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Found 29 results

  1. Version 1.0

    463 downloads

    ///////////////////////////////////////////////////////// STAR WARS JEDI KNIGHT MODIFICATION ///////////////////////////////////////////////////////// Author: ilikewaffles File Name and Version: Single Player Maps: Version 1.0 Release Date: 07/01/2018 Filesize: 21.2MB's Description with installation instructions: A few maps re-set back up for use, this time for the Multiplayer Portion of Jedi Academy. Roleplay, or whatever comes to your mind when utilizing these maps. Might be a bit messy but compiled and setup for multiplayer so no weird script errors, doors that don't work now work, and so forth. More maps to come later on potentially. Might still be bugs but the maps should all work well enough. Warning: Because these maps are re-setup for MP you might run into possible crashes. These were loaded up real fast with /devmap, not through the scripts setup for the map. Copyright/License: None. External Content Used / Credits: None, core base game content. ///////////////////////////////////////////////////////// THIS FILE OR THIS LEVEL IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD. ELEMENTS ™ & (©) LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD. /////////////////////////////////////////////////////////
  2. 143 downloads

    - Yavin Plaza - ________________________ Author : Gigabyte Gametype: FFA/TFFA Release Data: 27.01.2020 File Version: 1.0 File Name: ffa_yavinplaza.zip - Description - Jan and Kyle travelled together but enemies were close, desann waiting for them... No guns/ammo hp/armor Botroute support - How to Install - 1) Extract the Folder 2) Copy or replace ffa_yavinplaza.pk3 in Gamedata/base directory 3) Enjoy and play with friends or inspect the map in solo game Also you can use console to start the map type: /map ffa_yavinplaza
  3. 426 downloads

    ////////////////////////////////// STAR WARS JEDI KNIGHT MODIFICATION ////////////////////////////////// Author: Magnus D'Kana Contact: magnusdkana@hotmail.com OR Magnus D'Kana#9312 Website: http://valleyofthejedi.boards.net/ File Name and Version: harmony_temple.bsp, boss_battle_all.bsp and others such as models/textures/scripts/sounds etc. (Original) Release Date: 15/11/2019 Build Time: 1 year and 9/10 months (not actual work time) Filesize: 107,119 KB ---------------------------------------------------------------------------------------------------------------------------------------------- ***I found out that this map's npc scripts do not properly work on ja+, therefore if you want the full experience, play on base.*** So I started this map, Harmony Temple (previously named Hidden Vale), a looooong time ago. In fact I started my process of learning to map alongside starting this map after only around a month of starting JKA (January 2018 specifically). I’ve come a long way since then and I kept my old .map files which I look back on with horror lol. I have also kept a lot of the map true to how it started, most notably the spawn area which was the first area I started on the map and has been heavily revamped many times as I have progressed in my ability to map. Along the way of progress, I have had to learn many things about modding in JKA such as lighting theory, scripting, advanced entity work, architecture, game design, modelling, sound editing, skinning, texture editing, texture creation, shader creation and a lot more! Although I didn’t work on the map the ENTIRE time between January 2018 and now, I still hope that the amount of time and effort I put into this map and improving my knowledge shows in this final product and you enjoy it as much as I loved creating and testing it :). I will put in a disclaimer here...the boss battle map is fairly challenging-it is meant to test your limits as a player and as such the average player will likely fail at the challenges... a lot. I just wanted to say that this is entirely what I intended. I based the challenges around trial maps I have completed and most of those were super challenging and even frustrating but I always felt like I had improved by the end of them (I even think my map is much easier than the trial maps I've played on xD). So my idea for these challenges was basically so that they would challenge even the best of players and allow them to adapt to the challenge and grow as a player. Soooo yeah don't be disheartened if you fail at them (if it makes you feel better I died to the crushers around 49/50 times back when they were almost double the speed they are now :P. ---------------------------------------------------------------------------------------------------------------------------------------------- The Harmony Temple map features: -A spawn area, with combo training pads (from Virtue’s academy maps). It also has two portals-one to the combat area and one to the “pit”. -A med bay, with health and shield pickups to bring you up to 200hp and bacta tanks. It also features KOTOR kolto tanks and medical beds, allowing RP. - A mess hall, which offers ability to RP (watch for the chimney coming from the fire pit blowing out smoke on the roof!) -An outside “hang-out” area, with gardens inspired by Skyrim’s College of Winterhold’s glowlight garden in the arch mage’s quarters. It also features a crystal cave and several places to RP. -An entrance which leads to the pit, the combat area and the stairs. -A combat area, complete with two duelling rooms; a room for training various theories (theories used by The Valley of the Jedi community in regards to duelling and movement) and also a drone room for practising aerials. -A “pit”, heavily inspired by Virtue’s pit on the academy maps and also Zach’s pit on The Valley of the Jedi. This pit uses rotating central platforms, HP stepping stones and a central mini duelling platform. -A library, which features two side meditation rooms; an orb with a story (I call it the Eye of Magnus after Skyrim’s Eye of Magnus :P); opportunity to meditate on different paths of the force and gain force boons and also a hidden armoury (try to find a hidden button somewhere... unless you want to cheat-then just use /noclip!) -Dorm room hallway, which contains unique master bedrooms on the right and more boring (...except one) student bedrooms on the left. -An entrance to a trial map I am working on (this will be useless to most seen as though I won’t be releasing to the public). -A council room, which has a strong theme of nature. It is said that the masters who gathered on the chairs had to use telepathy with the force so they could hear each other over the loud waterfalls <_<. -The map also features a treasure hunt (using holocrons) and also a hidden password-locked door. There will be more info on this further down. ---------------------------------------------------------------------------------------------------------------------------------------------- The Boss Battle map features: -A lava challenge room, which features a laser obstacle course, booby traps and hidden doors. -A “precision jump” challenge room, which features moving small platforms. -A crusher challenge room, which features fast crushers and another challenge (no spoilers). - A strafe challenge room, which features strafe jumps which probably range from around 3-8/10 for difficulty (10 being near impossible) -A boss battle room, which features a scripted boss battle. ---------------------------------------------------------------------------------------------------------------------------------------------- Information and Help: -These maps are quite big together and they contain .NPC files. If you are using the base MP client, it is likely you will have to remove other .pk3s which contain .NPC files (otherwise you'll get an error when trying to play). I personally never had this issue when I was using either the openjk or the eternaljk client. I assume because they extend the limit of .NPC files. -Note that the boss battle map is really designed for a single player however, to make sure everyone has something to do, 4 players is the recommended maximum. This is because there are 4 challenges and each challenge is quite hard to do with multiple people. To make sure everyone gets a chance to play all of the challenges, you can simply restart the map with /rcon map boss_battle_all. -The holocrons around the map all contribute to make up one password-the numbers represent what order the letters are. The letters stand for their respective colour so O=Orange for example. -It is possible the holocrons are very hard to find. As such, I will give some help. Comb every inch of the map, check shadowed areas, underwater, try to break objects/walls with your saber and remember you can use your saber as a torch to search shadowy areas for hidden buttons! -The same advice as above goes for finding the hidden password-locked door. Once you reach the password door, I should tell you: the sequence resets every time you get the order wrong. If you get the right colour, you will hear a confirmation sound; if you get the wrong colour....well you’ll know-trust me >:D. -Once you have unlocked the door, press use inside the portal to change map to the boss battle map. This may or may not cause your game to crash. If it does cause a crash, just do /rcon map boss_battle_all (you can also use this command if you want to cheat but I recommend doing the full experience the correct way). -When you have spawned in the boss battle map, you will see two force fields. At the end of each challenge room, there will be a lever. This lever will deactivate a force field when used. Also in the left room from spawn, you have to press all 3 buttons at the end of each trial, and the centre “apparatus” will reveal the lever you need. -For some advice, the challenges are meant to test your patience and ability to think; along with testing game mechanical knowledge and skills. Some rooms might feel a bit like cat mario but if you observe and use your own intuition, you can work out how to avoid the traps. Also... REMEMBER THAT (whilst using r_dynamiclight 1) YOUR LIGHTSABER IS NOT JUST A WEAPON-IT IS ALSO A TORCH! ? -The boss battle consists of 3 stages. If you defeat the 1st boss "aspect" and the forcefields do not turn off-do /devmap boss_battle_all and use /noclip to restart the boss battle. -After the boss battle has completed, you will receive a message. This glitches a bit for some reason and the messages might repeat it's not too bad, just wait until the portal is on, and then press use on it to return to Harmony Temple. Like before, this may or may not crash you/your server (for some reason, the boss battle portal always crashed the server I tested the map on, but not when I was in a solo game-therefore I would reccomend doing /rcon map harmony_temple regardless, if you are on a server). If it does, restart and do /rcon map harmony_temple (if it is a base server). -Recommended settings for boss battle map: /_dynamiclight 1, force jump 3, no force speed (makes it ez :P), /g_forceregentime 200 (it causes more frustration but force management makes the challenges more rewarding to complete), /com_maxfps 125, for ja+ servers-please allow base wall grabs (I think it's something like g_debugmelee but not sure) and also for ja+ servers-disable grapple. You also NEED force push/pull level 3. ---------------------------------------------------------------------------------------------------------------------------------------------- Thanks to: - Zachry D'Kana for letting me use prefabs and textures from his map (The Valley of the Jedi) and also for his HUGE help with a lot of things including: help setting up my radiant for the first time; shaders; scripts; lighting advice; entity advice and help; teaching me how to make area portals; ideas; building a lot of the library for me and inspiring me to begin mapping with his own awesome maps! -Rhendo D'Kana for teaching me most of what I know about scripting; insisting I use clipping instead of arbitrary rotation (seriously thanks a lot for that xD) ; advice; spotting bugs and introducing me to entities for the first time. -Reep D’Kana for always answering questions I had whilst making my map; advice; spotting z-fighting; amazing ideas and teaching me many things I always wondered about such as how to make light flares. -Jaina D’Kana for letting me know how bad it was that she couldn’t splash in the fountain water (it’s been fixed now lol) and also spotting bugs in my map. -Helena Revan for helping me fix a rotating script and giving advice for one of my challenge rooms. -Rich Diesal for his awesome tutorial series which helped me immensely when first learning mapping and I even continued to check back on certain lessons even later on, down the line. -AshuraDX for helping me to fix a bad .map file my portal shader. -Asgarath83 for giving help on some NPC scripting. -Szico for his tutorial on rotating doors with area portals. -NAB622 for his tutorial on botrouting. -These are just a handful of people who have been SO helpful to me whilst I was learning every skill I needed to make my map. Because I have a bad memory, I can’t possibly list everyone who has helped me-so I just wanted to thank anyone who has supported me through enthusiasm, teaching, fixing etc. And even all the tutorials and forums posts I found to help me. I couldn’t have made nearly as awesome of a map without you all so a big thanks to all of you!! ? Testers: -Jaina, Prospero, Reep, Rhendo, Zachry and Zhan-Thanks for all the advice for improvements and extra ideas...the map wouldn't be as awesome without all of you :). ---------------------------------------------------------------------------------------------------------------------------------------------- ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// THIS FILE OR THIS LEVEL IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD. ELEMENTS ™ & (©) LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  4. Harmony Temple View File ////////////////////////////////// STAR WARS JEDI KNIGHT MODIFICATION ////////////////////////////////// Author: Magnus D'Kana Contact: magnusdkana@hotmail.com OR Magnus D'Kana#9312 Website: http://valleyofthejedi.boards.net/ File Name and Version: harmony_temple.bsp, boss_battle_all.bsp and others such as models/textures/scripts/sounds etc. (Original) Release Date: 15/11/2019 Build Time: 1 year and 9/10 months (not actual work time) Filesize: 107,119 KB ---------------------------------------------------------------------------------------------------------------------------------------------- ***I found out that this map's npc scripts do not properly work on ja+, therefore if you want the full experience, play on base.*** So I started this map, Harmony Temple (previously named Hidden Vale), a looooong time ago. In fact I started my process of learning to map alongside starting this map after only around a month of starting JKA (January 2018 specifically). I’ve come a long way since then and I kept my old .map files which I look back on with horror lol. I have also kept a lot of the map true to how it started, most notably the spawn area which was the first area I started on the map and has been heavily revamped many times as I have progressed in my ability to map. Along the way of progress, I have had to learn many things about modding in JKA such as lighting theory, scripting, advanced entity work, architecture, game design, modelling, sound editing, skinning, texture editing, texture creation, shader creation and a lot more! Although I didn’t work on the map the ENTIRE time between January 2018 and now, I still hope that the amount of time and effort I put into this map and improving my knowledge shows in this final product and you enjoy it as much as I loved creating and testing it :). I will put in a disclaimer here...the boss battle map is fairly challenging-it is meant to test your limits as a player and as such the average player will likely fail at the challenges... a lot. I just wanted to say that this is entirely what I intended. I based the challenges around trial maps I have completed and most of those were super challenging and even frustrating but I always felt like I had improved by the end of them (I even think my map is much easier than the trial maps I've played on xD). So my idea for these challenges was basically so that they would challenge even the best of players and allow them to adapt to the challenge and grow as a player. Soooo yeah don't be disheartened if you fail at them (if it makes you feel better I died to the crushers around 49/50 times back when they were almost double the speed they are now :P. ---------------------------------------------------------------------------------------------------------------------------------------------- The Harmony Temple map features: -A spawn area, with combo training pads (from Virtue’s academy maps). It also has two portals-one to the combat area and one to the “pit”. -A med bay, with health and shield pickups to bring you up to 200hp and bacta tanks. It also features KOTOR kolto tanks and medical beds, allowing RP. - A mess hall, which offers ability to RP (watch for the chimney coming from the fire pit blowing out smoke on the roof!) -An outside “hang-out” area, with gardens inspired by Skyrim’s College of Winterhold’s glowlight garden in the arch mage’s quarters. It also features a crystal cave and several places to RP. -An entrance which leads to the pit, the combat area and the stairs. -A combat area, complete with two duelling rooms; a room for training various theories (theories used by The Valley of the Jedi community in regards to duelling and movement) and also a drone room for practising aerials. -A “pit”, heavily inspired by Virtue’s pit on the academy maps and also Zach’s pit on The Valley of the Jedi. This pit uses rotating central platforms, HP stepping stones and a central mini duelling platform. -A library, which features two side meditation rooms; an orb with a story (I call it the Eye of Magnus after Skyrim’s Eye of Magnus :P); opportunity to meditate on different paths of the force and gain force boons and also a hidden armoury (try to find a hidden button somewhere... unless you want to cheat-then just use /noclip!) -Dorm room hallway, which contains unique master bedrooms on the right and more boring (...except one) student bedrooms on the left. -An entrance to a trial map I am working on (this will be useless to most seen as though I won’t be releasing to the public). -A council room, which has a strong theme of nature. It is said that the masters who gathered on the chairs had to use telepathy with the force so they could hear each other over the loud waterfalls <_<. -The map also features a treasure hunt (using holocrons) and also a hidden password-locked door. There will be more info on this further down. ---------------------------------------------------------------------------------------------------------------------------------------------- The Boss Battle map features: -A lava challenge room, which features a laser obstacle course, booby traps and hidden doors. -A “precision jump” challenge room, which features moving small platforms. -A crusher challenge room, which features fast crushers and another challenge (no spoilers). - A strafe challenge room, which features strafe jumps which probably range from around 3-8/10 for difficulty (10 being near impossible) -A boss battle room, which features a scripted boss battle. ---------------------------------------------------------------------------------------------------------------------------------------------- Information and Help: -These maps are quite big together and they contain .NPC files. If you are using the base MP client, it is likely you will have to remove other .pk3s which contain .NPC files (otherwise you'll get an error when trying to play). I personally never had this issue when I was using either the openjk or the eternaljk client. I assume because they extend the limit of .NPC files. -Note that the boss battle map is really designed for a single player however, to make sure everyone has something to do, 4 players is the recommended maximum. This is because there are 4 challenges and each challenge is quite hard to do with multiple people. To make sure everyone gets a chance to play all of the challenges, you can simply restart the map with /rcon map boss_battle_all. -The holocrons around the map all contribute to make up one password-the numbers represent what order the letters are. The letters stand for their respective colour so O=Orange for example. -It is possible the holocrons are very hard to find. As such, I will give some help. Comb every inch of the map, check shadowed areas, underwater, try to break objects/walls with your saber and remember you can use your saber as a torch to search shadowy areas for hidden buttons! -The same advice as above goes for finding the hidden password-locked door. Once you reach the password door, I should tell you: the sequence resets every time you get the order wrong. If you get the right colour, you will hear a confirmation sound; if you get the wrong colour....well you’ll know-trust me >:D. -Once you have unlocked the door, press use inside the portal to change map to the boss battle map. This may or may not cause your game to crash. If it does cause a crash, just do /rcon map boss_battle_all (you can also use this command if you want to cheat but I recommend doing the full experience the correct way). -When you have spawned in the boss battle map, you will see two force fields. At the end of each challenge room, there will be a lever. This lever will deactivate a force field when used. Also in the left room from spawn, you have to press all 3 buttons at the end of each trial, and the centre “apparatus” will reveal the lever you need. -For some advice, the challenges are meant to test your patience and ability to think; along with testing game mechanical knowledge and skills. Some rooms might feel a bit like cat mario but if you observe and use your own intuition, you can work out how to avoid the traps. Also... REMEMBER THAT (whilst using r_dynamiclight 1) YOUR LIGHTSABER IS NOT JUST A WEAPON-IT IS ALSO A TORCH! ? -The boss battle consists of 3 stages. If you defeat the 1st boss "aspect" and the forcefields do not turn off-do /devmap boss_battle_all and use /noclip to restart the boss battle. -After the boss battle has completed, you will receive a message. This glitches a bit for some reason and the messages might repeat it's not too bad, just wait until the portal is on, and then press use on it to return to Harmony Temple. Like before, this may or may not crash you/your server (for some reason, the boss battle portal always crashed the server I tested the map on, but not when I was in a solo game-therefore I would reccomend doing /rcon map harmony_temple regardless, if you are on a server). If it does, restart and do /rcon map harmony_temple (if it is a base server). -Recommended settings for boss battle map: /_dynamiclight 1, force jump 3, no force speed (makes it ez :P), /g_forceregentime 200 (it causes more frustration but force management makes the challenges more rewarding to complete), /com_maxfps 125, for ja+ servers-please allow base wall grabs (I think it's something like g_debugmelee but not sure) and also for ja+ servers-disable grapple. You also NEED force push/pull level 3. ---------------------------------------------------------------------------------------------------------------------------------------------- Thanks to: - Zachry D'Kana for letting me use prefabs and textures from his map (The Valley of the Jedi) and also for his HUGE help with a lot of things including: help setting up my radiant for the first time; shaders; scripts; lighting advice; entity advice and help; teaching me how to make area portals; ideas; building a lot of the library for me and inspiring me to begin mapping with his own awesome maps! -Rhendo D'Kana for teaching me most of what I know about scripting; insisting I use clipping instead of arbitrary rotation (seriously thanks a lot for that xD) ; advice; spotting bugs and introducing me to entities for the first time. -Reep D’Kana for always answering questions I had whilst making my map; advice; spotting z-fighting; amazing ideas and teaching me many things I always wondered about such as how to make light flares. -Jaina D’Kana for letting me know how bad it was that she couldn’t splash in the fountain water (it’s been fixed now lol) and also spotting bugs in my map. -Helena Revan for helping me fix a rotating script and giving advice for one of my challenge rooms. -Rich Diesal for his awesome tutorial series which helped me immensely when first learning mapping and I even continued to check back on certain lessons even later on, down the line. -AshuraDX for helping me to fix a bad .map file my portal shader. -Asgarath83 for giving help on some NPC scripting. -Szico for his tutorial on rotating doors with area portals. -NAB622 for his tutorial on botrouting. -These are just a handful of people who have been SO helpful to me whilst I was learning every skill I needed to make my map. Because I have a bad memory, I can’t possibly list everyone who has helped me-so I just wanted to thank anyone who has supported me through enthusiasm, teaching, fixing etc. And even all the tutorials and forums posts I found to help me. I couldn’t have made nearly as awesome of a map without you all so a big thanks to all of you!! ? Testers: -Jaina, Prospero, Reep, Rhendo, Zachry and Zhan-Thanks for all the advice for improvements and extra ideas...the map wouldn't be as awesome without all of you :). ---------------------------------------------------------------------------------------------------------------------------------------------- ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// THIS FILE OR THIS LEVEL IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD. ELEMENTS ™ & (©) LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Submitter Magnus D'Kana Submitted 10/15/19 Category Free For All  
  5. Version 1.2

    180 downloads

    - Wayland Rebel Outpost - _______________________ Author : Gigabyte Gametype : FFA/TFFA (free for all/team deathmatch) Release Date : 09.08.2019 File Version : 1.2 File Name : ffa_wayland.zip _______________________ - Description - Wayland was an imperial base, but now rebels captured it... If this map too dark for you use the cmd in console /r_gamma 1 - default Possible values for optimal play: /r_gamma 1.1 /r_gamma 1.2 /r_gamma 1.3 - Assistance - Botroute support - How to install - 1. Extract the folder 2. Copy or replace ffa_wayland.pk3 in GameData/base directory 3. Enjoy and play with friends or inspect map in solo game Also you can use console to start the map type : /map ffa_wayland
  6. 38 downloads

    Author: Magnus D'Kana Contact: magnusdkana@hotmail.com Website: http://valleyofthejedi.boards.net/ File Name and Version: quidditch.pk3 and quidditch.map (original)Release Date: 18/05/2019 Filesize: 77MB ------------------- This is my first attempt at making a hydroball map. It's obviously inspired by quidditch from Harry Potter (hence the name) but other than there being 3 hoops acting as goals, everything is the same as regular hydroball. I decided to make a little duelling area too so that if people get bored for a while, they can just do a couple of duels or whatever. This is also the first ever map I have made public (so far) so there might be bugs or whatever, feel free to let me know about them if you find any. I'm also adding the .map file to the .zip folder, feel free to learn from it if you want, or modify it to your liking. Additionally, if there's something you REALLY want changed for some reason (such as a bug or you think the size of the arena is too small for example) you can tell me and I will probably change it and update the file (I only tested the map once with someone else ) INSTALLATION Just put the .pk3 into your base folder UNINSTALLATION Just remove the .pk3 from your base folder ------------------------------------------ Thanks to Zachry D'Kana for letting me use textures from his map (The Valley of the Jedi) Also thanks to Jaina D'Kana for testing the original, first, version of this map I couldn't have done this map without Richdiesal's tutorial series, GingerbreadNinja's hydroball mapping tutorial and Rich Whitehouse for making hydroball and uploading to JKHub...so thanks a lot to all of you Credits to Super Mario World for the map music (it's from an underwater level) Finally, thank you to Kic for the tree models.
  7. 170 downloads

    Author; This map was totally made by Desostros,who is a part of Digital Core.DC is a mapping team that consists of myself (Deso) and Stormkiller. Description; "Sith choas dimention." is a medium sized JKA map made for duel AND FFA purposes.Ideal for duels.This map is botrouted. Other info; This PK3 file contains some new textures and new shaders.
  8. 425 downloads

    Author: Orbitius This has been an ongoing project for several months now, but sadly its not complete. I decided to release it as it is, unfinished, because im moving on do to bigger and better things. Q3 engine just can't satisfy me anymore. Anyway, some of the things that we were planning on doing with this map were a complete weapons replacement mod; ak47s, uzis, Rpgs, etc... Also, a complete replacement of items and pickups... Also, new vehicles such as the huey on the roof and speed boats... And i was planning on doing a "modified" siege gametype... All this would have been great but i felt it wasn't worth the effort for JA. Sorry... Another game, another time. It is in fact likely that we'll work on a mod like this for another game.. We're not sure what, probably UT04. For those who care, the real reason i'm moving on is that i'm just tired of getting ignored for my NON-Star wars themed stuff.
  9. Version 1.0

    269 downloads

    Submitted by Ceres Title: Corellian Platform Encounter Author: wedge2211 E-Mail: 06jps@williams.edu Webs: http://wso.williams.edu/~jshoer -- General Information -- File Name: corplat.pk3 File Size: 1.4 MB Date Released: 11 April 2004 Description: There is a disturbance in the Force. A Jedi Master (and his apprentice) have been sent to Corellia to investigate reports of a dark presence. Their destination is an outlying landing platform outside the Corellian Space Port... Gametypes: Duel, Power Duel -- Map Information -- Brushes: 6691 Entities: 315 Custom elements: A few textures (one from the JA Bonus Pack by Raven), shaders, scripts, and a bot route Build time: About three weeks -- Notes -- This map was produced for the LevelSource Duel II contest. Incidentally, it's my first JA map (gotta work on releasing some of my WIPs). Special thanks goes to lassev for scripting help, rgoer and ydnar for helping with a compile bug, rgoer for some shader help, and all the guys at Map-Review.com
  10. 296 downloads

    Author: Nkenobi The Coralian Water Treatment Plant is a facility that cleans the water for the planets large population. Though now the water may get dirty with all the fighting going on there.
  11. 157 downloads

    Author: ook Have a nice, quiet duel along the beach, or take it to the waves for a deadly surf-off! It's just like that one Batman episode!
  12. Version 1.0

    120 downloads

    GAMETYPES: duel, power duel, ffa, team ffa BOT SUPPORT: None SOUNDS AND MUSIC: None This is a partially breakable map map in which you can find a shaolin themed temple with its courtyard, deadly river with two bridges, deadly lake and a wooden tower.Whole map is surrounded by by mountains. The interior of the temple is a small dojo with breakable pillars, that will reveal a small elevated space after destroying them. In this space behind the interior wall are four breakable spots where the player can escape the dojo trough the broken wall. Inside the dojo you can also enter two not so well hidden pathways which leads to both sides of the temple. Temple interior has a second floor which have a balcony facing the wooden tower. The wooden tower can be best climbed by using vertical wall run. AUTHOR: Checkman44 EMAIL: peterslivos@gmail.com FILENAME: temple.pk3 VERSION: 1.0 RELEASE DATE: 7.23.2013 FILESIZE: 2,13 Mb
  13. Version 1.0

    74 downloads

    GAMETYPES: duel, power duel, ffa, tffa BOT SUPPORT: None SOUNDS AND MUSIC: None This map contains few deadly features such as functional conveyor belt with crushing wheel at the end, or area that can be closed to trap and burn other players to death. You can also find acid pits with barrels and lava rooms with floating shards of metal that sink or appear.The map also contains two controllable elevators and one locking door. The main trap mechanism can be operated by two buttons. First button closes the locking area, and button second kills anyone inside. However to maintain balance, the ground beneath the control room (locking button area) has floor that can be opened by Force Pull from the outside of the room. AUTHOR: Checkman44 EMAIL: peterslivos@gmail.com FILENAME: trap2.pk3 VERSION: 1.0 RELEASE DATE: 7.6.2014 FILESIZE: 931 Kb
  14. 317 downloads

    This is the edit of the map by Wedge i've made for Cerez. Now several major bugs (i won't name them) are fixed. Also added ffa mode.
  15. Version Version 0.9

    464 downloads

    The Temple of Mechanism beta, Hopefully in time for May the 4th! I've got lots to do still but the map is on the road to a final release I hope soon. Many places need lighting or finished, mostly some details need to be made for the interiors, lighting work and so forth. The original outhouse map I made years ago had a mini put putt course for thermal grenades, and the Temple of Mechanism features a full 18 hole adventure golf course (it's a beta, the last few holes are in a bit of disarray.) I have tested the map both in JO and ja, some changes made for JA to work right but I did notice I missed a thing or 2. New stuff? Check Player made models by Szico - 2 trees Boothand - Torch Texture and sfx credits all supplied in the readme. Golf works great in both versions. FPS iz good. I've tested the map with 24 different bots in there with me and fps does drop a little bit then but it was still playable I've enjoyed working on this map. It's been pretty neat to see it transform over time and the WIP section has seen a few updates. If you guys like it please leave feedback on JKHub.org forums in the WIP section for the Temple of Mechanism. I like how the golf turned out. I really didn't plan on making the golf course like I did when I started lol. If you guys really like the golf course and want another one give me a holler. If a bunch of you guys like it I may make another golf course just for fun Anyway enjoy! And May the 4th be with you!
  16. RJA

    Exiled Castle

    Version 1.0

    228 downloads

    Author: RJA File Name and Version: Exiled Castle (1.0) Release Date: 2015. Filesize: 39,4mo Description: Exiled Castle is a FFA map which contains an entire castle with a lot of rooms and secrets rooms... The map is composed by a huge tower which allow you to enter a lot of rooms. The Exiled Castle is an old abandonned Castle which was the Domain of an ancient Cast of Warriors, the Exiled. It is a very dark temple with a lot of secrets and Force. It is also a sort of home. - Ground Floor: This is the way to the exterrior. - 1st Floor: This is the command center. - 2nd Floor: This place is dedicated to the Water Element. - 3rd Floor: This is a little dark kitchen with a fridge and an oven. - 4th Floor: This place is dedicated to the Stone Element. - 5th Floor: This is the ceremonial hall with a huge table and a lot of chairs. - 6th Floor: Trainings rooms are at this floor. 4 Trainings Rooms: One for little fights, one for big fights, one for two fights, and one for difficult fights. There also is a council chamber. - 7th Floor: BedRooms. - 8th Floor: This is the Bar. - 9th Floor: This place is dedicated to the Fire Element. - 10th Floor: This is the portraits room. - 11th Floor: This place is dedicated to the Air Element. - 12th Floor: HAHA! And for sure, there is more than 10 secrets rooms to find. I love this map for specials gametypes, like Hide-&-kill. BUGS: Yes, there are textures bugs, especially on the corridors, however I don't know why, but I decided to keep them. They give this map a strange and unrealistic aspect I love. There are also bugs I didn't notice I think of course... By the way, Have Fun on my map !!!!!!!!!!!!! PS: "You will always remember this as the day that you almost caught Captain Jack Sparrow." - Dark Rayman.
  17. 341 downloads

    Author: RJA File Name and Version: RJA Ultimate Map Pack (1.0) Release Date: 2015. Filesize: 189mo Description: This is my last map pack I forget to release. I hope you'll find it funny. There are 8 maps. - Lava Sanctuary Final: My final version of the Lava Sanctuary I made, inspired by Rayman 2. It has three parts, the outside, night and dark blue, the secret side, made of green rocks and strange pipes, and the inside, red and full of lava an fire ! - Third Deathstar Reactor: Here is my 3rd version of this map, the final one I think in a Tron style. With some big secrets areas. - Home: Home of one of my personnal characters, with a big cold chamber. - Carota: A map from the game Tonic Trouble (1999) recreated by me. You really need to visit it. - 2046 City: A city I created, from my imagination with a mysterious big green crystal room... - Kyle's Home Day: Kyle Katarn's Home at Day. - Kyle's Home Night: Kyle Katarn's Home at Night. - Horcrux's Cavern: After reading Harry Potter and the Half-Blood Prince, I imagined this map. Taken from my imagination and not from the movie ! TO INSTALL: Place the .pk3 file in your game directory, "LucasArts/Star Wars Jedi Knight Jedi Academy/gamedata/base/" folder BONUS: The Teaser of Epic Challenge Mod II for Single Player... which is coming soon !
  18. Version 1.02

    380 downloads

    So i decided to make an alternative version of my tardis interior map. The first one's floorplan looked like a common spaceship floorplan. Now i think it was wrong so i've made a completely diffirent one. Also i added several rooms like swimming pool, library, cafeteria and the heart. However, most rooms are the same. Enjoy!
  19. 194 downloads

    Title : The Temple of Mechanism Type : FFA, TFFA, Jedimaster File Name : mechtemple.pk3 Map BSP name : mech^1temple.bsp / mech^1golf.bsp File Size : It's big, just take my word for it. Authors : lil_binger, with some elements Ook made for the Forest House. Date of Release : December 24th, 2015 *Attention : seta com_hunkMegs 128 or higher is required* ====================================================================== Description: The Temple of Mechanism Location : Yavin 4 Backstory: The Temple of Mechanism is an Ancient temple only recently discovered without much known about the previous inhabitants. They did leave a few clues behind and it seems the previous occupants were harnessing an unknown power which they called "The Force". Discovering the possibilities this new power gave them. Set in a time before there were "Jedi" or "Sith". Map History: Originally, The temple of Mechanism was intended to be a follow up map for an old map called "The Outhouse". I begain making the map when I was active in the community back in 2004 or 2005. I did some work on the map back in the day but never officially released it. I didn't play JK2 for a long time until I decided to get GTK radiant working again in 2013. Working on the map off and on since 2013 it's now ready to be released to the public. This map was built with fun being the main focus. Multi level paths are found throught the map with many secrets and places to explore. Specifically built for JK2 1.02. There is some functionality built into the design only 1.02 participants can utilize. This map is a compilation of sorts. I've gone through many of the maps I have made in the past and have cut, pasted and redesigned everything to complete this map. It did not make it any easier that way but everything has just fit so nicely together. Players who have seen any or many of my previous maps I have made for JK2 will recognize little and big details everywhere. It's really hard to say how much time I have spent making the map since some elements were made for other maps in a differnt timeline. ====================================================================== PK3 Details: Included are 2 maps. The Main map, mech^1temple.bsp has compatibality for Free for All, Team Free for All and Jedi Master gametypes. Mech^1golf.bsp is compatible with FFA, TFFA and Jedi Master. Pk3 Mod Instructions: In the map are many textures that can be replaced making a pk3 with your own textures. I was going to make a mod to include here with picture dimensions etc but I will give instructions instead. The main thing is to make sure a texture mod for the map, all the pictures u are replacing be the same size as the ones seen in the game. Then wrap them up in a pk3 and call it zmymechtemple mod or something. The name must start with a letter lower than "M" for JK2 to override the textures provided in the original map file. ====================================================================== Music: 2 Star Wars Parody songs originally stated as made by Wierd Al but I am not sure about where the song came from, I've looked for an author but never could determine other than Wierd Al( previously released with Khomm with the SHroomduck Inc. map pack. Custom Sound effects Credits ================================================================================ Bugs: Yes, a map is never finished. There is a Possibility of a v2 in the future to fix any bugs found. Plus JK2 1.02, some bugs will happen but we all love it ================================================================================ * Play Information * Level name(s) : The Temple of Mechanism JK version required : Star Wars Jedi Knight II: Jedi Outcast and Star Wars Jedi Knight III: Jedi Academy Bot-Support : Yes New Textures : Yes New Models : Yes New WAVs : Yes New Music : YES New Shaders : Yes New Effects : Yes Editor(s) used : GTKRadiant 1.4 and 1.6 (most recent), Photoshop, Q3map2 Install-Instructions : Extract mechtemple.pk3 to your GameData/base/ directory. The map will appear as "The Temple of Mechanism" in your map list. ================================================================================ THIS LEVEL IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS ENTERTAINMENT COMPANY. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY. This map is being released as Open Source - Anyone may use the map file for any reason as long as, all the "read me" files are included. If a separate release is made by someone else, a different name is required for a separate release. Anyone may use, in whole or, in parts or pieces, any part of they desire for their own project. Do please include all the read me files with a separate release and use a different name for your release if a large portion of the map is used. If using pieces or parts, just include the read me file for the map or other models by other authors and give us some credit There are models in the game built by other authors, Boothand (torch models, mounted moose antlers and pine trees) and tree models by Szico. There is a read me included for Szico's tree and use of these models are described in his read me so if the trees are used by anyone for a project make sure to read and include his read me file with any project they are used for. As for Boothand's models, I do not have a read me for them. Boothand knew I was going to release the map as open source and was very supportive of the idea and I am sure anyone using his models he made in this map would have his approval as long as he is given some credit for making them. "Porting" the geometry or the map file for another game is encouraged however, I do not control the use of Lucas Arts files or some other elements made by others provided in this release to be used in another game besides Jedi Outcast and Jedi Academy. All custom textures included with the map are free to use and modify (again make sure to include all the readme's if any textures are used). Any signs or textures I have made are free to use or modify.
  20. 268 downloads

    Something experimental again! This is a naval battle map designed for CTF games. Each team has their own ship, ships will meet in the middle of the map with some time for fighting, then continue towards the enemy base. To make scoring possible at all, reaching the enemy flag is enough to get a point. Note: As this map had to feature long distances for the concept to work, the ships move stupidly fast at times (so you wouldn't have to wait forever). I recommend not jumping around while the ships are moving that fast, as this doesn't work well with JKA physics and you will fall off the ship. While this map is designed for CTF games, it is also possible to play it in (Team)FFA and even Duel mode.
  21. Version 1.0

    159 downloads

    These 3 maps are mainly the same the only differences are in the weather (thus textures and lighting). The maps are supporting role play activities for JA+ commands by this I mean there is a control room (teleport coordinates: 4672 -3472 2384) which from you can make most of the models solid/unsolid (solid by default), you can start tie-attack run, or X-wing "show", there is a firework (not that good). You can play at night or in the day light (you only have to push a button..). You can make a shuttle to land outside. You can add some NPCs, with a push of a button (also adds R2D2 in the hangar). You can order a sith attack (NPCs). You can put the map into security lock down mod, you can discover dark forces(in front of the guests room there is a place on the floor what you can destroy with saber) on the map, or go(erm swim) to the shrine (only with force speed or teleport). You can have a swoop race in the garage. This files contains: ogw_home.bsp - sunny weather (has FFA; DUEL; POWER DUEL; and TDM support) ogw_home_strom.bsp - rainy weather (has FFA and CTF support) ogw_home_winter.bsp - snowy weather, with matching textures and some christmas decoration Some textures that I or Ronii made I hope you will like roleplaying or simply just playing on this map. If you want to check it out immediately, come to our server: 37.221.209.105:29020 - Xeon -
  22. Version (v1.02)

    3,535 downloads

    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~
  23. Version 3.0

    1,609 downloads

    Just the final version with all it's little fixes and what not. Ambience sound is added into the map, and unlike other copies this one doesn't have bugs. Map name in game is jedi_council_gcx This map is literally like a paint job over the original. I had absolutely no hand in the making of or creating of the original GCX map, nore was I ever apart of or in {O}.
  24. Version 1.0 (updated)

    118 downloads

    The Underwater Base family's newest member the Underwater Base Duel map! It has duel, power duel, and team FFA support (well this one doesn't appear on the list for some reason, but you will be able to play that type if you type the right command as an admin). map's code name (for console) mp/duel_uwb New Textures are made by: Stella Nox. Bot support: No If you want to use the new textures, just show respect to the original author and give her some credit (like show her name on loading screen or like here, or in a read me file).
  25. Version v1.1

    133 downloads

    This is the first map I ever finished. It is entirely created with bsp modeling and high contrast lighting. The concept was originally a hidden asteroid base, and with lighting became an abandoned hidden asteroid base. It may not be the prettiest, smoothest, most detailed map out there, but it does what it does well. Known Issues: The sewage hole is a pain in the butt to get into. It keeps jumping you out frustratingly, but if you slow yourself down and carefully drop in, it should work. Bugs? What? Nah, not that I know of. Feel free to report any that you find.
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