Ugnaut Week Day Two: On the Edge of Ruin development is officially undeway - check out the early screenshots of the first area! These are of just the basic build, suggesting the level layout, look and feel - further detail will be added later and shown in subsequent screens.
Day Two allows you to take control of Edward the Ugnaut after he crash-landed on the planet Taris. With Admiral Vallis in hot pursuit, Edward must quickly find a way off-world and continue his journey back to Gentes. There will be more humour and horror along the way!
I hope you all got lots of chocolate eggs, and are enjoying the Easter Weekend. Here's the first day in the life of an Ugnaut for you to play, and get well soon, Edward!
***PLEASE READ BEFORE PLAYING***
Copypasta'd from the readme: The third person camera has been disabled for Ugnaut Week. There is a checkpoint system that saves your progress throughout play. Please note that checkpoint saves are NOT autosaves, and CANNOT be reloaded after quitting and restarting the game. To save your progress between separate gameplay sessions, please use the manual save function in the menu. The talk function has also been disabled, so no cheats, and therefore no invincible, fully-armed, flying Ugnaut for you! Finally, this level, like all subsequent levels in the Ugnaut Week series, needs to be run as a mod. Thanks!
This is not an April Fools...this is a loving tribute to a well-respected member of the JK Hub Community, Edward. In a way, it's poignant and sort of apt for this to come out on Monday - Edward's creations are like practical jokes. Like April Fools, they first make us enraged, and then we laugh. I think if Edward could choose how to be kept in mind, if he could show us how to support him in precarious circumstances, he'd want us to spread laughter, joy, and a little bit of crazy like he does through that wonderful thing which brought us all together: the medium known as JK editing.
Ugnaut Week Day One will be released on Monday April 1st, Easter Monday. The first instalment in a seven part series, join Edward the Ugnaut on his first day of the week aboard the New Republic Nebulon B Frigate "Redemptive"; explore its corridors, meet its crew, and discover its darkest secrets.
Hi all, Darth Stewie here. I've completed Darth Alran's Czerka Facility DM map - the HOM effects have been fixed, and the walkplayers and pickups have been placed. Download and let us know what you think!
As Ugnaut Week Day One development draws to a conclusion (release date to be announced soon!), watch the prologue to The Faded Empire, which contains clues to the events of both Terran Syke's campaign against the New Republic, and Ugnaut Week!
Hi all, Ugnaut Week is nearly finished! I just need to get a few more dialogue lines back from you guys, do a little level tweaking, and that's it! Could Ugnaut Week: Day One be released next week? Maybe!
This post is about names. I'm developing a sequence to credit everyone who helped with the level, and I want to ask, how would you like your names? Would you like me to use your real or hub name? Gibba, your name will appear as Gibbagobba, but what about everyone else? Let me know.
Hey everyone. Ugnaut Week: Day 1 is nearing completion. The level architecture is 95% done; all I need now are voice acting lines, to develop an intro cutscene, and a few other odds and ends, and it will be ready for release! For those of you who requested lines, check your inboxes. Darth_Dan, since I couldn't find your email address anywhere, I sent you a message on your youtube account. Once I have your lines, a release date will be announced!
The first day of Ugnaut Week is about two thirds through development - architecturally speaking, there's not too much left to build, and then it's on to voice recording and cutscene development. I'll be asking the whole community to provide voices, so if you're interested, post in the forum - there's a list of available parts there. Hopefully this level will be finished and out there in the next couple of months! Thanks for all your support thus far!
Watch me play through Zero and Edward's DarkSeeker in order to test its effectiveness as a game and horror experience. Leave comments in the forum if you wish!
It's the last day of development before the Massassi Level Contest Deadline, and here's something to inspire you: a new project by yours truly!
Ugnaut Week takes place at the same time as the events in the Faded Empire campaign. A side story of sorts, you follow seven days in the life of a humble Ugnaut, fulfilling its duties towards the New Republic through gameplay. What secrets about your masters will you uncover? What role will you play in the shaping of your species, and what is that awful smell coming from the bathroom that you're expected to clean?
Thanks to Edward for the original idea.
This is just a note to all who are working on the projects they are entering into the Massassi SP Level Contest. It's quite quiet here at the hub right now, but I know by the start of October we'll have a plethora of new creations to play through! The contest deadline is less than a month away, and many of you may be grunting and straining to meet the cutoff on the last day of September. So good luck!
Also, I will have something to show you all in the next few days - because you guys need a break from time to time!
Ok, the prologue is nearly done. All I need to do is add those voices. And I need your help!
Check the forum for more details. Thanks. :)
I've just released my second batch of 3do's - feel free to use them in your levels. These ones are from The Faded Empire prologue. Check out the screenshots!
I've also gone back and edited some of the info on the first batch - such as desired .cmp. I've also removed the old blaster rifle that didn't make it into Rescue on Ramses' Head, as I will be making an inproved version of that for a later project. It'll be available then. Thanks.
Experience the terror, here:
I'm in the process of developing The Faded Empire intro sequence. Here are a couple of screenshots that reveal the New Republic base inside the Dark Lords' Tomb. This all ties into the overall story, in one way or another.
Hello everyone. Sorry for my lack of activity on the JK Hub front! I As you can see, I'm busy turning the Valley of the Dark Lords into a scene for the introduction to The Faded Empire. Work is slow but sure, since I'm very busy with doctoral stuff right now.
Over the weekend I'll send out scripts for the voice acting to those of you who have signed up. And there are still more parts up for grabs. (Edward = Iz-iz the Ugnaut?) ;)
The Terran Syke series was just a placeholder for a more formal Episode name, which has been decided as 'The Faded Empire'. The sharp eyed among you may have noticed a reference to this in one of Admiral von Voren's journals, in 'The Complicit Prisoner'. Anyway, the reason I'm posting this information in the 'Escape from Ord Mantell' project is because I'm going back and adding voice acting to the levels, starting with these first two. And that's where you guys come in! I'll need voice actors for the following:
-New Republic Pilots (2)
I'm currently developing the opening sequence, as these two new screenshots demonstrate.
Thanks to Giraffe, files can once again be uploaded to the hub. So Memory Refuelled is here. Thanks Giraffe!
Since I can't get the JK Hub uploader to work, here is a direct link to the file:
EDIT: reuploaded on 14/04/12 to fix bug in fuel pool.
...a new DM level (well, sort of). It's a multiplayer version of the first section of the original Fuel Station launch: the level that everybody adores!
I will be going back to the Terran Syke series (more on that later), but for now, enjoy! Best played with 3-4 players. Let the Ugnaut slayage continue!
(Something is wrong with the uploader at the moment, so I can't upload anything right now. Can anyone else?)
Hello hub users! Here's an outline of my plans for the future. I'm going to be taking a break from editing for a while. There are so many good levels being made here at the hub, and I'm very proud to be a part of this close-knit, vibrant community that's producing levels and level commentaries which continually raise the bar of what can be done with JK and MotS! While I'm taking a break from editing for a while, I'll still be an active member here at JK Hub, helping with other levels where reviewing, playthroughing, story writing and voice acting are concerned. I'm turning my editing skills (or should that be attempts) towards creating a few levels for old-style 2D Sonic games. However, I will be back on ZED sooner or later to continue with my Terran Syke series: adding further chapters (and side stories), plus going back over my old levels to add that much-needed voice acting! I'll let you know when I come to that, as I'd love you to help me with supplying your voices.
Thanks, and see you around on the hub!
Hello JK Hub users. As this project suggests, I'll be starting to do LP's, and in particular, JK/MotS LP's. Gibbagobba, I already know you do these, and the purpose isn't to steal your fire, but instead to help you out with the sheer number of commentary requests you get! Also, and I know you don't tend to edit the games as much as you play other players' levels, but if you ever want any of your own creations LP'd, just let me know!
I know, Darth Dan, that you wanted your Operation Nar Shadda played, so I can get round to that first if you like. You said you were working on a revamp, so if you want me to wait for that or play through your current release again, be sure to drop me a line. I'll also be doing non-JK/MotS LP's, but I won't talk much about those since this is a site primarily devoted to those two games.
Anyway, giving back to the community that helped me so much with my own edits!
That's it finally done. Any comments, queries or bug reports, please put them into the project's beta report thread. Thanks!
Ramses' Head is kind of my homage to two classic levels: Dark Forces' Ramsees Hed level, and the Fuelling Station from Jedi Knight. The latter, I played a lot of when I only had the JK demo, and it was my first foray into modern First Person Shooters (previously, I'd only played games like Wolfenstein and Blake Stone). Needless to say, the Jedi Knight demo blew me away, and I had to have the full game. There was so much interactivity, atmosphere and realism to the fuelling station, like the movies came to life, but under a different light. Here was a Star Wars movie you could be in, not just watch!
Anyway, the plot thickens (further) in the fourth mission of the Terran Syke series. There are quite a few extra, non-essential details in this mission, something you liked in The Complicit Prisoner. Rescue on Ramses' Head really benefits from multiple playthroughs, just in case you think you've missed seeing something the first time around. I've also taken on your feedback from my last mission: here there are more enemies, and a slightly less obscure narrative path to follow.
That's Saturday the 18th of February, 2012 (next Saturday). This level has taken me just shy of three quarters of a year to do, from the initial starting area back in July of last year, to the final tweaks that I'm doing right now. It's been a long time!
I hope the level reflects the time it's taken to develop it: there are quite a few Easter Eggs (as JK Hubbers and Star Wars fans you will recognise some, but others will most likely baffle you)! There are also extra areas aside to the main objectives that you can explore, so hopefully this level will entice you to play through it more than once to see all it has to offer.
All I need now is to tweak a final cog, and everything is set for the release. Check the cog forum for information on that last cog; any help and suggestions you can make will be much appreciated. Thanks!
Rescue on Ramses Head is nearly finished! I will be announcing a release date soon, and the mission will hopefully in the first few weeks of February.
It's probably my biggest mission yet, and of course - as is perhaps my style - I haven't said much about it (yeah, I'm one of those 'until it's done' guys). There are a few things I still need to do to get this thing done: three cogs are needed, a short outro cutscene to be developed, and then some prelininary beta testing. The bulk of the beta testing will be done by you lot, though.
One thing: the New Republic Blaster Rifle featured a few months ago sadly won't be making a debut here (you can still download it in one of my .3do packs) as I'll be working on another weapon for a later mission. I just didn't like the way the rifle clipped the screen when it fired, and I knew an overhall was needed, probably with a different weapon template.
There will also be a debriefing cutscene after Ramses' Head, which will be developed after the beta is released, and added onto the mission in the form of another mission. It's just to explain the story and themes which follow.
Anyway, thanks for reading, and for giving me all the help that's needed for getting this thing released! If you want to help me with cogs, check the forums.
And a Happy New Year when it comes. 2011 has been my most productive year as a Jkhub level editor so far. And it's all thanks to the community spirit of the site, which has frequently encouraged and inspired me to work on my creations.
So as thanks, and as an early Christmas present, here are some of the .3dos used in my previous projects, in one handy download. You can drop them in your levels anytime; please just be sure to credit me!
I also upload some intriguing new screenshots of my fourth Terran Syke mission: Rescue on Ramses' Head...
I realise I've not put up any details about this level for quite some time, but I've been working on it, promise!
I'd say I'm about 2/3 of the way through, hoping to release sometime after Christmas, maybe January or February. Of course, I'm going to contribute something to this site before then, as thanks for all the help and humour you've given me since I joined. Over Christmas, I'll be releasing some .3do packs containing objects I've created in my previous levels, plus some stuff being used for Rescue on Ramses' Head.
Here are a few screenshots of the new weapon that'll make an appearance in the new mission, and of course, before that, the .3do pack. Thanks goes to Edward for his advice with the technical side of its development.
Hello all. I've been hard at work on the fourth mission of my episodic campaign; those of you who played and completed mission three will know already the general concept of what's to come.
Ramses Head is the city on the planet Cal Seti. In it is the crime lord-ran space port known among locals as Ramsees Hed. During the reign of the Empire, Kyle Katarn came here to plant a tracking device on an Imperial freighter used to transport Dark Trooper materials to various facilities involved in the Dark Trooper project.
Now, the New Republic, in an uneasy truce with the mysterious crime lord of Ramsees Hed, has a presence on Cal Seti. Terran Syke, in his attempt to rescue a Prince of the Trandoshan aristocracy from New Republic imprisonment, races against time in order to stop a deadly war erupting between these two opposing forces...
Well, here it is; it looks like I made that release date on time! Post your comments in the 'beta comments' thread of the TCP forum: bugs, queries, help etc.
To play The Complicit Prisoner, you'll need Mysteries of the Sith and the MotS unnofficial patch. I also recommend the following:
-Play the game at night, in a dimly lit room.
-Have your favourite drink sitting next to you as you play!
The Complicit Prisoner release date: 22/07/2011.
After approximately eight months, dating back to the 1st of December last year, I've worked on The Complicit Prisoner, and it's been pretty much completed. The level itself is all but done; all that's needed finishing up is the outro cutscene, and maybe a credits sequence.
Stay sharp, as Kyle might say...
As the headline suggests, The Complicit Prisoner is nearly finished. The architecture is done, most of the cogs and goals are done, and all that needs to be developed now is the outro cutscene.
I just have a bit of a problem with converting a .mat to a .bmp which I need to resize in order to re-skin a .3do. The issue I have is outlined here:
You can download and compare the files from my project directory here at JKHub. Thanks for all your help, and release date coming soon!
Hello again JK fans. I'm just here to wish you a Happy Easter, and to update you on the progress of The Complicit Prisoner. Three out of the five level sections have been completed, with the third being the most complex. I've still a few cogs to implement in there, but the architecture, enemy placement and overall puzzle layout in there has been completed.
For me, it's the narrative which powers the progress of The Complicit Prisoner. It's the moment in the overall story where the plot thickens and where other major characters besides Terran Syke are discovered, mostly through their journals. I've mentioned journals before in these news updates, but their function extends beyond just a reason to shoot your way through a level. In the FPS genre where action overrides any other involvement a player has with the created world, Jedi Knight and Mysteries of the Sith made the player really study their environment to find a way through it. In The Complicit Prisoner, journals continue this often-forgotten tradition of FPS gaming. The player--that is, you--will have to read journals to find out clues about puzzles and how to solve them, as much as you will to find out about von Voren's Residence, its inhabitants and happenings. Having said that, I have decided to post one single screenshot of the interior of the Residence, just to give you a feel of what you'll be exploring.
And finally, as a thank you for all the hard work of the JK/MOTS community, I've decided to post a 'top 5' maps/episodes which have helped inspire me to start--and continue--my own projects. And so, without further ado, here they are:
5. Birth of a Mercenary Part 2: I feel this is the best of Anthony Piggott's levels. A strong sense of infiltration and detail make it stand out.
4. The Dark Tome: Time (Demo): A work in progress, but already showing promise. Lots of action and a great sense of place and atmosphere. I hope to see more of this project.
3. Liberating Cloud City: An underrated gem. Brilliant and unique architecture, and well paced action and puzzling.
2. TODOA: A bit buggy due to its complete transformation of the JK engine, but great atmosphere, and a big challenge with lots of levels.
1. Operation Nar Shadda: My favourite so far. It felt like a new chapter in the Jedi Knight saga. Brilliant architecture, lots of varying objectives, and a completely believable sense of being in Nar Shadda.
I'm still workin' on this thing! To give you an idea of the progress I'm making, out of the 5 sections of the level, 2 have been completed so far.
There will be some complicated cogging and some happenings in the level which I'm pretty sure haven't been done in JK/MotS so far, but I'm remaining tight lipped about what they are! As always, help in the forums is all greatly appreciated, and will earn you a place in the credits.
When will this level be released? I'm not entirely sure myself. Definetely this year though. It sounds daunting, but it's either that or I attach the stigma of 'when it's done', which never seems to do any project any good...
And I'm back to the first-week-of-the-month updates on my mapping progress.
The Complicit Prisoner will feature a slower, more exploratory pace of mission design. Rather than simply getting from point A to B, readable books will build up the narrative-led nature of your time on Dosuun without interrupting your search of the residence via out-of-play cutscenes. While some of the books are optional reads, hinting at background events surrounding Admiral von Voren's past, others make essential reading in order to complete objectives and help you find out where you need to go next.
These books help the slower pace of the mission which simply blasting stuff would not, although there will be a few nasty surprises. You need to study the environment closely to learn of its secrets...
Some more progress has been made on The Complicit Prisoner. I now have parts of the residence indoors areas done, but it's taking time getting the look and feel of the architecture right: somewhere between an imperial garrison and a baroque mansion. No new screenshots of that, and perhaps the inside won't be viewable until the first release. I want it to remain a surprise for that first-time exploration!
I have a good idea of the progress and flow of the mission; needless to say it's going to be quite different from my last two: slower and more considered, with less action and more mystery. I still need to implement my readable text, and I don't have a cog for that as of yet. Any help would be much appreciated, as usual!
Just to let you know, I've updated my MotS with the unnofficial patch for this level, and I also noticed that it fixed the crash-to-desktop error in the first Ord Mantel mission too; something to do with some limit being maxed out in the official version. Anyway, I have one new screenshot of the now finished outside of the residence. You can see the windows have been put in, hinting at some of the rooms inside...
Hello all. I hope you're all looking forward to (if not already actively indulging in) the festive season! My current editing is focused on Mission 3: The Complicit Prisoner. I have six screenshots of what I've done thus far.
I'll be taking a break from this fairly soon, and shall be going back to do the introduction cutscene to my campaign, and then hopefully I'll get round to recording those noticably absent voice overs!
Merry Christmas and a happy New Year!
Well, here is it, the first beta version of Escape from Ord Mantell Part Two! A little later than expected, due to the complexity of the outro cutscene, but completed nonetheless. As with before, if there's any comments you wish to make, or bugs you wish to highlight, go on over to the project's forum and drop me a thread.
Also, if you're going back to play Part One again, please download the latest version. A few changes have been made, nothing major. I just noticed that there were a few floor surfaces not marked as such, and one underneath an elevator meant if you stepped on it after the lift went up its shaft without you, you'd be unable to move out of its way when it came back down!
What the headline said! The level itself is done, and I'm just working on the cutscene to bridge the gap between the Escape from Ord Mantell missions and the next, as yet unnamed mission. This shouldn't take more than a week, and ends the long process of development on EfOM2 (about 5 months).
No new screenshots, but stay tuned for the release...
This is an update on how I'm doing. Escape from Ord Mantell Part 2 Beta (What a long-winded title!) will be ready for download soon. Judging by the time it's taken so do what I have so far, I estimate another month or two of development is needed. I'd say I'm between two thirds and three quarters of the way through the level, and it'll be done by some time in November. While I'm keeping things close to my chest (which explains a lack of screenshots: I don't want to spoil the surprise that actually comes from playing through the level layout and puzzles), here's a few of the marketplace section.
Once Part 2 is done, I'll be going back to Part 1 in order to do the voice acting, then do the voice acting for this here Part 2. Also, an introductory cutscene for the overall campaign before the first level will be done at that point.
Wish me luck, and enjoy the screenshots!
Hello again! To reflect the slow but steady progress of Escape from Ord Mantell Part 2, I'll be putting up monthly updates. It's not been a deliberate plan per se, but I've noticed I post news articles at around the same time every month. I'll try to stick to that!
For this month, I'm introducing one of my secondary villains, alluded to in the Part 1 Beta. Check out the new screenshot!
Responding to the comments of Andrew L (thanks again!), Beta 1.1 of Escape from Ord Mantell Part 1 has been released. The voice acting for the final version has still to be done, and there'll be an intro for the level (and entire campaign) further down the line.
Also, be sure to check out the screenshots of Part 2, coming out later this year!
The first Beta release of Escape from Ord Mantell, Part 1 is ready for download! The readme covers all the necessary additions to the map that need to be implemented for the final release.
As a player (and subsequent beta tester?) please give me your thoughts in the project's forum thread entitled 'Beta Thoughts'. Any constructive critisicm is welcome.
In terms of narrative flow, this beta version is incomplete. The introduction cutscene has not yet been developed, so you will be dropped into the level without really knowing what happened between the briefing screen and the level's start. For this I apologise, however I'm a great believer of letting the player figure things out for themselves! What do you think?
This is a Single Player MotS level, nearing the end of its beta development.
You play as Terran Syke, former Dark Jedi in search of his master after the fall of the Empire. After being led to the planet Ord Mantell by a couple of contacts claiming to know where your master is in hiding, you discover that things are not so easy when criminals toying with the Remnant bring favour from the New Republic.
What is the New Republic, its aims and objectives, and to what ends will they go to censor the Sith from the galaxy?