A Jedi's Discovery 3: Your Own End
The Massassi Temple » Levels/Mods » Jedi Knight Single Player Level » A Jedi's Discovery 3: Your Own End
Description
This is the very last chapter in the Jedi's Discovery series, and it contains five levels. The Jedi consider their next move concerning the cloning facility that orbiting Tatooine. When they learn of the existence of a planetary gun on Tatooine, used to destroy incoming asteroids, the Jedi decide to use it to help them destroy the facility. They send down Obi-Wan (you) to Tatooine to perform this mission. Little does Obi-Wan know of the horrors that lie ahead...
Note: The game comes with a patch. It's very important you use it. I would recomend you use the regular save rather than quick save; when doing so, make sure your lightsaber is not out. For some reason, I'm not sure, the levels didn't want to connect into one episode. So when you complete a level, go back to New Game menu, then choose the next level in the list of games.
Level Info:
Ratings:
User Comments:
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3D Preview developed by Stephan Reiter
Architecture:
I expected the worst when I read in the readme that you used JKedit in stead of JED. And unfortunately, my suspections were true. 99% of the level has horrible architecture. There are a few areas which looked better, but only a small few.
Texturing:
This aspect saved the level a little bit, there were some really nice new textures, and mostly the textures fitted well. Only it was very repetive and I encountered a few dflt.mats and cut-off textures were not uncommon.
Layout:
In one word H-O-R-R-I-B-L-E... Basicly you walked through a couple of giant mazes which were to represent bases... Yeah right... When I go to the bathroom I also have to search for 4 hours...
Lighting:
Uh? There was some, but mostely it was BRIGHT and with no LIGHTSOURCES nor varying intensities.
Item placement:
hah, none, so that's the worst you can do...
Enemy placement:
Everywhere... yay.
Enhancements:
Some of the new enemies were cool, and so is the sabermod ofcourse. Some of the cutscenes were done really nicely. The voiceacting was ok, Nothing bad, but nothing speciall either.
Puzzles:
Eh, you have to push a couple of 20 switches to deactivate forcefields, that's about it...
CONCLUSION:
I got bored with the level really fast, basically all you do is constantly kill enemies with your saber, while pressing switches and running through a maze. I got bored with it after 2 minutes. I tried playing the level without the sabermod, and I got bored with it after 2 seconds... Basicly the sabermod is all that makes the game somewhat enjoyable (and the cutscenes). The story ain't half bad though.
The crashbugs were really annoying, but hey, you can't do anything about that, it just sucks...
I am sorry but this level just lacks any fun bringing aspect, and just isn't my idea of having a good time.
I just looked at the comments of your previous 2 levels (ajd, ajd2) and now I wonder why the hell didn't you learn anything about the critisism given there? You made completely the same mistakes... I find that awkward.
So yeah not too bad, I give it a 6.
Worth Dloading, but due to the massive file size, not necessarily worth keeping.
P.S. Stop whining about how people critisize your levels. If you'll notice the recurring theme that people with poor grammar and a lack of Jedi Knight Editing Knowledge a.k.a. newbs, are the only ones giving you good comments, and that people who actually know what they're talking about are trying to help you and give you pointers, but you keep whining about how they should look at the good side of your levels.
Sting
Sting
you place the patch in a new folder in your jk directory. For example: c:\jk\ajd3\
Then you go to start then run and browse.
and you select your jk.exe.
it should say something like:
c:\jk\jk.exe
then do a space behind that and then -path ajd3 (if you placed the patch in ajd3)
so you get:
c:\jk\jk.exe -path ajd3
Or you could use a program like patch commander which will work easier.
Hope that helps
Ok, so, architecture was extremly boring.
I didn't see any lighting, everything was lit up.
The textures looked cool, but their placement wasn't very good, but I think the biggest problem was that there was no lighting.
Lighting can improve a level a lot, i once made a level, everybody tolld me to use other mats, but after i made the lighting everybody was happy with it.
SO CONCERN MORE ON LIGHTING
(i don't know how good this can be done in jkedit)
after all, i was not that dissapointed, after i read it was made with jkedit...
The red enemies war cool
Architecture - 6 in my book, not to many people use JK Edit these days, but I think you did pretty good. I mean, the architecture wasnt great, but it wasnt exactly architecture someone new would make either, so it was a bit stylish enough to keep me playing without whining about it.
Textures - 5 I loved some of the textures on level, especially walking into some of the more realistic rooms ( ep1 type mats), there seemed to be parts that were quite nice, but it seemed like you had half in half, thus my score of 5 in that category. Some parts looking quite bland, while others looked pretty nice at times.
Music - 8 Not really something scored on a lot, but the mood was almost awesome with some of the themes.
Replayability - 7, something I could really get into everynow and then, especially when playing it with the others.
Item and Weapon Placement- 2, Pretty much horrible
All in all the patch was actually pretty nice, I loved slashing away at those one guys, when I actually played part 2 of your levels, and saw those guys in the cloning area ( they were green and black I think), I thought they'd be slow and all have Yun attacks or something. To my suprise they zipped after me faster than soemone in multiplayer, and did some attacks that I could pull off, which was quite nice, the ones in this one were a bit slower, but I liked them.
In total I believe you did well enough for an 8 ^_^. Please make more :P.
(newbies to this storyline start at 1)
(Translating that into Constructive Criticism: The puzzles were not fun after a while. Try something else.)
Scores (5 is about the average rating):
~ Visual artistry: 6 out of 10. Lighting in some levels was perfect, lighting in others was nonexistant. The texturing that was good was really, really, good, but the texturing that was bad was baaaaaaaad. The last boss level was one of the main offenders here. Try making texture colors less primary and solid and bright. Sculpturing of architecture was excellent.
~ Plot: 7 out of 10. Great, except for the parts that were about silly things involving clones and stuff. The levels stuck to the plot very well. But the objectives (yes, those count as plot) were generally kinda weird and often can be ignored and you can still win.
~ Fun factor: 4 out of 10. I got bored, frustrated, AND confused by the blandness (Oh, run around! Ooo, there's something shooting at you! Ah! It blew up! Now there's a lot of walking around in a maze thing! Oh, now more things are shooting!) and the weird puzzles that got boring fast. Make puzzles smaller, and don't have the player doing just one thing per level. Also, the boss levels were like the same exact level (Ooo! This bad guy sits in his hideout all day! It's got 3 or 4 floaty gadgets and two floors! The top floor has holes!).
~ Level layout and integrity: 3 out of 10.
RRRRRRRRGGGGHHHHH. One single stupid task per level. In one level you try to open doors. In another level you run in a spiral. In yet another completely seperate level you fight a super bad guy. You need to have the player doing more than one thing per level! Add more tasks to each level, and even intertwine them a bit (for example, while you're solving one problem you 'accidentally' get the solution to another seperate one).
My 'enchanted' concept of mathematics calculates this as your overall score: 5. Average. And very close to 4, which is below average.
(Translating that into Constructive Criticism: The puzzles were not fun after a while. Try something else.)
Scores (5 is about the average rating):
~ Visual artistry: 6 out of 10. Lighting in some levels was perfect, lighting in others was nonexistant. The texturing that was good was really, really, good, but the texturing that was bad was baaaaaaaad. The last boss level was one of the main offenders here. Try making texture colors less primary and solid and bright. Sculpturing of architecture was excellent.
~ Plot: 7 out of 10. Great, except for the parts that were about silly things involving clones and stuff. The levels stuck to the plot very well. But the objectives (yes, those count as plot) were generally kinda weird and often can be ignored and you can still win.
~ Fun factor: 4 out of 10. I got bored, frustrated, AND confused by the blandness (Oh, run around! Ooo, there's something shooting at you! Ah! It blew up! Now there's a lot of walking around in a maze thing! Oh, now more things are shooting!) and the weird puzzles that got boring fast. Make puzzles smaller, and don't have the player doing just one thing per level. Also, the boss levels were like the same exact level (Ooo! This bad guy sits in his hideout all day! It's got 3 or 4 floaty gadgets and two floors! The top floor has holes!).
~ Level layout and integrity: 3 out of 10.
RRRRRRRRGGGGHHHHH. One single stupid task per level. In one level you try to open doors. In another level you run in a spiral. In yet another completely seperate level you fight a super bad guy. You need to have the player doing more than one thing per level! Add more tasks to each level, and even intertwine them a bit (for example, while you're solving one problem you 'accidentally' get the solution to another seperate one). The nice big room with all the dudes on ledges guarding the button, although it didn't make sense, is the one thing keeping you from a 2 here.
My 'enchanted' concept of mathematics calculates this as your overall score: 5. Average. And very close to 4, which is below average.
On a side note, I made the levels fit into an episode with JKedit, what's the problem?
LEVEL 1:way to many switches you should have made only about 4 or 5 switches just had a harder way 2 get two them.
LEVEL 2:that was ok but some ppl dont know how to only force jump a bit to get to the balcony without being shot.
LEVEL 3: This was a good level so no critisism here.
LEVEL 4: this was a good level also so again no critism.
LEVEL 5: this was way to random because if u remeber your story line the cannon was not owned by the emporer and tatooine ppl wouldnt have such a radom room it should have looked like a control room.
any way i liked this level so i give it a 10/10. and also looking foward to your toda level by the way when is it coming out.
He used them without any information about author.
The dark jedi was an excellent move in putting in the level.
-Good job
OK, I hacked at the two ninja dudes for a while, then they disappeared. I found a red key, but the door on the far side of the room won't open, and I can't use the portal to go back. What did I miss?
the cutscenes were AWESOME! i liked it how u used voices instead of text
the storyline was the best part
it was a challenge, and it wasnt too easy for me (i like it that way)
so here u go a 10