By WizardMKBK(MKBK)Yavin Prime
[ http://starwars.wikia.com/wiki/Yavin_Prime ]
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.
By RAILBACKThis is an old bespin level. Its full of bugs. I have included all mod files for this level and the endor level.
Source files included
By lil_bingerThe Temple of Mechanism beta, Hopefully in time for May the 4th! I've got lots to do still but the map is on the road to a final release I hope soon. Many places need lighting or finished, mostly some details need to be made for the interiors, lighting work and so forth. The original outhouse map I made years ago had a mini put putt course for thermal grenades, and the Temple of Mechanism features a full 18 hole adventure golf course (it's a beta, the last few holes are in a bit of disarray.) I have tested the map both in JO and ja, some changes made for JA to work right but I did notice I missed a thing or 2.
New stuff? Check
Player made models by
Szico - 2 trees
Boothand - Torch
Texture and sfx credits all supplied in the readme.
Golf works great in both versions. FPS iz good. I've tested the map with 24 different bots in there with me and fps does drop a little bit then but it was still playable I've enjoyed working on this map. It's been pretty neat to see it transform over time and the WIP section has seen a few updates.
If you guys like it please leave feedback on JKHub.org forums in the WIP section for the Temple of Mechanism. I like how the golf turned out. I really didn't plan on making the golf course like I did when I started lol. If you guys really like the golf course and want another one give me a holler. If a bunch of you guys like it I may make another golf course just for fun
Anyway enjoy! And May the 4th be with you!
By JKHubWinter's Gift
Authors: *VaS*Buffy and Jenova*Rebirth*(*VaS*Jenova)
Contacts: firstname.lastname@example.org and email@example.com
Release Date: 12-19-2005
Custom Textures : Yes
Custom Models : Yes
New music : Yes
Bot Support : Yes
Build Time : About 2 months on and off
A special Christmas and New Year's map for the Winter season for you and your friends too enjoy.
- Snowball Arena
- Hockey Field
- Ski Lifts
- Tauntaun Stable
- 2 Songs to pick from
- Caroler Stage
- The North Pole
- And much much more for you too explore...
You can download a Snowball mod to turn your Thermals into Snowballs to make the Snowball fights more Realistic.
Well Secrets wouldn't be secrets if we would tell you where they are now would they? However there is one secret we can help you on your way with
as there are secret presents hidden all around the map in the colours: Red, Green, Yellow and Orange.
We have added a special Check list to the Zip file to help you find them, Please read it as there is some helpful information in there.
Adobe Photoshop, Winrar, Wordpad, Gtk Radiant, Easygen
* Copyright / Permissions *
This map and it's contents may not be modified without *VaS*Buffy or Jenova*Rebirth*'s written agreement.
This map and it's contents may not be used for porn or nudity purposes.
If this mod is used in any file like maps,movies,skins or others mods, Please inform *VaS*Buffy or Jenova*Rebirth*.
If this mod is used We wish too receive credit for our hard work.
Extract the wintersgift_bf_jr.zip in your star Wars Jedi Knight Jedi Academy/Gamedata/Base folder.
- Remove wintersgift_bf_jr.pk3 from your base folder
- Onobi Foondu
- Darth G
- Szico VII
- All *VaS*Members and Friends
- All who we forgot to mention
Uploaded by @Circa
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 PK_AzlonA complete redesign of my Phantom Knights HQ v2 map for Jedi Outcast released on JK3files.com. It is still not a typical “clan map” although I did include the logo this time. I changed the name to suit the logic of the map’s design as a training facility. All the old favorites are there but redesigned: The generator room is a lot bigger and better, the cantina and it’s hilarious tube of death trap are back and better than ever. The research & development room is back and is more elaborate, the armory is back and of course the dueling arena and office are also back and vastly improved. No need for an alarm this time though as the office overlooks the arena. (The arena and office were heavily inspired by Reelo’s arena and office from Jedi Outcast.) The Ranged Combat room is back and has been expanded. Of course the flame trap is still there. Remember, speed and brains get the big gun folks!
New additions include a ship hangar, main lobby, medical center with “working” bacta tanks. I wanted to have them actually immerse you in liquid but after weeks of experimenting, I couldn’t get it to work right consistently. To use one just stand on the platform and hit the button to lower yourself in and get up to 100 health or you can have one of your friends lower you and 3 of your friends in via the console!
The generator room (Technically its a plasma refinery) has been expanded to include a reactor core shaft similar to the one on Naboo complete with energy gates designed to hold back dangerous power surges. Of course they have been improved over the ones on Naboo to detect people and allow them through. There are dorm rooms with item pickups, theres a swimming pool and even a shooting range! I actually found the shooting range a little addictive - once the targets start popping back up, it becomes a game of blaster whack-a-mole. The R&D room has a little demo of the cantina trap where you can kill a Jawa for your entertainment. There are also a handful of other NPCs around the map to give it some life. They won’t bother you and shouldn’t get in the way, but if they do, you can kill them.
This is Trade Federation Droid Control Ship from Episode I. From the things that are seen in the movie, there are Conference Room, Bridge and Docking Bay, including Republic Cruiser docked (unfortunatly, still with no interior, but i hope to make it for the next version), all conected with corridors, and something of my own imagination - a dock control station.
Due to the winkness of my PC, i was unable to make this map larger and more complex. My PC was having troubles to handle even this sized map. I was forced to make the map in several different parts, that are later merged in the final map (and that is so boring). And, what is more important, I was unable to do the full Light process, and because of that, the map does't look like as it should and some lights and shadows looks pretty ugly. So, don't expect next versions of the map, untill I upgrade my PC (do not expect it for a long time lol)
By ApprenticeBattlestar Aurelia - Readme
Outline ONE - 30-11-2012
"You watch me. I'll have my own Battlestar one day"
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: Jedi Academy
Gametype: Free for all (Other modes may work but are not supported)
Number of Players: 14
Bot Support: No
Additional models: Apprentice
Additional textures: Apprentice
The Master plan:
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 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.
By exonimusThe Pass-Me-Around was the idea of Pande and the dedication of the participants on Map-Craft.com forums. Starting with a single, untextured room with a rough design and no obvious draws to any particular style of planet in the SW universe, the first 'receiver' was asked to expand the room, add to it, and texture it. Start a style, in other words. But, they only had a week, which meant they could not go too far and leave too much of a mark. The map was then passed on to a second participant who then expanded with their own imagination on top of the work of the first. And so, through 8 participants, a map was born.
This map features:
- Random room in duel mode. In FFA, the map is open and all doors function, but in Duel mode the map is split up into 5 different sections, each cut off from each other using locked doors, and all is chosen randomly at the begining of every round. There are 5 areas that NAB622's script chooses from, so your duel will probably be different from that of the previous duelists! It's like having 5 maps at once! Fully bug tested, and spectators will be teleported to the correct rooms also.
- Lots of blowy-upy things!
- A secret area !
- Fully functional fallable grate walkway.
By AngelModderYou all know the story of the TItanic, well here it is for Q3-JKA. This is not built to be morbid or do exploit, I had family on her so this is actually quiet personal for me. I would like to note two things right off the bat!
1 - File Size : Its huge, its the flipping titanic, and in the final cut there will be be 8 versions. All textures are custom/wip and theirs a few in this old pk3 that were not used in it YET, as they are for the coming interior that you will see in April.
This map is highly detailed, and its really big... So if you lagg I am sorry.
2 - LAGG : This will be fixed in the final cut, I am going to try and reach out and see if some one more wise then me can help me get this to not only DO a vis compile but do it right. As of now it's a mid to low fps map depending on your machine, I apologize, but then again I've never seen this in ANY game where it didn't lagg, the ship has allot of details.
A few people had problems with the water animation showing up black, please do not spam the comment box, simply pm with your system info and let me know of any issues you find/have. I encourage you to do this, please, this will help me, help you, and help the project.
To be honest I almost didn't want to even release this for quiet some time, with Titanic Honor and Glory in development I felt in many ways it stole this projects thunder. As of now the entire SP story is scrapped. So I am sorry, but I will not be taking this any further then MP.
A small thing Id like to add is that I have already swapped out this old water shader in the new cut, so no need for messages about that. Ive also since slowed down the smoke, as I had her apearing to move FAR to fast in this BETA.
This map has taken MANY year's to build and even accomplish in this engine, she is built according to the orignal ships floor planes and her line planes and scaled as such was a good guesstimate to feet for this engine. We did our best to develop a measurement system back in the day, and I've applied that here as best I can. The entire ship as I said follows her line plans, so she curves from bow to stern, shes not straight, another small added detail.
Big note : Do NOT touch any thing in this pk3, everything I borrowed from huddizle was done so with permission, please speak with him and I before using our work! DO NOT port this to another game! I will move it eventually and keep adding on as I take it to the next engines Q4/D3 source2 etc. Sorry but I'm not gonna end up with another Cordone situation.
If you would like to learn more or ask/tell me some thing o do with this please PM or skype/email me at NicholasDuncan2010@hotmail.com
Any ways I hope you all enjoy this beta, I need all the info and help I can so please DO NOT BE SHY! I want to finish this finally after 9 years! Thank you ALL for your time and patience and may I finally say.... "WELCOME TO TITANIC!"
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 JKHubAuthor: Cye
Submitted by Helena Revan
One of the scariest maps ever released, FFA Nowhere is an abandoned asylum! And not a nice sort of asylum, either. One with rows of cells and locked iron doors, padded cells and operating theatres, and security bars everywhere! People have died here. There's even a graveyard full of them. But are all those who died here in the graveyard? I'm not so sure of that! You visit on a rainy, misty night, and there's just enough power to work the lights in some sections. Wind rushes through the corridors... was that someone moaning? Why are there chains hanging from the ceiling? Is someone there...? Help! You'll be glad you took your lightsaber with you as you explore this creepy place. Better hope you don't dream about it!
Here's what Cye had to say about his map when he released it on JK3Files back in 2004:
Build time : 2 or so weeks
Custom Textures : sortof
New Music : Yes
Bot Support : This is my first map cut me some slack punk
Installation : Simply extract the ffa_nowhere.pk3 file into your JA/GAMEDATA/BASE folder or click and drag it to the folder specified.
Map info : As said above this is my first map ever, I came up with the idea during playing a game of Jedi Outcast with a few people online and felt that most of the custom maps for the game were all going by the same types of themes so I decided to create something a little new. I created the idea of a creepy or Silent Hill themed map so to speak that night and made the blueprints the next day. But since being my lazy self I never actually made it until JA came out so the idea aswell as the blueprints stuck in my mind for a year or so. It took me less than a week to read up on some great Radiant tutorials and in the same week I started up on FFA_nowhere, so this map was also my tool to learning how to do this and that. And although this map is not perfect considering I had limited resources "texture wise" and other things, it has become bigger and better than my original idea for the map.
SPECIAL THANKS GOES TO THE FOLLOWING:
Rich Diesals mapping university, the only place I got my mapping tutorials. http://richdiesal.jedioutcastmaps.com/tutorials/ explained a hellofa lot to me and I cant thank the dude enough.
Also special thanks goes out to Raven for the great game that is JA and JediOutcast, and also Id and EA games for their great textures.
Textures by RAVEN: Jedi Academy,
Id software: Return to castle Wolfenstein, and EA Games: Medal of Honor AA.
It was reviewed by the JK3Files staff, too:
What a 'nice' idea for a map and with the sound effects too, nicely done!
When I first got in the haunting noises were superb, the room was plain but the fact it sounded like a true horror game seriously added to the atmosphere; thank god I have control of my bladder! The next room I went to was an outdoor area, a half destroyed room where it was raining and it felt good; by that I mean it felt like it should, run down house broke apart by age and weather.
The main bulk of the house is corridors (those are quite large corridors btw) which are very dark and damp with the occasional flickering light (nice touch). The bordered up windows and doors along with the various broken object and sharp corners really do give it that horror feel which helps you forget about the fact that in decor this house is somewhat lacking.
There was one place that really was cool, I won't go into it fully but put it this way...just because it seems like it's a corridor that you can walk down does not mean you can walk down it....falling however is a much faster method. Oh and if you're scared of small spaces avoid this place! Solidary confinement is not a nice place.
I suppose I should now point out it is infact more of an asylum and if walking past those torn down doors on cells don't freak you out...you're on a par with George Bush for reaction and intelligence!
One think that puts me off this map is the fact teleporters move you from place to place through doorways which I don't think there was need for.
New Sounds: Yes (+Music)
New Textures: Yes
Bot Support: No
Good Halloween map.
By PaukenInstallation :
- Unzip the *.pk3 file into your GAMEDATA/BASE folder
- Remove any older version of this map as files may conflict!
*JEDI KNIGHT III : JEDI ACADEMY MODIFICATION*
Title : Sanctuary
Version : 0.2 (Beta)
Author : Pauken
E-Mail : firstname.lastname@example.org
File Name : sanctuary_beta.pk3
File Size : 63 MB before zipping
Date Released : March 25, 2014
My first public release of all my clan maps.
Everything is to my own imagination, with inspiration from yavin temple as seen in Episode 4 and the 'Jedi Knight III : Jedi Academy' campaign
I would like to thank the whole JK3 community for their patience and support througout this project. I wanted this to be my final grand work, so sorry for the long wait!
The map is built to cater specifically Order of Fairness, but feel free to use this for your own clan, as long as I am mentioned in credits as lead author of the map.
You are allowed to edit the map to your liking, as long as you take credit for Modding and myself for Mapping.
Thank you all for your patience and enthusiam! I couldn't have done it without you! <3
Removed clan tags, due to a request from clan leader.
- Unzip the *.pk3 file into your GAMEDATA/BASE folder
- Remove any older version of this map as files may conflict!
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
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.
- 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
- 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.
Brush Count : 4375
Entity Count : 519
Base info : original map
Software used : Radiant 1.4, Adobe Photoshop, Bryce 4, Goldwave
Known Bugs : none
A Free-for-All in a backwater garrison on Tatooine, just before sunset.
This map is best played with 6-10 players. There are many booby traps placed around the map, they are useful for surprising your opponents- some if you have chosen to use force push.
Also, many useful power-ups are initially located in hidden locations.
Find them all!
By AngelModderFile Name - Jedi's Home 3 Temple Edition
Creator - AngelModder Aka Nicholas David Duncan
Contact Information - NicholasDuncanNL@Outlook.com / AngelModder profile on JkHub
Welcome to the Jedi's Home 3 Temple Edition Demo version 1.00! I'm VERY pleased to finally let you all in to see a small part of whats taken me 3 long years of work.
I ofcourse can't take all the credit. I've had a lot of input from different members of the Jk community over the years. While progress on the rest of the map continues, you should know even what's in this demo is not a fully finished product. In other words, nothing is final!
Any ways I wont bore you with more of my nonsense. Download, sit back, & enjoy Jedi's Home 3 Temple Edition Demo!
Installation just drop the "Jedi's_Home_III_Temple_Edition-DEMO.pk3" in your GameData/base directoy.
If you wish to enable to reflective floors be sure to move the "Z_Jedi's_Home_III-Temple_Edition_Reflective_Plugin.pk3" into your GameData/Base directory as well.
Credits - Rooxon for the statue models and model conversion's, AshuraDx for shader and final touch up input Robert for theory.
Bugs - None that I'm aware of! However if any are found please contact me here on Jkhub with a description and if possible a picture of the said issue...
Notes - The reflective floors do not work on all video cards and even when enabled can hit FPS. If you have a weak system I wouldn't recommend using them.
By KrattleBrushes: 3301
Bot Support: No
New Textures: Yes
New Models: No
New Sounds: No
Representation of part of a spaceport on Alzoc III with two landing bays, a bar, and a small piece of the exterior.
The only major change since v1 is the different skybox. Instead of the base JA skybox, I used the same snowy mountainscape from my Alzoc 3 Capital map. The outdoor lighting is now closer to dusk than daytime, which frankly is more atmospheric than what I had done before. I also removed the useless Swoop bike.
By AcrobatThis is a Yavin style climbing mountain and sequel to A-mountain. It's slightly taller than A-mountain now. There is trigger at start and finish for timers that modders may use for racing if they like.
Game: Jedi Knight 3: Jedi Academy | MAP MP
Title: RK Home (Day and Night Versions)
Beta Testers: Pegasus and James
File Name : rk_home.pk3 and rk_home_night
Map names: rk_home.pk3 and rk_home_night
File Size : 38 MB aprox
Date Released : 22.2.2015 - Created around Late 2012
Game Type : FFA
New Textures : Yes
New Models : No
Music : Yes
Bot Route : No (Maybe in a update release)
Making Time: About 6 months
Installation : Put the pk3 file in the folder ---> gamedata/base/
Uninstall: Just remove it from the same directory.
Description/File Info :
RK Home map is the ultimate map for RK Clan.
Its a huge map with a lot to see, lot of details, and lot of work.
It was made on late 2012, but only could fit some time to end it to a final version, with levelshots etc.
Includes the following areas:
- Main Area: Hangar, Arena with transparent Glass, elevators for going to a bridge to the bottom part for some dueling and also on the other side Merc Area with a sanctuary personalized building, a house with guns and health, turrents above, and some stone boxes with hidden doors. Also at ground level you can find a door that leads to RK Trial Area.
- Going to the other areas (by the door glass arena) you can check some corridors, a welcoming one with r2d2 and protocol, and on the other front side you got Council Area (a really proud for myself). Entering the building you got the SW movie posters and a waiting area for members who will attend some meeting or want to speak to some of the council. 1st Level Council Offices, 2nd Level - Leader Offices with some hidden buttons.
- At the bottom level of the building you can find a door that leads to RK Council Room.
- The Other Area leads to a huge bar, with some cantina song, and other area with pool table, pool clubs (check the details on this one) and some sofas, this area can also be locked, for example if we have some clan member who we need to speak too in an informal way.
- From the windows you can see the sea view with houses (Jedi, Sith, Mandalorian and some members from 2011-2012, on the other 'street' you can find C and L houses) and some benches. At the end of this part huge arena, bar and beach.
It was made for all the purpose possible, having some huge huge area to fit all the clan purposes and essentially have some good areas to play on, saber, ff or guns, and also roleplaying (clan managing, etc)
NO MODIFICATION ALLOWED. YOU CAN USE IT AS IT IS. FOR OTHER INFO CONTACT: RENEGKNIGHTS@GMAIL.COM
By EchoHere is my first map, a somewhat generic Imperial building. I tried to imitate Raven's JKII building style when designing this map.
What could have happened in this place? It looks like whoever was here before left in a hurry.
There are two secret areas in this map, with prizes for whoever finds them!
I've also included the map file. If you want to use any part of my map or file, please just provide credit! Thanks.
In this map:
-elevators and setpieces, with mover scripts
-Ambient noise and music
Bugs to squish:
-Some models will not light correctly, and other light-related issues.
-The botroutes are kind of broken in some areas, particularly at the top of the elevator and around some corners.
If I can get these fixed, I will release a v.1.1 for it.
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
By SkippyMasterThat was my first published map from 2008! I found it on the internet and now i download up here for the JKHub community. I hope you will enjoy, new maps from me comming in 2016!
The original readme file:
Jedi Knight: Jedi Academy
TITLE: Onossia Jedi Academy
FILESIZE: 22,4 mb
DATE RELEASED: 17 December 2008
INSTALLATION INSTRUCTIONS: Only put the pk3 file to:
jedi academy/game data/base folder.
DESCRIPTION: This is the onossia map's final version,
with many good solution, and with some secret.
BUGS: It hasnt got any bugs
COMMENTS: Special thanks for the JoP clan and the
By JKHubAuthor: ZaP
This modification adds botroutes to the Star Destroyer II map.
Note: The Star Destroyer II map is required in order to use this file.
By JamyzGeniusOriginal Author: JamyzGenius
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 :
- Various Halls
- Control Room of palpatine
- The zone of the fight
- 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 !!!.
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 !!!.
By KrattleDusk on Corellia in a trio of skyscrapers piercing the clouds. There are flying vehicles, rotating neon signs, sewers, and high-rise apartments.