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KiraImmortal

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File Comments posted by KiraImmortal

    Obscure Garrison

       981    17

    thanks everyone :)

    DrXann : the generator itself screws up your connection with the force and it's the strongest in the area where it is located. when you turn it off, your force powers will be even stronger than they were at the start :)

    dark_apprentice: yes, i changed it, i did not have the goal to keep the style of the force unleashed i just like the design you made there :) hopefully it's not that big problem i usually change minor things in everything that i use from other authors to make it fitting to my mods

    Obscure Garrison

       981    17

    in the future i plan to make a 2.0 version with outside areas as well
    IF SOMEONE CAN HELP ME WITH THE FOLLOWING ISSUES PLEASE HELP ME WITH TIPS!

    - Better, working AI for swoop riders (they sometimes do not move from their places at all)
    - Using combat points and navgoals
    - Changing behaviour style of enemies
    - Cinematic scenes
    I'd appreciate tutorials also if there are any for these :)
     

    Supralord likes this

    Clone Snowtrooper

       536    10

    ye it works also if i give it class Reborn and EnemyTeam - Player, but that won't make it friendly :D that's the problem, and i plan to experiment more on it since after my first sp map released in a week hopefully, i'll start a clone wars themed single player campaign :)  EDIT: i tried it and it turns him hostile with boba's weapons, so it's no good :/

     

    yup, actually i have 0% modelling knowledge, so i used up what i could do with textures and npc modifications which i'm more familiar with ^^

    Epic Challenge Mod

       1,286    26

    okay i played through the whole mod, so i will finally write my review here. it took me days to finish, so the length is really long, there are tons of enemies to kill. much creativity was shown, however gameplay was more annoying than challenging sometimes. i accepted your mapping style, you balanced your lack of details with puzzling and surprises. still, there's much to improve. the biggest mistake of the mod was that you forgot to set doors open/close state to pernament, which means no matter if i opened a secret door with all keys, i had to noclip through the doors cause they closed like 5 seconds after i used the keys. this is also true to other key-doors which made me unable to explore after finishing the level without cheating. even if the mod was long, and it was funny to play through, you could have added a lot more enemy types, not everything should have been available from the start. so all in all i was entertained but bored sometimes too due to the linear level design and same types of enemies/areas with minor changes. secret levels are good ideas though, i've been to all of them (i spent my time finding all keys however), i wrote all numbers down but where do i use them? i got ending1 where i can't do anything. i still thank you making this huge campaign as i wasn't playing jedi academy for years (since i released my ultimate academy mod) and this was a nice (and long) platformer experience. work more on the story next time, add more objects which break linearism, more enemy types, only far challenges, and a plain start with more findable resources and force powers. 6/10 in my opinion :)

  1. as i was lucky and got the whole jedi knight bundle at a 70% discount today on steam, i decided to play around a bit with jedi outcast once again, i usually play every release i can get my hands on for outcast and academy. i'm personally a fan of saber duels, but i did not lose my interest when i saw the lack of these in this mod. i should say i enjoyed these levels much more than the ones in the official game where i had no lightsaber. it was a miracle that i managed to not die at once throughout the maps but i was really close to it sometimes. this gives away the fact how splendid resource management is. i found the presence of objects of our world a bit bothering, i guess they were there for joke or fun, they just didn't fit the environment (like the cola-machine, etc.), and also the story was not meant for the star wars universe. however this was just said because there's no perfect mod in the world. a definite 10/10 for me, i don't know if you plan on a sequel, maybe you should take what i've said into consideration, but i'll be satisfied enough if it goes on this way as i've witnessed :) oh one thing, next time please add more weapons :c good job!

    Turquoise

       109    1

    missing from credits: thanks for DarthStevenus for the lightning effect!

     

    EDIT: Added - although in future if you have alterations you can edit your submission!

    Prequel Conversion Mod

       8,787    24

    well this one is a good idea, even with some minor errors in luke's mission briefings, and some imperial alert sounds in some maps, it's quite well done. i played through with my modified anakin model and saber, it was real fun :) 5/5

    Circa likes this

    Ultimate Academy

       3,177    11

    lol i don't know what's the solution :| i thought i eliminated that problem. i created many empty ones from the original npcs, and i tested the mod on 2 computers, both with fresh Jedi Academy install :| maybe a reinstall will help you also.

    by the way, as you know my mod uses savegames. i tried it and it worked that even if you delete npcs, they will still be functional during my maps. so try to open the package uacademy.pk3 go to ext_data/npcs and delete civilians.npc. if that's not enough, search for other npc made by me, and delete those also. i hope it will help

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