Free For All
345 files
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Peninsula District Prison
By Inyri
For those of you who have played the original Neverwinter Nights campaign, you may recognize the basic layout of this map. It is loosely based on the Peninsula District Prison in the city of Neverwinter, as seen in the excellent game Neverwinter Nights. It's by no means exact, but it's similar enough that I felt secure in naming it after the facility. It features two levels -- the top level contains six cells plus a main area, and the lower level contains many cells and one central room. The lower level has a very low ceiling, but the main room of the upper level has a pretty high ceiling. Just watch out for the many torches -- they hurt!
284 downloads
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Inferno
This map depicts a post-apocalypse factory/refinery facility. It has been
bombed only once, but multiple quadrants have gone up in flames since, due
to the flammable nature of the primary mineral processed by virtually all
the equipment throughout the refinery complex. Consequently, explosions
will still erupt intermittently from areas that lead directly to the
underground machinery, such as smokestacks and exhaust ports.
The shipping quadrant is the playable quadrant, and is the outermost segment
of the facility. It functions as a loading/unloading zone for the materials
generated by the refinery work, but the landing pad was the target of the
first bombing and in its place is a huge crater in the ground. This quadrant
of the facility, then, has been abandoned and is basically unusable for
anything besides storage. The extensive damage in the area has since been
quarantined and disregarded. In fact, if you listen very closely, you can
hear the machinery still autonomously straining into disrepair, just below
the surface...
In terms of visuals, this is a very dark environment with a moody, nighttime,
stormy setting. The night is misty and smoke drifts by overhead from other
parts of the burning facility; the high-powered spotlights illuminating the
playable quadrant can be seen lighting up the shifting clouds of dust and fog.
I've been able to use the great material from CGTextures to make very realistic
surfaces and scenes, including the concrete enclosure, all the concrete walls,
various grunge and detail maps, and, of course, that big beautiful crater.
KNOWN "BUGS"
- At least one area in the map where you can seem to walk on thin air,
just slightly. I won't tell you where it is.
- The sounds of either the burning smokestack or the huge exhaust inferno may
not loop completely smoothly. You won't notice this one unless you pay REALLY
close attention.
- To be honest, the exhaut port inferno may not play any sound AT ALL. Sometimes it does, sometimes it doesn't. I've given up on this one.
- Maybe a few texture seam issues (including at least one really big
"texture"). Most of them will be pretty hard to notice, so they shouldn't
detract from any active gameplay.
- While testing the map I have experienced some odd artifacts such as rapidly
spinning flames, excessive smoke, and lightning in the sky (which isn't
supposed to happen). These things usually occur right when you start the map;
they shouldn't be a problem while playing.
- There are just so many tiny places in this map that it's really hard
to find and repair every single texture bug that might exist. If you work
very, very hard, you may be able to find your way to some unknown region of
my map where you will find odd/misplaced textures.
- The huge fire in the exterior of the map has a tendency to kill you
instantly, regardless of where you enter it. This was an unanticipated bug.
- The botroutes aren't perfect. Bots in this map tend to like getting stuck
under ramps and perhaps other places.
- You can stand in the smokestacks. Not realistic, but if you don't want to
experience this "bug," just...don't try it. Using Force jump will get you
up into the seemingly endless interiors of the stacks, but nevertheless you
will seem to be on solid ground. This bug is avodable!
- The lightmaps aren't perfect. You may experience some strange or unrealistic-
looking lighting here and there. It should be easy to ignore.
- Since there were so many apparently irreparable lighting bugs around the
base of the mountain, I didn't bother to go to the trouble of texture blending.
- The ambient sounds may skip. I can't predict how this bug will play out
on systems other than my own, but it's possible that because it's such a
long sound track the game has to spend about a sixth of a second loading it
back to the beginning. Endure this bug. It's a minor one.
- There's no such thing as perfect clipping in a map this complex. If
you try to exploit some advantages (like unintended higher ground or
places others can't get to) in the map, you will either succeed or find
yourself blocked/"slipping away" from your objective. But just to preserve
the "good ol' fun-factor" of bug-exploitation, I've set up this map's
boundaries so that such things are discouraged, but not made impossible.
852 downloads
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Space Bound Sanctuary
By Stone
Original Author: Shadow Stone
Description:
This is an imperial type map. But not exactly. It's more or less a space station just floating endlessly in space. It's about a medium sized map. It's meant to try and create somewhat fast gameplay with lots of guns as well as many dueling areas (several of them are secrets).
Bot Support: yes
New Textures: yes
New Music: yes
There are 6 "big" secret areas in this map. There are also several other "mini secrets" where it is possible to find weapons and special items throughout the main parts of the map.
Special Thanks to Jase Terran for chosing the Song and Title of the map as well as beta testing it.
I'd also like to dedicate this map to the Jedi of Light clan (JL) RIP
515 downloads
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Jedi's Home (JL)
By Stone
Original Author: Shadow Stone
Description:
Well this map has been completely remade from scratch. Why? well i didn't like it that much before, simply because i had built it without snap to grid on, therefore giving me a bunch of retarded errors. BUt all in all it is pretty much the same thing, only it's completly different
This time i actually made most of my textures, most of them were made from scratch, others were raven textures that i simply edited. This time around, in my opinion everything seems to have a more organized, cleaner and professional look to it. There are also quite a few secrets for you to find, some harder to find than others and some really hard to find :/. There are if I'm not mistaken 10 secrets, (plus or minus one).
7,604 downloads
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Jedi's Home (JL)
By Stone
Original Author: Shadow Stone
Description:
a big jedi hall meant for chillin duelin and having a blast meant for ffaing basically, Then expanded to make it more ffa type, and not just duel. Used a lot of patches/curves in this map ( i was having playing around with those lol) This map also includes a council room, hospital, meeting room meditation room, small dojo, big dojo, bar, big halls, airport/hangar and more. Also some secret places such as a secret training center, secret sith lair, secret hangar and another secret room.
874 downloads
0 comments
Submitted
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The Desert Temple
By JKHub
Original Author: LDC
Description:
This is a map designed for Free for All for Jedi Academy and can be played by up to 32 players!
The map supports bots!
Have fun!
258 downloads
0 comments
Submitted
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Multiplayer Role Player 2
By d_andras
The 2nd part of the Multiplayer Role player released a while ago consists in another escape mission from a guarded facility making you walk trough several battles and secrets. The general idea is to bring single player missions into multiplayer. Many of us love to play SP maps but those being buges it is not much fun.
With the wonder called GTKRadiant and some additional scripting making a multiplayer mission map is easy.
All parts of the map are made one by one adding some very difficult areas where you have to rely on your mates or your obeseving capabilities.
The map is originaly meant to be played in 3 however the 3rd player is additional the map cannot be finished unless there are 2 players or cheating (noclip), but in some cases not even that wont work as some trigger might not get affected.
We suggest to play the map on foot. For the 3 players there are force configs included that you find under your force power settings: mprp_weapon, mprp_saber, mprp_jedi, mprp_sith (under dark side settings) these are not required but recommended.
The true sense of role play becomes clear once you follow these force configs and you must actualy pull your mates up in some areas as the force user.
147 downloads
0 comments
Submitted
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Force Council Headquarters
By JKHub
Mapped by:
Roshi - Levi Hamilton
Description:
Imperial based clan map situated in the Bespin Sky. Includes FFA structured room systems, duel arenas, a moving platform chasm, forcefield hallway, bot support, a few secrets, and a large airport with 2 tie-fighters and 2 x-wings.
154 downloads
0 comments
Updated
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Desert Streets
By JKHub
Mapped by Roshi
This is a desert city based FFA map. It includes a few dueling arenas,
a council room, many outdoor areas, an small bar room, and a large rancor
arena. A few STAP vehicles are scattered around the map to help you get
around. A spawnscript is included to respawn the STAPs when destroyed.
Credit goes to Aaron Smith for the Jedi Starfighter model, and to Monsoontide
for the STAP vehicle.
Bot-routing is included.
Supported game types - FFA, TeamFFA
212 downloads
0 comments
Updated
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DoA Tournament
By JKHub
Mapped by Roshi
The official tournament map of Dark Order Alliance. Large vjun/bespin themed
area including 4 platforms with duel pads, one circular platform above the
other 4, and the bottom floor which circles around the platforms.
Supported gametypes: FFA, TFFA
Bot routing: yes
128 downloads
0 comments
Updated
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Byss Outpost
By JKHub
Mapped by Roshi
Byss Outpost is a multi-themed FFA/TFFA map for Jedi Academy. The main portion of the map is a Byss themed space station. This portion of the map contains bot routing. Going downstairs via elevator leads you to 4 teleporters linked to different themed arenas. The included arenas are:
Bespin duel arena
Desert rancor arena
Yavin duel arena
Hoth tauntaun joust arena
Supported gametypes: FFA, TFFA
Bot routing: yes
Note: All textures in this map are base JA. If you experience missing textures, you have either deleted textures in your base folder, or downloaded maps containing custom textures that overwrite base JA textures.
369 downloads
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DoA Tournament Complex
By JKHub
Mapped by Roshi
The official tournament map of Dark Order Alliance - Version 1.2. Large
vjun/bespin themed area including 4 platforms with duel pads, one circular
platform above the other 4, and the bottom floor which circles around the
platforms.
Supported gametypes: FFA, TFFA
Bot routing: yes
141 downloads
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DoA Flight Arena
By JKHub
Mapped by Roshi
The official flight map of Dark Order Alliance. Aircraft are spawned by
using the switches on each landing pad.
The included aircraft are:
X-Wing
TIE-Fighter
A-Wing - Gregory (Manquesa) Birmingham
Anakin's StarFighter - Zymotico, Neo_knight
Snow Speeder - tFighterPilot
Republic Gunship - AOTC:TC Team, Mars Marshall
TIE-Advanced - RAVEN, Mars Marshall
TIE-Interceptor - RAVEN, Mars Marshall
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Supported gametypes: FFA, TFFA
Bot routing: yes
795 downloads
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Force Council Headquarters
By JKHub
Mapped by Roshi
Description:
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This is a complete rebuild of my first map for Jedi Academy, "Force Council Headquarters" (FCHQ). The layout and theme of the map is much the same as the origional, however this version includes many more features than the last. Here is a brief list of the new features:
- completely reworked architecture
- security camera room (secret entrance)
- ambient sound
- enhanced balance arenas
- vis compile (unlike the last version, one room loads at a time, saving your FPS)
- sounds can no longer be heard through walls (vis compile)
- doors with soundsets (the previous version had silent doors)
- redesigned airport/council room
- 32 player slots
- bot routing
- mini TIE-Fighters/Bombers (released by Keshire)
- the mini TIEs have been tweaked so that they cannot kill other players, only other mini TIEs.
- their mass has been reduced to 0, so that they cannot bludgeon other players, and do not take impact damage (walls).
- please note that these mini TIEs are CUSTOM VEHICLES. If you get the ".veh extensions too large" error, your vehicle cap limit has been reached. This means you have too many custom vehicles in your base folder. You can fix this by deleting custom vehicles, or maps containing custom vehicles (DoA Flight Arena, Kotor Flight School, ect.) Since there are only 2 custom vehicles in this map, you need only delete 2 of your existing custom vehicles (or one map containing custom vehicles), if your vehicle cap limit has been reached.
Supported gametypes: FFA, TFFA
195 downloads
0 comments
Submitted
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Kalek's FFA Base
By Kalek
This map takes a break from my usual clan based maps to something else. I've always used custom textures in every map that I have released, that is not the case here. I did my best to try to make this map look as if it could pass for a base map. I think I've gotten pretty close. I hope others will be able to enjoy it as much as my friends and I have these past few days.
This is pretty straight forward, it's just what you see in the screenshots, plus a few little easter eggs
Ok not so little.
211 downloads
0 comments
Updated
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Free Saber Alliance Council
By JKHub
Author
Ayala
This is my first publically released map. It was made for my clan, the Free Saber Alliance, however I tried to keep clan references to a minimum. This map could serve many purposes, there is a flying area with mini tie-fighters and mini tie-bombers that are included as a separate pk3 file in the zip file. There are dueling areas and spaces for FFA and TFFA, as well as a training area with triggers for various NPCs.
163 downloads
0 comments
Submitted
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Tatooine Nights
By JKHub
Author
Ayala
This map is a second attempt to represent part of a Tatooine space port at night. Even though it's a second version, there is very little from the first map that survived from the first version into the second version. It is intended to be used for ffa and tffa. It was also made to have somewhat of a single player feel to it. If you play the map by yourself, there are plenty of things to keep you busy. It would also be a good map for merc wars. There are a bunch of destructible brushes and most of the control panels/computers trigger something, although it may not be visible from where the trigger is located. Have fun finding them all!
1,091 downloads
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Antioch
By JKHub
Author
Ayala
Antioch was one of the cities that was fought over between the Muslims and the Christians during the medieval crusades. The inspiration for this map came from Assassin's Creed, although at the construction of the map, I have not played it. I used screenshots from the game's website as reference points. There is a wooden button near the main large door to spawn some npc's which are supposed to add to the ambience.
524 downloads
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Mine Station
By JKHub
Author: StarGateSG_1
A fictional space station in orbit around saturn, it mines crystals from the asteriods in Saturn's rings.
This was originally intended for the Mapping contest, but I hadn't finished it yet, so here it is . I will add a proper skybox
in the next version.
112 downloads
0 comments
Updated
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Sitharena
By Andaconda
This is a Small FFA and Duel map it has a small outside area and a big arena it has all the guns for FFA combat.
64 downloads
0 comments
Submitted
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))=((iddens Gaming Club ))=((angout
By HiddenSpy
This is the 4th map I made for Hiddens Gaming Club. I felt old map was getting a little boring so I made this new one. In new version I left out dodgeball, lasertag, and the race track. I added Thermal Toss, Ski slope, Museum, Hotel, Shooting Range and many improved rooms. I hope everyone enjoys this map and I look forward to playing it with everyone in the server.
HGC HANGOUT 4 Map Playing Tips:
On ski slope, run do and do amknockmedown so you 'sled' down.
In Kung fu room, never jump kick, just grab, punch, and kick.
In training area, each color is a different course.
Museum to dark? Turn on the lights!
HANGOUT 4 Rooms Include:
Main Outside FFA area
Hotel
Ski Slope/Cave
Swamp
Baseball
Thermal Toss
Rancor Pit
Main Temple FFA
Nexus
Pillar Room
Main Duel Room
Pong Room
Museum
Kung Fu Room
Tourney Room
Training Area
Mercenary Area
Shooting Range
Bar
Pool
Members Area (HGC members only stuff)
238 downloads
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Asteroid: H5
By HiddenSpy
==========
ABOUT MAP
==========
Asteroid H5 is the 5th map in the HGC Hangout series. Past maps have taught me lessons and I've capitalized on those lessons when making this new map. I decided to go with an asteroid in an asteroid field this time around because I felt it gave the map some class. Past maps were just random fun and games. This time it's more serious. I had some inspiration from the asteroid Lumiya occupied in space in the Legacy of the Force book series. This map includes many features like secret areas, the mission, and more. It gives you something to do if no one is playing the map with you. I hope everyone enjoys the map and if anyone has questions or need hints/help you may contact me by the email address below.
~HiddenSpy
Comments
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-There will be a server running this map for quite some time after map release. Go to the website above to find the server tracker.
-Please ask for permission before using any custom made content.
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MAP NOTES
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There are several secrets in this map. The well of doom the most obvious and difficult of them. There are also some traps. The mission leads you to most of the secrets but not all.
WARNING: Do not go past the artificial environment emitters without being in a tie-fighter, or you will be exposed to space!
Bugs: Since map allows you to go everywhere, not everything is perfect. I feel the minor problems are acceptable though and feel it's ready to share.
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BACKSTORY
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-Prologue-
Your TIE-fighter comes out of hyperspace and approaches the asteroid field. The engines moan as they cease operation.
You have been formally invited and given the exact location of the asteroid to complete your mission, but you remain cautious, for the asteroid feels surrounded in the dark side of the force...
You read all available data before landing and reporting to the council area.
-Database Record-
Asteroid H5 is located in the Thoridian sector near the Thordor asteroid field. Exact location of the asteroid changes constantly and is unknown at this time. HGC operatives have occupied the region for centuries and H5 is their likely base of operations. It is recommended to stay clear unless formally invited. Asteroid H5 has great abundances of water and several different kinds of rock. Continuous simulated atmospheric conditions have melted the water deposits and formed a landscape of great wonder with creatures attracted to its power and hospitable enclaves.
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MISSION
========
Infiltrate the asteroid, and do the following:
Find the Sith which taint the asteroid and defeat their leader Desann.
Find the Twin Eye artifacts that will give you powers only one could dream of.
Find RoboMan and sign out a shuttle to transport the artifacts back to Coruscant.
All these must be done or your mission will be incomplete!
Once complete, mission accomplished!
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HIDDEN H'S
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Find all six of them! Then declare yourself awesome!
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CONSTRUCTION TIME
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Date Started: 2/24/09
Date Completed: 5/2/09
Construction Notes:
Includes breaks and non-constructive days.
Includes idea and blueprint construction time before designing map itself.
On May 15th a few small bugs were fixed while an arena file was added by request.
659 downloads
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Bramble Gambol 2
By HiddenSpy
======================
::RESPECTING MY WORK::
======================
I ask those who download this map to respect my work and do not decompile it, tamper with it, or host the file itself for download anywhere without permission from me directly. I share this map so other gamers can check it out and have some fun with playing it. I do not release it for people to tamper and take it apart to steal features or so forth. This work was done by me, owned by me and shared from me to you, and I release my work by choice and I can easily choose to not release future projects in the future, so please respect my work.
=============
::ABOUT MAP::
=============
This map IS NOT a replacement for the original Bramble Gambol I made a while back. The old Bramble Gambol had completely different courses. This map has all new courses. I recommend players of this map have completed at least a majority of the courses in the previous map as this one is a bit more difficult. No course is based on any luck variables.
Upon mastering all courses of the previous map BG1 (Original Bramble Gambol) and friends getting them down packed too, I decided to go ahead and make a part 2. The last one didn't focus on design whatsoever, but this map I decided to take on a more designed approach to make the atmosphere more satisfying to the player. This map, like the last, focuses on testing your skills at manipulating the physics of this game to complete various courses design by me. All are possible and there are flowers (not stars like this time) to show how hard each course is. The more flowers, the harder it is (in my opinion of course). Once you get a strong feel and try the courses many times they will get easier and easier. They take practice! I've mastered the hardest course on BG1 after much practice. You (the player) can too, given time and patience along with any map here. Wouldn't it be cool to master a course that your archrival can't do? Who's got the skills now?!
I got inspiration to start this map series after thinking about good old times in other games, specifically Diddy Kongs Quest for the SNES. Granted, this doesn't look like the game at all, nor play like it, and no images or so forth were copied, but I decided to give the game credit (since I used a remix of the Bramble theme song) with the opening screenshot being an image from the game itself. The whole skilled jump course idea just came to me one day as I wanted to get my skill up. I then went about level designing as my last experiences with level design allowed me to create such maps as these. It needed a theme so this is the one I picked.
I'd ask, if you do enjoy the map, to let me know. I only release these maps because I feel others may like to play them as well.
http://www.youtube.com/watch?v=-pmIxBjorTk
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::HOW TO PLAY::
===============
This is a basic introduction about the mechanics of Jedi Academy.
Each course does something a bit different. To complete each course, make it to the end where you will find a button to press or land on and a teleport to take you back to the start. Press the button to see a victory effect. Do not use the jetpack/grapple or any shortcuts to complete any course or you did not really complete it.
It is ok to land on the sides of a pushing barrel but it's considered an imperfect run. A perfect run would avoid any glitches and otherwise diversions from going straight through the course. Here are some basic concepts:
Strafe Jumping - Gaining speed as you continuously jump. There are some tricks to jump farther and more accurately. I'm not here to give lessons, but the best example of controlled Strafe jumping is Hiddens Revival. This is not strictly a strafe long jumping type course, as you must watch where you land and not go too fast (I've shot way past goal several times).
Air Maneuvering - When you are shot into the air, you can guide where you land by using the arrow keys. The barrel colors help you get an idea of what to expect but don't tell you exactly what to do. Watching how fast your surroundings move, you should be able to guess on what to do.
Dodging - When dodging green wood (poison) from a moving barrel, remember you can run to move quickly and walk to move slowly. Walking makes many courses much easier, so use it!
More and more - There are a ton of tricks with this map that many players may not of encountered before. I could write a book on all the little things to learn to help master these courses. I'm open to helping people who request it.
FLOWERS at each course represent how difficult I feel each course is. You can count how many flowers there are or go by top one. I'll do both. If you like Golf, you could times the amount of flowers by 3 and that would be the par for the course.
- Blue (1 flower) - An Easy course.
- Green (2Fl) - A moderate course.
- Yellow (3fl) - A challenging course
- Orange (4fl) - A very challenging course
- Red (5fl) - A very difficult course.
======================
::RULES & GUIDELINES::
======================
- If you use any mod/cheat to get to the goal of any course, you automatically fail. This includes but is not limited to grapple hook from japlus, jetpack, or anything other than basic base movement.
- If you miss a barrel, just fall. You will be teleported back to the starting area. Trying to grapple can drives you nuts in this map as it's difficult to get back where you were generally.
- Force regenerate rate was set to "0" when testing the courses on this map. However the default "200" can also be used on most courses. However a regen rate of "0" may be more practical on some courses.
COURSES:
========
1-Beginners Luck *
2-Hiddens Revival ***
3-Full Bloom *****
4-Foliage Hoist **
5-Serendipity **
6-Snake Dance 2 ****
7-Ivory Tower ****
8-Hogshead ***
9-The Grasshopper **
10-Slippery Slopes ****
==========================
::BARREL TYPES (w/hints)::
==========================
Brown Open - A barrel that shoots you somewhere when landing in it. Speed is not announced (but generally nothing extreme). You may or may not have to dodge a danger or two to get to next barrel.
Brown Closed - A barrel you must land on and jump to the next from. You may not want to solidly land but to strafe jump from it instead.
Red Open - A hint to the player that this barrel will be shooting you faster than needed (usually meaning you will need to pull back in order to get to the next barrel).
Red Closed - You want to land and stay on this barrel. When you do land on it, it will take off quickly. You will want to jump from this barrel once the next one is in range.
Blue Open - A hint to the player that this barrel will be shooting you slower than needed (usually meaning you will need to push forward in order to get to the next barrel).
Blue Closed - These barrels automatically move back and forth, but slowly. You might have to wait for them on a purple barrel. Land on them, and use them to get to the next barrel.
Yellow Open - Shoots you in the general direction of next platform, but you must dodge obstacles to make it.
Purple - Moves up and down. Waiting Area, keep jumping (time it out) to be safe!
Green Wood - Poison. Instant death.
White Wood - Slippery. You will slide with minimal control.
Turquoise tube - Shoots you through it to next barrel.
===================
::TRICKS/COMMENTS::
===================
-If you are pushing any buttons in turquoise tubes that will just send your character likely in a bad direction.
- Try to remember how you screwed up the first time. I've seen players fail over and over again doing the same thing. If what you did didn't work, try something else! Try to make progress each try, and take your time and think! No map depends on luck.
- Don't rush it. Once you start rushing you generally just die more and make little progress if at all.
- Examine a course before attempting it! Far too often players glance at the course from a distance and soon as they get to it, they jump on the first barrel and fall straight down; or after getting the first push they fall and fail the course.
- All courses were tested thoroughly and proven possible over and over again. No course is luck, or randomly timed based. All can be done 100% of the time if your skill is up to the challenge.
Looking for help? I'll be posting a youtube video before long. Check out my youtube channel:
http://www.youtube.c...ddensgamingclub
118 downloads
0 comments
Updated
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Sirens Enclave
By HiddenSpy
Sirens Enclave is a fictional place I thought up after being inspired by the story of the greek sirens, and my previous map Zoras Domain which was inspired by the Zelda N64 version of Zoras Domain. I base this map in a fictional story where you the player are a sailor who was part of a crew that was lured to an island of Anthemoessa by a song which was mesmerizing. The ship strikes a reef and starts to sink. You make your way to the nearest cover to avoid the man eating birds, and find yourself in a cave that appears to be their domain. The birds feed on the crew but you manage to make it to the cave, and now this is where you must make your escape.
I actually wasn't going to release this map, but was finally talked into it. Please respect my work and perhaps I'll release another creations I've been working on.
Hope you enjoy! If you have any questions or comments, send me an email.
I ask those who download this map to respect my work and do not decompile it, tamper with it, or host it anywhere without permission from me directly. I share this map so other gamers can check it out and have some fun playing it. I do not release it for people to tamper and take it apart to steal features or so forth. This work was done by me, owned by me and shared from me to you, and I release my work by choice and I can easily choose to not release future projects, so please respect my work.
Story
On a voyage into the unknown, enchanting music mesmerizes the ship's crew and guides them off course. Suddenly there is a loud crash as the starboard hits a reef. The loud noise wakes up the crew out of their trance and they find themselves near the rocky coast of Anthemoessa. While most of the crew fell overboard, or were taken away by man-eating Sirens, you managed to guide the boat before it sank to a nearby cave away from all the demon birds who are feasting on the rest of the crew. Welcome to the Siren's Enclave.
659 downloads
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FFA Rooftop
By JKHub
Author: ZaP
That is a typical real FFA map. A skycraper city in rooftop style.
346 downloads