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Acrobat

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Files posted by Acrobat

  1. Expedition

    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

    6,550 downloads

       (8 reviews)

    5 comments

    Updated

  2. Faru

    This is loosely based on the academy version 3 by Virtue. Has dueling areas and some climbing areas. Updates are as follows.
    This map works for both jk3 and jk2. I'm releasing it for jk3, but if you put this version in jk2 it is 100% compatible. Hopefully jkhub can put under both games.
    Version 1.01 updates
    -added bar
    -tried to fix missing textures, misaligned textures, errors people found
    -added Yoda statue
    -partially updated academy room
    Version 1.02 updates
    -added extensive temple walls in large outdoors area
    -updated bar
    -made the academy temple scalable with Millennium falcon at top
    -added water and waterfalls with cave over the temple
    Version 1.03 updates
    -Added yavin ship hanger
    -tried to connect duel rooms area to rest of map
    -added elf base
    -updated bar some
    -tarp over falcon
    -added detail to some of the hallways
    Version 1.04 updates
    -added to elf base
    -added rooms to duel rooms
    -added Taspir dueling pad and mountains around it
    -expanded the stuff around the main temple
    -fixed Yoda statue and bugs
    Version 1.05 updates
    -expanded large outside area
    -fixed areas you can fall through base
    -added announcement board\updated elf base

    Version 1.06 updates
    -fixed (i think) the interference map was causing with some base textures
    -made the three mountains significantly higher
    -added library
    -added duel room
    -bug fixes
    -tried to add boat area although they aren't showing up unless one is in the void looking at them for some reason.
    Version 1.07 updates
    -worked on outside terrain
    -added beta thermal detonator room
    -mainly worked on redoing mountain climbs
    Version 1.08 updates
    -added more sewers 
    -got boats working
    -added new large outside area
    -updated upstairs duel room
    -fixed errors
    Version 1.09
    -worked on last versions large outdoor area
    -added another large outdoor area with a 4th mountain climb for the map
    Version 1.10
    -added H-mountain
    -added outdoor area
    -added new route to council room
    -expanded elf base some
    Version 1.11
    -added I-Mountain
    -added new associated outside area with massive temple
    Version 1.12
    -bug fixed
    -added new maze mountain part 2 area. unfortunately it is so massive that it's not actually done but I have a good start worth playing
    Version 1.13
    -finished maze mountain part 2, which was adding about 5000 more brushes
    -added 3rd elf base
    Version 1.14
    -modified maze mountain further
    -added strafe pads
    -added distance jump pads
    -added roll pads room
    -added giant jump room
    -starting to get ERROR 
    MAX_MAP_DRAW_SURFS (131072) exceeded
    so I had to merge some of my trisoups to get it to compile
    Version 1.15
    -added some random step to get out of areas 
    -finished the mountain finally
    -added new corridors to main room
    -replaced all the trigger_teleporters to get rid of cl_incline error when run it on jkmv (jk2)
    Version 1.16
    -Mostly bug fixes. Hopefully fixed the missing statue issue
    -added two new jump challenges asa well
    -hope this will be final version of the map.
    Version 1.17
    -mostly bug fixes people found
    -fixed maze mountain exploits people have found so far
    -added new jump room
    ----------------------------------------------------------------
    Credits:
    as above. Borrowed textures and grill from Reyor-Wan Semaj's DextersDiner 2003 map.
    This is a link to the 2003 readme from dextersdiner
    https://mrwonko.de/jk3files/Jedi Outcast/Maps/Free For All/15496/
    Used Szico's model reference guide
    https://jkhub.org/files/file/1578-map-models-image-reference-library-for-jk2jka/
    Borrowed texture of jedi's home flag
    Borrowed textures from ffa_tmbj
    Map Information:
    New Textures: yes
    New Music: yes
    New sounds: yes
    New Models: yes
    Game types are ffa, duel
    ----------------------------------------------------------------
    Compile Information
    basic compile
    ----------------------------------------------------------------
    Worldspawn Information
    _lightmapscale 5
    ambient 8
    _distancecull 16384
    _chopsize 0
    _blocksize 0
    ----------------------------------------------------------------
    Bugs:
    1) You may need to run com_hunkmegs 256 or 512 on this map as it's getting large.
    2) If you play the map in jk2 you may need the developer version of JKMV rather than the official release so that
    it does not hit max shaders issue and other max issues
    3) in main room you can see a corridor through skybox. Not sure how to fix this. You can also see the boats randomly through
    many skyboxes
    ----------------------------------------------------------------

    * How to install * 
    Just put the Faru.pk3 in your GameData\base game directory

    ------------------------------------------------------------------
    THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR
    LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS
    ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.

    3,375 downloads

       (6 reviews)

    7 comments

    Updated

  3. y-mountain

    Readme File:
    *************************** 
    JEDI KNIGHT 2
    *************************** 
    Title : Y-Mountain
    Author : Acrobat
    email: acrobatmapping@live.com
    File Version: 1.0
    Size: 5 mb?
    File Name : y-mountain
    Completion date: 3/1/8
    Build Time: 8 hours
    Brush Count: 611
    Entity count: 328
    ----------------------------------------------------------------
    Description: 
    This is a climbing mountain challenge. It's the sequel to the Z-Mountain!

    ----------------------------------------------------------------
    Textures:
    Skybox by Justin Fisher 
    ----------------------------------------------------------------
    Map Information:
    Bot Support no
    New Textures yes
    New Music no
    New sounds no

    Game types are ffa, duel
    ----------------------------------------------------------------
    * How to install * 
    Just put the y-mountain.pk3 in GameData\base in your game directory

    ------------------------------------------------------------------
    THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR
    LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM &   LUCASARTS
    ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
     

    129 downloads

       (0 reviews)

    1 comment

    Updated

  4. Cactus

    This map is a small duel map in the desert. This map started out as a test map for a projected decal entity. I ended up building a small duel map since I liked the effect. I also put in a sky portal again like my quest map.

    1,071 downloads

       (3 reviews)

    1 comment

    Updated

  5. c-mountain

    This map works for both jk3 and jk2. This is another of my mountain maps. It is a sequel to A-mountain and B-Mountain. One of the problems I noticed while watching people race a-mountain is they were fighting over 2-3 seconds once they learned it. This mountain should be harder and longer and hopefully solve that problem should people choose to race it.
     
    My climbing mountains are loosely inspired by the work of Boris from quake defrag.

    1,161 downloads

       (8 reviews)

    5 comments

    Updated

  6. B-mountain

    This is a Yavin style climbing mountain and sequel to A-mountain. It's slightly taller than A-mountain now. There is trigger at start and finish for timers that modders may use for racing if they like.

    1,198 downloads

       (8 reviews)

    3 comments

    Updated

  7. acrobat_torture1

    Acrobat_torture1 was made by me, acrobat. This map is essentially a short climbing challenge that can be used as a race as well made in the spirit of the quake 3 boris torture maps. Some textures were used from boris_torture2 from which he has let me convert to jka in the past along with some custom made textures from my prior maps. Map has a trigger mutliples at beginning and that can be used for timers if modders wish. Completed 8/13/15.

    220 downloads

       (5 reviews)

    4 comments

    Updated

  8. AcrobatRacingPackage

    Readme File:
    ***************************
    JEDI KNIGHT 2 and 3
    ***************************
     
    Title : Acrobat Racing Package
    Author : Acrobat
    Contact email: acrobatmapping@live.com
     
    File Version: 1.0
    Size: about 50 MB megs
    Completion date: 03/30/2013
    ----------------------------------------------------------------
     
    Description:
    I made 14 race maps from scratch. I also converted 6 boris maps from quake defrag with permission from Boris.
    These maps were made ideally for CPM\spinmod, but some of them may work OK for vq3 as well.
    The maps are: acrobat-redhallways, acrobat-redhallways2, acrobat-redhallways3, acrobat-greenhallways, acrobat-greenhallways2.
    acrobat-greenhallways3, Acrobat-Blackhallways, Acrobat-Blackhallways2, acrobat-metal, acrobat-bridges, acrobat-dash,
    acrobat-dash2, boris_daytime, boris_nighttime, boris_torture1, boris_torture2, boris_torture3, boris_torture4.
     
    Note there are trigger multiples are the start and end of each race course for modders to use.
     
    ----------------------------------------------------------------
     
    Credits:
     
    The vast majority of the textures are ones I made from scratch in my previous maps.
     
    I converted the Boris maps from Quake III Defrag with permission from Boris. His maps can be found here:
    http://q3a.ath.cx/maps/?map=&au=BorisXIV
    Loda converted boris_daytime, and bk helped with spacing on that one.
     
    I used a skybox for map acrobat-yellowrace2 called DarkLand that is avaialble for use at this website:
    http://www.redsorceress.com/skybox.html
     
    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)
    http://szicovii.com
    www.map-force.net
     
    Thanks to beta testers: Vrael, Kairos, Boy, Catz
     
    ----------------------------------------------------------------
    Physics notes: Some of the maps have yslaramis. If modders are around they can remap as follows.
    In addition, if modders want to ad vertical overbounces (easybounce in twimod) they can do as follows:
     
     
    Remapping the Ysalamiri:
    {
    "classname" "trigger_always"
    "targetShaderName" "powerups/ysalimarishell"
    "targetShaderNewName" "clear"
    }
     
    EasyBounce:
    In "bg_pmove.c" at the bottom of "static void PM_CrashLand( void ) {" add:
     
    //[boy] - Bounce!
    if ( easyBounce.integer == 1 || (easyBounce.integer == 2 && pm->ps->fd.forceJumpZStart > pm->ps->origin[2]) )
    {
    vec3_t velocity;
    float speed;
     
    VectorCopy(pm->ps->velocity, velocity);
    velocity[2] = 0;
    speed = VectorLength(velocity);
     
    if ( speed < 1 )
    { //Nearly 0 speed...
    pm->ps->velocity[2] = -vel;
    }
    }
    //[/boy] - Bounce!
     
     
    As for the trigger_multiples for timers, I tried to make sure trigger #1 was at start and trigger #2 was
    at the end. There are a few exceptions in this map pack though which are as follows:
    Acrobat-greenhallways (#2 and #1)
    boris_torture (#10 and #11)
    ----------------------------------------------------------------
    Map Information:
     
    New Textures: yes
    New Music: No
    New sounds: No
    New Models: No
    Game types are ffa, duel
    ----------------------------------------------------------------
    Compile Information
    bsp_q3map2/q3map2: (final) BSP -meta -notjunc, -vis, -light -fast -samples 2 -lomem
    ----------------------------------------------------------------
     
    General Worldspawn Information
     
    _lightmapscale 1
    _blocksize 0
    _chopsize 0
    ambient 17
    distancecull 131048
     
    ----------------------------------------------------------------
    Bugs-Darkland skybox didn't line up right. Small areas not caulked on
    redhallways and metal
     
    ----------------------------------------------------------------
     
    * How to install *
     
    Just put the pk3 files into your in your GameData\base game directory

    346 downloads

       (5 reviews)

    0 comments

    Updated

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