By Invalid
Date: 01-16-2011
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Jedi Knight 2: Jedi Outcast Modification
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Title: XYZ
Author: Invalid (a.k.a. Freak)
E-Mail: quakertroy@gmail.com
File Name: xyz.pk3
File Version: 1.0
File Size: 47.6 MB
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Description
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XYZ is my attempt at taking elements of successful maps and combining them into one map that
is hopefully fun to play and fun to look at. In this map you will find training courses
(three difficulty levels), a public council hut, a secret council room, several student
bedrooms, three master bedrooms, a sandpit arena, a bar (of course!), a jail, and several
other places of interest.
You probably read that and said "What? A secret council room? How is it so secret if you're
telling me about it?". Well, okay, it wasn't intended to be "secret", but admin-accessible.
You will need noclip, teleport, or protect to access the secret council room. It is located
through a tunnel of lava under the training cave that can be found by falling down a crack
in the ground. Inside the secret council room there are two switches that toggle day/night
throughout the map, and quick teleports to key areas of the map, in addition to the expected
features of a council room. Coordinates are included in the next section.
Each master bedroom in the map has its own unique features, including a secret trap. These
are the expected quarters of the highest ranking members of a clan/guild, should this map
be used as a clan hangout or something.
The training courses are available in the training cave. Each doorway in the inset building
leads to a different course. To unlock harder courses, you must beat the previous course, and
locate and destroy a seal somewhere in the map. Descriptions of each course are provided at
the entrance. Story mode is a planned addition to these courses, but entity contraints have
delayed its implementation. Currently the door leading to it is inaccessible.
Well I've said enough about my map. Go and check it out for yourself!
-Invalid
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Map Coordinates
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Use these coordinates with admin teleport in mods such as JA.
Location | X Y Z
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Secret Council Room | 1900 2300 -1500
Public Council Hut | -2000 3300 -1100
Student Quarters | -2100 4200 -1700
Lesser Hall | -4500 3400 -1700
Great Hall | -4200 1100 -1700
Rockspire | -5500 -300 200
Cargo Bay | 5600 2200 -700
Jail (main) | -4300 2400 -1300
Jail (cell 1) | -4900 2700 -1300
Jail (cell 2) | -5400 2700 -1300
Bar | -600 3500 -1700
Sandpit Arena | -700 1600 -1700
Outdoor Area | 0 0 100
Training Cave | 2100 -300 -800
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IMPORTANT NOTE
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No force powers are required to complete each obstacle course except force jump level 3.
Using a force power like speed or dark rage will make many obstacles way easier than
intended.
Each obstacle course is tested and completely possible, but some jumps may require 125 FPS
(frames per second) to be accomplished. This is because of the way the Quake 3 engine
calculates its physics. You're probably not interested in how this actually plays into
the game, so I'll get to the point. If you want to do these jumps as intended, bring up the
console ingame by pressing shift + ~ (tilde), type in the command "com_maxfps 125" and
press the enter key. This will allow you to get the necessary framerate to beat each jump.
Alternatively, you can open jk2mpconfig.cfg in the gamedatabase directory of your JK2
install (e.g. C:Program FilesLucasArtsJedi Knight II Jedi OutcastGameDatabase) and
edit the line with "seta com_maxfps" to be 125 instead of the default 90. If you still
can't get 125 FPS with these solutions, then lower your video settings. If even THAT
doesn't work, your only options are to buy a better computer or try the pmove_fixed
workaround described in the next paragraph.
For those running their own server, you can enter the command "pmove_fixed 1" using rcon
or the server console for similar results. This will lock the physics calculations at 125
FPS. Be aware that this command is considered a cheat by many people, and may make jumps
easier than intended. Do not issue this command client side (ie. if you're not running the
server), as this may have undesired effects.
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Play Information
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New Music: Yes
New Sounds: Yes
New Textures: Yes
New Models: Yes
New Skins: No
Botroutes: Yes
See next section for available gametypes.
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What's Included
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duel_xyz_rockspire : Duel map based off of the rock spire area of the map
duel_xyz_cargo : Duel map based off of the cargo bay area of the map
ffa_xyz : Full ffa map, and the highlight of xyz.pk3
More game modes may be supported in future releases, but as of now, ffa_xyz supports
only ffa gamemode, and the two other maps support only duel gamemode.
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Installation
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Place xyz.pk3 in the gamedatabase folder of your Jedi Knight 2 installation directory.
e.g. "C:Program FilesLucasArtsJedi Knight II Jedi OutcaseGameDatabase"
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Special Thanks
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Acrobat - For the many texture and shader contributions he made, as well as the many things he
taught me about mapping. This map wouldn't be nearly as awesome without his help.
Loda - For the excellent feedback he gave me during development
Rhiom - For helping me understand entity limits
Vreal - For the help testing my map
Ankh - For the help testing my map
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Notice to Mappers
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During the production of this map, I added several models which I suspected to be in the default
game. These models had been placed within a pk3 under a directory such as map_objectsimp_mine,
which is a directory that exists within assets0.pk3, and thus hints that the model is something
every user will have. This is not the case with every model I added to my map, however, as
careless mappers place their own custom models in these seemingly default directories. For
future considerations, never EVER do this. It is confusing. If you intend to add your own custom
models to the game, add it to a directory such as "map_objectsmy_map" so you don't give poor
mappers headaches when trying to solve issues with people being disconnected from pure servers
for not having the game files.
Models that are culprits in this case include:
map_objectsbespinlandostatue.md3
map_objectsimp_minewall_tank2.md3
Please be aware that these models are now in xyz.pk3 and could cause similar problems for
mappers who have already downloaded my map. This could have been avoided if the person who
made these models implemented them in a different directory.
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Permissions
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If you want to use this map in any other modification, please ask before doing so. Send an
email to the address listed at the top of this file and I'll try to respond within a reasonable
time period.
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Copyright
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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.