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Files posted by Szico VII
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Moonbase Labs
By Szico VII in Free For All
Unfinished project - released as is for learning and development purposes
Was going to optimise for rend2 but found most recent builds buggy and unworkable.
/////////////////////////////////////////
Moonbase Labs
====================
by Szico VII
24th Aug 2017
/////////////////////////////////////////
MAPPED BY Szico VII
MSN: szicovii@gmail.com
E-Mail: szicovii@gmail.com
AIM: Szico VII
http://www.jkhub.org
Moonbase Labs - Beta (v0.6)
=======================
New Textures: Yes
New Sounds: Yes
New Models: Yes
New Scripts: No
Bot Routing: No
Gametypes: FFA, TFFA
Brush Count (inc. ASE models and patches): ---
Entity Count: ---
Active Build Time: 3 months
Compile Time: 5mins
==============================================================================================
Map Installation : Unzip the contents of the zip (Moonbase Labs v0.6.pk3)
into your Jedi Academy/GameData/Base directory, and you're all set to go!
(EDITORS ONLY:)
Source Files: INCLUDED
==============================================================================================
/////////////////
// Features: //
/////////////////
---
-Credits-
AshuraDX - Skybox, ASE Model Optimisations.
mrwonko - Motion scripting for fx_runners.
freesound.org - For various sound effects
Patrick Haslow - Varied textures.
Special Mentions:
================
Ashura DX - Barrel models and NPC creation, effect file modifications, animations.
---
(All efforts have been made to trace holders of original material, but if anyone has been omitted, I apologise.)
BETA TESTERS:
--------------
Crimson Strife
AshuraDX
SecretApprentice
Known Bugs:
============
- Some movement issues with the trams
====================================
Afterword:
====================================
Unfinished project - released as is for learning and development purposes
Was going to optimise for rend2 but found most recent builds buggy and unworkable
---------------------------------------------------------------------------------
IMPORTANT!!!!
---------------------------------------------------------------------------------
SOME ELEMENTS OF THIS MAP CANNOT BE USED/RIPPED!
This includes:
- Textures
- Model textures/shaders
- The Map itself
(You can however use them for learning purposes, or get my permission if you want to publish edited files
I have nothing against you editing these files for your own progress.
If you want to use any of these, ask me first!
You can however, use freely, and without my permission:
- Original models, but not the new skins/textures.
- Shaders
- Scripts
==================================================================================
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 LICENSERS.
==================================================================================
~Szico VII~
919 downloads
- Space
- JKHub Exclusive
- (and 1 more)
-
Bioshock - The Church of Our Lord
By Szico VII in Free For All
Unfinished project - released as is for learning and development purposes
Was going to optimise for rend2 but found most recent builds buggy and unworkable.
/////////////////////////////////////////////////
//
// Bioshock
// The Church of Our Lord
// ====================
// by Szico VII
// 24th Aug 2017
//
///////////////////////////////////////////////
MAPPED BY Szico VII
MSN: szicovii@gmail.com
E-Mail: szicovii@gmail.com
AIM: Szico VII
http://www.jkhub.org
Bioshock - The Church of Our Lord (Alpha v0.1)
=======================
New Textures: Yes
New Sounds: Yes
New Models: Yes
New Scripts: No
Bot Routing: No
Gametypes: FFA, TFFA
Brush Count (inc. ASE models and patches): ---
Entity Count: ---
Active Build Time: 1 months
Compile Time: 1mins
==============================================================================================
Map Installation : Unzip the contents of the zip (Bioshock - The Church of our Lord.pk3)
into your Jedi Academy/GameData/Base directory, and you're all set to go!
/devmap bioshock_basilica to run
(EDITORS ONLY:)
Source Files: ---
==============================================================================================
/////////////////
// Features: //
/////////////////
---
-Credits-
Nil
(All efforts have been made to trace holders of original material, but if anyone has been omitted, I apologise.)
Known Bugs:
============
- Caustic effect clips with flags in newer OpenJK builds
====================================
Afterword:
====================================
Unfinished project - released as is for learning and development purposes
Was going to optimise for rend2 but found most recent builds buggy and unworkable - some residual effects included if you can get it to work however
---------------------------------------------------------------------------------
IMPORTANT!!!!
---------------------------------------------------------------------------------
SOME ELEMENTS OF THIS MAP CANNOT BE USED/RIPPED!
This includes:
- Textures
- Model textures/shaders
- The Map itself
(You can however use them for learning purposes, or get my permission if you want to publish edited files
I have nothing against you editing these files for your own progress.
If you want to use any of these, ask me first!
You can however, use freely, and without my permission:
- Original models, but not the new skins/textures.
- Shaders
- Scripts
==================================================================================
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 LICENSERS.
==================================================================================
~Szico VII~
386 downloads
- Roleplaying
- JKHub Exclusive
- (and 2 more)
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JK2 Map Models - Image Reference Library for JK2/JKA
JK2/JKA Map Models (v1.0)
Image Reference Library
by Szico VII
May 13th 2013
=====================
CREATED BY Szico VII
MSN: szicovii@gmail.com
E-Mail: szicovii@gmail.com
AIM: Szico VII
http://www.jkhub.org
=====================
Map Models - Screenshot Reference Library (v1.0) for JK2/JKA
Size: 51.78MB
===========
Description
===========
This is a complete compressed (.zip) file containing screenshot references of all the JK2 and JKA model assets,
located in the base/models/map_objects folder. This should make it easier for modders of the game to browse
the models and decide which to use without manually loading each and every model in radiant to check.
You should unzip the entire library to your computer so you can utilise your OS's inbuilt thumbnail viewer.
===========
Notes
===========
- Some models are broken - i.e they are missing texture assets. These are clearly labelled.
- Some models are for JK2 only, so you will need the JK2 asset files for the models to display correctly.
- The above also applies to JK3.
- Some screenshots were taken ingame to better illustrate their ingame appearance, so if they appear
differently in radiant do not be alarmed.
- Any model with a _b suffix in its name was designed for use as a misc_model_static. It is otherwise identical
to its normal counterpart, so there are no screenshots of these models.
---------------------------------------------------------------------------------
IMPORTANT!!!!
---------------------------------------------------------------------------------
I spent a great deal of time compiling this library together so please leave credit if you find it useful in your projects!
You may not redistribute these images or use them for anything other than personal use only.
NO ELEMENTS OF THIS FILE CAN BE RIPPED!
==================================================================================
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 LICENSERS.
==================================================================================
~Szico VII~
535 downloads
- JK2
- 3D Modelling & Animation
- (and 2 more)
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NeoTokyo
By Szico VII in Multiple Gamemodes
Author
Szico VII
This is the Jedi OUTCAST (JK2) Version of NeoTokyo. This IS NOT compatible with Jedi Academy (JK3) Please download the Jedi Academy version if you wish to play the map for that game.
346 downloads
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Chicago Streets
By Szico VII in Multiple Gamemodes
Author
Szico VII
MAP Version : Chicago Streets (Version 1)
New Textures: Yes
New Music: Yes
MAP Type : FFA, TFFA, Duel,Capture the Flag.
BOT ROUTING: Yes
===============================
Personal Notes: I felt sorry for Jo players who no longer get custom maps, so i decided to release my old Darkforces Streets Map for it. However, this isn't just a port, i completely rebuilt the whole thing, with new knowledge and stuff, and the FPS is fine now I added more areas for the JO version, and no, chances are this wont be out for JA, except if I do a winter version sometime - I already released a Final remember?
===============================
Map Installation : Unzip the contents of the zip into your Jedi Outcast/GameData/Base directory, and you're all set to go. Then choose 'Chicago Streets' from the map list.
===============================
UPDATES from Jedi Academy Version:
- FPS should be smooth throughout the whole map now, I've learned a lot since the first version for JKA. It might lag a little when doors leading to other areas are open, but they should close automatically
- All oversized areas should now be the proper size
===============================
Map Play : Simply go into your multiplayer menu and select 'Chicago Streets' from the map list.
===============================
This map is my fourth MP map. There are loads of hidden locations and a few extras for those poor Jo players, sniper points, e.t.c. So have fun!
Programs Used: Adobe Photoshop 7, GTK Radiant 4.0, q3Map2, Editing Tools.
==========
411 downloads
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Dark Forces
By Szico VII in Single Player
Author
Szico VII
The camera angles and cutscenes are on the scruffy side, if anybody knows how to fix the camera with the second cutscene, please email me.
There are no objectives, as of yet. Im still working on it.
Much credit to the makers of dotf.pk3 for about 5 of their textures.
Programs Used: Adobe Photoshop, Jk2 Radiant, Editing Tools.
Also, huge thanks to all at gamingforums.com especially GothiX!
308 downloads
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Map Models Pack #01
// Map Models Pack #01
// ====================
// by Szico VII
// 20th July 201
======================
Converted for JK2/JK3 by Szico VII
MSN: szicovii@gmail.com
E-Mail: szicovii@gmail.com
http://www.jkhub.org
Assorted Map Models Pack (v1.0)
=======================
Installation : Extract the contents (.pk3) into your Jedi Academy/GameData/Base directory, and you're all set to go!
You will need to include this readme.txt and .pk3 file in any work you release which utilises these files.
Copyright information
======================
You may use any of the materials in this pack freely in your own work, as long as you include credit to myself and the original author (if listed here) in your readme.txt
You may modify and redistribute these assets as you see fit for your work, with the above provisions.
Information
=======================
Although some of these models were created by myself using Radiant, to the best of my knowledge, the vast majority were made by 3DRegenerator, and are free to download from http://tf3dm.com/3d. You are free to use any of these models for personal use provided they are not for financial gain. Please give credit to myself and 3DRegenerator if you decide to use these models in your map. This file will need to be included in your release pk3 as well as your own assets.
A great deal of work has gone into converting, re-texturing, creating shaders and fixing compatibility issues with all of these models - I hope people find them useful. JKA does not have many "prop" or "real-life" models
available as part of the default packaging, so these models should be useful for anyone attempting to create a more realistic modern environment.
If anyone would like to contribute any models created by themselves, either for JK3 or in radiant as a .ase file, please contact me if you would like them converted to md3 and put into any future releases.
Any requests should be directed to me or other communtiy members at www.jkhub.org
Many thanks,
Szico VII.
Credits:
=======================
3DRegenerator - For publicly available models for free personal use
Freely available from http://tf3dm.com/3d
Original author: 3DRegenerator
http://www.enemyterritory-stuff.net/Prefabs.html
Freely available prefabs created by members of their community. Unfortunately, many details regarding the authors are not available, however should anyone feel their material has been used unjustly please feel free to contact
me and it will immediately be removed from this pack. Specific credit goes to Avoc for his grass models.
http://www.md2.sitters-electronics.nl/models.html
The 3D models have a licence under GNU and CC_attribution and are freely available for personal use.Original authors are not credited on this page, however should anyone feel their material has been used unjustly please feel
free to contact me and it will immediately be removed from this pack
===========================================================
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 LICENSERS.
============================================================
~Szico VII~
423 downloads
-
BlackRayne's Map Model Pack
// BlackRayne's
// Map Models Pack
// ====================
// by Szico VII
// 12th July 2014
For more models:
https://jkhub.org/files/file/1976-%7B%3F%7D/
Original Author: Lt1 and BlackRayne Studios
E-Mail: blackraynestudios@gmail.com
http://www.blackrayne.net
Converted for JK2/JK3 by Szico VII
MSN: szicovii@gmail.com
E-Mail: szicovii@gmail.com
http://www.jkhub.org
BlackRayne's Map Models Pack (v1.0)
=======================
Installation : Extract the contents (.pk3) into your Jedi Academy/GameData/Base directory, and you're all set to go!
Original Readme:
================
These Map Models were created by Lt1 and Black Rayne Studios.
Copyrights :
This game component is created and owned by Lt1 and Black Rayne Studios.
No modifications on any part of it are allowed unless indicated.
You may not use this object as base to create another one. It must be used
as is. You can use it freely in any games as long as you include a note
indicating you got it from me. For any troubleshooting or inquiry, feel free
to contact me.
==================================================================================
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 LICENSERS.
==================================================================================
~Szico VII~
131 downloads
- Non Star Wars Related
- Caulked
- (and 1 more)
-
Vehicle Map Models Pack
Vehicles
Map Models Pack
====================
by Szico VII
July 13th 2014
Converted for JK2/JK3 by Szico VII
MSN: szicovii@gmail.com
E-Mail: szicovii@gmail.com
http://www.jkhub.org
For more models:
https://jkhub.org/files/file/1976-%7B%3F%7D/
Vehicles Map Models Pack (v1.0)
=======================
Installation : Extract the contents (.pk3) into your Jedi Academy/GameData/Base directory, and you're all set to go!
Credits:
=======================
Detoeni - M3 Halftrack Model
IndyJones - Forklift Model
3DRegenerator - Truck, Bus, Car, Lorry and Van models.
Original Readme(s):
=================
M3 Halftrack ///
-----------------
This pack contains all the md3 assets needed to use these model as misc_model in Wolfenstein-Enemy Territory. !
Model and textures by Detoeni
http://www.planetwolfenstein.com/detoeni
Any problems please contact me at detoeni@planetwolfenstein.com
You may use this file providing it's not for profit.
©Phil "Detoeni" Gresley 2005
Forklift ///
-------------
This is a forklift truck model suited for Q3 engine-based games.
Author: IndyJones
Date: 30.05.2010
Other Vehicle Models ///
-------------------------
Freely available from http://tf3dm.com/3d
Original author: 3DRegenerator
===========================================================
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 LICENSERS.
============================================================
~Szico VII~
143 downloads
- JKHub Exclusive
- Caulked
- (and 1 more)
-
BlueIce Nightfall
By Szico VII in Mixed Gametypes
BlueIce Nightfall
Probably the map I am most proud of - it's been a long time coming, I just wish Id finished it several years ago when the community was
still more active, but better late than never! Think of this as a sequel to BlueIce Twilight, its set in the same world after all but
this is a more dense settlement, yet cozy and warm, away from the harsh weather of the world.
http://www.youtube.com/watch?v=S1vPT9Bd3E4
SOURCE FILES INCLUDED.
Bot Support: Yes
New Textures: Yes
New Shaders: Yes
New Models: Yes
New Sounds: Yes
MAPPED BY Szico VII
MSN: szicovii@gmail.com
E-Mail: szicovii@gmail.com
AIM: Szico VII
http://www.jkhub.org
BlueIce Nightfall (v1.1)
=======================
New Textures: Yes
New Sounds: Yes
New Models: Yes
New Scripts: Yes
Bot Routing: Yes
Gametypes: FFA, TFFA, Duel, Power Duel, CTF (All FULLY Supported)
Brush Count (inc. ASE models and patches): 23,278 (~60,000)
Entity Count: 2021
Active Build Time (vs. Total): 4months (3 years)
Compile Time: 30mins
==============================================================
Map Installation : Unzip the contents of the zip (BlueIce Nightfall.pk3)into your Jedi Academy/GameData/Base directory, and you're all set to go! REMOVE any previous versions of this map before you play.
(EDITORS ONLY:)
Source Files: Unzip the contents of BlueIce Nightfall Source v1.1.zip into your Jedi Academy/GameData/Base folder and add 'blueice_nightfall' to your shaderlist.txt
==============================================================
// Features: //
-Interactive Scripting.
-External Lightmaps.
-Q3map2 Bumpmapping.
-Wardrobes to Narnia .
-Interactive Environment.
-Cogwheel Lifts.
-Full support for FFA/TFFA/CTF/Duel/Powerduel.
=========
-Credits-
=========
RoboPhred - Scripting, constant testing and general advice.
Silverwest - Original JK2 Firefly effect
The developers of Medal of Honor: Allied Assault - For creating a great inspirational work (Verschneit) to base this map on.
JKHub - For development support and file hosting!
Filefront Forums - For development support.
Harry Gregson-Williams for the audio track ("Lucy meets Mr. Tumnus" - The Lion the Witch and the Wardrobe OST)
(All efforts have been made to trace holders of original material, but if anyone has been omitted, I apologise.)
BETA TESTERS:
--------------
RoboPhred
MuG
MoonDog
Azatha
MadCatMkII
Milamber
NubSmoo
Caelum
MrWonko
Known Bugs:
============
- Bots will very occasionally get stuck (they will however sort themselves out within 10seconds.)
- Bots occasionally get crushed by the cogwheel lifts or doors.
====================================
Afterword:
====================================
Probably the map I am most proud of - it's been a long time coming, I just wish Id finished it several years ago when the community was
still more active, but better late than never! Think of this as a sequel to BlueIce Twilight, its set in the same world after all but
this is a more dense settlement, yet cozy and warm, away from the harsh weather of the world.
I included source files in this map, because I basically thought,'What the hell, why not!' However I would appreciate, seeing as I've released the source
materials out of good will - that people respect the guidelines below:
--------------------------------------------------------------
IMPORTANT!!!!
--------------------------------------------------------------
SOME ELEMENTS OF THIS MAP CANNOT BE USED/RIPPED!
This includes:
- Textures
- Model textures/shaders
- The Map itself
(You can however use them for learning purposes, or get my permission if you want to publish edited files
I have nothing against you editing these files for your own progress.
If you want to use any of these, ask me first!
You can however, use freely, and without my permission:
- Original models, but not the new skins/textures.
- Shaders
- Scripts
5,100 downloads
- snowy
- botroute support
- (and 1 more)
-
Atlantica Fix
By Szico VII in Free For All
This is a simple fixed version of Atlantica to prevent Single-Player mode from crashing. The shader directives have also been modified to make it compatible with OpenJK.
This completely replaces the old pk3 files, so remove those from base and replace with the ones in this file. It also contains the 1.02 source files.
Atlantica (V1.02)
=======================
New Textures: Yes
New Sounds: Yes
New Models: Yes
New Scripts: Yes
Bot Routing: Yes
Gametypes: FFA, TFFA
Brush Count: 28,280 + ~15,000 in ASE Models
Entity Count: 3528
Build Time: 1 Year, 6 months (Of which 6 months has been bug fixing...grr.)
Compile Time: 5 Minutes.
Changelog (1.02):
--------
- Fixed shader syntax which caused textures to load incorrectly in OpenJK.
- Amended licensing information to make it clear that others cannot upload this file to
sites without my consent.
Changelog (1.01):
--------
- Fixed extended script names which caused SP mode to crash.
Features:
--------
- Doc Ock Style fusion generator
- Passcoded council/admin doors (using switches where a numerical value can be inputted)
- Destructable environments, trees/lamps.e.t.c
- You can then fix some of these using toolkits (televisions for example) and other items you can pick up.
- You can collect credits to pay for access to certain areas by either finding them lying around or completing challenges.
- Virtual reality training for sneaking as a challenge.
- Elevators with selectable floors.
- Interactive NPC's that walk around and speak to each other.
- Lots of cupboards/doors openable by force powers
- Lamps can be pulled down, crates can be force utilised.
- Healing bacta tanks.
- Keycard system whereby a card must be bought/found to access certain areas, like the lock key system in SP.
- A few others, secret areas/switch hunt and stuff.
============================================================
Map Installation : Extract the contents of the .zip (Atlantica_v1.01.pk3) into your Jedi Academy/GameData/Base directory, and you're all set to go!
============================================================
IMPORTANT INFO FOR SERVER HOSTERS:
-------------------------------------
THIS MAP CAN TAKE IN EXCESS OF 3 MINUTES TO LOAD FOR THOSE ON OLDER COMPUTERS. THEREFORE ANY SERVER WISHING TO RUN THIS MAP MUST HAVE 'SV_TIMEOUT' SET TO A
VALUE OF AT LEAST 500 (Or else clients that take longer than 2mins to load will get kicked automatically)
//////////////////////////////////////
//==================================//
//NOTES ON THE MAP: IMPORTANT!!!!! //
//==================================//
//////////////////////////////////////
SETTING YOUR OWN ADMINISTRATION ROOM PASSWORD
=============================================
Please follow the tutorial included in this .ZIP file or read it at www.szicovii.com under tutorials.
The default password is 557752, starting from the door to the of the left of the central panel when facing it, and moving clockwise.
ATLANTICA_RPG
==============
This map is the RPG version of the map, which doesn't have any interactive NPC's to reduce server load and stress, but contains extra scripting.
This map contains the keycard system as well as the toolbox repair system and the credits system. So, if you want to play with these features, load this map!
ATLANTICA
=========
This map is the core(basic) map which does contain interactive NPC's but none of the advanced scripting found in the RPG version. This is for players
who desire a more FFA-themed experience, or clans who do not wish to play with the RPG features because they have their own mods which they can use instead.
==========
Known Bugs
==========
- In the long staircase with the rocky walls and the view of the ocean, you can see a small glimpse of another section of the map when looking
upwards out of the window.
- If you die/disconnect when participating in the Stealth VR training sessions the scripting system which governs these minigames will break
and the map may need to be restarted. Of course, there's no way to die in here unless you kill yourself, so this is a very simple bug to avoid.
Server admins can teleport/noclip into a broken VR training room and complete/fail the training to restart the scripts without needing a map restart.
- The elevator consoles can get out of sync with the elevator itself, but it was either this or make the consoles crush through the player, which isn't
desireable. They will always fall back in sync, and only go out of sync rarely when blocked by the player.
==========
CREDITS
==========
- RoboPhread, Lugormod coder and the biggest inspiration for the extra scripting I did in this map. He's the brains behind most of the really cool stuff,
like the keycode doors and the passworded room. Without you Robo, this map wouldn't be what it is today. I'm sure you'll be unimpressed by my extensive
use of unnecessary target_scriptrunners, the position of the lift and my less-than-liberal use of parms, but the job got done in the end
Thank you so much!
- Xa'o Zalei for helping with the design, concept work and theme progression throughout the development of this project! I orignally wanted to blow you up
with my Death Star for 'persuading' me into making this map for you, but in the end it was a fantastic experience for me, and you know that this map
would also not exist without your tireless input and contribution. Thanks!
- ::JEDI:: logo created by Jared Quell and Ctathos Ederoi, textured by Jared Quell
- ::JEDI:: Video and Space Simulation video by Shimi Zaki
- Original Skybox created by Caboosium.
- NAB622/Lassev for other contributions to script debugging.
- HOUHOU - Teleporter effect based on FFVII's Cure magic.
Beta Testers
-------------
Szico VII
Xa'o Zalei
Caboosium (G-Jay)
Azenin
Tulak Hord
vmandrake
Master Ryan
Aayla
Madcatmach2
MrSwishy
Nozyspy
Killerx20
Isla Kamamee
Maverick
SapientWisp
NaiSmith
Darth Parrot
SMoKE
JimmyJimmy
CarolRady
Juggernut
Ctathos
Averus Retruthan
==========
Clan Notes
==========
WRITTEN BY: Xa'o Zalei
MSN/E-Mail: catsmeow17@msn.com
X-Fire: xaodarkhaven
I would like to personally thank Szico VII for all of his help the past year and a bit making this map.
He is a stand up guy and a wonderful person. I asked him way back if he would make a small map on a small star Wars planet
and it turned into one of the best maps I have ever seen for JKA. So for that, thank you for everything Szico. You are
amazing.
------------------------------------------------------------------------------
IMPORTANT!!!!
-------------------------------------------------------------------------------
Made for ::JEDI::
www.jediholo.net
NO ELEMENTS OF THIS MAP CAN BE EDITED/RIPPED!
SOURCE FILES CAN BE DOWNLOADED SEPERATELY!
(You can however use them for learning purposes, or get my permission if you want to publish edited files. I have nothing against you editing these files
for your own progress, but releasing wihtout my consent will result in certain death lol!)
If you want to use any of these, ask me first!
===========================================================
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 LICENSERS.
===========================================================
~Szico VII~
8,110 downloads
- Clanmap
- Botroute Support
- (and 6 more)
-
Atlantica
By Szico VII in Free For All
Download SP crash fix here:
https://jkhub.org/files/file/1561-%7B%3F%7D/
Brush Count: 28,280 + ~15,000 in ASE Models
Entity Count: 3528
Build Time: 1 Year, 6 months (Of which 6 months has been bug fixing...grr.)
Compile Time: 80 Minutes.
Features
Doc Ock Style fusion generator
Passcoded council/admin doors (using switches where a numerical value can be inputted)
Destructable environments, trees/lamps.e.t.c
You can then fix some of these using toolkits (televisions for example) and other items you can pick up.
You can collect credits to pay for access to certain areas by either finding them lying around or completing challenges.
Virtual reality training for sneaking as a challenge.
Elevators with selectable floors.
Interactive NPC's that walk around and speak to each other.
Lots of cupboards/doors openable by force powers
Lamps can be pulled down, crates can be force utilised.
Healing bacta tanks.
Keycard system whereby a card must be bought/found to access certain areas, like the lock key system in SP.
A few others, secret areas/switch hunt and stuff.
============================================================
Map Installation : Extract the contents of the .zip (Atlantica.pk3) into your Jedi Academy/GameData/Base directory, and you're all set to go!
============================================================
IMPORTANT INFO FOR SERVER HOSTERS:
-------------------------------------
THIS MAP CAN TAKE IN EXCESS OF 3 MINUTES TO LOAD FOR THOSE ON OLDER COMPUTERS. THEREFORE ANY SERVER WISHING TO RUN THIS MAP MUST HAVE 'SV_TIMEOUT' SET TO A VALUE OF AT LEAST 500 (Or else clients that take longer than 2mins to load will get kicked automatically)
//////////////////////////////////////
//==================================//
//NOTES ON THE MAP: IMPORTANT!!!!! //
//==================================//
//////////////////////////////////////
SETTING YOUR OWN ADMINISTRATION ROOM PASSWORD
=============================================
Please follow the tutorial included in this .ZIP file or read it at www.szicovii.com under tutorials. The default password is 557752, starting from the door to the of the left of the central panel when facing it, and moving clockwise.
ATLANTICA_RPG
==============
This map is the RPG version of the map, which doesn't have any interactive NPC's to reduce server load and stress, but contains extra scripting. This map contains the keycard system as well as the toolbox repair system and the credits system. So, if you want to play with these features, load this map!
ATLANTICA
=========
This map is the core(basic) map which does contain interactive NPC's but none of the advanced scripting found in the RPG version. This is for players who desire a more FFA-themed experience, or clans who do not wish to play with the RPG features because they have their own mods which they can use instead.
Download source files
Source files notes:
=======================================================
A review by Averus Retruthan:
2,212 downloads
- Clanmap
- Roleplaying
- (and 1 more)
-
Atlantica - Source Files
By Szico VII in Source FIles
=====================================
Atlantica
SOURCE FILES
=====================================
by Szico VII
20th July 2008
=====================================
MAPPED BY Szico VII
MSN: szicovii@ntlworld.com
E-Mail: szicovii@ntlworld.com/szicovii@gmail.com
AIM: Szico VII
www.szicovii.com
Atlantica - Source Files
======================================
These source files provided are for learning and reference purposes only. No elements may be used/ripped or otherwise altered for released materials.
You may do whatever you want with them provided the edited materials are not distributed. If you wish to use any of this material in your own work please
get permission from me and/or the various authors of any included models.
INSTALLATION:
==============
IMPORTANT: You must have the Atlantica.pk3 in your base folder, or the files within it extracted to base.
- Use the WINZIP Wizard to extract all files within this zip to your "Jedi Academy/GameData/base" folder. Here is what will be installed.
- Editor Textures
- Atlantica (.map) files
- ASE Models
- Map Scripts
- New MP Entity Definitions used by map. (by Darth G)
EDITORS NOTES:
===============
- Skybox Lighting. Any shader skybox lighting applied to one sky shader will be applied to every sky shader in the map. Therefore when using multiple skies,
only apply a skylight to one shader, or the lighting will build up exponentially. In this map, the sky lighting is actually not applied to the sky shaders,
but to the atlantica_hexagonal shader. This is because if the actual sky shader emitted the light, it would get blocked by the patches with the hexagonal
window texture applied to them when compiling with -patchshadows.
- YOU WILL NEED THESE SOURCE FILES TO CREATE CUSTOM ADMIN PASSWORDS FOR YOUR SERVER.
- Don't try adding anything to the map to make it bigger, or you'll get a MAX_MAP_VERTS error pretty quickly, I'm at the cusp of hitting it as it is.
- The unused ASE models were originally in the map but had too many verts so were converted into textures. Feel free to use them in smaller maps though.
- The reason players spawn at the top of the map and are then teleported to various locations is so they always activate a script when they respawn that
resets their PARMS so they lose their credits, keycodes e.t.c. This script can only be activate when respawning and not during normal play, as it would
have been if the triggers had just been over normal spawnpoints.
- The 10 switches PARM5 is set into the bar/restaurant door, and is simply acting as a dummy entity for this parm to be set during the script.
- Scripts which set parms on the player (used for keycodes/credits e.t.c) must have the 'run on activator' flag checked on the target_scriptrunner.
- Compiling: There are several specific command lines which must be included in order for this map to compile. My final compile line was:
(BSP) -meta, -vis, -light -fast -approx 64 -filter -lomem -patchshadows
Anything above this in terms of trying to increase compile quality can result in a nasty bug throughout the map which I think is resulted to some kind of
maximum lightmap error.
Enjoy!
~Szico VII~
///////////////////////////
// Atlantica //
// ===================== //
// by Szico VII //
// 20th July 2008 //
// //
///////////////////////////
MAPPED BY Szico VII
DESIGNED BY Szixo VII / Xa'o Zalei
MSN: szicovii@ntlworld.com
X-Fire: szicovii
E-Mail: szicovii@ntlworld.com/szicovii@gmail.com
AIM: Szico VII
http://www.szicovii.com
Atlantica
=======================
New Textures: Yes
New Sounds: Yes
New Models: Yes
New Scripts: Yes
Bot Routing: Yes
Gametypes: FFA, TFFA
Brush Count: 28,280 + ~15,000 in ASE Models
Entity Count: 3528
Build Time: 1 Year, 6 months (Of which 6 months has been bug fixing...grr.)
Compile Time: 80 Minutes.
Features:
--------
- Doc Ock Style fusion generator
- Passcoded council/admin doors (using switches where a numerical value can be inputted)
- Destructable environments, trees/lamps.e.t.c
- You can then fix some of these using toolkits (televisions for example) and other items you can pick up.
- You can collect credits to pay for access to certain areas by either finding them lying around or completing challenges.
- Virtual reality training for sneaking as a challenge.
- Elevators with selectable floors.
- Interactive NPC's that walk around and speak to each other.
- Lots of cupboards/doors openable by force powers
- Lamps can be pulled down, crates can be force utilised.
- Healing bacta tanks.
- Keycard system whereby a card must be bought/found to access certain areas, like the lock key system in SP.
- A few others, secret areas/switch hunt and stuff.
============================================================
Map Installation : Extract the contents of the .zip (Atlantica.pk3) into your Jedi Academy/GameData/Base directory, and you're all set to go!
============================================================
IMPORTANT INFO FOR SERVER HOSTERS:
-------------------------------------
THIS MAP CAN TAKE IN EXCESS OF 3 MINUTES TO LOAD FOR THOSE ON OLDER COMPUTERS. THEREFORE ANY SERVER WISHING TO RUN THIS MAP MUST HAVE 'SV_TIMEOUT' SET TO A
VALUE OF AT LEAST 500 (Or else clients that take longer than 2mins to load will get kicked automatically)
//////////////////////////////////////
//==================================//
//NOTES ON THE MAP: IMPORTANT!!!!! //
//==================================//
//////////////////////////////////////
SETTING YOUR OWN ADMINISTRATION ROOM PASSWORD
=============================================
Please follow the tutorial included in this .ZIP file or read it at www.szicovii.com under tutorials.
The default password is 557752, starting from the door to the of the left of the central panel when facing it, and moving clockwise.
ATLANTICA_RPG
==============
This map is the RPG version of the map, which doesn't have any interactive NPC's to reduce server load and stress, but contains extra scripting.
This map contains the keycard system as well as the toolbox repair system and the credits system. So, if you want to play with these features, load this map!
ATLANTICA
=========
This map is the core(basic) map which does contain interactive NPC's but none of the advanced scripting found in the RPG version. This is for players
who desire a more FFA-themed experience, or clans who do not wish to play with the RPG features because they have their own mods which they can use instead.
==========
Known Bugs
==========
- In the long staircase with the rocky walls and the view of the ocean, you can see a small glimpse of another section of the map when looking
upwards out of the window.
- If you die/disconnect when participating in the Stealth VR training sessions the scripting system which governs these minigames will break
and the map may need to be restarted. Of course, there's no way to die in here unless you kill yourself, so this is a very simple bug to avoid.
Server admins can teleport/noclip into a broken VR training room and complete/fail the training to restart the scripts without needing a map restart.
- The elevator consoles can get out of sync with the elevator itself, but it was either this or make the consoles crush through the player, which isn't
desireable. They will always fall back in sync, and only go out of sync rarely when blocked by the player.
==========
CREDITS
==========
- RoboPhread, Lugormod coder and the biggest inspiration for the extra scripting I did in this map. He's the brains behind most of the really cool stuff,
like the keycode doors, repairable items and the passworded room. Without you Robo, this map wouldn't be what it is today. I'm sure you'll be unimpressed
by my extensive use of unnecessary target_scriptrunners, the position of the lift and my less-than-liberal use of parms, but the job got done in the end
Thank you so much!
- Xa'o Zalei for helping with the design, concept work and theme progression throughout the development of this project! I orignally wanted to blow you up
with my Death Star for 'persuading' me into making this map for you, but in the end it was a fantastic experience for me, and you know that this map
would also not exist without your tireless input and contribution. Thanks!
- ::JEDI:: logo created by Jared Quell and Ctathos Ederoi, textured by Jared Quell
- ::JEDI:: Video and Space Simulation video by Shimi Zaki
- Original Skybox created by Caboosium.
- NAB622/Lassev for other contributions to script debugging.
- HOUHOU - Teleporter effect based on FFVII's Cure magic.
Beta Testers
-------------
Szico VII
Xa'o Zalei
Caboosium (G-Jay)
Azenin
Tulak Hord
vmandrake
Master Ryan
Aayla
Madcatmach2
MrSwishy
Nozyspy
Killerx20
Isla Kamamee
Maverick
SapientWisp
NaiSmith
Darth Parrot
SMoKE
JimmyJimmy
CarolRady
Juggernut
Ctathos
Averus Retruthan
==========
Clan Notes
==========
WRITTEN BY: Xa'o Zalei
MSN/E-Mail: catsmeow17@msn.com
X-Fire: xaodarkhaven
I would like to personally thank Szico VII for all of his help the past year and a bit making this map.
He is a stand up guy and a wonderful person. I asked him way back if he would make a small map on a small star Wars planet
and it turned into one of the best maps I have ever seen for JKA. So for that, thank you for everything Szico. You are
amazing.
------------------------------------------------------------------------------
IMPORTANT!!!!
-------------------------------------------------------------------------------
Made for ::JEDI::
www.jediholo.net
NO ELEMENTS OF THIS MAP CAN BE EDITED/RIPPED!
SOURCE FILES CAN BE DOWNLOADED SEPERATELY!
(You can however use them for learning purposes, or get my permission if you want to publish edited files. I have nothing against you editing these files
for your own progress, but releasing wihtout my consent will result in certain death lol!)
If you want to use any of these, ask me first!
===========================================================
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 LICENSERS.
===========================================================
~Szico VII~
523 downloads
-
Final Fantasy VII - Midgar
By Szico VII in Free For All
Author
Szico VII
Brush Count: 28,762
Entity Count: 2158
Build Time: 11 months
Compile Time: 45 Minutes
IMPORTANT INFO FOR SERVER HOSTERS:
-------------------------------------
THIS MAP CAN TAKE IN EXCESS OF 5 MINUTES TO LOAD FOR THOSE ON OLDER COMPUTERS. THEREFORE ANY SERVER WISHING TO RUN THIS MAP MUST HAVE 'SV_TIMEOUT' SET TO A VALUE OF AT LEAST 1000 (Or else clients that take longer than 2mins to load will get kicked automatically)
=====================================
Map Installation : Extract the contents of the .zip (Midgar v3.0.pk3) into your Jedi Academy/GameData/Base directory, and you're all set to go! This automatically installs all vehicles, models and weapons which come with the map.
Seperate Installations: - The One-Winged Jetpack.pk3 file should be placed into your base folder if you wish to use the new jetpack and teleporter effects. - The First Sword.pk3 file file should be placed into your base folder if you wish to have Cloud's AC first sword as a weapon.
=====================================
IMPORTANT NOTICE REGARDING VIDEO CARD MEMORY:
If you experience unusually low FPS throughout the map and especially at the bottom of the tower by the green glow, it means your video card is at its maximum texture memory. Here is the settings you should use in Video options (Texture Quality) depending on the amount of texture memory your video card has:
512MB - Very High
256MB - High
128MB - Medium/High
64MB - Low
Download source files:
https://jkhub.org/files/file/1552-%7B%3F%7D/
Source files notes:
2,223 downloads
-
Final Fantasy VII - Midgar v3.0 (Source Files)
By Szico VII in Source FIles
=====================================
Final Fantasy VII - Midgar (v3.0)
SOURCE FILES
=====================================
by Szico VII
24th December 2006
=====================================
MAPPED BY Szico VII
MSN: szicovii@ntlworld.com
E-Mail: szicovii@ntlworld.com
AIM: Szico VII
http://szicovii.jkhub.org
Final Fantasy VII - Midgar SOURCE (v3.0)
======================================
These source files provided are for learning and reference purposes only. No elements may be used/ripped or otherwise altered for released materials.
You may do whatever you want with them provided the edited materials are not distributed. If you wish to use any of this material in your own work please
get permission from me and/or the various authors of any included models.
INSTALLATION:
==============
IMPORTANT: You must have the Midgar v3.0 pk3 in your base folder, or the files within it extracted to base. You can download the map here:
https://jkhub.org/files/file/212-final-fantasy-vii-midgar/
- Use the WINZIP Wizard to extract all files within this zip to your "Jedi Academy/GameData/base" folder. Here is what will be installed.
- Editor Textures
- Map Models
- Map Scripts
- Map Shaders
- 64 Vehicles Extension (by Hatrus)
- New MP Entity Definitions used by map. (by Darth G)
EDITORS NOTES:
===============
- Easygen files are included, and can be found in the Easygen/save folder. These should be moved to wherever Easygen is installed.
- The map which people play on is "midgar_v3". The other maps included are just the seperate areas which I made individually. Some ASE Models are also
included.
- A skybox script is included, under scripts/midgar_v3/skybox.ibi Running this script in a map will take 6 skybox images from a ref_tag with targetname
"cam1". This is how I created all of the skyboxes seen in Final Fantasy VII - Midgar v3.0
- Skybox Lighting. Any shader skybox lighting applied to one sky shader will be applied to every sky shader in the map. Therefore when using multiple skies,
only apply a skylight to one shader, or the lighting will build up exponentially.
- Compiling: There are several specific command lines which must be included in order for this map to compile. My final compile line was:
(BSP) -meta -notjunc -vis -light -fast- samples 2
Anything above this in terms of trying to increase compile quality results in a nasty bug throughout the map which I think is resulted to some kind of
maximum lightmap error.The meta line, -notjunc is needed to prevent compile crashing at the 'Create T-Junctions stages.'
###########
BOTROUTING: If you feel like creating new botroutes because you have added new areas, you will need to use a seperate map with less entities in it and then
########### rename the botroute file afterward, or else your game will crash after placing about 100 or so waypoints. The map I used is included, under the
name "midgar_v3_botroutes.map"
Enjoy!
~Szico VII~
353 downloads
-
BlueIce Nightfall - Christmas Special
By Szico VII in Mixed Gametypes
A christmas special addon pack for BlueIce Nightfall v1.1 which changes the mood to a festive daybreak Christmas morning!
Nightfall Christmas Add-On
=======================
by Szico VII
December 17th 2012
MAPPED BY Szico VII
MSN: szicovii@gmail.com
E-Mail: szicovii@gmail.com
AIM: Szico VII
http://www.jkhub.org
Nightfall Christmas Add-On (v1.0)
YOU MUST HAVE BLUEICE NIGHTFALL VERSION 1.1 INSTALLED TO PLAY THIS MAP. DOWNLOAD HERE:
https://jkhub.org/files/file/1315-%7B%3F%7D/
http://www.youtube.com/watch?v=4GP1r2WMNt0
This is NOT compatible with BlueIce Nightfall v1.0! (Check the readme to see which version you have)
Map Installation : Unzip the contents of the zip (Nightfall Christmas Addon.pk3)into your Jedi Academy/GameData/Base directory, and do the same with the BlueIce Nightfall.pk3 (see above) if you don't already have it - then you're all set to go!
(EDITORS ONLY:)
Source Files: Unzip the contents of Nightfall Christmas Add-On Source v1.0.zip into your Jedi Academy/GameData/Base folder and add 'nightfall_xmas' to your shaderlist.txt. You must also do the same with the BlueIce Nightfall v1.1 source files.
==============================================================
/////////////////
// Features:
/////////////////
-Interactive Scripting.
-External Lightmaps.
-Q3map2 Bumpmapping.
-Wardrobes to Narnia .
-Interactive Environment.
-Cogwheel Lifts.
-Full support for FFA/TFFA/CTF/Duel/Powerduel.
=========
-Credits-
=========
RoboPhred - Scripting, constant testing and general advice.
Silverwest - Original JK2 Firefly effect
The developers of Medal of Honor: Allied Assault - For creating a great inspirational work (Verschneit) to base this map on.
JKHub - For development support and file hosting!
Filefront Forums - For development support.
http://www.humus.name - For the skybox
YouTube - For the music track.
(All efforts have been made to trace holders of original material, but if anyone has been omitted, I apologise.)
Known Bugs:
============
- Bots will very occasionally get stuck (they will however sort themselves out within 10seconds.)
- Bots occasionally get crushed by the cogwheel lifts or doors.
--------------------------------------------------------------
IMPORTANT!!!!
--------------------------------------------------------------
SOME ELEMENTS OF THIS MAP CANNOT BE USED/RIPPED!
This includes:
- Textures
- Model textures/shaders
- The Map itself
(You can however use them for learning purposes, or get my permission if you want to publish edited files
I have nothing against you editing these files for your own progress.
If you want to use any of these, ask me first!
You can however, use freely, and without my permission:
- Original models, but not the new skins/textures.
- Shaders
- Scripts
===========================================================
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 LICENSERS.
============================================================
~Szico VII~
1,289 downloads
- jkhub exclusive
- forest
- (and 5 more)
-
The Matrix Unleashed - Lobby
By Szico VII in Free For All
Originally created for the Matrix Unleashed mod, but was unreleased until now. This map is released 'as-is' due to the mod itself
being deemed permanently on hold. Represents the government building seen in the first film.
1,326 downloads
-
NeoTokyo
By Szico VII in Mixed Gametypes
Description
NeoTokyo, site of Timesplitters 2, was the subject of this map. Up front, I wish to note that I've never played that particular game, and thus my comments have no bearing on its accuracy to the game's rendering. Only on what I see... and man, what I see looks nice.
With maps like these coming out, why we MR types don't follow up on our Forum announced releases is beyond me. Must be too lazy, I guess. Anyhow...
Architecture
Solid. Solid. Solid.
Oh, and it's solid, too. Some may argue that it's blocky as well, but I don't agree to that at all. I may not be a master of the Patch Mesh like some, but I am known to love them to death... and I also know when they dont really belong. This is one of the maps they don't belong in - at least not in large numbers.
The setting is urban... where, traditionally, architecture tends toward the blocky and squared off, with the odd curve here and there for contrast. This map does exactly that. Details are there to be seen, and curves are there to accentuate, but they aren't overbearing in any fashion. As it should be.
Numerous different mapping techniques can be seen in this map. From the old-style func_train (an over-head monorail car that zooms back and forth) to func_usables on timers (working traffic lights and Walk/Don't Walk signs), Szico shows a great grasp of JA entities.
Especially for a 3 and a half week build, this map will quickly grab your attention... and it'll definately show you a trick or two.
What little I did find off was more from the aesthetic stance. And one problem I *suspect* but couldn't really confirm.
My first note is on scale - this can make or break some maps. Some items, when constructed, simply have to be in scale to the player. For the most part, Szico has this firmly in hand. However, there are two things that grabbed my attention.
The screens in some of the window displays on the main road (a nice touch, BTW) are either computer screens or TVs. Either way, theres a scale problem. If they are screens, they are far too large (unless 24" Computer Screens are now the vogue in NeoTokyo). If they are TVs, they are far too small (unless Retro-Sized TVs are in vogue).
Second is the stairways. The steepness I don't mind... some cultures (The Dutch come to mind) build them that way to take up less space. However, the actual SIZE of the upstep is a bit of an issue. They just look too large.
And the part I can't confirm? My pet peeve - clip brushes on stairs. These are so steep that I can't really tell if they are there or not. I suspect not, since when going slow I get the feeling I'm stepping on each one individually, but I can't really confirm it due to the angles involved... so Szico - you get the benefit of the doubt. No points off for you.
Score : 9 of 10
Texture & Lighting
Here, this map really shines - no pun intended.
The texture work is simply amazing. Custom textures and shader work are all over the place, priniciply in two forms: The large number of custom signs (some of which even change color) and the textures used for ground cover, which have a wet sheen and env-maps to simulate the semi-reflection you would get off such streets.
It's all great, and adds a TON of atmosphere.
The remainder of the texturing is spot on, with no overstretching or inappropriately placed textures at all. While some appear to be stock, it's really hard to tell which ones are (to my eye, anyhow) as they all seem to fit the scene perfectly.
Lighting only serves to accentuate the texturing and the architecture - exactly as it's supposed to. It's simply superb... and that's all I have to say about that.
Score : 9 of 10
Level Flow
This map is designed for all of the major gameplay types: FFA, TFFA, Duel, Power Duel, and CTF. That's a tall order for most maps, as they all have different flow reliances. FFA and TFFA require that there be plenty of room and a circular nature of some kind. Duel and Power Duel require that you be able to find and attack your foe(s) in relatively quick order. And CTF... well, I'm no CTF expert, but I know it takes multiple routes to and from the flags on multiple elevations if possible.
Yet somehow, this map seems to have gotten all of this into one map. Impressive... just as the rest of the map has been.
I only found one seeming dead end, in the sewer area near a force-field enclosed area. I am pretty sure it ISN'T a dead end... I just couldn't figure out how to open it with that saber wielding maniac behind me (you KNOW I had to work him in there somehow...). Something a bit more obvious to indicate how it opens may help here. Or maybe, I'm just blind.
Score : 8 of 10
Fun Factor
The eye candy and attention to detail alone make this map fun and impressive - most servers should probably have this on the rotation. For those keeping score, that's a first recommendation for that from me. I loved this - and I just don't normally say that about a map that isn't mine. (OK, I'm biased - sue me.)
Score : 9.5 of 10
Extras
The music is the stand-apart extra in this map - I have no idea what it is, where it came from, or anything else about it, but it fits. In some ways, it reminds me of one of the themes in Fifth Element (though obviosuly, this isn't from that movie.) It's quiet enough to remain in the background for the most part, but loud enough to provide even more atmosphere.
Overall
Amazing. Simply amazing for a 3 and a half week build. Most mappers won't be able to map at this quality level in that kind of time. Szico, you're setting a high bar - and that can't help but be good. Superb job - PLEASE keep it up.
Score: 9/10
Reviewed by Shadriss
Author
Szico VII
New Textures: Yes
New Sounds: Yes
New Models: Yes
New Scripts: No
Bot Routing: Yes
Gametypes: FFA, TFFA, Duel, Power Duel, CTF (All FULLY Supported)
Brush Count: 4174
Entity Count: 655
Build Time: 3 ½ Weeks
Compile Time: 8 Minutes.
============================================================
Map Installation : Extract the contents of the .zip (NeoTokyo.pk3) into your Jedi Academy/GameData/Base directory, and you're all set to go!
(EDITORS ONLY
Source Files: Unzip the contents of NeoTokyo Source.zip into your Jedi Academy/GameData/Base folder and add �neotokyo� to your shaderlist.txt
============================================================
-Credits-
General Helpers:
- Folks at Map-Review.com
- Folks at GamingForums.com
- Folks at Map-Craft.com
- Mace for producing a few Japanese sign textures
- Zod for his image of a city, used to create skybox.
- Also check out the JK2 version!
- Oxyonagon for the rain splatter shader.
- Lassev and RAILBACK for decal shader help.
BETA TESTERS:
--------------
Ockniel
(<:MJC: >OwnerMace^F) - Galaxar Mace
Hirato
RAILBACK
Larry MCBruce
Wedge
Echoman
Oxyonagon
Darth Tyranus1
Lassev
1,104 downloads
-
The Matrix Unleashed - SubMetro
By Szico VII in Mixed Gametypes
Author
Szico VII
Originally created for the Matrix Unleashed mod, but was unreleased until now. Original map and design based on 'SubMetro' by SmokE. Expanded and updated with permission. This map is released 'as-is'due to the mod itself being deemed permanently on hold.
396 downloads
0 comments
Updated
-
Dark Streets
By Szico VII in Mixed Gametypes
Author
Szico VII
This map is my first MP map. It is also part of my sp map, Dark Forces, and I decided to alter it for JKA, so here it is. There are swoops, and a few hidden locations, sniper points, e.t.c. So have fun!
310 downloads
-
Advent Children "AC" Sephiroth
By Szico VII in Player Models
Author
Szico VII
Advent Children Sephiroth from the upcoming AC movie AND the AC Masamune saber.
686 downloads
-
BlueIce Twilight
By Szico VII in Mixed Gametypes
Author
Szico VII
Story
It is night time on a vast snowy plain. The barely audible squeaks and shuffles of nocturnal creatures going about the nightly business of surviving are the only sounds breaking the heavy silence. On all sides the plain is surrounded by mountains, their icy peaks glowing hauntingly in the moons cold reflected light. The plain is flat, and immaculately white, only the rare track of an animal disturbing the perfectly smooth surface. A perfectly clear sky hangs above the scene, an untold number of stars casting their pinpricks of light onto the planet, under the watchful eye of the ice blue moon. However, despite the clear sky and near silence on the plain, the atmosphere is far from a serene one. The air is dense with apprehension. It is as if the entire planet has taken a deep inward breath, as if every mountain, creature and tree on it is waiting. And have been waiting a long time. Suddenly a blue light appears above the mountains, moving ever more quickly towards the plain. It is immediately followed by another light, orange and heading on exactly the same path. They can already be heard, two engines of slightly different pitches, both whining and straining as the ships hurtling towards the planet try to outrace each other. The nature of the race is not clear, until a bright red bolt comes flying past the first ship and into the ground, the first ship only just moving out of the way in time to avoid having one of its wings ripped away.
Inside the cockpit of the first ship is a man in a simple robe. Far from looking panicked by his pursuer, and the alarm sirens around him signalling the damage already done to the ship, he has his eyes closed and a look of absolute concentration and focus is upon his face. A bladeless hilt on his belt confirms the profession that his ability to dodge the laser bolts flying past suggests. The Jedi guides the ship close to the ground and speeds parallel to it, close enough that the movement of the air around his ship kicks up a spray of snow around it. The movements of the ship are precise and smooth as it evades each potentially lethal bolt. The mans eyes open briefly to assess the distance of the oncoming mountain range, and when he closes his eyes again there is a clear sense of urgency in his expression. he looks desperately as if he is trying to remember something, his eyelids now flickering as his eyes move rapidly behind them.
The mountain range speeds ever closer, with neither ship slowing down. No through it is available, even for the most skilful Jedi pilot. It is a wall of ice and stone waiting expectantly for its victims. The Jedi's ship adjusts direction slightly to point towards the base of the nearest mountain, and bears down, only twitching off course ocassionally to allow each laser to fly past. Just before it flies into the mountain, inside the cockpit the Jedi's face breaks into a smile, eyes still shut, and as he turns the ship sharply upwards, for a brief second his expression changes to a grimace of extreme effort and concentration. In that moment, the pursuing ship fires a single bolt before veering wildly and slamming into the mountain, vaporised instantly. The Jedi moves to dodge the bolt just a second too late, the supreme effort taken to dominate the pursuers mind clearly having an effect on his reactions. The outer half of his left wing is sheared off and falls away into the mountains.
Struggling to maintain control of the ship, the Jedi scans the mountain range for a place to land. As the ships altitude starts dropping sharply, the Jedi spots a small gap in the mountains ahead. He has no choice but to aim for it and hope it contains a suitable crash landing site, and steers the ship towards it, fighting to keep it on course. The struggling ship just manages to clear the last mountain peak before the break in the range, and as the pilot looks ahead of him his jaw drops. As he makes the final preparations for his crash landing, he finally understands the voices that drew him here. He closes his eyes as the ship hits the ground, and skids across the ice and snow into a tree. The last thing he sees from his cockpit before slipping into unconciousness is figure upon a huge landing pad, robes billowing, sillouheted by the moon.
Brush Count: 22713
Entity Count: 3335
Build Time: Overall, about 6 months on and off for this layout and design. Counting from Day 1, about a year!!! (Damn GCSE's!)
Compile Time: 7 minutes normal, 1 hour final.
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Map Installation : Unzip the contents of the zip (BlueIce Twilight.pk3) into your Jedi Academy/GameData/Base directory, and you're all set to go!
(EDITORS ONLY:)
Source Files: Unzip the contents of BlueIce Source.zip into your Jedi Academy/GameData/Base folder and add 'nomad' and 'nomad_snow' to your shaderlist.txt
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Features
Toggleable teleports, kinda like Stargate.
Dynamic Spawning (Spawn into areas only once you've discovered them for the first time!)
Earthquake Scenario in Duel room.
Public Toilets?
Force-play with the snowmen.
Realsitic Scripted Doors.
'Subtle Knife' teleporter.
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