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Everbliss
By {JoF} Atlas
Everbliss is a map that was a work in progress before I moved onto other things.
It was meant to feature original and creative ideas for minigames.
In this very alpha version you will find the only game arena that has reached near completion: Grenadeball. In the area are two dueling rooms, a bar, and an exterior.
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Gametype: FFA
Bot Support: No
Credits:
{JoF} - My clan Jedi of Freedom, for their continued support and friendship, the reason why this map exists 🙂
Szico - (scoreboard textures and shader originated from his own work)
Radec, Zefilus, Greeny - Advice and ideas
231 downloads
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Great Hall V2
By MountainDew
thegreathallv2.bsp
TFFA version from The Great Palace FFA/Duel maps by Method & Westbam
- Access to bridge with auto-jump pads
- Medpacks & shield added
- Fast Saber-Only CTF support for lol's, Duel & Power Duel
- Botroutes
Other maps:
https://jkhub.org/files/file/4023-the-great-palace-ffatffactf-multimap-6-maps-in-1/
https://jkhub.org/files/file/4009-b2b-method-westbams-mapbundle-1/
https://jkhub.org/files/file/4068-ffa3_duel/
https://jkhub.org/files/file/3839-hoth-assault-ffatffaduel/
________________________
Authors : Method & Westbam
Gametypes: FFA/TFFA/Duel/Power Duel/CTF
Release Date: May 2023
________________________
INSTALLATION
Extract the archive and put .pk3 file into GameData/base folder
________________________
CREDITS & BIG THANKS:
Szico VII - textures/shaders/models from Atlantica map
MaceCrusherMadunusus - textures/shaders from Kamino map and overall help/tips
AngelModder - Jedi statues models from Jedis Home 3 map
Plasma - textures/shaders from Starkiller Base map
Shadow Stone - textures/shaders from Jedi's Home 1 & 2 map
Langerd - Darth Vader model from statuary hall duel map and some textures used from a map Cloud City SP mission
40 downloads
0 comments
Updated
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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
----------------------------------------------------------------
Map Information:
New Textures: yes
New Music: yes
New sounds: yes
New Models: yes
botroute: yes
Game types are ffa, duel
----------------------------------------------------------------
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
2,264 downloads
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Faru
By Acrobat
This is loosely based on the academy version 3 by Virtue. Has dueling areas and some climbing areas. Updates are as follows.
This map works for both jk3 and jk2. I'm releasing it for jk3, but if you put this version in jk2 it is 100% compatible. Hopefully jkhub can put under both games.
Version 1.01 updates
-added bar
-tried to fix missing textures, misaligned textures, errors people found
-added Yoda statue
-partially updated academy room
Version 1.02 updates
-added extensive temple walls in large outdoors area
-updated bar
-made the academy temple scalable with Millennium falcon at top
-added water and waterfalls with cave over the temple
Version 1.03 updates
-Added yavin ship hanger
-tried to connect duel rooms area to rest of map
-added elf base
-updated bar some
-tarp over falcon
-added detail to some of the hallways
Version 1.04 updates
-added to elf base
-added rooms to duel rooms
-added Taspir dueling pad and mountains around it
-expanded the stuff around the main temple
-fixed Yoda statue and bugs
Version 1.05 updates
-expanded large outside area
-fixed areas you can fall through base
-added announcement board\updated elf base
Version 1.06 updates
-fixed (i think) the interference map was causing with some base textures
-made the three mountains significantly higher
-added library
-added duel room
-bug fixes
-tried to add boat area although they aren't showing up unless one is in the void looking at them for some reason.
Version 1.07 updates
-worked on outside terrain
-added beta thermal detonator room
-mainly worked on redoing mountain climbs
Version 1.08 updates
-added more sewers
-got boats working
-added new large outside area
-updated upstairs duel room
-fixed errors
Version 1.09
-worked on last versions large outdoor area
-added another large outdoor area with a 4th mountain climb for the map
Version 1.10
-added H-mountain
-added outdoor area
-added new route to council room
-expanded elf base some
Version 1.11
-added I-Mountain
-added new associated outside area with massive temple
Version 1.12
-bug fixed
-added new maze mountain part 2 area. unfortunately it is so massive that it's not actually done but I have a good start worth playing
Version 1.13
-finished maze mountain part 2, which was adding about 5000 more brushes
-added 3rd elf base
Version 1.14
-modified maze mountain further
-added strafe pads
-added distance jump pads
-added roll pads room
-added giant jump room
-starting to get ERROR
MAX_MAP_DRAW_SURFS (131072) exceeded
so I had to merge some of my trisoups to get it to compile
Version 1.15
-added some random step to get out of areas
-finished the mountain finally
-added new corridors to main room
-replaced all the trigger_teleporters to get rid of cl_incline error when run it on jkmv (jk2)
Version 1.16
-Mostly bug fixes. Hopefully fixed the missing statue issue
-added two new jump challenges asa well
-hope this will be final version of the map.
Version 1.17
-mostly bug fixes people found
-fixed maze mountain exploits people have found so far
-added new jump room
----------------------------------------------------------------
Credits:
as above. Borrowed textures and grill from Reyor-Wan Semaj's DextersDiner 2003 map.
This is a link to the 2003 readme from dextersdiner
https://mrwonko.de/jk3files/Jedi Outcast/Maps/Free For All/15496/
Used Szico's model reference guide
https://jkhub.org/files/file/1578-map-models-image-reference-library-for-jk2jka/
Borrowed texture of jedi's home flag
Borrowed textures from ffa_tmbj
Map Information:
New Textures: yes
New Music: yes
New sounds: yes
New Models: yes
Game types are ffa, duel
----------------------------------------------------------------
Compile Information
basic compile
----------------------------------------------------------------
Worldspawn Information
_lightmapscale 5
ambient 8
_distancecull 16384
_chopsize 0
_blocksize 0
----------------------------------------------------------------
Bugs:
1) You may need to run com_hunkmegs 256 or 512 on this map as it's getting large.
2) If you play the map in jk2 you may need the developer version of JKMV rather than the official release so that
it does not hit max shaders issue and other max issues
3) in main room you can see a corridor through skybox. Not sure how to fix this. You can also see the boats randomly through
many skyboxes
----------------------------------------------------------------
* How to install *
Just put the Faru.pk3 in your GameData\base game directory
------------------------------------------------------------------
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.
997 downloads
- jkhub exclusive
- climbing map
- (and 2 more)
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Thaw Temple (naos6)
By Lukitroy
/devmap naos3
..... This one is me figuring out how to use my own textures and place NPCs
/devmap naos4
.... The power dual dungeon, very simple structural qualities.
/devmap naos6
.... My best one as of yet, Thaw Temple.
All three of these maps are included in that particular asset file! Have fun! Let me know what you think. Still pretty new to gtk radiant. I'm getting it though
20 downloads
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Bacrana
By Minoda
Bacrana
This high rise district is known for its merchants, droid store and casino.
The map has:
- A casino with pazaak tables and Bosses office
- A droid shop
- Main strip with Noodle bar and advertisements
Credits:
- Siberi for Twi'lek neon signs
- Szico VII for textures from NeoTokyo
- Bob Billy Farmer Boy for textures frm Nar Shadaa
- Ilya Gampassa from ::JEDI:: for custom punny neon signs
- Mirkal, Aren Kelpor, MagSul and Pent Desh for bug testing
90 downloads
0 comments
Updated
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Acclamator Bridge
By Lwkill
I ported and edited this bridge from the 2002 Xbox game "Star Wars: The Clone Wars".
84 downloads
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door soundset testbox
By Lwkill
i created this map because it is annoying to allways check the sound.txt for the soundsets so i decided to make a testbox for the door soundsets.
13 downloads
0 comments
Updated
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JKA Domination
By Neffie
Description
A new gamemode for JKA from the classic Unreal Tournament. Capture bases and hold them to dominate and score points! This is more or less a core file with all the necessary things (scripts, shaders, textures, etc) to make it work and provide mappers with the needed things to build their own domination maps.
Installation
For players & servers
Put jka_domination.pk3 in GameData/base in your game directory. Afterwards running “exec domstart” in the console will bring you to the demo (Taspir, FFA5) with the correct settings.
For mappers
You will find dom_source.map file in jka_domination_source.zip/maps. I recommend copying it and building your own map within there to make sure all targetnames etc. remain correct. If you have your map separately, it’s better to copy it into the dom_source.map than the other way around, unless you absolutely make sure all the entity values (targets, targetnames) stay correct. More detailed instructions are included in a pdf.
For modders
You will find the source files for the scripts and photoshop/illustrator files for some of the textures in jka_domination_source.zip. I hope they will be useful!
Known bugs
JAPLUS: Score tracking through CTF is currently broken. The system relies on teleporting the flagbase (on which the actual flag spawns) for it to work. Teleporting the actual flag will break its functionality. However, for some genius reason, in japlus changing the flagbase origin will change only the actual flag's origin (and thus breaking) rather than the flagbase. This makes actual scoring impossible right now.
Otherwise, the game works, it can be played, but scores aren't tracked. Possible fix: Change it so that a player is teleported to the flags.
When a team is scoring, the script teleports the enemy flag to a random winning team player, followed by the team’s own flag. If two players of opposing teams are standing next to each other during this event, the enemy player will get a flag, however this is a purely cosmetic bug. However, one time with two players going at a high speed during capping, it ended with the flags being carried by both players with no capping. This latter bug though I was unable to reproduce.
Due to the nature of shader remaps and their use in the map, there will be some lag anytime shader changes happen. It is negligible during gameplay all the way up to 6 bases, however during scoring and restarting there will be minor lag spikes up to 4 bases, and moderate ones up to 6 bases. However, as they happen outside of meaningful gameplay, they should not be a problem.
“Baseja shader remaps cause a resend of the shader remap configstring on each change. The configstring contains all shader remaps (including those that were mapped back to their original shader) so the string keeps growing. If your relay entities cause 5 different remaps “at once” when they’re triggered the server internally updates the first shader remap, generates the update command for the clients (containing all remaps), then updates the next remap and generates the next command (containing all remaps, including the one it already generated a command for) and so on until all 5 remaps are updated internally and the 5 commands are generated. Those commands are part of the command section of the next snapshot sent to clients. So these duplicate commands increase the snapshot size of the messages sent to the client and potentially lead to fragmented messages and longer processing times on the client.Baseja shader remaps cause a resend of the remap configstring on each send. The configstring contains all shader remaps (including those that were mapped back to their original shader) so the string grows. And if your relays cause 5 different remaps when they’re triggered the server internally updates the first shader remap, generates the update command for the client (containing all remaps), then updated the next and generates the next command (containing all remaps, including the one it already generates a command for) and so on until all 5 remaps are updated internally and the 5 commands are generated. Those commands are part of the command section of the next snapshot sent to clients. So these duplicate commands increase the snapshot size of the messages sent to the client and potentially lead to fragmented messages and longer processing times on the client.” - Daggo
There are in total 8 remaps per base. From what I understand, the above problem can be fixed and optimised server-side, but I do not know how to do that.
Planned features
Version 1.0 ->
Alternative voices for the announcer Pickups for dom2/descity and dom2/rooftops Lighting improvements More maps Make the JKhub page nicer Version 2.0
Remove dependency on flag teleportation Requires script and entity support to manipulate CTF scores directly Version 3.0
Remove dependency on icarus scripts Custom g_gametype supported by clients Dedicated entities with hardcoded functionality External Content Used / Credits
UT2004, Epic Games from which the Announcer voice files are from
Tidal Lugormod, Clan Atlantis & Crazy, for inspiring me through their lugormod versions many years back
Jedi Knight Community discord for their insights and help
Tayst & his friends for beta testing and helping me polish the system
Everyone who has supported me during my on-off years of working on this project
57 downloads
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Renaissance Yavin Academy
By GansekiSe
After Many Years i've decided to fix issue with missing soundset on the latest version of this map.
Have Fun! 🙂
If anyone want to continue work on this map send me an email.
Ill send all of the source files i find after all those years 😛
DELETE ALL OF THE PREVIOUS VERSIONS OF THIS MAP!
if you want to keep older map versions u will need to delete or edit sound/sound.txt
Fix:
add or edit line in the txt file with in the impdoor section
;********************* ;imp_door1 ;********************* bmodelSet imp_door1 subWaves movers/doors door1start door1move door1stop door1start door1stop
Ganseki
Readme File:
***********************************
Jedi Knight: Jedi Academy
***********************************
TITLE: Renaissance Yavin Academy
AUTHOR: Ganseki
E-MAIL: gansekimarek@gmail.com
WEBSITE:
FILENAME: Renaissance Yavin Academy.pk3
VERSION: This is BETA version, Final Version will be as soon as i'll be sure that its perfect 🙂
FILESIZE: 53mb
DATE RELEASED: December 2011
CREDITS: Thank you very much Dany for giving me permission to finalize your map.
INSTALLATION INSTRUCTIONS: Simply extract the a1.2.pk3 file in your "C:\....\Star Wars Jedi Knight Jedi Academy\GameData\Base\" directory.
Map names:
Rya_beta_D
Rya_beta_N
DESCRIPTION:
This is BETA version, Final Version will be as soon as i'll be sure that its perfect 🙂
This is next version of Dany Grasso "Academy 1.2"
Ive added many new features to map.
But i'll describe all the things which are on this map.
This map was made especially for clans.
Map includes:
Interrior :
- Training room
- Cantina
- 3 totally different duel rooms
- npc room
- arena ( arena admin room entrence is in the Satele Shan portrait)
- admin room ( button opening the entrence to admin toom is hidden 🙂 )
- jail
- confference room ( room with flags and goblets with lightsabers)
- skwalker room
- quarters ( 2x Padawan rooms , 1x Knights Room and 5 jedi master rooms)
- Dron Room
- council room
- little library and bar
- hangars( with spawnable and flyable starships)
- confference pilots room
- main hall ( fountain with statue with flaming sword)
- locked door ( there will be some cool stuff in Final ver)
Exterrior:
- Big garden with little waterfall , cafe spot , lake many trees
- Memorial ( with hidden meemorial)
- Big waterfall with big landing outside the academy area ( with spawnable ships)
- roof with x-wing landing , 2 sniper posts , swimming pool and relax area.
- few secret areas to find by yourself 🙂
This is BETA version, Final Version will be as soon as i'll be sure that its perfect 🙂
BUGS: There are some bugs, that i've already found but i ashore you that in final version wont be any.
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.
Required items. There are no required items... should there be any?
Enjoy yourself, Ganseki
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2,447 downloads
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roleplaying RPG Yalara
By Hudaw
Hello all, and thank you for checking out this file.
This is RPG Yalara v2, a revival and remastering of the original Yalara RP map by CydonPrax, then known as Ki-Adi-Mundi. The map is very popular with RP communities, and as such, I thought I'd try to give it a little facelift. That facelift turned into a bit more time as I decided to completely redo entire sections of the map, so here we are.
The readme will contain a full list of the changes, should you wish to see them. One of the biggest changes is a marked improvement in performance, as I believe the original map never had a full -vis compile. So portalling is done better and as such, the city and temple exterior sections run much smoother.
A friendly alert that this map will likely require OpenJK to run, as it seems that base versions don't support the number of triggers / interactables present on this map. Under those conditions, the elevators in the temple don't work. However, you can still access the second floor via a teleport on the map; check out the readme for info on that.
Anyways, I hope those of you still RPing can enjoy the map, and I look forward to hopefully producing another!
436 downloads
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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.
42 downloads
- contest entry
- holiday
- (and 1 more)
0 comments
Updated
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Gridspace
By Sared
I really liked the look and feel of the Mastery Rank tests in Warframe; enough so that when I ran the MR 19 test it clicked for me: "This would be easy to make in Radiant, and could be fun to duel in!"
Maps included:
gridspace01.bsp gridspace03.bsp gridspace04.bsp gridspace07.bsp gridspace19.bsp
I used ol' reliable (atlantica_vr2.jpg) because Szico got the 'holodeck but star wars' look right for me a long time ago and I refuse to deviate from that standard. Feel free to correct me on the deets, IDK where he got it from.
The brightness is intentionally oppressive and is supposed to add a haze to everything. On gridspace19, depending on your mod, different ranks of Sense may be only situationally useful.
Gridspace19 is the big one, but I also slapped together 01, 03, 04, and 07 (from the corresponding MR tests) because they used a similar enough layout and work as smaller sparring arenas.
I have no plans right now to go flesh out more of these,, so I included the .map files if anyone wants to do so themselves or further expand on this. Let me know if you do, would love to see it!
44 downloads
0 comments
Updated
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Christmas Plaza
By Circa
This is a new version of my Naboo Plaza map but now completely decked out for Christmas! Complete with trees, lights, snow, and a very devious snowman. There is a day and a night (eve) version.
I had this planned years ago when I made Naboo Plaza, but I didn't even get to finish that map in it's original form so I never got around to doing this, but I figured it would be fun to do for the JKHub contest.
This is a very small map, best for small groups in FFA, for dueling on the platform, or if you grab the snowball thermal detonator replacement mod, you can have a really fun snowball fight! Links below.
You can activate the duel platform with the switch on the balcony that faces that main entrance. It toggles, so you can restore the fountain and tree when you're done with the platform.
There's also a little secret. The snowman is not all as he seems... would be a shame if you destroyed him...
-===================-
Night map:
/map christmas_plaza_eve
Day map:
/map christmas_plaza_day
-===================-
-!|!- LINKS -!|!-
-===================-
Video showing the map and the secret:
Snowball thermal detonators:
https://jkhub.org/files/file/3924-snowball-mod/
Other Christmas and holiday mods to check out:
https://jkhub.org/tags/holiday
Original Naboo Plaza map:
https://jkhub.org/files/file/3399-naboo-plaza/
-================-
-!|!- NOTE -!|!-
-================-
I don't consider this map truly in a finished state. The brushwork is still very barebones but I ran out of time to get this out by Christmas, so I call it good enough. I hope to revisit it and polish it up and maybe even make a longer ladder level out of the snowman secret.
-======================-
-!|!- KNOWN BUGS -!|!-
-======================-
Snow brushes are a bit blocky and you can get caught on them as you run over them, but nothing major.
The ice in the fountain raises slower than the fountain when returning.
Snow falls inside the igloo and under roofs
You may not be able to run this on vanilla JKA (jamp) due to my 2K texture but I honestly didn't check. Use OpenJK, y'all.
-====================-
-!|!- CREDITS -!|!-
-====================-
Rooxon for the Christmas tree model he made for me so long ago
Artemis for her Snowman model that she made for our clan events but never released officially, sadly, and also credit to her Christmas light shader in her FFA3 Xmas map, I totally copied it 🙂
Main music track is Christmas Tree by SoulProdMusic
Secret snowman track is Carol of the Bells by August Burns Red
-========================-
-!|!- INSTALLATION -!|!-
-========================-
Put the pk3 in the base folder of your Jedi Academy GameData directory (Jedi Academy/Gamedata/base)
62 downloads
- holiday
- botroute support
- (and 4 more)
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FFA3_DUEL
By MountainDew
= FFA3 Tatooine - Duel Version =
Simple re-make for Duel Gametype & small FFA/TFFA fights in FFA3 main area with little edits.
________________________
FFA3_DUEL.bsp
+ New custom textures
+ Open roof with little modifications
+ Duel/Power Duel gametype support
+ TFFA support; Max. 3 v 3! (otherwise, if more players spawnpoints gets bugged in beginning and -1 kill)
+ FFA support
+ Botroutes support
+ .map Source file included!
- No Weapons added!
Tested on original jamp.exe, openjk.x86 & eternaljk.x86
________________________
Authors : Method
Gametypes: FFA/TFFA/Duel/Power Duel
Programs used: GTK Radiant 1.5 & NetRadiant-Custom
Release Date: December 5 2022
________________________
CREDITS
- FFA3 Legend & JKL map plugins (few things taken from it and edited)
- Westbam for levelshot and testing
- Ravensoft/JKA developers for original FFA3 map
________________________
INSTALLATION
Extract the archive and put .pk3 file into GameData/base folder
________________________
119 downloads
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Hydroball Arena
By Astra
This is a little map for the very cool mod "Hydroball II" from Rich Whitehouse
It is really funny to play it with 4 or more players!
Put the .pk3 into the order "hydroball" from GameData, where you already have installed the mod. Otherwise some functions may not work for the map.
Making such a map isn't really hard. It gaves me the chance to finish my first map. Other maps of me are canceled by me over and over...
So here you can see my first officially finished map. Feel free and share bugs if you find any.
Have fun with your friends and may the ball be with you!
A good setting should be /g_forceregentime 90 for this map~ (for my taste)
Special Thanks are going to:
Sirius - for a few bug reports
Tirus - he rescued my broken .map data 😄
88 downloads
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Senses
By Minoda
A new map I've created for RP to be used as a 'trial' or 'lesson' for Force Sense.
- Start chamber
- Pitch black labyrinth with multiple different passageways to the end
- End chamber
You can spawn NPC's throughout the labyrinth that can be seen with force sense, to help people navigate through the maze.
There is a trigger at the back of the player spawn which will turn on lights throughout the maze.
Went for an old temple type feeling to it with atmospheric lighting from torches and crystal lamps.
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* How to Install *
Place the senses.pk3 within your GameData/base directory.
36 downloads
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Lego Dexter's Diner
Author: Colonel Cornelius CornJulio / Giggly Giggling Giggity.
Music Mixer/Splicer: Colonel Cornelius CornJulio / Giggly Giggling Giggity.
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E-Mail: JKHubCornelius69@Gmail.Com (Project Business related and feedback only*)
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Type of Map: Duel Mode
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Go to Console and type: Devmap Lego_Dexter's_Diner, to load the Map.
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*Requires OpenJK to be able to have this map*
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Time of making this map:
From 17/03 to 31/10
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Special thanks to:
- MoritzJT
- Naii and Li'kima (Clan Members)
- Lwkill (Fellow Team Member of SWGL)
- MaceMadunusus and MB2 Devs
for teaching me how to Map and for being awesome tutors and for responding to my questions when I didn't know something in the Editor.
Also, thank you Naii and Li'kima for introducing me to this awesome new hobby that I am just grinding on like crazy everyday 🙂
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About this map.
For those who didn't grow up with the first Lego Star Wars, this is the Hubworld that you roam around when you enter the game, where you buy new characters, go to Prequel Episodes to choose a chapter to play, and where you can go outside and fight the insuing chaos from the characters that you have unlocked. I loved roaming around in this Hubworld, but I just simply could not get enough. I wanted to explore more, but was barred by invisible walls. Not anymore >:). There were some places that were closed off, and I opened them up with my own imagination of what it is to be passed those boundries. This Map of course has a Jedi Knight Series spin when it comes to Minikits that you collected in order to build a Minifigure that represents the chapter that we were in an Episode, instead of the main films. You have the Death Star 1 and Dark Trooper for Dark Forces 1, Weegee from Dark Forces 2, Raven's Claw, Ion Cannon, Cloud City and the Doomgiver from Jedi Outcast, and Academy Runner, AT-AT Head, Shattered Vader Statue and Marka Ragnos Bust from Jedi Academy. You can figure out why I chose "Minifigures" that symbolize each Chapter 😉 And the Main Grand Minifigure is a Monument. It's the cancelled Jedi Knight 3 Brink of Darkness Title. I chose that symbol because (A) it is Jedi Knight, and I want to commemorate the JK Community for being really awesome, and (B) the symbol is of two JK Swords Clashing, symbolizing Dueling. This is of course in reference to my dueling MB2 Clan that I am in, The Je'daii Community.
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Disclaimer*
This map is yet another one of my usual shitposts. It's plastered with Thumbnails from my YouTube Videos that I made in the past, and you will find my humor everywhere. So do not take this Map to seriously, lest you want your immersion to break.
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Cut Content
There are plenty of content that I had to cut in order to finally get this Map out, like the hard-to-get-to Raid Boss Lair where you need to slay in order to receive the loot that he drops, and the fourth room in the diner which is supposed to contain the Key to open the door to the Raid Boss. But not to worry, this is only V1.0. In the future when I will have the time to come back and add the cut content into the map, I will release V2.0.
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Permission
I give permission to add this Map to Movie Battles 2, Movie Duels, Galactic Legacy and my Clan's Je'daii Pack. But they *WILL NOT* have the .Map File to edit the Map, except for my Clan and my Team in Galactic Legacy.
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Addendum
I hope you guys will enjoy this Map. It has been long in the making, and I am finally happy to publish this, as a V1.0 at least. Every feedback is acceptable 😉
ENJOY!!!111!!!1!!!1! 😄
171 downloads
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contest winner Nightsister Assets
By Noodle
Winner of the Halloween Mod Contest 2022
Originally for Halloween I wanted to do a new version of the nightsister zombie, but then I thought that wouldn't be too creative. Instead I modelled some assets that can be used in dathomir-inspired maps. The skull in the scepter was originally going to be part of the zombie's face.
In this .pk3 you'll find the following models:
- Witch Scepter
- Skull
- Pottery1
- Pottery2
- Pottery3
This mod is intended to be a resource for other modders. You are free to use it as you see fit, but do let me know if you end up using it because i'd love to play your mod.
Known Bugs:
- None so far, do let me know if something isn't working as intended.
LODs: No.
Installation:
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Simply extract the pk3(s) to the gamedata/base folder of your Jedi Academy directory.
56 downloads
- contest entry
- halloween contest 2022
- (and 2 more)
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Counter Strike: Dust 2 (Jedi Academy)
By Flendo
Counter Strike Soruce Dust 2 (Jedi Academy)
I want to introduce something different for this game, but well known from the Counter Strike game series.
The map in its original form comes with the structure only, the rest of the work was done by me.
Thanks to Valve for publishing map and KENNITHH who made compatible with Q3 engine.
You can find the original post on Wolfenstein: Enemy Territory forum.
Also available for Jedi Outcast.
Installation:
Installing the map is simple, put map cs_dust2.pk3 in your base folder, then you can select it via menu or type command in the console "/map cs_dust2".
Features List:
Support for the use of weapons.
Support for the Jedi Master gametype.
Support for the Holocron gametype.
Support for the Team FFA gametype.
Support for the CTF and CTY gametype.
618 downloads
- non star wars related
- city
- (and 2 more)
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Jedi Temple Training Room (Obi-Wan Kenobi)
By Lwkill
This is the training room of the Jedi Temple, which was featured in the Disney+ series OBI-WAN KENOBI.
Installation: Put the pk3 to your base folder. To start the map, type map obi_ani_training to the ingame console.
IMPORTANT: Because textures from the Jedi Temple map have been used, it has to be installed as well. But if you are playing Movie Duels or Galactic Legacy, the Jedi Temple doesn't need to be installed, as it is already included in both mods.
330 downloads
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FFA3 Yavin Edition
By Circa
This is an entity mod that changes FFA3 (Tatooine City) into a Yavin temple theme, as well as included bonus rooms that teleport you to other maps from the game as little (or big) duel rooms or just to hang out in private. These teleports are not shown with any flashy glowing orbs or anything like some entity mods, so if you don't want to bother with them, nothing will effect the FFA3 experience. However, if you see any door in the core FFA3 area, it will lead somewhere else, and will lead back to that door. You need to press the Use key (default R) to enter the doors.
This is strictly an entity mod, which means you can upload it to a server and nobody will need to download a pk3 to see the changes. All entities and textures are from the vanilla assets. However, if you want to have an accurate levelshot when loading in, you can put it in your local base folder too if you'd like.
The botroutes and spawns have also been redone. Spawns are now in the center area around the dropship, making it easier to get to the traditional FFA spot that most people hang out in, rather than spawning far away like default. Botroutes are now more basic to reduce the risk of them getting stuck in the hangar and the dropship as easily like in vanilla.
Door 1: The main large door by the main FFA area will lead to academy4, the large academy hall from SP that Luke and the students normally are in. All NPCs removed, it's a large area for fighting or conducting ceremonies or classes.
Door 2: The small door outside of the hangar door, the upper part of the ramp will lead to duel6, the giant Yavin courtyard duel map. Finding the right door to go back to might be difficult since all 4 look identical. Future versions might include an indicator effect for this problem.
Door 3: The door behind the brown dropship, down the hallway on the right will lead to t1_inter, the small room from SP where Jaden and Rosh talk shit behind Kyle's back. Good for 1v1 duels or private conversations.
Door 4: The door behind the bar will lead to duel10, the small Vjun power station room. More of a bonus room, as it's kind of a terrible duel room. But it fits the "back of the bar" feel decently well I suppose.
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If you want to check this map out online, my server ( -I|I- SHADOW ØRDER ) will always have it. I did this for that server as one of our main "clan maps" that was a cool way to impress new players without requiring them to download a new map. You can reach our server at /connect so.jk3.in
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-===============-
-!|!- CHANGELOG -!|!-
-===============-
2.0:
- Restored health packs, ammo, all default items (kind of essential, not sure why they were removed)
- Removed force boon for teleport method, replaced with invisible trigger and required the Use key to activate
- Removed different chat icon
- Added 3 more teleports to 3 more maps (academy4, duel6, t1_inter), all doors will now lead somewhere (see description)
- Changed ambient sound set to Yavin exterior so you can hear birds and wind and whatnot
- Removed "mysterious secrets" as they weren't particularly necessary
- Changed spawn points to be closer to the action and most doors
- Changed bot routes to be more simple, reducing risk of bots getting stuck but also staying out of the main area
- Added a new levelshot if you'd like to use this pk3 locally to show the accurate loading screen
1.0 (copied from Sword's readme):
- Compiled two maps together, There is a teleport in the mp/ffa3 bar leads to mp/duel02.
- (Note, Because I have used item force boon as a teleport, you have to enable Force Boons)
- Most textures are changed.
- Music is also changed to fit Yavin style.
- Added some mysterious secrets.
- Removed all med kits, shield kits, ammo, and all useless crap.
- Chat icon is different
- There is probably something more i forgot about.
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-!|!- NOTE -!|!-
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There is currently no way to set your respawn point in these rooms, so you will have to travel back to the room from the main spawn room every time. With the new spawns that's not nearly as much of a chore as before, but still kind of annoying.
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-!|!- KNOWN BUGS -!|!-
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The lighting had to be overcompensated for the use of the teleport areas, so character models might look slightly too bright, but the alternative is to be super dark so I think this was a better solution.
Certain sounds may be missing in the teleport rooms like footsteps. Since they are mostly small and for dueling 1v1, this isn't much of a problem. Footsteps are fine in the main FFA3 area.
Looking at the sky from the bonus maps will show the FFA3 area in the skybox. This is a limitation of using this method, nothing can be done, but the bright side is none of the bonus maps show it without you purposefully going to the windows and looking down.
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-!|!- CREDITS -!|!-
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All credit to Sword (aka @unsword ) to their first version doing the hard part, I merely built upon it and changed things to how I preferred them for my server.
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-!|!- INSTALLATION -!|!-
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This is meant for server use, so upload the pk3 file to your server's base folder. If you're using locally, put the pk3 in the base folder of your Jedi Academy GameData directory (Jedi Academy/Gamedata/base)
78 downloads
0 comments
Updated
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JoFBall
By PreFXDesigns
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JEDI KNIGHT III MODIFICATION
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Title : JoFBall
Author(s): PreFX, Weske
Credits : Atlas, Perso, Gnost, ZantuS
File Name : {JoF}Ball.pk3
File size : 164mb
Website : www.jofacademy.eu
JoFBall is an upgraded version of Kyleball (original idea by ZantuS) where two teams contest for the ball by using their saber to score goals.
JoFBall is a popular event for the JKA clan ‘Jedi of Freedom’. Events are regularly held on the {JoF}Public Server. JoF members have the privilege to participate in the yearly JoFBall tournaments and have a chance to compete for the Striker title.
The {JoF}Ball.pk3 is a bundle consisting of the following maps:
JoFBall
JoFBall_tournament
JoFBall_skillgames
‘JoFBall’ is the first custom map and upgrade for the original Kyleball. This map features a central hub with teleports leading to 3 unique maps. Each map is different in size and has a different theme. Arena should be played 3v3, Streets 4v4 and Stadium 6v6.
‘JoFBall_tournament’ features a central hub with teleports leading to three identical Arena’s. In comparison to its predecessor, the arena has an upgraded look, substitution area (dug-out) and spectator room.
Thanks to built-in triggers (admin room), the host can simultaneously initiate the start/stop of a round across all three arena’s. In addition to this, in-game messages are displayed for players to keep track of time.
‘JoFBall skillgames’ is a map which focuses on individual improvement presented in a set of fun and challenging minigames. Thanks to built-in triggers, the map allows repetitive practice in the core mechanics such as passing, shooting and keeping.
Each minigame is supported with a tutorial and there is a distinction between basic and advanced to make sure everyone, regardless of skill, can play.
JoFBall is designed to run on any JA+ server and requires the below server settings to work as intended.
g_speed 300
g_saberdamagescale 1.75
g_saberdmgvelocityscale 1.85
jp_allowSaberTouchDMG 1
d_saberSPStyleDamage 0
The four JoFBall Rules
Gameplay video’s
Installation
Just put the pk3 in GameData\base in your game directory.
Write /jofballon in the console to load the 'JoFBall_skillgames' map and simulate the server settings in local Multiplayer.
Best played in TFFA gametype.
Known bugs
Due to fast light compile, player models tend to look darker.
Final words
JoFBall is a project that we have been working on since late 2019. We hope you enjoy this map as much as we do!
For any questions, feel free to contact us on discord PreFX#4386 and/or Weske#6740 or visit the {JoF}Public Server.
97 downloads
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Coop Corps 1.0 | W/ JAPRO Support
By SephFF
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STAR WARS JEDI KNIGHT: JEDI ACADEMY MODIFICATION
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Contact info:
Author: SephFF
Discord: SephFF#4710
https://jawaclan.com/profile/4229-sephff/
Email: karcherusmc@hotmail.com
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Map Info:
Map Name: coop_corps
Released: August 29th 2022
Filesize: bsp: 3.73mb pk3: 46.3mb
Version: 1.0 <- will add more rooms later
Build Time: 60 days
Brush Count: 3548
Patches: 459
Entities: 295
Build Command lines:
[bsp] -threads 6 -meta -v -verboseentities -maxarea -samplesize 8"[MapFile]"
[vis] -threads 6 -vis -saveprt "[MapFile]"
[light] -light -dirty -dirtdepth 4 -dirtmode 0 -dirtscale 4 -fast -fastgrid -cheap -cheapgrid -samplescale 1 -gamma 0.9 -patchshadows -bounce 8 -bouncescale 0.7 -fastbounce -bouncegrid -samples 4 -nocollapse -nolightmapsearch -threads 6 -lightmapsize 4096 -debugsamplesize "[MapFile]"
roughly took 1hour 30 min to compile lighting.
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Features:
FFA / TFFA / Duel / Power Duel
Botrouting: no
New Music: no
New Textures: Yes
New Shaders: Yes
New Sounds: No
New Models: No
New NPC: No
New Skybox: No
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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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Description:
Inspired by Protal 2, coop mode I just wanted to make a map that 2 people could have fun trying to solve. I also wanted to make a challenge for solo players to enjoy and maybe inspire others to learn how to complete this type of challenge. Map is also a good refrence to see jump heights, player walk slop limits and many other things.
Map Features:
Coop: 125 fps normal JKA settings.
Solo: 125 fps normal JKA settings also Japro supported with timers and check points.
Saber range testing room
Kyle Spawner
TFFA/Duel spawns
Portal easter egg
Teleport lobby room to get where ya wanna go.
Useful tech to know for this map:
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 height 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 involves 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.
For other JKA mappers. This map is also good for testing how things interact with slopes. I also have perfect heights for j1 j2 j3 and other useful stuff for mapping in general. Source files are included so feel free to poke around.
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Programs Used:
Netradiant-Custom-20220211
Photoshop 2022
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Credits:
SephFF Author of this map did all Bursh work, patches, custom textures, layout brushes/details, player spawns, TFFA spawns, transition cam and lots of testing.
Loda and tayst gave me info for japro stuff.
MJT Helped with shaders....this dude does black magic.
Map testers: Helena, Yeti*, Ice, Misery, Thunder, Fran, Sal, Source, Loda, prob more... so many people tested this JAWA, SAO, UPS all helped.
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Installation:
Place the .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 then the bsp name.
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THIS FILE IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN SOFTWARE, OR LUCASARTS ENTERTAINMENT COMPANY LLC.
ELEMENTS™ & © LUCASARTS ENTERTAINMENT COMPANY, LLC AND/OR ITS LICENSORS.
91 downloads
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Trayus
About the map
This is my first ever map released to JKHub, it's meant for Movie Battles 2 Dueling Mode, and for Singleplayer Roleplays and Machinima filming! 🙂
Initially, I wanted to make this as authentic and as accurate of a map based off of Trayus Academy Entrance on Malachor from Kotor2. But due to me having little experience in mapping, I had to add some stuff that don't originally exist in the Trayus Academy Entrance. So I took creative liberties at the cost of accuracy. I am thinking about making a more accurate of version in the future, but I won't promise that I will create another in the end.
This map is was originally made for my homies in the MB2 Je'daii Clan, and for my friend's Fanfic. But everyone are welcome to play on this Map, film Machinima like me and my friend, and also are welcome to join the Je'daii Clan on MB2 🙂
Hopefully, you guys will enjoy it! As of writing this, I have only started mapping in March of 2022. I am super excited to do more projects and see what in the future I will be able to make for you guys! 😄
- Name of the BSP: Trayus_Academy_Entrance.
- Name of Author: Colonel Cornelius CornJulio.
- Kotor 2 and RotS Music Splicing/Remixing: Colonel Cornelius CornJulio.
- Started to make this map in 09/07/2022 and finished the map in 30/08/2022.
- Gmail: JKHubCornelius69@Gmail.Com
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Installation
-Simply put this .pk3 into your Base Folder, boot up the game and type "Devmap Trayus_Academy_Entrance". (Long name, I know. Next maps I will name 'em shorter.)
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Compatibility
-Works for Jedi Academy, but only if JA has mods, such as Galactic Legacy, Movie Duels, Movie Battles 2 or JA Enhanced that gives higher Resolution. The reason for it is because the Picture during the Level Loading is way too big or too strong for the Non-modified/Vanilla Jedi Academy/Outcast, hence it will crash the game when trying to Devmap to the map, or when going to the Load/Save Menus...
Fix
-You can play on this map on both Vanilla Jedi Outcast and Academy. Simply open the pk3 file with 7Zip, Winrar or Pakscape, and get rid of the Levelshot Folder, if you want to play it on Vanilla Jedi Outcast and Academy.
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Credits
- Tremendous thanks to the one and only MoritzJT for tutoring and guiding me through the making of the map and for making both the Custom Malachor Skyshader and the Custom Lavaslime Texture/Shader, and for teaching me about mapping in general. https://jkhub.org/profile/4531-mjt/
- Tremendous thanks to LukeTheTrooper for porting the Malachor Textures from Kotor 2. https://jkhub.org/profile/7425-lukethetrooper/
- Tremendous thanks to the Movie Battles 2 Dicord for helping me script the Music Mix into the map.
https://discord.com/invite/qTkcV79
Tremendous thanks to you all, you absolute mad lads and Gigachads!!!
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108 downloads