Sith Temple v2 (2 )

By BlueNinja
Date: 06-15-2010
Version: 2

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Screenshots

Readme

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S I T H T E M P L E
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For Jedi Academy
An FFA Map by Blue Ninja
Version 2
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FILENAME: SithTemple_blueninja_v2.pk3
RELEASE DATE: 9-6-2010
TO INSTALL: Just put the .pk3 file in your gamedata/base folder. You'll want to remove the previous Sith Temple v1 file if it's in there.
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FEATURES:
New Music (different from v1)
Bot Routes

Preface:
This is my Sith Temple map, and it is version 2.
Roughly a year ago, I submitted the Sith Temple Version 1. Then I made a film, shortly after, entitled the Archeologist's Story, and it featured the map, with some new areas. I could have submitted version 2 about a year ago, but the rigours of the Diploma Programme year 2 held me back. Now I've had my final exam less than a month ago, and I'm finally getting v2 out as very possibly my last submission to JK3files.com.

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DESCRIPTION
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For a description of the original map itself, and more screenshots, see:
http://jediknight3.filefront.com/file/Sith_Temple;98888x#1758489

V2 Description:
There are three new areas: An outdoor courtyard providing some welcome relief to the dark and red tinged interior. You access it from the Library. Accessible from this courtyard is the second new area, which is a tower. A spiral staircase takes you up to a round platform good for a straightforward duel (straightforward because you can't die by simply falling into lava or an abyss). The third area is at the end of that corridor on the left side (where you're propelled by jets). It's a platform gaming style room, with hovering and rotating platforms, good for much less straightforward duels, and I'd imagine it would make some pretty interesting duels. A fall means instant death, and take care not to step on the electric-doughnut-things (yes, that's their official name).

The dungeon is now escapable. Before, you could just walk to the end and die, but now, if your health and armour are high enough, you can go down, crouch, and cross over to a switch. Hit the switch and use Force Speed to escape, but if your health is too low you will die. Or of course you could get a teammate to flip the switch from the outside. I tested this and set the parameters for the trigger_hurt through SP, and it turned out that in MP, the damage done to the player was less. Well, that makes it easier, I guess.

New music:
V1 used Prokofiev's 2nd piano concerto, 3rd movement intermezzo as the soundtrack. That was probably a breech of copyright laws, I suppose, but this version includes music that I composed for the film that I made featuring this map. I composed and produced it, so there is nothing remotely illegal going on now. The music is two tracks from the soundtrack, combined into one .mp3. If you like the music, feel free to download it here: http://sites.google.com/site/ascendedfishmusic/
You might want to check out my symphony while you're there ;)

General improvements: I did increase the lighting somewhat in certain places, in response to Nozyspy's advice. But not too much, because I like this map to be dark.

The secret area is still there, but no new ones have been added. Again, there is info on how to find it inside the .pk3 if you cannot find it.

BOT ROUTES:
Yes, this time I actually made an effort to provide bot support, though I can't say how good it is. At least I gave it my best try! I tested it out and there are certainly places where bots get stuck, such as the jet corridor, but a placed a bunch of bots, spectated for a while, and for the most part it seemed to work decently. It's better than nothing at the very least!

BUGS: When you go through doors sometimes you see other doors disappear for a split second. This was a problem in v1, and I still do not know how to fix it. Also you sort of float when on the grass in the courtyard. Don't know why.

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Special thanks: RichDiesel and his tutorials on mapping. Without him, this map would not have been possible. And LucasArts and Raven Software for this game, and making it so easy to modify.
Also thanks goes to NAB622, whose bot route tutorial was quite necessary for the bot routing this map now has. Find it here:
http://www.nab622.com/frame.php?page=tutorials/_botroutes.html
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Texture Credits: The stain glass window texture, bronze tile, and curtain were maid by me in Photoshop CS3 by myself. The wood and marble textures are from http://members.at.infoseek.co.jp/godhandevilleg/works/texture/index.htm
And the books texture is from
http://images.google.com/imgres?imgurl=http://www.tru-techfinepapers.com/assets/bookshelf.jpg&imgrefurl=http://www.tru-techfinepapers.com/res_glossary.htm&h=240&w=516&sz=31&hl=en&start=3&usg=__v1oez4FtmpS0-GMjtRb7toDWlMo=&tbnid=PJs_8LmrizIw8M:&tbnh=61&tbnw=131&prev=/images%3Fq%3Dbookshelf%2Btexture%26gbv%3D2%26hl%3Den%26sa%3DG
And the Bookshelf: http://www.aussiesnrg.com/KiamaGame/Files.html
The wood texture is from: http://www.m3corp.com/a/download/3d_textures/pages/woodpg/wood1205.htm
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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.