A spin-off of Jedi Knight II: Jedi Outcast, Jedi Academy allows players to create their own Jedi, train in the Academy under the tutelage of Luke Skywalker and Kyle Katarn and ultimately choose to follow the path of the Light Side or the Dark Side of the Force. The game is powered by the same version of the Quake III engine used in its predecessor, Jedi Outcast, containing modifications to the Quake code to give a third-person view and new lightsaber effects (Jedi Knight II had these 3rd person effects as well). Players have the ability to construct their own lightsaber by choosing the hilt style and blade color. After completing certain objectives, new saber styles become available including the ability to wield two independent sabers in a style known as Jar'Kai, once used by Anakin Skywalker during the closing fight in Star Wars Episode II: Attack of the Clones, or the double-bladed lightsaber (also known as a "saber staff").
From StarWars Episode 1 we have the hanger in wich Obi and Qui face Darth Maul. This rendition is movie-accurate largley but not entirly, due to the movies lack of continuity from scene angles. The map is scaled to be extremly close to movie scale. This map has a little bit more than other episode 1 renditions, as it has the other passage scene in the movie. Performance is kept extremly tight for the amount of content in it. The map features a portal sky to present greater depth as well. If you follow the camera positions from the movie none of the aditional addons I have made are noticable and thus, it doesnt stray from the movies perspective.
Also included in this PK3 is the map 'Hyper' which
is a small FFA/TFFA/CTF arena map with bushes in the
the middle so you can stealth atack one-another. In
it you can leap from Orb to Orb or try to hit the raised
Exploder Orb to trigger an onslaught berrage of
meteor storms from above to damage all in its radius.
Features :
Hyper - fast gameplay map for fast fighting!
Two version: Phantom (the main one (scaled to ratio)) and Phantom_o (the un-scaled first compile)
Elevators to get from the lower level to the upper level & vice versa.
Better way to get health & sheild
bot support for 'phantom' & 'hyper' map, no bot support for 'phantom_o' map.
All textures/models/scripts/mapping by boddo/S.Robinson.
100% original content with the exception of the music,
sound files and the meteor model assets for the 'Hyper' map.
Programs used:
Gimp (the Gnu image manipulation program)
GtkRadient 1.5
Only registered members can share their thoughts. So come on! Join the community today (totally free) and do things you never thought possible.