Jump to content

Szico VII

Members
  • Posts

    1,054
  • Joined

  • Last visited

Everything posted by Szico VII

  1. Holy sticklebricks 400hours! Good god woman I hope you dont have children... On a side note, Looks fantastic!
  2. 306 downloads

    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!
  3. 676 downloads

    Author Szico VII Advent Children Sephiroth from the upcoming AC movie AND the AC Masamune saber.
  4. 2,386 downloads

    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. ============================================================ 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 ============================================================ 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.
  5. Version v3.0

    2,180 downloads

    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:
  6. Version (v1.0)

    2,186 downloads

    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:
  7. 386 downloads

    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.
  8. Version v2 Beta

    297 downloads

    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!
  9. 403 downloads

    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. ==========
  10. 1,085 downloads

    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
  11. 337 downloads

    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.
×
×
  • Create New...