Gamefront: Weekly Network Update 51 (week 51, 2011) - Files Part 2 - Network News Posted by: Danny on 12-27-2011 @ 10:57
This News Item has been viewed 47,299 times
Welcome to all for the 51st version of the Gamefront Network Update - Files Section the second part of the weekly news post. This Christmas Files part of the Weekly update includes the latest Files that has been posted on the Network Sites over the past few weeks including many different Modifications, Maps, re-skins, as well as anything from Starships to Trains for Railworks and much more. Lots of Mods, Mini Mods, Maps and models over the past few weeks, so many in fact that this is part two of the two File section updates due to the amount of weeks covered by this. Alhtough there are a fair few good modifications included that you will hopefully enjoy.
As always we would like to here from you if you see something that you would like to be added to the to this update, or you have any suggestions that you think may improve the Network Update then simply drop me an email at Danny[at]filefront[dot]com (please put "Network Update" as the subject though ). If you like the Network Update please feel free write a comment as I would love to hear any critism, support or otherwise(constructive though please as this is the only way that I know how good or bad the insider is and it would help me to improve this further).
Call of Duty United Offensive: High Resolution Blood Decals (1.0)
The GI JOE Mod for Call of duty is totally awesome it combines modern awesome weapons with totally cool maps, now not only can you play online but now there is a single-player option to play with bots in case you feel like going on a killing rampage. my favorite class is Gunner because with the main SMG you get so much accuracy and power, you are practically unstoppable... unless a SURPRISE NINJA comes up behind you and melee's you with his sword. Also the different teams get a different pistol which are both awesome, they have lasers and stuff. Bottom line.... it rocks DEFINITELY play it sometime!
Nearly 100MB of content. Please be patient when downloading! An innovative project by Team Zeheroth. CotH pilots and brings home the meaning of 'Team Deathmatch' in Warcraft III. With over 10 custom tracks included from various contributing artists. CotH is the biggest and final project by Ding760 and Team Zeheroth. CotH features 15 UNIQUE heroes for EACH team. With each hero capable of using his or her own individual special ability that can change the outcome of the game. CotH is unrivalled in Warcraft III when it comes to teamwork and team tactics.
This is a Beta, and hence all opinion and suggestions are welcome. Please visit http://www.teamzeheroth.webs.com to submit your opinion and view or any bugs. Many thanks to Phyrnna, OcularNebula, r4bbit, F4LL0UT, balderdact, JEBBAL, corbetweller, Nijg, AtomicBucket, larrylarrybb and i9incher for their amazing custom music! CotH would not be the same without their contributions.
This folder contains edited models of the Cardassian cruisers. In 2008 I uploaded the first cruiserpack, but lately I thought it needed an update. The ships now look more as the stock ones. I have also edited the ODF files to make the ships stronger. The stock ships were far to weak compared to the Klingon ships.
Important Note: Make a backup of your existing files, because files in this folder will overwrite stock files!
his folder contains the cyard, ctrading and cmining station. The cyard only has new textures, as I think the model itself, is fine. Important Note: Make a backup of your existing files, because files in this folder will overwrite stock files!
As always, thanks to Wrath of Achilles for his Texture Tutorial and Major A Payne for his SodTutorial.
Special thanks to apoclaydon/blade for his advice on the miningstation lighteffects.
All meshes, textures, etc are by me.
Included in this download are four versions of the Nebula Class:
- The first version is the Sensor-pod Variant first seen as the USS Phoenix in TNG: The Wounded.
- The second version is the weapons-pod Variant seen as the USS Sutherland (and sisters) throughout TNG and DS9.
- The third version is the dual-nacelled Variant seen as a model of the apparent USS Melbourne.
- The final version, is, quite simply, one without a pod.
Often referred to as the younger sister of the Vaunted Galaxy Class, these compact vessels serve more of a supporting role compared with their sister ship. Outfitted with a specialist interchangeable pod easily allow these ships to stand head to head with rivals during combat.
This is the second release of my nebulae mod for a Star Trek game Bridge Commander. This mod contains five versions of realistic dense nebulae created from scratch. Three of them are from first release with two new versions. Without your ship sensors there is a chance that you can get lost. It is a perfect place in universe for hiding from your enemies. Mod has five versions of nebulae: one original and four alternatives
Alternative_1 -darker and little bit more transparent nebulae (as in first release)
Alternative_2 -darker nebulae (as in first release)
Alternative_3 -darker nebulae with more gaps in its clouds, so that you can
see more of your ship when flying throught nebulae
Alternative_4 -nebulae with more gaps in its clouds, so that you can see more
of your ship when flying throught nebulae
This is an improved re-release of a mod I put together a few months ago. It was something I'd done as an experiment with creating characters and altering character scripts, but to be honest I don't think it was really worth much, and as USS Sovereign pointed out over at BCC, it required the overwriting of a stock-file, which is generally a bad thing to do!
So this code adds a button to Saffi's menu, which when pushed Brex will spirit himself into the Guest Chair on the Galaxy Bridge. If you're not on the Galaxy Bridge at the time of pressing the button, the script will automatically change your bridge set to the Galaxy! I had planned to implement the animations that make Brex walk around the Bride to get there, but when he steps in the turbolift, nothing will stop him from going to engineering (I swear I'm not making that up, it's both brilliant and annoying depending on what you want to do!)
This also gives him all the Guest chair animations so he will be able to look and things like that!
Zip-Archive for Mac, Windows and Linux Servers - A Modification allowing you to play the Campaign from the Single-Player Co-Operatively in Multi-Player together, with up to 4 Players in total.
Most important changes are:
- Reduced to 4 player Co-op
- Reintegrated Context Dialog
- Pressing the objectives key in SP displays the Co-op Objectives on Custom maps
- Updated the Video Menu to adjust 3rd Person Camera view
This is the Next Generation of Chrissstrahl's MOM. Which isn't nearly as dodgy as it sounds.
MOM 2.1 is almost 100% backwards compatible to MOM 1.0.
This is similar to the stock singleplayer Menus, but it
works in multiplayer any time, without cheats enabled.
Changes MOM 1.0 VS MOM 2.1:
- Improved Stability
- Crash fixed when started from the Menu: Start Server
- Enabled selection from the Maplist when Starting a Server
- The Functions can now grab the player who called them
- A function can now be called in multiple instances
- Menus lock down when they can not receive input
Alright today I have the Nightsister's Xml file that has been edited so that you can play as them on all factions. This also reduces their prices by a bit making them more affordable to make. Besides who doesn't want to have a bunch of ladies running around on the field draining the life out of you enemies.
Alright for those of you who have seen in Foc that in the description, the skyspray belongs to the Empire. Well knowing that and reading star wars novels with them in it, I have taken the Xml file for it and modified it where it is stronger and the Empire can make them now. Also a bonus, I have reduced their prices and build time allowing you to make them in a higher production rate. Enjoy
NOTE: Rather than submit a video file for download the author requested that I embed the Youtube trailer into the review, therefore the file you can download is just a .txt file which contains Youtube links to both this video and a version with voiceovers!
While I have been aware of the Neo Dark Ages mod for some time, I am embarrassed to say I do not know that much about it. However, I do know that this is a huge Total Conversion mod that has been in production for a long time that that it is totally epic! Seeing this trailer and the amazing stuff in it has got me very interested in seeing how this mod progresses, if your interest has been piqued too, then be sure to check out their Official Website!.
The mod seems to be fantasy Middle Ages themed, and from the screenies on their site I can say that this looks freakin awesome! There is some genuinely amazing model, texture and mapping work there! No to mention that fact that it has some completely original music created just for this mod!
Fancy giving your JKA singleplayer a bit of a shake-up? How about playing as a Reborn instead of Jaden? Fancy fighting a train full of Lando's? Well this mod is for you!
Fishguy3039 brings us a mod which switches all of the characters around, basically meaning that Jawa's become Tusken Raiders and Tusken Raiders become Jawa's! Rebels become Stormtroopers, Imperials become Mon Mothma's and at the end of the game you get to fight a possessed Luke! Certainly a fun sounding concept, though I have the feeling something similar has been done before. Still, you can have a lot of fun with this mod!
Of course the main problems with all replacement mods like this is that the Reborn will of course have Jaden's voice overs and Kyle and Luke will sound like women! It is worth playing through singleplayer with this mod just for that!
I have never liked those blurry smudges that drag out behind your saber blade as you swing, I mean, the OJP team managed to make film accurate lightsaber blur effects, why not Raven? It would have made the game much more cinematic... Oh well.
SonofWindu here brings us a new mod which rather elegantly gets around that problem by simply removing the glowy white smudge in the middle of the saber trail and leaving a simple faintly coloured 'swoosh' instead, which I think looks very cool. The screenies the author has supplied below should give you a pretty good idea of what it looks like! The saber blades have also been tweaked; now looking slightly fuller with deeper richer colours and a slightly pointier tip.
All in all a nice little saber mod here, which may just usurp the saber blade mod which I currently use!
Ever wanted to have a toxic grenade like in KotOR? Well now you got one! This little mod here changes the thermal detonators into toxic grenades, complete with luminous green goo and splattery sound effects! I am particularly impressed with this mod, indeed it is one of the best weapon effect mods I have seen in quite a while. The author has obviously thought of all the things that needed changing to make the effect convincing and spent some time getting each of those things right, such as the green goo residue left on the floor (instead of a blast mark) the splatter sound effects, and even the flash of green light, instead of yellow, when the detonator goes off.
It is a bit of a shame that the green goo left on the floor does not damage you when you go near it, as toxic residue should, but I don’t see how this could be done in JKA without changing some coding somewhere.
Description: Adds 7 new light-sided items for LS players(there is so many mods for DS players and thats definately unfair)
just use the cheat console ( write ^` ingame) and type giveitem and 1 of these codes.
Installation: Copy the .UTI files into your C/Program files/LucasArts/KoToR2/Override-folder.
This mod, by somenoob, is a clever - if unpolished - way of grafting some new characters onto regular maps.
What this mod does is it uses a user script (enabled by the 1.3 patch) to load in new units to stock maps. It relies on the user having some basic LUA knowledge, since the code console (also from the 1.3 patch) is the primary means of loading in the new units.
The new units are strange and without any consistent theme, and while they play with some interesting features, they're really prone to failure - many of them have missing localizations, award weapons bugs (which freeze the game), and missing sounds.
This assets pack, by Dakota, is a compilation of .odfs and effects with which aspiring modders can create new sides.
The pack falls into the school of thought that would say "Particle effects are fun. More particle effects? Must be more fun!" I can't vouch for that line of thinking, but there are plenty that are heads-over-heels for it, so there you are. Most of the weapons in here are overpowered, which makes for some silly gameplay, in my opinion, but again - opinion.
There's an extensive description of the weapons included in the readme to follow, so if you're interested, be sure to take a look at the readme (or the videos made by the author following this review). Keep in mind that to use these weapons, you will need to have the ability to create a new side with the mod tools.
Loners spend years in The Zone trying to scrape enough rubles together to return to society rich, rather than in a week or so, for a reason. Stalking is hard, and the Marked One is going to have to struggle and loot for every ruble he makes, because nobody is going to give him any more than they can help.
All trader buy rates overhauled. (there is now a price for everything that can be sold, and that price is usually rather low. You'll make your best money by selling artifacts and mutant parts, as you should. Duty and Freedom will pay more for weapons (but only the weapons their faction uses), while Sakharov will pay the best prices for artifacts and mutant parts, but crap for weapons, and Sid and the Barman will be generally cheap but not super-cheap bastards)
All trader sell rates overhauled. (just sticking a '10' in sale prices for every weapon sold by anyone anywhere ever is kind of lazy, just for example). All trader supplies adjusted. (fluctuating, rather than eternal reliability in stock at any given time). All Quest rewards overhauled. (roughly vanilla levels, paying five times a jellyfish's worth is stupid, but you'll always get better rewards than if you just sold something you were hired to bring somewhere)
This small mod adds dynamic depth of field (DOF) as well as zoom DOF in r2 render mode (dynamic lighting). It is built onto STALKER Shaders MAX 1.02 by Kingo64, which is built on Sky4Ace shaders, which incorporated DOF only for long distances, and statically.
This mod is compatible with 98% of other mods and is highly recommended.
Near DOF: Unlike in the original shaders from Sky4Ace, not only objects far away but also those to which you are very close will be blurred (when you don't focus them).
Full Dynamic DOF ( "auto-focus" ): The depth effect depends on your target distance, meaning that objects which are further away or much closer than those you are focusing will be blurred - the way your digital camera does it in auto-focus mode. This effect is well-known from Stalker CoP and other newer games.
Zoom DOF: When zooming in weapon aim mode (with or without scope), the regions further away from the screen center will be continuously blurred, like in other games (e.g. Far Cry 2). This effect was requested long ago by the community but so far nobody had found a way to realize it because it can't be done by shaders only but needs some scripting.
This mod subtly improves the vanilla game in several areas without changing the original experience too much.
It combines my three vanilla mods: "Localisation Fix" (changes to the English language text), "Key Cards and Flash Drives" (Borov and Barmans key cards, hotel key and new flash drive icons) and "Disable Camera Flyby Cut-scenes" (removes the cut-scenes in Agroprom and Wild Territory). Includes a lot of other tweaks to improve the single player game slightly, in particular the PDA and inventory screens. See the full list below.
Contains a modified all.spawn so requires that no other mods are installed and a new game must be started.
Have you ever wished there were dancing boys in Morrowind? No? This mod isn't for you then because now there are and they're dancing in Desele's House of Earthly Delights in Suran.
The boys are enormous flirts and will flirt with anyone whatever their gender. They all have a different set of greetings and what each of them says changes depending on their disposition towards you. The boys are very loyal to Helviane Desele and will do everything they can to keep the peace in her tavern.
If you are a member of House Redoran one of the boys will move to your stronghold and dance there if you're nice enough to Helviane at stage three of your stronghold construction. If you don't want a dancing boy in your stronghold then you can still complete the quest using the alternative methods.
Facton Living Quarters is a collection of ten simple living areas designed for low level characters near the beginning of their journey through Morrowind. Each guild and three of the Great Houses in Vvardenfell now offer modest living quarters. Faction members now have somewhere to store a decent amount of stuff and a place to practice their skills while they work their way up through the ranks.
The Fighters Guild quarters has a working practice dummy.
The Balmora Mages Guild now has a communal alchemy room with respawning plants and an alchemy ingredient sorter.
The Thieves guild quarters also has something useful - check behind the bed once you're in there.
You will find a teleport ring in a small chest in each of the quarters which will return you back to the quarters when you use it.
The quarters contain a few cheap items relevant to your chosen profession which I reckon are small welcoming gifts from your new colleagues, other than that the rooms are clutter free and waiting for you to put your hard won loot in them.
The doors to the living quarters are locked until you join a guild or a Great House, when you become a member you are able to stay in their living quarters.
Included in this download are two versions of the Excelsior Class:
- The first version is the typical version, as seen throughout ST:TNG and STS9.
- The second version is the Refit, as seen with the Enterprise-B (ST:Generations), and the Lakota (DS9: Paradise Lost).
One of the most widely used starships in the Federation fleet; the Excelsior is also quite capable of holding her own, even against contemporary opponents. Along with fleet combat and exploration, the Excelsior is also a fond sight when escorting larger Federation vessels.
This is a retexture of the P81 MK1 and MK2 Galacxy models with the SNS Galaxy Textures. The pack includes both blank and hero versions. You will need Damage Textures from the Constitution Pack and weapons sprits from the Excelsior Pack. A link to Download the Constituion pack is in the Comentsection of the Excelsior page ( http://armada2.filefront.com/file/Excelsior_Class_pack;120108 ). Models included are
Star Trek: Armada II - Zero Hour
Federation Shipyard x2
Star Trek: Armada II - Zero Hour
Star Trek: Armada II - Zero Hour
The Klingon ship Amar , tried in vain to destroy Vger. A TMP eraed vessel. When the Klingon Empire, first learned of the path of the then unknown, massive vessel, the Empire had only a very few months to refit the IKS Amar, with a stronger hull. But in their haste they forgot to strengthen some key systems. Sme Weapons are Stock, others are included, so anyone with BC can use this ship.
but You really Need your Strategy and tactics, Klingon ships are very tough Hull wise, It is Hard to take out Weapons, But they are Very easy to defeat. This vessel Does Have a major weakness, you just have to find it Before they get you. (( if you encounter a problem, put it in the Starfleet Download area over at BCC ))
This is a model of a Imperial Space Station. It is based on concept art for an Imperial station for Galaxies. It is not a new faction starbase (no 5 tiers) I coded it as a reinforcement starbase to be placed anywhere in skirmish or in the special structure slot in GC.
Some additional coding is required to get it ingame
This is a model of Hondo Karr and his ship. It can be seen in the Legacy comics. Hondo Karr is a mandalorian in the Legacy era who was betrayed by his friend and had to serve in the imperial army for a while. Now he is hunting for the traitor in his black armor.
Many thanks to The Farseer for his Dual pistol Mandalorian which i reskinned (and very slightly modified) to look like Hondo Karr. The model comes complete with Landing animation, code and icon. Some additional coding is required to get it ingame
If you've always wanted a personalized coloured Star Destroyer than this pack is for you. You'll find nine colour variants ranging from red to gold specialized for War_Lord_Link's re-rigged Imperial Star Destroyer models in this pack. An included bonus is a re-rigged Venator-class model.
Another solid release from Warb. I have to say I absolutely love the look of the red hangars in the open door variant. I can't wait to see this release utilized in some mods.
This is a model of the Sith Troop Transport as seen in the concept art from The Old Republic. I made two variants, one with the doors open and one with the doors closed. The one with the door closed makes more sense for a spaceship but it looks better with the doors open. I also made a landing variant. The model comes complete with Landing animation, code and icon. Some additional coding is required to get it ingame
This mode will replace the player4 skin with ghost tommy. Note:This mode will only make tommy look like ghost therefore dont expect it to go through walls or cannot be seen. Backup your files before installation i do not take the responsibility if anything goes wrong.
Man, I wish I could make maps as quickly as hollywood_g1 is able to make his skin packs! Here we have v3 of his Galactic Alliance Jedi Armour Pack, which includes no less that seven new armour sets, which include glowy bits (eeexcellentt...) and shiny effects (as well as excellent specular shaders!) for added depth as well as four new heads! There are also two new full skins, a very Sithy looking bald guy decked out in red armour and a more Jedi looking guy in shiny bronze coloured armour and robes. For some reason the character avatars for these two skins did not show up and simply appeared as blank black pictures, which was a little confusing, but nothing that makes me want to tear my eyes out in horror.
Included as an added bonus in this pack are HOUOU's backhanded saber hilts, should you want something more Force Unleashed style!
Before I became aquanted with hollywood_g1's excellent customizable skin packs I considered the customisation menu to be a bit cumbersome for modders to use, but having seen this authors excellent and continued support for it I would encourage other skinners to have a go at including customisation options for their skin packs too, the end product is really quite fun!
At the risk of sounding like a total friggin idiot, I honestly have no idea what the point behind this mod was.
Enclosed in the pack is a bunch of vehicle files that try and capture the Rogue Squadron, Red Leader to Red Five. This would be all well and good, but...honestly, it looks like 13 MB of work was done for like, what, maybe 800 KB of product, maybe less? I've been looking at the content inside for half an hour now. The only major differences I can note in this pack:
- The X-Wings now have static droid choices, versus just random.
- If you use the improved R2 mod, it'll change the idle babble the droids make.
Otherwise, there appears to be NO difference in the skin content, at all. I looked painstakingly at all the screenshots, the textures, in-game renderings, even the .npc and .veh files. If this was intended to be a prank or joke, you succeeded, because goddess help me, I see no other reason to duplicate all this data save for either taking the long route of modding or just plain wasting a reviewer's time. I swear, I exhausted myself to insanity.
It is great so see authors still doing community requests, it just goes to show that the community and modders are still alive and kicking and listening to what people want to see! Here hollywood_g1 has made a skin requested by SonofWindu96 which is a black Jedi Trainer. I certainly think it is cool to see some more ethnic diversity and I have to say that overall the dark skin really fits well with the choice of model with the hair bob. There are also team skins, the red team varient being a sithy version with the evil eyes.
I do have one complaint though and that Is the texturing on the face. It looks like the Lando face texture has been applied to this model and altered a bit, but the skin colour on the rest of the Jedi Trainers head, such as the neck, which has obviously been colour adjusted, does not match the skin colour on the face. This results in a fairly noticeable 'seam' between the two different brown skin colours. The is the only major thing that I think could be improved here as the rest of the skin is very good, but I do think that 'seam' kinda lets the skin down a bit as it looks like someone has chopped Lando's face off with a lightsaber (!) before grafting it onto a Jedi Trainer. Somewhat unfortunate for Lando I am sure.
Apart from that though a very cool idea for a skin, and it gets a thumbs up because it is a community request too, but I would definitely say the face needs some more work!
This mod replaces the Shielding Visor with the Survival Mask, a unique item with a unique model. I created the model by combining the Verpine Headband and the Breath Mask, and doing some modeling of my own. It has a unique high resolution texture.
I do not take credit for the resources created by obsidian, lucasarts or bioware, only the work I have done.
Company of Heroes Custom Map:
This is my first map I have ever created. It began as a project based off of the Auschwitz concentration camp. Only after I had gotten all wound up in the project did I realize how big an undertaking it really was. It took me a little over a year to create working on it off and on. I tried to follow aerial photos of the camp during my design, to make it as close to the real thing as possible. Obviously, I simplified some aspects, like number of buildings, so that the gameplay would still hopefully be fun.
I may make more maps in the future, so your input is greatly appreciated. I am also open to suggestions on this map especially in the area of territory sector layout.
Although, I did do resource testing on my own (and followed some guides) to get the map to a point that I like, I will not be as thorough compared to community input.
Thank you for playing! and Thank you in advance if you give Feedback.
This is a multiplayer map which I created for the Company of Heroes modification Eastern Front, featuring up to four player slots.
"Retreat! The Germans are coming!" It's Summer 1941, the mighty Hitler-Stalin Pact has been broken. While the hot sun burns over what once was East Poland, you can hear the clattering of German tank treads, the fizzling sound of artillery projectiles in the hot air of June and the screaming roar of Stuka engines. Everything else seems silent, the Red Army is on retreat. However, appearances are deceiving. Close to the once idyllic town of Lemberg, now devastated by German artillery, some Soviet divisions regroup to block the Germans' way to victory. For the glorious motherland! The area is suited perfectly for flanking or ambushing the enemy, the dark woods provide good cover, while the fields may be deadly traps unless they are equipped with some well placed sand bags. Good luck, Comrades.
Fight along a semi-dried up river. The scenery shows that the area has been bombed multiple times, with fires, and building damage. Good map for small battles. The scenery also includes AA in the background, shooting at the sky and distant battle sounds.
Large, open desert/mountain map with an Arabian village, a US military base and a terrorist camp. This map is a tribute to "C&C Generals - Zero Hour". It is a remake of a our favorite Zero Hour map. All the buildings and vehicles are supposed to look like the ones from the strategy game.
Coldstorm is a bomb/defuse map created by J4CK8 and Mikeypilk. The terrorists have targeted the major piping industrial company Jammy Pipes (possibly for selling shoddy goods, but their reasoning isn't totaly known) Your job is to stop them at all costs...unless of course you are them, in which case, do not be stopped at all costs.
A custom nav
A custom radar
Some special music
Thanks to TopHATTwaffle for most of the custom textures in the map.
This is my first map. It's an GunGame map, specialy to DeathMatch tipe of GunGame. It has a large amount of spots and different climbing ways to the tower. I was able to provide a spot in the starting zone to snipers kill other snipers in the other side. The tower is quite big, and will serve to test the capability of the team to conquer it and hold it. The tower offers a great visibility to the way the other team comes, but it has the disadvantage that it's prefurable, so people down in the floor can kill others in the tower without they even see who attacked. Personaly, I thing that the map came out better than I expected, and I hope everyone enjoy it!
Lua-Upgrade for rpg_magnificent. New and updated features include:
* func_forcefields (Code is in but deactivated pending map and gameside-issues)
* new locations (if you have other locations please delete them)
* Intensive care Lockdown (via the console in the CMO-Office)
This package is required on both server and client-side due to the strig-file for locations.
This is a retexture of the Atlantis map. For the most part, DocErik replaced all the textures with higher res./more refined versions of the old ones. The old ones just started to look like "c**p" to him, apparently, so he decided to do something about it.
This map is the Echo Base at the nicght. In the Echo base itself is the millenium falcon and some crates around it. In the hangar are 5 structures of the rebels: The barracks, the heavy and the light vehicle factory, the shield generator and the research faclity. In the next room is the command central and the communications array. At the empire base are two smaller shields. Under one of them is command central and communicationsarray and under the other one is the rest. Between this is relatively great area with less cover. Just the generator of the rebels is hidden. On the rebel side are some trenches for infantry. On the empire side is a crushed snow speeder and in the middle is a wampa cave.
This map is based off the rakata prime planet (unknown world) on the KOTOR game. Wookiepidea has this to say about it: "Lehon (Rakata Prime) was a tropical world that inhabited a remote and relatively unknown corner of the galaxy known as the Tempered Wastes, a largely void area of space. Its surface was largely covered by oceans which were dotted by numerous clusters of islands and archipelagos. It was the only habitable planet in the Lehon system, but it shared an orbit around its primary star with the Star Forge, an ancient Rakatan space station and factory which drew its fuel directly from the system's primary star. The planet itself was orbited by two small moons, but one of them was close enough to be visible from the surface during daylight, covering a significant portion of the sky."
Alright I am back with a fix to my map Planet sizzle. I fixed a few errors about the map but 1 that stood out was that I forgot to add generators for the turbo laser towers. Anyways remember player 1 should be the empire and player 2 should be the rebels. Any feedback is appreciated and I hope you take the time to download this map
It is always great to see a mapper's skills get better and better; I remember when I reviewed the previous version of this map back in 2009 and I can say that StarGateSG_1's skills have vastly improved! The first versions of this map had an interesting concept, but were still fairly primitive in their construction and architecture. This map on the other hand looks great! It seems to be in the crater of a volcano; the rock walls are very natural looking and the hovering platforms are now levitating rocks which also natural... their shape I mean, ahem, real rocks do not actually levitate of course!
Or do that? Some people say that vibrating a stone at a certain frequency can cause it to levitate, though unfortunately there has never been any proof put forward for that. Shame, floating rocks could be quite useful in the real world too!
Anyway, this map is all around a massive improvement on the last version, the difference between night and day I would say. The red lighting from the lava below is very atmospheric and there is some great music to compliment the map as well! As with the last version, some of the levitating platforms break when jumped or fallen upon, so watch your step!
Well, what I can say? It's a great map with striking detail.
Erstok has given us his final version of the impressive Jedi Council map, complete with custom textures, attention to detail, and just an overall fun place to have a lightsaber battle. This current release is a bit better organized and structured than the previous so you may noticed a slight improvement in performance and any other glitches you may have encountered with previous releases.
A full list of updates can be seen in the readme below, so what are you waiting for?! Give this a download and join the party!
Korriban maps have always been a staple of JKA mapping, but I have to say it has been a while since I have seen one that is as good as this!smc762 brings us a medium sized duel map with some deadly traps to watch out for, such as deadly spikes and devices to roast you alive. I wont go into too much detail, as that would spoil the fun now wouldn’t it? Suffice it to say, there were a couple of instances where I jumped out of my skin whilst running around as these traps were well camouflaged and came as quite a surprise.
The layout is simple and clean, bot offers a few different areas such as narrow walkways and a large open center area (which is more dangerous than it sounds... ehehehe) and the architecture has some nice details and the texturing is well done. One particular aspect I was impressed with is the lava which looks much more 'alive' than the slightly insipid base JKA stuff, as it moves and oozes around a lot and looks quite cool (or hot)!
Last but not least the map features the 'asteroid chase' music from The Empire Strikes back, which has to be some of my favourite Star Wars music of all time and has a great tempo for a duel map!
Normally, as per our submission rules, we would not accept a map submitted by someone that was in fact made by another author after being converted over to Jedi Academy from a different game that it was originally made for, but here we have a very special exception.
Some of you may be familiar with the Temple of the Massassi, or in its original guise, Pyramid of the Magician. The JKA map has been floating around the net for a long time now; it was originally converted by persons unknown from the Quake III Arena source files released by its original author, mapping genius Simon 'Sock' O'Callaghan. And when I say genius, I really do mean that. I know we have had amazing mappers like Darth Norman and Sith J Cull here over the years, but Sock's work is of a level which I do not think any map released here has ever been able to match. Seriously, go to the link above and check out his work (he also has some excellent tutorials on some more advanced mapping features)!
Anyway, at first I was going to reject this map as per our rules, however it would be a shame to deny this map an 'official' presence on a JKA modding site, and so I emailed Sock to ask him what he wanted me to do with the map, and to my great surprise he said he was absolutely fine with it. That's extremely good of you Sock! So since the submitter did not make the map I think I should review this on its own merits as though it has had a few changes in the conversion over from its original source material, it is largely the same map.
This map, by SleepKiller, is a wide-open map set on Bespin.
I think that the idea for the map is a good one - having a maze-like map set as a faction's base - but I think that this map falls a little short of its goal.
First of all, as it is wide open, there is just a ton of running around. With the exception of a few command posts, the openness also means that there's very little cover to get behind. There are vehicles added to the map to offset the running-around factor, but (and this is more of an issue with the nature of hover tanks in BF1 than anything else) since the vehicles are hover tanks for either side, they end up being slow and prone to flip over.
It would be nice, too, to see the map move somewhere beyond a location already in the game - sure, still use the assets, but retexture them and throw in a new sky, and boom - new planet. A little extra effort can go a long way to keeping the map feeling fresh.
The author included a short video, so be sure to give it a quick view.
Canyon Ambush, a map by grayo03, is a rather large map that appears to be set on Geonosis, a place of many first maps. Presumably, this is a first map as well, which if you've spent a lot of time on this site you should be well acquainted with.
This map contains a lot of very flat terrain over a huge distance, some of which is interspersed with random props. There are some collections of buildings, presumably cities, at opposing ends of the map. There are a bunch of turrets and constructable items randomly placed throughout the map, most of which at locations which don't really do much for either side. There are a lot of control points, some of which are on hills which are very flat. There is also a canyon running through the center of the map, presumably lending the map its name. There is a control point in the canyon as well, which can be rather contested and hard to fight in due to a real absence of cover on the map.
This map is an update to bobfinkl's earlier Abregado-Rae: Venezia, which was in and of itself, a pretty fine map.
This version doesn't do a lot to change what was good about the earlier version; in fact, it doesn't seem to change a whole lot at all. It feels like the lighting has been tweaked a bit(?), but beyond that, no real difference I can see. It stands (as it did before) as a solid example of how to re-use Naboo assets well, and it's a pretty city here.
This mod, by Darth_Pasha, does exactly what his previous versions of the same mod have done - it changes the Coruscant (-and why always Coruscant? A mystery for the ages, it seems.) sky to a different sky.
The real difference with this version is that it includes multiple cor1.lvl files, so if you're the finicky type and don't want just one new type of Coruscant sky, you could pick from among five others.
It seems a bit excessive to have such a fine degree of control over the barely-noticeable sky of Coruscant, but hey, we here at SWBFFiles are all about the excessive. So if you're looking for a new Coruscant sky, this is your one-stop shop
This map, by Locutus_MentorOfDormin, is a fun little close-quarters map that really rises above its (Geonosis) moniker.
While it's called Geonosis, it could really be anywhere desert-y - it doesn't look like most Geonosis maps (or settings show in other media), and fortunately for us, that is a good thing. What this map does do is use space well - both horizontal and vertical (similar to the author's previous map) - to give a map that feels quite labyrinthine.
I really can't put forward any complaint about the map - it's fun to play and it uses its design well. The Clone Wars Raxus props are integrated well with the CW Geonosis and stock SWBF2 props to create a coherent setting. If I were to recommend one thing to the author, it would be to go ahead and try and add in some scripted events for ambiance - animated flyers, moving cranes, etc. It looks great, but I'll always want to see the next level above. Nice work!
So if that's not word enough, let me be direct - go ahead and download this map and give it a try. You'll enjoy it.
The aesthetic is, once again, a kind of disturbing. The load screens have lots of completely-unrelated anime images, while the music vacillates from one style to another, without seeming to "fit" the themes of the map.
The artwork is strange - there are some neat environmental themes that the author explores, but the art feels rushed and a little sloppy. There are a lot of stretched textures, jagged edges, and otherwise clear breaks in the "reality" of the level(s) that serve to only remind me that I'm in a game (instead of trying to support the otherworldly feel the author is going for).
The enemies are creative, but a lot of the issues with the art carry over here. While I'm sure that some intent was put behind the movement of the enemy characters, the breaks in animation - either where melee animations don't blend or where the character speed exceeds the speed allowed by the run animation - just feel buggy. I don't know that I'm the kind of perturbed by this that the author would like.
When posting comments, you must follow these rules:
No "Yay I got First Post!" posts, no exceptions and no matter what other content the post has!
No Pornographic Material. Any sexually oriented imagery or links to such content will not be tolerated.
No Warez or Illegal Software. This includes linking to software, posting about it, and suggesting to get it.
No Cursing or Swear words. We encourage you to use our comment sections as a forum to debate files, news, etc., but please use proper adjectives to express yourself. We will not tolerate abuse upon another member or author.
No Attacks / Retaliation of any kind against a member, or group of members.
Please do not advertise for other sites or forums here.
Maximum of 3 smileys per regular member.
The high interactivity of this site should be considered a luxury, not a right. If you cannot follow these simple rules, you can and will be warned or banned from the comments, site or the entire network for any period of time. Now enjoy yourself and behave!