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A Ladder style map for Star Wars Jedi Knight Jedi Academy.

Featuring a large warehouse with floating platforms, long bridges and 2 large pits where you can throw your enemies during battle.

The map has over 40 waves that will spawn as you progress eliminating the enemies.

There is a final battle in a separate arena that is unlocked once all of the waves are completed.

There are multiple secret areas. Try to find them all!

This is my first map ever for JKA, hope it is to your liking.

If you want to contact me for any reason (bug reports, suggestions, etc...), this is my discord profile: potatoes5810

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.™


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Looks cool! I'm curious why the map bsp, pk3, and zip are named "dragame" or "dra_map" but the map's name is 2Pits Warehouse?

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3 hours ago, Circa said:

Looks cool! I'm curious why the map bsp, pk3, and zip are named "dragame" or "dra_map" but the map's name is 2Pits Warehouse?

Hey, thanks! I'm glad you liked it.

Well, the name of the map is 2Pits Warehouse because it's basically some kind of warehouse with 2 giant pits, that's the best name I could come up with. 2Pits is kind of inspired by 2fort from the game Team Fortress, so there's that.

The whole "dra_" stuff is basically for namespacing reasons, and is a habit that comes from programming in C and C++. Any code that I make, I always use dra:: or dra_ as namespaces, to make sure that any code that I write does not collide with code from other libraries, so that people who use what I make do not have to worry about having to fix it by renaming literally every single symbol in my code. I guess it does not make that much sense in modding for Jedi Academy, but it's still a habit that I've carried over just to be safe.

Also I initially did not really know what I was going to name the map, so dra_map_0 was the best I could come up with lol.

If you're curious as for what dra_ means, it's basically the initials of my name, inspired by the stb_ libraries, whose creator did the same to make sure that his code's symbols did not collide with other libraries. You can find the rationale explained here in one of his repositories on github https://github.com/nothings/stb?tab=readme-ov-file#why-stb-is-this-something-to-do-with-set-top-boxes

Circa likes this
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I'd recommend adding a corpse removal time setting in the cfg. This map will definitely not work if it is 0.

Also it might be a good idea to add some delay between waves, esp before the sniper/rocket waves.

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