The Upper City of Taris at sunset, inspired by both the concepts for Taris as well as the game itself. Initially Darth Norman and I decided to compete mainly against eachother in friendly competition, as we are both MBII devs, though due to time restraints Norman had to sadly drop out . Ahh well, here is mine anyway.
In the future, there might be some bug fixes to the map itself release which will include a Night version of the map as well since I did not have time to complete that for this contest (Due to compile times). This will also be expanded much farther into what you will see in the JKG mods version of the map. Including the lower portions of the city, and many places to explore maybe beyond the city itself.
This map features a bombardment system to add another level of gameplay as well as a visual element to symbalise what happened to Taris itself. The bombardment happens every 7 minutes, lasting for about 1 minute at a time. During which your FPS might decrease a little due to EFX usage, but it should not cripple anything. If you do not want this feature activated, there are some panels in one of the interior buildings (To the left when facing the landing pad/ship) that allow you to activate and deactivate the bombardment. Keep in mind while playing though, these things do damage!
City ambience and computer noise ambience when near terminals for greater immersion
Flyovers by Sith Fighters
Curved map boundaries to prevent getting stuck when using jetpacks or w/e when using cheats.
By ShadowA simple maze with one entrance and one exit, plain and simple. There are no death traps, or hidden walls. It may not sound like a challenge but prepare to be proved wrong.
By OmegaSigmaJames Bond is back, in the Nintendo 64 remake of Caverns, based upon the classic game Goldeneye for the Nintendo 64. The caverns are in a cave region, near the Goldeneye satalite control cradle, and main control room, All doors function as they did in the classic N64 game, you have to press the "use/interact" button to open the doors, this can provide many ambush oppertunities.
As with all my GoldenEye maps, there is a hidden VHS/DVD of GoldenEye in the map, try to find them all in all the maps!
By OmegaSigmaThe Second stage of the original N64 GoldenEye, and a famous Multiplayer map that debuted in the same game. the map itself is supposed to a bio-weapon's chemical facility that was first seen in the GoldenEye film, then in the video game with the same name, I tried my best to reproduce everything the original had, down to the spawn points, though I had to add more spawners due to lack of.
As with all my GoldenEye maps, there is a hidden VHS/DVD of GoldenEye in the map, try to find them all in all the maps!
By OmegaSigma"In a universe of light and dark, where perception is reality..." This is to the best of my ability, A recreation of the prologue stage from the game Bayonetta for Xbox 360 and PS3.
Map should no longer cause issues with JA+ or GTK or menu.
Official Map of the Jedi Academy (http://www.thejediacademy.net).
The third map in my "The Academy" series.
It's basically a heavily modified and updated version of the_academy_v2, most of the things that were in v2 are in v3, except they either look different and/or have been upgraded.
This new version includes:
A Dueling area with three seperate rooms for dueling or sparring.
A main courtyard area for spawning and hanging out - the most central area of the map.
A "classroom" fit to cater for most, if not all of the Classes held at thejediacademy.net
An NPC sentry droid room which is good for practicing aerial attacks or riposite blocking.
A lobby area containing a few of the combo pads from the last map to help people teach/learn combos.
A "pit" room where people can duel or FFA in an area where movement is restricted and one wrong move can mean certain doom.
A large outdoor area which can be used for pretty much anything, a lush environment that can be just as deadly as it is tranquil.
An underground bunker area which is perfect for either all-out-battles (very gunner-friendly) or stealth tactics.
An administration area accessable only through the Jedi Academy's JAE mod's teleportation abilities. The area overlooks the main courtyard, has a private training room and a control room to lock/open various public areas of the map.
A "Garden of JA Fame" area paying hommage to many of the great people who have walked the halls of thejediacademy.net. The area also serves as a memorial to a dear friend of ours named Vladarion, who tragically died in a car accident over Christmas 2003.
RIP Vlad, we miss you buddy!
Go here for more info on Vladarion: http://www.thejediac...page.php?f_id=5 - Compiled by Bail Hope of Belouve
I would like to thank everyone in the entire JK3 community who have been waiting for this map, for your seemingly infinite patience. I'm sorry that it has taken this long for the map to be released and I hope that you won't be dissapointed. The map is built to cater specifically to the Jedi Academy, but I cannot ignore the huge amount of positive feedback I have either recieved, or heard about, so this one goes out to all of you guys.
You all rock my socks!
Thank you for taking such an interest in the maps, big love! <3
Install: : Unzip the *.pk3 file into your GAMEDATA/BASE folder
By KalekThis is a massive arena map I made years ago for the Angels of Fire gaming clan. Turns out I never released it publicly, and given the literal size of the map, and the amount of work it took, I decided to upload it today. It's got a few spawnable vehicles for extra chaotic goodness. There may or may not be Easter Eggs (there are).
By @JCulley3DWell as a lot of you will remember I started this map way back in 2008 and have been working on and off with it ever since so it's been a long time coming! Some of you have followed the progress on my YouTube page
and website so I would like to thank those of you who have commented and offered words of encouragement and provided ideas etc (you know who you are). Well the map is finally in a condition where I am happy to release it!
I have included areas from both the movies and the TV series so avid fans can look out for those. A brief list of locations throughout the map:
The Outlander Club, complete with 6 city apartments (Vos Gesal Street in Coruscant's Uscru Entertainment District)
Downtown Coruscant as seen in Season 2 of the Clone wars (Including cafe, night club with balcony, 4 apartments.
Cad Bane apartment (or at least the place he was seen shortly after killing Jedi Master Ord Enisence.
Upper garage areas
Lower Garage and cargo area
Underground subway / swoop track
Underground Rancor / Duel arena
Stolen Noobian star fighter landing pad. (made use of the queens Starship I created in Radiant years ago, its not great so I updated it a little)
The map uses almost 100% custom textures, and I spent many an hour in Photoshop getting things just right. Textures go a long way in making a map look good and help get the atmosphere you want. I also spent a lot of time
working on the lighting and used a combination of sun entities and spot lights, coupled with specular shaders and envmaps you can get some cool results. I added lighting (bump map) effects to some of the textures in Photoshop
once I placed them in Radiant so I could work out the angles etc, many of the lighting effects on the textures are actually part of the texture rather than part of the lighting compile.
I did what I could to keep good FPS in this map, and on the most part (at least on my RIG) I think they are pretty respectable; however I warn you know, this is Coruscant its full of flashing signs, neon lights etc so
PLAY WITH DYNAMIC GLOW ON AT YOUR OWN RISK! You will find the map runs a lot smoother on slower systems if you disable dynamic glow (run jka open the console and type devmap 2010_16 or devmap 2010_16a once loaded open the console again and type r_dynamicGLow 0 to turn it off, to turn it back on again
type r_dynamicGlow 1).
I have to say though the map was designed for more powerful rigs as the neon lights and excitement of coruscant looks so much better in full Glow!
Throughout the subway you will see a number of consoles, these will spawn speeders to help you get around, if you are unlucky enough to get your ride taken from you (or destroyed by he useable turrets) you should'nt have to walk too far to find
another console so you can spawn another!
Finally there are a couple of hidden secrets in this map, a couple of hidden spawnable at-st's and a jetpack, shouldnÃ�Â¢Ã¯Â¿Â½Ã¯Â¿Â½t be too hard to find!
By @JCulley3DJabba the Hutt Temple mappack contains two versions day and night. This map can be taken as a teaser for JKG although it will appear very different once the team there have had a play with the .map file, however since I have left the dev team I thought I would release the maps to the BASE JKA playing community, I hope you like it, much work went into it, there are some issues, like unclipped models (SWG esq lol) and some sparklies and no doubt someone somewhere will find a way to fall out of the map.. but hey its a SJC map it wouldnt be complete without the odd stupid error.
By @JCulley3DA map that I began work on before my break from mapping. It is a Tatooine based map in a fictional (in relation to starwars that is!) town named Mos Kreetle. 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.
Have fun and have a happy new year!
By @JCulley3DA Christmas/Disney/Time Burton theme map with a few themes, quick simple snow fun with a Disney castlethrown in for good measure!
Ok this map was going to be so much more, but i just didnt get time to finesh it before xmas, I have kids I gotta concentrate on now hehe! Anyway its still large enough to have a good ol guns up on, or perhaps the odd duel. Some will be upset that i didnt include the insides to the castle, or the little village that was planned but as i said i ran out of time, perhaps next year
By @JCulley3DHey peeps,
This, the final of my episode III mappacks, I hope you have enjoyed them as much as I have making them.
This pack includes:
The Galactic Senate
The Battle of Kashyyy
And a special sneak peak at the Vaders Immortalization chamber featured at the end of episode III.
I had to make a big decision in this map; I mean the shire size of the senate from the movies is pretty Impossible to recreate in radiant, I had to make a SERIOUSE cut back on the amount of pads I added, however I did include over 160 pods in the map some of which are interactive; it also features the blade doors and central elevator as seen in the movie.
Don't forget to hold the usetime button found on the main floor of the map - it will alter the map so that it appears destroyed just like after Yoda and Sidy fight.
The detail in this map was kept to a minimum; however some with lower spec pc's will indeed have problems with fps. due to the size and nature of the map so sorry about that. I included some of the best vehicle models in one of the zip files,
these are the ones I included in the map, I had intended to use all new kashyyyk vehicles but I don't think they were completed in time one way or the other.
Vader's immortalization chamber
This is a special bonus map only two rooms as it is a sneak peak of the full map which will include the landing pad etc.
The next release in the mappack series, as I have stated before will not include any new episode III maps, but it will feature all of the previous maps but in the completed form. In a way all of the maps in the mappacks have been Betas, for the complete release that I plan to get to you around Christmas.
By @JCulley3DA slightly over scaled (for easier navigation) recreation of Han Solo's Falcon. The Falcon is situated on a desert planet, near an installation of some kind.
My Thoughts This map is not really meant to be for an intense FFA, but rather it was a Product of my love of the Falcon. I just wanted to be able to walk around the craft, and wanted to try and put as much detail inside as possible. To be honest The FPS is going to be an issue for those with slower pc's the problem is more apparent when outside viewing the falcon in full.
At one point I was going to make this a museum of the falcon with no weapons or anything so it could just be explored but I decided that was a stupid idea LOL
This map has been tested on a clean instal of JKA only, if you have missing texture or other problems I can only suggest that another custom map is clashing with it, if this is the case try downloading a pk3 manager (such as the one GansterA made for JKA) so you can temporarily move files in and out of your base folder.
By @JCulley3DHey everyone, now I know you have been waiting for this in a long time, dont forget its a version 1 so it has some bugs here is a list of them
1 FPS is a little low in the clone room (I cant really do a lot about that but I will try).
2 parts of the map show through the sky box whilst standing on Jango's landing pad.
3 Layout - I will alter the layout of Kamino for version 2 so that things are closer together.
4 The locked doors in this version will lead to other areas in version 2
So If you guys can put those little things aside for a while and enjoy this version until I get version 2 out that would be great!!
Anyway, now for the details; I used terragen to make the sky box images I tried to make them as kamino as possible but I think I may tweak them for version 2 (I hope to have a moving sea too). I would say that 85% of the textures in kamino are custom and I made them using photoshop 7.0 and made use of several of the pluggins there for effects, such as making the black non solid (gothixc I am sure you will be pleased LOL).
I have used two custom models in this map; the excelent Jedi Starfighter and the wicked slave1 both of which I got permission to use and I have included the readmes that came with them in this pk3. One thing I must say though is that as the slave1 modle was textured as bobba's version I retextured it to silver and blue, its not such a great texture job but never mind.
There are a few doors in this map that must be opened using the force, if you remember in Episode II Jango cuts the line and Obiwan falls down and manages to grapple that ledge/walkway, well I included this area so when you are on Jangos landing pad be sure to re-enact this scene!! the door on that walkway is made so that you have to use the force to open, once opened it takes you to a lift that will rise back up to the top of the pad
Anyways I hope you guys enjoy it - I enjoyed making it I hope its what you were expecting, after all its just a map!
Version 2 coming soon!! (version two will mainly be for AOTCTC)
By @JCulley3DDexter's Diner. This is one of the first maps that I have created that I feel is worth posting on the net, It didnt take a great amount of time maybe a week on and off and have not really thought too much about weapon placement, The sky box is one I made for another map, which is based on padme's coruscant home as seen in EII. I hope you enjoy it.
By Szico VIIDownload SP crash fix here:
Brush Count: 28,280 + ~15,000 in ASE Models
Entity Count: 3528
Build Time: 1 Year, 6 months (Of which 6 months has been bug fixing...grr.)
Compile Time: 80 Minutes.
Doc Ock Style fusion generator
Passcoded council/admin doors (using switches where a numerical value can be inputted)
Destructable environments, trees/lamps.e.t.c
You can then fix some of these using toolkits (televisions for example) and other items you can pick up.
You can collect credits to pay for access to certain areas by either finding them lying around or completing challenges.
Virtual reality training for sneaking as a challenge.
Elevators with selectable floors.
Interactive NPC's that walk around and speak to each other.
Lots of cupboards/doors openable by force powers
Lamps can be pulled down, crates can be force utilised.
Healing bacta tanks.
Keycard system whereby a card must be bought/found to access certain areas, like the lock key system in SP.
A few others, secret areas/switch hunt and stuff.
Map Installation : Extract the contents of the .zip (Atlantica.pk3) into your Jedi Academy/GameData/Base directory, and you're all set to go!
IMPORTANT INFO FOR SERVER HOSTERS:
THIS MAP CAN TAKE IN EXCESS OF 3 MINUTES TO LOAD FOR THOSE ON OLDER COMPUTERS. THEREFORE ANY SERVER WISHING TO RUN THIS MAP MUST HAVE 'SV_TIMEOUT' SET TO A VALUE OF AT LEAST 500 (Or else clients that take longer than 2mins to load will get kicked automatically)
//NOTES ON THE MAP: IMPORTANT!!!!! //
SETTING YOUR OWN ADMINISTRATION ROOM PASSWORD
Please follow the tutorial included in this .ZIP file or read it at www.szicovii.com under tutorials. The default password is 557752, starting from the door to the of the left of the central panel when facing it, and moving clockwise.
This map is the RPG version of the map, which doesn't have any interactive NPC's to reduce server load and stress, but contains extra scripting. This map contains the keycard system as well as the toolbox repair system and the credits system. So, if you want to play with these features, load this map!
This map is the core(basic) map which does contain interactive NPC's but none of the advanced scripting found in the RPG version. This is for players who desire a more FFA-themed experience, or clans who do not wish to play with the RPG features because they have their own mods which they can use instead.
Download source files
Source files notes:
A review by Averus Retruthan:
By Szico VIIAuthor
Brush Count: 28,762
Entity Count: 2158
Build Time: 11 months
Compile Time: 45 Minutes
IMPORTANT INFO FOR SERVER HOSTERS:
THIS MAP CAN TAKE IN EXCESS OF 5 MINUTES TO LOAD FOR THOSE ON OLDER COMPUTERS. THEREFORE ANY SERVER WISHING TO RUN THIS MAP MUST HAVE 'SV_TIMEOUT' SET TO A VALUE OF AT LEAST 1000 (Or else clients that take longer than 2mins to load will get kicked automatically)
Map Installation : Extract the contents of the .zip (Midgar v3.0.pk3) into your Jedi Academy/GameData/Base directory, and you're all set to go! This automatically installs all vehicles, models and weapons which come with the map.
Seperate Installations: - The One-Winged Jetpack.pk3 file should be placed into your base folder if you wish to use the new jetpack and teleporter effects. - The First Sword.pk3 file file should be placed into your base folder if you wish to have Cloud's AC first sword as a weapon.
IMPORTANT NOTICE REGARDING VIDEO CARD MEMORY:
If you experience unusually low FPS throughout the map and especially at the bottom of the tower by the green glow, it means your video card is at its maximum texture memory. Here is the settings you should use in Video options (Texture Quality) depending on the amount of texture memory your video card has:
512MB - Very High
256MB - High
128MB - Medium/High
64MB - Low
Download source files:
Source files notes:
Brush Count : 3,622
Entity Count : 123
Software used : GtkRadiant v 1.4
Known Bugs : None - please let me know if you find any
Build Time : A little bit and then some.
A few more days of spare time in between writing my books. For those of you familiar with the little cans of coke hidden in most of my maps for your searching pleasure, I thought it might be fun to move the cans to new locations and re-release the maps so you can search for them again! Nothing else here is changed (except a poster texture)... so please don't say you weren't warned. Think purely of the fun!
There is ONE can hidden in this map. There wasn't a can previously in this map... so there ya go!
This is my interpretation of the interior of the 'Tantive IV' Rebel Blockade Runner, the Corellian Corvette seen at the beginning of A New Hope and also in Revenge Of The Sith. I have tried to include every angle we see on film in both movies and also I have extended past this, to the rest of the ship, to show what it could be like.
But watch out - the Imperials have us in their sights!!
I finally found a few days in between writing my books (more to come on those soon, I hope - will keep you all posted...) to work on my maps again. For those of you familiar with the little cans of coke hidden in each one for your searching pleasure, I thought it might be fun to move the cans to new locations and re-release the maps so you can search for them again! I may do a Can-Hunt Map-Pack at some point, but I thought I'd release this one all by itself first.
There are actually TWO cans hidden in this map now - one in plain sight and just for a laugh, and the other is difficult to find unless you have your sabre ignited and are prepared to search high and low, as before...
Apart from the cans, I have rigged the walls to explode in a few more places! Other than that, the map is exactly the same as the .v1 release... apart from a tiny texture touch-up in a couple of locations...
(The ship is intentionally slightly oversize, as I first tried building it in proper proportion and the game's own camera angle means you feel like you're banging your head as you follow the player. So a slightly bigger space means that gameplay is as flawless as can be, I find. I know other mappers have found that too!)
Brush Count : 1,897
Entity Count : 2,020
Software used : GtkRadiant v 1.4
Known Bugs : None - please let me know if you find any
Build Time : 10 WEEKS - BUT I PUT IT DOWN TO BEING A DAD AND NOT HAVING A LOT OF TIME ON A DAY-TO-DAY BASIS!!! BESIDES, THE LIGHTING ON THIS BABY TAUGHT ME THINGS I THOUGHT I ALREADY KNEW!! CHECK OUT THAT ENTITY-COUNT!
I'll be kind here and suggest to other mappers that the best way to light some maps is by using dozens and dozens of tiny little lights, rather than a handful of massive ones.
On the absence of city lights twinkling in the distance, this was for technical reasons.
The Jedi Temple itself is sooo big that Radiant could not possibly cope with something on that scale, so I had to build just the illuminated 'playable' area at the base of the pyramid, where we see Anakin and the Clone Troopers advancing in Revenge of the Sith, and where we see Yoda and Obi Wan battling it out in the daytime.
I considered a daytime map, but found the best way to handle the subject matter and the fact that I have only built a percent or two of the overall size of the place as it would be in reality (let's face it - this place is home to several thousand Jedi Knights at any one time!) was to fade away into blackness and suggest that there is more out there.
Personally, I think it makes for pretty atmosphere
I would not have built this map at all had it not been for Guss, who very kindly invited me onto his Jedi Temple Team.
The plan is to release a colossal Temple map, inside and out, and this is my part.
I thought I'd release it early to show how the project is going and to whet a few appetites for more.
Thanks man - this one taught me a lot!
Also another big thanks to SathiroN, for his continuing support and for letting me use some of the textures he created for my Mos Espa Outskirts map.
Hopefully sooner or later he will do the Jedi community a favour and release a compendium of his unfinished work!! (hint hint, nudge nudge, wink wink...)
By DarthNormaNBuildtime : 1 Month
Compiletime : ~30min
Brushes : 2609
Entities : 98
Botsupport : Yes (buggy but i had no time )
New textures : Yes
New effects : Yes
Secret : No
New models : Yes
New music : No (t1_rail/rail_nowhere.mp3)
Facts about Jumpspace
Contestmap for Map-Review's 5th contest
Supports 10-player-ffa (only)
put the .pk3 file into your 'JediKnight:JediAcademy/GameData/base' folder
» Darth NormaN
NOTE: PUT "r_dynamicglow" ON FOR BEST GRAPHIC EFFECTS!!!
I tested this map on a clear version of JKA (v1.0.1, without bonus mappack).So if there are still some unexpected bugs then you have broken shaders or assets in your base folder. If you are sure that this is not the case contact me personally or in the forums i mentioned above. But i hope that won't be necessary ;P
The archive 'jumpspace.pk3' includes the following files:
map in .bsp AND .map format
...and the folders that belong to them.
To map with my shaders enter "jumpspace" into your shaderlist.txt!
YOU ARE NOT ALLOWED TO COPY ANY MATERIAL OUT OF THE .map,I SEND IT FOR LEARNING AIMS ONLY!!!
Originally started by LivingDeadJedi but finished by Several Sided Sid with the help of Sith-J-Cull.
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!
Brush Count : 10,679
Entity Count : 504
Software used : GtkRadiant v 1.4
Known Bugs : none
Build Time : 12 parsecs
This map began life with LivingDeadJedi but was stolen by Bothan spies working for the Rebel Alliance. It somehow found its way into the hands of Several Sided Sid, by way of bribery and terrible deception. Though the map sports Sith-J-Cull's Millennium Falcon, unfortunately the ship has been impounded by Imperials so you can't get in! Even if you try... and believe us, we have.
AND OH - IF YOU LIKE SEARCHING FOR SSSID'S CAN OF COKE - IT IS IN HERE TOO!
SSSID RECOMMENDS ON THIS OCCASION SEARCHING WITH YOUR SABRE IGNITED, AS IT GETS RATHER DARK POKING AROUND AT NIGHT AND HE WOULD HATE YOU TO WALK RIGHT PAST IT. HEH.
SSSID, AS USUAL, WELCOMES SCREENSHOTS EMAILED TO HIM BY ANYONE WHO STUMBLES OVER THE CAN !!!
BUT IF YOU HURT YOURSELF - SSSID ACCEPTS NO RESPONSIBILITY WHATSOEVER !!!
Put the .pk3 file in your base directory.
Presuming you've followed the default installation trajectory, it'll end up as this:
c:\program files\lucasarts\star wars jedi knight jedi academy\gamedata\base\mos_eisley_trap_v1.pk3
By CydonpraxAfter creating Yalara and Taris RP I set out one more time to do better. This is that attempt. I made Ord Mantell RP as a last thank you to the JK community at large for all its fun times and pleasant memories. The map is by far the most complex I have ever built, and ever will build. It has starships that explode when the power core is damaged, amazing detailed landscapes, and endless explorability.
Thanks for all the help and support, guys. This one's for you! As always, the source files are included in the pk3 - anyone and everyone has permission to use those files how they see fit with no restrictions from myself. I do not care if you credit me - however - you should probably credit the authors of the content I used if you copy stuff. (For instance, if you copy the Republic Cruiser, note that the exterior model was made by CommanderKeen [http://jediknight3.f...r_Prefab;47185] and he should be credited. Thank you.
(FFA) TARIS ROLEPLAY for Jedi Knights II: Jedi Academy
Author : Cydon Prax' (Ki_Adi_Mundi)
E-mail : email@example.com
XFIRE : boseprax
Mapname : Ord_Mantell_Rp
Filename : Ord_Mantell_Rp.zip
Filesize : ~75 MB
Release date : 10/2010
Game types : Free-For-All
Build time : 8 months
Compile time : 45 minutes
PC Build: Nvidia 9800GTX, Vista 64bit OS, Intel Quad Core, 8GB RAM
Botsupport : No
New textures: Yes
New effects : No
New models : No
New music : Yes
New Sounds : Yes
Roleplay Specific Features
Ord Mantell Capital City: Worlport
---->Consular Class Starship
--Worlport Battle Arena
Ord Mantell Junkyard
Ord Mantell Sith Temple
Consular Class Starship
You'll have to play around a little to find everything. There are some buttons that set off alarms, some that lock doors, a wall or two that opens up for a quick escape. I didn't get to put in all the triggers I wanted to put in, but for roleplay it seemed sufficient
Place the Ord_Mantell_Rp.PK3 file into your "JediKnight:JediAcademy/GameData/base" folder.
SPECIAL THANKS TO - FOR
# www.map-craft.com - They helped me more than anyone
# Legacyrp.com - Whole reason I built the map, to rp there.
# =Tom=/ACiDuS - A few Textures. As a note, I did send Tom three e-mails from three different addresses but to no avail, I'll assume he left JKA. But thank you anyway, contact me back sometime.
# Darth Norman - Helped me find the Starfighter models.
# Toshi - the Palpatine model
# Plasma - the Palpatine reskin
# Raven Software - Seige Star Destroyer Bridge. (Note: RavenSoft did not respond to my e-mails to use their bridge. If they contact you asking to remove the file, please respect their wishes!)
# =Some0ne= - Jedi Fighter and R2D2 md3 files.
# Manquesa - Jedi Fighter model.
# CommanderKeen - Consular Class Starship Prefrab
# John Williams - He composed the music for Star Wars of course.
# Nozyspy - Nozy made an epic crashed starship I had to remake in the Junkyard. Thank you sir! Couldn't have made such an epic ship without using your map as a prefrab!
# Inryi Forge - KOTOR Map Objects, Cantina Map Objects. Thanks!
# Mars Marshall - Who else could build such an amazing Gunship model?
# Sith-J-Cull - Borrowed three or so amazing, artistically done textures from his Senate and Krettle map that he made himself. They're so good you'll see them almost instantly. I also have to thank SJC for e-mailing me and pointing me to the direction of some helpful people. Thanks. He did give permission to use his textures back in 2009 - I can provide e-mail proof if asked.
# Tyrael64 - One of my testers who helped me clear some bugs.
# Holmes - Another Texture who helped clear bugs, and provided several key textures to help the map shine.
# Zephyr - Helped me stress test the map and lower some FPS, as well as helping test and find some bugs.
# Dragon - This guy practically built the map with me, he built textures, created a majority of the sounds, and helped with the overall design and feel of the map. Kudos.
That should cover every item that was either not directly made by me, or items that I used to make content from. Thanks to all of you that helped! I love you guys.
I'd like to thank everyone that helped make this map possible. All of the people that made prefrabs, all of the people that made textures, all of the people that gave suggestions and beta tested. Thank you.
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION,
RAVEN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS
ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
© 2002 LucasArts Entertainment Company LLC.
© 2002 Lucasfilm Ltd. & TM or ® as indicated.
All rights reserved. Used under authorization.
LucasArts and the LucasArts logo are trademarks
of Lucasfilm Ltd.
© Raven Software LTD 2002, Activision
By zidzabreAuthor: ZidZabre
Well...here is the v4.i should have released it earlier but i havent gotten around todo it.
Well this map includes a prison, Duel room, Council, BAR, Hall of Fame...ye ye lots of stuff
Hell and heaven and wierd rooms are part of it too
You and your team have become trapped on a World once settled by the ancients.
As with many ancient worlds there is a mix of new and old technology..
But as your team scan the area you soon realise your not alone