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Expedition 1.12

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35 Screenshots

About This File

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

----------------------------------------------------------------

Worldspawn Information

_lightmapscale 8

_blocksize 0

_chopsize 0

ambient 15

THIS FILE IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION PUBLISHING, INC., RAVEN SOFTWARE, OR LUCASARTS ENTERTAINMENT COMPANY, LLC. ELEMENTS™ & © LUCASFILM LTD.™ & DISNEY, INC.™ AND/OR ITS LICENSORS. STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ AND WALT DISNEY, INC.™ STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ & DISNEY, INC.™


What's New in Version 1.12

Released

1.12 updates
added two new mountains
added new textures
added timers
added samurai and colonial rooms
got rid of some of the func_teleporters that was breaking map in jk2
consolidated some textures to get rid of max shader issues


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