Multiple Gamemodes
34 files
-
XYZ
By Invalid
XYZ is my attempt at taking elements of successful maps and combining them into one map that is hopefully fun to play and fun to look at. In this map you will find training courses (three difficulty levels), a public council hut, a secret council room, several student bedrooms, three master bedrooms, a sandpit arena, a bar (of course!), a jail, and several other places of interest.
You probably read that and said "What? A secret council room? How is it so secret if you're telling me about it?". Well, okay, it wasn't intended to be "secret", but admin-accessible. You will need noclip, teleport, or protect to access the secret council room. It is located through a tunnel of lava under the training cave that can be found by falling down a crack in the ground. Inside the secret council room there are two switches that toggle day/night throughout the map, and quick teleports to key areas of the map, in addition to the expected features of a council room. Coordinates are included in the next section.
Each master bedroom in the map has its own unique features, including a secret trap. These are the expected quarters of the highest ranking members of a clan/guild, should this map be used as a clan hangout or something.
The training courses are available in the training cave. Each doorway in the inset building leads to a different course. To unlock harder courses, you must beat the previous course, and locate and destroy a seal somewhere in the map. Descriptions of each course are provided at the entrance. Story mode is a planned addition to these courses, but entity contraints have delayed its implementation. Currently the door leading to it is inaccessible.
Well I've said enough about my map. Go and check it out for yourself!
-Invalid
------------------
Map Coordinates
------------------
Use these coordinates with admin teleport in mods such as JA.
Location | X Y Z
---------------------------------------
Secret Council Room | 1900 2300 -1500
Public Council Hut | -2000 3300 -1100
Student Quarters | -2100 4200 -1700
Lesser Hall | -4500 3400 -1700
Great Hall | -4200 1100 -1700
Rockspire | -5500 -300 200
Cargo Bay | 5600 2200 -700
Jail (main) | -4300 2400 -1300
Jail (cell 1) | -4900 2700 -1300
Jail (cell 2) | -5400 2700 -1300
Bar | -600 3500 -1700
Sandpit Arena | -700 1600 -1700
Outdoor Area | 0 0 100
Training Cave | 2100 -300 -800
------------------
IMPORTANT NOTE
------------------
No force powers are required to complete each obstacle course except force jump level 3.
Using a force power like speed or dark rage will make many obstacles way easier than
intended.
Each obstacle course is tested and completely possible, but some jumps may require 125 FPS
(frames per second) to be accomplished. This is because of the way the Quake 3 engine
calculates its physics. You're probably not interested in how this actually plays into
the game, so I'll get to the point. If you want to do these jumps as intended, bring up the
console ingame by pressing shift + ~ (tilde), type in the command "com_maxfps 125" and
press the enter key. This will allow you to get the necessary framerate to beat each jump.
Alternatively, you can open jk2mpconfig.cfg in the gamedata\base directory of your JK2
install (e.g. C:\Program Files\LucasArts\Jedi Knight II Jedi Outcast\GameData\base) and
edit the line with "seta com_maxfps" to be 125 instead of the default 90. If you still
can't get 125 FPS with these solutions, then lower your video settings. If even THAT
doesn't work, your only options are to buy a better computer or try the pmove_fixed
workaround described in the next paragraph.
For those running their own server, you can enter the command "pmove_fixed 1" using rcon
or the server console for similar results. This will lock the physics calculations at 125
FPS. Be aware that this command is considered a cheat by many people, and may make jumps
easier than intended. Do not issue this command client side (ie. if you're not running the
server), as this may have undesired effects.
------------------
Play Information
------------------
New Music: Yes
New Sounds: Yes
New Textures: Yes
New Models: Yes
New Skins: No
Botroutes: Yes
See next section for available gametypes.
------------------
What's Included
------------------
duel_xyz_rockspire : Duel map based off of the rock spire area of the map
duel_xyz_cargo : Duel map based off of the cargo bay area of the map
ffa_xyz : Full ffa map, and the highlight of xyz.pk3
More game modes may be supported in future releases, but as of now, ffa_xyz supports
only ffa gamemode, and the two other maps support only duel gamemode.
------------------
Installation
------------------
Place xyz.pk3 in the gamedata\base folder of your Jedi Knight 2 installation directory.
e.g. "C:\Program Files\LucasArts\Jedi Knight II Jedi Outcase\GameData\base"
------------------
Special Thanks
------------------
Acrobat - For the many texture and shader contributions he made, as well as the many things he
taught me about mapping. This map wouldn't be nearly as awesome without his help.
Loda - For the excellent feedback he gave me during development
Rhiom - For helping me understand entity limits
Vreal - For the help testing my map
Ankh - For the help testing my map
------------------
Notice to Mappers
------------------
During the production of this map, I added several models which I suspected to be in the default
game. These models had been placed within a pk3 under a directory such as map_objects\imp_mine,
which is a directory that exists within assets0.pk3, and thus hints that the model is something
every user will have. This is not the case with every model I added to my map, however, as
careless mappers place their own custom models in these seemingly default directories. For
future considerations, never EVER do this. It is confusing. If you intend to add your own custom
models to the game, add it to a directory such as "map_objects\my_map" so you don't give poor
mappers headaches when trying to solve issues with people being disconnected from pure servers
for not having the game files.
Models that are culprits in this case include:
map_objects\bespin\landostatue.md3
map_objects\imp_mine\wall_tank2.md3
Please be aware that these models are now in xyz.pk3 and could cause similar problems for
mappers who have already downloaded my map. This could have been avoided if the person who
made these models implemented them in a different directory.
181 downloads
-
Snow & Ice Duel
By JKHub
Author: Darth Arth
It's medium sized duel-map, up to 3vs3 team-ffa match.
176 downloads
0 comments
Updated
-
Halloween 2003
By JKHub
Author: Darth Arth
ffa map for saber-only fighting.
This map will be released like "is as is", there will be no patches or future-versions.
If you like it, have fun, if not just kick it to hell
231 downloads
0 comments
Updated
-
Cjs - Map Pack
By CansecoDev
- "For a long time (ago), the Cjs were the largest spanish clan on JK2 1.03, today I publish the maps we used on our best days."
[ The list of maps and their respective authors ]
[ Videos ]
[spoiler]
Various maps show
http://www.youtube.com/watch?v=YQ9zT6dpF3Y
This is in the Cjs Council V2
http://www.youtube.com/watch?v=8EHNe9fC7hc
At Bespin Dual map
http://www.youtube.com/watch?v=boqYgPdYJlY
A video of "cjsbarrio"
http://www.youtube.com/watch?v=BKLZjxLZgu0
[ TIPs ]
Watch this map, "cjsestadio.pk3", is an exclusive Cjs' prerelease version of Stadium.
This map, "cjs_dust.pk3", is an exclusive Cjs' prerelease version of JK3 Dust.
And this map, "cjs_war_tierra.pk3", is an exclusive Cjs' prerelease version of Medieval War.
[ BUGs]
- Some model's textures and wall shaders are missing.
- cjs_bespinv2 is missing.
2,196 downloads
-
JK2 SK Arena
By stormcrow188
It is basicly a large arena with a base on either side and a sniper post on either side of the arena and a large secret room.
If you can find the button the floor in the main arena opens up to drop unsuspecting players to there doom.
Beta Testers: JJ masterHookz, Acrobat, Snipe, and the SK Clan.
If you want to take any of my ideas or textures and use them in your own map go ahead just give credit to me in your readme.
45 downloads
-
SK Arena
By stormcrow188
SK Arena v3 is a complete rebuild of SK Arena v2 and is based off of the Republic Commando map Lockdown
It is basicly a large arena with a blue and red base on either side and a sniper post on the other two sides
Beta Testers: The SK Clan.
If you want to take any of my ideas or textures and use them in your own map go ahead just give credit to me in your readme.
158 downloads
-
Cu Maze
By stormcrow188
This map is for the jk2 community Cu or Clans United.
This map is basically a large maze with 6 flag bases and to make
things interesting the maze is trapped and contains a couple secrets all of which are sum what deadly such as a golden idol and acid rain.
The map does include bot routes though a little buggy especially the blue side routes.
If you want to take any of my ideas or textures and use them in your own map go ahead just give credit to me in your readme.
56 downloads
-
SK Tournament
By stormcrow188
SK Tournament is a large arena based deep beneath the surface of Mustafar. It is where the SK clan send there champions to prove themselves in combat.
Just a large arena with two dueling platforms the first surrounded by lava and the second floating above it each accessible by 4 energy bridges. There are four observation platforms upon the walls above the second platform. There is also a hidden admin room still unfinished.
bot routes have been included though kinda buggy and amusing just turn off the energy bridges and the bots will start throwing themselves into the lava.
Beta Testers: The SK Clan.
If you want to take any of my ideas or textures and use them in your own map go ahead just give credit to me in your readme.
58 downloads
-
The Temple of Mechanism for JK2
By lil_binger
Title : The Temple of Mechanism
Type : FFA, TFFA, Jedimaster
File Name : mechtemple.pk3
Map BSP name : mech^1temple.bsp / mech^1golf.bsp
File Size : It's big, just take my word for it.
Authors : lil_binger, with some elements Ook made for the Forest House.
Date of Release : December 24th, 2015
*Attention : seta com_hunkMegs 128 or higher is required*
======================================================================
Description: The Temple of Mechanism
Location : Yavin 4
Backstory: The Temple of Mechanism is an Ancient temple only recently
discovered without much known about the previous inhabitants. They did leave
a few clues behind and it seems the previous occupants were harnessing an
unknown power which they called "The Force". Discovering the possibilities
this new power gave them. Set in a time before there were "Jedi" or "Sith".
Map History:
Originally, The temple of Mechanism was intended to be a follow up map for an
old map called "The Outhouse". I begain making the map when I was active in
the community back in 2004 or 2005. I did some work on the map back in the day
but never officially released it. I didn't play JK2 for a long time until
I decided to get GTK radiant working again in 2013. Working on the map off
and on since 2013 it's now ready to be released to the public.
This map was built with fun being the main focus. Multi level paths are
found throught the map with many secrets and places to explore. Specifically
built for JK2 1.02. There is some functionality built into the design only
1.02 participants can utilize.
This map is a compilation of sorts. I've gone through many of the maps I have
made in the past and have cut, pasted and redesigned everything to complete this
map. It did not make it any easier that way but everything has just fit so
nicely together. Players who have seen any or many of my previous maps I have
made for JK2 will recognize little and big details everywhere. It's really
hard to say how much time I have spent making the map since some elements were
made for other maps in a differnt timeline.
======================================================================
PK3 Details: Included are 2 maps.
The Main map, mech^1temple.bsp has compatibality for Free for All,
Team Free for All and Jedi Master gametypes.
Mech^1golf.bsp is compatible with FFA, TFFA and Jedi Master.
Pk3 Mod Instructions:
In the map are many textures that can be replaced making a pk3 with your own
textures. I was going to make a mod to include here with picture dimensions etc
but I will give instructions instead. The main thing is to make sure a texture mod
for the map, all the pictures u are replacing be the same size as the ones seen in
the game. Then wrap them up in a pk3 and call it zmymechtemple mod or something.
The name must start with a letter lower than "M" for JK2 to override the textures
provided in the original map file.
======================================================================
Music: 2 Star Wars Parody songs originally stated as made by Wierd Al but I am
not sure about where the song came from, I've looked for an author
but never could determine other than Wierd Al( previously released with
Khomm with the SHroomduck Inc. map pack.
Custom Sound effects Credits
================================================================================
Bugs: Yes, a map is never finished. There is a Possibility of a v2 in the future to
fix any bugs found. Plus JK2 1.02, some bugs will happen but we all love it
================================================================================
* Play Information *
Level name(s) : The Temple of Mechanism
JK version required : Star Wars Jedi Knight II: Jedi Outcast and Star Wars Jedi Knight III: Jedi Academy
Bot-Support : Yes
New Textures : Yes
New Models : Yes
New WAVs : Yes
New Music : YES
New Shaders : Yes
New Effects : Yes
Editor(s) used : GTKRadiant 1.4 and 1.6 (most recent), Photoshop, Q3map2
Install-Instructions : Extract mechtemple.pk3 to your GameData/base/ directory. The map will appear as "The Temple of Mechanism" in your map list.
================================================================================
THIS LEVEL IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS ENTERTAINMENT
COMPANY. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY.
This map is being released as Open Source -
Anyone may use the map file for any reason as long as,
all the "read me" files are included. If a separate release is made by someone else,
a different name is required for a separate release. Anyone may use, in whole or, in parts or
pieces, any part of they desire for their own project. Do please include all the read me files
with a separate release and use a different name for your release if a large portion of the map
is used. If using pieces or parts, just include the read me file for the map or other models by
other authors and give us some credit
There are models in the game built by other authors, Boothand (torch models, mounted moose antlers
and pine trees) and tree models by Szico. There is a read me included for Szico's tree and use of
these models are described in his read me so if the trees are used by anyone for a project make
sure to read and include his read me file with any project they are used for. As for Boothand's
models, I do not have a read me for them. Boothand knew I was going to release the map as open
source and was very supportive of the idea and I am sure anyone using his models he made in this
map would have his approval as long as he is given some credit for making them.
"Porting" the geometry or the map file for another game is encouraged however, I do not control the use
of Lucas Arts files or some other elements made by others provided in this release to be used
in another game besides Jedi Outcast and Jedi Academy. All custom textures included with the
map are free to use and modify (again make sure to include all the readme's if any textures are
used). Any signs or textures I have made are free to use or modify.
263 downloads
- JK2
- Botroute Support
- (and 6 more)