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Jedi_Mediator

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Files posted by Jedi_Mediator

  1. Combination 1

    This map is a unique and exciting variation on the Capture the Flag gametype. Just like normal, each team tries to capture the other's flag--but the flags are secured behind forcefields, controlled by "combination locks." You have to hack the enemy's combination lock to disable their forcefield and get their flag. Anyone can set the combination, and anyone can hack it. Check out the short YouTube video below to see how this works.
     
    The layout is simple and symmetrical, consisting of two bases and one central combat area. Each base has a weapon loadout area, two emplaced guns to repel invaders, and a console for setting the combination lock. You can leave through your forcefield while it's up, but you can't go back in until it's off. Don't even think about touching the enemy forcefield. Get too close to it, and you'll fry instantly.
     
    The central combat area has plenty of cover to hide behind, so you can stay safe while you're shooting rockets through the enemy's disabled forcefield. There are also two walkways high up on the walls on either side, for snipers. Anyone can beam up to them and down from them using the red and blue teleporter beams.
     
    I'm really excited about releasing this. As far as I know, no one has ever made a customizable, reusable combination lock system in JKA before. With any luck, it will make for some really intense CTF gameplay!
     
    YouTube Demo:

     
    NOTE: No botroutes are included. The bots in this game are simply not smart enough to avoid the deadly forcefields (much less operate them), so playing with them would be kind of pointless.

    582 downloads

       (15 reviews)

    10 comments

    Updated

  2. Haunted Halls

    This map was released for the 2017 Halloween Contest on JKHub. It was the first map I completed and released since Inferno, which I released back in 2009. It was nice to actually finish something for a change.
     
    Players start out in a large central chamber, which is perfect for hanging out and casual dueling. Branching off from this chamber are six different rooms, each with a unique challenge for players to face. The halls leading to these rooms are haunted, though; they change frequently, and enjoy leading you to places you didn't want to go.
     
    Two rooms are special duel rooms: one with a platform that dips itself into lava, and the other with some mischievous torches that like to turn off when you least expect it. Not scared of the dark? Watch your step anyway--you might fall on the spikes.
     
    The other four rooms are games. There's a maze room (with walls that are constantly changing), a guessing game room (which punishes you for wrong guesses), a bottomless pit room (with bridges and stairs that like to disappear), and a room with working slot machines (where you place bets with your health). All of the games present their own unique challenges.
     
    Winning a game will reward you with "gems." You can collect up to 10 gems and use them for special rewards within the map.
    There are 4 rewards you can get:
     
    -1 gem will let you teleport to any game room, without using the hallways.
    -2 gems will let you choose from two types of music.
    -4 gems will restore your health.
    -7 gems will give you continuous healing--until you die, you will return to full health every time you are hurt.
     
    All rewards can be accessed using the floating icons in the central chamber.
     
    This is the most interactive map I have ever made. My previous map, Inferno, was focused solely on visuals--and I think I made it look pretty cool. But then I realized that players want stuff to do, not just stuff to look at. This is my attempt to give them both.
     
    This is also the first time I have made a map focused on a specific theme. My approach to the "Halloween" concept was to use lots of green and yellow light, tons of shadow, and plenty of weird, random, assymetrical scenery. I wanted to break out of the usual pattern of bloody, gory, death-centric Halloween ideas, and make the map "spooky" in my own way. Hope you enjoy it!
     
    NOTE: Yes, this map is dark. On my monitor, it's not too dark to see, but since every monitor is different, I can't make it perfect for everyone. If it's too dark for you, please just turn up your brightness in-game.

    311 downloads

       (7 reviews)

    6 comments

    Updated

  3. Inferno

    This map depicts a post-apocalypse factory/refinery facility. It has been
    bombed only once, but multiple quadrants have gone up in flames since, due
    to the flammable nature of the primary mineral processed by virtually all
    the equipment throughout the refinery complex. Consequently, explosions
    will still erupt intermittently from areas that lead directly to the
    underground machinery, such as smokestacks and exhaust ports.
     
     
    The shipping quadrant is the playable quadrant, and is the outermost segment
    of the facility. It functions as a loading/unloading zone for the materials
    generated by the refinery work, but the landing pad was the target of the
    first bombing and in its place is a huge crater in the ground. This quadrant
    of the facility, then, has been abandoned and is basically unusable for
    anything besides storage. The extensive damage in the area has since been
    quarantined and disregarded. In fact, if you listen very closely, you can
    hear the machinery still autonomously straining into disrepair, just below
    the surface...
     
     
    In terms of visuals, this is a very dark environment with a moody, nighttime,
    stormy setting. The night is misty and smoke drifts by overhead from other
    parts of the burning facility; the high-powered spotlights illuminating the
    playable quadrant can be seen lighting up the shifting clouds of dust and fog.
    I've been able to use the great material from CGTextures to make very realistic
    surfaces and scenes, including the concrete enclosure, all the concrete walls,
    various grunge and detail maps, and, of course, that big beautiful crater.
     
     
     
     
     
    KNOWN "BUGS"
     
     
    - At least one area in the map where you can seem to walk on thin air,
    just slightly. I won't tell you where it is.
     
     
    - The sounds of either the burning smokestack or the huge exhaust inferno may
    not loop completely smoothly. You won't notice this one unless you pay REALLY
    close attention.
     
     
    - To be honest, the exhaut port inferno may not play any sound AT ALL. Sometimes it does, sometimes it doesn't. I've given up on this one.
     
     
    - Maybe a few texture seam issues (including at least one really big
    "texture"). Most of them will be pretty hard to notice, so they shouldn't
    detract from any active gameplay.
     
     
    - While testing the map I have experienced some odd artifacts such as rapidly
    spinning flames, excessive smoke, and lightning in the sky (which isn't
    supposed to happen). These things usually occur right when you start the map;
    they shouldn't be a problem while playing.
     
     
    - There are just so many tiny places in this map that it's really hard
    to find and repair every single texture bug that might exist. If you work
    very, very hard, you may be able to find your way to some unknown region of
    my map where you will find odd/misplaced textures.
     
     
    - The huge fire in the exterior of the map has a tendency to kill you
    instantly, regardless of where you enter it. This was an unanticipated bug.
     
     
    - The botroutes aren't perfect. Bots in this map tend to like getting stuck
    under ramps and perhaps other places.
     
     
    - You can stand in the smokestacks. Not realistic, but if you don't want to
    experience this "bug," just...don't try it. Using Force jump will get you
    up into the seemingly endless interiors of the stacks, but nevertheless you
    will seem to be on solid ground. This bug is avodable!
     
     
    - The lightmaps aren't perfect. You may experience some strange or unrealistic-
    looking lighting here and there. It should be easy to ignore.
     
     
    - Since there were so many apparently irreparable lighting bugs around the
    base of the mountain, I didn't bother to go to the trouble of texture blending.
     
     
    - The ambient sounds may skip. I can't predict how this bug will play out
    on systems other than my own, but it's possible that because it's such a
    long sound track the game has to spend about a sixth of a second loading it
    back to the beginning. Endure this bug. It's a minor one.
     
     
    - There's no such thing as perfect clipping in a map this complex. If
    you try to exploit some advantages (like unintended higher ground or
    places others can't get to) in the map, you will either succeed or find
    yourself blocked/"slipping away" from your objective. But just to preserve
    the "good ol' fun-factor" of bug-exploitation, I've set up this map's
    boundaries so that such things are discouraged, but not made impossible.

    865 downloads

       (7 reviews)

    4 comments

    Submitted

  4. Dawn on the Plains

    A small fiord during a foggy dawn. A nice, scenic place for a duel! ....or, *would* be.
     
     
     
    Bugs: There are several small bugs with the bots in my duel map.
    1. The bots will sometimes get stuck in walls.
    2. For some reason, after one round of playing with bots, the game seems to forget the botroute and they start to do their default jumping dance randomly around the level. Currently, I do not know how to fix this.

    101 downloads

       (1 review)

    0 comments

    Submitted

  5. SD - Fragmentation Detonator

    Remember my rather...buggy Super Detonator mod? All THREE versions had XYZ "Missing Model" markers--or, as they were rather humorously named by all the wonderful commenters, "confetti."
    This is nothing like that. This new mod, called the Fragmentation Detonator, is the evolution of Super Detonator. It basically behaves almost exactly as a real fragmentation grenade would...except that, in real life, you probably couldn't see the tiny fragments, of which there would be millions, each travelling at supersonic speeds. Some features of Frag' Det's were not able to be incorporated into this mod simply because of the game's limitations (obviously, the Quake 3 engine could not even come close to showing a million tiny specks all at once), but I, along with GW_Mandalore, have found it to be quite realistic.
     
     
     
     
    Bugs: None so far. This mod SHOULD work on both JK2 and JKA. If it doesn't, contact me immediately.

    103 downloads

       (0 reviews)

    0 comments

    Submitted

  6. Super Detonator (1.3)

    KABOOM! I just love to tinker with the Thermal Detonator, and here is the product of some tinkering. The explosion is MASSIVE, but unfortunately I was unable to widen any splash damage . Sorry about that. Check my screenies to get a prievew of the explosion.I have also included MeusH's great Blue Thermal Detonator mod for a cool shockwave effect and a great skin.
     
     
     
    Bugs: None so far, contact me if you find any or have any new ideas.

    46 downloads

       (1 review)

    0 comments

    Submitted

  7. Bumpmapping (1.0)

    A new take of my own design on Quake3 Arena Engine's relatively untapped Specular Lighting function has allowed me to create a bumpmapping effect for most of the weapons and a few characters. I believe the effect achieved is quite true to real bumpmapping--I hope you find that it enhances the game's graphics.
     
     
     
    Bugs:
    1. The rodian's head, though meant to be shiny and glistening, is rather dull. I hope to fix this in later versions.
     
    2. You may experience some flickering with the specular lighting when entering/leaving unlit areas in maps. This is mostly because of the way the Q3 engine uses specular lighting.

    396 downloads

       (3 reviews)

    0 comments

    Updated

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