Cargo Bay: Section 12

By Grets Sirob
Date: 09-27-2003

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JEDI KNIGHT 2 MODIFICATION
Title : Cargo Bay: Section 12
File Name : ffa_cargoship.pk3
Author(s) : Grets Sirob
Date of Release : 09-14-03
Email Address : grets_sirob@attbi.com
Homepage : www.christiangaming.org/redeemed/

Misc. Author Info : This is the first map I've actually released for Jedi Knight 2: Jedi Outcast. Although the release of Jedi Academy is near, I had decided that I would release one map for JK2. Even if it was only five hours from the release of JA. Anyways, I've made many maps, but never actually finished any of them. The only other thing I've released was a prefab that really wasn't that good. I got into the beta stage of one map, but eventually scrapped the entire map. So, I'm glad to have finally released a map for JK2! An updated version for JA will be released once I have the appropriate tools.

Description : ffa_cargoship is the cargo bay area of a large ship. There are three bays, and a hallway to connect the bays. Each bay has different qualities. Cargo bay 1, which, when facing the locked door, is on the left side of the map, doesn't have many crates. Here you will find a great place to duel, and even a few cramped areas to hide in. In cargo bay 2, opposite cargo bay 1, there are many, many crates. As you enter, there are paths you can take through the labyrinth of crates. There are several items in here that may be hard to find. You can also jump on top of the crates, and simply get around that way. You will miss the items below, however. Cargo bay 3, located at the end of the long hallway, is very large. There are many crates of all sizes in here, but there is still lots of room to jump around and duel in. There are also many cramped passages through the crates, some leading to items, others to a dead end. This room, at first glance, seems like a bad place to play the gamemode, "Jedi Master" in, due to the size. However, it is possible to get all the way to the top of the stack without force powers. I have put all the spawn points on the ground, so that bots will not jump around until they find the bot path. Oh, and the little hallways between the cargo bays and the hallway is suppose to be a kind of "airlock," in case the pressure is compromise. But for practical purposes, it's to increase framerate. Have fun playing. :)

Credits : Credits go to my beta testers, as listed below. I would also like to thank Spector, for originally inspiring this map, through his map 'The Shadow.' I must thank my friends Alien2385, Blinky, Drachemorder, Fabier, and Legolas for contributing textures. Thanks also go out to Lucasarts and Raven for creating this game. George Lucas, of course, is thanked, because he originally created Star Wars, which kicked this whole thing off. However, all thanks must go to Jesus Christ, for what He has done.

Beta Testers : Alien2385, Drachemorder, Indesertus, Fabier, Frodo4God, Legolas, Garfield, MatarSith, Tinny, Thoringil, and Sabe.

Development machine : Athlon XP1600+, 256MB RAM, GeForce2 MX 400(go ahead, laugh).

Machine(s) tested on : Athlon XP 1900+, 512MB RAM, GeForce3 Ti200; Intel Pentium 4 2GHz, 256MB RAM, Intel SiS 650; among others. Since I had a large number of testers, expect a wide variety of machines. The ones listed are the ones I know of.
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CONTENTS

MAP FILES:
.map: No
.bsp: Yes
.nav: No
.wnt: Yes
.arena: Yes


IMAGE FILES:
.tga: No
.jpg: Yes
.shader:No

SOUND FILES:
.wav: No
.mp3: Yes

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INFORMATION

Brush count : 2866
Entity count : 543
Base info : Made entirely from scratch.
Software used : GTK Radiant
Known bugs : Bots sometimes get stuck in certain areas, but they almost always get stuck no matter what map they're on...
Build time : It took me about a month to finish it, although, total build time is probably around 3 days or so.
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INSTALLATION

Just extract ffa_cargoship.pk3 to \GameData\base.

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LEGALITIES(you MUST read):

* I admit that *
(as required by the LEC Licence Agreement about Addon Levels)

1. My Level works only with the retail version of the
Software, and does not work with any demo or OEM versions
of the Software.
2. My Level does not modify any COM, EXE, DLL or other executable files.
3. My Level does not contain any illegal, scandalous,
illicit, defamatory, libelous, or objectionable material
(as may be determined by LEC in its sole discretion), or
any material that infringes any trademarks, copyrights,
protected works, publicity, proprietary, or other rights
of any third party or of LEC.
4. My Level identifies in every description file, on-
line description, read-me, and in comments in the New
Level code: (a) the name, address, and e-mail address of
the level's creators, and (b) the following disclaimer:
"THIS LEVEL IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY
LUCASARTS ENTERTAINMENT COMPANY. ELEMENTS TM & (C)
LUCASARTS ENTERTAINMENT COMPANY."
5. My Level may not be sold, bartered, or distributed with
any other product for which any charge is made (other than
incidental charges for time spent on-line), but rather
must be distributed free of charge.
6. By distributing or permitting the distribution of any New
Levels, all creators or owners of any trademark,
copyright, or other right, title or interest therein grant
to LEC an irrevocable, perpetual, royalty-free, sub-
licensable right to distribute the New Level by any means
(whether now known or hereafter invented), and to create
and distribute by any means (whether now known or here-
after invented) derivative works thereof, and to charge
for the distribution of such New Level or such derivative
work, with no obligation to account to any creators or
owners of the New Level in any manner.

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COPYRIGHTS / PERMISSIONS

If this file has been modified from it's original version, you MAY NOT download or distribute it.

Authors may NOT use this level as a base to build additional levels.
THIS LEVEL IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS ENTERTAINMENT
COMPANY. ELEMENTS TM & (C) LUCASARTS ENTERTAINMENT COMPANY.

THE RESULT OF NOT ADHERING TO THESE COMMANDS IS DEFENESTRATION.
The Local Insane Man has spoken...