Free For All
346 files
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SG4REALJA
By JKHub
Original Author: WadeV1589 (Wade)
Original Description:
Originally released for Elite Force, SG4Real2 as it was known then was a
sequal to my first map Stargate4Real, I didn't expect it to be so
popular. Scotty asked if he could port it over to Jedi Outcast and
started work, with the release of Jedi Academy it made more sense to
release it for that. After several weeks of porting and updating, we got
this map out!
Fans of Stargate will get the most pleasure out of this map because of
the gate and the ring transport system but it is a playable map. It works
well for CTF and for FFA.
Uploader's Comments:
Another Stargate map by Wade. This map really demonstrates good worksmanship from the Stargate Movie. The gate doesn't dial but does have a wormhole ironically. If you are a roleplayer, or enjoyed the movie this is worth a download. I uploaded it here because It was uploaded to JK2Files.com and not here. Well please enjoy
Map Information:
Bot Support: No
New Textures: Yes
Gametypes: TFFA, FFA, CTF
Author: WadeV1589 & [KOG]Scotty79
Note: I attempted to contact the author but the email was sent back with an error.
Uploaded by:
Original author may contact the staff
here if they wish this file to be removed.
241 downloads
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SGEgyptJA
By JKHub
Original Author: WadeV1589 (Wade)
Original Description:
Many many moons ago I released a map called SGEgypt for the game Elite Force.
This map turned out to be extremely fun to play just because of it's odd style;
it worked well. I recently was playing this map with 2 friends and one of them
joked about remaking the map seen as I had never done a v2 and it deserved on.
So instead of doing that...I made a totally new version, based on the original
for Jedi Academy.
This is a big map, not huge, but big. It took a fair amount of time to map and a
fair amount of time to compile. FPS should be respectable at most times of the
map due to the way it was mapped - this is not true however if you start flying
around and I make no promises as to your FPS in the death gliders!
Uploader's comments:
I attempted to contact the author for his permission to upload it but it was sent back with an error. This map was extremely well made. This is absolutely one of the best stargate maps ever made for Jedi Academy. It was originally made for Elite Force but he decided to make it for Jedi Academy. There is a proper dialing system and a wormhole. This map is incredible. Many of you with old computers might experience a lag but not too much. There is also a hangar for ships and many other places to go. Since this was released on JK2Files.com I thought it should be released here since many people don't have access to that site anymore anyways.
Map Information:
Bot Support: No
New Music: Yes
Gametypes: CTF, FFA, TFFA
New Textures: Yes
Author: WadeV1589
Textures: WadeV1589, Scotty79
Sounds: WadeV1589, Scotty79
Deathglider: Manquesa, Andy
More Information on the map and author can be found in the readme.
Please Note: The email address provided in the readme in which I attempted to contact the author was sent back with an error within seconds therefore I couldn't receive direct permission from him.
Uploaded by:
Original author may contact the staff
here if they wish this file to be removed.
371 downloads
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Sith-J-Cull's Stargate SGC
By @JCulley3D
My long started Star Gate map... Its not what I set out to do with it, the Gate room and command room are as faithful to the earlier episodes of SG1 as I could get them.. I spent a lot of time on the textures and effects, the gate effect kind of works, but there is no proper dialing ... I found a way to reflect the moving event horizon in the windows from inside the gate room, so be sure to check that out.. I also spent a lot of time on an animap shader to get the watery effect on the gate.. Hope you like it.
The planet at the other end of the gate is just my reworked Naboo Crystal Sanctuary map that I used for quickness, however I added a bunch of new effects, sky box and scenery which was inspired at the time by the home planet of the Navei from Avatar.
No doubt this map will get bashed for the fact that its not as playable as others as far as flow goes.... but I treat it more as an experiment in recreating a location that I love from a show that was amazing.
The 'Naboo Sanctuary' part of the map, which basically incorporates one of my older maps contains some textures by SIMONOC, mainly his vegetation textures and some brick work textures. The original credit can be found in the readme of Naboo Sanctuary that is uploaded here.
Cheers
SJC
814 downloads
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Bespin Towers
By RAILBACK
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
- .Map Source File Included
- JKHub Exclusive
- (and 1 more)
0 comments
Updated
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Arrevanous 7
By AngelModder
This is a VERY old map of mine so please dont laugh XD LOL!
Origanally it was ment to be a small duel map based of a fight sequence im my latest book Knights of the old republic the sith hier.
But it eventually evolved into creating a larger peace of the world, while some of the archetecture is roman like the map its self is set in a some what more humid climate.
this map took about 2 weeks to biuld from concept art to finish product.
the name was a combo of the 2 thing's inspiring it arevass and my brother aeraness together they made arrevanous i threw the 7 in just for the heck of it =D.
573 downloads
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Ladoras Rage
By AngelModder
This is a older map of mine released back in 2007 on jk2files. I felt it was time to move them over to some thing a bit more main stream. Any ways Ladoras rage was based on an unreal tournament level, with all new textures and music, it is the perfect atmosphere for a wild merc war!
later this year I will be making some adjustments to this map, so keep an eye out for v2.5!
AngelModder
213 downloads
0 comments
Updated
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Tatooine Spaceport FFA (Remake)
By Pande
The original FFA3 map, Tatooine Streets, didn't really feel like a Star Wars location to me. It's layout was popular, and certainly as the only bright FFA map it was a nice change of tone from the dismal Vjun Sentinal, Taspir, Korriban, and Rift maps, but I felt it really needed a visual makeover.
I kept most of the layout intact with the exception of the room which overlooked the landing zone, which contained the disruptor rifle. I left that room out and instead opened the huge door in the hangar. I also removed the annoying X-wing which just got in everyone's way. ;D
The map originally featured in JKG: Versus as the second official new map. It has since been expanded into an entire city map, forming just a small part of a large and expansive layout which you can experience fully in JKG.
Credits:
Krattle
- Elements of Chalmun's Cantina used with permission
Kaldor
- Assistance with competitive play optomizations
JKG Team
- Beta testing and companionship
2,426 downloads
- Botroute Support
- City
- (and 3 more)
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Taris Cantina
By Rage
This is just a very small map I made back in 2011. I've always loved the maps and atmosphere of the Knights of the Old Republic game, and especially I liked Taris.
Though there are quite many maps out there from KotOR, I think there can't be enough So I wanted to bring you the little Taris Cantina, that is found in the Upper City.
There ain't very much to say about it, in the middle of the map is the largest room, and from that you can reach 4 other smaller rooms, for playing Pazaak, dancing, drinking and fighting. I used the original music from KotOR and there are a few new textures and shaders made by myself. Besides that I worked with Inyris great KotOR objects (link is in the readme).
So, if you wanna give it a look, have fun and thanks for downloading!
588 downloads
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Battlestar Aurelia
By Apprentice
Battlestar Aurelia - Readme
Outline ONE - 30-11-2012
"You watch me. I'll have my own Battlestar one day"
Description:
This map will be "odd" because this is more of an outline rather then a playable map and originally, it was designed for Elite Force and specificly the RPG-X modification. However, given the fact that the RPG-X developers decided to regard me as an untermensch, I decided to cease development of the RPG-X version.
The origins of this map lies within all my previous maps released for Elite Force, namely the Asteroid Base, Battlestar Bellerophon and U.S.S Leonov maps, augmented with various elements from a wide range of sci-fi television shows, movies and videogames both past and present, I have made an attempt to incorporate all these elements into a single, workable map.
Since I feel that the Aurelia's design is a strong one and not depending onto one game alone, I decided to port and release this map for Jedi Academy instead and altough its more of an outline then a playable map, I decided to release it in its current form due to (for the most part) time constraints and to give players and fellow mappers a chance to see what I have been up to. Some areas are complete, some aren't and some are somewhere in between.
Game info:
Game: Jedi Academy
Gametype: Free for all (Other modes may work but are not supported)
Number of Players: 14
Bot Support: No
Credits:
Mapping: Apprentice
Additional models: Apprentice
Additional textures: Apprentice
The Master plan:
(Outline1)
For this map, there is no master plan. I have decided to release it "as is" and if there is sufficient feedback, I may decide to release an Outline TWO or port this map to other idTech3 based games, including a version for RPG-X but that depends on how the RPG-X developers continue to regard me.
Feedback:
Feedback can be given through apprentice(at)apprentice(dot)be.
For actual information about the map "Battlestar Aurelia", see the website www.apprentice.tk
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
THIS MODIFICATION MAY NOT BE USED WITH UBERGAMES RELATED PROJECTS NOR MAY IT BE USED IN NON-UBERGAMES PROJECTS MADE BY UBERGAMES STAFF OR THEIR AFFILIATES, PAST, PRESENT AND FUTURE.
928 downloads
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Light Corvette
By MagSul
Description:
**EDIT** Version 2 is here! This was actually done shortly after the release of the original version, I just hadn't gotten around to releasing it! There will be a third installment, but I've no idea when I'll get around to that. For now, please enjoy!
Thanks to Lannera for constructing most of the new content you see in V2!
This map was originally inspired by the Defender-Class Light Corvette featured in Star Wars: The Old Republic. As construction has gone on however, things've deviated completely as I've pieced together my own design. I'd encourage you to take a look at the screenshots to get an idea for the feel of the place.
Additional Comments:
Thanks for coming to take a look at my map! I've had very little time on my hands, so I have no idea when I'll be able to construct the rest of the ship! I've closed off the incomplete areas, but they'll re-open in the next version!
Lastly, I'd appreciate any thoughts and opinions over in this thread!
Any issues or bugs, let me know and I'll do what I can!
1,283 downloads
- Roleplaying
- JKHub Exclusive
- (and 2 more)
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JAWA - Tag Team
By ravz
This is a map I produced for my clan (JAWA) which will mainly be used for tournament/ladder style events such as tag-team.
I'd like to thank my good friend AngelModder for assisting me in debugging, vis and shader work (and other stuff!) You rock buddy.
Warm Regards.
Ravz
133 downloads
- Clanmap
- Mod Specific
- (and 1 more)
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Temple of Everlasting Night
By ravz
This is the first map I ever made. It's an old one but I'd rather it were made available again over on JKHub as jk3files is dead...
More new maps to come
251 downloads
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F.E.R Sector
By Thrust
***********************************
Jedi Knight: Jedi Academy
***********************************
TITLE: F.E.R. Sector
AUTHOR: Thrust
E-MAIL: thrust@o2.pl
FILENAME: fer_sector.pk3
FILESIZE: 7.328 kb
DATE RELEASED: 15 May 2013
GAMETYPE: FFA
BOT SUPPORT: No.
CREDITS: LucasArts & Raven Software, Thrust
INSTALLATION INSTRUCTIONS: Put the .pk3 file in your base directory (default - c:\program files\lucasarts\star wars jedi knight jedi academy\gamedata\base).
DESCRIPTION: This map is loosely based on Feros from Mass Effect. I wanted to keep it more Star Wars looking. It is designed for roleplay, so no bot routes and spawn points in one place.
COMMENTS: MAP File included. Big thanks to my friends from yavin4.pl. Thank you for downloading this file. Enjoy.
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR
LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS
ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
483 downloads
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Atlantica Fix
By Szico VII
This is a simple fixed version of Atlantica to prevent Single-Player mode from crashing. The shader directives have also been modified to make it compatible with OpenJK.
This completely replaces the old pk3 files, so remove those from base and replace with the ones in this file. It also contains the 1.02 source files.
Atlantica (V1.02)
=======================
New Textures: Yes
New Sounds: Yes
New Models: Yes
New Scripts: Yes
Bot Routing: Yes
Gametypes: FFA, TFFA
Brush Count: 28,280 + ~15,000 in ASE Models
Entity Count: 3528
Build Time: 1 Year, 6 months (Of which 6 months has been bug fixing...grr.)
Compile Time: 5 Minutes.
Changelog (1.02):
--------
- Fixed shader syntax which caused textures to load incorrectly in OpenJK.
- Amended licensing information to make it clear that others cannot upload this file to
sites without my consent.
Changelog (1.01):
--------
- Fixed extended script names which caused SP mode to crash.
Features:
--------
- Doc Ock Style fusion generator
- Passcoded council/admin doors (using switches where a numerical value can be inputted)
- Destructable environments, trees/lamps.e.t.c
- You can then fix some of these using toolkits (televisions for example) and other items you can pick up.
- You can collect credits to pay for access to certain areas by either finding them lying around or completing challenges.
- Virtual reality training for sneaking as a challenge.
- Elevators with selectable floors.
- Interactive NPC's that walk around and speak to each other.
- Lots of cupboards/doors openable by force powers
- Lamps can be pulled down, crates can be force utilised.
- Healing bacta tanks.
- Keycard system whereby a card must be bought/found to access certain areas, like the lock key system in SP.
- A few others, secret areas/switch hunt and stuff.
============================================================
Map Installation : Extract the contents of the .zip (Atlantica_v1.01.pk3) into your Jedi Academy/GameData/Base directory, and you're all set to go!
============================================================
IMPORTANT INFO FOR SERVER HOSTERS:
-------------------------------------
THIS MAP CAN TAKE IN EXCESS OF 3 MINUTES TO LOAD FOR THOSE ON OLDER COMPUTERS. THEREFORE ANY SERVER WISHING TO RUN THIS MAP MUST HAVE 'SV_TIMEOUT' SET TO A
VALUE OF AT LEAST 500 (Or else clients that take longer than 2mins to load will get kicked automatically)
//////////////////////////////////////
//==================================//
//NOTES ON THE MAP: IMPORTANT!!!!! //
//==================================//
//////////////////////////////////////
SETTING YOUR OWN ADMINISTRATION ROOM PASSWORD
=============================================
Please follow the tutorial included in this .ZIP file or read it at www.szicovii.com under tutorials.
The default password is 557752, starting from the door to the of the left of the central panel when facing it, and moving clockwise.
ATLANTICA_RPG
==============
This map is the RPG version of the map, which doesn't have any interactive NPC's to reduce server load and stress, but contains extra scripting.
This map contains the keycard system as well as the toolbox repair system and the credits system. So, if you want to play with these features, load this map!
ATLANTICA
=========
This map is the core(basic) map which does contain interactive NPC's but none of the advanced scripting found in the RPG version. This is for players
who desire a more FFA-themed experience, or clans who do not wish to play with the RPG features because they have their own mods which they can use instead.
==========
Known Bugs
==========
- In the long staircase with the rocky walls and the view of the ocean, you can see a small glimpse of another section of the map when looking
upwards out of the window.
- If you die/disconnect when participating in the Stealth VR training sessions the scripting system which governs these minigames will break
and the map may need to be restarted. Of course, there's no way to die in here unless you kill yourself, so this is a very simple bug to avoid.
Server admins can teleport/noclip into a broken VR training room and complete/fail the training to restart the scripts without needing a map restart.
- The elevator consoles can get out of sync with the elevator itself, but it was either this or make the consoles crush through the player, which isn't
desireable. They will always fall back in sync, and only go out of sync rarely when blocked by the player.
==========
CREDITS
==========
- RoboPhread, Lugormod coder and the biggest inspiration for the extra scripting I did in this map. He's the brains behind most of the really cool stuff,
like the keycode doors and the passworded room. Without you Robo, this map wouldn't be what it is today. I'm sure you'll be unimpressed by my extensive
use of unnecessary target_scriptrunners, the position of the lift and my less-than-liberal use of parms, but the job got done in the end
Thank you so much!
- Xa'o Zalei for helping with the design, concept work and theme progression throughout the development of this project! I orignally wanted to blow you up
with my Death Star for 'persuading' me into making this map for you, but in the end it was a fantastic experience for me, and you know that this map
would also not exist without your tireless input and contribution. Thanks!
- ::JEDI:: logo created by Jared Quell and Ctathos Ederoi, textured by Jared Quell
- ::JEDI:: Video and Space Simulation video by Shimi Zaki
- Original Skybox created by Caboosium.
- NAB622/Lassev for other contributions to script debugging.
- HOUHOU - Teleporter effect based on FFVII's Cure magic.
Beta Testers
-------------
Szico VII
Xa'o Zalei
Caboosium (G-Jay)
Azenin
Tulak Hord
vmandrake
Master Ryan
Aayla
Madcatmach2
MrSwishy
Nozyspy
Killerx20
Isla Kamamee
Maverick
SapientWisp
NaiSmith
Darth Parrot
SMoKE
JimmyJimmy
CarolRady
Juggernut
Ctathos
Averus Retruthan
==========
Clan Notes
==========
WRITTEN BY: Xa'o Zalei
MSN/E-Mail: catsmeow17@msn.com
X-Fire: xaodarkhaven
I would like to personally thank Szico VII for all of his help the past year and a bit making this map.
He is a stand up guy and a wonderful person. I asked him way back if he would make a small map on a small star Wars planet
and it turned into one of the best maps I have ever seen for JKA. So for that, thank you for everything Szico. You are
amazing.
------------------------------------------------------------------------------
IMPORTANT!!!!
-------------------------------------------------------------------------------
Made for ::JEDI::
www.jediholo.net
NO ELEMENTS OF THIS MAP CAN BE EDITED/RIPPED!
SOURCE FILES CAN BE DOWNLOADED SEPERATELY!
(You can however use them for learning purposes, or get my permission if you want to publish edited files. I have nothing against you editing these files
for your own progress, but releasing wihtout my consent will result in certain death lol!)
If you want to use any of these, ask me first!
===========================================================
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSERS.
===========================================================
~Szico VII~
8,029 downloads
- Clanmap
- Botroute Support
- (and 6 more)
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Grand Jedi Palace
By Shadow
Trailer:
This map is BIG so do not be so disconcerned or confused at first. It grows
on you fast. The entire map is interconnectable meaning that you can go from
one side, to the other without even going through the main hall. To help
beginners there are minimaps throughout. The white arrow shows the direction
you are facing while looking at the map.
NPC room (lockable from admin room)
Bridge room for Melee fights
3 Mazes. The small labyrinth has 2 lethal traps. The other labyrinth is a straight forward maze, no traps, hidden walls or anything. The last is the tele maze that leads to the big labyrinth.
Shooting range with an ammo & guns room
Teleporters And Trams for quick transportation
4 Duel rooms. Duel Rooms #1, #2, #3, and the Grand Duel Arena.
Ceremony Hall
Council room
Bar, Kitchen & Dance floor
Pillar room for platforming practicing
Secrets
And more...
The Council room locks and switches have their own checks and balances.
Though the switches in the Council room can lock the doors, The admin room
has switches to disable (and enable) those lock switches. You can have
combinations such as leaving the council room doors unlocked and preventing
the switches in the council room from locking the doors, or Having the doors
locked and preventing them from being opened from the Council room. Or can
can have the switches in the Council room have complete control by not
disabling them.
All locks automatically start as open upon map load. Meaning Council room,
NPC room, RancorSpawn and Admin room are all open at startup by default.
There are four clues scattered around the map leading to a hidden switch
that opens a door in the same room to a secret Dojo. Remember to be quick
once it is open, it wont stay open for long.
1,331 downloads
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AcrobatRacingPackage
By Acrobat
Readme File:
***************************
JEDI KNIGHT 2 and 3
***************************
Title : Acrobat Racing Package
Author : Acrobat
Contact email: acrobatmapping@live.com
File Version: 1.0
Size: about 50 MB megs
Completion date: 03/30/2013
----------------------------------------------------------------
Description:
I made 14 race maps from scratch. I also converted 6 boris maps from quake defrag with permission from Boris.
These maps were made ideally for CPM\spinmod, but some of them may work OK for vq3 as well.
The maps are: acrobat-redhallways, acrobat-redhallways2, acrobat-redhallways3, acrobat-greenhallways, acrobat-greenhallways2.
acrobat-greenhallways3, Acrobat-Blackhallways, Acrobat-Blackhallways2, acrobat-metal, acrobat-bridges, acrobat-dash,
acrobat-dash2, boris_daytime, boris_nighttime, boris_torture1, boris_torture2, boris_torture3, boris_torture4.
Note there are trigger multiples are the start and end of each race course for modders to use.
----------------------------------------------------------------
Credits:
The vast majority of the textures are ones I made from scratch in my previous maps.
I converted the Boris maps from Quake III Defrag with permission from Boris. His maps can be found here:
http://q3a.ath.cx/maps/?map=&au=BorisXIV
Loda converted boris_daytime, and bk helped with spacing on that one.
I used a skybox for map acrobat-yellowrace2 called DarkLand that is avaialble for use at this website:
http://www.redsorceress.com/skybox.html
Loda and BK made the basic spacing the strafe pads distancing, although I modified it,
and they made the "crete" textures."
The texture called "atl_wood" is Szico's Atlantica (got permission)
http://szicovii.com
www.map-force.net
Thanks to beta testers: Vrael, Kairos, Boy, Catz
----------------------------------------------------------------
Physics notes: Some of the maps have yslaramis. If modders are around they can remap as follows.
In addition, if modders want to ad vertical overbounces (easybounce in twimod) they can do as follows:
Remapping the Ysalamiri:
{
"classname" "trigger_always"
"targetShaderName" "powerups/ysalimarishell"
"targetShaderNewName" "clear"
}
EasyBounce:
In "bg_pmove.c" at the bottom of "static void PM_CrashLand( void ) {" add:
//[boy] - Bounce!
if ( easyBounce.integer == 1 || (easyBounce.integer == 2 && pm->ps->fd.forceJumpZStart > pm->ps->origin[2]) )
{
vec3_t velocity;
float speed;
VectorCopy(pm->ps->velocity, velocity);
velocity[2] = 0;
speed = VectorLength(velocity);
if ( speed < 1 )
{ //Nearly 0 speed...
pm->ps->velocity[2] = -vel;
}
}
//[/boy] - Bounce!
As for the trigger_multiples for timers, I tried to make sure trigger #1 was at start and trigger #2 was
at the end. There are a few exceptions in this map pack though which are as follows:
Acrobat-greenhallways (#2 and #1)
boris_torture (#10 and #11)
----------------------------------------------------------------
Map Information:
New Textures: yes
New Music: No
New sounds: No
New Models: No
Game types are ffa, duel
----------------------------------------------------------------
Compile Information
bsp_q3map2/q3map2: (final) BSP -meta -notjunc, -vis, -light -fast -samples 2 -lomem
----------------------------------------------------------------
General Worldspawn Information
_lightmapscale 1
_blocksize 0
_chopsize 0
ambient 17
distancecull 131048
----------------------------------------------------------------
Bugs-Darkland skybox didn't line up right. Small areas not caulked on
redhallways and metal
----------------------------------------------------------------
* How to install *
Just put the pk3 files into your in your GameData\base game directory
342 downloads
0 comments
Updated
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Simpsons Springfield
By Kahn
Here is version 2 of my Simpson's Springfield Maps. Only 8 years in the making! With a new layout, a scavenger hunt, gags from the show, and lots of indoor areas to explore. Any Simpsons fan will love this map!
1,588 downloads
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Nar Shaddaa Landing Zone 17
By exonimus
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
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Ciledra
By Bactaboy
Ciledra - ReadMe
==========================
INFO
_____________
FFA or Duel levels-
------
Duel-
Duel other players... Core Overload may be activated via door switch.
------
FFA-
Fight against or WITH other players durring the "Core Overload."
Eliminating NPC's before the 3:00 min. countdown will result in Chamber
door Unlocking, allowing you to escape the core overload.
INSTALL
_____________
Place "ciledra.pk3" within your JA "base" folder... play... enjoy.
Disclaimer
_____________
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.
354 downloads
- Botroute Support
- Containing NPCs
- (and 1 more)
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Bespin FFA
By JKHub
This is a Jedi Academy version of the popular Jedi Outcast Bespin FFA map.
5,528 downloads
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Expedition
By Acrobat
This is an academy map that is meant to be similar to my first map exploration, and the two maps' layouts are similar in many ways. The basic idea is a Yavin-ish style academy map that is set in the mountains. It has basic duel rooms, a ffa area as well as some climbing challenges. Map\file for both jk3 and jk2.
ATTENTION: You may have trouble loading this map or you may not. If you do, try some of the following:
1) You may have to change com_hunkmegs to 128 to run this map (and restart your jk2 when you
reset it.) Alternatively you can type set com_hunkmegs 128. You can make these changes in you console or you can open the jk2mpconfig file to make the change more permanent in
LucasArtsStar Wars JK II Jedi OutcastGameDatabasejk2mpconfig
Credits: Stormcrow and Rhiom for making the council area.
Most of the textures in duelroom are from the default jk2 Yavin folder (or jka.) I needed to put them into a custom textures folder so that I could apply custom shaders so although there is a ton of textures in this map, most are default ones. The remainder of textures I made myself or got from the following sources.
I used JediMediator's efects file, gfx files, sound files, and textures for his giant bonfire looking thing that he used in his
inferno map since he released it for public use.
http://jediknight3.f...e/Inferno;99138
I used JediMediators's detail shader and two textures for one of my grass detail shaders. See this thread for sources.
http://www.map-craft...iewtopic&t=2745
I used a couple textures from the Limelite texture archive I found at the Massassi temple.
http://www.thelimeli...textures1.shtml
I used a couple of Elandain's textures that he has on jk2filesjk3files.
http://jediknight3.f..._Textures;30975
Boddo made me a tutorial for how to make the CG-ish looking brick textures in the main room called n-wall1, n-wall2 and n-wall3.
I also used Boddo's "table" texture and two of his wood textures called ddtree2 and ddtree3, which are downloadable at his www.cyberpunkcafe.com website. He also made the slablock series of five textures for this map.
Boddo also made the rustic_semitransparent that went on my pipes and its env texture called envmap3.
Boddo made the island room that you teleport to from the bar, its shader file called expl3terr, and its textures.
I used Mars Marshall's bantha model, which can be downloaded here:
http://jediknight3.f...le/Bantha;37848
Rhiom helped me convert the bantha model to an md3 file because vehicles don't work in jk2.
I used NAB622's cave prefabs in the map that can be obtained at the following URL:
http://jediknight3.f...e_Prefabs;88711
In this updated version, I got a max edgelines error so I converted his caves into a massive .ase model, and now the caves look
slightly glitchy but not too bad.
Loda and BK made the basic spacing the strafe pads distancing, although I modified it,
and they made the "crete" textures."
The texture called "atl_wood" is Szico's Atlantica (got permission and readme included.)
http://szicovii.com
Lastly, the five textures that I used for the terrain blending were SIMONOC's. They were called
ter_rock2, ter_rock3, ter_mud1,ter_moss1, and ter_dirt1.
http://www.simonoc.c.../terrain1_1.htm
I got the Sith symbols for the 3 flags in the main room from wikipedia and modified them.
The layoutstyle of one of my outside areas and its associated secret area under the waterfall was influenced by Kahn's sithcouncil map in jka.
http://jediknight3.f...h_Council;43812
Thanks to beta testers: Vrael, Sniper, Thrawn, etc etc
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Map Information:
New Textures: yes
New Music: yes
New sounds: yes
New Models: yes
botroute: yes
Game types are ffa, duel
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Compile Information
bsp_q3map2/q3map2: (final) BSP -meta -notjunc, -vis, -light -fast -samples 2 -lomem
note it was compiled using 2.5.16 q3map2 compiler, which is not the default compiler of gtkradiant 1.4.
In case any other jk2 mappers try a dot product shader (terrain blending), they must update the compiler or use gtkradiant 1.5 for their compiling since it comes with an updated compiler. This is the tutorial that I used for terrain blending
http://www.simonoc.c.../terrain1_1.htm
I used DarthG's new_system.pk3 mostly for its subtle_hint shaders but I also used some of the pack's caulk_water shaders and a few others. I'm not sure where I downloaded, but this thread at least talks about it.
http://www.map-craft...ight=subtlehint
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Worldspawn Information
_lightmapscale 8
_blocksize 0
_chopsize 0
ambient 15
6,009 downloads
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Haunted Graveyard (Beta)
By CaptainChar
Just in time for Halloween,
The long awaited Haunted Graveyard map, loosely based on ghosts n goblins, Castlevania, and Left 4 dead 2. The map is a nice large map, with good hiding spots, it would make it an ideal size for CTF, and with its maze like layout a possible challange. tha map is flat with some minor varients in elevation in areas, still personally needs alot of work but neverless Its an original map
223 downloads
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The Matrix Unleashed - Lobby
By Szico VII
Originally created for the Matrix Unleashed mod, but was unreleased until now. This map is released 'as-is' due to the mod itself
being deemed permanently on hold. Represents the government building seen in the first film.
1,296 downloads
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Castle Dracula AKA Castlevania
By CaptainChar
Castlevania, home of Dracula Vlad Tepes, This map's layout makes little sense, it was left over from a blackup, the original nearly complete with gothic building, was lost when my main HDD died, this is its released now as is form, Originally a Version 2 to my clocktower map, which can be seen by the file names etc, I didnt want it to go to waste so I fixed a few things up and Uploaded it as a beta
The map was the largest map I ever mapped, on on par of size with Arth's tribal castle (I recomend that map as a download)
with great scale comes great headaches though
382 downloads
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<{DJE}>Hangout
This is the first map I have ever released, and I am going to probably release more in the future, so keep your eyes peeled!
http://www.youtube.com/watch?v=Kr7JY2kEEjo&feature=g-upl
***********************************
Jedi Knight: Jedi Academy
***********************************
TITLE: <{DJE}>Hangout beta
AUTHOR: Polterninja34
E-MAIL (Or alternate contact information): dje_mapping@hotmail.com
WEBSITE: dark-jedi-empire.proboards.com/index.cgi
FILENAME: djehangoutv1.pk3
FILESIZE: 27.6 MB
DATE RELEASED: 20 October 2011
-------Introduction-------------
First I would like to say thank you for downloading my first released map. I would like to inform you that due to a hard drive failure,
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.
Behind the Scenes:
I am Polterninja, a.k.a. Polter. I started developing this map in july of 2010, and I was in beta stage before my
hard drive failure. I decided I would go with a variety of mixed themes that are apparent in the hotel rooms. but
mostly the map has two main areas, a beach, and a tatooine city/academy. both areas contain some secrets here and there.
-------Installation-------------
In order to install the map into your game you must:
1)Extract the folder
2)Put the djehangoutv1.pk3 file in your programfiles\lucasarts\jediknightjediacademy\base folder
3)Run Jedi Knight: Jedi Academy (MP)
4)Enjoy
-------Credits-------------
This map is created for <{DJE}> clan usage. However you are welcome to use it on your servers. A few secret areas
contain rooms that have proof that I created the map to prevent map modders to steal my map. Another thing is,
There are a number of textures in this map that I did not create coming from the maps of:
Jedishome JL II
Sith Council v2
MosEislyTrap
MosEislyBackstreets
theacademyv3
-------Bugs--------------
*Some of the missing textures can be fixed by installing those maps listed above*
Most of the content that is in this creation was thought up by what the members of DJE wished to see. So be aware that
some of the material in this map may cause lag for those with older pc's. Mostly because there are large open areas.
Please email me at dje_mapping@hotmail.com with feedback on what you thought of my first map! Constructive feedback
is very welcome. Help me, so I may help you in the future and ensure your experiences with my mapping are treasured.
-------Textures Permission-------------
I realize that there are minimal uses for my textures unless you are in the clan. However if you see a couple on the map you might
want to use you DO have my permission to do so, aslong as I recieve some sort of credit.
-------Comments------------
I personally would like to appologize for the incompletion of this map, I sincerely hope that my lack of backing up
files to an external hard drive won't be an obstacle in deciding whether or not you will download my next map.
I have decided my next project will be smaller but have more lively stuff going on so that it doesnt look so.. deserted.
I had fun creating this for your enjoyment and i'm mad that I had no time to finish it.
~Polterninja34
**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.
651 downloads