Siege
18 files
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Ultimate Siege Map
By J3rk
The Ultimate Siege Map started out as a community project where any and all input from the JKA community was encouraged throughout the development process. I had a rough idea for the layout and objectives going in, but they were slowly tweaked and changed as we went along. I'm not sure if the end project truly lives up to the name, but I do believe that this is one of the first JKA Siege maps that was heavily steered by the community. I take the credits section very seriously and I don't feel as though this is "my" map at all. But, don't take my word for it; check it out!
This map uses custom classes but there should be no conflicts with any other maps, or EOF errors. the default Hoth classes, so there are no EOF (or other) conflicts with any other maps.
Time Limits:
* 25 Minute Initial Time Limit
* If Rebel forces succeed before the time limit is reached, the teams switch sides (Imperial team becomes Rebel and vice versa)
* Once the new teams are formed, the new Rebel team must complete the same objectives in the same or less amount of time than the first Rebel team did.
Players:
* Recommended Maximum of 16 Players (8 per team)
* Note: A maximum of 32 players are supported, but untested. Play at your own risk.
287 downloads
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Project Digimon
By AradorasXeon
It is just a project name, it has nothing to do with the serie (I was just watching it when I came up with the idea, and well I haven't come up with any better so it stuck with it).
There's no objective map, but I wrote objectives, so it shouldn't be a problem to play it.
Some of the objectives are rush proof, so one member of the defensive team has to spawn in, before you can go on. (It can be a good idea to hold as long as you can, and not selfkilling after an objective is lost).
At the 2nd objective there's a hoth stly console, you can activate shields with that, to prevent offensive team to destroy some of the tanks. It may be a good idea, to activate shield, then protect the console.
At 4th objective, the defenders have 2 turrets, they have much health points, but they don't respan.
At 5th objective, you can see two computers, the black one does the objective, the grey one deactivates turrets. (can be activated from there again) (these turrets do respawn and have normal amount of health points).
Map uses hoth classes. And damagable objectives can be healed with defender tech.
New textures: kind of, I had to mirror some textures on the skybox, so they look prettier (still have some points where they don't fit, but it's better than before)
New music: no
New models: no (that one I added from radiant should be default)
New npcs: no
New sounds: no
New map: (obviously) yes
- Xeon -
P.S. If you love siege, and still play default maps don't forget to download my desert rescue patch (http://jkhub.org/files/file/1256-siege-desert-patch/)
205 downloads
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Underwater Base Siege
By AradorasXeon
Underwater Base for siege gametype.
As I promised here it is. I always try to being realistic, so you may find the classes a bit unfair, so share your opinion here if you think it's unplayable. Why do I say it's realistic? Well the prisoners have less hp than the defenders, and prisoners have less weapon, but you know prisoners get ill in prisons and they are not well fed, so... But it's not that big monster map, so maybe it isn't a problem after all.
There is an objective where you will need serious teamwork as prisoners. When you get there you will see which one I'm talking about, but I just call it turret-paradise.
There are 3 new textures, but you probably will notice only one, since I used the others as background at the base itself. Probably you won't really notice them but if I use other ones you could see them and say it's ugly.
The picture I uploaded was taken in singleplayer so not all the models use that weapon which is shown on the picture, but yes there are wampas (!) and a rancor of course.
There are no music, or special sounds. Why? Because nowadays everyone's listening to music while playing JKA so why would I bother myself with them. I was thinking about adding some alert sound when prisoners get to another objective, but to be honest I couldn't make it work...
Anyway I hope you guys will enjoy it! and stay steady more underwater base maps are coming as I promised it in that thread.
Edit: Before I forget those textures on the picture on the boxes are special remakes of the hoth textures, so probably you will see something else there. (Those textures are made by Magyk)
286 downloads
0 comments
Updated
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Korriban Zombies
An edit of the kor1 map from singleplayer, made into a zombie map. I messed with the lighting to make it more
tomb-ish than Raven had it. Also cut off a lot of the map for more confined play. I'm toying with the idea of
using more of the map for an update. Added a few things to make it more gunner-freindly, too. And my usual
crawlspaces.
Good Halloween map.
388 downloads
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Zombie Tunnels
My first zombie map and first map ever. The idea is a zombie game set inside an abandoned/broken down mine.
The focus of this map is twofold. The first is to confuse the players into getting lost, to which it has
succeeded several times. The second is to cater to a mode of zombie gameplay rarely used - running. The tunnels
are open and without dead-ends so as to prevent people from camping and hiding effectively. That was back in
version 1. Since then, I've added some hiding spaces and my customary crawlspaces.
Good Halloween map.
266 downloads
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Kill the Mutant Rancor
By AradorasXeon
Kill the Mutant Rancor siege map.
This is a siege map.
Probably this is the final version of the map.
For the record: Rancor won't attack you in atst and it's easier to kill it with an e-11,
The game won't tell you if the rancor is under attack, but everything else should be fine.
The file is zip, so you have to unzip the pk3 to your base folder.
Have Fun!
248 downloads
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Siege Battle of Endor
By JKHub
Author: Monsoontide
This is a Work In Progress (WIP) of my Battle Of Endor SIEGE maps, which are currently upto version 5!!!
(I've been working on this for ages!)
There are three maps in total, all of which will link to one another depending on which team is victorious.
EG. If the Imperial forces win at the Imperial Bunker the Rebels will fall back to the Ewok Village map.
1,809 downloads
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Jedi Academy BETA Siege Map Pack
By J3rk
This is a BETA preview release of an upcoming Siege map pack containing 5 maps in total. The two maps included are fully playable but may be tweaked and refined in later versions.
You can run both of these maps in FFA mode but since they're not FFA maps I would expect the gameplay to be horrid. <:-O
If you would like to play the map by yourself, just start the map as a Siege map and add a bot (i.e. "addbot chiss" in the console).
To avoid errors and conflicts these maps use default Siege classes. Base Assault uses the Hoth classes and Korriball uses Korriban.
Time Limits:
Korriball: No time limit, first team to score 7 goals wins.
Base Assault II: 20 Minute Initial Time Limit
If Imperial forces succeed before the time limit is reached, the teams switch sides (Imperial team becomes Rebel and vice versa).
Once the new teams are formed, the new Rebel team must complete the same objectives in the same or less amount of time than the first Rebel team did.
Objectives for Korriball:
Grab the green crystal and use the jumppads to score. The first team to reach 7 wins.
NOTE: Scoring requires more skill and timing than Droidball!
Objectives for Base Assault II:
There are 5 main objectives:
Steal the power mod and restore power to the outside doors.
Reach the outer courtyard of the Estate grounds.
Use the codes contained in the droids to disable the Estate locks.
Once inside the Estate, disable the containment core shield which is busy containing the head of the legendary Pops.
Steal the head of Jedi Master Pops and return to the transport for escape!
Players:
Recommended Maximum of 16 Players (8 per team)
Note: A maximum of 32 players are supported, but untested. Play at your own risk.
283 downloads
0 comments
Submitted
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Battle of Mygeeto
By J3rk
This map is based on the planet "Mygeeto" as seen in Episode III. It features the Jedi General Ki Adi Mundi leading a clone army (including the Galactic Marines) against the Separatist droid army in a struggle to take one of the main energy collectors on the planet.
Please note, this map is released "as is" and is unsupported by Raven Software, Activision, LucasArts, etc.
Objectives:
The objective for the Republic team is to take the bridge by defeating the Tri Droids, disable the collector platforms and finally breach the main energy collector. Once inside the main collector, set up a command post. The command post can be disabled by the defending team, so you must defend it until the countdown timer expires (~60 seconds).
Time Limits:
20 Minute Initial Time Limit
If Republic forces succeed before the time limit is reached, the teams switch sides (Separatist team becomes Republic and vice versa)
Once the new teams are formed, the new Republic team must complete the same objectives in the same or less amount of time than the first Republic team did.
Players:
Recommended Maximum of 16 Players (8 per team)
Note: A maximum of 32 players are supported, but untested. Play at your own risk.
1,277 downloads
0 comments
Updated
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Battle on Mygeeto
By J3rk
This is a BETA preview release of another map from an upcoming Siege map pack containing 5 maps in total. This is a completely different map than my previous maps based on Mygeeto, and is not intended to be movie-accurate. The included map is fully playable but may be tweaked and refined in later versions.
You can this map in FFA mode but since it's not an FFA map I would expect the gameplay to be horrid.
If you would like to play the map by yourself, just start the map as a Siege map and add a bot (i.e. "addbot chiss" in the console).
To avoid errors and conflicts this map uses the default Hoth classes.
Time Limits:
20 Minute Initial Time Limit
If Imperial forces succeed before the time limit is reached, the teams switch sides (Imperial team becomes Rebel and vice versa).
Once the new teams are formed, the new Rebel team must complete the same objectives in the same or less amount of time than the first Rebel team did.
Objectives:
There are 5 main objectives for the offense:
Objective 1: Advance ATST to the bridge
Objective 2: Destroy core/generator
Objective 3: Breach inside of the complex
Objective 4: Find/install the emitter & receptor
Objective 5: Destroy communication control room
Players:
Recommended Maximum of 16 Players (8 per team)
Note: A maximum of 32 players are supported, but untested. Play at your own risk.
671 downloads
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Hidden Mine
By J3rk
War! (Heh.) The setting is a Separatist droid army has set up a hidden base in an abandoned mine to develop and test a devestating new weapon. A Republic Clone army faction has been dispatched to shut the operation down and destroy all data relating to the project. Aiding each side is a Jedi and a Sith.
As with previous maps developed by H3H, expect multiple ways to accomplish objectives, intriguing battlefronts and lots of surprises that will be revealed the more you play. You'll notice that some areas were heavily patterned after key areas from the SIEGE Hoth map by Ravensoft. We've also designed the Objectives to flow similarly to Hoth, so you shouldn't have any trouble knowing what to do. Our SIEGE server "H3H Mini Wars" (IP: 169.207.100.51) will be running the map, but please feel free to run it on your servers as well.
Please note, this map is released "as is" and is unsupported by Raven Software, Activision, LucasArts or H3H. However, if you're having problems please visit our forums at http://www.clanh3h.com and let us know.
The Story So Far:
The primary objective is to reach the Central Processing Core (CPC) and destroy the (3) server banks which house the data on the Separatist secret weapon.
Republic Mission Objectives:
Destroy the main gate and gain access to the mining camp!
Once inside, drop the shield leading to the keyroom facility.
Enter the keyroom facility and make way to the keyroom storage area.
Steal the loading dock access key and unlock the loading area.
Breach the lower levels of the facility and head to the Central Processing Core (CPC)!
Destroy the CPC servers!
Empire Mission Objectives:
Defend, defend, defend!
Time Limits:
20 Minute Initial Time Limit
If Republic forces succeed before the time limit is reached, the teams switch sides (Separatist team becomes Republic and vice versa)
Once the new teams are formed, the new Republic team must complete the same objectives in the same or less amount of time than the first Republic team did.
Players:
Recommended Maximum of 16 Players (8 per team)
Note: A maximum of 32 players are supported, but untested. Play at your own risk.
405 downloads
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Battle of Geonosis - Siege
By J3rk
I basically took my previously released FFA map, modified it a bit, fixed some FPS problems and added Siege code. The result was this.
Take command of Dooku, Jango, Clones, Jedi, Droids, etc. and battle it out on a vaguely reminiscent battlefield replica of the Geonosis Arena featured in SW:AoTC. The classes are fairly typical, but I think they work pretty well. I haven't done balance testing or anything, but I figured this was good enough for release. This map has only 1 objective, and is timed for 10 minutes per round. I thought that might be an interesting change.
Republic Mission Objectives:
Get to the War Room and destroy everything you can.
Separatist Mission Objectives:
Defend, defend, defend!
Time Limits:
10 Minute Initial Time Limit
If Republic forces succeed before the time limit is reached, the teams switch sides (Separatists becomes Republic and vice versa)
Once the new teams are formed, the new Republic team must complete the same objectives in the same or less amount of time than the first Republic team did.
Players:
Recommended Maximum of 16 Players (8 per team)
Note: A maximum of at least 32 players are supported, but untested. Play at your own risk.
971 downloads
0 comments
Updated
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House of the Fallen
By J3rk
The attempt at innovation continues. This time, we have what I call a CS-style gameplay map. There are (2) locations on the map where Imps can try to arm an EMP weapon. The Rebs have to disarm the weapon within (30) seconds of either EMP being armed. You can arm, disarm, and re-arm as often as you can - until the time expires. If the Imps succeed in arming one of the EMPs and defending the area until it explodes, they win. If the Rebs succeed in disarming the bombs and defending the base, they win. This map also has a few hidden passages and traps that either team can utilize to tip the scale in their favor.
In this version of the map, ** only the Demo class ** can arm or disarm the EMP weapons.
The (2) areas where the EMP can be placed are indicated by a "glowing bomb". To arm an EMP, the Imp Demo must hold the "use" key the for a specified time period, while being near the "glowing bomb" indicator. To disarm the bombs the Rebel Demo must also hold the "use" key while being near the bomb. Once the EMP is armed, the "glowing bomb" turns into a solid/textured bomb. When the EMP is disarmed, it turns back into the "glowing bomb" which indicates that it can be re-armed.
This map uses the default Hoth classes, so there are no EOF (or other) conflicts with any other maps.
Time Limits:
10 Minute Initial Time Limit
If Rebel forces succeed before the time limit is reached, the teams switch sides (Imperial team becomes Rebel and vice versa)
Once the new teams are formed, the new Rebel team must complete the same objectives in the same or less amount of time than the first Rebel team did.
Players:
Recommended Maximum of 16 Players (8 per team)
Note: A maximum of 40 players are supported, but untested. Play at your own risk.
216 downloads
0 comments
Submitted
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JKA Siege Map Pack
By J3rk
Ok, so I've made a few maps in the past, some were decent, others were not. One thing that annoyed many people (and myself) is that the Siege maps I made always generated an "EOF" error and prevented people from, you know, actually being able to play the maps.
I've FINALLY, discovered why this happens. It's due to the custom models and teams that I was using. What this map pack is, is a collection of a few of our past maps but recompiled and reconfigured to use the basejka teams that Raven has in the game.
The advantages of this are:
The maps don't conflict with other maps at all, so you don't have to 'clean out' your Base folder to get them to work.
By removing all of the custom models, the file sizes are WAY smaller. So, all (3) of these maps are almost the size of what one of them was before.
The disadvantages of this are:
Custom models are arguably more fun to play with.
You lose the ability to customize the classes.
IMHO, the pros very much outweigh the cons. What's the point of having cool classes and teams, if most people can't play the maps? I tried to match the teams up in such a way that makes sense for the map, but they're not perfect. If you see any ways that I can improve on this, please let me know!
I have more Siege map packs planned for the near future, but I wanted to see how the community would respond to this one first. Here are the maps included in this pack, with their changes:
H3H Base Assault
This was the first Siege map that H3H worked on and released. It was received well, but was plagued with EOF errors. Some people say it's their favorite Siege map. (I know, I find that hard to believe to, but I've heard it said.)
Synopsis: Team "H3H" has stolen a valued posession form Team "Master" (an old-school JK2 dueling clan) - Team Master's leader's lightsaber. Master mounts an assault on the H3H HQ to retrieve it.
Class Changes: This map now uses the default Hoth classes. It plays pretty much the same IMO, and I actually think it's a bit more balanced than before.
Other info: N/A
Hidden Mine
Personally, this is my personal favorite map that I've worked on. It wasn't received well, but I think it was mainly due to MASSIVE EOF errors. I guess we'll see if it gets more playtime after this release.
Synopsis: A band of Mercs are testing a devestating new weapon, and a Rebel force is dispatched to destroy all data relating to the weapon.
Class Changes: This map now uses the default Hoth (Offense) and Desert (Defense) classes. I honestly think it plays much better than before.
Other info: Yes, the infamous "secret" is still in! If you don't know what I'm referring to, well you should explore the map to find it. It could tip the scales in your favor.
Battle of Geonosis
This map was actually just released, and is what sparked me to explore the source of the EOF bug. It did better than I expected, and actually comments from people @ JK3Files motivated me to re-release a version that everyone could play.
Synopsis: Jedi vs. Mercs. It's the closest I could get to a loosely based AoTC theme, using the default classes.
Class Changes: This map now uses the default Korriban (Offense) and Desert (Defense) classes. I like the way it plays now. I miss the custom models, but I this the Jedi vs. Gunners idea is interesting and should be fun.
Other Changes: I made the map slightly more interactive, added some eye candy and changed the objective a bit. I also added more ambience. Watch this one, there's more to come.
509 downloads
0 comments
Submitted
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Droid Ball
By J3rk
Think basketball, but with 3PO's oversized head instead of the ball. The concept is simple - grab the "ball" and jump through the hoop. This map is an arena-type map, with a red team goal on one end and blue team goal on the other end. First team to score (7) goals wins. You have to use jumppads in various parts of the map to hit the goals. Lots of fun with lots of people.
This map is incompatible with the current version of Heroic Oinkerwinkle's "Silly Room" Siege map. If you don't know which map that is, I don't think you will have any issues. If you do know which map that is, make sure that you remove it from your Base folder before playing this map.
Time Limits:
60 Minute Initial Time Limit, but the game is really designed to be played until one side makes (7) goals.
Players:
Recommended Maximum of 24 Players (12 per team)
Note: A maximum of 60 players are supported, but untested. Play at your own risk.
182 downloads
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Warrior Guild Assault
By J3rk
This project was started as a contribution to the Neo Dark Ages project (neoda.jk3files.com). It was always intended as a Siege map, and the JKA base release will use Star Wars classes. There will be an NDA-specific release as well with the unique NDA classes.
This version of the map uses default Hoth classes for now. There should be no conflicts with other Siege maps.
Time Limits:
20 Minute Initial Time Limit
If Imperial forces succeed before the time limit is reached, the teams switch sides (Imperial team becomes Rebel and vice versa)
Once the new teams are formed, the new Rebel team must complete the same objectives in the same or less amount of time than the first Rebel team did.
Goals:
There are 5 main objectives:
Open the mine gate
Make way through the mine and to Tarpiin's Windmill
Destroy any barriers in your way and proceed through the Archers Guild
Stop the windmill which will allow you to use the red and blue mixes with crystals to create explosions
Climb Hopes Abandonment and retract the cage which holds a captured Ysalimari
Grab the Ysalimari and escape to the breach point
Players:
Recommended Maximum of 16 Players (8 per team)
Note: A maximum of 32 players are supported, but untested. Play at your own risk.
243 downloads
0 comments
Submitted
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Hoth Siege Modified
By JKHub
Author
Grampa Horton
Same old hoth map we all know and love, only much, much more challenging for imps. Added extra turrets, emplaced weapons, increased health on just about everything and decreased length on hack times. Perfect for when the teams are stacked. Have fun.
This game should not have any bugs whatsoever since the modifications I performed are quite trivial.
392 downloads
0 comments
Updated
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Battle over Coruscant
By DarthNormaN
Since this is a rather big map there are plently of things you can use or destroy. Take a look at some of the consoles, shot at crates and use the force!
Feel free to make a replacement pack that includes new models for an authentic siege experience. You are allowed to change the classes as well. Send that pack to me (darthnorman@gmx.de) or load it up and just send me the link. The best pack will be hosted it on my site together with this map.
Note: You will probably have a bad FPS rate if dynamic glow is enabled.
http://www.youtube.com/watch?v=u3C7asisu3A
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Installation
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Put siege_boc.pk3 AND boc_observation_deck.pk3 (replace if needed)
into your JediKnight:JediAcademy/GameData/base folder.
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SPECIAL THANKS TO - FOR
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# George Lucas - creating Star Wars
# Lucas Arts,Raven,Activision - making such great games like JK:JA
# all who are responsible - the creation of the great software i used
(GTK Radiant 1.4(+Tools), Q3Map2, Q3Map2Build, BehavEd...)
# all members of these forums - support and advise
# www.darth-arth.de
# www.map-review.com
# www.map-craft.com
# www.filefront.com
# www.moviebattles.com
# rv21 - making awesome textures/reskins/models and for your feedback!
# Liam - providing sound effects
# Corel - this great skybox <3
# Toshi - the Palpatine model
# Plasma - the Palpatine reskin
# MaceCrusherMadunusus - footage
# =Some0ne= - Jedi Fighter and R2D2 md3 files
# Manquesa - Jedi Fighter model
# minilogoguy18, Dark_Cuillere - ARC-170 model and skin
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Addition
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I tested this map on a clear version of JKA (v1.0.1, without bonus mappack).
So if there are still some unexpected bugs then you have broken shaders/assets in your base folder.
If you are sure that this is not the case contact me personally or in the forums i mentioned above. But i hope that wont be necessary ;P
The archive siege_boc.pk3 includes the following files:
map in .bsp format
new textures
new shaders
new effects
new models
new scripts
new music
arena file/levelshot/botroute
...and the folders that belong to them.
To map with my shaders enter "epiii_boc" into your shaderlist.txt!
Download source files
Source files readme:
4,195 downloads