I'm honored to be on the list (jEDIkIRBY, btw, no space) but I really don't know how interesting untextured models are to look at. Even though I didn't cog/texture it, could the URS mod images be used as my submission pictures?
Not to mention, while this is a great honor, with 80 some artists being mentioned, it doesn't really make anything special. I personally don't see a lot of those people, including myself, being anything importent on that list. While those people aren't invalid, they just didn't do anything new, or offer the community anything new. A more exclusive group of names would give more respect to those on the list, and something a bit more personal can be contrived for each of say... 3 editors from each field? Textures, Models, Cog, Levels, Concept, and 3 wildcards.
Personally, this would be MY list:
Textures
Zully - While his textures aren't in high numbers, they're in amazing quality. Very basic textures as well, allowing for many different usages instead of a single level, or a single project.
Madaventor - Despite any relation that Adam passed away, his skills as a texture artist are undeniable. A high abundance of textures made specifically for JK.
Al MacDonald - His character textures were unmatched, and were in the hundreds. Too much work has been spent on his texture packs to be looked over.
Models
Zy - While only a hanful of his works exist in levels, they were prime examples of JK marvels. Very detailed, and scaled perfectly to the environment of JK, Zy's starwars ships are still being used despite JK's increase in demand for high polygonal models.
Hellcat - I would have never begun modeling were it not for Hellcat. His skills in modeling, coupled with his knowledge of JK were unmatched.
Shred - His modeling skills along with texturing skills make up some of the best models I've ever seen, for any game, let alone JK.
Cogging
GBK - Hands down. His RVTCS and other systems along with the flicker cogs and dynamic light work paved the way for the extention of JK's life. I simply think we never would have gotten this far were it not for GBK's excellence.
Hideki - While I don't know much about him, it seems everywhere I look I see his name in fine print on each and every acceptional level from the past.
Sabermaster - Along with GBK, made some of the key discoveries and continuation of JK's cogging community.
Levels
Blood Asp - I know that when I'm sitting down to a blood-asp level, that I'm going to have fun. I'm not playing his levels to look at pretty archi or overelaborate scenes, I'm playing his levels because I'm going to get the feel of JK's old school gaming.
Spiral - With a solid sense of atmousphere along with visuals, Spiral always delivers a great performance, and a worthwhile gaming experience. Many memorable levels were put together by Spiral.
Halucid - While relitivelly new, Halucid's work in JK is beyond anything I can possibly fathom. His madamemorial work alone is worth honorable mentions here.
Concept and Design
[willremainnamelessuntilhewishestobeknown] - By creating the current patches for JK, he has expanded the doors of JK beyond anything anyone could have done in any other means. If he continues his work, he could trully create a new revelution in JK modding, one that would rival even the original days of mods being released dayly.
Friend14 - His explorations of JK's limits have provided countless editors with a source to learn from. When a limit is seeked to be known, Friend14 is who will know it. Any 3DO concept I've ever had questions about, Friend14 has been able to answere.
Hellraiser - His attention to zeal amazes even me. Not only in his JK projects, but in his knowledge of the JK engine. Launchers, ideas, and concepts are everything that hellraiser attempts for, and he succeeds with overwhelming grace.
Wildcard
This group of people excell in all of the above mentioned abilities, as well as hold a special place in JK editing
Ruthervein - With modeling, texturing, level editing, cogging, and a whole lot of artistic skill wrapped entwined, Aaron shows skills remnant of today's big budget video games. And he's doing it all on his own.
Grismath - Will forever stick out to me as the most player oriented editor I know. Every cleave he makes, and every cog he writes has the enjoyment of the player in mind. A great experience over flashy effects is a concept which more editors (Including myself) need to gain a better grasp on. JK just doesn't really have enough room for zeal and gameplay alike.
Zeq - His work with the editing hub in compilation with the rest of the people in this post's work will keep JK alive. I trully believe that Zeq is the last piece of a puzzle that will build the next 'generation' of JK editors to come. Zeq gave me hope enough to want to continue editing JK when I had none. For that, I must thank him.
JediKirby
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