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  1. Jedi's Home 3 Temple Edition DEMO

    File 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.

    769 downloads

       (24 reviews)

    10 comments

    Updated

  2. Faru

    This is loosely based on the academy version 3 by Virtue. Has dueling areas and some climbing areas. Updates are as follows.
    This map works for both jk3 and jk2. I'm releasing it for jk3, but if you put this version in jk2 it is 100% compatible. Hopefully jkhub can put under both games.
    Version 1.01 updates
    -added bar
    -tried to fix missing textures, misaligned textures, errors people found
    -added Yoda statue
    -partially updated academy room
    Version 1.02 updates
    -added extensive temple walls in large outdoors area
    -updated bar
    -made the academy temple scalable with Millennium falcon at top
    -added water and waterfalls with cave over the temple
    Version 1.03 updates
    -Added yavin ship hanger
    -tried to connect duel rooms area to rest of map
    -added elf base
    -updated bar some
    -tarp over falcon
    -added detail to some of the hallways
    Version 1.04 updates
    -added to elf base
    -added rooms to duel rooms
    -added Taspir dueling pad and mountains around it
    -expanded the stuff around the main temple
    -fixed Yoda statue and bugs
    Version 1.05 updates
    -expanded large outside area
    -fixed areas you can fall through base
    -added announcement board\updated elf base

    Version 1.06 updates
    -fixed (i think) the interference map was causing with some base textures
    -made the three mountains significantly higher
    -added library
    -added duel room
    -bug fixes
    -tried to add boat area although they aren't showing up unless one is in the void looking at them for some reason.
    Version 1.07 updates
    -worked on outside terrain
    -added beta thermal detonator room
    -mainly worked on redoing mountain climbs
    Version 1.08 updates
    -added more sewers 
    -got boats working
    -added new large outside area
    -updated upstairs duel room
    -fixed errors
    Version 1.09
    -worked on last versions large outdoor area
    -added another large outdoor area with a 4th mountain climb for the map
    Version 1.10
    -added H-mountain
    -added outdoor area
    -added new route to council room
    -expanded elf base some
    Version 1.11
    -added I-Mountain
    -added new associated outside area with massive temple
    Version 1.12
    -bug fixed
    -added new maze mountain part 2 area. unfortunately it is so massive that it's not actually done but I have a good start worth playing
    Version 1.13
    -finished maze mountain part 2, which was adding about 5000 more brushes
    -added 3rd elf base
    Version 1.14
    -modified maze mountain further
    -added strafe pads
    -added distance jump pads
    -added roll pads room
    -added giant jump room
    -starting to get ERROR 
    MAX_MAP_DRAW_SURFS (131072) exceeded
    so I had to merge some of my trisoups to get it to compile
    Version 1.15
    -added some random step to get out of areas 
    -finished the mountain finally
    -added new corridors to main room
    -replaced all the trigger_teleporters to get rid of cl_incline error when run it on jkmv (jk2)
    Version 1.16
    -Mostly bug fixes. Hopefully fixed the missing statue issue
    -added two new jump challenges asa well
    -hope this will be final version of the map.
    Version 1.17
    -mostly bug fixes people found
    -fixed maze mountain exploits people have found so far
    -added new jump room
    ----------------------------------------------------------------
    Credits:
    as above. Borrowed textures and grill from Reyor-Wan Semaj's DextersDiner 2003 map.
    This is a link to the 2003 readme from dextersdiner
    https://mrwonko.de/jk3files/Jedi Outcast/Maps/Free For All/15496/
    Used Szico's model reference guide
    https://jkhub.org/files/file/1578-map-models-image-reference-library-for-jk2jka/
    Borrowed texture of jedi's home flag
    Borrowed textures from ffa_tmbj
    Map Information:
    New Textures: yes
    New Music: yes
    New sounds: yes
    New Models: yes
    Game types are ffa, duel
    ----------------------------------------------------------------
    Compile Information
    basic compile
    ----------------------------------------------------------------
    Worldspawn Information
    _lightmapscale 5
    ambient 8
    _distancecull 16384
    _chopsize 0
    _blocksize 0
    ----------------------------------------------------------------
    Bugs:
    1) You may need to run com_hunkmegs 256 or 512 on this map as it's getting large.
    2) If you play the map in jk2 you may need the developer version of JKMV rather than the official release so that
    it does not hit max shaders issue and other max issues
    3) in main room you can see a corridor through skybox. Not sure how to fix this. You can also see the boats randomly through
    many skyboxes
    ----------------------------------------------------------------

    * How to install * 
    Just put the Faru.pk3 in your GameData\base game directory

    ------------------------------------------------------------------
    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.

    3,139 downloads

       (6 reviews)

    7 comments

    Updated

  3. Winter's Gift

    Winter's Gift
     
    Authors: *VaS*Buffy and Jenova*Rebirth*(*VaS*Jenova)
    Contacts: vasbuffy@gmail.com and jenova19848@hotmail.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
     
    Description:
     
    A special Christmas and New Year's map for the Winter season for you and your friends too enjoy.
     
    Features:
     
    - Village
    - Snowball Arena
    - Hockey Field
    - Ski Lifts
    - Tauntaun Stable
    - Market
    - Maze
    - Carnival
    - Mansion
    - Playground
    - 2 Songs to pick from
    - Caroler Stage
    - The North Pole
    - And much much more for you too explore...
     
    Tips:
     
    You can download a Snowball mod to turn your Thermals into Snowballs to make the Snowball fights more Realistic.
     
    Secrets:
     
    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.
     
    Good Luck!
     
    *************************************************
    Programs used:
     
    Adobe Photoshop, Winrar, Wordpad, Gtk Radiant, Easygen
     
    *************************************************
     
    * Copyright / Permissions *
     
    IMPORTANT!
     
    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.
     
    *************************************************
    INSTALLATION:
     
    Extract the wintersgift_bf_jr.zip in your star Wars Jedi Knight Jedi Academy/Gamedata/Base folder.
     
     
    Removal:
     
    - Remove wintersgift_bf_jr.pk3 from your base folder
     
    *************************************************
     
    Special Thanks:
     
    - Onobi Foondu
    - Grimreaper
    - Hapslash
    - Worsonn
    - Darth G
    - Szico VII
    - Lemog
    - All *VaS*Members and Friends
    - All who we forgot to mention
     
    Uploaded by @Circa

    924 downloads

       (6 reviews)

    5 comments

    Updated

  4. The Temple of Mechanism (beta)

    The 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!

    520 downloads

       (8 reviews)

    9 comments

    Updated

  5. TARDIS FFA - My Vision

    So finally... The TARDIS, my vision of the TARDIS, the one to be used in Doctor WHO WWU project by the final Doctor Who. I spent much time just preparing for making this map, developing design etc. This design is currently my best. It's partically based on Lee Sullivan artwork, partically on Matthew Savage concept. Most is made using converted to md3, 3ds max models. I also used some Star Trek Elite Force 2 textures and recently i added several things (brush and md3 models) from both jk2 and ja and from Szico modelpack. Overall, it's a medium size ffa/team map for maximum 16 players. I hope you like it.

    530 downloads

       (8 reviews)

    11 comments

    Updated

  6. Imperial Research Facility

    Here 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
    -Botroutes
    -Ambient noise and music
    -Custom textures
     
    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.

    973 downloads

       (14 reviews)

    11 comments

    Updated

  7. c-mountain

    This map works for both jk3 and jk2. This is another of my mountain maps. It is a sequel to A-mountain and B-Mountain. One of the problems I noticed while watching people race a-mountain is they were fighting over 2-3 seconds once they learned it. This mountain should be harder and longer and hopefully solve that problem should people choose to race it.
     
    My climbing mountains are loosely inspired by the work of Boris from quake defrag.

    1,124 downloads

       (8 reviews)

    5 comments

    Updated

  8. Naboo Streets

    A large naboo city scape with many buildings and a lockable jail for a good ol ffa.
     
    My Thoughts I really had to think hard about releasing this map at the moment, but I wanted to release as many of the maps I have been working on as i could for my christmas release (pressy to the community LOL).
     
    The fineshed version of this map I will cut it up into more of a street to street layout so that FPS will be much higher for those of you with lower spec pcs. I didnt have time do that as i wanted to include this in my xmas release. Espect to see this map in a different form (better larger but with a diferent layout) after xmas time. Think of this as a preview (teaser) for a more 'sorted' version to come.
     
    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.

    1,332 downloads

       (4 reviews)

    0 comments

    Submitted

  9. Council Building BB

    Council Building BB is inspired by the old famous Jedi Council GC (and later GCX) map, made by Griffenclaw.
     
    The map is based on an imaginary Jedi building or temple, including features such as training grounds, tournmanet areas, fighting areas, a council room, a bar, and much more.
     
    The map is not an attempt to build anything seen from the movies, and is based on pure imagination.
     
    The map is dedicated to the saber and duel only communities, and the map contains lots of duelling spots, both regularspots with plain surfaces, as well as rooms with obstacles.
     
    While you are alone on the map, you can always try the integrated obstacle course consisting of 3 levels with increasing difficulty. The obstacle course is based on movement, and will probably be able to give you a challenge. If I ever make a
    version two, this obstacle course will of course be expanded.
     
     
    The map should have good FPS and plenty of room for duels, matches or whatever.
     
    Secrets
    The map contains quite a bunch of secrets, and they shouldn't be too easy to find. The beta testers spend long time findingthem, and they still have one left to find. So the question is, can you find them all?
     
    I'm not going to reveal how many, as it may depend on how you count them. Some aren't really meant to be secrets, whileothers are supposed to be easily found - almost too obvious to be a secret.
     
    One of the obvious secrets teleports you to a completely different place (Bespin) where you at night time can do races ona simple, yet detailed track.

    1,195 downloads

       (5 reviews)

    1 comment

    Submitted

  10. Battlestar Aurelia

    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

       (1 review)

    7 comments

    Updated

  11. Bespin Towers

    This 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
     
    RAILBACK

    551 downloads

       (6 reviews)

    0 comments

    Updated

  12. Ancient Outpost

    You and your team have become trapped on a World once settled by the ancients.
    As with many ancient worlds there is a mix of new and old technology..
    But as your team scan the area you soon realise your not alone

    1,013 downloads

       (5 reviews)

    1 comment

    Submitted

  13. B-mountain

    This 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.

    1,139 downloads

       (8 reviews)

    3 comments

    Updated

  14. (MKBK) Yavin Prime

    (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

       (4 reviews)

    2 comments

    Updated

  15. Trade Federation Droid Control Ship

    Author
    CommanderKEEN
     
    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)

    1,010 downloads

       (4 reviews)

    0 comments

    Submitted

  16. Nar Shaddaa Landing Zone 17

    The 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.

    968 downloads

       (5 reviews)

    4 comments

    Updated

  17. FFA Nowhere

    Author: 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
     
    -WadeV1589-

    Good Halloween map.

    471 downloads

       (5 reviews)

    7 comments

    Updated

  18. 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

       (7 reviews)

    4 comments

    Submitted

  19. Mos Eisley Trap

    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
     
    NOTE
    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

    1,176 downloads

       (4 reviews)

    0 comments

    Updated

  20. Moonbase Labs

    Unfinished project - released as is for learning and development purposes
    Was going to optimise for rend2 but found most recent builds buggy and unworkable.
     
    /////////////////////////////////////////
     
    Moonbase Labs
    ====================
    by Szico VII
    24th Aug 2017
     
    /////////////////////////////////////////
     
    MAPPED BY Szico VII
    MSN: szicovii@gmail.com
    E-Mail: szicovii@gmail.com
    AIM: Szico VII
    http://www.jkhub.org
     
    Moonbase Labs - Beta (v0.6)
    =======================
    New Textures: Yes
    New Sounds: Yes
    New Models: Yes
    New Scripts: No
    Bot Routing: No
    Gametypes: FFA, TFFA
     
    Brush Count (inc. ASE models and patches): ---
    Entity Count: ---
    Active Build Time: 3 months
    Compile Time: 5mins
     
    ==============================================================================================
    Map Installation : Unzip the contents of the zip (Moonbase Labs v0.6.pk3)
    into your Jedi Academy/GameData/Base directory, and you're all set to go!
     
    (EDITORS ONLY:)
    Source Files: INCLUDED
    ==============================================================================================
     
    /////////////////
    // Features: //
    /////////////////
     
    ---
     
    -Credits-
     
    AshuraDX - Skybox, ASE Model Optimisations.
    mrwonko - Motion scripting for fx_runners.
    freesound.org - For various sound effects
    Patrick Haslow - Varied textures.
     
    Special Mentions:
    ================
    Ashura DX - Barrel models and NPC creation, effect file modifications, animations.
    ---
     
    (All efforts have been made to trace holders of original material, but if anyone has been omitted, I apologise.)
     
    BETA TESTERS:
    --------------
    Crimson Strife
    AshuraDX
    SecretApprentice
     
    Known Bugs:
    ============
    - Some movement issues with the trams
     
    ====================================
    Afterword:
    ====================================
     
    Unfinished project - released as is for learning and development purposes
    Was going to optimise for rend2 but found most recent builds buggy and unworkable
     
    ---------------------------------------------------------------------------------
    IMPORTANT!!!!
    ---------------------------------------------------------------------------------
    SOME ELEMENTS OF THIS MAP CANNOT BE USED/RIPPED!
    This includes:
    - Textures
    - Model textures/shaders
    - The Map itself
     
    (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.
     
    If you want to use any of these, ask me first!
     
    You can however, use freely, and without my permission:
    - Original models, but not the new skins/textures.
    - Shaders
    - Scripts
    ==================================================================================
    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~

    890 downloads

       (15 reviews)

    11 comments

    Updated

  21. Phantom Knights Training Academy

    A 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.

    836 downloads

       (7 reviews)

    4 comments

    Updated

  22. Sith-J-Cull's Falcon

    A 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.

    1,073 downloads

       (9 reviews)

    3 comments

    Submitted

  23. Onossia Jedi Academy

    That 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
    AUTHOR: SkippyMaster
    E-MAIL: oligellen@gmail.com
    WEBSITE:
     
    FILENAME: onossia_v1.pk3
    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
    tusken gang

    764 downloads

       (12 reviews)

    3 comments

    Updated

  24. Sanctuary

    Installation :
    - 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 : dbechtum@gmail.com
    Website :
     
    File Name : sanctuary_beta.pk3
    File Size : 63 MB before zipping
    Date Released : March 25, 2014
     
     
    Description :
     
    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.
     
    Installation :
    - Unzip the *.pk3 file into your GAMEDATA/BASE folder
    - Remove any older version of this map as files may conflict!

    718 downloads

       (5 reviews)

    4 comments

    Updated

  25. Kotor Dantoonie Enclave

    Author: SMoKE_89


    Date: 12-10-2007
    Version: v2
     
     
    Knights of the Old Republic Series:
    ===================================
    The KotOR Series is a series of maps in production by SMoKE Designs and Kessno Productions. They are all based off of certain
    locations in the games 'Star Wars Knights of the Old Republic', and 'Star Wars Knights of the Old Republic II: The Sith Lords'.
     
    Website: http://smokedesigns.thejefffiles.com/kotorseries
    Forum: http://www.thejawaclan.com/smokedesigns/viewforum.php?f=6
     
     
    Dantooine: Jedi Enclave:
    ========================
    This installment in the KotOR Series is called Dantooine: Jedi Enclave. The Jedi Enclave on Dantooine is a hidden refuge for
    the Jedi, where they can train new generations of Jedi, and be of help to the locals at the same time. The fleet of Darth Malak
    bombed the Enclave into a big pile of rocks in his search for the Jedi Bastila Shan.
     
    Website: http://smokedesigns.thejefffiles.com/kotorseries/dantooineEnclave
    Forum: http://www.thejawaclan.com/smokedesigns/viewtopic.php?t=12
     
     
    Installation/Uninstallation:
    ============================
    To install, you must extract the KotOR_Dantooine_Jedi_Enclave.pk3 file into the GameData\Base-folder where your
    Star Wars Jedi Knight: Jedi Academy-game is installed. The default path is:
    "C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\Base"
     
    To uninstall, you must remove the KotOR_Dantooine_Jedi_Enclave.pk3 file.
     
     
    Credits:
    ========
    - SMoKE
    - Kessno
    - DL
     
     
    Thanks to:
    ==========
    - Inyri Forge for her excellent computer console model, and for being a fellow KotOR lover
    - lassev for some helping out with ICARUS
    - Darth NormaN for reminding me of Brush Cleanup
    - lemog for his fantastic free online archive of seamless textures
    - Kessno for several reasons, like reminding me that the map was in progress
    - ObiWanKenody for making a teaser trailer of the previous version of this map
    - The blokes over at SMoKE Designs Official Forums for their great support through hard times
     
     
    Special thanks to:
    ==================
    - George Lucas
    - The people behind Star Wars Knights of the Old Republic
    - The people behind Star Wars Jedi Knight: Jedi Academy
     
     
    BETA testers:
    =============
    - SMoKE
    - ObiWanKenody
    - MaceCrusherMadunusus
    - (JAWA)LeaderLink
    - Inyri Forge
     
     
    Links:
    ======
    - SMoKE Designs www.smokedesigns.co.nr
    - Kessno Productions www.kessnoproductions.thejefffiles.com
    - Knights of the Old Republic Series www.smokedesigns.thejefffiles.com/kotorseries
    - Inyri Forge's KotOR Map Objects http://jediknight2.filefront.com/file/KotOR_Map_Objects;77747
    - Leveldesign by Darth NormaN www.darthnorman.de.vu
    - Lemog3d www.lemog.fr
    - Forge Productions http://inyri.atspace.com
    - JKA News www.jkanews.com
    - Mace's Mapping Center http://macesmapping.map-craft.com
     
     
    Author's note:
    ==============
    - I know alot of people will ask why I didn't make the Ebon Hawk interior, and the answer is simple, but somewhat hard to explain:
    When you are inside the Ebon Hawk in KotOR, it's MUCH bigger than it is when you're outside. And so, making those two pieces fit
    would be practically impossible. This be also the reason why I didn't make the loading ramp leading to the Hawk's interior, in
    case anyone wanted to know.
     
    - I also know alot of people will ask why I didn't make the Dantooine plains while I was at it, and there are several reasons:
    It would be extremely hard to make it look alright, considering the shape of the "hills" that are out there. If I for some
    reason should be able to make it, the map would be too big, or, I would have to place "invisible walls" everywhere, to limit the
    area. And if there are things I really hate in a map, it's "invisible walls".
     
    - Additionally, if anyone's going to ask why the skybox is so easy to hit, that would be because the structure of the original map
    itself did not open up for alot of bunny-jumping. It would just mess up alot, and sometimes allowing the jumping player to see
    over the walls and into the rooms beyond it, which I do not want to happen - but it is regretable anyway.
     
    And so, as those three questions above has been answered here in the read-me, I will not be answering them later on, so don't ask.

    988 downloads

       (5 reviews)

    0 comments

    Updated


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