[MOD] Jedi Knight 2: Last Rebel Standing

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Sparky
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[MOD] Jedi Knight 2: Last Rebel Standing

Post by Sparky » Sun Apr 18, 2010 7:14 am

Download

After a battle on an Imperial shipyard, only two of you remain. It's a duel between your A-wing and an Advanced Imperial Tie Fighter!

This mod features the new A-wing that i prepared over the past few hours. More ships and weapons forthcoming.
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Fortune
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Re: [MOD] Jedi Knight 2: Last Rebel Standing

Post by Fortune » Sun Apr 18, 2010 3:21 pm

That TIE-fighter looks a little discolored. Needs to be more black. I suggest adding fried chicken and watermelon.
The A-wing doesn't look bad from the half of it that i can see. And is it just a banshee with specialized models, animations and sounds?
Or is it like that x-3 fighter jet you put in the original galaxy wars mod?
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Re: [MOD] Jedi Knight 2: Last Rebel Standing

Post by Fonzeh » Sun Apr 18, 2010 7:23 pm

Fortune wrote:Needs to be more black. I suggest adding fried chicken and watermelon.
Good Suggestion, brb KFC.
Fortune wrote:And is it just a banshee with specialized models, animations and sounds?
Or is it like that x-3 fighter jet you put in the original galaxy wars mod?


Does it matter at this point? this looks fucking epic, I'm fairly impressed with the quality of the bitmaps. Gj so far, but I will wait until the final to download.
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Noodle
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Re: [MOD] Jedi Knight 2: Last Rebel Standing

Post by Noodle » Mon Apr 19, 2010 4:19 pm

*Waits patiently for an AT-AT with which to blow up.*

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Re: [MOD] Jedi Knight 2: Last Rebel Standing

Post by 2310 » Mon Apr 19, 2010 8:50 pm

Good points:
  1. It's huge .... :P
  2. Sniper zoom is enough to snipe from one base to the other ... I think.
  3. Vehicles seem realistic enough in space (they don't fall down ...)
Bad Points:
  1. Vehicle collision models seem a little strange - they keep getting stuck in walls.
  2. Why isn't the blue flag in blue base?
  3. Fall damage could be reduced slightly.

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Re: [MOD] Jedi Knight 2: Last Rebel Standing

Post by Amy » Tue Apr 20, 2010 3:37 am

2310 wrote:Good points:
  1. It's huge .... :P
  2. Sniper zoom is enough to snipe from one base to the other ... I think.
  3. Vehicles seem realistic enough in space (they don't fall down ...)
Bad Points:
  1. Vehicle collision models seem a little strange - they keep getting stuck in walls.
  2. Why isn't the blue flag in blue base?
  3. Fall damage could be reduced slightly.

He just put the vehicles into the map Galaxy Wars...
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Re: [MOD] Jedi Knight 2: Last Rebel Standing

Post by crazyshroom » Tue Apr 20, 2010 5:46 am

Seafire wrote:*Waits patiently for an AT-AT with which to blow up.*
Battle of Hoth mod NOW
Please
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Sparky
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Re: [MOD] Jedi Knight 2: Last Rebel Standing

Post by Sparky » Tue Apr 20, 2010 9:26 am

Yes to everyone, except that it's not a banshee because I made the vehicle with CE using as much of the model and sounds as I could from Raven Software's Jedi Knight II.

The shader on the tie somehow got messed up when I imported it into Galaxy Wars. I must have modded that shader and it must have already existed in the map when I didn't import duplicates. Oh well, it actually looks more like the model from the conversion, although I will revise that one too and make a whole new collection of tie fighters.


The only issue I can foresee is that there is such an abundance of vehicle types in the Star Wars series and Halo only supports up to 6 different types in multiplayer maps, and only 3 of those types spawn by default.
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Re: [MOD] Jedi Knight 2: Last Rebel Standing

Post by zªCh » Fri Aug 03, 2012 12:46 pm

i would like to point out the A-wing causes major lag to the map
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Re: [MOD] Jedi Knight 2: Last Rebel Standing

Post by Sparky » Wed Oct 03, 2012 6:21 pm

It only lags when you walk up to the rear of the cockpit and have very low graphics RAM.
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