Free For All
345 files
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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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(JAWA) Darts by Zajac
By Zajac
Texture of the board wasn't made by me and the credit goes to whoever made it.
(JAWA) Darts description:
http://www.thejawacl...le=(JAWA)_Darts
Map trailer:
http://www.youtube.com/watch?v=CH66VL9U7fo
282 downloads
0 comments
Updated
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Star Wars Episode III Palpatine's Rooftop
By JamyzGenius
Original Author: JamyzGenius
Description:
It`s a special map of Star Wars Episode III: Revenge of the Sith, are the rooftop of palpatine, never seen in jedi academy, jajaja !!!
Iam only jocking.
This map is the rooftop teory of episode 3, incluides this rooms :
- Lobby
- Various Halls
- Control Room of palpatine
- The zone of the fight
- Reception
- Land Zone
- And other zones.
This map are awnsome and incluide Bot Support for play with bots and kill him !!!
Play a lot and possible new version JUA !
Incluide special break on various brushes on the map.
for more action and more saber emotion !!!.
Bugs:
have various, iam fix all bugs posible.
But in the case of you view one,please immediate report me to fix.
Comments: Fun with this map. And play.
Revive the epic fight of episode 3 with the anakin run to save palpatine yea.
In my personal this map is cool !!!.
1,058 downloads
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Star Wars Episode III Palpatine's Rooftop
By JamyzGenius
Original Author: JamyzGenius
Description:
This is my second version of my map "Palpatine's Rooftop" I hope you like it.
Includes the following rooms:
- Lobby
- Various Halls
- Office
- Second office
- Reception
- Landing Zone
- And other zones.
Support multiple gamemodes and bots.
Comments:
This map is based in the Episode III version with a little some creative freeways.
Credits:
Credits for the creator of Episode III Map Pack`s : SJC - James Culley (Sith-J-Cull)
. Textures.
Very Special Thanks to :
George Lucas
Ravensoft
LucasArts
John Williams
The readme is super outdated. I do apologize for my bad English.
2,974 downloads
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The Matrix Unleashed - Lobby
By Szico VII
Originally created for the Matrix Unleashed mod, but was unreleased until now. This map is released 'as-is' due to the mod itself
being deemed permanently on hold. Represents the government building seen in the first film.
1,294 downloads
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Expedition
By Acrobat
This is an academy map that is meant to be similar to my first map exploration, and the two maps' layouts are similar in many ways. The basic idea is a Yavin-ish style academy map that is set in the mountains. It has basic duel rooms, a ffa area as well as some climbing challenges. Map\file for both jk3 and jk2.
ATTENTION: You may have trouble loading this map or you may not. If you do, try some of the following:
1) You may have to change com_hunkmegs to 128 to run this map (and restart your jk2 when you
reset it.) Alternatively you can type set com_hunkmegs 128. You can make these changes in you console or you can open the jk2mpconfig file to make the change more permanent in
LucasArtsStar Wars JK II Jedi OutcastGameDatabasejk2mpconfig
Credits: Stormcrow and Rhiom for making the council area.
Most of the textures in duelroom are from the default jk2 Yavin folder (or jka.) I needed to put them into a custom textures folder so that I could apply custom shaders so although there is a ton of textures in this map, most are default ones. The remainder of textures I made myself or got from the following sources.
I used JediMediator's efects file, gfx files, sound files, and textures for his giant bonfire looking thing that he used in his
inferno map since he released it for public use.
http://jediknight3.f...e/Inferno;99138
I used JediMediators's detail shader and two textures for one of my grass detail shaders. See this thread for sources.
http://www.map-craft...iewtopic&t=2745
I used a couple textures from the Limelite texture archive I found at the Massassi temple.
http://www.thelimeli...textures1.shtml
I used a couple of Elandain's textures that he has on jk2filesjk3files.
http://jediknight3.f..._Textures;30975
Boddo made me a tutorial for how to make the CG-ish looking brick textures in the main room called n-wall1, n-wall2 and n-wall3.
I also used Boddo's "table" texture and two of his wood textures called ddtree2 and ddtree3, which are downloadable at his www.cyberpunkcafe.com website. He also made the slablock series of five textures for this map.
Boddo also made the rustic_semitransparent that went on my pipes and its env texture called envmap3.
Boddo made the island room that you teleport to from the bar, its shader file called expl3terr, and its textures.
I used Mars Marshall's bantha model, which can be downloaded here:
http://jediknight3.f...le/Bantha;37848
Rhiom helped me convert the bantha model to an md3 file because vehicles don't work in jk2.
I used NAB622's cave prefabs in the map that can be obtained at the following URL:
http://jediknight3.f...e_Prefabs;88711
In this updated version, I got a max edgelines error so I converted his caves into a massive .ase model, and now the caves look
slightly glitchy but not too bad.
Loda and BK made the basic spacing the strafe pads distancing, although I modified it,
and they made the "crete" textures."
The texture called "atl_wood" is Szico's Atlantica (got permission and readme included.)
http://szicovii.com
Lastly, the five textures that I used for the terrain blending were SIMONOC's. They were called
ter_rock2, ter_rock3, ter_mud1,ter_moss1, and ter_dirt1.
http://www.simonoc.c.../terrain1_1.htm
I got the Sith symbols for the 3 flags in the main room from wikipedia and modified them.
The layoutstyle of one of my outside areas and its associated secret area under the waterfall was influenced by Kahn's sithcouncil map in jka.
http://jediknight3.f...h_Council;43812
Thanks to beta testers: Vrael, Sniper, Thrawn, etc etc
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Map Information:
New Textures: yes
New Music: yes
New sounds: yes
New Models: yes
botroute: yes
Game types are ffa, duel
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Compile Information
bsp_q3map2/q3map2: (final) BSP -meta -notjunc, -vis, -light -fast -samples 2 -lomem
note it was compiled using 2.5.16 q3map2 compiler, which is not the default compiler of gtkradiant 1.4.
In case any other jk2 mappers try a dot product shader (terrain blending), they must update the compiler or use gtkradiant 1.5 for their compiling since it comes with an updated compiler. This is the tutorial that I used for terrain blending
http://www.simonoc.c.../terrain1_1.htm
I used DarthG's new_system.pk3 mostly for its subtle_hint shaders but I also used some of the pack's caulk_water shaders and a few others. I'm not sure where I downloaded, but this thread at least talks about it.
http://www.map-craft...ight=subtlehint
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Worldspawn Information
_lightmapscale 8
_blocksize 0
_chopsize 0
ambient 15
5,990 downloads
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Bespin FFA
By JKHub
This is a Jedi Academy version of the popular Jedi Outcast Bespin FFA map.
5,519 downloads
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Grand Jedi Palace
By Shadow
Trailer:
This map is BIG so do not be so disconcerned or confused at first. It grows
on you fast. The entire map is interconnectable meaning that you can go from
one side, to the other without even going through the main hall. To help
beginners there are minimaps throughout. The white arrow shows the direction
you are facing while looking at the map.
NPC room (lockable from admin room)
Bridge room for Melee fights
3 Mazes. The small labyrinth has 2 lethal traps. The other labyrinth is a straight forward maze, no traps, hidden walls or anything. The last is the tele maze that leads to the big labyrinth.
Shooting range with an ammo & guns room
Teleporters And Trams for quick transportation
4 Duel rooms. Duel Rooms #1, #2, #3, and the Grand Duel Arena.
Ceremony Hall
Council room
Bar, Kitchen & Dance floor
Pillar room for platforming practicing
Secrets
And more...
The Council room locks and switches have their own checks and balances.
Though the switches in the Council room can lock the doors, The admin room
has switches to disable (and enable) those lock switches. You can have
combinations such as leaving the council room doors unlocked and preventing
the switches in the council room from locking the doors, or Having the doors
locked and preventing them from being opened from the Council room. Or can
can have the switches in the Council room have complete control by not
disabling them.
All locks automatically start as open upon map load. Meaning Council room,
NPC room, RancorSpawn and Admin room are all open at startup by default.
There are four clues scattered around the map leading to a hidden switch
that opens a door in the same room to a secret Dojo. Remember to be quick
once it is open, it wont stay open for long.
1,328 downloads
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Atlantica Fix
By Szico VII
This is a simple fixed version of Atlantica to prevent Single-Player mode from crashing. The shader directives have also been modified to make it compatible with OpenJK.
This completely replaces the old pk3 files, so remove those from base and replace with the ones in this file. It also contains the 1.02 source files.
Atlantica (V1.02)
=======================
New Textures: Yes
New Sounds: Yes
New Models: Yes
New Scripts: Yes
Bot Routing: Yes
Gametypes: FFA, TFFA
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: 5 Minutes.
Changelog (1.02):
--------
- Fixed shader syntax which caused textures to load incorrectly in OpenJK.
- Amended licensing information to make it clear that others cannot upload this file to
sites without my consent.
Changelog (1.01):
--------
- Fixed extended script names which caused SP mode to crash.
Features:
--------
- 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_v1.01.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.
ATLANTICA_RPG
==============
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!
ATLANTICA
=========
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.
==========
Known Bugs
==========
- In the long staircase with the rocky walls and the view of the ocean, you can see a small glimpse of another section of the map when looking
upwards out of the window.
- If you die/disconnect when participating in the Stealth VR training sessions the scripting system which governs these minigames will break
and the map may need to be restarted. Of course, there's no way to die in here unless you kill yourself, so this is a very simple bug to avoid.
Server admins can teleport/noclip into a broken VR training room and complete/fail the training to restart the scripts without needing a map restart.
- The elevator consoles can get out of sync with the elevator itself, but it was either this or make the consoles crush through the player, which isn't
desireable. They will always fall back in sync, and only go out of sync rarely when blocked by the player.
==========
CREDITS
==========
- RoboPhread, Lugormod coder and the biggest inspiration for the extra scripting I did in this map. He's the brains behind most of the really cool stuff,
like the keycode doors and the passworded room. Without you Robo, this map wouldn't be what it is today. I'm sure you'll be unimpressed by my extensive
use of unnecessary target_scriptrunners, the position of the lift and my less-than-liberal use of parms, but the job got done in the end
Thank you so much!
- Xa'o Zalei for helping with the design, concept work and theme progression throughout the development of this project! I orignally wanted to blow you up
with my Death Star for 'persuading' me into making this map for you, but in the end it was a fantastic experience for me, and you know that this map
would also not exist without your tireless input and contribution. Thanks!
- ::JEDI:: logo created by Jared Quell and Ctathos Ederoi, textured by Jared Quell
- ::JEDI:: Video and Space Simulation video by Shimi Zaki
- Original Skybox created by Caboosium.
- NAB622/Lassev for other contributions to script debugging.
- HOUHOU - Teleporter effect based on FFVII's Cure magic.
Beta Testers
-------------
Szico VII
Xa'o Zalei
Caboosium (G-Jay)
Azenin
Tulak Hord
vmandrake
Master Ryan
Aayla
Madcatmach2
MrSwishy
Nozyspy
Killerx20
Isla Kamamee
Maverick
SapientWisp
NaiSmith
Darth Parrot
SMoKE
JimmyJimmy
CarolRady
Juggernut
Ctathos
Averus Retruthan
==========
Clan Notes
==========
WRITTEN BY: Xa'o Zalei
MSN/E-Mail: catsmeow17@msn.com
X-Fire: xaodarkhaven
I would like to personally thank Szico VII for all of his help the past year and a bit making this map.
He is a stand up guy and a wonderful person. I asked him way back if he would make a small map on a small star Wars planet
and it turned into one of the best maps I have ever seen for JKA. So for that, thank you for everything Szico. You are
amazing.
------------------------------------------------------------------------------
IMPORTANT!!!!
-------------------------------------------------------------------------------
Made for ::JEDI::
www.jediholo.net
NO ELEMENTS OF THIS MAP CAN BE EDITED/RIPPED!
SOURCE FILES CAN BE DOWNLOADED SEPERATELY!
(You can however use them for learning purposes, or get my permission if you want to publish edited files. I have nothing against you editing these files
for your own progress, but releasing wihtout my consent will result in certain death lol!)
If you want to use any of these, ask me first!
===========================================================
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 LICENSERS.
===========================================================
~Szico VII~
8,023 downloads
- Clanmap
- Botroute Support
- (and 6 more)
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F.E.R Sector
By Thrust
***********************************
Jedi Knight: Jedi Academy
***********************************
TITLE: F.E.R. Sector
AUTHOR: Thrust
E-MAIL: thrust@o2.pl
FILENAME: fer_sector.pk3
FILESIZE: 7.328 kb
DATE RELEASED: 15 May 2013
GAMETYPE: FFA
BOT SUPPORT: No.
CREDITS: LucasArts & Raven Software, Thrust
INSTALLATION INSTRUCTIONS: Put the .pk3 file in your base directory (default - c:\program files\lucasarts\star wars jedi knight jedi academy\gamedata\base).
DESCRIPTION: This map is loosely based on Feros from Mass Effect. I wanted to keep it more Star Wars looking. It is designed for roleplay, so no bot routes and spawn points in one place.
COMMENTS: MAP File included. Big thanks to my friends from yavin4.pl. Thank you for downloading this file. Enjoy.
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.
483 downloads
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Temple of Everlasting Night
By ravz
This is the first map I ever made. It's an old one but I'd rather it were made available again over on JKHub as jk3files is dead...
More new maps to come
251 downloads
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Light Corvette
By MagSul
Description:
**EDIT** Version 2 is here! This was actually done shortly after the release of the original version, I just hadn't gotten around to releasing it! There will be a third installment, but I've no idea when I'll get around to that. For now, please enjoy!
Thanks to Lannera for constructing most of the new content you see in V2!
This map was originally inspired by the Defender-Class Light Corvette featured in Star Wars: The Old Republic. As construction has gone on however, things've deviated completely as I've pieced together my own design. I'd encourage you to take a look at the screenshots to get an idea for the feel of the place.
Additional Comments:
Thanks for coming to take a look at my map! I've had very little time on my hands, so I have no idea when I'll be able to construct the rest of the ship! I've closed off the incomplete areas, but they'll re-open in the next version!
Lastly, I'd appreciate any thoughts and opinions over in this thread!
Any issues or bugs, let me know and I'll do what I can!
1,280 downloads
- Roleplaying
- JKHub Exclusive
- (and 2 more)
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Battlestar Aurelia
By Apprentice
Battlestar Aurelia - Readme
Outline ONE - 30-11-2012
"You watch me. I'll have my own Battlestar one day"
Description:
This map will be "odd" because this is more of an outline rather then a playable map and originally, it was designed for Elite Force and specificly the RPG-X modification. However, given the fact that the RPG-X developers decided to regard me as an untermensch, I decided to cease development of the RPG-X version.
The origins of this map lies within all my previous maps released for Elite Force, namely the Asteroid Base, Battlestar Bellerophon and U.S.S Leonov maps, augmented with various elements from a wide range of sci-fi television shows, movies and videogames both past and present, I have made an attempt to incorporate all these elements into a single, workable map.
Since I feel that the Aurelia's design is a strong one and not depending onto one game alone, I decided to port and release this map for Jedi Academy instead and altough its more of an outline then a playable map, I decided to release it in its current form due to (for the most part) time constraints and to give players and fellow mappers a chance to see what I have been up to. Some areas are complete, some aren't and some are somewhere in between.
Game info:
Game: Jedi Academy
Gametype: Free for all (Other modes may work but are not supported)
Number of Players: 14
Bot Support: No
Credits:
Mapping: Apprentice
Additional models: Apprentice
Additional textures: Apprentice
The Master plan:
(Outline1)
For this map, there is no master plan. I have decided to release it "as is" and if there is sufficient feedback, I may decide to release an Outline TWO or port this map to other idTech3 based games, including a version for RPG-X but that depends on how the RPG-X developers continue to regard me.
Feedback:
Feedback can be given through apprentice(at)apprentice(dot)be.
For actual information about the map "Battlestar Aurelia", see the website www.apprentice.tk
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.
THIS MODIFICATION MAY NOT BE USED WITH UBERGAMES RELATED PROJECTS NOR MAY IT BE USED IN NON-UBERGAMES PROJECTS MADE BY UBERGAMES STAFF OR THEIR AFFILIATES, PAST, PRESENT AND FUTURE.
928 downloads
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Tatooine Spaceport FFA (Remake)
By Pande
The original FFA3 map, Tatooine Streets, didn't really feel like a Star Wars location to me. It's layout was popular, and certainly as the only bright FFA map it was a nice change of tone from the dismal Vjun Sentinal, Taspir, Korriban, and Rift maps, but I felt it really needed a visual makeover.
I kept most of the layout intact with the exception of the room which overlooked the landing zone, which contained the disruptor rifle. I left that room out and instead opened the huge door in the hangar. I also removed the annoying X-wing which just got in everyone's way. ;D
The map originally featured in JKG: Versus as the second official new map. It has since been expanded into an entire city map, forming just a small part of a large and expansive layout which you can experience fully in JKG.
Credits:
Krattle
- Elements of Chalmun's Cantina used with permission
Kaldor
- Assistance with competitive play optomizations
JKG Team
- Beta testing and companionship
2,424 downloads
- Botroute Support
- City
- (and 3 more)
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Ladoras Rage
By AngelModder
This is a older map of mine released back in 2007 on jk2files. I felt it was time to move them over to some thing a bit more main stream. Any ways Ladoras rage was based on an unreal tournament level, with all new textures and music, it is the perfect atmosphere for a wild merc war!
later this year I will be making some adjustments to this map, so keep an eye out for v2.5!
AngelModder
213 downloads
0 comments
Updated
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Arrevanous 7
By AngelModder
This is a VERY old map of mine so please dont laugh XD LOL!
Origanally it was ment to be a small duel map based of a fight sequence im my latest book Knights of the old republic the sith hier.
But it eventually evolved into creating a larger peace of the world, while some of the archetecture is roman like the map its self is set in a some what more humid climate.
this map took about 2 weeks to biuld from concept art to finish product.
the name was a combo of the 2 thing's inspiring it arevass and my brother aeraness together they made arrevanous i threw the 7 in just for the heck of it =D.
571 downloads
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Sith-J-Cull's Stargate SGC
By @JCulley3D
My long started Star Gate map... Its not what I set out to do with it, the Gate room and command room are as faithful to the earlier episodes of SG1 as I could get them.. I spent a lot of time on the textures and effects, the gate effect kind of works, but there is no proper dialing ... I found a way to reflect the moving event horizon in the windows from inside the gate room, so be sure to check that out.. I also spent a lot of time on an animap shader to get the watery effect on the gate.. Hope you like it.
The planet at the other end of the gate is just my reworked Naboo Crystal Sanctuary map that I used for quickness, however I added a bunch of new effects, sky box and scenery which was inspired at the time by the home planet of the Navei from Avatar.
No doubt this map will get bashed for the fact that its not as playable as others as far as flow goes.... but I treat it more as an experiment in recreating a location that I love from a show that was amazing.
The 'Naboo Sanctuary' part of the map, which basically incorporates one of my older maps contains some textures by SIMONOC, mainly his vegetation textures and some brick work textures. The original credit can be found in the readme of Naboo Sanctuary that is uploaded here.
Cheers
SJC
811 downloads
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Jedi Rift Enclave
By JKHub
Original Author: Borgking
Original Description:
About a year ago, I decided to start tinkering around with the SP Map t3_rift,
not expecting it to go much of anywhere. Well, here I am, a year later; I have converted
that SP map into a fully usable RPG map, of a Jedi Enclave built into an underground
fissure. It took me a long time to perfect...many of the areas went revision after
revision to get them to their final state.
Uploader's comments:
This map is intriguingly interesting. I found it very fun and peaceful to play on. This is an excellent made roleplaying map for Jedi Academy. Hopefully many of you have already downloaded this map, but I felt it should be uploaded here anyways. There are plenty of areas to search and get lost in as well as train. This map has been on several RP servers recently so here's the map. There are bugs like missing textures but overall this map is great. It is a re-map of the Rift map but better made. So if you like to get lost this map is for you!
Map Information:
Bot Support: No
New Textures: Yes
Secrets: Yes
New Music: No
Author: Borgking
Credits: located in readme
Note: I was unable to contact the author as the email was sent back with an error.
Uploaded by:
Original author may contact the staff
here if they wish this file to be removed.
1,521 downloads
-
Jedi Council GCX
By JKHub
Original Author: Griffenclaw
Uploader's Comments:
I want to start by saying the obvious: THIS IS NOT MY MAP.
Now, for all those who remember the amazing JediCouncilGCX from back in 2004, this is it. This is not the 2010 version, or whatever "updated" versions there are of it out there. This is the original, untouched. I found it while digging through some old JK files I had stored away and noticed that there seems to be nowhere to get this map anymore. I was friends with Griffenclaw, and I think Griff would be sad to see the "updated" versions tbh, because they don't fix any of the things he actually wanted to fix (like the spawn points being so spaced out, and the low quality of the animated skybox).
Therefore, I've decided to send a copy of this to JKHub, because someone needs to keep this piece of history alive for all us old farts!
Uploaded by
Original author may contact the staff
here if they wish this file to be removed.
10,714 downloads
- Roleplaying
- City
- (and 2 more)
-
Serenity - Firefly
By Spineless
From the TV-series 'FireFly' and the 2005 film of the same name. A planet, complete with orbiting asteroids are also featured.
Aplogies for the large .zip file size; the .bsp turned out to be bigger than expected. The
size of the planet's textures, shaders and .ase file didn't help much either. I figure if
you're a big enough fan of the series/film, you'll spare the extra bandwidth anyway.
Hard-core fans will realise that some areas seen in the tv-series and film is missing:
(the crew and passenger quarters). This wasn't intentional, I found the online blueprint
and scale model replica late into the process, I was working with movie stills up until
then and consequently had to make some compromises.
Also note that some areas of the ship are hard to get around, (mainly because it's a trade
freighter rather than a luxury cruiser, giving me less room to work with.) Try walking
(rather than running) through the doors/small passageways; that way, you'll get stuck less
often. I have included bot-support but don't be suprised if they get stuck too, they aren't as clever as we all wish them to be.
This map has been tested on a Pentium 4 with 2.99 GHZ, 1.50GB of RAM and a NVIDIA FX5200
128MB GFX Card, and another Pentium 4 with significantly lower specs. Due to the high-poly
nature of the map, I recommend using a PC with similar or higher specs to avoid lag
spikes. I have included the source .map file if it is of any use to anybody. You may copy any parts of the map as long as you credit me somewhere in the readme and ask permission
first. (For email addresses see the footnote.)
Secrets
There are two secrets in the map; both accessible from the cargo bay. If you are having
trouble finding them, load up the .map file in the 'source' folder of the .pk3.
Bugs
If you look at 90' away from the planet (but with the planet still in view) the
outer-planetary glow shader appears to go through the planet.
Once in the medical bay looking back at the (open) entrance doors, they seem to go through
the medical bay door-frame. Arg!
Copyright
The music was composed by David Newman and produced in the Serenity (2005) Official
Soundtrack Compact Disc. I claim no ownership to these files; all credit goes to original
authors.
Most of the custom textures and shaders have been written or created by myself. A few
exceptions (e.g. the Serenity Logo) are appropriable to other authors. Again, I claim no
ownership to these files; all credit goes to the original authors.
Thanks to
Marro, ReVa, Alien and Seij and Predator for BETA testing.
The Order of Jedi Knights clan for supporting me throughout the project.
Isla Kamamee for general shader help and for spending nearly a day trying to convert an .ase into an .md3... ( )
Footnote
If you need any help, want to inquire about any techniques I’ve used, or would like to
import the ship into another Serenity or Firefly themed map, then email me via my website:
http://www.chromecreations.co.uk
I'll be glad to help.
~ Spineless
30/10/07
494 downloads
-
Resident Evil - Mansion
By Plasma
:-------------------------------------------:
Description
:-------------------------------------------:
The mansion from the first Resident Evil game, I haven't made all of it as the map was meant for MB2 and I didn't need to make all of the rooms for it.
:-------------------------------------------:
Map
:-------------------------------------------:
Author : Plasma
E-mail : plasma89@gmail.com
MSN : plasma89@gmail.com
Web : www.nickyabbott.com
Mapname : RESIDENT EVIL (ffa_remansion)
Filename : ffa_remansion.zip
Filesize : 33.9 MB
Release Date : 21/01/2014
Gametypes : ffa, team ffa
Brushes : 3098
Entities : 1767
Botsupport : No
New textures : Yes
New effects : No
New models : Yes
New music : Yes
:-------------------------------------------:
Installation
:-------------------------------------------:
Extract ffa_remansion.pk3 into your base folder
usually located at:
C:Program FilesLucasArtsStar Wars Jedi Knight Jedi AcademyGameDatabase
:-------------------------------------------:
Bugs
:-------------------------------------------:
Probably some.
:-------------------------------------------:
Special Thanks
:-------------------------------------------:
Jockum Skoglund aka hipshot for the skybox grimm night.
Capcpom for making Resident Evil.
:-------------------------------------------:
Copyright
:-------------------------------------------:
DO NOT EDIT ANYTHING IN THIS PACK WITHOUT THE AUTHOR'S
PERMISSION.
And of course no readme would be complete
without ....
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
LICENSERS.
1,650 downloads
-
(MKBK) Yavin Prime
By WizardMKBK
(MKBK)Yavin Prime
[ http://starwars.wikia.com/wiki/Yavin_Prime ]
Description:
We started to make this little duel base back in 2012, and finally we finished it.
Even tho I tagged as FFA, it supports Duel and Power Duel aswell.
610 downloads
-
Grim Fandango Bundle
By JamyzGenius
***********************************
Jedi Knight: Jedi Academy
***********************************
TITLE: Grim Fandango Bundle
AUTHOR: JamyzGenius
E-MAIL: jamyzgenius@hotmail.com
WEBSITE: https://sites.google.com/site/jesusfernandezgarciaportfolio/
FILENAME: Grim Fandango Bundle.RAR
FILESIZE: 48.7 MB
DATE RELEASED: 3/9/2014
CREDITS: LucasArts for the great game Grim Fandango and the Manny sounds, different artists that made the pictures in the map paints. I dont take credit for them. Also Peter McConnell for make the GM soundtrack.
INSTALLATION INSTRUCTIONS: Put the two .pk3 files in your Gamedata/Base
DESCRIPTION: As you see, I love Grim Fandango. One of the best games I ever played in my childhood, and it still rocks!
This pack contains a map and a skin.
The map is the first place of the game (Department of the death) it includes the office of Manny. The office of Domino and the main halls. RECOMMENDED FOR 3-6 PLAYERS
The skin is Manny Calavera. I try to recreate inside the Reborn model. The sounds are buggy, but the sking works. Hope you enjoy it.
BUGS / COMMENTS: Maybe with bots, always bots mess something. BESPIN SKY REEPLACED WITH THE ONE IN MY MAP, SO IF YOU LOVE BESPIN, DONT INSTALL THE MAP. ANYWAYS... I DONT THINK YOU LOVE BESPIN.
The skin voices are in spanish. Is my natal language and I think GM is better in Spanish
IMPORTANT STUFF: Dont rip the textures or Manny sounds. Those are extracted from the pictures of the game. I dont recommend to mess with those, but if you really need them. Credit LucasArts for that, never forget to credit LucasArts if you want to use those.
Hope you enjoy this bundle, and play Grim Fandango
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.
194 downloads
0 comments
Updated
-
Serenity - Firefly (Re-Release)
By Spineless
Author: Spineless
Website: http://www.spbdesign.co.uk
Map Details:
-------------------------------------
Brush Count: 22,424 + ~9,000 in ASE Models
Entity Count: 3736
Build Time: 6 Years!
Compile Time: 30 Minutes
Custom Models: Yes
Custom Textures: Yes
Custom Shaders: Yes
Custom Effects: Yes
Custom Sounds: Yes
Custom Scripts: Yes
Botroute Support: Yes
About (History):
-------------------------------------
As many of you will know, (and for those who don't), I created a rough-round-the-edges representation of Joss Whedon's Serenity back in 2003 that I thoroughly enjoyed making - but in hindsight - could have done with a few more brushstrokes of accuracy.
So, 6 Years in the making and (I fear) 4 years too late, I have finally got around to releasing it! I firstly have to apologise to all those I have kept waiting. The problem with it all is that I'm too much of a perfectionist. Something that I will have created 3 months ago, will look dated to my eyes and need updating. Besides, bug fixing bores the ^&*! out of me, and the larger part of entity/script work is by it's nature - bug fixing.
So, as far as I know, this is about as close as anyone's come to completely recreating both the exterior AND interior of the ship. I will be the first to admit that there are currently many and far superior exterior models out there, but I don't think anyone has tackled the interior with any gusto. (Correct me if I'm wrong).
Design:
-------------------------------------
I am not ashamed to admit that this effort is far far far superior to its' predecessor. I have embellished the ship with every conceivable detail, and poured through tons of reference material in order to conceive the closest possible representation of the ship you all know and love so well. This map is largely overscaled, around 20-25% to allow for a reasonable chance at role-play/game play.
Serenity, as mentioned by it's design team, is one of those few sci-fi space vessels that doesn't suffer from the Tardis effect. (Being much bigger inside, than out). All that said, I couldn't for the life of me fit all the interior into the outer shell, without warping one or the other. I decided very early on that I would have to split the map into too. Besides, with Quake III's modest capabilities, a joining of the two parts would *slay* the user's fps.
This, in turn, created a whole heap of problems which I have had to work around. Firstly I have taken liberties with some of the design. The hangar-shuttle connection in the film and tv-series is pitched at being set at the top, roof level of the hangar. Yet the blueprints rest both on the level of the kitchen. This led to a design compromise, where the shuttle access ports rest in two side areas, either side of the kitchen with a ladder down to the hangar.
I have also taken liberties with all the secret passageways and any design element in between the areas seen on the show. I have included a fuel-room, (a mighty powerful engine needs one I figured) a nav control room, a light control room, a kitchen stock room, and a spare 'crew quarters' room. These are all accessible via secrets and secret passage-ways. (Explained below).
Features:
-------------------------------------
- Every possible area of Serenity seen in both tv-series and the movie.
- Scripted tiered secret system. Allowing you to unlock:
- The Medbay
- The Explosives Room
- The Main Hangar Door and Side Airlock
- Both Shuttles
- Navigation Controls
- Toggle-able Engine Thrusters
- Asteroid Script
- Sound Clip Easter Eggs
- Cockpit & Kitchen Light Switches
- Master Room/Airlock Override Switch
Secret Area Unlock System:
-------------------------------------
There are 10 secret areas in the map, (and one somewhere on the exterior). Discovering 2 secret areas will unlock a sealed area of the map in the order layed out above. If your stuck, look for the shady corporate (and blue) symbol that lies close to every secret.
Oh and press your "use" key whenever you see a Tracey's mp3 Player!
Other Notes:
-------------------------------------
Please refer to the Readme.txt for Known Issues/Bugs, Notes on Modding and how to access the Role-Playing version of the map.
Acknowledgements:
-------------------------------------
- A big thankyou to Erwino and ReVa who have nudged me more than anyone to get this thing finished.
- The Whole of the {OJK} Clan, (particularly Marro & Predator) who have supported me throughout the project.
- Szico VII and Robophred for script inspiration and advice.
- ent for bug testing the open BETA vigourously.
- Lord Revian, Circa and the JKHub community for showing continued interest.
- AshuraDX for texture and shader help.
- General Jaxun for the "No Teleport" .pk3 Idea.
- Crazy Assassin for inspiring the Secret Area System.
- To the loyal followers of my Gamingforums thread: (Korro, Nozyspy, Zeig, S.T.A.L.K.E.R, Raz0r, NAB622, Botdra Lar'les and the rest, you know who you are!)
Thanks for your patience and hope you enjoy it,
Spineless
16/06/2014
2,703 downloads
- Botroute Support
- Roleplaying
- (and 4 more)
-
(x-sith)TEMPLE
This is a RPG/FFA map inspired by the korriban temple from KOTOR.
It contains the Sith lords'valley,a part of the old korriban academy,
a cave, a labyrinth, a new sith academy with classic features of a JK MP
map such as a hall,duel rooms, a council room, a bar.
4,145 downloads