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SephFF

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Files posted by SephFF

  1. Coop Corps 1.0 | W/ JAPRO Support

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    STAR WARS JEDI KNIGHT: JEDI ACADEMY MODIFICATION
    ------------------------------------------------------------
    Contact info:
    Author: SephFF
    Discord: SephFF#4710
    https://jawaclan.com/profile/4229-sephff/
    Email: karcherusmc@hotmail.com
    -----------------------------------------------------------
    Map Info:
    Map Name: coop_corps
    Released: August 29th 2022
    Filesize: bsp: 3.73mb pk3: 46.3mb
    Version: 1.0 <- will add more rooms later
    Build Time: 60 days
    Brush Count: 3548
    Patches: 459
    Entities: 295
    Build Command lines:
    [bsp] -threads 6 -meta -v -verboseentities -maxarea -samplesize 8"[MapFile]"
    [vis] -threads 6 -vis -saveprt "[MapFile]"
    [light] -light -dirty -dirtdepth 4 -dirtmode 0 -dirtscale 4 -fast -fastgrid -cheap -cheapgrid -samplescale 1 -gamma 0.9 -patchshadows  -bounce 8 -bouncescale 0.7 -fastbounce -bouncegrid -samples 4 -nocollapse -nolightmapsearch -threads 6 -lightmapsize 4096 -debugsamplesize "[MapFile]"
    roughly took 1hour 30 min to compile lighting.
    -----------------------------------------------------------
    Features:
    FFA / TFFA / Duel / Power Duel
    Botrouting: no
    New Music: no 
    New Textures: Yes
    New Shaders: Yes
    New Sounds: No
    New Models: No
    New NPC: No
    New Skybox: No
    -----------------------------------------------------------
    ***********IMPORTANT***********
    Source .MAP file inside the pk3.
    Feel free to use anything SephFF has made in this map for your own maps made for Jedi Academy. I only ask that you give proper credit. If you want to port the map for a different game, you will need to request permission.
    ***********IMPORTANT***********
    -----------------------------------------------------------
    Description:
    Inspired by Protal 2, coop mode I just wanted to make a map that 2 people could have fun trying to solve. I also wanted to make a challenge for solo players to enjoy and maybe inspire others to learn how to complete this type of challenge. Map is also a good refrence to see jump heights, player walk slop limits and many other things.
    Map Features:
    Coop: 125 fps normal JKA settings.
    Solo: 125 fps normal JKA settings also Japro supported with timers and check points.
    Saber range testing room
    Kyle Spawner
    TFFA/Duel spawns
    Portal easter egg
    Teleport lobby room to get where ya wanna go.
    Useful tech to know for this map:
    Water jump glitch:
    JKA for some odd reason has a cool trick not many people know about where if you jump into water using full jump (J1,J2,J3 <Force level), and you KEEP holding jump while falling into the water never letting it go. When you swim to the surface you will shoot out of the water the same height as the speak of your jump regardless from how high up you are. If you never let go of jump and fall in water again, you can repeat the same jump height again and again. The only thing stopping you is if your feet touch the ground. If your feet touch the glitch will no longer work. This makes getting around the map interesting and sometimes involves prior planning. 
    Some jumps require knowing how to a RDFA Cancel D-Swing Boost. It’s a trick in JKA where you can double your jump height boosting off a slope surface less than 90 degrees. There are many variations to do this trick so ill explain the basic D-Swing one.
    RDFA Cancel D-Swing Boost:
    Run forward using W or D and hold jump/space
    If using W let go of it while in air press D+Attack
    If using D just keep hold it and press attack.
    After pressing attack, you will press and hold W+Attack (Jump/Space is still being held at the time.)
    You will need forward momentum going into a slope surface. The middle of the swing is where the boost should happen. The player character’s body should be touching the slope surface during the middle of the swing animation. After the boost let go of attack but continue holding W+Jump/Space. If you hold attack you will swing the saber again, slowing your forward momentum giving less height to the jump.
    The timing of the swing/forward momentum speed and angle of slope surface all adjust when the boost will or will not happen. It takes some practice to learn this trick but its not too difficult to master. This trick allows access to some areas in maps devs never intended.

    For other JKA mappers. This map is also good for testing how things interact with slopes. I also have perfect heights for j1 j2 j3 and other useful stuff for mapping in general. Source files are included so feel free to poke around.
    -----------------------------------------------------------
    Programs Used:
    Netradiant-Custom-20220211
    Photoshop 2022
    -----------------------------------------------------------
    Credits:
    SephFF Author of this map did all Bursh work, patches, custom textures, layout brushes/details, player spawns, TFFA spawns, transition cam and lots of testing.
    Loda and tayst gave me info for japro stuff.
    MJT Helped with shaders....this dude does black magic.
    Map testers: Helena, Yeti*, Ice, Misery, Thunder, Fran, Sal, Source, Loda, prob more... so many people tested this JAWA, SAO, UPS all helped.
    -----------------------------------------------------------
    Installation: 
    Place the .pk3 into your gamedata/base folder.
    -----------------------------------------------------------
    Run map commands:
    To play this map not a server pull down the console with (shift + `) then type /devmap then the bsp name.

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

    137 downloads

       (0 reviews)

    1 comment

    Updated

  2. Forgotten_City

    I made this map purely for my own personal passion for Final Fantasy 7. The map is based on a location in FF7 that is infamous in gaming history but that’s going down spoiler territory so anyone who has played the original FF7 should recognize this location pretty quick. I took a long break from mapping due to college classes and thought making something small would be a great way to get a refresher in mapping.
    Map Features:
    Buttons:
    Four buttons clearly marked allow for changing the main fighting area to change.
    1: Spectator stands
    2: Wall
    3: Pilon
    4: Overhead cross 
    One button on the lower floor turns on some platforms and balls of water mad specifically for jump challenges in the map.
    There is one hidden button somewhere in the map where if ya push it and then jump to the small material orb in the water, it will teleport ya high in the sky. Serves three purposes… 1: obvi FF7 reference 2: a quick way to start the extremely hard jump challenge. 3: Alt way to center pad in all game modes. Starts in off position at start of map…can be toggled on or off.
    Last there are three secret buttons in an area outside the main map. Only way to reach this is with an extremely difficult strafe jump. The jump is made with 125 FPS users. Corner of landing area will TP you to the secret area. Other ways is obvi with grapple or noclip/use teleport coordinates.
    Jump challenges: There are six total designed jump challenges all different ranges of difficulty. Only one jump has a reward room, the jump using the water balls reward is reaching the highest point in the map. The others are just for challenge sake/fun.
    1: Jump only on broken pillars in a full circle with out falling in the water (easy)
    2: Climb to top of bell tower (easy)
    3: Use unbroken round pillars with half a sphere on top to circle around the arena. (hard)
    4: Climb bell tower only using the bell tower itself. Start of jumps from center arena. (Very Hard)
    5: Use water jump glitch and D-swing Boost to reach highest point of map (Very Hard)
    6: From elevated platform jump off crystal to triangle glass in open are to corner glass in the map. (Extremely hard)
    (Will post diagram of jumps on JKhub to more easily see what im talking about…I prob suck at explaining what these jumps are lol)
    Water jump glitch:
    JKA for some odd reason has a cool trick not many people know about where if you jump into water using full jump (J1,J2,J3 <Force level), and you KEEP holding jump while falling into the water never letting it go. When you swim to the surface you will shoot out of the water the same hight as the speak of your jump regardless from how high up you are. If you never let go of jump and fall in water again, you can repeat the same jump height again and again. The only thing stopping you is if your feet touch the ground. If your feet touch the glitch will no longer work. This makes getting around the map interesting and sometimes invilves prior planning. 
    Some jumps require knowing how to a RDFA Cancel D-Swing Boost. It’s a trick in JKA where you can double your jump height boosting off a slope surface less than 90 degrees. There are many variations to do this trick so ill explain the basic D-Swing one.
    RDFA Cancel D-Swing Boost:
    Run forward using W or D and hold jump/space
    If using W let go of it while in air press D+Attack
    If using D just keep hold it and press attack.
    After pressing attack, you will press and hold W+Attack (Jump/Space is still being held at the time.)
    You will need forward momentum going into a slope surface. The middle of the swing is where the boost should happen. The player character’s body should be touching the slope surface during the middle of the swing animation. After the boost let go of attack but continue holding W+Jump/Space. If you hold attack you will swing the saber again, slowing your forward momentum giving less height to the jump.
    The timing of the swing/forward momentum speed and angle of slope surface all adjust when the boost will or will not happen. It takes some practice to learn this trick but its not too difficult to master. This trick allows access to some areas in maps devs never intended.
    -----------------------------------------------------------
    Map Info:
    Map Name: Forgotten_City
    Released: July 26th 2022
    Filesize: bsp: 3.80mb pk3: 44mb
    Version: 1.5
    Build Time: 28 days
    Brush Count: 357
    Patches: 530
    Entities: 88
    Build Command lines:
    [bsp] -threads 6 -meta -v -verboseentities -maxarea -samplesize 8 -skyfix "[MapFile]"
    [vis] -threads 6 -vis -saveprt "[MapFile]"
    [light] -light -dirty -dirtdepth 4 -dirtmode 0 -dirtscale 4 -fast -fastgrid -cheap -cheapgrid -samplescale 1 -exposure 260 -patchshadows  -bounce 8 -bouncescale 0.7 -fastbounce -bouncegrid -samples 4 -nocollapse -nolightmapsearch -threads 6 -lightmapsize 2048 -debugsamplesize "[MapFile]"
    roughly took 30 min to compile lighting.
    UPDATE: Origanal upload had a missing texture, also found FPS drops with more than 4 players. I had to re-work entire parts of the maps and remove/modify a lot of shaders just to increase preformance a bit more but still keep the core play of the map feeling the same. it just does not look as good imo. In order to get this map looking to how I intended I will have to learn how to optimize and import models into the map and thats something that might take a few months to learn. So I got this as good as I could for now.
    -----------------------------------------------------------
    Features:
    FFA / TFFA / Duel / Power Duel
    Botrouting: no
    New Music: Yes      (Best to play map with music on!!!!) (3 options)
    New Textures: Yes
    New Shaders: Yes
    New Sounds: No
    New Models: No
    New NPC: No
    New Skybox: Yes
    -----------------------------------------------------------
    ***********IMPORTANT***********
    Source .MAP file inside the pk3.
    Feel free to use anything SephFF has made in this map for your own maps made for Jedi Academy. I only ask that you give proper credit. If you want to port the map for a different game, you will need to request permission.
    ***********IMPORTANT***********-----------------------------------------------------------
    -----------------------------------------------------------
    Programs Used:
    Netradiant-Custom-20220211
    Photoshop 2022
    -----------------------------------------------------------
    Credits:
    SephFF Brush work, patches, skybox, custom textures, layout of lvl and structural brushes/details, player spawns, TFFA spawns, transition cam and lots of testing.
    MJT Helped with shaders, brushwork for bowl surrounding the water, and a lot of help with the caustics ....this dude does black magic.
    Yeti*, Ice, Fransuave, Eternal: Map testers
    Misery: Mapping tips and testing found all kinds of things for me to fix
    Szico: 'Toggleable' Teleporters found on JKhub
    https://jkhub.org/forums/topic/10095-toggleable-teleporters/
    Music from FF7
    -----------------------------------------------------------
    Installation: 
    Place the forgotten_city.pk3 into your gamedata/base folder.
    -----------------------------------------------------------
    Run map commands:
    To play this map not a server pull down the console with (shift + `) then type /devmap Forgotten_City

    177 downloads

       (1 review)

    3 comments

    Updated

  3. Costa Del Sol

    SUMMER MOD CONTEST 2021
    WINNER
    This map was made for the 2021 JKhub summer contest and based off Final Fantasy 7 references to Costa del sol from the original game and Crisis Core. Also took influence from the Final Fantasy 7 remake. Some areas in this map are never seen in any version of the Final Fantasy games so that’s where I took some creative liberties. Couple picks ups to be found and some jump challenges for strafers. Map is also fun to fly on or other events.
    Lighting not fully done...wanted to use external light maps and blend the terrain more but ran out of time.
    https://jawaclan.com/profile/4229-sephff/
    MJT: https://jkhub.org/profile/4531-mjt/

    -----------------------------------------------------------
    Map Info:
    Map Name: costadelsol
    Released: Sept 14th
    Filesize: bsp 20mb
    Version: 1.0
    Build Time: 6 weeks
    Brush Count: 9121
    -----------------------------------------------------------
    Features:
    FFA / TFFA / Duel
    Botrouting: no
    New Music: Yes      (Best to play map with music on!!!!)
    New Textures: Yes
    New Shaders: Yes
    New Sounds: No
    New Models: Yes
    New NPC: Yes  <---- had to remove last min too buggy
    New Skybox: Yes
    -----------------------------------------------------------
    ***********IMPORTANT***********
    Source .MAP file inside the pk3.
    Feel free to use anything SephFF or MJT has made in this map for your own maps made for Jedi Academy. I only ask that you give proper credit. If you want to port the map for a different game, you will need to request permission.
    Tho boat sometimes does not move so requires a map restart to work also if a player blocks the boats movment it will mess up the animations for a full loop cycle of the animation intill it resets on its own.
    ***********IMPORTANT***********
    -----------------------------------------------------------
    Programs Used:
    NetRadiant -20210105
    Photoshop2021
    Blender
    -----------------------------------------------------------
    Credits:
    SephFF Brush work, patches, skybox, custom textures, layout of lvl and structural brushes/details, player spawns, TFFA spawns, transition cam and lots of testing and compiling.
    MJT (CO-Author): Made barrel npc/model light maps and helped with countless shaders, and building tips remaps. Made the terrain and added waterfall and textured itmes in blender for smooth transitions....this dude does black magic.
    mrwonko: Blender tools and Animation/scripting using ROFF in blender of the boat in the water like a boss (black magic)
    Ashurdax: helped clip impossible to clip stairs with their 3ds max plugin
     
    Somaz: Blender tools and mapping tips
    Niger: Helped with showing me some alpha shader tips and sky box is based a person named ydnar off his shaderlabs 1337
    DarthLekku: Shared with me the shader to get the fish to look all fish like.
    Helena Ravan: Mapping tips and testing found all kinds of things for me to fix
    Shadow: helped with roof and bollard's on the dock and testing
    Szico: Horizon blending / alpha shader tutorial found on JKhub
    https://jkhub.org/forums/topic/10100-horizon-blending/
    Also some ground grass and rock textures came from textures.com
    -----------------------------------------------------------
    Installation: 
    Place the costadelsol.pk3 into your gamedata/base folder.
    -----------------------------------------------------------
    Run map commands:
    To play this map not a server pull down the console with (shift + `) then type /devmap costadelsol
    To spawn NPC /npc spawn barrel_costa

    594 downloads

       (2 reviews)

    5 comments

    Updated

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