multiplayer map for game Jedi Academy A map inspired by the old game "syndicate wars" of Bullfrog. based on the drone-control airship (in space), with planetary surface area included.
Jedi Knight : Jedi Academy
TITLE : DLEGION EUROCORP SKULL ship 2011
VERSION : 2.0
AUTHOR : DLEGION
E-MAIL : firstname.lastname@example.org
FILENAME : D-SKULLship2011.pk3
FILESIZE : 134 Mb
DATE RELEASED: (july 2010 original one), 19 march 2011.
CREDITS : HUGE list!
in no particular order:
* Sith J Cull, not only a great mapper, but also a nice person,
he allowed me to use his (awesome) textures and models.
* to Corel,the creator of the awesome coruscant skybox! really thanks!
* Manquesa, creator of the great jedi starfighter.(i modified it a bit).
* various authors to let me use theyr skybox, models and other stuff freely.
* Ockniel and Angelmodder,members of "RUN AMOCK STUDIOS"
* kidoncrack, -raz0r- and NAB622 for the help on JKA modding forums
* to MSLAF, a very good mapper, that inspired me,
and allowed me to use some models made by him.
* to jedicouncilgcx texture creator.
the best and more useful custom texture i found,thanks!
* to the creators of some awesome *.md3 models
* to the creators of mini-ties.this things are great!
* to ayala,for the help in scripts with mini-ties
and other. really thanks!
* richdiesal for his great and simple tutorials.i still use them.
* lots of sites for tutorials. many closed now :( .
* to all the people that helped me with editor problems and bugs,
to many editing forums, to the people that inpired me and
to people that allowed me to use their textures or models! thanks!
NOTE FOR * to ID software for this great engine, for great games and for
JK3FILES Q3A textures and models inspiration. must be sayied something about this:
i downloaded entire packs of "remade" textures and models,
made by fan of the game, freely avaible online,
that not violate any plagiarism policy around here, and with the permission
of the various authors. map was started over a year ago....i formatted
my PC many and many times from the start of this work, and by now i can just
give you the link to some sites i used to get this awesome 3D models, don't ask
to me to link each model please, because is a huge work to re-track down
each single model i used.it's all online, you can search and you will find them,
like i did! - UPDATE - i noticed many site closed, like polycounts. really sad :(
* to "mighty pete" for a really good skybox texture used in Dmonolith map.
* credit to Absath and to Jim 'plasma' Manavis that edited that skin i used for crew
* to my beautiful girl! she supported me with her love!
INSTALLATION INSTRUCTIONS : place the " D-SKULLship2011.PK3 " file
in your JKA (jedi academy) game folder,
in the directory GAMEDATA/BASE.
should be in the same folder as "assets1.pk3"
then start the game, create a new match, and under
"duel, ffa or power duel" you should find the map "D EUROCORP SKULLship".
OPENING COMMENTS: the last 2 maps were based more or less on the same subject. i was not satisfied of them,
and i had many tweaks in mind.
this map must be considered an improvement of my last release, more near to the concept i had in mind.
TECHNICAL : total brushes: 7213, total entities: 970, lights: 79, models 170+347, doors: 59
DESCRIPTION: Map is based about a little starship, called "SKULL ship", very similar to modern airships.
this ship has 5 deck, each one with it's own use (from relax to war).
ship is placed in geostationary orbit around (futuristic) earth,and around it lay many other ships.
going down you'll find a portion of a city, with buildings, and a docked ship (the Warhammer).
plus there are a couple of "simulated areas" accessible by holodeck on deck 5.
DECKS: 1 - hangar. you can fly starfighter from here and enter an experimental fighter.
2 - operations deck. main office, labs, armory, warp core, ship systems, planetary.
3 - luxury. swimming pool, bedrooms, bar, and a great forward view.
4 - bridge / crew. crew deck, with bedrooms, medical bay, command bridge.
5 - owner deck. private deck with luxury bedroom, bathroom, games room and cinema.
SECRET DOORS: There are many "secret" doors and places, in my other map secrets were a bit too hard to find for some,
so i made them a bit simplier to find. they are many, but nothing vital this time. good hunt :)
>>> >>>>>>> >>>>>>>>>>>>>>>> just be sure to see:
- the 2 holorooms: on deck 5 there is a door and a little room with 2 pictures
press USe button in front of them and simutation will start. to stop it, just press USE key anywhere.
- the deck 2: press USE key on the picture behind the round desk, it will open revealing a big portion of deck 2.
- flying down from the ship, will make you enter planet atmosphere, in an urban area.
there is an enterable hangar and a building. the rest is for sniping ;)
- the 2 experimental fighters in the hangar are enterable, just press USE while
being on its forward part. IMPORTANT: --- crouch while doing it, or you will have troubles! ---
It is 95 years after the Syndicates fought for power.Eurocorp prevailed,now an oppressive peace reign,
and the Syndicate, hasn't been idle. Not only have they been upgrading the computer control Chips
embedded in people's brains, but they have also started a massive technological research
to find out how they can utilise more of the brains they control.
they also developed new war machines and cyborgs.
the heart of this develop is the "Eurocorp citadel", an ultra-fortified planetary headquarter, where
factory, offices, shipyards and research labs are located. even living quarters, for eurocorp workers.
this citadel is protected by the most lethal weapons at Eurocorp disposition,including orbital weapons.
high rank executives of EUROCORP have at theyr disposition a "croteus" class airship, able to fight in space
in case of war, with a control center for cyborg operations and even it's own fighters wing.
it has also luxury living quarters, to accomodate executive and his fellowship.
this ships can be seen travel in space, underwater and in the city skyes, and when
not used they are docked at EUROCORP buildings.
tonight a croteus is in geostationary orbit over the EUROCORP citadel,with its crew of cyborg.
hope you have fun exploring it, and even more fun fighting there!
supported gametypes: duel, FFA, powerduel, TFFA.
is made by my fantasy, anyway is inspired by syndicate wars.
BUGS : actually the only manifested bug in many and many hours of testing with forcemod III
is this: the chest of the mech in the hangar sometimes disappear from certain angles...
i have no idea how fix it, anyway it is not harmful bug.
report if you find other bugs !
NOTE: when entering the experimental ship docked inside the hangar, you >>> MUST <<< crouch before pressing use key,
or you will get stuck!
STORY OF THE MAP: I had in mind this project for long time. when i decided to realize it, i did a decent job,
with the map "EUROCORP AIRSHIP IN HANGAR T31", but far from what i had in mind.
i tried again later with "EUROCORP CITADEL",but again looking at it,i didn't see what i had in mind.
i undertood that the core was wrong. ship was too "square" outside, and inside was a bit too square too,
plus i didn't liked the placement of many things on the decks. so i decided to restart from zero.
i decided that only curves can give the look i had in mind, and i started to use them everywhere.
result is good (at least for me) but when i started the inside of the ship it became a nightmare,
maching square objects or other curves with existing ones was a drama. specially when you have few
space to use (due to small ship size). i think i started with the swim pool, building a piece after another
the whole ship was created, i tried to project it using also logical solutions, for space usage and
locations placement. for example in my old version there was lot of space wasted due to corridors, here
reduced at minimum. every deck has it's own space and functions,can be used without interfering with other.
in my idea this ship is: office/laboratory/factory/living place/war machine/carrier/strategic platform.
* office was the simplest: place an office, that being on a ship can be moved where needed (near the action).
i imagine that the owner will pass here most of the time, to work.
* laboratory, because new technologys are always in development,and there are two labs for this reason.
one mainly for theorical, and other for pratical builds. there is also a particle accelerator.
* factory, to be self-sufficient,builds atom by atom everything needed (new tech too).
* living place: i was in doubt about how many space give to this. i finally decided for a good portion,
because this is not a pure warship, so i thinked that at least a decent apartament size was needed.
i wanted every comfort, so there is the pool, the piano, the sofa, the rooms for guests ecc...
plus a "private deck" with a spacious bedroom with bar, pool, holographic room (simulating only 2 areas
for now,anyway it gives the idea), dining room, and what i call "games area", with a small cinema,
a 6 computer "LAN", chess and mini-soccer.
while not big, i think is a nice place to stay, having a glass floor with awesome view.
crew are mainly cyborg, but in case of humans there is a bedroom with 10 beds, a kitchen,
a dining room with tv, bathroom and cryostatis tubes.
* war machine: it is also a great war machine, having 3 twin rail-cannons able to rip bigger ships apart,
(that you can activate from 2 points) and a load of 11 black hole warheads, able to eat entire planets,
a shield system (displayed in 3D in a lab), but most of all it's huge agility due to the giant engines.
* carrier was another hard task. i finally decided that it carry 4 fighters but is able to build (and hold)
other fighters if needed. here find place also a fighter converted in mech mode, and a new experimental
fighter/bomber with 3 engines (my design). a repair table and ...a gym (..i had much space....).
in my idea the fighters are used as support for cyborg missions, for defence or attack if needed.
* strategic platform say all and nothing. with that i mean a ship like that has potential,
that's why i placed a second office,many control consoles, a planetary and a big (for the ship size) bridge.
this ship can be used for space exploration, or to perform the most different missions, from rescue to
strategic attacks, so it must be versatile to match the needs of the moment.
when the ship was done, i placed it in space, giving the possibility to still visit the urban area by flying
towards the planet,and i think the result is acceptable.
i must admit it is still not 100% what i had in mind, but editor limits are always gripping me, and i had to
COMMENTS : was a continous fight against the editor bugs (GTKradiant 1.5.0)
for small map it's easy, but when map grow it start to be very buggy!
suggest: FORCEMOD III. is a very good mod, will give you much.
Thes hovering ship is FULLY explorable, it means it has no "fake doors" or
inaccessible areas. check with attention every area, try "use" button on
every console and in every direction, maybe you can find an hidden room
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 LICENSORS.