All right I'm a bit confused at this point. Can somebody tell me, is ported content is okay to upload and display on JKhub nowadays?
Don't get me wrong, I'm not against it by any means. I'm just confused because I remember back in the days rules were different about porting models and stuff.
Of course, I always using OpenJK if the mod requires it. There are practically no other mods in the base game folder. Only retextures of standard models were installed. For the experiment, I removed all mods. The mod was launched via a bat file that was in the folder with the mod.
Perhaps I didn't express myself correctly. I wanted to see more choice of clothing for the characters. For example, Obi-Wan has an outfit from episode 1 and the Kenobi series. Vader only has the costume from episode 3, and the alternative is Anakin from the Ahsoka series. Seeing a huge list of authors from whom permission was obtained. I said earlier that this may be due to obtaining permission from other authors. Therefore, I proposed an extreme option for customization through basic character selection. The player will be able to customize the model for himself and does not need to look for options for obtaining permission for the model.
On the maps Mustafar and Russan, due to the large number of characters, textures disappear and FPS sag.
I'm attaching a few screenshots.
This mod is absolutely AMAZING!!! I love the design and attention to detail with the maps and the love that has been put into it.
If there was an update to this in either the future or possibly May the 4th it would be nice to see more maps and characters come to this masterpiece.
Lothal, Fortress Vader, the Death Star, Sulon, Dantooine, Yavin 4, Mandalore, Krownest, Kashyyyk, Coruscant, Mount Tantiss, Scarif's Citadel Tower, Byss, Hoth, Manaan, and the Jedi Temple/Imperial Palace would be nice additions as Ladders. Lothal's Capital City, the Wren Stronghold, and the Jedi Enclave would definitely be a sight to see.
10/10
Here it is, my third map for jedi Academy
May I present the Tomb of Aviskus
Like the last two this map was based around an original idea.
It was featured in the Now completed Sw fanfic that I wrote, which i am certain many of you have seen on the JKEMPIRE discord
Overall background:
This is the main chamber of the Tomb of Darth Aviskus, a powerful sith lord who continued the war against the old republic in the aftermath of Darth Ruin's death. However, he was defeated in battle by Renald Vren, the youngest jedi grandmaster in recorded history.
After his death his body was brought here to rest, by his followers, whereupon the completion of the tomb, the spirit of the Dark Lord commanded that his surviving followers perform a ritual of immense power, which resulted in the deaths of most of his followers, and it also ensured that his spirit would retain the power that he once had in life.
And so here his spirit waits for one powerful enough to reach his sarcophagus so that he may possess them.....
Will you be Strong enough to resist the spirit of the Sith Lord??!?!?
Or will you fall victim to his power like so many before?
I'll admit this was intended to be released sometime in January but life got harder for me, but its here now!!
Of all the maps i've made this is the one that I fully intended for use in multiplayer, mainly due to its size and scale
Now you too can play this map in MP, you can yeet your opponents into the lava pit or fight on the stairs or if you are crazy like me you'll spawn an army there in SP.
Installation: place the PK3 into your gamedata base folder
For MD and SWGL users, just place it in the respective SWGL/ MD folders and it should work fine.
Enjoy!!!!
So, I have been playing JKA ever since it came out. I have seen a ton of mods come and a ton of mods go. I have seen SP mods, I have seen MP mods, I have seen attempts at reinventing the wheel.
Never thus far, however, have I seen a labor of love such as this one and (with no offense meant at all towards anyone else) from a person with such aesthetic quality.
From the very menu of the mod, to the entire UI, to the Intuitiveness of selecting a character to play as (including variants for them), to the roguelike gameplay that no one knew how much we both wanted and needed, this mod is something that truly makes JKA replayable infinitely.
It's also quite magical how the creations of almost every single being in JKhub has coalesced into this gem, making it not only one of the most (if not -the- most) enjoyable mod to have been spawned for the game but also sort of a history book of JKhub past, present and future.
Just beautiful.
~S
Thanks for this, I've taken a look at Mustafar and there was a miscount on one of the waves towards the end leading to the next wave being spawned earlier than it should which I've fixed now and it will be in the next update.
I haven't been able to replicate the freezing or missing textures on later rounds though, are you using OpenJK to play the mod? There are issues in the base version of the game which is why I made OpenJK a requirement.
I'll look at adding something extra to arenas for clearing all the rooms.
I wanted to try to make the characters different to play which is why they have different force powers, it does make some of them harder to play than others but I think it also gives people a bit more of a challenge if that's what they're looking for. I'll look at adding heal/drain to some more characters though to give people more chances to regen their health but I did set up the ladders so you get healed after each boss encounter and after each arena in arenas.
Customising characters isn't something I'm going to add though. I want to do everything through the hub map and adding customisable characters would mean too many permutations and it would be a bit of a headache to script, it was bad enough just trying to get these to work as is!