Asteroid Base, one of the most signified map ever made for Star Trek Voyager: Elite Force. Released in a time where only starship-like designs were being made, Asteroid Base introduced an entirely different setting away from the 'traditional' saucer/engineering section design plans. A setting where the RPG-X communities severely benefitted from since roleplaying for Elite Force was in its infancy. Without Asteroid Base, the RPG-X modification may have looked significally different from what it is today, not to mention the look of various communties formed around that.
Asteroid Base - Readme
Release Three - 30/04/2020
"They're accusing, like always without knowing. What is just fiction or what is the truth"
Description:
Asteroid Base, one of the most signified map ever made for Star Trek Voyager: Elite Force. Released in a time where only starship-like designs were being made, Asteroid Base introduced an entirely different setting away from the 'traditional' saucer/engineering section design plans. A setting where the RPG-X communities severely benefitted from since roleplaying for Elite Force was in its infancy. Without Asteroid Base, the RPG-X modification may have looked significally different from what it is today, not to mention the look of various communties formed around that.
Release THREE was made out of my dissatisfaction on how Release TWO ultimately worked out on a technical level (see the comparisation shots between Elite Force and Jedi Academy on the webpage) and originally, it would've been for the RPG-X modification and especially for The Last Outpost's "Asteroid Base" storyline. In that storyline, an admiral aboard the Battlestar Aurelia (which would've seen an RPG-X release) would taken temporarily taken command and would start upgrading and retrofitting various components of the base, combining elements from the Battlestar Galactica episode "Pegasus" and the Babylon 5 episode "GROPOS". After that, Release TWO would've been discontinued in favor of Release THREE or a special made RPG-X version.
Altough Asteroid Base features a heavy Star Trek design, I think the map can work within the Star Wars setting of Jedi Outcast and for Release THREE, I only focused on the area's as established in Release TWO. Unfortunately, since there is no public version of OpenJK available for Jedi Outcast, development was done using the default 'vanilla' version of the game. See below and the Release Notes for more information.
Jedi Outcast version
The Jedi Outcast version is based on Update ONE for Jedi Academy, though several compromises had to be made. For starters, most of the double and Trek doors have been removed in order to prevent the "Error: CM_InlineModel: bad number" message, basicly telling the player that there are too many brush entities.
For this reason, two lifts (between the Sciencelab and Shuttlebay control and in Engineering) has also been removed. Since Jedi Outcast does not support custom sounds, they have been scrapped as well. Bot support has been included, since both Jedi Academy and Jedi Outcast share the same bot routines.
Over the years since the Jedi Academy release, I had hoped that a stable version of a limit removing port would be available for Jedi Outcast. Unfortunately, this has not been the case with the versions that I have tried (OpenJK, OpenJO, JK2MV). When a limit removing stable version becomes available for Jedi Outcast, work shall be undertaken in order to incorporate certain design elements found in the Elite Force and Jedi Academy versions.
Game info:
Game: Jedi Outcast (tested on both the base game and JK2MV)
Gametype: Free for all (Other modes may work but are not supported)
Number of Players: max 16, recommended 8-12
Bot Support: Yes
Credits:
Mapping: Apprentice
Additional models: Apprentice
Additional textures: Apprentice
Skybox: Justin Fischer
Feedback:
Feedback can be given through apprentice(at)apprentice(dot)be.
For actual information about the map "Asteroid Base", see the website www.apprentice.be
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THIS MODIFICATION MAY NOT BE USED WITH UBERGAMES RELATED PROJECTS NOR MAY IT BE USED IN NON-UBERGAMES PROJECTS MADE BY UBERGAMES STAFF AND/OR THEIR AFFILIATES, PAST, PRESENT AND FUTURE.