Generation 2 / Mod
Elite Arena
Inside the mod
The challenge
Deathmatch against one to four elite bots, or survival waves, on Canyon Oasis and Battleground Jedi. Choose the skill, weapons, Force powers and match rules from a floating menu.
Can Elite Arena continue in gen2 with a shared battle kit and no chat bubbles?
Research notes
The arena
Jerec, Yun, Jan Ors and Mandalor roam for weapons and supplies, pick targets, dodge, strafe, jump, fight with guns or sabers and respawn. Deathmatch offers one to four bots, Newbie through Inhuman skill, time and frag limits, weapon choices and Force ON, OFF or MIXED. TARGET: THE PLAYER makes the human the preferred opponent.
Survival Waves uses the same menu. Canyon Oasis and Battleground Jedi are the complete supported map roster. The mod uses the original maps supplied with Jedi Knight.
Migration evidence and presentation
The migration checks are a selected gate, not a rerun of all 172 inherited checks. The owner's acceptance approves this initial gen2 package; it is not a claim that every multiplayer configuration was tested.
The menu screenshot was captured from the packed P78 mod. The saber and Force screenshots are preserved P70 captures showing the inherited presentation; their source files and hashes are recorded with the images. The gameplay and effects remain the same in this release.
What this build taught us
Elite Arena continues P70 build 8 in generation 2, sharing its maintained AI and navigation foundation with Battle Training. Chat bubbles are excluded. The migration reproduces 284 content files: 280 byte-identical and four differing only in source comments. All 23 migration checks pass, covering real menu input, combat, navigation, respawn and the packed mod; the original 172-row catalog remains available separately. On October 20, 2026, the owner accepted the migrated arena and authorized the initial gen2 release. Build 1 preserves the approved gameplay bytes. Saber presentation and further UX feedback are planned for a later session.
Get this build
- Put
P78.GOBin yourmodsfolder. Remove P68, P69 and P70 first; they replace the same game files. - Bind Mod Menu under Setup → Controls → Keyboard.
- Start
JK.EXE -devMode, then choose Single Player → Debug Play → Jedi Training → m10 (Canyon Oasis) or m_boss17 (Battleground Jedi). - Use the 3D renderer for the saber effects. Look at a menu button and press your bound key to select it. Avoid saving during a match or survival round.
How to play
Bind Mod Menu under Setup > Controls > Keyboard.
Look at a button and press the bound menu key to select it.
Choose Deathmatch or Survival Waves, then set the rules and start.
Use Scoreboard to see the standings and End Match to return to the menu.
Release notes
Requires Jedi Knight: Dark Forces II and its original multiplayer maps.
Install P78.GOB in mods; remove P68, P69 and P70 first.
Retail launch: JK.EXE -devMode, then Single Player > Debug Play > Jedi Training > m10 or m_boss17.
Use the 3D renderer for the 16-bit saber effects.
Do not save during a match or survival round; loading a save containing these mod actors can crash Jedi Knight.
Initial gen2 release accepted by the owner on October 20, 2026.
Credits
Jedi Knight, maps, character bodies, weapons and source textures: LucasArts.
Locomotion and saber slash animations: Quaternius Universal Animation Library, CC0 1.0; license included.
Bot behavior and held-weapon technique: studied from rbots by Raynar and Hell Raiser, then rebuilt.
Blade technique: SBX by ShadowX. Swing-trail technique: Sith Sabers and Sith Sabers II by EAH_CL0wN. Effects rebuilt for this project.
Static-world approach and landmark idea: SM Sith Lord's XtremeFuckin'Warfare.
Navigation: Path-Finder (MIT), after Recast (zlib).
