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About This File

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 :P





* 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 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.


User Feedback

Recommended Comments

Definitly Great fun!


I've got a new golf map in the works close to beta 2 stage to have something you guys can test.


I've also developed something yesterday.  Possibly a new game type sort of for TFFA.  Team bases with a middle fighting area with cool stuff to help your team or hurt the other team located inside the bases and inside the fighting area to trigger with weapons etc.  I look forward to testing that one :P  Keep your eyes out after the 1st at JK2.info.  I am most active there recently with a more JK2 focused crowd and modders.  I'd be exhausted keeping up WIPs all the time on 2 forums :P but I update most the important stuff here when I can.


And of course, I have worked some on Mech Temple for JA.  I do want to work out a few more things for you guys.


**And one last note:  There may be a shader conflict with any other templeofmechanism.pk3 or mechtemple beta maps.  I think some lava in one area doesn't show up and a wood texture was changed in the shader.  A different lava shader was made in one area compared to the beta shader, and the slide shader was changed in the shader file, so there is a confirmed conflict if you also have the beta map or bbetamaps1.pk3 (limited release) in your base folder.  The only way to avoid this is to make shaders unique to each beta but that takes a lot of work so sorry for any problems with shaders missing and if they are just remove all other beta maps for mech temple.


JKHub.org is awesome though!

Smoo likes this
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Ah I thought I made a post but guess it disappeared? but then I see you addressed some of my shader concerns. Nice job.

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Hey Acro, sorry about that.  There was an error when I submitted the file and turned out to be 2 of the same.  I requested the one you commented on be removed due to it being a duplicate and had errors in the text.


The missing shaders are caused from a previous version of mech temple so the .09 version here I released a while back or other maps such as templeofmechanism_beta.pk3 or mechtemple_b1.pk3 or bbetamaps1.pk3 (limited beta release).  The slide shader was changed and the lava shader changed in the other area u described with your comment that is why you are missing a couple textures, it's a version conflict.  One of the testers had experienced this problem.

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