Mixed Gametypes
136 files
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Cube
By Ramikad
The Cube from the movie itself. It is designed for MP and with coop in mind. The goal is to navigate through a maze of similar-looking cubes, most of which filled with deadly traps. Due to time constraints I wasn't able to make the traps as nice as I hoped, so at least for this release they simply kill you on touch.
It contains two NPCs, used for the hatch animations.
I also included the original .map file, in case anyone wanted to mess around with it. Touch it at your own risk.
To install, unpack the file cube.pk3 into your GameData/Base folder. To uninstall, remove the file cube.pk3 from the GameData/Base folder.
119 downloads
0 comments
Updated
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Dark Streets
By Szico VII
Author
Szico VII
This map is my first MP map. It is also part of my sp map, Dark Forces, and I decided to alter it for JKA, so here it is. There are swoops, and a few hidden locations, sniper points, e.t.c. So have fun!
306 downloads
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Death Star Hangar Duel JKA
By JamyzGenius
Original Author: JamyzGenius
Description:
It is a small room inspired in the Death Star from Star Wars Episode IV and in the Demo Hangar from Jedi Knight: Jedi Outcast.
Bot Support: Yes
Game Modes : FFA, DUEL, POWERDUEL, TEAM-FFA
New Music: Yes
Comments:
I hope you like this map. This works neat for training matches, or just small duel rounds.
Credits:
MasterJin for show me the master hint of the mirror.
LivingDeadJedi: Mirror texture and shader of the awesome map VadersChamber
Music - Author: John Williams - Star Wars Episode 6 - The Emperor Throne Room
- Very Special Thanks to :
- George Lucas - For made star wars - Very Thanks XD !
- Ravensoft
- LucasArts
I apologize for my bad English here and in the readme. The readme is really outdated so you will experience the worst English of your life if you read it haha.
Best Regards! :]
620 downloads
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Death Star Trench
By JKHub
Author: Darth Zappa
Original Release Date: 12-07-2004
The deathstar trench. Pretty self explanatory i guess. This is a team ffa dogfightin' map, with turrets on the surface. There is an exhaust port that goes kaplooie and awards 25 points to the first rebel that shoots it, but the entire map does not explode or anything like that. beware flying over the large deathstar gun dish - the gun is ARMED! if you fly into its shot path, it will fire. you will go kaplooie.
This map will NOT WORK WELL in FFA MODE. I STRONGLY RECOMMEND TFFA GAMES on HERE. to change to TFFA, set your server's g_gametype to 6.
This map is huge. In fact, it's as big as it can possibly be. If you had trouble running star destroyer siege, then don't bother with this. There is no 'inside' to the deathstar, other than the tie-fighter hangars. I have no plans to add the interior to this map.
I may add siege in the future; for now it's TFFA.
There are two versions of the map included:
deathstar_trench_v1 - has just basic x-wing and tie-fighter vehicles.
this version is good for folks who dont want to add any custom vehicles to their servers.
deathstar_trench_v2 - has several custom vehicles added to the map
- tie-advanced - darth vader's tie fighter
- tie-defender - a deluxe tie fighter from the EU novels and games
- tie-interceptor - the improved tie fighter from ROTJ
- y-wing - the rebel heavy fighter
- a-wing - small heavily armed fighter from ROTJ
- b-wing - the large heavy fighter from ROTJ
- millenium falcon (yt-1300) - heavy armed freighter, which is only enabled if the rebels make it to the far end of the trench
** IMPORTANT ** READ THIS ABOUT VEHICLE LIMITS **
This map uses many custom vehicles, and you might hit the limit allowed by JA. I STRONGLY RECOMMEND RUNNING A MOD such as 'ASTEROIDS MOD' or 'JAPLUS v2.2' which enables the server and client to have extra vehicles installed in your base folder. If you do not use a mod like this, you need to clean out your base folder of any other vehicles that you are not using on this map to run it.
If you are running a Mod that allows for extra vehicles, you can also install your vehicles in that mod's folder. For example, if you are running japlus, then you can put extra vehicles in the gamedata/japlus folder and they will only be available when you are on a server running that mod. This is a good method to keeping your base folder tidy and conflict-free.
** INSTALLATION **
put the deathstar_trench.pk3 into your base folder. If you are going to run the v2 version of the map with extra vehicles, put the vehicle .pk3 files into either your base folder, or (recommended) your mod folder, such as gamedata/japlus or gamedata/asteroids (whatever one you are using.) vehicles installed into a mod folder are only available during games that are running that mod.
Credits:
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map design and construction by darthzappa
custom vehicle models credits:
b-wing vehicle by Hatrus and Manquesa
tie defender vehicle by Hatrus
a-wing vehicle by Astromash and Manquesa
y-wing vehicle by Manquesa and Andy 867
tie interceptor vehicle by 7IM and Michael 'Chang Khan' Gummelt
tie advanced X1 vehicle by Raven Software, NeoMarz1 and Manquesa
yt-1300 vehicle by Raven Software and Manquesa
all original vehicle read-me files are included in a separate folder. Several of these vehicles are from the Asteroids Mod pack, to ensure compatibility with that mod.
Portions of this map were copy/pasted from Raven's star destroyer siege map, but i changed them around quite a bit.
37 downloads
0 comments
Submitted
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Destroyer
By ZeroRaven
A small FFA/Duel/Power Duel arena.
Designed with Lunaran's LUN3DM4 textures specifically in mind.
94 downloads
0 comments
Updated
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Endor Assault
By Yzmo
This map was created for the Movie Battles 2
CMP map pack, then converted to basejka.
If you want to try the original MB2 version,
its in the CMP:REDUX map pack which can be
found here:
http://www.moviebattles.com/files_cmp
Gameypes: CTF, FFA, TFFA
Botroutes: Yes
New Sounds: Yes
New Textures: Yes
New Shaders: Yes
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Bugs
:-------------------------------------------:
Some lighting errors
Green efx coming thru grid.
536 downloads
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Episode III - Mustafar
By @JCulley3D
spent a lot of time looking on the internet for fan art and descriptions of the rumoured Episode III planet "Mustafar". The planet is the location of the Duel that will take place between Ani and Obi as many fans will know...
This map is the first version of my "Mustafar", its inspired by the rumours and art that I looked at, and it includes some of the key locations that are rumoured to be featured in the scene. Some of you may have seen areas of the map on screenshots at mys site, and you may realise that some of those areas arent in this release, well I held back some areas ready for the next version.
Have Fun
2,676 downloads
0 comments
Submitted
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Facility
By DarthNormaN
Buildtime : about 1 month
Compiletime : 55 min
Brushes : ~4900
Entities : ~370
Botsupport : Yes but not good
New textures : Yes
New music : No (mp/MP_action4)
New models : No
Facts about Facility
Updated version of Facility
My fourth map ever,second for JK3
Map for the contest sponsored by www.seb-crea.de
duel powerduel ffa tffa for 16 players supported
268 downloads
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FFA Desert & Hoth
By DarthNormaN
Hoth
Brush count : 3721
Entity count : 772
Botsupport : Yes (maybe buggy)
New textures : Yes
New music : No (music/hoth2/hoth2_explore.mp3)
New models : No
The map FFA Hoth is part of the Illusions Tec Mappack. This map also has a long development but i had fun with it, too. It consists of three main parts:
The outdoor area
The indoor area
The underground chamber
All three parts are conected with each other and have a quite nice atmosphere. I added a fx_snow to give you a better Hoth feeling. (brrr, cold up here ) I really hope you guys will have as much fun with it as i had when building it. And yes, there is a secret, too. (consoles can be used by pressing use-button) I hope you bring up a good video card because sometimes the fps rate is a bit low. (but still over 25 without glow effect)
put the .pk3 file into ...JediKnight:JediAcademy/GameData/base !
Desert
Buildtime : about 6 month
Compiletime : ~1 h
Brush count : 3473
Entity count : 915
Botsupport : Yes (maybe buggy)
New textures : No
New music : No (no music is used)
New models : No
The map FFA Desert is part of the Illusions Tec Mappack. After a long development this Desert map is now done. (finaly i have to say because this map was getting on my nerves at the end) It consists of three main parts:
The courtyard
The cantina
The hangar
All three parts are conected with each other and have a quite nice atmosphere. There are also some destroyable parts - some do even change the gameplay... Javas and droids are located here and there to give you a better Tatooine feeling.
I really hope you guys will have as much fun with it as i had when building it. And yes, there is a secret (consoles can be used by pressing use-button)
I hope you bring up a good video card because sometimes the fps rate is a bit low. (but still over 25 without glow effect)
put the .pk3 file into ...JediKnight:JediAcademy/GameData/base !
622 downloads
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FFA3 Domination map
By Jeff
FFA3 converted to Domination mode by Jeff. Just the base map with 3 capture points, bot-routes included they will capture the points.
Thanks to Nelfie for the source map and files for Domination mode. It's available under CTF mode.
39 downloads
0 comments
Updated
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Fight-Arena
By Gigon
Requirement: JA Bonus Maps from Raven (bonus.pk3)
Features:
- gameplay type: team duel powerduel ffa
- 8 ffa spawnpoints
- 4x2 team-spawnpoint
- Crusher trapp on the lower level
- Bots support
gameplay note:
- To activate the crusher: shot at it!
- Bot support is not so good...
Construction note:
- This map is a conversion of a map I made for
'StarTrek: Voyager Elite Force'named: Forge-Arena
94 downloads
0 comments
Submitted
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Forgotten_City
By SephFF
I made this map purely for my own personal passion for Final Fantasy 7. The map is based on a location in FF7 that is infamous in gaming history but that’s going down spoiler territory so anyone who has played the original FF7 should recognize this location pretty quick. I took a long break from mapping due to college classes and thought making something small would be a great way to get a refresher in mapping.
Map Features:
Buttons:
Four buttons clearly marked allow for changing the main fighting area to change.
1: Spectator stands
2: Wall
3: Pilon
4: Overhead cross
One button on the lower floor turns on some platforms and balls of water mad specifically for jump challenges in the map.
There is one hidden button somewhere in the map where if ya push it and then jump to the small material orb in the water, it will teleport ya high in the sky. Serves three purposes… 1: obvi FF7 reference 2: a quick way to start the extremely hard jump challenge. 3: Alt way to center pad in all game modes. Starts in off position at start of map…can be toggled on or off.
Last there are three secret buttons in an area outside the main map. Only way to reach this is with an extremely difficult strafe jump. The jump is made with 125 FPS users. Corner of landing area will TP you to the secret area. Other ways is obvi with grapple or noclip/use teleport coordinates.
Jump challenges: There are six total designed jump challenges all different ranges of difficulty. Only one jump has a reward room, the jump using the water balls reward is reaching the highest point in the map. The others are just for challenge sake/fun.
1: Jump only on broken pillars in a full circle with out falling in the water (easy)
2: Climb to top of bell tower (easy)
3: Use unbroken round pillars with half a sphere on top to circle around the arena. (hard)
4: Climb bell tower only using the bell tower itself. Start of jumps from center arena. (Very Hard)
5: Use water jump glitch and D-swing Boost to reach highest point of map (Very Hard)
6: From elevated platform jump off crystal to triangle glass in open are to corner glass in the map. (Extremely hard)
(Will post diagram of jumps on JKhub to more easily see what im talking about…I prob suck at explaining what these jumps are lol)
Water jump glitch:
JKA for some odd reason has a cool trick not many people know about where if you jump into water using full jump (J1,J2,J3 <Force level), and you KEEP holding jump while falling into the water never letting it go. When you swim to the surface you will shoot out of the water the same hight as the speak of your jump regardless from how high up you are. If you never let go of jump and fall in water again, you can repeat the same jump height again and again. The only thing stopping you is if your feet touch the ground. If your feet touch the glitch will no longer work. This makes getting around the map interesting and sometimes invilves prior planning.
Some jumps require knowing how to a RDFA Cancel D-Swing Boost. It’s a trick in JKA where you can double your jump height boosting off a slope surface less than 90 degrees. There are many variations to do this trick so ill explain the basic D-Swing one.
RDFA Cancel D-Swing Boost:
Run forward using W or D and hold jump/space
If using W let go of it while in air press D+Attack
If using D just keep hold it and press attack.
After pressing attack, you will press and hold W+Attack (Jump/Space is still being held at the time.)
You will need forward momentum going into a slope surface. The middle of the swing is where the boost should happen. The player character’s body should be touching the slope surface during the middle of the swing animation. After the boost let go of attack but continue holding W+Jump/Space. If you hold attack you will swing the saber again, slowing your forward momentum giving less height to the jump.
The timing of the swing/forward momentum speed and angle of slope surface all adjust when the boost will or will not happen. It takes some practice to learn this trick but its not too difficult to master. This trick allows access to some areas in maps devs never intended.
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Map Info:
Map Name: Forgotten_City
Released: July 26th 2022
Filesize: bsp: 3.80mb pk3: 44mb
Version: 1.5
Build Time: 28 days
Brush Count: 357
Patches: 530
Entities: 88
Build Command lines:
[bsp] -threads 6 -meta -v -verboseentities -maxarea -samplesize 8 -skyfix "[MapFile]"
[vis] -threads 6 -vis -saveprt "[MapFile]"
[light] -light -dirty -dirtdepth 4 -dirtmode 0 -dirtscale 4 -fast -fastgrid -cheap -cheapgrid -samplescale 1 -exposure 260 -patchshadows -bounce 8 -bouncescale 0.7 -fastbounce -bouncegrid -samples 4 -nocollapse -nolightmapsearch -threads 6 -lightmapsize 2048 -debugsamplesize "[MapFile]"
roughly took 30 min to compile lighting.
UPDATE: Origanal upload had a missing texture, also found FPS drops with more than 4 players. I had to re-work entire parts of the maps and remove/modify a lot of shaders just to increase preformance a bit more but still keep the core play of the map feeling the same. it just does not look as good imo. In order to get this map looking to how I intended I will have to learn how to optimize and import models into the map and thats something that might take a few months to learn. So I got this as good as I could for now.
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Features:
FFA / TFFA / Duel / Power Duel
Botrouting: no
New Music: Yes (Best to play map with music on!!!!) (3 options)
New Textures: Yes
New Shaders: Yes
New Sounds: No
New Models: No
New NPC: No
New Skybox: Yes
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***********IMPORTANT***********
Source .MAP file inside the pk3.
Feel free to use anything SephFF has made in this map for your own maps made for Jedi Academy. I only ask that you give proper credit. If you want to port the map for a different game, you will need to request permission.
***********IMPORTANT***********-----------------------------------------------------------
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Programs Used:
Netradiant-Custom-20220211
Photoshop 2022
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Credits:
SephFF Brush work, patches, skybox, custom textures, layout of lvl and structural brushes/details, player spawns, TFFA spawns, transition cam and lots of testing.
MJT Helped with shaders, brushwork for bowl surrounding the water, and a lot of help with the caustics ....this dude does black magic.
Yeti*, Ice, Fransuave, Eternal: Map testers
Misery: Mapping tips and testing found all kinds of things for me to fix
Szico: 'Toggleable' Teleporters found on JKhub
https://jkhub.org/forums/topic/10095-toggleable-teleporters/
Music from FF7
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Installation:
Place the forgotten_city.pk3 into your gamedata/base folder.
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Run map commands:
To play this map not a server pull down the console with (shift + `) then type /devmap Forgotten_City
168 downloads
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God Of War Chain of Olympus Map
By d_andras
A small try i made to recreate the final level from the PSP game God of War Chain of Olympus.
The map is a perfect all purpose map that includes: FFA, DUEL, CTF, TFFA, each gametype will spawn you in a different location, and you wont have to walk in a duel gametype you wil be spawned in the middle circle.TFFA and CTF spawn you in one of the corners of the map. while TFFA is as simple as go and meet in the middle and fight, CTF has been slightly altered.In the CTF gametype you will have to work as a team to take and open the flag just as before but here, you actualy need a member to go and open the door for you, when you return to capture the flag you will have to do the same.
If one of the members is not paying attention you might risk losing your flag, you need to protect both the entrance flag keeper and the lever for opening the doors.
Each team capturing the falg will also take hold of Ysalimari that will redude your force, by this reducing the ability to just run all the time, and jsut make it more difficult.
113 downloads
0 comments
Submitted
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GoldenEye Bunker
By CaptainChar
"Bots are a bit trigger happy when it comes to doors", some will get stuck in some areas but will eventually get out of them too.
The Bunker map from the Original Goldeneye game for Nintendo 64, in Single player, known as Bunker 2, in Multiplayer just the bunker, its been as faithfully recreated as possible by Kahn, it was passed onto me, and I tweaked and completed the map, as well as restored it to the original N64 version. The map is made with gunplay in mind, its a close quarters map, so saber fighting might get difficult with the confined spaces
As with all my GoldenEye maps, there is a hidden VHS/DVD of GoldenEye in the map, try to find them all in all the maps!
INSTALLATION INSTRUCTIONS: Unzip the ge_bunker.pk3 file into your base folder.
Optional: Unzip the ge_assets_v2.pk3 into your base folder
Credits:
Khan: For Providing the original unfinished Bunker Map
BongoBob- For making the temple level which is what got me started on project GoldenEye
Szico VII- without your source files, I would have never learned as much as I did
Darth Zion- Helped me with scripting, fixing sounds, and various beta testing
Last Wish- Helped in my beta testing extensively, and gave me texturing tips.
RichDiesal - For your mapping tutorials
Graeme Norgate- without your music, GoldenEye wouldnt have been the same
BUGS: Multiplayer intro video sometimes loses sound.
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY NINTENDO OR RARE
291 downloads
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Grand Jedi Skills: *Flaw Stories
By Boddo
Board the *flaw station and battle in all enviroments imaginable
or embark on the quest to figure out why door in the main lobby is locked... ?
Overcome the challenges to take back the streets
Features:
Night and day in one map. - change over an elapsed time
Dynamic race track - ?? you say? yeah, once you start it, you are locked into a track and locked out of the upper downtown streets.
custom music composed by Schwink
area lit ambience audio sounds - caves, rain, wind etc...
challenge based reward system - first to complete a challenge receives points, finish one to unlock the next
Rail slide system - been working on this since my first map, its not as constrictive or as controlling, but I think it can be fun this time around ;-P
cel shading
this map wrang the neck of the compiler
379 downloads
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Gulf of Souls
By JKHub
Submitted by Ceres
Title: Gulf of Souls
Author: wedge2211
E-Mail: 06jps@williams.edu
Webs: http://wso.williams.edu/~jshoer
-- General Information --
File Name: gulfOfSouls.pk3
File Size: 5.8 MB
Date Released: 13 April 2004
Description:
The strange spirit chasms on Velan Core are places of eerie mysteries and enigmas. An installation was built in the Gulf of Souls, a particularly potent spirit chasm. Three weeks after basic construction was completed...all contact with the expedition was lost. Nobody knows what became of the base inhabitants...
Gametypes: FFA, Duel (though a bit large), Power Duel
-- Map Information --
Brushes: 2222
Entities: 640
Custom elements: Some shaders, effects, and music from Total Annihilation
Build time: Many moons
-- Notes --
I've had this guy sitting around for a while, now. It's a small FFA map, mainly an experiment. Looks really wierd, but I like it. It's a good ethereal setting for a slugmatch.
309 downloads
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Gully of the Mist
By Boddo
This is a large size map, wanted to try out terrain, but also wanted to see how big of an open area i could make, while maintaining a decent frame rate. I think i suceeded. distance culling and farplanedist were assets.
Map is for JKA, though it also works in JK2! so Yay!
and for mappers out there, this pk3 also contains the gotem.map source file and assets. (use gtkradiant 1.5 though)
all original boddo textures: yes 100%
default textures: 0%
cust shaders: yes
custom models: yes
custom music: yes
support: ffa - tffa - CTF
bot support: no, though I may release a
seperate pk3 that adds bot support down
the road.
423 downloads
0 comments
Submitted
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contest winner Halloween Town by Langerd
By Langerd
Halloween Town by Langerd!
Greetings and hello!!! Welcome to the ghost and pumpkin town!
The map works both sp and mp :
Devmap Hallotown
The music i used is a Cave of Bad Dreams from Rayman 2 game.
In the map You have many graves with .. ekhm Names on them
I rly like to Thank All of You and all Jkhub to improve this title a lot and keep it alive for years. Many Thanks!!! This map is my tribute to You.
But it is also a HALLOWEEN CONTEST MAP!!!!
You have Pumpkins that have 2 variations of taunt
Ghosts that are spooky and scary coming from graves
CANDIES EVERYWHERE!!! Use the cauldron to MAKE MORE CANDIES!!!!
And finally!!! Broom Vehicle
All visuals, skybox, models and textures are mine same goes with the design of everything trees, characters etc. - only music is from diffrent source (Rayman 2).
You can press the pumpkin to laugh or jump and You can press the cauldron that is in the middle of the map.
Broom sadly works like swoop but in mp You can fly a little (Vehicle_fighter class was removing the cahracter model.... sadly)
HAVE FUN! AND HAPPY HALLOWEEN!!!
720 downloads
- halloween contest 2017
- contest entry
- (and 1 more)
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Haunted Halls
This map was released for the 2017 Halloween Contest on JKHub. It was the first map I completed and released since Inferno, which I released back in 2009. It was nice to actually finish something for a change.
Players start out in a large central chamber, which is perfect for hanging out and casual dueling. Branching off from this chamber are six different rooms, each with a unique challenge for players to face. The halls leading to these rooms are haunted, though; they change frequently, and enjoy leading you to places you didn't want to go.
Two rooms are special duel rooms: one with a platform that dips itself into lava, and the other with some mischievous torches that like to turn off when you least expect it. Not scared of the dark? Watch your step anyway--you might fall on the spikes.
The other four rooms are games. There's a maze room (with walls that are constantly changing), a guessing game room (which punishes you for wrong guesses), a bottomless pit room (with bridges and stairs that like to disappear), and a room with working slot machines (where you place bets with your health). All of the games present their own unique challenges.
Winning a game will reward you with "gems." You can collect up to 10 gems and use them for special rewards within the map.
There are 4 rewards you can get:
-1 gem will let you teleport to any game room, without using the hallways.
-2 gems will let you choose from two types of music.
-4 gems will restore your health.
-7 gems will give you continuous healing--until you die, you will return to full health every time you are hurt.
All rewards can be accessed using the floating icons in the central chamber.
This is the most interactive map I have ever made. My previous map, Inferno, was focused solely on visuals--and I think I made it look pretty cool. But then I realized that players want stuff to do, not just stuff to look at. This is my attempt to give them both.
This is also the first time I have made a map focused on a specific theme. My approach to the "Halloween" concept was to use lots of green and yellow light, tons of shadow, and plenty of weird, random, assymetrical scenery. I wanted to break out of the usual pattern of bloody, gory, death-centric Halloween ideas, and make the map "spooky" in my own way. Hope you enjoy it!
NOTE: Yes, this map is dark. On my monitor, it's not too dark to see, but since every monitor is different, I can't make it perfect for everyone. If it's too dark for you, please just turn up your brightness in-game.
305 downloads
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HGC Game Tournaments
By HiddenSpy
Game Tournaments (GT) or HGC Playground as it may be referred to is a map of games that HGC has invented over the years on Jedi Academy. If these games were invented else where we had no idea. Everything here came from our own minds. These games have been in previous maps HGC HANGOUT 1-4 but varied from map to map. Some maps (for example) had a race track while others didn't. This map unites the games and is perfect for tournaments which were rare in old HGC maps because they were either hard to get to, or near to many other things causing them to be a little laggy when a lot of people played. This map puts the games far enough away from each other to prevent lag and dims the outside without creating annoying doors.
49 downloads
0 comments
Submitted
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Home of the Order of the Grey Wolves
By AradorasXeon
These 3 maps are mainly the same the only differences are in the weather (thus textures and lighting).
The maps are supporting role play activities for JA+ commands by this I mean there is a control room (teleport coordinates: 4672 -3472 2384) which from you can make most of the models solid/unsolid (solid by default), you can start tie-attack run, or X-wing "show", there is a firework (not that good). You can play at night or in the day light (you only have to push a button..). You can make a shuttle to land outside. You can add some NPCs, with a push of a button (also adds R2D2 in the hangar). You can order a sith attack (NPCs). You can put the map into security lock down mod, you can discover dark forces(in front of the guests room there is a place on the floor what you can destroy with saber) on the map, or go(erm swim) to the shrine (only with force speed or teleport). You can have a swoop race in the garage.
This files contains:
ogw_home.bsp - sunny weather (has FFA; DUEL; POWER DUEL; and TDM support)
ogw_home_strom.bsp - rainy weather (has FFA and CTF support)
ogw_home_winter.bsp - snowy weather, with matching textures and some christmas decoration
Some textures that I or Ronii made
I hope you will like roleplaying or simply just playing on this map. If you want to check it out immediately, come to our server: 37.221.209.105:29020
- Xeon -
188 downloads
- Clanmap
- Roleplaying
- (and 2 more)
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Imperial Christmas Bastion
By Kessno
Description: An Imperial Bastion located high in the mountains, inspired by an unnamed location in Fortnite, Chapter 4 Season 1. This was created for the JKHub Holiday Mod Contest 2022 and was built in two days.
Installation Instructions: Unzip the file and place the .pk3 file in your GameData/base directory.
Notes: I would like to revisit the map after the holiday contest to improve it and add additional details. It was more difficult than I anticipated to find a Christmas tree model and I ended up improvising one. The exterior terrain is a lot shallower than I would have liked, so it doesn't quite feel like a proper mountain base.
60 downloads
- contest entry
- holiday
- (and 1 more)
0 comments
Updated
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Imperial Class1 Star Destroyer Bridge
By Lwkill
Author: Lwkill
install : put the pk3 to your base folder
deinstall : delete the pk3 from your base folder
if you find bugs let me know
542 downloads
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Imperial Dark Spiral Map
By Jachilla
My next map for Jedi Academy.deal with maps and game for 8 years.
This time move to the dark base of the Empire.We will fight in the dark tunnels and hangars.
Map has boytrouty modes ffa and CTF separately.
452 downloads
- Botroute Support
- Star Wars Related
- (and 1 more)
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Imperial Hallway
By Chansta
Here it is, ladies and gentlemen! We finally have it, my first-ever map for Jedi Academy. Ever since I was a wee lad, I've dreamed of creating my own maps for Jedi Academy. Now, for the first time since I got the game in 2009, I've turned that dream into a reality.
I present to you: the Imperial Hallway. It is meant to be based on Coruscant as a part of the Imperial Palace. My main source of inspiration for this map was, in fact, the old Star Wars: Infinities - A New Hope comics. This map is loosely based on them, but with my own creative twist.
Installation:
Simply place the pk3 file into your gamedata base folder. I've already tested it for multiplayer, so it should run smoothly.
Issues:
There's only one known issue at the moment - the music I selected doesn't seem to work in multiplayer. Rest assured, I plan to fix it eventually.
Final Notes:
This map was created to honor Jedi Academy on its 20th Anniversary. As such, I'd like to express my gratitude to the following:
Colonel Cornelius CornJulio, for teaching me the art of mapping - The MD team, for fueling my imagination - Linken, for helping me to get the music to run
Enjoy, and may the Force be with you always.
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