My apologies for the absence of these threads, but as you may have noticed the quality and amount of uploads to the downloads section has decreased. But as you can see, this feature is now officially endorsed by SWGBH - Many thanks AoErat! One recent campaign however has brought some life back into the download section, it is kowe_el_ewok's 'Tales of Jedi Knights III: Tales of Masters and Apprentices'. The campaign is the third part in kowe’s Tales of Jedi knights series. The first instalment of the series was the first campaign I am aware of the make use of tricks like Force Jump. There are no new tricks in the latest instalment, but each of the old features of kowe’s previous campaigns have been improved upon, from the force tricks to the map design and gameplay itself. The storyline is introduced back when Qui Gon Jinn was still alive, he and Obi Wan Kenobi were investigating the disappearance of the Jedi master Rangun Bassel, the two characters then confront Rangun Bassel. The plot is then continued during the clone war, as certain happenings lead to several Jedi leading an assault onto an old sith temple. Although the gameplay is more or less the same throughout, the player still keeps playing because kowe has made the levels fun to play through. It was also nice to have some different styles of gameplay in some scenarios, for example, one scenario sees you escort some bombers to their targets, and in another you have a neat Build and Destroy element which was very well done and balanced. There were also some Fixed Force parts, too. Unlike most Jedi based campaign nowadays, they were not super units and were definitely not capable of wading through the level. I came close to death and even failed the later missions a few times due to my Jedi not being practically invincible. I was also impressed with kowe’s map design, it has improved since his last upload. He achieved realism and maps which looked good and played well. The only complaint I have about the map design is that the corridors of some of the indoor buildings were to narrow at times, and the nova and ore resources looked odd with the white outline when they were placed behind trees. Throughout the campaign there were no detectable bugs. And the lag was minimal and usually only occurred at the start of a level when a re-naming trigger fired. One of the complaints I have about the triggers however, is that kowe should’ve increased the amount of time certain piece of text is on display, although if you’re a fast reader or use the ‘chat’ button you can see what had been said. Each level’s objectives were laid out at the start of the scenario, and gradually crossed off as they were completed. In the intelligence section kowe presented several tactics and hints for each level. I only got stuck once which was when you need to activate the first switch on the Mace Windu level, it took me a while to figure out what to do. With his campaign, kowe used several of his high-quality mods to represent objects such as giant sith statues, Kyle Katarn and Kit Fisto. The sounds kowe used in his campaign were used appropriately and added the atmosphere, especially in the second level with the insidious background noises in the ancient sith temple. Overall, well worth the download and play. The campaign will take some time to get through with its 9 playable levels and some are pretty big. If you are going to download and play the campaign though I suggest you install the modpack and sounds kowe included in the main zip. You can download Tales of Jedi Knights III You can find kowe's project thread ~ Aftermath
A A R S
:: The Sun always rises in the East :: Flawless Crowns :: Dancing Days ::
"We kissed the Sun, and it smiled down upon us."