. Now I do realize this isn\'t the first map done in this style and some people might over look it just because of that and I don\'t think one should. This map is fun and it has some really awesome architecture. There were only two problems I found with this map. First there was no music =( Not that it matters a whole lot to me since when I play I usually have winamp going but I still like to see maps have custom music for those players who do play with the game music going. Second there were no botroutes so I couldn\'t have fun with the various guns Keiran placed around this map. The FPS was great aswell! All in all nicely done Keiran keep it up. I hope to see some more work from you soon. Bot Support: No New Textures: No New Music: No Gametypes: FFA -SanosuKe

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3,661 downloads

Uploaded:17/07/2005

Map-Review\'s Academy v2

mapreviewsacademyv2.zip | 7.45 MB

more info check here: http://www.map-review.com/forums/viewtopic.php?t=1286 Now that the competitions over, Jawa’s released a second version, which expands upon the original. There a some very noticeable changes in this map. The duelling rooms, that had the cool floor I liked, have been turned into 2 bars/duelling rooms, personally I really liked the floor as it was before :/ But oh well. There are a couple of other things I didn’t really like, like having to do the use function on the doors to open them, and in the storage room, I liked the lighting better as it was before. The area with the statue, has a solid roof over it now, not a glass one, which is good and bad, its good, because it looks like a room deep underground or something, which is cool, but it has trees in it, which look kinda weird for somewhere without any sunlight getting to it :S The good points I liked were that the maps been extended a bit, a new long corridor has been added, which opens up a lot of possibilities to expand the map further, like maybe adding some new duelling rooms along it. The new corridor fits perfectly with the original map, which is good. The light textures also look good, and the new music (from episode 3) goes very well I think too. :) Overall, a great map for clans, its pretty cool, however it does lack the strong atmospheric lighting of the first version, which I liked. A decent map for clans here like I said, give it a download, and see what you think :) Personally, I would love to see more versions of this in the future, there’s lots of possibilities you could expand on here in the future, good work m8 :) Bot Support: No New Textures: Yes New Sounds: No New Music: Yes Game Types: FFA, TFFA ~Nozyspy~

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3,646 downloads

Uploaded:19/03/2007

Final Fantasy VII - Anxious Hearts

ahf.zip | 34.89 MB

Garden. Humans start out in the Temple of the Ancients. From there, there are four poles of sorts that are warps to certain areas. Starting at the left of the spawn area and going clockwise, you can visit: - Nibelheim - Balamb Garden, 2f Classrooms - Rocket Town - Kalm and about 6 other areas you can reach by other methods. Each of these areas suffers from one or more of the following: - Sketchy texture usage: this encompasses either a poor texture/skybox choice usage, or a texture misalignment(in pertaining to the various crates and containers.) Switching gears, I\'ll mention that the Scene of Aerith\'s Death has overlapping tube textures. If you move, you can see two texture conflicting with each other. I\'m not proficient in Radiant by any means, but I know the quick fix: adjust one texture slightly above or below the other. - Questionable lighting: Nibelheim probably had the most problems with this particular area, because it was too blasphemously dark even for Averus =_O+. Aerith\'s Death scene appeared to have the second worst offense with it\'s random shadow spots. - Smurf Windows: AKA incredibly tiny windows. The space for the texture of the window was rather insufficent to be plausible. Kalm and Rocket Town were the worst offenders. and finally, in the Balamb Garden\'s case, the door opened in a rather ill-fashioned way. I believe(and anyone who remembers hopefully can assist Averus on this =_=.) the door opened horizontally, splitting in two. But don\'t let these factors get your opinion warped. In terms of accuracy, this map is sufficient in its purpose. There\'s not as much substance, such as interiors and what not, as what would be hoped for. Regardless, this has a lot of potential. Add some interiors and detail to each area, and I believe you\'d have yourself an incredibly popular RP map. I kept this review shorter than it should be because there\'s actually quite a bit of areas. A total of 10 regular areas and 1 hidden one, to be exact. Suffice to say, it\'s quite a bit of areas from the game. Put a little more emphasis on substance and proportion, and I think you\'ll be alright =_,= FF7 Fanchildren and the other people, I command that you offer bandwidth to the temple and give this map a good long poke around =_= New Textures: Aye New Music: Aye Secrets to plunder: Aye Bot Support: Nay - Averus Retruthan

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3,634 downloads

Uploaded:04/12/2003

Orbital Extreme

o_extreme.zip | 4.02 MB

about it as this is a true duel map, one area that was focused on in order to allow for 2 people to battle it out. What I will say though is the use of curves on this map is beautiful, very art deco, it\'s futuristic while holding an edge of contemporary due to the smoothness of it all. There is a bit of an FPS drop in this map because of the volume of patches and people with low end graphics cards will struggle with it. Saying that...people with high end graphics cards are struggling to get JA running from time to time! The only thing I would like to see changed is the tubes emitting a small amount of blue light just to give it some natural ambience.

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3,631 downloads

Uploaded:15/12/2003

UKM Academy

ukm_academy_v10b.zip | 40.94 MB

than just putting up portraits of your character and your name under it. And the offices - I mean, who actually plays in those rooms? At the very least, the offices should be smaller in size. With that said, I shall now present UKM Academy. :D UK pride is prevalent throughout this map, but especially when you spawn in the front of the temple. Now let\'s take a look at the Training room. In the center of the room are four short, spinning pillars. I assume this is to help you with dodging. There are more pillars of different size all around the room with goal post things where you are supposed to jump through. At the top is a grate floor suspended from the ceiling for dueling. If you take the side door from below, it\'ll transport you to the viewing room, where, correct me if I\'m wrong, there\'s a pic of Darth Vader in a dress. :| Just through another door is a vast library with many books that fill the bookshelves in the huge room. Above is a room with what looks to be Roman Doric columns and a ceiling with a big fingerprint on it. :D There are a few doors here. One will take you to a low ceiling\'ed Council room, another door will lead you to the requisite offices. Two are modest in size and decor, and I assume the biggest one belongs to the leader of the clan. It even includes a bed in wall - with the ugliest quilt known to man. Just below the Library is a large fountain with a lovely plaque. More doors surround the large marblized room. One opens to a very familiar room with many stone pillars and a platform high above. The only real difference between this room and the one that is originally from the very popular Jedi Council map by Griffenclaw, is that some of the pillars circle the platform. Mmkay, when you come across a button that asks you not to press it - don\'t. I always learn these things the hard way. The duel arenas include this big, dark bubble. There\'s no way out, except death. :/ Good luck dueling in that room! There\'s another room that\'s definitely a tourney room. The duelists walk onto the platform, bow, and then the floor drops out from under the platform. If you step off the platform, there\'s nothing under you to save you! There\'s more than enough room to sit and watch the match. Onto my favorite part of this map! The pool & spa! Upon entering, you can watch as people swim in the cool, blue water. Or take the stairs up and take an elevator ride up to one of the three diving boards and join the swimmers below. I really love the greenhouse-like glass that looks out. There are two things that I like about the hockey rink here: the scoreboard and the stands. Those were done really well. :) The rink itself is what you\'d expect. A slippery surface, but not much more. With admin mods out now though, we can sleep a bot and use it as a puck! YAY! Outside in the gardens are a couple of trampolines to bounce around on. And y\'know those big bouncy things you see at parks? They\'re usually rented for kids\' birthdays. There\'s a very colorful one in a corner of the gardens. Also, there\'s a small area for a casual duel. There is one secret in this map - but I\'m not telling you where. :) The author gives you a hint in the readme. It\'s fun, but when I got to the end, I didn\'t really see the point. :/ There was nowhere to go after that. As expected, there\'s no bot support - there usually isn\'t with clan maps. There are many, many new textures, though most of \'em seem to be screenshots of stuff. :/ And for your listening pleasure, it sounds like a track from the movie Krull (composed by James Horner) - the main theme, I think. Overall, this is a good clan map. I averaged 20 FPS in most areas, sometimes a bit higher in some places. Oh, and the filesize is over freakin\' 40MB! There were a few fun things, but really this is nothing new. I\'ve seen this done with so many clan maps, that I was kinda bored of seeing no originality. I\'d mention map names, but you guys should know what I\'m talking about. ;) Good job, Strider - I look forward to your future work. Bot Support: No New Textures: TONS! New Music: Yes Game Types: FFA ~AmosMagee

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3,615 downloads

Uploaded:25/09/2005

Super Mario Bros BETA

nesmariobeta.zip | 3.56 MB

that this level, architecturally, comes pretty close to recreating the first Mario level from the game. I could also tell you that it uses original NES graphics. But then I might remind you that it uses the Quake engine, which might clue you in to how 8-bit graphics look on one of today's engines. I can't really say much positive about this map. The graphics are crude, and while they're supposed to be, many of them are even cruder than they should be, due to resizing. The tell-tale question blocks are so stretched that you can hardly tell it's a question mark, and while most (if not all, I couldn't get some of them to work) of the normal 'blocks' are breakable, the question blocks are completely non-interactive, which kind of ruined it for me. I'm more into all or nothing. My second gripe is the skybox, which unfortunately doesn't exist. I really would have preferred a skybox with funny 8-bit looking clouds, rather than walls with clouds painted on them. It works fine for a side scroller, but looks funny in a 360 degree engine. The pits were a little too narrow, and not deep enough. Falling 8 feet and dying really kind of ruins it for me. My third grip is the pipes. Pipes in Mario did [i]not[/i] look like that. They were just... ugh. If you're going to do it, you've got to get it right. Also, the pipes were like flat circular planes. The pipes should have some thickness to them. For the final, I'd fix both that and the texturing. What next? Oh yes, the castle. The entire interior of the castle is destructible, just by standing on it. Scared the bejeezus out of me, I'll tell ya. About the only thing I [i]did[/i] like about this map was the music, and I've been listening to that song for years. It's a great song. Fits the map and everything. The map itself just needs a major overhaul. There's a point where you should use original textures, and a point where you should recreate them. Some of the textures work, and some of them don't. Use your best judement and do as good as you can with what you have. I'm telling you right now though, you can do better than this. Get advice from the community. They'll know their Mario if they're true gamers. New Textures: Yes New Models: No New Music: Yes Bot Support: No ~Inyri

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3,592 downloads

Uploaded:24/05/2005

Icy\'s Castle

icys_castle.zip | 2.94 MB

has some cool features. As you can see, there is a drawbridge of sorts that\'ll keep you from frying in the lava moat. There is a button that\'ll extend the bridge, so hopefully you spawn in the castle. ;) The stairs up the turret are nice, but are a bit small and narrow. You can\'t comfortably run up them, without getting stuck on the torches. Each small turret has a disruptor, which I find to be a bit too much firepower. Probably should\'ve been limited to two of the towers. The armory doesn\'t have much to choose from and I did get stuck in it. I didn\'t figure out how to get out, because those things annoy me. So I noclipped out. :P The jail cells look good, but there was some z-fighting I found here and throughout the map. The last cell does lead to a cranky monster that wants to eat you. And that\'s why you see a picture of him from VERY far away. The doorways and staircases are nice, but like the turrets\' staircases, they seemed a bit narrow. I really like the dining hall and though I know the author was going for an RP theme here, with bactas at every seat - that\'s just way too much health for a good FFA map, in my opinion. Yes, there are bedrooms. Meh. Moving on. I really, really need to read the readme\'s first. I walked over to one of the buttons and thought, \"I wonder what this does? Does it open a door to a secret passage?\" No. It does not. It spawns things that want you dead. The stormtroopers scared the hell out of me. I jumped and landed in the lava. I think that was their plan all along. Anyway, all in all, this is a good map. It was fun to play, in spite of the few complaints I had. Could I actually play this on a guns server (which would be best) with other people? Heavens, no. The FPS was so bad, it gave me a headache. Work on the FPS issues and this might be a good addition to a gun server. Bot Support: Yes New Textures: No New Music: No Game Types: FFA ~AmosMagee

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3,572 downloads

Uploaded:28/12/2005

Council Tatooine

counciltatooine.zip | 2.34 MB

any general FFA server could use it really :) One of the things I was greatly impressed with in Bayoon’s last map was the superb use of curves, and once again, there are plenty of curves in this map, again also used very well. I remember from my time in clans that the base JKA Tatooine map (mp/ffa3) was always very popular, as it had a good layout for clans. It was just a nice size, not too big and not too small, there was a nicely sized FFA or tournament area, plenty of room for dueling and also lets not forget a bar ;) Tatooine always seemed to be a location that people liked, and that map was also very practical, I suppose that’s why it was so popular with the clans I was in. Well, this is also a Tatooine map, and just like that base JKA map, there are plenty of practical features here for clans, plus plenty of nice looking architecture and some good texturing. Some of the features include; training rooms (what clan map would be complete without them?) and a large main area, filled with buildings and walkways, (which I personally think would make a great place for gun or FFA battles!) The best bit in my opinion though is a very large duel room, surrounded by stands and seating areas behind the walls. How are you going to see the action I hear you say? Well from inside the seating areas you can see through glass windows, on the duel arena side though, you just see a wall. One-way glass is great! ;) In the seating area where I presume the admins are supposed to sit (this area had comfy chairs instead of the normal stands :P) there are 3 switches. Each one enables or disables a feature in the dual arena, such as a large walkway in the middle that can retract, or narrow walkways that rise from the floor. There’s even a switch that makes the floor disappear, to make the duel that bit more dangerous…fall and they will never hear you scream… Ehmm anywayy, there are also one or two things that could be improved upon here. One thing that bugged me was that in some areas, the lighting didn’t seem to be coming from any light source, it looked like the lights were just floating there and not coming from any ceiling or wall lights (such as in the main duel arena). Overall though I must still say that the lighting was very good. One other thing would be that in the main outside area with all the buildings, some of the textures did get a little repetitive, as there was a lot of some kinds of texture, but that wasn’t too noticeable. Oh and the skybox used isn’t a Tatooine one, but I’m just picking straws there :P It still looks great anyway! Another great clan oriented map here from Bayoon, your clans lucky to have a mapper like you! ;) I cant wait to see more of your work! :) Bot Support: No New Textures: Yes New Sounds: No New Music: No Game Types: FFA, TFFA ~Nozyspy~

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3,551 downloads

Uploaded:01/03/2008

Phantom

phantom.zip | 34.89 MB

feature pertaining to the Duel of the Fates, including the eponymous composition that drives me nuts now. Suffice to say, this mp3 could have used a little polishing, as it sounds like it was recorded almost. Very mediocre quality. The map itself, however, is superb. The hangar consists of the typical hangar, fitted with the N-1\'s we all recognize so well. The two rear doors open, revealing...WINDOWS WITH SCENERY OUTSIDE. Yes, there were actual buildings outside! Buildings I could use to commit arson! Buildings that...well, you couldn\'t reach, but they were alright to look at anyway. I will say I didn\'t like the grass, as it had a fake feel to it, but I won\'t go farther. Moving on, we traverse briefly down the halls to find a health and armor dispenser. Rather interesting =_=. Next, we can exit our divine hallway, and return to the hangar. First off, behold, as the large doors release their dead bolts =_,= and open forth. My attention was drawn actually to the right corridor. Adorned with marvelous pillars, marble flooring, and delightful windows revealing more scenery, the T-bone crossing of this particular corridor is a marvel to see. Next, going across from this corridor, is the typical Theed reactor area. I guess a separating factor here is that there are fewer catwalks, and that there\'s a set of them WAAAY down below. Follow the long path to the PIT OF FATE =_O It\'s worth noting here that the laser barriers were excellently scripted and equipped with much better sounds than previous version. The pit looks...pitty. Looks all good to me there. Overall, this map is very solid. Everything seems to be there that anyone would want. Best of all, the fun doesn\'t stop there. Included is an overscaled version (phantom_o) AND a small bonus map known basically as the \"Hyper\" map. It\'s a semi-UT play style of map, with spheres that you can bounce across the map\'s bounds with and activate a particular devious sphere that invokes my wrath =_,=. Good for rough basic gameplay. Bandwidth is commanded of you, as you will die without this map. Yes, now that it is released, the death timer has begun. Submit bandwidth now, if you want to live =_,= New Textures: Aye New Music: Aye Secrets to plunder: Nay Bot Support: Nay - Averus Retruthan

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3,549 downloads

Uploaded:08/11/2010

JK2 Multiplayer Maps

jk2_multiplayer_maps.zip | 64.57 MB

certain things will not function. This includes: - Door opening sounds - The NS Hideout Trap doors do not open immediately(y\'gotta back up afterwards and then they\'ll open.) - Some lifts may take some time to work. Other than that, the music is included, the traps on the FFA_Deathstar are fully functional, bot routes are intact, and textures are there. [b]*poof*[/b] - Averus Retruthan

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3,536 downloads

Uploaded:03/11/2007

Star Forge Observation Deck

starforge1.1.zip | 19.02 MB

recognize this map as a pretty high quality recreation of the observation deck of the Star Forge, where the final battle between your character and Darth Malak takes place. This map, though not a 100% perfect recreation, does a very admirable job of recreating the location, complete with Force harvesters, big wires everywhere, and one amazing skybox courtesy of MaceCrusherMadunusus. While this version certainly has a brighter, more yellow feel than the original, most of the proportions and details are there and relatively spot on, creating a wonderful ambiance and a wonderfully accurate overall feel for the whole map. The brush and patchwork are also excellent. It\'s obvious a lot of blood sweat and tears were put into this map and it goes a lot farther than a lot of similar maps would! Now for the super fanboys I\'ll cover some of the inaccuracies and bugs. First of all don\'t try to devmap this map like I did. It\'s not designed for free for all and doesn\'t even have the appropriate spawn points, so it\'ll crash. Just use it for duel like it was meant to be. Secondly die-hard fans will notice that some details are slightly inaccurate, such as the backs of the harvesters on the raised platforms and some other minor details, and that some details are missing entirely, such as the two locked doors on the lowered dead-end ramps. This doesn\'t particularly bother me since I didn\'t know they were there in the first place (heck, if you went down there in KotOR Malak would destroy you!). One last thing I wanted to mention was that I did notice some untextured faces on the bottom of the back of the harvester, which I assume never got uncaulked, so that may deserve some attention. Perhaps if a fix is planned the harvesters could be looked at to be given the appropriate effects as seen in KotOR. wink Overall I\'d say it\'s a great map to add to the KotOR collection. It\'s a memorable location, and now you can have your own epic duels while observing the battle for the Star Forge! Just remember... duel only![/quote]Shadriss has whipped together a quick fix for some of the bugs in the original release. The fixes here include corrections to the spawn points, the addition of ffa game type, a texture fix for the Force harvesters, and an aesthetic glow addition to the harvesters. A great and surely much appreciated fix! [b]Bot Support[/b]: Yes [b]New Sounds[/b]: No [b]New Music[/b]: Yes [b]New Textures[/b]: Yes [b]Game Modes[/b]: duel, power duel, ffa ~Inyri

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3,534 downloads

Uploaded:07/12/2003

The BX Dojo

dojo.zip | 1.69 MB

clean dojo will be like this...you can\'t help but wonder if a bit of variety in that cream texture wouldn\'t have gone a miss. Everything in this [one room] map has had thought put into it; the map is light by candles - or is supposed to make you think it is - which have their own mini flames. Because this is such a small map I would have probably added a light style into the lights though so it gives a true candle feel. On the topic of lighting, the shadows look very good, clearly taking advantage of what Q3Map2 has to offer in that department. Your character will appear dark at times however because of the way JA works out lighting of entities so expect some dark battles. As I touched on before, the texturing is good, very nice wood and floor textures with the only faulty one being the cream walls that make it looks like it was newly built and polished. A very good map for either Matrix 1 fans or for dueling in a crisp environment. New Sounds: No New Textures: Yes Bot Support: No -WadeV1589-

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3,428 downloads

Uploaded:16/01/2008

Frozen Temple {RGD}

frozen_temple_renegade.zip | 40.43 MB

of it, and I spent a good long time looking around. What I really noticed most of all, though, is that there is no overall theme to this map and that the style is inconsistent from room to room. This may perhaps be what the clan requested, but to me it simply make the map seem fractured. My first thought on this map was \"frozen temple... but there\'s lava and palm trees!\" Potentially a moot point, but only a small portion of the map seems to have anything to do with the name. Most of the architecture seems sound, varied, and interesting, but I found myself not liking most of the texturing. None of it seemed to flow -- especially from area to area where the style often did a complete 180 -- and the doors especially bothered me. All the doors in this map look like walls until you bump into them and they open! This makes it very hard to move around until you get used to the door texture scheme. I also felt the lighting in certain areas was below average, such as in the throne room with the Marka Ragnos statue. There no source for the big light splotches on the wall which wasn\'t something I expected to see from a well-versed mapper. Individually I\'d say each room definitely has its strengths, but for some reason putting them altogether just seems not to make much sense and there doesn\'t seem to be any rhyme or reason to it. As far as gameplay goes you better bring a lot of friends or you\'ll never have anyone to fight. The map is so big that apparently the author reached the brush limit and had to stop. It seems designed okay for gameplay, although there were some areas that I thought were a little bit confusing to maneuver through. Overall not a bad map visually, I just got a disconnected feeling from it. It\'s still very interesting and well constructed so if you don\'t mind that no two rooms are alike then feel free to give it a download! There are only a couple of references to the clan that requested it so it may not be a big problem for non-clan members. [b]Bot Support[/b]: Yes [b]New Models[/b]: Yes [b]New Textures[/b]: Yes [b]New Music[/b]: Yes ~Inyri

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3,408 downloads

Uploaded:15/04/2006

New FFA Bespin

ffa_new_bespin.zip | 1.9 MB

the two are style and the platforms sticking out the side. This map fits in very well with the Bespin atmosphere and, as the author put it in his read-me, has plenty of structural eye candy. The map is more expansive than Bespin Streets which promises quite a bit of good gameplay. It contains criss-crossing pathways, buildings, and corridors, plus an ample amount of health and shield powerups scattered throughout the map. It\'s definitely an aesthetically pleasing map. I did discover one big problem with it. If you have your jump set all the way up you can very easily reach portions of the map that allow you to see sections you aren\'t supposed to see, such the caulked portions of the tops of some of the buildings. This should probably be looked at if we\'re to be graced with a version two. Otherwise I really couldn\'t find much to complain about! New Textures: No New Models: No New Music: No Bot Support: Yes ~Inyri

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3,388 downloads

Uploaded:09/05/2005

SoulesS Stadium

ffa_souless.zip | 5.49 MB

map, with a nice large space in the middle for clan matches, duel competitions and the like, and plenty of spectating space, ranging from seats around the stadium to a concourse that runs right around the top, with big windows to look out of. The music on this map is some of the most beautiful music I have ever heard, and is very soothing and relaxing. The things I could think of to improve with this map would be the detailing, and textures, and size. Some of the textures look a bit out of place, like the textures on the seats on the stands, the walls in general are also very bare, and could do with some detailing :) It would also be cool if there were some more rooms, like maybe a room, at either side, where clans could meet and talk about their strategies before a clan match. Or where duelers could spawn an NPC or two to have a practice before a dueling competition or something. Apart from that the map is very, very, practical if you need something like this for a clan, ive been a leader in a couple of clans, and I know how important it is to have an open map like this for tourneys and stuff. The map seems to be solidly built, and the fps is excellent, ranging from 82-90 fps. But it needs just one more thing, bot support!!! :( But good job anyway mate :) Bot Support: No New Textures: Yes New Sounds: No New Music: Yes Game Types: FFA, TFFA, Duel, Power Duel ~Nozyspy~

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3,372 downloads

Uploaded:18/03/2006

Halo - Precipitation

jka_ffa_map_halo_precipitacion_by_master_melkor.zip | 17.65 MB

maps, and for that, well done. :D However, the quality is far short of what you would see in the actual Halo map, so let\'s see how it could be improved. First and foremost is the lighting. I\'ve probably said this over a trillion times over the years, but I\'ll say it again. Sourcing, sourcing sourcing. None of the lighting in this map has a source, save the sky lighting. And in fact, I\'m not convinced that a sky shader was used, as some of the shadows over the building are so blocky and plain weird looking, I doubt than unless you decreased your lightmapscale a hell of a lot, you\'d get that effect with a sky shader. Secondly, are the texturing and style issues. As I previously said, the layout is recognisable, but the quality is significantly lower. This is in general due to the lack of brush and texture detail that has been transferred from the original map. Some of the buildings just look bland, repetitive and boring, which isn\'t helped by the lighting, especially in the inner areas. The best part for me was the terrain on the ground levels. It was good to see some undulation, and what was even better was that it undulated in specific areas - it built up around the steps, and lowered around where the vehicles were. Yes, there are swoop vehicles. No tanks or ghosts unfortunately ;) Overall... well it\'s a split map. On one hand, it\'s still got the overall feel of the original Halo map, which was awesome. On the other, this version is seriously degraded in quality from the original. Like it or not, that’s up to you. And have a cookie for including bot support! ;) New Textures: Yes New Sounds: Yes Bot Support: Yes ~Szico VII~

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3,370 downloads

Uploaded:14/02/2010

Battle on Theed (FFA)

theed1a_ffa.zip | 40.85 MB

instilled fear into us all... ...This map is [b]HUGE![/b] O_o; Seriously, getting lost almost seemed like a mandatory part of playing this map. There's so much to drink in. When you think you're done seeing the whole map, you see yet another thing you missed! However, there was virtually NOTHING I found that I wasn't impressed by. So, Theed. The city that lasted a single Episode, and yet, it's remarkable beauty impacted us for years on end. It's a shame it played little to no part in the rest of the prequels. So, what...is...in...the...map? Quite a lot of exterior, really. There's not much interior to be found, but there is enough. This map was designed with upcoming siege objectives in mind(Yes, that includes MB2,) though it is also to be featured in the JKA Siege Mappack as well when it graces our altars. There are 3 major exterior regions, each one crowned with teal marble domes and fuchsia marble roofs on the majority of the buildings. The streets are paved with bricks and almost everywhere you turn, there's a stairway leading somewhere deeper into the map. The streets are adorned with neatly trimmed bushes,[b]*snicker[/b] strategically planted trees, and traces of ivy cling to the various structures in the area. Yep, the author painted one hell of a picture. Better yet, there's barely anything wrong with this map. The texture choices were nothing short of exquisite, and the custom skybox fit so well I actually thought there was more to the map than met the eye. Architecturally speaking, this is probably one of the most complex maps I've seen in a while. It felt like there was over 100 ways to reach another part of the map, and this maps predominant use of arches looks like it took quite some time to get all just right. The lighting seemed near-perfect. There was one area I noticed seemed a bit unsourced in natural lighting, but other than that there was hardly a place that seemed out of place in that department. Now, I did say there's BARELY anything wrong, so let's see what plagues it: [b]1.)Doors:[/b] Alright, so I must admit it's very difficult to put in sci-fi doors into an environment that has a late renaissance feel to it. However, while most of the smaller doors fit in perfectly, some of the larger doors appeared to clash with their environments. Basically picturing a large black industrial-looking door in the midst of all the grace, it just dudn't fit. [b]2.)Ambient Atmosphere:[/b] This was probably the most disappointing department to me, as there was hardly ANY ambient background in this map at all, and I honestly think it really could have benefited from some. Once the music is turned off in your game, all you hear is almost dead silence. The only ambient noise comes from the various fountains sprinkled about the map, and you have to get pretty close to them to hear anything. The exteriors really could have used maybe some birds singing in the background, maybe a few church bells tolling every so often. The stream direly needed some noise, as it appeared it was flowing too quickly to be that quiet. The interiors could have used some noise emitting from some of the computer consoles, and that large column that looked like a reactor wouldn't have hurt to have had some humming coming from it. As this currently stands, this is quite a product here. I would definitely suggest the masses ingest this file, even if just to take a quick look at it. One can only wonder what malevolence is being adding to it, to make this map a true force among forces. I shall remain on the lookout for future versions of this map =_= as I am most curious as to what you've in store for us, Lord J3rk. New Textures: Aye New Music: Aye Secrets to plunder: Nay Bot Support: Aye - Averus Retruthan

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3,369 downloads

Uploaded:19/09/2006

Final Fantasy VII - Nibelheim

ff7nibelheim.zip | 12.52 MB

for its infamous burning by the even more infamous antagonist, Sephiroth. (May he slay many planets with his might.) Before I continue with the review of Herr Sanj\'s 1st submitted map, I must utter this fun fact: FUN FACT: Nibelheim is a modified version of the german words \"Nebel & Heim\" meaning \"Mist Home.\" This is further supported by the foggy Mt. Nibel. I COMMAND YOU TO HAVE FUN WITH THIS FACT AND MAKE MERRY IN ITS PROCLAMATION! Now then...expecting the exact town in JA format, I was naturally surprised. The town is correct in its architecture of the buildings, but only to the style. I was expecting a slight variation of the buildings heights. Nibelheim\'s buildings were MUCH higher, but I saw a motley of dwarf buildings! 1000 curses...also to quote on the architecture, the town\'s main plaza was more circular, as opposed to this variant, which seemed more rectangular. This, of course, detracted from the whole feel of the lordly Nibelheim feel. It just seemed like a burning alley of houses, which brings me to my next points... The flame sounds were repetitive, dear Sanj! My god I felt like the fire was being rewound and played back, trapping me in a time loop from which there was no end! I would suggest in a possible future version to have a longer flame track with smoother blending, as they did not match with the flames I saw. Also, the flames did not inflict MASSIVE AMOUNTS OF PAIN AND BURNING! I was quite disappointed, but then again I half suspected that this was intended given that the entire town was aflame and it would be impossible to combat in said situations realistically. Overall, t\'was a decent attempt at a wonderfully ominous town for a first submitted map. The author did mention that there were few interiors given his skill level, and that is acceptable. Sanj, I hope to see a more accurate remake from you, as I will then sacrifice 20 food items in your name.(I would have done humans but alas, I ran out.) Bot Support: Nay Secrets to plunder: Aye (3) New Textures: Aye (Wond\'rous skybox, might I add.) - Averus Retruthan

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3,343 downloads

Uploaded:08/01/2006

Duel Carbon JA

duel_carbon_ja.zip | 2.7 MB

really isn’t ported from JK2, Darth Norman has built it from scratch! This is a really superb recreation of the original JK2 map. All the little details are here, like the steam coming up off the pipes, and even the pipes on the ceiling. However, there have been a few improvements. There are 2 switches in this map, one switches the white lights on and off (perfect if you want the map to have a more heavy atmosphere…just turn the lights off!) and one switch that raises and lowers the carbonite block in the chamber. That is probably not much use while your in a duel, but its still adds a nice touch to the map! :) There’s not really much else I can say about this map as it is only a small duel map. There weren’t any bugs that I could see, so all in all another very nice professional quality map from Darth Norman here! If you liked the JK2 version of the map, then I’m sure you will love this! ;) Bot Support: Yes New Textures: Yes New Sounds: No New Music: No Game Types: FFA, TFFA, Duel, Power Duel ~Nozyspy~

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3,312 downloads

Uploaded:08/06/2009

Asteroid: H5

asteroidh5.zip | 20.3 MB

bottom of the pile. Sorry about that man![/b] Asteroids get a pretty bad rap unfortunately, generally being the harbingers of destruction and usually hitting the earth and ending the world. That is not completely fair however, since asteroids can be pretty cool too, afterall they make great heavily defended bases in space and also harbour giant space slugs which can swallow a starship! :eek: This particular asteroid however, you can live in! It has a bar, a racetrack a garden and more. And yes it is clan themed, but don’t worry because the clan references aren’t too in your face and really I think that this would be great for any clan to use. I have always had a soft spot for clan maps, perhaps because I remember the fun I used to have with clan maps years back when I was actually in a clan. This map in particular is one that I can see a lot of people using, it has tons of stuff to do and would keep a clan happy for ages! Basically this is an inhabitable asteroid and there is a little back-story displayed on the loading screen which explains a bit about it and its history, which I think is a neat idea. The whole asteroid has been excavated and built up so that it contains stuff like caves full of plants and spiders and some creepy spiders webs (but thankfully no spiders :P) a council room right on top of the asteroid, a bar (with a garden!) a racetrack and loads of other places crammed into nooks and crannies. One of my favourite places was the main cavern, which has a waterfall, a rope bridge and lots of rooms leading off. For clan purposes, there is a huge main hall with some holograms of the asteroid and plenty of space to meet and also a place that looks oddly like a theatre or something which I presume is used for clan meetings. There is also the aforementioned clan council room right at the top of the asteroid. I really like this map, it just has so much crammed into it and you could go of exploring for ages with your friends into all the little caves and nooks and still not find everything! It’s also fun, since it has a pretty cool (although slightly short) racetrack going around and through the asteroid. And yes, you can also [b]fly[/b] outside of the asteroid, there are a couple of hangars with TIE Fighters at either side of the racetracks grandstand. The area you can fly in is pretty huge as well, and has lots of smaller asteroid chunks floating out there, just be sure not to crash into them! Graphics wise, the skybox is fantastic, with that large planet looming in the sky with the blue corona of its atmosphere outlining the dark side of the planet. Combined with the music the whole map feels very peaceful. As for the map itself, I do think there is room for improvement, mainly in the actual construction of the asteroid, which is very angular in places and need to be smoothed out and made to look more natural and rock like. To be honest though, the map allows you to have so much fun that this may not be an issue really for the people who will get most use out of it. I also think some kind of sign system for the main areas of the map would be good, as the complexity of the map does mean that you can get lost! Overall though, this is a really fun map, and I would definitely recommend it to any clans out there. I really hope to see this map being played on some servers! :D [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] Yes [b]Bot Routes:[/b] No [b]Game Types:[/b] FFA ~Nozyspy~

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3,300 downloads

Uploaded:25/10/2003

Headquarters for JKA

fear_headquarters_jka.zip | 1.19 MB

Storm\'s latest map, Headquarters is less than what we\'ve come to expect from him. The map seems to be one big hallway, with the sides being mirror images of each other. There are many staircases and ramps up and down the hall and small doors that lead to practically empty rooms with more staircases and platforms for dueling. There seems to be at least two ways of getting to each room here. The only thing added for decoration seems to be those big statues and then some custom textures with the logo and stuff on \'em. Speaking of textures, there are some missing. :/ Moving onto another room and it seems that it\'s kind of a shrine to a player. In my opinion, there\'s only one really interesting place for a duel or FFA and that\'s outside with that one huge statue of Ragnos. At the other end of the map is the same room as what you see in the beginning, but with snow. Sometimes there are maps with a monotonous look to them, but still have great gameplay. As I\'ve said many times before, eye candy doesn\'t make a map great. But in this case, this map has nothing going for it. No bot support, no new music, the new textures do nothing to add to the ambiance of the map and finally, the map isn\'t fun to play. The layout seems awkward, being just one big hallway with rooms here and there and no real center for FFA\'s. You seem to have some fans out there, Storm, so maybe this is just a small hitch and you\'ll really impress us with your next map. :) Bot Support: No New Textures: Yes New Music: No Game Types: FFA, TFFA ~AmosMagee

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3,295 downloads

Uploaded:09/11/2009

Double-Cross on Nar Shaddaa

dfii_ns_double_cross_sp.rar | 35.74 MB

please note that you will have to open the console and type "map zurvan6" to load the level. It's a remake of the first level in Jedi Knight, titled Double-Cross on Nar Shaddaa. Or, at least, it's supposed to be a remake of that level. Right off the bat, when I spawned in the level, I found that things looked far different than they did in the old game. Having a Reborn attack me first thing didn't help either. Running through the level, I found that some parts of it matched the source quite well while others did not even come close. It almost makes me wonder if the author really had any experience playing the level, or if they just watched someone play it and decided to try to remake it. Some of the enemies and rooms were correct, but the addition of Sith to the level sorta ruined it for me. I was looking forward to a level where I wouldn't have to use my saber. On a final note, I don't know what the purpose of including the IG-88 model was, as the droid doesn't seem to make an appearance in the level... [b]EDIT: Apparently he does show up, but when I played through three times it he didn't show at all.[/b] Anyway, if you're expecting an exact remake of the first level of Jedi Knight 1, then this level isn't for you. If you want a new SP level, though, there's no reason to not give it a download!

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3,292 downloads

Uploaded:08/01/2009

Trade Federation Battleship

ffa_tradefed.zip | 26.54 MB

one and only Plasma! I remember a long time ago when The Phantom Menace was still pretty new, that I got the Episode 1 game. The first level you played on, was of course, the Trade Federation battleship. I still vividly remember playing through those levels, so that will serve me well when checking the accuracy of this map! So, without further ado, lets begin… The first bit that I wanted to mention and that also caught my attention quickly was the bridge. Unfortunately in the Episode 1 game, you couldn’t get into the bridge, which always frustrated me. Finally though, with this map I can wander in and out of the bridge area as I please, which brings a smile to my face as I remember the hours of frustration all those years ago, trying to figure out if there was a cheat, or a way in to the bridge in that old game. You will notice if you look outside the window that straight ahead is Naboo, as well as an awful lot of Trade Federation battleships. I think the skybox here looks fantastic! :D Two other big features are the hangars, one of which is filled with Droid Starfighter’s ready to deploy. The other seems to be more like a storage hangar, there are crates and tanks stacked around and also some Droid Tanks and a Droid Transport at one end. Whilst some of the doors do not open (indicated by the red light) many do open and the map is interconnected with passageways, which make this a good medium sized FFA map. Alas the room where the Trade Federation lays out some refreshing drinks for Obi-Wan and Qui-Gon, and then promptly tries to pump them full of poisoned gas isn’t included, which is a bit of a shame. That is one of the improvements I feel could be made for the next time around, adding that room into the map. Apart from that, the map is a good size and well built. I do feel some of the textures could do with some more detail on them though, as they look a little too flat and clean. Perhaps some scuff marks, or giving the textures some more detail and texture would be cool. Other than that though, this is an excellent map, which I enjoyed playing on. Its been a while since I have seen some good sized movie map reproductions, so I am pleased to have been able to review this! If you guys like the look of this map, or fancy adding a new movie map to your collection, then give this a download! :) [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] Yes [b]Bot Routes:[/b] Yes [b]Game Types:[/b] FFA, TFFA ~Nozyspy~ [b]***EDIT*** Much to my shame, I actually missed a couple of areas in this map when I write the above review! I stand corrected, the conference room area where the Trade Federation attempt to poison Qui-Gon and Obi-Wan IS in here, complete with little clouds of poisoned gas! Added to that there is also a Droideka storage room that was featured as part of the Trade Federation Battleship level for The Phantom menace PC game. I do apologise for missing these areas! To get to them you just have to go through the doors on the opposite side of the Droid Starfighter hangar. Alas I completely missed this part! :( [/b]

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3,284 downloads

Uploaded:27/08/2007

Mos Eisley Backstreets - Night

night_moseisley_bkstreets.zip | 27.58 MB

different feel to it. I won\'t cover the same points I mentioned in the review for the day version, so I recommend reading that review as well to get a real feel for what the map contains. Lighting wasn\'t as important to mention with the day-time version, but here the lighting will either make or break the map. Made! Lighting here is great and really sets the mood, along with the much softer, slower-paced, and most importantly [i]peaceful[/i] music. It\'s easy to tell right away that just because it\'s night time doesn\'t mean the map\'s going to be pitch black. With three moons, a lot of moonlight is thrown across the map, and the combination between darker shadows from buildings and brighter light from the random lights near the building doors really provides good contrast and keeps things looking very realistic. Along with the night version of the map, a new skybox was needed. I\'m a little on the edge on this skybox -- I know Nozyspy worked pretty hard on it, and I gave him advice along the way to improve it which, if I remember correctly, he implemented -- but I think the engine has really failed us here. The whole idea of the skybox is to avoid that very static [i]walled[/i] feeling you\'d get if you just put sky textures on the sides of your map. Despite Nozy\'s best intentions, the three moons unfortunately get warped (stretched or thinned) depending on how you\'re looking. I don\'t really blame that one on him, though, and it hasn\'t reduced my enjoyment of the map significantly in any way. Overall a wonderful variation on the orginal map -- more maps should provide such added bonuses! If you like this one, definitely make sure to take a look at the [file=\"82444\"]day-time version of the Mos Eisley Backstreets[/file]. [b]Bot Support[/b]: Yes [b]New Textures[b]: Yes [b]New Sounds[/b]: No [b]New Music[/b]: No [b]Game Modes[/b]: ffa, team ffa ~Inyri

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3,246 downloads

Uploaded:13/01/2004

Valley Of The Kings

egypt.zip | 10.68 MB

weapons in them. If you go on a bit you come a beautiful gate thing with with a valley and pyrimids beyond that. The landscape in this map truly is remarkable. It looks really real and gives you the feeling you are in egypt! I really do like this map. The music in this map is really good too. It suits the feel of the map and makes the playing experience that much better. Lighting is done well and I didn\'t see any Z-fighting. There are however some things I did not like about this map. One thing I found to be rather distracting was the sky. It\'s to flashy for my liking and distracts you from the game and the map itself. I suggest a more subtle sky to make it all the better. Another thing that I think should be improved is the fps. The high number of brushes and the detail of this map obviously take down the fps, I suggest trying to rectify this. All in all this map is beautiful with some very small things that should be fixed. I wouldn\'t add this to my server, but only because of the low fps. Keep it up and I can\'t wait to see what else you come out with! Bot Support: Yes New Textures: Yes New Music: Yes Gametypes: Free For All, Capture The Flag, and Team Free For All SanosuKe

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3,214 downloads

Uploaded:25/03/2006

Droid Ball

droidball1d.zip | 6.68 MB

love that gametype and I still play when I get some spare time. :D Here we have a siege map, but a somewhat unconventional one. This isn’t your average siege map, with multiple objectives that one team must capture whilst the other tries to defend them. Like one of P!ngs previous siege maps Battle of Geonosis Siege(http://jediknight2.filefront.com/file/Battle_of_Geonosis_Siege;53603), this map only has one objective! Not only that but the objective itself is unconventional… Basically the idea of the game is that a C-3PO head drops down from the dispenser and both teams have to try and grab it and then jump through a hoop carrying the head. Whilst the team that didn’t get the head, tries to stop them and get the head back so they can score themselves. I spose its kinda a bit like Basketball…maybe that’s why its called Droidball! ;) To get to the hoops you use the jump pads (there are two either side of the arena) which throw you up to the walkways up in the air in the middle of the arena. From there you go to the end of one of the walkways and jump into the hoop, thus scoring. Careful though! It looks like parts of the walkways are destructible…I’m sure it would make for an exhilarating game to try and get to the end of the walkway and jump into the hoop, before the other team blasts you out of the sky! After you score, the scoreboard changes (which I thought was really cool) to show the current score, and a new C-3PO head drops down from the dispenser. Obviously its not always practical to test a siege map out by putting it on a server and asking 20 people you know to come play, so I tested it out with a couple of bots. I tell you…if you wanna be creeped out, (and have a pretty good game too!) try this map out with a few bots using the /addbot command in the console. ;) Simply type that and then put the name bot you wish to add to the game, I used Desann. The bots kept running and jumping at me really fast, and then punched me till I died! :eek: I tried running and jumping away, but they were on me before I had got far, it was quite fun! And a bit creepy too to be honest… o.O Anyway, I’ve been talking about the gameplay for ages, but what about the map? Well like I said it’s basically an arena with the droid head dispenser and many walkways in the middle in the air, goals on either side and spectator seating all around. Being a stadium, the concept it pretty simple, seating around the sides, and an arena in the middle. But there have been some nice touches here. All the walkways and droid head dispensers have been well made and look nice architecturally. As well as that there are some cool glass panels in the ceiling on either side of the arena. All in all this is a nice map architecturally and gameplay-wise. But what about bugs? Well to be honest there were hardly any that I could see in this map, so well done to the author there! There were only a couple or so that I could see, one being a few places where textures seemed to be a bit over-stretched or looked a bit out of place. The only other thing though was that the jump pads tended to throw you too far and so you missed the walkway you wanted to land on! You just have to press the back key to slow yourself down so you don’t fly past the walkway. Mind you, I suppose that adds to the skill needed to win! All in all a very nice and clever siege map here, I would definitely recommend it! Bot Support: Yes New Textures: Yes New Sounds: Yes New Music: Yes Game Types: Siege ~Nozyspy~

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3,197 downloads

Uploaded:21/06/2010

Giant Playable Piano

playablepiano.zip | 44.98 MB

collision with a metronome? For that, playing piano, and more, you've come to the right place. Remember [file="114735"]The Giant Piano[/file]? BlueNinja returns with a second version, ready to blow your mind. [quote]Version 1 was a small room, but this time I have mapped the upstairs section of a house I used to live in, using a video for precise reference. The house is gigantic, and is really meant for long range sniper battles. There is a lot more to do and see in this map than in V1![/quote] Did I mention there's [b]a lot[/b] more to do and see in this map than in V1? ;) Probably the most important change is in the piano. Each of the 88 keys of the piano can now be played using the use button, which is, naturally, completely awesome. Additionally, as said, the map no longer consists of a single room, but of an entire floor, complete with vehicles you can use and a toilet you can swim into. As you can see on the screenshots, there's more to explore in these rooms than I could possibly summarize in a single paragraph. Sufficed to say, I'm positively amazed at this map. The only thing that did irk me was the fact that the max visibility gets exceeded by this map (which means if you're on one side of the largest room and look at the other side, that part isn't visible until you get closer). This isn't the author's fault though; blame the id Tech 3 engine. All in all, this map's a must-see. Protip: don't use grapple or jetpack if you fancy a challenge. [b]New Textures:[/b] Yus [b]New Sounds:[/b] Yus [b]New Music:[/b] Yus [b]Bot Routes:[/b] Yus -Caelum

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3,190 downloads

Uploaded:14/04/2006

Doomed

doomed_jr.zip | 13.78 MB

although I\'m afraid we\'ll have to resign ourselves to the fact that Jedi Academy is not Doom3, all technical comparisons with the D3 engine aside, I have to say, Jenova has given it a pretty good shot. My favorite area, and by far the most detailed, was the control room, where you get attacked by the Pinky demon in Doom 3. The sun lighting through the windows here was particularly effective, and the floor was crafted in 3D using individual blocks. This and other areas have been taken straight from Doom3’s design, so most of you should have little trouble recognizing many of the locations. The good thing about this map was that there was plenty of detail to the environment, especially in the areas which they player couldn’t access – for example, when traveling between areas with the tram or looking out a window, you can usually see the Martian terrain. There is also a re-creation of the teleport system you use in Doom3, complete with sounds and weird-looking tunnel. The lighting in this map is also in step, (as far as JK3 allows) with the original designs, although whilst dark gloomy areas work well in SP campaigns, for multiplayer maps, such vast sections of darkness are somewhat of a nuisance, especially when fighting with guns. I also feel more could have been made of the shadowing – techniques such as alpha-shadowing and ‘receive shadow’ brushes could have improved the atmosphere. On the whole though, the lighting was quite impressive. The only exceptions were with the little notices you can read on the wall which for some reason, were glowing. I don’t know about you guys, but paper doesn’t usually glow where I’m from. ;) The general architecture also was of a decent standard; perhaps not the most original, but re-created fairly well. Jenova has also tried to simulate the bump-mapping as seen in D3, but I’m afraid to say that JK3 doesn’t handle it anywhere near as well as more modern games. Now, I was just about to wrap this up when I thought to check the general visibility structure of the map. I hadn’t noticed before, but as it turned out, it’s engineered extremely badly. The entire map is usually drawn to the player, which causes extreme framerate drops on less than top-spec pc’s. This was an extreme disappointment for me, as the rest of the map is of such a good quality. To conclude, well… it’s certainly a fairly good map which shows high proficiency with radiant, but for those who are looking to see Doom3 exactly as it was in the original game, you may be disappointed. Oh yeah, and the bots tend to get stuck running around the central control room, but at least the support is there. New Textures: Yes New Sounds: Yes Bot Support: Yes ~Szico VII~

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3,164 downloads

Uploaded:27/03/2004

Forsaken Monument

izzysforsaken.zip | 5.39 MB

is great! I thought it would be low because of all the brushes and such, but it wasn\'t and I loved that. The whole map flows together and follows the same theme all around so nothing looks silly or out of place. The architecture was done well with lots of cool looking things to look at. The music went very nicely with this map. It added to the feeling of the map and it was great. There are some secrets in this map and trust me they aren\'t easy to find! Good luck! All in all very nice work. I want to see more from this author. Bot Support- Yes New Textures- Yes New Music- Yes Gametypes- FFA TFFA -SanosuKe

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3,161 downloads

Uploaded:08/11/2003

Bespin Reloaded-JK3

jk3bespin.zip | 1.4 MB

loved by many is Bespin Exhaust Shafts. Here it makes an apparance for Jedi Academy, but with a new look. Looks to me like Voronwe_Elf took some textures from JKA and slapped them all over Bespin Exhaust Shafts, giving the map a brighter, more colorful facelift. Honestly, I liked the old ctf_bespin. But what\'s important here is the layout, mostly. We all know the routes here and so do the bots! ;) Voronwe_Elf didn\'t have to do too much work since the bot support was already there, but yay anyhow! :) This map supports four different game types making it quite versatile, just like other base maps. Though I don\'t like the choice of textures, I have to thank the author for at least breathing life into an old JK2 map for JKA. :) Bot Support: Yes New Textures: No New Music: No Game Types: FFA, TFFA, CTF, Duel ~AmosMagee

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3,140 downloads

Uploaded:15/09/2004

Corsec Base v2

corsec_base.zip | 1.92 MB

and bushes, an area full of computers, some gated room thing with stuff like, generators or something in it, another gated room with some rocks that I just don\'t trust ... they look like eggs or something. Then you\'ll find an area with some jail cells, a cargo room, a large room for target practice, a common area that should have a bar in it, sleeping quarters, an armory, some offices, a health care room thingy that has a bunch of tall aquariums in it ... er, bacta things, right. Anyway, the textures are simple and consistent here. The FPS is decent in most areas, but mine did drop to 25 at one point. :/ It would\'ve been nice to have some new music in this level, but it doesn\'t need it. I didn\'t find anything really wrong with this map, but I do think this is best for guns FFA or RPing. Bot Support: No New Textures: Yes New Music: No Game Types: FFA ~AmosMagee

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3,104 downloads

Uploaded:13/01/2004

AT-ST Duel

atstduel.zip | 328.69 KB

places to jump up to the top, and those little openings make for a great place to set some trip mines. :D In addition to all of the weapons, there\'s even more firepower on the tops of the buildings and in each corner. There are eight turrets and four AT-ST\'s. They all respawn, so even if you eliminate one, expect your enemy to resume position and keep firing at you. There is bot support in this map, but the author does note that the bots will not use the turrets or the AT-ST\'s. Have fun playing this map! It\'s not a map I\'d use for saber only, just because the size is a bit too small and really it\'s set up for guns. FPS is great, of course. Good job, Gigon! Bot Support: Yes New Textures: No New Music: No Game Types: Duel, Powerdul, FFA, TFFA ~AmosMagee

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3,091 downloads

Uploaded:03/09/2005

Ghost in the Shell - Tokyo

tokyo.zip | 14.11 MB

that's the only river I've ever seen in a map where one of Raven's default water textures actually works pretty well! ;) The design looks, from the top, like a big Y shape, 3 roads meeting at a centre point. This seems a perfectly ideal layout to me, and there are a few side-routes, tunnels and bridges. Unfortunately, the framerate on this map did sink pretty low (below 25) in places near the edges of the map, due to the fact that the engine is always drawing everything in the map. I suggest the author takes some time to have a look into the way the Q3 engine vis process works, and place some antiportal brushes in the buildings to cut off vis - thus increasing the framerate and allowing better playability. The use of caulk needs improving too; there were several areas which i could jump to which were invisible from behind, and some areas I couldn't get to (without noclip) which should have been caulked and weren't. (such as the innner faces of the buildings) :( Additionally, on the more complex curved structures such as the boats, there were a lot of patch errors with overlapping sides e.t.c. I did enjoy the location of the map, I always enjoy real-life settings and texture sets - I was especially fond of the hanging streetlights and banners. The roads looked good as well, however the white lines down the middle were very small in some roads due to texture distortiion. Oh, and I hate those invisible walls into the tunnels. The tunnels look nice, but I would have liked to go down them. Have a player crushed by a car or something instead of an invisible wall ;) The dark alley corners and dustbins were also impressive, but I think the fact that each building had a different design and didn't look replicated was the most impressive feature of the map. Conversely, the sea-front section has a mass of water which just cuts off and looks ugly - plus the skybox looks more like a floating city than Tokyo, and the buildings in it are kinda.. broken. And solid white. Architecturally, the map is quite pleasing - the bridge geometry and road-blocks were impressive, although I would have liked a little more interactivity, and some sniping points from say, an inside room would have been great. As is, there are no indoor sections which is a shame. There's also one big building which has a missing texture and spoils that section a great deal. I reccommend you fix these problems and release a V2 as that kind of big glitch needs to be ironed out. On a final note, the music was very eerie for me, it made the city feel very deserted, similar to in the film 28 days later. Still, that's just my personal preference, and the music IS Japanese, so I guess it's fitting *shrug* Oh, and slapped wrists for not including bot support on a map which would only require simple routing! :mad: New Textures: Yes New Sounds: Yes Bot Support: No ~Szico VII~

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3,091 downloads

Uploaded:17/01/2007

The City of Adana: Fifth District

the_city_of_adanafifth_dt.zip | 15.41 MB

start with the day version. The construction looked nice, the map didn’t look blocky. The buildings seemed fluid and went with the map. But anyways, the texture use was nice, and so was the music choice. I liked how this map was done, with a few minor details: the lighting, and the position of the sun in the skybox. With the way the map was lit you might think it was dusk, while the sun in the skybox isn’t really close to being in the sunset position. And then there’s the fact that it’s easier to see in the night-time version of the map than the day-time version. Now, for the night-time version. It’s just the day version with different lighting, with some brushes missing. The author says there are a few less brushes than in the day-time version, so I’ll take his word on that. Anyways, basically the same map, silly posters and everything, just different lighting. I found this map enjoyable, so you should download it and check it out! Bot Support: No New Music: Yes New Textures: Yes New Models: No New Sounds: No Gametypes: FFA, Team FFA ~Zach

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3,091 downloads

Uploaded:23/12/2006

Hell On The Taspir

hott.zip | 5.6 MB

Advance SP (if you were to hold one up to your monitor and compare) - and that\'s at 1280x1024 resolution. Needless to say, it\'s not big enough. Anyway, you progress through a small canyon, go through a door, up an elevator, and kill an Imperial Officer. You then have to use two brain cells to figure out how to progress (hint: it\'s destructive), then you kill a few Workers. Down another tunnel, you kill some more Imperials. Then in the next pas- ah, you get the point. In the next room, there are several blocks you have to hop down to get to the door. I could find no way of opening said door, so I noclipped it. A cultist and some more Imperials await. Finally, we reach the end, which is a small outcropping leading to another static Raven\'s Claw. Then the level ends and it takes you to a Tier 1 mission from the actual SP game (for me it was t1_rail). I could only find two scripted events that were used, and all one did was play one of Jaden\'s voiceclips before jumping down a shaft. The second was the end of level script. What can be said? It\'s a simple case of running through the map, shooting things down. The level could look far better, too. There are openings where there shouldn\'t be, texture glitches, and some places which just downright look ugly. Let\'s not forget that a LOT of textures are missing. Architecture is nothing special, either - the map is almost entirely made of blocks. Oh, and as a side effect, while you have this pk3 in your base folder, the default Cultist skin turns purple. It\'s so rare for us to get a singleplayer map, and I wish I could recommend this - but it\'s all been done before, and so much better, too. I just hope the author doesn\'t let this bad review get them down, because they\'re not inherently useless - there\'s just a very good reason why people don\'t release first attempts, and that reason is that they need to get some practice and to refine their product. This one isn\'t necessarily bad, it\'s just [i]far[/i] too flawed for my standards. Refine your abilities and do extensive beta testing before releasing things. Your work will be much better quality if you put the extra time in. ~ Kouen

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3,081 downloads

Uploaded:04/06/2008

Leviathan Bridge Duel & Revans Flagship Duel *BONUS*

mace_leviathan_revan_duel.zip | 19.01 MB

bring a location from KotOR into our very own Jedi Academy. And what Mace brings us here, is not one, but two maps! Both are very similar, however, there is a big difference in what they portray. One is the bridge of the Leviathan where you face Saul Karath, and the other is the bridge of Darth Revan’s flagship, where Bastila and her gang face Revan. The main difference here is the skybox, which in both cases looks fantastic. The skybox from Revan’s flagship is my personal favourite, Mace has done a fantastic job recreating exactly the same kind of look that you actually see in the cut-scenes in KotOR, including Darth Malak’s ship floating menacingly nearby. Now lets move onto the main body of the map. These maps are available ingame for FFA, Duel and Power Duel. The maps are an excellent size for a good duel, since there is plenty of space for running and jumping, and also a couple of bottomless pits. ;) They are also comfortably sized for a small to medium sized FFA. As for the architecture…well all I can say is they are as close as I think it is possible to get to a KotOR level here in JKA. They have all the features you remember, the distinctive lights on and around the floor (the big blue Star Forge symbol being my favourite) and everything is to the correct scale. A nice little touch here is breakable windows. If you choose to break them, you then get sucked out into space! After a few moments a force field then pops up to prevent anyone else taking an unscheduled space walk! A very interesting feature I am sure people will use to good effect in their duels and FFA matches… ;) One feature I also especially liked was the bump mapping-esqe effect on the pipes along the ceiling, a very nice touch there! The only thing I really think could be changed with these maps… is to add in the rest of the ship! I think that would be fantastic to explore the whole thing. These maps are great for a duel or a small to medium FFA, but we need more, more secrets, more places to explore! :D All in all then an excellent couple of maps here. A must have for fans of Knights of the Old Republic. So if you guys like the look of these maps, then give em’ a download, you wont be disappointed! [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, Duel, Power Duel ~Nozyspy~

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3,071 downloads

Uploaded:10/07/2005

Abandoned City of Antalya

icm_ctf2.zip | 3.21 MB

the attempt to recreate this, and it shows. It has the same ole freaky feeling that the single player map had. While it does truely resemble the single player map, you will notice differences here and there. Some things have been added while other things have been left out. The texturing was done very well giving it the same feel with few areas of mistakes. The FPS overall is not bad, but there are a few spots where some people may have some issues. There is one area where an entrance way is a water texture which then teleports you not to far... not quite sure about the reasoning for that. Again, while this also may be a re-release, those of ya who enjoy CTF maps would find this a good one. Check it out! -Bot support: yes ~LK~

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2,976 downloads

Uploaded:20/05/2004

Corellian Platform Encounter

corplatenc.zip | 1.54 MB

When you enter the map, you\'ll find yourself somewhere in Corellia, caught in the middle of a storm. It could be day or night, I\'m unsure since the landing platform and the surrounding area is shrouded by dark fog. Rain pours and thunder claps as you explore the map. There are two levels, three if you want to count the water (hehe), and the layout of this map lends itself quite well to migrating duels. I imagine this would be especially challenging in a Powerduel. As much as I love the atmosphere of this map, I do have a few complaints. I really don\'t think the music choice was a good one. There should\'ve been something softer and more moody added. The music chosen is a bit overwhelming along with the thunder you hear in the background. In my opinion, the music should\'ve been more understated and even eerie. Also, I found that in one area on the landing pad, you just slip right through! I\'m not sure if that was intentional or not, but it certainly makes for a frustrating duel on that pad if you keep falling into the water. In any case, this was the author\'s first JA map. Amazing job for a first map (though he has made at least one map for JK2 that I can think of). Bot Support: Yes New Textures: Yes New Music: No Game Types: Duel, Powerduel ~AmosMagee

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2,976 downloads

Uploaded:25/09/2007

Endor and More

endor_and_more.zip | 20.02 MB

a variety of gameplay options that should keep folks busy. The basic idea of this map is that it is split into three sections -- a normal Endor section, an Endor swoop race section, and a beach hangout section which seemingly has nothing to do with any part of Endor [i]I\'ve[/i] ever seen. Although I have to say this map gets an instant 10 for having a copy of Dark Forces 2 in the shelving unit. The general atmosphere of the Endor sections seems a lot brighter than I remember Endor ever being. This is likely 100% or at least in part due to the very bright fog that seems to cover the entire section of the map. If it was a more neutral color it would probably blend a little better. I also think there are not as many trees as their should be, but I do understand the probably reasons behind having fewer trees and I more than respect it, especially since my FPS was not top notch to begin with, much less with 50 additional trees. The intense dynamic glow during certain portions of the map probably didn\'t help with that and nearly tempted me to disable the feature... Toning that down may be a good idea. The swoop section is pretty reminiscent of the swoop chase scene in RotJ, albeit with a [i]lot[/i] less flora so it looks a little bare. Still, I\'m sure it would be plenty of fun to race through. There are several spots in the terrain that are less than smooth -- angular even -- so that may be an area that the authors may want to work on for future maps. Overall a very nice map that, while it has its issues, provides quite a bit in terms of use and gameplay. Download this one to fight. Download this one to role-play. It would work fine for both! [b]Bot Support[/b]: Yes [b]New Textures[/b]: Yes [b]New Sounds[/b]: Yes [b]New Music[/b]: No ~Inyri

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2,955 downloads

Uploaded:07/11/2006

Attack Cruiser V2

acv2tjt.zip | 9.29 MB

not. This was, of course, most likely intended for RP. This is basically a layout of an EP3 star destroy-esque warship. (I don\'t care what the correct term for them is.) The ship had basic functions that were needed in an average RP: a few rooms, a mess hall, hangar, and of course the bridge.What\'s even better was that the bridge had turbolaser controls. Quite effective, although perhaps the turbolasers are rather indiscriminate. What irked me was the lack of a barracks, armory, and maintenance and engineering access. Apparantly the clones were very certain their ships wouldn\'t be destroyed. Precisely why they went down in flames. Fools =_,= Technical errors included the following: - Ships: there was apparantly room for a jedi starfighter in there. However, they weren\'t in there. Seeing as I hated the X-wing and Z-95, I decided to jump into my own vessel of choice and fly around. - Music: Not only was there John Williams swill in there, there was a broken jukebox button that was supposed to play \"Livin La Vida Yoda.\" *sighs and shakes head* Overall, however, this was a very nice map for RPing. Though lacking, it could serve useful. All this can be yours if you make your pilgramage to the Filefront Temple! =_,= - Averus Retruthan

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2,947 downloads

Uploaded:09/07/2007

JSA Downtown

jsa_downtown.zip | 12.56 MB

Flying, and racing, basically. In the racing department, it would seem there are three different tracks going different ways. Naturally, this made me question if any of the tracks were shorter or longer, thus rigging ones chances for victory. However, I generally went a full circuit in about the same time, so I believe it's fine. Also, there is one new vehicle in here, a simple green swoop, to add to the track. Texture and architecture-wise, this map was decent to look at. It had a bespin feel to it, but with its own interesting flare. I think the most interesting part of the map had to be how they recorded someone to say "Three, Two, One, Go." An amusing addition, by far. You will be warned twice over that this map takes a long time to load on a number of machines, and mine was no different. Case in point, this might not be the most ideal of maps for quick meetings. However, it's not a bad pick either. Take a look around for yourself and see if you can find anything to do with it. New Textures: Aye New Music: Aye Secrets to plunder: Aye Bot Support: Aye - Averus Retruthan

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2,927 downloads

Uploaded:16/03/2008

RPG Base attack

rpg_baseattack_v1.0.zip | 13.33 MB

the Morons, Desann. [i]lolwookiee turned to the marines under his command, and with a growl, encouragingly assured his men that the hour of victory was at hand! As the Republic Gunship [i]Camaro[/i] inserted them into a canyon, they were beset by turrets. What were they to do? While lolwookiee bravely deflected the blaster bolts with his dual-bladed lightsaber, the marines bravely charged forward under the cover of their commanding officer. Upon bypassing the turrets, they approached the secured gate of Desann's fortress. "I know how to... [i]handle[/i] these things!" lolwookiee roared triumphantly, as he sliced the gate console. Moments later the marines fearlessly rushed in, and swarmed Desann's guard, who were cut down in moments. Slicing the inner doors while under the cover of his marines, lolwookiee slowly progressed to the power generator, which he then shut down with a mighty roar. Meanwhile, up in the control room, Desann said "Well, that's lucky. It's the middle of summer and we can't afford the heating bill!". Backtracking through the base, lolwookiee cut down more hapless moro- er, [i]guards[/i], and taking the elevator, proceeded to beat down Desann's elite guard. Confronting the Dark Lord, lolwookiee ignited his saber, and goaded the overgrown stuffed lizard. Desann, in response, growled "icanhazcheezeberger?" before igniting his lightsaber and rushing our wookiee hero. Blades clashed, Force powers were used, and as the battle raged in the control room the fighting minions below suddenly stopped to gaze, as each warrior became more and more fatigued. Sensing the upper hand, lolwookiee unleashed a flurry of katas and sweeps against Barney's adoptive son, before Desann could withstand no more. Having finally subdued the Dark Lord, lolwookiee fell to his knees, gasping for breath, relieved that the battle was over. Silently, he uttered a prayer to his gods, who had given him the strength to emerge triumphant.... "Oh, [url="http://www.scubb.com/images/products/PS2%20action%20replay%20max%20evolution_box.jpg"]sweet merciful Datel[/url], I thank thee for guiding my hand through these trials and tribulations!". The End[/i] I've seen many attempts at converting an Assault gametype (in the style of UT2004) across to iD Tech 3 games. Raven Software's attempt at a Siege mode, Splash Damage's free game [i]Wolfenstein: Enemy Territory[/i], and countless maps that have tried similar play styles. I can honestly say this one probably comes closer than any of them, for the reason that the map isn't static. By far the most impressive element, for me, was the ship you'll probably spawn in. The whole thing moves, and I use the term "whole" as in the context of "the entire thing moves together". This is the first time I've seen a mapper seamlessly combine movement of seperate structural elements, usually there'll be discrepancies which can be noticed by looking closely. None here, not noticeable ones, anyway. Other high points would be the base layout, it's fitting for a military base, and despite simple architecture (due to the high brush count, no doubt) it looks the part exceedingly well. The surrounding terrain is up to par, although the turrets are annoying. There's plenty of space on that canyon approach for an AT-TE, if you catch my drift. My only real complaint with the mission itself is that it's linear. Your objectives consist primarly of running to the next console and holding Use to slice it, and you have to restart if your crosshair moves so much as a pixel, which is a bummer ('specially on the first two consoles). I feel a little variety in objectives would have been good - although at least the player interacts with these objectives, which is more than can be said for UT2004, which consisted of either standing in a target area or blowing something up. On the technical side, there are a hella lot of NPCs running around, and eventually you'll run out of ghoul2 transform space. This is inevitable. Short of editing the .bsp in Notepad and hauling out all the entity spawners (if that's even remotely possible), there's no way to prevent the respawning of NPCs aside from the mission objectives which shut off some of the spawners. Still, an interesting take on the mapping scene, and worth checking out if you want to look at something different. However, you won't get much "standard" gameplay out of it due to the mission elements interfering. A version without all the turrets, objectives and NPC spawners for just messing around, Lugormod/Makermod, or making your own gameplay in SP with /npc spawn, would be a nice follow-up release. ~ Kouen

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2,926 downloads

Uploaded:21/12/2008

Onossia Jedi Academy

onossia_v1.zip | 24.36 MB

night-time one. Whilst only a few of the areas (namely the ones that are open to the sky) have different night-time lighting and sky textures, the difference in feeling between the two versions is quite noticeable. I have reviewed plenty of Academy themed maps whilst I’ve been around here, but I must say this one is rather unique out of all the ones I have seen. It does of course have all the necessary Academy features, such as a dorm / bedroom area, saber duelling rooms, large open communal areas and of course the ever present council room and secret areas that only those in the leadership of the clan traditionally know how to get to. The unique feature I am talking about is the actual texturing of the map. Generally speaking Academy themed maps tend to use a lot of Yavin textures, since the Jedi Praxeum on Yavin is the most well known ‘Jedi Academy’ probably followed closely from the Dantooine Academy from Knights of the Old Republic. This map has plenty of Yavin textures, but the unusual thing is that they seem to be mixed in with rather a lot of Bespin textures as well. I would never have thought of putting the two together since the old weathered Yavin stone textures wouldn’t seem to go very well with the relatively new, clean metallic Bespin textures. However whilst there are certain areas in this map where they didn’t fit together very well, on the whole I was quite surprised to find that they generally fit together pretty well in this map. The architecture is a similar mix between rounded structures, and the more traditional angular Yavin style architecture. Overall though, like the texturing, the two styles work pretty well together. One thing is for sure, this map is [b]huge[/b] and there are loads of places to explore, one of which I thought was a nice little nod to the Dantooine Academy out of KotOR. One ‘crossroads’ has a feature in the middle, with some basins full of water, and a tree at the top, with an open skylight above that. If I remember rightly this is exactly what was featured in some concept art for the Dantooine Jedi Enclave under level that featured in Knights of the Old Republic 2: The Sith Lords. I cant remember whether that area made it into the final game, but I do remember that piece of concept art as it was one of my favourites. Also along the Dantooine Academy theme, this map features the music from the Dantooine Academy level of KotOR, which is another nice touch. Some other areas that are of particular note are the Council rooms (yes, there seems to be more than one council room!) an outside courtyard area and the expansive, secret, underground labyrinth. There are definitely some areas I feel could be improved upon though. One of the main ones was the scenery you can see outside some of the windows. The hills and such you can see through these windows are rather too angular and do not look natural enough, I definitely think these need to be softened a bit to make them look more natural and organic. Another less noticeable area that needs some tweaking are the stairs. Don’t forget to place a wedge shaped brush covered in the ‘noclip’ texture over the stars, so when you run up them, you go up smoothly, rather than bouncing up and down as you step up each step. Lastly I would suggest continuing working on texture combinations and architectural details to really polish this map up to a brilliant shine. ;) All in all though, good work here! What is more, I couldn’t find any clan logo’s or references in this map, so it should be suitable for all clans to use, which is always a bonus. If you guys like the look of it, give it a download! [b]New Textures:[/b] Yes [b]New Sounds:[/b] No [b]New Music:[/b] Yes [b]Bot Routes:[/b] Yes [b]Game Types:[/b] FFA ~Nozyspy~

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2,906 downloads

Uploaded:31/07/2008

Yalara Roleplay

yalara.zip | 29.86 MB

heard any details on it (I haven't concerned myself with it; I'm too busy playing Mandalorian) so I resorted to Wookieepedia! It had this gold mine of information to share with me. >_> [quote]Yalara was a primitive planet. Jedi Master Broden Kel Verdox installed a cloaking device which kept the entire planet hidden. This was to protect the primitive civilization. Darth Vader, however, sent Noghri there, who wiped out the indigenous population. The Imperial Remnant, under the command of the Disciples of Ragnos, attempted to lay hands on the cloaking device. In order to avert this, Jedi Knight Jaden Korr destroyed the whole device. [/quote] WOW, THANKS FOR ALL THE INFORMATION. Uninformative jerks. =_= Anyway, on to the map. It is the author's first (Which impresses me) and last (Which saddens me) map. Fortunately the author has provided the source code for the map so if anyone else takes up the task of improving this work of art they have what they need. I'm also surprised at the quality of the map due to the relatively short time that it was created in. You start off in the spaceport, which is a wonderful area with two wonderful ships you can enter and run around in. They even have working laser cannons! My only qualm so far is the lack of spawning points. There is only one spawn point, so I can foresee many-a-spawn-kills on populated servers. Also in the starport you'll find a number of smaller ships and starfighters, some wonderful benches, vendor stalls, travel information, data terminals, and more. It is a very well-done depiction of a starport and it really gets you in the RP mood. Another great addition is the sound of a ship flying overhead or taking off every few seconds. Continue through the big imposing door that is so familiar in many maps and you enter an area that seems very familiar if you've ever been in an airport. It is the 'waiting area with travel information and departure times and computers for employees and lots of benches' room. Very well done, again. Continue through the next door and you're greeted with an amazing scene (Very realistic and, once again, gets you in the mood for RP). If another. You come out to a winding ramp down to a bridge that extends over a river to a town. On your left is a massive waterfall and a cliff, and on your right is another cliff. When we enter the town we come across a marketplace-type district with more vendor stalls, clothing hanging up, and TVs on display (A lovely touch is a sparking TV that has fallen off the table and broken) Continue through the streets and you are travelling through more vendor stalls, plants, pop machines, benches, and signs. The architecture and setting of this town very much reminds me of Antioch (Both the real Medieval setting and the JKA map based off of it.) In the town you'll come across a military base with all your essentials such as a prison, command room, armory, etc, a hotel, a cantina. Everything you'd expect and it is all very well done. My only problem is the lighting; rooms are very bright without any lighting source and it slightly dampens the immersion effect of the map. If you put in some lighting fixtures and added some shadows and whatnot, the rooms would be perfect. Also included is an old abandoned warehouse-type building that leads down to a dark room with sparse lighting, a bunch of crates, some wooden chairs, lots of weapons, and an entrance to the sewer. It's a perfectly done rebel/terrorist/criminal building. There's also a tram station, which is VERY well done and VERY well lit. It is quite possibly my favorite area of the map (My second favorite would be the criminal-warehouse. There are several areas where you can enter the sewers and crawl around and even get to this outdoor scenic-ruins area. The textures here are rather repetitive and I feel like some swaying grass and more trees should be added to it. There's lots of things to explore, such as some caves and a temple and whatnot. Overall this map is extremely successful at what it set out to accomplish - Be an immersive, complete map for RPers, and I can see that I'm going to love roleplaying on this map for a very long time. Another plus of it is that although it's such a complete, dense, and great map, it's not too big; it doesn't take forever to load like some maps (Cough Atlantica Cough) and thus will be able to be played on by many RPers. I didn't hear any music while I ran around the map but I checked in the PK3 file and there IS a music file, so the author tried to add some. The main problems of the map are the repetitive textures in some areas (Mainly the outdoors) and the poor lighting in some areas (Mainly indoors, such as in the hotel. Some areas however had spectacular lighting such as the Tram and the warehouse.) I STRONGLY suggest somebody to take up the task of improving this already spectacular map by improving the textures, lighting, and adding some music. I'd love to see a version two of this. ~Laam'inui

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2,903 downloads

Uploaded:06/11/2003

Rift Duel V1.5

rift_duell_v_1_5.zip | 756.42 KB

understanding, but Keiran decided to give it a shot. I don\'t know if this is his first map, but he did an excellent job with the architecture. Great use of the Rift theme throughout the entire map. My only argument against this map would be the lack of a bottomless pit (since you are in the Rift area), but he still tackles the theme arguably well. The map consists of a platform with bridges running into a central area - small corridors line the outskirts of this area. Ramps lead past exits that lead back up to the upper-area of the dueling map. This is a good map for small FFAs, but it\'s best used for duels. Great job on the map Keiran! I look forward to more work from you! [/quote] Well this is a great map, made ever so slightly greater. The new version adds bot support, along with glowing around each of the crystals, and generally better lighting. I think the bot support adds alot for many people who would otherwise have been unable to play this map (those with really slow modems, or rarely have internet.) and my only complaint is that my computer seems to have a little problem processing the glow around the crystal, and therefore it seems to flicker at odd times. Still, this is a nice update, I look forward to seeing more maps from you. Great job. ~DeathBringer

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2,892 downloads

Uploaded:21/10/2009

SJC - Naboo Crystal Sanctuary

sjc_naboo_sanctuary.zip | 44.18 MB

map which was converted to JKA as 'Pyramid of the Massassi'. Unfortunately though, it appears that we no longer have that map on the site, I don't know why, but it is a shame indeed. However, that famous map has heavily inspired Sith J's latest creation; Naboo Crystal Sanctuary! Anyone who has played on the Pyramid of the Magician/Massassi map will instantly recognise the features that have been inspired by that map. These include the jump pads in various locations, used to catapult you up to a higher level, the canyon like layout, dense foliage and other features. From what I understand, some textures have also been carried over from the original map by Sock, though these mostly appear to be the plant and leaf textures (which would be difficult to make from scratch, believe me, I've tried!). Some of the stone textures were really quite low resolution, which makes me thing that maybe these minor textures also came from the original map. The only other thing that has come over from the original map by Sock is a few sounds, which lend the whole map a nice ambience. That brings me onto the music, which is very unusual indeed. I haven't a clue where it is from, but it seems to combine elements of both the Star Wars themes and some Star Trek themes, oddly. Anywho, the music fits perfectly and nicely fits in with the rest of the audio ambience. Now, onto a rather big and impressive part of the map; the dot2product terrain blending! Dot2product is probably the most complicated way of creating a nice and natural blend of different textures for your terrain, however it is the best looking. Proof that you can learn new tricks no matter how long you have been mapping, Sith J has done an excellent job of using dot2product on this map to create a seamless and natural blend of textures for the varied terrain here. I must say though, despite the excellent job Sith J has done, it still doesn't quite match up to the truly masterful job that Sock did on his original Pyramid of the Magician map. There is some room for improvement as far as making sure all the textures are aligned around some of the rock walls, where the various lumps and bumps tend to through out texture alignment a little. The layout itself is quite complicated, even though this isn't a very large map, which means that you can spend plenty of time exploring and discovering things! Whilst I liked the outdoor areas with the small ruined Naboo style pavilion's and pillars, my favourite area had to be the caves. There is just something about caves in JKA, they are very hard to do right, but if you succeed they really are a great feature to add to a map. Sith J has done a top notch job of making the labyrinthine caves in this map, complete with hanging vines and mushrooms! Lets not forget what the title of the map is though, Naboo [b]Crystal[/b] Sanctuary. Also in the caves and other areas around the map are groups of crystals, which lend the map its name. I was a bit disappointed that there weren't more crystals to be honest, I would have liked to see a cave full of them, like the inside of a [url=http://news.bbc.co.uk/1/hi/sci/tech/787776.stm]giant geode[/url]. Overall this is another very impressive map from Sith J Cull, although I do think there are a few areas that could be worked on and polished up a little more, especially those lower resolution stone textures which don't look too great close up. They are only used in a few places however and not on large areas, so that isn't too much of an issue. I also think it would be cool if the crystals were more 'glowy', not that crystals generally glow, but it just looks cool! ;) Once again this is another excellent release from Sith J, but I do think that the low resolution textures in certain areas let it down a little, apart from that though I highly recommend you download this map, I don't think you will be disappointed! :D [b]New Textures:[/b] Yes [b]New Sounds:[/b] Yes [b]New Music:[/b] Yes [b]Bot Routes:[/b] Yes [b]Game Types:[/b] FFA, TFFA, CTF ~Nozyspy~

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2,885 downloads

Uploaded:09/12/2004

Fortress Japan

fortress_japan.zip | 6.1 MB

and this one isn’t. The buildings are made of plywood. Woo. I can’t say I’m very excited about this map. It’s small, yet still meant for a FFA as far as I can tell. I, well, can’t quite fathom blasting people around. However, this might be a good map for clan meetings. Still, there’s really nowhere to sit and chill. You’d have to stand. While emotes in my opinion are a bit stupid, who wants to stand around a giant pole in the middle of a map for a meeting? The map at least has fitting music. The music adds to the quiet theme, although I normally play without it. Still, a lot of people enjoy maps in their entirety, so a quiet matching Clone Wars theme is probably just fine. Still, it’s a game where you kill people. Can you quite imagine having a Free For All in someone’s garden? One thing I do to answer questions like this is I put them in real life perspective. Could you have a free for all in a deathstar? Well, sure. Can you have one in a factory? A gunfight perhaps? Absolutely. In real life, if you picked a fight with someone and wanted to meet them somewhere, would you do it in a garden? Probably not. This map does use some custom textures. However, because the thing is so small, it’s really not something that stands out as much. I swear, maybe I’m just spoiled with Rancor Arena and KFS_Beta (my two favorites), but mappers need to do stuff to spice things up. Even add the generic dueling platforms and I’d be happy. But this map is just cool to walk around. And walk some more. The map also only has one spawn point from what I can tell. Whoops. Makes it a bit hard to play with multiple people, let me tell you. Ugh. Still, everything else was done well, but came together in a not-so-desirable way. Get it if you want a clan meeting map and don’t like emotes. New Textures Yes New Music Yes BotRoutes No Gametypes: FFA? (Only menu it shows on, but messed spawn points) ~Wassup1444465

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2,864 downloads

Uploaded:12/07/2009

RPG Carida Academy

rpg_carida_v2.zip | 14.9 MB

whatnot. On the landing pad is the much beloved Republic Gunship, but this is no ordinary gunship brush. When walk into the gunship's hatch it teleports you to another landing pad with the same gunship and a very different looking planet. The first is swampy and this is sandy, but each is tied together with the gunship. The use of the gunship to travel back and forth between two parts of the map is a really neat mechanic and makes you feel like you're being dropped off for a mission or were just ferried back to base. The two parts of the map are a military base and a scary warehouse that looks perfect for urban combat. The warehouse has very nice lighting and a really dark atmosphere, but something I noticed was that while the lighting was good, it was still not coming from a source. Try adding some lamps into your next update. The warehouse contains a bunch of old boxes and shelves and the occasional prefab-barrier that looks like it was set up as a defense. It's pretty easy to imagine going in with a squad of soldiers and storming the building. The other half of the map is the military base and it is a pretty nice looking base. It has everything from lobbies to offices to firing ranges. There's even a firing range for normal weapons and then a firing range for long ranged (Sniper rifle) weapons. Every officer's office looks very nice and a few of them even have lobbies outside of them. The barracks might be my favorite part of the map with long rows of bunks with cool cyan lights shining at their heads; there's even a door that leads to a shower room, though there's no toilets anywhere which confuses me. There's also a medbay and several conference rooms as well as a storage room with plenty of weapons to pick up. The base layout was a bit confusing, though, so it would be nice to have maybe some holographic signs or something to point people toward the room they want to go to. The map makes extensive use of Inyri's KotOR models and not only does it add an air of familiarity to the map, but it also makes it just look so much nicer and more varied instead of JK3 boxes. The music on the map is the track "Prologue" from the Republic Commando soundtrack, which I love; "Prologue" is my favorite track from any Star Wars game by far. It fits perfectly with the map as it feels militaristic and has both ups and downs to it.[/quote] This second version is quite an improvement over the previous version in some areas, but a few new things have come to my attention. Let's start with the good things. First off, there are holographic signs in the actual base that tell you what is what, so no more wandering around running through each door one at a time trying to find a specific room. Second off, the map no longer only consists of the base and the warehouse! The base now contains an outer door which will lead you to the main entry way which is confined, sandy area complete with defensive trenches, barricades, and turrets. This then leads to [i]another[/i] giant door which will teleport you to the town that the author has created. This town is what you expect out of a town in Jedi Knight 3; it has a cantina, a medical center, a house, a gun/tool shop, etc. Continue on through the town and you reach a door which teleports you to a stone hollow somewhere, probably in the mountains. It was a bit jarring to turn around and look at where I came from and see [i]a drop off the face of the earth.[/i] My advice, rather than just having an empty hole where you came in, have the teleport in the same place but in the background map in a stone path that winds around out of sight so it looks like you climbed up here or down here or wherever here is. Enter the cave and you'll find a very appropriately lit, dark, gloomy stone cave. With a rancor in it. There are a few atmospheric touches such as a flickering light or some bones on the ground but other than that the cave is largely empty. The warehouse also has some additions which basically include a very linear path to a generator room of some sort. Not much to say about it, though it is interesting to find. The warehouse did have lights this time around, however, rather than just eerie lights popping out of nowhere. A good improvement. Now on to the bad and the suggestions. First off, there were a few brushing (Caulking? I don't know this crazy terminology) errors around the map which were a bit jarring. However, I came to realize something as I ran through this whole area. Yes, it is an Imperial military base and no, it doesn't look bad, but... it doesn't look [i]good[/i] either. While nothing looks bad or hurts the eye, there is nothing special about the graphical presentation of this map either. The architecture, once you get to looking at it, is very blocky. Everything is blocky, from benches to desks, walkways to walls, rooftops to dirt on the ground. Aside from that, the map uses the same selection of gray, blocky, metallic textures everywhere. Even the caves are gray stone. Again, it doesn't look bad but it doesn't look good either; it simply feels like it's there. Try to rough out and round out the edges and throw in some more colors and more detailed, varying textures to make the world look lived in and real. Also, think about doing more with the skyboxes. As of now they are just the sky, nothing more, which seems a bit odd. Wouldn't you see the military base in the distance, or the city in the distance, or [i]something[/i] other than sky? Or outside the cave, wouldn't you see mountains or trees or something? Now that brings me to my next point: the map feels cramped. Everywhere you go you are boxed in whether it's by the walls of a room, giant metal walls around a whole area, or stone walls. Nothing is open, which can feel odd. Open up some areas! Have a couple stone paths going out from the cave area that lead to cliffs or something; make the defensive trench area spread out all around the walls of the base - have an electric fence separate the entryway from the outer walls but make it so you can see out. Take away the claustrophobic feel from every single area in the map! Overall though a worthy endeavor; even if much more was opened to my eyes to be improved this time around, that doesn't mean it's a bad map. In fact this should be pretty fun to roleplay on. ~Laam'inui

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2,824 downloads

Uploaded:13/12/2003

JKR Ship Arena

jkr-shiparena.zip | 416.03 KB

this is my ship Yangyan. It is equipped with new sounds, and bot support so if I need my baby R2C2 to fly then bang baby its in hyper drive! We are on our way to the Ship Arena we believe the President is hiding there with his stuffed animal "Buckles". Meanwhile at the Ship Arena Dr.Vash was planning an evil plot against Space Captain Adrid. Dr.Vash: Muahahaha that dumb old Space Captain Adrid is going to fall in my trap of bad FPS unless he has an incredible video card! Then he will be running around and see that random parts of the Ship Arena shall go missing!!! He will also see ship that’s in a nosedive and try to save it and he should die! Muahahaha!!! Dr.Vash set up all the traps and Space Captain Adrid was about to arrive. Space Captain Adrid: R2C2 put us into Hyper Drive and lets get this baby rolling! R2C2: Beep Oo Beep Boop eet Space Captain Adrid: Watch out R2C2!! Those are Asteroids!!!! Let me fly! R2C2: Poob Space Captain Adrid: Take that you nasty Asteroid! Whoa that was a strange teleport how come I can't leave this area I keep teleporting!! Look there is the Ship Arena hang on tight R2C2 we are going to dive into it I am going to jump out of this baby and let you fly it to safety let me get my saber and everything. Dr.Vash: Aha! There he is what an idiot falling for a trap. Soon he will get the terrible FPS when I add this Bot. *Adds bot* Muahahaha!! Space Captain Adrid: Hmm, how should I find the Presi ahhhhh!!! Lag!!! FPS LAG!!!! Help me!!! Must hit that bot! *Throws Saber* yes! I got it. Time to look for Mr. President. Dr.Vash: Why hello there Space Captain Adrid. Space Captain Adrid: It's my Arch Rival Dr.Vash! What are you doing here? Dr.Vash: Oh just the usual drinking tea with my best bud over there. Space Captain Adrid: *Turns around* Where? Dr.Vash: *Bang* Haha! Knocked you out cold Adrid and the best part is it was with all-clad pan 4-inch titanium steel! Space Captain Adrid: Ow!! Time to bring out my Light Saber! Wait I forgot my light saber in my mom's car... darn! Dr.Vash now I will just push you off this ledge and you will never see me again! *Space Captain Adrid gets pushed off the platform* Space Captain Adrid: Hmm what can I do I know! I will teleport back to the top get in one of those many ships and fly towards that strange rancor and then direct him toward the rest of the ships and let him blow them all up and each time they re-spawn they will go back to normal! Then I will go get on one of those swoops and race around the track once then fly off and nail Dr.Vash in the head with a Jomamo kick! *Warp* Here it goes! Space Captain Adrid gets in an x-wing and flies toward the Rancor and lures him toward the rest of the ships and Dr.Vash began running as fast as he could to the swoops he finally got on one and said Aha! Space Captain Adrid jumped out of the x-wing and got on a swoop. Space Captain Adrid: I will get you!! Dr.Vash: Dream on I have been riding these forever Space Captain Adrid: *Stands up on front of swoop and jumps onto Dr.Vash's swoop* Aha! Take this and that and this and that. Bang! Boom! Wam! Kaboom! Smack! That's the last time you will be putting no new textures over this Space Arena. You’re going to the Chronomium Institute. Dr.Vash: Nooo!! Space Captain Adrid shipped Dr.Vash off to the Chronomium Institute and began observing the Ship Arena. He noticed that some of the walls would randomly go missing and that with one shot you could destroy an asteroid. He also noticed how low the FPS was because of all those ships and such. He saw that all the ships re-spawned fine and that there was bot support with some Matrix music playing. He saw no new textures and was sad at that. He didn't like the fact that it was so laggy with all the ships, but he did like the fact that the map was a JKR map and it had swoops to race with. He loved the fact that you could never crash too unless you run into asteroids or walls of course or other ships. Space Captain Adrid: I knew I could use the Yangyan! -XgamerX New Sounds: Yes New Textures: No Bot Support: Yes Game Types: FFA

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2,790 downloads

Uploaded:06/09/2004

Hydroball Dymerac-Base

dymerac.zip | 13.07 MB

the game. Anyone else see the resemblance? I can\'t remember the name of the map though. Anyway, it\'s nice to see some design in a Hydroball map. It\'s somewhat pretty, though the colours are a bit ... well, it\'s a bright map. :) Hydroball is a lot of fun ... if you haven\'t played it before, try it now! And this is a good map to add to your Hydroball collection. I\'d love to see more though! Bot Support: No New Textures: Yes New Music: Yes Game Types: Hydroball ~AmosMagee

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2,786 downloads

Uploaded:03/09/2009

[CONTEST] Amock Hangar T-31

78amock_hangar_t31.zip | 33.99 MB

Taris map. We felt that the best angle for the contest would be to do something original instead of the expected sunset type mood that Taris is known for. The map also includes a sister ship to the Ebon Hawk, which we have named the "Ivory Eagle". [/i] [b]Pros:[/b] [*] Good atmosphere. [*] Enterable ship in the hangar. [*] Good Cityscape Skybox. [*] Some interactive features. [b]Cons:[/b] [*] Low FPS when looking in certain directions. [*] The outside area feels a little empty, no sky traffic for example. [*] A few misaligned brushes on the ship in the hanger. Note: This map has been given a generalised review to avoid any biasing of the voters. All maps submitted for the contest will be fully re-reviewed after the contest has finished. If you wish to vote for your favourite map in the contest, please go to this forum thread and vote in the poll!

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2,785 downloads

Uploaded:13/06/2006

Jedi-Mart

jedimart.zip | 13.6 MB

serious, though, this map is funfunfun, and very well made for a first map. You'll likely spawn in the parking lot, surrounded by vehicles, and with a wide cityscape around you. First thing I did was enter the mart. Second thing I did was laugh at the first poster, which I conveniently took a screenshot of. All of these here posters are classy parodies. You should have known what to expect inside. Aisles full of products, a post office section, toilets, pharmacy, staff area, video game area (more JKA than Halo... grrrr!), and checkouts. It's all pretty routine. The extra areas are what got me. There's a garden area. And a restaurant, however it's built more like a duel-café. Plenty of space for fun-running around the outside buildings, and a decent amount of flying space too, if you have small-ish fighters - X-Wings are FAR too big to maneuver. Lucky snipers can even spot three mercenary NPCs having a sneaky chat somewhere off to the side. ;) ICARUS scripting work has been done, which is a rarity. Various things such as rotating doors have been created. The music adds atmosphere, although maybe not the intended atmosphere for an FFA. Still, it's what you'd expect to here inside a mart, and it's a beautiful, peaceful composition, too. Kudos to the composer, Joe Bongiorno, for an [i]excellent song[/i], and kudos to Fir'en for having good taste in music and picking a track which fits the map well. As for the FPS issues you'll no doubt expect to encounter, with this being Fir'en's first map, it's excusable. However, I would have fixed it by sticking areaportals everywhere I could get away with. Also, I think some of the brushes have wrongly been set to detail rather than structural, as I could see the game drawing faces behind some structures. The lighting is also quite bland. A little variation would have been very nice. I'm not sure if this guy was meant to do anything, but the Imperial officer stood next to the shuttle simply asked me if I'd like to go to the arena and did nothing else. This may be intentional, it may be a bug, or maybe I just didn't know how to trigger it. Either way, I just said "meh" and gave the guy a saber-raping (I'll be damned if his HP isn't high!). Other things which would enhance the map are all aesthetic. The architecture was fine, but it could have been generally more interesting. But on the other hand, considering how basic most of Raven Software's architecture was, I'd say it fits in with the game just fine. The other thing, is textures. While the texture choice was good enough, a little more variation there would have been nice too. I'm also not sure on this, but I seemed to spawn in the same place every time, so I think there's only one spawn point. More flight space would have bee nice too. Overall, this is a heck of a map for a first, and despite being understandably basic, it has it where it counts - gameplay, and effort. There are enough features here to keep you more than busy, and accessing the (beautifully designed) secret area will be a nice challenge. Some features are quite fun too, such as the staff area's main two items - the trampoline and the aptly named "Jawa Smasher". Mirrors have been used in appropriate places, although thankfully quite sparingly. Another nice touch is that the various vending machines will drop shields and health packs for you. The rotating door is masterfully done too - it's just like something from Sherlock Holmes! You'll see what I mean when you find it. ;) This is a good map to add to an RP server, or just for use as an alternate FFA/TFFA environment. Either way, Fir'en has some real potential if he gives time and effort to making his maps as well as this one, and I'd like to see a v2 of this, as well as more maps from him in the future, showing improvement. This map comes highly recommended. ~ Kouen [b]Bot Support:[/b] No [b]Custom Models:[/b] Yes [b]Custom Textures:[/b] Yes [b]Custom Music:[/b] Yes [b]Gametypes:[/b] Free For All Team Free For All Duel Powerduel

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2,773 downloads

Uploaded:20/12/2006

3MJ Space Station

3mjspacestation.zip | 3.76 MB

good reason, I\'m sure; I doubt running around the station is the main purpose of the map. Once you get yourself outside of the station, the entire thing actually looks rather neat. It\'s basically a big ring, and it looks rather cool from a distance. If you\'re looking for some flying practice, this map may just be perfectly designed for you. While the inside tends to be a bit boring and undetailed, that\'s simply because you\'re not meant to stay indoors! Go grab a fighter and kill something, why don\'t you! [b]Bot Support[/b]: No [b]New Textures[/b]: No [b]New Models[/b]: No [b]New Music[/b]: No ~Inyri

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2,752 downloads

Uploaded:10/11/2007

Nar Shaddaa Streets Map Pack

nar_shaddaa_streets_map_pack.zip | 34.54 MB

impressive. Why do I say this? Well, quite frankly, all that was really done was a transfer in content from JO to JA. The author could have at least made the effort to possible fix the elevators and trash compactor so they worked properly. Well, okay, the trash compactor works fine, but sound would have been nice to fix. Other than that, it\'s nothing special from the old Jedi Outcast days. I certainly enjoy Nar Shaddaa, so I may very well keep these for the hell of it =_,=. You all may SUBMIT BANDWIDTH AT YOUR DISCRETION, AND SEE IF YOU WISH TO AS WELL. New Textures: Aye New Music: Aye Secrets to plunder: Nay Bot Support: Aye - Averus Retruthan

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2,744 downloads

Uploaded:28/04/2007

Arrevanous 7

am_arrevanous7.rar | 14.95 MB

go against my word will result in death. The location was said to have been molded from the author\'s dreams. Dreams can mold strange things, and some of these products can be very impressive. In this case, there is no exception. The landscape portrays an old and mystical land, adorned with ruins that whisper secrets of past times and a wayshrine situated in a large pool of water. Within this shrine lies a crystal and three stone slabs adorned with runes that I believe are of elven origin. I don\'t like reading elven, mainly because it involves tributes to pathetic deities and how the trees are angry at them. Idiotic elves, I hope a good number of them get the plague.. Overall, the architecture was splendid, albeit I did not quite discover the purpose of the random button in the midst of one circular ruin. Perhaps you all may find that out yourselves. My care is minimal. I believe the thing that would make this map better is the use of custom music. Otherwise, I\'ve nothing much else to roar at. Gaze at the screenshots before you; DO YOU LIKE WHAT YOU SEE?? DO YOU? IF SO, THEN CURL UP INTO THE FETAL POSITION AND SQUEAL LIKE A LITTLE GIRL, THEN SUBMIT BANDWIDTH. IF YOU DON\'T...well then...you can just ignore those instructions then, can\'t you? WRONG, BECAUSE YOU ARE FORCED TO DOWNLOAD IT! You will never leave this page alive unless you do =_,= SUBMIT BANDWIDTH IMMEDIATELY OR PERISH LIKE AGE-ED CHEESEFOOD. *awaits the mass of squealing fetal people so that he can laugh heartily as he always does* New Textures: Yes New Music: Nay Secrets to plunder: Maaaaybe =_= Bot Support: Nay - Averus Retruthan

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2,723 downloads

Uploaded:18/10/2004

Island Thunder Final

islandthunderfinal.zip | 11.93 MB

around on swoops in the water and battle people on little islands all around the map. There are three maps included here. A small one, a big one and a MONSTROUS one. All of them include swoops and jetpacks and the bigger maps include X-wings. This is not an impressive map by way of looks. The textures are boring. But there\'s a big boat out in the middle along with a blimp and those things are cool. This map is all about gameplay. It\'s all about the vehicles and weapons. So don\'t expect to actually have an uninterrupted, civilized duel on this map. LOL There is bot support, but c\'mon, look at the maps - bot support isn\'t going to be all that great. I would imagine this would be a great map to play a TFFA on. Anyway, good job on a map that\'s all about gameplay. :) Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, TFFA ~AmosMagee

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2,722 downloads

Uploaded:27/10/2003

LOF Academy

lofacademy.zip | 7.15 MB

Our Way\", I believe) is a beautifully orchestrated song and fits the map well. Well, the awesomeness almost ends there. The map is well-structured, but lacks architectural quality. There are a couple of raised platforms where you can duel, but the over-use of glass really takes away from the theme of the map. The main problem here is the lack of lighting (complete no-light here). The map\'s edges run into the map, so you end up hitting an invisible wall at some places where a wall would have done better. The overall look of the map is rather nice, ranging from teleporters to a hidden area, to a wide open area for massive FFAs. The use of texturing and brushes shows well in most of the parts of the map. Again, too much glass (and it\'s hard to see it, because there\'s no lighting at all in the level). Then we come to the clan offices for the members - very nice idea (especially the area that leads to a Marko Ragnos statue with flames in front of it) but again...they are simply empty offices with nothing of interest at all in them. It\'s almost as if the LOF members themselves JUST finished building the place and hadn\'t moved in yet. Onto the effects. TOO many fx_runners. With a nolight map you get little to no FPS issues due to the fact that the engine doesn\'t have to render lights. Well, you get many a FPS issue here due to the overuse of effects. The flames are really nice, and add a good touch to the map, there are just too many for it to give any useful effect and the lack of lighting doesn\'t add to the ambience flames need to create. The map feels very blocky, very rushed, but overall it isn\'t too bad. I could see this being a rather successful map if it was compiled with light and touched up in some spots. Adding a few things into the clan offices (such as the leader\'s room. A practical shrine to Marilyn Manson but NOTHING but a couple of pictures and a big open waste of space) and making the map feel more full would be a great idea. Lack of bot support and decent architecture also add to the list of negatives on this map. It is a good effort (a great effort if it\'s your first) but please try to map intelligently next time. Maps are all about functionality, and less about eye-candy. Once you get the hang of doing this, you can add eye-candy while you map and still not have to worry about serious playability issues. - Chrono

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2,717 downloads

Uploaded:22/04/2006

Jumpspace

jumpspace.zip | 2.34 MB

PLEASE submit your other maps here Norman! ;) I suppose his maps are like Mclaren F1’s. For the people who don’t know what these are, they are EXTREMELY rare and expensive supercars. They cost around £600,000 (which is just over $1,000,000 yes that is 1 MILLION Dollars!). They’re so rare (just 100 road going cars were sold), its unlikely you would ever see one driving down the street in your lifetime! They are also very well made cars, afterall, they have to be to go over 230 Miles Per Hour! Anyway, Darth Norman’s maps are kinda like those cars, they’re rare, but very well made and look incredible! I believe this map is part of Map-Reviews 5th mapping contest (now finished), more info can be found here: http://www.map-review.com/forums/viewtopic.php?t=1577 This is honestly the most unusual map I’ve ever seen. It looks like something out of the movie TRON. At first when you load the map it looks like the lighting is on full bright, but it isn’t, there is proper lighting. But there are no shadows, which is kinda weird at first, but when you think about the setting of this map, which is like some kind of digital world, big black shadows would look out of place. ;) The theme of the Map-Review challenge was Gameplay. And this map certainly has brilliant gameplay. My computer is probably mid-range, and I get 70-80 FPS throughout the map. This map isn’t small either, it’s a nice size, so it’s really good to get such great FPS here. I suppose this map is kinda like a city, there’s lots of different buildings, and little street like areas. I have a feeling this map would be brilliant for an all-guns FFA. Considering that there seem to bee two different coloured areas opposite each other, I would have thought this would make an excellent CTF map. But the author has only made this useable in FFA and TFFA gametypes. :( Weapons and power-ups were well placed for FFA gameplay though. There were also a few very nice details that I absolutely loved. One being that the sky (and a very unusual sky at that!) actually MOVES! How on earth he managed to do that I don’t know. He has included the .map file with the .pk3 though, so I will be having a look to find out! Another nice touch that I liked, was the little 1’s and 0’s that floated off the telepads in each ‘base’, they looked very cool. :) But what about bugs? Well I’m pleased to say that just like his Arevass map he released a while ago ( http://jediknight2.filefront.com/file/Arevass;45281 ) there are hardly any. Obviously a PERFECT map is impossible to make, but I would say Darth Norman has got about as close to a perfect bug-less map as you can get! I only noticed one texture that was slightly out of alignment with the rest. Apart from that the only other thing that bugged me was that there isn’t any new music in this map. Its just normal Base-JKA music, and whilst it still fits well with the map, I would have liked something a bit more ‘tech’ or ‘digital’ to go with the theme of the map, but that’s just my opinion. All in all another superb map from Darth Norman here! :) I do hope you submit some of your other maps here that I’ve seen on your site ( http://www.illusions-tec.de/dntuts/content.html ) Norman! Bot Support: Yes New Textures: Yes New Sounds: No New Music: No Game Types: FFA, TFFA ~Nozyspy~ Note: I must apologize to Darth Norman, because my graphics card cant seem to use dynamic glow the screenshots I took don’t show his map off in its full glory. So if dynamic glow in JKA works for you, this map will look even better!

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2,703 downloads

Uploaded:09/06/2006

Battle of the Bowl

botb_jr.zip | 4.54 MB

really sorry about that, but well, at least it finally got done. :D Alright, so this is one of those giants-house maps. Basically it is a giant bathroom, with a shower, toilet, bath, and a few wooden cupboards. The idea has been used before to good reception, and aside from a few bugs, I think this one has potential too. The main problem here is the missing textures. I checked the console logs, and it looks like some textures from the Doomed map were needed in the pk3, and weren't put in. They're quite obvious in several places, such as the window frame and the sides of the doors, and do dampen the map a little. The other problem is the detail. Now, if anyone had made this bathroom as a normal-size, I think this kind of detail would be acceptable. However, when working to such a large scale there is so much more that could have been done - for example, crafting each tile on the shower wall individually, making the hinges on the cupboard doors, etcetera, etcetera. I also felt that a shader imitating water pouring down the walls of the shower should have been present, maybe a slight misting at the bottom of the glass, as that would certainly have looked cool. However, the map doesn't have all those things, but that doesn't mean its all bad news - it's still a decent attempt, and the water shader used is probably the best I've ever seen in a jk3 map. I think perhaps Jenova owes some credit to Darth Norman in the readme for using his cube map texture for it, but I'm not 100% sure about that. Seriously though, the water owns. Which begs me to ask the question.... why in the name of pete did you not use it in the toilet as well?? The stock texture there is awful. The lighting isn't exquisite, but then again, it's a bathroom. And they aren't designed for fancy lighting usually, so it’s been done perfectly adequately. Oh yeah, and the music is really horrible. Just not fitting at all, as it's some kind of techno-rock beat which is endlessly repetitive. :( My final misgiving is the lack of bot support. Don't try and ever tell me bot support is pointless - even if they only run along the floor at the bottom, its still a heck of a lot better than the crazed jumping machines we often see. Next time, if it isn't present, I might have to go give Jenova a visit with some of my homemade pies......eew. ;) New Sounds: Yes New Textures: Yes Bot Support: No ~Szico VII~

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2,694 downloads

Uploaded:13/09/2004

Bespin Gas Refinery

bespin_refinery.zip | 3.17 MB

for guns. Weapon placement is very important, in my opinion. Go look at the maps created by Raven. Look at where the weapons are. Notice how they\'re all spread out? You won\'t find one gun next to another. You might find some ammo for that particular weapon next to it, but never more than one thingy of ammo. Now there\'s a reason I pointed all of that out up there before continuing my review of this map. While this is a decent map, and the layout isn\'t bad, it does have poor weapon placement. The area where you\'ll find the weapons reminds me of the map by Raven that I hated though. LOL Y\'know the Raven HQ one? Gah. There was like no room in that map to jump or anything. Really tight quarters. BUT ... it made for a great guns map. This map gives you room on the pad for duels and is great for those gripwhores out there. ;) As for guns, it would probably make a fast-paced, frenzied FFA, but there\'s too much firepower here, in my opinion. I do look forward to seeing your next submission. It\'s a good looking map. But put in fewer guns, less ammo or spread it out a bit more. :) Bot Support: No New Textures: No New Music: No Game Types: FFA, TFFA ~AmosMagee

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2,686 downloads

Uploaded:23/09/2005

Imperial Fighter Bays CTF

ctf_fighterbays.zip | 1.7 MB

is it's two hangars on what I'm guessing to be a star destroyer of some sort. The only real problem is that the space area is really quite small. If you don't watch where you're flying you can easily run into a wall, or the 'bottom' of space. Yes, you can't fly down out of the hangar area, unfortunately. I died several times trying. While the setup of the hangars themselves are great, a few of the more technical aspects bugged me. Being on the red team, I continually spawned inside the blue team's hangar, making it incredibly easy to snatch their flag. Also, there's no bot support on this map. Not that you should be playing CTF alone or anything, but some kind of bot support would be nice. Seeing my bots run and jump out of the hangar to their deaths was only funny for so long. With those things in mind to work on for next time, I definitely think this is a map worth having if you're a CTF fan. It has a little bit of everything, so you're sure not to be disappointed. New Textures: No New Models: No New Music: No Bot Support: No ~Inyri

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2,679 downloads

Uploaded:27/10/2005

Council Tournament

council_tournament_v1.zip | 5.39 MB

maps, and most people have realised people don't like hundreds of adverts in a map they're playing.... I think I'm starting to like them... it's got me a little worried heh. Anyways, the map. First of all, nice music choice - it's gotta be one of my favourite default JK3 pieces, and definitely works with the yavin-moon landscape. Usually with this texture set, i see the bespin skybox, which isn't one of my favourites, but I was quite pleased to see the yavin sky. I spawned into a small outdoor area where the author has made a decent attempt at creating some organic scenery. That leaf texture doesn't work for the floor though, and make sure you use physics_clip on your trees, instead of ordinary clip; as it stands you can fire through the trees. The lighting out here is also incredibly bland, and definitely needs work - the plants are too dark and everything else is too bright. Inside is much better lighting wise. There's no sources that I could see, but nevertheless the ambiance fits the style. But that doesn't mean you shouldn't have light sources - I would definitely like to see some of those. Most of you will recognise the style - it's been done to death in maps like Jedi Council-GC and all its mini-clones. However, at least this attempt isn't an ugly one. Patches have been used, for the most part, nicely, and the rooms didn't feel 'square' or boxy. The author might want to check his clipping on some of his plant-in-pot modles though, you can shoot through and run through some of them. Another point - some of the doors haven't been given a wait values (or the trigger for them haven't been given the value) and consequently unless you press the button super-fast it opens and closes too quickly. Another consideration is maybe to improve the roof textures in some areas - such as the areas with wooden roofs, and be careful, this map is on the verge of overusing the red nar-shaddaa textures. Have a cookie for the framerate though - very good it was too. :) Infact, with all these frames spare, why don't you add some more details to those rooms which look a little empty? ;) Oh yeah, and the levelshot doesn't work because you placed it in a 'levelshot' folder, rather than a 'levelshots' folder. New Sounds: No New Textures: Yes Bot Support: Yes ~Szico VII~

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2,678 downloads

Uploaded:30/05/2008

Valley of the Jedi

duel_votj.zip | 6.24 MB

a thousand years before what we see in Star Wars Episode I. And yes I did have to look that up to get the details. :P This place should be familiar to anyone who played the original Dark Forces games, and Jedi Outcast (where it briefly featured). Personally, when I say this map in the JK2 cut-scenes during the Single Player game I always wondered why the developers hadn’t made it into a proper map. Somewhat embarrassingly I never actually played the two original Dark Forces games. Back when they came out I was still pretty new to computers, and I had no idea these games existed. My Jedi Knight odyssey started with the Mysteries of the Sith demo I got bundled with my new computer way back then. Even then it took me ages before I finally managed to figure out how to play it… Ehem, I will stop embarrassing myself now…moving swiftly on! Though I never played the original game with the Valley featured in, I have seen enough videos, screenshots and artwork to have a very good idea of what the location is like. In fact, personally this is one of my favourite locations and I have considered making a map of this before. But I am incredibly slow at mapping, so that never materialised! :P Thankfully Plasma has released a map of it! (with a little persuasion from me ;)) Now as Plasma says in his readme: [quote] This map was originally created by Raven and included as a sample map in Jedi Outcast.[/quote] However, don’t let that put you off, as he then goes on to say: [quote] Azuvector bugged me to do a VOTJ for MB2's new duel mode so I ended up fixing it up, adding some new textures as well as other stuff.[/quote] And from comparing this with the Base JK2 version of this map, I can say that the author has made some very big improvements. Firstly, the force ‘well-spring’ in the middle (the big orange glowy thing in other words) has been changed quite a bit from the original. For one, it now actually glows, and since JK2 doesn’t support dynamic glow (at least not to my knowledge) Plasma must have added a glow shader to the effect, which as you can see is very effective. Added to that are new textures which can be seen in the form of floor tiles in various parts of the map. They are well done and I think add some nice textural detail that was lacking in the original JK2 map. Also, although it gets quite dark at the edges of the map, you can make out that Plasma has also added various architectural features around the outside edge of the map. To me these look like entranceways or temples, and I think they add a good feeling of depth to the map that was also missing in the original. The map is only available in Duel and Power duel modes, which I think was the right choice. Though you could have a small FFA in here, its much better suited as a Dual oriented map. The music fits very well, and the cinematic feel of the map is sure to make for some enjoyable duels! As with all maps there are a few things I feel could be improved upon. The main one is that as far as I have seen, in other pictures of the Valley of the Jedi, the ceiling is meant to be covered in huge carved heads and faces. This is understandable though, putting that kind of architectural sculpture into a map would be a difficult task. Still, if it could be done, I think it would add much more detail and depth to the map. Apart from that, all I could recommend is that it would be good if some new textures were made to replace the original Base JK2 ones, which aren’t quite as good quality as the rest of the textures in Base JK2 I feel. All in all then a very big improvement over the original JK2 map that this was made from, with new glowy effects, features and textures among other things. This map is definitely going to stay in my base folder I think. ;) Well, if you are a fan of the original Dark Forces 2: Jedi Knight game or just like the look of this map, I recommend 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] Duel, Powerduel ~Nozyspy~

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2,657 downloads

Uploaded:23/03/2008

Operation: Spaceport

sp_spaceport.zip | 5.01 MB

maps. I have for you all one of those exact things that I love. The map is pretty well built from what I have seen so far. There are some secret areas to explore, at least I assume there is more than the one I found... There was a bit of trouble getting around some areas, for example, the part where you have to go underwater, I had the hardest time jumping up out of the water for some reason. That could have just been me, though, and any other little troubles are really not the author\'s fault, but the game\'s fault. I was a bit disappointed that there was no introduction to the level, besides the camera coming down to where the player spawns, but if anyone wants the backstory, they can read the readme. :p There are no set objectives in the menu, which I found to be a little disappointing also, but I managed to run around randomly until I found what appeared to be the right path. I was a bit disappointed that you can\'t choose your difficulty, create your character, and choose your saber like you could in the normal game, but it really was not that big a deal to me. Of course, this made the level feel too easy for me, but it was still pretty fun to play. I\'d suggest a download to any SP players out there like myself.

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2,654 downloads

Uploaded:09/05/2008

Imperial Outpost Part 1

iop.zip | 20 MB

the installation notes in the readme file, as that would cause conflicts with the base game. Instead, what I'd do, is thus: 1) Paste the 'Imperial Outpost' folder in gamedata. 2) Rename it to 'ImperialOutpost', 'iop', or whatever - just something without spaces. I did 'ImperialOutpost'. 3) Open Notepad. Paste in the following text: [quote]jasp +set sv_pure 0 +set fs_game ImperialOutpost[/quote] 4) Still in Notepad, go to File->Save As, change the filetype drop-down box to say 'All Files'. 5) Type [b]iop.bat[/b] in the Filename box, and click Save. 6) Run that .bat file, once JA has loaded, simply click on New Game to load the map. One spoiler-free review coming right up. Now, onto the map itself. Simple mission, you got caught, a lot of people are coming to stop your ship. And blast you. You start armed with nothing but your trusty lightsaber. Your mission, which you accept whether you choose to or not given that you don't have much of a choice, is to battle through the base, disable security and get the hell out, I assume. It's not specified via cutscenes or dialogue, so. Visually this is a well-built map. No two ways about it, it's well-built. Aside from one missing texture I saw, I have no real beefs about how the map is built, architecturally or texture-wise. Were this an original creation, I'd probably have one or two things to mention disliking, but in a comparison with the Byss, Doomgiver, Kejim and Death Star levels from JK2/JA, this map is fitting. There are, however, a couple of entities buried inside solid objects, according to the console. Hardly game-breaking, but if those entities were part of the mission, they won't work while they're wedged inside a brush or other object that's rendered solid by the game. The crafting of the mission element is smoothly done. Scripted events are at Raven-quality, basically. The NPCs have their tasks and do them, although there are one or two just lurking. The level is based on a cause-and-effect progression model - you progress in a linear manner, fighting through, but before advancing to the next segment you have to find and activate the trigger to allow you to proceed. It's a guarantee you'll get confused at least a few times throughout the whole level, since it's not made obvious what you did and what that does, you're left to work it out on your own. Of course, that does make sense, given that Jedi don't seem to be able to use astro-projection to view events occuring outside of their line of sight. Patience is your friend. A nice addition to your SP mission collection, unfortunately there's no cutscenes or new VA work done, and storyline elements appear to have been kept at a minimal in favour of gameplay elements. Still, it's of a far higher standard than Jedi Academy's base missions, so that counts for something in my book. Can't wait to see the next part. ~ Kouen

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2,650 downloads

Uploaded:16/01/2005

Corellian Water Treatment Plant

cwtp.zip | 1.46 MB

nicely, even if there are some very steep drops and the elevator doesn\'t go from the top ;) (meaning you have to jump down) Theres a good model useage here, but some of the railings could have done with more accurate clipping, as you can\'t snipe through them :( The other bugs were only minor, but they still got on my nerves somewhat. The first odd looking thing is in the area with the 2 large waterfalls on each side of the walkway. Underneath there should be some kind of pit of water, but it certainly doesn\'t look like it from the top. Secondly, there\'s a large water churning machine with a spinning rotor in it (Obviously filtering the water ;) which doesn\'t work well with the laws of physics and water very well, as the water seems to be solid as it rotates because of its synchronisation with the rotor. Thirdly, theres a long pipe with some water flowing down it which looks a little odd, and at the top where it meets the supply, the meeting is a bit buggy. Finally, you can see into the void in the storage room area by jumping onto the pipes. Despite these present but small glitches, the water treatment is a great place to have a duel. There\'s a nice amount of model and brush detail around many areas, and the new water effects are pretty good as well. Weapon placement and spawn areas have been well thought out, and the doors impressed me, especially the one into the storage room which was very reminiscent of Doom 3. Yes, there was some slight texture misalignment, but it looks so much better than the doors that just disappear into the ceiling/floor. The only other thing which could have been a little better was the lighting. Its nice enough but indoors its a bit dark and there isn\'t always apparent light sources, along with those models that havent been lit properly and are just black ingame. However it\'s a nicely rounded map and it\'s ambiance is great with the sounds used :D New Textures: No New Sounds: No Bot Support : Yes ~Szico VII~

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2,649 downloads

Uploaded:09/03/2006

-=[LJ]=-New Temple

lj_new_temple.zip | 9.63 MB

unfortunately has repetitive textures round it which spoils the coolness of it. I loved the plant boxes I just thought these were a nice touch, but some of the plants go into the brushes which make it look wierd. But, the texutres are well totally random. Theres four types of marble textures and two types of bright orange tiles which just look plain old ugly. The Stone textures for the walls and such were fine though. When I ran up a large amount of stairs and entered the door I entered some sort of clustered area with more doors. The architecture here was also very well done and I loved the cool beams next to the stairs. The lights in here are cool, small but cool they kind of looked like lava lamps which I loved. But the texturing again was ugly. Especially the glossy parts, one looked like a green rock texture turned glossy, which was ugly. So next I choose to go right and was in some kind of meeting room. There are some very large chairs and a very large table, which looked fine. The architecture here is again nice and well done, I liked the cool platforms with the fire on it, but once again the texturing spoils it! Lose the green marble, its just ugh. The only part of the room in here which wasn't glossy was the carpet, it looks like if you touch anything your going to be sent sliding! Ok so I went back out and this time went left. What a sigh of relief this room was, no more green marble, well maybe not but at least the room was dominated by it. This room is like a sort of trial room and has some cool features about it. Like the nice indents with the statues. So yeah this room has really nice architecture and textures for once! I went back out and went through the last door, the council room. Architecture is really cool but its a bit to much for such a small room. The chairs were totally original so well done with that, they also looked really cool. But the green marble has made a come back and now covers most of the room, its just so ugly. The floor texture also spoils the room because it is very stretched and looks really wierd. Once I was done looking round that area, I went back to the courtyard and through another door. Which was another relief, it was a kind of cool Chandrilla -the crystal default map mp/ffa4- looking hallway. It had some cool purple lighting but no sources as far as I could see and although this room was really cool its a totally different theme from the rest of the map. After I reached the end of the corridor, I found myself in a large outdoor area, very hilly. But the area looked really orange, the author has used orange lighting here but the skybox is a bright blue colour so it looks wierd. Out here there are some cool little platforms but they have a purple light inside them with no source, so it looks kind of random. Theres a small lake with a platform on it and a large waterfall but part of the waterfall is bright orange. I don't know maybe its polluted. Overall a really nicely built map in terms of architecture but the textures totally spoil it, I would recommend the author choose one theme and sticking to it because it seems like the author can't decide on one theme so mixes them all, along with a disgusting overused green marble texture. The lighting also needs some work because alot of the lights have no sources and look wierd, and some even a strange colour. For the outside I know he author wanted to make it look like the sun was reflecting but I recommend they choose a white with a small hint of yellow in it for that skybox, not bright orange. Work on the textures and the lighting and I guarantee you'll have a top map here! Oh and don't forget to add bot routes, whats a map when the bots jump around like bouncy balls! Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA -ElegosVos

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2,643 downloads

Uploaded:31/03/2006

Ilum CTF

ilam_ctf.zip | 17.49 MB

almost two years ago, but LivingDeadJedi never submitted it here. So in that sense, it’s an ‘old’ map, but it’s new to JK3Files! So what’s this map like? Well, considering it’s almost two years old, it’s absolutely incredible. I remember what I was like two years ago…and well, lets not go there. ;) I doubt there are many mappers out there who were just as good two years ago as they are now, but LDJ is one. This map really is massive, there are two large bases, one for the red team and one for the blue (this is a CTF afterall). At the center of each base is the flag base, and nearby, a cool red or blue coloured crystal hanging over a pit which has lava at the bottom! I found the idea of having lava on a snow planet (which Ilum is) a bit strange, but then again, there are volcano’s in Antarctica, so I suppose it’s perfectly possible! However…if you jump down the pits, and onto a ledge that’s only on one side, you will find yourself near a door. And behind that door is a tram! Hop on the tram and it will take you to a bridge near the bottom of the crevasse that separates the flag bases. Then you can take the very cool looking elevator up to the upper platforms. I especially like the use of the girder type texture here, it fits in very well with the architecture. If you’re trying to make a quick getaway with the flag, this is a cool way to escape (or hot considering the lava…). Just make sure you don’t miss the ledge on the way down! Otherwise you really will find yourself in hot water…erm lava. Its kinda a shame though that you cant cross the bridge and hop onto the tram at the other side, then you could go back to your own base (or your enemies). Then you could step out onto another ledge that would shoot you up through the hole and into yours or your enemies flag base. That would make for some interesting gameplay. :P Of course if you want to go the simple (but longer I think) way, you could just run out of the doors in the flag base. Then go through a very nicely made corridor (the architecture and texturing in this particular corridor look superb) and out onto the bridges and platforms that span the top of the crevasse. Then into the other base! However, you might find yourself falling pray to snipers…as the roofs of the bases are accessible via a very unusual but cool looking elevator system! It’s just a shame you cant smash the skylight and rappel down into the flag base. :( All in all a very nice map here…HA! You thought I had finished didn’t you! :P There’s more…also included in the .pk3 is a second map. Its exactly the same to this, only, its snowing. And there’s also a nice pale blue fog, which adds a nice feeling to the map. The FPS in this map is also a bit better I think. That brings me onto my next point; bugs. Overall the map is superb in build quality, architecture and texturing. The main gripe I had with this map was that the FPS in some areas is very low. Now this map is a CTF and so would have lots of players on it in a proper match and this would decrease the FPS even further. However though, the FPS in many areas was decent enough for good gameplay. Probably the worst area for FPS is when you look out from one base, right to the other base on the other side of the crevasse. The only other thing is that on the Snowing version, some parts of the terrain have bluish triangles all over them. I’m presuming that’s something to do with the fog and the terrain shader reacting strangely, but I’m not sure. Apart from that though, this map is excellent. :) I still can’t believe that its almost two years old! Bot Support: No New Textures: Yes New Sounds: No New Music: No Game Types: CTF ~Nozyspy~

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2,629 downloads

Uploaded:04/07/2010

Jedi Council GCX - 2010

jedicouncilgcx2010_v2.zip | 36.32 MB

server using it JedicouncilGC ad nausea. Erstok, in whatever enterprising mood struck him that day that he began, has decided to "update" JedicouncilGCX in an effort to breathe new life into the map. His plan? Rebuild the entire thing from scratch and make his desired changes. Now, before I begin, let me elaborate on the basic premises of JedicouncilGCX. This map was essentially the headquarters of the {O} clan back in the early 2000's. Somehow, someway, this map got leaked into the public, and was never officially released, per se. Since then, it has served as a grounds for Roleplay in a Jedi Temple setting, or a general hangout map for Jedi-oriented clans. In an effort to show you all just how the old and the new differ from each other, I will be describing each individually as I walk you through the map. We'll start in... [b]-=The Lobby=-[/b] [b]Old:[/b] This was always my least favorite room as it was always big and empty, and didn't have much appeal to me with the white marble. This room consisted of a large arched hallway with massive cylindrical pillars and red carpet leading up the stairs and around them. A lot of benches and plants were dotted about the general area, and there were many doorways that led to various training rooms, though a select few led to special or transitional areas within the temple. [b]New:[/b] The function and architecture of this area hasn't changed much. From what I've been told, the pillars appear to be slightly different in construction, though I cannot say for certain if this is true. The red carpet originally did not lead to the NPC training room or the dark room(covered later,) but now there are paths to these rooms. Lighting has been altered in this area, including sunbeams peaking through the windows, which is definitely a neat touch. The statues, which were originally JK2, are now JK3 Rift statues. Door placement has not changed, however. [b]-=The Dark, NPC, Dojo, and Water training Rooms=-[/b] [b]Old:[/b]GCX was quite infamous for possessing a motley assortment of dueling/training areas. First, a dark room with minimal lighting and four turret positions at every corner of the room. Second, a japanese style dojo with some display cases in the room. Third, a glass dueling room with a pit of water below. Finally, a half-circle NPC training room, with a slew of default NPCs to train your battle skills upon, and a hidden observation room for teachers. [b]New:[/b] The Dark Room now features a monochrome lighting scheme versus the red/blue scheme that the original possessed. The Japanese Dojo has endured no changes, which is sort of a shame, since there's no sourced lighting in this room. The glass dueling room has undergone a major change, with the glass catwalks now leading to TWO exits. The water is also much more shallow than the previous, making it easier to get back into the fight. Finally, the NPC training room has now undergone a full spherical overhaul, and the observation deck is much more visible. [b]-=Archives=-[/b] [b]Old:[/b] The archives in GCX were massive, almost intimidating. There were two doors that led into the archives, though for some reason, both led to only one section of the archives, with an additional section branching out to another section. Both sections had large grand staircases that led up to the second level, and equally massive windows to provide sunlight. The bookcases were also...just insanely massive, and on the outside of each shelf on the first floor were display cases full of saber hilts. [b]New:[/b] This place was pretty much rebuilt entirely. The place is a lot less colossal, and a lot more plausible. The archives are a lot tighter now, which means less travel time, and the stairs are now near the doors, which now lead to individual sections of the archives instead of the same. There's also glass guards so you can't just walk off the second floor and hit the floor. The workstations are all on the first floor, so no random tables on the second floor. Windows are smaller, and the hilts are still there. [b]-=The Hangar, Bar, and Prison=-[/b] [b]Old:[/b] GCX featured a "Master Windu's Bar and Grill" in the middle of a hangar full of Jedi Starfighters created by Aaron Smith, along with an X-wing and YT-1300. On the upper floor, there was a detention block where people could be imprisoned. [b]New:[/b] This update doesn't change much in the hangar. The bar has a bit darker lighting scheme, and now features a switch that toggles some lounge music. Very nice touch. The prison and the hangar hasn't gotten much overhaul other than the lighting, though the wire catwalk is now glass. Alright, this could go on forever... I think I'll do two more areas, and let you guys explore the rest XD! [b]-=The Hallways[/b]=- [b]Old:[/b] GCX, despite being a great map, had very bland and lifeless hallways. They were pretty much simplistic rectangular transitions. [b]New:[/b] The new hallways are FAR more decorative. Complete with a brighter lighting, these hallways now have more ornate architecture with banners at set intervals. SOOO much better than the original. [b]-=The Upper Rooms=-[/b] [b]Old:[/b] Four elevators led up to an upper floor that led to two bedchamber wings, a meditation chamber, and a council chamber. This room was notorious for having concealed buttons in the council and the bedrooms. [b]New:[/b] Wow, this place got a nice overhaul. First off, the bed chamber wings got shorter transitionary wings, filled with benches, a fountain structure in the middle of the room to fill it out better, and similar architecture to the hallways to fill it in moreso. The secret buttons? Visible now. Sorta sad, but sorta nice too. No biggy. The council room and meditation room are generally the same, though the sizes are a little different. Whew...alright, so, as you can see, this map already had a lot to offer back in GCX, and now GCX '10 offers even more. This version actually added the classic space council room from the JK2 JedicouncilGC, which was a pretty neat idea. Along with the new additions, I neglected to mention the new admin room to lock down some of the rooms, as well as the overhauled garden, but honestly, it's worth a look. Now...methinks this needs a 2.1, and lemme tell ya why! 1.) That pillar in the middle of the council room just has to go. It just seems so obstructive, and it makes no sense to place a stone pillar where a human could stand in the center in the middle of inquiries, and council members can't address people across the room without looking around it. 2.) You basically made the same mistake GC did, including enough of the vehicle information to make it semi-playable and displayable, but some of the shaders aren't there. Go beyond the book, and include the full set so people can use it without having to download the thing off of Lucasfiles!(hint, hint.) 3.)See if you can alter the bacta tanks so that a player can enter them. Trust me, seems stupid, but you'd please oh so many people. Seriously, if you include those things, this map would outclass it's inspired work in totality. I say go for it, Erstok. You've pulled a wise move, facelifting this map. Looking forward to see any future versions like crazy. =_,= New Textures: Aye New Music: Aye Secrets to plunder: Aye Bot Support: Aye - Averus Retruthan

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2,618 downloads

Uploaded:08/04/2004

Fortress

fortressctf.zip | 1.75 MB

problematic was the lack of FFA support, it literally quit the map with the \"couldn\'t find a spawn point\" error! I also noted that one teams swoops face the wrong way making a quick getaway a true impossibility! Btw I apologise for the \"fell to his death\" text on the screenshots but seen as I had to do CTF when I loaded it up I was presented with 2 teams full of bots jumping to their doom... You can have a bit of fun flying from base to base (teleporting in between) and swoop jumping but to be honest I don\'t see it becoming a real good CTF map, it\'s just too \"crazy\" for that and the music choice really makes it feel lively and insane too! I\'m not saying it\'s a bad map just if you get that flag and get into a ship...you\'ve scored - and it\'s not that hard to get that far! New Sounds: No New Textures: No Bot Support: No -WadeV1589-

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2,603 downloads

Uploaded:09/01/2006

Mountain Temple

mountain_temple.zip | 15.79 MB

the word. The temple itself is very reminiscent of the Pantheon, right down to the open dome with the small circle of light playing across the inside of the centralized dome. Okay, can you tell Greek history and mythology was one of my favorite subjects in school? Enough of Greek history, though. I don't want to bore you all to tears. So let's take a look at the isolated aspects of the map. The map itself is a floating island, so to speak, surrounded by a mountainous skybox which I thought was just beautiful. The texturing here is excellent, as is the placement of little "extras", such as the short broken "walls" placed strategically throughout the map, behind which is a weapon of one kind of another. These make for good places to pick up a gun and snipe off your opponents, while crouching behind the fallen bricks to avoid an early demise. On one side of the map is a pair of bridges which lead to an underground walkway and stairwell. I found it to be especially good because, while the stairwell itself was bland (it's underground, though, so bland and undecorated is to be expected) the lighting actually came from a source, and was well-done. The lighting, however, brings in a decidedly [i]non[/i]-Greek element to this map, as most of the lighting in this map seems to come from crystals which are either mounted on the wall, or in case of the temple itself mounted onto statues. So on to the temple itself. The design is simple on the inside. It consists of a central chamber with several statues in the "corners" - there are no corners because it is a round chamber, however the placement of the statues, as well as some of the surrounding pillars, gives the illusion of corners, which I find incredibly interesting. The "lights" in the temple give it a blue glow, giving it an aura of mystery, somewhat like that which surrounds the Greek pagan mythology. The arches around the central chamber give it a feel of genuine architecture, though I should note that such arches are not a feature of [i]Greek[/i] architecture, but are a feature of [i]Roman[/i] architecture. Anyway, I feel like I've written an essay for my old humanities course, so I'm going to stop here and let you experience the map for yourself. If you enjoy a well-made map, or like I am a Greek or Roman fan, definitely check it out. Everything from the texturing to the music will really give you a feel for the style the map was created in. New Textures: Yes New Models: Yes New Music: Yes Bot Support: Yes ~Inyri

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2,592 downloads

Uploaded:19/05/2004

Massassi Temple

massasitemple.zip | 548.14 KB

blend well or something. I\'m not sure why I like this map, but I do. And I don\'t think I even saw the entire map. The corridors are very narrow and the map feels small, yet there\'s a lot to explore. There are at least four levels where you can find well-placed weapons and strategic areas from where you can snipe an enemy. This seems to be a map that would lend itself well to migrating duels and FFA gunplay, but only for a small group. There is exactly one new texture and no new music. But dial-up users rejoice! There is bot support. The readme mentions an outdoor area that\'s quite large, but I didn\'t come across it. Some may find this map to be boring or too small, but there\'s just something about the layout and the levels that really appeal to me. Nice work. :) Bot Support: Yes New Textures: Yes (1) New Music: No Game Types: FFA ~AmosMagee

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2,565 downloads

Uploaded:30/09/2004

Sultanate of Ruusan

sor.zip | 18.34 MB

you have to play a real FFA on to appreciate. Like, with guns, y\'know? And lots of people. It\'s a pretty map, and while it appears dark from the screenshots, it\'s not nearly that dark in-game. One of the coolest things in this map has to be the room that has the spinning model in it. You have to see it. It\'s perfect for this map. And then there\'s a Ragnos NPC that you can release and fight. A fair warning though, it will respawn elsewhere in the map - so only release it if you want to fight it again and again. This is a beautiful, dark map with great textures, and full bot support. You can\'t ask for more than this. Oh, well, I guess we could ask for it to be a CTF or Siege map, but oh well. ;) Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, TFFA ~AmosMagee

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2,551 downloads

Uploaded:23/05/2006

Star Destroyer II - Botrouting Patch

stardestroyer_ii_botroute.zip | 12.03 KB

any smarter than usual, which is a real shame - because bots, like any form of artificial intelligence, are... "limited", to put it nicely. :p [quote]You can have big funny dogfights (yay i tested it) on stardestroyer_ii by adding this mod.[/quote] According to the above quote, the bots will actually use fighters, which is something I'm impressed with as I've [b]never[/b] been able to convince a bot to jump into an X-Wing, no matter what. So, Zap, if that actually works, [i]nice one[/i]! Well, what more can I say? This is a patch for a map, which adds a little offline ability. So, if you've got the map, grab the patch. ~ Kouen PS: Yes, I know I put it in Maps>Free For All. It's here mainly for convenience, since it should show right below the map itself in the directory. [b]Bot Support:[/b] .... Well, duh. ;) [b]Required Files:[/b] [file=62886]Star Destroyer II[/file]

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2,538 downloads

Uploaded:27/09/2005

Battle on Mustafar

battle_on_mustafar.zip | 1.12 MB

start with the good, there are some things going on in this map that could make it interesting. There’s some lifts, bobbing platforms, spinning blades, and some locations that could make duels fun let alone ffa. I suppose the layout is alright as well. Now, what really kills this map in my opinion, is the texturing. First thing I noticed going into the map was, it is taspir not Mustafar. It looks nothing like Mustafar but a creation based loosely on ffa5. That being said, the second thing I noticed was the actual use of textures, especially on the rock walls. Yes, I should have said rock cliffs, but they don’t look like cliffs but more like walls. And the third thing I noticed was the repeating and repeating and still more repeating rock texture. It looks bad, and really hurts the map. The author needed to stretch it some and maybe even angle it if he wanted to use it. And maybe make the map alittle bit darker to help hide things he doesn’t yet know how to fix. See.. here’s the thing. A mapper can put all kinds of special effects in a map, and if they don’t first learn the basics, then your left with a poor looking map. This map for instance, could be very cool. If the author decided to do a v2, and he/she addressed the issues I brought up, and some of the other things (models that are black, lack of detail etc) he then would have a cool map that people would love. Fps ranged from 80 to 30 for me and my machine is upper end. But it still should be good enough for anyone not to have issues. To the author.. I hope you do a v2 with this map because I liked the general premise of the map. Just take your time on the texturing and detail work. There are several forums out there that are filled with helpful mappers who will take time to assist. Good Luck, and hope to see more work from you in the future! shaders: yes Bots: yes ~LK~

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2,522 downloads

Uploaded:16/11/2006

New Tatooine "Oasis in the Desert"

v2_new_tattoine_oasis.zip | 11.12 MB

from the Pk3 Hmm =_,O I daresay I enjoy the utter cleverness and dispicable evil input into this map. Truly a fascinating idea. The author basically took one of Raven's JA maps, namely the Tatooine map, and expanded it upon it so that it's almost perfect for RP! Brilliant observation and creativity on their part, as I myself saw potential in this map. There are a number of good features that make both a good RP but also a good FFA map. There a couple of good dueling areas for the avid duelist, along with an NPC spawner or two. For the RPist, there is a land vehicle-namely the landspeeder-at your disposal, along with the thrill of riding in a moving Millenium Falcon. I still wish to impound that obnoxiously fiendish flying contraption after my little escapade with it. =_= Now, you may wonder why these vehicles would be in here. The reason is that our creator here expanded the map to have an outside of the city as well. A good move on your part. There is also standard hotel rooms for people to enjoy. Apparantly a lot of people enjoy watching Darth Vader stand there and stare at you. Why this is I do not know. There is also a day and night version! A supreme move as well! In general, everything around the map was alright. The lighting seemed normal, but it bugged me because it seemed to make the stone texture a little ugly. I don't know, perhaps it's just me. Also, the fountain at the plaza has no water, yet there is a water sound. My theory to this is tha Tatooine is SO HEATED that the instant the water emits from the fountain, it dies and all that's left is a spectre of its original feel. Completely plausible and absolutely infallible in logic. Man, I AM a genius! =_,O Been looking for a desert map to RP on? I know I have. OFFER YOUR BANDWIDTH IMMEDIATELY OR ELSE I WILL THROW TATOOINES TWIN SUNS INTO YOUR FACE!! New Textures: Aye New Music: Nay Secrets to plunder: Nay Bot Support: Aye - Averus Retruthan

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2,500 downloads

Uploaded:31/05/2006

Ebon Hawk RP

ebonhawk_rp.zip | 6.33 MB

parts that look like the Ebon Hawk, but overall it just... isn't. Let's start out with the lighting, because that really killed the map. The Ebon Hawk shouldn't be grey. A lot of this is due to the fact that the interior is very bright. Strange, since it's supposed to be "broken" for lack of a better term. Things are laying all over the place and areas are sparking, but I guess [i]all[/i] the power got shunted into the lighting system. The next thing that really makes it not look like the Ebon Hawk is the layout. It tries to mimic the original, but it's just not working. The side quarters look more like storage rooms, and the curving corridors have been squared off. They curved because they followed the shape of the ship, so to see them squared really ruins the entire feel of the ship. The accuracy needed to make this a really good map just isn't there, which is really a shame. Unfortunately I'd say to have this map truly be what it is supposed to it would probably need to be redone from scratch, because I can't see any modifications to [i]this[/i] map bringing it to the standard which is should be reaching for. I've included some comparison shots if you're not sure or can't remember what the ship should actually look like. New Textures: Yes New Models: No New Music: Yes Bot Support: No ~Inyri

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2,500 downloads

Uploaded:19/09/2008

MMG-Hoth

mmghoth.zip | 14.73 MB

Outside, you have a snowy valley with a functional Ion Cannon, the trademark hoth turret, and a a distant radar dish based off the ROTJ shield generator. Oh, and the shield generator itself >_> can't forget that. On the inside, of course, is actually a decently mapped out complex, that, whilst not faithfully accurate to the movies, is still a decent layout regardless. The hangar is decked with snowspeeders and the Millenium Falcon, and surrounding it are the primary base areas, of which contain: - armory/storage - Med bay - lounge/bedroom area(cease. hammer event: this particular area looked most out of place because of the different choice of texture, architecture, and giraffes. You'll see what I mean if you DL it -_-) - command center(with special treat) - generator room(or gunnery room, I'm not sure) - tauntaun barn - pilot prep room - and other fun prizes! The main factor that will probably set this map apart is its new script sequence. Along with having the vehicles and other supplies ready, this map contains a button located in the command center that will essentially allow you to recreate the battle of Hoth. Quite impressive actually. Starts with the probe droid, and then the drop ships come =_,= and then...mayhem...Sort of v_v unfortunately it's up to the players to fend off the invasion, with no NPC backup. Sorta ruins the experience when you ain't got any allies but hey, at least the generator can blow up =_,= Some relative bugs in the map include a couple unclipped objects in the generator room, and a strange shader error with the included vader model. I'm not sure what it is, but apparently the result is a very buggy cape that acts sort of amorphously. Not sure if that was to make the cape look like it naturally flutters or something, but it didn't work too well. Honestly, this is definitely one of those maps I'd suggest trying on your own rather than just reading my review. It's definitely not a bad experience, and I daresay there is some moderate RP potential within the map. Would need some tweaking but it could be done. New Textures: Aye New Music: Nay Secrets to plunder: Nay Bot Support: Aye - Averus Retruthan

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2,496 downloads

Uploaded:01/02/2005

Mos Espa Slave Quarters Final

mos_espa_slave_quarters_final.zip | 4.12 MB

FFA, but is best suited for dueling. You won't find any secrets in this map or any weapons or any pickups of any kind. The FPS was just fine in this map. I have to give several sided sid credit for actually sticking with this design. The repetition of the small quarters would drive me insane. But it looks great. You won't find bot support or any new textures here. The music is something you may have heard before if you're familiar with several sided sid's work. Nice job here, Sid. I look forward to seeing more maps by you. [/quote] Y'know, I didn't think that this map could be improved, and I'm still not sure if it was or not. My FPS was fine in both versions, and it still looks great. I did see one new area added to this map and the lighting there is just beautiful. You'll also find bot support added to this final version of Mos Espa Slave Quarters. In my opinion, this map is best enjoyed as a Powerduel map. Great work, Sid! Bot Support: Yes New Textures: Sorta New Music: Yes Game Types: FFA ~AmosMagee

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2,494 downloads

Uploaded:06/12/2003

JKR Coruscant

jkr_coruscant_v4_with_eyecandy.zip | 4.76 MB

to start. First of all is the FPS...they\'re quite bad in some area\'s due to no vis blocking and excess pre-spawned NPC\'s - one room is full of R2D2\'s, c3PO\'s and jawa\'s - while fun to kill, they do adversly affect game speed. There are also one or two texture overlaps such as the blue transport beams overlapping their containing brushes. The textures are also quite repetative, while this is to be expected being building heights, sometimes the scale is too off which makes it look rather odd. One of the transporters has a bit of a direction problem which causes you to get stuck on the upper race track also due to a direction problem on the transport target. My final real thought is on the music...I am really not a heavy music fan so I had to turn it off, however I know a lot of you will like the music...the question for me to answer though is, is it fitting for the map? I don\'t think it is! The map is basically 3 race tracks, one above the other. The top race track is black...pure black, I can\'t work out if this was by design (to make it hard to navigate) or a lack of lights and the readme does not say either. This also may just be my pc refusing to load dynamic shader glows which illuminate their environment dynamically...I hope it\'s not! The lighting could have done with tweaking in other areas but at least this map has lighting! So many people are releasing racing/flying maps without lighting that it\'s getting annoying. I\'m glad to see the author attempted to light the map :) This map is a JKR map, i.e. it is designed for racing mainly in swoops and the courses will give you a challenge, many parts of the map bob up and down which means if you time things wrong you\'ll end up falling to your death! The map also has use of the shader cars (see pic below) which is a simple effect that adds a bit more movement to the map making it more appealing. This map does have faults, but the mapper is new and I offered to help in the early stages of development and so can vouch for his eagerness to learn. This is a good first step in the advanced mapping process :) New Textures: Yes New Sounds: Yes (music) Bot Support: No -WadeV1589-

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2,492 downloads

Uploaded:01/02/2007

Azure Mountain: Alpha Station

mc_azurealphastation.zip | 29.11 MB

this or you\'ll be very sad. If you [i]do[/i] like those colors then you\'ll be in heaven. This map makes heavy use of dynamic glow, so you won\'t get the full effect unless your graphics card supports it (and you have it turned on, of course). The map consists of two rooms with a corridor separating them. The corridor features several windows in various places that give a look at the skybox and some cliffs just outside of the complex, definitely supporting the map\'s backstory of being an outpost in the mountains. Each area of the map has plenty of details to make it interesting, from boxes here and there, to glowing decals on the walls, floor, and ceiling, to seemingly random pools of water. You\'ll never run out of things to look at, although the incredibly monochrome nature of this map may begin to make your eyes sore eventually. If you can get past sore eyes, though, the architecture, style, and mood of this map are all wonderful, and I definitely think it\'s worth a download (unless you\'re one of the aforementioned blue haters). [b]Bot Support[/b]: Yes [b]New Models[/b]: No [b]New Textures[/b]: Yes [b]New Music[/b]: Yes ~Inyri

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2,487 downloads

Uploaded:06/06/2007

[CONTEST] The Last Command

thelastcommand.zip | 25.59 MB

happening in the future. This map consists of three sections, each separated by a door. It is the perfect size for a good, intense duel. And to make it even more realistic, the author has made the environment partially destroyable. Way to use those entities! The architecture was well built, and fit with the theme. The colors also blended well (I especially liked the neon glows). I can't use dynamic glow, but I can only imagine how much it would enhance the atmosphere. Everything else aside, what really made this map stand out to me was the scripted doors. Scripts are a rarity, but this map made good use of them. When the doors open, they release jets of steam from the corners as a lock-type mechanism releases. Nice touch! I also noticed that you can't open more than one door at a time. Good idea, as it keeps the fighting area down to a manageable size. Oh yeah, one more thing. The source files for everything are included, so if you want to check out the mechanics at work here, you're free to do so! The only downer is that it runs just a tad choppier than most maps. However, I would personally overlook that to have an epic duel. For all you duelers out there, this is one map to snatch. New textures: [b]Yes[/b] New sounds: [b]No[/b] New music: [b]Yes[/b] New models: [b]No[/b] New scripts: [b]Yes[/b] ~Dretzel

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2,485 downloads

Uploaded:28/10/2003

Bespin Duel Shaft for JKA

duel_bespinshaft_jka.zip | 117.37 KB

those JK2 maps that I liked the best. Why is it that when playing Bespin Streets, duels most often occur on the pad? We like to duel in big open areas that get great FPS and don\'t have a lot of obstructions, right? If that\'s all it took to make a great duel map, then theoretically a big black box would be enough. This map by Dark Helmet is definitely big enough for a good duel or PowerDuel and is easy on anyone\'s FPS. It has a very basic design with simple textures that we all recognize. Bespin Duel Shaft is probably a good addition to duel servers, especially if you\'re looking for a little variety. Though I cannot say it\'s the best looking duel map available. In duel maps though, it\'s rarely about the eye-candy. Hopefully, Dark Helmet\'s next map will have the same great playability, but with more interesting textures. :) Bot Support: Yes New Music: No New Textures: Yes Game Types: Duel, PowerDuel ~AmosMagee

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2,476 downloads

Uploaded:28/08/2007

Silent Hill

silent_hill.zip | 75.62 MB

one of my favorite game series. The first thing that I noticed when I downloaded it to my computer was it\'s size. The filesize is huge. Here I was, thinking that it was because the map would be huge. Sadly, it is not as large as I had though, and the cause for the size is the music file, which is 10+/- songs from the Silent Hill series put into one file. So I load this map up, and take a look around. I found myself disappointed with much of it. It was very blocky, and some areas seemed to have proportion issues. It did, though, have many areas from all throughout the series, such as parts of the school from the first game, the final boss area of the second, and the hospital of the third. Errr... I think it was the hospital... And the third game... I don\'t remember... XD The various areas run through eachother, suddenly changing. It was as if someone took a ton of rooms and connected them together like Legos or something. A lot of the areas looked like normal buildings, and did not quite give off that Silent Hill feel that I was hoping for. Even the \'hellish\' areas lacked the proper feeling for me. At least it was foggy! But, unfortunately, that fog seemed to slow my framerate more than anything. So what were the main things I think needed improvement? Well, as I said before, it is quite blocky. That needs to be fixed, along with the proportions. Some of the walls weren\'t quite connected in certain places as well, but I can\'t quite remember where they were, since I was lost most of the time I was in the map. There also seemed to be a lack of props in the map, as well. Some dangers in the map like a trap of some sort could help out too. Sometimes they can amplify the mood greatly. The hellish areas need work. For example, the SH3 hospital area... If I remember correctly, in the original game, the wall textures were moving, glowing. While you might not be able to achieve that same effect in this game, you could do more than make it look like a wall with some unidentifiable substance splattered all over it. The last major thing that I thought about was how to get around... Sometimes, once I went through a door that teleported me to another area, it was a pain finding my way back to that area. Either there needs to be more ways back, a different layout, or even a map will do. Something needs to be done about that though, I thought. All in all, this isn\'t the worst map I have ever seen, but it could use a lot of work. And, if it gets that, I can see this becoming a popular map. Well, I know that it will with me, with improvements. Give it a download if you like the sound of it. Bot Support: Yes New Textures: Yes New Sounds: No New Music: Yes Game Modes: ffa, team ffa

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2,449 downloads

Uploaded:14/11/2003

Ship Training Zone

shiptrainingzone.zip | 71.73 KB

platform so you cannot duel exactly. One major complaint I have is you need cheats to re-spawn the ships, but oh well that just means you have more room to duel :). This map is especially good now that they fixed flying so you can actually fly! The map is great for dogfights. One problem was it seemed the skybox was really close so if you fly too high say bye! I think there is supposed to be music, but something went wrong and it doesn\'t work :(. There are new textures it seems not too sure, but I think so, correct me if I am wrong :). The map will get you boring after about 15 minutes because once the ships are destroyed then its like oh man! It is mainly for FFA, but I think it’s a bit better for duel because of the limited amount of space to fight on, but maybe that’s why the bottom of the map is solid so you don\'t die. The ships that are included are one X-Wing and two Tie-Fighters. As Amy would say Mmmkay so this map is pretty decent, it has its ups and downs. One thing I must say is AWESOME FPS! I was getting about 90 FPS for the time I was the map and that’s good for me :). I am glad it has some bot support so you can kind of duel I guess :-/. The map is pretty simple, which makes it fun. All it is is a small platform with 3 ships on it. It sucks that you have to have cheats on to re-spawn the ships, but dAmaGe says he doesn’t know how to do the re-spawning. I wish there was some music that we could listen to, but who cares. This is an awesome map just to have dog fights and train on how to fly I wish they had this kind of map for BF1942. Well let’s see Bot Support yes, New Textures yes, new sounds No, and the Game support is mainly FFA. DAmaGe you did a very good job on the map so simple yet fun to a certain extent, I am hoping to see improvement on your next map maybe make the music work and make some more dueling space :). -XgamerX New Sounds: No Bot Support: Yes New Textures: Yes Game Types: FFA

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2,441 downloads

Uploaded:29/11/2007

Ravager Duel

mace_ravagerduel.zip | 11.24 MB

worried about accuracy, you shouldn\'t be disappointed. Admittedly KotOR2 was [i]not[/i] my favorite game, and Nihilus was [i]not[/i] my favorite Sith Lord, but despite these things I always found the concept, style, and execution of Nihilus\'s Ravager to be fascinating and, well, downright rather cool. We have nothing less here. This is just the bridge portion of the Ravager, so don\'t be expecting to explore the exposed bowels of the ship. Despite this limitation the bridge is absolutely [i]huge[/i] -- much larger than I remembered, though I haven\'t played that portion of KotOR2 in probably two years -- and really from what I remember looks spot on, right from the glowing red steps to the Telos and Citadel Station skybox. There\'s plenty of room to fight, some interactive bits (don\'t attack the scenery!) and... well... just remember that the Ravager\'s a bit beat up. There\'s nothing separating you from the great wide beyond! Take that as a warning to watch where you jump. MovieBattles fans will be happy to hear that this map is going to featured in the next MovieBattles update. It includes bot support, and is available for both duel and free for all. Great release, Mace! Definitely a great reproduction, and fun to play to boot! [b]Bot Support[/b]: Yes [b]New Models[/b]: Yes [b]New Textires[/b]: Yes [b]New Music[/b]: Yes [b]Game Modes[/b]: duel, power duel, free for all ~Inyri

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2,439 downloads

Uploaded:24/08/2005

Hidden Mine (Siege)

siege_mine2a.zip | 19.93 MB

can't really talk about the objectives and things, because for me to test that I'd have to play it with someone on a server... but I can talk about the layout and design of the map. This map most certainly is big enough for a siege map. Numerous passages and areas make it easy to find ways to where you need to go, and to have some nice battles. The flow of it is nice, but at times it is a little confusing. There are various map weapons, such as automatic turbolaser guns to shoot the enemy, the lazer turrets that you can control youself, and some button-activated laser turrets as well, all spread through the map. The atmosphere is excellent. In the outside areas I'm pretty sure the author used a Sun Light Entity to give nice looking shadows, but without making anything too dark. I'm not exactly sure about this, but I think the author may have created new skybox and lava textures. The lava moves and stretches in ways I don't think I have seen before, and the skybox moves as well. It moves in layers, to help give depth to the clouds. and a much better sense of realism. The mountains in the outdoor areas are a little lack-luster though. It seems a little too blocky, and the textures seem a little too repetitive. Stretching/fitting the textures, or a different texture alltogether may have solved this problem. I would recommend to the author the program [url="http://www.map-review.com/index.php?page=tutorial_view&id=12"]EasyGen[/url]. It is very good for making mountains and hills (link is to a tutorial, and that has a link to the program). The author seems to have a very limited knowledge of curves, seeing as in numerous places on the map, there should be curves, but instead the author has resorted to cutting the brushes himself to resemble curves. It's not so bad, but it is one of the things that really takes away from the map. Probably my favorite part about this map is that rather than using Stormtroopers and Rebels and the like, it takes you back to the older days with the Rebublic and the Separatists. It comes with the all the models for it, so no need to download them separatly (the authors of all models have been credited by means of placing thier original readmes in the .zip). [u]Bottom Line[/u] Nice to see a new siege map. I hope to see some servers running this, and hope for an update too. Bot Support: Impossible for Siege ;) New Textures: No New Music: Yes ~ Innocent Hawk

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2,419 downloads

Uploaded:04/12/2003

Temple of the Dragon

dragon10ja.zip | 26.19 MB

own chinese bridge and bench to put my feet up on. The design of this garden is pretty simple however it has detail enough to look nice and would be good for dueling in. You walk into a teleporter that is an image of the council chamber to go...into the council chamber unsurprisingly! I must say this room is nicely done, I particularly like the dragon flag fluttering in the breeze, it shimmers like water. The thrones are nicely done, looking sharp like dragons fangs and as though they are really plastic (I know they're notsupposed to be but the environment map makes them look like black shiny plastic which I really liked). In the council chamber though the environment mapping is slightly excessive and doesn't work well on the black floor, it is too strong. I entered the first transporter which took me into a small cliff-side rock room which a weird pattern on the floor. I saw two buttons, hitting the one on the left changed the music to a song I don't recognise but I didn't mind, was quite quiet and I like it when the music doesn't sound like I'm in a concert. I hit the button on the right and then a rancor vehicle appeared next to me..although at first I jumped back and squeeled cuz I thought it was going to attack me :) (No sleep, I was hallucinating!) I headed back off to the council chamber and then went thru the second teleporter to find myself outside again in what appeared to be the floor of a temple, kinda like ruins of very very old; more buttons to press here to spawn things and change the music. This is a perfect dueling area, flat ground in the centre, little decor around the edge in a nice bright skybox. The next transporter took me into a weird futuristic room where each corner has a bounce pad which is fun when you're diving around and accidentally touch one, the wall texture in here was stretched somewhat though and I found that displeasing. Two more buttons here, music again and a reborn spawner - these button respawners are great for those of you on a server with no other people yet. Makes it choosably interactive :) Finally I went through the last transporter to find myself in no other than a (slightly trimmed down) version of the dojo from the first Matrix film where you could of course spawn someone to kill :) The only problem with this room was the light beam effects on one side of the room, the walls themselves were not bright so it was effectively a dim wall where sunlight was mysteriously coming through. In this room, you also had the music button but this time, of course, it was some Matrix music which is a very good choice, it's one of my favorite Matrix tracks. There are secrets on this map, most noteably the flashing discotheque with funky music known as "Shady's Dragon Bar". I've always been a fan of bars simply because they are totally unneeded in any map but the mapper puts in the effort to make them anyway for a chill zone. Being a secret they are often declared as no kill zones which pleases many people who believe in nokill area's. In my travels I also found what appears to be a secret council room that takes a slight knights of the round table theme and warps it into a dragon clans idea of a council room. The music is very very mellow in here and fitting for the name dragon. There are more secret rooms but I'll leave you to find them on your own :) Overall, a nice map, it may be a clan map but it is a nice map and worthy of anyones base folder. Neatly mapped out, nice texturing and suitable for FFA, tournaments and dueling as well as those of you who are plain bored and want a fun mini world to explore! New Models: Yes (Q3 based) Bot Support: Yes New Textures: Yes -WadeV1589-

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2,418 downloads

Uploaded:09/08/2006

Ord Mantell Oasis Temple

oasistemple1.zip | 16.31 MB

Mantell to get rid of some weapons caches. But the author in this case, has expanded on that, and made an entirely different map! The end product: a big map that's great for FFA's of all types. On to the map itself. It's big, for one thing. And let me start off by saying that the music is excellent for FFA's, meaning that it's fast paced, and fights will go well with it. The weapons in this map are scattered around, Making getting them somewhat of a tedious task, and this can improve gameplay, provided that the guy that grabs the rocket launcher doesn't always use it. I found the architecture to be superb, and the lighting suits the map. While some people might think it to be too dark, it adds suspense to the map. I was impressed with how the lighting around the fires in the map flickered, so yay for detail. There is a waterfall in this map, and that's where just about my only gripe is. My gripe is that the waterfall just goes straight down, and if you move away from it, you can see that it just starts straight down and goes straight down. It doesn't look like it's going over a cliff or anything. I will say one thing. I love the maps that have been coming from the mapping contest that Ockniel is hosting. As for this map, it's wonderful, and I recommend that you download it. New Models: No New Textures: No New Music: Yes Bot Support: Yes Gametypes: FFA, TFFA, Duel, Power Duel ~Zach

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2,405 downloads

Uploaded:18/01/2004

DKS Forest

dksforest.zip | 8.31 MB

and the music. *sigh* This map is so peaceful. I\'m quite familiar with Wraith\'s work and it surprised me that this was made by him. I\'m used to all of his really, really, really shiny stuff. :P DKS Forest is a lovely map with many areas for dueling and FFAing. There are pools of water surrounded by rocks and trees and open grassy areas, and rain everywhere. You can\'t exactly jump from each area to the next, so there are portals you can find in some places. I really like the stone textures used on and around the portals. And the grass coming up through the stones is a nice detail. :) There\'s a waterfall in one area, but you can\'t really get to it. It\'s just there as a nice little effect ... ambience, y\'know? Thankfully, there are some points of interest for duels. An area with statues and a fallen tree, a platform that isn\'t exactly ruins, but kinda is. Does that make sense? I only wish there were more ruins in other places. The grassy fields are nice, but it gets to be a bit too repetitive after a while. Okay, yay for good FPS! With many of Wraith\'s maps, I get horrible FPS, but not on this map! :D The only error I noticed was something about weather zones. Maybe that has something to do with the fact that it was raining under a rock. The other thing this map needs is more ambient sounds. Like, animals or wind or both or something, y\'know? Even without those added things, this is a great map. No, I take that back. This is a spiffimatic map. New word brought to you by LordWraith himself. Though I\'ve adopted that new word and it is now and forever will be ... my word. And here\'s an exact definition of that word from Wraith: [quote] Spiffimatic = having the qualities of spiffiness, or so spiffy that spiffiness is automatically a trait. ie: SAY! that cheese burger was spiffimatic, or MY GOODNESS that map pwns so much it was spiffimatic![/quote] So yeah, spiffimatic map, Wraith. ;) Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA, TFFA ~AmosMagee

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2,399 downloads

Uploaded:31/07/2004

Eternal Lair of Seuss

eternallairofsuess.zip | 19.26 MB

have any Siege maps yet? No! I don\'t think we do! Well, um, now we do! Yay! Okay, so this is The Lorax - Under Siege! Or rather, Eternal Lair of Seuss. So you can choose to play the role of the Lorax (good guys) or the Once-ler (baddies) and your objectives are fairly simple. Like the map itself. Too simple for my taste. I loved the trees - they very much resembled the trees on the cover of the book. But Orb\'s reminded me of those dandelions that you can blow and make a wish as the seeds fly away. :) The Dr. Seuss look and the rocks used with it just didn\'t look right, though. The textures didn\'t compliment each other, in my opinion. I suppose my favorite thing has to be in the last picture there. The art definition scroll thing looks very cool. Orb keeps driving it into our heads that mapping is art. Hey, I never disagreed with that! It is! And I love the serious Ragnos statue with the silly Seuss-ish hat on his head. :) It would be nice if there was some bot support though. I couldn\'t even test this map fully because I couldn\'t have a bot. :( Oh well. It\'s a great concept and I\'d love to see more Seuss themed maps, but it really needs to be more colorful, less realistic. Hmm. Think ShroomDuck maps. ;) Bot Support: No New Textures: Yes New Music: Yes Game Types: Siege ~AmosMagee

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2,398 downloads

Uploaded:12/04/2006

Jedi Enclave

jedi_enclave_fix.zip | 7.1 MB

realized he had made an error and had not included the textures. Whoops! Happens to everybody once or twice, right? Well now we have a fixed version of this map with all the appropriate textures added, and it makes quite a difference! Have a look-see for yourself! Please note that I have only included new screenshots showing the fixed portions, so for a complete review and additional screenshots please see the [file=\"60067\"]original map, posted here[/file]. ~Inyri

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2,390 downloads

Uploaded:16/03/2005

Fusion 2

fusion2.zip | 4.65 MB

possibly Doom3 inspired, it makes for a pretty fun playing arena. I'm not too sure about what's happening near the top though. It seems like it could be a sky, judging by the wind noises, but up close its actually just a pitch black wall. It would probably have been bettter to put a starry sky here or similar. As for the layout, its pretty decent, with several routes to the flag, including a passageway through the pipework underground and a sort of hidden power room. A nice feature is that the flags are actually right next to each other, divided by a forcefield. Although tactically, its perhaps not the best setup to allow some good old sneaking around, for many it should help you to work out where the flag of the opponent is - I know I always have trouble finding it on a new map :) The textures used are slightly bland, and even though that's what's expected of an industrial-type map, it still gets a little boring to look at sooner or later. Luckily, there's plenty of nice touches such as danger strips and glowing flares, similar to the Taspir map. The lighting is also very nice in most places, although near the underground pipe room its a bit off-looking and overall it's a little dark - but it all adds to the atmosphere right? (Oh, that's excluding the odd sign of a rebel holding a rocket launcher by the way ;) ) I'm not a huge fan of CTF in Jedi Academy myself, but I'm sure those who do play this will find it a nice map, although don't be expecting hundreds of different ways to the flag - its a fairly small map in width, but has multiple floors, so it's slightly bigger than it appears in the screenshots. Incidentally, there's no music, which increases the potency of the ambient noises, but drains a little of the atomsphere - I think it could be much better with the right style. Anyhow, these are all really only minor flaws, overall its a good map for a gametype that doesn't often get custom maps - and this map is clearly designed for CTF with coloured base areas e.t.c. New Textures: Yes New Sounds: No Bot Support: Yes ~Szico VII~

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2,384 downloads

Uploaded:07/11/2006

[OotR] Jedi Enclave

suso_jedi_enclave.zip | 11.28 MB

this map, it's still a beta and as such still needs some reworking and fixing. Okelydokely readerinos, with that little disclaimer aside, let's dive in. I'll start by commenting on the architecture. In the way of layout, the map is very similar to KotOR (there are a few minor differences, and some things left out. The brushwork is overall very good, however there are problems here too. First, there are rips in many places which need patching up. Secondly, there was one place where I could see right through the map and down into the skybox; either the rooftop should be textured, or a clip layer inserted to prevent people from jumping high enough to see through the caulk. Third, there were quite a few small gaps between objects where there shouldn't be. Hovering plantpots, anyone? The texturing, overall, fits well. I mean, that [i]is[/i] how the place was supposed to look. The textures themselves are kinda flat and cartoony, and by that I don't mean cel-shaded; while it still looks good, depth and shadowing on textures works WONDERS for creating a beautiful atmosphere. There was some z-fighting and sparklies, mostly near the Ebon Hawk, but on the whole texturing is fine and mostly error-free. Lighting is almost exactly what you'd expect, and accurate to KotOR. It's bland, but the author can hardly be faulted for that thanks to the accuracy. While personally I think the Aurora Engine should be told to go... uh, do nasty things... when making recreations, it's sufficient. You can clearly tell where the author has used light entities - might want to try adjusting that, and maybe rely more on shader lights than entity lights. Gameflow is heavily compromised thanks to the layout. Ways to circumvent this are plentiful without editing the layout, such as ventilation shafts, hidden passages, etc etc. Anything which improves circulation can only greatly improve the gameflow of a map - dead-ends are bad for gameplay, and even though this is probably intended as an RP map, it never hurts to appeal to a wider audience. Which is also why I deem the lack of powerups and items a negative. (Although oddly the Force Boon powerup (which really needs taking out of the game and replacing with something worthwhile) is placed in the map. This is the only time in my immediate memory where I've seen an author use this powerup.) Overall, it's an excellent map for RPs, despite it's BETA status, and with a few subtle and non-intrusive modifications by the author, it can also appeal to the FFA crowd. While the map is slightly too similar to the Aurora Engine for it's own good (enhancement is always a good thing), it works well and is a good remake of the Jedi Enclave. Definitely one for KotOR fans, although if you like maps which maximise gameplay over eye candy, this one's a mixed bag. Worth a download, if for nothing other than the amusement of kneecapping C3P0 with saber throw because he keeps opening that damn door. ~ Kouen [i]"You don't know what your power has done to me, I wanna know if I'll heal in time..."[/i] [b]Bot Support:[/b] Nein [b]Custom Music:[/b] There's an MP3 in the pk3, so I assume so. I didn't hear it in-game because I was listening to Silvertide... >_> [b]Custom Textures:[/b] Yes [b]Custom Models:[/b] Is the sky blue? There's your answer. ;) [b]Gametypes:[/b] Free For All Team Free For All

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2,376 downloads

Uploaded:27/08/2010

D SKULL airship

dskullship.zip | 133.18 MB

here goes:[/i] Once again, DLEGION unleashes a massive mortar of a map whose content shakes the FPS and makes you just go \"Wauuuuuggh @_@\" So, 133 MB, and whaddya get? A HUGE, pretty much luxurious cruiser. Quite RPable, although the ship is so incredibly expansive, it might confuse the hell out of you. At this point, I have little to no choice but to pretty much take it deck by deck.. [b]Deck 5 -----------[/b] Alright, so before I begin, each deck has a teleport that can warp the player to Decks 1, 2, 4, and 5. Deck 3 is only accessible from Deck 4, and there\'s no teleport from there. As you journey throughout the ships, expect a lot of NPC bikini gals about, as I guess the corporation that owns this ship likes to employ a lot of women. Deck 5 is essentially the pleasure deck, adorned with a bar, foozball table, hot tub, honeymoon bed, TV, and a holo-deck. The holo-deck takes you to two places: A beach, and and a ruined castle scape in the mountains. These places, I\'ll admit, are pretty neat, but a word of advice to JA+ users: [b]DO NOT GRAPPLE![/b] As soon as you hit \"use\" to disconnect, you\'ll exit the holograph immediately, as the entire room seems to hold one giant usable entity. [b]Deck 4 -----------[/b] Deck 4 is where the players spawn. Unfortunately, there\'s only two spawn points, so expect a bit of heavy spawn resistance if the map is restarted n\' what not. Behind the spawn points is a hatch that will allow you to exit the ship and drop into space(with no consequences.) I\'ll go in depth into this area later. Deck 4 has a bar, a conference table of sorts, several cryo-tubes, an infirmary, barracks, and what appears to be the bridge. I guess this serves as a bit of a multi-purpose deck. I noticed a rather odd entity in the bridge, where the triad of chairs in the front seem to have a set of cubes that expand and contract for some reason. All I can say is ._. ...neat. [b]Deck 3 -----------[/b] This deck, as said before, is reachable only via Deck 4 by stairs, and can be sealed off with the press of a button. This deck has a large swimming pool of sorts, a bar, bedrooms, all sorts of furniture(including a piano,) and two hatches that allow you to drop outside the ship like Deck 4. Not much else to say here, so moving on... [b]Deck 2 -----------[/b] Deck 2 seems to be where it\'s at, as there\'s a lot going on here. We have an Astrometrics(I think that\'s the right term,) room, a set of general machine assembly labs, an armory, mechanical cryo chambers(since they store droids,) engineering, and what appears to be a reactor room. The deeper you go into this area, the lower your FPS is going to drop. I myself sunk to about 22 FPS on my Geforce GTS 250. [b]Deck 1 -----------[/b] Deck 1, thankfully, has only one use: It\'s the hangar. This is where you can acquire one of Manquesa\'s splendid Episode 3 Starfighters and fly on out into space...this is also where you learn that there\'s a HYPER turbolaser that\'ll fire at you(not sure if there\'s a control button for that or not) at mach 5 and inevitably take you down. This place is very spacious, has very healthy FPS, and since it doesn\'t have the \"use\" trap that the holo decks possess, I\'d recommend this deck for any dueling you feel like partaking in. There is a static ship you can enter via the use button, but it\'d not exactly what you\'d call expansive, but I figured I\'d mention it anyway. [b]The Rest of the Map ------------------------[/b] As I\'ve been passing through these decks, I have consistently passed on mentioning that the skybox is pretty much visible here on every deck. Essentially, to answer any questions, it\'s the spacescape in Battle over Coruscant, which doesn\'t make much sense to me, but I guess it works. The flightspace outside the ship is somewhat confined, and the additional downside of the spastic turrets and the MASSIVE FPS drop when you turn your fighter towards the cruiser(went down to 15 for me,) makes it sort of useless to fight out here. Your best best will more than likely to fly downwards, which will take you into a condensed version of [file=\"111283\"]Eurocorp Citadel.[/file] This cityscape has plenty of space for you to fly your ships without fear of getting shot out by the lasers, and have a reasonably peaceful FPS. If you survive/get bored, you can just fly up into the sky to return to the ship. [b]The Map as a Whole ------------------------[/b] I\'ll confess, the first time I set eyes on this map, I really didn\'t like it. Over time, however, as I got more familiar with the map, i\'ve found it\'s not that bad. It\'s certainly an RPable map for those interested in roleplay, though practical applications for other players may be limited, as the ship is quite close quarters. Even as I write this review, I\'m still constantly discovering secrets and interactive objects that I have yet to see. Even more interesting is that he seems to have implemented some sort of \"noclip countermeasure\" throughout the ship, so you can\'t really noclip through it without being bounced around and disoriented. It\'s plain to see Punitore worked his ass off to make this map happen, and suffice to say, it\'s worth a look. Welp, quite the astounding piece of work y\'got there, chief. I can definitely say your work is improving. Hope to see what else you got in store for us. New Textures: Aye New Music: Aye Secrets to plunder: Aye Bot Support: Nay - Averus Retruthan

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2,375 downloads

Uploaded:26/06/2006

Obstacle Course

obstacle_course_v2.zip | 1.37 MB

you know what to do in here. Hop across, but be aware that they start descending when you land on them. One or two don\'t, though. Second room is the same concept, except with horizontal bars which close into the walls as you touch them. The bars are inhumanly thin, and no average JKA player is going to be able to make it across on skill alone, unless you\'ve played for 6 months non-stop and been in this room the whole time. It\'s mostly luck. The third room, is a \"snake\", where you must wall-run. Fourth is the mashing walls, fifth is the ever-present drop-down-and-land-on-these-oddly-placed-beams room. Finally, you need to jump from one platform to the other. The anti-climactic ending of all that, is an empty passage and a stairway, which teleports you back to the start. The lighting is bland. Very, very, bland. The textures are boring and repetitive, and are far too small to be tiled over rooms this big without looking funky. The music is subtle and barely noticable, although that\'s not a bad thing as you\'ll need your focus. Quite a few areas have z-fighting, usually doorways. The architecture is fine for it\'s purpose, although a little more could have been done. On the good side, it\'s a fun and challenging little map to run through, so give it a go, and see how athletic you are. :p ~ Kouen [b]Bot Routing:[/b] No [b]New Textures:[/b] No [b]New Models:[/b] No [b]New Music:[/b] No

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2,374 downloads

Uploaded:25/12/2006

Final Fantasy VII - Midgar v3.0 Source Files

final_fantasy_vii_midgar_v3.0_source.zip | 27.43 MB

version of the map. - These resources are available purely for learning purposes. - You MAY edit the resources in this package, however you MAY NOT distribute any resources to anyone without first gaining permission from the author(s) who created them. - You may NOT claim credit for any work taken from this package. The map itself should be along sometime later. Szico hasn't submitted it yet, so we can't really put it up seeing as we don't have it. Have fun! ~ Kouen

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2,345 downloads

Uploaded:19/01/2004

Castle Reflex

ffa_castle_reflex.zip | 5.61 MB

this one. There\'s not a screenshot of the area that you spawn into, but it\'s just this low FPS room with lots of transporters and there\'s nothing all that interesting about the room anyway. No room for dueling or FFA\'s or anything. It\'s just a room to get you to one of the other places in the map. The castle only resembles a castle from the top. There\'s a weird blinking pink/purple disc thing on it that just doesn\'t fit. And then there\'s a very colorful flag that also serves as an eye sore. I assume that the overuse of the textures (bland textures, at that) was to keep FPS high, but I dunno. Usually I don\'t mind when people use textures over and over. I\'m probably more tolerant of that than most - but not in this case. This map has very little appeal to me visually. The area outside in the snow is quite vast. There are swoops and tauntauns all over to help you cover the ground to a tower in the distance. Before you even enter the tower, you\'ll hear the roar of a Wampa. The other transports in the main room will take you just to other parts of the castle. There are some decent areas for dueling and FFAing. And since there aren\'t many transporters, it\'s easy to remember which one goes where. Especially one. Yeah, I have a bone to pick with you, Reflex! Usually when you approach a big monster that wants you for a snack and your bones to pick his teeth, you\'ll hear him around a corner. Like the Wampa. I knew what I was gonna encounter there. But not with the Rancor. Nope. I just go through a transporter and suddenly, there\'s a Rancor grabbing for me. What is it with mappers and Rancors now? Sheesh. The novelty has definitely worn off for me. Okay, so there\'s plenty to do on this map, there are many places to duel and FFA, or you can kill a Wampa or Rancor. Or just run around on tauntauns. This is supposed to be a castle, but it barely looks like a castle to me. I\'m happy with the FPS, and the several places to play and the variety of things to do - but I don\'t like the map itself. But I do look forward to seeing your next work. :) Bot Support: No New Textures: Yes New Music: Yes Game Types: FFA ~AmosMagee

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2,334 downloads

Uploaded:16/04/2009

T.I.M.O.N. Temple In Middle Of Nowhere II

tc_timon_2.zip | 19.4 MB

almost as big as JediCouncilGCX or SithCouncil V3. Like I said...it's big. There are many different areas to explore. There are many notable ones - the pool, the bedrooms, the council room, and my favorite, the big open hallway with the glass and the trees.[/quote] Well, this version is considerably smaller, but the rest still stands. As I recall, the FPS has been majorly improved, so that's a good change. Many locations have been revamped as well - I like the doors with the holographic writing, it looks really neat. I also liked the duel room doors because they let off a puff of steam when they are opened. I have never role played, but I assume there is a reasonable amount of RP value in this map, too. I'll attempt to give you a rough idea of what to expect inside...the map is a large council building in the middle of nowhere, as it's name states. There's quite a variety of stuff here, ranging from a bedroom and council area to a generator room and library. Everything is spaced out by hallways and teleporters. There's a cantina somewhere...I can't remember where. Most of the areas seem connected somewhat randomly, but after a few minutes, you can find your way around with ease. The overall look is very nice. Some of the lights and the water fountain could use some extra detail maybe, but it isn't bad at all. Oh, my personal favorite...there are now scripts in the map!! I'm so happy. Any map with scripts in it automatically stands out, so good going. :) Now, there are still a few issues with this version. Some of the doors are not teamed, so only the one you walk in front of will open. I assume this is not intentional. Also, just like with version 1, there is at least one elevator that is operated by a trigger with no wait value, meaning you have to press use very quickly to get it to operate. Also, the areaportals aren't quite done right, so there's a brief glitch every time you walk through a portaled door. There's also a few areas where the texturing should be improved, particularly with the computer console textures. Some of them are quite...stretched. This is much improved over version 1. If you liked the first one, I think you'll like this one even better. If you haven't seen either or these, check them out! There's a good bit of creativity here. I found inspiration for something out of this map already. Too bad I can't make good on it. :p Keep going, Luk, you're getting better! New textures: Yes New sounds: Yes New music: Yes New models: Yes New scripts: [b]Yes![/b] ~Dretzel

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2,311 downloads

Uploaded:08/04/2004

FFA Nowhere

ffanowhere.zip | 10.21 MB

seriously added to the atmosphere; thank god I have control of my bladder! The next room I went to was an outdoor area, a half destroyed room where it was raining and it felt good; by that I mean it felt like it should, run down house broke apart by age and weather. The main bulk of the house is corridors (those are quite large corridors btw) which are very dark and damp with the occasional flickering light (nice touch). The bordered up windows and doors along with the various broken object and sharp corners really do give it that horror feel which helps you forget about the fact that in decor this house is somewhat lacking. There was one place that really was cool, I won\'t go into it fully but put it this way...just because it seems like it\'s a corridor that you can walk down does not mean you can walk down it....falling however is a much faster method. Oh and if you\'re scared of small spaces avoid this place! Solidary confinement is not a nice place. I suppose I should now point out it is infact more of an asylum and if walking past those torn down doors on cells don\'t freak you out...you\'re on a par with George Bush for reaction and intelligence! One think that puts me off this map is the fact teleporters move you from place to place through doorways which I don\'t think there was need for. New Sounds: Yes (+Music) New Textures: Yes Bot Support: No -WadeV1589-

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2,308 downloads

Uploaded:29/12/2003

RJ Sublime 3

rj_sublime3-academy.zip | 8.31 MB

JKA and it surpasses my expectations. Nothing has really changed from the map for JK2. The glass platform is still quite breakable and it can be resurrected. The dueling rooms are still the same and the same secrets can be found in the same places. But there has been a ton added here. There are many, many tunnels to explore and they lead to several different areas. The author has included a Swoop Arena and a very, very clever way of giving you the swoops. There is a room at the top of the map that is restricted access to admins only. You have to teleport into the room and press a couple buttons to allow access to swoops. The same goes for Taun Tauns. This makes it so much easier to control a server. Fabulous idea. Bot support has been included and a ton of new textures (well, same as the ones that were in the JK2 map). I am quite impressed with the addons and the FPS is still wonderful. I can\'t wait to see what else Ruggiero makes for JKA. And I am most likely adding this map to my server. I can\'t recommend this map enough! :D Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, TFFA, Duel ~AmosMagee

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2,305 downloads

Uploaded:07/08/2008

D-Legion Monolith

dmonolith2.zip | 48.38 MB

hard to find anything that was changed and/or new, so here's basically what I could find: - New Ambient Sounds: There were some screams and a new bridge creaking noise. Trouble is, I do mean "noise." It's looped repetitively to a point, and the screams basically come out of nowhere in a silent map. They really didn't add much atmosphere - New Arena down at the bottom of the chasmed conference room: A couple new teleporters will take you to a simple chain-held arena where an abyss once was. - New Skybox in Skull Castle Area: Sort of looks like Halo now, although in some ways it doesn't. (at least to me, seeing I've only played Halo 1) - Secret to ruining the game: Whilst I'm not sure if this was in the last version or not, I noted a very very very potent secret, which I normally wouldn't reveal, but seeing as it could mean the difference between staying and leaving the server, I'll speak'th it: Basically there's this one button in the map called the "Annihilation of the Universe" button. In essence, when pressed, EVERYONE(including the presser,) dies. What makes it worse is that everyone dies PERMANENTLY, in a matter of speaking. Every time you respawn, you automatically "fall to your death." It sucks horribly if you're in a crowded server and someone finds the button whilst you're having fun. - The rancor below the throne room is audible now. - There seems to be a new hatch on the giant tank: albeit I'm not sure how it can be opened from the outside. - The castle and monolith seem to be linked now, although whether that was in the other version remains to be seen. Overall, the changes here seem to be very minor to warrant a full 2.0, but ah well. My mind is too weary and battered to think of anything cunning or witty, so commence bandwidth destroying as you will -_-; New Textures: Aye New Music: Nay Secrets to plunder: Aye Bot Support: Nay - Averus Retruthan

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2,295 downloads

Uploaded:25/10/2003

Wampa Joust

wampajoust.zip | 261.8 KB

at each other and smash each other till one falls off. Ok so you learned something now moving on. The map is quite fun just riding the wampas, but as you probably will learn it gets quite boring after like 10 minutes. What you really need is a Rancor so you see how a Rancor can make your wampas fly. The lighting sort of sucks it was quite dark, but maybe is was made so it looked like it was night time, don\'s ask me ;). The map is good for people who love to play with wampas or just like slaughtering them like mean sith. It is interesting to spawn some sort of NPC in the center of the map and you joust straight at it and the first person to kill it wins. There are different types of ways to play the map, but there is no room for FFAs except for like a four person one in the center of the map. There is not much room to ride the wampas and it’s not really that much of a joust. *Goes and jousts someone real quick and runs back* Overall, I liked and disliked this map in many ways. One downside was no bot support so for all you people that don’t like to play online or lost your Internet connection then I am sorry to say that this map is not the best map for you. If you have the access to spawn an npc then the map is extremely fun. There is no music playing on the map, but he said he would maybe make another version if you read the read-me file. The map is only for FFA from what I experienced. The sky looks pretty good, but in my case it wouldn’t matter. The size of the map is pretty good there isn’t any space that you wouldn’t use at one point or another. The map gets boring after a while without npcs or bots. I would get this map if you have an active server or just like to joust with people. Good job Mek and I hope to see an improved map from you where you have something like a cage that has a rancor or something in that sense and with bot support and music :). Now time to joust some more! -XgamerX New Sounds: No Bot Support: No New Textures: I think so Vehicles: Yes Wampas Game Types: FFA

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2,291 downloads

Uploaded:18/02/2004

ObsidianDragon HeadQuarters Clan Map

ffaobsidiandragon.zip | 9.13 MB

as many rooms as possible. For those that are Dark clans, or Sith clans, I think lava is also a requisite. In the main room there\'s a big dueling pad with a dragon graphic in the center with some pillars speckled here and there. Three rooms house a weapon of some kind and nothing more than that. Then there\'s the entrance to the bar. The stone walls are decorated with many Star Wars posters and the bar is tended by none other than C-3PO. Explore a little and you\'ll find a large room perfect for dueling and FFAing with more SW posters. Then you\'ll make your way to a daunting path held up by wooden um, what do you call those? Grrr. I can\'t think of what they\'re called. Let\'s just go with \"supports\". And the whole thing is surrounded by glass. Below is a boiling lake of lava. At the end of that path is a large, rotating duel pad with the familiar dragon graphic. If you took another route from the main room, you\'d find yourself on your way to the shrine created for the Obsidian Dragon Queen. On your way, you\'ll pass several bedrooms. They\'re all identical. I like the paper on the table with their website address written on it. Nice touch. If you find the somewhat hidden entrance to the shrine, you\'ll be rewarded with a picture of the very cute Spawn, surrounded by several torches. There\'s also this one room with just a bunch of holes with water in \'em. Interesting. Anyway, this is a basic clan map, with a few little secrets here and there - what all clan maps should have. ;) The music was disappointing because it\'s so overuser - the Imperial March. While I didn\'t particularly care for the mix of textures used, this isn\'t a bad clan map - it\'s just kinda, predictable. Bot Support: Yes New Textures: Yes New Music: Yes Game Types: FFA, TFFA ~AmosMagee

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2,283 downloads

Uploaded:07/11/2006

Ultimate Siege Map

siege_usm1a.zip | 15.49 MB

to be their oppressive selves and stop them. :p There’s a bunch in this map, but if you think of it, there really isn’t that much in it. There are around five areas: The prison, the compound, the tram/canals, the generator, and a cool secret area (Not telling you! I pwomised to not tell!). The map was generally well constructed, with many side paths that you could go through. Actually, most of those paths are only open to techs, so they’re important. You also need them to enable the turrets, which could be a small pain. Although…I only really saw turrets in the prison, but there could be more. More would certainly be a bit more of a challenge. Oh, something else. The turrets can be taken over by either side! Yes! You rebels can turn the security systems on your overlords! Anyways, to get out of the prison you have to kill a couple of force fields , and do some other stuff. :p Then when you’re out of there you have to fix the tram to get to the generator, then you need to do some other stuff that I’m not going to tell you because I’m like that. Anyways, after a little bit you either win or lose. I did notice a tiny bit of z-fighting in some areas of the map, but you need to look for them. There are also some funny easter eggs and secrets in the map. But overall I found this map enjoyable to test, and I’d like the thank the author of the map for giving me such a nice tour. Because frankly, I get confused easily. I would recommend that siege fans download this. and if you\'re not a siege fan, you should still download it. Bot Support: It’s a siege map, what do you think? No. :p New Models: Yes New Textures: Yes New Sounds: Yes New Music: Yes Gametypes: Siege ~Zach

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2,274 downloads

Uploaded:19/09/2005

Nirenne Station: High Orbit

nirenne.zip | 5.63 MB

facility, with many modules constructed for widely varying needs. This map covers an upper level of habitation modules and connector hubs as well as a lower level with a small maintenance facility and manipulator arm.\" I was quite happy to see a map by Wedge, and \"Nirenne Station\" seems to be a great new addition to his already extensive collection of maps. This high orbit station has been created for the Map-Review geometry contest which has it\'s own set of specific rules. Basically, they were limited to 10 textures, and had to create their map within a fairly small area. Architecture was a strong point in this map: wherever I looked, I could see detail. Wedge has gone to the extent of mapping out each individual key on the keyboards and the \"On/off\" switch on the moniters. Architecture on the whole was good, and relied little on textures. You could see the small indents in walls where detail has been added, all the small panels and more. The only small problem was that the sides of the moniters and keyboards had been clipped badly, meaning that you could actually walk through the side of them. Another issue that changed the gameplay fun was that the shafts where you\'re thrown upwards... didn\'t work. Sometimes they\'d throw you up as expected but on occasion, you would become stuck underneath them. Overall however, it was amazing. The lighting isn\'t particularly impressive, but it does the trick. Everything is brightly lit, like you\'d expect a space station to be. You can see where you\'re going, even in the shadows underneath the panels at the bottom. Everything seems to be lit from somewhere - whether it\'s just reflected light or from some pale blue/green lights. Although the use of textures has been restricted, wedge uses the few textures he has well. Together with architecture, the varied tones seem to work well together. In simplier terms, it looks good. The atmosphere seems to be fairly good in this map, the bright lit corridors and simple textures give a real sense of a squeaky clean place. It really does look as if it\'s been left without use for a long time. Though as I was playing, I felt a bit like there was something missing in the map. After a while, I just guessed it was the lack of colour variation but something didn\'t seem quite up to Wedge\'s usual standards. Another nice feature I found interesting, which hadn\'t be used often, was the change of gravity levels. You seem to float a lot more in this level, as if gravity has a weaker pull on you - and sure enough, this IS a high orbit station platform so it\'s expected. It\'s refresing to see small details like this placed in maps. I played this map in duel, with a friend. We found it fairly easy to find each other, although the malfunctioning connection shafts did give a bit of trouble at times. There was room to duel and the lower gravity gave a nice twist unexpectingly during combat at times. In general though, we found it to be great for duelling. As usual with Wedge\'s maps, gameplay seemed to be a focus, although the connection points really did give a bit of bother. Using guns to fight was equally as fun, and the weapon placement was fantastic. In final, Wedge\'s latest work seems to be amongst some of his finer pieces, and definately worth keeping. He (as usual) provides great gameplay and combines it with a good theme. My verdict: 8.5/10 - Oxyonagon

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2,266 downloads

Uploaded:29/08/2006

Attack Cruiser

attack_cruiser.zip | 10.98 MB

extras, including a pilot\'s lounge. I noticed the lounge had a few missing texture issues, but I didn\'t include screenshots, feeling that the ones the author sent in were good enough. Just for future notice, if you send in a map, you don\'t have to send in screenshots. We\'ll generally take screenshots for you. The hanger hit me a a recreation of a Battlefront II hangar, which isn\'t a bad thing. There were about three ships to choose from: a jedi starfighter, a X-Wing or a Z-95. I was under the impression that this was an Imperial vessel. Where are the TIE fighters and bombers? Well that doesn\'t matter. One of my big dislikes in this map is the actual ship itself. It doesn\'t look like a good attack cruiser. The author has the vertical outline of a star destroyer done pretty good, but it\'s just not big enough. You have a huge hangar and the rest of the ship looks like it was made to hold the hangar, and it looks like it\'s straining to do so. Also, I found a bug. If you go down towards the tip of the cruiser and land your fighter, you can get out and walk around. neat, huh? Yes, but it takes away some realism. So my biggest buff against this map is the ship design. Big deal, most of you probably won\'t care. I have one other thing. The lighting. There looks to be next to none. With this in mind, I could barely see anything unless I increased the brightness of my screen. Yes, it\'s that dark. I could barely see anything in the map. It needs at least [i]some[/i] light to see by. This map needs a lot of improvement, but if the author does improve it, I think it could become a very fun map. Oh, and one thing, if this is an attack cruiser, put some turbolasers on the bottom of the ship. ;) Bot Support: No New Models: No New Textures: No New Music: Yes Gametypes: FFA, TFFA ~Zach

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2,251 downloads

Uploaded:14/07/2005

Coruscant Streets II

ctf2.zip | 2.07 MB

lack of ambient music. For those of you who play with your own music or just turn it off altogether, this will be a treat for you, but I find it drains the potential atmopshere from a map. So I'm going to plead to the author to add some music if he's making a future version! :D The level itself is very solidly built, with a sturdy framerate in every part of the map, for me between 60-65FPS :thumbsup: This does mean there's not too much exquisite detailing or mind-blowing effects but it's still a fairly impressive design. The inspiration from the original map was apparent when you play this and the original side by side, but there's enough difference to keep you playing. The lifts in particular, I thought were very well made, as were the flag areas, however there's this odd blue misty fog throughout the level which looked just a little out of place, not only in the red base, but other areas, because the map is in an enclosed city with some endless holes. It just didn't seem particularly fitting. There was also this kinda annoying/creepy sound I kept hearing when walking around the bases, and I couldn't figure out what it was or where it was coming from... wierd. :( It's always good to see bot support, especially in CTF maps, so kudos for including them, but this map could have done without those posters which are placed around on giant billboards in some places. The pictures just didn't seem like the kind of things that would have been advertised in coruscant, that's all. Oh, and you didn't put a sky in! I'd have though you'd be able to see at least a few stars in the coruscant sky, but instead it looks like an endless hole, but going upward. :( Still, most people don't run around facing the ceiling so I'm going to let that drop :D The layout was fairly standard I think, for a CTF. There's two main routes to the flag on the main floor, and some little interlinking lifts between floors. For a more stealthy CTF I don't think there's enough variance, so you'll most likely run into someone when stealing/returning the flag. Still, maybe that's what CTF is about in JKA, I can't confess to playing it a great deal. :( If there was another complaint I'd have to make It'd be the blandness of the envoronment. More flashy neon signs and stuff could have brightened up this level a good deal, currently I just feel a little 'greyed-out.' However in conclusion I do have an overall positive opinion on this map, it's not bug-ridden or mad design, it just doesn't seem to go that extra mile for me. That won't stop you all from enoying it though :) - download it and see what you think. New Textures: Yes New Sounds: No Bot Support: Yes ~Szico VII~

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2,249 downloads

Uploaded:19/01/2004

Total Jedi War

totaljediwar.zip | 2.32 MB

swoops and mini Ties. YES! Mini Ties. AAHHH! They\'re so cute. Ahem. Okay, now that I have that out of my system ... on with the review! I know you can\'t see it from the screenshot there, but down that ramp are swoops waiting to be ridden to the other side of the map. The map is huge. So you\'ll be thankful for the swoops to get you to the other base. Also, on top of the building are the mini Ties. They can be flown to the other side as well. But, like, I\'ll stick with the swoops. Cause I just can\'t fly. Well, yes I can, I just can\'t land. Nor can I avoid hitting other objects. So yeah. In that building is where you\'ll find the flag. You\'ll also find a ton of bactas and weapons. All lined up and ready to go. There is nothing more in this map than city streets, buildings and streetlights. Unfortunately, it seems I\'m missing some textures here and there. :/ I don\'t know if it was just an interference with another map in my base folder or if the map really was missing textures. Besides just swoops and Ties, there are some AT-ST\'s and gun turrets on towers here and there. There\'s no denying that this is a simple map with almost no detail in it. The weapon placement does seem like an afterthought. And in spite of all of