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  1. Y4_Temple1

    ***********************************
    Jedi Knight: Jedi Academy
    ***********************************
    TITLE: Yavin 4 temple
    AUTHOR: Thrust
    E-MAIL: thrust@o2.pl
     
    FILENAME: y4_temple1.pk3
    FILESIZE: 57.927 kb
    DATE RELEASED: 9 April 2011
     
    GAMETYPE: FFA
    BOT SUPPORT: No.
     
    CREDITS: LucasArts & Raven Software, Thrust, and Inyri Forge (for "KotOR Map Objects")
     
    INSTALLATION INSTRUCTIONS: Put the .pk3 file in your base directory (default - c:\program files\lucasarts\star wars jedi knight jedi academy\gamedata\base).
     
    DESCRIPTION: Temple on Yavin 4, it look's like Jedi Praxeum on Yavin 4, but more like it was shown in movies or book's. The inside layout is my project.
     
    COMMENTS: Big thanks to my friends from yavin4.pl for beta testing. Thank you for downloading this file.
     
    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.

    1,531 downloads

       (13 reviews)

    23 comments

    Updated

  2. Shola Sith Temple

    A clan map for the
    Dark Empire of the Sith featuring areas for dueling, tournaments, jump courses, water courses, and vehicle combat.

    It is in beta phase, so it still has a few sections, including details of the outside of the temple, that haven't been completed. There also is no lighting yet.
     
     
    Special thanks to Darth Martyr for teaching me how to map and help me with the obstacles I
    came across in the making of this map. Without him I would never have started mapping.
     
    Special Thanks to Loda for helping me with advanced mapping info.
     
    Special thanks to Circa and Radiuks for creating and helping me with some textures.
     
    ----
     
    Map started on February 16th, 2015.
     
    and thanks to all -[DE]- for testing my map as I was working with it and giving good recommendations!

    575 downloads

       (16 reviews)

    11 comments

    Updated

  3. Jump_Green_Pro

    This is a small vertical climbing/strafing map inspired by Acrobat's various mountains. It does have defrag triggers so you can time your runs in jaPro. Although it is definitely meant for JKA/JKO movement, you can probably run it in some other types if you get creative.
     
    Bugs and other things:
    -The start trigger placement is not ideal and can be abused... whoops.
    -There's no anti-fall damage shader so if you have fall dmg enabled on your server, you'll (probably) die.
    -There are a few places where slants meet the walls. If you land in these places after particularly bad jumps, you will get stuck.
    -I've also included the .map file. I'll not have you people decompiling and destroying the texture alignment. >
     
    Special thanks to everyone who broke the map so I could fix it. <3

    461 downloads

       (8 reviews)

    11 comments

    Updated

  4. Kamino

    Hey everyone, now I know you have been waiting for this in a long time, dont forget its a version 1 so it has some bugs here is a list of them
     
    1 FPS is a little low in the clone room (I cant really do a lot about that but I will try).
     
    2 parts of the map show through the sky box whilst standing on Jango's landing pad.
     
    3 Layout - I will alter the layout of Kamino for version 2 so that things are closer together.
     
    4 The locked doors in this version will lead to other areas in version 2
     
    So If you guys can put those little things aside for a while and enjoy this version until I get version 2 out that would be great!!
     
    Anyway, now for the details; I used terragen to make the sky box images I tried to make them as kamino as possible but I think I may tweak them for version 2 (I hope to have a moving sea too). I would say that 85% of the textures in kamino are custom and I made them using photoshop 7.0 and made use of several of the pluggins there for effects, such as making the black non solid (gothixc I am sure you will be pleased LOL).
     
    I have used two custom models in this map; the excelent Jedi Starfighter and the wicked slave1 both of which I got permission to use and I have included the readmes that came with them in this pk3. One thing I must say though is that as the slave1 modle was textured as bobba's version I retextured it to silver and blue, its not such a great texture job but never mind.
     
    There are a few doors in this map that must be opened using the force, if you remember in Episode II Jango cuts the line and Obiwan falls down and manages to grapple that ledge/walkway, well I included this area so when you are on Jangos landing pad be sure to re-enact this scene!! the door on that walkway is made so that you have to use the force to open, once opened it takes you to a lift that will rise back up to the top of the pad
     
    Anyways I hope you guys enjoy it - I enjoyed making it I hope its what you were expecting, after all its just a map!
     
    Version 2 coming soon!! (version two will mainly be for AOTCTC)

    3,950 downloads

       (6 reviews)

    4 comments

    Updated

  5. Jakku - Tuanal Village

    Description
     
    The village of Tuanal on Jakku that the First Order attack in the opening of Episode VII: The Force Awakens.
     
    Installation
     
    Extract ffa_jakku.pk3 into your base folder usually located at:
     
    C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base
     
    Credits
     
    MaceMadunusus - Fire effects
    Hazel Whorley - Nightsky Skybox
     
    Copyright
     
    DO NOT EDIT ANYTHING IN THIS PACK WITHOUT THE AUTHOR'S PERMISSION.

    1,421 downloads

       (21 reviews)

    9 comments

    Updated

  6. Peninsula District Prison

    For those of you who have played the original Neverwinter Nights campaign, you may recognize the basic layout of this map. It is loosely based on the Peninsula District Prison in the city of Neverwinter, as seen in the excellent game Neverwinter Nights. It's by no means exact, but it's similar enough that I felt secure in naming it after the facility. It features two levels -- the top level contains six cells plus a main area, and the lower level contains many cells and one central room. The lower level has a very low ceiling, but the main room of the upper level has a pretty high ceiling. Just watch out for the many torches -- they hurt!

    260 downloads

       (2 reviews)

    1 comment

    Updated

  7. Coruscant Part I - Padme's Home

    I thought I would release this at xmas as a present to you guys for all the support you have given me over the last year. Padme Home - is only section one of a larger Coruscant map I will be continuing to make early 2005.
     
    My Thoughts Padme apartment is a recreation of the apartment seen in Episode II. I spent a long time researching the insides of the room and getting the textures just right. I added buildings, landing pads, moving pods, traffic all in an attempt
    to recreate that 'living' city we all know so well now.
     
    The FPS again may be a little low for some with lower spec pc's so I am sorry to those peeps that have problems.
     
    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.

    1,262 downloads

       (5 reviews)

    1 comment

    Submitted

  8. 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.

    813 downloads

       (8 reviews)

    3 comments

    Updated

  9. 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.

    823 downloads

       (14 reviews)

    11 comments

    Updated

  10. Yavin Arena Map

    Creator:
    First I would like to say thank you for downloading my first released map.
    I am only able to share with you the beta version of the map. With that being said please understand there are many
    glitches and other things, such as, missing textures and open empty areas.
     
    Map:
    Small arena map, Yavin planet.
     
    -------Installation-------------
     
    In order to install the map into your game you must:
    1)Extract the folder
    2)Put the yavinarena.pk3 file in your programfiles\lucasarts\jediknightjediacademy\base folder
    3)Run Jedi Knight: Jedi Academy (MP)
    4)Enjoy

    148 downloads

       (6 reviews)

    4 comments

    Updated

  11. RMS Titanic BETA

    You 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!"
     
    ~AngelModdder~

    651 downloads

       (10 reviews)

    12 comments

    Updated

  12. The Valley of the Jedi

    Author : Zachry D'Kana
    E-Mail : zachrydkana@gmail.com
    Website : http://valleyofthejedi.boards.net/
    Files Included : the_valley_of_the_jedi.pk3 ; votj_pack.pk3
    File Size : ~100 MB together
    Date Released : August 28th, 2016
     
    Description :
     
    This is the official map of The Valley of the Jedi JA community. We are a group of people who play to have fun
    and train together, and so the map caters to the needs of a training facility.
     
    The design was heavily inspired by Raven's yavin style from JO and JA;
    in some cases I used the original brushes as basis to make people remember the atmosphere
    of jk2 (for example the hangar or the duel room from yavin_temple).
     
    Included areas are:
     
    * A centred Spawn Area for easy and quick access to the rest of the map.
    * A Dueling Area, with 2 rooms for 1on1 training and a third one for the usual sparring. Also a combo pad
    from the_academy_v3 map by Virtue.
    * A Bottomless Pit (inspired by the academy maps by Virtue) with the soon-to-be-famous Jaina Launching Pad
    * A Hall of Fame, including members that have been with VJ for a long time
    * A Hangar (from jk2 yavin_temple)
    * A Class Room (inspired by the jk2 yavin_temple class room)
    * A Drone Room (for aerial training, connecting to the Class Room)
    * A Duel Theory Room with scripted NPCs for training
    * An NPC room containing the members' NPCs. NOTE: It is possible to pit NPCs against each other by using
    the green/red switch to change between spawning player friendly and enemy NPCs.
    * A huge area outside the temple with a dueling mat. (May experience fps issues.)
    * A Ceremony Hall (Inspired by jk3 academy6)
    NOTE: There is a huge window with an areaportal that was placed in to improve framerate yet still keep it
    possible to experience the outside view from the hall. Keep in mind that although the window can be toggled on
    and off, the areaportal will be removed the first time the window opens, causing a drop in FPS. Therefore,
    the window should only be opened for celebrations or other events when low FPS is not an issue.
    It's not an elegant solution, BUT duels in the ceremony hall are now possible at least.
    * A bar, (inspired by the bar from y4_temple1 by Thrust) containing many posters and inside jokes from VJ as well
    as a Corny Corner with corny joke terminals. Be warned: the jokes are horribad
    The area also has a dance floor, and some private booths (from ffa3).
    * A Balcony (from mp/ffa3)
    * A Medbay
    * A little shrine before the main elevator (The Force blesses those brave enough to step in front of it!)
    * An Armory (next to the Class Room)
    * An Admin room with switches to lock down certain areas, change the map music and a restart button
    Entrance possible through teleport (coordinates: -2440 159 6232 0) or... well, that's a secret!
    * A D'Kana shrine
    To say thanks to my Master and my Padawans for being so awesome. (Yes Prot, your dream has come true )
    I must also mention that the shrine was built In Memory of Those who died on account of SWITCHES.
    * Secret areas and some intentional map bugs (because who doesn't like map bugs?? =] )
     
    Extras:
     
    * The map music contains some of our recordings/compositions. (See Music for more info)
    * Some of my artworks can be found throughout the level, most notably the bar and the D'Kana shrine.
     
    After 9 months of hard work, the results are finally here! Have fun everyone! :]
     
     
    Installation:
     
    Unzip the *.pk3 files into your GAMEDATA/BASE folder. Note that there are 2 files but
    only the_valley_of_the_jedi.pk3 is needed to play the map. The other file is optional, it
    contains extra models and skins that were made for the community. Although not necessary,
    it is recommended that you install them for the full experience of the map. It will modify
    some of the basic character textures, so if after the install you notice any changes you
    would like to revert, just remove the votj_pack.pk3 from your base folder.
    votj_pack.pk3 also includes a fix for Vladarion's memorial on the_academy_v3 map.
     
     
    ***************
    *Final notes*
    ***************
     
    The map has been a great challenge as it was my third official map and the first map I made for a community.
    As such, it required a lot of learning on my part for which I'm very grateful. Basically, the VJ map wasn't only
    about mapping in radiant, but it operated with a wide range of skills: architecture, image editing, skinning,
    modeling, scripting, learning in-depth about the q3map2 compiler, lighting, shaders, hinting, texture-blending,
    EasyGen, composing music and a couple of other things.
     
    Sooo.. I'd like to thank everyone who contributed to the project, especially the tons of tutorials made by various
    people on many different topics that ultimately made it possible for me to learn new things and go forward.
     
     
    **********************
    *Additional Credits*
    **********************
     
    Dash Starlight, for taking the initiative with the whole VJ project as well as providing continous support and
    insights.
     
    Jaina D'Kana, for her ideas and support. (Like the mountains around the temple that made me redesign the map from
    scratch ) Credit also goes to her for the 'not wanted' poster and the idea to build intentional bugs in the map.
     
    Iceblade for making the Jedi Haircuts poster and the Starlight's Cantina sign, and providing technical support.
     
    Pala D'Kana for recording his trumpet play for the map music in the Across the Stars theme.
    Also thanks to him for doing some polishing on the holo plaques. (The old ones are still good for one thing though:
    if you can read them, you don't need to wear glasses.)
     
    Reborn for his eagle eyes to spot unintended bugs in the map.
     
    Proteus D'Kana for the shrine idea, even tho it started out as a joke. Well, I guess the punchline is that I
    actually built it.
     
    Keldaron for his 'easter egg' ideas.
     
    Beta testers: Dash Starlight, Pala D'Kana, Reborn, Jaina D'Kana, Iceblade, Zhan D'Kana, Proteus D'Kana
     
    You are all awesome! *hugs*
     
     
    *********
    *Music*
    *********
     
    Map music:
     
    00:00-01:08 The Force Theme (flute variation by Zachry D'Kana)
    01:09-01:54 Ahsoka leaving the Jedi Order (Star Wars Clone Wars)
    01:55-04:03 The Jedi Steps (Episode VII)
    04:04-05:28 Ahsoka leaving the Jedi Order (Star Wars Clone Wars)
    05:29-07:33 Across the Stars (Episode II cover by Pala D'Kana and Zachry D'Kana)
    07:34-12:14 Yavin Explore (Jedi Outcast)
     
    Cantina music:
     
    Iziz Cantina from Star Wars: Knights Of The Old Republic II
     
    Ceremony music:
     
    The Throne Room from Star wars Episode IV

    1,481 downloads

       (22 reviews)

    11 comments

    Updated

  13. DEX's Club

    Dexter's Diner. This is one of the first maps that I have created that I feel is worth posting on the net, It didnt take a great amount of time maybe a week on and off and have not really thought too much about weapon placement, The sky box is one I made for another map, which is based on padme's coruscant home as seen in EII. I hope you enjoy it.

    709 downloads

       (5 reviews)

    1 comment

    Updated

  14. Corellian Water Treatment Plant

    Author: Nkenobi


     
    The Coralian Water Treatment Plant is a facility
    that cleans the water for the planets large population.
    Though now the water may get dirty with all the fighting
    going on there.

    370 downloads

       (7 reviews)

    3 comments

    Submitted

  15. 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.

    755 downloads

       (7 reviews)

    4 comments

    Submitted

  16. Serenity - Firefly (Re-Release)

    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

    2,513 downloads

       (12 reviews)

    14 comments

    Updated

  17. FFA Davik's Estate

    This is Davik's Estate as seen in the game Knights of the Old Republic. Even though your stay at this location is brief in KotOR I wanted to create this map for Jedi Academy as it is the first location that introduces the Ebon Hawk to the player. I originally started working on this map in 2006 and took a very long break from mapping and eventually ended up moving and starting college. Looking back through my old files I discovered this map again and I wanted to finally take the time to finish it up this year and release it to the community. I hope you all enjoy playing it, I learned a lot during the creation of this map. Unfortunately there are no bot-routes, I wanted to include them but could not get them working properly due to the area portals and doorways. I have included the .map files for both the Estate and Ebon Hawk in the event that someone wants to take a look at them and use them for their own learning. Please note that Sith-J-Cull gave me permission to use his textures for the Ebon Hawk and that you should ask him first if you plan to use them or change them to your own textures first on the prefab I've created before using it within your own project.

    965 downloads

       (15 reviews)

    12 comments

    Updated

  18. Resident Evil - Mansion

    :-------------------------------------------:
    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.

    1,458 downloads

       (18 reviews)

    11 comments

    Updated

  19. The Diamond Pit Cantina

    Author description:
    "Once a prefabricated building, the Diamond Pit cantina has changed hands over a number of years, with each owner adding and removing sections of the original structure. Now fallen into disrepute, the latest owner saves and scrimps every last credit to try and turn a profit on a rocky, inhospitable planet."
     
    The Diamond Pit is my first completed map, having been overly ambitious in all my previous attempts. It is designed as a RP map so it isn't perfect from every angle. If you find any problems, feel free to let me know. Enjoy!
     
    Installation:
    Place the PK3 in the Base folder of your Jedi Academy game directory. To /devmap, use the name diamond_pit.
     
    Credits:
    Map and custom hologram textures: Siberi
    Bug testing and problem solving: MagSul
     
    Permissions:
    People may share or modify this work and parts of it, so long as they give credit to the original author.
     
    License:
    THIS FILE OR THIS LEVEL IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD. ELEMENTS ™ & (©) LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD.

    1,023 downloads

       (23 reviews)

    9 comments

    Updated

  20. Yavin 4 Riverside

    Filesize: ~7,2MB
    Description:
     
    This is my first fully-developed (riiiight...) map. It was created for roleplaying or cinematic purposes, so it's basically focused on terrain design. I was trying to capture that specific "Yavin 4" mood, with lots of rain, moisture and greenery.
    It has a very dense flora, which surrounds muddy paths sculpted by water. Terrain was generated using Easygen, after that I've manually added mountain pass and flat terrain on the other side of the river - which might look like natural transitions to other maps of your choice.
     
    As I said, map was designed for roleplaying, so there isn't much to do, unless... FFA! Because of that, I recently added several spawnpoints, so now you may use it as a harsh environment for jungle combat. Trees and bushes will provide extra cover, and potentially may help you ambush poor souls beneath you. Unfortunately, map has several flaws - it could be more optimized, but I simply cannot pour more time into it, so I am releasing it as it is. Sorry!
     
    Huge thanks to @Thrust for all that stupid questions he had to answer... and he did it flawlessly. Without his support, this map couldn't be completed. Also, shoutout to all my friends from yavin4.pl, for their unaware beta-testing and opportunity to release this map as a part of our mappack.
     
    Enjoy!
     
    Instructions:
    Put pk3 file to your gamedata/base directory. Choose map from in-game menu (FFA mode) or open your console and type /devmap y4_riverside
     
     
    Copyright/License:
    Feel free to download and play. If you want something different, such as reuploading to different sites than jkhub, contact me there (@kwenga).

    1,333 downloads

       (22 reviews)

    12 comments

    Updated

  21. Climbit 1

    This is a climbing tower intended for racing. I have added triggers for start and finish if any servers want to add it. (Named "Start" and "Finish"). It has been played quite a lot in JK2 and people wanted me to adapt it for JK3 too, so here it is. The map consists of two levels with many different paths! I hope you will enjoy the map, although the map is quite hard and you will need average and higher skill level in circle jumping and other trick jumps.
     
    This map is compatible with jk2 and jk3!
     
    /Kenny

    84 downloads

       (1 review)

    1 comment

    Updated

  22. {JoF}Temple

    Readme File:
    ***************************
    JEDI KNIGHT III MODIFICATION
    ***************************
     
    Title : {JoF}'s Jedi Temple V1
    Author(s): Fifthforge, Zefilus & Ez
    ​Contributor(s): Milamber, Aldro Koon, Fuzzy, Exonimus
    Website : www.jofacademy.eu
     
    File Version: 1.0
    File Name : {JoF}TempleV1.pk3
     
    ----------------------------------------------------------------
    Description :
     
    A map that started in February of 2015 and completed within 11 months from the clan Jedi of Freedom, {JoF}. It is meant as a tribute to the clan and as a way for the clan to finally replace the infamous JediCouncilGCX and Jedi'sHomeJL 2.
     
    This map had a lot of great authors and was a collaboration of several JoF members.
     
    We are incredibly pleased with how this map turned out so I suggest everyone offers their bandwidth to experience it. You will not be disappointed.
     
    Also a big thanks to Shadowstone for making JH2 as we clearly drew mad inspiration to make the first mainhall.
    Likewise a huge thanks to Griffinclaw for his GCX map as the pillars and lava areas are entirely from him due to those being a classic part of our trials in the clan.
    Thanks to Sith-J-Cull for some mad texture work in his Coruscant/Padmes home map.
     
    Lastly: None of this would be possible if it wasnt for the crazy work of Fifthforge, Zefilus, Ez, Milamber, Aldro, Fuzzy and the rest of {JoF}.
    Once again, a big shoutout to Fifthforge for pushing this map out within 11 months.
     
    * Map Information *
     
    Bot Support: No
    New Textures: Yes
    New Music: Yes
     
    -----------------------------------------------------------------
    Installation :
    Just put the pk3 in GameData\base in your game directory.
     
    Known bug(s) :
    Singleplayer might not load properly due to a statue having a too long filename length (MAX_QPATH).
    Simply remove the PK3 from base to be able to play singleplayer again.
    ------------------------------------------------------------------
     
    * Copyright / Permissions *
     
    Other editors may NOT use this map as base for other maps, using reverse decompile methods.
     
    If you want the .MAP file for some reason, contact 'Aldro Koon' at our forums over at www.jofacademy.eu -> forums.
     
    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.

    10,135 downloads

       (23 reviews)

    8 comments

    Updated

  23. FFA Hyperblast by Langerd

    This is Tribute to the one of my favuorite Death match maps of all time - DM Hyperblast from Unreal Tournament 1999
     
    The only thing i didnt made on my own.. is the concept of the map and the music.. All rights for Epic Games for that and big thanks for doing all of this.
     
    If you want use this map for your modification just send me a message and wrote in read me that it is made by me ^^
     
    Names of the maps:
     
    The mp version: Devmap Hyp_mp
     
    The sp version (It is like original one. Inside the ship there is normal gravity but outside it is lower so You can fight and play with everything ) : Devmap Hyperblast
     
    I played with the bots to check the map. I made a bot that You can delete if You want (to do that remove botfiles from the pk3).
    He is called : weapon stormtrooper. He is picking weapons and use them more often than the others (slightly but still).
     
    I recommend changing the options on your map like this:
     
    -g_speed 320 - all players will be faster
    -broadsword 1 - Jk3 ragdoll physics
    -g_knockback 3200 - Knockback in multiplayer is rly low in my opinion.. Making it higher is better to getting Your enemies off the edges of the ship
    -g_gravity - This option just simply change the gravity.. If You know the original map You know that gravity in this level was diffrent depends if You were inside or outside of the ship. Sadly i couldnt do it for MP version.. But You can sill change the gravity to play around

    460 downloads

       (12 reviews)

    10 comments

    Submitted

  24. Skijumping

    It's a winter landscape set on a mountain, with ski lifts and a frozen lake. There are secrets.
     
    I would have loved to give this map a better atmosphere, but i simply don't have the time i would need ( + my PC is ... slow).I would consider this map as a fun map, because there is an imo quite interesting feature: If you find the secret cave and enter the strange light bubble, you and a random other player from anywhere in the map will be teleported into a secret ice duel arena together. If one of you falls down there, the other one will be teleported to a reward... There also is a CTF mode, which should be quite interesting and fun, too - i suggest you just try it out =)
     
    This map has the following hidden places:
    duel-entry cave
    cave with rocket launcher
    sniper room in the upper house

    Furthermore the lower house features a really comfy sauna, where you can heal yourself (use the water pot thingy) and relax from all the cold winter stuff.
     
    I'd be happy about feedback. Keep this community alive, guys!

    240 downloads

       (1 review)

    1 comment

    Updated

  25. Zora's Domain

    I always have been a fan of Zora's Domain from the n64 game Zelda: Ocarina of Time. The whole game itself was very fun but this was my favorite part of it. In this recreation I made of it I included not only Zora's Domain, but Zora's Fountain, and Zora's River. I included some of the secrets like fairy fountains and that cave. Not everything though is related to Zoras. The secrets around this area I could not make because I would be creating the whole world eventually. I made these secrets go to special places instead. I had to abbreviate some things like the ice cave because it's far too big. I changed the shop a bit as well as added other things. I tried my best and hope everyone likes it.

    544 downloads

       (3 reviews)

    1 comment

    Updated


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