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Jedi Knight 3: Jedi Academy Downloads > Maps > Single Player:
Double-Cross on Nar Shaddaa (1.1)
Filename: dfii_ns_double_cross_sp.rar

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35.74 MB
Maps > Single Player

Average User Rating: 8.6
Number of Votes: 10
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Double-Cross on Nar Shaddaa (1.1) - File Description  

Ah, Dark Forces 2: Jedi Knight... My favorite of the entire series! I know plenty of people who also like that one the best, so they may be interested in this map!

Before I begin with the review, please note that you will have to open the console and type "map zurvan6" to load the level.

It's a remake of the first level in Jedi Knight, titled Double-Cross on Nar Shaddaa. Or, at least, it's supposed to be a remake of that level. Right off the bat, when I spawned in the level, I found that things looked far different than they did in the old game. Having a Reborn attack me first thing didn't help either. Running through the level, I found that some parts of it matched the source quite well while others did not even come close. It almost makes me wonder if the author really had any experience playing the level, or if they just watched someone play it and decided to try to remake it. Some of the enemies and rooms were correct, but the addition of Sith to the level sorta ruined it for me. I was looking forward to a level where I wouldn't have to use my saber.

On a final note, I don't know what the purpose of including the IG-88 model was, as the droid doesn't seem to make an appearance in the level... EDIT: Apparently he does show up, but when I played through three times it he didn't show at all.

Anyway, if you're expecting an exact remake of the first level of Jedi Knight 1, then this level isn't for you. If you want a new SP level, though, there's no reason to not give it a download!


Double-Cross on Nar Shaddaa (1.1) - Screenshots  
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Double-Cross on Nar Shaddaa (1.1) - File Download Options  

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Double-Cross on Nar Shaddaa (1.1) - Readme  
Readme File:
Double-cross on Nar Shaddaa, Singleplayer

Author: Zurvan_Akarana
Email Address: leonzurvan@hotmail.de

After reading the title, most Jedi Knight veterans around here will remember those good old days. For everyone, who didn't play it back then: You're on Nar Shaddaa, the infamous moon of Nal Hutta, in order to capture the villanous droid 8T88, here represented by an IG-88 unit. While 8T88's team was formed by nothing but 95% Gran and a few rodians, I made the decision to mix in some human mercenaries and Mandalorian snipers, as well as some dark Jedi knights in order to make it more of a challenge.

Special thanks:

Last_Wish for his great IG-88 model.
My friend Paul for lending me his copy of Dark Forces II.
Nozyspy for being very helpful after my first submission failed.

To install the map, just put the Double_cross.PK3 and the IG88.pk3 in your Gamedata/Base folder.
--->In the game, you have to type devmapall zurvan6.<---
There are no known bugs in this map, if you find some, please let me know!
Feel free to use the textures and customsounds in your own maps.

Double-Cross on Nar Shaddaa (1.1) - User Comments  
The following comments are owned by the user that posted them. Jedi Knight Files is not responsible for their content.

Total comments: 28 | Last comment: 12-15-2013 at 10:46

 #1 - ig88 - 11-10-2009 at 16:35
Joined: July 18th, 2009
Posts: 49
88 does appear in the level, he's the boss at the end.

 #2 - 11-10-2009 at 16:40
Joined: October 19th, 2005
Posts: 736
Well, he didn't show when I played... Perhaps something is wrong with my game... Everything else runs just fine though, dunno why that would happen...

 #3 - 11-10-2009 at 17:25
From: (Orlando, Florida)
Joined: August 28th, 2007
Posts: 53
It figures it would be a rar file. UGH. Can ya make it a zip file too?

 #4 - 88 - 11-10-2009 at 17:38
Joined: July 18th, 2009
Posts: 49
idk, he's just standing at the edge of the platform with a flechette gun.

 #5 - 11-10-2009 at 23:37
Joined: March 15th, 2003
Posts: 568
BossVader, just download WinRAR.

It's quick and painless.

 #6 - 11-11-2009 at 05:37
From: (Essen)
Joined: July 19th, 2008
Posts: 92
Sorry, don't know what happend to your 88, but for the "true-to-original"-thing: I thought, the original Bar-Design was too simple to look good in JKA. Same applies to some corridors and those added docking bays near the end.
Well, what do you people think? Should I go one with remaking DFII levels, or not...?

 #7 - 11-11-2009 at 08:01
Joined: October 19th, 2005
Posts: 736
I guess the point I was trying to make is that I wouldn't consider it a good remake unless it's accurate to the original. That's not to say it isn't a good map, however... It was an okay map.

 #8 - 11-11-2009 at 09:49
Joined: April 17th, 2006
Posts: 965
Mhm. Is it long?

We need more SP mods, but less of ones which take on the TFU storyline...

 #9 - 11-11-2009 at 10:42
Joined: November 2nd, 2008
Posts: 109

Yes you should definitely remake more DFII levels! Even though they are not exact copies of the real levels, they are still nostalgic!

 #10 - 11-11-2009 at 12:48
Joined: September 17th, 2008
Posts: 106
7-zip is faster and more accessible than WinRar.


 #11 - Just rename the file type - 11-11-2009 at 13:01
Joined: October 20th, 2009
Posts: 7
Rename it from rar to zip its ez

 #12 - 11-11-2009 at 13:34
From: (Montreal, QC)
Joined: February 3rd, 2006
Posts: 6
DuketheLuke: It's not IG-88 in DF2 but 8T88. Kyle called by its nickname '88'.

By the way, the maps really good although it's not exactly the same as in the real game but the map itself makes me nostalgic.

 #13 - @12 - 11-11-2009 at 14:21
Joined: July 18th, 2009
Posts: 49
I know that Roll Eyes (sarcastic) 8t88 is my favorite droid ever, they both have the same extension code though... I was just calling him that.

 #14 - 11-11-2009 at 22:28
From: (Texas.)
Joined: January 20th, 2009
Posts: 16
What you should do is remake the levels where you actually have the saber and force powers, especially the boss fights!

Oh, except for falling ship, that's impossible! (sadly, that's my favorite)

 #15 - 11-12-2009 at 02:43
From: (New Jersey)
Joined: July 22nd, 2007
Posts: 547
Whether it's pin-point accurate or not, we don't want the display of the maps to go back toward the game it's coming from, do we? When recreating a map, it's best to add as much detail into it as possible, whether what you're referencing it from is or is not as detailed, to quite simply 'keep up' with the graphical evolution. (yeah, yeah, this game itself is long since its prime, too, but it's still good enough for now)

So I say if you plan on making more of these maps (of which I encourage), I say put as much detail into as you can, so long as you keep layout and NPCs and whatnot in mind while doing so.

Me? I've never played Dark Forces II. In fact, JA is the only one in the series that I own. D= We weren't very big on money back then... But in any case, I had a bit of fun, so I encourage you to make more for the community. Who knows? Maybe you'll go off and recreate the whole game? =D And even if you don't, the community would still love to see such things recreated for their nostalgia (mmhmmmhmm... nostalgia...), and everyone else for fun. Because...
I love it! =D

 #16 - 11-12-2009 at 02:57
From: (ZĂ©filus)
Joined: July 16th, 2009
Posts: 459
big grin Been a loong long time since I played DarkForces II
so I dont really remember how exactly the maps looked like.

I totally agree with Zurvan_Akarana; when ur trying make a copy of
any maps shown in the DF or DF2 or any other a bit older game,
a mapper has to make some detail differences since the original maps
might be just a little bit too.... simple- Two Thumbs Up! Great job Zurvan_Akarana, make some more of these maps plzPimp!

 #17 - 11-12-2009 at 03:47
Joined: October 19th, 2005
Posts: 736
I totally agree with Zurvan_Akarana; when ur trying make a copy of
any maps shown in the DF or DF2 or any other a bit older game,
a mapper has to make some detail differences since the original maps

Look at the Classic Doom 3 mod. It recreates the entire first episode of the original Doom in Doom 3. It keeps the layout of all nine levels pretty much the same, and updates the graphics just fine. A mapper doesn't have to make changes to the layout at all.

And having played both the first level of JK1 and all of Jedi Academy quite a bit, I can honestly say that one could successfully recreate the level with complete accuracy without any gameplay issues, as long as the saber and force powers are removed.

 #18 - 11-13-2009 at 10:43
From: (Spring Tx)
Joined: September 1st, 2006
Posts: 54
Did anyone else have these bugs:
Had some missing textures.
In the beginning part, when you drop onto the little ledge to pick up a ammo or shield power up, being unable to jump back up onto the walkway.
Missing gun model from screenshots.

I dropped into base and had these problems. Also I was playing as Jaden and not Kyle incase that is a bug too.

 #19 - 11-16-2009 at 07:54
From: (England)
Joined: December 31st, 2003
Posts: 129
I'm guessing IG88 was just to represent the droid called 8t88 in dark forces 2

 #20 - 11-17-2009 at 08:22
From: (KS)
Joined: April 23rd, 2007
Posts: 246
My thoughts on all this:

I have played through DF2 more times than I can count, and if I was any good at JKRadiant, I could probably recreate all the maps from memory. Since I'm not, however, I appreciate the work of someone who is.

The problem for me is that too much liberty was taken with this map. While I was happy to see certain areas almost perfectly recreated, and even a few secret areas still there, it just wasn't enough like the original. I use UnrealEd pretty often, and in my experience, the best way to recreate a map for a newer game is to recreate the map EXACTLY, and THEN add on the new details and make minor changes here and there. Maps created this way will end up very good, but it was obvious that this map wasn't done this way.

Don't get me wrong; as far as mapping goes, this is a decent map. But since it was also supposed to be a recreation, the method of creation should have been different so as to stick to the original as much as possible.

 #21 - 11-19-2009 at 21:37
Joined: December 24th, 2007
Posts: 209
It may not be very close to the original, but nonetheless, good-looking map.

 #22 - Dark Forces 2.. Jedi Knight... these good times :) - 11-21-2010 at 06:07
Joined: October 31st, 2010
Posts: 43
this is cool! remins me for the good times.. jedi knight.. dark forces 2... and i finded a awesome remix for the frist level.. AWESOME!! 10/10 This Rocks

 #23 - 06-03-2011 at 10:30
From: (London)
Joined: June 1st, 2011
Posts: 57
The map's great but only thing i suggest in remakes of older video games (like dark forces II) is to yeah, add a few things which can help improve it, meaning, adding an extra table or crate here and there etc, but keeping the base layout of the original map. The only complaint i had here were the reborn, it really kinda ruined it for me to see them in this map, but other than that, great work! Rock

 #24 - 06-03-2011 at 11:15
From: (London)
Joined: June 1st, 2011
Posts: 57
Also, where did you get that bryar pistol model from, Ryojin?

 #25 - Have you ever even KISSED a girl? - 12-15-2013 at 07:00
Joined: December 12th, 2013
Posts: 23
Seriously guys, get a life! ~William Shatner

 #26 - Achtung!!! - 12-15-2013 at 10:37
Joined: December 12th, 2013
Posts: 23
The dialog is in GERMAN, so don't bother wasting time chatting with the drunks.
Plus, when you get stuck in the guard tower and need the elevator to get back down, hey.... NumbNuts didn't put a SWITCH on the wall. So you have to JUMP down the shaft and if you're not at 100% health, well you DIE and your last 40 mins. of saved game AIN'T gonna help you much. Junior did put medpacks in front, TWICE after both of these elevator faux pas he designed, that's pretty *****-poor planning! Finally, when you get to the Imperial shuttle on the platform, there is nothing to DO there so WHAT is the objective of this piece of work and HOW do you know you've reached it?

Doesn't matter because since Germans have a dark sense of humor, Junior made the ENTIRE MAP DARK and you cannot see SH|T the entire time! Go ahead, play it and "make your day", what a phucking waste of time!

 #27 - Workaround for stupid Kraut programming.... - 12-15-2013 at 10:40
Joined: December 12th, 2013
Posts: 23
You can however bring up the console and use "undying" for the shaft jump and then change back to typing "mortal". Yes. mortal.... I just found it. Works.

Oh and I'm German myself, so I can say KRAUT if I feel like it, okay putanas?

 #28 - Post 18 - 12-15-2013 at 10:46
Joined: December 12th, 2013
Posts: 23
Post #18: Yeah, I hit all that stuff! Like the 2 chairs in the bar as it first starts: no texture. Like not being able to jump up or elevator issues which he tried correcting by dispensing medpacks like they were free condoms and the family planning office.
Complete NONSENSE. The boy needs to get laid.

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